tracking data

Showing posts with label Computer Game. Show all posts
Showing posts with label Computer Game. Show all posts

Tuesday, 24 May 2016

In Defense of Dragonspear

So, it's been a couple years, but I'm back to post again!

Recently, the crew over at Beamdog finally released their first full, original adventure for the Baldur's Gate Games (that wasn't an arena-bash): Siege of Dragonspear. Taking the Baldur's Gate setting into the modern age is a daunting endeavor, and I believe they accomplished it hands-down.

Giving Safana a voice, and introducing several new, interesting characters breathed a breath of fresh air into a game that was otherwise beginning to grow a little stale. One can only play through the Bhaalspawn Saga so many times before growing sort of bored with it. To top it off, they also introduced a new class, and several new Cleric specialties. The new class, called the Shaman, is essentially a Druid with spontaneous casting and replacing it's largely useless wildshape with the ability to summon uncontrolled spirits (as well as use axes, which will be wonderful for good aligned Shamans in BG2!)

The new UI is much easier to navigate in a lot of ways, though the quest Journal Entries do leave a lot to be desired. Beyond that, however, I would have to say this is a well-crafted, and wonderfully fun adventure and a solid addition to the Baldur's Gate canon.

And I stand by that, despite all the stupid controversy surrounding a side-character with almost no impact on the story what-so-ever. Mizhena, somehow "infamous" for being a transgendered character in the Baldur's Gate world, who reveals as much if you engage her in conversation. Cries of "SJW agenda" and "Oversharing!" have followed, but this leaves aside the fact that pretty much every side NPC with a conversation tree that you meet overshares their background if you talk to them.

Are there better ways that Beamdog could have introduced Mizhena to the game? Maybe. They could have made Mizhena a full party member. Or maybe you would have to have several conversations with Mizhena to find anything out.

While the first option is great, it would have meant leaving out Glint, and that would have been a shame. The second option also misses the fact that most conversations people are going to have with Mizhena open with "Can I get healing?" and directly going to "Good bye" after the needed healing has been administered. Mizhena's conversation is there for those curious enough to ask questions, and little else. If that really bothers you so much, then perhaps the Baldur's Gate games are not right for you. Go pick up Ice Wind Dale, or better yet, boot up a game of Diablo. That might be more your speed.

Sunday, 30 November 2014

Dragon Age: Inquisition, and Bioware's Return to Greatness

Hey everyone! I'm back again, with a review of Dragon Age: Inquisition to hurl in yo' faces!

Dragon Age: Inquisition is the third instalment of the Edmonton-Based game studio, Bioware. In it, you play the Inquisitor/Herald of Andraste, and fight against a world gone mad after a conclave meant to bring the Templar-Mage war to a halt was destroyed in a magical explosion, tearing a hole between the world of mortals and the world of demons. You have a mysterious mark that allows you to close these tears in the veil that have opened in the wake of the Breach, and this lands you as a key member of the reborn Inquisition.

But before we can discuss the story, lets get the technical shizwa outta the way. Inquisition is built on a new engine for Bioware. Before, they typically used the Unreal engine, but for their latest game they've switched over to the much more powerful Frostbite engine, and it shows. Animation is much smoother, and the physics are much more visceral and engaging. So many times, I've had my warrior smash apart a cart just because it happened to be behind an enemy I was slamming through it, and my hits really feel like they connect. The gameplay is somewhere between the Action-based RPG of Dragon Age II, and the more tactical combat of Dragon Age: Origins. However, unlike both games, it's managed to succeed surprisingly well at both. The tactical camera mode has an option to allow you to advance time only a short distance, allowing more tactically focused players greater control. The decent computer AI allows players who prefer more action-based combat to let their party members make generally decent decisions while the PC focuses on hack-and-slash. Combat also makes tactical positioning and combat more varied and emphasizes its importance. While in the previous instalments, things like flanking and positioning were important, the gameplay never really emphasized this except with the melee-built rogue in Origins, who received a backstab bonus and . However, in Inquisition the bonuses for flanking are much more obvious, as some enemies are extremely difficult to fight head-on due to their defenses.

But the game is far from perfect. There are a number of conversational glitches, such as with many of the scenes involving two spoilery-characters. They'll often stop talking in the middle of the cut scene, and not resume talking unless you skip through the scene, causing you to miss a lot of details of what's going on. This only seems to happen with cut-scene conversations, however, and the contextual conversations work very well. There's also some issues in cut scenes and even the main game with clipping, such as a dual-wielding dwarf rogue wearing the Inquisitor's Hat, as your daggers stick up through the brim of the hat. It looks hilarious but it can take you out of the game a bit.

