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Dragon Age Inquisition

I maybe play for a couple or so hours a day, about 5 times a week. Sometimes I play for longer. I haven't played at all today. And like I say, most of that time is spent hunting down screenshots, which is why it's taken me so long to get near the end of the game. Yesterday I walked around a bit, and closed one fade rift. That's it. Got some nice pictures though.

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I think I was being a bit of a dullard when I posted that. I was trying to work out how on earth you could fit that in post-launch. I'd mixed up 270 hours with 2,700 hours.
 
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I maybe play for a couple or so hours a day, about 5 times a week. Sometimes I play for longer. I haven't played at all today. And like I say, most of that time is spent hunting down screenshots, which is why it's taken me so long to get near the end of the game. Yesterday I walked around a bit, and closed one fade rift. That's it. Got some nice pictures though.
I'm envious of the beauteous graphics! Those hunched over demons are scary looking.

I'm starting maternity leave in less than a week, so I'm going to restart the game, and rather than putting up with not being able to understand how to do things and just skipping them (like crafting and that) because I can't read the text, I'm going to look up how to do them on the laptop as I go. It will be a complete pain, but it's the only way I will be able to play it properly until I can either afford a new console or a good pc, (or a fancy telly, although from what I've read, even that wouldn't necessarily fix the the problem) which won't be for a long time.

A mate of mine who has been listening to me going on about Dragon Age for years finally downloaded the first one the other day, and is going to play through them all! It's silly, but I wish I was back in that position.
 
A lot of the codex entries and notes will be on the various DA wiki sites, so you can look them up and read them when you come across them. In fact, I found a tumblr the other day that is uploading screenshots of the codex entries, inverted so it's black text on a white background, at a decent size, precisely for those of you who are having problems reading that stuff. It doesn't help with the quest text, but at least the lore is there to peruse. I don't know how much they've done yet, presumably it's an ongoing project, and they're working on it being searchable.

I know what you mean about wishing you could go back and experience them for the first time. I feel like that too, and especially about Mass Effect 1.
 
Well, I still DO have the Mass Effects to play (although that's off topic around here). I've played about 5 hours of 3, but then the disc crashed.
 
Thank you :)

I'm not using any mods (there are only a handful out atm, and they're all texture swaps of clothing and skin and a couple of other things).

I use SweetFX processing injector suite to brighten things up a bit, add some sharpening, and to use SMAA instead of the game's own FXAA. Then I use DAI Cinematic Tools, which hooks into the Frostbite engine, to gain control of the Frostbite visual and camera settings. That lets me use freecam, change fov, and also alter colours, bloom, fog, and add dof blur.

As for specs, I can't run everything on ultra. Meshes, textures, post-processing, and effects are on ultra (although I turn the last 2 down sometimes because they can give me crashes during cutscenes sometimes). Shadows on high, same for tessellation and terrain. Vegetation on medium, I think water is too, and I'm using HBAO.
 
Well, I finished.

The last fight is utterly underwhelming. I never thought I'd say that the main story is the weakest part of a BioWare game, but here we are.

BUT

A friendly reminder/insistence that you watch through the credits. DO NOT SKIP THE CREDITS. 308 hours and the best bit of the game was the 1 minute scene after the credits

While the main story and the storytelling was lacklustre, omfg the additions to lore were spectacular.

I guessed 3 big reveals right at the beginning of the game (because I'm amazing), and now I'm speculating about all sorts of other things. Not least being ancient dwarven history (I've got my own headcanon about their origins and why they are the way they are now... it makes a hell of a lot of sense).

I read a Kotaku article the week before release, and it said that to get the most out of this game you really have to know your Dragon Age lore. Having done a completionist run now I'd say that's 100% accurate.
 
Cool. I started again last night. I'm a warrior now (human male) with a two handed weapon. The sword is slow and unwieldy, but I'm sure I'll get used to it.

I've restarted with a qunari 2Her. It is slow, but it feels meaty. It's a lot more difficult than archery (which is god mode). I got past the first pride demon in the prologue with no potions left and all of us under half health (admittedly on hard difficulty). I haven't had such a challenging fight in a long time.

Also, after I finished the game the other night I finally updated from patch 1 to patch 4. I'd heard scare stories about broken performance, so even though I knew it was only a minority of players suffering I held off until I'd finished the game once, to make sure I could finish. Well, anyway, performance is better after updating. :facepalm:
 
Well, I finished.

The last fight is utterly underwhelming. I never thought I'd say that the main story is the weakest part of a BioWare game, but here we are.

Yeah, the story's bad. It peaks with the trek from haven to your castle - 10-12 hours in. Nothing rivals that for the rest of the game and by the end it runs out of steam. I mean if the villain could do what he did in the final battle all along what were we doing for the past +200 hrs?

A lot of it seems a massive overreaction to criticism of dragon age 2 for being too small scale. You're the messiah, you get a castle, you choice the new pope, you choice the new emperor, you get a pet dragon.
 
