Tyler F.M. Edwards's Blog, page 40

May 25, 2017

Why I Prefer Mass Effect to Dragon Age

Of Bioware’s two main franchises, you would think Dragon Age would be my favourite. While I enjoy both genres, I prefer fantasy to sci-fi by a significant margin. The very fact that Dragon Age has Elves should be the trump card.


[image error]And yet this is not the case. Quite the opposite. I strongly prefer Mass Effect to Dragon Age. It’s a franchise I’m genuinely passionate about, whereas I didn’t start to gain any unvarnished enthusiasm for Dragon Age until Inquisition’s DLC.


So why is this? Why do I enjoy Mass Effect so much more than Dragon Age despite my strong preference for fantasy? I can think of a few reasons.


Continuity


I think one of the biggest factors is simply the continuity of the series. The first three Mass Effect games were far from perfect, but the fact that they formed a continuous narrative allowed them to become far more than the sum of their parts.


Take Garrus. He is, when you get down to it, really not that interesting of a character. But after three games of fighting alongside him, you can’t help but form a special bond with him. By the end he feels like family, and it becomes easy to forget how cliched he is.


There’s also something very special and unique about being able to develop Shepard over such a long period of time. It makes them feel so much deeper and more real than most video game protagonists, despite ultimately being a faceless cypher for the player.


[image error]Dragon Age, on the other hand, has jumped around between different plots, settings, and protagonists quite schizophrenically. Some elements may carry over between games, but there’s not the same sense of continuity. By the time you get really invested in a set of characters, it’s time to move on again.


As an aside, I would like to reiterate how hard I’m going to nerd rage if we’re not able to play as the inquisitor again in Dragon Age IV.


Combat


I’ve spent a lot of time complaining about Bioware’s combat over the years, but even so, Mass Effect is the clear winner in that arena.


The combat of early Mass Effect games is a little shallow and extremely repetitive, but fundamentally, it works. The mechanics are sound, and the moment to moment gameplay feels good enough.


By comparison, early Dragon Age combat makes me want to claw my own eyes out. Cooldowns are so long and characters so resource-starved that you spend half your time just watching your party auto-attack. It’s excruciating.


[image error]Both franchises saw the quality of their combat improve immensely with their most recent releases, but while I enjoyed both, I’d still give the crown to Mass Effect. Andromeda’s combat was more visceral, more satisfying.


Inquisition had better boss fights, though, so I’ll give it that.


The ship


This is a smaller thing, but while playing Andromeda, I was reminded how much I enjoy having the ship as a home base to come back to. It’s just comforting to have a bit of the game world to call your own, to kick back and relax in.


The continuity of the original trilogy obviously helped the Normandy feel like home, but even after one game, I have grown very attached to the Tempest, as well.


Dragon Age games have home bases that are analogous to the ship, but none of them quite click. Origins’ camp is too dull and generic. The Hawke estate wasn’t used enough. Skyhold was too big, cold, and empty.


Thedas is an ugly place


And I don’t mean in terms of how it looks, although it’s kind of ugly that way too.


[image error]What I mean is that Thedas is not a place where I would ever want to live. It’s a monstrously corrupt society where injustice and cruelty are everyday events. I suppose the defense would be that this is realistic, and maybe it is, but while I can enjoy a dark story, I’m not particularly enamored of wallowing in awfulness the way the Dragon Age writers seem to delight in doing.


In a strange sort of way it fosters my engagement with the franchise, because I hate Thedas so much I always want to change it for the better, but it still ends up leaving a bad taste in my mouth, and I leave every game wishing I could have done more.


I prefer Mass Effect’s setting, which has enough bad people and societal flaws to create drama but doesn’t make me hate every culture and institution until I want to cleanse all I see with holy fire.


New game plus


One thing I love about the modern era of gaming is the concept of new game plus. Not having to start over from scratch makes replaying a title a much more appealing prospect.


Mass Effect has always made very good use of the idea, and it’s one of the driving factors behind why I’ve replayed the original trilogy so many times.


[image error]Dragon Age, for reasons that I can’t begin to understand, has never offered new game plus. That coupled with the poor combat has made replaying Origins or DA2 to the extent I have Mass Effect games fairly undesirable.


Inquisition has the Golden Nug, at least, but it’s still a pretty poor substitute for a real new game plus mode. I can only hope such will finally be included in the next game.


The opposite of what you’d expect


Lately I’ve been wondering if I’m not underwhelmed by Dragon Age despite the fact it’s fantasy so much as because it’s fantasy.


Let me explain.


Bioware is great at character building, but fairly crumby at world building. Both their main franchises feature very generic and frankly dull settings comprised mainly of the most stock standards archetypes imaginable. There’s very little that’s creative about either one.


But I have much more experience with the fantasy genre than with sci-fi, so Dragon Age’s bundle of cliches feels more tired to me than Mass Effect’s.


Everything about Thedas from its art design to its cultures seems culled from a handbook of overused fantasy archetypes. This is most true of the Darkspawn, who are such pathetically generic fantasy villains I just go cross-eyed whenever they show up.


