This is one of the last lines uttered by the Inquisitor at the end of Bioware’s newest DLC for Dragon Age: Inquisition, “The Descent”. Where last time’s DLC took us to the high cliffs of the Frostback Mountains, this time the Inquisitor and crew head deep, deep underground to Orzammar’s Deep Roads—the place where all the darkspawn hang out and where Grey Wardens go to die, if you remember from the first game. After playing through the I-don’t-know-how-long DLC (probably around four hours if you’re sticking to story missions) I, too, have more questions than answers, least of all being “why doesn’t Bioware know how to make good DLC anymore?”
Late summer is a lull season in video games: most, if not all, of the major gaming conferences over, and companies are preparing for the holiday rush. While this can seem kind of disadvantageous to people who report on video game news, it does give a certain sort of spotlight to indie games. And when your game looks like this, it’s bound to catch a few wandering stares.
Though not the fan-anticipated “Egg Hunt”, Bioware surprised players of Dragon Age: Inquisition this week by releasing the game’s first DLC, The Jaws of Hakkon, on Tuesday for Xbox One and PC (sorry, other systems!). What makes this release surprising is that Hakkon was released with absolutely no promotion, save for a teaser image that came out one day before its release. I’m not exactly sure why Bioware chose to do this, but the buzz and hype this move created seems to have been worth it: I doubt there’s a DA fan out there who isn’t aware by this point. However, people have been speculating on the quality of the DLC itself, which bears a fifteen dollar price tag. Personally, I think this speculation is deserved. Within both the Dragon Age and Mass Effect franchises, some DLCs just haven’t necessarily met the bar on the price they asked for. Fifteen dollars is a lot to be asking for on a DLC that no one knows anything about outside of an image and, as of this morning, a trailer.
This doesn’t answer the question of whether or not the DLC is worth the price of admission. Well, for some it might. As for my opinions on it, whether or not to buy it lies solely in what drives you as a player.
Spoilers for The Jaws of Hakkon and DA:I under the cut.
It’s taking everything I have to keep myself from writing about Dragon Age: Inquisition (which comes out on the 18th, by the way) for every article this month. But if something catches my eye enough to drag me from my DA trance, during release month no less, you can bet that it’s something amazing. What developer Volition has put on the table is nothing short of that. You might even call this DLC… sinfully good.
After what seems like a thousand years, Destiny, one of the games I was incredibly excited over when it was announced at E3 in 2013, has been released to the public. As someone who didn’t get into the beta (and additionally not having the specs to even play the beta), I’ve been waiting with bated breath to get my hands on it. And now that the moment has come and the initial excitement of playing a new game has passed, I think I feel safe enough giving my opinions on what I’ve played. No, I have not beaten the game yet—I am not one of those people that hit the level cap in the first couple of days. But this article isn’t really about the story anyway. Why? Because there’s not really a story worth caring about. Surprisingly, it’s not Destiny‘s fault either, but this still doesn’t stop the game from being somewhat disappointing in the larger scheme of things. Continue reading →
Coming off the high of Child of Light, I didn’t really expect to see another indie-like game that would catch my interest for a while. Especially with E3 just around the corner, gamers and companies alike are rearing up to either bask in the light of Triple A titles and gimmicks that’ll become more lame after the hype train leaves the station, or huddle in a corner waiting for this all the pomp and circumstance to blow over. I’m incredibly pleased, however, that Never Alone managed to break through right before all the E3 buzz.
There’s nothing worse than seeing a game not getting the love it deserves. If you’re thinking to yourself, “I’ve never heard of this Child of Light game,” you’re not alone: the game was barely advertised and most—if not all—publicity was generated by word of mouth. This isn’t any surprise; I mentioned in an earlier post how games directed more towards a female audience receive much less advertising in general than games that are clearly intended for a more male-centric audience. And unless produced by a larger name developer, indie games don’t really get advertised anyway. Though Child of Light has that indie feel, it doesn’t change the fact that the game was still produced by Ubisoft. Not only that, but by their largest development studio—Ubisoft Montreal—as well. There’s no excuse for the lack of company generated buzz. I mean, look at it: wouldn’t you want to hype this game?