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The Curious Case of Fallout 76: What went wrong?

Posted in botch, ethics, fail, video game design, video gaming by commorancy on April 16, 2019

NukaColaPA-fI’ve already written plenty about Fallout 76. So, this one is likely to be my last about this disaster of a video game. In this article, I intend to detail all of what went wrong (and is still going wrong) with this game and why it’s such a critical failure. Let’s explore.

Fallout History

Fallout is a series about a post-apocalyptic landscape that has been ravaged by nuclear war. Because the Vault-Tec corporation (a company within this universe) saw the coming of the nuclear war, they built vaults to house the best and the brightest to bring about a new future after the devastation had cleared. We won’t get into just how Vault-Tec’s foreseeing (and building the vaults prior to the) the nuclear war makes Vault-Tec appear complicit in the nuclear war itself.

Anyway, the vaults became a safe haven for limited residents (who paid dearly to Vault-Tec, I might add) for entry into a vault. Because there were so few vaults and so few spots in a vault itself, many people did not get a coveted spot in a vault even though they had enough money to pay their way into one. There were many who were left out. I digress at this backstory and Vault-Tec’s possible collusion in the war.

Suffice it to say, the vault is the place where pretty much every Fallout game begins including Fallout 3, Fallout 4 and Fallout 76.

Once each of these games opens, you are forced to make your way out of the vault into a hostile, treacherous, dangerous, nuclear fallout-laced landscape (without a weapon, food or protection). You are forced to forage and eat irradiated foods. You must live in disease ridden conditions, at least until you can create your own clean space. You must find or build your own weapons. There’s always something or someone after you. Many creatures have even mutated into giant versions of their former tiny selves.

Once outside, you find that survivors have grouped themselves into factions for safety including such old favorite factions as the Brotherhood of Steel, the Raiders, the Enclave, the Railroad and so on. In Fallout 76, there are seven (7) factions including the Enclave, the Brotherhood of Steel, the Responders, the Raiders, the Free States, the Whitespring, and the Independents.

Unfortunately, because the factions in Fallout 76 consist entirely of stationary Protectron or MODUS robot vendors, there’s no “joining” a faction in this game. Though, you can follow in the footsteps of the former now-dead faction members and gain access to faction facilities by finishing up uncompleted quests for left-behind robot computers.

So, exactly how did Bethesda get Fallout 76 so wrong? Here we go…

Game Design

Video games are about having fun in a fantasy landscape. It’s about taking off your IRL hat and putting on a fantasy world hat to relax, play with friends and generally do things in a game you can’t do in real life. Let’s begin to understand what led to this disaster.

=> Lack of NPCs

Going into a Fallout game, you sort of expect certain things to exist. Certain things that have come to exist in every prior game in the Fallout franchise. You know, those pesky things called non-player characters or NPCs for short.

NPCs have been a staple in every Bethesda RPG up until the release of Fallout 76. Let’s add a bullet point (and this one is a major point), that one of the biggest reasons that Fallout 76 fails is due to the lack of NPCs.

NPCs are one of the primary reasons people go into the purchase of a Bethesda role playing game (RPG). Without NPCs, the game is entirely barren and lifeless. Fallout 76 proves this out. One might even say, the entire game is soulless. Part of what makes a Bethesda RPG interesting to play is that you feel something for the folks who have been put into this untimely and hazardous situation. Without people there to feel for, there’s no emotional tie to the game. Fallout 76 is as soulless of a game as has ever been made. The only other game to have this same problem is No Man’s Sky… except we knew going into the purchase of No Man’s Sky that there would be no NPCs.

With Bethesda’s past track record, we simply had no idea that Fallout 76 wouldn’t have NPCs until we cracked open the shrink wrap.

=> Short and Few Main Quests

One other thing Bethesda is known for is making lengthy games. Games that, if you work through them as intended, might take you 3-4 months to complete. Granted, that may include participating in a few side quests, but even the main quests will take you at least month or better to get through.

With Fallout 76, you can blaze through the main quests (all 22 of them) in less than a month and be stuck at endgame content.

In fact, there are more side quests in Fallout 76 than there are main quests. Even then, the main quests are far too short.

=> Multiplayer vs Solitary Quest Completion

Bethesda had hoped that its idea of having 24 players in one of its “World Servers” would be a great way to get players to interact with one another (and create story). Gamers don’t “create” story, they “consume” it. Todd Howard got this idea entirely wrong. In reality, what that ends up is just the opposite. Few players actually want to co-op with other players and instead you end up with a bunch of loners all running around the world doing their own thing (or griefing one another). After all, each player can only complete their own quests, anyway.

Because each person must complete their quests on their own, having a teammate doesn’t really do you much good. It can help in combat situations where you’re ganged up by lots of creatures, but that’s about it.

The solitary nature of quest completion runs entirely counter to the notion of getting 24 players together on a server as a whole. It just doesn’t work.

As a follow on to this problem, the lack of NPCs makes completing quests boring, repetitive and tedious. Reading computer terminals, listening to holotape recordings and reading notes is not what players want to be doing in an RPG. These are non-interactive media. It’s just lore being told to us by a long dead character. A character that we have no reason to even trust is telling us the truth. We’ve never met them and never interacted with them. We have no idea if what they want us to do is in any way necessary. Are they leading us into a trap or is what they’re directing us to do useful?

The secondary problem is that all of these holotapes and notes and so on are optimally placed so as to be found. It’s as though these dead folks were expecting us to come along and read and listen and do. It’s all too convenient and handy. It’s as though it was all planned out by something or someone in that world. Yet no “world designer” has ever come forth. It only ends up making this lore more trite and contrived.

If this is supposed to be a treacherous, dangerous environment, finding these people and their situations would be much harder than it is. Ultimately, the setups are as convenient as they are boring and repetitive.

=> No Effect on the World

At the end of completing the quest for lore, you find that nothing in the world actually changes. All of the running around. All of the collecting. All of the fetch quests. All of it is for naught. You do get lore around the Scorched, but in the end the world remains unaffected. The Scorched do not disappear. The Scorchbeasts still appear from their fissure sites. Even the Scorchbeast Queen still spawns if someone conveniently launches a nuke over Fissure Prime.

