Risen 3 Titan Lord ( 2 DVD )
What
Risen 3 has that will keep you pressing forward is a sense of grand
adventure, directing you from one island to the next while you seek to
unite your body with your missing soul after your death and
resurrection. During your travels, you parley with ghosts, many of which
have the sour attitude you might expect from a spirit forced into a
partnership with a mere mortal. You morph into a colorful parrot and
float to otherwise impassable ground, you train a monkey to steal gold
and grog, and you choose which of several powerful factions to align
with. These are the same islands you explored in Risen 2,
but they have been refreshed and redesigned, making Risen 3 more than
just "Risen 2.5," though the thematic gap between the second and third
games in the series is not nearly as great as that between the first
two.
Once
you complete the tutorial, you gain access to most of Risen 3's
fictional Caribbean-inspired map, and move from one island to the next
via your modest sloop, which is later replaced by a more ornate vessel
with its own crew. Along the way, you meet a number of friends who may
accompany you on your journey, including returning sword-wielding
bombshell Patty, who is your sister in this scenario. Patty is not the
most interesting of these companions, one of whom can fight at your side
at any given time. The assortment of comrades includes a ghostly pirate
and a voodoo practitioner who's handy with a shotgun and shockingly
good at handling his liquor. My favorite companion, however, was Bones, a
druid with a phlegmy voice and a comedic form of bloodlust. (His
constant warcry--"I'm going to make a hat out of your skin!"--did wear
thin, however, particularly when facing enemies that had no actual skin.
That skeleton has no flesh, Bones!)
Bones, like the
other companions, disappeared once or twice for no apparent reason, most
often on the endgame island, where I sorely needed his assistance. (One
of many bugs that make you wish Risen 3's nuts and bolts had been fully
tightened.) And a shotgunner aside, most of your sidekicks are
functionally the same, so don't expect them to exercise a wide diversity
of skills. Luckily, you gain access to a variety of different powers of
your own. It's easy to stick to the skills that enhance swordplay,
given how vital close-quarters combat is during the early game. In time,
however, you will be summoning hellhounds to your side and flinging ice
shards at golems if you so choose.
Deciding
which customization paths to travel isn't as simple as selecting
possibilities from a skill tree. As with previous Risen games, you must
first spend glory (that is, skill points) in order to meet a proper
numerical threshold, and then purchase related skills from a trainer.
Furthermore, not every kind of trainer is available on every island, so
it takes time and money to gain access to the most interesting skills,
which can take a dozen or more hours. If you fancy a bit of necromancy
or crystal magic, it takes time to make those powers part of your
standard repertoire. Luckily, voodoo dolls and spell scrolls let you
conjure the elements before you reach that point.
It's a
solid leveling system that subverts the economy in interesting ways,
forcing you into meaningful choices in the service of your chosen play
style. By the end of the game, I had put aside fencing weapons and
picked up a supernatural orb that spewed forth waves of magic, a fine
weapon when standing toe to toe with a demonic soul eater and its
shambling minions. Sadly, those decisions are diminished somewhat by the
combat itself, which is far more fluid than it was in previous Risen
games, but is too easy to exploit. When the gods of battle smile on you
from above, there is a nonetheless a flow to battle missing from the
previous games; no longer does a single sand devil mean likely death on
the very first beach you comb, now that you can dodge and block--two
options that were absent when Risen 2 was released (though later patched
in.) It's the possibility of facing intriguing new creatures that keeps
combat from losing its luster entirely; giant crabs and claw monkeys
give way to glowering dark spirits, charging artiodactyls, and growling
gorillas.
What
Risen 3 has that will keep you pressing forward is a sense of grand
adventure, directing you from one lush island to the next while you seek
to unite your body with your missing soul after your death and
resurrection.
The combat system's very
mechanics undermine themselves, unfortunately. The dodge becomes your
"get out of jail free" card: you can repeat the move ad nauseum,
avoiding damage even if you're simply doing somersaults against a wall.