That move from Haven to Skyhold was spectacular. It felt like it needed another "Dragon Age Inquisition" splash screen after it - proper "and now the game begins" stuff.

I thought the Adamant/Fade stuff was pretty good. The Winter Palace was okay, it was nice to have a change of pace. It was very interesting going to the Temple in the Arbor Wilds. The problem is that all of these things were shorter than they should have been, and there simply weren't enough main quests. Add in another 3 or 4 main quests of that size and sort out the wonky pacing and the game might have deserved all the GOTY awards it got. Bonus points if some of the side quests were expanded to be more substantial and worthwhile.

I was honestly gobsmacked when I realised how few main quests there were. For a game that is so huge and clearly a wonderful technical achievement, there's really very little to it.
 
The move from Haven to Skyhold was really, really fucking cheesy. At least the singing bit was. I was on something like 45 hours by then as well, on 80 now, still a long way to go. Bit of a completionist.
 
It wasn't just the lack of story content that was the problem, it's that it lacked any narrative structure. We get an first act, then it just becomes a series of things happening then it ends.

The mmoification of the zones was pretty obvious too- but even my mmo standards the storytelling was weak. Most zones lacked a story running through them and it was merely a case of following markers on the map. Those that had some overarching story dried up pretty fast. WoW was doing story better 10 years ago and that was shit. I expceted better from bioware.
 
Yeah that's what I mean when I say story and storytelling. They had a story (albeit a relatively weak and short one), and they fucked up in how they told it. What would have helped a great deal is to have integrated the telling of the story into the regular flow of exploring the huge areas they clearly put so much time into creating. To have more natural segways into main story events, where you, for example, physically travel through the Exalted Plains and the Emerald Graves, doing smaller quests that tie into and build up to a main quest, and then in so doing you eventually find you've travelled to the area of the Winter Palace. The events leading you there set the stage, introduce you to Gaspard's soldiers and to Celene's soldiers (and to Briala's operatives) so you naturally find out who they are, what they stand for, why you should care, and eventually by the time you're taking part in a quest like the Winter Palace ball it's been planted firmly in context and feels like it's a natural continuation of what you've been doing while out and about exploring.

If they'd have approached all the main quests in that way, and added a handful more (along with tying in a lot of the side content to those quests to give them more meaning and import) they'd have made the game feel a lot more cohesive and less empty. Tying quests to regional exploration would also have helped with the pacing, but tbh with a game this large I wouldn't have been averse to proper scripted events. In the end I come away from all of this thinking that DA2 did storytelling a hell of a lot better than DAI.
 
Yeah, for all my bitching I do like the game and have lost a considerable amount of my leisure time to it.
 
*cries real tears*

http://blog.bioware.com/2015/02/13/...-5-beta-program-featuring-the-black-emporium/

At BioWare, we’re always looking for new ways to empower our players. Whether in person or online, we firmly believe in collecting feedback and working with our community to ensure we’re addressing issues important to both new and experienced players.

For Dragon Age: Inquisition, we’ve developed a faster and more compressed patch schedule than any prior BioWare game. However, due to the nature of the certification process, it can often still take weeks after developing a fix to release it on different platforms. Because of this, we continue to explore new ways to foster better communication between our players and developers.

Enter the Patch 5 beta program.

We want to open up our upcoming Patch 5 to a select group of PC players via signup in a closed, developer-like environment. This not only allows us to more quickly identify and respond to future issues, but gives our developers a great, new way to work directly with our players.
Patch 5 will be the biggest patch we’ve released to date, and it addresses a number of key concerns for our community.

As part of the beta, participants will have access to the Black Emporium, a mysterious underground shop run by an immortal proprietor. There, Inquisitors can find powerful artifacts and tools to aid their cause, purchase epic weapons, powerful accessories, new crafting materials and schematics, and even change their voice and facial appearance using the Mirror of Transformation.

In efforts to support different playstyles, we’ve also included an auto-attack key for single player. We’re also including the option to adjust the size of subtitles, and added a shader quality setting to the graphics options, giving players more versatility when running Inquisition.

In Skyhold, we’re adding party storage to the Undercroft—a new feature that many players asked for and we’re happy to finally add. And for those looking to spice up their look, we’ve added an item tinter that lets players use crafting materials to change the color of armor.

There are a number of other changes and improvements in the patch, and we’ll provide our beta community with a full list so they can better understand what’s going on in their game.

You’ll be able to sign up for the beta program through the Keep in the near future, so stay tuned for more information.

Please note that due to the nature of our patch infrastructure, the beta program is currently open to selected PC users only. Unfortunately we don’t have any information on this or other upcoming patches to our broader PC player community or other platforms at this time.

Thank you for your patience and we look forward to sharing these improvements with you in the near future.

Chick Webb "We’re also including the option to adjust the size of subtitles" - I don't know whether this will cover more than subtitles, I hope it does.
 
