Bioware
and I have a very strained relationship. I want to love their games.
However, their games have a tendency to do everything they can to
irritate me. Though I enjoy their writing more often than not (which
is NOT license to tell me how much you love/hate Mass Effect 3),
there is almost always an odd quirk or two that comes up so often
that it becomes a real issue. This is why it has taken me so long to
actually sit down and take the time to play Dragon Age: Origins. Last
year's Steam Summer Sale proved the ideal time to purchase the
Ultimate Edition of the game, but I had never actually played it up
until now. Having finished my playthrough of Origins, I have quite a
bit to say about it.
Let us
start with the thing that irritated me the most: the combat. I could
not stand the combat in Dragon Age: Origins. Battles take place in
real time. When the player party comes close enough to an enemy unit,
battle starts instantly. Characters draw their weapons and attack
enemies, either with skills that consume mana/stamina or weapon
strikes. Tactics can be adjusted by either manipulating the
step-by-step procedure each character follows, in a style similar to
the gambits from Final Fantasy XII, or by pausing the game to tell
them what to do manually. At the end of the fight, health, mana, and
stamina is restored.
This
seems simple enough on paper. However, even though I was playing on
Easy, the system presented a number of issues to me. For example,
there were a number of times where I found my allies near death. I
paused the game to order them to drink a health potion. More
frequently than I would have liked, these actions were interrupted by
enemy attacks. That is not where I draw issue. What angered me is
that when they get back up, they pretend as if the order to drink a
health potion never happened and resume their combat routine. In the
period it would take me to pause and reissue the order, the ally
would typically get knocked down again. This would continue until
they died.
On top
of that, the combat even outside of circumstances like the one
described above felt much like a chore. With few exceptions,
encounters fell into one of two categories. One type of fight was so
trivial that just allowing my characters to whack an enemy's shins
until they die was more than enough to take care of them. The other
type was tough enough that the player would need to pause almost
after every single action so that new orders could be issued and time
was not wasted. In either of these cases, it feels more often than
not that the game's battle system should have been Turn-Based, rather
than Real Time with Pause.
Turn-Based
Combat would give players a greater ability to make tactical
decisions than the Real Time with Pause system used in Dragon Age:
Origins. This would also free them from the burden of constantly
needing to stop and pause the game, switching between characters and
fiddling with their orders in just the right way. It brings a much
needed layer of precision into the gameplay, allowing players to more
accurately plan and perform combat actions without forcing them to
repeatedly halt the action. Real Time with Pause did not really work
in Baldur's Gate and it does not work with Dragon Age either. I found
that fighting became much more tedious in both games because of that
system. Not to say that Real Time with Pause cannot work at all.
Rather, I do not think it was a strong fit for Dragon Age.
Though I
do dislike the combat, that was not my biggest complaint. The thing
that bothered me most was the exploration of the various areas in the
game. It is typical RPG fare. Players and their party explore
dungeons/forests/towns, completing objectives. Along the way, they
can find side quests, treasures, monsters, etc. Traps will also be
scattered throughout dungeons for Rogue characters to find and
disarm. Classic fantasy RPGs are the main source of inspiration, and
it clearly shows.
Unfortunately,
this is as much a negative as it is a positive. What I mean by that
is that most of the dungeons in the game are far too long. Exploring
an area just enough to get through the main story can easily take two
or three hours, and that is just one area. Dragon Age: Origins is
also infamous for areas that can take much longer than that, like the
Fade or the Deep Roads. Unlike most other games I have played, I
rarely feel like I have made any significant progress in a single
session of Dragon Age. The game feels artificially long because of
this. As a gamer, I feel that if a single dungeon takes more than one
hour to clear its main quest objective, it is far too long. Anything
of greater length than that, for a single dungeon, is disrespectful
to my time.
The
level design was also made worse in the most of the padding came in
the form of unavoidable combat. Were it not for all the many, many
fights that I would have to go through to get anything accomplished
in Dragon Age: Origins, I might have had a more favorable impression
of the battle system. Unfortunately, the game throws waves and waves
of enemies at the player. Most exits to individual zones are blocked
by foes. Even as a Rogue, it was impossible to sneak around them.
However, that has nothing to do with my, or my character's, ability
to sneak. Rather, it is thanks to the way the game registers combat.
Being “in combat” or “out of combat” is determined purely by
how close the player character is to an enemy. When I walked silently
across enemy lines without their knowing, I was still “in combat”
because they were close to me. Sadly, players cannot change zones
while in combat. Even though they did not see me and I was not
attacking anything, I was “in combat” and could not proceed
without killing everyone in the room. This can be made even worse
when the game fails to see that all enemies have been defeated, and
takes too long to transition out of combat.
And all
of this begs the question. If I disliked so many aspects of this
game, why on Earth did I stick to it long enough to finish? To answer
that hypothetical question: I did so because the story and lore of
Dragon Age: Origins is really interesting. So much so that I
compelled myself to push through the torturous parts of the game to
get to the next section of story and dialog. Though a lot of the plot
is predictable in its own Bioware-way, there are enough twists and
surprises to keep the experience feeling fresh. As one can expect
from the development studio, the ensemble cast of characters in the
game are very well written and come off as believable people. Player
interactions with these characters are interesting and change enough
small details that the game feels unique to each individual player.
Also, unlike The Elder Scrolls V: Skyrim, Dragon Age: Origins makes
the player feel like they are having an impact on the world and its
people. The world reacts to events that happen in the game. NPCs even
comment on and acknowledge past events and deed.
One of
the most interesting ways this is accomplished is through the games
various origin stories. Based on the player's starting gender, race,
and character class, different origin story options are available to
them. Rather than just be a wall of text, these origin stories serve
as the start of the game, leading up to the point where the player
character becomes the Grey Warden. I played as a Human Noble, and my
origin story was reflected constantly throughout the game. I felt
like the game tailored itself to my story and my character, which I
have great respect for. The ending is also very different depending
on the alliances forged and sides taken during the player's journey,
taking the more positive aspects of old-school RPG design.
Ultimately
though, I will probably never play through the other origin stories.
Simply because that would imply that I have any interest in going
through Dragon Age: Origins a second time. I enjoyed the story
exactly enough to finish it one time. I could not possibly bear
playing the game again. I see why it is a popular game among RPG
enthusiasts. For better or worse, it is a love letter to the old
school isometric RPGs brought into 3D space. In many ways, I like and
have respect for it. However, the time commitment necessary to finish
the game, and the annoyances generated by its combat systems, are
simply too great for me to really say that I enjoyed the game. I hear
Dragon Age 2 changed things around a bit. Maybe sometime in the
future, I will attempt to play that game as well. First, I will need
to finish the DLC modules for Origins because I hear Awakening is
pretty good. Then, I will need to wash the taste out of my mouth with
something more palatable.
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