Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Sunday, October 30, 2011

Review - Dragon Age: Mark of the Assassin



Dragon Age 2's second story-based DLC outing is "Mark of the Assassin," an adventure that - apart from sporting around 5-6 hours of additional questing time - also features the remarkable voice talent of Felicia Day as the titular assassin, Tallis. Fans of the actress will find a pleasant treat in this DLC; Day brings Tallis to life in an engrossing way, and while the character herself may not be the most interesting of Bioware's creations, she still houses a personality and backstory that's worth a look.

The same can be said for the DLC itself; the premise, execution, and twists along the tale prove to be an entertaining diversion that will provide a solid chunk of additional gameplay. It's worth the pricetag - more so than Legacy. Everything good about Dragon Age is here: intricate lore woven into an interesting story, new creatures that provide varied and interesting battles, a puzzle or two to wrack your brain, challenging boss fights, and even a few surprising cameos from Dragon Age: Origins.

It's Felicia Day! In Dragon Age! As an elf!
The folks at Bioware have learned their lesson from Dragon Age 2. Mark of the Assassin once again sends you to a completely new location for you to explore. Gone are the recycled maps and endless waves of enemies (at least, for the duration of this DLC). Instead, you're sent on a mission to liberate a treasure from an Orlesian stronghold. Here, you'll take part in a wyvern hunt, chat up a few nobles in a party, and work your way through a fortress - by stealth or by force - to complete your mission. Though there have been complaints that the stealth portion of the game is buggy, I did not experience any of the bugs that have plagued other reviewers.

As to be expected from Bioware, the story twists and turns along the way (though I have to say, releasing the Dragon Age webseries along with the DLC might have given away a lot of one of the "surprise" moments). The highlight of the story and the DLC is definitely Tallis. With her snarky yet bright outlook, she is a welcome addition to your cast of companions. She's played wonderfully by Felicia Day, and it's a shame that the character is limited to the DLC; she will not join you on your main quest (though it seems possible she'll show up in another Dragon Age iteration).



Your choices in the DLC also have consequence; unlike Dragon Age 2's main game, where your choices often have little effect on the narrative, Mark of the Assassin will play out differently based on a few key choices you make. Anything that gives your actions more weight is a plus in my book.

If you're itching for more Dragon Age 2 that's not set in Kirkwall, Mark of the Assassin is worth a look. The DLC is available now on PC, Xbox 360, and PS3. 


Recommended For:
+ Dragon Age 2 fans
+ Felicia Day fans - don't worry, she differentiates Tallis from Codex quite well.

Not Recommended For:
- Dragon Age 2 haters
- People expecting Mark of the Assassin to solve all the problems of Dragon Age 2

For those looking for more history on Tallis, check out Dragon Age: Redemption.

Spotlight - Pre Skyrim Jitters


If you're fans of the Elder Scrolls series, then you indubitably know that Skyrim, the fifth installment of Bethesda's epic open-world RPG, is about to be released on 11/11/11 - less than 15 days away. Now there's been an impressive amount of hype for the game, considering it has been over 5 years since the studio released the previous game, The Elder Scrolls IV: Oblivion. Yes, in addition to taking frivolous legal action against indie developers, Bethesda also still makes games! Imagine that.

Oblivion was hailed as one of the best RPGs of 2006, featuring stunning graphics (for the time), a massive world to explore, almost countless quests to complete, and its signature RPG leveling system; unlike most other models of the roleplaying videogame, the Elderscrolls uses a system where your abilities improve based only on use. That is, swing a sword enough times and you'll become a master swordsman. Blast enough enemies with fiery death, and you'll become a master mage. Spin enough diplomatic circles around your enemies with your silver tongue and you'll become a master ... debater.
Heh. Had to.

Skyrim allows you to kill bears like never before. As long as they aren't pandas, I say.
Still, for all its innovation and technical marvel, there was one area where I felt Oblivion fell short compared to its peers: narrative. Plot. Story. Now, I realize that these factors aren't really selling points of the Elder Scrolls series. Still, in a world where fans often feel justified in demanding improvements to game sequels (often to suit their own esoteric tastes), I feel okay jumping on the bandwagon here. After all, what gamer hasn't dreamed of ways to make the games they play better?

It has been my contention that there are two kinds of successful fantasy stories in RPGs: one based on setting, and one based on characters. Either your setting must be absolutely original and immersive, or your characters have to be compelling. Preferably, you would have both an original and interesting world to explore coupled with characters that you care about. In the absence of both, you must at least have one for a good story to be told.

Pretty? Yes. Interesting? That's debatable.
Case(s) in point. While Dragon Age's setting may not be the most original in all of fiction, the series still told an absolutely captivating narrative through your many party members. One of the best parts of the story in the first Dragon Age was trying to penetrate the witch Morrigan's caustic exterior. Or getting to know the man behind the string of sarcastic jokes that was Alistair. Or trying to decipher exactly what the mysterious shapeshifter Flemeth was planning.

Morrowind, the third installment of the Elder Scrolls series, took the opposite approach. The game managed to make up for its lack of memorable non-player characters using a fascinating and stunningly-well crafted setting based on a truly unique culture and intricate weave of lore. The sheer drama of this politically and religiously charged world more than made up for the lack of NPCs. You didn't just get to know a character in Morrowind. You got to know a whole nation.

Morrowind's capital city of Vivec, a thousand times more interesting than Oblivion's generic fantasy.
Unfortunately, Oblivion's setting seemed in comparison to be utterly generic fantasy with an unremarkable plot and dull, forgettable characters. Oblivion's narrative had neither the expansive and intricate backstory of Morrowind, nor the well-developed and layered characters of Dragon Age. The result was an utterly uninspired story. You got to know a world in Oblivion, yes. But it was like getting to know your husband/wife of forty years. Been there, done that. Seen it all before.

Note, that I don't think Oblivion itself was bad - just this one aspect. In terms of technology, gameplay, and sheer expansiveness of its world, Oblivion should still be considered the top of the top in its sub-genre of RPG.

Standing stones in Skyrim will impart special benefits to various skills.
With that tedious and overlong introduction done, I finally come to the point of this post. What will Skyrim do to address these concerns? Most other gaming sites seem to have conceded that the story aspect of the Elder Scrolls series is unworthy of note; the emphasis in most previews I have read has been decidedly focused on gameplay. That's fine; Elder Scrolls' massive worlds and unique gameplay are after all the major selling points of the series. Still, for a gamer who enjoys games primarily for their story content, what is there to expect?

