Showing posts with label commission. Show all posts
Showing posts with label commission. Show all posts

Tuesday, December 23, 2014

THE CUTEST

Once again, the incredible Choco-Minto has proven her skills at maximizing cuteness!

Sera is showing off a doodle that's actually described in the game - as soon as I read that, I immediately thought "Oh my gosh, that sounds like the perfect thing for Choco to draw!" Aztar Cadash is impressed, as am I - the details like Mega-Sera rampaging through a crowd are unexpected, and also absolutely perfect for Sera's character. Yay! This makes me so happy!

Wednesday, June 11, 2014

Crowned

So! Antumbra 3: Corona has been occupying every available nook and cranny of my brainspace for the past two months. It's out now, so I'm starting to wind down somewhat, and I thought it might help the exorcism a little to write about it here.


I feel weird about tagging spoilers for something I created, so I won't, but if you plan to play the mod, you might want to skip this post until you're done.

Shadowrun is an odd setting to write for, but also kind of perfect. The SRR games are set in the 2050s, so it's very close in time to our own world and therefore pretty easy to translate modern-day ideas forward in time. Like most cyberpunk dystopias, it lends itself well to treatments of the kinds of topics that many folks today are interested in: extreme inequalities in wealth, different forms of bigotry, how humanity will change as it increasingly embraces and absorbs technology.

And, since it comes out of a tabletop RPG background, it also is endlessly adaptable. There isn't a single canon novel or movie that everyone is aping, but a set of settings and guidelines that are meant to be reinterpreted and adapted. I was repeatedly reminded of this while reading through the sourcebook, which will often explicitly call out that certain elements can be increased, diminished, or eliminated based on the tastes of the GM and players. This has worked extremely well when it comes to the wide universe of UGC. Depending on each creator's interests, strengths and desires, different mods can embrace humor, pathos, horror, or any other combination of moods that they like. The official campaigns hew closely to the conventions of noir, which is a fine thing that I enjoy, but there's little compulsion to ape their tone in other content.

My mods aren't exactly all sunshine and daffodils, but they certainly skew brighter than the bleak default of Shadowrun. I stay within the setting, but I also like happy (or at least bittersweet) endings, positive relationships, and a sense of progression towards goals. Finishing the first two mods and hearing players' reactions gave me more confidence to continue writing in my own voice. The Shadowrun setting is still excellent, and I pull a lot from it, without feeling like I need to sound like another chapter in Dead Man's Switch.

I think part of the reason this has worked well has been my in-game relocation from Seattle to CalFree. Seattle is extremely well-traveled at this point, with every major Shadowrun video game occurring within its borders. The California Free State has been a defined part of the broader pen-and-paper Shadowrun universe almost from the beginning, but far fewer players have spent time there, which I think gives me a bit more leeway. I can make more happy characters, because, hey, Californians tend to be happier than Seattlites! And while I continue to honor the existing lore around megacorps and elven nations and metahumans, I can call out specific local exceptions to those rules (witness Aztechnology's rare position of weakness in San Francisco).

As I noted in my first post, I wasn't really planning on creating a third entry back when I finished the second one, so I had a bit of a blank slate to work with. The logical place to go with a sequel would be Colonel Saito. He is a major character in Shadowrun lore, had been established as a significant behind-the-scenes participant in Antumbra 2: Eclipse, and would be very interested in the life of the PC after the conclusion of the game. That said, "Colonel Saito" is not a plot, so I decided to muck around and consider what other canonical events and people might be interesting to play with.

I'd already handled a lot of the San Francisco-specific threads in Eclipse, so I found myself more drawn to the East Bay and the Central Valley. The People's University of Berkeley was just getting started, and combined computers, metahumans, and an antipathy towards Colonel Saito. That was interesting. There were roving gangs of water bandits who hijacked shipments of water. That was interesting. The Great Dragon Hestaby laired on Mount Shasta, and was one of the only examples of a "good" dragon in Shadowrun lore. That was interesting. Sacramento's governor and cabinet were notoriously corrupt. That was interesting. California's Rangers were independent quasi-governmental officials who oversaw individual stretches of the old highway system. That was interesting.

I began fiddling around, trying to figure out how I could fit these elements together. I had a bit of an epiphany once I realized that I didn't need to set my game in 2054, when Dead Man's Switch and Dragonfall take place. I'd deliberately been vague about the year in my previous mods, although it was because I wanted the opportunity to shift them forwards in time if necessary. But, I now realized, I would be able to shift it back in time a single year to 2053, arguably the most important year in CalFree history: the year that Tir Tairngire attempted to invade the state.

Once I had this setting in mind, a whole ton of stuff clicked into place. I had already established Tir Tairngire as a major threat in the climax of Eclipse. In that game, the rogue metahuman-supremecist troll Shavarus allies with Tir Tairngire in a plot to cripple San Francisco. There was my link with the events of the previous game. And it actually made the chronology fit even better: I could now depict the events of the prior game as a sort of prelude, a period when Tir was testing CalFree's defenses and trying to weaken it, prior to launching a full-out war.

Working with canon can be limiting, but to me, it's the kind of limitation that spurs creativity. The Tir invasion of CalFree was a known event, and I wouldn't be able to change established facts about it. On the other hand, there were many opportunities to fill in missing details, add context, or provide supporting plots. My goal was to help lore-conscious players feel like they were exploring a known period of time and learning about what really happened (and, in fact, lending a hand to shaping the results). Players unfamiliar with the lore (which probably even includes many dedicated Shadowrun fans; again, that's an advantage of working with a relatively less-known setting like California) would hopefully be even more surprised by how things played out, since they wouldn't know the ending.

I knew that I couldn't have the player single-handedly stop the invasion, but I wanted them to feel like they were playing an important role in the story. So, I came up with the idea of the player leading a cell of guerillas who were preparing to fight against Tir. Sacramento in the 2050s is hopelessly ineffective, so there would be no major army prepared to face Tir. I decided that Kali, who has been a major non-recruitable NPC in all of my missions, would take the initiative to organize a resistance. She knew the player from Eclipse, and was impressed enough by their success at stopping Shavarus to tap them for this job. And, with her base in San Francisco, her cozy relationships with the megacorps, and her detante with Saito, she would be in a position to funnel supplies and resources to the player. All of this made it reasonably believable (within the context of Shadowrun!) to have the player near the front lines, organizing an insurgency.

Before I actually proceeded with defining the plot, I took some time to prototype and figure out what would be feasible. One of the main things I wanted to accomplish was a Baldur's Gate style banter system, where your companions would chatter amongst themselves. This hadn't really been possible with earlier versions of the editor, but after playing Dragonfall, I'd noticed that they'd added the ability to have recruited NPCs participate in conversations while in missions. Fortunately, HBS releases the source of their games, so I was able to crack it open and take a look. I inspected how they handled Dietrich, created some character sheets of my own and two test scenes, then experimented with hiring in one and having unique dialogue in another. With some more testing I determined that I would be able to detect what combination of characters were present in a party, and then start an appropriate banter between them. Elated, I added that to my feature list. Among other things, this also meant that I would finally be able to crack the 2-character ceiling that I've been under for the last two games.

The other major thing I needed to check was visual. I really wanted to have Hestaby in my mod; ever since hearing the name "Dragonfall", I had been thinking and hoping that we would get a large, legitimate dragon prop or model to use. That turned out to be half true: there is a dragon in Dragonfall, but it's a dragon in a bad way, whose feet are trapped in leg clamps and has wires hanging off of it. There was no way that I would be able to use that model as-is, and there's no way to edit existing models. But, I wondered, could I somehow block out the parts of the model that didn't work? I spent about an afternoon iteratively testing various techniques and combinations, placing items in front of the dragon that would hide the bits I didn't want to see and continue showing the bits that I did. It turned out to be an hour well spent, and I was happy to determine that I could have my dragon after all.

With those things out of the way, I had the roughest outlines of my plot in place. It would start with the player being tapped to lead the resistance against Tir Tairngire. I could depict this as a fairly hopeless task, and with good reason: Tir is one of the most powerful nations on the planet in the 2050s, certainly far more powerful than CalFree, and the player only has the barest resources to throw against them. But, they would struggle forwards, making advances and growing their resistance. At the end, Hestaby would arrive as a predefined deus ex machina and save the state. But, along the way, I could show the player helping Hestaby, so they would get to share in her victory.

With that rough outline prepared I was ready to start fleshing it out. Now, my ideal method for video game design remains that championed by Richard Garriott ever since the 1980s: build the world first and the story second. I absolutely adore games, and particularly RPGs, developed using this method. It lends itself to a wonderful sense of exploration, reinforcing the idea that the world is much bigger and more interesting than the piece you're looking at at this moment. But, this approach doesn't really work well for Shadowrun Returns, which makes it very easy to build linear missions and extremely difficult to build free-roaming open worlds.

That said, I didn't need to dive directly into plot. Instead, I would take a page from my favorite company of the current millennium, BioWare, and start with the characters. Who would take part in the story, and why, and how?

I broke it down into three separate categories: recruitable party members, allies, and enemies. You  would spend the most time with companions, so I wanted to lock those down first. I started by looking at the NPCs from the previous game. In Eclipse, you could pick between three characters: the ork street samurai Orion, the human decker Hailey, and the dwarf shaman Dalmin. Dalmin has been around since the first game: he's a lot of fun to write for, but it was getting increasingly implausible to keep him in San Francisco, so I decided that he would return back to Seattle and be unavailable this time around. Based on the comments I've gotten on my earlier games, people seemed to really respond to Hailey, so I decided to bring her forward. She was also fun to write for: she's an idealistic, just slightly naive, native San Franciscan, so she's in a good position to offer insight on a variety of local concerns. In terms of gameplay, she's a hybrid decker and rigger, which helps fulfill a potentially very important party slot. Decking has been a bit of a challenge for me: I eschewed it entirely in Antumbra, and made it completely optional in Eclipse since I didn't want to force players to either hire Hailey or play as a decker. Now that I had a larger roster, though, it became very feasible to expect that players would bring her along, which let me feel like time spent developing matrix maps was well-spent.

In a classic fantasy party-based RPG, you generally want to offer players at least a few core archetypal companions: a healing mage, a lockpicking thief, and a sturdy warrior. Similarly, a Shadowrun team will usually have, at minimum, a support shaman, a decker, and a street samurai. Who would fill the other two roles? I decided against bringing Orion forward; he was also fun to write for (are you seeing a trend here? it's as if I really enjoyed writing the characters I created!), but didn't seem to excite my players as much, and I was reluctant to keep too much of the old gang in place. But, that support shaman slot was temping. Back in Eclipse, another major NPC was Emperor Norton, a deranged future incarnation of the historical Emperor Norton of the 1800s. Norton was primarily a plot-driving NPC, but he joined your team for one crucial fight. As part of that exercise, I had translated his character to in-game stats, and ended up really enjoying the results. Norton is a pacifist, with no weapons or offensive capabilities: instead, he is a pure support shaman, who can lift up his companions with spells like Heal, Haste, Armor, and Aim. He was an unusual character, but that seemed like a good thing, and I liked how his stats reinforced his personality. As an extra bonus, I'd previously commissioned an in-style portrait of Norton for the previous game, and was happy to see it put to more good use.

