DLC with a steep price. Review of Dragon Age: Inquisition - Jaws of Hakkon. DLC with a biting price Dragon age inquisition walkthrough frosty basin puzzle

They have been supplanted by small DLCs, which are often released in batches. big games in order to maintain public interest in the project for as long as possible. Electronic Arts in its projects it often releases a whole series of DLC, and, apparently, will not be an exception. But it is still unclear whether these additions will be really necessary.

I remember that an excellent addon was released, which turned out to be almost better than the original game. One could have expected the same scope in , given the rather high cost of the DLC, but that was not the case. We are invited to familiarize ourselves with the history of the last Inquisitor, who, long before current events, eight hundred years ago, hunted a giant dragon. The developers placed the plot of the add-on in new location. When you go there for the first time, you will be pleasantly surprised by the elaboration of the area and the beauty of the landscapes. The fact is that the locations were large, but, as a rule, of the same type: either exclusively forests, sometimes mountains, or a desert under the scorching sun. Now different variants landscapes are combined in one region, which adds diversity. The territory is the largest in comparison with, and also the most interesting to explore. You can just wander around without completing quests and explore the surrounding area, admiring the beautiful scenery.

In respect of gameplay there are no changes: we go wherever we look, collect tasks, look for rare objects, of which there are more here, and dive into the mysterious stories of the Avvars - the mysterious inhabitants of these lands. In addition to the central storyline there was a place and side quests, but not to say that there were very many of them. There are both exciting tasks and stereotyped ones like “collect five roots and bring them to me.”


"" can be completed in about five to six hours, and if you want to completely trample the area and complete each task, it will take about seven hours. The add-on was definitely created for players who have spent a lot of time. The enemies here are strong, they kill weak inquisitors instantly, so it is best to start the DLC somewhere around 15-20 hero level.

Addition released for Xbox One and PC, in May “” will appear on other platforms. The main complaint of the players is this moment- DLC cost. For one location and several hours of gameplay, paying eight hundred rubles when the cost itself is 1,800 rubles will be a bit expensive. However, the price for a new location and a truly excellent story will not stop a real fan, and the original Inquisition will be more than enough for other players.

Year of manufacture: 2015
Publisher: Electronic Arts
Developer: BioWare Edmonton BioWare Montreal
Genres: RPG
Language: Russian, English
Setting: Fantasy
Camera view: 3D,Third person
Multiplayer: No

An addition to the main project was a toy Dragon Age: Inquisition - Jaws of Hakkon released in the spring of 2015 by Electronic Arts. Its creator is BioWare Edmonton.
This mod tells the story of unusual tribes called Avvars. They are independent and desperate hunters that inhabit the southern parts of the mountains of Thedas. Their culture and customs are for the player to explore.
This will help reveal one secret. It consists in the fact that the last of the inquisitors, who began the battle with the dragon, disappeared with him in an unknown direction. In order to understand where he went, you will have to find the ancient Tevinter fortress, behind the walls of which you can find out all the details. History of the game add-on Dragon Age: Inquisition - Jaws of Hakkon revolves around the Frostback Basin area. The main plot actions will take place here, because the zone is completely new. The location has become one of the most beautifully visually designed, since there are jungles, snowy deserts, as well as many simply abandoned settlements and a swamp where ghosts are found. At first, the plot unfolds slowly, and then the story becomes very dynamic and filled with multiple events.
There is a wide variety of different tasks here. In addition, you must remember to constantly close the rifts, so it won’t be boring at all. The newly created territory is distinguished by the opportunity to carry out a lot of interesting research, and bonuses and rewards are awarded for additional discoveries. If you complete the passage a little slowly, without haste, and use all the tips and objects, then you can soon gain more experience from such side effects. This will also help gamers become the owner of rare and very valuable types of weapons and equipment. They will be very useful for the successful outcome of future battles.
The game world of the project is continuously connected with the new DLC, which does not look like a separate piece of the narrative due to the presence of some missions from previous parts toys.

You can start playing the expansion either before or after completing the storyline. To do this, you need to complete the strategic task “Reconnaissance the Frosty Basin” on the command headquarters table for 8 influence points. After opening this territory, you can hit the road. New adventures, full of danger and unexpected events, are already waiting for you! So, go ahead, in search of miracles and ancient secrets.