Well, Skyrim is set in a brand new location, the home of the Nords. In terms of real world correlations, Nords are essentially fantasy Vikings. They make their homes in snow-covered plains that are broken apart by frost-covered crags and frozen tundra. This is a welcome change from the generic forests and medieval cities of Oblivion. As for the actual lore and backstory, we'll have to see when the game releases, but what's been shown so far seems to hit closer to Oblivion than it does Morrowind.

We can visit everything you see here, from Skyrim. Maybe not the clouds I'm guessing. Or can we?
As for plot, very little has been revealed. Apart from the fact that for some reason, dragons are trying to destroy the world, and your character is the fated hero chosen by destiny to defeat them and save the realm. Generic? Yes. Can it be done well? Again, guess we'll have to see.

Finally, Bethesda has not made a big deal out of its NPC characters. This isn't surprising, considering Skyrim's predecessors. There's supposed to be a new NPC AI system which is supposedly pretty revolutionary in terms of giving all the thousands of NPCs their own schedules. Gameplay wise, this sounds great. Story-wise, not so much. Quantity can't make up for lack of quality in terms of developing memorable characters to interact with. If every non-player character in the game has their own schedule, but none of them has any personality, that's big minus points in my book.

Dragons are an integral part of Skyrim's lore. Also, expect to kill a lot of them.
So, in short. Looks like Skyrim's not going to satisfy any narrative cravings. I look forward to being proven wrong, but I won't go so far as to hope for it.

That said, I still plan on fully enjoying this game. Despite Oblivion's lackluster storyline, I still found its massively open world absorbing and engrossing. Fans of the Elder Scrolls series often claim to forgo the main plotline entirely, choosing to carve out their own story and make their own mark in the Elder Scrolls universe. From what we've seen of Bethesda's latest RPG so far, there's no reason to think we can't do the same in Skyrim.

It's not an Elder Scrolls game if there's not a weird zombie skeleton all up in your grill.

The Elder Scrolls V: Skyrim releases on November 11, 2011 on PC (via Steam), Xbox 360 and PS3.

Check out my review of The Elder Scrolls IV: Oblivion here (please note that this was done on my old 5-point review system, which has since been discarded) and then catch some of the latest footage of the Elder Scrolls V: Skyrim, plus the live-action trailer below!


Latest Gameplay Footage, via G4TV


Live Action Trailer!

Tuesday, October 11, 2011

Spotlight - Dragon Age: Redemption

Felicia Day's newest web-series set in the Dragon Age universe is out! Check out Redemption, which stars Day as the elven assassin Tallis.


I was a little worried that Day wouldn't be able to break out of her "Codex" role from her other series, The Guild, but she does an admirable job here in the first episode, setting Tallis apart (as a confident and somewhat snarky elf) from her other roles.

The way the Qunari are depicted does bug me a little though. I'm not sure if it's the costume or the acting, but they don't give off the same presence as they have in the game - there's not that sense of intimidation in their first appearance. We'll see if the series can overcome this.

Dragon Age's newest story-based DLC is also out today, which conveniently enough features Tallis as a playable character. Mark of the Assassin  can be picked up for $10.00 or its equivalent Bioware/Microsoft Points value on PC, Xbox360, and the PS3.

Wednesday, August 17, 2011

Bastion Official Soundtrack Now Available!


Bastion, which I have lauded multiple times in the past few weeks, has officially been released on the PC. This version features mappable key-bindings, gamepad support, and a higher resolution than its Xbox Live Arcade counterpart. The core game remains the same though, so for those of you who don't have an Xbox360, I highly recommend you download this great game for your computer. Download via Steam (you'll need to sign up for a free account if you haven't done so already).

In addition to the PC release, Supergiant Games has also released the official soundtrack for Bastion (which was definitely part of the reason the game was so great). Composed by Darren Korb, the full soundtrack features 22 songs, 2 of which have not been heard before. Get it here for $10 digital download or $15 for a compact CD.

As an added bonus, for a limited time, Supergiant Games is offering a bundle deal to get both the digital game and the digital soundtrack at a 20% discount.

Check out my full review of the XBLA version here.


Wednesday, August 03, 2011

Tuesday, August 02, 2011

Review - Dragon Age: Legacy

Let's cut to the chase. If you played Dragon Age 2 then you either hated its guts or liked it - with the exception of a few specific problems. There's no denying that the game had its missteps, the most egregious of them being the atrocious amount of map-recycling and the tedious "wave" combat mechanic that turned every battle into one of attrition rather than tactics. I lay out most of the flaws (while not forgetting that the game had its highlights as well) in my review from a few months back, but this post isn't meant to rehash these old criticisms of Dragon Age 2. This is a review of its first story-based downloadable add-on, entitled Legacy.



So I'm happy to report that Legacy has - thankfully - avoided these two monumental design errors of its parent game. The DLC features a brand new area to explore outside of Kirkwall. Your adventure brings you to a Grey Warden prison in the Vimmark mountains, an area which turns out to be darkspawn-infested fortress. The dungeons - while not mindblowing - are a refreshing change of pace from exploring the carbon copy cutouts that were Dragon Age 2's map designs. The atmosphere is suitably sinister, and the DLC brings a healthy dose of interesting story content to boot. An ancient darkspawn is breaking free of its chains, and as you delve deeper into the depths of the prison, you uncover startling secrets concerning the nature of this threat. The story is engaging, and some endgame revelations are quite satisfying.

While you're spelunking through foreboding caverns and ancient halls, you'll encounter both old and new enemies. As usual, it's up to you and your gang of ragtag misfits to put these beasts down. Enemies no longer assault in monotonous waves, and tactics do play a more crucial role in the game, especially on the harder difficulties. Still, while the "Wave" mechanic is gone, the DLC doesn't quite perfect the combat formula. On normal difficulty, the enemies seem too easy to overcome, while on the hard difficulty, they seem just a bit too hard. It was particularly annoying to find that the game had spawned multiple encounters that featured a dozen archer mobs, all of them shooting painfully accurate arrows into your pincushiony body. The final bossfight - while epic in theme - is at times grating as well, requiring you to perform several monotonous tasks over and over in order to advance the battle.



Thankfully, combat isn't all that there is to do within the add-on. Some puzzle minigames and some new loot round off the DLC and provide a fun diversion from the inconsistent combat. Of particular note is the additional armor set you'll unlock only through Legacy, and the new weapon you obtain through the course of your adventure is upgradable with some new effects that I haven't seen on any other weapon.

