Fallout 4: A Nuclear Family

If, for some reason, you’ve been living underground in a bunker for the past decade you may not have heard of the Fallout franchise. If this is the case, I am sorry. I urge you to bust open that Vault door, step out into the light, and grab hold of Fallout 4. Fallout 4 follows the same trends that the established franchise has always experienced: vast open-world experience, exceptional story arcs, and riddled with enough bugs to make a radroach colony jealous. I say this to preempt this review, because I want people to understand that just because a game has flaws, doesn’t mean that it’s not a magical, fun experience that should be enjoyed.

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First off, let me start by saying Fallout 4 has so many complexities, so many side quests, and so much of well – everything, that I can’t begin to cover it all in the scheme of a single review. This game will eat up hours of your life, but you’ll enjoy every minute of it. Even with the technical hiccups that sprinkle themselves throughout the coding, like a frosted doughnut, Fallout 4 is just too good to put down.

As in all Fallout games you become the unnamed citizen who escapes the fallout of a nuclear explosion by securing yourself within a Vault, an underground bunker designed with the soul purpose of protecting citizens. In Fallout 4, you are a survivor of Vault 111, finding yourself staggering about the future in search of your family. This is about as much as the game gives you initially, and it’s the perfect way to start things off. The more vague the initial storyline is the more enjoyable an RPG game, such as this, can become.

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You feel like you have a sense of choice and decision making in Fallout 4 that I hadn’t felt in previous renditions. Fallout is know for giving exceptional player agency, and this is no different, but the method in which they go about it is. The stat system: S.P.E.C.I.A.L, and the massive Perks chart allow for endless possibilities of playthroughs. If you’ve never played, but want to have a specific style I recommend checking out FudgeMuppet on Youtube for specific builds.

The biggest change in the Fallout system is V.A.T.S. The “Vault-Tec Assisted Targeting System” has been around in previous renditions, but accessibly, this new version falters where it’s predecessor succeeded. V.A.T.S used to pause the game entirely, which made the game more accessible for players with mobility based limitations to play it. The ability to be able to time your attack and prep where you want to shoot is a necessity to some players. Bethesda has removed this from the game and instead V.A.T.S. now slows down time, instead of fully pausing it. It functions all well and good, but many of the Fallout 4 enemies have faster A.I. and response times than the V.A.T.S has time to slow properly.

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The actual mechanics of shooting and moving around the vast environment are a rise above that now makes Fallout 4 a less clunky and more like a streamlined shooter. The crafting system in the game is massive, and I mean, MASSIVE. Each and every single piece of gear you can equip can be altered. It is a beautiful thing to behold. Now, no matter what gear you have, know you’re going to experience death – a lot. Fallout 4 doesn’t shy away from making the wasteland of the Commonwealth a beautiful, challenging death trap. If you can bear with the fact that there is key remapping, a requirement of precision skills in lock-picking, and lack of V.A.T.S. pause – you can get through Fallout 4.

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The soundtrack is beautiful and the dialog between characters, while sometimes expected, is quirky, exceptional, and keeps me coming back for more. The subtitles didn’t always play in certain parts of the game, and often times, would overlap one another if I had a radio signal on. The audio cues and subtitles don’t take away from the accessibility of the gameplay though, so you can finish the game without sound. Visually, it’s the most stunning game I’ve seen to date. The sprawling world of Commonwealth, combined with the lush NPC’s you can experience, gives such a depth that I couldn’t draw myself away.

Bethesda has really attacked the visual market by allowing for HUD, subtitle, and menu colors to be adjusted for ease of use. The color pallet for the game is varied enough that it shouldn’t affect colorblind players. I can’t speak to it, because I’m not colorblind myself, but there was nothing jarring or off-putting as I walked around Fallout 4. The subtitles can sometimes be difficult to read, but you can easily get past this by adjusting the color to something you can see from afar. If you can move past some of the jarring visual bugs and crashes, then Fallout 4 will wrap you up in it’s post-apocalyptic beauty.

