Moral Conflict, Character Development and Consequences: A Dragon Age Origins Review

Posted by Will Ooi | Posted in Gaming | Tags: , , | Posted on 09-03-2010-05-2008

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RPGs tend to always intimidate me before I start one: upon estimating the hours I’m going to need to commit towards understanding the equipment system, not to mention navigating all those menus and grasping the fictional history as well as figuring out the combat tactics, it worries me ever so greatly and yet, strangely, I am never sufficiently put off enough to avoid the genre altogether. The worry stems from a selfishness: a concern borne out of a fear of what will happen to me if I actually like the game. Or rather more specifically, what will happen to me if I actually, sincerely, love the game.

Despite all the great reviews DA:O has received, that wariness still existed in the back corners of my mind, particularly after my last attempt at an RPG – the ever-frustrating Lost Odyssey -  ended with me angrily cursing, switching off and trading the game in after having to put up with one too many twenty-minute-long ‘random encounters’ despite my best efforts to excuse them. The short story ‘Dream’ segments unlocked in the game were amazing and beautifully written, but they were way too few and far between amidst such an archaic turn-based RPG gameplay system filled with uninteresting, lacklustre characters and a completely forgettable plot seemingly incongruent to those bonuses.

Dragon Age Origins, on the other hand, was developed by Bioware, responsible for completely captivating me with Mass Effect and many others prior with the Baldur’s Gate series and that ever-mentioned beloved acronym, KOTOR, and I really should have seen the impact of DA:O coming from a mile away given the developer’s reputation as I picked the game up more out of curiosity than anticipation: an epic story, well-written and realised characters, and most impressively, an entire backstory of Tolkien proportions. So amazing in fact that it’s produced yet another variation of that RPG fear of mine: a simple question of whether I will have the time to play through as all the different races to fully experience all the variation in the titular ‘origin stories’ this game has to offer, not to mention going through all the DLC… and then there’s still that Mass Effect 2 second playthrough I’ve been meaning to get through continuing to tease and tempt me in the background.

I adore a great story and the experience of a quality game. I love being transported into that fictional world, becoming as one with my on-screen character. I get disappointed when game stories are terrible, akin to awful Hollywood movies all about explosions and visuals without even a hint of a soul in sight. A soul, you ask? In a game? Perhaps I do have unrealistically high expectations of video games and am often left pondering their true power as a medium, but then something like DA:O shows up with not only a soul, but also a heart in the form of its characters and an entire in-game history to be studied.

And I mean studied, too. Given the number of codex entries in the game, even dwarfing that of Mass Effect, I couldn’t help but realise that this was the digital equivalent of Tolkien’s Silmarillion. Indeed, the main story and Darkspawn enemies are reminiscent of Lord of the Rings, but it’s how all those individual story elements and themes are brought together for Dragon Age – the races, the mythology, the history; the way it all collides and the conflict caused as a result – which has really touched me. Every single aspect of the game comes with its own explanation and backstory where discussions on racism and discrimination (both across as well as within races), religion, and class are all presented from both sides of the coin and presented in the form of difficult decisions accompanied with much moral conflict, with it being up left solely up to the player which path they wish to choose. As a result not only has my faith in quality RPGs been restored, so too has my belief that the medium can continue to achieve an unmatched form of emotional power.

The relationships you form with your recruited allies is incredible thanks to excellent voice acting, with the conversations and interaction between all the 3-plus-yourself combinations of party members a particular standout. Taking a break in-between quests at your party camp not only offers a reprieve from the often-difficult but rewarding combat itself but also serves as the perfect opportunity to get to know the characters in the game. Even non-playable characters possess charm and presence, my particular favourites being Wade the armourer and his impatient shop-assistant in Denerim. There is a deep sense of attachment in DA:O which improves on what was offered in Mass Effect 1, but is sadly missing in Mass Effect 2 as the latter game favoured action setpieces ahead of the original’s purer RPG character development elements. Not to say that ME2 is lacking story and character-wise, but playing it after DA:O I do feel as if ME2’s characters and their motivations weren’t as well-defined or expanded upon as they could have been.

