I played this on: Playstation 4.
For the last year or so, I've been learning that narrative design is not necessarily the same thing as game writing. It involves writing, certainly - dialogue and letters and other information - but it's also about how all the aspects of the game come together to tell a story to the player.
I've been playing a lot of different games to learn new ways of conveying interactive narratives - and I discovered one of the most perfect examples of storytelling with The Last Of Us, a zombie/survival game from Naughty Dog.
20 years ago, a zombie outbreak devastated human civilization. Now, the world is a harsh place, with humanity scraping by in isolated outposts, roving gangs, and heavily-militarized Quarantine Zones.
Our protagonist is Joel, a weathered and world-weary smuggler who helps get contraband in and out of the Boston QZ. He is contacted by the leader of the Fireflies, an anti-government resistance group determined to save humanity. They need Joel to smuggle Ellie, a 14-year-old girl, out of the QZ and escort her to a Firefly base. Why? Because she was bitten by a zombie and didn't die. Incredibly, she's immune to the infection, and could be the key to curing the disease once and for all. All Joel has to do is keep her alive.
What follows is a beautiful, bleak, and poignant story as Joel and Ellie embark on a road trip across post-apocalyptic America in the hopes of saving the world. While fighting off zombies, bandits, and cannibals, they also have to contend with each other. Joel mourns for the way the world was, while Ellie's never known any world but this one. They've both endured horrific losses, so both of them are terrified at the prospect of caring for another person when death is just a breath of spores away. The writing, voice acting, and cinematic animation for these characters (as well as the side characters they encounter) are simply phenomenal.
However, the visual storytelling is just as top-notch. Every environment in this game tells a story - sometimes explicitly with graffiti, signs, and forgotten notes, sometimes implicitly in the design of the environment itself - an abandoned bookstore with posters for book signings still pinned to the wall. A failed attempt to create a human sanctuary in the sewers. A spore-clogged college dorm full of rotting beanbag chairs and forgotten microwaves.
The gorgeous outdoor environments also tell a narrative. Everything is lush and green, covered in ivy and flowers and leaves. Plant life is reclaiming the earth - once it kills off all the humans first. Yes, fungus is responsible for the zombie outbreak. In a clever and realistic twist, the infection is a human strain of the real-life Cordyceps fungi. Infected humans are driven mad and mutate in gruesome ways before eventually dying and releasing infectious spores into the air. Each stage of the infected has different strengths and weaknesses (Clickers, for instance, are fast and vicious but completely blind), and will require different approaches.
Unlike, say, Firewatch (which was a fantastic narrative game but without much in the way of active gameplay), The Last of Us has a fun and clever gameplay system that's consistent with the setting and does a great job of making the player feel like they're part of the story. As Joel, you are a moderately-powered human character, ammo is precious, and gunshots can attract unwanted attention. You'll be required to craft many of your weapons (shivs, pipes, molotov cocktails, nail bombs) from scrap metal and rags and they have a limited number of uses. While you certainly can kill every zombie or raider you encounter, it's not always necessary. Sometimes stealth is all you need. Hostile encounters can be handled in a variety of ways, and I really enjoyed having all those options.
Honestly, though, my utter enjoyment of this game is due to the powerful empathy I felt for Joel and Ellie, and how every aspect of this game helped tell their story - the gorgeous music, the desperate cobbled-together nature of the combat, the melancholy set design, the vibrant environments, and the amazing performances from the whole voice cast. This is narrative design at its finest, and I will try my best to learn from it.
A+
Romance, YA, Fiction and Fantasy Novel Reviews, Nonsensical Rants, and My Own Writing Adventures
Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Thursday, August 18, 2016
Sunday, July 17, 2016
GAME REVIEW: "Firewatch" (Campo Santo, 2016)
Over the last two years, I've become more involved in gaming, and more interested in narrative design - how to tell a story in an interactive way, hopefully while giving the player a sense of control and agency (whether they have it or not).
