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Impressions of the game "Dragon Age: Inquisition". Four out of ten



A quick introduction before starting on importing previous games:

When the game asks for your permission to import a character from Dragon age keep, it doesn't actually import your saves from previous games. You must go to Kip and manually select all the options for the Gray Guardian and Hawke's decisions. Therefore, if you do not have saved saves of past games, this does not mean that you are obliged to accept the default state of the Dragon Age universe - go to Kip and change it as you like. If you have saved saves, then you can use them in Kip to import the name and portrait of your heroes, but you still have to make all decisions there manually.

Also rename your state of the world to Kip to something other than the default name. Otherwise, at the start of the game, you will be given a message that the modified state of the world was not found and the default state will be imported. This, in principle, should still be your modified save, but nevertheless, in order to avoid misunderstandings, it is better to rename it.

Only one save per Kip can be active in the import slot, and only it is imported into the AIM. You will not be given the opportunity to choose one of several options, as was the case when importing from DAO to YES 2. If you want to start another game with a different state of the world, then be sure to go to Kip and make the save that you need active.

So you imported your world from Dragon age keep- or accepted its default state. It's time to start the game!

Wrath of Heaven


After you have created a character to your liking, you will get the opportunity to watch a short video in which your character flees from a place that suspiciously resembles a Shadow, with the help of some mysterious figure.

Having got out into the real world, you very soon find yourself in a prison cell, and after that Cassandra and Leliana begin to interrogate you. From the conversation, you can draw conclusions about what happened in the negotiations. After the interrogation, you will be taken to the street, where you can see for yourself all the consequences of what happened. If you express your willingness to help, you will get Cassandra's approval, and, accordingly, vice versa. In any case, you have to go and deal with the strange phenomenon.

After gaining control of your character, move on. After a short run through friendly territory, you will be unexpectedly thrown into a battle with two Shadows. In it, you will finally get your first weapon - which one will depend on your class. (Weapons in this game are important even for a mage, as spell damage is usually calculated as a percentage of staff damage.) Use this opportunity to familiarize yourself a little with the all-new combat system. Don't worry about Cassandra - this lady is quite capable of standing up for herself without your intervention.

In the conversation after the battle, you will get another opportunity to approve / condemn Cassandra, depending on whether you agree to give her the weapon or not. The third option is neutral. If your GG is a magician, then you will receive an additional option for the answer to Cassandra, which will cause her a slight condemnation. At the end of the conversation, you will be handed your first health potions. Healing potions are very important in this game, as the health of the characters is not regenerated. Healing potions in the first slot are common for the whole group. Potions in the second and third slots are individual for each party member.

Continue on the way, soon you will come across a couple more opponents who will be in a small valley - convenient for you if you have the ability to hit from a distance. If not, go down to them. After the battle, look around - loot is scattered here and there, an elven root grows nearby, and there are even deposits of iron. Plants in this game are needed for creating potions and some quests, and different deposits of minerals and stones for crafting. Their system of use is more like DAO than DA 2 - when used, they disappear and need to be replenished. But on the other hand, unlike previous games, they are restored over time, and do not disappear forever. In principle, it does not hurt to collect different ingredients (plants, minerals, etc.) wherever you find them - they do not take up space in your inventory, there is a special section for them. Already in the prologue, you can collect several ingredients without much difficulty - they are quite close to your path.

After going a little further, you will see a green glowing figure at the top of the hill, and Cassandra will warn you that this evil spirits are capable of attacking from a distance. This is true, so if you yourself are an archer or a magician - try to attack from the maximum distance you can. Another enemy will get in your way if you get too close to the green ghost, trying to block your approach.

After a while, you will come across a fighting group of your allies. After the end of the battle, you will get two more companions in the group, so you will have a complete and even quite balanced team regardless of your class. You will also see what your strange mark on your hand is capable of. If you ask Solas about your mark, you will get light approval with him (condemnation if you ask what will happen next).

Continue on your way and after a while you will come across a second Break. You need to destroy all enemies around him before you can activate your special ability. After the Rift is destroyed, you can enter your allies' camp. And do not forget to give your hero an additional ability - he / she should just get the second level.

Take it as soon as you receive a message about a new level - because for some reason (bug?) Your character screen for level-up after that may be blocked until the end of the prologue, and the extra ability will still be very useful to you.

Leliana is waiting for you in the camp. There you will also meet Chancellor Roderick, a brother of the Church, who is not at all happy to see you and will not hesitate to immediately explain why. If you wonder if you should close the Rift first and then deal with the rest, you will get Solas' approval. In the ensuing conversation, you have to make a decision - to go to the temple in a direct way or choose a mountain pass, where a small reconnaissance detachment has already been lost, while the rest of the soldiers will carry out diversionary maneuvers so that the enemy does not notice your approach. If you choose the direct path, then the squad will be lost, if you go through the pass - you can save the squad, but you will lose some soldiers who will distract the enemy. The practical difference in the game for you will be in a few different opponents, a little more loot (pass) and different approval of allies. The first solution (direct attack) will give you Cassandra's approval. The second decision (mountain pass) will incur a slight condemnation of Cassandra, but Varric will approve of it.

Do not forget to replenish your potions at the special supply chest (in the game it is called burial and replenishes your health potions to the maximum, but you can use it only once) and take the loot from the chest nearby. Do this as soon as you notice them - after talking with Roderick, they will immediately send you on the road, without even giving the opportunity to look around.

If you chose the pass, then leave the gate, follow the path, climb several stairs and go inside. Unlike the always perfectly lit caves DAO and DA 2, in caves and various abandoned ruins of the AIM it is very often dark even if you gouge out your eyes (which, of course, is realistic, but at the same time inconvenient for many reasons), but usually you can find some kind of lamp inside or a torch to remedy the situation. True, this particular tunnel, with the exception of some particularly dark corners, is still quite well lit.

Deal with enemies, collect loot and go outside. At the exit you will find several bodies of the missing scouts, but Cassandra will notice that this is clearly not the whole squad, so continue your search. A little further along the path, you will come across surviving soldiers fighting demons at the next Rip. If, in a conversation after the battle, you say that the risk of going this way is now justified for you, then you will earn Solas' slight approval.

If you chose a direct attack, then head towards the temple on the short road. Just like in the pass, you will need to close the smaller Rift along the way, after which you will meet with Commander Cullen. He will inform you that you will not meet any more opponents until the main Break.

After that, the paths of both options merge together:

Move on, your path to your goal will now be clear. When you enter the temple, Leliana and the soldiers will join you. As you search for the ladder down, you and your companions will be presented with several visions from the past, which will give some idea of ​​what happened.

Go to the Rift and meet your first boss, the Demon of Pride. It has an impressive amount of protection, but if you manage to activate the Rip, then all protection from it is temporarily removed. She will return when you take him a certain number of hits, after which several smaller demons will appear from the Rift. Deal with them, activate Break again and repeat until the Demon of Pride is defeated. Then watch the video with the results of your actions. Congratulations, you've completed the prologue!

In the summer, it was fashionable to guess which game would be the best in 2014, and the fantasy RPG Dragon Age: Inquisition was rarely on the list of nominees. The credibility of the series was undermined by dubious game design decisions in Dragon Age II, and to its authors from the BioWare studio - also because of the scandalous story with the endings of Mass Effect 3. And suddenly, suddenly: Dragon Age: Inquisition is praised, it seems, almost all.

Recall that Dragon Age II was reproached for different things, but most of all - that the game broke away from the roots of the classic PC RPG and was simplified in everything, from the inventory and interface to the number of options in dialogues and the depth of combat mechanics. BioWare acknowledged that it had turned the show 180 degrees for a new audience, and warned that an equally radical return to the style and spirit of Dragon Age: Origins was not possible. Inquisition shows how carefully the studio studied specific claims to Dragon Age II and fixed all local miscalculations about depth, while not changing the strategic decision to focus on a wider console audience. Like Mass Effect, like The Elder Scrolls V: Skyrim, Fallout 3 and New Vegas, Dragon Age: Inquisition is primarily a console game. The PC, however, is also not forgotten, it has its own interface for controlling the keyboard and mouse.

