Review: Dragon Age: The World of Thedas Volume 2

Dragon Age: The World of Thedas Volume 2Dragon Age: The World of Thedas Volume 2 by Ben Gelinas
My rating: 3 of 5 stars

Despite my love for in-game lore and the lore of Dragon Age, this book falls into the “so okay it’s average” camp. That’s not for a lack of trying on the author; the production value on this book is tremendous. The art itself is gorgeous. I spent a long time looking at the two-page spread on the inside cover that has (as far as I can tell) every named NPC from all three games in a group portrait. The rest of the book is lovely as well, with different colors and styles to create the feel of a document that might actually exist within the game world.

The problems arise from the fact that this is an attempt at creating a comprehensive tome about a world that revolves around player choice, which creates vastly different world states. The level of effort that goes into writing around things like the gender and identities of the three protagonist characters (The Warden, Hawk, and the Inquisitor) go to almost comical lengths. “Details of Hawke’s identity, gender and abilities differ depending on who’s telling the story.”

Except that in the game, Hawke (the player character) defeats a powerful enemy in single combat and saves all the nobles of the city, which is what prompts them to name Hawke “the Champion of Kirkwall.” In-game, everyone is aware that Hawke is a man or a woman, a mage, a warrior, or a rogue, because the other versions of that character just don’t exist. It’s only in the effort to create a narrative that unifies all of these possible choices that makes this silly non-entity description of Hawke possible.

And that’s a huge problem when three of the most important characters in the world have this “non-entity” status. But even for defined characters like party members, the accounts have this curiously abrupt quality where the text just stops abruptly as soon as it gets to describing what might have happened to them in the game. Because, again, the world state can be different. Characters can live and die depending on your choices, which is what makes the Dragon Age games so much fun; your version of Thedas can be unique to you. But it makes a universal account impossible.

I still commend the author for spending a tremendous attention to detail. The bits that don’t deal with the characters and content of the games are excellent. Background stories from places we haven’t been or events that took place before the game . . . these are interesting. The creation of legends, too, is handled well. But so much of the book is focused on the events and characters of the games that it’s hard to wholeheartedly recommend the book for these other interesting bits.

View all my reviews

Review: Rise of the Tomb Raider: The Official Art Book

Rise of the Tomb Raider: The Official Art BookRise of the Tomb Raider: The Official Art Book by Andy McVittie
My rating: 4 of 5 stars

This absolutely beautiful book managed to make me feel surprisingly guilty.

I loved Rise of the Tomb Raider; it’s a worthy sequel to the 2013 Tomb Raider reboot (which I also loved). This book is, as you might expect, a collection of concept art and design documents that led to the creation of the game’s characters and environments.

The reason why this beautiful book made me feel so guilty is because it shows you just how much care and detail went into the environments and backgrounds that I cruised through as I jumped from one ledge to another on my way through the game. I love the Tomb Raider games and I get totally immersed in the world when I play . . . and yet I never spare more than a passing glance at the lovingly crafted ruins, relics, and other pieces that artists worked to create. There’s a page about a few chalices and other Byzantine relics that talks about how much realism the art team tried to create, but this chalice isn’t part of the plot (as chalices are wont to be). It’s just a nice looking ancient cup. I probably ran past it at top speed without ever noticing.

I play games to be immersed, but when that immersion happens, I give the credit to the writers who created the story and the actors who brought the characters to life. Maybe I spare a thought for the programmers who actually built the thing and maybe, maaaybe I think about the art team when I appreciate a well crafted character model or a pretty forest. But when you see just how much care, just how much craft and attention to detail goes into all of this, even a little cup that’s just a setting detail, it makes you appreciate how absolutely spoiled gamers are when it comes to our digital worlds. There’s an entire world of art around every moment and for the most part, we just treat it as window dressing as we focus on the shoot-shoots and the booms.

If you’ve played Rise of the Tomb Raider, I recommend picking up this book from your local library and paging through it, giving the artists a few moments’ consideration for all the work they did. We appreciated it, even if we were running by their work too quickly to notice.

View all my reviews

Father’s Legacy: A Fallout 4 Fan Fiction

I haven’t written fan fiction in many, many years, but over the past few months I’ve been playing quite a bit of Fallout 4. To finish the game requires making some pretty big choices and unlike most roleplaying games, there isn’t an obviously good or evil ending. I spent a lot of time thinking about what I wanted to do and why I wanted to do it. Although the game ending doesn’t reflect any of the thought I put into my choice, I couldn’t get all that contemplation out of my head. It just continued to swirl around and around in my thoughts. I decided I’d write it all out, if only so I’d stop obsessing over it and from that effort, my first piece of fan fiction in over a decade was born.

