Showing posts with label Chantry. Show all posts
Showing posts with label Chantry. Show all posts

Saturday, October 2, 2021

Dragon Age: Inquisition

Original Release: Nov. 18, 2014 for PC, Playstation 3, Playstation 4, XBox 360, XBox One. Version Reviewed: Playstation 4, 2014.


THE PLOT:

The town of Haven, the site of Andraste's ashes, is chosen by the Divine Justinia for a conclave: specifically, peace talks between the Templars and the rebel mages. It is a last chance for both sides to put down their weapons and step back from the brink of total war.

A last chance that ends with a massive explosion, one that literally rends the sky and creates a hole in the Veil separating the world of Thedas from the world of demons known as "The Fade." A single survivor emerges from this Breach - and is promptly arrested for the act that created it, with the magic mark on the suspect's hand seemingly confirming guilt.

However, things are not so simple. The mark allows the prisoner to seal the spreading rips in the veil, which leads to people calling the prisoner "The Herald of Andraste."  This leads Seeker Cassanda to not only free this person but also announce an Inquisition, directed at sealing the spreading rifts in the sky while finding out exactly what happened to create this crisis.

It won't be an easy task. Neither the mages, nor the Templars, nor the Chantry, are willing to acknowledge the Inquisition. It will be up to the new Inquisitor - still believed by many to have caused the disaster in the first place - to negotiate alliances and build up influence. And when an ancient enemy shows its hand, it becomes clear that even that may not be enough...

The Inquisitor: Various backgrounds are available. 
Which one you choose makes annoyingly little difference.

CHARACTERS:

Likely in response to complaints that players were "stuck" with one of three default personalities for Dragon Age II's Hawke, Bioware course corrected by giving the Inquisitor... basically no personality at all. Your Inquisitor is allowed to make quips here or there, but is never able to be as snarky as "humorous" Hawke. Nor as aggressive. Nor as angry. To make sure players are able to "read themselves" into the lead, Bioware has presented a Rorschach character: So emotionally neutral that you can see anything you want in the resulting ink blot. There are a few exceptions to this: an Orlesian ball, for instance, or an emotional confrontation in the final post-game DLC. For the most part, however, this is Bioware's blandest protagonist. Yes, I'm including Anthem in that.

Fortunately, the ensemble of party members and strategists helps to make up for that. Returning characters include: Dragon Age: Origins' Leliana, Morrigan, and Cullen, with potential appearances by either Alistair or Loghain; and Dragon Age II's Varric and Cassandra, with a substantial mid-game appearance by Hawke. All of them still work as well as in previous games, with Varric's responses to various situations remaining a highlight.

New characters are also good. Solas, an elven apostate, has knowledge of The Fade that makes him a valuable ally, though it's clear he hides secrets; Iron Bull, a Qunari mercenary, is the opposite of previous Qunari seen in the series, boasting a boisterous sense of humor and a healthy libido even as he not-so-secretly spies for the Qun; Tevinter mage Dorian joins out of worries for his mentor, whose personality has undergone a complete change; ambitious mage Vivienne wants to see a return to the Circles, and hopes to win power and influence through the current situation; and elven rogue Sera wants to ally with the Inquisition to turn the tables on all the nobles who have abused their power at the expense of the powerless. Each character has a strong personality, most of them have aspects of themselves they are hiding, and different choices can seal them as either fast friends or resentful rivals.

All of which - yes - leaves you stuck role playing as the least interesting person in the game!

Dragon battles provide a nice challenge, at least for a while.

GAMEPLAY:

Combat is overall more like that of Dragon Age II than Dragon Age: Origins, but it has been refined and improved.  Bioware wisely took on board criticisms of the mindless mobs from the previous game. Here, higher-level enemies will behave with reasonable intelligence during combat, and unseen reinforcements are largely restricted to dragon battles. Ally AI is also improved, making your companions less likely to simply hurl themselves to their own deaths  during more difficult encounters.

Tactical elements remain, with the ability to pause combat to issue individual orders, then let those orders play out before pausing again to issue a new set of instructions. This can make challenging combats easier to survive, and is likely essential for higher difficulty settings. Playing on "Normal," I only used this feature when the party was near death; it just stretched out encounters too much to be enjoyable for regular usage.

Outside of combat, the game provides enormous environments for your characters to explore.  This inludes your base of operations for the bulk of the game - a large fortress named Skyhold. There's the usual Bioware dialogue wheel, in which you make choices, struggle vainly to impose some form of personality onto your Inquisitor, and forge or wreck your relationships with companions.

