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Bloody, gritty, sexy: hands on Dragon Age II photo

"Dragon Age II is not a brand new game; It's a better, more-refined version of Dragon Age: Origins," explained executive producer Mark Darrah during a recent press event at BioWare's Edmonton studio. Darrah's take on Dragon Age II should be heartening for anxious fans of the first, yet his take -- thus-far consistent with the larger marketing push -- seems to have fallen on deaf ears.

Since it was announced Dragon Age II has come under fire from ostensible fans for its changes to combat, player agency, dialogue, and continuity. "It's extrapolation to the worst possible extreme," a bemused Mike Laidlaw, lead designer, explained to me in a later interview.

For my money, insofar as my time with Dragon Age II, Darrah's assessment is apt. Four hours isn't long enough to make a judgment call on what will probably be a sprawling narrative, but the basic mechanics are as sound as, if not better than, their predecessors.

Dragon Age II begins with an interrogation: Varric -- dwarven crossbowman, entrepeneur, ne'er-do-well -- is being rough handled by Cassandra, a seeker looking for information on the Champion of Kirkwall. This Champion is Hawke, an attractive female rogue with red hair and emerald eyes, and Varric supposedly knows where she is. The dwarf begins his testimony:

Hawke and her family are fleeing the destruction of Lothering but find themselves cornered by darkspawn. They cut down the darkspawn lines easily, stopping only to make grandiloquent speeches to reaffirm their determination. Hawke and her sister slaughter wave after wave of darkspawn and easily butcher an ogre before unleashing a dragon to destroy the rest of the hor--

"Bullshit!" Cassandra rudely interrupts. "Tell me what really happened."

Varric restarts his story.

Better killing through holistic design

Varric's hyperbolic account of Hawke's escape from Lothering functions in two ways -- it serves as the game's tutorial while establishing Dragon Age II's narrative conceit.

In Varric's version of events Hawke is decked out in impressive armor, carrying what look like a pair of bat'leth. She and her sister face three distinct waves of darkspawn, and their respective skills get more impressive after each wave. Neither Hawke nor her brother, Bethany, can die during the introduction, and there are plenty of enemies to go around -- the result is a safe arena for new players to explore different skills and familiarize themselves with the basics of tactical pausing, camera operation, and hot-keyed abilities.

You'll notice, perhaps, that the fundamentals of combat in Dragon Age II haven't changed much vis-a-vis their Origins counterparts. Mark Darrah's go-to comment on the combat has been that, "When you push a button, something awesome happens." But Darrah needs clarification: the presentation layer has changed, but the mechanics haven't. Dragon Age II is still a stat-driven, Dungeons and Dragons-based game -- replete with inventory screens, if-then tactical Rube Goldberg machines, and little numbers coming out of heads.

Standard melee attacks trigger a little bit faster -- thanks in large part to smoother animations -- and while it looks like a kind of combo, there's nothing mathematically different than four straight melee attacks from Origins. However, the combat has changed somewhat: BioWare has added a layer of spatial awareness to each character's skillset, which the team call "closing attacks."

David Gaider, lead writer for Dragon Age II, describes the problems they wanted to fix with closing attacks: 

The combat was fun, but, it wasn't responsive. Especially, I think what was bothersome was how slow it was, in terms of you doing something and finally executing it. For instance, the Shield Bash. When you SB somebody, you knock them down, and if you then try to attack them while they were down, by the time it sort of lined up the animation and you shuffled into place and finally swang your weapon ...

Q: They were back up?

A: They were back up.

Dual-wielding rogues and warriors will find these types of movement-based skills especially useful, allowing them to close down gaps between enemies and allies. Another similarly useful addition  is that characters can now turn and attack in the same animation. The result in a more kinetic and spatial experience built on top of Dragon Age's RPG foundations. Complimented by the colorful new art direction, Dragon Age II's combat offers the visual rewards of an action game but without being mindless or mealy-mouthed. 

That's not to say that some other writers at the event didn't try to Dynasty Warriors their way through the first few hours of the game, but they saw the game over screen a lot more often than I did.