Wrap Up:

Fallout 4 has one of the most well written and entertaining worlds I’ve ever experienced in a game. The Commonwealth is littered with people, and not just wall flower NPC’s I casually interact with. These companions, characters, and even vendors have such a depth that I wanted to play with each one of them. I wanted to experience their life stories, goals, and ups and downs, as much as I wanted to craft my own. They became a part of my family. I grew eager to see what would happen next on this journey. I now see what Fallout fans have been clamoring about for years. A beautiful world with such character you can’t help but be caught up in the chaos – and spend days exploring every facet of it.

It may have it’s hiccups from time to time, and Bethesda could do more to make the game more accessible in future iterations, but this version is quite refined. Fallout 4 gives the player so many options to experience the story however they wish. The crafting systems and settlement building feel like a whole separate game in and of themselves, and I could spend hours just altering my homestead. I haven’t touched the DLC yet, but from what I’ve experienced, I can’t wait. I want to get lost in this world again, and again, soaking up new stories of the Commonwealth like radiated Nuka-Cola.

  • Mods fix a lot of the problems in the PC and XBox One versions, but I wasn’t able to experience these first hand. The review is solely expressed with my PS4 journey, which doesn’t currently allow modding. 

No Man’s Sky: Far from Hyperdrive

There, before the grace of man, go the infinitesimal cosmos that stretch out before us. We yearn to step out into the great beyond, and as the cockpit opens up with a hiss from the airlock, we step out into the great unknown. This was the anticipated mood that No Man’s Sky built up. In the past few years I’ve been eagerly anticipating this game, like a kid waiting with his parents to watch the first moon landing. I was on the edge of my seat, and now that I finally have it – it’s far from the hyperdrive I was expecting.

NoMansSky_1

Hello Games promised a massive undertaking of a open world system that was seemingly endless. In every trailer I ever saw the set pieces were sprawling and beautiful, lush with foliage and fauna that would make any biology lab blush. They achieved a technological feat that has not been seen in games before, an algorithm to procedurally generate planets. Now, while that may sound amazing, it’s the implementation that matters. All the hyperdrives in the world don’t get you anywhere if you can’t deliver that sense of scale you promise.

Hello Games manages to deliver that sense of scale, but in doing so they faltered in delivering the other aspects of gameplay. The games control system is very limiting, and so players who may have mobility issues can’t adjust the control scheme to fit their needs. Each task is assigned to a specific button, which makes it difficult to achieve certain tasks. There is no tutorial in this game either, which essentially throws the player out into the wilderness and expects them to survive. Now, for able bodied players this may take some time to learn, but it’s still achievable to meander around aimlessly, learn a few buttons and play the game. The thrill of experiencing that first few hours of the game is at least worth something.

No Man’s Sky would certainly benefit from some sort of guided tutorial, especially when it comes to crafting and inventory systems. The game provides you with objectives, but doesn’t really give you any means of understanding how to accomplish them. It’s like throwing an astronaut out into the vastness of space without a spacesuit. The lack of explanation to some of the gameplay mechanics, especially crafting and advancing weaponry and upgrades, is a real downfall for the game as a whole. Players aren’t one to ask for you to hold their hand, but at least having a furthered tutorial would give players a better sense of how the world functions.

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In regards to functioning, let us break down the main core gameplay of No Man’s Sky. In the hours I spent playing the game, I found that there was a distinct pattern to every quest line which, within a few planets, became monotonous. You gather materials, you craft new supplies, you travel to a new planet, you repeat the process. It seems like fun, in theory, but the end result becomes this massive quest of scavenger hunt that has no real payoff. In addition to this, the game was riddled with functionality bugs which made what gameplay there was, difficult to cleanly experience. Crashes, crafting menu issues, freezes, and in a game that has no autosave functionality – that’s heartbreaking.

I enjoyed what time I did manage to spend in the world, but once I felt I had experienced all that No Man’s Sky had to offer me, I felt lost. What do you do when a game offers you no real end goal? A countless, endless sandbox with almost Pokemon Snap picture archiving of new world items, with only the reward of monetary units to draw merit? No Man’s Sky does have an end goal – to arrive at the center of the universe, but it’s so vaguely depicted that I just felt like I was running my own game. The visuals weren’t enough to keep me entertained, and what I did manage to see was not user friendly.

