Tuesday, December 9, 2014

Dragon Age: Inquisition (2014) Review: Bad Hair Day Edition


Lucas Versantvoort / December 9, 2014

After Mass Effect 3 disappointed in more ways than one (yes, it’s not just the ending that’s an issue) and Dragon Age 2 felt rushed compared to the majesty that was Origins, BioWare knew they had to reel their fans back in with some quality game design. It’s not for nothing Dragon Age: Inquisition was delayed. For better or worse, Inquisition had the aura of being an apology to gamers. BioWare was determined to give gamers a game of massive size and scope, a culmination of everything that made them famous: the ultimate BioWare game. If professional reviewers are to be believed, Inquisition is as a splendid return to form for BioWare. While that’s partially true, the game’s definitely not without its faults. Warning: though I quite like the game, adequately conveying my complaints takes time, so it might sound like I’m bashing Inquisition, but to BioWare that’s probably become the same as being ‘a passionate fan’. Also, spoilers.
            The action takes place right after the events of Dragon Age 2. By blowing up the Kirkwall Chantry, Anders unleashed years of tensions between mages and Templars, culminating in war. Seeking to end the war, a Conclave is called for that includes important representatives from both parties to discuss peace. The main character finds himself/herself there, but something goes wrong. The whole place explodes and a massive rift appears in the sky which also causes other ‘mini-rifts’ to appear. By being in the wrong place at the wrong time, you also find yourself with a strange mark on your left hand which gives you the ability to close the rifts. This makes you something of a hero in the eyes of an ever-growing number of people and you soon find yourself at the head of an inquisition, seeking to gain allies amidst all the political turmoil and close the rift in the sky.
            So yeah, story-wise this is without question a BioWare game where you play as one gifted individual trying to save the world with your companions. BioWare has been using this formula since its conception and it’s not hard to see why: you get to explore different places, interact in various ways with your companions, etc. What’s not to like? It’s a formula that has a lot going for it, though you know it’s getting derivative when charts like this one pop up…
            What I particularly like about the main story is the actual structure. You form the inquisition at your base, Haven. You rally those around you, complete quests, etc. Then after a few missions you close the rift and it’s party time…or is it? Naturally, the threat remains and Haven is attacked. After a narrow escape, you regroup with the survivors and seek refuge in an abandoned fortress in the mountains, Skyhold. I like games that pull the rug from under you and change it up like this, like when you’re separated from the group in the desert in Final Fantasy X.
            The game is also positively enormous. There’s main quests and then there’s side quests and those side quests might have side quests and some missions lead to other missions. The amount of content is dazzling, especially for BioWare. This is particularly felt when you enter your first big area, the Hinterlands. You could easily spend the first ten hours of the game there, claiming camps, defeating enemies, helping people, closing rifts, farm items for crafting, etc. I feel sorry for the people that like to 100% their games. On the other hand, replaying the game is now ten times more tiresome because of all the content. You’ll most likely want to replay the game to make different decisions and pursue other romances, not recapture the same camps and finish the same side quests over and over. Also, the main storyline, which is already underwhelming, loses focus. Whereas everything you did in Origins had to do with gaining allies to combat the Blight, many if not all of Inquisition’s side quests can feel…random and pointless. BioWare of course tries to link it all to the theme of 'strengthening the inquisition' by letting you earn Influence and Power after every mission, but that doesn’t change the fact that you lose interest in the story after hours of wandering the game’s vast locales...which in itself gets boring fast. I remember getting to Emprise du Lion and doing nthing but fighting the same enemies over and over again, waiting for a quest to show up that had some actual content to it. Save for the occasional party banter, nobody spoke, until I stumbled upon a dying woman who wanted me to put a letter in a tree. For the first time in hours, my inquisitor actually said something! Inquisition is now a game with two features: a main storyline and a big sandbox with chores side quests. Not only has BioWare's Skyrim-esque escapades led them to create an open world with zero emotionally compelling content (in that sense they copied Skyrim quite well...), but the main story has also suffered as a direct result. BioWare's made Inquisition a jack of all trades, master of none.
Your companions are overall an improvement over those in DA2. Though even after roughly 80 hours of play, I still haven’t really gotten to know them all (aka finish their personal quests, etc.), I didn’t have the problems with them like I had with those in DA2, except for one, Gollum Sera. I’m sure she has an interesting backstory and all that stuff, but her character has the worst introduction ever. There’s no appeal in recruiting her whatsoever beyond it giving you access to extra missions, etc. Basically she makes no sense. She speaks English of course, but does it in a way that suggests she fell on her head at some point. She’s to Inquisition what Merrill was to DA2; that awkward feeling when you realize Sera and Merrill are supposed to be funny/endearing but are in actuality mostly annoying. I know I should take the time to invest in her character before judging, but the fact that it would require considerable effort on my part doesn’t help. Shouldn’t I feel emotionally compelled to converse with my companions? Before the game was released, I remember expecting a badass rogue of sorts (who simply cuts her hair when it gets in the way) and all I got was some crazy girl who makes no sense. Overall though, things are mostly solid character-wise.
Generic appearance? Check.
Generic motivation? Check.
Ladies and gents, I think we've got ourselves
a boring antagonist.

