When the BioWare audio team records sound for the different Mass Effect weapons, only the real thing will do. We took an M8 Avenger out into the field to grab some audio, and here are the results. Sorry, Cody.
At BioWare, we’re always looking for new ways to empower our players. Whether in person or online, we firmly believe in collecting feedback and working with our community to ensure we’re addressing issues important to both new and experienced players.
For Dragon Age: Inquisition, we’ve developed a faster and more compressed patch schedule than any prior BioWare game. However, due to the nature of the certification process, it can often still take weeks after developing a fix to release it on different platforms. Because of this, we continue to explore new ways to foster better communication between our players and developers.
Enter the Patch 5 beta program.
We want to open up our upcoming Patch 5 to a select group of PC players via signup in a closed, developer-like environment. This not only allows us to more quickly identify and respond to future issues, but gives our developers a great, new way to work directly with our players.
Patch 5 will be the biggest patch we’ve released to date, and it addresses a number of key concerns for our community.
As part of the beta, participants will have access to the Black Emporium, a mysterious underground shop run by an immortal proprietor. There, Inquisitors can find powerful artifacts and tools to aid their cause, purchase epic weapons, powerful accessories, new crafting materials and schematics, and even change their voice and facial appearance using the Mirror of Transformation.
In efforts to support different playstyles, we’ve also included an auto-attack key for single player. We’re also including the option to adjust the size of subtitles, and added a shader quality setting to the graphics options, giving players more versatility when running Inquisition.
In Skyhold, we’re adding party storage to the Undercroft—a new feature that many players asked for and we’re happy to finally add. And for those looking to spice up their look, we’ve added an item tinter that lets players use crafting materials to change the color of armor.
There are a number of other changes and improvements in the patch, and we’ll provide our beta community with a full list so they can better understand what’s going on in their game.
You’ll be able to sign up for the beta program through the Keep in the near future, so stay tuned for more information.
Please note that due to the nature of our patch infrastructure, the beta program is currently open to selected PC users only. Unfortunately we don’t have any information on this or other upcoming patches to our broader PC player community or other platforms at this time.
Thank you for your patience and we look forward to sharing these improvements with you in the near future.
Note: A previous version of this post incorrectly stated that rebinding mouse buttons would be available in the patch 5 beta. Unfortunately we were not able to get this feature into the beta, but are working on it for the future. We’re sorry for any confusion this may have caused
(Note: This article contains spoilers for the Iron Bull’s character arc up to his personal plot, but not including it. If you’ve already had drinks with the Bull’s Chargers, nothing in here should be spoiled for you.)
A couple years ago, BioWare did a BioWare Base panel on LGBTQ representation in our games at PAX. We heard concerns, praise, and a lot of heartfelt discussion about how we present characters from the LGBTQ community. One of the most repeated requests was for representation of transgender and/or genderqueer characters in a way that did not make them either a monster or a joke. When the panel was over, some of us kicked around ideas about what we could do.
Talking over drinks at the bar later, we hit two major challenges. First, any conversation about the subject had to come up naturally in-game. A minor character like a shopkeeper would have no reason to explain that she is trans, so either the conversation would never come up or it would come up because her voice was clearly masculine, at which point it would look like a joke to most players, no matter how we tried to write it. Second, the character had to serve a purpose beyond “being there to be a genderqueer person.” Every character in our game serves a purpose—reinforcing the theme of a plot, character, or area—and we do not have the budget for someone who is just there to tick off a box.
As we discussed ideas, the possibility came up of Iron Bull’s lieutenant being such a character. Bull needed a lieutenant. He’s a mercenary commander, and even if we didn’t have the memory budget to have his entire company around all the time, I needed to be able to remind players that Bull has a history of command. In addition, Bull’s loyalty is pulled between life under the Qun and a life of freedom, and I needed a character on each side who could represent that pull.
Cremisius “Krem” Aclassi met both challenges. His conversation could come up naturally, along with discussions of life as a mercenary, and he could serve a vital role in the story as a grounding force who would remind the player that Bull is more than just hired muscle. Krem’s status as a trans man, rather than being just tacked on, could emphasize Bull’s character by opening up discussions of Qunari gender roles.
