Review: Dragon Age: Origins 452
- Title: Dragon Age: Origins
- Developer: BioWare
- Publisher: Electronic Arts
- System: Windows (Also: PlayStation 3, Xbox 360)
- Reviewer: Soulskill
- Score: 8/10
Character creation starts you off with a few simple choices that have far-reaching effects. There are three races (Human, Dwarf, Elf), and three classes (Warrior, Mage, Rogue), and they are much as you'd expect if you've ever played a fantasy RPG before. Depending on what you pick, one or two of the 'Origins' stories becomes available. These are short scenarios which detail the introduction of your character to the main plot line. For example, Human Rogues get their beginning as part of a noble house. Dwarf Warriors can choose either the dwarf noble or dwarf commoner starting areas, and both Elven and Human mages share a starter-story due to their class. (The only race restriction is that Dwarves can't be Mages.) These decisions affect how NPCs interact with your character throughout the game.
While only having three classes may seem limiting, your characters will have a high degree of customization as you start leveling up. You have talent trees (well, not so much 'trees' as 'lines') and each level gives you a talent point to spend. The talent lines are divided up into major fighting categories. The categories for Warriors are Dual Weapon, Archery, Weapon and Shield, and Two-Handed. Within each of these categories are sets of activated and passive abilities that grow progressively more powerful as you spend more talent points in that line.
The result of this is that you can easily have multiple Warriors in a group, each performing a different role and having different gameplay. One can swing a massive axe and lay waste to whatever he touches, and another can grab a shield and take on the tank role, utilizing a host of defensive talents. Mages get a similar selection of roles, and are able to play as elemental sorcerers, healers/buffers, or dabblers in the dark arts. On top of all this, each class has a set of four Specializations, which confer certain bonuses and unlock another set of abilities. Rogues can choose to become bards, which grants them songs to buff their party and mesmerize their enemies; they can also choose Assassin, making them better at finding weak spots, or Ranger, which lets them summon forest creatures to their aid. You get to pick a specialization at levels 7 and again at 14, but perhaps the most interesting part is how you acquire them. Some you can purchase, some are trained by various NPCs or party members, and others are unlocked by quests.
The stat system will be instantly familiar to anyone with experience in the genre; strength makes you hit harder, constitution makes you tougher, etc. It's quite simple, and the tooltips explain everything you need to know. Every level gives you three stat points to spend as you will. Various items and talents will have a stat requirement to use or acquire, but it's a fairly smooth progression. You won't typically have to wait very long to use that shiny new sword you picked up. There's no single, monolithic alignment system, but your actions will have an effect on how NPCs treat you. Perhaps more importantly, your actions will have an effect on how your group members feel about you. Each of them has an Approval Rating, which is a measure of how much they like you. Extreme ratings can unlock side plots — friendship and romance for high ratings, mutiny and abandonment for low ratings — and they can have an effect on the characters' stats.
The Approval system is a fun way to learn about each of your companions. There's a surprising amount of story to be told for each of them. Surprising, at least, until you realize how much story there is in the rest of the game. I was impressed by how often I had a meaningful choice in how the plot unfolded. That is, when the dialogue allowed for different options, they didn't feel like window dressing. (e.g. Do you want to kill him? Yes/No Yes. Are you sure? No/I Guess Not Damnit.) I just picked whichever option I felt like picking, and the plot still worked.
The story succeeds, by and large, for two reasons: the writing and the voice acting. BioWare made a lot of noise about getting some big names for Dragon Age: Origins (and they did; Kate Mulgrew, Claudia Black, Tim Curry, Steve Valentine, and Tim Russ, to name a few), but that isn't a guarantee of good voice work. Virtually all of the NPC dialogue in this game is spoken (you can skip through it if you care to; I rarely felt the need to), even when you're asking them about mundane things, so poor voice acting would be hard to tolerate after a while. But this cast turned in a performance that (sadly) I don't tend to expect from video games. What helped a lot in this regard is that the characters are very well written — which is to say they actually seem fleshed-out and believable, with a personality that's consistent from one scene to the next. The details of how the characters react to events and interact with each other are spot on. Your companions will occasionally trade jokes or insults at random times throughout the game, whether you're in the middle of dialogue or just wandering through a city.
