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Absolutely abysmal experience.


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#76
ThePasserby

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I was wary of this game, so I waited until there was a discount. I eventually bought it at a 33% discount at Origin. And even so, I feel that it's not worth the amount I paid for it. 

 

I completed my first playthrough about a week ago and haven't felt the urge to go for another bland gaming experience.

 

The main story is too short - the rest of the game-time is padded by meaningless, unsatisfactory side quests that start from a one-liner and ends on another one-liner.

 

Severe lack of options in skill selection. When it came time for my mage to undertake a quest for a specialisation, I was sent on yet another round of running around collecting stuff.

 

Big open areas that contain few interesting activities beyond planting flags, plucking plants, digging ores, and all sorts of busy-work that Bioware thinks we should enjoy.

 

Even the short main story's quality is nothing to crow about either. The villain in the story is just another two-dimensional power-hungry megalomaniac. I was able to identify and sympathise with Loghain in Origins and I found it hard to execute him even after besting him in the end. Loghain was deeply flawed, but you can always see his humanity. The writing of DA:I's villain, however, is not of Origins' calibre.

 

And the rushed ending. Yeah, don't we love these? 


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#77
Frenrihr

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It's a bit tough saying something nice about the game on this thread, so I won't make a long post.

 

I'm sad for the OP that the game didn't work out for them.

It's certainly the game I most enjoyed the most in 2014, I've completed 3 play throughs, and I am really enjoying the multiplayer.

 

I've certainly put in hundreds of hours into it, though the Xbox counts time when you are not actually playing so I can't be sure of how many hundreds.

 

As DAI is BioWare's most critically acclaimed game this presents somewhat of a dilemma because despite the paid reviews, it's not as excellent as it could have been and this why I think that is:

 

I think the move to Frostbite 3 was more challenging than anticipated and some of the features of DAO and DA2 have not been able to have been recreated in the new engine, which after all was built for shooter games. 

 

The people most in a position to notice where the game was rough around the edges were actually the series enthusiasts, not the game critics.

 

Where it has hurt most is in the loss of even small cinematics surrounding some quests. Even a small quest can be memorable if there is a strong pay-off at the end of it. 

 

Overall though, I'd put DAI on par with DAO, both are great games.

I enjoyed DA2, but that had some repeating content issues as we know, but it was still good.

 

To stay positive, I think DAI sets a good start on a new engine, for the future, if the game engine can be finessed, improved, and some of the features that people have commented on that have been lost from previous games, some more Tactics options particularly, then with the right writing DA4 will be outstanding.

 

-Fixed

-A single LOL cant reflect the feelings so: lolololololololololoLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL

-Yeah... its not like doing tons of fetch quest that give you power gets repetitive at all.  :rolleyes:



#78
Elhanan

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@ Kallipolis

* Potions now have more worth and impact. Instead of spamming healing elixirs like before or like Skyrim, one now has to consider when to return to a camp for a re-supply. Immersion is even improved knowing that only a limited number of potions can be accessed at a time, instead of the scores and hundreds seen in prior games.

* The Qunari Inquisitor is a mercenary; not an unknown like Sten or the silent, brooding Arishock. They are from a group known by reputation. And as one that played as a Dwarf, I can assure you that there are plenty of racial references, both positive and negative in their story.

* Varric is on hand because of what occurred following Kirkwall and the events of DA2; Solas because of his own agenda as unveiled in the course of the game itself. The others approach, or can be approached by the Inquisition for varied reasons, but can be dismissed if desired. Personally, I accept their aid, but only take those on excursions that please me. And Sten was in a cage; Zevran in a couple of cut-scenes. At least we see the Iron Bull in action with his men before one enlists them.

