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Let's talk about the (really lame) ending.


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#26
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This game's biggest flaw are the lack of cut-scenes. Cut scenes in Emprise, Hissing Wastes, Exalted Plains, and Emerald Graves should have been vital. You sort of get that with Harding, but it just wasn't enough. Some exposition when "starting" and "ending" the main story beats in these areas should have been a given. My opinion is that they had the 'bones' of the story in place, but fleshed it out as release got closer to avoid leaks (like Mass Effect 3). This made for a kind of disjointed story. 

 

Not complaining because compared to DA2, DA:I's ambition alone makes it something worth playing.


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#27
Ceoldoren

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The ending isn't that good. But it's nothing terrible. ''''''''''

 

 

Certainly not gamebreaking or anything, to me at least.



#28
Thane4Ever

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I've seen a couple of people say the ending is actually affected by your choices.  Can anyone elaborate?  I just didn't see it, other than gaining enough power points to complete it.  Oh, and if you let Morrigan drink the dragon at the end shows up with 1/2 health after fighting her.  Is Corypheus harder to kill or does something else happen if you screw up earlier or neglect to get some asset?  



#29
Farangbaa

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I've seen a couple of people say the ending is actually affected by your choices.  Can anyone elaborate?  I just didn't see it, other than gaining enough power points to complete it.  Oh, and if you let Morrigan drink the dragon at the end shows up with 1/2 health after fighting her.  Is Corypheus harder to kill or does something else happen if you screw up earlier or neglect to get some asset?  

 

Old God child, no child, normal child

You drinking from the well, Morrigan drinking.

 

There's probably more, but I just had dinner and I wanna roll a joint.



#30
withneelandi

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The final boss battle is fine. It's certainly not the best (or most challenging) part of the game but that is, I think, partly because end bosses are an odd hang over in modern narrative driven games from gaming past that doesn't necessarily fit in games like da inquisition which are as much about narrative character development and exploration as they are about "beating the game" as was common in the 8bit and 16bit eras.

In some games like da origins it makes sense narratively to have a boss fight because the entire narrative was framed around killing a very boss fight friendly big bad, other games like da2 feel like they include very "video gamey" boss fight because of convention and it feels odd because the narrative was more about political manoeuvring.

So yeh, I feel the boss fight is included more out of a sense of video game convention obligation than a sense that the game needed it, for me I think it would have made for sense for the final battle to be a large scale army v army battle played out in a cut scene based on the allies you gained and how well you built up the inquisition as that is what the game is structured around. That said I don't blame the devs for not doing that as there would likely have been some very angry calls of "where's my boss fight" as in the reaction to me3 or fable 2.


The ending, specifically the post credits scene on the other hand was in my opinion very well done and has me very excited about the future of the story!
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#31
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I would much rather they stick with conventional and slightly dull than go the experimental/artsy route of ME3 and somehow manage to invalidate most of what I did for 3 games in like 5 minutes.  They were correct that "it's the journey that matters and not the destination" in their defense of the ME3 ending, but that only means that arriving home is usually fairly dull compared to your road trip.  However, arriving home is exponentially better than your road trip ending in a flaming car wreck, no matter how great the trip that preceded it was. 


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#32
herkles

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This game's biggest flaw are the lack of cut-scenes. Cut scenes in Emprise, Hissing Wastes, Exalted Plains, and Emerald Graves should have been vital. You sort of get that with Harding, but it just wasn't enough. Some exposition when "starting" and "ending" the main story beats in these areas should have been a given. My opinion is that they had the 'bones' of the story in place, but fleshed it out as release got closer to avoid leaks (like Mass Effect 3). This made for a kind of disjointed story. 

 

Not complaining because compared to DA2, DA:I's ambition alone makes it something worth playing.

Not sure if cutscenes were necessary, but I do like them. My issue is that they don't tie the areas into the overall plot. Even though in some cases it feels soo easy to do. Plenty of areas touch on overall story plots but don't connect them.

 

Empriese: fight the red templars/weaken cory's army for the push to the arbor wilds

Hissing waste: same thing but for the Venatori.

Exalated plains: Civil war

Emerald graves: getting the dalish/common orlaisians

Fallow Mire: dealing with the avvar/recruiting the avvar.

Storm coast: Fereldan Wardens.

