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Yummylee

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I have some criticisms for Dragon Age: Inquisition.

...They certainly know how to make dragon's appear intimidating, I'll give them that!
...They certainly know how to make dragon's appear intimidating, I'll give them that!

Like many I'm sure, I've been spending an awful lot of my time in Dragon Age's land of Thedas. I was pretty pumped to return leading up to release; many of the gameplay videos, trailers, interviews and the like proved that BioWare had actually taken feedback and the many criticisms of Dragon Age II to heart.

I should preface this all by saying that I don't think Inquisition is a bad game, far from it in fact, and that I am enjoying myself... yet at the same time there are so many nagging issues in the back of my mind that I simply can't escape, no doubt akin to the very Calling that haunts the Grey Wardens............................. >_>

As far as the visuals go, I have few complaints in that regard!
As far as the visuals go, I have few complaints in that regard!

...Anywhoo I haven't actually even finished the game yet, which is partly because I'm not quite as engaged as I was hoping to be. Though there's also the fact that I've already got two simultaneous playthroughs going on... That's a thing with me I'm afraid. I just can't help myself when I'm greeted with character creators or multiple classes in games, and I invariably end up playing multiple characters at once. It took me forever to actually get a single completion out of Diablo III in particular as I was playing through with every single class. I would have ideally gotten at least one playthrough before I post this, but the game is of course so damn long that I want to at least express my current thoughts before I reach the end.

In any case, while there's a lot left to be seen, I've invested more than enough hours for my problems to stick out. So, to begin with:

Single Player MMO-itis

To put it bluntly, many of the side-quests in the game are pretty dull and wholly predictable. The majority play out as a bunch of piecemeal fetch quests that involve you talking to Quest Giver, heading over yonder to collect Item or kill Thing, and then returning for your Reward. What they notably lack is typically what I would assume most come to BioWare games for, and that's character interaction. There's very little actual discussion or diplomacy going on amidst these quests; you'll simply talk to person, ask what they want, then go and do it. Once you return you simply note that you've done what they asked and accept your reward. It's all rather straightforward and completely clashes with the way quests could pan out in games like the KOTOR series or, more importantly, Dragon Age: Origins.

Origins in particular often allowed you to steer many of the game's quests and character interactions in pretty drastic directions. This would typically mean you could potentially kill the quest giver, or demand more of a reward; you could blackmail, lie, persuade, or even turn away your reward for the more altruistic playthroughs. Inquisition seemingly has none of that, however. The only one example I can think of is the quest with Solas where you meet some Dalish mage; upon working with her in killing the demons in a dungeon, she collects a trinket to keep for herself. From there you're given the prompt to kill her, or could alternatively have Solas persuade her to give it to you, or... just end the quest then and there with her keeping the trinket.

This is particularly disappointing for the slightly more involved quests, such as one that had me invade this secret dwarven carta base. As a dwarf character myself, with a history in the carta at that, that should have spelled out excitement as I perhaps use my history to... I dunno, do something other than just slaughter my way through everything? Unfortunately, no, that's all the quest entailed, as do the rest of them. Sometimes a person of importance may instead be brought to you to be judged back at homebase, but that there's zero potential for diplomacy out in the field itself is still unfortunate regardless.

Meet Korra. She enjoys being irrationally distrustful and antagonist of Spirits... except when she isn't.
Meet Korra. She enjoys being irrationally distrustful and antagonist of Spirits... except when she isn't.

Another good example is with my alternate Qunari character after encountering some spirit in Old Crestwood. It's all pissy because it doesn't have the freedom of manipulation in our world as it does in The Fade. Now, I've been roleplaying my Qunari as someone that doesn't trust spirits/demons and as such even decided to cast Cole away -- I'd have killed him if it was possible. But for this specific quest, there's no actual option besides doing as the spirit says and heading to this dungeon and killing a Rage Demon. I could alternatively just decline the quest... but there should be a better method of being able to wrap the quest up without simply declining the quest; there should be a way to be ticked off and ostensibly 'completed' without bending to the quest giver's demands. With the way I've played my Qunari she would have reactively attempted to cut the spirit down if possible; even if the spirit flees or what have you or is invulnerable for whatever reason, at least give me the option. Part of what I love about Origins in particular is how you can define your character not only with the bigger decisions, but the smaller ones you're constantly having to make as well.

As I wander about the vast expanse of the game's many environments and uncover a new town and the like, I should be excited at the prospect of seeing what I could find! What stories I could uncover and take part in, but instead it's usually a sense of preempted exhaustion. When I unlock a new area I already know what's in store: collecting stuff and killing things. Attack first, ask questions maybe. And given the many other inspirations Dragon Age has taken from Mass Effect, how did they somehow miss to incorporate the Renegade mid-scene prompts??

Now don't get me wrong, killing things is a lot of fun in this game and I'm enjoying the combat a good deal. However when that's pretty much exclusively what you can expect from anything besides the major story beats... it can feel rather one-note. It brings to mind the Deep Roads segment of Origins, as it's one, long stretch of what is essentially pure combat, with some story stuff at the end. Now I actually liked this segment a fair bit to the contrary of most, as I enjoy the combat of these games and relished the chance to explore and fight my way through this huge dungeon. However with Inquisition the 'Deep Roads' is encompassing far more of the game than even I am happy with.

Which is a shame, because the areas themselves are beautiful and indeed expansive. The Hinterlands alone feels like it's larger than the entirety of Kirkwall. And to that I do still enjoy exploring around, but it's only for the simple pleasures of taking in the environments and not for picking up new quests.

Either do exactly what I say, or don't do anything at all...?

