Dragon Age: Inquisition Review!

by on December 1, 2014

                Dragon
Age: Origins is a good RPG, not one of the best and probably a little over
glorified, but for sure one of the most notable titles of the genre in the last
decade. But for me the game represents so much more, than a good title from
Bioware’s golden age. Despite my pretentious and perfectionist nature when it
comes to games (and everything else for that matter), I could overlook many of
the flaws in Origins because of the extremely emotional impact it had on me. I
poured my heart into this game and in the relationship with its characters and
it was a sad moment for me when I had to part ways with most of them. After
everything we have been through in this virtual world, the game had to end at a
point and with it every connection with these complex characters was gone.
                The
moment when I found out my character was supposed to die in order to destroy
the Archdemon forever was unreal. I don’t care that much for happy endings, not
every story should be about heroes overcoming every challenge, beating the evil
and coming back home victorious. Heroes die, battles are lost, life can be
cruel even in fictional stories, but I hoped this time it wouldn’t be the case.
When Morrigan came and offered me the chance to survive,
things took an even stranger turning. The woman my character loved and worked
so hard to reach her heart was the salvation, but at what price, never seeing
her again or the child that the two of them could have. I had to part away with
so many loved characters and an amazing universe, but this decision was worse
than any other. But was there any other option for my character (me)?
                Dragon
Age: Origins reminded me why I got into RPGs and remained a huge fan of the
genre for almost two decades. I like to read literature, it satisfies my
constant need for captivating stories. But at some points books weren’t enough,
I wanted more and video games offered me the chance to take part in the story
so I started gaming (this didn’t stop me from continuing to read books).  In video games my character could be a
representation of myself and the decisions made were mine. At first I thought I
might be crazy and I’m asking for too much, but RPGs have shown me that when
the chips are down and I have to take a difficult decision I could feel the
impact and this was a bitter- sweet feeling.
No one should lose themself in a fictional world (don’t
laugh, the danger of this exists), but it’s not a bad thing to wonder in one
from time to time.
                The
Dragon Age universe is one of my favorite ones, despite the unfortunate
accident called Dragon Age 2. So if a chance was given to me to be reunited
again with some of my beloved characters (Morrigan!!!) from this universe, I had to take that chance. Even with the risk of
exposing myself to another disappointment like the second installment in the
series was or the terrifying idea that the ending of this new game could be as
saddening as the one in Origins was.
Dragon Age is one of Bioware’s
finest works serialized under EA’s command with a lowering standard for quality
after almost each release, DLC or full size game, a thing that happened for the
most part with the Mass Effect series as well. The only difference between Mass
Effect and Dragon Age is that the latter took a much harder blow with the
release of the second game, which was consolized and dumbed down badly, pushing
away many of the fans or turning them into extreme skeptics or haters.
Dragon Age: Inquisition is
Bioware’s chance to make things right towards the fans. The reviews from
professional journalists look extremely good, but so did the ones for the
second game. So how much of this can be believed and how much does Inquisition
turn back to its original roots?
The story starts with
dragonagekeep.com, where players can create a default world state for their
game (it is not mandatory and there is a preset world). This
website allows setting some of the most important choices made throughout the
series the way every player wants and these choices would be reflected in the
game in a way or another. There are many options and some cancel others, as
expected, but with a little effort put into this nice feature, the final result
will look like a summary version of the previous games. At character creation
the default world state from dragonagekeep.com is imported and the real game
begins.
              Set in
Thedas, eleven years after the events from Origins and one year after the
ending of Dragon Age 2, with the south of Thedas caught in a war between
templars and mages, Orlais is in the middle of a political civil war and the
kingdom of Ferelden tries desperately to recover from the Fifth Blight.
Inquisition’s story begins with the sky shattering forming the Breach, a
massive tear in the Veil which is growing by the hour. Small Veil rifts
appeared all over Orlais and Ferelden allowing demons to freely enter the
world (Oblivion anyone?!).
 The hero was found in
the middle of this mess, bearing a strange mark on his left hand which
interacts with the Veil rifts. Suffering from amnesia and being accused of
heresy by the Chantry and threaten by the Seeker Cassandra, the hero is forced
to go at the Temple of Sacred Ashes, where everything started, and see if
somehow the strange mark on his hand can close the Breach. Using the power of
the mark, the hero stops the Breach from growing, but is unable to close it and
to everyone’s surprise, memories of the past are revealed through the veil
proving the hero’s innocence.
              With
Divine Justinia V dead and the Breach still on the sky, Cassandra calls for
forming of the Inquisiton, an order with the goal to restore the balance in a
broken world. Cassandra was unable to find the Hero of Ferelden (if he lived)
or the Champion of Kirkwall for one of them to become Inquisitor. The order is
formed without a main leader, for now, but with three characters to control
each division and the hero to help as a field agent.
The ex-templar Cullen takes the role of a military leader
and tactician, leading the Inquisition military operations in Orlais and
Ferelden. The noble woman from Antiva, Josephine Montilyet, takes the
diplomatic responsibilities as an ambassador. While the ex-bard and left hand
of the Divine, Leliana, is the spymaster leading the clandestine division,
responsible for espionage and assassinations.
Because of his miraculous power and incredible actions,
people start to call the hero as the Herald of Andraste and because of this the
controversial order receives more and more support from the people.
                From
this point the game’s story is about expanding the Inquisition and finding out
who’s behind the rift in the sky and the death of Divine Jusitinia V and
finding allies that could help with closing the Breach.
                My
biggest complaint with the story is about the villain himself, not only that it
ties to a Dragon Age 2 DLC (which I didn’t play) and I find this extremely
annoying. But also the villain is so uninteresting, he shows himself too early
in the game and ruins most of the mystery behind the plot providing too much
information and he proves to be so inadequate that it made me wonder how he got
so powerful (yet he has an awesome wicked voice!).
Luckily the Dragon Age series was never about one story and
there are many sub stories which offer much more depth to the game and immense
possibilities for future expansions and games (I can’t wait!). All these
without making the player feel cheated with this game, as the story here does
come to a conclusion.
Oh damn! End of the world again!
My one and only virtual love!
                The
story progresses at a good enough pace, allowing the players to sink into the
world, exploring and doing secondary quests, yet they still remain fully aware
of the dire situation at hand. The effects of the Breach and other further
events in the story can be felt on every map, making exploration not just a
waste of time when the world needs to be saved.
The world of Dragon Age: Inquisition is huge, the first map
is bigger than all maps of Origins put together and that says a lot. So
exploration has become a big part of the game, which wasn’t the case with the
previous titles. To ensure faster and smoother transportation, mounts have been
added and a fast travel option is available to any of the Inquisition camps or
important quest areas discovered on each map.

