Hi, I have just finished dragon age inquisition after 100+ hours of gameplay with my main party being me (female Quanari), Iron Bull (romanced), Blackwall (initially attempted to romance then scraped him because he was being all no I'm a bad person in my room) and Sera (flirted with her at every opportunity because it was funny but did not pursue). Although I enjoyed myself throughly, I cannot admit that it had fully lived up to my expectation. I will explain why after I provide a background to my reasoning.
Note : Anything I don't touch on eg. sound indicates I didn't have much of an issue with (either it was on point or excellent).
Here goes :
My initial thoughts before playing this game would be that Bioware would take the best elements in DA:O and DA2 and mash it up into one game.
Elements I enjoyed in DA:O - Story, Depth of Companion quests and general immersion into the world (I felt like my choices had an impact on the world eg. who I chose to become paragon, if i chose to have elves or werewolves in my army)
Elements I enjoyed in DA2 - Fluidity of combat ESPECIALLY the mage staff attack, dialogue emotion choices, companion quests/stories
Notes on DA2: Although there was some immersion into the world, the world was limited to pretty much Kirkwall so it made me feel like my choices had little impact to the world. Many Dragon Age fans will agree that DA2 was unsatisfying as a dragon age game however after playing DAI, I realised how DA2 pretty much sets the backdrop for DAI. (enough about DA2)
I played DAI on pc and I hooked up my PS4 controller to the pc. Hence I did not suffer from the poor UI of Keyboard/Mouse as I have seen other PC players indicate on their reviews on metacritic and such. For XBONE/PS4/controller + pc people especially, I love how Bioware has given us 2 new slots of spells/abiltiies (R1 for PS4 controller - I will use PS4 controller names as I am much more familiar with it). I exploited this by assigning my spirt blade (Knight-Enchanter skill) to R1, which made it interesting to have my staff attack on R2 and when enemies get upclose, I can melee them with R1. HOWEVER, this is more of a quality of life issue I'd just like to touch on; I am puzzled as to why clicking down left stick is search but there is nothing for clicking down right stick? Honestly, I believe clicking down right stick should be my focus abilitiy so that I have a full 8 slots for other spells/abilities.
Although graphics (1080p 60fps etc.) is NOT that important to me relative to the story/immersion of the game; I will comment on the visuals I have experienced as credit to Bioware is due on this. I have a MSI GTX 680 Lightning which I overclocked to half the maximum stable amount, and I am still able to see roughly 56 - 60fps (if this matters to you) and the level of detail in the world is, what I can only describe as stunning. I am talking about spell detail, character models, skyhold and pretty much the lush world around me (trees etc.). Thus I did not use my mount very often as I was often lost looking at the world around me, trying to explore every corner of the map.
Specific Gameplay Elements I wish to Review :
- The introduction of barrier/armor mechanics made combat feel like it had more depth. I no longer have to stock up on 2 stacks of 99 health pots like in DA:O. That being said, it also introduces new party roles such as barrier breakers and guard breakers. However, it appears that mainly bosses (mini ones included), really needed a party member who could smash guard/barriers. This meant that it was not CRITICAL to have these new roles in your party when you were adventuring.
How I think Bioware could improve on this: Non-basic melee enemies in mobs (eg. Red Templar Knight) should begin the fight with SOME guard and mage enemies in mobs (eg. Venatori Spellbinder) should be able to cast a single-target version of barrier. This allows the possibility of enemy mages with higher rank to cast an aoe version of barrier. This increases the diversity among enemies, stresses for a well planned out party and at times it may increase the need for methodical targetting of enemies.
-Although Bioware had promised a smarter AI, at times the AI frustrated me and I had to go into the tactical camera and micromanage him/her. Notable screwups the AI has includes charging bull, casting barrier over the lowest hp member, repeated unnecessary casting of leaping shot. The list goes on. Not only that but because without alterations, each character only has 100 mana/stamina, thus random casting by AI may impede the potential effectiveness of a party. However, I believe much of the frustration may have been prevented if we had the option of using tactics like we did in DA:O.