However, the story does a number of things really wrong in my opinion. First of all, the main antagonist (Corypheus) isn’t interesting…at all. He has the typical over-the-top look of a generic fantasy supervillain and his motives aren’t that engaging. Plus he doesn’t show his ugly face much either which doesn’t help. And when he does, you always foil his plans. Ironically, for a villain with such world-threatening plans, he’s as neutered a villain as possible. But I can deal with that as writing villains isn’t BioWare’s strong suit anyway. What disappointed me most however was the scope of the story. I know that’s a strange complaint considering the fact that the world of Inquisition is enormous both in actual size and content. What I’m referring to is where the story stops. (Spoilers) Throughout the game, you’ll get the idea that the story will go on after you’ve defeated Corypheus. Your companions discuss with you what the world after Corypheus will look like: who will be the next Divine? Will the inquisition be perceived as a military threat? Will you be betrayed by those around you who may not agree with your post-Corypheus worldviews? There’s a trippy mission where you’re in a dream/Fade (whatever) and a demon confronts you with visions. You walk through a dungeon where you see your companions behind bars, wondering why you, the Inquisitor, put them there. Unsurprisingly, I thought this was a possible future depending on my choices, a future where I’m a merciless despot. A Chantry mother told me I could shape the inquisition into something that will save the world or destroy it. At one point, one of your companions actually tells you that after you’ve defeated Corypheus, many in the world might see you as a threat to their power and will be very eager to “knock you back down.” What all of the above told me is that Corypheus is not the main antagonist, but the world of Thedas and all the important players in it. I thus eagerly awaited the moment I would defeat Corypheus and the story would continue! It’d be revealed that—depending on my actions—several world leaders (and perhaps also some of your companions!) would now turn against the inquisition. This would drastically improve the story, I think. It would go from ‘defeat supernatural antagonist to save the world’ (boring) to something concerning the complex political landscape of the world and its people (interesting). This would bring it far closer to the theme of “saving the world from itself,” a statement made by BioWare. It could’ve all been so much more interesting and emotionally engaging. Now you have a game that just ends when you defeat The Big Bad, like pretty much every game ever made. For me, this is by far the game’s biggest letdown, because there was an opportunity for Inquisition to separate itself from the pack.
I also didn’t like how the plot often took the easy route by having Corypheus magically take control of people’s minds. I get that complaining about this kind of stuff in a fantasy game makes no sense, but the best kind of drama comes from characters with complex emotions, motivations and worldviews, not deus ex machina plot twists that include magical mind control. I’m not suggesting the entire game suffers from this. Not at all, but I just think it reduces the possibility of truly engaging drama. It allows the game to easily explain why Corypheus has an army at his disposal which is a shame, because the game suggests many of his followers share his motivations (to restore the Tevinter Imperium back to its former glory). It might’ve been more interesting to make that purely the source of his popularity and not some magical mind control nonsense. In my Dragon Age II review I made a similar statement regarding Meredith and the Arishok. Whereas Meredith’s mind was corrupted by a magical artifact (boring), the whole plot regarding the Qunari was purely based on characters with conflicting worldviews and motivations (interesting). It’s not for nothing Meredith is universally reviled and the Arishok universally liked. Had Inquisition reduced the magical nonsense factor, I feel it would’ve been all the better for it.
And what about the occasionally ‘unnatural’ sounding dialogue? I understand that a game taking place in what are basically medieval times will require somewhat more ‘fancy’ dialogue, but at what cost? There were quite a number of times where it didn’t feel like you were actually talking with someone. This is only hampered by the countless conversation options that boil down to “I’d like to know more about…” In its defense, there are many times the dialogue shines. I vividly remember a conversation toward the end with Solas. He was worried about what I would do after the inquisition defeated Corypheus. I answered I’d consider the opinions of those around me. Solas disagreed, worrying I’d squander what I’d sacrificed so much to achieve. I can’t do what he said justice here, but that was definitely a highlight. Finally, I felt the passion behind a character’s spoken lines.