As much as I love novels, it's a different experience writing for a reader who is sitting still, a reader committed to reading your story in order, from left to right, from page 1 to page 400. It's something different to tell a cohesive story to a player who will want to explore and run around and try as many different things as they can (or as the game will allow).
My exploration of interactive storytelling led me to the precious, independent gem that is Firewatch. I had such a profound narrative experience playing it, and I am in utter awe of how every aspect of this game came together perfectly to tell a riveting story.
The year is 1989, and you play Henry, a man recently hired as a summer fire lookout for a vast Wyoming forest. The job is isolating (the three-month gig involves sitting in a lookout tower and watching for fires), and that's just the way you like it. You're not exactly alone - your supervisor Delilah (who mans a nearby lookout tower) keeps in touch by radio.
But something's not quite right about this forest. The first day you start, someone breaks into your tower. The next day, some campers go missing. It's up to you (with the help of Delilah) to find out what's going on in the woods.
There's no combat in Firewatch. It's first and foremost an explorative narrative game - and every aspect of the game is specifically designed to contribute to the exquisite pacing, tone, and direction of the story.
The theme of Henry's isolation is conveyed through the pairing of a massive, wild environment (the gorgeously-designed forest) with a restricted gameplay perspective. Everything is viewed through Henry's first-person POV, and his interactions with Delilah (while extensive and beautifully acted) take place entirely on the radio. Ultimately, the only thing Henry can be completely sure of is himself, and the undercurrent of uncertainty creates a rising, visceral tug of suspense as the story proceeds.
But this isn't a horror game. There's also beauty, empathy, and a lot of humour as Henry and Delilah - connected only by walkie-talkie - rely on the anonymity of radio chatter to explore themselves and their own reasons for abandoning the world to spend a summer looking for smoke.
Some people would call Firewatch a "walking simulator" (since there's no fighting or puzzles or traditional active gameplay), but I find that label reductive. "Narrative Experience" is more fitting, if also a bit more vague. Regardless of how it's categorized, Firewatch is an outstanding example of visual, aural, environmental, and interactive storytelling.
A+
As much as I love novels, it's a different experience writing for a reader who is sitting still, a reader committed to reading your story in order, from left to right, from page 1 to page 400. It's something different to tell a cohesive story to a player who will want to explore and run around and try as many different things as they can (or as the game will allow).
My exploration of interactive storytelling led me to the precious, independent gem that is Firewatch. I had such a profound narrative experience playing it, and I am in utter awe of how every aspect of this game came together perfectly to tell a riveting story.
The year is 1989, and you play Henry, a man recently hired as a summer fire lookout for a vast Wyoming forest. The job is isolating (the three-month gig involves sitting in a lookout tower and watching for fires), and that's just the way you like it. You're not exactly alone - your supervisor Delilah (who mans a nearby lookout tower) keeps in touch by radio.
But something's not quite right about this forest. The first day you start, someone breaks into your tower. The next day, some campers go missing. It's up to you (with the help of Delilah) to find out what's going on in the woods.
There's no combat in Firewatch. It's first and foremost an explorative narrative game - and every aspect of the game is specifically designed to contribute to the exquisite pacing, tone, and direction of the story.
The theme of Henry's isolation is conveyed through the pairing of a massive, wild environment (the gorgeously-designed forest) with a restricted gameplay perspective. Everything is viewed through Henry's first-person POV, and his interactions with Delilah (while extensive and beautifully acted) take place entirely on the radio. Ultimately, the only thing Henry can be completely sure of is himself, and the undercurrent of uncertainty creates a rising, visceral tug of suspense as the story proceeds.
But this isn't a horror game. There's also beauty, empathy, and a lot of humour as Henry and Delilah - connected only by walkie-talkie - rely on the anonymity of radio chatter to explore themselves and their own reasons for abandoning the world to spend a summer looking for smoke.
Some people would call Firewatch a "walking simulator" (since there's no fighting or puzzles or traditional active gameplay), but I find that label reductive. "Narrative Experience" is more fitting, if also a bit more vague. Regardless of how it's categorized, Firewatch is an outstanding example of visual, aural, environmental, and interactive storytelling.
