This review was written using a digital copy of the game for PlayStation 4.
There was a long time where I was an avid Dungeons and Dragons player – up until around the time Edition 3.5 came about – and there was a string of video games and novels that I followed as a result: the Forgotten Realms. These were games and novels that tied directly into the lore and the world that Dungeons and Dragons were apparently supposed to take place in. Black Isle Studios created some of the best Forgotten Realms games ever, starting with titles like Baldur’s Gate and Icewind Dale. When I was first pointed towards Divinity, it looked like it had the same feel and, honestly, as a result, I had a little apprehension: while those games are incredibly deep and full of life, they also brought back memories of frustration and how much time was drained into those games. However, most of that time was spent completely immersed in the worlds presented by the games and that made the choice pretty easy… it was time to give Divinity a shot and, well, here we are…
Whether they jumped on for a short time and hated it or loved it and stuck it through the entire beta phase, the game’s senior producer, Sigurlina Ingvarsdottir, revealed the the beta is officially the largest open beta in Electronic Arts history by accruing over nine million active users through the course of its tenure.
Considering that a lot of Star Wars franchise fans have been salivating for a Battlefront game for a very, very long time, now, this isn’t entirely surprising. What is surprising, however, is the mixed responses it’s gotten from those who have played. While there are reports that this game is one of the most anticipated of the last quarter of the year, after playing the beta, there seems to be some hesitation among some of the people I know that are playing the game, hoping, at the very least, that it will improve.
Star Wars: Battlefront is coming on November 17th of this year, putting it in direct competition with another titan of a franchise being release around the same time: Fallout 4, which is coming out a week earlier. The season pass, which will set you back fifty dollars, will give you access to all planned expansion content.
Dragon Age is another in a strong list of BioWare franchises that has a strong, loyal, and sometimes fierce following; when games in their franchises try to hit a massive audience outside of their core user base things often get kind of messy and, unfortunately, as a result, good standalone games and franchise entries get dragged through the dirt. Inquisition is one of those games and, in an effort to try and re-establish itself with that wider audience and show some loyalty to its core audience, BioWare releases a Game of the Year edition to give those who either haven’t played the game at all or haven’t engaged in any of the extra content that’s available for the game.
The Good, The Bad and The Ugly
Like most AAA role playing games, the first twenty minutes is almost purely exposition and introduction to the setting, the characters, and the gameplay: what you’re getting and what you’re introduced to is a blending of the previous titles in the franchise and looks to wrap everything up. Even if you’re a newcomer to the series, there’s not a noticeable detriment to coming into the franchise as you have options; you can either work with the default world state or you can experiment on Dragon Age Keep, a website that ties into your Origin account and allows you to mess around with world states, which is really cool. Due to circumstances out of my control, Dragon Age Keep allowed me to recreate the world state in saves I had used in previous titles.
Introduction to combat doesn’t happen without too much hand-holding and it’s done within the narrative so it doesn’t feel as though it creates too much of a interruption in the experience. The first bit of this game is exactly what I expected to see from a BioWare title.
In my humble opinion, they took everything that succeeded in both of the former titles in the franchise and blended them together to provide the framework that this game is built around. BioWare knows that if they have a vision they know how to bring it to life and that’s something they’ve done for as long as I’ve known them and their role playing games have been spot-on for this. Inquisition is absolutely no different in this as it provides an experience that feels just as great at being a game as it is a wonderfully presented narrative.
One of the largest things that stand out for this game is that it was made with two ideals in mind: broad appeal and taking advantage of current generation technology. It’s very clear that they’re trying to create a singular type of experience and if you’re a fan of the franchise like I am, this is exactly what you want. I came in with a certain set of expectations and I feel that Inquisition hit every one of them. I feel that one could dive in as any kind of player and feel that you could be immersed relatively quickly.
The graphical and audio presentation is extremely satisfying – on current generation consoles, the game looks, feels, and sounds marvelous. Voice acting is very well done and, surprisingly so, the lip sync is actually done pretty well, most times. There’s rarely any slowdown.
Its greatest strength, however, is also its greatest failings: I feel that the experience does not transfer over in the same way into previous generation’s systems. The appeal is so broad that, at times, it feels watered down. It’s clear to me that Inquisition was tailored for a very specific experience and everyone else that has any different demands from the game gets to suffer.
There are trivial issues that I could list off that are nothing more than just pet peeves but there are enough of them to note that I feel they should not be featured in the game the way that they have been: the worst of all is the removal of mana and healing magics. This means that, between rest stops and reload points, you’re limited to a certain number of healing potions and that is it. That’s creating a false sense of difficulty and that’s a terribly lazy design choice. In previous generation systems, there are a massive amount of pathfinding and collision detection bugs that can break the experience of traveling between locales. Story progression happens in spurts and the spots in between those spurts really only cater to those who greatly enjoy the lore of the franchise.
While this defines me, gameplay and story progression only rewards those who greatly enjoy both. If you feel that one or the two are lacking, it will taint the other experience. This game would be awesome if only it were way more refined, smooth, and immersive.Read More
Metal Gear Solid V: The Phantom Pain is now complete with the addition of its Metal Gear Online feature, the third of its kind in the franchise and it has never felt better. Like previous renditions, this version of MGO uses the engine of the game you have been playing alongside it for so long and turned the scenario on its head. You’re given a series of basic scenarios and it’s up to you to be the best damn infiltrator you can be.
Writers Note: This beta was reviewed using the PlayStation 4 copy of the game.
There was a time when I was actually pretty decent at FPS games: back when graphics on PC games weren’t as demanding so the variety of computers they worked on was greater, back when twitch shooting wasn’t the entire focus of gameplay, back when franchises like Rainbow Six focused on tactical play and thinking outside of the box. You see, I like FPS games when they demand a little more than being the quickest, most accurate trigger on the block. I like when FPS games require a lot of tactical thinking and even the most trigger-happy, balls-out shooter on the team can be taken down by preemptive thinking. Rainbow Six: Siege seems to be a kind of return to form for this franchise in that regard and for that, it makes me feel like the kind of FPS player that can actually grow and become more skillful as I play. That’s the kind of game I like.