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Saturday, March 17, 2012

Baldur's Gate Review




Interplay, and their hot new development partner BioWare, released Baldur's Gate some time ago and it's admittedly taken us (okay, me) quite a while to get this review up. There's two very good reasons for this ¿ first, the game is ridiculously long, with all adventures and quests taking up a full five CD-ROMs (according to Black Isle, if you knew exactly where everything is the game will take you about 150 hours to finish. Second, and perhaps more important to this review, the game is amazingly fun. I must confess that I uttered the phrase, "I just need to play a few more days to finish up," to Jason and Tal a bit more than was absolutely necessary. The surprising thing is, while it definitely took quite a bit of my time to fully understand the game, it won't take much time at all to explain how the folks at BioWare crafted a game that's so damn addictive.
The main task that BioWare took on was to recreate, as closely as possible on the computer, the feeling of playing Dungeons and Dragons. As if that wasn't hard enough, they were faced with a predecessor (SSI) who had already done a great job in an earlier series. BioWare added to their own troubles when they decided to make the game real-time and multiplayer. Many of us in side the industry thought we were again seeing the all too familiar face of a young development team biting off more they could chew. Boy, were we wrong.

Baldur's Gate is, simply put, the best computer representation of Dungeons and Dragons ever made. It includes every set of rules that even the most rabid fan could hope for while staying focused enough to appeal to those who have never played the pen-and-paper game before. The entire game is played exactly like a true game of AD&D with savings throws, armor classes and to-hit rolls and combat range and speed all computed with every scrap the party gets into. The thing that makes this all so impressive (and very different from SSI's Gold Box series) is that it all goes on behind the scenes where it belongs. Every class, every race, every spell and every item has been thoroughly thought out and presented in a way that can fill even an RPG veteran with a renewed sense of wonder but is done seamlessly enough that a non-role-player would never suspect that there was an entire world of rules going on behind his character's every move.



Even with the best engine in the world though, Baldur's Gate couldn't have gotten far without a terrific storyline. I mean, how do you go about writing a tale that can be achieved by (while still providing challenge for) 16 different character classes (more if you count multi-classes) who could be of any race or alignment? BioWare handled it by starting your character as the ward of a powerful mage, Gorion, who has been your protector for as long as you can remember. As the game begins, you are told by members of your community (a safe haven named Candlekeep) that Gorion is looking for you. Once you find him (which can involve several sub-adventures in and of itself) he warns you that you are no longer safe in the citadel which has served as your home for so long. Without a warning, he takes you out into the night in order to secret you off to another, safer, location. Unfortunately, whatever the danger is finds you on your way out and the only father you have ever know is struck down before your eyes. Running from the scene (and his assailant) you find yourself alone in a vast land (AD&D's Sword Coast) with no one to aid you or warn you of trouble.
Thanks to IGN


Fallout 3 Review


Fallout 3 is a special videogame. It's an open-world role-playing game that delivers an experience unlike anything on the market right now. It's a gripping and expansive showcase of how much depth and excitement can be packed into one videogame, and it does justice to the Fallout franchise. This sequel is the first made by Bethesda, the developers responsible for The Elder Scrolls IV: Oblivion. You don't need to play any of their past games or any previous Fallout games to enjoy this one. It stands on its own as a memorable and well-crafted videogame. 

The Fallout universe paints a picture of a dystopian future. It exists in what people on the cusp of the atomic revolution in the 1950s saw as the sci-fi world of tomorrow…if several thousand nuclear bombs were dropped on it. It's a quaint sci-fi view of a future filled with atomic cars, robot servants, and incredibly basic computer terminals. A nuclear war has taken away most of these technological comforts, providing the backdrop for a game with a dreary, desperate atmosphere filled with glib and dark humor. It's a world that is both fantastic and somehow believable. And it is one that's exciting to explore. 



You play as the Vault Dweller, a blank slate for you to write your story on. The game begins with your birth and then quickly moves through childhood with snapshots of pivotal events, such as the day you get your Pip-Boy 3000. It's a cleverly veiled character creation and tutorial sequence that sets the backdrop of the story. You live in Vault 101, a bunker designed to keep its occupants alive through the nuclear war that ravaged the surface. However, this vault didn't reopen when the war finished and as the opening cinematic informs you, it is here you will die because nobody ever enters or leaves Vault 101. 

But that wouldn't make for a very interesting game. At the end of your childhood, you awake to alarms and confusion. Your father has opened the vault entrance and taken flight. The fragile existence of the other vault inhabitants has been shattered. Nothing will ever be the same, especially for you since it is your charge to leave the relative comfort of Vault 101 and search for your father out in the wastes. 


