To make Origins, BioWare dredged up buckets of backstory from the minds of their best writers. A new land was invented, branded with religious intolerance and inherent racism. Then, once the continent of Thedas was concrete, BioWare forgot they’d invented all that engaging stuff and slapped a typical ‘kill the big bad thing’ fantasy plotline on top. For all its size and wonder, Origins didn’t make full use of its fascinating world.
Dragon
Age 2 does it right. It’s still an RPG epic, it still takes upwards of 50 hours
to finish. It’s still got a deep, complex combat system, and it’s still got a
well-defined supporting cast. But it’s also an RPG that wears its mythology
proudly, confident in its goal of charting the rise of a complete and utter
badass. You.
We
expect our RPG heroes to experience a gradual learning process, gaining skill
and abilities as they discover that, ahh, the pointy end of the sword is best
inserted into an enemy. But the first time I controlled Hawke, I had access to
top-tier combat skills. Surrounded by Darkspawn on a hillside, I murdered with
wild abandon.
Hawke
got an itchy back at the worst time.
DA2’s
combat is spring-loaded. Cooldown periods and time penalties are just as
integral as they were in Origins, but this time they happen at end of lightning
fast moves. I played a rogue. My backstab started with Hawke hurling an
exploding flask to the floor, before reappearing behind an enemy and driving
his main blade into their spine. The whole move took a second to execute, and
impacted flesh with a shudder-inducing squelch. Another move catapulted me out
of battle with an instant backflip, letting me escape from an imminent
battering.
I
could happily list all my skills and the ways they eviscerated people for the
rest of this review, but I have a word count. Last one. My favourite skill was
called ‘Annihilation.’ An upgrade of the high-level ‘Assassination’ move, it
made Hawke simply jab two blades into the face of the foe standing nearest to
him – at which point, they’d usually burst into a fine scarlet mist. For every
class, every combat skill kills something in a new and exciting way.
Have
beard, will slay
Hawke’s
ties to the first game are explicit. He or she (your choice) starts Dragon Age
2 as a refugee from Lothering. Lothering, for those of you unfamiliar with the
first game, was twatted square-on by the Blight of the Darkspawn (read as:
‘pseudoorcs’, fantasy noobs). Hawke (I’ll use the male pronoun here purely
because I played as a dude) managed to escape, with family and fantastically
trimmed beard in tow. At the time of the hillside combat just described, he was
making his way to the city of Kirkwall.
You
alright, mate?
I
killed the final Darkspawn, and the camera yanked out and away to a darkened
room, and a dwarf with a hairy chest. It’s ten years later.
The
fight was a flashback. The dwarf is being forced to tell Hawke’s story by a
mysterious woman dressed in the robes and symbols of Thedas’ hyper-religious
Chantry. This is Dragon Age 2’s big conceit, and part of the reason the game
hangs together so well. The dwarf is Varric, and he’s telling the story all
wrong. Varric is a companion and potential party member, and knows more than
most about his bearded buddy’s motivations – but he’s also an inveterate
story-embellisher.
The
woman explains the situation: the world is on the brink of war and Hawke – the
‘Champion of Kirkwall’ – can help. There are only two certainties: the first,
that Hawke arrived in Kirkwall. The second, that ten years later he somehow
became the city’s champion. She wants to fill in the blanks.
Actually,
there are three certainties. The third is unwritten, but simple: any way you
play Hawke, he remains one suave bastard. His tone sits firmly on the plummy side
of ‘commanding’, but very few of the dialogue options have him come across as
anything less than mildly awesome.
Spiders!
Why did it have to be spiders?
The
game’s developers have nicked Mass Effect’s conversation wheel and split most
interactions into a threetiered system: saintly, aggressive, and – most fun –
cheeky.
Only
very occasionally did I feel neutered by my choice. I’ve typically approached
BioWare games as the reincarnation of some major saint, waiving rewards and
helping puppies save their lost kittens. I’d resigned myself to selecting the
goody-twoboots option throughout Dragon Age 2, and cringing as I politely
thanked the man who tried to stab my kidneys out. Instead, nice-o-Hawke is just
as judgemental as his chums loloHawke and HAWKE-SMASH – he merely phrases
things with a touch more tact.
Chat
roulette
I
found myself flipping between responses depending on the situation – actually
using the full dialogue spectrum. The lack of an arbitrary karma system meant I
could do so without fear of being pigeonholed. Guy trying to extort money from
the dragon-infested mine I own half a stake in? You shall feel my tongue-wrath!
Cower as I shout! Lovely elf stabbed by her deranged husband? Best be nice to
her as she splutters her lifeblood all over the floor. Soz, elfy!
Rub
up against one of the game’s Serious Moral Choices™ and your once-neat
conversation wheel goes all muddled. In my first year, I rescued a mage from
the dictatorial control of the Templars. Three years later, I faced his mother
who explained he’d crossed into the Fade – Dragon Age’s strange netherworld –
and ran the risk of becoming someone who could melt other peoples’ brains by
coughing wrong. Launching into the wibbly half-light of that realm, I had to
make a genuine choice: destroy the magicusing faculties of this kid’s mind, or
let him become a danger to society. I put my mouse down, stood up, and paced
around my room. It’s a rare feat when a game encourages walking, yet Dragon Age
2 does it all the time.
It
would be the last time he washed whites and colours.
The
world of Thedas is one of racism and fascism: only in the second game have
BioWare really come to terms with this and brought up some genuinely dark
questlines.
The
ten-year-long story arc adds to the burden of your choices. In another game,
I’d have spared the mage boy, tootled off to another town and forgotten all
about him. And saved the world next week sometime. But here, with ten years to
play with, you have to consider the long game. Letting a danger loose in an
earlier year can see it come back to bite you in the arse later, like a
timetravelling dog who loves biting arses.