* The sidequests are subjective, as far as worth is concerened. I appreciate the ones that fit the character, and skip the ones that do not. I still have yet to see what happens if one restores someone's Grandfather spirit in the Hinterlands, as this one seems to be for a bit more brash character than my previous choices. The only trivial quest that bothers me is for bottles, and that is because it is seen as impractical. And while placing flowers on a grave may not be an ordeal, the people that receive the aid speak well of the Inquisition and word of mouth aids the overall work. What is seen by some as busy work, I often see as the grass roots version of Twitter. And many of these minor quests can be filled simply as a side effect of exploration; another reason to be out there. Sorry, but I cannot complain of having too much content, especially when it is up to me what to select.
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#79
SofaJockey

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-Fixed

-A single LOL cant reflect the feelings so: lolololololololololoLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL

-Yeah... its not like doing tons of fetch quest that give you power gets repetitive at all.  :rolleyes:

 

Politely Frenrihr,

 

we're sharing our opinions here.

I haven't disrespected other peoples' opinions,

so don't go editing mine.

 

And you can take your conspiracy theories and stick them somewhere  :)


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#80
Kallipolis

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@Elhanan

 

 

Potions now have more worth and impact. Instead of spamming healing elixirs like before or like Skyrim, one now has to consider when to return to a camp for a re-supply. Immersion is even improved knowing that only a limited number of potions can be accessed at a time, instead of the scores and hundreds seen in prior games.

I can understand that was the intent of the game's developers.  But it didn't turn out that way for me.  The new system of combat meant that there was no gradation in the difficulty of enemies -- we either had hordes of faceless goons who did no damage, and served only to waste more time; or we had enemies that could take off health like you'd peel a banana, so whenever I ran across a challenging opponent, my whole party inevitably ended up battered.  If I was in an area where I ran into multiple groups of challenging opponents, I'd use up all my potions in two battles (eight health potions divided among four characters).  So rather than battering my way through a challenging area and feeling like a hero, like in the Deep Roads in DAO, I ended up having to stop my epic quest every ten minutes to go get a new box of Band-Aids from camp.  I really don't understand how that's "immersive".

 

 

The Qunari Inquisitor is a mercenary; not an unknown like Sten or the silent, brooding Arishock. They are from a group known by reputation. And as one that played as a Dwarf, I can assure you that there are plenty of racial references, both positive and negative in their story.

That's all well and good, but it doesn't seem germane to my criticism.  It matters very little that my Inquisitor was the member of a mercenary group.  She was seen by the people as both a Qunari and a mage.  Those two factors are, respectively, heretical and "satanic" to faithful Andrasteans.  If most of my Inquisition is made up of people who came from the Chantry, why would they be so willing to abandon ingrained dogmas to follow a Qunari mage that they've known for less than a week?

As for your second point, I can't really speak to that.  Maybe as a dwarf, you have some kind of radically divergent story that emphasizes your distinction from a human-dominated organization.  But I didn't notice anything like that in my Qunari playthrough.

 

 

Varric is on hand because of what occurred following Kirkwall and the events of DA2; Solas because of his own agenda as unveiled in the course of the game itself. The others approach, or can be approached by the Inquisition for varied reasons, but can be dismissed if desired. Personally, I accept their aid, but only take those on excursions that please me. And Sten was in a cage; Zevran in a couple of cut-scenes. At least we see the Iron Bull in action with his men before one enlists them.

Again, that wasn't my point.  It's fine that Varric and Solas, Blackwall, Iron Bull, and everyone else was in the game.  I mean, I liked ME2 for giving us such a diverse lineup of companions.  My point was that with the exception of Cassandra, I didn't care about any of DAI's companions.  Not even Varric.  I was honestly surprised by that, and it took some time to realize that I didn't care about them because I didn't know who any of these people were.  In DAI, companions just seem to come out of the ether, and join the party for completely inorganic reasons.  I know with Blackwall and Iron Bull, their introduction was little more than Leliana telling you where they were and to go get them.  They might have had the best stories in the world, but I didn't care because their introduction failed to catch my interest at all.

