torstai 7. huhtikuuta 2011

REVIEW - Star Wars (1991)

NES VERSION (1991)
GENRE(S): Action / Platform
RELEASED: November 1991
AVAILABLE ON: GB, GG, NES, SMS
DEVELOPER(S): NMS Software (GB), Tiertex Design (GG, SMS), Beam Software (NES)
PUBLISHER(S): Capcom, Ubisoft, Nintendo (GB), U.S. Gold (GG, SMS), JVC, Lucasfilm Games (NES)
PLAYERS: 1


It's the biggest movie series ever... wait, it's more. It's everywhere. TV, literature, comic books, toys, video games, it's even the source of a worldwide religion. When George Lucas made Star Wars (now known as Star Wars - Episode IV) in 1977, he simply couldn't have predicted what kind of a cultural phenomenon it would become in a matter of years, how big of an impact his little sci-fi fairytale would have on the world. Even if you haven't watched one Star Wars movie in your life, you know who Luke Skywalker is. Or Darth Vader. Or Chewbacca. You know the trademark sounds of Star Wars - the Wilhelm scream, the sound of an unfolding lightsaber, Darth Vader's heavy breathing, Chewie's angry grunt. That goes to show how much Star Wars is referenced to in every other movie or TV show, it's so big. Video games on the subject were inevitable, ever since the concept of video games was born. The first home console game based on Star Wars was released in 1982 - The Empire Strikes Back on the Atari 2600 and Mattel Intellivision. Since then, Star Wars has spawned nearly 60 different games on multiple platforms: RPG's, shooters, platformers, video board games, racing games, one-on-one fighting games, you name it. There have been so many different sub-franchises, that there is no way to come up with a sensible order to reviewing Star Wars games. I'm going to do the best I possibly can, and I'll start with the first Star Wars game I ever played, Star Wars on the NES.

There will be no escape for the Princess this time

Where's his "off" switch in this game, anyway?
While cleaning and repairing a droid for his uncle, a young farmhand named Luke Skywalker finds a cryptic call of help from its databank, left by Princess Leia of Alderaan, to an old hermit known to Luke as Ben Kenobi. After a group of Imperial scouts destroys his home and slaughters the remnants of his family, Luke joins Kenobi in his quest to free Princess Leia from the clutches of the Galactic Empire and its dark lord, Darth Vader. At the same time, he becomes fascinated with Kenobi's stories of his long-dead father Anakin Skywalker, and decides to train himself as a Jedi knight in his footsteps.

Warning: a Star Wars geek here, at least to some extent. I've never really been interested in anything besides the six movies (or just five of them, actually...), so I've missed out on a lot of the critically acclaimed novels, comic books and since they didn't exist when I was a kid (God damn it!!!), the line of Star Wars Legos. I've missed out on a lot of important Star Wars video games too, most of them because, once again, I never was much of an avid PC player. However, I have grown to play and even like some PC games related to Star Wars, and at the same time, the amount of Star Wars games on THE LIST - even before it physically existed - has grown to such heights that I can no longer prolong a marathon, which has a subject of this much significance to me, and just about every other person on this planet. It was the first Star Wars game I ever played, it's based on the first movie which I have completely memorized from angle to angle, line to line, so there's not a more fitting kick-off for the marathon than Star Wars on the Nintendo Entertainment System. To make it absolutely clear at this point: this is the internationally available game, not the Namco game of the same name released on the Famicom in 1987. It's a whole other game, although similar in style... and nearly as frustrating. Far from awful, though.

The graphics of the game are good, should I say superb, even, on the NES scale. The cutscenes look great and really authentic, I guess Lucasfilm paid good bucks to Beam to make Alec Guinness look like Alec Guinness and capture every seam of C-3PO's body instead of just making him a golden matchstick man with bulging eyes. It's an 8-bit Nintendo game and not even from the most recent end of its library, got to hand it to 'em. The music's good, too. Some John Williams originals, some remixes, some original music which might be a bit repetitive, but quite decent and none too far from the atmosphere.

Ben Kenobi? Boy, am I glad to see you. Like
really, really glad.
I've reviewed a lot of games, that are based on movies I really like. The Addams Family, Gremlins 2: The New Batch, Indiana Jones' Greatest Adventures, A Nightmare on Elm Street, and of course since you're expecting me to say it, Home Alone. Some of these games have been quite decent, some of them have just simply sucked. When it comes to movies I like, the first three Star Wars movies have their very own V.I.P. slot in my all-time Top 5. When Star Wars, the game, came out, I had just recently watched Episode IV for the first time in my life. When I heard that a game had come out based on this amazing movie, and especially when I heard my friend's mom had bought it for him, I was just oozing with excitement, in lack of a better word. In this game, I can play as Luke Skywalker and have my own lightsaber. Ooooooh, I can play as Han Solo, too? THE Han Solo? THE singled-out best character in sci-fi ever? ...It didn't matter what the game was like. I would've played it anyway. And I did, for the longest while. Until it hit me: I was NEVER going to beat it. Here I am, 19 years later, searching for the core meaning of "never", once again.

It has been a habit of mine to nitpick whenever a game is based on a movie I like, but I must say it's quite unfair in the case of Star Wars. For an 8-bit game, it's surprisingly true to the movie. OK, just to get some stuff out of the way: I don't remember Luke invading the Jawa sandcrawler with his blaster blazing to save R2-D2. Save him from what, exactly? Are the Jawas such lousy, heinous businessmen they kidnap the robots they first sell for good money? I don't get it. What's the deal with the tall, two-legged cave monsters that look and act like Chozo in Metroid? Where's Obi-Wan's crib, why does he live on the bottom of a damn cave? The game raises a lot of questions, but a few gaps in the plot and atmosphere are not the problem. Cryptic ways to make progress and goofy gameplay are. Oh no, this ain't going to be an easy trip, not for the mind, the body or the spirit. You must learn much more than the ways of the Force to beat this bad motherfucker.

The moment you press Start, you see a pretty impressive cutscene of an Imperial ship shooting at Princess Leia's escort, and then, C-3PO and R2-D2's escape pod crashlanding on Tatooine. Awesome atmosphere, right from the start. We are told that Owen and Luke bought two droids from Jawas. Well, then C-3PO shows up on the screen and tells Luke not to deactivate him (sir), it wasn't his fault. R2-D2 is "faulty and malfunctioning", and disappeared, babbling on about his mission. Quite a fast tempo to all of this, but at least everything's going in accordance to the movie. Owen and Beru are never seen, nor do they get killed, though - it's a Nintendo game! Anyway, the game begins from the Tatooine desert and we're controlling Luke's landspeeder from a top-down view. Sorry, did I say controlling? We can't, it automatically moves into a cave. Welcome to the primary user interface: a 2D platformer. Luke looks like Jay in the European version of Journey to Silius, almost identical actually. Jumping isn't fun. Luke has minimal traction, and there are many small platforms, with spikes or sharp stalactites all around. If that isn't enough to convince you of the game's unfair ways, falling from heights also kills you or at least drains a humongous portion of your health. The health bar is there for nothing. There is absolutely nothing in this game that would only take one single tick away from your health bar; just a small drop of acid takes two or three. A head-on collision with some enemies such as Tuskens and those Metroid rip-offs I mentioned kills you instantly almost every time. Your objective here is simply to get to the end, and get a blaster with a faster firing rate. There's a sign on the cave wall that says "Exit" - pretty funny. What is this, some sort of torturous theme park?

Like I said: much more than that, I'm afraid.
Could we skip to the infinite patience of the
Jedi already?
When you get out of the cave, you simply have to... yeah. What? You're left with nothing, no clue to follow. You just have to navigate the desert yourself and whenever you find a cave you can enter, you should check it out. In the upper-left corner of the "map", there's a parked Jawa sandcrawler, and C-3PO says his scanners show R2-D2 to be inside the vehicle. Those low-down, cutthroat sons of bitches! This is where the platforming gets medium-nasty (believe me, you ain't seen nothing yet... just wait for the Death Star) - Jawas jump at you from everywhere and anytime, and then we've got these conveyor belts that shoot Luke straight into a set of spikes if you so much as blink, unpredictable falling platforms which I seriously think are impossible to survive fully unscathed, and wall panels that boost your jump to incredible heights in a place that is this unsafe. When you finally find R2-D2, he's a couple of strips of short conveyor belts away. Short, as in if you do one mistake while jumping over them, you'll fall. You'll probably lose health because of that, and you'll have to reroute to the start of the jumping sequence. Fall again, and you're dead. God. Oh well, when you get to him, C-3PO once again speaks - he never shuts up, that's authenticity for ya - and says R2-D2 claims to be the property of a General Kenobi. After that, you're once again out in the desert. Time to find Obi-Wan "Ben" Kenobi.