There is jumping in the game to make going over obstacles easier, but
is not always working really well especially when platformer precision is
required.
                The
questing has changed, a bigger world needs to be filled with something and this
obviously means not all content on a map is going to have the highest quality
(an understandable compromise). While in Origins (this would be used a lot as a
term of comparison) some of the quests were trivial, this could easily be
hidden behind the area story and conflict, in Inquisition this thing would be
way harder to achieve and Bioware didn’t try it. Instead, the game has many
exploration related activities, like finding astrariums which offer some small
but challenging puzzles to find out constellations or searching for various
lost shards on the map that could be later on used in a bigger quest. There are
fewer NPCs on a map and usually they offer the more important and intriguing
tasks, but most of the quests are taken from various texts found while
exploring. These texts are either parts of journals or various lost notes or
books that provide information that could lead to something, finding them triggers
all kind of quests, from easy and repetitive grinding quests to more
interesting ones that require much more complex activities.
                It would
have been great if Bioware didn’t take the players by hand showing them the
location for almost each secondary quest in an excessive spoon feeding typical
to console games (and Ubisoft games). I would have needed many more hours for carefully reading the texts and searching the map in order to complete these
various tasks, but the experience would be much more rewarding (probably a little frustrating as well).
This questing system is connected with the lore and even
completes it, adding so much information that it takes several hours to go
through it all. This is part of the game magic, lore was always a big factor in
the Dragon Age series, especially because this universe is so mysterious and
Inquisition comes to turn things upside down with its new additions to the
lore.
                I have
to say that after exploring the first two areas I was worried that the game
turned into a streamlined Ubisoft-like title and this would have been a tragedy
for the Dragon Age series
(I’m not saying that Ubisoft’s
repetitive style used in every game is bad, but we’ve seen enough of that). But
after moving forward I came to realize that probably those first two areas are
just remnants of a different kind of game that Inquisition could have become
(maybe an MMO?!). So follow my advice and many other players’ advice and don’t
get tricked by the Hinterlands and Forbidden Oasis areas and try to move
forward, the game has so much more to offer.
Lovely afternoon!
The curse of Hinterlands.

