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Title: Old to New
Date: Monday, 02 November 2009 02:06PM
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Most of the content of Dragon Age Central has been developer posts to the official Dragon Age forums, first opened in May 2004. But all things must come to an end, and these forums were shut down on 2nd November 2009, the day before the game’s release in North America.

Since I haven’t had time to add much other content to the site for most of 2009, I’ve decided to also shut down Dragon Age Central as it was, leaving it here as an archive.

The new Dragon Age Central is now a much simpler (and fully automated) website dedicated to making developer posts to the new official forum (on Bioware’s social site) easier to find and search through.

It’s been interesting running this site, and in a way I’ll miss it... but hopefully I’ll be too busy finally playing the actual game to care :)
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Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.


 Preview Article 
author:
Andrew Park

interviewees:
Unknown

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Source: Dragon Age: Origins Exclusive Impressions - Combat, Dialogue, and a New Character Revealed
Date: Saturday, 04 October 2008 03:19AM
  • Currently 2.5/5 Stars.
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[...]
you’ll start your game by creating a single character from what appears to be a predefined list, including such career paths as "human noble warrior" and "elf mage." After you’ve chosen which sort of character you’ll play, you’ll then go through an "origins" prelude section that should take two to three hours to complete.
[...]
The world of Dragon Age is currently being torn apart by war against an invading horde of monsters, and while your character has, by virtue of completing his or her origin storyline, become a "Gray Warden" enlisted by the nation’s king himself to help fight the good fight, you won’t always be given preferred treatment. For instance, elves are essentially treated as second-class citizens, so if you opt to play an elf character, you can expect to receive shabby treatment from humans.
[...]
Dragon Age’s dialogue takes place by way of Neverwinter Nights-style numbered responses that may be insulting, polite, or humorous--or give you the opportunity to use your characters’ speech-related abilities, such as persuasion or intimidation. You may also find yourself connecting more closely with certain characters depending on both your character’s conversation skills and your character’s origin. The human noble warrior, for instance, might get a better reaction from the Ash Warriors, an elite canine corps that fights alongside the Gray Wardens, and receive some additional reconnaissance info, while the elf wizard may be dismissed out-of-hand by the brusque warriors. By the same token, the elf wizard may connect more closely to characters such as Wynn, a mysterious sorceress in service of the king, who confides more closely in the elf because of the common bond of sorcery.
[...]
Once we hacked through our enemies we advanced on a clearing and met a new potential companion in Morrigan, the new character we’re exclusively revealing on GameSpot. You may recognize her lithe, tattooed, and barely clothed self from some of the earlier Dragon Age promotional art that BioWare has released previously, but we have the first details on who she is. The short version: she’s a sorceress as well as a shape-changer, and yes, you can recruit her to join your party.

Here’s the long version: Morrigan is a "Witch of the Wilds"--a clan of sorceresses who, at one time, terrorized the Korcari Wilds. Her own mother was a witch who has taken the name "Flemeth," which apparently belonged to a legendary and fearsome personage that walked the wilds centuries ago, but Morrigan herself is dismissive of these tales. She’s also not very keen on the race of men, either, and has observed them, and found them lacking, from her distant forest home, yet she also finds them strangely intriguing. With the outbreak of the war, Morrigan’s curiosity finally gets the best of her, and she emerges from her forest home to make her services available to your party.
[...]
 Preview Article 
author:
Wesley Yin-Poole

interviewees:
Dan Tudge ~
Project Director

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Source: Dragon Age First Look Preview
Date: Friday, 05 September 2008 01:39PM
  • Currently 2.5/5 Stars.
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[note, this contains a few more plot spoilers than other previews]

[...]

The Origins bit of Dragon Age refers to the first two or three hours of play, during which the choices you make have a real impact on how the world reacts to you. The bulk of our time with the game is centred on showing how this will work in action.

As a Human Noble Warrior we begin in the Ruins of Ostagar. Here the armies of Fereldan have gathered together to make their final stand against the Blight. As a young Grey Order recruit, we’re sworn to protect the people of Fereldan against the Blight, so we’re here to lend a helping hand.