[image error]It even applies to class design. Whereas Mass Effect offers a pretty healthy selection of different class archetypes, some of them generic and some more unusual, Dragon Age is limited to just warrior, rogue, and mage, which are pretty much the three classes someone who’s never played a fantasy RPG in their life could name if you put a gun to their head.


Even the name! “Dragon Age” is such a predictably generic fantasy title that there is at least one other fantasy franchise that I know of named Dragon Age, which is going to make my blog tags terribly confused if James Maxey continues that series like he’s been hinting he will.


Even on the rare occasions Dragon Age does buck trends — like by making the Elves an oppressed under class — it does so in such a simplistic, direct reversal sort of way that it somehow feels even more lazy than when they are directly aping the standard archetypes.


A large part of the reason I’m so keen on Descent and Trespasser is that they’re the first time it’s felt like Dragon Age has had any real colour, any real imagination. I won’t pretend the additions made by those DLCs are wildly original, but at least they don’t feel like they’ve come off an assembly line of fantasy cliches, either. They begin to add some personality to the history of Thedas, and now for the first time I want to learn more.


* * *


That’s not to just completely dump all over Dragon Age. Obviously I do enjoy those games as well, or I wouldn’t play them. I don’t have much good to say about Origins, but DA2 had a great story, if not great gameplay, and despite flaws Inquisition mostly won me over (again, helped by the strength of its DLCs).


[image error]I can also think of some things I prefer about Dragon Age. As mentioned above, those games have proper boss fights, something Mass Effect never seems to have gotten the hang of, and Inquisition’s were actually pretty good.


I would also say that on average Dragon Age tends to have more colourful and perhaps deeper characters, though clearly both franchises have lots of great NPCs, and they seem to be a bit better at romance, as well.


Along that line, I think companion approval/disapproval is a vastly superior way to track the consequences of your actions than the rigidity of paragon/renegade or Andromeda’s system of just not really having consequences at all.


But taken all in all, Mass Effect still feels like the clearly superior choice to me.


Filed under: Games Tagged: Dragon Age, fantasy, Mass Effect, sci-fi
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Published on May 25, 2017 09:45

May 22, 2017

The Division Revisited

When I tried The Division’s beta last year, I knew I would end up buying it sooner or later. It was just a question of when. A recent Steam sale coupled with a lull in other major gaming projects to pursue provided the perfect storm of conditions to finally pony up and get the full version.


[image error]The Division is a strange game. I went into the beta expecting very little and came out enjoying it far more than expected, but now that I’ve bought the full game, I question whether I made the right choice.


Magnificent desolation:


Everything that I initially liked about The Division holds true. It is a game that does some things very well, and overall is rather charming.


Its best feature by far is its attention to detail. The Division’s vision of a ruined New York is spectacularly detailed, incredibly well thought-out, and beautifully realized. The graphics are stunning, and the game design is solid, providing an excellent formula of exploration.


The game is empty enough to sell the loneliness of a dead city, but not so empty as to become boring. There’s always something neat to find, be it loot, missions, lore, or just a cool set piece.


Cell phone recordings reveal haunting slices of life from those who died in the outbreak. Storms roll in, dusting your character with snow and cutting visibility down to virtually nothing. Distant gunfire rattles the otherwise tomb-like stillness of the city.


[image error]An early mission has you rescuing the sister, a musician, of one of your fellow Division agents. Much later on, I stumbled across the sister in the base of operations, strumming on her guitar for an audience of refugee children. It was an incredibly charming scene, and somehow far more satisfying of a quest reward than XP or loot could ever be.


“Immersion” has become almost as much a buzzword as “epic” these days, but it’s still a valid concept, and The Division has it in spades.


And yet I already myself struggling to find motivation to log in, to the point where writing this post seemed a significantly more appealing prospect than actually playing. Why?


Stumbles:


Certainly The Division does have problems. The actual main plot of the game is underwhelming at best, from both a story and a gameplay perspective.


While it may become more interesting later on, so far the main story has been quite simplistic — terrorist attack, yada yada — and it’s just not written very well.


[image error]The dialogue is so cartoony and ridiculous it almost achieves a sort of kitschy, “so bad it’s good” charm. It’s hard to believe it comes from the same game as the achingly real recordings you find while exploring, or even the goofy but fun NPCs who deliver your side missions.


The main story missions also aren’t that fun to play. As I noticed in the beta, the difficulty is oddly tuned. I don’t think you’re meant to solo the main story, which is an incredibly strange decision in a game that otherwise seems to hew closer to a single-player game than an MMO (while obviously having elements of both).


I don’t like being pressured into things, though, so I’ve stubbornly continued to solo the main missions, frustrating as it can be at times. It’d be fine if player characters in this game weren’t so squishy, but your incredibly low health pool severely punishes the slightest error.


You can mitigate the issue a bit by outleveling the missions via side content, but as much as I enjoy the side missions in The Division (much more so than I usually do), it doesn’t feel good to do them because you have to, and it detracts from what could otherwise have been a pretty solid sandbox-ish experience.


There are also smaller hiccups. The Division may well have the worst character customization of any game I’ve ever played, and I’ve been gaming for twenty years. The options are shockingly limited, and made even more so by the incomprehensible decision to tie certain options together. For example, only about half the female faces can have ponytails.