The blacksmith is the head of everything

Correcting bugs is easiest to illustrate with the new crafting system. In Dragon Age: Inquisition, you can make potions according to found or purchased recipes, and literally in one click and in any camp of the Inquisition. It seems to be casual. However, the game also allows you to forge weapons and create armor, and with huge variability, so that it easily bypasses Dagon Age: Origins in depth. The recipe for a decent sword has a main slot (the damage depends on the level of the metal, but does not depend on the type of metal), several additional (the effect depends on both the level and the type) and one for a rare "excellent" material (again, the result depends on level and type). As a result, you can forge a monster with + 16% to attack, + 10% to damage against the barrier, + 15% protection from cold and also with a 10% chance to use the ability "Shield bash" for free with a bonus to a regular strike. But that is not all. Most types of weapons and armor have two slots for additional accessories (like the handle of a sword or the top of a staff), which can also be crafted (as well as bought or taken from trophies by throwing out the main block). Plus four more lines to the list of weapon effects. Finally, runes can also be applied to weapons (also created by the player). Another plus one line. So it turns out that in the crafting interface (very convenient) you can hang out for half an hour, choosing what to spend the bear skins and obsidian on. For me personally, it was very interesting precisely as part of roleplaying, because well, it's cool to go to the forge and order a special weapon for yourself. Especially for a long time I thought about what name to give the sword - "Naughty" or "Putin's Wrath".

Forging was added not for show and entourage. In other RPGs, I was usually skeptical about crafting, because the effort spent on it paid off badly: it is faster to complete an extra quest and get a ready-made good weapon. But in Dragon Age: Inquisition, the opposite is true: the correct homemade items are much stronger than anything that drops from simple enemies, and extremely rarely inferior to those that drop from bosses. It got to the point of ridiculousness: I received a unique sword with a beautiful name and a paragraph of background, and immediately handed it over to the store for next to nothing as unnecessary. At the same time, I did not spend so much effort on crafting: it was enough just to collect those resources that I ran past, and sometimes go to stores for recipes (though the most interesting store is at the bottom of the canyon in the back of the world). However, I readily believe that lazy gamers, for whom picking iron out of the rock is too difficult or boring, can ignore the whole craft and still get more or less adequate weapons.

As a result, it turns out that Dragon Age: Inquisition is most suitable for beginners, but in some aspects deeper than many classic RPGs. That's just the weakness (and widespread prevalence!) Of "unique" armor and weapons - just a minus to role-playing. It would be better if they met much less often, but were more effective. At one time, writer Robert Salvatore also complained that fantasy RPGs reward heroes too unconvincingly for their exploits; an epic sword should be really cool. It also seemed very strange to me that homemade weapons cannot be sold for normal money. Relatively speaking, if a finished sword costs 2,000 units of gold, and you can sell it to a store for 200, then a home-made sellers who are cooler in terms of characteristics take only 2. In my opinion, this is a mockery. I propose an excellent subject, but it is discriminated against in the market, and there is no one to even complain about cartel agreement.


There is no place for healers

Dragon Age: Inquisition is a pretty daring combat mechanic for an RPG because there are no healing spells at all. The player can only carry a limited supply of potions with him - that's all. Therefore, in battle, barriers (imposed by magicians) and protection (imposed by warriors on themselves) are extremely important, which take on the attacks of the enemy. Effects like "killing an enemy restores part of their health" are still secondary, although they are useful when clearing long dungeons. For this reason, template RPG methods will not work here, and this is interesting.

At the normal level of difficulty, the gamer must first of all properly pump and select characters for the squad. I tried to take one of the story missions with a swoop, with the maximum attacking team, and for an hour I easily and quickly killed ordinary enemies, healing myself with potions if necessary. And then I came to the boss, realized that it was impossible in principle to defeat him in such a composition, and was forced to reload the old save game. Nevertheless, if the team is selected and pumped well, then the fights turn into a beautiful sight, in which the gamer revels in his capabilities rather than seriously experiences any difficulties. However, if you deliberately go into zones with stronger rivals or hunt dragons, then suddenly the tactical pause mode, which seemed useless all the way, comes to the fore. And it is necessary to manage in it, first of all, not offensive abilities, but that defensive ones. Not dying ahead of time is usually more difficult than actually killing the enemy. And the endless free revival of fallen comrades-in-arms, which embarrassed me so much in the battle with the boss in the prologue, in the main part of the game still saves only from accidental deaths. If the enemy systemically inflicts too much damage on you, you will all perish. So combat mechanics is, of course, not what Dragon Age: Inquisition is bought for, but it copes with the tasks set. Cutting monsters is not boring.

Four out of ten

Dragon Age: Inquisition has nine companions of the hero, most of whom join quite early. Three magicians, three robbers, three warriors. Each class has four branches in the skill tree; at the same time, some characters have their own unique ones. The entire team gains experience points, regardless of whether the character participates in battles or not, so no one is lagging behind in terms of development. Somewhat ahead (to the eighteenth level - about half a level) is only the main character - apparently due to some story missions where you need to act alone. In this case, all the pumping of abilities can be reset and reconfigured again with a small monetary penalty - this is very convenient. To be honest, I hate games where you can screw up a build. In addition to weapons and armor, characters can be attached to two rings, a belt and an amulet, which further enhances their specialization in the later stages (in the early stages, the effect is simply minimal). But what is not there is the pumping of individual characteristics of the characters, they can be influenced only through equipment, and also strengthened by the results of some quests. Is this depth enough? It seems to me that yes.


At the normal level of difficulty, it is probably easiest to choose the three most attractive companions (in my case, Vivienne, Serah, Iron Bull), pump and equip them correctly, and forget about the rest of the heroes. However, it is worth aiming at something more difficult, as it turns out that the heavily shackled heavy armor is suitable only for humans, and therefore the Iron Bull must be urgently changed to Cassandra. From time to time, it makes sense to take a robber with a bow instead of a robber with knives. Weapons with a bonus against a certain type of enemies, elemental weaknesses or the strength of opponents, class restrictions on armor - these things motivate you to shuffle the composition of the team more often. And, of course, it is interesting to listen to how different companions chat among themselves while you just peacefully walk around the game location.

Despite the fact that most of Dragon Age: Inquisition you explore locations and fight monsters, the most interesting thing in the game is the characters and the plot. In that order. In addition to nine companions, Dragon Age: Inquisition has three key advisor characters, as well as, it seems, a couple of dozen minor, but still well-written NPC allies. Again, the casual player can safely ignore all the unnecessary chatter, but the connoisseur will spend hours asking each friend about his difficult childhood and wooden cookies nailed to the floor. The main characters will also give you personal quests, which are much more interesting than the average level of secondary tasks in Inquisition. But the main thing is still - superbly written dialogues with divine voice acting and a good Russian translation of subtitles. I often hear that the lyrics in games are inferior to good literature on the same topic, so Dragon Age: Inquisition is a perfect counterexample. Sera's speech characteristics, the malicious exchange of remarks between Vivienne and the Iron Bull, is the standard that everyone should be guided by. For example, in Skyrim there are no less interesting dialogues in terms of content, but in Dragon Age: Inquisition they are written much better. Do you feel the difference? And yes, in spite of that, the game uses the classic "wheel" of answers a la Mass Effect, there are many options, plus some are opened by pumping the conversational skills of the Inquisition. In addition to just the buzz from the conversations and the unfolding images of the characters, you get new quests and improve relationships with people. Even if everything else in Dragon Age: Inquisition was bad (which is not so), for the sake of the characters it can and should be played.

All races are submissive to love

Better relationships, as BioWare gamers might guess, lead to romance. Sometimes it just happens. What happened to me, what a colleague from the Kitchen Riots website turned out to be that we come to flirt with whoever we need to (I - to Sara, a colleague - to Cullen), and we get in response: “No, you have an affair with Blackwell, first send it in three letters, and then come. " What? Formally, the relationship was not recorded, but a couple of harmless compliments - and the gray guard, it turns out, began to believe that we have something, and make plans for a life together. Extremely realistic game!