If you’re going to spend hours traipsing through the wasteland, fetching and fighting and doing and consuming, you would think that the world would be a better place in the end. In Fallout 76, the world doesn’t change. It doesn’t become a better place. It doesn’t get built.

The 24 vault dwellers released from Vault 76 were destined to rebuild Appalachia. Instead, these 24 “players” simply become loners who build their own camps, don’t bring about change and don’t in any way make Appalachia a better place. The game worlds remain entirely status quo at the end of the quests. So, what’s the point then?

=> 24 Random Players

As mentioned just above, gathering 24 random video gamers together on a server isn’t going to lead to anything useful. Real video game players don’t (and can’t) make a game. Players can only interact with the environment. The fun must be had by what the designers design, not by interacting with 23 other live players.

This was a total miscalculation by Todd Howard. Any video game designer thinking you can rely on other video gamers to help make your game work, think again. Fallout 76 is the prime example of how this thinking entirely fails you.

As a designer, you must take the time to build fun and interactive activities for each and every person who joins your game world. Again, you can’t rely on other players for this “fun”. Player versus player (PVP) activities only go so far and even then many folks don’t want to participate in PVP. You can’t rely solely on PVP to carry an RPG game.

If you’re trying to carry a game using PVP activities, then you need to design a Brawlhalla, Apex Legends or Fortnite kind of game and skip the RPG portions. Just keep it simple and straightforward for PVP and leave out the RPG elements that simply get in the way of that design. If your game is PVP, then make it PVP. If your game is an RPG, make it an RPG. Don’t try to try to marry an RPG into some PVP thing or you’ll end up with something like Fallout 76 which just doesn’t quite work.

=> Bugs and Code Management

Bethesda has unofficially become known as Bugthesda. After Fallout 76, this moniker is given for good reason. Fallout 76 is exactly the poster child of everything wrong with Bethesda’s ability to code games. For Fallout 76, each update has taken one step forward and made at least two steps back, many times reintroducing old bugs.

There’s a serious problem at Bugthesda with their ability to code this game. I’ve personally witnessed bugs that were squashed two releases ago reintroduced to a later release. In the coding profession, this is called a ‘regression’. Regressions are typically frowned upon heavily. No one wants to see old bugs reintroduced into new versions. If you squash a bug once, it should stay squashed and gone.

Good code management practices should see to that. This means that using industry standard code management practices should prevent regressions. If you check in code to a repository which fixes a bug, that code fix should eventually make its way back into the “main” branch. Once in the “main” branch, that bug should never see the light of day again. This clearly means that Bethesda is likely not using standard code management practices.

For teams not using standard team code management and storage practices, like Git, then it’s easy to grab old code and reintroduce bugs because there’s not a single place to store that code. That’s the worst of all disasters. Not having a standard code management system in place is nearly always the death of a project (and product). Your product can’t sustain heavy regressions and expect people to come back for second helpings. Eventually, people walk away because they know they can’t trust your code to work.

When bugs appear, disappear and reappear over and over, trust in your ability to code a functional product disappears. Trust is the most important thing you have as a software engineer. Once you blow that trust, it’s all over.

=> Limited World Events

With a game so heavily entrenched in a 24 multiplayer world, you would have thought Bethesda would have given us many intriguing world events for multiple players to gather around, combat and defeat. You might think that, but you’d be wrong.

Out of the gate, Bethesda offers exactly one big world event in Fallout 76. That event being the Scorchbeast Queen event.

The problem with this event is that it entirely relies on other players to spend a significant portion of time traversing through a silo site fighting tons of robots and dealing with broken computers to launch a nuke into the world. Even worse, it requires the player to have not only fought their way through a silo site, but they must have also caught and fought a Cargobot to get a missile launch keycard. They also must have gone through the Enclave quest line to become a General in the Enclave, which requires killing at least 10 Scorchbeasts. It’s an involved and grindy quest line just to get to point where you can even launch a nuke.

Instead of these largest world events simply spawning on a timer, you have to wait until a player decides to launch a nuke on their own. Lately, this has been few and far between because with each release, Bethesda makes it more and more difficult to launch a nuke. This ultimately means that the biggest world event in Fallout 76 almost never happens.

That’s not to say there aren’t other world events. There are, but they are no where as big as the Scorchbeast Queen event. Events like “Path to Enlightenment”, “The Messenger” and “Feed the People”. However, these events are small potatoes by comparison. The Scorchbeast Queen event requires multiple people all doing as much damage as possible to bring down the queen in 20 minutes. With “Feed the People”, one person can easily do this quest and, subsequently, the loot drop at the end is piddly and low-level garbage. The queen’s loot drops are nearly always worth the time and are typically high level drops.

If you’re promising an engaging multiplayer world, you need to deliver on that promise. Relying on other players to trigger the biggest world events, now that’s a huge mistake. Instead, the biggest world events should trigger randomly without player involvement. Let the small events be triggered by players. Let the biggest world events be triggered by timer. It’s fine if a player can trigger a big world event, but don’t rely on that method for the largest events to be triggered. If no player triggers the event within a specified period of time, then trigger it on a timer. But, don’t leave the game barren of these large world events simply because players aren’t interested in spending the time to launch a nuke at that exact location.

=> Even more Grindy

One of the the things that Bethesda doesn’t seem to get is grinding. No one wants to spend the majority of their time online fighting the same creatures over and over simply to level up. Worse, when you do level up in Fallout 76, it’s all for naught. The creatures cap out at about level 68. Yet, even if you get to level 180, that level 68 creature can still kick your level 180 butt.

This is is not how level systems are supposed to work. The game arbitrarily caps your SPECIAL stats at level 50. Effectively after level 50, you’re still level 50 even if your level indicator says your level is 142. This means that you can’t even level up past the highest leveled creatures in the game.

At level 142, I should be able to one shot nearly any creature in the game that’s level 68 or below. Unfortunately, creatures have two levels in this game. There’s the level number (i.e., 68) and then there’s the HP bar. The HP bar is actually the creature’s real level. Some creatures might have 200 HP, where a Scorchbeast Queen might have between 3000 and 50000 HP (even though its level is labeled 50 or 63 or 68). Worse, when you approach this creature, you won’t know how much HP it has until you begin firing on it. Even then, it’s only a guess based on how fast its health is dropping.