I don't think invoking Sten and Zevran helps your case. With Zevran, when we first see him in the Denerim cutscene, he's a cold assassin sent to kill us.  He traps us in a clearing and tries with methodical precision to assassinate us.  We fully expect him to be a callous, unlikeable person.  So when Zevran starts cracking jokes and flirting, shrugging at the idea of giving up his employer's secrets, we're intrigued -- we want to know more about this strange elf, and that opens the door to his exceptional characterization.  It's similar with Sten:  When we arrive in Lothering, we hear whispers and rumors about the monstrous Qunari that murdered a whole family; a wild beast of a man barely tamed by his imprisonment.  When we finally meet Sten, he's sitting and meditating calmly.  He responds to us with an almost aristocratic condescension and seems more disturbed by his murder than his impending death.  That apparent contradiction between what we've heard and what we see opens the door of our curiosity, and ultimately Sten's storyline.

 

 

The sidequests are subjective, as far as worth is concerened. I appreciate the ones that fit the character, and skip the ones that do not. I still have yet to see what happens if one restores someone's Grandfather spirit in the Hinterlands, as this one seems to be for a bit more brash character than my previous choices. The only trivial quest that bothers me is for bottles, and that is because it is seen as impractical. And while placing flowers on a grave may not be an ordeal, the people that receive the aid speak well of the Inquisition and word of mouth aids the overall work. What is seen by some as busy work, I often see as the grass roots version of Twitter. And many of these minor quests can be filled simply as a side effect of exploration; another reason to be out there. Sorry, but I cannot complain of having too much content, especially when it is up to me what to select.

That's fine.  You liked the side quests.  I didn't.  But whether you liked them or not, you have to realize that when half the player base finds the quests tedious, there's a serious problem in design.  It feels like they intentionally left out the people who get bored by the MMO grind style of questing.  And while I'm not a video game designer, it's pretty obvious that simple changes, could have kept the quests you like, and appealed to gamers like me at the same time.  Side quests could have had legitimate decision-making attached to them.  Side quests could have been tied together to create small side narratives for the Inquisitor to explore. Side quests could have been given out more frequently by memorable, likeable characters.  Instead, we got Assassin's Creed-style collection quests.  If I had meant to play Assassin's Creed, Elhanan, I would have bought Assassin's Creed.


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#81
Wolven_Soul

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Yeah, I don't believe that the series can only be a good experience on one platform. DA:O managed it on both PC and console. The console version kept what made DA:O good intact (although it didn't get the tactical view option) and made it a good experience on that platform as well. 

It's a given that things are going to be different between the different platforms.  I mean, I accept that I am not going to get quite as good an experience on my console as I would if I were playing it on a PC, and I am fine with that.  Hell, I don't even mind if they add a few features on the PC that they would not be able to do on the consoles.  I mean, modders are going to add stuff eventually anyway, I am cool with that.  But it is clearly possible to make a game great on both the PC and a console. 



#82
Guest_TrillClinton_*

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Hm. There was a fresh release, Divinity: Original Sin. Can I start the franchise from it or i need other games to play first?

Play

->Divinity Original Sin

->Wasteland 2

->DeadState(Zombie rpg)

->Shadowrun Dragonfall(best rpg of last year imo)


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#83
Wolven_Soul

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Don't you think it is at all strange that the game crashes and has far more problems on the PC than on the console? Or how the combat scheme in general flows a lot better on a game pad for the more recent dragon age games? I think it does have something to do with consoles. It's just more apparent in the past couple of years. DA:O was great for all platforms, its just the companies pandering more to consoles than PCs.. I feel the PC controls are horrendous without a gamepad.

The only thing I can really say to that is that I imagine it is more complicated to make a game for the PC than it is for the console.  There are so many more variables for PCs.  Processors, video cards, etc.  No two computers are exactly the same.  One is going to have a different brand of graphics card than another, and so on.  I think a game is just bound to have more problems on PCs than they are going to have on consoles.



#84
Wolven_Soul

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I don't have anything against consoles.. I'm fine with them and I know that console players want the same thing from a game : Immersion

 

I don't blame consoles. Ok, DAI is consolized but some people here said that DAO was great on consoles too. So why can't they make the same quality game again ?

My point was that I'm surprised that people complain about streamlining when they were well aware that their target is the console market first because it's the biggest.