[image error]Your guess is as good as mine.


Even with my relatively small amount of time in the game, and even playing entirely solo, I’ve still managed to find someone who was pretty much my character’s exact doppleganger, minus only the lip piercing I gave her in a vain attempt to inject some personality into my avatar.


I think the idea is you’re meant to rely on clothing to make your character stand out. TSW had a similar philosophy, and I don’t hate the idea, but in this case, it doesn’t work as well as it could.


There are a lot of clothing pieces in The Division, but there isn’t that much difference between them. The game clearly tried very hard to make them all realistic choices for the setting. I’m torn because I really admire the commitment to verisimilitude, but it also means that your choices are pretty much down to what colour of winter jacket and pants you want to wear.


Less than the sum of its parts:


Still, none of these seem like crippling flaws. I’ve been able to overlook bigger issues with games. So why am I losing interest in The Division so quickly?


I don’t know. It’s not even that I’m not enjoying myself. It’s fundamentally a good game to play. But I just find that my motivation to keep going is rapidly dwindling.


[image error]Even if this is the end, I don’t necessarily regret buying the game. I maybe should have waited for a better discount, but I did get at least a few good hours out of it. I explored a lot more than I was able to in beta, and I generally had a good time.


* * *


One final note before I go: I was deeply amused to discover that the very first safehouse you’re sent to is actually Illuminati headquarters. Both The Division and The Secret World replicated the same neighbourhood of New York, and the first safehouse is in the exact same building as the entrance to the Labyrinth.


There’s even some blue pyramid graffiti in the area. I kind of wonder if one of the environment artists was a TSW player…


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Published on May 22, 2017 08:37

May 19, 2017

Blizzard and Destiny

Lot of interesting stories coming out of the Blizzard camp this week.


[image error]Yesterday we learned that Destiny 2’s PC version will be published by Blizzard and playable only through Battle.Net.


This is simultaneously very surprising and not at all surprising. On the one hand, I don’t think anyone saw this coming, but on the other Blizzard and Activision are part of the same conglomerate, so it makes sense.


For me personally, this feels bizarre because two companies that helped shape my childhood, Blizzard and Bungie, are suddenly collaborating. Though it’s far less exciting than the Warcraft/Myth mash-up my eight year old self would picture if I was to go back in time and tell him about it.


I was already curious about Destiny 2, and Blizzard’s involvement — however minimal — puts it a little more on my radar. The fact you’ll be able to potentially buy it with WoW gold certainly doesn’t hurt matters.


To be honest, though, most of my interest stems from Bungie’s past history, and it’s an ancient history by now. I stopped playing their games when they gave up on PCs, and that was quite a while ago now. I’m sure a lot has changed since then.


The one trailer for Destiny 2 I watched was less than inspiring. It tried to be funny. It did not succeed. The Bungie of my youth this clearly is not.


There’s also the fact I never played the original Destiny, and I’m really not a fan of jumping into the middle of franchises. I’ve done it from time to time, but it always leads to a certain degree of confusion and dissatisfaction.


Still, it’s worth mulling. I shall mull.


Filed under: Games Tagged: Destiny, sci-fi, video games
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Published on May 19, 2017 08:21

May 16, 2017

So What’s Christie Golden Doing?

/equip_tinfoil_hat


So I’m possibly reading too much into something small, but I stumbled across a rather intriguing story last night. It seems Christie Golden has suddenly moved to California so that she can work at Blizzard’s main offices for a secret project that will last until October.


[image error]I’ve been a pretty big fan of Christie Golden’s for a while now, as both an author and a person. She’s written a number of excellent tie-in novels for Blizzard’s various games, and I have had enough sporadic contact with her over the years to determine she is a pretty excellent person. Therefore, the news of her doing more work with Blizzard excites me.


But what’s really intriguing is the question of just what she’s doing there. While I’m not an expert, I have done some research on the process for how authors produce tie-in novels for Blizzard, and I’m pretty sure it doesn’t normally require actually working at the Blizzard offices for months. Why would it?


Again, I might be jumping the gun, but my mind has turned to the possibility that she may be writing an entire game. It would explain why she needs to be in close proximity to the development team(s).


But what game?


Christie Golden has the most history with the Warcraft universe, but I’m not sure things quite add up for her to be working on WoW. It seems a bit early for them to be designing the plot of the next expansion in detail, and the continuous nature of WoW’s story doesn’t mesh with the temporary nature of her job at Blizzard.


Given she is in theory only there for a few months, I would think she’d be working on something with a clear beginning, middle, and end. A game that can be finished.


[image error]The only other Blizzard franchise she’s worked on in the past is StarCraft, so perhaps she could be writing a new mission pack. Blizzard’s said they were moving on from story content for StarCraft II, but they could always change their minds.


However, I see no reason she must be limited to franchises she’s already worked on.


We do know something is in the works regarding Diablo, though whether it’s an expansion, Diablo IV, or some kind of spin-off is anyone’s guess. I have a little bit of trouble picturing someone as sweet as Christie Golden working on a series that’s basically all torture and brimstone, but then I remember how dark some of her past writing has gotten, and it doesn’t seem quite as far-fetched.