All of this amounts to about 3-4 hours of additional playtime. The pricetag for such an adventure seems a bit high at $10.00, but if you have the cash and enjoy the world, I would still recommend checking it out. Bring your in-game sibling along if you can, and while you can technically do the quest at any point in the game, I would recommend waiting until at least Act 3; the epilogue will really jerk at those heartstrings then.

Dragon Age: Legacy is available on Xbox Live Marketplace, PSN, and PC.


Recommended For:
+ Dragon Age 2 Fans
+ Fans of Dragon Age Lore
+ RPG enthusiasts itching for a quick fix


Not Recommended For:
- Dragon Age 2 Haters
- People expecting Legacy to solve all the problems of Dragon Age 2

Friday, July 29, 2011

Review - Bastion


Overview

I've blogged a bit about Supergiant Games' Bastion previously, and discussed most of its most prominent features; for those who still don't know much about this Xbox Live Arcade downloadable, well, let's just say it's an action RPG infused with style, atmosphere, and just enough poignancy to make the trip feel worth both your time and your hard-earned dollar. If there is only one XBLA downloadable game you get this year, you can bet Bastion should be one of your top choices.

Story

The game is set in a post-apocalyptic fantasy world, brought to its knees by what's referred to as "the Calamity." Your character, "the Kid" must navigate through a world filled with crumbling infrastructure and hostile humans and monsters alike. Along the way, you pick up remnants of the old world and unlock levels that provide you with a backstory to the Calamity's survivors. Between each level, you return to your home base, called the Bastion, a sanctuary of sorts that houses its own unique mystery.

Hope the kid doesn't roll around while he sleeps...
The story isn't told through cutscenes or cinematic movies; rather, your tale is told through the haunting baritone of a mysterious narrator that you meet within the game. It's a unique concept, and while there was a potential for this gimmick to become annoying rather than enlightening, Supergiant Games has done a truly stellar job in its implementation of the narration. The narrator will comment on almost everything you do, much of it to sarcastic and witty effect. Falling off ledges, slaughtering enemies, just pounding the destructible environment, and main plot events are all told to you with dramatic bravado. Even better, the story is integrated almost seamlessly into the gameplay; you'll never be forced to slog through long-winded paragraphs of tiny text.

Gameplay

Bastion is an action-RPG, a rarity on the XBLA market. You control the "Kid" throughout the entire game, stabbing, shooting, flame-throwering, or blasting the multitude of enemies that appear to impede your path. You're also equipped with a shield that -if timed correctly- allows you to counter attacks. When you're surrounded, the Kid can perform a handy somersault to leap out of harm's way, or use a special skill activated by the right trigger that generally does damage in a wide radius. The controls are smooth for the most part (though some of the ranged attacks are hard to target and the auto-lock on feature leaves a little to be desired). Along the way, you'll gain experience and collect spirits with which you can upgrade your arsenal of weapons. Level ups provide passive bonuses that afford you such improvements as additional potion slots, or increase your critical chance or damage.

Dogs may be man's best friend, but this shield is definitely the Kid's.
Your weapon selection is one of the best parts of Bastion. The game features around a dozen unique weapons - each that plays distinctly from the others. Unfortunately, you can only hold two weapons at a time, and when you discover a new weapon, one of your selections is automatically overridden with the new item. Still, this is a minor annoyance at worst. It's fun to experiment with all the different types of weapons. On top of that, as you progress through the game, unlockable challenges for each weapon also become available, rewarding you with different bonuses depending on your performance with said weapon.

I found the game to host just the right amount of challenge - not so hard that you feel frustrated for dying, but not so easy that your accomplishments don't feel satisfying either. When you successfully clear a mission or attain the high score on one of the weapon challenge levels, you'll know that it was your skill and perseverance that paid off, rather than simple button mashing. If this level of challenge is still too easy for your liking, however, you'll find that the game integrates additional difficulties smoothly into the actual game. During the story mode you'll eventually gain access to a Shrine within the Bastion, and by invoking the collectible totems of different deities, you can ease or ramp up the difficulty to your liking. Different totems have different effects (such as increased health for enemies, enemies that do more damage, or causing enemies to explode upon death). With each invocation, you also increase your XP rewards; just be careful you don't kill yourself. I learned it the hard way not to invoke too many totems at the same time.

Slash people to ribbons with the Kid's machete ...

There's also a treat for players who beat the game; completing the final mission gives you access to the coveted "New Game+" mode, allowing you to carryover experience, weapon upgrades, and unlocked items, easily making the game quite replayable.

Graphics & Sound

Despite its cartoonish theme, Bastion features some of the most gorgeously drawn sprites and backdrops I've seen. Style permeates the entire game, and the environments feel organic thanks to some nice particle effects and just a generally high level of detail and polish. The animations are not always the most sophisticated, but that doesn't prevent the gameplay from being fun, and in no way detracts from the astounding level of atmosphere.

... or blast them to smithereens with his shotgun!

Working in tandem with the art style, the sound quality is undeniably impressive. The narrator was well cast, his voice work some of the best I have heard in any game, let alone on XBLA. Ambient sound and music all serve to further draw you into the game's post-apocalyptic realm, simultaneously bringing you a sense of wonder and danger. The soundtrack is phenomenal. If Supergiant Games releases it, I would not hesitate to pick it up. The three tracks with vocals are particularly poignant.

Final Thoughts

Bastion is Supergiant Games' first release ever, but if its any indication of this fledgling developer's work quality, we can expect some great things in the future. Bastion is an action-RPG that does not disappoint in any sense, and the 10+ hours you can spend on the game is well worth its pricetag of 1200 Microsoft Points. Get it! Play it! Love it!

Recommended For:
+ Action RPG fans
+ Fans of games with style
+ Fans of immersive, story-based games
+ Anybody with an Xbox360


Not Recommended For:
- People with no souls.

Wednesday, July 20, 2011

First Impressions - Bastion

I've played through the first few minutes of Bastion and the game - so far - does not disappoint. This XBLA downloadable plays smoothly, offers a fair amount of customization, and has been decently challenging. Beyond those gameplay elements, the game boasts a mesmerizing atmosphere that is rooted upon a beautiful aesthetic style, and the mysterious narrator who comments on almost everything you do - at least when you do it the first time. The first time I fell over the side, he jibed, "and then, he fell to his death. Just kidding." Thankfully, he doesn't say it every time I fall to a gravity-based death, or I might find his presence grating rather than atmospheric.


I am impressed. Expect a full review once I have completed the game. See the launch trailer released a few days ago, and check out a nice wallpaper provided by Supergiant Games on their website, after the jump.