How I think Bioware could improve on this: Bringing back the option of enabling "advanced tactics" for AI. Basically it allows for people like me to use the tactics settings like in DA:O, however people who don't want this will still have access to the "basic tactics" which is what we have now in DAI (using pot if below 30% hp etc.). If implemented with more improved guard/barrier mechanics, then this opens up more possible tactics to be set eg. Iron Bull will prioritize a target with guard when he attacks.
-After touching on mana/stamina, I feel the need to comment on the restrictive system. Although I'm indifferent to the new attribute system, the mana/stamina being capped at 100(unadjusted) is ridiculous ESPECIALLY for mages. However, I do give credit to the mana/stamina regeneration element they have included but I believe this could be still be improved. Because of the cap/regeneration mechanic, fighting mobs generally went like this : cast about two spells then hold down right trigger to attack, wait for mana to regenerate, then cast another spell, rinse and repeat.
How I think Bioware could improve on this: Comparing across classes, warriors should gain a minor amount of stamina on attack and rogues should gain a moderate amount of stamina on attack. Warriors should also gain a minor amount of stamina when getting attacked as the warrior role is suited to take damage. Mages should gain a flat passive amount of regeneration as well as being able to get passives to increase regeneration in some way (like how it is now in DAI). Mana/stamina pools should be scaled with level as a more powerful mage should be able to cast more spells and a stronger warrior/rogue should have more endurance. From base 100, Warriors should gain a moderate amount of stamina per level. Regeneration on attack for 2h weapons should be greater than 1h weapons and a very small amount of stamina should be gained when taking damage. Rogues should gain a minor amount of stamina per level. Regeneration on attack for dual-wield should be greater than with bow and arrow. Of course, the hit rate for dual-wield is greater than with bow and arrow however ranged dps from rogue is safer than melee dps which should justify the difference in renegeration. Mages should major amount of stamina per level. Minor regeneration occurs naturally (none on attack), however passive abilities in the mage tree should be able to offer regeneration. I refrain from using specific numbers, as I am only vouching for the idea and it is up to Bioware devs to resolve balance issues associated with specific numbers. This gives rise to more varied status/detonator type abiltiies as well as more interesting mana/stamina usage abiltiies eg. cost 50 mana then with upgrade, costs 50 + 10% of maxiumum mana/stamina to do X damage/Y effect related to the amount of mana/stamina used.
-Skyhold at first gave me the impression I've got this old abandoned fortress and later in the game, it should be sparkling as my Inquisition has grown. This was not the case. I remember dragon age devs said that we would be able to customize skyhold and our keeps however people have mentioned that a lot of the customization went out the window due to time constraints. Honestly, I would vouch for the game to be delayed 6 months if necessary to implement such customizations as it personalizes the inquisition I have created thus increasing the overall immersion into the world.
How I think Bioware could improve on this: Possible release of DLC/expansion/next installment of dragon age to INCLUDE customizations to fortresses. However I strongly believe it should not be limited to structures. Throughout the whole game, I was disappointed I was not able to have any control over what the bulk of my inquisition soliders looked like. If possible, it would be fantastic to make my army more mage orientated for instance. This would mean that I should see more battle mages in my army during the game rather than warriors. Then I could prehaps complete requistions for my army so that my mages aesthetically look more powerful/geared up.
-The war table was VERY mundane. The overall formula for them was pick one of 3 advisors, wait X amount of time, get Y reward. Although I did read what was happening, I felt many of the missions completed had no real impact on the world (besides the end where how the inquisition is feared).There should be more war table missions that are within an operation chain and that actually have an impact on the main missions/places I visist. eg. In the wedding chain, If I united the two houses I should have more allies and thus more soldiers/resources in my main story missions.
