An Intro to the Grey Wardens (Dragon Age: Origins)

Yeah, I’ve been doing a lot of Dragon Age: Origins posts. There’re two reasons for that. First & foremost, I’m very excited about the game. And second, Bioware’s PR has seen fit to provide Dragonchasers with an on-going stream of press materials.

In Dragon Age: Origins, your character is a Grey Warden. So who are these guys and girls?

The Grey Wardon is a military organization dedicated to fighting the Darkspawn. They have no allegiance to country or kin: they’re feared by many, due to their independence and military prowess. Their only purpose is to fight the Darkspawn and many people don’t even believe Darkspawn are real.

Maybe I should back up. The Darkspawn are a race of corrupt, basically humanoid people living underground. Their warrens are filled with fungus-like growths and weird hanging flesh sacs. They’re filled with a smell like rotting meat. The skin of the Darkspawn is described as rotting or tumescent, but they have sharp fangs and talons. Their bite is toxic and anyone bitten will either die from the poison or turn into an insane, ghoulish creature. There are various ‘classes’ of Darkspawn. Think, y’know, orc-kind, where you have goblins and orcs and cave trolls.

The Darkspawn are driven to search for The Old Gods: ancient dragons sleeping in lairs beneath the earth. When they find one, they infect the dragon with their corruption. Eventually the dragon wakens and bursts forth from its lair. The Darkspawn then follow it to the surface and set about trying to kill every living thing they can find. This event is known as a Blight, and they happen infrequently enough that memory of them fades into legend.

The Grey Wardens remain ever vigilant in the centuries between Blights, fighting skirmishes with the Darkspawn during their infrequent smaller raids on the surface. The Wardens can detect the Darkspawn and vice versa, because to become a Grey Warden you have to drink the blood of a Darkspawn (many candidates die from this), thus taking their taint inside yourself.

If a Grey Warden lives long enough, he or she will start to lose the battle against the corruption living inside them. When that happens, they undertake a ritual known as The Calling, in which they enter the warrens of the Darkspawn one last time, alone, with their intent being to kill as many of the foul beings as possible before dying in battle. Before this journey they, along with their close friends, feast among the dwarves who also live underground. The morning after the feast, the dwarves open the massive portals that lead to the Deep Roads where the Darkspawn now dwell, and the Warden enters alone. The portal is re-sealed, leaving the Warden to his or her fate.

Convenience vs Immersion

By the standards we use to judge games today, Ultima Online, at launch, was a terrible game full of down time and grinding. Let me give you a recap in case you never played it. The land of Sosaria was mostly wilderness when the game launched. There were a handful of cities with guards that offered limited protection (they either had to observe a crime or ‘hear’ you call for help before they’d intercede), but otherwise it was a brutal place to live. Not only was it an open PVP world, but there were thieves who could pluck items out of your pack. When you died, all your belongings stayed on your corpse, available to anyone not above plundering the dead.

Travel? Initially you walked everywhere, dreaming about having a horse. Getting a horse was a matter of either buying one from another player, or spending a lot of time learning to tame animals (first birds and bunnies, then perhaps dogs and cats, and finally horses) and then training it to be ridable. When you finally got a horse, you’d have to keep it fed and treat it well. A mis-treated animal might escape and return to its wild roots. Assuming you did all that correctly you’d have a trusty steed…until some malice-filled cretin decided to kill it on you.

There was also limited teleportion. You’d have to make or buy a rune and then use it to mark a location, after which you could teleport to that location, assuming you had the required reagents. Those were gathered from the wilderness, either by you or another player.

There were some NPC merchants that sold some very basic items, but their stock was limited. These NPCs would buy items from players as well…assuming they needed what the player had to offer. As an NPC’s stock levels rose, they’d offer less and less for that item until finally they’d just stop buying altogether (one conceit to gameplay…every so often NPC stock would ‘reset’ to get rid of excess materials).

