Month: March 2011 (page 1 of 5)

Sequelitis

Courtesy BioWare
“No. I’m not taking another step until Justice lets Anders out to play.”

There are some marketing decisions I’ll never understand.

Fast food chains showing a split-second of something from a moderately-trending YouTube clip. Ads and reviewers pretending that adding a third visual dimension to one-dimensional stories or characters is worth the investment. Concealing lack of content with blatant sex appeal or gratuitous trendiness. New Coke.

And the notion that a sequel must – must – be indicated with a number.

I think this is more an issue with video games than other media. The second Dream Park novel wasn’t called Dream Park 2, it’s The Barsoom Project. Batman Begins was followed by The Dark Knight. Yet on PCs and consoles, long is the list of new games followed by lackluster sequels indicated only by larger numbers on the end. Some of them fail for simply not being good games. But others, I think, take more flak than they should simply because somebody in marketing decided that “2” was a better descriptor of the game’s content than any sort of subtitle.

You know where I’m going with this, right? Of course you do.

In the grand tradition of my Dragon Age: Origins experience, I’m ruminating upon a fantasy RPG with depth and complexity before stumbling into an actual review. Unlike Origins, however, which was lauded nearly universally, Dragon Age 2 is approaching levels of hate I didn’t think possible for a BioWare game. If this were Pixar, this latest game would be the studio’s Cars.

I’m not blinded by fanboy wank, though. I can see the flaws. Copy-pasted caverns. An overwhelming number of sidequests with even more generic, interchangeable foes between them. Cumbersome menus likely meant to be easily navigated with thumb sticks. A first act plot motivated more by destitute desperation and blatant greed than anything altruistic, let alone heroic. Anders… Andraste’s knicker-weasels, poor Anders. There’s more, I’m sure, and I’ll cover them all in my review.

But how bad are they, really? So far, in my opinion, none of them break the game. It holds up due to interesting characters with vibrant relationships in the setting of a very personal, gradually-building story. I’m not sure what it’s building to, at this point, but I’m interested in finding out, and I personally like the fact that it’s not necessarily building up to the go-to video game goal of “Kill The Final Boss To Win At Life”. The things Hawke does, even if some of them are just to get him and his mom out of a shithole apartment, feel like they matter outside of XP or monetary gain. Different, in this case, is not necessarily bad. Again, this might change when I cross that finish line.

I think that a lot of the bile being spewed by gamers, like so many Boomers dousing survivors in Left 4 Dead because they’re making loud noises, is due to the title. Dragon Age 2, to most, indicates a continuation of Dragon Age: Origins in terms of story scope (epic, large-scale, overarching quest goal), player projection – an unvoiced character is easier for the player to use as a self-insertion fantasy persona – and nostalgia factor. I mean, come on, if Origins were trying any harder to be a Baldur’s Gate game it’d be called “Baldur’s Gate: Ferelden Edition” or maybe “Baldur’s Gate III” if EA had anything to say about it.

Instead, there’s this guy or girl named Hawke instead of a character the player builds from the ground up. There’s only one city, and it doesn’t matter how well-realized or lively that city itself is if players are expecting multiple unique locations to serve as quest hubs. The relationships and characters remain, but between the voiced player character and things like Anders, there’s plenty to tell the player this is not what they were expecting.

And when unexpected change happens in the world of gamers? Gamers get mad.

Fantasy gamers especially, it seems. Walk into a gaming store and talk about how the 4th edition of Dungeons & Dragons isn’t that bad. Just be prepared for massive backlash.

Again, I’m not saying some of the negativity isn’t justified. Expect more expansion upon the drawbacks of Dragon Age: The City of Chains (see? Doesn’t that sound cooler than some dumb old number?) in a future post. But, for the record, I don’t care much about the change in scope, perspective or anything like that. I’m all for games trying to do something different than their predecessors. My concern is regarding the story, the gameplay in and of itself, the overall experience and the little things that make the game stand out. It remains to be seen if Dragon Age: The Champion’s Legacy can overcome this odd strain of sequelitis that has people treating it like a leper. It’s possible I can scrape that number off and find a half-decent game waiting for me in the end equation, or perhaps the marketing boys pushed it out the door to cover up how crappy some of the dev team’s decisions turned out to be. Either way, if it weren’t called Dragon Age 2, it might not be taking such a severe beating. At least the Essentials line of Dungeons & Dragons can sit next to Hawke and hand him an icepack.

Book Review: Dream Park

Writers need to read almost as much as they need to write. It’s how we discover things we want to do, avoid, improve upon and revisit. It also pays to re-read things we’ve previously read, as life experiences and evolving styles might give us new appreciation for something half-remembered or cast an old favorite in a new light. This, then, is why I grabbed a Kindle copy of Larry Niven and Steven Barnes’ Dream Park.