Thursday, July 07, 2011

WTWOF: Dragon Age 2 - Legacy DLC (Updated with Trailer)

Bioware has unveiled the first of its story-based DLC, titled "Legacy." The developer has stated that they hope to address at least some of Dragon Age 2's many criticisms with this $10 downloadable content. Given that the engine is probably not going to change for a single DLC, I'm guessing that the camera is not one of the issues that will be addressed. The horribly open-ended way the main game ended will also probably not be resolved, as the DLC can be played through at almost any time during the main storyline.

Possible Characters this could be:
- Bregan from Dragon Age: The Calling
- Papa Hawke (Grandpapa Hawke?)
- A new breed of Darkspawn engineered by the Architect
- Random NPC monster for you to kill

What can be fixed, however, is the annoying "wave" system of enemies and the use of recycled maps. These are the two biggest problems that faced Dragon Age 2, and we'll see if Bioware has been listening to the essentially unanimous condemnation of these two points. It is fitting then, that the Legacy DLC will be the test to see if Bioware can salvage the legacy of the Dragon Age franchise.

Hawke fights an armored Rhino-thingie.
Dragon Age 2: Legacy  features a whole new plotline involving a Grey Warden prison, and a new darkspawn threat. Uncover the secret behind the Hawke legacy along the way. The DLC is due out July 26, 2011 for $10 (and the equivalent amount of Bioware, Microsoft points) on the PC, XBOX360 and PS3. Expect a review shortly after, and see the reveal trailer below.

Wednesday, July 06, 2011

Spotlight - XBOX 360's Best RPGs, Part 2

It's interesting how the consoles have treated RPGs. Back in the old days, Playstation and Playstation 2 were definite RPG titans, boasting a seemingly limitless number of titles in the genre. Then, an interesting thing happened around 2007 - 2009. The Xbox 360 - which, if you may remember, the original Xbox was more of an action-oriented console - somehow took over the reigns of the RPG kingdom. With most of the big-name spring and summer RPGs on the Xbox 360 already released, I countdown my top ten favorite role-playing games on the system. See my top five below!


5. Final Fantasy XIII

There's no question FFXIII had many faults: the extreme linearity of both the story and the character progression were in stark contrast to almost all of its recent predecessors. The Crystogen leveling system really gave you no room to differentiate your characters beyond their set path, and it wasn't until near the end of the game where you had any area that you could "explore." Still, despite this, FFXIII still was an enjoyable experience, whose strengths ultimately outweighed its weaknesses. Fluid combat, an innovative battle system, stunning graphics and a great soundtrack kept this RPG from completely abandoning its Finally Fantastic legacy.


4. The Elder Scrolls IV: Oblivion

It's a testament to the quality of this game that even after five years, the Elder Scrolls IV: Oblivion still ranks in the top five. Despite a rather unremarkable main plot, stunning graphics, a truly wide open world to explore, endless number of quests to complete, and a multitude of interesting factions to join make this Elder Scrolls one of the best in the series and one of the best RPGs on the Xbox 360.

3. Tales of Vesperia

Some might say the JRPG genre has grown stale and repetitive, and honestly, Tales of Vesperia doesn't really do much to disprove that. The battle system isn't revolutionized from it's predecessor series, and the story is at times just as nonsensical as most JRPG plots tend to become when translated to english. Still, there's a reason i sank 80+ hours into this game in one playthrough - it is fun. The combat is fluid, and there's no denying the gaming high you get when you succesfully pull off that chain of dozens upon dozens of combos. Stylistic visuals and a charming soundtrack top off an otherwise superior game.


2. Mass Effect

The first Mass Effect was truly revolutionary, and thrust Bioware into the forefront of cinematic storytelling. An epic space opera boasting countless worlds to explore, quests where you determine the outcome, and an array of interesting and deep companion characters made this shooter-RPG the most fun I've ever had on the system. Sure, it had its problems too, most notably the horrifying amount of level recycling used in sidequests and the sheer awfulness of its planet-exploring vehicle, but these are nitpicks at worst. This is a game you simply must play if you have not.


1. Mass Effect 2

A lot of people have argued that Mass Effect strayed too far from its RPG roots in its second iteration. Everything from the leveling system to your equipment and even inventory management had been stripped down significantly. Why then, is it at the top of my Best RPGs on the Xbox 360? Simply put, the game sacrifices these elements to make the entire experience that much better. The combat is fluid, visceral, and you still have a wide and varied amount of classes and abilities to choose from. The storytelling is refined, and the effort that went into it is clearly visible, with the ability to import the decisions you made from the first game. The addition of "conversation interrupts" gave you the sense that Shephard is definitely not someone to mess around with. Gone was the horrible planet exploration and recycled areas (though replaced by a similarly annoying planet-scanning minigame). On top of that, Mass Effect 2 came with the bonus of some of the best DLC out there (Lair of the Shadow Broker anyone?). Some truly poignant moments are waiting for you if you haven't yet had a chance to play this game.

What do you think? What are your favorite 360 RPGs?

Tuesday, July 05, 2011

Spotlight - XBOX 360's Best RPGs, Part 1

It's interesting how the consoles have treated RPGs. Back in the old days, Playstation and Playstation 2 were definite RPG titans, boasting a seemingly limitless number of titles in the genre. Then, an interesting thing happened around 2007 - 2009. The Xbox 360 - which, if you may remember, the original Xbox was more of an action-oriented console - somehow took over the reigns of the RPG kingdom. With most of the big-name spring and summer RPGs on the Xbox 360 already released, I countdown my top ten favorite role-playing games on the system. See the first five below:

10. Fable 3


The original Fable was one of my favorite games on the original Xbox, a game that managed to fit smooth action-combat with an interesting story, adaptive character development, and that wonderfully quirky sense of humor the series has boasted since its inception. While the combat seems to have become overly simplified and the stories seem to have weakened progressively in each game, Fable 3 at least fixed the multiplayer issues from its predecessor.

9. The Last Remnant


Featuring a unique take on tactical combat in RPGs, the Last Remnant was not well-received by most professional critics during its original release. A slew of graphical and technical problems marred an otherwise interesting story and innovative fight system. Some of the graphical problems were solved by installing the game to your 360 harddrive, but texture pop-in and framerate slowdowns were still commonplace. Add to this, the fact that the game actually punishes you when you "level up" made this game a difficult one to enjoy. And yet, somehow I'm still playing through it now.

