Dragon Age: Inquisition In Motion | Rock, Paper, Shotgun
Dragon Age: Inquisition preview shows combat and consequences | Ars Technica
Dragon Age: Inquisition In Motion
By Jim Rossignol on September 1st, 2013 at 7:21 pm.
UPDATED: Tactical view filmed off screen at PAX added below.
Nothing of the much-touted tactical view, sadly, but it does look rather slick.
Take a look, below. And then perhaps join the discussion over in John’s article from the reveal of the game in London last week.
Frostbite engine looking pretty capable, there. And I do like a fiery sword.
All that said, I think The Witcher 3 is going to take some beating.
Dragon Age: Inquisition's secret base camp replacement will make you "freak out" • News • Eurogamer.net
Dragon Age: Inquisition preview shows combat and consequences
Bioware's next fantasy epic focuses on dilemmas and weightier battles.
by Kyle Orland - Sep 1, 2013 2:00 am UTC
If there's one thing that comes through in the first public demonstration of BioWare's Dragon Age: Inquisition, it's that the company is eager to get back on track after the somewhat ill-received changes found in 2011's Dragon Age II. The new title, set for release late next year, is all about being a force for change in an expansive world that's churning around you, leaving behind a more insular focus on the internal dynamics of a few characters.
"We're trying to stay true to one of the original goals of the franchise, which is to be about a place, about a time," the creators said. "It's not about a single story, it's not about a single character."
That place and time in Inquisition are what the creators are calling a "world out of balance," where a cataclysmic event has opened giant rifts between dimensions, brought the dead back to life, and generally caused too much chaos to be just a coincidence. Both the mages and the Templars have the power to fix this problem, but they're too focused on a hopelessly deadlocked war to settle their differences and address the larger problem.
That's where the Inquisition, an ancient institution dedicated to rooting out corruption from outside of any church or established order, comes in. The new game is as much about building up this now-resurgent organization as it is about building up your characters, the creators said, gaining the trust of the people and the ability to wield more organizational power as you go.
The key to this system of influence is a series of keeps placed throughout the world, each of which lets you extend your control over the nearby area. You can capture them indirectly—say by poisoning the water supply or using signal fires to draw out the keeps' forces—or through direct attacks. Once you have control, you can tailor the keeps to a few different styles, deciding whether to focus on espionage, military strength, or commerce, for instance. You'll also be able to send out inquisition agents, who can unlock new projects and abilities in the area.
A game of dilemmas
These are actually some of the less important choices that the creators are trying to make the focus of Inquisition. "What we're trying to bring back for Dragon Age: Inquisition is the concept of dilemma... when you're faced with a choice, it means you know what's going to happen, you understand the consequences, but the differences between those consequences make it hard to pick between those choices."
These kinds of choices are reserved for massive, epic-level events. You might have to decide whether to allow a king to die when his rival is offering you more power, for instance. "It's a place where people make bad decisions for good reasons. We don't have mustache-twirling villains. … while you might not agree with the reasons someone does something, you should at least understand."
It all sounds a bit more advanced than the simple paragon/renegade type of dichotomy found in most Bioware games. The familiar wheel-shaped dialogue choice system has been modified this time around, as well, to provide a direct hint as to precisely what will happen if you choose a certain response. That change makes sure that "you never pick 'To heck with you!' and end up slaughtering the guy's entire village," for instance. While this feature can be turned off, even when it's on the creators stress that the game will only warn you about your direct actions, and not their potential unforeseen consequences.
And those consequences can be dire. Not only will decisions you make in Inquisition sometimes unlock new content and quests, but choosing certain options can actually cut off certain lines of content, making them inaccessible in the future. If you choose not to defend a keep that's under attack, for instance, you may come back to it later to find the stronghold burned to the ground, along with all the content it would have contained at that point.
The ways you project this kind of influence on the world will often be less explicit than it has been in previous Dragon Age games as well, the creators say. For instance, if you come across an abandoned boat controlled by the Inquisition's enemies, you're free to set it on fire (provided you have the appropriate potion or magic spell). But the game isn't going to just pop up with a prompt suggesting that you take up some beneficial pyromancy. "The idea of pressing A to do everything is something we're trying to avoid."
Bye bye health regeneration
Any changes to the story and consequence systems seem minor compared to the alterations Bioware is making to combat in Inquisition. This time around, your characters' health will no longer recover automatically after every fight, which means you'll have to plan ahead for an entire adventure's worth of battles at a time, and make much more careful use of your limited potion space than in previous games. "Getting away [from a battle] with one guy with a sliver of health is not going to leave you in a very good place," the creators said.
