It seems so odd to have invested so much and come away knowing so little, but it accurately reflects the game’s prioritization of content as king. Their quests were over in the blink of an eye, and few were as revealing as, say, the truth of Dorian’s past. (I need to hire an intern for that.)ĭespite all my time in Thedas, it seems like I barely got to know my companions. What’s next? You read a few diary entries and slay a demon. Furniture shuffles a bit, and weird noises echo the hallways. A particularly memorable sequence involves entering a dark, creepy mansion inhabited by a demon. Even quests with a fascinating premise fall into this trap. Most quests given to players in Inquisition amount to little more than collect X item or hunt Y enemy. Developers spend so much time building sprawling landscapes with the latest tech can offer, then scramble to fill them with something (anything!) to do. The “open world” has had a profound effect on game design.
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