                There
is a huge world to explore and so much to do in it that it would get lonely if
the hero had to do all of this by himself. That’s why companions exist, because
nobody can win a war by himself (not even The One should be able to do so) and
company is always welcomed. There are nine companions in the game, many of them
recruited as the game’s story moves forward, not all of them are mandatory, but it is nice to have a bigger
and more varied team.
I have to say that the companions in Dragon Age: Inquisition
are some of the best I’ve seen in an RPG, the team is much better than what
Origins had to offer, except Morrigan which is David Gaider’s unbeatable work.
Each character has a different personality, a hidden
background and goals. Every companion joins the Inquisition seeking something
more personal from the order and hoping that they will find it here.
                Based
on the influence gained with each companion, new dialogues will open up and
even quests that will show some of their motives and what drives them forward.
Finding their story, their sorrows and moments of joy makes these characters so
real and easy to attach to. The romances are done with taste and with amusing
factors for each character and they left me with a smile on my face.
Creating great party characters was Bioware’s writing team
strongest suit and I’m glad to see they didn’t lose it.
I had a blast talking with my Inquisition friends and
listening to their chats and disputes while in party, there were many moments
of pure comedy or true sadness and this made the experience of this game
emotional, I felt it. Sera versus Vivienne moments are hilarious, in fact,
almost every party combination with Sera in it has incredibly fun dialogues. By
the end of the game I was stalling just to enjoy their company a little longer,
a thing that happened when I played Origins as well.
                I
didn’t connect with my character as much as I did with my warden back in the
day, but there was a big plus for me to see that Morrigan is in the game (and
she’s not alone, at least not in my world!) and plays quite an important role
in the story as well. I hoped the Hero of Ferelden will show up to aid me in my
upcoming battles, but well, you have to see for yourself.
                The
incredible voice acting helped immensely, there is a lot of dialogue in the
game and everything is fully voiced. Most of the dialogues are extremely well
written and suit well the personality of each character involved, I’ve spent
hours reading every line and answering the way I felt it’s the best. Sadly
Bioware’s Mass Effect dialogue wheel is back, but at least there is an option
to remove the icons describing each dialogue if one so desires.
                Overall,
the party experience was one of the greatest I had in an RPG and not just
because of the companions, but the other leaders of the Inquisition and lower
members of the order as well. Each had something to say and a story to listen
to and that’s one of the reasons I’m playing RPGs.
Always look at the bright side!
Who would have thought?
Oh, Cassandra!
                This
game puts a big focus on choices and they are everywhere, even if not all of
them are so important or their impact can’t be felt that much, the decisions
are there to make the player always think about what is right and wrong. The
choices system is not painted in black and white, as we are usually used to
from most of the games. The Inquisition is an order made to restore balance,
but this can’t be done without sacrifices, which sometimes means looking at the
bigger picture while stepping on the morals and ignoring justice. The sentence
given to a prisoner or getting involved in politics might get some people
upset, but most importantly, picking allies also means making enemies. The game
lets the player’s be fully aware of the effect of their decisions when they
have to choose between templars or mages, not very far into the story. This is
one of the defining moments in the game which changes the course of the entire
playthrough by offering different quests, enemies and characters based on this
one choice.
                It is
fair to say that I felt like I was forced into decisions I didn’t want to make
or the options offered to me were not satisfying, but such is a leader’s burden
after all. Even so, there are maybe a little too many decisions to be made,
especially when some of them are in the game only for the sake of being there. It
seems like Bioware got carried away and because of this the whole choices
system seems to be losing some of its value.
                The
game has a heavy religious tinge, which is understandable considering the story
events. But what I liked about this is that it doesn’t matter if the hero is
called the Herald of Andraste, the player can always act uncertain, pious or an
agnostic.
                What
bothered me the most about this whole concept was the underlining of every
moment when I had to make a decision. The game went out of its way to make me
realize that if I choose this, things will never be the same and a character
might die because of me. I didn’t need a summary of my actions, I wanted to see
for myself what amazing or stupid thing I did. I felt like I wasn’t allowed to
make mistakes and the game’s warnings were there to make sure I fully realize
this. Reality doesn’t give any warnings and the result of one’s actions is part
of sweetness and bitterness of life. I wanted to be left alone to hit myself
over the head because I didn’t realize in time what terrible thing could happen
because of what decision I’ve made.
                Overall
the choices system is great and combines very well with those made in past
games. With the help of dragonagekeep.com some characters make cameo or full
appearances just because of the player’s past actions and this was an amazing
feeling. Hearing stories about old characters I controlled or helped in
previous games and meeting some of them in person was so nostalgic and at times