That was all good so far, except for one major problem: I only had two characters picked out, and they were both human. Yeech! In Shadowrun, I really want to offer a wide assortment of metahumans. I'd had a good track record up until now: Antumbra only had a choice between troll and dwarf, while Eclipse offered a dwarf, human, and ork. That meant that I'd never had an elf before, so I resolved to add one this time around.

I'm a big fan of the Joss Whedon school of character design, which is all about inverting archetypes. So your ass-kicking badass lead is a female, your goofy fun-loving sidekick is male, etc. I started to play around with a concept for an elf female Street Samurai named Elora. She would be a native of Redding, thus balancing out Norton and Hailey's grounding in SF. I also thought that the prospect of a Redding Elf in the context of an imminent invasion from Tir Tairngire could be really interesting to explore. Metatype relationships in Shadowrun are widely accepted as metaphors for racial relationships in the real world, and I liked the idea of examining how one's metatype would become a liability in the context of an upcoming war. Much as German-Americans sought to hide their heritage in the run-up to both World Wars, even though they would be viewed as Americans by the Germans, I thought that the elves of Redding would be viewed with suspicion on both sides of the conflict.

As I noted in my previous post, the one thing I can't do at will in Shadowrun Returns is produce my own art, so I'll generally start flipping through the portrait gallery fairly early on in the character development process. Particularly for minor roles, I'll often only have a very vague concept in mind, like "Female fighter" or "Ranger", and consider any applicable combinations of metatype and gender until I find something that resonates with me. I was doing this for the companions when I stumbled across an awesome character portrait that was added for Berlin: a female dwarf character portrait.


As soon as I saw her, I knew that I needed to include her. Something about that smile, that attitude, immediately struck me. I wasn't sure if she would be a companion or something else, but I wanted to find a place for her in the story.

So... what if she was a companion? Dalmin was out of the picture, so there was no reason not to include another dwarf. I already had my decking, healing, and fighting slots all taken, so there was actually a wild card available for the fourth slot. Awesome! What should she be? I already had decker, rigger, and samurai archetypes taken, which left me with mage and physical adept.

I like the idea of the physical adept, which is essentially a martial arts master who augments their attacks with magical abilities. But, it's been the weakest class in SRR for a while, and even if it has been rebalanced I still knew players wouldn't be too enthusiastic. Mage was more promising, although I would have to be careful not to overlap with Norton's skillset: he's technically a Mage hybrid, and some of his most useful abilities (Heal, Aim, Armor) are technically Mage spells.

Well... if Norton was a pure-defensive shaman, maybe dwarffemale_06 could be a pure-offensive mage? I kind of liked this idea: I already had a physical offensive samurai, and could supplement that with a magically offensive mage. In modern RPG terms, this would let me build the samurai as a tank, and the mage as a glass cannon: a more fragile character who is easier to kill, but who can also cause much more damage.

I started looking over the available spells. There are a few very powerful spells that pretty much every PC mage will pick up, like Fireball. I came to realize that two of the best spells in the game were fire-related. That sparked an idea: what if she wasn't just a mage? What if she was particularly a fire mage? There's a good tradition of these in fantasy CRPGs, including the notable example of Edwin from both Baldur's Gate games. Fire mages have a tendency to act chaotically, be proud and self-aggrandizing, with hints of narcissism. I loved the idea of melding those traits with a female dwarf. As an extra bonus, the red streaks in her hair seemed like a nice, subtle tie-in to her chosen magical focus.

I had thought that I had a good set of NPC companions lined up, but as I began examining them more closely, the gender breakdown started to bother me a little. As it stood, I had three female companions and only one male. Even more awkwardly, I had three youngish attractive women and one crazy old coot. Adding another NPC was out of the question: with the banters I was planning to do, each new companion would increase the necessary number of banters exponentially. Plus, it seemed like it would be fairly wasted work, since there's a limit to how many party members you can take along. I expect that the majority of players will only play through my module once, and even with four members I'm sure most players will have only minimal exposure to at least one companion.

Now, I don't think a game necessarily has to provide equal representation to everyone, and in any case I had already had a 2/1 male companion advantage back in Eclipse, and so was conceivably overdue for a female-domainated roster. Still, as I thought about it more, I decided that I would try to make things a bit more balanced. Hailey was already a lock, and I wasn't giving up my dwarf fire mage, so I went back to Elora.

I unimaginatively renamed her Elorn. I kept a lot of the character details the same - Elorn is a Redding native, a street samurai, and is confronted by prejudice from two worlds. On the weapon front, I decided to make him specialize in pistols and shotguns. Orion had been a rifle expert in Eclipse, and I wanted to do something different here. I came up with the idea that Elorn was a second-generation survivalist, whose parents had fought against the original Tir invasion back in the 2030s. On the personality side, I pictured Elorn as being a bit darker and more pensive, in contrast to the relentlessly upbeat Hailey, the cheerfully megalomaniacal dwarf mage, and the serenely insane Norton.

In all honesty, Elorn was the character I struggled with the most, and I'm still not totally happy with where he ended up. I kept on feeling him sliding into the Anomen/Fenris category of angsty men, which isn't something I've enjoyed in games I play and isn't something I'd particularly like to propagate. I like where he ended up much more than where he started, but I still feel like there's some part of his character concept that I was never quite able to crack.

With my companions all lined up, I started taking a look at the allies to include. Kali was a no-brainer; she's been a major force since the first game, and was perfectly positioned to kick off the plot and drive it forwards. I knew that I would need merchants in my hub. In Eclipse, I used three merchants: one who sold weapons and armor, another who sold magic, and a third who handled healing and technology. That dynamic seemed to make sense and work well while keeping the number of personalities manageable, so I decided to keep it in place. I like having a mix of old and new, so I first thought about which Eclipse characters to bring forward. Amelia, the weapons dealer, was an obvious choice. She's ambitious, and already had some dialogue about her plans to expand her operations, making it perfectly believable that she would travel from San Francisco to Redding. And, again, she's a personality I had a lot of fun writing.

The magic seller in Eclipse was fine, but not as interesting to me, so I decided to replace him. After flipping through the portraits, I found an ork female I liked, so I decided to run with that. I named her Hrafna, and decided that she was from the Central Valley but further south than Redding. Her backstory is fairly simple: I liked the idea of having a magic seller who wasn't an incredibly powerful and/or mysterious mage, just someone with minimal magical talent who realized that they could make more money as a merchant than as a shadowrunner.

With two female merchants already determined, I wanted a male for my final slot. I was tempted to bring back The Dave, who was an awesome character, but felt a bit reluctant to make fully 2/3 of my merchants repeats from the previous game. I had an idea: why not reach further back? While there are quite a few connections between the third and second game, the links back to the original were rather tenuous by this point, and it seemed like a cameo could be fun. The first game just had a single merchant, a hipster dwarf bartender; I decided to play on that for the excuse of why he had come all the way down to Redding, having decided that Seattle was "played out" and looking for the next big thing. His past association with Kali gave a reasonable explanation for why he ended up here in particular.

And then, there was the dragon herself. I wanted Hestaby to be a major part of the game; but, for dramatic purposes, I would wait until the climax to reveal her. Hestaby, like the other dragons, has a human form she can occupy; according to the sources I found, she takes the form of a woman with auburn hair and striking features. I went through all the available portraits in search of something I could use. There were no perfect matches; I really liked the facial structure of Absinthe from Dragonfall, but her hair color was wrong and she was an elf. I eventually decided on another portrait named Wren; she was older than I had pictured, but her hair had the right color, and she had a cool windswept look that I thought was evocative of Hestaby's love of nature. I had initially planned on calling her Hessie in her human form, before deciding that would be too obvious to Shadowrun veterans, and renamed her Tabitha instead; Tabitha is a name that I associate with witches, which hinted at her magical ability, while also obscuring her role somewhat: I hoped that players would find her a bit of an enigma, unsure of the part she would play. I decided that she and the player would cross paths throughout the game, with Tabitha helping the player overcome certain obstacles, and then have the "surprise" of the transformation saved for the end.

I knew that I wanted at least a couple more friendly NPCs, but was drawing a blank on ideas, so set that aside for the time being and moved on to villains. I had initially planned on Saito being a major antagonist, but by this point I had decided to remove him from the core plot. In the Shadowrun timeline, he wouldn't make his play for the rest of California for another eight years or so. In any case, he was stridently opposed to Tir Tairngire, and thus would be an ally if anything. For my main villain, I seized on Lofwyr, the golden Great Dragon of Germany, the CEO of Saeder-Krupp and arguably the most powerful individual on the planet. In my research, I was delighted to learn that Lofwyr sat on Tir Tairngire's Council of Princes during this period; furthermore, he would eventually surrender his seat to Hestaby, and there was some speculation about the nature of their relationship. I saw this as an opportunity to dig into their history a little bit. I pictured Lofwyr as being the main driving force behind this invasion. Due to his importance, he wouldn't actually appear; instead, he would be pulling strings from behind the scenes, manipulating and commanding others to achieve his desired outcome. The visible war of elves versus Californians would actually be a proxy for a hidden war between Lofwyr and Hestaby... and, best of all, Lofwyr wouldn't realize that Hestaby was involved until too late.

There were additional advantages to this: the two official Shadowrun Returns campaigns have both included Lofwyr's human form, a white-haired German named Hans Brackhaus, who is appropriately menacing. So, I already had a portrait to work with, and even casual fans who weren't deeply versed in Shadowrun lore might feel a shock of recognition. And, I came to realize, I could even tie in things well with the events of Dragonfall. In Dragonfall, the main plot centers around the first dragon to appear after the Awakening, a beast named Feuerschwinge. For most of that game you believe her to be the main villain; in the climax, you realize that she is actually a victim of Adrian Vauclair, a supposed war hero who had brought her down; and in the epilogue, you learn (from Lofwyr!) that she was actually one of the only "good" dragons to ever exist. Well, that was interesting! As I saw it, Hestaby would end up fulfilling the potential that Feuerschwinge promised, thus providing a bit of narrative redemption from the dark conclusion of Dragonfall. (Again: I'm not a noir writer!) And, to double down on the references, the epilogue of Dragonfall describes how the great dragon Dunkelzahn was assassinated while in his human form. Therefore, players of Dragonfall already are familiar with the concept that dragons are vulnerable while they are human, which gave me the angle I needed to make Hestaby all-powerful while still making the PC relevant: the PC would protect her while she was in her mortal shape, and thus enable her triumph. And, conversely, Hestaby would hold the power to slay Lofwyr, and refuse to exercise it, thus giving a bit more context to the unusual respect between these two diametrically opposed dragons.

