
Introduction
Dragon
Age: Origins is the spiritual successor of BioWare's popular Baldur's Gate series.
They've added some amazing things into the game including several conversational
and decision processes that result in drastically different outcomes in the
storyline, recently seen in games like Mass
Effect. In Dragon Age
you are able to choose your "Origin" which is the background and lore
of your own character. Based upon the origin of your character you might find
the world a very different place. If, for example, you were born as a noble,
dealing with other nobles is much easier and they take you much more seriously.
You also might find there are some people in the world who are jealous of your
nobility and want to take what you have. Conversely, if you're born into a life
of crime and poverty, nobles might not want much to do with you and your shady ways. There
is of course a main storyline and the game is a bit more structured than say an Oblivion, but by doing it in a more linear fashion the decisions you make are
also much more meaningful. At one point we were told the number of possible
unique endings numbered in the dozens.
GDC Dragon Age: Origins Features
During the Game Developers Conference
this past week in San Francisco we had a sit down with the lead writer David Gaider,
and the lead designer Mike Laidlaw and were shown a demo of the new game.
They also highlighted some of the amazing features they've built into the game.
One of the more appealing features of the game is the highly advanced combat
system that not only allows you to swap different members in and out of your
party, but also to set a virtually ENDLESS amount of tactical preferences. For
example, if you're exploring with a healer, a mage, a warrior and a rogue, and
you want to take charge of the warrior; you can actually set the tactics for the
healer and mage to back you up; and give the rogue orders to defend or attack
the enemy also. That's the quick version, there's some really in-depth options
and a very high level of customization in the combat process. One of the most
appealing things in the tactical combat options is setting "if
statements" for how your party members should react to certain situations.
For example, lets say you want your healer to heal any party member once they
hit 30% of their health, just set that rule in the tactics menu and the AI will
make it happen. You're able to make tactical decisions in pause mode, which
gives you, the player, a great opportunity to really plan out your defenses and
attacks without feeling rushed or doomed if you take too long to come up with a
suitable plan.
Another feature that immediately caught our attention was the ability for the
player to make choices that ACTUALLY DO change the world. The demo played
through a scenario where the player is on his way to a castle to ask the Duke of
the castle for help fighting off some undead who were attacking the town on a
nightly basis. It was made quite clear to us that at this point the player could
either A) Help the people, or B) Leave them to their fate, and each of the
decisions would have changed the lives of the villagers and the world around the
player. An added bonus to this feature is the fact that every character in your
party has opinions about the matter, and will actually tell you how they feel
about the decision you do or don't make. Make too many decisions they don't
agree with (and from the demo you can tell every character has his/her OWN
opinions) and they'll leave your party! Here's a video of what ensues when we
decide to help the villagers:
Battle Scenes/Combat
The demo picks up where the choice making lets off! The decision is made to
help the lowly villagers and fight off the undead that swarm into the city every
night. In the demo the undead are rushing the town from a few narrow corridors,
which allows our mage and "Sten" (Our horrifically huge and
ill-tempered warrior) to really do some damage.
Tactical decisions were made for the defense of the town and unfolded as
follows:
- Sten activates an ability that prevents him from being knocked down
- Mage sets an earthquake to occur at the base of the mountain where undead
funnel in
- Mage sets fire field in the quaked area
- Sten drinks potion of "Warm" allowing him to be fire resistant
(You see where this is going right?)
- Rogue set to ranged combat
- Warrior set to side of fire in a defensive position between Sten and the
mage/rogue
So effectively what was done is Sten was made resistant to fire and the
earthquake effect, then an area at the base of the mountain where the undead
rush in was set to quake and covered in fire to burn them as they roll around.
Those that were stuck in the middle had their skulls crushed by the relentless
smashing of one Mr. Sten (Seen below).

End of Battle and Dragon Age: Origins Screenshots
Halfway through the battle some warriors run up asking
for help saying a portion of the town has been overrun, you leave a few of the
warriors that were assisting you to go and help out the townsfolk. The fight in
town is total mayhem as enemies are approaching from every direction. More
tactical decisions are made as the rogue and mage are moved to the city steps
and the warriors take to the town square. Here's some of the screenshots we
obtained from this exclusive demo event; some of them are of the town and the
battle, and others are taken of the events leading up to the full scale attack:



Release Date
There isn't a solid release date yet but we were told fall of
2009 for this title. For more information visit the official Dragon Age: Origin website!