Darkspawn be damned, we’re in dragon country Review: Dragon Age 2 (PC) By Cody Klyne, Arts Editor y gut reaction is to say that I loved Dragon Age 2 (DA2). From its dynamic combat and engaging overarching narrative, to its deeply customizable ability system, the tweaks and changes in this sequel to 2009’s Dragon Age: Origins (DAO) combine to provide a less daunting and ultimately more organic role-playing experience. Where things get muddy for me critically is if these changes feel like the right direction for a franchise that, until recently, seemed more closely reminiscent of classic games like Baldur's Gate 2 and Planescape: Torment as opposed to more modern fare. Is DA2 simply following the Bioware signature recipe (a-la last year’s Mass Effect 2) or is it truly a step forward? The answer: a surprising combination of the two. Right off the bat, one of the most talked about features from its predecessor, the ability to play through a multitude of interestingly varied character origin stories, was cut. Instead, players are shoehorned into the role of “insert name here” Hawke. A runaway from the blight-wrecked town of Loathering, the adventures of the future “Champion” has humble beginnings. While I appreciated being referred to by name over the course of what could easily be a 40+ hour adventure (particularly in cases where my unfortunate enemies would curse my intervention on whatever harebrained scheme I was thwarting.) I couldn’t help but miss the colourful back stories of my dwarf nobleman and impoverished elf from DAO. To make up for this imposed lack of player direction, while still very much a linear experience, the story gains something from the fact that your adventures are couched in a meta- narrative; a story being told at a later day and time by one of the party members met early on. Besides acting as a reprieve from the meat of the adventure, these dialogue heavy cut scenes provide some foreshadowing for what’s to come beyond the end of the game proper and force players to question the honesty of the narrator for good or bad. This brings me to my next point and one of Bioware’s greatest strengths as a developer: dialogue and characters. Much like DAO, DA2 is chalked full of interesting, complex, and thoughtful characters. While certain archetypes remain— sarcastic sidekick, haughty nihilist, and the busty love interest—there’s enough variety, humour and sincerity at the core of character attitudes and motivations that make this sequel’s treatment of relationships, and the significance of your party members, a more satisfying experience. Unlike in its predecessor where one could potentially anger a companion to the point of their leaving the group (essentially removing themselves from the game,) DA2 introduces the much more liberal “friend or rival” system. Depending on your responses, actions, and treatment of non-critical characters through side quests, companions will gain points towards becoming your friend or rival. What’s interesting here is that, depending on which camp any given character is in, characters receive a stat boost reflecting their perspective of you. Treat the naive Dalish mage Merrill like an ignorant wide-eyed child? She receives the “outcast” status and +10% to damage resistance. While this sort of thing has little bearing on whether or not they will support you (they will always support you) the list of bonuses derived from this alignment is pretty impressive and can act as a deciding factor, and perhaps even persuade players to make decisions they might not have otherwise considered, depending on who they’re with at any given time. Tied-in as part of the expansive skill tree, this change in particular helps to make up for not being able to customize and develop your party in other ways (such as the inability to change the majority of their equipment). Much like DAO, combat in DA2 can be as fast or as plodding as desired. Utilizing the same pause mechanic to freeze combat in motion, enemy encounters feel just as rewarding as ever... if only a little less strategic. While I admit to playing the game on normal difficulty, I rarely found the need to spend minutes agonizing over unit placement and instead kept things quick and dirty. Besides, considering the immense graphical and stylistic improvements made over DAO—don’t even get me started on the overhauled animations and lighting effects—sitting back and watching as your party lays waste to a mob of nasties is easier than ever to appreciate. At its best, DA2 is a refinement and step forward for one of the most discussed and acclaimed franchises in recent years. At its worst, it’s the reflection of a dangerous trend towards streamlined and simplified game play at long time “hardcore” development studio, Bioware. 4f5 Oh! To be human! By Julia Siedlanowska hen I attended Wednesday nights preview of Wild Honey at the University of British Columbia, I was impressed by the work that up and coming director Brian Cochrane had created. Cochrane is one of two students accepted annually into the MFA Directing program at UBC, and is directing Michael Fayn’s adaptation of Anton Chekov’s original work. The story is of the irresistibly irresponsible womanizer Mikhail Platonov (played by Benjamin Whipple), and all the people who fall under his charm one summers night. The story is as tragic as it is comedic. All the while when this man is telling the women around him that falling in love with him will only ruin their lives, they flock to him all the more. The men also fall under his charms, passing his rudeness off as jest and entertainment. With all the people blindly in love with Platonov, we see they’re mistaken—it is blatantly obvious— and yet the writing, acting and directing of this piece so skilfully manages to make it believable. The production does a good job in uncovering the truths for these farcical characters. After Platonov has simultaneously managed to woo three women to his beck and call (not including his wife), one of them being married, while he has fulfilled his premonition of ruining their lives, he still manages to pity himself, and complain about his twisted arm. We are also Wild Honey at UBC flowers into spring romance 3 stupefied by Marya Yefimovna Greckova (played by Christine Quintana), who still falls into Platonov’s arms after he has spent their entire acquaintance calling her “Beetlejuice” and making her cry. Yet the actors (all students at UBC) have managed to find the charm and humour in each character, and the tragedy or darkness of the play is veiled in a most delightful atmosphere of comedy. The set design and staging of the play was beautiful. Great clumps of rope hung down from the ceiling to the ground and served as trees. The set also included a cottage house that split in two. This was an inventive way to maximize its use (as it served as three cottage house settings). A train was made by rolling tracks out onto the stage, and a smoke machine with a red light downstage. The sound effects were also very well done—at one point we had the illusion of the rain rolling over us. The general atmosphere is that of a warm summer night in the country somewhere in Europe full of romance and fireworks, with the occasional tonal change of things not being so beautiful for everyone. The mood left me saying “Oh! To be human...” The story was successfully told, and I was pleased to see a young director, and many young actors full of so much innovation and capability to bring theatre into the world. Who: Theatre at UBC What: Wild Honey Where: Frederick Wood Theatre When: March 17- 26