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Inquisition successfully marries the measured approach of old-school BioWare games with the flashier, action-oriented approach of Dragon Age 2 and the later Mass Effect games. You can hang back and set traps for over-zealous enemies, have your rogue creep along the edge of the battlefield to go for flanking bonuses, orchestrate explosive ability combos between party members, and much more. It takes a little getting used to, especially when the camera decides to misbehave, but once you come to grips with it, it becomes a powerful tool for coordinating your party. Inquisition’s new tactical view lets you pause and give orders at will from an overhead perspective, much like you could in Dragon Age: Origin on PC. Not that said scrapping needs much incentive beyond the excitement it provides. You never know how even your smallest actions might impact your experience, which gives further purpose to all the scouring and scrapping you do out in the field.
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Completing a cursory task for a farmer may open up new mounts for you and your party to ride, and making the right conversation choices with a seemingly unimportant NPC might lead to empire-wide bonuses.
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DRAGON AGE INQUISITION BACKGROUNDS SERIES
But better still, it all leads to tangible rewards through a series of well-designed crafting and progression systems that give Inquisition’s huge body of content the spine and structure required to keep me engaged. Whether it’s with a well-delivered piece of dialogue or a smartly-written bit of supporting lore, every quest you undertake has an air of being something more important than the simple fetch or kill task it actually is. That’s partly because of how good of a job Inquisition does of contextualizing its many pieces. In fact, I never once felt like I’d hit a dead end, because you can barely walk in any direction for a minute without stumbling upon something to do – and amazingly, none of it ever feels like filler. Unclaimed keeps and unexplored ranges on the horizon kept tempting me away from my current story objective, while clearly marked pathways kept me from ever feeling truly lost. The diverse landscapes of Ferelden and Orlais strike a smart balance between open spaces and narrow, directed paths. Thankfully, a handy quest map makes it easy to track each region’s content, which allowed me to focus my attention on a set goal… at least until wanderlust inevitably set in.Īnd boy, did it set in often. It’s just that the sheer volume of content borders on overwhelming.
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That’s not to say it lacks a sense of progression the way you start as a band of upstart rebels and grow into a highly influential martial and political force is one of Inquisition’s most satisfying traits. No matter how many demon-spawning rifts I closed, or hidden shards I found, I always felt like I was making tiny dents on the tip of an iceberg. Some of Inquisition's regions seemed restrictive, even corridor-like when I initially set foot in them, but they soon opened up into vast sandboxes. It’s a brilliant idea that gives purpose to all the side-questing and sightseeing by directly tying it to story progression. Your organization has tons of tiny moving parts to manage, but major actions, such as scouting new regions and undertaking new story missions, require power - a central resource that’s doled out for doing nearly anything of note across Inquisition’s nine large areas. Literally, in a way, as interdimensional demon-spewing rifts are tearing holes in the sky across the world. In Dragon Age: Inquisition, you aren’t just the leader of some merry band of adventurers, but the focal point of a sweeping, large-scale movement to bring reform and order to a land ripped apart by civil war and political strife.
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