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Game lacking in tragedy, loss and opposition? Victory felt empty.


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#26
Sardoni

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You can kill Blackwall.  You can shove a boot up Sera.  You can get many disapprovals and force people to leave on their own accord.

 

There's plenty of opportunity for loss... it just happens to be self inflicted.

 

DA:O had Jory, Daveth, Duncan, Kingie... not to mention most of the origin stories resulted in the death of people close to you.  DA:A had Mhairi and everyone lost their damn minds over her.  DA2 had nearly your entire family except Gamlen eventually killed off (which is the one most people were probably rooting for).  Those were uncontrollable losses and many people created mods to get back those "temporary companions" in the first game (and its expansion). Adding an Agent Coulson to the mix in DA:I wouldn't have garnered any more buy in from me.

 

They told a different kind of story.  And it was fine.


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#27
Mathias

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I'm just gonna copy and paste what I wrote on another website:

 

We needed a more satisfying finale. Not talking about the ending, but the actual final battle. I had no idea playing the Well of Sorrows mission that I was actually in the final battle. I honestly was expecting a big fight that was gonna take place in Skyhold. That's why I spent so much time trying to upgrade the fortress. Which, aside from the courtyard, didn't really make a difference in the end. 

Instead you select the final mission (if you can call it that) and the game literally drops you off in front of the final boss. There's no major fight where you battle your way through obstacles and enemies before engaging the villain. It seemed like a waste to have a game about building a powerful organization if the final battle is just you and 3 party members fighting the final boss.

Honestly this game begged to have the Suicide Mission mechanic at the end. Upgrade your fortress (Normandy), gain friendship with you allies (Loyalty), and have a final battle between the Inquisition and the Demon Horde, as you make tactical decisions throughout the course of the battle. I can also envision taking a conversation break in the middle of the level, where you bar the gates to the great hall and have final conversations with your party members before the Inquisition makes on final clash with the opposing army.

 

Imagine having to climb the mountain tops around Skyhold to face down Cory's Dragon, as the battle of Skyhold burns down below. Imagine after killing the Dragon, Cory lifts pieces of the Earth, as you fight your way across floating islands to make it to where Cory is for the final showdown.

Wouldn't that have been awesome?

It would have to me.


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#28
sylvanaerie

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I'm just gonna copy and paste what I wrote on another website:

 

We needed a more satisfying finale. Not talking about the ending, but the actual final battle. I had no idea playing the Well of Sorrows mission that I was actually in the final battle. I honestly was expecting a big fight that was gonna take place in Skyhold. That's why I spent so much time trying to upgrade the fortress. Which, aside from the courtyard, didn't really make a difference in the end. 

Instead you select the final mission (if you can call it that) and the game literally drops you off in front of the final boss. There's no major fight where you battle your way through obstacles and enemies before engaging the villain. It seemed like a waste to have a game about building a powerful organization if the final battle is just you and 3 party members fighting the final boss.

Honestly this game begged to have the Suicide Mission mechanic at the end. Upgrade your fortress (Normandy), gain friendship with you allies (Loyalty), and have a final battle between the Inquisition and the Demon Horde, as you make tactical decisions throughout the course of the battle. I can also envision taking a conversation break in the middle of the level, where you bar the gates to the great hall and have final conversations with your party members before making one final clash with the opposing army, as you get ready to face Corypheus himself.

Wouldn't that have been awesome?

It would have to me.

 

 

So yeah.

 

So, pretty much cut and paste the last two games ending fights?  Frankly after 85 hours of running around trying to do everything I could (and still not getting all of it done) I was ready for the end.  A long slog of a fight between countless demon hordes to get to the big bad wouldn't have improved it at that point, even if you do get a dialogue from the companions beforehand.  Encountering my LI in the chapel praying for my Dalish's safety and his desperate attempt to hold on to her was touching enough for me.


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#29
Ajna

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The ending wasn't sunshine and rainbows for all of us *shakes head sadly at femLavellan*
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#30
Mathias

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So, pretty much cut and paste the last two games ending fights?  Frankly after 85 hours of running around trying to do everything I could (and still not getting all of it done) I was ready for the end.  A long slog of a fight between countless demon hordes to get to the big bad wouldn't have improved it at that point, even if you do get a dialogue from the companions beforehand.  Encountering my LI in the chapel praying for my Dalish's safety and his desperate attempt to hold on to her was touching enough for me.

 

It's not a cut and paste. Execution is important. A cut and paste if it was literally step by step, the same ending as Origins or 2. And given the reception the finale DA:I has been getting, a lot of people seem to agree that it was lacking.