Dragon Age Origins is the kind of game where pictures, or in this case screenshots, cannot do justice to the content on offer. The impact it’s had on me is really something I didn’t expect, and never have I felt so touched in a video game as during the Urn of Sacred Ashes quest when the Guardian revealed the very essences of my character and those of my party, in particular, Leliana. An Orlesian bard who had placed her complete faith in the Chantry – i.e. a female songstress who had given up a shadowy past to become a devout believer of the Maker, the game’s representation of the Judaeo-Christian God and its delivery through Catholicism – and being told that her faith was misguided, deluded and selfish, was an incredibly powerful and almost soul-destroying moment. It was also the instant when I understood how deep this game really was.

Similarly with the game’s choices, never before have I come across a title which has really nailed the idea of consequence and regret. Fallout 3 almost did it to me when Dogmeat died and I felt compelled to load up my last save game and lose several hours of play just so he could live again, and also when Jericho was finished off after we were ambushed in the Wasteland by multiple albino radscorpions, but ultimately it was too personal and individual a game in that everything I did essentially only affected myself and my own feelings and style of play. Mass Effect 2’s imported files from the first game offered little more than brief cameos of the outcomes of my actions in the first game as the sequel focused mainly on the new story. In both cases there was no tangible sense of dwelling on and acknowledging that a mistake had been made if or when the repercussions came back to haunt me.

By the end of my first playthrough as a ‘good’ character I had become so attached to my party members that all of my choices were based entirely on a sense of responsibility which had slowly evolved over the course of the game, whereas the second time round in being a ‘bad’ character my poor and inconsiderate decisions led to Leliana and Alistair leaving in disgust, several others rebelling, and me greatly regretting the course of my actions. To compare it to Mass Effect, these harsh consequences were no doubt inspired by the confrontation with Wrex in ME1, but even considering the finale of ME2 where the lives of your crew were at stake, there was never that fear throughout the game that you could hurt or offend someone so irreversibly that they would hold a grudge against you for good. In other words, being responsible for lives being lost is one thing. Being responsible for betraying someone you had become attached to while they still lived is quite another.

For a game to make me believe in the fantasy and to then make me feel something from it is a rarity. My choices were hardly ever beneficial for everyone concerned, and there were many occasions where I wish I had said or done things differently because of the consequences that followed. That fear of playing an intimidatingly large RPG has translated into a fear of hurting a character’s feelings, and it is a credit to the game that multiple playthroughs as different races produces a different experience as, for instance, background characters encountered in previously end up being your close friends the next time you encounter them, completely changing the context of your actions. To be drawn to the story and the characters so much that choice becomes an emotional effort rather than a curious novelty of the game is Dragon Age Origins’ greatest strength, leaving me with yet another important decision: determining when next to dedicate the time to play through it again, just to see what other outcomes and ramifications are on offer.

Modern Warfare 2: A Post-Completion Discussion

Posted by Will Ooi | Posted in Gaming | Tags: , , , , | Posted on 13-11-2009-05-2008

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(Spoilers of course.)

It was all over far too soon. With barely a moment to rest or let your guard down to admire the amazing environments and graphical details of the year’s biggest release, the campaign mode of Modern Warfare 2 – whilst inarguably exhilarating from start to finish – wasn’t quite what I was hoping it would be, nor was I as profoundly affected by the controversial airport level as I was building myself up for. The emotional resonance of the original story in the first Modern Warfare, set in current times and grounded (somewhat) in reality, has given way to fantasy in the sequel. By way of comparison, MW2 has pretty much turned into Metal Gear Solid 4.

Not to say it’s not a good game – it is, but only in a purely aesthetic manner. But in very much the same way the original MGS changed the industry as we knew it by introducing blockbuster film productions to gaming before taking a ridiculously confusing turn for the worse as  the plot descended into madness as the series progressed, I fear that, this time round, Infinity Ward “did a Kojima” and opted more for the spectacular rather than the subtle and meaningful surprises; great gameplay masking gaping plot holes.