Now, don't get me wrong; the plot itself is interesting too, but it's hard to tread new ground here (Doom threatens the world; a hero arises; things go wrong that the hero must put right), and the writers don't really worry about doing so. They're just trying to tell a cool story. Without spoiling too much, the Mage Tower story in the main plot is particularly fun. The writers leave you a trail of breadcrumbs to figure out what happened, dump you into fantasy land for a few puzzles and a different way of fighting, then top it off with an epic battle, all while maintaining an atmosphere of hopelessness and dread. What's more, all the different portions of the main plot are completely distinct, each with its own moral dilemmas, level layout, look, and back-story.
In addition to countless hours of dialogue, one big way BioWare goes about establishing their game world is through books, scrolls, and notes scattered around the areas you visit. When you click on them, they'll put a page or so of text in your Codex explaining who's who and what's what, so you're not inundated with a flood of made-up, fantasy-world names at any one time. The Codex entries are relevant to whatever task you're currently doing, and vary in form from dictionary-style explanation to diary entries to poems.
So, how about the gameplay? Many RPGs have met their downfall on the weakness of their combat mechanics, or have succeeded in spite of it. (I'll name no names, but one such rhymes with Moblivion.) Like several other BioWare games, you can pause the action and queue up an ability that will fire off when you un-pause. You can also take control of any other party member(s) whenever you please. Group size tops out at four, which allows a fair amount of micromanagement without becoming tedious. For general commands like attacking or movement, you can control multiple party members at once. There's not a lot of movement during combat. Rogues have bit of an incentive to move behind their targets, and mages will occasionally have cause to kite a monster, but most of the running you do will be to get your melee in range to hit something. My only major gripe is that melee classes tend to run out of stamina quickly, so for long battles they spend a lot of time auto-attacking.
Even with just that, it would be a solid combat system, but there are three other major features which allow you customize your level of engagement. First, there are four difficulty settings. Easy will let you basically just point-and-click to win. Normal will require some planning and pausing, and some potion use on the tougher fights. Hard makes you do a lot more micromanagement, use consumables often, and watch out for friendly fire. Nightmare is for people who should probably be medicated. Second, you can set generalized behaviors for each of your party members; this will make them run to seek a fight, run away, ignore it altogether, or a few other options.
Third is your Tactics page. This lets you set up responses to a large variety of actions or game states. For example, you can set a Mage to cast a heal when somebody drops below 50% health. Or, you could have your warrior tank run over to attack whatever monster is beating on your rogue. There are hundreds of trigger conditions neatly laid out in a set of drop-down menus. You can set some some fairly complex behavior if you'd like to, or just automate the basic tasks. When you put this whole system together, you end up being able to tailor the fighting to your personal preference for involvement. You can micromanage as much or as little as you want.
The UI is very streamlined and responsive. The camera is over-the-shoulder, and if you zoom out far enough it pulls back to an almost top-down, "tactical" view. (The console versions are restricted to over-the-shoulder.) For using your abilities, you have a boilerplate action bar, and your group portraits are off to the left for monitoring health and mana. If I were nitpicking, I'd say the health and mana bars should be somewhat thicker; they're a bit small to take in the whole group at a glance. Click-able bars pop up on the bottom of your screen whenever you get quest or codex updates (and a few other things), which makes it very easy to keep track of what's going on with the plot. You can hold down a button to highlight everything on screen that you can interact with (chests, NPCs, monsters, loot-able corpses, quest items, doors), so finding what you're looking for is dead easy.
That streamlining carries over into the gameplay as well. Any of your party members who fall in battle come back to life if the remaining characters win the fight. It's silly from a realism perspective, but at the same time it saves me from spending 30 seconds casting Resurrection every other battle or keeping 500 Phoenix Downs in my bags. (Though, oddly, characters come back to life with injuries — minor stat debuffs — that require an item or a visit to base camp to heal.) Itemization is perhaps a victim of this streamlining. As I leveled up, I naturally picked up better gear, but it never felt like the items made a significant difference. On the other hand, stat gains from leveling were constant, and new talents provided obvious improvements. Quests are sometimes quite simplistic because of the interface as well, but those quests mainly exist to serve the narrative. I expected this to bother me, but it didn't; I just wanted to see where the story was going.