A+
Monday, December 29, 2014
Video Game Review: "Dragon Age II"
Well lookee here! Another videogame review! Don't worry - I'll go back to reviewing books relatively soon (including Ashes to Ashes and my reread of Prince of Midnight).
So remember when I fangirled all over Dragon Age: Origins? Well, there's a sequel!
And it's ... different. Still good! But very different, and different in a way that made some fans of the previous game pretty angry. However, I still really enjoyed it.
The game's narrative is built around a storytelling framework: the cataclysmic events of the game have already happened, and one of your party members, a roguish teller-of-tales named Varric, has been captured by the authorities who want to find out what happened and the depth of your character's involvement. He essentially "narrates" the game.
In a change that disappointed a lot of fans, you can only create your character to an extent. You can no longer choose your race or your backstory - instead, you are Hawke, a human whose family fled from Ferelden due to the Blight from the previous game (you can still choose your appearance, gender, class, and general personality, though).
Your family washes up on the shores of Kirkwall, an independent city-state in the Free Marches. You escape being confined to the slums with the other refugees, but only by indenturing yourself in servitude to either a band of mercenaries or a band of smugglers (one of your first choices in the game). Before long your prowess as a problem solver gains you a reputation and more people in Kirkwall start coming to you for help and trusting your decisions. As you gain power and prestige, the problems you're expected to solve get understandably bigger.
The Setting
One aspect of the game that really rubbed some fans the wrong way was the setting - in the last game, your adventurers were able to traipse all over the nation of Ferelden - through forests and mountains and castles and caves. In Dragon Age: II, you're confined to the city of Kirkwall and a few locations immediately outside it.
However, Kirkwall is no ordinary city. It's more like Sunnydale/the Hellmouth from Buffy the Vampire Slayer: a town whose grisly history of slavery and blood magic has made it a breeding ground for demons, corruption, and insanity. So Dragon Age: II has more of a noir feel to it, where even though the focus lies in one location, it's one with a lot of layers and context.
That being said, I can understand how people got frustrated with retreading their steps through all the same places in the city, over and over again, or going to the same (or same-looking) caves again and again while completing different quests. While the setting we get is beautifully designed and rendered, that's really it. There's no sense of exploration or travel that there is with Dragon Age: Origins or Dragon Age: Inquisition.
The Politics
What Dragon Age II lacks in exploration, it makes up for in drama. Your Hawke and her family arrive in a city on the verge of a war from within. As explained in the previous game, mages in this world are able to tap into the magical power of the Fade (the otherworld), but it leaves them vulnerable to manipulation and possession by demons.
Because of this, the Chantry (this world's version of the Catholic Church) decreed that all individuals with magical talents need to be taught in church-sanctioned Circles and guarded by Templars who are trained to take down any mage who looks too demony. Templars are also trained to hunt down apostates - mages who refuse the Circle system.
But in Kirkwall, the system is broken, with mages and Templars at each others' throats. The mages say the Templars are magic-hating, civil-rights-violating religious zealots whose brutal tactics are driving mages to desperation. The Templars say that more mages are summoning demons and using blood magic than ever before, requiring stricter vigilance. Which side is right? Which side is the greater threat? There are a lot of different stories in the game as your pursue different quests, but the main conflict at the centre of Dragon Age: II is the growing Mage-Templar conflict and which side your character will eventually have to chose.
The Characters
Nowhere is the mage-versus-Templar debate more important than if you are a female Hawke! If you choose to play a female Hawke, your love interests lie on the polar opposite ends of the spectrum. On the one end is Fenris, a runaway elven slave with no memory of his former life thanks to the magical experimentation his mage owner subjected him to. He's very much a believer in "power corrupts" and that mages need to be kept on a leash for the greater good. On the other end is Anders, who believes Circles are prisons punishing innocent magic users for the crimes of a few. And whichever dude you choose, you can bet the other will have a few choice words regarding your decision.
