Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Monday, December 21, 2015

Review: Mass Effect

Meet the Normandy, the pride of the Alliance fleet.
In Mass Effect, Bioware's space epic (released 2007), you play the role of Commander Shepherd, an elite Marine of the Earth's Alliance space force.  Assigned to the Normandy, a prototype frigate in the Marine Navy, you are sent on a covert mission to recover a strange artifact recently discovered on the human colony, Eden Prime.  On that mission, you face a threat that was thought to have retreated to the other side of the galaxy: the Geth, a race of sentient robots who overthrew their creators, the Quarians.  While the Geth were known to exist on the other side of the Milky Way Galaxy, they hadn't invented space overseen by the allied races of the citadel in years.  Disturbingly, their emergence this time seemed to revolve around the Prothean artifact, a relic of an advanced alien species that built an empire across the galaxy, and then mysteriously disappeared.

Explore dozens of systems in the Milky Way Galaxy
That's the hook for what becomes a tremendous story that will have you jumping between dozens of star systems across the galaxy.  It's a beautifully written and skillfully executed tale that gradually peels back at the layers of its mysteries, only to reveal a deeper and more nuanced one underneath.  I found it very original and full of surprises, and yet nothing felt contrived.  Furthermore, despite being the first of a trilogy, a lot happens in this game; by the end, you feel as though you've really accomplished something.  You are forced to make hard decisions in this game, and your decisions really do matter.  I was impressed at how much of the dialog and cutscenes must have been crafted for my character's choices; had I chosen otherwise, entirely different animations and spoken dialog would have been necessary.  This didn't just happen one or two times; this happened repeatedly throughout the game.

The Citadel, the center of the allied races' galactic
civilization, is an enormous space station of
mysterious origin.
Accompanying you along your journey are a wonderful cast of characters.  Some are bystander NPC's that never fight along side you, but are nevertheless so well written and developed--and voiced!  The voice acting is SO GOOD!--that they nevertheless had a great impact on my experience while playing.  The depth of some of the six NPC's that accompany you varies; some are fairly superficial and exist largely to introduce you to their particular race.  Others are deeper, with their own backstory and motivations that inform their reactions during your missions.  Several characters have missions that are clearly designed with them in mind, which encourages you to take them along and vary up your party composition.

This is the second "shooter RPG" I've played in recent years; the first was Fallout 3.  Like Fallout, Mass Effect has features designed to help ease along those like me who aren't particularly twitch-oriented gamers.  Most important is the ability to pause the game.  By holding down the spacebar, you can collect your thoughts, select powers, and even aim your weapon at a foe before releasing the spacebar and pulling the trigger.  It's a big help and takes away some of the steep skill requirements needed in other shooters, while still requiring that you move, dodge, strafe, and fire your weapon in real time.  Furthermore, cover is really important in this game, especially early on.  The secret to many fights is getting yourself behind cover, defending your position, and yet still knowing when to take the fight to the enemy (they'll be using cover too!).

While this is not a space combat game, there are some
amazing cutscenes.
I played through the game as a Vanguard, which is designed as a character who combines close combat with "biotics," which are the Mass Effect universe's version of magic.  It's a great class; you specialize in shotguns and have access to biotics like Barrier, which creates a powerful shield around you to complement your armor's own inherent shields.  On top of that, you have enough points to invest in a few other offensive biotics.  I primarily invested in throw, which is a "jedi-style" power that permits you to toss would-be assailants away from you, knocking them down for a few seconds.  Others, such as lift or singularity, were even more powerful, but I opted to stick to Throw along with my "martial" powers and barrier.  I found the game challenging, but rarely frustrating.  There were really only two fights that required more than a single reload for me to completely, and in one case I'd simply stumbled upon a sidequest designed for a higher-level character than my own.

Ashley, a compassionate, yet hot-headed infantry soldier
is one of many outstanding NPC's with which you
experience the game.
The most maligned aspect of the game, at least upon its release, was the use of the Mako tank during outdoor missions.  Subsequent patches must of done a world of good to improve the Make controls, because I found this part of the game exhilarating.  On super-rough terrain, as exists on many of the planets you'll explore, the Mako does get tossed around quite a bit, making one wonder what kinds of inertia-damping the harnesses inside the tank must have allow someone to survive.  But the worlds you explore are breathtaking.  Each has its own unique description, and that description is manifested in how the world is rendered.  Personal favorite worlds included planets that orbited binary stars, moons around gas giants that take up most of the sky, and even a "binary" world--a pair of similarly-sized planets that spiral around one another as they orbit a star.  Most worlds, as one would expect, are desolate.  But a small few harbor their own, native, multicellular life, and much of the background writing about the worlds focuses on past or current attempts to colonize, terraform, or mine these distant worlds.

