

Dragon Age Inquisition sure was pretty and it felt like the real thing on top, but come the adventure's end, it was a shallow sandbox of an RPG, one that barely scraped across the depth of its predecessor. There were few clever ways of avoiding combat, like Knights of the Old Republic's traps and electrified floors, and even fewer ways to avoid confrontation altogether.įor a solid comparison, I saw the same situation just last year with the reaction to Fallout 4 and how it paled in comparison to the genuine RPG elements found in Fallout: New Vegas.

Every situation could be resolved with force and combat, and every side quest felt more like a chore for numbers rather than a dive deeper into the lore. These are not simple fetch quests existing for the sole purpose of maxing and mining.ĭragon Age Inquisition fell into this trap in all the ways that Origins avoided. You're going to earn those waypoints, and you're going to feel invested in every quest you do. Such trivial quests have no place in Dragon Age Origins.
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We'll call this the " Borderland s effect" because that was the series which started to emphasize grinding over storytelling. You get your experience, and boom, the job is done. For the modern RPG formula, and many games are guilty of this, even my beloved Final Fantasy XV, you get a quest, run to the waypoint where the quest is on the map, complete the objectives, run back and get your next waypoint. If I could give one compliment to Dragon Age Origins above all else, it's that it doesn't slip into the trap that most modern RPGs do, having played just through between waypoints. Conversations could go south, the player could be manipulated by his targets, and even the most minor of quests had a certain weight to them to the point where you actually wanted to see them all. Straying from Dragon Age Origins path required just as much wit and knowledge as they did fighting prowess. More importantly though, it felt like a genuine RPG. Holding down the R-button to attack in Inquisition was all it took to wrap up most fights, but here, one misstep, one false move, one slip up on your tactics could result in death. Not one second of Dragon Age Origins held the player's hand, and decisions affected far more than just whichever cutscene you saw. Skill trees provided deep customization and personalization for the character, and combat too had all the complexities that its more action oriented predecessors failed to provide.
