After a week, I think it’s time to start thinking about Dragon Age: Origins, and the interesting effects it’s had both on my life (read: biological clock) and my passion for fantasy and mythology. Daniel and Lewis have been asking me recently, and after reading Lewis’ excellent review, most of which I completely agree with, I thought I’d hit you folks with some thoughts of my own.
At first, I thought I was never going to get the damn game in the first place, when I consider the amount of horrendous run-arounds, bullshit and grief it took to actually get the game into the console’s disc-tray in the first place.
Two weeks before release, I took a look at my bank balance, bit the bullet, and placed a pre-order for the collector’s edition, ignoring the jibes from digital customers (Warden’s Keep DLC free for them) or American gamers (free tin box, cloth map – anything that makes up for living in the States, I suppose). I entered my details, hit the order button, and waited. An hour later, e-receipt in hand, I began forming plans for my character whilst working on getting the PC character-builder to work (it didn’t – any time you see a sticker on your laptop that says you’ve got a certain amount of graphical memory, half it and you’re closer to the truth).
On the Monday night before release, GAME cancelled my order. And the replacement order the night before release.
After moaning about my bank, and moaning at GAME, the order finally went through on Friday morning, and I got to wait until Monday when my wonderful girlfriend brought it back from the house it was delivered to (couldn’t even get the right address), and I finally chucked it in the drive, installed it (I know it makes no difference to loading times, but Christ that noise is horrible) and went for it.
It was around this point I realised this game was going to completely dominate my spare time up until Christmas, if not afterwards as well.
Dragon Age: Origins is, quite simply, the most addictive game I’ve encountered since World of Warcraft. Never have I played a game so rich with back-story, well-written dialogue and engaging, well thought-out side quests, every option open to you from the second you’re done with the Ostagar story. At the current time of writing, I’m near finishing my first play-through, spending around thirty hours delving into the various areas of the game, knowing I’ll notch up somewhere in the region of two hundred before any new downloadable content makes an appearance on the Marketplace.
Like I said in my other post, I’m a massive fan of Dwarves, their lore and the characters that evolve out of said lore. Whilst not considering myself a veritable scholar on the subject, I’d wager I’m comfortable enough with the angry little bastards to be able to judge their incarnation in Origins well enough.
So let’s travel through the origins, trials and tribulations of Grumnir Aeducan together.
With any good origin story comes an even better set of sweeping camera shots and deep, rumbling narrated bits of dialogue about the respective race you are about to become involved with for the next hundred hours (or in the case of my Tauren, several hundred days). Warcraft did this perfectly, and Origins doesn’t shirk this duty either. Orzammar, city of the Dwarves and last true bastion against the murderous Darkspawn, sits beneath the stone of the over-world; dark, ancient, and full to the brim with small people who pride themselves on honour, tradition and an intricate caste system.
False loyalty, circles within circles, two-faced politics – all of this surrounds you from the moment you are thrust into the mind, body and soul of your chosen avatar: the chosen son of Dwarven royalty. You are instantly surrounded by both the harsh and the welcoming; brothers, friends, and politicians enticing you with gifts in order for you to lend your name to their cause. But who are they enticing? Grumnir, or myself? Are they wanting his support, or for me to engage with a moral choice system so inherent to the genre, now?
The contemporary games-design choice worth speaking about as a journalist of the last decade is the moral choice system. Good, bad, evil, noble – so many choices, and all displayed on a little bar divided into sections of blue and red, black and white, or simply monochromatic; an indication of how far gone you are, or how nauseatingly nice you’ve been to everyone for fear making questionable choices with a controller will somehow lead to the replication of said choices in real life. Absurd? I no longer think so. Origins does away with the bar, and through doing so forces us to confront what it is about ourselves we fear so much when wondering whether or not to save the Council in Mass Effect: whether or not we’re prepared to sacrifice those we care about less to save those we care about more. The definition of the greater good, that ultimate choice we can make to enable humanity to reap the greatest benefit is something we have sought for millenia, and even influenced this website’s domain name.
Soon enough, I am seeking out the evil in the small slice of world the developer-gods have afforded me, sword and shield gripped tightly in hand and coming to terms with a genius method of controlling both my character and his various compatriots. Damn the PC version of the game, in my opinion: both have merits, but there’s nothing like being able to use the right trigger as a hot-swap function in the heat of battle – just inching that part of the controller back into its chassis makes me feel like I’m taking things up a notch, and – as great as PC RPG titles may be – unless you’ve got at least four other people on Vent, it’s an experience you’ll never replicate with a mouse and keyboard. PC gaming is fantastic, but console gaming was designed with adrenaline in mind, and it’s now I thank those Ritalin-popping console FPS addicts that have so influenced the design demographic of this generation’s games.
