What this is about:
I am making this thread to document my impressions of my first playthrough of Dragon Age Inquisition. Except for the first one or two chapters which deal with some gameplay mechanics, it is intended to be story- and exploration-focused, with little emphasis on combat. You can see it as a written equivalent of a let's play video (which I thought of making, but getting YT to do things as I want is too much of a hassle). I will mention things I find good and bad as I encounter them, but will not dwell overmuch on them unless they influence the whole experience. I have been reading some spoilers, but since I now have the game I have better things to do than to read more of them, so I'll go into the game mostly unspoiled.
Feel free to reply to this thread. I will add chapters to the OP and add links to further posts where necessary.
Technical parameters:
I am playing this on a PC which is able to run DAI on Ultra settings (I4790K/GTX980) at 1440p on a 32" monitor. I am using a Tesoro Durandal mechanical keyboard and a Logitech Performance MX wireless mouse.
Worldstate:
This is intended as a part of my pro-mage story arc. My Warden Eorlin Amell (the one from the mage manifesto) was followed by Rowan Hawke, an angry mage revolutionary who romanced Anders. Important DAO decisions: Alistair and Anora rule Ferelden, Dark Ritual done, Warden went through the Eluvian, Bhelen is king of Orzammar, the Anvil of the Void is intact, peace was made between the Dalish and the werewolves, Connor was saved from possession, the Circle of Magi was saved, the sacred ashes were not poisoned. DA2 decisions generally followed a pro-mage pattern, except that I sided with Larius in Legacy.
My Inquisitor:
Maelyn Trevelyan is defined in considerable detail in this post. For those who don't want to read that much, she is a mage who has had a not too unpleasant life in Ostwick's Circle, but is determined to not let herself be chained again. She is not angry, but quietly determined.
Her in-game realization does not include the scar, unfortunately, since I couldn't find one that matched the description. Her in-game appearance also doesn't have the braid, since when I made the description I was convinced we'd get braided hairstyles.
Day 1: From waking up to the founding of the Inquisition
I am....excited to finally lay my hands on the game I have anticipated for so long. After a few technical problems which have more to do with my own system than with the game, I started up the game, connected to the DA servers in order to be able to import my worldstate from the DA Keep, and started a new game. I was a little surprised by the lack of an opening cinematic but appreciated that I could immediately start to make my character, unlike in DA2 where I had to play through a part of the prologue first.
The character creator is a delight. The preset heads come across as a little odd, though, particularly their oversized lips. As usual in Biowares games, character creation takes me a while - about 90 minutes all in all - but unlike in every other Bioware game I played back to ME1, I managed to come up with a very nice face in my first attempt, and the difference between how she looked in the CC and how she looked in-world was minimal, in spite of the greenish lighting. On the bad side, I have to mention the hair. Hair is awful. Most hairstyles are atrociously tasteless and hair of most colors looks like plastic. There isn't even a proper black. The screenshots of my character mask this since they're taken in advantageous lighting. In-game, her hair looks anything between plastic grey, somewhat shiny black and dark brown. I can live with it, but considering how stunningly impressive the rest of the game looks - I'll get to that - the hair really stands out like a sore thumb.
On to the first conversation scene... I am in a dungeon, chained, and Cassandra and Leliana come in to talk about the Breach, which Cassandra suspects I had a part in. I have the option to be silent. VERY nice! Too bad the effect is spoiled by the following autodialogue, but I guess the plot has to be introduced somehow. Since I don't recall the details of what had happened, they decide to take me outside to show me the Breach, a gateway to the Fade from where demons and other spirits may come forth. The magical mark on my hand reacts to it. I am linked to it and Cassandra tells me that it will spread and kill me as the Breach expands. With this, I have a very personal motivation to find out more and close the Breach, independent from what I might think about anything and anyone here. Good.
Stepping outside, the game begins to show its true beauty. For anyone who hasn't got the game yet and asks whether the impressive published screenshots and videos do the real game justice, I can cay: no, they do not. They are but a pale imitation of what the real game looks like. The incredible details of characters' faces and outfits, the beautiful landscape that surrounds the camp, the lighting, it all combines to the most impressive visual experience I have ever had when starting a new video game. I am....impressed is just not strong enough to describe it. Enthralled, perhaps? Anyway, it has the effect that I find myself immediately within the world, and if not for the controls I have yet to learn, I could almost forget that I am in a game. One more thing that I didn't expect: the voice acting (of Leliana and Cassandra for now) is excellent, full of subtle timbre that is completely lost in most of the published recordings, where it came across as somewhat dry here and there.
OK....I pick up my jaw from the floor and continue. Down the path to the destroyed Temple of the Sacred Ashes which is out goal, I get into my first fights. The sequence of small fights consecutively unlocks more features, which takes a little patience if you already know what to expect, but the controls are actually unfamiliar enough to players of the older games that many may appreciate this. The first fights can easily be classified as "random fumblings". Things improve fast, but there is a noticeable learning curve. There is also a feature whose absence I'm likely to hate a great deal as the game progresses: there is no move-and-interact command. Whenever you interact with your environment, you have to stand near enough to it that you don't need to take a step. I can only see this as a very big step backward from the previous games, and the annoyance caused by it for the player is likely very much out of proportion to the effort needed on Bioware's part to change it.
