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sparky_buzzsaw

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Sparky's Update - Dragon's Dogma: Dark Arisen, Dead Island Riptide

Get your headsets plugged in, crank up your speaker volume, and prepare for the total non-stop disco-rockathon that is... Sparky's Update. Now with 50% less shrink wrap for you and the environment!

This last week has flown by, unfortunately for all the wrong reasons - and a few right ones. I've got an ill family member who has been in the hospital since Friday evening. I've been up there off and on since Friday, and thankfully, said family member is now home and on the mend. It's been a crazy week of fast food, bad hospital coffee, and waaaaay too much pop, and I've managed to do very little gaming in the time outside of the hospital.

That doesn't mean I haven't anything to talk about, though it will be brief. I've started Dragon's Dogma: Dark Arisen this week, and although I'm a grand total of about two hours into it, I feel like I know enough about the game to find it enjoyable, if deeply flawed. I've also been revisiting Dead Island Riptide, one of my favorite games of the year. Yes, I'm clearly insane.

In Which I Dog Dogma, Dawg

I'm way late to the Dragon's Dogma party, but that's okay, because it means I get to play the extended version called Dark Arisen. That's led to a little bit of hilarity on my part, since the quest that triggers the expansion happens to take place in the very same town you start in... without warning. Yes, my level 2, vaguely Rastafarian warrior stumbled into the game's hardest point within the first hour of the game. That summarizes Dragon's Dogma in the best way possible - no one sane at any point played this game pre-release.

I can't imagine having been a beta tester for this game, because I don't believe Dragon's Dogma had any. There's no way you can track quests on a map - at least, not that I can see, and if you can, you've got eyes like a fucking eagle, because that map and its writing is completely unintelligble on a regular old TV. Absurdly high level monsters dot the starting zones like this is 1988 and I'm playing a Might and Magic game or something. My party runs the gamut, from ass-kicking to getting caught above a tree. Above it! There are environmental hiccups galore, monsters and NPCs have pathfinding problems, and Dragon's Dogma never heard of a bit of clipping it didn't like.

The story, so far, is atrocious, the characters as flat as cardboard (and that's a pretty big insult to cardboard characters), the music forgettable, and the world about as bland as they come, and that's from a genre where "bland" is the common descriptor to practically every environment ever. The only way I've managed to progress the story is by stumbling into events haphazardly and side-quests are nothing I haven't seen before.

Despite all of this, I find myself enjoying the game. Much like last year's Kingdoms of Amalur, there's a backbone of gameplay here I really enjoy. It's not quite as polished as Amalur was, but it has a similar action-oriented RPG feel and a big open world to play around with. The combat is enhanced by a large focus on customization - every companion character created by friends and strangers has looked completely different. That really sets this game apart from the pack, oddly enough - I've been bemoaning similar characters in games ranging from Skyrim to Lord of the Rings Online for years, and it's nice to see a game where you can see so much creativity. If ever there was a future game in the series, I'd like to see that notion expanded upon by making other people's companions part of your world, perhaps hanging around cities and villages or out and about killing monsters.

I haven't gotten far enough into the game to talk more about its systems, as I suspect I haven't seen everything it has to offer. But so far, I'm okay with purchasing skills via points gained by leveling, though I do prefer traditional skill trees. I definitely like the combat, as it's fast paced without being overwhelmingly so. I want to play around with my NPC options in order to determine how much difference it makes on the way they fight, but so far, the AI actually seems useful. Weird, right?

My Great Love Affair with Shooting and Looting

I'm not going to try to sell you on Dead Island Riptide. Everything Brad Shoemaker's review said about it is absolutely true - it doesn't do enough over its prequel to warrant a purchase by any but the most devoted Dead Island fans, and even then, they should definitely be warned that it is very much more of the same.

So why the hell do I enjoy it so much? The biggest reason I can think of stems from my love towards the shoot-and-loot genre. I've played no game this year so much as I've played Borderlands 2. I'm not kidding you, I've probably sunk around 200-250 hours total into that game. I've never put in a fourth of that time to any shooter whatsoever. Even the original Borderlands only hooked me for probably 50-60 hours. But I can't get enough of Borderlands 2. The classes all feel a lot more fun this time around, and the shared badass ranking between characters is one of my all-time favorite game innovations. Period. Yes, that sounds like hyperbole, but it's really not. I love the badass ranks.