Needless to say, there are huge spoilers for the story of Fallout 4, so be warned. I also can’t promise that I created something easy to follow for those that aren’t familiar with the game. I didn’t write this with the intention for anyone to read it, so your mileage may vary. Despite all of that, I rather enjoyed what I made after I read through it and it’s interesting enough that I decided to share it here.

Once again, spoiler warnings for pretty much the entire main storyline for Fallout 4 and further warnings that it may not make sense if you aren’t familiar with the game. If you’re still interested, the story begins after the jump.

Continue reading “Father’s Legacy: A Fallout 4 Fan Fiction”

Review: Tomb Raider Volume Two: Secrets and Lies

Tomb Raider Volume 2: Secrets and LiesTomb Raider Volume 2: Secrets and Lies by Rhianna Pratchett
My rating: 4 of 5 stars

This book makes me glad that I stuck with the Tomb Raider comic series. After a rocky start in the first volume, things are looking up with a story that does an excellent job of setting the scene for “Rise of the Tomb Raider.” It’s nice to get away from Yamatai and all the plot tangles that storyline created (even if Yamatai was an excellent plot for the first game). The characterization of Lara here is top notch and the sub-plot with Lara acting in a play at Jonah’s request nicely shows how she’s falling out of sync with “normal life.”

My only major quibble was the Trinity operative who was sent to kill Lara, but sort of falls for her instead? To take as an apprentice? It’s somewhat odd, even though I know it fits into the larger storyline that at least a few members of Trinity want to recruit her, considering how effective she is.

Otherwise, this is a great, enjoyable book. I’m glad that the series found its footing and I’m looking forward to the next volume.

View all my reviews

Review: Halo: Escalation (Volume Two)

Halo: Escalation (Volume 2)Halo: Escalation by Brian Reed
My rating: 4 of 5 stars

The Halo: Escalation series continues to impress. It’s everything a great tie-in graphic novel should be.

While most of volume two continues the adventures of the Spartan-IVs, a section of the book is devoted to a somewhat surprising face: the Master Chief himself and the Spartan-II Blue Team. I mention this as a surprise because it seems like, aside from a few early novels, the Halo universe seems to shy away from depicting the big MC in the expanded universe fiction, preferring instead to save his exploits for the games themselves. It’s nice to see Blue Team show up here, which I recognize is meant to prepare gamers for their appearance in Halo 5, but regardless, it’s still fun.

The Master Chief storyline is a very nice segue between Halo 4 and 5, dealing with the aftermath of Halo 4’s emotional ending. One thing that has continually struck me as odd is the Didact himself, however. Warning: spoilers for the comic and (possibly) Halo 5 to follow.

Still with me?

Halo 4 made it seem like the Didact was going to be a recurring antagonist; he definitely seemed “defeated, but not killed” at the end of that game. Which I’d thought would mean we’d see his big ugly mug again in Halo 5 . . . but Escalation makes it pretty clear that the Didact is done, since in this book, Blue Team hunts him down and kills him, and they kill him pretty decisively. I suppose it’s still possible we’ll see more of the Didact, but . . . it feels unlikely. I wonder if he wasn’t as well received as 343 was hoping and so they steered away from him in favor of other villains in Halo 5.

Back to Escalation itself; although the Master Chief storyline is the standout here, the rest of the book is quite good. There’s a good balance of world building that I enjoy and the work that’s gone into the Spartan-IVs really shows. Ray and Thorne are back and even Palmer’s characterization has smoothed out from her rocky start in a previous graphic novel. Despite how good it was to see the Chief in a book, it also reminds one that the universe is much, much larger than just the Chief. I appreciate that.

Final verdict: good stories, good art, good pick for a Halo fan. I’m happy to recommend this one.

View all my reviews

Review: The Witcher: House of Glass

The Witcher: House of GlassThe Witcher: House of Glass by Paul Tobin
My rating: 3 of 5 stars

I’ve been completely sucked into the world of the Witcher since I started playing the third Witcher game a few months ago. Since then, I’ve tried to read everything I can to get familiarized with Geralt’s world and while I know there’s a series of novels waiting for me, this ended up being the first book that I’ve been able to read.

