Author Archives: Azuriel
Review: Fallout 4
Game: Fallout 4
Recommended price: $25
Metacritic Score: 84
Completion Time: 22-100+ hours
Buy If You Like: Fallout 3, FPS Skyrim, Post-apocalypse recycling simulators
After 95 hours of gameplay, I have come to one conclusion: Fallout 4 is one of the strangest games I have ever played. It is simultaneously brilliant and baffling; moving the franchise forward and pulling it back again; an unfinished and undocumented disaster packed with the most intricate of details.
Like I said: strange.
The main thing to understand right away about Fallout 4 is that it is almost a direct continuation of Fallout 3 (in terms of feel), and not Fallout: New Vegas. While many people say that New Vegas was the pinnacle of the (3D) series – and that may well be the case – it was also developed by an entirely different design team. Fallout 4 is a Bethesda game, not a Obsidian game, and so it has more in common with Skyrim than anything else.
From a gameplay perspective, Fallout 4 is the best that the series has ever been. The gunplay and FPS elements have been refined to the degree that it is now entirely possible to play the game without using the VATS system at all. Indeed, even when using VATS, time no longer freezes, but simply slows down, always keeping the player in the middle of the action. The addition of Legendary enemies (and their assorted loot) keeps enemy encounters relevant and exciting throughout the entire game. Many of the staple monsters in the game have received a conceptual facelift, such that Feral Ghouls, Deathclaws, and even the Sentry Bot feel both “new” and like they should have been that way all along.
Then there is the crafting. Oh, the crafting. Every single piece of post-apocalyptic debris is now salvageable into crafting components to support the Settlement-building part of the game, or the gun modding. This one “small” change completely shifts one’s exploration perspective, as now suddenly all the empty rooms you might encounter are full of the priceless treasures that are typewriters, office fans, and aluminum cans. Indeed, this might almost work too well, as it is easy to get distracted with salvaging these things rather than seeking out other, more hidden loot.
By the way, let me just say that Bethesda seriously nailed the ambiance and setting in general. Boston felt like a real (ruined) city, and not just a series of loading screens and skyboxes. Even the surrounding cities and suburbs felt like actual towns. Putting aside their gameplay elements, the addition of Settlements really went a long way in making the wasteland feel populated by real people, rather than simply being trash heaps from which raiders and enemies spawn.
That said… a lot of the rest of the game just feels off.
The Lockpicking and Hacking minigames are back, directly lifted from their original incarnations, unexplained in any real way in-game. Speaking of unexplained, the Settlement system has one of the worst UIs I have ever seen in a videogame. The Perk system overhaul is similarly ugly as sin, giving the illusion of depth but none of the functionality. Perhaps the Skill point system wasn’t all that much better, but at least each level felt like it had tangible progress towards a goal.
The voice-acting is extremely good, but the dialog itself (and the choices given) all seem rather bad. Indeed, this was the first Fallout game I have played in which the main story quest felt inconsequential, incomplete. Several times I had to look up what the main quest even was, as the “find your son” narrative receded into the background radiation of the wasteland.
All told, I played Fallout 4 for 95 hours and still ended up skipping a tremendous amount of the game. In all that time, I never got around to doing any quests for the Brotherhood of Steel, or visiting Salem, or even really poking around the bottom-right part of the map. There is so much more that can be done… and I’m unlikely to muster the drive to see it through. Does this indicate the game is deficient in some (many) ways? Perhaps. On the other hand, what right do I really have to complain about a game that generated 95 hours of entertainment?
The bottom line is that Fallout 4 is a game worth playing, whether you are a fan of the series or if this is your first Fallout title. I don’t think Fallout 4 is possible to become anyone’s favorite game, but there is more here than in 99% of the other games you could be playing.
More Final Fantasy 7 Remakes
It has been an interesting weekend.
In case you missed it, Sony released a gameplay trailer of the upcoming FF7 Remake:
People are saying that the combat system looks pulled from FF15, but I never played the demo, so I wouldn’t know. What I do know is that it looks a lot more Action and a whole lot less classical Squaresoft. Which is probably to be expected, given how Squaresoft hasn’t been Squaresoft since 2003.
