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So whats the consensus for Da:I after all? Do you love this game? Update: Finished trespasser OMG


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#76
RepHope

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I found it to be a rather mediocre yet solid game. It did what it set out to do alright, (increase the diversity of the zones, race options, strong companions), but what it set out to do wasn't very ambitious. They were pretty open about how they were basically chasing the Skyrim sales, and I think it hurt the overall game. The Inquisition as a whole was not utilized very well, the player was still the one who had to do pretty much everything. What's the point in having minions if they're not the ones doing the busywork? What's the point in having a castle if the only upgrades I can get are some completely meaningless cosmetic upgrades? DAI just didn't feel very ambitious to me, it felt like Bioware was playing it safe. The mediocre quests were also a black mark. Cory was a terrible villain who never received the attention he deserved, Floriane was just a complete idiot who took all the "intrigue" out of the game, the Mage-Templar War happens entirely off-screen, etc, etc.

 

The music was pretty good though, neither Origins nor DA2 was very memorable in that regard. Solas is also an excellent character, but I continue to be frustrated how the DLC for each DA game tends to be better than the main game. Overall Trespasser left me optimistic that Bioware can use DAI to make an amazing DA4. With Solas and the Qunari as the grey antagonists Bioware has kept trying to make since Loghain but never quite succeeding. 

 

Minrathos better be big though. That crap they pulled with "Val Royeaux" being a single marketplace, and never letting us see the Grand Cathedral, was pathetic. It should be a single zone on it's own and be as big or bigger than Novigrad in W3 or Boston in FO4.


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#77
Iakus

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I don't like some of the gameplay mechanics that went into DAI.  But it's a solid game.


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#78
nightscrawl

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I guess I just don't understand the opinion many have that DAI felt more alive than previous games. Most zones had maybe one or two NPCs to interact with, and those were usually "Go get me X" and "Thank you for getting me X." Yes, companions and advisors and some people in the story missions had some interactivity, but the world as a whole felt very static and empty to me. In previous games, there was still dialogue with NPCs during quests (often even the enemies before battle) and there were more NPCs in hub areas to talk with. Shopkeepers here no longer have dialogue, except for that nuggalope merchant. They aren't people but walking stores, where previous games the merchants were individuals, even if they didn't have substantial dialogue.

 

I would honestly like to hear what elements in DAI feel more alive and immersive than the past two games. I'm not debating that there was a lot of lore involved and good companion interactions. But those alone weren't enough to rid me of the impression that the world was static and empty.

 

Well, I don't know about feeling more "alive," as I don't think of it in quite those terms, but I did like that DAI had more freedom and exploration with the maps that we had. Even though the areas of DAO were quite large, they were constrained in that they were mostly linear, and once you killed everything the area was completely dead. And of course DA2 suffered tremendously from its reused maps, exacerbated by the similar linear design of DAO. In comparison, the new ability to jump in DAI meant that you could literally go anywhere (within the confines of the map) and use any path to get where you wanted to go. In addition, the DAI maps have respawning mobs, and also some dynamic content that alters based on your level if you decide to return, they don't stay devoid of life once you kill everything.

 

I was honestly OK with most of the non-essential NPC interaction that we got, even with quest givers. I don't really need a full-on cinematic experience when a guy tells me about his missing ram, but that is a personal preference. That said, I do think that ALL of the follower investigative dialogue at the base should have been cinematic, simply because more interaction of that type is just more fun and gives the player a closer feeling to the individual.


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#79
SoSolaris

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I liked it a lot, overall, and I'm glad it was made and I got to play it. I don't know if I loved it though.

Gameplay design decisions, like the gutted tactics system, ability limitations, and the changes made to talent trees (particularly mage trees) and the radial menu as a result of those limitations affected my enjoyment of the game. I still like the gameplay, but I often find myself wishing they didn't upend the system quite so much.