I'm no doubt preaching to the choir on this one, but it simply baffles me as to why they would completely nerf your party scripting and AI pattern setting potential. Playing on Hard mode, it has forced a significant amount of micromanagement as leaving your party to their own devices is usually a direct path to annihilation. I have turned off near all of my party's abilities as they rarely ever use them when they're the most appropriate and often left me waiting on cooldowns to use an ability when I wanted to use it.

It also results in situations like with Vivienne's melee slash spell ability. When turned on this will mean that Vivienne will actually sometimes charge into the fray and start slashing at people... which is not where you'd perhaps want your mage to be. But with it turned off, that means that I always have to pause and then switch to her myself and mash the appointed button to use it. Varrick's poison cloud ability is another good example.

Having to constantly tell my party where to go and/or telling them to hold position can be annoying at times, too. Especially when my Qunari rogue has low health yet continues to charge right towards the flaming Rage Demon. With so much to manage I will sometimes forget to tell a party member to do so-and-so, which may invariably lead to their demise. Like, why can't I assign formations and the like?

Basically I just want to be able to have my tank choose to taunt when he's surrounded by three enemies rather than doing it myself, or allowing him to use it himself, which will inevitably lead to him using it as soon as a fight erupts regardless of how many enemies he's near. I don't mind having to essentially play complete battles from the tactical camera and meticulously pausing and unpausing... but it can at times feel like there's more busy work involved than is necessary.

That even Dragon Age II allows more party customisation just leaves me scratching my head as to why they'd water it down to such a degree for an RPG of such a larger scope.

It's the little things

I will admit that the lack of decent side quests and party scripting are my primary complaints thus far and takes up the bulk of the blog, but there's still many more such little cuts spread throughout this thing. Each one on their own isn't anything much to be dismayed by, but when viewed altogether they start to form a pretty significant gash...

The character creator isn't their best

I think I may have accidentally given my dwarf a comically large underbite after editing his mouth and jaw w/ goatee on display
I think I may have accidentally given my dwarf a comically large underbite after editing his mouth and jaw w/ goatee on display

I quite liked the DAII character creator. It isn't as diverse as what you would find in Dragon's Dogma for example, but it allowed me to create characters I liked to look at with surprising ease. The lack of selectable races was pretty damning, but by and large it was a character creator I enjoyed tinkering with.

Inquisition I can't say the same. For starters, the hair and beard selection isn't nearly up to the standards set by DAII, and it also looks ugly as sin at that. There's like 6 different varieties of buzzcuts, and many of the beards look like the plastic novelty kind really; stubble also looks like little coloured specs that have been dotted on as well.

That there's no way (AFAIK) for you to be able to tweak your character mid-game is insane. Even DAII allowed you the option to edit your Hawke, albeit through a preorder bonus... Letting you choose from a number of races again, including the debut of Qunari, is mighty appreciative all the same. Still, much like in Mass Effect in particular, even if the character itself may look fine in the creator, actually seeing your character in-game may perhaps tell a different story.

I'm something of a perfectionist when it comes to character creators personally and I always enjoy making the odd tweak here and there, and that you're literally stuck with your character looking the exact same for a 100 or so hours seems like a massive oversight.

Lack of cosmetic armour variety

Still on the cosmetic side of things, the armour variety has been dreadfully slim from what I've seen. Despite putting in a good 30 or so hours into my main playthrough, I've only encountered like 3 or 4 different armour styles. The most common being that hideous coat. Furthermore, these armour types seemingly carry over across different classes! As my rogue has also often been restricted to the same few armour styles, including that same damn coat and the piece of armour that's just like 60% chainmail.

I do at least like how adding in new attachments will edit your armour's look at least, but still, the bulk of the armour pieces themselves have left me wanting for so long now. Part of why I enjoy playing as warriors in these games is due to the awesome armour you're likely to find and wear, yet with no such luck so far despite hitting around level 14.

Say what I want you to say when I say it.

One of my primary issues with how BioWare design their RPGs these days is the increase in having your character talk for themselves. It was particularly egregious in Mass Effect, as Shepard became more and more of a defined character across the series. Though with a series like Dragon Age it sticks out all the more. The whole idea behind Inquisition with the multiple races should be that you are creating your own character. Hawke was essentially Dragon Age's own Shepard, but with the different races--each with their own backstory you can tailor slightly during conversation--your character is supposed to be your character.

On some occasions the game will at least allow you to choose how to respond mid-travel by pressing R3 to bring up the dialogue wheel, but more often than not your character will simply talk for themselves. It's nowhere near as prevalent as in Mass Effect 3 for example--where Shepard quite literally seems to talk for him/herself for like 40% of the dialogue--but every time it occurs it's like adding another penny to the jar.

Furthermore, and this is a problem with the dialogue wheel in general, what I choose my character to say and what will actually come out of their mouths often isn't 1-1. And I don't mean because your dialogue wheel option is typically 3-4 words whereas the dialogue is of course whole sentences, but rather the direction it may go in and the way my character delivers the line isn't always what I intended.

No more Rivalries?

One of the genuine innovations Dragon Age II brought to the series was the concept of Rivalries. These existed alongside Friendships, so as to allow you to still 'unlock' a party members dialogue despite this character potentially disagreeing with the majority of your actions. It's especially important for how it defeated the possible pressure of having to pander to characters so they'll like you, as you'll now still establish a relationship with a character... just not one that isn't entirely friendly is all!

For Inquisition however, it doesn't look like that's still a thing? Hell, I have no idea how you're supposed to track your character relationships in general. Perhaps they wanted it to feel more organic overall by not giving each party member a bar to measure their like/dislike of you? If that's the case then why in the Hell do they still pamper the screen with Approval and Disapproval notices?