The basin is calling

The quest is activated automatically after our arrival at the Inquisition base camp in Frost Basin. And as always, an old acquaintance, scout Harding, will meet us there. In casual small talk, she will introduce us to Professor Brahm Kenrick, with whom you just need to talk to complete this task.

What's left

The quest is activated after a conversation with Scout Harding’s ward, Professor Brahm Kenrick. He specializes in studying the history surrounding the first Inquisitor Ameridan. Thanks to the finds discovered by scouts from the Harding detachment, the professor still has enough material to study, but some artifacts indicate that other traces of the presence of the first Inquisitor may be found on the island located near the shore of Overcloud Lake. But the Avvars are not verbose, and we, as usual, will have to find a way to get to the island. We gather our team together, take a knapsack - and forward, to the shore of the lake in a fishing village. There we have a nice conversation with the fisherman Arvid and ask him for a boat to ride on the lake. But it was not there. It turns out that in order to rent a boat, you need permission from the thane. There is nothing to do, we go to the Stone Bear stronghold to pay a courtesy visit, sooner or later we will have to do it anyway. Upon arrival, we make small talk with the thane and ask permission to take the boat. We receive it and joyfully return to the fisherman Arvid, take a boat and go to the island of the Host's Corner. There, in a collapsed hut, we discover an ancient gap in the curtain and try to open it. Our curiosity is rewarded; a ghost appears to us and tells part of the story. So we get one of the pieces of the puzzle called “The Life and Death of the First Inquisitor”, and satisfied we return to Professor Kenrick with a report, completing the current mission.

Avvars - allies

The quest is activated automatically after talking with Scout Harding upon arrival at the Inquisition base camp. Harding tells us about the friendly Avvar tribe living nearby in the Stone Bear stronghold. From our own experience, we know that friends are never superfluous, and if you are lucky, you can acquire new allies. We get ready and hit the road, heading east along the shore of Lake Above the Clouds. Having reached the stronghold, we find a crowd of local residents amicably watching the competition between two representatives of the tribe. Join the fans and wait for the end sporting event. Afterwards, we immediately go to Thane Svara Sun-haired to pay our respects, which is how we complete this quest.

Lead the charge

The quest is activated automatically after talking with Scout Harding upon arrival at the Inquisition base camp. Harding will report on the current situation in the basin, on the difficulties encountered by the soldiers of the Inquisition when surveying the territory, and on hostile representatives of one of the local tribes. We have to understand the current situation and find a solution to the problem. Well, duty is duty, there is nothing to do, we set a course for the marker on the map and hit the road. Approaching our intended target, we discover a small, weakly fortified camp of the Inquisition troops in the area of ​​the Varsdotten River, and also that our soldiers are trying to fight off the enemy. We quickly come to their rescue and save their lives. Afterwards we talk with Lieutenant Farrow and listen to his report on the situation on the river, which completes the quest.

stumbling block

The quest is activated immediately after talking with Lieutenant Farrow. From his report we learn that the river is the main artery for supplying our troops in the basin, but the evil Hakkonites are in every possible way obstructing and interfering with the supply of provisions, camping along the banks of the river. Well, the task has been determined, focusing on the markers on the map, we go to them on a “return visit”. After the last “courtesy visit” has been paid, we return to Lieutenant Farrow and say that the banks of the river are again clear and supplies can be resumed, thereby completing the mission.

Powerful research

The quest is activated during a conversation with Professor Brahm Kenrick. Professor's assistant Coletta went to explore the Tevinter ruins. Kenrick himself has no time, and it is the Inquisitor who must find her and talk with her about exploring the ancient ruins. It must be so. We get ready and hit the road, focusing on the map marker. However, it may happen that Coletta simply confuses the roads and wanders into the Kuldsdotten swamp instead of ruins, and we, as usual, will have to save the unlucky researcher. This is what it means to travel alone, without a guide, compass or map. Having thanked us for saving us, Coletta will make an appointment for us in the Tevinter ruins. Having collected a bouquet of local plants along the way, we go to the ruins on a date, have a nice conversation with a beautiful girl and complete the quest.

