 |
|
Review
By: Siou
Choy
|
| Developer: |
Snowblind
Studios / High Voltage Software |
| Publisher: |
Interplay
/ Universal |
| #
of Players: |
1-2 |
| Genre: |
RPG |
| ESRB: |
Teen |
| Online: |
No |
| Accessories: |
Memory
Card |
| Date
Posted: |
1-6-03 |
The average
console RPG gamer (raise your hands, if you’re reading this
article) has most likely not had much experience with the bizarre
subculture of the PC gaming world (and it’s even more demented
cousin, the PC RPG crowd). To be quite blunt about it, PC RPGs have
(and for the most part, deservedly) the obsessive geek stigma of the
hardcore Dungeons & Dragons gamer hanging about them like an
albatross. PC networking weirdos locking themselves in their
basements and plugging into online marathons of Diablo, Everquest,
or Ultima Online [Ed: Hey!] get slightly less respect
and desirability to the opposite sex than aficionados of online sex
chat rooms with their motion capture webcams and boxes of kleenex.
Yet even the most avid fans of console RPGs such as Final Fantasy
hardly find themselves looked upon in the same light. Perhaps for
obvious reasons, few PC oriented RPGs have made their way to the
home console (those that have, such as Shadowgate or Alone
in the Dark, don’t exactly find themselves the darlings of
either reviewers or gaming fans en masse). Nonetheless, Interplay
Entertainment is hoping that gamers will be more open than usual to
their latest port: Baldur’s Gate: Dark Alliance for the
Gamecube.

To be a little
more concrete about things, D&D style RPGs for the PC are known
for being hack and slash jobs (Doom for the Piers Anthony
set) as opposed to the more story driven focus of console RPGs.
Anybody with an image to protect (or a girlfriend hanging about)
should take special note: Baldur’s Gate actually uses the
"3rd Edition" Dungeon’s & Dragons rules
set. Thankfully, you can hold the rolls of the multifaceted dice,
but get set for a lot of exploration of dungeons, sewers, caves, and
the like. Now, don’t get me wrong, there is a story, but it
seems to take a whole hell of a lot longer to develop than is
standard for console RPGs.
Baldur’s Gate
gives you the option of choosing to play as one of three different
dorkily named characters: Vahn, the "arcane" archer,
Kromlech (or was that kreplach?), the Dwarven fighter, or Adrianna,
the Elven sorceress. Can somebody tell me why it is, in all these
D&D elf and troll things, that the sorceress is always an elf
and vice versa? Naturally, each character has their own advantages
and disadvantages: I found it took twice as long (and was twice as
difficult) to make my way through the first few sewer and crypt
levels as the elf as I did playing as the dwarf – not to mention
the fact that he could carry a lot more crap back to the bar to sell
off than she ever could. Of course, you also have to deal with the
fact that instead of getting to look at the shapely, ponytailed lass
of the cover, you get to lope around as a stocky, balding mini-me in
bad clothes, standing at right about crotch height on the average
townsperson. So it’s all relative, in the end, I guess.
The game starts
you off with an overlong, talky introductory voiceover by an unseen
narrator (geeks: read "dungeon master") - some
unexpectedly long winded diarrhea of the mouth by someone who sounds
like the guy from "Rescue 911" or oatmeal commercials.
This blathering blowhard, while thankfully absent for long periods
of the game, will pop up every now and again to overexplain each
change in scene or setting. All I have to say about this is that Baldur’s
Gate was obviously scripted by a frustrated screenwriter.
After the
opening FMV, you begin your "adventure" in a bar run by a
smoky-voiced transsexual – you get the option to ask "what’s
that thing hanging over the fireplace", when you really want to
ask "what’s that thing hanging between your legs". For
some reason, the game utilizes a mixed text/audio format, where the
characters will respond to you vocally, but your (generally multiple
choice) questions and responses go unspoken. Graphics in these
sequences are nice – very nice, considering that Baldur’s
Gate is, from what I understand, a port of a PC game. As a
definite plus (albeit a minor one), the voice-acting in Baldur’s
Gate: Dark Alliance is actually very well done (no Resident
Evil style gaffes here). This is probably due to the fact that
the developers recruited "professional" voice actors, some
of whom you might recognize from the credits of your favorite
cartoons. Surprisingly, the game even includes respected thespian
John Rhys-Davies (Shogun, Sliders) slumming among the voice talent!
For action
sequences, the game utilizes a surprisingly impersonal high overhead
isometric view, which I understand to be common to PC RPGs, but
which serves mainly to distance the player from the action to an
unusually high degree. While first person would probably have been a
bit much, the standard 3rd person over the shoulder view
would have been much appreciated and a major improvement in terms of
both visuals and involving the gamer in the virtual goings-on. The
odd choice in camera placement also serves to make it extremely
difficult, if not at times impossible, to see yourself/things in
corners, doorways, or up against walls. The effect is distancing to
the point where you feel like you’re reading an overly long and
boring story, as opposed to actually being involved in or in control
of it. You actually can’t even tell what you’re fighting in most
cases, which serves to make "action" sequences extremely
boring and "samey", making the interconnecting talking
sequences the true highlights of the game. It almost seems like the
game was done by two different crews/development teams: to put
things in terms of anime, the talking sequences (well done) seem to
have been done by the Japanese team, the "action"
sequences (lousy) by the Korean second unit.
Taking the
now-standard generic-item-smashing-for-valuables shtick to an absurd
and illogical extreme, you are given dozens of items to smash per
area, which can take up just as much of your playing time as
fighting monsters or searching for quest items. In keeping with the
overabundance of items issue, there are literally dozens of generic
monsters per area, giving new meaning to the term "hack and
slash" ("the Tick in: night of 100,000 orcs"?).
