A trip to London. First glance at the gameplay of the new role -playing game from BioWare
The announcement of Dragon Age: Inquisition on E3 did not produce a splash, and on Gamescom the developers cost stingy trailers: in the world it is again happening that monstrous monsters climb through the gaps in space without soap and clatter all living things. Mages, Templars and the Church, of course, were very interested in internecine germs, they are not up to the creatures, so you, the main character, will certainly find yourself in the chosen (this is BioWare, they do not have otherwise!) and revive the ancient Inquisition Order.
The gameplay was not shown at all then, all the interesting things had to be scrapped with bit from the corners: to bombard developers with questions and study the foreign press. But on the eve of Penny Arcade Expo, EA gathered journalists from all over Europe and finally introduced a demo version; Unfortunately, in the format “look through with your eyes, do not touch with your hands”, but still it was a working build, and not a pre -recorded gameplay.
Real, Vasemeli Dragon Age: Inquisition! And somehow what is happening in it did not really fit with faded trailers.
I don't give it myself, but I won’t give others
Mounds, green grass, sunlight oozes through foliage, everything is bright, juicy, idyllic … For the time being. The protagonist is in a hurry to conquer one of his fortresses, and with him an Orleic sorceress named Vivien and the dwarf -familiar in the previous part Varrik and the minister of the Order of Cassandra.
First of all, we look at the surroundings. Neither close locations, nor deliberate chamber, as in Dragon Age 2, is and at all. History is now not about the city of Kirkwell and its champion, but about an influential, ambitious organization, and it needs a special scope and special scope. The expanses in Inquisition are outstanding, but, fortunately, not empty. The developers seemed to look at Skyrim and decided to make it no worse: in every cave, in every hollow and every mole Nora, some trifle is lying on on which a side-outicular tie is tied.
[[Bullet]] We hope that a terrible helmet that would more suit Dovakin from Skyrim, the hero will still be able to remove.
And now we are not a plot of a motley crowd at all the plot is moving. According to the developer, we have already occupied the fortress and now we just reflect the attack. Turn such an episode into boring and passing – just spit, but here the third Dragon Age makes an interesting face. Firstly, the so-called red templars are against us. Gentlemen fanatics fought off the hands of the main order, and they are somehow not very good with faith, but with the demons Vasya. And they themselves learned to turn into monsters. The champions of the Almighty are good!
They decided to storm our fortress from the sea and have long settled at the walls; we see only empty ships. The protagonist, led by the developer, could not resist a small sabotage: he took and set fire to a couple of ships with a flammable anti -flame mixture. Well, there is nowhere to retreat to the knights in which case, we can continue our rescue operation.
After a few seconds, she really became a rescue: on the edge of the edge we saw several agents of the Inquisition and templars. The plan is simple: to help friends, enemies – take out. There are many wounded in the detachment, the allies were clearly exhausted, but are ready to comply with our orders. What to do – leave people with the wounded or abandon them and storm the fortress?
The wheel of choosing replicas has not disappeared and, apparently, almost did not change. Unless, when illuminating the replica, after some time, a window with clarification will come out. I wanted to say: “Walking upstairs, we are moving to the storm!", And in the window they write:" The wounded will be left without protection, the detachment will go to beat out the avant -navpost ". So far, however, it is not entirely clear whether in fact we will kindly explain the consequences of each phrase.
[[Bullet]] In the second segment of the demo, the inquisitor already has a heavy armor and a flaming sword. Apparently, in order to burn all the disagreements with a hot iron.
In our case, the Inquisitor decided that to give the fortress to the enemy is the last thing. And the wounded … Well, the wounded, in war like in war. The soldiers hastened away, but one of them dropped that they attacked not only the outpost, but also on a village nearby. And true – along the way we came across a village, where demons operated with might and main.
Alas, the fortress will not hold out for a long time, which is signaling the entire decreasing special scale. Our inquisitor frankly on the nerves and decides to leave the village for the elderly evil; The fortress is more important, because there is our garrison. There are no replicas here, they speak for themselves. The outpost is not far, but a serious battle broke out at the gate. The hero decides not to climb into the ramp and go through the "back door" – a small cave. Quickly, convenient, although it is by no means safe, because there is an ambush there and it cannot be circumvented.
Small inquisitor
At first it seems that the combat system here is almost like in Dragon Age 2. The battles are equally fast, and they need to combine the abilities of comrades in them, for example, to break through someone else's armor or stun the opponent. We had no problems with ordinary templars, but the demon turned out to be much stronger. At first we attached it well with powerful Kassandra blows, and then the main character finished the matter.
Here you begin to understand that the mechanics of the battle thoroughly redrawn and the dynamics has changed very seriously. Origins had a more or less unhurried strike of blows, the pace has increased in the Dragon Age 2, although the PC version still did not leave that the fighting is divided into rounds and each blow was calculated by the formulas, as in D&D.
[[Bullet]] well -protected fortress is the main concern of the inquisitor at the moment.
In Inquisition, the character management has become much more smooth, the heroes have learned to dodge, block blows (and individual abilities do not answer for this!). Some enemies wear large shields, and your dentists are like an elephant of a crusher – you need to come from a flank or beat from the back. To feel such a combat system, it is better to play yourself, but so far it seems that they made CD Projekt with the second “witcher”: more interactivity and dynamics, less snapshift.
The health of the characters in itself is not restored, if you please drink potions. It is so that they want to move us not only to plan their actions for one battle forward, but also to gently dispose of the resources. Moreover, in the Inquisition, enemies are not forcibly under the level of your party, there is always a chance to encounter someone very formidable and clawed, for example, with a dragon, and heroically die heroically. True, if the poultices are over, a detachment healer will probably be able to help this grief.