emotional. Sadly I didn’t really get to see all the characters I hoped to see
from Origins, but it is
possible that I wanted too much.
I’m in charge!
                Another
tool meant to offer more choices, but also missions and to help with the
strategic management of the Inquisition while better linking the game to
previous titles, is the War Table.
                The War Table has a system of operations,
which are strategical missions on the map of Orlais and Ferelden which can be
resolved usually in three different ways. The three leaders under the
Inquisitor command offer their help to resolve any operation the way they know
best. It is up to the
player to choose the way they want to solve an operation and the outcome is
different based on that choice.
Cullen can offer military and tactical support, Josephine
attempts to solve problems through negotiations or using political trickery and
Leliana’s ways are grimmer and involve assassinations and stealing. That being
said, the solution is not always based on their field of expertise, the three
leaders have all kind of connections and knowledge about what is going on in
the area and the help is always different based on the operation goal and the
people involved. The leader not only affects the way an operation is executed
but also its efficiency, every operation has a set time for solving based on
the chosen way to sort the problem. The time required for an operation to
complete is equivalent with real time and works even if the game is not
running.
                In
order to access anything on the War Table power has to be spent, which is a
resource of the Inquisition gains by solving any tasks in the world. There is
also an influence system which acts as a leveling system for the order,
allowing with each level up to pick one perk that will benefit the party.
Influence is gained by completing missions and operations.
                Each
operation has a story and different lore characters involved and the outcome
varies a lot, the order can easily gain allies and resources and further
operations by doing the things right or a rushed decision can easily screw up
everything.
The War Table is a tool that gives a better insight in the
world of Dragon Age and allows seeing the bigger picture, not only the problems
that the main characters have. Many characters from previous games will make an
appearance here asking for help or offering their assistance and while not all
are physically in the game it
is still nice to hear from them even like this.
                I found
this mechanic very inspired and I absolutely loved it, the War Table made me
feel like a leader and the Inquisition, a mechanism that has to be carefully
taken care of in order to function better. This feature also adds a big plus to
replayability, as there are many decisions to be made and different outcomes
based on them and they can’t all be experienced in one playthrough.
Allies from the past.
Back to the kingdom of mabari.
                No
order can be taken seriously without a proper base of operation. Skyhold is a
forgotten fortress in the middle of the mountains between Orlais and Ferelden
which is taken by the Inquisition after a few missions into the main story.
This keep was abandoned and some of it is in ruin and it is up to the player to find the resources
necessary to repair it and get it ready for battle (…). There are various
customization options, from the vanity ones like drapes, ornaments, etc. to
more important ones like dedicating a wing of the fortress to a certain
faction.
                With
Skyhold taken, the Inquisition expands not only as a religious and influential
force with the Herald of Andraste in it, but as a military power as well. New
keeps can be taken from the wrong hands and reestablished as Inquisition bases,
offering all sorts of quests in the area and new operations for the War Table.
                All
these features put together really give the feeling of being part of an order
that would change things. The only downside is the fact that so much time is
spent on managing the Inquisition and strengthening it, but the game never
gives that expected moment when all this work is put to good use and this is a
real shame.
My home!
                Character
customization is good enough and offers enough choices to make a balanced
character to fit any playstyle. There are four races to pick from in the game
each with access to the same three classes. At first this doesn’t sound enough,
but each class has its own four trees which help specialize a character better.
Each tree has both passive and active skills and to reach some of the wanted
skills sometimes the player has to go through some useless ones, but there is
nothing to worry about, because enough skill points can be gained so a character
turns the way it was desired.
                Specializations
are back and they are unlocked at some point in the main story, offering a new
skill tree to use. There are three specializations per class, but only one can
be picked and it will remain for the entirety of the game. Each specialization
has a powerful ability that requires a different resource (focus) to use in
order to unleash its devastating effects.
                The
healing is gone from the game and now it is done through a fixed number of
consumable potions, which can be replenished in towns or Inquisition camps.
Some people complain about this, because it made the gameplay less tactical, to
some degree I can agree with this, but I don’t think the impact was that bad. A
limited number of potions can make the players calculate the odds better before
engaging in combat and don’t allow for mistakes that much, otherwise it will be either a wipe or
going back to base all the time to replenish (and this is terrible if you don’t
have an SSD!). But for those who are willing to faceroll through the game, the potions system will probably make their job even easier.
                The
