Dragon Age: Origins
Original grin
We've known of Dragon Age's existence for literally years, but despite the fact that the name has been banded around for what seems like an age, BioWare had resolutely refused to fill us in on any more details before Mass Effect's release on both the Xbox 360 and PC had passed.
With the firm's shot at the sci-fi genre now out the door however, the overlords at EA have finally let slip the game's existence officially, announcing a PC-focussed RPG, the "spiritual successor" to fan favourite Baldur's Gate, that will include multiple stories based around your character and their choices in-game, set in a brand new fantasy world awash with potential.
Needless to say, BioWare are more than eager to show off their long-hidden latest project, and it is with a twinge of anticipation we sit down behind closed-doors in Leipzig as project director Dan Tudge takes us through the thrilling new world of Dragon Age.
After a brief introduction in which Tudge makes BioWare's obvious ambition even more apparent; the game maker noting the heritage of Baldur's Gate; his team's passion for all things fantastical; and the desire to innovate in a crowded genre, we're thrust into the game itself. My my, very attractive. The detailing is as top-notch as you'd expect, the world alive in incidentals, while the characters that fill this world are among the most richly visualised I think I've ever seen in a game.
Tudge talks up the deep fantasy lore behind Dragon Age, which he hopes will help foster genuine emotional engagement from players, as well as allowing the creators to craft plots simply dripping with gravitas, as well as interesting, plausible characters and sumptuous locales. Multiple stories told from multiple perspectives will form an important part of the game, too, something BioWare are clearly keen to show-off, this element of the game representing the titular 'Origins' side of things.
Playing as a brave knight come to join with the Grey Wardens in a bid to fend-off a Tolkienesque 'Blight' taking over the land, I'm immediately struck by the quality of the acting, and the lengths to which the developers have obviously gone to help drive the narrative through convincing conversational pieces. Of course, there will be choices to make during these dialogue sequences, and your actions here will play a crucial role in how the plot expands. Tudge tells us that the options available to you during these all important chat sequences will also alter depending upon your character choices, BioWare literally trying to offer each player a unique experience, while also creating huge re-play potential.
Beyond character and story specific choices, ambiguous moral decisions will also have to be faced - will you do the right thing but potentially miss out on something key to your central quest? Or will you do the wrong thing to get what you need, regardless of how other people in the game regard you? One such decision was faced when dealing with a captive prisoner in a town being defended by the Grey Wardens from the Blight. Kill the hapless chap and you might get a useful key, feed him and you've made an ally, but at the expense of a useful item. As BioWare point out, this is a simplistic example, but later on in the game the choices will be more complex; the morality cloudy. The first two to three hours will be unique, and based entirely on your character and their actions, we're reliably informed.
Beyond this rich narrative strand, the game will also look fantastic, huge landscapes alive in lavish artistic detail - the atmosphere further enhanced by a soaring orchestral soundtrack.
The game's diversity will be enhanced further by variation in the type of gameplay you're likely to experience, the detailed world of Dragon Age draped with combat opportunities. Battle will take place from a third-person or tactical view, depending upon your preferences, while of course your character choices will impact the skills at your character's disposal during intense bouts. An area of the game known as the Korcari Wilds will be available for more action-focussed players, and as well as having a role in the story you'll be able to cut your teeth battling it out with this region's nasty inhabitants.
As you progress through the game, the plot progressing apace, you'll come across friends and enemies (again, a reflection of your character and choices), building a party with whom you'll eventually tackle the no doubt vile creatures the game throws at you (we hear talk of some kind of terrible demon, linked to this mythological 'Blight'). Your alliances will be key in battle, while BioWare have added a pseudo-political dimension via the inclusion of Elves; second-class citizens in the world of Dragon Age. How subtle elements like this are handled will make a big difference to the overall game.
With BioWare at the helm its hard to see how Dragon Age can be anything other than an RPG masterclass, especially given the obvious efforts being lavished upon the setting and the premise. We're looking forward to seeing more on the latter parts of this adventure as the 2009 launch looms.