 

 

 

I don't think the problem is so much that they are targeting the console market first, though I agree they do, but that they are trying to make the games as widely appealing as possible, and let's face it, there are probably a lot of players who want things to be more simplistic, they don't want to bother with things like the fantastic tactics settings in the first game.  Video games are just becoming more and more dumbed down period all the way around.  The more people that get interested in them, the more they try to make these games as wide ranged as possible, and that is a mistake.  It reduces the quality.



#85
JackPoint

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Well for one thing, fearful would be a reaction. You are looking at a representative of an invader nation whose sole purpose was to conquer, enslave and convert you the the QUN's way of thinking. Distrust is another.  The NPCs, the "great unwashed" /peasant of Thedas/Orlais are just too accomodating and Thedas Lore tells me otherwise....

 

The bold? I'm asking why the Qunari character was included in the game and whose influenced Bioware fell prey to.

Can i just add that, how in the hell does a Tal Vashoth get anywhere near the chantry conclave considering the role they played in Da2. It also concerns me how plausible the Dalish were there too. Mostly  fear the DA lore was ignored where DAI s concerned.


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#86
brad2240

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@ Kallipolis

* Potions now have more worth and impact. Instead of spamming healing elixirs like before or like Skyrim, one now has to consider when to return to a camp for a re-supply. Immersion is even improved knowing that only a limited number of potions can be accessed at a time, instead of the scores and hundreds seen in prior games.

 

I completely disagree, potion mechanics are not at all immersive. Having other potions assigned on an individual basis and not healing potions just makes the limit feel like a forced mechanic. That's the opposite of immersion.

* The Qunari Inquisitor is a mercenary; not an unknown like Sten or the silent, brooding Arishock. They are from a group known by reputation. And as one that played as a Dwarf, I can assure you that there are plenty of racial references, both positive and negative in their story.

* Varric is on hand because of what occurred following Kirkwall and the events of DA2; Solas because of his own agenda as unveiled in the course of the game itself. The others approach, or can be approached by the Inquisition for varied reasons, but can be dismissed if desired. Personally, I accept their aid, but only take those on excursions that please me. And Sten was in a cage; Zevran in a couple of cut-scenes. At least we see the Iron Bull in action with his men before one enlists them.

 

What does seeing Bull in action prove? We still have to talk to him to get an idea of who this guy might be, just like we had to talk to Sten and Zevran and pretty much every companion.

* The sidequests are subjective, as far as worth is concerened. I appreciate the ones that fit the character, and skip the ones that do not. I still have yet to see what happens if one restores someone's Grandfather spirit in the Hinterlands, as this one seems to be for a bit more brash character than my previous choices. The only trivial quest that bothers me is for bottles, and that is because it is seen as impractical. And while placing flowers on a grave may not be an ordeal, the people that receive the aid speak well of the Inquisition and word of mouth aids the overall work. What is seen by some as busy work, I often see as the grass roots version of Twitter. And many of these minor quests can be filled simply as a side effect of exploration; another reason to be out there. Sorry, but I cannot complain of having too much content, especially when it is up to me what to select.

 

The idea that you're building this organization from the ground up is obviously the intent and it works fine for the Hinterlands, maybe up to Skyhold. But it falls apart pretty quickly. The game tells us the Inquisition is gaining power and fame but we, as the head honcho, are still going out to do menial tasks for random nobodies. It's like the silly planet scanning and fetch quests in ME 2 & 3, only worse. And the sad part is many of the war table missions sound like better sidequests than the ones we're actually supposed to do. As the head of the Inquisition, why aren't I meeting with nobles, doing tasks for them personally to gain their favor and allegiance? Instead my "agents" handle all that while I'm... picking flowers and finding lost jewelry.

 

Seems pretty bass ackwards.   

 

Replies in bold.
 


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#87
brad2240

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Again, that wasn't my point.  It's fine that Varric and Solas, Blackwall, Iron Bull, and everyone else was in the game.  I mean, I liked ME2 for giving us such a diverse lineup of companions.  My point was that with the exception of Cassandra, I didn't care about any of DAI's companions.  Not even Varric.  I was honestly surprised by that, and it took some time to realize that I didn't care about them because I didn't know who any of these people were.  In DAI, companions just seem to come out of the ether, and join the party for completely inorganic reasons.  I know with Blackwall and Iron Bull, their introduction was little more than Leliana telling you where they were and to go get them.  They might have had the best stories in the world, but I didn't care because their introduction failed to catch my interest at all

 

 

Liking companions or not is always very subjective. But, honestly, you didn't play enough of the game to get to know any of them.

