Month: February 2010 (page 3 of 6)

Game Review: Dragon Age: Origins

Courtesy BioWare
All that blood means this game is totally dark and edgy. Totally.

I’ve ragged a bit on the length of Dragon Age: Origins as well as the infamous memory leak that completely devoured at least an entire day of my life. But how did I feel about the game overall? How does its writing compare to Mass Effect or even its spiritual ancestor, Baldur’s Gate? Read on, and find out.

Dragon Age is a fantasy setting based in the world of Thedas. Origins introduces us to this world through the nation of Ferelden, which is facing the threat of invasion by twisted creatures known as darkspawn. The only force with the knowledge and experience capable of ending this threat, before it becomes a full-blown contagion of violence and destruction called a Blight, is the elite order of the Gray Wardens. It is this order your character will be invited to join after you get to know the race and/or class you select at the opening of the game.

Stuff I Didn’t Like

Courtesy BioWare
“A little club soda will get those blood spatters out of your dress, sir.”

  • The game’s intent of being a ‘dark’ fantasy is apparently the reason even the briefest of melee encounters will see you and the members of your party spattered in blood. It’s as if Jackson Pollock runs from one member to the other armed with a brush dipped in red paint, giggling with childlike glee. Having this happen in the wake of a bloody close-up kill would work a lot better than having these people constantly covered in gore. It actually becomes kind of hilarious if you try to talk one of your party members after a fight. They will casually talk with you and even joke, without bothering to even wipe the blood out of their eyes. I know it’s foolish to expect complete realism in a fantasy setting, but this always struck me as a bit off.
  • There’s a lot of loading that happens in this game, at least in the PC version. Especially when playing for longer than an hour or two, due to the aforementioned memory leak. I started seeing the slowly spinning tribal-influenced loading graphic in my sleep.
  • The Codex of the game is very dry. I’ve started to get used to sparing glances at posted information or an overheard conversation dumping a ream of text into my journal, but in Mass Effect there was some narration on the major entries that helped convey some interesting and world-building information. Now, while Dragon Age’s Codex isn’t essential as most of the background and world-building happens in the course of conversation with others, but the fact remains that the full text presented in-game can be difficult to sift through. Browsing a wiki for the information outside of the game is more informative and interesting.
  • Quests in fantasy games can often feel a little contrived. Stationary NPCs, especially those who are reputed to be powerful or fearsome, often give tasks to the players that they could easily accomplish themselves if not for some plot-imposed restriction. And in the course of your travels, it’s easy to begin to lose sight of your motivation as you try to hurdle one obstacle after another in what should be a straightforward affair. The two biggest culprits in this area are the tower of the Circle of Magi, and the Deep Roads extending from the dwarven city of Orzammar. Unlike the optional side quests posted on various boards around Ferelden, these areas contain sequences that require you to move from one map to another in what I assume was an attempt to give the game scope but really just felt like they were trying to make a long game even longer. Now, as I said I’ve already had a gripe about the game’s length, but having finished the game it did feel like a sweeping epic which is something I’ll discuss more in a bit. But the Deep Roads in particular just felt overly tedious. When I finally reached Caridin at the end of the Roads, I half expected the big guy to take me through an exchange that’d go something like this:
  • Courtesy BioWare

    “YOU WILL GO TO THE WAYOVERTHERE MOUNTAINS, TO THE VERY PEAK OF MOUNT NOOBDEATH, AND BRING ME THE TEN HAMMERS OF AWESOMENESS TO PROPERLY DISPOSE OF THE ANVIL OF THE VOID.”
    “Is the anvil bolted down?”
    “…WHAT DOES THAT HAVE TO DO WITH ANYTHING?”
    “Well, if isn’t bolted to the stone, why don’t we all pick it up and heave the thing into the molten lava flowing below us? Hell, even if it is bolted down, I’m a mage, Oghren’s a mighty beer-drinking dwarf, Alistair’s pretty badass when he stops whining and snarking, and both you and Shale are immortal super-strong golems. Why don’t we eliminate the bolts, THEN hurl it into the lava? That’d do the job nicely, right?”
    “…YOUR SOLUTION IS NOT EPIC ENOUGH.”
    “But it just makes more sense to use what we’ve got here than to wander all the way out and up into the mountains…”
    “EPIC SOLUTIONS DO NOT MEAN LOGICAL SOLUTIONS. GET ON WITH THE QUESTING.”
    “…”
    “THERE’S EPIC GEAR IN IT FOR YOU.”
    “Fine, whatever.”