Summed up in one sentence: it’s a murder mystery that takes place during a LARP which uses a holodeck.

I’m not even joking.

Courtesy Niven & Barnes

Dream Park is the name of perhaps the largest entertainment compound in 2051, a place where holograms blend with real set pieces and highly complex computer mainframes to create full-immersion interactive experiences. The premiere events are the Games, where people assume the roles of heroes catapulted into dangerous, other-worldly situations at the whim of Game Masters who manipulate the complex mechanics of Dream Park the way a D&D Dungeon Master manipulates tiles, miniatures and statistics. The biggest and most ambitious Game yet, the South Seas Treasure Game, is about to begin. Games yield tons of potential revenue beyond the registration of the players due to film, book and other entertainment rights; they’re also the perfect place for a murder to flee. There’s been a death among the Dream Park staff, and the head of security, Alex Griffin, isn’t going to stop at anything to track him or her down… even if it means joining the South Seas Treasure Game itself.

Long before LARPs, computer gaming or even reality entertainment were established as means of escapism, Niven and Barnes gave us an idea of what those sorts of diversions might be like. On top of this foundation is laid the notion of the Game, based in some very quirky mythology with plenty of basis in fact which gives the fantasy within the fantasy added weight. But this wasn’t good enough for the storytellers. A further injection of mystery, a case of double identity and the nature of escapism itself is introduced. Less authors might have found these disparate ideas tripping over one another to be the hallmark of the work, but the elements are blended so carefully that the narrative becomes much like the fictional Park: it’s hard to tell where one part of the narrative ends and another begins. We’re right in the middle of things from start to finish.

Part thriller, part sci-fi romp and part historical fantasy action/adventure seems like an ambitious combination, but what makes Dream Park work isn’t the layers of genre setting, it’s the characters. With depth, dialog and realistic emotion, Niven and Barnes give us a diverse and thoroughly three-dimensional cast. Some that seem stereotypical will surprise in their hidden aspects. It’s these beats, just as much as the monsters and mythology, that keep the reader turning pages.

From the novice in awe of the Park’s complexity to Griffin’s struggle not to become lost in the Game’s immersion, the characters bridge the gap between the more fantastical aspects of the story and our capacity to care about the people involved. It’s a well-paced, well-meaning yarn that’s completely satisfying. It’s not a perfect book, as some of the characters feel rather stock and the depth of some of the central cast make the “redshirts” seem a bit obvious. Still, in terms of works not afraid to blur the lines between genres, you could definitely do worse.

Requiem for the Masquerade

 

Courtesy Highmoon 

Has it really been 20 years?

Obviously it has, since the 20th Anniversary Edition of Vampire: the Masquerade is coming. I’m definitely interested, for a variety of reasons, not the least of which the time I spent playing that game both on the table and in live action. This pending milestone, plus my current re-read of Niven & Barnes’ Dream Park, has me thinking back on those times I donned a suit for a purpose other than a job interview.

Masquerade was a fun and engrossing game world, but it wasn’t without its flaws. A diverse set of clans for power specialization and fluff flavors coupled with an intriguing take on old vampire legends made it appealing right out of the box. The premise of it being based on ‘personal horror’ was fascinating as well, to me: what does this change, these powers, mean on a personal level? How hard will you fight against these new instincts, this new society, to hold on to the person you were? How far will you go to make a place for yourself among the other creatures of the night? These questions, to me, were far more important to me than any number of filled-in circles on a character sheet, especially in retrospect.

There’s a part of me that wonders if I left a good amount of this really juicy storytelling material unexplored. When I first became acquainted with the game I was still developmental in both my abilities for telling tales and my maturity in handling character beats. To put it another way, I was all about the circles. As time went on I did delve into some of the deeper issues but more often than not, real life found a way to upset the pace I was setting for myself in an ongoing Masquerade game.

Then came Requiem. I haven’t played it anywhere near as much as Masquerade, although I did get a great taste of it when I met Will Hindmarch. The questions are still there, but the answers felt odd, in a way. There felt like there was a clean disconnect between who a character was after becoming a vampire, and who they were before. Maybe it’s just me, but the pitch and timbre of the ‘music’ of Requiem felt a bit more avant-garde than that of Masquerade.

Don’t get me wrong, there’s some great stuff in Requiem. I adore the fact that they did away with cookie-cutter villains, letting player factions and politics become the crux of the drama in gameplay. The change to clans felt a bit odd to me; while I acknowledge it adds potential diversity through bloodlines, it also seemed like an overcomplication of an aspect of the game that didn’t need fixing, in my humble opinion. The obliteration of the Cainite history, and most history for that matter, felt like the least-welcome change. Traditions, tales and lore added depth and a sense of weight to the condition of the players: You are a product of all that has come before you, and it’s up to you if you follow in those bloody footsteps or strike out on your own. In Requiem, any ties to your past or your lineage is tangential at best. There’s less pressure on the player… fewer questions asked.

