I'm sure you've already heard some or all of this, but:
In practice we got very short main plot quests leading to a fork, side with the mages or the templars...
This was bit surprising but it conveyed the gravity of the choice.
Then... 10 mins... 1 cutscene... breach is closed.
WUT
no research.. no badass mission.. nothing.
Also aside from the recruiting mission I didn't find any difference between siding with the mages or the templars plot wise.. maybe some obscure war table missions but that's it.
I'd say who you recruit in terms of faction leadership is a difference, Fiona verses Barris. Plus it effects the order and circumstances of recruitment with Dorian and Cole, offers different villains via Calpernia and Samson, with their own seperate side questlines, and effects companion approval, plus the enemy parties you fight during gameplay. And your roleplay experieince, of course.
Next we got Coryfish,
Why they had to bring him back? he is the worst villain by far in any bioware game I have ever played.
Lore reasons, I would guess. And he was great in DA2. If we'd seen more of him in DA:I, and the boss battle at the end had been given more time/polish, I'd say he'd have done quite well. He's fantastic during In Your Heart Shall Burn, for instance.
I always though that, though overall the mage questline offers more, the bit of insight we got for Cory's mindset with Calpernia's missions was a really solid plus for choosing the Templars. Too bad we didn't have more of that kind of stuff overall, though.
Then if we stick to the main plot it's nothing more then 2-3 major missions and you finished the game.
So in theory if you got solid level 18-20 and you stick to the main quest only you can finish it in one night.
Compare it to Origins for example,
No way you can finish all the treaties in single day.
According to some speed runs I just dragged up for good measure, people cleared each treaty quest in under two hours each, so about 5 and a half hours for all three. I feel like I could have done them in one day if I tried, personally. I know I defintely did two in a day pre DA:I release. XD And I wasn't even trying to go through that fast, just happened that way.
But yes, if you skip most of the game's content I'm sure it is shorter. Still logged more horus in each DA:I playthrough than i did in my Origins runs, though. *shrugs*
And too many times the main plot (which felt short and not satisfying) had weird choices.
I'll take the final act as such example,
The entire game we chase down Coryfish trying to stop him from going back into the fade, only to deafeat him and using the mark to... SEND HIM INTO THE FADE! logic.
This bothered me at first, until I remembered why he needed the Mark - thats why using the Mark to attack others works so well, really. The Mark is what allows the Quizzy to pass through the rifts unharmed. Cory got sucked in sans Mark, and thus he got all.... distentegrated.
2. Side Missions:
I don't know even where to start.
There is one.. memorable side quest which was the haunted ghost house in emerald graves but that's it.
To me the side missions felt like it was either a chore (go place flowers on my wife's grave) or useless ubisoft thing (collect songs\mosaics\drinks\....).
It was not fun.
Worst part was you had to do at least some of those in order to get the minimum power and get into the minimum level for next mission.
Also each zone had one "major" plot line you needed to solve as optional quest. Some of those such as Emprise du Lion were nice with the daemon and slaves but others like the forbidden oasis or the hissing wastes were utter boring.
Bottom line in my humble opinion this game failed in the side quest department and not only that it made it mandatory to do some of them in the process.
Let's take Origins as an example on how to make memorable side quest.
Simple quest yet entertaining.
You get into the circle tower during "Broken Circle", in there you got some practice in summoning circles.
If you do all of them including the bonus one (which all of them are interesting puzzle and hilarious.. like the nug spirit) you may actually release some dude which turns into a bandit and you got another quest later to stop him.
Many side quests were like that,
Or the interesting ones like in KoTor where you need to release bastila and you can either just kick ass and beat the crap out of the gang or actually compete in pod racing!
This are good side quests.. not horrible fetch quest from NOTE found on a CORPSE to kill 3 bears and not even need to deliver the pelts.
DA:I had a bulk of weary sidequests, I agree, but saying only one was memorable is a bit unfair, I think. Crestwood, the main companion quests, setting up Keeps, dragon battles, the Dead Hand Dungeon puzzle, Dirthamen's Temple....
Also... releasing Bastila wasn't really a sidequest, it was the whole reason you'd done all the crap you'd had to do on Taris. So not exactly a fair point of comparison at all. XD You want KOTOR sidequests? Pazaak games. Deuling opponents in the arena. Bounties. Hunting on Tatooine. Swoop racing for credits.
There were indeed forgettable sidequests in both KOTOR and Origins, too, I might add. Blasphemy, I know. But! One large difference is the sheer volume of quests we had in DA:I. There are a lot more than we had in either installment, I think, especially KOTOR.
Other than that, good points, even if I don't necessarily feel them so keenly.





Retour en haut







