PC gamer. First look at Dragon Age: Inquisition - about characters and fortresses in the open world

The team admitted that there will be no open world. As it became known to the site, the developers explained that many different spacious regions will appear in the game, but the game world itself will not be open in the full sense.

« I think open world is a bit of an exaggeration. Everyone immediately thinks about Skyrim and believes that everything will be the same as Skyrim. In our case, the game will have incredibly huge regions that can be explored.", - says the head of the project Mike Laidlaw (Mike Laidlaw).


« dragon age: Inquisition is a multi-region game. And this means that you are traveling with a map of the world. You will be able to cross part of the entire continent where the game takes place. And each of the regions was created with a specific purpose. That's the reason you'll go there - the locations tie pieces of the story together, or at least two common themes of the game.».

As the site found out, the developers will include many elements of the open world in the game, but the BioWare team is still not inclined to call the world of Dragon Age: Inquisition open.


« This means that you can only travel to places related to the story - the story is not the complete opposite of the study, right? It does not interfere. But when you explore the world, they should be part of the whole game, not randomly generated locations. I would say that in gaming world there will be a lot of open world elements, but it's more like Baldur's Gate or Dragon Ages: Origins, even though Inquisition will have a lot more more location, freedom of movement and a whole list of various kinds terrain" concluded Laidlaw.

03/06/2014 17:55:33, SergiySW



Today bioware finally pleased us with information about. These are not plot details and not gameplay videos, but a demonstration of the living world of the game. small video and producer's comments Cameron Lee talk about dynamic and realistic BioWare locations of the new generation. The video was translated by EA Russia.



When we started developing Dragon Age: Inquisition, one of our first goals was to bring the world to life and give you the freedom to be whoever you want to be in this open and diverse world. We have achieved the goal with the Frosbite engine, which supports large spaces, destruction and is one of the most advanced technologies of the new generation.

Dragon Age: Inquisition is the first new generation game from BioWare. And it's also the most ambitious of our games! Nowhere is this more evident than in the scale and variety of locations, creatures, and secret places you will find along the way.


Our new video "Discover the World of Dragon Age" shows only some of the locations you can visit during your adventures. Each location in this video is a realistic ecosystem with predators, prey, factions and the ability to expand your Inquisition.

The game world is an emergent, complex system. It regulates what you will encounter depending on your previous actions that have changed the balance of power in the area. You will see cities attacked by bandits, a deer running away from wolves, a giant devouring bears, and much more.


Artists, designers, programmers, animators, audio and visual effects and other team members are the most talented people I have had the pleasure of working with. These are the people who breathed life into the world of Dragon Age for you to discover for yourself. They've created incredible graphics systems, like weather where puddles appear in real time, cobwebs swaying in the wind, and a lot of materials that look more realistic than anything BioWare has done before!

Released in November 2014. It received critical acclaim and was commercially successful. The project received several Game of the Year awards. And the launch of "Inquisition" became in the history of Bioware. However, the disadvantages of the open world became more noticeable a few months later, when CD Projekt RED released . The lead designer of the first two Dragon Ages and creative director Mike Laidlaw spoke to Eurogamer about it.

Mike Laidlaw in October 2017. He worked at the studio for 14 years and has been involved in a variety of games, including Jade Empire, mass effect and Sonic Chronicles: The Dark brotherhood. In a recent interview, Mike admitted that the open world of Dragon Age: Inquisition was a bit empty and looking back, he would have made it more like The Witcher 3: Wild Hunt, with deep and exciting side quests. “We admitted that it was a little empty”, - he said.

“I love how The Witcher 3 is more cinematic and more complex in its storytelling in this open world, made in such a way that players react to them very positively. Whereas in our case it felt like there were two phases to the game: there were moments in the open world - again, the writers did a great job of theming each zone - [for example, this story] about a missing expedition, and there were many notes about it , but the tension was on a completely different level than [that mission] when you went back in time and rescued Leliana from Radcliffe. It was very cinematic. So I think the inconsistency was a little annoying." Mike Laidlaw said.

According to him, the development budget for Dragon Age: Inquisition was not balanced so that everything could be done properly. If Mike could see the future and what The Witcher 3: Wild Hunt offered, then perhaps things would be different. The former Series Lead also commented on features cut from the project that were shown in the demo at PAX Prime 2013.

“I'm really, really sorry that some features of the PAX demo ended up being cut. I feel really bad about this... This is the reality of development Mike Laidlaw continues. — It's a reality [when you make a game] on five platforms, two of which are significantly older than the others. We've had some really good ideas, and I wanted to see them, but at the same time they were not specified and sufficiently verified ".

The next Dragon Age is already in development. But at the moment, Bioware is focused on Anthem, which is until the end of March 2019, so don't expect a fantasy RPG anytime soon.

Released in November 2014. It received critical acclaim and was commercially successful. The project received several Game of the Year awards. And the launch of "Inquisition" became in the history of Bioware. However, the disadvantages of the open world became more noticeable a few months later, when CD Projekt RED released . The lead designer of the first two Dragon Ages and creative director Mike Laidlaw spoke to Eurogamer about it.

Mike Laidlaw in October 2017. He worked at the studio for 14 years and has been involved in a variety of games, including Jade Empire, Mass Effect, and Sonic Chronicles: The Dark Brotherhood. In a recent interview, Mike admitted that the open world of Dragon Age: Inquisition was a bit empty and, in retrospect, he would have made it more like The Witcher 3: Wild Hunt, with deep and engaging side quests. “We admitted that it was a little empty”, - he said.

