
Dragon Age™ Inquisition
Eighty-plus hours of Thedas politics, dragon hunting, and nine fully-written companions who will absolutely derail your plans - the GOTY edition is the only sensible way to play before The Veilguard rewrites everything.
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I have a complicated relationship with the Hinterlands, and anyone who has touched this game knows exactly what I mean. Dragon Age Inquisition is the kind of RPG that opens with a sky-splitting demonic breach, hands you the fate of an entire continent, and then immediately asks you to go collect ten elfroot bundles for a side quest that contributes nothing to the narrative. That tension - between a genuinely gripping political drama and a bloated open-world checklist - defines the whole experience, and knowing it upfront will save your sanity. At its best, Inquisition is extraordinary. The War Table at Skyhold is one of the more satisfying organizational systems BioWare has ever designed: you dispatch advisors Cullen, Josephine, and Leliana on parallel missions that shape Inquisition influence, unlock new regions, and carry real political consequence depending on which path you choose. The companion roster - nine characters including the morally prickly Solas, the blustering Iron Bull, and the perpetually exhausted Dorian - is deep enough that you will still be finding new approval-flagged dialogue past the forty-hour mark. Romance options are meaningful rather than transactional, and a handful of companion arcs land with genuine emotional weight. The Trespasser DLC, included in this edition alongside Jaws of Hakkon and The Descent, functions as a proper epilogue that recontextualises the entire main game and plants seeds that carry forward into the wider series lore. Combat sits in an awkward middle ground. The default action mode flows well enough for casual play - swapping between your four party members, chaining abilities, watching a Knight-Enchanter melt everything in sight. But the real depth is in the tactical pause-and-play view, which lets you issue precise orders from overhead and coordinate crowd control, flanking, and focus-dump abilities the way the game clearly wants you to on Nightmare difficulty. Build variety holds up: Assassin Rogues play nothing like Artificers, and a well-specced Rift Mage can feel borderline broken in the most satisfying way. The crafting system, often overlooked, is quietly one of the better gear-customisation loops in the series. The padding is the honest problem. The Hinterlands alone could swallow fifteen hours if you let it, and most of those hours are radiant-style fetch work that BioWare dressed up with quest markers. Several of the open zones - particularly the Exalted Plains - drag badly, stuffed with war-table fodder masquerading as content. The main story arc also takes around ten hours to find its feet; the setup is muddled, and your character feels like a plot device rather than a person until the party dynamics start doing their work. Players coming from Dragon Age Origins expecting the tight, city-focused drama of Denerim will need patience. For RPG players willing to push through the early grind and ration their side-quest appetite, the payoff is real. The political intrigue surrounding the mage-templar war, the Orlesian court sequence (one of the better single missions in BioWare's catalogue), and the DLC content together make this a lore-rich package that rewards the curious. As a contextual entry before The Veilguard, it is close to essential - Trespasser alone changes how that game's opening reads. Just leave the Hinterlands before you lose a week.

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- Processor
- AMD Quad core @ 2.5 GHz/Intel Quad core @ 2.0 GHz
- Memory
- 4 GB RAM
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- AMD Radeon HD 4870/Nvidia GeForce 8800…
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- AMD Six core @ 3.2 GHz/ix core @ 3.2 GHz Processor (Intel): Quad core @ 3.0 GHz
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- 8 GB RAM
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Información del juego
- Desarrolladora
- BioWare
- Distribuidora
- Electronic Arts
- Fecha de lanzamiento
- 4 jun 2020
- Clasificación por edad
- PEGI 18


