Dragon Age: Origins Review

Had you followed Dragon Age: Origins during the last few months of its release, you’d have no idea that this is much more than just a game with an insatiable desire to cover itself in blood and sell itself with gratuitous sex.  I lost faith in the game months before release thanks to just how badly the game was marketed, but here we are with a game that’s easily the best RPG BioWare has made ever since they started to veer off from their roots with Jade Empire.  It’s smart, mature in its storytelling, and full of hard choices with real consequences.  If you’ve always disliked BioWare’s method of constructing a RPG, you’ll probably dislike this game too, but if you’re a fan, then my god, you have to play this game. 

"The amount of pure world BioWare has built is really impressive."

Origins starts off at a disadvantage.  After picking your origin and background, you’re thrown into a world that feels painfully generic.  Dwarves have beards, shoulder plates are generically massive, there are English accents everywhere, and everything looks like a shinier, more polished realization of the Sword Coast.  That generic feeling always remains, but if you delve into the lore and try to learn about the universe BioWare has built, there’s more to it.  Dwarves work in a rigid caste system, city elves are thrown into slavery and magic is more or less a mental illness that is skillfully controlled.  The amount of pure world BioWare has built is really impressive. 


Even with the above problem largely overcome with strong lore, the second disadvantage is the agonizingly generic fashion in which the narrative kicks off.  The Blight, a sign of intense Darkspawn movement, has the potential to overtake the continent of Ferelden and, quite possibly, *gasp*, the entire world.  So, you are chosen as a Grey Warden, a soldier trained specifically to ward off any Blight.  Early on and through a series of hasty actions and figurative and literal backstabs from dissenting members of man, only two Grey Wardens remain: you and your plucky but insecure companion, Alistair.  It’s up to you and the group of companions you gain throughout the game to build an army by resurrecting and securing old alliances from different races spread across.  It’s a road that’s been traveled before, to be sure, if you've played BioWare games in the past – everything is at stake, it is epic, it is grandiose, only a small ragtag team can save the world, there are four hubs that must be tackled before completing, there is a twist that involves your character – but it’s in the details where it reveals itself to be BioWare's best execution of the formula.  The game is very well written, as the writers found a way juxtapose grim seriousness with light-hearted bouts of humor.  It makes the adventure feel natural, as the fantastic dialogue between your companions builds a real sense of camaraderie.  As a whole, this is easily the best set of characters BioWare has crafted.  You could single out HK-47 from Knights of the Old Republic or Minsc from Baldur’s Gate II as some fine characters you can converse with, but with Morrigan’s sharp wit, Alistair’s surprisingly effective sarcasm, and Sten’s incredible terseness, there’s a broad range of archetypes that have been executed well to like and dislike for all the right reasons. 

"If you value choices and consequences above all else in a RPG, then you have to give Origins a look."

Even more impressive is how much your involvement matters.  BioWare’s recent games have prioritized linearity over flexibility in how you can shape the fate of the game’s world and people inhabiting it, but with Origins, the decisions you make in the extensive dialogue trees matter.  While, in the big picture, you’re still going to end up with an endgame scenario that has you squashing the Blight, all the different actions you take within four main quest areas can shape the state of those zones permanently.  The clash between the Dalish elves and the werewolves in the Brecilian Forest can end in numerous ways and branch off into different scenarios entirely depending on the choices you make.  The situation in the Castle Redcliffe has at least three different outcomes, giving you a lot of decisions to make.  Not all of it is straightforward, either; some decisions are morally ambiguous, such that no decision seems good.  With the total lack of a morality meter representing your moral stature, Origins really delivers on this front.  The choices you make can also affect how your companions feel about you, and if you go against the grain of their beliefs enough, they’ll abandon you outright or even resist your actions by taking you on in combat.  The shame here is that you can just as easily buy the affection of your friends by giving them gifts; it’s a little dumb but nothing to condemn as nothing more than a little dumb.  If you value choices and consequences above all else in a RPG, then you have to give Origins a look. 


If you’re more of a combat and numbers man, the game can definitely satisfy that itch, but it’s also the worst element compared to everything else in the game.  It feels limited initially with only three classes to choose from, but the classes have distinct skill trees, each one with its own play style, instead of a myriad of classes with only slight differentiations between them.  The systems in place make for a great combat model, and Origins’ combat ends up being a great compromise between the fast-paced nature of real-time RPGs and the methodical and more tactical options present in turn-based RPGs.  Many spells require little to no start-up, any actions can immediately be interrupted in the middle of an animation to either chug a potion or to be completely canceled, you can take cover behind objects, and spell combinations allow for quick and efficient kills. 

