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A Few Questions about the Story/Characters


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#1
IThreeDogI

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Hello everyone, I have a few questions that I was hoping to have answered.

 

1. How reactive are the companions in DA:I?

2. How multifaceted are the companions in DA:I?

3. Does DA:I handle choice and consequence? Is it noticeable?

4. Does DA:I do a good job at providing multiple solutions or approaches to the conflicts in game?

5. Does the ending to DA:I provide a deep sense of catharsis like in DA:O?

6. Can you converse with companions anywhere or are you restricted to having meaningful conversations in the "party camp"?

 

Thanks to everyone who answers. I appreciate it.



#2
CuriousArtemis

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Hello everyone, I have a few questions that I was hoping to have answered.

 

1. How reactive are the companions in DA:I?

2. How multifaceted are the companions in DA:I?

3. Does DA:I handle choice and consequence? Is it noticeable?

4. Does DA:I do a good job at providing multiple solutions or approaches to the conflicts in game?

5. Does the ending to DA:I provide a deep sense of catharsis like in DA:O?

6. Can you converse with companions anywhere or are you restricted to having meaningful conversations in the "party camp"?

 

Thanks to everyone who answers. I appreciate it.

 

1. Not at all for the most part; you will get "so-and-so disapproves" messages at the bottom of the screen after big decisions; it may also be mentioned in conversation, but rarely.

 

2. Very multifaceted I would say.

 

3. Previous game choices don't seem too important; in-game choices have the veneer of importance but ultimately don't affect the game much (i.e. choosing mages over templars)

 

4. You can choose who to assign for War Table missions but it turns out these little missions have almost 0 effect on the game, other than to occasionally open up new areas of exploration. So I would say no. I can't recall any "geth or quarians?" choices or "to cure or not to cure the genophage" type situations.

 

5. Definitely not lol

 

6. You are restricted to Skyhold but Skyhold is huge. The bad thing is that 50% of the conversations are not cut scenes, so feel very impersonal.



#3
AlexiaRevan

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4. You can choose who to assign for War Table missions but it turns out these little missions have almost 0 effect on the game, other than to occasionally open up new areas of exploration. So I would say no. I can't recall any "geth or quarians?" choices or "to cure or not to cure the genophage" type situations.

Some of them are personal quest though for companions and add approval or dissaproval so thats a plus..



#4
CuriousArtemis

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Some of them are personal quest though for companions and add approval or dissaproval so thats a plus..


True, like Cole's amulet :)

#5
Zombie Chow

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My own Opinions.  Many of which agree with the above.
 

1. How reactive are the companions in DA:I?

 

Your Companions will Approve/Disapprove based on your choices, and will talk to you about plot points, but they won't actually refer to what you did they Approved/Disapproved of.  It's like they just did 1 dialogue recording.

 

Of my different playthroughts, I only recall 1 big argument with my advisors and 1 noticeably different reaction.  Otherwise it's like the same conversation every time.

 

2. How multifaceted are the companions in DA:I?

 

Somewhat.  Everyone has skeletons in their closet, but they're all pretty trope-ish, like the typical nice guy harbouring a dark secret sort of thing.

 

Of the 12 Companions and Advisors, I only found 1 was really surprisingly multifaceted, like it caught me off-guard how much there was beneath the surface.  And 1 other one that was deeply disturbing, like I already knew there were dark secrets, but the depth of which scared me like how sinful that person was.

 

3. Does DA:I handle choice and consequence? Is it noticeable?

 

Sadly, not well.  Like when you choose 1 faction over another, it ends up being the same quest either way just with different enemies, but they go through the same motions.

 

In other words, I could make a big decision, a major plot one, and I'd actually forget what I chose as it so didn't matter.

 

4. Does DA:I do a good job at providing multiple solutions or approaches to the conflicts in game?

 

Multiple solutions, pretty much the same results.  More like an illusion of choice.

 

5. Does the ending to DA:I provide a deep sense of catharsis like in DA:O?

 

Absolutely not.  It asks more questions.  Which is actually exciting.  It's not closure, it's "what's next?"

 

6. Can you converse with companions anywhere or are you restricted to having meaningful conversations in the "party camp"?

 

Very party camp.  And of the 12, only 3 party members are so much fun I would want to talk with them between every mission.

 

---

 

I sound very negative, but it's only because I am answering your questions directly.

 

If your question is, is DAI worth it?  My answer would be a huge yes.

 

What they get right, they nail it so perfectly it's worth the price of admission IMHO.



#6
Dominari

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1. They have their moments.  Usually it will be an occasional comment after an important decision.  If you recruite one but fail to talk to them for an extended time, they will let you know about it.  Some conversation options change depending on statements made to others.

 

2. Very.  Most have their own agendas and motivations that are not immediatly apparent. 

 

3. Have you played BW games before?  Yeah, same thing here.  Subtle things that help establish a continuity with previous games are about the only things that mater.  That said, there is a choice the protagonist has to make in Inquisition that can be profoiundly different depending on how events of Origins were resolved.

 

4. Not really.  There are a few built in plt choices to give the illusion of choice but the outcome is the same regardless.  These are few and only regarding major story poits.  The average encounter in the world will be just dungeon crawl.  Kill this monster; solve that puzzle; find the path through the maze.  These are all used but each has to be completed as intended.  

 

5.  No.  It leaves you with more questions than you started with.  Lots of things are left hanging, changed and open to speculation.  All in a good way.  Much more ceribrial than "kill the boss and watch the slides.".

 

6. Only in "camp" or when conversations trigger while questing.



#7
IThreeDogI

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Would you say that, even though choice in DA:I is just an illusion, the inquisitor can build a distinctly different "identity" between different play-throughs? That is, can you play as anything from a pragmatist, to an egoist, to your generic "good-guy"?