Andy Laub

Andy Laub is a designer & developer in the Twin Cities.

Published Nov 10

Impatience: an Addendum »

I forgot to mention this accidentally on purpose, probably so I'd have something else to write about. OR DID I???

I realized after posting that I left a major sore point out of my diatribe regarding Red Faction. It’s true that I found the game to be somewhat difficult (even compared to the similar Saints Row) for reasons mentioned, but honestly that wouldn’t have been such an issue if the game had a better system in place for checkpoints and mission restarts.

When I fail a mission/objective in a game, my first thought is okay, how much progress did I lose? In some instances I am pleasantly surprised, but Red Faction is not one of those instances. I can recall exactly two times where failing a mission allowed me to restart from a checkpoint instead of at the beginning. In all other cases, the game doesn’t even quickly revert to the beginning of the mission, but to your pre-mission status. I suppose it does this to let you (re-)prepare adequately for the mission (assuming you weren’t the previous time), but I don’t think that option is important enough to justify this as the default behavior.

I wrote about this a looooong time ago, but a big gripe I had about Gran Turismo 3 was that when you failed a licensing objective (admittedly a small part of the game), you were unable to immediately retry. I disagree with this (and apparently so did the GT time because they fixed it in Gran Turismo 4), and will continue to assert that the default option after mission failure is to immediately restart from the last checkpoint (or the beginning, assuming no points have been checked). Games difficult enough to require multiple efforts to complete an objective (ie. all of them) that don’t follow this rule are generally stupid and wrong.

Minor secondary forgotten gripe: the load times are pretty painful.

Good Riddance »

How do I keep ending up in situations where I am apparently the lone savior of the city / state / country / world / universe?

As if it’s not abundantly clear, I’m apparently back in the proverbial video game saddle, as they now consume a good portion of my free time. My Fallout 3 mania has pretty much run its course and has given way to a couple of other distractions, in no particular order:

  • Fallout: New Vegas
  • Red Faction: Guerilla
  • Rock Band 3

I’m not going to talk about Rock Band right now, except to say that when played as a game it’s on the unfun, grinding side of the spectrum, whereas when played as a diversion (that is: with people) it remains one of the best things ever. And while I’m sure I’ll eventually have a lot more to say about New Vegas, I’m only about an hour into it so that’s best left on the back burner for now.

So let’s talk about Red Faction. It’s one of those weird games that kind of clawed its way to the edge of my radar and just hung there, refusing to leave until I gave it the attention it felt was deserved (see also: Indigo Prophecy). My initial take after playing the demo was “Saints Row on Mars” given that the developer and scope of the game are the same, just with a different setting and protagonist. To be fair, I prefer the controls of Red Faction to those of its ghetto brother in that it uses the triggers for driving instead of one of the face buttons.

The premise of Red Faction is certainly intriguing: you’re a demolitions expert (I guess?) on Mars, helping a group of rebels overthrow the corrupt and abusive government. So far it’s nothing that hasn’t been done before on a million other planets, but this game’s novelty comes from its completely destructible scenery. Smashing some buildings around with your hammer is pretty neat. Also blowing them up.

But after that, the game becomes a chore. A minority of the missions are enjoyable, but for the most part I often found myself asking “why me?” I’m some random guy who just came to Mars to keep a low pro with my bro bro my head down and live with my brother. Then my brother gets killed up and suddenly I’m the savior for this entire guerrilla movement that I wasn’t even aware of until five minutes ago. I have no special qualities but the Red Faction is sending me, alone (generally), on missions that nobody in their right mind would expect one person to be able to accomplish.

I’ve had this feeling before and it’s usually found in sandbox games – even the mighty Grand Theft Auto series is guilty of it to some extent. But it stands to reason that you probably wouldn’t send some random new guy out on what you’re telling me are incredibly crucial missions for your cause without any backup whatsoever. That… makes no sense, and that’s what made the game such a drag to play through.