8. Eternal Sonata


A stereotypical action-RPG, except the story incorporated the life and music of Frederic Chopin. Eternal Sonata also boasted some of the best cel-shaded graphics and art design on the system at the time of its release. The game captured a sort of musical charm that fans of classical music no doubt enjoyed; all the characters besides chopin were named after some aspect of music, including such oddities as "Allegretto" and "Polka."

7. Star Ocean: The Last Hope


Another JRPG, The Last Hope featured an intense, action-packed and fun-driven real-time combat system which was both fluid and addicting. The only things that dragged the game down was the obtuse storyline and the painful character designs. Seriously, your characters looked like a moving collection of porcelain dolls, which I'm sorry, but no. Just no. No.

6. Marvel Ultimate Alliance


Marvel Ultimate Alliance was a great culmination of the technology and engine that drove the first two X-Men Legend Action-RPG games. MUA featured a large cast of playable and recognizable characters from the Marvel Universe, all of whom had their classic powers and costumes available for use. The story was competent, and the graphics and sound were just fine. Plus points for being able to telekinetically throw your enemies off ledges. Too bad the sequel to this great game oversimplified the character development options.


Check back tomorrow for my top-five Xbox 360 RPGs!

Wednesday, June 29, 2011

What to Watch Out For: Bastion

Today's WTWOF spotlights Bastion, an upcoming XBLA (Xbox360 Live Arcade) action RPG from Supergiant Games. For those of you who were readers of Gamespot before 2006-2007 or so, you might recognize one of the developers on the project: Greg Kasavin. Before he left for Supergiant Games, Greg Kasavin was Gamespot's resident RPG expert, with most of the big-name RPGs going his way for reviews. For the most part, I tended to agree with most everything he said; that hopefully means Bastion will not disappoint.

It's Hammer Time.
 
Bastion stars "The Kid," - and that's pretty much all I know about the main character. The game is set in a gorgeously drawn world ... and that's about as much as I know about the world too. As you can see, a lot of the details for this upcoming downloadable arcade game are still vague, but what we do know is quite intriguing. Among the features the game is touting is a level design that sort of coalesces into place as you progress. Further, every action you take as "The Kid" is narrated in real time by a somewhat snarky narrator, giving your adventure a very humorous storybook feel.

The backdrops are really quite gorgeous.
This seems like a very promising gem for fans of quirky, stylish, action RPGs. Bastion is slated for release July 20, 2011 for XBLA (1200 Microsoft Points) and later on the PC. Check out the Reveal Trailer below!

Monday, June 27, 2011

Spotlight - Rolemaking in RPGs

Via Rampant Games comes a blog post on creating characters and why - for the author - it's not an essential part of the RPG. He has some good points; after all, character generation is almost exclusively a western RPG feature. JRPGs seem to do just fine without it (Final Fantasy anyone?). It's not essential for someone to enjoy a game; indeed, sometimes it's even a turnoff. When you just want to leap straight into the action, a long-winded series of menus telling you to make a "toon" and assign all your starting statistics may be a daunting and unappealing task.

Remember this, anybody?

Purely from a storytelling perspective, when you define all the characters for the player, it's easier to develop a stronger, tighter narrative. You don't have to consider questions like "oh, but what if the player chose to make his character this." You don't have to worry about whether or not the story is logical with what the player has imagined his character to be. You don't need to concern yourself with consistency between the player and the game. The game has already defined everything, including the player, their character, and their role in the story.

Limiting player choice in creating their characters can thus, arguably, be what strengthens the story of a particular game. Final Fantasy 7, for example, forces you to play Cloud Strife. But is the game any weaker because you're not allowed to create your own character? Not really - in fact, given the story of Final Fantasy 7, using any other character besides the predefined Cloud Strife wouldn't make sense. Using a more recent example, the Mass Effect series - while allowing you to change your class and some superificial characteristics of your character - still forces you to play (a somewhat predefined) Shephard. And the narrative is strengthened, because of this. Can you imagine a Mass Effect game without Commander Shepherd at the helm?

Commander Shephard
So what is the common denominator between the stories in FF7 and Mass Effect? The stories in these games are not about the player; they are about the characters. Final Fantasy 7 is definitively a story about Cloud Strife; Mass Effect is Shephard's story. Make no mistake, these are good stories too.

Why then, when I look back on the last couple of years and almost all of my favorite RPGs have included character generation as one of its features? Dragon Age - Origins, Star Wars - Knights of the Old Republic 2, Neverwinter Nights, The Elder Scrolls - Oblivion. The list goes on. And for me, the answer to my own question is that the stories in these games aren't about somebody else. They're about me.

How relatable is he?
                     + Carries a giant sword
                     - Is an Amnesiac
                     - Is broody and emo
                     - Has ridiculous hair
                     - Carries a giant sword



Okay, not me like in real life. But they are about a character that I made, a character who I know everything about. The stories in those games I mentioned above are all personal stories, involving my own role-making if you will. Something about having my character in a story makes me care that much more about what happens. If you hated Cloud or Shephard, it's likely you probably couldn't finish Final Fantasy 7 or Mass Effect; the challenge for these types of stories is trying to make a relatable protagonist. Well, when a player is given the option to make his/her own character, there's almost no chance that he won't relate to his own creation.

Does it take more effort? Yes, certainly. Is it worth the effort? That depends on the story you're trying to tell.

One of the things that was heavily decried on the Dragon Age 2 forums was how much character generation was being stripped down. Dragon Age - Origins had featured such a strong character generation system, allowing you to choose race, gender, class, starting statistics and skills. Apart from that, they also allowed you to choose between six different origin stories. Dragon Age 2, on the other hand, allowed you to choose your gender and your class. That's it. They even forced you to play a character named Hawke, a la Mass Effect.

The end result was that the Dragon Age series changed from being a personal story for the player ... to Hawke's story. This by itself is not necessarily a bad thing (see my review for the full assortment of things gone awry in DA2). Still, it was a bit disappointing to know that I would not be playing my own character in the second Dragon Age, after the first experience was so captivating.

How relatable is he?
+ You can get rid of the god-awful beard
- You're stuck with his annoying family ...
- His actions don't produce results
- Love interests include known carriers of STDs ... and terrorists.

I get the sense that there is a trend forming, where character creation in RPGs is being left behind in favor of accessibility and approachability. Dungeon Siege III, Dragon Age 2, The Witcher; the last few big name RPG titles have all featured very limited character creation (if at all). Still, for those of us who enjoy making our own characters, we at least have Kingdoms of Amalur and The Elder Scrolls: Skyrim to look forward to.

I hope.

