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E3 2008: In-Depth Interview:
http://www.gametrailers.com/player/37235.html HD
http://www.gametrailers.com/player/37234.html?type sd
[Trans.]:
Spoiler:
[dt] ‘Dragon Age: Origins’ is the dark, heroic fantasy that the team has worked on. We often refer to it as the spiritual successor for ‘Baldur’s Gate’.
[gz] The game itself is incredibly emotionally engaging; great cinematic scenes and interaction between the characters. And then the combat is really tactical. You have a party of players on your side - a party or team members - that you actually will arrange on the battle field, almost like a chess game.
[dt] We call it tactical play combat. It’s ‘pause & play’, really the evolution of ‘pause & play’. So you can pause the action at any time, you can zoom out, you can issue commands, issue all your tactics, and zoom right back into the action and get splashed with the blood of your enemies.
[gz] The cool thing is it’s actually a real-time combat system where you select the moves and they execute it, so it’s not like a button-pressing type thing. But it’s very very action-oriented because there’s a lot of things going on. You feel a good sense of urgency; you can jump around between characters to see how they’re doing.
[dt] I’m not really going to talk about enemy scaling at this stand point, but I can say that when we develop the universe - the Dragon Age universe - and the areas that we’re using in ‘Dragon Age: Origins’, we chose those areas to support the story. And those areas have very specific creatures, very specific people that you will meet, and those are supporting the story, rather than having the scale for a random dungeon. Scalable combat is really a key pillar of what we’re doing. So a lot of times the combat’s one-on-one, and other times it’s your party against many. How many? Not really ready to talk about right now.
[gz] The game itself is structured so there’s a lot of what we call the critical path, the main story. There’s a ton of stuff off to the side. You know, the game, it’s... when you’re doing the game you’re always going to be pulled aside to do cool stuff; other characters in your party will want to do cool things as well. So it’s a very unique experience in that way. The length of the game itself we haven’t really talked about yet; we’re still, frankly, working out the details - we’re finished it now. But it’s big. It’s a good, meaty, awesome experience and a lot of replayability for a variety of reasons as well. One of the things in the game, the way we describe it, is you can choose to be a hero, a tyrant or a martyr. The game itself is an ‘M’ game, so it’s quite a mature... you know there’s a little bit of blood.
There’s definitely a class system in the game, so really when you pick your party you want to select your characters in the most effective way to deal with the battle. So you’re going to have a set of folks to choose from, and you’ll choose them based on story elements and things like that; pick them up based on what’s going on. And then when you actually go into battle you’ll decide is it going to be a rogue I’ll be using, or warrior...
[dt] We have mages in the game, there’s this really great thing I like to talk about a lot, it’s called spell-combos. And spell... magic in the game can interact with each other, so you can use spells like grease and then hit them with fire and light the grease on fire. A lot of these combos are going to be documented, but a lot you’re going to have to experiment with yourself, find out what they are.
In regards to ‘Dragon Age: Origins’ as a title, we spent a lot of time developing Dragon Age as a universe, and ‘Dragon Age: Origins’ is really just the first product in that universe.
[gz] With Dragon Age we’re actually making it a single-player game, so it’s really an experience of you as the hero in the story. We are going to have a lot of online features in this game, where you can compare things with other players, but also a lot of downloadable content. There’ll also be a toolset that we provide. So all these things will keep the community integrated. The game itself, the story where you’re the hero, you play by yourself.
You know, we’re doing PC, it’s coming out in early 2009, don’t have quite the date set out yet, but you know, early 2009. And, you know, down the round we’re thinking about consoles in the franchise. We’ve said that, you know, the Dragon Age franchise will have console games, with no details on those - that’s gonna be down the road. So, that’s it, and we hope people dig it.
E3 2008: Combat System Interview:
http://www.gametrailers.com/player/37132.html HD
http://www.gametrailers.com/player/37133.html?type sd
[Trans.]:
Spoiler:
[greg zeschuk] ‘Dragon Age: Origins’ is a return to Bioware’s roots. We’ve taken that classic formulae we’ve built classically like ‘Baldur’s Gate’, brought it up-to-date, added next-gen technology. So it’s almost like old-school revisited but awesome technology. Things like the face technology we built in ‘Mass Effect’. The game itself is incredibly emotionally engaging, great cinematic scenes and interaction between the characters.
People have been calling this the spiritual successor to ‘Baldur’s Gate’ and there’s a couple of reasons why that’s the case. First of all there’s a lot of folks working on this [that] worked on the original ‘Baldur’s Gate’ at Bioware. Second, the game is designed very much with the same kind of aesthetic sense, the same kind of story sense, really epic battles, really epic characters, and just the actual visuals themselves - the old ‘Baldur’s Gate’ games have this tactical view where you can arrange your party members - and this game you can do that. You can pull right back with your mouse wheel and you look down and there it is. You can arrange your guys, play like that, or you can jump right in. It really will remind people who have played ‘Baldur’s Gate’ that it’s something like the game, but brought right up-to-date.
