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Review: Dragon Age: Until We Sleep #3
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Some of you may recall my review of Dragon Age: Until We Sleep #1. I’ll repeat my opening paragraph from there, as same introduction applies: Dragon Age: Until We Sleep is the climax of the comic collaboration between Bioware and Dark Horse, and a continuation of the plot in The Silent Grove (which focuses on Alistair) and Those Who Speak (which focuses on Isabela). This one follows my personal favorite of the three characters focused on in the comics, the dwarf rogue Varric, but the story is still that of Alistair’s hunt for his father and uncovering his lineage. Note: I haven’t read the previous two miniseries, so this review is based entirely on this miniseries with the knowledge that there is previous material taken into account.
I suppose that’s all part of being where the characters are, but it didn’t make for the best reading experience.
Before we even get into this review, I want to say this now: calling Dragon Age: The World of Thedas a mere art book is doing it a disservice. Not to belittle art books; like Spoon wrote about during their Art of Bioshock: Infinite review, art books can be incredible, beautiful, mesmerizing things. The thing about The World of Thedas, though, is that its focus isn’t on the art development of Dragon Age, but instead on the actual world in which Dragon Age takes place. It’s more akin to an encyclopedia (or a tabletop RPG world guide), and its depth is astounding. Dragon Age fanfic writers take notice; this is a book you’re going to find indispensable.
Dragon Age: Until We Sleep is the climax of the comic collaborations between Bioware and Dark Horse and a continuation of the plot in The Silent Grove (which focuses on Alistair) and Those Who Speak (which focuses on Isabela). This one follows my personal favorite of the three characters focused on in the comics, the dwarf rogue Varric, but the story is still that of Alistair’s hunt for his father and uncovering his lineage. Note: I haven’t read the previous two miniseries, so this review is based entirely on this issue alone with the knowledge that there is previous material taken into account.
Jeni “Science Whyzard” Hackett usually romances Alistair and Anders, although she has been known to be tempted by Zevran and Fenris (but only Fenris when she’s playing a mage because she’s mean). Her preferred DA2 party is Anders, Isabela and Fenris, but only because she plays a ranged rogue thus Varric is a bit redundant. Her most memorable Dragon Age II moment was fighting the Arishok one-on-one as a longbow-favoring rogue, which went about as well and with as much dignity as you’d expect. You can find her on twitter under the name @allonsyjeni, email her at jeni.is.a.geek@gmail.com, or find her on tumblr at hellomynameisgeek.
Having never played any of the Mass Effect games, I am going to break down the recent controversy and why Bioware’s actions have set the industry back ten years. What could possibly go wrong?
Full disclosure: I’ve never played any of the Mass Effect games, though I do own ME1 and 2 (I have a big backlog to get through; sorry). As such, I didn’t mind when spoilers about the ending came raining down from the heavens (or the internet, whichever seems more reasonable), yet I wasn’t personally affected by the game’s failure to give the series a proper send-off. And let’s face it, the ending was bad. Forget all the bile you’ve seen from the more hate-filled members of the community; people like Angry Joe have calmly and rationally broken down all the reasons the ending was a downright mess, failing to live up to the lofty expectations of the game set before it.
I think that’s probably the biggest reason that the reaction to this ending, which is by no means the first bad ending gaming has seen in a prominent franchise (*glares at Fallout 3*). This series is well known in gaming as being one of the best and brightest, and serves as a franchise that could always be pointed to when gamers tried to defend their hobby as an art form. I’ve written a 30 page research paper on video game censorship in the modern world, and both the Mass Effect and Dragon Age series (both RPGs made by Bioware) were cornerstones in my argument that games could, and should, be considered an art form.
When a game has been brought to the forefront as one of the best, if not the best, overall experiences a gamer could have, then an ending like Mass Effect 3’s cannot be tolerated. Gamers had grown too close to their various characters and were too invested in the overall story to accept this poor ending. Ironically, it is only because Bioware did such a great job making this game that they are getting so much criticism for ruining their franchise.
Now, the reason that I, a man who has not played these games, is writing this article instead of someone who has is because the deep connection players have with this game is one that makes it nearly impossible to remain objective. Right or wrong, players feel as if they are as much a creator of the Mass Effect franchise as Bioware themselves (note: they aren’t). The way their decisions shape the world make them feel as if it was their game, and that Bioware’s failure to give it a proper ending signals a need for them to take it back. I’m not kidding; there’s a charity drive for Child’s Play called Retake Mass Effect that is being raised for the purpose of forcing Bioware to recognize their complaints and give the series the ending they deserve (they’ve raised more than $77,000 at the writing of this article).
Take another look at the name of this charity drive. Retake Mass Effect. Newsflash: it was never yours to begin with, at least not if you consider the game to be a piece of art (and I have yet to meet a Mass Effect player who would disagree with that claim). Bioware’s the artist. Whoever started this campaign is a jerk who’s placed Bioware in a no-win situation, as sticking to their guns and defending their work now means going against charity (Child’s Play is a great charity, but this really isn’t fair to the creative team of Bioware. Please donate if you can, but not through a campaign as manipulative as this).
