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Dragon Age: Inquisition: Review

Starting work on Dragon Age: Inquisition, BioWare I just had no right to make a mistake. After the second part that openly disappointed fans, the developers had to make a choice: either to bury the franchise, blinding the next linear role, or give her a second life, making what the whole gaming community has loved them from the time Baldur’s Gate, – multifaceted RPG with the big world and colorful characters. It doesn’t work Inquisition as it was expected, inquisitors from the masses would have arranged an autodafe over heretics from BioWare. Fortunately, there were no bonfires.

Good messenger

Since the events of the second part in Tedas, a lot has changed, but the main troubles have become everywhere opening faults into the world of demons, from where the latter rushed to the best places under the moon and the sun. Residents of Orley and Ferleden quickly realize that massive migrations of the creatures are fraught with apocalypse, and therefore cling to their last hope – the main character, in the palm of which a strange spot was formed, capable of closing the gaps.

Thanks to the incredible coincidence of the circumstances, as a result of which the guy became the only one who survived after the terrible explosion, he is called by the messenger of Andraste (in other words, elected). It would seem that it remains to unite the forces and a friendly crowd to go to clean Tedas from the misfortune. But no, the templars and magicians are too busy with internecine showdowns in order to rally and repulse the common enemy. In these conditions, when there is no one to deal with good deeds, the Inquisition is created to establish the world around the world.

Everything, from the removal of shackles from the protagonist to the moment of the origin of the organization, occurs before our eyes, so that the player from the very beginning is imbued with the scale and meaning of what is happening. You believe in the role of the hero sincerely and selflessly, you want to play it to the last gesture: to be a leader, to solve the fate of individuals, to lead the army of supporters, to feel the support of the masses, to look for allies and unravel political intrigues, who fall on the player during the story of the story. And what is wonderful, Inquisition Gives such an opportunity.

Organization for the salvation of the world

This is not Assassin’s Creed: Unity, in which the hero from the side watches the revolution unfolding on the streets of Paris. Here we are at the epicenter of political action, the storyline paves our way through dozens of situations and dialogues influencing the fate of Tedas, behind which there are an endless network of personal motives of characters. The sensations from gameplay here are akin to watching some “Game of Thrones”.

You really feel like an inquisitor. The organization has its own “office” in Skychold, in which the command rate is located and all strategic issues are resolved. Here you can talk with the Sopartians and distribute tasks for them, improve weapons or “scrap” new, get plot quests, tighten the novel and “pump” the skills of the Inquisition, developing some sides of the character or opening new options in dialogs. Skychold is a kind of analogue of Normandy from Mass Effect, A place that serves a kind of psychological “checkpoint” between missions, allowing to relax, delve into conversations with comrades and understand the structure of the universe Dragon Age.

From the very beginning Inquisition It will take to educate the player independence: the videos are interrupted by dialogs affecting the ratio of our interlocutors. I am glad to rush to close the gap in the name of the salvation of mankind or to portray an indifferent to everything a bastard? Of course, no matter what you choose, you still have to raise the sword and head the Inquisition. Throughout the game, we will have the opportunity to make a fateful choice not so many times. But within the framework of a relatively linear plot, you constantly stumble upon minor branches, and the consequences of once dropped words unexpectedly make themselves felt later. The road is one for all, but how you pass it and how Tedas will be transformed after your passage is exclusively your choice.

The bet on the characters, their images, characters, biography and manner of communication – this is the corporate identity BioWare. It is the uniqueness of each hero that creates an atmosphere, revives Tedas and makes you worry about the fate of the world. In the dialogs you will have to spend almost as much time as it will go to everything else. And you do not regret it at all – cynical Varrick, noble Lelian, even our native Hawk from the second part will make us let into a nostalgic tear.

The main plot may not be so original, but due to the presentation it is not only perceived with a bang, but also directly lives by the player. And all this thanks to the genuine sense of presence. It seems that the usual role -playing situation is to choose one of the two orders as allies – but before the decision is made, you will have to delve into the military and economic situation of organizations, talk with a bunch of characters, estimate how the Sopartiyers will appreciate your decision. This is a wonderful feeling that you got into the world with your own history, and not in a series of scattered scenes, does not leave for a second.