How I think Bioware could improve on this: More and lengthier operation chains that give me a story depending on which advisor I choose. The consequences/benefits of my actions should have an immediate effect on the world. Of course, some one off missions eg. oversee peace talks between Orlais and Ferelden should definitely still exist to add variation.
-Capturing of keeps and conquering new areas is an interesting new addition to the dragon age games. However, when I am capturing a keep, it goes without saying that I should be facing heavier resistance and that I should have my inquisition soldiers backing me up. When I am conquering a new area eg. Liberating Emprise du Lion, I should be present at the battle so that I can get a foothold in the region. In DA:O, there was more soliders/enemies fighting each other in both the game and cinematics which raises the question of why was this not seen in a "nextgen" game. When Haven was attacked by Corypheus, I felt that I had a small little army, and Cory brought a large army to destroy the inquisition, especially when you look out to the distant mountains and you see soldiers marching down the mountain with torches. When I attacked Cory at the arbor wilds, my main force is supposedly there (this is what Cullen implies as he claims they are withdrawing from there before the final mission) and much of Cory's army should have been present before I entered the Temple of Mythal. When venturing through the arbor wilds, I saw the smallest of battles except when I got to either Cullen or Leliana. Both sides should of had a greater number of soldiers and the battle at arbor wilds (turning point pretty much), should not have felt so easy. The actual story mission should have made me feel like it was more of a struggle rather than a walk in the park.
How I think Bioware could improve on this: Bigger battles between armies. I want to see my inquisition forces, it makes me feel I am leading all these people into battle (not told that I am through dialogues) and more interesting fights. This also opens up the possiblity of using my war advisors, when im capturing keeps. Capturing keeps should be a seperate minigame where I am able to choose how I want to assault the enemies keep. For example, Forces - I get a lot of my soldiers and they charge with me through the main gates. Secrets - Scouts/spies find alternate entry points for me/ assassinate easy targets so when I enter i'll have less mages/rogues to fight. Connections - My allies in the area come and aid me and their strength depend on my influence etc. They should have siege weaponary to soften up the soliders inside the keep and some of their soliders should charge in with me. This opens up more depth of gaemplay when taking a keep and the possiblities of consequences associated with a selected advisor. Eg. I try to call upon allies in the area and one of them in secretly in league with the venatori so I have to fight more people and my inquisition takes heavier losses. This same type of mini-game with possible variations should be implemented when I travel to a new area. I should have to push with a set number of AI soliders all the way to an enemy encampment and that should become my first little base with the tents in that area. In addition, much like how the final fight in DAO occured where I had (simplified down) X number of soliders, Y number of archers and Z number of mages to reinforce me. THIS should definitely be implemented when I am trying to capture an enemy stronghold/gain foothold in an enemy region. If both these minigames are implemented, more customization to skyhold can be made possible as I am fighting a war with Cory and it will most definitely make me feel like I am LEADING an inquisition (show me this Bioware devs, don't just have inner circle tell me how great of a leader I am). Injured soliders/casualities/constription or volunteering can definitely affect the strength of my inquisition and the difficulty of capturing areas/keeps.
-Like many other players, I felt that many of the side quests were boring and to an extent unrelated to the game. Often I found myself running to some place to do X objective then going back to the guy who gave me the quest and getting Y reward. Then that quest is forgotten about and chucked into my completed quests pile. Like previous games, side quests were of varied length but the good ones were within a side quest chain so that it felt like another story integrated into the world. Moreover, the world should have changed after a completion of a specific side quest eg. If I was sent to kill some Red Templar's who have kidnapped people, then after they're killed, I should see less of a Red Templar influence in the region as they should have less soliders/power. Side quests I enjoyed include such as defeating the Freemen of the Dales and destroying the Red Templar main base. This is because they were related to the world, spanned over more than 1 side quest thus making it another little side story/adventure.
