• 5 years ago
    Saved!
    I played 11 hours before deciding it was too grindy for me. The quests I experienced were entirely either fetch or clear, and as with DA2, the dialogue options just pissed me off.
    The following is a dramatization of an in-game scenario.
    Selected dialogue: "There must be another way to win the Templars' favor."
    Spoken dialogue: "Fuck the Templars."
    why can't I just be a peaceful man when I'm not shedding blood

    The decisions in these games are pretty fucking bonkers too. Like, say a character badmouths you, you might be given three dialogue choices:
    "Kill him."
    "You decide."
    "He deserves death, but I am a benevolent god. Go, flee from this country, for your head shall be worth a thousand crowns to me."
    what the fuck, why does BioWare insist I have to be an egomaniac or a tyrant

    Often when playing DA1, DA2, and DA:I, I felt as if BioWare didn't want me to be a good guy. They wanted me to be violent, they wanted me to align myself with oppressors, they wanted me to be take freedoms away from helpless NPCs. Then when I finally do make a violent decision, one to overthrow a totalitarian regime comparable to if the Pope tried to run the world, suddenly I'm the bad guy.
    I just can't enjoy this series' dialogue, its lore, its story, or its gameplay. I don't think it does very much right. Man, the writing is some primary school shit, it's either lazy or amateur.

    Inquisition though? It's just boring. The quests are a grind, the combat's a grind, everything's worked in a lot more grind--even traversal's a grind! Honestly, I thought that Dragon Age would see huge improvements if it added in more sandbox elements, but oh no, this isn't what I meant. This is an MMO world. The same enemies always spawn in the same area--after a victory, run away for less than a minute and run back, and you'll find the same foes waiting for you. Each map provides paths--either paved or beaten--which offer the only passage between areas, causing the world to feel repetitive. When your objective is, say, at Ginger's Forest Cabin (I made this up), you have to take the same road to his cabin every time, because there's no other way in. This applies to almost every area in every region. Regions are split into distinct biomes which are locked to a particular time of day and weather, adding to the DEATH felt in this world. You aren't living in it, you are grinding through it. NPCs don't acknowledge you, they're barely even alive. This world's almost as dead as Pokemon Sun and Moon.

    But man, I like how Inquisition looks. It's really pretty. Pretty as fuck. Really good lookin'. Hot damn *whistles*
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