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What do you feel is missing?


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#151
Chashan

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I may mostly reiterate points already raised by others, but I do think they bear repeating:

 

This is something mentioned by some more critical reviews, and I have to say I definitely agree on that point: the very beginning seems rather abrupt, bare-bones even. Going right from the animated main menu to the big-badda-boom act of terror on this supposed "conference" may look pretty, but it does little to make one connect to the event. I am given little reason to care about it, as no detailed on-screen evidence is given on the extent of the people assembled there, the layout, etc. A narration outlining the state of things would have helped as a minimum, I'd think, showing the camps of the different parties taking part in the meeting, some impressions of how they do (not) get along, those kinds of things. Similar-ish to the intros of DA:O for the different origins; in the case of DA:I going for one that's mostly the same for all races would have worked, simply referring to race right at the end, prior to character creation, just so:

...all present perished, except for one human/dwarf/elf/qunari.

 

Full-blown playable Origins I would have preferred even more, although I acknowledge that those would probably have been a sizable amount of additional workload for the developers. Hope you get the idea.

 

Further...is it just me or did the 'welcome' at Haven seem awfully static? There's chatter, true, and a whole host of people, but they are pretty much all motionless. Particularly noticable with a bunch of fellows kneeling in place already long before my Inquisitor passes them. Right there, at the tail-end of the prologue, this is just lacking in the presentation-department, and one can certainly see and feel that the game-world at large, for all its size, simply is rather static. There is some changes in which factions roam an area as the story progresses and one drives out former occupants, sure, but the lack of dynamic day/night-cycle and a good many congregations of NPC that permanently remain in place simply warrant no other descriptor.

 

Then, and this I also found raised elsewhere: something of a lack of questionable decisions – be it for as blunt a reason as malice or to pursue more devious approaches. Now playing a benefactor who takes in and looks after refugees is all well and good, but why not present some other goals here other than altruistic ones, being vicious in lieu of the 'Inquisition of old' as some characters in DA:I – Cassandra, Mother Giselle – describe the forerunner of the organisation in Thedas? Let me give an example:

 

The Inquisitor is approached by refugees, asking the Inquisitor to get supplies for their starving, displaced lot. An officer of the Inquisition's troops hears of this, and reports to the Inquisitor in no uncertain terms that the supply-situation for the troops is anything but good, morale low and thus the risk of mutiny high. Who to hand the supplies to, then, refugees that may spread the word about a benevolent Inquisition but are not soldier-material themselves at all and potentially provoke your own, battle-hardened troops to mutiny; or make certain that the troops' loyalty to the organisation is kept intact and meanwhile risk animosity or even rioting on the refugees' side?

 

My hope was that similar options would turn up as I progressed in the game. Yet, the likes of a war map, text-only mission where one is given the opportunity to have Leliana's agents "encourage" refugees to move off the land of a noble, as per his wish rather than waltz in and oppose said noble as Cullen would have it was about the only thing of the kind, and ultimately is just that: a text-only mission. I would very much have welcomed actual dubious decisions of the kind in-game. It's doubly irritating that with 'Champions of the Just', bizarrely enough, one is presented with the organization taking a starkly darker turn, leaving me wondering: why-oh-why can't one do something more to that effect in the game itself? By this I do not mean go full-on dark-side, yet more in lieu of the original Inquisition, taking harsh action towards its intended, long-term goal. A few options of that kind are there beyond the, in my opinion, not terribly enthralling war map ops, such as the Winter Palace, yet I would certainly argue that it's too little to go around.

 

Don't get me wrong, some decisions and turns of events I hugely enjoyed in this game – elevating a certain, classy mage-lady to a certain rank in the end-game being my favourite. Yet, the underdeveloped presence of morally more ambiguous decisions I just find unfortunate, and not befitting the title the PC and the organization they lead are given. There is not just the real-world historical annotations to it, but those of the game world itself, which state that this group is not without precedence, and that preceding Inquisition was markedly not received as a benevolent formation, as I mentioned. The option to live up to that other side of the spectrum in a more profound manner I would have greatly appreciated. It would have helped make the game's premise far more interesting, given it more grit. While some of this is undoubtedly present, it is far out-weighed by one-sided do-gooder solutions especially when it comes to the areas outside the main-quest, which make up a major portion of the game.