Now I will say a very important thing: Dragon Age: Inquisition is probably the best relationship game since Catherine. All the plot videos on the theme of romance are directed extremely subtly, cleverly, in places - with humor, but not at all vulgarity. Heroes can behave awkwardly, but this is precisely the realistic awkwardness that is really inherent in people in love. And if, for example, in Skyrim it was possible to score on the main plot for the sake of additional quests, then in Dragon Age: Inquisition it is quite possible to make the main goal by no means saving the world, but conquering the most interesting companion. It's worth it. After all, the characters are initially written very well, and as relations with them are established, they open up and show themselves from the other side. If romance is available with the NPC (check the wiki), then it will become completely native. Well, yes, relationships are also the main motivation for replaying the game. And then after all, with all at once in one sitting will not work.

Passion for Andraste

Of course, the lyrics for the main plot are good too, and there are many forks in it too. But, first, the story of saving the world is not that long. Even taking into account the fork between the magicians and the templars, there are only seven to eight key stages in the game, in the intervals between which you just need to swing hard (otherwise the level will not be enough to pass). Second, the Inquisition theme dictates the tone, style, and content of the lines. Your character may be a little kinder or a little tougher, but the range of possible roles is very limited - he saves the world anyway. The scriptwriters really only came off on scenes with the trial of captured enemies (but this is not part of the main quest). Thirdly, the villains are too stupid and lifeless in Inquisition. Only the master with his dying son is more or less reliable. I will not delve into spoilers, but the stories about how the main villain attracted two armies of the forces of good to his side seem too artificial. Fourth, Inquisition is a direct sequel to Dragon Age II, and to understand a significant part of the dialogue, you need to either play the previous part, or at least read a detailed retelling. On the other hand, Inquisition shows the development of your main character very well. He is clearly at the center of events - while Hawk from Dragon Age II was more likely to go with the flow. And in Inquisition there are some very strong reference scenes like your character dancing at the queen's ball.

What do the answer options in the main plot affect? Sometimes - no matter what. More often - on the attitude of other team members towards you (while, for example, what Sera likes is usually not approved by Vivienne and Solas). It so happens that the answer depends on which route you will go through the location. At key moments, the game tells you about the consequences of completely irreversible decisions. Sometimes everything is obvious (I wonder if there are people who refuse a character who asks for a squad?). Sometimes it’s so difficult to decide that I put the joystick down and went to the kitchen to make myself some tea to think. But, of course, the peak of the most interesting plot dilemmas and even detective riddles falls on the mission about the royal ball. In it, literally after reading an unimportant piece of paper, I guessed with a sixth sense who the main villain was, and when it turned out that I was right and decided everything correctly, I was as happy as an elephant. As a result, I determined who would rule Orlais in the sequel to Dragon Age: Inquisition (just like the monarch of Ferelden in Dragon Age: Inquisition - a fact that can be imported from previous saves). Listening to the heartfelt speech of Empress Selina, I drank Scapa whiskey and thought that life is beautiful.

Ten rams please

Monotonous quests are, perhaps, the only thing for which Dragon Age: Inquisition can now be criticized on the Web. But the thing is, it all depends on how you pass, and some people do it wrong! The whole world is divided into a dozen huge locations, each of which is quite a game in the game and a mini-Skyrim. And there are people who come to the very first, "Inner Lands", and try to go through it entirely (which, in general, takes tens of hours, and even then it is not a fact that you can cope with the dragon). The game already allows you to move on to the next piece of the plot, but for some reason people complete quest after quest in the same territory, and at some point they get bored with all this. In fact, Dragon Age: Inquisition is structured in such a way that in each location it is enough to just "bite" the content you are interested in and, when the required number of influence points is reached, go further. Moreover, you can even skip one or two zones entirely, because when you get to them, the enemies there will be too low for you to be interested in fighting them. Another common mistake: in each location, you can follow the simplest path and take on obvious quests in order to quickly gain influence points: close gaps, open new camps of the Inquisition, collect 20 pieces of iron. Of course, it will be boring, why be surprised?

However, Dragon Age: Inquisition is full of interesting quests and their chains. One has only to regret that there are no tasks of some kind, just - and you come across just such. For example, I tried several times to write in a review that the game lacks puzzles that use the tactical pause mode. And then once - and found exactly the same. Or it seemed to me that there was no variation at all in the side quests, and then I stumbled upon a story when I completed the task in an unethical way and received, in the end, not a reward, but a fine. But most of the tasks look like this: you are asked to find something and they tell you where approximately the thing is. You need to get there, defeat the enemies, and then ransack the contented vast area in search of the desired item. Quests are often combined into chains. For example, first you learn that somewhere in the sands there is a camp of a scientist studying dragons. You find the poor fellow. He consistently asks to do several classic problems “go there, do that”. Then it turns out that the scientist cannot read the ancient manuscript, and you need to do this for points of influence through the management interface of the entire Inquisition at the headquarters. The chain ends when you find out where the desired dragon flew away. Another typical example is investigation quests, as a result of which you are given the coordinates of an enemy fortress that you need to capture. If it pisses you off that most missions come with a marker indicating the approximate location of the target, then try to master the treasure maps. They only schematically depict the place where the treasure is buried, and no coordinates - try it, find it. And finally, it happens that you just walk around the world, and you see a locked door. How to open it is unclear. This is the task! Yes, and I was asked to tell you if there are quests in the spirit of adventure in the Shadows from Dragon Age: Origins. Sometimes the hero walks alone (or together with a partner), but this does not drag on for a long time and, in general, does not bother.

As a result, it turns out that in DAI, relatively speaking, 10-20 percent of quests are really interesting. And what about the other 80-90? The quest "kill ten rams" at the very beginning is, in fact, a tutorial on hunting animals, which can then be useful for crafting. All requests from the quartermaster to collect resources are not a guide to action ("go and collect 20 pieces of iron"), but a way to earn influence on what you already do (collect iron while you run somewhere on business). Filler quests like opening new camps or closing gaps are, in fact, not quests at all, but rewards for exploring the world as a first approximation. Doing them deliberately is extremely stupid, because the remaining 10 percent of interesting tasks will already be enough for you for a hundred hours of pure time. And you will open all the camps on the way. Play this way, please, if you want to have fun, and not an excuse to swear on Twitter.


It is also wrong to play Dragon Age: Inquisition heavily, which is best illustrated by the quest mechanics on the war council screen. You delegate their implementation to advisers (Ambassador Josephine, Spy Chief Leliana and Army Commander Cullen), and each consumes only one resource - time. It is fundamentally important that we are not talking here about the transit time, but about the real one. That is, you can send Cullen on a 7-hour hike for a sketch of a new sword, calmly turn off the console, go to bed, and in the morning you will have a reward waiting for you. A bit like Animal Crossing, which is great, of course. Many quests are completed in 15 minutes, but the prize for them is also minimal - either a little gold, or special experience points for pumping the Inquisition. The latter, by the way, is very important, because this is the only way to get, for example, additional options in dialogs or expand the number of slots in the inventory. And yes, the war council screen is another plus in terms of role-playing, thanks to it I really felt that I was running a huge organization, and not saving the world with a bunch of friends.

In the dry residue

In the comments on Dragon Age: Inquisition, devout fundamentalist fans complained that I dare compare it to The Elder Scrolls V: Skyrim. In fact, BioWare, of course, itself focused on the open world of the competing game, but in the end it did not sacrifice its identity. As a result, Dragon Age: Inquisition has cool characters, an interesting storyline (completed in 50 hours), and additional quests (another 100 hours). Basically, in November you can buy one of this game and devote two months only to it. Dragon Age: Inquisition is smart, Dragon Age: Inquisition is diverse, Dragon Age: Inquisition is pretty darn beautiful.

The main drawback of the game, for my taste, is the abundance of micromanagement, which does not affect anything at the same time. All these rings with "+ 2% to cold resistance" annoy me, and too often they slip new ones on me. The time I spend fiddling with them doesn't pay off in battle. It is very inconvenient that after the fight you need to run around the field and separately pick up the loot from each corpse. It would be much more logical to select it all automatically, because in the end I will do exactly this anyway, only I will spend more time. That at the very beginning in the Shelter, that a little later in Skyhold, the command headquarters is not at all in the place where you get to the location, and you cannot directly teleport to it through the map. A lot of time is wasted on useless running around, which has to be repeated dozens of times! This error annoyed me in the first part of Assassin's Creed. It is also very annoying that the inventory (only 60 lines) is very quickly clogged with objects, and you need to return to the store and hand over the excess. If we cut out the vestiges of the games of the past decade, then let's go all the way.

