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Not to mention the barriers and locked doors that 'magically' unlock all of a sudden—just because you decide to start a companion side story or something similar. It’s not even that the companion has a unique way to open them; the door might simply be open, or the barrier might suddenly vanish. It creates this weird, disjointed feeling, making the game feel overly streamlined.
And then there’s the strange mechanic with Harding’s power—suddenly, you can just do it yourself using Solas’s knife. I mean, seriously?
Then we come to the dialogue choices. No matter how moody or intense your response seems, they’re almost always positive. The clenched fist option, for example, looks like you’re about to give an order or threaten someone, but it ends up being a fairly polite comment anyway.
It’s like they went overboard to ensure that every line of dialogue is so safe it couldn’t possibly offend anyone. 🤐
Absolutely, I couldn’t agree morethis game feels like it’s designed for a child, yet it awkwardly tackles mature themes like sexuality and identity. The disconnect is absurd. How can they simplify gameplay to the point where locked doors just magically vanish because you started a companion quest, while also expecting us to take the story’s deep themes seriously? It’s like teaching a toddler about philosophy while they mash buttons.
Then there’s the dialogue. Even the most intense-looking options result in polite, sanitized responses. It’s as if they’re terrified of offending anyone, completely undermining the gritty, morally complex choices that Dragon Age is known for. And if everything’s so "safe," why even bother addressing complex topics?
This incoherence is the real issue. Is this a thought-provoking RPG for adults or a simplified kids’ game? You can’t have both, and the result is a bizarre, identity-confused mess that fails to challenge or satisfy either audience.
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