Dragon Age: Inquisition
2014 · Action RPG · PC / Steam
Dragon Age: Inquisition arrived in 2014 carrying the weight of two very different expectations. Fans of Origins wanted a return to tactical depth. Fans of Dragon Age II wanted the action combat refined. BioWare attempted to split the difference while also building an open world, and the result is a game that does many things competently without excelling at any single one. It won numerous awards at launch, and the critical reception was enthusiastic. Player opinion has been more measured, settling into a consensus that acknowledges both genuine quality and significant structural problems.
The game casts you as the Inquisitor, a figure of growing political and military power in the world of Thedas. The premise is strong. Building an organization from nothing into a force that reshapes the political order gives your actions a satisfying arc of escalation. The problem is what fills the space between those escalating moments.
Thedas Brought to Life Through Characters
The companion writing remains BioWare’s calling card, and Inquisition delivers on it. Characters like Dorian, Cassandra, Iron Bull, and Solas have distinct personalities, well-developed arcs, and enough depth to sustain the game’s lengthy runtime. Party banter triggers while exploring, and the writing quality of these ambient conversations is consistently strong. Relationships develop naturally over dozens of hours rather than rushing toward predetermined outcomes.
The main story missions are the game’s high points. Each major operation is visually distinct, narratively significant, and paced well. The assault on Haven, the political maneuvering at the Winter Palace, and the reveal about Corypheus all hit with the weight that a game of this scope should deliver. When Inquisition focuses on authored, curated content, it’s excellent.
The War Table system, where you send agents on timed missions to advance political objectives, gives the power fantasy a strategic layer. Watching your influence spread across the map as you make decisions about where to commit resources creates a satisfying sense of organizational growth.
The return of the tactical camera on PC was a welcome concession to Origins fans, even if the implementation doesn’t fully deliver on the promise. Having the option to pause and issue commands from an overhead view gives PC players more control than the console versions offer, even when the camera itself can be finicky in tight spaces.
The Open-World Filler Problem
Inquisition’s open zones are the source of its most consistent criticism. The Hinterlands, the first major area, became a cautionary tale in game design discussions. It’s enormous, filled with fetch quests, resource nodes, and minor encounters that individually take minutes but collectively consume hours. Players who try to clear the Hinterlands before moving on frequently burn out before reaching the game’s stronger content.
This pattern repeats across nearly every zone. Each area is large, visually varied, and populated with activities that feel like MMO quests transplanted into a single-player RPG. Collect shards. Close rifts. Claim landmarks. Requisition materials. These tasks provide power points needed to unlock main missions, which means you can’t skip them entirely. The result is a game that gates its best content behind its most repetitive content.
Combat falls into an uncomfortable middle ground. The action elements are too simplified for players who want the tactical depth of Origins. The tactical elements are too awkward for players who want fluid action combat. AI-controlled party members make questionable decisions without micromanagement, but micromanaging them through the tactical camera feels clunky compared to Origins’ cleaner implementation.
Modding is effectively unavailable due to the Frostbite engine and the requirement to launch through EA’s platform. For a BioWare RPG, the absence of mod support removes a significant avenue for community improvements and replay value that Origins benefited from enormously.
BioWare’s Ambitious Compromise
Inquisition represents BioWare’s attempt to be everything to everyone, and the seams show. The tactical camera exists but doesn’t work as well as Origins. The action combat exists but doesn’t feel as good as dedicated action RPGs. The open world exists but doesn’t have the handcrafted quality of focused level design. Each system functions. None of them sing.
The four-player cooperative multiplayer mode is a separate experience that borrows the combat systems without the narrative framework. It attracted a dedicated community but never became a major selling point and has largely faded from discussion.
Should You Play Dragon Age: Inquisition?
Dragon Age: Inquisition is for players who enjoy large-scale RPGs and don’t mind filler between highlights. If you like building a party, exploring big zones, and watching a political narrative unfold over many hours, there’s a lot to enjoy here. The companion writing carries the experience, and the main story missions deliver genuine spectacle. Just leave the Hinterlands before you think you’re ready.
Skip it if you’re looking for tight pacing or if you want either pure tactical combat or pure action combat. Inquisition doesn’t commit to either, and the open-world padding makes the 80-plus hour runtime feel longer than it needs to be. If your time is limited, the filler content will test your patience before the payoff arrives.
The Verdict on Dragon Age: Inquisition
Dragon Age: Inquisition is a sprawling RPG with strong companion writing, a satisfying power fantasy, and enough content to keep you occupied for over a hundred hours. It’s also padded with open-world busywork that dilutes its best moments, and its combat sits in an awkward middle ground between tactical and action that never fully commits to either. The highs are impressive, but you’ll wade through a lot of filler to reach them. It’s a good game that could have been a great one with half the map and twice the focus.