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Things you Like and Dislike about DAI.


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#26
SharpWalkers

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Likes: 

 

  • - Generally like the companions.
  • - Awkward Cassandra romance moments.
  • - Pretty enjoyable story.
  • - Companion quests --the exemption of the otherwise horrible side content.
  • - Best character creator I've seen in a game. 
  • - Beautifully designed enviroments --sadly locked in their state, though. The Storm Coast should by all rights be flooded by now, even if it's called Storm Coast. 
  • - Return of different playable races --despite no Origin stories, it's a step in the right direction.
  • - More expansive dialogue wheel than in DA2, though more on that later..

 

Dislikes:

 

  • - Largely asinine side content.
  • - Chaving away health combat. 
  • - No Spells/Abilities "tab" in the combat wheel.
  • - Empty and dead open world.
  • - Complete lack of hubs/cities.
  • - Hair options
  • - Hair color options (seriously, 2 color wheels and an aditional selecter for eye color, no color wheel for hair.)
  • - Armor changing depending on who you put it...
  • - ...and therefore very little variety for characters.
  • - Impactless combat --only the two handed weapons feel like you're doing damage and swinging a weapon, not just stabbing/slicing air.
  • - No dialogue camera for most of the conversations, making it feel liveless, not to mention you can have conversations in ridiculous positions. "have fun talking to my back, ser."
  • - Perhaps too colorful. I liked the toned down, earthier look of DA:O and Awakening. Not to mention that a large portion of the different "irons" give way too extreme colors. Bright blue, green, pink and red etc. looks incredibly stupid.  
  • - Changing the money...
  • - ...and the lack of commerce, generally. There's no excitement in going to a new trader to buy a new weapon or piece of armor from a new city... oh wait, no cities. 
  • - Dialogue wheel still gives too many moments of me thinking "that's so not what I wanted to say.." 
  • - The armor-race gaiting. I get some like for dwarves or Qunari, but things like "Elf-trained/human-trained only" --no. And stop Class locking. No matter how stupid it would be, If I want my mage to wear heavy plate let me. If I want to put a Qunari in chantry robes, like I did with Sten, let me
  • SERA!
  • - War Table missions that are a hundred times more interesting than any side content I'm allowed to do. If the f$#*ng King and/or Queen of Fereldan asks for the Inquisition's help, it's probably a good idea to go yourself, considering who's asking and all. 
  • - Farming recources. Maybe use a system of establishing mines etc. that will provide recources and in turn would have to be protected, maybe causing a settlement to flourish.
  • - EDIT: How in the world did I forget the Skyhold outfit.
  • - EDIT2: The power system, it's works against the game, as well as exploration. You need to gather power by doing grinding sidequests to continue the game, but then also to unlock regions. Whatever you do, you cut yourself either way, because either you continue main story and do no exploring of other regions, or you unlock a new region with the power you've been gathering for the main quest.

 

Additionally (can't really be called a criticism of the actual game):

- Lacking a bunch of exciting gameplay aspects from the PAX gameplay demo; the one which actually got me hyped for DA:I. 


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#27
JD Buzz

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Here's my list.

 

What I like:

 

- Crafting and armour tinting

- Character creator

- The companions and advisors. Their personal quests and conversations allow you to get to know them more.

- Skyhold

- Exploring open areas. My faves are the Emerald Graves and Frostback Basin.

- The high dragon battles. Most of them have beautiful and majestic appearances.

- Black Emporium

- The combat animations on some specializations look badass. 

- The soundtrack

- Party banter while exploring

 

What I dislike and I'm being honest here:

 

- The main antagonist wasn't fully developed and should've been an ongoing threat throughout the story. Instead, I felt he was always waiting for the Inquisitor to make the first move. 

 

- If one were to portray the Inquisitor as a stern and efficient leader (without being a jerk or tyrant), it felt lacking in that area. Especially with the dialogue options.

 

- Speaking of the Inquisitor, he/she doesn't feel like a fully developed protagonist regardless of the choices being made in the game. There's not much major turning points, high stakes and a sense of urgency to drive the Inquisitor to change and become a stronger character throughout the story.

 

- Wardrobe for certain occasions. For example, the winter palace and judgements. Appearances are important, especially for the Inquisitor. 

 

- Lastly, the story, the story and the story! Although there was content cut and changed in the final version of the game, I felt the main story was weak and didn't pack a lot of punch for the Inquisitor's journey. It's something left to be desired.



