origins was fairly ok and i don't get the criticism some people have with deep roads being too dungeon crawly
i mean dungeon crawly parts are those in which hardly anybody engaged in bioware dialogue??
It's five maps (plus one optional) full of largely-samey combat. I ran the numbers myself due to autism
90 enemies in 11 encounters in Aeducan (30 darkspawn, 63 deepstalkers) 40 minutes,
120 enemies in 20 encounters in Caridin's (61 darkspawn, 51 deepstalkers 1 revenant) 1 hour
67 enemies in 14 encounters in Ortan (6 darkspawn, 1 spider boss, 35 spiders, 20 corrupted spiders, 4 golems, 1 demon) 1 hour
146 enemies in 21 encounters in Dead Trenches (11 undead, 115 darkspawn, 4 bosses, 12 spiders) 1.5 hours
42 enemies in 9 encounters in Anvil (28 darkspawn, 13 golems, one boss) 45 minutes
99 enemies in 11 encounters in Shale's DLC area (57 darkspawn, 1 boss, 1 bronto, 40 deepstalkers)
Think they could have cut all those numbers in half and it'd be more palatable. Like I said in my Kingmaker review
Combat areas on the critical path regularly have 10-12 encounters per map which feels like twice as much as there should be, especially since several areas contain multiple maps. In an interview conducted with us before his cognitive decline, Obsidian's Josh Sawyer said "Sometimes as a designer, when you look at a screen, and you realize like 'Wow, there's nothing there, oh I gotta put something there,' but it's okay. Or maybe that thing that you put there is like a container, or it's something to harvest, or just a little thing. The important thing is that it changes; it can't just be a fight, a screen, and a fight," which is advice Owlcat really ought to take.