Oh, Chewie said that? Where is that oaf of fur,
by the way?
That's not easy, mind you. You still have no clue where to go, there are quite a few caves to be explored, and none of them matter except that one, which Obi-Wan... lives... in. There are some shields for the Millennium Falcon - explained later - to be found in the rest of the caves, but that's pretty much it. When you finally find the right one, it isn't made very clear that you're on the right track. "Exit" turns up first. What you need to do is go into the opposite direction, to the other end of the cave bottom, to finally find Obi-Wan Kenobi. So, if you have R2-D2 with you at this point, Obi-Wan leaves with you - if you don't, you'll have to get the droid and come back again. My Jedi instinct is telling me I should go to Mos Eisley to negotiate with Han and Chewie. But... eh? I'm once again in the desert, and I'm thinking that I've explored every corner there is. Oh, but I have Obi-Wan in my group now, perhaps I should select him. I'll do that. Cut to Kenobi's face. "The ways of the Force are very mysterious." Cut back to the game. THAT'S IT? Tell me what I'm supposed to do, old man! Aargh! This is like Daniel LaRusso trying to get a proper sentence out of Mr. Miyagi! Well, I didn't explore every corner, it seems. The bottom-right corner is a quite obvious gateway to Mos Eisley. I enter it, and after an hour and a half of gameplay - or should I say chasing a wild goose - already, I'm done with Tatooine, and the damn landspeeder, and all those enemies you can only randomly kill by using its turbo gauge. You guessed it, though, I'm heading into something worse.

Don't mess with me, I'm to be a Jedi.
Mos Eisley's cantina has enemies you can't kill with your blaster OR your lightsaber. That's: CAN'T KILL. As luck would have it, these very same enemies, on the other hand, have flamethrowers with incredible range, and they can easily burn half of your health bar to crisp with just one hit. From the other end of the cantina, you'll find Han Solo, and then you'll have to backtrack to the front door. But, you can do it by using Han or Luke, whichever you prefer. Han Solo would be an obvious choice, but he sucks. Luke has just gained the lightsaber, which is an excellent weapon, and Han still uses a blaster which has bigger bullets than Luke's, but it's just as weak. So, if you happen to die in the cantina, you simply have to talk to Han and try again. But, if you die OUTSIDE of the cantina, you'll have to re-enter the place, run to the other end, talk to Han and then, try again. Marvellous. This is the first of many points in the game I really wish it to be totally unplayable, and not a Star Wars game. I'm compelled to continue. Your objective is to get to the hangar where the Millennium Falcon is stored. The hangars are guarded by guys with jetpacks, who kind of look like Boba Fett. These guys are found in every NES game, Star Wars is finally a game they're in for a reason. Not in every NES game are they impossible to hit, though, and not in every NES game do they shower you with bullets that are impossible to dodge. Remember the health bar's non-usefulness? Well, guess what entered the fray once again. So, one of the guys was able to kill me. Big deal. Oh, I have to go back to the cantina and get Han Solo AGAIN?! And the hangar I'm supposed to get to is still a good rock throw away? Red rum, red rum, red rum.

"I've been looking forward to this for a long time."
"Yes, I bet you have." BANG! One of my
favourite scenes in Star Wars, vintage Harrison
Ford.
Well, next up we have a "shooter" sequence. We're not shooting anything, though, we're simply dodging asteroids - or the remains of Alderaan, whatever - and the more shields you have gathered for the Falcon throughout the game work as your health. So yeah, if you haven't gathered any, it's OHK! Fair! And guess what? There's no going back; not even the continues will help you, you'll have to restart the game if the sequence turns out to be a trap for you! Upon conquering this sequence, we can engage in light-speed towards the Death Star, where we'll gain a new playable character in Princess Leia. And this, my friends, is where this review unceremoniously ends. I simply cannot get past Death Star. Every little thing that has been wrong about platforming controls, and the environment as of now, is ten fold worse on the Death Star. You might do fine up until the point you have to escape the station - this is when you'll have to face some just heinous obstacles like the longest jump of the century, and a room literally surrounded by spikes - and which has zero gravity. From what I've read, there are only three shooter sequences to go after that: the Falcon's escape from the Death Star, the X-Wing vs. TIE Fighter battle in space, and then the legendary final scene in which Luke uses the Force (and Han Solo's unexpected help) to destroy Death Star with one single shot. I'm so close, and yet so far. The game is simply merciless. There indeed will be no escape for the Princess this time!

Chewbacca is nowhere to be seen and Darth Vader (the greatest movie villain of all time - BAR NONE!) only appears in the Game Over screen, the game is frustratingly difficult and the controls really aren't even near perfect, but Star Wars still holds a fair deal of sentimental value to me, and even today, I can easily recognize it as relatively real, authentic Star Wars merchandise. Certainly not the worst movie license of the times out there, far from it. Even nice to return to, once in a while, to tear up a few excessive nerves.

GRAPHICS : 9.2
SOUND : 8.7
PLAYABILITY : 6.1
LIFESPAN : 7.0
CONCLUSION : 6.4

---

GB VERSION (1992)
Up until last year, I had no idea a version of Star Wars was also made for the Nintendo Game Boy. This one was developed by NMS Software, and published by Capcom in the U.S. and Ubisoft in Europe, exactly a year after the NES game. I was expecting a similar, but notably different ride, but what I got was a 100% faithful port of the previous game - and you wouldn't believe it, but it's better! A Game Boy port of an NES game, better! BOOM-SHAKA-LAKA!

The graphics are as much of exactly the same as they can possibly be on a small, black 'n' white screen. The sprites are bigger, the cutscenes have only tiny portraits of the characters' faces, and there's a capacity-related nuisance which affects gameplay to some degree - you can't see the direction of conveyor belts. It's all too detailed, as well; enemies have a violent tendency to mix with the background. The music's identical to that of the NES version. Still works, and I still think the cantina theme from the movie is better in the game than it was in the movie!

Would be nice to see where
I'm hurled to next.
Game Boy's rendition of Star Wars sports definitely better controls than its NES counterpart, which is another case of WTF; from the beginning of Game Boy's lifespan to its very end, its biggest problem was bad control. That, and invisible walls, which are definitely here. However, I haven't bumped into any horizontal ones, just vertical, and they aren't nearly as dangerous in this game as horizontal ones. It's considerably easier to perform running jumps, jump precision is more forgiving and enemies aren't quite as hard to kill. You can even kill the flamethrower bastards down at the cantina now, which is a big plus, but only with the lightsaber. On the downside, the lightsaber's range is really sucky. You have to time your hits perfectly, and get quite intimate with enemies to score a hit - and yep, accidental collisions with enemies spell just as much trouble as landing on spikes. The health bar doesn't stand for shit.

Still just as confusing and
cryptic. Good thing I had the
right path fresh in my
memory.
One weird thing about the game is that once you get Han Solo, your character sprite automatically changes to that of his, like in the NES game, but when you attack, Luke flashes in his place. You need to go to the character select screen and select Han Solo before you can actually use him. Hmm, curious. Quite an amusing glitch. What is NOT an amusing glitch is that if you die inside the cantina, Han's gone from your party and you CAN'T get him back before you exit and re-enter the cantina, and run all the way back to him.

Even that huge nuisance pushed aside, the Game Boy version of Star Wars is still better than the NES version. It's notably easier, also. You don't have to get one Falcon shield in this game, the asteroid stage is a piece of cake since you don't have to do anything else but steer the Falcon to either one of the bottom corners of the screen and remain there for its whole duration. It's amazing how much effect better controls have on the Death Star. So, I wouldn't go proclaiming this the Star Wars game of the ages, but considerable Game Boy entertainment.

GRAPHICS : 8.5
SOUND : 8.5
PLAYABILITY : 6.7
LIFESPAN : 7.0
CONCLUSION : 6.8


TRIVIA

GameRankings: 64.92% (GB)

keskiviikko 6. huhtikuuta 2011

Dragon Age: Origins DLC Guide

WARDEN'S KEEP
RELEASED: November 2009
INFO: A downloadable quest pack for Dragon Age: Origins, available for free to those who purchased the Digital Collector's Edition of the game. A young man back at the Warden's campsite would like the Warden and his companions to look into his grandmother's dark past as a Warden and possibly clear his tainted family name, by investigating an isolated fortress known to the Grey Wardens as Soldier's Peak.