About dragons, by the way, the developer to speak rushed. I only mentioned that there would be more than a dozen and two identical battles with them we will not see.
It is interesting if opponents with shields have certain zones, which are impossible to break through, does this mean that the bodies of large monsters will be conditionally divided into several parts? It is possible that the battles with dragons will be called in memory Monster Hunter : the creature has several movements, and individual attacks can be predicted and dodged.
[[Bullet]] The wheel of choosing replicas has not changed at all, unless a comment appears at the top with an explanation of the decision.
Further, in theory, we had to conquer the fortress, but this was not shown. It is assumed that the operation was a success, and we went to the same village, whose inhabitants were abandoned to their fate. Instead of a settlement, the detachment sees ash – hello from Spec Ops: The Line. Enharged skeletons, mountains of corpses and so on Memento Mori.
Varrick looks at the leader of the detachment condemningly. The time to save the innocent villagers in fact, frankly, was enough. The producer of the game Cameron Lee later said that the situation has several development options and the player may well fail both tasks or save the inhabitants of the village, lose the fortress and attack it later, only fortified with templars and without the Inquisition garrison inside.
The attitude of companions to your action is now based not on abstract points, as in Dragon Age 2, but on actions in specific situations. Varrik will probably remember us with a village with a village.
Thousand and one battle
And now we are shown another episode. The endless desert and night sky replaced the forests and the bright sun. Our group needs to get through a small canyon, but you just have to go down, and the heroes will smell from suffocating gas. They can’t do anything with this rubbish, but if the region had the headquarters of the Inquisition and a dozen or two free hands ..
Yeah, there is an outpost nearby, full of unfriendly soldiers. It can be conquered and spread the influence of the Inquisition on these lands. Maybe with mines in the canyon you can do something.
The approach to the fortress is guarded by several infantrymen who joyfully fell on us. We honestly expected that our heroes will habitually burst into battle, begin to dodge the blows and beat in response, but the Inquisition surprised us again – it turns out that you can control the group in a tactical pause mode, as in Dragon Age: Origin. Moreover, for coordinated work, this is necessary!
[[Bullet]] with a dragon, it is not necessary to encounter forehead in the forehead. It is possible that there will be several ways to defeat the winged creature.
The sorceress Vivienne calls the ice wall, Varrick walks around from the flank, and the hero, along with Cassandra, rushes into the battle with a headlong. It is still not entirely clear how a completely lively and dynamic control regime will be able to get along with tactical. Perhaps AI will be maneuvering from time to time.
In addition to us, there was not a single living soul left, and the gates of the fortress are closed tightly. Penetrate inside, they say, you can, in several ways. For example, make Varrick find a loophole and open the gate from the inside. Or try to knock. So Cassandra decided to do it. I went to the gate and knocked them out with a pair of blows with a shield.
The garrison is not particularly impressive, but the archers are on the parapet, and it is not possible to get to them. Well, okay, the supports are flimsy, one aimed blow-and firewood will remain from this structure, the benefit of the physical engine Frostbyte 3 allows. True, the cunning tricks we see and tricks on useful breaking something limited to the arson of boats, the door of the door and the neutralization of the shooters. These scenes look grinded, and the build of the demo version is very raw, but, we guarantee the last thing you will think about when playing a role-playing game is a physical engine.
I sit high, I look far
Heroes capture the fortress, and then a completely new mechanics come into business. It turns out that we will manage the inquisition at the global level: send agents to key points, leave a garrison. The presence of a fortress in this location allows you to repair the mines, remove the dangerous gas and finally go through the canyon. There will probably be other strategic places on the maps – that burned village, too, apparently could be adapted to the matter.
Clear business, it will not work at once to hold all positions at https://jinx-gb-casino.co.uk/ once, each building requires several agents, and they will clearly miss them. The fortresses have their own specialization: the garrison inquisitors can spread the spy network or intensively engage in witchcraft. This, in turn, will give the main character some buns.
[[Bullet]] Particularly diligent red templares get a chance to turn into red demons. To cope with them in this form is a difficult task, you need to use the talents of the whole team.
We also do not raise the Inquisition itself from scratch, but gradually revive. The developers said that this time, choosing the race of the protagonist, we can make it kunari (more precisely, by co -cossitis – these are those horned healthy people with whom the misunderstanding in Dragon Age 2). If people, gnomes and elves in their actions and decisions differed slightly, then Kunari and their philosophy in the usual frames fit poorly. The creators do not go into the details, but promise that the hero-kunari will have their own motives. If only he did not turn out to be a heretic and did not reject philosophy ..
The demo version ends, of course, in the most interesting place: as soon as the heroes managed to go down to the canyon, as the dragon flew into them. The battle with him, alas, remained behind the scenes, but there was already enough impressions with his head. The series undoubtedly moves forward, and not a careful quiet sapa, as in the Mass Effect 2 and 3, but with serious such, confident steps. Perhaps here we see what we expected from the second part, which is structurally, to our annoyance, was not much different from the latter Mass Effect.
Questions after the demo arose the sea, and not all the producer is ready to answer. First of all, of course, we were interested in the title dragons, the control of fortresses and, most importantly, the skills system. It was already possible to confirm that it would be built approximately as in the second part.
The main thing is that in Inquisition do not focus on additional mechanics to the detriment of the role of the role! Interesting tasks, interaction with characters, unexpected plot turns – this is about this, consider, they are silent as partisans. And still Dragon Age: Inquisition in the list of expected games can be safely put on one board with the third “Witcher”.