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Dragon Age
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| Dragon Age | |
|---|---|
Logo since 2024 | |
| Genre | Role-playing |
| Developers | BioWare EA2D Edge of Reality TransGaming Capital Games Failbetter Games |
| Publisher | Electronic Arts |
| Creators | David Gaider and BioWare |
| Platforms | |
| First release | Dragon Age: Origins November 3, 2009 |
| Latest release | Dragon Age: The Veilguard October 31, 2024 |
Dragon Age is a media franchise centered on a series of fantasy role-playing video games created and developed by BioWare, which have seen releases on the Xbox 360, PlayStation 3, Microsoft Windows, OS X, PlayStation 4, Xbox One, PlayStation 5 and Xbox Series X/S. The franchise takes place on the fictional continent Thedas, and follows the experiences of its various inhabitants.
The first game in the series, Dragon Age: Origins, follows the story of a recent recruit to a legendary order of warriors known as the Grey Wardens. Their mission is to save the kingdom of Ferelden from being overrun by the Darkspawn, a monstrous race of subterranean-dwelling beings who swarm the surface world every few hundred years in a movement known as a Blight. A Blight begins when the darkspawn track down and awaken an Archdemon, a powerful dragon that controls the Darkspawn hordes. Its sequel, Dragon Age II, is centered around the eldest child of the Hawke family, a Blight refugee who moves their family to their mother's home city of Kirkwall in The Free Marches. There, over the course of approximately seven years, they begin as a criminal and work their way up the city's power structure to eventually become the Champion of Kirkwall. As such, in the midst of crisis and political unrest, they go on to help make decisions that influence all of Thedas.
The third installment, Dragon Age: Inquisition, centers on the Inquisition, an organization tasked with restoring peace and order to Thedas, which is suffering from multiple wars and being ravaged by a demonic invasion from beyond the mortal realm over a decade after the events of the first game. The Herald of Andraste, who later becomes the Inquisitor, is the only individual who can seal the rifts that bring demons to Thedas, due to a mysterious magical mark on their hand. They also help to bring peace to the political landscape. A fourth installment, Dragon Age: The Veilguard (formerly Dragon Age: Dreadwolf), was released on October 31, 2024. It centers on Rook who was recruited by Varric Tethras to help him stop Solas, also known as the elven trickster god Fen'Harel, from bringing down the Veil. While disrupting Solas' ritual, they accidentally unleash two imprisoned elven gods – Elgar'nan and Ghilan'nain – who then wreak havoc across Thedas with the Blight in an attempt to conquer the world. Rook, supported by companions and various factions, sets out to stop these members of the elven pantheon from achieving their goals.
The games have met with commercial success as well as positive acclaim for their narrative, lore, character development, voice acting, and emphasis on player choice. The first three main series games have also been joined by a variety of expansions and downloadable content (DLC) add-ons. In addition to video games, the franchise has expanded to other media, including spin-off games, novels, graphic novels, comic books, a web series, an animated film, an animated television series, as well as other licensed products and merchandise.
Premise
[edit]
The Dragon Age franchise is set in the world of Thedas (an acronym for The Dragon Age Setting), with events from the main series games taking place primarily in its southern regions. Thedas is the only continent of the known world and consists of various clans, nations and states inhabited by multiple humanoid peoples. Several kingdoms and countries have emerged over nine centuries of a calendar era based on the traditionally reckoned year of the founding of The Chantry, the dominant religious organization in the Dragon Age series, and each century is referred to as a separate "Age".[1][2] Three out of several human nations play a prominent role in the series: the kingdom of Ferelden to the southeast of Thedas, which is politically organized in a similar manner to the English peerage system; the Orlesian Empire to the west of Ferelden, where its nobility is notorious for undermining each other with intrigue and subterfuge in their jostling for favor and patronage with its absolutist ruler; and the Tevinter Imperium in the northern region of Thedas, which once subjugated southern Thedas during ancient times, and is governed by a powerful magocracy of magic-wielding magisters led by an Imperial Archon.[1] Other noteworthy civilizations explored in the main series games include the Free Marches, a human-dominated confederation of politically independent territorial entities to the north of Ferelden, and the Kingdom of Orzammar, one of the few remaining dwarven city states scattered throughout the Deep Roads, an underground highway system beneath the surface of Thedas created by the dwarves millennia ago.[1]
Race, class, and heritage combine to determine social class and political dynamics in Thedas. A recurring theme in the series consists of power struggles and internal conflicts play out between and within various factions.[1] Tevinter society practices slavery, which is outlawed and stigmatized in other human societies. Human nobility are treated with deference and respect across Thedas, whereas elves are often viewed as second-class citizens who live within overpopulated ghettos in human cities called alienages, or kept as slaves in the Tevinter Imperium. A significant portion of the elven population of Thedas call themselves the Dalish after the Dales region in eastern Orlais where an elven polity once stood. They proudly live a nomadic lifestyle away from the urban settlements of their city elf counterparts in an attempt to preserve and reclaim their cultural heritage, which was mostly wiped out millennia ago when the ancient elven empire of Elvhenan, which spanned most of Thedas, mysteriously collapsed. Dwarven society is organized around a rigid caste system and a form of ancestor worship. While the dwarves cannot wield magic themselves, their economic activity primarily revolves around the mining of lyrium, a mineral substance which powers the practice of magic, which they trade with the surface world. Some dwarves live on the surface, voluntarily or otherwise: they are considered "casteless" and are usually unwelcome within dwarven societies in the Deep Roads.[1]
A fourth sapient humanoid species unique to the setting are the Qunari, meaning "People of the Qun" in their language. Qunari is an umbrella term used to describe both the race of large horned humanoids who hail from settlements in the far north of mainland Thedas, in particular the island states of Par Vollen and Seheron, as well as converts from other races to their civil religion known as "The Qun", which guides the Qunari's egalitarian yet strictly regimented society.[1][3][4] The Qunari government is a totalitarian regime ruled by a triumvirate of leaders who represent the body (military), the soul (priesthood), and the mind (merchants and craftsmen) of their people.[5] Individuals who are born outside of Qunari society are known as Vashoth, while those who abandon the Qun's fundamentalist teachings become known as Tal-Vashoth and are considered traitors or enemies to Qunari society.[1][5] Renowned as formidable warriors, the Qunari are taller, larger, and more physically robust than other humanoid races in Thedas.[1] They usually have skin of varying metallic colors, white or light-coloured hair, pointed ears, and eyes with colors like violet, red, silver, or yellow. Unlike other races, Qunari do not adorn themselves with tattoos or wear helmets, instead making use of war paint called Vitaar which provides a ceremonial purpose as well as practical benefits. The Qunari are locked in a perpetual conflict with the Tevinter Imperium and often seek to spread their influence throughout Thedas via covert agents or military offensives.[5]
Magic-wielding characters known as mages, are born with an uncommon gift for magic that is identified early in their lives, but they are not always in control of their own power.[1] Mages have access to the Fade, a mysterious parallel dimension that is linked to the physical world and home to various spirit beings. It is a metaphysical realm that is normally accessible only to sapient beings (except for dwarves) when they dream: individuals who have the potential for magic have direct access to the Fade unlike most people, and conversely the Fade's inhabitants have direct access to these aforementioned individuals.[1] A lapse in judgment or vigilance may result in the mage being unwittingly possessed by demonic spirits and utilized as vessels to come out of the Fade.[1] Lyrium is critical to magic use as it enables the channeling of magical energy from the Fade; it is blue in color, though another more dangerous variety known as red lyrium is introduced in Dragon Age II.[1] Some mages practice a form of forbidden magic known as "blood magic", which is powered by the blood of living beings instead, and sometimes use their power to deliberately summon demons to do their bidding.[1]
Mages in southern Thedas are cloistered into training facilities called Circles of Magi by The Chantry, which teaches that "magic must serve man, not rule over him". The Chantry is a monotheistic religion who worship a personal god known as the Maker and venerates the prophet Andraste, a former slave who led an uprising against the Tevinter Imperium in a movement called an "Exalted March". The Chantry is led by the Divine, who is exclusively female and considered one of the world's most powerful people because of her extensive cultural, diplomatic, political, and spiritual influence over the peoples of Thedas. Mages who live outside the Chantry's control, which includes the Dalish clan chieftains known as Keepers, are considered to be extremely dangerous by many societies in Thedas. The Chantry has a military wing, the Templar Order, who are specially trained to seek out and subdue wayward "apostate" mages by any means necessary. This is in contrast to a tolerant view of mages in Tevinter society due to influence from the Imperial Chantry denomination, which historically broke away from the mainline Andrastian Chantry and utilize Imperial Templars as law enforcement under the authority of the magisters instead.[1] While Tevinter mages practice their talent for magic without sanction in their homeland, on the other extreme the Qunari physically shackle their mages (termed Saarebas, meaning "dangerous thing,") due to their deep distrust of the practice of magic.[5]
The Darkspawn and their recurring Blights are considered to be the single biggest threat to the civilizations of Thedas. The dwarves in particular have a specialized group of warriors known as the Legion of the Dead to fight the Darkspawn, though their civilization is a shadow of what it once was due to an unceasing war of attrition against the constant threat.[1] The rest of Thedas rely on the Grey Wardens to disperse the Darkspawn hordes whenever they arrive on the surface during a Blight: the Wardens’ goal is to slay the Archdemons, the corrupted Old Gods of the Tevinter Imperium, heralding each Blight.[1] The first game in the series, Dragon Age: Origins, begins on the eve of the fifth Blight. Other major threats faced by the peoples of Thedas include cults and paramilitary groups corrupted by dark magic, such as the Venatori and the Red Templars; demons from the Fade, unleashed as part of a massive inter dimensional invasion during the events of Dragon Age: Inquisition; and dragons, long thought to have been extinct for many centuries, until their reemergence by the end of the Blessed Age caused the then-ruling Divine to name the next Age as the Dragon Age, the century in which the vast majority of the Dragon Age series takes place.[1]
Media
[edit]| 2009 | Dragon Age: Origins |
|---|---|
| 2010 | Dragon Age: Origins – Awakening |
| 2011 | Dragon Age II |
| 2012 | |
| 2013 | Heroes of Dragon Age |
| 2014 | Dragon Age: Inquisition |
| 2015–2023 | |
| 2024 | Dragon Age: The Veilguard |
| Year | Title | Developer | Platform(s) |
|---|---|---|---|
| 2009 | Dragon Age: Origins1 | BioWare | Microsoft Windows, PlayStation 3, Xbox 360, OS X |
| 2009 | Dragon Age Journeys2 | EA2D, BioWare | Web browser |
| 2010 | Dragon Age: Origins – Awakening3 | BioWare | Microsoft Windows, PlayStation 3, Xbox 360, OS X |
| 2011 | Dragon Age II4 | Microsoft Windows, PlayStation 3, Xbox 360 | |
| Dragon Age Legends5 | EA2D, BioWare | Facebook Platform, Google+, Web browser | |
| 2013 | Heroes of Dragon Age | EA Capital Games | iOS, Android |
| 2014 | Dragon Age: The Last Court6 | Failbetter Games | Web browser |
| Dragon Age: Inquisition | BioWare | Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | |
| 2024 | Dragon Age: The Veilguard | Microsoft Windows, PlayStation 5, Xbox Series X/S | |
Notes:
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Main series
[edit]Dragon Age: Origins
[edit]Dragon Age: Origins is the first game in the series, and was released for Microsoft Windows, PlayStation 3, and Xbox 360 in November 2009, and for Mac OS X in December 2009. Set in the kingdom of Ferelden during a period of civil unrest, the game puts the player in the role of a warrior, mage, or rogue coming from an elven, human, or dwarven background. The player character is recruited into the Grey Wardens, an ancient order that stands against monsters known as the Darkspawn, and is tasked with defeating the Archdemon that commands them and ending their invasion. BioWare described Origins as a spiritual successor to their previous Baldur's Gate and Neverwinter Nights franchises. Origins has received critical and public praise since its release, for its characters, story, voice acting, and traditional RPG combat and gameplay.
