November 4, 2009
moral grey areas
Chad Sapieha noticing an important game mechanic in Dragon Age: Origins:
What is new is how so little of it is black and white. There’s no morality meter, no dark or light side leanings; just people, their actions, and the consequences of those actions.
In fact, even if you want to do the right (or wrong) thing you may find it difficult to recognize it when it comes along. While trying to convince a stubborn dwarf that he should help defend a village from invading ghouls I tried to intimidate him a bit to get him to see reason. He attacked my party. My guys defended themselves, and before I knew it had slain the dwarf and his friends. It felt wrong, and I wished I would have tried some other avenue of persuasion, but it was too late. Still, it’s scenes like this that might make the world of Dragon Age Bioware’s most realistic yet.
I am about five hours into the game, I’m trying to be a good fellow, and I have still done, at least, four things that I know I am going to regret later. If the game is able to consistently and organically keep this up, then we have a serious contender for the legitimization of the game as successful interact story.*
*”Legitimization” does not necessarily mean “Oscar worthy,” then again “Oscar worthy” doesn’t necessarily mean “legitimate” either.**
**Rocky instead of Taxi Driver
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instead of clicking the link and finding out, is this a computer based, online, or console based game?
It was released on computer and console.
I normally don’t play games this involved anymore because of the time commitment, but this game got such stunning reviews and is done by the developers that create some favorites of mine as a kid that I just couldn’t say no.
it looks great.
they over do it a bit with the blood, I think, but the voice acting is incredible.