Despite playing games on the regular and maintaining a presence on boards like this that discuss current gaming events, I have pretty huge blind spots. I've never played any of the Uncharted games. None of the God of Wars. Never beaten a single Metal Gear Solid. It wasn't until 2011 that I finished my first Assassin's Creed. I fell off of GTA around San Andreas, for whatever reason. I had never played Minecraft until, like, a month ago. I play games all the time, but I tend not to follow the hottest-latest. Dragon Age: Origins was one of the many things that just sort of passed me by. When everyone else was seemingly obsessed with it, I was spending my nights with Final Fantasy XI and recovering from recently removed wisdom teeth.
It wasn't until much later on, probably around the time of Dragon Age 2's release, that I figured I had missed something big; the sort of game people talk about being "important." I picked up the 360 copy in anticipation of diving into the series as a whole all at once, and then Dragon Age 2 sort of set the internet on fire, and not in a good way. Listening to various rants of the game being repetitive and dumbed down, the awful "Hamburger Hepler" crap, "when you press a button, something awesome has to happen." It was the Summer of 2011 and hating on EA was in full swing. I didn't even want to bother. I wrote off Dragon Age: Origins until I was given hope that the series was ever going to be in an upswing again because the last thing I wanted at that point was to fall in love with a series that I knew just ended up going to shit.
2014 and Inquisition seems decent. Dragon Age: Origins pops up in a Steam sale, and I have a new computer. It turns out Dragon Age: Origins is pretty good. Who knew.
Dragon Age: Origins rewards patience and careful consideration, which is nice.
Right off the bat, this game was no joke. I was aware of the game's difficulty before getting into things, but I wasn't expecting party positioning to be so paramount to most of Origins' combat encounters. If you refuse to pause, put thought into building a decent macro set for your companions respective AIs, or carefully position your group depending on their strengths, you will get wrecked.
Unfortunately though, I have the @mooseymcman problem of being more motivated to talk about what irks me about these systems more than what I loved. As much as I appreciate the game's insistence that positioning in the battles matter, many of these encounters aren't exactly all that fair. There are numerous times where new combat encounters begin with you just being immediately surrounded, which isn't very fun to try and fight your way out of. In fact, one of the most common enemy placement layouts that consistently pissed me off was "Here's a few strong melee fighters backed up by a long line of archers that will kick your shit in because they're impossible to get to without swallowing a dozen or two arrows first."
(It's a shame that my arrows seemed nowhere near as effective. In general, being an archer sort of sucked, actually.)
In an average fight where enemies are laid out naturally through an environment, positioning yourself around them, and having that go so well for you, can feel incredibly satisfying. Just throwing your entire party at another group of enemies isn't a particularly effective way of fighting, due to friendly fire or other ability ranges, and people just have a tendency to mash up against each other and get stuck. That itself doesn't bother me, because that's what would happen if two guys, a mage lady, and a dog just decided to blob themselves together onto someone else. It would be messy and ineffective; you'd constantly be getting in each others' way. So when you can position your party members into a great formation, it feels fantastic. Like a puzzle where everything fits together beautifully, even if it does lend itself to lame strategies like "just draw these enemies together and use Cone of Ice constantly."
Worrying about how your opinion on things impact your companions is also a nice change of pace from the Mass Effect games, where you can more or less be a huge cock to everyone and nobody really does anything of consequence about it. Knowing that how I handled certain matters impacted my standing with Alistair, for instance, made me given great consideration to certain decisions, because I liked and respected Alistair quite a bit and wanted him on my side. Torturing Morrigan with helpful fetch quests was also a devilish delight.
As nice as it is that the focus on keeping your ragtag group of misfits together and on the same page adds an element of self-doubt to much of the decision making in the game, though, your standing with the group is all-too-easy to manipulate with gifts. I couldn't help but feel like that aspect of the game was far too easy to, well, game.
I have a love/hate relationship with Bioware's approach to sexuality.
Let's back up for a second to Mass Effect 3. When it was revealed there would finally be gay male relationships in the game I was super psyched. (Though, to be fair, my initial reaction was probably something more like "It fucking took them long enough!") Gay dudes get short shrift in a lot of romance set ups in games, and this goes without saying. But then I played Mass Effect 3 and realized my Kaidan had died back in the first game. I was subsequently left with nothing but Steve Cortez as a gay romance option.
Cortez is also, in my opinion, one of the worst characters Bioware has ever written. His defining characteristic is crying over his dead husband, you spend barely any time with him before you end up making out in a nightclub, his character looks like some poorly cobbled together re-hashing of Jacob's body from ME2, and the actual scene with him at the end is atrocious. It was after I had finished the game that I realized I had basically just been pandered to. I went with the gay character solely because I was gay, and Bioware knew a great number of us would do exactly that, so they get to wax on about how progressive they are for including gay romances when the only explicitly gay guy in the game is embarrassingly written. The praise for them felt incredibly un-earned, and it left a pretty bad taste in my mouth.
So going in to Origins with the intent on once again romancing another dude, I was sort of expecting the worst. Thankfully Zevran winds up being a very charmingly written character, with a great deal of back story, stand-out voice acting, and fantastic sense of humor. I learned far more about Zevran's life as a member of the Crows, and his personal life in Antiva, than anything I ever learned about Steve Cortez.