The possibility that really intrigues me, though, is that she could be working on Overwatch, either a story mode within the current game or entirely new title in the same universe that focuses on story instead of PvP. There’s clearly a strong desire for such, and the Overwatch universe seems the perfect fit for her emotive, character-driven style of writing.


Regardless, I hope it is a new game she’s working on, because any game written by Christie Golden is a game I want to play.


Filed under: Games, Misc. Tagged: books, Diablo, fantasy, Overwatch, sci-fi, Starcraft, tinfoil, video games, Warcraft
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Published on May 16, 2017 09:18

May 13, 2017

Review: Into the Badlands, Season One

Into the Badlands is something my father discovered while perusing Netflix and then recommended to me. Without much else to watch between episodes of iZombie, I decided to give it a try.


[image error]It’s a strange show. It’s some sort of post-apocalyptic Western kung fu… thing, set in a far-flung future where the civilization we know is a distant memory. The land is ruled by ruthless barons, aided by their armies of “clippers,” which are sort of like samurai without the honour.


The story focuses on Sunny, a weary veteran clipper in service to a cruel baron, and M.K., an orphan boy with a mysterious power. Fate causes their paths to repeatedly cross as Sunny’s master prepares for war with his rival, a revolutionary known as the Widow.


It’s a pretty unique mash-up of genres, and certainly the concept holds a lot of potential, but the problem with Into the Badlands is that it isn’t very good.


That’s pretty much it. It’s mediocre in almost every way imaginable. None of the characters are all that interesting or likable. The plot’s pretty unsurprising. It’s often silly and illogical — I like how they were able to preserve the technology for cars and X-rays, but not guns.


All the absurdity of the show would be fine if it weren’t determined to take itself so deadly seriously. Into the Badlands has all the ingredients for a fun, light-hearted action-adventure, but it’s trying to be a serious drama. It has no whimsy, no self-awareness, and no sense of humour.


[image error]The shortness of its season doesn’t help matters. Season one is just six episodes, and it’s a pretty complicated story, so I’m not sure there’s really time to develop anyone or anything enough. On the other hand if the season had been any longer I might not have made it to the end. At just six episodes there wasn’t much to lose by sticking it out.


I suppose the acting is not bad — I actually rather like the guy who plays Sunny; he’s got some gravitas — but the writing is so weak that the cast’s talent is largely wasted.


Really the only thing it’s got going for it is that it’s a very visually appealing show. If all you want is to see good-looking people in really cool costumes doing extravagant wire fu moves in front of pretty backdrops, this is the show for you.


If you want anything more than that, move on.


Overall rating: 5.9/10


As an aside, has it occurred to anyone how inaccurate the show’s title is? The story is about trying to get out of the Badlands, and the “Badlands” appear to actually be quite fertile and clement.


Filed under: Reviews Tagged: fantasy, Into the Badlands, review, sci-fi, TV
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Published on May 13, 2017 09:05

May 10, 2017

TSW: Bittersweet Farewell

Whatever the actual end date turns out to be, it is now clear that The Secret World’s days are numbered. I have decided to say goodbye to the game while I still can, conducting a final tour of some of my favourite parts of the game and finding thematically appropriate ways to retire my many characters.


[image error]And taking an unhealthy number of screenshots.


This may seem a little premature, given that the servers are still intended to stay up for the immediate future at least, but there’s no point in continuing to invest in a dead game, and frankly at this point I don’t entirely trust Funcom not to just shut the servers off without warning.


Red fades to black:


The order in which I retired characters was dictated more by whim than any particular logic. For whatever reason, I began with my “main alt,” Dorothy the Templar.


I started by repeating issue seven, A Dream to Kill, which I think remains the best thing TSW ever did. In fact, I’d even go so far as to say it may well be the high water mark for video games as an art form.


And the passage of time has done nothing to dull its brilliance. It remains an absolutely masterful experience — surreal, haunting, chilling, and awe-inspiring.


Of course, I’ve had Sleepless Lullaby stuck in my head ever since.


It was also a good reminder of just how badass Carmen Preda is. I realize there’s no end of competition, but she really doesn’t get enough mentions on people’s lists of best TSW characters.


[image error]Before the end of the game was announced, I had been pushing Dorothy towards completing her ability wheel and earning her Panoptic Core, my second on the account. With the aid of an AP booster, issue seven was enough to earn the last few abilities and unlock the Core. Totally pointless to do now, of course, but for some reason to gives me comfort to have finished the project.


As my darkest and most twisted character, it seemed only right her fate be the most bleak. In the end, she shared the fate of Tyler Freeborn, wandering out into the ocean around Solomon Island, to be swallowed by the fog and the waves. To join the Red Sargassum Dream.












No debauchery like end of the world debauchery:


On my Illuminati, I began by repeating one of the missions at Innsmouth Academy. No tour of The Secret World’s best moments would be complete without Innsmouth, and it’s an Illuminati stronghold, so it seemed an appropriate fit.


I also paid a brief visit to New York and talked to Geary briefly, if only to hear her admit defeat to the Dragon one last time.


