If you are like me, the biggest problem you had with DAI was the MMO tone of its areas.
They were bigger than anything in the previous' titles but they felt empty. There were no NPCs to interact with, no worthwhile sidequests (it is telling that the majority of sidequests are given by finding notes and require no contact with any NPC), etc.
Certainly, you could go anywhere but why would you? Nothing was happening anywhere.
The same applied to Jaws of Hakkon even if they had improved the quality of the sidequests.
Descent, on the other hand, still has large areas to explore with cool sigths but it is, at its heart, a corridor. But is a corridor just like Virmire and the Dead Trenches were corridors.
It is much more like the areas of DAO (only larger) than those of DAI. This allowed for a tighter story, scriped events and cutscenes.
That is not to say I thought "Descent" was great. It is no "Legacy", it lacks choices, interaction with the Inner Circle and it answered little to no questions.
But after places like the Emerald Graves and the Exalted Plains where meaningful interaction related to the history of that place (human vs elf conflict) was a grand total of zero, "Descent" is a breath of fresh air.
Hopefully, future DLC and games
will follow its example with the necessary improvements, of course.





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