 

 

In short:

 

- a far better fleshed out prologue

 

- a game-world that is not just vast, but dynamic

 

- the option to actually live up to the infamy of the Inquisition of old as described in DA:I's own setting and lore

 

 

 

 

Having said all this, I still mostly enjoy the game, currently doing a second playthrough with a Qunari miss – quite delightful to see one can actually take a more welcoming approach to their people's namesake creed! -, and am curious where BW take DA:I from here on out.


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#152
Rawgrim

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Setbacks, making poor choices, and an enemy that actually tries to do something about my efforts at killing his army and allies. The game has nothing like this.


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#153
Leoroc

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It definitely lacks the legendary gear collection like Legion of the Dead Armor, Juggernaut Armor and Armor of the Champion



#154
Guest_Caladin_*

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I dont feel anything is missing, what i do feel is what they have done an got could have been done a hell of alot better the major one for me being merging main story content into each area an having that "episode" of the main story being the driving goal behind entering that area and missioning init



#155
Novadove

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come to think about it, if they remake dao in frostbite engine, it may sell even more than this inquisition...



#156
SomeUsername

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On top of these, a good final mission where all your choices regarding alliances and recruits come to life in a battle where there is an actual risk is missing.

#157
Sand

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I think the different main quests were missing connection to one another. How you completed the mage-Templar conflict, Adamant and the Winter Ball all very little effect on one another. The events felt too self contained, and could be completed too quickly to fully explore the themes exposed. I wished that the Winter Ball could be based on choices made previously which could open up new information and paths or cancel others, similar to the Landsmeet in DAO. Instead I felt that the reliance of the fate of Orlais on finding sufficient Halla statues to be quite disappointing.


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#158
Aren

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A good story, a good villain, a good romance with depth, more puzzles, less grinding more dialogue, I mean you have some great supporting cast in Varric, Leilana, Morrigan, Hawke and i feel they just didnt took it all the way. They where really trying to make us feel like we where heroes though kudos for that but it still come away somewhat empty the whole experince.

Pesky Inquisitor.......... this is the problem.

The archedemon was more annoyng than Corypheus Imho, a good villain must be someone intreasted in mortal things, like Loghain or the Arishock, this god plot have no sense at all.



#159
Chrom72

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I had Alistair as a Warden in my world state. I let him stay in the Fade at the end of Here Lies The Abyss. It was really, really sad.

 

But I did that quest after I did Wicked Eyes and Wicked Hearts. And not once, not even once, did I find any interaction between Morrigan and Alistair, when both were at Skyhold before the Siege of Adamant. And you know what? No interaction per se is fine. I'd love it, yes, but I don't need it. I just need something to indicate to me that the two acknowledge each other's existence during the events of Inquisition. Alistair has a great line about Morrigan when in the Fade, yes, but it references the events of Origins. 

And when he died, there was nothing from Morrigan. Not a single word. Leliana had one sentence about him, and while it felt a bit impersonal, at least it was there. But c'mon, Morrigan-Alistair is one of the most iconic duo's in a BioWare game, and their banter between each other is among some of the best. Why, for the love of Corypheus, is there nothing to be found in Inquisition that continues that? 

 

Now, I understand one can besiege Adamant before attending Celene's Grand Ball, I do. And in such a context it makes perfect sense. But as someone who devoured The Masked Empire and is a sucker for political intrigue in stories such as these, I couldn't wait to attend the Ball, so I only went to look for Alistair after doing that. Which led to this... disappointment. And yes, I also understand that Alistair doesn't have to be the Warden, and that makes any fleshed-out development of Warden-Alistair much less important if looking at the financial- and resource-budgets for his character, but still.

 

Please, someone tell me I'm an idiot, or something went wrong (my game bugged out, I don't know), and there is an interaction to be found between them. For I am confused as to why I got nothing at all.

 

I made this comment too and Gaider responded and said there was. I still never got it though, and neither did a lot of people. 



#160
KillTheLastRomantic

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I'll agree with area narrative. The explorable area's were lovely but after a while the charm faded and I started to feel disengaged.

 

A city hub.

 

I missed attribute points a fair bit. It didn't seem at all necessary for them to go. 

