Dragon Age: Inquisition

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Dragon Age: Inquisition
Dragon Age Inquisition.png
Studio CanadaCanada BioWare
Publisher United StatesUnited States Electronic Arts
Senior Developer Mike Laidlaw (Creative Director)
composer Trevor Morris
Erstveröffent-
lichung
United StatesUnited StatesNovember 18, 2014 November 20, 2014 November 21, 2014
GermanyGermany
EuropeEurope
platform Windows , PlayStation 3 , PlayStation 4 , Xbox 360 , Xbox One
Game engine Frostbite 3
genre Computer role playing game
Game mode Single player , multiplayer
system advantages
preconditions
Windows:
medium DVD-ROM , Blu-ray , download
language German , English , French
Current version Patch 11 (October 5, 2015)
copy protection Denuvo
Age rating
USK approved from 16
PEGI from 18

Dragon Age: Inquisition is a computer role-playing game from the Canadian development studio BioWare for Windows , PlayStation 3 , PlayStation 4 , Xbox 360 and Xbox One . It is the third installment in the main Dragon Age series and the successor to Dragon Age 2 .

action

The events take place a few years after the events of Dragon Age 2 and immediately follow the novel plots of Dragon Age: Torn and The Masked Empire . The settings are the realms of Orlais and Ferelden in the fantasy world of Thedas, which are shaken by severe political and military crises. At the same time, the clashes between the spiritual elites of the empire, the Templars and the magicians, intensified. The magicians have dissolved their circles and are trying to evade control by the Templars. The Knights Templar in turn, because of the reluctant support of the church that is close to it, terminates the joint alliance agreement in order to pursue the fleeing magicians on their own initiative. The conflict is carried on by the two conflicting parties as far as Ferelden, with large areas being devastated by heavy fighting. The Orlais empire, the most powerful empire on the continent and traditional antipole to the magical aristocracy of Tevinter, cannot intervene as Empress Celene I has to fend off the usurpation attempts of her cousin Grand Duke Gaspard de Chalons. In order to alleviate the prevailing chaotic conditions, only the church of the builder tries to negotiate peace between the Templars and magicians. The head of the church, the Divine Justinia V, succeeds in moving the warring parties to a peace conclave. While the ambassadors are still meeting for negotiations in the Frost Summit Mountains, a powerful magical explosion occurs there. All of the negotiators and dignitaries of the church are killed. In addition, the so-called breach arises, which lifts the protective veil between Thedas and the dimension of nothingness, the world of demons. Through further smaller dimensional cracks that opened up in many places, hosts of death-bringing demons pour into Thedas. As the factions blame each other for the explosion, the fighting flares up more violently than ever before.

The player character now emerges from the rubble of the explosion. However, its miraculous survival arouses suspicion. At first it seems unclear whether he was involved in causing the explosion or whether he was sent by Andraste, the long-dead prophetess of the builder, to assist the inhabitants of Thedas in the fight against the demons. Since the player character has had a magical light mark since he emerged from the breach, with which the dimensional cracks can be closed. Together with Cassandra Penthagast, the right hand of the Divine Justinia V, and other supporters, he begins the reconstruction of the Inquisition, a predecessor organization of the Templar Order, in order to organize the fight against the demonic invaders across nations. The player character is raised to the position of the inquisitor and thus the leader. At the beginning the resources of the Inquisition are still limited, so that the player has to find resources and allies above all. He often has to decide for certain sides, which affects the narrative, for example whether he chooses the Templars or the magicians as allies. The inquisitor learns of the Venatori, a secret society in Tevinter, who, under the leadership of the so-called elder, appear to be behind the demon invasion. He manages to continue to reveal details of their war plan.

After the first successes, the Inquisition is attacked surprisingly in its makeshift camp by the demon army. The oldest reveals himself to be Corypheus. Corypheus was one of the Tevinteran magisters who once tried to challenge the builder and thus became the dark breed that Thedas has threatened ever since (see plot of Dragon Age: Origins ). After years of imprisonment and subsequent liberation by Hawke, the champion of Kirkwall (see plot of the DLC The Legacy of Dragon Age 2 ), Corypheus' goal is still to become a god. With heavy losses, the Inquisition withdraws and finds refuge in the empty sky fortress. With the knowledge of Corypheus' plans, the Inquisitor can successfully thwart his efforts to plunge the lands of Thedas even further into chaos.