What wasn’t expected, at least not by those without hearts crafted out of solid jade, was this part (emphasis added):
LOS ANGELES (Dec. 6, 2015) – During this past weekend’s PlayStation Experience in San Francisco, SQUARE ENIX® debuted a new trailer for FINAL FANTASY® VII REMAKE, the full remake of the award-winning role-playing game, FINAL FANTASY VII. The new trailer features the first CG scenes as well as gameplay footage. FINAL FANTASY VII REMAKE will be told across a multi-part series, with each entry providing its own unique experience.
It’s difficult for me to even know how I feel at this point. A year ago, I said:
In Scenario B, Square Enix remakes FF7’s graphics and then essentially changes the entire game with a new battle system or whatever. I agree that such an outcome would be bad, but that is because the scenario itself is dumb. That is no longer a remake, it is an entirely new game with the same characters. Which at this point I would probably play, but nevermind.
Six months later, I was a gushing fanboy again. Now? I don’t know what to believe.
The explanation that has been given is that in the process of remaking FF7, the game simply became too big for a single title. Which, to an extent, I can see. Part of what blew my mind 18 years ago (…Christ) was when you defeated those Shinra guys during the highway chase and finally reached the outskirts of Midgar. And… the game kept going. Every single thing that you had been doing up to that point – the grandeur of Midgar, the assaults, the Section 7 destruction, Sephiroth, all of it – was just one town on the world map. I fully expected Midgar to be the only city in the game, and thus I can see Square Enix doing something exactly like that in the Remake.
But, man, there are so many different ways to fuck this up.
When they say “episodic,” do they mean dividing the base game up into individual pieces? Some have suggested Disc 1 would be Episode 1, etc, although that makes Disc 3 rather sparse. Or would they go with the scenario I outlined above, and have the first episode take place entirely in Midgar? I could see that happening, but they would have to change quite a bit to make a full game out of it. Or maybe they wouldn’t, and just leave it as a 10-20 hours or whatever. But what do they mean by “each entry providing its own unique experience?” Different viewpoint characters? Will progression be reset inbetween? Doesn’t this imply that sections of the world will be cut off either way?
I dunno. As I mentioned last time around, a rather large part of me is happy that this Remake is a thing in the first place, even if they screw it up royally. Of course, I would actually like this to be amazing. As they say though: “Wish in one hand, shit in the other, see which one fills up faster.”
Still, I want to believe.
Pacing
Pacing is an incredibly important concept in game design. Pacing can be defined by the ability of a game to remain fun and novel for a player throughout the beginning, middle, and end of the gaming experience. In other words: for a game to end while you are still having fun. Otherwise perfect games can be destroyed by bad pacing, even if you had immense amount of fun while playing, simply because you often remember your final experiences with a game more than the first ones.
Pacing is also almost entirely subjective, often depends on variables outside of designers’ control, and is sometimes impossible to force.
I was thinking about pacing the other night as I was playing Fallout 4. I am basically at a point in the game where what I do doesn’t matter. I am level 46, I walk around in the highest-level Power Armor 24/7, I have 25,000+ caps, and have more than enough supplies to build whatever kind of Settlements I want, if I ever cared to do so.
There is nothing left to challenge me. This fact was rubbed in my face last night when I fell down into a basement area and a Legendary Alpha Deathclaw walked into the room, 10 ft away. I shot it with a Gauss Rifle around 3-4 times and it died, never having the opportunity to even attack. This is on Survival difficulty.
For all intents and purposes, I am done with the game. But the game isn’t done.
This is not Fallout 4’s fault, per se. RPGs are always tricky to balance, even when they are on rails, simply because grinding XP to out-level challenging content is a pretty standard, time-tested strategy. Add in an open world, and pacing pretty much goes out the window. Or, at least, there is an implicit expectation in open-world games that the player will supply their own pacing.
