Dragon Age: Origins

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Finished the game last night.
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Finished the game last night.
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Can someone give some advice on how to set up my party's strategy. Not very far in the game, and my healer will never heal when i need them to, and my mage is blasting the whole dang party with their freeze spell!
 
February 26, 2010 - Dragon Age is an amazing game that has laid claim to an embarrassingly large amount of my time over the past few months. From puzzling out the ethical problems posed by Zarthian's questionable motivations to cursing and screaming through repeated battles against the Broodmother, the game has continued to captivate me since it was first released last year. Thanks to the upcoming Awakening expansion, there's a chance to continue the story past its conclusion to see what happens in the wake of the Grey Warden's final moments in the original game. I've been playing through the PC version of the expansion over the last week or so and, rather than do a straight feature-focused preview, I thought I'd just give you a big picture view of the first few hours of the game.

It goes without saying, of course, that some of the information that follows spoils the first game. That's assuming of course, that you consider the player's potential to actually do something positive about the Blight as a spoiler. With that said, you won't find any details here that spoil the Awakening story beyond the basic introductory information. We're even holding back on a few specific details for the sake of those who don't want to know absolutely everything about the opening hours of the game.

Now that's out of the way, so let's get on with it.


The Warden cleans out the keep.

The Darkspawn horde, shattered at the end of the last game, has fled north from Denerim to the coast. They've split into smaller warring tribes and so they still present a bit of a problem to the Grey Wardens. The player is now the commander of the Grey Wardens and has just come to Amaranthine to join other members of the order. Along the way, the Warden is escorted by Mhairi, a knight in the king's service. As the Warden and the knight approach Vigil's Keep, they share their worries about the lack of a welcoming party. Suddenly a man comes racing out of the keep towards the Warden. Cue Darkspawn attack.

As usual, things have gone horribly wrong and it's up to the Warden to set it right. In this particular case Darkspawn have assaulted the Keep and the Warden and Mhairi will have to fight their way through, rescuing survivors and gathering new companions. We've already shown off Anders, the apostate mage, in our previous coverage, but there are other characters who have more of a connection to the original game. One of your old companions even shows up, thirsty for battle and certain that the Warden will end up at the center of it. With the help of the companions, the Warden soon regains control of the keep and can take stock of the situation.

Vigil's Keep is staffed by a number of notable characters who are able to enhance the Warden's experience either by offering necessary services or helping to advance the story. The Circle has sent an enchanter to help improve the Warden's weapons, and one of the merchants saved in the attack has agreed to stay on and sell his wares at a significant discount.

The Warden also finds mail waiting at Vigil's Keep. These letters and petitions can help start new quests. At the beginning the Warden will have to consider the plight of a vassal whose daughter has been kidnapped by pirates, and that of a widow whose farm is being beset by Darkspawn. As usual, these side quests may seem incidental, but they wind up intersecting with the main arc of the story in interesting ways.

The story really starts when the Warden speaks with the keep's seneschal, Varel. Varel outlines the overall political situation, which is more complex than it seems on the surface. The Warden has traded the direct interest in the Blight for a greater responsibility for all of Ferelden. Varel organizes an elaborate ceremony during which the lords of Amaranthine swear fealty to the Warden as the new Arl. Just as the party starts a knight named Ser Tamra warns the Warden that the vassals are already conspiring to overthrow their new ruler.

She offers to seek out evidence, but as usual, the Warden will have to do much of the work alone. If soldiers are sent to spy on the nobles, there's a chance that they'll be discovered and cause more animosity. A spy known as the Dark Wolf might be better suited to the task, but is currently in the city of Amarthine. If the Warden wants to feel secure, perhaps it might be best to invite a member of each noble house to "live" at the keep in order to ensure the nobles stay loyal.
The choices and conflicts become even more significant as the party continues. The main quarrel is between the farmers of the countryside, represented by a popular and wealthy landlord, and an equally wealthy Bann arguing for the safety of the city. The farmers want to be protected from Darkspawn attacks they're currently experiencing but the Bann wants soldiers to defend the city itself from the coming assault.

To make matters worse, the First Warden's treasurer reports that the merchant caravans from Denerim that are bringing the wealth needed to maintain the army for the war are under attack. The Warden will have to decide whether to send the limited number of soldiers to protect the farmlands, the city or the trade route. There aren't enough to do everything so the Warden will have to live with the consequences of the decision.

