Dragon Age: Inquisition Respec Guide

This is a guide on how to respec in Dragon Age: Inquisition without having to reroll your character.

You can set this up from the start of the game. After the prologue, you go to Cassandra to discuss your first quest in the Haven. When you’re done, you get quests to meet the other members of the Inquisition. Among them is the Blacksmith, and you can meet him outside the main city.

When you’re done talking to the Blacksmith, you will see a golden standard in the smith. You will be able to buy and sell items here, and here you will find a gold amulet; The Tactician’s Renewal. You can buy the amulet at the price of either one gold or 345 gold. Bioware basically gave players a free trial to buy the amulet at one gold, but after you buy this one gold amulet, you’re stuck with 345 gold amulets afterwards. Choose your price and buy it.

Once you’ve decided you want to respect, go to the accessories screen. Equip the amulet on yourself or the companion you want to respec. The amulet will break immediately, and the character it was equipped on will reset their skills immediately, including start skills.

 

 


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UK : GTA V tient son record, Sonic au tapis

Comme prévu, l’arrivée de Grand Theft Auto V sur PS4 et Xbox One a aussitôt permis au jeu de Rockstar de dépasser les ventes totales de Call of Duty : Black Ops sur le territoire britannique. Cela signifie que GTA V est désormais le jeu vidéo le plus vendu de toute l’histoire sur le plus gros marché européen. Le titre de Rockstar réalise 58% des ventes sur PS4 pour sa semaine de lancement, et devance Far Cry 4 qui n’a toutefois pas à rougir : selon GfK, l’épisode tibétain effectue un meilleur démarrage que Far Cry 3, même si le premier nommé a bénéficié de quelques jours en plus (lancement mardi au lieu de vendredi). Dragon Age : Inquisition semble…
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Tales From the Borderlands video goes behind-the-scenes with Gearbox

Telltale is preparing to release their story-based look into the Borderlands universe with Tales From the Borderlands. Of course, this is a decidedly different take on what’s primarily been a first-person shooter, so how did Gearbox bring Telltale aboard for this adventure game spin?

A new behind-the-scenes video explains just that, speaking to various Gearbox developers about how the collaboration with Telltale came about, starting with Claptrap’s role in Telltale’s Poker Night 2. They also discuss how they’re mixing together Borderlands’ proponent for grabbing the biggest gun available with Telltale’s penchant for consequence-based dialogue and decision-making.

Check out the full video below and watch to the end to see Gearbox tease something about a certain character that appeared in the original trailer. Tales From the Borderlands is coming soon to PC, Mac, Xbox One, Xbox 360, PlayStation 4, PlayStation 3, iOS, and Android.

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iPhone 6 Vs Nexus 6: Feature For Feature Comparison

Still undecided on getting either an iPhone 6 or a Nexus 6? We assume you’re one of those consumers who isn’t a tryhard fan of either brand, or is at least willing to be open minded about this. This is a guide on deciding which phone to buy between the two.

We will not be telling you at the end of this to pick one phone over the other. Instead, we will rundown a comparison for both phones, feature for feature, and leave up the decision to you, based on what you personally want more from your phone.

In general, both premium range phones provide good performance and value for their price. As usual, the Android phone, in this case the Nexus, makes the iPhone look outdated in terms of specs, but Apple’s designers get more performance out of less, and retains its high reputation enough to justify the $ 100 gap to many consumers. Both are also big and wide phones, with visually stunning screens.

It should also be noted that this is the same iPhone 6 that was recently the subject of Bendgate. Some consumers found that their units were easily bent when they put them in their pockets. While it raises questions about Apple’s quality control, this was not a far reaching issue that affected most users. Statistically speaking, you shouldn’t run into the same problems if you decide to pick it, but you should know about it.

Processor

iPhone A8, 64bit, dual core, 1.4 GHz

Nexus Snapdragon 805, 32bit, quad core, 2.7 GHz

A direct comparison for each processor by specs isn’t really possible, but you can tell how it pays off performance wise.

RAM

iPhone 1GB RAM

Nexus 3GB RAM

Nexus gets a lot of use out of the 3GB RAM for multitasking, and can do so in a way that matches the iPhone’s smooth performance.