Unfortunately for me, I am utterly incapable of pacing myself.
At this point, what I should be doing is ignoring everything but the main story and plowing forward. And that is precisely what I keep intending to do. At the same time, I do not anticipate playing Fallout 4 again until after the first DLC get released, at a minimum. In such a scenario though, there is always the possibility that I put a game down and never pick it back up again. I would rather breeze through trivial encounters in order to experience interesting side quests than possibly never see them at all.
Of course, I would rather experience them in a challenging, tightly-paced manner even more.
Black… Wedthurfriday
The deals, they have begun. My own shopping list:
- | √| Far Cry 4 –
$15 (@Ubisoft);$22.50 Gold Edition (@Amazon) - | √| Dying Light – $20.39 (@Steam)
- |∅| GTA 5 – $26.99 (@GameBillet)
$35.99 (@Steam) - |??| Darkest Dungeon – $11.99 (@Steam)
- |??| Life is Strange (1-5) – $10 (@Square-Enix)
$13.39 (@Steam) - |∅| Divinity: Original Sin – no sale (?!)
- |??| The Legend of Heroes: Trails in the Sky – $9.99 (@Steam)
- |??| Shadow of Mordor GOTY – $14.99 (@BundleStars)
Just to be clear, I’m not buying all these games. The ones with a green checkmark? Yes. Red circles are not good enough of a discount to purchase, and the question marks are, of course, question marks. This entire exercise is kind of superfluous given how I am still trucking through Fallout 4 (70+ hours), but hey, the less of a gap between mainlining high-quality entertainment, the better.
I may or may not update this post with additional deals as they catch my eye.
Edit: Life is Strange is $10 on the Square-Enix website.
Edit2: Apparently Far Cry 4 sale on Ubisoft went away. Amazon has Gold version up though.
Edit3: Ooo… GTA5 down sub-$30.
Impressions: Overwatch Beta
I managed to get into the Overwatch beta stress test this past weekend, and ended up logging a dozen or so hours with the game. Did I have fun with the game? Absolutely, yes. Am I still concerned with the game’s longevity and overall direction? Sadly, also yes.
Matches in Overwatch are generally over quick. In fact, here is one with me playing Pharah:
That’s five minutes from start to finish. Respawn timers are 10 seconds. There were a few matches that went for 10-15 minutes, but for the most part, the only downtime you’ll experience in this game are either in-between matches or running back from the spawn room to the fight. Time-to-Kill generally depends on the character, but you can be one-shot or otherwise die within 1 second depending on what goes on. Fighting is almost always quick, manic action from start to finish.
One thing that I’ve enjoyed more than I thought I would are the MOBA-ish elements. There are four archetypes – Offense, Defense, Tank, Support – and each character generally has two abilities with cooldowns and an Ultimate ability that charges from damage. I also like how the character select screen will warn your team if it is missing the expected balance, e.g. no Support characters, no “builders,” and so on. Sometimes you can ignore the warnings depending on the maps, but for the most part it is accurate; without a Tank, it’s tough to push capture points and otherwise stop enemy advances.
(Incidentally, my feelings on the TF2 vs Overwatch matter haven’t changed from a year ago.)
That brings me to my first issue, actually. I kinda feel like the competitive scene of this game will be a joke, and there really isn’t anything Blizzard will be able to do about it. Such a conclusion was driven home to me rather forcibly in one of the most absurdly bad matches I have ever played, perhaps in any videogame:
The enemy team was Attacking in Hanamura, which meant they needed to capture Point A in King of the Hill fashion, then Point B to win the match. As you can see above, the enemy team consisted of three D.Va characters and a Winston (all four of which are Tanks), and Lucio, who is an passive AoE healer with an Ultimate that puts a huge shield around every friendly nearby. That they also had a Pharah is immaterial.
The short version of this match is that all the Tanks, whom all have the ability to jump/fly past barriers by the way, just rushed Point A and sat on it. I hesitate to say that such an attack is impossible to defend against, but I honestly have no idea how you’re supposed to within the time you are given. Your balanced team is just going to get murdered, and by the time you respawn, Point A will already have been taken.