Oh! Conclusion!

At least the combat is as engaging as ever! if only there wasn't 'as' much of it.
At least the combat is as engaging as ever! if only there wasn't 'as' much of it.

It once again need be said that first: I am still mostly enjoying my time with Inquisition, and second: I've still got many hours to go before I hit the credit scroll. I again enjoy the combat, the game's environments look stunning, many of your party members are likeable, and the story is... a BioWare story, I guess. Least as of where I am now. There's a great sense of progression as you're just constantly benefiting and building up the inquisition throughout. Also, the soundtrack's pretty grand; the campfire scene (you know the one) legitimately gave me goosebumps!

The openness of the environments also allows for a little bit of emergent gameplay. Nothing that'll rival the kings of the open world genre, but witnessing bandits fighting off wildlife helps in establishing the world around you. The more busier environments are also just that -- busy! There's often more people on screen doing whatever, and when the game wants to look cluttered, it will do so.

All the same, Inquisition still hasn't quite matched what I'd want to see out of a successor to Origins -- which only continues to look all the more impressive and ballsy by each passing year. Inquisition has certainly at the very least aspired and succeeded in remedying many of the ails brought about from DAII... But similar such issues still persist, and the Mass Effect influence is as invasive as ever.

Unfortunately what the 50 or so hours in Inquisition has told me is that Dragon Age is likely never going to match the crazy amount of flexibility that Origins offered, and that's... unfortunate, to say the least. Still, I will assuredly complete this game -- twice even most likely! Even DAII managed to wrangle two playthroughs out of me. Whether I'll actually bother to partake in more of the game's outer activities and explore many more of the open areas that are available is a little more ambiguous, however. Perhaps the side quests get a little more interesting as the game continues? While I would at least appreciate it, that there are so many huge areas full of boring junk quests is still a criticism that can't be ignored.

The one bright spot amongst all this is that I now suddenly have a real hankering for giving Origins (and maybe even DAII) another run through one day. Never did finish a playthrough with the dwarven commoner Origin.

MUSIC TO OUTRO BLOG WITH

65 Comments

67 Comments

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Honkalot

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@tuxfool: My answer is basically, no it is messed up. All I find is literally GREAT daggers. 8 named unqiues with the same name even? It's seeded wrong. Many have noticed the same deal.

Meanwhile here is where it's at for 1h warrior weapons: masterwork mace unlocked by perk which you can get to 200(?) damage. One unqiue sword that has 162 dps from a war table quest. Everything else is random with a messed up seed that gives you daggers at an unhealthy rate. There is no guaranteed vendor or chest for tier 3 masterwork one hander schematics, while there is for for example daggers and bow and 2h swords. So no, you can't actually just craft a hefty one! It's up to the rng and it heavily favors - daggers. There is one guaranteed drop of a 1h sword that is the best of it's kind, but in order to not spoil anything I'll just say it's from an encounter that is most probably the last thing you'll do in the game, well past story completion.

You can look this up if you need to. The loot system is indeed messed up!

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Yummylee

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Edited By Yummylee

*breathes in deeply* ...let's do this.

@altairre said:

Great write-up, I agree with most of your points. What this game really needs are engaging questlines for each of the areas. You can still have the random sidestuff but have one quest that ivolves dialogue scenes, decisions and companion interactions that brings me to all/most of the camps in that area. Crestwood does the best job with that, taking over the fortress, draining the lake capturing and judging the mayor but it's the only one. Inquisition is a long game except that it's not. Most of the areas are optional and when you only look at the main story missions, it's actually fairly short. How they tried to get around that is by locking the story missions behind power ratings that you need to unlock them. Unfortunately the story is where the meat should be in Bioware RPGs, at least for me. Yes these areas are big and they sure look pretty but there is not enough worthwile in them. I still love the game and the story missions are engaging but I had hoped Bioware would be able to avoid the open world trap.

I also agree that there aren't as many choices as in for example Mass Effect though I think the ones that you do have to make are interesting (even if they probably don't change the story much). There still should be more of them.

Yes, absolutely. Each areas needs to have a common thread to it, a core motivation for why they're there beyond a bunch of Inquisition busy work. I still think the Crestwood quest was lacking in character interaction, however, but like you said it's certainly a step above most else that counts as side content. I've mentioned this a couple of times already, but I wish they simply stuck to the way Origins formatted it. Have the environments more contained but littered with all kinds of small stories to discover and interact with.

And like you said, the Power currency means that you'll have to invariably undertake some side content in the game if you want to see the game's story, making it mandatory to a certain degree. That, and again if you want to keep up with the story mission's level recommendations then you'll need to grind out some side stuff, least from my experience playing it on Hard mode.

@altairre said:

Regarding Vivienne's spirit blade: if you want to go Knight Enchater with her (and you should) then she should always be in the middle of things, even on higher difficulties. The passives in her KE tree and the ability to craft gear that gives guard on hit make sure that she is basically unkillable. She can't taunt enemies but the survivability is better than that of actual tanks like Cassandra or Blackwall. If you don't want her in that role, don't use the KE tree because that's what it's for. You are still right though. The tactics and micromanagement options in Inquisition are severely lacking as is the tactical cam. Bioware really messed that up.

Ha, yeah, I was a little premature regarding Vivienne's Knight Enchanter abilities because Holy Shit she's practically unkillable! You're not wrong that weirdly enough she's best when she's in the middle, swiping that blade around while also dealing damage just by being hit thanks to that barrier buff... I guess this is Inquisition's very own Arcane Warrior equivalent!

