Upset Spideyfan
Look on the bright side
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i can.. make it.... I'm fine!

yeah this was just put recently in other places thanks for the head up.BTW there is a minigame sort of things at http://quest.dragonage.com/en-us/home/ that requires you to watch a couple of videos and play a small minigame, doing it gives you the Red Lyrium Reapers weapons pack.
Permalink | 7 commentsWelcome to the quest for the Red Lyrium Reapers! As with any quest, there's bound to be treasure at the end of the journey, and this adventure is no exception. By watching specially created Dragon Age: Inquisition videos and discovering hidden elements in them, you can unlock a bonus weapons pack to use in the game!Read the full instructions on the Dragon Age: Inquisition site and then get started! DAI launches on November 18th.
How does it work? Follow these steps below and you'll be well on your way!
- Begin your quest by clicking here from a desktop computer. Make sure that you're logged in to your Origin account. You'll need to do so to save your progress and acquire the weapons pack at the end.
- From the quest home page, select Vivienne's character card to watch the first video in the series.
- Now that you've watched the video, you're ready to move on to Vivenne's Inquest, where your skills of observation come into play. The keys at the bottom of the page represent the number of hidden elements you still have left to find.
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What is with all these new major releases having game breaking bugs leading to crashing? It is so frustrating.
it might be a new standard where they think what ever other problem's they didn't catch they will fix it later with a patch as mention hereHow do so many of these bugs/errors things make it out of testing?
Permalink | 0 commentsAfter being burned by Dragon Age 2 a couple of years ago, my mood towards Dragon Age: Inquisition could be best described as only cautiously optimistic as we approached the game’s release. From what I’d seen in videos, the game looked good, but the sequel to Origins left a bad taste in my mouth that prevented me from getting fully onboard the hype train.
The exception to this was for the game’s multiplayer component. One thing I felt confident about from seeing the game in action is that Inquisition’s combat looked solid. Combined with the fact that the co-op would draw heavily from the foundation laid by the awesome Mass Effect 3 multiplayer, I oddly felt that even if the single player suffered, multiplayer would be solid.
With the game now out, how does Inquisition’s multiplayer stack up? We’ll break down some of the hits and misses below.
THE HITS
Combat
As I expected, Inquisition’s combat is one of the game’s strongest points and multiplayer does a great job showing it off. The game leans a bit towards Dragon Age 2’s action combat, but there’s much more weight to it and it’s far less cartoony in terms of animation speed and visual effects. Shattering frozen enemies is as awesome as it has always been, and the impact behind moves like Mighty Blow has never been meatier. Tab targeting and the fluidity of movement could stand to be improved, but for the most part, Inquisition’s combat is incredibly satisfying.
Teamplay
Unlike Mass Effect 3, I don’t feel like players will be soloing Inquisition’s multiplayer any time soon. Of course, someone is probably going to prove me wrong, but my point is that the game emphasizes teamwork a heck of a lot more. The dungeon crawling dynamic is generally more punishing and there is a lot of interdependence between the different roles. As an RPG, this all makes sense, but the team could have easily made players more self sufficient if that was the goal. Aggro management and team support are all important aspects of gameplay and it doesn’t feel like any one class can handle it all on its own.
There are also treasure rooms locked behind doors that can only be broken into by specific class archetypes (Rogue, Warrior, Mage) so this encourages you to run with a varied group for maximum loot efficiency.
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Variety
Variety is the spice of life and the launch of Inquisition’s multiplayer offers enough of it to serve as a solid foundation. Twelve classes, multiple environments and enemy groups, and a layer of randomization go a long way towards keeping things fresh. That’s not to say I’m not already looking forward to seeing what BioWare adds next. If you played Mass Effect 3 MP from launch, you’ll know the feature was expanded upon significantly with regular updates. New classes, maps, loot, and even enemy groups kept the experience engaging for months on end, if not longer. I'm eager to find out where Inquisition's multiplayer will go next.
THE MISSES
Difficulty
I have no issues with the overall difficulty of Inquisition’s multiplayer. After all, I play the single player on Nightmare, but the curve is a bit awkward in the way the tiers are set up. In Mass Effect 3, you basically selected your difficulty tier and you had a relatively smooth and consistent experience. Things were too easy, just right, or brutally hard, for the most part. In Inquisition, levels matter a whole lot more, and the tiers are broken up for appropriate level ranges.
