INCOMING BRAINVOMIT
Unfortunately I'm still on the hype wagon, and I've put in about 20 hours into the Hinterlands alone
Finally moved onto the Storm Coast (past Val Royeaux, ofc) and picked up Iron Bull, Sera and Vivienne.
I think for me the game hit the sweet spot with many things. There are plenty things that make the
videogame part of the game stand out glaringly, which I will touch on later, but all in all I'm loving the game to bits.
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The thing I love the most out of it so far, as it has always been the case with a BioWare game, have been the
characters and companions. They're all fairly written and they all have their niche in the plot. It's a little contrived to have them spill their life stories to the player on the outset, but at the very least as always the writers gave them more context than many games out there might. I went in expecting to love some, and hate others, but all in all the worst I could say about them is that Solas is taking longer for me to like than many of the others. Sera was a hoot from the outset, though I could certainly see her being incredibly aggravating and annoying to others and her humour was very blunt.
Also, holy shit my first encounter with Jennifer Hale's voice in the game and I could barely recognise her. That was a first.
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The plot is bullshit, by the way. I trust there'll be an interesting tweeest to it or whatever, but as it stands BioWare is an awful big fan of overplaying the classic Joseph Campbell's Journey/Chosen-One plot and it's really tired. Unfortunately this is just something that we got because the overwhelming feedback on Dragon Age 2 was that everything, including novel storytelling and smaller-scale, personal stories, was something players wanted reserved for sidequests and DLC. So so far, not impressed by the story itself, but that was to be expected after Dragon Age 2, and hopefully that'll change as the game progresses.
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I will sing praises for Inquisition's
combat all day and it is by far the best thing I think has improved over previous games. To me it's found that perfect balance between active, direct control and overhead, macro party strategy. Two of the big differences involve
health management and
active defense. The move away from
healing as a central mechanic of health management, and towards
damage mitigation is
huge, and it shakes up the foundations of combat. This is my take on why:
For
health management, minimising healing options to a finite pool of shared potions (not easily replenished while travelling unless you backtrack to/discover a camp) and a high-level mage spell places a massive emphasis on managing other resources such as
stamina/mana, enemy aggression and even
time (in the form of cooldowns and timing attacks/defense), that in previous Dragon Age titles were kind of there, but never really resources that on any difficulty were all that difficult to manage. Now they're
all much more important factors and for me it's a deeper, more balanced mix.
Add to that damage persisting to the party even post-encounters, and this would have been an aggravating problem, but what I like most about it is that the rest of the game itself (the stuff involving combat, anyway) is
designed around this new system. Camps seem to be reasonably plentiful when discovered so the annoyance of backtracking to replenish potions and stamina is minimised - not to mention camps themselves factoring into the Inquisition's growth as a gameplay mechanic. Similarly, gathering herbs and resources located around the world (of which there are also plenty) directly factor into health resources, on autopilot, without having to go into an inventory or crafting menu. That for me in Origins really slowed the pace of the game sometimes (in a game which already had terrible pacing issues). Healing potions themselves aren't constrained by cooldowns, and persistent damage means that players can't cheese their way through zones which are supposed to be gated by level (or at least, most zones
).
The second big difference is simpler but the difference I enjoy the most(and ties into the complexity and depth of the first), which is
active defense. Giving an active ability to mitigate huge amounts of damage (an active shield block for sword/board, active parry functions for 2-handers and dual-wield rogues, etc.) means the player is no longer only passively watching the battle play out over tactics and the pause-play function. The party can still function without, but I find that having direct, timed input into attack and defense makes every fight feel incredibly tactile and much more involving.
This isn't a system that's perfect - on harder difficulties this means in order to survive optimally there's a fair amount of babysitting involved, switching between party members to actively control defense - but what matters is that the defense options are still just as rich and broad as they were in previous games, if not more, and is now a second-to-second, direct, active process on the part of the player.
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Unfortunately, a third big difference,
the tactical camera, still continues to be fucking garbage, in any case. By far the biggest problem with the game, it's a matter of two steps forward and two steps back. Giving orders still feels clunky for me as I never thought it would, and I'm never entirely sure if I go back into over-the-shoulder mode the orders I've given will persist. People complain about the camera being constrained by the walls, but my even bigger problem is when the camera hovers around trees and suddenly it goes apeshit. Half the time it zooms in super low to the ground, making it unusable regardless, the other half it hovers above the tree but the tree model remains in view, meaning all I can see is foliage and not the actual battle going on underneath.
It's fucking infuriating and it boggles my mind to see them mess it up after they made so many great improvements to it, such as no longer constraining the view to the character selected, the ability to set multiple waypoints, or removing the horrible, counter-intuitive snap-to-enemy functions AoE spells and abilities had.
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I actually really love the
visual design of the game. I love that the art style that they flaunted from the Dragon Age Keep made it into the game - though much of it is probably a shortcut/cost-saving measure to reuse assets made by the art department. Frostbite 3 looks fucking fantastic even on the middling settings I have it on my PC and I think it really shows how the engine can shine when it isn't being constrained by shitty color filters ala the Battlefield series. For me my favourite part of it is the tarot-style depictions of the companions and the advisors. For many they look nothing like the characters, but that's the fun of it! And that they change dynamically based on the Inquisitor's relationship with the character is icing on the cake. Cullen looks like a middle-aged man in his card, lol, but I think returning character's redesigns (Leliana, Cassandra, etc.) are nicely well-done enough. I'm easy to please, though, and I never really had a stake/never really saw the massive appeal in Leliana or Cullen so I didn't notice a huge difference.
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I will concede that overall on the whole the
user interface is incredibly over-designed, and in some places unintuitive. This is talking from the perspective of a PC user. It's not Skyrim-levels of horrendous, but there's something about the animation of the menus and the layout that feels sluggish. I feel the important visual elements could have been kept, but just made navigation snappier.