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An exhaustive review of DA:I


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seoinage

seoinage
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The much awaited third installment to the Dragon Age series has finally been released in November.
 
I am a big Origins fan : I have completed the game four times, one a full run on Nightmare. I have played every class and every race, tried all the different Origins and the different romances. To me, it is a PC RPG classic. The game was fun and challenging, the story was a bit cliché but choice oozed through the game, I loved the character customization options, the character development and despite a few slow parts, the game was engaging throughout.
 
When DA2 was announced, I was very excited and pre-ordered it. I was very disappointed. The gameplay was bad. I hated the waves system and how enemies would magically appear in your face, or worse, how assassins would spawn behind your mages and one-shot them, making positioning completely moot. Areas were constantly reused, the characters were really annoying, everyone was bisexual which made no sense (I'm not hating, but it is true that it made no sense, come on), the dialog wheel was a terrible, terrible design option since oftentimes what was actually said had nothing to do with what you chose, you couldn't customize the gear of your companions, the combat system was a bit mindless and so on. It was just a terrible game and I'll admit I didn't even complete it. In short, it was too "consolized". I was expecting a follow-up to one of my favourite PC RPGs and instead I got a console port. I can deal with console influence but it was obvious DA2 was designed with consoles in mind first and foremost. However, to be fair, after playing DA:I, I went ahead and tried DA2 again. Somehow, I thought it was much better than when I first tried it years ago. The gripes I had with the game were still there, but they seemed less important, as I loved how almost every side quest mattered. I was finally drawn into it and it was fun to see choices you made in an unimportant side quest in the first act smack you in the face in the third. This is precisely what is absent from Inquisition. I 100%'d it with a mage, and playing a mage was tons of fun, which is another thing DA:I does badly. In fact, I'd now rate DA2 over DA:I.
 
What about DA:I?
 
I would have to say that I enjoyed myself while playing it, but that it is so almost completely in spite of the game itself.
 
Here's what I mean. You will read a lot of bitching and moaning by me about the game. There are so many things it does wrong and so little it does right. Despite all its faults, I can't say that I didn't enjoy myself. I've played 80 hours of it and completed it, although not at 100%. Looking back, it seems like a miracle that I even enjoyed it, but I did. Hopefully the reasons why will be made clear in this exploration.
 
Humble beginnings
 
I had a sense of dread when I played the first hour or so of the game. It was not interesting. Truth be told, the prologue is one of the worst ones I've suffered through. It's drawn out and it's boring. You are thrust pretty much in media res with a funky green hole in the sky that your character comes out of. People start thinking that Thedas' monotheistic goddess thrust you in the world and thus begins your quest for influence with the goal of countering what is now ailing the world. The Divine and her closest lieutenants are killed. Templars and mages are slaughtering each other and everyone caught in the middle. Demons appear out of nowhere. As is usual with Bioware games, you are the unlikely hero who's calling is to Make Everything Better ™.
 
The story is disappointing at best. Origins' story was cliché but this one is somehow worse, complete with the megalomaniac evil dude who wants to become a god. It isn't engrossing. I found myself not caring at all about the main arc. It is simply so commonplace, so hackneyed by the Bioware writing team. I found myself nearly emailing EA for a refund. Things do not get better until you are thrust into the first main area of the game, where you finally get a sense of the scope of the game.
 
The Hinterlands are vast. In fact, the area is simply huge. There are tons of things to do, to see and to collect. Exploring the zone brought me the first inkling of fun of the game. Truth be told, it's simply beautiful. I remember when I first started playing World of Warcraft, that I was in awe at how big the game was, and felt immersed in the world. This happened in DA:I too. The environment is really beautiful, and it feels like a real world to explore. I found no stutter while playing on my machine (Core i5-4670K, nVidia GeForce GTX 760 4GB, 8GB DDR3 RAM) at the highest settings, except in cutscenes where everything was stuttering a bit. I must have spent at least 1/3 of the game in the first zone, attempting to do everything.
 
A lot to do...but is it fun?
 
I ended up giving up after a while on doing everything. Why? The game is menial. Once the first impressions disappeared, I found myself confronted with reality : there is not much you do that actually matters. Quests are all the same : go to x place, bring y materials or kill z enemies. In other words, the vast, overwhelming in fact, majority of the game is composed of MMO-style fetch quests. With the Requisition system, they even installed generic fetch quests as a whole, complete system. You're asked to bring certain ingredients at a table and this gives you Influence and I think XP, over and over. Wow. I completely glossed through this part of the game.
 
You have little to no choice as to what to do while completing the quests. I expected much more. In The Witcher 2, even the side quests were replete with hard choices, and they were varied enough and had enough possible outcomes that you did not feel like some sort of errand boy. Even DA:O's side quests often offered multiple conclusions. There is only one possible outcome to the vast majority of the quests in DA:I, and that is completion in the way the game wants you do. That's all. You are truly a glorified errand boy in the worst MMO sense. You do not feel like the Inquisitor, the hero who will one day save Thedas. You feel like a chump looking for some old woman's ring for reasons.
 
There is a lot of materials to collect in the game. Now let me tell you that gathering materials is a huge chore. It was even worse before the patch when the materials you "pinged" with your search button didn't show up as a blip on the minimap, so you had to look everywhere for the faint, thin orange outline that signifies something can be picked up upon hearing the "ping" sound. The search button in this game isn't an auto-highlight by holding the button like DA:O. It's more like a radar. You have to wander around, spam the search button endlessly and when you hear a ping, investigate the source. It's a huge pain in the ass. What was wrong with simply holding the button?
 
Not only are there materials to collect, but numerous collectibles, such as bottles, mosaic pieces, landmarks or shards. DA:I steals a page out of traditional open-world games like GTA or Saints' Row. There's a lot of these things that are scattered around the numerous, vast areas of the game, and aside from the rifts to close, suffer from the same flaw as the quests in that you don't know why you're collecting these at all, except for XP and Influence Points (IP). There is no objective reason to. They are often hidden in hard to reach, frustrating positions on the map. The game expects you to do a lot just for the sake of doing it.
 
Worse yet, the vastly uninteresting content of the game is basically forced on you. To unlock more areas and more story missions, you have to collect Power Points (PP) that are awarded upon completion of some of the quests and the collection of collectibles. Other reviewers praise the game for this tie-in, but I hate it. It's an obvious attempt to make up for the crippling majority of the content that is simply uninteresting on its own but becomes something you must do in order to advance to something more interesting. Truth be told, I wouldn't have completed most of the side quests if I didn't need to just to advance into the game further because they were that much of a drag.
 
The seat of your power
 
The quests that you are involved in are not the only quests in the game. With the "War Room" mechanic, you can send either one of your three advisers to do a task by clicking on them on the map, choosing who to send and waiting for a period of time. They will come back with rewards.
 
Figure 1 : All of this is yours
 
Again, the vast majority of these War Room quests are filler. Oftentimes, you will send one of your guys on a 3 hours mission and he'll come back to you with a crappy amount of gold, a ridiculously small amount of influence and an item you have long since overleveled. The long delays between choosing a mission and its completion, plus the very limited number of advisers you have (not all of which can be used on every mission) means that doing stuff on the map is very, very long. I'll be honest here : this feels like a F2P mobile game. You know the drill, the ones where every action takes a stupid amount of time unless you pay to have it complete quicker? It's the same concept, without the paying.
 
Some of these missions do unlock new zones or areas within old zones but they are few and far between and pretty obvious anyway. The War Room is meant as a mechanic to develop the influence of the Inquisition all over Thedas. It falls short because you cannot discern the meaning of what you're doing anyway. Oh good, you sent troops to help some Fereldan arl, here's 60 gold for your trouble. That's it. It doesn't matter. There are some War Room chain quests but again, you are left without any overarching meaning as to your actions. This is a definite theme within the game and its biggest weakness.
 
Once you unlock Skyhold, you have a base worthy of that name to call your own. You can customize it : which banner you will fly, how the windows look, what's in your garden, how your throne and your bed looks. There is a lot of choice as to that customization but again, most of it doesn't matter. Your bed, for example. You will probably never go in your quarters for the whole of the game, so what does it change that you have a Dwarven bed? Especially when compared to the much more important issue of equipment (I'll talk about it later), it feels like a lot of effort went into a part of the game that doesn't really matter to the detriment of the areas that do.
 
By doing War Room missions and side quests, you collect Influence which raises your Inquisition level. Inquisition levels allow you to choose perks from a list. Some of these perks are basically mandatory (the unlocking doors one comes to mind if you want to complete some quests, since you cannot unlock them any other way), others are useless (like the ones giving you a farcical 10 of each kind of metal separated by tier - you can swim in more crafting ingredients than you need in 20 minutes). These perks are also the only way to get alternate dialog options for the Inquisitor, which are mostly useless.
 
The meaning of all of this
 
Figure 2 : I thought I knew what the game was looking for too
 
All of this is done so that you can advance the main story. In almost every game I've ever played, the main story arc in the most involved and the longest. It isn't so with DA:I. I would estimate that 95% of the game is busywork, the rest is the actual story.
 
