Dragon Age Inquisition
(DAI) came out very recently for the PC, Playstations and Xboxes. I
got the PS3 version. This is an early thoughts post about the first
20-30
hours of the game (it’s reportedly around 200 hours long if you do
a completionist play-through, hence this post before I [possibly] put
up a comprehensive review after finishing it).
Pre-game
stuff
I hadn’t intended to
include this section, but the PS3 version at least doesn’t have
a manual. It has a tiny booklet with no in-game information whatsoever.
I’m baffled by this. I’ve played both previous games so it wasn’t
too much of an issue, but it’s still an inexplicable decision.
I realise this’ll
interest almost nobody else, but I like it, so it’s included. The
game has options for German, in both text and voice. After a
playthrough or two, I’ll probably give that a go. And who said
videogames weren’t educational?
At
first, I thought Dragon Age Keep had failed to work, for the good
reason that it had failed to work. However, to check and try again, I
visited the Keep site and tried clicking to export my world state
[which I did not do for my first playthrough]. This feature can be
found at the bottom right corner after you click to open the right
side bar. When you’ve done it, it’ll take a time stamp. Make a
note of that, and then compare it to the one that appears on-screen
after you try importing before character creation.
The
PS3 browser has been buggy for a while, but, provided you have an
internet connection, the Keep does work (I checked with a second character and the import did succeed).
The Keep is a free, online, browser-based system which allows you to
recreate or change the choices made for the first two games, and then
import those to DAI in order to affect the world.
Character
Creation
There’s greater racial choice than before, with the horned and tall
Qunari joining fantasy staples elves, dwarves and, of course, humans.
Both genders are available, and there are two voices to choose from
per gender (one English, one American).
The character creator does offer far more customisation options than
before. Tattoos, for example, can now be practically any colour
because a colour wheel rather than discrete options are how you
select the hue [NB Qunari do not get tattoos, but
instead get in-game warpaint instead of helmets, which they cannot
wear due to having horns]. However, there is a dramatic difference in
graphical quality between the PS4 version and PS3, and it’s a
bigger difference than I was expecting.
Creation options are the best of the series by a long shot, but the
surprisingly lacklustre graphics mean that you may well be wondering
whether your Warden or Hawke (protagonists of the two preceding
games) actually looked better.
The hair is a low point. It looks far too shiny, almost like plastic.
This is also the case on 360 or a low end PC. If you’re playing on
PC, turn the mesh textures up to maximum and it resolves the problem.
There are no scars in the PS3 version for memory reasons (according
to Bioware’s Mike Laidlaw). In the PS4, Xbox One and PC versions
(unsure of Xbox 360) you have a range of scars to choose from, can
position them where you like and alter their shallowness/depth.
Whilst I do like Dragon Age a lot (including this game), the weaker
than expected graphics were somewhat disappointing.
Crafting
and Customisation
I was looking forward to this a lot. The vast majority of armours
look different on differing characters and you can craft your own.
Cloth, metal and leather of varying types can be combined to provide
different appearances (so you can inflict the beeswax catastrophe of
plaid weave on whoever you dislike) as well as unique bonuses
(resistance to particular types of damage, for example).
In addition, weapons can be crafted in a similar manner, and you can
create arm and/or leg armour which you then fuse to your main armour
to augment it a bit more.
Crafting armour requires schematics which can be procured both as
loot and bought through shops (unfortunately I don’t think you get
a preview of what the armour’s like in either statistical or
appearance terms).
In addition to armour and weapons, you can also make your own
potions. Beyond the basic healing potion, which is topped up whenever
you’re in a camp, there’s a range of others which must be made by
the player. Improvements to potions and grenades are optional but can
offer significant benefits (it seems, I must admit I haven’t done
much potion/grenade upgrading).
Last but not least, the player’s base of operations can be
customised. This is almost entirely aesthetic, so if you want to hang
Qunari banners all over the place to remind your mostly human
underlings who the boss is, there’ll be neither bonus nor penalty.