The mobs I am currently locked in combat with are not new to me in any way. I could say that this is because of the fact that whether I fight goblins, mages or skeletons that I am, indeed, fighting the same thing: the will of evil, the dark side of the souls of the development team who seek to ruin my fun by sending wave after wave of the undead or the green at me, swords flailing as their repetitive death animations take their toll on their dwindling numbers.
However, this is not the case.
The reason they are not new to me, is because, quite frankly, their faces remind me a little too much of the Locust race from the Gears universe, and it’s an uncomfortable memory. The Locust, quite frankly, are ridiculously fucking scary, their third-degree-burn aesthetics, sharp teeth and predilection for guttural, retro-evolved communication triggering a primal sense of fear, panic and will to retreat in me that becomes hard to fight down as time goes on and my stamina levels and health pot reserves begin to drop. The Darkspawn, however, are at an advantage when compared to their Bleszinski-created counterparts: their humanoid appearance is explained through their background, twisted emulations of the forms power-mad human mages once wore before being cast down.
It begs the question – why aren’t the other races simply defeating the Darkspawn, then turning on the human race to make sure this kind of ridiculous bullshit never happens again? It’s a valid question, is it not? Take any major problem in a fantasy universe, and you’ll usually find human mages with inferiority complexes at the god-damn center of it. Anything from trying to become gods to simply trying to save a dying relative, and the demon demographic throw up their collective hands in celebration, as it’s time, once again, to raid the land of the normal and the living in order to sow chaos and havoc because Gordon the Mystical forgot to put away the ritual candlesticks.
But it’s refreshing and soothing to slowly cleanse the land of these despicable little creatures; every one that falls is another notch on my belt as a soon-t0-be Grey Warden, heart burning with the fresh betrayal of my race’s nobility, and the loss of love from my father, the king. Cast out of Orzammar and with only an axe and the desire to atone for sins I did not commit, I launch myself into the first few enemies I see, Grumnir’s sorrow and my frustration at being cast out of a location I adored exploring for the past two hours providing me with the motivation I need to carve my way through the Deep Roads towards Duncan, leader of the Ferelden Grey Wardens.
The last time I saw the Deep Roads was in the first chapter of Bioware’s Origins tie-in Flash game, and I rambled about it at length along with its location. I didn’t understand, then, why the city of Orzammar was arranged in a baffling circle around a black area of the map, not understanding then that a third dimension to the aesthetical proceedings would grant me the knowledge that the city was based around a massive hole in the mantle of the planet on which I am stood so deep within. It also granted me my first insight into the Dwarven passageways that stretched across the entire continent, if not the entire world. The Deep Roads are a place of many design possibilities; their accessibility across vast swathes of countryside means that, feasibly, any race or manner of horrors could take up residence, never saddling the developers with the inglorious task of having to explain why the elves have made a camp in a Dwarven tomb. Not that they have, presently, but the possibility is there and this is important if Bioware are willing to stick to the two years of downloadable quests and new locations they have so passionately advocated in the press.
It’s an odd feeling, to begin your journey down the path of becoming a Grey Warden, knowing that you’re always going to become one. The armour that comes with the Collector’s Edition is Grey Warden armour, and the achievements even indicate to you that you’re doing the work of these fabled guardians simply by killing many, many Darkspawn. Personally, I find their name to be the most interesting part of their mythology. If you’ve ever done an English degree, you’ll know that most coursework tends to lean towards reading into words and phrases and their respective symbolism to an almost fanatical degree, and that this comes in useful when looking at the various names and colloquialisms you’ll encounter in Origins.
To be grey is to be boring, to be bland. To be grey is to be old, withered, but wizened and loyal to a just cause forgotten long ago. Are these brave men and women wardens of humanity, elves and dwarves, or are they guardians of a deep mythology that holds importance above all the humanoids walking the earth in the name of the Stone, the Maker or nature itself? It begs the question of what these people are really guarding. Are they so arrogant they have never questioned what about them makes them so fanatical about defending the realm? It can’t be the desire to live themselves, or they would never take up sword and shield. To shun the rest of humanity with an initiation process that kills more people than it initiates is another negative sign. So what is it? Some secret held by their order that the Darkspawn must never uncover? Or something more sinister?
Ignoring this, we are confronted early on with a colossal battle, of which you are more a part of than the game’s mechanics would indicate to you. Looking down from the battlements on a war you sorely wish you could be in the thick of (though judging by Normal difficulty’s ridiculous spikes, you’re probably thankful you’re not), it’s easy to forget that this isn’t just a set-piece you’re supposed to gawp at before running along to your various anal little quests, the moment forgotten like so many bad microwave meals. Stand in one place too long, and you’ll be hit by an arrow arching up from the battle surging below. You are not some invincible hero to the Darkspawn assaulting Ostagar; you’re just another speck on the castle walls, another little cog in a machine so huge that for one single moment, your place in the Origins universe becomes uncomfortably clear and you back away, fearful that your character no longer holds sufficient relevance to survive through to the inevitable sequel (let’s not fuck around, it’s called Origins).