In a cut scene we’re introduced via our mentor Duncan to the young King Cailan, who’s delighted to have us fight by his side. During dialogue we get a nice cinematic view, ala Mass Effect, but without the radial conversation wheel. You’ll instead be picking from lines of dialogue displayed at the bottom of the screen. These lines don’t trigger voice over, like in Mass Effect, either. Your character remains silent throughout all the chatting.

With the pleasantries over we’re left alone with Duncan to chat about the upcoming battle. Every recruit, we’re told, must go through a secret ritual called the Joining in order to become a fully fledged Grey Warden. But there’s no need to rush, we have until nightfall to perform it. Until then, we’re free to explore the camp, but we’re not allowed to leave it.

We approach the local quartermaster. Turns out he doesn’t have a lot of respect for elves. But then most don’t. In the Dragon Age universe elves are often mistreated and are considered second class citizens. We approach a caged prisoner, banged up because he stole a wizard’s key he’s since swallowed to hide from his captors. He desperately wants food and water, he says, and is willing to trade the key (recently crapped out) for some grub. Since we’re role-playing as a warrior though, we decide to kill the unlucky wretch and just take our prize. Unsurprisingly he’s not happy about this and screams bloody murder as he meets his doom. A nearby guard gives us a ticking off. We basically tell him to sod off and mind his own business.

"The moral choices you make within Dragon Age: Origins will actually have ramifications down the road," explains Tudge. "I think a stunt like killing this prisoner just might catch up with us later on."

We have a chat with an Ash Warrior - an elite band of warriors who use devastating war dogs called Mobari Hounds on the battlefield. Turns out he doesn’t like elves either. What a racist lot.

In order to demonstrate how the Dragon Age world perceives you differently depending on your class, Tudge loads up another character from another origin - a Female Elven Mage. Again we talk to the quartermaster, who, seeing that you’re an elf, gives you some grief, demanding his armour and questioning your attire. But, when he discovers that you’re a Grey Warden he pathetically backtracks and apologies profusely.
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We speak to the prisoner. This time we decide not to stick our sword in his gut and help him out. The prisoner suggests we ask the guard for the remains of his dinner. Using our high persuade skill we convince him to part with his food and pass it on. He thanks you, but there’s no mention of the wizard’s key we took as a Human Noble Warrior.

"The moral choices you make within Dragon Age not only change the way the story plays out for you but also the items you can or cannot receive," Tudge says. "In this particular case we felt good about helping the prisoner but we never actually got the item that we wanted. So sometimes being nice doesn’t necessarily get you what you want."
It’s the story and how you can shape your own origin which has us most excitedIt’s the story and how you can shape your own origin which has us most excited

We speak to Wynn, a woman who recognises you as a Mage that has passed the Harrowing, a sacred right of passage that all Mages must complete. During the Mage origins story we would have played through the Harrowing ourselves. If we had been talking to Wynn as a Human Noble, however, we would have had an entirely different conversation. And, as you might expect, the Ash Warrior still doesn’t like elves, and, since we’re an elf this time, is particularly rude to us. "He couldn’t see past the ears," says Tudge.

[...]

After a quick scrap with some darkspawn (warriors of the Blight) a mysterious female character called Morrigan, who’s been causing quite a stir on Bioware’s forum as a result of sporadic appearances in artwork, appears. In a sultry voice she wonders who, and what, we are, and our intentions in the forest. Tudge offers little: "While we’re not really talking a lot about Morrigan we can tell you that she’s a very interesting character and will play a very important role in the Dragon Age story."

[...]

In the first room the party gets caught up in speed reducing grease and a darkspawn emissary launches a fireball that lights the grease on fire. Here we see that Dragon Age’s spells can interact with each other - we cast Blizzard and put the fire out, all the while the AI is controlling our party and sending them off to deal with darkspawn warriors. We cast Tempest, an intense electrical storm that drains life and mana. We loot the poor emissary, heal up and buff everyone with Flaming Weapons, which adds fire damage to all our weapons.

[...]

There are finishing moves, called death blows in the game, for every type of attack, including ranged and sword. A critical hit will result in a death blow, so you’ll want to concentrate on increasing the chance to crit with certain characters in your group. Expect them all to be gory - we saw decapitations not only with swords but with shields too.

