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  • Alpha Protocol is the new Deus Ex

    by 
    Rowan Kaiser
    Rowan Kaiser
    02.08.2013

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. Alpha Protocol is the new Deus Ex. This may seem like a strong statement, given the original Deus Ex's regard as an all-time great, but that wasn't always the case. Time has been very kind to it, and Alpha Protocol seems perfectly positioned to undergo a similar process. Both games' weaknesses are transparent, and both games' strengths point toward the future of video games. When Deus Ex was released a little over a decade ago, I remember reading a review in Computer Gaming World, which gave it 3.5 stars out of 5. CGW justified that score by pointing out glaring flaws with Deus Ex, primarily its ugly graphics and pathetic artificial intelligence. I remember that review specifically because, a month or two later, they printed a letter to the editor that said roughly "I was going to get angry because I obsessed about the game for two weeks, but as I started writing I realized your criticisms were entirely valid." This, to me, strikes at the very core of what makes a cult classic: a general, all-encompassing analysis may find obvious flaws that prevent full-throated praise, but for those who can forgive those flaws, the strengths aren't done better anywhere else.%Gallery-19776%

  • How Morrowind and KOTOR defined modern RPGs

    by 
    Rowan Kaiser
    Rowan Kaiser
    12.07.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. In the early 2000s, two Western role-playing games grabbed the genre and shoved it into new and surprisingly popular directions. Bethesda's The Elder Scrolls III: Morrowind (2002) and BioWare's Knights Of The Old Republic (2003) modernized RPGs' technology, expanded the audience, and created the two most popular models for the genre moving forward.Before these two games were released, the term Computer Role-Playing Game (CRPG) was commonly used to describe the games in this column. Ultima, Wizardry, Fallout, Baldur's Gate, these all came out on computers (at least initially), with DOS/Windows becoming the computer platform of choice as the decade progressed. But Morrowind and KOTOR were designed and released for the Xbox – and they succeeded there. The realm of console RPGs was opened to very different styles of game from the Final Fantasies which had dominated. This successful move opened entirely new modes of money-making, allowing BioWare and Bethesda to become some of the biggest developers in gaming overall.

  • The controversial, unbalanced narrative of Dragon Age 2

    by 
    Rowan Kaiser
    Rowan Kaiser
    08.31.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. Dragon Age 2 is one of the most controversial role-playing games of recent years. Highly anticipated after the successes of BioWare's previous two games, Dragon Age: Origins and Mass Effect 2, it was released to strong sales and initially positive reviews. Yet it didn't take long before there was both fan and critical backlash to the game. What seemed like an unambiguously promising release turned into a lightning rod, and Dragon Age 2 went missing from many Game Of The Year lists. On the other hand, I noticed a small but extremely devoted cadre of fans, including some people who loved it so much that they immediately replayed it, four or five times, touching no other games for months.So it was with both trepidation and excitement that I finally approached Dragon Age 2, as I missed it on initial release and then was warned off of it afterward. Having finally played it, I can see what the fuss was about, both good and bad. Dragon Age 2 almost demanded to be controversial thanks to its structure. In a genre filled with narratively complete, balanced games, DA2 ambitions push it in less balanced and incomplete directions. That's risky.%Gallery-115856%

  • An RPG fan's guide to the Steam Sale

    by 
    Rowan Kaiser
    Rowan Kaiser
    07.20.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. It's the most wonderful time of the year to be a PC gamer: the Steam Summer Sale! For those of us who are fans of Western/PC RPGs, this is a chance to get some of the best games available for prices that ought to make console fans jealous.This column is going up toward the end of the sale, so some of the best prices for some may have come and gone, but between the voting, the flash sales, and the fact that Steam usually uses the last day or so to repeat some of the biggest sales, it's possible to get the best prices again even if you missed the first round.

  • Voice acting in RPGs may be more trouble than it's worth

    by 
    Rowan Kaiser
    Rowan Kaiser
    07.06.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. Jennifer Hale, Nolan North and Troy Baker, among others, have become video game celebrities for their voice acting – deservedly so, given how entertaining they can be as characters like Commander Shepard or Nathan Drake. Recorded speech has become a significant component of most all games, notably RPGs, having grown steadily since the shift to CD-ROM games in the mid-1990s. Yet their importance isn't always apparent.I, for one, didn't realize their impact on games until just a year or two ago, when I commented on game designer Brenda Brathwaite's blog about how an RPG could be done cheaper and faster without many modern components, which included recorded speech. Brathwaite responded specifically to the voice acting component, saying that once her company started making RPGs with voice acting, they discovered that their writing and editing process had to be completed well in advance of what they were used to, with the actor's recording of his or her lines "baking" the narrative section in place much earlier than normal."Great ideas were left sitting on the bench because the time to record them (or render graphics) wasn't available," she said in her reply.

  • Ultima: Most. Important. Game Series. Ever.

    by 
    Rowan Kaiser
    Rowan Kaiser
    01.26.2012

    This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. Hey there. Whatcha playing? No, actually, don't tell me. You're playing Ultima. You don't know you're playing Ultima, but you are. If you're playing an open-world game, you're dealing with Ultima. If you're playing a massively-multiplayer game, you're dealing with Ultima. If you're playing a game with a morality system, Ultima. Even something as simple as three-dimensional graphics – either in perspective or overall representation – have ties to Ultima. How?Open-world gaming: From the beginning, the Ultima games took place in worlds which were as big as possible given the tech constraints. You traveled across swamps, oceans, and hills, discovering what the world had to offer. The world was rarely "gated", letting exploration proceed in a non-linear fashion. What's more, the developments of open-world gameplay throughout the course of the series presaged the open-world games to come.Ultima VI (1990) may be the most important open-world game of all time. Previous games in the series had switched perspective based on your context – dungeons were first-person, combat was top-down, and exploration on the world map had a completely different scale than exploration of towns. In Ultima VI, perspective was consistent. Your party walked into a town in the same way that it walks through a dungeon. It was a seamless, consistent world, that felt lived-in, and that open-world games from Grand Theft Auto to Skyrim owe a huge debt to.The deeper into the series you go, the more complex the world. Want to quit adventuring for a while and bake bread? You could do that. Want to explore dungeons that are totally irrelevant to the plot? That was an option. Grab a cannon and start slaughtering guards so you can steal everything in the town? Well, you could do that, but there were consequences.