Objects and clothing regularly move through each other, your allies’ artificial intelligence breaks down so that everyone starts jumping around on the furniture, and the dialogue wheel is constantly disappearing. These problems are exacerbated by a very glitchy camera, and in fact the whole game is infested with minor bugs. Although by default the camera pulls out to a more overhead view you still have to control it manually and not only does the sense of feedback to the fight become even less but it’s very easy to loose where everyone is once they start moving. Meanwhile, the tactical view is spoiled simply because it’s so hard to see what’s going on. You can give your computer-controlled allies some very simple rules to work under, such as when they should use a health potion or whether they attack or defend, but it’s nowhere near as involving as the similar system in Final Fantasy XII. (This also means that the four-player co-op option is intrinsically less interesting than the similar mode in Mass Effect 3, although you’d still rather have it than not.) As a result combat lacks bite, and while it looks like an action game you often wonder whether you wouldn’t just be better playing it turn-based. Manoeuvring around targets, particularly those with shields, is an element but the game occupies an awkward middle ground between Dark Souls style physicality and a purely tactical fight. You can take direct control of any of your active characters at any time, but your basic melee or magic attack is activated simply by keeping your finger on the right trigger. That includes the combat, which despite the reintroduction of the tactical view is one of the game’s weakest elements. This slow upping of the stakes is one of the game’s best tricks, but at its heart Inquisition is still a third person action adventure that plays very much in the traditional BioWare style. In the first few hours of the game you’re setting up a couple of field tents to resupply yourself with potions, but by the end of it you’re conquering huge forts and filling them with soldiers. Before long you’re seizing control of land, organising diplomats and spies, and dictating the fate of prisoners of war. But while this starts off as a standard amnesiac ‘chosen one’ style adventure, it’s not long until the inquisition of the title is set-up and you slowly segue from closing small rifts on your own to taking control of a war effort that affects the whole world.