Also, on the topic of specialisations, I can't say I appreciate the amount of hoops you have to jump through to unlock a specialisation for your own character.

@altairre said:

As for the character speaking without you having the ability to choose that option I have to say that I had a much bigger problem with that in ME3 (it's certainly more prevalent as you pointed out). I had no issue with what my character was saying at all but I can see why people would dislike that even if it rarely occurs.

Yes, it is at the very least not nearly as prominent as ME3... but I feel that's simply a silver-lining and still isn't ideal. Like, the voiced character thing I can look past (especially since you can least choose a voice, which is impressive given the amount of dialogue), but having my character speak for him/herself clashes against my own attempts at roleplaying. One example is after returning from The Fade during the Grey Warden siege. When you return, my character automatically shared with Leliana what the spirit masquerading as The Divine said to her... Completely against my will.

That there was a decision, made without my blessing; that's the game taking my character away from me and making their own adjustments, which will forever annoy me when that happens. For my first dwarf character I'd have likely gave her the message anyway, but not with my Qunari lady. She would have thought it too sentimental, or perhaps wouldn't have even remembered what she said in the first place as she's very anti-Chantry while also again doesn't care for spirits/demons.

@altairre said:

As far as rivalries and interactions with your companions go I actually prefer the more organic conversations to the meter that fills up. I think certain dialogue options are still tied to approval and I wish you could turn off the option to see it but it's not as mechanical as it was in the previous games. You can do stuff your companions disagree with but they will still help you or appreciate you if you stand up for them from time to time and when it comes to decisions that affect them directly. It's far from perfect of course but I like it.

The difficulty is also kind of messed up, certain classes and gear combos are ridiculously overpowered to the point where you can solo dragons on nightmare or kill them extremely fast but I guess balancing issues were to be expected. At this point I enjoy steamrolling everything after spending the time to plan out builds and gear combos. Inquisition is my GotY but there is still a lot of room for improvement.

Edit: @yummylee: If you expose her you can save Celene without having to fight her. That's what I did.

I'm certainly not against a more nuanced way of establishing character relationships, but what they have is the same thing just without any kind of way of reading it. Plus, even if they don't happen to like me, they're still more than willing in giving their personal side quests to undertake, whereas in Origins you had to work for that stuff. But I guess in a game like this that is otherwise littered with poor side stuff, I'm willing to accept it.

I'm also disappointed for how none of my party members have decided to rebel against me or choose to leave of their own accord... Like, when I opted to exile the Grey Wardens, I would have figured Blackwall would decide to leave as well. And while the game gives you the option for him to leave, it would have felt more powerful if he himself decided that ''fuck this'' and left. There's been no confrontations, no antagonism, no consequences really. If a character is to leave I have to be the one to tell them to do so, rather than they themselves simply getting fed up with my bullshit.

I'm rather surprised see you agree with most of my criticisms yet it's still your GOTY! I suppose that speaks to how middling of a year we've had for games. My GOTY is (probably) Alien: Isolation, a game I do really enjoy but one that I also think is flawed in some areas, primarily its length and some pacing issues during the final third.

@tuxfool said:

@yummylee: Yup for me it was different. I had the political perk? So I chose to shame her in front of the whole court. So she got arrested and then later I judged her to become a peasant. Celene was saved and I fought nobody (I then got Celene to exile Gaspard).

Huh, neat! Also funnily enough if you kill the Duchess you still have to pass her sentence back at Skyhold... only since she's already dead, you must pass the sentence of her remains in a box, which I thought was hilarious.

The Boss itself was kind of ridiculous, though. I spent most of it running away as my tank after taunting her while the others simply chip away at her health. Well, by others I mean Vivienne, as Iron Bull was kind of useless, as was my own rogue character, as both could barely stand up to her without getting slaughtered.

@gaspower said:

@yummylee: Just my personal experience, but does your character still go away even if you tell them to just hold position? I also have a Qunari dual dagger rogue as my MC and when I tell her to just hold position in a spot (clicking/pressing A on spot twice), I've never had an experience where she would just run off. Same thing goes for any of my other long range characters. Even when I command them to do just a basic attack after holding position, they'd never run off. Only time it happens is if a single target skill is out of range.

I'm also playing on Hard though I actually like micro managing and did the same thing you did and turned off most (not all) of my members' skills. The only ones I'd keep enabled/preferred are skills like Parry, Shield Wall, Block and Slash, Mind Blast, or Poisoned Weapons. The only times I'd ever need to go out of tactical mode is to use a certain skill where it requires you to hold down the button for it to last longer like Whirlwind. Sometimes, I like to just directly control the MC when I feel like micromanaging isn't needed at that point since there is only one guy or two left though most of the time I prefer to be in tactical mode.

(SPOILERS: Apparently I've played over 40 hours of this game and my MC is level 10 now and the most recent milestone I have is making contact with mages in Redcliffe. I spent too much time in the Hinterlands and the Storm Coast before heading to Val Royeaux. 0_o)

Oh, no, your character will stay still until you tell them to do something else. It's just that after so long I'll perhaps forget to tell every single party member to do this or that and a character may invariably end up dead. They'll follow your orders fine, but it sometimes feels as if it's all one step away from having to tell them when best to wipe their own ass...

For boss battles I'm OK in having to micromanage everything.... but for every single battle? That I have to continually plan out my strategies for every wolf or bandit fight can frankly be exhausting.

