I'm nearing the end of my second playthrough, with only Emprise du Lion and Arbor Wilds left to be done.
I've just killed my clan with a wrong war table decision. That....hurt. I'm going with it, but that I can't talk about it with anyone, that.....sucks. You'd think this Inquisitor who is friends with many of her companions would get a chance to cry on someone's shoulder. Perhaps....the LI? Even more so if it's Solas? I think this was a serious oversight or a cut that shouldn't have happened.
Speaking of Solas, his romance is....small. It works well if integrated into the normal friendship path but it's forever since I had any meaningful talk with Solas, romantic or not. Some of the smaller stories told alongside the main plot tend to get lost in the big world and the long game. It would be better if these story arcs wouldn't be so spread out. I'd rather have a romance and companion story that ends somewhere in the middle of a game with a defined state and no further content except a repeatable "express affection" scene, than losing the connection to it because of long delays between interactions. The non-romantic companion stories work well that way, only most of them are too short overall. DA2 did this better with several connected quests per companion. Cullen's story stands out in that regard, at least on the pro-mage path, since you have his lyrium story arc, the romance and the questline to find Samson and foil his plans. As a result, Cullen feels more a part of the overall story than anyone else, with Dorian a close second because of his involvement in "In Hushed Whispers".
Also, the war table operations take up far too much time to be finished within a regular playthrough. Even more than I my first playthrough, I find myself exploiting the fact that the war table operations use the real time clock, and doing things like dipping into the game for ten minutes before I go to work in the morning to start the next batch of operations, so that they're finished when I get home in the afternoon and can continue playing. This becomes even more of a problem if you want to use the same advisor for the lengthier missions.
The odd missing talk like after I destroyed my clan notwithstanding, I continue to be impressed about easily I slip into the roles of my different Inquisitors and how easily I can make them different from each other without having to carefully plan ahead. The differences from the race/background combinations are also very noticeable, this elf feels very different from the earlier human in spite of both being mages. I still miss DAO's playable origins, but responsiveness within the main game is significantly improved compared to DAO.
Anyway, after the ME trilogy and DA2, I was beginning to think roleplaying and a voiced protagonist can't ever be combined successfully. This works well most of the time in DAI, except that in some conversations, the paraphrasing requires metagaming and advance knowledge in order to make an informed decision. I know what David Gaider has said about toggles, and for that reason I've been careful about suggesting them, but in this case I think a toggle to have the first spoken sentence shown in advance would be worth the effort and significantly improve roleplaying, especially in conversations about complex topics. Or they could just give us longer paraphrases. No, I will never shup up about this.
One more thing I haven't experienced in a Bioware game since DAO: when finished with a playthrough - or as the ending casts it shadow backward if you have advance knowledge - I feel like at the end of a book I've come to love. There is this sadness that it's all over and I have to take leave of the characters and places of (this variation of) the story, but...it's all good. Apart from the inevitable sadness about the fact that it had to end, I leave the story in a good mood, reflecting on the choices I've made and the kind of world I leave behind, and on how things may go on for my Inquisitor. DA2's ending was ok but I didn't really connect to it for various reasons I don't need to get into here, while ME3's...well, let's say I don't want to feel like that at the end of a story ever again. Discounting the disconnected boss fight (which I notice but don't count because boss fights are rarely more than a chore for me) DAI's is...just right. Not that there aren't some things I would like to see which aren't there, but their absence doesn't change the core experience. At its core, DAI's ending works very well for me. I also very much appreciate the post-credits scene. It wouldn't be the same without that.
Now off to wrap up this playthrough. Oddly enough, it appears I'm losing my touch for finding things. I still have only one mosaic completed - the one from the Western Approach. I miss one or two pieces of every other region-specific one, most annoyingly one piece from the Hissing Wastes and two of the scattered notes from there. On the other hand, it appears that you can buy some missed Codex entries in one of the shops in Val Royeaux, and as opposed to my first game the list is almost empty in this playthrough.
Oh, and before I finish this: Dorian's quest doesn't trigger for me. Mother Giselle usually gives you the information that starts it but it hasn't happened in this game. If this is approval-related that should not be a problem since I'm on good terms with Dorian. That's the second frequent bug in this quest - the other one being that the encounter with Dorian's father fails to trigger if you enter the tavern in Redcliff with him.