It’s a great, tactical system, but the game has way too much combat.  The Deep Roads, the Mage’s Tower, and pretty much all of the main quest areas are flooded with filler combat, making for slogs that last over an hour each.  It’s one thing to have to have too much combat, but it’s another thing when the encounters themselves start to lack any interesting tactical scenarios.  Cone of Cold combined with Overpower.  Leliana circles around taunted group to gain the huge backstab advantage.  Repeat for the next dozen encounters.  It never gets to the point that it gets unbearable, because even in these long strings of combat, I was still having a good time, just not a great time.  It’s a pacing issue that adds some unnecessary fat to the game.  Cutting out a few hours of combat would’ve done the game wonders, and it still would’ve been a 40+ hour game.  Really, Origins is a pretty long. 

Actually, Origins is a massive game; god knows it has taken years to build this game, and it shows.  Companion character models look great, while everyone else looks the same as everyone else.  Some of the outdoor areas lack creativity, making for some plain vistas and towns.  On the other hand, the indoor areas in the game look absolutely gorgeous.  Indoors, the game takes on a hand-drawn look with every texture rich with colors and little deviations from the main color palette.  Pan the camera back to the game’s isometric view and, I swear, some of it doesn’t look 3-D at all.  Simply stunning. 

The game’s audio is better.  Ambient sounds are convincing and add a lot of life to cities and towns, voice acting is generally great and some interesting choices, like not giving any of the elves anything but an American accent, go a long way in giving the Dragon Age universe that much more of an identity.  Inon Zur’s score works, but rarely is any of it memorable.  Battle tracks are bombastic and loud, while the quieter ones serve to enhance the atmosphere, but outside of a few that utilize some strong vocals, I can’t recall much of the game’s soundtrack.  It definitely does its job inside the game but doesn’t particularly excel at it.


A first play-through can range from anywhere between 25 to 50+ hours, depending on how many dialogue trees you exhaust, and how many sidequests you complete.  Trying out the different origin stories makes for a unique first few hours, but after you complete that, there’s very little that makes an appreciable difference in the long run.  Still, the good amount of choices and consequences alone makes a second playthrough definitely worth doing. 

"The existence of a big-budget, very traditional computer role-playing game (CRPG) alone makes Dragon Age: Origins a huge accomplishment."

The existence of a big-budget, very traditional computer role-playing game (CRPG) alone makes Dragon Age: Origins a huge accomplishment.  It’s the kind of game you just don’t expect in this day in age, as development costs are always rising and five-year development cycles are just financially irresponsible.  Yet, here we are, with a brand new franchise and game that goes back to what worked well back then – isometric combat, choices and consequences and skill checks – and proves that it still works just as well now.  Obsidian’s Neverwinter Nights 2 expansions and indie CRPGs have managed to keep the genre breathing, but Dragon Age: Origins essentially has jumpstarted it back to life.  I pray this is the beginning of even bigger things.

Guild Wars 2 FAQ’s

We were asked by the powers that be to remove the information about Ellen, so we are leaving the FAQ’s posting only.

For more information on the game, please read the FAQs below.

When is Guild Wars 2 going to be released?
When it’s finished. Guild Wars 2 is the largest project ArenaNet® has ever undertaken, and we want to make sure we take the time to do it right.

When are you going to release more information?

We will release more info about lore and races later this year. We will reveal more about gameplay early next year.
When will there be a beta?

Although we publicly beta-tested the original Guild Wars® while it was still in early development, with Guild Wars 2 we will commence beta testing closer to the game’s release. Guild Wars 2 is a very large and ambitious game, and Guild Wars players rightfully have very high expectations. We want players to be absolutely blown away by the game the first time they experience it.

What platforms will Guild Wars 2 be available on?

Guild Wars 2 is being developed for the PC.

Will there be a subscription fee for Guild Wars 2?

Nope. Like the original Guild Wars, there will be no subscription fee for Guild Wars 2. You just buy the game and play it online without paying a monthly fee.

Will Guild Wars 2 be an MMO?

Yes. Guild Wars 2 provides a massive, online persistent world..

How is Guild Wars 2 different from other MMOs?