The pacing of the storyline felt a bit disjointed and abrupt in places, likely due to the nature of the open world's design. The main quests were very well done to me, and I remember feeling excited about what was to come. But, it ended up fizzling out faster than I anticipated. A part of that I think was also due to Corypheus' lackluster development.

I wish the main storyline was longer, or at least more variety in side quests that didn't essentially amount to fetch/kill/collection checkmarks. There were tons of fetch quests in DAO and DA2, but they were also offset by the more involved sidequests and focused writing. Maybe it's because of the cinematics. Regardless, for me, all of the fetch quests and whatnot exacerbated a distinct feeling of disconnection during world exploration.

Despite these issues, I did enjoy the game very much, and still replay it. The characters were fleshed out and layered, even if I didn't truly connect with most of them, and I appreciated the distinction and variety of the cast. The world felt much more realized, and the lore was greatly expanded. The devs were really unsubtle when it came to the treatment and presentation of Dalish and Grey Warden conflicts, however.

Character customization is greatly improved, and I was much closer in creating MY character than in previous games. Not exact, of course; the Lavellan in my head didn't quite match the Lavellan in game, but almost.

All in all, DAI had its spread of positives and negatives, and leads a lot of potential for future titles. More than anything, I'm excited to see what the next Dragon Age will have in store (if it's made), because by then BioWare will have hopefully learned a lot from DAI and be more adjusted to the technology and scale, and will be able to realize so much more of their vision for the series. I'm looking forward to ME: Andromeda for the same reason, though I'm aware that it may be of a smaller scale.

#80
loungeshep

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Its my favorite Dragon Age game so far.  I will say that it's very long though.  Also, I found Coryphewhatever to be more of a silly villain, I mean you thwart him at every turn, even his attack on Haven you still win. He tries for the Well and loses. He tries to get the Wardens and loses. IN the end he still loses and gets sucked into the Fade hopefully forever.

 

Coulda used a better main villain. But other than that and it being long its my favorite Dragon Age game.

 

 

Mass Effect is still the best Bioware franchise IMO, sorry.



#81
Sealaria

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Love it.  I like that it was long tbh ..felt I was getting more of a story.  The addition of the trials made it that much nicer to go back to other characters I created and play over again.  The golden nug..I kiss its feet with all my characters now lol


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#82
vbibbi

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I found it to be a rather mediocre yet solid game. It did what it set out to do alright, (increase the diversity of the zones, race options, strong companions), but what it set out to do wasn't very ambitious. They were pretty open about how they were basically chasing the Skyrim sales, and I think it hurt the overall game. The Inquisition as a whole was not utilized very well, the player was still the one who had to do pretty much everything. What's the point in having minions if they're not the ones doing the busywork? What's the point in having a castle if the only upgrades I can get are some completely meaningless cosmetic upgrades? DAI just didn't feel very ambitious to me, it felt like Bioware was playing it safe. The mediocre quests were also a black mark. Cory was a terrible villain who never received the attention he deserved, Floriane was just a complete idiot who took all the "intrigue" out of the game, the Mage-Templar War happens entirely off-screen, etc, etc.

 

The music was pretty good though, neither Origins nor DA2 was very memorable in that regard. Solas is also an excellent character, but I continue to be frustrated how the DLC for each DA game tends to be better than the main game. Overall Trespasser left me optimistic that Bioware can use DAI to make an amazing DA4. With Solas and the Qunari as the grey antagonists Bioware has kept trying to make since Loghain but never quite succeeding. 

 

Minrathos better be big though. That crap they pulled with "Val Royeaux" being a single marketplace, and never letting us see the Grand Cathedral, was pathetic. It should be a single zone on it's own and be as big or bigger than Novigrad in W3 or Boston in FO4.

Yes, everything about the game seemed to be playing safe after DA2 and ME3. Which is understandable from Bio's point of view, but still a shame. They kept to a basic save the world plot, eliminated any shades of grey in the villains, made everything as basic as possible in most instances.