So, since I haven’t played the game, I can take an objective look at what this whole mess means for the industry. And I do mean mess. As those of you who listened to our Podcast on the future of video gaming already know, I didn’t want to talk about this. I didn’t want to touch this with a 39 1/2 foot pole. But events transpired today that will shape the industry for the next ten years, maybe even more, and I just couldn’t ignore it anymore.
What happened today? Well, Bioware caved. They’re officially reshaping the ending, at least to some extent, based on the multitude of feedback that the players gave them, and video games will never be the same.
See, while there have been arguments since the beginning of time on the purpose of art, the ownership of art has never been denied. Art is produced by the artist, by his or her creative vision alone. If video games are art, the argument would entail that the game is created by a group of artists working together with a singular vision, so much so that they become the artist in this sense. The original Mass Effect, as well as Mass Effect 2, created breathtaking narratives, interesting characters, and a moral choice system (paragon vs. renegade) that actually worked. The games were incredibly immersive and told a story over which the player could become the storyteller, shaping the art with his or her volition without taking the art away from its rightful owner.
That can no longer be said.
The fans complained so loudly that Bioware was forced to recognize it. Gaming was going to reach this crossroad eventually. At some point, we all knew a game was going to flop on the ending, and the developer would have to choose to stick to their guns and defend their work as an art, or cave into the demands of their market to maximize profit, making it clear that video games are nothing more than products. Bioware has made their choice, and the aftershocks will likely be felt for years.
If it was any other developer, the action would be disappointing, but not as impactful. Unfortunately, this is Bioware, the company that made Baldur’s Gate, Neverwinter Nights, and Knights of the Old Republic, as well as the Mass Effect and Dragon Age franchises. They are arguably both the fathers and the leaders of the modern RPG genre, and they are undoubtedly one of the most influential developers of all time. When they act, people take notice. And people will most assuredly notice this.
If Ray Muzyka is true to his word, and Bioware has in fact forfeited their artistic rights to appease their fans, they have turned what had been considered to be an art nothing more than a product. And if Bioware does not believe that games are art, why should anyone else? If Bioware is not willing to stand by their creative decisions, however flawed they may be, then why should we take these claims seriously when they come from the mouths of other game developers. We can’t, and we shouldn’t. I spent ten pages in my research thesis on justifying games as an art form; if this happens, I might as well tear my entire paper up. The industry shouldn’t have the same rights as cinema because they refuse to take them, and we might as well invite Senator Yee to reintroduce his censorship laws in California because one of the most prominent game developers wasn’t willing to stand by their own product, much less the integrity of the industry.
One could argue that I’m taking this a bit too far, but a lot of people seem to be agreeing with me. On his Twitter account, MovieBob from Escapist Magazine called it “the WORST thing that has happened to gaming since Sega abandoned consoles” and claimed that the move “officially set the entire medium back a DECADE as an art from”. Grey Carter, the lead artist of the webcomic Critical Miss, wrote on his twitter, “New stance. Games are not art. Not any more”. I didn’t want to agree with either of them at first, but they are right. If Bioware really is just caving to market demand, on what ground can we as gamers stand when defending our past time as an art? Why should people like Roger Ebert back down when they claim that video games are not art? I used to have an answer to these questions. Right now, I’m not so sure.
There is, however, another option that is both the more promising and more insidious choice. Come back tomorrow for my analysis on the Indoctrination Theory, and why it is potentially more devastating to gamers. For now, this is MaristPlayBoy, signing out.
Part Two here
In Tom’s ongoing quest to design the perfect RPG, he makes it a policy to ingest as many worthy RPGs as possible, studying the wisdom of many masters. His current to-read list is given below. Peruse it, and perhaps learn of something with which you were previously unfamiliar! Hyperlinks included for your convenience.
In A Wicked Age – Randomly generated sword and sorcery scenarios that can be readily strung together into complex and interesting campaigns!
Kill Puppies For Satan – Exactly what it sounds like. Experiment in unconventional storytelling.
Ganakagok – It’s a game based on Eskimo myth set in a world of endless ice locked in eternal night that’s about to meet with its apocalypse in the form of the first sunrise ever. Who the fuck wouldn’t want to play that?
FATE – One of the more elegant systems out there, from my limited personal experience with it. Extremely flexible mechanics. Third edition is as yet unfinished, but the second edition is available on the website. It’s also FREE FREE GO GET IT NOW IT’S FREE
Dogs In The Vineyard – This one is also somewhat tricky to explain, so here is a link to an RPG.net review of the game.
Marvel Universe RPG – Resource management rather than dice rolls. An interesting thought exercise.
Dragon Age RPG – Another intersting experiment in resources accumulation.
Weapons of the Gods – A high-action wuxia game. I’m told it has an interesting interaction between narrative and mechanics, and it’s developed by Jenna Moran, who is essentially operating on an entirely different wavelength from the rest of humanity. A wavelength of awesome. Can be found on Amazon.
Legends of the Wulin – The spiritual successor to Weapons of the Gods, with new and improved mechanics. Looks boss as fuck. Unfortunately not going to be released until later this month.
Nobilis – Another Jenna Moran production. I know next to nothing about it and plan on keeping it that way until I read the manual for the new edition, which comes out near the end of November. Everyone on the internets loves this thing, though.
I actually have several kajillion others, but I figure this list will get me through next year at the least.