Dragon age inquisition patch 11 download Archives

Dragon age inquisition patch 11 download Archives

dragon age inquisition patch 11 download Archives

dragon age inquisition patch 11 download Archives

Dragon Age: Inquisition

Dragon Age: Inquisition is an action role-playing video game developed by BioWare and published by Electronic Arts. The third major game in the Dragon Age franchise, Dragon Age: Inquisition is the sequel to Dragon Age: Origins and Dragon Age II. The game was released worldwide in November for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox , and Xbox One.

The story of Dragon Age: Inquisition follows a player character known as the Inquisitor on a journey to settle the civil unrest in the continent of Thedas and close a mysterious tear in the sky called the "Breach", which is unleashing dangerous demons upon the world. The Inquisitor is viewed by some as the 'chosen one', as they have a 'Mark' on their hand capable of closing the Breach. The Inquisitor assembles the titular Inquisition in an attempt to stop Corypheus, an ancient darkspawn, who opened the Breach in the course of his attempt to conquer Thedas and achieve godhood.

Gameplay of Dragon Age: Inquisition is similar to its predecessors and mostly consists of elements found in a typical action role-playing game; players control their customized Inquisitor, and the companions they meet. They can defeat enemies with swords and magic, complete side quests, interact with non-playable characters, and progress through the main story. Players mainly control their protagonists in a third-person view, though a traditional role-playing game top down camera angle is also available.

After the release of Dragon Age II, the Dragon Age series was seen by some as a series with an "identity crisis". As a result, Bioware sought to create a third Dragon Age game that combined the elements of the first two. Having begun development in , the game was officially announced at the Electronic Entertainment Expo. The game's soundtrack was primarily composed by Trevor Morris, who replaced Inon Zur, the composer of the Dragon Age: Origins and Dragon Age II soundtracks. Several downloadable content expansion packs were also released.

Dragon Age: Inquisition received critical acclaim upon release, with critics praising its story, voice acting, soundtrack, detailed environments, and engaging combat. The game did receive some criticism for the presence of technical issues. It was awarded over year-end accolades and nominated for more, including Game of the Year and Best Role-playing awards from several gaming publications.

Gameplay[edit]

Dragon Age: Inquisition is an action role-playing game similar to its predecessors. At the beginning of the game, the player chooses a race for their player character: human, dwarf, elf, and Qunari, a playable race for the first time in the series.[5] Players customize the Inquisitor's physical appearance, and gender, among other things.[6] Players choose from three classes, warrior, mage, and rogue, and can specialize their character, which grant them specific abilities.[7] The character would later evolve to become the Inquisitor, who makes choices and decisions that affect and change the game's world state. Unlike Dragon Age II, players do not have the ability to import their save files from the first two games into Dragon Age: Inquisition "to shore up world consistency".[8] Instead, Bioware released a cloud-based online interactive story creator called Dragon Age Keep, which is narrated by Varric Tethras. Players can detail the major plots of the previous two Dragon Age games to provide this level of customization without requiring replay of the initial games.[9]

Inquisition is primarily set in the nations of Ferelden and Orlais on the continent of Thedas, the game's world. Other regions such as Nevarra and the Free Marches are explored in text-based war table missions. Through the war table, players unlock locations, receive rewards, gain influence and/or progress the story. As the Inquisitor, players influence how to deploy agents and troops of the Inquisition to complete various operations through their primary advisers, which influences the rewards and time requirements of the effort undertaken.[10] In addition, they can "judge" certain people on their actions and decide their fate.[11][12] The game has a semi open world structure, as the world is broken up into several sections, which can be freely explored by players.[13] Despite that, BioWare claimed that one of the levels featured in Inquisition is larger than the entire game of Dragon Age II.[14] In addition, each region features different environments like deserts, swamps, and mountains.[15] In order to allow players to navigate the game's world faster, mounts, which are creatures that can be ridden by players, are introduced.[16]

Combat in Inquisition focuses on the player's ability to prepare, position, and form a cohesive team with their party members.[17]Inquisition features two forms of combat systems.[18] The first is reminiscent of that which is found in most action role-playing games, including Dragon Age II. During combat, players can switch to control other party members, while artificial intelligence will take control of the Inquisitor and other members in the party.[19] This system is action-oriented and follows the player in a typical over-the-shoulder third person style. The second is closer to that of classic role-playing games, including Dragon Age: Origins.[20] This combat system allows players to pause the game, assign locations and orders to the party members and then resume the game to see it played out.[21] During the use of this second more strategic combat system, the camera will be closer to that of a top down view, instead of the usual over-the-shoulder third person style of the action based combat system. This combat system is named Tactical View and allows for the placing of traps while the game is paused.[22] The Inquisitor also has the ability to close and manipulate Fade rifts, which can incapacitate nearby enemies.[23]

The various regions that make up the game world do not scale in level. They have a fixed level, which means players can be either too weak or strong for the enemies found in that region.[24] Capturing keeps or forts help players gain influence in areas of the world.[25] This is achieved by defeating the occupants of the keep or fort or establishing camps, which are used to provide fast travel and resupply points. Operations can be discovered and conducted through the war table to repair various structures and pathways, such as bridges or collapsed caves, which unlocks previously unreachable locations and side quests.[26]

Customization is significantly overhauled,[27] specifically by allowing equipment and other items to modify their appearance based on who it is equipped to. Depending upon which party member has received it, a piece of armour would automatically adjust its shape and aesthetics in order to fit that particular character while still maintaining their identity. Players can craft and customize armour or weapons using the materials they have collected; rarer materials give the particular weapon or armour piece better attributes.[28] Players can customize their keeps, such as rebuilding a garden as a Chantry church or a herb garden. These upgrades have minor effects on the Inquisitions espionage, commerce or military capabilities.[29][30]

The romance aspect of the game has been overhauled. As opposed to the previous gift and dialogue based system, romance arcs occur in reaction to story events and variables specific to each character and include sex scenes.[31][32] Additionally, not all romance arcs require sex. Josephine, for example does not have an explicit sex scene with the Inquisitor throughout the narrative.[33] Among the nine companions, who assist players in battle, and three advisers, eight of them can be romanced. Some of these party members would decide whether to fall in love with the Inquisitor based on their gender and race.[11][34]

Dragon Age: Inquisition also introduces multiplayer, which is described as a "dungeon crawling experience" by BioWare. The game features a co-operative multiplayer mode which tasks players to play as an Agent of the Inquisition.[35] Players had to play through levels, and to fight against increasingly difficult AI.[36] The mode can be played with three other players, or be completed solo.[35][37] At launch, the game features three multiplayer campaign and nine playable characters.[38] The mode is completely separated from the main campaign. As a result, the progress made by the player in the multiplayer mode would not carry to the campaign. Players can upgrade and craft items, and unlock new characters in the multiplayer mode. Since time is needed to unlock new characters, micro-transactions are featured. Players can purchase an in-game currency called Platinum to speed up the process of unlocking new characters.[39]

Synopsis[edit]

Setting[edit]

Dragon Age: Inquisition is set in the continent of Thedas, the fantasy world in which the two previous games are set. The game covers more geographic territory than its predecessors, with one map being described as four to five times the size of Ferelden, the setting of the first game in the series. The setting overhaul allows the players to go back and forth between Ferelden and Orlais.[17] Following the events described in Dragon Age II and the supplementary novel Dragon Age: Asunder, the Circle of Magi has gone rogue and the Templar Order seceded from the Chantry to wage their own war on the world's mages. Simultaneously, the tie-in novel for Inquisition, Dragon Age: The Masked Empire, explores the origins of a civil war which broke out in Orlais between the loyalists of the ruling Empress Celene and a powerful noble faction led by her cousin, Grand Duke Gaspard de Chalons. The area traversable in Inquisition is much larger than both Dragon Age: Origins and Dragon Age II, and is said to cover two countries and the land between. The countries are: Ferelden (setting of Dragon Age: Origins) and Orlais, with a land known as the Dales located within.[26]

Characters[edit]

Returning characters from the previous games include Cullen, Leliana, Cassandra Pentaghast and Varric, the latter two serving as party companions, the former two serving as the Inquisition's military commander and spymaster, respectively. New companions introduced include Solas, an elven apostate mage well-versed in the Fade and its spirit denizens; Blackwall, a lone Free Marcher Grey Warden; Sera, an elven thief and member of a secret society called the Friends of Red Jenny; Iron Bull, a Qunari warrior leading a mercenary company called the Bull's Chargers, and agent of the Ben-Hassrath; Vivienne, the official enchanter to the Imperial Court of Orlais; Dorian Pavus, a mage from the Tevinter Imperium; and Cole, a mysterious spirit who is first introduced in Asunder. Josephine Montilyet, an Antivan noblewoman and diplomat, serves as the Inquisition's ambassador.