#28
Lazarillo

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Here's my full list, now that I have more time to hash it out:

 

Best points:

+The exploration.  I'd put this down two or three times if I could.  There's so much to see and do.  I'm gonna be 100% honest: playing on PC, I have absolutely used various game modifications to reduce elements of grindiness and arbitrarily imposed gear limits.  And the reason I note that is that, despite therefore not "needing" a lot of the rewards and whatnot for the various missions, I still really enjoy going back and doing everything I can, despite being on my third complete playthrough at the moment.  I've loved in indulging all that the game world has to offer.  Plus it's neat to see areas change up a bit as you solve problems, too.

 

+The companions.  Should be no surprise, given it's a Dragon Age game, but the supporting cast is a pretty cool bunch.  Even some of the non-party companions, like Harding and Krem, are fun to have around.  Most of them are interesting and well fleshed out and are generally great to have around (except Vivienne, but you need an exception to prove the rule, right?).  The banter is good, too, though I feel like it's still less frequent than it should be?

 

+As noted before, the music.  It's freakin' epic, and even the ambient tracks do a great job setting the mood.  I just wish the ambient music, as also mentioned before, could've have gotten more use.  Just compare it to Origins, where much of the music was still fairly light in parts, but did a great job contributing to the game's atmosphere (atmosphere being one of Origins' strongest points, and something it did do better than this game on the whole, IMO)...but I digress, the music itself is masterfully done and the game deserves credit for that.

 

+The story.  It's interesting, it throws some good twists, and unlike a lot of other people, I even really liked the villain(s), although I do wish Samson/Calpernia didn't mysteriously just disappear for no reason depending on somewhat unrelated choices.  Cory made for a decent rival, even if he never did much damage (I'm also willing to give the benefit of the doubt here, since this is the first full DA game that puts you in direct opposition to an actual antagonist as the main focus of the plot).  Tying to exploration above, as well, I liked the way certain area-specific stories also tied together, like the Freemen of the Dales stuff connecting back to the story as well.

 

+Crafting.  It's a step up from the previous DA game crafting, though still not perfect, but it's nice to put together gear that suits my characters.  There are definitely things I'd like to see further improved though in  future games: more versatility, further separating appearance from function, and less grinding (like I said above, not a problem for me, but that's 'cause I'm a dirty cheat).

 

Worst points:

-Too much telling, not enough showing.  I have some rough guesses why this might be the case, but I can only speculate...regardless, this was the game's biggest flaw, by a significant margin for me.  Too much of it felt based on reading notes and just being told what was going on via dialogue.  This could get doubly frustrating since many notes and dialogues, there's no way to go back and re-check or re-read them if you missed something the first time.  It also shows up in the War Table, which is a whole system literally based on just telling you about events that happened.  And while it was nice to have more conversation time with the companions, I feel like I get stuck in dumps of expospeak sometimes for 2-3 hours at a time between some plot missions, so that I didn't "miss" anything...that's probably a little too much.

 

-Random rewards/grinding.  If I didn't fudge the system to avoid this, I probably wouldn't be so eager to keep replaying the game.  I prefer to have more control over my characters' progression.  Granted, there are some missions with set rewards, but for general use, especially if you want to keep your whole party up to date and switch them out with regularity (which I like to do), then things are pretty reliant on luck, and the grind needed for crafting can get pretty obnoxious.

 

-The anti-climax.  I'll add the disclaimer on this one that this has happened in pretty much every Dragon Age game thusfar (and, honestly, is sort of a staple in RPGs in general, I suppose).  It feels like just when you come into real power both in terms of story and stats, there's nothing left to do.  Storywise, you lead the Inquisition on its first big military campaign, and then you clobber the boss and the game's over.  By the time you can get the coolest toys, similarly, there's nothing left to do with them other than go thrash Corypheus (and/or a couple bonus boss dragons, but some of those coolest toys, you have to kill the dragons to get anyway).  Personally, I like to ride the high for a little bit longer, and really immerse myself in the experience I worked up to.

