Dragon Age: Inquisition (2014): The Review
Overview
Score: 9 out of 10
The Positives ✅
Dragon Age: Inquisition is vast in a way that actually matters. Ninety hours to reach the credits isn’t just a flex of scale, it’s evidence of how densely packed its world is with meaningful activity. Few RPGs manage to fill environments this large with content that consistently feels purposeful, and Inquisition pulls it off with impressive confidence.
One of its smartest systems is how progression is tied to power, a shared resource earned by doing just about anything worthwhile in the world. Side quests, exploration, closing rifts, helping NPCs, it all feeds directly into unlocking new regions and story missions. This elegantly connects wandering and story advancement, giving even the smallest tasks a sense of relevance.
The regions themselves are expertly designed. What initially appear to be restrictive or corridor-like areas quickly open into sprawling sandboxes that reward curiosity without ever feeling directionless. Ferelden and Orlais strike a careful balance between wide-open spaces and guided paths, constantly tempting you with distant keeps, hidden shards, and unexplored landmarks.
Combat is another highlight. The return of a full tactical camera recalls the best parts of classic BioWare design, allowing you to pause, plan, and orchestrate fights with precision. At the same time, direct control feels punchy and fluid, blending the strategic depth of older titles with the kinetic flair of newer ones.
The Negatives ⚠️
Inquisition’s technical rough edges are hard to ignore. Dialogue scenes occasionally hang, interface elements can break without warning, and audio sometimes cuts out mid-combat. Most issues are solvable with a quick reload, but the frequency of these interruptions pulls you out of the experience more often than it should.
The game’s story is its weakest link. While the Dragon Age universe is rich with political intrigue and layered lore, Inquisition’s main narrative never fully comes together. It starts vaguely and struggles to build momentum, leaving the overarching conflict feeling underdeveloped.
The central antagonist is particularly forgettable, which dulls the impact of the finale. There are strong character moments scattered throughout the campaign, but they aren’t tied together by a compelling throughline. As a result, the stakes never quite land the way they should.
The sheer volume of content can also be overwhelming. While none of it feels like filler, the constant abundance of things to do can dilute focus, making it easy to lose sight of the main story entirely, not always in a good way.
The Experience 🎮
What kept me invested wasn’t the main plot, but the story I created through my choices. Running the Inquisition feels genuinely consequential, from assigning advisors in the war room to passing judgement in the throne room. These moments add texture and personality to your leadership in ways few RPGs attempt.
Companions are a major strength. Party banter brings the world to life, and individual arcs, especially those involving Dorian, deliver emotional weight that the main story often lacks. Spending time with these characters made the journey feel personal, even when the plot faltered.
Exploration became its own reward. I’d set out with a clear goal, only to be pulled off course repeatedly by something interesting on the horizon. And every detour felt worthwhile, whether it unlocked new crafting options, mounts, or subtle empire-wide bonuses through dialogue choices.
Even after finishing the campaign, Inquisition still had more to offer. Its surprisingly solid online co-op mode adds replay value without intruding on the single-player experience. In the end, Dragon Age: Inquisition succeeds not because of its story, but because of its systems, scale, and the sense that every hour spent in its world contributes to your version of the tale.







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