Tuesday, 1 September 2009

Review of Fallout 3 - Part Three: Story, Dialogue, and Atmosphere

Continuing on from my last post, these are my thoughts on Bethesda's action-rpg, Fallout 3. Sorry about the lack of pictures in this one, but there's not much that can really be shown.

So what's a well-designed game without a good story to match it? ...well, Fallout 3, basically.

You see, there are a lot of problems that can cause a game's story to just not be good enough. Sometimes the story tries to much, sometimes it doesn't make you care enough, sometimes it gives you too much free reign, and sometimes it's completely seperate from the game.

Well... yeah, it's the last three. The main problem with Fallout 3's storyline is that it doesn't really matter what you do, aside from a few places that are part of the main plot. Okay, yes, the game cares about whether or not you blow up Megaton, but it certainly doesn't care if you retrieve Agatha's violin so she can run her radio station again.

That one in particular really got to me, because the whole time there's been only one other radio station that isn't broadcasting government propoganda. Yet when Agatha's station is renewed, nobody listens to it, and nobody seems to really care. Well, yes, it is very nice to have a new radio station playing classical violin music (a favorite of mine, which clashes nicely with blowing up zombies with grenades), it still isn't enough in terms of story. What would've been cool would be if you went back to Megaton, and someone's listening to it, and comments "Oh, hey there! Have you heard this Agatha lady's music? She just popped out of nowhere, apparently helped by a certain wasteland wanderer? *wink wink* Love the tunes she plays. So anyways, what did you want?"

Now, this isn't the only case of disconnect between actions and story, but I think it's a good example. We're talking about an entire new radio station, yet nobody seems to care.

And the story itself doesn't really hold up. Whenever you talk to people core to the storyline, they act as if time hasn't passed nearly as much as it may really have. For example, after moving into Megaton, people still will think you don't live there. And when you catch up to your dad, he acts like a lot less time has passed than it probably has. (For me, it was probably close to a year of in-game time, he acted like it was a few weeks.)

And the final nail in the coffin that makes me label this story as "poor" is that I don't care about any of the characters. Even dear old Dad doesn't feel as close to me as my shotgun, because he wasn't around for long enough. You're supposed to feel for him because he was there for 17 years of the character's life, yet he's only there for like 30 minutes of the player's life. This is pretty damn important. Characters like Moira Brown or the Sheriff from Megaton are more connected to me, because the latter is keeping an eye on the place I've spent days of the game in, and I've been trading with Moira as well as researching for her book. (It's one of the sidequests, and a pretty good one, if I may add.) But dear old dad? Bah. Hardly knew him. No character connections, no empathy, so I don't care.

And speaking of people, they really talk funny. I know I'm Canadian and may not know what most Americans from Washington D.C. sound like, but the dialogue in Fallout 3 is really... poorly acted. It's pretty wooden, although oddly enough it seems the male actors did a worse job than the female actors. I don't know why that is, but most of the men are really boring to listen to, and it's very hard to care about what any of them say.

That being said, a few performances stick out. The robots in particular are really well-acted, and some of the scientists have quirky and very mad voices. (The very stereotypical "scheming mad scientist" voice.) A few of the characters early in the game are done really well as well, such as the bully, Butch, who sounds like an authentic jerk.

A really impressive thing about the game is actually how many people are voice acted. Namely, all of them. It's not that impressive at first, but after playing for hours on end it really does help the feeling of immersion and is simply brilliant to see this sprawling wasteland where even the lone wanderers have their own lines. Not to say that those are original lines (they often duplicate across multiple people) but it's still quite an earfull. (What did bother me in particular though was the old man voice. He
seemed to play basically all the old men in the game, and it was really
obvious by the end.)

Now, this isn't to say that the place feels alive. This is the wasteland of a nuclear apocalypse. This place is dead, with what's left being either heartless monsters or small groups (or on occasion singular people) using all their effort to stay alive. And I really do have to say, the game pulls it off quite well. From the crushed houses to the collapsing metro and sewer stations, the game really feels like it takes place in the remnants of society. Order has given in to chaos, and there are only a few bastions of law and peace in the land. And those are constantly under threat.

Actually, one of the best atmosphere components is the raiders. Basically groups of sadistic wanderers, they hunt the wastelands and attack caravans; they mutilate, torture, murder, and downright destroy the people they find, and are really just plain sick. They're the crooks, the serial killers, the psychos: the people who can now run free thanks to the loss of order. I'd give you some pictures, but I really can't. There's a reason for that M rating. Still, they really add to the sense of hopelessness and despair that the dead wastelands have, and the game would certainly not be the same without them.

