Tag Archives: Mass Effect

Rogue Failure. Or ‘How I Stopped Worrying and Learned To Love the Paragon’

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I am not and never have been a rebel.  In life, as in gaming, I tend to follow a path of general decency and behaving unto others as I would wish for them to treat me – it isn’t cool, it rarely yields great rewards and marks you out to others in the world as being even more of a nerd than they expect you to be.  Thankless existence, unto eternity?  You said it.

I am, dear reader, a Paragon, a Paladin, a White Hat – and I’m ok with it.

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My current favourite gaming experience, the omnipresent “Kingdoms of Amalur”, gives me the chance to play as a rogue class ranged fighter and what I’ve discovered from my now 52 hours of game play is that I’m absolutely useless when given the choice to exercise bad behaviour in games.  ‘Amalur’, for example, gives your levelled-up Rogue class the chance to use your stealth ability to sneak up on adversary and ally alike and either shank them assassin style or simply pickpocket them for nifty loot.

Curiously, I find it more morally acceptable and preferable to sneak up on humanoid aggressors and slice them six ways to Sunday than to go creeping around the game world and cut purses or rifle through wallets – how’s that for a bizarre reaction to choices that a game designer provides you with?   I’d like to think that it doesn’t prove that I’m a sociopath-in-waiting but it does give you pause.

It’s this odd disconnect between real world personal conviction and the options inherent in a video game environment  which has kept me from playing sandbox gangster titles like “Saints Row”, “Mafia” and the grand-daddy of them all, “Grand Theft Auto”.  If I can’t envisage ever wanting to be the characters or inhabiting their world, there’s no way that I’m going to play the title – it’s probably a Boy Scout reaction to the criminal anti-hero archetype but there you go.

That’s not to say that I require characters in-game to be Peter Pureheart and impossibly, impractically noble as that option offers as much of a game-breaking flaw as glitch code or poor design decisions but I don’t want to play games where the protagonist’s raison etre is slaying innocent bystanders and arbitrarily causing car crashes.  It’s just not how I’m wired, folks.

I suppose the point that I’m grasping towards is that I like being offered choice about what I do in games – perhaps I should make 2013 the year that I start to take advantage of those choices and see where they take me in games?

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“Mass Effect” shoes own planet, your heart.

Massively Effective shoes for the N7 fashionista in you...

Via the on-point nerd fashion mavens at Fashionably Geek.

 

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Kingdoms of Amalur: Reckoning – demoed!

I have to confess that I’ve been a bit remiss on the gaming side of things.  Since finishing “Uncharted 3” in the run up to Christmas, my time has been monopolised by other things.  This is partly by choice, as I decided to throw some of my energies into reading through the growing stack of novels by my bedside before they formed some kind of sentient, gaudy covered Jenga-like tower of my undoing.

I’ll get to that in a post later this week – blame GoodReads.com and the Sword and Laser podcast for getting me hooked on books anew – but I want to touch on a game demo which reeled me in like a conga eel at the weekend.  I’m talking about the latest action/RPG from EA, Big Huge Games and 38 Studios, “Kingdoms of Amalur: Reckoning”.

If you’re currently neck-deep in your “Skyrim” quest lines, I’m not sure that you’ll find a great deal in the “Amalur” demo to drag you away from your Dragonborn adventures but if you’ve skipped “Skyrim” – and, believe it or not, there are people who haven’t set foot in that epic digital realm – it’s entirely possible that this hybrid fantasy adventure might be your particular flagon of Elven Ale.

For one thing, it’s inevitably a more directed experience, at least in the demo portion that I’ve played.   You watch some cut scene action, create a character and go on a extended tuition of combat, mechanics and get some back story thrown in.  It’s not an earth-shattering approach to the genre, but it is nicely assured and seems to be a slightly better job of chucking you into a single-player action fantasy setting than EA’s “Dragon Age 2” did in 2011.

As is so often the case for me, I’ve gone for the female Elf archetype and played through the demo focusing on combat as much as any of the other talents which you can level up.  And the combat, at least in this vertical slice of game, is accessible, fun and makes you feel like you can mix things up to suit your style until you have the measure of the enemies being pitted against you.

Dodge about a bit, hit some poor unfortunate lackey with arrows from a distance, dash back in and lay waste with your short blades – it’s often so tough to get this stuff right in games, but on the evidence of this demo, if “Amalur” gets something dead on, it’s the fighting.  Boding well for the full retail release, I’m saying.

The settings are fun, the meta-game collection aspects are well integrated and the conversation system is accessible to anybody who’s picked up and played “Mass Effect” in this console generation.   That comparison alone may suggest to whether you want to play it or not, but I’m enjoying what I’ve played of this game and might be reorganizing my time to give this game some attention once it comes out on the 10th of February in the UK.

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