            Besides dialogue, there’s also the issue of Choice and Consequence, BioWare’s bread and butter. Make no mistake, the amount of auto-dialogue has been greatly dialed down compared to, say, Mass Effect 3. There are countless choices to be made and countless conversations to be had where you can assert the kind of character you’re role-playing as. But I mostly wish to refer to the actual impact of these choices. I like little touches like Cassandra referencing your opinion on the Maker in a conversation way later in the game. Even if it’s just one line, that one sentence made me feel like the world and its people were reacting to me and my actions. However, I don’t feel many choices truly impact the story. It’s like most of your decisions are made in isolation from the rest. Completely conquering The Western Approach doesn’t change the siege at Adamant. Recruiting the remaining Grey Wardens only results in them appearing at Skyhold, but nothing is done with the risk of them being corrupted again. Saving Empress Celene or not doesn’t change the fact that you will get Orlesian support no matter what you do. This is all made worse by the fact it’s implied that so much hinges on these kinds of decisions. I appreciate that BioWare’s going for this feeling of you influencing people’s opinions and the war effort, how the landscape changes (inquisition camps, enemy spawns), etc. It’s all to suggest important, world-changing things are happening in the background while you’re playing, but it doesn’t really work here. It never comes together. Nothing really changes. A lot of what you do doesn’t rise in significance beyond ‘it gives you Influence and Power which unlocks areas and story missions’. The same goes for the companion quests. While they’re great on a standalone basis, they don’t really impact the rest of the game. You’d also think the approval rating would have some effect on the story (à la Origins where companions would defy you if pushed far enough or Mass Effect 2 where they would die if you didn’t do their personal missions), but no, besides the romances it doesn’t really influence anything. Sure, some of it might it influence the epilogue in a tiny way, but since the story’s basically over at that point, who cares?
The opportunity for tactical combat is there;
you just need to play on Hard or combat
will be a breeze.
I’m also uncertain about combat. DA2 attempted to please everyone (the people who liked Origins and the hack ‘n slash crowd) with a strange combination between strategy and hack ‘n slash that basically downplayed the tactical element. With Inquisition, BioWare obviously showed they listened to complaints levelled at DA2 and attempted a combination between Origins’ combat and DA2’s combat. Make no mistake, combat is deeper than DA2 and there’s lots of room for customization, tactical approaches, exploiting possible combinations of attacks, etc. But though a return to Origins’ combat is appreciated, I can’t help but feel they’re basically making the same mistake again. Rather than trying for a combination between combat styles to please everyone (a common trend in modern BioWare games!), maybe they should just go with one style and perfect it.
BioWare’s made no secret about the return of the tactical combat seen in Origins. Nevertheless, I found myself mostly breezing through combat. Only a handful of times was I forced to resort to the tactical overview to order to my companions around. Particularly humorous was a dragon battle toward the end. I was quite underpowered, so everyone was attacking and I just walked out of range and kept reviving fallen companions. If reviving companions would raise their approval ratings, I would’ve maxed them all out in that battle… Though this all might have more to do with me playing on normal difficulty. Higher difficulties would undoubtedly require me to carefully position my characters, rather than just jump in and hope for the best. But I’ve always played BioWare games for their stories and characters, so higher difficulties would just slow me down, though I will give it a whirl at some point.
On the technical side of things, problems also abound, like the animations. BioWare has never been known for pushing the limits in these areas, preferring instead to craft fictional worlds with interesting stories and characters. That’s fine, but the resulting flaws inherent to the animations are on full display here: from obviously reused animations from previous BioWare games to animation glitches and Uncanny Valley facial expressions, the gang’s all here. There often was a disconnect between what characters were expressing and how this was conveyed (or not) through animation. Obviously, it’d be impossible to utilize motion-capture for every single conversation à la The Last of Us (since that game is linear, it’s within the realm of the possible), but it definitely annoyed me. It’s definitely not game-breaking by any means, but I do believe—and this is crucial—that issues like ‘artificial’ facial expressions, texture issues, animation problems, etc. can come together to reduce the emotional impact of what BioWare’s going for. Consider the ‘the dawn will come’ scene. The inquisition has been run out of their home base, Haven, by Corypheus. You and the other survivors come together somewhere in the snowy mountains. Morale couldn’t be lower. Then one person starts singing a hopeful hymn. Slowly but surely the rest join in. It’s meant to be a revelatory moment and while it’s all well-sung, something’s missing. I can’t take it seriously, not truly. Maybe