It’s actually a real-time combat system where you select the moves and they execute it, so it’s not like a button-pressing type thing, but it’s very very action-oriented because there’s a lot of things going on. You feel a good sense of urgency; you can jump around between characters to see how they’re doing. Then you can also - a Bioware classic feature we have for many years is - pause it. So, you can sit back, pause it, decide if you’re going to shoot off some spells... you know, what you’re going to do. So very good detailed level of combat, but also really exciting and urgent.
The game itself is an ‘M’ game, so it’s quite a mature... you know, there’s blood, there’s also this really touch story choices - stuff that we’ve probably never put into any other game before in this game that you really have to make decisions on. We’re just trying to really always up the ante and try and make a better game each time. Turning out definitely the case in ‘Dragon Age: Origins’.
And that’s it. We hope people dig it; it’s going to be, we think, a real return to Bioware’s roots, satisfying those fans that have been waiting for a game like this for - frankly - 10 years, and it’s very exciting for us to get it finally, almost done.
E32008: The 1UP Show: Dragon Age: [Transcript]
E3 2008: Meet The Makers Cam Trailer sd:
[Trans.]:
Spoiler:
[ray muzyka, co-founder] We started Bioware because we have this passions for video games; we love video games. That’s where it all started.
[greg zeschuk, co-founder] We still remember ourselves as being those young upstarts, you know like we started out in the basement with the blank piece of paper saying how do we start making a game?
[caroline livingstone, voice over director] Bioware games have this really strong cinematic style.
[dan tudge, project director] We really want to create engaging and immersive experiences.
[fernando melo, producer] The story just being very rich, the characters being very memorable. And it all wraps up into making this great experience that you never forget.
[dt] Dragon Age is Bioware’s next-gen dark heroic fantasy.
[tony de waal, lead cinematic animator] It’s going back to Bioware’s roots of role-playing games.
[gz] It harkens back in a sense to our past, but with current technology as the foundation.
[matt atwood, senior pr manager] The player will be faced with a ton of choices, and those choices are going to have massive consequences.
[gz] You really are literally picking and choosing the good and the bad things you do, who you save, who doesn’t survive.
[dt] At times you’re up-close and personal, other times you’re back tactically assigning your party and just unleashing hell upon your enemies.
[tdw] There’s so much customisation that you can do, it’s a very deep, deep game.
[dt] Dragon Age has an awful lot of content and making all that content and tying it in with the story has been very very challenging.
[dean anderson, art director] Dragon Age is huge; how do you keep the same consistency across hundreds of levels [... ?? ...] definitely a lot higher.
[rm] The world itself definitely feels alive.
[fm] And I think that’s something that is fairly unique; there are not a lot of developers that are able to do that.
[cl] You’re going to put it down and you’re going to say "I want to get back to it" because I want to know what happens to this character.
[benoit houle, principle project manager] We’re releasing a really classic RPG game, and I think we’re going to be able to really delight the community.
[rm] In the end, for us, it’s about delivering these worlds that you want to be a part of. And that’s sort of the mission for Bioware, is that we’re delivering the best story-driven games in the world.
Face Time: Dragon Age G4:
[Trans.]:
Spoiler:
G4: All right, please welcome the co-general manager of Bioware, Dr. Greg Zeschuk. Bioware! Come on! All right, so, what’s initially notable about this is that we’re dealing with a PC game. So you guys are getting back, getting your hands dirty on that. And it’s a fantasy game that is not from Dungeons & Dragons: it’s your own creation.
GZ: Yup, ‘Dragon Age: Origins’ is really a return to Bioware’s roots. That’s one of or part of the ‘Origins’ name, or what it means to us. And it’s really us going back to what we did with the classic formulae in Baldur’s Gate years ago, bringing it up-to-date in terms of technology and what we’re delivering is going to blow people away.
G4: Now, for those people - and there some young folk out there - that haven’t played the great Baldur’s Gate, what is that type of combat that you’re returning to?
GZ: What you’re seeing on screen right now is... I’m starting out with one of my guys - I’ve got a party of four so it’s a party based game - and what happens is you can control the actions of all of your party. You’ll see here this guy is going to get stuck in kind of a... this guy is going to cast a spell at him... pause it play... you can pull back... here stuck in some grease which is going to lit on fire. The whole game is actually very tactical and you actually control the characters and what they do at every moment - your entire group and plan it almost like a chess match.
G4: Now, will you be moving one character’s directions and the others follow you? How will you be managing all four?
GZ: You decide. You can actually program the AI, you can actually have them follow you, you can have them act as a group, you can have ‘plays’ you can call. You’re seeing right now this is the classic Baldur’s Gate view - the top-down isometric so you can really control the tactics. So the cool thing then... and then you can jump in and enjoy... what we’re doing here is the mage is about to throw a blizzard on top of that fire, put it out... pause the game here... about to turn it off, you can see her [person playing the demo] kind of coming back [moving the camera back], make sure you put the spell in the right place - you’re seeing choosing which spell or which talent to use; she’s going to cast a spell and pop it back into the action and let it rip. So here we go. She’s put out the fire... blizzard’s put out the fire, the guys can run through, we’ll show some other guys fighting... It’s very engaging both from a combat perspective but also emotionally and in the dialogue and everything else.