The main story is ridiculously short. This is so in nearly any modern Bioware game but DA:I takes it to an extreme. If one was to cut the Power mechanic, it would be perfectly possible to complete the main story in a single sitting. One could probably do it in an afternoon. There are almost no choices in the story arc. The first one you have is whether you go help the Mages or the Templars. The second one is what happens to them. You then have to decide who rules Orlais (the most involved choice, I think, and the best mission in the whole game IMO). Afterwards, you choose how to deal with the Grey Wardens, you can influence who will run the Chantry, and finally, whether you destroy or use an ancient Elven artifact, and whether Morrigan or yourself does it. My memory might be a bit shaky and I might have forgotten some choices, but that's basically it. The fact that I might have forgotten some of the actual choices that you are presented with is a testament to how soulless the game is. I can recite every choice in Origins' main story by heart, and I could do so by the time I first completed the game because I felt invested and involved. Not so here.
 
It's also pretty bad. The main villain stems from a DA2 DLC. He basically shows up in your face, appearing from nowhere, you suddenly learn he hasn't been murdered by Hawke, and somehow got his hand on *spoilers following, highlight to read*an Elven artifact. With that, he aims to become Go.I've honestly read fanfiction that was better. This is amateur-grade stuff. The writing team couldn't even be bothered to make an original, engaged villain, and had to go pick him up from the mass grave Hawke made in DA2 then just magic him inside DA:I's storyline using the most flimsy, cliché of excuses : *spoilers* oh he can magic himself into other people's bodies, that's how he survived because RED LYRIUM. Imagine if Bioware had decided to revive Saren in ME3 as the main villain using a trashy excuse like that. Besides, where have we seen that kind of villain before? Oh, right...Harry Potter. That's not a compliment. It was so silly, so forced, that I couldn't bring myself to feel anything against him, but then again, in most Bioware games, my feels usually are triggered by the side quests as every Bioware story is a collection of overdone clichés. It's just too bad the side quests this time around are equally uninvolved.

That being said, the final Inquisitor quotes...I cringed at the choices. I played my Inquisitor by encouraging all the religious worship around my personage. Then when I killed Corypheus, I had him say "I DON'T BELIEVE IN GODS!!!!" for the Hell of it. Yeah...*tips fedora*. In DA4, we'll see something like "**** YOU, I'M A DRAGON!!!" or "MY FAVOURED PRONOUNS ARE ZIR/ZIRS/ZIRSELF, GET IT RIGHT!!!!".

Speaking of out of place social criticism, religious worship and Gods, the story makes a big point of highlighting how worthless/cowardly/self-serving/delusional the Chantry is. I often felt like the whole game was one big allegory referring to the criticism of organized religion. If you choose a certain character as Divine, she basically becomes Pope Francis and that results in *spoilers* the complete and total annihilation of the Orlais Chantry as an unified body because like the stereotypical Christian, Andrastians apparently don't give a **** about the poor. That kind of criticism is perhaps something I can agree with IRL, but I question the relevance of its delivery in a video game made to entertain. Don't try the "well art is really meant as a vector of social change and video games are art" line : had it been less transparent, more subtle and indirect, perhaps it would have been a plus instead of a minus, but the story as conveyed in the game reads like a short story (I emphasize short) that you'd find on a teenager's tumblr. Good socially engaged art contains criticism veiled behind the piece of art. The aesthetic qualities reinforce the criticism, but they are the first line of battle, not the second. It doesn't scream what it wants to convey in your face, but makes you work to see what's behind it and discover its richness. In art as well as in debates, subtlety is the name of the game. When that criticism is yelled in your face, it looks quite silly and amateurish, which actually sums up the whole of the story pretty well.

Side note : now don't get me wrong. I'm fully aware of the reputation of Bioware as a progressive developer. In fact, neither the above, the homosexual/lesbian companions or in fact, any message Bioware seeks to transmit through their games bother me. In fact, I share their opinions. What I have a problem with is the overt manner with which they are transmitted. Criticism hurts hardest when it isn't so loud. Compare it to a debate between somebody who's cool, calm and collected, and another person seething in righteous indignation and yelling at the other guy. The screaming person might have good points, but he/she loses a lot of credibility by screaming. As I said about, subtlety is much better than histrionics. My opinion is that the "socially conscious" parts of Bioware games generally scream so loudly that they look tacked on, a bit insincere (even if it isn't the case, I'm sure the Bioware writers are very sincere) and little better than a marketing ploy. It looks like Vermont Law School screaming "ENVIRONMENTAL LAW!" when it's a tier 3 school at best. I would appreciate the same viewpoints better were they more indirect.
 
The worst part is that the choices you are presented with are either binary or a bit grey if only because you are not fully informed as to what will happen if you go through with it. Either this option, or that option. In DA:O, once you got to Redcliffe, you had the possibility to hurry to the Mage's Tower to find enough lyrium to complete the ritual to expunge the demon within Connor without anyone dying and without resorting to blood magic. You could also send Jowan, yourself or Irving in and use Connor's mother as a battery for the ritual. You could even strike a deal with the demon instead of killing it. There were sometimes a lot of different ways to complete a quest, and it nearly always ended up mattering. In Inquisition, there seems to be always just a few choices (often only two) that are mostly interchangeable. It isn't on Origins' level, much less The Witcher's. In fact, that the game's ending is so stupidly short speaks a lot to your level of actual involvement in what happens in the story.
 
Doing all the busywork you are meant to do actually ruins the main story, because you will be gravely overleveled when you do the story or explore other zones. The zones have a scaling range but do not scale to your level if you are too high (or too low) level for the area you are in. This means that the game basically plays itself even on the hardest levels if you go through all the **** you are meant to since you will be unstoppable. This is the one instance where full enemy scaling might have been warranted and they didn't put it in. In fact, the game actually actively works against itself where challenge is concerned. I'll let this final sentence stand as to how ridiculous the system is.
 
A system to kill them all, and in pain slaughter them
 
Figure 3 : THE RAPE TRAIN IS COMING AND IT AIN'T GOT NO BRAKES
 
Thankfully, there is one thing that kind of saves the game, and it's the combat system. Don't get me wrong, it's not amazing, but it's decent. Combat is way too easy thanks to how overleveled you generally are and the tactical screen blows chunks (again, console influence *sigh*). However, whereas the game itself is almost completely devoid of meaningful choice, the combat system does allow for some choices and strategy, if you choose to use it. You can still shatter frozen enemies, discharge paralyzed enemies and rupture weakened enemies, and there's still a bit of interplay between all the skills with cross-class skill combos à la DA2. You can melt ice walls. You have to engage your enemies wisely (in theory), as there are no healing spells. You heard me right. No healing spells. You heal solely through potions or some skills like the Reaver's Devour.
 
Mages cannot heal but can cast barriers to absorb the damage you take. Warriors can also generate guard that acts as a second life bar. This is my favourite change. In Origins, you could easily save your ass from a failed encounter by spamming healing spells and potions. Now, since your potions are limited in numbers and there are no healing spells, it favours a more careful style of play and a judicious use of barriers, at least in theory.
 
Controlling your character is at least very fun. I got a kick lasting 35 hours of pulling people with the Grappling Chain, then kicking their ass on the ground with the improved version of the skill only to land a Mighty Blow in their hapless faces, often killing them outright. Enemy mages and archers can be very frustrating (especially the mages since they can teleport around) so they are always a prime pulling target, and their low defense meant that I often one-shot them, giving me the sense that I was a Powerful Ultra Badass™. For the next 45 hours or so, I got a kick of using Charging Bull to knock whole groups of people on their ass then eating their flesh with Devour only to go apeshit crazy with Dragonrage spam. I felt that as I was playing a warrior, I was the one who dictated the flow of battle for my team by pulling or knocking down baddies I wanted to be dealt with as swiftly as possible and Whirlwind shitting on the rest. Basically, the spotlight was on me at all times. Controlling the Inquisitor is fun and a big step up from DA2 or even Origins.
 
The caveat is that the AI is dumb as a rock. Gone is the tactics screen from Origins. You can set who they will target (it's always the best choice to have them focus your target), when they will use potions (you're better off making them use them yourself) and how frequently or not they will use a given skill on a scale of 0 to 2 (not at all, sometimes or every time the cooldown is on). The AI will not use the skills correctly and will generally contribute little to damage. They will blow their focus abilities for little reason, or never use them, so you have to micro them. Worse yet, they will not GTFO from fire or any other bad **** on the ground, meaning they die easily to bosses and dragons. They play at the level of the worst WoW newbie.
 
You can fix all that by using the returned tactical screen, but it's terrible. For such a hyped feature ("THE TACTICAL SCREEN RETURNS!!!") they really screwed it up. It doesn't zoom out far enough to offer you a full view of the battlefield, for one. Controlling the cursor is a hassle. Sometimes the AI won't even do as you order them to. It's completely useless. I don't think anybody even uses it. I used it a lot in DA:O where it actually mattered. Nowadays I just play my main dude and hack everybody to pieces myself. I do ridiculous burst damage, even more ridiculous sustained damage thanks to how overpowered Dragonrage is and amazing AoE damage. Pulling, LoS and kiting don't really matter anymore aside from single enemies to instakill because the maps are so open. Positioning sorta does as a warrior, but only because Grappling Chain is buggy and will latch on a random nearby enemy if you aren't careful with your line of sight. I had equal success just potting up and ramming everybody with Charging Bull then Dragonraging everybody to death. At least there are no more random spawns and random waves.
 
