I'm going to very seriously ignore all of the people that claim this game is a return to form, because it isn't. Dragon Age Inquisition is by no means a bad game in and of itself. It has good character designs, a beautiful score through out and has extremely well built surroundings. Its also made the different classes branch in extremely interesting directions, although it has less options than its predecessors. I would very much love this game even more if it weren't called Dragon Age, as its an extremely large departure from its previous installments. Its beautiful open world environments are far too barren for what's meant to be a sandbox game and it shows that Bioware wanted to go far more for pretty with its new Frostbyte engine than anything else. If it were able to make the surroundings that beautiful it should be able to handle NPCs that talk and combat that involves more than 10 creatures at a time.
The game needs to seriously return to the basics that made its fans love the series in the first place, but there are many things from the new game that should remain and I'm going to do another run down of what should stay and should go based on all three titles and hopefully some people agree. If you don't as always leave me something constructive, and keep it BW related please. There are already plenty of TW3/CDPR threads as it is.
- The characters in all three installments have been very well detailed and have always had very interesting things to say. Keep that because characters have always been one of Bioware's biggest selling points in all of its titles. Put it more characters I love to hate too, because that makes me feel much better when I have to make life and death decisions. In my first ME2 playthrough, I felt far too sad about sending anyone into the Jeffries Tube with the chance of someone not making it out alive. Give me someone I can hate to send on missions like that. All of our current cast have good backgrounds to the point where you know just where someone started and why they do what they do.
- Make it so we actually seek out characters again, DAI pretty much handed us all of our heroes with no sort of build up at all. Where's my Sten or the Dog? I want a character that I actually rescued or had some hand in bringing into the fold, not here's this letter and oh theres a messenger for you that you can't really avoid. Part of the journey should be meeting your friends along the way, not having them just dumped in your lap like a sack of coin.
- Side point - How did broken arm elf males pass QA? Seriously?
- The crafting system needs to stay and be improved upon. I like the option to build gear and it took me in a very good direction when I found out that weapons and armor that were made would be superior if built correctly. Many games you go through to build this amazing piece of equipment and then find out "Well its still only half as good as what the game makes" and you get annoyed over the system at all. This variation on a crafting system made me want to go out and find better materials so I could craft a perfect weapon for myself. I named my massive two handed sword Caliburn and equipped it with Mordred and Morgana because it could very well betray me considering the stuff I put in it.
- Please leave the random loot schematics at home, or make the random ones worth gaining. I absolutely abhorred having to acquire each and every schematic through loot because I didn't want to spend gold in Val Royeaux unless it was 100% necessary.
- This part is an aside. Fix that stupid tool tip that says we can earn schematics through challenges in MP. It wasn't implemented as far as anyone can tell and it probably frustrates the crap out of more than just me. Another point here is don't ruin the crafting system that is so amazing just because you want people to buy boxes. I have 300 iron in MP that I can't use for anything other than making parts that aren't any good to use.
- If the open world is too much, scale it back down some. DA:O and DA 2 both had far better designed areas to explore without having a need for open world. DA:I in some places felt far too open because I could easily run about for 15 minutes and not see anything at all to kill or interact with. Put more effort into keeping the world interesting and give us back NPCs that don't feel like cardboard cut-outs. When you meet up with Mother Giselle that entire area should have been people cowering for their lives and begging for you not to murder them, and when you clear out areas they could have changed their postures to something slightly less terrified. Instead it felt like you were bouncing through a small town that wasn't just under siege, it felt like they were all standing about because it was Tuesday and we all stand about and gawk on Tuesday. You only see the central of Val Royeaux when everyone in the series that's been through Orlais speaks about how beautiful the cities are. We got what felt like a prison cell when we should have gotten closer to an actual city. Lothering in DA:O and Kirkwall in DA 2 both felt far more real because we could actually interact with at least some of the NPCs at a given time.
- Fix side quests - it can't be said any simpler than that. I don't want a side-quest that means I need to collect 5 of an item and it never really gets me anywhere. Where's the burn all the black books and face this wicked baddie quests? Very few of the DAI side quests have any sort of pay off that makes them worth doing, either lore/story wise or monetary. At least set the rewards to be leveled, that sword in the lake would have been awesome if it weren't eight levels behind what I already have.
