When I saw that Dragon
Age: Inquisition had some DLC up for sale, I was skeptical at first. I've been burned before by Bioware's
DLC. Dragon
Age and Dragon Age 2 both
featured exhaustive DLC packages that emerged long after their titles dropped
and I finished trolling through them, packages that asked me to replay games
I'd long since finished. Mass Effect 3 did the same, but
bracketed it with some steep pricing, considering the amount of gameplay
provided: "From Ashes" featured a single new mission, clocking in at
maybe an hour or two, at most, and a new character, who the game was actually
built around the absence of, at a price point of $10 (relatively reasonable for
by Bioware's standards). That was the
easiest of Bioware's DLCs to purchase for ME3:
the others were couched behind pay-gates, and would have still required me to
play through the entire game again in order to experience new or expanded
content. I'd not only be spending money,
I'd be essentially queuing up a new chore, forcing myself to replay a game I'd
finished if I wanted to experience new or expanded content.
So when I say it took me a while to come around to buying "Jaws
of Hakkon" DLC for DAI, I hope you understand that when I finally did do
so, it was less the product of a long form marketing campaign and more an act
of faith in a team that had already done so many things right. Bioware has dropped the ball, at least for
me, a number of times over the course of the Dragon Age franchise, but DAI
was an unqualified victory, a return to form, to Bioware's heyday of
exhausting, wonderfully immersive RPGs with lots of moving parts, most of which
worked, some of which failed spectacularly, all of which pushed narrative
forward towards some kind of iterative story.
I did my best to suspend expectations, but I was intrigued
on two fronts: how did Bioware plan to justify the cost of their expansion, and
how did they plan to integrate it into a game that I had already
completed? DAI took me months to finish, and I had no desire to start a new playthrough
for the sake of DLC as finals began to ramp up at work. A big part of why I bought "Jaws of
Hakkon" was because the expansion could actually be played after the game
proper had been completed, something Bioware had done previously with some of Dragon Age: Origins content. But unlike DAO's endgame content, which was packaged through EA's
then-emergent third party vendor system and essentially presented new
narratives after the fact, DAI's DLC
presented itself through existent game frameworks: after finishing DAI's central plot, the Inquisition's
various inquisitorial duties remained, and you, as the Inquisitor, were imbued
with authority to pursue those aims. The
DLC formed itself as one of those aims, as another area, another
"module," to use a tabletop term, that you could engage with.
And therein lies the strength of DAI's DLC model: by making a unit of DLC that effectively works as
a new area, Bioware actually alloyed most of my misgivings by letting me know
what I'd be engaging with, in a real sense.
Unlike previous Dragon Age
expansions, which either added iterative side-quests contained in the course of
the game-proper (in Dragon Age 2) or added
new sub-game types to the game after the main story is finished (in Dragon Age: Origin), DAI's DLC added new areas for me to
explore that, more or less, followed the same pattern as all of the other areas
I'd previously explored. There was
little to no guess work to be had as I made my purchase: I understood the price
of what I was buying, and I understood what I'd be getting. I was spending $15 for a new area, not unlike
The Exalted Plains or The Fallow Mire.
What's more, I understood what this meant in the context of Dragon Age: Inquisition. And this is where things get brilliant.
See, Dragon Age:
Inquisition's non-essential areas, the areas that don't need to be
exhaustively explored to propel the main story forward, all serve two central
purposes. They give players access to
new equipment and, at times, special abilities, and they give players access to
new aspects of story, lore, or history that would otherwise go unseen. The first purpose is pretty well traversed
territory for most RPGs: if you do side-quests, you get cool new gear. It's a concept as old as RPG play
itself. Investigate that kid's dead
brother, and you'll get a cool new sword that prevents your ranger from getting
snared by spiders. Help the town guard
out, and you'll get a new breastplate to commemorate your friendship and stop
arrows from piercing your heart. It's
the latter purpose that DAI explores
to its fullest extent.
