Tuesday, January 20, 2015

TIF’s 2014 Game of the Year Awards: Day 2
Article

FOUR
Dragon Age: Inquisition: BioWare (PS4)



If you had asked me three months ago if I were excited about Dragon Age: Inqusition (DA:I), I would have quickly scoffed “no.” I have not played either of the previous Dragon Age games, and never had any interest in the IP. DA:I is a game I picked up based upon the recommendations of reviewers and sites I trust. And I cannot be more thankful, as DA:I is one of the best western RPG’s I have played in recent memory (let alone making it to this illustrious list). DA:I was a game I would wake up and play, think about while in lab, and play when I got home, until I beat it. I can tell you honestly: this almost never happens. Let me get into why it is my number four game of 2014.

Dragon Age: Inquisition's world is varied and beautiful.
Emprise du Lion is a sight to behold.
DA:I succeeds on in a number of ways, but one of the most striking is how expertly the game balances its urgent and set-piece heavy main story with its expansive (mostly-)open world. Over the course of the main story you recruit your companions, travel to varied locations, experience bombastic fights, and embark on an epic fantasy quest. Though the cheese factor is a little high, I enjoyed the story enough to look forward to seeing it through. When not doing the story, you have expansive open-world environments to explore, which are littered with side-quests and collectables. Games like this struggles to get across any sort of focused narrative: going around picking flowers or killing random bandits seems odd when literally the entire world is at stake. DA:I’s approach to solving this is novel, and worked well. The story is framed as this huge continent-wide war, where resources and troops need to be carefully pooled and managed. Things that, if you think about it, would take quite some “real world” time: giving your Inquisitor the freedom to goof around about the world while things are being set-up. This idea is further reinforced by war table missions. The war table is where you send out your advisors to deal with small uprisings, meet informants, set up diplomatic treaties, etc. The war table really adds to the feeling of your wide-scale endeavor, and again suggests to the player that substantial amounts of game-world time must pass to get things accomplished. With this frame of mind, the normal gameplay vs story dissonance was mostly ameliorated.

The carefully crafted dragon encounters are terrific. 
The open world in DA:I is one of the best of recent memory. The world is chock full of quests and places to explore, but not so much that you get overwhelmed with how much there is to do at any given moment (looking at you, Far Cry 4). The sidequests are, for the most part, great. I especially enjoyed the sidequests that changed up how you played the game, like the Astariums or Veilfire ruins. One of the real standouts in the open world was the dragon encounters. Each fight was spectacular and evoked the epic fantasy feel you hope for from a game like this. Dragon fights remained challenging throughout the game, too, unlike in Skyrim where they eventually became easy and tedious.

BioWare is known for making games with great characters, and that fact holds true in DA:I. Each of your main party, and even many of the non-party member characters like Josephine or Cullen, had distinct and interesting personalities that evolved as you get further into the game. I’m not ashamed to admit that I exhausted all dialogue of all characters while playing through—I was always curious to hear what they had to say. Picking who would come with me during story and sidequest missions was painfully hard: I liked them all. The banter between party members alone was worth shuffling up my team with every outing. Significantly, I also felt that this was the first BioWare game where I felt like I was the protagonist, versus “playing” the protagonist. In Mass Effect I was playing Commander Shepard; here, I was Justine the elf mage leader of the Inquisition.

Combat in DA:I is good, but not the best combat I’ve ever seen in an RPG. The developers must have known that it gets a little stale, as they let you switch freely between your character and your party members freely while in combat, allowing you to get a feel of how each class and specialization plays. The game also allowed for a more action-oriented approach to combat or move-by-move combat using the tactical camera. I didn’t find the game too difficult (I played on normal) so I did not make use of the tactical combat, but anecdotally I hear people like it.

In the end, DA:I was a tremendous surprise and an even better game. Nearly every element of this enormous game worked well. I played the game for 95 hours and didn’t feel bored at any point. DA:I makes 

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