 

Also the majority of the 85 hours you spent on your playthrough was doing a bunch of sidequests and exploration. The Main Story in itself is pretty short. 


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#31
Helion Tide

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... you saw the scene after the credits, right?  I haven't felt that emotionally distraught after the end of a game like I did with DAI, ever.

 

I don't believe in the notion that each new game in a series needs to be more "epic" than the last, or needs to beat it in every way possible.  If Michael Bay directed the games, sure, they would be that way, but DAI was the best of the bunch for me in a lot of ways.


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#32
Ennai and 54 others

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Eh, I'm just glad it's not another "No matter what u suck" end like ME3. About time we had a game where you can get a crapload of allies and armies and actually succeed. Unlike other people, I do not want a game where my progtaongist constantly fails and complains and angst like Shepard does in ME3. That got annoying hella quick.

Nah,I think the hero didn't lose enough.The reapers should have taken the citadel first ,locked the relays,used bioweapons(seeker swarms,nerve agents,disease etc) and made a direct attempt at indoctrinating shepard and Hacket.I would rather the villains do whatever is true to their character,instead of being nerfed or turned stupid so the hero can win.(Like Corypheus)

It is dissappointing to watch yet another hero win because the big bad was too arrogant complacent or talkative.

Alternatively make the villain and the hero equals in terms of power and intelligence.
Better yet give the villain some good qualities.Maybe he is forgiving to his minions failures,or pets dogs instead of kicking them.Maybe he wants to be a *benevolent* god.


It would be a long struggle,but it would be worth witnessing.

#33
sylvanaerie

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It's not a cut and paste. Execution is important. A cut and paste if it was literally step by step, the same ending as Origins or 2. And given the reception the finale DA:I has been getting, a lot of people seem to agree that it was lacking.

 

Also the majority of the 85 hours you spent on your playthrough was doing a bunch of sidequests and exploration. The Main Story in itself is pretty short. 

 

What you want is exactly a 'cut and paste' of the previous two games.  Both Origins and DA2 had a long series of battles through a long sequence of zones--Origins with tactical 'which army do I pick for the fight', and both games having a final dialogue with the companions--prior to the end fight.  I'm not saying this was bad, I enjoyed both Origins and DA2,  just saying I found it refreshing that this time I didn't have a long combat to reach that final fight.  Considering the long ass loading times it was also nice not to break the pace of combat for a long 45 second zone load.

 

And what Corypheus said about my Dalish as I was running to confront him, very interesting.


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#34
l7986

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I do not want a game where my progtaongist constantly fails and complains and angst like Shepard does in ME3. That got annoying hella quick.

You have no idea how much my gears ground together when my completely renegade murdered Krogan, Rachni and Quarians Shepard started moping like a little ****** after Thessia. God just thinking about it now makes me want to kick small children.


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#35
Ieldra

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Eh, I'm just glad it's not another "No matter what u suck" end like ME3. About time we had a game where you can get a crapload of allies and armies and actually succeed. Unlike other people, I do not want a game where my progtaongist constantly fails and complains and angst like Shepard does in ME3. That got annoying hella quick.

+100000!

 

DAI did this right from my POV. We have a plan, and while at start it's desperate and you have some hard moments, after that you feel as if you succeed with your campaign. The "good guys" (such as they are, depending on your style of doing things) are finally competent instead of always behind an antagonist one step away from crushing everything.

 

I've pondered why I feel so much more connected to my Inquisitor and her organization after a so short time. Usually, that takes me a while and it's never been like that for my first character before. This is probably it. We actually went on the offensive against the antagonist!



#36
Bladenite1481

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I felt absolutely nothing in the slides of DAI. If you romanced Solas I can see why it would have been somewhat emotional, but honestly I never got into any of the companions. I never thought Cory had a chance, after Haven he might as well have phoned it in and killed himself to spare me the bother if he wasn't going to come with his dragon to attack me head on at Skyhold. 



#37
Mathias

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What you want is exactly a 'cut and paste' of the previous two games.  Both Origins and DA2 had a long series of battles through a long sequence of zones--Origins with tactical 'which army do I pick for the fight', and both games having a final dialogue with the companions--prior to the end fight.  I'm not saying this was bad, I enjoyed both Origins and DA2,  just saying I found it refreshing that this time I didn't have a long combat to reach that final fight.  Considering the long ass loading times it was also nice not to break the pace of combat for a long 45 second zone load.

 

And what Corypheus said about my Dalish as I was running to confront him, very interesting.

 

It's not exactly a cut and paste, you're being ridiculous. I'll say it again, how it's executed is very important. But ok let's say God descends from heaven and writes in stone that what I wanted for a finale is a total cut and paste of the last two games.

