Fallout 4 EP24: Enjoy Your Coffee

By Shamus Posted Friday Jul 29, 2016

Filed under: Spoiler Warning 113 comments


Link (YouTube)

Mumbles commented that the blood mechanics in this game are crazy. This seems to be a thing with late-period Bethesda games: Ragdolls act like balloons full of strawberry jam. Which makes it all the more inexplicable to me that “high-definition blood splatters” is always among the most popular mods. There are a lot of things visually wrong with how people die in this game, but “the blood decals are too low-res” isn’t one of them. If anything, the extra detail would draw attention to the problem.

I dunno. It’s just strange, is what I’m saying.

 


 

Fallout 4 EP23: Hancock for President

By Shamus Posted Thursday Jul 28, 2016

Filed under: Spoiler Warning 95 comments


Link (YouTube)

Here’s a spoiler for Josh: I watched the episode and I SEE WHAT YOU DID.

I never teamed up with former mayor MacCready, so I can’t really comment on what they’ve done with him. I hear people say that he’s actually a pretty good companion, but I favor stealth gameplay and companions do not mix well with stealth. I thought it was surprising that he was in the game, but it doesn’t even make my list of top 100 Fallout 4 gripes. I mean, if I was given the choice between:

  1. Re-work an unpopular character to give them another chance. (MacCready in Fallout 4.)
  2. Hopelessly butcher an existing popular character by bending their story into nonsense and mercilessly flanderizing their personality quirks. (Harold in Fallout 3.)

I will take #1 every time.

 


 

Fallout 4 EP22: Reginald’s Suit

By Shamus Posted Wednesday Jul 27, 2016

Filed under: Spoiler Warning 126 comments


Link (YouTube)

“Does this game look good?” is the question. I had a bunch of nice things to say about it when the game was new:

  1. It’s got lots of color and they don’t abuse the color filter like in Fallout 3.
  2. The faces don’t look like potatoes, like they did in Fallout 3 and New Vegas.
  3. The weapons look pretty cool compared to Fallout 3.
  4. The supermutants are a little less like Fallout 3 and a little more like Fallout 1.

But that’s praising the game by pointing out how awful Fallout 3 looked. A more fair question would be, “Does Fallout 4 look good for a game in this time period, with these system requirements?”

I don’t know. I’m just glad that wretched green filter is gone.

 


 

Ruts vs. Battlespire CH19: Hot, Cold, and Hott

By Rutskarn Posted Wednesday Jul 27, 2016

Filed under: Lets Play 41 comments

So after last week’s fun, painless, and intuitive teleportation process, I’m now standing in the “Shade Perilous.” So far every other place I’ve gone has been named for how much it’s going to kill me, so maybe I’m not as scurred as I ought to be.

Time for an in-game story update! Gather the wee ones and cuddle around Grandma Cahmel’s rocking chair as I regale you with another classic tale of actual rather than assumptive narrative. You can tell which is which because one’s broken and the other one’s just complicated.

As you may dimly recall, the one living humanoid still in the mix is a woman named Vatasha Trenelle. She’s left various notes indicating she’s shadowing the invading party and seeing what happens. Anyway, this is what happens.

She's gonna get captured. That's the take-away. Please don't ever feel like you need to read these.
She's gonna get captured. That's the take-away. Please don't ever feel like you need to read these.

It’ll be a bit of a shame to see her go, because she was a novice who was, like us, putting it all on the line in a desperate situation. And she probably had pants when she showed up today, so that puts her one above us on professionalism. If she was a little bit better at exploiting bugs she’d probably be the main character.

Whoop, gotta go, the level’s greeter is on fire.