After that, it was time to retire the character. His end proved far more raucous than Dorothy’s. He went to the Horned God in London, drank the entire menu, and ultimately passed out shirtless on the dance floor.











The flame burns out:


[image error]Saying goodbye to Kamala was one of the more difficult parts of all this. By the time I created her, I’d already played the game so much it was hard to get the motivation to actually level her, so she wound up eternally neglected. But her backstory and personality had always been very vivid in my mind, and I loved her look and her outfits. For a character I spent hardly any time playing, she managed to be quite dear to me.


I wanted to introduce her to Ricky Pagan before the end, as I’d always thought they’d be a good pair, but you can’t get to Tokyo without completing the whole story, and she’s nowhere near that. It didn’t seem worth the effort.


In the end, she simply returned home to Seoul, to the hotel where it all started.


It’s funny how even after so long you can still notice new details. I never realized you can see the Kumiho girl in one of the windows. You can even click on her. Turns out her name is Hana.


I brought Kamala to the room — you know the one — and sent her to sleep for the last time.












Ragnarok:


Like Kamala, my “Elf” character, Freydis, is a sad case of wasted potential. I created her just a few months before news of TSW’s end was announced. She’d barely even made it to Kingsmouth.


[image error]I wanted her to end her days among the snow, and thankfully, that was more doable than a meeting with Ricky Pagan.


It was of course a bit of a challenging journey to reach the Carpathian Fangs as a character who isn’t even ready for the Savage Coast, but it wasn’t as difficult as I feared. There were a few hairy moments involving fleeing from vampires whilst spamming Blood Shield for all I was worth, but she managed to avoid any deaths over the journey.


Actually, she may have gone her entire short life without dying, come to think of it. Feels almost like an oversight in a game like this.


I did make a few stops along the way, mostly involving more screenshot opportunities. I did pause at the Owl and the Eagle to talk to Cern a bit. He’s one of the few true peers Freydis could find.


Her journey ended among the snows of the Carpathians, but before it did, I picked up one of Traian’s missions. She’s too low level to complete it, of course, but I wanted to see the cutscene.


Like Carmen, Traian is a character who doesn’t get enough praise. Who wouldn’t love a sage elder werewolf who sounds like Sean Connery?


















Ouroboros:


[image error]I saved my main for last and used him to tour a few more of TSW’s best moments. I did the Tyler Freeborn arc again, and despite the game’s flagging population, I managed to get a group for The Facility, which remains my favourite of the game’s dungeons.


Also, having been denied the opportunity on Kamala, I headed to Tokyo to do Ricky Pagan’s first mission one more time.


In a game drowning in fantastic characters, I think Ricky might just deserve to be remembered as the best. He manages to be so silly and so entertaining, and yet also so deep and so real. Nowhere else is the sophistication of TSW’s writing on better display.


And when it was all done, like Kamala, my first and most-played character in The Secret World went back to the beginning, and I logged off for perhaps the last time within the Dojang.











* * *


I won’t say that this is definitely the last time I’ll play TSW. I haven’t uninstalled it, and I won’t rule out ducking in again if the mood strikes me or I’m given a good reason.


But I don’t have any firm plans to. There’s no point in continuing to upgrade my gear or hunt down lore. For now, it seems best to have made a clean break.


[image error]Obviously there was a lot of sadness around this farewell tour, but I also had a surprising amount of fun. It was really nice to revisit the game’s best moments, and I was reminded of all the little things that made me love TSW so much.


I was particularly struck by how even after nearly five years and being spoiled by Andromeda, this is still an incredibly good-looking game. They hit a very good formula with the art style where things are mostly realistic, but there’s just enough stylization to give it some flavour, to make it a little better than real.


I would definitely recommend doing something like this to anyone who’s upset about TSW’s fate. It’s very cathartic.


Perhaps I’m being fatalistic, but part of me is also starting to wonder if this isn’t for the best. Realistically, what are the odds TSW’s story was ever going to get a proper conclusion, or that said conclusion could ever satisfy the monstrously high expectations we’ve built up over the years?


As it is, content droughts aside, TSW leaves the world with an almost flawless track record. For several years it provided us with amazing experiences and set a new standard (at least in my mind) for what video games can achieve as an art form. We have been gifted with no shortage of great memories that will endure long after the servers go dark, from Nassir to Montag, Maine to the Dreaming Prison, rockabilly to Sleepless Lullaby.


[image error]The Secret World may have died young, but it left a beautiful corpse.


Filed under: Games Tagged: fantasy, Oh god why, The Secret World
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Published on May 10, 2017 07:00

May 7, 2017

Dragon Age II: Wrath of Mod

I’ve always felt rather torn over Dragon Age II. I loved the story and the characters, but hated the gameplay. Normally it is my habit to play through Bioware games several times to see different plot branches, but due to the bad gameplay, I never managed to get myself to play through DA2 a second time.


[image error]But the desire was always there. Recently I got it into my head to try playing it with some player-made mods to make the gameplay a bit more bearable.


Normally, I’m not a fan of mods. I’m always paranoid about technical problems resulting from the use of unofficial software, and it feels a bit like cheating (which, let’s be honest, it is).