Dragon Age: Origins has a ton of (quality) playtime in it; even more when you consider replayability. I'm sure I could go through the entire game again and have a largely different experience, both in story and in combat. (I tend to stick with a group configuration I like, so one of my potential companions has been sitting on the sidelines the whole time, and I slightly killed another one. Not to mention different talent choices and specializations.) BioWare didn't blaze a new trail within the genre, but they succeeded in their effort to create a game that presents a new, fun take on the familiar with elegance and polish. (And Claudia Black.)
Black Isle (Score:3, Interesting)
...
with a minimum of 4 game ending bugs forcing us to wait at least 3 years for the modding community to fix them all.
No coop or multiplayer? (Score:2, Interesting)
It's a shame this game has no coop or multiplayer. I know a lot of you will say there is nothing wrong with a well-done single player game, and I agree with you in spirit. But, in practice, a part of me looks at a game like this in 2009 and can't help but see it as, well...old-fashioned.
It seems that this would have been the ideal game for coop, and whatever Bioware's justification for not including it, I can't help but wonder if it wasn't just laziness or "We'll just do it the way we've always done it" obstinance. Bioware one proposed foray into multiplayer gaming seems to be Star Wars: The Old Republic [wikipedia.org], and even that (with it being PC only) seems kind of old-fashioned (made even more bizarre by the fact that KOTOR I and II made most of their sales on a console). I give them kudos for what they've done with single player games in the past, but I'm not confident they're adapting well to an online future (DLC aside).
Obligatory Defense (Score:5, Interesting)
Way to be a sellout Slashdot.
For shame.
I can only think of three Soulskill reviews that I know of to rate this review against others. To be fair, he gave Lord of the Rings: Conquest [slashdot.org] a bit of a bad review. Whereas Halo Wars [slashdot.org] and Resident Evil 5 [slashdot.org] were for the most part positive. Give him time to post some more reviews before you accuse the over doting as a Slashvertisement. Scores of 5, 7, 7 and 8 are pretty fair if you imagine they're trying to cherry pick to begin with (who wants to play Madden 20XX? over and over?).
... granted Zonk wasn't that great at hitting all the major games. I guess the most difficult thing is just the amount of free time a fellow has. While Slashdot seems to promote user based book reviews [slashdot.org], it never seems as though users are promoted to review games. I guess I would have liked to see a review of Braid and I have just finished up everything in Eufloria.
My biggest complaint is not the Slashvertisement but actually the lack of reviews. Is this the fourth review since Soulskill took over from Zonk [slashdot.org]? I was hoping for more frequency
Hell, if any Slashdot admins are reading this, are non-editor game reviews accepted ever?
Control Scheme Differences? (Score:3, Interesting)
I've always played PC role playing games, but nowadays my computers don't cut it for games even though they are perfectly good for everything else. I don't want to buy a new computer (upgrading existing hardware would also entail buying a new motherboard/case/everything). For this reason I've been tempted to buy a console just to play games like Dragon Age, but I have a hard time imagining how you would adapt a computer RPG to a console control scheme. Isn't the game crippled without a keyboard and mouse? I have similar concerns over the upcoming Final Fantasy 14, which is supposed to be an MMORPG (but how do you communicate with other players if you can't type?).
If anyone could share their insight on this issue, I'd be grateful. I don't have a lot of experience with PC->console migration.
Cut Scene Overkill!! (Score:1, Interesting)
I'm shocked no one is talking about this. I like the game...in face I'm a HUGE fan of Baldur's Gate, NWN, Diablo, WoW, etc, etc. Even the old school Bard's Tale. Most of the aspects of this game are top notch...however I'm surprised no one else is talking about the cut scenes. I honestly feel like I am not playing a game as much as I'm watching a movie. Every time I walk into a new zone I get a new dreaded cut scene and more dialogue. Please, let me just control my character for five minutes. Let me do something rather than sit back in my chair and watch something. I'm watching more than interacting. I applaud the effort but for as much as people are crying about DLC...how about the obvious hint of a real attempt at creating a hybrid game/movie? We've all been hearing about stories of these two generes being converged at some point in the upcoming decades...but this truly feels like the first feeble attempt at doing so. (Albeit VERY first and feeble). Please tell me I'm not the only one.
