By Jess Colwill on September 22, 2015 at 2:45 pm
The final story-based DLC for Dragon Age: Inquisition is being touted as the answer to all of your questions. If you’ve played the game you’ll know which ones I mean. You know, how after [spoiler], [spoiler] goes on to [spoiler] and we all go, “say whaaaaaat?”
While some of those questions will be answered, those answers will mostly leave you with more questions. And those answers are hard-won by having to actually play through the DLC, so don’t come into Trespasser expecting to sit down with [spoiler] and have a chat over tea and biscuits while they explain all the ins and outs of their cunning scheme to you.
But you know what is interesting about Trespasser? I can’t believe I’m saying this but: the questions it leaves you asking. Mostly because they seem to pretty heavily suggest not only that there will be a fourth Dragon Age game, but that it is already in development, with a setting and a vague story already decided.
By Jess Colwill on August 31, 2015 at 3:26 pm
There are a few different kinds of story-based DLC. The upcoming Trespasser DLC, as we can see from this trailer, has been designed for the player who has finished the main game and is looking for closure. Other kinds, like previous Dragon Age DLC Jaws of Hakkon, can be enjoyed at any time, before or after the main campaign is finished. And there is the last category, that I feel The Descent falls into – the kind meant to be played while you’re still completing the main storyline.
By Jess Colwill on August 27, 2015 at 2:59 pm
Being a PS4-exclusive interactive movie, the temptation to compare Until Dawn to previous titles like Heavy Rain and Beyond: Two Souls is obvious. With its focus on choice and consequence, though, as you play through you’ll find yourself comparing it more and more to a Telltale game, specifically The Walking Dead, in my case.
But while the gameplay might remind you of a Telltale title, Until Dawn is placed firmly and deliberately in the “interactive movie” genre. It studiously and overtly uses tropes common in the “teen slasher” subgenre of horror – teens alone in a cabin in the wilderness, easily definable character stereotypes like “the bitchy cheerleader” or “the loveable nerd” – so that the player immediately understands what’s going on.
Once the setting is quickly and easily established, the player can then focus on what the game wants you to focus on – your choices and their consequences for the characters.