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Yummylee

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I have my own list of complaints about this game (while also liking it very much) but it doesn't overlap very much with yours. I do think that the character interaction is too low, though. When you go to DA Keep in preparation for this game, you're bombarded with minor characters and how you treated them. I don't know that they'd be able to do that if they tried to build on Inquisition - sure, I decided the fate of a number of enemies, but I never talked to them at enough length to care what became of them. That isn't really any worse than having a bunch of fully fleshed out side characters who are written to be totally boring, which was how DA:O was. Mass Effect, as usual, is the golden standard.

I think that the biggest bummer for me has been the loot. I'm not sure exactly when I got the gear that I did (a good amount was crafted) but I got a bunch of decent armor and weapons around level 12 or 13 and only now, at level 21 am I beginning to replace a significant portion of it. Way too much of the game's content is in a narrow level range, meaning I was constantly disappointed as I cleared out a new dungeon or treasure room only to find that the only useful things I got from it were a a couple schematics and some mats, if I was lucky. I feel like this is a problem a single player game shouldn't have.

I'm 45 hours in and while I understand your complaints, I'm more forgiving.

My only real complaint is about the loot. I'm level 15 and I don't feel like I'm getting anything worth while. Most of my weapons are awesome, but my armor seems weak (Maybe its not and its just me?)

I love open world games, and I feel like the random side quests in DA:I are great. Yeah, collecting 10 ram skins is filler, but the context is gives me and the way it goes about it, I love it.

I haven't played a game this much to completion since, well, probably Skyrim. I'll probably get near 100 hours for this game. I fucking love it.

@honkalot said:

My biggest criticism would be that the loot system is kind of terrible.

It's seeded wrong it seems. I'm not the only one that gets unique daggers at a 20 to 1 ratio to any other weapon class. It's difficult to at all find 1h swords let alone good ones. I'm on my first purple sword which I was able to buff a little with a rune. I got it at level 14, now level 18 and still found no more swords or axes. That's around 20-25 hours and 3 100% areas.

Meanwhile there are unique daggers literally everywhere I look. I have completely honestly found around 8 "unique" daggers with the same name even. Hook Blade in every chest.

I guess they seem to prioritise you making your own rather than finding awesome loot out in the wild. I don't necessarily have a problem with the loot itself, but again the lack of cosmetic variety for it all (least the armour) is really unfortunate. Also, item management can be something of a nuisance to deal with sometimes. I do really like the amount customisation you have for modifying it all, though, right down to your own Keep.

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@yummylee: Oh yeah I can see why having to micromanage every single encounter can be exhausting but considering that I am playing on Hard, I have to do it every time so I don't have to waste potions on every encounter...aaaand I'm also okay with micromanaging every single encounter like a fucking madman. 0_o

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@yummylee: weird, I got the choice of what to tell Leilana after the fade...

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Yummylee

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@tuxfool said:

@yummylee: weird, I got the choice of what to tell Leilana after the fade...

I was given the choice of how to describe The Divine, but the part after that with the message she wanted you to tell Leliana was automated.

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Honkalot

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@yummylee: About the Duchess:

Even better, I don't know if it depends the sentence, but you can later find the box in question locked in a cell in Skyhold's dungeon. :)

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My problem with Inquisition is one of my saddest problems I've had so far. I love this game, but I... I'm not in love with this game.

Inquisition did so many things right that those rights turned to wrong. The world was so massive that it seemed like a joke. To say that I spent 30+ hours exploring Haven and The Hinterlands almost seems like some bullshit marketing ploy. "HAHA OUR GAME'S SO BIG YOU'LL SPEND HALF YOUR FUCKING LIFE IN THE PROLOGUE!!" But no, it's true.

Allow me to take a second of self awareness to point out that I complained a shitton about the ending of Mass Effect 3. Right here on this very site. Go on, look at my posts. Not quite vitriolic, but demanding and entitled. I wanted Bioware to give me the ending I wanted, not the one they did. That fire in my heart still burns, sadly. Unfortunately. But... when you see people shit on Bioware, it brings this sense of awareness where you realize that you are those people, or you at least have the capacity to be those people. The people who are never happy, or never satisfied. They want to complain and hate because that's all they do. "This character isn't gay enough." "This character's too white." "MUH ENDING BIOWUR!!". So imagine how I feel when I say the biggest complaint I have about this game is...

How big it is. It's fucking massive. Imagine my surprise when I talked to @yummylee and one complaint of his was "The world is too large". What! That's not a complaint you get to make, buddyboy. The game is large enough for the massive number of dynamic and diverse sidequests that fill this large and vibrant world! And it was. For a time.

I spent a total of 101 hours on Inquisition. Right from the beginning to the ending credits. I did every quest I could see on the map and I did everything the war table allowed me to. I did all but one of my companions "personal quests" and I crafted some of the most powerful weapons in Dragon Age history. And yet I felt... hallow.

Whereas there's Assassin's Creed: Rogue on one spectrum, that pads its world with shitty collectibles that mean nothing and serve no purpose other than to extend the games playtime, Dragon Age Inquisition seems to rely on seemingly endless MMO-styled fetchquests that ultimately serve no purpose, only except the characters tell you "You're saving the world! You've helped our people! We'd be lost without you!". All I did watch gather some herbs, kill some bandits... typical RPG shit, but this time my character "leads the inquisition" so suddenly every bandit is a threat to the freedom of the innocent lives living in the wilderness. Suddenly every herb is the target of Red Templars and, and every bear is the spirit animal of some guy I killed in Dragon Age: Origins who seeks revenge. Okay I may have made that one up.

The point is, you do menial shit, just like in other RPG's, but this time you're told that you're the hotshit cock-of-the-walk himself(Or herself) that must defeat Fantasy Satan because no one else can.

I personally never felt like the leader of an Inquisition. I felt like a typical RPG "chosen one" who's destined to forge a party of misfits and save the fucking world.