In fact, almost every one of the characters in your party will have a beef with one of the others. Your characters interact not only with you, but with each other, and not always in a friendly way. There are friendships, enmities, and awkward situations between the people in your party - and, as always, these reactions and situations are determined by the decisions that you make. I actually think Dragon Age: II's characters are far more memorable than a lot of the characters in Origins - I'm a particular fan of Captain Aveline, an arrow-straight warrior who grows into a capable authority figure, and Varric, a rakish dwarf-of-all-trades who starts chronicling your adventures.
Also, Dragon Age: II improves on Origins' simplistic Approval friendship system by creating a Friend/Rival system - where, in certain situations, there's actually an advantage to certain characters disagreeing with you.
Ultimately, while the setting leaves much to be desired, and certain aspects of the game feel rushed - the storytelling and the characters are top notch and still very enjoyable. If you're a fan of Origins' combat and exploration, Dragon Age: II might not be the game for you. However, if it's the story, the cinematics and the fantastic character interactions that drew you to Origins, Dragon Age: II more than delivers.
A-
So remember when I fangirled all over Dragon Age: Origins? Well, there's a sequel!
And it's ... different. Still good! But very different, and different in a way that made some fans of the previous game pretty angry. However, I still really enjoyed it.
The game's narrative is built around a storytelling framework: the cataclysmic events of the game have already happened, and one of your party members, a roguish teller-of-tales named Varric, has been captured by the authorities who want to find out what happened and the depth of your character's involvement. He essentially "narrates" the game.
In a change that disappointed a lot of fans, you can only create your character to an extent. You can no longer choose your race or your backstory - instead, you are Hawke, a human whose family fled from Ferelden due to the Blight from the previous game (you can still choose your appearance, gender, class, and general personality, though).
Your family washes up on the shores of Kirkwall, an independent city-state in the Free Marches. You escape being confined to the slums with the other refugees, but only by indenturing yourself in servitude to either a band of mercenaries or a band of smugglers (one of your first choices in the game). Before long your prowess as a problem solver gains you a reputation and more people in Kirkwall start coming to you for help and trusting your decisions. As you gain power and prestige, the problems you're expected to solve get understandably bigger.
The Setting
One aspect of the game that really rubbed some fans the wrong way was the setting - in the last game, your adventurers were able to traipse all over the nation of Ferelden - through forests and mountains and castles and caves. In Dragon Age: II, you're confined to the city of Kirkwall and a few locations immediately outside it.
However, Kirkwall is no ordinary city. It's more like Sunnydale/the Hellmouth from Buffy the Vampire Slayer: a town whose grisly history of slavery and blood magic has made it a breeding ground for demons, corruption, and insanity. So Dragon Age: II has more of a noir feel to it, where even though the focus lies in one location, it's one with a lot of layers and context.
That being said, I can understand how people got frustrated with retreading their steps through all the same places in the city, over and over again, or going to the same (or same-looking) caves again and again while completing different quests. While the setting we get is beautifully designed and rendered, that's really it. There's no sense of exploration or travel that there is with Dragon Age: Origins or Dragon Age: Inquisition.
The Politics
What Dragon Age II lacks in exploration, it makes up for in drama. Your Hawke and her family arrive in a city on the verge of a war from within. As explained in the previous game, mages in this world are able to tap into the magical power of the Fade (the otherworld), but it leaves them vulnerable to manipulation and possession by demons.
Because of this, the Chantry (this world's version of the Catholic Church) decreed that all individuals with magical talents need to be taught in church-sanctioned Circles and guarded by Templars who are trained to take down any mage who looks too demony. Templars are also trained to hunt down apostates - mages who refuse the Circle system.
But in Kirkwall, the system is broken, with mages and Templars at each others' throats. The mages say the Templars are magic-hating, civil-rights-violating religious zealots whose brutal tactics are driving mages to desperation. The Templars say that more mages are summoning demons and using blood magic than ever before, requiring stricter vigilance. Which side is right? Which side is the greater threat? There are a lot of different stories in the game as your pursue different quests, but the main conflict at the centre of Dragon Age: II is the growing Mage-Templar conflict and which side your character will eventually have to chose.