“I love how The Witcher 3 is more cinematic and more complex in the way the stories are presented in this open world, designed to make players react very positively to them. Whereas in our case it felt like there were two phases in the game: there were moments in the open world - again, the writers did a great job of theming each zone - [for example, this story] about a missing expedition, and there were many notes about it , but the tension was on a completely different level than [that mission] when you went back in time and rescued Leliana from Radcliffe. It was very cinematic. So I think the inconsistency was a little annoying." Mike Laidlaw said.

According to him, the development budget for Dragon Age: Inquisition was not balanced so that everything could be done properly. If Mike could see the future and what The Witcher 3: Wild Hunt offered, then perhaps things would be different. The former Series Lead also commented on features cut from the project that were shown in the demo at PAX Prime 2013.

“I'm really, really sorry that some features of the PAX demo ended up being cut. I feel really bad about this... This is the reality of development Mike Laidlaw continues. - It's a reality [when you make a game] on five platforms, two of which are significantly older than the others. We had some really good ideas and I wanted to see them, but at the same time they weren't fleshed out and tested enough.".

The next Dragon Age is already in development. But at the moment, Bioware is focused on Anthem, which is until the end of March 2019, so don't expect a fantasy RPG anytime soon.

Series DragonAge never went in the same direction as Masseffects. This sci-fi universe was chasing from start to finish in a single story, zooming in and enjoying broad publishing support.

Dragon Age: Origins, for the most part, was last game bioware pre-EA era, it was an old-school fantasy RPG that gradually grew over the course of its inception. The popularity of the game seemed to take the publisher by surprise, which ultimately led to a sequel that, while retaining the atmosphere of the first game, was rather weak.

« We have much more options, in terms of time, than withDAII " says producer Cameron Lee, who joined bioware at the beginning of 2012 Visceral Games, the company that created dead space.

« We also have new features, with the change of engine, in order to recreate everything anew. We're trying to bring the same feeling, the same atmosphere, and the same kind of storytelling.DAII was more of a "chamber" game. In turn,Inquisition is a style origin. Only much bigger.»

However, style commitment Dragon Age: Origins does not mean "old school". What I saw in Inquisition, says that the game is subject to many modern influences and, importantly, has great ambitions. First open location The one I saw was Ferelden, with vast fields and frosty mountain slopes that suggested that Skyrim's success hadn't gone unnoticed. But it's still the same dragon age. A four-person party, as well as an adjustable third-person camera, showed this clearly. The combat is more similar to what we saw in DragonAge 2, however the pause functionality has been improved to allow more orders to be issued during combat. You will also be able to set behavior to friendly AI, but we weren't shown that.

Dragon Age: Origins introduced us to the Guard, DragonAge 2 was the Defender of Kirkwall, but the leader of the Inquisition will be, as everyone has already guessed, the Inquisitor. You personally become the head of this fragile organization after the "Veil" - a barrier between the real world and otherworldly - was torn apart by a mysterious enemy. The Inquisitor can be a man or a woman. In addition, you can be both a human and a dwarf, an elf and, for the first time in this series, a grey-skinned Qunari giant. The Inquisitor I played was a fully voiced human male.

The team you build as you progress through the game will include, in Lee's words, "an impressive cast of old friends." In the version shown to us, the Inquisitor is joined by Varric Tetras, the gnome storyteller in DragonAge 2, and Cassandra Pentaghast. Cassandra interrogated Varric in Part 2 gaming series, and her presence suggests that the two have something in common. The fourth character was Vivienne, a mage and First Enchanter of the Circle in Orlais. If you've been following the series, then you'll be able to understand what is being said about the essence of the Inquisition. It does not support either side in the conflict between mages and templars, and the views and preferences of the organization directly depend on the player.

The nature of the Inquisition itself will affect how many resources are available to the player. There will be several open play areas in the game, which represent a significant area of ​​Thedas, which includes Ferelden, Orlais, Nevarra and the Free Marches.

The assignment of these territories to the Inquisition is a key activity, which is based on the capture of a network of various fortresses. I was shown a desert location, east of Orlais, where a number of side quests - poisoning wells, raiding caravans, end with a short assault and capture of a dilapidated outpost Gray Wardens.

Once established, the player is given options to turn the outpost into a military stronghold, espionage center, or trade center. The stronghold also grants access to "agents" that can be sent on various missions to expand the influence of the Inquisition. Examples shown were the rebuilding of an ancient colossus that would symbolize the power of the organization, or the restoration of an old Tevinter gate that would allow access to a new location.

This system, on which Inquisition is built, is quite consistent with the foundation of its predecessors. The faction of the protagonist has always been key: in Origins we had a goal to restore the order of the Gray Wardens, in DragonAge 2 we, in fact, formed revolutionary groups in a separate city. And Inquisition is the next logical step, giving the player the opportunity to become the head of an organization, like a Guardian, and decide what that organization should be. At the same time, this shows that bioware decided to go the way, like the way she went Assassin's Creed Brotherhood regarding the open world and interaction with it. This may upset some, but it is not without perspective.

« The changes that occur over time have an impact on us as well., says Lee. " The open world is a trend that we can see in many genres. And the technological level that we have will allow you to get where you want and get that gaming experience which you couldn't get before. We think we've found a way to show a really strong story in an open world.».

Key component new technology is the engine Frostbite, which will show itself for the first time as an RPG engine in DragonAge :Inquisition. Thanks to him, destructible environments and landscapes will be introduced into the game, the creation of which was simply impossible before. Insert a few pylons with a jet fighter, and the Caspian border would come out of Feredlen. However, the game still looks like DragonAge, characters and equipment look significantly more detailed, but the art style remains the same. And this is a good sign for Masseffect 4, which will be based on the same engine, but for the first time, in many years, exactly dragon age paves the way for the future.