As video game graphic novels go, it’s okay. The story sagged somewhat in the middle and there were some basic assumptions about a certain character that I thought were going to be a plot twist, but ended up as something totally benign. Geralt certainly seems to have far more angst here than in the game and the continued self-references to “I’m a witcher, I don’t…” or “the witcher’s path is a lonely one” ended up getting a bit repetitive.

The art style was pretty cool, however, and there are some enjoyable moments. While the twist that I predicted ended up being completely wrong, there’s a pretty good reveal towards the end. Overall, though, I kept asking myself “why the hell would a master monster hunter allow himself to spend so much time in an obviously evil place?” Despite the fact that the titular House of Glass was full of cursed monsters and strange magic, Geralt didn’t seem to really mind that fact.

Final verdict: a fun, well illustrated graphic novel but somewhat underwhelming for my first foray into Witcher fiction, although the fact that this graphic novel appears to be a tie-in work to the game rather than the original novels might have something to do with that.

View all my reviews

Review: World of Warcraft and Philosophy: Wrath of the Philosopher King

World of Warcraft and Philosophy: Wrath of the Philosopher KingWorld of Warcraft and Philosophy: Wrath of the Philosopher King by Luke Cuddy
My rating: 4 of 5 stars

I picked this book up after a friend recommended it to me in the wake of my review of “Halo and Philosophy: Intellect Evolved.” While I think this concludes my foray into pop culture philosophy for a while, I did enjoy this book considerably more than “Halo Philosophy.” The nature of MMOs as shared simulated spaces (alliteration intentional!) invites several intriguing discussions, especially with regards to the metaphysical. Furthermore, so much of what makes MMOs interesting is the people that play them, and even though a first person game like Halo is also multiplayer, it’s really in the MMO space that one can seriously consider questions of character, identity, and self.

As you might expect, not every essay in this book is going to impress, but there are some true gems. In particular, the essays on the relationship between the character and the self really intrigued me. I’ve played a wide variety of characters over the year, including characters of an opposite gender. Thus, I paid particularly close attention to the essay written by a male player who, rather unintentionally, “toured” as a perceived female gamer for several months.

Is this a book I’d recommend to a non-WoW player? Eh, probably not. The authors generally do a good job of not relying “too” heavily on the game terms, but the largest appeal of these pop culture/philosophy books is how the content of your favorite game (or show, or movie, or whatever) can become the fuel for a philosophical discussion. If you’re not already a WoW player, I’m not sure why you’d be interested in picking up a book about it. That said, this is a very solid philosophy primer and if you’re an MMO player (of any game, really), you’ll find something to mentally gnaw on.

Quick aside: it was a little silly, but I really enjoyed the chapters presented in WoW’s “0/1” quest tracker style, as well as the “+3 to intellect” for completing the chapter. It was a fun bit of attention to detail.

View all my reviews

Happy New Year (Seven Days Late!)

Welcome to 2016! What? It’s already been 2016 for an entire week? What do you mean? Where have I been? Why am I writing so many questions?

Indeed. Where have I been? New Year’s Day was a week ago tomorrow. Everyone else already shuffled through the New Year’s Day hangover and made resolutions, unfogged their brains, and then went back to work and life. What have I been doing, that it took me a week to woke up?

Well, due to a convergence in the schedules, I ended up with a solid seven days off from work. Seven days. IN A ROW. Without spending any vacation days. See, what happened was that my schedule was set to rotate to a new one in 2016. The combination of having Friday off (New Year’s Day), my old schedule having the last part of the week off and my new schedule having the first part of the week off, it created this unbroken string of days that did not require me to wear pants.

What did I do with all my free time? Well, I’m happy to say I did go for a few hikes, including one hike while it was snowing, and that was lovely. But mostly I gamed. I gamed hard.

My intended furnished me with several video games over the holidays, including the Witcher 3 and Fallout 4. Both of these games are absolutely massive, sprawling world RPGs that can easily devour 100 hours or more. EACH.

Basically, it was an epic video game bender. It was glorious.

But it’s glorious because it’s the kind of thing you do very rarely. It was fun to laze about for a week, accomplish nothing, ignore my email, and basically lose myself in the digital worlds. But it’s hard to do that for too long without it starting to affect your mind and not in a “video games rot your brain” kind of way, but more like “I need to actually be doing something again so I don’t become a shell of a person.”

