I actually really enjoyed watching the fight at the end of this episode. It was hilarious chaos with emergent humor. I think the damage sponge foes are generally a bad thing in this game, but if anything should be a damage sponge, it should be a sentry bot. It’s when you run into a human in street clothes that can take a half dozen shotgun blasts to the face that my patience starts to wear thin.
I think these moments of combat intensity would work better and more frequently if they felt a bit more intentional. In Diablo or Borderlands, you plow through mooks. Every N encounters is a badass. Every N badasses is a boss in an impressive location. But here there’s just a bit too much randomness at work. You’ll have a couple of legendaries back-to-back, but then both of them will be overshadowed but a nameless foe inexplicably higher in level than everything else in the area, which winds up being about as strong as the boss encounter at the end, which is then followed by a stream of mooks instead of the action winding down. I can understand why the open world parts are chaos (although Borderlands managed to make its open areas work) but far too often the murder dungeons feel just as unstructured.
The encounter at the end of this quest was one of the moments when it felt like the encounter was actually appropriate for the quest.
EDIT: As Mumbles pointed out below, you can see her tour the Nuka World DLC (and see the son she mentioned in this episode) on her YouTube channel.
Are Lootboxes Gambling?
Obviously they are. Right? Actually, is this another one of those sneaky hard-to-define things?
Shamus Plays LOTRO
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.
A video Let's Play series I collaborated on from 2009 to 2017.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
Could Have Been Great
Here are four games that could have been much better with just a little more work.