A few upgraded areas (such as the garden) have a couple of options
(chantry or herb, in this case).
NB creating a space doesn’t seem to work for naming crafted armour/weapons. However, as
well as preserving spaces as part of the initial (and usually bland)
default name you can, weirdly, insert one by making an apostrophe and
then a space right after.
Gameplay
For the first time, a tactical view is available to all platforms.
It’s the first game I’ve ever played with such a thing. At first
it felt rather odd and old-fashioned, but (especially for more
serious fights) I’ve grown to quite like it. There’s also the
over-the-shoulder approach available, which is very similar to Dragon
Age 2’s combat style.
Unlike DA2, it seems that you can no longer use all abilities, only
those mapped to the eight slots available. That’s... interesting.
You can alter them, of course, as you like and maybe I just missed
how you do it, but that’s how it seems.
Tactical view offers the advantage of moving over an enemy to reveal not only their health and effects, but also weaknesses and
immunities, so you can damage them more easily.
When speeding up time in tactical view, sometimes there’s a 2
second black screen delay. This is not a bug, it’s related to
hardware limitations. It seems to happen when you aren’t already
centred on the character you have selected.
There is very little healing. All characters have a shared pool (8,
initially, can be increased with perks) of healing potions, which are
easily replenished at camps but there’s no easily acquired healing
spell. Instead, health is protected by spells such as barrier, or
status effects such as guard. Enemies can also use such things (but
you can destroy them with the right spell). It feels more tactical,
as you send off one warrior to distract a boss whilst your other
three characters wipe out the minions so you can all focus on the (by
then) solitary boss. With the right spells or warrior skill you can
block off a corridor, dividing enemy forces so you can take them down
more easily.
Thankfully, the second wave of enemies that was very common in DA2
makes no return here.
I’ve been playing on normal, and my party hasn’t yet been wiped
out. I may crank it up to Hard for a later playthrough.
Outside of combat, there’s also the base of the Inquisition.
Weirdly, it feels a little bit like XCOM: Enemy Unknown (on
steroids). You go out to a massive area, massacre the local
bandits/wildlife, and when you return home you have more power to
unlock missions and bits of dead lizard (and the horrendous plaid
weave) to make new gear. After major story events, check in with your
companions and advisers, who may well have new things for you to do
(outside of the war table).
The war table is a big map of Orlais and Ferelden. As well as just
visiting the open world areas (which you can do more easily via a
world map in your menu), you can pick missions to attempt, and order
your advisers (diplomatic, espionage and military) to send their
agents to conduct missions of their own. These are well worth doing
and yield small rewards in gold, influence, items and so forth.
The Inquisition also gains perks, as do characters (although much
more slowly, at least early in the game). These vary from increasing
your inventory from the small 60 (alas, no chest to store stuff
forever) you start from, to opening up new dialogue options on
matters religious, historical and so forth. When you recruit agents
in the field (a fairly rare occurrence) these also provide a perk,
reducing the time it takes agent missions (see above) to be
completed.
On a more minor note, locked things are far rarer than in previous
games (it feels like you could do without a rogue most of the time),
and some barriers can be smashed down by a warrior or dispelled by a
mage.
The user interface is functional but feels like it could be
streamlined. Things are never in a weird place but it does seem that
it takes a bit longer to get things done than could be the case. On
the plus side none of the crafting materials takes up the finite
space available in your inventory, so you can collect metal, cloth
and herbs without worrying you’ll hit a limit.
Story
I can’t go into details because I’m only a certain distance in,
and spoilers are the work of Satan. I do know who the major villain
is and much of the background to what’s happening.
Weirdly, for a Bioware game, the story feels a little stilted after
the very start. I think this is because of two things: your character
doesn’t come with much background at all initially [more is
revealed later], and you get thrust into the Hinterlands. The
Hinterlands is one big open world area where you can spend 20 hours
plus trying to do everything. My advice is to leave as soon as
possible to get the story going.