What few ‘quests’ existed were found by talking to various NPCs. These didn’t have an ! on top of their head; you had to find them. Crafting meant tedious gathering of materials and working at a forge or a spinning wheel or whatever tool you needed. Gaining skills meant spending a lot of time in front of a training dummy, or beating up lesser creatures. How’d you know it was a lesser creature? Either by common sense (a rat or a bunny) or by trial and error. There was no ‘con’ system to tell you such & such a creature was 1 level below, or 3 levels above, you. (Heck, there were no levels!)

In short, if Ultima Online version 1.0 launched today it would be ripped to shreds by most gamers and reviewers. And you know what? It was a glorious game. The one game that was so compelling that I truly did get ‘addicted’ to it. I missed work because of that game. Lost sleep. It almost destroyed my relationship. These are not things I’m proud to admit, but I share them just to illustrate how compelling the game was.

Today’s games are kinder, gentler beasts. We have fast travel, and clearly marked quests, and death penalties that don’t even feel like penalties. Why? Because that’s what players say they want. We complain if we have to spend more than a few minutes traversing the world to meet up with friends. We complain if we lose progress. We complain if we have to repeat the same actions multiple times, calling the game a grindfest.

And the developers hear us and they adjust their designs to give us what we want.

And the more the devs do this, the more I hear about RPG ennui. People jump from game to game, looking for something sticky but not finding it. They give up the genre altogether, or resign themselves to retreating to whatever game they have high-level characters (or a bunch of friends) in. Often this retreat is done out of resignation rather than enthusiasm.

Enter Fallen Earth and Demon’s Souls. Now the latter isn’t an MMO, but the point I’m making isn’t limited to MMOs. Both of these games buck the trend of adding convenience to games. Fallen Earth has no fast travel. It doesn’t have an apocalyptic Walmart where you can go and buy anything and everything you need. You have to ‘grind’ a lot in terms of gathering materials to get good enough to make the items you need, or to get enough cash up to buy what you need from other players or the few NPC suppliers out there. It isn’t a complete throwback, mind you. The death penalty is very light, there’s no theft and your transport can’t be killed or stolen.

But a lot of what Fallen Earth does is ‘wrong’ by the standards players demand from modern games. And yet people who try it out tend to stick with it. This shouldn’t be. The game isn’t all that polished, the graphics pale in comparison to something like Aion, the interface is kind of clunky and has to be learned. But the population of the game continues to grow while that of Aion and Champions Online apparently dwindles.

Demon’s Souls should be a flop, too. It’s an RPG with no quests, a relatively stiff death penalty, a ton of grinding, non-consensual PvP and game systems that can only be figured out by trial and error. And yet all the reviews that I’ve read have been glowing, and the community is enthusiastic as hell. The game is compelling and engrossing.

What’s the common theme between Fallen Earth and Demon’s Souls? Immersion. All the convenience factors in modern games make them feel like modern games. The boring stuff, the frustrating stuff…that makes these games feel like immersive worlds. Without pain there can be no pleasure, to go all zen on you. A reward without any struggle just isn’t as sweet (for many of us) as a reward we had to work for.

This doesn’t apply to everyone who plays games. Not in the slightest. But it applies to those of us who still embrace the Role Playing in RPgs. I’m not talking about role playing in the sense of gathering with a few other players and doing a skit. I mean the internal role playing that some of us do. The role playing that lets us use these games as portals to other worlds, the same way a good book can do.

If you don’t know what I mean by that, this post won’t make sense and I’m sure you’ll disagree with it. That’s fine. But if you get what I’m saying…if you know the delight of just sinking into a good virtual world and existing in there for a few hours, then please give Fallen Earth and/or Demon’s Souls a try. Both are excellent ‘throw-back’ games that bring the immersion back to our hobby. Games like this need our support. We need to send a message to game developers that there are still players who appreciate a good immersive game, and who still appreciate a challenge.