 

 

Ok...*shrugs* so what? It's a proven formula that works. You'd basically be combining the most well received parts of finales in past Bioware games. The tactical decision making and prep work from the Suicide Mission, the grand epic battle type of sequence from Battle of Denerim, and the touching moments with your companions from ME3 and DA2. How is this a bad thing? 

 



#38
Ananka

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I don't think the game necessarily needed more tragedy, but I think that a more personal reason to stop Cory, along with the save-the-world reason, would have been nice and would have given me more of a feeling of accomplishment after killing him.

I don't know, just something that makes it personal: he needs to actually remove the anchor from the inquisitor, or he does remove it and the inquisitor needs to get the anchor back or it will kill him/her, or that glowy light will consume the quizzy more and more for every step he gets closer to getting into the Fade, or some other personal storyline that I'm sure the excellent DA writers can come up with.

 

It's nice to save the world from impending doom, but I care far less about the DAI world in general than I do about the wellfare of my protagonist and his/her companions.



#39
herkles

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I am a fan of the trope 'earn your happy ending' I like things ending on good notes and being well happy endings, I just like working to earn such endings.

 

I wrote up before of a simple outline that I think could have fixed most of Inquistion's story issues, mainly involving giving every zone a main quest attached to them.


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#40
Ieldra

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I don't think the game necessarily needed more tragedy, but I think that a more personal reason to stop Cory, along with the save-the-world reason, would have been nice and would have given me more of a feeling of accomplishment after killing him.

I don't know, just something that makes it personal: he needs to actually remove the anchor from the inquisitor, or he does remove it and the inquisitor needs to get the anchor back or it will kill him/her, or that glowy light will consume the quizzy more and more for every step he gets closer to getting into the Fade, or some other personal storyline that I'm sure the excellent DA writers can come up with.

 

It's nice to save the world from impending doom, but I care far less about the DAI world in general than I do about the wellfare of my protagonist and his/her companions.

Er....haven't you played the game? Corypheus *does* need to remove the anchor from the Inquisitor. That's why he gets so annoyed by your having "stolen" it. He can't proceed with his plans before you're either killed or the anchor is removed. He's going to the Arbor Wilds for the knowledge how to circumvent the problem.

It is already personal. Any more would feel artificial.



#41
Nefla

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Hmmm - so a downbeat ending would be better for you, full of sacrifice?

A bit like ME3 ?

 

BioWare wouldn't live it down...

Personally I prefer a balance. There should have been setbacks as well as tragic moments during the game but you eventually overcome and come out on top in the end. ME3 was you being useless and constantly failing at every turn, even when it didn't make sense (ex: Kai Leng's cutscene/plot armor) and the end has you being a helpless failure at the mercy of your enemy's whim. DA:I has you win constantly with no real setback or loss (I mean I guess you can count Stroud but we barely get to know him). I would have liked a mission towards the end where he attacks Skyhold and/or a very difficult mission that involves controlling different groups of party members working their way through different parts of the battlefield or dungeon. 


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#42
CronoDragoon

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The victory definitely didn't feel hollow, but after Here Lies The Abyss and Wicked Hearts it did feel inevitable. I think if Corypheus had defeated you at What Pride then it would have set up a more tense finale.

 

I went back and played In Your Heart again, and it's incredible how menacing Corypheus is. His dialogue is excellent, he has a damn Archdemon, and that moment when he picks you up by the arm and you see he's twice as tall as you is a bit terrifying. Then he spends the rest of the game with WTF eyes as you beat him to the punch.

 

The Redcliffe quest was also a fantastic idea. It gave you an idea how quickly Thedas will fall once you do, it establishes concrete reasons to look into the Wardens and the Orlais Civil War, and is just generally well-told.


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#43
Bladenite1481

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Er....haven't you played the game? Corypheus *does* need to remove the anchor from the Inquisitor. That's why he gets so annoyed by your having "stolen" it. He can't proceed with his plans before you're either killed or the anchor is removed. He's going to the Arbor Wilds for the knowledge how to circumvent the problem.

It is already personal. Any more would feel artificial.

It does feel artificial. It's all feels forced. You were a prisoner who becomes a messiah in the span of like..three days. Haven and the Inquisition begin because your mark does things, not because of anything you can do. Heck without your knowledge, Solas sticks your hand into the rift to close it. No one calls you by your name, they call you by your title or call you Herald. You could be a walking lamp post and they would follow you. 

 

There should have been more time creating the Inquisitor's character and not simply bolstering the idea of being a herald or a tool of a god. None of it is personal, its circumstantial. Cory doesn't even care about you, he calls you an unknowing rival, the only thing he cares about is that you have what he wanted. You aren't important enough for him to care about. killing you and everyone around you is simply collateral damage. 

