Dragon Age II is a 2011 action and role-playing video game created by BioWare and released by Electronic Arts (EA). It is the second main game in the Dragon Age series and follows Dragon Age: Origins (2009). The game takes place in the world of Thedas, where players take on the role of Hawke, a human character who can be a mage, rogue, or warrior. Hawke arrives in the city of Kirkwall as a refugee and becomes its famous champion over ten years of political and social challenges. Players explore and fight in battles from a third-person view. They meet companions who are important to the story and gameplay. Based on the player's choices and conversations, companions may see Hawke as a friend or a rival.
BioWare started making the game while working on the expansion pack for Origins called Awakening. EA gave them only 16 months to complete the game, which led to long work hours and fewer quests being included. Most of the game happens in one city, so BioWare reused existing game elements to make the game longer. They were inspired by the game Eternal Darkness, which shows how a city changes over time. BioWare used feedback from players and reviews of Origins to improve gameplay, making it more action-focused. They updated the Eclipse Engine, renaming it Lycium, to improve visuals and lighting and to use a new art style influenced by movies like Yojimbo and Conan. Mike Laidlaw, David Gaider, and Inon Zur returned to their roles as lead designer, writer, and composer, respectively.
The game was announced in July 2010 and released in March 2011 for Microsoft Windows, PlayStation 3, Xbox 360, and OS X. Critics gave the game mostly positive reviews, praising its gameplay, companions, and writing, though some had mixed opinions about changes to the story and combat. The limited setting and reused game elements were often criticized. Players had mixed reactions, but the game sold over one million copies in less than two weeks, faster than its predecessor. BioWare released additional content packs for the game after its launch. A sequel, Dragon Age: Inquisition, was released in November 2014.
Gameplay
Dragon Age II is an action role-playing game played from a third-person view. Players control a human named Hawke, a refugee during the Fifth Blight, who becomes the Champion of Kirkwall. Hawke’s gender and appearance can be customized, and players choose a class at the start of the game. There are three class types: a mage (who uses a magical staff to cast spells), a rogue (who uses a dagger or bow and arrow), or a warrior (who uses a melee weapon in both hands or with a shield). Players can use choices from the game Origins by importing their saved game or selecting a background at the start menu, which changes parts of the story.
During combat and exploration, players are joined by companions who can be recruited to Hawke’s group. Hawke can only take three companions with them, while others stay in different homes in Kirkwall. Players can control companions directly and switch between them, but they are usually controlled by artificial intelligence. Players can adjust how companions act using the "Tactic" menu, such as making them aggressive or setting them to use health potions when injured. During battles, players can pause the game and give separate commands to Hawke and party members. In the PC version, players can move the camera freely. However, commands cannot be queued, meaning players must wait for one command to finish before giving another. In addition to basic attacks, players can use special abilities. For example, warriors can stun enemies with the "Tremor" ability, and mages can throw fireballs to burn enemies. Some abilities use stamina or mana. Skills can be combined to create powerful attacks that improve combat. Defeated companions are revived automatically after enemies are defeated, but they may be injured.
The game includes an inventory system that stores items. Items include weapons, armor, crafting recipes, runes, plot-related items, and consumables. Players must carefully manage the inventory system because they can only carry a limited amount of equipment, though extra space can be bought. Players find items in containers, loot, and from merchants who sell different goods. Some items improve player abilities. Only Hawke can wear armor found in the game world. Companions’ armor cannot be changed, but players can collect upgrades for them and customize them with rings, amulets, and belts. Weapons can be enchanted with runes that add new effects. When players find crafting recipes, Hawke can contact craftsmen to make items like potions, poisons, bombs, and runes. Players can also collect junk items to sell to merchants.
As players complete quests and defeat enemies, they earn experience points. When enough experience is earned, players level up. Leveling up increases health, stamina, and mana, and unlocks new abilities or improves character traits. Traits are divided into six categories: Strength, Dexterity, Magic, Cunning, Willpower, and Constitution. A skill tree allows players to unlock abilities in different ways. Unlocked abilities can be improved further. At certain levels, Hawke can specialize in a sub-class. Each companion has unique abilities that can be upgraded as the game progresses. Skills like crafting and lockpicking are unlocked automatically when player traits are high enough.