No more murder-knife in Inquisition as well. Your character will use your equipped weapons in cut scenes (with one exception, but it's story based), rather than some mysterious super-knife like in Dragon Age II, or some sword your warden picked up off the ground as in the final scene of Origins.

The characters, however, are where Inquisition really shines. Where in the previous two games, relationships often felt a bit forced or like something you just needed to earn enough points in to win some sort of prize, in Inquisition the relationships feel much more organic. This is helped by the lack of an “approval” bar somewhere. You're still informed whether or not someone approves or disapproves of your actions, but there's no numbers attached. This also helps the romances a great deal. Unlike in previous games where, once approval was high enough or you flirted enough or whatever the characters would throw themselves at you and you'd unlock a sex scene, romances in Inquisition are much more involved, frequently requiring side quests and your character going out of his or her way to win their companion's affections. One of the romances even involves a duel! It makes them feel much more realistic and organic, and above all earned than in previous games. Also, you can't be stealth romanced in this game. You'll know right away if you're getting involved, and you have multiple opportunities to abandon a romance. There's a reason this game's version of the Paramour achievement is for “Committing to a romance.”


Inquisition is a massive, sprawling game with easily 80 or 90 hours of gameplay for the most dedicated of players, and no two playthroughs are ever going to be exactly the same. There are no “right” or “wrong” decisions in this game, and there's no perfect playthrough like in previous Bioware games. Above all, it feels like a return to Bioware's standards of excellence that we saw with Origins and even Baldur's Gate 2. If Bioware keeps this up, there will be only good things ahead for the studio.

Friday, 13 December 2013

Random Aside: Stats for Xan made in Fate Core

Hey everyone, today's blog post is not a review. Instead, I'm going to try something fun with two things I did reviews for, Baldur's Gate: Enhanced Edition and Fate Core. I'm going to take my favourite companion NPC from Baldur's Gate and make him a character using the Fate Core rules.

First things first: What defines Xan enough to be his High Concept? Well, what we know is that Xan is an elf from Evereska sent to Nashkell to investigate the happenings at the mines. He's a rather dour, sarcastic and pessimistic fellow, doesn't get along well with Eldoth the bard and often wishes him ill (even showing a brief moment of happiness should Eldoth fall in battle), nor does he get along with Ajantis whom he sees as having an over-simplified worldview. Xan also has a powerful Moonblade, and is a Greycloak (a sort of magical law enforcement agent) of Evereska. Additionally, Xan was chosen by the Moonblade to be it's wielder--this hints that he's probably going to be someone important later on.

Most importantly, however, Xan is a Lost Greycloak of Evereska.  That tells us how he fits into the game universe.

For his trouble, I'm going to take a quote directly from his voice set. Our Quest is Vain. Or perhaps We're All Doomed might be more fitting. Our Quest is Vain has a little more zazz and proactiveness to it, so I'm going to go with that one.

Xan's Moonblade is a pretty powerful item, as well as something indicative of him having an important role later not (never happens in BG or BG2, but if the BG:EE guys are reading this... Baldur's Gate 3? Maybe Xan should become someone important!) and something that defines his position in Evereska, so for his background aspect, rather than going with his capture by Mulahey, I think his Moonblade should get its own aspect. Chosen by the Moonblade has a lot of clout to it, especially once you realize the importance of the Moonblade beyond being an awesome item for a mage to haul around.

Xan having as many lines as he does for Ajantis and Eldoth makes him stand out in Baldur's Gate, so I think we can assume those would make good aspects as well. Ajantis Lives in a Black and White World is a pretty catching aspect, I think, and really establishes his relationship with the paladin squire.

As much as I try to stick to his dialogue for these aspects, he doesn't have a really snappy line that defines his thoughts on Eldoth, so I'm going to have to make something up. We know he doesn't like Eldoth because he views him as crude, unnerving, and just plain mean-spirited, so lets say Eldoth Should be Locked Up, as I think that pretty much sums up why he can't stand the guy. Aside from Eldoth being evil, he's also quite unashamedly criminal, and Xan is a law enforcement officer.

That covers Xan's 5 aspects. Next, we're going to cover his skills.