But what of these moments? What significance do they hold? Are we expected to take up the mantle of the Wardens and fight the good fight, once Duncan falls? It has become RPG tradition for the wise mentor to fall early on in the narrative, leaving us to fend for ourselves like so many panicked university students with low attendance and even lower motivation shortly before the dissertation is due. Or are we expected to simply have fun, grab some achievements, and only play every origin story simply because it’s ten gamerscore closer to finishing the game in terms of the amount of points, and no longer the emotional investment in a universe created by those who see Origins as a labour of love and not a literary masterpiece?
Do we see games as literature, currently? As art? It’s a difficult position to argue, and one certainly a lot of my journalistic compatriots have strived to do for some time. Braid is artistic, yes, but do we hold its off-center literature in such high regard we are able to ignore the flaws in the fluidity of the writing?
In Origins, the dialogue is as important as it was in Mass Effect, Oblivion, Final Fantasy VII and Grim Fandango. Yes, it’s an action RPG on the Xbox 360, with 1100G of achievements and a load of DLC that seems fun for five minutes. But you also need to listen, persuade and intimidate, and a lack of these three approaches to engaging with various characters is a lack of appreciation for the universe you’re engaging with so deeply. You can call up protective spells of denial all you like, but ultimately, there’s no way the average hundred-hour Origins player is going to know nothing whatsoever about the universe. The developers sneak in small ways of coaxing you into a world slightly altered from generic fantasy, even down to changing the name of potions to poultices, a decision which, at first seems ridiculous, and then when a journalist’s spell-checker doesn’t render the word new and therefore void in the eyes of the God-author of the Queen’s English, less so.
But after engaging with the player for so long, how can we then encourage them to run off and bring the quest-giver in question ten rat’s tails as well as a mystical item crucial to saving the world as we know it? We can’t, simply. But we can, however, expect them to veer off course and complete side quests that involve fighting witches-turned-dragons, saving golems from a life of magical servitude and imprisonment, and doing favours for the characters our avatars fall in love with.
The love quests are the oddest of the bunch; almost like an enjoyable rom-com (there are a few), the dialogue slowly turns from the heroic and noble to the coy and suggestive, with tentative kisses and polygon-light lovemaking whilst still mostly dressed (thank Christ) another interesting deviation from the norm. Bioware are refining their methods of setting the tone, turning the lights down low and slipping on some Barry White whilst putting on something a little more comfortable, and it’s a far cry, thankfully, from the “drop and give me twenty” innuendos of their ongoing sci-fi epic. Ashley and Sheperd are in direct competition in my household for the crown of fictional romance against Derek (Shepherd, hilariously) and Meredith in Grey’s Anatomy, and it’s because they are a loveable couple, but ultimately none too realistic. Here, other characters will confront you about your choices, and gossip between themselves behind your back, literally.
However, my dwarf is a little bit of a bastard, as he had an affair with Morrigan.
Oddly enough, he did this at camp, in full view of a certain priestess who was completely and utterly in love with him, having spent the night together less than a week before his night-time exertions with this witch of the wilds. There was no accusation, no reaction, and I remain half tempted to kiss one of them in front of the other simply to find out what, exactly, the rules of engagement are in this fictional universe. For a developer to put so much faith into their romance mechanics only to code in no consequences for cheating on your companion, is extremely at odds with the strong moral counterpart to the rest of the game’s mechanics, especially when playing a character who, in Grumnir’s case, is most definitely a nice guy, most of the time. I found it disappointing that having an affair didn’t count as a negative moral choice, and I lost a significant amount of faith in the game’s realism for a few hours.
Then I fought a fucking dragon, and I stopped caring so much.
The thing with Origins, is that even two years down the line, there’ll still be DLC and things to talk about, and it’ll be a recurring theme on this blog from now on. I’m a big Mass Effect person, also, but I don’t see two years of life in the sequel. My acid test for this game, admittedly, was my girlfriend, of whom I was expecting to see Origins with the eyes of a sci-fi loyalist and simply look at me with pity, her eyes communicating nothing more than “this is complete drivel.” However, two hours in and she’s completely hooked, so I know it’s not because I dig orcs and elves myself that I’m ignoring any major faults, blinded by my bias for the genre.
I hope you enjoy the game as much as I do, and I’ll return from Ferelden with more thoughts as time goes on. For now though, it’s Sunday and I’m itching to kill an archdemon.