Halo ODST Single Player Campaign Review (Xbox 360)

Halo is a unique IP in that it has bridged the gap between two generations of console gaming. The original Halo was primarily a single player game with a compelling narrative that drew players in and helped the game become a huge hit. Then XBox Live arrived, and with it, the beginning of the end of quality single player narrative FPS experiences on the platform. Halo 2 had a decent single player campaign (albeit with a maddening cliff-hanger ending) but its multiplayer component is what drove its success. Halo 3, the first Halo title on the XBox 360, was primarily a multiplayer game with a completely forgettable single player campaign (I’m speaking literally…I can’t even remember what happened in Halo 3).

So now we have Halo ODST, a kind of side-story thrown together in 14 months, using the Halo 3 engine. A game that never would’ve happened if the Peter Jackson Halo project and its accompanying games hadn’t imploded before getting off the ground.

So what does Halo ODST have to offer for those of us who still prefer narrative-driven, single player gaming? Not too much, really. The story revolves around The Rookie, an ODST (it stands for Oribital Drop Ship Trooper) grunt who gets separated from his squad during his first drop. The story takes place in New Mombasa (which, you’ll recall, is pretty much a smoking crater in Halo 3). The goal is basically just to re-unite with your squad. As The Rookie runs around the city, fighting Covenant and scrounging for health packs and ammo, he’ll find items that will cause him to, erm, psychically link to other squad members. I jest, but I don’t really know what the plot device is called here. You target an item…maybe a gun, or a busted turret, or a piece of scorched shielding, and you get transported into the body of one of the other squad members to play through his part of the story.

It’s an interesting way of telling a story…if there was a story to tell. But the plot is so shallow, and all the troopers you control so similar, that it all kind of fizzles. Essentially one member of the jump team, a woman named Dare (voiced by Trisha Helfer of Battlestar Gallactica fame) seems to be working for some black ops group or something. She changes the drop target at the last minute, causing all this chaos. Your squad leader, and Dare’s boy-toy, is Buck (voiced by Nathan Fillion of Firefly/Serenity, and more recently Castle). Buck is trying to find Dare, while the rest of the squad is trying to find each other. And Dare is trying to find something or someone else (avoiding spoilers here).

The actual gameplay is classic Halo stuff. You’re not Master Chief so you don’t have regenerating health or shields, but you do have “stamina” which is essentially a shield, and which regenerates. To restore your health you’ll have to find health packs. New Mombasa must have been a dangerous place even before the covenant since there’s an auto-hospital unit on just about every corner, from which you can get healed up.

So you run around the city, generally following a way point, until you find an item that lets you jump into another squad member’s body, and then you play through his story, then jump back to The Rookie, and repeat. The last 20% of the game or so is all Rookie stuff and just as the story finally starts to at least feel cohesive and directed..it’s over. For the most part you’ll be using weapons taken from the Covenant, and ammo is a constant issue forcing you to swap out a new weapon every few minutes. This is also why jumping into another squad member’s body feels so pointless. Sure, these guys each has a specialty (sniper rifle, heavy weapon, or whatever) but the ammo for their special weapon will quickly run out after which he’ll be scrounging the same Covenant weapons all the other characters wind up using.

Essentially there’s not a thing new here, including the engine, which is either starting to show its age or just always did a crappy job rendering faces (Master Chief never took his helmet off, after all). For the character of Buck they’ve digitally painted Fillion’s face onto the ploygons and it looks creepy as hell. Dare’s character is equally creepy though not a map of Helfer’s face. This is the ugliest you’ll ever see Ms. Helfer.

The voice work is good, and the team let Buck be Fillion — if you’re a fan of Nathan Fillion you’ll know what I mean. He even works a “Bam, said the lady!” into his voice work. Firefly fans might also recognize Alan Tudyk & Adam Baldwin (Wash & Jayne, respectively) voicing Mickey & Dutch.

So we have great voice talent…but they just don’t have a story to tell us, really. Such a shame.