 

Initially, I only liked Cassandra and Varric. My first impressions of all the rest were pretty poor. But as I continued to talk to them, I found Solas to be very interesting, Blackwall to be a lot deeper than I gave him credit for, and Sera to be entertaining enough to look past whatever the mean people did to her face. :wacko:

 

Dorian was another one I expected not to like but I do. Iron Bull I never could really connect with. He has good lines but doesn't fit what I expect in a Qunari companion, which is entirely my own fault. Vivienne and Cole I dislike completely. Probably won't even recruit them if and when I can muster the interest to actually play again. But plenty of people do like them, so odds are they are better than I give them credit for. Like I said, it's very subjective.

 

I agree with the rest of your complaints pretty much, but I honestly think complaining about not knowing the companions after only a few hours with the game is a bit unfair.



#88
Vader20

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I don't think the problem is so much that they are targeting the console market first, though I agree they do, but that they are trying to make the games as widely appealing as possible, and let's face it, there are probably a lot of players who want things to be more simplistic, they don't want to bother with things like the fantastic tactics settings in the first game.  Video games are just becoming more and more dumbed down period all the way around.  The more people that get interested in them, the more they try to make these games as wide ranged as possible, and that is a mistake.  It reduces the quality.

 

So, they just make dumb games because us players want things to be simplistic ? I never heard of anyone complaining of a game being to complicated.. This is kinda new to for me. I also never heard anyone complaining about the spell system being to tedious to understand or having too much tactics. I hear a lot of people complaining about the game/s being too simplistic and shallow and made just for a quick buck. Now this type of complaint can be heard quite often among gamers.

 

I don't think that we are a bunch of cretins who are unable to figure out a  skill and spell tree for gods sake...What, the spell tree in DAO was so hard to understand ? All you had to do is READ what the spells do, understand how they work and choose / upgrade the ones fit your playing style best.

 

EDIT:

 

In ME we had some armor variety while in ME2 we were stuck with that crappy N7 armor. Why ? Because it's easier for the devs... they don't have to spend time on making armors. They just ditch armors and give us one piece of N7 armor for the whole game. Same goes for the companions. THey were stuck with the same outfit for the entire game.

 

In DAI ? The same situation.. Every armor looks almost the same with different names.

 

I don't think that people demand simplistic games. It's the developers who don't put too much soul in their games anymore because they all have $$$ before their eyes. The need for $$$ is understandable but If you put some soul and passion in what you do, the rewards will be even greater.


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#89
Sylvius the Mad

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In case the divinity 2 the dragon knight saga doesn't make a good first impression on you, give it a chance. ;) I tried the beta original sin, but it was very very tedious for me.. I never understood what the hell am I supposed to do.

That's a sign of a good RPG, I think. We should have to decide what to do, not just be told.
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#90
Xyxlplic

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Because if you liked Dragon Age: Origins, either on console or on the PC, you wouldn't like this game.

Wrong. I like all three DA games for different reasons. If Inquisition wasn't such a buggy, unoptimised mess I'd like it a lot better, mind.



#91
Vader20

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That's a sign of a good RPG, I think. We should have to decide what to do, not just be told.

My main problem with Original SIn was the isometric view.. I'm not a fan of isometric BG camera because I consider it outdated and we can have a great RPG experience in 3rd person also. This why I'm kinda sad that Pillars of Eternity looks like it's 15 years old. it will be a great game, but that camera... :(


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#92
SofaJockey

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That's a sign of a good RPG, I think. We should have to decide what to do, not just be told.