The Characters
Nowhere is the mage-versus-Templar debate more important than if you are a female Hawke! If you choose to play a female Hawke, your love interests lie on the polar opposite ends of the spectrum. On the one end is Fenris, a runaway elven slave with no memory of his former life thanks to the magical experimentation his mage owner subjected him to. He's very much a believer in "power corrupts" and that mages need to be kept on a leash for the greater good. On the other end is Anders, who believes Circles are prisons punishing innocent magic users for the crimes of a few. And whichever dude you choose, you can bet the other will have a few choice words regarding your decision.
In fact, almost every one of the characters in your party will have a beef with one of the others. Your characters interact not only with you, but with each other, and not always in a friendly way. There are friendships, enmities, and awkward situations between the people in your party - and, as always, these reactions and situations are determined by the decisions that you make. I actually think Dragon Age: II's characters are far more memorable than a lot of the characters in Origins - I'm a particular fan of Captain Aveline, an arrow-straight warrior who grows into a capable authority figure, and Varric, a rakish dwarf-of-all-trades who starts chronicling your adventures.
Also, Dragon Age: II improves on Origins' simplistic Approval friendship system by creating a Friend/Rival system - where, in certain situations, there's actually an advantage to certain characters disagreeing with you.
Ultimately, while the setting leaves much to be desired, and certain aspects of the game feel rushed - the storytelling and the characters are top notch and still very enjoyable. If you're a fan of Origins' combat and exploration, Dragon Age: II might not be the game for you. However, if it's the story, the cinematics and the fantastic character interactions that drew you to Origins, Dragon Age: II more than delivers.
A-
Labels:
Fantasy,
high fantasy,
video games
Friday, December 26, 2014
AnimeJune's First Ever Video Game Review: Dragon Age Origins
You didn't think I was much of a gamer, did you? Neither did I, to be honest. As a kid, I howled at my parents for a Nintendo 64 after spending several semi-interesting afternoons with my sisters in our neighbour's basement playing MarioKart and Banjo Kazooie. Once I finished howling over the injustice of receiving a Playstation for Christmas instead, I spent several years enjoyably bouncing along in Crash Bandicoot and Jak and Daxter, and scrolling my way through the Japanese soap operas of Final Fantasies VIII through X-II.
Once I grew up and moved out, I kind of lost interest in videogames. It wasn't that games were getting worse, far from it. To me, they seemed to grow more complicated, more difficult, and demand more investment than I was willing to give. My interests lay elsewhere - in books, writing and blogging. I didn't have time for games, and I didn't really miss them.
So this year, I dusted off my Xbox 360 and realized I hadn't turned it on in over a year. Yes, I'd bought an Xbox 360, and I'd tried Skyrim, LA Noire, and Batman Arkham Asylum, and nothing had clicked. I didn't even use it for Netflix anymore (I had a Blu-Ray for that). I figured it was finally time to give it away and turn my back on gaming for good.
But still, I felt guilty. There were games I'd bought that I hadn't even tried yet. I figured I couldn't give my Xbox away until I had tried every game I'd already bought for it. There was only one game I hadn't gotten around to opening - a secondhand copy of Dragon Age: Origins.
And that one game was enough to suck me right back in to gaming, and in a big way. Dragon Age introduced me to game and storytelling elements I'd never experienced fully in games before, it changed my whole view of gaming and turned it right back into the addictive experience it was in my teens.
The Story
So what's the story? Well, that depends. The main story is that the darkspawn, a race of subterranean demons, have amassed into a horde and are now invading the kingdom of Ferelden in a terrifying phenomenon known as a Blight. Your character, through one way or another, has just been recruited into the Grey Wardens, a secretive order of warriors dedicated to fighting darkspawn. Unfortunately, not long after you're recruited, the Grey Wardens and Ferelden's king are betrayed and slaughtered during a key battle, so you and your ragtag band of survivors, stragglers, and outcasts have to use the Grey Wardens' binding treaties to enlist the aid of the different peoples and races to end the Blight before it overruns the rest of the earth.