When the vault door rolls back and you step into the sun for the first time, the sense of awe and wonder as you gaze across the wasteland that was once the United States' capital is palpable. Life is absent where it isn't hanging on by a thread. Few buildings remain standing, most reduced to piles of rubble. In the distance, you can see what was downtown Washington D.C., a standing but wrecked Washington Monument dominates the skyline as the tallest remaining structure. You can already tell this game is going to be extraordinary. 

And then your thoughts turn to survival, just as they have for every other human; for every feral dog; for everything.  

The Elder Scrolls V: Skyrim Review





I was stacking books on a shelf in my house in Whiterun, one of Skyrim's major cities, when I noticed a weapon rack right beside it. I set a sacrificial dagger in one slot, an Orcish mace in the other. They were on display for nobody but me and my computer-controlled housecarl, Lydia, who sat at a table patiently waiting for me to ask her to go questing. The chest upstairs was reserved for excess weapons and armor, the bedside table for smithing ingots and ores, the one next to the Alchemy table for ingredients. I'd meticulously organized my owned virtual property not because I had to, but because tending to the minutia of domestic life is a comforting break from dealing with screaming frost trolls, dragons, a civil war, and job assignments that never seem to go as planned. It's even a sensible thing to do; a seemingly natural component of every day existence in Skyrim, one of the most fully-realized, easily enjoyable, and utterly engrossing role-playing games ever made. 

Part of what makes it so enjoyable has to do with how legacy Elder Scrolls clutter has been condensed and in some cases eliminated. In Skyrim, there's no more moon-hopping between hilltops with a maxed out Acrobatics skill. That's gone, so is Athletics. The Elder Scrolls V pares down the amount of skills and cuts out attributes like Endurance and Intelligence altogether. There's no time wasted on the character creation screen agonizing over which skills to assign as major. You don't assign major and minor skills at all, but instead pick one of ten races, each with a specific bonus. High Elves can once a day regenerate magicka quickly, Orcs can enter a berserk rage for more effective close-range combat. These abilities are best paired with certain character builds – the High Elf regeneration is useful for a magic user – but don't represent a rigid class choice. Major decisions don't need to be made until you're already out in the world and can try out magic, sneaking and weapon combat, emphasizing first-hand experience over instruction manual study, letting you specialize only when you're ready. 

It contributes to the thrilling sense of freedom associated with life in Skyrim. Do a quest, kill a dragon, snatch torchbugs from the air, munch on butterfly wings or simply wander while listening to one of the best game soundtracks in recent memory. Despite the enormity of the world and the colossal amount of content contained within, little feels random and useless. Even chewing on a butterfly wing has purpose, as it reveals one of several alchemical parameters later useful in potion making at an alchemy table. Mined ore and scraps of metal from Dwemer ruins can be smelted into ingots and fashioned into armor sets, pelts lifted from slain wildlife can be turned into leather armor sets, and random books plucked from ancient ruins can trigger hidden quest lines that lead to valuable rewards. Skyrim's land mass is absolutely stuffed with content and curiosities, making every step you take, even if it's through what seems like total wilderness, an exciting one, as something unexpected often lies just over the next ridge. 

Many times the unexpected takes the form of a dragon. Sometimes they're purposefully placed to guard relics, sometimes they swoop over cities and attack at seemingly random times. In the middle of a fight against a camp of bandits a dragon might strike, screaming through the sky and searing foe and friendly alike with frost or flame. Momentarily all on the battlefield unite, directing arrows and magic blasts upward to knock down the creature, creating impromptu moments of camaraderie -- a surprising change from what may have been yet another by-the-numbers bandit camp sweep. Dragons show up often, their presence announced by an ominous flap of broad wings or an otherworldly scream from high above. The scale and startling detail built into each creature's appearance and animations as it circles, stops to attack, circles again and slams to the ground makes encounters thrilling, though their predictable attack patterns lessen the excitement after a few battles. In the long run they're far less irritating than the Oblivion gate equivalent from The Elder Scrolls IV, can be completed in a few minutes, and always offer a useful reward. 

Killing a dragon yields a soul, which powers Skyrim's new Shout system. These are magical abilities any character can use, you don't have to specialize in spell casting to slow time, throw your voice, change the weather, call in allies, blast out ice and fire, or knock back enemies with a rolling wave of pure force. Even if you favor sword, shield and heavy armor and ignore magic entirely, you'll still be able to take full advantage of these abilities provided you find the proper words – each Shout has three – hidden on Skyrim's high snowy peaks and in the depths of forgotten dungeons, serving as another reason to continue exploring long after you've exhausted the main quest story, joined with the Thieves Guild, fought alongside the Dark Brotherhood, or thrown your support behind one of the factions vying for control of Skyrim. 

