Yes, I am a bit behind the times in gaming. I don't usually get to a game until long after it's been released. Why spend $50 for one brand-new game when you can wait a while and get 3 games for the same $50? Anyway...
My first experience with the RPG genre was Bioware's
Knights of the Old Republic. It was, and remains, my favorite game. What I didn't realize at the time was just how good that game was. I keep playing other RPGs, expecting to find what I liked about KoToR, and finding they don't have those elements, the biggest being story telling. Rather than work on the
sequel to KoToR, Bioware chose to follow up with a brand new game,
Jade Empire. Surely Bioware could provide a game every bit as good as KoToR.
Did they? Not really. The game is very good, but still falls short of KoToR.
The game is set in a world that looks and feels very much like ancient China. The characters all have Chinese-like names and there is a strong focus on martial arts. The empire has stood for centuries with the emperors all but worshipped. Decades ago, the empire was afflicted by a severe drought, but the emperor was eventually able to solve the problem, though no one knows exactly how. In the process of solving the drought, the Emperor found a new right-hand man, Death's Hand, who leads the Lotus Assassins, who are essentially the secret police of the empire. The game begins with the player as a student in a provincial martial arts academy. The Lotus Assassins attack the school, kidnapping the instructor. And the adventure begins.
As with KoToR, the player moves through the empire, tracking his master, and picking up followers along the way. The followers will aid in the quest and in combat. But not everyone or everything is as they appear to be.
What worked? The biggest improvement in
Jade Empire is the combat system. KoToR had a glorified turn-based combat scheme in which the player chose one move at a time, queuing up to three moves to be executed in succession. The scheme had a bit more of a real-time combat system than true turn-based combat, as in
Gladius. But it was still awkward and lacked the excitement of a more combat-oriented game.
Empire improves on this approach resulting in a feel that is much closer to adventure games like the
Lord of the Rings games than previous attempts. And there's plenty of fighting to be done.
There are also plenty of styles and techniques to choose from, from martial arts and swords to "demon" styles in which you transform into something else. So, there are plenty of ways to approach the myriad fights in the game. And one style won't work against every enemy. In KoToR, a light saber with master flurry or force storm destroyed just about everything in the path. You have to be more versatile in this game.
I played the game on my new XBox (first game I have played on the platform), whereas I played KoToR on a PC, so it's hard to compare graphics and performance. But the game looked and sounded fantastic. Having said that, there are some amusing exceptions to this. Occasionally, the player will be given interludes in which he has to engage in aerial combat, equivalent to those interludes in KoToR where you man the guns on the Ebon Hawk. These segments felt very retro, reminding me of the very old days of Defender on the Atari 2600. 2-D graphics with a little flyer icon moving back and forth across the bottom of the screen shooting enemies that come down from the top. (Defender meets Space Invaders.) And then there's a sequence late in the game where you have to defend a bridge while a follower sets some explosives. The character moves across the screen but the camera doesn't, so you end up fighting at the very edge of the screen against enemies you can't really see because they are off screen.
What didn't work? I have one complaint about the combat system, an element they seem to have incorporated from
Enter the Matrix. In battle, the player's character moves as if to circle the enemy rather than simply moving in the direction the player directs. This makes it quite awkward to try to move the character around, for example to pick up a power up, or to simply get away from an enemy for a moment.
Like KoToR, the game has a morality element in which the player can choose to be a good guy (Way of the Open Palm, the equivalent of playing the light side in KoToR) or an evil guy (Way of the Closed First, equivalent of playing the dark side in KoToR). Unlike KoToR, there seemed to be little value in this. In KoToR, one's appearance changed according to alignment and one got a bonus to certain character attributes if mastery was achieved. Sith Lords expanded on this to have alignment affect interactions with the followers. In
Empire, it didn't really seem to make much of a difference. There was a bonus earned late in the game (a new essence gem), but that's about it.
Speaking of followers, they add little if anything to the game. One of the things I loved about KoToR was interacting with the supporting characters and uncovering their stories. In
Empire, they don't have stories. Or, if they do, the game reveals the stories as part of the plot; there is little purpose in talking to the other characters. The only real outcome was that one character fell in love with the main character and they kissed.
More generally, there isn't much of a story. Certainly, things didn't go the way I expected them to, with a surprising twist about two thirds of the way through. But overall, there really isn't much to the plot.
The game is billed as an RPG, but it's really RPG-lite. Most RPGs are built around giving the ability to customize and alter just about everything, from abilities and attributes, to clothing, appearance, etc. Empire gives you a choice among a handful of pre-built characters to begin the game, with no customization. While you can alter their attributes as the game progresses, as with any RPG, you are stuck with the face and clothing the character had to begin with. The game feels more like an action-adventure game with more choices about combat style than a true RPG. That's not necessarily bad. I happen to like action-adventure games. But it something to realize before choosing to play the game.
That's a lot of negatives, I guess, but it really is a good game. It's not much of an RPG, but it is an enjoyable action game with lots of combat and ways to approach the game. That should be more than enough to occupy most gamers' attention for a long time.
Labels: reviews, video games