There is also a War Table, in which you commit Inquisition forces to various operations. You can try to deal with each problem through force, diplomacy, or espionage. Initially, all will provided at least adequate outcomes; later, there will be missions in which only one of these will provide an optimal end.

Finally, the game allows you to sit in judgment on prisoners, in moments similar to the too-brief bit in Awakening when your Warden Commander actually acted as Arl. These judgments have minimal impact on the overall story (you gain or lose approval with various companions; you gain an extra agent or two, and maybe a War Table mission), but I still quite enjoyed these additions, particularly some of the humorous outcomes for certain choices.

Sealing a breach.  You'll be doing a lot of this.

THOUGHTS:

Dragon Age: Inquisition currently stands as the last completely successful release from Bioware. Despite a fraught production process, the game released to overwhelmingly positive reviews and strong sales, and ended up winning more than 100 Game of the Year awards for 2014. After the backlash to Dragon Age II, this title was considered to have righted the ship.

Even though it's still a relatively recent game, the intervening years have made its faults all too apparent in retrospect. Dragon Age: Inquisition is a good game, with a handful of breathtaking moments... but it's also just as flawed, in its way, as Dragon Age II was, and you can visibly see the seeds planted for the more disappointing Bioware titles that followed.


THE GOOD

Inquisition's prologue ranks among the best video game openings I've seen.  Its opening hour combines: a series of dialogue options, which will earn the approval or disapproval of your party members; combat; and, when you reach the first Fade Rift, a quick tutorial in closing it. Not only does this sequence do an excellent job of grabbing attention up-front; it seamlessly offers up needed backstory, establishes the basic stakes, and introduces the major gameplay mechanics you'll be using over the 120+ hours that will follow.

While the bulk of the game follows variations of the prologue's pattern - fight enemies, find and close Fade Rifts, and choose from various dialogue options - there are chapters that provide variety. An extended sequence in the Fade focuses on the people you bring with you, offering up hints about their individual agendas. A mission in the Orlesian court sees you mingling with courtiers, gaining court approval for clever ripostes, all the while searching for information about an assassination attempt... an attempt that will succeed if you manage to lose enough approval to get kicked out of the ball. 

Then there are the dragon battles. Ten high dragons are scattered across Thedas in the main game (the first DLC expansion adds one more), and these encounters are initially breathtaking. When you meet your first dragon, even if you are at a high enough level to successfully battle it, you will find it a tough experience that requires full use of the game's tactical options. As you whittle its health down, it will call for reinforcements in the form of comparatively weak baby dragons - and if you try to ignore these dragonlings, they will quickly overwhelm you through sheer numbers.

Like much of the rest, the dragon battles become routine over the course of the game. By the late game, you'll be over-leveled and over-geared, and will fell even the highest-level dragons without even having to open the tactical menu.  Still, that very first dragon remains a gaming experience you'll be likely to remember.

Corypheus: The main bad guy, and among
the least interesting villains in the series.

THE BAD:

Dragon Age: Inquisition offers up a large number of vast and varied environments. This should be a good thing, except for one problem: too many of these are devoid of anything other than fetch quests, collectibles, and generic enemies. If you're just playing the main plot, there are entire regions you can safely skip. The Hissing Wastes adds nothing at all to the story; the Exalted Plains and Emprise du Lion are only relevant for a few individual quests. It's not that there's nothing of interest in these regions; it's just that if you decided to bypass them, the story would end up feeling every bit as complete.

Before the game's release, Bioware proudly trumpeted that the first main area of the game is larger than all of Dragon Age II. This is true. The first of the game's regions, The Hinterlands, is one of the largest areas of the game. I would argue that this is a misstep. When you first reach the Hinterlands, the game wants you to clear a few side quests to level up a bit, then travel back to Inquisition headquarters to get on with the plot. The game does a poor job of making this clear, however. The first time I played, back in 2014, I ended up going online to find out when (and how) to leave the Hinterlands. A quick Google search reveals that I was far from alone in my confusion, and I suspect many players became frustrated with the area and just gave up on the game.

Finally, there is the villain. Corypheus isn't quite the worst of the series' villains, because at least he isn't Knight Commander Meredith. But the portrayal of Corypheus repeats all of the same mistakes. His concept and backstory are interesting. He has been awakened into a world so unlike the society of his natural lifetime that to him, everything must seem chaotic and mad. There should be a sense that in his mind, his goal is just, that he wants a return to order - which would also explain why so many are eager to follow him.

