Whether it’s with a well-delivered piece of dialogue or a smartly-written bit of supporting lore, every quest you undertake has an air of being something more important than the simple fetch or kill task it actually is.
But better still, it all leads to tangible rewards through a series of well-designed crafting and progression systems that give Inquisition’s huge body of content the spine and structure required to keep me engaged.
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Though it’s true that quality can’t be measured purely in terms of quantity, that number is still significant.
That’s part of why Inquisition is not only one of the most expansive RPGs I’ve ever played, but one of the few that successfully fills its gorgeous, massive world with meaningful things to do and see.
It takes a little getting used to, especially when the camera decides to misbehave, but once you come to grips with it, it becomes a powerful tool for coordinating your party.
You can hang back and set traps for over-zealous enemies, have your rogue creep along the edge of the battlefield to go for flanking bonuses, orchestrate explosive ability combos between party members, and much more.
It’s a brilliant idea that gives purpose to all the side-questing and sightseeing by directly tying it to story progression.
Some of Inquisition's regions seemed restrictive, even corridor-like when I initially set foot in them, but they soon opened up into vast sandboxes.
It’s just that the sheer volume of content borders on overwhelming. The diverse landscapes of Ferelden and Orlais strike a smart balance between open spaces and narrow, directed paths.
Thankfully, a handy quest map makes it easy to track each region’s content, which allowed me to focus my attention on a set goal… Unclaimed keeps and unexplored ranges on the horizon kept tempting me away from my current story objective, while clearly marked pathways kept me from ever feeling truly lost.
Not that said scrapping needs much incentive beyond the excitement it provides.