Dragon Age: Origins – Awakening is the expansion for the role-playing video game Dragon Age: Origins. Origins – Awakening adds a new campaign that takes place during the aftermath of Dragon Age: Origins. It was released for Microsoft Windows, OS X, PlayStation 3 and Xbox 360 on March 16, 2010, in North America, March 18 in Europe, and March 19 in the United Kingdom,[10] and for the Mac OS X on August 31, 2010. It was later bundled with Origins and various DLC packs as Dragon Age: Origins – Ultimate Edition, released on October 26, 2010.
Dragon Age II
[edit]Dragon Age II is the sequel to Dragon Age: Origins, released for Microsoft Windows, PlayStation 3, and Xbox 360 in North America and Europe on March 8, 2011 and March 11, 2011, respectively. BioWare's Edmonton office began development of Dragon Age II during the production of Dragon Age: Origins – Awakening. The game puts players in the role of Hawke, a human mage, rogue, or warrior who arrives in Kirkwall, a city state in the Free Marches as a lowly refugee. Hawke becomes the Champion of Kirkwall over a turbulent decade of political and social conflict. Hawke is supported by several companions, most of whom play major roles in the game's plot and gameplay, and will either recognize Hawke as a friend or a rival depending on players' decisions and dialogue.
Dragon Age: Inquisition
[edit]Dragon Age: Inquisition is the sequel to Dragon Age II, released worldwide in November 2014 for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One. The game puts the players in the role of the Inquisitor, a warrior, mage, or rogue coming from an elven, human, dwarven or Qunari background, who survived a cataclysmic event which led to the creation of a mysterious tear in the sky called the "Breach", which is unleashing dangerous demons upon the world. The Inquisitor is viewed by some as the 'chosen one', as they have a 'Mark' on their hand capable of closing the Breach, and eventually becomes the leader of the titular Inquisition in an attempt to stop Corypheus, an ancient Darkspawn, who opened the Breach in the course of his attempt to conquer Thedas and achieve godhood. Dragon Age: Inquisition received critical acclaim since its release, with critics praising its story, voice acting, soundtrack, detailed environments, and engaging combat. It was awarded over 150 year-end accolades and nominated for more, including Game of the Year and Best Role-playing awards from several gaming publications.
Dragon Age: The Veilguard
[edit]The fourth Dragon Age game began development in 2015 under the codename "Joplin", however, development for "Joplin" was cancelled in October 2017. The project was rebooted in 2018 under the codename "Morrison".[11][12] In June 2022, the game's title was announced as Dragon Age: Dreadwolf[13][14] and in June 2024, the game was retitled Dragon Age: The Veilguard.[15] It released on October 31, 2024.[16]
Spin-offs
[edit]Dragon Age Journeys
[edit]Dragon Age Journeys was a 2009 Flash-based browser game developed by EA2D. A tie-in to Dragon Age: Origins, players could unlock achievements in the game, which would unlock content in Origins. Its content was intended to be spread over three chapters. The first chapter of the game, The Deep Roads, was released as a free download in October 2009.[17] The second and third chapters were never released as the project was ultimately cancelled.
Dragon Age Legends
[edit]Dragon Age Legends was a 2011 Flash game developed by EA2D for the Facebook Platform and Google+. Legends incorporated elements of strategy and tactical role-playing games in its gameplay. It served as a tie-in to Dragon Age II by unlocking additional content for players, and is also set in the Free Marches. A "remixed" version of Legends titled Dragon Age: Legends: Remix 01 which featured hack and slash gameplay was released in May 2011 and hosted by IGN. The servers for Legends was deactivated on June 18, 2012, although a modified offline version was released shortly afterwards as a free download.[18]
Heroes of Dragon Age
[edit]In 2013, EA released Heroes of Dragon Age, a free-to-play game for mobile devices. The game is battle-based, featuring digital 3D figurines of characters from the Dragon Age universe. Rather than introducing new lore, the game is based on "what if?" scenarios drawn from plotlines in the existing games.[19] The sunset for Heroes of Dragon age was announced in November 2022 with the servers slated to go down on January 23, 2024.
Dragon Age: The Last Court
[edit]Dragon Age: The Last Court was a free-to-play browser game released in November 2014, with its gameplay focused on drawing cards and managing resources. Set between the events of Dragon Age II and Dragon Age: Inquisition, players would assume the role of the Marquis of Serault, a marquisate located on the western edge of Orlais. Previously accessible from the online platform Dragon Age Keep,[20] The Last Court was taken offline by November 17, 2020, although fans led a project to preserve its contents prior to the due date.[21] In 2025, another fan rebuilt the preserved content into a free, playable adaptation.[22][23]
Other media
[edit]The Dragon Age franchise includes various types of media adaptations and merchandise outside of the video games. Its setting has been used by a variety of other media, including novels, comics, graphic novels, and licensed products such as a tabletop role-playing game, action figures, and statues.
Books and novels
[edit]- Dragon Age: The World of Thedas Volume I was released April 2013. This comprehensive guide offers detailed insight into the lore of the Dragon Age universe, including the geography of Thedas, races, and magic.[24]
- The Art of Dragon Age Inquisition was released November 2014. It features concept art for the third game in the series.[25]
- Dragon Age: The World of Thedas Volume II was released May 2015. Expanding upon Volume I, this edition includes insight into the cast of characters across the franchise. It also features The New Cumberland Chant of Light (an edition of the text central to the worlds fictional religion 'The Chantry'), The Seer's Yarn: A Treasury of Tales for Children All Over, and a mini cookbook called The Whole Nug Culinary Treasures of Thedas.[26]
- Dragon Age: Tevinter Nights, an anthology of short stories by various writers, was released on March 10, 2020.
- Dragon Age: Hard in Hightown, a 72-page[27] novella written by Mary Kirby (under the pen name of Varric Tethras), was released on July 31, 2018.[28]
There are currently five novels set in the Dragon Age universe:
- Dragon Age: The Stolen Throne, written by David Gaider, was released on March 3, 2009.[29]
- Dragon Age: The Calling, written by David Gaider, was released on October 13, 2009.[30]
- Dragon Age: Asunder, written by David Gaider, was released on December 20, 2011.
- Dragon Age: The Masked Empire, written by Trick Weekes, was released on April 8, 2014.[31]
- Dragon Age: Last Flight, written by Liane Merciel, was released on September 16, 2014.
Comics
[edit]- Dragon Age: Origins, a webcomic by the artist of Penny Arcade, was released in September 2009. It tells a story about a group of Templars sent on a search & destroy mission against Flemeth, the Witch of the Wilds. The timeline is set before the game Dragon Age: Origins, as her daughter Morrigan has not yet allied with the Grey Wardens.
- Dragon Age: Origins - Awakening, a webcomic by the artist of Penny Arcade, was released in 2010. This short story tells how Nathaniel Howe broke into Vigils Keep prior to his arrest in Awakening right before meeting The Warden.
- Dragon Age: The Revelation, written by David Gaider, was published in March 2010 on BioWare's website, and features art from Aimo. The story is based on a script from the video game Dragon Age: Origins that did not make the final release. It details a meeting between Morrigan and Alistair after the Grey Wardens learn from Riordan that in order to kill an Archdemon the warden who slays the beast must die. Morrigan seeks out Alistair to ask his advice on the lengths one would go to help a friend in need. The story assumes a female warden as Duncan's last recruit and ends with Morrigan on her way to Alistair's bedroom to offer The Dark Ritual.
- Dragon Age, a comic series written by Orson Scott Card with the help of Aaron Johnson and first released by IDW Publishing in March 2010, tells the story of a mage becoming romantically involved with a Templar. It was originally released as a monthly publication over six months, which was later collected and issued as a single 133-page graphic novel. The story is set before the events of the video games and takes place in and around the Tower of Magi.
