Tag Archives: dialogue choices

2018 Game Review Haiku, #10 – Back to the Future: The Game

Doc’s life needs saving
Back to prior Hill Valley
Fun story, a cinch

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2017 Game Review Haiku, #129 – Night in the Woods

Small-town mystery
Drop-out Mae must find herself
Poems, ghosts, crimes, god

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #97 – Oxenfree

An island party
Teens unearth ghosts, fun’s over
Tune in, talk them up

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #96 – Monster Loves You!

Live life of monster
Affect your world and humans
Raise stats, be clever

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Ultimately, Dragon Age: Inquisition is a whole lot of nonsense

Sigh. Well, here we are. Some nearly 80+ hours later–and I’m not including the time I put into the PlayStation 3 version, which was all kinds of borked–and I’m just about done with Dragon Age: Inquisition. I want to be done-done, but there are a few things left to see and try, such as the fact that this game has an online multiplayer component to it, and after putting this much time into the bloated beast I feel compelled to see it all…because I never want to go through this again. Ever. Y’all heard me. Sorry, Achievements for beating the story on higher difficulties–ain’t gonna happen.

Anyways, I have a lot to say about Dragon Age: Inquisition. Probably too much. As mentioned above, I’ve put a good number of hours into this thing, almost on par with Disney Magical World 2. In the end, the latter is the much better game of tasks and rewards, dressing your avatar up in various outfits, and engaging combat. Yes, those are fighting words, and I’m ready to fight. That said, there’s a good chance I’ll forget something and that this post will be somewhat frantic and unorganized. I apologize in advance, but if you continue on and read through this whole dang thing, grinding out each and every word, I promise you a reward at the end: a weapon, named something like M’ahlbrogger Gur’s Justice or Stormstrangler and in purple font, but several levels lower than the weapon you are currently equipped with. Sorry. You can immediately mark it as junk and sell it to the nearest vendor. Or destroy when your inventory becomes full. I understand. After all, that’s how the game is played.

Let’s talk about story first, however, since this is a massive roleplaying game set in a fantasy land full of magic and magical beings. That means story is big, larger than life, and it definitely is just that. I found it daunting early on, less as time progressed. Dragon Age: Inquisition‘s story follows you, known as the Inquisitor, on his or her journey to settle the civil unrest on the continent of Thedas and close a mysterious tear in the sky called the Breach, which is, unfortunately for all that live in this world, unleashing demons. The Inquisitor is viewed by some as the “Chosen One” and because of this forms the titular Inquisition in an attempt to stop Corypheus, an ancient darkspawn, who opened the breach to conquer Thedas all by himself. Phew. Got that? Basically, good versus evil, with some shades of gray sprinkled throughout.

The narrative was somewhat simple to follow…early on, when you only had a small base in Haven and a limited number of areas to explore and side quests to deal with. However, once Haven bites the bullet and you are forced to move into a so-not-like-Suikoden abandoned castle in Skyhold, the story stops feeling important. Sure, to everyone in this world, it is of the upmost importance that this Breach is closed, but the game doesn’t really hammer this home; instead, you are given plenty of breathing room, as well as meaningless quest after quest after quest to do because…well, I guess people like doing a lot of different things in RPGs. I do too–I just prefer that there’s meaning, a reason. In every big area the Inquisition can run around in, you can do lots of things, such as: go discover every region, establish a number of camps, complete requisition recipes, claim a bunch of historical sites as yours or at the very least under your protection, scan for shards, scrounge up all the shards, complete a select amount of Astrarium puzzles to unlock a hidden cave, figure out illustrated treasure maps, close Breach rifts, harvest plants and minerals, ping the area for hidden items, loot dead enemies, recruit agents, and more. All of that is of course mixed in with normal combat and main quests that often have you fighting tough bosses or doing specific things, like impressing royalty while simultaneously investigating something mischievous.

