I just threw the red lyrium out there to put it in. And while yes they all have a plot most of them suck. Take hinterlands. The mages and Templars are in open warfare, stop them! Ok I go to this camp, mages done. Go to this camp Templars done. The war is tearing this land apart! Two short fights later, done and done. It is crazy!
Now I will admit a whole lot of the quest in this area focus on the damage done by the two factions. But did stopping a fight no one else could get a grasp on have to be so flipping easy. Why no out lying encampments. No talking. No nothing. Just walk stab stab. Two fights and the main friction in the area is done. It silly.
And so many of the areas feel that way. Oh story of the area stop the black Knights? Short trip to thier camp, stab, stab. Done and done.
The mages and templars you meet in the Hinterlands are rogue elements of the factions, and you reveal pretty clear evidence on that point as you play (they also DO have outlying encampments... e.g. Fort Connor). The end of the mage/templar conflict doesn't come from the Hinterlands fights, but from the decisions surrounding Hushed Whispers/Champions of the Just and Corypheus' direct involvement.
"One camp" might be used to describe the Fallow Mire quest objective (or Storm Coast to a slightly lesser degree), but is a gross misrepresentation of every other region in the game (e.g. Emprise du Lion has several mining centers and a fort, Hissing Wastes several significant enemy camps, Emerald Graves 2 lieutenants with corresponding camps plus a boss in the main villa, etc...).





Retour en haut







