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One of the absolute worst endings I've played. Worse than ME 3.


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#1
BabyPuncher

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I finished Dragon Age: Inquisition very recently.

 

And I am pretty floored by how terrible the ending was. To the point where I've come and made an account here specifically to speak about it.

 

I despise ME 3's ending, and I'm not going to pull any punches against it. It completely betrayed the themes of the series, utterly invalided both all of Shepard's actions and the player's choices, threw any sense of scientific plausibility out the window. It's riddled with literally dozens of ridiculous plot holes to the point of incredible mental gymnastics being necessary to make even a modicum of sense.

 

But you know what? At least I can tell they tried.

 

The writers of ME 3 easily, easily could have had the last mission feature Shepard pressing the magic problem-solving button, the Reapers falling over, everyone giggling and going home. No complications or dilemmas. It would take 20 minutes for a single person to write the plot out. But they didn't. Despite how incredibly easy it would have been for them, they tried something else. Why? Because they at least understood that a story needs to be more.

 

Is that something understood for Dragon Age? It certainly doesn't look like it from the ending.

 

There's no courage in the final battle because there's nothing to be courageous about. There's no triumph because there's nothing to be triumphant over. Corypheus is never shown to be anything more than a somewhat difficult opponent, but it's the same kind of somewhat difficult opponents the Inquisitor has been cutting through for the entire game now. Yes, Morrigan is knocked out of the fight and the Inquisitor must face the dragon, but it makes no difference. The dragon is swiftly dealt with the same way every other opponent in the game has been dealt - whacking it with a sword or spell or arrows until it dies. Never in the battle is the Inquisitor shown to be forced to adapt or improvise or seriously struggle. Never is there any moment of real courage, skill, or determination. Just the same old killing he or she has been thoroughly exposed to for some time now.

 

In other circumstances, that might be totally okay. After all, not everything is about combat. Oftentimes, the antagonist of the story (intentionally) has ultimately very little to do with the true conflict. But here Inquisition has nothing to offer either. Because there's nothing here! No revelations, no choices, no complications, no new information, no challenges to consider, no anything. Once the fight is over and the breach is sealed (again, with no challenge, just pick up the orb and problem solved), we just pack and up and go home!

 

In every quest of any narrative value and for endings in particular, there must be some information revealed to the player they could not have anticipated beforehand. Because being told by the story that the protagonist is going to do something and then watching them do it with no complications or revelations is dead boring. There's no drama in it.

 

To summarize, never in the ending is the Inquisitor actually challenged. And because there's no challenge, no conflict, the fundamental basis of all drama, the ending is thematically bankrupt. It's void. And therefore a complete failure. Having the central conflict solved with no struggle or challenge invalidates the entire point of conflict in stories in the first place. At the moment of climax - the most important moment of a story - the moment where the themes of a story are meant to shine through at their absolute strongest - Dragon Age: Inquisition, like ME 3, is at its weakest.

 

To top things off, the mission structure is awful and dialogue is flimsy. The final mission begins and the Inquisitor just walks up to Corypheus. Where's the building of tension? Where's the sense of rising action? The sense of an upcoming climax? Nowhere. The player is safe and snug in Skyhold one moment, and 30 seconds later he's facing the central antagonist. Video games have the player cutting through hordes of mooks before encountering the final boss for a reason, and a good one.

 

And what does our Inquisitor say at the moment of supposed 'victory'? "Let's go back to Skyhold" in a tone more fitting for someone suggesting "Let's go eat breakfast."  

 

When the Inquisitor went back to Skyhold for the reception and the objective box told me to go to my quarters, I was certain that this was all a facade to lure the player into a false sense of security. That the actual conflict, the actual confrontation was yet to come. That the Inquisitor would fall asleep and enter and the fade in his or her dreams and Corypheus would be waiting somehow. But no. What I thought was a joke was the real deal.

 

Months ago, I read interviews by staff members promising to try and make the ending of Inquisition as strong as possible. I can think of few descriptions better for Inquisition's ending than as weak as possible.

 

BioWare, is this your idea of a 'strong ending'? What the hell happened?


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#2
Obadiah

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Eh, I thought the ending was alright.