Hey, while we’re at it, please help fill out this timely and totally relevant poll of mine:

 

Right. I’ll also say that about fifty hours into the game…I started skipping cutscenes and mashing my way through dialogue trees to get through them as fast as possible. I knew that, if I wanted to maintain good relationships with everyone and be mostly neutral to a lot of situations, I had to select the dialogue option to the top right most of the time. You know that’s a bad sign for me if I’m just trying to rush through it all. Several years ago, I remember being shocked to discover a buddy of mine doing this for Fallout: New Vegas, a game I loved to listen to and ate up every conversation, but maybe that felt to him like Dragon Age: Inquisition did to me after so many hours in: just wasting my time. Also, I’m evidently not alone on this matter.

Okay, let’s switch over to combat, as that is a big part of all of this, and I might even go as far as to say it gets in the way nine times out of ten. In Dragon Age: Origins, combat was something you paused the action for and planned out, to ensure your survival. I skipped Dragon Age II so I don’t know how it was there, but here, in this one…there’s barely any strategy involved. I’ll present to you how I tackled every single encounter in this game and did more than fine. It went like this:

  1. Enter combat.
  2. Hold RT to attack targeted enemy from a distance with bow and arrow.
  3. Use three specific powers, generally in this order–Explosive Shot, Long Shot, Leaping Shot.
  4. Continue holding RT and wait for cooldowns to cool down.
  5. Rinse and repeat.
  6. (Sometimes I’d poison my weapon or use Full Draw, but these were rare moments in time and only when I noticed the icon for them was ready.)

I only occasionally switched to other members of my party to give them a health potion, but never bothered to control them individually or give them specific tasks to do. They seemed fine on their own. Again, about halfway through my journey, I gave up caring and just used the “auto level up” button on Dorian, Varric, and Blackwall, the only three dudes I stuck with for the long haul. Considering we took down 10 dragons, over 75 Breach rifts, Great Bears, and the final boss rather quickly, I guess it all worked out fine. However, when it came to trying to run to a specific area or get a bunch of shards, combat just got in the way and slowed progress down. There’s no easy way to duck out of an encounter, so you might as well finish it, otherwise it feels like running through molasses if you try to leave the area.

Romance was a big part of Dragon Age: Origins, and it is not the main focus here. Gone are the days of giving a woman shoes and watching a meter go up. That’s actually a good thing because that’s simply not how a relationship works. However, you still earn likes and dislikes from party members based on actions you take in the story and conversations, most of which you can enter a romantic relationship with–I went with that bearded beauty Blackwall. This romance option was probably the most interesting part of Dragon Age: Inquisition all in all, as I found his character intriguing and mysterious, and there’s a quest chain to follow after you and he do the dirty deed, which really goes places and changes his future involvement in the campaign. However, I never felt compelled to dig into anyone else’s backstory. There were too many people to pick from, and because of that I went with one only and dug deep. Sorry, Sera, I’m sure you had a zany bunch of quests to do.

The crafting system is terrible. There, I said it. I struggled to figure out how to do most of it, though tinting armor and weapons to be a certain color was fun. Basically, you have a recipe to make a weapon, and depending on what materials you put into it, you’ll get different results. Obviously if you use higher-rated materials like dragon scales, you’ll make a stronger thing. That said, there was no easy way to compare this weapon-in-progress with one you had equipped, so you had to remember the stats and hope for the best. A majority of the time I ended up wasting dragon-related materials on a weapon that still turned out to be weaker than the unique bow or staff I got from beating a story mission’s boss. In fact, the entire UI for equipping weapons and armor is frustratingly slow to slog through, and I found myself storing my unique, purple-font weapons away without so much of a glance. What did it matter? I was taking down everything in my Inquisitor’s path without a struggle.

