I concede that I have not played Jade Empire. Outside of a brief period following last year's E3, I have not even been interested in playing Jade Empire, and now that the game has finally been released for a few weeks and people have moved from bi-polar mystification of what they should feel about this mediocre game to post-completion vindictiveness of not having their triple A tastes satisfied, I doubt my interest will ever spark. It isn't that I don't trust BioWare. Since Balder's Gate, the Edmonton developer has been releasing one fantastic RPG after another, and while I generally trust strong developers when they try something new, there seems to be a critical period where, if the experiment isn't nailed down, it will forever evade the project. Thus is BioWare's new action RPG.
RPGs and I have had a tumultuous history. My first real introduction to them was Final Fantasy II, and the game instantly captivated me by appealing to my mathematic side. Here was a game in which I could meticulously sculpt my hero's image (however superficially) and strive towards the best equipment, rarest spells, and strongest skills. Delusions of grandeur took root so deeply that I found myself submitting to the item duplication glitch, producing an unfair number of Excaliburs for Edge to dart for inordinate amounts of damage. Yet, here also was a game that satisfied my desire for a strong story component in a game, which at that point had been seriously lacking in the RPG's contemporaries. A game, at last, that satisfied me both on a mathematic and a creative level.
After Final Fantasy II, I would delve back into action games and platformers again thanks to a significant lull in access to RPGs (where I lived, game availability was limited to what friends could lend each other). It would be sometime in 1993, when I discovered the world of PC gaming, that I also rediscovered RPGs. While storytelling would sharply drop, freedom of action would more than compensate, and Ultima VII: The Black Gate became one of my most cherished childhood games as well as the primary reason I made a consolidated effort to get into PC gaming. Shortly thereafter, Doom would solidify PC gaming, making me all but forget about consoles, and again RPGs and I parted ways.
In 1997, I was brought back when I was reunited with one of RPGs' cousins, the multi-user dungeon (MUD), the precursor to Ultima Online and, eventually, Everquest. MUDs offered me the freedom of action and deep character customization I had so cherished in Ultima VII, but the real draw was the closed community of the server, making everything that happened in the game's world suddenly more immediate. I was no longer working against scripted antagonists, I was working against real ones; no longer working with two dimensional allies, but real people with real goals, intelligence, and depth. By removing all aspects of storytelling and introducing a community, the story of that MUD became even stronger than any game could hope to achieve. It was the game's greatest strength and, in the end, what finally lead me away from the game.
If my relationship with RPGs are like a man to his torrid lover, my relationship with action games would be my best friend. Where one returns in irregular intervals for passionate flings, the other is the one that provides the stability required to persevere. From Parsec on the TI994A to Far Cry on the PC, not once have I missed a beat playing, and enjoying action games. And while I may enjoy other facets of action games from time to time - the non-linear level design of Metroid, the three dimensional plane of Descent, or the innovative storytelling in Half-Life - the appeal of the games is always the same: the action itself.
I think my love of action games is due to the upward mobility of talent involved. In a truly excellent action game, the rules are clearly defined and one could hypothetically play through it entirely without a single point of damage incurred. It's that striving for excellence that draws me towards these games. But there are games where that upper limit is somehow blocked, and that I call broken action. Broken action is achieved in a variety of ways; there could be too long a recovery phase after attacks, no way to position the camera fairly, deceptive collision detection and animation, and so forth. But broken action always boils down to one thing: that unique feeling of frustration you get when you are hit, often knocked down or staggered, and realize that there was no way to protect yourself against it. In a good game, you work with it, and any time you are damaged, killed, or arrive at game over, you immediately know that it was your fault, that you screwed up somewhere, and you're not going to do that again. In a game of broken action, you're working against the game, and you can often do nothing wrong and still be penalized.
Every movie I have seen of Jade Empire past the first demonstration builds at E3 have shown tell-tale signs of broken action. The character may attempt to go for some fireball spell, or whatever, and be abruptly cut off by an enemy that flew in from off screen or attacked with some move that was so fast it started and ended while the character was still casting. Or the collision detection may make it seem like the enemy is being beaten back, but in reality, they are available to make an attack, and do so to the bewilderment of the player. It seems like the action is a masquerade, providing the illusion of decisiveness and responsiveness when, in reality, your level five character was dead the moment he decided to fight those rock warriors.
I like RPGs, I do. But RPGs are a fickle lover I sometimes call up in the middle of the night when I'm bored. Action games are my dearest friends, and while I don't oppose the idea of them getting together, I refuse to let RPGs abuse action.
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