Witches – on a fire, magicians – in a tent

The feeling of the globalness of what is happening is intensified when you fall into huge open territories stuffed with all kinds of entertainment events. Each location, whether it is a forest or desert, has its own flavor, its own ecosystem with a characteristic flora and fauna. Thanks to this Inquisition It is perceived in different ways already at the level of art design.

There is no single open world here, as in TES. The map is divided into many separate zones, the scale of which, however, is really impressive. At first, however, you are somewhat lost among dozens of markers and monotonous tasks in the spirit of “Come on five scarlet flowers”. Unexpressed stories, unexpressed plot, can drive the user into a state of frustration.

To promote the main storyline, we must earn the so -called influence points. Without a specific number, we will simply not be allowed us to the next location. Therefore, a certain set of additional tasks will have to be completed by everyone, even deciding to limit their passage by an obligatory part. The volume of content here is truly colossal. Unfortunately, this is the very case when the quantity harms the quality. An attempt to fully explore any territory and fulfill all the quests on it can turn into a dozen hours of a rather monotonous gameplay. That is why a visit to Skychold, where the Order of the Inquisition is located and the plot quests are issued, becomes a bright holiday.

This is not to say that the game breaks up into two parts, one of which is remembered by its richness, spectacular rollers and unexpected solutions, and the other is monotonous and dull. On the contrary, thanks to this approach, we manage to feel the life of Tedas in its entirety: here we are to believe the work of the people in the field of great politics, but we go out “in the field” and observe the lives of citizens with our own eyes. Nevertheless, when you, the head of the powerful order, have to run through meadows, collecting buttercups and chamomiles, in order to get the ill -fated glasses of the Inquisition or “scrap” a worthy club, you understand that the game could do without such tasks, without losing at all in quality.

Do not go to the light to the inquisitors

Thus, the fans received what they asked, but in diluted, not concentrated form: we were offered a big world, but they forgot to saturate it with interesting content. The developers moved away from a very poor second part, but the spirit of the adventure from Origins They could not revive.

Another thing is the combat system. Everyone will be satisfied – both lovers of a bright action, and fans of thoughtful tactical actions. Our arsenal has a standard attack, as well as a set of skills, the use of which is limited by time for reloading and our endurance. If desired, at any time we can switch between the Sopartians and apply their skills, so that the battles are spectacular and diverse.

We will not always be able to get out, relying on the intellect of partners. At high levels of complexity, almost any battle is a serious challenge. And here the tactical regime comes to the rescue. Having paused the game, you can safely evaluate the alignment of the forces and position of enemies, give orders to each of the members of your team. It’s a pity only an uncomfortable camera that can only be raised just above the standard position, does not contribute to tactical creeps too much.

Of course, the strategic approach involves the correct selection of the group and its equipment. There are representatives of several classes, each of which can be developed, improving skills from several branches. At each level we get a free point that we invest in a particular skill. The parameters like “strength” and “endurance” “pump” automatically. The system is quite primitive, no particularly interesting solutions here will not work.

The “dressing room” component turned out to be quite standard Inquisition. Everything is traditional here: we give out swords and chain mail to soldiers, magicians – stoves and mantles. The choice always lies on the surface: we take that club in your hands, in which the figure in the “damage” line above. All operations compared and replaced by objects in the inventory are performed easily and quickly.

The system of “craft” allows you to add a fraction of creativity to the “customization” process. IN Inquisition We can both create new things according to the available drawings, and improve those that are already at our disposal. Interestingly, the materials used affect the final result: depending on the selected items, your product will receive certain bonuses.

The gaming of weapons is focused on the gathering and “craft” of the local cooperative. Its presence causes only surprise: three cards, a dull regime for cleaning the territory from monsters and a huge scope for microtransactions designed to make the process slightly easier. I do not want to open all the heroes and engage in their “pumping” at all – the uniform “grind” is enough and in a single campaign.

In the multiplayer, you will not be allowed to die with dignity – at first you will be put to your knees and make you crawl in an unseemly pose for a dozen seconds.