The problem is that in the beginning of a dungeon, enemy levels are towards the lower level of the range of the selected tier and then scale up towards the maximum of said tier as you get closer to the end. This means as you get closer to that maximum in your own level, the earlier sections feel trivial, while the reverse is true if you’re towards the lower end of the range. Feeling like you’re going through the motions in the first few sections of a dungeon or feeling almost useless towards the end can be a typical experience depending on where your class is in a given level range. I imagine this isn’t much of an issue at level cap, but it definitely feels like the experience could have been tuned a bit tighter to be more consistent in challenge.
Oh, and the Slenderman-looking Demon Commander is ridiculous. Dude needs a bit of a nerf.
Item Hunt
This is another area that the Mass Effect formula doesn’t translate as well as I thought it would in Inquisition. In Mass Effect 3, you played rounds, survived, and saved up currency to purchase boxes that granted you new classes and the all-important loot. The thing is, loot in Mass Effect didn’t feel as crucial to the moment-to-moment experience. If you got an awesome gun in your first box, you could sit on that thing almost forever and still enjoy the game.
Inquisition’s dungeon crawling smacks of a Diablo-esque item hunt, treasure goblins, treasure rooms, and all. The problem is that your main source of loot is still the boxes. It’s smarter to save up for the larger boxes, but even if you didn’t, the game is still incredibly stingy with loot and it feels more like a slow drip than anything else. The treasure goblins and rooms are replicated in Inquisition, but more often than not, they provide gold and little else. Sometimes you’ll break down a wall to a find a small room consisting of a chest and a meager amount of gold you could acquire through smashing two vases found regularly throughout the level. Other times, you’ll have to fight off a Revenant, Arcane Horror, or some other monstrosity to unlock a chest, and you’ll still get a couple of coins for your trouble. Chasing down and killing a Golden Nug is also equally unsatisfying. Every treasure box and Nug should drop something. It doesn’t have to be a good something, but it needs to drop something, guaranteed. Playing a couple of matches to purchase a box as your primary source of items just doesn’t click as well.
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Class Balance
I’m not going to spend too much time on this as it’s still incredibly early, but it’s already clear there are some class balance issues in Inquisition. Two of the three default classes are incredibly potent in their team roles to the point of possibly cheesing out any potential alternatives. If you need a tank, you really can’t do better than the nigh invincible Legionnaire. For team support, Keepers are invaluable, to the point of potentially being overpowered. For a small investment of skill points, Keepers can put up powerful team barriers, and if you bring more than one, these barriers can be staggered to keep them up far longer than should likely be possible. I’ve seen people argue for some sort of diminishing returns here and for the moment I’m going to reserve my judgment, but I can see barrier stacking becoming an issue. I’m really hoping team compositions don’t end up boiling down to one Legionnaire, two Keepers, and pick-your-Rogue.
Also, what’s with giving some warriors Challenge, but not War Cry? Single target tanking is fine and dandy, but the vast majority of the time you’re going to be up against big groups of mobs, where something like War Cry feels far more appropriate.
What’s your take on Dragon Age: Inquisition’s multiplayer so far? Share your thoughts with us in the comments below!
Permalink | 14 commentsWith the release of Dragon Age: Inquisition, we've been hearing a number of concerns from members of our PC community, including:Participate in the discussion on the Dragon Age: Inquisition forum.
We've been following these issues closely and are looking into them.
- Driver support
- Hitching and frame rate issues in cutscenes
- Feedback on keyboard and mouse controls
- General user interface optimizations for PC
Player experience is a top priority for us. Our goal is to address as many of these as possible in our upcoming patches, including some in our next patch, which is underway. We’ll release further details in the coming days and will continue to monitor your concerns.
Your feedback is important to us, and we appreciate your contribution to making Dragon Age: Inquisition a better overall experience.
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Permalink | 10 commentsAt the same time, I’m not so sure that such double-dipping in game design automatically leads to an improved gameplay experience. I do like, for example, the amalgamation represented by the Borderlands series, which mashes together twitchy shooting mechanics, RPG-like character progression, and action RPG-style loot (the stylized art design, open world exploration, and hilarious sense of humor also go a long way). Say what you might about Borderlands’ hit-or-miss narratives and sometimes repetitive gameplay, but the interconnected systems work together well, and provide for an interesting gestalt that is addictive as it is fun to play.