REVIEW: I enjoyed this quest. The download's reasonably priced, seeing that it comes complete with two new low-level Trophies/Achievements, fabulous new equipment for the game, and new - albeit unholy - talents for all three classes. It's short, yet moderately challenging in terms of combat, which means it's a quite gratifying hour of level farming. 8.5 / 10

THE STONE PRISONER
RELEASED: November 2009
INFO: A downloadable quest pack for Dragon Age: Origins, available for free to all who purchased a new retail copy of the game. A merchant presents the Warden with a control rod for a seemingly disfunctional golem. The captive villagers know the secret behind freeing the potentially dangerous stone prisoner, but the Warden and his/her companions need to help them with their predicament in order to learn it.

REVIEW: The most essential downloadable content for Dragon Age: Origins, bar none. Easy for a buyer of a new copy of the game to say, of course, since otherwise it costs 15 dollars/euros - but I'd say I'd pay that sum if I knew all of what The Stone Prisoner is about. Once again, there are two new low-level Trophies/Achievements and some fabulous new equipment to be collected, a new (not to mention extremely essential and humorous) companion and a whole new type of equipment for her, and on the top of it all, a total of two entertaining sidequests to be conquered. Excellent stuff that set the bar a little too high for Dragon Age DLC from day one. 9.3 / 10

RETURN TO OSTAGAR
RELEASED: January 2010
INFO: The final downloadable quest pack for Dragon Age: Origins. The Warden and his companions meet a member of King Cailan's personal guard, who tells them of a chest Cailan left back at Ostagar to be inherited by the Grey Wardens at the event of his death. The party returns to the field of its most memorable battle to find the chest and kill the darkspawn that have taken the place for their own.

REVIEW: This one was a bit "meh". Sure, it has some new equipment - that's the purpose of the whole quest - but there's only one new Trophy/Achievement, it's an easy run in an already familiar setting, and there are no new tricks to be exploited. It's as good of a download as any for true fanatics, but unlike the two quest packs that came before it, Return to Ostagar can easily be left ignored by casual players. 6.5 / 10

THE DARKSPAWN
CHRONICLES
RELEASED: May 2010
INFO: An add-on for Dragon Age: Origins. In a wholly alternative timeline, your Warden died in the Joining and therefore, never took part in the final battle in Denerim. Alistair is the last surviving Grey Warden, and you're now a Hurlock Vanguard, given the task of killing him and his companions.

REVIEW: Say the name. "The Darkspawn Chronicles." One more time. "The Darkspawn Chronicles." Needs more feeling! Come on! "The Darkspawn Chronicles!" OK, you definitely want to buy it since it sounds so cool, so now: play it. Sucks, huh? The story's quite silly but that's easily expected, once you get to play it you'll see there's none of that Dragon Age magic here. It feels like you're playing a demo with the sole focus in fighting. They could've easily made this an interesting, intricate quest, in which you would've controlled one of the intelligent darkspawn from Awakening, but no, they decided to base this linear, hour-long stroll around a simple-minded Hurlock on a Denerim-sized killing spree, jumping from "quest" to "quest". He can possess other monsters, that's kind of cool. But can you customize your darkspawn? Can you assign abilities? Can you do anything that you've grown accustomed to playing any previous Dragon Age product? No. Sort of. Yes. You can kill. A lot of folk. Too much folk. I don't know about you, but I felt really, really awkward about chopping Oghren's head off. 'Twas a waste of time. Suitable for a completist who wants his hands on three new Trophies and a new weapon for Origins and Awakening. 5.0 / 10

LELIANA'S SONG
RELEASED: July 2010
INFO: An add-on prequel to Dragon Age: Origins. The Orlesian bard Leliana recounts her story of doing all sorts of dirty work for a woman named Marjolaine, and how she was betrayed by her.

REVIEW: Let's face the facts. Leliana is one sexy broad - although her accent is horrible - and my favourite rogue companion to use, but does she really have any true purpose in Dragon Age: Origins when it comes to the story? No, and Leliana's Song proves it. It's no Dragon Age, instead it's a slightly humorous, linear action game of general rogue-like mischief that runs on the Infinity engine. There's no mention of darkspawn, Blights, Grey Wardens or anything fantasy-related. Even the music's very different from the retail - quite repetitive, folk-oriented stuff. There are a couple of new funny, yet stale characters, easter eggs, new equipment and three new Trophies to be enjoyed; all in all, Leliana's Song is decent one-time fun, but might turn some Dragon Age fanatics off. There's also a weird glitch of repeating cutscenes and dialogues. 6.7 / 10

THE GOLEMS OF
AMGARRAK
RELEASED: August 2010
INFO: An add-on sequel to Dragon Age: Origins. The Grey Warden returns to Orzammar to accompany a dwarf in search of his brother, who went missing on an expedition for ancient secrets of golem construction in the Deep Roads.

REVIEW: In spite of a huge glitch that might turn up and coldly disrupt your progress in the seemingly unpatched PS3 version, The Golems of Amgarrak is a keeper. It was the least promoted DLC for Dragon Age: Origins, and to my huge surprise, I really enjoyed it a lot more than The Darkspawn Chronicles or Leliana's Song. The three Trophies don't come cheap. The Golems of Amgarrak is HARD as it is, and you have to beat the final boss on Hard or Nightmare to score all three Trophies. The boss isn't really that hard, but he has a ton of annoying buffs. What's cool is that you can either create a new character - not recommendable - or import your Grey Warden from the retail, OR the Warden-Commander from Awakening. Doesn't make things a whole lot easier, since your party is still a quite weak bunch of chumps, but it helps out a great deal anyway. A challenging and fairly entertaining quest, three new Trophies, new efficient equipment for the retail and Awakening as usual... yep, I'd buy it. And I did. 8.0 / 10

WITCH HUNT
RELEASED: September 2010
INFO: The final add-on for Dragon Age: Origins, and a sequel to the events in both Dragon Age: Origins and Dragon Age: Origins - Awakening. It has been two years since the Blight ended and Morrigan disappeared. The Warden-Commander sets out to find the Witch of the Wilds and settle the score with her, in better or worse. This witch hunt leads the Warden and his new companions on the trail of an ancient elven secret.

REVIEW: It's no secret that I'm a Morrigan fanboy down to my heart and soul, and the main reason I wanted to see through the rest of the downloadable content was so that I could take on Witch Hunt last, like it was meant to be. It offers true closure to the Origins storyline - more threads of it than one would think - and, naturally, it marks the long-anticipated, though only brief return of the best character in the Dragon Age universe. Witch Hunt ends the storyline and the series of Origins DLC with a high note. Your decisions in Origins and Awakening affect the storyline, although the ending you got in Origins seems to make no difference at all. In case you refused Morrigan's offer, she even goes as far as to mention that - but you still live, there's still no explanation to it! As far as gameplay goes, I enjoyed this quest very much despite its easiness, the emptiness of the Ariane character and the pure nuisance that is the mage Finn. There are four Trophies to be had here, one of which requires you to once again slay the final boss on Hard or Nightmare, but he's not nearly as hard as the one in Golems, actually quite easy. Oh yeah, and some new equipment, of course. All things considered, Witch Hunt is well worth its price of seven! 8.9 / 10

tiistai 5. huhtikuuta 2011

REVIEW - Dragon Age: Origins - Awakening (2010)

GENRE(S): RPG
RELEASED: March 2010
AVAILABLE ON: MAC, PC, PS3, X360
DEVELOPER(S): BioWare
PUBLISHER(S): Electronic Arts
PLAYERS: 1

Five months after the release of Dragon Age: Origins, players were treated to an expansion pack that came on as more than a tad pricey, but it was promised to be well worth the download for true fans of the game. Awakening offered players tens of more quality hours to spend travelling the Thedas soils in the boots of a Grey Warden and introduced them to a new, charismatic cast of characters including a fleshed-out main antagonist, so the only question is: what's not to like about it? Well...

The death and resurrection of a Grey Warden

STARRING
Greg Ellis : Anders
Adam Leadbeater : Justice
Simon Chadwick : Nathaniel Howe
Steve Blum : Oghren / Jukka
Natalia Cigliuti : Sigrun
Jamie Glover : The Architect / Statue of Peace / Mosley the Snake
Dee Dee Rescher : The Mother
Robin Sachs : Seneschal Varel / Narrator / Statue of War
Grey DeLisle : Velanna / Namaya / Danella / Vigil Private
Matthew Ashforde : Ser Derren / Shady Character / Ser Timothy

The Blight has ended, but a new, highly intelligent breed of darkspawn has emerged. As the newly appointed Warden-Commander, your mission is to build up a group of Grey Wardens like Duncan before you, seek out the source of the insurgence and neutralize it.

