Dragon Age : Inquisition - Critique
Ninety hours. This is how long it took me to see the end and scroll through the credits of Dragon Age: Inquisition. While it is true that quality cannot be measured only in terms of quantity, this figure is nevertheless significant. This is partly why "Inquisition" is not only one of the most expansive role-playing games I have ever been given to play, but also one of the few that successfully fulfills its superb and immense. world of many things to do and see. A hopelessly vague plot and typical BioWare bugs pull it down a bit but, whether in or out of combat, "Inquisition" marks a welcome return to the depth of role-playing games that made "Dragon Age: Origins" "and" Star Wars: Knights of the Old Republic "so attractive.
In DAI, you are not only the leader of a merry band of adventurers, but above all the important element which must bring reform and order in a territory torn by civil war and political turmoil. Interdimensional demon-spewing rifts literally tear the skies across this world. Your organization has tons of little things to deal with, but major actions, such as scouting new regions and undertaking new story missions, require energy - a central resource distributed in trickles to do just about anything and everything across the nine great regions available in Inquisition. It's a brilliant idea that gives all side quests and excursions a goal by tying them directly to story progression.
Some of the Inquisition areas seemed closed, and even corridor-like, when I first set foot there, but they soon opened up to large “sandbox” areas. No matter how many demon-spitting rifts I closed, or how many hidden shards I found, I always had the impression that I had barely cracked the tip of the iceberg that is Inquisition. . That's not to say that it lacks a sense of progression: the way you start out as a bunch of pushy rebels and grow up to be a very influential martial and political force is one of the most satisfying things about it. Inquisition. It's just that the sheer volume of content available in this game borders on overdose. Fortunately, thanks to a handy quest map, it's easy to find the content of each region, which has allowed me to focus my attention on a fixed objective every time ... at least until the desire to go astray inevitably happens.
And this desire has often set in. The varied landscapes of Ferelden and Orlais strike an intelligent balance between open spaces and narrow direct paths. The unexplored places and all those never-traveled areas kept pulling me away from the focus of my story, while the clearly marked paths always kept me from feeling truly lost. In fact, I never felt like I was going to hit the bottom of a dead end, because you can't walk for a minute in any direction without stumbling upon something to do. . And surprisingly, none of it feels like filler.
This is in part because of the excellent way Inquisition contextualizes the many pieces of its puzzle. It is with a certain talent that the developers have managed to show us that each quest is more than a simple task. But best of all, it all leads to tangible rewards via a series of skits and well-designed progression systems that give the massive Inquisition content the backbone and structure needed to keep me moving forward. Completing a superficial task for a farmer can bring you new mounts for you and your followers to use, making the right conversation choices with a seemingly unimportant NPC might just lead to bounties, etc. You never know how your smallest actions might influence your gameplay experience, which makes this whole journey and the fights you go on the pitch even more consistent.
The new Inquisition Tactical Vision allows you to pause and issue orders at will from an aerial perspective, much like you could in "Dragon Age: Origin" on PC. It takes a bit of getting used to, especially when the camera decides to get carried away, but once you get used to it it becomes a powerful tool for coordinating your followers. You can retreat and set traps for your most zealous foes, crawl your companions along the battlefield to fetch adjacent bonuses, orchestrate explosive skill combinations between team members, and much more. Inquisition successfully marries the measured, old-school approach of Bioware games with the more rowdy, action-oriented approach of Dragon Age 2 and the Mass Effect games. The result is akin to combat that offers a pleasantly dynamic feel when you control them directly, and a strategic dimension when played with the tactical sight.
Like most BioWare games before this one, Inquisition is not without a few technical issues. The dialogue sequences occasionally hang in the air, elements of the interface suddenly stop functioning, and the audio randomly cuts off in the middle of the battle. Most of these malfunctions can be worked around with a quick reload of the savegame, but these interruptions took me out of the experience a bit too often though. A Day One patch is supposed to address a lot of these issues, but if you're planning on playing without this update, you're on a chaotic journey.
But where “Inquisition” really stumbles is in its history. The game gets off to a vague start and the mayonnaise never really takes. The universe of Dragon Age is rich with traditions and a sociopolitical intrigue with impressive nuances, but “Inquisition” lacks the heart and the emotional dimension of the best games of BioWare. There are several interesting parts but the links between them are very tenuous. It's also a shame because all of the main characters are well crafted, and especially Dorian whose family struggles provide some really emotional moments. By the time the story reached its climax, I cared about the characters involved, but felt little concern for what was at stake or the villain, absolutely not unforgettable.
In the end, the tale I was really invested in was the one I had sculpted with the important decisions I made about the story. But also depending on the time I spent in such and such a place, with such and such a character and how I chose to orient my game. In the headquarters, little stories played out as I decided which of my advisers should handle the different tasks, the results varying according to their abilities. In the throne room, I would sit and judge those I had brought to justice in previous quests. Who am I going to have executed? Who am I going to send in exile? Who am I going to give a second chance? Combined with the excellent team jokes, content like this ensures that the story will remain interesting, even after the main campaign is over.
Another thing to do after completing the campaign is to enjoy the great co-op game, where you train a totally different character than your campaign to go through a whole bunch of dungeons with friends. The online game relies on the very good campaign combat system, and even the crafting system, which is very comprehensive at start-up. It really isn't the best reason to buy "Inquisition", but it greatly increases the interest in continuing to play it. And this without being compulsory if you just want to play solo.