Let’s see. What else, what else. Oh yeah, Dragon Age: Inquisition is broken or always on the edge of breaking. Like an ice cream truck on a thin sheet of ice. It’s a game that asks players to do some platforming even though it was clearly not designed to be that kind of experience. Here’s me trying to collect a shard. Speaking to people can be problematic too, with the dialogue wheel sometimes not activating or activating in the middle of nowhere. Here’s me talking to a dude and then suddenly entering combat. And sometimes you just want to sand surf. Several times, the game crashed to the Xbox One dashboard without warning. Thankfully, it autosaves frequently, and I got used to making hard saves.

DLC for Dragon Age: Inquisition has been weird. This version that I bought last year during the Black Friday sale came with everything: Jaws of Hakkon, Dragonslayer, Spoils of the Avvar, The Descent, and Trespasser. Since I wasn’t playing the game from release day with an eye to the sky for more, I didn’t know what was what and what order things should be played in. I also got a whole bunch of special armor recipes, mounts, and things like that right from the get-go. I did know that one piece of DLC was only accessible after completing the main quests. I’ve now completed all the DLC, but finishing Jaws of Hakkon and The Descent very late into the game, with the former being finished after I beat the main campaign and Trespasser, sure felt like a waste of time and energy. There was no point to even looting any enemies or chests because I wasn’t going to play any further after I finished them off.

And now I’m just going to cop this style from The A.V. Club and leave everyone with some…

Stray observations

  • Clicking in the left analog stick to ping the environment for interactive items is officially one of my least favorite things in modern game design
  • I rode a mount two times total, one for a story mission in the Hinterlands and the other when messing around in a menu and accidentally hitting the button
  • I’m the Inquisitor, the Chosen One, leader of a great army, and I have to pick all these flowers and rocks myself?
  • I killed a bunch of nugs near the end of my time with Dragon Age: Inquisition to help pop the Trial of the Emperor Achievement, and I feel like a monster
  • Anthem better not be Dragon Age IV, but sci-fi, or I’ll cry on my controller and break it
  • My character’s name is Felena, but now I wish I had named her Felicia, so I could say that thing all the kids are these days

2017 Game Review Haiku, #55 – Strolling

A walk down the street
Dig deep, make tail deductions
Slow, blah interface

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #52 – The Monster in Me

Life after the end
Full of tough choices, like food
Hey, we all survived

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #9 – Nothing Can Stop Us

2017-gd-games-completed-nothing-can-stop-us-capture

Can’t stop growing old
Memory shifts, changes–lies
All we have, choices

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

The Wolf Among Us is where wolves fear to prey

gd-final-thoughts-the-wolf-among-us-telltale-game

I got through a decent chunk of The Wolf Among Us last year during my Extra Life event, sleepily playing it in the wee hours of the morning after I found myself walking off ledges too frequently in Dark Souls. Part of me suspects the reason I picked it is because, if I nodded off momentarily during a conversation scene, the scene can keep going, selecting “…” as Bigby’s appropriate response. I guarantee this happened a few times. I gare-run-tee it. I’m also fine with my Bigby being a bit shy or passive in his interactions with some people, even if later I made him ultra assertive and demanding when push came to shove. You gotta break a few eggs to make an omelette, y’know.

The Wolf Among Us, which I constantly wrote incorrectly as A Wolf Among Us in its game review haikus, is a prequel to Bill Willingham’s Fables comic book universe, of which I’ve read not a single page. Bigby Wolf, formerly known as the Big Bad Wolf, is the Sheriff of Fabletown, which is a hidden community of fairytale characters located in New York City in the 1980s. After receiving a phone call from Mr. Toad, Bigby saves a young prostitute from an intoxicated and extremely vulgar Woodsman. He escorts her away to safety. Alas, later that night, Bigby is shocked to find the woman’s severed head left on the doorstep of the Woodland Luxury Apartments. Deputy Mayor Ichabod Crane orders him and Snow White to investigate her death.