[...]
 File: Video 
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Title: Dragon Age: Origins 20-min gameplay video from Gen Con Indy 2008 (source)
Date: Tuesday, 19 August 2008 12:01AM
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‘Musashi’ from the yellow-menace website posted this video taken at GenCon on his camcorder. It features a demo of the game, showing off certain aspects of gameplay. It contains minor sidequest and early main-plot spoilers.
Quote:
This was ripped straight from my DVD Handicam

This is the second part of a set of three videos, the first is here and the last is here. Transcript follows.

[the demo starts with the side quest involving a prisoner, chosen because of its simplicity and speed of resolution. the player faces a man trapped in a cage.]

[prisoner] But it’s come back into my possession
[player makes a choice]
[prisoner] Yeah, well, do you want the key or not?

[presenter] ... just little bits of humour every now and then offsets the dark and gritty. But here’s a great example of choice. Now, the choice of what to do with this guy is up to you. Perhaps you’re a more noble player, you want to help this poor guy, give him a little water, or maybe you’re a little darker, a little more sinister, you’re more interested in maybe getting the key for yourself, trying to find that chest... the way you want to play is totally up to you. Anybody have preferences on which way we want to go?

[player option 1] I’ll see what I can do.
[player option 2] Ill tkat that. (kill him and take the key.)
[player option 3] Forget it. I need to go.

[audience] Kill him!

[presented] We have yet to do a demo where we do not kill him. [laughter]

[prisoner] You can’t do that! Guards!

[the player approaches the cage, drawing a small dagger, before knifing the defenceless prisoner in the gut and walking away]

[guard] What? What in Andrasteys[?] name did you do that for? Just because you’re a Grey Warden doesn’t give you the right to go and kill anyone you please. Explain yourself.

[player option 1] He lunged at me. I had to defend myself.
[player option 2] He spit on me. He got what he deserved.
[player option 3] I don’t have to explain myself to you. [chosen]

[guard] You’ll have to explain yourself to someone. Well, no skin off my teeth. When they ask me why he’s dead, that’s what I’ll tell them.

[presenter] We got a simple response in this case, the guard is almost happy the prisoner is dead. Now he can go off and have a drink or some hot food. But this is the kind of choice that can come back to haunt you later on. Although the guard’s fine with what’s happened, perhaps someone else you might encounter later in the game is going to have a few more questions for you. The decisions you make will have lasting repercussions. Now we can continue on and explore through the camp, but I’m going to have Jason jump to another area further on into the story.

By this point we’ve been exploring out here in the swamps, called the Korcari Wilds; lots of different areas for you to explore in Dragon Age, we’ve got ruins, dungeons, wastelands, cities, all the classic RPG experiences. You’ve now become a Grey Warden, you can tell he’s wearing the Dragon Age shield on his back, the Grey Wardens’. It’s the night before battle here at the King’s camp, you’re going to go talk to King Cailan and his trusted adviser Loghain to find out what role you’re going to play in the battle ahead. So Jason, move ahead and talk to the King.

[king cailan] Loghain, my descision is final. I will stand by the Grey Wardens in this assault.

[loghain] You risk too much Cailan. The dark spawn horde is too dangerous for you to be playing hero on the front lines.

[king cailan] If that’s the case, perhaps we should wait for the Orlesian forces to join us afterall.


[loghain] I must repeat my protest to your fool notion that we need the Orlesians to defend ourselves.

[king cailan] It is not a fool notion. Our arguments with the Orlesians are a thing of the past. And you will remember who is King.

[loghain] How fortunate Maric did not live to see his son ready to hand Ferelden over to those who enslaved us for a centuray.

[king cailan] Then our current forces will have to suffice, won’t they? Duncan, are your men ready for battle?

[duncan] They are, your majesty.

[king cailan] And this [the player] is the recruit I met earlier on the road? I understand congratulations are in order.

[player option 1] Thank you your Majesty. [chosen]
[player option 2] I didn’t have a choice, really.
[player option 3] I don’t feel that special.

[king cailan] Every Grey Warden is needed now. You should be honoured to join their ranks.

