Showing posts with label awakening. Show all posts
Showing posts with label awakening. Show all posts

Friday, February 24, 2012

Game Review - Dragon Age: Origins: Awakening (expansion)



Game Review - Dragon Age: Origins: Awakening (expansion)

Score -4 (Dragon Age: Origins score +12/-8, reviewed here)

Overview
Dragon Age: Origins: Awakening is an expansion for Dragon Age: Origins. Expansions typically offer more mechanics, more monsters, but less hours of gameplay than the original game. No exception here. What is significantly different here is the loss of moral choices in each of the main quests. It was a theme in the original game (which nevertheless had little effect on the final outcome), but Awakenings is much more linearly and simply scripted. The only non-linear part is in which order you do the quests.
- Probably the most disappointing part of Awakening is the story. It's just not that interesting. And the quests you do on the side only touch on the overall story, so that they feel very disconnected and irrelevant, and they didn't really advance the story, deepen the mystery, or enlighten you to what's going on. They were just very long sidetrips. In some ways Origins had this as well, but your trips to see the Dwarves and the Dalish at least were ultimately tied in to the main story by the treaties and your quest to assemble an army (not that you actually needed any of them in the end). There was a story here, and a sort of wrap-up to the whole problem of Blights, but it wasn't compellingly told and what you did to get to the end came across as quite boring. What the expansion could have done was improve on the original gameplay, making you interested in replaying it. For example, it could have made the new mechanics/content -- classes, skills, spells, use of runes, etcetera -- available in Origins, making it worthwhile to replay that, especially as some people might have uninstalled their game and not have a savegame to import.
- Some poorly thought out expanded content, and nothing fixed from the previous. For example, runes were strictly for weapons in the original game, and could not be used on mage staves, bows, or crossbows. Nothing changed here, so if you weren't dual-wielding, you lost out. In Awakening, runes are now available for armor, but not for mage robes, so again mages were excluded. They are powerful and useful enough on their own, however.
- Glaring bugs, like two Captain Garavels after in the throne room after defending Vigil's Keep. Or one of the conspirators against you appearing in court after you exposed and killed them.
- The new character specializations sound interesting initially but aren't actually that interesting to use. They are implausibly attained (reading a book can get you fade warrior powers) and compared to their activation cost, not cost efficient. Warriors now get Stamina potions to keep up their stamina and allow them to use powers more frequently, but the actual powers aren't particularly interesting or useful. I found myself using Origins content only in spells and powers, and still using no potions because the game is generally easy enough at Nightmare mode. The low-level stage where High Dragons are dangerous is long past.
(-) Like other titles associated with the developers, such as their early Dungeons and Dragons based games, we see inflated monster scaling for no good reason. We already took points off for this in our review of Dragon Age: Origins, so I'm not taking more off here, but just reiterating this criticism. A fantasy role-playing game is more rooted in plausibility than, say, Diablo or Dungeon Siege II, which plays more like an arcade fighting game. In Dragon Age: Origins: Awakening, even peasants can be level 27 and have epic amounts of health because your main character is of a high level. What they could have done was to leave trivial encounters trivial, and focus their attention on scripting interesting things to do, on plot events, and choices to be made. At a high to epic level, characters should be focussed on doing epic things. There were a lot of missed opportunities here that don't need epic-levelled enemies. Examples:
  • "Endurance mode": In Kal'Hirol, there are three broodmothers and supposedly a Darkspawn army gathering. The huge golem you fight is a nice encounter, but where's the darkspawn army? And the final encounter with the broodmothers is also trivial. What could have been done was to swarm the characters with a very long stream of darkspawn. You don't have to kill anyone's FPS with too many monsters on the map at once, but you can keep the characters engaged in a very long combat with constant reinforcements -- use attrition versus inflation.
  • Bosses could use more reinforcements or staying power. They don't have to strike harder, just last longer. The Baroness could have been scripted to fade into incorporeal spirit form to partially heal and open tears to the fade, allowing demons to enter and keep the characters busy.
  • The prison/gauntlet in the Silverite Mines could have been turned into a rescue quest where the final count of rescued persons adds to the defenders in Amaranthine or Vigil's Keep. No epic combat needed, but instead using skills to protect and heal allies.

Friday, February 3, 2012

Game Review - Awakening: The Goblin Kingdom




Game Review - Awakening: The Goblin Kingdom (v1.0)

Score +3/-4

Overview


Awakening: The Goblin Kingdom is the third episode in a fairy tale story that began with Awakening: The Dreamless Castle and Awakening: Moonfell Wood. The artwork is beautiful and has many generic fairy tale elements and creatures. It is equal parts hidden object game and a series of minigames which you are allowed to skip.
+ Beautiful fantasy artwork and good music score.
+ The hidden object game action does not rely on objects scattered about other implausibly sized and positioned clutter.
+ There is a good range of puzzles to the minigames.
- Some of the puzzles don't work very well. For example, the draw-in-the-lines puzzle in the Fungal Forest has poor completion detection. Even the Strategy Guide mentions that it may be necessary to add more to the ends/corners in case the game doesn't detect it correctly. This should have been fixed instead of having to mention it as a hint.
- Some later areas need more playtesting. For example, in the Fungal Forest, there is a coin on the edge of a basin, and nothing preventing you from picking up except that the game is scripted to not allow it. This is highly counterintuitive since the coin is right there in plain view, and later in the game you can in fact pick it up. Another instance of bad playtesting/game choices is the clear-the-board match-3 game at the end of the GobHolme chapter are unnecessarily tedious because you are simply waiting for the correct pieces to appear so you can match them. If you wait long enough you will get what you need, but this can be a very long wait and it wastes the player's time with something that is not related to their skill at all. This should have been adjusted after playtesting. If it were deliberately kept, then this is a grossly bad design choice.
- The strategy guide for one of the clear-the-board puzzles in the Fungal Forest does not in fact work.
- The reasoning behind some actions is inconsistent. For example, at the icy train station you are not allowed to use your dragon to melt ice because it might burn down the train car. But later in the goblin palace, you can use your dragon on a small wooden panel without fear of burning up whatever is behind it.