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All the improvements and good new things in DA:I


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#26
Guest_Aribeth de Tylmarande_*

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My take on the list, thank you for making it. Editing it is easier than making my own.  ;)

 

Uh, yeah. I didn't type that. Next time, take the ten minutes to do it yourself please, rather than stealing what other people have written and editing it. FFS, you didn't even remove my name. Lazy ass.



#27
Teddie Sage

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*yawn*

I swear, the haters got nothing to do but whining and ruining the people who want to keep it positive around here.



#28
Uccio

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Uh, yeah. I didn't type that. Next time, take the ten minutes to do it yourself please, rather than stealing what other people have written and editing it. FFS, you didn't even remove my name. Lazy ass.

 

Internet is serious business.



#29
TBJack

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Well, you did alter some fundamental points of the list instead of making your own.  It means anyone who looks at your quote without seeing the original will be mistaken about the content.  If you're going to do the typing anyway, better to clearly delineate it as yours.



#30
Derrame

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The posibility to give orders and thanks to the other players is very useful, and improves the coop gameplay

 

the dioalogs between the characters are nice details



#31
Saphiron123

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The removal of tactics and attribute points makes me sad. Also the transformation of mages from feared wells of battlefield controlling power to crappy minor magicians sort of hurts.

If I ever see another enemy mage cast fire mine, it'll be too soon. Origins they do stuff like cast horror, fireball, and paralysis.



#32
Rawgrim

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That was some time ago, however. These days, EA doesn't look too bad, especially compared with Ubisoft.

 

Sim City wasn't long ago. Neither was the prothean DLC that was already in ME3 but you had to pay to unlock it.



#33
Hedonist

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Inquisition is a really beautiful game, the areas are huge and the characters are dynamic. All this combines to make the play feel quite realistic.

 

However, I agree that work could be done to strengthen the relationship between the player and the companion characters. Party banter is one of my favourite elements and I think it has a whole lot of potential that hasn't been explored yet. For one, I remember a point where the Inquisitor could partake in banter. I'd like more of that. Desperately. 

 

The companions chatter away, including everyone but the Inquisitor, who adopts the persona of an unapproachable, isolated blob out the front. If there was even the option of butting in, maybe with a smart remark or a response to a question that is asked of the Inquisitor, for a change, I'd jump at the chance. 

 

Back at base, the Inquisitor is always the one chasing them; the relationships feel forced. The friendships would feel more natural if they occasionally sought the Inquisitor out, then I'd be more convinced that they like the Inquisitor's company. On that note: more casual conversations. If the companions asked more personal questions, it'd feel like a more equal relationship, and it would help shape the main character back story. The companions come equipped with lovely back stories, but the Inquisitor comes without such a layer to their personality. I like that it is open, but it is also empty, and some hints here and there would go a long way - the player wouldn't have to be one of few specific channels to make an impact. Some vague references could give the player the feeling of a traumatised hero, provide reasoning behind a reluctant hero, the consequences of being raised innocent to harsh realities, etc. 

 

The other point I would make, is that many side quests were a bit too similar, making the game seem long and monotonous. At some point the quests felt like they were taking the Inquisitor in a different direction, like the game had diverged from the point. I adored the plot, when I got around to it.