I have been playing tabletop roleplaying games for a long time, longer than I have actually been playing the video game variety. I was involved in a game of Vampire: The Maquerade when I was a mid-teen, and played in a Dungeons & Dragons campaign made up of almost all the same people. This was back in the mid-90s before I had experienced the crushing reality of life and I entered a sort of personal Dark Age of tabletop gaming. I wouldn’t play another game of D&D for over a decade, totally missing out on the entire third edition of the game. I began again in 2008 when the fourth edition was released, coming back to the table with fresh eyes and a willingness to adapt to all of the changes that had occurred over the course of the last 12 years. I created an elven archer and brought the character to my local Living Forgotten Realms nights, which are held across North America. I met new people and had some good fun, until I realized that I wasn’t playing Dungeons & Dragons. The system that I was playing was nothing like the D&D I knew. The battles were slow tactical affairs with grid-maps to represent the environment and markers or minis for your characters. The story was weak at the best of times, and at the worst of times would be completely skipped to fast-forward to the engagement of steel and mana. I felt like I was playing Final Fantasy Tactics. (Don’t get me wrong, FFT is a great game, it’s just not what I was there for.) So I made the jump back to older editions of the game, bringing a couple of my new-found friends along with me.
Many share my view about the fourth edition of D&D as opposed to older versions, but some maintain that it is the failing of the users to take the reigns and really drive 4E as it should be. I understand that view but would rather play a different game, thank you.
Pathfinder is a kind of spiritual younger sister to D&D. It grew out of the desire for more third edition content after the fourth was released. Since the latest system was changed beyond recognition, it made sense. Also called the “d20 system,” it too has undergone many changes in it’s rules. The errata to the core books that everyone needed to play was so large at one point that they rebooted the entire series and called it the 3.5 edition. There was a lot of grumbling and moaning about having to buy all new books amongst the fans of the game, but it wasn’t necessary. After all, there was the Official Errata, which was free but fairly confusing to use unless you already knew it inside and out. More and more errata was piled onto the system until Paizo, the company who handled publication of the Dragon and Dungeon lines of magazines. Announced that they would be releasing an RPG called Pathfinder. Obviously taken straight from the pages of the 3.5E and errata, they also made it their own. With new monsters, a slew of wonderful adventure modules, and new rules of their own, they released the hefty core rulebook under their own banner.
Now, Paizo has gathered certain figures from Wizards of the Coast (D&D Publisher) and CCP (EVE Online) to create a company called Goblinworks that will handle all aspects of what they promise is going to be a “sandbox/theme park” style MMO. I am assuming they don’t mean that all player characters will have mascot-heads and ride roller coasters for experience points. They are proposing a model of gameplay that revolves around player interaction, rather than collection and mail-runner quests. Paizo has stated that they would like to see players building glittering castles, garner support from neighboring townships to take down larger military powers, and yes, maybe even have a quest or two to kill a bothersome dragon.
This is exiting news for me, and I believe it can be done well. The way Paizo and Goblinworks are talking about this new project feels reminiscent, to me, of the power-struggle and economy inherent within EVE Online. Let’s just hope the project gets off the ground!
Paradox Interactive is one of those game companies which can really appeal to some gamers. With their often intricate gameplay, rich political worlds, and clean macro- and micro-level strategy, proponents could sink days at a time into Paradox’ titles. Crusader Kings II is no exception.
Having beautiful visuals, epic music, and the most menus I have ever seen in a real-time strategy game, the game invokes a feeling similar to King of Dragon Pass. Loading this up for the first time, I felt like I was being transported back to a time when PC games were very distinctly not console games. Having said that, I stand firmly in the percentage who don’t enjoy their games as much as others could.
Crusader Kings II is a menu-driven, pauseable, real-time strategy game based on the Middle Ages during the time of the first crusade all the way through to the third. Realizing what it was, my eyes immediately glazed over as I began to expect a long lecture in a droning monotone. The game doesn’t quite deliver on that front, but there isn’t any changing that fundamental, titular basis.
I was bored to tears during the first hour of play as I struggled with the steep learning curve of the game, as well as my total lack of knowledge about the subject matter. Selecting only the very easiest historical figure to play with, (a long process in itself, as there are seemingly endless dynasties to start with,) I began my history lesson. There was a lot of guesswork as I tried to marry people off to neighbouring dynasties. My bid for filial bonds between myself and some of the other powerful countries was met with total denial unless I agreed to marry way under my station. I did enjoy having the power to end plots to end my life, which were propagated by my own vassals, by simply demanding that they do and then marrying them off to some low-life courtier who resides halfway around the world, thereby getting rid of them and the problem pretty thoroughly. Getting more into the career of my dynasty, I began to succeed in blending my blood into a rival faction, hoping to gain power in their houses and eventually usurp their leaders, replacing their rule with my own. That didn’t quite work in the way I imagined, and I ended up losing the game very quickly. After three similar dismal failures, I honestly began to hate the basic game.
The visuals are pretty stunning, I must admit. The map is so huge and highly detailed that the game seems more a container for the interactive cartography than a surface upon which the game is played. The mountain ranges and other topographical features serve to texturize and flesh out the look of the game. I have spent a long time just flipping through the county status screens, which are accessed via this beautiful map. The menus themselves are also very pretty. Using retro-style portraits for each individual character is a nice touch, you will never see one used twice for any of the adults, (the children are all standardized male or female “child” avatars though.)
This game’s sound deserves some note. The music is very epic and deserves the highest rating it could possibly be given. Sitting there for hours, clicking through menus without much attachment to what I was doing, the music made the game playable for me. The sound effects seemed jarring and tinny when played alongside the music, and listening to that blend of sound was a little like having braised striploin and Kraft Dinner for supper. Clicking through the character selection screen will play a single harp note, multiple clicks reveal a song being played. I spent a good, long time clicking through this menu rhythmically until I was satisfied that this is one of the best functions in the entire game.
The gameplay was a deep, menu-driven experience. It suits the style of the game, though I was constantly wishing there was more action to be had. The game is paced slowly and can actually be paused to issue commands and react when news of war or plots pops up on screen, enabling you to react instantaneously to anything. The steep learning curve could be off-putting for new players, but may actually appeal to Paradox Interactive’s more dedicated users. The amount of characters, counties, and titles might be daunting for anyone other than a History major or an eidetic memory and a Wikipedia account.
Given how good the music and the visualization of the world are, as well as how little fun I actually had while playing this game. I give it a 6 out of 10.
Big thanks to Gamersgate.com for the pre-release copy of the game.