The Quartermaster

If you look at Dragon Age II's combat and still can't contain your apoplexy, take a deep breath and open your character menus. Marvel at how clean and intuitive they are, spend a minute experimenting with your equipment, and watch as the game automatically derives your damage-per-second. With the power of math behind you, I'm sure you'll find the strength to admit that there isn't much hack-and-slashing going on.

Perhaps the truly hardcore like doing their own calculations, but Dragon Age II is full of small design changes that make the user-experience a lot smoother and clearer, including (perhaps most importantly) an overhauled skill tree.

Several familiar abilities make the cut from Origins, but the new focus on spatial relationships calls for new skills to take advantage of them. The new skills -- in conjunction with melee options for ranged attackers -- make, say, a rogue archer build useful for the first time. There are also warrior skills that, for example, get stronger when your tank is surrounded by enemies. It's obvious that BioWare took time looking at different builds and playing to their strengths.

I also particularly like the new skill trees because they're so much more flexible than the Origins tables. Very few of the skills have prerequisites, and you can choose to spend points improving your useful skills -- make them faster, or cost less -- instead of wasting them on skills that don't fit into your build or play style. 

The last major improvement in user experience includes crafting -- instead of collecting individual ingredients, Hawke has access to resource deposits that any craftsman in Kirkwall can use. Natural resources -- elfroot patches, lyrium veins -- can be found in the caves and hills surrounding Kirkwall, which gives players an extra incentive to explore and complete quests that they might've otherwise ignored. 

In medias res

What I particularly like about Varric's introduction of the game is the neat way that it locks his perception into the gameplay -- Varric already knows that Hawke is the Champion, and it makes sense that he would present her as a devastating warrior. It's convenient that being a devastating warrior is a nice, safe way to introduce complex ideas to new players without scaring them off. "We give the player a chance to just bust out for a minute," Laidlaw told me. "Here you go; here's two minutes, go nuts. Cone of Cold, Fireball, rain fire down on your foes. That's cool, that's the mage experience in terms of combat."

But the frame narrative -- the hoity-toity name for "a story within a story" -- does more than set up a tutorial. It sets up a certain amount of narrative distance and flexibility that isn't possible in what writer David Gaider calls "walk and talk" RPGs: "You're in every step that the player takes, talking to every person that the player talks to." Gaider continues, "And, I mean, that's cool. A lot of RPGs do that. But ... it also limits the types of stories you can tell."

Gaider described a more novelistic approach to Dragon Age II, with Varric serving as unreliable narrator, playing fast and loose with chronology. Varric glosses over Hawke's first year in Kirkwall, for example -- it's simply not important to him. These moments create a certain amount of distance between the player and Hawke as player-character: Hawke greets players as old friends even though the player has never seen them; supporting characters develop their own nuanced relationships with Hawke that the player is left to parse.

The result is two fold: relationships feel organic and natural because they aren't saddled by long, overblown exposition; and Kirkwall feels immediately more reactive to Hawke's presence. Instead of a text box or an epilogue detailing the consequences of your choices, the extended timeframe gives Hawke enough time to see them first-hand. When one of your followers loses a loved one, you see it in her body language and her dialogue with Hawke, not forty hours later. Dragon Age II manifests the "show, do not tell" adage of storytelling.

I mentioned earlier that I only played about four hours of Dragon Age II -- I only experienced one timequake -- but a bit of hard thinking leads me to believe that the benefits of the frame narrative are bountiful indeed. Keeping the narrative locally focused but chronologically expansive allows BioWare to limit the number of active quests. Gone are the doldrums of constantly shuffling between Denerim and Orzammar for this or that fetch quest -- BioWare promises a focused narrative with an equally focused gameplay arc.

Dragon Age II is refined, polished, and clean, the result of a unified vision focused on reaping the intangible benefits of tactical planning and deep thinking -- it simply feels good to see your team cinematically executing your vision. The same compulsion I felt to buy Awakenings is at work in Dragon Age II: namely, I get a deistic kick out of tinkering, experimenting, and setting my creation loose. And the Dragon Age franchise -- with its labyrinthine systems and mechanics -- simply enables me to do so better than any game in the past several years.