Dead Island Riptide isn't nearly on the level of Borderlands, but it's still got a lot of shoot-and-loot mechanics of its own to keep me from getting bored with it. I love the crafting system (although it's in dire need of more visual and stat variations). There's something awesome about being able to kill a random zombie and find some rare bit of crafting or quest loot on the body, potentially saving me a trip around the island later for a fetch quest.

I'm also a huge fan of the game's melee combat, perhaps not so much in the way it controls, but in the general idea of having a melee-focused FPS/RPG hybrid. I love that these guys are making a fantasy game with the same basic elements of Dead Island, because that seems like a logical way to continue evolving the game's mechanics in a new setting.

I don't think I'll be playing through the campaign with every character, as I did with Borderlands 2, but I'm definitely having fun with my level 68 knife-based character. I guess that makes two games this week wherein I'm completely willing to overlook a lot of problems because I love the basics of the genre they're representing so much. I hope we see more unique IPs in the shoot-and-loot and the action-RPG with the next generation of consoles, because holy hell, the idea of how RPG elements will continue to evolve gets me stupidly excited.

iPad Corner

-The Journey Down is one of those adventure games that wouldn't really exist if it wasn't for the popularity of Telltale's episodic games. There's nothing that really sets it apart, gameplay wise (other than some really effin' fantastic touch controls), as you'll be combining objects to advance the story in usually trivial ways. But the game has a terrific sense of artistic style, based on what I believe to be African artwork. It really is one of the most unique looking games I've ever seen, and brings to mind Grim Fandango without ever actually looking like Grim Fandango. Only the first episode has been released, with the second slated for the second half of 2013, but I can't wait. If they can expand the narrow scope of the first episode and feature more varied environments and characters, this will be a classic adventure game.

The Rest

-Sonic's pretzel dog is not nearly as delicious as it should be. But if you ever find yourself in a convenience store with those flavorings for the soda dispenser, try mixing huckleberry with diet Pepsi. It mixes fantastically well together.

-Continuum is yet another one of those Syfy shows that starts off with a neat premise and is quickly mired down by the typical Syfy episodic show bullshit. Also, don't watch it if you have an aversion to shows with inexplicable plot holes, because it'll practically send you into convulsions. Actually, probably just don't watch it at all. It's not great.

That's it for this week, folks. Stay cool out there. This damn heat is for the birds.

8 Comments

8 Comments

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ArbitraryWater

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Dragon's Dogma is a slow burn, which is to say that the part where you die really easily and unfairly will stop at some point when the game decides that it's done throwing more powerful enemies on the way to your early-game quests (also when you see a red drake, run). Stick with it, it's such a weird, singular game that I can overlook a lot of its more blatant jank and flaws. No, the story doesn't get better (which is to say that the story continues to barely exist), but at least the ending is absurd and crazy.

If nothing else, it's more interesting than Amalur and its single-player MMO trappings. The part where you climb giant monsters and hack at them is never not great.

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Mento

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I think playing Xenoblade so soon before (or during? I forget) Dragon's Dogma really spoiled my experience with the latter. I just got so tired of hoofing it to every distant quest location, killing the same enemies on/in the way over and over. I probably should've just buckled down and followed the critical path - something I'm terrible about doing in open world RPGs of any sort - and experienced all that truly bizarre end/post-game content people keep talking around for myself. You say it's a rare open-world RPG that can make its characters distinguishable - I say it's an open-world RPG that makes you want to see the end of the main quest line that is the rarer treasure.

I liked what I saw of The Journey Down from its Quick Look. Thank... well, Vinny for Vinny's frequent forays into Steam adventure games. That, the Edna and Harvey game (one of the few I actually picked up in the Steam sale), the various other Pendulo/Daedalic/Wadjet Eye games and those Book of Unwritten Tales are all on my wishlist thanks to Vinny's point and click tomfoolery. Damn... I really meant to make July the month of adventure games and get through a few I've been sitting on. Given I'll be neck-deep in Shadowrun Returns next week, I guess I'll be bumping that little initiative over to August.

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sparky_buzzsaw

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@mento: I didn't realize Shadowrun was launching so soon. That's crazy! Crazy, I say! I also didn't realize Vinny had QL'ed Pendulo's games. I'm definitely going to have to go back and watch those, as they were a totally unexpected delight last year and I'm curious what other people thought of them.

