The battle system: Action vs tactics
I was hoping that this Dragon Age clever planning against the brilliant action moves to the forefront. And at first glance, seems to speak to both camps. You can decide whether you actively fighting in shoulder perspective: Then one moves in real time slashing, shooting or searing through the battle, during the battle rages around you with considerable lightning and smoke, with arcane incantations and small earthquakes. Looks good and you can at any time take on the role of the other heroes, perhaps to try a Giant Axe or a fire stick instead of two daggers.
But this feels for fans of hot spots close combat at all to automated and hectic. Situational voltage across counterattack timing or sign Firecracker? None. You just have to keep à la Diablo the button pressed to very fast easy to land hits, so depending on the "damage per second" weapon cause - as an archer you fire a machine gun from a quasi always full quiver from. Just wanted to dodge and go attack spells. So close to the shooter the feel of Dragon Age has never been.
After all, the simple continuous fire of the Quartet enough time from many normal, but not against all enemies: The claim against monstrous demons from the cracks or even hissing dragon arises in that one, either quickly connect to supportive magicians hats or vulnerable areas of the body giant lizards It must target individually. Then dissolving the protective, restorative or erupting special maneuvers in time and in damage-enhancing combination after they are active again. Over time, fills a bar with colorful icons - this is known as well from many online role-playing games such as the display of the danger of the enemy in yellow or red.
And what do the three other heroes of the group? Is helpful to be similar to Mass Effect can previously set the automatic actions of the combatants, so that you can exclude micro-management during ongoing action theory: When should who einschmeißen a healing potion? When should what spells or abilities are used? What special moves are even available? All this can be defined theoretically for each character. Only one does not work: you can choose any weapon set, so can not actually take up daggers during the fight from the bow - very annoying! Ever makes collecting and equipping of weapons due to the sterile menus not much humor. And since we are on the subject of tactics.
Neither one thing nor
How Dragon Age plays, if you prefer not brilliant action, but primarily the clever planning? First, the Soothing: Yes, you can always pause and give each character both movement and action commands. And now all the Annoying: An overview from the elevated perspective is a joke. We see hardly anything, because you can zoom out so little. How can one plan, without having to constantly switch between views? In addition, the clear group commands such as "position hold" will eventually completely ignored: Since you want alone and invisible in a spider cave, posted the rest farther out, but are suddenly colleagues something in the middle of the cave by command - wiped out and be. Such command disrespect are completely annoying.
In practice tactical fine-tuning is anyway only very rarely necessary. There are also no healing spells, for which one would have to organize special protection and good timing in the magic sequence or the positioning of the characters. Everything focuses on the explosive offensive. For all those companions share yes a stock that is initially at eight healing potions. And always, when someone is nearing death, one pauses and throws it - done. If someone dies? Revive simple way and at your fingertips! If you move alone from the death zone, the companions jumbled way, reborn from the sky. As there is drama or fear for the group arise? Sometime you take while also exploring all the little troop marauding not really seriously, because you usually done without tactics by the book in real-time. Therefore, these small battles nerves sometime even if you have an area seemingly adjusted and again unravels same battle routines after a short trip to the same place.
One can hardly exploit the terrain, because there is too little physical interactions destructible objects and no active coverage points. This is just the arsenal of ranged magic, projectiles and grenades would have offered for it! After all, the physics blocked very nice all stories on rocks or walls - you can not just hunt through what. Of course you can also block bottlenecks and also benefited in part from the height. But most enemies can be successively pull out from its coverage by being anpiekst once. If you still want to do more damage from the top, you have to activate abilities of the character the way first.
So: The battles can entertain only limited, if demonic enemies with immunities or arcane support and huge creatures demanding at least basic planning. Before the fight, it is then to pause and fly with the camera to the enemy in order to study their resistance to Fire, Ice & Co as well as make their mage locate. Then back to the native group, backwards warrior forward, own mage and archer - run, that's it. Only if you close cracks, you must firstly coordinate against several waves and on the other note, you can weaken the plan itself, by fixing its center and focus the hero with its billowing green hand on it.
The only tactic is like Mass Effect on combinations of character abilities into play, which can provide devastating damage: Mage freezes the enemy Schütze poisoned him and the assassin still attacked him from behind - ouch! And the only Motivating: There are dozens of these double, triple or quadruple combinations that invite experimentation and studying the unlockable skills. No later than on the third of four levels of difficulty to get combos without hardly. The bottom line here is more demanding than in Dragon Age 2, but the combat system but neither one thing nor for tactician for real-time fighters. Who wants to act really classic and in peace with each command will be disappointed by the camera perspective and the limited possibilities.