You never see your forces, you never know exactly how big they are. You never entirely fix Skyhold into not looking like a broken down piece of shit. You never get to personally lead some sort of incursion on your enemies. Nope. While the narrative tells you that you send a "legion of armed soldiers" or a "brigade of Skyhold's best", the cutscenes only show a couple (completely inept) soldiers who are usually slaughtered right away so you can jump into the fight and lead the battles. Alongside your trusty group of rag-tag jimmyrustlers.

The issue I have... the hallowed feeling I got was the sudden realization that: This game is fucking massive, I want to build my inquisition, I want to build my army, I need to complete these quests because without them, how can I build my army? How can I build this inquisition without the support of these guys, or those guys? So I felt this anxiety that if I didn't do all of the side missions, if I didn't build my forces, I would (presumably) be punished during the main missions for not having a large enough, or strong enough, force to take the fight to Fantasy Satan.

So, again, imagine how I feel when my complaint is that I've spent 101 hours on this video game and after about 80 of those hours, I had done everything, I finished every side quests and the only thing left for me were the main missions. What the fuck kind of complaint is that!? "I've had so much fun playing your game that I couldn't put it down and so I've spent a hundred hours doing everything!" I'm fucking insane!! Well, allow me to try(And most likely fail) to put it into words... Words that kill hurrrr

In other Dragon Age games, the worlds were big enough to be filled with content. Let's be hyperbolic(Is that even the right word) and classify this content as "meaningful content". This locket will sway the big bad of this level to stop killing innocents by remembering that he is most human of all. This lost piece of paper contains information for a mercenary group that leads them to a target that they have to kill, but you can choose to use it against them and blackmail them, give it to them and gain their support for future battles, or kill the target yourself and reap the rewards. (Full disclosure: None of this actually happened in any Dragon Age game(But it could. You know where to find me, Laidlaw!), but it contains enough of an example of the depth of the shit you would do in those games).

Here's how it works in Inquisition. You spend six fucking hours searching the Hinterlands because apparently Varric hates the sight of Red Lyrium deposits and you're gonna go destroy a bunch of them for him. So you spot a letter. You pick up the letter and it has a picture of a waterfall, and a note saying "I'M FUCKING DEAD. HERE'S MY TREASURE STASH. FUCK." and you search another six fucking hours because the Hinterlands ARE BIGGER THAN DRAGON AGE ORIGINS FUCK. When you find it, it's being guarded by a group of mercenaries. Hmmm. How do you handle this? Split the treasure? See if you can use your rank as leader of the inquisition to offer them a seat at the table for all the money they can hold? No. You go up, you fucking fight them, and then you click in the left-stick so your radar will ping you to the location of the treasure. Oh, and that treasure? A level fucking 7 "belt of healing". Fuck this.

Whereas Dragon Age would perhaps allow you to communicate with enemies and branch out in a number of different ways, Inquisition says fuck you for being diplomatic, go stab some guys like a real man, or woman, or bulldragon or whatever the fuck a Qunari is.

And it's acceptable for a time. But when you've done it for 80 hours, when you realize the only diplomacy you've shown is for the handful of people you must judge in Skyhold.

Even Dragon Age 2 had this "meaningful content", the game that was considered to be an awful misrepresentation of what Dragon Age should be. The game that was considered to be a gross misstep for Bioware, a sign of the times about how disenfranchised they are with Role-playing games.

Really, Dragon Age Inquisition could be said to be a mix of Dragon Age 2 and Mass Effect 3. There's no Mass Effect 1 or Origins to be found within. While you have the ability to have long(Sometimes pretty long) conversations with multiple threaded pathways, and your character doesn't always speak for himself, you have a lack of decision making while in the moment. Most of the decisions you could make in Origins had so many outcomes you could spend 20 minutes analyzing what choice you would want to make.

And that's sad, not because Origins was a shining star in a sea of oversized worlds and meaningless quests that add to nothing, but because Inquisition is a fantastic step forward. The decisions that you can make totally feel meaningful. You make a decision and then go to the place where you made that decision and you see it. You see the towers you had built. You hear the villagers in the town thank you for providing them with supplies in their time of need. You feel the impact of your decisions. And that's sad. Because my biggest complaint about Inquisition is that it's too big, while still being a great game, it's not Dragon Age Origins, or Dragon Age 2. Or a combination of the two.

We don't need massive landscapes and shitty quests to make such an intensely memorable game. Origins proved that. Let's hope the next Dragon Age, or it's inevitable DLC will get us back to that. Because ultimately, this was a step in the right direction. It's filled with missteps and mistakes, but if we build on this, if we expand in, and not out, we can make the best Dragon Age game in history.

Oh and don't get me fucking started on that stupid crafting system. Goddamn never found a single tier-3 schematic in the whole fucking game and so I had to make do with shitty looking trench-coat armors that were like 80 defense underpowered for the whole 101 hours so it put a ton of pressure on me because I felt like I wasn't playing the fucking game right. Goddamnit.

One more thing: What's up with how you never go to any goddamn cities in this game? You never see Denerim, you never see Orzamarr and you especially never see Redcliffe. You mostly hang out in sandpits and green forests. That's mega disappointing. I would have at least liked to have gone back to Kirkwall, or seen a cameo of the castle your human noble lived in during their origin. I don't know. SOMETHING OTHER THAN COMPLETE FUCKING WILDERNESS WOULD HAVE BEEN NICE. IT'S CALLED THE FUCKING INQUISITION, NOT THE OUTQUISITION!

Maker help us all...