Characters

The game is fully audio, the German version is fully localized. For the main character of the inquisitor, two voices per gender are available in each language. While in the English version one voice speaks British-English and American-English, in German they embody either a young or an older hero. The German synchronization was created from November 2013 to July 2014 at the Berlin company Globaloc. The volume was around one million words and over 900 roles, which were implemented with over 200 speakers.

character race gender class English speaker German speaker description
inquisitor selectable
(human, elf,
dwarf, Qunari)
male selectable
(warrior, villain, magician)
Harry Hadden-Paton René Dawn-Claude Player character, British-English or a younger male hero
male Jon Curry Torsten Michaelis Player character, American-English or an older male hero
Female Alix Wilton Regan Manja Doering Player character, British-English or a younger female hero
Female Sumalee Montano Anke Reitzenstein Player character, American-English or older female hero
Blackwall human male warrior Alastair Parker Thomas Nero Wolff Companion, Gray Guardian
Cassandra Pentaghast human Female warrior Miranda Raison Kerstin Draeger Companion, right hand of the divine
Cole Spirit (human) male Villain James Norton Marius Clarén companion
Dorian human male magician Ramon Tikaram Peter Flechtner companion
The Iron Bull Qunari male warrior Freddie Prinze junior Ingo Albrecht companion
Sera Eleven Female Villain Robyn Addison Giuliana Jakobeit companion
Solas Eleven male magician Gareth David-Lloyd Ozan Unal companion
Varric Tethras dwarf male Villain Brian Bloom Tilo Schmitz companion
Vivienne human Female magician Indira Varma Martina Treger companion
Josephine Montilyet human Female Allegra Clark Ranja Bonalana Ambassador and Chief Diplomat of the Inquisition
Morrigan human Female magician Claudia Black Tanja Dohse Arcane advisor to the Empress of Orlais
Leliana human Female Villain Corinne Kempa Magdalena Turba Spy master of the Inquisition
Cullen human male warrior Greg Ellis Jaron Lowenberg Captain of the Inquisition
Alistair human male warrior Steve Valentine Frank Schröder King of Ferelden / Gray Guardian (Depending on decisions made in Dragon Age: Origins.)
Corypheus / The Elder Human / dark brood male magician David stars Erich Rauker Antagonist, one of the old magistri who once invaded the Golden City and became the Dark Brood

Gameplay

campaign

Like its predecessors, Dragon Age: Inquisition is a group-based role-playing game. The player created as part of the campaign initially a character (Engl. Character ) Lowest game stage to be selected such as gender (male / female), race (human, elf, dwarf, qunari) and class (Warrior, Rogue, Mage - additional three Specializations selectable). In addition, there are nine possible accompanying figures from which the player can put together a support group (English party ).

The game is presented in a third person perspective . The game character can be controlled either with a mouse and keyboard or a game controller , with the game's graphic user interface being adapted accordingly depending on the device selected. The figure can be moved freely within the scope of the topographical possibilities, whereby for the first time in the history of the series, mounts are available for faster movement. The different options to be explored, localized areas of difficulty (engl. Level ) are significantly extended in comparison to the previous tracks.

The central point of contact of the game that can be unlocked at the beginning of the campaign is the Skyhold Fortress , the headquarters of the Inquisition. With the help of the map table (eng. War table ) located there, the player gives instructions on how to proceed for units and supporters of the Inquisition under his control. In this way, for example, new regions are made accessible to the player, which he can then explore or travel to as part of further campaign missions. Successes achieved in this way in turn open up new possibilities for action in the military or diplomatic area for the card table. Even after the campaign is over, the game world can still be explored and remaining assignments can be fulfilled.

Multiplayer mode

In addition to the single player mode, there is a co-op mode for up to four players for the first time in series history. He is independent from the campaign. The multiplayer mode consists of missions that are divided into five sections. In these sections all opponents must be defeated, whereby the last section always contains a boss opponent. There are recovery areas between the combat sections, in which, for example, fallen players can be resurrected. To successfully complete the mission, at least one player must survive the mission. Gold and materials can be found in the missions, which can be used to buy new equipment in the form of treasure chests in the multiplayer lobby upstream of the missions or to produce them using a craft function. In addition to the valuables and materials found in the game, the player can also use real money to acquire new items in the form of microtransactions . Unlike in the campaign, the player does not create his own character, but uses several pre-defined archetypes, three of which are unlocked at the beginning. Other archetypes can be acquired and unlocked in the further course, similar to the equipment. As in the campaign, the archetypes gain experience during use, which allows them to rise and improve in character level. The upper limit is level 20, but after this the figures can still collect further bonuses through the so-called prestige.

