Showing posts with label Deep Roads. Show all posts
Showing posts with label Deep Roads. Show all posts

Monday, October 11, 2021

Dragon Age: Inquisition - DLC.

Original Release: Mar. 24 - Aug. 29, 2015. Jaws of Hakkon released for PC, Playstation 3, Playstation 4, XBox 360, XBox One. Descent and Trespasser released for PC, Playstation 4, XBox One. Version Reviewed: Playstation 4, 2015.


INTRODUCTION:

Like its predecessors, Dragon Age: Inquisition released multiple pieces of story DLC. Unlike them, however, only the first of the three was released for all platforms. Gamers who played on a Playstation 3 or an XBox 360 were denied the latter two expansions... which in Trespasser's case, arguably denied them the game's true ending. An odd choice, given that neither DLC seemed to have technical demands that outstripped those of the base game; if the rest of Inquisition could run, albeit with long load times, on an XBox 360, then surely those DLC packs could have.

In any case, as with the previous releases, I will break down the three expansions individually - though for best value, gamers would be advised to just pick up the Game of the Year edition that includes the base game along with a code to download all expansions.

A quest for the first Inquisitor leads to startling revelations.

JAWS OF HAKKON:
Release Date: March 24, 2015

A scholar uncovers clues in the Frostback Basin regarding the long-lost resting place of Ameridan, the first Inquisitor. The party arrives expecting a hunt for academic research. Instead, they find themselves caught between two groups of Avvar: the comparatively peaceful tribe at Stone-Bear Hold, and the "Jaws of Hakkon." At first, the Hakkonites seem to be just particularly aggressive bandits. Soon, however, the Inquisitor learns that the group plans to awaken an ancient evil in order to launch a full-scale invasion!

There's a lot that's good about The Jaws of Hakkon. The Frostback Basin is a well-designed area, with a terrific contrast of environments. The quests at Stone Bear-Hold are engaging, and the conflict with the Hakkonites makes for a reasonably interesting mini-campaign.

Unfortunately, it takes a long time to really get into that conflict, with about half of the DLC's 8 - 10 hours (too long, by the way) spent in the usual pursuit of collectibles and side quests. Engagement is further hampered by Bioware's decision to present almost all of the story only through the game engine. You would expect to get a cut scene when arriving in Stone Bear-Hold, or when first speaking with the chieftain there. You would be wrong - You are left to watch these interactions, no matter how long, from a distance. This design decision doesn't even carry throughout the expansion; in the final 1 - 2 hours, major dramatic scenes suddenly are represented by cutscenes, making it all the more bewildering that the rest of the story avoids them.

Ultimately, the good bits outweigh the bits that test gamer patience... But like Dragon Age: Inquisition itself, I'm left thinking that this would be better at half the length, with less pointless trudging and more emphasis on story content.

A journey into the heart of the Deep Roads,
and the unexplored depths beyond...

THE DESCENT:
Release Date: Aug. 11, 2015

The Deep Roads are experiencing persistent earthquakes, leading to collapsing mine shafts and renewed swarms of darkspawn. The Inquisition agrees to help, with the Inquisitor joining Renn, a Legion of the Dead lieutenant, and Valta, a dwarven Shaper. But as the group descends ever further, it becomes clear that these quakes are more than natural disasters, and that dwarven history is hiding some deadly secrets...

The Descent has been widely acknowledged as the weakest of Inquisition's expansion.  It's hard to argue, though it is at least more interesting than Origins' Deep Roads DLC, The Golems of Amgarrak. The Deep Roads are less repetitive than in earlier games, and there are even some eye-catching visual moments and a pretty good final boss battle (though that battle becomes very easy once you figure out its gimmick).

Even so, it never rises above the level of "modest diversion." Both the story and the guest characters are unmemorable; and even if you decide to be a completist with the collectibles quests (and there's really no reason to), the whole thing is over in less than four hours. If you have the Game of the Year edition, there's no reason not to play it... But if you somehow ended up with the vanilla release, then this expansion is not worth an additional purchase.

The Inquisition is summoned to a council that
will decide its future - if it even has one!

TRESPASSER:
Release Date: Sept. 8, 2015

It's been two years since Corypheus's defeat, and the Inquisition's influence has begun to wane. Neighboring kingdoms worry that they could become a threat, and even past good deeds are being reframed as potential staging grounds for invasion. An Exalted Council is called to decide the Inquisition's future - whether to disband it or to subject it to outside oversight.