 

I mean the ending felt like most of the rest of the game, outside of Haven your character isnt doing anything but hitching a ride on a car called "The Inquisition"


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#44
BellPeppers&Beef023

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Its fine. Not great, most certainly not exceptional, but it works. I think they simply ran out of time/budget at the end. Though my expectations aren't very high, after the DA2 cliffhanger non-ending, and ME3 surprise-sodomy.



#45
Bladenite1481

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The victory definitely didn't feel hollow, but after Here Lies The Abyss and Wicked Hearts it did feel inevitable. I think if Corypheus had defeated you at What Pride then it would have set up a more tense finale.

 

I went back and played In Your Heart again, and it's incredible how menacing Corypheus is. His dialogue is excellent, he has a damn Archdemon, and that moment when he picks you up by the arm and you see he's twice as tall as you is a bit terrifying. Then he spends the rest of the game with WTF eyes as you beat him to the punch.

 

The Redcliffe quest was also a fantastic idea. It gave you an idea how quickly Thedas will fall once you do, it establishes concrete reasons to look into the Wardens and the Orlais Civil War, and is just generally well-told.

Redcliffe scene, totally agree. That was great and made you invested. One of the few times I felt like a person and not a symbol or a thing. 



#46
Microwave

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Firstly, I really liked this game. The Dragon Age series is great and this game didn't disappoint(much better than DA2 IMHO). However, I felt an empty feeling from ending as well. Enough people died, though. I think it had more to do with the way the exposition would jump ahead seemingly at random, with no explanation of the in-between whatsoever. That last boss fight, for instance, went all:

 

Corypheus is heading to Skyh... BAM!!!! Now we're fighting on a floating castle in the sky.

 

I still have no idea what happened there, though I assume it was the ruins of Haven. That kind of thing happened throughout the whole game, and it gave it an awkward, disjointed feeling.



#47
Lumix19

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Er....haven't you played the game? Corypheus *does* need to remove the anchor from the Inquisitor. That's why he gets so annoyed by your having "stolen" it. He can't proceed with his plans before you're either killed or the anchor is removed. He's going to the Arbor Wilds for the knowledge how to circumvent the problem.
It is already personal. Any more would feel artificial.


Are you sure? I figured after Haven Corypheus gave up on the Anchor. I thought the reason he went to the Arbor Wilds was to get to the Eluvian like Morrigan said. The issue was that the Well was also the key to the Eluvian so he needed his right hand to be the "vessel".

#48
LinksOcarina

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eh, I remember people saying that about the ME2 mission being ''too easy'', and then look what happened with ME3! I don't think people are as down with grimdarkness and everyone dying as much as they say they are...

 

It's mostly because people don't know what the hell they are talking about all the time, or what they really want.

 

The sheer amount of inane bickering over things like this never really helps anyone, because most people tend to be herded into believing something to be true in the first place. They don't know what they want until they try it, and all BioWare can do is go with something and hope it works. 



#49
Guest_Vultrae_*

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I agree. Game was fantastic but the ending was a letdown. None of the companions were really at risk of leaving or dying in the end, and your choices made little to no difference in the final battle. Wish we had a better ending, an epic final battle scene where Skyhold is attacked and everyone you've come to know is put at risk. Your choices would affect who lives and who dies, like it did in previous games. That is what the ending should've been.

 

If Cory succeeded during What Pride Had Wrought, that would've set the stage for the perfect ending. Awaiting an attack at Skyhold and suddenly getting thrown into an epic battle with all of Cory's lackeys would have been amazing, but the ending really consisted of Cory failing and making one final attempt to succeed. He didn't really seem that dangerous after What Pride Had Wrought. Just seemed like an irrelevant madman after that point.

 

The story was great, don't get me wrong, and the gameplay is fantastic, it's just the ending that needed to be better.

 

Sera should've been at risk of leaving when you started showing too much favor to the nobles or relying on them too much, and you could convince her to stay, make her angry and end up having her betray you later on or even just leaving depending on your approval rating. 

 

Varric should've been at risk for corruption by red lyrium, I really wish that rumor turned out to be true.

 

Blackwall is fine as is, Cassandra as well.

 

Vivienne should've either left or given you the option to kill her if you sided with the mages and gave them freedom.

 

Cole is fine as is but he should've been at risk for leaving depending on your decisions. Same goes for Iron Bull.


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#50
Felya87

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I am really happy to not be railroaded again in the pit od sadness and "everythinh s***s" that was ME3. Now, if only there is a DLC/expansion like Witch Hunt for the romance with Solas, it will be perfect.  ^_^