Wednesday 7 May 2014

News for Dragon Age:Inquisition


With more and more details being revealed, a couple new trailers, and now a release date, the hype for Dragon Age: Inquisition is at an all-time high.

Living in the shadow of one of the greatest RPG series ever made is both a blessing and a curse. BioWare’s masterpiece has cemented the studio as one of the top dogs with its blend of adrenaline pumping action, cause and effect morality choices and truly epic story telling. However, as proved with Dragon Age II, not everything from Mass Effect is transferrable. It seems you can’t just give Shepard a broadsword and call him “Knight-Commander Shepard”. 

There was a lot of negativity towards Dragon Age II, mainly referring to repetitive dungeon levels and the limited character creation of the original, Dragon Age: Origins. Have no fear however, it seems as though BioWare has been listening. The studio made a big deal of traipsing through all the Dragon Age II feedback and using it as a source for the design of Inquisition, and has significant changes in store to ground the game back to its roots. “We’re missing our top-down tactical mode we had in Origins, so lets do it. But saying that, you take that feedback and you want to look between the lines a little bit, and also combine that with where you want to take the franchise, so it kind of gets a bit of a spin”, explains producer Cameron Lee

The most obvious change to Inquisition is its return to a wider range of character creation options that were available in Origins. The transition to a named, voiced human character was not a popular one. Inquisition will therefore revert to allowing players the option of multiple race choices, including Human, Elf and Dwarf. Players will also get to choose between the standard fantasy classes (Warrior, Mage, Rouge), as well as new unlockable sub classes. Warriors may choose between Champion, Templar and Reaver, Mages have the option of choosing between Rift Mage, Necromancer and Knight Enchanter, whereas Rouges pick between Assassin, Artificer or Tempest.

Being able to customise your character is important to the spirit of Inquisition believes Lee. He states that “One of the principles that we’re working towards is that Dragon Age: Inquisition is your game – we want you to be able to create the character you want to create, which is why races are there as well, why you can customise the way you look, the way your followers look, crafting is more complex than any BioWare game we’ve done before”.

This principle of players playing “their game” is not only reflected in characters, but the world around them. The most exciting change being implemented is the shift from sandbox to an open world environment. Players are now free to explore Thedas in whichever way they see fit. It’s no secret that the developers have designed Inquisition as a ‘Skyrim Killer’ and have extensively researched the environment of Bethesda’s epic adventure. Where Inquisition differs however is that players can physically alter the world around them both knowing and unknowingly. This is where BioWare is in its element, decision making. Mass Effect veterans will know that every action has a consequence in a BioWare game. Saving a life in Mass Effect may spare a life in Mass Effect 3, whereas aiding a human fleet may brand you as xenophobic for the entirety of the series.

Inquisition expands upon the typical paragon and renegade dialogue choices to achieve change to the world around you. Instead the world is fluid and constantly in flux. If a player finds his or herself gallivanting past a village under attack by bandits, they have no obligation to assist the townsfolk and doing so will not affect the main storyline, however if they allow the village to be destroyed then it may disappear from the world forever. Lee explains the mechanics of the world as “based on an emergent system that adjusts what you’ll encounter based on how your actions tip the balance in the area. You’ll see towns attacked by bandits, deer fleeing from wolves, giant’s feeding on bears, and countless other scenarios”. It’s as if BioWare are fulfilling all the promises of Peter Molyneux.

Areas announced for Inquisition include a return to Ferelden as well as the French inspired land of Orlais, of which includes The Dales, a mass elven graveyard in memory of the fallen Elves. To gain an idea of the size of the map, it’s claimed that one area of Inquisition is larger than every area of Dragon Age II combined.

With such a large transition from Dragon Age II, BioWare certainly has a tall order ahead of them. That being said, the attention to fan feedback is truly touching and Inquisition appears to keep true to what makes a great BioWare game. A vivid world to explore filled with a rich backstory, and simply unmatched storytelling.