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Cake day: June 1st, 2023

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  • Both games do environmental storytelling, but with vastly different goals.

    Obsidian approach is very constantly supporting a consistent tone and overarching setting. It is more desolate and feels more desolate because that’s what a lot of these in-between little areas are supposed to be. But the details in each area that are there so tell a story about what the area is like and how it function, they give a history to what you are seeing but it often isn’t over the top and full of little cute mini-stories you can follow. It isn’t bad storytelling, it’s telling a story you’re not into.

    The Bethesda approach is often much more varied. Each settlement or location can have all these environmental stories, often will little miniature running plots. The variety extends to tone, and type of story. This does come at the expense of some coherence if you step back and start putting a critical eye to everything as a whole.

    They are trying to give players different experiences. FNV a player can travel through a bleak desert, maybe only with hostile encounters as the Jungle Jangle radio plays until they finally hit a settlement and it feels like an actual refuge from the sun and rad scorpions to the player. The desolation builds that. Fallout 3 and especially 4 don’t want the player getting bored, so there is something interesting and different every ten feet to check out.

    I suppose it says a lot about me that my Fallout 4 modlist turns the world into an extremely dangerous, ghoul filled place with dark nights, and rad storms. All of which makes travel on the overworld terrifying, and settlements feel extra secure in contrast.






  • It’s a different kind of beast.

    NMS released. They put it in a box and said “This is the finished game”. It was then torn to shreds and the long road of updates was a redemption story for an already released product.

    Star Citizen will NEVER be done. It will always exist in some weird development alpha-beta limbo. It’s never going to go on Steam or shelves as a finished product. This allows the developers cover to always say the game is in development as a shield against any and all criticism. From their perspective it’s kind of perfect. Fans throw money at it endlessly and the development never really needs to reach a coherent state of being finished. Why would they ever want to actually release a finished game?





  • The Mass Effect series, specifically Mass Effect 2. The atmosphere, the scale, the characters. It’s the kind of thing where a AAA budget really bring to life things that AA or indie would have had to cut down.

    Fallout 4. I have a lot of problems with the story, worldbuilding, and endless minor nitpicky complaints about this game. However it is an amazing accomplishment and when it does something right, it does it very right. The game is the foundation of mods that make it amazing, and while the game didn’t create the mods, they wouldn’t exist without the game. To me Fallout 4 is “I played this game for 800 hours and there’s nothing to do!” kind of complaining.

    DOOM (2016). Wow. What a game. It took the mantle of the most iconic FPS in history and made it’s mark. DOOM (2016) is to the original DOOM what Fury Road is to Road Warrior. It distilled what everybody liked and remembered (or thought they remembered) from the original and pumped it up to 11 with insane confidence.


  • The most recently purchased game that I beat (aside from multiplayer only stuff like Deep Rock Galactic) would be Black Mesa. Motivation to see the overhaul of xen at the end of the game really kept me going.

    I recently beat Fallout 1 again, but I was using a high intelligence, high luck gambing critical hit sniper so it was more like an experiment to break the game. I’m in the middle of a 1 intelligence playthrough and its challenging but becoming a bit routine now that I’ve overcome early hurdles.






  • Part of why I like Deep Rock Galactic is that the traversal and objectives still require a constant level of critical thinking, even if it’s usually pretty simple. There is more going on than twitch reflex shooting. The guns feel good and the fact that it’s crowd control means you usually aren’t snap shooting but thinking about how to best control the enemies.


  • They have very different approaches to designing worlds. Fallout 3 and 4 have much more tangential and almost self contained wackiness going on that can be tonally all over the place, and FNV tends to be built all in support of a single tone and while it has wacky elements a bit more grounded.

    Different approaches. What this means for me is that while I find the Fallout 4 main quest incredibly poorly written, I can largely ignore it because there are so many unrelated tangent stories and locations to explore in a kind of themepark of a game world. Whereas FNV doesn’t quite have that themepark level of variety as it is building a world that’s trying to be immersive in support of the main story.