 

-The Inqusitor.  Honestly, the player character was the weakest in the series so far, for me.  Quizzie's just so bland, no matter how I try to play him or her.  Most of the dialogue "choices" felt extremely same-y, and some ended up not being same-y, but not in a way you could tell from the options as they were presented (some Hawke-esque colors could've helped with that one).  Plus, presumably to account for so many different backgrounds and backstories, Quizzie's dialogue just ended up really generic.  At least, with the Warden, for example, the silent PC and often-larger variety of options helped keep the character stronger.  And Hawke, being a specific character from a specific background, was very easy for the writers to give flavor to (which is why my Hawke is still my favorite Dragon Age PC...but she still feels like "my" Hawke).  I just have never been able to really develop an attachment to any of my Inquisitors.

 

-Combat.  Felt like a step backwards from DA2.  DA2 was the most fun for fightin' in my opinion, giving a wide but not bloated amount of options, keeping the action moving, and still giving plenty of control over the AI.  Limiting the number of accessible abilities didn't really make me strategize, it just made me ignore some abilities that might've been situationally kind of cool.  Lack of healing hurt as well...I never felt like I could just really go all out in fights; I had to hang back and be more cautious than in previous games, but that just makes it tedious, not fun.  Overall, fighting in this game isn't awful, but it's worse than the previous two games, and hopefully now that they've got a hang of the new engine, future DA games can go back to being closer to how it was.


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#29
BansheeOwnage

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The clutter exists largely because of the wheel. If the hub of the interface were on the edge of the screen rather than in the middle, there would be more space for sialogue options.

Also, providing full text - even as an option - would require a change to how the games are written. So you're not going to please both groups. Pleasing one necessarily disadvantages the other.

Why would it require a change it writing?

 

Yeah, wasn't trying to be offensive or anything, just what I thought.  :unsure:

I know, but now you know ;)



#30
Sylvius the Mad

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Why would it require a change it writing?

The conversations are structured differently with a silent protagonist. Because we're choosing full text, our selection can't ever lead to an automatic back-and-forth exchange. But that's fairly common in BioWare's voiced protagonist games.

If the voiced dialogue were structured the same as the silent dialogue, the player would be asked for input every time the protagonist spoke, rather than just every time there were multiple options.

As a result, in the silent protagonist games there are multiple options every time the protagonist speaks (to avoid the JRPG problem if having the player needing to press a button to advance through non-branching conversations).

In the voiced games, sometimes you'll get conversations wherein the PC will say something, an NPC will respond, and then the PC will say something else to elicit another NPC response. This is fundentally different from how the silent games worked. The silent game dialogue options were having us choose among different things we could say. But the voiced games are having us choose among the conversation branches available, which might not correspond directly to the speaking events.

I vastly prefer the silent design, but we can't pretend that dialogue in the voiced games plays the same as the dialogue in the silent games did. They're structurally different.
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#31
BansheeOwnage

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The conversations are structured differently with a silent protagonist. Because we're choosing full text, our selection can't ever lead to an automatic back-and-forth exchange. But that's fairly common in BioWare's voiced protagonist games.

If the voiced dialogue were structured the same as the silent dialogue, the player would be asked for input every time the protagonist spoke, rather than just every time there were multiple options.

As a result, in the silent protagonist games there are multiple options every time the protagonist speaks (to avoid the JRPG problem if having the player needing to press a button to advance through non-branching conversations).

In the voiced games, sometimes you'll get conversations wherein the PC will say something, an NPC will respond, and then the PC will say something else to elicit another NPC response. This is fundentally different from how the silent games worked. The silent game dialogue options were having us choose among different things we could say. But the voiced games are having us choose among the conversation branches available, which might not correspond directly to the speaking events.

I vastly prefer the silent design, but we can't pretend that dialogue in the voiced games plays the same as the dialogue in the silent games did. They're structurally different.

Ah, I hadn't thought of that before (I haven't played many games with silent protagonists). You make a good point.



#32
Miss Golightly

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Liked

 

-Tactical camera

-Companions (for the most part)

-Having four voices for the Inquisitor was great

-Character creator is pretty good (I sometimes just start a new game in order to mess around with the character creator)

-Crafting was addicting

-Passing judgement 

-Armour

-Black Emporium

-Dragons

-Environments offered variety

-Decent variety of enemies

-Skyhold is pretty neat

-It's a very pretty game

-Flemeth is a master troll

-Music is excellent

-Banter had a good balance of information and humour

-We actually got some insight on Tevinter

 

 

Disliked

 

-Currency shifted to a coin based system. I feel like sovereigns and silvers are a piece of the DA lore that should be included

-The War Table (it was okay on the first run... but on the second playthrough it was just a chore)

-The hair

-Side quests were... well we know what they were

-Lack of cities

-Lack of clothing customization while in Skyhold

-Final battle is anti-climactic

-Why no fast travel to the undercroft? 

