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Walking the Planes 3: Pluralities

Planescape: Torment opened a door for me: the door to Sigil, the grimy, sharp, beating heart of the Planescape setting. It is also a door to new possibilities: the realisation that a fantasy setting could be so much more than what has become ‘the standard’ over the last few decades. When you set foot in the game, everything is different.


The Family History: Part Two

What follows is a brief overview of all the companions. There are two aspects to each of their stories. The first is what they do. The second is how Hawke reacts to what they do. Fittingly, Hawke plays a large part in each of their lives, but the most poignant moments aren’t really moments at all, they’re the attitudes Hawke takes with each character during the years they collaborate. Hawke’s reaction to a character’s behavior can make their story easier to bear, or all the more tragic. It’s a different kind of agency, more peripheral, but just as impactful.


The Family History: Part One

Bioware games chronicle how one person unites disparate personalities and turns them into an unstoppable force. Dragon Age II is the epitome of that idea, a family saga ruled by people and not events. It’s been the RPG model for NPCs to show the player the way, guiding them from one quest to another. That tendency finds its best realization to date, and it’s all because of the characters and what they have at stake.


How Many Americans?

When the meta experience of Spec Ops begins to shift away from supporting this black-on-white reasoning as the cause of the game’s conflict, it presents quite the gut punch; Good Guys and Bad Guys both begin to lose value as simple definitions.