Because while any sort of exploration recontextualizes or
expands existing storytelling tropes within any given game's context, DAI's gameplay focuses heavily on
expanding the character's (and by extension the player's) understanding of the
world around them and its history. Each
optional area, each "gameplay module," essentially constitutes a new
chapter in that history and, just as often, in the lives of the characters
exploring said area. One area might
explore Dwarven history, and bringing Varric along while you check that area
out might provide you with new and exciting insight into just what it meant to
be a surface dwarf way way back in the day.
Another area might explore the history of the Dalish in exile, and their
relationship with the Fade in ancient times.
Bring Solas with you while you scope those areas out and you might get a
few new tidbits of information out of him, and maybe some brownie-points while
you're at it. Given how much of DAI's central plot involves developing a
more thorough understanding of the history of the world of Thedas, and how
fundamentally that history is reshaped by your explorations, which literally
reach back millennia at times, at one point tracing all the way back to the
First Blight, these new chunks of story actually represent a pretty significant
incentive for some players. DAI's story is rich, and its attempt to
build a new concept of what it means to inhabit a world is revolutionary. I've haven't seen a game work so hard to earn
my narrative respect, or do so much with it once they have it, since the first Bioshock.
And that's where the real strength of "Jaws of
Hakkon" lies. Not in its gameplay,
which is more or less exactly the same as all the other gameplay you've seen to
date. "Hakkon" is an exercise
in repetition on that front, just like all of DAI's other side-quest areas.
No, "Hakkon's" real selling point is that it explores a
culture largely marginalized and maligned in previous Dragon Age games, a
culture that is actually integral to the history of Thedas and its peoples, a
culture with a rich understanding of the forces that DAI's story orients itself around so centrally: the Avvar. A weird collective of barbarians, vaguely
reminiscent of the Nords, with a good amount of Celt mixed in there for
measure, the Avvar have served as Stormtrooper-style enemy cannon-fodder in
previous Dragon Age games, and act as
a faction of minor antagonists in some other sections of DAI. They get some minor
face time, and serve up some great visual jokes after you first arrive at
Skyhold. It isn't until
"Hakkon" that their cultural topography begins to come into focus
and, through that cultural topography, an understanding of the Fade begins to
present itself as well.
See, the Avvar are barbarians. But they're barbarians with a highly
enlightened stance on magic. The Avvar
fundamentally understand the nature of the Fade, and treat it as another aspect
of the natural world around them, in a way that confirms much of what Solas
says throughout DAI. But unlike Solas' moderately deceptive and
cagey revelations on the Fade, the Avvar, in their discussion of the mutability
and communicability of Fade spirits, are consistently forthright: the spirits
of the Fade are there to help and, in the event that things go especially
wrong, they need to be put down. This
permissive attitude speaks to a number of underlying themes revealed in DAI's central plot, reflects back on a
number of existing revelations and expanded my understanding of the cosmology
of Thedas considerably. The story I got
out of this particular module of DAI
was well worth the money spent, even before I finished the central plot. My only regret, spoiler alert, was that I
couldn't bring Solas with me while I explored this area. His departure at the end of the game, and the
revelation that accompanies it, had already occurred and, as such, he wasn't
available, but it would be interesting to see just what one of the oldest and
most venerated (and feared) Fade spirits would have to say about a culture
attenuated to dealing with beings like him on a daily basis.
And that's the driving force behind my engagement with
"Hakkon." That's what actually
makes me excited about any other DLC that DAI
throws my way. If they make all their
DLC packages cute little iterative story expansions, in the tradition of Fallout: New Vegas and Fallout 3, I am thoroughly on board for
the ride. DAI's narrative is already
head and shoulders above the other entries in the series, and its slow-burning
world expansion reminds me of the best qualities of other old-school RPGs. Between Pillars
of Eternity and "Hakkon," I'm up to my ear-holes in story, and I
could not be happier.
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