My expectations were high, especially after Bioware announced that has learned from the mistakes in Dragon Age II and has reached the level of the first part.
The Fellows:
However, had the second part still angry with a high recycling areas, so he was able to convince with a stringent story and give the player the option with the fate of the character Hawk and his family to accept. The companions were drafted in the first part and waited with backgrounds to the players made curious.
In DA: I history is opaque from the outset and gives the impression that the authors themselves did not know what it is to run up.
The characters remain consistently pale and have, if there are old acquaintances from the previous games, completed an inexplicable beings change. Leliana is unrecognizable and Varric has the friendly nature set completely.
The new characters have no charisma and it is even after several quests and conversations unwilling to listen to their story, if they can ever tell an interesting story.
In principle, all companions remain pale and interchangeable.
The Quests:
I then with DA: O because I started as a MMORPG players had no desire to Timesink quests more. These are quests that artificially prolong the game time. "Over from here to there and deliver something off!", "Kill X monsters and bring their innards etc.", "Collect a total of 1200 herbs of a certain type around an object to its highest level to bring."
Horrified, I realized that DA: I overflowing with these quests. None of the quests have a direct effect on the main story and engulf hour after hour. Why you do this to not erschllesst me. Eventually I decided to ignore all these missions and to follow only the main story.
Unfortunately you have to purchase "power" to continue to come and these points are to get reasonable only with these Timesink missions.
Worst of all is the Sonar, which you have to activate it with the "V" button to detect objects in the vicinity. It is even possible to improve this sonar with an upgrade that is also a "Ping" hears like a submarine and on the ground, a sonar circle is depicting probably the most ridiculous thing I've seen in a fantasy role-playing game with a theme in the Middle Ages have.
The History:
A breach must be closed and as a player you most of the time running around, wondering how you even fit in this story. The Inquisition as an Organization bleiibt completely opaque and their motivations do not open up. Several times I caught myself that I would leave the Inquisition prefer. There is no motivation to identify with the story.
BioWare shows here that it that "storytelling", ie the narrative, has abandoned its greatest strength. Explained this is really just a complete replacement of the authors have no relation to the world.
The Star Trek films had similar experiences with the film "Nemesis" where the director admitted on its own, that he had never seen a Star Trek movie. In DA: I can probably assume the same.
The character system:
"Keep it simple" appears to be the guiding principle of the game. The capabilities are greatly reduced and can not be compared with its predecessors. A sophisticated character through the stages draw away is not possible, since the talents are designed only to damage distribution and damage prevention. Tactical skills that include social interactions are missing entirely. The same can also be found in "the shadow of Mordor" but this game has a different approach and there fit this skill strands. A role play requires more. Da 2 still more accused to pursue a Hack & Slay approach, so that has: I found that this is yet to beat.
The combat system:
The fights are confusing and tactics is not required. Always move on the enemy and press the left mouse button. Eventually the enemy already turns over. Magic and Ranged are hardly distinguishable from each other.
The tactic view, a great promise to reintroduce this is not implemented meaningful. The engine does not allow global view if trees or hills in the way and are higher than the camera angle.
A view of the half a mountainside shows and the battle takes place somewhere on the edge not help further.
The Chart:
That's very nice. More can not be said so. However, the hair of people act like wigs and plastic coated with a good dose of gel.
The faces of the people have the expressiveness of Botox. Joy, anger or surprise can not be read in their faces. The predecessors, eyebrows and mouth moving least still matching emotional mood. The Frostbite Engine seems to support this not good and to be more optimized for landscape movements.
My Conclusion:
Disappointed, disappointed, and again disappointed. Bioware has not learned from the past but operated relegation this Franchising consistently.