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Gameplay:

Bioware are taking a diffrent approach to combat in Dragon Age 2. The game is going to have improved animations and the warrior and rogue class are getting an overhaul. Here's a nice explanation:

 

Classes:

 

The Warrior:

 

 

The most physical of the classes in Dragon Age II, a warrior is at his or her best when surrounded by foes, keeping their attention with powerful swings while allies wreak havoc in relative safety.

At the heart of a warrior's fighting style is the choice of weapons. Staunch defenders will gravitate to mixing one handed weapons (be it axe, mace or blade) with a shield, taking advantage of the extra protection offered by interposing a wall of wood or steel between themselves and their foes. More offensive warriors gravitate to the larger two-handed weapons such as the greatsword or maul. What they sacrifice in defense, they make up for in damage potential, as the mighty arcs of their blades can easily hit multiple foes at once.

Warriors are not as constrained around their weapon choice as they were previously, however. A wide variety of their abilities are weapon-agnostic, such as the stunning Pommel Strike. Various offensive and defensive stances -such as Might, Control and Turn Blade- can be assumed regardless of weapon, and depending on the needs of the current encounter. Warriors are also the only class that can actively gain the hate of multiple foes at once, controlling the flow of battle and keeping their more fragile teammates alive.

Specializations: 

Reaver:  

 

 

Life is power. Blood Mages know this, but they are not the only ones. Warriors can also command the energy that flows through blood and bone, but it is not an easy path. The Reaver specialization trades pain for strength in a constant balance of selfish sacrifice. At first it seems that Reavers are doing the work of their enemies, damaging themselves in gruesome fashion. But Reavers can transform their own living essence into raw damage, and then replenish that health by stealing the life from their foes. It's a dangerous gamble that counts on added strength to destroy enemies before incoming attacks or the Reavers' own abilities kill them. At its best, the Reaver specialization results in a brutal harmony. The closer they are to their own deaths, the more efficient they are at inflicting the same on others.

Templar:

It takes incredible focus to wield magic, but even greater will to withstand it. The Templar specialization originated in the Chantry with the establishment of the order, and their mandate remains the restriction and containment of mages. But the abilities Templars command are not divine; they are the product of intense training and rigorous devotions. These are achievable by any warrior, although the discipline required may seem just as much a calling. Templars don't just endure magic, they deny it, and deny others the use of it. At the height of ability, a Templar simply shrugs off most harmful effects, and can completely suppress a mage's ability to cast. They are warriors of singular focus, and none can match their dedication or effectiveness at taming those who would abuse the magical energies of the Fade.

Berserker:  

All warriors command respect, but the Berserker is an unrelenting physical force. The name of this specialization suggests rage, risk-taking, and that is certainly part of its effectiveness, but it would be a grave mistake to suggest that the Berserker is sloppy or undisciplined. It takes an incredible amount of control to know when to lose control. Battle momentum is the key: finding the balance between total commitment and over extending. The Berserker controls the pace of combat, setting a standard that the enemy can't match. In turn, they can be sustained by the mayhem they produce, and find new energy in every fallen foe. While they stand, while stamina remains, they have no match, but they can't stand back and let battle unfold. For the Berserker, battle always ends in glory, win or lose.

 The Mage:

 

 

Most mages in Thedas belong to the Circle of Magi. As such, they are taken from their families while still children, and highborn children who are able to use magic will lose all claims to their family's estates and titles when they are taken to the Circle. This helps to create a bond stronger than social class or race, since everybody in the Circle is raised and taught the same way.

 What a mage is able to do with magic in Thedas is some what limited when compared to other fantasy worlds. Interdimensional travel and teleportation are non existent, and the average person will rarely ever see and true example of magical power.

Mages however, are capable of manipulating the basic elements, such as conjuring gouts of flame and small localized ice and electrical storms. There are also spells that allow for temporary reanimation of corpses and the draining of an opponent's life-force.

Mage specialization:

 

Force Mage: All mage specializations manipulate energy, but Force Mages revel in it. A specialization popular in Kirkwall, they focus only on the raw application of magic, in all its vicious glory—maelstroms that draw opponents, ethereal weight that crush and slow, or great waves that throw enemies about like ragdolls. Targets not to be toyed with are simply slammed into the ground, as though pummeled by a great fist. And in their mastery of such damage, Force Mages can make themselves all but immune to similar attacks, an ability that hints at the true discipline they must maintain. After all, unsubtle doesn’t mean unsophisticated—the Force Mage specialization requires uncommon precision to keep such overwhelming power under control.

Spirit Healer: Spirit Healers focus on restoration, not destruction. They know that the best way to win a battle is to keep themselves and their allies in the fight as long as possible. They are the mages most likely to be accepted—or at least tolerated—by common people, and yet templars fear them as much or more than the damage-focused specializations. No other mages so directly draw their power from the beneficial spirits of the Fade. It’s a risk, but the rewards are undeniable. Removing injuries, granting resilience to wounds, even rescuing comrades from the brink of death—these are not support abilities, they are the core of any effective party. Any fool can cause harm, but no amount of muscle can make a weapon heal.

Blood Mage: Nothing inspires as much wild-eyed terror as the Blood Mage. Mages of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn’t limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it’s tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, and the Blood Mage must be careful. The temptation to take just a little more is always there.

 

 

The Rogue:

  

 

 Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger.

Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. Dexterity and cunning are essential for a rogue, as many rogue and rogue specialization abilities rely on high cunning and dexterity.

 

Gameplay videos:

 

A 50 mintue walkthrough with the lead developer of Dragon Age 2:   http://www.livestream.com/electronicarts/video?clipId=pla_e1af7357-aff9-4758-b744-c98a28fb5806&utm_source=lslibrary&utm_medium=ui-thumb

 

 

A gameplay Interview:  http://www.gametrailers.com/video/gameplay-producer-dragon-age/710373

 

Story:

 

In Dragon Age 2 the story will be told through a frammed narrative, where your dwarven companion Varric will tell a seeker your legend and how you became the champion of Kirkwall. While you play you will see that your actions are effecting what is being told by Varric.

 

The story of Dragon Age 2 spans over 10 years, as you Hawke go from being a refugee to becoming the Champion of Kirkwall. And yes you will be fighting the darkspawn again, but the story won't have anything to do with the Grey Wardens.

 

Here is a nice video talking about the story.

 

 

  

 

 

 

 

 

 

 

 



Being in 3rd place never felt so good