A lot of the information below was taken from the unofficial wikia page, sometimes directly because I'm a cheap and terrible person, and you can get all of it and a lot more at the following address:
http://dragonage.wikia.com
If you want to know more about the game, I advise you to check their site out as well as BioWare's official site. They detail and explain things much better than I can, as well as lots of features I couldn't fit in below. This is a deep game with a lot of lore behind it, and not a typical fantasy game with elves and dwarves and magic. At the very least, I hope I can get you slightly interested in this very large RPG.
There are also a healthy amount of videos uploaded regularly on IGN's website.
http://media.pc.ign.com/media/682/682217/vids_1.htmlNews10/13/2009 - BioWare's Social Network website is now live!
http://social.bioware.com/
From here you'll be able to access friends, groups, uploaded character information, and more, as well as being able to download the Character Creator. You can make a character, save it for use with the full game, and even upload your character to the Social Network website.
You can also download the Character Editor directly from the following link:
http://files.bioware.com/dragonage_cc_dl/DragonAgeOriginsCharacterCreator_en.exeAbout
Dragon Age: Origins is an upcoming BioWare RPG for the PC, Xbox 360, and Playstation 3. Hailed as the spiritual successor to the Baldur's Gate series and a return to BioWare's roots, it's set to be a heroic, dark fantasy tale to stop a terrible blight unleashed upon the land through 80 or more hours of tactical gameplay. Players choose their sex, race, class, and origin story, presenting them with a wide range of options to customize their character. Who and what you are will impact your story not just in the beginning of the game, but throughout your entire journey.
The PC version of the game will also ship with an editor, allowing players to create entirely new content, from new weapons and armor to lands and quests and campaigns. A community site will be established to easily browse and share these creations.
Dragon Age: Origins is currently set for a November 3rd release on PC and Xbox 360 in North America and November 6th in Europe. The Playstation 3 version will ship November 17th in North America and November 20th in Europe.
It will also be released digitally through such services as Steam, Stardock's Impulse, Direct2Drive, Gamersgate, and EA Store.
All new copies of the game will also include The Stone Prisoner downloadable content free of charge, featuring a new party member, quests, environments and items. For further information on the various editions, check the
Standard, Collector's, Digital Deluxe Edition? section below.
The intro cinematic, further detailing the plot and the dangers you'll face, can be viewed below.
Gameplay
Dragon Age: Origins features a tactical, play and pause combat system in the vein of Baldur's Gate. You can zoom in or out and play from an over-the-shoulder view, or high above the field of battle. You can pause, give orders, or take direct control of any of the other characters in your party. If you would rather not constantly issue commands, a scripting system is available in which you can place different orders or rules for a character to automatically follow. For example, if an enemy closes the gap between one of your ranged characters, you can create a script for him or her to automatically switch to melee weapons.
There are currently four difficulty modes and they can be changed at any point in the game. Higher difficulties do not increase the amount of experience points gained.
Casual - No friendly fire. Easy AI
Normal - 50% damage from friendly fire, traps, and other abilities. Moderate AI
Hard - 100% damage from friendly fire, traps, and other abilities. Full AI. Opponents hit harder.
Nightmare - 100% damage from friendly fire, traps, and other abilities. Full AI. Opponents hit harder and additional resistances.
You can watch a tutorial explaining the mechanics of the combat system and the journal below.
(Taken from Wikipedia) There is no tracking of alignment as in previous BioWare games, but the moral choices of the main character throughout the game will still affect the story. You may save the world whether you are good or evil, but the decisions that you make in the process will change the world around you – deciding who will become King, for example, and affecting nations and races and their places in the world. These decisions will also influence your companion NPCs, possibly causing an NPC to leave your party or even attack you.
Xbox 360 Controller LayoutClassesCharacter creation videos:
There are three starting classes to choose from - Mage, Warrior, and Rogue - each further having four specializations available.
