Highlights
- Dragon Age: Inquisition started strong but lost focus with open-world tasks over narrative.
- Mass Effect: Andromeda had heartfelt moments buried under tedious tasks and driving.
- Anthem promised excitement but fell short with repetitive quests and lack of engaging content.
Back in 2014, I was brimming with excitement as I slid Dragon Age: Inquisition into my PS4. The promise of a larger, more expansive world was thrilling, especially after Dragon Age 2‘s confined environments and repetitive use of assets. I vividly remember stepping into the Hinterlands for the first time, captivated by the storytelling and the lore of the ongoing war between mages and laymen.
It was immersive and compelling. I eagerly wandered through the area, soaking in every quest and narrative thread. But, somewhere along the line, the excitement began to wane. What started as an enthralling adventure slowly turned into a monotonous checklist of tasks, and I wasn’t sure how I felt about it.
The Open World Woes
Dragon Age: Inquisition initially had me hooked with its rich lore and expansive world, but it didn’t take long before the game began to feel more like a bloated MMORPG than the story-driven RPG I had come to expect from BioWare. The open-world format, with its endless side quests and map markers, diluted the experience.
![Alistair Morrigan Dual Image](https://static1.dualshockersimages.com/wordpress/wp-content/uploads/2024/06/alistair-morrigan-dual-image.jpg)
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I found myself trudging through tasks, driven not by the narrative pull but by the need to clear out my quest log. BioWare games have always been about two main things for me: the groundbreaking LGBTQIA+ inclusivity and the bombastic, character-driven storytelling. But here, the storytelling seemed to get lost amidst the clutter of an overstuffed open world.
When I asked my friends and fellow BioWare fans from social media fan pages about their favorite parts of Inquisition, a small handful mentioned enjoying the exploration. However, the overwhelming majority spoke fondly of specific, story-driven moments like the Winter Palace, where players navigate political intrigue and potential coup d’état, and “Trespasser,” the game’s final, linear expansion.
For me, the characters, their interactions, and their romances were the heart of the game. I was particularly enamored with my romance with Dorian. After literally 100+ hours of bickering back and forth, seeing him and Vivienne finally getting along was a highlight. They agreed to work together to find a way to help my Inquisitor deal with the excruciating pain from the anchor in his hand.
Andromeda’s Aimless Adventures
Moving on to Mass Effect: Andromeda, my experience was similar. Although it isn’t my favorite entry in the series, I still found it enjoyable enough to play through multiple times. Despite some weaker writing, the story had its moments. Discovering more about Ryder’s parents through poignant recordings from their father and learning about their mother created a compelling and heartfelt family narrative. Unfortunately, these touching moments were buried under a frustrating layer of aimless driving across barren planets and collecting trivial items scattered across the map. Every time I consider replaying Andromeda, I feel an overwhelming sense of exhaustion at the thought of all the tedious tasks required to reach those gratifying story beats.
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Anthem’s Faltering Flight
Anthem was another example of BioWare’s misstep with the open-world formula. The initial thrill of soaring through vast environments in my custom-built mecha suit and exploring the beautiful, immersive world was undeniable. There was a sense of excitement from flying around the big areas, running under the falls to cool the jets of my pink custom-built robot-looking mecha suit, and swooping down underwater to watch the bubbles rise around me.
However, the excitement quickly faded as the game devolved into a repetitive cycle of clearing quests for the sake of clearing quests. The narrative, which I was initially invested in, struggled to maintain its grip amid the tedium of grinding through expansive, yet empty, landscapes.
I found myself going in a direction not because of a strong narrative pull, but because it was the nearest location that allowed me to clear quests from my log. Anthem was exciting for about 30-40 hours. While not perfect, there was a sense of immersion. But the problem is that once again, a lot of this was just window dressing.
You can touch down and shoot a few things, but how many times would you want to do that until it gets too boring? Additionally, all of a sudden you go from being excited about it to straight up ignoring it all. The game’s live-service mechanic promised longevity and replayability, but it ultimately failed to deliver, lacking the engaging content to sustain player interest over time.
Hoping for a Heroic Return
These experiences have left me wary of Dragon Age: Dreadwolf potentially following the same open-world path. However rumors, uncovered by PCGamesN suggest that BioWare might return to a more traditional formula, and I sincerely hope they do. The appeal of BioWare games has always been their ability to craft rich, narrative-driven experiences with complex characters and engaging storylines.
Games like Baldur’s Gate 3 have demonstrated that it’s possible to offer a variety of vibrant, content-rich areas without falling into the trap of bloated open-world design. A return to focused storytelling and well-designed, meaningful locations would undoubtedly be a welcome shift.
As the release of Dragon Age: Dreadwolf approaches, I remain cautiously optimistic. By embracing their strengths and focusing on what they do best, BioWare can deliver an experience that captivates and delights fans, staying true to the legacy of the Dragon Age series. Here’s hoping for a return to form and a game that keeps us engaged from start to finish.
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