Dead friend

Harding is concerned about the disappearance of one of her people - Inquisition intelligence officer Grandin; he did not show up at the Research Station and did not send any news about himself. In a recent skirmish with representatives of the Jaw of Hakkon tribe, his close friend, who was an ordinary researcher, died, and Harding is worried that Grandin will mess things up and get into some trouble. And again we have to solve other people's problems and try to save the careless representatives of our motley army. Focusing on the marker on the map, we set off to search for Grandin, or at least his traces. In the designated area, use the search key (V) and follow the chain of markers. We finally find our lost one, find out all the circumstances of his misadventures and decide his fate. Then we return to Scout Harding and tell her everything, completing the quest.

Protection from animals

Just north of the Research Station and base camp Zoologist Baron Avar-Pierre d'Amortizan is stationed in the Inquisition, helping our soldiers survive in this area, infested with wild and dangerous creatures. Because of them, the soldiers have difficulties and delays in setting up camps. The Baron found a way out of this situation and offers us his help - to create herbal repellers for wild animals, but he has no desire to interfere in our military affairs, which means we will have to hang bags of herbs and dry brooms ourselves. We take this herbarium and, focusing on the markers on the map, hang it in the right places. After that Once the last herbal repeller takes its place, the quest will be considered completed.

Knox Morta

While we are running around the Frosty Basin and hanging dried brooms, we meet Dunvish - the scribe of Baron d'Amortisan, whom the baron had already considered dead long ago. The poor fellow was entrusted with a difficult mission - to collect traces of the vital activity of a mysterious animal in order to prove its existence. But this turned out to be beyond his power, since you cannot throw pen and ink at predators and you cannot save your life. So the unfortunate scribe sits away from the baron, because he was ordered not to return without these very traces. Well, what to do, he will have to help out the unfortunate man, before he was devoured by some wild animal. We take a course to the east and hit the road. In the highlighted area, using the (V) key, we find a chewed sign with the remains of the inscription. Carefully wrap it in gift paper, tie it with a ribbon and deliver your trophy to Baron D" Amortisan. The Baron will be incredibly happy to receive such a gift, but it turns out that he is not very well prepared for a closer meeting with the unknown monster of his dreams. We had a lucky ticket to be the first to meet an unstudied representative of the local fauna. We take the bait prepared for this occasion by the baron and set off in the direction of the northeast to the habitat of the mysterious miracle-yuda. Having arrived at the place, we place the bait and wait for the mystery of nature to appear. But the animal didn’t like the bait, but he really liked us and now we have to defend ourselves. Well, it’s a pity to destroy such a rare specimen, but your life is more valuable. After the battle, bitten in places, but alive, we return to the baron and share our impressions of the meeting with the mysterious beast, thereby completing the mission.

In exile

During our entertaining travels through the Frosty Basin, we meet the Avvar woman Sigrid Gulsdotten. She won’t be very happy about our visit, and trying to make small talk with her will be a fiasco. The hermit will turn out to be unusually taciturn, which will kindle strong curiosity in us. In order to find out more about her, we go to the Stone Bear stronghold in search of a source of additional information. This source will be the augur. After listening to the story about our friend and her difficulties with performing a magical ritual, we suddenly realize that we cannot just pass by and not poke our nose into other people’s affairs. We quickly get ready and go to the place of the ritual to carefully examine everything there. Having collected all the necessary evidence, we, satisfied and happy, return to Sigrid and pin her against the wall. Under the weight of our evidence, the Avvarka gives up her position and reveals all her secrets. And we have the opportunity to decide her future fate and complete the quest.

Father's name

When we visit the Stone Bear stronghold, we will have the opportunity to make acquaintance with the Avvar woman Gida Myrdotten, whose main occupation is preparing deceased fellow tribesmen for the rite of heavenly burial. Gida tells us that the deceased was an unusual member of the tribe, and a special ritual is provided for his burial. But for this ritual it is necessary to present a gift to the gods, which his son was supposed to prepare, but due to a serious injury he was unable to do this. We, as guests of the stronghold, can prepare this gift in its place. And you need to ask the Master of the Hunt which animals are suitable for this. And as always, we are ready to help everyone who needs it. We go to our son and inquire about his state of health, then we talk with the hunter and find out the habitats of the necessary creatures. We check our equipment, stock up on pills and ointments and go hunting. After we get the last trophy, we return back to the stronghold and decide who to give our loot to. Then we rush to the Guide and complete the quest.