- Dragon Age: The Silent Grove, written by David Gaider and scripted by Alexander Freed, follows Alistair, Varric and Isabela as they uncover the truth behind Alistair's past at the Teleri Swamps in Antiva.[32]
- Dragon Age: Those Who Speak, written by David Gaider and scripted by Alexander Freed, follows Alistair, Varric and Isabela as their investigation into King Maric's disappearance lead to the Tevinter Imperium.[33]
- Dragon Age: Until We Sleep, written by David Gaider and scripted by Alexander Freed, concludes the story arc which began in The Silent Grove as Alistair, Varric and Isabela deal with the Qunari as well as the machinations of a powerful Tevinter magister.[34]
- Dragon Age: Magekiller, written by Greg Rucka, was released from December 2015 to April 2016. Taking place concurrently with the events of Dragon Age: Inquisition, the story follows Marius, a mage-hunting mercenary, and Tessa Forsythia, his assistant, as they progress through Thedas to seek for their targets. The story aims at "expanding the world of Dragon Age".[35] The first issue of the comic was released on December 16, 2015.[36]
- Dragon Age: Knight Errant, co-written by Nunzio DeFilippis and Christina Weir, was released between May and September 2017 and follows Ser Aaron Hawthorne and his squire Vaea, who become entangled in a dangerous recovery mission on behalf of the Inquisition. Magekiller and Knight Errant were later collected and re-released as a hardcover compilation titled Dragon Age Library Edition Volume 2.
- Dragon Age: Deception, co-written by Nunzio DeFilippis and Christina Weir, was released between October and December 2018. It follows Olivia Pryde, a failed actress turned con artist, as her attempt to target the scion of a Tevinter magister sets her into a fateful encounter with agents of the Inquisition.
- Dragon Age: Blue Wraith, co-written by Nunzio DeFilippis and Christina Weir, was released between January and March 2020. It features several major characters introduced in Magekiller, Knight Errant, and Deception, as well as the Dragon Age II companion character Fenris.
- Dragon Age: Dark Fortress, co-written by Nunzio DeFilippis and Christina Weir, was released between March and May 2021. It follows Fenris and several Inquisition agents as they attempt to break into an impenetrable fortress.
- Dragon Age: The Missing, written by George Mann, was released between January and May 2023. It is a tie-in set directly before the events of the fourth entry of the main game series, Dragon Age: The Veilguard.[37]
Tabletop role-playing game
[edit]- Dragon Age has been adapted into a tabletop role-playing game by Green Ronin.[38] The game uses a new game system[38] using three six-sided dice, called the "AGE System". The game's initial release was as a boxed set including a Player's Guide, Game Master's Guide, map of Ferelden and three dice released on January 25, 2010. Two more boxed sets were released to carry characters to higher levels. The complete game has also been released as a hardcover book called the Dragon Age RPG Core Rulebook.
Film and television
[edit]- An anime film adaptation called Dragon Age: Dawn of the Seeker was announced on June 7, 2010. It was co-produced by BioWare, EA and anime company Funimation Entertainment. It was released in Japanese theaters on February 11, 2012.[39] The plot of this film provides backstory for a young Cassandra Pentaghast, who is on a quest to save the Chantry from a group of blood mages that has gained the ability to control dragons.
- A Dragon Age streaming television adult animated series, titled Dragon Age: Absolution, was announced at Netflix's June 2022 Geeked Week event; it premiered on December 9, 2022.[40] It was to feature new characters and was in the Tevinter Imperium. Mairghread Scott is the showrunner and it was produced and animated by Korean studio Red Dog Culture House.[41][42][43]
Web series
[edit]- Dragon Age: Warden's Fall is a canonical five-part webseries, produced by Machinima in partnership with BioWare, and created on the Dragon Age: Origins toolset.[44] Warden's Fall is an introduction to the events described in the expansion pack Dragon Age: Origins – Awakening. Its story depicts the beginning of the Grey Wardens' investigation into why the Darkspawn have not returned to the Deep Roads in the aftermath of the Battle of Denerim and the end of the Fifth Blight. It also explains how Kristoff came to the Blackmarsh, where he is found in Dragon Age: Origins – Awakening. The first episode aired on YouTube on 22 May 2010. The series features its own original soundtrack composed by Pakk Hui.[45]
- American actress Felicia Day, in partnership with BioWare, released a six-part webseries called Dragon Age: Redemption. The web series premiered on October 10, 2011, one day before the release of the Dragon Age II DLC Mark of the Assassin, which features quests based around Day's character.[46] The series is written by Day, who also serves as a co-producer. Filming took place over a dozen days in January 2011 in the L.A. area, with associate producer Peter Winther (Independence Day) as director and John Bartley (Lost) as cinematographer. It was teased as #mysteryproject on Day's Twitter feed for several weeks before the announcement of the project.
- Dragon Age: Vows and Vengeance is a canonical eight-part narrative podcast webseries, published weekly from August 29, 2024 to October 17, 2024 on YouTube and many podcast platforms in anticipation to the release of Dragon Age: The Veilguard. The web series is composed of eight short stories featuring podcast-exclusive characters and all the companions from the game. These podcasts were written by Will Melton and Jeremy Novick, with BioWare narrative support from Mary DeMarle and John Epler.[47]
Other
[edit]Gameplay
[edit]The Dragon Age video game series has featured varied gameplay mechanics; Origins was considered to be a traditional RPG, while subsequent entries are story-driven action role-playing games.[49] The player assumes control of one primary character as the protagonist of the story of each main series game[50] and customizes them based on gender, race (human only in Dragon Age II), physical appearance, and one of three character classes (warrior, rogue, and mage), with one or two specializations centered around the three class archetypes being made available to the player later in each game. This establishes a skill tree that the player can advance through killing enemies or completing quests (and thereby gaining experience points) until a preset value is met, whereupon they level up. Players usually conduct each main series game from a third-person perspective; control is done through a user interface that allows a player to move characters and give them actions to undertake, review information on on-going quests and the statistics of characters in their party, manage their inventories, and organize the formation of the party. Each game generally follows a main story pathway with points of branching narratives and multiple side missions, allowing the player to proceed through the game as they desire. The main protagonist also changes with each entry in the series. Secondary characters could be recruited as permanent or temporary companions by the player-controlled character over the course of the plot in each game. The player has the option to bring up to three of their companions with them whenever their traverse the game setting, and the player will have some degree of control over these companions, usually for combat sequences.
Origins present the player character almost as a blank canvas, whose visage, hairstyle, voice, race, first name, origin, gender, and class are chosen by the player. In the PC version, the point of view can be shifted from the third person view to a top-down isometric view, where friendly and hostile units are labelled with different colours to distinguish them.[51] A party companion's approval or disapproval of the player character is represented by a scaling slider which appears on the specific character's individual screen. A companion character's scaling slider can be affected by dialogue choices, by the player character's actions, or by the giving of gift items which could be found throughout the game's narrative. The player character's standing on the scaling slider determines whether certain dialogue options are available; choosing the right dialogue options may potentially lead to higher approval, and unlock quests which the player character otherwise have no opportunity to perform.[52] In lieu of a one-off loyalty check implemented in certain RPG games, the Warden's companions always take note of the decisions the player character makes, with their approval rising and falling in response to each decision. High approval may lead to a potential romance, while low approval might result in a companion leaving or even turning on the Warden and dying as a result.

In Dragon Age II and Dragon Age: Inquisition, the player engages in dialogue trees with non-player characters through story encounters and missions to learn information and progress the story. This is presented through what BioWare called a Dialogue Wheel, with the fully voice acted player-character reply options shown as choices extending radially outward from a circle at the bottom of the screen. Most of these choices are simple questions and responses, but in some dialogues, they offer additional choices that either influence how the game plays out from there, or are as a result from those previous choices. In Dragon Age II, the camera is locked in a third person perspective; in Inquisition, the player may access Tactical View, which pauses the game and shifts the camera to a top-down isometric view similar to Origins, allowing players to assign locations and orders to the party members and then resume the game to see their decisions play out.[53]
Dragon Age Keep, launched in October 2014, is an online platform that allows players to save their in-game choices in a "world state." If their gaming platform is connected to the internet, then a player's major decisions will be saved and can be imported into new games. This affects the events and characters that are present in-game, most noticeably so in Dragon Age: Inquisition. Dragon Age Keep incorporates decisions made in prior DLCs as well as the major games. The platform also allows for players to customize their world states by choosing the preferred outcome for any given choice, and unlock various in-game items for Origins and Dragon Age II which were previously only available through limited promotional opportunities such as pre-order bonuses, platform exclusives and as rewards from participation in special events.