Software

iPhone iOS 8.1

Nexus Lollipop

Again, this is a situation where a direct comparison is potentially misleading, and is therefore not really tenable. Both phones will have the latest version of their software.

Dimensions

iPhone 158 x 78 x 7.1 mm

Nexus 160 x 83 x 10.1 mm

iPhone 172 g

Nexus 184 g

The iPhone is lighter and thinner, and the Nexus has a bigger surface to house a bigger screen, but these are very small differences between the two phones.

Building Materials

iPhone aluminum

Nexus, plastic with metal trim

iPhone’s building material of choice makes it seem like a better quality product, but the Nexus’ metal trim should make it seem more high quality than the average Android phone.

Colors

iPhone silver/gold/gray

Nexus blue/white

Screen Size

iPhone 5.5“ – 85 % of front screen

Nexus 5.96” – 100 % of front screen

As you can see, not only did Google make the Nexus slightly wider than the iPhone, but it made more use of that real estate to make a bigger screen.

Display

iPhone 1920 x 1080, 401 ppi, IPS

Nexus 2560 x 1440, 493 ppi, AMOLED

The iPhone’s screen can fill out the screen for 1080p video, and it performs well in terms of color range, contrast, viewing angles, etc, but the Nexus’ quad HD display creates undisputably sharper images, and of course, can display videos bigger, with its bigger screen.

As always, the AMOLED should give Nexus an edge over the iPhone, but Apple has designed around IPS so that the iPhone screen performs well in terms of contrast, color richness, etc. So on this end, they are actually about even.

Camera

iPhone 1.2MP front, 8MP rear, f/2.2

Nexus 2MP front, 13MP rear, f/2.0

Apple’s cameras are the guaranteed good performer here, but at least on paper, Nexus has slightly better specs for its cameras. Both will have optical image stabilization , dual LED flash, and HDR. The iPhone rear camera can do 240FPS slow motion capture at 720p, but can only record up to 1080p. The Nexus rear camera can record 4K 30FPS.

Storage

iPhone 16, 64, 128 GB

Nexus 32, 64 GB

Clearly, iPhone goes ahead with more options and higher maximum storage (at a significantly higher price) but sadly, both phones can’t be expanded via MicroSD.

Launch Price

iPhone $ 750

Nexus $ 650

Your experience when it comes to applying for either phone on your carrier of choice may vary.

Extra Features

Apple’s touch ID sensor is a definitive security edge over the Nexus, not only in that it controls access to the phone on its own, but it can also be used by 3rd party apps to raise app security. Similarly, thanks to the new Reachability feature that lets consumers use it one handed, the iPhone has the edge when it comes to usability.

The Nexus’ dual front facing speakers are the only sensible design choice when it comes to audio. It also comes with integrated wireless charging and allegedly has water resistance, although this hasn’t been tested. It also has amazing fast charging, that will give you hours of use from only fifteen minutes of charging.


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Aerannis Interview With Developer Ektomarch

This is an interview with ektomarch, developer of upcoming stealth action side scroller Aerannis. He is busy coding the game solo as we speak, but he did take some time to talk to us about his work. We do refer to his other games, which you can play if you go to his site. You can read our prior coverage of the game here and still fund the Kickstarter here.

1.     First off, please introduce yourself to our readers. What is your role in making Aerannis and what can you tell us about what you did before this? What prior experience do you have making games or otherwise working in the industry, if any?

Well, before starting Aerannis, I was in college and didn't have much time to work on games. My main project before this was Subbania, which was rather large for a first project. I think it was about 20000 lines of code and a few hundred sprites, so that was a good amount of work for a first game. I had to set it aside at times in order to focus on school work and other things, but I stuck with it and got it done. I guess the majority of my experience comes from working on that alone. 

 

My contribution to Aerannis is the art, programming, and co-writing.

2.     Why did you want to make Aerannis? Why does the game have the main character, theme, and storyline that it does?

I can't think of many 2D stealth games and I know of even fewer that offer fairly open worlds, so I thought it'd be cool to make one.