This means to beat some creatures in the game, you can easily spend hours grinding and grinding and more grinding. Fallout 76 is, in fact, one big ugly grinding mess. With all of the fiddling and nerfing (aka “balancing”) that Bethesda has been recently performing, grinding is getting even worse, forcing you to spend even more time at it. Bethesda is going to nerf themselves out of a game.

=> Collision Detection, Guns and Bullets

The weapons in Fallout 76 are probably some of the worst in a Fallout game I’ve experienced. Worst yes, but not in the way you might be thinking. It’s worst in a way that makes you cringe. The guns regularly miss enemies even when aiming directly at them using a scope. This is strictly bad collision detection. The game simply can’t seem to recognize when a shot has connected with an enemy.

Bad collision detection is ultimately the death of a shooter. If your game is intended to be a shooter, the one thing it better be able to do is shoot and connect. If it can’t even do this most basic thing, the game is lost. Games with guns need to “just work”. Failing to accomplish this most basic thing should have left this game in development. You can’t release a shooter and not actually have the gun mechanisms work.

But, here we are. The game barely even functions as a workable shooter. There are even times where guns fail to fire even when the trigger is pulled and released. Indeed, there are times when button presses aren’t even registered in the game… requiring the gamer to press twice and three times consecutively to get the game to recognize the press… and wasting precious time. If you had the perfect shot, but the game ignored your press, you’ve lost that opportunity and you have to wait for it to come around again.

This is one of, if not THE, most frustrating thing(s) about Fallout 76. When guns don’t work,  your shooter is broken. This means you should focus on fixing the fundamentals in the game before branching out to downloadable content (DLC).

=> DLC too early

Instead of fixing the never ending array of existing bugs from when the game was launched, Bethesda has mistakenly pushed their teams to create new DLC and add-on quests.

While I won’t get into these half-baked, half-designed DLC add-ons, suffice it to say that the developer team’s time would have been better spent fixing the existing fundamental flaws than releasing under-designed unfun DLC.

I ask you, if the game can’t even get the basics down as a shooter, how can it possibly be good with new DLC? The answer is, it can’t. And, this is why Fallout 76 continues to fail.

=> Players Find the Fun

Because Fallout 76’s quests ended up more grindy than fun, many gamers had to resort to finding their fun using alternative means. What ended up happening was that players went looking for (and found) loopholes in the software. When code is poorly written and released untested, it’s going to be chock full of bugs… and that’s Fallout 76 in a nutshell.

Gamers found ways to dupe and sell their duped items. This was one of the primary ways gamers found their own fun. Not in the quests. Not in the combat. Not in the nukes. They found their fun working around the bugs and making, selling and trading loot. Another way was breaking into closed off dungeons like Vault 94, Vault 96 and even the now-legendary “Dev Room”. Players found their fun outside of Bethesda’s design. Fun that couldn’t be had through the mediocre quests, the crappy storytelling system, the horrible combat system and the problematic collision detection.

This whole activity seems to have come to the surprise of Bethesda. It was as if they couldn’t have foreseen this problem. It happened early on in The Elder Scrolls Online, too. Why wouldn’t it happen to a half-baked game like Fallout 76? It did.

=> Half-Baked Patching

Because every Fallout 76 release Bethesda has sent out has only marginally improved tiny parts of the overall game, the game is still very much of the hot mess that it was when it was released at the tail end of November 2018. It’s now the middle of April 2019 when this article is being written and very little has actually changed.

Sure, they added a distillery as a DLC that produces some of the most useless liquor in the game. The Pre-War liquor is still the best free liquor in the game (and offers the best benefits) and you don’t even need to use a distillery or waste precious crops to get it. The new liquors not only are not covered by the existing perk card system, each of those liquors have heavy downsides. The distiller also doesn’t support the Super Duper perk card to create extra dupes when crafting liquor, unlike every other crafting table. As an example of how bad the new liquors are, Hard Lemonade gives a huge boost to AP regeneration, but at the cost of 1 minute of negative AP regeneration as the “Hangover”. Rad Ant Lager gives +50 carry weight (yay) at the cost of -50 carry weight during the 1 minute hangover (boo). Extremely sub-optimal when in combat situations.

Nukashine fares even worse. Not only is the effect of this liquor pointless (increases unarmed damage), during the “Hangover” you black out and end up in some random place on the map. Making a Nukashine is simply a waste of a Nuka-Cola nuka quantumQuantum (which these drinks can be difficult to find in the world even at the best of times). On top of the pointlessness of this liquor, selling Nukashine to a vendor yields basically no caps (the currency in Fallout). In fact, making a Nuka-Cola grenade is a much better use of a Nuka-Cola Quantum than Nukashine will ever be. I wasn’t really going to talk about the added DLC much, but I felt the sheer crappiness of this one need to be discussed to show how pointless it all really is. The rest of the DLC doesn’t fare much better than the distiller.

If you’re going to give us a distiller, then at least set it up so that the stuff we make has some value to vendors, gives us much better perks than what’s already in the game and is covered by our existing perk cards. If you’re not going to do this, then why bother creating it? That’s why I consider this DLC half-baked. No perk card coverage. No outstanding new liquors. No value to the new liquors. So tell us, exactly why we should find this fun?

=> Player Bans

While Bethesda calls them a “suspension”, it’s actually a ban. A suspension lasts 1-7 days at most. A ban last months. So far, because gamers ended up using the bugs in the game to find their own fun, Bethesda has penalized many of these gamers by suspending them for sometimes unproveable reasons. What that means is that Bethesda did some digging and found that some gamers had accrued “too many” items in their inventory.

Let’s understand that the original release of the game allowed infinite carrying capacity. You simply became overencumbered when you went over your natural carry limit. This meant that you had to use AP to walk around. When AP ran out, you had to stop and wait for the AP to regenerate or you walked even more slowly. This was the original design BY Bethesda.

After the whole duping scandal erupted, Bethesda blamed the gamers and not themselves for the problems in Fallout 76. The bugs are entirely there by Bethesda. That gamers exploited the bugs, bad on you Bethesda. You should have better tested the quality of your game. Testing is on you, Bethesda… not the gamers. If you failed to test your product, then it’s on you when bad things happen.

