Showing posts with label bioware. Show all posts
Showing posts with label bioware. Show all posts

Thursday, April 14, 2011

Dragon Age II Review: Get a Grip, Folks!


(This article contains mild Dragon Age II spoilers. Such as: There are dragons!)

Since I raved so enthusiastically in this space about Dragon Age: Origins (and Bioware games in general), I suppose I really should say something about Dragon Age II as well. This one is a bit trickier.

It's impossible to discuss Dragon Age II without a bit of criticism, which makes me sad. A lot of skilled people worked really hard over an overly-short period of time to make this game, and I strongly suspect that most of its problems were out of their control, due to directives from above. As somone who writes games myself, I truly sympathize. The inevitable result has been a game that's caused quite a bit of controversy over its quality.

The best place to see this confusion is over on Metacritic. As of this writing, reviewers have given the game an entirely respectable score of 82 (out of 100). Players, on the other hand, have given Dragon Age II a dismal 4.3 out of 10. That is a huge gap!

But it makes a lot of sense. Reviewers have to review the actual game as it exists, not their fantasies about what it might be. Dragon Age II is a flawed but basically competent and enjoyable action-RPG. 82 out of 100 is a B-, and Dragon Age II is a pretty solid B- of a game.

In fact, suppose it didn't have Dragon Age in the title at all. Suppose it was called, say, "Bioware Presents: A Dude Named Hawke Buys a Big House and Has Wacky Adventures." Suppose further that EA had given Bioware the bit of extra time and budget necessary to fix the game's most notable flaws. (Dungeon layouts reused to an egregious extent. A bizarre combat system where reinforcements pop in from out of nowhere. Extreme bugginess, especially in the late game.) If this was the case, I honestly believe the result would be considered a lesser but worthy member of the Bioware canon, something pleasing to pass the time while waiting for Dragon Age II.

But that's not what happened. Dragon Age II is ... well, it has "Dragon Age" in the name. It's the sequel to one of the best-written, epic, envelope-pushing RPGs pretty much ever. I game I truly loved. (If you haven't played it, why are you wasting your time reading this junk? Go get it! Go!) And there's no suger-coating the basic fact of the thing. If you got Dragon Age II expecting something more like Dragon Age: Origins, you are going to face a period of harsh disappointment.

But I'm going to have to defend Dragon Age II here for a bit. There's a lot of really good stuff here, and some of the design choices are really interesting. Other people have dumped on this game enough. Let's take a moment to look at the nice things.

Great Writing

Nobody puts great writing in games like Bioware. Dragon Age II didn't contain as much of that Dragon Age Magic (tm) as I might have hoped for, but it was a beautifully written game. The characters didn't grab me instantly in the way they did in the previous game, but they really grew on me, especially Varric. When my companions talked to each other, I always stopped whatever I was doing to listen.

Considering how crappy most video game writing is, I really think we shouldn't take Bioware for granted!

Also, this game had the most insane, over the top, out of nowhere plot development I've ever seen in an RPG. (Which part? One word ... Mom.) Dang it, it deserves props for that!

Cool Character Development

I loved the skill trees. The mix of abilities, constant effects, and passive bonuses, combined with being able to decide between getting new abilities and making old ones better, made training very interesting. I retrained my characters several times and found that it was possible to customize my characters for a number of different play styles, which is always good.

The combat did involve a lot of button mashing, but the abilities were varied and dramatic enough that I was rarely bored.

Some Really Good Ideas For Combat

Battles in Dragon Age II are almost always against waves of foes, generally starting easy and getting harder. You need to conserve your powers, using them when they are most needed.

The way the game throws reinforcements into the battlefield deserves some mockery. They are scattered in at random, sometimes literally dropping from the sky before your eyes. If they had entered the fray in a less immersion-breaking way (say, running from deeper in the dungeon), it would have worked better. However, this basic idea of how to structure combat shows a lot of potential, and I hope other games explore it. (Which is my way of saying:  I really should steal that idea.)