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Where the borrowed gameplay systems in the Borderlands series work, carryovers in other games don’t seem to have the same additive potential. The Power and Influence mechanics in Dragon Age: Inquisition immediately come to mind, as they emulate certain aspects of MMORPG reputation systems, which haven’t proven to be very interesting themselves. Essentially, you gain Power through completing quests, unlocking camps, closing Fade Rifts, and making other repetitive forays, while your Inquisition levels up with your accrual of Influence. Through the metagame War Table, Power will allow you to unlock new regions to explore and missions called Operations, while Influence gives you access to different perks (check out Suzie’s review for more).
In theory, I suppose the War Table is an interesting way to provide a metagame that ties together the different parts of Inquisition’s gameplay, but the Power and Influence mechanics that it relies upon feel lacking. MMORPG reputation systems, which are by and large implemented to provide casual players with an alternative to the dungeon and raid cycle, are the dreariest kind of grind. Requiring you to kill an inordinate amount of mobs and turn in a metric ton of gathered items, only to award you with one meager piece of an armor set, these systems are normally intended to keep you playing for as long as possible. There might be some small narrative associated with the faction for which you’re grinding reputation, and some mildly interesting activities to undertake, but the repetition usually far outweighs the fun factor.
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Granted, it’s a little tough to definitively say that Power and Influence in Inquisition comprise a rep grind, mostly because the game is fun and exploring its expansive world is a reward in itself. Bioware’s game offers a lot of different activities, with enough variety that the slow road to leveling your Inquisition doesn’t seem like such a chore. Furthermore, the combat and writing are exciting enough that clearing out campsites and completing quests are fun. Still, Power and Influence feel like thinly-veiled reputation systems, requiring you to take repetitive actions in the cause of advancing your character and party’s progression. To be honest, I don’t touch rep grinds in MMOs anymore because of the tedium involved. Why would I want to do them in a single-player RPG?
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Perhaps that’s the main sticking point for me with Inquisition. In an MMORPG, you get the sense that no matter the grind, everything you’re doing ties into a larger, mostly dynamic world community into which you somehow fit. That world community necessarily depends on its persistence, and on the people who make it feel alive. A single-player or multiplayer RPG has a difficult task creating that same lived-in, persistent feeling, without having other players around to show off your stuff to or participate with in larger game systems like economy. Granted, Inquisition has a huge world with such great characters that it can feel like a rival to some MMOs, but the rep grind feels a little bit like it’s happening in a vacuum. The War Table is an interesting concept as a metagame, but I’m not so convinced by Inquisition’s Power and Influence mechanics, particularly as carryovers from grindy systems in MMORPGs.
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Of course, there are systems in other games that have been shoehorned from one genre into another for the sake of financial gain and make Inquisition’s borrowing from MMOs seem groundbreaking. The implementation of Facebook-style energy timers on some MMOs’ in-game activities, for example, is unbelievably exasperating (cough cough Labor Points cough). Inquisition has no such issues, and I like the idea of borrowing between genres for better variety of gameplay, but I’d like to see that cross-fertilization result in a more organic and exciting gameplay experience.
What do you think about Power and Influence in Dragon Age: Inquisition, and about reputation systems in general?
Som Pourfarzaneh / Som has been hanging out with the MMORPG.com crew since 2011, and is an Associate Director & Lecturer in Media, Anthropology, and Religious Studies. He’s a former Community Manager for Neverwinter, the free-to-play Dungeons & Dragons MMORPG from Cryptic Studios and Perfect World Entertainment, and is unreasonably good at Maze Craze for the Atari 2600. You can exchange puns and chat (European) football with him on Twitter @sominator.
Permalink | 8 commentsLast week, I asked for your help answering a question that’s becoming harder and harder to define: What makes an RPG? We looked at titles like Call of Duty and Assassin’s Creed, Shadow of Mordor, and Overwatch. Resoundingly, you answered: It’s the choices. It’s the impact you have on the game world and your ability to forge a character. I nodded my head in agreement reading how, without those things, shooters could never cross the boundary into our favorite genre, even as it danced along the edges. There are other elements, of course, but that’s what it came back to. Choices.