If you didn’t want gamers to carry infinite items, then you should have released the game with a carry limit cap. That you didn’t do this initially was a miss on your part. Anyone could see that was a vector for abuse. Waiting for it to be abused, then blaming the abuse on the gamer is entirely disingenuous and insincere. Blame yourself for the bugs, not the gamers.

=> Most Recent Update

As of the latest “Wild Appalachia” update, the game is still very much of a mess. It still crashes regularly, sometimes the entire client crashes back to the dashboard. Sometimes the game won’t load in. Sometimes the character load-in is extremely laggy, stuttery and problematic. If you do manage to get your character loaded in, the shooter basics still don’t work. You can manually aim dead onto enemies and the gun will entirely miss (several times in a row). So, you resort to VATS. VATS sometimes works, sometimes doesn’t. You can be literally inches from an enemy and VATS will show a 0% chance of hitting. Yes, it’s STILL that bad.

Nuking on servers can make them highly unstable, particularly in the nuked region. If you enter a nuked region, you can expect the game’s frame rate to drop to about 10-15 frames per second… and I’m not joking. There are other places in the game where this frame rate issue is a problem. For example, when you’re in camp and trying to construct in the workshop menu.

There are many spots in the game where the frame rate can drop to practically nothing. These problems should have been worked out months ago. Yet, instead of fixing these absolute game engine basics, Bethesda has its devs off creating half-baked DLC to try to rake in new revenue.

Unfortunately, with every patch, Bethesda’s devs add back in regressions removed two or three patches ago. It’s been a never ending cycle of one step forward and two (sometimes three) steps backward. The world never gets better.

=> End Game

Every game has a problem with end game fun. Unfortunately, Fallout 76’s end game starts the moment you first login. The whole game is end game. There’s not a beginning to this game, so how can there be an end? Even once you do complete all of the main and side quests, there’s even less to continue doing in this world.

I do understand the reason for the DLC… to try and bring back old players. But, that’s going to be difficult considering you banned a very large number of them from the game. The few that weren’t banned aren’t going to come back simply because you put a crappy distiller in the game or that you created a 7 day long festival and forgot to actually give out the most desirable masks. They’re certainly not going to come back to grind for Atom to buy the useless (and expensive) Atom Shop items.

Overall

The game is STILL a very hot beta mess offering a poorly written, badly conceived and boring storytelling system utilizing no NPCs. The combat system is the worst system I’ve encountered in a top tier game developer’s title. No joke. It is the absolute worst. Even the patching hasn’t improved it. If anything, it’s actually gotten worse.

There are times where button presses are entirely unresponsive. You might have to press the button two or three times rapidly to get the game to register even one press. You might be trying to pick up something, trying to fire your weapon, trying to search a container or it might manifest in any other number of ways. Unreliable button presses are the death of a game that so heavily relies on real time play value.

No amount of patching or DLC will solve these basic fundamental engine problems. To solve the storytelling problem, you need to add NPCs to the game.. which would require redesigning the game from scratch. To solve the combat problem, you need to redesign the combat system from the ground up using a practical engine actually designed for real-time online use.

You can’t take a 20 year old offline game engine and attempt to patch it for an online use. Doing so will produce exactly the problems found in Fallout 76. Fallout 76 needed a game engine designed entirely for online play. Designed for real-time combat. Designed for real-time activities. Designed for responsive button presses.

Unfortunately, what we got was a crapfest of epic proportions that Bethesda will neither acknowledge nor comment on. If this is Bethesda’s new game development norm, I won’t be investing in any more Bethesda games. It’s just not worth paying $60 (or more) to be an alpha tester for a game written on old technology that isn’t up to the task.

In short, Fallout 76 is STILL an immense hot mess that has not at all improved since its November launch.

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Update Review: Wild Appalachia – Fallout 76

Posted in best practices, botch, business, gaming, video game design by commorancy on March 14, 2019

Wild Appalachia is the newest DLC addition to Fallout 76. Let’s explore.

Fallout 76

Not to get into too much detail, I would be remiss by not discussing what Fallout 76 is. I’ve already written a fairly concise review of Fallout 76 and a Fallout 76 rant. If you’re interested in reading more, you might start with these. Anyway, Fallout 76 is basically an MMORPG similar to the Elder Scrolls online. It offers both multiplayer and single player aspects. I won’t get into too many specifics, but suffice it to say that when it was released in November 2018, it was (and still is) a completely rough game with many bugs, glitching, crashing and is still to this day, highly unstable.

If you’re thinking of investing in the purchase of this game, you must take the very bad with a little bit of good. The good being very limited in this game. There were many promises made for Fallout 76, many of which Bethesda has not yet delivered. Unfortunately, with this newest DLC, there’s not a whole lot here that improves Fallout 76 in useful ways. Yet, it adds some small new things which I will get into next.

Wild Appalachia

On March 13, Wild Appalachia dropped into the Fallout 76 world. Other than a few cosmetic improvements to the UI, the game is basically what it was prior to this release. The primary additions in this release include:

  • Brewing Station — Craft your own Beer, Wine and Hard Liquor at your own base or workshop
  • Two new map points: Tattoo Parlor and Fraternity Row in Morgantown
  • A new quest that rewards you with the crafting station plans
  • A new daily quest that rewards you with recipes for the distillery
  • Increased base budget (to allow for building the distillery workbenches)
  • A new drink called Nukashine (and other new recipes)
  • Brahmin can be milked
  • CAMP sites now remove all grass and vegetation around the area
  • Radios are back. You can create a radio and tune it to Appalachia or Classical stations.
  • A way to report “bad seed” players. It’s anyone’s guess what Bethesda will do with these reports.

Some negative additions include:

  • Poor quality load-in. Where the prior release load-in was relatively smooth and worked well, we’ve taken a step backward. Now the load-in is slow, awkward and adds a new stuttery / jittery experience when the controls are being released to the client.
  • Poor quality fast travel. When the last release had mostly fixed the fast travel lock up problems, the disparity between when you appear and when you get control still exists. In this latest release, it’s gotten worse again.
  • Radios turn off when you fast travel away from your base and then return or when you load in new. You have to always turn them back on.
  • Building camp mode drops frame rates to unacceptable levels (less than 15fps at times).
  • Icons of people on the map get in the way of actually using the map.
  • Mixing the same food items of differing conditions messes with the condition. Items that were added at 100% condition mixed with items that were at 20% condition yield all items at 20% condition in only a minute or two after mixing.
  • Button presses on the Xbox controller are now indeterminate. Sometimes you can press and the button will react, sometimes you press and it doesn’t. You’ll sometimes have to press 2 or 3 times to get the game to react to the press.
  • Food and Fusion cores now appear to expire faster with this update. Bethesda has even acknowledged the faster food spoilage problem. It seems they interfered with the food spoilage clock when crafting this DLC. It probably affected the rate at which Fusion Cores are used also.