It reminded me of how it was to be in my late teens and early twenties; even though I was in college, even though I had a job, gaming binges like that were what I loved most. But as I’ve gotten older (and I am older now, my 29th birthday was Dec. 24), my gaming time has become more selective, dare I say, more mature. I’ll go for long periods without playing anything. I’ll play for a few hours after dinner and dishes are done. The binge days are long over. And that’s a good thing. For the most part.

It was fun to lose myself for a while, but only for a while. I’m dusting off the cobwebs from my brain and getting back to work. I’ve got a day job that I love and I’ve got a novel that I’m excited about. I’ve got my wedding coming up and man if that isn’t making the time fly. There’s a lot going on. Life is good and there’s a lot to do and I wouldn’t change anything else about it.

The virtual world is a fun place to visit. I’m going to keep on visiting, because oh my god you guys these games are so much fun. But the binge is over. And I’m glad that it is. I don’t think I’d want to live that way, even if I could.

Destiny, Or, How To Make People Hate Your Video Game

If you’re not a gamer, skip this post. Everyone else, brace yourselves: I’m about to go full nerd for a while. Thigns are going to get pretty “Inside Baseball” here.

I started playing Destiny back in December, right around the time that I got my Xbox One (I waited for that price drop, yo). I liked the gameplay a lot, although once I finished the main storyline, I felt like there was a pretty intense roadblock keeping me from doing anything else with it. The end game content just required too much work to jump onto the loot treadmill of “get better gear, so you can do the thing to get better gear.” Don’t get me wrong, I like shiny purps as much as the next gamer, but I’m also a lazy gamer. I’ll do the thing to get the thing only as long as it’s actually amusing. The moment that the epics require gameplay behavior that feels like actual work? Fuck that, I’m out.

But then an expansion pack came out and I was all, “ooo, new stuck to do!” In many games, the launch of an expansion pack is the best time to jump in, especially for massively multiplayer or persistent shared world environments. The expansion pack evens out the community again since everyone has new things to complete before returning to the end game and the content always has to be created in such a way that people who didn’t get all the end game epic gear can still complete it. So, even though I was a little surprised at a $20 price point, I purchased the first Destiny expansion The Dark Below. At the time, I decided that it wasn’t that bad, since most MMO expansions (looking at you, WoW) cost $40 but usually deliver enough content to make it worthwhile.

But after burning through all of the content in a single afternoon, I began to worry. After I poked around online, I noticed something even more worrisome; mainly, that I was basically a second class citizen for playing the game on Xbox rather than PlayStation:

Yep, Sony’s snagged themselves yet another Destiny exclusive: one of The Dark Below‘s strike missions—you know, the ones where you and two other players go through quasi-dungeons and take on powerful bosses—is only for PlayStation 3 and PlayStation 4. Bungie says the exclusive is until “at least” fall of 2015, which means that for the next year at a minimum, Xbox players will miss out on a large chunk of The Dark Below.

That’s on top of the already-PlayStation-exclusive Dust Palace strike, so if you’re keeping track, by the second week of December, PlayStation owners will have eight strikes while Xbox players only have six. Of course, it’s been clear for months now that Bungie has firmly sided with Sony in the battle for your living room, but that hasn’t stopped Xbox fans from feeling ripped off. How can you blame them? They’re paying the same amount of money as PlayStation players, yet getting less stuff.

Wait, there’s another strike that I’d never even seen? Because I bought an Xbox rather than a PlayStation? Well . . . that doesn’t make me feel very good. I suppose that if The Dark Below was full of things to do, it wouldn’t have stung so much, but once again, I ran into the treadmill problem. I didn’t need to see all of the things in the game; I like that challenges exist in the forms of raids and other end game content for players that really want to put that effort in. But this is an old problem: hardcores vs. casuals. I’ve been on both sides of that divide, so I understand. But I’m not asking for content to be available for everyone. I just want something to do other than repeating the missions and tiny number of strikes I’ve already done.

Eventually, without any content that felt meaningful at my level and no way to increase my level without grinding (i.e. turning the game into work), I gave up and moved on to something else.

But then another expansion pack came out! And this one had some good (if not great) reviews and had content for everyone and there would even be a chance for me to get some of the really cool stuff. So I bought the next expansion, House of Wolves, once again at $20, and gave it a shot. Still felt really expensive, especially considering how little content was available in the previous expansion, but I was willing to forgive and forget. And you know what, they were right! I was able to snag an exotic pulse rifle that was really fun to use and I finally managed to equip my Warlock with some fancy looking gear and although I’m still not doing end game raiding, I’m feeling pretty good about myself. I’m so glad. Things feel good. I feel good about my time investment and I’m having fun.

