Some very awesome screenshots, thanks so much for sharing. Though I can't help but wonder how many of those lovely young women in the third are vampires...
Getting back on the subject of things Dragon Age could learn from Wild Hunt, here's a few things worth considering for DA4. Apologies too if I've mentioned these previously, it's been a long month.
- Leave moral questions open-ended and up to the player. One of the many great things about Wild Hunt was how it didn't really lecture the player on the right course of action to take, instead simply posing the question and leaving it up for them to decide. Inquisition, conversely, hammered home its themes and lessons with all the subtlety of a particularly obnoxious and intrusive anvil. "Blood magic is bad! The Dalish are a fundamentally flawed culture! The Wardens are out of control!" (and no, I'm not letting that go). Wild Hunt posed dilemmas, while Inquisition gave sermons. Is it any wonder the former's story is so much more engaging?
- Bring in more and crazier monsters. Wild Hunt really set the bar for awesome creature designs, and while Inquisition had some good ones (the Envy Demon really comes to mind), there's nothing as memorable or creative as the Ladies of the Wood, or the Frog Prince, or leshens, or that vampire in Oxenfurt who loved the blood of drunks. Bioware needs to up their monster-game for the next installment, and if they could bring back old classics like Desire Demons, Abominations, Broodmothers and old-style Shrieks, so much the better. Let's have some monsters that are actually monstrous, you know?
- Maintain character consistency. This was a big problem Inquisition had; too often, it felt like the characters were acting not according to who they were as people or in line with prior portrayals, but whatever the plot required them to be. Teagan's the most obvious example of this, but there are others (Fiona, the Wardens again, Hawke, etc). It's very hard to care about people if their characterization's gonna turn on a dime the instant the writers either feel lazy or write themselves into a corner. (And seriously, enough with the Sudden Sequel Heel Syndrome already. You'd think Bioware would have learned after Anders). Conversely, it was much easier to connect to Geralt's friends and allies because they were written consistently; who they were and why they wanted did not change according to the whims of the plot.










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