Fasnacht Parade Event

As of March 19th, the Fasnacht Parade event was released in the town of Helvetia in the game. This is a limited seasonal event very similar in style to Distinguished Guests at Bolton Greens, where you need to first go find the robots, then do things for the robots. With Distinguished Guests, after finding all of the robots and getting them back to the house, you need to go find both place settings and table centerpieces. In the Fasnacht Parade, you must help each robot individually with things they want.

In this event, there are the following Robots:

  • The Butcher
  • The Baker
  • The Candlestick Maker
  • The Beekeeper
  • The Historian
  • The Decorator
  • The Frog Egg Collector
  • The Woodchopper

This is a seasonal event that will run for about 1 week, we assume. So, if you want to participate in this event and potentially win Fasnacht masks, you’ll want to do so quickly.

There is only a chance you’ll win a mask at the end of the event. If you want to be sure to win a mask, you’ll need to participate in this event as often as you can. You’ll probably get a bunch of duplicate masks doing this.

Anyway, the game randomly selects 5 of the above robots to participate in the parade. You’ll need to read the quest requirements along the way to know which robots have been selected. Once you perform the requirements for each robot, for example, collecting frog eggs for the Frog Egg robot or collect beeswax for the Candlestick maker, each robot will make its way to the road (slowly) and get in line.

Once you have all 5 robots in line, the Master of Ceremonies robot will head to the line and begin the parade.

Along the way these robots will be attacked by different creatures in 3 different waves. First frogs, then Supermutants than finally by wolves, Stingwings and a legendary Sloth. After killing all of the interruptions in the parade (and protecting the robots), the MC will officiate a bonfire and the event concludes. It usually takes about 10-15 minutes for the entire parade to make its rounds. Just gotta make sure to protect those robots. As of 3/26, this event has closed.

Lemonade Stand

I debated about even discussing this as it’s nearly inconsequential, but here it is. In separate addition to the distillery, Bethesda has added a lemonade stand to the game. It’s a randomly spawned vendor who sells only, get this, two recipes: Lemonade and Hard Lemonade. That’s it. That’s the sole reason for this vendor’s existence. This vendor spawns at various locations around Appalachia complete with wooden stand adorned with blue and yellow balloons. I’ve found him not far from the Charleston train station and not far from the big Teapot under one of the high tension towers. The recipes aren’t that expensive, but at the same time they’re not that useful. It’s not even really lemonade.

The ingredients for “lemonade” include acid and boiled water. Not exactly lemonade. Perhaps Bethesda should have included a lemon plant (or even lemon grass) into the game first? Then had us go pick this plant to make lemonade? I don’t know, maybe that would have worked better? Hard lemonade is made by mixing Vodka with Lemonade. Note that I discuss the effects of the Hard Lemonade below.

Survival Mode vs Adventure Mode

As of 3/26, Bethesda has introduced the somewhat anticipated new PVP area entitled ‘Survival Mode’. This new server has fewer restrictions on PVP. For example when you load in to a Survival mode server, you’re automatically in PVP with anyone who comes along. No longer do you need to initiate PVP through the old (and stupid) “shoot at someone, then they must shoot back” system. Additionally, here are a few more rules:

  • Upon player death, you must respawn at train stations, friendly CAMPs or Vault 76.
  • Cap rewards for player kills are doubled
  • Drop all junk and some aid items on death
  • Only “Wanted” players and the Top 3 are visible on the map
  • All XP gained increased by 20% (possibly temporary)

ServerModeAs far as I can tell, the same rules on the Adventure Servers still apply and nothing has changed. If someone tries to initiate PVP, they can. If they want to grief or harass you or your base, they are still free to do so. No rules around PVP have apparently changed in the Adventure mode servers. You choose which environment you wish to enter at the load-in screen right after pressing “PLAY”.

What went wrong?

While it’s fine to add new things to Fallout 76, Bethesda has been entirely remiss with this game. Instead of trying to fix the MANY existing stability issues, they insist on adding new features to the game which don’t add a quality new experience. For example, the primary addition to this DLC is the Brewing Station.

The problem I have with adding a distillery is that liquor is already incredibly easy to obtain in Fallout 76. Sure, you can now brew your own at your camp, but for what purpose? You can still go find all of the free liquor sitting around on tables and all over Fallout 76 that readily and quickly spawns and that doesn’t require collecting a bunch of corn and razor grain. In just two days of roaming Fallout 76, I had amassed hundreds of bottles of beer, liquor and moonshine. Granted, I know where the spawn points are likely to be, but still I was able to amass a crap ton of beer, wine and spirits. Worse, to brew, you need boiled water and various ingredients like corn, razor grain and similar. This means you need to build out a farm if you intend to brew. If you roam the world looking for already brewed liquor, you don’t need to worry about maintaining a farm on your base or workshop.

Talking to Biv at his bar is as much fun as talking to Rose at Top of the World. This robot is not only as tedious as it comes, he’s just not at all a fun addition to the game. Worse, not only are the quests offered only once per day, you’re likely to get duplicate awards at the end of each quest (or nothing at all). I’m still waiting for Biv to give me the recipe for Lead Champagne. Like the Fasnacht festival drops below, they’re far too random to be of real use.

Additionally, what does liquor really do for you in Fallout 76? Unless you have invested in the three perks Professional Drinker, Happy-Go-Lucky and Party Boy/Girl, honestly not much. Some liquor adds limited points of strength and charisma, but not enough to run around hunting for liquor. It’s not until you invest and rank up the above perk cards that drinking liquor in Fallout 76 becomes useful. Even then, its limits are quite apparent. If Happy-Go-Lucky gave us up to 9 points of Luck instead of 3, it might be a more useful card. Worse, Party Boy doesn’t stack with Happy-Go-Lucky. This means that while the 1 strength of beer becomes 3 when Party Boy is on, it doesn’t impact the Happy-Go-Lucky card when it should.