 

I've seen people complaining that they got to the Hinterlands and didn't know what to do  :blink:



#93
Elhanan

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@Elhanan
 
I can understand that was the intent of the game's developers.  But it didn't turn out that way for me.  The new system of combat meant that there was no gradation in the difficulty of enemies -- we either had hordes of faceless goons who did no damage, and served only to waste more time; or we had enemies that could take off health like you'd peel a banana, so whenever I ran across a challenging opponent, my whole party inevitably ended up battered.  If I was in an area where I ran into multiple groups of challenging opponents, I'd use up all my potions in two battles (eight health potions divided among four characters).  So rather than battering my way through a challenging area and feeling like a hero, like in the Deep Roads in DAO, I ended up having to stop my epic quest every ten minutes to go get a new box of Band-Aids from camp.  I really don't understand how that's "immersive".

 
That's all well and good, but it doesn't seem germane to my criticism.  It matters very little that my Inquisitor was the member of a mercenary group.  She was seen by the people as both a Qunari and a mage.  Those two factors are, respectively, heretical and "satanic" to faithful Andrasteans.  If most of my Inquisition is made up of people who came from the Chantry, why would they be so willing to abandon ingrained dogmas to follow a Qunari mage that they've known for less than a week?

As for your second point, I can't really speak to that.  Maybe as a dwarf, you have some kind of radically divergent story that emphasizes your distinction from a human-dominated organization.  But I didn't notice anything like that in my Qunari playthrough.

 
Again, that wasn't my point.  It's fine that Varric and Solas, Blackwall, Iron Bull, and everyone else was in the game.  I mean, I liked ME2 for giving us such a diverse lineup of companions.  My point was that with the exception of Cassandra, I didn't care about any of DAI's companions.  Not even Varric.  I was honestly surprised by that, and it took some time to realize that I didn't care about them because I didn't know who any of these people were.  In DAI, companions just seem to come out of the ether, and join the party for completely inorganic reasons.  I know with Blackwall and Iron Bull, their introduction was little more than Leliana telling you where they were and to go get them.  They might have had the best stories in the world, but I didn't care because their introduction failed to catch my interest at all.

I don't think invoking Sten and Zevran helps your case. With Zevran, when we first see him in the Denerim cutscene, he's a cold assassin sent to kill us.  He traps us in a clearing and tries with methodical precision to assassinate us.  We fully expect him to be a callous, unlikeable person.  So when Zevran starts cracking jokes and flirting, shrugging at the idea of giving up his employer's secrets, we're intrigued -- we want to know more about this strange elf, and that opens the door to his exceptional characterization.  It's similar with Sten:  When we arrive in Lothering, we hear whispers and rumors about the monstrous Qunari that murdered a whole family; a wild beast of a man barely tamed by his imprisonment.  When we finally meet Sten, he's sitting and meditating calmly.  He responds to us with an almost aristocratic condescension and seems more disturbed by his murder than his impending death.  That apparent contradiction between what we've heard and what we see opens the door of our curiosity, and ultimately Sten's storyline.
 
That's fine.  You liked the side quests.  I didn't.  But whether you liked them or not, you have to realize that when half the player base finds the quests tedious, there's a serious problem in design.  It feels like they intentionally left out the people who get bored by the MMO grind style of questing.  And while I'm not a video game designer, it's pretty obvious that simple changes, could have kept the quests you like, and appealed to gamers like me at the same time.  Side quests could have had legitimate decision-making attached to them.  Side quests could have been tied together to create small side narratives for the Inquisitor to explore. Side quests could have been given out more frequently by memorable, likeable characters.  Instead, we got Assassin's Creed-style collection quests.  If I had meant to play Assassin's Creed, Elhanan, I would have bought Assassin's Creed.


It sounds as if you rarely left the Hinterlands with the exceptions of Haven, the Storm Coast, and Val R. If one starts to encounter opponents that are too challenging; withdraw and leave them until later, and utilize the War Table to explore other lower cost areas. This is more a problem with strategy than potions; the latter simply helps indicate that a change may be needed in the former. And there are perks available on the War Table to add a third group of potions (eg; grenades), as well as a perk to increase Health potions to twelve.

For the moment, say all at Haven are of the same prejudicial mind against race and class choice. Because of the events there, the Inq is also the only survivor of a catastrophe, as well as the only one capable of closing rifts and the Breach; an act done in front of many witnesses. Yet not all are of the same mind, as one may wander around the areas of Haven and overhear opinions and feedback. The Chantry reps especially so not care for what the Inquisition is doing, so a long term goal is to regain support in some fashion.