Warriors are powerful fighters, able to withstand and deliver large amounts of damage and are able to put points into all of the available weapon types from the beginning. The specializations for the Warrior are Berserker, Templar, Champion, and Reaver. The class benefits for the Warrior are +4 strength, +3 dexterity, and +3 constitution. All races can play as a Warrior.
Rogues are adventurers able to pick locks and disarm traps, and can deliver devastating backstabs to opponents. The specializations for the Rogue are Ranger, Bard, Duelist, and Assassin. The class benefits for the Rogue are +4 dexterity, +2 willpower, and +4 cunning. All races can play as a Rogue.
Mages focus on spells to combat enemies or support their allies, from attacks to buffs and heals and even shapeshifting. They can also utilize spell combos for devastating effect. For example, a Mage can unleash a pool of grease before casting a fireball to set it and all enemies on it aflame. A blizzard spell may then be used to put out the fire. The Mage can become a Shapeshifter, Spirit Healer, Blood Mage, or Arcane Warrior. The class benefits for the Mage are +5 magic, +4 willpower, and +1 cunning. Only humans and elves can become Mages.
Races
The player can choose to play as a human, a dwarf, or an elf.
Humans are the most numerous of all the races, but also the most divided. They conquered the realms of the elves and now treat them as second class citizens. The racial benefits of a human are +1 Strength, +1 Dexterity, +1 Magic, and +1 Cunning.
The elves are a humanoid race, typically shorter than humans, and are often treated as second class citizens in many parts of the lands of Thedan. They are currently divided into two cultures, Alienage and Dalish elves. Alienages are closed communities of elves living in human cities. They are typically poor and survive by begging or taking on the most menial and unrewarding of tasks.
The Dalish, on the other hand, are nomadic and belong to tribes. These tribes do not often meet, and they may or may not get along with humans. Some create camps around human settlements to trade, whereas others simply wander or act as bandits to survive. In general, they tend to avoid confrontation than engage in skirmishes with humans. They seek to regain their lost history and are in search of a new home.
The racial benefits of an elf are +2 Willpower and +2 Magic.
Dwarves, referred to as dwarva in their own tongue, live among stone and place a great emphasis on the
appearance of nobility and justice. The actions of one family member can often severely diminish an entire House's place in the social hierarchy of the dwarves. Some disgraced dwarves will choose to go through a ceremonial "death" to clear their names and the names of their families.
Their social structure is broken up into castes, and they do not worship anthropomorphic gods. Instead, they worship the stone and their ancestors before them. Dwarves who are believed to be strong and noble are said to strengthen the Stone when they die and return to it. Those who are ignoble or disgraced will weaken the stone or be rejected by it entirely.
Dwarves cannot become Mages due to their resistance to magic. Their racial benefits are +1 Strength, +1 Dexterity, +2 Constitution, and a 10% chance to resist hostile magic.
Origin Stories
Origin stories are several hour long segments of gameplay which introduce you to the world and your motivations for joining the Grey Wardens, an elite but now near extinct organization dedicated to the extermination of the Darkspawn. Your origin story, race, and your decisions made in those early hours, will determine how people react to you. Paths will be opened and closed, and you will be constantly seeing the consequences due to your origin and your choices.
There are six origins to choose from.
Human Noble
http://www.youtube.com/watch?v=ZjWU7RVEhAAhttp://www.youtube.com/watch?v=C88FJWJ7r9Y
"Some lands are ruled by men and women who believe that they have been elevated to their rank by the Maker Himself, but in Ferelden it is believed that a ruler must earn their place. The nobility is not suffered gladly, as the Orlesian Empire once discovered to its dismay when it attempted to occupy the land only to be overthrown by its people.
The Couslands have stewarded the lands of Highever for many generations, dating back to less civilized days before the crowning of Ferelden's first king. They could only have done so by earning the respect of its people through their reputation for justice and temperance, as well as their willingness to lead his men into battle. With the rise of the darkspawn horde in the south it thus falls on the Teyrn of Highever to send out the call once again: duty demands that an army be assembled and sent to King Cailan's aid at once.