Where did Bethesda go wrong? They went wrong by introducing this update at a time when it was half complete. Because these are new crafting tables, unfortunately there are no new perk cards to control them. For example, the chemistry table has perk cards that double the quantities produced. With other perk cards like Super Duper (Luck), you can quadruple your output. None of these perk cards apply to the Brewing Station. And worse, because there are no new Perk cards to control the Distillery, you’re limited to crafting them one at a time with full amounts of ingredients. No doubling or quadrupling here.

Even worse, the new liquors have very bad “hangover” effects. For example, Nukashine randomly fast travels you to some location in the world when the hangover starts. Rad Ant Lager gives you +50 carry weight for a limited period of time and then penalizes you with a -50 carry weight “hangover” for around 1 minute. The Hard Lemonade gives you super fast AP regeneration at the cost of the exact opposite effect during the 1 minute hangover. In fact, because AP regeneration comes to a halt and doesn’t regenerate, this leaves you with no AP at all when you run out. These effects are WAY overkill. No other “standard” liquors in Fallout 76 have such bad negative effects. Additionally, there are perk cards there to help out those liquors. Yet, with these new liquors, there are no perk cards at all to reduce or eliminate the negative effects of Rad Ant Lager or Nukashine or Hard Lemonade… making consuming these new liquors useless. Just stick with the “regular” beers and spirits with no such negative effects.

As for Fasnacht, it’s okay. Just okay. The parade is effectively a remake of Distinguished Guests at Bolton Greens. If Bethesda could have designed something new here, I might be a bit more kind. Unfortunately, redoing something that’s already been done in the game is, well, boring. Additionally, the mask drops at the end are tedious. So far, I’ve amassed nearly 4 duplicates of every common mask. I’ve yet to get any of the rare masks, like the Jester. Bethesda needs to award masks every single play through and while they are awarded randomly, they shouldn’t make some masks more rare than others. Make the weight of all mask drops equal. This way everyone gets a chance at every mask possible. Additionally, lose the extra stuff. It’s great that plans drop for festival decorations, but no one really wants these. Instead, just place these plans around the Fasnacht festival (and around the rest of the world) for people to find. No need to award these more-or-less useless items.

This is the example of how Bethesda continues to go wrong with this game. They only half think through these ideas and then they half-assed implement them. Worse, the Distillery may have seemed like a great idea on paper, it’s pretty much worthless in practice. If they had given us a new liquor that drastically increases damage output of weapons or drastically increase damage resistance against certain types of foes without the negative effects, that would be a useful addition. Because none of this exists, brewing liquor is pointless.

Mask Drop Rate Controversy

It has come to the attention of many gamers that certain “rare” masks never dropped during the Fasnacht event. These masks included the Skull, Goblin, Old Man Winter, Sun and Jester masks. The masks that dropped most frequently included Giant, Witch and Soldier. The masks which dropped a little less frequently are the Toothy Man and the Owl.

A gamer claims to have received the Sun mask, but it is unclear if the user actually got the mask at the completion of a Fasnacht event or through the Dev room. According to a poll on Reddit, no other masks dropped for anyone besides that one mask for that one user.

It has been estimated at a .03% chance of receiving the Sun, Skull, Jester, Old Man Winter or Goblin at the end of any given event. That means you’d need to play over 3000 events to actually have a chance at receiving one of these masks. Considering that only 24 events exist on any one server in a 24 hour period and considering this event only ran for 7 days, it was almost impossible to receive any masks other than those that did drop.

Why Bethesda decided to dropped these specific masks at that low of a rate is as yet unknown. It’s also very unlikely Bethesda’s devs would ever be forthcoming about their own failures. The reality is, the devs probably screwed up on the math and those masks just didn’t drop.

Bethesda could make it up to us by offering a limited time duplicate exchange. Let us exchange some of our duplicate Witch, Soldier, Toothy Man, Owl or Giant masks for the “rare” masks which we should have gotten had the drop percentages been programmed correctly. Bethesda, you made a mistake, just be straightforward with us and give us an even swap of our duplicates.

The difficulty I have with these masks isn’t the drop rate or the rarity level. It’s the fact that the event only ran for 7 days. For an indefinite and ongoing game, setting extremely low drop rates is fine because you have infinite amounts of time to quest for these items. For an event that runs for only 7 days, Bethesda should have increased the drop rate. The drop rate should have been increased commensurate with the limited length of the Fasnacht event. Instead, Bethesda kept the drop rates at the same levels as events that would operate continually throughout the year.

By prominently showing the masks in promo materials to rope users in to play the event and then promise the hope of obtaining one of the masks, this sets an expectation that these masks would drop with more frequency than zero (0) during those 7 days. If even 10 players got them, that would at least show some effort by Bethesda. Yet, with a .03% chance of obtaining one of those masks in those 7 days, Bethesda seems intent to defraud its users… particularly any gamer who bought the game with the intent of getting one of those masks. Bethesda needs to be more careful with these limited time events when considering the promo materials they are using. Promo materials promise things, but when those things don’t deliver, that’s when a legal problem exists. It’s called fraud.

Crafting Stations

There are two crafting stations for your distilling pleasure: A Brewing Station and a Fermenter. The Fermenter is not strictly even needed. The Brewing Station produces unfermented bottles. These bottles have a condition meter. As the condition deteriorates, it leads toward a completed bottle of liquor. All unfermented bottles of liquor will eventually become fermented. An ‘unfermented beer’ ticks down to become a ‘beer’. This is just the opposite of food spoiling. This means you don’t need to use a Fermenter. You can simply carry them around in your inventory and eventually they will ferment. It’s much faster to use a Fermenter, but you don’t need to use it if you have inventory space and you’re willing to wait. I’ll also point out that using the Fermenter requires space in your stash. As you place up to 10 bottles in the Fermenter, they weigh 1 each which means you’ll need a total of 10 weight of free space in your stash to ferment. For those of us always 1 or 2 points away from being full, that’s no bueno. Again, half-assed implementation. The Fermenter should have had its own 10 bottle space just for fermenting.