My gripe is with how inadequately explained it all was.  The airport level was still shocking, yes, but any real meaning or conscientious questioning to be derived from it was overshadowed by the sheer unbelievability of the story, particularly with this vital aspect of it upon which the game’s plot hinged entirely – the process of becoming an undercover agent:

So, an American soldier gets hand-picked by the CIA to infiltrate the Russian ultra-nationalist terrorist group, and presumably he’s learned how to speak Russian fluently (the mission is named No Russian, after all) and been trained in Russian culture so as to make it all the way up close and personal to the world’s most dangerous man, Vladimir Makarov, in the space of, what, a few months? Half a year? It seemed as if the airport stage had been designed beforehand for the shock value with the plot as a mere afterthought, particularly given that the objective of that level was to “earn Makarov’s trust” – which just doesn’t make any consistent sense given that you were already in his posse. Worse still, the rest of the game’s story charges you with finding Makarov and killing him, and yet if you shoot at him during the airport stage you fail the mission (!). To make it even more exorbitant the next stage is set in Brazil. Why? Because shell casings from the bullets used to kill those civilians are tracked to somebody in Rio; in other words, how can we find a link between a massacre in Moscow and a cool looking place to put in the game for action purposes which we haven’t used before, like somewhere in South America? A flimsy plot device, that’s how!

So by the beginning of Act II, I had simply turned my brain off. Arguably it shouldn’t have been on in the first place for Modern Warfare 2, perhaps, but why have mature and controversial content in the first place if the rest of the story plays out like James Bond directed by Michael Bay? By the end of the game, with twists and turns and, sadly, the odd predictable moment or two of corniness, the brain was well and truly comatose. Having said that though, I did enjoy it greatly in the same way I would a cheesy action movie from the early to mid 90’s: playing through the gulag level not only reminds you of The Rock but also contained a somewhat appropriate self-referential Hollywood-style payoff with the Sean Connery character turning out to be Captain Price. And that’s simultaneously the problem I have with MW2 and the thing I miss from MW1: the original had the tragedy as well as the commentary on war – particularly with the nuclear explosion seen from your perspective. MW2 tried to capture that same level of “thought” but is let down by going for the overly  spectacular extreme. It definitely still succeeds as a pure action game and a guilty pleasure – I would have just preferred something deeper as hinted at with MW1 and the Cain & Abel voiceover from the MW2 trailer.

Overall MW2 deserves its praise for extremely high production values, marvellous technical and visual achievements, great pacing and action setpieces. In particular I greatly enjoyed the focus on the connection with that great cast of supporting characters – particularly with Captain Price taking on the role of his former mentor Captain MacMillan from the first game, as well as seeing Soap MacTavish from the third person perspective for much of the game before finally “being him” at the end –  again quite reminiscent of techniques used in the Metal Gear series. Shame about the story and the poor use of the airport level, though, because I think Infinity Ward missed a really good opportunity here to do something in the name of videogames. Something special. Maybe I was just hoping for a bit too much. So while I contemplate the future of COD, no doubt still playing through the campaign again a few more times, my mind falling asleep amidst the explosive excitement and developing an ever-increasing addiction to the even less meaningful but totally spectacular multiplayer, I will still grasp onto that hopeful notion that games can truly promote an important message through its medium. But oh what might have been…

A Fallout 3 Investment Property of a Lifetime

Posted by Will Ooi | Posted in Gaming | Tags: , , | Posted on 29-10-2009-05-2008

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Selfish housemates getting on your nerves? Time to move out?

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Well ahoy there!! I, Landlord Lucantile of Alexandria Arms, am extremely pleased to offer you – YES YOU! – the investment property opportunity of a lifetime!

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An absolutely stunning three storey complex. Of course, only one of those floors is operable and there isn’t much of a ceiling, but hell, THREE STOREYS!!