  • Speaking of Shale, it boggles my mind that one of the best characters in the game is only available via DLC. Shale is interesting, useful, deep and absolutely hysterical, but if you didn’t get the right retail copy or don’t have the $15 necessary to download her, you’re shit outta luck, friend.

Stuff I Liked

Courtesy BioWare
This view is why the PC version works very well for me.

  • Regarding the game’s length, while some of the sequences did feel a bit long in the tooth, the overall arc of the game is like that of Lord of the Rings or Chronicles of Narnia, in that we have a sojourn across a foreign land in the name of an epic quest. Seeing the story through to the end, while a frustrating slog at times, is very satisfying. It was like the first time I finally finished all three Lord of the Rings novels. I didn’t really care about Tom Bombadil’s hat or how green the grass is in the Shire, but it was pretty damn awesome to see how everything resolved in the end.
  • There’s a lot of replay value here. Beyond the different origin stories, there are a lot of choices to make with a given character both in terms of dialog and specialization. No two playthroughs are guaranteed to be the same. In fact, I’ve thought of going back to an earlier save of my mage and tweaking his build just a bit, to make him more of a magic knight and less of an armored healer. Hell, I could change his build entirely and just nuke everything in sight.
  • The politics and religions of Thedas in general and Ferelden in particular feel three-dimensional. The main NPCs you’ll encounter in your travels also come across as more than cardboard cut-outs, despite their somewhat stiff uncanny valley appearance.

Stuff I Loved

Courtesy BioWare
Oghren: “You as sick of runnin’ hither an’ yon for these lazy sodding rutters as I am?”

  • The speaking characters in your party, while requiring some of BioWare’s trademark micromanagement, are a diverse and well-realized bunch. Shale, as I’ve mentioned, is a stand-out character, and Oghren the dwarf had me rolling pretty much any time he spoke. I mentioned Alistair’s penchant for being whiny and snarky, but for the most part it’s more endearing than annoying. I even found myself warming up to Sten, the extremely stoic Qunari warrior. Another reason I want to play through this game again is to further explore some of the stories behind the party members I didn’t hang out with as often. Your mileage may vary, of course. However, the only reason I imagine someone might not like the character of the Dog is if they just plain hate dogs. Otherwise, I would be very surprised if you played this game and didn’t find yourself wanting a mabari war hound of your own.
  • It would be easy for this game, billed as a dark fantasy and covered in blood, to focus entirely on combat as a means to resolve all its situations. But there’s diplomacy, puzzle-solving and even some politicing involved as well. Allowing the game’s storylines to expand beyond the combat engine makes it feel less like a straight hack and slash affair and more like an honest-to-whomever role playing game. Solid writing that compliments the action instead of existing solely for the purpose of shepherding us from one combat encounter to the next makes the game more interesting, immersive and fun. Dragon Age: Origins definitely delivers on that score.
  • There’s a definite feeling that your actions (or inaction in some cases) have long-reaching ramifications in this world. From party members deserting you over a given choice to whole parties of pilgrims getting wiped out in the epilogue because you skipped something, Dragon Age: Origins reminds you that Thedas is much bigger than the microcosm of you and your party. The world is built in this way to such a degree that the Codex feels even more superfluous. Thedas is a rich, deep and rewarding world to explore, and I found myself wanting to spend more time there, darkspawn and ogres notwithstanding.

Bottom Line: If you have any interest in a high fantasy role-playing game that evokes the likes of Baldur’s Gate or Neverwinter Nights, Dragon Age: Origins is worth the investment of both time and money. Fans of straight-forward hack’n’slashers might be better off buying Torchlight or saving up for the upcoming Diablo III. I plan on playing this plenty in the weeks and months to come, which means that for me, Dragon Age: Origins is a great success.

Missing the Mako

Jaysus Begorrah, there are a lot of Mass Effect 2 reviews out there. I suppose sooner or later I’ll post one of my own, once I’m able to play the damn thing, but going with my revamped “one at a time” policy, I need to finish Dragon Age and BioShock 2 first. Which hopefully means I’ll be able to get past the final final Archdemon boss despite having been a bit helter-skelter in my Arcane Warrior build. But I digress. We’re not here to talk about fantasies today, at least not the ones in a specific Tolkienesque setting – we’re here to get our space exploration on.