The council is soon interrupted. Qunari are using eluvians to attack the Inquisition as a prelude to a holy war. The Inquisitor's party must pursue the assassins through the magical paths. It's a pursuit that brings the group ever closer to an unexpected reunion - and it won't be a happy one!

Though Trespasser is not the largest of the game's expansions, it is by far the most substantial. Your choices determine whether the Inquisition ends or whether it continues in a weakened state; either way, the status quo left at the end of the main game is toppled. The Qunari are advanced as a genuine threat to Thedas's stability, their attitude recalling the Arishok from Dragon Age II as they move closer to an official decision to impose the Qun across Thedas. Finally, a new threat is introduced, presumably paving the way for Dragon Age 4.

I'll admit to wishing this expansion did more with the political situation, an intriguing thread that is left frustratingly underdeveloped. That's more than made up for, however, by all the things this expansion does right: the sense of catching up with old friends and learning a bit about how they've moved on in the intervening years; the engagingly surreal fantasy element of traveling through the mirrors; the strong emotion of the final scenes.

In the end, Trespasser provides Inquisition with the one thing the main game lacked: a genuinely satisfying ending.


OVERALL:

The Dragon Age: Inquisition story expansions are a bit of a mixed bag. Trespasser is essential, in my opinion, to the point that I'd say the game feels actively incomplete without it. The other two DLC packs are basically filler. Jaws of Hakkon offers a good story, but questionable presentation choices and a fair bit of needless bloat make it less than it should have been, while The Descent is utterly expendable for any but Deep Roads enthusiasts.

All of the expansions are at least enjoyable. But given the excellent DLC that was prepared for Dragon Age II (DLC that was in some respects better than the main game), I couldn't help but be disappointed in just how "extra" the first two of Inquisition's expansions ended up seeming.

If you have the Game of the Year Edition, you should obviously play all three. But if you have to buy the DLC packs separately, the only one that is truly worth an extra purchase is Trespasser... though Trespasser absolutely should not be missed.


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Friday, April 9, 2021

Dragon Age: Origins - The Awakening.

Original Release: March 16, 2010 for PC, Playstation 3, XBox 360. Version Reviewed: XBox 360, 2010.


THE PLOT:

It's been six months since The Blight, and Ferelden is rebuilding. The Arl of Amaranthine, once the domain of the treacherous Arl Rendon Howe, has been given to the Grey Wardens, under the direct control of your Warden (the one who stopped the Blight if your character survived and you import a Dragon Age: Origins save; an Orlesian Warden if you didn't).

The Warden Commander arrives at Vigil's Keep, only to find it under attack by Darkspawn. The attack is disturbing for several reasons. The Darkspawn came from within, meaning they broke through from the underground Deep Roads. Their actions were organized and directed, in a way that should be impossible. After battling through the enemy, the Warden Commander discovers their leader: a talking Darkspawn, who is working for a being called "The Architect."

The Warden Commander still must find a way to successfully rule the Arldom, which remains vital for the Grey Wardens' still-fragile reputation. But now this must be balanced against the new threat, particularly as it becomes clear that there are two factions of Darkspawn. It is nothing less than a Darkspawn civil war - with Amaranthine caught in the middle!

The Architect: Savior or Monster?

CHARACTERS:

With one exception, Awakening presents you with an entirely new set of companions. That sole exception would be Oghren, my least favorite Origins companion. Ah, well. He's just as obnoxious in this game, but this time a few of his bits manage to be funny; after being captured, he sees a Darkspawn wearing his armor and carrying his weapons, and throws a tantrum that might be the single best comic moment of the entire series.

Awakening's new companions are often criticized, and I don't fully understand why. Despite the game clocking in at a lean 15 hours, all of them have surprising depth.

I suppose one issue is that much of that depth is so easily missed.  Take the two most notable new characters: Anders, a runaway Circle mage, and Justice, a Fade Spirit given physical form. Both will go on to play a major role in Dragon Age 2, one that's brilliantly foreshadowed here... but only if you have both Justice and Anders in your party at the right points. Their exchanges, both through cutscenes and banter, reveal that while Anders is hyper-aware of the mistreatment of mages, he is mostly happy enough with escaping that situation himself; he even labels the notion of mages breaking away from the Chantry "disastrous." Justice, true to his name, bristles at any hint of iniquity, and feels that Anders has an obligation to help his people. Sadly, these exchanges - and the characterization and future setup contained within - will be missed if you fail to notice certain interact options, or if you just fail to have them in your party in the right times and settings.