So: Lofwyr would be my big villain, and he was a good one; but, since he was more of a background, unseen figure, I needed a more present threat to actually confront and hound the PC during their quest. Still looking for ways to tie the trilogy together more tightly, I went back to the Site of Power from the original Antumbra. It had always been rather mysterious, with no explanation of why it appeared and little information about what had happened to it afterwards, so I figured it could be tapped for a new villain. Well... fire elementals are scary, right? Kind of demonic-looking? I iterated on a couple of ideas, and ended up coming with Tophet, a freed fire spirit. "Tophet" is associated with Gehenna, and names a place in Jerusalem where followers of Bhaal would burn their children alive. Creepy stuff! I tend to be drawn to names like this, that sound short and punchy on their own, and have something interesting going on if anyone feels like digging in to them further. In any case, Tophet had left the plane of fire and intended to take possession of the Everett Site of Power, from which he would be able to unleash incredible devastation. Your actions in Antumbra interrupted that plan, and he was forced to flee before he could establish himself. Later, he came under the influence of Lofwyr, who learned about you through Tophet's angry tale. Lofwyr promised Tophet revenge against you, which helps explain why you're on everyone's radar. Tophet is kind of a lieutenant for Lofwyr, but also a loose cannon driven by his own whims. He would appear early on to make the threat more personal: this necessarily isn't a case of you saving California out of the goodness of your own heart, but a situation where you are forced into the conflict whether you want to or not.

Finally, while the main plot would deal with Lofwyr's mission to use Tir Tairngire to crush CalFree, I knew I would want to include some side-missions as well, and settled on the Native Californians and water gangers as good adversaries. Water gangers are go-gangs that roam the Central Valley, robbing shipments of water from the Sierra snowpack intended for agriculture or population centers further west. The sourcebook artwork for water gangers is very reminiscent of Mad Max: crazy-looking folks in crazy-looking costumes on crazy motorcycles, looking as threatening as possible. The Native Californians are much darker: a human-supremecist group affiliated with Humanis (which itself was introduced very effectively in Dragonfall), the NC uses terrorist tactics to purge metahumans from "their" lands. There's a very strong hint of the Ku Klux Klan about them, including their preference for wearing masks, their despicable tactics (often centered around firebombing), and their rhetoric. All of these would be good opponents, although I wanted a named villain that would continue to antagonize the protagonist across multiple missions. I eventually settled on Claude Bullion: the name comes from a portmanteau of Cliven Bundy and Donald Sterling, two American racists recently in the news. (Or, recently as of the time I started writing. By the time I released that topical reference was extremely dated, and will surely be forever lost within a year.)

It was now time to work out the mission structure! My goal was to provide as much gameplay as I could while spending as little time creating maps as possible. I knew that I definitely wanted to include a mission to San Francisco; that would let me directly reuse some of the maps I had spent so many days making for Eclipse, and also made perfect sense in the context of the story; in the future as in now, the Bay Area is a wealthy area, and the megacorps of the city would be instrumental to any successful war against Tir. I also considered a return to Colma; with Norton part of the team, there would surely be an excuse to go back there. I decided that I wanted the game to open in an encounter with Norton in some idyllic field in the Central Valley. Your main hub would be in the city of Redding, which is conveniently close to the Tir/CalFree border, Shasta Dam, and Mount Shasta, all "historically" important points in Shadowrun. I figured I could set some additional scenes in Redding. Doing multiple Central Valley towns didn't seem very interesting, but I liked the idea of setting a scene somewhere on the freeways. You can't operate vehicles in Shadowrun Returns, but there's some really rich lore around California Rangers and the water gangers, and I figured that would be worth exploring.

For the climax, I initially had my heart set on a dramatic conclusion set on the peak of Mount Shasta. You would start fighting Tir at the base of the mountain; as their numbers swelled, you would be forced further and further upward, locked in a desperate retreat. Of course, it would ultimately be hopeless, since there would be no place left to run once you reached the top. And then - BAM! - Hestaby shows up, Tir flees, and you're crowned as heroes.

As previously noted, though, this proved implausible for two reasons. First, setting a scene on a mountain is really a non-starter in Shadowrun Returns. It's difficult to do height in an isometric graphical engine; you can do certain tricks to make things appear to be at different heights, but navigating between them tends to be clunky, and in any case I was pretty sure I couldn't get the rough and gradual changes in elevation I would need to replicate a mountain. And secondly, while I had a dragon model to work with, I was extremely constrained in how I could present it. To keep Hestaby from looking like Prisoner McTorturevictim, I would need to surround parts of her with walls, which would be pretty impossible to plausibly do on a mountaintop. And so, I reluctantly concluded, I would need to go underground. The biggest bummer of this was that both of the first two games concluded underground as well, and frankly I was really hoping to do something different this time around. Ah, well!

So, where could I plausibly go underground? Reviewing my research, I saw that Hestaby had driven Tir's forces back from Shasta Dam, which was conveniently close to Redding. Cool, so I could maybe have a climactic fight that starts at the dam and concludes elsewhere. I started poking around on Google Earth, and was delighted to see that, off the lake next to Shasta Dam, were Shasta Caverns. I checked them out - yup, they were legitimate ancient caverns. Nifty! I wouldn't need to invent something like I had for Everett, and could put my conclusion in some real-world caves. That made me feel a bit better about losing the mountain.

I listed all of the mission arcs, scenes, and maps I had in mind. The general formula I like to use calls for two scenes per mission, with a return to the hub between each mission. For San Francisco, I knew that I definitely wanted to return to Eclipse, the nightclub from the previous game; it had some nifty lighting, and was a logical place to meet with Kali in person. I was reluctant to re-use The Mission District, which was already used twice in Eclipse; but the Aztechnology Pyramid was only used once, and the Embarcadero was only used once for combat (and had another very short appearance at the start of the game). I debated about what combination of maps to use, before deciding, eh, as long as I'm re-using them I can go for three instead of just two.

For the hub, I was initially imagining something similar to the Kreuzbasar haven in Dragonfall: a big, mostly-outdoors map that you would wander around. I figured that this map could then be re-used in one of the mission arcs, similar to the attack in Dragonfall. This went through a couple of iterations. At first I thought of a non-combat-oriented mission that would involve a mayor's race in Redding. You would speak with the various candidates, decide who you wanted to support, and then canvas the town, talking to people and doing missions to line up the votes. I liked the idea, but realized that the amount of work required would be vast, and perhaps a little hard to pull off in the context of an encroaching total war. I then etched out an idea vaguely inspired by Hotel Rwanda: Native Californians, trying to incite anti-metahuman purges, would seize control of a radio tower and start broadcasting invective in an attempt to stir up the local human populace. I kept refining this, and eventually came up with something that fit the two-part structure I like to use for my missions. It would kick off on the Shasta Dam - map re-use is welcome, and I knew I would want that map for the final. You would interrupt some activity of the NCs, making them antagonistic towards you. They would then start to riot, attacking your base and Redding as a whole. The mission would continue back in your base, which includes a powerful broadcast antennae, thus producing the double threat of an attack on you and an attack on Redding's cohesion. By this point I'd surrendered the idea of making Redding itself a map, and instead focused on Redding's Old City Hall, one of the few surviving classic buildings in Redding and an architecturally interesting place to create, with nice overtones of government and that dovetailed nicely with my evolving thoughts about what the game was "about."

Plans for Colma were much simpler. In Eclipse, you had visited the graveyard itself, and then left the way you came. But, there were tons and tons of crypts and mausoleums on that map. I figured that you would have some fights or something up above, and then enter one of the crypts for the second scene. That would add a new map to the mission, and I really get a kick out of designing spooky, creepy spaces in Shadowrun Returns (c.f. The Armory basement in Eclipse). If Claude Bullion would be the main antagonist in my Redding arc, Tophet would be a natural match for a graveyard mission.

Of course, I wanted most of the action to take place closer to Redding, so I returned to the highway concept. This would be a chance to tie in the water gangers. I eventually realized that I could also connect it to the Native Californians: as two outlaw groups, it was conceivable that they would ally with each other. I had the concept of a running battle here, where you would race along the highway tackling water gangers and/or Native Californians. Eventually, you would follow the enemies back to their lair. I was a fan of the junkyard in the Super Nintendo Shadowrun game, and figured that would make a fine map: single-story maps, even extremely cluttered ones, are much faster to build than ones with multi-story buildings. Plus junkyards are cool to explore, and fit pretty much anywhere.

So: I had four general mission arcs in mind, plus a conclusion arc, for a total of five. That was too many! Back when I was pitching this concept to myself, I'd thought of it as a slight expansion from Eclipse's size of three total arcs; with some map re-use, I'd even dreamed that I might be able to finish Corona in less time than it had taken to make Eclipse. But, I kind of liked the idea of each of the missions. The ones that seemed most expendable were SF and Colma, which were the ones that would take the least work to do. I decided to postpone the decision about which one to axe while I fleshed out the rest of the story, and then revisit and see which seemed most disposable.

As I mentioned before, one major goal of mine was to implement a banter system. I had my four NPCs designed now, but how would they come to join your party? Norton would be there from the beginning: he knew you from Eclipse, and would contact you with your mission before joining you. I could just have the others show up in Redding, but that didn't seem terribly interesting to me. What if there was some sort of recruitment process? I knew that my game would be too short to have a really satisfying character development arc for each companion, but it seemed like recruiting them might be a fun way to engage with the character. Some of my favorite games like Mass Effect 2 use a similar sort of structure. And, since I was planning to use a less-linear design like that of Dragonfall, players would be able to shift their path depending on their recruitment needs. Parties in need of a decker could make a beeline to recruiting Hailey, while fragile players could opt for grabbing Elorn from the start.

With that in mind, I was able to map each recruitable companion to one of my planned arcs. Hailey belonged in San Francisco, of course; she's a native, and that technologically advanced city is the perfect place for a decker to play. Elorn, my Redding native, would be recruited in the Redding mission, and I realized that he could even be a focus of your initial confrontation with the Native Californians. My dwarf mage, who by now I had decided to name Dorbi, was a bit of a wild card: her powerful magic would be a good fit for Colma's supernatural setting, but she wasn't necessarily tied to there. I came to the conclusion that she would actually be a great fit for the highway mission, with her initially playing the role of a villain. I tend to love these reversals in RPGs, and it fit nicely with my conception of her chaotic character. That left Colma companion-less, but that was actually kind of perfect, since Colma is Norton's home.

In addition to the banter system, the other thing I was really interested in creating was a stronghold. I've been aware of strongholds since Baldur's Gate II, and seen a good example in Dragon Age Awakening and an awesome example in Neverwinter Nights 2. A stronghold is a base of operations for your PC: not just a place where you go to recharge between missions, like an inn, but a place that you are in charge of. You are responsible for governing and overseeing a stronghold, making decisions that affect its growth. It ends up being kind of an investment, with the time and attention you put into the stronghold early on later affecting the revenue it generates (BG2) or its effectiveness in an upcoming battle (DAA, NWN2).