The one thing that bothers me the most in the combat system is the skill tree system. There aren't many and they have very few skills. A lot of the points you spend will be spent on passive upgrades which isn't all that fun (isn't that why Blizzard entirely remade WoW's skill system?) You will only get one specialization in the game and you can never change it. You can't even choose your companions' specializations as they are all preset.

The worst thing, however, is that you will use only 8 skills in the entire game (7 if you don't count the Mark focus skill) because there are only 8 skill slots in the shortcut bar and you can't cast the rest from the menu. Bioware says that's enough - I say that's an unacceptable limit to player freedom. In fact, it's an unacceptable encroaching of console gameplay into a PC game. Keyboards have a lot of keys, controllers don't. It's obvious why there even is this limit. What would have been the cost in time and money to put in optional, additional shortcut bars? DA2 had 10 hotkeys but also had a full bar. You could at least click to use the spells or talents you used more rarely. I very quickly filled the tiny bar. I found myself wishing a lot that I had more options (for example, I wanted to make a Reaver that could pull people to him, taunt them, buff the whole team with Horn of Valor then go to town with 2H and Reaver skills, but there wasn't enough space to do so). I just...don't understand why any game would limit player choice so blatantly and with so rigid as system.
 
Some of the skills are at least very interesting to use but most of them are not. Gone are the sustained skills. All you've got are active skills.
 
Mages are the worst offenders. The old Primal tree in Origins is separated into 3 different elements. There are 4 base trees for every class in the game, plus one specialization tree. Basically, you have no choice but to play as a Primal mage and a bit of Entropy if you choose Necromancer, a bit of the DA2 Force tree if you choose Rift Mage and a melee mage if you pick Knight Enchanter which is the only true playstyle changing specialization. Even DA2, which split the Primal tree in two, at least allowed you to play a Spirit mage. This time around, Spirit is for the barrier and rez spells. I loved Entropy/Spirit/Creation/Blood Mage mages for the insane amount of CC they could dish out and their very respectable damage. I could put whole groups of mobs to sleep, Virulent Walking Bomb, Nightmare spell combo all of them then stun them with the Glyph Spell Combo, then cast Blood Wound FTW. Anything that lived would blow up from the Bomb and infect others to blow up too. Hell, DA2 mages were the most fun iteration. Come on, Pull of the Abyss/Gravitic Ring/Cone of Cold/Hemorrhage/Firestorm/Fireball/Chain Lightning was awesome. You can't do that in DA:I. There probably wouldn't be enough hotkeys in the bar for you do to so anyway!
 
In fact, mages have less CC than warriors do (they have more individual CC spells, but you have to choose between them as they are spread out between all the trees, giving you one or two real options to use, while nearly every skill a warrior gets and uses is CC), and their damage isn't that stellar since their spells are based on weapon damage, and staves are the worst DPS weapons in the game. Aside from barrier and the Veilfire/Energize map stuff, there is no reason to have a mage on your team. The sole exception is a Knight Enchanter main character because they are stupidly overpowered. They play a bit like Arcane Warriors (melee mages) and are just as broken, if not more because they can both do good DPS and never die.
 
Oh, and THERE IS NO BLOOD MAGE SPECIALIZATION. The single reason why mages are so dangerous in the lore makes NO APPEARANCE IN THE GAME. You'd think that due to every mage technically being an apostate, you'd see a lot more blood magic this time around, but there is none. Not even mobs. This is a HUGE OVERSIGHT. The caps prove it.
 
Melee rogues seem pretty bad (I haven't played one nor did I have one on my team thanks to the terrible AI) and I've heard they do less DPS than 2H warriors (especially Reavers) and that their DPS relies on their skills, with their daggers doing shitty auto-attack damage. Ranged rogues seem pretty fun in theory, I like the traps and the mines from the Artificer spec, and they do good opening burst.
 
The toughest enemies, the dragons, are stupidly easy and your teammates will only die because they can't dodge enemy attacks. Get a few resist flasks of the pertinent element and some resist gear, and you're done. On Normal, you don't even need that. My experience was that spamming Dragonrage and Devour in the Ring of Pain field was enough to kill any dragon. Normal enemies have a lot of health points to the point where a 5k crit won't kill them (my warrior has 1000 HP or so) but they do consistently pathetic damage to you. It feels a little silly.
 
Oh, and remember the trailer where you could blow up parts on the environment to fall on enemies and damage and hamper them? Forget that. I haven't seen a single point in the game where I could do that, much less have it matter. It might be in, but I've never seen an instance where you could actually do it, which leads me to believe it's pretty damn rare.
 
Equipment, or how to look fugly 80 hours in
 
Figure 4 : my character would be more in its place in some kind of stage play than a battlefield dressed like that
 
You can customize your companion's gear. At least there's that. Aside from that, the loot table and equipment system is the worst of the series.
 
A word of warning to the wise : DO NOT PLAY A QUNARI INQUISITOR. I was very excited to play a Qunari because let's face it, they look badass. In this game, they look anything but. Armour looks terrible on them. They have no helmets. Forewarned is forearmed.
 
In contrast to the vastly useless Skyhold customization system, the sole area of the game where customization matters is seriously underdeveloped. Look at my armor. That's T3 (the final tier) crafted with Dragon Bone and other T3 materials. Does that look like any kind of badass late-game armor to you? The answer is : NO IT ****** DOESN'T. Late-game crafted Skyrim armour looked badass. Late-game DA:O drops could look good. You would be excused in Inquisition if you thought I had the same armour for the whole of the game, because I basically did.
 
This is the armour I had 15 hours into the game :
 
Figure 5 : barf
 
Yeah it's ugly as sin (especially the colour), but it was an unique and better than what I could craft.
 
This is the armour I had 30 hours into the game :
 
Figure 6 : alright...
 
The armour in the first picture in this section was my endgame armour. I crafted it maybe 2 hours before I finished the main story at 80 hours clocked in. You will notice that aside from the colour, it basically looks almost the same as the armour I had 50 hours earlier. There are only minute differences between the armour tiers. None of these 3 armours look badass. I'll admit the final one looks okay from a colouring standpoint, but it does not look epic. Counting the very first armour piece, I have worn a grand total of 4 armour pieces for the whole game, which brings me to my next point.
 
The loot tables in this game are horrible. Unique equipment (the purples) is almost always inferior to anything that you can craft yourself at almost any point in the game if you are dutifully hunting for schematics. At level 18, I still had minimum level 10 gear dropping from mobs. It was completely useless. Your characters will be stuck wearing the same equipment for extremely long stretches of time as white quality quickly becomes absolutely worthless. You will hang on to your magical equipment until you find or craft better, which can take a very long time. Most uniques have shitty stat spreads and are thus useless. Moreover, most don't even look good. That red armour was a unique. It's cringeworthy. Meanwhile, there's like 20 different banners and windows and 15 beds to choose from for your keep. What's the point? Why not focus artistic resources on something that actually matters? You might never visit your quarters but you'll look at your character all day long.
 
Qunari really get the shaft. I have found no uniquely Qunari armour but I've found restricted armour for every other race. Base armour looks terrible on Qunari. Qunari also cannot use helmets. Instead they have "vitaars" which are just face paints. As you cannot craft vitaar (but you can craft helmets) you are completely at the mercy of the game as to what vitaar you will use, and they are all generic stat sticks. I've probably used something like 3 different ones. They're all really ugly too, one made me look like an Asari (the one in the pic where the face of my dude is blueish) and another transformed my face into this road sign :
 
 
Aside from that, there's the usual belts, rings and amulets, and the weapons. The first three are completely forgettable (and you can't craft them, BTW, so again not only you're at the mercy of the loot table, but they will always be generic + stat or skill upgrades that make it last 30% longer or do 30% more damage), the last one is the most important part of the game but suffer from the same problem as armours in that most don't look all that awesome and what you'll find will be inferior to what you can craft.
 
Speaking of the devil
 
Figure 7 : at least crafting's fun
 
The crafting component in the game is by far and away the best part, and the most improved from the series. Notwithstanding how terribly dull and annoying collecting ingredients is, it gives you a lot of leeway in forging a piece of equipment you actually want.
 
There are offense, defense and utility slots whose number and amount of ingredient they will fit in vary, plus one masterwork in high-end schematics and one base slot in every schematic, and a rune slot for weapons. Each ingredient will have a different effect on the equipment that you are forging depending on which slot they are placed in. The base slot determines armour rating and damage, and it's always best to use the highest tier ingredient you can muster since that's all that matters in the calculation. Depending on which ingredient you use, the piece will change colours, so you can "dye" it to your liking.
 
Getting schematics is easy, you can just buy them. In fact, gold only serves to buy schematics since vendors are otherwise useless in this game. You can also use gold to buy influence but you'll have a lot of that doing the quests anyway. The gear they carry sucks, the ingredients they carry suck. You can also have schematics drop which removes the whole point of vendors in this game.
 