development

course

The foundations for Dragon Age: Inquisition were laid through an internal project with the working title Blackfoot , which was in development before Dragon Age 2 was released. It was already based on the Frostbite engine and was supposed to be a pure multiplayer title. Work on a third part of the Dragon Age series was officially announced for the first time in May 2011, two months after the publication of Dragon Age 2 , by a Twitter message from BioWare's creative lead Allistair McNally. In March 2012 BioWare finally announced that the development work on Dragon Age 2 had ended and an originally planned add-on had been discontinued in favor of the further development of the series. In September 2012, the developer officially announced the game with the title Dragon Age 3: Inquisition , which was to be created in collaboration between the BioWare studios in Edmonton and Montreal. The numbering was later dropped as it is not a direct successor to Dragon Age 2 from a developer's point of view.

Criticisms from previous BioWare production were taken into account during development. Inquisition was supposed to take up elements and functions from the first Origins , which were heavily changed for its successor Dragon Age 2 . The third part should be positioned between the two concepts. While in Dragon Age 2 the attempt was made to give the characters a sharper profile, for example by restricting the customization options for the player in the equipment, this was for Inquisition - with a few exceptions such as the character Varric and his obligatory crossbow Bianca - released again. A craft system for creating your own equipment (so-called crafting ) has also been integrated. The game world was divided into areas that were much larger and more open than in the two predecessors in order to invite the player to explore. This decision was influenced by v. a. through the success of the role-playing game The Elder Scrolls V: Skyrim , a so-called open-world game that sold 20 million times and, according to producer Darrah, broadened the market for role-playing games on the one hand, and on the other hand certain customer expectations of other games of this type defined. Thanks to the technology that has become more efficient, it has again become possible to design such large, open game worlds. However, this also required some adjustments to the previously practiced narrative structure and organization of the content, since with Inquisition the player was granted significantly greater freedom in exploring the game world and the developers were thus less able to control the course of the game. This included that there is a reason for all accessible areas that leads the player character and the Inquisition into the area. Thematically, side quests should also have a reference to the main plot, mainly through the thematic motif of the Inquisition, which is gradually gaining strength and expanding its influence. The clear distinction between main and side quests has also been weakened by the fact that the level of difficulty requires the player to complete some side quests in order to improve his character through the increase in experience points and to advance in the main story. However, a large part of these minor aspects of the game remained optional. The possibility of traveling through the game world and solving quests after completing the main story has also been integrated.

Compared to its predecessors, the Qunari were added as an additional option when choosing the player race, which was announced by BioWare in August 2013. The consideration of this player choice in the dialogues and for the plot of Inquisition required additional development time, which is why the publication was postponed to the end of 2014. In mid-May 2014 BioWare announced a Collector's Edition. Delivered in a box, it contains the basic game and additional physical and digital content. According to producer Mark Darrah, the project reached alpha status on May 26, 2014, and in July the release date originally planned for the beginning of October was postponed to the end of November. On August 27, 2014, Bioware confirmed the existence of a separate co-op mode. The completion of the development work was announced on October 31st. Unlike the two predecessors, which were approved for sale by the USK in Germany from the age of 18, the Inquisition received an age rating from 16 years. No adjustments were made compared to international versions.

The music for the game was composed by Trevor Morris .

technology

Dragon Age: Inquisition uses the Frostbite game engine developed by Studio DICE , which is also part of Electronic Arts . When the title was announced , Version 2, which was introduced with Battlefield 3 , was used, and later switched to the newly developed Version 3. The change was necessary because, according to the company's own statements, the implementation of the desired concept was not possible with the previous technology. Bioware had to adapt and expand the Frostbite engine, which was originally developed for use in first-person shooters , to meet its own needs, for example for the pause function, the tactical overview camera or the savegame function. Inquisition is the first game with the Frostbite 3 engine to support physically based rendering. This is a lighting technology for which material and light information are decoupled from each other and the light effect on different materials such as metal or skin is calculated individually with the help of physical laws. The light that hits the surface is either reflected, scattered, absorbed or it enters and is only refracted there. With this function, the engine closed a. to the competing products CryEngine , Unreal Engine 4 , Fox-Engine and Unity-Engine 5 . BioWare also used Horizon Based Ambient Occlusion (HBAO, ambient light obscuration), volume scattering (subsurface scattering) and volumetric lighting for the lighting . When rendering, the game uses parallax occlusion mapping , tessellation with low subdivision factors, soft cascading shadows and image-based lighting . On the PC, Inquisition supports the graphics interface AMD Mantle and resolutions up to 4k .