Instead, he's a raspy-voiced megalomaniac who wants to make himself a god. An Eeeviill god, of course. It's just as dull as it sounds. Oh, and the final boss fight against him isn't remotely difficult, at least not on "Normal," nor does it require any tactics beyond those you've used on every trash mob up to this point. Given how satisfyingly creative the battle against him was in Dragon Age II's Legacy expansion, the simplicity of this game's final battle can't help but be a disappointment.

New allies pledge themselves to the Inquisition.

OVERALL:

Dragon Age: Inquisition was released in 2014 to almost universal praise. In many ways, it's deserving of it.  This is a huge game, stuffed with a variety of regions, characters, and content, much of which is excellent.

That said, I also think many of the problems seen in Bioware's later disappointments took root here. The open world format doesn't particularly suit the story being told, and the plot loses much of its urgency as you spend hours trekking around areas that offer little more than generic collectibles and bits of lore. I think it's telling that some of the best parts of the game - the section in The Fade, the Orlesian ball, the mage and/or templar quests when you choose which faction to ally with - are all ones that abandon the open world format in favor of a more linear design.

The best of Inqisiton remains terrific, and I was often swept away by it. Still, this is a 100+ hour game filled with "stuff" that would likely be much better if it were about half that length, with about half as much content. I'd ultimately rank it as a good game, but it's too unfocused to be a great one; and while I'll admit that it's probably a better game than Dragon Age II, I have to admit to finding it a lot less interesting.


Overall Rating: 7/10.

Dragon Age: Inquisition - DLC

Previous Game: Dragon Age II
Next Game: Dragon Age - The Veilguard

Followed by: Dragon Age - Absolution

Review Index

To receive new review updates, follow me:

On BlueSky:

On Threads:

Wednesday, July 14, 2021

Dragon Age II.

Original Release: Mar. 8, 2011 for PC, Playstation 3, XBox 360. Version Reviewed: XBox 360, 2011.


THE PLOT:

Varric, a Dwarven storyteller, has been captured by Chantry forces. A Seeker named Cassandra demands to know the whereabouts of "The Champion," the one person who might be able to fix an unspecified crisis - and who it's strongly implied might have caused the crisis in the first place. Varric protests that he has no idea where The Champion has gone, but he agrees to do the next best thing. He tells Cassandra the story of the rise of The Champion of Kirkwall.

During the Blight, Hawke (the player character) escapes from the Darkspawn invasion of Lothering with the family: mother; brother Carver, a veteran of the Battle of Ostagar; and sister Bethany, an apostate mage. Though one of Hawke's siblings falls to the Darkspawn, the rest are saved by a chance encounter with Flemeth, the Witch of the Wilds, who transports them to safety in exchange for delivering a message to the clan of Dalish elves camped near the port city of Kirkwall.

Kirkwall is overrun with refugees fleeing the Blight, which has led to rising crime that has spilled over from the slums of Lowtown to even the expensive residences of Hightown. The city is nominally ruled by a weak viscount, but his already-limited energies are consumed in dealing with a shipwrecked Qunari Arishok and his people, who have all but taken over the docks. Meanwhile, the real power in Kirkwall rests with Templar Knight Commander Meredith, whose increasingly harsh treatment of the city's Circle of Magi is resulting in runaways, leading to rampant incidents of forbidden Blood Magic throughout the city.

With extremists on every side, confrontation is inevitable - and Hawke has arrived just in time to end up at the center of all of it!

The approach to Kirkwall: Not the most welcoming sight.

HAWKE:

The game does something interesting with the character of Hawke. Most dialogue choices allow Hawke three approaches to a situation or question: a diplomatic/heroic one; a humorous/sarcastic one; or an aggressive one. The game will track your choices to determine a default personality based on one of those three, which will impact some of Hawke's dialogue and deliveries during scripted scenes. In effect, you get to craft Hawke's core persona, even though your choices don't end up having too great an impact on the plot.