Your Story
The aspect of Dragon Age that shocked me the most (and had me scrambling to keep playing) is the the actual power you, the player, have over the story in the choices you get to make. In all the other RPGs I ever played, I controlled a specific character while experiencing a specific story. I didn't get to make any choices - I sat back, experienced the narrative, and continued it by fighting monsters and bosses.
Well, in Dragon Age: Origins, a large part of the story depends on your decisions. Those decisions change the story and actually have far-ranging consequences that can affect other quests in the game. The first choice you can make is your character - depending on your race (dwarf, elf, human) and class (mage, rogue, warrior), you get a different origin story and characters will interact with you differently. Other choices involve your character's personality - you can be righteous and altruistic, or hardened and practical, or sarcastic and only out for yourself.
Other choices are pretty huge, and have major repercussions throughout the game. Your ultimate quest is to amass enough allied forces to take on the darkspawn army and their Archdemon (head honcho). This takes you to several areas in the game, where you will have to complete a major task or quest - and how you complete it determines which type of forces will end up fighting for your side in the final battle. For instance, when your party encounters a mage training school overrun with demons, will you side with the Holy Templars and kill all the mages to eliminate the threat of demons, or will you side with the mages and protect them? Or when the dwarves you want to ally with are too busy with their civil war, which candidate for King will you support?
The best thing is - there are no wrong choices. There are certainly more moral choices, or more effective choices, or more hilariously evil choices (during one mini quest, I could choose between feeding a starving prisoner to get his treasure key - or simply stabbing him and taking it!). In some situations, there are no easy answers - for one particularly difficult quest in which a child is possessed by a demon, you can save him by sacrificing his mother to forbidden blood magic, or you can kill him to defeat the demon. Have fun with that one!
Not only that, but the choices make this game endlessly replayable. You played the game as a casteless, amoral dwarf rogue who romanced Leliana? Why not see how the game plays as a righteous human noble who seduces Alistair? The possibilities are endless.
The Characters
It's not only you fighting out there - you can also collect a varied cast of characters who will fight and interact with you (and with each other, if they're in the same party!). Each of these characters come with their own personalities, backstories and moral codes (or lack thereof) and will react differently to the decisions you make. There's Alistair - the bashful but righteous Grey Warden who shows you the ropes. Or Morrigan - the mysterious swamp witch with her own hidden agenda. Or Leliana - a religious sister who follows you after seeing you in a vision. Or Zevran - an elven assassin initially sent to kill you. And those are just a few.
They're all voiced expertly by talented voice actors (seriously - the voice acting in BioWare games is beyond compare), and their interactions with your character are one of the most entertaining aspects of the game. Not only that, but their loyalty and affection are not guaranteed. If a character disapproves of you enough, they might opt to leave your party - or betray you! Conversely, if their approval rating for you is high enough, they might pursue a more, shall we say, intimate alliance with you (and you can do the same!). It's your story, after all - and what's a story without a romance?
The Rest of the Story (Lore)
There's also a lot of lore. Picking things up or looking at certain things will upload books and information to your Codex. You can easily ignore this if you want. However, if you're like me - a diehard high fantasy reader, this is all delicious, delicious gravy. The worldbuilding in this game is amazing - it borrows from the common tropes regarding elves and dwarves and mages and such, but also adds unique touches to them. The idea of dwarves having a caste system, or elves being a persecuted nomadic people, or the church's control of magic with templars were all really fascinating to me.
Not all of this information is relevant to the exact quest at hand, but it's all interesting - and a lot of it carries over into future games. It gives the game and your decisions some context.
The Actual Game Stuff
Now - the gameplay. It's ... fine. It's serviceable. I played it on Casual - it's fun to explode enemies or decapitate them and there are interesting abilities and potions and stuff, but those things have never been very important to me in games. That may sound ridiculous, but that's the type of gamer I am. I'm a story person - and what I love about Dragon Age is that, instead of feeling like I'm reading an interactive fantasy novel (like with the Final Fantasy games), I feel like I am the hero of a fantasy novel. The combat and the game elements contribute to that, definitely, but all those other games I played and got tired of - they all had great gameplay elements. They just didn't have the story and the choice-based aspects.