The one bright spot in the campaign is the story of Sadie, a woman trying to get into New Mombasa while everyone else is trying to get out. We never meet Sadie face-to-face. Instead her story is told via “audio drops” that The Rookie gets from pay phones as he runs around New Mombasa. Sadie’s father created The Superintendent — the AI construct that controls New Mombasa. For reasons unclear to me, Sadie wants to get back to The Superintendent.

I’m sad to say, I didn’t find all the drops, so I don’t know how Sadie’s story ends. That’s the one incentive I have for going back to replay the game. If the main story had been as intriguing as this hidden audio tale, Halo ODST would’ve been a much stronger title. BTW, VentureBeat has a great article up on how this story came about — well worth a read.

Bottom line, if you’re like me and love strong narrative in your single player games…don’t buy Halo ODST. If you’re a Halo junkie then the game is probably worth renting (it isn’t very long) just so you can say you played it. It might even be worth a rental if you’re a huge Nathan Fillion fan.

At this point, maybe it’s time for Bungie to just make pure multiplayer games and drop the lackluster single-player stuff all together. There’s no way this campaign is worth $60, and Halo 3’s wasn’t, either. Better to skip it than do it half-assed, Bungie. How about doing the right thing for your fans and making Halo: Reach a $40 multiplayer-only title?

Demon’s Souls & its brutal(?) difficulty (PS3)

Demon’s Souls for the PS3 arrived last Tuesday and it’s been the only game I’ve played since. That should tell you something. I wanted to wait until I’d logged 8 hours in the game before writing a post, though, because I thought I was missing something.

You see, all the previews, reviews of the Japanese versions and even reviews of the North American version have talked about the brutal difficulty level of the game, and I haven’t found it to be that hard. At least not so far.

I’m no uber gamer, either. Maybe there’s a big difficulty spike later in the game. Or maybe I picked the easiest class (Soldier). I dunno. Maybe I’m just old enough that I remember how hard games used to be. Or maybe my rather methodical style of gaming works well with Demon’s Souls.

Whatever the reason, I’m enjoying the game tremendously. Yes, you have to think. Yes, you have to advance carefully. And sure, you’ll die, but really the death penalty is pretty mild. Upon dying you lose all the souls (souls are currency) you’ve collected and restart the level with all enemies respawned. But you don’t lose your items, or your weapons or armor. Anyone remember Diablo? Dying there meant running back to your body naked if you didn’t have the presence of mind to drop some backup gear in town. That could be hard. And here, if you get back to where you died, you get all your souls back anyway.

Come to think of it, maybe it’s my MMO experience that’s making the game not seem as hard? MMO players are used to respawning enemies. We’re used to ‘pulling’ foes a few at a time when necessary. We’re used to respawning back at some pre-set spot when we die. And we’re used to having to replay areas of a game.

What does add to the challenge is that there’s no ‘bank’ to store your souls in. So when you’re saving up for something that costs 1000’s of souls…yeah, you start to think pretty hard about what would happen if you lost them all. But that’s what makes the game so exciting. You can replay levels/areas over and over again, so you have to make benefit-risk assessments. Should you play it save and replay a lower level area a couple of times? Or push into a difficult area where you’ll earn souls faster but you might lose it all? Hmmm.

Here’s what saves the game: combat is fun and satisfying. So when I say “replay a level” and you start thinking “Ugh, grindfest!” well, you’re wrong. In fact replaying easy levels is both good practice (you can practice some of the tougher moves) and a blast to do. It makes you feel mighty. Parry, riposte! Dodge & back stab. Block, shield smash and rush forward. It’s all incredibly fun. (Of course, if you don’t like the combat, the game is going to be awful for you.)

So now you have a sackful of souls. What are you going to do with them? You can: repair your gear, buy a weapon, upgrade a weapon or armor, buy a new spell, buy a new miracle, or level up your character (1 stat at a time). All progress comes from souls (there’s no concept of experience points here) so again, you have to make smart and sometimes tough choices. And for the most part, souls come from killing things. There aren’t any real quests, nor does anyone want to buy your rat skins or dog livers. Or even your old gear. If you can’t use it, just throw it away.