Scenes like this never get old.
I bought Mass Effect in 2008, not too long after its release via direct2drive (my first digital game purchase!).  For reasons that I don't remember, I stopped about a quarter of the way through the game.  I remember that it was getting hard; I hadn't chosen a great class, and I remember struggling with the shooter aspects of the game far more than I did this time.  My 100+ hours of Fallout 3 were great training, even though I played Fallout 3 on my Xbox and Mass Effect on my PC.  This time around, I finished the game in about a month, despite the fact that I simultaneously went through my end of semester crunch.  It's not an incredibly long game, maybe 40-50 hours or so.  But it has plenty of depth and plot to make for an extremely satisfying experience.  I'm itching to dive straight into Mass Effect 2, but I don't want to risk burnout.  Therefore, I'm going to play a couple of other titles I already own in the meantime (namely, X-Com, Witcher II).  Nevertheless, I'm already itching to return to this universe; I'm sure that it will not be long.

Sunday, December 20, 2015

Review: Pillars of Eternity

What's this contraption?  Mechanical-magic structures
play an important part in this game world.
While it wasn't the first RPG that I ever played, Baldur's Gate was my introduction to DnD.  It, and frankly all of the Infinity Engine games, were terrific.  They combined diverse character options, party-based gamemplay, a fun, strategic "realtime with pause" combat system, and an engrossing story.  That's a formula that was forgotten for a while as games transitioned to 3D.  And while there have been some phenomenal games that have come out using other paradigms, to be sure, the success of the Enhanced Edition games has demonstrated that the Baldur's Gate formula is still popular and desirable.

Seeing this opening, Obsidian kickstarted Pillars of Eternity, a Baldur's Gate-style isometric game designed for modern PC's.  The interface, graphics style, etc, were all built directly upon the principles of the Infinity Engine games, and the story was designed for a mature audience.  While they did not have a DnD license, the style of the mechanics are largely inspired by DnD.  And the result?  It's a really good game.

Lots of great times exploring large wilderness maps,
just like in Baldur's Gate.
The world the game is set in feels like someone's home-brew campaign world, in a good way.  It's full of mystery and therefore a few layers of history beyond the ones that the modern-day people of the gameworld still know.  Somewhat reminiscent to Baldur's Gate (although only in the loosest sense), the story begins as a personal mystery that ends up being intertwined with a local political crisis, and ultimately has ramifications for the gods themselves.  The pacing, in my experience, wasn't the best.  The first half of the tale plays out pretty slowly, but it picks up good speed in the second half of the game and has a terrific finish.  The story does a good job of stressing gray, rather than black and white: you are often faced with decisions without a clear best answer, and I enjoyed the opportunity actually roleplay a character rather than just stick to the designer's preconceived "good" or "bad" responses.

Some towns, like this one, are struggling just to survive
The graphics are fine.  They used the paradigm of what were effectively sprites (though 3D-rendered ones) moving about on a pre-painted background, a la Infinity Engine.  It worked then, and works now.  Some parts are genuinely pretty, though occasionally some of the painted backgrounds got busy enough that, along with the use of a black-out fog of war in unexplored areas, I had trouble interpreting what I was seeing.

The combat engine felt familiar, but was definitely its own animal.  Like DnD, there's an attack roll and a damage roll.  Unlike DnD, there are a number of things that can happen on a hit.  Miss the target's defense by even a decent amount and you can "graze" them, inflicting a small amount of damage.  Hit them easily and you crit.  Furthermore, again unlike DnD, damage resistance (i.e. soaking damage) plays a big role in this game.  By the end of the game, even decent 1-handed melee weapons inflicted only a pittance of damage; most damage output occurred via the slow, heavy-damage ranged weapons like arbalests and rifles, as well as spells.  This actually got pretty annoying, as some characters became almost useless when monsters had damage reduction against certain damage types.  Thankfully, I opted to play a cipher, which consistently manages superb damage throughout the game with both spells and his ranged weapon.

It's a drake, not a dragon.  But there are dragons.
While there are AI options for combat, I found that these rarely did what I want and was compelled to micro-manage all combat in the game.  It was tolerable, but sometimes felt like a grind because most fights worked the same way: open with my cipher's paralyze ability, make sure the tank aggros everyone else, and then start picking foes off one-by-one.  90% of the time, that's the solution throughout most of the game.  Combat difficulty did not progress smoothly. Early on, it was pretty challenging, though usually in a good way.  Later, it became a cake-walk, except for a handful of key foes that seemed designed to test one's mettle.  Those were so much more powerful than anything else I'd encountered that it was bewildering.

In any case, despite the nitpicks, this is a really fun game with a neat story.  It's a long game that can be very engrossing.  I enjoyed the strategy in the combat (despite the grindy nature of it at times), and really enjoyed the emphasis on quests that require the player to make hard, imperfect choices.  It felt like a game targeted at adults, which is exactly the target audience of a title like this.  I give it a solid and warm 4 out of 5.