Mako

If you’ve played Mass Effect 2, you probably no longer look upon this vehicle with the usual quantity of rage reserved for its sections in the first game. I almost want to review the Mako as if it were a car on Top Gear:

The Mako has a fantastic range of armaments, able to turn a regiment of the Queen’s own armored warriors into a fine red mist in a matter of seconds. But if you actually want to close distance with your intended target, you’re in for a shock. Normally when driving an APC, you can expect a stiff, metal-cast suspension built to handle abuse. But the Mako’s suspension is apparently made from poured concrete, meaning it has a turning radius greater than some of the planets you’re about to explore.

The Mako’s not an entire loss, but it’s not exactly a joy to drive, either. However, BioWare seems to think that the Mako was an entire loss, and so gave us something new in Mass Effect 2.

Scanning

I still haven’t played the game myself, but having seen this part of it, I can see why it is one of the most universally loathed aspects of not just this game, but any game produced in recent memory. Some of the complaints about the Mako sections of the first game were their length and tedium. Scanning in the sequel takes just as long and, from what I understand, is just as tedious. Another Mako complaint is, obviously, it’s handling. So if scanning is meant to be an improvement over the Mako, the controls should handle smoothly and be a delightful diversion from ducking for cover like we’re playing Gears of War, right? Sorry, that’s not the case here. The reticle moves slowly over the surface of a world when you’re scanning, and unless you want to risk missing a particularly rich pocket of Element Zero, you need to drag it across every square mile of the planet’s surface.

Now one thing the scanning mini-game does well is convey the feeling that one is in space. And I don’t mean it hearkens to Star Trek or Battlestar Galactica. No, it hearkens more to 2001: A Space Odyssey or video recordings of NASA operations. That is to say that it’s lengthy, quiet, procedural and really rather dull. When I sit down to play this game, I’m going to have my iPod handy, and once the Normandy establishes orbit around an unexplored world, I’m going to turn on some music that’ll keep me awake while I’m scanning.

Something like this, for example.

Proof: Let Me Show You Some

Courtesy FatFreeVegan.com

The old saying “the proof is in the pudding” is actually a shortened version of the original axiom, telling us that “the proof of the pudding is in the eating.” As this isn’t a blog about food but rather about storytelling in various forms – the creation of something from nothing as all storytelling is, and thus a form of alchemy when applying my broad interpretation – the parallel of that old saying is that the proof of the story is in the reception. There’s a reason that the ‘acid test’ for storytelling in a written form is called ‘proofreading’ after all.

You may be wondering, if you’re some sort of author, how much proofreading you should do or have done, and how often it should happen. Let’s take a look at two extremes just to see where they have merit.

Proofreading During Writing: The Abby Method

Miss Abby Scuito

Abby Scuito’s a consummate multi-tasker. At any given time in her lab, any number of tests are running simultaneously to help Gibbs and the rest of the NCIS team track down the criminal of the week. All of her work, from bitching out her spectrometer to teasing Gibbs about the time it takes to run fingerprint analysis, contributes towards the overall solution of the case.

Proofreading is an integral part of the writing process, and an author should have no problems getting bits and pieces of their work out to proofreaders as they write. The author can do a little proofreading themselves, making editorial and content changes in previously completed sections of their work, but the best way to ensure that the writing’s on the right track is to have other people read it. Authors are artists and it’s entirely possible for one to be too close to a work to see a glaring flaw. Better to polish out the rough spots early on as the work is progressing than going back later to try and fix things up, right?

Proofreading After Writing: The Drill Sgt.Method

Gunny Hartmann

Wrong, that fine gentleman would say. He’s all about focus. Gunny Hartmann will teach you by the numbers, one after another, to make sure you put on your warwriting face when you sit down to write.

Going back to proofread while writing is detrimental to writing your draft. How can you continue to move forward if you’re constantly looking back? Doesn’t make a whole lot of sense, does it? The best way to write a complete draft of your work is actually to complete it, then worry about getting the proofreading done. Hopefully you’ll have done yourself a favor and put down your plot points and other notes on paper to help guide your writing so you can spare yourself precious time and brainpower that should be spent writing new material instead of going back and rewriting old stuff. Write the draft first, start to finish, and then go back over it to smooth out the rough patches.

Something Completely Different

In actuality, most writers will end up doing a bit of both of the above. The temptation can be very great to have someone look over your work and tell you if it stinks or not. However, most of these opinions will be colored by individual taste, and a lot of the impetus for you distributing your work to other people can be chalked up to self-confidence. There are two things to keep in mind when making the decision to forge ahead or go back in the name of proofreading, neither of which deal directly with either extreme of the process.

Firstly, if you managed to get started at all, that’s a huge step. There are a lot of creative people in the world who never find the courage, time or true inspiration to embark upon a project. Keep that in mind, and remember that whether you decide to keep writing or to stop and get some feedback, it’s part of a process you’ve had the chutzpah to begin.

