It's almost one year after DAI came out. There have been DLC and gameplay patches, and in story as well as gameplay it feels quite different from November 2014. The story of the Inquisition, if not the Inquisitor, is now complete, and I take that as an opportunity to revisit the game and comment on it.
Game setup:
I am playing this game with my Dalish Rogue, Ki'ina Lavellan. I already finished a playthrough with her, including DLC addons, but that was one I started several months ago, and in this one I'll attempt to make one ongoing story and see how it feels. I play with her because after Trespasser, a Lavellan Inquisitor is the most interesting to play, and also because my main Inquisitor, Maelyn Trevelyan, was designed from the start to be heavily invested in the Fade-related abilities conveyed by the Anchor in my mind, so that losing it was extremely painful while I played her, while Ki'ina has so such problem. Thus, I can start this game with pleasant anticipation, which wouldn't be possible if I played Maelyn.
I'm playing this mostly on the "hard" difficulty setting, since that's the one where combat, at my skill level, is reasonably fluid but still presents an obstacle that I feel, though I'll probably reduce the difficulty at certain fights in Trespasser and Jaws of Hakkon (spirit rogues and Hakkonite spies, respectively). I'm playing with friendly fire off since I feel that the AOE combat abilities aren't decisive enough to bother with in a FF environment, and I am not motivated to micromanage my fights accordingly.
I'm also playing with a mod, which should be regarded as my first comment: I'm using the mod "More Fade-Touched", which lets me adjust the probability of finding fade-touched crafting materials. That was one aspect I found unbearably tedious in the original game, and as opposed to some other things that were tedious, this has not been patched to be more bearable.
Part I: Prologue and Haven.
Coming out of my cell, Cassandra and I set out along the valley, and knowing the end, I feel a vague premonition at the scenes where the Anchor is acting up. I'm finding that I like the way the story is enclosed by the Anchor, and revisiting the start of the game mitigates somewhat the feeling of powerlessness I got from the end of Trespasser. In the end, the Inquisitor will have come a long way, with a lot of story between the beginning and the end, as much as we tend to forget that at times in the middle of things, especially when dealing with those open-world maps with less connection to the story.
Further down along the path, we meet Solas and Varric. A good enough introduction, and armed with foreknowledge from Trespasser, I find the scene perhaps even more appealing. I know where things will go between me and Solas but the encounter feels natural nonetheless, always an indication that the writers did something right. I also notice I can insta-kill wraiths with a long shot, I don't recall being able to do that...odd.
The encounter with Chancellor Roderick reminds me of two things: the interactive cutscenes in DAI, including their voice acting, are generally the best Bioware has done so far, the odd misfitting tone here and there notwithstanding. The only persistent flaw - I'll mention this here lest I forget it - are times when one character interrupts another one, where there's always a very artificial stop rather than one character talking over the other like it would be in RL. There's also a tendency to overact here and here, and overly precise pronounciation. I'm not sure if that's needed in order to convey the information, and it's not a critical flaw, but it's noticeable. In spite of that, the characters involved come across as natural almost all of the time, in a marked contrast to DA2 where too many scenes felt like a parody. I wish, however, that the density of companion comments in the prologue would be more of an indication of things to come. Too bad that interactive cutscenes as well as in-mission comments feel almost scarce compared to the length of the game, or of certain missions. In this scene specifically, one of the little flaws, as I see it, is that my character talks too decisively for someone who's just got out of a prison cell - "hero talk" at a time when it doesn't feel right.
Along the path we go until we arrive at the Temple of Sacred Ashes. As a Dalish elf, I find it strange to be mired in Andrastian culture all this time. Do I believe in the gods of my people? Well, yes and no. I've always thought the gods of the stories were real, but in the end no more than immensely powerful elves. My people tell stories about them in order to teach wisdom, and that's why I value them, but worship was never an attitude I could understand. No more can I understand these Andrastians and their Maker, who doesn't even have stories told about him convincing enough to make his existence plausible.