I’ve long felt that the perfect vampire game (at least in the World of Darkness) lies somewhere between these two settings. The Cainite history, august lineages of the clans with their centuries of infighting, betrayal, absorption and breakaways and deeper personal questions from Masquerade coupled with the faction politics and cagey-yet-social nature of the Beast from Requiem seems like the best of both worlds. Then again, that could just be me. Either way, the characters continue to be the focus of any decent story, and when it comes to the World of Darkness, they’ve been fascinating for 20 years and hopefully will continue to be so for many more years to come.

Header image courtesy Highmoon’s Ponderings

First Impressions: Dragon Age II

Courtesy BioWare

Finally.

After pushing myself to complete a replay of my original character in Dragon Age: Origins and the Awakening expansion, I fired up the sequel at long last. I know I have a long way to go before I can do a legitimate review and I’m continuing to do my utmost to avoid exposing myself to reviews both positive and negative. So, after a couple hours in the Free Marches and some hardware tweaking assisted by my lovely wife who convinced me to be unafraid of beta GPU patches, here are my first impressions of Dragon Age II.

Courtesy BioWare
Yes, I made my Hawke look like me. I did the same in Origins, and they’re related. They’re both mages from the same family.
…Don’t you judge me.

Characters continue to be BioWare’s strong suit. While I haven’t recruited every available party member yet, those I have encountered show a great range of personalities, motivations and quirkiness. I can’t say I dislike any of them, but I like them all for different reasons. Hawke him/herself also shows a good range of character depending on how we register his/her responses using a dialog wheel instead of the numbered choices of Origins. I’m sure it’s one of those divisive decisions that split the fan-base, but having Hawke speaking in his/her own voice gives the conversations more of a natural flow, and actually helps with the immersion into the story, which I’ll get to in a moment.

Staying with characters, however, the leveling system feels a lot less cumbersome than the previous game. It’s easier to make decisions as to how to tweak individual characters, and it seems that the reduced amount of choices will keep players from being overwhelmed and characters from outstripping their opponents. The lack of things like Mana Clash indicates to me that the developers wanted to present a balanced experience to make the faster-paced combat more interesting and thought-provoking. Again, more on that later.

Now, granted, I’m only a couple hours into the story of the game, but it already feels like a far more intimate affair than Origins. Without an over-arching “save the world” storyline, the importance and priority of tasks falls to the individual player. How important is it, to you, to reclaim your birthright? Would you rather blast X amount of Y opponents in order to earn Z coins to progress the plot? Immersion in the plot and importance of its points has nothing to do with a threat hanging over the characters like a Sword of Damocles. Personally? I’m liking that.

Courtesy BioWare

Kirkwall is a great setting for this sort of story. It feels like a living city. There’s places to explore, some of which you shouldn’t do during nighttime if you’ve any sense whatsoever, lots of people to talk to and history to build upon. The scale of it, with buildings looming over you and figures shuffling to and fro, draws you into the world without overwhelming you. As you begin to make your way through Kirkwall, the concerns of the outside world cease to matter as much as getting yourself out of the roach-infested scummy streets of Lowtown. The tidbits of news coming in, however, are something I appreciate, especially knowing the decisions I made in Origins influence the headlines.

Outside of Kirkwall, I’m not sure what to make of things. I’ve been through one rocky cavern already (the pass in the Sundermount related to Flemeth’s quest) and I get the feeling that’s the copy-pasted bit everybody’s complaining about. We’ll see, I suppose.

Speaking of questing, so far it seems to be a decent continuation of previously-used structures. I haven’t run into a straight-forward collection quest but I won’t be surprised when one shows up. I like the day/night system, requiring Hawke to go to different places at different times, as it contributes to the feeling that this is a living, breathing city part of a legitimate world. However, I’m not sure how I feel about the breaking of questlines into bite-size chunks: go to this area, find this person, blast them & their cronies, move directly on to the next area. It removes some of the impetus for exploration that was abounding in Origins. Yes, I know, this runs counter to my previous complaints of Origin’s length but in this case I think they’ve gone a bit too far in the other direction. Again, this is a first impression, so take it with the appropriate amount of salt.

Courtesy BioWare

The changes to aesthetics are another divisive issue, and for my part the change of elves from normal humans with pointy ears to waspish humanoids with oversized heads and Irish accents hasn’t grown on me yet. I mean, I dig the accents but the aesthetic is throwing me off. That could be part of the point – elves are supposed to be different from humans, after all – but the proportions just feel wrong. I haven’t run into an qunari yet so I can’t comment on that. But I still wonder why hurlocks, menacing creatures with human origins and malicious intent, look like rejects from Power Rangers and scuttle around with horrible posture instead of striding across the field to gleefully shove a wickedly-barbed dark longsword down my throat.

