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New England Gamer
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November 2009
A Little Character Goes A Long Way
It's ironic that I've spent so much time playing Dragon Age: Origins over the past
few weeks. I had very little interest in the game up until the moment of purchase. I
had heard of it, read a few previews and such but to an extent I had worked
actively to keep myself from wanting it. I have a substantial backlog of games, and
the last thing I needed was a long, epic RPG to tie me up for another few hundred
hours while the rest of my unfinished games collected more dust. Things in life
don't always turn out as you plan however, for one day shortly after the game's
release, I found myself in GameStop with ninety dollars worth of store credit
burning a hole in my pocket. Long story short, I bought Dragon Age: Origins.
I could praise the game on a number of levels. I love its grittiness. Its gameplay is
challenging and fun. It boasts a huge and deep fantasy world. What has struck me
the most about the game though, is the strength of its characterization. Dragon
Age: Origins features a story that is pretty generic (ultimate evil threatens the
world, good guys have to save it) but its characters are incredibly diverse, offering
the sort of depth one could only wish more developers would aspire to. For me this
culminates most of all in the character of Alistair.
You meet Alistair at the game's opening, and though you pick up many other allies
throughout the game, he still serves as your principal companion. In many ways,
Alistair is the quintessential fantasy hero. He's brave and strong. He fights your
enemy with near unparalleled selflessness. Yet, despite these elements shared with
any breadth of fantasy heroes, Alistair can be very untypical. He's socially
awkward. Not in the dark, brooding loner sort of way. No, Alistair simply has a
knack for saying the wrong thing at the wrong time. He stutters, he gets flustered,
and when the topic of romance comes up, he blushes and sweats. More than
anything though, he is vulnerable. Throughout the game you come upon moments
where he is riddled with self-doubt. Though he never wavers in his resolve to do
what must be done for the safety of the world, things do get to him and over the
course of the game he changes. This is a sort of characterization that doesn't show
up in video games often. Generally speaking, most video game characters are static
creations, given their role (angsty loner, comic relief, foul-mouthed soldier) early
on and rarely changing their stripes.
Uncharted 2: Among Thieves, which I admire for its seamless integration of story
and gameplay is an example of this. Nathan Drake never really grows as a
character. He's likable for certain, but from the get-go he's your quintessential
thief with a heart and he remains that throughout the game. Contrast this with say,
Final Fantasy VIII, whose main character, Squall, starts the game as little more
than a brooding stereotype, but over the course of his experiences and interactions
with people, grows into a caring young man.
Comparing game's like Uncharted 2 and Final Fantasy VIII, may seem a bit silly.
Where Uncharted 2 is basically an interactive thrill ride, moving you from set-piece to set-piece at almost breakneck speed, Final Fantasy VIII is almost an
interactive novel. Just the sheer length of it (40+ hours) allows it a lot more time to
gradually shift its main character's outlook on the world. That said, despite their
differing styles and length, I can't help but think that true character development
should be a bigger part of games like Uncharted 2. I'm not going to argue that we
should have no straightforward action titles. What would the world be like without
mindless explosions, after all? But there is a place for action-oriented games with
characters whose depth runs a bit further than their cast type. They've been done
before (Heavenly Sword, Grand Theft Auto IV, Metal Gear Solid series), but they
need to be done more often.
Sometimes at the end of a game, I want to remember more than just the one-liners
or an incredible set-piece. I'd appreciate something a bit more subtle; an enjoyment
of the characters that I met along the way. I want to see them not just make it
through their experiences but also grow, for better or worse, as a result. Some
might think that silly. Games are just fun things you play and you can only expect
so much from a game, right? I think we can and should demand more from them. A
little character after all, shouldn't be too much to ask.
Read more by Stewart Shearer