The Inquisitor/Character creation
* Voice Actors are Jon Curry (American M), Sumalee Montano (American F), Harry Hadden-Patton (British M), and Alix Wilton Regan (British F)
* Character creation happens before the opening cutscenes, like in Origins
* Mounts do not increase inventory size, though Laidlaw considers the idea ‘interesting’
* The Inquisitor can take part in the Grand Game of the Orlesian nobility
* The Human Inquisitor’s Trevelyan family is unrelated to the Amell, Hawke, or Cousland bloodlines
* The Inquisitor can take prisoners of war and sentence them
* The Inquisitor cannot have chest hair
* There are options to give the Inquisitor scars in character creation
* Conflicting information about freckles; Mike Laidlaw confirms, Mark Darrah denies
* The Inquisitor will be treated as a ‘holy figure’ by certain NPCs
* Every race of Inquisitor has a concrete background, but will begin the game in the same place
* The Inquisitor’s race will have a constant effect throught the game
* The Dwarf Inquisitor is a surface dwarf
* The Inquisitor may have central heterochromia, but not complete heterochromia; the color of both inner and outer iris can be changed in character generation, but having both eyes be different was crashing the UI
* Non-mage Human Inquisitor is a noble
Basic character background information can be found here. which is useful to contextualize the following information if you so desire. Moderate to severe spoilers. The intro blurbs are fairly benign, but each character has an in-depth interview with the writer that gives away quite a bit.
Romances
* Cassandra and Cullen are straight
* Josephine is bi
* There is a bi male Companion, implied to be Iron Bull or Blackwall
* Some Companions have ‘other things to do’ besides being romanced- presumeably Vivienne
* The majority of romanes are not race-gated
* The jar of bees is unromanceable
* There are eight romances, two of whom are racegated for story reasons
* One of these romances is neither a Companion nor an Advisor
Companions and Advisors
* There is less chance to interact with Advisors, as they do not travel with the Inquisitor
* Iron Bull enjoys “bedroom Olympics”
* Solas spends a lot of time thinking about the Fade
* Josephine has a “cool” accent
* There are no specific ‘recruit this Companion’ quests; Companions show up during the plot ‘in the strangest places’
* There will be prompts to join in on party banter. If these prompts are ignored, the conversation will continue without input from the Inquisitor
* In the E3 demo, Sera was “not having a good day” when the demon threw her aside
* Companions may leave the Inquisitor based on choices, but Advisors will never leave
* Some Companions and Advisors can be hugged
* Solas has a Welsh accent, like Merrill
* The Inquisitor may be able to twirl Dorian’s mustache
* Josephine is being written by Sylvia Feketekuty (Liara T’soni in Mass Effect)
NPCs
* Some NPCs from old games will return- Flemeth is confirmed as one of them
* Gideon Emery ‘may’ be showing up again (presumeably as Fenris)
* Alistair has been confirmed to be Fiona’s son; it is currently unknown if Fiona will appear
* NPCs will be more racially varied in skintone; Frostbite “handles skintone better” than the Eclipse engine
* Zevran will -not- be making an appearance
* In default-canon, Anders was killed by Hawke
Equipment
* NO CAPES
* Mages are able to wear proper armor with the correct crafting materials
* Qunari (Iron Bull and Qunquisitor) do not wear helmets, but have another kind of gear in their place
* Basil is a crafting agent
* Equipment crafting is based off Templates rather than strict recipes. This allows a piece of gear to be crafted mostly independently from either it's physical appearence or stats. Meaning if you like how a piece of gear looks, you can use its "Template" with better materials to create an approximation at the appropriate level of power.
* Armor is Class restricted, except for custom forged equipment. Meaning if you want a Mage in plate mail, you have to assemble your own armor.
Specializations
* Specializations are to be earned, rather than freely given or unlocked
* Knight-Enchanter is designed to encourage mage Inqusitors into melee combat. It is desicrbed as “less tanky” than Arcane Warrior
* Necromancy is not as reviled as blood magic’ it is more of a ‘grey area’. In Nevarra, it is considered a sacred magic to be treated with respect
General Gameplay
* It is possible for the demons to win the war
* The game does not end when you finish the main story, much like an Elder Scrolls title. New Game Plus has been discussed but there are currently no concrete plans.
* Unlike Mass Effect 3, there are no ‘war assets’ to be earned or missed opportunities if the player does not have enough.
* Many abilities and spells will be returning from previous games, and they will be accompanied by newer ones
* Control over Fade Rifts can provide “intereting combat abilities”
* There will be both moments where choices the Inquisitor makes are very black and white- ie, Option A or Option B- and moments where major choices can have multiple outcomes depending on previous player actions
* Skyhold Keep is “highly customizeable”; there are options to rebuild parts of it and perform crafting and research’
* Skyhold Keep has “a ton” of people, including Advisors, Companions, and NPCs
* Information about the Dragon Age Keep savefile system should be released around August or September
* Warriors can bash down obstacles, while Mages can repair things
Combat
*Combat settings will range from easy to nightmare, as in previous Dragon Age games, but there is not (yet, at least) a story mode.
*You can only have up to one specialization in DA:I, unlike previous Dragon Age games.
* Weapons are still restricted by class.
* All rogues can use bows — there is no “archer” specialization.
* No mabari in combat.
* You’ll be able to quick travel to any Inquisition camps you’ve established in your current region, which allows you to rest and recover health.
* There’s plenty returning abilities and spells from previous DA games, but a ton of new ones, too.
* "Having control over fade rifts may provide some interesting possibilities in combat”.
* Cross-class combos are back.
* "Knight Enchanters were designed to let mages get up close and personal and the abilities in that tree encourage you to do so, including the ability to be effective at melee ranges. They’re different from Arcane Warriors, though. Less tanky."
* Positioning, traps, and other preparatory manoeuvres are all available and even a good idea against some of the more difficult fights.
* You can jump, but there won’t be complex climbing dynamics.
* There is no weaponless combat, as in the DAO-style punching.
* If you get into a fight with friendly, non-companion NPCs around, they will typically come and help out (presuming they’re warriors).
* Certain specializations will affect moments in the story.
Misc.
* No pysical Deluxe Edition for Europe. The items in Deluxe Edition will be offered as paid DLC instead.
* Tarot Cards from Inquisitor’s Edition may or may not be offered separately due to unforseen high demand
* The Inquisition will not be visiting Kal-Sharok