Fallout 4: Part 2

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Developer: Bethesda Game Studios | Released: 2015 | Genre: RPG, First Person

I’m now level 27 and close to completing the main quest of the game. After a lot of random exploration I decided I wanted to see some quest action, so I went down to Diamond City, got myself a bunch of quests, and started following their chains. If there was still a samey feeling of going through the motions, the fresh quests along with getting to know the companions helped a lot to keep this at bay. Some of the quests even have better writing or humor than I expected.

Given how much the quests spiced up the game for me, I’ll have to say that it’s a shame there are so few of them in the beginning for my type of player. I didn’t want to bother with the settlement crafting quests offered for Sanctuary Hills, and then it was only when I reached as far down as Diamond City that it felt like I finally had a nice palette of quests to work on.

The companions have been upgraded a lot compared to all previous games made by Bethesda. They’re no longer boring automatons just for extra firepower or junk storage. They comment on a lot of stuff, even small things like me picking something up. They sit down for a drink while I sniff around in drawers and desks. At my home they will use the crafting tables that I’m not currently using myself. They like or dislike my moral actions to quest dialog choices. And if they like you well enough, they will offer you a personal quest. There’s no doubt in my mind that BioWare has been subject to a lot of scrutinizing here, but it’s also one of the areas that I approve of the most. It adds a great layer of immersion and maybe it also makes me want to try out more companions.

Fallout 4: Part 1

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Developer: Bethesda Game Studios | Released: 2015 | Genre: RPG, First Person

I’ve played almost 8 hours now. My first impression of it is that it somehow feels like Fallout 3: Remastered. True, the graphics are much better (especially the lighting) and there are some new elements such as the settlement crafting – but turn a corner, and you’ll find the same hacking and lockpicking mini games, even some of the same posters and radio songs. It has been refined in many areas, but it also disappoints by still offering a crap UI that Bethesda should have been able to improve upon ages ago.

Still, it’s hard to not get caught up by the magnificent open world atmosphere and the way it pulls you in, wanting to explore the seemingly desolate buildings. I loved Fallout 3 for the very same reason and it feels like Fallout 4 will deliver in spades as well. But will it turn into too much familiarity; “been there, done that” at a later point? Maybe. The danger is certainly there. Both feelings are dragging me from opposite directions. It will be interesting to see which one of them wins.

DreadOut

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Developer: Digital Happiness | Released: 2014 | Genre: 3PS, Horror

It was really a shame coming from such a nice surprise as Lifeless Planet to this frustrating mess of bad design. If I could have gone back in time and told my older self what not to play, this would definitely have been one of them. DreadOut was a horror adventure that borrowed a lot from Silent Hill – even the dark style of the inventory, with big images of inventory items. The saddest thing is that the horror atmosphere was actually quite well done. Although cliche of course, it had just the right amount of disturbing dread and jump scares, supported by a marvelous ambient background sound.

The heroine, a teenager on a trip with her teacher and school mates in a car, used a smartphone camera and its flash to scare ghosts and monsters. A red vignette on the screen indicated that a spiritual being was close (sometimes invisible so the camera had to be held up to see it) and a blue vignette that an item or interaction was nearby. Being pummeled could lead to death, and this was shown as a limbo sequence running towards the light. To make matters even worse, some monsters were “camera bullet sponges” and had to be continuously snapshot. In between there were also mild puzzles and keys to find.

Lifeless Planet

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Developer: Stage 2 Studios | Released: 2014 | Genre: 3PS, Adventure

I really liked this one. No enemies to fight, just a lot of astronaut exploration in epic surroundings on a strange and alien planet. At first I thought it had much of the same style and atmosphere as Evolva meets the planet exploration levels of the first Mass Effect. Then later, as the epic alien structures arrived, I thought about The Dig too. The long stretches and most of the frequent jumping puzzles didn’t bother me as I like that stuff. And this game sure had a ton of it. There were a few sadistic exceptions, but most of the time it was a great fun jumping across enormous chasms on house-sized boulders.