 

Well, I don't know about feeling more "alive," as I don't think of it in quite those terms, but I did like that DAI had more freedom and exploration with the maps that we had. Even though the areas of DAO were quite large, they were constrained in that they were mostly linear, and once you killed everything the area was completely dead. And of course DA2 suffered tremendously from its reused maps, exacerbated by the similar linear design of DAO. In comparison, the new ability to jump in DAI meant that you could literally go anywhere (within the confines of the map) and use any path to get where you wanted to go. In addition, the DAI maps have respawning mobs, and also some dynamic content that alters based on your level if you decide to return, they don't stay devoid of life once you kill everything.

 

I was honestly OK with most of the non-essential NPC interaction that we got, even with quest givers. I don't really need a full-on cinematic experience when a guy tells me about his missing ram, but that is a personal preference. That said, I do think that ALL of the follower investigative dialogue at the base should have been cinematic, simply because more interaction of that type is just more fun and gives the player a closer feeling to the individual.

For me, it's not just the cinematic view which makes a difference in interaction, though it probably could have helped me feel more connected to the conversation. It's that we have enormous maps with thin content spread throughout it, and only a tiny portion of that content is interacting with other people. These huge zones of fighting and exploring feel very lonely, and when every map, barring the Hinterlands and Crestwood feel like this. And Val Royeaux, the second largest city in the world, is tiny and has no memorable characters in it at all.

 

The NPCs in previous games had more dialogue than just giving a quest, they provided flavor for the setting and could reveal more information. In DAI the NPCs only served to give a quest and nine times out of ten, when completing the quest we didn't even get an ending conversation, just experience and the quest removed from our log.

 

For me, it feels like outside of Skyhold and Haven, all areas of the game are beautiful scenes with no actors in them. And with the banter bug, I wasn't even able to feel like I was journeying with three other people most of the time. It was very isolating to play, as a Bioware game.


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#83
Almostfaceman

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The NPCs in previous games had more dialogue than just giving a quest, they provided flavor for the setting and could reveal more information. In DAI the NPCs only served to give a quest and nine times out of ten, when completing the quest we didn't even get an ending conversation, just experience and the quest removed from our log.

 

 

Gotta disagree with you there. Two examples right off the top of my head. Dagna and Bianca... two NPC's who reveal new information about both lyrium and the Blight. There's also plenty of conversation with both of them both pre and post mission. 



#84
correctamundo

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Gotta disagree with you there. Two examples right off the top of my head. Dagna and Bianca... two NPC's who reveal new information about both lyrium and the Blight. There's also plenty of conversation with both of them both pre and post mission. 

 

Yeah as per ususal vbibbi has a rather selective memory or simply ignores all the npcs that have dialogue options as well as all the ones that have changing ambient discussions.



#85
Gileadan

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I find DAI a decent game in the 7/10 area.
 
On the plus side, it has companions that are both well written and voice acted - I adore Cassandra and Dorian and pretty much like everyone else, which is rare enough for a BioWare game.  There's usually always at least one character who annoys me when they open their mouth, but not in this one.
 
The landscapes are gorgeous. I loved exploring so many different and wonderfully crafted areas of Ferelden and Orlais. Each map had something that made it recognizable to me, a certain look and mood that made it special.
 
Dragons. Despite the awkward hitbox implementation they looked great and fighting them was always an epic moment.
 
I found combat overall to be merely serviceable though, but then again I think few people play BioWare games for the combat. The combat gameplay seemed somewhat reminiscent of World of Warcraft with its cooldown system that kinda encouraged me to settle for certain "rotations" to process enemies in the fastest way possible.
 
I liked the crafting overall, but depending on the RNGod to get schematics was awful.
 
On the down side, the overall story was somewhat short, and Coryphywaffles was a huge, huge disappointment as a villain. I expected a thousand year old magister to be smart and crafty, someone who would be two steps ahead of me for most of the storyline. But unfortunately, his strongest moment was Haven and in the end he went out not with a whimper, but the farting sound of a released balloon.
 