Continuing the Skyrim theme, I remembered how everyone liked my characterization of the game as a fat whore versus playing as a kawaii girl (Final Fantasy XIII-2). In this sense, Dragon Age: Inquisition is a kind of Catherine II the Great. She twirls the player as she wants, makes them perform feats of arms, is extremely smart and very free in terms of relationships. With her you can become at least Potemkin, at least Suvorov, but Edward Snowden - sorry, no. Dragon Age: Inquisition is the queen of fantasy RPGs, and that's great. However, it sets a rather rigid framework. Despite all the words of the producer that you can realize all your fantasies in Dragon Age: Inquisition, in fact it all comes down to who your hero will sleep with, who will rule in Orlais and whether the Order of the Gray Guardians will survive (plus more four similar facts), but you cannot become a tyrant and a despot. Quests of guilds from Skyrim (which, in general, were an excellent example of role-playing) are similar here, except that the personal quests of companions.

pros

  • Characters (edit)
  • Plot

Minuses

  • Interface
  • Villains

Verdict

Dragon Age: Inquisition can be made not so much claims as wishes. For example, I would like the authors to copy the combat mechanics and environmental storytelling from Dragon's Dogma. Someone dreams of a full-fledged turn-based combat mechanics without action and vivid special effects. You can, in the end, demand more conversational quests and puzzles for thieves. Girls-yaoischitsy from diary.ru will make such claims to the game that I dare not retell. But these will all be, sorry, wishlist (and contradicting each other), caused by the fact that there are not so many big expensive RPG games, and many fans of the genre feel that they are not given something. In Dragon Age: Inquisition, you have to look at how the outcome compares to what is intended. It turned out, albeit imperfect, but still great. Spending three thousand rubles and going into the magical world of Thedas for a couple of months is a great idea.

: M - Mature
OFLC: MA 15+
PEGI: 18

Creators Leaders Mark Darrah, Mike Laidlaw Screenwriters David Gaider (Lead Writer) Composers Trevor Morris Technical details Platforms Xbox 360, Xbox One, PlayStation 3, PlayStation 4, (Microsoft Windows) Game engine Frostbite engine Game mode single player, multiplayer Carrier optical disc Systemic
requirements Official site
Reviews
Summary rating
AggregatorGrade
GameRankings(PS4) 90.07%
(PC) 89.07%
(XONE) 86.79%
Metacritic(PS4) 89/100
(PC) 87/100
(XONE) 85/100
Foreign language editions
EditionGrade
Destructoid8.5/10
Eurogamer8/10
Game Informer 9.5/10
GameSpot9/10
GamesRadar
IGN8.8/10
Joystiq
PC Gamer(US)87/100
Polygon9.5/10
Hardcore gamer5/5
Time4.5/5
Russian-language editions
EditionGrade
3DNews9/10
Absolute Games90%
Kanobu.ru9/10
PlayGround.ru9.5/10
Riot pixels70%
"Gambling addiction "8.5/10
Games @ Mail.Ru9/10

Plot [ | ]

Players will have to revive and lead the Inquisition, whose goal is to eradicate evil in the lands of Thedas. By the beginning of the game, a lot of events accumulate that require investigation by the Inquisition. War, intrigue, political strife have deprived the previously influential groups of Thedas of the opportunity to act with the same efficiency. This is a serious problem, given the open skies and the demons pouring in from there. Players will have to respond to this new threat, as well as explore a vast world, meet old and new characters, and gather strength for the growing Inquisition.

Characters (edit) [ | ]

Inquisitor [ | ]

The main character of the game. Race, gender, physical appearance, name, voice, class and sexual orientation depend on the player's choice. For various reasons, he was sent to the conclave of the church in the Temple of the Sacred Ashes, where events that changed the world took place. In the future, he will revive the ancient organization known as the "Inquisition". On his hand he has a mysterious mark bestowed on him by the Shadow. With the help of it, he can interact with the shadow and close the gaps, from which a stream of demons poured into Thedas. But for a long time he cannot remain unnoticed and the one who started all this begins to hunt for him.

Depending on the race and class chosen, your character may have the following backstories:

  • Human Inquisitor (Warrior, Rogue) is the youngest child of Lord Trevelian of the town of Ostwick in the Free Marches. From an early age he was guided on the path of serving the Church and the Creator.
  • Human Inquisitor (mage)- is the offspring of the same Lord Trevelian. At an early age, he discovered magical abilities and was sent to the Ostwick Circle of Magicians. During the uprising of the magicians, he sided with his fellows and fought the templars for his life.
  • Elf Inquisitor (warrior, robber)- grew up in a clan of elves Lavellan, who roamed the expanses of the Free Mark. By his mature years, he became a good hunter who provided food and protection to the clan.
  • Elf Inquisitor (Mage)- originally from the same clan of Elves Lavellan. He is a budding apprentice of the Keeper of the Clan.
  • Inquisitor-Gnome (warrior, robber)- Gnome-landlord, representative of the ruthless criminal Kadash family. He lived on the streets of various cities in the Free Marines until he got a job in a criminal gang known as the Charter, in which he smuggled lyrium.
  • Inquisitor Qunari (warrior, robber, mage)- rejected the teachings of Kuhn and never even visited the lands of his followers. Bears the infamous name tal-vasgot (the Apostate) and is a member of a mercenary unit called Valo-kas.

Companions of the Inquisitor[ | ]

  • Varric Tetras is a gnome adventurer from the influential land gnome merchant caste. Hawke's companion in Dragon Age II. After the events of the second part of the series, he joins the Inquisition.
  • Cassandra Pentagast is the seeker of truth who interrogated Varric in Dragon Age II. Also joins the revived Inquisition. Cassandra is a member of the Truth Seekers Order. It was this order that became a continuation of the Ancient Inquisition and the founder of the Order of the Templars. Candidate for the post of High Priestess of the Church. A love interest for a male character only.
  • Vivien- a magician from Orlais, who was a candidate for the post of Great Magician, but due to the growing political tensions in the country, she had to leave and join the Inquisition to help her fellow magicians. Candidate for the post of High Priestess of the Church. Has graceful manners and adores parties and parties.
  • Iron bull- Kossit ("Qunari" - for the inhabitants of Thedas), the commander of the "Bulls" mercenary unit. He was engaged in espionage in other countries as "Ben-Hazrat". Joins the Inquisition to learn more about the activities of this fast-growing organization. Unlike most Qunari, he is friendly and outgoing. He prefers not to follow the teachings of Kun and takes everything he can from life. A love interest for any gender and race.
  • Solas- Elven renegade mage, specialist in the Shadow and its inhabitants. From an early age he practices magic and developed it to perfection without assistance. His knowledge is needed by the Inquisition to counter the threat posed by the rifts in the sky. A love interest only for a female character of the elven race. In the post-credits scene, after speaking with Flemeth, he gains power due to which his eyes turn blue, hinting at a sequel where he will be the main antagonist.
  • Sir- elven archer. An innocent and impulsive woman from the streets of Orlais who only enjoys the moment. Leader, or one of the main members, of the underground decentralized organization Friends of Red Jenny. Joins the Inquisition to answer many of its tormenting questions. Love interest for a female character only.
  • Dorian Pavus- Tevinter magician. Wanting to prevent his compatriots from following the path of evil in the midst of the war of magicians and templars, he joins the Inquisition. Dorian is not a Master, but is a member of the highest class of Tevinter nobility - the Altus mages. A love interest for a male character only.
  • Cole- the spirit of compassion, which took the form of a young boy. Has the ability to remain invisible to most people and influence their minds.
  • Blackwall (real name Tom Rainier)- Veteran of the Order of the Gray Wardens from Val Shevin. He believes that the Gray Wardens should guard Thedas not only during Blight, and therefore will join the Inquisition. He is fascinated by the legends about the ancient representatives of his order. Love interest for a female character only.

Game process [ | ]

Unlike Dragon Age II, the third installment of the series has undergone dramatic changes in gameplay compared to its predecessors. This is mainly due to BioWare's transition to DICE's modern Frostbite engine.

The player will be able to choose for his character: gender, race, voice, name and customize his appearance. Depending on the chosen race, the player will receive the following bonuses: person - a skill point; elf - 25% protection from ranged attacks; gnome - 25% protection from magic; kossite - 50 health points.