That being said, from my inexperienced perspective, the gaming aspect is pretty sweet. Every time you level up you have the choice to improve certain aspects of your character (stamina, willpower, strength, cunning, etc) as well as learn new skills required outside combat (herbalism, lock picking) and in combat (spells, weapon moves, etc). There are also Tactics - you have the choice to actually program how your supporting party characters will behave in a battle. You can program them to use a certain spell if they're surrounded, or come to your rescue if your health is low - or you can leave it alone entirely as I did and let the automatic tactics work for you.
That's basically why I love this game - it can be as difficult or as easy as you want it to be. You can play on Casual, like me, and enjoy the story, or you can play it on Nightmare (the hardest setting, where you can actually do damage to your own party members if you're not careful enough) with strategically-programmed Tactics.
This is an older game - ha! It's from 2009! - but an enjoyable one nonetheless. I'd recommend it to any serious fantasy fans - and most especially to people who have played the new Dragon Age: Inquisition who want some more background information on what came before.
A+
Once I grew up and moved out, I kind of lost interest in videogames. It wasn't that games were getting worse, far from it. To me, they seemed to grow more complicated, more difficult, and demand more investment than I was willing to give. My interests lay elsewhere - in books, writing and blogging. I didn't have time for games, and I didn't really miss them.
So this year, I dusted off my Xbox 360 and realized I hadn't turned it on in over a year. Yes, I'd bought an Xbox 360, and I'd tried Skyrim, LA Noire, and Batman Arkham Asylum, and nothing had clicked. I didn't even use it for Netflix anymore (I had a Blu-Ray for that). I figured it was finally time to give it away and turn my back on gaming for good.
But still, I felt guilty. There were games I'd bought that I hadn't even tried yet. I figured I couldn't give my Xbox away until I had tried every game I'd already bought for it. There was only one game I hadn't gotten around to opening - a secondhand copy of Dragon Age: Origins.
And that one game was enough to suck me right back in to gaming, and in a big way. Dragon Age introduced me to game and storytelling elements I'd never experienced fully in games before, it changed my whole view of gaming and turned it right back into the addictive experience it was in my teens.
The Story
So what's the story? Well, that depends. The main story is that the darkspawn, a race of subterranean demons, have amassed into a horde and are now invading the kingdom of Ferelden in a terrifying phenomenon known as a Blight. Your character, through one way or another, has just been recruited into the Grey Wardens, a secretive order of warriors dedicated to fighting darkspawn. Unfortunately, not long after you're recruited, the Grey Wardens and Ferelden's king are betrayed and slaughtered during a key battle, so you and your ragtag band of survivors, stragglers, and outcasts have to use the Grey Wardens' binding treaties to enlist the aid of the different peoples and races to end the Blight before it overruns the rest of the earth.
Your Story
The aspect of Dragon Age that shocked me the most (and had me scrambling to keep playing) is the the actual power you, the player, have over the story in the choices you get to make. In all the other RPGs I ever played, I controlled a specific character while experiencing a specific story. I didn't get to make any choices - I sat back, experienced the narrative, and continued it by fighting monsters and bosses.
Well, in Dragon Age: Origins, a large part of the story depends on your decisions. Those decisions change the story and actually have far-ranging consequences that can affect other quests in the game. The first choice you can make is your character - depending on your race (dwarf, elf, human) and class (mage, rogue, warrior), you get a different origin story and characters will interact with you differently. Other choices involve your character's personality - you can be righteous and altruistic, or hardened and practical, or sarcastic and only out for yourself.
Other choices are pretty huge, and have major repercussions throughout the game. Your ultimate quest is to amass enough allied forces to take on the darkspawn army and their Archdemon (head honcho). This takes you to several areas in the game, where you will have to complete a major task or quest - and how you complete it determines which type of forces will end up fighting for your side in the final battle. For instance, when your party encounters a mage training school overrun with demons, will you side with the Holy Templars and kill all the mages to eliminate the threat of demons, or will you side with the mages and protect them? Or when the dwarves you want to ally with are too busy with their civil war, which candidate for King will you support?