Val Royeaux. Biggest city around, right? Not in the game. I got a small marketplace with a collection of static NPCs. Some so static that they seemed bolted to the ground, because they don't budge the slightest if I run into them.
 
Many quest NPCs only had very barebones dialogue, and even those that didn't occasionally turned out to be a snore-fest. Maybe I'm just jaded, but the entire Fairbanks quest line did nothing for me, for example.
 
All things considered I enjoyed my playthrough of the game, but right now I have no desire to play again any time soon. A lot of my enjoyment actually came from the expectation to experience other great moments like Haven and Skyhold, but now that I know how it ends, it will be some time until I play this game again... if ever.


#86
9TailsFox

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Gotta disagree with you there. Two examples right off the top of my head. Dagna and Bianca... two NPC's who reveal new information about both lyrium and the Blight. There's also plenty of conversation with both of them both pre and post mission. 

Dagna give quest? I probably miss it. She just involved in some other quests like Samson armour and some judgment. Bianca is part of main quest Varric quest not just some random NPC side quest giver. I think what vbibbi means is NPC of side quest like horse guy or husband who ask to bring flowers. Example of good NPC would be Imshael or some agent's we meet. It's not like DA:I don't have good NPC, It's just DA:I all side content mainly is boring filer with no interaction. Look at Jaws of Hakkon we have murdering spirit do you want to kill it or let it live. Or mage who joined with spirit and both don't want to separate. All areas in main game should be like this, not what we got boring and empty.


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#87
ioannisdenton

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I guess I just don't understand the opinion many have that DAI felt more alive than previous games. Most zones had maybe one or two NPCs to interact with, and those were usually "Go get me X" and "Thank you for getting me X." Yes, companions and advisors and some people in the story missions had some interactivity, but the world as a whole felt very static and empty to me. In previous games, there was still dialogue with NPCs during quests (often even the enemies before battle) and there were more NPCs in hub areas to talk with. Shopkeepers here no longer have dialogue, except for that nuggalope merchant. They aren't people but walking stores, where previous games the merchants were individuals, even if they didn't have substantial dialogue.

 

I would honestly like to hear what elements in DAI feel more alive and immersive than the past two games. I'm not debating that there was a lot of lore involved and good companion interactions. But those alone weren't enough to rid me of the impression that the world was static and empty.

The zones feel great. audio,graphics, some quests, some zones change like crestwood after the dam OR hinterlarnds after you end the conflict betwen templars and mages, agents DO show up in skyhold, the ambient dialogue acknowledging various things, its all there.
all you have to do is pay attention, actually reading the Codex and the quests...


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#88
Almostfaceman

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It's just DA:I all side content mainly is boring filer with no interaction. 

 

There's much more boring in both Origins and DA2 than Inquisition. Inquisition went a lot further in carrying me into Thedas than either previous game and that has a lot to do with other factors other than some arbitrary ratio of boring/interactive NPC's. 

 

Factors like environmental detail, music, story, interesting characters, setting progression... just to name some things off the top of my head. 

 

And yes, a lot of these factors involve personal taste. For instance, story. Example... a movie can have the best acting, characters, attention to detail and special effects available... but if I'm not interested in the story they're all worthless. I will never watch the movie. Ever. 

 

While we're on the subject of "interesting NPC's" that reminds me of the First Enchanter in Origins. I dreaded starting a conversation with that guy. Why? Was he a big meanie? No. He droned on and on. We'd get into the conversation and conclude it, but he would take forever to let me go. He wasn't the only one. I'd find myself praying to my own deities that these people would miraculously learn to shut up and let me be on my way. Or any number of the NPC's in Redcliffe talking to them before helping them with the spirits coming from the castle. The dialogue was all melodramatic about the "evil" coming from the caste. It was just... terrible. Teagan for one stands out as over-the-top-corny. 


