Dragon Age: Inquisition - Trespasser DLC Interview
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Category: News ArchiveHits: 1998
The folks at GameInformer had the chance to hear the scoop on the Trespasser DLC for Dragon Age: Inquisition directly from BioWare's creative director Mike Laidlaw, who explains why they chose to do an epilogue DLC for the game, how and why the companions will be involved, including the new Divine, what other improvements will come to the game via free patches, and in what direction they intend to take the series for the future. A couple of snippets on the DLC proper:
What exactly is the Trespasser DLC?
It's a bit of an experiment on our part. It's something we haven't done before we're producing an epilogue. Like, an actual (after the game is done, restricted to players who have finished the game) beat that explores something that has always been fascinating to me: the adventure after. What's it like being in an organization built to save the world after the world has ostensibly been saved? This comes after a number of discussions and panels where people said (It would be nice to find out what happens in the later beats.) We realized that we had an opportunity and a challenge we created a lot of story threads, and we had a lot of fans keen to learn about certain characters and their outcomes. We don't want to just wrap all of that up in a single DLC, but there's a real opportunity to take the Inquisition's story and rather than extending it forever, instead give it a real conclusion where you play through its last days and end the story in this series of events that happen two years after the core game.
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In terms of structure, is it like the Jaws of Hakkon DLC, which gives you another large area to explore freely? Or is it more focused?
It's much more narrative in the way it flows. There's clear goals, clear next steps to take, and it's much higher in cinematic presentation than Hakkon was. We look at the feedback, and that's something people have been looking for something dealing more directly with the followers. We've had this cooking for quite a while; it was coming, and we knew this was there. Hakkon was a chance to refine some of what we learned about exploration, and The Descent was an opportunity for us to work more closely with the Austin team to make more of a dungeon crawl. This one is the more narrative heavy of the three.