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Joseph Leray is a founding Destructoid editor and has better hair than you. He speaks French and needs to send us his updated bio in English, preferably. Likes Confuse Ray, Feel My Blade A Mabari War Hound, Snot, Spiral Arrow, Argo, Dan Smith's critical hit bark, Rolling things up into my life Meet the rest of the team



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47 comments | showing # 1 to 47
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Chris Carter's Avatar - Comment posted on 12/20/2010 12:11
Chris Carter
So wait - they're billing it as a hack and slash, but you're saying it isn't (which I trust)?

Bait and switch? I mean, I'm GLAD it's still very mathmatically heavy, but this is an ENTIRELY different tune than they were singing for DA2's announcement. I'm pretty sure they said something like "forget all the comparisons to Dungeons and Dragons style combat" - then a dev in this playtest says "the presentation layer has changed, but the mechanics haven't. Dragon Age 2 is still a stat-driven, Dungeons and Dragons-based game"

Weird.
Xzyliac's Avatar - Comment posted on 12/20/2010 12:13
Xzyliac
changes to combat, player agency, dialogue, and continuity

I am more than okay with massive overhauls in all of these departments. So far, I'm still unconvinced. It's very possible this franchise just isn't for me but as a huge Bioware fan since I started gaming (they got me into it after all) I want to believe otherwise.
Henry_Swanson's Avatar - Comment posted on 12/20/2010 12:23
Henry_Swanson
I may just get this, DAO was horrible, this actually looks good
acsguitar's Avatar - Comment posted on 12/20/2010 12:23
acsguitar
Please allow mouse and keyboard on the PS3 for this game. The Menu/tactics and no pausing were TORTURE for me.
PhilK3nS3bb3n's Avatar - Comment posted on 12/20/2010 12:26
PhilK3nS3bb3n
Ahhhh shiieeeet.
Arclight's Avatar - Comment posted on 12/20/2010 12:29
Arclight
I hope the story is better than Origins. Everyone in the world just happens to have a ridiculous conundrum that you must solve in order for them to help you... It ruined the immersion for me. I was upset having to go to the next place because I knew they'd have some horrible predicament that I'd have to solve. Granted some of the subplots were good, but to know it was coming over and over made it feel more tedious to me than it probably should have. I don't mind tasks related to the main story, but when all of your tasks are for subplots because the entire world caught on fire at the exact same time... From what they talked about, it seems they want to change the narrative style, so hopefully this game won't be so predictable, and will have a stronger overarching plot.
Riegel88's Avatar - Comment posted on 12/20/2010 12:39
Riegel88
@Archlight, welcome to Bioware games haha.
Stigmeyer's Avatar - Comment posted on 12/20/2010 12:39
Stigmeyer
A preview of a Bioware RPG that is in the line of the "Spiritual Successor to Baldur's Gate" and NO use of the word, "isometric," or the phrase, "pulled-out"?? What is this world coming to?? :P

(PS--I am talking about the camera there.;)
HawkeyedOne's Avatar - Comment posted on 12/20/2010 13:10
HawkeyedOne
Here's my only concern: Am I going to have a strong connection to the various characters in the game, or are the interactions going to be the same as they were in Awakening, i.e. shite.
Korolev's Avatar - Comment posted on 12/20/2010 13:24
Korolev
Oh yeah?!? YOU might HAVE HAND ON EXPERIENCE! YOU might have ACTUALLY played the game! YOU might "KNOW" what you're talking about!

BUT MY GUT SAYS IT WON'T BE GOOD! And how can I not trust my gut!? My gut knows when I should have a sandwich, and then it knows when I don't need to eat a sandwich. Surely it's the smartest organ in my body.

I mean sure, we know next to nothing about the game. I mean, SURE we haven't worked on it, and have only seen a bit of footage. And sure, catering to nostalgic fan's memories of old PC games are BIOWARE'S TOP PRIORITY, (instead of, ya know, streamlining it to allow it reach a more accessible audience, thus improving revenue).

