That was my biggest complaint about Trespasser by far, and it made me feel like the ending was rushed. Your death is virtually guaranteed, yet your romance and most of your friends don't offer much sympathy or regret or heartbreak, considering they probably won't see you ever again. Then when you get back, no one is relieved. Actually, no one says anything at all. From meeting Solas to the credits is just a long cutscene, and that was bad.
Agreed. Again the protagonist isn't treated as a character, and the companions are completely swept aside. That is not good writing, especially for the ending of a story. (And as I said in some other threads, the inability to talk to Cole is especially troubling given the way he is used in the DLC. There are a lot of open questions as to how much exactly he knew ... and what that means for the character's integrity.)
I was too busy wondering why the hell the Exalted Council didn't notice the Inquisitor's lack of left arm or comment on it, and wondering when she lost it to pay much attention to anything else. Because you don't see it. I didn't like how that was handled at all. It was almost like Solas was originally just going to take the anchor, so no one recorded any lines about the hand, then they decided to remove it and not record any. Not even the Inquisitor says anything about it.
Agreed again. It doesn't fit the way the scenes are presented, and it doesn't make sense either: one moment you're fighting with that hand as always, the next moment it's supposedly too far gone to save? Meh, I call BS.
The problem is further compounded by the fact that the epilogue slides (unless taken as non-canon or far in the future) paint everyone in the inner circle - including the Inquisitor - as ignoring The Solas Threat™ and scattering to go settle down or relax, even though that's directly contrasted by the epilogue scene and the characters' personalities themselves.
They tried to combine a generic Bioware epilogue (which I've never been fond of primarily because of the painful "all your friends leave without looking back" element) with a setup for a story about an ex-friend about to end the world, and that's just divide-by-zero-levels of "does not compute". Even if we treat the epilogues as hearsay to throw the enemy off, it's just unsatisfying because I as the player am not the enemy, I want to know the truth and not smokescreens and rumors.
- Shock value, which didn't really work for me. It was more like "confusion value" since you don't actually see them lose their arm. "Okay, he removed the anchor. Wait, why do I have no arm, and why is no one commenting on it?" *sigh*
- They really wanted the Inquisitor to have something negative happen to them, since nothing did previously. A price for the anchor.
- They want cool new gameplay mechanics! *shrug*
- To cripple them as an excuse to discard them in the next game, which I would find abhorrent and insulting. Also bad storytelling.
#1 and #4 seem the most likely to me, and are extremely aggravating for so many reasons (many of which were covered by people calling out abelism and the various reasons why throwing the Inquisitor and their bond with Solas under the bus). If #1 and #2 were intended for story purposes, they fail utterly because of the lack of reaction and follow-up. It's not storytelling or character development when there is no storytelling or character development. 