Whether or not these unfermented items are affected by the Good with Salt perk card that preserves food condition is unknown. However, knowing Bethesda, Good with Salt probably does slow down the fermentation process if you’re carrying around unfermented beer expecting it to ferment. I would suggest removing this perk card if you intend to let liquor ferment on your person. Of course, removing that card also means that any food items you are carrying will spoil much faster. This means you have to take the good with the bad… probably something Bethesda didn’t intentionally design. A separate and new perk card here would have been welcomed.

Recipes and Nukashine

Bethesda typically gives you a handful of recipes right off the bat with any workbench. The Brewing Station is no different. You get the crafting basics which include beer, wine, vodka, rum, bourbon, whiskey and the new Nukashine. If you want any other recipes, you have to go find them. Of course, you can’t make any specialty beers (without a recipe) like Old Possum, Pickaxe Pilsner or Old Holler Lager. You can only make ‘Beer’ once you get your station. Biv may award you recipes for these beers later. Still, some of these specialty beers will require more esoteric ingredients to be located and farmed… typically requiring ingredients you can’t grow at your base.

The new thing to make is ‘Nukashine’. Nukashine is a combination of a Nuka-Cola Quantum and various ingredients. You can ferment this one twice. Once to Nukashine and again to Vintage Nukashine.

Personally, I find Nukashine to be a pointless beverage. The Nuka Quantum grenades are much more useful uses of a Nuka Cola Quantum. Unlike Beer, Wine and Spirits which offer benefits when using Party Boy/Girl and Happy-Go-Lucky, Nukashine doesn’t extend these perk card benefits.

Worse, Nukashine only offers ‘Unarmed Damage’ benefits… as if anyone runs around in this world unarmed. On top of that, this drink is prone to having your character black out when it wears off. This means that your character will be randomly transported somewhere in the world. It could be some place innocuous like Flatwood or it could be in a Blast Zone with 3 Scorchbeasts and a bunch of high level Scorched. I would be fine with such a tactic IF the game weren’t so entirely problematic after fast travel. Because your character spawns into the game world up to a minute before the client’s visuals release controls to you, your character could be dead the instant the game releases controls. I don’t at all find this part of Fallout 76 challenging. In fact, I find it entirely frustrating… making the use of Nukashine even more pointless.

For this reason, this is why releasing something like Nukashine is an entirely premature addition to Fallout 76. The devs needed to have fixed these fundamental fast travel flaws long before releasing Nukashine. For example, they should have fixed the time it takes between when your character appears in the world and when the client releases controls to you. This time disparity allows the in-game enemies well enough time to kill your character many times over. For the unpredictability of Nukashine’s “blackouts”, this in no way makes this drink useful at all. It’s a novelty to try once, but for being actually useful all of the time, no way. In other words, no one is going to want Nukashine.

Rad Ant Lager and Biv’s Daily Quest

Yet another fail by Bethesda. They just seem to be racking them up. One of the first Atom Challenges in the new distillery world was to Fight a Rad Ant while under the influence of Rad Ant Lager. This would get you 10 Atom. To get the recipe to make Rad Ant Lager, you had to visit Biv at the Big Al’s Tattoo Parlor in Morgantown. He provides a ‘Daily’ quest that will get you that recipe. Unfortunately, because it’s a Daily quest, that means that once he’s issued this quest once in the day, he’s not likely to do it again until the next day.

Because this challenge was very specific and because it relied on a daily quest to get the recipe for Rad Ant Lager, it was almost impossible for MOST gamers to get this recipe to complete this challenge. This is, again, another fail by Bethesda.

Bethesda, if you’re reading, you need to provide more succinct ways to obtain recipes than being beholden to a bot to randomly give you a once-a-day quest. Instead, leave the recipe lying around somewhere easy to find. Have Rad Ants drop it occasionally. Additionally, Rad Ants are one of the harder enemies in the world to find. It just makes this quest all the more difficult. This challenge should never have been a daily challenge… especially not on the day of the release of the crafting stations. This should have been a weekly challenge. A total fail!

Overall

Bethesda is lost. Lost to their own weird ways and lost to what Fallout means as a franchise. It’s not about adding stupid things to the game, it’s about making the game challenging in ways that matter. Bethesda STILL needs to fix this game. There are so many instabilities, problems and crashes that these need to be tackled LONG BEFORE adding new features like brewing stations to the game. Yes, I’m thankful for the larger base budget, but not because I can craft brewing stations. I needed it to add more stuff to my base.

Bethesda, if you want us to buy into Atom and the Atom Store, you need to give us enough budget to craft the Atom Store items in our camps. Because my base has been at the hard edge of the budget for months, I couldn’t buy anything from the Atom Store that took budget. The only things I could buy were emotes, icons, skins and clothing items. That’s it. Statues and other budget consuming items have been pointless for months. That means I would need to delete items from my base to craft new items. Not doing that.

Even still, I am again at the edge of the budget even after the update. That budget addition didn’t go very far, though I was able to finally increase the size of my base… a much wanted facelift.

The distillery is interesting for about 5 minutes. However, adding vending machines, a bank, a way to transfer items between characters and decorating the camp via found world items is much more important to this longevity of this game. Please, stop with the time wasting additions and fix the problems that actually matter and add the features that are useful and that people actually want. When adding something new like the brewing stations, it’s also important to think through ALL of the supporting pieces, like perk cards. For example, should Super Duper apply? In this case, yes, it should. Yet, it doesn’t.

Wild Appalachia is a half-designed add-on added intended to recoup lost players. It’s a shallow and hollow add-on that overall adds little to the game. It’s also not likely to bring back lost players… at least, not for longer than for a day’s worth of play. DLC should keep players interested for weeks, not days. If the brewing station had been part of the game’s original release, it would have been useful for the questing. However, because many gamers are at Fallout 76’s endgame at this point, the brewing station adds little value to the game as the brews aren’t needed… even as hard as Bethesda is pushing players to use these new brews.

The Fasnacht event in Helvetia would have been a whole lot more fun with more variety. Because every play through is nearly identical, including where the enemies are likely to spawn, it makes playing this parade event boring after about the third time. Helvetia needs at least 3 different events that are randomly chosen and run at more frequent intervals. Doing the same event over and over is an exercise in tedium, particularly because you get duplicate rewards over and over… tedium much like talking to Biv at Big Al’s Tattoo Parlor. If you’re going to enforce a cool down timer when we can run another Biv quest, just show us this timer on the screen so we don’t waste our time (and caps) going over there trying to get Biv to give us a new quest. Even better, just have Biv issue the quest to us from afar.

