Each origin is great for world building as each one takes place at the same time with the one that the player chooses being the one having the element that allows the character to survive.
What is also great is that by playing each origin one can get a great perspective of how the world operates. When taking into consideration how it plays into understanding the narrative decisions that are taking place and going in with this knowledge it does enhance certain aspects on repeated playthroughs.
Beyond picking a Origin, one also need to choose an archetype and this further reinforces the world lore as it is restricted to a origin. When the story starts, the starting class loadout is appropriate to the type of Origin selected in relation to the archetype.
The next step of the journey is to become a Grey Warden,willingly or unwillingly after playing through the character's specific origin, which acts as a tutorial. After which you are taken to Ostagar and instructed to prepare for the Joining - which is a ceremony to formally become a Grey Warden.
Once the ceremony is complete, you are drafted into and expected to
participate in the Battle of Ostagar. Needless to say the battle does not go
as planned.
After a series of events that leads you away from the front, a decision is
made as Grey Wardens to invoke a call to arms to fight back the Darkspawn and
attempt to prevent a Blight from spreading.
A Blight, in universe, is when the usually disorganised mob of darkspawn that live in tunnels are seen organised and unified under the command of a corrupted old god. Once one starts it usually is a sign of great trouble for as long as a Blight lasts everything in its wake becomes either corrupted and joins their ranks or dies.
It has only been through the creation of the Grey Wardens have Blights been fought back and defeated, because of this they were given authoritative rights over combating the it and in times of peace, have been granted authority to recruit those who they deem fit to maintain their ranks. When Blights do occur, all nations are then bound by an ancient treaty to support and gather their forces to what amounts to a crusade against it.To this effect, the player is exposed to the world map with the location of the major factions from which support can be gathered. It is here where the game throws a lot of decisions at the player to shape what type of Ferelden they wish to support as each faction is dealing with their own issues and until it is resolved they cannot offer you their support.
Random combat encounters can occur while traveling over the world map, but not
something one can grind out, and this is true throughout the game itself as
once an area is cleared it is cleared for good.
The choice in decision making can range in simple terms of directly solving
the problem and be done with it, have a resolution and move on to the next or
it can be an investigation where you interview, discover and complete
sub-objectives to reach a conclusion that a player can be happy with.
During your journeys, you pick up companions and something that is quite impressive is how every combination of party has some form of banter amongst themselves and it is a great insight into what type of personalities they have. Additionally every companion has their own set of alignment leanings with likes and dislikes which can lead to companions leaving your group if they are too dissatisfied with your leadership or in the case that you work on and improve it can make them stronger and open up to you with additional dialogue options. Some companions can even be convinced to change their morals and beliefs when confronted with a particularly difficult position if you have their trust.
There is also romantic pairings and each one has their own specific flavour to them. The stand out being a female warden romancing Alistair. However every romance option does have at least something that can make them unique enough to stand out on their own. Skills are fairly diverse with each class having something that makes it stand out, magic especially so as it has a selection of specific spells when combined create a new enhanced effect. Every class also can learn up to 2 specialisations from a selection of 4. These class enhancement options are unlocked by either gaining the trust of your companions to teach it or through completing quests in a specific way, but are permanently unlocked once you do so.
All this plays into the game proper where the classes have a defined role in combat and this logic can be applied to enemies to. The general idea being
- Mages are dangerous with status effects from strong spell damage and area effects,
- Rogues focus avoiding direct combat and hit hard with alpha strike damage and taking advantage of a distracted or incapacitated foe
- Warriors being able to take and dish out damage in equal measure while still having an effect on combat flow to allow the other classes to shine.
Music score is appropriately fantasy and swells with that the high points in the game and carries itself throughout the experience. The sound design is well realised and the effects work well in its respective environment and I consider it overall very competent to be able to sell the setting of Ferelden.
Overall, this is one of Bioware's best contained experiences, with a rich
world, expansive lore and interesting moral choices wrapped in a fantasy epic
trope that ends with a satisfying ending with choice that felt meaningful.
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