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Awakening Review..

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Scottg
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Awakening Review..

Post by Scottg »

I just finished the "campaign", though I find it difficult to describe the module as an actual campaign, even with the relatively low expectations of an expansion.

My basic conclusion is that it's not worth 35-40 US. (...probably worth about 20 US.) It's not bad per se, though there are numerous bugs.. it's just that it doesn't have enough playable game-time to recommend the expenditure. (..it felt like about 20% of Origins at best. Perhaps 15% is more accurate.) :(

The story-line is interesting, but neither cohesive nor continuous.

The disjointed nature of the story relates to integrating various quests.. they all "pop-up" pretty much at the same time with no real direction on *when* to do what. (..pieces of a puzzle rather than a "tapestry".) Follow the main story line? Sure, but then how about do this.. and while you at it do this.. etc.. Worse, NONE of the major quest/locations seem particularly pertinent to the main story (..except the end location). With the exception of the final quest/location, only Wending Wood offers any insight into the story - and pitiful little at that.

What's my motivation? Kill Darkspawn? They are doing that themselves. Rebuild and refortify the territory? Most of that is handled with a few decision "trees" when talking with the seneschal, with an either/or outcome that is frankly pitiful (..but far less so than the actual rebuilding process which was nearly non-existent). Personally protect the territory from the darkspawn? When? You have the *option* to do so exactly once, and it's not only NOT recommended (in the story), it lacks *depth* of game-play and story-line.

The writers/developers could have done a *lot* here with the basic story, IN AN ORDERED FASHION. (..particularly given the cost of the expansion.) For instance:

1. Recruit Help. (..picking up companions AND those needed for the keep and surrounding territory, WITHOUT the need to * immediately* delve into a dungeon crawl to progress their interests and personal story.)

2. Fix Keep and fortify land. (..and by "land" I mean more than a city or a few dinky quests to outlying areas.) Defend against minor incursions "chipping away" at land and keep all-the-while with an active part in defending.

3. Serve companion interests, do a little discovering, START discovery process into *why* attacks are occurring. Side quests that explore territory mostly unrelated to darkspawn invasion except for acquiring info. (i.e. building the framework for understanding the main story while doing unrelated quests.) *4* "maps" with modest "dungeon crawl" side-quests, only 2 available (before step #4).

4. Get hit with a major incursion/battle.

5. Rebuild battle sites. Continue the process for discovering why the incursions are happening, and come up with a plan to stop them. (Final 2 side-quests are available.) How much you discover limits your choices in creating a plan to stop the darkspawn threat.

6. Start implementing plan (with both beneficial and negative consequences). Incursion into major "dungeon crawls". *3* "dungeons" (A, B, & C) with "A" OR "B" depending on your plan - progressing to C.

7. Major Discovery at the end of C.

8. Change plan based on Major discovery. Quest for "X" to lead to final solution. Clues/resources provided in familiar "maps"/locations - leading to short dungeon crawl.

9. Final Solution leads to major "dungeon crawl" "D" and end-game.



IMO at least SOMETHING like that would have been a campaign. Instead what is presented is more like #1 though #8 "squashed" together leading to #9 in a haphazard (and unsatisfying) manner. :mad:


Then add-in marginal difficulty with battles (..i.e. battles not being difficult enough).


,,and top it off with a whole host of bugs.




It's not all bad though. :o




The "dungeon crawls" were decent, with "boss" battles at the end. The only unfortunate thing here is difficulty. Most battles were not difficult (no matter the difficulty setting), and the "boss" variety only moderately so. It was definitely balanced on the "weak" side of gaming (..and Origins was better in this respect).

The "depth" of dungeons (i.e. length/duration) were considerably less than Origins.. BUT IMO Origin's crawls were protracted and often tedious. Awakening seemed better balanced in this respect.. i.e. not to "deep" nor to "shallow".


While there certainly wasn't a lot of artwork in the game (i.e. full site-depth, structures, terrain, etc.), I did feel that it was in some respects more "correct".

Ex. Amaranthine, unlike Denerim, was "continuous" in nature. While there was by no means enough to be described as a "City" (..it was actually a "Keep"), you could explore pretty much all of it at any time. Parts didn't just "pop-up" depending on quests. Not only that - it had elevation.

In fact the differences in elevation throughout the game not only made things more visually interesting, but ALSO added that needed "something" to battles (..though unfortunately NOT for the boss-type battles.. idiots). The fact is *terrain* can "swing" a battle - for or against your favor. Here you actually have that happen more often. Origins only had this marginally when considering the size of the module (..mostly West Brecilian forest, a little in the Wilds, also "starter" steps in Andraste Temple, potentially the High Dragon battle, ambush battles, etc.).


Another thing I liked about the game was the brief yet "pointed" nature of the dialog. Most of it had purpose to further the game, unlike Origins. Nor was there a significant shortage of dialog from companions *depending on their approval ratings*. You don't need to go through static dialog "trees" to discover information about them, or respond as you other-wise wouldn't to simply increase their approval rating. Here a few key decisions can increase their approval (or decrease) in actual "game-time" that can have an influence on the game. They didn't go as *FAR* in this respect as I would have liked in that the amount of increase or decrease often wasn't AS significant (..but they came close, depending on the companion). Even better, they used the gift giving mechanism to good effect to stage different times *when* companions would initiate dialog - it literally will vary. Yes, I would have preferred a bit more of it, but then I also would have preferred more *game* as well.





I gave Origins a 7 out of 10 overall. This is an expansion.. I expect less (certainly innovation is mostly gone).

Still, even with low expectations I give this game a 4. You can find a *lot* more entertainment from different games for less. ;)
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