There are some side missions that involve you capturing or defending a checkpoint from/against the bad guys, with a little gauge on the top right that shows you how many people are left on either side. Those were fun, and felt truer to the spirit of the game than anything else, core missions included. Unfortunately, that little slice of enjoyment wasn’t able to compensate for other annoyances:

  • Your max ammo count through the entire game is pathetically low. I can carry a rocket launcher around but a few extra clips for the assault rifle is too much to ask for?
  • Buildings don’t always collapse when they should. That three-legged structure will surely fall after I destroy two of the legs, right? Right? Couple this with the fact that one of your main goals is to destroy certain buildings, often under heavy fire, and you have a recipe for disaster.
  • The enemy solders are obscenely well-armored, further exacerbating the ammo issue.
  • The guy giving you missions is the same guy from Crackdown, where he was equally annoying to listen to.

But even despite these nagging issues, I slogged through the game. I don’t know why I do that to myself; I’m sure my blood pressure goes through the roof in situations like this but I feel that because I have it I should finish it for my own sanity (see also: Dead Space). Now that I’m done, I just have two words.

Expansive »

Yes, it's another Fallout post. Also Mass Effect.

I didn’t mention it in my last post, but I am pretty comfortable putting the Fallout franchise on the same level as Mass Effect in terms of how well-developed the universe is. It’s a pretty good indication of my appreciation for the franchise if I’ll spend hours on their respective wiki’s just, well, absorbing, even after the game has ended.

Fallout is particularly interesting because the future as envisioned there (2277 in this case) requires a significant departure from our current universe beginning in the 1950’s, while ME (set in the late 2100’s) is an imagination of where we as a society could go from where we currently are.

Because of the sheer amount of stuff offered by both universes, the series’ are both ripe for downloadable content. And while usually the DLC I acquire is done so with the intent to do things (additional missions in Borderlands, or wanting to drive more, newer cars in Forza), the DLC in these games was appealing because it offered a chance to see more of the universe, even just a small slice; and that’s what this post is really about. Without trying to sound too dismissive, the Mass Effect team likely has a much easier time with DLC, since they can add a new planet, or a new location to an existing planet, and not have to worry about it fitting to deeply into the context of the current game.

Fallout, on the other hand, has a somewhat less range to work with (you are in the DC area, on foot, with a finite number of different “factions” to deal with) and yet it manages to skirt those limits on more than one occasion. This creativity is welcome, but also makes for an inconsistent experience across the five different expansions. That doesn’t mean they’re not fun; they are, just to varying degrees:

  1. Operation: Anchorage was the first piece of DLC for Fallout 3, and basically takes you out of both DC and 2277 by putting you in a simulator where you repel the Chinese invasion of Alaska in 2066. It’s kind of a cheat, but still quite enjoyable. Interestingly, it felt like Call of Duty as imagined by Fallout – that’s not to say it wasn’t fun, but it removed a lot of the attributes of combat that I had been used to up to this point (weapon degradation, scrounging for ammo and weapons, super mutants). Still interesting, but very sterile.
  2. The Pitt, then, is practically the opposite in every way. Where Anchorage is bright and clean and always daylight, Pittsburgh has been cast into a reddish darkness, illuminated only by the flames from surrounding smokestacks. Upon arrival you’re stripped of all your possessions and must work your way out of slavery. Of all the DLC, the pacing on The Pitt felt the weirdest to me, though I’m willing to accept some of the blame for that because I spent a lot of time in the steelyard collecting ingots.
  3. Broken Steel is easily the best of the bunch. Most notably, it allows you to continue playing after you complete the core story, something not formerly allowed. It also boosts the level cap from a measly 20 to a majestic 30 (sorry, nerd-talk), and adds some additional enemies for you to worry about (and I mean that sincerely – they’re badasses). As if that’s not enough, it is the only expansion to lengthen the core story and get a taste of life after the initial game’s climax. This is far and away the one I’d most recommend, but the general consensus is that features it adds should’ve been there in the first place.
  4. I was most skeptical of Point Lookout, which takes you to a swampy wasteland along the coast of Maryland. For the most part things played out pretty normally (considering the context), but I will give it credit for introducing one of my favorite side missions of the whole game — one in which you follow the trail of a Chinese spy stationed there before the bombs fell. Point Lookout (the place) is also the largest and most diverse area to be featured in any of the DLC.

