I take back the nice things I said.
while it had its moments, overall it was an overstuffed, hackneyed, combat-mad adventure in which nothing mattered. it was really going to come down to if the conclusion blew me away with revelations about the setting and if the epilogue slideshow made finishing everything (yes, I did ALL THE THINGS) feel like it'd been worth it. while there were a few pearls cast in the sand of cosmic struggle in the last act (was it the last act? I did all the 'side' content and then all the story content, so the story content felt packed-in and rushed to fuck), but it wasn't nearly enough, in volume or in impact.
the final confrontation with Corypheus could not have been more rushed and unimaginative if it'd been joining a frat. you just go to a place and fight a guy, oh and there are dragons fighting in the background, then you fight the dragon, then you fight the guy more, then you win. there was no final journey into strange secrets. Corypheus continued not to have a character other than would-be god supervillain. your climax should not be Just Another Fucking Boss Fight On Floating Rocks. that's not a -climax.- it's just an -event.-
and then the ending slideshow was -only- major plot points. seriously. I did 100% clears on all those zones and not a one deserved a mention. I got all the companions who didn't fucking BUG OUT (Solas and Dorian, as it happened) into card-flipping loyalty mode, and not even the one I was fucking warranted a brief 'where is he now.' it was just Orlais politics-Grey Wardens-Mages-Inquisition (which always turns out the same with one different line depending on your favorite strategy table action)-done.
I find it almost impossible to believe that in the genre that pioneers the idea that what you do matters and that invented the dynamic end-of-game wrap-up here's-the-outcome the biggest-budget title ever (ever?) couldn't dredge a little more to at least give -binary- endings for at least -some- of the areas and characters we visited and met along the way. but it really was that curt and simplistic. a big nothing. I even altered my gameclock to finish up all the excruciating warboard stuff before going to the endgame--nothing of any real consequence, except if I hadn't done that I'd've needed to wait six hours to get Cassandra to ascend to the Divine, because the agent I needed was locked in the second half of a twelve-hour mission.
I don't think I've ever felt my time so spat upon by a game. y'know, in the last "real" combat area, this big elven temple, you're going up against groups of enemies -identical in composition and behavior to groups of enemies you go up against at the end of the prologue-? seriously. just the same fucking endless fucking herds of templars and demons sprawling all over the countryside, always in your way. and as someone else pointed out in this thread, murder is almost always--I mean really, -really- almost, I can't think of a single time when it wasn't apart from occasionally sparing a political enemy--your only tool for dealing with a problem. you can't navigate your way through conversations to get a solid outcome, because conversations are basically linear, with your input only determining your mood, with the occasional interjection if you've got special dialogue perks unlocked that generally either just gets you another agent (essentially meaningless, no narrative component at all) or a line of dialogue that doesn't really change anything.
I'm pretty offended at how this worked out. I don't think even the good parts were -that- good, and there's just so much mediocrity mixed in for a payoff that will leave you feeling like an idiot for ever hoping that something interesting might come of that mess.
fucking. blech. I can't imagine ever playing it again. if you're only starting to play it now, take my advice: don't go for completionism in the hopes you'll leave imaginary computer world a better place. the game doesn't notice one way or the other.