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Dragon Age: Inquisition | E3 2014 Coverage

Someone recorded a longer cut of the DAI demo, this time with a Male Dwarf Warrior.

18 Minute long Offscreen Redcliffe Demo w/ Male Dwarf Warrior

Things in the demo include:
  • A Bear fight
  • Jumping
  • Persistent blood(which actually looks good)
  • Companions follow you they don't just disappear
  • New convo
  • Several combat encounters w/ mages, including pause and play and tactical camera
  • FF is off in this demo at least
  • Loot window and item stats
  • Menu wheel and horse whistle
  • Party Banter and ambient dialog
  • Inventory and Ability screens
  • Out of combat abilities, Vivienne uses Energize to rebuild a fallen bridge.


What happened to this video? Started to watch it, looked awesome, went back to watch the whole thing proper, and its gone....


Rehosted anywhere?
 
but - but - there were a LOT of them !

Quality over quantity, as they say. I much prefer a truncated line tied to an emotion. It's a role-playing game. The way they do their player dialog now better facilitates players actually feeling like they're playing a role.
 
Quality over quantity, as they say. I much prefer a truncated line tied to an emotion. It's a role-playing game. The way they do their player dialog now better facilitates players actually feeling like they're playing a role.

Yes nothing enhances the feeling of roleplaying as constantly being surprised by what comes out of the character you are roleplaying's mouth. I played DA2 for about two hours and in that time i was forced to re-load the game about 20-30 times simply because the character was actually saying things i didn't want him to say.

But to be fair, it might be my fault; i approach roleplaying videogames in similar fashion as tabletop roleplaying games and that does not seem possible anymore, not in Bioware games at least. Maybe i should just decide from the get-go if i want to be the nice guy, the joker or the douche and choose the top-right, middle or bottom option accordingly on the wheel.
 
Yes nothing enhances the feeling of roleplaying as constantly being surprised by what comes out of the character you are roleplaying's mouth. I played DA2 for about two hours and in that time i was forced to re-load the game about 20-30 times simply because the character was actually saying things i didn't want him to say.

But to be fair, it might be my fault; i approach roleplaying videogames in similar fashion as tabletop roleplaying games and that does not seem possible anymore, not in Bioware games at least. Maybe i should just decide from the get-go if i want to be the nice guy, the joker or the douche and choose the top-right, middle or bottom option accordingly on the wheel.

You can...

- Kiss the puppy
- Kill the puppy
- Ignore the puppy
 
I can live with the dialogue-wheel so long as they bring back the Sarcastic option. Even if some of the lines were a bit ham-fisted in Dragon Age II, at least there was an option that wasn't just 'Angelic Good' or 'Bastard Evil'.
 
I'm currently rewatching some of the gameplay videos from E3, and I experienced a sensation of true desire to play this, a sensation I haven't felt in a long time actually. Been kind of fed up with games in general, with one title after another being a disappointment for me as a gamer since around the end of the 80's. But this game... I need it.

It seems to me that them having made DA:O and DA2 previously is such a perfect set up for a great game. The reason is that DA:O and DA2 are so different, and both recieved criticism and praise from both fans and the press on so many different aspects. And I have a feeling that with DAI the developers have really soaked all this in, and tried their best to create a game that takes the best from both those games, then expand on it.

I'm seriously hyped.
 
I can live with the dialogue-wheel so long as they bring back the Sarcastic option. Even if some of the lines were a bit ham-fisted in Dragon Age II, at least there was an option that wasn't just 'Angelic Good' or 'Bastard Evil'.
Yeah, sarcasm is a natural way to deal with Bioware writing.
 
I'm currently rewatching some of the gameplay videos from E3, and I experienced a sensation of true desire to play this, a sensation I haven't felt in a long time actually. Been kind of fed up with games in general, with one title after another being a disappointment for me as a gamer since around the end of the 80's. But this game... I need it.