[loghain] Your fascination with glory and legends will be your undoing, Cailan. We must attend to reality.

[king cailan] Fine, speak your strategy. The Grey Wardens and I draw the dark spawn into charging our lines, then?

[loghain] You [the player] will alert the tower to light the beacon signaling my men to charge from...

[king cailan] To fight the dark spawn. I remember. This [pointing to a map on a table] is the tower of Ishal in the ruins, yes? Well who shall light this beacon?

[loghain] I have a few men stationed there; it’s not a dangerous task, but it is vital.

[king cailan] Then we should send our best. Send Alistair, the new Grey Warden, to make sure it’s done.

[player makes a choice]

[loghain] You rely on these Grey Wardens too much. Is that truly wise?

[king cailan] Enough of your conspiracy theories Loghain. Grey wardens battle the Blight no matter where they’re from.

[duncan] Your majesty, you should consider the possibility of the Arch Demon appearing.

[loghain] There have been no signs of any dragons in the Wilds.

[king cailan] Isn’t that what your men are here for Duncan?

[duncan] I... Yes, your majesty.

[mage] Your majesty, the tower and its beacon are unnecessary. The circle of magi...

[priestess] We will not trust any lives to your spells, mage. Save them for the dark spawn.

[loghain] Enough, this plan will suffice. The Grey Wardens will light the beacon.

[king cailan] Thank you Loghain. I cannot wait for that glorious moment. The Grey Wardens battle beside the King of Ferelden to battle the tide of evil.

[loghain] Yes, Cailan. A glorious moment for us all.

[presenter] So now we know our role in the battle. We have to reach the tower of Ishal, we’re going to light the signal fire so Loghain knows to sweep in and defeat the dark spawn. We have our two party

members with us: we have Alistair a talented Grey Warden - well equipped to help us get through any locked doors we might encounter. Again the party interaction, totally up to you who you’re going to take. You can have a [?] party of people you’re going to encounter in the game, some will want to come with you, some may not depending on the choices you make throughout the gameplay. But now we’ve got our party, we’re going to go ahead and join the battle of Ostegar.

[as the player crosses a certain trigger point, a cutscene plays]

[duncan] The plan will work, your majesty.

[king cailan] Of course it will, the Blight ends here.

[cut scene continues: the blight rush the king’s camp]

[king cailan] Archers! ... Hounds! ... For Ferelden!

[presenter] There we go, the battle has begun, remember our mission was to reach the tower of Ishal, light the signal fires for Loghain. [?] through the camp, trying to avoid all the dangers along the way. [...?...] there certainly going to be some large combat you’ll be taking part of Dragon Age: Origins, small party encounters right up to massive epic battles. [...?...] we’d better keep moving.

[guard] You’re Grey Wardens are you? The tower, it’s been taken.

[alistair] What are you talking about man, taken how?

[guard] The dark spawn came up through the lower chambers and they’re everywhere. Most of my men are dead.

[alistair] Then we have to get to the beacon and light it ourselves.

[player makes a choice]

[guard] Right, let’s hurry.

[presenter] So our mission has just become a little harder. We don’t just have to reach the tower, now the tower has been taken by the dark spawn and we have to fight them off. Now we had a party of two people with us. To give us a little extra [?] we can go ahead and add the tower guard here to the party.

Sometimes you get party members [...?...] you can have a lasting impression, you might be able to do a romance with them, or [...?...] story detail. Other times you’re gonna pick up guys like the tower guard, probably a little less important - you can tell by the lack of a first name. But we’re going to go ahead, continue on with the battle... Reach the tower.

[brief cut scene plays of a fierce dark spawn member]

We got a bunch of dark spawn here. So Jason’s going to pause the game here. Now the way you play Dragon Age: Origins is totally going to be up to you. Some players are going to want to pull up your sword, hunt them down and start swinging, that’s fine. Personally that’s the way I play a game. Other people are going to want to take a more tactical approach to the game, as Jason has done: pause the game, pull the camera out, put it in tactical view, rotate it around, so he knows exactly what he’s going to want to do.

