InYou can't expect an open world, but rather individual areas that are no longer quite as spacious, but rather a little more narrow than in the predecessor. Nevertheless, you can return to most areas at any time and spend a lot of time exploring there.
It's also worth it, because you'll find chests with useful equipment as well as new side missions or small scraps of lore in the form of notes everywhere. However, some areas can only be accessed through the special skills of certain companions and the game has a cool quality of life feature.
This Quality of Life feature saves you time
You only recruit the seven companions who support you in The Veilguard in the course of the main story. And even if you have everyone gathered in the hub area, you can only take two with you on your adventures at a time.
However, some areas can only be reached thanks to the special skills of a Companion. For example, thanks to her knowledge of Old Elf technology, Bellara can use devices to open blocked passages. Taash uses his fire breath to explode certain objects or simply blow away barricades.
But what if you don't have the relevant person with you?This is exactly where the intended feature comes into play: you can use the special skills of the companions even when they are not there. In the lore, this is justified by a special item that you receive during the course of the action.
You then simply use this in the appropriate place, for example if you need to use Old Elf technology to progress but Bellara is waiting in the hub.
The blocked areas are therefore only inaccessible to you as long as you have not yet met the appropriate characters. Once they have joined your team, you can join them at any time.
That wasn't the case in the previous Inquisition
This didn't exist in the previous Inquisition, but the whole system worked a little differently. There were barriers here that only a certain class could break through. For example, warriors have already been able to tear down fragile stone walls.
The party also consisted of four people. So in theory you could easily have a figure of each class with you at any time. However, if, like me, you chose the most exciting banter and then had a team of two magicians and two villains with you, you wouldn't get any further on the corresponding walls.
You then had to travel back to camp to take a warrior with you.
Do you also find this new feature practical or would you have liked to have a limitation here?