-It's difficult to just do a speedy vanilla run of the story without having to do a bunch of side questing

-Exhaled Plains... yeah, screw that place.

-The Inquisitor would have benefited from an origins story.


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#33
BansheeOwnage

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The devs should read threads like this. There are a lot of things that nearly everyone mentions as being good or bad.



#34
DuskWanderer

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Things that I LIKE about Inqusition

 

The environments are utterly beautiful. Even the Western Approach and the Hissing Wastes felt like two different places despite being deserts. The most beautiful were the first mission in the Frostbacks, the Emerald Graves, and Crestwood post-rift sealing.

 

Cassandra is an amazing character. People of faith are very hard to do, and most companies don't do them well. They turn into caricatures, who spout random meaningless crap, or they're secretly unholy cretins like Judge Claude Frollo. Cassandra was beautifully complex and dealt with her Crisis of Faith beautifully. Ditto with Leliana, although we didn't get enough of her. 

 

I really felt immersed in the world. Particularly when talking to Josephine, who really made things feel much more realistic. 

 

Champions of the Just and Here Lies the Abyss - The first mission was pulse pounding, exciting, and I felt myself excited when I came across the uncorrupted Templars fighting the horrors. I wanted to get in there and save them. The second mission had the same immersion, but brought the feels up with the emotion at the end. It also made the Fade much more interesting.

 

Some small moments made me feel human - There were a few short and sweet sidequests that were endearing. Helping the refugees, visiting the grave of the Dalish widower, giving the history of Red Crossing to the Keeper, that had equally short and sweet moments at completion. I don't need mountains to move, I just needed to feel good at completing it. And I did. Some other missions, like the slog through Citadelle du Corbeau, slaughtering the Freemen in the Graves, and capturing the Keeps, were fun to complete and I enjoyed them. 

 

Solas is very deep - He made me think like no other. I think there's many things where he is wrong, but there are many things where he is right, and he changed my thinking. 

 

Even Vivienne comes off as reasonable - Her arguments make so much damn sense. It was refreshing to see a mage call out other mages for their crap, because in DA2, the only non-mages who were seen as reasonable were the templars like Thrask or Moira who supported mages no matter what. 

 

"I am a shadow, lingering in the sun" - The Flemeth/Morrigan/Kieran in the Fade moments were start to finish amazing. 

 

Bro-Varric - Because he never stopped feeling like my bro. 

 

My advisors - I felt like I was creating a group, and by having a general, spymaster, and diplomat, I felt like I was actually doing that. 

 

The final boss of Wicked Eyes and Wicked Hearts - So fun to fight!

 

 

Things I did NOT LIKE about Inquisition

 

The Mounts - They just felt useless everywhere that wasn't the Hissing Wastes. Speaking of...

 

The Hissing Wastes - I'm perfectly okay with the quest to find a dwarven Paragon's relic, we need more dwarf stuff. But that place was too freaking big. 

 

Repetitive Side "Fetch Quests" - Go here, kill this thing, report back. Rinse and repeat. Go here, activate this thing, go back. Collect all this crap, mark these spots. A few are okay, like the ones with a little banter before and afterwards (like Judith wanting the wyvern dead). But just marking collections, finding booze, particularly in a game not developed for platforming game mechanics?

 

Wicked Eyes and Wicked Hearts - This was a contest to see which person I hated the least, not which one I wanted to see win. 

 

Too---many---herbs - Did we really need 20 Vandal Aria (of which you only get one per harvest) for so many things? Particularly when it's pretty much only in the aforementioned Hissing Wastes?

 

Requsition Officer Stuff - That should have had in-game effects, and you could only do them once. The antidotes on the Storm Coast? Make them reduce duration of "Poisoned" by 20%. Getting Dwarven Relics in the Wastes? One extra ore each time I harvest. Dalish lore? Completing that gives me one extra herb each time I harvest. Venatori ciphers? Get a Tier 3 Mage staff. Rare Alloys in the Oasis? 10% extra strength on all metals used when crafting. 

 

Final Battle was a slog - I was more excited by the Dragon-on-Dragon cutscene than with the boss. It was just run, go get him, cast Dispel. 