It seems to me that them having made DA:O and DA2 previously is such a perfect set up for a great game. The reason is that DA:O and DA2 are so different, and both recieved criticism and praise from both fans and the press on so many different aspects. And I have a feeling that with DAI the developers have really soaked all this in, and tried their best to create a game that takes the best from both those games, then expand on it.

I'm seriously hyped.

Indeed and it bodes well for future Bioware titles that'll have this format (open exploration environments).
 
Yes nothing enhances the feeling of roleplaying as constantly being surprised by what comes out of the character you are roleplaying's mouth. I played DA2 for about two hours and in that time i was forced to re-load the game about 20-30 times simply because the character was actually saying things i didn't want him to say.

But to be fair, it might be my fault; i approach roleplaying videogames in similar fashion as tabletop roleplaying games and that does not seem possible anymore, not in Bioware games at least. Maybe i should just decide from the get-go if i want to be the nice guy, the joker or the douche and choose the top-right, middle or bottom option accordingly on the wheel.

I find the opposite to be true, while I don't think the dialog wheel is the most elegant or perfect of system I think it's better than what we had. I never chose a dialog option and was surprised by what happen in ME series or DA2, color coding/icons does that for ya. Meanwhile I have played pretty much every major cRPG there is and quite often, even with seeing the full text of dialog, have run into situations where my interpretation of a line was much different from how the game perceived it. A line I took as being sarcastic was taken seriously or a serious line was taken sarcastically and so on.

As well I would contend that most older cRPGs really didn't have that many more, if any more, dialog options than modern BioWare titles, save for maybe ME3. Most older game convos had about 3 or 4 real choices the reset were info dumps, the same as we have in modern BioWare games. The only game that really has a ridiculous amount of options is Planescape and even then most of those are meaningless and arrive at the same conclusion anyway.

Now whether you think all that dialog is written well is another story. I don't mind BioWare's often campy and melodramatic style. It's fun, and they still have the ability to write good serious and emotional stuff too when it's needed.
 
I find the opposite to be true, while I don't think the dialog wheel is the most elegant or perfect of system I think it's better than what we had. I never chose a dialog option and was surprised by what happen in ME series or DA2, color coding/icons does that for ya. Meanwhile I have played pretty much every major cRPG there is and quite often, even with seeing the full text of dialog, have run into situations where my interpretation of a line was much different from how the game perceived it.A line I took as being sarcastic was taken seriously or a serious line was taken sarcastically and so on.

As well I would contend that most older cRPGs really didn't have that many more, if any more, dialog options than modern BioWare titles, save for maybe ME3. Most older game convos had about 3 or 4 real choices the reset were info dumps, the same as we have in modern BioWare games. The only game that really has a ridiculous amount of options is Planescape and even then most of those are meaningless and arrive at the same conclusion anyway.

Now whether you think all that dialog is written well is another story. I don't mind BioWare's often campy and melodramatic style. It's fun, and they still have the ability to write good serious and emotional stuff too when it's needed.

Interesting. So when you chose a dialog option which you, for example, consider sarcastic and the NPC does not react to that line as being sarcastic you blame the system? In that situation i always simply assume that the NPC is either a) not sensing the sarcasm or b) ignores it for various reasons. Again, this might be due to my background in tabletop RPG. When i played my sessions i never would get upset at the DM when he (or that characters he controlled) misunderstood the tone of my delivery.
 
The Dwarf demo video gives a much better idea about the game, than previous ones.

The good
-There is a "mark for sell" option, that should help to manage inventory.
-Options to upgrade weapons. Also "schematics" (to create traps?)
-Can change armor/weapons for companions.
-There is a menu for "Tactics". And a "Command list". Not sure what the later means.
-The terrain is FAR more varied and vertical. No more plain ground, MMORPG style.
-The stage when the dragon appears, is WAY larger than I anticipated. There were at least 3 "arenas" you can run of, to continue the fight. Hope there are interactable elements around, that you can use against the monster.
-Some vistas do look good (like the mountain with several waterfalls).
-The game do seems quite big. Towns are larger and full of stuff to do.