Download extension

In an interview with the official British Xbox magazine in April 2014, Creative Director Mike Laidlaw ruled out the publication of new companions as download extensions (DLC). The reason is that such companions are so deeply anchored in the game mechanics that they have to be integrated right from the start and therefore at least in their basic features already have to be included in the delivered version. However, such an approach would lead to criticism that certain content is deliberately withheld from the buyer and only made available for additional payment. Corresponding customer reactions were provoked by the DLC From the Ashes for Mass Effect 3 , with which a new companion was also integrated into the game. Similar DLCs were also available for Origins and Dragon Age 2 . Due to the expected controversy, no download characters will be offered this time. At the beginning of November 2014, Laidlaw also rejected plans for further single-player content before publication to VG24 / 7. The team is still in the process of completing development. After three and a half years of development, the team only wanted to turn to plans for additional single player content after a certain break. It is also important that the customer does not get the impression that things have been deliberately removed from the original game in order to make them accessible again for special payments. For the multiplayer mode, however, there should be new, free expansions at regular intervals after publication.

On March 23, 2015, Bioware surprisingly announced that it would publish the first download extension Hakkon's fangs (English: Jaws of Hakkon ) the following day . It expands the game to include an additional region in the southern mountains of Thedas, the home of the Avvar. There the player investigates the fate of the last inquisitor who hunted a dragon there. The expansion was initially only available for Windows and Xbox One due to a temporary exclusive contract with Microsoft.

Dragon Age Keep

In order to be able to take over the decisions from the predecessor for all platforms in the third part, BioWare developed the online application Dragon Age Keep (from the noun for fortress , but also as a verb to preserve ). In it, all options can be set and changed if necessary for both Dragon Age: Origins and Dragon Age 2 . The main plot can be relived as an interactive picture story, told by Varric Tethras. The application is linked to EA's online sales platform Origin and went into the open beta test at the end of October, and from November 13th also in German. The Keep had been in development since 2011, originally under the title World Vault and designed for Dragon Age 2 . Through further development, the Keep was created, which will also be used for future games.

Dragon Age: The Last Court

At the beginning of November BioWare announced for the waiting time until the release of Inquisition the browser game Dragon Age: The Last Court developed by Failbetter Games , which was integrated into the Dragon Age Keep. In a mixture of text adventure with role-playing elements, the player takes on the role of the ruler of Serault, a county in the Orlais Empire. The player has to organize his court and uncover secrets, there are also encounters with well-known characters from the main series. The game is not linked to the main game and does not transfer decisions to Keep. Although basically free of charge, the game can be accelerated for a fee. It was released on November 8th.

reception

reviews
publication Rating
PS3 PS4 Windows Xbox 360 Xbox One
4players 54% 59% 59% 54% 59%
GamePro 86% 88% k. A. 86% 87%
GameStar k. A. k. A. 85% k. A. k. A.
PC Games k. A. k. A. 89% k. A. k. A.
Meta-ratings
Metacritic k. A. 89/100 87/100 k. A. 86/100

Reviews

Adam Smith of Rock, Paper, Shotgun named Dragon Age: Inquisition a likely contender for his personal game highlight of the year. In particular, the "sweeping, well-done storyline, with an intelligent approach to the design of the world and the inclusion of player decisions in the destruction and rebuilding of the game world" would contribute to this opinion. In a playful way, he compared the title with Middle-earth: Mordor's Shadow , which with the Nemesis system also brought an innovative function to the game principle of open-world games . Inquisition, on the other hand, does not have a single innovative idea, but all functions and content are delivered at the highest quality level. The decisions of the player would also be treated more stylishly and with more depth than, for example, in the adventure games by the developer Telltale Games (including The Walking Dead ).