Of course, my little solo-created mission wouldn't be able to accommodate all of the side quests and plot decisions of a stronghold like that of NWN2, but I still wanted to capture a bit of the feel. How about if I tied in the stronghold to the actual missions? I still had a couple of outstanding goals: I wanted to make your choices matter; I didn't want to penalize you for making any one particular decision; I didn't want all choices to be equal (there's not always a single right way to do something, but some ways can be better than others); and, above all, I wanted to avoid the Manichean good/evil decisions that bother me so much in many modern RPGs.

The best moral choices I've encountered in any game remains those of Dragon Age: Origins (with Mask of the Betrayer running an extremely close second). However, my favorite choice system is that of the Mass Effect series. What's kind of brilliant about ME is that it provides a manageable and digestible framework for presenting choices, while avoiding the good/evil non-choices. In ME, you are always a hero who is saving the galaxy: your choices aren't about whether you want to do good, it's about your philosophy and means for doing good. Are you completely focused on outcomes, willing to make whatever sacrifices are necessary to do it? Or are you primarily concerned with the processes, striving to uphold a code even when it puts the bigger picture at risk?

Similarly, in Corona, there isn't a choice available to go over to the elven side, or to betray Redding to Lofwyr. But, there could be multiple avenues available towards achieving your goal. I considered a few different possible axes, before eventually deciding that simpler would certainly be better in a shortish adventure like this one, and came up with two. Internally the game labels these as Manpower and Supplies; you might also call them People and Things, or Idealism and Pragmatism. The basic concept is that, over time, you are trying to build your stronghold in Redding into a cogent force capable of resisting Tir. That requires a balance of both persuading people to join your cause, and making sure that those people are properly equipped for the task ahead. So, for example, after restoring the flow of water supplies on Interstate Five, you need to decide what to do with the water. If you deliver all of it to needy farmers, then word of your generosity will spread, and you'll inspire more people to sign up with you. If you decide to keep the water for yourself, then you'll secure your necessary supply, ensuring that your people are healthy and freeing up cash for more munitions. Or you can compromise, taking a little and sharing the rest. None of these choices is "bad"; keeping the water might initially seem selfish, but if Tir manages to invade, all of those farmers will be killed.

From a gameplay perspective, these choices have several effects. First, they alter the makeup of your base over time. As you take actions that increase your renown and reputation, more recruits will flock to your base, making it a gradually more crowded and livelier place. And, when your missions result in more financial or physical support, you will see the results of that support in your base as well: more boxes of supplies, upgraded electronics, a medical station, improved security systems, etc. Thus, over time players should see visual feedback to the choices they've made, which may be more engaging than just seeing a number on a stat card.

But, those choices won't just have a cosmetic impact. They also affect the mechanics of the final battle in the game. Eventually, the Battle of Shasta Dam will start, with your small force squaring off against the limitless foes from Tir Tairngire. (Side note: Having just recently beat New Vegas, I feel simultaneously embarrassed and defensive about the parallel between the Battle of Shasta Dam and the Battle of Hoover Dam. I wanted it to be on a mountain, darnit! In my defense, the battle of Shasta Dam has been part of established Shadowrun canon since the 1990s, so I think I have some protection against accusations of intellectual theft. [Though, granted, I am very indebted to Obsidian for many of the mechanics in this game.]) The number of allies on your side will vary depending on your success in boosting your manpower throughout the game: at best, you will have a full security force backing you up; if you've done poorly in your missions and/or skewed too far towards building up your physical infrastructure, you'll receive only a few. Conversely, your supply rating will determine how well equipped those allies are. With low supplies, they'll only have the weapons in their hands. With higher supplies, they'll have drugs to boost their performance and medkits to boost their survivability. (I opted against ever giving them grenades, due to the inevitable frustrations that would be caused by bad aim and friendly fire.) This seemed to fit my goals well: your choices would matter, and the details of the final fight would vary based on your player's approach, but there was no single "best way" to do things.

Finally, your choices would impact your epilogue. It's very common in RPGs to have a single choice you make at the end of a game to control which of multiple endings you receive. Mass Effect 3 is the most egregious example of this, but it's very common in general; in Eclipse, half of your ending was determined by the very last choice you could make. For Corona, I liked the idea of the ending being based on your legacy. Again, the big picture was locked in place: Hestaby appears, the war is ended. What would matter was how you were remembered. I eventually settled on six separate epilogues in three groups of two. Each group was determined by your overall motivation for undertaking the quest to save CalFree. The first, the pro-Corporate group, aligns your interests with Kali and those of the megacorps. This is an approach that focuses on allying with the rich and the powerful in order to achieve the best results - and, incidentally, raise your own star in the process. It's also a parallel to what I see Kali's personal arc through the trilogy being. Kali, a savvy operator, has always been happy to be the second-largest fish in the pond. She makes powerful friends, enlists their support, grows her own authority, and then migrates on to a larger pond rather than remaining in the previous one. She is technically always beholden to someone else, but in practice has enormous autonomy in pursuing her interests and goals.

The second grouping is a people-focused approach. I had initially thought of this as a Sacramento-aligned option to contrast with Kali's San Francisco-aligned one, but as I further developed the concept I decided that Sacramento wasn't really an ally worth cultivating. Rather, this option represented you, the former shadowrunner, fulfilling the role that Sacramento had abandoned: you would take on responsibility for the people of the state, protecting them, providing for them, unifying them, inspiring them. This is the more traditionally "good" option, although I kept motivations out of it: this option would also appeal to those who wished to cultivate a cult of personality, or demagogues who craved the power that comes from the mob.

And finally, I figured that some players wouldn't care for either of those options, and might even resent the fact that I was railroading them into this plotline. For them I offered the lone wolf option: refusing any aid from the established power brokers in CalFree, you would annoint yourself as the head of your organization, running it for your own benefit. This would be the most challenging route to take, as you had to scrap up support by yourself; but also offered the most freedom, as you could present a vision of true independence for your little slice of the world.

Your overall "alignment" is determined fairly early in the game, in the course of your discussions with Emperor Norton, where you'll have the chance to either declare your loyalty to Kali's clique, or your desire to lift up all the common people of CalFree, or your intention to elevate your own station. At the conclusion of the game, the game examines the sum total of all the choices you've made throughout the game to determine your effectiveness in accomplishing your goals. Each alignment will have either a mediocre epilogue, if you fell short, or a good epilogue, if you exceeded it. (Having a "bad" epilogue didn't seem fair after someone played all the way through the game.) The requirements for each goal are different, so a successful strategy for one course won't work for another. For example, if you are allying with "the people," your manpower is the only statistic that matters: gathering wealth and supplies will help in the final battle, but won't play any part of determining your future. I eventually came up with six fairly distinct possible outcomes. In general, the mediocre endings end with you becoming a mid-level functionary of your allied power structure, except for the Lone Wolf path, in which case you simply drift on to the next shadowrun. The superior endings all conclude with you assuming a position with strong autonomous power, ruling events in your domain and shaping the course of the the world's future.

I think it might have been around this time that I finally nailed down the title for the game. The original name, "Antumbra" was an homage to Club Penumbra, one of the marquee nightclubs in Shadowrun. Antumbra is an astronomical term for an event when an occluding object passes in front of but does not completely obscure a light source behind it. An antumbra is present in an annular eclipse, which gave me the name for my second game. For better and worse, a large fraction of Shadowrun Returns UGC have titles playing on some combination of concepts about darkness and shadows. I was looking for a big, dramatic title for the third part which would move away from the relatively concise names of the first two, while continuing to follow the astronomical theme. I initially thought of titling it "Bring Down the Sky," which I thought sounded great, and then realized was the name of a Mass Effect DLC that I have never played but must have heard of. Whoops. How about "Tear Down the Sky"? Turns out that's the name of a song. I then considered The Burning Sky, then found out that was the name of a novel. The Bleeding Sky also proved to be the name of a book. Who would have thought it? I went ahead and stuck in The Bleeding Sky as a temporary title, figuring I would eventually change it.

Eventually, I stumbled across the name Corona in an unrelated context, and realized how perfect it would be. The corona is the nimbus of plasma around the sun, which is usually only visible during an eclipse. Bingo, there was my astronomical term! The more I thought about it, the more I liked the shift: Shadowrun games tend to be very dark and bleak, and my personal vision tends a bit more towards the hopeful and optimistic, so it seemed wholly appropriate that I would focus on a source of light that can only be seen when things are darkest. And, as I learned while looking up the word, the word "Corona" is taken from the Latin word for Crown. This seemed extremely appropriate to my game, which was becoming very concerned about questions of authority, government, and power. I'm an enormous fan of multiplicity of meanings and ambiguity, and I now think that I couldn't have found a better title.

With my core mechanic of manpower and supplies in place, I finally figured out who my additional NPC allies could be: lieutenants of yours, based in your stronghold, who would oversee each wing of your empire and provide reports on your progress. After the customary flipping through of portraits and checks for diversity in my cast list, I settled on them. Tomas, a beefy troll, was in charge of recruits in Redding: from a background as a retired shadowrunner, he was rather gruff, but also very realistic and practical. Selene, an elven rigger, was a former California Ranger who had a bigger-picture view of the stakes involved and had decided to lend her technical talents to your cause. Neither was all that critical to the plot, but provided some extra character to your base (especially in the early stages before the improvements started flowing in), and provided good opportunities for giving quests and important information.

By this point, I had reluctantly decided against cutting any of my original four mission arcs. It would mean more work for me, but also (hopefully) a better final game, and maybe a bit more opportunity for replay. I set it up so players would need to complete three of the quests in order to beat the game, with the option of doing a fourth; this would let players optionally skip a mission they particularly disliked, or avoiding recruiting a companion they didn't want. (Though at a cost to their final standing in the game. Choices have consequences!) But, that also meant that I couldn't assume that the player ever recruited anyone other than Norton, or that they had played through any particular scene. As a result, I made sure to spread plot-critical information across multiple missions. So, Tabitha appears in two missions, and Lofwyr (in the guise of Hans Brackhaus) in two; thus, even if a player skips a mission, they're guaranteed to have met each at least once by the time they reach the climax.

While I wasn't cutting any scenes, though, I did find some ways to consolidate maps. I had initially planned to meet Norton in an idyllic outdoor setting; but between the limitations of the default tileset and the lack of any corresponding re-use, it didn't make sense to roll a whole new map. So, I decided to re-use a section of Interstate Five, which actually made sense: a road is a very reasonable place for two travelers to meet one another.  As noted before, I would be re-using the Shasta Dam across two scenes, and figured I could use my hub in Redding as the basic for the Native Californian invasion - not a direct map re-use, but a copy of the existing bones, updated to mark it with the signs of war. That left me with three new maps re-used (The Five, Shasta Dam, and Redding), and three single-use new maps (The Crypt beneath Colma, The Junkyard, and Shasta Caverns). That seemed like a pretty reasonable allocation of effort.