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Cheetoman

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I agree with pretty much every criticism you have. It's a fine game though. Tons of small things that equal me not getting the urge to play. Will probably beat it at some point to. Also, I'm playing on nightmare, so I really have to grind.

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Yummylee

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@honkalot said:

@yummylee: About the Duchess:

Even better, I don't know if it depends the sentence, but you can later find the box in question locked in a cell in Skyhold's dungeon. :)

Ha, brilliant.

@n7:... Good Lord, you would have been better served in just posting your own blog rather than replying to my own.

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LawGamer

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@n7: I'm not gonna quote that big wall of text 'cause I'm making one of my own here, so I'll just respond to it instead.

Personally, I don't think the problem is with the size of the world itself. I vastly prefer the size of Inquisition's world compared to the ones in DA:O and especially the broom closet that was DA:II. I don't think the world size is actually the flaw, but rather that, for as much the as size of the world advanced, the underlying systems didn't really keep up and aren't enough to sustain a trek through all that content. Personally, I'd like to see the next Dragon Age game be just as big (if not bigger), but with the following changes:

  • The soft cap on levels needs to be higher. Character advancement is an integral part of the payoff you get from exploring various areas, but I definitely reached a point where I felt like my character was no longer getting meaningful upgrades, either in terms of gear or character level. Setting the cap around Level 20-ish is fine for games the size of Origins or DA:2, because you are advancing right up until the end of the game - you tend to tick over to the final levels right as you have explored the last of the content. Spreading that same system out over a 80-100+ hour game like Inquisition as opposed to a 30-50 hour one like DA:O and DA:2 means that you pretty much exhaust the possibilities of character improvement while still leaving several areas unexplored.
  • Alternatively to the above, if you are going to have a game this big and set the soft cap at Level 20-ish, then the upgrades to get need to feel really meaningful, to compensate for the slower pace of leveling. However, I found the skill trees, at least for a rogue, to be pretty underwhelming. No upgrade substantially improved my character or made me change my play style greatly and there wasn't an ability that made me really covet unlocking it. Specializations were disappointing too, particularly in relation to the amount of busy work needed to unlock them. For the cap, I felt like I had an excess of skill points and was taking things I didn't really want, which is exactly the opposite of how I should feel. Put another way, the incremental improvement felt more appropriate for a system with a much larger level cap, instead of feeling more meaningful like as it should in a smaller-cap game.
  • BioWare tried to compensate for the slow-leveling pace by giving you multiple currencies like Power and Influence, but again, these aren't enough to sustain the size of the game world. Power is given out like Pez, and there is way too much of it for the available unlocks. While this was obviously done to give people choices in what content they wanted to pursue, there was simply too much of it given out, making it meaningless over the long run. The game might have been better had they increased the power costs by at least 1.5-2.0x. As far as Influence goes, it was a nice thought, but it doesn't have enough impact on the game. None of the perks give you the feeling of being part of a powerful organization, and nothing changes in how people react as you gain in Influence. It would have been nice had they included even small cosmetic touches. For example, instead of having the meaningless upgrades to Skyhold they have, the fortress should have improved incrementally for each level of Influence you achieve.
  • As many people have stated, you need to get the hell out of the Hinterlands at the start to really begin enjoying the game. However, BioWare didn't do a good job - at all - of communicating this to people. My default behavior when playing an RPG, and I don't think I'm alone here, is to act a bit like a locust, except that instead of consuming crops, I consume all the content. That means that unless there are pretty clear signs that I'm supposed to do something else I'm going to stay in an area and grind until there isn't anything left to do. I think the game would have been better had it railroaded you a bit more initially, possibly hustling you through a smaller, gated portion of the Hinterlands and then shepherding you into the main plot before letting you go back.

When DA:2 and ME3 came out, I groused that those games' problems were the result of BioWare not understanding their audience sufficiently. They designed for a really broad subset of people, and in the process alienated those fans who like deeper RPG experiences. In other words, each of those games fell into an uncomfortable middle - too talky for the shooter crowd, and not deep enough story or gameplay-wise for the RPG crowd - and didn't really end up pleasing anyone.

With DA:I, BioWare got substantially back on track - primarily because it felt like they had a better understanding of who exactly they were making the game for - the hard (or at least semi-solid) core RPG crowd that was unhappy with DA:II. The result was a much more focused and coherent game. However, I also think there was one problem area that led to many of the above problems. As I previously alluded to, they should remember that the default attitude for someone playing an RPG is "do all the things!" Instead, it feels like BioWare designed around an underlying assumption that players would do a small amount of each area of even leave some areas entirely untouched, and then explore those on subsequent play throughs. If you do 60%-70% of the available content, the systems in place make a lot more sense that if you do 90-100% of the content.

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N7

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Edited By N7

@lawgamer: Kingdoms of Amalur had that problem as well. They had stuffed every inch of every town with TONS of quests. TONS AND TONS OF QUESTS. So if you stuck around to do them you'd gain tons of levels and be over-powered for the other parts of the game.

For example: I'm less than 5 hours into my second playthrough of Inquisition and I just recruited Sera and Vivienne. These characters took me 40 hours to recruit when I first played the game because I was busy dicking around the Hinterlands. I got the fuck out of there the second I had enough power this time around and man WOW the game opens up so quick. The Hinterlands should have been a lot smaller or some shit because they really do fail to communicate that you should leave as soon as possible.

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Grelik

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@yummylee

I'm just playing through on casual difficulty myself, just didn't want to deal with having to think about the combat, pausing, crafting, upgrading and just wanted to pick whichever party members I liked, and just run in chopping enemies up with my blades. I'm pretty much here for the story.

Two things I'd have like to have seen changed (I agree with your points as well).

