There's something wrong with rooting in place, moving one's arms around awkwardly, and having conversations to the soothing background noise of an oddly screechy night-time forest?
Actually, I found returning to camp and conversing with the characters in DA:O to be something that I really liked about the game. I thought it was an important coda to each mission, and I was religious about making sure I exhausted all the new dialogue options with the characters whenever we finished an area.
So far, with DA:I, returning to talk with characters after completing story missions hasn't really produced much in the way of new or compelling dialogue. The interactions with them at camp are pretty stiff and... uninteresting. A bit of a chore to get through, especially when it's obvious that my choices have no more impact than to cosmetically modify a few of the words at the beginning of the next line of dialogue.
By contrast the scripted party banter is hilarious (at least, with certain combinations) and on par, in some cases even better, than the party banter in DA:O.
I don't really care about the quality of the animation in cut scenes. Which is to say, it could certainly be better, and that might be impressive, but it's not what I play the games for. If it was, the awkward animations in DA:O would have bothered me, and they didn't. I play the games for the dialogue and the characters. DA:I is a distinct improvement over DA 2 in that regard, but I would have preferred less resources and energy on the cutscenes, and more resources and energy on dialogue. I can forgive technical failings when great storytelling is happening.
That having been said, DA:I is quite pretty, and I am certainly enjoying it. I won't put it in the same category as DA:O, but I'm happy with it, so far (I'm certainly glad that I waited for the price to come down before buying it, but it has a lot of technical issues, so I guess I wish I'd waited for another patch to come out.)





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