


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. 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… at least until wanderlust inevitably set in.Īnd boy, did it set in often. It’s just that the sheer volume of content borders on overwhelming. That’s not to say it lacks a sense of progression the way you start as a band of upstart rebels and grow into a highly influential martial and political force is one of Inquisition’s most satisfying traits. No matter how many demon-spawning rifts I closed, or hidden shards I found, I always felt like I was making tiny dents on the tip of an iceberg. 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 a brilliant idea that gives purpose to all the side-questing and sightseeing by directly tying it to story progression. Your organization has tons of tiny moving parts to manage, but major actions, such as scouting new regions and undertaking new story missions, require power - a central resource that’s doled out for doing nearly anything of note across Inquisition’s nine large areas.

Literally, in a way, as interdimensional demon-spewing rifts are tearing holes in the sky across the world. In Dragon Age: Inquisition, you aren’t just the leader of some merry band of adventurers, but the focal point of a sweeping, large-scale movement to bring reform and order to a land ripped apart by civil war and political strife.