The Theme Still Works

His writing is as impenetrable as ever, but Tycho over at Penny Arcade does a great job of breaking down what Dragon Age is really about and how cool it is. These games aren't about fighting Big Fantasy Nasties. Sure, they have fights and monsters, but that is not what they are Capital-A About. They are about politics and power structures and compromises and how actions and decisions can shift history. It's a very cool and ambitious territory to explore, and Bioware has close to a monopoly on it.

Dragon Age II doesn't operate on the same scale as the previous game in any way, and yet it covers much the same ground. It focuses on one city instead of a whole nation and a handful of political squabbles instead of one great crisis, but their hearts are in the same place. And, frankly, this design concept deserves a lot more exploration.

In Closing

Dragon Age II is a flawed product that is still more interesting than a more polished mediocrity. Starting it is a very jarring experience for anyone with fresh memories of the first classic, but, if you walk away, take a breath, and resolve to meet it partially on its own terms, it's worth the sixty bucks.

A lot of people hate it, but hey, the Internet exists to help people hate things in a purer, more intense fashion. And, hey, if you hate Dragon Age II, that's your right.

But I think it's important for fans to not price themselves out of the market here. Bioware is still making good role-playing games, a genre that has been painfully neglected in the past. It's fun to indulge in a nice hate-frenzy from time to time, but let's try to keep on talking terms with reality here. They're still one of The Good Ones.

Saturday, June 12, 2010

Quick Late Review: Mass Effect 2.

(I'm going away on vacation, so I wanted to dump everything in my brain while it's still there. I have to stop writing games sometimes. Working on Avadon is making my brain melt.)

I played Mass Effect 2, of course. Bioware. Have to play. And I really, really liked Mass Effect, warts and all.

Mass Effect 2 is a lot of fun. The new action-based combat model is simple and fast-paced, so the action, while a little repetitive, is always fun. And the game conclusively shows that there is no problem that can't be solved by going from one end of a corridor full of crates to the other. The player characters are a little dull for a Bioware game, but they're fine. (Morden and Garrus are cool.) I suspect that there's just too many of them, so the interestingness got spread a little thin. I missed Morrigan.

But, as much as I enjoyed it, there was one thing that really bugged me. Bioware has said that Mass Effect 3 will be a bit lighter in the subject matter, and thank God.

So there's a woman in your party named Subject Zero. She is harsh and obnoxious and crazy and I wished I could throw her out of the airlock while covered in hurting fire. Like all of the other allies, there's an quest you can do to win her loyalty.

So I accept it, and we go to this abandoned research base. It turns out, Subject Zero was, while a child, subjected to horrible experiments to give her psychic powers. You learn, in blucky detail, how many other children were taken there and killed in other experiments that seem deliberately reminiscent of the work of Josef Mengele.

You also learn that this base was built by Cerberus, a pro-human organization that you work for.

You do learn, for what it's worth, that after Cerberus built the base they went a little rogue before all of the child-murdering started. As if that makes it better. Which, no. When you find out that your bosses helped start the Holocaust, it doesn't matter if they're a little bugged by what happened later. It's still, you know, bad.

I had a lot of fun playing the game. The zappy zappy was good. But that quest really put a bad taste in my mouth for the rest of the game, and this isn't like God of War, where the story is only a vague backdrop for the hacking. Bioware is known for story, and they took a seriously wrong step here. If you want to cover this sort of material, fine. But treat it with respect, don't just make it a little side quest meant to make things all edgy, and certainly don't expect the player to continue to support the organization that created the horrors in the first place. As someone who sometimes takes games seriously as an art form, it's embarrassing.

Also, if you are forced to have these yahoos on your ship, "helping you", asking for favors, and bugging you with their issues, you should always have the option of feeding them into the mass-energy reactor. Hey, your ship has to be fueled somehow.

(And hey, Bioware, still love you, right? Let's not let this little tiff interfere with our deep and lasting relationship, OK?)