Crestwood and the hinterlands: gaining the support of Fereldan's nobility/royalty and the commoners(ie queen anora/king alistair and the arl)


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#33
veeia

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It's worth mentioning that DA:O does the same thing with the ending. It makes most sense and flows best if you do Landsmeet---Ending, but you can putz around forever first.
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#34
AtreiyaN7

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Just going to point out yet again that one should probably really consider the "ending" to encompass everything from the Arbor Wilds on. Sure, the actual fight with Corypheus could have been more exciting, but at that point, you've already destroyed his army (such as it is) and all his plans. You had your battle utilizing all your soldiers, etc. and saw your forces in action right there in the Arbor Wilds. I'm really not sure what you expected Corypheus to pull off after that, because it's really just down to him and his dragon. While I would have liked to have seen more of a challenge in the final fight or more interesting mechanics, overall, the "ending" was alright.

#35
BraveVesperia

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I think I would've prefered the final battle if there had been a dungeon leading up to it. I suppose you could argue that What Pride Has Wrought is the start, but to me that's like saying the Landsmeet is the start of the end in DAO. Yes, it is, but you still have the assault on Denerim building up tension. DA2 also has a climatic moment before the assault on the Gallows. Even Awakening had the stuff at Amaranthine/Vigil's Keep and then a trek through the Dragonbone Wastes (think that's the name).

 

It would've also been rather fun to have the rest of the party involved somehow - that was also present in the previous 3 examples, and my all time favourite end dungeon (ME2). You don't get a pre-battle pep talk with any of them either. I missed that sort of party involvement.

 

That said, I enjoyed the after-party, especially the scenes with Sera. Very cute. The epilogue was great too, really made me ask a lot of questions and start pondering things.


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#36
BubbleDncr

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The "ending" starts during What Pride Had Wrought. The final battle makes sense within the context it takes place, and while it could have been a bit more challenging, I would hardly call it anticlimactic.

 

To me, if there had not been a split in between What Pride Hath Wrought and the Doom Upon Us All, the ending would have been much stronger. It's the fact that you can do WPHW and then go fart around doing side quests for as long as you want, that makes the pacing break and the final quest feel anticlimactic.

 

it makes me wonder if at one point, they were planned to be one big final operation, but then they broke it into 2 because they realized there weren't enough main story quests otherwise.



#37
Nerdage

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It was an anti-climax for me only in the sense that I managed to accidentally push him off the last platform as a KE and he died to fall damage, so I didn't really beat him myself...

 

Funny, but not the ending I was expecting.

 

But aside from that and the whole "send him into the fade just as he dies" thing, which was a bit  :huh:, I didn't have any problems with the ending.



#38
Dominari

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Bioware needs to stop being subtle and just hit their fans with bricks.

"It was a story about a cockroach that has to go to work. That's just lame?"

Just give them a dungeon crawl of a badass dude doing badass **** with a sword made from Satan's ****. That would be bad ass.

#39
Pi2r Epsilon

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I quite liked the ending, except for one thing: the anticlimatic fight against Corypheus and his Dragon. (Sending him into the fade by opening a rift on him was just silly. All it needed was a Bond one-liner. I'd like to nominate, "Hey Corypheus, Inquisit this!" But I guess it is a good way of ensuring that the Inquisitor has no way of verifying whether Morrigan was right when she told him that killing his Dragon would make him vulnerable to being perma-killed.)

 

But about that final fight... If you are going to end your game with a boss battle in the first place, make the battle challenging, so long as it is really easy on the lowest difficulty setting; that way, if it is too challenging for a player at the difficulty setting he has chosen, he can always lower the difficulty.

 

Don't, for the love of God, do what Bioware did in DA:I - a multi-stage boss battle that any group with good equipment will breeze through on the higher difficulty settings, possibly even without using any consumables except health potions.

 

It feels dreadfully anticlimatic when the age-old Magister, who commands a dragon, whose power you all fear, and who has just used his mighty arcane power to raise islands into the air, deals negligible amounts of damage and doesn't have any defenses of note, just a rapidly vanishing healthbar and a few lines of dialogue every few seconds as you trigger his next retreat.

 

I am not insisting that CRPGs should have challenging final fights in general, but if you are going to have final fights against a Big Bad ™ in the first place, and have gone to lengths to explain how he is personally extremely dangerous - you damn well better make him dangerous.

 

Jon Irenicus, Melisan, the Twisted Rune, or (perhaps better yet), the boosted Demogorgon fight, all from Bioware's infancy, are good examples of how to make memorable fights.



#40
Thane4Ever

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Old God child, no child, normal child

You drinking from the well, Morrigan drinking.

 

There's probably more, but I just had dinner and I wanna roll a joint.

