Product Details
Would you like to update product info or give feedback on images? |
You start out by waking up on a slab, in a cemetary. You have no memory, but you've got a lot of wordy tattoos all over your body, and a very talkative floating skull to fill you in. As you progress, you'll meet up with many other characters who can join your group (or not), including a strange living computer called a Modron, and a bizarre man engulfed in flames.
But what really makes the game stand out is how open-ended it is. It's like Morrowind in that respect. You can do anything, go anywhere, fight or talk, do some quests and ignore others. Your character can find "masters" who will teach your character to fight, become a magician, or a thief. You can even switch back and forth. But even better than that is the dialogue, which is NOT forced or pre-programmed to lead you one way each time. The dialogues that each character speaks can take into account your experience, your intelligence, how attactive you are, where you are in the game, etc.
One of the most amazing discoveries for me went like this. Playing the game the first time, I had a fairly average character who was very strong. Some of the dialogue with Ravel, about two-thirds into the game, was just stunning. The plot twists threw me for a loop. But then I played again with a wimpy but incredibly smart character. I was stunned to see my character pulling out plot details from the characters almost as soon as they joined the group. By the time I got to Ravel, I was a completely different character and had completely different conversations with her. And the end! It can change! It's pretty great ending(s) too, so I won't even mention what happens.
If anything is a disappointment, it is that the opening cemetary is pretty dark -- work through it and get out as soon as you can. If you can find a save-game online that at least gets you down onto the first floor of the cemetary, maybe do that. Once you are in town, the game just blossoms into something incredible. My only sadness is that the game did well when it was launched, but not stellar. I'd like to thank their marketing department for the hideous box cover for probably killing quite a few sales. Because of this, I've lost hope for there ever being a sequel or even a game with a similar style. I'm very sad to see that, even after a few years, this game still has no rival.
Moral choices abound. The game takes note of what you say and do, and rates your morality and alignment accordingly. The game itself changes depending on how you play it: each action and choice closes some doors and opens others. Consider a point in the dialog where you are offered these choices. (1) Vow: "Tell me and I will not harm you" -- (2) Bluff: "Tell me or I'll break your neck" -- (3) Threat: "Tell me or I'll break your neck" -- (4) "Please tell me". This illustrates the sort of choice that gives expression to your moral character.
You feel like an actor in a play -- but one who can choose his own script. This brings you very close to your game character. When it was revealed that a past incarnation of my character had committed some evil, I personally felt heartbroken about it. This sort of immersion-into-character is not possible in a conventional novel.
The story is compelling and meaningful. It is supported by excellent writing. Some of the key dramatic scenes are still going through my head two months after completing the game. It is an ongoing source of delight to discuss and discover new interpretations of the story and characters.
The characters are deep and complex, and funny. You get the feeling more than in other games that they have their own agendas. Eventually some of their secrets are revealed and -- best of all -- you yourself, in the game, are the one who discovers those secrets.
|