IN Inquisition developers gave fans what they were waiting for. Alas, by kindness of sincere developers added a lot, a lot of superfluous. Complete passage can take about one and a half hundred hours – it all depends on your perfectionist ambitions. You will spend a considerable share of this time at the monotonous work to close the faults and the implementation of boring quests. Saturated, bright, nonlinear adventure BioWare Diluted with liters of water. The presence of the latter does not allow the game the highest score.

Pros: Huge beautiful world;deep images of characters;interesting dialogs;dynamic combat system not devoid of a tactical element.
Cons: The unhealthy part of the game is boring and monotonous;poor “pumping” system;A dull cooperative.

Dragon Age: Inquisition

The best comments

Nonsense. It feels like a review was made by video clips, seriously.
I will not consider a complete review by points – on this topic you can write the same number of text.
Only regarding the pluses-minus.
Pros:
1. A huge beautiful world. Well, yes, you can’t argue with that. But, tell me mercy, the sense of this world, if it is used only for collecting herbs, and more rare meetings with a couple of mobs. In this context, this is rather a minus.
2. Deep images of the characters? Beautiful dialogs? Miserled. Deep images of the characters were in Tao. Where they “felt”, reacted to the words and actions of the GG, where they had not just the history of the past, but had to “get it” from them depending on the relationship. Different characters told differently (remember Stan, his manner of speech and conversation. And an alister – the opposite is the contrary, you will not shut up.). Everything could be said about the characters of the Tao, everything about their life.
What they like, how they spent their childhood, what attachments and hobbies they have, attitude to actions, their character.
Even in Da2 it was, although it was cut.
But here. That Varrick Gnome-Sunny, that Elf-Solas, Kassandra-Khramovnik, Blekeeper-Strazh. All are the same. The same dialogs, the same reaction to all. All dialogs in the style of question-answer.
And about the character, relationships and depth of the characters, there is nothing to say.
Tao I reassed many times, each time reading into dialogs. There they are interesting, even non -linear.
Then I immediately began to feel sick from them-all the stories of the NIP characters “I was there, I did something, I want that”.
And the “nonlinearity” of dialogs is a separate topic. The wheel is screwed purely for the box – which version of the wheel do not press, the answer of the NIP will not change.
I especially remember the moment with the master. An insignificant spoiler: we meet a magistra magician, and the options for an answer are given-to intimidate, agree, go into aggression.
So I tried to agree with him, an exact quote: “Let’s agree, we can help each other”.
NIPA answer: “Well, I offered you to agree, you yourself refused. Pin on yourself, now I will kill you “.

Here are the “beautiful” and “thoughtful” dialogs here. The example I specified only from the category of the most annoying. But the system itself is visible from the start of the game – look at any video on YouTube and compare them. The start of the game, GG in shackles during interrogation – what kind of option is, even the words and attitude of the NIPs to the hero does not change. And ATK in the whole game.

3. The combat system. Not devoid of tactical element? Well, well. The intelligence of AI is imposed here, no bastard tactics as in Tao and 2. Even if you cut down AI to zero, he still does what he wants. The many prokiazes are ignored. To disperse the characters (to take a dirl position for magicians and archers, for example) – an automatic teleport to an active character. AI is constantly trying to come close to mobs (even magicians and Luke, even if it is turned off. The appointment of tactics as in the past: “distance”, “passive” and so on, etc.
There is no tactic here.

And in the minuses there are still no bugs and flaws.
To list them, you need to make another review. Who is interested in can go to Offorum.

Maximum assessment of the game – Proproding.
Perhaps if they fix the bugs and finish control, tactics, AI, inteframes and much more – you can play without spitting.
But 2 weeks have already passed, and they did not even do the slightest fixes.

Well, the first Mass Effect was delayed, although many secondary missions are just boring and monotonous (I’m talking about landing on planets, yes)

Far Cry 4 is amazing (despite the fact that this is the same Far Cry 3)
Dragon Age: Inquisition is commendable.
Personally, as a BioWare fan, it becomes a little offensive 🙁

In a witcher, you can fulfill almost every quest in different ways – there are almost no such quests in the DAI;
In a witcher, you can make a means with various NPCs – to talk, attack them – in the DAI 95% of the oncoming NPS, an empty place with which there is no interaction at all;
In the witcher, the outcome of the quest or the fate of a certain NPS is often depends on the choice of your remarks -as a rule, there is no dai;
In a witcher with those characters with whom you somehow interacted in quests, you can still meet, or just see some changes in their lives-in DAI, the majority will remain in one place, or join the Inquisition, so thatThe abyss from the game, never appearing anywhere else.

