The whole saving the world idea has always been in Bioware games but I never minded until DA:I
Its like after DA2 Bioware "listened" to the criticism and went overboard like with the big areas and fetch quests
just so the player can feel important
We have a mark, we lead a big army we are the Herald of Andraste etc. its like we are Jesus 2.0
and I really hope they go back to DA:O's style or even DA 2 style
Especially since there are no consequences of being the Herald some mind sure but in the long run
everyone just rolls with it and there are no effects of the mark for the Inquisitor
Like it or not, the most successful Bioware games prominently feature not only Jesus 2.0, but Jesus 3.0 and 4.0 as well:
Baldur's Gate: You were quite litterally a god child, battling hell and could ascend to godhood.
Mass Effect: You were a bionically enhanced super soldier, the best humanity had to offer, saved an entire galaxy from a never ending cycle of destruction (next iteration will necessarily have to be less epic though). It was so epic you chose to use his name on the forum lest you forgot.
Dragon Age Origins: You saved a country, slayed an archdemon and could father a demigod. Sounds pretty epic to me.
On the other hand Bioware made less epic stories:
Never Winter Nights: Can't really remember the story, must not have been epic enough to stand out. Disappointed with the game.
Dragon Age 2: Something with saving a city repeatedly over the span of several years. Not very epic. Very disappointed with game.
You should check out Josh Sawyer's (big believer in low beginnings and non-epic stories) and Obsidian's "Pillars of Eternity". Mundane fantasy coming your way on March 26!
Oh and...the mark of the inquisitor enables the inquisitor out of all people to close rifts. Wouldn't exactly say that is "no effect", it's at the very core of the story.





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