I bailed out on Awakening for a few months into its release, it was just way too expensive. 39,95 for an expansion pack, when I had paid 42,95 for the game itself and it came complete with The Stone Prisoner and the Blood Dragon Armor set? Didn't sound like a good deal to me, especially since I wasn't nearly done with my second playthrough of the retail. Well, at some point I had too much money burning holes in my pockets, I guess - oh, how I'd wish to experience that again in the very near future - so I paid the ridiculous price to get at the very least 15-20 more hours of that sweet Dragon Age bliss... but I didn't play it! I planned to get the thing off my chest right after finishing my Platinum playthrough, but that took me a long while, and after I had done it, I was so bored with the game that I just couldn't take one more minute of it, or anything of its kind. Almost a year has passed since I downloaded Awakening, and I finally took it for a ride. It's certainly a good ride... but worth the forty? Not really. Like it would matter anymore, since some of you were patient enough to wait for the Ultimate f'n Edition, while some of us less patient people paid over 100 euros to complete the set... I'm not bitter or anything. I'm just real pissed off at EA for announcing the Ultimate Edition just a few days after the release of Witch Hunt. A real consumer-friendly stunt they pulled.

Since Awakening is a seamlessly planted expansion, there's nothing audiovisually new about it. It's perhaps a tad more cinematic than the retail, so I'll give it a fraction of a point for not looking quite as mechanical. There's no new music, either. However, the voice cast is almost completely new. Some old friends return if you didn't happen to kill them in the retail, in case you decide to import your character - which is of course recommendable, and the whole point of this expansion pack in my view. Awakening features a whole new cast of characters for the most part. Although they might strike you as merely carbon copies or mixtures of your companions in Origins, you've got to admit they're good.

There's only one worse thing than a darkspawn:
a darkspawn with brains.
The very suspicious mage Anders (Greg Ellis) is like a far less annoying version of Jowan (a.k.a. "It wasn't me, it was the one-armed maleficar"), and has a good dose of both Alistair's goofiness and Morrigan's dark sarcasm in him. Nathaniel Howe (Simon Chadwick) is an angry, arrogant rogue who despises your Grey Warden for killing his "misunderstood" father (remember?), but he is quite easily forced to see the truth behind this "senseless murder". Oghren (Steve Blum) returns as the mandatory Dragon Age veteran. He was one of the few companions you couldn't kill or dismiss in the retail, which explains his strong presence. There are others who return as NPC's and perhaps sidequest employers, but again, only if you didn't kill them. About Oghren... I still love the guy, of course (especially the joining scene), but overall, he has too big of a role for his own good. Jokes related to booze, the other companions and drunken delusions are funny, but they start to get a little old when each line that comes out of the character's mouth is either a drunken rant or an insult. What I personally find extremely funny is that Steve Blum also does the voice of a minor character called Jukka! Which is my real name, of course, for those who perhaps haven't noted. Too bad for me that he's a dwarf and he spends a glorious two minutes on the screen before kicking the bucket, but I can't have it all.

You can create a new Orlesian character that starts from level 18, or import your Grey Warden from the retail - in which case you'll either start from level 18, or the level you finished the game on, if it's higher than 18. Creating a new character makes absolutely no sense to me. You're playing this because you want to continue your Warden's story, right? I hope so. And besides, people hate Orlesian Wardens, while they treat your Fereldan Warden with respect regardless of your retail track record - well, Orlais is kind of like Thedas' France, right? Is it any wonder? Anyway, I had a bit of a problem here.

[SPOILERS] On my second playthrough, I used a female mage who was totally OP'd by the end of the game. No darkspawn ever stood a chance against her. I refined her combat skills to the hilt. I ended up manipulating Loghain to have sex with Morrigan - since naturally, I couldn't do it myself - which means Morrigan stayed with me to the bitter end, and fought the Archdemon by my side, with a demonic bun in the oven. So, my mage survived, and she would've therefore been a logical choice for the role of the Warden-Commander in Awakening. The problem is, I made her up to be such an evil, manipulative bitch (she was based on my ex-fiancee), that I just couldn't bear to use her anymore after reaching the end credits. My rogue... he was my favourite character to use as far as gameplay went in the retail, but I wasn't able to establish an emotional connection to him, because he was more or less a filler for my Platinum hunt. So, the only option I had left was the warrior, the human noble I designed after myself. This man originally had a very passionate relationship with Morrigan, but told her to piss off when she came on to him with her demonic proposal, and sacrificed himself for the future of Ferelden. I watched in half-tears as my proudest creation was buried as a hero known all over Thedas. I expected some kind of explanation as to why he's suddenly resurrected in Awakening - but I never got it. Even Fallout 3: Broken Steel had such an explanation. Disappointing, and distracting. Luckily the bonafide Dragon Age gameplay quality compensates for it. [END SPOILERS]

What also worried me about using my original Grey Warden was that his skills and attributes were not quite up to par with all that I had learned about the game on subsequent playthroughs. In other words, I kind of jumbled him up with skills and specializations which were totally useless to me in the long run, and failed to teach him some really essential skills. Well, I'm in luck. The first few intro quests are easy to beat, and after those quests, you can buy a Manual of Focus, which allows you to remove all skills, assigned attribute points and specializations from any of your characters and re-assemble that whole character. Praise the Maker, although I would've wanted to modify the character's looks as well; the Warden still has my long hair look, I would've liked to shave his head. You can buy as many of these Manuals as you want throughout the course of the whole expansion, so you can't really, irreversibly fuck anything up.

Morrigan went her own way to give birth to
Satan, so here we have a substitute in the lovely
(yet vengeful and murderous) Velanna.
Let's start from the end. It took me exactly 19 hours and 19 minutes to beat Awakening. I know I missed out on many sidequests. I missed some intentionally, since I really didn't feel like being anyone's errand boy. The armorer Wade returns more annoying than he ever was in the retail, and he gives you several shopping lists for several items he needs to build some deadly weapons and armour. Why would I even need them? The expansion's a walk in the park with the equipment you carry over from the game and get from other quests. To hell with Wade. Some of the sidequests I missed because I simply couldn't do them. A glitch seemingly killed off an NPC I was supposed to meet (there was no one in the given location, not even a quest marker on the minimap), and there's this one mine that has a few sidequests apart from the main plot. If you leave the mine after finishing your primary job down there, you can't return to do those sidequests - yet, they still appear on the list. Annoying!

Anyway, this 20-hour continuation of the Dragon Age: Origins storyline begins well. Depending on the decisions you made in the retail, there might be a few confrontations with old friends and enemies. Perhaps too few. Some characters that would've been great to meet, and who I actually expected to see again, never show up under any circumstances. They aren't even referred to in dialogue. So the story's good, but it feels disappointingly detached from the retail. It's not really a continuation of your Warden's epic tale, it's almost like a sidestory from a whole other universe - especially since no one ever notes my Warden's demise and sudden resurrection, and since it takes place in a different location on the world map, the Arling of Amaranthine.

Since the Archdemon's demise, the different races still haven't found a common tune, they still hate each other, but are definitely unified in a time of stress, so you can rest easy since you've accomplished at least something. Your mission is no longer to unify the people, it's to re-establish a proper Grey Warden order to stand against the new, unexplained darkspawn threat. Each chapter in the main quest introduces a new potential recruit to the order. There's a total of seven playable characters: your Warden, Oghren, two rogues, two mages, and one additional warrior, perhaps the most interesting character in the game as far as backstories are concerned. You can still refuse help from some of these characters or even kill them as per usual. Romances are no longer possible, so no matter how much Velanna's cleavage and pointy ears might turn you on, you shouldn't get your hopes of banging her too high. The Approval/Disapproval meter's still in, but only to trigger companion quests and grant the characters class-specific stat increases.