A word on combat: I appreciate the ability to pause the combat to issue orders as I did in Origins, but the removal of the isometric top-down view bugs me. I like the fact that it’s more active and fast-paced, with enhanced cries and interaction during a fight, but I can see why the removal of certain aspects pisses people off. Overall, though, I like it so far.

One of the things that really annoys me, though, is equipment. Half of the things I pick up are Hawke-only, meaning a good two-thirds of the things available for sale are useless to me. I don’t mind being able to save my coin, but it makes me feel like the development of my fellows’ equipment is dependent more on doing quests instead of making intelligent pre-combat investment decisions. Again, this is a first impression rather than a review, so that might change in the hours and days to come, but for now I’m scratching my head every time I get another item drop.

More to come, rest assured. Overall I’m really enjoying Dragon Age II, for the moment. We’ll see how long it lasts.

IT CAME FROM NETFLIX! Airplane!

Logo courtesy Netflix. No logos were harmed in the creation of this banner.

[audio:http://www.blueinkalchemy.com/uploads/airplane.mp3]

The year was 1980. It was a time when volcanos erupted, disco was dying, empires struck back and an actor became President of the United States. Comedy, satire and parody were nothing new to the people of this time, but when Airplane! premiered, it not only delivered the screwiest of screwball pictures to date, it also defined parody films for years to come, on the basis of being an absolute scream.

Courtesy Kentucky Fried Films

The airplane of the emphatic title is a jet liner traveling from San Francisco to New York, and tragedy lurks in the shadows of the plane. The meals available to the passengers are steak and fish, but the fish has gone bad and will poison several passengers and the entire flight crew. Unable to rely on the automatic pilot, Otto, for landing, stewardess Elaine must turn to a man she’s trying to leave behind, a man haunted by his time in battle, the only pilot left on the plane who can save all their lives: Ted Striker.

Stated so plainly, the plot might not sound like a premise for an absurd comedy. However, it does establish a solid basis for clear-eyed, lantern-jawed actors to deliver their lines with stony earnestness, while something absolutely hysterical is going on in the background. Following hot on the heels of Mel Brooks’ Blazing Saddles, Airplane! adds celebrity cameos, direct spoofing of disaster movies (Zero Hour! in particular, which this film actually remade) and brick joke setups to the mix. The result is a movie that is smart, well-paced and very, very funny.

Courtesy Kentucky Fried Films
Mr. Bridges would disagree; it’s totally a serious movie. Totally.

The comedy team of Zucker, Abrahams and Zucker (remember them?) first burst into film with this title, and it changed a lot of things. While comedy was nothing new on the silver screen, it classically involved actors with comedic backgrounds almost exclusively. Airplane! broke that mold wide open with some brilliant casting. Peter Graves, Lloyd Bridges, the aforementioned Leslie Neilsen and especially Robert Stack were known primarily for their dramatic or action-oriented roles. It shows in their delivery, the confidence they project and the way in which their presence inhabits the screen, even as we laugh hysterically at the antics unfolding around them.

Much like The Naked Gun and other films that would follow this one, Airplane! relies on audience attention, very rarely calling direct attention to a gag. Which isn’t to say they don’t; Johnny’s bit with the lights is a notable exception. The crux of the comedy lies in the ability of the actors to maintain straight faces, from Robert Hays’ Ted somberly referring to his ‘drinking problem’ to Captain Oveur’s rather odd questions to the young boy who comes up to the cockpit.

Courtesy Kentucky Fried Films
“Joey? Do you like movies about gladiators?”

To say more would surely spoil a great deal of the jokes. And they’re almost all winners, from the presence of NBA legend Kareem Abdul-Jabbar to the final screen performance of Ethel Merman, from June Cleaver speaking ‘jive’ to a gag Robert Stack pulls that could later be played backwards as a meme reference. It’s packed so full of humor that the disaster movie plot is nearly superfluous. That’s forgivable, however, when the humor is this funny and timeless. The movie might have come out in 1980, but the fact that we can, in 2011, still roll on the floor in reaction to the jokes is a testament to what good writing can do for a comedy. I know what you might be saying: “Surely, this is a glowing recommendation for this movie!”

Spoiler
Yes. It is.

And don’t call me Shirley.

Josh Loomis can’t always make it to the local megaplex, and thus must turn to alternative forms of cinematic entertainment. There might not be overpriced soda pop & over-buttered popcorn, and it’s unclear if this week’s film came in the mail or was delivered via the dark & mysterious tubes of the Internet. Only one thing is certain… IT CAME FROM NETFLIX.

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