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#89
Rowan

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I loved the game, as I love the DA franchise as a whole. At the end of Trespasser, reading the credits and listening to the music, tears and smiles came together as I could not contain the emotions after the awesome journey this game has been. The bittersweet feeling of having to say goodbye again to Thedas, to the great characters that we met, and to the Inquisitor who finally earned his place next to the HoF and Hawke.

Thankfully then Cassandra came to my rescue reading the sh*t out of Varric's new book. That was such a fine touch. The Dragon Age team has my thanks and respect!


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#90
BSpud

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**** yes.



#91
Andraste_Reborn

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You know, starting the game for the fifth time in honour of the anniversary, one of the reasons it's become my favourite is that it's the only Dragon Age game that I feel is a significantly better game a year after release. I think Legacy is the best part of DA2, but it doesn't change the experience of the base game at all. The Origins DLC never really lived up to the base game, and Awakening is fun but had some significant problems. (At minimum: it's way too easy and full of bugs.)

 

It's not just Trespasser and the alternate ability upgrades and the Trials that have enhanced Inquisition -  although those are awesome - but the Black Emporium and the Golden Nug as well. I loved it twelve months ago, and it's better now.


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#92
Hydwn

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I'd give it about a 9.3 out of 10, but then I don't give a 10 to any game :P

 

I loved the story, the gameplay, the characters.  It was like a Skyrim where everything folded back into the main story so you didn't just get lost in fractal sidequests.  Even the shard quest brought you to a temple that lets you know that "solas" is Elven for "pride."  The optional "Forbidden Ones" quest that's once-per-Dragon-Age-episode even connected to the main plot in a way that Gaxkang and Xebenkeck did not.  They managed to craft an enormous game and still give it a coherent unmatched by games of similar size.

 

It is a BioWare game in the sense of its awesome characters and story, and with the self-referentiality that they approach the standard tropes with.  DAO, DA2, and DAI were all different deconstructions/reconstructions of the hero genre, and all did it differently and well.  There were no characters I felt were badly written or boring, and while all three games had awesome party members, even the minor characters tended to live in a way that they did not in DA2, and which were hit and miss in DAO.

 

People keep saying that they felt like their choices didn't matter, but for me - taking it through mages and templars and watching story, encounters, quests, and enemies change - I felt my choices mattered more than ever.  

 

The one place where it lost serious points - a 0.5 for me - was the ending with Corypheus.  I was expecting a besieged-Denerim/invaded-Citadel/Collector's-Base/ruined-Kirkwall/destroyed-London run-up to the final battle.  If BioWare has a specialty, it's that the final dungeon is epic beyond belief, and haunting, and often one of the things you think of after.  Clicking on a map and fighting Corypheus lost 5% marks from me for that reason.

 

Still, I loved the DLC, and I played through five times.  And now I'm left eager for a DA4 that'll probably take years to make, unable to justify another playthrough after doing pretty much everything :P


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#93
vbibbi

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Gotta disagree with you there. Two examples right off the top of my head. Dagna and Bianca... two NPC's who reveal new information about both lyrium and the Blight. There's also plenty of conversation with both of them both pre and post mission. 

Dagna and Bianca are part of Skyhold and a companion quest. I'm specifically talking about the NPCs in the zones. I should have clarified that, but I am specifically talking about the lifeless zones apart from Haven and Skyhold. I've mentioned previously in this thread that the companions/advisors are done well and the only source of interaction outside of the main quest areas.

 

In Western Approach, we can speak with Frederic, and he does provide a little bit of information on dragons. He is the only NPC to speak with in that zone.

 

In Fallow Mire, Skywatcher is the only NPC to speak with. He doesn't have much to say, and then we can recruit him to be an agent. He doesn't really have an impact on how we approach Hargrave Keep, doesn't provide alternate methods into the castle to give some variety.

 

In the Storm Coast there is no one to speak with, apart from Iron Bull which I'm not counting as that's a companion recruitment.