The level cap is now 35, but you need to hit 30 for the Trophy/Achievement "Commander of the Grey", so it's the ideal top level. I finished Awakening on level 32 without too much trouble. There are new skills and commands for existing classes and specializations - for warriors, there's a new, essential critical attack that makes dealing well over 250 points of damage easy. However, using it will probably not score you the "Heavy Hitter" Trophy from the retail. It would be way too easy to gain a Trophy that was meant to be hard to get... and which was hard to get, since I got it on my third playthrough and I knew from the beginning exactly what I had to do to nail it, it was quite a process for a Bronze. There are also two new specializations for each class; Guardian and Spirit Warrior for warriors, Legionnaire Scout and Shadow for rogues, and Battlemage (God, I love the sound of that word) and Keeper for mages. All of the new specializations are unlocked simply by using manuals bought from merchants in your headquarters of Vigil's Keep and the city of Amaranthine. It might seem at first that you don't have enough money to buy anything, especially since some quests require you to raise large amounts of gold, but since you'll get pretty far with the equipment you can carry over from the retail, you only need to do a chapter of the main quest or two to raise money for each and every manual out there.

Childers are a whole new, extremely irritating
breed of darkspawn enemies.
Anders brings along a new skill related to craftsmanship, runecrafting. In this game, you can't buy high-quality runes - you need to craft them yourself to be able to enchant your equipment. Unfortunately, while anyone in your party can MAKE runes, they can't make any use of them. Each time you need to enchant something, you need to return to this woman named Cera back at the HQ. There's a lot of backtracking, I'll tell you - this is just one example. Every once in a while, you need to return to the Keep to take care of your actual duties as the Warden-Commander, aside from killing darkspawn - like conduct trials and solve civil issues. Some times it feels like BioWare was trying to prolong the game any way they possibly could to make it feel half as huge as the retail. The greatest thing about the HQ is that there's a storage chest, which would've been a world of help in the retail. It's especially essential the first time you get to explore Vigil's Keep freely. Just throw every item and piece of equipment you don't need - that covers about 95% of your stuff at that point - into the chest and watch the inventory limit remove the pain from your ass. The thing is, you don't need much of anything during Awakening. It's so easy.

There are a few puzzles in the game, none of
them are quite as annoying as this one. You
can't even easily reset it, if you jumble it. Not
really worth the time.
Awakening is not about challenge. The only way a veteran can possibly find it the least bit challenging is by switching to Hard or Nightmare. You don't have to be half the tactician you were forced to become during most part of the retail, even the bosses are easy. Only the very final boss was able to beat me up so bad that I needed to rethink my strategy, but I needed just one tiny smack to the head to realize what I was doing wrong - I killed the boss in one and a half minutes on the second try. I'm not saying I miss them, but the bosses in Origins... when I heard that I was supposed to enter an ancient catacomb to do battle with an army of Broodmothers in Awakening, I was shitting myself. Just one Broodmother was enough to make my life a living hell in the original game. It turned out I didn't even have to actually face this soft-spoken horde, all I needed to do was to fiddle with some ancient technology and dump a rock on 'em. The Archdemon in Origins - I couldn't even kill him on the first playthrough before changing the difficulty setting, I had jumbled my characters up so bad I couldn't maintain control. I admit it. There's nothing like the most annoying Origins bosses in Awakening. Overall it's a quick, effortless errand to all who love Origins. Very entertaining, though, yes. It has a great cast of characters, maybe not worth the 40 sovereigns, but you must check it out if and when you buy the *sigh* Ultimate Edition.

Awakening offers eight new Trophies and Achievements to those interested in them. To acquire all of them, you need to finish the expansion twice, which isn't unreasonable at all, since you can make decisions just as freely as in the retail. In at least one case, the game seemed to make my decision for me, though; I was suddenly on a faction's shitlist for simply talking to a member of the opposing one. What's funny is that I killed that dude right after talking to him, after realizing where his loyalties lied. What bothered me most was that since Origins, I had built this particular character up to be a true believer in justice, a fine warrior. Now, he was hated all over a whole region. I really felt bad.

So, the conclusion? Let me paint an image. You've never played Dragon Age: Origins before, so you go out and buy the Ultimate Edition. You get the game, AND everything related to it in the same package for the price of the original retail, including Awakening. You're thinking Awakening is awesome. Well, some of us who were in more or less of a haste, we bought it for 40 bucks or euros. Think about it: would you have paid that much for THIS? We who did, did not quite get our money's worth. At least a little bit of more challenge wouldn't have hurt.

GRAPHICS : 7.9
SOUND : 8.9
PLAYABILITY : 8.5
LIFESPAN : 6.8
CONCLUSION : 7.8


TRIVIA

GameRankings: 80.77% (PC), 80.93% (PS3), 81.33% (X360)

Also sold as a separate retail package for all systems. The PS3 and Xbox 360 versions of the Awakening retail do not require the original Dragon Age: Origins to work.

perjantai 1. huhtikuuta 2011

REVIEW - Dragon Age: Origins (2009)

GENRE(S): RPG
RELEASED: November 2009
AVAILABLE ON: MAC, PC, PS3, X360
DEVELOPER(S): BioWare, Edge of Reality (PS3, X360)
PUBLISHER(S): Electronic Arts
PLAYERS: 1

Since I am a console player by heart and above all else, it wasn't so long ago that the term "role-playing game" went hand in hand with Square, as I saw it. When I first started to play role-playing games, the only PC role-playing games I knew by name were Ultima and miscellaneous titles in the incredibly long-standing AD&D line of games, which culminated during the last decade in the release of the highly successful Neverwinter Nights. This particular game was produced by a group of Canadian developers collectively known as BioWare. Their first RPG, Baldur's Gate - also part of the AD&D franchise - was released in 1998 on the PC, and it has since become a sort of standard in role-playing games for home computers. Black Isle Studios, who published the game, had already stunned players with Fallout - so Baldur's Gate was a collaboration between an already established megapower in role-playing and one that was soon to become a megapower in role-playing. BioWare went on to make several huge games for the PC, and later, the Xbox. After taking a turn to science fiction with Star Wars: Knights of the Old Republic and Mass Effect, BioWare returned to their D&D roots with Dragon Age: Origins - a traditional fantasy role-playing game that has been hailed by many PC players as one of the greatest games of all time. The game was also released on the Xbox 360, and as a pleasant surprise to many of Sony's followers, the game also made its way to the PlayStation 3 and marked the very first BioWare release on the platform. After some consideration back in the day and seeing my friend play Dragon Age: Origins on his Xbox for just a couple of tens of minutes, I found myself obligated to buy the game - it was on sale only two months after its release - and see what the BioWare fuss was about. The fuss was about blowing my previous view of the RPG genre right off the map. After this game came along, Final Fantasy XIII was bound to disappoint even more. Dragon Age: Origins is great, yet it does come with flaws that leave me hoping for just a little bit more.

For the (death or) glory of Ferelden

STARRING
Steve Valentine : Alistair
Peter Renaday : Duncan
Kate Mulgrew : Flemeth
Tim Curry : Arl Rendon Howe
Corinne Kempa : Leliana
Simon Templeman : Teyrn Loghain Mac Tir
Claudia Black : Morrigan
Steve Blum : Oghren
Mark Hildreth : Sten
Susan Boyd Joyce : Wynne

Every few hundred years, the continent of Thedas gets overrun by darkspawn, vile creatures of the underground, in an event known as the Blight. Although every capable warrior in the country of Ferelden is summoned to fight in the fifth war against the darkspawn, it is said that a group of remarkable soldiers known as the Grey Wardens is the only force that can truly end the Blight. There are not many Grey Wardens left, and there are those people, even ones in power, in Ferelden who don't believe in them and their exclusive advantage over the darkspawn. You play the role of an outcast, the last of the Grey Wardens, and the one with the responsibility to unite the warring races of Ferelden to fight and conquer the darkspawn plague.

First, I've got to say that the instruction manual of this game is great by today's standards. When I bought this game, I was a definite beginner when it came to western RPG's. The manual is well written, it's easy to comprehend even to a casual player, and it looks quite cool all over, when you compare it to most boring manuals that usually come with games. As you might've heard, EA doesn't make manuals at all anymore, since there's a tutorial in most games anyway. Well, Dragon Age really doesn't really shove any tutorials in your face - there's a random tip or trick in each loading screen, though. You more or less need to find a comprehensive tutorial yourself, from the codex files you get throughout the game. I had to rely on the manual several times for the first time in years when I started playing Dragon Age, I was so totally out of it. But I'm skipping ahead a little, here. Let's start from the beg... no, not the beginning. Let's start from 2002.