The Iron Bull reveals himself in a way that seemed to intrigue me, though I rarely speak to him much thereafter. And Blackwall while presented as an available asset can evolve into more if one takes the time to listen. I killed both Sten and Zevran with my canonical Human Warrior, as they appeared to be the same kind of murderous thugs that claimed his family only a short time earlier. In a like manner, one can decline both of the other Warriors assistance in DAI if they wish. For myself, Cole is one of the best companions written for any game; will introduce himself in events soon after Redcliffe. And I adore the banter between the Mages, esp the snark war between Vivienne and Solas.

Sidequests again are subjective, as well as optional. There are other ways to gain XP: exploration, Codex entries, combat, etc, and bonuses are available at the War Table. If one wishes to skip sidequests, simply do more of the other content. Personally, I like having options, as well as plenty of content to make these choices possible. And a vocal crowd does not equate to a majority; perhaps not even half.

And I cannot play AC type games; unable to handle Action game mechanics. However, I have many hrs in DAI, so the reported control issues seem a bit off to me, too.
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#94
StrangeStrategy

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@Elhanan

 

I can understand that was the intent of the game's developers.  But it didn't turn out that way for me.  The new system of combat meant that there was no gradation in the difficulty of enemies -- we either had hordes of faceless goons who did no damage, and served only to waste more time; or we had enemies that could take off health like you'd peel a banana, so whenever I ran across a challenging opponent, my whole party inevitably ended up battered.  If I was in an area where I ran into multiple groups of challenging opponents, I'd use up all my potions in two battles (eight health potions divided among four characters).  So rather than battering my way through a challenging area and feeling like a hero, like in the Deep Roads in DAO, I ended up having to stop my epic quest every ten minutes to go get a new box of Band-Aids from camp.  I really don't understand how that's "immersive".

 

That's all well and good, but it doesn't seem germane to my criticism.  It matters very little that my Inquisitor was the member of a mercenary group.  She was seen by the people as both a Qunari and a mage.  Those two factors are, respectively, heretical and "satanic" to faithful Andrasteans.  If most of my Inquisition is made up of people who came from the Chantry, why would they be so willing to abandon ingrained dogmas to follow a Qunari mage that they've known for less than a week?

As for your second point, I can't really speak to that.  Maybe as a dwarf, you have some kind of radically divergent story that emphasizes your distinction from a human-dominated organization.  But I didn't notice anything like that in my Qunari playthrough.

 

Again, that wasn't my point.  It's fine that Varric and Solas, Blackwall, Iron Bull, and everyone else was in the game.  I mean, I liked ME2 for giving us such a diverse lineup of companions.  My point was that with the exception of Cassandra, I didn't care about any of DAI's companions.  Not even Varric.  I was honestly surprised by that, and it took some time to realize that I didn't care about them because I didn't know who any of these people were.  In DAI, companions just seem to come out of the ether, and join the party for completely inorganic reasons.  I know with Blackwall and Iron Bull, their introduction was little more than Leliana telling you where they were and to go get them.  They might have had the best stories in the world, but I didn't care because their introduction failed to catch my interest at all.

I don't think invoking Sten and Zevran helps your case. With Zevran, when we first see him in the Denerim cutscene, he's a cold assassin sent to kill us.  He traps us in a clearing and tries with methodical precision to assassinate us.  We fully expect him to be a callous, unlikeable person.  So when Zevran starts cracking jokes and flirting, shrugging at the idea of giving up his employer's secrets, we're intrigued -- we want to know more about this strange elf, and that opens the door to his exceptional characterization.  It's similar with Sten:  When we arrive in Lothering, we hear whispers and rumors about the monstrous Qunari that murdered a whole family; a wild beast of a man barely tamed by his imprisonment.  When we finally meet Sten, he's sitting and meditating calmly.  He responds to us with an almost aristocratic condescension and seems more disturbed by his murder than his impending death.  That apparent contradiction between what we've heard and what we see opens the door of our curiosity, and ultimately Sten's storyline.