Tuesday, June 21, 2011

Review - Dungeon Siege III


After the debacle Bioware experienced with Dragon Age 2, I think Obsidian Entertainment might be bracing themselves for a similar fandom backlash, especially considering how much they changed Dungeon Siege III from its predecessors. While a solid game in its own right, I almost hesitate to call the game Dungeon Siege at all - essentially the only thing that has been retained in this third entry to this popular PC game franchise is the massive amounts of loot you'll find and the story lore. And frankly, the lore was one of the weaker aspects of the first two titles.

Overview

Dungeon Siege III is a third person action role-playing game developed by Obsidian Entertainment, a company practically known for taking over other people's game series. With titles such as KOTOR II, and Neverwinter Nights 2 (and corresponding expansions) under its belt, Obsidian has a reputation for making deep, engrossing sequels filled with interesting characters and topped off with intricate plots.

With Dungeon Siege, this fan-favorite developer has stepped outside of familiar territory; most of their games are pseudo turn-based RPGs - Dungeon Siege III is their first fully real-time action RPG. DS3 tries to combine fast-paced action with Obsidian's renowned storytelling and for the most part it succeeds. Operative words being "for the most part."

You glow? I smash.
 Story:

Unfortunately, the story of Dungeon Siege III falls a bit short of Obsidian's previous titles. The series was never really known for its storytelling, and Dungeon Siege III boasts equally lackluster lore. Because you are forced to select a character that was created for you, the game loses the sense of being a personal story that the first two DS games held (even if those two games did so with the flimsiest of grasps). What you're left with is four characters who you don't really know that much about, each only tenuously attached to the main plot. There is never a sense of character development; rather it feels distinctly like your selected character is just a medium for you to slaughter as many enemies as you can. And while there are plenty of lore entries scattered throughout the world, I was never motivated to read them as I was when playing Dragon Age. In short, the world of Ehb is definitely not as well-developed as Thedas.

Four awesome character designs ... that I feel absolutely no emotional attachment towards.
The main plot is equally forgettable - and short. While certain plot points were mildly interesting, for the most part the game was very generic. I found myself skipping through a lot of the dialogue, simply because I couldn't bring myself to care about what was happening. The main villain is discussed at length, but never really resonates as an antagonist worth all the ho-hum (in fact, she doesn't even appear until the penultimate chapters of the game).  Fortunately, Dungeon Siege games were never really about their stories.

Gameplay:

While Obsidian may have chosen to opt for a completely new style and design for the game, at the end of the day, DS3 still plays fluidly and is - for the most part - pretty fun. You select a pre-designed character out of four available options at the beginning of the game, move through the game world and by the end of the game become an avatar of destruction. The action is fast-paced, the controls (on the gamepad) were sufficient and responsive, and leveling up was always a blast, especially after you've unlocked new tiers of abilities.

Level-ups provide you with talent and proficiency points (and every so often new abilities). There are 9 total abilities you can activate in combat (split among 3 different stances which you swap with the left shoulder button or the block button). The abilities are diverse and feel unique - there is no sense that older abilities are replaced - you will use them all throughout the game. The drawback is that it is the selection of abilities you get is quite limited compared to the previous two games. While you can assign proficiency points to your individual skills to augment them and talent points to your character to strengthen him/her, it doesn't quite make up for the distinct lack of choice you're given.

Lucas engages two ogres in a ... dance-off?

One criticism of the first two games was how they could almost play themselves. DS1 was known to need very little human interaction; while DS2 somewhat mollified that feeling, Dungeon Siege III has fully escaped that ill-repute. There is no question now that DS3 requires human action for you to progress forward. Fights are just the right amount of challenging, requiring you to employ all of your abilities strategically. At some point during the game you'll develop a sweet rhythm for facing enemies, making you a nigh unstoppable powerhouse. Watch out though: every once in a while the game will throw a curveball at you in the form of a new enemy or a particularly tough boss - defeating these challenges is especially satisfying.

Oh, and you can't forget the loot. There's so much loot, it's not difficult to imagine becoming a millionaire within the game. The only downside is I wish there was something for me to spend all my gold on. Most of the shops' inventory is filled with equipment I could easily have found just adventuring. Still, it's good to know Obsidian kept at least this one piece of Dungeon Siege heritage in DS3.

Graphics & Sound:

The game is visually quite attractive; while not as technically impressive as the Witcher 2, Dungeon Siege 3 still looks and sounds quite competent. It manages to maintain a distinct style all its own (and while it doesn't recall the previous two games, it is at least pleasing to the eye). The dungeons and towns are gorgeously designed, if a bit linear, and all the dialogue is voiced. Don't expect Bioware style cinematic conversations, however - most characters seem to be cursed with having only one bland expression, and there were multiple instances where I felt the voice-acting was forced. These are all minor complaints; DS3 still impresses with a level of polish that most players probably wish KOTOR 2 and NWN2 were blessed with.

Other Notes:

With Dungeon Siege III, Obsidian has departed from its typical game development cycle. What is perhaps worse, is that it chose to also depart from certain staples expected of the Dungeon Siege series. Gone is the vast and open world ripe for exploration, stripped down in favor of a decidedly linear string of plot and sidequest objectives. Gone is the ability to create and customize your own character and choose what abilities and talents you pursue. Gone is the PC focus of gameplay - Dungeon Siege III is clearly a game designed for the consoles. The demo Obsidian released two weeks prior to the official release of the game was met with cries of outrage at just how terrible the PC controls were. Similarly gone is the ability to manage multiple characters, though this is replaced with a lackluster multiplayer component. Joining a game does not allow you to earn XP or raise your skill levels on your own campaign, making it somewhat less enticing to play with friends.

Purple Bullet Power, Activate!
Final Thoughts:

Despite this betrayal of the other games in the series, Dungeon Siege III can ultimately still be an enjoyable experience and is still worth at least a quick look for any action RPG enthusiast. What it lacks in story and originality, it makes up for in good old fashioned hack and slash fun. If you're willing to forgive the character selection and development choices, pick up a gamepad (but definitely not a mouse & keyboard) and start sieging those dungeons (for the third time)!

Recommended For:
+ Fans of Real-time Action RPGs
+ Fantasy RPG Fans
+ Dungeon Siege Fans with open and forgiving minds
+ Gamers with Friends - as long as you don't mind not being able to retain the XP and loot you gain while playing in someone else's game.

Not Recommended For:
- Obsidian Fans expecting a deep and engrossing storyline
- PC Gamers without a gamepad
- Dungeon Siege Loyalists

*This review was completed using the PC version of the game. Dungeon Siege III is also available on the XBOX360 and the Playstation3.