During character creation, the player will be offered a choice of three classes: warrior, robber, magician... For a warrior and a robber, it will be possible to choose which weapon the character will specialize in: two-handed swords or one-handed swords with a shield for a warrior; blades in two hands or a bow from robbers. During the game, the player can change the type of weapon, but only within one class. Mages can only use magic staves. Also, depending on the class, the player can only wear a certain type of armor (warriors - heavy; robbers - medium; magicians - light). Each class has 4 branches of unique abilities. In the process of passing the game, the Inquisitor will have a small branch of abilities, available only to him (in the "Jaws of Gakkon" add-on, the number of abilities in it can be increased). In the future, the player will be able to choose one of nine specializations (3 for each class), which will open access to another branch of abilities. A small branch of the Inquisitor and each specialization has a special very powerful ability that can only be used when the so-called Concentration is accumulated in battle.

As in the previous parts of the series, the player controls not only his character, but also the squad of companions he has collected. There are 9 satellites in the game. A player can take no more than three at a time. During the battle, the player, as before, can pause. During a pause, the game stops and at this time you can give orders to your partners. You can freely switch between partners. The camera in pause mode has become active, it can inspect the entire area of ​​the battle and find out certain information about the enemies. You can also switch the camera behind the character's back and participate in the battle directly yourself. Characters can be ordered to use abilities or go to a certain point. Now they can also be ordered to break through crowds of enemies or, on the contrary, hold their positions, and many other actions. The tactics mode has undergone significant simplifications. Now in it you can only choose which abilities the characters will have in priority and how many potions from the inventory they can drink. Unlike previous parts of the game, mana and stamina indicators are not regenerated during a battle. Health can only be restored with the help of potions. It is noteworthy that the player loses health by falling from a certain height, but at the same time he cannot die in this way.

The locations on which the action takes place have become many times larger than in the previous parts of the series. They have become more interactive. Now it is possible to bring down walls on enemies or set fire to a bridge under them, and some abilities of characters can create artificial barriers for enemies. In large locations, you can move on horseback, and also use fast travel between them. This time, the player is offered for research almost all the lands of Ferelden and Orlais, as well as small territories adjacent to them. The main character has his own castle, Skyhold, at his disposal, in which you can communicate with the characters, as well as give orders to three of his advisers. On the global map, you can send your agents to spy or send a combat squad to suppress the unrest. By capturing territories, the player will be able to restore infrastructure there and build outposts of the Inquisition. As the game progresses and the player makes a choice, various influential groups of Thedas will join the Inquisition, increasing the level of its influence in the world. A similar approach has already been taken by BioWare in their previous game, Mass Effect 3. For completing tasks, influence points are now also given, which can be spent on improving your character or the Inquisition as a whole.

Communication with other characters occurs, as before, using the dialogue wheel. The wheel has undergone some changes and now when choosing an answer option, you can see what exactly your character will say. Through dialogues and actions, you can get closer (or vice versa) with your companions and advisers. Almost all of them do not have to be taken into the detachment, and many, if your actions are disapproved, may leave you. You can end the game with only one companion in the squad (namely Varric).

Downloadable Content (DLC)[ | ]

For single player game[ | ]

Jaws of Hakkon

The first story-driven add-on that includes a completely new location, weapons, enemies, and more. The plot revolves around the last Inquisitor, who disappeared in the Frosty Mountains more than 800 years ago. Players will have to follow in the footsteps of their predecessor and find the reason for his disappearance. The add-on was released on March 24, 2015 on Xbox One and PC. The release on PS4, as well as on Xbox 360 and PS3 took place on May 26, 2015.

Black shop

Free add-on that adds to the game an underground store of various goods known to players from Dragon Age II. It also allows you to change the appearance of the protagonist. The add-on was released on May 5, 2015 on all platforms.

Avvar trophies

The add-on adds new armor, weapons, Skyhold design items and Avvar-style horses to the game. The add-on was released on June 9, 2015 on PC, Xbox One, PlayStation 4, Xbox 360 and PlayStation 3.

Qunari Trophies

An add-on that adds new armor, weapons, Skyhold decorations and a Qunari-style horse to the game. The add-on was released on July 21, 2015 on PC, Xbox One and PlayStation 4.

Descent

Second plot addition. Players will have to go underground and explore the Deep Paths to find out the causes of earthquakes that threaten the whole of Thedas. The add-on was released on August 11, 2015 on PC, Xbox One and PS4.

Stranger

The third and final plot addition, the events of which take place 2 years after the end of the main plot. Players will face a new threat in the person of Qunari, as well as decide the fate of the entire Inquisition. The add-on was released on September 8, 2015 on PC, Xbox One and PlayStation 4.

For collective play[ | ]

Decay

A small addition for the co-op, adding new aggressive enemies to the maps, as well as additional paths for their passage. The add-on was released on December 16, 2014 completely free.

Dragon fighter

A free add-on for co-op, which added a new large map to the game, as well as three playable characters: the Avvar warrior Looking into the sky; the magician-musician Citra and the pirate girl Isabella, known to the players from the previous parts of the series. The supplement was released on May 5, 2015.

Game edition options[ | ]

Items Game editions
Standard Edition Deluxe Edition Inquisitor "s Edition
The game Yes Yes Yes
PU leather case No No Yes
Thedas Map No No Yes
4 map markers No No Yes
72 tarot cards No No Yes
Set of master keys in real size No No Yes
Inquisitor's Mark No No Yes
Quill and inkwell No No Yes
40-page Inquisitor's Journal No No Yes
Orlesian coins No No Yes
Limited steelbook No No Yes
Official soundtrack No Yes Yes
In-game bonuses
Flame of the Inquisition Arsenal (pre-order only) Yes Yes Yes
Flame of the Inquisition Armor No Yes Yes
Armored steed No Yes Yes
Skyhold Throne No Yes Yes
Red-haired galla No Yes Yes
Swamp unicorn No Yes Yes
Multiplayer item set No Yes Yes

Game development history[ | ]

2011 [ | ]

year 2012 [ | ]

New details of Dragon Age III became known at the Edmonton Comic & Entertainment Expo in October 2012. It was reported about the protagonist of the human race (later it was announced the ability to choose the race of the protagonist). The main character will have his own castle. The details of the locations have become known: there will be no open world, as in The Elder Scrolls, but according to the developers, one Dragon Age III location will be comparable in size to all Dragon Age II locations combined. The character development system will be improved and will be applied to both the main character and his companions. Decisions from previous parts of the game will be taken into account while BioWare is looking for ways to do without importing saves. The appearance of the witch Flemeth is confirmed.

year 2013 [ | ]

Dragon Age: Inquisition became the centerpiece of the September issue of Game Informer magazine. The magazine revealed many details of the game, namely: it was confirmed that there would be no open world, but the game would have huge, compared to the previous games in the series, locations; it will be possible to ride riding animals; the game will have a dynamic change of day and night, as well as weather conditions. In addition, it was stated that the player will be able to create a character of any available race, as it was in Dragon Age: Origins. The first companions and some screenshots from the game were shown. In addition, Game Informer announced the month of Dragon Age: Inquisition on its website, where new details of the game were published during August. The main character can build outposts and change the landscape.

At the PAX Prime 2013 gaming exhibition, BioWare showed 30 minutes of gameplay, in which they demonstrated everything that was previously announced. It also became known that players will be given the opportunity to play as Cossites.

year 2014 [ | ]

BioWare announced a weekly update on the upcoming game starting in March. All news was devoted to various aspects of the game and companions of the protagonist. It was announced that the game will have up to 40 different endings, and the player will be given four options for dubbing the main character (2 per floor). On May 25, the game's executive producer Mark Darrah announced that the game had reached alpha development stage, and it was also announced that the game will not be able to fight on mounts.

On July 27, it became known that the release date of Dragon Age: Inquisition is postponed to November 18 for the United States and November 21 for Europe. The developers at Bioware made this decision to bring the game to the highest quality.

At the end of August, it became known that Dragon Age: Inquisition will feature a co-op mode for four people. At launch, the game will feature 3 unique story campaigns and 12 playable characters (4 per class). The environment and enemies on the maps will be randomly generated. Unlike Mass Effect 3, co-op progress does not affect the main storyline in single player.