I’ve had problems with these adventure romps from Telltale Games since basically the first mainstream one I touched: season one of The Walking Dead. I enjoyed that one a great deal, even if I saw that it was more adventuring than pointing and clicking and had a couple complications, but this was a different beast, playable first on a console and designed for a controller and distinctive pace. I’ve stopped referring to these as point and click adventure titles. They are dialogue adventures. Season two of The Walking Dead was a whole lot less game, and this carried over to Game of Thrones. I’ve not tried Tales from the Borderlands, Minecraft: Story Mode, or Batman: The Telltale Series yet, though I do have their first episodes downloaded and ready to go, but I suspect I won’t find anything new to love there.

In The Wolf Among Us, players control Bigby Wolf, who is investigating a murder. You’ll “explore” various environments throughout Fabletown, such as apartment buildings, a bar, a butcher’s shop, etc. I used quotation marks because you are extremely limited in where you can walk, and there are only so many things to interact with. Many are just there for lore and to unlock entries in your Book of Fables guide. Occasionally, items of interest are stored in an inventory on the side, but you don’t access this like you would in a more traditional point-and-click title; instead, if you have the item, it can come into play at a later time automatically. Gameplay ultimately boils down to talking with a host of pretty memorable characters, with conversations presented in the form of dialogue trees and responses on a timer. Depending on your choices, these will have a positive or negative effect on how people view Bigby, as well as larger plot-points down the road. Many scenes are heavy on action, requiring players to respond rapidly through QTE prompts, such as fighting off bad dudes or chasing after a vehicle speeding away. I failed a couple of things here and there, but unlike Shenmue the story thankfully moves forward regardless.

Here’s where The Wolf Among Us shines, obviously: the writing. It’s an entertaining, complex story, with a cast of characters that are fun to recognize and see how they fit into this alternative realm. Bigby is a villain trying to live a better life and help who he can, struggling to shed his past skin. That comes through strongly in the story, and his interaction with Snow White, at least the ones I saw and decided on, spoke volumes without every directly saying what each person thought of the other. I also liked the interaction between the fairytale characters that could pass among humans versus the ones that couldn’t without using expensive treatments called glamours, such as Mr. Toad. The real villains are villainous, and I found the Crooked Man to be profoundly striking, using his smarmy, distrustful words and loyalty of his goons to get his way. Spoilers: I let him talk for a good while before deciding to alter his form for good. That said, I think the end conversation between Bigby and Nerissa was meant to be more profound, but it came off as plain ol’ confusing. If you want to read some theories, here’s a good starting place.

I had the luxury of playing The Wolf Among Us mostly back to back after getting the whole thing at once from Games with Gold in April 2016, but for those that experienced it episodically, spread out over nine months, I can see some episodes not really satisfying or feeling like enough. The action scenes are few and simply a bunch of button presses, and I found it hard to sometimes see what was going on because I was more concerned with which button to hit next. That’s the most gameplay you get, and the rest is Bigby lone wolfing it on the streets of Fabletown, talking to people and responding accordingly. There are parts of the game where you can only go one way or another due to time restraints, which theoretically leads to replay value, but I don’t like replaying these things from Telltale Games because, to me, my first go-through is my only go-through. The decisions I made, the words I spoke–like real life, there’s no do-over.

Wait, remember earlier when I said that the writing was the best part of The Wolf Among Us? I was wrong. I forgot that the intro title sequence is amazing, using shadows and purple neon and deep, pulse-laden electronica music to set mood like nothing before, save for maybe Stranger Things. Even if that feeling doesn’t last for the entire episode, it certainly kicks things off on a great, furry foot. Let’s end this post on a highlight, on that. If Telltale Games doubles down on ambiance and atmosphere for season two, if there is to be one, I might return. I might.

Grinding Down‘s readers will remember that.

2016 Game Review Haiku, #66 – Witchwood Academy

2016-gd-games-completed-witchwood-academy-gbjam

Prep for spider fight
Days away–study, your picks
Go Olivia

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.