That said, I’d still recommend that anyone looking to play the game look for a deal on the Game of the Year edition, which includes all five add-ons (the fifth, Mothership Zeta, sounds intriguing but I haven’t yet played it), but if you are just looking to add to your existing copy, don’t rush to the Xbox Live Marketplace (or the Playstation Store) just yet – Op: Anchorage and The Pitt are available on a physical disc, as are Broken Steel and Point Lookout.

This is notable for one reason: physical games are available used, which means you may be able to get the four mentioned above for significantly less than you’d have to pay to download them. Had that not been the case I probably would’ve skipped the first two altogether, even though they were interesting. I’ll likely pass on Mothership Zeta for now, opting instead to prepare for the imminent arrival of New Vegas in my mailbox.

Second Chances »

Or: how I learned to stop worrying and love a post-apocalyptic wasteland.

This is a post about Fallout 3. It is a highly-acclaimed video game that came out almost exactly two years ago for a multitude of platforms, and one that I purchased on its release date.

It’s also a video game that, somewhat indicative of the time, I picked up only briefly and then almost immediately gave up on. Oh sure, I made it through the prologue and into (out to?) the wasteland, but from there the game became so overwhelming in so many ways that I just didn’t feel like dealing with it.

A year later, or somewhere thereabouts, I tried it again, made some incremental progress, then likely got distracted by something else and continued to write it off as “not for me”. Despite certain insistences that is in fact very good, and I should give it another chance, I couldn’t commit.

But New Vegas pushed me over the edge. Maybe. You see, after what basically amounted to a one-night stand with Splinter Cell, I was looking for a game I could settle down with for awhile and really get to know. All the hype about New Vegas rekindled my interest in the Fallout franchise, and I vowed that I would give Fallout 3 an honest-to-God second chance.

And this time, it just clicked. Much like my picked-up-and-put-down experience with Mario & Luigi: Superstar Saga, I opted to start over from scratch and basically just not be such a pansy when it came to fighting this time. I also took advice from the internet and chose my skills a little more carefully, as I didn’t realize how critical certain abilities are when I started the game before.

I had also previously described Fallout 3 as “Borderlands, but much more lonely and dismal.” While that holds true somewhat, there is still a sense of humor woven into the game that keeps it enjoyable versus depressing. And while the loneliness is somewhat overwhelming at first, after awhile I wouldn’t want it any other way. Put another way: there are opportunities throughout the game to acquire a follower, but I’ve avoided them. Mostly this is because I don’t want to be responsible for their deaths (which are, logically, permanent), but also I’m kind of a badass so I don’t need their help.

Once the balance of terror vs. curiosity shifted in my favor, the game became a lot more fun and interesting. I didn’t worry about stumbling into the “wrong” place, because such things are encouraged and rarely lethal if you’re prepared. There’s still an ever-present threat of not having enough ammo (merchants only have finite amounts) and the degradation of weapons and equipment (which are repairable but not without some hassle), but it doesn’t feel like tacked-on difficulty; instead it really does fit with the overall theme: if you don’t succeed, this could very well be the fall of humankind and the decay of everything associated with it.

Whoa.

Miscellany

  • V.A.T.S. (the combat assistant) takes some getting used to, but it is tremendously useful when you figure it out.
  • Maps and fast travel are lifesavers.
  • I am using the Fallout Wiki probably way more than I should.
  • The Broken Steel add-on is crucial.
  • Dead Rising, on the other hand, was not better the second time.