action bar allows only for eight useable abilities, which means every build has
to be carefully planned.  I always loved
the Guild Wars system and I’m glad when more games embrace it, because it makes
out for great builds with no useless abilities to be there just to fill space
on the action bar.
                Compared
with Origins, I found the melee and ranger classes much more enjoyable and full
of useful abilities. I wasn’t stuck anymore with the three abilities that I
used every now and then when I had energy.
Classes complete each other and I could go for full combos
with my warrior using two hander weapons and taking advantage of the spells
casted by mages in my party.
Team player!
                To
complement the classes well, itemization and especially the crafting system
received much attention in this game. There are many items to use for each
class all with balanced stats and focused for different builds. The loot system
is rewarding enough to make players go search for more challenging enemies that
could offer greater rewards if defeated. And for those that didn’t get to those
reward fights yet or like to mix and match materials, crafting is the right
thing to do (by the end, the right thing for everybody).
                The
crafting offers a great variety of patterns and the end result of an item
differ every time based on the materials used in order to create it. Each
material gives different stats based on the crafting slot they are put into,
the item created not only reflects the materials in stats, but in color as
well, which is a nice little touch.
Crafting materials can be gathered from all over the world,
each area having different types of plants and metals, some being quite rare
and hard to find. In the case of leather, it has to be looted from killed
creatures.
 To better spot these
materials and any useable items, there is a scan implemented in the game, which
searches the area for any item every time the key is pushed (a spam fest).  For those that don’t enjoy walking around
picking everything they find, there are specific operations on the War Table
for gathering materials.
Weapons or armors can be upgraded with runes and different
parts to improve them and everything scales on quality.
                The one
problem with the crafting system and itemization is related to artistic design,
the weapons do have a larger variety of models, but the armors are so
repetitive, that many of the characters in my party were looking exactly the
same for a long period of the game (not to mention my armor was pink).
Hard to match the crafted gear.
                The combat system in Dragon
Age: Inquisition takes full advantage of the 3rd person camera while
attempting to make users of all platforms happy by combining action combat
elements which are well received on console with tactical elements that add to
the complexity of PC gaming. In theory this sounds delicious, but in practice
it didn’t work out so well. It’s not like this can’t be pulled off, but Bioware
showed laziness in this matter and much ignorance to the PC version of the
game.
                The
action part is well done for the most part, with a dynamic combat using
acrobatic moves and flashy animations. It is enjoyable to look at, even if some
of the spells’s graphical
effects are way to exaggerated, like out of an MMO. But when it comes to PC
controls everything goes downhill. The camera is hard to control with the mouse
and goes crazy sometimes and the mouse is always on the screen (like in a MMO)
and this makes the camera control even worse. 
I had to keep the RMB pressed most of the time, my right hand got
totally numbed after playing this game for few hours.
On top of everything, there is no auto-attack and for each
normal attack the LMB has to be pressed repeatedly (like in an action MMO),
which becomes extremely frustrating and tiring during some intense combat
moments.
                But
maybe all of this could have been saved if the tactical part of the game was
done right, but it isn’t. The tactical view is a total mess, it cannot even be
used in areas with lower ceilings because the camera falls over the characters
and the perspective it offers can’t really be adjusted properly, rendering it
completely useless at times. After a few hours into the game I stopped
bothering with it and I continued slashing through my enemies while taking full
advantage of the pause mode, which I used to switch between my characters to
reposition them.
The AI tactical commands are so few I haven’t even changed
them after looking at them once or twice. The good thing is that the AI can do
its job pretty well in combat except from moving out of dangerous stuff which
has to be done manually.
                The
combat isn’t as bad as it sounds, there are few features
that function horribly, but most of them can be fixed through patches.
Adding options for auto-attack and toggle mouse cursor on/off is going to make
the life of PC gamers much easier. The tactical view I think is a waste of time
and can’t be salvaged anymore, it just doesn’t work well with this open world
environment, maybe if the perspective could be changed it would make it better.
                Despite all these issues I
did have fun with the combat in Inquisition, it has weight behind hits
(something I didn’t think it will have after seeing the videos) and the attacks
and special moves animations are fluent and enjoyable. Some of the fights are
challenging and require tactics and good control of all characters, but much of
the game can be facerolled (I played on hard) mostly because exploration can
give too much of a level advantage.
The monster variety helps a lot and is something that many
open world RPGs overlook nowadays. Inquisition has sixty different creatures to
fight most of them with different abilities and behavior and the dragon fights
in particular are absolutely epic!
With a couple of fixes and tweaks the second playthrough
will go smoothly!
Sit!!!
Epicness!