Other original characters are less important to the series, but they are still layered individuals. Nathaniel Howe, the son of the unlamented Arl Howe, is initially convinced that his father is being smeared for having sided with Loghain. Use him in your party and speak with him regularly, and Nathaniel will gradually come to accept that Arl Howe was every bit the monster he's made out to be, and will become determined to redeem his family's once-proud name. Sigrun, the Dwarf rogue, is a survivor of a Legion of the Dead unit wiped out by Darkspawn; her sunny personality masks a hefty dose of survivor's guilt. The elf mage Velanna is the least likeable of the new batch, with an anger against humans that has translated into violence; still, if you use her enough, guilt at her actions will start to shine through. Put her in a group with Justice, and he will berate her for her past crimes in a way that hints at the darker turn he will take in the next game.

In short: I cannot find it in myself to agree with the consensus that the Awakening companions are less interesting than the Origins ones. If anything, I think they have more depth - though I suspect the perception is not helped by making the best character moments so easy to miss during a given playthrough.

Anders, a comedy relief wisecracker who loves cats. He
certainly won't leave an indelible mark on history...

GAMEPLAY:

Pretty much identical to Origins, which is hardly a surprise given that it is an expansion released mere months after the main game. One thing to note is the difficulty.,, Namely, that there isn't any. Assuming you import your main character, you're going to start Awakening massively overleveled, allowing you to more or less plow through enemy encounters. I usually play games on "Normal" difficulty, because I like to be engaged by gameplay but I don't enjoy being frustrated. Awakening represents a rare occasion when I would recommend playing on "Hard."


THOUGHTS:

Dragon Age: Origins - Awakening is an expansion that sometimes feels more like a full game. The story is ambitious and the scale, while much smaller than in Origins is still fairly large. However, this is also the source of the game's problems, as it often feels as if the ambition ran into the harsh realities of deadlines and budget. It is notable that Bioware would never attempt such a large-scale expansion to any of their games after this.

The maps are a mixed lot. The haunted Blackmarsh is nicely atmospheric, and leads to a Fade section that's far better-designed and more engaging than the original game's Fade sequence. The Wending Wood, where the player will first encounter Velanna, is large, but also poorly organized; I had to resort to online guides to make sure I actually found all the important and hidden bits there, something I did not have to do with any other setting. Other major maps include the cramped Knotwood Hills, a Deep Roads section that is overlong and uninspired, and the City of Amaranthine - which is nothing but a big circular road, a Chantry, and a handful of buildings.

The effect ends up being one of an epic played out across three rooms and a yard. The ambition is large, but the actual world seems suddenly very small.

A Darkspawn receives orders from "The Mother." 

GLITCHES:


Awakening is glitchy. Yes, glitchier than Anthem or Mass Effect: Andromeda, at least in their current states (I was spared the launch day experience). In the Blackmarsh, I had a boss battle randomly assert itself, even though I hadn't unlocked it yet. I defeated the boss, only to find that I'd been magically transported to where the battle was supposed to happen. With the barrier still up and no way out. Since the game auto-saved after the fight, wiping out my previous auto-save, I was left with no choice but to reload my last manual save. From an hour earlier.

My Warden Commander apparently became a nudist between games. He spawned naked at the start of the game, then stripped and destroyed both his armor and weapons after I used an upgrade potion (good armor and weapons, so I reloaded a save to recover them).  Perhaps The Calling is affecting him early?

Sigrun's companion quest has a bizarre glitch.  Basically, don't explore Amaranthine before you've recruited her.  If you do, you'll very likely start a mission involving the Carta that will lock you out of her quest.  Speaking of dealing with Amarathine's Carta problem: Even after wiping out the entire Carta, the city guards refused to speak to me thereafter, sneering at me for selling out.  To the criminals I just killed.  Um... You're welcome?

The most consequential moment of the game: A
simple conversation between Anders and Justice.

THE ENDING - A FAILURE TO DELIVER:

I've praised the ambition of the game's story, and I stand by that - but the storytelling sometimes feels rushed or even incomplete. The Architect's reasoning behind the opening attack isn't just weak; it actively contradicts what we witnessed during the opening. The ending is also jarringly abrupt, cutting straight from the game's final boss to the title card epilogue, with no tag scene to give emotional closure in between.

It seems clear that the developers' ambition exceeded the time and resources they had available to achieve it. The result is a game that either should have been given more time to be made into a full sequel, or that should have been scaled back so that it could have done fewer things more successfully. It remains well worth playing, an enjoyable experience as well as a vital part of the overall franchise. But in the end, too much ends up feeling too rushed for it to be fully satisfying.


Overall Rating: 5/10.

Dragon Age: Origins DLC

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