But if I'm not pausing the game every 4 seconds to issue commands, how do I know if I'm having FUN!?! I SIMPLY CAN'T DEAL with change! ALL CHANGE IS BAD, FOREVER. As an internet user, I'M ENTITLED to say it's shit, just because I HEARD OTHER PEOPLE ON THE INTERNET SAY IT WAS GOING TO BE SHIT! I, I, I mean.... COME ON - THAT'S LOGIC 101 RIGHT THERE!
Xzyliac's Avatar - Comment posted on 12/20/2010 13:32
Xzyliac
@Korolev
I know you're makin' a point bro, and it's good it's good, but it's dangerous out there. Take this.

TheDeathWalrus's Avatar - Comment posted on 12/20/2010 13:36
TheDeathWalrus
I remain sad over the loss of my created characters. I would so much rather be able to craft my own story than rely on this Hawke (Shephard) guy.
Fuents's Avatar - Comment posted on 12/20/2010 13:38
Fuents
So far I'm 60 hours into DA:O and loving it. That said it has its problems and personally I welcome the changes Bioware is making. Now if only they fix the console versions to be able to be played more strategically, which was my main complaint of the first, and I'll be happy.
GuitarAtomik's Avatar - Comment posted on 12/20/2010 13:38
GuitarAtomik
Honestly, I'm down with them changing/improving the combat since that's what I had the least fun with in DA:O. Awesome preview LeRay.
FrutiValandil's Avatar - Comment posted on 12/20/2010 13:55
FrutiValandil
Witcher what?
Cannot wait for DA2.
Sæglópur's Avatar - Comment posted on 12/20/2010 14:02
Sæglópur
Meh. I played and enjoyed Dragon Age, but the combat system sucked. I enjoy something with a little complexity, but it was just fucking boring. I never felt like I was in control. The gameplay wasn't visceral enough.
Jomonoe's Avatar - Comment posted on 12/20/2010 14:13
Jomonoe
I recently saw the combat video of DA2 and that plus hearing that "dynasty warriorsing" you're way through the game will lead to a game over has done a lot to sate my nerd rage. I still think that certain RPG elements are being slimmed down for the sole purpose of making the game more accessible to non-hardcore players but I really can't blame them for trying to make the game a huge success like ME2 was.

One thing I don't understand in the article is that it states that some relationships are already formed when you see them for the first time like Hawke greeting someone you just saw in a friendly manner. The article said that this is better than a long, drawn out relationship that you build up like in DA1. I don't see how that is the case. How is being presented with a relationship that is already made without any of the player's input more natural than allowing the player to build it up from the first meeting to the endgame screen?
UltorOscariot's Avatar - Comment posted on 12/20/2010 14:13
UltorOscariot
Dammit, I sense I'm going to have to spend more money.
John Stone Jr's Avatar - Comment posted on 12/20/2010 14:25
John Stone Jr
If it don't have Claudia Blacks Morrigan, why bother?
Joseph Leray's Avatar - Comment posted on 12/20/2010 14:31
Joseph Leray
@Mag: Bait and switch might be a little harsh. I think it's fair to say that BioWare are loosening up the combat to allow different types of play styles, but you're right that there seems to be a disconnect there. I played DA2 like I did Origins and really enjoyed it, though.

@Joemonoe: I didn't mean to suggest that you don't get to explore your relationships with other characters. But having some of the groundwork laid down makes things smoother and more organic, in my opinion. It takes out a lot of expository dialogue and replaces it with actual conversations between friends.
zerocommazero's Avatar - Comment posted on 12/20/2010 14:42
zerocommazero
Being a Bioware DnD fane, I preferred the overhead zoom out view when i played DO:A (on PC). To hear that it is gone is concerning. I tried the zoomed in view and didn't care for it much so I'm not sure if I'll like this sequel.
CraigMcG's Avatar - Comment posted on 12/20/2010 15:11
CraigMcG
great hands on, looking forward to this
Threesix's Avatar - Comment posted on 12/20/2010 15:31
Threesix
I really hope the combat isn't as clunky as it was in the first one like they say. It's the main reason I couldn't make it through DA1.
renchan's Avatar - Comment posted on 12/20/2010 15:51
renchan
As long as they have more than 5 hairstyles, I'm cool with any changes they make.
Drewcifer000's Avatar - Comment posted on 12/20/2010 17:10
Drewcifer000
Great write up, man. Loved Origins, this is looking pretty good too.
pokota's Avatar - Comment posted on 12/20/2010 17:42
pokota
First, very good article. I loved reading about Dragon Age 2 from the standpoint of someone who understood Dragon Age: Origins, it goes a long way in establishing trust. DA:O was awesome, except that it seemed to suffer from a profound lack of polish. It sounds like they've taken real steps to correct that. I admit that I was skeptical when I first heard about the changes to the battle system, but as long as I can still play the old way, I don't mind if they throw a bone to the ACTION crowd. The "Rashamon" story-telling device sounds very interesting.
LackofPants's Avatar - Comment posted on 12/20/2010 17:49
LackofPants
Great write up!

