The Sonic Saber: “Dragon Age: Inquisition World and Character Specifics Revealed”


Just a short post today to highlight my latest article over at The Sonic Saber, this time a feature on the Dragon Age: Inquisition news revealed this week in the September issue of Game Informer.

Here’s an excerpt from my post:

The central plot mechanic seems to be a throwback to Dragon Age: Origins, where the player character traveled around Fereldan with the Grey Warden treaties, recruiting an army to end the Blight. In Dragon Age: Inquisition, the player will instead amass an army to solidify his or her own power. Developers have emphasized that each player can choose whether to side with or against the mages or Templars. As Inquisitor, the player has the option to use either diplomacy or violence to win over allies, similar to the Paragon and Renegade system in the Mass Effect titles.

While you’re at it, check out the Game Informer series of online features, “covering everything from combat to character creation.”

I for one think that this game is going to be one to remember—a true spiritual successor to Baldur’s Gate, and the sequel that Dragon Age II should have been but wasn’t. BioWare has done a commendable job of listening to feedback from gamers and striving to combine all the best elements from both Dragon Age: Origins and Dragon Age II. If all goes well, the end product should be an impressive open-world experience woven tightly together by a central storyline and a charismatic player character.

At least, that’s what envision for Dragon Age: Inquisition. We’ll need to wait (albeit impatiently) for the next year to find out if I’m right.


True Confessions of a Mediocre Writer: Things Can Only Get Better

I became a published writer at age 11, when I wrote a 250-word article for the local paper about a concert at my elementary school. I still have the check—the first ten bucks I ever made as a writer.

The article was not well-written by adult standards, and the editor misspelled my name in the byline, but damnit, I wrote something and I got paid for it.

Soon, I was writing everywhere, every day. I wrote on legal pads, in school binders, on my mother’s old desktop. I wrote literally hundreds of pages—the early sketchings of novels, “Lord of the Rings” fanfics, and cringe-worthy NaNoWriMo entries. The characters I brought to life were like old friends. I liked them better than the assholes I went to school with, at any rate, which is probably why I imagined them in the first place.

None of what I wrote was very good, but it didn’t matter. I had ideas in my head, and I wrote them down. I don’t remember it ever getting more philosophical than that. I didn’t know any better. I was unafraid.

A few years ago, that changed. The ideas weren’t there anymore. I didn’t stop writing, but what I wrote felt stiff and artificial, every word measured and every line of dialogue premeditated. I rethought and rewrote and reworked the first paragraph of a story fifty times, and the poor thing died still waiting for me to go on and finish telling it.

I’m afraid to write a 500-word blog post, which is why I haven’t posted here in over month. Shit, I can’t even send a two-line email without agonizing over the verbal cadence—the cadence of a fucking email.

Aside from the occasional freelance gig, I’m unemployed. I have all the time in the world to write, but I find excuses not to. Instead, I watch YouTube videos and read blogs and click on links to more YouTube videos and more blogs.

That’s how I came upon this article over at Medium.

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