Once we had decided what we wanted to do, we tackled the concept of Krem with other departments to figure out how to do it correctly. In doing so, we saw how much of our game’s engine was based on set gender assignments, from voice to face to animation set to localization plan for foreign languages. Every single department stepped up enthusiastically to make sure that Krem was created with respect. Colleen Perman gave Krem his fantastic face using the character art team’s head-morph system, John Epler nailed his animation and body language, Caroline Livingstone and Jennifer Hale found a great voice for a trans man in a world without access to transitional procedures, and Melanie Fleming made absolutely certain that Krem was gendered appropriately in all languages.
On the writing side, I wrote Krem as best I could, and the editing team looked at every line and cleaned up dialogue and paraphrases that could give the wrong impression. I then passed him to two friends in the GQ community… at which point they showed me where I was absolutely messing things up and gave me constructive feedback on how to improve. In the first draft, Bull was the one who brought up Krem’s binding as a friendly joke. My friends pointed out how incredibly hurtful such a callout was for many trans people in real life (“Hey, by the way, you’re actually a woman, just wanted to remind you!”) and that it made Bull into an incredibly offensive jerk. This was not at all what I wanted—people playing now will note that Bull and Krem give each other grief about little things all the time, but never attack truly sore spots—and I rewrote the scene so that Krem is the one who brings it up first. This makes it clear that Krem is comfortable discussing being trans, and the player will not be offending Krem by asking questions about it.
In the investigate hub where you can ask Krem about his past in Tevinter, the first draft had him deserting after fighting off someone who discovered his secret and tried to assault him. My friends noted that this played directly into the sad “attacked trans person” cliché, and while it was plausible, it was an ugly event that could well trigger trans people who have experienced harassment in real life. The goal was for Krem to be a positive character who was living his life happily now, and I revised his departure from Tevinter accordingly.
(Very few writers enjoy talking about things they messed up in their first drafts, and I am no exception. That said, I am hugely grateful to my friends for helping me avoid some obvious-in-retrospect mistakes. Their help was amazing, and any stuff that still bothers people is on me and me alone.)
We are all proud to have brought Krem to life in the game, and seeing people in the genderqueer community respond positively to him has been wonderful. We are also listening to feedback on how we can improve with characters in the future. (For example, some trans folks feel I wrote the player choices to be too clueless or uninformed, and wished for options to speak from more personal experience. I’ve heard the feedback, and I intend to do better next time.) It would be a lie to say that this was as easy as creating any other human character—it was uncharted territory for all of us on both the technical and the artistic side—but it was worth the extra effort. The world of Dragon Age has room for people of all backgrounds and identities, and it was a pleasure to show that in one more way.
Enter the iconic Ocean Way Studios in Nashville, where award-winning composer, Trevor Morris, works with strings, brass, and choir to bring the music of Dragon Age: Inquisition to life. Trevor shares his process, inspiration, and what it’s like to create a brand new voice for an established franchise.
Listen to the main theme for Dragon Age: Inquisition here.
This video was first shown to subscribers of the Dragon Age Newsletter. If you’d like to be the first to see tips, tricks, and behind the scenes material from Dragon Age: Inquisition, you can sign up here.
Happy N7 Day, everyone. Here’s a recap of everything that’s happened so far this week:
Watch our N7 Day developer roundtable with creative director Mac Walters, studio director for BioWare Montréal Yanick Roy, producer Mike Gamble, senior development director Chris Wynn, and producer Fabrice Condominas.
Read the bios of some of our team leads for the next Mass Effect.
We also have some amazing new items in the BioWare store, and are currently offering 25% off all tees and hoodies through til November 10th.
There’s a 19” Tali’Zorah statue by artist Gurjeet Singh.
The triumphant return of the N7 faux-leather jacket.
Limited edition art from Sam Spratt.
A limited edition N7 shooter jersey from Black Milk clothing.