So to summarize: While the story itself is really poor, the amount of dialogue in the game and the fact that everyone talks is pretty amazing. The atmosphere is also really good, immersing the player into the world.

Sunday, 23 August 2009

Review of Fallout 3 - Part Two: Interface, Health, and Items

Continuing on from my last post, these are my thoughts on Bethesda's action-rpg, Fallout 3. Sorry that it's a bit late, but I got caught up in some other stuff.

Now, if this were simply a first-person shooter, talking about the core combat would've been the end of gameplay discussions. But, considering that there are a heavy amount of RPG elements at play, I'll have to offer my opinions on them as well.

First off, I thought the inventory system was simplistic, but pretty good. Things were pretty well organized, and it's neat to be able to bring up your inventory in-battle and use items. Sorta reminds me of the item-swapping done in The Legend of Zelda, actually. That being said, at times the inventory can get really cluttered, and it would've been nice to have some sort of filter to organize by weapon damage or armor defense, instead of just by name. Still, it works quite well.

Actually, that does bring up the matter of the Pip-Boy, which is your method of information storage and organization.

Oh no my head is crippled!

Sort of like a tri-corder from Star Trek, it scans health and allows VATS to operate. To be honest, I think the idea is pretty cool. It also collects notes and picks up radio stations, as well as create and log maps. It's nice because it keeps everything in one place, and you can easily swap between looking at your stats like health, checking your inventory, and looking at the information you've gathered. All while the game is conveniantly paused. Note that there is a brief period of inaction before and after the Pip-Boy is brought up, during which things still move and the enemy can damage you. This is a pretty fair element though, considering that you're allowed to basically stop time as you change armor.

And speaking of armor, the damage in the game is pretty interesting as well. The game has a concept of area-specific damage, such that if you get shot enough in the head (or you shoot the enemy enough in the head) their perception drops and it's easier to surprise them. There's also enemy weakpoints in the game, that if precisely hit and damaged can make enemies go crazy or slow them down, or do a lot more damage. Shooting an escaping target's legs can slow their speed and allow you to catch up. It's a nice feature that adds more depth to what would be otherwise bland battles.

Now if I just aim for the head I should be fine...

The variety of items in the game isn't huge, but it is quite decent. You have a lot of different weapons with different damage, spread, reload times, and such; armors with different bonuses such as damage reduction or stat bonuses (to charisma or the like); and edibles which act as your standard RPG potions.

The armor and weapons also have weapon degradation, which often has the problem of being annoying. I found though that this annoyance was offset by the fact that it both makes sense, and that enemies' weapons are often degraded as well. This means that if you take out a bunch of Talon Mercenaries, and you have a high enough repair skill, you can take all their armor and repair it together to create something you can wear that is stronger than any of the pieces seperately. It's a neat idea and adds another interesting dimension to the game.

Rocket Launcher + Rocket Launcher = Better Rocket Launcher

The game also allows you to build certain weapons from blueprints using items scattered about the wastelands, and it's really satisfying to scavenge together a flaming sword from a lawnmower and a motorcycle, then go kill Supermutants with it. Only downside is that you can't create blueprints yourself, and there's not that many of them.

Fwoosh.

Now one thing I haven't mentioned yet is radiation. Quite simply, the game takes place in a nuclear wasteland, so there's a lot of irradiated stuff. Simply eating food or drinking water is going to make you more irradiated, and this too adds another element to the game. Fortunately for your character, there are lots of RadAway packs lying around, and the radiation effects come slowly and aren't too dangerous. Unfortunately for the player, this means that you'll probably ignore the radiation effects most of the time, or at least won't find it much of a threat. Until you hit 600 rads at which point you give up and die.

So to summarize: Great inventory usage and item selection, although there aren't tons of different weapons. Weapon creation is satisfying, and degradation adds a fun element to the game. Area-specific-damage is a nice addition to the battles, giving them more flavour, but the effects of radiation are almost negligible.

Images used in this review do not belong to me, nor do their contents. I took none of them myself, but merely found them on Google. I assume no ownership and am using them for referential purposes. If you do not wish them to be used, simply send me an e-mail and I will replace them.

Thursday, 20 August 2009

Review of Fallout 3 - Part One: Intro & Combat

Well, I got around to "beating" the game (by which I mean: getting to the ending), and I think it's about time I offer my opinion on Bethesda's action-rpg, Fallout 3. Be prepared though, as this is a long one. This is strictly the introduction to the review, and the review of the combat portion of gameplay.