Outside of combat, players interact through dialogue by asking or answering questions. A dialogue tree provides multiple choices for players to select. Three main personality types are available: diplomatic, humorous, or aggressive. The most frequently chosen option becomes Hawke’s main personality. Hawke can also lie, bribe or extort money, or flirt with non-playable characters. Players make choices that affect Hawke’s group and the game world. The approval system from Origins has been changed into a friendship/rivalry system. Based on choices and dialogue, companions may see Hawke as a friend or a rival. Companions who agree with Hawke often become friends, while those who disagree may form a respectful rivalry. Full friendship gives benefits that help Hawke or the group, while full rivalry increases combat strength for companions. Players can improve relationships by giving companions specific items. Up to five companions can be romance options for Hawke, regardless of friendship or rivalry status.
Synopsis
The player chooses a pre-made or imported story to set the events of Dragon Age: Origins. This story becomes the background for Dragon Age II. The main story follows a straight path, told through flashbacks by Varric Tethras, a dwarf rogue with a humorous but caring personality. Varric is the story’s unreliable narrator, meaning he may not always tell the full truth. The protagonist is Hawke, whose gender, name, appearance, and class are chosen by the player. During Origins, Hawke fled Ferelden as a refugee to Kirkwall, a city-state. There, Hawke gained power and became the legendary "Champion of Kirkwall," central to events that changed history. Varric shares Hawke’s "true story" with Cassandra Pentaghast, an interrogator from the Seekers, a group linked to the Templars. The story is divided into three acts, each separated by about three years. While the story remains the same until the final endings, player choices greatly influence the events.
Hawke can recruit up to eight companions, including Varric. Mandatory companions are Anders, a mage who fights for other mages; Aveline Vallen, a strict warrior who becomes the leader of Kirkwall’s city guard; and Merrill, a kind but socially awkward Dalish elven mage who uses blood magic. One of Hawke’s siblings, either Bethany (a kind mage) or Carver (a proud warrior), joins as a companion in the first act. Optional companions include Fenris, an elven warrior seeking revenge, and Isabela, a pirate captain searching for a relic. Sebastian Vael, a pious archer, can be recruited through downloadable content. Anders, Fenris, Isabela, and Merrill can be romance options for Hawke of any gender, while Sebastian is a love interest only for female Hawke.
Cassandra, from the Seekers, captures Varric to learn how Hawke caused a war between mages and Templars. Varric explains the story, beginning shortly after the Battle of Ostagar, when the Hawke family fled their village of Lothering in Ferelden, pursued by darkspawn. Either Bethany or Carver is killed during the escape. Flemeth, a witch who can transform into a dragon, helps the group reach Kirkwall after Hawke completes a task for her. Hawke then joins a mercenary or smuggler group to enter Kirkwall, where the family settles in Lowtown with Hawke’s uncle, Gamlen.
One year later, Varric and his brother Bartrand plan a treasure hunt in the Deep Roads. Varric teams with Hawke to fund and prepare for the expedition. Hawke recruits Anders, a former Grey Warden with knowledge of the Deep Roads. However, a magical red lyrium idol corrupts Bartrand, causing him to betray Hawke and Varric. Hawke’s surviving sibling is either killed by darkspawn taint or conscripted into the Grey Wardens, or into the Circle of Mages or Templar Order, depending on which sibling survives. Despite this, Hawke and Varric escape, gaining wealth and fame that allows them to buy back their family’s mansion in Hightown.
Three years later, the Viscount of Kirkwall asks Hawke to help resolve a conflict with the Qunari, a foreign military force shipwrecked in Kirkwall. The Qunari refuse to leave, causing tension. Hawke’s mother, Leandra, is murdered by a blood mage serial killer. Hawke investigates and discovers that Isabela stole a valuable artifact from the Qunari, prompting their leader, the Arishok, to attack Kirkwall and kill the Viscount. Hawke’s group defeats the Arishok, and Hawke is declared the Champion of Kirkwall.