Re:Healing mages? Rogues with pets? (Score:1, Interesting)
It simplifies things when the abstraction is completely unnecessary. With the way magic works in the game, anyone with magical abilities is technically a mage - that includes healers.
Also, I'm perfectly fine having an archtype that you can later expand on. I may know I want to play a healer in WoW, but how do I know if I want to be a Druid, Paladin, Priest, or Shaman? I like that in Dragon Age I know I want to play a magic-using character of some sort, and I can pick how I want to specialize later.
On a side note - there are no restrictions to what kind of armor you want to wear. I gave my mage a high enough strength to wear plate armor because it just looked awesome. Tank mage ftw.
360 Owner's POV (Score:3, Interesting)
1. Seems every 10 hours or so the game locks up and have to restart the 360. 2. If you tell a person no who wants to join you then you can never get that person again. It would have been nice to get a warning or something like "Hey if you say no one more time you will never ever see this person again". I did this to 2 characters before I found out. Crap. 3. Triggers for battles drive me nuts and you better save often. For example walking down a hallway in a dungeon you get attacked by a few skeletons. You bet them and as you recover 8 more rise up around you and attack. Game over every time. I've encountered a few places like this and it is frustrating. I think to truly to get into this game a 2nd replay is in order but not sure if I will have the time to do that
Re:No coop or multiplayer? (Score:5, Interesting)
Well - if you haven't played Mass Effect - you don't understand how BioWare tailors their Single Player Experience.
And if you have played Mass Effect - and you didn't like it, you are the first person I've encountered who didn't enjoy it.
The thing with these SP RPG's that Bioware makes is that they are more or less trying to put you inside of an interactive movie, almost moreso than they are trying to make a game. Don't get me wrong, they have always been solid in their gameplay elements, but whenever anyone talks about Mass Effect, and now Dragon Age, the things they generally tend to mention are its incredible story and how well they get immersed in the game, usually through dialogue.
The Trend that Bioware and myself are noticing is that when you make something Multiplayer - Pretty much the whole story element gets shot out the window. Its no longer about you being a hero to save the princess, its more about you and your friends having a fun social experience trying to kill the biggest badest thing you guys can find. Which is fine for some games, like World of Warcraft. But How many MMO RPG players read the quest text? How many players on Halo 3 consider themselves the heroic Masterchief when every other player in the game is just as equal?
As for Co-op, there are always limitations to Co-op, and in my opinion they always detract so heavily from the game that I wouldn't even Bother. Fable 2 is an excellent example of how Co op ruins the experience. You can have 2 people in the same world, for sure, but they can't venture further than 20 feet from each other, and whoever is in the lead ends up running into an invisible wall and can't move forward. Meanwhile slowmo over in the back can't get around this fence because his buddy is so far ahead it restricts his lateral movement. And even if they managed to sort out those sort of issues, it still always feels like 1 person is the Hero and everyone else is just side kicks.
The only games which seem to properly implement Co-op are First Person shooters, like Left 4 Dead, or ODST, where everyone is essentially Equal and MUST work together. Mass Effect (and probably Dragon Age) While approaching the FPS kind of gameplay, are still more Roleplaying games then they are shooters. You got levels, stats, and gear. Once you take those out, your gameplay is fleshed down a point and shoot. Which not everyone wants. There are plenty of Fantasy co op games out there, where you can get with your party of 5 and do an instance, get your gold and get your gear. Bioware wants to tell a story. And they do a hell of a job doing it.
My own review, after having finished the game (Score:5, Interesting)
Bioware has done it again... and that as I will try to make clear is not entirely a compliment.
Dragon Age is the fantasy RPG from Bioware that is NOT D&D. As you may know, Baldur Gate and Neverwinter Nights were both based in this universe. And to be honest, after having the same exact skillset for over a decade, it was time for something new. Anyway, Bioware no longer got the license so they set out to create a bright new world with dragons and dungeons and elves and dwarves and magic...