In early November, one of the game's developers, Mark Darrah, announced that Dragon Age: Inquisition was officially finished and the game was going to print.

Notes (edit) [ | ]

  1. Dragon Age: Inquisition - New Release Date Archived March 4, 2016.
  2. Dragon Age: Inquisition for PlayStation 4 (unspecified) ... GameRankings
  3. Dragon Age: Inquisition for PC (unspecified) ... GameRankings. Date of treatment November 11, 2014.
  4. Dragon Age: Inquisition for Xbox One (unspecified) ... GameRankings. Date of treatment November 11, 2014.
  5. Dragon Age: Inquisition for PlayStation 4 Reviews (unspecified) .

I liked the game "Dragon Age 2". After that, I was imbued with the series, read comics and books (even in English!). I was looking forward to the third game. After all, if Bioware managed to do a great thing in a year and a half, then what masterpiece will they get in three and a half? November eighteenth. Updating drivers. Launch. Dragon Age: Inquisition is beautiful. I will say this once so that I will not come back. Beautiful in everything, starting with the start menu. I was not attracted to either the light brown DAO range, or the black and burgundy DA2. "Inquisition" fascinates at the first glance at the endless ranks of wandering magicians and templars. Further more. Even those locations are beautiful that, in theory, should cause melancholy and disgust, like the Swamp of Sorrows and the Whistling Wastes. Yes, they are scary, intimidating - and mesmerizing. What can we say about the Emerald Tombs or Empriz du Lyon. DAI is beautiful. Let's note this and move on. At the first launch, I said ... Strictly speaking, at the second: the game presented a serious prank, confusing the gender of the character. Well, yes, Mital is with him, with a bug, what else can we expect from the game on the day of release? When I first started the game, I said "Wow!" And I thought, "This is it." The Mark and the Breach, Cassandra and Varric, Leliana and Cullen, Solas and M. Lavellan. And lyrium, huge druses of red lyrium, a single piece of which drove Meridith crazy. This world is clearly not going to get in the way of salvation. The first hours were spent running around the Vault, talking with all the oncoming and transverse views and admiring the views. It was also beautiful in the first part, and then it was ... rarely in any game I just climbed to the highest point of the location and enjoyed the opening picture. Then there was the Hinterlands, and it was great. A terrible, devastating war in such a peaceful and heavenly place seemed utterly ridiculous and eerily reliable. The scale of the map was frightening: how many interesting things are there? The first day was pure delight. The second one too. True, the bells rang, but I ignored them. On the third day I came to the Crossroads. Uh ... so what? Completed a few basic quests - and that's it? Is it time for Val Royeaux? What about the rest of the Hinterlands? The bells turned into a piano cheerfully playing "Oginsky's Polonaise". Maybe I don't understand something? Maybe this is the only one such location, and the rest are much better and better quality? Here, they gave me a quest for a shard. For a mad messenger, a thousand miles is not a hook, you can even run to the Forbidden Oasis! A? What? What is this 3D puzzle? Where, Fen "Harel take it, normal quests ?! So, okay, It's okay. It's okay, I said! The most relish, the most interesting will be when I open all the doors. There, a Monstrous Monster is definitely waiting for me, guarding the Main Secret of the Universe! After all, otherwise why did they introduce these fragments into the game? The piano turned into an alarm, prompting everyone to escape from this game. Then there was Storm Coast. And the Swamp of Sorrows. The pace of development of the plot was lost - forever. I spat, remembered the unfinished fanfiction, took away my soul on the forum and continued to play. He said only a word, recruited the rest of his companions. Secretly visited Redcliffe, was impressed. The idea of ​​time travel is ingenious. True. I worked as a counterbalance, met an old acquaintance. On a tip from Solas, settled in Skyhold. And got access to Crestwood, Western Reach, Sacred Plains, Emerald Tombs, Emriz du Lyon and the Whistling Wastes Paragraph Finish Repin's painting "Sailing." Hmm. t first. Dear biovars, you are not making an MMO. I will repeat in big letters: YOU DO NOT DO. Why, well, why do you need to respawn enemies in a single player game? Always and everywhere in the RPG territory passed = safe territory. Whoever cleans it: Revan, the Exile, Kalak Cha, Spirit Monk, Commander Shepard, Hero of Ferelden, Hawk ... Yes, beeches, beetles and other evil elephants and ominous toponyms may appear on the cleared territory. But their appearance is always plot-based. Yes, terrains with infinite respawn are possible, but they are story-driven and mean BIG TROUBLES. And so, on an ongoing basis ... biovars, you do not make an MMO. Someone might argue: in the game, any respawn can be stopped. But, first of all, for this, any respawn must be stopped. Get another, pardon the definition, quest, visit the den and kill everyone. While wandering around the location - be kind, transfer endless hordes of enemies to humus. Secondly: not any nifiga. Try to get out of Valamar and return to it. Try it, try it, return to the cleared area. Or better yet, stand in Waterfall Cavern on Stormshore. You don't even need to run anywhere, just turn the respawn of enemies. Yeah, anyone. They may object to me: biovars made a Living World, Living According to Living Laws of Life. The realism of such a living world, in my opinion, is assessed by a purely negative number. DA2 was once reprimanded for "emerging from the air" hordes of enemies. Although reinforcements almost always jumped from rooftops / came running from doors, etc. And it was fun, great, exciting and adrenaline. It was cool. Apparently, one of the biovars took offense at the fans and gave us real endless hordes of enemies. So: in vain he did it. Second point. Endless hordes of enemies are annoying even at high levels of the character. Simply due to the fact that you have to be distracted by the underdogs you have already killed. But at low prices it is even worse: you have to spend health. Although it's okay, it also recovers over time. What?! Not recovering? Hardcore, however. Although it's okay, you can stock up on enough potions. What?! Is the amount of potions limited? Severely limited? Can the Herald pull at least fifty heavy armor but cannot lift more than thirteen (8 + 5) bubbles? Kisa, this is congenial. Although it's okay, magic can always be cured. What?! Magic doesn't heal? Completely, that is, completely? The spirit of Wynn looks at the developers with deep and agonizing bewilderment, while Anders is clearly considering new sources of saltpeter. Healers do not heal, you are my Elgarhan ... Although it's okay, you can just return to the camp for potions and still close the obsessive rift ... Stop! I have already defeated this bear! Where did it materialize from? .. ... in general, see point 1. No, I even believe in what the developers didn’t want to do, like Chernomyrdin’s. They wanted the best. Link exploration to camps. But it turned out what happened. And you can do it differently, you can! A perfect example is The Pillars of Eternity. I mean, "Pillars of Eternity". A limited number of spells, instant restoration of stamina and lack of health regeneration, accumulation of fatigue parameters (and fatigue can be influenced by "Athletics"). Sweetie. It is difficult to describe what biovars have done with censorship words. Point two and a half (why and a half - I'll tell you later). Fights. They are too simple. It might seem like these are mutually exclusive paragraphs. How is it so "simple" when I just complained about the lack of treatment? That's how. Moving around the map causes nothing but annoyance. Small wounds and shoals tend to accumulate. And every single battle is simple. Sometimes simple to the point of disgrace. I remember how things were in DA2. There, every battle was a heroic deed. Even the initial ogre gave a light there. It is not easy to survive there in a fight with any thugs. There, some battles were replayed dozens of times and licked up to brilliance. And if you come to the lair of false guards (first act, Upper City) ... Kon-fet-ka! True hardcore! I dream of completing DA2 for the fourth time, without any free DLC items. I've already tried it. One of the battles in the Danarius mansion ended on the last crumbs of health of GG ... from the fifth time, probably. This is really interesting. A DAI ... We shoot, they shoot. Sometimes we control, depending on the mood. Sometimes the enemy comes across thick, then you have to shoot more. Sometimes it breaks through, you have to drink a potion of regeneration. And that's all. Sometimes difficult fights delight breaks, but they are ... simple, honestly. And that's all. Boredom. Oh yeah, I play on "Nightmare", if anyone is interested. Why "and a half"? Because there is one exception. Dragons. Nifiga are not simple creatures. You can't stand under the muzzle - it will scorch your breath. You cannot stand at the tail or under your feet - it will trample. Well, these are standard abilities for dragons from any world, but the whirlwind ... it defies logic. Well, with what force does the dragon flap its wings, which attracts the heroes from the other end of the site? How can he do that kind of damage? So you have to stand close ... but not under the muzzle, legs and tail. Now keep in mind that the beast spits on the