Plot[edit]

A gameplay screenshot showing the player-controlled Inquisitor (middle) using their ability to manipulate Fade rifts. Also shown are the radial abilities menu on the bottom-right, party icons on the top-left, and a minimap of the level on the bottom-left.

In the year Dragon, the Mage-Templar war is temporarily halted by a Conclave near the village of Haven, where Divine Justinia V, leader of the Chantry, has orchestrated a peace conference. An explosion suddenly destroys the Conclave, killing Divine Justinia V and most of the senior Chantry clerics along with many mages and templars. The explosion creates a massive hole in the Veil — the magical boundary between the physical world and the Fade, the world of spirits and demons — referred to as the "Breach". The only survivor of the blast is the player character, who emerges with a mark on their hand capable of closing the rifts in the Veil that have sprung up in the Breach's wake, but who retains no memory of what happened. Witnesses claim the player character was ushered out of the Fade by a mysterious female figure, rumored to be the prophet Andraste, the historical Bride of the Maker — the monotheistic Chantry god — and the nominal founder of the religion.

After closing several rifts, the player character begins to be referred to as the "Herald of Andraste". With the Chantry effectively leaderless, Leliana and Cassandra Pentaghast invoke one of the Divine's last orders as her metaphorical Left and Right Hands to re-establish the Inquisition, an ancient order pre-dating the Chantry formed to defend against the dangers of magic and heretics, and position the Herald as the fledgling organization's figurehead. They are joined by Cullen as leader of the organization's military forces and Josephine Montilyet as the organization's chief diplomat, along with Varric Tethras, a dwarf and former companion of Hawke, and Solas, an elven mage well-versed on Fade rifts and spirits. They resolve to legitimize the Inquisition's authority with the Chantry's remaining clerics, close the Breach, and identify and defeat its creator. After recruiting either the rebel mages or the remnants of the Templar Order, the Herald succeeds in closing the Breach.

During a victory celebration, the village is attacked by an invading force is led by Corypheus, an ancient Tevinter magister turned darkspawn who was responsible for opening the Breach. Aided by a dragon which resembles an Archdemon, a corrupted Old God, Corypheus overcomes Haven's defences and forces the Inquisition to flee. Corypheus confronts the Herald and refers to the mark as "the Anchor", the means by which he aims to physically enter the Fade and claim the Maker's throne in the Black City to attain apotheosis for himself. He attempts to remove the Anchor with a magical elven orb, only to find it permanently attached to the Herald, who sets off an avalanche that buries Haven and decimates Corypheus's army. The Herald regroups with the other survivors, and the Inquisition is led by Solas to the abandoned fortress of Skyhold, located high in the mountains at the border between Ferelden and Orlais. The Herald becomes the Inquisitor, the undisputed leader of the Inquisition, and Skyhold becomes the Inquisition's new base of operations.

With the assistance of Hawke, the protagonist of Dragon Age II who fled Kirkwall prior to the events of Inquisition, the Inquisitor investigates the disappearance of the Grey Wardens and discovers that they were manipulated by Corypheus into raising a demon army. Hawke and the Inquisitor are assisted by a renegade Warden; depending on player choices, it could be either Alistair, Loghain Mac Tir, or Stroud. The Inquisitor reenters the Fade and regains memories of the Conclave, discovering that they were not in fact chosen by divine providence. They obtained the Anchor after stumbling onto a ritual being carried out on Divine Justinia V by enthralled Grey Wardens at Corypheus' direction and then coming into contact with the orb. The Inquisitor learns that the mysterious figure was the murdered Divine (or a benign spirit assuming the form of the Divine) rather than Andraste herself. Either the Grey Warden ally or Hawke gives their life to help the others escape the Fade, after which the Inquisitor must either exile or recruit the remaining Wardens.

The Inquisitor also attends a ball at the Winter Palace in an attempt to resolve the ongoing Orlesian civil war and gain the assistance of Orlesian forces. The Inquisitor's actions and choices influence who will occupy the Orlesian throne and may even result in the Empress' assassination. Afterwards, the Empress' arcane advisor, Morrigan, joins the Inquisition as an Imperial liaison. She directs the Inquisitor to the Temple of Mythal to stop Corypheus from obtaining an Eluvian, a powerful artifact which would enable him to physically enter the Fade. The Inquisitor witnesses Corypheus get seemingly destroyed by the temple's defenses, only for him to be reborn in the body of a nearby Grey Warden. Taking refuge inside the temple, either the Inquisitor or Morrigan gains the powers of the Well of Sorrows, located next to the temple's Eluvian. The party escapes Corypheus through the Eluvian, which is shattered shortly after a mysterious figure emerged from the Well to stop the magister from advancing through the artifact.

Mythal is later revealed to be Morrigan's mother, Flemeth, the Witch of the Wilds; whoever drinks from the Well of Sorrows is the recipient of wisdom from previous servants of Mythal, but also binds them to her will. In either case, voices from the Well reveal that Corypheus' dragon is the key to stopping him; it is a facsimile of an Archdemon which, if killed, would disrupt Corypheus' ability to leap into other bodies and leave him vulnerable. The Inquisitor then confronts Corypheus as he reopens the Breach and defeats him and his dragon, resealing the Breach permanently and hurling the darkspawn magister into the Fade, destroying his physical body and the orb in the process. A dismayed Solas departs the Inquisition and vanishes without a trace after recovering the destroyed orb.

An epilogue narrated by Morrigan details the outcomes of the Inquisitor's decisions, including the Mage-Templar war, the Grey Wardens, and the leadership of Orlais. The Inquisitor's choices also cause either Cassandra, Leliana, or Vivienne (if she was recruited into the Inquisition) to succeed Justinia V as "Divine Victoria". A post-credit scene shows Flemeth meeting with Solas, who is revealed to be Fen'Harel, the elven god of betrayal. Their conversation reveals that the orb rightfully belonged to Solas, who was too weak after millennia of slumber in the Fade, and he allowed it to fall into the hands of Corypheus, hoping to use the ancient darkspawn to unlock the orb. He misjudged Corypheus' ability to survive the orb's destructive power, which meant that he is indirectly responsible for the cataclysmic series of events which unfolded in Inquisition. Though remorseful for his actions, Solas deems that the elven people need him. He petrifies Flemeth and seemingly absorbs Mythal into himself.

Development[edit]

Technical designer Mark Wilson and narrative designer Kaelin Lavallee presenting on the game's "story and systems" at GDC

Developer BioWare was planning on fusing elements of both earlier games in the series, Dragon Age: Origins and Dragon Age II, into the creation of Dragon Age: Inquisition.[18] The game features larger environments with more opportunity for exploration.[40]Dragon Age: Inquisition was first informally announced on Twitter,[41] on May 19, , by BioWare's creative lead Alistair McNally.[41] The core idea for Dragon Age: Inquisition, namely that there would be an inquisition and the player character would be its leader, was originally intended to be the follow-up to Dragon Age: Origins.[42]

On March 19, , nearly two weeks after BioWare released Mass Effect 3, creative director Mike Laidlaw tweeted that BioWare was finished working on content for Dragon Age II. Executive producer Mark Darrah mentioned that BioWare originally had plans for an expansion pack, entitled "Exalted March", to mark the first anniversary of Dragon Age II but canceled it in favor of developing other opportunities for the series. Although Dragon Age: Inquisition was not officially announced by that stage, Darrah asked fans to give feedback on what they would like to see in future Dragon Age installments.[43]

Wedbush Securities analyst Michael Pachter speculated that Dragon Age: Inquisition would be released some time in The title was believed to be scheduled for release in the fourth quarter of , but Pachter suggested it had been delayed so BioWare and video game publisherElectronic Arts could fix problems and create new content for Star Wars: The Old Republic and Mass Effect 3.[44][45] However, many BioWare developers, such as Mary Kirby, claimed this was inaccurate, stating that "Dragon Age III's development will not be delayed by BioWare's other games."[46]

