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Showing posts with label gaming. Show all posts
Showing posts with label gaming. 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, 10 September 2013

Fate Core Gaming Reveiw

Hey everyone! Today I'm going to do a quick review a new gaming system that was backed by Kickstarter, and is fast becoming one of my favourites: Fate Core!

Created by Evilhat and available for the amount of "Whatever you want to pay, even nothing" on their website, Fate Core was created to be a modular gaming system that can be quickly adapted to just about any setting imaginable.

Teachability: Fate Core is a quick system to understand, with their only being 3 major actions to take. However, it can take players familiar with more crunch-heavy RPGs such as Dungeons and Dragons, or worse yet systems like Shadowrun, to understand the amount of narrative freedom given to players. The concept of Aspects can also be a little difficult for new players to understand, but most of this can be taught simply through playing. When it comes to getting a firm grasp of the rules, the game is very teachable and is easy for new players to pick up and play. The best advice I can give for teaching new players is to have the GM simply tell them "Tell me what your character would do, no matter how complicated, and I'll make the rules do it for you."

Character Creation: Character Creation in Fate Core can take as much or as little time as you want. It's easy to pick skills and figure out your character's stress tracks. The hardest part is coming up with the aspects, and unlike most games the players often help to determine the setting as well, meaning that character and setting creation often takes up the entire first session, although it probably doesn't have to, particularly if you're using one of the premade settings from the Fate Worlds books.

Game Creation: As I just mentioned, the players often have as much of a role in world building as the GM does as everything is generally done cooperatively. That said, it can be really easy to come up with a simple combat for the players on the fly, and since the game doesn't use miniatures or battlemats, there's very little prep time for a GM pre-game. At most, a GM might spend ten or fifteen minutes before each session just to catch up on where they left off and to review notes from previous games. This makes Fate Core and it's simplified companion Fate Accelerated Edition ideal for convention play and one-shot adventures, but even more ideal for ongoing living campaigns.

Playability: The game plays like a charm, and action can flow even with new players. The key to playing any of the Fate games is to remember the credo of "narrative comes first". The rules are designed to be flexible, which allows the players and the GM to tell their story together. The rules can be adapted to fit literally any situation, with actions being open-ended, and aspects being able to cover anything you can come up with a name for.

Non-Combat Resolution: Fate Core is excellent at making non-combat resolution fun and exciting. Non-combat resolution can include systems that are identical to combat in how they work, although narratively they're not combat at all. There's also the idea of challenges, where characters compete using skills and actions outside of attack and defence to try and beat their opponent (such as in a foot race, or when cops are chasing a perp). This means that even when your players are doing nothing more than an indepth investigation, the game remains tense and exciting.

Price Point: One of Fate's greatest features is that you can get the PDF for free. While the additional books might cost you a bit of money, the prices are incredibly reasonable. That said, shipping hard copies to Canada can be prohibitively expensive off the Evilhat website at the moment, so you might want to see if your FLGS has some shipped in already through a supplier first.

Other Impressions: Fate Core's modularity is one of the things that make it such a fun game to play. You want to do noir 1920s detectives fighting alien invaders from the planet Necron? Or would you rather be a group of plucky barbarians from the sand dunes of Azagar? Both are totally playable in the Fate Core universe. I would strongly recommend everyone go to Evilhats website and download the PDF for yourself. Read it, love it, and adore it. It's worth every moment.

Monday, 9 September 2013

Review of D&D 4th Edition

Hey everyone! This will be my first gaming review that I'll publish on this blog! As part of this review, I'll also explain what each of the categories for my gaming reviews will be, starting with the first category:

Teachability: Teachability is how easy a game is to teach to new players. 4th Edition D&D as a game has a very complex rules system that can be difficult for new players to grasp. However, once the basic concepts are more-or-less understood, the game can run rather smoothly, as there's lots of references on the character sheet and the power cards.

Character Creation: Character creation is usually the first and most important thing players do in a game. In D&D 4e, this is no different. It is difficult to seriously mess up a character and make a character who is completely ineffective, however Character Creation is an intimidating morass of rules, feats, and power selections and for this reason can take ages, especially if you don't use the Character Builder on the D&D Insider tools on the website. While choices are normally a good thing, there are simply too many choices at this point, so it would be wise for GMs to place some basic material restrictions for newer players, or just to roll up the characters for them entirely (as I did).

Game Creation: Game creation refers to the act of a GM writing up games, campaigns, and modules. D&D 4e, unlike most of it's predecessors, is actually very easy for encounter building, using a simple points-based system for generating encounters. Some pre-writing is required, but a GM could easily make up a game on the fly.

Playability: Playability is about how smooth the game runs. The game runs rather smoothly up until the characters reach the Paragon Tier, where the game can get a bit bogged down in the sheer number of action choices PCs need to make each round. This problem is only exacerbated when they reach the Epic Tier, where the problem becomes even worse due to the number of magic item powers and bonus powers each character gets.

Non-Combat Resolution: Non-combat Resolution refers to how non-combat situations are handled in game. In 4th Edition D&D, there is a basic skill system. For more complex situations, a skill-challenge might be used which is simply a series of skill checks. The skill-challenge system is very difficult to tell a story with, and can feel very artificial. It's a valiant effort to try and make non-combat encounters more interesting than simply "roll diplomacy" or "roll a search check", but it ultimately failed in it's execution.

Price Point: Pretty straight forward, Price Point is about how much it costs to get into the hobby, and how much value you get for your dollar. D&D 4th Edition is an expensive hobby. I will come out and say that right off the bat. However, if you start off by buying right into the essentials line, you can save yourself a bit of money as the soft-cover essentials pocket-sized books are considerably cheaper than the hard cover splat-books that are the 4e release line of books. If you don't buy any extras other than the stuff included in the Dungeon Master's Kit, you're looking at between 60-80 CAD$ to purchase the materials and start playing, excluding a set of dice which will cost between 10 and 15 CAD$ for a cheap set. I would strongly recommend buying at least a one month subscription to DDI, if only to benefit from the character creator programs and to get the extra material from the other books for free via the Compendium.

Other Impressions: Overall, D&D 4th Edition is a fun game. It's very different from previous editions, but you can still get impressions of the core mechanics of older versions of the game in the way some things are handled. D&D 4e's Essentials line is easily the best set of products released for 4th Edition, in my humbled opinion, as it breaths new life into the game and it, along with Psionics in Player's Handbook 3, is the first time that characters really started to feel unique in the way they're played.