Secondly, you need to do your proofreading sooner or later. You don’t want to go to an agent or editor with a manuscript that’s a mess. It isn’t their job to clean up the little bits and rough patches in your story – it’s yours. You can do it on your own or you can call in reinforcements, but either way, do it before you even think of approaching a professional “knife-person.”

So ends my general thoughts on proofreading. As far as The Project is concerned, I have some minor doubts about what I’ve written so far, but I know how I can be and I feel that if I go back now to proof or edit what has already been put down, I might not stop, to the point of going back into the Plot Bible to rewrite things there. Since I don’t want that to happen, as it’d be nice to finish another novel manuscript in my lifetime, for now my choice will be to forge ahead.

One At A Time

Courtesy BioWare

I hate Dragon Age: Origins right now.

There’s apparently a memory leak in the PC version of the game that causes load times to last longer and longer the more you play it. If you play for, say, an hour, you might not notice. But in my fervor to finish my first play-through I spent the bulk of my time this past weekend playing it, and the bulk of that time was spent looking at the spinning “loading…” graphic at the bottom of a parchment-colored screen stained with blood. I finally stopped and turned to other games in the middle of the evening yesterday, occupying myself instead with a little BioShock 2 and starting a game of Mass Effect 2.

But if I’m honest, I’m apprehensive. I want to finish Dragon Age for a variety of reasons, including posting a review here and over at the Escapist. The biggest one is something Chuck talked about this morning. Like writing projects, it’s probably best to focus on one game at a time. Of course it doesn’t help that I’m also trying to keep up with folks in Star Trek Online but that is somewhat beside my point.

I didn’t post a continuation of my Farraday fiction project because in comparison to The Project, it isn’t that important. I should probably make time to write some articles to pitch to the Escapist, but I feel that as much as I might get paid for them, it’s still taking writing time away from the aforementioned Big P. And if you look up at the little column-spanning block towards the top of this webspace, the first thing listed there is ‘aspiring novelist.’ I feel that, when I’m not distracting myself with games, carving out a little time to post here so you all don’t lose interest in me, or doing real-life things like taking my wife places or doing laundry or herding cats, I should be focused on that first and foremost.

Granted, things are still in progress with Polymancer Studios, there are a couple other things I’m waiting to hear about and I do adore everybody at the Escapist and working with them. But the fact remains that my dream has been to get a novel out to someone who can put it into print, and wandering past a bookstore to see something with my name on the cover displayed at the front of the store for people to purchase, take home and enjoy.

I’ve also dreamed of travelling to space and driving an Aston Martin, but like writing projects and games, I should take my dreams one at a time.

We Don’t Need No Multi-Player

Courtesy Take 2

The same night I picked up Mass Effect 2 for my wife, I also picked up BioShock 2. I’m a big fan of the first game, for a variety of reasons I covered in my review. I’ve put in a few hours already and am eager to play through more of it, but there’s an aspect of the game that strikes me as somewhat perplexing.

I don’t mind the notion of playing through scenarios set in the tumultuous civil war of Rapture that broke out on New Year’s in 1959. On the contrary, I think it’d be fascinating to see Rapture when it had more rational people in it than spliced-up foamy-mouth quasi-zombie Splicers. However, since this setting is being used for multi-player, it’s unlikely much time would be spent looking at Rapture since if you get distracted you’re likely to wind up face up on the ground with some kid from Albuquerque teabagging you while the respawn timer counts down. I still might try it out, but the inclusion of multiplayer into a shooter that was strictly single player up until now just strikes me as odd.

I know the BioShock games are powered by the Unreal engine and it’s developed for multi-player environments, and I have no objection to multi-player in and of itself. I used to play Counter Strike on a regular basis, and every once in a while I blow the dust off of Team Fortress 2 to make sure my skills haven’t atrophied entirely. But the multi-player of BioShock 2, at least on a concept level, feels a little tacked on. I’m not entirely sold on the idea, and I’d rather get back to playing through the story.

I think that if you want to really capitalize on a multi-player environment with an established single-player franchise, the best move is likely to spend the time and resources developing a separate game that focuses entirely on that experience rather than tacking it onto a single-player game. I mean, Mass Effect doesn’t have any arena or deathmatch play, but then again, if BioWare were to develop a multi-player environment for that universe, I’d pray to the gaming gods that it would be less like a multi-player shooter and more like an MMO.

Seriously. Think about it. A Mass Effect MMO.

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