Throughout the series, certain characters could enter into a romantic relationship with the player character: these included both hetero- and homosexual relationships as well as inter-species romances. This requires certain pre-requisite conditions such as gender and race being met, and possibly securing a high approval rating of the companion through the player character's actions and/or words.[54] Successfully romancing a character would typically lead to scenes leading up to a sexual encounter though otherwise not showing anything inappropriate for the game's rating. The romance subplots in the series often take the form of side missions; they are not designed to be one-size-fits-all, and are entirely optional content.[55]
Development
[edit]Canadian video game developer David Gaider came up with most of the background lore for the franchise's setting and served as its lead writer until 2015. The name ”Thedas” originated as shorthand for “The Dragon Age Setting”.[1] Thedas is a world inspired by European folklore and the romances of medieval Europe, with real world analogues used as the basis of some in-universe elements.[56] For example, the nations of Ferelden and Orlais are based on medieval England and Renaissance-era France respectively.[1] The Qunari’s role within the setting is comparable to that of the historical Viking expansion.[1] Gaider seeded numerous elements of lore all across Thedas during the developmental cycle for Origins, without any expectation that the material he wrote would ultimately be used for the final product. This left room for possible exploration of story elements or locations unused in Origins as the basis for tie-in material in other media, such as his debut novel Dragon Age: The Stolen Throne as well as subsequent sequels to Origin.[57]
Although Dragon Age has been described as a dark fantasy setting,[56] the series uses many common tropes in fantasy fiction, such as quests, the presence of magic as well as elves and dwarves in its narrative, and an overarching conflict between heroes and the forces of evil.[1] Dragon Age also takes inspiration from A Song of Ice and Fire, a fantasy novel series by George R. R. Martin, particularly in the depiction of a morally ambiguous world where characters are often embroiled in no-win scenarios.[58][59][dubious – discuss] An act of betrayal by the Ferelden lord Loghain Mac Tir which led to the disastrous outcome of the Battle of Ostagar as well as his final fate are thematically reminiscent of the treacherous political machinations depicted in A Song of Ice and Fire.[58] The Grey Wardens’ concept of a sworn brotherhood with its grim outlook and constant vigilance in anticipation of the threat of a monstrous invasion are particularly similar to that of the Night's Watch organization.[1]
The art style for the series underwent a drastic overhaul under the leadership of art director Matt Goldman beginning with Dragon Age II, as the original art style for Origins was deemed to be "generic".[60] The Darkspawn in particular were redesigned after the developers decided to portray them "like a complete and cohesive group" with an emphasis on their original concept as severely sickened creatures,[61] whereas they have a more "hodgepodge appearance" in Origins which resembled J.R.R. Tolkien's orcs.[62] The Qunari were initially presented in Origins as hornless, though the developers had originally intended for them to have horns, and as a result the Qunari's physical appearance underwent a redesign.[63] Subsequent instalments in the franchise retroactively explained that most Qunari in fact have horns, and that hornlessness is a rare genetic variation found in certain individuals.[63][1] In 2025, after being asked if the Dragon Age franchise is dead, Bioware writer said it belongs to the fans now.[64]
Reception
[edit]Critical reception
[edit]| Game | Metacritic |
|---|---|
| Dragon Age: Origins | (PC) 91[65] (PS3) 87[66] (X360) 86[67] |
| Dragon Age II | (PC) 82[68] (PS3) 82[69] (X360) 79[70] |
| Dragon Age: Inquisition | (PC) 85[71] (PS4) 89[72] (XONE) 85[73] |
| Dragon Age: The Veilguard | (PC) 76[74] (PS5) 82[75] (XSXS) 85[76] |
The main series Dragon Age games have mostly been positively received. Dragon Age: Origins in particular is widely considered to be among the best video games of all time. Roberts consider Origins to be "an exhaustingly detailed RPG, with intricate combat and extensive ways to customise your party behind the scene", though "complex storytelling and characters" only occur in "infrequent flashes". He noted that Origins "did so much heavy lifting for building the world of Dragon Age that subsequent games have managed to find more interesting angles on its world."[77] Richard Cobbett from Eurogamer described Origins as "a half-way house between the hardcore RPGs of old and a more modern style that was taking over, with an emphasis on the former". Its expansion pack, Origins - Awakening is also well received with both critics and fans across all release platforms.[78][79][80]
Dragon Age II was released to generally favorable reviews from video game media outlets, but received a divisive reception from players.[81] Most of their criticism were directed at the game's wave-based enemies, excessively reused environments, and the lack of origin choices.[82] Several critics praised the game's faster-paced combat and the companions featured in the game, while the game's dialogue system and storytelling received mixed responses, and its use of a single setting with recycled assets and environments attracted some criticism.[citation needed]
Dragon Age: Inquisition garnered numerous game of the year awards and nominations from gaming publications for the year 2014. It also won a "Special Recognition Award" at the 26th GLAAD Media Awards for the game's "portrayal of LGBT characters".[83] Roberts felt that Inquisition’s "side quest-heavy open-worlds" went in a very distant direction from where the series began.[77]
Sam Roberts from Gamesradar opined that unlike the Mass Effect video game series with its second entry, BioWare has yet to make "a truly great Dragon Age game" and that each main series game is flawed in some way. He observed that "BioWare keeps reinventing the mould, carrying across certain elements of the combat and remaining faithful to the fiction, but throwing a lot of stuff out. It’s an approach that may eventually lead to a world-beating RPG".[77]
Dragon Age: the Veilguard development was rife with challenges throughout the decade long gap between titles.[84] Dragon Age: The Veilguard received "generally favorable" reviews from critics for its Windows, Xbox Series X/S, and PlayStation 5 versions according to the review aggregator website Metacritic.[75] Veilguard won "Outstanding Video Game" at the 36th GLAAD Media Awards for its LGBTQ-inclusive content.[85] Hayes Madsen of Rolling Stone called Veilguard a "fresh start for the franchise" with the game "practically a soft reset".[86] Matt Purslow, from IGN, said that Veilguard was "at war with itself", as he felt that the game was not interested in exploring the franchise's past despite being its first direct sequel, and that the game sidelined major characters such as Solas and Varric.[87] Andy Bickerton of NPR viewed the game as a "well-executed action RPG". However, he called the decision to not include prior player narrative choices a "letdown", noting that "it's easy to see how this squandered potential, along with the tonal inconsistencies, could have arisen out of Veilguard's near-decade of troubled production".[88]
Sales
[edit]Dragon Age: Origins topped Steam's sales chart on November 10, 2009. The Digital Deluxe version of the game was ranked first place, with the standard edition ranked second.[89] The Xbox 360 version of the game was the ninth-best-selling game in the US according to the NPD Group, selling approximately 362,100 copies.[90] According to John Riccitiello, CEO of Electronic Arts, the company is very satisfied with the sales of Origins; more than 1 million DLC packs for the game were sold before the end of 2009.[91] In February 2010, Electronic Arts announced that more than 3.2 million copies of the game had been sold.[92]
Dragon Age II sold more than one million copies in less than two weeks following its launch on March 8, 2011, a faster sales pace than its predecessor when it was released in 2009.[93] By May 2011, it has sold over two million copies.[94]
Dragon Age: Inquisition is the most successful video game launch in BioWare's history based on units sold.[95] Inquisition debuted at No. 5 in UK in its first launch week. According to retail monitor Chart-Track, it had sold almost the exact number of launch week copies as 2011's Dragon Age II.[96] This does not take into account direct digital download sales however,[97] which have been noted to be a "significant percentage of sales" by BioWare.[98] As a result, the actual sales number is higher than reported. By September 2024, the game has sold over 12 million copies.[99]
Dragon Age: The Veilguard topped the Steam charts and broke BioWare's concurrent player record.[100] EA would later announce that the game engaged around 1.5 million players, underperforming by nearly 50% of the company’s expectations and contributing to EA lowering its forecasts for its upcoming quarters.[101]
Influence
[edit]Origins marked the point at which western RPGs properly moved into the spotlight, according to Cobbett. He stated that the success of Origins proved that "a hardcore, older-fashioned game could still find a devoted audience", and that it "established a new baseline for the genre in much the same way as the original Baldur's Gate back in 1998".[102] Van Allen of US Gamer claimed that Bioware's work in character-driven AAA RPG Games has inspired "imitators in games like GreedFall", with gameplay that feels like the continuation of many concepts from Dragon Age.[103]
The characters of the series, particularly the party companions, have received acclaim; they have often been compared to characters from the Mass Effect series in critic and reader lists and are considered some of the most memorable characters in video game history.[104][105][106][107][108]
References
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External links
[edit]Dragon Age
View on GrokipediaFranchise Overview
Premise and World Setting
The Dragon Age series is set in the continent of Thedas, a diverse land encompassing kingdoms like Ferelden and Orlais, city-states such as Antiva, and isolated regions including the dwarven deep roads and the elven forests. This world features four playable races: humans, who dominate politically; elves, historically ancient rulers now largely subjugated; dwarves, focused on underground thaigs and resistant to magic; and qunari, large horned people adhering to the strict Qun ideology from their island nation of Par Vollen.[1][7] Central to the premise is the recurring threat of Blights, cataclysmic events triggered by hordes of darkspawn—twisted, hive-minded subterranean creatures corrupted by a mysterious taint—who corrupt land and life while seeking to corrupt ancient draconic entities known as Old Gods into Archdemons to lead invasions. The Grey Wardens, a neutral ancient order, combat this scourge by ritually consuming darkspawn essence, granting them the ability to sense and resist the corruption but ultimately dooming them to a shortened lifespan via the "Calling."[8][9] Magic in Thedas originates from the Fade, an ethereal realm of raw potential overlapping the physical world, separated by the Veil—a barrier erected millennia ago by the elf god Fen'Harel to curtail chaotic magical influence. Mages enter the Fade in dreams and channel its malleable substance to alter reality, but this invites predation by Fade denizens: benign spirits or malevolent demons capable of possessing the unwary, fueling conflicts between mage circles and templar enforcers of the Andrastian Chantry, which views unchecked magic as heretical.[10][11]Core Lore and Themes