As the Couslands will quickly discover, however, the darkness in Ferelden does not only lie in the heart of the evil horde in the south. Treachery stalks the halls of Highever Castle, as there are many men who would use even the occasion of a Blight to further their own ambitions.
As a young scion of the Cousland family, the duty of carrying its banner will fall to you. Will you live up to your family's proud heritage? Or will you forge your own path, and damn the consequences?"
City Elf
http://www.youtube.com/watch?v=4kh6RzaHPVIhttp://www.youtube.com/watch?v=rgVSrlbqRUU
"They planted a tree in the middle of the alienage long ago. Today it stands tall, healthy and green in sharp contrast to the city around it. For we are the poorest of the poor, the unwanted and the unwelcome huddled on the other side of the wall that separates us from the human part of the city. We are allowed to go there, to work on the docks or in their taverns and in their homes, but when dusk comes we must return. Any elf caught outside the alienage at night is likely to be mistaken for a sneak-thief or a pickpocket and let us be honest, the ones that stay out there at night probably are.
Our elder tells us that the tree is called the vhenadahl, and in the ancient elven tongue that means tree of the people. Its roots are deep and the elder says that as long as the vhenadahl lives so shall we. But he also says that there was once a time when our people lived in their own lands. He says that we were once ageless and strong, that it was the humans who took all this from us.
Is it true? Have we fallen so far? We are not unhappy. As poor as we are, we have a home. The alienage is no prison, it protects us, just as the vhenadahl shelters us. We dance and sing and make merry, stealing what moments we can to enjoy what little we have and I believe we appreciate it far more than the humans do. They have everything and appreciate nothing.
And perhaps the day will come when the humans come and try to take the alienage from us, too. If that day comes, I swear they shall regret it."
Dalish Elf
http://www.youtube.com/watch?v=Me3Yn3kGiIc
"'We are the Dalish: keepers of the lost lore, walkers of the lonely path. We are the last of the Elvhenan, and never again shall we submit.'
This is the oath the Dalish elves hold close to their hearts. In ancient times the elves ruled over Thedas alone, ageless and beautiful, until the humans came. Enslaved for a thousand years, the elves lost not only their immortality but their very identity. The Dalish are those elves who proudly refuse to live in human cities, proudly wandering the most remote corners of the wild lands in small clans that rarely meet. Their wagons are welcome nowhere, and more than one tale is told of the Dalish clashing with remote villagers who attempt to drive them away by force.
Much has been lost, but the Dalish will find what has been lost and keep it safe. They will re-learn the elven tongue, rediscover the ancient crafts and practice the old magics. They will spurn the human god and instead cleave to the ancient pantheon of the elves, praying that one day their own gods will return and lead their people to a new homeland. There the Dalish will await the return of those elves who have forgotten what they were, they will teach them to remember.
And until that day comes most importantly they will stand fast. As long as the landships are seen on the horizon there will be hope, hope that what was long ago shattered by the touch of mortal man may one day yet be restored."
Human/Elf Mage
http://www.youtube.com/watch?v=tqlWLYSO7yE
"The Circle of Magi exists to protect mages from a world that fears them, or so the young apprentices that are brought there are told. In truth, it exists as much to protect the world from the mages themselves. A time once existed when mages ruled the known world, bringing down ruin upon their enemies until at last they were overthrown. Now they are watched carefully by the Templars, mage-hunters aligned with the Chantry priests who would not hesitate to strike down any mage at the first sign of corruption.
For the temptations offered to mages are many. Their power draws demons to them from the Fade, demons that will attempt to wrest control of a mage's body and transform her into a vile abomination. What these demons cannot take by force they will sometimes attempt to take through deceit, offering knowledge of forbidden blood magic that allows a mage to control the minds of others and use their very life force to fuel her powers, leading her down a dark and destructive path.