Outside of the main hall, there are more decisions to be made. A dwarf named Voldrik is trying to repair Vigil's Keep and get it ready in case of an attack, but he needs more men, which will cost the Warden quite a bit of money. If the Warden can spare it, Vigil's Keep will be that much better prepared in case of another Darkspawn attack. Additionally, the keep's smith needs ore from the mines to provide the soldiers with the best gear, but working the mines requires another detachment of guards to protect the miners during their work.


A new Darkspawn threat emerges.

On top of it all, the Warden is warned that there are still Darkspawn down in the caves below Vigil's Keep, prisoners trapped in a cave-in, and a thief in the dungeon who has a personal score to settle with the Warden. In short, within the first few hours on the job, the Warden has more than enough to stay busy for a very long time.

At this point the choices really begin to branch out as the Warden and the new companions are free to leave some of the responsibilities of Vigil's Keep and head out and seek their fortune in Amaranthine. Do they go to the city itself to find an Orlesian Warden who was sent to discover why the Darkspawn are still so active and seek out the hunters who found the entrance to the Deep Roads? Do they instead visit the large farming estates and help secure the countryside from the Darkspawn threat? Or do the Wardens instead journey to the Forlorn Cove to track down the kidnapped daughter?

Within the first couple of hours in Awakening, you'll be presented with a lot of choices and plenty of secrets and story elements that we haven't even mentioned. Be sure to come back soon for more hands on impressions of the new expansion.
 
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I find it hilarious that every one of you have said "bastilla" instead of "ballista." Wrong Bioware RPG, people.:lol
 
The DLC "Return to Ostagar" is now up in the PS3 store, been a long wait. I'll be getting the expansion Tuesday.
 
Yes, I ordered the letter openers. I was shocked to see SS selling these. Great Game, can't wait for the sequel.
 
BioWare today announced additional Dragon Age: Origins content titled "Leliana's Song" for Xbox 360, PlayStation 3, and PC. Here's a rundown of the plot:

Assume the role of Leliana, a young bard involved in a criminal ring that deals in political secrets. Accompanying her mentor Marjolaine on a high-risk mission, Leliana soon finds herself entangled in a game of intrigue that she cannot escape with just her beauty, charm, or stealth. The only way out of this game is to kill or be killed.
The pack includes fully-voiced cinemas and a reward that transfers into your Awakening and Origins campaign.

Leliana's Song will cost $7 and will be available on July 6.
 
new DLC – Golems of Amgarrak.
Rob:
Golems of Amgarrak is the next installment of downloadable content (DLC) for our hit dark fantasy title, Dragon Age: Origins. It will be releasing simultaneously for $5 on the Playstation Network and for 400 points on the PC and in the X360 Marketplace. Designed with our hardcore players in mind, it sends the player on an extremely challenging journey into the Deep Roads to uncover the lost secrets of the dwarves.
Ferret:
Rob isn’t joking. Golems is seriously tough. If you played through Origins and thought it couldn’t keep up with your mad skills, then this is the DLC for you. You face a brand new boss who has more than a few tricks up his sleeve, and unless you bring your A-game you won’t last long. Getting the hardest achievement for this DLC is a real badge of honor. Only a handful of BioWarians managed that accomplishment.
Although combat is front and center, Golems of Amgarrak has a tricky puzzle to solve, new characters to talk with and get to know, and an engaging story. All the things you’d expect from Dragon Age. You also can import your character from Origins or Awakening, so you can have further adventures with your favorite hero.
By playing Golems of Amgarrak you can unlock several reward items that show up in Origins or Awakening. It’s a good time to be a Grey Warden!
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MMORPG.com:
Does this adventure give some further lore into the Dwarf background?
Ferret:
The dwarves really had their glory days centuries ago. Before the First Blight, dwarves had several thriving kingdoms and the deep roads were underground highways which ran all throughout Thedas. The darkspawn hit the dwarves hard – harder than anyone. When things were their darkest, only Paragon Caridin’s discovery of golems saved the last kingdom of Orzammar from utter annihilation. But after a few short years of golem production, Caridin vanished. And he took his secret of golem manufacturing with him.
Since then the dwarves made many attempts to rediscover Caridin’s lost art of creating golems. There is an old legend – a sort of dwarvish fairy tale – that in a secret laboratory, far in the deep roads, new golems were made. The legend of Amgarrak.
Throughout the DLC you’ll learn more about Amgarrak and its haunting story.