And, on the subject of maps, I had to decide what to do with The Matrix. In Eclipse, all Matrix content had been optional; in Corona, since you were guaranteed to recruit Hailey during the course of one of your missions, I could safely add a required decking phase here. I ended up making this a core piece of the plot in the San Francisco run. Enemy deckers from Tir infiltrate Kali's Matrix node, stealing surveillance footage and doctoring it to suggest that she is in collusion with Tir Tairngire. They then anonymously release it to the ever-paranoid Saito, who swiftly turns against Kali. Working with Hailey and Kali, you deck back into the Matrix, recover the original footage and reveal Tir's role. This convinces Saito to back off, but in the meantime Tir's agents are busily storming an arcology where top megacorp execs are meeting: Tir plans to assassinate them before the executives can agree on supporting your mission. This would then lead to a race against time as you try to eliminate the assassins before it becomes too late. This would also give a great opportunity to show Lofwyr's involvement.

Anyways! I could have a Matrix map in Eclipse, which seemed cool. And I'd already built two Matrix maps for the Aztechnology building, so I could re-use that as well. (In Eclipse, I had originally designed all three levels of the Pyramid as a single map, then broken it into separate scenes to ensure that players could save their games. Now that players can save anywhere, I was able to restore the original plan and let players navigate through that space freely.) I eventually decided on another three opportunities for the matrix, all of which would be optional: two Native Californian nodes, one in the junkyard and the other accessible during the invasion, and a Tir node you could activate during the finale.

Making Matrix maps can be a lot of fun. It sometimes feels like a bit of a waste, since it's very possible that players will skip them altogether if they haven't rolled a decker PC; but based on the comments I've seen on my mods, it seems like a lot of players take advantage of these opportunities when they can. Even if players don't use them, the relatively simple set of components that make up a Matrix map still make them fairly quick to construct: you're expected to use geometric shapes, linear progression, etc.

One thing I hadn't liked too much about the matrix scenes I'd done in Eclipse was how calm those scenes could sometimes be. From a pure strategy perspective, the best approach was often to have a decker jack in, and then the rest of the team just hang around and wait for them to wrap it up, before they all advanced. This time, I took some more effort into making decking in cyberspace make things in meatspace feel more tense. In Eclipse, you're facing an endless swarm of reinforcements from Colonel Saito's marines, so you need to conclude your business in the matrix as soon as possible before they wear you down. In the Pyramid, you're on a literal timer with a fixed number of turns to save the executives, which leads to an interesting choice in and of itself: do you keep your decker in the node so they can clear things up ahead while the rest of your party presses forwards? Or does your decker abandon the matrix, lending their strength to help the rest of the party accomplish their primary goal in the real world? I came up with similar twists to the other three matrix maps that would keep things a bit more engaging so the decker felt like a part of the team and not a sideshow. (It also helped to see Dragonfall's new approach towards matrix scenes, including some fairly complex triggers that let you send companion deckers into the matrix while in free-roam mode, let you keep free-roaming while "hostile" IC remained on the map, and saved you from needing to press "End" tons of times while your decker wrapped up their business.)

And, let's see... I think that was pretty much the extent of my design phase! ("Oh, is that all?!") More stuff would get fleshed out during the production phase, particularly with my new companions. As noted before, I wrote all of the core dialogue before I cracked open the editor, including all plot-critical conversations, all chats with merchants, banters amongst companions, etc. That exercise was very helpful for nailing peoples' voices; I would often go back and re-write earlier stuff after I had gotten a better handle on how characters presented themselves. For example, in early drafts Hailey and Dorbi sounded a lot alike, so I took another pass at Dorbi. They're both confident in their abilities, but Hailey's is a relatively humble, earned confidence (which she evolved over the course of Eclipse), while Dorbi's is a more grandiose and bombastic (but still good-humored) confidence. Dorbi's more likely to crack jokes, while Hailey is more likely to laugh at jokes. I also didn't feel compelled to make them totally opposite, and enjoyed finding ways for them to relate to each other through their banters.

But, for the most part, it was combination of refinement and filling in details, without any major overhaul of my initial vision. Stuff like Rick the California Ranger was created when I started work on that particular scene: that lets me still exercise some creativity at a later stage, while still being fairly self-contained. While I've done all of these modules on my own, I can see how it could be parallelized if you get a game to this point, where the inputs, outputs, and through-lines are well defined.

One thing that came relatively late were the dogs. My overall plan for mission flow had been to allow you to recruit two runners for each mission; in most cases, you would recruit your fourth slot in the first scene of the mission, continue with them through the second scene (becoming acquainted with their playstyle), and then making them available for recruitment in future missions. However, for the very first mission, only Norton would be available; and, if a player initially went to Colma, they would not have any other recruitable allies until the start of their third mission.

Way back in Eclipse, during Norton's graveyard battle scene, I had, as a bit of a joke, created two friendly Hellhounds named Bummer and Lazarus.  The names are directly stolen from dogs associated with the historical Emperor Norton. Back then, due to the limited models available in Dead Man's Switch, I'd used stock hellhound bodies and fire elemental portraits to represent them. (The dogs were controlled by AI during Colma; if you sided with Shavarus during that fight, one of the hellhounds would appear in the climactic Armory scene and be PC-controllable.) Fortunately, Dragonfall had a new character, a dog named Dante, who had his own doggie model and portrait. Even better, Dante transforms at one point into an awakened creature with hellhound-like abilities, along with a new portrait. Hooray! That means I would be able to make two distinct dogs.

Going entirely off of their names, I decided that Bummer would be a fairly tanky, low-key ally: someone with high HP and simple physical attacks. Meanwhile, Lazarus would be a more risk-taking ally, with hellhound powers like Fireball. Furthermore, Lazarus would be the one immortal companion in the game: like his namesake, he would rise from the dead between missions, meaning that no matter how badly you brutalized your team, you would always have at least one free hire available.

I got a kick out of the dogs, who made it into the opening scene as well. I was a bit reluctant to make them too powerful: they were intended as stopgaps to fill party slots until you started recruiting additional people. They're decent, but deliberately a bit under-powered compared to your later companions, and they don't get banters like other party members do (although they do get barks).

Oh, yeah! Barks! That's a relatively minor and simple thing that I always forget to write about. In my continuing quest to create party members with some sort of personality, I've been programming combat barks since Antumbra. This is a term from old-school RPGs like Baldur's Gate: those games didn't have full voice acting, but they would record short snippets of dialogue that would activate at appropriate points during a fight, both communicating some information and offering a glimpse of the character's personality. That might be something like "GO FOR THE EYES, BOO!", or "If.... if you think no-one is better." They're really simple to do in SRR. The general trigger looks something like, "If Turm kills someone, roll a 10-sided die. If the die comes up 10, have her say 'Hoi! Sit DOWN!' Only do this once in this scene." That's pretty easy to do, although when playing the earlier games I've noticed that only combat-focused characters like street samurai really get much of a chance to say their lines.

So, for Corona, I did a bit more digging and figured out how to spread the fun around. Norton is a pacifist, so instead of barking when he kills someone, he barks after healing or hasting them. Hailey isn't a front-line fighter, but her drones are, so she barks whenever a drone on the team gets a kill. (It might be the PC's drone, but Hailey is a team player and will cheer on any drone that does well.) So, yeah... barks are still fun to do, and I really like how they make the characters seem a bit more unique throughout gameplay, and not just during set scenes.

Similarly, I liked how the banters ended up working. They're not truly random, but I don't think that would become apparent until someone had played through the mod a few times. They work more closely to Dragon Age banters than those in Baldur's Gate. When you cross certain invisible lines, the game checks to see if you're in a good state to have a banter (not in combat, etc.). It then scans through everyone in your party, checking what banters are available and which ones you've already had. There are a total of seventeen banters available: two banters between each grouping of two companions, one banter between the PC and a companion, and one bonus banter between Norton and the PC. There are a total of eight banter points throughout the game, two for each mission, so over the course of a game a player will only see half of the available banters. These are highly dependent on the order in which you recruit characters and how often you travel with them. Banters are chosen in a strictly determined order, so if you do the same missions in the same order each time, you'll see the same banters. This also means that I know that a player can't see certain banters without certain other banters already having run. (For example, the second banter between Elorn and Dorbi can't fire until the first banter between them and each of their individual banters, so you would never see both Elorn/Dorbi banters on the same mission.)

Banters were more work than barks, and more tedious to implement (a lot of copy-and-pasting of triggers between maps), but enormous fun to write and to see in action. They're completely useless from a gameplay perspective, to the point where I worry a little that more tactically-oriented players may be actually annoyed by them, but it's that very uselessness that endears them to me: they propagate the idea that you're exploring a world bigger than yourself, that people have relationships outside of yourself, and you're just catching glimpses into the full lives that these people lead. It's fun!

Relatively late in the cycle, I started considering what to do for my preview image. This is the square icon that displays whenever your UGC is shown within Shadowrun Returns or while browsing the Steam Workshop. Many content creators will rip off old Shadowrun artwork, which I've never been very happy about (though, since they're not profiting from it, shouldn't bother me). Others will do screenshots of scenes within their games, which can look really nice. I have zero artistic skill, so my previous two modules used simple logos of an antumbra: a simple one in Antumbra, and the identical image with a lens flare added for Eclipse. Back when I was still considering The Burning Sky or The Bleeding Sky as a title, I was thinking of doing the same thing, but shifting from blue to red. Even after the shift to Corona, that still would have been appropriate.

But, I figured, why not hire a proper artist to do it? I've long been a fan of Isbjorg, who draws fantastic semi-monochromatic artwork, specializing in characters from fantasy RPGs. Recently she's started moving in a bit more of a sci-fi direction, with a personal interest in The X-Files. Well, a combination of sci-fi and fantasy is the very definition of Shadowrun! She certainly wouldn't match Harebrained Schemes' style the way that KARGAIN did for the Norton portrait, so I wouldn't ask her to draw an in-game character, but I thought she would do a fantastic job at a more creative picture drawn for the preview.

And, of course, she did! The amazing result is shown waaaaaaaay up near the top of this post. I'm always impressed at how well Isbjorg is able to come up with something that looks fantastic, creating something that matches what I'm looking for while still pleasantly surprising me in the details of its presentation. In the past I've asked her to work from in-game screenshots, Pinterest reference photos, and written descriptions. She always hits a home run. In this particular image, I'd asked her to draw a scene featuring Hailey and Dorbi, who had become my two favorite characters while writing the game. I showed her their in-game portraits, briefly described their personalities and the setting... and she totally nailed it. Hooray! I love the way that she, for example, builds on the key elements of Hailey's character - the visor, her technical focus - and creating something that feels original, not copied, almost adding a new dimension to the character. It's wonderful to see a second shot of the same fictional person. And the little bit of attitude each of them shows through their postures and expressions is absolutely perfect.

Okay! I feel like I'm leaving a ton out here, but I also feel like I've written approximately 1000 times more words than necessary to convey the message "I made a mod and it was a lot of fun and I thought about things and then I did things." I'll spare you from the remainder of my gleeful babblings.