Friday, June 17, 2011

Trailer Mashup: Star Wars - The Old Republic

Via gamebanshee.com comes this mashup of the three cinematic trailers for the upcoming Bioware MMO, Star Wars: The Old Republic.


Bioware is touting its entry into the MMO arena as one that doesn't sacrifice story in favor of grinding, looting, raiding, and levelling up. A good story has historically been very difficult to pull off in an MMO setting precisely because of the nature of MMO's. Persistent worlds require exactly that: persistence. However, persistence also makes telling a good story very, very difficult, as any good story always requires great change either personally for individual characters, or for the world as a whole, and oftentimes requires both.

Whether or not Bioware will be able to pull off a successful story through its next venture is yet to be seen, though the features they've implemented so far to support this claim do sound promising: voiced characters, dialogue choices, and multiple ways to resolve quests (light side or dark side).

Visit The Old Republic's website for more information or to catch the original three cinematic trailers, developed and animated by Blur studios. All three of them beat the prequel movies hands down.

Mass Effect 3 Going Mass-Effectedly Multiplayer? [Update 6-17-2011]

[UPDATE 6-17-2011]

Eurogamer reports that Bioware co-founder Ray Muzyka has confirmed Mass Effect 3 will not be the end of the franchise. "This is not the end of the Mass Effect franchise by any means," he affirms.

"We have more things planned. We're laser-focused on making sure Mass Effect 3 is awesome and epic and intense on a galactic scale, and we want to provide a satisfying conclusion to the trilogy ... But also it's a beginning on a brand new adventure," Muzyka continued. "The galaxy is at war. It's a beginning as well as a conclusion."

Not totally unexpected, given the wild success Mass Effect has showered upon Bioware and EA. I wonder what will come next though, after ME3 has been finished. Mass Effect Wars? Mass Effect Online (shudder)?

See the original story below:




Wednesday, June 15, 2011

What to Watch Out For: Kingdoms of Amalur - Reckoning


E3 has been abuzz with this eye-catching new title from Big Huge Games with storyworld designed by R.A. Salvatore. If you read or watch any of the previews of the game, it seems as if BHG is trying to combine the real time action combat of Fable with the open world and character development system of the Elder Scrolls series. We haven't been treated to much of the story yet, though we do know you'll be able to customize a character from a variety of races. You begin the game having just been resurrected from death with your memory wiped clean; one of the goals you'll pursue besides monster-slaying is finding out who killed you and why.

So far the story doesn't seem to be taking too many risks. The open-ended character development system and the action combat seem very promising though; You're never locked into one "class," but rather choose various talents and specialities as you level up, mixing and matching as you please. Warrior-Mage and Rogue-Mage Hybrids seem to be the popular choice among the video demos seen at E3.

I'm just looking forward to dual-wielding chakrams. Any game that lets you channel your inner Xena gets a plus in my book (See them in action at about 0:34 below, courtesy of gametrailers.com).


See the E3 Debut Trailer below. Kingdoms of Amalur - Reckoning is slated for a Q1 2012 release.


Kingdoms Of Amalur: Debut Trailer - Watch more Game Trailers

Tuesday, June 14, 2011

Review - Dragon Age 2 (DA2)


Overview:

It is perhaps impossible to review Dragon Age 2 without making comparisons to its predecessor. Dragon Age: Origins was a stunning achievement in late 2009, winning multiple game of the year awards and lauded as one of the best RPGs of the generation. Considering the daunting tasks that the game had to achieve and how well it succeeded - creating an immersive setting, establishing a fun and tactical gameplay system, and building a strong fanbase for future games to capitalize on - it's no wonder that the game took 5 years for the RPG veteran Bioware to complete.

Comparatively, Dragon Age 2 was released in March of 2011, less than 1.5 years from the release of the original in November of 2009.

That was probably the first clue that something was wrong.

Admittedly, a large part of the effort that went into making Dragon Age: Origins was completed with the first entry in the series: establishment of lore being the main part. Still, 1.5 years is a short turnaround for an epic RPG series, and I was worried that the brief development time might impact the quality of the sequel.

I was right to be worried.

Story:

Dragon Age 2 throws you back into the immersive and wonderfully-crafted world of Thedas, a world where perhaps only 1.5 years ago you were playing a Grey Warden fighting a seeming hopeless war against the Blight. While your warden's adventures took place mostly in the nation of Ferelden, Dragon Age 2 focuses on your character's life in Kirkwall, a coastal city to the north of the blight-stricken Ferelden. This time around, you're forced to play a human (gender and class selectable) named Hawke, and the story largely follows your escapades in becoming a champion of the city.


The overall plot of the game is told through a framed narrative: An NPC named Varric recounts your tale to an enigmatic Seeker trying to uncover how exactly Hawke rose to power in Kirkwall. The gimmick is an interesting one, though it's employed too sparsely to have any meaningful impact; essentially, the game is divided into three major acts and a brief prelude over a 10-year period, with Varric narrating the intermissions between each act. In a 40-50 hour game, the plot device seems tacked on at best, though it does boast excellent voicework and some good humor.

The individual acts succeed (for the most part) on their own storytelling merits, with some throwbacks to your previous decisions (and if you import a DAO save, your Warden's decisions in the first game). Where the story falls apart is trying to tie those loose threads together: Dragon Age 2 doesn't have the same epic feel that Origins so proudly bore; years pass between each act and it's difficult to see how exactly the pieces of the story fit together, largely because they don't. The end result is like playing through a disjointed sequence of events, rather than a tightly constructed tale. While the tale of Hawke's rise to power is still an interesting one, you realize Hawke rises to Champion not because you saved the city or amassed a fortune: Varric simply tells you it happened during the 3 year time jump.


Gameplay:

When Varric's not telling your story, you take control of Hawke and - depending on your class - maul, backstab, or blast your way through the multiple main and side quests. The core of the gameplay is combat, and here the sequel really shines. While DAO's combat was exciting, it also had a very plodding, almost lazy feel to it. When I watched Alistair slash enemies, he did so with such methodical slowness that it felt almost as if he was trying to move through molasses.

Dragon Age 2 has sped up combat significantly, and it really feels much more fast-paced and alive than its predecessor did. Combat animations are flashy and impressive, and no longer do enemies and allies suffer from "shuffling" syndrome - combat abilities are executed immediately and with ferocious intensity. The introduction of "cross-class combos" also adds a distinctive tactical flare to the game, and a critical element to take advantage of on the harder difficulties. All classes are able to use certain abilities that inflict various status effects on enemies, opening them up to receive further punishment from your allies. Pulling off a cross-class combo is deliciously satisfying, and this feature combined with all the other changes really improve the overall flavor of combat.