it’s the campiness that often haunts BioWare whenever they try to be dramatic, but there’s always something that catches my eye. I want to read the emotion in the character’s eyes, but it’s not there. The animations feel off. When a character appears, I notice the textures still haven’t loaded correctly. The list goes on. This may all sound nitpicky, but lump enough technical issues together and you easily ruin the emotional core of what you’re going for. People joke about Mass Effect’s crappy graphics and animations, but those games are still loved because they made gamers feel something. I’m not sure I can say the same for Inquisition. To again make the unfair comparison to The Last of Us, that game uses mo-cap and all the resources at its disposal to enhance the emotional impact of the story. The animations feel just right, the look in the characters’ eyes betray their emotions. While there are definitely times when Inquisition positively nails the facial expressions, this is something BioWare hasn’t come close to achieving on a consistent basis and it negatively impacts the intended emotional impact of their stories and characters.
            Also, glitches…glitches everywhere. Inquisition was developed for both current- and next-gen consoles and pc’s. Surprisingly, performance issues abound on all versions. I’m currently playing the PS3 version, so I’m undoubtedly getting the short end of the graphical stick. I can’t readily compare the versions performance-wise. The PS3 version however is troubled by lag, texture pop-ins, audio glitches (sound effects that appear several seconds too late), conversation glitches (the conversation might stay stuck during lines, forcing you to press skip which makes the game skip the next line), freezes (after roughly 80 hours of play, the game’s frozen up on me three times, forcing me to restart the game, but since the save file will have disappeared, you have to hope the latest auto-save wasn’t too far removed from the point the game froze), very slowly loading textures, etc. What pisses me off the most though is the lip-syncing. I don’t know if and how this affects other versions of the game, but believe me when I say that 99% of all lip-syncing feels off. I can handle pop-ins, audio glitches, but if the lip-syncing isn’t spot-on, full immersion becomes extremely difficult, because I’m constantly reminded of it. I’ve lost count of the times I was more worried about whether or not the lip-syncing was accurate than paying attention to what people were saying. This is the technical issue that needs to be fixed asap. Though supposedly the next-gen and pc versions aren’t free of technical issues themselves, it’s all supposed to look, feel and play a lot better…which isn’t a surprise.
            However, technical issues are patchable, provided BioWare is willing to expend the effort to do so on a continual basis. On the other hand, issues with storylines and characters aren't solved with a simple patch, which is why judging BioWare games on these key fronts—as I’ve mostly done—is more relevant.
So yeah, this game is definitely not perfect, but at the very least in terms of size and scope it’s miles above DA2, so that’s something. It’s obvious a great deal of effort went into making it, but for every thing Inquisition does right, it also does something wrong. I realize this review’s mostly paid attention to the negatives, but that’s because 1) they are plenty and 2) explaining why something sucks requires greater explanation. Inquisition does a lot of things right: overall, the characters are an improvement over those in DA2; Skyhold is wonderful (though its customization options are actually quite limited); combat is pretty fun and tactical provided you’re playing on higher difficulties; the story’s got a lot of good sections (though it all doesn’t come together), the game world is huge (which is both good and bad); character customization is deep (but flawed); the music is quite good; the list goes on. The game’s got so much going for it, it’s frustrating that I don’t feel it reaches true greatness. I’m definitely liking the game and everything it has to offer, but I don’t think I love it, despite my wanting to. Either way, Inquisition definitely did not "make awesome happen."


Stray observations:

That awkward moment when you realize DA2's Qunari storyline had more depth than anything in Inquisition...

On a side note, may I just say I positively adore the Tarot cards? Not only are they wonderful to look at, each character (save for Leliana, Josephine and Cullen) has multiple versions that reveal more of their personalities. Ironically, I think the reason I like them so much is that they hint at the passion underlying these characters, an aliveness that the game itself has trouble conveying.

While Origins allowed you to fully customize your companions' appearances and DA2 only had special armor that was unlocked after doing romances or special missions, Inquisition finds a comfortable middle ground by adjusting new armor to your companions' general appearances. This way, they maintain their unique identities while still obviously wearing different armor.

The question remains: will BioWare eventually figure out how to make hair?

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