So what is new in this brave new world? No magic arrow and colored spray. Everything else is the same. Oh okay, not exactly the same, stats are simpler but if you played Baldur's Gate, you will have a strong sensation of Deja Vu. But then you should be used to it, because you had the same sensation in Neverwinter Nights.
So it is more of what we come to expect, is this bad?
Yes.
Why? It is NOT because we got dwarfs and elves and such. Their are enough subtle changes to make it interesting while at the same time giving us that warm feeling of a familiar place.
The problem is that the game STILL plays the same. You will STILL need a rogue who is useless in combat because they need to be specced to the max to detect the traps that are only in a few dungeons but then are so numerous you can't move an inch. You STILL get locked wooden chests that this time you can't even bash, even with a golem around. You STILL only get 1 ingredient from said locked chest that is 1/5 of a potion. You STILL get said chests in the end game where you are fighting for your life and stop the entire war to pick a chest that then has a shield that never was of any use during the entire game.
Some, like me, might have hoped Bioware had gotten past this, that the endless looting of chests all over the place every 2 meters, the idiotic loot drops etc had just been part of D&D. But that is not true. No dungeon master would do that. Loot goes at the end of the game, the dragon horde. Not every 30 seconds.
Will I like the game
Yes: if you want Baldur's Gate 3.
No: if you are sick to death of the same game OVER and OVER.
A brief walktrhough
You choose a race, a class and a origin. This bit is actually very well done, you can really see the different stories blend in with the main storyline and they are interesting enough. It is once you get on the main story that you get another MAJOR and disappointing Deja Vu moment. Bla bla bla, world in danger from an enemy, unite the races, all three races want you to do something for them, gain a force, give them better equipment, assault the enemy in a final battle. Been there, DONE that. It was TWICE in Neverwinter Nights.
Is it REALLY that hard to come with a new story type? Apparently it is for Bioware.
Remember please Bioware, people play your games multiple times, so we have united armies and equipped them dozens of times before. COME UP WITH SOMETHING NEW PLEASE! And no, collecting 3 items to create a weapon is NOT NEW.
But how is the combat
Messy and idiotic.
One of the most braindead decisions by Bioware is to limit you to four, to make story dependant on who you pick (only people in your part comment and get affected by choices) and to LIMIT their AI settings based on skill points you NEED for other things.
So unless you cheat, you are either going to have to do without skills like herb and tracking or do without a full list of ai options.
The idea is that you can create a very simple "if this, then do that" list for your party members. It works, it takes some thinking but it really does work. Provided you pick your own because the ones Bioware has cooked up suck donkey balls. Oh, and you got to cheat.
Let me explain:
The ideal foursome in DAO would be a tank who can gain agro, a DPS who shoots the crap out of enemies, a disabler who disables stuff you ain't ready to deal with and a healer.
The only decent tank is Shale, a golem
Re:No coop or multiplayer? (Score:1, Interesting)
Yes, whenever I'm playing a single-player game, I always think, "If only this game had a 13-year-old calling me a faggot Mexican Jew lizard!"
Multiplayer is highly overrated. People suck.
Re:360 Owner's POV (Score:3, Interesting)
Re:DLC Abuse - (Score:2, Interesting)
Yes, this is my experience with the game. I'm excited because of Bioware's pedigree, so I not only pre-order the game (something I rarely do) I also spring for the collectors edition with all the DLC. Release day, I excitedly download the game only to be hit with some bug related to their authentication servers not communicating amongst themselves which apparently hit most of the people who bought the game through stardock. After over an hour bounced around among various support people who didn't have any idea what was going on they said they'd get back to me. 4 days later they did. Meanwhile I get fed up and - timed it - spent 3.5 minutes to locate, download, install and launch a crack.
As a double strong "fuck you customer", not only can you not access the DLC without an active net connection, you can't play your save game which has touched the DLC, so assuming you don't want to just start a brand new game you can't play your game at all. So the other day when my flaky ISP is down and I can't do much else with my computer I figure it's a good time to play the new single player game I got. "Fuck you customer! You really should have just pirated the whole thing" Great job EA, I would love to support great games like this with my dollars but this is the last cent you'll ever get from me. You make it so....much...more...painful to actually buy the game.