How I think Bioware could improve on this: Adding side quests that actually change the game world in some way, even if its minor. Make quests more interesting through the requirement of inter region travelling to complete and/or having more objectives/dialogue/cinematics within the quest and/or side quests given by Hawke, the Warden or previous party members of the other games. More side quests placed in a chain or having a longer single side quest overall could also improve the detail of side quests.
-Most of the companion quests in DAI lacked any real insight to the characters personalities. They were all quite shallow and there were only a few for each companion. In previous games, undertaking the companion quest really helped me understand who this character was and when coupled with dialogue, it makes my companion more real. This made me feel somewhat detached to my inner circle and I had honestly hoped for more interesting companion quests throughout the game. I do however like how the character cards changed when completing certain quests. It was also interesting to see that it was possible to harden or soften certain characters.
How I think Bioware could improve on this: Instead of having so many monotone side quests, more extensive companion quests should be implemented so that we get a better understanding of that specific character's story and their views upon the world. An addition to companion quests only involving themselves, I feel that all the dragon age games have lacked an inter party member element. Your party members really only interact through random party banter and talk to you but I feel like it would be excellent if your party members actually showed they interact through cinematics and visiting each others location in skyhold to talk. Furthermore being able undertake companion quests concerning more than one party member makes your band of companions feel more alive.
-The story overall I felt was more smoke and mirrors but no solid depth. To put this in perspective, lets break down and analyse the major points of the story.
Major Story Point 1: The inquisition was founded in the middle of a mage-templar war. Initially at Haven, it felt that there was only a small band of soliders gathered by Cassandra and co. and then I get tasked with gathering companions and trying to stop the breach. My companions should have been LESS willing to immediately give up their lives for our cause. It should have taken a little bit of dialogue, proving myself etc. to recruit my companions and gain their respect. The mage-templar "war" was hyped up due to DA2 but in DAI it was just a minor backdrop. I felt cheated that there was only MINOR battles between a few mages/templars in the Hinterlands and the war stopped in just one or two missions of me being the inquisitor.
Major Story Point 2: Cory suddenly rocks up with a seemingly HUGE force and absolutely crushes my tiny inquisition at Haven. In the aftermath, I felt that my casualities should have sky rocketed, morale should be at an all time low and the inquisition should have had a struggle to find a new base of operations. This was not the case as it seemed that I just got my ass served by Cory, only to miraculously have Solas tell me Skyhold is just right over there.
Major Story Point 3: After the inquisition is offical, gathering allies and convincing people of our cause seemed easy as pie and suddenly we are shutting down Cory's plans. I throughly enjoyed the Grey Warden fiasco as I felt that Bioware puts a unique link between DAO and DAI. It also reintroduces Hawke, making a small connection between DA2 and DAI as well.The seemingly "heroes" we know from DAO have no become our enemies in DAI making the Grey Wardens more controversial. I very much enjoyed venturing through the fade and finding out the truth about what happened conclave after the events of Adamant fortress. Although Wicked Eyes and Wicked Hearts (mission where we play The Game) was unique to the series, it definitely adds immersion to the game. I congratulate Bioware for implementing such a mission because I felt the drama, suspense and confusion that would brewed in a party where the highest echelons of Orlaisian society gathered. As I conscripted the mages in my playthrough, I had to face the Red Templars and the Freemen of the Dales. I felt that the Freemen of the Dales were a joke because I plowed through what little soldiers they had and no Red Templars/other reinforcements attempted to counterattacking/impede me. The Red Templar stronghold was even more of a joke. Samson blew half the thing up and "knew I was coming", however only left a miniture force to deal with me with NO traps, reinforcements or suprises.