COMPANIONS:

Dragon Age II is a divisive game in many areas, one of the biggest of which is the companion characters. Your party is made up of seriously flawed individuals. Fenris, the former slave of a Tevinter mage, has such a knee-jerk hatred of all magic users that I found myself quickly disliking him despite his backstory. Merrill, a Dalish elf (who had a cameo in the Dalish origin story in the first game), is an unrepentant blood mage who cheerfully deals with demons and grows surly anytime you so much as suggest that this might be a bad idea. DLC companion Sebastian is so fanatical in his support for the Chantry that he cannot even entertain the existence of flaws. Guard Captain Aveline is honorable, but also largely humorless. Isabella, a pirate who briefly appeared in Origins, is one of the more intrinsically likeable of the bunch... and she's a self-confessed thief who spends much of the game directly lying to you!

The most significant holdover from the previous game is Anders, whom we learn left the Grey Wardens and merged with the spirit Justice sometime after the events of Awakening. He agreed to the merging in an attempt to save his friend, but his feelings about the Chantry's repression of mages infected the spirit. Now he is permanently possessed by a spirit of Vengeance... and as the game goes along, we see Anders become consumed by that. In the first Act, he is still very recognizable as the jokey (if not entirely lighthearted) individual from Awakening; in Act Two, "Vengeance" is coming out at inopportune moments, even at one point threatening to kill one of the mages he wants to protect for daring to be afraid of him; by Act Three, he's become sullen and withdrawn, something even the other party members will comment on in the background banter.


The Qunari Arishok grows dangerously
frustrated with the corruption in Kirkwall.

THE ARISHOK

The Qunari Arishok, who is introduced in the first Act and dominates the Second Act, is probably the most effective antagonist of the entire Dragon Age series.

Despite adhering to the strictest of honor codes, he is unquestionably a threat both to the city of Kirkwall and to Hawke. But he's no cardboard baddie. He is disgusted with Kirkwall, and for good reason: The city is every bit the cesspool of crime and corruption that he perceives it to be, with abuses continuing even after Aveline becomes Guard Captain in Act Two. Only the Qun stays his hand, its demands refusing to let him attack until he receives direct provocation... which radical elements within the city seem determined to provide.

The Arishok is also an extremist. He sees the Qun as the solution to every problem. It is evident that it has its limits, as demonstrated by the increasing numbers of his men who desert and become "Tal-Vashoth."  The Arishok dismisses this, however; those who desert are no longer Qunari, and he therefore cannot lose anyone of value no matter how many end up defecting. With such a worldview, reason is impossible.

Over the course of the first two Acts, we see him growing more and more disgusted with Kirkwall. The Qun's inflexibility leaves him stuck in a personal hell. He cannot leave until his task is done, and he cannot act to clean up the filth he sees himself surrounded with. By the middle of Act Two, it's obvious that he is an inch away from snapping... and inevitably, he finally receives a provocation that allows him to rationalize the demands of the Qun with the action he craves. At that point, his response cannot be stopped - not even when the object of his mission is literally delivered into his hands.

The Arishok's arc is by far the best part of the game, leading to the most effectively-executed boss battle in the game. The problem is, once his story has run its course, there's still a full Act to go...

Knight-Commander Meredith:
The only law in Kirkwall that matters.

KNIGHT COMMANDER MEREDITH

On paper, Knight Commander Meredith should be a strong villain. Like the Arishok, she has correctly identified a problem plaguing Kirkwall; simply put, she isn't wrong that dangerous and forbidden blood magic poses a threat to the city's safety and stability. Like the Arishok, she sees only one solution to the problem: Templar discipline. Like the Arishok, she can initially be reasoned with (note that she firmly refuses a Templar proposal to just make all mages Tranquil), but gradually descends to the edge of madness. She even has a reasonably compelling backstory - though unless you delve into the Codex, you're unlikely to ever know it.

The problem is that as brilliantly-realized as the Arishok was, that's about as ineptly as Meredith's arc is handled. We hear about her in Acts One and Two, but we don't actually meet her until the very end of Act Two. As such, we never directly observe the harsh-but-reasonable Meredith who (probably) existed at the start of the game; we only ever see the near-insane version at the game's end. This leaves a potentially interesting character in the role of two-dimensional martinet, a witch just waiting to be burned.

Anders teeters on the edge of losing control...