I love the little lightning-bolt in the logo.

To be honest, It's been a while since I've felt such a feeling of duality with a game that I've felt like quitting gaming (mainstream at least) altogether. I think the last time this happened was after playing Final Fantasy 7, and maybe for similar reasons. It's not really a bad game... but I can't honestly say that it's a great game either. There's a lot of reasoning behind both sides, so let's just dig right in.

See, I went into Fallout 3 knowing a few things and expecting a few issues. Yet I expected a decent RPG using a first-person-shooter as its core game mechanic. And in a way, it delivers. Sorta, kind of. In a twisted way.

See, my main problem with Fallout 3 is that there's some great ideas, and there's certainly lots of room for greatness. Yet it just feels like Bethesda "phoned it in" and forgot really crucial aspects. It's like they wanted to tack together an RPG's elements (like stats, leveling, vast world, sidequests, item systems, status effects, and turn-based combat) with a first-person-shooters elements (in this case, shooting people, free movement, and stealth). And for the most part it succeeds pretty well.

V.A.T.S. is where I really had a problem though. It's a nice idea; you can briefly stop time, select opponents body parts that you specifically want to hit while being given a warning of your chance to hit, and then shoot them up by using Action Points.

I'll talk about the super-mutants later. Needless to say, yikes.

But, there's a few flaws with this mode:

1. It breaks immersion. All control is suddenly wrenched from your hands, and while shooting you cannot bob and weave in the slightest. You just have to stand there and get shot while you shoot. Not to mention that after V.A.T.S. is used, there's a split second where you can't move cause you haven't gained back control.

Ow ow ow ow ow ow ow!

2. It limits the damage you take while just standing there. I mean, this was obviously created as a work-around for the fact that you can't bob-and-weave. And I'll admit, you probably take the same amount of damage in V.A.T.S. as you would if you were properly bobbing and weaving. Here's the issue though: V.A.T.S. stands for "Vault-Tec Assisted Targeting System". It doesn't stand for "Vault-Tec Targets For You and Prevents Movement System While You're Near-Invincible" I mean, I know that VTFYPMWYNI wasn't as popular a name due to pronunciation issues, but it would've been more authentic.

Oh you know on second thought this doesn't hurt so much.

3. You cannot win a difficult encounter using V.A.T.S. alone, making V.A.T.S. practically pointless anyways. You're not going to win this game if you're bad at FPSs. Okay, that's an overstatement, but the game will be a whole lot harder. This makes V.A.T.S. in its current form practically pointless.

Actually, a better improvement to vats would be to not auto-fire at all, but auto-lock-on and engage bullet-time. What do I mean by that? Well, basically it would work like this:

1. Press V.A.T.S. button to bring up target selection.
2. Select a target based on hit chance and what you're aiming at.
3. Press the confirm button, and bullet-time gets activated.
4. The player returns to normal combat, having full control over moving and shooting, except their crosshair is locked onto the specific enemy area. AP drops constantly while in bullet-time.
5. Either the AP runs out, or the player presses the V.A.T.S. button again. If the former, bullet-time ends and the cross-hair unlocks. If the latter, you either start again at #1 or can disengage lock-on and bullet-time, returning to normal battle.

Personally I think this would work better, and would solve a lot of problems.

Now I would like to say that V.A.T.S. is indeed very satisfying in its current form. Especially when it changes camera angles to show off a good shot. Unfortunately these shots tend to come up even while not killing someone. Near the end of the game, I was finding them boring and repetitive. A better thing to do would've been to make them sparser, sorta like in Max Payne, by only doing the special-angle shots on kills and only rarely. (For those who don't know what I mean, if you snipe someone and kill them there's a chance that the camera will follow the bullet.)

So yeah, in summary: The combat is pretty good, but V.A.T.S. should've been handled differently.

Images used in this review do not belong to me, nor do their contents. I took none of them myself, but merely found them on Google. I assume no ownership and am using them for referential purposes. If you do not wish them to be used, simply send me an e-mail and I will replace them.

Keyboard Skin for Tachyon: The Fringe

I'm not sure how many people have played it, but there's this cool little space-flight game sorta like Wing Commander, called Tachyon: The Fringe. Well, it had a lot of buttons. So many in fact, that I couldn't remember them all. I usually had the keyboard layout sitting in front of me as I played.

