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Before I wrote anything about it, I wanted to complete at least a single playthrough of this game. Here we are on 3/11/11, and I’ve done it.

Luckily for me, I had two days off this week. This game has consumed me since 3/8, and has been a lot of fun. If you’re a fan of the original, you should love this game. I’m going to try not to spoil anything , but when I have a feeling something might be a bit spoil-esque, I’ll do this:
I’ll start at the beginning – character creation. A lot of this portion of the game is very similar to DAO, except the fact that you do have to choose to be human. (Sorry dwarf lovers.) There are a total of 3 classes: mage, warrior, and rogue. Despite the fact that this seems limiting, what you choose here will drastically influence major portions of the game ahead. Your companions, quest choices, etc.
Another very interesting section of the creation screen is your ability to choose a unique DAO history set – whether Alister became a lone king or was married, whether the main character for DAO lived or died. On my first play, I went with the default, and the king was very much alive. :)

For my purposes, I originally chose a male mage. Of course, regardless of choice you’re a nobody, but even more hated as an apostate. We already know that you somehow end up becoming a champion of sorts, and the game basically revolves around the path you take to get there. Because a great deal of that path will be individualized, I will stick to a few general topics and perhaps a few things that I wish I’d have known.

- Look how awesome I am :P
First things first: aesthetics. Because of my laptop, I was playing this game at low graphic quality. Even so, it was a beautiful experience. When I first began I was surprised to see that you spend a lot of time going through the same zones over and over. I admit, I was not impressed by this fact. Over time, I understood why; as I became more familiar with the large city of Kirkwall, I discovered that knowing the city better made me feel more of an attachment toward it. The original DAO had many places that became destroyed or altered, but the experience really didn’t affect me as a player – here, each change to the city developed my surroundings further.
Click to show spoiler! »
Over the course of the game, there are huge revolutions in time. As you advance the main plot, many years will pass. Kirkwall will remain mostly the same, but your choices influence how it progresses. The game will warn you before you advance in time, and offer you an opportunity to finish any quests you may want to do.
There were also some interesting choices made by the builders of Kirkwall:

- “Let’s just stick a campfire on the wall!”
Even after a complete playthrough, there are still a great many things I have no idea about. I managed to get one of the companion’s armor upgraded a single level, and can only assume it was because I had sex with her. When it happened, there was no explanation - it just changed. I can guess that there are a total of four armor upgrades per companion.
Companions were different from the original game. They still speak to each other as you walk about, but I quickly found myself missing the ability to just stop and enter a conversation with them. As a result, they did feel much more distant than the original DAO. They also live in their own individual houses within Kirkwall, making it even more difficult to speak to them – even if they are following you around. This feature is similar to the Normandy in Mass Effect 2, and I really missed the “camp” from DAO.
Click to show spoiler »
One of the biggest changes that I noticed was that once I “fell in love” with a character, Merril in my case, that could not be undone. She moved in and became a resident of my own house. In DAO it was possible for multiple romances in a single playthrough, but here, I didn’t see that it was possible. (I did manage to have sex with two of the women, but love was a different story.)
The rivalry/friendship system was a bit frustrating. At times I found myself cursing as I made a move that I was sure would help my relationship with a specific companion and only found that I somehow managed to piss them off. I went through everything primarily as a “good” person, and now wonder if I needed to be more of a cynic to mesh with their personalities. I never actually became a rival with any of my people, but it would seem that it might even be a benefit to do so based on their skill trees.
Click to show spoiler »
I did manage to anger certain characters to the point that they were unselectable – but it wasn’t rivalry based. It was based solely on story choices and my game path. There are options that can even cause your own people to attack you, in which case you should hope that you never equipped them well. I do believe that you are bound to lose somebody no matter how you play, so my best suggestion is to save fairly often.
Aside from the king, there were other throwback characters brought into the sequel. My personal favorite was Sandal:

- ENCHANTMENT!
No throwback characters seem to be playable, but they do show up without fanfare as a hat-tip to fans of the series. I didn’t feel that any companion in DA2 were as lovable as Alister was in the original, or even Morrigan. They did have some side-quest type action at certain points which showed a somewhat greater emotional range, but I think Bioware really should have worked in a bit more conversation on-the-run.
Like the original, the game has events that will clearly leave room for DLC packs. I won’t go into these, but you will recognize them when they happen. Speaking of DLC, I have the “Black Emporium” pack installed, but do not yet have the “Exiled Prince”. Once I completed the game, my “resume” option brought me back home with a thank you message from Bioware, but it didn’t seem there was any more I could accomplish. (My writing desk has a quest indicator but there is nothing available.)
The last thing I wanted to mention was the ending of the game, and I want to do it without significant spoilers. I will say that they do bring things to a nice conclusion, and the story that Varric tells becomes a wonderful method of foreshadowing. I kept Merril around for the majority of events, and it became apparent that I was almost done when she kept popping off with things like (and I quote):
Merril: “Do you think we’ll win?”
Aveline: “Win what?”
Merril: “I don’t know, it just feels like things are coming to an end.”
And:
Merril: “Once this part is over, at least Varric will be able to tell a good story.”
Yes, I found that one odd as well. To her credit though, Merril is a lovable idiot that says weird things all the friggin time.
Based on my character choices, I can say that the final battles were far too easy (more in spoiler link). You are left with some extremely weighty choices, and you should have full knowledge that you are at the end of the game when you reach it. The final quest, “The Last Straw”, was very long. I stayed up late as I progressed through it thinking the very end was in the next cutscene. All in all, I think that single quest took at least an hour and a half.
Click to show spoiler »
At this point, I specialized in “Spirit Mage”, and had the tree nearly maxed. As long as I stood near my other characters I didn’t even need to heal them – we auto-attacked our way through everything thrown at us with maximum health. (My final battle party was Aveline, Verric and Merril) It was actually harder to fight through the swarms that led to the boss fights themselves.
My next playthrough will be as a female rogue, and I will focus more on some of the other companion characters. I now get the pleasure of playing through everything as a cynical ass, and basically doing the opposite of what I did before.
My out-of-ten score for this game is a 9, especially if you are already a fan of other Bioware titles. I highly recommend it, and can safely say that there is a good value in at least a single repeat play, even for a game that can be finished in around 20-25 hours.
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