All apprentices are taught to resist these temptations in the Circle of Magi, and the day comes when they must pass their final test: the Harrowing. They are literally thrown to the wolves, given over to a demon to either summon the willpower to defeat it or be possessed and die at templar hands. If the apprentice refuses they are made Tranquil, cut off from all emotion and magic and rendered unable to be possessed for their own good. There are no other options, save to flee and be branded an apostate and thus hunted by the templars forever.
Welcome to the Circle - the power to command the forces of magic is yours, for a price."
Dwarf Commoner
http://www.youtube.com/watch?v=XCoKq6PI3WM
"There was a merchant come by Dust Town the other day, some poor sod who's had his skin burnt by the sun up on the surface lands once too often I'd say. How he gets let back into Orzammar I can't rightly say; he claims that he has a deal worked out. Who am I to argue when someone has an angle?
Point is, he tells me what them cloudheads think of us dwarves down here. It isn't even just the humans, there's surface dwarves who're born and bred up in the sun who think the same things, don't know any different. He says they say dwarves are smiths. Proud, noble warriors who like nothing better to mine a vein of ore or forge a decent sword.
Had us a good laugh, we did.
What would them humans think if they came to Dust Town and saw how the rest of us really lived? The ones that are casteless, the ones who aren't even considered worthy of being servants in the homes of the wealthy or pure enough to work the forges in the Shaperate. The nobles make sure we casteless get tattooed so they know who we are when they see us. That way they know who to spit on, right? Helps us, too. Makes it easier to figure out whose pockets are worth picking.
That's a joke. Not all of the casteless are criminals. Some of us are beggars, nug-catchers, street sweepers, and noble hunters. We do what we can to survive."
Dwarf Noble
http://www.youtube.com/watch?v=mS2pAvntfms
"It is said that when the dwarves die, their spirits return to the Stone. This is not a reference to some mythological entity but rather to the actual stone that surrounds them. It is the roof over their head, the ground under their feet, the very basis from which their statues and architecture all are drawn from. Is it any wonder that they would apply such a reverence towards it?
Those dwarves who are strong and who do their duty are said to make the Stone stronger when they return to it. They add to the foundation's strength. Those who are weak, who are unlucky or criminal weaken the foundation or are rejected by the Stone altogether. Thus the struggle to prove one's worth is central to dwarven culture. Their noble houses connive and plot to eclipse each other in the Assembly, often resorting to intrigues such as assassination and blackmail to increase their own prestige. So long as the appearance of honor is maintained, the end always justifies the means.
House Aeducan has been prominent ever since its founding Paragon rose up to lead the defense of Orzammar against the darkspawn horde during the First Blight. With Endrin Aeducan the currently elected King, the House has been ascendant and thus is watched carefully by the envious and ambitious alike. Endrin is old, however, and the time has come for one of his children to make their move: they will prove their worth in replacing their father or fall to treachery from within their own family.
The halls of Orzammar run deep, they say, but the blood runs deeper."
Characters & Companions
(Taken from Wikipedia)
Duncan – The dedicated warrior leader of the Grey Wardens who serves as a mentor of sorts to the player character. He has been entrusted with the task of leading the Grey Wardens in Ferelden. This is considered a difficult task because the Grey Wardens were exiled from Ferelden 200 years ago.
King Cailan Theirin – Son of the legendary King Maric Theirin who drove the Orlesian Empire from Ferelden. The young and naive Cailan was the first King born into a Ferelden freed of foreign occupation in three generations.
Teyrn Loghain – Loghain served as the right hand of King Maric in the war against the Orlesians and now hopes to help guide Maric's son Cailan in defense of the realm from the Blight.
Arl Rendon Howe - (Voiced by Tim Curry) Bioware: "Howe is the calculating villain, cultured and charming, with an insatiable lust for power, who never hesitates to harm anyone who gets in his way."
Flemeth - (Voiced by Kate Mulgrew) Flemeth is a powerful witch, and mother to Morrigan, who maintains immortality through dark means.
Known party NPCs include:
Wynne – One of the most prominent mages of the Circle of Magi. She is a powerful spirit healer. She often cautions young or arrogant mages of the innate dangers of calling forth magical forces from the Fade. Dangers which justify the common fear of mages and the horrible powers and creatures they can free from the Fade, intentionally or not.