Character modding has never been as detailed
and immersive in a console RPG.
In 2002, I had three RPG's on my PC, and they were most definitely the first RPG's I've ever played outside of the "Square box". Those games were Westwood's Nox, Volition's Summoner, and the newest game in the bunch, BioWare's Neverwinter Nights. I finished Nox - overlooked game, by the way - played Summoner for an extended while, that wasn't so great, but when it came to the critically acclaimed Neverwinter Nights, I played the game for a short while and then inexplicably quit. I liked it, I really did, but there was something that bothered me. Probably the fact that my friends were overhyping the game, and I liked playing on the PC even less than I like it today. As for the name "BioWare", I forgot it completely. My friends were all telling me about the "BioWare style", BioWare this and BioWare that. Oh, and let's not forget Blizzard Entertainment! The great Blizzard! Final Fantasy XII gave me some hell at first, 'cause I didn't get its more western type of gameplay right away. When my friend saw the game for the first time, he said something like "Final Warcraft!", and I was like "Good joke... but I don't get it." When I tried out World of Warcraft, I got the joke, but I was still no expert of the "more serious" side of role-playing.

As years went by and Final Fantasy arguably degraded, game after game, I became really interested in games all the "real" RPG fans were selling as the grandest daddies of them all. There just weren't good games like that on the PlayStation and my computer wasn't meant for games, nor did I want to play games with it. On New Year's Eve, 2009, I went to a party my best friend and his girlfriend (at the time) had at their place, and while we were suffering the consequences in the morning after, my friend whipped out this "new, amazing BioWare game" he got for Christmas for his 'box. There was no escape for me, I couldn't even lift my head - it weighed a ton. Seriously. I had to watch him play Dragon Age. I don't know why, but the game managed to impress me. It looked confusing, but it felt awesome. When I finally got up - ...the next day... - I stopped by the local GameStop before heading home, and Dragon Age: Origins was on post-Christmas sale for the PS3. It was like a sign. I bought it, headed home, slapped it in, and went all WTF on it. But I enjoyed it, from the very beginning. And finally got all there is to get about BioWare's alleged greatness and the joys of "real" role-playing. Never too late, I guess.

It was the second time around that the splinters in gameplay began to stick out. On the first playthrough, I picked up just some artificial flaws, such as incredibly lengthy loading times. To my experience, they're kind of exclusive to the PS3 version. They're ridiculous, and if the game's online, they're even more ridiculous in length. If your connection fails during the game, the game will constantly, automatically attempt a reconnection. Not only does the loading slow down even more, the whole game slows down. My broadband's very unstable at the moment, so I can't damn near even play the game if I don't switch the wireless connection off from the PS3's network settings. The biggest problem of the whole game, across all playthroughs, is the menu design. Some people dig it, but really, I've beaten the game nearly three times, I've got the Platinum Trophy for it, for the Maker's sake, and I STILL can't use the main menu properly. It's compact and looks easy to manage at first glance, but it's extremely difficult to learn to use properly if you have little or none prior experience of games like this. Subcategories after subcategories. The characters have two weapon sets each - the second one's optional, though recommendable. There are a million codexes including maps, sidequest files, clues to puzzles, miscellaneous parchments and books, numbers and item descriptions everywhere, there are a dozen subcategories for items, a weight limit that is exceeded 20 times per hour and requires you to throw something away once in a while and go into the Junk menu to separately destroy everything you've thrown away, and amidst all this hassle, you need to level up your characters manually and then check what umpteenth sidequest you were on again, and... MAKEEEEERRRR!!! All this, and more, in one single screen. You use certain buttons to switch between categories, another set of buttons to switch between the characters, another set of buttons to switch between subcategories, and yet another set of buttons for some case-sensitive purposes. In other words, you need the whole controller just to navigate the main menu! A new, casual role-player who doesn't have perfect concentration and/or touch on his or her side will spend a little too much time in the main menu alone. Struggling through the menu is a nightmare in the console versions; on the PC, you have a mouse which surely makes navigating the menus a whole lot easier. The shops in the game use a similar interface, too. The menu design in the game is by far the only element of Dragon Age that really makes me miss the simplicity of the modern J-RPG. Otherwise, it's a great, unique, particularly eye-opening experience to a former skeptic like me.

This is exactly where I first started the game.
It's really not the point, but damn true that Dragon Age: Origins isn't much to look at by today's usual standards. The characters look sufficient enough all the way to Morrigan's impressive cleavage, but the game's a bit rough around all other edges. Each time you have a conversation with someone, the game cuts to a simple, mechanical dialogue screen. The person you're talking to just stands there, yapping, and they very rarely do anything else. The camera pans closer to the character's face and to your main character every now and then. Strange as it might seem, I miss some sort of heavier distraction. Listening and watching the characters talk on and on and on is almost hypnotic. On the first playthrough, I just concentrated on the content of the dialogue, since it was all new to me. On the second playthrough, I ended up doing some of the same decisions I made on the first time, and was forced to have some of the very same long conversations. Luckily you can skip everything if you want - sometimes it just takes a long while, 'cause believe me: some of the characters are extremely talkative. Well, it's not as bad as in, say, Fallout 3, in which the whole background freezes whenever you talk to someone, and it has some even more talkative characters. Even skipping dialogue takes a whole eternity in that game - not to mention New Vegas.

The soundtrack's composed by Inon Zur who's scored quite a few RPG's from Baldur's Gate II and Icewind Dale II, to the more recent Fallout installments. Like in most western RPG's, the music fades in and out regularly, and it's usually quite ambient, but literally explodes on your face at key moments, such as boss fights. Although it's of the typical, symphonic fantasy fare, the music's great across the board, although I must ask the developers - or was it EA's idea? - about the credits. What in the holy name of the Maker do 30 Seconds to Mars have to do with a medieval fantasy RPG? That one song does not belong in here.

The voiceover work is great, and there are many familiar names on the list. Some of even those ten actors I listed have many roles, but so many that I decided to leave the lesser roles unmentioned. Tim Curry's really getting into the video game scene, it seems! I bought Brütal Legend just a while before Dragon Age: Origins, in which he was cast as the main villain, Emperor Doviculus. Here he plays the slimy Rendon Howe. The man's a legend in my books, and I'd recognize his voice anywhere just the same way I'd recognize his smile. Speaking of recognizable voices, Simon Templeman's here, as Teyrn Loghain. I must spoil this much: I knew this guy's a villain. How could he not be? It's in Templeman's contract, I believe: "I play none but villains, 'cause that's what I do best". However, Loghain's kind of like Kain from Legacy of Kain, who I personally consider Templeman's most memorable character: he's a real bastard, but for a noble purpose.

Kate Mulgrew (Captain Janeway in Star Trek: Voyager) does a cameo as the old witch, Flemeth. Then we have Claudia Black's very distinct voice on Flemeth's daughter Morrigan, making the character that much more fuckable than she already is, and Steve Valentine provides the game's second-best sarcastic comments as Alistair. The random dialogue between these two is absolutely priceless. As a trivia note, Black and Valentine both starred in Uncharted 2, released just two months before Dragon Age: Origins. They were great in that game, too... but in that game, they had some form of a relationship. Here, they hate each other's guts. And they are very vocal about that. It's awesome! There are a few bad apples, some fake accents are so overdone it hurts. This guy called Desmond Askew does about a million different voiceover roles in the game and damn, do I hate that guy's voice or what? First, I thought it was just his main character, Jowan. Yep, I loathe the character too, but it's the sniveling, apologetic voice and method of speech, that get to me as well. He talks the same way as all his characters. Think Otacon from Metal Gear Solid (Christopher Randolph), bitching about something in a British accent, and you'll get how this guy sounds like all of the time.

Although the game isn't a graphical marvel, the
blood covering the characters' faces and
clothes after a battle is a cool detail.
The story is a lot deeper than it might seem at first, very character-driven and I like it. There are two very strong, controversial themes in Dragon Age: Origins, touched briefly in games like Final Fantasy X. No, I ain't talking about sex. There's plenty of that too, but we'll get into that later. These themes are racism and religion. Every race in Ferelden has a beef with each other. It's man vs. dwarf vs. elf, in a triple threat match that really doesn't do good for the unity of the people - and that unity is ironically the key to win this war. Then, there are some serious issues WITHIN these communities, on the top of that. The darkspawn roam the earth, and no one seems to get along well enough to stand against the swarm. You're the one that's supposed to fix this mess - great! Religion is actually one thing that creates these conflicts between people, just like in our world. You can actually decide whether you want your character to live by the Maker's word and encourage other people to do that too, or be a complete atheist all the way.