Even if Blizzard made it so that only one person can be a certain character, there are enough Tanks to reproduce this strategy. And it’s not even a particularly risky strategy when Attacking. I’ll talk about the overpowered D.Va in a moment, but the only way I can imagine beating this would be to have Defense consist of 3-4 Junkrats just spamming the capture point with grenades. And even that might not be enough.
In this context, what is the Pro Scene going to consist of? Maybe Blizzard doesn’t particular care about the Pro Scene. In which case, I’d be nervous about “investing” in this game in the long-term.
As I said before, I have had fun with Overwatch. I kinda want to be playing it right now, actually. But at the end of each match, there is a lingering worry that this is just another Titanfall. In other words, it’s a game you’ll have fun playing for a week, and then never play it again. Which, admittedly, is how most games you buy end up. But when I look back at Battlefield 2/3/4, I see shooters that I had fun playing over months and even years. It would take some really crazy good progression system from Blizzard to engender a similar feeling of “investment,” and I just don’t see how that would be possible given the switch of Overwatch to the B2P model. Cosmetic unlocks could be a thing, but I doubt alternate guns will factor in, and unlocking new characters is totally off the table.
Characters
I am not quite sure how much more tweaking Blizzard plans to do with the characters, but some are crazy OP and others are just downright awful.
The Tank character D.Va is one of my favorites, and absolutely belongs to the former category. Her default Mech mode features dual-shotgun cannons that fire quickly and never need reloaded; her L-Shift ability lets her fly around for 3 seconds, reaching high ledges or just escaping; her E ability negates all incoming projectiles in a cone in front of her, including many Ultimate abilities. And D.Va’s Ultimate? She primes her Mech to self-destruct, which is instant death to all enemies (and herself) in an entirely way too large area. When “killed” in Mech form, D.Va bails out and runs around with a legitimately respectable gun but no other abilities. If she racks up enough damage, she’ll prime her other Ultimate, which is summoning another Mech to pilot. If you use the self-destruct Ultimate and it kills 1-2 people (not hard to do), that will be enough to allow D.Va to hop into another Mech right away.
Like I said, crazy OP.
An example of the opposite is Symettra, who is classified as Support and also technically a Builder. She “supports” by press E on teammates once and giving them a recharging shield. Which is okay, I guess, but that’s the extent of your healing support; if you see a teammate going down and you already gave them a shield earlier, there is zero you can do to assist them. Symettra can create up to 6 little laser turrets which deal damage and slow enemies, but unless you spam a bunch of them in one area, they are easily destroyed and do next to nothing. Finally, her Ultimate is creating a Teleporter. Which, while useful, isn’t likely to swing matches given how quickly they end.
The injury to the insult of Symettra’s abilities though is her weak-ass attacks. Left-click is a super-short range auto-target beam that deals more damage the longer it fires. Good luck surviving that long as a goddamn Support character at short range. Right-click is a less than useless charged-up, lethargic orb of energy that crawls across the map. I don’t know how much damage it deals, and I kinda doubt anyone does, as it’s unlikely anybody has ever actually been hit by it.
The rest of the characters are a mixed bag. I enjoy Pharah, but her Ultimate is almost always a waste of time as it makes you a huge, bullet-attracting beacon in the sky. Some of the Tanks are weird, because they’re terrible by themselves but way better “support tanks.” For example, Zarya couldn’t hold a point to save her life even with healer backup, but Zarya + Reinhardt/Roadhog is almost good enough of a combo to not need a healer at all. Winston’s sole function in life seems to be an anti-Reinhardt (the electricity gun goes through Reinhardt’s shield), as he will easily die to any other Tank 1v1.
I’m not going to go through every character – there are 21 of them, after all – but I do appreciate exactly how different each one of them end up being. If you can’t find a character that matches your play-style, then you probably just don’t like FPS games. Honestly, it’s actually to the point where I have to wonder what other characters Blizzard could really add in the presumed expansions.