Three years later, Kirkwall becomes a police state under the Templars, led by Knight-Commander Meredith, who seeks to control mages. Meredith is challenged by First Enchanter Orsino, the leader of the Circle of Magi. A conflict erupts, and Hawke’s surviving sibling or closest friend is kidnapped by rebels. Anders causes an explosion that kills Grand Cleric Elthina, sparking a battle between mages and Templars. Hawke chooses a side, killing both Meredith and Orsino, who is revealed to be "O," the serial killer’s accomplice. Hawke either leaves Kirkwall as a hero to mages or becomes the city’s Viscount.
Varric concludes the story, explaining that Hawke’s companions eventually separated, and Hawke left Kirkwall. The Circles of Magi across Thedas followed Kirkwall’s example, rebelling against the Templars. Cassandra releases Varric and leaves with Leliana and the Seekers, believing Hawke and the Warden (if alive) must be found to stop the war.
Development
BioWare's Edmonton office started working on Dragon Age II while making Dragon Age: Origins – Awakening. The publisher, Electronic Arts, gave BioWare only 14 to 16 months to complete the game, which made the team work very long hours. Mike Laidlaw, David Gaider, and Inon Zur returned to their roles as lead designer, writer, and composer. The game was finished on February 11, 2011, and BioWare confirmed it had reached the "gold" stage, meaning it was ready for copying and release. The game was adapted for Mac OS X by TransGaming using the Cider engine.
One of BioWare's main goals was to improve the design from Origins. The team studied player feedback and noticed that many players struggled with the complex systems in Origins. They wanted to make Dragon Age II easier for new players to enjoy. They simplified some game systems but kept traditional role-playing elements. They also noticed that players criticized the slow combat in Origins, especially on consoles. To fix this, the team made combat faster and more responsive. The animations were made more dynamic and stylish, but the team kept some tactical elements from Origins to avoid disappointing fans. The top-down view from Origins was removed to allow more varied environments. Laidlaw said the game's combat system was redesigned to let players use class abilities more effectively. Robyn Theberge, the development manager, said the team wanted players to "think like a general" with tactics and "fight like a Spartan" with faster combat.
Artists were inspired by the works of Pieter Bruegel, Sergio Leone, Akira Kurosawa, and the 1982 movie Conan the Barbarian. The team aimed to create more memorable and consistent visuals, fixing the issue of unremarkable settings in Origins. They redesigned the game's races, such as giving the Qunari horns instead of leaving them hornless. Because of the short development time, the game was set in one city to reuse art assets. Laidlaw said the team took inspiration from Eternal Darkness, where players see the city change over time. This allowed the team to modify existing assets instead of creating new ones.
While Origins was mainly made for computers, Dragon Age II was created for both PCs and consoles so players on all systems could have the same experience. Controls, story, and the Tactic menu were the same across versions, though user interfaces differed. Laidlaw said porting Origins to PlayStation 3 was difficult. To improve visuals, the team redesigned art assets using an updated version of the Eclipse Engine, called Lycium. Neil Thompson, the art and animation director, said the team was disappointed by the game's visuals because the engine was outdated. Improvements included better lighting with global illumination and new tools for sky and water effects.
Six writers, including David Gaider, created the game's story. The team wanted to move away from the predictable hero journey in Origins. They focused on one character, Hawke, over several years, using a framed structure that skips unimportant parts. Players no longer choose their origin stories, and Hawke is fully voiced, unlike the silent Warden in Origins. The story was darker, and Gaider said this allowed players' choices to have bigger effects on the game world. Laidlaw said the game was BioWare's "most reactive" because choices could change the story significantly. Choices were categorized as "flavors," "local," and "global," with some having little impact and others changing the story. Players would not know the full effect of their choices, creating a more personal experience. Unlike Origins, the story did not include direct references to previous characters to avoid confusing new players. Laidlaw said the series focuses more on the world than individual characters, and Gaider said the game explored themes like "freedom versus security." The game included 103 minutes of cutscenes and nearly half a million lines of dialogue.
In 2021, Gaider said the game was originally planned as an expansion to Origins. He said the game had many compromises due to time limits and that he would have changed parts like the opening, a romance with Varric, and the ending. In 2026, Gaider said BioWare intended Dragon Age II to be a major title early in its development. However, due to tight deadlines, half the quests were cut, and Gaider did not have time to fully review the writing, which he described as "raw."
