The lights are on
Veteran Member - Level 11
I've been laying low for the past few weeks, but with good reason. On the side a few community members and myself have been hard at work (sometimes too hard at work), to get a community podcast out the door and to you by today.
This is a lengthy post full of spoilers about one of several endings, it requires time to read and absorb, so if pressed for time or with lack of desire to read about an ending - move on now.The point here isn’t to necessarily spoil the game however, it is to explain away players’ disappointment with the “Dark Ritual” ending as I heard and read many players are. It is important to note that the game does a very good job of ensuring that all rewards have their own consequences. Saving a life costs a life and eerie balance is at play the whole game through.Dragon Age: Origins is a game that players should be really happy with in that it’s lived up to the title. It is a wonderful introduction to the world, the lore, and the idea of a much larger chain of events over the Blight and darkspawn. The very rich story with many layers and possibilities, converge on the night prior to the final battle with the Archdemon. Most of the storyline details aren’t in the character dialogue but in the numerous codexes found throughout the game. Codexes reveal the past and present on goings, motives of certain groups, and shed light on the who’s who in the game world. The main player character (henceforth “PC”) can come from one of 6 different beginnings and while the meat of the story will differ slightly, they’ll end up with more or less the same band of companions. How the companions feel about the PC hinge upon the choices made in what side-quests the PC embarks upon.I played a male City Elf who killed the Arl's son that raped my friend and stole my betrothed, became the Grey Warden Templar / Bezerker, saved Sten, named my Dog "Ghengis", spared Wynne, drank some of the Darkspawn blood in the Warden’s Keep, killed Flemmeth, only took a pinch of ashes from the urn to save the Arl Eamon, saved Connor, fought with the militia at Redcliffe, made Shale remember that she was a dwarf, destroyed the anvil, sided with Harrowmont, removed the curse from the Werewolves and Dalish, exposed the slavers in the Alienage, let Allister kill Loghain and imprison the would-be queen, and… performed the Dark Ritual with Morrigan. The maturity level of the game plays on the maturity of comprehension of the player. DA:O reminds me very much of the emotional plays that Final Fantasy VI (and in some cases Final Fantasy X)makes - birth, death, love, pain, abandonment, loneliness, self awareness, friendship, loyalty, betrayal... all of these things aren't so black and white in terms of right and wrong and many of them require a sacrifice in areas to obtain or rectify that we're usually unwilling to do so easily, especially at the expense of others. Young hearts and minds have a very hard time coming to grips with how unfair these motions can be once realized, or how unfair getting them in our favor really is and veterans of these emotional battles grow easily weary because we understand the tolls they take and witnessed the cost, sometimes first hand. It's unpleasant, cruel, and devious and that's the nature of it yet we still search it out hoping that in the end things will work out fine and any transgressions are justified by the outcome, because... because we have at least hope.