Pyre. The long-term goal is to get you and your boys out of fantasy australia, but there are complications along the way. Namely, who gets their freedom, and who doesn’t? Are you really going to let your goofy dog buddy go when he’s your best party member? Will you throw the match and let one of your favorite rivals win their freedom instead? Wouldnt it be really funny to let the little goblin loose back in civilization instead of someone who actually wants to go back home to their families? These are the tough questions Pyre asks of you, and they go places.
Coaltown needs more commuters, that smog isnt going to make itself. Agrarville needs more land for crops, which sucks for all of the residents who i think i’ll drop a natural disaster on top of. Industopia needs more cashflow for a harbor, and the city planning advisor will never shut up about adding more rail and road connections.
Im glad I stuck around, kind of got a bit of RPG fatigue at the Sweetheart section. The gameplay was fine, i just kind of didnt have anymore RPG juice left in me and the RPG kept coming. Everything after Deeper Well was well worth the persistance though, and hoo boy the ending sequence came at me personally with a knife. Good game.
The only thing I can remember from inquisition is trudging through some high level desert looking for high level rocks (which very blatantly cut their drop rate from earlier zones) so that I could make an armor and weapon that still sucked and looked like pajamas.