Dragon Age: Inquisition is the shining example of the power of choice. Within minutes of creating my character, I was thrown into the middle of conversation, defending myself from accusers. I responded as myself, the only way I could respond, shrouded in mystery just as the character I was playing. Still, as the details became clear, my thoughts immediately turned to the kind of person I wanted him to be. Brash and angry at being accused or kind and compassionate for the loss of life set before me? I chose the latter.
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As the game went on through the tutorial and opening scenes, I sunk into my new persona persona, traveling the introductory town, sharing my feelings on the events which had since become clear. I wanted people to like me but I didn’t want to be their hero – or, more accurately, their godsend. It made me uncomfortable.
That is what a good RPG can do. Within minutes, draw you into its fiction and make you a character guiding its path. Inquisition takes choice a step further, even, eschewing the linear path of Origins and Dragon Age 2 and replaces it with freedom.
It’s almost as if Origins and Skyrim had a baby and named it Inquisition. While I’m creating my own Hero of Thedas – customized with a Bethesda-level array of sliders – with each conversation dialogue, I’m free to explore and adventure on my own terms. There is a critical path to the story, of course, but along the way a minute’s journey in any direction offers up a new activity. Side-quests are plentiful and easily missed if you don’t trod off the beaten path, each one a new chance to leave your mark on the game world. Keeps need to be taken, land claimed, ruins explored for hidden treasure. Dragon Age: Inquisition is so filled with content that these side dishes could easily become the main entrée, if you take my meaning.
What struck me, stepping back into a game of Inquisition’s caliber after months with smaller, more constrained RPGs, is how strongly and immediately I began to care about my character and the world he lives in. I spent my first hours deep in conversation with anyone who would speak to me, exploring their thoughts and feelings, and finding, surprisingly, that Bioware has made it look easy, this business of making even its most meager characters somehow feel alive and interesting. How hard it is not to be invested with this degree of choice. It is Mass Effect but greater for its freedom and depth.
If you’re anything like me, your time for games is constrained. A game needs to grab me swiftly if it hopes to lure me away from the far-too-many others to choose from. Hot on the heels of last week’s conversation on what makes an RPG, loading into Inquisition struck me with how well it did this. There are a lot of things that make a great RPG, but in this case at least, choice is what does it. In small conversations, gut-wrenching decisions, kingly judgments, and allowing yourself to be swept in the direction of the wind: that is the power of choice in Dragon Age.
And what we will remember it for.
Quick Hits:
Despite its excellence, the PC version of Dragon Age has been suffering some issues. Thankfully, Bioware is aware and will hopefully be quick with a fix for affected players. For more on Inquisition, read our official review and Michael Bitton’s thoughts on multiplayer.
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If you like candy, Trove has a treat for you! Introducing the new Candy Barbarian class, a warrior with a “gum drop” passive and a devastating “sugar crash” ability. Trion, could I make a suggestion? Make his finisher, “diabetes.”
Final Fantasy VIII-2 is making its way to PC on December 11th with a heaping helping of console DLC. The developer is also promising 60FPS support from the very beginning.
In other Final Fantasy news, you can now play Final Fantasy 7 in Little Big Planet 3. After two years of hard work spent across 31 levels, TheJamster1992 has offers up his official “port” and has documented the process on his YouTube channel. Neat!
In the world of “things that should have been there since launch,” Destiny now has team chat. Nobody clap for this. The game launched in September. This is too-late error correction.
If you backed Elite: Dangerous on Kickstarter hoping to play offline, you might want to sit down: Frontier is officially cutting offline mode. The developer shared that they “should have told [fans]” that they were struggling but that “[they were] trying to find a solution.” He then goes on to say that an offline Elite would be a completely different game. Those two statements… they don’t… No – this sounds like they knew for a while and didn’t want to rain on their own parade. This was a bad, shady move that highlights why players shouldn’t back Kickstarters. Thanks, Frontier.
Finally, I leave you with a virtual tour of Bioware’s office on Google Maps. Enjoy!
Christopher Coke / Chris has been a fan of MMOs since the mid-1990s when he cut his teeth on MUDs. These days he scours the internet for the latest and greatest multiplayer gaming experiences.