Even in the same tier, different ingredients will have different effects. For example, one metal in the utility slot might give you + constitution, + strength or a mixture of both. One leather in the offense slot might gives you + % bleed on hit or + % critical rate. Since every schematic varies and not all have slots of every type in equal proportions, it's important to find one that suits your character. For example, my 2H warrior serves as both main DPS and tank, so I like to have heavy armours with a lot of offense and utility slots instead of defense slots, so I can stack + % attack (offense) and + str/con (utility) materials on them to give me a well-rounded armour. Some schematics are quite useless (defensive slots on mage armour...)
 
The same mentality applies to armour and weapon upgrades that you can craft and slot in your equipment, so you can really customize your equipment to your liking if you choose to. Again, I mostly stack attack, str, health and con on mine to give me a warrior that can take damage and dish it out.
 
Masterwork slots use fade-touched or masterwork components to give your equipment special effects. For example, I crafted a weapon with a masterwork material that allows me to generate 3 guard with every hit, and I crafted an armour with a material that gives me 10% chance to cast Hidden Blade (usually a rogue skill), which is a multistrike skill, every time I smack someone. That allows me to both stack guard to survive and deal ridiculous damage when Hidden Blades procs. There are a lot of different masterwork materials that you can use but unfortunately, most of them just slap a generic 10% stat upgrade across the board, however some are very cool.
 
Furthermore, crafted equipment is vastly superior to anything you will ever find in the game. Once you get T2 schematics there is no reason to ever wear any armour or use any weapon you will find in the game.
 
You cannot craft accessories and you cannot craft vitaar (but you can helmets), which removes a bit of the point of crafting in the first place since you are still at the mercy of the RNG for your accessories, which will always be generic. No cool masterwork effects for them. So basically you will have crafted material in only three slots on your character, which is a damn shame because the crafting system is one of the best parts of the game.
 
I also felt that runes were underutilized. They are either elemental damage or damage versus certain enemies. DA had way more runes (even if they were about as imaginative, that is to say, not very) because you could also slot them in armour. I'm at a loss as to why that was scrapped, especially because if there were armour runes and a little imagination, very cool stuff could have been done. It would have been cool to have more options akin to WoW's enchantments, which were varied despite there always being a single best option. For example, a chance on hit to get 100% armor penetration, or a chance to have your weapon explode, send shrapnel everywhere that hurts enemies, only to come back and reform as your blade, or an armour rune that has a chance to emit an elemental shockwave if you're struck in melee, stuff like that would have been very cool.
 
What dialogue?
 
Finally, dialogue and companion development.
 
The dialogue wheel is back. It's thankfully a bit better than it was in DA2 because the lines do not seem as different as the wheel snippets but I'm still of the opinion that a fully voiced protagonist removes some level of immersion. What is inexcusable is how what you say doesn't matter outside of the choices you have to take, which are clearly marked.
 
In every PC RPG under the sun, there is nigh always an option to charm, persuade or intimidate. No such thing in DA:I. Alternate dialogue options are unlocked through the perks, are linked to certain topics (for example, the Force one gives you knowledge about the underworld), show up once in a blue moon and rarely seem to matter at all. In Origins, a good Persuade level was almost mandatory due to how useful it was and how it could make your life so much easier. There is nothing of the sort in Inquisition, and it would be a bit useless anyway, given that 99% of the content gives you no choice at all. This removes a lot of immersion and makes the Inquisitor feel bland. I do not know why that was scrapped.
 
In DA2, the kind of answer you'd give would shape the personality of your protagonist when interacting with companions and during unprompted dialogue. That's completely gone, but that's because the main character never speaks unless prompted to by the player. This is a bit of an uncomfortable in-between, as you still don't know what exactly your character will say, but you also can rarely check at a glance what kind of emotion it's supposed to convey as you at least could in DA2 (you can sometimes).
 
The companions are unfortunately a mixed bag. Varric is still Varric, and he's awesome. Cassandra is basically Aveline plus religious nonsense. Solas has the coolest back story and is interesting to interact with because of his Fade scholarship and his stories. Iron Bull doesn't act like a Qunari at all and sounds like he's been in Southern Thedas too long : he's almost completely assimilated despite (or due to?) being a Qunari spy. He's certainly no Sten. Sera is a crazy, infantile ******. Cole's gimmick is that he's a cryptic Fade spirit. Dorian is okay, gives you a bit of a window in the Tevinter Empire which is a very underutilized part of the lore. Blackwall is the typical Warden, all duty, and is actually my favourite companion because next to almost everyone in the cast, he's down to Earth and rational. The cast this time around pales in comparison to Origins, but at least it's better than DA2's.
 
The interactions between the companions aren't witty, aren't funny, they aren't nothing. They are quite badly written. All I've heard is my team bickering. I can't even remember any of them. No Alistair asking Wynne to sew his socks. No Oghren hitting on Wynne. No Morrigan constantly insulting Alistair. No Zevran being Zevran.
 
The companion quests seem to be mostly filler that forces you to visit every single zone to find some ****. Cassandra wants you to kill a zillion targets out of revenge. Blackwall wants you to magically undercover Grey Warden artifacts stranded all around the world. To be fair, they might be more involved and interesting farther in, but I gave up doing them because the first steps were just more busy work that I had done a thousand times already, except worse because this time I had to visit every single zone to look for hidden objects or people. Alistair trying to find his sister, for example, and having her be a gold digging ******. Oghren trying to find an old love and his son with your character convincing him to settle down and have a life after Branka. Sten trying to find his sword and atone for the murder of the farmer's family due to his panicked state. Those were REAL companion quests. Mass Effect's companion quests were even better examples. I don't know what happened this time around.
 
And finally, the romances. They are still clumsily written, forced, geeky attempts at love stories, but that's a Bioware thing. Frustrated straight males still whine about the coverage given to homosexual couples, like such a thing matters. However, the two romances offered to straight male characters are even worse than Origins' attempts. Cassandra is the cliché of a tough girl with a sensitive, feminine side she tries to hide. She's a romanceable Aveline. Josephine is...uhhh...I don't even know. She's just really generic, the usual high-born girl. I will say that either of the options are uninteresting, unattractive and flat. I can't speak for the other options because I've completed the game only once. Maybe they are better. I will say that I do not really give a **** whether there are homosexual romances or not in the game. It's a game. I liked romancing Zevran in Origins as a male character because he was hilarious. I'm just glad the whole cast isn't bisexual as that stretches credibility a bit.
 
Conclusion
 
You have heard a lot of whining from me about the game and you might be wondering how on Earth I ended up enjoying myself. The truth is, I don't know. As I said, I did, but despite the game. The graphics were really nice. The maps were huge and fun to explore for the scenery's sake. Controlling your character in combat could be fun. The crafting system is well done, albeit incomplete. All in all, Inquisition feels a lot like a single player MMORPG. You do a lot of stuff but there isn't much you do that ultimately impacts the world. I think that the ending slideshow, which has like 4 or 5 slides telling you about the state of the world, implies how empty the game ultimately is. Origins' ending slideshow had a lot more parts and seemed much more complete.

If I had to review DA:I using just one word, "bloated" definitely comes to mind. I couldn't help but shake the feeling that almost every side quest was just filler for the horrendously short main story. Yes, the game has a lot of content. Yes, the game takes ages to complete at 100%. But that only really matters if you even want to complete the game at 100%. I didn't, really. By the time I left the Hinterlands I was tired of the endless fetch quests. MMOs can pull this off because questing is the means to an end (high level content) and because you've got other human beings around to make it less tedious. DA:I isn't an MMO. The end result is that the game feels both bloated and devoid of actual, meaningful content. Perhaps "bloated with gas" is an apt metaphor.
 
Should you buy it? No, not right now. I would wait for a 50% price slash or a few DLCs if the latter are any good in the end. Critics are hailing it as the GOTY but I don't think it is, far from it. In fact, Bioware has only sunk a little deeper in my view. They are definitely not the company that brought us Baldur's Gate II (the devs involved with that all left, no wonder why) or even Mass Effect 2, which was a vastly superior game. Divinity : Original Sin and Wasteland 2 are much better RPGs. However, we must recognize that video gaming changed. People want a lot to do and for it to look as good as possible, but not much to think about. DA:I has a huge amount of content, a full clear will take hundreds of hours, and it's beautiful to boot, but that only matters if you even want to do it all, which I didn't. DA:I has a very imbalanced filler-to-stuff that matters ratio. I can only describe it as the most uninvolved RPG I've played. The Witcher 3 will undoubtedly blow this out of the water in May 2015. It won't even be a fair fight. Save your money for that if you have to choose.
 
That being said, video game critics are either retarded or bought and paid for, especially since it's an EA game. That's why there's even all this GOTY hype while there is no question that the game itself is average at best.
 
However, you can always be certain that you're getting the truth from me.
 
Thank you for reading.

  • KirsiJF, His Majesty Lord Crash, fchopin et 21 autres aiment ceci

#2
SkyKing

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Great post. You can blame all the console gamers and EA's greed for this failure.  Console gamers happily pay $60+ for any pos hack and slash game since they do that all day long, so EA said "We have a ton of PC gamers who will buy this if we lie and say it'll be just like DAO was, and the console gamers will ****** themselves all day if we have some fancy effects and let them hack and slash and get armor upgrades, they don't care about story or choices or anything.  