The game gives you hundreds of healing potions (literally in the
dozens) right from the get go – consider this a warning, because
you’ll need each and every one of them (and in fact, even more),
considering how many hundreds of thousands of fights you’ll be in
along the way. Thankfully, there are several save points throughout
each area, which gratefully, if somewhat absurdly, can be accessed
in the midst of all the mayhem. I found myself saving mid-massacre
several times; and it’s a good thing too. Nobody should have to go
through this kind of thing more than once.
Insofar as
controls, there really isn’t much to speak of. After all, this is
hack and slash; why do you need anything besides the
"strike" button? I found that I did far better not using
the shield than when I did, and better at hand-to-hand, one-on-one
brutalizing than long distance archery, which makes all buttons
besides the hack button and the ‘drink health potion’ button
utterly moot. Of course, it does help to know how to access your
inventory, so you can equip yourself, sell off your spoils, and
level up; but you won’t have much of a chance to do any of that
down in the sewers, dungeons, and crypts, surrounded by the entire
population of the east coast’s worth of monsters at any given
time. There is no run button - your character always runs (or in the
case of the dwarf, lopes) at the same pace. Obviously, there is no
camera adjustment option, except for a slow "spin" which
lets you see around empty rooms a bit better, if you really need to;
there is no zoom, change in angle or person. And someone, please
explain to me, why do all these monsters have money on them?

On each and
every startup, the game asks if you want to configure your memory
card and create a save file, regardless of whether you have one
created or not; effectively scaring the gamer to death, by making it
seem (or in fact, should you choose to create another, which would
most likely wipe out any existing files) that their hours on end of
mindless hacking and slashing are gone…
The bottom line
is, despite some neat, moody Tolkeinesque tavern scenes (which
consist solely of multiple choice Q&As – no barfights or
anything overtly "interesting" here), Baldur’s Gate
is exactly what you heard it was: a dull, mindless hack n’ slash
for nerdy, obsessive PC gamers (think Nightmare Creatures II
– the one with the axe – for the no-life crowd…then make it
even worse, and you’ve got the picture). I came into this
fascinated by the graphics and cover blurb, but dreading some
D&D style strategy game…and found something even worse: a
mindless, dull, and, thanks to both the horrible fixed high overhead
camera placement and the instant ennui concomitant to countless,
brainless, strategy-less one-on-one thousand massacres with enemies
you can barely distinguish, utterly uninvolving PC port.
I imagine the PC
crowd will be pushing their glasses up the bridge of their
collective noses in sweaty palmed, eager anticipation at the thought
of one of their geek paradise standbys arriving on a console system.
The rest of us should know better, and steer clear away. Far
away.
Highs:
- The bar
sequences, the only true game highlight, are moody in a sense
only the reader of turn of the century pulp fiction or the fan
of euro-horror cinema could really understand. Atmospheric
lighting and sound effects accent the ominous portends of
horrors and adventures to come hinted at in well-paced snippets
of "conversation" (actually one sided spoken answers
to multiple choice text questions) that the game fails so
miserably to fulfill. The crackling of a hearth fireplace,
clinking of glasses and plenty of appropriately seedy characters
set the mood for an adventure that never actually happens, the
pace for a thrilling mystery/horror tale that never in fact
unfolds. Some very well done sequences that should have been
part of a far better game, these quiet parts stand out in the
memory dramatically over the wholly unremarkable, and entirely
unmemorable treks slogging through dungeon after tunnel after
crypt, full of sound and fury, signifying nothing. Maybe
somebody will make a game worthy of these interregnums, someday.
Sadly, this is not the one.
Lows:
Lots of ‘em:
- Endless treks
through the dungeons, caves, sewers, etc., slashing away
mindlessly at a minimum of a dozen monsters at any given time.
- Ridiculously
high overhead camera placement, making all the action (and
enemies) generic and faceless, keeping the gamer from getting
involved in any direct sense with the goings-on onscreen and
making it difficult to distinguish one foe from another, an item
from a body part, etc. etc.
- The only real
"action" takes place in the bar, which consists solely
of face-on (self unseen) multiple choice
"conversations" (in which only the other character has
a voice, and your questions and replies come in text only
format).
- It takes far
too long to get back to these sequences, since you’re spending
most of your time swinging away wildly through one
dungeon/sewer/crypt after another (all of which, like the dozens
on dozens of enemies you hack your way through in them, are
pretty much indistinguishable from one another).
- In other
words, in case you haven’t figured it out yet, there’s about
a page and a half worth of "story" spread out through
hours on hours of brain-dead "gameplay". And you
wondered how PC gamers got the rep they have.
Final Verdict:
The flaming
letters informing you that the game is "loading" should be
a hint of the living hell you’re about to be subjected to. While I’m
sorely tempted to dredge up all those Dungeons and Dorks, geek
patrol, Zeldar the Elf, Rona Jaffee's Mazes and Monsters/early 80’s
suburban mall axe murder, pimply faced, one player one handed, every
hour spent playing is another 7 years without a kiss type trenchcoat
mafia card playing no lifer jokes, I’ll try to restrain myself
here. Please note I said "trenchcoat mafia", not
"Memphis mafia", as in Elvis' fat hillbilly buddies. I
wouldn’t want a bunch of pissed off, jumpsuit wearing, velvet
Elvis owning truck drivin’ fans of "the King" after me
too…
Overall Score:
5.5
Additional
Images:
|
|
 |