The whole series has gone down the crapper, IMHO.
The 1st was a fantastic RPG in the style of older CRPG’s but with some modern touches. It’s not the perfect western RPG, but it got damn close. Combat was challenging and tactical. You controlled a party of characters, each with it’s own strengths and weaknesses, and narrative agency was there and it mattered. The main quest line was supported and paced by side quests with at least some level of nuance and interesting twists, some measure of interaction that went beyond: kill 10 of these (most of the time).
There was a sense of exploration, even if the area design was a bit bland.
2 made the combat more action oriented, but at least didn’t totally drop tactical considerations. Combat animations became over the top, anime style light shows, which might or might not be your thing (it certainly isn’t mine). The main quest suffered form pacing issues, and most sidequests were considerably dumbed down from the first game. Many where kill x of these. The roster of NPC’s were at least as fleshed out and interesting (for the most part), as they were in DA:O, but there were a couple that were so very poorly written and uninteresting than you would never want them in our party, and were never given a reason to care about them.
The most damning thing though was the setting. It all took place in a single city, made up of something like 5 main areas, plus something like 2 areas outside in what players started calling “shit mountain”. It became extremely repetitive. Every other quest would have you revisiting the same bland looking area over and over again.
Hell, there is ONE cave area in the game that kept on being used and reused unashamedly for side quests… god damn that cave, I still remember it.
Finally, narrative agency took a back seat, even though there are a few spots here and there were your decisions mattered, for the most part, you were following a much more linear storyline - one whose ending, especially, completely removed any illusion as to your ability to influence the sequence of events.
Inquisition completely dropped any sort of combat with tactical depth and removed player agency even more, but the main issue with that game is that outside the main story line, and one or two of the companion quests, there is ZERO depth to it. Quests are essentially something out of the early days of WOW. IT’s like a single player MMO, where you spend countless hours killing generic mobs in large, boring areas, and collecting weeds and flowers in order to fulfill the most inane, boring quest goals ever devised by man.
It looks pretty though.