The color schemes are vastly jarring and often similar from planet to planet. I’m not colorblind, but I have friends who are, and this color pallet is composed of a lot of reds and greens. It doesn’t help that the actual HUD that is present is fairly small and fairly transparent, making vision impaired users lives much harder. FOV sliders apparently were provided in the coding for the PC version, but with the PS4 version had no such functionality. It would be more optimized for users if players could have change the color of the HUD to make it more visible from a distance.

There was fun hidden in this gem amongst the stars, but the spaceship wasn’t entirely accessible. I had fun when I didn’t do what the game directed me to do, when I went off into the vast frontiers and just explored. I got caught up in dogfights with space pirates, and got to see vast galaxies. In truth, while they may have been similar, I did have fun during moments. The soundtrack is phenomenal and there are hours and hours of visuals to explore. It’s hard to have fun though, when you’re so bogged down by programming issues, crafting requirements, and a combat system that seems like it favors the AI over the user. A universe that seems endless, yet contains only a handful of similar alien NPC’s for me to briefly interact with.

Wrap Up:

No Man’s Sky feels like a game that got released while it was still being built. They launched it without the full mission in mind, and thus, the passengers began to dial S.O.S. back to Huston and request a do-over. I know the struggles of being a designer and wanting to provide a polished, finished product on a time table, and so I want to commend Hello Games for what they did with No Man’s Sky. They accomplished a beautiful set of tools that they can be proud of. They delivered a set piece that would make most movie studios drool. The next step is to allow a gameplay system that functions with accessibility in mind.

The team is already hard at work cleaning up patches to fix the glitches, but they also need to be aware of everyone in their audience. A few settings changes are desperately needed: An Accessibility menu, a colorblind filter that crafts colors to fit vision concerns, and an optimized lock-on system for enemies that isn’t linked to an upgrade that’s hours invested into the game.

I desperately want to love No Man’s Sky, because I feel like it’s the game I’ve always wanted as a child. I can’t though because, in the words of Robin Williams, No Man’s Sky has given me:

“Phenomenal Cosmic Powers! Itty-bitty living space!”

All the tools in the world can’t magically craft gameplay to be a fun experience. I hope they get all of these aspects sorted out and No Man’s Sky becomes fantastic in the coming months, but for now, I think I’ll just stay grounded until those tools are more refined.

Gaming With A Cause: Humble Bundle V

Hey there world, now I know I’ve been touting E3 Impressions all over the place this week, BUT you guys know [ if you’re regular viewers ] my real mission for this blog isn’t just to talk about or develop games, but rather give back to my community via games. It’s been a while since I’ve found a reason to celebrate games as a charity – today I may have found the golden egg of ALL Humble Bundles! Yep – that’s right! This Humble Bundle supports the Electronic Frontier Foundation and Child’s Play. These charities help fund education and support providing video games to hospitals to provide kids with entertainment and fun.

Indie Games UNITE!

Now why am I so stoked about THIS Humble Bundle V? WELL, as a designer, there comes a time where I have found games which I personally feel that no designer should go without playing. The games which should be your guide to artsy, pop-culture, wonder hits. The games that, whether it be mechanics, storyline, or artwork, blew fellow designers and myself away with how amazing these games were for some reason or another. So without further adieu let’s pull back the curtain on what I believe to be the BIGGEST, and BEST Humble Bundle package yet! Oh, and by the way, Tim Schafer is in the trailer!

1. Superbrothers: Sword and Sorcery EP

Now I saw this game when it first came out as a tablet PC and iPhone game – and I was stunned by how cool it looked. It’s retro artistic vibe, with it’s text based dialogue, and it’s almost Zelda like adventure blew me away, and made me want to get a iPhone so bad! I’m stoked that it’s finally coming to a platform where I can have access to it and play it first hand all the way through! The story, art, and gameplay mechanics are something to admire and watch!

Here’s looking at you Tri-Force!