Re:No coop or multiplayer? (Score:5, Interesting)
I agree with everything you say here, and would like to add that the finely tuned play balance of human vs. campaign is often compromised by the human vs. human balance.
In the case of dragon age, tactics slots make it even worse than in most such games, because part of the game's balance and an entire skill line is dedicated to the fact that you control the AI of your companions, and you get more detailed control the more you invest in that line.
There are *very* few games that don't make design tradeoffs on the decision to be single-player or multi-player or both (and what sorts of multi-player to support).
My Dragon Age Review (Score:5, Interesting)
In my opinion, Baldur's Gate is the best RPG series ever made. I also enjoyed Neverwinter Nights, but I was a bit disappointed that the tilesets and UI made the game feel stale. I enjoyed the LAN play ability of BG, and I thought NWN online was a bit of a failure.
I was also really blown away by Mass Effect, I loved the dialoge interface that allowed me to easily choose options that corresponded to my emotional response without needing to read in my head the exact words that my character would be saying. The dialogues were so well recorded that they seemed more engaging than Star Wars episodes 1-3. Truly this is one of the first games where I actually enjoyed sparking new dialogues.
Now onto my review of Dragon Age Origins. The game feels like NWN with improved graphics mixed with Mass Effect style scripted dialogues. Unfortunately the dialogues do not work so well in Dragon Age and quickly become monotonous, because none of the character responses are pre-recorded (making them sound oddly one-sided), and also because you need to read through the full sentence as opposed to the easy to use dialogue interface of Mass Effect. This was a step backwards towards Baldur's Gate style dialogue. Despite BG being my favorite RPG, I can admit to sometimes getting impatient with the dialogues. Also, there is a bit too much dialogue in this game and not enough fighting.
I was excited that they strayed from traditional D&D rules with Dragon Age because I thought it would be fun to learn new spells. An example of where that worked very well was Guild Wars. Unfortunately, the skill trees remind me more of Hellgate London...although a little better than that.
First, they are highly unbalanced. There are WAY too many "sustained" abilities because you can only active one at a time and yet they occupy nearly 1/3 of all skills. This is a waste because any build is simply going to pick 1 that remains active 99% of the time.
Second, the skills themselves are highly unbalanced...some of them are awesome, and some of them totally suck. There's no way to tell which ones are good because the skill descriptions don't give any stats or equations, so the only way to figure it out is by trial and error. Trial and error works fine in an action RPG like Diablo, but it's not fun to re-do the same story lines over and over just to try out a different spell build, especially when there's no easy way to go out and level without having to go through the story.
The skills for the Warrior are even more unbalanced. The skill categories are broken into sections like "dual wielding," "sword and shield" and "two handed." Obviously a fighter is going to specialize in only 1 area, which makes 1/3 of all skills useless. Then because 1/3 of those are all sustained, this makes only 1 + 1/9N of all N skills actually by any one build. A further 1/3 of those are passive, leaving only a petty few active combat skills to choose from, and 90% of those are so useless that when I level up, I can't think of a single skill to put a point into that would have any practical value...so sometimes I don't even bother to use the skill points anymore. Also, the skills all have level requirements for the Fighter, whereas the Mage skills (spells) have no level requirements. That's not really fair!
There are more class/party unabalances. First, it seems like 2/3 of all chests in the game are locked, but for the entire first act you can't open these locked chests unless you are a Rogue. It's really annoying to torture the other 2 more popular classes (Fighter and Mage) by not being able to open any chests, and not providing any party members that are Rogues that could join the party except for short durations of time.
this brings me to my next complaint: The chests never contain anything useful. After a while, you will discover that pretty much the only loot you ever find is useless crafting materials and potions. I've never enjoyed crafting and I don't like to rely on potions, I'd much rather find items, but this is sorely lacking. Unlike Baldur's Gate and NWN which had interesting uniquely crafted items with cool names and even background information, the magic items are very few and far between, offer boring "+1" modifiers, and do not seem unique in any way. Almost every vendor sells the same junk material, none of it worth buying, so the gold you accumulate from selling worthless crafting materials just keeps adding up.