While Guild Wars 2 adds a persistent-world experience, it retains the unique characteristics of the original game, including strong narrative, extensive instanced gameplay, anti-grind design philosophy, and strong support for competitive play.

Will Guild Wars 2 have non-human playable races?

Absolutely! In addition to humans, players will be able to create, customize, and play a variety of non-human races.
Charr – Ascalon’s conquerors, the charr are ferocious, warmongering creatures–the intractable foes of humanity. Now, as greater dangers threaten their conquests, charr legions and their war machines prepare for battle.
Norn – The norn are towering brawlers from the frigid northern lands who can shape-shift into mighty bestial forms. Driven from their homeland by a force beyond reckoning, the norn have regrouped among the dwarven ruins of the Shiverpeaks.

Asura – The asura, who once ruled the caverns and tunnels below Tyria, are an advanced race of small size and great intellect. Now that they have risen from below, the asura aim to rule the surface world with their powerful golems and ingenious plans.

Sylvari – Not much is known of the sylvari, save that they are a race of sentient plant-beings, newly blossomed into the world. The sylvari are the youngest of the races, bound together by a common dream and awesome power.
How will character progression work? Will you be raising the level cap?
Guild Wars 2 will have the kind of extensive character advancement appropriate to a persistent-world RPG. Our goal is to avoid forcing players into the grind-based gameplay that too often accompanies a high level cap.
Also, to allow players the freedom to play together even if their friends are at a much higher (or lower) level, we are planning to implement a strong sidekick system, similar to that used in City of Heroes™.

We’re applying this same philosophy to competitive play. Players will be able to engage in organized, balanced PvP (similar to GvG in the original Guild Wars) without first leveling up characters, finding equipment, and unlocking skills. While inside the organized PvP area, all characters will be the same power level and will have access to the same equipment..

Will Guild Wars 2 be solo-able?

Yes. You will be able to advance your character to the maximum level without ever joining a group if you so desire. Most content will be designed in a solo-friendly way, though often with mechanisms for scaling up in difficulty when more players are involved. This will give players the option to experience the game however they prefer.
At the same time, it is important for an MMO community to join together to overcome challenges. Guild Wars 2 will feature challenges that require players to join forces.

Can I play my original Guild Wars character in Guild Wars 2?

Guild Wars 2 is a whole new game with different professions and races, new technology, and expanded gameplay. It is not possible to directly use an original Guild Wars character.

However, your original Guild Wars character names will be reserved for your use in Guild Wars 2. The Hall of Monuments in Guild Wars 2 recognizes the accomplishments commemorated by your original Guild Wars characters and provides you with unique rewards to showcase those achievements.

When will we find out the specific benefits that the Hall of Monuments provides to Guild Wars 2 characters?
We will reveal exactly how the Hall of Monuments works when we’re closer to the launch of the game.
What are the system requirements for Guild Wars 2?

The system requirements haven’t been finalized, but just as with the original Guild Wars series, we’re committed to creating a beautiful game that will play great on mid-range gaming PCs.
It looks like the charr have guns in the Guild Wars 2 trailer. Will there be firearms in Guild Wars 2?

Since Guild Wars 2 takes place 250 years in the future from Guild Wars, we wanted to introduce new technology to Tyria. From the mystical tech of the asura to the industrial war machines of the charr, Guild Wars 2 unmistakably takes place in a different era than the original game, and the weaponry and machinery reflect that. Firearms will definitely be part of the equation — but with a unique twist.

The aquatic scenes in the preview video look really cool. Will players be able to explore underwater?

Absolutely! We want to make underwater exploration easy and exciting for players and eliminate some of the traditional limitations (i.e., drowning) to aquatic travel found in many games. The underwater zones open up exciting new possibilities and greatly expand the explorable areas in Guild Wars 2.

The Lovely Bones

Life is just beginning to blossom for Suzie Salmon (Saoirse Ronan) who has her first date with the boy she’s been dying to kiss, when she is unexpectedly murdered. Her mother can’t deal, her father becomes obsessed and her chain-smoking grandma becomes the most stable force in the family. But Suzie refuses to cross the border between heaven and earth with her killer still on the loose and distressingly interested in her younger sister.

“The Lovely Bones” is a prime example of a good film based on an acclaimed book that could have been great given thirty more minutes. The characters were engaging but less than ideally developed, case in point would be the mother whose sudden flee from her home only to appear picking oranges on a farm left the audience collectively confused.