I've given it a lot of thought listening to my friends talk about the characters. One dislikes Alistair, one just downright despises Leliana. Everyone I know loves Morrigan and Oghren. I must say there's not one single playable character in Dragon Age: Origins I simply can't stand. Each one has a quality. The members of your party are pretty much optional. You meet these people, you can either recruit them, tell 'em to fuck off, or even kill them. Not all of them, but most. There are ten playable characters in the game, and I've ended up killing or otherwise disposing of six of them at some point of the game - so after the first few quests, it's pretty much up to you to decide who you want to camp, roll and maybe have sex with. The sultry mage Morrigan is most definitely my favourite character in the whole game, and one of my favourite video game characters of all time, at that. Not only does she have cleavage to die for, she has such sharp wit and such a silencing pitch-black joke for every situation, that I sincerely enjoy every word that comes out of her mouth. It hurts to let her go, but if you want to get all of the Trophies or Achievements in the game, it has to be done. At least they gave us a Gold Trophy for that terrible decision.

Let's take it from the start. Your character doesn't speak apart from a few random battle quotes - the voice you can choose for your character simply applies to these quotes. You simply choose his/her answers from a list; pretty thorough ones, so it's not just "yes" or "no" all the way, very rarely actually. To keep up a certain reputation, you really need to think what you answer, so it's well taken care of that you listen, and don't just aimlessly answer whatever. Actually, I must admit that I've done a few embarrassing mistakes in the game - during my final playthrough, at that! - because I didn't listen to what was said to me. Let's just say that I lost a character that I absolutely NEEDED to finish the game. Well, luckily at that point my only purpose was to pick up one final missing Trophy: I had to reach level 20 using a rogue, and I was already on level 19.

So, in addition to choosing a gender, naming your main character and fully customizing their facial features, you are free to assign attributes to 'em however you wish up to a fair limit, and you may also modify their skills to your personal liking. This is all surely familiar to those who have played BioWare's games before. You can choose from three classes: warrior, mage and rogue. Been there, done that... but that's not enough, you also need to choose a race. That's a little more complicated, and a sign of the game's first true gimmick. There are three races, and two types of characters per each. If you choose to take the game on as a human, you can be either a noble of House Cousland or a mage apprentice at the Circle of Magi. Elves are divided into city dwellers, and Dalish elves, that live in forested areas. Finally, you can start off as a casteless dwarf - in other words a street urchin - or one of those noble dwarves. Full of themselves, the whole lot, I tell you.

So what's the first real gimmick here? The name of the game spells it out: Origins. Each of the six specific races in the game has what is called an "origin story". In other words, the prologue for each one is different and can last from 30 to 90 minutes. To see everything in this game, you need to create one character of each race and play through all of their origin stories - not the whole game, of course. It's a clever way to get prejudiced players to try how guys outside of their pleasure zones play out. For example, I've never liked dwarves, except the dancing one in Twin Peaks, and Gimli in Lord of the Rings to some extent. I still don't really like 'em, or the key dwarf characters in the game except for Oghren (love ya, man), but this game kind of forced me to see these little guys from a slightly new perspective in general. I guess I have begun to understand dwarves better thanks to this game. Each origin story ends very differently, but the end result is the same: you are recruited to the Grey Wardens by a very cool veteran Warden called Duncan.

The radial menu is the main difference between
the PC and console versions of the game.
From that point on, it's the same game for everyone, with some very notable changes and very welcome decision-making which truly affects the course of all things. At least two playthroughs are needed to see everything in this game - but you need to play the game through two and well over a half times to get all the Trophies or Achievements, which in my opinion sucks. There ain't THAT much stuff you can do differently on each of those three playthroughs, and even if you make different decisions, you must play the very same chapters, listen to most of the same big conversations, and conquer the very same dungeons. You wouldn't believe it when you first notice the big changes you can make on the second time - for example mercilessly kill a potential party member that meant the world to you during the first playthrough - how boring this game can become if you go after the full list of trinkets.

An example of an ultimately tedious chapter in the main quest is the one at Orzammar. Without a king the dwarves cannot help you, there's no one to lead them into war. It just so happens that there are two guys running for king, one's the king's son and therefore, the rightful heir to the throne. He's also a serious prick, and he most likely killed his own dad to steal his crown. The other one's the king's closest confidant, who's spat on by the whole royal family and is therefore kind of an outcast, but well liked by the people and reportedly, the king's personal choice for the throne. You can work for either faction, or as a double agent for both. It's totally up to you how you want this chapter to go down in a lot of ways, but regardless of who you roll with, you are required to take part in a more or less consuming, LONG fetchquest that involves a lot of backtracking, and the most annoying boss fight in the whole game. That never changes. Oh, and there's one more thing why I absolutely hate this particular chapter in the game. It's a wholly personal thing and strictly involves an add-on which isn't part of the game, so it won't affect the conclusive rating, but I've got to get it out of my system.

Let me think how to break this down without spoiling everything. Well, I got this add-on for the game, called The Stone Prisoner. It's basically a downloadable sidequest, but it has one true, essential purpose: the character of Shale is added into the mix. Shale is an intelligent, witty golem, who is absolutely awesome when it comes to physical strength and defense. A perfect downloadable tank character: not invincible or overpowered in any way, but helpful and amusing enough to be well worth the download. On the first playthrough, I sided with an army of golems against a dwarf who isn't quite right in the head. On the second playthrough, I naturally wanted to take the crazed dwarf's side instead. Well, I failed to notice I had Shale with me, and she didn't take fighting her brethren too well. So yeah, she attacked me. Oh, that's great. I'm totally overpowered by an army of golems and one I have equipped and buffed to the brim myself. The dwarf's sitting in the corner with a force field around her protecting her from the golem attack, and me and my two remaining friends are basically lambs to slaughter. Even if I win, I have to kill Shale, which doesn't fit my plans at all. This can really happen, you know - many times, on many occasions, against many people. This is exactly why I said you should listen to what people say to you, and you should consider your responses carefully - and keep in mind which company you are in. Just a few funny words can turn your own party against you. It's all amazingly detailed, it's definitely cool, but sometimes it's both surprising and disheartening.

To battle! It's bloody, it's hectic, it's fun.
Anyway, you can't change your party when you're inside a building or a dungeon, and when you've reached this point in the quest, you can't get out before finishing it. I had a Trophy on the line... again, and I simply WANTED to do it differently. I was forced to do the very same thing as I did before and take the golems' side. From the very beginning of this God-forsaken quest stretched to eternity, I had absolutely no doubt in my mind about the decisions I was going to make regarding everything that would happen in the next few hours. I knew at least the end of it would be interesting to see, and I would get a couple of Trophies for my troubles of bearing it all again - I didn't like the quest as a whole even on the first time. But, then I made the mistake of bringing Shale along. And couldn't fix it. Third time, I finally nailed it all just right. But it was not an interesting task to execute.

That was all of my personal stupidity, and only a lot later, I figured out that you can actually change the difficulty any time you wish, but I told this little story because it sheds a little light on what an usual chapter in the main quest is like, and how delicately the decision-making works. I won't discuss the main quest further, because it would inevitably become a real spoiling trip sooner or later. After a certain point in the game, you can decide where you want to go first, but make no mistake about it; you need to do all the chapters on each playthrough to reach the level cap, even if you clean the network of add-ons for the game. You see: there are no unscripted battles in the game, and enemies don't respawn. Even the different random encounters happen just once each. It's a no-farming zone, all the way.

Once again: the first playthrough is awesome. The story's great, the game's surprising, it doesn't matter if it's a bit tube-like, it's very challenging, and you enjoy conversing with people. The second playthrough is almost as awesome. You can create a wholly different character, reverse every decision you made in the last game, and it's fun to see how people react to your different take on the world, BUT the main quest itself really doesn't change a whole lot. The third time around's like milking a dead cow if you don't REALLY love the game to bits. There might be a few surprises left, but it's practically nothing you haven't seen on the last two playthroughs. The casual player's just waiting and doing absolutely everything one can to hit level 20 to be done with the game and its system-specific achievements.

Now that I've bashed the (console version of) the game to hell, it's time to return to the positives again. Dragon Age: Origins features the most communication with your party, out of all role-playing games I've ever played, and I think it's amazing. You can talk to them at camp, on the field, anywhere and any time except during battle, to share your thoughts or listen to some of theirs. They might even stop you in the middle of a quest to share their opinions, like "hey, you have a minute?". Sometimes, these opinions aren't very nice ones. For example, Sten can't stand it if you do a lot of stuff that isn't directly related to putting an end to the Blight, and he might actually attack you out of frustration after first truly letting you have it verbally. It depends on how much he likes you as a person. Each character in your party has an Approval/Disapproval meter. Many actions have effects on each member's meter, like simply talking to them. If you do something that is against regulations set by the Chantry (the church), you will end up upsetting at least Leliana and Wynne, who are very religious, but greatly pleasing Morrigan, who is an atheist of the worst degree. You can also give your party members gifts. If the item is something particularly dear to them - for example, Oghren LOVES booze and Leliana's fascinated with everything related to the prophet Andraste - you will see a huge increase in their approval rate.