I'm still enjoying the game, but I have to admit I am disappointed and I expected a more polished experience from BioWare.
Re:My own review, after having finished the game (Score:3, Interesting)
You know, it seems like you just never really got the hang of *playing* this. All the people I know that are playing this have no complaints about pacing, lack of mana potions, use of rogues, etc. I haven't had problems with Alistair. You don't have to use him. There are other characters you can choose in your party. You can level Wynne (and it is Wynne, not Wayne) so she gets more stats to Willpower which will give her more mana to use, did you know that? You can make the party stay where they are during combat with the button on the screen that makes them do that, did you know that?
Re:My own review, after having finished the game (Score:5, Interesting)
About halfway through your review of the game you say "The ideal foursome in DAO would be a tank who can gain agro, a DPS who shoots the crap out of enemies, a disabler who disables stuff you ain't ready to deal with and a healer," then going on to explain how this is nearly impossible to set up.
This seems to ignore the most obvious argument: that that is not, in fact, the ideal foursome in Dragon Age: Origins. If you go to the forums there are hundreds such complaints coming from users with similar problems, people who insist on playing this like the game it isn't. When you're given a system, the "ideal" build is dictated by the rules of that system, not whatever you've cooked up in your mind beforehand.
Comment removed (Score:5, Interesting)
Re:not true. (Score:2, Interesting)
Oh really?
Joystiq [joystiq.com] and Kotaku [kotaku.com] seem to disagree with you.
I don't know about the having-to-be-online-to-play thing. I'm usually online. But there has in fact already been a PC patch.
Re:not true. (Score:4, Interesting)
Re:Sounds good (Score:3, Interesting)
There is DRM of a sort, though - any premium content including stuff you might have gotten with the game (e.g. preorders) require the PC to be connected to the Internet when you start the game or that content is not available. This is rather annoying when you have the game installed on a laptop like I do.
So far, the game seems pretty solid, but is certainly not without flaw. It still has the partial "rails" feel of NWN2 and Mass Effect which for me is always a nick in Bioware games (take a week and read about threads and background loading already), but the voice acting and plot seem quite good. I've played the first part of the game as a Thief, Mage, and Warrior and by far Warrior is easiest (except the Ogre), followed by Mage (freezie-mage is massively unbalancing though - makes Ogre easy even on Hard), and melee Rogue, which is extremely difficult even on Normal (light armor and hard AoE knockback hits made me suck down health too much - had to keep my rogue back and melee alternated tanking - probably easier with missile rogue). There also are parts of the game where you get an optional order to do things in, but there are no hints - in particular, I was having horrible problems with a rogue in the fade (having only 1 health potion left didn't help...) and had to hit a cheats site that basically told me the optimal order to do the quests - then it was trivial. The game also is fairly heavily geared toward combat - if you don't have some combat skills the game will be nearly impossible in some areas even on easy (I tried speccing a thief in talk skills and stealth - doesn't work). Basically, there is no way to win without combat - lots of it, so it doesn't offer a lot of gameplay styles.
So the reality is, I still have yet to find a game that gets all the parts right. Gothic 1 was close - it had good plot and voice acting and decent gameplay in an excellent game world but lousy combat (I personally feel the series has gone downhill since - many of the original programmers left Piranha Bytes after the first game) and while you always needed to be combat oriented, it didn't play out like that mattered as much as the factions you chose. I loved Fallout 1-2, but they were very buggy on release. NWN1 and 2 didn't really get much right IMO - I played some great mods, but I had a hard time getting into either and only found them interesting near the end - a BAD sign - you need to capture the gamer's attention much sooner than Act 3 or 4. Mass Effect had decent plot but some mechanics that needed work (esp. the Mako) and the dungeons were all similar and on rails. Also it is possible to max all armor and weapons after the second play-through which makes the third rather dull (never did finish the third and barely the second). Oblivion had a massive open world, but only one well developed character out of thousands (who dies in the intro), and quests that lacked variety. Ditto Fallout 3 (Bethesda - find characters that people can relate with already... aside from dad, that is... nobody) - they put all this work into giving people routines and a life schedule but emotion causing events? None. Name one character you think is worth keeping. Nobody travels with you, you have no friends (you have alliances, but characters don't act like they miss you or care about you), and this makes it wooden. Not to mention the quests, which are all basically - "I would do it, but I'm too lazy." MMORPGs as a whole pretty much run on rails plot-wise because it is difficult to branch.