I guess I’m putting the cart before the horse here, going on and on about why I like the game without really explaining the basics. Now have I talked about the fascinating multiplayer system. The problem is, I can’t wait to get back to playing…so for now you’ll just have to find out the basics from the reviews linked to above!

Dragon Age: Origins – The Broodmother & DLC announcements

The Darkspawn are a subterranean menace in the world of Dragon Age: Origins. At first they were a threat mostly to the dwarves, who (for the most part) spend their entire lives underground. Recently it seems the Darkspawn are starting to plague surface dwellers, too. Maric encountered the Darkspawn in The Stolen Throne and lived to tell the tale, but where do they come from?

Now it seems we know:

No one knows how the Darkspawn truly live in their tainted warrens beneath the earth, although a few Grey Wardens have, on occasion, delved deep into the old Dwarven tunnels in an effort to find the heart of the Darkspawn corruption and scour it clean. Those who ever returned, did so with ashen faces and spoke only of a creature called a “Broodmother” that haunted their dreams for the rest of their short existence. What the Broodmother truly is, only the Grey Wardens know for certain.

Before we get to the trailer (which is not for the squeamish) let’s talk DLC. Bioware and EA are doing their best to fight the used game market: those of us who buy the game new will get a code The Stone Prisoner, a DLC package which unlocks some quests and adds a new potential party member (a stone golem named Shale) to the game. If you buy a used copy of Dragon Age: Origins, The Stone Prisoner is going to cost you $15.

There’s another package of DLC that’ll be ready on Day 1 called Warden’s Keep. I’ve seen some sources claim this is an XBox exclusive, but my contact at Bioware says it’ll be available for $7 on PSN and PC, and 560 points on XBLA. The Warden’s Keep unlocks Grey Warden Armor, a chest to store your belongings in, and a quest line involved a haunted Grey Warden Keep.

Here’s the trailer for the Brood Mother. The creature is pretty vile, and the amount of blood spatter in this clip is way over the top. Make sure the kids aren’t looking over your shoulder when you view this one. A couple of stills follow the clip. This thing is nasty!!

What's a mother to do??

We're going to need some Oxy-Clean after this fight...

Building a Living World – A Dragon Age: Origins video

When it rains it pours. New screenshots earlier today, and tonight the second Dragon Age novel by David Gaider arrived: Dragon Age: The Calling.

And this evening Bioware has released an interesting ‘behind the scenes’ video which features some of the Dragon Age team talking about the techniques they used to try to build a living world; that is, a world that players can lose themselves in because if feels so real.

Enough of my blather, why not have a look (watch it in HD if you have the bandwidth!):

Check out the Dragonchasers YouTube channel here.

Dragon Age: Origins reviewed

We’re still nearly a month from launch, and Game Informer has already reviewed Dragon Age: Origin (the PC version). Wow, that seems early considering what an epic game we’ve been promised. The good news is that they gave it quite a nice rating (9).

I haven’t read the review since I already know I’ll be playing Dragon Age and would prefer to go into it with a ‘clean palette’ (so to speak). So it’s back to waiting for me.

In the meantime, Bioware has released a fresh set of screenshots, and as always, I’ve hand-picked a few to share with you.

Ahhhpocalypse

Over the weekend I was finally able to log back into Fallen Earth, thanks to my lame arm improving a bit and a change of keyboard (why it took me so long to think about changing keyboards, I do not know). It was nice to ease back into the apocalypse!

Usually when I take a break from a relatively new MMO I feel quite ‘behind’ when I return, but that wasn’t the case with Fallen Earth. Apparently the game is growing slowly (the launch itself was fairly modest) since there were still plenty of newbies running around the starter towns, and plenty of neophyte questions being asked in the Regional channels.