OxJjMWd.png
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#3
Han Yolo

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Yes. I too was disappointed. The ending was rather dull and felt abrupt and incomplete. I kept hoping I still would have to face Cauliflower in the fade after I sucked him in there but nah, that was just it. Really unsatisfying.


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#4
Addai

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Question. Did you watch the post-credits scene?
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#5
BabyPuncher

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Eh, I thought the ending was alright.

 

BioWare cannot patch up a fundamental narrative deficit by adding in lots of romance and friendship content and happy endings. And players need to make sure they know they can't.


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#6
BabyPuncher

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Question. Did you watch the post-credits scene?

 

Yes, and I thought it was completely silly.

 

Anyway, whatever conflicts and revelations that scene may or may not be hinting at is an issue for the next game and the next protagonist. Not this one.
 


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#7
X Equestris

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I was content with the ending. At least it didn't pull things out of nowhere.
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#8
Addai

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Yes, and I thought it was completely silly.
 
Anyway, whatever conflicts and revelations that scene may or may not be hinting at is an issue for the next game and the next protagonist. Not this one.

Alrighty then.

It did have to do with this game. Solas was a companion and one of the first you met. But I'm not going to debate with someone who's just here to rant. I do always wonder that people think their opinion deserves its own thread.
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#9
AtreiyaN7

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*yawn*
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#10
BabyPuncher

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Alrighty then.

It did have to do with this game. Solas was a companion and one of the first you met. But I'm not going to debate with someone who's just here to rant. I do always wonder that people think their opinion deserves its own thread.

 

 

It had nothing to do with the central conflict of Dragon Age: Inquisition. Which is "How do we close the breach and stop whoever/whatever caused it?"


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#11
leaguer of one

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Yes, and I thought it was completely silly.

 

 

Ok...Now I know this is a troll tread.


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#12
leaguer of one

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It had nothing to do with the central conflict of Dragon Age: Inquisition. Which is "How do we close the breach and stop whoever/whatever caused it?"

What? How does finding out Solas is the cause of the breach have nothing to do with the main story?


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#13
AlleluiaElizabeth

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It had nothing to do with the central conflict of Dragon Age: Inquisition. Which is "How do we close the breach and stop whoever/whatever caused it?"

O.o He caused it. Accidentally, we can assume, but still. It was Solas' orb that powered Cory, his act of giving it to Corypheus that caused the Breach.


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#14
Lady Artifice

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It had nothing to do with the central conflict of Dragon Age: Inquisition. Which is "How do we close the breach and stop whoever/whatever caused it?"

 

Well, except for how 

 

Spoiler

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#15
(Disgusted noise.)

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Yes, you're full of it. The Marvel-esque stinger scene is completely relevant to the main plot. Solas was the actual, if accidental, villain of the game.


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#16
BabyPuncher

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It doesn't make any difference. It's Corypheus who opened the breach, not Solus. Corypheus' plan. Not Solus. Corypheus who the Inquisitor faces. Not Solus. Where he got his power from doesn't really make any difference in the conflict of Inquisition.

 

In the next game? Maybe. In Inquisition? Absolutely not.

 

Every villain gets his power from somewhere. Does that make the Leviathans the 'real' villains of Mass Effect? No. It's still the Reapers. Does mean every time a villain has been mentored by a good character but turns evil, the mentor is the 'real' villain? No. The antagonist is still the antagonist.


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#17
OxidantsHappen

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I found the ending of DA:I more interesting than your post.  Does that make your argument weak as well?

 

Although I'll have to agree on the dramatic point.  Your post clearly has the DAI ending beat in terms of being dramatic.


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#18
parico

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The ending was dumb and anticlimactic yes.   The entire game had a very shallow story and 75% of it was sidequests and gathering crafting materials.  It wasn't worse than mass effect 3 though.  That one took the cake.  5 years and 3 games over 100 hours of playtime per character for some silly god child to tell me is was for naught.  No game will ever top that disappointing letdown.  It was so bad amazon let people return the game and they had to rewrite it to stop the backlash. 