Up and away

In the area of ​​Lake Above the Clouds, in a fishing village on the shore, the fisherman Lynna is sad, and in order to entertain the girl, we start a conversation with her. It turns out that her cousin Runa, instead of the promised help in catching fish, preferred more strenuous physical activity and went to conquer the mountain peaks. Linna is worried that something might happen to her sister. We quickly collect our climbing equipment and follow in search of the climber. In the places marked on the map with a marker, using the (V) key we find the marks marking the path that Runa left. We move on, forward and upward, to new peaks, and on the platform of one of them we find our beauty trying to fight off the clutches of the monster. We boldly rush into battle and cover the poor thing with our breasts. Our courage does not go unnoticed and Runa, scattering words of gratitude, invites us to take part in the ritual. We make our choice and complete the quest.

Trials of Hakkon

In the Avvar stronghold of Stone Bear there is an arena where warriors prove their valor and try to earn the favor of the gods. The manager of the arena, Mentor Arrken, invites us to pass the tests of Hakkon and show what we are worth by taking part in the battle with the mighty Avvar warriors. But first, we need to present a gift for the arena. We return to our camp and make a gift on the quartermaster’s table. Having had a good rest and checked all our equipment and armor, we hurry back to the stronghold and present the gift to the steward. Now we can prove to the Avvars that we are not blindsided either and proudly march into the arena. After the end of the test, beaten and bruised, but happy, we rush to mentor Arrken and complete the quest.

Time will show

While exploring the area in the Kuldsdotten swamps, we come across strange artifact– an enchanted human skull. Knowing full well that this find does not bode well and that there is a possibility of finding even more of them, we carefully search the area in this area. After finding the latter, we realize that only one representative of the friendly Avvar tribe can tell us about this type of magic - an augur. We rush to him as fast as we can and bombard him with questions. But cunning fox is in no hurry to share information, but instead sends us out with a torch of the curtain fire to read the runes that he has been carving over the past few months. Someone needs to show off their artistic talents, and we just happened to be in the right place at the right time and can appreciate them. Having admired the runes and gleaned information, we return to the augur and share our impressions, thereby completing the quest.

Storvacker in a cage

During our social visit to the thane of the Stone Bear stronghold, Svara Sun-haired, we learn that the stronghold animal of the Avvars, the she-bear Storvakker, has disappeared. All the hunters of the stronghold try in vain to find her traces. Tan is not against supporting us in the fight against the Jaws of Hakkon, but until the bear is found, the Avvars will not fight. And if we want to enlist their support and form an alliance, we need to find it. Tan advises asking the inhabitants of the stronghold, maybe someone has seen or heard something. We set out to collect rumors and gossip; in these conversations with the local population we manage to learn little, but we still have one clue. We put our duffel bag and, focusing on the marker on the map, we go to the Kuldsdotten swamp area. There, among the quagmire and impenetrable wilds, we discover an abandoned ancient Tevinter prison. Curiosity, as always, takes us apart, and we decide to look into it, maybe we’ll find something interesting there. And here we discover that the prison is not so abandoned, that there are both prisoners and jailers in it. Seething with righteous anger and headlong, we rush to the rescue of the unfortunate animal. We deal first with the guards, and then with the reinforcements that come to the aid of the villains. Then we go and release the bear Storvakker from captivity, and she, happy and contented, her heels sparkling, rushes home at full speed. We follow her to the stronghold and report to the thane about the rescue operation, which completes the quest.

The mystery of winter

The quest is activated automatically when you find a locked door in the Frost Basin, from which an unnatural cold emanates, or when you find a Hakkonite diary with a leather cover. The door can be easily found when completing the quest “Father's Name”; you just need to explore the area in the upper reaches of the Varsdotten River (on its right side). To open the door, you need to collect 12 fragments, which are searched using the ocularums already familiar to us. Having opened the door and got inside, we simply carefully examine the room and complete the quest.