The Dragon Age series is set in the continent of Thedas, a medieval-inspired fantasy world populated by humans, elves, dwarves, and qunari races, each with distinct histories and cultures shaped by ancient conflicts and migrations.[12] Elves, once a magically attuned immortal people, were enslaved by Tevinter magisters, leading to their diaspora and current marginalized status in alienages or wandering clans.[13] Dwarves inhabit underground thaigs connected by the Deep Roads, resistant to magic due to their stone-based ancestry but plagued by darkspawn incursions.[14] Humans dominate surface nations like Ferelden and Orlais, governed by feudal monarchies and the Andrastrian Chantry, a religion preaching the Maker's abandonment due to magisters' hubris in attempting to enter the Fade uninvited.[12] Qunari, a horned race from the island of Par Vollen, adhere to the Qun, a strict philosophical and martial code emphasizing assigned roles over individual agency.[15] Central to the lore is the Fade, a dreamlike realm of spirits and raw magic parallel to the physical world, separated by the Veil created by the ancient elven god Fen'Harel to protect reality from chaos.[15] Mages draw power from the Fade, shaping it into spells, but risk demonic possession if their minds weaken, prompting the Chantry to confine them in Circles of Magi policed by templars who suppress magic via lyrium addiction and annulment threats.[16] The recurring Blights represent existential threats: hordes of mindless darkspawn, tainted parodies of life emerging from underground lairs, corrupt land and brood, guided by an Archdemon—a corrupted Old God dragon—that compels surface invasions.[13] The Grey Wardens, an ancient neutral order founded during the First Blight circa -395 Ancient (lasting 90 years and nearly extinguishing civilization), combat this scourge; recruits undergo the Joining ritual, ingesting darkspawn blood to gain taint resistance and sensory abilities, though it shortens life via the Calling and mandates a Warden's sacrifice to slay the Archdemon without unleashing a soul-devouring entity.[13] Five Blights have occurred, the latest in 9:30 Dragon ending with the Fifth Blight's defeat in Ferelden.[17] The franchise's themes emphasize moral ambiguity and the consequences of choice in a gritty, consequence-driven world, where no decision yields unalloyed good and power invites corruption, as articulated by lead writer David Gaider in framing the series' mythology around sacrifice and betrayal.[18] Prejudice permeates Thedas, manifesting in racial hierarchies—elves face systemic discrimination akin to historical pogroms, dwarves are viewed as soulless by some theologians, and qunari as invasive zealots—mirroring real-world societal tensions without simplistic resolutions.[19] Faith and institutional religion are scrutinized through the Chantry's dogmatic control over magic and history, contrasting genuine spirituality with political manipulation, while blood magic exemplifies temptation's perils, often tied to Tevinter's magocracy where slaves fuel forbidden rites.[20] Personal agency clashes with determinism, as player characters' decisions ripple across narratives, underscoring that heroism demands compromise in a world where ancient sins like the fall of elven immortality or dwarven golden age echo in present strife.[21]Mainline Games
Dragon Age: Origins (2009)
Dragon Age: Origins is a role-playing video game developed by BioWare and published by Electronic Arts. Released on November 3, 2009, for Microsoft Windows, PlayStation 3, and Xbox 360 in North America, with subsequent releases in Australia on November 5 and Europe on November 6, it marked BioWare's return to high fantasy RPGs following titles like Baldur's Gate. A Mac OS X version followed on December 21, 2009.[22][23] The game utilizes BioWare's in-house Eclipse engine, emphasizing tactical depth over graphical advancements to prioritize narrative and mechanics.[24][25] The narrative centers on the Fifth Blight threatening the kingdom of Ferelden, where the player character, recruited as a Grey Warden, must unite fractured factions against darkspawn hordes led by an archdemon. Six origin backgrounds—Human Noble, City Elf, Dalish Elf, Dwarf Commoner, Dwarf Noble, or Mage—provide tailored starting scenarios that integrate into the main plot, influencing dialogue, alliances, and outcomes while highlighting themes of prejudice, sacrifice, and political intrigue in Thedas.[26] Branching choices yield consequences, such as variable companion loyalties and endings, without reliance on illusory morality systems.[27] Gameplay employs party-based, real-time combat with pause mechanics, allowing tactical scripting via an AI "tactics" screen for automated behaviors like healing or positioning, akin to tabletop RPG simulations. Character progression involves skill trees for warriors, rogues, and mages, with equipment customization and environmental interactions, such as using oil flasks for fire damage. Exploration occurs in semi-open hubs with side quests, emphasizing resource management and preparation over linear progression.[28][29] Critically acclaimed for its writing, voice acting, and role-playing immersion, the game earned a 91/100 Metacritic average across platforms and sold over 3.2 million units worldwide by February 2010. It secured awards including RPG of the Year and PC Game of the Year at the 2009 Spike Video Game Awards, as well as Game of the Year at the Canadian Videogame Awards.[30][31][32] Development delays from an initial early 2009 target allowed refinement of mature content and player agency, though some critiques noted dated graphics and repetitive combat on consoles.[33][34]Dragon Age II (2011)
Dragon Age II is an action role-playing video game developed by BioWare and published by Electronic Arts. Released on March 8, 2011, for Microsoft Windows, PlayStation 3, and Xbox 360, it serves as the direct sequel to Dragon Age: Origins.[35][36] The narrative centers on Hawke, a customizable human protagonist who begins as a refugee fleeing the Fifth Blight in Ferelden and rises to become Champion of the city-state of Kirkwall over a roughly ten-year span.[37] The story unfolds in three main acts separated by time skips, framed as a interrogation-style recounting by Hawke's companion Varric to the Seeker Cassandra Pentaghast, emphasizing personal relationships, political intrigue, and escalating tensions between mages and templars.[38] Development occurred primarily at BioWare's Edmonton studio and was constrained by Electronic Arts' mandate to release within the company's 2011 fiscal year, resulting in a compressed timeline of approximately 16-18 months—significantly shorter than the multi-year cycle for Origins. This haste contributed to compromises such as extensive reuse of city environments across quests and a more constrained scope, with Kirkwall as the primary hub rather than an open-world map. BioWare aimed to modernize the series by responding to feedback on Origins' complexity, streamlining inventory management and introducing contour-based character models for improved visuals.[39][40] Gameplay shifted toward action-oriented combat, retaining tactical pause but prioritizing real-time execution with directional attacks, combo-friendly abilities, and faster pacing to appeal to console audiences. Players select Hawke's class (warrior, mage, or rogue) and specialization at key points, but race is fixed as human, limiting customization compared to Origins. Emphasis was placed on companion loyalty quests and romance options, with branching dialogues influencing party dynamics and endings, though the linear progression through reused assets drew criticism for reducing exploration variety. The game supports solo play or party management, with downloadable content like Legacy and Mark of the Assassin expanding the story post-launch.[41][42] Upon release, Dragon Age II achieved commercial success, selling over two million units within two months, outperforming Origins in initial velocity despite the backlash. Critical reception was generally positive, with Metacritic aggregates of 82/100 for PC, 79/100 for PlayStation 3, and 82/100 for Xbox 360, lauding the character writing, voice acting, and focused narrative but faulting repetitive level design, technical issues, and deviations from the series' tactical roots. User scores were notably lower, averaging around 5/10 across platforms, reflecting fan discontent over the "casualized" mechanics, fixed protagonist, and perceived narrative inconsistencies with Origins. This divide highlighted tensions between BioWare's pivot to accessibility and expectations for deeper role-playing elements, influencing subsequent entries.[43][44][45]Dragon Age: Inquisition (2014)
Dragon Age: Inquisition is an action role-playing video game developed by BioWare and published by Electronic Arts. It was released on November 18, 2014, for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One.[46][47] The game utilizes the Frostbite 3 engine, marking BioWare's first major use of the technology for a Dragon Age title, which introduced challenges in adapting the engine for RPG elements like dialogue trees and inventory systems.[48] Development began prior to Dragon Age II's 2011 launch, initially conceived as a multiplayer-focused project codenamed Blackfoot, before pivoting to emphasize single-player narrative depth with optional co-operative multiplayer modes supporting up to eight players in separate zones.[49] The story unfolds in the continent of Thedas amid religious and political turmoil, where a cataclysmic event known as the Breach tears open rifts in reality, unleashing chaos and ancient threats. Players control the Inquisitor, a customizable protagonist from one of three races (human, elf, dwarf, or Qunari) and classes (warrior, mage, or rogue), who survives the disaster and gains a mysterious mark enabling rift closure. Forming the Inquisition, the player recruits companions, manages resources, and navigates alliances among factions like the templars, mages, and nobility to combat a dark magister named Corypheus and prevent societal collapse.[50] The narrative emphasizes player agency in shaping the organization's influence through decisions affecting war table operations, companion loyalty, and world states carried over from prior games via Dragon Age Keep.[51] Gameplay blends real-time action combat with tactical pausing, allowing control of one party member in a group of up to four while issuing commands to others. Regions like the sprawling Hinterlands encourage exploration for resources, side quests, and power to unlock main story progression, incorporating crafting for gear customization and a war table for strategic operations. Combat features class-specific abilities, environmental interactions, and a focus meter for powerful bursts, though some reviewers noted repetition in enemy encounters and fetch-oriented tasks resembling MMO padding.[52] Multiplayer consists of instanced arenas for loot farming and dragon-slaying, disconnected from the single-player campaign.[50] Upon release, the game received generally positive reception for its expansive world-building, character development, and return to epic scope after Dragon Age II's criticisms, earning Metacritic scores around 85 for PC and similar for consoles.[53] It sold over 12 million copies, becoming BioWare's best-selling title, though launch bugs including crashes, dialogue skips, and progression halts drew complaints, largely resolved via patches.[54] Awards included the 2015 BAFTA for Best Game and SXSW Gaming Award for Game of the Year, recognizing its narrative and artistic achievements despite technical hiccups.[53] Critics from outlets like PC Gamer praised the emotional depth in companion arcs, while others faulted diluted focus from open-world bloat and uneven pacing in early areas.[49]Dragon Age: The Veilguard (2024)