The bad
-Several animations look poor (fauna, some powers).
-NPCs on towns seemed quite static. Just.. there.
-The GUI needs rework. Icons, colors, menu styles, all uneven. Not fan of the health/power meters either.
-(Checked again. Armors do have several stats associated to it.)
-Close physical attacks lack "mass". Enemies only have delayed reactions and even clipping.
-Every enemy has 2 arrows on their sides, to switch targets. It looks horrible. Hope it can be turned off on PC.

Have my doubts this game is fun to be played using only tactical view. Seems more complementary to the regular action mode, aimed more for quick granular adjustments. Anyway, I'm still interested.
 
Interesting. So when you chose a dialog option which you, for example, consider sarcastic and the NPC does not react to that line as being sarcastic you blame the system? In that situation i always simply assume that the NPC is either a) not sensing the sarcasm or b) ignores it for various reasons. Again, this might be due to my background in tabletop RPG. When i played my sessions i never would get upset at the DM when he (or that characters he controlled) misunderstood the tone of my delivery.

Of course. cRPGs are nothing like tabletop RPing. It's one thing to write an NPC in a way that will lead to misunderstandings, so that they are paranoid and mistrusting and it's something totally different to have a dialog choice that isn't structured well and can be incorrectly interpreted by players. Your perspective is a novel one but not something most people would think of, let alone follow. Players should be thoughtful of what they say, not fearful that they are choosing the wrong option because they're not sure of the game writer's intent.

Plus unlike actual RPing games with a DM, cRPGs are set in stone, your choice will always result in the same outcome every time. If you say something that results in a fight when you were intent on the exact opposite and there is a similar dialog option that does not result in a fight, then that is simply bad writing. Videogame choices are predestined, where as a DM has free will to alter the course of a game as they see fit. If a player says something and the thought pops into their head that this opens up an interesting scenario they can go with it if they choose to, or they can continue down the prepared scenario they had setup. They are a free to integrate things into their game, which computer games cannot. What is will always be for them, they are finite in scale and linear in execution, so it is important that players are confident in the choices they make.

This gets further complicated when you compare voiced to unvoiced player characters. The former is normally indisputable, you will know you chose wrong when you hear your character start to speak, their tone of voice says it all. Telltale games are good examples of this. All too often I would choose something that was far from my intended desires in TWD and Fables. Where as with unvoiced you can read a line in a very sarcastic, serious, or any number of ways and that is how you hear it in your head and the NPC will take it somewhere else entirely, somewhere that couldn't be interpreted that way by tone you imagined in your voice which is equally frustrating. And that is not the creators intent in all but a few cases, which means bad writing and presentation of options.
 
But to be fair, it might be my fault; i approach roleplaying videogames in similar fashion as tabletop roleplaying games and that does not seem possible anymore, not in Bioware games at least. Maybe i should just decide from the get-go if i want to be the nice guy, the joker or the douche and choose the top-right, middle or bottom option accordingly on the wheel.

Or, as in DA2, the bottom-left or top-left icons, which represented a dialogue suggestion based on previously gleaned information in a conversation or bringing a companion into the conversation based on something unique they bring to the situation.

The dialogue wheel actually allows for more dialogue options then the Origins system did, as has been stated by Gaider many times. One reason that might not be apparent is that many options are hidden in the Investigation hub, whereas in Origins this was not always the case.

But I agree that you may need to approach the dialogue wheel differently than tabletop. Of course, you also needed to approach BG2-style dialogue differently than tabletop, but the wheel forces you to be even more of a "director" for the PC, telling him the way to respond to a prompt moreso than the exact words. Personally, I'm fine with this approach, but I've always been more of a meta-gamer.
 
Any news about Dragon age keep ?

