Fallout 3 EP18: If Wishes Were Black Helicopters…

By Shamus Posted Tuesday Feb 26, 2013

Filed under: Spoiler Warning 191 comments


Link (YouTube)

I’m really starting to admire Fallout 3. It’s like this perfect case study on how to do everything wrong when telling a videogame story. Here we are at an awkward mid-arc turning point where the villain is suddenly introduced with no build-up, payoff, or greater meaning. And then he’s apparently killed off so that we’re sure to think he was a useless extra and not worth remembering.

Why are they trying to seize control of a water purifier that doesn’t work and has never worked? Why are they suddenly here now, ten minutes after we arrive, since the place has been up for grabs for twenty years? How could this device benefit them, even if it worked? Why does dad kill himself and destroy the project to keep it from them? It’s not like you can malevolently clean water. Yes, there are sort of answers to some of these questions that can be devised, but you’re supposed to establish the stakes before the confrontation, not hours after.

Then we have a long escort section / sewer level where our charges are incongruously abrasive, confrontational, or angry with you. Even though you’re the one doing the escorting, you’re never told what your next goal is or where you’re going. Dr. Li just bosses you around like a child and you have no say or stake in the proceedings. The freshly minted antagonists are trying to kill you for no other reason than they’re the Bad Guys.

Then there’s the awful and arbitrary no-stakes moral choice jammed into the middle of the escort mission where you can choose to save someone’s life by giving them a stimpack. Stimpacks are plentiful in this game, so it’s not a big deal to save this guy’s life. (Also: Stimpacks can stop heart attacks? Is there anything they can’t do?) On the other hand, this NPC is worthless, shallow, has no history with the player, and their life or death has no impact on the proceedings either way. This isn’t a choice, it’s a popup asking if you want good karma or bad karma.

Then you arrive at the Brotherhood base, which is probably new to the player. The game has to introduce the base, Elder Lyons, and the relationship between the science team and the brotherhood, all while trying to portray the characters mourning James. How many times does the game lock you in place, grab your camera, or otherwise jam exposition down your throat?

When the game manages to spark some tiny flame of emotional investment with all of its impotent flailing and railroading, it douses it a second later with nonsense, hand-waving, or plot holes. It’s all wrong. All of it. None of this works.

I know we really bashed Mass Effect 3, but I think the storytelling here is much worse. I suppose Fallout 3 got away with it because it’s mostly self-contained. This game wasn’t wrapping up a three-game arc and answering Big Questions posed in earlier titles. It was just a dumb, goofy story. It got away with being stupid by being inconsequential.

As someone who loves to see his opinions reinforced, I was delighted to see this:

The Shandification of Fallout.

The Tasteful, Understated Nerdrage guy steps up and asks the One Question I’m always asking when I play Fallout 3.

 


 

Experienced Points: Aliens Isn’t About Shooting Aliens

By Shamus Posted Friday Feb 22, 2013

Filed under: Column 156 comments

My column this week is about how AAA games aren’t really capable of doing an Aliens title justice because the medium lacks either the mechanics, the maturity, or the confidence to introduce themes and character arcs that compare to the original.

In my column, I pointed out that the aliens themselves don’t show up until the halfway point of the movie. I just watched the Aliens Special Edition last night, and the same holds true for that version. The extended cut is two and a half hours, and the aliens show up right around the hour fifteen mark. This might be one of the reasons they felt the need to make so many cuts: An hour fifteen is a long time for a space monster movie to go without any space monsters. It’s a shame too, because the cut material in the first half really enhances the theme.

In the movie, Ellen Ripley returns to Earth after being in hypersleep for almost 57 years. She’d promised her daughter she would be home for the kid’s birthday, but she didn’t get home until two years after her daughter died, basically of old age. Not only did the aliens kill off her friends, but they caused her to break this promise and miss out on her chance to be a mother.

Continue reading ⟩⟩ “Experienced Points: Aliens Isn’t About Shooting Aliens”

 


 

The Diecast #2

By Shamus Posted Thursday Feb 21, 2013

Filed under: Diecast 127 comments

splash_diecast.jpg

The Diecast number two is now here. It’s now an official thing! We may even make a third one! Stranger things have happened. In this episode:

Download MP3 File
Download OGG Vorbis File

Show notes:

Continue reading ⟩⟩ “The Diecast #2”

 


 

Moving Day

By Shamus Posted Thursday Feb 21, 2013

Filed under: Personal 72 comments

My blogger-sense is tingling, telling me that I’m very close to getting a salvo of comments about how all I do is post Spoiler Warning videos. This always happens when I slack off from writing, because people get tired of seeing tons of posts appear in their feed that are just embedded videos. So I’m going to head off the herd with this post and let you know that yes, this is a thing and I know about it. Here is what’s going on:

Continue reading ⟩⟩ “Moving Day”

 


 

Fallout 3 EP17: Let’s Do the Time Warp Again!

By Shamus Posted Thursday Feb 21, 2013

Filed under: Spoiler Warning 43 comments


Link (YouTube)

Was this the first fast-forward instance in the history of Spoiler Warning? I think so. Anyway, this was a comedy of errors. First we cut the episode way, way early. Then we regrouped to record more footage and round out the episode, but we recorded too much. And the second time through, we forgot to turn off the vent push-to-talk sounds so we have beep-boop noises all through the episode.

 


 

Fallout 3 EP16: Adventures in Babysitting

By Shamus Posted Tuesday Feb 19, 2013

Filed under: Spoiler Warning 91 comments

Warning: The Internet Absurdity Review Board has advised that the following video contains high levels of folly, foolishness, improbability, inanity, irrationality, jive, ludicrousness, nonsense, ridiculousness, silliness, and flapdoodle. Viewer discretion is advised.


Link (YouTube)

Compare this DLC from Bethesda to the Old World Blues DLC from Obsidian, for Fallout 3 and New Vegas, respectively. OWB is longer, smarter, deeper, has a larger and more diverse environment, better and more interesting goodies, more characters, more dialog, more choice, more total plot threads, a more consistent tone, and is much less ham-fisted when it needs to railroad the player.

Both developers have a reputation for releasing hilariously broken games, but at least Obsidian has the good grace to not insult your intelligence before the game crashes to desktop.

 


 

Fallout 3 EP15: The Cure, and Heavy Metal

By Shamus Posted Monday Feb 18, 2013

Filed under: Spoiler Warning 58 comments


Link (YouTube)

Back in my review of Rage, I talked about editing dialog down to the essentials. Ideally your dialog should always be delivering characterization, exposition, foreshadowing, establishing of goals, illuminating relationships between characters, and expressing the characters worldview or ideology. You can’t do all of those things at the same time, but doing only one makes for really bland dialog. Consider our exchange with Midea:

Alright, we can talk now but we shouldn’t take too long. They saw you come in here, so they’ll come looking for you if you take too long.

This went from a writer to a directer to a voice actor, and nobody thought to tighten it up a little? How does she know what the guards have seen and how they’ll respond? (Considering that you can either sneak, murder, or walk here.)

This is not a character. This is an exposition device and a questgiver. She knows all the things that the writers want you to know and has all the goals the writers want you to have. She’s a living textbox.

Compare her to the guarded suspicion of Aradesh, the naive exuberance of Tandi, the dim-witted false swagger of Butch Harris, or the simple and direct idealism of Killian Darkwater. We have several introductory conversations with Midea where she doesn’t seem to have any urgent needs, or ideals, or goals. She’s just another bland plastic-faced NPC. Her personality boils down to “friendly”, because she’s on your side.

Yes, she becomes slightly less 1-dimensional later, but this is a really terrible introduction.