Alistair – This young warrior was recruited by Duncan from his ill-suited placement into training to become a templar for the Chantry (the dominant religion of Ferelden). Alistair has seen a hard childhood since his mother died in childbirth. He was raised in service of the lord at the castle in Redcliffe. His experiences have hardened him and created a wry and irreverent sense of humor. Alistair is a confirmed romance option.
Morrigan – (Voiced by Claudia Black) Morrigan is a shapechanging mage, taught by her mother in the wilds of Ferelden. Morrigan is a confirmed romance option.
Oghren – (Voiced by Steven Jay Blum) Oghren is a dwarven warrior.
Sten– An elder, powerful warrior of the Qunari people who is seeking atonement for unknown sins.
Leliana - Leliana is from the Orlesian Empire and is classed as a rogue. She is a confirmed romance option.
Zevran - A male elf who excelled the ranks in one of the most infamous guild of thieves and assassins in all of Thedas, The Antivan Crows. When he was young he was sold to the Crows, although he resisted the brutal training at first. He became one of the Crows' most promising assassins. He accepts a most dangerous commission yet, a target far-off Ferelden which he hopes would bring him unimaginable rewards.
War Dog - Mabari War Dogs are a prized and essential part of the Fereldan miltary. These trained hounds easily break the lines of pikeman, pull knights from horseback and with a pack of Marbari dogs, they can cause panic to even the most hardened infantry soldiers.
Shale - Shale is a mighty stone golem that comes from The Stone Prisoner downloadable content pack. Shale will be available freely to all owners of a first-hand copy of the game. Those who purchase a previously owned copy have the option to purchase him for $15 USD.
Important Lore
(Taken from the unofficial wikia page)
Grey Wardens
"In war, victory
In peace, vigilance
In death, sacrifice"
The Grey Wardens are an organization of the most elite and feared of warriors, dedicated to the destruction of the darkspawn in all lands. They are headquartered in Weisshaupt Fortress in the country of Anderfels, and they are known to have a significant presence in the Orlesian Empire. The centuries of peace have left them all but forgotten. The Grey Wardens have kept watch through the ages, well aware that peace is fleeting, and that their enemy will never truly be defeated until the last of the darkspawn have been slain.
From the first, the Grey Wardens sacrificed everything to stem the tide of darkness. Uniquely qualified for this task, they drew the most powerful of mages and the finest warriors from all races and forged them into a fighting force that time and time again has driven back the Blight. They remain legends, vigilantly watching for the return of their ancient foe, and stand ready to do battle once more when that day comes.
They are currently led by a man named Duncan, and they are few in number.
To become part of the Grey Wardens a recruit must first go through a ritual called the Joining. One of the reasons the ranks of Grey Wardens are small is that few can succeed this ritual. Those who do, however, gain an ability to resist the effects of the blight as well as the unique ability to sense the presence of darkspawn. For unknown reasons, the ritual and the details about it are kept a strict secret by the Grey Wardens.
The taint that gives Grey Wardens the ability to detect darkspawn, also cuts short their lives. Yet, rather than withering away from their sickness, Grey Wardens experience the Calling, where they choose to descend to the Deep Roads to battle darkspawn and end their lives with purpose.
The Blight
A Blight (capital 'B') is the term given to the event of the darkspawn corrupting one of the Old Gods and rising with it to the surface world. While darkspawn can occasionally be found raiding on the surface world, it is not termed an actual Blight unless an Archdemon leads them.
The blight (lower case 'b') is the disease spread by the darkspawn. It twists and corrupts all living organisms, creating such abominations as blight wolves and ghouls (assuming the creatures manage to survive the initial phase of the infection in the first place). These creatures are not actually related to the darkspawn, and their illness always proves fatal, usually in weeks or months of contracting it.