Leveling up is a fun experience too. Gone are the single-line of talent points from the first game: instead, players now use a tiered and chained set of talent trees. Various selections unlock new abilities and players can also choose to improve their existing abilities rather than to diversify. The improvements are significant, so no talent point feels like it's been wasted. By the end of the game, Hawke truly is a formidable master of his craft with dozens of spells and fighting talents at his disposal. The one questionable change from the original game is the removal of skills. Previously, skills such as persuasion and pickpocketing could be improved with each levelup: these skills have all vanished, for no apparent reason. Overall though, the game remains a lot of fun to play.

That said, there are a few changes from the original series that are baffling: first, the overuse of exploding enemies. Enemies vaporize into chunks of blood and gore at the mildest of whacks, smacks and tiffs, and it definitely removes the sense of gritty realness from a game that otherwise is deeply immersive (this has been remedied in a recent patch, to my knowledge). Second, and perhaps more glaring is the removal of the tactical camera present in the PC version of Dragon Age Origins. DAO's tactical camera on the PC version of the game was really a godsend, enabling players to get a wide view of the action and plan their battles accordingly. The removal of that camera is an inexplicable loss.


If only those changes were the only ones to mar Dragon Age 2's otherwise polish. Unfortunately, the short turnaround cycle shows very early on exactly the toll it took on DA2's presentation. First, the encounters - while the first Dragon Age was filled with hordes of evil monsters and darkspawn trying to devour your party, each encounter was carefully crafted and allowed room for tactics to make a difference. Dragon Age 2, unfortunately, relies on what has become infamous as the "wave" mechanic. You first encounter one wave of enemies and engage them; just as you defeat the last one, you realize that literally out of nowhere, new enemies have fallen from the sky or popped out from the earth to swarm you once again. Just as you think you're done mopping up the last of these, a third wave hits you. Mind you, these aren't flying birds or burrowing worms that are attacking you - bandits, undead, darkspawn, and even guards appear out of nowhere to ruin your careful positioning and artificially increase the difficulty of the battles. The result is always a battle of attrition, and a test to see which side can keep their health bars going the longest. Dragon Age 2 employs this tactic for almost every fight in the game. No, I'm not exaggerating; it almost ruins the fun from the new combat flow.

I suppose that the wave-system of enemy encounters might be chalked up to a poor design decision, and in no way related to the constrained time frame between game releases, but there can be no question about my next issue with DA2's design. Recycled Areas. Forums are ablaze with people lamenting Bioware's decision to reuse areas for quests that are supposed to represent different locales. The first Mass Effect also suffered from this problem, but it was a minor nuisance in that game at best: it only really impacted the smallest of sidequests in that game. In Dragon Age 2, the recycled areas cover not only sidequests, but main-plots as well. Every single cave, dungeon, sewer, or estate is literally an exact copy of the one before it. The effect is totally immersion-breaking and an unbelievable misstep for a developer that is lauded for its storytelling skill. Setting is an important part of storytelling; if the setting never changes on the screen, your story will suffer.


When you're not tackling the main quests or being assaulted by endless waves of enemies, Hawke can also pursue (in standard Bioware form) romances among the many companions he'll get to know along his journey. Gay and Straight options are both available, and there's even an option that is doomed (*cough* Aveline *cough). For the most part, these romances are deep, engaging, and have that poignant quality that makes you go "Aww" despite the fact that you're staring at fictional characters animated through lines of code.

Side quests litter the games multiple acts with various degrees of quality, though most are forgettable fetch and deliver quests. Interestingly enough, Bioware actually streamlined the fetch and deliver system so that you don't even need to be asked to find something anymore. Side Quest items are automatically marked for you and Hawke is magically able to identify trash without any knowledge of its significance or its owner. It's somewhat amusing to hear Hawke muse "I hear you've been looking for this," and then hand over random junk to an NPC he's never spoken to and has no connection with.

I suppose it does cut down on the backtracking though.

Graphics & Sound:

Dragon Age 2 features revamped art style, in an effort to distinguish the franchise from more generic fantasy tropes. For the most part, these art style changes have been a hit or miss. The race of Qunari, for example, have absolutely been improved from the original game, where they looked essentially human. Now, they have their own, unique look that easily identifies both the race as well as the Dragon Age game. Darkspawn, on the other hand, seem to have been dumbed down from the horrifying terrors they were in Origins to albino zombies.


From a technical standpoint, Dragon Age 2 serves competently (though it can't compete with games like the Witcher 2). On my average rig, I experienced no major bugs or glitches, and animations and models were done superbly. The environs were adequate, though they quickly became stale, especially with the recycling of maps mentioned previously.


DA2's voice work continues Bioware's tradition of excellent acting and cinematic storytelling. Every character and line was delivered with skill, and I really liked the way Hawke's tone would change based on your play style - Diplomatic Hawke was definitely different from Aggressive Hawke. Other characters are competently voiced as well, and the actor who plays Varric - as both the narrator and comic relief - does an excellent job.

Inon Zur returns to score the sequel to DA Origins and his soundtrack features more memorable tunes that are interesting in their composition and just fun to listen to. Several romantic scores wiggle their way into an otherwise combat-heavy musical experience.

Final Thoughts:

I can't help but feel Dragon Age 2 could have been so much more. Some of the design decisions are hard to question. If more time were spent developing new areas instead of redesigning the art style for one. Or if more time was spent implementing unique encounters rather than dumping loads of forgettable side quests onto the player. Hindsight is 20/20, I guess.

It's interesting to see Metacritic's score for the game - professional reviewers average out around 80 while user reviews average at 45 (PC version). Is there some sort of professional conspiracy happening? Not really - Dragon Age 2 by itself is really a good game. It's just that in comparison to the glow of its predecessor, good just doesn't cut it.



Recommended For:
+ Fans of Dragon Age willing to be open-minded about some of the more obtuse design choices.
+ Fans of RPGs
+ Gamers who Don't mind Deja Vu (Recycled Maps, Forgetabble Side quests)
+ Fans of Bioware Storytelling
+ Gay Romance Points

Not Recommended For:
- Dragon Age Loyalists
- Baldur's Gate Loyalists
- People who think other people talk too much
- Homophobes

*This game was reviewed on the PC. Dragon Age 2 is also available on Mac, XBOX360 and the PS3.