 

In the Oasis there's only the wandering miner to speak with, and she just talks about her memento she wants back. Doesn't discuss the mines operation, how she's survived in the desert, anything other than "I want my memento back!"

 

In the Hissing Wastes, there are those hunters who can ask us to hunt a wyvern. I think those are the only NPCs we can speak with.

 

Compare the Dalish of DAO to DAI: We have a man who is looking for his wife who turns out to be a werewolf. We can lie to him, tell him the truth, mercy kill the werewolf or force her to attack us. We can use her scarf later to bargain with the mad hermit.

 

We have the two lovers, where we can convince them they don't need a wolf pelt to justify their relationship, can seduce one of them, can give them a wolf pelt as they ask.

 

Even the minor ironwood request which is the basic fetch quest, we can choose one of two items to be made from it, or we can choose not to accept it to better benefit the clan.

 

In DAI, we have to gain approval from the clan to recruit an agent. We can herd a golden halla to a pen, quest over as soon as we do so, no follow up conversation with the quest giver. We can provide supplies like spindleweed, which is lying directly next to the camp in large quantities, and again as soon as we give all materials the quest ends with no conversation with the quest giver. The only decent quest with them was finding the brother who had summoned a demon, and then going to the ruins to find the talisman he had been looking for. That had some follow up to it. But there were no alternate paths to any of these quests, either do them or don't, and none of the NPCs in them were memorable in any way, and none of them had any dialogue apart from giving the quest. We have to rely on the codex to provide any detailed information.

 

Compare Redcliffe village. In DAO, we had the drunk blacksmith looking for his daughter, the orphaned children with their grandfather's sword, the cowardly inkeeper, the thug dwarf mercenary, the elven spy for Loghain we can force to fight. These are all memorable characters and had more dialogue than just giving a quest, and usually had multiple methods of completing their quests. In DAI, we have an elven widower who wants us to place flowers on his wife's grave. We do so, he thanks us. End. We have a storyteller whose only story is about putting blood lotus in a lake and getting a sword. Done. We can't even go back to her and let her know the story was in fact true, or donate the sword to the village to help them, etc. There are no memorable NPCs in the village, except maybe a cameo from Connor, and there are no branching conversations, alternate quest solutions, it's bare bones.

 

This is what I mean when the world feels lifeless. Yes, Haven and Skyhold and the companions have details in them, and they're great for the most part. But Bio can't advertise a quasi-open world larger than their past two games combined and then have them filled with such flat content. If we spend 80% of our time in these empty zones, it makes the game feel empty to me.

 

 

Yeah as per ususal vbibbi has a rather selective memory or simply ignores all the npcs that have dialogue options as well as all the ones that have changing ambient discussions.

 

Creepy that you're apparently stalking my posts yet rarely try to have a dialogue with me. But okay, you're welcome to your opinion without providing any actual specific examples like I've just done above. "all the npcs that have dialogue options"... outside of the main plot, companions and Haven/Skyhold that I've mentioned, which npcs have dialogue options? I'm talking branching investigative options, not issuing a quest. You are more than welcome to block me, I really wouldn't mind.

 

Dagna give quest? I probably miss it. She just involved in some other quests like Samson armour and some judgment. Bianca is part of main quest Varric quest not just some random NPC side quest giver. I think what vbibbi means is NPC of side quest like horse guy or husband who ask to bring flowers. Example of good NPC would be Imshael or some agent's we meet. It's not like DA:I don't have good NPC, It's just DA:I all side content mainly is boring filer with no interaction. Look at Jaws of Hakkon we have murdering spirit do you want to kill it or let it live. Or mage who joined with spirit and both don't want to separate. All areas in main game should be like this, not what we got boring and empty.

 

Exactly, thank you.

The zones feel great. audio,graphics, some quests, some zones change like crestwood after the dam OR hinterlarnds after you end the conflict betwen templars and mages, agents DO show up in skyhold, the ambient dialogue acknowledging various things, its all there.
all you have to do is pay attention, actually reading the Codex and the quests...