Dragon Age: The Veilguard is an action role-playing video game developed by BioWare and published by [Electronic Arts](/page/Electronic Arts). It serves as the fourth mainline installment in the Dragon Age series, released on October 31, 2024, for Microsoft Windows, PlayStation 5, and Xbox Series X/S.[55] The game shifts toward real-time action combat with pause-and-play mechanics, emphasizing companion synergies through combo attacks and skill trees, diverging from the tactical, turn-based roots of Dragon Age: Origins while building on Dragon Age: Inquisition's exploration and choice-driven narrative.[56] Players control a customizable protagonist known as Rook, who assembles a team of seven companions—each with unique backstories and abilities—to confront threats including the elven trickster god Solas and newly awakened ancient elven deities called the Evanuris.[57] The story unfolds across a semi-open world with hub regions in Thedas, incorporating light crafting, romance options, and branching decisions that influence alliances but do not drastically alter the core plot.[58] Development began around 2015 following Inquisition, initially codenamed Joplin, with multiple creative directors and reported reboots amid BioWare's internal challenges, including staff turnover and a pivot from live-service elements to single-player focus.[59] The project was teased as Dragon Age 4 in 2018 via a logo featuring the Dread Wolf (Solas), and further detailed in 2022 under the working title Dragon Age: Dreadwolf, emphasizing Solas as a central antagonist. In June 2024, BioWare renamed it Dragon Age: The Veilguard to highlight the player-led companion group rather than Solas, reflecting a marketing adjustment to underscore ensemble dynamics over a single villain.[56] [60] The title change coincided with gameplay reveals showcasing vibrant, stylized visuals powered by updated Frostbite engine features, though some observers noted the redesigns of returning characters like Varric and Solas appeared less gritty than prior entries.[61] Critically, the game holds an aggregate score of 84/100 on Metacritic based on 73 reviews, with praise for fluid combat, companion writing, and production values, though some critiques highlighted uneven pacing and perceived superficiality in world-building compared to earlier titles.[55] User scores, however, average 3.9/10 from over 8,500 ratings, amid widespread review bombing attributed to dissatisfaction with character designs, dialogue emphasizing identity politics, and in-game pronoun selection for companions, which some players viewed as detracting from lore fidelity.[55] [62] Metacritic acknowledged the discrepancy, implementing measures against suspicious reviews, while outlets like Forbes noted the polarization mirrors broader cultural divides in gaming, with critic scores from established media potentially underweighting fan concerns over narrative tone.[63] Sales reached 1.5 million players within weeks, per EA reports, but fell short of Inquisition's benchmarks, prompting discussions on BioWare's direction post-Mass Effect: Andromeda struggles.[64]Supplementary Content
Expansions and DLC
Dragon Age: Origins received extensive post-launch support through downloadable content, including the standalone expansion Dragon Age: Origins – Awakening, released on March 16, 2010, for PC, PlayStation 3, and Xbox 360.[65] This pack extends the campaign by approximately 15 hours, focusing on the Grey Warden's efforts to stabilize the arling of Amaranthine amid a resurgent darkspawn incursion led by intelligent entities like the Architect, while introducing new companions such as Justice and Velanna, expanded tactical combat options, and integration with imported save data from the base game.[66] Additional DLC packs encompassed Return to Ostagar, enabling recovery of the fallen king's artifacts from the battle site; Warden's Keep, a fortress-defense scenario with customizable siege mechanics; The Stone Prisoner, adding the golem companion Shale and a new origin quest; The Golems of Amgarrak, a dungeon crawler involving corrupted golem factories; Witch Hunt, a concluding questline pursuing Morrigan through uncharted ruins; Leliana's Song, a prequel detailing the bard's origins; and The Darkspawn Chronicles, a side campaign playable from the darkspawn perspective with unique horde-based gameplay.[67] Dragon Age II featured three principal story DLCs alongside item and companion packs. Legacy, launched on July 26, 2011, for PC, consoles, and Mac, delves into Hawke's Hawke family heritage via a prison vault expedition confronting the ancient magister Corypheus, a pride demon whose imprisonment ties into broader lore on Tevinter magisters' hubris and the Old Gods.[68][69] Mark of the Assassin introduces the elf rogue Tallis and Qunari intrigue in a noble's hunting estate, emphasizing stealth and companion banter. The Exiled Prince integrates Prince Sebastian Vael as a recruitable archer companion, expanding Kirkwall's political dynamics through Starkhaven-related quests. These additions, bundled in later editions, addressed criticisms of the base game's scope by providing 5-10 hours of narrative depth each, though some players noted their modular nature decoupled them from the main act structure.[70] Dragon Age: Inquisition offered two premium expansion packs and one major epilogue DLC, alongside cosmetic and multiplayer content. Jaws of Hakkon, released March 24, 2015, for PC and Xbox One (with PS4, PS3, and Xbox 360 versions on May 26), transports the Inquisitor to the Frostback Basin to investigate a lost Inquisition outpost and confront the Hakkonites, a Jurchen-like Avaar cult worshiping a dragon deity, revealing lore on Ameridan, the last Inquisitor from Emperor Shartan’s era.[71][72] The Descent explores the Deep Roads' thaig of Bastion, battling ancient evils and unlocking crafting schematics in vertically oriented cavern environments. Trespasser, released September 8, 2015, serves as the series' narrative bridge, set two years post-main campaign, where the Inquisitor disbands the organization amid elven god schemes and arm-related Fade rifts, influencing choices in subsequent titles. These packs, requiring the base game, enhanced world-building with 10-20 hours of content emphasizing exploration and level 20+ progression.[46] As of late 2024, Dragon Age: The Veilguard, released October 31, 2024, has no announced expansions or DLC, with BioWare confirming the studio's pivot to Mass Effect 5 development, citing completion of the title's core vision amid sales considerations and resource allocation under EA oversight.[73] A limited-time free weapon pack was offered to PC players in March 2025, but no further content updates are planned.[74]Spin-off Games and Mobile Titles
Dragon Age Journeys, released on October 22, 2009, was a browser-based Flash game developed by EA 2D and published by Electronic Arts as a promotional tie-in to the launch of Dragon Age: Origins.[75][76] The game featured turn-based strategy combat with three-character parties navigating the Deep Roads, battling darkspawn and other foes, though only the first chapter was ultimately released despite plans for additional episodes.[77] Dragon Age Legends, launched on March 15, 2011, functioned as a freemium turn-based RPG initially for Facebook and Google+ platforms, developed by EA2D with BioWare oversight.[78] Players recruited companions, managed a tavern base, and engaged in squad-versus-squad tactical battles against demons, darkspawn, and other threats in the Dragon Age universe, with progression tied to social network integration for multiplayer elements.[79] Following the shutdown of its online servers in 2012, EA re-released it as a free single-player downloadable title, removing multiplayer features while preserving core RPG mechanics like party customization and loot collection.[80] Heroes of Dragon Age, released on December 5, 2013, for iOS and Android devices, was a free-to-play mobile game developed by EA Capital Games (formerly BioWare Sacramento) and published by Electronic Arts.[81] It emphasized collectible card-style gameplay with 3D figurine heroes from the Dragon Age series, assembled into squads for automated or semi-automated battles across campaign missions and events, incorporating lore elements like character backstories and Thedas locations.[82] The title operated on a freemium model with in-app purchases for hero acquisition and progression boosts, and servers were discontinued on November 23, 2022.[83]Books, Comics, and Tabletop Adaptations
The Dragon Age series features several official novels published by Tor Books, authored by BioWare developers to expand the backstory and lore of the continent of Thedas. Dragon Age: The Stolen Throne by David Gaider, released on March 3, 2009, chronicles the youth of Ferelden's King Maric Theirin and his companion Loghain Mac Tir during their rebellion against the Orlesian occupation. Dragon Age: The Calling, also by Gaider and published on October 13, 2009, explores the origins of the Grey Wardens through the perspective of recruit Fiona and ties into the events preceding the main games. Subsequent novels include Dragon Age: Asunder by Gaider (September 20, 2011), which addresses mage-templar conflicts and introduces key characters like Grand Enchanter Fiona; Dragon Age: The Masked Empire by Patrick Weekes (April 8, 2014), focusing on elven intrigue in Orlais; and Dragon Age: Last Flight by Liane Merciel (September 9, 2014), detailing a Grey Warden mission against an ancient dragon. These works are considered canon and provide context for political and magical elements in the games, though they vary in narrative style from first-person historical accounts to third-person epistolary formats. A series of comic books, primarily published by Dark Horse Comics in collaboration with BioWare, further extends the universe through self-contained miniseries set in various eras of Thedas. The initial six-issue Dragon Age anthology (August 2010–January 2011), edited by Gaider, features short stories by writers like Jennifer Hepler, including tales of Alistair's early knighthood and Varric's misadventures.[84] Follow-up miniseries include The Silent Grove (2010), depicting a village's encounter with darkspawn; Those Who Speak (2012), involving elven spirits; Until We Sleep (2012), a prequel to Dragon Age: Inquisition starring Cassandra Pentaghast; Magekiller (2015), following an anti-mage assassin in Kirkwall; Knight Errant (2017), centered on Orlesian chevalier Vaea; Deception (2018), exploring Tevinter intrigue; Blue Wraith (2018–2019), starring mercenary The Iron Bull; and Dark Fortress (2021), tying into Grey Warden lore.[84] More recent entries, such as Dragon Age: The Missing (2024) by George Mann, address Inquisition-era mysteries in the Frostback Mountains. These comics emphasize visual storytelling of side characters and events, often bridging gaps between game timelines, with artwork by artists like Chad Hardin and Andrés Genolet. The tabletop role-playing game adaptation, developed by Green Ronin Publishing under license from Electronic Arts, allows players to explore Thedas using a d6-based Adventure Game Engine focused on narrative-driven choices and character backgrounds over complex mechanics.[85] The core rulebook, authored by Chris Pramas and released on June 20, 2010, includes rules for creating heroes from races like humans, elves, and dwarves, with classes such as warriors, rogues, and mages, and incorporates lore from the video games like the Blight and Fade spirits.[86] Supplements expanded the line, including Blood in Ferelden (2011) for regional adventures, The World of Thedas sourcebooks (2010–2013) compiling lore, and Lyrium Codex (2012) for magical arcana, totaling over a dozen products until the license concluded around 2019.[87] The system emphasizes group storytelling in a high-fantasy setting with moral ambiguity, receiving praise for accessibility to newcomers while critiqued for occasional balance issues in probability tables.[88]Gameplay Mechanics
Combat and Exploration Systems