Witcher is an action-ropg. Dai is a plot -oriented arcade with RPG eelements.

It is a pity that the trouble under the name “Demor” happened to BioWare. At first I played Mass Effect 1, and it seemed to me that it was 3 (in my list of the best RPG) after Gothic 2. Of course after DAO, I changed my opinion. But Kotor turned out to be the best of BioWare games. And after these three games, the passing DA2 and chopped off from all ends Mass Effect 3 (I have nothing against the ending). The last hope was on DAI and what? The pumping was cut! The parameters of strength, magic, willpower, will not download it yourself, you are forcibly forced to spend skills on the groove to increase the parameters and do not care that the groove itself gives you unnecessary ability, because you need more mana to let at least 2 spells in a row. Additional. The tasks generally rolled into something similar to MMO, go kill the bandits, find the ring, put the ring, bring the ring and the most offensive that these tasks are ended, they give you plus 80 to the influence of the Inquisition or experience. Thank you, gratitude from the NPC will be very rare from the NPC, usually you perform actions and run further to perform the routine. Additional. tasks are hell for people who love RPG. The dialogs are again involved in the circle, they will often tell you when your choice will seem to affect something, in those cases when you do not tell you this, your choice will only affect the relations of your associates to you. Tactics in battle are needed only in the battle with the dragon, and this is due to the fact that your associates run to him with all their feet, and it does not matter the warrior or the magician, but run to him due to the fact that they have close-combat spells, and I never saw where it could be done so that they would not use it. There are also jerkies in the main tasks for example (those who have not played or something still do not read the spoiler) at the ball where you can see the Empress, collect 30 notes, gallery figures, and so on. The spoiler is over! On this my passage and ended, I could not endure all this horror. From good only graphics and location design. And so the result: add. The tasks are completely failed, the pumping has already been reduced worse, the choice of which will affect at least something little, the baton can like at first, but the enemies are too fast and starts to tire. So is it garbage or passage. Thank you for your attention, I will be glad to hear that I’m wrong somewhere, just describe where, and not just you are wrong.

I will express my subjective opinion, I will try to unfold.

To begin with, the conditional problem of DAI is its scale. Judge for yourself, one prologue with a more or less detailed passage takes about 30 hours (and the prologue is several locations to Skykhold). Given that most players are judging the game on the first hours of gameplay, it hits a lot of perception. In my case it was the same. But, DAI is such a large-scale game that it is necessary to spend no less than 50 hours on it to see its entire depth and an immense number of content.

Just due to the fact that many players are stuck in the internal lands of the Redcliffe, it hit the game greatly. This is really a rather boring location if you are not a fan of the series like me.

Many complain about secondary quests for several reasons. Consider them.
– They are boring. Yes, perhaps this is so, but quit, unless it was different in the same DAO? No. Just here, due to large locations, such content has become proportionally larger. For good, most of the secondary quests in almost all RPGs from the category of “kill – bring”. This is an axiom.
– Nobody forces you to go through these quests. The assertion that they must be carried out for reputation points in order to move in the plot – a clever trick of criticism. It is enough to run in a straight line, having completed several quests and you will receive the necessary reputation.
No one makes you gully pass all these quests, you can alternate with the storyline if you want.

About the combat system.
The only disadvantage of the combat system, in my opinion, is that the developers radically cut off the configuration of the behavior of the Sopartis. Yes, this is sad, but in general I liked the fighting. And if you are not playing on Hard, then you do not have any needs in tactics (with the exception of rare moments, maybe).

I noticed that many are distinguished by what they did not like, even not really immersed in the game, and obscure this veil of all the good that there is. And here there is plenty of good.
Deeply worked out characters with tons of dialogs, a good plot and an excellent ENT, prohibitive epic, music, graphics, etc.D., and t.P (the same craft system here can be attributed, for example).

