Dragon Age: Inquisition

Here’s a quick Dragon Age quiz. Who are the Seekers of Truth? What’s their relation to the Chantry? If Divine Justinia V is killed in a massive explosion that creates a breach in the fabric of reality, do her closest advisors have the political authority to reform the Inquisition? What is the Inquisition? What
was the Inquisition? If a person walks out alive from the now swirling green demon hole, are they the Herald of Andraste? What do the Tevinter Imperium have to do with anything?

If you don’t know these things, Dragon Age: Inquisition’s opening lore-maelstrom threatens to drown you. Over two previous games, an expansion, and numerous tie-in comics and novels, BioWare has created a rich and broad history, much of which shapes the events of this enormous third RPG. It’s initially overwhelming, as names of people, places and events are tossed casually into the narrative.

My advice? Stick with it. Inquisition is taking you on a long and satisfying journey, with plenty of time to work out what’s what and who’s who. Now, after the 50-plus hours it took me to finish the main campaign, I feel more versed in the intricacies of the world than ever. More than that, I feel like I’ve had a bigger impact on it than in either previous game. I’ve navigated the polite intrigue of Orlesian politics, recruited powerful and dangerous allies, and elevated the Inquisition from a band of fringe heretics into one of the most feared and admired orders in all of Thedas. Also, I’ve fought a dragon or two.

Dragon Age Inquisition 2

The game opens in the village of Haven. It’s ten years after the events of Dragon Age: Origins, a few weeks after the epilogue of Dragon Age 2, and the exact moment that the Temple of Sacred Ashes is destroyed in a sky-tearing blast of unknown origin. Inside, the head of the Chantry—the world’s main religious organisation—was attempting to negotiate peace between the warring Templars and mages. Where the temple once stood, there is now only a dangerous and growing vortex that threatens to engulf the world. You are the only survivor.

Who you are, and why you were at the peace talks, depends on the character you create. There are four races to pick from: human, dwarf, elf or hulking grey Qunari. This choice will provide plenty of special dialogue options based on your character’s culture and history, but it doesn’t affect the setup. You emerge from the breach with no memory of what happened, and with the power to close rifts—mini-tears in reality from which demons can cross into the world.

Whatever your choice, you’re a curiously humanised Inquisitor. I played as a Dalish Elf—a people known for their insular nature and distrust of outsiders. Yet I didn’t—and couldn’t—act like any of the Dalish I’d met in the previous games. Similarly, Qunari Inquisitors are described as having rejected the Qun—the strict philosophy that made DA:O’s Sten such a fun guy to have at parties. The world does its best to respond to your race, and the differences add a welcome flavour. In terms of the range of your dialogue and actions, however, it can feel like a mostly aesthetic choice.


Seeking closure

The breach is the story bridge that links the high-level political posturing of the world’s factions to your own need to venture out and kill things. Closing it requires power, and that, initially, means securing the support of either the rebel mages or the now autonomous Templars. To approach either, you’ll first need to increase the Inquisition’s support—by completing quests. Successfully check something off your to-do list, and you’re awarded Power and Influence. Power lets you unlock new areas and progress the story, while Influence unlocks perks, from new conversation options to enhanced lockpicking for your party’s rogues.

You’ll have plenty of opportunities to earn both, because the world is huge and packed full of things to do. The first main area you unlock is the Hinterlands. It’s an enormous expanse, filled with hills and cliffs, and crammed with nooks and crannies hiding secrets, sidequests and lush, verdant scenery. About 30 hours into the game, I returned to check off another in my long list of tasks. I’d been poking and prodding the area throughout, gradually uncovering the borders of the map. This time, I encountered a dragon: first flying overhead, then landing in a bowl of charred trees and scorched rocks. It was only the second I’d seen, and its presence wasn’t tied to a quest. It was just out there, waiting to be found.

Not all areas are this big. The Orlesian city of Val Royeaux is a mere marketplace square, used for only a handful of quests throughout the campaign. Then there’s The Fallow Mire, which acts as an almost standalone undead vignette across a mostly linear area. Predominantly, though, you’ll be charting massive, open spaces, each offering a distinct environment and ecosystem. Some, like the forests of the Emerald Graves, are absolutely beautiful—filled with wild and vibrant plant life in a multitude of primary colours.

Mages are good at crowd control. And fire.
Mages are good at crowd control. And fire.


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