Posted March 17, 2011
StingingVelvet: Basically what I am saying is that while Bioware games have always been more linear than other Western RPGs to fit their cinematic storytelling paradigm I have never felt as railroaded in a Bioware game as I felt at the end of chapter two in Dragon Age 2.
Gersen: I wonder if it's not the same kind of issue than the ME2 ones where is you didn't go nearly exclusively renegate or paragon you end up losing conversation options. Maybe if you had gone exclusively with one conversation "icon" (peaceful, aggressive, sarcastic or whatever they are called) you would have ended up with an extra conversation option. It's lame but it wouldn't surprise me.
And that would actually be fine with me, narrative-heavy games need certain plot points to happen, but the WAY they did is annoying. I am sitting there telling Isabela to fuck off and telling the Qunari I agree with them but then I end up helping Isabela and killing the Qunari anyway. I mean... huh?