Still the use of perspective and sound are undeniably captivating. From the graphically delightful and horrific imagery that is the world between heaven and our own to the use of color to establish the time period.

The heroine and villain are equally engrossing yet most of the film’s seasoned actors have performed better. The least developed characters were Suzie’s parents played by Mark Wahlberg and Rachael Weisz. But Susan Sarandon as Grandma Lynn left Wahlberg and Weisz in the dust creating a delightfully flawed character in her supporting role.

Both a drama and a thriller, there were moments during “The Lovely Bones” which captivated the entire theater making it a film that will provide great images for fans of the book. Yet while it will be a delight for those familiar with the book, the plot holes that “The Lovely Bones” leaves for the non-literary crowd are staggering.

In the end “The Lovely Bones” was a good enough film that attempted to stay true to the book but really could have been lovelier.


The Book of Eli

In a post apocalyptic future, a loan man travels the desolate roads on a solitary quest. The man known only as Eli (Denzel Washington), has been travelling west for decades on a mission of faith after receiving what he believes to be a mission of divine origin.

The solitary life of Eli is interrupted now and then by bandits that roam the lands causing death and mayhem to all those unfortunate enough to cross their path.

This often ends very badly for the bandits as Eli is highly skilled at defending himself with all manner of weapons, especially a very large knife.

It is his deadly skills that lands Eli on the radar of as local dictator named Carnegie (Gary Oldman), who desires to add Eli to his army as he plans to restore society under his rule. The town Eli finds himself in is the first in a planned series of towns that Carnegie plans to rule, and a man with the knowledge and skill of Eli is simply too good to let get away.
In an attempt to entice Eli into his service, Carnegie provides Eli with food, water, shelter, and women. When Eli is presented with the lovely Solara (Mila Kunis), he refuses to take advantage of her and instead leads her in a prayer before sharing his food with her.

This kind act touches Solara who recites the mysterious words of the prayer to her mother in an attempt to learn the meaning of what Eli was saying. Carnegie discovers what Eli has said, and learns of a book in Eli’s possession that he has been guarding for many years.

Carnegie is obsessed with obtaining the book as he sees this as the missing piece to his planned empire and will stop at nothing to obtain it.

What follows is a deadly game of cat and mouse as Carnegie and his minions are in hot pursuit of Eli and Solara as the future of humanity rests in the balance.

“The Book of Eli” is a winning mix of action and story that cleverly balances the two so that one side never overshadows the other.

The film is driven by the strong performances of Oldman and Washington as well as the simple yet strong message of faith and determination.

Both lead characters have a mystery to them that is never fully explored as the audience is given only what we need to know about each character for the purpose of the story.

The most surprising thing about the film was the strong and inspirational message it contained that may be too strong for some, but to me was not only inspiring but unexpected in a Hollywood film.

In the end, the strong cast, good action, and story makes this a film worth seeing and a pleasant surprise.
4 stars out of 5.

What will THEIR video games look like?

I finished Men of War: Red Tide a couple days ago and I just sent in the review. One thing I touched on in the review that I didn't expand upon but would like to is the fact that Red Tide appears to be commercially unviable – yes, there is a brand established and all that, but who is going to scan the shelf at Best Buy, pick up a game about Soviet marines in a marginal theater of the second world war and say 'I've gotta have this'? Nobody.

The thing wrong with the above scenario is that nobody at Best Buy needs to buy Red Tide for it to actually become commercially viable. There's a game-playing audience in Russia now, with its own critical establishment, its own prestigious development studios, its own professional standards and awards and the rest of it. If Red Tide bombed (and it probably will) in the West, nobody at 1C would have any reason to care. They can now (and have been able for several years) to make games that only Russians will care about.

Without getting stuck in essentialism we can say that this means that Russian games and Western games will diverge and explore first different content and then different forms, because Russians and Britons and Americans and the French all have different visual cultures, different ideas about literature, the role of art, and most everything else. This is a consequence not of any kind of empirical difference between American People (whoever they are) and Russian People (same), but of the separation historically between the two peoples which was partially geographical bad luck and partially conscious exclusion, blah blah. You can read all of this in books.

Getting back to games: Cryostasis, Red Tide, and even S.T.A.L.K.E.R. are all examples of the former, lesser type of divergence (content) – a western studio would be less likely to make a game about a Soviet nuclear sub, a bunch of Russian marines, or a Ukranian nuclear accident. But western studios have made survival horror games, tactical combat games, and first-person shooters which resemble those games named in form if not in content. In many ways these Russian developers aren't making something totally original so much as responding to games they've played before, when westerners had the run of things. What will happen when the Russians start making games that are as wildly different from ours in form as their poetry is?