Enemies in Inquisition no longer automatically level up alongside your character, either. That means if and when you come back to an earlier area, you'll find the foes there will be much easier to defeat than they were the first time through. It also means, however, that you might run in to pockets of enemies in certain spots that you are just ill-equipped to handle at that point in time, forcing you to hold off until you've improved your party a bit.
Luckily, combat doesn't start as soon as you're spotted, giving you a bit of time to prepare for fight or flight. It also gives you time to pause the action and switch into an overhead tactical view (which will now be in all versions of the game, not just the PC edition). Here you can issue orders and position your party for maximum effect, rather than relying on your real-time reflexes. It's now a bit easier to stay in this view as you issue your orders and let them play out, as well.
Of course, the creators are emphasizing the ability to play battles out in a number of ways. Depending on your party's strengths, you can go in strong with armor busting force, or play more tactically, cutting the opposing forces in half with a wall of ice, for instance. In one particularly thrilling battle demonstration, a mage froze two guards, allowing a warrior to run past them and slice away at a weak brig support, bringing down the two troublesome archers perched atop the structure.
For all the tweaks and changes to the formula shown during the demo, the overall feeling I got was of a company trying to recapture to the melding of an epic, branching story with the tight, tactical combat that made the first Dragon Age game so refreshing. Inquisition is set to hit PC, Xbox 360, Xbox One, PlayStation 3 and PlayStation 4 late next year.
Dragon Age: Inquisition's secret base camp replacement will make you "freak out"
Plus, just how open are the open worlds?
By Wesley Yin-Poole Published Monday, 2 September 2013
Dragon Age: Inquisition doesn't have the base camp feature from previous games in the series - but BioWare has high hopes for its secret replacement.
In Dragon Age: Origins base camp acted as a hub from which you could chat with your party members, give them gifts and enchant your gear, among other things.
Inquisition doesn't have this because the game is structured differently, but watch this space, BioWare Edmonton producer Cameron Lee told Eurogamer.
"You could use the Keeps in a similar fashion to that [the base camps]," Lee said. "It's one of those places where you can restock equipment, but it's not a replacement for the camp system.
"We have something else in mind for that, which is a lot more grandiose than even the Keep system. We'll get into that later on. I think people are going to freak out!"
Structurally, Dragon Age: Inquisition is made up of a series of huge levels linked together. This isn't the same approach as, say, Bethesda Game Studios' Skyrim, which presents a gargantuan open world players can explore from the get go, but BioWare insists Inquisition's levels are massive, which is why it's introduced mounts. Indeed one medium sized level shown off at a recent preview event in London is larger than all of Origins and Dragon Age 2 combined.
"We're still working on the specifics of how you move between the levels," Lee explained.
"What we definitely won't do is lots and lots of fast travel everywhere. We don't want people to just to be able to teleport wherever they want to teleport, but you will be able to travel between it.
"We'll get into more of that at a later date, but one thing to think about with this is that when you look at the map of what we've got and where we place down these big open worlds, there's so much space and context around being in that world.
"There's an overarching conflict and a narrative that runs through it, and we place down into each of those big open worlds similar conflicts and narratives. So even though you're moving through these different open worlds you're still seeing the same context of the events that are taking shape.
"The reactivity between these different areas is connected and strong, so you don't feel like you're moving from one planet to another planet. It's all still connected. But the specific travelling mechanism, yeah, we'll talk about that a little bit later. But we do want people to be able to fill in that space a little bit."
BioWare has also tweaked slightly how you'll interact with party members. In previous games, an approval system allowed you to improve or damage your relationship with individuals through your actions, choices and the gift system.
With Inquisition, BioWare's goal is to create a "more natural experience".
"The approval system from the previous games was very binary," Lee said. "You'd give someone a gift and get plus five approval. It's not like that any more. It's more natural and fluid.
"Previous games also locked content out based on approval ratings between you and your followers. We want to let people go on these quests and have these experiences with the party members you've made a relationship with, but things will play out a little bit differently depending on your current relationship status with them.
"It's more of a natural experience. Otherwise it's like, okay, I've got enough favour with this person, I can go and do the quest and I only get one outcome from it. It's more complex now."
As for the romance system, BioWare is keeping its cards close to its chest, promising to reveal more later.
"It's such a big thing in BioWare games and romance is really important for a lot of players," Lee said. "It's not why we make the games, but it's certainly been a part of the experience people have, so we want to make sure we do it right."
Última edición por Serpiente_Plyskeen; 02-sep-2013 a las 14:23