The one thing that can sum up BioWare’s Dragon Age: Inquisition, the worthy and exciting follow-up to BioWare’s sometimes-disappointing Dragon Age 2? “Shut up and take our money.”*
Yeah, it’s violent, yes, it’s about not very nice people doing not very nice things. But we all knew that when we picked up GTA V.
“Constants and variables.”
And it raises a broader question: how do we keep story while retaining the fun of playing a game?
In 2013, being a girl in a game had less to do with being female than ever. It had to do with a keen ability to scramble up a rock face with snow pouring down, or rapid displays of grammar confusion, or time paradoxes, or zombie apocalypses.
A friend of mine texted me the night this came out and said, “I’m really worried about the dog,” and to some degree I wasn’t. I knew what was going to happen to the dog, and you will too– because it’s that kind of a game.
This is how I imagine the planning session for Assassin’s Creed: Black Flag went: Ubisoft brings in some branding guru, who says to them, “Hey, guys, you know what you need? A pirate game.”
If I tell you that playing SWTOR single player was an intellectual or artistic choice, I’m probably lying to you– but I will say that I did it to some degree to see if you could.
To talk about it more might spoil the whole thing– and it’d imply that B:TS is a game whose plot can be so condensed. It’s hard to even define a genre for the game: it is, by turns, survival horror, third-person shooter, tactical stealth, and interactive drama.
You will have genuine moments where you’re just running. Where to? It doesn’t matter. Away.