Because the fire's blue, you can tell it's that much more hot and powerful than a regular fire daedra. Or, uh, wait. That might be an ice daedra? Well, you can tell that it is either quite hot or very cold, and you can't get any clearer than that.
Because the fire's blue, you can tell it's that much more hot and powerful than a regular fire daedra. Or, uh, wait. That might be an ice daedra? Well, you can tell that it is either quite hot or very cold, and you can't get any clearer than that.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH19: Hot, Cold, and Hott”

 


 

Good Robot Postmortem #3: Story

By Shamus Posted Tuesday Jul 26, 2016

Filed under: Good Robot 43 comments

There’s almost nothing in the way of story in the game, although it’s not for lack of ideas.

My original idea – which you can still sort of see scraps of here and there – was for an insane world. Since “robots go haywire and kill humans” is such an ever-present trope in fiction, I wanted to create a silly world where the reality was just as common as the trope. A world where homicidal robots were just a fact of life. A world where the solution to killer robots is to build more robots to protect you from the killer robots, and then when those go haywire you get more to protect you from them, and so on, until the air is thick with robo-warfare. The companies that make the robots are terrible at engineering, and the people are all mindless consumers with no sense of self-preservation.

This wasn’t intended to be some heavy-handed social commentary on consumerism or anything. It was really just an excuse to make “crazy robot” jokes and gently poke fun at well-worn genre tropes.

It’s a bit like Saints Row The Third, where the player is encouraged to not feel bad for the idiot civilians they run over, since they’re all shallow and stupid. In Saints Row, people vapidly worship the endlessly destructive, mass-murdering gang. So when they die it’s not an injustice, but comeuppance. Maybe throw in a dash of “Everyone is insane” from Borderlands.

Continue reading ⟩⟩ “Good Robot Postmortem #3: Story”

 


 

Diecast #160: Doom, Civil War 2, Mailbag

By Shamus Posted Monday Jul 25, 2016

Filed under: Diecast 134 comments

This episode of the Diecast contains equal amounts of Shamus Young and gluten. I’m going to write up these show notes as I listen.



Direct link to this episode.

Hosts: Josh, Rutskarn, Campster, Mumbles.

Episode edited by Rachel.

Show notes: Continue reading ⟩⟩ “Diecast #160: Doom, Civil War 2, Mailbag”

 


 

Rutskarn’s GMinars: Finally Answers

By Rutskarn Posted Sunday Jul 24, 2016

Filed under: Tabletop Games 40 comments

 

At long last, my answers to some reader-submitted questions about GMing:

Jace911

1. Where do you tend to fall on a scale of simulationist vs narrativist games? I used to prefer the former in my early years for their structure, but as I get older I find myself drawn more and more to narrative-focused games. Is this your experience as well?

2. When you set out to create a one-shot, campaign, etc do you start with the themes and craft a game around it or do you start with an idea or image and build the themes around it?

I have no straightforward answer to your first question–it’s like asking if I prefer apples or onions. What I seek out and what I recommend depends entirely on the other ingredients.

If I’ve got my STEM group, six hours, a six-pack, and a thick monster manual, I might choose a system that offers a high level of fiddly strategic detail. If I’ve got my looser humanities group and two hours, I might pick a system that’s low-maintenance and primarily narrative. If I’ve got my serious game-design people over, we might whip out something experimental and obscure that uses dreamcatchers instead of dice or some other nonsense. In RPGs, as in other things, my tastes run pretty eclectic–it’s all about the group I’m experiencing it with and what system compliments their strengths best.

Anything shorter than a long-term campaign I tend to improvise rather than design. When I do design a campaign world, the watchword is always tone. I tend to settle on sense of stakes, attitude, and pacing and create central elements that evoke it. I also find it helpful to think in terms of genre and pastiche. An office comedy fantasy game. Southern Gothic that feels like a Spaghetti Western. A post-apocalyptic LA Dusk Til Dawn rock opera. These glib summaries are useful to have on hand for when you start explaining the game to players, who (all being well) would like to make their characters fit into whatever you’ve been working on.

Continue reading ⟩⟩ “Rutskarn’s GMinars: Finally Answers”