On the trail of Ameridan

After our return from the island of Master's Corner and the story of the evidence found there of the presence of the first Inquisitor Ameridan, Professor Brahm Kenrick directs us north up the river to discover the spiers, and he again remains to study the buckles. We put on rubber leggings and waterproof armor, take sleeping bags and a change of warm underwear with us, pack our backpack, not forgetting to grab a supply of tinctures, and hit the road again. Focusing on the markers on the map, we follow the river upstream until we reach a path with spiers leading into the mountains. We change our shoes to something more comfortable and suitable for conquering mountain heights and begin our ascent. At the top we discover the ancient ruins of the Tevinter temple, as well as a crowd of evil Hakkonites who dream of tearing us apart into a thousand little Inquisitors. After a difficult battle, pretty battered but happy, we sit down near the fire to rest and wait for the arrival of Professor Kenrick and Scout Harding. The professor is indescribably delighted when he sees the ruins of an ancient temple, and we are forced to leave him under the supervision of Harding. We ourselves pack up and move on to explore the area around us. We pass through the gate and climb the stairs, but bad luck - a strange magical barrier blocks our path. Now we need to find a solution to this problem, but unexpectedly Professor Kenrick comes to our aid and gives us a hint by reading ancient elven inscriptions. At least some benefit, but we thought there was only one benefit from it headache. Nearby we find a brazier with a curtain fire and light a torch from it, go back, poke the torch into the barrier and, lo and behold, the barrier disappears. And now in our piggy bank there is the next piece of the puzzle called “The Life and Death of the First Inquisitor.” We carefully examine the room in search of the next clue and discover it with the help of a curtain fire. After reading the runes, we go to the wall and use the lever to activate the mechanism, then we go back, climb to the platform opposite the entrance to the chapel and light the first waymark. Now, following the markers on the map, we go further into the basin, lighting all the waymarks in turn. When the last one is lit, the mission will be completed.

Ameridan's Lot

The quest is activated automatically immediately after we light the last waymark in front of the ice wall blocking the road to the Jaws of Hakkon fortress. Well, we have done our part of the work, it’s the turn of the Avvars from the Stone Bear stronghold. We hurry quickly to Thane Swara Sun-haired and brag about the successes we have achieved in removing the ice obstacle. After developing a joint tactical plan, we carefully check all our equipment, stock up on elixirs to the fullest and set off to storm the gate. During the assault, we cover the Avvar climbers, giving them the opportunity to climb the wall and open the fortress gates for us from the inside. We go inside and take out all the defenders of the citadel on the shield. Next, our path runs through a narrow and winding gorge, leading us to the icy entrance to the Old Temple. Once inside, we run forward as fast as we can, but suddenly we come across a locked door. Now we will also have to look for the golden key. We turn 180° and hurry back at full speed to more carefully examine everything around us. To the left of the entrance to the temple, in a side branch, we find someone’s parking lot, a brazier for a curtain fire, and a ruined table for preparing potions, which can be restored by activating it with a magician. And this alchemical table can be very useful to us. We take with us a torch with a curtain fire, it’s not just that there is a brazier for it here, maybe we can discover something interesting with its help, and we hurry on further to very carefully examine everything around. When running past large extinguished braziers, which are used to heat rooms, do not forget to light them. In the right branch from the entrance to the temple, using the key (V), we find our treasured key and joyfully head to the door to “Papa Carlo’s” closet. We continue to move forward, while fighting off the attacks of the evil Hakkonites, getting closer and closer to our goal. And again our path is blocked by a magical barrier and brutal representatives of the Jaw of Hakkon tribe. We have nowhere to retreat, so we rush headlong into battle. After the last defender of the barrier falls, he himself will disappear. Now nothing separates us from the goal, a little more - and we will reveal the greatest secret that the past centuries have hidden from everyone. But we are not in a hurry to immediately move forward, we check the availability of the necessary painkillers and wound-healing poultices, ointments and pills, since the next battle promises to be protracted and not the easiest. After defeating the enemy, we will learn something that can shake all the centuries-old foundations of the Church to the ground, and this will be another piece of the puzzle, the name of which is “The Life and Death of the First Inquisitor,” as well as the completion of the current mission.

