The most memorable aspect of Origins was the amount of tension found in every piece of the story. They're just people who go along for the ride and have side issues to deal with along the way. It's more Mass Effect 2 and less Dragon Age: Origins. The new crew is great, but they aren't as embedded in the overall story. 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 play mechanic and lack of connectivity to the main game cause Awakening to feel more like a minor sequel than expansion. Your choices have an impact on the story, though it is diminished slightly thanks to a tough, and somewhat cheap, endgame. 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. The only major gameplay shift is the addition of playing "governor" as well as warrior. On a fundamental level, Awakenings is the same game as Origins. Even more distressing, some Darkspawn can speak, signaling an alarming origin of the species. Upon arrival, you discover your new base of operations, Vigil's Keep, under attack by a well-organized Darkspawn army. The new plot is almost completely independent of the original and places you in charge of the new Grey Warden outpost in Amaranthine. From the start, this severs most major connections between the two games, leaving a few strands of weak connective tissue between the two. 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. 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.
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