The game's development faced several challenges. Criticism of Dragon Age II added pressure to make the next game a success. The decision was made to switch from the Eclipse engine used in the first two series installments to Frostbite. Frostbite had been used to make Battlefield and other first-person shooters and did not have any of the required tools for an RPG, like save functions or inventory management systems. Consequently, the Dragon Age: Inquistion team had to build these features at the same time as they were creating the new game. Art director Matt Goldman said of development, "Basically we had to do new consoles, a new engine, new gameplay, build the hugest game that we've ever made, and build it to a higher standard than we ever did, with tools that don't exist."[42]

Ray Muzyka, BioWare's former CEO, said in an interview with pachasnack.com that Dragon Age: Inquisition would be influenced by more open world games, such as The Elder Scrolls V: Skyrim, which BioWare is "checking out aggressively".[47] The developers stated that they would no longer reuse environments, which was considered a main issue in Dragon Age II.[48]

On August 27, , BioWare announced that Dragon Age: Inquisition would have a four-player co-op mode that is separate from the single-player mode.[49]

Music[edit]

Trevor Morris replaced Inon Zur, the composer of Dragon Age: Origins and Dragon Age II to compose the soundtracks for Dragon Age: Inquisition. The change was due to the desire in presenting players a "new experience" yet keeping familiar themes for those who enjoyed the music in previous versions. The development of the music started earlier than the other aspects of the game.[50] The album was released digitally on November 17, , a day before the game's official release.

In addition to the original soundtrack, the game also featured 10 tavern songs initially, which were composed by Raney Shockne and performed by Elizaveta Khripounova and Nick Stoubis. One of the soundtrack, "I Am The One" was composed by Inon Zur.[51] The tavern songs, along with the song sheets were made free to download from January 26, to February 9, by BioWare due to massive fan demand.[52] The songs were later sold through various digital platforms, including Amazon and iTunes.[53][54] Khripounova and Stoubis reprised their roles as the vocalist and guitarist for the follow up, Dragon Age Inquisition: Songs of the Exalted Council; a set of five new tavern songs by Shockne made for the downloadable content package Trespasser. [55]

Marketing and release[edit]

In September , Mark Darrah, Dragon Age's executive producer, revealed in an open letter that Dragon Age III, titled Dragon Age III: Inquisition, was officially under development and had been since about eighteen months previous to the announcement.[56] At E3 , it was announced along with the trailer that the game would debut "Fall " and that the title would be Dragon Age: Inquisition, dropping the "III". Later in , it was confirmed that the PC was the lead development platform.[57]

On March 6, , BioWare released a trailer for Dragon Age: Inquisition entitled Discover the Dragon Age, showcasing some of the landscapes that can be explored while playing the game. On April 22, , BioWare released a trailer for Dragon Age: Inquisition featuring gameplay from the game and confirming an October 7, release date. On June 9, , at E3 , BioWare released a third trailer for Dragon Age: Inquisition, entitled Lead Them or Fall, revealing more elements of the game's storyline. On July 22, , BioWare pushed back the game's release date to November 18, BioWare confirmed on October 31, that Inquisition had declared gold, indicating it was being prepared for duplication and release.[58][59]

On November 13, , Electronic Arts announced that Xbox One owners can play the six-hour trial version of the game starting from the same day via EA Access.[60] On November 18, , Electronic Arts announced that there would not be an Indian version of the game in order to "avoid a breach of local content laws".[61] In July , Electronic Arts released a trial for the game, which allows players to play the game's single-player for free for six hours and gain "unlimited access" to the multiplayer portion of the game via Origin.[62]

A competition, called "Untold Relics of Thedas Contest" was launched by BioWare in July The competition tasks participants to design a new item, whose name, backstory and attributes can be changed. A Dragon Age prize packs will be given to the winner of the contest, and the item designed by the winner will be added to the game via a future content pack.[63]

Dragon Age: Inquisition was added to the vault of EA Access for the Xbox One on August 4, [64] The game's Game of the Year Edition was announced on September 22, The Edition features the base game bundled with all the previously released story-based downloadable content. (The Descent, Jaws of Hakkon and Trespasser) The edition also includes items from the Spoils of the Avvar, Spoils of the Qunari add-ons, and content from the Deluxe Edition. It was released on October 6, for Microsoft Windows, PlayStation 4 and Xbox One.[65]

Downloadable content[edit]

A variety of downloadable content packs for Dragon Age: Inquisition were released between December and September The content ranges from minor in-game item packs to more significant plot-related missions. One pack, Trespasser, is set two years after the defeat of Corypheus. The Inquisition returns to the Winter Palace to engage in talks with the leadership of Ferelden and Orlais regarding its future, where a Qunari plot to invade southern Thedas is subsequently discovered. It expands upon the game's original endings and provides epilogues explaining the fates of the Inquisitor's companions, advisors and other supporting characters.

On July 6, , Electronic Arts announced that future DLCs will not be released for PlayStation 3 and Xbox [66] As a result, a new feature that allows PlayStation 3 and Xbox players to import and transfer their saves to the PlayStation 4 and Xbox One was released on the same day.[67]

Of all the packs, Trespasser was the best-received. According to the review aggregator Metacritic, the Microsoft Windows version received "generally favorable reviews" from video game publications.[68]

Reception[edit]

Pre-release[edit]

Pre-release comments of Dragon Age: Inquisition were positive. Kotaku writer Jason Schreier had very good first impressions, noting the game's apparent ambition and BioWare's ability to listen to fans.[86]GamesRadar listed the game as their second best shown at PAX , commenting on its openness and combat.[87] John Walker of Rock, Paper, Shotgun was pleased to hear of the top-view camera coming back, though remained cautious; after playing the demo, he said he was "left optimistic, but uninformed".[88]Game Informer's Kimberley Wallace listed it as one of the most anticipated RPGs to be released in , saying "Dragon Age: Inquisition has a lot to prove after BioWare received plenty of feedback from disappointed fans about Dragon Age II. However, if our cover trip was any indication, BioWare is up for the challenge."[89]

Gamecritics writer Brad Gallaway gave a hands on preview and was less impressed stating "for me personally, this was not the kind of content I was hoping to see" and mentioning graphical issues, lack of interest in the characters and the amount of random quests given within a few short minutes.[90]

Post-release[edit]

Dragon Age: Inquisition received "generally favorable" reviews, according to review aggregatorMetacritic.[69][70][71]

Alexander Sliwinski from Joystiq gave the game a perfect score. He described the game as "an immense fantasy epic, a sprawling adventure across the many landscapes of Thedas, unapologetically mature in its exploration of politics and brazen in its combat, it is everything that a sequel to Dragon Age: Origins should have been." He also described the game as "the redemption song of the developer BioWare".[81] Adam Beck from Hardcore Gamer also awarded Inquisition a perfect score, saying that while "the artistic and visual fidelity help with immersion, it's the branching, player driven storyline and exquisitely layered combat system" that make the game special.[84] Philip Kollar from Polygon gave the game a / He praised the well-written characters, engrossing plot cliffhangers, tightly-connected story, as well as the combat system, as he described it as "a smart blend of the combat systems from Origins and Dragon Age 2 which makes those long stretches exploring the wilderness fun."[83] Joe Juba from Game Informer also gave the game a / He praised the detailed environments, character models and spell effects, excellent voice acting and soundtracks, responsive combat and high replay value, but criticizing the disappointing center story arc, lack of a storage chest [one was added in a later patch] and multiple weapons sets, as well as some minor crashes and audio bugs. However, he still stated that "With the mixture of open-world exploration, entertaining combat, and top-tier characters, the team at BioWare has found a winning formula that isn't shackled to either Dragon Age: Origins or Dragon Age II. Inquisition is not defined by the traditions it returns to, but by the new directions it forges for this magnificent fantasy universe."[76]

