I posted this elsewhere but I think it fits this forum as well. Crestwood spoilers below.
I have two main criticisms of this game. One involves the Companion AI. The other is the main side quest in the optional zones.
Personally I don't mind the checklist-style fetch quests. They are needed for a world of this size and expecting the entire world to be filled with side quests that contain dialogue, cutscenes, branching choices, etc is a bit unrealistic.
However, I think more effort should have been put into the side quests that do attempt at story. Every zone has a sort of "main side quest" detailed by Scout Harding when you enter. Some of these are done well, like Crestwood and the Emprise. But sometimes there's just nothing to the quest. It's boring, has no twists, very little input from the player. An example here is the Tevinter merchant or whatever in the Western Approach. Or the Blades of Hesserian, which is notable in offering you two paths to success, but does very little to make the Blades themselves interesting. You hear about them, equip the Crest, and go fight the leader, and then it's over. It's not very engaging. Obviously interest in such things will vary with the player, but I think the difference between this and the Crestwood quest is stark.
For Crestwood, you begin with a clear goal: close the giant rift causing infinite undead to spawn. Oh by the way, where are the undead spawning from? Old Crestwood which darkspawn flooded by messing with the flood gate controls. Wait, your character asks, darkspawn did that? The mayor of Crestwood fumbles a response. Hmmm. All right, first we need to take over this Keep since the gate controls are past that. Cue exciting Keep capture. Cool, now we move to the bridge over which is the cont- OH SNAP that's a dragon. He's flying south, though. Noted for the future. We go into the tavern and find two love birds hiding from their parents. Aww. So we open the gate. Go back outside and now Old Crestwood is bare. Pick up a few story-related quests (the Spirit of Command being notably interesting here) and go into a long dungeon to solve the rift problem. We do so, and come back out to a Crestwood that looks totes different because of closing the Rift. Go back to Crestwood and the mayor has fled with a confession. You go to your War Table, find him with a mission, bring him back and do a judgment. Then go kill that dragon you saw.
This quest is almost perfect in design. It takes you to 3-4 places within the zone, allowing you to do the other fetch quest stuff along the way. It's an interesting story with twists and turns, and it integrates four of Inquisition's game mechanics into it: the War Table, Keep capturing, Agents (one is in Crestwood), and Judgments. Unfortunately other zones suffer from a lack of attention to this degree. I think all that was needed was a quest of this caliber per zone, which I don't think is an unreasonable request.
The rest of the game barring some combat quibbles is top-notch.
What do you think?





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