The choice is up to you. Now you can also just control the main character like I do, other people are going to want to take a more direct hands-on, you can also individually control the party members should you so choose. The choice is up to you. In this case Jason’s going to focus on the main PC, he’s a melee fighter-based character. So we’re going to go ahead and use our sword and shield in battle, and we’re going to start off with some of the talents and abilities of the player. The first one we’re going to go through is ‘Berserk’. Berserk allows you to do more damage in combat, however it comes at a cost of stamina. All the choices you make in Dragon Age: Origins you’re going to have little desicions for you. Do a little more damage but get tired easier. The choice is up to you. Jason’s activating ‘Berserk’. The party has a good AI system [the party members run out in front and start attacking whilst the pc activates his talent], they already know [...?...] to attack the enemy. We’ve got a group of Genlocks here. Genlocks are sort of smallish foot soldies with the dark spawn. Also got a Hurlock here, Hurlocks are a little tougher, but fortunately there’s four of us here in battle. Next we’re going to go up the rise, looks like we’ve got another Hurlock, it’s going to be a lot tought up here, so what Jason’s going to do here, he’s going to start off with a ‘Shield Bash’. Shield Bash is exactly what it sounds like - attack with the shield to try and stun the opponent or knock him down. Then he’s going to follow it up with ‘Assualt’. Assault is a series of [?] fast attacks, doing a lot of damage. [...?...]

Here we are now at the base of the tower or Ishal. Before we go inside, we’re going to change things up a little for you. We’ve been playing a melee class human fighter, we’re going to show off another key feature in Dragon Age: Origins, and that’s magic. [load game screen comes up, the interface looking like an open book] Magic is a key part of a good role-playing game, a fantasy game; we’re going to go ahead and change to a character with a different origin story: instead of a human male we’re going to play an elven female. [loading screen is a picture of a genlock] Here’s a quick close-up of a genlock for you, one of the dark spawn. Magic is extremely powerful and a little mistrusted in the world of Dragon Age: Origins. Mages have a lot of power and have to be controlled very tightly. [party is inside the tower, by the entrance as the camera moves around them] There she is in the front row, that’s Cathrielda, our elven mage. We also have three party members with us still from before in the battle outside, that won’t be able to be [?] off until after the battle is over. We’re going to move into the room with Enetio[?] first, always send a fighter in first, just in case. Here comes some barricades set up, it looks like it’s going to be a trap. We also have a powerful magic user called a genlock up ahead who’s cast a magic spell called ‘Grease’; slowed our movement rate and trapped us a little bit. He’s also cast off a fireball. One of the key features of magic in Dragon Age: Origins is magic interacts with each other. Now watch what happens when fire meets grease. [the grease catches fire and the fighter is knocked back and burns, then the player takes control of the mage and moves her into the room] [...?...] here has a spell called ‘Blizzard’, a [?] of ice, snow and cold making a blizzard to put out the fire. Some combinations are going to be very obvious to you, others you’ll have to discover as you play the game. Even without direct control the party’s intelligent enough to continue to [?], attacking [...?...]. There’s the Emissary waiting by the [?], he’s a pretty powerful magic user and has managed to freeze Alistair twice. [...?...] This battle’s usually very tough, we’ve run this demo a number of times and the Emissary is a powerful magic user... [the enemy mage is stunned and two party members get the advantage]... but we managed to defeat him.

Now you can see that now that the initial combat is over, the party members that have fallen in battle, they’re not actually dead, they’re just wounded to the point of not being able to assist. Once the battle is over they will come back and they will be less effective until you’re able to heal them. Unless the entire party dies, if the entire party dies you’re loading saved games. Now that everyone’s healed up, we’re going to the next great system of any true RPG, and that’s looting corpses. Everybody likes a little extra treasure, a little extra gold, a little extra magical item. [loot/inventory screen is list-based and looks like an open book] [...?...] we’re going to go ahead and equipe those, put them on Alistair, make him tougher for the battles up ahead. [...?...] Before we go to the next area, that last area was a light tough, we’ll get Jason this time to buff the entire party by cast off a spell called ‘Flaming Weapons’. This spell - the party is [...?...] - but it’s going to add fire damage to our weapons in the next area. Now that the party’s buffed up we can head through the door and see what’s on the other side.

