Sunday, November 23, 2014

Dragon Age Inquisition Story





Dragon Age: Inquisition is a sequel to Dragon Age: Origins and Dragon Age II and is developed by BioWare. It was first (informally) announced on Twitter, the evening of May 19th, 2011, by BioWare Creative Lead Alistair McNally. It was then formally confirmed as Dragon Age III: Inquisition on September 17th, 2012 in an open letter by Executive Producer Mark Darrah. It was revealed during Electronic Arts' E3 2013 press conference that Dragon Age: Inquisition will be released in the Autumn of 2014. As of November 18th, the game has been released on PlayStation 3, PlayStation 4, Xbox 360, Xbox One, and PC in the United States, and has released on all of the same systems on November 21st in Europe, after being delayed from its initial release date of October 7th.  On April 22nd, 2014, BioWare released a trailer confirming an October 7th, 2014 release date for Dragon Age: Inquisition. On July 22nd, 2014, the game release was delayed to November 18th for North America and November 21st for Europe.
Development of Inquisition began prior to the release of Dragon Age II, and it was originally conceived as a multiplayer-only game, codenamed "Blackfoot" during development.
BioWare is planning on combining elements of earlier installments in the series, Dragon Age: Origins and Dragon Age II, into the creation of Dragon Age: Inquisition.

Combat is also expected to differ somewhat from its predecessors and focus more on a player's ability to prepare, position and form a cohesive team with their party members, requiring fewer repetitive finger strikes but better thinking. The armor customization will differ from both Dragon Age: Origins and Dragon Age II, in that each party member will have interchangeable armor pieces that will customize the look according to its specification and class.They will also refrain from reusing environments, a common criticism of Dragon Age II. Cinematic designer Jon Perry said that "one level in Dragon Age 3 is as big as all of the levels in Dragon Age 2."


BioWare will use a brand new engine which will use Frostbite 3 as a foundation.

The game will have creatures new to the series. Regarding character creation, the advent of multiple playable races will by necessity require different body and armor models for the protagonist. This aspect, according to Mike Laidlaw, will furthermore take precedence over any potential body shape choices or sliders in the Inquisition character creator.Additionally, according to David Gaider, Inquisition will feature even more race-specific content than was planned for the protagonist backgrounds originally designed for the game.

Although touted as an "open world" game at E3 2013 presentation, the developers quickly clarified that Inquisition will not be open world in the same way as The Elder Scrolls V: Skyrim, but instead simply feature larger locations (than presumably Origins and Dragon Age II) with more exploration freedom. There are 10 large "open world" locations in the game. Gameplay will continue post-story completion, as opposed to retroactive DLC such as in Dragon Age II.

It is the first game in the series to feature mounts. The dialogue wheel, first featured in Dragon Age II, returns. Like in Dragon Age II, the wheel will display the type of emotion that matches your dialogue choice.

As in both previous installments, the player character can be one of three classes; warrior, rogue or mage. The player will have the ability to choose one of 4 playable races - human, dwarf, elf or qunari - and of either gender. Body sliders will not be available to customize the player character's physique; rather, the engine will support differing body shapes for each race.Two voice sets will also be available for each gender: in the English version, one will have a British accent, and the other an American one.

Like the Warden, the Warden-Commander, and Hawke in previous titles, the Inquisitor will be able to recruit companions. It has been revealed that there will be nine possible party members in total. All companions can be customized via armor appearance and in-class weapon style. Furthermore, in exploration they will assist the player by calling out sights of interest.

According to Mike Laidlaw, as in Dragon Age: Origins, the Inquisitor will be able to speak to companions as desired, though not necessarily in every location.

According to Mike Laidlaw in an interview with Eurogamer, companions will leave the party if approval ratings are too low, similar to Dragon age: Origins, and it is possible to only have one companion remaining in the end. It's also possible for the companion to betray the Inquisitor depending on the choices made by the player.

Part of the gameplay of Inquisition involves obtaining and maintaining power in various regions of the map. In part, this is done through strongholds, which can be seized and upgraded to accomplish various tasks, and which serve as a hub for promoting the interests of the Inquisition.

Crafting returns in Inquisition, which according to Cameron Lee, is the deepest BioWare has ever created. In addition to crafting items from raw materials, players can create different parts of the final product and then combine them (e.g. different sections of a staff may be crafted before combining them). The materials used to create the item will determine its appearance.

While playing, the GUI for Dragon Age: Inquisition will include a radar which displays important points and foes. Mike Laidlaw has stated it's better for battles. The game can be played using a tactical camera view (where the party is controlled from overhead), or from the third person.

Combat in Dragon Age: Inquisition will have a greater focus on strategy than in Dragon Age II. Party health will not regenerate automatically after an encounter as it did in Dragon Age II and Dragon Age: Origins, and mage characters will not be able to repeatedly cast, or "spam," healing spells. Similarly, the ability to carry healing items will be limited, to instill a need to adequately prepare for combat and exploration.

With regards to the PC edition of Inquisition, Laidlaw revealed that the tactical quickbar will be locked at 8 slots, because "32 abilities (along with passives/upgrades) across the party provides a broad spectrum of tactical options."

During fights, the environments will also be able to be exploited and manipulated to a greater degree than in Dragon Age II. This capacity goes both ways, however. For example, a mage character may cast an "ice wall" spell to create cover on a battlefield or hem an enemy into a corner—a similar idea to a mage casting a fire spell after using a grease spell in Dragon Age: Origins—but the enemy may respond by melting the ice wall, eliminating the player's advantage.


Eliminating other NPCs, including wildlife, will also have an effect on gameplay in Inquisition. The player will have the ability to forage or hunt an area into scarcity, which will allow other species of plants and animals to proliferate instead. Furthermore, clearing an area of intelligent enemies like bandits or dragons will impact the locale greatly. Each dragon is unique from a gameplay standpoint.

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