Working as intended…
                The combat system is not the
only thing that was influenced by consoles, another feature of the game that
suffered terribly is the UI. On PC the game has an action bar for abilities,
which is great, but the UI design looks out of context and is sometimes
difficult to access. Going from the usual grid inventory to a tedious list one
is not very pleasant and the skill tree navigation is so awkward and
frustrating it reminded me of Skyrim.
The functionality is not the only problem, but the artistic
design seems way off. It doesn’t capture the world and the universe at all,
seems something digitalized and futuristic put on screen for a fantasy game.

Clearly designed with PC in mind!!!

                When it
comes to the technical part, Bioware tops the game. Using the Frostbyte 3
engine (used in the Battlefield franchise) the game has beautiful graphics and
some of the most vivid landscapes I’ve seen in a while. The foliage in
particular is great and it really did make me feel like I was in open nature
with all kind of fauna running around me it was incredibly immersive.
The animation and particle effects are very well done and
the game uses physics that can be noticed during some of the events or fights.
                Some
character models didn’t receive enough love and look like they lack an entire
set of textures, there are some flying objects or creatures without wings and
some of the graphical effects could use some improvements, but other than that
I was really impressed with what Bioware managed to pull off.
If the game didn’t have such huge loading screens, didn’t
freeze for a few milliseconds from time to time and the textures didn’t pop up
here and there it would be even better.
These orlesian nobles!
Immersive…

No wonder Storm Coast has such violent tides.