 

I bet this game was a MMO beta too.  They probably thought let's see how many people get hard on these fetch quests and next game we can ad a monthly fee as well! 


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#3
seoinage

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Next year they'll do the same war room stuff, except the missions will take a full day and you can pay to make them finish faster.



#4
Celsius

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Very well written review, that covers most of the major issues. I have also made a thread listing those and man I could go on and on, but ultimately, it isn't really worth it.

 

Truth be told, I only bought DAI because both Pillars of Eternity and Witcher 3 were delayed and I feel like I have wasted 100 hours on this game. It's just sooo .... underwhelming.


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#5
seoinage

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There's one thing I was very disappointed in that I did not cover in my review : playing a Qunari is a joke in every sense of the word.

I have said that equipment for the Qunari is ugly and the vitaar stuff removes a lot of oomph from them (remember the awesome Karashok helmets in DA2?) I would have made both vitaars and helmets for Qunaris. Playing a warrior without a helmet looks a bit silly : I like to look like an armoured juggernaut as a warrior.

However, a lot of praise is generally doled out at the game because playing Qunari, Elf or Dwarf changes the way the people of Thedas perceive you. However, that chance in perception is only skin-deep.

As a Qunari, I got called a goat and people in the Empress mission didn't like me. Great. However, outside from easy racial epithets, playing another race doesn't matter, like almost everything in the game.

The Qunaris especially are a wasted opportunity. We've got a completely alien culture bound by a completely alien code of religion and ethics. I love the Qunari lore. Their society is well-described and draws inspiration from sources that I have enjoyed in the past, like Plato's Republic.

This racism undertone is another criticism of society, but it trivializes it by making it completely skin-deep. Populist racism often works like that : a towelhead is somebody who looks Arab, period. It doesn't matter if that person was born in America, speaks with an American accent, lived in America all his/her life and is almost completely culturally American.

I feel Bioware completely missed the mark by making the Qunari inquisitor a Tal-Vashoth. He/she should have been a real Qunari. That would have been much more interesting. Imagine a Qunari envoy thrust into religious shenanigans by circumstances he/she does not understand and with which he/she must come to terms while being thrust into an alien society whose motivations and organization he/she does not understand. He/she is completely ostracized not only due to his/her race, but also his/her belief in the Qun, while having his/her faith in the Qun challenged by observing a thriving, successful society without the Qun's order.

Racism is not only about race, but about a clash of cultures so different from one another that there are almost no common ground between the people. Humans like to generalize and capitalize on easy evidence of this difference : race and skin colour. Racists do not hate people of other races solely because of their skin colour, but because the other person is simply different on every level. Racism exists because racists cannot understand the other person. Racism is born out of ignorance and the fear caused by this incomprehension : skin colour is just an easy, visible reference point which the racist uses to rationalize his/her own ignorance.

As always, Bioware, while priding itself as a progressive company, shows a misunderstanding of the issues that are really at the heart of the positions they espouse, and banks on cheap shock value and easy arguments to make its point. This is what I talked about when I said that socially engaged art must be both subtle and rich in meaning. Bioware's criticism of racism at the moment rests only on : "LOL HE'S GOT HORNS, HI GOATMAN!" It would have been so much better if the Qunari inquisitor was truly foreign, and if the people's change in behaviour was not only due to having horns, but due to really being a cultural alien. I think it would have been a point that would have been worth making. Even when their culture is concerned, all we hear is "HEATHENS!!" and "HERETICS!!"

DA:O's Sten was a good start, but the Inquisitor being the main character would have given many, many more opportunities to Bioware to flesh this out. As it stands, playing a Qunari is really no different from playing a human with grey skin and optional horns.


  • scrutinizer aime ceci

#6
Minticus Maximus

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You think Bioware takes the time to read these fan reviews? I mean, apart from possibly Total Biscuit, fan reviews have been the only kind of reviews to match up to my experience on the game. Proper review sites act like they have never actually played a good RPG before *Cough*Origins*Cough*.

 

And to be honest, it was pretty obvious that Dragon Age: Inquisition was going to win GOTY despite only being average at best. Most triple A games this year have been god awful and Inquisition looks holy in comparison to them.

 

Most indie games this year have been better then the triple A crap. But of course they can't win, after all, we don't want gamers to think that with some actual love and care games can get better then having a 60fps Kevin Spacey on screen.



#7
Minticus Maximus

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Great post. You can blame all the console gamers and EA's greed for this failure.  Console gamers happily pay $60+ for any pos hack and slash game since they do that all day long, so EA said "We have a ton of PC gamers who will buy this if we lie and say it'll be just like DAO was, and the console gamers will ****** themselves all day if we have some fancy effects and let them hack and slash and get armor upgrades, they don't care about story or choices or anything.  

 

I bet this game was a MMO beta too.  They probably thought let's see how many people get hard on these fetch quests and next game we can ad a monthly fee as well! 

 

You know that console gamers are pissed off at this too right? Despite what you think, they are not the Darth Vader to EA's Darth Sidious scheme to take away all our money. So stop treating them all like sheep that happily eat up everything in front of them. Oh and before you start calling me a fan boy, this is coming from a primarily PC gamer.

 

On another, less salty note, according to Gamespot (trustworthy I know), DAI did start out as an MMO called Blackfoot;

 

http://www.gamespot....y/1100-6423362/


  • Wolven_Soul et Bioware-Critic aiment ceci

#8
Frond

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Good review. Covered almost all the gripes I had with the game myself. Thanks to CheatEngine and some very talented and dedicated moddersany of my issues were fixed :
CheatEngine adds a walk toggle for K+M users
CheatEngine adds a toggle for the HUD
CheatEngine removes the PJs from Skyhold

It's a good start. Once they are able to add other things this game might start being pretty good.

#9
cotheer

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Good God, dat wall of text.....read it all  :), and all i can say, i envy your patience.

 

I also finished the game (qunari mage <_< ) with 100+ hours of gameplay and 2-3 totally unexplored zones.

Started the second playthrough, and i've stopped after only few hours in, i just can't bring myself to go through all that again.


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#10
Rawgrim

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Now that is one huge block of a review. The OP gets 5 nugs for his dedication.



#11
Kwetosch

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Fantastic post! I SO recognized myself in what OP wrote here. At the end of the game, the best "helmet" for my Inquisitor was a silver hat that made him look like a pimp from the 70s. Matching purple armor, with high blue leader boots. There were times where I was asking myself if it all was just a joke. And who knows, they might be laughing their asses of after reading what we write. :D  



#12
Bioware-Critic

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Hi there!

Some time ago I wrote a review for Inquisition on the BSN and I like to share it with you.

So, I hope you will enjoy reading my wall-of-text here ...




My Bullet points for this post:

1 Story
2 Combat
3 Character creation
4 Everything else
5 My wishes and thoughts regarding Bioware and how they are behaving or not behaving
6 My conclusion
7 Additional stuff


As a little footnote upfront…
There is simply too much to talk and possibly write about for me to cover it all. I will not be able to hit on everything or give my complete opinion. So naturally I will come across, to some of you, as if I were biased on certain issues or have turned a blind eye on some of the good stuff and the bad stuff as well … I cannot change that. Instead I simply will try to picture some of the things that are going through my head. That is my limit!

(This will be too long anyways…)
Also, I will not spend too much time glossing over what I like. I think the Bioware developers know for themselves what they are good at and on how many fronts they succeeded. They get enough mail containing hugs and kisses! Also, anyone who is wondering in which departments they have succeeded this time around must be playing with blindfolds! I will focus on my main points ...
You also will understand what I write here far better when you have finished the game at least once!


1 Story

Where is the "BIG WAR" between the mages and the red templars? That topic got superficially scratched at best! I thought there was a juicy story arc to be found about this in Inquisition. For me to interact with it and to find solutions to resolve this conflict in possibly multiple ways?
Something like: 1 peaceful diplomatic, 2 hard cut, 3 unorthodox pragmatic variant … Or something down that line. But instead this topic is shown to us by random skirmishes in the open world and some minor mentionings on the side of the main quest! Yes I talked to some few templars and to some few mages. But I don’t consider this an engagement in the mage templar war! I really do not know what to say. In the end I got the gist about this topic at the conclusion of the main story after the „ending". Baffling to say the least! I am massively disappointed about this, I must say. Also the red templars are nothing more but a group of bandits I wipe the floor with. I have build up no connection to them during the game at least ...

Apart from the Corypheus story arc and the Venatori/Alexius story I am more often than not unimpressed with the lack of storytelling shown here. There are many stories in Inquisition. But they are not fully told and leave a lot to be desired. Of course you have really great ones too. Like the chapter in Orlais, for example. But to me it is very clear that Bioware did not have the time to follow through on everything they have started.
(Example: First Enchanter Fiona and the non-existent interaction with the mages ones you have allied with them ... )

 

I would really have preferred them to leave out things they do not have the time to properly handle and then go ahead and finish the story arcs they do publish. And to polish them to the utmost extend to make them shine instead of crumble! Afterwards they can put the other things they want to tell and show in DLC’s easily. I mean it is not like we won’t buy them. Let’s be real here!