laws of inertia, flips from one edge of the arena to another and turns like a propeller - and you can feel the full depth of fun. Flying, runes, dragons, spitting, defense are categorized as "other problems". No, I'm not complaining, not at all. Really interesting fights. Ferelden frostbitten drank a lot of blood. I especially remember the wipe at 15 thousand hp. With the rest it was easier, I came to them pumped and ready. He defeated Mount Slayer on the first try. Dragons are cool, yes. But they're too ... chaotic, that's the right word. I expected bosses like Stone Spirit, Coryphaus and Duke of Montfort from DA2. With this kind of advanced tactics. It's a shame that biovars introduced dragons instead. Apart from dragons ... yes, there was only one memorable fight. At about 16 level, I came to the Emerald Graves and, on Cullen's quest, cleared out a group of smugglers in the north of the location. More precisely, they were cleared by a couple of giants before me. And I faced the winners. At level 16. It was cool, yes. And that's all. Third point. Multi-cut biovars, you are not an MMO. I will repeat in big letters: YOU DO NOT DO. Why did you introduce resource respawn into the game? Well, that's why, huh? Collected means collected. That's it, we passed, the location is clean, nothing else rings under our feet! No, this nonsense is reviving, distracting from really interesting things, filling up the backpack. Yes, in that case, the potions mechanics would have to be redone. For example, you can only improve them for herbs, but order them for gold, as it was in the second part. With metals and leather, it's even easier: spent means spent. Fortunately, improvements are taken out. But nooo ... Ringing always, ringing everywhere, until the last days of the bottom! The same point can be attributed to the idiotic, endless and unnecessary tasks of the quartermaster. No, if all the tasks were repeated once, that would be fine. But they go endlessly. Nonsense. However, I quickly scored on them. The fourth point. Biovars, if you decide to make Tomb Ryder, then please do the physics of jumps, as in Tomb Ryder. What is in the game now ... hmm. When I couldn't reach one shard in the Sacred Plains for twenty minutes, I wanted to delete the game. When I in Emprise could not get to the chest stuck somewhere in the top, I gave up the game for several months. By the way, I never got there. Oh yeah, the game doesn't keep the character upright. Wrong? Jump again. And again. And again. Disgusting. In a word: IMHO, the introduction of the third dimension did not go to the advantage of the game. It only went to harm. It delays the passage and generates a bunch of negative emotions. The fifth point. Biovars, religion does not allow you to save your auto attack? Probably, they passed into the pantheon of the Forgotten, huh? Well then: the entertainment "call your enemies to death" is highly doubtful. Very, very. However, as far as I understood, I was still lucky: I played as an archer. As far as I understand, with hand-to-hand fighters everything is completely sour. And it’s easier to do it than easy. But no, no ... Point six. Tactical camera. Yes, there was sometimes a lack of it in DA2. So, occasionally, until they entered the "shift" key for aiming AOE spells. In AIM, the expressions "tactical camera" and "convenience" are antonyms. And you can send a character to a given point only with the help of a tactical camera, yes. Seventh point. Maybe for biovars this will be a revelation, but in games, vehicles are needed for fast movement. Well, also for the status indicator, yes (mainly in MMOs). In DAI, the horses cope with the last task. But not from the first. To "move quickly", you have to constantly spam the shift key. Constantly. Otherwise, he will not go into a gallop, he will begin to defile with a gradual Estonian step. And the Gauls scream disgustingly, get stuck wherever possible, and to jump, you need to show a sickly stretch of fingers. Eh, it would be better if I returned to WoW instead of "Inquisition" ... And they are constantly brought in, yes. I understand, realizm. But horses are needed not for realism, but for fast movement! Point eight. The approval of the party members. The fact that biovars, after a step forward in DA2, took a step back is still half the trouble. The friendship / rivalry system is too good for such a hideous game. But they took two steps back: now you can not see the level of approval in the game. Generally. This is the level of Neverwinter Nights 2. And the original, before the "Mask of Betrayal" expansion. In 2006, it was impossible to see the approval level. In 2014, the situation returned to its starting point. No, Obsidians are forgivable. In the end, they introduced this system (in the second KOTOR, I think). Obsidians in 2006 are forgivable. Biovars in 2014 - no. Someone might argue: to look at the level of relationships is horror how unrealistic! Yeah, I agree. Completely. Unrealistic. As well as character levels, health bar, abilities, stats ... Let's take them out too, huh? Point nine. Map. Biovars, maps are needed for one and only purpose: for orientation on the ground. Not to be admired. Not for exclamations "Wow, what a masterpiece of abstract art we have created here!" For orientation on the ground. In the AIM, they perform their role with a big creak. Eh, how many more times will I sigh sadly for the second part? Point nine point one. In the early days, I had to constantly solve the problem "in which ear is ringing". Oh yeah, don't forget about point three! Then they brought in the radar. Why was it impossible to do this in the release? The sediment remained. Point nine point two. Storage of things. Hero Ferelden had, Hawke had. The Bulletin (for a minute, the head of the most powerful organization Thedas) - shish. Marasmus. Then they entered. Why was it impossible to do this in the release? The sediment remained. Point ten. The most pulp. Yes, the gameplay is crooked and buggy, yes, playing is pure torment. But still, all the same, all the same. The main thing is the plot! Biovar games have always been famous for their storyline! They didn't fail, did they? Yes? Set up n camps. Close m breaks. Collect l Shards. Visit j landmarks and i regions. Collect h pieces of the puzzle. Oh yes, the most important thing. Don't forget about g bottles. Uh ... where's the plot? Where is the plot? So. With a strong-willed effort, they threw out all of the above. Thrown out, I said! It's all tinsel, nothing more! The main thing is in the quests! Is that so, right? Yes? Well, let's go over the main quests of the locations. Briefly. The Hinterlands: Help the residents of Crossroads and Redcliffe. Kill the mages, kill the templars, kill the smugglers and the Charter. Agree with the driver, for this check several points. Variability - at the level of "who to invite to the agent" by acquiring the necessary skills. NS? Where are a bunch of options for resolving the same situation, where are moral dilemmas, where are interesting stories, finally? Stormy coast. Run through the parking areas of the Gray Wardens, collect the pages of the codex. For what - it is not clear, as they were collected, I did not deduce anything worthwhile for myself. On the way to destroy or recruit the "Blades of Hissarian", you yourself understand which option is more profitable. Much later - to clear the fortress of the red templars. E-2? Where are a bunch of options for resolving the same situation, where are moral dilemmas, where are interesting stories, finally? Swamp of sorrow. Free the soldiers of the Inquisition from the Avvar, or something, captivity. There are no options whatsoever. On the way, clear out several lighthouses and, it seems, deal with the legacy of some hermit. E-3? Where are a bunch of options for resolving the same situation, where are moral dilemmas, where are interesting stories, finally? Crestwood. Here - it happened! - we will finally be given an interesting story. Well, more or less interesting. I have serious questions about the materiel, but when did the game makers care about the materiel? Moral dilemmas and a bunch of options for the development of the same situation, however, are still not delivered. What can you do, hyphens. Western Reach. Occupy the fortress "Griffin Wings", deal with the thief-master and complete quests for the dragon. About a miracle - the story continues to be ... well, solid, or something. At least related to the main plot. Here you are not DA2 or PoE, here such a situation is already an achievement! Here. Sacred Plains. Burn the dead at Gaspard's camp, repeat. Burn the dead at Selina's camp, repeat. Along the way, find out that the Coryphaus is to blame. Well, who would have thought! In the game with the Chief Villain-Coryphaeus, the Coryphaeus is to blame for the plight of the armies! About a bunch of options for resolving the same situation, about moral dilemmas and interesting stories to tell, or guess yourself? E-4. Oh, I completely forgot! After all, there is also an elven clan with a whole bunch of elven quests in the style of give-and-fetch and the opportunity to recruit a Dalish agent! And also - mysterious runes, about which even the Guardian does not know! Well, well, what is there? Forgotten Temple of Dirtamen? Wow. Really wow. A temple from the era when the elven gods had just left. Now they will tell us ... well, at least something. After all, this is the god of secrets, after all! They told me. That the main priest had planned something bad, and the younger priests decided to dismember and imprison him. And having collected the remains, we ... that's