Boss Battles of Dragon Age 4: Imperium
OK ... this entry is going to be framed a little bit differently than its predecessors and is sort of intended as a rather rough overview of the way in which each of the Major Boss Battles "could" be approached within this game, along with providing minor character bios for each of the major Antagonists. Each entry will start by first introducing the character (or event) in question and then move on from their onto the architecture of the battles themselves. In a short way of saying it, I approached these bosses as an additional way to improve combat variety within the game. Aesthetically many of them will mirror each other in many ways, but at a technical standpoint I feel boss fights in RPGs should exist to spice up the monotony of the grind that comprises traditional RPG combat. As such (with the exception of the addition of the Dual PC mechanic) I've attempted to make use of as many of the mechanics exhibited by previous games as possible and augmented them as much as I could to work with the "new" mechanics. Also, sorry this part took so long ... writing up battle mechanics is not my cup of tea, but like with the previous section on Plot Essential Characters I felt a rundown of this subject would really help. It however will probably require an additional round of heavy editing (much like the rest of this fan-game).
- Note: This section does not pertain to standard Quest events like the "High Dragon Defense" of Quest 13, nor does it include side quest events and bosses. High Dragons are intended to be included in this concept game and there is enough room for anywhere from 6 to 12 of them, but they will not be discussed here as they hold no real importance to the main story.
Boss Battle 1: Saraath (Inquisitor PC)
In terms of personality, not much to say on this guy. His character is an exact duplicate of what it was in DA:I "Trespasser", which means there really isn't a lot to discuss. The Saraath was big, intimidating, and silent, with no substantial dialogue to speak of ... and that's what makes him honestly perfect for what is needed for a Prologue Tutorial Boss. Like with his personality the way he fights should be more or less the same as well, with the only major changes stemming from the slight movement revamp needed to facilitate players new ability to be able to move and auto-attack simultaneously (which is the bare minimum change needed to improve combat). Lowering the Saraath down to the appropriate level to oppose the dream Inquisitor PC he'll play out in a simple single phase boss fight which really exists to show off the game's battle mechanics, both new and old ... while simultaneously giving players a brief taste of higher level play.
- Story Boss: Prologue "On the Road to Tevinter"
Boss Battle 2: Archon Radonis (Tevinter PC)
While initially designing this game my hope was to give the Grand Leader of the Tevinter Imperium a little bit of well deserved time to show off his character. The readers of "Mage Killer"got a brief taste of who he is as a person, but the players of DA:4 should get to experience quite a bit more and in order to go about presenting him as an individual I'm relying heavily on the dual protagonist system of this game. Before his "untimely" death in Quest 5 the Inquisitor PC, due to their high society living conditions, will have numerous close encounters with the Archon, so much so that one would swear he was stalking the unfortunate PC. Radonis will make appearances in Quest 3 "A Gilded Collar" and Quest 4 "Crash Course Academia" either from afar, or in brief moments of hectic, direct contact, and should appear passively in side quests for both PCs so that the player gets a chance to perceive him as members of the multiple social classes of Tevinter do. As a side note, Magister Maevaris Tilani will make guaranteed appearances in both Quest 4 "Crash Course Academia" and Quest 6 "The Path to Solas" and may make minor appearances in later quests depending Player choices.
- Phase 1: Intended as more of an event boss than a straight up fight, with the battle being meant to be an example of just how powerful an apex mage can truly be ... along with showing just how weak our up-and-coming Mage Hunter currently is. It should be made apparent very early on during this bout with the Archon that even with Mage Hunting skills at the group's disposal if it were not for the poison coursing through the his veins the Tevinter PC's party wouldn't have had a chance in hell of taking this guy (even with Marius in tow). A group of 8, comprised of The Tevinter PC, their party, Marius, "Carta", and two additional "Preasumptors" (the player will only control their own party) will be sent for the assassination, yet a mage of Radonis' caliber does not go down easy. This boss battle will play out as a sort of war of attrition. Radonis' physical movements are slow, labored and hindered by moments of severe exhaustion, as he remains crippled by his forced condition. His magical Barrier is remarkably powerful however and is something a players will have to break through, but his actual health is very weak so once the Barrier is broken down he's fairly squishy. This battle will reward hit and run tactics, but severely punish sustained battles, due to Radonis throwing a large amount of massively powerful but slow spells. The two minor NPC Preasumptors will fall to the Archon's wrath before he finally expires.
