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Improvements to be made but solid game all in all [spoilers]


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#1
SBMWaugh

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So I just beat the game for the first time the other day.  I must say that I heavily enjoyed the beginning but some design choices weighed down the experience as time got on.

 

First and foremost would have to be the War Table Missions.  I enjoyed reading the different scenarios and figuring out which Advisers to use for each mission.  The whole time based mechanic just added filler for a game that didn't need any.  I got my moneys worth just adventuring around all the zones, that I hardly needed my playtime extended in such a meaningless way.  Would have liked to see my Advisers be able to take on more missions at a time then have the Agents simply reduce the time it takes to complete each one.  But yeah, if you could just scrap the time limits all together that would be most appreciated.  Having it cheapens the whole experience in my mind, likening the War Table missions to a time resource game similar to something you'd find on facebook rather than in a AAA titled game like Dragon Age Inquisition.

 

Second thing would have to be some issues I have with the CC.  It is by far the best, when it comes to control over facial features, CC out of all the Bioware games I've played but it is still lacking.  I would have liked an option to fatten up my female elven inquisitor.  Looked like she had an eating disorder as she was.  But I only rolled an Elf because I couldn't give my Qunari the right look thanks to you limiting what hair and horn combinations I could use.  That and it sucks that I can't make a long haired Qunari character.  The fixes for the CC should be self evident based on the appearance of the races in previous games and other media.  We want to create characters that bare some resemblance to cool characters from the lore.

 

Crafting was a much needed addition to the game and you guys did well with the basics.  Only issue I have is at how hard it was to find cool looking schematics.  Especially of items that I had been picking up since lvl 8 and yet I still couldn't make a stronger version by the end of the game.  The problem with gear based games is that they often lock you into looking a specific way if you want the most out of your gear.  I would have hoped that would have been changed here.  No programing genius here but what I think would be an easy fix is to insert master crafting items that change appearances in schemics so we can make Unique gear with whatever mats we choose.  It could just be fore uniques but I wouldn't mind being able to do the same with faction armor so to remove race restrictions.  Qunari are missing out too much in that regard, so many armor sets say elf, human, dwarf only.

 

No so technical with this one but it stands to be mentioned.  I am not a fan of Corphy...the villain being recycled from a previous game.  Especially because it was from DLC that I didn't even play.  When I found that out, in game, I was a little heartbroken.  That only has gotten worse now that I've beaten the game and found out at what a one dimensional character the villain was.  Take over the world.  Can't take it over so now I shall destroy it.  More should have been done with him, in my opinion.  Otherwise you might as well just have made up a new one.  Could have easily just made it some super demon and left it at that.  Rest of the plot would have stayed mostly the same.  Evil being wants to become god, gets bloody close and in the process hints at the true nature of what divinity actually is in the world of Dragon Age, which is more or less the vibe I got from the game with that post credit scene.

 

And this one is most personal.  I want more dwarfy content.  I loved the Dwarves in DA:O.  Varric stole the show in my opinion in DA2 but the race seems to have gotten the shaft in DA:I.  Not even the Bianca reveal was as powerful as it could have been.

 

And that brings me to my last point, that I can think of now.  The companion quests.  Better than the million and a half fetch quests but not nearly as fleshed out as they needed to be.  Iron Bulls "Demand of the Qun" was particularly Cringe worthy with the naval battle.  If large scale is going to be shoddy then there is nothing wrong with making content small scale if it is going to look better and feel better.

 

So moving forward, there is such a thing as too big.  It might be better to focus your resources on building impeccable quality smaller scale content.  After the 50h mark, about half of my total game time, I felt things could have been a little tighter.  There are sections of the game world that you don't have to go to complete the story.  It might have been better to have dedicated resources to the story zones and fleshed them out more.  Given us more to do in each one or something.  

 

Oh and more crafting schematics if I haven't mentioned that yet.  This game fell into the trapping of being gear based with minimal customization on over all appearance.  One of the most important features in any game I play is how badass I either feel or look.  The combat system doesn't really lend itself to feelings of badassery so I was really hoping to look the part at least.  I am going through a Dwarf Warrior run through now so that I can get the Legion Armor later on.  Easily one of the most badass armors in game.

 

Anyway.  Thought I'd chime in now that I've finished my first one through.


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#2
Darkly Tranquil

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You're not the first to suggest that the sheer scale of Bioware's ambitions for this game got the better of them and that scaling back a bit and making the narrative more solid, even at the expense of some other content, wouldn't have hurt. I agree that a bit more focus on the main story and a fair bit less on the open world side content would have really helped the flow of the game and delivered a better ending, which, as it stands, is pretty much a letdown. Hopefully, the devs have gotten their "huge open world zones because it worked for Skyrim" fixation out of their system, and can focus on integrating their open world zones more fully into the Bioware narrative design, rather than having them distract from it. Given that this was their first attempt at this sort of thing, we can only hope they learn from it and achieve a better story/open world balance next time.
  • SBMWaugh aime ceci

#3
Swipe

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I personally hope they don't go the semi open world again for the next DA game. I would like levels maybe 5 times the size of the kocari wilds back in dragon age origins and within the levels pack loads of meaningful side content within each area with multiple choices and different outcomes, Instead of making side content feel like a chore you should have side content that genuinely makes the player character want to get involved and help the NPCs in their personal crisis.

 

More importantly there needs to be a reason why you are in these areas in the first place. A lot of areas in dragon age inquisition just feel like they're there just for the sake of being there.


  • SBMWaugh aime ceci