right, we will fight this priest! And after we get ... well, at least we get something, because this is the god of secrets! Well, at least tell me some secret, huh? Are you dreaming? Break off. Take an epic that no one wants and shut up. It's not "eh?" This is, I apologize for the expression, epic-fail. Emerald Graves. It is necessary to help the refugees cope with the free citizens of Dolov, behind whom stand, who would have thought, the red templars. Even a Moral Dilemma has emerged: whether to tell the City and the World about the noble origins of Fairbanks. But you know what? Something to me this "dilemma" does not seem worth a damn. "E-5", complete "e-5". Emprise du Lyon. Another location, somehow connected with the main plot. Another story in which there are at least some plot twists and at least some choices. OK. By the standards of the Inquisition, it will do. By the standards of the Inquisition. Whistling Wasteland. Stop Venatori seeking ... what? The Tomb of the Perfect One, that's what! The perfect one who lived on the surface! Well, he lived, so what? You never know who when where they expelled. If it turned out that the gnomes originally lived on the surface, it would be a bomb. And so ... Stop? And why was he expelled? What is special he researched? Why are the Venatori digging sand with their noses like scalded ones? After all, there must be something unusual. Must! Please, please, please ... A perfect rune drawing against demons. Drawing. Excellent. Runes. Against. Demons. Which you can buy in the store. E-6? About a lot of decisions and moral choices ... I won't say anything, okay? Like, everything ... No, not everything! There is also the Forbidden Oasis! A kind of three-dimensional puzzle. Let the main quest, in fact, not (do not count as such a shutdown mining company)? Well, that's nothing, that's nothing! There, inside, such a creature is imprisoned, SUCH a creature ... After all, otherwise why all this collection of fragments? Collected. Have come. There, inside - the demon of pride. An ordinary demon of pride. Do not misunderstand me. The demons of pride are funny guys. In the DAO, one such whole tower of magicians is on the ears. In DA2, the possessed Meretari was epic (though easily killed). In the prologue of AIM, the demon of pride, at least, claimed to be epic. And here ... Slag. OK. Let the fight be simple, but ... But at least there must be an exciting story !!! A figure bound with chains is carved on the stone with shallow strokes. The other two figures are depicted turning away from the central one. The inscription under the image is ancient, however Solas can partially translate it:"Pride in our accomplishments and in our hearts. The same pride (used a word meaning "distorted" or "changed") in it. He decided to demand (untranslatable), lost favor and was tied up.VInside lies death, hidden from the eyes of mortals. " For it. We collected the shards for this. Untranslatable. Epic fail-2. Yes, in reality everything is not so bad. It's even worse. After all, these are only the main quests ... Bottom line: six locations cause a feeling of deep and painful bewilderment and are garbage that only spoils the game. Two places are even worse: "It remains, or what, just swear!" (C) And only three pull on "okay, it'll do." You can say - I did not understand, did not appreciate the depth of the idea, did not go through everything, did not collect everything, etc. Nope. All quests, all regions, all landmarks, all mosaics, all bottles, Stargazer, Keymaster, Dragon Slayer, Inquisitor. If I'm not mistaken, 216 hours. I responsibly declare: the game is disgusting. You can say - why go through this if everything is so disgusting? Well, no, I play through the games completely or not at all. Also, I was hoping that completing the game would affect the ending. Well, for some reason, after all, they started all this? !! We can say - the main plot, the characters. Well, yes: the main plot is good, the characters are good. How long does it take to complete the main story? I think about twenty hours will be enough, if you don't stick too much. But other? We can say - courts, the headquarters of the command. I could answer: yes, the courts and quests of the command rate are good, but not enough. But I won't answer. Point eleven. Our dear Inquisition. In Mass Effect 3, the system was very clear. Commander Shepard roamed the galaxy and collected all the resources he could reach. All resources were reflected on a special terminal. The result influenced the ending. Or not, it doesn't matter at all. Most importantly, the player had motivation. It was clear why he was tearing his veins. This is not the case in the "Inquisition". Absolutely. There is the level of the Inquisition, there is the number of points of strength, or influence, or how they are called names. This is all good, and this is all absolutely, absolutely unnecessary. Yes, points are needed to open new areas, advance through the story. At the end, I accumulated a little less than three hundred. A little less than three hundred, tear apart the developers Fen "Harel! What do I need to salt them, or what? The level is even worse. Except for a couple of tasks of the command rate, it does not affect anything at all. No, the first 4 levels do - they give the necessary perks. Here the next ones do not. Yes, for them you can acquire some gameplay improvements, but they do not affect the plot in any way. emptiness and leaves. ”Well, after all, it could have been done differently. It was possible. You don't need super-duper-super-resources for this. Just a small window, with the simplest, most stylized drawing. And there - it is described in detail who exactly supports the Inquisition, who does not support, who is hostile. And let it change as you progress through the game. Closed the gaps, stopped the mages and templars? Get more recruits! Have you picked the right beauty on Hunter's Hill? Get Hunter Hill. Send a goat-thrower to the Tevinter border? Get the support of the Avars and lose your influence in Tevinter. Completed Shadows over Denerim? Get support from Denerim. Captured a fortress? Generally fine, plus five hundred to the number of troops. Etc. etc. The idea, I think, is clear. Reduce the amount of grind to a reasonable level. Depending on the recruited resources, arrange the assault on the Admant Fortress and the Arbor Wastes in different ways. And that's all. It is not even necessary to do different variations of the plot (although it is better, of course, to do, well, yes, the gods are with them) - just Cullen will sadly say about the huge losses / happily report on a crushing victory. The gaming experience is completely different. The idea lies on the surface. Her biovars that the religion did not allow to introduce? So it is not necessary for the Forgotten ones to pray. True Gods are elven. Yes, and influence points could be spent not only to open areas, but also in dialogues. Or to perform the tasks of advisors. Eh, dreams, dreams ... Point twelve. I calmly accepted the story about the Chosen One and the "salvation of the world" (C). Fortunately, the world really would not be good - see the "Secret" quest. But if you are to save, then save. To the limit, to the stop, to the worn out calluses, to the bloody nose. You can't run to victory - crawl, pulling yourself up on your hands and dragging your broken legs. Only such a victory is true. The main plot, as I said, is not bad. And the elections are not easy. In the temple of Mital and further on we are generally bombarded with a wave of information. My version of the story featured Kieran with the soul of Urtemiel, and Flemeth's confession was epic (second luxury moment of AIM, first time travel). Then there was the ending. "It's not a fish. Not a jellied fish. It's some kind of strychnine." What do you expect from the ending of such a game? But what is described above. Kink and stretch checks of the hero's accomplishments. Desolation of Skyhold. The fearless sacrifice of party members to the right and to the left (it is absolutely not necessary that at least someone died ... if, of course, the player made the right decisions. See KotOR, NWN2, ME2, DA2 and so on). I expected the Coryphaus to "get the dragon out of the ass", pardon my gnomish. He will grin and say "It was a little trouble." Will thank the hero for the impeccable execution of his plans. It doesn’t matter if he brings down a carefully nurtured army of demons, or darkspawn, or tal-wasogots, or alien bats. I got ... does anyone guess what I got? Many players (by the way, I was not one of them) scolded the ME3 ending for a "traffic light". They say that three solutions are not cool. Here we also have three options: go and defeat the Coryphaeus, go and defeat the Corypheus, go and defeat the Coryphaeus. There is no other way. In the end, I felt sincerely sorry for the Coryphaeus. And further. During the final battle, I constantly caught myself thinking that the battle in "Legacy" was ... no, not more difficult: both of them are simple. More epic. There was at least some kind of tactics. The resulting fun seems fake and strained. The final slideshow is a scanty snippet (they would have put at least some consequences there! Bummer, sir). The final twist after a liter can no longer improve or change anything. I bought Jaws of the Hakkon purely out of inertia. I will go through, I will appreciate it. I read reviews about the next DLK. Maybe I'll buy it. May be. After DA2, I even bought sets of items. The overall rating of the game "Dragon Age: Inquisition" on a 100-point scale is thirty-five points, not more. Failure of the year.