Most of the content from the open world feels a little detached from the main story. Partly that could be repaired by giving me detailed information about my game progress in the war table room. I have no Information about my game progress, the current state of Thedas and the Inquisition in general. And I mean detailed Information about EVERYTHING you can think of, would be welcome! Lists, charts, detailed and specific information on where I stand with my inquisition. Even ME3 had a very detailed war rating and the reputation meter. I would love a little context on why it is important to the overall theme that I am doing this and that … That is really missing here. Man this game was not finished when Bioware published it !!!!! I am genuinely a little turned off sometimes - despite all their accomplishments / the new engine!
They tried to oversimplify this bad boy a little to hard for my taste …


2 Combat

Where are my tactics? I am still searching… They must be here somewhere! I know where I left them … what the heck did I do to loose those? This is nuts! Hold on a minute - this should be simple! They have to be here somewhere …
No, seriously! I think what Bioware is trying to accomplish here, is to give everyone more refined and more drawn out tactics, if I would have to guess what is inside that „black box“ which the tactics department now is !?! I cannot look inside that „black box“ but that would be what I am guessing. Also, I can imagine that some people do not get how to properly take advantage of the tactics section. I can understand and respect that they are trying to help these consumers. I really do!
But there are WAY TOO FEW options and it cannot stay like this! It is just unfinished and unrefined.
Sometimes, in the middle of a major fight (for example the fight where we leave haven, against the red templars) my companions stand around and do nothing. Do not engage, nothing! (Give me better combat controls Bioware, please!)

I want to be able to switch between weapons in the middle of the combat. For my warriors to switch between one-handed and two-handed, for my rogue between archery and melee and for my mage between different staffs!
That S*HIT should be obvious! One would think.

The tactical camera, well, it makes tactics impossible to be fun! This camera is NO fun at all to work with and IT IS ONE OF MY MAJOR COMPLAINTS WITH THIS GAME !!!!! I F*UCKING HATE THIS CAMERA !!!!! This camera needs to stay put where I have my curser when I switch between party members! I don’t want to shuffle the camera all over the map four times in a row, five or ten times per combat. I could say more here. But this is BY FAR THE MOST IMPORTANT THING TO ME! Give me an option in the options section to change the behavior of the bloody camera. Also it does not zoom out far enough as well as obscure my line of sight when trees or whatever is in the way! I need to be able to move the camera freely to serve my needs of an tactical approach! I thought that is what Bioware wanted ? Apparently not!

IT KILLS THE HOLE GAME FOR ME !!!!! FIX THIS !!!

An option to queue commands for party members would be nice.

I NEED TO BE ABLE TO ACCESS ALL THE SKILLS OF ALL MY CHARACTERS WITH EASE DURING COMBAT TO BE ABLE TO MANAGE THE COMBAT THE WAY I WANT TO! (Especially when you cut out tactics as rigorously as you did here!)

OTHERWISE, THIS GAME IS NOT A FULL BLOWN RPG - BY ANY STRETCH OF THE IMAGINATION!

This does not have to be forced onto people who like the action approach, but to cut everything out … ARE YOU INSANE?

PLAYING AS MAGE ... THE LACK OF SKILLS AND SKILL TREE VARIATIONS IN THIS GAME MAKES IT VERY BORING AND VERY REPETITIVE FOR ME !!!!!

There are also too few specializations in Inquisition! Even DA 2 was miles better than this game in that regard!
(And that comes from a guy, who threw DA 2 in the bin after playing it for 15 hours because I hated it and then bought it again after 2 years with several DLC’s just to stop playing it at some point - again - because I did NOT enjoy it enough!)


3 Character creation

To give such a small skill selection to the RPG fan is an insult in itself! Especially when you like/love mages. But, to make the mage player choose between fire, ice, lightning and nothing else is a f*ucking outrage! What is this? A 5 dollar mobile game or what? This tiny skill selection and the lack of freedom in the companion specialization department is an insult! And no, the lousy three specializations do not make up for anything. Especially not when only one character can choose and all the others are stuck with it. Two thirds of my characters did not have any skill points in their specializations because I did not like theirs! And a character which I cannot stand, Vivienne, who insults my entire party ensemble with arrogant and hurtful comments throughout the whole game, I have to drag along because I actually want her specialization in my group is an absolute joke!
In general the level up and lack of influence on my hole party is too dumbed down and gives me no room to breath here. It is boring. Even the cheapest RPG’s I have seen are more complex in this regard! This may be unfair to Bioware and towards what they are trying to accomplish here, but I don’t enjoy it. I liked it the way they did it in Origins. Even DA 2 was better. I hoped they would develop and refine this theme and not hammer it into little "shards“ (pun intended!) and put everything in a strait jacked! I mean I understand the need and the benefits of streamlining things. But Bioware just cut everything out! And that has nothing to do with streamlining anything!!! WTF?


4 Everything else

Fade rifts feel a bit detached from my adventure - like most of the content in the open world feels a bit detached from the main story.

The rifts feel very much repetitive. After the tenth encounter, there is no real presence to them anymore. And there is no real threat to them, also. I kill everybody and it is always the same. No changes, no surprises that make me go: "Ah, eh, s*hit! ... There is a bloody rift! Everybody brace yourselfs! I do not know what awaits us or if we are gonna survive!" You know? I know exactly what is gonna come out of there every time and how to wipe the floor with it - for the 20th time! That is no THREAT to me. They are very much insignificant. Which feels wrong somehow, considering the relevance they should have to EVERYTHING!

Mounts. I like the mounts. But where are they all? I cannot even get a grasp of which awesome creatures I am missing out on. I love the elks and used them especially in the beginning. But after a while I got really fed up with their squeaking sound, switched and never touched them again. Which is a shame because they are just magnificent creatures!

Riding needs to work the other way around! When I mount my horse I do so to travel faster! If „gallop“ (/fast riding) would be the default setting when I jump on and pressing L3 (on Playstation) would change it to „trot“ (/slow riding) - It would make my day.

Crafting. The system is great and very beautiful. But I would like to have more variety. I got pretty much stuck with the armors/weapons that have the highest rating for every Character. And since there are only a handful of choices with the higher/highest stats - which are the ones I am gravitating towards - I cannot make my characters look the way I want to! And I cannot even give them the colors I want to because these are „glued" to the attributes. Even just the possibility to choose the colors of my armors freely would make my day, Bioware.

Having more variety of different looking armor - I would imagine - you will send our way as DLC anyway, no?!

The Keeps. I would like to see the keeps play a much greater role in advancing the Inquisition as an organization! The Battle for the keeps are great. But after the battles won they are pretty much just real estate! They lack purpose and they lack stories evolving around them. I want the regions they are standing in react to the fact that I have conquered these holds. And I want to be able to advance these holds and to be able to interact with them as an intergral war efforts on my war table back in skyhold! Why was that never implemented? I cannot believe that I am the only one who wants the keeps to play a bigger role in the main story and to impact all my efforts regarding building the Inquisition!?



5 Regarding Bioware

They should focus on what they are good at, and just gradually, one game at a time, try and add in new gameplay elements and new stuff. There are so many areas where they are good at and they are simply neglecting them all too often! And instead of focusing on their strength they are trying out tons of new stuff at which they are not good enough at, not proficient enough at just yet and then tell us: „here you go - this will replace everything you know and love about our games from now on - have fun!“ That S*HIT is not polished, not capable to stand on its own two feet! Especially not without giving us what we really want first! We are not given the opportunity to ignore the new stuff if we so desire !!!!! Many of us just do not care about their unfinished experiments and Bioware needs to act responsibly and deal with this immediately. They really have to get this trough their thick skulls, that we are not their BETA-testers and guinea-pigs! We pay 70 Euros - That’s 80 US-Dollars (standard price in Germany) and more for these games. That money I could BURN MORE CREATIVELY elsewhere, Bioware! And they need to explain to EA that you cannot simply wave a „magic wand“ and transform something like the RPG genre into a fully mainstream compatible money machine over night. If AAA RPG’s will advance in this direction, this will take decades, not years. I am convinced of that! You cannot breed chimpanzee’s into human being’s in one or two generations. That SHOULD be obvious! Games like Skyrim often also have a bit of luck on their side. You cannot „plan“ massive success. That’s not possible!

Stop publishing games that need at least one more year to finish. Find a solution for that problem, man. The developers from Eidos Montreal for example took the route of longer development time with a smaller staff. And it worked out well. They work for Square Enix and they seem to be fine with it. Quality takes time. Just find some sort of solution to put quality first instead of rushing it through the door. You yourselfs too, Bioware, deserve better - quite frankly! Simply divorce EA! You are NUTS to think, that only they will finance you!
 
Since I play on console I would like to remind Bioware here, that all of this stuff is all the more important for console players, since we do not get access to mods - If you can understand that, yes !?! And I feel like pointing out that since console players pretty much finance the hole shebang - while some of the graphic junkies out there play for „free" (wink, wink) - that a bit of solidarity is in order here. So, if you could think about it first, before you are completely neglecting to correct these things on console too, (even though you thought this would work just fine on consoles …) that would be most appreciated!
I know the PC consumers do not care about us by any stretch of imagination, but I just felt like mentioning that we are fans too. And not just some random guys who pay the bills …

Listen to your fans! They know more than you think about most anything.