 

War Table wasted so much great potential for side missions - I can't count the number of missions that would have made great side quests. Perendale's Circle: Go in, fight some belligerents, rescue some mages. Hasmal's templars: Secure a route through a forest path at night, littered with Red Templars. Capture the Nevarran advisor? Battling next to Alistair in Castle Denerim's kitchens? Maybe the Venatori could sabotage the Ferelden/Orlais peace talks and I can fight by some monarchs. But no, I got some mission text quirks and a lot of wasted potential. 

 

Dorian Pavus - Boring. Uninteresting. Badly written character with after-school special side quest. 



#35
BansheeOwnage

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Wicked Eyes and Wicked Hearts - This was a contest to see which person I hated the least, not which one I wanted to see win.

I agree, but I think that may have been what they were going for.



#36
DuskWanderer

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I agree, but I think that may have been what they were going for.

 

There comes a point when I just want to say "Meteors. Just fall and kill them all." 

 

That was Wicked Eyes and Wicked Hearts. A shame, really, because Sera actually shined in the quest. 



#37
Steelcan

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I agree, but I think that may have been what they were going for.

then they should have had more details on the various contestants, Celene's murder of Briala's parents, Briala's elf-centrism, and Gaspard's plans for an invasion of Ferelden

 

Better yet they'd show us these things spread out over the unused maps such as the Exalted Plains, Emerald Graves, or Western Approach



#38
BansheeOwnage

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then they should have had more details on the various contestants, Celene's murder of Briala's parents, Briala's elf-centrism, and Gaspard's plans for an invasion of Ferelden

 

Better yet they'd show us these things spread out over the unused maps such as the Exalted Plains, Emerald Graves, or Western Approach

Definitely no argument here.



#39
AllThatJazz

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Things I liked:

 

1. Companions. Yes, Bioware always does these well, but Inquisition's are really top tier imo. Thought-provoking, compelling, sometimes likeable and sometimes not, they brought the world to life for me in a big way. My personal favourites are Cass, Solas, Cole and Dorian, but frankly they were all marvellously memorable in their own way. Huge kudos and thanks to the writers, editors, artists, modellers, cinematics guys and all involved in bringing these fantastic creations into the game. You rock :)

 

2. Visuals and performance. Very easy on the eye, and (I realise this isn't true for everyone) DAI runs beautifully on my machine with everything on Fade-touched and resolution downsampled to 2560x1440. 2 crashes in more than 300 hours of gameplay! Way better than average for a Bioware game. Again, I'm aware of and sympathetic to the fact that this hasn't been everyone's experience, but I can really only testify to mine.

 

3. Character creator. I love it and can happily spend hours in it. Thanks for giving us Black Emporium so we can tinker with the CC in-game.

 

4. Crafting, armour and weapon models. First RPG where I've actually enjoyed crafting. Armour and weapons look good, and I've spent an unreasonable amount of time tinting and upgrading things. Bear in mind this is coming from someone who would quite happily see crafting done away with in CRPGs because I usually find it so boring.

 

5. Some fantastic moments in the main quest - The Mage/Templar quest, the whole bit from the end of Haven through to the discovery of Skyhold, Wicked Eyes/Wicked Hearts denouement, Here Lies the Abyss, the end reveal. All great. Here Lies the Abyss especially. I loved the Fade, I loved the temporary companions, and the scene that

Spoiler
, it felt like I was experiencing something more than cosmetic consequences to decisions I'd made in Origins. And one of three quests in the game that had decision-making moments where I had to stop and think for a while, the others being
Spoiler

 

6. Romances. I've only played Blackwall and Solas, but neither follows what people often accuse BioWare romances of doing - a couple of conversations, then a sex scene, then nothing. The Solas romance is particularly good because it seems so relevant to the storyline and the world, because it offers genuine additional insight into Solas's character, and because the content is so well-written. Congrats and thanks to Patrick Weekes for this.

 

7. Archery. I just love playing an archery based rogue, it's wonderfully good fun. It's fast and mobile with lots of different skills.

 

8. Judgements. I thoroughly enjoyed these. it allowed for some nice roleplaying. I'd have liked to see a few more later-game consequences to some of the decisions, but it was still a ton of fun to sit on my throne and pronounce sentence on people!