Phil Savage from PC Gamer praised the rich content, fulfilling, dramatic and memorable plot, as well as the tough yet world-shifting decisions made throughout the game. He criticized the slow animation for the rogue career, as well as the tactical view, which could be confusing when encountering multiple enemies. He stated that such small yet noticeable flaws made Inquisition imperfect.[82] Kevin VanOrd from GameSpot gave the game a 9/ He praised the wonderful cast of interesting and relatable characters, overarching narrative, diverse environments, as well as the fantastic balance between exploration, combat, story, and customization. Yet, he criticized the combat system, which required relatively less strategy.[77] Vince Ingenito from IGN gave the game an / He praised the substantial replay value from the multiplayer, as well as surprisingly huge, dense and detailed world. He criticized the weak and less compelling story, as well as numerous technical issues encountered. He described the game as "not only one of the most expansive RPGs I've ever played, but one of the few that successfully fills its gorgeous, massive world with meaningful things to do and see. A frustratingly vague plot and typical BioWare bugginess drag it down a bit, but both in combat and out, Inquisition marks a welcome return to the RPG depth that made Bioware's previous products Dragon Age: Origins and Star Wars: Knights of the Old Republic so magnetic."[80]

Both Bajo and Hex from Good Game gave the game 10/10, the only such score they handed out in Both hosts praised the game's writing, voice acting, graphics, and gameplay, with Hex saying that "the writing and voice acting is just excellent" and that "Those sword and board hits though Bajo! So rewarding! It's classic dungeon crawling combat isn't it?". Bajo praised the game's challenge, stating that "where the combat truly shines is when you're in trouble" as well as offering a minor criticism that "The crafting system is a little hard to get your head around".[91] They also awarded it "Game of the Year" in their annual Christmas special.[92]

Following the launch of the game, BioWare announced that it was working on patches to address fanbase concerns regarding the PC version including driver support, graphics, and interface.[93]

Sales[edit]

Dragon Age: Inquisition debuted at No. 5 in UK in its first launch week. According to retail monitor Chart-Track, it had sold almost the exact amount of launch week copies as 's Dragon Age II.[94] This does not take into account direct digital download sales however,[95] which have been noted to be a "significant percentage of sales" by BioWare[96] and thus the true number of sales is higher. According to Electronic Arts' fiscal third quarter earnings report, Dragon Age: Inquisition is the most successful launch in BioWare history based on units sold.[97]

Accolades[edit]

Dragon Age: Inquisition received numerous awards and nominations from gaming publications, including multiple Game of the Year awards.[98][99][][][] At the The Game Awards, Dragon Age: Inquisition won awards for "Best Role Playing Game of the Year" and "Game of The Year".[] At the 18th Annual D.I.C.E. Awards, Dragon Age: Inquisition won awards for "Game of the Year" and "Role-Playing/Massively Multiplayer Game of the Year".[] Other notable awards that the game received include Best RPG at the E3 Game Critics Awards and Game of the Year at the SXSW Gaming Awards.[][]

Sequel[edit]

The fourth main entry in the series is being developed as of Development of this game, code-named "Joplin", began in It was originally intended to be a smaller, more narrative-focused game set in the Tevinter Imperium region of the game's world.[] Problems with the development of Bioware's other games Mass Effect: Andromeda and Anthem led to repeated interruptions as "Joplin" staff was shifted to these games. In October , Bioware and its parent company EA cancelled "Joplin" altogether, reportedly because it did not provide for a "live service" component providing ongoing monetization opportunities. [] Development of Dragon Age 4 was restarted under the code-name "Morrison", this time with a live-service component and based on Anthem's code.[]

References[edit]

  1. ^Gaston, Martin (March 28, ). "Next Mass Effect and Dragon Age games using Frostbite 3". GameSpot. Retrieved March 28,
  2. ^Makuch, Eddie (June 10, ). "Dragon Age: Inquisition delayed a year". GameSpot. Retrieved August 13,
  3. ^Futter, Mike (April 22, ). "Dragon Age: Inquisition Release Date, Trailer, And Screenshots". GameInformer. Retrieved April 22,
  4. ^"Dragon Age Inquisition - Official Site". Retrieved August 21,
  5. ^Dawe, Matthew (September 3, ). "Dragon Age: Inquisition features Qunari as a playable race". pachasnack.com Retrieved September 10,
  6. ^Chalk, Andy (September 29, ). "Dragon Age: Inquisition gameplay stream shows off character creation". PC Gamer. Retrieved July 29,
  7. ^Gera, Emily (August 25, ). "BioWare is helping you plan your Dragon Age: Inquisition character with this class breakdown". Polygon. Retrieved July 29,
  8. ^Liebl, Lance (August 7, ). "Dragon Age Keep lets you customize a world, import it into Dragon Age Inquisition". GameZone. Retrieved August 29,
  9. ^Purchese, Robert (October 30, ). "Dragon Age Keep enters open beta". Game Informer. Retrieved July 29,
  10. ^Hamilton, Kirk (November 11, ). "11 Things You Should Know About Dragon Age: Inquisition". Kotaku. Retrieved July 29,
  11. ^ abPurchese, Robert (July 11, ). "Huge Dragon Age: Inquisition Q&A info dump". Eurogamer. Retrieved July 29,
  12. ^Veloria, Lorenzo (December 11, ). "You'll lose yourself in Dragon Age: Inquisition's fantastic storytelling". GamesRadar. Retrieved July 29,
  13. ^Cook, Dave (September 11, ). "Dragon Age: Inquisition isn't open world, is "multi-region" says BioWare". VG. Retrieved July 29,
  14. ^Purchese, Robert (October 22, ). "Dragon Age 3 longer in pre-production than DA1, DA2 and Mass Effect".
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Here is information on the upcoming Title Update [1]

Rob Bartel:

"The Patch on PC/Mac ( Title Update on X/PS3) is still in the final certification process with EA, Microsoft, and Sony but is not expected to come out this weekend. Thank you for your continued patience and we look forward to getting this in your hands soon.

The patch includes fixes for over issues. We’ll discuss some of the platform-specific issues in greater detail next week and we’ll release the formal patch notes once the updates are actually ready to download and install but here’s a high level view of some of the core gameplay fixes that everyone will see regardless of platform:

- The effects of various follower talents and item properties are now being properly removed and re-applied when loading and saving.

- Party members who are resurrected during a fight now rejoin combat properly.

- Hawke no longer gains random spells or talents after using the Maker's Sigh potion, then saving and reloading.

- The “Duty” plot will now appear on the Chanter’s Board even if the player accepted all of the board’s quests before installing the Exiled Prince premium content.

- In the “Finders Keepers” plot, if the player leaves Woodrow’s Warehouse before finding the crate, it is now possible to return to the warehouse to complete the quest.

- Merril no longer refers to the aftermath of “A New Path” before the plot has been completed.

- Aveline’s final armor upgrade is now available during the “Favor and Fault” plot.

- Varric is no longer confused about which character Hawke has been romancing.

- Various other gameplay and story-scripting issues no longer appear.

We’ll delve into some of the platform-specific details early next week. In the meantime, a special shout out and thanks to our mighty beta test group who’ve been a big help in confirming how these fixes will behave in the wild.


UPDATE: Monday, April 11,

Hi everyone. I hope you had a good weekend. We're working with Valve right now on dotting the i's and crossing the t's for the Steam rollout. Based on our current estimates, we expect the Patch to go live on PC/Mac sometime tomorrow (Tuesday, April 12).

On consoles, the title update is progressing smoothly through final certification at Microsoft and Sony. No issues have been found and they're currently projecting release dates of sometime next week - we're working with them to see if we can pull those dates in any further.

Last Friday we discussed some of the universal fixes that we’ve made across all the platforms. Today we’re providing a high-level view of some of the platform-specific fixes that you can expect.

CONSOLES:

- The options menu now includes auto-attack.

- Armor values now adjust correctly when changing shields.

- Choosing a target at close range is now easier.

- Cinematics are no longer distorted on certain standard-definition televisions.

- Hawke no longer gains excessive coin and experience from rapidly and repeatedly completing a single sidequest.

- Various technical changes should improve performance, limit crashes, and address memory-related issues.

PC & MAC: - Various issues specific to DirectX 11 no longer occur.

- It is now easier to select party members by clicking on their portraits when the level-up arrow is displayed.

- The game now functions correctly across different desktop sizes.

- The video options menu now allows a wider full-screen gamma range.

- Various technical changes should improve performance and limit crashes.