Well, what do you care if your group approves of your actions or not? Well, there are many things you should consider. Earning their trust will make them confide to you about their personal problems, and this allows you to do character-specific sidequests. Hitting a certain mark of approval will inspire a perk or a skill becoming of the approving character's class. If the party member happens to be of the opposite sex - sometimes it don't matter, though - he or she might fall for your character and you can actually have a romantic relationship with 'em. Yes, yes - you know I've waited to say this. You can BANG 'EM. There. Happy? Oh yeah, and you get a Trophy for each member of your own party you can have sex with; there are four of them, and having sex with everyone results in yet another Trophy of a higher value. What has the world come to? Where's Nintendo of America when you need it? Just kidding, I'm enjoying the hell out of this. I didn't mean to sound kinky, I just think the possibility of romantic relationships adds to the realism and the gamer's freedom of decision, which are already at some of their all-time highs.

Wow, this has been one long rant, and there are still a few things I haven't talked about at all. The battle system was one of the hardest things for me to learn, but unluckily regarding this review, I can't remember why exactly, because it's really quite simple. Perhaps it's the shitload of abilities, skills and perks you can learn, but never remember to use when they would actually be of some use, just because they get lost in the bunch. Anyway, you can choose six of your favourite commands and abilities and assign them to different speed-dial buttons, absolutely any of them. For example, if you're using a warrior, you usually have a couple of special attacks and a health item on the primary speed-dial bundle by default - in other words, you just press Square for Special 1, Triangle for Special 2, and the O button to use a health item. If you need to use something on the secondary bundle of commands, hold down the right trigger and it replaces the first one. If a certain command or ability is not on the speed-dial, open the radial menu with the left trigger and choose it from there, and if you need to use it more often, you should consider assigning it to the speed-dial. Sounds really complicated, and it really isn't, just really hard to explain. Standard physical attacks are automatic after the first strike, and they'll continue up until you give the character a specific command.

All the characters have lists of tactics you can set manually. Alternatively, you can choose a default setting optimized for a certain purpose - for example, you can assign your mages as Healers, which means they primarily use defensive and curative spells they have learned up until that point. The settings update automatically whenever you teach your mage a new related skill. Yes, you _teach_ them skills. You can decide all for yourself in which direction you want all of your characters to develop into, which is a big plus in my opinion. The characters can learn specializations, there are four for each class. My friend seems to like Arcane Warrior for mages, so I'll use that as a first example. After making them Arcane Warriors, you can equip mages with swords and armour, which you can't do in any other case. Rogues that become Rangers, and are taught a certain set of abilities, can summon wild animals to join the party in battle, which I've found a very, very useful trait. Some specializations can be learned during certain quests, but some are taught to party members by other party members sharing the same class, if their approval rate of your Warden character is sufficient.

It's needless to explain that each class has many remarkable advantages in battle. Warriors and mabaris (war dogs) have high strength and defense, they're essential in melee combat. Rogues are great in strategic combat, and go for good vantage points in ranged combat, and backstabs in melee. Mages can do heavy damage regardless of their distance, but they're physically weak. This is all too familiar to you, I'm sure. Rogues are very useful in the field as well, because they have class-specific skills in lockpicking and trapmaking, which among all else means they can easily open many flimsy locks, like those on treasure chests, and spot enemy traps from afar.

Orzammar. Not one of my favourite places to
hang around in the game, but it has some epic
architecture.
Oh, believe me, there's a lot of loot in this game and the weight limit of the inventory is simply not enough for a bonafide looter like me. Backpacks can be bought from choice merchants to increase the weight limit, but even if you buy them all, you will still find yourself destroying a lot of stuff on regular intervals to get something really important. Even if you don't need something, it hurts to destroy it, because it just might be worth a lot of sovereigns, you're just in the middle of a dungeon and can't really check with a merchant right at that moment. Money is scarce as it is. Once again, the following doesn't concern the retail game... but most of the add-ons come complete with weapons and sets of heavy armour that can be used in the retail. You really don't want to sell that stuff, I'm not even sure if it's worth anything. You sure as hell don't want to destroy it. Not at any cost. Or perhaps you do. If you're a sick puppy. These weapons and armour are great on subsequent playthroughs, since you don't really need to buy or pick up excessive luggage at any point in the game. A bit overpowered on the first round, though.

I've left a lot unsaid, but perhaps at least most of that lot will turn up later, when I sink my teeth into the downloadable content. This review needs to end some time, so let's just say what is to be said about the game's lifespan. It's extremely hard to determine. OK, so first of all, you need to complete it twice to see all there is to see. That takes about 100+ hours, and both playthroughs are definitely rewarding. There are tons of sidequests in the retail version alone. You can help certain factions (assassins, the military, the Chantry etc.) out throughout the game, go on a hunt for extremely sufficient equipment, do favours for your party... there are plenty of different sidequests, all right, and it's not possible to do them all on one single playthrough. A third playthrough is needed to capture all Trophies or Achievements in the game - you don't need to complete the game, especially if you have downloadable sidequests to help you reach the level cap sooner, but you still need to do the lengthiest chapters of the main quest, and you can't really make a decision you haven't made before. It's a bore. I fought hard to get the Platinum Trophy for the game. It's easy to get, but it truly feasts on your time and patience. If there weren't any Trophies or Achievements, I would've probably just beaten the game twice and left it at that. On a more positive note, not many RPG's have this much instant replay value; they aren't easily taken even for a second round right away.

(Almost) the whole gang in the party
selection screen. Starting from the left: Oghren,
Leliana, Morrigan, Sten, the Warden,
his/her dog, Alistair, Wynne, and Zevran.
The Trophies don't really have anything to do with the challenge of the game. There are no rewards for beating it on a certain difficulty level, for example. The possibility to change the difficulty of the game at any time makes it easy, but if you decide to be a good sport about it and play on at least Normal for the duration of the whole game, you're gonna have your hands full with it if you're new to the genre, or this particular style of it. Some of the bosses are extremely hard, especially the infamously annoying Broodmother and the Archdemon himself, who doesn't really need that insanely large horde of darkspawn for his defense.

I might be more than bored with the original retail right now, but I still remember quite well how much I liked the game when I first played it, and how much I enjoyed the second playthrough despite its slumps. A personally rough start, a confusing main menu, some boring tasks that absolutely need to be done on each playthrough, and some other artificial problems and annoying limits that plague the PS3 version aside, Dragon Age: Origins is an immersive and addictive fantasy role-playing experience. I see no reason of returning to the retail, perhaps ever again - I would love to try the PC version if my shitty hardware ran the slightest portion of it - but I'm really itching to get my hands on the expansions which I haven't played at all yet. So hell yeah, it made an impact.

NOTE: I was going to use my own screenshots, with my own character on them, but then I found out taking screenshots for the BioWare Social Network is not possible in the PS3 version. Check one more error for this particular version of the game. All of the screenshots are copyrighted by MobyGames (http://www.mobygames.com), and they're from the Xbox 360 version of the game. The user interface in the critically acclaimed PC version of the game is very different from that of the console versions.

GRAPHICS : 7.8
SOUND : 8.8
PLAYABILITY : 8.9
LIFESPAN : 8.5
CONCLUSION : 8.7


TRIVIA

a.k.a. Dragon Age (working title)

GameRankings: 90.50% (PC), 86.28% (PS3), 86.85% (X360)

BioWare has cited George R.R. Martin's A Song of Ice and Fire series of novels as their greatest influence when they made Dragon Age: Origins.

The game has dozens of easter eggs; most relate to BioWare's previous games, all the way from Baldur's Gate to Mass Effect, but there are also subtle references to miscellaneous TV shows, movies and books.

The Stone Prisoner was originally supposed to be a sidequest in the retail game, and Shale a regular member of the party. Due to time constraints, The Stone Prisoner was instead made a "Day One DLC", available for free to all buyers of a new copy of the retail game, and $15 for everyone who buy the game second-hand. It comes complete with a redeem code for a set of Blood Dragon Armor, which can be used in both Dragon Age: Origins and Mass Effect 2.