Additionally, and maybe this is just me, but Fallen Earth doesn’t feel all that level based anyway. Yeah, getting levels nets you a nice stash of AP that you can spend on skills, but you can also earn AP from doing quests, which is why at level 6 I’m still in a starter town. I’m wandering from village to village, getting quests, salvaging and harvesting materials and learning to craft stuff. I don’t feel any particular urgency to ‘level up’ in this world. What ultimately drives me is increasing my crafting skills, meaning I need lots of materials, which in turn means I do lots of exploring.

Honestly, I assumed FE was going to get savaged by the greater MMO community. It isn’t the most intuitive game in the world, nor is it the prettiest. There aren’t (m)any flashy loot drops and there’s no fast travel (at least that I’ve found). You have to feed your horse, put gas in your ATV, buy or make ammo for your guns. Basically it has few of the ‘modern conveniences’ we’ve come to expect in MMOs. And yet people seem to like it.

I know I sure like it, and it felt great getting back into a virtual world after a forced layoff.

Undead Knights Demo (PSP)

The launch of the PSPGo meant a deluge of new content on the Playstation Store for PSP owners, so last night I spent some time poking around to see what was available. One of the demos I found was for Tecmo’s Undead Knights, a game that feels like a cross between a Dynasty Warrior style brawler and Overlord.

This being a demo, I don’t really know who you are or what your motivation is. I just knew I was here and the game wanted me to go there. And I had a really big sword. And I could turn enemies into zombies. And the odds were against me. So I waded in swinging.

When you get near an enemy in Undead Knights, you can hit the Circle button to grab them by the throat and convert them into a zombie. As soon as you grab them, a circular gauge starts filling. Once it fills, the enemy is converted. If you get clobbered during the process you’ll drop your foe and have to start over again. However, if you give the opponent a solid whack with your sword first, he’ll blink red. While blinking you can insta-convert him.

Left to their own devices, zombies generally act like zombies, stumbling around attacking anything that comes close. But you can grab a zombie and hold him up to use as a shield, or you can grab one and throw it at an enemy, which will cause that zombie to attack the enemy you threw it at. Early in the demo you’re faced with a big ogre thing, and to bring it down you have to throw a bunch of zombies at it. They’ll crawl all over the creature and eventually will bring it to its knees, at which time you charge in and deliver the coup de grace with your sword.

You can also ‘point’ at an object and direct your zombie horde to interact with it. This works almost exactly like Overlord. There’ll be a gate that needs tearing down, so you face it, hit the right shoulder button and cry DESTROY THAT! and your zombies will charge it. You’ll see a counter showing how many are attacking the object vs how many you need to have on it to destroy it. If you don’t get enough zombie-power on there quickly enough, they’ll all fall off, take damage, and you’ll be back at square 1. It can take your zombies some time to stop what they’re doing and shamble over to the target, during which time you might be attacked and have to stop giving orders. Which again, means the zombies fall off, taking damage, and the obstacle remains in place. At one point in the demo you even have the zombies form an un-living bridge for you to run across!

If it sounds like un-life is hard on a zombie, you’re correct. They take a real beating and don’t last very long, so you’ll constantly have to refresh your supply (tip: when a zombie is missing his head he doesn’t have too much more time left). Luckily enemy foot soldiers seem virtually endless, and they’re easy to take down and zombie-fy. More skilled enemies are more rare, harder to kill, and harder to zombie-fy (but when you do, they seem to be identical to the grunt zombies, so it makes no sense to go to the extra effort of zombifying your tougher opponents).

I had a lot of fun for the duration of the demo and if you have a PSP (and don’t mind gory zombie combat) I suggest you check it out. Frankly it isn’t a game I’m going to run out to buy right now at full price, not with all the AAA titles coming in the next couple of weeks. But it’s one I’ll put on my watch list to pick up on sale during the next gaming drought.

Here’s a gameplay video a snagged off of YouTube. Not created by me but it gives a good sample of almost everything I just mentioned, if you watch carefully: