Playable Qunari. Tactical top-down combat. Large armies and controllable keeps. A massive world that the team compares to Skyrim, complete with interactive environments and graphics that scream âholy crap, this is next-gen!â
This new Dragon Age is ambitious, and looking extraordinary so far. Originally slated for this fall but pushed back a year to give the team at BioWare more flexibility, Dragon Age: Inquisition has the unenviable task of trying to recapture disgruntled fans who loved the first game in BioWareâs fantasy role-playing game series, Dragon Age: Origins, but were disappointed by the clearly-rushed sequel, Dragon Age II
And theyâre saying the right things.
âLong-term, we wanna get the studio back to the point where we are doing the Baldurâs Gates, where you feel like thereâs this openness, this freedom,â said Mike Laidlaw, a longtime BioWare employee and the creative director on Inquisition. âWeâve done pretty good with story, but I think that we need to keep growing and challenging ourselves⊠Long-term, you set yourself some ambitious goals and embrace themâsay, âLook, thereâs these elements of adventure that we havenât been paying as much attention to as we should.'â
I saw the game on Thursday afternoon at a private session in a hotel suite just before PAX in Seattle. It was a hands-off presentation, and clearly crafted to show off the game at its bestâwe jumped through a number of different areas as Laidlaw and the gameâs executive producer, Mark Darrah, walked me through all of the talking points: giant world, new combat, customizable party members, and so forth.
The game looks fantastic. The ambition is impressive. Itâs hard not to be hyped.
Just so you understand my perspective here⊠Baldurâs Gate II is one of my favorite games. I thought Dragon Age: Origins was very good. I was disappointed by Dragon Age II, mostly thanks to the setting: my 30-something hours in Kirkwall all blended together and felt like one big mess of yellow markers and checkpoints.
So I didnât come to Inquisition expecting to drink the Kool-Aid.
âWeâre bringing back vastness,â said Darrah as we sat and watched another BioWare producer demo the game. (I wasnât allowed to play, as is typical with these hands-off sessions.) âItâs a lot bigger, a lot more exploration.â
Darrah described the first area we sawâa besieged, hilly town called Crestwoodâas âmany times the size of anything weâve built before.â
âItâs actually bigger than all of Dragon Age II put together,â he said
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âWe havenât taken out our rulers yet,â Darrah said. âWeâre comparableâsomewhere in the realm. But we havenât measured yet.â
âReal big,â said Laidlaw.
The story of Dragon Age: Inquisition is this: the worldâs Veilâa mystical ozone layer that keeps evil forces at bayâhas been torn apart, and demons are trickling into the world, causing havoc and doing all those things demons do. Your job, as the newly-appointed Inquisitor, is to build an army, fight the nasties, and figure out whoâs tearing open the veil so you can get that baby sealed.
This being a Dragon Age game, the story will likely go way deeper than that, and in Crestwood, which is under attack, I got to see one of the gameâs many plot-related decisions. Does the Inquisitor have his/her troops fight off the invaders at the town of Crestwood, retreat to the keep, or stay to defend the wounded?
You canât see it here, but thereâs actually a new prompt that will appear above each choice when you make a major decision. It wonât tell you what will happen as a result of your choice, but it will clarify what that option does, so you donât wind up accidentally beheading someone when you just wanted to threaten to cut off his legs, or something.
âWe never wanted players to take actions they didnât understand,â said Laidlaw.
In hands-off demos, you the Kotaku reporter donât get to decide which action the Inquisitor takes. They choose for you: abandon Crestwood and send your troops back to the keep to regroup. This pisses off Varric, one of your dwarf companions (returning from DAII). It leads to a lot of snarky comments, and you get mad at BioWare for making what seems to be a pretty bad choice
There are little bits of environmental interaction, tooâyour characterâs boots will collect mud. Sheâll lean into hills as she climbs. She can use a spell or a torch to burn a warboat on the coast nearby.
One big change that will undoubtedly make fans happy: during combat, you can now pause at any time and flip the camera up for a top-down tactical view, then assign your characters orders, Infinity Engine-style. This option wasnât available in DAII, and it was only available for PC players of Origins. BioWareâs folks say theyâre proud to bring it back
âThere will probably be one ring called âRing,â though,â joked Laidlaw. âThis ring was found in Kirkwall!â
After we fought off a big red behemoth boss in one of the caves within Crestwood, Laidlaw and Darrah told me about another big change in Dragon Age: Inquisition: your charactersâ health will no longer regenerate. Itâs an old-school choice we donât see a lot in RPGs these days, but theyâre psyched about itâthey want adventures to be more challenging, and they want resource management to matter. You can no longer stack as many health potions as you want. Youâve gotta stay resourceful.
âMy goal is that people stop thinking of the encounter⊠and instead think of the adventure,â said Laidlaw. âThese are your assets⊠the smarter you play, the more strategic you play, the better.â
Thereâs no level-scaling, so you wonât have to worry about getting crushed by bandits that should be five levels lower than you. There will also be various difficulty sliders, like one for friendly fire. âWeâre trying to have more variety,â Laidlaw said.
Back to the demo: We jump through time a little bit to see the consequences of our actions, and because we abandoned Crestwood, the hills are now covered with fire and corpses. Varric makes some snarky-yet-depressing comments. We lost this place. We donât get to visit the town, or add reinforcements to our Inquisition. Seems like we made a bad decision. (Damnit, BioWare.) At least we protected the keep.
But the show must go on. Thanks to the power of press demos, we jump through time again and head to another areaâa small keep on the west side of Orlais, one of the bigger nations weâll visit in Inquisition
Immediately we can tell that weâre in a new section of the worldâwhere Crestwood was full of vibrant greens and reds, this is a gloomy black desert, blistered with ash and bones. Thereâs a dragon in the distance. He makes it quite clear that heâs watching us.
(In just 30 minutes Iâve already seen more interesting areas than we did in all of Dragon Age II. I really do get the impression that they listened to what fans want.)
Thereâs no big seamless world map in Inquisition like there would be in a traditional open-world gameââIt doesnât make sense for a game this scope to be seamless because youâd literally have to walk 40,000 miles from Orlais to Ferelden,â says Darrahâinstead, you can select regions on a big world map, then travel through what BioWare promises will be massive open worlds within each one.
As you progress, youâll take on side-quests, slay dragons, and capture keepsâwhat Darrah calls âbeachheadsâ on the frontiers of war. When you capture a keep, you can use it as a town and take advantage of its abilities by stationing members of your army to help do things like restore giant mechanical robots or maintain alchemy labs.
Thereâs also a main stronghold that the Inquisition will call home, but theyâre not showing that one off yet.
So we fight through this keep, killing Red Templar with the new topdown tactical system, maneuvering our four-person party to flank and surround enemies. Eventually we get inside the fortress, where our characters can actually use the environment to defeat enemiesâa first for an RPG like this. Our Inquisitor uses his fire sword to burn down the loose tower that holds up a rickety scaffolding, taking a bunch of baddies with it. (Not sure why enemies always decide to stand on rickety scaffolding, but heyâitâs convenient.)
Once we capture the keep, it turns into a town of sorts. We can shop, rest, hang out, and station soldiers there.
Some time later, we get to see the dragon up close⊠and then, bam, end of demo. âAlways leave them wanting more,â said Laidlaw, clearly amused. What a tease.
Inquisition, it should be noted, is a cross-gen game. BioWare says that when it comes out next fall, itâll be on Xbox One, PS4, PC, Xbox 360, and PS3. It sounds like current-gen might be a watered-down version of this RPG, though. I asked the crew what the differences will be.
âA lot of it will be visual,â said Darrah. âOn current-gen, [towns will be] much less populated.â Not in terms of people you talk to, he added, but there will be fewer random bypassers and citizens. Visual stuff.
Iâve been skeptical, though, and I asked the crew: surely they canât do as much with next-gen hardware when theyâre also forced to make these games work on the 360 and PS3?
âIâd rather tackle the problem of making the old gen fit then tackle the problem of going no, itâs good enough,â said Laidlaw. âItâs a better problem to have.â
Will they be able to make it fit? They say they havenât optimized the current-gen version yet, and that their engine âscales well,â but itâs sounding like PS4/XB1/PC might be a must for a game like Inquisition.
And yes, my initial impressions of Dragon Age: Inquisition are overwhelmingly positive. It looks phenomenalâwe wonât really know what next-gen can do until itâs running in our living rooms, but itâs hard not to be impressed by what companies like BioWare have done with particle effects and facial animations. And the idea of exploring this huge world, capturing keeps, and running an army as the head of the demon-slaying Inquisition sure sounds appealing to me. Already theyâve spent more time on the game than they did building Dragon Age II, and they still have a year to go. The results could be something special.
To contact the author of this post, write to [email protected] or find him on Twitter at @jasonschreier.