And then I got to thinking: "Well wait a minute, we've got a ton of old keyboards in the house. Maybe if I just cut+paste..." So about half a year ago I decided to actually go ahead and do this.

Voila. If I were to do it again for a different game, I'd probably try and laminate it somehow, because some of the often-used keys fell off or the glue melted under the heat.

Anyways, just a short little update from me. I'll have something big later, don't worry. Or maybe I won't. You'll never know! Muhahaha!

Thursday, 28 May 2009

Pre-Mortem of Multiple Games

Okay, so I've only completed one game before. I have a bunch though that failed, for a variety of different reasons, and thought I'd showcase stuff from a few of them to give a glimpse of some of the stuff that died long ago and may one day, like a phoenix, rise from the ashes. Don't hold up any hopes though.




(2007) Chris Herring - Private Investigator: Case 2

Oh damn, this was a good one. I was actually working on this for a long time until I ran into a problem with not being able to portray characters. It was actually the second game in a series, but I lost the first game (which had actually been completed, might redo that one some time). So this would've been his second case, and this one was about a serial killer who was pretending to be a ghost. Sorta like Scooby-Doo but more noir.

It was going to be a first-person adventure game, and I was using SketchUp to create all the locales. My issue though was that, at the time I didn't have any actors for doing FMVs, and my drawing skills were atrocious. (More so, at least.) I'd show some more pictures, but there's nothing really interesting.

(2008) Droid


Now, this one was pretty neat. This was a science-fiction third-person adventure game. The story was that humanity had expanded far into space, and that scientists had done this to escape persecution. You played the game from the perspective of Probe Delta-4, a probe in the first line of robots being programmed with AI, and very experimental emotions.

The game actually had an emotions system, where the game's world would "warp" somewhat with your emotions, since they overloaded you so much. Other robots had been experimented with as well, but got stuck in perpetual emotional stages. One robot was even suicidal. The entire ship was run by MOTHER, which stands for Multi-stringed Operating Terminal of Health, Engineering, and Research. I'll be damned if I know what a Multi-stringed Operating Terminal is.

I was working on it with a guy I knew from the AGS forums, but he randomly disappeared. He was doing all the coding, and I just haven't had the urge to pick it up again since.

(2005-2008) Leh Quest

This was another first-person adventure game I was working on. The premise is simple: A magical talking dog (talking dog, not anthropomorphic dog. See: The Chronicles of Narnia vs. The Wind in the Willows.) appears suddenly in your room, kidnapping you for you are apparently the saviour of another dimension, and you must go discover the secret of a magical substance called "Leh".

Yes, it's about as surreal as it sounds. I wish I had some pictures to show, but they're not on my computer. I'll see if I can find some, if you guys want.

It was actually an FMV game though, and my brother and I did a lot of video recordings done out in the nearby woods for when you entered this alternate dimension. There was also a mix of computer-rendered graphics, plus the somewhat odd use of stuffed animals for most characters.

I'd say the best description I could make of it would be a fairy tale for nerds. I would've loved to play something like that as a kid...

Our main development issues were my brother's college work not leaving much time open for working, and my personal disinterest after a while. That being said, we did some surprisingly high-quality work on parts of it, and I wouldn't mind doing something with this again, now that I know more people and could get some really good actors.

(2008) Darkstone Castle

This was going to be my entry for the Commonplace Book Competiton over on TIGSource. It was gonna be a platforming run and gun with a creepy storyline in Lovecraftian manner. What happened? I bit off WAY more than I could chew, and failed completely in finishing it. All I have is this screenshot of a hobo with a shotgun running at a gargoyle. I believe no further explanation is necessary.

(2007-2008) The Mars Initiative

This is what originally brought together me, my programmer in Droid, and my internet-pal Cinfa together. It was a sci-fi adventure game (seeing a pattern?) in which humanity as a last hope was trying to colonize Mars, and then intrigue happens. I would explain more, but recently Cinfa has been expressing passive interest in working on it again, and so I wouldn't want to spoil anything.




There are a bunch of others that I've worked on too, but I don't want to overload you guys all at once. Besides, I need posting material for this blog.

Stay fiesty guys.

Sunday, 24 May 2009

Aliens in games are cool

I don't really view myself as much of a gamer. I certainly wouldn't associate myself with the "culture" it has. [edit: I am so totally a gamer. - Future March] But one thing I do notice in a lot of games I've been playing recently is that, well, aliens are really awesome.