Nada. It's coming, it'll be out before launch and will be importing some 300 decisions you made in DAO and DA2, including DLC, and that they will continue to send out beta invites. That's about all we know.
 
I find the opposite to be true, while I don't think the dialog wheel is the most elegant or perfect of system I think it's better than what we had. I never chose a dialog option and was surprised by what happen in ME series or DA2, color coding/icons does that for ya. Meanwhile I have played pretty much every major cRPG there is and quite often, even with seeing the full text of dialog, have run into situations where my interpretation of a line was much different from how the game perceived it. A line I took as being sarcastic was taken seriously or a serious line was taken sarcastically and so on.
Man you should play Alpha Protocol by Obsidian Entertainment.

You will die laughing/raging at the sheer number of "that's not what I meant!"

Since they are also doing Pillars of Eternity, this gonna be gud.
 
Man you should play Alpha Protocol by Obsidian Entertainment.

You will die laughing/raging at the sheer number of "that's not what I meant!"

Since they are also doing Pillars of Eternity, this gonna be gud.

Oh I've played AP, a couple times in fact. Not Obsidian's finest, though it doesn't want for rabid fans and supporters.

Pillars should be fine though. I rarely had a problem with their dialog in KotoR2 or NWN2. They just weren't too great at the dialog wheel excerpts.
 
Originally Posted by Enduin

Someone recorded a longer cut of the DAI demo, this time with a Male Dwarf Warrior.

18 Minute long Offscreen Redcliffe Demo w/ Male Dwarf Warrior

Things in the demo include:

A Bear fight
Jumping
Persistent blood(which actually looks good)
Companions follow you they don't just disappear
New convo
Several combat encounters w/ mages, including pause and play and tactical camera
FF is off in this demo at least
Loot window and item stats
Menu wheel and horse whistle
Party Banter and ambient dialog
Inventory and Ability screens
Out of combat abilities, Vivienne uses Energize to rebuild a fallen bridge.
Damn, I wanted to see it.


Nada. It's coming, it'll be out before launch and will be importing some 300 decisions you made in DAO and DA2, including DLC, and that they will continue to send out beta invites. That's about all we know.

300 ?
That's a lot, I hope then, it will be solid and long questionnnary.
:)
 
I love this. I'm going to steal it for a later conversation

kVabIeU.jpg

Better
 
300 ?
That's a lot, I hope then, it will be solid and long questionnnary.
:)

I'm curious as to what the 300 entail. Like is that every possible choice, meaning that even the most complete of imports won't include many of those variables, or do those 300 include all those variations of "killed X or didn't kill X."

I am willing to bet though, we wont have that many questions to answer because they'll likely ask us a major quest result question, like who is the ruler of Ferelden, which in itself will determine a lot of our actions leading up to that, and then refine the choices as necessary for the different variables that can lead to that conclusion. So I imagine there will be several dozen questions that will cover all 300+ variables they are tracking, instead of a one question for each.
 
I'm curious as to what the 300 entail. Like is that every possible choice, meaning that even the most complete of imports won't include many of those variables, or do those 300 include all those variations of "killed X or didn't kill X."

I am willing to bet though, we wont have that many questions to answer because they'll likely ask us a major quest result question, like who is the ruler of Ferelden, which in itself will determine a lot of our actions leading up to that, and then refine the choices as necessary for the different variables that can lead to that conclusion. So I imagine there will be several dozen questions that will cover all 300+ variables they are tracking, instead of a one question for each.

In Origins, I counted at least 30+ variations and epilogue endings. I am wondering just what entails a "choice". Obviously, there will be some easy ones like "What was your origin/species/class"?
 
In Origins, I counted at least 30+ variations and epilogue endings. I am wondering just what entails a "choice". Obviously, there will be some easy ones like "What was your origin/species/class"?

I'm definitely interested in seeing how they handle things because it's not exactly an easy task to begin with, but then you have to take into consideration that they don't want to telegraph to players what might be featured in Inquisition and you don't want to leave out stuff you might use in future games.

