So a couple of disappointments so far. Had to turn down the difficulty to HArd instead of nightmare. This will be the first DA game I play where I wasn’t running on nightmare mode 
The amount of micromanagement I need to do in nightmare is just too cumbersome to do for every little fight with a gamepad, and the clunky tactical camera. Hard strikes a better balance. I can do an initial strategic setup, attack, and then re-position or use synergetic attacks a few times during combat from the tactical cam.
I find combat is fairly fluid this way. It’s definitely a shame though. In past games managing my party in every single combat encounter was quick and easy and I enjoyed doing it every time. Now I only want to do it at times when I believe it’s most tactically meaningful.
So my major disappointment so far is Val Royeaux. Man, if the devs where going for that Kirkwall feeling of sterile, soulless, boring, claustrophobic areas, they NAILED it.
This is supposed to be the big capital city of Orlais and all we get is this tiny bazaar. NPC’s are all just statically strewn here or there. Shop keepers just sort of stand there doing nothing in particular. It’s very old-school, I mean it’s what I see in a game like Wasteland 2, but Wasteland 2 isn’t going for the open world feel of a Skyrim, and it also doesn’t have a budget anywhere near what DA:I had to work with. It just feels lazy or maybe rushed. Case in point, there’s a bard lady in Val Royeaux, the SAME exact bard lady in my inn at Haven. And just like her, she has no animations, you can’t interact with her and ask her to play a particular song. The character just stands there like a statue while a music asset dumped on top of her, plays. These kind of things just take you out of the game immediately.
Skyrim was careful about this, and it’s one of the reason why it was so successful in selling that world as a real, breathing universe. In that game every inn had a different bard. You could ask him/her to play particular songs, and different bards all had a different repertoires and would even play different versions of the same song! They also lipped synced to the music and danced or swayed. They had actual animations associated with their instruments, and when they began to play, other characters nearby would gather round and clap or whistle or stomped their feet. It was just so immersive.
I didn’t expect DA:I to go to those lengths, but a statue-like model with a looping sound asset? Common!
Back to Val Royeaux… yeah that area was just in such drastic contrast to the Hinterlands and Haven, it just left a sour taste in my mouth. The scene in which we enter it, also lacked believability and scale. Here I am, the Herald of Andraste (NO I"M NOT!!) The only person with the ability to close the breaches, declared a heretic by the church, strolling into the city for a meeting with the big-wigs of Orlais, and there’s like all of 12 people interested.
I don’t care if you have to put in 2D sprites for crowds, do it! Or make it a cutscene so that you can control the camera and sell the scope of this momentous moment. Whatever you gotta do! Ok, so maybe your engine can’t handle the crowds of AC:Unity, but do something to sell this moment a bit better. 10 random guys on the street standing lackadaisically, not even jeering, or cheering, or doing much of anything, just doesn’t cut it.
I really hope I don’t have to go back to Val Royeaux often.
Atleast I ended last night’s playthrough on a high note. Spotted my first dragon. Such amazing art design on them. They way they take to the sky, like lumbering jumbo jets, and yet there’s something agile and entirely dangerous about them.
The moment lasted all of two second, as the thing flew overhead and killed my entire party with a single ball of fire. Will be going back there in 5 more levels and after I craft me some fire resistant armor. 