My apologies if this is a duplicate of any existing threads; I've been checking the forums since I finished my first play-through of the game, and haven't found a feedback thread I feel courts individual reviews in this format. So I'm creating one.
Simply: post three things you like and/or feel work well in the game, and three things you don't like and/or feel aren't executed effectively. The goal is to provide a useful balance of information from our ant's view, so I ask that if you respond, you do so in earnest on both ends (this seems to me the best route to creating constructive offerings). I am also going to include a little demographic info about myself, just in case someone reads this and it proves useful. Any who reply are welcome to copy this format.
GAMING PLATFORM: Newly-minted PC gamer, though I've past experience with XBOX.
AGE: 31
GENDER: Female
BIOWARE HISTORY: I've played both preceding Dragon Age games (on both console and PC), as well as Mass Effect 1-3, Jade Empire, KotOR, and a little TOR and Baldur's Gate.
WHAT I LIKED:
1. First and foremost, the dynamic, multifaceted characters. I like Dragon Age II, but felt the supporting cast of NPCs were flattened a bit in favor of propelling the story's agenda: understandable in such an intimate narrative, but it left me liking Varric best as the character least summarized by a slogan (e.g., I HATE MAGES, I HATE TEMPLARS, I LOVE FREEDOM, I LOVE ORDER, I SUPPORT BLOOD MAGIC, etc). It was at times rather like the I LOVE WHALES lady in Star Trek IV. Inquisition feels like a breath of fresh air, and the range of the characters involved seems to have expanded with the maps. No one is so clean-cut, I couldn't always predict what one character would like or hate, and it made both the characters, and the Inquisitor's relationship with them, feel much more natural.
2. This is my own personal opinion, so leave me be if you don't share it: I felt this was the most inclusive game I've played. I didn't know how much the Desire Demons and the Lady of the Forest and The Mother and brothels and the bikini-mail Dalish armor of the previous Dragon Age games felt like a nagging, pulsing headache until there were none. For the first time, I did not feel that I was supposed to be playing a cisgender, heterosexual male hero; I feel more connected with the Inquisitor than either the Warden or Hawke, because nothing I encountered told me I was supposed to be someone other than who I was playing. Not even the marketing! Not even the box art! I noticed. And I am so, so thankful.
3. Variety is the spice of life. The maps are incredible. I also appreciated the encouragement to bring a balanced rogue-mage-warrior party (particularly in dungeons), while allowing for other combat combos roaming the world (ain't no party like a three mage party, 'cause a three mage party don't stop 'til someone's electrocuted and/or frozen solid and/or on fire...). The changes in climate/geography, the optional CRAFTING! (I love the crafting system!) The option to run real time or use the tac-cam-- this game does a lovely job of providing a variety of optional resources and means of approach to a variety of quests and characters. I really felt I had a great deal of choice in the game, in terms of plot, companions, and combat.
WHAT I FEEL DID NOT QUITE WORK AS IMPLEMENTED:
1. While I'd like to leave the bugs to the bug threads, I must mention the failure of the 'HOLD' function. Nothing has been so hair-pulling, rage-inducing frustrating to me as having to repeat the pressure-plate puzzle in the Temple of Mythal umpty-ump dozen times, the exact same way, because while I know what I need to do, I am repeatedly thwarted by NPCs triggering the plates (which they clearly aren't supposed to), because they are following my PC (despite having been told to hold position). Likewise the puzzle in the Dead Hand, where there is a brief window of time after a column has been triggered to pull a switch, a window inevitably missed when the character by the secondary switch has raced across the room (against the hold command!) to join the other controlled character. Fenedhis, either the puzzles must go, or the Hold function must work. There's no middle ground.
2. As a matter of taste-- I play Bioware games for the story and character, more than anything else. I enjoyed the huge, gorgeous open world of Inquisition, and I enjoyed the story, but I'd have traded an entire map, maybe two or three, for more interaction with the characters, and more critpath content. Following the model of Origins, I believed I could chat up my team back at Skyhold every time I'd more or less cleared a major area; this meant I was a lonely, lonely elf for the latter half of the game, and I'd already cycled through all but the last "romance" sequence with Solas by the time I was a third or halfway through (and it didn't feel like I was interrogating anyone exhaustively with every meeting, either). Whatever the situation with banter-- whether it fires properly or not-- there simply isn't enough to fill up the giant maps. I don't think there is less content on either of these fronts than there was in previous games, but expanding the world without significantly increasing the amount of character interaction leaves it feeling a bit lonely and lifeless at times, when held up to Origins or DAII. I like Skyrim, but I like the Dragon Age games better; I'd rather have a world with people in it than a big, beautiful wilderness.
3. The static AI levels did not work for me in this game. It's not a bad idea, and I think it might be stellar with specific enemies such as the dragons, or even (possibly) in a game consisting of a single, massive map, but as a general rule, I found it highly disruptive to the game's pacing. I'm one of the (apparently many) folks who loitered an unnecessarily long time in the Hinterlands; I figured (mind you, I'm a bit of a completionist), any encounter I could complete, I should complete before moving on, and that philosophy meant that by the time I got to critpath events, I was over-leveled every time. Messing around with the difficulty setting mitigated this, but overall, it didn't seem to make any sense: all I was returning to maps for were personal quests for NPCs, collection quest and crafting items, and any dragons I felt like fighting, and it felt that every chapter of the game really only had one challenging map on a difficulty level, after which the remaining maps were rote unless the difficulty level was altered. I'm sure this isn't how it was intended, but it made combat feel arbitrary where it otherwise felt fun, challenging, and well-considered. I'd just rather the final boss fight felt as challenging and rewarding upon completion as being attacked by four bears and three bandits in the southwest Hinterlands.
That about does it. Thank you for a wonderful game, Bioware; I'm really enjoying it. I hope this thread offers a space for more thoughts than mine.





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