But in this one case it seemed like an exception might be warranted.


To keep the risk of technical difficulties low, I tried to limit the number of mods I used. These are what I settled on:



Total Freedom: Remove all prerequisites on learning abilities and reduce ability cooldowns by 50%.
All Specs – All Abilities: Unlock every specialization and talent tree for every character, including companion-specific trees like Dalish Pariah or Tevinter Fugitive.
Modest Run Speed Increase: Slightly increases Hawke’s movement speed out of combat.

Of them all, the reduced cooldowns made the biggest difference. After a few levels, it removed virtually all the downtime from combat and made it simply dull, instead of excruciating.


[image error]This also obviously had the effect of lowering the game’s difficulty, but it didn’t make as much of a difference as you might expect. The only really broken thing I was able to achieve was getting Fenris to 100% magic resistance.


It was a success in that I was able to play through the game to completion, though I have to say that even with all the changes the combat did start to drag me down a bit near the end.


I’ve also come to the conclusion I’m not a big fan of lady Hawke. I really like Jo Wyatt in SW:TOR, but she just sounds a bit too refined and imperious to be believable as an underdog refugee.


It was interesting to revisit the game, though, and I was reminded there’s a lot about it I truly appreciate. It has better pacing than most other Bioware games, and it’s the only Dragon Age game to date to display any particular style or personality in its art or world-building.


Also, it’s so much vastly better to actually get notifications when companions have new conversations. Why on Earth didn’t this become standard for every Bioware game? It’s such a basic convenience…


[image error]One of my big goals for a second playthrough was to romance Fenris and see how he reacts to it if you’re a mage. I’m coming away from that with mixed feelings.


First of all, it’s definitely possible to romance Fenris if you’re a mage and support mage freedom. It’s difficult, but it’s possible. I will admit I turned to some guides online to smooth the process.


It doesn’t feel very natural, though. There are some lines that make mention of how he thinks you’re one of the good ones (or words to that effect), but mostly the game kind of glosses over his mage prejudice during the romance scenes.


Other than that, it was well-written. I’d say I recommend romancing Fenris; just don’t do it as a mage if you want it to feel natural.


I do like how he lunges at you. He and Sera should compare notes.


This was also my first time playing through with Carver instead of Bethany.


Oh my gods is he ever an asshole. I mean, just, wow. There have been some unpleasant Bioware companions, but this guy just might take the cake. He’s like Alistair’s whining crossed with Vivienne’s condescension and Jorgan’s prickliness sandwiched between two thick slices of unrepentant spite.


[image error]I was disappointed he didn’t side with Meredith at the end. I so wanted to murder him.


Beyond that I didn’t do much differently this time compared to my first playthrough. There’s no way in hell I’m ever going to side with the Templars in this game. I still lost Isabela (too bad; I was hoping to sell her to the Qunari), but I managed not to have to fight any companions at the end. I thought I’d have to fight Avelline because I wound up with a pretty toxic relationship with her this time, but she had a last minute change of heart. I still supported Merrill and Anders at every turn, and I was still friends with Varric — is it even possible to get on his bad side?


I did pick up the Legacy DLC, since it ties into Inquisition, but it was actually a bit underwhelming. Normally Bioware’s “set up the next game DLC” is amazing (see: Arrival and Trespasser), but Legacy didn’t really impress on any level. Corypheus came across as more of a confused old crank than the world-ending threat he was in Inquisition. I wouldn’t say it was a bad DLC, but it’s definitely not a must-play.


The one change that I really don’t get is that for some reason I had a dog this time. I have no idea how that happened. I figure it’s either some side-effect of the mods or something to do with the flailing at the DLC page I did before starting. But I definitely didn’t have a dog the first time I played this game.


I named him Rufus. I liked how Merrill told him Dalish stories about dogs.


[image error]


Filed under: Games Tagged: Dragon Age, fantasy, mods
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Published on May 07, 2017 07:59

May 4, 2017

StarCraft: 3.13 and Fenix Impressions

“I fear no enemy, for the Khala is my strength. I fear not death, for our strength is eternal.”


[image error]After a minor content drought, StarCraft II has come roaring back with a big update to co-op. The star attraction is a new commander, Fenix.


Well, sort of. It’s not really Fenix; it’s Talandar. But the name “Fenix” is more recognized, so I guess it makes sense that’s what they went with, even if it gives us lore fans eye twitches. Either way, he still captures the essence of the OG Protoss badass.


I had hoped for Selendis next, but I can’t say I’m heartbroken by Fenix. A proper Purifier commander without Karax’s baggage is very welcome.


He’s got some interesting mechanics, too. His theme is around downloading AI consciousnesses between various bodies, which confirms with certainty that Purifiers are Protoss Cylons.


Fenix himself can swap between three bodies at will. Each has their own unique stats and abilities, but they only regenerate health and energy when they aren’t deployed, so you have to swap them out regularly.


Probably a good thing, too, because otherwise I’d never use anything but the Dragoon body. That thing’s damage is nuts.


[image error]Fenix can also call upon AI champions based on the personas of legendary heroes from throughout Protoss history. The champion will inhabit the body of one your units, greatly increasing their stats and granting new abilities. If a champion is killed, it will transfer to another unit of the same time at no cost. So you basically can’t ever lose them.