1. I really would have like to have seen better organization on the quests. Perhaps organized into categories like: Main Story, Follower Specific, Side mission and Trivial. Put all those fluff "collect 10 ram meat" in the trivial so I know I can ignore them if I choose, and then I know which missions will be more story oriented or proper side missions.

2. I really find running across the terrain to be kind of annoying. I get caught on so much geometry, or sliding back down spots in the terrain that I feel a little more time spent into smoothing out the traversal would have gone a long way. The storm coast I've found to be the worst for it, but still. (plus that jumping animation... I go from a smooth agile rogue to this strange human doing it's best donkey kong impression)

Otherwise, I'm really enjoying the game. Combat feels good, story is good. I couldn't have asked for much more. (Now if Bioware would just hurry up with the next Mass Effect!!!!)

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Hutchydog413

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Edited By Hutchydog413

@yummylee: I love this list, but you are missing a few points. Also be warned, I might have some spoilers in this comment. :/ I also haven't yet finished the game, but im almost there. Just finishing off my final wartable missions, character quests etc. before going to the Arbor Wilds for what I assume is the endgame?
First off: Skyhold. I run around for ages doing everything and getting all the quarries and lumber stands to have cosmetic changes ONLY! The Garden should have consequences, like big ones. If you choose the Chantry Garden you should get approval from the chantry, and if you choose the Herb Garden you should get something better than just 6 pots.
The Mage/Templar Tower has absolutely no baring on anything at all. Nothing to do with choosing either the Mages or Templars. Nothing to do defending Skyhold should it come under attack. No bonuses to or against magic etc. It's completely useless.

Then there's the Main courtyard. Don't even get me started on it. For 1, the two options are in two separate locations within Skyhold. For 2: Only one of them actually seems to use both the quarries and the lumber stands, and that's the infirmary; the sparring ring is completely lumber-orientated. And for 3: Once again none of them have anything to do with anything.

If they were truly upgrades they should have had baring on both your party members and the world's view of the Inquisition, like they tell you they will.

Now, lets talk about Skyhold itself. After completing every upgrade, even after making the scaffolding go away, nothing happens to the structure of Skyhold. There are almost no improvements to the castle itself, half the place is a mess, there are holes in walls etc. etc.
I did a wartable mission after sending whats-her-face to help rebuild her town in the Emprise Du Lion Mountains and I get like 500 tons of 'their best granite' or something, and it is simply ignored. No further mention of it at all ingame. I could use it to restore Skyhold completely, or maybe use it around the map to help others out, but noooooooo.

Now lets talk level scaling. I have an opinion on level scaling, that might differ from yours. I believe that it is a brilliant thing, but only on one side. Enemies should scale up, never down. If I go to a new area, one im not ready for yet, I want to try it and get slaughtered for my troubles, hence I level up and come back when Im ready. i DONT, however, want to do an area in the wrong order, like I did this playthrough (My first) and end up being 10 levels higher than any and all enemies in my final 4 areas. It completely ruins the game for me. Also, lets talk personal quests. Companion quests all seem to have enemies at either level 7 or level 11. Bullshit when im only unlocking them at level 25!
I did the game in (Roughly) the following order: The Hinterlands, The Fallow Mire, The Storm Coast, Crestwood, The Emerald Graves, Emprise Du Lion, Exalted Plains, Hissing Wastes, then the Western approach. Apparently the WRONG order for several reasons. 1. Here Lies the Abyss is (obviously) supposed to be completed before Halamshiral, made obvious by the fact that the Western Approach is level 11, and Halamshiral level 16 or so. I wanted to be challenged throughout the game, but it seems the only challenge came in the first 20 hours of m game, after that, and since, its been a cakewalk. And this is on Hard.

Bioware really need to fix this scaling problem, and soon, before it ruins the game like it has done for me.

Also, a sidenote: Origin and Dragon Age: Keep. Simply put, the Former is broken, the latter is a good idea, and great for newcomers, but it should not be forced like it is. Especially when Origin breaks so easily, and you are stuck with the default world as permanent because of some stupid problem with Origin. (my Xbox Live tag is not connected to an Origin ID, but my Origin ID is connected to a Gamertag, one that does not show. Turns out, it is connected to a Gamertag, which is MY Gamertag, but it doesn't work for some stupid reason. If I disconnect I lose all progress/achievements in all EA/Bioware Games. If I don't, I cannot upload my custom world..... FML! It apparently has something to do with either the names of the accounts being the same, or something to do with the emails, but I simply cannot be bothered spending another 5 days trying to fix it).

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Dizzyhippos

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I really like DA:I but its not what I want out of a Bioware game. Before Inquisition came out I went back and god mode'ed through origins and II just as a refresher on the lore, and at no point during those play throughs did I feel like what I was doing was filler. Where as DA:I it feels like there are entire zones that are just there to pad out your play time. There are way too many table quests that take 4-24 hours to do with no way of doing them other then waiting, and at some point you just want to finish.

The most damning thing that I can say about DA:I is that after I finished it I was done with it, where as every Bioware game since the original mass effect I finished it and then immediately wanted to go do another play through.

Also the last like 1-2 hours were by far the most interesting parts of the story but they never do anything with it other then set up another sequel.

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Dussck

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I think the whole war-map thing is weird. Some of the things you can go to and others you can only send emissaries or something to gain gold. The ones you can travel to have no indication of what you'll find there. The first group of enemies you'll encounter can show that they are 6 levels higher then your party; I guess I'll go back to another zone then.
It's chaotic, I feel there's no clear overview of the progress you are making in the game. I've played for 30 hours and I've no idea what I'm doing other then visiting lands and walking to certain points on the map.