As Xan is an enchanter, Lore is quite obviously going to be his peak skill at +4. Xan is also an investigator, so Investigation and Empathy should fit nicely at +3. I think he'd be pretty good at telling when people are lieing, and he is an enchanter. Next down we have Will, Contacts, and Rapport at +2. As pessimistic as he is, he's also the only person who can keep Ajantis from just randomly attacking evil party members. Finally, I think Notice, Fight, Athletics, and Resources. He can use that Moonblade if he has to (I mean, sure he's a D&D mage, but I'm not going to let the mechanics trump story here), and he's pretty good at keeping out of trouble. If he were back home in Evereska, I think he'd have more resources at his disposal than he does here on the Sword Coast. As an investigator, he's kept his eyes trained, but that's not his main method of investigation.

As for Stunts, I'm going to give him the stunt Arcane Enchanter. This lets him use Lore to Create an Advantage by casting mind-affecting spells such as Sleep or Charm. If I were trying to translate him as a D&D mage, I'd also let his magic attack, but I always used him purely for Crowd Control. I mean, he is  an enchantment specialist, and he's darned good at it, so I think this is a fairly simple stunt for him to have handy.

Next I'll give him the Practiced Investigator stunt, which gives him a +2 to Overcome aspects meant to hide a criminal's trail of clues.

For his third stunt, I think something concerning the Moonblade would be appropriate so, I'll give him a stunt Chosen by the Moonblade, which grants him a +2 when using Fight to attack in melee with the Moonblade. Some might think this gives him a +2 all the time, but then they forget that something as simple as having the "Unarmed" aspect put on him by a foe, or the GM being mean and compelling his "Chosen of the Moonblade" aspect to mean he left his moonblade at home will deprive him of this +2.

So, to recap:

Xan
Lost Greycloak of Evereska
Trouble: Our Quest is Vain

Other Aspects:
Chosen of the Moonblade
Ajantis Lives in a Black and White World
Eldoth Should be Locked Up

Skills:
Lore +4
Investigation, Empathy +3
Will, Contacts, Rapport +2
Fight, Notice, Resources, Athletics +1

Stunts: 
Chosen by the Moonblade (+2 when attacking melee with Fight if wielding the Moonblade)
Practice Investigator (+2 when using Investigate to Overcome advantages intended to conceal a criminal's trail)
Arcane Enchanter  (Can use Lore to create an advantage by casting a mind affecting spell such as a sleep spell or a charm spell. This can be defended against by Will.)

Tuesday, 3 December 2013

Baldur's Gate: Enhanced Edition

13 years ago, I began a journey. This journey was abandoned for a good 10 years, but yesterday I accomplished something. I beat Baldur's Gate. In this case, it was Baldur's Gate: Enhanced Edition, meaning I had available to me class kits that weren't introduced until Baldur's Gate 2. I used an Inquisitor Paladin, but I didn't use any of the new party members introduced in the Enhanced Edition.

What a blast! This game is a tactical RPG of the highest degree. Through playing, I've earned a new respect for Dungeons and Dragons 2nd Edition, and a realization that I'm a lot smarter now than I was when I was 12.

After battling my way through dungeons, investigating corrupt merchant houses, fighting devious mages and making friends along the way, I discovered my true calling and defeated my most wretched of foes: The nefarious Sarevok.

And I beat him.

By a fluke.

The hilarious voice acting, and the uninteresting companions aside, I only have one beef with this game. That beef is with the Sarevok fight. Nothing prior to that fight prepares you for it. Prior to the Sarevok fight, no mages had any pre-cast defensive spells on them. At Sarevok, the mage hasn't just cast them on himself, he's cast them on the archer as well. And there are traps everywhere, and they're almost impossible to find as well. It is an absolutely brutal fight. I turned the difficulty down to Novice, and I still didn't beat it... fairly, anyways.

No, what I did was set my mages to drop fireballs and skull traps on them while they were still off screen, and then I sicked Minsc on them in Berserker fury. That still  wasn't quite enough.

I kept my main character hiding in the back, and what finally killed Sarevok was the fact neither he nor Tazok could see my main character hiding in the back corner, so they stopped chasing me.

And stood in a cloudkill spell instead.

That's  how I beat the game. By the main bad guy standing in a deadly spell and killing himself when he couldn't see me.

That said, Baldur's Gate is still insanely fun, and it's a tent-pole classic. It and its sequel Baldur's Gate 2 are the godfathers of the Western RPG, and the reason why Bioware has the ridiculous standards put on them that they have. Both games have great writing, interesting characters (even if the NPC companions don't banter as much in the first game), and Baldur's Gate 2 introduced the ability to romance your party members. The games took risks that few games would have dared, and created the modern RPG.

They're available on Steam, and the iPad store and well worth picking up.