Each of these is an actual character from within the lore, though some are sufficiently obscure even I barely know who they are. The biggest name is probably Kaldalis, the Ahkundelar champion featured in Reclamation and the Legacy of the Void cinematic.


Unfortunately, they didn’t bring back any of the original voice actors, so Kaldalis, for example, still sounds like a regular Zealot. I realize it’d be a lot of investment for just one commander, but it would have been cool.


They did put a lot of work into his visuals, though. Not only does he have all-new Purifier skins for all his buildings and units, but even a unique UI, which is a first.


I’m still pretty low level, but my initial impressions of Fenix are positive. He’s not as overpowered as he seemed from the initial previews, but he is pretty strong. Like Nova, he’s very versatile, with many viable builds and no obvious weaknesses.


[image error]Similarly, he’s probably not going to be my favourite commander, but he is pretty fun. He has a lot of my favourite Protoss units that were either missing or consigned to Karax: Adepts, Scouts, Colossi, Carriers.


I’m sure it’s not the most efficient strategy, but I’ve been having a lot of fun just going for mass infantry. I love the aesthetics of the Protoss warriors (or reasonable facsimiles thereof) heroically charging into battle with Fenix at their head.


My only real concern is that Fenix may be the last Protoss commander to be added. I can’t really imagine what’s left to do with the race at this point, which is a shame because I still want to see Selendis get some love.


Scythe of Amon:


Patch 3.13 also included a surprise new co-op map, Scythe of Amon.


The map’s been getting a lot of criticism for being so similar to Rifts to Korhal, which it definitely is. Go around, kill Void Shards Slivers, and beat the time limit. The bonus objective is an escort mission, with all the annoyance that entails, which doesn’t help, either.


[image error]That said, there are a few things that make it a bit more interesting than Rifts to Korhal. The time limit is tighter, making it more challenging. You have more choice in what order to tackle the objectives in. You have enemy forces of all three races. The Slivers have more diverse and deadly attacks to avoid.


So really it’s an improved version of Rifts to Korhal. If Rifts didn’t already exist, it probably would have been received much better.


It’s very pretty, too. The lighting and rain effects are gorgeous.


The colours, children!


Finally, Blizzard has at long last enabled custom team colours in co-op. It’s the same system as in ladder, meaning it requires some tinkering in the depths of the options menu and then hitting a button next to the mini-map in-game to work, and your ally won’t see what you’ve picked, but it’s still a lot better than just being blue or orange every single game.


I’ve been trying to find the best colour for every commander. I highly recommend white for Fenix. It looks fantastic with the Purifier skins.


Filed under: Games Tagged: sci-fi, Starcraft
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Published on May 04, 2017 07:00

May 1, 2017

Review: The Warcraft Chronicle, Volume Two

Continuing their efforts to provide a unified record of the vast Warcraft lore, Blizzard has now released the second installment of the Warcraft Chronicle.


[image error]This time, focus shifts away from Azeroth to cover the history of Draenor, before jumping back to Azeroth and reciting the history of the First and Second Wars, up to and including the events of Beyond the Dark Portal.


The first installment was for the most part of a fascinating dive into a lot of mostly unknown lore, but perhaps inevitably, volume two is less impressive.


My favourite part was learning about Draenor’s pre-history. This was for the most part totally new lore, and while it may not have been quite as thrilling as learning of Azeroth’s origins and the days of the Black Empire, it was nonetheless an interesting read. I particularly enjoyed learning the history of the Arrakoa civilization.


However, once it got around to more familiar history, it became much less impressive.


This is perhaps to be expected, as it’s all stuff I’m already familiar with, but the familiarity wasn’t the thing that bothered me most. Quite the opposite, actually.


When this whole Chronicle business started, I had the vague worry this might be another excuse to start retconning everything willy-nilly. Seems I was right to worry.


Much of the history of Draenor leading up to the First War has now been changed. It’s mostly smaller changes more than total rewrites, but when you add up all the little changes, it starts to become a rather different story.


[image error]The intention seems to have been to unify history by incorporating elements of the alternate versions of Draenor seen in Warlords of Draenor and the film, but I’m not sure why they felt the need to do that. Both of those were pretty clearly alternate realities, and attempting to combine all the different versions of Draenor causes more confusion than it solves.


It’s doubly confusing when you consider that neither WoD nor the movie were terribly well-received. I really don’t think any Warcraft lore fan was like, “You know what we need? For Warlords of Draenor to be more canon!”


Hilariously, Garona’s origin story has been retconned yet again. I believe this is the fourth backstory she’s been given now? It’s getting hard to keep count. I think she officially takes the crown as the most heavily retconned part of the Warcraft universe now.


To be fair, most of these retcons don’t make the story any worse. Some even make it better. There’s finally a clear explanation of how the Twilight’s Hammer went from being a Draenic Orc clan to a multi-racial cult of Azerothian Old God worshippers, and it actually makes pretty good sense. I’m glad of that.


But sadly they do invalidate a good chunk of Warcraft literature, including a lot of Christie Golden’s work. And that’s a real shame. Rise of the Horde was one of the better novels.