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#19
BabyPuncher

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The ending was dumb and anticlimactic yes.   The entire game had a very shallow story and 75% of it was sidequests and gathering crafting materials.  It wasn't worse than mass effect 3 though.  That one took the cake.  5 years and 3 games over 100 hours of playtime per character for some silly god child to tell me is was for naught.  No game will ever top that disappointing letdown.  It was so bad amazon let people return the game and they had to rewrite it to stop the backlash. 

 

Like I said, at least I can tell the ME 3 team tried to fulfill the basic fundamentals of a story.

 

BioWare's not going to get anywhere if they don't try. If they think they can get away with lousy plots because players will be happy so long as they have plenty of romance and friendship scenes.


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#20
Addai

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It had nothing to do with the central conflict of Dragon Age: Inquisition. Which is "How do we close the breach and stop whoever/whatever caused it?"

So, I guess you missed the fact that Solas' orb is what caused the Breach and put the mark on your hand? It's not at all relevant to you that one of your companions and advisors was deceiving you the whole time and the power you wielded the whole game came from his orb?
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#21
parico

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Like I said, at least I can tell the ME 3 team tried to fulfill the basic fundamentals of a story.

 

 

 

well have to agree to disagree on that one.  This games ending was very similar to origins you fought a battle won and got closure at a party in the end so overall it wasn't that bad.  The real problem is it feels like after you visit the castle in orlais the writers were rushed and left some gaps in the story and just filled the game with fetch quests. It also depends on whether you sided with Templars or not one story arc fills some gaps better than the other. 



#22
I present Chuck Bass

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Eh, I thought the ending was alright.OxJjMWd.png


Ewwwww look at that Qunari!
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#23
BabyPuncher

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It's not good enough to have a bad guy and have the hero walk up to him and chop his head off or shoot him in the face. It's not good enough just to win a battle.

 

There's a reason why, in Call of Duty games, the final mission never has the protagonist fighting through the last level and then just killing the antagonist with a quick rifle shot to the chest like any other of the hundred or so mooks he's just carved through. If the Call of Duty writers and designers understand that, BioWare (and hopefully BioWare fans) sure as hell ought to.


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#24
Bad King

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Yeah, the whole Corypheus plot fizzled out by the end. The problem with the story is made apparent when you compare it with DA:O's story, specifically its primary antagonists (the darkspawn):

 

In DA:O the darkspawn begin as a growing threat that is still containable. After Ostagar, the odds are thrown against the Warden, and though s/he succeeds in gradually putting together an army, the darkspawn also grow stronger and stronger with the Blight gradually consuming more and more of the world map as the story continues. By the end of the game, the darkspawn are at their most powerful, as is the Warden, which makes the final battle an epic, nail biting contest between the Warden's armies and the Archdemon's armies: a final battle that is colossal in scale.

 

DA:I progresses very differently. The 'Elder One' has everything at the beginning of the game: the mages and templars are at war, the Chantry divided and the kingdoms of southern Thedas are in turmoil while the Wardens, Venatori and Red Templars pledge their service to him. Furthermore, nobody understands who or what his goals are, so he retains the element of secrecy. While the crescendo of your struggle is at the end of the game in DA:O, for me the crescendo in DA:I was fought early in the game during 'In Your Heart Shall Burn' when Corypheus at the height of his power. After that, Corypheus' strength is gradually sapped while the Inquisition rises to power. By 'What Pride Hath Wrought', I didn't feel that Corypheus was any threat - he had a few Red Templars and Wardens left while the Inquisition was commanding an enormous military force supported by the Orlesians, mages/templars and possibly the remaining Wardens.

 

So while in Origins, the antagonists were at the height of their power at the end of the game (making the ending more exciting and satisfying), in Inquisition, the antagonist had largely fizzled out by the time you confront him at the end: this is made particularly clear when he starts to resort to trolling/attempts to destroy the world in an infantile tantrum.

 

That being said, I did love the elven god thread in the main quest and its conclusion (particularly the awesome plot twist regarding Solas).


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#25
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.
 
There's a reason why, in Call of Duty games, the final mission never has the protagonist fighting through the last level and then just killing the antagonist with a quick rifle shot to the chest like any other of the hundred or so mooks he's just carved through. If the Call of Duty writers and designers understand that, BioWare (and hopefully BioWare fans) sure as hell ought to.


Ewwwwwwwwww call of duty!!!
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