 

9. Some  of the side content. Side content appears on both my like and dislike list. Dislike for reasons I'll state (and others have already stated), but there was also good stuff. Companion quests, some of the regional quests such as Crestwood, and a few of the optional dungeons (Still Ruins for example) were decently fleshed out and had good story/lore behind them.

 

10. War Table. Also appears on both lists. Some fantastic opportunities for roleplaying, and a few (such as the Sutherland quest chain) that resulted in a 'proper' mission, and some changes to the world. I would have liked to have seen more of this. I don't think enough was done with the idea, but I would vastly prefer to see the war table improved, iterated upon and revised, rather than shelved.

 

 

11. The setting. Obviously not just DAI, rather DA in general. With the release of TW3 (and I'm sorry for mentioning it, the last thing I want is to turn this great thread into another TW debate), there has been some conversation in various forums about what makes a compelling fantasy setting. I've heard various arguments which claim that, in order to deserve a seat at the fantasy table, a setting should be deeply rooted in real-world Mediaeval politics and attitudes, otherwise it lacks believability and the ability to maintain interest. I vehemently do not believe this to be the case, otherwise it results in an entire sub-genre of games where only straight white blokes ever get to play the hero while the rest of us are either ignored, sidelined or treated appallingly in-game. I wouldn't argue that such titles shouldn't exist for those who enjoy those settings, but I am immeasurably glad that DAI isn't one of them - that it takes more contemporary attitudes as an inspiration instead, and is a fantasy space where I feel welcomed both as a female gamer, and as someone who enjoys playing female and gay characters, and having them be the saviour of the day. So, thanks for that :)

 

Things I disliked:

 

1. Lack of ambient atmosphere, particularly in populated areas. Kids running around, domestic animals, a sense of people going about their day. Val Royeaux, Skyhold, Redcliffe, that small village in Emprise, Crestwood, all suffered a bit in this regard. Felt a bit sterile, there just didn't seem to be enough going on to bring places to life.

 

2. War Table. Just not developed enough. The Elven Inquisitor chain could have culminated in a fantastic quest to help your clan, but just kind of petered out with no recognition or consequence.

 

3. Side content. Too much simple filler that doesn't add much or anything to the world, and the better stuff is too easy to miss.

 

4. 8 ability limit. I liked this in theory, actually. I thought it might force me to change skills about as I played, but this isn't what happened. I ended up just loading up on passives as much as possible, and getting little or no use out of numerous actives.

 

5. Playing as a mage less fun than DA2. No spell combos (I loved those in DAO), and not enough spell variety outside of elemental spells. Some really good individual spells and upgrades (static cage!), but too much of the good stuff from regular trees in previous games was locked behind specialisations (like the bomb spells being necromancer only). 

 

6. Underwhelming and underdeveloped main villain. Cory was the first villain in a Bioware game I haven't had an emotional reaction to. I've experienced the spectrum from hatred, anger, frustration, betrayal, to regret, respect, sympathy, even responsibility for Bioware's antagonists, but I didn't think Cory got enough screentime to evoke any feelings. His voice and design were fantastic though.

 

7. Main quest felt short, particularly the last mission had no real build-up.

 

8. Power mechanic. I didn't hate this, but in my case I ended up with ridiculous amounts of power that I have nothing to do with. In other instances, players complain that they are forced to do content they don't enjoy just in order to get the power they need to progress the main quest. This wasn't my experience, clearly, but it seems that it may be too easy to end up with either too much or too little.

 

9. Hair in character creator disappointing compared to the lovely hairstyles in the concept art (braids etc).  Given Frostbite's lack of moddability, there is also little chance of many new hairstyles being created by modders (and the limited mods available haven't worked for me since several patches ago anyway).

 

10. Party banter. Magnificent when it happened, but didn't happen much.

 

11. Mounts. Great in theory, but given that the party dynamic is such an intrinsic part of Bioware's games, and given that I was already struggling to activate party banter, I ended up not using them at all.  If there was a way (in future titles) to allow companions to have mounts too (I know there's a tricky pathfinding issue there) and still trigger banter, that would be great. Otherwise, I'm happier on foot.

 

12. Frostbite's lack of moddability. I'm not a modder, but the fact that DAO (and DA2 to a degree) could be modded made some difference to me as a user and added to the longevity of both games. 

 

 

 

Well, that was stupidly long, sorry. I love DAI overall and look forward to more dlc :)


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#40
DragonAgeLegend

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There's some really great points made here, I hope the devs take a look at this thread and implement what most of us enjoyed from the game and fix what we didn't. 