Not only is this land under assault by dragons, long thought to be dead, it's also ripped in two by civil war. You can choose one side or the other, but so much of the allure of Skyrim is how, even outside of the confines of quest lines, the embattled state of the world is evident, and steeped in a rich fictional legacy. Lord of the Rings this is not, but with the release of every Elder Scrolls game, the fiction becomes denser, and the cross-referencing for long-time fans all the more rewarding. 

Skyrim's residents are all aware of current events. They'll comment on the civil war, some sympathizing with the rebels, others thinking the establishment sold its soul. The peasants complain about the Jarls who control each settlement, the Jarls complain about the rebels or foreign policy, the overprotective College librarian complains when I drop dragon scales all over his floor; many characters feel like whole, distinct personalities instead of vacuous nothings that hand out quests like a downtown greeter hands out flyers for discount jeans. Characters stereotype based on race, they double-cross at even the slightest hint it might be profitable, and they react to your evolving stature within the world. It makes a ridiculous realm, filled with computer-controlled cat people and humanoid reptiles, demon gods and dragons, feel authentic, like a world that existed long before you showed up and will continue to exist long after you leave. 

Thanks to IGN


Mass Effect 3 Review







Few games come with the amount of hype Mass Effect 3 has swirling around it. As the culmination of BioWare's epic sci-fi RPG trilogy, Mass Effect 3 hasn't garnered this groundswell in an artificial way. Rather, anticipation steadily sits at a fever pitch because the previous installments -- Mass Effect, and especially Mass Effect 2 -- rate amongst the best games ever made. And in many ways, Mass Effect 3 has set the bar even higher as the worthy conclusion to one of the finest stories ever told in gaming history, even if it's still admittedly imperfect. 

Mass Effect 3 throws you back into the role of Commander Shepard, the first human Spectre that has, at this point in the story, gone above and beyond proving his (or her) commitment to galactic order. After reluctantly working for the xenophobic human-first organization Cerberus and jumping through the Omega-4 Mass Relay to fight the Collectors at the center of the Milky Way in Mass Effect 2, Shepard's greatest challenge still lies ahead. 

Once considered the stuff of lore, the Reapers rear their heads in our own backyard. Having returned to the galaxy after a 50,000 year hiatus, the Reapers conduct an all-out assault on the galaxy's organic life. Earth itself suffers heavy bombardment as Mass Effect 3 begins, with millions suffering and dying daily. Your task: fight back, not only for Earth and humanity, but for all galactic races that find themselves simultaneously under siege. 


Shepard and his allies aren't nearly strong enough to combat the Reapers' planet-sacking death squads on their own. The earlier Mass Effect games focused on exploring the galaxy as you complete quests, building up your reputation and ultimately careening headlong into the endgame. Mass Effect 3 has all of that too, and it's all conducted through the lens of truly consequential, wide-ranging decision-making. This brings yet again an exceptionally plot-heavy slant to a series already deeply reliant on amazing story-telling. 

The Reapers pose an existential threat to life in the galaxy, forcing Shepard to navigate through tricky territory wrought with age-old grudges, conflicts and old-fashioned hatred in order to get all affected parties to work together. The Krogans hate the Salarians and Turians because of the Genophage, while the Quarians have waged war with their rogue machines, the Geth, for hundreds of years. Conflicts like this exist everywhere. The challenge before Shepard lies in his ability to get all of these races -- and many others -- allied in order to fight the Reapers as one united front. This represents the galaxy's only hope in defeating their overwhelmingly powerful adversaries.

Accomplishing such feats of diplomacy resides at the heart of Mass Effect 3. Gone are the loyalty quests of Mass Effect 2; things aren't quite as personal this time around. Shepard must still make a staggering number of choices in conversation, and how he treats those around him heavily affects the game's outcome. He'll still make friends and enemies, have personal conversations and learn a great deal more about those he encounters. And the more time you spend speaking to others and exploring everyone's stories, the more you'll extract from the game. 

But now, the galaxy's problems are greater, and Shepard must think bigger. By helping out individuals, militaries, governments and entire races, Shepard will collect War Assets and form a higher and higher level of Galactic Readiness. These will become integral to the success or failure of Mass Effect 3's endgame, and bring an entirely new slant to the series, one that's both welcome and fresh. 


Thanks for IGN