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Dragon Age: Origins - Awakening
Score: 80%
Publisher: EA Games
Developer: Bioware
Media: Download/1
Players: 1
Genre: RPG

Introduction:
I'm not sure if I like the idea of "stand-alone expansions." I get the idea behind them; offer a smaller version of the core game for a cheaper price in an effort to build the audience (or, at least I think that's the operative idea). The problem is, I've yet to see one that managed to really satisfy both the newcomers, as well as those already onboard with the series.

Dragon Age: Origins - Awakening is the first major expansion for Dragon Age: Origins and falls victim to the problems facing stand-alone expansions. For newcomers, it is a good, though not totally representative of the full experience, look at DA: Origins core experience. For those who have already sunk 20 - 30 hours into the original, it's not much more than a chance to reconnect with your character and kill more Darkspawn.


The Hero of Ferelden:
If you're coming to Dragon Age: Origins - Awakening looking for the same great experience as the first game, know you're really just coming for a chance at some new weapons, new Darkspawn and to continue what little of your character's journey the narrative leaves. When you start, you're able to pull your character from Origins, even ones who haven't completed the main game, into Awakening's adventure. From the start, this severs most major connections between the two games, leaving a few strands of weak connective tissue between the two.

The new plot is almost completely independent of the original and places you in charge of the new Grey Warden outpost in Amaranthine. Upon arrival, you discover your new base of operations, Vigil's Keep, under attack by a well-organized Darkspawn army. Even more distressing, some Darkspawn can speak, signaling an alarming origin of the species.

On a fundamental level, Awakenings is the same game as Origins. The only major gameplay shift is the addition of playing "governor" as well as warrior. At various points, you'll have to make political decisions like deciding where to send troops or how much to spend on upgrades to the Keep. Your choices have an impact on the story, though it is diminished slightly thanks to a tough, and somewhat cheap, endgame.

The new play mechanic and lack of connectivity to the main game cause Awakening to feel more like a minor sequel than expansion. For newcomers this won't matter, but for players with an emotional attachment to their Origin's party, it's sort of a big deal. The new crew is great, but they aren't as embedded in the overall story. It's more Mass Effect 2 and less Dragon Age: Origins. They're just people who go along for the ride and have side issues to deal with along the way.

The most memorable aspect of Origins was the amount of tension found in every piece of the story. Whether mediating the relationship between werewolves and elves, or taking part in dwarf politics, every moment felt big. I was invested. Though Awakening has its moments, none are particularly noteworthy. Even events like the Warden's Joining Ceremony and The Right of Conscription are tossed around like nothing.


The Orlesian:
Alternately, you can create a new character, a Grey Warden from neighboring Orlais, who starts at level 18. The new character is sturdy, but is completely disconnected from the main game. Rather than playing as a returning hero, you're the new guy from out of town. It's a cheaper experience and will have a slight impact on the how things play out. The connections are weak, but some are worthwhile and bookend some situations in unexpected ways. Nathaniel's entire backstory is rendered meaningless without knowing what happened in the original.

Aside from the new mechanics introduced with running Amaranthine, most of the core gameplay remains the same. For a more in-depth rundown, check out the review of Origin's below. Combat and player interaction remain largely unchanged, except for the addition of new class-based abilities and skills. Each class gets two additional specializations to further augment their combat roles as well as one new skill line in their main class.

Players importing characters will have an easy time adding the new classes to their repertoire. In most cases, ability points will end up in the new slots by default. Newcomers will have a much harder time. In addition to figuring out the ins-and-outs of the combat system, you'll also have to learn how abilities play into tactics and party breakdown. Starting with a level 18 character sounds great on paper, but adds an addition gain to the learning curve. Character stats can be reset using an in-game item, which offsets any mistakes made while building a character.


Value:
Dragon Age: Origins - Awakening is a better stand-alone product than a true expansion pack. When taken on its own merits, Awakening is a good introduction to the core ideas behind Origins and will more than likely push you towards checking it out. The storytelling and emotional draw leave a lot to be desired, but the quests and combat are fun and offer a lot of game for the price.

When taken as an expansion, Awakenings' problems are a little more noticeable. It won't leave the same impression as the main game, but the journey is still worth it in the end.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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