 

And totally personal and nitpicky, but sweeter/more romantic dialogue options for the player character towards Bull and vice versa (I didn't appreciate that casual sex with porn movie dialogue was the only way to START the romance, if that's his character fine but at least give me a little wiggle room with what MY character says) and a more diverse range of robes and armours.



#161
KillTheLastRomantic

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I've been playing some old BIoware games like Jade Empire and Kotor, and the main thing missing for me besides constant cinematic dialogue and real choices was the towns. Jade Empire doesn't have much in the way of an open world, but it's got neat little towns full of interesting NPCs who you can help and or torture depending on your style. Speaking of JE (since practically nobody does), it's got such a wonderful combat system, with smooth active dodge and interesting mechanics. Such an underrated game.

 

As I was typing out my response and thinking about more interesting open area's/town and city hubs as what DAI lacks my mind immediately went to Jade Empire.


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#162
Iakus

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A city hub.

 

More specifically, a city hub in each zone.  Like Crestwood.  I didn't like having to return to Skyhold to sell my stuff so often.

 

For that matter, more inventory space would have been nice.



#163
KillTheLastRomantic

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Some kind of risk of loss, party members should have opportunities to get killed based on your decisions (or lack of). 
 

 

Now that is something I don't miss. The more companions/squadmates they kill off the more effort it is to have them reappear with expansive, meaningful content. I'm not saying never have anyone die, but let's avoid the Mass Effect 2 'everyone can die' route.



#164
Malkavian

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More specifically, a city hub in each zone.  Like Crestwood.  I didn't like having to return to Skyhold to sell my stuff so often.

 

For that matter, more inventory space would have been nice.

 

Hmm, i'm quite sure you can sell your stuff in Crestwood once you capture that keep.



#165
Barathos

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1) More personal quest stuff. Some of the companions just have 1 quest and you're done. Cassandra's is good because it carries out through a complete war missions and the like so you can interact with it there. Varric's is good because it ties back to DA:2 and you actually meet Bianca. 

 

But the aftermath of Iron Bull / Dorian / Solas doesn't really get referenced anymore. I love my companions, let me help them more. :D

 

2) A better final scene. I didn't mind the ending, persay, but it definitely lacked the "This is it. This is the final fight." it was incredibly easy, too, if you've been killing dragons most of the game.

 

3) I love how we get to color our armor based on what we put on it, but could we get more types? That'd be cool.

 

Still love the game, though! These are just some of the things I'd like to see more of.


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#166
Iakus

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Hmm, i'm quite sure you can sell your stuff in Crestwood once you capture that keep.

That's actually what aI meant, city hubs like what Crestwood has :D



#167
Tensai

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I miss the choice of being an A-hole. Maybe i am misremembering the first since i havent played it in so long. Or maybe blending in to much ME. I dont mind having to be good. That is fine the story is the story. But at least let me be mean about it.

 

No u remember correctly. DA:O let you kill innocent people for fun. Even Hawke could be played as a complete jerk.

 

Although i never play the ******* way (at least in my 1st playthrough i am always an angel *g*), a good RPG should allow u to be one. That's how i remember Bioware RPG :( unfortunately DA:I doesn't follow this rule.

 

 

come to think about it, if they remake dao in frostbite engine, it may sell even more than this inquisition...

 

 

Hmm probably.. unless they screw it up.



#168
Arl Raylen

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No u remember correctly. DA:O let you kill innocent people for fun. Even Hawke could be played as a complete jerk.

 

Although i never play the ******* way (at least in my 1st playthrough i am always an angel *g*), a good RPG should allow u to be one. That's how i remember Bioware RPG :( unfortunately DA:I doesn't follow this rule.

 

 
 

 

Hmm probably.. unless they screw it up.

 

Yeah and even Shepard could kill people for no reason if he wanted to (lots of awesome moments like this in ME2 especially). Just last night I killed some NPC with the murder knife in DA2. Heck, in Jade Empire I was able to steal a peasant's silver and threaten to torture him while I was in the starting town (when you're supposed to be some goody two shoes student)!

 

It seems Bioware made it a point to stray away from the ability to be a jerk in DA: I, which makes no sense since this is the one game where you theoretically have the power to go all Game of Thrones on people's asses. I'd have gladly taken 15 hours of "being a jerk" material over 5 of the open world zones :D.