The best thing is - there are no wrong choices. There are certainly more moral choices, or more effective choices, or more hilariously evil choices (during one mini quest, I could choose between feeding a starving prisoner to get his treasure key - or simply stabbing him and taking it!). In some situations, there are no easy answers - for one particularly difficult quest in which a child is possessed by a demon, you can save him by sacrificing his mother to forbidden blood magic, or you can kill him to defeat the demon. Have fun with that one!
Not only that, but the choices make this game endlessly replayable. You played the game as a casteless, amoral dwarf rogue who romanced Leliana? Why not see how the game plays as a righteous human noble who seduces Alistair? The possibilities are endless.
The Characters
It's not only you fighting out there - you can also collect a varied cast of characters who will fight and interact with you (and with each other, if they're in the same party!). Each of these characters come with their own personalities, backstories and moral codes (or lack thereof) and will react differently to the decisions you make. There's Alistair - the bashful but righteous Grey Warden who shows you the ropes. Or Morrigan - the mysterious swamp witch with her own hidden agenda. Or Leliana - a religious sister who follows you after seeing you in a vision. Or Zevran - an elven assassin initially sent to kill you. And those are just a few.
They're all voiced expertly by talented voice actors (seriously - the voice acting in BioWare games is beyond compare), and their interactions with your character are one of the most entertaining aspects of the game. Not only that, but their loyalty and affection are not guaranteed. If a character disapproves of you enough, they might opt to leave your party - or betray you! Conversely, if their approval rating for you is high enough, they might pursue a more, shall we say, intimate alliance with you (and you can do the same!). It's your story, after all - and what's a story without a romance?
The Rest of the Story (Lore)
There's also a lot of lore. Picking things up or looking at certain things will upload books and information to your Codex. You can easily ignore this if you want. However, if you're like me - a diehard high fantasy reader, this is all delicious, delicious gravy. The worldbuilding in this game is amazing - it borrows from the common tropes regarding elves and dwarves and mages and such, but also adds unique touches to them. The idea of dwarves having a caste system, or elves being a persecuted nomadic people, or the church's control of magic with templars were all really fascinating to me.
Not all of this information is relevant to the exact quest at hand, but it's all interesting - and a lot of it carries over into future games. It gives the game and your decisions some context.
The Actual Game Stuff
Now - the gameplay. It's ... fine. It's serviceable. I played it on Casual - it's fun to explode enemies or decapitate them and there are interesting abilities and potions and stuff, but those things have never been very important to me in games. That may sound ridiculous, but that's the type of gamer I am. I'm a story person - and what I love about Dragon Age is that, instead of feeling like I'm reading an interactive fantasy novel (like with the Final Fantasy games), I feel like I am the hero of a fantasy novel. The combat and the game elements contribute to that, definitely, but all those other games I played and got tired of - they all had great gameplay elements. They just didn't have the story and the choice-based aspects.
That being said, from my inexperienced perspective, the gaming aspect is pretty sweet. Every time you level up you have the choice to improve certain aspects of your character (stamina, willpower, strength, cunning, etc) as well as learn new skills required outside combat (herbalism, lock picking) and in combat (spells, weapon moves, etc). There are also Tactics - you have the choice to actually program how your supporting party characters will behave in a battle. You can program them to use a certain spell if they're surrounded, or come to your rescue if your health is low - or you can leave it alone entirely as I did and let the automatic tactics work for you.
That's basically why I love this game - it can be as difficult or as easy as you want it to be. You can play on Casual, like me, and enjoy the story, or you can play it on Nightmare (the hardest setting, where you can actually do damage to your own party members if you're not careful enough) with strategically-programmed Tactics.
This is an older game - ha! It's from 2009! - but an enjoyable one nonetheless. I'd recommend it to any serious fantasy fans - and most especially to people who have played the new Dragon Age: Inquisition who want some more background information on what came before.
A+
Labels:
A Plus Reviews,
Fantasy,
high fantasy,
video games
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