BTW, the doctor said I needed moar Leray, this helps.
Wack's Avatar - Comment posted on 12/20/2010 20:53
Wack
So they're basically releasing the game they should've released the first time?

Cool story bro.
killsm00th's Avatar - Comment posted on 12/20/2010 21:01
killsm00th
Great preview. My fears are assuaged.
Firestorm2117's Avatar - Comment posted on 12/20/2010 23:34
Firestorm2117
Loved Origins, but I gotta agree it needed some refinement in certain areas. Glad to hear Bioware is listening to critics (unlike a certain JPN developper) and looking to improve their games. It's also nice to see them experimenting a bit, as opposed to just sticking to what they know.
Azzurus's Avatar - Comment posted on 12/21/2010 01:42
Azzurus
Thanks Brosef, that was incredibly more informative than most of the previews I've been seeing out there. I think I've moved from 'cautiously optimistic' about DA2 to 'really looking forward to it.'
Kimari Raven's Avatar - Comment posted on 12/21/2010 08:32
Kimari Raven
ooooooh this is good! One to add to my list!

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Kimari Raven's Avatar - Comment posted on 12/21/2010 08:33
Kimari Raven
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sohei's Avatar - Comment posted on 12/21/2010 09:31
sohei
So glad that they removed all that confusing "choose your character's race and background" stuff. I hate choices.
Kooldude23's Avatar - Comment posted on 12/21/2010 14:34
Kooldude23
Looks really promising. Already pre-ordered
Strobelight's Avatar - Comment posted on 12/21/2010 15:03
Strobelight
"truly hardcore"... No.

This is a sentiment that's cool to throw around; partially shown by Korolev's comment as well as the quote. Really though, what "streamlining" means is taking responsibility away from the player. I'm sure an AI could kick the game's arse in the hardest mode but then I wouldn't be playing it...

Don't get me wrong, I know that companies shouldn't block chances for a bigger player base and maybe some people would like to watch a 100 hour game-film but maybe some options would be nice for those who want to play a game.

Why aren't there more options in games? Option screens can't be the hardest things to code can they? Worms 2 had good options.
Joseph Leray's Avatar - Comment posted on 12/21/2010 16:36
Joseph Leray
@Graeme -- except I really don't think so. This is just my personal experience with the game, but I think that added layer of spatial awareness increases the complexity instead of decreases it.

And, honestly, I played DA2 the same way I did DA:O -- lots of pausing and setting traps. I *really* don't think its streamlined to the point that "responsibility is taken away."

If the game auto-deriving my PPS is "streamlined," then I think we're on two totally different levels.
Ffordesoon's Avatar - Comment posted on 12/21/2010 20:56
Ffordesoon
I loved Dragon Age. I thought it was a wonderful, excellent game in many, many respects.

The combat was not one of those respects.

After dying a hundred times on one fight, I switched to Easy and never looked back. I loved KOTOR's combat, and in a lot of respects, DA:O had a better version of that. But I did not love DA:O's combat, because it never felt like I was really in control. I could have learned how to program the AI just so (and work around its ridiculous lack of a simple "if-then" system, which even FFXII had - PLEASE, GOD, BIOWARE, PLEASE FIX THAT OVERSIGHT), but that would have defeated the purpose of playing the thing, because I like to learn what works when I play.

I suppose that was my biggest issue with the combat, really: there was no way to tell what worked best. It was kind of... Things either died or they didn't. Purposeful occlusion of feedback can be a very effective tool in the game designer's arsenal, but when the game is a tactics-heavy RPG that relies on careful preparation and planning, it's important that players be given some clue as to how to proceed. Otherwise, we'll just spam the few attacks that seem to work well without a second thought.