And now . . . there’s this:

Why Destiny Players Feel Screwed Over

Destiny Director Defends $40 Price Tag For New Expansion

Disastrous Interview Could Have Ramifications for Destiny

From the Forbes article:

Tom Phillips, the interviewer, sets out with two missions in mind. To understand why players who want the bonus content of theTaken King Collector’s Edition, new emotes and cosmetic items, have to rebuy content they already have, namely the base game and original DLC, in a pack which retails for $80 in the states. The second question is what exactly The Taken King contains where it’s worth a full $40, a very hefty price for DLC, and even for a full expansion in some players’ eyes.

What follows is Luke Smith doing everything possible to fumble the answers to both of these questions. I highly suggest you read the entire interview because from start to finish, it’s kind of astonishing how tone deaf every aspect of it is.

Without copying and pasting the entire thing, the long and short of it is that Smith can’t announce any new plans for players to get this extra content without rebuying things they already own, and he acts like he doesn’t understand why this is a big deal.

“It’s about value,” he says. “The player’s assessment of the value of the content.”

If you didn’t, I strongly encourage you to read the interview. It’s really the only way to get why this is so irritating.

Here’s the thing: I don’t give a shit about bonus content. I’ve gotten to the point in my life where I have enough things to keep me from doing things I actually should be doing, so I don’t need to be a completionist anymore to feel like I’ve gotten my money’s worth. I don’t have to master every character; I can just play as Reptile for three hundred matches in Mortal Kombat X and call it a day. I can play Heroes of the Storm with the three characters I unlocked for free and have fun. I don’t need all of the things. This Destiny bonus content isn’t for me and I’ll never buy it, in any form.

But I hate the idea of a model that wants its most dedicated fans to pay for content they’ve already purchased. It’s insulting. It’s humiliating. It’s wrong. It’s every bit the Scientology model of “get the sucker to pay more money, so that he’ll keep paying even more money.”

Bonus content like this, especially stuff that’s entirely cosmetic in nature, shouldn’t be used as a reason to tell someone “you will throw money at the screen.” If anything, this is the kind of thing that a player unlocks for being loyal. “Hey, thanks for playing our game for a year. Here’s a neat thing!”

There are updates to the article that say “we’ll be releasing information about what veteran players will be getting and don’t worry, it’s very cool,” but I really think the damage has already been done. You literally have your creative director out there saying that the model you prefer is “pay for content twice.”

Here’s why I’m feeling sad about my time and money spent thus far, summed up perfectly by a very eloquent Reddit post:

ReclaimerSpirit 1058 points 1 day ago*

I normally just lurk this sub but I needed to get this out there.

Reading this interview didn’t just make me not want to buy the expansion, it made me feel really shitty. I feel like I’m being laughed at, like I was a sucker for buying Destiny – a game I’ve really enjoyed and hyped to all of my friends before launch (EDIT: should note that this is the only game I have EVER pre-ordered). The way Smith talks about the player makes me feel small and disposable, like he owns me and I’m going to buy the new DLC no matter what because I’m just a sucker. I’m not the player. I am the sucker, and I will just throw money at the screen because I’m told to.

Bungie, this is part of your game experience. Seeing one of your staff say things that make me feel like I’ve been duped into playing your game makes me not want to play. You’ve done a really good job in the past of listening to your fans and, more importantly, having fun with them. We used to be on the same side – that’s how things like Red vs. Blue and Forge mode came about. What happened?

To quote an old Penny Arcade strip: “the filthy pigs will rush to our trough!”

This whole thing makes me regret the time I’ve spent with the game, in a way that I never did with World of WarCraft or other MMOs. See, there’s this weird thing that happens in the life cycle of a typical MMO or persistent world game; after the player moves out of the enamored phase, it’s common that he or she begins questioning the time spent on the game. Eventually, when the player is no longer having fun, the feeling is that all of the time the player spent on the game was a huge waste, because it’s no longer continually providing enjoyment. Thus, the player burns out, convinced that it was all a waste.

I’ve seen that happen constantly and I’ve tried to always be mindful of it. The fact that I don’t play WoW now does not mean I didn’t have fun when I was playing it. I didn’t waste my time playing it. The idea that if I hadn’t been playing WoW, I would be doing something wonderful and productive is just false. That was my leisure time that I spent; if I hadn’t been doing that, I’d have been playing something else. Or watching Netflix. Whatever.

But this goes beyond the typical life cycle angst. This debacle really does make me feel like I was wrong to have spent my time this way. That’s a terrible thing to do in an industry where making people feel good is your sole directive. It’s a terrible thing and it’s also an impressive thing, to achieve such destruction outside of the gamespace itself.

Destiny really could use some good news right now, since the story is blowing up all over the place. Fortunately, we have this bit of information to smooth things over: New Destiny Quest Is Exclusive To Red Bull:

Activision Publishing, Inc. and Bungie, together with energy drink category leader Red Bull today announced a partnership that will bring an epic new quest to players of the popular sci-fi action adventure game franchise Destiny via custom-designed Red Bull® Energy Drink cans, inviting consumers across the United States and Canada to Become Legend, making this the first time a video-game, or any third party brand, has ever appeared on the iconic Red Bull can.

Access to the quest will be available on specially-marked cans of Red Bull and leverage themes of speed, tenacity and strategy inspired by the energy drink, throughwww.RedBullQuest.com. Each Red Bull can will also include bonus XP to help players prepare for this epic quest. Players can start using the bonus XP throughout the summer, with the in-game quest kicking off following the launch of The Taken King, the latest addition to the Destiny universe scheduled for release on September 15, 2015.

Wow. Just . . . fucking. Wow. I actually triple-checked the date on that article when I saw it, just to make sure it wasn’t something that had been posted on April 1st.

So . . . how about that damage control, huh? Play Destiny! Buy content twice because we think you’re suckers! Buy Red Bull! THROW YOUR MONEY AT THE SCREEN!”

I miss the old model: “here is a game. Pay money and play it. Buy a tie-in product like a novel or comic book if you really love it.”

Community isn’t just a marketing buzzword for games like this; they’re part of the ecosystem, part of the experience. It’s not just a way to keep playing; it’s why most of them are playing in the first place.

You Can Always Tell When Matt Starts Playing A New RPG

In this case, it’s Dragon Age: Inquisition. It was released in November and I know that, had I purchased it then, my NaNoWriMo effort would have been torpedoed and sunk faster than the Lusitania. Fortunately, I had the foresight to delay my purchase of the game until December.

In 2013, I was pretty down about the idea of the next generation of consoles on the horizon. Of course, it didn’t help that the details for the Xbox One sounded uniformly terrible, even to someone who not only has all of the Xboxes but even owns a goddamn Windows Phone. I’m not saying I’m a loyalist but I like my devices to play nicely together and since my Xbox 360 was my favorite device, all my other devices had to build off that. At the time, I wasn’t excited in the slightest about the idea of buying a new console.

But now that the One has had a year to mature, I’ve come around. More importantly, I was able to scoop up a box for a deep discount, which I think made all the difference. I’m past the point in my life where I can spend $500 plus tax on a toy. $300 is a much more manageable chunk of money to justify. It also helps that I have a wonderful girlfriend. I won’t list all the reasons why that it true; I merely want it mentioned here for the permanent record. It is known, as the Dothraki might say.

I’m happy with my shiny box and I’m happy with the new Dragon Age. Dragon Age, of course, is one of the few series for which I am absolutely a huge, unapologetic fanboy. When I met David Gaider, one of the lead writers on the series a few years ago, I pretty much gushed and kept telling him how amazing he is for about ten minutes until he started looking around for a security guard to drag me away (that last part might be exaggerated just a bit).

Inquisition is like a love letter to the fans of the series. It’s deep, complex, full of lore and layers and things to do. It’s also the reason my blog has gone sadly neglected for the past few weeks and why my flood of Goodreads updates has slowed to a trickle.

It’s difficult to know what to write about; I consider a person talking about their personal video game character only marginally more interesting than a person discussing their favorite brand of bagel. That’s not to say that I don’t love video game characters (and weirdly, WoW is the one game where this rule doesn’t hold true) but generally speaking, I don’t want to talk about my character or other people’s characters in any deep way because it spoils the illusion that the Inquisitor is mine. 

I don’t even really acknowledge all the different ways my own Inquisitor could be different based on my own choices. At this point, my Inquisitor is so fully realized in my own mind based on my actions that I simply can’t imagine that things could be any other way. It all just is. And it is because the game world shapes itself to my actions and allows me to maintain that illusion in a flawless manner.

It sounds like an insult to say that I don’t notice all the care and craft that the designers have woven into the game to create branching paths and different narrative experiences. In truth, it’s actually the highest compliment I can offer to a game of this sort.