- Story Boss: Quest 5 "Archon Assassination, Anarchy"
Boss Battle 3: Agent of the Wolf (Inquisitor PC)
Cocky and diligent, there is very little to say about the "Agent of Solas" or her character beyond her simply having met the Inquisitor PC during the events of DA:I "Trespasser". She will be the first enemy within the game to recognize the Inquisitor as the Inquisitor, rather than the part they play as they have met before, which makes her a very dangerous to the Inquisitor's plan. In all honesty, back when I was designing this project I actually never had any intention of giving the Inquisitor PC a boss fight during ACT 1. I felt that with the Inquisitor still being portrayed as recovering from their prosthetic and therefore being a "non" combatant within those early quests it would be a bit of a stretch to justify them battling against some superior opponent ... until I remembered about this Agent. What this boss fight is, and what this character is, is a startling reminder of how weak the Inquisitor has become. If the previous Boss showed the Tevinter PC's weakness due to their simple lack of experience, the Inquisitor's weakness stems from their now missing appendage ... and the repercussions incurred by its dangerous replacement. While she is no means weak by any stretch of the imagination, the "Agent of Solas'" skills pale in comparison to those the Inquisitor had just 10 months ago and the PC (and players) will be very much reminded of that fact before the battle is done.
- Phase 1: Unlike with the previous two boss battles the Agent of Solas does not do battle alone and will comes with a set of slightly weaker "doppelgangers" that assist her throughout the fight (3 in total). As a sort of reverse-mirror to the last battle it is the Inquisitor PC that is the one playing defensive, battling against a much healthier, more agile, group of combatants that plague an harass them at every turn. Like with their new combat style, the Inquisitor packs a serious punch, but their speed is far lower, not to mention they are by no means fully recovered and their prosthesis still hinders them heavily (though they are significantly improved since the beginning of ACT 1). The Agent of Solas and her entourage are glass cannons and battle like the rogues they are: High mobility, high damage, but low health. Nimble and avoiding prolonged conflicts it's the Boss this time that fights using hit and run tactics. Block their strikes with Barriers, slow them down with AOE's and lock them down with stuns and grapples for the win. It's a war of attrition, all the Inquisitor PC needs to do is be last one still standing at the end.
- Story Boss: Quest 6 "The Path to Solas"
Boss Battle 4: Magister Dorian Pavus (Tevinter PC)
In regards to his character Dorian has already been discussed pretty thoroughly within the previous Advisers section, so not much on him here outside of the fact that his relations with the Inquisition have made him pretty good in a crisis. Dorian is an additional Antagonist for the Tevinter PC during ACT 1, but he's not really a villain. He is an ideological rival to Calpernia and his methods run counter to those employed by the Tevinter PC, Calpernia, and their allies. The two groups ("Lucerni" and "Praesumptor") are simply getting in each other's way as a byproduct of their efforts to improve the country, hence the antagonism between two groups and therefore Dorian must be dealt with (though not necessarily with as much finality as with the Archon).
- Phase 1: The Tevinter PC encounters Magister Pavus during the final push through Upper Minrathous as he is attempting to rally the remaining Altus and Legionnaire forces now remaining scattered and disorganized by the slave uprising. Dorian is clever in everything he does and combat should be no exception and his boss fight should reflect that. He specializes in defensive battles with an emphasis on controlling the battlefield (like playing chess) with crowd control and Necromantic swarms. He's not even really trying to outright kill his opponents, merely trying to get the situation under control and suppress them, so fighting like this makes a lot of sense for him from a practical standpoint. Like all Mage bosses he will come with a standard Barrier that needs to be brought down periodically, but unlike with the Archon it will not be nearly as powerful and he'll make up for it with a reasonably sized health pool. The point this battle is stay in control of the battlefield by balancing out the players time with avoiding damaging spells, dealing with the occasional trapped party members, and clearing swarms of undead in a timely manner.
- Story Boss: Quest 7 "From Hell's Heart ..."