Archive for the ‘PC’ Category

Fable: The Lost Chapters

Monday, February 26th, 2007

I’ve been intrigued by the work Peter Molyneux has done on games since I first saw Black and White, a game where you take on the role of a deity who oversees your followers. It was interesting in that your actions in the game directly affected your appearance and the development of those around you. Unfortunately, I never actually played Black and White or its expansions and sequels, they weren’t quite my style, but I was interested in the good vs. evil subtext going on behind the scenes. Fast forward a couple of years and a game called Fable appears on the XBox that has this same kind of character development, but more in an adventure setting. I’ve never actually owned an XBox, so I didn’t really seek out any information about this game until a couple of years after that when the game was expanded (i.e. finished) and released on the PC.

I picked up the PC version on the cheap in the Summer, and though it wasn’t as expansive as I would have liked, it was still an enjoyable experience.

One of the most talked about features, at least in the reviews that I read, was the good vs. evil thing going on. In a nutshell, every time you do something good, you get Good Points, and every time you do something bad, you get Bad Points. The points move your reputation along a spectrum, the further you go in one direction, the more ‘good’ or ‘evil’ you become. It’s interesting in concept, but my experience showed that people just react to you differently depending on your position on the spectrum. Well, that and the appearance. Just like in Black and White, the more good or evil you become will affect how your character looks in game: lean toward good and you’ll get light hair and a faint halo, lean toward evil and you get dark hair and faint horns. On top of that, however, virtually everything you do has an affect on your character’s appearance. For a time my character didn’t wear a helmet (they’re all pretty ugly), and he got smashed in the face with a large rock. It hurt, and my character had a gash across his face. It healed into a pronounced scar that would fade slightly, but would always be visible.

I found the story to be good, with some nice twists, but even with the additional content it felt a little short. In fact, it was extremely obvious where the old content ended and the new content began. The game felt like it was over and then, oh wait, here’s four more hours of stuff to do.

As short as it felt, the game was enjoyable enough to warrant a complete play though, maybe two to experience both ends of the good/evil spectrum.

Dungeon Siege 2

Thursday, February 22nd, 2007

Last night I began, for the fourth time, a new character in Dungeon Siege 2. Not necessarily because I have an unhealthy affinity for the game, but every time I start one up, circumstances conspire against me and for one reason or another I can’t complete the game. The furthest I’ve gotten was Act 2 (out of what I understand to be four three). That was quite some time ago, and that character and the three that followed were consumed mostly by my apparent inability to perform a proper backup. (Yeah, I know. No backup, no whining). I even bought the expansion pack for this game to be my impetus to actually see the game all the way through, but I keep getting distracted… Usually by something shiny.

It strikes me each and every time that I begin one of these characters how much it unabashedly resembles Diablo II in almost every conceivable way, right down to the swag being named “The (Adjective) (Noun) of the (Attribute)”. Indeed, the loot tables seem to have been crafted someone with a tenuous grasp of balance, as ‘the good stuff’ seems to drop all the time. I frequently find myself running out of room in my backpack and must either tediously run back and forth to town to sell the weapons and armor that carpet the forest (and why is a giant spider carrying a breast plate anyway?) or feeding them to my pet.

I’ll admit that feeding a pack mule my entire inventory of magical swords it simultaneously bizarre and intriguing, that too gets old quickly. To get your pets to the optimum stats, you have to feed it only the best stuff, which coincidentally also sells for the most money. So you have to make the trade-off between having a nice bankroll or a combat pet that’s actually worth having.

Maybe I can finally see what the 2nd half of the game looks like.