MMORPG.com:
Talk about the golems in the game, how do they play into the storyline?
Rob:
Some secrets are best discovered on one’s own. From a storytelling perspective, however, golems often serve as a mirror that we hold up to the player and to the other characters in the game, both living and dead. Golems are a blank slate, neither good nor evil, but with great potential for either, depending upon the method and their crafting and the task to which they are put.
Ferret:
If legends of Amgarrak are to be believed, the dwarven smiths found new techniques of modifying old golems, all in an effort to make the next generation of golems. Expeditions sent on far patrols in the deep roads occasionally come across strange golems doing amazing things. Some say that perhaps it was left over golem from the Legion of Steel. But others whisper, “Amgarrak.” Certainly if anyone managed to find the Halls of Amgarrak, they should expect some amazing things.


MMORPG.com:
How involved is the Blight in this storyline? They are not mentioned in the trailer, yet we do see some serious looking demons.
Rob:
The Blight is a constant threat, particularly in this, the deepest, darkest corners of the Deep Roads. Again, we want to emphasize that the Golems of Amgarrak is a very challenging quest and not for the faint of heart, particularly when played on Hard or Nightmare difficulty. As for the secret horrors at which the trailer hints, we’ll leave that for only our bravest of players to discover.
MMORPG.com:
Will there be new adventurers available to join you on this quest?
Rob:
Yes, you have come to Orzammar at the request of Jerrik Dace. Jerrik’s brother led an expedition into the Deep Roads to find Amgarrak and the long-lost secrets of golem construction. The rediscovery of such a method would bring great wealth, power and prestige to House Dace but the expedition has not returned and is now feared lost. Jerrik, along with his trusty bronto, Snug, will be joining you in the search for his missing brother. You will find other unexpected companions as you continue on the journey and will need all the help that you can get.
Ferret:
If you ever asked, “I wonder what a dwarven ranger who never went to outside world would summon?” Then the answer is “Snug”. Snug’s a great companion and seriously tough. Unlike many nobles (yes, I’m looking at you House Aeducan), Jerrik seems more concerned about his brother’s welfare than finding Amgarrak. He’s also a hero in his own right, providing excellent support to your character. His dual-wielding skills will be essential to surviving the Golems of Amgarrak. And, as Rob said, there are others to find during the course of your adventure.
 
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Time to get some more points.


"Never follow me." With these words, Morrigan vanished into the shadows. Her plans and her whereabouts have remained a mystery... until now. But whether you seek answers, revenge, or reconciliation with your lost love, you may find more than you bargained for.


The dreaded Archdemon has been slain and the advance of the darkspawn halted by a lone, heroic Grey Warden. The kingdom rejoices, but at least one question remains: what happened to Morrigan? The sorceress joined the Wardens cause, but it is said her true purpose was not revealed until the eve of the last battle. She vanished into the shadows, and while rumors claimed she crossed over the mountains into Orlais no trace of her path could be found. She was never heard from again... until now. Nearly a year has passed since the Archdemon's death, and word has reached the Wardens that Morrigan has returned to Ferelden. She has been sighted in the southern wilderness where she was first encountered. Is it truly her? If it is, then why has is she here and what secret does she carry with her? The Warden heads into the forest to find out and tie up this last loose end once and for all.

Key Features:
Confront Morrigan in this dramatic conclusion to the Origins storyline
Earn powerful rewards that transfer into your Awakening and Origins campaign
Import your character from Origins or Awakening or create a new, high-level hero!

Date: Available September 7th on PC, Xbox360, and PS3.

Price: $7 [560 BioWare Points, 560 MS Points, $6.99 PSN]

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Just saw this at the Bioware site.
Surprising, I thought this would be wrapped up in DA 2.
Playing through the Awakenings expansion now which is some what disappointing.
I hope you have the option to bring all your old companions from the game to confront her.
 
Just saw this at the Bioware site.
Surprising, I thought this would be wrapped up in DA 2.
Playing through the Awakenings expansion now which is some what disappointing.
I hope you have the option to bring all your old companions from the game to confront her.

I bought Awakenings and all the DA dl content last weekend but haven't played it yet.
 
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I'm thinking about picking up the ultimate edition of this game but I know it's a time consuming adventure and I already have several games I haven't even touched yet. I'd wait for a price drop but I've heard it will only be available for a limited time.

I also can't decide if I should get it for PS3 or 360...
 
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