 

As for the story, we wanted to depict a future in which radicalism is the norm. It's a trend I see growing from all sides of the political spectrum.

 

I wanted to create a universe in which most citizens would see it as absolutely perfect, yet some group of people would still suffer. Their pleas for improvement or assistance would be ignored because they wouldn't be seen as proper citizens. I thought that an interesting group to use would be TERFs–trans-exclusionary radical feminists–and the player would be a trans woman. The most extreme ones associated with TERFs believe women need to break off from the rest of society and they'd live in peace and harmony forever without male influence. Some of them on tumblr and twitter found out about my game and they think it's the most vile thing imaginable. They went out of their way to attack it and claim that trans women are just men in disguise and oppressors of women. I was afraid we were at risk of sounding a little far-fetched with the plot, but it seems we were spot on. The whole plot of the game is about people within the society thinking men in disguise are the reason for society's flaws, and seeing people come out and respond that way to our game was honestly kind of funny.

3.     Is Ceyda a good person? She seems to have been placed under unusually severe circumstances, but the story description also implies she lacks the moral code even conventional antihero protagonists have. Does she, in fact, have a moral code, and if so, how does she justify using human shields to herself?

Hmm, this is a tough one. I guess the best way to describe it is that she starts out fairly detached from the world. Relatively hopeless and her only concern is getting a job done. As she becomes more aware of the happenings within the world, she starts to see that there is a way to change things and she becomes hopeful, and I suppose "good." Using human shields is a way of minimizing deaths. None of her missions target random civilians (and you can't kill civilians). They're all about taking down organizations that've knowingly been doing something very wrong in some way. Human shields let Ceyda pass through a crowded area without anyone attacking. The other option is getting shot at and shooting back.

4.     How does it feel to have the game get full funding, and be designated a Kickstarter Staff Pick?

It’s pretty neat.

5.     I noticed that your Kickstarter pitch does not mention the words DRM. Would you consider releasing the game DRM-free?

I'd never use DRM of any sort. DRM with any degree of effectiveness is invasive and would only discourage people from even considering a small indie game.

6.     I was very impressed with your prior body of work after checking it out from your website. You have dabbled in different development tools and genres with each game you made. Was this a conscious choice on your end, or just a consequence of random experimentation? What would you like to share to other developers about your experiences?

It's mostly a consequence of never really finding a tool I liked. Javascript was nice because it's technically cross platform, but making a game that runs exactly the same in all browsers is rather annoying and compatibility is broken eventually. Lua is the first thing I've truly enjoyed working with, but Löve does have some limitations, namely that it has no built-in support for 3D and I'm essentially bound to desktop apps. Things like Unity are in no way comfortable for me since they force the whole visual editor thing onto you. Working in code all day is my preference.

 

My advice is to find a language, framework, or engine that you like. Experiment with everything out there until you find something comfortable for you. If you don't, you'll spend most of your development time wrestling with your tools instead of making a game.

7.     MacroDepression in particular stands out for using the same themes as Depression Quest and Actual Sunlight. You also make mundane games like Panic Circle, but what draws you to make ambitious projects that use challenging themes?

MacroDepressionis kind of based on a good 15 months of my life. I wanted to show what depression is like for those who have it at its worst. Games like Depression Quest show what a depression is like for those who are capable of going about daily business, albeit somewhat detached from it; MacroDepression is what it's like for people who've completely withdrawn from the world and don't even know where to begin with trying to change, if it's even possible. I couldn't at all relate to Depression Quest and I know many others felt the same way, so I wanted to make a short game that they could relate to.

 

Sometimes I just make small games to experiment with a tool and see how comfortable I am with it. Panic Circle is one of those games. It took about a day of work and I realized one thing: it may be fast to work with, but I hate Unity.

 

I guess a reason why I am working on more ambitious projects is because I'm mostly just making the games I want to play. Quite a few people just play and criticize games. I sit down and think, "How could I make this better?" and set out to actually make something that improves upon what I'm playing.

8.     Finally, share one last message to fans and readers. What would you like fans to look forward to the most in Aerannis?

Fun. :) The story may sound a little heavy-handed to some, but it's a story of conspiracy and monsters first and foremost.


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