After the early part of the game the story really kicks off, and the
Inquisition becomes the centre of gravity which is all
that stands between the world and chaos. The characters are
well-written, and it’s nice to wander around your base, bumping
into people you’ve recruited and people who’ve just shown up
(tip: chatting to them can provide new quest opportunities).
I can’t properly assess this until I’ve completed the whole game,
of course. Slightly slow at the start, but currently feels very
promising.
Graphics
This is why I don’t like giving scores.
I’m not someone too fussed by graphics. For others, they matter a
lot. The graphics in DAI are generally poor. The hair looks plastic,
textures often take a while to load, the facial hair [stubble more
than shiny beards] looks poor and so on. The moustache of one
characters was so bad it was almost amusing (not Dorian’s, I hasten
to add). It is worth mentioning that the clothing can look really
rather nice, and even has a good ‘wet’ look (a bit like Dragon’s
Dogma, but the dry/wet difference is determined by location rather
than as a combat effect).
If you’ve got a low end PC or ‘last-gen’ console but plan on
upgrading in the near future you may well prefer to wait. The
graphics are disappointing, and sometimes to an extreme degree. The
first vitar (facepaint) I found for my Qunari mage looked pretty good
(some basic white stripes). A later one (almost full-face yellow) was
so bad I swapped back.
However, for me the graphics are a secondary issue. So, this area of
weakness is not a deal-breaker, from my perspective.
Sound
The music is good, and in places very good indeed. As always,
voice-acting varies a bit but the general quality is very good. It’s
also weird, but nice, to hear Cullen as commander of the
Inquisition’s army, after we’ve seen him progress from nervous
Templar, to Knight-Captain in the last game.
Assessing the Inquisitor is very hard because there are four voice
actors (two per gender, one English, one American) and I’ve only
heard a lot from one (Alix Wilton Regan, English female voice). Very
good so far, but I want to try the others as well.
The effects could perhaps be a little better. They’re not bad, but
also haven’t made a huge impression.
Bugs
and other issues
In a game this massive, there will be some bugs. Worth emphasising
that they’re often platform-specific. Anyway, here are the ones I
encountered on the PS3 version.
Sometimes there’s a very faint (probably one pixel-thin) horizontal
black line halfway up the screen. In dark settings, it’s hard to
see, in snowy surroundings it stands out.
Not a bug, but the loading times can be a little long.
Sometimes, going into/out of tactical view can mean lots of sounds
cease to be heard. This can be rectified by leaving the area. Whilst
this has happened very rarely to me, it’s still irksome.
X means both jump and loot (and light fires, where applicable). Once
I tried lighting a fire, was too far away, and ended up lighting it
in mid-air, which then had my character hovering (halfway through a
jump animation). I could still move around, and looting resolved the
comedy problem.
To date I’ve suffered two freezes. The first was a ‘regular’
freeze (no warning about potential corruption of the system on
restart), and upon reloading the last save the issue did not recur
(although I did skip through the preceding cut-scene). Whilst this
isn’t great, freezes do often happen now and then with massive RPGs
(cf Skyrim, Dragon Age: Origins etc).
The second occurred during a cut-scene immediately after I’d saved
(the save icon was still up). I waited a little while in case the
save was still being processed, and afterwards did get the potential
corruption warning, though all was fine.
Conclusion
It took me some time to
sink my teeth into Inquisition. I think the early visit to the
Hinterlands coupled with the lack of information about your character
was something of a mistake. However, once the story kicks into gear
it really seems to take off. As well as the companions and advisers,
I like the secondary cast that join the Inquisition.
Apart from the freezes, the bugs are all minor but the little delays
can make it feel like a good book where every page takes five seconds
to load. Not a major problem but it does take the shine off a little.
At this stage, I’d give it 8/10. It should’ve been a point
higher, but the loading times and numerous small bugs do stack up.
Thaddeus