The fight at the rift reminds me how much easier this was with my mage. My rogue does about 1-3 points of the damage to the demon per attack. No matter, it's not as if I had to save healing potions here. A little later I awake, again in the presence of that disgustingly subservient elf girl, and make my way out of the hut into Haven. Too much kneeling here. I don't want to be the Herald of anything. If anything, I want to get the job done and go home, but it appears this will take a while. I listen to the debate between Roderick and Cassandra for a bit, then decide they can wait for a minute longer and explore the rest of the building before I enter the council room.
The "Founding of the Inquisition" scene...flows nicely. The wardrobe inconsistency in the scene in front of the Chantry door - doesn't exist anymore because they've given me a scout coat while I was not looking. Also, the question: why did the Divine authorize the Inquisition? It can't be because of the Breach... All right, now's the time for exploring the area before I head off into the Hinterlands.
The talk with Solas - it really appears that Lavellan *is* the default protagonist here, since she's the only one with an appropriate response in the talk about Solas being an apostate if you want to be reassuring but can't estimate Cassandra's reaction, which should be true for anyone at this point. Ki'ina is fascinated by Solas and his stories - here at last, an elf who isn't as hidebound as most Dalish, and with some knowledge of the past on top of it. Little does she know.....but even with a repeating player's foreknowledge, this scene plays nicely.
I walk down to the smithy.....ahhhh.....there is the Golden Nug. I was afraid the first one would be at Skyhold. Now I am free from the chore of collecting schematics for the whole game. Thanks for that, DA team! Granted, things might get a little unbalanced with L3 schematics being available early, but then, I guess those who do the trials will need every help they can get, and combat will flow more smoothly for me. If I don't like it, I can alway set the difficulty higher. It takes about 12 minutes for the list of schematics to scroll through, and I use that time for exploration.
Hmm....has a patch removed the wildlife in Haven? In earlier games, the valley was full of rams and druffalo, now all I get are some nugs. Just as well, one more nugskin is all I need to multiply my armor rating by 3.5, and I also make a bow and triple my dps. Nice to have all those schematics early. I guess I'll experiment with different styles more now. Talking with Harrit - these little background stories connect the world just as much, in my opininion, as the bigger plot elements.
With all the mini-quests here done, and after having talked to Varric and visiting the tavern to listen for Maryden for a while, I head back to the Chantry building. The introduction of my advisors - very nice, and I should mention that I think Cassandra may be Bioware's best-realized character. The advisors and most of the companions are all well-realized, but over time Cassandra stands out, not the least because she's the only whose lines can change based on what you said in earlier conversations, rather than just based on race or class and the background associated with it. Anyway, Ki'ina is unsettled by being called Herald of Andraste and doesn't believe it for a second, but that's how things are. The scene skips me over to war table, and I allocate the perk I got from getting all the collections from the Golden Nug. I also open the Hinterlands, and.....ah, to think that I thought we'd get such a nice introductory scene for every other map when I played my first game. That was a minor disappointment.
I back out of the war table in order to speak with Josephine - and run into Marquis DuRellion and his silly mask. For a member of Orlais' nobility, his fashion sense is rather lacking - or it just that the mask design was given to a newbie at Bioware? I also speak with Minaeve, who earns points by calling me "the one they call the Herald". I also like her. Too bad she'll be replaced. I wonder how she lost her vallaslin... In this scene as in the earlier one with Cassandra, Ki'ina has her usual ugly walk, as if cutscenes were singled out for extra-unpleasant walking aesthetics. Really, Bioware, that was a major failing. Please don't do that again in your games.
So much for the introductory session. I'm heading off into the Hinterlands. More commentary forthcoming. Please feel free to comment or debate, I'll place a link to the next post here once I'm ready.
Here's a picture of Ki'ina Lavellan - I don't recall where I had taken it:






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