In one of the fights, we meet Varric and Solas, who introduce themselves. The not-so-subtle tension between Cassandra and Varric is well-realized, and Solas immediately comes across as the party's mystery man. I'm already looking forward to talking with him in-depth. I am also called to make my first tactical decision: there are demons on the way to the temple, and we can charge them in a frontal attack - obviously preferred by Cassandra - or attempt to pass them by using a mountain path. Since I prefer exploration to combat and my character sees no reason to get delayed by minor fights, I decide that we take the mountain path. I can also ask Cassandra why I am making the decision, and she answers that I have the mark, thus I'm the important person here. Not quite convincing since I'm a mage and tactically inexperienced, but OK, the game needs an excuse to let me make a decision. I am willing to be taken in.
Further up the path, a minor fight in a narrow cave familiarizes me with what I suspect will be recognized as DAI's most important gameplay-related flaw: the tactical camera's inability to zoom through roofs. This makes fighting in close quarters...well, the annoyance factor is really going through the roof here, but I'll say extremely awkward. Personally, I am usually tolerant of suboptimal combat gameplay but I have to ask how this ever passed QA. I can only hope I'll never have to play a boss fight in close quarters.
A little later I am introduced to the mechanics of closing a rift - rifts are something like mini-breaches through which demons enter the world. Hey, why can't it be nice spirits for a change? I know the Fade is home to all kinds. Anyway, the mechanics are easy to learn but the rifts themselves are so bright that I have trouble seeing anything. As the one with the Mark, I can also use the rifts to temporarily paralyze demons, up to some distance away from it. This becomes important since I am now entering the temple for...
...DAI's first boss fight. We are seeing a past scene - those familiar with the lore can infer that this is the Fade's reflection of a scene that passes through the Veil because of the Breach - wherein the now-dead Divine has implored me to run away, which implies that I was there. Cassandra's suspicions are raised anew, but before she can say anything more, a pride demon materializes out of this rift. This is an enemy with an impressive list of immunities. I have practiced with the tactical camera in the recent fights and the result is that this one goes unexpectedly smoothly. I am zipping around the battlefield in the tactical camera almost competently, and the only downside is that the rift is - again - so bright that I can't see anything from certain angles and have to attack the enemy using only its outlined shadow. Regardless, this demon is taken down by making him vulnerable by draining the rift with my mark and then hitting him with everything we can - repeatedly. It takes a little bit but I end up having used only two of my eight healing potions, in my first attempt of this fight, on Normal difficulty, and I can see in hindsight that it might have been possible to get through this without having taken any damage at all. As I mentioned, there is a noticeable learning curve, but as long as there is enough space for the camera, you can fight competently using the mechanics provided by the game.
Of course I fail to close the Breach. If I didn't, where would be no story. I am knocked unconscious and wake up a little later confronted with a disgustingly fawning elf. Apparently people are impressed that I stopped the Breach from growing, even if I couldn't close it. After picking up a few items and reading some notes, I step outside to pass several groups of disgustingly deferential people. The priest-like figure (not sure what he is, the Chantry has no male priests) who objects to Cassandra's setting me free is almost a relief. Or he would be, if he didn't insist on my execution.
I take the time to explore the management screens. Oh, and I forgot to mention the level-up. Easy enough, but why does the skill tree have to be so big that it doesn't fit on the screen? That makes ability selection unnecessarily awkward. On the good side, I am extremely delighted to see the numbered Codex entries from DAO returning. I have always been an ardent Codex collector and now I can continue to collect. Also, while the text is often too big in the management screens (really, why does everything have to be oversized here?), the cards that accompany each Codex entry are beautiful. I already love the art style of this game (excepting the hair, of course). The quest screen and the maps I can't say much about yet since there isn't much on them yet. Inventory management appears to be smooth and easy, but yet again, the text is too big, there could be double the elements in the same space. I feel like in the bad old days of bad console ports where everything was oversized so that you could read it on a small SDTV screen from five meters. And here I thought these days were gone. Several other elements of the game's controls and interface elements whose flaws are minor on their own (no tooltips on interface elements, the need to use keys where you'd intuitively use the mousewheel etc.) augment this impression. While it works moderately well for the most part, the keyboard/mouse interface has clearly not gotten the attention it needed.
Now onward to the next scene. I am entering Haven's Chantry building, and interrupt an argument between Cassandra and the priest-liek figure, in the course of which Cassandra declares the Inquisition of old re-founded, and as they tell me this was an organization that fought for some order in a time of chaos. And they need me, of course, to close the rifts and finally the breach. I am not impressed - the things I read about this organization do not make me want to follow in its footsteps - but I need the Breach closed as well in order to survive. Cassandra and I shake hands to cement out cooperation, and I have to commend the animators here: Cassandras almost-smile is so perfectly expressive of the uncertainty and hope of that moment, with both sides not knowing where they stand with the other but knowing they need to co-operate, that it follows me out of the game.
I am at the end of my first session with Dragon Age Inquisition. It has its flaws, but within an hour or two it has managed what no Bioware game since DAO has done: I am leaving this session smiling widely and in such a pleasant mood that it almost makes me forget the dreadful possibility that I may have to fight a boss in close quarters eventually. In fact, I am thinking of this possibility and I am still smiling, such is the impact of everything I find impressive about Dragon Age Inquisition so far.
(to be continued)







Retour en haut