By this point, Corona has been out for a little under three days. It got exactly zero attention in the first twenty-four hours (hey, it was competing against Game of Thrones!), but has really picked up lately. I've gotten a handful of bug reports (swiftly crushed!), news of the first non-King to beat the game, and some very encouraging words from people who have followed the series. I don't expect it to explode or anything, but it feels extraordinarily gratifying to know that people out there are playing this and enjoying it. Few things in life are worth sacrificing so much free time for. Moments like this make me think that making games might be one of them.

Tuesday, February 18, 2014

Enhanced... enhanced... enhanced...

My most recent run through Baldur's Gate was by far my fastest yet. It wasn't specifically a speed run, or a solo challenge, or anything like that. However, with so many games on my immediate docket, and the relative familiarity of the game's rhythms, I felt comfortable bypassing my usual OCD approach to completing every single sidequest in an RPG, and instead focused on exploring the new content available in the Enhanced Edition and other aspects of the game that I hadn't previously experienced.

To be honest, I'd kind of resisted starting this game for a while. This is largely because I had just finished a replay merely two and a half years ago, so a lot of it was still very fresh in my mind. However, that has turned out fine, largely because the old game was a fresh enough memory for me to recall its old appearance, and recognize the improvements made with the enhanced edition.


Speaking of which, let's run down the good, bad, and same. The changes I liked best were:
  • Zero effort to run on modern machines. A lot of what BGEE does was possible before, but it required spending a great deal of time reading online guides, downloading unofficial mods, and installing and troubleshooting patches. My recent plays of the classic game have required spending multiple hours before even starting the game to set them up, and some ongoing bugfixing throughout. That time saved alone makes BGEE's sticker price worthwhile to me.
  • The journal is vastly improved, with related messages now grouped by quest, compared to the original's endless sprawl. This is nice at any time, and seems particularly useful for most non-obsessed gamers who might let quite some time pass between starting and finishing a quest. (It's worth noting that they don't seem to have updated any of the journal text, though, so you're still often left knowing that you need to turn in a quest but not knowing where you need to go to do it. By this point in my BG career I'm perfectly willing to run a Google search for fiddly things like this rather than tromp all over six maps looking for a particular NPC.)
  • Redistributed items. Tutu also let you run BG1 with the BG2 engine, but that led to some oddities, like being able to pick weapon specializations that didn't really have any good weapons available until the second game. Almost all of your character creation choices will result in a viable game. (But, as I noticed to my chagrin, it still does not warn you if you pick a weapon specialization whose weapons require a higher STR than you rolled. More on that later.)
  • Speaking of rolling: your pointroll total is now displayed during character creation! I'm not at all obsessed about this, and didn't spend a ton of time to get an optimal roll, but it was a really nice convenience to hit the particular minimums I wanted.
  • The recreated movies were really nice. I've read some complaints about the art style, but honestly, the originals have aged very poorly, and I thought this was a great approach to communicating the same content in a much more palatable way.
  • The new NPCs are great. I hardly used Dorn at all, but it seems like he would be a solid addition to an evil team. (Though I am a little curious why they didn't pick an evil thief, since that's a notorious gap in BG2's NPC roster, but they were probably reluctant to add yet another thief to BG1's already-overrepresented population.) Rasaad was pretty cool, maybe a bit more interesting mechanically than narratively, but still worth picking up. Neera is awesome, one of my favorite BG1 NPCs now and at the same level of quality that I associate with the superior offerings in BG2.
  • The romance is nice. It has a bit of an arc, while still leaving plenty of time for further development in BG2. (Considering that all other romances start essentially from scratch in BG2, you wouldn't want this one to get too far ahead, but it still has a nice resolution.)
  • There are a couple of new areas, which all are as good or better than fan-created areas. Some of them very nicely match the flavor of existing regions, making them seem like something that might have been created back for the original. One major new area has a really cool look that doesn't look like existing areas, but is a very plausible expansion to the world.
Changes I was rather indifferent to included:
  • The new kits didn't do much for me, one way or another. The existence of kits at all was a neat innovation that's been around since BG2 and Tutu, but I wasn't terribly excited by the new ones they added like Dwarven Defender and Red Dragon Disciple (which seem to have backported from Neverwinter Nights). 
  • The window experience, while improved from the original, are still pretty awkward. Playing in fullscreen was too blurry for me, so I needed to use a window. Unfortunately, scrolling in a window is really awkward; it's still mouse-based, but since your mouse isn't locked to the game screen, you have basically a 1-pixel zone to hover for scrolling. I ultimately ended up scrolling using the arrow keys on my keyboard, which worked but was annoying. I play a lot of strategy games in windowed mode, and this is the only one I've had trouble with; it would have been really nice to, for example, be able to drag the map by holding down both mouse buttons or the center button.
And, while I was overall very happy with the enhanced edition, in a few ways it did fall short of my last experience playing with Tutu and mods:
  • Mod support in general is somewhat lackluster. Only a few seem to have maintainers actively supporting BGEE, and some of my favorite ones aren't fully supported for BGEE. In general, it seems like mods that affect gameplay by adding new weapons, monsters, items, etc. are fairly successful, while old quest and NPC mods have been lagging. I'm curious if this will continue. I kind of suspect that a lot of modders may prefer to prioritize their work for BG2EE, since that tends to be the more popular game.
  • Specifically, I found myself really missing the Unfinished Business mod and the BG1 NPC Project. The former restored and fixed a bunch of incomplete or disabled quests that BioWare had written but cut from the final game. It was weird to find stuff like, say, Yeslick's rage towards the Iron Throne conspirators totally gone; I've grown so accustomed to beats like that that I have assumed they were always part of the game.
  • Banter in the game felt very lacking. This is very true to the original game, which didn't have much banter at all, but I've grown accustomed to the chatty, involving NPCs of BG2 and the BG1 NPC Project, so it made me a bit sad to have such quiet followers. From what I've heard, Beamdog didn't have permission to modify existing NPCs, so they couldn't write their own banters; and they can't just take the mods that others have written and include them in their own. The one bright spot is banters with the new NPC followers, who chat with you about their history and life and feelings and stuff. However, these are strictly PC-on-NPC affairs, without  intra-party banter, my favorite kind of all. I think there was a single time that Rasaad said something like, "I must do what is right," and Ajantis interjected, "Yeah, you're awesome!" (note: not exact words), but that was pretty much it. I was a little surprised that they didn't even have inter-NPC banter among the new companions; I had Rasaad and Neera for virtually the entire game, and they never spoke to one another. (I should haste to point out that I totally sympathize with this. There are just so many NPCs in the first game that it would be a nightmare to try and write content for all possible pairings.)
My overall recommendation would be for folks to wait until there's a smidgen more mod content available, but absolutely to play with BGEE once they can. I don't think I'd ever be able to return to fiddling with Tutu after this, even with the vast amounts of content it offers.

Mechanical stuff out of the way, here's a fairly brief summary of how my last game went down. I don't think that Baldur's Gate needs spoilers after being out for fifteen years, but I suppose the Enhanced Edition additions qualify, so I'll treat those separately in a spoiler section waaaaay down below.

As is usually the case for any new RPG session I start, I spent a fair amount of time planning out my character long in advance of actually starting the game. My prior games had been with Cirion, a half-elf male Chaotic Good bard, and Sebrina, an elven Neutral Good sorceress. I keep claiming that I'll do an evil character, but I never do; particularly for these games, which last for so long, I don't like occupying that headspace. So, after some consultation with my brother, I landed on a new approach: playing as a Lawful Good paladin (human, natch). I've never played Lawful Good in any BioWare or Obsidian game, so it would be relatively new territory for me; I typically eschew fighter classes, with the notable exception of my recent outing as Toman Benton in NWN2; and I also tend to avoid humans (again, except for Toman Benton). Since my last long RPG was a somewhat similar character, I decided to mix things up a little and roll my paladin as a woman this time.

Rolling Raenir took a little effort, though she wasn't too fiddly. Paladins have really high minimum requirements, including a mechanically useless 17 CHA. As a frontline fighter and the one essential character on my team, I would need to max out my DEX and CON at 18 each. WIS could stay at its minimum of 13. Many people take INT as the dump stat, but I'd read that this can cause huge problems when fighting mindflayers in BG2 (each hit drains 5 INT, and going below 1 kills your character), so I knew I wanted at least 11 here. That left STR as the dump stat, which seems bizarre, but nobody uses their natural STR once you hit BG2 since you can find Belts that boost it much higher than you can naturally make it.

For my kit, I picked the Cavalier, a really fantastic subclass. You get a permanent resistance to acid and fire; are permanently immune to fear and charm; get many casts of a special ability to remove fear in companions (which is very useful in BG1 where low morale is often a problem and enemies love casting Fear); and are permanently immune to poison. Nice! Unlike many other paladin kits, you get to keep all of the standard Paladin abilities, including Turn Undead, Lay On Hands, and divine spellcasting at high levels. The only downside to the kit is an inability to use ranged weapons, and frankly that isn't a problem at all since your role is to be a melee tank. If you do want or need to use ranged weapons, there's even a workaround available: just take an Axe proficiency, and use throwing axes; these are ranged, but since they aren't in your missile slot, they aren't blocked. There's even a boomeranging axe if you're concerned about the weight.

The one thing I messed up on was my weapon. I picked Two Handed Swords with the long-term plan to wield Carsomyr in BG2. Of my initial 4 weapon skill points, I maxed out this skill completely, putting two dots into Two Handed Swords and another two dots into Two Handed Weapons. However! I had only taken the minimum 12 STR (again, with the idea of making this up with equipment), and had completely forgotten that two handed swords require a minimum 13 STR to wield! Aaaaaaa!

In retrospect, I probably just have just gone back and re-rolled, but I did kind of like the idea of having a sense of urgency to drive me through the game. I knew that I would need to reach Baldur's Gate in order to get the Gauntlets of Ogre Power that could boost me to 18/00 STR. Baldur's Gate isn't available until Chapter 5. Fortunately. I could describe the plot of BG1 in my sleep, and so I knew exactly what I would need to do to get there as quickly as possible. So, I semi-glumly started whacking bad guys with my quarterstaff while I built up my team and raced through the main plot.

This might be a good point to observe what's probably my favorite aspect of BG1: the exploration. BG1 would also be the last BioWare game to have actual exploration; everything from BG2 onwards has focused on creating hotspots that you quick-travel between. From what I hear, it sounds like Dragon Age: Inquisition will finally be bringing exploration back, and that makes me tremendously excited. Anyways, a typical game of BG will involve moving from map to map, gradually scouring the entire contents to remove the fog of war, reaching the endpoints to discover what lies beyond, and then continuing to explore the new territory you've opened up. That's still mechanically what I was doing, but I knew exactly where I needed to go, and so I completely skipped many of the wilderness areas, particularly in the early part of the game. (This isn't at all to say that these areas are boring or not worth doing; pretty much every place in the game has fun side-quests, interesting personalities, and/or valuable equipment. But, when you have a date with a pair of Gauntlets of Ogre Power, you learn to streamline your experience.)