Bottom Line
Overwatch is fun. Is it $60 fun? Not right now. We’ll see what Blizzard adds, but it’s possible nothing will make Overwatch more than just another Titanfall.
Things I’ve Learned About Myself via Fallout 4
I have been playing Fallout 4 pretty much non-stop since last Tuesday, and in that time I have started recognizing a few things about myself and how I play the game. These are not perhaps grand, personal epiphanies caused by Fallout 4 – I have certainly seen the seeds germinating in other games – but there is something about this game that is causing them to be more noticeable than normal.
Voice Acting Makes Characters a Character
Generally speaking, I do not role-play RPGs. By which I mean, I do not construct a character that looks like me, and I do not make decisions based on what I would personally do in that situation. If anything, I role-play the character I am playing as themselves, or whatever idealized form seems more narratively interesting. Which, I suppose, is still technically role-playing, but nevermind.
This predilection means I don’t actually like Fallout 3 or Fallout New Vegas all that much from a narrative standpoint. In Fallout 3, you are a blank slate, literally controlling your character from birth to presumably mold him/her into something resembling you IRL. Which, personally, just always seems like an easy way to skip writing a convincing narrative. “Let the reader fill in the details.”
The protagonist of New Vegas had a backstory, but the implementation was even more discordant, as I noted in my review:
I wasn’t protecting my home, my family, nor was I my own person. I was… the Courier, a stranger in familiar skin, following a past everyone knows about but me.
Fallout 4 reminds me of what I already implicitly knew from Mass Effect: voice acting makes all the difference. Even when you still have the difficult choices to make, a well-delivered line can leave you with an impression of a character, and that impression can serve as your guide to who they “really” are.
Is voice-acting appropriate in every game? No. Does its presence often lead to more railroaded plots (due to the costs of recording twice as many lines)? Yes. But as someone who would rather experience plot vicariously rather than directly, it makes Choose-Your-Own-Adventure style choices a lot more bearable. The characters will tell you who they are.
Even Implied Romance Options Forces Me into Guy-Mode
The first character I created in Fallout 4 was, of course, Azuriel. As in, the wife. Played through the tutorial and even got all the way into Concord before something occurred to me. Could you romance companions in this game? As it turns out, you can.
I immediately rerolled as a dude.
It is a completely ridiculous reaction, but it happens every time in every game where romance is possible. Well, with one exception that proved the rule: I played a lady dwarf in Dragon Age: Origins several years ago. And it was awkward as fuck. Not that romance in any videogame isn’t generally awkward, but there is just something… maybe not immersion-breaking per se, but something personally off-putting about it that I can’t get over. Which makes my reaction to Fallout 4’s version of romance even more ridiculous, since you can romance any gender as any gender. But there it is.
I do plan to play the wife on my next “only pistols, no Power Armor, Renegade” style run though.
Change (in Formula) is Good
For the longest time growing up, I never really understood why all the Final Fantasy games had to have such radically different battle systems each time. Wasn’t FF7 good enough? Innovation, refinement, and so on are all worthy goals, but when you hit a certain plateau of elegance, why not just keep doing that thing?
Well… because then you have Fallout 4’s systems.
I grokked the entirety of Fallout 4 within the first hour or so of playing. The same strategies I’ve committed to muscle memory after hundreds of hours of Fallout 3 and New Vegas were immediately successful. Loot guns, leave the armor. Peek around corner, VATS, hide until AP regenerates. Food > Stimpacks unless you’re pressed for time. If things get dicey, break out the Pip-Boy to stop time and organize your equipment. Shoot X enemies in the face, shoot Y enemies in the legs.
While the out-of-VATS gunplay is much, much improved compared to the prior titles, Fallout 4 is basically Fallout 3/New Vegas all over again. The same tricks work.
