Andy Laub

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

Tagged RPG

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.

Brothers Unfinished »

I've been seeing a lot of Mario (and that green guy) lately.

If you were to examine my recent gaming habits, you’d notice that in between my sporadic bouts of Borderlands and my re-play of Mass Effect to prepare for the sequel, the void is filled by an unlikely source: Nintendo. More specifically, Mario. And not New Super Mario Bros., even.

One of the games on my Christmas Manifesto™ was Mario & Luigi: Bowser’s Inside Story for the Ninetudo DS. It’s your basic RPG: levels, hit points, etc, etc, but one that takes place in the Mario universe (but not the Mario Galaxy). I was somewhat excited for it ever since playing Paper Mario: The Thousand Year Door, which I look back upon with much fondness as likely being my favorite Gamecube game.

Bowser’s Inside Story doesn’t share the same paper atmosphere as the Paper Mario franchise; it’s actually a direct successor to Mario & Luigi: Superstar Saga, a game I’ve long since owned for the Game Boy Advance and struggled with, to the point of abandoning it near the end of the game.

Fortunately that problem didn’t persist with the new game. I really enjoyed the characters and the humor this time around. You’ll find yourself alternating between playing as Bowser (super fun) and the Mario duo (not quite as fun), as you attempt to thwart a villain who speaks fluent Engrish. The biggest complaint I had was the extensive explanation that accompanied every new discovery or ability. You have the option to skip it, but then you risk not know what’s going on. After about 30 minutes of the game, 15 minutes of which is text, it was awesome to hear Bowser echo my sentiments: TOO MANY WORDS!.

Actually, that’s not true. The biggest complaint I had is one that I will attach to every modern Nintendo game, and that is gimmickry for gimmickry’s sake. I can live with the touch screen, but blowing into the microphone to engage certain actions (fortunately this is rare) is nothing more than a pain in the ass, and would make me ashamed to play this game in any sort of public setting. The game still remains a ton of fun to play and I enjoyed the vast majority of it, so much so that I decided to revisit Superstar Saga after a hiatus of over 6 years.

It was a little weird to try playing it again; at first I tried loading up my last save, which was at the front gate of the final area, but I quickly found myself outclassed. I cursed my past self for being so unprepared for these sorts of situations and decided it would be best to start from scratch. I’ve adopted a philosophy in playing RPG’s recently that seems to pay off more often than not: fight everybody. Fighting equals experience equals power equals victory. For comparison’s sake, the duo in my saved game was hovering around level 30, while my new game ended with them having reached level 40. That doesn’t sound like a huge difference, but trust me, it was worth the extra effort, especially when the main difference in my playing was confronting enemies that were nearby instead of avoiding them.

All of this Mario RPG-ness has made me hungry for the other games in the series. I’ve already found myself giving Super Paper Mario another chance, and Paper Mario 64 and Super Mario RPG are available on the Wii Virtual Console. As if that’s not enough, I just found out that there’s a third game in the Mario & Luigi series that will be requiring my immediate attention as soon as I can find a used copy of it. So I have to go find a used copy of it.