#169
Arl Raylen

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As I was typing out my response and thinking about more interesting open area's/town and city hubs as what DAI lacks my mind immediately went to Jade Empire.

 

Ah, Jade Empire was quite the experience. The Imperial City was a goldmine of random oft-hilarious NPC encounters, especially if you played as a sadistic SOB! But yeah that'd be my biggest complaint, no hubs like the Imperial City (screwing up that play on the pagoda...good times) or even something like Manaan/Tatooine from Kotor where you can descend upon the unwitting planet and wreak havoc upon all the NPCs and their meaningless lives (yes I tend to play evil...a lot).

 

All the little stuff like that is what made Bioware games click for me back then. Of course, the main storys were always nice, but they were made more meaningful by the incredible journeys. Don't get me wrong, I liked going through a few of the zones in Inquisition (as most did), but there's just something about the old hub style that was endearing and far more attractive to me than the faux MMO style of dolling out empty content.



#170
MisterJB

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Series of sidequests that thematically match the area we are in and allow us to interact with engaging NPCs.

There is little point in having huge areas to explore if all they are filled with are fetch quests. For future DLCs or, preferably, an expansion pack, there is no need to create yet more areas. Just fill the ones we already have.

 

There is what, only six or so people to interact with in Redcliff. And Connor is the only returning face.

You can do better, Bioware.



#171
Haidaes

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A lot of things have already been mentioned, but the next time they bring back a main character I want them to not only include a visual check in the game, I also would like them to keep in mind you can play that character diffrently. At least let us choose between the friendly, sarcastic and angry base options. This hawk was fairly agressive, completly unlike the gentle and caring Hawke I had. It actually makes it even a bit unbelievable how he would have come to all the story conclusions I had in my world state.

 

I also don't get why they removed the images from option types in the dialogue wheel. It was at least a clear indicator as to what your character will say next, because let'sface it: 5 Words sometimes are not enough to convey the next 5 sentences your character speaks. A couple of times I wasn't sure if I was giving personality related answers or one of 3 diffrent dialoque choices. I know some people made fun of the trinary dialogue choices in DA2, but they are still here for the most part, you just needlessly obfuscated it ..a minor gripe as long as I'm allowed to "savescum" myself through the game, annoying nonetheless.

 

Defineatly more quests that actually impact, at least npcs though. The one guy that brought me a message regarding some bandits which lead to a war table mission for example. I didn't bother reading it properly and choose Leliana (because she was the only one available at the time), which lead to him getting shafted and being assigned some worker position, which then always caused him to be pissed about me for not giving him a chance. Tiny things like these or having the option to keep stuff for yourself are what make quests more interesting, even fetch-quests (of limited resources, this won't fix elfroot gathering ...). While it doesn't do much for my roleplay it certainly would do alot for other peoples roleplay.DA:O side quests felt alot more meaningfull because of that,.

 

Why didn't we see Sandal btw? There is another story there as well and I wonder if Bioware shafted him this time around because of all the PC stuff and artifical shitstorms :/.



#172
DariusDrannen

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My biggest disappointment with the game is just how incredibly small and insignificant (in terms of game play) Val Royeaux was.  I was expecting Val Royeaux to be front and center with many of the main quests associated with Orlais, but instead it was barely a hub where you bought stuff at stores.

 

I expected Val Royeaux to be the Citadel of the DA series; a massive, glorious place that truly looked like a marvel of the world we're playing in.  Instead, Denerim from DA:O actually was bigger and had much, much, much more quests associated with it.

 

I could have done with BioWare cutting down on one or two of the other areas if all that time and resources were spent on making Val Royeaux grander and having more quests based around there.

 

On a minor note, it sucks that Sandal and Bodahn weren't in the game.  What the heck?  Bodahn even said he was taking Sandal to Orlais when you speak to him in DA2.



#173
KillTheLastRomantic

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Series of sidequests that thematically match the area we are in and allow us to interact with engaging NPCs.

There is little point in having huge areas to explore if all they are filled with are fetch quests. For future DLCs or, preferably, an expansion pack, there is no need to create yet more areas. Just fill the ones we already have.

 

There is what, only six or so people to interact with in Redcliff. And Connor is the only returning face.

You can do better, Bioware.

 

I'm sure there were multiple options in the keep relating to Redcliffe folks other than Connor, so I'm not really sure what went on there.