Similarly, genre clichés are wholeheartedly abandoned. Fights, while still viewed from above, don’t rely on the usual crit rolls and queued spells of your favourite RPGs. It’s as much about tactical use of the environment as it is about the size of your sword. Meanwhile, potions are simply excised from the game entirely, alongside healing spells. To get through a tricky fight, you’ll need to rely on your wits, not a backpack full of red bottles.
But take heart. This isn’t a game about unremitting bleakness. It’s meant to be a game in which doing good is a made worthwhile by the bad around you. BioWare lead writer David Gaider says “We’re not trying to tell a story about there being no right and wrong and how everything is grey. We do, however, want being good to be an achievable struggle. Even if all the world is against you, you will have love, and friends that stand by you.”
We’re going to miss the kobolds, those little scamps. But they’re being replaced by something new and exciting.