COMBAT:

Combat has been streamlined from Dragon Age: Origins, though it's more similar than it initially appears. You can still pause in mid-battle using radial menus to issue specific commands, and you can still switch between party members. Save for a few boss battles, however, you're unlikely to need to do that unless you're playing on "Hard." Most enemies are hordes of weak cannon fodder, and most battles follow the same template: Wipe out one wave; when most are down, a second wave will appear - either dropping from rooftops or (in caves and dungeons) just materializing out of nowhere. That structure gets rather tedious, but I don't think the changes to the combat system are to blame.  The game's DLC expansions replace the hordes with more challenging and tactical battles that are vastly more satisfying, even though the direct mechanics are identical.  As with other issues with this title, I suspect the unimaginative battles in the main game are more a result of the rushed schedule than any inherent technical weakness.


FRIENDSHIP AND RIVALRY:

In a neat twist on the first game's approval system, when your companions react to your choices, you will earn either "Friendship" or "Rivalry" points with them. "Friendship" basically means supporting them and agreeing with them no matter what; "Rivalry" is earned by pushing back against their prejudices or arguing with rash choices... and achieving full rivalry may result in a teammate becoming as loyal to you as if you achieved full friendship. This is well-implemented and delivers some strong character scenes, and I consider it a pity that Bioware abandoned the "Rivalry" idea after this game.

A (brief) visit from one of the original game's companions.

THOUGHTS:

Dragon Age II is almost certainly my favorite Dragon Age game. It is also far and away the most flawed game in the series.

The main problem, I suspect, is that this game was hopelessly rushed. EA wanted a Dragon Age sequel delivered in the gap between the second and third Mass Effect games - an edict which left the creative team a mere nine months to create a full, 40 - 50 hour RPG. Hence the game being confined largely to a single city. A city with a singularly unimaginative architect, as every mansion is laid out identically. As well as every cave and tunnel.  I got particularly weary of the default "cave map" long before the story was over with... and I'm in the camp that really liked the game!

The story and its themes are genuinely intriguing. While I know many disagree, I found myself more attached to this flawed, often squabbling group of misfits (some of whom outright dislike each other) than I did to the characters of the original game. Given another six months, and particularly knowing some of the plans for the story that had to be dropped to meet EA's deadline, I think this might have been genuinely great.

I also think a lot of fans would still dislike it.

Yes, the game still features dragons...
Though they feel a little tacked-on.

A STORY ABOUT FAILURE:

Video games are usually power fantasies. You assume the role of a Chosen One, on a quest to save the world (or even universe). Even if your character's origins are humble, as the game progresses it will become clear that you are Very Special. The Hero of Ferelden definitely fits this template; so does The Inquisitor; so does Mass Effect's Commander Shepard. Heck, even the Chosen Undead from Dark Souls fits the template.

Hawke is "The Champion of Kirkwall," a suitably grandiose title. Hawke quickly and firmly assumes leadership of Dragon Age II's group of companions. Hawke is trusted by the city's Viscount, and by the end even the Knight Commander and the First Enchanter turn to Hawke for help, however reluctantly.

Far from being a Chosen One, however, Hawke... is a failure. Hawke wants three things over the course of the game, with all actions ultimately relating to one or more of these goals. Hawke wants: (a) to keep his/her family safe and advance their interests; (b) to keep the city from erupting into violence; and (c) to keep the Templar/mage resentments from boiling over into open warfare.

In all three areas, Hawke fails. Spectacularly. Nor is this some accident of rushed writing. The game follows a clear three Act structure, and each Act sees Hawke losing in some significant way, until by the end all Hawke has managed to do is survive - very possibly over the dead bodies of former friends who chose the other side in the final conflict!

I found this an interesting change from the usual video game power fantasy. But even if Bioware had been given a little more time to better develop the Third Act, to better show the progression of time, and to make your final choice genuinely impact the outcome, I still suspect that a lot of people would have found this story of frustration and failure to be the opposite of what they wanted from an action role-playing game.


OVERALL:

With smaller overall stakes and a tighter focus, Dragon Age II presents basically the opposite of the grand epics of Origins and Inquisition.

I think that's one reason why I found myself more connected to this game than the others. For all of Dragon Age II's faults, it's the game in the series that drew me the most completely into its story.  It's flawed enough that I probably should rate it at least a point lower than my final score.

Even so, reviews are inherently subjective.  I love the ideas Dragon Age II engages, and it hits the mark often enough to keep me engaged and even gripped.  For all of its flaws, it's a game I thoroughly enjoy, and I'm giving its score a slight boost because of that.


Overall Rating: 7/10.

Dragon Age II - DLC

Previous Game: Dragon Age Origins - The Awakening
Next Game: Dragon Age Inquisition

Review Index

To receive new review updates, follow me:

On BlueSky:

On Threads: