Friday, September 04, 2015

Falling Skies Finale - saving the world with a whimper, not a bang

Falling Skies was never without problems. The main character was forever speechifying in a way that could be boiled down to "USA! USA! USA!" and few opportunities were passed up to revel in American exceptionalism.

It's perhaps fitting that one of the characters gets so fed up with Tom Mason that he tries to kill him and sets off on his own because he's sick of listening to him... but at least the show didn't overstay its welcome.

There seemed to be a rather marked downturn in budget for this final season and while it's clear that Falling Skies was never cheap to make it clearly suffered from aspirations for a Hollywood blockbuster but on a TV show's budget.

Most perplexing though, is that the enemy for the entire show had one CRITICAL weakness - kill their queen (let's just call her Sarah Kerrigan) and they ALL die. All of them. Literally turning to ash. As this show rejoices in historical parallels to the American Revolutionary War... this would be like George Washington crossing the Atlantic, killing King George and that just destroying the entire British army.

It seems particularly baffling as prior to that magic bullet, things had been parsed in very much a resistance type way. The enemy was on the back foot after a series of hard won tactical victories... and then they allude to how the Queen is basically going to allow them to win (somehow) but all it takes is for the magical ER doctor Tom Mason to use a magical bioweapon grenade to kill her and commit genocide.

"LOLWUT?!" As the Internet is wont to say.

Was this supposed to be a climactic showdown? It felt as though someone suddenly got told "We're not getting another season." and it was 4:30pm on a Friday and they went "Oh, uh - then he uses this biological grenade thing and it kills all the aliens forever. The end."

Oh, wait - they had to do a bit more masturbatory "USA! USA! USA!" at the end. Naturally.

It just seemed to be an ending rather anathema to the whole programme's thesis.

Pillars of Eternity

There have been many who have argued that there has been a trend to simplify and streamline away much of what used to make RPGs so immersive and hearkening back to games as relatively recent as Baldur's Gate 2 or even Dragon Age: Origin, there is certainly an argument to be made that games now have dropped complexity in the name of accessibility - the results of which have been hit or miss.

This is what has spawned the cRPG subgenre. Games that seek to recapture the look and feel of the Baldur's Gate/Diablo 2... well, seemingly more Baldur's Gate as they owe more to the D&D inspired RPGs, whereas Diablo was always a hack-n-slash.

The first thing to say of Pillars of Eternity is that it effortlessly recaptures the feeling of Baldur's Gate in general look and feel... The game does trick you by seeming to offer voice actors and then making it rather obvious that they are going to be used only sparingly. That's OK but it just highlights how integral voice work has become to modern gaming.

As to the combat... perhaps action RPGs have spoilt me but it just felt like busy work (that said, Dragon Age: Inquisition fighting felt like busy work). You're stuck with D&D style fighting too so... forget mana bars or whatever - you get abilities that can be used a finite amount of times. These will recharge between combat or when you sleep and when you're out in the wilds, you can only sleep with camping supplies annnnnnnnnnnd you can only carry a fixed number of those (upgradable with some skills)... as this is the easiest way to regain health (unless you want to start dabbling in the now mandatory crafting system), you can find yourself tediously shuffling back and forth to inns a lot, which kind of kills the pace of dungeon crawling.

Perhaps it's just nostalgia but Baldur's Gate combat usually felt more interesting too and seldom as unrewarding...

I will give credit to Obsidian Entertainment for creating their own world but that creates some problems in itself - mostly the fact they apparently chose a Welsh and/or Gaelic name generator for everything. Imagine if Lord of the Rings had the first 30-40 minutes of people talking about things with Elven names and you'll get a feel for the kind of barrier Pillars of Eternity throws at you. It's as if it's daring you to give up because you don't want to wade through these gobbledygook names.

Once you manage to penetrate that though, it's not so bad. It's not exactly a world which will make you gasp at is originality but it works well enough. The story is serviceable, although it suffers from leading you along and then just the "TIME FOR EXPOSITION!" in the final act. Granted, it's hard to hint at revelations in these kind of games and those among you familiar with the tropes of science fiction and fantasy will probably have your suspicions but the twist is still neat...

The game's ending also feels like a direct response to Mass Effect 3's clusterfuck...

It was a serviceable game but really only serves to remind me that things have moved on. Given that the Baldur's Gate games are being re-released, it seems strange to want to recapture nostalgia and those more cynical might see cRPGs as a means to justify dramatically reduced production costs... although, if they allow smaller developers a chance to enter the marketplace, then there's nothing wrong with that.

Only recommended for those that actually played the likes of Baldur's Gate and truly want to have something which doesn't feel a need to hold your hand.