Why do you assume people who criticize the game haven't read the codex? I might be knee jerk reacting, but please tell me you don't think that people who have issues with the game are less intelligent and don't want to read the codices, and if we did, we would love the game. I've read the codices, I've enjoyed them. But I also read the codices in the first two games, and they were supplementary information, not the prime source of knowledge about the game world. The first two games had more interaction with people, not just picking up a note, reading it, going to a quest marker, and completing the quest. No dialogue the entire process.


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#94
nightscrawl

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In Western Approach, we can speak with Frederic, and he does provide a little bit of information on dragons. He is the only NPC to speak with in that zone.


Poor Knight-Captain Rylen gets no love... and that dreamy Scott-- er, Starkhaven accent. :D


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#95
Nic Mercy

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For all its shortcomings, I loved DA:I! If anything my biggest complaint is that I wanted MORE story. Particularly before any story based DLC was released, it felt like there wasn't enough main story to satisfy. The DLC's help that. On one hand you can complain and say a finished game shouldn't require DLC (and I'd agree with you) but on the other hand I can't deny how amazing my experience with the game has been.

 

If DA4 uses a similar formula and simply makes the main story sans DLC meatier, with less step and fetch filler, and also includes a KAS male companion romanceable by both genders, well it'll be an even better experience for me.


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#96
Ieldra

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I really like DAI, not because it doesn't have any big flaws, but rather in spite of them. Large parts of the game don't work all that well for me, but those that do work make up for it enough that I like the whole. 

 

For the next game, I wish for an adjustment of the balance between main story and free exploration. Note: an adjustment, not a complete overhaul as Bioware tends to do with things that didn't really work out.


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#97
kimgoold

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After Trespasser I love it, certain things still bug the **** out of me, no healing, no sustained talents, old talents and Specialisations removed altogether! The removal ofRadial Wheel for crying out loud for 8 piddling talents! and the removal of Real Tactics. And don't get me started on the hair or elven male body (shudder); Its no DAO but I do love this game in spite of its Many imperfections.



#98
vbibbi

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Poor Knight-Captain Rylen gets no love... and that dreamy Scott-- er, Starkhaven accent. :D

True, I forget about him. If the keeps had been more interactive and less war table fodder, maybe he would have been more memorable. The three keeps were decent enough, those would have been great if they had been expanded upon.

 

 

I think the basic problem (for me) is that there is most likely the same amount of NPC content as previous games, but it's heavily skewed toward the companions and advisors this time around, and what's left is spread throughout the large zones. Bio hopefully learned that if they're going to expand their world, they have to expand the story and character content to fill it, they can't have the same amount of content and hope people don't mind it being stretched out too thinly.



#99
Zatche

Zatche
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As with most other Bioware games I've played, I think it's pretty great despite quite a few odd or questionable design decisions.

Currently on a 3rd playthrough, actually.

#100
correctamundo

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True, I forget about him. If the keeps had been more interactive and less war table fodder, maybe he would have been more memorable. The three keeps were decent enough, those would have been great if they had been expanded upon.

 

 

I think the basic problem (for me) is that there is most likely the same amount of NPC content as previous games, but it's heavily skewed toward the companions and advisors this time around, and what's left is spread throughout the large zones. Bio hopefully learned that if they're going to expand their world, they have to expand the story and character content to fill it, they can't have the same amount of content and hope people don't mind it being stretched out too thinly.

 

Yes, you always chose to forget when you constantly cherry pick. But, yeah, how many interesting convos do you get outside of the main quest zones of DAO? Because that is how you treat DAI. In every zone you get to talk in cinematic view with Harding as well. Not memorable enough I guess. And in Redcliffe you "elegantly" "forgot" Hanley, Linnea, Clemence, Lysas, Eglantine and Talwyn.

 

But that is how it is done, DAI is not a copy of DAO.