As for open-worlder stories, I couldn't agree more. When it was announced R.A. Salvatore was working on Amalur, I thought, "Oh, hey! An actual fantasy writer working on a fantasy game!" And then I realized, man it's R.A. Salvatore, who holds quite a bit of responsibility in game-ass stories feeling like game-ass stories. It's a vicious thing to say, but I want to see the open-world RPG genre get some writers unafraid to buck the genre cliches. And while I'm at it, I might as well wish Kate Upton were here sitting on my lap feeding me strawberries and cream.

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Mento

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I am very absolutely sure there are QLs for Yesterday and The Next BIG Thing, if not anything prior to that.

It's funny, but I was thinking earlier about the other thing you said. Not the whole Kate Upton on my lap bit, necessarily (file that one away for later). I mean about bucking genre cliches in fantasy/sci-fi RPGs, and one in particular. The Bombers rail against how game narratives too often rely on "save the world" scale stuff, but often with games set in existing tabletop campaign settings you seem to get much more focused, personal tales. That's by necessity: you can't shake up the worlds of Forgotten Realms, or Planescape, or Vampire: The Masquerade too much because you risk derailing the vast amount of fiction - whether it's an epic novel series from established authors like Bob Salvatore or some nobody DM from the Midwest who put an adventure together over a weekend - and alienating too many fans of the setting. As such, you tend to end up with these much more interesting smaller-scale stories out of it.

Even though these settings tend to be filled with decades' worth of built-in cliches that designers might want to escape, all too often it's every bit as detrimental when they strike out on their own. I mean, like as not they're just going to fill this brave new world with the same old elves and shit anyway. And it becomes all the more tempting to write a "save the world" story about it because they're not stepping on anyone else's toes to make it happen.

This is what I'm secretly hoping will be the case with this new Shadowrun too: A fun, smaller adventure that's still got a lot of depth to it. I don't imagine I'll be bringing down all the big name corporations from the player's handbook and enacting a new world order, and that's for the best.

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musubi

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Dragons Dogma is easily one of my favorite games of this generation. Ive put 400 hours into it. Stick with it. Also, FYI few quick tips a lot of side quests are EXTREMELY time sensitive. So if you're the kind of dude that likes to try to complete everything double check all the notice boards and scour local towns for quest givers. So it goes without saying any further questions Id probably be able to answer for you. Have fun! Also the last 20 minutes the story goes from garbage to fucking crazy. Stick with it and have fun and dont bother attempting Bitter Black Isle until your at least 55-60

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Slag

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Hey Sparky!

very sorry to hear about your family member but I'm glad to hear they are on the mend. I've spent a good portion of the last decade in hospitals for various members of my family, so I unfortunately know what that's like all too well.

re: Dogma- if by regular tv that means you have an old CRT TV I think that explains the map issue you're having. I don't how you play any 360/PS3 games on a CRT TV I tried but I couldn't see jack $hit or read the text on almost every games. That's one reason I'm so behind on this gen, since it took me awhile to get an HDTV.

the good news about HDTvs, if you are considering getting one at all, is that they have massively dropped in price. You can get a halfway decent decent 40" for around $500. Not even 4 years ago that would have been above $1,000.00. Of course that's still a lot of money in any event.

Wow I didn't know they put the connection to the Bitter Black Isle in the starting town, (I do have DA but I haven't installed it yet since I've played the original so recently), that seems problematic for new players.

As for the difficulty I almost felt like the game starts you at level -3 or -4, once you lvl a bit it becomes very manageable.

Just wait till you get to your first big fight, then you'll see why the combat isn't just good. :)

re: Journey Down- hunh I kinda regret not getying that one on Steam Sale based off what you said.. But I just bought so many adventure games I can't really conceive of when I'd actually get to play it.

@mento

I got most of the Wadjet eye games in gog.com summer sales and I've been pleasantly surprised so far. The puzzles for the most part are extremely easy, but the writing is pretty enjoyable. Gemini Rue is a little rough in places but that game especially has some interesting quirks on Adventure game mechanics.

but yeah I think the Wadjet eye games are easily worth the money/time so far (played all of the Blackwell games, Gemini Rue and working through Resonance now)

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chaser324

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Edited By chaser324  Moderator

Dead Island is one of those games that I just don't understand. I enjoyed the early parts of the first game, but by the end I found myself getting flat out bored in a way that few games ever have. I respect that aspects of the combat are neat and novel, but that wasn't enough to keep me engaged for the full length of that game.

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sparky_buzzsaw

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@chaser324: Banhammer swinging your way, you heathen!