Dragon Age: Inquisitionis a fantasy game.
That word—fantasy—is a sort of shorthand, with a bunch of connotations.
The word suggests to us that this game has dragons, and elves, and magic.

There will be knights, monsters, and probably an evil witch or two.
But “fantasy,” the word, means so much more than that.
Above all, I wish I had more time.
It has time forus.
Finally, the world will be what we want it to be.
Finally, we’ll have the time to get everything right.
You’ll recruit a group of helpful companions, who you’ll befriend over the course of the story.
So, you know.
It’s a role-playing game.
But, generally speaking,Inquisitionhas arrived with something to prove.
That it acquits itself so thoroughly and with such humorous specificity is welcome news.
And all your friends are there, too.
Justinia is killed, along with all of the templar and mage leaders.
Things in Thedas have quickly gone from bad to much, much worse.
Standing in the middle of it all is the explosion’s sole survivor: You.
(Remember when I said it was a role-playing game?
It sure is one.)
The story builds and then spirals outward from there.
Cue the rest of the game.
“Oh, okay, so this is what we’re doing?
ForInquisition, however, the drawn-out introduction was an asset.
Once you’re in the midst of the second act,Inquisitionconjures a rare feeling of endlessness.
Most importantly, things rarely repeat, and most every location is unique.
Here’s a good example: I arrived at a desert oasis and began to explore.
It looked like there were some ruins located down in a rocky valley in front of me.
Behind me, there was rolling sand, as far as the eye could see.
Oh look, a castle.
I wonder if I can go explore it.
(I can.)
Of course, therearewalls around each of the open maps.
The game isn’t infinite.
You make a note to head there, then go into to the war room in your home base.
Some missions only take a few minutes to complete, while others will take 16 or more hours.
Initially, the real-time aspect of the war-room assignments set off some warning bells.
Best of all, you’re able to name any new weapon or armor that you’ve crafted.
Your home base is a vast, sprawling compound filled with winding passageways and hidden secrets.
At first, merely locating each of your followers is a challenge.
Eventually, you wrap things up.
All that, and you haven’t cast a single spell.
The upshot is a world that feels substantially more open and alive than any past BioWare game.
Or, you may come across a broken bridge in the field.
Return home, and the bard at your base’s tavern will be singing the song you found.
The more music you find, the more her repertoire expands.
Dragon Age: Inquisitionwaits for you.
In my real life, I’mneverable to do all the things I want to do.
ShouldDragon Age: Inquisitionreally be more like real life?
I submit that it should not.
The clock is ticking, and there are decisions to be made.
Hurry up, commander.
Inquisitiondeliberately rejects that sort of challenge in favor of a more forgiving approach.
This game does not challenge your palate; it’s comfort food, and that’s perfectly okay.
Combat inInquisitionrepresents a near-precise middle ground between the arguably over-complex battles ofOriginsand the arguably under-complex battles ofDragon Age 2.
It’s surprising just how much that one change affects the pace of combat inInquisition.
That’s how I played most of the game, and I found it to be plenty enjoyable.
That said, I haven’t seen every possible option.
The more you talk with them, the more they’ll have to say.
Certain events in the story will cause them to open up further.
Eventually, you’ll be able to head out on special adventures to help them.
In the party selection screen, each character is represented by an illustrated, tarot-like card.
Most every character inInquisitionis a flawed individual, trying their best to overcome their shortcomings and do better.
Faith has always played an important role in theDragon Ageuniverse.
Through no real doing of your own, you’re the second coming.
Throughout the story, you’re repeatedly asked what you make of your new status as spiritual leader.
Do you embrace it?
Do you express doubt?
People would believe that you have been chosen regardless of what really happened.
Is it better to let them go on believing?
Games like this rarely have themes beyond the hoary old"What would you sacrifice to save the world?
“bit, so it’s refreshing to seeInquisitionwrestle with those sorts of bigger questions.
You are free to explore, to travel, to discuss, to ruminate.
The game may lack rigorous simulation and challenging logistical quandaries, but it doesn’t really matter.
It succeeds nonetheless, thanks to its joyful generosity of spirit.
That we will be able to make time and space for everything and everyone that matters to us.
That even a world as vast as our own can be saved, if we only work together.