- Give us AI that we can control once again, the whole favorite/don't use wasn't fun at all. The tactical camera is nice but it doesn't really place well in the RPG setting. It worked wonderfully in ME because it was a semi tactical cover based shooter and it allowed you to plan out how your combos would work out. In Dragon Age, keep the scripts for us to control how our friends work in specific situations. The fight with the dragon at the area with the Urn of Sacred Ashes only worked for me because I had perfectly fine tuned my party, none of the AI in this iteration even comes close because they all want to stand in fire and drink potions just before getting one shot which makes it a waste
- Bring back healing magic and up the limit on potions allowed on a belt. One of the best parts about Dragon Age is that its magical realm with various kinds of foci to work through. By removing healing magic you've pretty much said "Yup, they've all forgotten that bandage spell" There's no real reason for the removal of healing other than wanting to micro charge for potions in MP.
- Give us all of the different powers and abilities that classes used to get. I do like many of the powers that are in the latter titles but DA:O got it all right based on specializations and who got to use what weapons. Why does a warrior suddenly forget he knows how to use a bow or dual weapons? Why is the Knight Enchanter not wearing plate mail (not counting that material that makes it so anyone can use it)?
- Side point the first. You can always open up the specializations for more gear use, I could see a duelist using either dual wielding or a sword and buckler or a sword and a cloak.
- Side point the second. This has been fielded many times as to why Blood Magic was removed. It was far too much to deal with and would have felt cheaply tacked on considering all of the other things Inquisition was supposed to be dealing with.
- Side point the third. The various diamonds, lines, cubes and triangles etc to gain powers are very well done. Keep that because it lets you progress in your particular field in the order you so wish. The line progress of DA:O was good for DA:O because you also had skills and other things to learn.
- Why are we restricted to just one specialization on this run any how? Hawke got at least two if you wanted them and the Warden could have as many as four.
- Why did we lose the bonuses from gaining a particular specialization? Now you just gain a new tree to spend points in and even then you don't get the first point in the tree for free. There's no real payoff to picking a spec in this version beyond having more stuff to buy. Your base always dictates your attribute array and bonuses, this isn't as much of a big deal as most things are based on weapon damage rather than attributes anyhow. For the big examples I'll use the DA:O warrior since I
warriors: when becoming a beserker you gained +2 str and +10 hp, champion gained +2 Will and +1 cunning, reaver granted +1 con and +5 physical resist and the templar granted +3 magic and +2 mental resistance. You don't gain any of that when choosing your specialization in this iteration.
- Can you make it so our actions mean something again? Both DA 2 and DA:I are in the wrong here. DA 2 always ends with the Chantry being destroyed and with the slaying of both Orsino and Meredith, there's no point in dealing with them nicely in any regard because you can't fix it. At least if you went with DA:I logic I could have said go away strange mage to Anders, and only dealt with him in regard to getting the map from him alive or in gooey bits on the floor (Like I did to Vivienne on one playthrough already). You also gave me a family in DA 2 which was nice but: one dies based on my choice of class, the other dies if I take the wrong party and my mother dies no matter how I handle the rogue "Jack the Ripper" esque necromancer and his apprentice. DA:I currently only has one ending and all of it culminates to that end, the song remains the same no matter whether you end up dealing with Calpernia or Sampson. I want the dynamic endings again, the subtle variations to the extreme in DA:O were awesome and did leave it open for proper expansions.
- Is there a possibility of another What If DLC/Expansion? The Darkspawn Chronicles was one of my favorite DLCs for any game I've ever played. The sheer what if was amazing, it showed that the Warden your hero became was integral to the survival of the world, because Alistair on his own only went so far.
- The music has stayed beautiful, kudos there and keep it coming.
- Try having creatures level to the character/player instead of having "Nope, you're dead" zones similar to an MMO. DA:O and DA 2 both had it about right, I never felt like I was too high a level or too low for a given area. In DA:I you can walk five feet from an area you just slaughtered through and get bum rushed by a giant and mollywhomped into next week with little warning.
- Side point here as well: Is it possible for us to get a larger cast of monsters to deal with? Where did all the Desire demons go for instance, desire hadn't left the world so why did they? Why are the Arcane Horrors and Revenants so few and far between? We don't get nearly as many hostile NPCs with names and backgrounds either, I want a world where I can feel both loved and hated because there are people I can name that hate me enough to want me dead. Corypheus the fugly does not count.
- Please, please, please next time you're going to give us a villain, don't make it someone from a DLC, or at least make it a villain that is in both in the main story at some point and a DLC that was free that expands on him. The sheer amount of bad taste in my mouth from this made it difficult to enjoy pie for awhile. I know plenty of people that bought this game and hadn't played the DLC and finding out from Varric it was someone he and Hawke encountered before it was a total "WTF" moment for them.
There is no TL:DR version if that's what you scrolled down to look for.
EDIT: Added points 4 and 5 in powers and abilities.





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