With each passing day, a blight grows. The earth itself withers and dies; the land is leeched of moisture, turning everything dry and brown. The sky fills with rolling, black clouds that block out the sun, making it easier for the darkspawn to surface. As this wasteland spreads, the corruption of the blight spreads with it, diseasing all in its path.
The Fade
The Fade is a metaphysical realm that is part of Thedas yet separated by the Veil. The Fade is split up into fiefs belonging to the spirits that live there, and they change the landscape of the Fade to emulate what they see in the minds of mortal dreamers. According to the Chantry, the Fade is the first realm created by the Maker, which he populated with the spirits, the first of his creations.
Every living being, with the exception of dwarves, enters the Fade mentally when they dream and mages tap into it when they cast spells. Most people do not remember their time in the Fade, mages however, are forced to recall. Killing a mortal dreaming in the Fade is a shock to their living bodies, but not lethal. The person merely wakes up. Mortals have entered the Fade physically only once, which caused the First Blight. Mages of the Circle frequently visit the Fade with the aid of lyrium and during their Harrowing, a mage is projected into the Fade to resist the attack of a demon.
There is one constant feature in the Fade, the Black City. No-one has yet found a way to reach it, though if one looks to the sky, they can see the Black City, forever in the distance.
The Chantry also holds that when a person dies, their spirit passes through the Fade to the afterlife. Those who have turned away from the Maker are doomed to wander the Fade forever as lost souls.
Previews & ArticlesWitch Hunt the Penny Arcade Dragon Age comic
Gamebanshee preview that gives a good overview of the game's mechanics.
Gamespot preview of the Warrior and Rogue combat talents.
Gamespot preview of the Mage talents and spells.
The People of Dragon Age: Origins – An Interview with Sten, Wynne and the Tower GuardScreenshots
PC System RequirementsWindows XP Minimum Specifications
* OS: Windows XP with SP3
* CPU: Intel Core 2 (or equivalent) single core running at 1.4Ghz or greater
* AMD X2 (or equivalent) running at 1.8Ghz or greater
* RAM: 1GB or more
* Video: ATI Radeon X850 128MB or greater
* NVIDIA GeForce 6600 GT 128MB or greater
* DVD ROM (Physical copy)
* 20 GB HD space
Windows Vista Minimum Specifications
* OS: Windows Vista with SP1
* CPU: Intel Core 2 (or equivalent) single core running at 1.6Ghz or greater
* AMD X2 (or equivalent) running at 2.2GHZ or greater
* RAM: 1.5 GB or more
* Video: ATI Radeon X1550 256MB or greater
* NVIDIA GeForce 7600 GT 256MB or greater
* DVD ROM (Physical copy)
* 20 GB HD space
Recommended Specifications
* CPU: Intel Core 2 Quad 2.4Ghz Processor or equivalent
* RAM: 4 GB (Vista) or 2 GB (XP)
* Video: ATI 3850 512 MB or greater
* NVIDIA 8800GTS 512 MB or greater
* DVD ROM (Physical copy)
* 20 GB HD space
Standard, Collector's, Digital Deluxe Edition?All new copies of the game include free
Blood Dragon Armor for use in Dragon Age: Origins and Mass Effect 2. The code can be used for any platform. If you buy the game for the Xbox 360 but want to use the Blood Dragon Armor for Mass Effect 2 on the PC, you can.
All new copies of the game include
The Stone Prisoner downloadable content, featuring a new companion (Shale, a dwarven golem), new quests, new items, and new environments. It can be bought separately for a price of 15 USD.
If you
pre-order any version of the game, you will receive the
Memory Band, a special ring which adds an extra 1% to your experience gain or can be used to add a single point into a character's skill set.
If you pre-order at participating retailers, you will receive one of five in-game items. For example, you will receive the Lion's Paw boots from Amazon.com, which adds to armor, dodge, and evading missiles.