Ok [...?...] Hurlocks in here, so what Jason’s going to do is move to a safe point so the mage isn’t in the middle of everything [a melee fight in the center of the room], he’s going to try and freeze some of the Hurlocks in place with Paralysis. And here’s another powerful spell called ‘Flame Blast’, which essentially turns your staff into a massive flame thrower... getting ready to cast the spell... there it goes [two enemies in the line of fire drop dead]. Once again, magic very powerful. If you’re not pointing your staff in the right direction, you’re going to be roasting your own party. That’s something you need to be aware of whilst you’re playing the game. So the Hulocks are done for this room, you can see some environments of the interior inside the tower. Now do we have any Neverwinter Nights players here? You may notice something we didn’t include in Neverwinter Nights: we’ve got ceilings in Dragon Age: Origins. [laughter] We’re going to continue on, no time for ceilings, move to the next room.

This room looks empty, it’s obviously the tunnel they came up into the tower through. Let’s move on into the next area. [...?...] in this room we’ve the party taking on one really close, but we can go ahead and take them out at range with the same spell they used against us when we arrived. Now Jason’s going to cast Grease, you can position the [?] for most effect, it’s your choice. She’s going to light it with a fireball. [the distant enemies cought in the two spells quickly escape the conflagration and rush to the party to engage them in melee] The party members are smart enough not to run into the fire, the tower guard as I said, the three levels of NPCs, [...?...] but really, if you really wanted to, you could send your party in to take the damage, relying on the healing magics of your caster. Totally up to you. Well, we’ve managed to defeat the Genlocks here in the lower area, we have to [...?...] through this door. I’m hearing some unsettling noises on the other side of this door. Maybe at this point, if this mission wasn’t so vital, I might just back off. Might say to myself, go get some armour, maybe I’ll go do a romance. I’ll go do one of my other subquests or something. In this case the mission’s too vital [video cuts off short]


- edited on Friday, 22 August 2008 10:07AM -
 Preview Article 
author:
Jason Ocampo

interviewees:
Greg Zeschuk ~
Co-founder

Categories:
Quality:
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Source: E3 2008: Dragon Age: Origins First Look
Date: Tuesday, 15 July 2008 12:01AM
  • Currently 2.5/5 Stars.
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[...]
Dragon Age can be played two ways. For most of the demonstration, it had a Mass Effect or Knights of the Old Republic style of camera, where you watch from third-person as your character runs around the level. Conversations happen in Mass Effect style, with cinematic angles and cuts. However, the game features what is called a pause-and-play feature for combat, which lets you pause the game at any time and give orders to your squad. You can also pull the camera back to top-down point of view similar to that of Baldur’s Gate. Zeschuk told us that you could play the game entirely from that angle, as well.

The game is set in a world where an elite society of warriors known as the Grey Wardens battle the Blight, an evil infestation that appears to be the side-effect of the presence of an arch demon. The level that was demonstrated had the player character accompany Duncan, a mentor and friend, to help him and his army battle the Blight. Duncan is young and eager for battle and glory [editors note: the writer has character names mixed up]. The conversation system looked similar to other BioWare games in that you have multiple options, so you can basically respond in friendly, neutral, or rude manner. BioWare showed off some of the possible actions that can change the story. For instance, in one town there’s a prisoner in a cage. He explains he has a key to a magical chest that he will give you if you get him food. You can do so and he’ll give you the key, or you can just knife him and take it from his body. Your decision will have consequences later.

BioWare also wanted to show off the combat system and the scalable battles. The recent trailer that has an army of monsters rushing toward a human army is basically taken from the game, and it’s an in-engine cutscene. However, your goal is to not participate in that battle but to light a bonfire atop a tower to summon reinforcements. However, the gunlocks (the gremlin-like enemies) have taken the tower, so you must battle your way to the top.

At the base of the tower is a guard who warns you about the situation and you can recruit him to come along to help or have stay behind. You might use him as cannon fodder, and he’s not a story NPC. The tower itself is swarming with enemies, and the demo runner had a four-man party with a female elf magic user for some extra firepower. (By the way, character creation will let you create a male or female character with the wide range of customization options.)