In contrast, Jörg Luibl from 4Players called Dragon Age: Inquisition more of a playground than a game world. The experience is sobering in terms of story, character behavior, quests, exploratory stimuli and mini-games. Benjamin Danneberg, co-author of the GameStar test report, described Inquisition in a column as a move away from old, beloved organic goods virtues towards new focuses. The studio has undergone a noticeable change over the years and depending on expectations, that determines the assessment of the game. By belonging to the EA group, whose field of activity lies in the field of blockbuster productions with a broad customer base, and by leaving senior developers such as Brent Knowles, lead designer of Dragon Age: Origins , the focus is on, for example, Baldur's Gate relocated. Instead of continuing to focus on "consistent and consistent stories" with impressive characters, the main focus is now on staging. Last but not least, successful titles such as The Elder Scrolls V: Skyrim and Assassin's Creed with their sales figures in the double-digit million range have set the standard by which BioWare, as a subsidiary of the EA Group, has to orient itself. This is easier to achieve with "popcorn cinema" than with a "disturbing drama". Old strengths such as the design of tactically demanding battles or the profundity of the characters, which have recently become more superficial and interchangeable, have fallen by the wayside. Nor did the story hold any serious consequences. Because of the reasons mentioned, it is unlikely that BioWare will return to its roots that were laid with Baldur's Gate . Regardless of these expectations, BioWare delivered a great game, with an outstanding staging and game world, with few weaknesses at the same time.

Both the GameStar technology department and PC Games Hardware praised the technical performance of the game on the PC. The Frostbite engine is one of the most powerful game engines and delivers impressive graphics with comparatively moderate system requirements. However, the hardware requirements are above average, especially at the highest quality levels. GameStar positively emphasized the very good scaling options and numerous graphics options with which the graphics performance can be optimized for weaker systems. The PC Games Hardware referred to the increase in performance through the graphics interface Mantle and the potential that can still be expected through the optimization of the graphics card drivers of the respective manufacturers.

When comparing the different console versions, the German GamePro described the versions for Xbox One and PlayStation 4 at approximately the same height, with slight quality advantages for the PlayStation 4. The display is sharper and more colorful than on the Microsoft console, but this has no negative impact the player and only stand out when comparing the two versions directly. One possible reason cited was the higher resolution of 1080p on the PS4 versus the upscaled 900p resolution of the Xbox One. However, both consoles also have minor graphics errors, and the game generally runs a bit more smoothly on the Xbox One. Ultimately, the PS4 variant was rated one point better. On the other hand, the versions for the lower-performance Xbox 360 and PlayStation 3 consoles, which, according to the test report, were very poor in detail even for their hardware generation, were criticized. Despite the high visibility, the game world does not look good. Both versions were therefore rated one point lower than the Xbox One.

Awards

Representation of homosexuality and sales stop in India

Unlike the bisexual portrayed Josephine and Der Eiserne Bulle, the characters Dorian and Sera are purely homosexual and therefore only a romance option for male and female player characters. This met with criticism in parts of the customer base, which was met with little understanding from producer Cameron Lee in an interview in August 2014. Bioware's goal is to give the player as few specifications as possible in terms of character, in order to do justice to many different imaginations. Same-sex romances are an important part of this. Ultimately, nobody is forced to get involved. Therefore it is not understandable for him why the choice of a sexuality should be a problem. Back in February 2014, the game's main homosexual author, David Gaider , spoke out about the difficulties involved in depicting homosexuality in games. Because of the sensitivity of the topic, it is very difficult for him as a game developer to decide when the inclusion of such content is correct and important, so that the impression does not arise that it is a personal mission. But there is always a group that would take the hint of homosexuality as a personal affront. For many homosexuals, however, this extremely small game detail is one of the few signs of public recognition. It is therefore important to keep this discussion going in order to ultimately achieve more tolerance that will make such controversies superfluous in the future.

In India, Electronic Arts took the game off the market before it was released. Original press reports indicated a connection with the portrayal of homosexuality as a possible violation of Indian law. Electronic Arts rejected this. Rather, it is generally about a possible conflict with the Indian Penal Code, a fundamental piece of legislation from 1860, in which, among other things, profanity is punishable. The game journalist Nathan Grayson, who writes for Kotaku, described the definition of obsconity it contains as vague, while Dragon Age: Inquisition on the other hand, according to the American age rating of the Entertainment Software Rating Board, contains many sexual representations that could possibly be perceived as offensive. The risk of a legal dispute was apparently too great for Electronic Arts, which is why the sale was stopped. Based on the thesis that the sales stop was justified with the homosexual content, there were also critical comments that Electronic Arts only wanted to provoke headlines for advertising purposes with the publicly effective sales stop. Among other things, the company was accused of aggressively using its acceptance and consideration of homosexuality in its games as a sales argument.

Web links

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