Your proximity to your enemy has too little bearing on the outcome of
battle. Aggressive pirates can cross an improbable distance with a
single swing, yet avoid your blade's anger should they activate a dodge
animation, even if the dodge doesn't successfully remove them from
harm's obvious reach. It was hard not to roll my eyes during certain
combat scenarios--scenarios in which I could slash away at a giant troll
from a ledge above without suffering any ill consequences, scenarios in
which I fearlessly tumbled around like a single sock in a rotating
clothes dryer. In time, I won most battles easily, and the great supply
of available provisions ensured I was always healthy. In Risen, combat was frustrating, but at least every encounter was an event; in Risen 3, combat is rarely more than a mild entertainment.
That
isn't so say that I didn't delight in taking on the undead gangs that
pour out of Risen 3's portals to the underworld. Risen 2's magical
shenanigans have been greatly expanded, allowing for colorful displays
of fire and ice. It's easy to be disappointed in Piranha Bytes' decision
to retread the same ground, but never did I feel like I was playing
Risen 2 all over again. The world is now beleaguered, suffering from the
onslaught of dark forces, and not alive with civilian activity in the
way Risen 2 was. I was immediately struck by how this world was no
longer buzzing with love and labor.
Later,
however, I came to appreciate how fear had spread across the land,
causing distrust among comrades and tearing apart towns that had once
bustled with commerce. The solitary fortresses where the mages and demon
hunters dwelled exuded a hushed mystery that seemed appropriate, given
the seriousness with which both factions approached their business.
Bones aside, few characters make an impression on their own, but almost
every character speaks in a hearty and assertive tone. They have lived
their lives and lived them hard--and there is still more hard living to
be had.
Those robust characters serve a shrug-worthy
save-the-world story whose primary purpose is to get you exploring lush
jungles and mining crystals in winding caverns. It isn't the primary
narrative but the little stories you encounter that make a noticeable
mark, even when the vibrant dialogue is overshadowed by the nonsensical
order some of the dialogue options appear in. (Why am I telling this
pirate that I took care of the looming threat, when he was with me when I
did it, and already handed me a reward?) I had a hard time caring about
whatever political shenanigans the Inquisition was up to, but the
adventurer convinced that ducks were staring at him as he slept? This
was a story I needed to hear. Sure, I needed to worry about oncoming
evils, but solving the mystery of a man's insanity was far more
intriguing.
It's
unfortunate that Risen 3 springs new irritations on you whenever it
springs a new game system on you. Suddenly you're engaging in one of a
few sea battles, which are fun new additions when they first appear, but
still might have you wondering why the game doesn't provide you a
cooldown bar for your side cannons, or why the final sea beast accosts
you with attacks your ponderous vessel can't usually avoid. You might
open your inventory window during battle to guzzle down some painkilling
liquor, only to return to battle and find that the game has
inexplicably sheathed your weapon on your behalf. Then there are soul
points, which relate to an unnecessary morality system that doesn't seem
to abide by any comprehensible set of rules. Sometimes you can be a
jerk and have no effect on your soul standing; other times, you lose a
point for being simply indifferent to another character's long-winded
story. I never gleaned what consequence the soul meter had, and other
mechanics--the dream sequences, the ability to turn on a type of spirit
vision--were similarly half-baked.
I'm guessing, however,
that if you're interested in Risen 3, you already have a certain
expectation of it--one based on the developer's history of making
interesting, exhaustive, clumsy role-playing games that manage to invest
you in spite of their awkwardness. It's a matter of vision. Risen 3:
Titan Lords is not the studio's grandest gesture, but the tendrils of
this fantasy saga still grab you. The glitches and irritations poke at
your patience, but the promise of buried treasure on a distant beach
still compels you. Risen 3 has the potential to sweep you away, provided
all that driftwood doesn't keep you at shore.