Stop these draconian prices in the multiplayer sections of your games in Europe. We are not millionaires! I don’t want to have to pay 300 Euros  to get the equipment I want in ME3 MP just because I get my ass handed to me on Gold and Platin. And it takes forever for me to work on it through grinding on Silver. If you would raise the chances for getting new characters and equipment by a factor of ten, I could actually enjoy playing this marvelous new character setups, you created. Instead I am stuck with what I don’t need and don’t want. Thanks for that! I have never bought a single „pack“ in ME3 MP. You know why ? Because I can do math in my head since I am 4 years old and I know upfront, that I would have to spent a fuckton of Euro’s to get ANYTHING! Since most players are older than 4 years - you tell me what I think about your prices, Bioware! Let us pay 20 bucks or so for the hole thing as a DLC and be done with it. If you must get extra cash …

RPG fans buy your games NOT the candy crush crowd! These titles are way over their attention span. If EA wants to earn money on these people they need to do mobile games. Are they really that stupid? Are they really that blind? There is NO business opportunity here! „THIS LAND HAS BEEN TAKEN!“ Do these fools really want to sell games to people who do not play them, regardless? Are you with them on that or what?


6 My personal conclusion - A 100% subjective, 100% emotional as well as unobjective conclusion ...

I liked a lot of things in Inquisition. I love the new look overall and this beautiful creative fantasy world of Thedas which swept me of my feet the first time I saw it on youtube. It is a fantasy RPG fans wet dream! I love it! I like the new armor and the way it works when you switch them between party members. It is very tasteful and practical! Although their should be no restrictions („only Varric“, „only Vivienne“) that **** is wrong and NO FUN! I like the new crafting system. It is very beautiful and great fun. But it has awkward limitations and I would love to see that changed into something less rigid. Extensive Crafting-DLC please! …
I love the characters and I absolutely ADORE the voice acting - YES! AWESOME JOB GUYS!
(When Josephine told my Inquisitor about Varrics book and that it has less decapitations than usually - I immediately dated the heck out of that woman! She is just a funny character! But it also helped that Josephine had no problem with my female-qunari-mage-inquisitor.)
The oversimplification of the major RPG elements ranging from combat mechanics or „controls", tactics (lack there of), skill trees (lack there of), and so on … are something I cannot stomach … Period! I was deluded by the PR into believing I am buying an „Origins-style“ R-P-G and not some „ThInGyy“ that says RPG on the Box but has only button mashing inside!

THE TACTICAL CAMERA NEEDS TO BE FIXED!!!!!

And I would like to get MOAR skill trees for mages and MOAR specializations in general. Possibly with DLC’s. MMOOAARR SKILL TREES!

("MOAR" like in "MOAR Flemeth"! Yes Bioware, we follow you across the internet. We see and hear EVERYTHING!)


7 At last I will give a little context about me, so that the reader of this post can understand where I am coming from ...

This is my personal top five of Fantasy-RPG’s ranked by the fun I had with them.
(I just loosely punched this in. Take it with a grain of salt.)

1 Dragon Age Origins - with all DLC’s (console)

2 Drakensang 1 & 2 (PC) (NOT Drakensang-Online …)

(These are german AAA RPG’s which even are available in english… But they derive from the german variant of pen&paper RPG’s called "Das  schwarze Auge“ or in english „The Dark Eye“ and these german pen&paper games are more complex and deeper than DnD and as a result the PC variant is VERY old school like - So nothing for the serious mainstream, I am afraid. But I recommend them! And if you like DnD ... take a look at some screenshots on google image search: https://www.google.a...ved=0CAgQ_AUoAQ or check it out on Amazon.com: http://www.amazon.co...ords=drakensang )

3 Icewind Dale 2 - HOF mode with additional mods (PC)

4 The Temple Of Elemental Evil - Co8 mod - (PC) If it weren’t so buggy it would rank higher than IWD2!

5 Skyrim - (console) Not my favorite by far. But I sank a lot of hours in that one for sure. Grabbed the Legendary when it came out...

As you can see from this list: I like my freedom! I like to play games where you have to read a lot and games which get better when you know a  lot about them! So when Bioware completely cut out so many complex system in Inquisition or oversimplified them to death - I was livid!



Sincerely,

your Bioware-Critic

Take care!


Ps.: Dear Bioware,
we like you a lot and we love your stuff! I personally wish you all the best for your future. Please do not take any of what I am writing here as an insult. I wrote this because we as fans care about your releases. Take care and have fun!


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#13
Rawgrim

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I agree with you Bioware-Critic. The Drakensang games are fantastic.

 

If you haven't done it yet, check out Blackguards. Its a turn based rpg that uses the same system and gameworld as Drakensang. I think one of the followers from the Drakensang games is a follower in Blackguards too.


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#14
Farangbaa

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Great post. You can blame all the console gamers and EA's greed for this failure.  Console gamers happily pay $60+ for any pos hack and slash game since they do that all day long, so EA said "We have a ton of PC gamers who will buy this if we lie and say it'll be just like DAO was, and the console gamers will ****** themselves all day if we have some fancy effects and let them hack and slash and get armor upgrades, they don't care about story or choices or anything.  

 

I bet this game was a MMO beta too.  They probably thought let's see how many people get hard on these fetch quests and next game we can ad a monthly fee as well! 

 

And you fell for it. Boy must you feel stupid.



#15
seoinage

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1) You think Bioware takes the time to read these fan reviews? I mean, apart from possibly Total Biscuit, fan reviews have been the only kind of reviews to match up to my experience on the game. Proper review sites act like they have never actually played a good RPG before *Cough*Origins*Cough*.

 

2) And to be honest, it was pretty obvious that Dragon Age: Inquisition was going to win GOTY despite only being average at best. Most triple A games this year have been god awful and Inquisition looks holy in comparison to them.

 

Most indie games this year have been better then the triple A crap. But of course they can't win, after all, we don't want gamers to think that with some actual love and care games can get better then having a 60fps Kevin Spacey on screen.

 

1) No doubt that they don't read them, but it's still fun to write them. "Proper" review sites have always been an utter disappointment. After all, they have a client base to please on top of the major developers. When this client base is gradually composed of morons who like t3h flash1 graf1x and games with more breadth than depth, no wonder they're going to give an A+ to turds like DA:I.

I know people say that there's really no need to blast "casuals" or even to distinguish them from the general gaming population, but if they compose a majority of the market then obviously, big releases are going to be tailored to them. What we're seeing is that with few exceptions, big releases get dumbed down more and more and resources are used to create great graphics while the rest suffers.

In the DA:I case, there is : an average at best hack'n'slash-type combat system; a poor, shallow story; generally diluted mechanics such as the lack of real player input in the narrative, the hard-cap on 8 skills to use so the already shallow combat isn't more confusing and the focus on breadth over depth as a way to create an illusion of depth. These aren't things that the classic Bioware fanbase would generally appreciate, so the direction of the game must have come from another market segment, that I'll call "casual" for the lack of a better term.

Hell, in fact, I could be considered a "casual" because obviously the older I get, the more responsibilities I have, which cuts down on my gaming time. However, what I mean by "casual" is simple : the kind of people who would rather play DA:I than DA:O or BGII. I think it's pretty clear that the third iteration of the series took a leap backwards - it even leapt over DA2.

I'll repeat that I enjoyed DA:I for what it is. However, I would have enjoyed it much more if it hadn't been what it is. The fact that I did complete it doesn't mean that it's a good game.

I don't think "casual" needs to be contrasted with "hardcore" but simply with people like me who've been gaming for a long time and saw the decline in quality of AAA releases - Bioware will never, ever do another Baldur's Gate II. I'm hopeful for Pillars of Eternity, we'll see how that goes.

It's really too bad because with the huge AAA budgets we could get some really amazing games if these resources were spent correctly, with a little love and imagination thrown in.

2) My GOTY candidate would be Divinity : Original Sin. It's pretty much everything that DA:I isn't. True though, most AAA releases were disappointing this year. Civ : Beyond Earth especially hurt my little feelings.

I haven't played many indie releases this year. Any good ones that you can recommend?
 

 

You know that console gamers are pissed off at this too right? Despite what you think, they are not the Darth Vader to EA's Darth Sidious scheme to take away all our money. So stop treating them all like sheep that happily eat up everything in front of them. Oh and before you start calling me a fan boy, this is coming from a primarily PC gamer.

 

On another, less salty note, according to Gamespot (trustworthy I know), DAI did start out as an MMO called Blackfoot;

 

http://www.gamespot....y/1100-6423362/

I'm sure some console gamers are pissed off, and I know your quote wasn't directed at me, but DA:I is in fact a good example of how multi-platform games tend to be worse than what most PC gamers expect. I don't think everyone who owns a console is a sheep that gobbles every EA Sport game or CoD iteration year after year but multi-platform development does sometimes seem a bit toxic to traditional PC games.

