I finally played long enough to find the first area that actually feels explorable: Treviso, a city in Antiva. It has districts, branching paths, etc. – the kind of thing this game should really feature more of. Unfortunately, parts of the city are level-gated, so while it’s more intricate, it’s essentially wasted, since you’re still forced to stick to pre-set paths. Try to go elsewhere at level 10, and you’re faced with a level 25 boss and can do little about it. You can only fuck off and do something else.
But the worst part of that city? The dialogue. It all feels like placeholder lines – a first draft written with the intent to polish later, but they never did. Not only is the dialogue heavy with exposition, constantly repeating information, but it also completely lacks any… pizzazz. Old Bioware could write dialogue well enough that you wanted to hear what characters had to say. Here, everything sounds flat. Did they fire all their writers or something? (The dialogue in other parts of the game was not much better, but here it was just abysmal)
The game’s also been streamlined to death, like it’s targeting people with no attention span. For instance, say you find a piece of gear that’s for a companion who isn’t currently with you. The game notifies you of the item, for whom it’s intended, and with a press of “Y” you can equip it on that companion right then and there, even though they’re not present. Combine this with the auto-equip option, and inventory management is basically gone. In DAO you could put the same gear you had on your companions (if they had the same class etc.). I miss those times.
Companion interactions have also been streamlined. There’s no more walking around your camp/ship to see if someone has something to say. Now, you get a notification that “Character X wants to talk.” You go to where they’re sitting, and as soon as you approach, a cutscene triggers. If you visit them without the notification, you can’t talk to them at all. In theory, I should like this because it “saves time,” but it makes companions feel lifeless. I’d rather hear that Garrus is “in the middle of some calibrations” than know that nobody will say anything unless I get a cutscene notification.
And when it comes to main and side quests, the dialogue keeps circling back to the same topic. You go to help the Crows in their fight against an occupation by a Qunari splinter group, but all you can talk about is elven gods. Elven gods. The gods in every sentence. Yet, on the other hand, no one ever says, “LISTEN! WE HAVE NO PROOF THOSE GODS EVEN EXIST, AND IF THEY DO, WE HAVE NO PROOF THEY ARE WORKING WITH THE OCCUPATION FORCE, SINCE ALL OF THIS HAPPENED BEFORE YOUR SO-CALLED GODS GOT LOOSE. BRING US PROOF!” Nope. Everyone believes whatever you say at face value. The way the city was captured is equally absurd; it’s like no one involved in the game even skimmed a page on siege warfare or medieval logistics.
The writers seem to have picked up the detail that Antiva has no standing army but interpreted it as “Antiva has no army.” That’s not the same thing. No standing army means they rely on militias, mercenaries, and citizen-soldiers. Instead, a Qunari splinter group waltzed right in.
Enemy variety, or rather the lack of it, hit me really hard at some point. There’s a recruitment mission where you need to recruit Lucanis from a lab experimenting with putting demons into corpses to create slave-soldiers. You first encounter failed experiments (shambling corpses), Lucanis even comments on that these are the failed experiments. Then, when you face the “successful” experiments, the other companion shouts, “WHAT KIND OF DEMONS ARE THESE?!” Except… they’re the same demons you’ve been fighting this whole time throughout the game, just with more health. It feels like they had planned unique enemy models and even recorded dialogue to match, but never actually made them.
When it comes to quests, there’s a really strange quirk in the game. For example, in
Mass Effect 2, if you go on Garrus' recruitment mission, you can still bring two other companions with you. Garrus will be there as an additional character, assisting you in the background. Here, however, if you go on a recruitment mission, you can only bring one other companion, since you need to keep a slot open for the character you’re recruiting. …Why? It feels so odd. (It was like that when I had to recruit Lucanis)
The puzzles also get dumber as they go on, but this was to be expected, worse they turn onto busy work. Destroy three things to unblock the door. You can feel your brain dying doing them.
Shops are odd, too. They sell both “style” items (apparently for transmog) and actual gear. But style items cost the same as gear. The first time I bought a helmet, I was confused – it wasn’t equippable because it was a style item. I haven’t experimented with transmogrification yet, but I can’t see why they felt the need to split it like this.
The models for Qunari splinter group army are awful as well. In
Dragon Age II, they looked decent. Now, every Qunari in Treviso is barefoot, dressed only in underwear and helmets. Just odd.
There are also other nonsensical details, like “spirit refugees” who need to warm themselves by a fire… even though they’re spirits. Did they really want to have a refugee theme in their game but did not know where to put it?
Or get this: As the player, you can see a purple guy (Lucanis' demon stuck inside him), but your character doesn’t. So, you have these super dramatic scenes between Lucanis and his demon, but then you’re supposed to role-play as if you don’t know what’s going on. …Why? Who thought this was a good idea?
I chose the Grey Warden background, hoping it would offer interesting dialogue options, especially with the return of Darkspawn. But in the eight hours I’ve played (according to EA’s app), I’ve had only one meaningful choice tied to this background and one dialogue line to pick myself. The rest of the time, it’s been thoughts as the protagonist arranges relics in their room and… not much else.
If I encountered so much crap during these 8 hours, I dread what still yet to come.