So from the actual content to the format and wording will be something to see. There's also the whole codex aspect to it, I wonder how expansive that will be compared to say a wikia.
 
I'm curious as to what the 300 entail. Like is that every possible choice, meaning that even the most complete of imports won't include many of those variables, or do those 300 include all those variations of "killed X or didn't kill X."

I am willing to bet though, we wont have that many questions to answer because they'll likely ask us a major quest result question, like who is the ruler of Ferelden, which in itself will determine a lot of our actions leading up to that, and then refine the choices as necessary for the different variables that can lead to that conclusion. So I imagine there will be several dozen questions that will cover all 300+ variables they are tracking, instead of a one question for each.

That's what I think too but it's kinda hard to think that will cover the 300 decison that way...
Aww, I'm really curious, now.
 
I'm definitely interested in seeing how they handle things because it's not exactly an easy task to begin with, but then you have to take into consideration that they don't want to telegraph to players what might be featured in Inquisition and you don't want to leave out stuff you might use in future games.

So from the actual content to the format and wording will be something to see. There's also the whole codex aspect to it, I wonder how expansive that will be compared to say a wikia.

I'm assuming Keep will drop late August/early September.
 
Is it just me or is this game not getting a lot of attention. It feels like there isn't much hype for it. I am not much into Bio ware games, but I want this to win me over. It looks great Snr previews look fun. Media seems to ignore it though.
 
Is it just me or is this game not getting a lot of attention. It feels like there isn't much hype for it. I am not much into Bio ware games, but I want this to win me over. It looks great Snr previews look fun. Media seems to ignore it though.

There's a bit, but it isn't exactly over the top! My guess is that hype for this game is dented by the poor reception of Dragon Age 2 and the ME3 ending controversy, so many folks are a wee bit cautious this time around. Nonetheless, BioWare are showing a lot of good stuff for DAI and saying the right things. If the game is good, then hopefully word of mouth will do what pre-release hype doesn't and create some real buzz ...

That said, I'm pretty excited for the game anyway :)
 
Someone recorded a longer cut of the DAI demo, this time with a Male Dwarf Warrior.

18 Minute long Offscreen Redcliffe Demo w/ Male Dwarf Warrior

Things in the demo include:
  • A Bear fight
  • Jumping
  • Persistent blood(which actually looks good)
  • Companions follow you they don't just disappear
  • New convo
  • Several combat encounters w/ mages, including pause and play and tactical camera
  • FF is off in this demo at least
  • Loot window and item stats
  • Menu wheel and horse whistle
  • Party Banter and ambient dialog
  • Inventory and Ability screens
  • Out of combat abilities, Vivienne uses Energize to rebuild a fallen bridge.

Man I really wanna see this :(

EDIT: Ask and you shall receive!
 
After seeing the IGN walkthrough with the female Qunari mage and the off screen footage with the male Dwarf warrior, has there been anything about the character creator? Because in 1 and 2 (and also the Mass Effect series) it was pretty hard to design anything that didn't look as if it could haunt your dreams.
 
After seeing the IGN walkthrough with the female Qunari mage and the off screen footage with the male Dwarf warrior, has there been anything about the character creator? Because in 1 and 2 (and also the Mass Effect series) it was pretty hard to design anything that didn't look as if it could haunt your dreams.

Not a whole lot has been said besides no body sliders and I think Darrah said they totally remade the CC and there's some billion combinations. So that's nice, but who cares until we actually see and can use it.

I really hope, and will disappointed if there isn't, a CC demo like they did with DAO. An actual demo is not at all likely which I can understand, though I'd like that too, but I don't see how a CC isn't a good idea, especially if it is a good one and we already know the game looks great.
 
I'm not sure if this has been discussed, but in the female Qunari demo you see Iron Bull and Sera leave the room to give the Inquisitor and Dorian time to close the rift with the amulet.