The game focuses on Hawke's family and their adventures. Inon Zur used a string quartet for the solo music, with the orchestra providing background support. He added Middle Eastern sounds to the city of Kirkwall to reflect its foreign setting to the Hawke family. Zur worked with others to create the game's music.
Marketing and release
Before the game was released, producer Fernando Melo said he wanted to reach more players than the previous game, Origins. He explained that research showed many people enjoy games with progression systems, such as Fallout, Assassin’s Creed, and Call of Duty. These games allow players to earn points to improve their characters, but many players do not think of them as role-playing games (RPGs). Melo believed expanding the game’s features could attract more players.
Electronic Arts announced Dragon Age II in July 2010. A public demo of the game was available from February 22 to March 1, 2011. Players who pre-ordered the game received two exclusive weapons. Those who pre-ordered before January 11, 2011, also got the "BioWare Signature Edition," which included new items, missions, a new companion, and a digital version of the game’s soundtrack. BioWare partnered with Razer to create a special product line called the "Collector's Edition Product Line." A Facebook game called Dragon Age Legends, a 2D role-playing strategy game, was announced in November 2010 and released in March 2011. Players of Dead Space 2 received an exclusive armor modeled after the game’s main character, Isaac Clarke.
Dragon Age II was released in North America on March 8, 2011, and in Europe on March 11, 2011. The game was removed from the Steam digital store in July 2011 by Valve, the company that runs Steam. Electronic Arts said the removal happened because the game violated Steam’s policy about how developers sell downloadable content (DLC). About a month after the game’s release, Electronic Arts gave early buyers a free download code for Mass Effect 2, another BioWare game. The game became compatible with Xbox One in May 2018.
Six downloadable content (DLC) packs for Dragon Age II were released between March 2011 and October 2011. These included small item packs and larger story-driven additions. Major DLCs like Legacy and Mark of the Assassin added important story elements to the Dragon Age series. In Legacy, the main character, Hawke, investigates a prison built by the Grey Wardens that holds a powerful darkspawn. In Mark of the Assassin, Hawke must steal a valuable relic from an estate near Kirkwall. An expansion called The Exalted March was planned but canceled so the studio could focus on improving the Frostbite engine for future games.
A six-part webseries called Dragon Age: Redemption was announced in February 2011. Felicia Day played the lead role of Tallis. Peter Winther directed the series, and John Bartley was the cinematographer. Day helped write the script. The webseries began on October 10, 2011, one day before the release of the Mark of the Assassin DLC, where Tallis appears as a guest companion.
Reception
The game received "generally favorable" reviews according to Metacritic, a website that collects and summarizes game reviews. Laidlaw said the team did not expect the game to do as well as Origins, but he believed the game would get a higher score.
Several critics praised the game's combat, noting it was faster than the previous game. Joe Juba of Game Informer said the combat was "responsive" and believed the new system worked well for the game. IGN's Kristine Steimer praised the combat for combining action and strategy in a way that was "entertaining" and "versatile." However, she pointed out problems with the console controls and weaknesses in the AI. Mike Sharkey of GameSpy described the gameplay as "smooth." He noted the improved user interface and said the game was a "great fusion" of action and strategy, though he said strategy was not as important as before. GamesRadar's Eric Neigher was disappointed by the "cumbersome" strategy system, which made combat too simple. Rich McCormick of PC Gamer liked the game's talents and abilities, saying they were "exciting" to use. VanOrd appreciated the game's flexibility and inventory system, though he said they were simplified. Both GameSpot's VanOrd and Juba noted problems with the third-person gameplay in the PC version.
The game's storytelling received mixed responses. McCormick said the use of an unreliable narrator helped keep the story together in a cohesive way and found it entertaining. Steimer also found the story entertaining. Sharkey liked the three-act structure, comparing it to "historical fiction reads" that explore a "tumultuous period in a fully realized fantasy world." Neigher said the three-act structure delivered a "compelling" story and praised the writing, calling it an improvement over Origins. VanOrd disliked the storytelling, calling it a "downward turn" from Origins because it lacked a central goal that engaged players, making the story less epic. However, he said there were "heartfelt moments," mostly from sidequests and companions. Juba agreed with VanOrd about the story's weaknesses, saying the main story had little tension or consequences and felt like sidequests stitched together. However, he praised the scenarios for being creative. Both VanOrd and Eurogamer's Dan Whitehead noted the game used real-life events to create its setting and cultural and political conflicts. Whitehead called it "a political game."