The combat system looks like a close-up Baldur’s Gate style of combat, as you can pause the game at any time, give orders, and then unpause the game and watch the action unfold. What’s important is using tactics. In this case, a shield bash to stun an opponent and then toggling assault, which orders up four rapid sword strikes. Magic effects the environment, so the heroes rushed into a trap with the floor covered in grease and the enemy lit it with fire. The elf magic user used a blizzard spell to extinguish the blaze. It’s important to use teamwork and coordinate attacks, so you’ll use pause-and-play quite a bit, just like in Baldur’s Gate.

The end of the demo had the heroes storming the top of the tower, where a huge ogre awaited. This guy has special attacks of his own, like grabbing stone blocks and hurling them, charging them, grabbing them, and more. He’s a tough foe, so you need to use different tactics and spells. But if you can kill him, you can finish him off with a cinematic kill move that involves leaping atop his falling body and jamming your two-handed sword into his skull.

[...]

Meanwhile, Zeschuk said that BioWare was developing the game on the PC, playing the game on the PC, and designing the game for the PC, though the company does plan on delivering Dragon Age to consoles sometime the road.
 Preview Article 
author:
PC Gamer

interviewees:
Scott Greig ~
Project Director

Categories:
Quality:
[+] [¤]
Source: The masters of the RPG return
Date: Monday, 12 February 2007 12:00AM
  • Currently 2.5/5 Stars.
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[...]
BioWare are looking to add a third layer of communication to what is said and how it’s said; how characters look when they speak.
[...]
Five people have spent four years fleshing out the details. Not programming or designing levels, just creating the world and writing its history.
[...]
We want Dragon Age to feel like it has a history, rather than a few random fantasy elements thrown together.
[...]
Your main character will be joined by up to three comrades. "All the characters have their own agenda," says Scott. "We’re very clear about what they want, and it’s not just straightforward good or evil. We’re going to be clear that when you act, there will be fallout."

Your hero will also be invested with an Origin Story. There’ll be two to choose from for each race - the example they give is a dwarf noble or commoner - and this choice entirely dictates your first couple of hours in-game, giving some texture and logic to your involvement in the main quest. It will be a recurring theme later in the game, too: there’ll be a nemesis specific to your Origin Story who’ll be back to haunt you throughout your adventure and if you, as a dwarf, ever venture back to the dwarven lands you came from, your history as well as your choices can impact the plot.

All the Origins lead to the same starting point for the overall plot after an hour or two, but their influence continues throughout the game, creating different subplots later on. For each race, there’s one traditional fantasy Origin, and one that’s "a lot more edgy". From three archetypes - fighter, rogue, mage - before long you’ll get a chance to specialise your main character’s class (and those of your party). Later in the game, yet another level of choice will enable you to mix and match abilities in a way old-fashioned D&D wouldn’t dream of.

Wondering about that name? Think ‘Bronze Age’ or ‘Iron Age’ - the game takes place in an era dominated by dragons and powerful magic. "Magic is a really big deal. If someone were to walk into a pub, point the finger, and you burst into flames, that would have real consequences in the world. There’d be all kinds of controls put on the use of magic." Scott’s point is that this world isn’t complacent about magic, death and destruction.
[...]
Instead of people standing toe-to-toe and swinging repeatedly, they’re ducking and dodging and moving to attack.

They also wanted to get large-scale combat right - presumably because there’s likely to be dragons to fight. "We really want it to feel like the cave troll scene from The Fellowship of the Ring," explains Scott. "The key thing is that you’re not in control of one person, you’re in control of the whole battle. You’ve got the party guys running out, with one guy jumping up on the back and stabbing, the other guy ducking between the legs. Maybe one character distracts the dragon so another can sneak up behind it, while magic-users find cover and cast spells. Maybe your wizard turns over a table and shelters behind it. Or maybe you’re under attack from a wizard behind an overturned table, and you just blow that table away."
[...]
"I was the first programmer on the Neverwinter Nights project," says Scott. "We expected a certain level of community involvement, but it’s gone beyond our wildest dreams. We’ll be including a similar level of support for custom content in Dragon Age. But the training wheels are off. You’ll be able to create a game as detailed as Dragon Age using our tools."
[...]