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Dragon Age: Origins UK Review

11/13/09

Dragon Age: Origins UK Review

Choice has long been a buzz word used by developers claiming their game allows players to take any path they wish, that decisions they make have an important impact on how the story pans out. While some games have come close to fulfilling these promises, BioWare aim to edge even nearer with Dragon Age:Origins Indeed, BioWare is so keen to demonstrate how choices really do make difference for the latest showing it has rigged up to PCs alongside each other, each playing out the same scenarios but with two different teams. The first is led by a human noble supported by three other characters, one of which is Morgan, a red-hot mage whose smouldering look is matched only by her fiery attitude. Meanwhile, the other team is also headed up by a more amiable spellcaster, but the dominant force is definitely a brute called Sten, who as part of his back story killed an entire family with his bare hands.



The first scenario will be one familiar to anyone well versed in role-playing lore; both teams need to cross a lake but, unsurprisingly, there's an uncooperative guard standing in their way. Both teams include a Grey Wardens – guardians of the realm who should have the right to pass - but the guard is unimpressed by their credentials and stands firm. At this point the two conversations pan out in much the same way, but when the guard spots Morgan his tact changes, claiming a girl like her wouldn't want to go to a dark place like the tower. What he didn't bargain on was a bucketful of Morgan's attitude, with the hot-tempered wizard threatening to mercilessly tear off his limbs and gouge out his eyes, prompting the guard to let them pass. Playing as the other team, with vicious killer Sten towering over the guard you'd expect the same encounter to play out in much the same
way, but rather than ripping the guards arms off Sten offers him cookies. Hungry from standing in the cold for hours on end, the guard gratefully accepts the gift and lets them pass with not so much as a harsh word spoken.



BioWare is keen to point out that this is just one small way decisions change the way the story progresses, and that the situation could've panned out any number of ways, depending on the characters in your team and also the direction you steer the conversation in. For example, if you fail to sweet talk the guard into letting you pass you can always resort to violence, but this will almost certainly impact on what happens further down the line.
source:http://ign.com

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