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Situated in a pleasantly quiet spot next to the motorway, this home offers shrubbery and plenty of parking space but, MY WORD! It’s the fully furnished interiors that’ll really get your mouth watering:

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A classic antiquated and mint-condition rug in the bedroom, along with smoking area

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And who has time for wardrobes, seriously!? I, Landlord Lucantile, am also willing to part with all my own garments and hat collection for your comfort; to make this offer sound just that little bit more enticing!

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“Pfft!! Why would I want to wear your blood-stained clothes anyway, you fool?!” I hear you exclaim pessimistically. Well then, how could you possibly say no to my collection of Nuka Cola Quantums? Similarly friend, how could you even humanly – you’ll like this one – bear the thought of rejecting the beautiful prospect of your very own Rumpus Room filled with – yes! – teddy bears and beverages?

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Not to mention my library of bedtime reading materials and, the true gem of this offer overlooking the magnificent cityscape: the Weapons Cache (plus pitching machine)

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Okay I know what you’re thinking: “With all those goodies in there, what about the raiders then?” I’ll be straight with you and confess that, yes, the place has had a single incident of burglary in the past, what with, in hindsight, the previous complacency in security measures.

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You’ll doubtless be pleased to hear that the culprit was apprehended.

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And that a new, cutting-edge system of home protection has since been installed!

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An ingenius, custom-made Home Anti-Burglar System governed by Owner Recognition Software (made up of no less than 531 sensor modules – FACT) which makes entering these fine premises absolutely, perfectly safe, as I shall demonstrate for you now.

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Similarly, the Weapons Cache has also received a complete security overhaul.

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And if none of those above methods prove successful, then this piece of artwork on the way up the ground level stairs is bound to put off any would-be home invaders.

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So there you have it, friend – and I, Landlord Lucantile, will proclaim it happily to the Wasteland: “It’s the deal of a lifetime!!!”

* Landlord Lucantile is open to offers this coming Saturday from sunrise to sundown, with the property expected to be sold for offers of 750 thousand bottle caps and above, or 100 slaves and over. We ask that you do not bring weapons, however if you choose to do so then please DO NOT fire them around the Weapons Cache. Or at Landlord Lucantile. The safety of all applicants on their way to and within the home is not guaranteed by Lucantile Properties, and Lucantile Properties will not be held culpable for any injuries or crippled limbs visitors may incur during inspections of the residence. Should you wish to purchase the property, Lucantile Properties is not responsible for any retaliation you may receive from Wasteland Regulators.

GTA IV: The Lost and Damned: Sydney

Posted by Will Ooi | Posted in Gaming | Tags: , , , | Posted on 23-03-2009-05-2008

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Art imitating life imitating art. No sooner has The Lost and Damned DLC been released that GTA IV has come to Australia; and this time I’m not talking about game release dates.

GTA Sydney

Witnesses have up to this point neither confirmed or denied rumours that Niko Bellic and/or Johnny Klebitz were at the scene

According to news sources:

“There’s been a major escalation in Sydney’s bikie gang war with the bashing death of a man at Sydney’s domestic airport in front of horrified bystanders yesterday.

Four men aged between 21 and 25 have been charged with affray over the incident and more charges are expected to follow. Police say the attack appeared to be planned and it’s raised questions about the level of security at Sydney Airport.

Police believe the violence erupted between members of the Hells Angels and Comancheros biker gangs after senior figures from both gangs flew on the same flight between Melbourne and Sydney.

The murder follows a series of tit-for-tat shootings involving two other rival bikie gangs - the latest just yesterday - that has left Sydney’s suburban streets living in fear.”

The victim died of severe head injuries after being bashed by the metal poles propping up the queues.

So then: a bikie war, an apparent assassination of a rival leader in broad daylight at a public place, a death via bludgeoning, the CCTV footage has done a runner. Doesn’t this all sound so very familiar? The only thing missing is that little jingle that plays alongside the words ‘MISSION COMPLETE – $10, 000′. However unlike GTA the bad guys got caught. So let this be a very important lesson to us all: always print out your tickets before your flight for a quicker check-in.

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