Old god child or no doesn't affect the actual ending.  

I mentioned the well, but again, that only affects if you fight the dragon with full health or 1/2 health.  What else?



#41
Kreidian

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To the people who didn't like the ending of the game, I just want to point out one thing.

 

You get to punch Corypheus in the face with his own orb!

 

That is all.



#42
Celtic Latino

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Honestly I didn't think the ending was all that bad. You get a party and a sunset scene with your LI. It harkens back to Origins except you can continue playing your Inquisitor.

Its a step up from DA2 and the entire Mass Effect trilogy that's for sure. And definitely sets things up for future DLC (which I hope will not be cancelled like DA2's was).
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#43
Farangbaa

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Old god child or no doesn't affect the actual ending.  
I mentioned the well, but again, that only affects if you fight the dragon with full health or 1/2 health.  What else?


The ending is not just the end fight. The end fight is Corypheus doing a hail Mary pass because he lost it all.

Th ending starts at the Arbori Wilds.

#44
Thane4Ever

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The ending is not just the end fight. The end fight is Corypheus doing a hail Mary pass because he lost it all.

Th ending starts at the Arbori Wilds.

But how does the god child affect the ending overall - the ending to the entire ordeal even post Corypheus?  Is there a card afterward that explains? I didn't have the kid.  Is there a card explaining how you're Flemeth's slave if you drink?  In my ending Flemeth releases Morrigan so it ultimately didn't affect anything.



#45
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Imagine:

  • Destroy the Fade: Magic is lost, no more dreams and no more demons
  • Control the Fade: I have no idea how this would work.  Mages would become more powerful due to an elevated ability to bend the will of everything around them?  Mass colonization of the Black City?  Tevinter 2.0?  
  • The Best Ending: The veil is no more.  There is no distinction between dreams and reality.  Pure lulz, 10/10, do want.

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#46
Former_Fiend

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Imagine:

  • Destroy the Fade: Magic is lost, no more dreams and no more demons
  • Control the Fade: I have no idea how this would work.  Mages would become more powerful due to an elevated ability to bend the will of everything around them?  Mass colonization of the Black City?  Tevinter 2.0?  
  • The Best Ending: The veil is no more.  There is no distinction between dreams and reality.  Pure lulz, 10/10, do want.

 

 

Kill it with fire.


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#47
Dean_the_Young

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This game's biggest flaw are the lack of cut-scenes. Cut scenes in Emprise, Hissing Wastes, Exalted Plains, and Emerald Graves should have been vital. You sort of get that with Harding, but it just wasn't enough. Some exposition when "starting" and "ending" the main story beats in these areas should have been a given. My opinion is that they had the 'bones' of the story in place, but fleshed it out as release got closer to avoid leaks (like Mass Effect 3). This made for a kind of disjointed story. 

 

I think one of the mechanics they were trying to use in each area was the judgement mechanic. Many of the sub-regions not only have a area-specific question chain of sorts, but also give you someone to judge for role-play opportunities. Which was good, but I agree that it needed a bit more narrative justification for each area.

 

 

On my second play-through, I've come with a RP justification for why I need to go through each area. Basically, I played that I needed to clear each region in order for Inquisition forces to make their way overland to the next plot.

 

Before I could get the influence to access Royeaux, I had to get the horses in the Hinterlands.

Before I could visit Val Royeaux by sea, I needed to neutralize the raiders along the storm coast that were interfering with ship landings.

Before I had the forces to reach the Mages or Templars, I needed to recover the kidnapped ones in the wilds to the South.

Before I could use my mage/templar allies to secure the breach, I would need to secure lyrium supply routes for them from the bandits in the Hinterlands.

Before I could go to Val Royeaux to stop the Queen's assassination, I would need to open up land routes for my forces to march along to the capital: either Lions or the Dales routes across the Frost Backs, and then the Exalted Plains.

Before I will go to the Arbor Wilds, I will need to find the location of the ancient elven ruins from other ancient ruins (such as the Hissing Wastes) in a race-against-time with the Venatori.
 

Etc.


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#48
Snook

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I thought the ending was okay. Nothing spectacular, it was a fairly run of the mill 'epic hell yeah punch the baddy in the face and get some drinks' ending. Not always bad, but...

 

The post credits scene made it though. Guddamn. 



#49
Chernaya

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I feel like it was just a normal ending, nothing amazing, that is set up to be open enough for a variety of things to potentially happen for future content. I didn't really mind.



#50
Decepticon Leader Sully

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lets not and say we did.