- We’ve improved our crash reporting and our ability to analyze those reports. If you’re still experiencing crashes, we encourage you to play logged in so we can identify and resolve your issues in the future.

This patch should address the bulk of the major issues that people are experiencing. We’re already hard at work on addressing further issues with our next patch and we’ll be setting up some specific threads in the various tech support forums to help capture any major issues that you’re still facing after these patches go live."

Hope this helps someone. --User:Sandvalleykid , April 12, (UTC)


Awesome, it'll be done before I start my next playthrough. I do have a friend that'll be disappointed he won't be able to exploit the money/exp glitch anymore, but oh well. He's the only one I know personally that chooses to use it. Jessica Sutter (talk) , April 13, (UTC)

Good to hear that it's comming closer to release. My first playthrough got quite amped up in difficulty because of Sebastians friendship bonus making my Hawke extremely fragile by the end (most enemies above normal simply killed me in 1 or 2 hits). Been holding of from a second playthrough because of it, trying to finish my mage import save, while waiting for the bugfixes. - Kerethos (talk) , April 13, (UTC)

Источник: [pachasnack.com]
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Dragon Age: Origins

Dragon Age: Origins is a role-playing game developed by BioWare and published by Electronic Arts. It is the first game in the Dragon Age franchise, and was released for Microsoft Windows, PlayStation 3, and Xbox in November , and for Mac OS X in December Set in the fictional kingdom of Ferelden during a period of civil strife, the game puts the player in the role of a warrior, mage, or rogue coming from an elven, human, or dwarven background. The player character is recruited into the Grey Wardens, an ancient order that stands against bestial forces known as "Darkspawn", and is tasked with defeating the Archdemon that commands them and ending their invasion. The game is played from a third-person perspective that can be shifted to a top-down perspective. Throughout the game, players encounter various companions, who play major roles in the game's plot and gameplay.

BioWare described Dragon Age: Origins as a "dark heroic fantasy" set in a unique world, and a spiritual successor to their previous Baldur's Gate and Neverwinter Nights franchises. Its setting was inspired by The Lord of the Rings and A Song of Ice & Fire, and was described by BioWare as a mix between high fantasy and low fantasy. Development of the game began in and BioWare employed more than voice-actors, and hired Inon Zur to compose the game's music. The development of the game's console versions was outsourced to Edge of Reality.

Origins received critical acclaim upon release, with praise mostly directed at its story, setting, characters, music and combat system. It sold more than million copies and 1 million pieces of downloadable content. Its multiple year-end accolades included Game of the Year and Best Role-playing awards from several gaming publications. BioWare released several instances of downloadable content after the game's initial launch, an expansion pack for the game titled Awakening in March , and two sequels, Dragon Age II and Dragon Age: Inquisition, were released in and respectively.

Gameplay[edit]

Dragon Age: Origins is a role-playing game played from a third-person perspective. The player is a Grey Warden, part of an order of elite fighters, whose task is to defeat the Archdemon and save the world from a disastrous event called the Blight. Players create their own Grey Warden character, customizing gender and appearance as well as choosing a race and class.[1] The available classes are warriors, who perform strong physical attacks; rogues, who carry out stealth attacks and steal items from other characters; and mages, who cast spells on enemies, create combo spells,[2] and support other party members.[3] The three choices of race are human, elf, and dwarf. The combination of class and race determines which of six different origin stories the player experiences: Dalish Elf, Dwarf Commoner, City Elf, Mage, Human Noble, or Dwarf Noble.[4] This affects the way other in-game characters perceive the player's character; for instance, a Dwarven Commoner would receive hatred and discrimination from other dwarves.[4] However, all classes follow the same plot after the completion of the origin story.[5]

Example of a user-created dwarf character in combat with an Ogre, a powerful darkspawn

During gameplay, the player encounters a variety of enemies, including giant spiders, darkspawn, ghosts, walking trees, and dragons.[6] They also recruit companions, who accompany them and provide assistance in battle. These companions are normally controlled by artificial intelligence, with behaviour that the player can adjust through the "Tactics" menu, but the player also has the option to switch between characters and is able to issue orders to them in real-time or pause the game to queue up actions.[6][7] The player and any companions in their party engage in combat with the weapons they have equipped when the player targets or is noticed by a hostile enemy. Players can swap weapons and perform special attacks during combat, but most of these attacks have a recharge time.[3] The point of view can be shifted from the third person view to a top-down view, where friendly and hostile units are labelled with different colours to distinguish them.[8] At the end of a battle the characters' health and stamina, which powers a character's skills, are automatically refilled.[9] When an enemy is defeated, the player collects any items or loot from its corpse.[6] Companions who are not in the player's active party stay in the base camp, a hub where the player can talk to their party members as well as purchase new weapons, armour, and gear.[10] In addition to the main story, the player can learn more about the world of Thedas by collecting the codexes scattered throughout the game.

The player can level up their Warden character by earning experience points through completing quests and defeating enemies. Each time the player levels up, they receive three points to spend on the character's six attributes. Strength inflicts more damage, dexterity helps evade attacks more often, willpower increases stamina, magic increases spell damage or magic defence, cunning improves combat tactics, and constitution helps withstand attacks.[11] Special skills, which are divided into four different aspects for each class, and specialization options, which offer class-specific skills, can also be unlocked by levelling up.[12]

The player can talk and interact with both party members and other non-playable characters. A dialogue tree offers several dialogue options for the player to select.[12][13] Through conversation, the player can unlock unique quests and dialogue revealing the lore of Dragon Age. It can also be used to persuade or intimidate other characters.[1] The player often must choose between morally ambiguous options, which result in consequences that affect the game's world and progression[14] and can even lead to the death of a potential companion.[15] Companions react to the player's choices through an "approval system".[16] When they dislike or object to the player's decisions, their approval drops, which can result in a companion leaving the party or even attacking the Warden.[17] Approval points can also be influenced by gifts, which will improve any companion's approval but are each intended for a specific companion. Some gifts, if given to the right character, start a cutscene and can even unlock a quest. A high approval rating improves a companion's morale and gives bonuses to their combat abilities.[18] A significant approval rating also makes it possible for the Warden to pursue a romantic relationship with certain companions.[19] The game's "interaction reactivity" system means that the way a player treats one companion affects the approval rating of other companions as well.[20]

Synopsis[edit]

Setting[edit]

The game is set in Ferelden, one of several countries in the fictional world of Thedas. Savage creatures called the Darkspawn dwell within the Deep Roads, an underground highway system created by the dwarves long ago, deep beneath the surface of Thedas. Every few hundred years, the Darkspawn swarm the surface world in a movement known as a Blight. Ever since the first Blight, Thedas has relied on the legendary order of warriors known as the Grey Wardens to drive the Darkspawn back. Dragon Age: Origins begins on the eve of Thedas's fifth Blight.

Thedas is a world in which race and class combine to determine social class and political dynamics. Elves are often viewed as second-class citizens by humans, while human nobles are treated with respect. Mages, on the other hand, are cloistered by the Chantry: they have access to the Fade, the unconscious realm that is the home of spirits, and a single lapse in vigilance could cause them to be possessed by demons. Apostate mages, who live outside the Chantry's control, are considered extremely dangerous, and the Chantry has a military wing, the Templars, to seek out and subdue them by any means necessary. Dwarves live in the Deep Roads; their kingdom a shadow of what it once was before the first Blight, and their society is rooted in tradition and a rigid caste system. Dalish Elves live a nomadic lifestyle away from most cities, proudly attempting to preserve and reclaim the ancient Elven heritage that was mostly wiped out long ago when the Elven empire that ruled most of the lands mysteriously collapsed.

Characters[edit]

A selection of character concept art. From left to right: Sten, Oghren, Wynne, Zevran, Nathaniel Howe, Loghain Mac Tir, Maric Theirin, Alistair

The chief protagonist of Dragon Age: Origins is the player-controlled character, whose biography and combat specialization are determined by the race and class chosen at the start of the game. While the player can choose his or her avatar's first name, the character is usually referred to as "The Warden" by other characters and the game's narration.