The astronaut had a default double jump ability almost from the start. Tap jump, then at the peak tap it again to jet a bit higher. In a few selected areas of the game, a pressure bottle gave me a temporary jet pack boost, making it possible to cross wider chasms with about five timed jump taps. It felt just right and I loved most of those sections. I was always a bit sad when I got to the point where the game told me the extra boost had run out. Later I also got a mobile crane arm. A first person view then made it possible to grab an item and drop it elsewhere , or tap buttons out of normal reach with the crane claw.

The Cave

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Developer: Double Fine Productions | Released: 2013 | Genre: Platform, Adventure

This was much more of a platform game than I thought it would be. Descriptions of it led me to believe it was very much an adventure game with just a tiny bit of rare platform action required, kind of like some of the first polygon versions in the Broken Sword series. But platform action turned out to not only be quite prevalent, it also made the levels feel bigger than they really needed to be. The platform action was very light, as in definitely not difficult, but there was a lot of walking up and down ladders, jumping ropes, and pushing objects. It often felt a little overwhelming.

Three switchable characters had to be navigated independently, adding a lot of backtracking. Sometimes the two others automatically joined across certain level thresholds, but most of the time I was yearning for some kind of “recall party” or “follow me” function. The collaboration between them was quite good, though. There were lots of puzzles where two or three characters were required in different locations to make it work. Because of the big levels and the abundance of ladders and corridors, there was a long stretch between the few NPC that lined up what needed to be done in that particular area.

SiN Episodes: Emergence

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Developer: Ritual Entertainment | Released: 2006 | Genre: FPS

I didn’t really like this one all that much. Although I’m fully aware that I played it 9 years too late, it still felt somewhat uninspired. I played the original SiN and its expansion pack back in 2002 – didn’t John Blade used to come with snappy wisecracks? In the less then 3 hours it took me to complete the game, I think he barely said 10 confirming words. The level design was the typical oldskool linear style where the level itself sort of tangled into itself. That corridor or the room I barely saw past that fence or through that window earlier? I knew that eventually I was going to be there in 10 or 20 minutes.

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The worst part was the difficulty, though. It was not only rock hard, it was extremely punishing. I was never a fantastic FPS player, but this game certainly made me feel like the worst of beginners. The type of FPS where the enemies always hit you perfectly and drain a good chunk of health each time. Later, bad ass bullet sponge armor soldiers popped up with miniguns, just as I thought it couldn’t get much worse. About halfway through I had enough of that nonsense and turned on GOD mode. It’s funny, because the game did have two of the most intricate difficulty selectors I have ever seen.

Monochroma

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Developer: Nowhere Studios | Released: 2014 | Genre: Platform, Puzzle

This was one of those artsy platform puzzle games with a very distinct style and music. LIMBO was clearly the main inspiration, maybe too much so (it even started immediately too without a title screen) but it didn’t really bother me since it had its own industrial foundation and additional gameplay elements carrying a little brother. The little brother, who broke a leg early, added another layer of complexity to some of the puzzles and also tasted a little bit like the fantastic old PlayStation 2 platform game ICO. The side-scrolling graphics was mostly black and white with a hint of red here and there. Sometimes another color could be seen, like yellow for fire or hot metal.

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The gameplay had surprisingly long stretches of barely running and climbing, then a room with a puzzle to break it up. Typically of the sort with platforms to raise or slide along with switches. Darkness and rain was prevalent, and it added another gameplay element regarding the little brother. He was afraid of the dark and could only be parked temporarily below a strong ray of light from a lamp. Trying to drop him in the dark just made him shake his head. The big brother could run and jump higher without carrying him, so that could make a big difference in puzzles. There were also ladders to climb, ropes to swing or shimmy along, boxes and small wagons to push or pull, and buoyancy puzzles.