G4: Now yeah, that’s what I wanted to get to. Obviously with Mass Effect you have perfected the art of story-telling inside of a game - are we going to see similar techniques that you used there inside of Dragon Age?
GZ: A lot of the technology is the same, like that same face technology, same realistic characters that we had: it creates this emotionally engaging experience. The world of Dragon Age is very serious - heavy world, you know it’s an ‘M’-rated game, lot of blood, lot of really serious situations - you know, that’s just what the team wanted to build.
G4: Now, in terms of how the story goes, does it branch enough that you would like to see people play repeated times to find different surprises?
GZ: Absolutely. And the way the game starts is something called an ‘Origins’ story and that’s a very special personal thing that you experience that is the lens through which you see the world and also how the world sees you. And you really do choose if you’re going to be a hero, a martyr or a tyrant.
G4: And I want to make sure that you guys get your own ‘props’: you’re not using the Unreal engine as you did with Mass Effect, this is your own technology?
GZ: Yeah, absolutely, the team - just call out the Dragon Age team they’re awesome, a lot of folks at Bioware worked on this engine. You know, it’s a little bit different style of engine than what we did with Mass Effect and obviously we built upon the Unreal engine in that case; this is really designed to support all the data and all the information you have in an RPG.
G4: Now, I guess the other question is when do you think we might be playing it?
GZ: Well this is a little bit different than our usual style which is when we announce the game, show it for a number of years... what we did is we announced it a while back, kind of let it stew, fans got excited; we’re showing it here, it’s totally playable, guys can play it in our booth, and the exciting thing is it’s coming early 2009 which is not far away.
G4: Wow, well that’s great. Listen, since I have you here, anything about Mass Effect or KotOR?
GZ: I don’t know anything about what you’re talking about. I know we’re talking about this Mass Effect stuff, but you know I’m kinda... I’m losing... I... I... I’ve had a long day and my memory is really kinda weak right now; I’ve kind of lost it, sorry.
G4: Well all right. I’m coming up to Edmonton and going to sleep outside of the offices. Greg, thank you so much for coming. It is an honour, always to be with the men from Bioware.
Presentazione di DA: O all' E3 2008 (primo video-gameplay inside), intervista a Greg Zeschuk: Wednesday 9:30 a.m.
Electronic Arts E3 2008:
Il co-fondatore della Bioware Greg Zeschuk introduce DA: O sullo stage durante la press conference della EA all' E3 2008
[Trans.]:
Spoiler:
Hey folks, thanks for the introduction. I’m Greg Zeschuk, one of the co-general managers and founders of Bioware - a relatively recent addition to the EA family. Today I’m proud to represent the team at Bioware to show you ‘Dragon Age: Origins’, a game that returns to Bioware’s roots.
‘Dragon Age: Origins’ is a dark heroic fantasy game that fuses next-gen technology with the classic Bioware formulae, making it a spiritual successor to our great ‘Baldurs Gate’. The name ‘Dragon Age: Origins’ not only refers to Bioware’s return to its roots, but also to the unique origin stories each player experiences in the game. Your personal origin story is the lens through which you see the world and also how the world sees you. The imprint it leaves is unforgettable, as you travel and battle through the lands of Ferelden, making gut-wrenching decisions to become a hero, a martyr, or a tyrant.
After delivering the cinematic and emotionally moving ‘Mass Effect’ for the Xbox and PC this past year, we are very proud to reveal a game that we believe will be the foundation of another great franchise on the PC, and in the future on consoles.
The fans have been waiting for this one for a very long time and we are very very happy to show it to you today. It is my honour to present to you a trailer that will give you a taste of ‘Dragon Age: Origins’.
Complete teaser trailer:http://press.bioware.com/Dragon_Age_E3_Assets/DragonAge_Video/ 144 mb MOV, è in HD; destro, salva oggetto con nome...
[Trans.]:
[voice-over] The chantry teaches us that it is the hubris of men that brought the dark-spawn into our world.
[off-screen voice, possibly teyrn loghain] The plan will work your majesty.
[his majesty, king cailan] Of course it will. The blight ends here... Hounds!... For Ferelden!... Archers!
Dragon Age: Origins Exclusive Trailer 2:
http://www.gametrailers.com/player/36128.html sd
http://www.gametrailers.com/player/36127.html?type HD
[youtube]OWBD2f0eG9E[/youtube]
[Trans.]:
[off screen voice] The plan will work your majesty.__________________________________________________
[his majesty] Of course it will. The blight ends here... Hounds!... For Ferelden!... Archers!
Debut Trailer:
http://www.gametrailers.com/player/36034.html sd
http://www.gametrailers.com/player/36033.html?type HD
[Trans.]:
[off screen voice] The plan will work, your majesty.
[his majesty] Of course it will. The blight ends here... Archers!... For Ferelden!
[youtube]kahEOIDzZ0M[/youtube]
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