I don't think the Russians even know yet. And perhaps the new art form, games, will be more homogeneous across cultures, because its development coincided with the arrival of the internet. It's important to not make too much of this – Russians get on the internet, as Americans do, and chat generally with people that speak their own language and share their own culture. But surely it means something that basically all media regardless of origin is at your fingertips now?

I know what it means for the present: having to wait for localization patches.

About Skewed and Reviewed

Skewed and Reviewed was founded by Gareth Von Kallenbach in 2001 and was one of the first sites to combine movie and gaming news, reviews, and information. The site has grown to a multi-media company which includes two sites, a quarterly magazine, a Skewedcast, and a web TV show as well as being the film and game site for the top rated BJ Shea Morning Experience and Geek Nation which originates from KISW FM and is syndicated world wide. Prior to founding Skewed and Reviewed, Gareth contributed to over 60 publications around the world as a regular reviewer/reporter and has work has appeared in publications including Moviehole, Aint it Cool News, PC Gamer, Cinescape magazine and many more.

The site and staff have grown, as the magazine can now be found at Barnes and Noble and travel and technology have also been incorporated into the coverage making it a one stop entertainment portal. Their second site, Skewednet is in open beta and is an aggregate combining the best of all entertainment news form top sources the world over.

Skewed and Reviewed has an office in Seattle, WA, and opened the new office in 2011 near Phoenix, AZ. The company also has regional reps in Souther California, Las Vegas, Florida, Europe, and the Northeast.

Gareth is a regular spaker at conventions and his panels draw standing room only audiences. Skewed and Reviewed also are active in charity work and do several fundraisers during the year for various causes as well as host contests for their readers, listeners, and viewers.

If you would like to know more about our services, to syndicate our content, or to request coverage, please contact Gareth at


We have main offices in the Seattle and Phoenix markets and staffers all over. We will be adding main staff bios as they come in. The staff creates their own bios so we let them have some fun and express their personalities to the max.


Gareth Von Kallenbach is a syndicated movie & game critic, writer, author and frequent radio guest. His work has appeared in over 60 publications worldwide and he is the creator of the rising entertainment site “Skewed and Reviewed” as well as Skewed and Reviewed: The Magazine. Gareth has worked in the video game industry and has written three books of reviews and interviews and is a well-received and in demand speaker on the convention circuit.

Gareth has appeared in movies including the video game based films “Postal” and “Far Cry” and voiced a character in the Postal 3 video game and is a regular guest on the top rated Seattle morning show BJ Shea’s Morning Experience and BJ Shea’s Geek Nation which is syndicated via KISW FM to a world wide audience.

Gareth and his wife returned to Phoenix in 2011 to open a second office for Skewed and Reviewed and in 2012 launched the beta version of his second Skewed and Reviewed site, Skewednet and will have a new project announced in 2013.
Genevieve Mc Bride is the co-editor of Skewed and Reviewed and does the editing for the site as well as writes articles, reviews, and handles the pictures and video for the site.
Phoenix Office
Bios Coming for Phedre Von Kallenbach
Ryan Guera, Justin Smith, Rebecca Fox, and other staff.
Tracey Barrientos
Tracey handles our Seattle office and aside from covering events and doing reviews, Tracey schedules our coverage and gets the reviews to me. She is a vital cog in the machine.

Tracey has been enamoured with all things Hollywood since she could remember. She has been doing acting extra work for a while and has been featured on local short film projects, feature film Extraordinary Measures and most recently IFC’s Portlandia. Tracey is totally a kid and quite the geek at heart. Hollywood seems to just run through her veins but as long as there are good movies to watch and write about, a good book to read or a fun video game to play than she is one happy camper!

Christopher Daniels


Christopher Daniels is quite possibly the most legendary movie reviewer of our time. His ability to craft thoughts into words, truly gives meaning to the term “word smith”.

Chris began his review career with Skewed-n-Reviewed in 2012 after hearing Gareth on BJ Shea’s Geek Nation. He continues this friendship with the cast and crew to this day, and considers them allies in the war of the geek which rages to this day in all forms of media. He is a staunch advocate for geeks being accepted by the general population, and is happy to articulate these points with a wink and a smile.

