![]() ![]() ![]() The cinematics are of a notably lower quality than those in the base game or Jaws of Hakkon, and if you stick to the critical path then you'll have seen the entire thing off in three hours. The plot is held together by two new characters, dwarven scholar Valta and Legion of the Dead commander Renn, who are likeable but whose journeys are familiar and brief. Those who arent cast iron sons (or daughters) of bitches either become cast iron SOBs very quickly or die very quickly to be replaced by new people who go through the same process. But this is otherwise a story-light expansion, with only a handful of quips recorded for each of your companions. The Legion of the Dead is entirely disposable, so they are thrown into hell after hell after hell. I'm one of those people and I'm glad I played it for that reason. ![]() The secrets lying at the end of The Descent will be of interest to hardcore Dragon Age lore fans, fleshing out another aspect of the series' esoteric but well-conceived fiction. ![]() That mystery is not, as PC Gamer's Phil Savage suggested, "why are we still going to the Deep Roads." Nor is it "what lies beyond the Deep Roads" because the answer to that is "different caves, which are blue." The Descent marks Inquisition's most substantial foray into Thedas' squarest and most orange series of tunnels, luring you in deeper with the promise of loot and a mystery to solve. ![]()
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