#41
The Qun & the Damned

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Likes

  • Character Creation: Me gusta the CC mucho!
  • Companions: They're just amazing. I either really love a good amount or really dislike a good amount. No inbetweens, just this.
  • Companion armor: I love that it changes with each type of armor/add on armor.
  • Combat: Hard to get bored of it.
  • Dragons: Halle-freakin'-lujah, they're gorgeous and an event to fight unto themselves
  • The setting: Thedas looks more and more alive with each game, and this one truly brought life to it.
  • Romances: While some are lacking, they were pretty well made overall.
  • Special move slots: While annoying that it's singled down to just 8 slots, I also appreciate and enjoy the strategic genius behind that. Sure, you may go beyond the 8 slot bit but it definitely gives you room to switch in between what moves you want to use for your next fight.
  • Crafting: Any game where I can create a spiky object and call it "Crisco not included" deserves game of the year.

Dislikes

  • NPC's: Wow are they static or what?
  • Sidequests: Dull. Not one of them felt urgent, not one of them felt like it was worth doing, frankly, they felt like fetch quests. They really needed more depth and consequence. Games like DA:O had that depth and The Witcher 3 did an amazing job with them because not one of them felt like a waste of time and the consequence of each one and the direction each one went to felt that much more heavy. Please, less ugh-y sidequests, more "OH **** RELOAD! RELOAD! I REGRET EVERYTHING" sidequests.
  • Armor: Well, it could be better. Glad that most races got some pretty cool stuff tailored to them, but the Qunari are sold so short it makes the dwarves look tall.
  • Tactics: Dragon Age 2 did a good job at commanding the party, the ones in DA:I felt castrated.
  • Mounts: So many cool ones but they're all just so... there.
  • Mages: More mobility please. Also, what happened to the nature tree? They don't feel as powerful or as threatening as everyone makes them out to be, save for the "in hushed whispers quest" that one was pretty great.
  • Specializations: They could be better. Necromancy had no oomph to it, and warrior and rogue specializations were way too tailored to the combat classes they came with.


#42
Suledin

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Mounts are freaking lame. Too slow. 


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#43
Alasea

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Like:  

 

- Main Story Line

- Romances (Solas, Iron Bull and Cullen are super awesome)

- Settings: Areas are really beautiful

- Companions and their banter

- Crafting

- Dragon fights

- Soundtracks in game

- Hawke's creation with CC

 

Dislike:

 

- Cullen is no Campanion :angry:

- way to less different Elven Armours and Schematics!!!!

- WORST HAIRSTYLES EVER!  :angry:  :angry:

- Dalish Mounts do not really look like Halla

- War Table Missions ( some of them would've been really nice Quests )

- Loading Screens

- weird way to choose the new Divine, feels just randome

- hard to Mod

- Ball outfit options

- and last but not least.... let Vivienne take the Inquisitor go shopping so we can change that weirdo and ugly pajama  <_<

 

 

All in all im a big fan of Dragon Age Inquisition, but there are really some points that could need a change. For example the Hairstyle issue and Skyhold outfit  :mellow:



#44
Bob Walker

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-- Companions had unique looks without wearing the same clothes for 7 years.

You know, many people in Kirkwall are poor. :D



#45
Guest_npc86_*

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Like:

Multiple playable races returning

The party members & romances

No autodialogue

The Mirror of Transformation in the Black Emporium DLC. 

Not including online-only trophies. I only play for SP so this means I'm not blocked from the Platinum trophy. 

The option to let party members step in and handle something during certain conversations. 

Judgments at Skyhold. Deciding how to deal with defeated enemies was interesting. 

Save imports being an option on current-gen consoles with Dragon Age Keep. 

The Mage/Templar choice during the main quest. 

 

Dislike

No music outside the main quests. I liked the music in general but battles and other quests felt empty without it. 

No Tactics system. I used them often in DA:O & DA2 and the options available in DA:I aren't really the same. 

No auto-attack for consoles. DA:O & DA2 did have it. 

The open-world. The environments look nice & look different which is great but I preferred the smaller & more focused areas DA:O had. 

No Origin stories. It feels like what DA:O would be if it had started at Ostagar instead. 

The small text used in the Codex, War Table and other areas of the game. It can be difficult for me to read it at that size. 

