Funny, it seemed to work just fine for me. But then, I didn't go into the demo eager to prove it was horrible. The only problem I had was the lack of friendly fire - and we know that gets turned on by increasing the difficulty.
The hypocracy going on is downright insane. Do you think the Witcher had anything close to the tactics that are in DA2? Not a chance. Did the 'classic' games encourage us to roleplay with their dialog choices? No, they encouraged us to go through EVERY option in the dialog tree. When they did start to add options, there were only two - naughty and nice. But we're supposed to forget about that and pretend we had a roleplaying extravagandza because our characters may or may not have pointy ears.
It's sad, too, because a lot of people are going to miss out on great games because of this. It's like a bunch of old folks refusing to watch modern movies because no actor today is as good as Clark Gable. And the response from the developer community to this "growing storm" is the exact same reponse anyone would give to those old folks watching the same movies over and over again…
"Yeah, whatever."
I'd like to bring up Baldur's Gate 2, specifically the entire Jaheira romance arc, and the battle against Kangaxx. I believe that both are examples of Bioware at its best, and how they've let some of that slip over the years:
The battle against Kangaxx, while not necessary to complete the game, was one of the hardest boss fights I've ever encountered, and I've only ever played the game on normal difficulty. I played that
fight for almost 2 days, and I can understand why someone wouldn't find that fun - I really do - but in the end, once I figured out the right group of people to bring, the right items and spells, and how to use them, I felt REALLY good at having been able to work it all out. Honestly, without ramping the difficulty up, I haven't had the same kind of challenge in a Bioware game since then.
As far as roleplaying is concerned, I know that there were some rather silly preprequisites for completing the Jaheira romance (not ever kicking her out of your party) but when it comes to wooing women, they make you do some rather silly things sometimes. Other things, like actions that affected your alignment, and dialogue choices, made you really think about who Jaheira was as a person, because you didn't have the option of going and getting her a pair of gloves, or a mirror, to make up for something stupid that you had done. If you messed up, you ran the risk of breaking the romance permanently. Furthermore, because the visuals weren't that great, the writing and voice acting for the character had to really engage you as a player. There was no achievement to get points from, and no sex cutscene to titillate, so the emotional connection had to be the driving force behind the relationship.
That's why I'm underwhelmed by what Bioware has brought to the table recently, because neither of those examples are dependent upon graphics or a particular setting. That level of emotional depth and gameplay could be incorporated into any game they make, but people don't want that. Ever since GTA, God of War, and Gears of War hit the scene, the only thing that's mattered is A: How much blood can we get away with, and B: How close can we make this to softcore porno, and still keep an "M" rating?