The Dragon Age series features combat systems that evolved from tactical, pausable real-time mechanics to action-oriented gameplay, reflecting shifts in design priorities toward accessibility and console play. In Dragon Age: Origins (2009), combat employs a real-time with pause (RTWP) system where players control a party of up to four characters, issuing commands via an overhead tactical view to manage positioning, auto-attacks, and abilities limited by stamina or mana.[89] Tactics menus allow conditional AI behaviors, emphasizing strategy over reflexes, with enemies requiring deliberate crowd control and threat management.[90] Dragon Age II (2011) streamlined combat into faster, real-time action without mandatory pausing, focusing on direct character control and wave-based encounters in confined arenas. Players hold attack inputs for sustained damage, with rogues regenerating stamina per hit (1-2% baseline, adjusted post-patch 1.03 for balance), while mages and warriors rely on cooldown abilities rather than resource pools.[91] This shift prioritized fluid animations and combo chains but reduced tactical depth, as positioning mattered less in repetitive, enemy-spawning fights.[92] Dragon Age: Inquisition (2014) hybridizes action with tactical elements, allowing real-time control of one party member alongside AI companions, switchable via pause commands. Warriors generate "guard" to mitigate damage, enabling sustained frontline engagement, while environmental interactions and large enemy groups demand area-of-effect abilities for efficiency.[93] The tactical camera enables top-down pausing for party directives, bridging Origins' strategy with action pacing, though encounters often feature high enemy counts leading to prolonged battles.[89] Dragon Age: The Veilguard (2024) fully embraces action RPG combat in an over-the-shoulder view, emphasizing skill combos, buffs, debuffs, and customizable loadouts across classes like warriors focused on defense and close-range execution.[94] Features include dynamic enemy flagging for synergies and optional difficulty tweaks for invincibility, prioritizing combo execution over pausing, which some previews describe as the series' most engaging yet least tactical iteration.[95][96] Exploration mechanics progress from linear, dungeon-focused traversal in Origins and II, where players navigate hand-crafted interiors and city hubs with minimal backtracking, to expansive zones in Inquisition. These zones feature open-world elements like mount usage, resource gathering via search markers, and verticality in areas such as the Hinterlands, though repetitive combat interrupts flow during completionist play.[97] Veilguard employs interconnected hub regions with enhanced traversal tools, including grappling hooks and parkour, yielding denser rewards like loot and secrets compared to Inquisition's broader but less incentivized maps, without fully open-world sprawl.[98] This design supports narrative progression through gated areas unlocked via story beats, balancing discovery with directed pacing.[94]Narrative Choices and Role-Playing Elements
The Dragon Age series emphasizes player agency through branching narratives where decisions shape character relationships, faction alliances, and long-term world states, often with consequences manifesting in multiple endings or altered events. In Dragon Age: Origins (2009), choices such as sparing or executing key figures like Loghain Mac Tir during the Landsmeet trial directly affect the epilogue slides, party member availability, and the fate of regions like Orzammar or the Dalish elves, with over 100 distinct ending variations reported based on cumulative decisions.[99] These mechanics draw from BioWare's design philosophy of consequence-driven storytelling, where moral ambiguity—such as allying with werewolves or blood mages—forces trade-offs without clear "good" paths, influencing companion loyalty and recruitment.[100] Role-playing depth is established via character creation systems allowing customization of race (human, elf, dwarf), class (warrior, rogue, mage), and origin story, which unlocks unique dialogue options and quest perspectives; for instance, a City Elf origin alters interactions in Denerim due to backstory-specific prejudices.[101] Dialogue trees employ a tone-based wheel (e.g., diplomatic, aggressive, or witty), enabling role immersion without full voice acting for the protagonist, while skill trees in talents, spells, and specializations like Arcane Warrior permit hybrid builds that adapt to tactical combat scenarios. Companion interactions further enhance RPG elements, with approval mechanics tied to gifts, quests, and ideological alignments—such as Alistair's reaction to templar-mage decisions—affecting romances, betrayals (e.g., Loghain's potential recruitment), and combat bonuses.[102] Subsequent titles refine these systems with varying degrees of persistence. Dragon Age II (2011) constrains choices to a fixed protagonist, Hawke, in a single-city setting, but expands family dynamics and rivalry/friendship tracks that unlock unique abilities and plot divergences, like the Arishok duel outcomes altering Kirkwall's fate. Dragon Age: Inquisition (2014) imports select Origins and II decisions via a world state tool, influencing elements like the warden's status or Hawke's survival, while its approval system scales in five thresholds (warm, friendly, etc.), gating personal quests, romances, and war table operations; high approval with companions like Iron Bull yields tactical perks, such as Qunari alliances.[103][104] In Dragon Age: The Veilguard (2024), narrative choices focus on companion bonds and faction decisions, with three major Inquisition imports (romance, Inquisition disbandment, Solas pursuit) affecting prologue events and cosmetics, though broader prior-game consequences remain limited to avoid canon constraints.[105] Endgame assignments, such as ally deployments in the final gambit, yield branching epilogues based on success metrics, emphasizing leadership role-play over granular reactivity.[106] Character creation offers three classes with faction bonuses (e.g., Shadow Dragons for rogue stealth), skill combos, and customizable appearances, supporting reactive storytelling where decisions like allying with gods or evading Solas' ritual propagate to regional outcomes.[107] BioWare has indicated potential for expanded choice carryover in future entries to enhance series cohesion.[100]Technical and Multiplayer Experiments
Dragon Age II introduced several technical enhancements over its predecessor, including the use of tessellation on terrain surfaces to reduce jagged silhouette edges visible in DirectX 9 rendering, enabling smoother visual fidelity without compromising performance.[108] The game shifted toward more fluid real-time combat mechanics, blending pause-for-tactics elements with direct control inputs, which represented an experimental pivot from the isometric, strategy-heavy origins of Dragon Age: Origins to appeal to broader action-RPG audiences. This evolution prioritized responsive animations and improved character models, though it drew criticism for repetitive encounter designs that strained the engine's asset streaming.[109] Dragon Age: Inquisition marked a significant technical experiment with the adoption of DICE's Frostbite 3 engine, traditionally optimized for military shooters like Battlefield, adapted here for a vast open-world environment spanning multiple continents. This transition enabled dynamic weather systems, destructible elements, and large-scale battles with dozens of enemies, but introduced challenges such as frame rate instability on consoles and loading hitches during traversal. BioWare's implementation included a hybrid combat view toggling between third-person action and tactical overhead pause, testing the engine's scalability for RPG depth amid expansive procedural generation for side activities.[110] The series' most prominent multiplayer experiment occurred in Inquisition, introducing a four-player cooperative mode separate from the single-player campaign, where participants controlled customizable Agents of the Inquisition in linear, objective-based dungeons focused on combat waves, loot collection, and resource gathering to support the main story's war effort. Unlike the tactical single-player mode, multiplayer enforced real-time action without pause or overhead camera, emphasizing coordinated ability synergies among 12 unlockable classes divided into warrior, mage, and rogue archetypes. This mode supported drop-in/drop-out sessions and cross-play limitations by platform, but faced scalability issues like matchmaking queues and balance disparities between solo queuing and full parties. Reception highlighted its grindy progression for gear upgrades, contrasting BioWare's single-player heritage, with player retention bolstered by free DLC maps but ultimately waning post-launch.[111][112][113] Subsequent titles like Dragon Age: The Veilguard reverted to single-player focus, abandoning multiplayer after internal debates over live-service elements, which were prototyped but scrapped to preserve narrative integrity. Technically, Veilguard refined Frostbite for seamless level transitions in discrete hubs rather than open worlds, incorporating quality-of-life features like skill-flagging for combo prompts and transmog customization, alongside performance modes targeting 30fps fidelity or 60fps action on PS5 and Xbox Series X. PC optimizations emphasized ray-traced global illumination and high-fidelity textures, achieving stable frame rates with minimal aliasing, though early builds revealed turbulent iteration on combat fluidity and environmental interactivity. These experiments underscore BioWare's iterative tension between technical ambition and core RPG identity, often prioritizing visual spectacle over multiplayer persistence.[114][115][116]Development History
BioWare Origins and Initial Vision
BioWare was founded in February 1995 in Edmonton, Alberta, Canada, by physicians Ray Muzyka, Greg Zeschuk, and Augustine Yip, who had met while studying medicine at the University of Alberta.[117][118] Initially focused on medical software, the company pivoted to video games after developing a passion project, releasing its debut title Shattered Steel in 1996, which achieved commercial success and established BioWare's technical capabilities in 3D action gameplay.[119] This early momentum led to partnerships, including licensing the Infinity Engine to create Baldur's Gate in 1998, a critically acclaimed isometric RPG that emphasized branching narratives, companion-driven stories, and tactical real-time-with-pause combat, setting the template for BioWare's signature style of character-focused role-playing games.[119] By the early 2000s, following successes like Star Wars: Knights of the Old Republic (2003) and Jade Empire (2005), BioWare sought to develop an original fantasy RPG franchise unbound by licensed intellectual properties, initiating work on the project internally around 2002 with a prototype demo titled Chronicle.[24] The initial concept positioned Dragon Age: Origins as a "spiritual successor" to Baldur's Gate, aiming to recapture the depth of party-based RPGs for core fans while evolving the formula with a custom engine and a hand-crafted world called Thedas, inspired by pseudo-medieval European history rather than high-fantasy tropes.[120][24] Development proceeded with a small team amid resource constraints from overlapping projects, but the vision emphasized mature, morally ambiguous storytelling with player agency in origin-specific backstories and alliances.[24] The core vision, articulated by lead designer James Ohlen, was to deliver "our own Baldur’s Gate" tailored to next-generation hardware, prioritizing expansive, reactive narratives over linear action, with influences from George R.R. Martin's A Song of Ice and Fire to infuse dark heroic fantasy elements like political intrigue, betrayal, and subversion of fantasy stereotypes such as elves and dwarves.[121] Writers, under David Gaider, produced over 1.2 million words of dialogue to support companion reactivity and choice-consequence systems, while combat retained tactical depth with pause mechanics to differentiate from console action-RPG trends.[121] This approach reflected BioWare's foundational commitment to "story-driven" gameplay, honed since Baldur's Gate, though early drafts experimented with framing devices like historical tales before settling on the Grey Wardens as central protagonists in an immediate Blight crisis.[121] The project, publicly announced at E3 2004 as Dragon Age, was intended as a standalone epic of violence, passion, and survival, not initially a multi-game series.[24][122]EA Influence and Studio Restructuring