This is a game that takes time (a lot of time) and even some self -denial. Titanic work was done and this is visible. Personally, I really liked DAI. I consider this Bioware rehabilitation.

I judge by the second witcher – it is obvious to anyone that all such things, since they were in the Totorio unit, will be in the third. And this, in any case, does not cancel the absence of all these fundamental things in the DAI. But we already realized that you liked the Inquisition and you will protect it to the last. You can not try.

It is a dormitory failure.
RPG should be delayed, and where to tighten if the non -native part is boring and even monotonous?

Delouxe pre -ordered, played for about 50 hours, therefore, on a simple scream of the soul “I have the right”.

In RPG, I personally most likely appreciate, first of all, the script in all its aspects – a deep and dramatic storyline transmitted in basic and side quests;thoughtful and living characters, each of which, having its own character, motives and history, is a full -fledged hero of a holistic story;empathy to the protagonist and to the world with all its content as a whole. None of this in DA: I is, for how epic and in its own way the DA: o, the third part was so flat and superficial.

The world, static and inanimate, is surgically cut into several average locations, which are also empty and lifeless: the passage of each subsequent location (component of the vast majority of game hours) is carried out according to the same almost meaningless scheme-runs along the corridors of the location, perform sideways side by sidequests, often to nausea dull and mechanical, collect resources/loot/records of the Code/Points of attractions/I.p. And those who notice in DA: I are signs mmo are right.

The main storyline of the game is not only to vulgarity short, but also distinguished by godless primitiveness, suffering from oligophrenia in the degree of imbecility – all plot moves become obvious in the prolon. Characters, including the protagonist, mostly They are stupid blanks without their own personality (and this is from the creators of Mass Effect and DA: O?!), and the system of dialogs … Well, in general, in this game, the system of dialogs as such is not – they exist as if just to knit the player’s steps with white threads.

If the RPG does not have a fabric of narrative, high -quality history, then it should cling, in theory, with its gameplay, about which in DA: I was said above – gameplay at the level of the spinal cord is not the strength of the game.

Everything is somehow gray, wretched, nothing causes empathy or at least some emotional interest in what is happening. At some point, the developers force the player to make a completely torous choice of life and death either in favor of Hawk, or Strauda/Alister/Login, but even it looks comical and non-console-kobyle-kovost. In the third part there is not a single quest, not a single plot stroke that could be compared, for example, with “All That Remains. »From DA2.

As a result, playing DA: I, I once again realized how terribly I miss Baldur’s Gate, Arcanum, Planescape and other masterpieces of the genre. If you bet on the open world a la TES and gameplay, then the world should be open and full of tons of the most diverse content. If you focus on a high -quality narrative, then it should be such.

DA: I – this is neither fish, nor meat, game chewing gum, IMO, one by one, maybe twice. It is worth downloading from tracks, but do not buy for that kind of money.

P.S. He caught himself on the frightening thought that in the plot-scenario plan DA2 significantly exceeds the third part ..

Even in 2 parts more tactics than in the Inquisition, where a pause is needed only in order to give the order to drink the potion ..
The rest there, even on a nightmare, you don’t have to constantly switch to party members, as it was at the beginning

