10 Years in Kirkwall: Dragon Age II‘s Limitations Make It the Best Dragon Age Game

There likely won’t be another Dragon Age II. The product of a rushed development cycle and recipient of undue hatred, I’ve come around to appreciating Dragon Age II, a sterling experiment made under duress which we surely won’t see again. At least, not on purpose, that is. They say lightning never strikes the same place twice and in the 10 years since, it seems like they might be right. I really wish they weren’t.
When I think of the high point of the Dragon Age series, it’s easily Dragon Age II, which benefits from a lot of changes from the original. The most obvious improvements come by way of its combat, which actually felt like combat, and ditching the plainclothes and bland aesthetic of its predecessor for something just a hint more stylish. But the most significant aspects that help it stand apart from the games that bookend it, and which polarized audiences and critics at release, were that it takes place in a single location and that it takes place over the course of a decade. Kirkwall, the main setting of Dragon Age II, and the 10 years you spend there are the best things to ever happen to the series.
It’s hard to not immediately think of the polarized reception Kirkwall and Dragon Age II received. Only taking place in one city was a huge change after exploring all of Ferelden in its predecessor, and it was a change folks weren’t happy about. It was necessary, though, because development was such a nightmare and on such a fast track that the team could only really afford to build out one location like Kirkwall. Seeing the same mine or coast over and over does become tiring, but these constraints gave way to something that worked better than I think anyone expected. Dragon Age II ends up emphasizing that characters matter more than place, ultimately transforming Kirkwall from a crutch into the beating heart of Thedas, quite ironically making it the series’ strongest setting.
While I deeply love Dragon Age, it’s just an unfocused mess of a series, seemingly unable to commit to a cohesive story if its life depended on it. The Darkspawn are the great conflict of the first title before mostly dropping off the face of the Earth in subsequent installments. Meanwhile, some of the side conflicts are given star-billing moving forward, which isn’t necessarily bad, as the mage-templar conflict that drives Dragon Age II winds up being some of the most compelling material in the entire series. However, even that winds up feeling like a story only allowed to prosper because of the consequence of Dragon Age II’s scale. Once the games balloon in size again with Dragon Age: Inquisition, the conflict feels all but pushed to the background to make room for another world-saving plot that wastes a lot of the potential of what was set up before it. It’s also just a boring and less intimate recapitulation of the exact structure of the first game, coming full circle in the worst way.