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Movement and Open World


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BroBear Berbil

BroBear Berbil
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Just some suggestions that come to mind as I find myself playing a lot of Inquisition lately...

 

Open World - I don't think it should be done again for the next game. I think the open world areas were really well done and nice to look at, but while trying to replay the game, it feels like a bit of a chore. I think Dragon Age works best with a more narrow focus like in the previous games, and the main story and Descent/Trespasser in Inquisition where you're moving us through a detailed area and side quests can be done almost naturally along the way while telling a story.

 

Of the three story DLCs, Jaws of Hakkon is my least favorite and the open world design like many other zones in the game, with the spread out side quests and shard collecting, is the main reason for that.

 

Movement - Back to The Descent I really enjoyed the jumping (and falling) in the Deep Roads to collect gears. Jumping works well enough there, but not so well in other situations because you don't have complete control of your character's movement. They can't stop immediately or make sharp turns, which makes jumping on a destroyed house in the Exalted Plains or the rafters in Suledin Keep for a chest frustrating. It's more realistic under the current implementation, but I would give up that bit of realism for the sake of more and better platforming.

 

Movement in combat is another aspect I have a suggestion for. Simply, please allow strafing and allow more animations to be done while moving. Archers are the only ones who can do it in DA:I and ironically they perhaps need that capability the least.

 

I finished my latest game as a DW assassin the other day and it was fun to see the damage but incredibly frustrating to set that damage up most of the time. Simply trying to attack an enemy that was running for my tank was a pretty big issue if Hidden Blades was on cooldown. Adding to the trouble is the fact that stealth breaks (or Clinging Shadows starts to run down) on the use of an attack, regardless if it actually hits or not. Pressing forward + attack doesn't really close gaps well enough to compensate for it either. Further complicating things is that the main attacks you'd use most of the time like Flanking Strike, Twin Blades, and Deathblow can easily move you out of position; not to mention dragons hop around so much.

 

Warrior has these issues as well, but it's not so pronounced because they have fewer positional considerations. Maybe it's different with a controller, but I don't play DA with one. Inquisition is a hybrid between the prior titles' combat style and an action game and this is the main area where that hybrid state falls short. Maybe the next game will skew further towards action or the old style, I don't know, but if it stays as it is I would gladly take a nerf to rogue damage if it meant being able to stick to a target and stay on a flank more easily.