The concept of a character who's raised from birth to treat sex in an almost utilitarian fashion is sort of awesome, giving a unique perspective on sex and sexuality that most other video game characters don't really bother with. This isn't some sort of wounded boy who keeps his sexuality to himself, or overcomes some sort of contrived, overly saccharine ordeal; Zevran was merely raised to think of sex with guys or girls as equally valid pleasures and chuckles at someone who's restricted to a single sex, or treats sex as too sentimental.
Honestly, most of the sexual relationships in Origins feel like a breath of fresh air. Not because they're treated "seriously" or "maturely," but very specifically because they are not. Not across the board, at least. Each character has a very distinct approach to how they appreciate sex. Alistair is a virgin due to years of being under the purview of the Chantry, so takes it hyper-seriously. Wynne appears like a wholesome old lady until she makes remarks to Alistair about how she used to enjoy fooling around with other Circle members to blow off steam, but doesn't enjoy flaunting it. Zevran treats it as harmless fun, and most conversations end up loaded with innuendo.
Affection meter aside, hokey sex-music aside, the varying approach to the importance of sex (and how quickly it can occur depending on the person) sort of sneaks up on you as a nice, pleasantly realistic touch.
The Bioware formula of RPG may be a bit predictable, but that's not inherently bad.
Some allowance, of course, should be made for the fact that Dragon Age: Origins came out in 2009. The complaints about Bioware's formulaic plot structure weren't really in full-swing then as they are these days, particularly in the wake of Mass Effect 3. It's probably why they've felt the need to change the structure of their games with the more open-world nature of Inquisition.
Despite trying to accept the game for what it was, though, Origins lays that traditional Bioware formula on pretty thick right out of the gate. You're an every-man (or woman, as the case may be) who finds himself in the wrong place at the wrong time, and it turns out you have a particular talent that makes you into a special someone, and you have to go about resolving the great crisis with a list of priorities you can do in any order. Add in some moral choices, conversation trees, and some snark, and you have The Bioware RPG.
Though there are obvious patterns to these beats, I don't think it's fair to hold it against these games, or that adherence to a certain formula is even all that new. The Tales series is an example of a long-running RPG series that sticks to certain familiar concepts, systems, graphical styles, and character tropes (TV Tropes would call those games "cliche storms") but those games are also beloved, and the formulaic structure of the series at the very least ensures a reliable baseline level of quality. It may not blow your mind or be all that innovative, but you can be sure what you're getting is tried and true. That it works, and works well. The important stuff is the details of the story itself, afterall, not necessarily how its packaged. Though complaining about the familiarity of it all may be easy, complaining about it also feels rather pedantic.
The world of Dragon Age is still exquisitely detailed, its characters well-realized and acted. Learning how the Chantry, Templars, and Mages all interact, how The Blight comes and goes, or how The Grey Wardens are structured, is not negatively impacted or reduced in any way just because of the narrative structure of how plot elements are doled out to you or how certain gameplay systems are present in most Bioware games. These things and others remain highlights of Dragon Age that are incredibly compelling to learn about, and are merely told in a manner that feels familiar to the player.
In a lot of ways, how Bioware has structured many of its games feels like a marrying of JPRG plot tropes with CRPG gameplay systems. Innovation can be overrated.
To be honest, though I really liked Origins, I don't think I love it as much as some do.
Parts of Dragon Age feel amazing. That Bioware had the balls to release a game like this as one of their flagship games in 2009 is sort of incredible in itself. Yet, and I just feel really bad for admitting this, I don't think the combat was that great. The systems at work have the potential to combine in ways that demand careful strategy and party placement, but the actual combat encounters themselves do not always play to those strengths. Playing Origins, I kept getting Mass Effect 1 vibes; the combat was just super uneven in that same Mass Effect 1 way of dying constantly, and not always feeling like I had a very clear, fair understanding of why.
Many class abilities also seem sort of pointless. Sure, I could use Morrigan as a shapeshifter; were I a complete idiot. Her animal forms pale in comparison to using her as a straight-forward mage, and my experience of playing as an archer prior to getting animal familiars to fight alongside me felt sort of miserable. Healing can also be a chore. Either bring Wynne with you, or make an unholy number of potions and keep them on your hotbar at all times for spamming, because one of those things will be necessary, if not both. This wouldn't be so bad, if it didn't take so long to travel around collecting potion ingredients from different stores.
And sections of the plot are simply a slog. Two in particular: The Fade section, and most of the Dwarven city. The Fade section of the Circle of Magi plot completely blindsides you, and takes forever, dragging the game down with a shitty puzzle section where you have to fight totally alone, and depending on your class and when you decide to take that part of the game on, it could be a pulling-hair-out level of frustrating. As for Orzammar: though I love a good political intrigue story, the game actually spends very little effort fleshing out the back story of the two political factions, instead sending you on various combat encounters in the Deep Roads that simply take far too long and seem tonally out of place, delving into weird horror stories from out of left field instead of the far more compelling plot to resolve Orzammar's throne itself.
On some level it feels unfair to say my overall opinion of the game is soured simply because of two sections, but those two sections are two of the major plotlines of the game, mostly consisting of combat that is not always well-balanced.
I adore the characters, I love the world, and I was intrigued by the plot elements that didn't involve the Fade. The universe is dark and compelling, and I am eager to see more of Dragon Age's world. In these respects, I come away from Origins feeling much like I did with the first Mass Effect; I love it more than it probably deserves to be loved, but I love it nonetheless for what it does so well, despite its flaws.
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