Many of the game's non-player characters (NPCs) are companion characters, who appear throughout the game and may volunteer their services. Companions include Alistair, a reluctantly heroic Grey Warden with a sarcastic wit; Morrigan, a spiteful apostate mage who has little regard for authority or social mores; Leliana, a lay sister of the Ferelden Chantry whose optimistic and virtuous demeanor belies an aptitude for espionage and combat; Sten, a proud but stoic warrior of the deeply regimented Qunari people who often questions the ways of other races; Oghren, an unkempt dwarven warrior whose love of alcohol is only matched by his penchant for physical violence and loyalty to his friends; Wynne, a senior member of the Ferelden Circle of Magi, a maternal figure to the party and a powerful healer; Zevran, a rakish elven assassin who is fond of treasures, sex and innuendo; and a loyal Mabari War Hound, which the player can name and use for scouting and combat. With the DLC The Stone Prisoner installed, Shale, a sarcastic Golem with a mild ornithophobia who was a female dwarf in her prior life, is also available as an optional companion.

Outside of companion characters, NPC's significant to the Origins plot include Duncan, the Grey Warden who recruits the player; Arl Eamon Guerrin of Redcliffe, the uncle of Ferelden's naive but courageous King Cailan Theirin; Bann Teagan Guerrin, the brother of Arl Eamon; Queen Anora, Cailan's politically-savvy wife, with a commanding personality that is somewhat offset by her ambition and ruthlessness; and Flemeth, Morrigan's mother, who appears to be a harmless old woman, but in truth is an infamous dark witch of Fereldan legend.

The rampaging Darkspawn horde is led by the Archdemon Urthemiel, supposedly one of the Old Gods of the Tevinter Imperium incarnated in the form of a powerful and corrupted dragon with total control over the darkspawn. The game's other main antagonists are Loghain Mac Tir, Teyrn of Gwaren and father of Queen Anora, a once-respected war hero gone mad with ambition and paranoia; and Rendon Howe, the amoral and corrupt Arl of Amaranthine who allies with Loghain to further his own ambitions.

Plot[edit]

One of six predetermined origin stories begins the game, depending on the player character's race and class. Each story ends with the player leaving with Duncan, the commander of Ferelden's Grey Wardens who, seeking new recruits, selects the player as a potential candidate. The two journey to Ferelden's southern fortress, Ostagar, to join Cailan, the King of Ferelden, and his father-in-law Loghain, a legendary general and close friend of King Maric Theirin, Cailan's late father. The three leaders plan to attack the encroaching Darkspawn to stop a new Blight from overwhelming Ferelden. Duncan senses the influence of an Archdemon, a god-like Dragon that commands the Darkspawn, which makes this the first true Blight in over years. Duncan emphasizes the importance of defeating the Blight before it can gain enough momentum to threaten the rest of Thedas.

Duncan initiates the player into the Grey Wardens via a dangerous ritual called the Joining, which involves imbibing Darkspawn blood. The recipient, if they survive, is granted the powerful Darkspawn essence, the Taint, which gives them a rudimentary connection into their hive mind to sense them. After surviving, the player (now nicknamed "The Warden") and fellow Grey Warden, Alistair, are tasked with lighting a beacon at the top of the fortress to signal Loghain's men into charging the Darkspawn horde flank. However, upon arriving, Loghain abandons the battlefield, leaving Cailan, Duncan, and their army to be slain by the Darkspawn, who seize control of Ostagar and begin advancing into southern Ferelden.

The Warden and Alistair are saved by Flemeth, a powerful witch who lives in a secluded hermitage. Flemeth sends her daughter and apprentice, Morrigan, to accompany the Warden and Alistair in gathering a new army to combat the Archdemon and stop the Blight. Using ancient Grey Warden treaties, the Warden travels across Ferelden to enlist the aid of the Circle of Magi, the Dalish Elves, the Dwarves of Orzammar, and soldiers in Redcliffe loyal to Arl Eamon. In addition, Alistair reveals that he is a bastard son of King Maric, making him a contender for the now vacant throne.

Meanwhile, Loghain returns to Ferelden's capital city, Denerim, to inform his daughter, Queen Anora, of Cailan's death. Loghain scapegoats the Grey Wardens for the defeat at Ostagar and demands the deaths of any survivors. While Anora inherits her husband's authority, Loghain quickly declares himself her regent and effectively seizes control of the kingdom, swiftly becoming a brutal and tyrannical ruler determined to retain power. Ferelden's nobility rebel against him, igniting a civil war. This ends in an inconclusive stalemate, allowing the Darkspawn to advance further into Ferelden unopposed.

Eamon then calls a Landsmeet among the nobles of Ferelden to rally the kingdom against the Darkspawn, where the Warden or a party member defeats Loghain in a duel. If Alistair defeats Loghain, he will then execute him. Otherwise, the Warden can either have Loghain executed or initiated into the Grey Wardens (which causes Alistair to quit the party and the Wardens). Dependent on this and other past decisions, the Warden then settles who assumes Ferelden's throne (Alistair and/or Anora), with the option of marrying the one of opposite gender if a Human Noble.

The night before the final battle, the Warden learns that a Grey Warden must slay the Archdemon to prevent it from releasing a demonic essence which finds a new host in the nearest Darkspawn. The essence will be drawn to the Taint, killing the Warden in the process. Morrigan then meets with the Warden and proposes a ritual that will see her conceive a child with a Warden. The Archdemon, upon death, will instead be drawn to the child, born as a demigod with the Taint, sparing the Warden who slays it. Morrigan agrees to conceive the child on the condition that she be allowed to raise it alone. The Warden can accept Morrigan's offer (if male), convince Alistair/Loghain to take part instead, or refuse the proposal (which causes Morrigan to leave the party).

The next day, the Warden and the newly assembled army of Ferelden gather in Denerim. They repel the Darkspawn horde and finally conquer the Archdemon atop Denerim's highest tower. If the ritual with Morrigan was performed, the Warden slays the Archdemon. If not, they must decide whether they or Alistair/Loghain does so and perishes in the process. The remaining Darkspawn retreat from Denerim, marking the end of the Fifth Blight. The story ends with a ceremony attended by Ferelden citizens, where the Warden and their companions are honoured for saving the kingdom. Lastly, a slideshow epilogue details the ramifications of the Warden's choices, including the future of Ferelden, any rumours, and the fates of his or her companions.

Development[edit]

Design[edit]

Dragon Age: Origins was created by the Edmonton studio of BioWare, the developer of Neverwinter Nights and Jade Empire.[21][22] Development of the game's first demo began in November [21] It was officially revealed at E3 as simply Dragon Age[23] and was re-revealed as Dragon Age: Origins in July , alongside a new trailer for the game.[24] According to BioWare, they kept any information about the game hidden from the public, to further the game's design and technology.[25] More than people worked on the game, and full-scale production began three years after the game's initial development.[26] The subtitle "Origins" was chosen to represent the six origins storyline, BioWare's return to PC role-playing games, and the beginning of a new franchise.[27]Origins is a spiritual successor to Baldur's Gate and Neverwinter Nights, as an attempt to build a similar fantasy RPG without any licensing restrictions or issues.[28] The similarities are mostly present in gameplay elements, such as real-time tactical combat;[21] the game does not share the Dungeons and Dragons setting of the Baldur's Gate series and is instead set in a period where dragons are prevalent.[23]

David Gaider, the lead writer for Origins, built the game's world first before writing the plot. The team chose a "fantasy" setting because Dan Tudge, the game's director, thought that BioWare was at its best in the fantasy genre.[29] In the first draft, there were no Darkspawn or Grey Wardens, and mages were not allowed to use magic in cities. There were twelve different origin stories, including Human Commoner and Avvar, a barbarian origin. However, most of them were scrapped for being "ridiculous", leading to six stories being finalized.[30] Loghain was the first character to be created, while an Ogre, nicknamed "Fluffy", and a human with medium armour were the first enemies designed.[31] The concepts of Alistair and Morrigan were the next to be created, as they play the largest role in the game's plot. Their creation also took far longer than other characters.[32] Morrigan was originally conceived to be similar to Flemeth, speaking whimsically. However, Gaider was not satisfied and decided to completely rewrite her personality. As a result, she was designed as a "blunt" person who always resists her mother. Finding a suitable voice actor for Morrigan took the most time of any character.[33] The game's final version features 68, lines of dialogue; the quality assurance testers for the game enabled a cheat to automatically skip these cutscenes and dialogues during test runs.[31]