Roleplaying Raenir was pretty fun. In some ways, it simplified and streamlined my gameplay. I remember how in my initial playthrough as a Chaotic Neutral Bard I attempted to pickpocket everyone in the entire game, up to and including Duke Eltan himself. As a matter of course I would also break into every house, rifle through barrels and drawers, amassing a petty fortune for myself on the way to saving the Sword Coast. Raenir was far too virtuous for that sort of nonsense, and never took anything from a non-hostile source. She also kept Imoen and Alora in line; among other things, this meant that they had a good in-character reason to focus entirely on skills like Find Traps. She was also very straightforward in her conversations: friendly, but blunt. She refused to ever disguise herself or pretend to be someone she wasn't; this meant that, for example, infiltrating the Iron Throne was a far more direct and straightforwardly violent affair.

While Raenir is Lawful Good, she certainly prioritizes the Good aspect over the Lawful. This meant that, for instance, in cases where a vanquished opponent yielded before her, she always spared their lives. This sometimes had negative repercussions, as with Mulahey in Nashkel, but generally worked out for the best. She had a way of shutting down her opponents early on when they would try to corrupt her, in contrast to Cirion or Sebrina who would try and play along to gain an advantage.

All in all, it was a fun new approach for me. I think I still prefer my "deceitful kleptomaniac with a heart of gold" archetype, but there's certainly room for variations like Raenir in my repertoire.

Besides changing up my character, I also wanted to roll with a different party this time around. Fortunately, even though this would be the third time I've played this game as a good character, there are still so many NPCs that I could make an almost completely new party this time around. I knew that I wanted Neera, so she was my one Neutral companion. Rasaad was the other new Beamdog companion I recruited. I'd been tempted to pick up Dorn as well, and had a brief encounter with him, but ultimately felt uncomfortable including such a clearly evil character in my party and so gently let him go.

Raenir was my main frontline fighter, but I also picked up Ajantis, another Lawful Good paladin. I'd run into him before, but had never had space in my party, so it was a nice change of pace to have someone new. Like many of my classic party members, he's a bit lacking in stats compared to canon party members (few people can match Minsc), but he was decent enough, and knowing the game as well as I do probably lets me get by with sub-optimal characters. Anyways, Ajantis has good strength and constitution, and was pretty effective as a co-tank. His one weak point is his DEX, but I eventually got some Gauntlets of Dexterity, after which he was nearly as effective as Raenir; considering his sword-and-shield style, he even had some advantages in absorbing damage.

Rasaad was a weird addition. I had to chat with Andrew a bit before figuring out the best way to use him. He's very quick, can get a high number of attacks, and has decent STR; but his CON is very low, and like all monks he can't use armor. I ended up moving him further back in my party formation so he wouldn't be targeted as often, then either had him join a fight late to start whaling on the bad guys, or else had him flank the enemy and strike their rear archers or spellcasters. He has very fast movement, which makes him very well suited for this sort of thing. You can get Rashad's Talon fairly early, which is a +2 Scimitar; Rasaad is better off with melee weapons over his fists in the early part of the game. By the time he reached level 6-7, his fists had gotten strong enough, plus he had extra hits, to make them superior; however, his fists aren't considered magic weapons until BG2, so you should still keep an enchanted weapon on hand for enemies that require it. The most important thing, though, was getting him Bracers of Armor. I tend to associate these with spellcasters, but they're hugely helpful in getting him a decent AC. I think that after a few levels in BG2, his natural AC will drop low enough that they can be discarded, but adding those bracers was the single most important factor for me in keeping him alive.

The cleric slot was the one part that was a repeat from last time around: Jaheira for a little bit in Chapter 1, then Branwen once I reached Nashkel, then finally trading to Yeslick in the Cloakwood Mines. I like clerics, and Yeslick is a great addition to a Good-aligned team. As noted above, though, I was a bit sad to see that much of Yeslick's dialogue was actually part of the mods I was used to playing with, so he didn't have a personal arc in this play-through.

Finally, the thief! This one is always tricky. Imoen is a no-brainer; she has the best stats of any thief, can (and arguably should) be dualed to mage, is with you from Level 1 and so can be customized as you desire, is totally loyal to you (will always rejoin regardless of your actions or reputation), and has a fun, upbeat personality. Still, I've always kept her through both parts of all my prior games, so I knew I wanted to try substituting her for one of the many sub-par thieves available. I eventually traded her in for Alora once I finally reached Baldur's Gate. Alora was really fun, though I doubt I'll pick her up on future games. Alora is a Good-aligned halfling thief. She's notable for having a natural 19 DEX, and she also has a very useful personal item that gives +2 to Luck (which means +2 to all rolls!) and bonuses to many thief skills. Most of her other stats are pretty bad, though, particularly her CON which makes her very squishy. For some reason she has skills in Two Weapon Fighting, but you'll definitely want to keep her far in the rear. Also, because you get her so late, she has spent her Thief Skills very poorly, dumping them into useless skills like Pick Pockets. I felt fine about using EE Keeper (the update to the venerable Shadowkeeper) to re-allocate her thief skills; I don't consider it cheating, since it's just doing what I would do if I could level her up myself. In terms of personality, Alora is absolutely a stereotypical D&D halfling, practically to the point of satire: relentlessly cheerful, smiling, encouraging, and upbeat. It would be grating to go through both games with her, but the period from Chapter 5 until the end of the game is a nice enough stay with her.

Oh, and speaking of potentially grating dialogue: whenever I revisit Baldur's Gate, I'm always re-surprised at just how corny some of the dialogue can be. There's a lot of jokey stuff in there like pop culture references, fourth-wall-breaking lines where they yell at you for clicking on them with the mouse, etc. Alora's selection prompts include the Ren & Stimpy line "Happy happy, joy joy, happy happy, joy joy!" and the classic folk song "Come on people now, smile on your brother, everybody get together, try to love one another right now!" It's surprising the first time you hear it, funny the next few, then gradually grows more and more annoying. BioWare has clearly turned strongly away from this stuff in their recent games, to the point where Isabela's "I like big boats, I cannot lie" line stands out as the single bit of referential humor I can recall across both major Dragon Age titles.

But, the flip side is that I'm also surprised at how dark and macabre the story can be. I tend to think of Dragon Age and Mass Effect as the first "mature" BioWare games. I suppose that's technically true in terms of ratings, since the BG games and KOTOR were both rated "Teen" by ESRB, but they fit a surprising amount of blood and anguish into the story. Which is an interesting thought on its own; you can get away with much more violence in text than you can in video, as has long been apparent when comparing our restrictions on books to our restrictions on movies in American culture as a whole. Anyways, stuff like the dream of drowning in blood and the nightmarish slaughter below Candlekeep are fairly horrifying, even though they're communicated entirely in words.

Back to my game: I raced to the Nashkel mines, then immediately started exploring east of the Friendly Arms Inn to locate the base of the Chill mercenaries. There's a longish trek to the Cloakwood Mine, but I made sure to stop by the spider den to pick up Spider's Bane. Once I got this, I was delighted to find that, unlike all other two-handed swords, this one only required a STR of 9 rather than 13, so I could actually wield it! I suspect that this may have been so non-fighter characters would have a higher chance of taking advantage of its unique Freedom ability, but hey, I'll take it. I immediately noticed a huge improvement in my entire team's effectiveness, now that Raenir was hitting at full strength, in addition to her ability to crit 10% of the time.

With this sword in hand, reaching Baldur's Gate was less urgent, but I was still far enough along that I decided to press forwards. On the whole, I was really surprised by just how effective I could be with almost no breaks for leveling. I think I needed to reload twice in my fight against Mulahey at Nashkel, and thrice in one of the fights soon after where we were ambushed by Iron Throne assassins, but otherwise it was very smooth sailing practically until the end of the game. This is mostly because I know the encounters well enough to go into them with solid strategies from the start, but I think it's also due to the nature of XP gain and leveling in the game. Gaining a new level usually requires roughly twice as much XP as the level before, so almost all characters will end the game with about the same amount, regardless of how much grinding they do. I finished the game with shockingly low XP, somewhere between 75-80k; however, this took me to Level 7, and going all the way to the level cap of 161k XP would only have gained me a single additional level.

I also had ample opportunity to consider the sources of XP. BG seems somewhat unique in its strategy for gaining significant XP to advance. In typical grindy games like classic Final Fantasy games, the most important factor is the sheer number of battles you do: quickly fighting a large number of moderate enemies is the best way to level up. In many modern RPGs and MMOs, XP rewards tend to be more quest-oriented: your best way to quickly level up is to accept and complete as many side quests as you can. Both of these approaches are pretty poor in BG1. Many common weak enemies like gnolls and xvarts give 35 or fewer XP, so even a swarm of 10 will only give ~350 XP. Sidequests are also not particularly lucrative; it's common for a quest to require visiting multiple maps, slaying enemies, completing conversations, searching for an item, and returning to the quest giver, only to end up with ~750 XP. Instead, the best way to gain XP is by focusing on a few high-level enemies. For example, spiders are relatively easy to kill, and can give 1400 or 2000 XP for a single enemy. So, the bulk of your XP ends up coming from fights against significant enemies, and this is by far the most time-efficient way to quickly level.

Once in Baldur's Gate, I quickly grabbed the Gauntlets of Ogre Power; even though I would keep wielding Spider's Bane, I still wanted the STR to increase my THAC0 and damage; plus it was nice to FINALLY have a single party member with a high enough encumbrance to handle the absurdly high number of dead corpses you're required to lug around for various quests. After securing the gauntlets and recruiting Alora, I could finally relax a bit, and set about doing the optional quests on my agenda.

By this point, I'd crunched the numbers and figured out that I didn't need to do all the side-quests, so I could just focus on the ones that I remembered as being most fun. Since you lose all your equipment at the start of BG2, and I already had the most critical gear to finish the game, the only stuff that actually felt important to building my character was acquiring the various Manuals and Tomes that boost your stats. These are scattered around, but by Chapter 5 you can get all but two of them, so I did. The important effects here were boosting my CON and DEX to 19, which pretty much made me the Ultimate Tank; after this point I would gain 15 HP on each level up, and would end the game with 105 HP at just Level 7. The DEX gave me a straight -4 to AC, and as a paladin I can wear any armor, which means that despite foregoing a shield I could tank pretty effectively with a final AC of -5. Boosts to WIS and INT didn't really matter, and STR definitely doesn't matter (except for Irenicus's dungeon) since I'll be artificially setting that with belts in BG2. (I would have been very tempted to give the WIS and INT tomes to Neera, since she would be much better with an INT of 18, but I'd learned from my brother that Neera's stats don't transfer to BG2 and so it would essentially be wasted.) CHA wouldn't really matter that much, but having a natural 18 here does free up a ring slot in BG2 since I won't need to rely on the Ring of Human Influence.