[image error]In the end, volume two of the Warcraft Chronicle occupies an uncomfortable middle ground where the people who are most likely to read it are hardcore lore fans, but the people who are most likely to enjoy it are those with only minimal experience of the lore to date.


Overall rating: 6.2/10


Filed under: Reviews Tagged: books, fantasy, review, Warcraft
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Published on May 01, 2017 08:11

April 28, 2017

On Pet Classes

Pet classes in RPGs tend to provoke strong reactions. Most people either love pet classes and play them at every opportunity, or hate pet classes and avoid them like the plague.


[image error]I’m a strange case in that both of those are true of me. Depending on the game, I either love or hate pet classes.


For example, you’ve probably heard me complain bitterly about pet classes in World of Warcraft. Yes, one of my most played characters is a warlock, but I started her as a leveling challenge to see if I could play a lock without pets, and once Grimoire of Sacrifice became a thing, I’ve used it as much as possible. The pets have always been my least favourite part of being a warlock.


Similarly, pets are one of the bigger reasons I haven’t spent much time playing a hunter, and it’s not entirely a coincidence I started losing interest in my mage around the time they made frost a pet spec.


On the other hand, when it comes to single-player games, I tend to embrace pet classes with open arms. When the Van Helsing games revamped their classes, I went straight for the Constructor and terrorized Borgovia with my army of dismemberbots.


I don’t have a lot of fond memories of the gameplay of Diablo II, but one of them is definitely having a posse of skeletons following my necromancer around. In D3, I never quite managed to click with the witch doctor, but I have done my level best to rekajigger my crusader into a pet class (a “zoosader”). At a maximum, he can be accompanied by three swordsmen, four archers, Kormac, and a demon minion summoned by his sword.


And let us not forget my zombie goons in Lichdom: Battlemage.


[image error]“…Zombie goons?”


Then there’s party-based RPGs to consider. We generally seem to separate companion characters from pets, but practically speaking, they’re pretty similar. AI minions who assist you in combat. And I definitely enjoy party-based RPGs — I prefer them to games where you only control a single character. In fact, my most common complaint about them is that the parties aren’t nearly big enough. Dungeon Siege spoiled me with its nine party slots.


So what accounts for this split?


Honestly I’m not entirely sure. I don’t think it’s necessarily one factor as much as a combination of them.


Broadly, it seems to be a difference between single-player games and MMOs.


For one thing, MMOs never really seem to take pets into account when balancing the difficulty in the open world, so while pet classes are at no particular advantage at endgame, they’re brokenly OP when soloing, and since most MMOs tend to make their solo content rather insultingly easy to begin with, it just makes the whole experience a snorefest.


On a related note, most tab target MMOs have incredibly stilted combat with little meaningful interaction between the player and their opponent. You kind of just ignore whatever the enemy is doing and mindlessly drill through your rotation. Having a pet tank hits for you exasperates the issue.


[image error]MMOs also usually use an over-the-shoulder camera, which causes pets to take up an obnoxious amount of screen real estate. They mess up screenshots and cause all sorts of problems.


Meanwhile, a lot of the single-player RPGs I favour use an isometric camera, which makes pets far less of an encumbrance.


Perhaps due to less concerns about lag, single-player games also tend to allow you to control much larger numbers of pets, and I definitely prefer a swarm of minions to just one.


It could also have to do with the rigid threat mechanics that tend to exist in a lot of MMOs, but not in single-player games. Most MMO pets have taunt abilities that ensure enemies will focus on them almost 100% of the time. This, again, robs you of any meaningful interaction with your opponent.


In single-player games, pets usually don’t have taunts or threat modifiers. At best they’re a physical barrier between you and the enemy. Even in Dragon Age, where the warrior in your party will likely have taunts, it’s rare for them to hold aggro on every enemy. This means that you still have to look to your own defenses and survival at least a little.


Another divide is that MMO pets tend to require a lot of micro-management, at least in group content, whereas single-player pets and companions are almost always fire and forget. I definitely do not want to have to spend a lot of time baby-sitting my pets — that defeats the purpose as far as I’m concerned.


[image error]All that said, I can still find exceptions that muddy the issue even further. I quite like the companion characters in SW:TOR, for instance, and they’re essentially pets. In that case I suspect it’s a combination of the fact they’re meaningful characters within the story and the fact I already dislike the combat in that game, so how much worse can the companions make it?


In ESO, also, I’ve leaned heavily on my Clannfear pet, perhaps because unlike most MMO pets it doesn’t require much management. Then again it’s also worth noting that I have been moving away from using it recently — it doesn’t fit my character’s RP very well, and it bugs out a lot.


It’s definitely a very muddled alchemy that determines whether or not I will appreciate pets. The one thing you can be certain of is that I will always have strong opinions on pet classes one way or another.


Filed under: Games Tagged: Diablo, Dragon Age, Dungeon Siege, fantasy, Lichdom: Battlemage, sci-fi, Star Wars: The Old Republic, The Elder Scrolls Online, The Incredible Adventures of Van Helsing, World of Warcraft
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Published on April 28, 2017 07:00