Ray Muzyka, co-founder of BioWare, said that the team wanted to try something that would be new but familiar to most players.[23] They hoped that Origins would redefine the genre to become The Lord of the Rings of video game franchises. Greg Zeschuk, another co-founder of BioWare, described the fantasy of Dragon Age as in between the high fantasy of J. R. R. Tolkien's works and the low fantasy of works by George R.R. Martin. The goal was a "dark heroic fantasy" that would suit the taste of any fan of the genre.[34] Thus, while the game has the typical races of human, elf, and dwarf, they are slightly altered from the usual nature of the three races, and a new race called the Qunari was introduced.[21] Some of the alterations they made included flipping how certain races, like elves, are treated in other fictional worlds. While elves are often described as a race of high prestige in fiction, Dragon Age: Origins presents them as slaves of humans, labelled as second-class citizens who resent the human race. This extended to the gameplay, where the player can choose to discriminate against other races and can experience discrimination from others based on their choices.[35]

BioWare recognized that non-linear choices are an element unique to video games in the entertainment industry. Zeschuk called the sheer number of choices in the game "big" and "impactful", and the team designed many of those to be emotional and create a more personal experience for the player.[28] They intentionally avoided adding a karma system, as the choices are designed to be ambiguous, with only the player to judge whether they are good or bad.[36] According to Muzyka, their goal was to make players sympathize with events and characters, connecting with them to feel true emotions. This vision challenged the team to balance many key aspects, such as the amount of dialogue and animation in each cutscene, to create a believable scenario for players.[37] The team also hoped to handle romance in a more "mature" and "complicated" way, with a true reflection on human relationships and reactions rather than "adolescent titillation".[38] The game has sex scenes, but no nudity. Muzyka added that it was an artistic choice and a decision made by the team, not the publisher Electronic Arts.[39]

While Origins is a single-player-only game, Muzyka described it as a "social experience", considering the narrative and its variety of paths as an integral part of the gameplay. The characters a player meets, items they collect, and quests they receive and complete may be different, leading to a completely different experience. He also considered the ways a player explores the world and discovers new areas as an exploration narrative. As each player had a different experience, they hoped that those players would collaborate to expand upon their knowledge of the world. To that effect, the team built a community site as an online social environment for players to communicate.[40] Players could share stats and automatically generated screenshots with the community.[41]

Sound[edit]

The game features an orchestral soundtrack with a choir, used both in-game and during cutscenes. The soundtrack was recorded by the performance of a piece orchestra, recorded twice and merged to sound like an piece orchestra.[31] The soundtrack was described by a press release issued by Electronic Arts as a collaboration between composer Inon Zur, vocalist Aubrey Ashburn, and BioWare Audio Director Simon Pressey, and performed by the Northwest Sinfonia.[31][42] According to Zur, he intentionally made most of the soundtrack feel "dark", combining low brass and bass string instruments with ancient drums to express a feeling that is both heroic and demonic.[43] The soundtrack was presented at a panel in the Hollywood Music in Media Interactive Conference in [44] and was performed as part of the September 26 "A Night in Fantasia " concert in Sydney, Australia, by the Eminence Symphony Orchestra.[45] The song "I Am The One", written by Inon Zur and Aubrey Ashburn and performed by Aubrey Ashburn, won "Best Original Song – Video Game" in the Hollywood Music in Media Awards & Conference show held on November 19, [46] Pressey also won the Hollywood Music in Media Award for "Outstanding Music Supervision - Video Game".[46]

Origins contains a large amount of voice acting recorded in the US and the UK. Actors include Tim Russ, Steve Valentine, Kate Mulgrew, Simon Templeman, Mark Rolston, Tim Curry, Adam Howden, Nicola Bertram, and Claudia Black.[47] In total, more than voice actors worked on the game.[48] A large part of these recordings became the ambient dialogue that takes place between non-player characters in the adventuring party, adding to their backstories and lending more credibility to the characters. Mark Darrah, the executive producer of BioWare, described the cast of characters the largest of any of their games at that time and hoped that using celebrities would add a layer of depth and complexity to the characters.[49] The main protagonist is not voice-acted, as the team hoped that players would "reflect their own inner voice" when making decisions.[28]

Marketing and release[edit]

While the game was originally intended for PC, a console version was announced in by gaming magazine Game Informer.[50] Prior to the announcement, Zeschuk suggested that the entire franchise has a "console future".[51] The decision was made to bring the game to consoles to introduce it to a wider audience.[27] Mike Laidlaw, the game's lead designer, considered creating the console versions' interface a challenge, as they had to convert the long and complex quickbar from the PC version to a more streamlined interface that could use the same actions with only few button presses. To that end, the team decided to map six different actions together, and allow players to customize the arrangement.[26] Also, the console version does not allow the top-down view possible in the PC version.[52]

The game was originally set to be released in early for Microsoft Windows, and later for PlayStation 3 and Xbox The team partnered with Edge of Reality to develop the console versions of the game.[53] However, its release date was pushed to the latter half of that year in order to have a simultaneous launch.[54] BioWare announced that the game would be released on October 20, , but pushed it back again to November 6, , as the team wanted additional time to finalize some last-minute decisions.[55] The PlayStation 3 version was at one point delayed to November 17 but did end up launching alongside the other versions.[56] A Mac version of the game, developed by TransGaming, was released on December 21, [57]

The Dragon Age Character Creator was released on October 13, , allowing players to create a character in advance and import it into the full game upon release.[58] BioWare also released a "developer-grade" toolset to allow extensive modification and customization of the game's PC version. Players can use these tools to craft new campaigns, quests, cinematics, and lip-syncing.[59] On November 26, , Electronic Arts announced a competition called Dragon Age: Warden's Quest. Contestants formed groups of four people and competed to adventure through the game's world, with the winning group receiving $12,[60] The representatives from Hungary won the contest.[61] The December issue of PC Gamer was bundled with a DVD copy of A Tale of Orzammar, a promotional campaign module for Origins. It explores the actions of a mercenary, the player character of the module, who is contracted by a dwarven nobleman to retrieve a valuable artifact from a ruined thaig within the Deep Roads.[62]

In addition to the standard version, other editions of Origins were made available for purchase. The Collector's Edition came in a SteelBook with different artwork. Like the standard edition, the Collector's Edition included a redemption code to obtain the Stone Prisoner and Blood Dragon Armordownloadable content (DLC) for free, but also featured three additional exclusive in-game items, a bonus disc containing a making-of documentary, concept art, trailers, the game's original soundtrack, and a cloth map of Ferelden.[63]Dragon Age: Origins supports released several DLC packs for the game. The content ranged from single in-game item packs to entirely new plot-related campaigns, which include The Stone Prisoner, Warden's Keep, Return to Ostagar, The Darkspawn Chronicles, Leliana's Song, The Golems of Amgarrak, and Witch Hunt. An expansion, titled Awakening, which is set in a new area called Amaranthine and introduces five new party members, was released on March 16, [64] The "Ultimate Edition", which includes the base game, the Awakening expansion pack, and all 9 DLC packs, was released on October 26, [65]

On March 9, , Electronic Arts announced that players who pre-ordered Darkspore would receive a free copy of Origins.[66] In , to celebrate the first anniversary of Electronic Arts' own digital distribution software Origin, the game was made free to download alongside Battlefield: Bad Company 2 and Spore for a limited time.[67] On October 8, , it became free to download again for a limited time as part of Origin's On the House program.[68]

Reception[edit]

Critical reception[edit]

Dragon Age: Origins received critical acclaim from major video game critics upon its release. While the game is considered to be virtually identical across all platforms, differences in user interface, graphical performance, and online content delivery have led the PC version to be reviewed more favorably than the PlayStation 3 and Xbox versions; Metacritic ranks the PC, PlayStation 3, and Xbox versions of the game with scores of 91, 87, and 86, respectively.[69][70][71]

The game's setting was well received by critics. Dave Snider from Giant Bomb thought that the setting felt traditional due to the presence of dwarves and elves, but that the world was beautifully executed. He also appreciated the small touches BioWare added to the world, noting the "French-tinged accent" of the Orlesian Empire humans. He added that the six origin stories and their unique dialogue and referencing throughout the game make the world feel cohesive.[76] Kevin VanOrd from GameSpot made similar comments, stating that the new ideas added to a familiar world make it feel original and new.[6] However, Jeff Haynes from IGN said that the origin stories were inconsistent, with missteps that make the world, while "rich and vivid", feel less believable.[1] Joe Juba from Game Informer wrote that the world was well-realized with a deep history, which makes the game addicting, as players can sense their Warden's importance in the world.[72]