2. LIMBO

This game haunts my nightmares with how hauntingly beautiful and morbid this game is. You play as a young boy who is traversing this monochromatic black and white dreamscape. The puzzles are morbid and often end in the death of your character, but he comes back to life for you to try and try again. The gameplay mechanics are super simple [ one button for jump, the movement keys, and then another button to grab items ]

While it may seem odd and sort of macabre to take part in this death-defying dream puzzler, Limbo is hands down one of my favorite indie games. Each puzzle is super challenging and it keeps you invested with the emotion you feel for your little digital friend as he makes this journey. Produced by a company called Play Dead Studios [ fitting name ] it’s definitely one of the must see games on this list.

One small step for man… one giant leap for a boy.

3. Amnesia: The Dark Descent 

I actually have never had first hand experience with this game, but that’s also because I tend to shy away from the horror genre of games. I’m trying my best to branch out though, and from what I’ve heard of this game – it’s a must see and experience. I’ll keep you all posted on the accessibility and the gameplay once I buy it and run a play through. Here is a trailer though, to give you an idea of the game:

4. Psychonauts

Well, if this wasn’t the icing on the delicious cake that is this Humble Bundle V. Everyone should know by now that I’m sort of in love with a company called Double Fine Productions. I’m kind of infatuated with them and have been a long time fan of their work. Tim Schafer is like an icon in this industry to me, and one of the main reasons he’s had such an impact on my gaming life is because of THIS game!

Psychonauts is a quirky, off-the-wall, fun and whimsical adventure game. You – well, I would explain it, but honestly, the trailer speaks for itself:

Thanks Mr. Schafer. Thank you and your team for building such a memorable game.

5. Bastion [ If you pay over the average donation, which is $ 8.26 ]

A high-octane platforming narrative that really grasps you from the seat of your pants and carries you all the way to the end… umm… well, I guess there’s a better way to explain it. Perhaps the narrator of the game can:

6. Lone Survivor [ If you pay over the average donation. ]

This is one of the newest editions to the indie house of lovely games. You play as well, a lone survivor, in a pixelated platforming world. Evade pixel zombies, collect loot and resources, and do your best to survive this horrible fate – or you know? Die trying.

One man. Many zombies. All Pixels.

7. Braid [ If you pay over the average donation. ]

Well, how to describe this one? Oh yeah! Take a sprinkle of Prince of Persia [ the time altering ] and then add in some crazy puzzle mechanics that take my breathe away, and THEN compile it on one of the most beautifully retro, hand painted styles of art and graphics I’ve seen on an indie game and you’d have Braid. Enough said – for now.

Let’s do the Time Warp again!

8. Super Meat Boy [ If you pay over the average donation. ]

What do you get when you give a meat wad a lover? – separate them by force, and then ask the meat wad to come rescue his meaty bride? Well you get Super Meat Boy, and it’s one of the most odd, interesting, and funny experiences I’ve had in a game before. The game is definitely challenging, but it’s well worth the challenge – because the designers put so much time, effort, and love into this game. There is no way you’ll walk away from this game without a big, meaty smile on your face!

I’ll save you my ham-flavored princess! I just have to grind my way up the food chain!

I would try to give folks a full run down of all of these games [ and I may later ], but I would be so excited that it would take me a page for each one. Think about this for one moment. You not only get the GAMES, but you also acquire their SOUNDTRACKS – and ALL of these amazingly historic games can be gathered up for less than $10 dollars!! Are you kidding me right now?! That’s like someone knocking on your door mid-June and saying “Merry Christmas stranger!” leaving you some of the most lavish gifts they can give and then just driving away!

If you know nothing of these games, know this: Each of these games, in my personal opinion, contain an aspect of game design that I think EVERY designer should experience. Whether you’re a painter, a fashion designer, a game designer, or even a teacher – YOU SHOULD try these games. They’re emotional, challenging, and engaging stories that have captivated millions in the industry for one reason or another! What once were indie games nobody knew of, and few dared to explore, are some of the most cherished gems in gaming now. So, please, do yourself a favor and support a wonderful charity and grab these fantastic games while you still can.

YOU HAVE 5 Days left! 5! Games are supported for PC, Mac, and Linux! Go now and get your HUMBLE BUNDLE V! Make the most of it! Let your indie gamer live!

E3 Impressions: Watch Dogs

Well, so I’ve highlighted two PS3 exclusives in a row and so I feel it’s only right to detail a game that’ll be going multi-platform. It’s not often that I get surprised by a third-party conference, but Ubisoft punched me in the face this time. Near the end of their conference they released a brand new IP: Watch Dogs.

