Dec 24, 2010

[Divinity 2: Dragon Knight Saga Demo Review]

My attention was recently drawn to this re-released action RPG, Divinity 2: The Dragon Knight Saga. This game originally came out sometime last year, with the subtitle 'Ego Draconis', and was generally described as a good game hindered by various balance issues and technical bugs, which have apparently been addressed in the new 'remastered' version (which also comes with a bundled expansion pack). A new demo of the game was released as well, so I figured I'd try it out and see how I liked it, since I've never played any of the modern western-style action RPGs (I know, the horror!). I've never had a PC capable of playing one, frankly. Since Divinity 2 has been compared to respected games like Baldur's Gate and Ultima, I figured it would be a good game to start on!


The game starts you off with character creation, which is basic but adequate. You can choose your gender, face, hair color, voice, and some minor facial decorations (none are all that different from each other, but just enough to add a bit of personal taste to your avatar). Then you're dropped into a tutorial zone, of sorts, and initiated into the ranks of the Dragon Slayers -- a military order that hunts down and kills Dragon Knights (people who have the ability to transform into a dragon). The reasons behind this vendetta is based on a betrayal by a Dragon Knight more than half a century ago that resulted in the death of the world's Divine, a savior-like figure. As a result, nearly all Dragon Knights have been killed by the time your character starts their journey.


 Since I just d/led the game without reading the manual or any FAQs ahead of time, it took be a bit to figure out how to add skills/items to my hotbar and some other minor controls, but overall I got the hang of things fairly quickly. My biggest issue was not being able to see the crosshair in certain areas, which may just be my own crappy vision problem. =P Also, the lighting of the early part of the second area you visit seemed really murky orange (I guess it was supposed to be early morning?) but that may have been because I had to play with graphics set to Medium, only having half the RAM required to run graphics on high. Once it became daytime proper though, the lighting became much better, which improved the color and sharpness of things overall. Once again, the problem with the low contrast might just be me (maybe I need to get my eyes checked).

The first thing that I really had fun with was the 'Mindreading' ability you get right at the beginning of the game. It lets you pick the brains of various NPCs, which can give clues to hidden items, quests, and other useful info that you'd otherwise not have access to. Of course, sometimes you just hear pointless babble, too. Realizing, for instance, that a particular shopkeeper is desperate for business can get you better prices on his wares. Or you can learn someone's dirty secret and either blackmail them or turn them into the authorities.


In general, the quests in the game are very diverse and some even have multiple options for completion (or even failure). I also liked how you get several choices for quest rewards, from extra experience or money to items and weapons. Besides the main storyline quest, there are lots of sidequests and hidden quests, so that exploring every nook and cranny and talking to everyone you meet almost always pays off in one way or another. You can also invest in a 'Lockpicking' skill to access various locked doors and boxes that you come across. One always gets a sort of evil glee in rifling through boxes/chests/closets in people's houses looking for stuff. =)


 In terms of character development, there are 5 skill trees (with 3 combat styles) you can invest Skill Points in when you gain levels. The combat types you can specialize (or hybridize) with are Mage, Warrior, and Ranger with secondary 'general purpose' trees with abilities like Fear, Stealth, or summoning spells to call helpful undead to aid you in battle. Every time you level up, you get points that you can spend however you like in both your base stats as well as in your skill trees (and for gold you can also respec if needed). Combat is action-oriented, with targeting and dodging done by the player, and what seems like a 'soft lock' mechanic for ranged skills.


The game has great music, and decent voice acting. I generally hate dubbing in games, but Divinity 2's are not grating to listen to like in some other games.