It was a bit funny to look at the map and see all the places that I'd never even visited in my entire game: I never set foot in High Hedge, or the Firewine Bridge, or Gullykin, or Ulcaster. And these aren't boring places, either: I remember each of them having fun or funny quests, and decent rewards within the context of BG1. Their very existence is indicative of one of the things I love most about BG1: its extremely open ended and non-linear design. It's a bit of a truism that western RPGs tend to be less linear than their Japanese counterparts, but even by those traditionally relaxed standards, BG1 stands out for its lack of direction at the start of the game. Most games will typically start the plot with an immediate quest to start work on right away, and a glimpse at the end-game storyline. You don't really get either of those at the start of BG1: you're free to wander pretty much anywhere along the Sword Coast, just stumbling into various quests and adventures and building up a party along the way. The plot starts picking up steam after you visit the Nashkel Mines, but it's an incredibly organic thing that's driven by the world itself, with various rumor of tainted iron vaguely pointing in that direction but no artificial system pulling you there.

Along the same lines, I think that the plot for BG1 doesn't get the credit it deserves for being so unique. I love that the villains of the game aren't trying to conquer the world: they're a merchant cartel, trying to build a monopoly and manipulate politics in order to increase their profits. Sarevok obviously plays a large role, but I think he becomes more significant in the context of the plot arc in BG2/ToB; if you look at BG1's story strictly on its own, it's this really weird, fascinating, twisty plot that's mostly about greed, and even Sarevok's strange role as a demigod avatar of wrath can be viewed as a twist within that larger story (Rieltar was too driven by his ambition and greed to recognize the threat posed by his son, and the chaos he sought to sow for his own advantage ended up overwhelming him). Anyways, for all the complaints about major fantasy RPGs having formulaic plots, I think that BG1 really stands out as doing something different. (I might even go so far as to say that, strictly comparing one plot to another, BG1's is better than BG2's. What I love most about BG2 is the overall story, including much better developed characters and relationships. Its plot deserves praise as well, but hews much more closely to the traditional tropes of fantasy.)

All right, now let's talk about the new NPCs!

MEGA SPOILERS for Beamdog NPCs in Baldur's Gate 1

First up, Rasaad. He felt like a perfectly solid, though not extraordinary, character. His voice acting was good, and manages a convincing accent that doesn't come across as cheesy (which can't always be said for the original BioWare NPCs). His personal story felt a bit heavy on the "Let me tell you about the significant events of my past!" side of things, along with some relatively vague pseudo-philosophy around the Sun Soul Monks.

As you get to know him better, you start to dive into his past, particularly a painful childhood incident where his brother Gamaz was killed by Shadow Thieves. Rasaad is Lawful Good and generally serenely confident in his beliefs; Gamaz's death is a rare sore spot and an occasional source of doubt for him.

Rasaad's personal quest kicks off after you arrive in Baldur's Gate. They somehow managed to integrate nicely with the existing map, opening up a legacy building into a new space containing villainous Dark Moon Monks who are trying to kill Rasaad for some reason. This leads to discovery of a monastery they have captured in the Cloud Peaks, so off we went! (Most of the dialogue choices with Rasaad felt a bit ho-hum to me, but I did like this part, where you help to determine his motivations in pursuing his attackers. Is he seeking revenge? Justice? Closure?)

The actual monastery is the largest new area created for BGEE, and looks fantastic. It's a snowy mountain, which I'm guessing is somewhat familiar to people who have played the Icewind Dale games, but it's the first time I've seen something like it in an Infinity Engine game. Anyways, it looks cool and is very well designed, with snowy banks, tracks along heavily-traveled routes, and then "climbs" up a large number of "stairs" to reach the actual structure. It's a really nice way of evoking 3D space in a strongly 2D pre-rendered background. Passing through the monastery takes you to an outcropping at the very peak, which includes a very pretty and very unusual background showing the mountain range drifting off towards the horizon. It's a kind of perspective that's unique to the game, and is visually striking, while also being slightly awkward; since everything is still really a 2D background, the same fog of war rules apply to this background as a regular flat one, leading to some effects that don't look right. Regardless, it's still cool, and probably the best visual addition to BGEE.


(Oh: I guess those images don't directly link to the web album. It's there if you want to check it out; fortunately I was much more restrained this time around when it came to pressing F12.)

Rasaad's story has a bit of a twist: it turns out that Gamaz hadn't died after all, but was instead recruited by the Dark Moon Monks, the evil counter to his virtuous Sun Soul Monks. The monks surely held much of the blame, but Gamaz also was corrupted by his pride: Rasaad was always the better fighter, and Gamaz felt humiliated by the knowledge that Rasaad would secretly hold himself back and not commit to his sparring matches against Gamaz. Rasaad goes through some soul-searching during this segment and after Gamaz is defeated; I chose to buck him up, keep him on the virtuous path, to mourn Gamaz's death while remaining confident in his own righteousness. There were several other conversation options available that felt more like "turning him towards the dark side", and I'm curious what would have happened if I'd pursued that route: would he start to abandon his faith? Or just get mad at me? Either way, it was a nice arc; not my favorite storyline, but I think that's just due to my own personal tastes.

Next up, Neera! Neera was wonderful! She was a very well-realized party member, with a different play style and a super-interesting personality and background. The Wild Mage class has been around since classic BG2, but like the Monk class, we haven't had any NPCs in that mold before now. Wild Mages are a bit like Specialist mages since they get an extra spell at each level as soon as they unlock their first one, which means that for almost the entire game they have double the normal of their most powerful spells compared to a vanilla mage. Unlike specialist mages, they aren't locked out of any opposing schools, which makes it much more viable to run with a single mage in your party.

The most obvious impact of a Wild Mage, though, is the uncontrolled nature of their magic. Quite often, when you cast a spell, it will end up being cast at a level higher or lower than normal. This doesn't have any effect on spells with a flat impact like Armor, but can make a difference for spells like Magic Missile that increase (or decrease) in power with your level. Less often but more spectacularly, a Wild Surge can sometimes occur, which can have spectacular effects. In one of my climactic battles against the leaders of the Iron Throne at the end of Chapter 5, I had killed off two of their leaders and was struggling against the rest, when Neera attempted to cast Magic Missile and ended up healing everyone in the battle. Not my party: everyone. Anyways, stuff like that occasionally happens, sometimes good and sometimes bad, but it can force you to rethink your strategy on the fly to respond to the unexpected, which made fights more fun.

I suspect that wild magic will become more interesting and feasible in BG2. The tempting-but-dangerous hook of the class is the Reckless Dweomer, a Level 1 spell that lets you cast any spell in your book. Any spell. Any spell. Meteor, Time Stop, Summon Planetar... you name it. The catch, though, is that you always cause a Wild Surge. In BG1, the odds of successfully casting a spell seem so low that it isn't worth trying. However, higher levels increase the odds of a favorable outcome, and higher level spells like Improved Chaos Shield can also boost your chances. And, frankly, even if only 1/3 of your Level 1 spells were converted to Level 9 spells, that's still insanely powerful. So, in BG1 wild magic was mostly a flavorful burden to endure, but I can see it becoming a keystone for Neera's gameplay in the future.

There's a ton that I like about Neera's dialogue - she's funny, and independent, and engaging - but the thing that impresses me the most is probably how closely tied her character is to her conversation. She isn't just a bundle of stats connected to a set of lines; her identity as a wild mage is a single force that drives both her personality and her gameplay. So when she talks about how she's driven away friends in the past as a result of the disastrous spells she's cast, it's a touching character moment that's amplified by your memories of the times similar things have happened to you in your own battles. And her quest to find a mentor that will help her control her wild magic isn't just interesting for character-development purposes: it's a dream that you can totally buy into and see how it would benefit your entire team.

Neera also has a very well-designed romance. I felt just a tiny bit guilty about installing the Neera Expansion mod to allow my female PC to romance her; this is standard operating procedure for the straight-only original BioWare NPC romances in BG2, but Beamdog had included both straight and bi characters as romance options, meaning that Neera's straightness is an artistic decision. My greed won out over my guilt, though, and I was thoroughly pleased with the experience. The mod did a great job at slightly tweaking the romance dialogue to be gender-neutral; I think there's a single line where she says something like "Hey, mister!" but that was the only slightly jarring moment. Also, the mod adds flirts similar to the classic flirtpack, for which I've always had an irrational fondness.

Anyways. I'd been a bit curious about exactly how the romance would play out, given that she would also be an NPC in BG2 and would presumably have an arc there as well. It feels very natural here, maybe roughly equivalent to the first third or so of a romance arc in BG2. Like all the best conversations, these tend to drift into her background and outlook, not so much focusing on your immediate quest as exploring her as a human (er, half-elf! sorry!) being. She's funny and sharp-tongued; I initially started out being very earnest and encouraging of her, gradually shifting to a more playful and humorous approach as the relationship deepened. It can sometimes be a little hard when reading text to figure out whether a particular line is meant to be tongue-in-cheek or not, and I was occasionally unsure whether she was playing along with my jokes or reacting in horror. However, it certainly helps that Neera's voice actress is so terrific. She has a great tone, and done a fantastic job at selling her personality: young, impulsive, very aware of the difficulties she has caused in the past, to the point where she's become inured to them and has developed some effective emotional armor to protect herself.

Her personal quest was pretty good, though the graphics weren't as striking as Rasaad's, and completing it helps you feel like you're cementing your connection. Late in the game, you continue to learn more about her background, and at one point run across a dwarf who claims she stole money from him. (I feel lucky to have clicked on this guy; he's one of the only plot NPCs on the streets of Baldur's Gate who doesn't automatically initiate conversation with your party, and one of the only ones I specifically spoke to. I could easily have missed him, which might have locked out some of the later content from Neera.) She initially denies this, then admits to it, then says she was going to pay him back, then makes it pretty clear that she won't. There were a couple of options here; I chose to back her up, which started a fight with the dwarf. We killed him, which made me feel bad, and the journal entry made some very ominous comments that seem to imply Neera may attempt a similar betrayal on me in the future. I want to deny this - it feels like I've shown enough trust in her that she would be reluctant to abandon it - but it could certainly be effective foreshadowing for more twists and turns in her romance for BG2.

END SPOILERS

Finally, here's something I've barely been able to contain my glee over: an uber-cute drawing of Raenir and Neera!


This was created by the incredibly talented and friendly Choco-Minto. She's a fan of BioWare games, and has made a ton of particularly adorable Mass Effect doodles over the years. She recently accepted some fan commissions, and I was stoked to see her take on my character.

Phew... I think that's it! I have to say, I do really enjoy this less-comprehensive approach to replays of RPGs, and think I might do it more in the future. I'll probably hold off for a bit on BG2EE even though it's already installed; in the short term, I need to wrap up my NWN journey with Mask of the Betrayer, and I think I'll want to make sure that my favorite mods are in good shape before I embark on BG2EE. Still, curiosity about what happens with Neera is making me very motivated to continue the story, and I look forward to experiencing a fresh take on my all-time favorite game.