 

That's fine.  You liked the side quests.  I didn't.  But whether you liked them or not, you have to realize that when half the player base finds the quests tedious, there's a serious problem in design.  It feels like they intentionally left out the people who get bored by the MMO grind style of questing.  And while I'm not a video game designer, it's pretty obvious that simple changes, could have kept the quests you like, and appealed to gamers like me at the same time.  Side quests could have had legitimate decision-making attached to them.  Side quests could have been tied together to create small side narratives for the Inquisitor to explore. Side quests could have been given out more frequently by memorable, likeable characters.  Instead, we got Assassin's Creed-style collection quests.  If I had meant to play Assassin's Creed, Elhanan, I would have bought Assassin's Creed.

 

1. Proper use of Barrier and Guard will save you potions. You're playing wrong if you're using all of them or most of them in a single fight against enemies of equal level. There have been fights on Nightmare where I didn't or barely used Tac Cam and just charged in: Used all consumables, including Bees, still died. Then, with proper tactics and micro, got through the fight with 1/3 bees left and 5/8 potions left. And it was a tought fight. And if you don't understand why going back to camp to rest up and heal is "immersive" than... Come on. What do you want? Instantly regenerating health? You're nitpicking.

 

2. Its been more than a week. It takes time to travel and the game doesn't tell you that, it just assumes you could assume. BTW, people fear the Qunari, Vashoth, Tal-Vashoth, or actual Qunari: Just like mages. That doesn't mean people aren't willing to follow you, especially after its shown you're not trying to convert them to the Qun. Also, Josephine. Once again, you're not thinking things through and whining about something that you're wrong about...

 

3. You only liked Cassandra? She was one of my favorites too, but I also had strong opinions on the rest... excluding Varric, he is just Varric, you know?

 

4. Zevran's introduction is similar to Templar Cole's. We fully expect him to be a ravenous demon, but he is just (apparently) a weird boy saying odd things, trying to help you. Just saying, you either have nostalgia goggles on or you were so turned off  to the game due to the constant crashing it soured your opinion of everything else. I suppose I can't blame you for that.

 

And also: If you didn't even finish the first main quest (Champions of the Just / In Hushed Whispers) wtf are you you complaining about? You didn't even give the game a chance to get better. Crappy review.
 



#95
Guest_TrillClinton_*

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I thought this thread was about your wedding night/jk.

 

OP, they are other games you can get for a deeper rpg experience. 4 of them came out last year.



#96
laudable11

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Some of you may be thinking "But it has over 100 GOTY awards".

If The Witcher 3 and Arkham Knight released this year as originally planned DA:l may not have won 1 GOTY award.
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#97
Elsariel

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Some of you may be thinking "But it has over 100 GOTY awards".

If The Witcher 3 and Arkham Knight released this year as originally planned DA:l may not have won 1 GOTY award.

Game of the Year means game of the year. Not "the best game ever". There are lots of games that won GOTY awards that would have been beat by other games if the timing was different.

#98
SofaJockey

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Some of you may be thinking "But it has over 100 GOTY awards".

If The Witcher 3 and Arkham Knight released this year as originally planned DA:l may not have won 1 GOTY award.

 

Those 'what if's' may be true.

The same assumed excitement had been made on behalf of Watch Dogs and Destiny.

Since which time I think I'll wait until W3 and AK actually release before making such judgments  :ph34r:



#99
Sylvius the Mad

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My main problem with Original SIn was the isometric view.. I'm not a fan of isometric BG camera because I consider it outdated and we can have a great RPG experience in 3rd person also. This why I'm kinda sad that Pillars of Eternity looks like it's 15 years old. it will be a great game, but that camera... :(

I do think the rotatable camera and 3D environments of NWN were a big improvment. I jist wish graphical improvment had stopped there so resources could be directed somewhere else.
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#100
Sylvius the Mad

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I've seen people complaining that they got to the Hinterlands and didn't know what to do :blink:

And I think DAI is pretty heavy-handed in telling you where to go and what to do.
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