Worse,
the people you’ve wronged won’t necessarily target you. You’re all right,
you’ve got knives as big as your arm and a pocket full of potions. Your mum, on
the other hand, lives alone in a house in town. You’re off adventuring, and you
can’t always be there to protect her. Wouldn’t it be safer just to stove this
upstart’s face in now?
Looks
like they had some SHOCKING news. Haha! *dies*
In
the end, I had to sever the unfortunate boy’s connection to the Fade, and leave
him a few intellectual steps above a carrot in the process. He now hangs around
the Viscount’s Keep, talking in a quiet monotone and making me feel bad.
Dragon
Age 2’s story is driven by these moments of tension and forced choice. They
always feel organic and truly contextual.
Small
world
Outside
of a few trips to the Deep Roads and a saunter to a Dalish camp, everything in
Dragon Age 2 happens in Kirkwall. At first, I felt a little let down by the
lack of escape from that single city, but ten years in the same place also
breeds a welcome familiarity. There are benefits to knowing a city backwards:
it let me get a complete grasp on the game’s complicated political situation.
Farting
on a downed man is just cruel.
Hightown
is home to the rich and idle, Darktown is a disused mine full of beggars and
brigands. Out by the docks, there’s a Qunari compound. These giants have been
redefined since Origins’ Sten – taller, broader and more muscular than a man as
well as growing a snazzy set of horns, they practise a societal fundamentalism
that gnaws at the authority of the establishment. There’s a constant
back-and-forth between the conflicting views, and your Hawke is free to come
down on either side of the scrap. That’s underpinned by a deeper struggle
between the mages and the templars. The latter believe the former need to be controlled
with an iron fist, and the former say they want to live free, and maybe go a
little bit mad and kill loads of people. Make your allegiances clear and you’ll
change the course of the whole game.
Who’s
(had) who
So
many games promise real choice but fail to deliver. Dragon Age 2 is the most
impressive attempt I’ve seen to make the decisions players make in a game mean
something. I can’t wait until everyone else in the office has played it, so
they can tell me what would’ve happened if I’d only killed person X in my sixth
year in the city.
Areas
are revisited repeatedly.
I
also want to know who they slept with. DA2’s romantic options are
near-unconstrained. You meet a party member, chances are you can bone them
(your sibling is one fortunate exception). Male, female, amalgamation of human
and spiritual manifestation of justice: all are fair game. Personally, I
developed a mild obsession with sexy lady pirate captain Isabela, despite
(because of?) her terrifically impractical adventuring gear of a shirt and no
trousers. She talked a good talk, too. Dragon Age 2’s incidental conversations
are splendid: ruder, funnier, and just plain better than Origins’ “SO WHAT DO
YOU DO THEN?” platitudes. Wandering around town, Isabela treated me to tales of
orgies and hit on my friends. I was in love. Still, despite her repeatedly
stated desire to defrock anyone standing within two feet of her, her wooing
became a decade-long process. Eventually, our relationship matured from
friends-with-sexy-benefits to live-in lovers.
But
I was spoilt for choice. Most of DA2’s companions are excellent; the only dud
is Hawke’s sibling (sister in my male playthrough), who lacks in personality.
Varric is a smart-mouth dwarf, Merrill a delightfully Welsh Dalish elf, Fenris
a lanky ex-slave, tattooed with veins of pure, magicgiving lyrium, and
clutching a broadsword as long as his body.
You’ll
spend most of the game in Kirkwall.
My
companions were more than just willing conversational partners. Dragon Age 2’s
combat system is rapid and satisfying, but it’s also more intricate than
Origins’. Each companion has their own set class, but from there,
specialisation is largely up to you. I made sure to take at least one warrior
with my party at all times. That meant I was rolling with ginger guardslady
Aveline, or brooding elf Fenris. Both had access to a broadly similar skill
tree, but couldn’t be further apart in battle technique. I specced Aveline as a
tank, pumping her skill points into her constitution and cunning to bolster her
defence, buying and equipping her with the best armour and a gigantic shield.
She screamed taunts over the din of battle to attract attention from foes,
before settling into a defensive stance. Fenris went the other way. I funnelled
points into his strength and trained him up with two-handed weapons. In a
stand-up slugfest he was flimsy, but he rarely let it get to that: his speed
and reach on the battlefield meant most enemies were on their backsides with a
caved-in face before they could ready any truly devastating attacks.
Party
people
Both
had their place by my side, depending on the situation and my mood. I found
myself rotating my party regularly – sacrilege in a lot of RPGs that demand a
standard party setup to succeed, but sensible here when everyone’s abilities
are just so much fun. Even when I was pushed into taking a companion, their
unique skill tree gave me room to choose. Anders – returning from Origins’
add-on pack Awakenings – was my party’s de facto healer. But as I invested more
into his personal set of abilities, I unlocked two activated modes. One allowed
access to more powerful healing spells, but the other turned off his capability
to fix his friends in favour of upping his damage potential.
Enchantment?
Enchantment.
Enchantment.
Origins’
free battlefield camera is gone, but a mousewheel scroll gives the zoom you
need to see the full field of play. Pausing, issuing a set of orders, then
sitting back and watching the chaos unfold is a joy that never gets old. Which
is lucky, because the streets of Kirkwall are filled with an improbable amount
of nefarious types who want you dead.
Dragon
Age 2 is not what you expect. Hell, even during preview sessions, I hadn’t
anticipated it being this much of a traditional sequel. But by locking down the
context – the world and the politics – BioWare were free to fill their creation
with more character and vitality than any title in recent memory. The best RPG
of this decade? Nine more years will tell, but for now, yes.
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