8 ability limit, 8 or 12 potion limit & the removal of healing magic. 

Lack of cities. Denerim was bigger than Val Royeaux and a big part of DA:O took place there while still having a lot that happens elsewhere. 

Loading screens that only display info/Codex entries for part of the time. 

How DA:I handled conversations. I preferred what DA:O & DA2 did compared to DA:I's zoomed out camera. 

How characters were introduced during Wicked Eyes and Wicked Hearts. Without The Masked Empire I wouldn't have known much about them.

Some of the side quests. I felt like I was only finishing them to earn more Power and not just for the side quest itself. 

Currency being changed to "Gold". Just a minor thing but it would have been nice for it to be the same across all three games.


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#46
Guest_john_sheparrd_*

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Like (not much sadly):

- Most companions (Dorian, Cassandra, Iron Bull, Solas etc.)

- Soundtrack

- Save Import (especially after playing TW3 I appreciate what Bioware did here)

- Some story moments were epic and emotional (Cory attacking Haven, Hawke or Alistair decision)

 

 

Dislike:

 

- Boring protagonist (the Inquisitor is just bland)

- Bad villian (Archdemon was generic too sure but at least he wasn't a wimp like Cory who got owned at every mission)

- Terrible open world (lifeless and boring)

- lazily done side/fetch quests (shame on Bioware)

- Sera (worst Bioware companion ever)

- Story was way too short and the ending half assed



#47
Jester

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Liked:

 

- The main villain.

- Companions. I liked this pack much more than I did characters in DA:O and DA2.

- Characters - many characters are quite well written - but they get too little attention in most cases.

- Story missions. They are very well designed and executed, apart from the final mission.

- Wartable.

- Character creator.

- Lore of the world. It remains one of my favorite fantasy worlds.

- Combat was quite fun. Not perfect, but I liked it far more, than I disliked it. The best in the series.

- Dragon fights. They can be frustrating at times (without using some unfair combos, those dragons can have way too many hitpoints), but I love the way they are animated, and general feel of the battle.

- Voice acting. It's superb throughout the entire game.

- Banter and companion interactions.

- Sitting in judgement.

- Four playable races, and 2 voice actors per gender. Sweet.

- Making the Mage - Templar conflict even more morally grey, than it was before.

- Dragon Age Keep.

- Limited healing.

- Playing The Grand Game.

 

Disliked:

- The world felt empty. And static. Cities (if you can call Val Royeaux a city...) and villages felt completely artificial.

- The last mission. It felt unbelievably rushed and unfinished. The boss battle is dissapointing, There is no tension, you don't feel that your whole team takes part in it... And nothing you did during the game has any effect here. No use for Inquisition resources, allies, companions...

- You cannot punish disobiedient advisors. I told Leliana not to kill a certain person, but she did it anyway - there was no option to punish her for it, remove her from the station or even mention her disobedience in conversation. Inquisition is a military organisation, and I'm the leader goddammit! I can't have people ignoring my commands with no repercussions. 

- Armor variety was quite poor. Disappointing. 

- There is no sense of threat in second half of the main story. 

- The main story feels too short for such a gigantic world.

- Romances. At least Cassandra's and Sera's - I cannot speak about others, because I didn't experience them. But those two follow the same artificial formula, that modern BioWare romances always follow - flirt - flirt some more - do personal quest - some talking - do additional quest - get sex - barely have any conversation ever again. 

- There's only a handful of interesting quests apart from main story missions and companion quests. 

- Lack of cinematic conversations. 

- Power for the Inqusition feels useless.

- Skyhold's outfit. Makes me want to remove my eyes from their sockets with a wooden spoon.



#48
KotorEffect3

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Likes:  Open Level design, returning characters, war table, crafting system, diverse and stunning environments, combat system, companion characters and advisors, set story missions, class system, customizable protaginist (including choices regarding race and gender)

 

Dislikes: Skyrim style dialog sequences, some zones are light on story content, game gets stretched thin in places, underwhelming cities (val royeaux should have been more developed, both in terms of exploration and in terms of content)


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#49
DragonAgeLegend

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I agree, but I think that may have been what they were going for.

Yes exactly, If they do some of the things mentioned here the next game would be truly spectacular!



#50
TheExtreamH

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the only things i hate, are all that was removed from the DAI 2013 they showed off. Other than that i loved the game.