                To
immerse the player even better in the world created with detailed graphical
fidelity, Inquisition’s sound effects are absolutely top notch. From weapons
and spells sounds to the sound of nature and the roar of flying dragons,
everything sounds natural.
The voice acting is done almost perfectly with some of the
previous actors reprising their character roles and the lips sync is good,
making characters feel as alive as possible.
The music is in theme with the game, even if it wasn’t
composed by Inon Zur (maybe EA didn’t hire him anymore after saying he was
rushed in DA2?), I liked it. I would have preferred something a little more
dramatic, but considering the villain, I’m good with this.
                So
Bioware didn’t really screw up so far (at least not badly), but this is EA we are talking about, so
the game had to have something to get gamers pissed off.
Dragon Age: Inquisition has a multiplayer mode, which is
very similar to the one in Mass Effect 3 or the Warframe game. It resumes at
going through different levels and killing enemies and reaching the end of the
level alive (some sort of Hack&Slash). It has some small missions here and
there and it is integrated well with the story, as the party of players is part
of the Inquisition and they are completing an operation for the order.
                There
is a crafting system which can be used to combine various materials to make
better items and a currency system that allows purchasing chests with random
items in them and here starts the problem. While the smaller chest can be
bought with gold which is received during missions, the bigger chests which
offer more rewards require on top of the gold a premium currency which can be
bought only with money. Why would a game that costs 70$ on Origin require
premium currency? And this is not even for vanity items, it is extremely hard
to enjoy the multiplayer without using the cash shop (the funny thing is that
the multiplayer has leaderboards). The progress is so slow and the increasing
difficulty makes the game so much harder that players won’t be able to keep up
unless they spend money or grind like crazy. This is such a mischievous move
that really ruins everything.
                The
multiplayer is clearly rushed and has only three randomizable maps and can
become tedious quite fast, especially if someone doesn’t like this game style.
To make matters worse, the lag sometimes is intolerable making characters move
in spasms because of it.
There is only voice chat integration which makes
communication hell in a game that really requires coordination. Most of the
time I ended up in groups, that got split or had no tactics and got wiped
instantly because of this or we were so outgeared for the challenge and we had
no chance in succeeding.          
                Bioware
promised free DLCs for multiplayer (why not, it has a cash shop…) and more
attention to it in the near future and it might get better. The combat system
really does work well with this type of multiplayer mode and it will be
interesting to see what becomes of it in the future.
Chi Ching?!?
                Looking back on this review,
this is the longest one I wrote so far (I feel sorry for my editor!), I still I
don’t think I managed to cover everything, but it makes me wonder why I wrote
so much. Probably because I enjoyed Origins so much and loved my character and
the universe that I was always hoping for more Dragon Age games like that first
one. The second game didn’t deliver, in fact made me stay away from the
franchise and be scared thinking about it. Even purchasing this game was a hard
decision to make (but Morrigan!).
                Dragon
Age: Inquisition is a vast game, that can’t be criticized after playing a few
hours (like many do after getting stuck in Hinterlands). It has some
interesting mechanics behind it and offers a high level of open world
exploration that almost no singleplayer game managed to pull off since times
almost forgotten even by old school gamers. The combination of graphics, sound
effects,  good level design and the
variety of everything makes for one of the most immersive exploration experiences,
showing how things should be done (developers shouldn’t need community mods!).
                Inquisition
didn’t forget about the roots (at least some of them). Having compelling
characters, mystery (those elves!), a tone of lore and choices, it made me want
to stop playing so I don’t finish the game and leave this captivating world,
something similar to what happened when I played Origins.
                It has
some issues, both technical and gameplay related, but many can be fixed, others
can be overlooked and there are some that we will have to move forward with (Bioware should reconsider using some of the gameplay mechanics in the future games). It
is quite visible that at some point this might have been an MMO project that
was turned around into a singleplayer game and the residues of that project can
still be seen in the game.
                It was
a wild ride this game, with moments of joy and sorrow, but after finishing it I
can say that I’m looking forward for more Dragon Age games. I hope this one
will receive an expansion and (or) a couple of good DLCs, there are so many
ties to put together and I don’t think I can wait three more years for another
game set in this universe.

Pros:
+ Great graphics and aesthetics
+ Top notch sound effects and voice acting
+ Interesting, diverse and easy to attach to
characters
+ The lore
+ Good dialogues
+ Great level design with beautiful open world areas
+ A large variety of everything (locations, monsters, etc.)
+ Side stories that open up all kind of possibilities for
future games
+ dragonagekeep.com
and the impact of the choices from previous games
+ The War Table
+ 90+ hours of gameplay
+ Morrigan!!!
Cons:

– Too many filler quests
– Some console and arcade elements
– Terrible looking UI
– Extremely annoying PC controls
– Broken tactical camera
– The spoon feeding is excessive and makes completing side
quests too easy
– Some of the choices are forced on the player

– Many of the choices made have no impact in the game
– Multiplayer requires money for better progression and
enjoyment
– Various bugs and glitches



Nodrim