Re:Sounds good (Score:2, Interesting)
Big deal. I donate any cycles left over to making a living.
It's hard to do that on a console.
Re:My Dragon Age Review (Score:3, Interesting)
If you spend more time reading a sentence then you do thinking about what response you'd like to choose I think that says a lot. I disliked Mass Effects one/two word selections because they often didn't accurately reflect what he was going to say, I like more control over my character.
there is a bit too much dialogue in this game and not enough fighting.
Again I can't agree here, I spend a lot of time reducing things to rubble.
First, they are highly unbalanced. There are WAY too many "sustained" abilities because you can only active one at a time and yet they occupy nearly 1/3 of all skills. This is a waste because any build is simply going to pick 1 that remains active 99% of the time.
Many sustained abilities can be activated at the same time, I have 4 I keep up all the time on my character, and 3 others I use periodically. All of my other characters switch between their sustained abilities, maybe melee rogues only use one, but what you've said isn't true for any of the classes I've played.
Second, the skills themselves are highly unbalanced...some of them are awesome, and some of them totally suck. There's no way to tell which ones are good because the skill descriptions don't give any stats or equations, so the only way to figure it out is by trial and error. Trial and error works fine in an action RPG like Diablo, but it's not fun to re-do the same story lines over and over just to try out a different spell build, especially when there's no easy way to go out and level without having to go through the story.
This is a valid complaint, they could have used a lot more information on most spells.
The skills for the Warrior are even more unbalanced. The skill categories are broken into sections like "dual wielding," "sword and shield" and "two handed." Obviously a fighter is going to specialize in only 1 area, which makes 1/3 of all skills useless.
You meant 2/3d's, although if you have so many wasted skill points why not pick up sword and shield and either two hander or dual wield so you can switch depending on the situation?
Then because 1/3 of those are all sustained, this makes only 1 + 1/9N of all N skills actually by any one build. A further 1/3 of those are passive, leaving only a petty few active combat skills to choose from, and 90% of those are so useless
My warrior has 17 points spent, 3 of which are sustained (that's closer to 1/6th then 1/3), and only two of those can't be activated at the same time. so assuming you always use either "blocking arrows" mode or "increase defense but lower attack" mode you at most waste 1 talent that's a pre-req for others. (I know I use both modes, and have you ever played diablo 2?) I have 7 passive abilities, and 7 activated abilities, all of which get used regularly. (skills and spells have meaningful cooldown timers so you need multiple ones to interleave)
I can't think of a single skill to put a point into that would have any practical value...so sometimes I don't even bother to use the skill points anymore. Also, the skills all have level requirements for the Fighter, whereas the Mage skills (spells) have no level requirements. That's not really fair!
You are aware that you get 2 specialization schools to spend skill points in right? Also melee skills and caster spells are an apples to oranges comparison in relative power. The highest level requirement on a melee base skill is 12, hardly a huge hurdle. (And a mage even spending 66% of his leveling attributes on one stat won't meet the higher requirements until level 8-9)
but for the entire first act you can't open these locked chests unless you are a Rogue. It's really annoying to torture the other 2 more popular classes (Fighter and Mage) by not being able to open any chests, and not providing any party members t
Re:better question: why doesn't it run on linux? (Score:1, Interesting)
The PS3 only runs linux on certain versions. The gods at Sony have decided that we mortals are not worthy of runing Linux on their hardware anymore, and have thus disabled it on their newer hardware revisions. It is likely that the PS3 version is running linux, but the ps3 port is the demonstration of why it's a good thing there's no linux port. First off, the PS3 uses OpenGL ES, and I'm sure your propriatary drivers do not support those APIs. Secondly, there are so many bugs with the PS3 port, you'll never want to play it. Seriously - the PS3 version is crap. I'm going to try to return this game as soon as possible. Bioware, as I understand it, didn't even touch the system - it was ported by Edge of Reality.