Awakening was much smarter about presenting information to the player and making all classes feel relevant, but I still used five percent of the abilities ninety-five percent of the time, because there was no incentive to branch out.

My point is, if DA2's combat can succeed in viscerally engaging me, then I'll be very pleased. It looks awesome, but more importantly, they seem to understand the two things I hated most about DA:O's combat, which were the failure to let me successfully adapt to the changing conditions of the battles and the failure to let me really cut loose on the bad guys without having to babysit the AI. I might just play this one on Normal again.
Strobelight's Avatar - Comment posted on 12/22/2010 06:00
Strobelight
@Joseph Leray - Ta for the reply. But yeah: I was just taking it to the extreme in my post. Having had no hands on time with game or even Awakening I'm sure that you're correct about DA2 being better than 1.

@Ffordesoon - "I switched to Easy and never looked back". "I still used five percent of the abilities ninety-five percent of the time". Hmmm. I played through on hard first time and found the first ogre to be the biggest ball-ache. I killed those dick elves too.
Strobelight's Avatar - Comment posted on 12/22/2010 06:00
Strobelight
@Joseph Leray - Ta for the reply. But yeah: I was just taking it to the extreme in my post. Having had no hands on time with game or even Awakening I'm sure that you're correct about DA2 being better than 1.

@Ffordesoon - "I switched to Easy and never looked back". "I still used five percent of the abilities ninety-five percent of the time". Hmmm. I played through on hard first time and found the first ogre to be the biggest ball-ache. I killed those dick elves too.
Icehearted's Avatar - Comment posted on 12/22/2010 10:59
Icehearted
Still in the middle of my first play on DA:O, hating nearly every minute of it. I was not prepared for how sluggish and buggy the combat was (I thought it would be more like KotOR with swords. Not a graphics whore, but these are so drab I actually feel tangibly depressed when I boot up the game. Worst yet is that they don't ease the player into anything, you're pretty much told what things are and either draw your own conclusions or weed through some of the most blandly written texts to grace any game ever made.

No, Bioware, you've already lost me.
RichardBlaine's Avatar - Comment posted on 12/25/2010 01:52
RichardBlaine
Awesome preview, Joseph. I was a little concerned about the coverage (and lack of) I had seen thus far, but your words (coupled with that vid Maurice uploaded) are making me less so.
Xagnos's Avatar - Comment posted on 12/27/2010 01:36
Xagnos
This is all so very confusing....If I understand this right, it can be broken down like this:

- People who hated DA:O combat, people who accept the changes : Console Gamer
- People who liked DA:O combat, people who reject the changes : PC Gamer

Am I right here, or is there something I'm missing?

As a person who played the PC version (aka the FAR superior version) all I want DA 2 to be is

- be a lot bigger and longer than DA:O (teehee thats what she said)
- Have a toolset for modding (one that actually works)
- Have the isometric tactical camera (Ala baldur's gate)
dazzlenuts's Avatar - Comment posted on 01/04/2011 03:28
dazzlenuts
I am simply in love with the game, the first installment along with expansions were very addictive, at-least for me it was...and my hopes are high for part 2 despite the discrepancies mentioned.
nonstop's Avatar - Comment posted on 02/17/2011 23:14
nonstop
I was not prepared for how sluggish colorado springs home mortgage and buggy the combat was (I thought it would be more like KotOR with sacramento condos swords. Not a gevri watches graphics whore, but these are so drab I actually feel tangibly depressed when I boot up the game. Worst yet is that they don't ease the gc swiss made watches player into anything, you're pretty much told what things are and either draw your own conclusions
daynamleo's Avatar - Comment posted on 03/04/2011 22:44
daynamleo
Bait and switch? I mean, I'm GLAD it's still very mathmatically heavy, but this is an ENTIRELY omega watches
different tune than they were singing for DA2's announcement. I'm pretty sure they said something like "forget all the comparisons to Dungeons and Dragons style combat" - then a dev in this playtest says rental cars
"the presentation layer has changed, but the mechanics haven't. Dragon Age 2 is still a stat-driven, Dungeons and Dragons-based game"
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