Where we once went

Before leaving this mortal coil, the first Inquisitor Ameridan gave us a parting gift. He revealed his last memories to the current Inquisition. We just have to find them, focusing on the markers on the map, and activate them using the mark. When we have the last memory, the quest will be completed, and we will receive the last piece of the puzzle called “The Life and Death of the First Inquisitor.” And now the whole picture is assembled, now we know what feat Inquisitor Ameridan accomplished in the name of Orlais, what price he paid for it, what sacrifice he made in order to protect not only Orlais, but all the peoples of Thedas.

Hakkon Zimodykh

Despite all the efforts made by the first Inquisitor Ameridan, Hakkon Zymodykh still broke free and went to the Frost Basin. Fueled by unbridled rage, he will first wreak havoc there, and then perhaps move further into the valley, threatening the destruction of all life in his path. And again, the fate of almost all of Thedas depends on us, again we need to save this world. Hastily bandaging the wounds received in the previous battle, collecting last strength and supplies of medicinal tinctures, hobbling and limping on both legs, we set off on a courtesy visit to the feathered lizard. Hakkon is immensely happy about our visit and gives us a fairly “warm” welcome. We have a long heart-to-heart talk with him, and at the same time with his friends who periodically drop by to visit. As a result, our winged friend gives up his position and breathes his last. And all this time, from the nearby bushes, Scout Harding is watching our difficult conversation that we are having with Hakkon. As soon as we utter our last significant word, she hurries towards us to express her admiration for our ability to conduct dialogue, as well as to discuss the events that have occurred before. Having finished small talk with Harding, we close the quest.

Guests of the stronghold

During our first visit to the Stone Bear stronghold, Thane Svara Sun-Haired will make it clear to us that in order to enlist their support and receive help from them, we need to win the favor of the inhabitants of the stronghold. To do this, as always, we stick our nose into other people’s affairs, we go everywhere where we are not asked, we save everyone we can. And after defeating Hakkon Zimodykh, with a proud look and frostbitten parts of our bodies, we return to Svara with a report about our meeting with their god. We have a nice conversation, receive a bunch of thanks and complete the mission. On the way out, don’t forget to greet the bear Storvakker.

Everything was wrong

The quest starts automatically after finding interesting notes about the secrets of the Frosty Basin (there are four of them in total, in the codex they are in the “Letters and Notes” section under number 120). After discovering the latest records, we receive a recipe for making binding. We hurry back to camp and collect all the notes into one volume on the quartermaster’s desk. Afterwards, we go to the Stone Bear stronghold and solemnly present this masterpiece to the author - merchant Helsdim, ask him about the conspiracy theory and invite him to be our secret agent (if desired).

Location of notes

On destroyed aqueducts

Location of notes

On Kamnekos

Apparently, the time has already passed when full-fledged additions were released. One can only probably remember the last sensational announcements. In general, such large DLCs have replaced small additions, which should keep the public interested in the project for as long as possible. Let's remember the company that likes to release whole line additions, and Dragon Age: Inquisition is apparently no exception. But one thing is not clear: does this game still need an expansion?

Story

Returning to the past and remembering the beginning of the series, the game, we will also remember a wonderful addition to the original game called The Awakening, which has practically outgrown in terms of interest original game. The same scope could be expected in the add-on, because the money for DLC is quite good.

The plot of the add-on invites the current Inquisitor to get acquainted with the history of the previous one, who hunted a dragon as much as 800 years ago. The new storyline, as expected, takes place in a new location. Once in this new place, you will be pleasantly surprised by the incredible beauty of this territory and uniqueness, because if you remember the locations of the original part, you would notice that the locations are of the same type: forests, mountains, deserts and others. Now you have to get acquainted with a region in which everything is succinctly combined together.

Inspection from the inside

The location is not small compared to the locations in the original part, and in terms of exploration it is just as interesting. You can simply travel around this area and carefully look at some flowers or something else. In general, the landscapes of the first expansion are simply beautiful.