Major Story Point 4: Cory is now panicking because I've foiled much of his plans and he supposedly takes his many of his remaining forces to the Arbor wilds as indicate by my advisors. With all the spectacular cinematics of my Josephine telling my allies to mobilize troops, Leliana's best scouts heading there and Cullen leading a huge bulk of my apparently huge inquisition army down there, I only got to see a small tip of the "apparent final showdown between armies". Before battling Samson, in my mind I kept wondering where the hell are the Venatori, demons and surviving grey wardens under Cory's control? About 95% of Cory's little defense between me and the temple entrance were a couple small mobs of Red Templars and a few Grey Wardens at the first blockade. With ease I manage to plow my way through Samson, do the rituals and drink the Well of Sorrows. (Me > Morrigan) Then Cory conveniently rocks up just as I finish drinking and I run into the Eluvian. I didn't even get to travel around in that other world and suddenly im all safe back in skyhold.
Fighting Corypheus and a general review of Corypheus as the villian: I believe Bioware devs should really try to put themselves in the shoes of the enemy to see how such an enemy with a specific personality would act. Cory with his "godhood" stuff is not only powerful, but he is cunning and manipulative. But at times, I want to question Cory's and his inner circle's intelligence. He never attempts to attack me after destroying haven or attack skyhold either. Its like all of a sudden he's given up on trying to obtain the anchor and allowing my time to rebuild. During the final battle against him, I am still not sure where the Venatori are and wondering why Cory wants to solo me when he can easily gather darkspawn as well. On the note of darkspawn, it amazes me how Cory was somehow not smart enough to get his Venatori/Red Templars to break upon an entrance to the deep roads so that Cory can get a darkspawn army as well. Cory is one of the first darkspawn and he doesnt even call his boys to play. Don't tell me he isnt an old god so he can't control them, he is able to control Grey wardens and make them hear the call. Anyway, Cory was a hyped up joke of a boss. I wrecked him and then his dragon came to fight me. I'm not sure where my dragon pissed off to but I slew that red lyrium dragon easier than any of the other dragons I've killed. In the second fight, it took no time for me to bring Cory to 0 hp and my inquisitor to banish him to the fade. It felt so unsatisfying killing Cory as I would have liked atleast a proper showdown and killing him in a spectacular fashion. Instead he starts talking about Dumat and channeling his power into the orb. I wouldve atleast liked to see him do something strong with the orb and then me having to use the anchor to counter him, defeat whatever power he used with the orb, relieve him of the orb then destory him. I felt more of a badass sealing fade rifts (due to the sound getting loud until a boom and animation).
How I think Bioware could have improved on the story:
1. Before ending the mage/templar war, I should have had to resolve/participate in some major battles between the two factions. When thinking about the scale of the war, almost every circle rebelled so I expected thick fighting and then when both sides have taken substanial casualities, Cory's initial plots shouldve kicked in (Alexius controlling the mages, not sure what happens on the templar side). This should be almost middle way through the game where I encounter a larger force working behind the scenes.
2. When recruiting my allies, I should need to do some form of in depth convincing, may it be a quest, dialogue etc. and my performance/choices should reflect on my intial approval of my allies and whether or not they even want to join the inquisition.
3. There should have been more opposition of the inquisition before the breach was closed as we were simply no bodies on Orlaisian soil. Haven should have been harrassed a little by mercenaries, bandits, Chantry, Orlaisians etc.
4. Cory wrecking my joint at Haven is meant to be the biggest setback for the inquisition. There should have been a struggle to find and reach skyhold with the remaining inquisition and Cory's forces should have been harassing me at every turn, looking for me etc.
5. The Freemen of the Dales/ Red Templars should have proven to be a challenge. They shouldve set traps for me, had reinforcements ready, sent assassins after me and try to attack skyhold when they knew I was openly against Cory. I was disappointed skyhold was never under siege as I hoped that the turning point for the war against Cory (forcing him to go to Arbor wilds) is because I wreck his armies when he tries to destory skyhold.
6. Cory's forces in some of the main campaigns (after first hearing about the Venatori) should have included Venatori and Darkspawn. Not only that but the Venatori should have been assisted by some demons (they're tevinter, they love demons).