I specially registered to write this review. And before starting to spread this piece of code to dust, I would like to make one remark: I am well acquainted with the creativity of biovar and I know their games, as, first of all, plot works. That is, those where more attention is paid to the plot part. And this means that the game has interesting characters, a cool script and some kind of intrigue. And now the question is: why is this in no form in the new yes? Damn it, it was even in yes 2, but I will not compare the new part with the old ones. I will not because from the old ones and this is the name left. As has been noted more than once, the inconspication rejected almost all the achievements of past parts, deciding to invent a bicycle by a new one. Therefore, I propose to disassemble the new one as a separate work.
To begin with, let’s remember what they promised to us: a huge open world, non -linearity, heaps of content, a fascinating fight with elements of tactics and hundreds of gameplay hours. And, in theory, they kept their promises. The game has a really huge world, hundreds of hours of gameplay, heaps of content, etc. So what is the problem? The fact that all of the above is not realized at all as anyone who first launches the game awaits.
Let’s start with the main thing: the world. He is big, he is open. Formally. In fact, it is a simple set of individual, separated by screens of location loading. Well, okay, this is not a problem in itself. Moreover, the locations themselves are simply enormous sizes. At least they are trying to seem like that. Left-designers tried to do everything to create a feeling of free movement in space, but anyone who will spend more than 2 hours behind the game will show themselves the fierce corridor. Remember Skyrim, where it was possible to ride in the mountains on a horse? So, here the mountains are just a decoration. As a result, this gives rise to simply absurd moments: in the location of the “storm shore”, our GG famously runs along the almost steep slopes, and in the location the “Western limit” cannot jump over the stone.
But all this, one way or another, are trifles. After all, the main thing in the open world is filling. And here everything is not just bad, everything is terrible as possible as possible. And we smoothly go to the “tons of content and hundreds of hours of gameplay” side quests – darkness. Each territory meets us with a set of duty tasks: close the portals through which the monsters climb, break the camp, collect 5 hairs from the spider’s paw, etc. And this is on all locations. In general, on everyone! And this set will never change. You will always have to do the same. Periodically, you will come across tasks from local NIPs, but they are no different from collecting hairs from the legs of a spider. Nothing, seriously. All that you do in the open world is to farm. PHARMENLY DIRMENT ALREADY: Herbs, Crafts, Veil Points (about them later). Except for the farm, in the open world there is no at all, nothing at all. And this is not a bug, but a feature. It exists in order to farm in it. But then the question arises: what for was to draw so many all sorts of locations, if the set of classes is the same everywhere? Another problem follows from here: locations are not interesting to investigate. Local explining simply does not carry any sense. Well, what’s the difference, dig iron by the stream or in the cave? It still reserves instantly. And here you suddenly understand that the digging of iron and the collection of weed is already tired of it. And you, meanwhile, have been playing for the 20th hour. Yes, friends, that’s exactly how, having fun by digging of grass and iron, you will spend all these hundreds of hours of gameplay, occasionally distracted by the passage of the plot quest, which, by the way, has nothing to do with the open world. All action develops absolutely parallel, the main points of the plot occur on special locations. And it would seem if the side effect is so boring, why go through it at all? Remember, I missed the glasses of influence? For the sake of these glasses, you will have to suffer, doing a routine characteristic of all kinds of online grinders. The fact is that for the implementation of local “quests” you are not given experience. Experience generally give only for the murder of adversaries. For quests you are given this very influence. It is given at all for everything: closed the portal – get the influence points, defeated the camp – get it, sign. What are these glasses doing? Promote you according to the plot. Yes, yes, they are necessary for advancement on the storyline, since all locations are opened in exchange for them. So subtly biovar, as it were, oblige us to pass a side effect. Not because we want, as in any other, normal RPG, but because it is necessary! And we have no choice.
There is no choice here at all. Remember, we were promised nonlinearity? It can be described in one word: lies. Freedom of choice here is an illusion, which, however, is scattered quite quickly. What is only a dialog wheel with answers options. Everything is standard: the answer is good, the answer is bad and the answer is neutral. And their choice does not affect anything! Whatever you choose, the outcome will be one, the one that is registered in the scripts. The same applies to plot elections. They either do not affect anything, or their consequences are not felt in any way. What is only a conversation with the master, who will want to be beaten with you.
Speaking of battles, remember about the combat system with elements of tactics? How to describe it? Yes, just like nonlinearity – lies. All local tactics are to switch to the character in time and drink a treatment potion. Which, by the way, is a limited number, and the Sopartians, if they do not control, will get it out for 1 battle. Fighting here is generally a sore subject. The problem is that the player has practically no control over the actions of his allies. The tactical pause does not save the vulgarity, since the groups of the group does not obey the teams. And they attack everything in brushworm mode, in the frontal. Both magicians and archers. The random target also adds oil into the fire. They can blow one and abruptly switch to the other. I’m silent about the completely inadequate menu of group settings. If briefly, there is nothing to change anything there. But I did not listen to orders, he never listens. However, it can be disabled, after which, the whole group is uncomfortable. And then the complete tin begins: the group is beaten, and they stand like idols. At the same time, the inhibited reaction to the player’s teams does not disappear anywhere.
I could describe gameplay jambs for a long time, I could write about a strange carft system and about a dull search for recipes for it, about some completely slurred tasks for members of the Inquisition, the feasibility of which I did not understand. But I will not. Let’s talk about the most important thing: about the plot.
And you know, I will not scold it. For the reason that, having already played 40 hours, I do not observe its development. Well, or I’m watching, I just don’t know about it. For me, the local plot looks like this: there was a prisoner-here he is already the head of the Inquisition-now the Glavgada appears-you have a new base-dragons got out of somewhere. Why do I describe him just like that? Because I see him so. After receiving the new headquarters of the Inquisition, our GG begins to rush around the world and rush into all the heavy. Then it helps a little village cope with the undead, then participates in peace negotiations, then pacifies the enraeling templars. Well, everything is fine here, he is, after all, an inquisitor. And such plot moves would be a plus if there were at least some kind of connection between them! And this is the main problem of the game: lack of integrity. Everything here exists in isolation from each other, locations are not interconnected, their study is not related to the plot, the plot itself is divided into completely separate fragments from each other. And the player is simply lost in all this. And after some time, all this running around begins to simply annoy.
Here even the graphon does not save. He is good, but the designers went too far with him. In some places, the picture is really very beautiful. But at the same time, there is overload of all sorts of effects: too bright and unnatural color scheme, the excessive abundance of all sorts of shading and glare, as well as the Tadessa rain, which is so harsh that it pours through the walls.
One could still affect the theme of bugs and lags, but I, thank God, they seemed to have not met. However, so many discussions about them could not appear from scratch.