The
Collector's Edition will include a special tin case, a cloth map, a making-of DVD, a soundtrack, trailers and wallpapers and concept footage, and three in-game items. These items include
Bergen's Honor, a massive helmet made of dragonbone;
Grimoire of the Wastes, a special book that adds +3 attributes points when read; and
Final Reason, a magical staff of immense power. You can view an image of the Collector's Edition and further details of these in-game items below.
The
Digital Deluxe Edition, available at participating online retailers such as EA Store and Direct2Drive, will include all of the in-game items in the Collector's Edition, but obviously none of the physical items. Because of this, purchasers will receive
The Warden's Keep downloadable content, a player keep which will also no doubt feature new quests and items, free of charge.
The Warden's Keep downloadable content will later be available for purchase on all platforms.
Posts
And to the people bitching about Werewolves in games in the last thread, you could play as one in the Eldar Scrolls III: Bloodmoon expansion, and it was a great.
Zevran confirms that I'm going to be moving characters in and out of my group like I have ADD. They will probably all see some play time; except for Wynne, who will be reduced to menial labour.
Yeah, I got this game confused with Dragonica: Online. I was wondering why PA was doing a comic, and why it looked so epic.
I wouldn't be surprised if there's an option to turn it off. If not, there will probably be a mod released to remove it on the PC version.
Whats goofy about it? The amount? Things splatter and spray when they're violently rent asunder.
Watch one of those horror-movie-music slaughterhouse youtube videos(an actual slaughterhouse, I mean, not the genre.) Its unbelievable how blood can literally fountain out of those animals. You see the guys doing the cutting jumping back to avoid getting blood all over themselves.
Also, so going to roll a Dwarf Noble rogue as my first character. Theirs is a cutthroat world, and my guy just happens to...cut throats.
Seriously hope this is the last time I am going to write this:
If you preorder any version of the game: The Memory Band, a bonus ring.
Ordering from specific sites or stores: One of five unique bonus item, item varies with store.
Physical Collectors: Cloth Map, Tin Case, 3 bonus items, Extra DVD with content (documentary, soundtrack, etc.).
Digital Collectors: As above, but instead of a Cloth Map and Tin Case, you get the Warden's Keep DLC for free.
Amazon and Play are each doing one of the Pre-order bonuses (Lions Paw and Wolf Charm respectively; both include the memory band), but no CE's.
Many people are ordering the proper CE from here . It comes with full English packaging and manuals.
What?
Let it die.
Please just let it die. turning that stupid thing into a meme is not a wise decision.
Seriously, what the hell is he talking about? I assume it is some stupid arguement, but I am still curious.
An argument from a stupid troll in the last thread. Don't risk brain cells reading it.
The game is supposed to be released Nov. 3 for PC and 360. The Nov. 17 date is for PS3. Nice OP Dashui.
5 more weeks, then I can be the oppressed, almost raped, female Elven killing machine I've always wanted to be. :winky:
Either that or a Dwarf Noble who makes his little Dwarven version of Jerome talk to people for him, I can't decide at this point.
~ Buckaroo Banzai
After watching through all those Origin trailers again, I am now completly undicided as to what I start as, most likly, I'll play every one of them to begin with, then pick whichever one I enjoyed the most to continue with first.
Witch Hunt the Penny Arcade Dragon Age comic
Gamebanshee preview that gives a good overview of the game's mechanics.
Gamespot preview of warrior and rogue combat talents
Gamespot preview of mage talents and spells
Voices: Steve Blum is voicing Oghren, the dwarf companion character. Tim Curry is the voice of Arl Howe, one of the human villains.
If this is at all true, I really want to play it. If it's not this game, what is it?
Apart from some vague similarities between the Grey Wardens and the Night Watch, and the lack of any explicitly existing deity...I'm not sure what similarities it has to ASoIaF
White FC: 0819 3350 1787
Day 1 purchase now.
Steam: Kemlo
I'm debating PC vs console purchase.
// Switch: SW-5306-0651-6424 //
Are you crazy it's exactly the same. Look at it.
So thank you. And fuck you (I wish I wasn't so excited).
The gamebanshee game mechanics preview is jizztastic.