SO, I did Forgiveness of a Chaos Dwarf through Birthright in sequence on the beta (prefaced by a reading of 'The Coat Thief'). Wow. This is how these quests were meant to be played. The dwarf quests are probably the most character-driven in RS, and possibly John A's most mature work in the game.
First off, it's bleak. Man, is it bleak. The whole series is about a bunch of hollow people, their best years behind them, confronting their values, dreams, goals, and finding them empty, their lives aimless and without meaning. By the end of the quest, everyone's pretty much been reduced to a nihilist, and I think you miss the clear character progression, the parallels in story arcs and thematic consistency, when you break your experience of the quest up over years.
Some other factors help, too. Though I know we shouldn't be seduced by graphics, I really do feel like the 2001 era dwarves were distractingly clunky and primitive, and engendered a proclivity to dismiss the seriousness of a storyline that was quickly outgrowing the sophistication of its game. Secondly, the postquest dialogue for Bot* isn't just an extra, but a vital epilogue for the whole story, and its an immense narrative boon having it instantly available upon completion (especially for Veldaban and Brae).
I think dwarves never got the respect they deserve, because the quests never had anything shiny, no special graphics, well-known bosses, puzzles, mechanics, areas, etc. It was all set in ugly old Keldagrim, and never dealt with topics that affected the wider world. So, it was an anomaly, lorehounds never got stuck in, and very few people ever got what the story was really about. Redoing them, it's clear that Birthright is an AMAZING and very appropriate finale for the story, elevates the existing themes to their devastating conclusions, and leaves the player with the same ashen taste in their mouths that the heroes have lived with.
04-Sep-2015 03:41:38