This is how I see the new dredge Age. And, summarizing all of the above, I can only say one thing: wait for a pirate version, because the face of his money is not at all. And also the fact that this game was awarded the title of games of the year, once again proves that money in our world decides everything that is very sad.

For me, the game opened after 20 hours. Games., When I opened Skychold and specialization. Personal subjective rating – 8.5 out of 10. Great game. Amazing, if you want. I don’t understand what the puke is so tearing for everyone ..

I will subscribe to every word.
In the game, disgustingly worked out quests – in 20 hours of game I met a whole task that could be completed in two different ways (cleansed the camp of sectarians or kill their leader, subordinating the rest for himself);
In the game, also, wretched the battleship – they took the original, cutting out a auto -attack from there (Fanboy Dai claim that she began to resemble Skyrim – this is a lie. In Skyrim, the fighting is very so, but it is at least a little interactive. There we can choose whether to deliver fast and weak strokes or strong, having accumulated in advance. There we can block the impacts in real time. There is nothing like that here. Stupidly basic attack and several abilities on a hot panel. The nearest comparison is how if you take the Second World War, and remove Vara Autoatak from some thread there, forcing you to beat yourself). Also cut into the set tactics for AI. As a person wrote above, now archers and magicians tank face everything in a row. You have to resort to a tactical chamber because the opponents are especially cool, but because the partners are especially stupid;
A crazy amount of farm, like kill 10 wild boars, huddle so many claws of bears, collect so many bottles of wine. And without doing all this, you will not accumulate the points of the Inquisition that are needed to open new location and promotion on the storyline;
Absolutely empty NPSs – do not chat with them, neither robbing, nor attack them. Purely background, such as trees, and such are 95%. With the divinity of the DAI, like RPG, and is not close.

Of the pluses – in places beautiful locations (the stormy shore is beautiful, abandoned settlements of gnomes underground are also pleasing, but the same inner lands are dull), a good plot, which, however, begins to delight only after 10+ hours of the game – the beginning is terrible, the cool craft systemand the traditionally cool chatter of partners, especially not the one that is with the chiefger, but the one that is among themselves, in the adventures.

Conclusion: the game definitely did not cost the money that I gave for it, it was necessary to wait for discounts – but, alas, the fan of the fanboys deceived me. But at the same time, there are interesting points and there are not a few of them. You can play. The most honest assessment for her is the passage.

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