He's taking one for the team. I wouldn't be able to keep a straight face through that.
"My husband was killed by templars"
"Your husband was killed by templars?"
Bioware's "award winning" writing, ladies and gents.
"My husband was killed by templars"
"Your husband was killed by templars?"
Bioware's "award winning" writing, ladies and gents.
Come on now, Bioware wrote some of the best stories in RPGs history.
Any from this decade?
I get the feeling the PC is constantly being funnelled down a path. The world is described as vast, and I'm sure it is, but every single time I watch a new chunk it seems it has been overlaid with rails which lead the PC from point A to point B through roads that wind, contour and coil gratuitously. That might explain why the world at large feels so artificial.
I have the same impression.
Just from that scene above (which I believe the guys at Bioware/EA are proud of, otherwise they wouldnt show it), theres no account that the NPC recognises you as a Qunari (does she see Qunari ALL THE TIME, EVERY DAY? I highly doubt it), nor acknowledges anything but giving you your task... immediatly as she gazes you she gives you the quest, as straightforward as it happened in Dragon Age 2 and all the generic fetch quests in Origins.
The scene is very poorly shot, you have no real interaction, no close ups of the NPC for at least making some connection and care about what she says...