It's not that aliens are fun to play as even. In fact most of the instances I've come across, they're enemies. But what neat and gorgeous enemies they make! For an example, here's one of the alien Akrid from Lost Planet: Extreme Conditions.

I hope 10 grenades is enough...

Yes that's right, it's a giant worm like the infamous one from Dune. Except it lives in the snow. And you can fight it. Can is the important word, as it's optional, but it's still pretty cool. Especially how one of its attacks is just to charge and eat you. Whole. Like bam, you're dead, a giant worm just ate you.

Speaking of worms, another game with worm aliens is Sid Meier's Alpha Centauri. The game has a unique alien lifeform called a mindworm. They basically drive people to insanity like some odd form of D&D's Frightful Presence. It's rather Lovecraftian in nature, and even look!

Tell Cthulhu he left his children over here.

Like whoa, that's intense. They're kind of a pest at first, sorta like the barbarian tribes in Sid Meier's Civilization, but you can eventually control them, and then they become a potent ally.

But some aliens you just can't control. No, they decide they have to attack earth for some obscure reason... probably something to do with expansion or whatever. But anyways, they come down in their UFOs, first sparsely but then in full force. Yes, it's a UFO Invasion, and only X-COM can stop them! For these are the terrible Greys! Okay, they're called "Sectoids" in the game, but they look like the Greys.

Yes, it is ironic that it was easier to find a decent resolution picture of an early 90's game than it was a mid 2000's game.

I'll be honest, I mainly pointed this one out because X-COM: UFO Defense is pretty much the best strategy/isometric-rpg/resource-management/military-simulation game ever made. Well, perhaps the sequels were better, I haven't played them.

But hey, at least the Greys don't use us as hosts! Not like the next guys, an alien from Half-Life. No, next we're dealing with those devilish monstrosities from the nearby dimension of Xen, Headcrabs.

They're not this cute and fluffy. Trust me.

But hey, there's not just one of these. No, there's two other, more powerful species. That's right. There's a bunch which are super-fast, and then others which inject you with a neuro-toxin and try to kill you with one scratch. That's intense. They also do some pretty crazy stuff, like coupling with your head to turn you into a zombie. I don't know what the transition is like, but considering the end result, really really painful.

Sorta like this, but more blood and screaming in pain.

To sum Headcrabs up, I'll quote myself from playing through a section of Half-Life 2.

AH ZOMBIES *sawblades* AH HALF-ZOMBIES'
Hey, it was damn scary at the time!

Now, I could go on and on about aliens in video games, and list a bunch more examples, but these were just some neat ones I thought I should mention. Read on for some related comments.



About the games referenced:
If you have a chance of playing Lost Planet some time, I'd reccomend you at least play the first half-hour or so. The game is really cinematic, and the Akrid are pretty neat monsters. The gameplay itself is... solid, passable, but not amazing. The graphics are pretty good though.

Alpha Centauri is pretty much Civilizations II except on Alpha Centauri. It basically picks up after the Space Race ending of Civ II anyways. It's a great game if you love sci-fi and the Civ games though, so if you do you should most certainly check it out.

X-COM: UFO Defense is a classic. The game is really complicated and fairly difficult, so be forewarned. Even so, it's very addicting, and the gameplay is really good and plays very well. It also manages to make relatively turn-based battles very tense and edgy. Definitely pick up a copy if you can.

And Half-Life? It's a classic in the FPS genre. The second game is a lot better, and Half-Life2 2 is basically what managed to get me to actually enjoy the genre. It's got a decent story (for a first-person shooter), but the presentation is really amazing. The characters all feel really realistic, which is great and helps make it feel more authentic. It's a good game and you can get it in The Orange Box with Portal, so go get it if you don't mind some pretty gory aliens! (Seriously, Headcrabs are gross!)



Last comments:
I'd also like to make a comment from a creative standpoint here. Aliens are a great way to make interesting and strange creatures without having to resort to magic. They can allow new ways of looking at thing like environments, animals, and races. You can use them to maintain reasonable plots, yet still explore strange new worlds and odd realities.

And they're just cool.

Credits go to the owners of the images contained in these posts, and the owners of the content in the images. I took none of them myself, but merely found them on Google. I assume no ownership and am using them for referential purposes. If you do not wish them to be used, simply send me an e-mail and I will replace them.

Monday, 16 March 2009

Battle TV - Episode 3

Finally after a ridiculous length of time, the third episode of Battle TV is complete.



Enjoy. =D