The most glaring example is the fact that not just the hotkeys, but the abilities you can use, since you can't cast them from the menu like in D:OS and since there is no way to enlarge the quickslot bar, is limited to 8. One of these will almost always be a focus ability since they are so powerful, so it's really only 7 abilities.

Laidlaw's tweet about it demonstrates a politician-like sidestep of the question : https://twitter.com/...461456775557120

There is already a hard cap on the amount of abilities one character can use : it's called the maximum level. Every RPG ever made with a skillpoint allocation system for abilities has only ever used this one cap, and it's the only one that should exist. DA:I is the only game that I know of with two such caps, one a deliberate interface design decision. Laidlaw's answer is almost comical : if 32 abilities provides a "broad spectrum of tactical options", then more abilities provide an even broader spectrum, and that never is a minus. Obviously, Laidlaw didn't want to admit the obvious : controllers have less buttons than keyboards have keys, and they have no mouse. That being said, I don't know why they couldn't include some kind of quick toggle or radial menu for consoles, especially when there is a tactical screen and a pause button. This seems like an attempt to make the combat faster paced for consoles, as a PC user would just set as many keybinds or slots as he needed and not suffer from any slowdown in pace when fighting because of the control afforded by the mouse, even if not all abilities are hotkeyed.

This makes reaching a high level quite useless because even after spending a lot of points on upgrades, I've found that 7 slots was not enough after some time to slot all the skills I had unlocked. It's another example of how the game seems to work against itself so often.


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#16
Bioware-Critic

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1) "What we're seeing is that with few exceptions, big releases get dumbed down more and more and resources are used to create great graphics while the rest suffers."

2) "In the DA:I case, there is : an average at best hack'n'slash-type combat system; a poor, shallow story; generally diluted mechanics such as the lack of real player input in the narrative, the hard-cap on 8 skills to use so the already shallow combat isn't more confusing and the focus on breadth over depth as a way to create an illusion of depth. These aren't things that the classic Bioware fanbase would generally appreciate, so the direction of the game must have come from another market segment, that I'll call "casual" for the lack of a better term."
...

"It's really too bad because with the huge AAA budgets we could get some really amazing games if these resources were spent correctly, with a little love and imagination thrown in."

3) "My GOTY candidate would be Divinity : Original Sin. It's pretty much everything that DA:I isn't."

 

4) "I'm sure some console gamers are pissed off" ... "I don't think everyone who owns a console is a sheep that gobbles every EA Sport game or CoD iteration year after year but multi-platform development does sometimes seem a bit toxic to traditional PC games."

5) "The most glaring example is the fact that not just the hotkeys, but the abilities you can use, since you can't cast them from the menu like in D:OS and since there is no way to enlarge the quickslot bar, is limited to 8."

 

1) Yup! Dumbing down franchises and VG's is the ultimate wet dream of companies like EA!

   

2) I would say in this state, Inquisition is somewhat below avarage ... They could change a whole lot with very little effort, time and money! But they are sticking to  their concept of dumbing down this bad boy as hard as humanly possible. And we have to swollow it as it is.

Sadly they put all the "AAA budgets" these days in graphics and PR!

 

3) That would be a candidate which truly deserves it! But EA has got deeper pockets I guess!

 

4) I know I am! I play on console but have played on PC for over ten years. And their is no greater nonsense spread around than by PC-enthusiasts who never played on console and don't know the first thing about it. I played DA:O on console and loved it. It is the only reason why I bought Inquisition. And it is also the sole reason why I am pissed of now and why I created a BSN account as well as an metacritic account. I want the complexity back and all the traditionally RPG elements which were very much present in their entirety on my console all those years ago! And when you read my wall-of-text review I have posted here - that should be clear! Also, since I am not as one-sided in my opinion as some individuals I will buy "Pillars of Eternity" for my PC as well and I hope it will kick some ass!

 

5) This installment is one hell of a cross-over freak-show! They tried to jump on every train - as usually expected from the bigger publishers these days. But in addition they dumbed it down so hard that absolutely nothing works anymore.

Inqusition is a mere shell of what the franchise stood for with DA:O! I really am speechless, I have to say ...

EA and Bioware gutted every solid RPG-gameplay-element except the conversations. And even there they deprived us of the highly anticipated annotations which were shown in the game panels before release - which makes no sense!

 

... I really have to stop before I write a second wot here :) ...


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#17
Chaos17

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Nice post OP, too bad that your pictures aren't showing directly in your message.



#18
RPC_RPC

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OP perfectly sums up how I felt about the game, a very well written analysis. I wish someone from Bioware would read it. I think many of latest Bioware games have felt soulless and it might be because they are trying to cater to much wider audience than in the past. 

 

The again the feedback, no matter how constructive it is, probably won't have much impact. In the end Bioware is a company (and notably part of a listed company) and companies set out to make money obviously trying to optimize the state of the final product and resource use in the process. Unfortunately you end up compromising a lot and making suboptimal design decisions (eg. the PC UI).

 

Larian's D:OS is a glaring comparison as it is clear that a lot of love and care has been put into that game.


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#19
mav805

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Wow OP, what a post haha. I think you nailed it pretty well though. There are certain aspects of the game that come down to preference, but the reason I buy a Bioware RPG is for the dialog, quests and story. In the end however, DA:I is a beautiful game, full of potential, but completely falls flat in those crucial areas.

 

Dialog between companions for me was almost entirely nonexistent for the first 100 hours. It wasn't until I went back to "clean up" zones and complete all the tedious and menial collection quests that I actually began hearing banter. 

 

Those terrible, TERRIBLE excuses for quests. Collecting dozens of meaningless objects like I'm playing Tomb Raider, only taking 10 times as long. They add practically nothing to the world, but instead replace almost entirely any legitimate questing that I play a game like this for. There are a few good quests, one or 2 per region, but on the whole this was the most disappointing area of the game, unfortunate because they should have had the most attention. Even what are probably the best collection quests, the Keeps, end up being nothing more than that, with nothing to do with the story or adding anything interesting to the world or characters.

 

I enjoyed the game alright, it isn't terrible, but a far cry from Origins and not really what I'm looking for when I buy an RPG. DA:I barely qualifies under that designation, and I'd probably give it about a 7/10, which is not high enough for me to continue buying Bioware games in the future. 



#20
TheJiveDJ

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Truth be told, in fact, I agree with the majority of your review. Just keep an eye on your overuse of idioms and interjections; these can make things difficult to read and comprehend.



#21
Wolven_Soul

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Great post. You can blame all the console gamers and EA's greed for this failure.  Console gamers happily pay $60+ for any pos hack and slash game since they do that all day long, so EA said "We have a ton of PC gamers who will buy this if we lie and say it'll be just like DAO was, and the console gamers will ****** themselves all day if we have some fancy effects and let them hack and slash and get armor upgrades, they don't care about story or choices or anything.  

 

I bet this game was a MMO beta too.  They probably thought let's see how many people get hard on these fetch quests and next game we can ad a monthly fee as well! 

Rigggghhhhtttt.  Blame it all on console gamers.  Gods I am so sick of hearing crap like this from jerk bag PC players.  Because obviously there are never any bad PC only games.  DA:O was a great game on consoles as well as a great game on PC.


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#22
Wolven_Soul

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You know that console gamers are pissed off at this too right? Despite what you think, they are not the Darth Vader to EA's Darth Sidious scheme to take away all our money. So stop treating them all like sheep that happily eat up everything in front of them. Oh and before you start calling me a fan boy, this is coming from a primarily PC gamer.

 

On another, less salty note, according to Gamespot (trustworthy I know), DAI did start out as an MMO called Blackfoot;

 

http://www.gamespot....y/1100-6423362/

THANK YOU!!!  Finally a PC gamer that isn't an absolutely elitist jerk bag.  Yes, console players are just as pissed at this game as PC players.  I am a console player and the OP hit on all of my major gripes about this game.  


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#23
Wolven_Soul

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That being said, I don't know why they couldn't include some kind of quick toggle or radial menu for consoles, especially when there is a tactical screen and a pause button. This seems like an attempt to make the combat faster paced for consoles, as a PC user would just set as many keybinds or slots as he needed and not suffer from any slowdown in pace when fighting because of the control afforded by the mouse, even if not all abilities are hotkeyed.

 

In Origins and DA2 they did have a radial menu on consoles where you could go in and use all the spells and abilities not in your quick use spots.  I used them all the time, and I loved it, especially with mages.  In those two games, on consoles, we only had six ability slots, but we never felt like we were being restricted like we do in Inquisition.


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#24
Wolven_Soul

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Dangit I accidentally double posted my last post.  Sorry about that, there doesn't seem to be a delete post option.



#25
seoinage

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Truth be told, in fact, I agree with the majority of your review. Just keep an eye on your overuse of idioms and interjections; these can make things difficult to read and comprehend.

Honestly, truth be told, in fact, I thank you for the feedback. English isn't my first language. It's French, if you're wondering and this is how we are taught to write in French (they're called mots charnières). It supposedly helps the reader to follow the logic behind the arguments by making the text more structured.

The French have a huge hard-on when it comes to structure (and formality, hierarchy, diplomas, authority, etc), so I can understand how it might not translate so well to English.

I'll keep that in mind for the future, thank you :)


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