As for the changes in the gameplay, there are none: as usual, you move where your eyes look, take on a bunch of tasks, find some beautiful rare objects (of which, by the way, there are a lot more) and completely immerse yourself in the secret stories of certain Avvars (mysterious inhabitants of these lands). In addition to the main storyline, as usual, there are also secondary ones, but they are not so interesting and exciting, since they relate to the “bring, collect” principle.

The addition takes a total of seven hours to complete, even if you fully explore the area and trample every path in the location. It is worth noting that the addition was made exclusively for those players who have fully explored the world of Dragon Age: Inquisition (fans). The enemies are very strong and there is no place for weak Inquisitors here, and in general the passage of “Jaws of Hakkon” is best started around level twenty.

So far, the addition has only been released on and, but in May the addition will be available for other platforms. The only thing that discourages players from completing this add-on is the price. For one location and plot, which is not very addictive, you need to pay 800 rubles, and if you remember, it costs 1800 rubles. However, any fan of the series will definitely like the new location with beautiful landscapes.

Bottom line

What can I say, the supplement is of course of high quality and “from the inside” it is simply beautiful, but still, for that kind of money I would like to get a lot more, or a lower price. But if you look at Jaws of Hakkon as a whole, the first DLC is excellent, but again, with the success of what was once released additions The Awakening can't compare.

We are going through the first addition to Dragon Age: Inquisition and trying to answer the question: “Why pay 800 rubles?”

The time for full-fledged additions to games has actually passed. Among the latest announcements, it is possible to find in memory only the addon for Wolfenstein: The New Order - The Old Blood. They have been supplanted by small DLCs, which are often released in batches. big games, in order to maintain public interest in the project as long as possible. Electronic Arts quite often produces a whole series of DLC in its own projects, and Dragon Age “Probably” will be no exception.

But it is not yet clear whether these additions will be necessary.

At high graphics settings the game produces good frames. But get ready for high system requirements

I remember that an excellent addon, The Awakening, was released for Dragon Age: Origins, which was almost better unique game. It was possible to expect the same scope in Jaws of Hakkon, given the high cost of the DLC, but that was not the case. We are invited to familiarize ourselves with the history of the last Inquisitor, who, long before current events, eight hundred years ago, hunted a huge dragon. The developers placed the plot of the add-on in a new location. When you go in that direction for the first time, you will be pleasantly amazed by the beauty of the landscapes and the elaboration of the area. The fact is that the locations of Dragon Age: Inquisition were huge, but, in most cases, of the same type: either forests, mountains, or desert under the scorching sun.

Now various options landscapes are combined in one region, which adds diversity. The territory is the largest compared to Inquisition, and also the most exciting to explore. Perhaps, without doing quests, and explore the surrounding area, enjoying the most beautiful scenery.

In terms of gameplay, there are no transformations: we go wherever we look, collect tasks, look for rare objects, of which there are more of them, and dive into the mysterious stories of the Avvars - the mysterious inhabitants of the local lands. In addition to the central storyline, there was also room for side quests, but not to mention, there were quite a lot of them. There are both exciting tasks and stereotyped ones like “collect five roots and bring them to me.”

Wandering around the area at night is much scarier than during the day.

“Jaws of Hakkon” can be overcome in about five to six hours, but if you want to completely trample the area and complete every task, it will take about seven hours. The add-on was definitely created for the players who played Dragon Age: Inquisition big amount of time. The rivals here are strong, they kill weak inquisitors instantly, based on this, it is optimal to start a DLC somewhere around 15-20 level of the brave man.

The add-on was released for Xbox One and PC; in May, “Jaws of Hakkon” will appear on other platforms. The main complaint from players now is the price of the DLC. For one location and a couple of hours of gameplay, paying eight hundred rubles when the cost of Dragon Age: Inquisition itself is 1,800 rubles will be a bit expensive.

But, for a true Dragon Age fan, the price for a new location will not stop a really good story, and for other players, the unique Inquisition will be more than enough.

7.3 High-quality addition, in which I would like either more content or a more modest price tag

DRAGON AGE™: INQUISITION - Jaws of Hakkon - Official Video (Extra)


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