Then, when the demons burst in...you see one fling Sera's lifeless body to the ground. It seems that companion deaths based on bad(?) Inquisitor decisions, which may possibly include who you decide to bring to the mission, could play a role. This also gels with what they've said regarding how you want to attack keeps and such: how you weaken a fortress before attacking it can have a role in how successful you are. I imagine Leliana being captured and tortured was also a part of that, since you can send in spies and such. Perhaps the Inquisitor didn't properly prepare for the assault?

It seems so far there's a lot of potential for replayability and player reactivity. Here's hoping.

Is it just me or is this game not getting a lot of attention. It feels like there isn't much hype for it. I am not much into Bio ware games, but I want this to win me over. It looks great Snr previews look fun. Media seems to ignore it though.

Well, it's my most anticipated game so obviously I think it deserves more, but it's been garnering attention while not exactly dominating the conversation.

Bp97gOZCcAAeLcc.jpg:large
 
Is there anywhere I can watch or download the E3 2014 Stand Together trailer at a high bitrate? This one: https://www.youtube.com/watch?v=xnXlKrBItc0

Gamersyde has the Female Warden trailer up and they've mistake it for the Stand Together trailer: http://www.gamersyde.com/news_e3_dragon_age_inquisition_trailer-15513_en.html

That's actually the Lead Them or Fall trailer you're looking for. BioWare uploaded it to their Youtube and is currently the best quality out there at the moment, 1080 over the link you have for 720. I downloaded it off youtube but I don't know if that actually improves overall quality or if it's basically still the same quality as streaming. Jdownloader2 for downloading of youtube by the by.
 
As well I would contend that most older cRPGs really didn't have that many more, if any more, dialog options than modern BioWare titles
bg1_dias5ywu.png


It's not just about quantity, it's also about subtlety and complexity.

they still have the ability to write good serious and emotional stuff too when it's needed.
No. They don't.

I usually play Easy Mode. I don't see how that makes me any less of a gamer.
It doesn't make you less of a gamer. It does, however, make you far less qualified to discuss the quality of a battle system, or the impact of game design choices.
 
bg1_dias5ywu.png


No. They don't.

It doesn't make you less of a gamer. It does, however, make you far less qualified to discuss the quality of a battle system, or the impact of game design choices.

Ah yes the single screenshot of one conversation destroys my entire statement, at least you didn't use that same stupid one from Planescape everyone else uses.
 
Ah yes the single screenshot of one conversation destroys my entire statement, at least you didn't use that same stupid one from Planescape everyone else uses.
I could take a lot more screenshots, if you really want me to. Can you take a single similar example from DA2?

I think it's blatantly obvious that dialogue depth, complexity and nuance suffered heavily with the introduction of the dialogue wheel.
It's OK if you are fine with that, but don't pretend it didn't happen.
 
I could take a lot more screenshots, if you really want me to. Can you take a single similar example from DA2?

I think it's blatantly obvious that dialogue depth, complexity and nuance suffered heavily with the introduction of the dialogue wheel.
It's OK if you are fine with that, but don't pretend it didn't happen.

To be fair to bioware, a lot of people dont like to read, even more so nowadays it seems. Almost 25% of Americans dont even read a book, and only around 50% actually read books for fun anymore. It really is a problem that effects more then just books, but I dont think blaming the wheel is a proper way to explain why exposition is dying. Hell, I would be interested to know the % of people who actually read the codex's in their games or people who actually read the books in elder scrolls.
 
bg1_dias5ywu.png

No. They don't.

Yes. They do. I'm willing to agree to disagree here, if only not to litter a thread about E3 coverage about something so subjective.

I think it's blatantly obvious that dialogue depth, complexity and nuance suffered heavily with the introduction of the dialogue wheel.
It's OK if you are fine with that, but don't pretend it didn't happen.

Compared to Origins? No, I don't think it did.
 
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