Critics had different opinions about the game's dialogue system. McCormick said the lack of a morality system allowed players to choose different dialogue stances based on situations, rather than being forced into a specific personality. He praised the three-act structure for making choices important, as decisions made early in the game could lead to major changes later. McCormick called this "impressive." Sharkey and Whitehead liked the choices presented, saying they were impactful and morally complex. VanOrd agreed, linking this to the game's unstable political setting. He was disappointed that some choices were not meaningful, but said there were more impactful decisions than in Origins. However, Steimer said there were not enough impactful choices and criticized the cliffhanger ending. Joseph Leray of Destructoid commented on the game's pacing, saying "Act I is too long, Act III is too short, and Act II feels like the climax of the game but is largely unrelated to the main plot."
Critics praised the game's companions. Steimer liked the background banter between companions, calling it "heartwarming" and "hilarious." Sharkey said the characters were exceptional, calling them BioWare's best, though he was disappointed that their armor could not be customized. Neigher also liked the companions, saying they were more detailed and less "expository." Both Whitehead and VanOrd said the companions were not as interesting as in the original game, though VanOrd noted their personalities were "vivid" and their voices and lines were well-written. Juba said the companions were better than those in Origins. Leray liked the companion quests, especially those involving Merill and Aveline, but said the game did not offer enough opportunities to interact with companions. In 2015, Chris Thursten of PC Gamer praised the game's handling of companions, noting they had their own homes, jobs, and opinions. Thursten also praised the complex relationships between companions, saying the game explored these relationships in depth and concluded that "BioWare has not created a narrative with this much nuance since, nor so many clever moments."
Some critics criticized the game for reusing assets and being set entirely in Kirkwall. Some felt the game confined players to a small city. Steimer said the game's rich lore was wasted. McCormick said the small world helped players engage more deeply with its culture and politics. Sharkey called certain areas "carbon-copy dungeon crawls" and was disappointed by the reuse of areas. Neigher said the backtracking made the game feel more linear than its predecessor. Juba said the game's locations were "painfully limited," and players would get tired of them. Leray criticized the reused assets as "bland," saying the reuse made the issue worse. Like Juba, he said locations would become "stale" as players progressed and that the city had too few interesting people or missions.
Before the game's release, players of Dragon Age: Origins worried the sequel would be streamlined like Mass Effect. Head writer David Gaider assured fans this was not the case. While BioWare expected criticism over changes in the sequel, they were surprised by the polarized response from players. EA acknowledged the game's reception, saying they "lost some [Origins] fans" with the game's release. Much of the player criticism focused on reusing environments and the single-city setting.
The Academy of Interactive Arts & Sciences nominated Dragon Age II for "Outstanding Achievement in Connectivity" at the 15th Annual Interactive Achievement Awards.
A BioWare employee was caught posting as a consumer on Metacritic. The employee, Chris Hoban, gave the game a score of 10/10. An EA representative said it was normal for people who work on a game to support it, though it was unclear if Hoban acted alone or on behalf of the company.
The game was criticized for allegedly using SecuROM digital rights management software. BioWare denied the claims, saying they only used a release date checker (made by the company that created SecuROM), which deletes itself after the game is released.
In early 2011, shortly after the release of Dragon Age II, one player posted on BioWare's forums expressing dislike for unwanted homosexual advances and asked for more focus on straight male gamers and an option to remove homosexual content. Gaider responded, saying the game was designed to be inclusive and for everyone, and that creating romances for both sexes was less
Sequel
The events that happen after the game ends are described in the 2011 related book, Dragon Age: Asunder. A follow-up game called Dragon Age: Inquisition was released in November 2014 for Microsoft Windows, PlayStation 4, and Xbox One. The villain from the Legacy DLC, Corypheus, appears again as the main villain in Inquisition. The character Hawke is included as a helper character that players cannot control directly.