As someone who enjoys optimizing the fun out of games, this has left me in a weird spot. All the optimization is basically done. I spent a rather absurd amount of time looking over the Perk tree and trying to figure out the best way to navigate it, but it almost seems meaningless at this point; not only am I near level 30 (and thus am actually hunting for Perks to still take), most of the Perks aren’t actually that good. And even if they were, there is no level cap, so in a sense it doesn’t matter. If I’m going to optimize anything, it’ll have to be a much narrower field, like getting an OP character between levels 2-10 or something.
I feel like the Witcher series has steadily gotten worse from a mechanics standpoint with each iteration, but at least it was different each time. The changes gave me something to mull over and marinate in my mind. And it seems like being able to do that, even if the underlying mechanics end up being worse, is still better than not having to do it at all.
Legendary Items are a Bad Idea
To an extent, I am still conflicted on this point.
Legendary items are cool, generally, in any game they are in. Their rarity gives designers the chance to introduce abilities that might be too powerful to be added to random loot. Legendaries can also facilitate character builds, and thus encourage additional playthroughs. Legendaries are fun in Borderlands, Diablo 3, and Fallout 4.
Legendaries also remove entire categories of loot drops, replacing them with nothing.
In Fallout 4, I have been using the Overseer’s Guardian for the last 30 or so hours of gameplay. The only way I could replace this weapon is if I encounter an even more ridiculous weapon that trivializes the game more than the Overseer’s Guardian already does. Which is sad, because not only does this make all the weapon drops I’ve encountered vendor trash, but it actually discourages me from experimenting with anything new.
For example, I finally saw a Gauss Rifle on a vendor just yesterday. I always enjoy Gauss Rifles in Fallout – mainly due to how cool they were in the movie Eraser (holy shit, 1996?!) – but it “only” deals 125 damage baseline. Even if I could mod the rifle for more damage, it seems unlikely that it’ll beat 137 damage x2 from a semi-automatic sniper rifle. “Maybe I’ll see a Legendary Gauss Rifle drop.”
As soon as that thought formed in my mind, I began massaging my temples. After all, this is the same game that hands out weapons like this:
Maybe I’m less conflicted than I thought. Legendaries are a bad idea, even if I enjoy the existence of Legendary mobs in Fallout 4. The latter fills holes in the gameplay, whereas the Legendaries they drop create them.










Review Bombing
Dec 15
Posted by Azuriel
Three years ago, I wrote a post called The Weaponization of QQ in which I discussed “review bombing,” e.g. the practice of people writing negative user reviews out of spite. At the time, one of the particular objects of ire was Mass Effect 3. The user rating has trended upwards from 3.7 to today’s 5.4, but there remains 2518 positive vs 2372 negative reviews. And the vast, vast majority of the latter straight-up include passages such as the following:
Now in the waning days of 2015, I am here to say that the practice is, unfortunately, alive and well.
One of the more topical targets is Fallout 4, which also sits at 5.4, primarily due to “reviews” like this:
The above opening continues with some actual criticism of game mechanics and such, which puts it in a shockingly vanishing minority of these sort of reviews. Many are just like this:
Slacktivism at it’s finest.
It is not entirely clear how many of these people even played the game.
Fallout 4 is not, of course, the only high-profile victim. Even media darlings like GTA 5 are not immune:
Useful.
Back in June, I had to scroll through thirty-eight (38!) negative Steam reviews to find even one that contained useful information about the actual game. The rest were simply outrage over one of the Steam sales in which Rockstar apparently increased the price ahead of the sale, via adding in-game currency as the only available bundle, thereby possibly disabling Steam refunds. Which is certainly an entirely valid concern by itself, but not one that really has anything to do with reviewing the game.
The first time I brought this up, I was concerned about what possible effects these user review bombings might have on the direction of developer game design. Now? I’m much more concerned about how devalued this practice has rendered user reviews and, by extension, all our opinions. Perhaps developers have never been overtly concerned with user reviews, so review bombing doesn’t matter. But they mattered a bit for me, when determining if a game might be worth playing. And now that resource is gone, to be replaced with the outrage of the day.
Posted in Commentary
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Tags: Fallout 4, GTA 5, Mass Effect 3, QQ, Review Bombing, Steam