In the end I come away from all of this thinking that DA2 did storytelling a hell of a lot better than DAI.

If it wasn't for the horrible characterisation of the mages DA2 would have a great example of rpg story telling. It also contains the one point in any bioware game where i've actually had to make a moral decision of any consequence, rather than choose between blue niceness point or red sociopath points.
 
If it wasn't for the horrible characterisation of the mages DA2 would have a great example of rpg story telling. It also contains the one point in any bioware game where i've actually had to make a moral decision of any consequence, rather than choose between blue niceness point or red sociopath points.
What did you think was wrong with the characterisation of mages in DA2? I thought that one was very obviously pro-mage, despite there being a lot of physcho mages that show up on a regular basis (to paraphrase Hawke, will there ever be a week when I don't have to deal with a crazy mage?).

I haven't played a whole heap of Inquisition yet, and so far haven't met many mages apart from Solas, but so far it looks like that game is making the mages look a lot more unreasonable/less justified than they were in their actions in 2.
 
In 2 there were quite a few problems with how they represented mages (I love DA2, btw). First, you could be a blood mage, and templars could be standing in front of you telling you how awful it is that there are blood mages everywhere, and you could practically be severing a vein right there in front of them and they'd just be stood there, none the wiser.

Second, Orsino. Oh Orsino. If you sided with the templars and Meredith, what he did at the end made a lot more sense. You could argue it made sense even if you sided with the mages, but you have to do a lot more mental gymnastics, and when it comes down to it you end up just staring at your screen shouting "you fucking nob, we'd fucking won :rolleyes:"

Third, even though you can be pro-mage and you can encourage your companions to eventually be pro-mage (or at least get Fenris to chillax a bit), and even though you can completely agree with and justify Anders' actions at the end, the game has you standing facing one direction telling everyone that mages can be trusted, that a few bad apples shouldn't tar everyone, that mages need more freedom, while behind you there are 20 mages turning into abominations, sacrificing kids, splattering their own blood and the blood of innocents everywhere... you get the picture.

It was quite 2-dimensional in the way it presented the tension between magic undeniably having some danger to it, and the argument that mages can be trusted. I understand it wanted to present that tension, but it didn't do it very well.

Cut to DA:I, and I think it does it a lot, lot better, even though the mages at the beginning make you facepalm because of what you find out they're doing at Redcliffe (if you've got that far). You get a lot of different viewpoints by mages in this game, some that haven't actually been presented at all in the series. For example, Vivienne has some very interesting things to say about the benefits of having Circles. Now, I disagree with her on principle, and because she's coming at it from a hardline conservative point of view, and she's very privileged and doesn't see that not everyone has it as great as her. But at the same time she puts forward some very interesting ideas that simply haven't been shown in the past. Then there's Dorian, the mage from Tevinter. He tells us all about the Circle in Minrathous, and what it's like being a mage there. It gives yet another viewpoint, and another side to all the evil scare stories we've heard about Tevinter. While Tevinter is surely fucked up, at the same time it gives another possibility for how Circles could exist and actually be positive for mages, rather than oppressive.

We also see other mages who are tired of the mage/templar war and just want to go back to the circle where they were safe. We read about the annulment of circles and how horrific they were. There's a lot of comment on the dangers of magic, and there are a lot of opportunities for mages to prove themselves and argue otherwise. There's also a decision late in the game that is VERY important for the future of mages, and I can't even begin to imagine what Thedas will look like in the next game as a result.

DA:I is a lot more nuanced in the way it presents various tensions, if you listen to people and look deeper than what's just on the surface. DA2 was nuanced as well in its own way, but they weren't quite as sophisticated in their presentation in that game as they have become.
 
Haha, true about Orsino. That was a bit out of the blue when you're playing pro-mage.

I got what I thought was a strange bit of mage/elf information from that woman who hangs around in Josephine's office (I can't read her name with my tiny text - it sounds like Niamh) playing last night. She said she was kicked out of her Dalish clan because they could only tolerate a certain amount of mages in their midst. Now, I know not to romanticise the Dalish, but I did think that it would be more normal to have magic than not if you were Dalish, so I thought getting thrown out of your clan for that reason was odd.
 
They do that so as to not attract the ire of nearby humans, as far as I'm aware. Plus to avoid too many opportunities for "mages gone wild" situations. I'm sure the way they do it is different from clan to clan, but some Dalish clans are downright fucked up (and all are delusional, but that's for another time :p).

There was only one mage in the clan you started with in DA:O, and that was Merrill (although, actually I can't remember if the keeper was a mage as well).

The woman in Josie's office is Minaeve.
 
I just got into Redcliffe for the first time, had a chat with Tevinter dude, and now my xbox has frozen on me :mad:
 
If there's anything you want to ask about that might help you get through the game with the bad text, go ahead. I'll try and help as best I can. Whether it's asking about mechanics or lore or quests or characters you can't read about.
 
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