Everything is Connected. Connection is Power.

The following trailers contain some language and violence, but I’m so stoked by the conceptual idea that I can look past that, and look forward to the completed product.

This is how they introduced the product:

In a generation that’s littered with conspiracy theories, financial concerns, explosive gas prices, war, and civil unrest in our everyday society, I can’t tell you how chilling this game concept felt for me. The idea that data silos are sitting somewhere out there in an interconnected community and YOU can be in control of it all – makes the hairs on the back of my neck tingle with both fear and excitement. Here’s where it gets fun, so Ubisoft dropped that trailer, and THEN they released a section of initial gameplay for the game:

Are you kidding me?! – The graphics quality is something that I’ve always found special about Ubisoft productions. Their stories, graphics, and characters are some of the most prolific and beautiful that I’ve ever witnessed. I’m still unsettled on whether or not Watch Dogs will feature one protagonist, or if Watch Dogs will be some sort of multiplayer game – via the online services. Either way I’m excited to see what this unsettling game is going to deliver.

Total Control? Yes! Thank you!

The idea that I can go around playing as [ from what’s been presented currently ] a protagonist named Aiden Pierce, in the seedy underbelly of Chicago. The game seems to be about vengeance and justice being retained for Pierce. The game is also reportedly going to be an open world environment, which means I’ll be able to solve problems, accomplish goals, and side missions in more than one way [ Horray for non-linear formats! ].

It seems like Watch Dogs is not only going to test players abilities to solve problems, but also will give them the free will to determine how Pierce will escape capture, seek his vengeance, and so forth. This small detail will give so much more depth to the gameplay, allowing players to either play as a sympathetic, stealthier assassin – or a havoc and chaos type player where casualties aren’t a concern to your primary objective. How awesome!

The game is slated for some time in 2013 and will be fully playable on XBox, PS3, and PC. So – get your thumbs ready for some major conspiracy control folks! This game looks amazing and I love the HUD displays simplicity as well as the gritty, dark gameplay of it all! Watch Dogs – definitely a game to ‘watch‘ out for! I’ll keep folks posted as more comes about!

Thanks Ubisoft for this gaming nugget!

Tech Talk: Customizable Game Controls

I know I talk about this a lot, but I love when I find that companies are focusing their efforts in developing customizable controls/controllers. Giving folks the option to customize their hand layouts/button inputs and other aspects are what so many console players have been asking for and what so many PC gamers have been accustomed to for quite some time.

I’ve discussed a couple of customizable controllers in the past: Adroit Switchblade, custom controllers via Evil Controllers, etc.; well now I’ve found another wonderful company searching to make customizable controllers. I have a slight sadness that, for some reason, customizing controllers are mostly for 360 at the moment, but there are some for PS3. This week I’m presenting to you guys a new company to come out and bring forth a new game controller for customizing controls: The HJC Design FPS Game Controller!

The HJC FPS controller is a fully customizable controller that’s available for XBox and PC and, while it may not be the best for all players [ I personally still feel the Switchblade is about the most accessible custom game controller I’ve found ] it’s still fantastic to see more companies caring about the accessibility of games. This game was designed for FPS comfort and simplicity, but does that mean it can’t make other games simple for players?

I’m not sure, because I haven’t had hands-on experience with it – but it’s got a large amount  of customization options available, a ergonomic design, and it just looks amazing [ so jealous – please bring out a PS3 version! ] You can find out more about this lovely controller at their website:

HJC Design – XBox/PC FPS Controller

– and for those of you who haven’t seen the Adroit Switchblade that I keep harping on I recommend you take a look at this video:

Currently I don’t have a lot of price points for some of these prototype control schemes, but if they ever drop via a retail market I’ll keep my ears and eyes open for when they’re here and available. Enjoy folks and happy gaming! I’m so pleased to see more and more people/companies working towards providing further accessibility to video games. Everyone who’s been following me and everyone who’s been sharing my opinions/reviews –  thank you.

Thank you so much. It means the world to me to spread the love and admiration I have for accessible and meaningful gameplay and games as an industry!