Electronic Arts acquired BioWare in October 2007 for approximately $860 million, with the deal closing in January 2008, integrating the studio into EA's structure while allowing initial creative autonomy for projects like Dragon Age: Origins, which released successfully in November 2009 under EA publishing.[123][124] This acquisition shifted BioWare from independent operations to EA's corporate oversight, emphasizing faster development cycles and sequel production to align with EA's fiscal goals, as evidenced by the rushed 18-month timeline for Dragon Age II in 2011, which former lead writer David Gaider attributed to EA-mandated pressures prioritizing revenue over iteration.[125] Post-Origins, EA's influence manifested in resource allocation favoring high-budget expansions and sequels, with Dragon Age: Inquisition (2014) succeeding commercially but straining BioWare through its massive scope, including Frostbite engine adoption pushed by EA for cross-studio efficiency, leading to reported development crunch.[126] After Inquisition's peak, EA redirected BioWare talent toward multiplayer experiments like Mass Effect: Andromeda (2017) and Anthem (2019), diverting Dragon Age sequels and contributing to key departures, including Gaider in 2016 and executive producer Mark Darrah's advisory exit in 2020, amid criticisms of EA's live-service mandates eroding RPG focus.[127] BioWare underwent repeated restructurings under EA, including the 2017 merger of its Montreal studio into EA Motive, consolidating operations to cut costs post-Andromeda underperformance. Layoffs intensified after Anthem's 2019 failure, with EA cutting 350 jobs across studios including BioWare in July 2019, followed by 2023 reductions of 50 BioWare staff, many from the Dragon Age team, as the studio refocused amid delays.[128] In January 2025, following Dragon Age: The Veilguard's release, EA restructured BioWare again, reassigning developers to other projects, laying off senior Dragon Age personnel like writers Trick Weekes and Karin Weekes, and halving the studio's size from over 200 to under 100 employees to prioritize Mass Effect development, reflecting EA's pivot to "agile" teams amid franchise underperformance.[129][130][131] These changes, driven by EA's emphasis on profitability metrics and live-service viability, repeatedly disrupted Dragon Age continuity, as noted by Darrah, who described early Veilguard development (codenamed "Morrison") being "jerked around" from single-player to multiplayer prototypes before reverting, exacerbating talent loss and development inefficiencies.[127][132]Game-Specific Challenges and Iterations
Development of Dragon Age: Origins spanned approximately six years, beginning with a small prototype titled Chronicle in 2002 before expanding into a full project under BioWare Edmonton.[24] The game was initially conceived as a standalone title rather than the start of a series, leading to numerous unresolved storylines and world-building elements that were later retrofitted or abandoned in sequels.[133] Electronic Arts' acquisition of BioWare occurred during the final third of production, introducing external pressures but allowing the team to retain core tactical role-playing mechanics, including pause-based combat and deep player choices, which became the franchise benchmark.[134] Dragon Age II faced severe constraints from a compressed one-to-two-year production cycle mandated by EA, shifting primary development to the less experienced BioWare Montreal studio with reduced resources.[135] [136] This rush resulted in repetitive quest structures, reused assets across Kirkwall's environments, technical glitches, and a truncated narrative focused on protagonist Hawke's linear story in a single city, diverging from Origins' expansive world map and origin-specific backstories.[39] Iterations emphasized real-time action combat over tactical pausing, introduced a fully voiced protagonist to streamline dialogue delivery, and prioritized companion reactivity to player decisions, though at the cost of broader customization and replayability.[137] For Dragon Age: Inquisition, BioWare grappled with adapting to EA's Frostbite engine, originally designed for first-person shooters like Battlefield, which proved technically demanding for RPG elements such as inventory management and save systems—features absent in early builds.[138] [139] The project fell behind schedule due to these unfamiliar tools, requiring extensive retraining and workarounds that strained the team.[140] Gameplay iterated toward hybrid action-tactical combat with improved class balance and party interplay, reducing mage dominance from prior titles, while incorporating open-world exploration in Thedas regions and a multiplayer mode for co-op arenas—elements absent in earlier entries.[28] [141] Dragon Age: The Veilguard, entering production in 2015, endured multiple reboots, including a late pivot from a live-service multiplayer focus to single-player after EA's strategic shift away from games-as-a-service mandates.[142] [143] These changes, compounded by staff turnover and delays, forced rushed targeting of broader audiences, leading to criticisms of diluted depth in favor of accessible action mechanics.[144] Iterations built on Inquisition's action orientation with real-time party control, enhanced companion AI, and dynamic world events, but further streamlined protagonist creation and emphasized cinematic storytelling over granular tactics.[145] The game's underperformance prompted BioWare layoffs in early 2025.[146]Reception and Performance
Critical Evaluations
Dragon Age: Origins garnered critical acclaim for its immersive narrative, complex character interactions, and emphasis on player-driven consequences, achieving a Metacritic aggregate score of 91 out of 100 for the PC version from 48 critic reviews following its November 3, 2009 release. Reviewers highlighted the game's tactical, pause-based combat as a return to roots inspired by classics like Baldur's Gate, praising its depth in party management and strategic positioning. Publications such as IGN awarded it a 9.3, commending the origin stories that personalized the protagonist's background and influenced alliances throughout the campaign. Dragon Age II, released on March 8, 2011, received mixed-to-positive reviews with a Metacritic score of 82 for PC from 39 reviews, lower than its predecessor due to criticisms of repetitive environments through asset reuse and a constrained seven-year timeline compressed into one city's storyline. Critics appreciated the streamlined real-time combat and Hawke's rags-to-riches arc, with GameSpot scoring it 8.0 for improved companion loyalty dynamics, but faulted the limited scope and lack of expansive world exploration compared to Origins. The shift toward more accessible action elements divided opinions, with some reviewers noting it sacrificed tactical depth for pacing.[43] Dragon Age: Inquisition, launched November 18, 2014, earned strong praise for its vast open-world structure and multiplayer integration, securing a Metacritic score of 89 for PC from 58 reviews and multiple Game of the Year awards, including from The Game Awards. Critics lauded the Inquisition's power mechanics, where player decisions shaped regional alliances and story branches, alongside refined combat blending action and tactics via a tactical camera mode. However, some, like Eurogamer scoring 9/10, critiqued the filler quests in expansive areas like the Hinterlands, arguing they diluted narrative focus despite strong voice acting from talents like Ali Hillis as Inquisitor.[53] Dragon Age: The Veilguard, released October 31, 2024, holds a Metacritic score of 84 across platforms from over 70 reviews, positioning it as a solid entry with commendations for fluid action combat, vibrant companion arcs, and expansive exploration in regions like Antiva and Rivain. IGN rated it 9/10 for its cinematic storytelling and character customization, emphasizing endearing allies with personal quests that integrate player choices. Detractors, including Polygon at 7/10, pointed to shallower lore ties to prior games and a perceived overemphasis on spectacle over consequence depth, amid BioWare's pivot to full action controls without pause-tactical options. Aggregate data shows 75% positive critic verdicts, though user scores diverged sharply due to organized negative campaigns flagged by Metacritic.[55][147][63] Across the series, critics consistently praised BioWare's commitment to branching narratives and moral ambiguity in Thedas' lore, from the Blight's existential threat to elven gods' revelations, influencing RPG benchmarks for reactivity. Declines in aggregate scores from Origins' peak reflect evolving priorities under EA oversight, including broader accessibility and live-service experiments, which some reviews attributed to diluted tactical purity in favor of mass appeal.[148]Fan and Community Feedback
Dragon Age: Origins received widespread acclaim from fans for its deep narrative, meaningful player choices, and companion-driven storytelling, often cited as the series' pinnacle with user scores reflecting strong approval, such as 9.1/10 on aggregate sites from player reviews emphasizing its role-playing depth.[149] Fans frequently highlight the game's origin stories, tactical combat, and immersive world-building as setting a high standard for BioWare RPGs, with retrospective analyses in 2024 affirming its enduring appeal despite dated graphics.[150] In contrast, Dragon Age II faced substantial backlash upon its 2011 release, with community criticism centering on repetitive environments, a constrained single-city setting, and perceived rushed development under EA's accelerated timeline, leading to user review aggregates lower than critics' and BioWare executives expressing surprise at the intensity of fan discontent.[151] Players attributed these issues to deviations from Origins' expansive scope, fostering a sense of betrayal among core audiences who favored strategic depth over streamlined action elements.[148] Dragon Age: Inquisition elicited mixed responses, praised for its epic scale and political intrigue but critiqued for diluting choice consequences in favor of open-world fetch quests and multiplayer integration that some felt undermined single-player focus, resulting in fan forums debating its identity as a worthy sequel.[152] While it earned Game of the Year honors, community sentiment often ranks it below Origins due to less impactful romances and companion arcs, though defenders argue its strengths in world exploration are underappreciated relative to contemporaries.[153] Dragon Age: The Veilguard, released in October 2024, amplified divisions, with Steam user reviews at 68% positive—mixed overall—and Metacritic user scores plummeting to 3.9/10 amid allegations of review bombing, contrasting sharply with an 84/100 critic aggregate.[154][55] Fans voiced frustration over action-oriented combat diverging from tactical roots, pronoun options in character creation perceived as prioritizing identity politics over lore fidelity, and narrative shifts like non-binary elves that some deemed performative rather than organic to Thedas' established cosmology.[62] This critic-fan disparity, with users citing shallow representation and reduced RPG agency, underscores broader community concerns about EA's influence eroding series authenticity, though subsets of players commend its visuals and accessibility.[155][156]Commercial Sales and Metrics
Dragon Age: Origins, released in November 2009, achieved strong initial commercial performance, selling over 3.2 million units worldwide by February 2010, as reported by Electronic Arts.[32] This figure represented triple platinum status and marked a solid debut for the series, driven by critical acclaim and strong sales across PC, PlayStation 3, and Xbox 360 platforms. Dragon Age II, launched in March 2011, sold over 2 million copies within two months, surpassing the initial sales pace of its predecessor according to industry tracking.[157] Despite mixed reception regarding its compressed development and reused assets, the game's performance met Electronic Arts' expectations for a sequel in the action-RPG genre. Dragon Age: Inquisition, released in November 2014, became the series' commercial high point, with lifetime sales exceeding 12 million units globally, as confirmed by former BioWare executive producer Mark Darrah.[4] This success, which significantly outperformed internal EA projections, was bolstered by its Game of the Year awards, expanded open-world elements, and availability on next-generation consoles, contributing substantially to the franchise's revenue.[157]| Game | Release Date | Reported Units Sold | Notes/Source |
|---|---|---|---|
| Dragon Age: Origins | Nov 2009 | 3.2 million (by Feb 2010) | Initial sales milestone; EA announcement[32] |
| Dragon Age II | Mar 2011 | Over 2 million (first 2 months) | Faster initial pace than Origins; industry data[157] |
| Dragon Age: Inquisition | Nov 2014 | Over 12 million (lifetime) | Exceeded EA expectations; Mark Darrah statement[4] |
| Dragon Age: The Veilguard | Oct 2024 | ~1.5 million players (first 2 months) | Sales below 3 million target by nearly 50%; includes subscriptions[158] |