7. A battle with Cory AND his dragon with my party and dragon/morrigan should have occured. The dragons shouldnt have randomly been fighting in the background and even if they were for cinematic/visual purposes at some stage in the final battles, the dragons should have bene fighting on the ground with my party and Cory.
Further explanations :
In the RPG genre, I will not deny that the Dragon Age series ranks number one for me as it has the important elements I seek in an RPG especially immersion into the world. I can't say all DA fans stress immersion into the world as much as me but RPG = ROLE PLAYING GAME. The role is basically the inquisitor so when I'm playing the game, I want to feel like I am the inquisitor thus it is necessary for the world to react to how I've chosen to play the game. DAO is a prime example and baseline of deep immersion into an RPG. So when comparing the level of immersion of DAI to DAO, I feel its relatively shallow. DAO makes me want to dive into this living and luscious world whereas DAI visually and verbally tempts me into this world but fails to fully live up to the promise. Thedas is supposedly undergoing major changes because of me (the inquisitor) but it lacks the illusion of MY actions/choices impacting the game. Rather it's X event happened because you completed Y event in the game but choosing A or B decision in Y event won't effect X event or any events after. Even though the choice between mages or templars to help close the breach did have somewhat of an impact in the game (you either fought rebel mages cause of the venatori or red templars cause of samson), I believe the consequence of who I fight was very poorly executed. Let's discuss why. I help the mages so they're no longer being used by the venatori and later on this cult who are secretly recruited over 100 years etc. have suddenly decided to abandon the elder one and go home to Tevinter under Calpernia's orders. On the flip side, If I had sided with the templars, Samson is off having a party in kirkwall, Cory doesn't want to use this powerful red lyrium and suddenly the Venatori are a huge force to be reckoned with. A better consequence with having sided with mages/templars is there difference in what makes up the bulk of Cory's army and how they further their agenda. If I sided with the mages, then there are still Venatori present, just that they dont have a legion of mages at their disposal. If i sided with the templars, then Samson won't have as many templars to convert into red lyrium monsters hence there are greater numbers of venatori in Cory's army. Moreover, If i had to liberate Emprise Du Lion, I wouldn't have to fight as many red templars and maybe venatori reinforcements arrive.
Most the events have little impact on each other and your "choices" seem to only change how morrigan narrates the story in the end. For instance, choosing Stroud/Loghain/Alistair or Hawke, should be a crucial decision but it really had very minor impact on the world. Most of the choices I had to make are simply who joins the inquisition, who lives/dies and choose one of 3/4 things to do to the people I'm judging. None of these choices had any solid impact on the game world, for instance, I wouldn't have fought Cory differently, I wouldn't have different kinds of allies or I wouldn't have taken hugely different paths to the objective. The lack of variation in the choices and lack of consequence resulting from my choices, destroys the illusion that my choices are meaningful in game world and thus is counter-intuitive to an RPG game.
In contrast, when playing DAO, this was not the case. I was able to choose who would make up my army, which of my party memebers went with me to fight the archdemon and who stayed back to defend,the Royalty of Ferelden, whether to defile the ashes or not, whether to save Redcliffe village or not, the list goes on. Each of the choices I made was rather unique and could feel the world change as a consequence of my choice. Eg. My army to fight the darkspawn mobs consist of the allies I chose or If I dont choose to defile the ashes, then I have to fight the cult. Thus the formula kind goes like this, I did X event, Y event will occur in this way because of Z consequence from X event. On a side note, DAI's ending DEFINITELY raises more questions then it answers, so I'm hyped to see what Bioware throws us next.
Final Notes :
This game is spectacular in its own way and I would definitely play it again. I hope Bioware devs do take a quick read of my suggested ideas for future enrichment of games.
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Please feel free to drop your opinions of the game and/or my suggestions in this topic.





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