Game of the Week: Rochard

Well, with the prices of gas sky-rocketing to 4+ dollars here in recent weeks, it got me to thinking about something that I love and wish we had – space travel. You know, because honestly, if we’re dealing with a natural resource issue on Earth perhaps we can start to mine planets for their resources? – maybe even find new ones we never knew existed? – well, that’s pretty much the job description of this week’s game protagonist: John Rochard.

Rock is hard. John Rochard is HARDER!

Rochard is the first game designed by Finland based Recoil Games – and it’s a great first step into the world of console development. Rochard has all the bells and whistles of a console puzzle and action game, and while I did find some issues with the accessibility of the game, the game overall is an enjoyable and rewarding experience that you’ll remember for quite a while. Here’s hoping that that trend carries over into future Recoil Games titles. Now, onto Rochard:

What is it? How do you play? etc.

Well, you play as the leader of a space mining crew named John Rochard. Your task, if you choose to accept it, is to guide John around and help search planets in search of a mineral known as turbinium. Rochard carries around a gravity-bending gun which you can use to help solve puzzles, access areas, defeat enemies etc. depending on the tasks at hand. Now I’ve only played the demo, and while it was shorter than I expected – it was an experience that definitely kept me wanting to see more of it – so that’s a bonus I think for any game.

Here's looking at you Gravity. Do your stuff.

The art design is lovely. Warm, bright, and meaningful color schemes truly give this game a touch that makes it worth checking out. It’s got a style akin to a steampunk/sci-fi comic book and I totally live for games like that. The dialogue between characters is witty and engaging and it’s completely subtitled, which makes for a wonderful experience for deaf gamers. The game gives you a nice tutorial using text to describe the actions you need to take, which helps deaf gamers gain accessibility to playing this game. The music is fantastic too – the opening cinematic really set me up for a joyous experience, and despite some qualms that I had, the game was one I’ll definitely be picking up.

Now, let’s get on to the accessibility listing, because obviously, there were problems:

Pros:

  • Deep, interesting, and invested storyline in a gravity puzzle game.
  • Characters are truly charming and memorable. Rochard is a treat.
  • Music is fantastic. I swear the game made me feel the gritty electro-vibe.
  • The cinematics [ the few I saw via the demo ] were wonderful, and really added to the depth of gameplay as well as storyline. 
  • Puzzles are engaging and difficult enough to challenge players.
  • Fast-paced action puzzler is something gaming needed: Rochard delivers.
  • Full subtitled dialogue, as well as tutorial instructions for new actions.

I'm just sailing, sailing on an ocean of gravity... there ain't nobody else but me...

Cons:

  • On the PS3 version the joystick movement is really loose, and unfortunately, I didn’t find in the options menu where that could be changed. This game requires a lot of precision movements and placements in order to access specific areas, quick reflexes to fend off enemies, etc. and so mobility impaired gamers will severely struggle with timing and movement issues. In order to fix that, a control sensitivity setting would have been nice [ but perhaps it’s just in the demo and I’m unsure for PC or Mac versions. ]
  • Color-blind gamers may have issues with the environments. Examples include when gravity is turned off, the entire environment turns into shades of blue, etc. but most color schemes in Rochard are vibrant and distinct enough to combat that – if any color-blind gamers have any problems please let me know. I’d love to receive personal feedback from your perspective.
  • Cognitively impaired gamers will have a difficult time with this game – the puzzles are actually quite complicated once you get deeper into the physics pool that this game provides and can cause issues for some players certainly.

So, overall, it’s a great little physics based puzzle game – and despite the few hiccups in accessibility, Rochard, is definitely a must see. I’m hoping that the PC version provides a little more assistance for gamers with mobility issues, but like I said, if you can get passed that – the game is truly rewarding. It’s got a slew of levels and interactive moments and it’ll definitely be one I put on my PSN download list in the future. You can catch it on Steam, PC, Mac, and PSN right now for $ 9.99 or for $14.99 on Steam you can get the game and the soundtrack as well [ and it’s fantastic! ] Thanks Recoil Games for such an enjoyable and rewarding gaming experience – I’ll be venturing into the great unknown of space for quite some time thanks to you!