The demo ends with your character obtaining the 'curse' of a Dragon Knight, which is the true beginning of the story. Even though it's just a few hours' worth of play, the demo really packs a lot of the flavor of the game and shows many of it's features while hinting at others to come later (like the ability to craft your own undead minion). I will admit that I have not played many western PC RPGs, so for all I know the game could be full of genre cliches that seem novel just to me, but either way I really enjoyed my short time in Rivellon and I'm planning to get the full game for sure. I really liked being able to find hidden areas/quests, exploring the beautiful landscape, and the different strategy and playstyle options the game has. The fact that Larian (the game's creators) are a smaller studio just makes what they've accomplished with this game even more impressive, imo. I recommend trying out the demo at least, if you are in any way a fan of singleplayer RPGs.

Dec 16, 2010

[The New Lara Croft]

Border House has posted thoughts about the new Lara Croft design, and how the character has changed since her original creation.

All I have to say is, WOW, she looks amazing!

Nov 14, 2010

[What About Jaina's Story?]

Just as a random thought I've had, since the end of WotLK:  Does anyone else find it strange that the woman who has had a history with two major characters in the Warcraft storyline (Arthas and Kael'thas) had almost ZERO plot involvement with their stories in either BC or WotLK? Jaina never got a mention, cutscene, or any closure after the death of Arthas... she's never mentioned at all, and we're never shown her feelings about the whole thing.

I could understand not really involving her in BC, since Kael'thas' crush was pretty one sided, but come on; Jaina and Arthas were pretty serious about each other before Arthas went all evil.

Its disappointing that Blizzard didn't think she was important enough to give her a role in either of the two important plotlines in the game that she had the strongest personal connections with. I think it was really a missed opportunity to flesh out one of the least developed WoW faction leaders.

Sep 27, 2010

[What Defines a 'Failed' MMO?]

 What do all these games have in common?

1. Horizons
2. Warhammer Online
3. Age of Conan
4. Aion
5. Allods Online

...they were all highly hyped before their release, and then loudly proclaimed 'failures' and 'dead' by large numbers of their (former) playerbase soon after (often via lengthy tirades on various message boards).

Yet, they're all still online. Which, I assume, means they're still making money and being played, sometimes years later. What does that say about the definition of 'failure' as it's often used by so many MMO gamers? Does it simply mean a game is a big disappointment? That it 'failed' to fulfill its ambitious concept promises? That there's only a few(!) hundred thousand people playing it instead of millions? Or because it's gone F2P?

I think many times, people toss around the accusation that a game is a 'failure' too easily, and often because they're feeling personally let down by the game. A lot of MMO gamers get very emotionally invested in their games (often years before they are even released!) so it's only expected that there can be a lot of bitterness when that investment ends up not paying off. Sometimes that bitterness becomes an active attempt to smear and tear down a game, hoping to drive people away (I've seen this with many former Allods players most recently).

In some ways I think the rise of WoW has skewed people's perceptions of what makes a game a failure population-wise. For example, nowadays MMOs are assumed to need a few million players in order to have a viable population (as a comparison, when WoW was first released Blizzard was expecting around 300,000!). The definition of success was different 5 years ago, that's for sure.

I think that the MMO community needs to be less eager to throw around the term 'failure'. I also think the biggest barrier to a  new game's success now is the box price+monthly fee model, which I hope is soon replaced by the free download/trial model (I still think it's baffling why most new MMOs treat trials as something that should only be offered later in a game's life rather than right at the start) or any of the various F2P+micropayment models. I honestly believe that could allow smaller games, niche games, to succeed in a way that is nearly impossible in the current MMORPG market. The more options for different game sizes, types, and payment models that there are, the more chances for success for a modern MMORPG.

Sep 18, 2010

[APB's Crash and Burn Explained]

I will admit, I'm always fascinated reading breakdowns of dysfunctional game development companies and how they eventually imploded. Vanguard and Horizons, for example, both had very drama-filled environments and amazingly arrogant/clueless people at the helm, and some of the stuff that went on in the backrooms of those games is frankly mind boggling.

At any rate, even though I never played APB, this series of posts from one of the devs is an interesting read: Part 1  Part 2  Part 3.

It's really shocking how unprofessional and inept some game companies are.