Chris isn’t your typical nerd. He has a love of the outdoors, ballroom dancing, martial arts, fine foods, wine, travel, swimming, with a myriad of other activities. But his heart rests in make-believe words such as: World of Warcraft, Pern, BattleStar Galactica, Harry Potter, Star Wars, Star Trek, Asheron’s Call, Sanctuary(Diablo), and many many more.

Mr. Daniels from a young age started down the path of geekdom with a collection of Marvel Cards, and a few comics.


Movies: The Saint, Stardust, LOTR, Seven, Orgasmo, Underworld, Star Wars, Airplane, Nightwatch(Daywatch), Queen of the Damned, Quills, Love Actually, Night at the Roxbury, and anything by Hyao Miazaki

TV: Star Trek, Animated Marvel/DC, Castle, Battlestar Galactica, Doctor Who, Farscape, Merlin, Warehouse 13, Alphas, Haven, Game of Thrones, Sanctuary, Firefly, and many more

Books: Harry Potter, Star Wars, Dragon Riders of Pern, Paulo Coelho, The 5 Love Languages, Wicked, The Game, and many more.

Games: Diablo 1-3, WoW, Asheron’s Call, Final Fantasy 1, 7 and Tactics,

Chris is happy to be on board with Skewed-N-Reviewed, and looks forward to what 2013 brings, and hopes that most of all, the first book of his novel series will be completed.

Bios pending for Neil Jordan, Joseph Saulnier, Amara Dumlao, and more.

Regional Staff

Ben Rueter


Ben has been contributing to Skewed n’ Reviewed for about two years now. He enjoys playing video games from Halo to Elite Beat Agents. Outside of writing for Skewed and cheering on the Green Bay Packers he is a reporter at The Daily Citizen in Beaver Dam Wisconsin.

Mark DeGuzman




Mark and his wife Laura handle events for us in Vegas ranging from convention to screeners. They are a huge help with events ranging from Cinemacon to CES and The Creation Star Trek Conventions to name but a a few.

Mark Deguzman started off his journey as a photographer/darkroom technician for his High School Yearbook back in 1993. Having the opportunity to capture his high school years and help put it all in a yearbook. This is where he learned how to work together with others on creating a yearbook that will be seen by many. Graduating from High School in 1995, Mark continued he’s studies as a Dark Room Technician and taking time at Clover Park Community College. A training that helped him is more detailed about his imagery in photography and development. Mark also took time to continue his schooling with Business Computer Training Institute. There, he learned, more on business automation, understanding to work with others in an office workplace and understanding the computer technology that are utilized in an office workplace.

Today, Mark tends to help out with Skewed and Reviewed as a reporter and help maintain their second website, Skewednet, as it’s still in the works. Most of all, Mark tends help cover conventions and report to Skewed and Reviewed by taking pictures, giving them his thoughts and reviews. He also taking some time catching advanced movie screeners to get a feel on how to judge a movie and be a movie critic.
Liz Putney


Liz handles our coverage in Portland and Seattle especially conventions and other fandom happenings.
Liz was originally born in Japan, but is now based in Portland, Oregon. She loves going to conventions! She is a huge Doctor Who and anime fan. She also enjoys movies (especially horror), comic books, photography, zombies, Star Wars… the list goes on and on.

Bios pending for Daniel Ballard, Elvin, Ryan, Barnetty, Don, Jennifer, Joseph, and more.


In today’s world, storage and data security are key concerns for many companies and individuals. Far too often people are forced to choose between bulky servers or portable USB drives which force users to choose between portability and storage space.
Thankfully Patriot has come up with a practical and affordable solution that offers both flexibility and functionality in the same package with the Corza. The Corza is a sturdy but easily portable unit which offers storage trough internal storage bays and removable data storage cartridges (Which are not included with the Corza).
This is ideal should you be working on a project which is too large for a USB drive as you can remove a memory cartridge and transfer it to another PC with a Corza or you can simply bring your entire unit with you and transfer data anytime you need it. The hassle of burning discs, and losing flash drives and discs is replaced with the Corza as it is very easy to use and a practical solution.
The unit offers great value for home offices as being able to store pictures, video, documents, and other data can be handled very easily and frees up valuable space on your PC. This ideal and safe solution is also great for backing up your websites, address book, and other data that would be lost due to a hard drive crash or other system/hardware failure.
In the end, thanks to the strong design and ease of use as well as the affordable price, the Corza is a versatile and valuable way to manage your data.