The game's story and characters also received praise. Snider said that the story is driven by the characters and that the choices presented in the game were difficult, making him regret some choices for weeks after completing the game. He added that the game's main quest was well written, and its quality boosted by excellent voice acting; he called the performance of Claudia Black as Morrigan one of the best in the game.[76] VanOrd commended the game's story, saying that it was memorable and crafted with care, successfully making players care about the game's world and characters. He added that the deep character development made every choice "momentous".[6]GamesRadar thought that the story and the Warden's appearance felt generic, but that the story became more and more engrossing as it progressed.[74] Nick Tan from Game Revolution liked the banter between companions as a humorous change of pace within the game.[73] Gerald Villoria from GameSpy praised the exclusion of the moral system for making the characters feel more complex.[75] Juba wrote that the story was good but predictable, not straying far from standard fantasy stories.[72] Wesley Yin-Poole from pachasnack.com called the story memorable, saying that it "leaves an itch in your mind", and has attracted players to return to the game "like an addict seeking a hit of relief."[77] In commemoration of the 10th year anniversary of Origins, Eric Van Allen of USGamer observed that companion relationships are more tense in Origins, and that most of the companions do not follow the Warden out of blind loyalty. Van Allen notes that the underlying tensions resulted in a game that "reveled in the moral grays", encouraging players to make decisions that aligns with their own feelings, unlike in Mass Effect.[78]

As for the game's combat, Snider called it streamlined but said that players who do not want to use the pause mechanic would not be able to appreciate the game, as the combat requires both patience and strategy. He liked the game's third-person view more than the top-down view, saying that being able to view the sky made environments feel more complicated, and praised the high difficulty of boss battles, which task players to manage their stamina carefully. His conclusion was that Origins "feels like a real throwback to the good old days of PC role-playing epics."[76] VanOrd said that the combat system was easily recognizable for players who have played other RPGs developed by BioWare. He added that players can have a lot of fun switching between characters, and agreed that the game had created thrilling boss battles. He praised the choice to have health and stamina replenish immediately after battles, as it sped up combat pace and flow.[6] Tan also commended the combat, finding it a better system than other BioWare RPGs, but disliked the fact that characters can't step into water.[73] Juba praised the amount of space for players to experiment with new skills and abilities, adding that the required focus and attention make combat very satisfying.[72]

The game's graphics received mixed reviews. VanOrd was not impressed, stating that the environments do not look as good viewed from a top-down perspective, but he praised the art style and some of the game's "eye-catching" landmarks.[6] Tan liked that the environments were varied and unique, saying that each level felt "vast" and filled with details.[73] Villoria found its visual quality lacking when compared with that of Mass Effect 2, adding that the facial animation can feel wooden at times. However, he found the combat animation rewarding and satisfying. He further criticized the sex sequences as "off-putting".[75] Yin-Poole said that the game's graphics were boring and generic, and called the sex scenes "anti-climatic" and poorly-executed.[77] Both Villoria and Yin-Poole felt that the six-year development time was too long, considering the game's mediocre graphics.[75][77]

GamesRadar estimated that there are more than 80 hours of content available in the game.[74] Villoria called the world engaging, and its replay value very high, as players can play the story over and over again with a different origin.[75] Juba agreed,[72] as did Yin-Poole, who added that the way companions react to the player's decisions, as well as the six origin stories, significantly expand the game's longevity.[77] John Walker, writing for Eurogamer, notes that the game's most frequent theme is the line between acculturation and enculturation. He praised the level of depth on display in Origins, calling it one of the most extraordinary gaming achievements he had seen up to that point.[79]

Sales[edit]

Dragon Age: Origins topped Steam's sales chart on November 10, The Digital Deluxe version of the game was ranked first place, with the standard edition ranked second.[80] The Xbox version of the game was the ninth-best-selling game in the US according to the NPD Group, selling approximately , copies.[81] According to John Riccitiello, CEO of Electronic Arts, the company is very satisfied with the sales of Origins; more than 1 million DLC packs for the game were sold before the end of [82] In February , Electronic Arts announced that more than million copies of the game had been sold.[83]

Accolades[edit]

Origins gained recognition from several gaming publications for its achievements. At the 13th Annual AIASInteractive Achievement Awards (now known as the D.I.C.E. Awards), the game was named 's "Role-Playing/Massively Multiplayer Game of the Year", as well as being nominated for 's "Game of the Year".[84] At the Spike Video Game Awards, Dragon Age: Origins received the Best PC Game and Best RPG awards.[85] It was chosen as the PC Game of the Year,[86] Best Xbox RPG of the Year,[87] Best Story of the Year,[88] and Best PC Role-Playing Game of the Year by IGN.[89] The game also received Giant Bomb's Best PC Game of award[90] and Game of the Year and RPG of the Year awards from U.S. PC Gamer.[91] In , the game was included as one of the titles in the book Video Games You Must Play Before You Die.[92]

Legacy[edit]

Although the name "Origins" hinted that the game would be a beginning of a new franchise, the team did not expect the game to become successful and had never planned for sequels.[93] Nonetheless, Origins spawned a franchise consisting of video games, comics, and novels. The game's sequel, Dragon Age II, which features a new protagonist and is set in the city of Kirkwall, was released in [94] Players are able to transfer save data from Origins into the sequel; decisions that the player made during the course of Origins may impact the narrative of Dragon Age II.[95] The third installment of the series, Dragon Age: Inquisition, was released in November [96] Decisions made in Origins are also referenced in Inquisition; players may revisit the plot points from Origins by selecting their choices on the Tapestry feature on the online application Dragon Age Keep.[97]

According to Eurogamer's Richard Cobbett, Origins marked the point at which western RPGs properly moved into the spotlight. He stated that the success of Origins proved that "a hardcore, older-fashioned game could still find a devoted audience", and that it "established a new baseline for the genre in much the same way as the original Baldur's Gate back in ".[98] GameRant also explains that Origins allowed the American-European style of RPG to break through on consoles that had previously been dominated by Japanese RPGs.[99]

References[edit]

  1. ^ abcdHaynes, Jeff (November 3, ). "Dragon Age: Origins Review". IGN. Archived from the original on October 3, Retrieved September 25,
  2. ^Crecente, Brian (September 12, ). "Dragon Age: Origins Preview: Violence, Lust and Betrayal". Kotaku. Archived from the original on August 25, Retrieved September 25,
  3. ^ abSterling, Jim (September 4, ). "Preview: Dragon Age: Origins". Destructoid. Archived from the original on August 15, Retrieved September 25,
  4. ^ ab"BioWare Reveals Six Dragon Age Origin Stories". IGN. February 12, Archived from the original on October 15, Retrieved September 25,
  5. ^Welsh, Oli (November 23, ). "Dragon Age: Origins review". Eurogamer. Archived from the original on February 28, Retrieved September 25,
  6. ^ abcdefghVanOrd, Kevin (November 3, ). "Dragon Age Origins review". GameSpot. Archived from the original on November 17, Retrieved September 25,
  7. ^Porter, Will (April 6, ). "Will Porter chases the dragon. Gets a bit tired. Writes about it for a little while"Computer and Video Games. Archived from the original on December 1, Retrieved September 20,
  8. ^Breckon, Nick (April 1, ). "Dragon Age Origins Preview: Unicorn Dreams". Shacknews. Archived from the original on March 6, Retrieved September 25,
  9. ^Cowan, Danny (November 4, ). "Critical Reception: EA/BioWare's Dragon Age: Origins". Gamasutra. Archived from the original on March 4, Retrieved September 25,
  10. ^Yin-Poole, Wesley (September 22, ). "Dragon Age: Inquisition's secret base camp replacement will make you "freak out"". Eurogamer. Archived from the original on March 4, Retrieved September 25,
  11. ^Ocampo, Jason (August 16, ). "Dragon Age: Origins Human Noble Hands-On". IGN. Archived from the original on August 20, Retrieved September 25,
Источник: [pachasnack.com]
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