Banned Users and Fallout 76

As a result of the object duping that occurred in several releases earlier, Bethesda created a bot to ‘detect’ possible duping on accounts. As a result, Bethesda banned a bunch of gamer accounts it suspected of having duped in-game items. For example, some of the ways in which it detected this was by seeing over 100,000 items amassed in a single account over a 30 day period. There were other markers it also used to make this determination.

Anyway, Bethesda had banned a number of gamers from Fallout 76 after its bot detected unusual activity on the account. As has been the case, Bethesda may or may not send out email to users it has banned from the game. When they do provide a message, it’s terse, generic and not always applicable to the gamer’s situation.

Here’s the rub. After the release of Wild Appalachia, many formerly banned gamers surprisingly found their accounts had been unbanned. Many took this as a sign that the ban was over. Yet, Bethesda had stated nothing of this situation. After 3-4 days of being able to enter and play Fallout 76 again, these same banned gamers found their accounts banned once again. Bethesda is entirely silent for why these accounts were both unbanned at the release of Wild Appalachia and why they were rebanned 3-4 days later. Bethesda is not forthcoming.

This company can’t really seem to get a break from all of these snafus, yet these problems are all of Bethesda’s own making. If their PR is tanking again, it’s simply because Bethesda doesn’t really seem to be a trustworthy company any longer. Personally, I think Bethesda should stick to offline single player worlds and give up this fantasy of producing MMORPGs which they are clearly ill prepared to manage.

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Top 25 reasons to hate Fallout 76

Posted in botch, business, video game design by commorancy on December 10, 2018

11-24-2018_1-30-49_AM-oyduc45dIt’s clear, Fallout 76 is a failure. From its lackluster controls, piss poor collision detection and poor enemy AI to its poor graphics quality and poor storytelling, this game fails in practically every conceivable way. Here are the top 25 reasons this game sucks. Let’s explore.


25. Map and Pins

Fallout76-MapWhile the map mostly works in terms of seeing locations, this game really needs multiple pins to mark items found that don’t have map markers, such as where specific plants are, veins of ore, small houses and other points of interest.

How it should have worked — Support multiple pins with labels which can be placed onto the map to allow for marking points of interest, specific areas of plants and other things that may be difficult to locate again.

How it actually works — You get a single custom marker that you can place down. You can’t mark anything else after that one marker, you simply have to remember where you found something. There’s only a single large marker that points your way to whatever you’ve marked. And believe me, you do need this in the game. Because all of the quest markers all look the same, when all of the quests are active at once, there are so many markers on the HUD, you have no idea which one is which.

This problem is mostly insignificant next to those problems yet to be described below. Only after all of the other major problems are resolved would I ever consider adding this to the feature improvement list.

24. Farming at your CAMP and in Blast Zones

You can plant certain limited fruits and vegetables, but they are not irradiated when in a blast zone.

How it should have worked — You should be allowed to plant any type of plant at your CAMP that you have discovered and picked. Any camps in a Blast Zone should be removed from the map and/or severely damaged. If not moved, then at least any planted crops should be irradiated like the ‘naturally occurring’ plants in the area.

How it actually works — Fallout 76 limits you to planting but a few fruits and vegetables from the build menu. In Skyrim, if you could pick it, you could plant it. Here, you can only plant those limited fruits and vegetables selected by the devs, such as Blackberries, Muttfruit, Corn, Razorgrain, Melon, Carrots and Gourd. If you want to plant Soot Flowers, Snaptails, Bloodleaf, Diseased Cranberries or anything else, you cannot. If your camp ends up in a blast zone from the Death from Above quest, your camp remains totally intact including your fruits and vegetables. I wandered into it wearing a Hazmat Suit that I found at the Westek building. While other flora in the area become irradiated, your CAMP planted foods remain completely ‘normal’.

23. Random Server Disconnects

This one might be expected occasionally considering it’s an always-on multiplayer game experience.

How it should have worked — Actually beta test your games and your servers so that server disconnects are the fewest type of failure points.

12-9-2018_10-41-26_PM-qybv0b53How it actually works — Random server disconnects are very common. You’ll run around the wasteland and with or without a *hang*, followed by a “Disconnected from Server”… well no duh… I can see that.

22. The Wrong Gender

At one point, I heard female grunts coming out of my male character.

How it should have worked — Keep track of the character and its associated characteristics.

How it actually works — The wrong vocal grunts were played for about 5 minutes while running around the wasteland. I have no idea why the female grunting began at all, but it’s clear that this game was not beta tested. And no, there was no one else around me at all. The game was playing female player character noises from my definitely male character.

21. Changing Weapons and Applying Medicine

Screen Shot 2018-11-26 at 1.34.10 AMThe supposedly favorites wheel to help get to stuff faster isn’t actually any faster than using the Pip Boy. In fact, neither the wheel nor is the Pip boy easy to use to change weapon loadout or apply Stimpaks when you can’t pause.

How it should have worked — For controller systems, it should have used the D-Pad to cycle through the favorites in a vertical list to the side of the screen so that doesn’t block your vision and it should remember the last choice so you can use it again quickly. Simply by pressing the D-Pad up and down, the favorites cycle to the next and previous. This way, the next time you press the D-Pad, it will bring up the last used item, then press the A button.

Favorites WheelHow it actually works — On the Xbox One, D-Pad up is assigned to favorite choices. D-Pad down is emotes. D-pad left and right seem to automatically assign to a weapon on the left and a healing item on the right. I haven’t actually determined how to assign these. It may have something to do with ‘last chosen’ from the wheel. When you have the wheel actually open, D-pad left cycles through the wheel clockwise starting at the 1 O’Clock position. D-pad right cycles through counter-clockwise starting at the 11 O’Clock position. There is no easy way to get to the item in the 12 O’Clock position when you’re fumbling for items from the wheel. The wheel covers your vision instead of keeping the vision open so you can see what the enemy is doing.

20. Pacifist Mode

This mode is mostly pointless the way it is currently implemented.

How it should have worked — Pacifist mode should prevent your player from giving damage to other players and prevent taking damage from other players.

How it actually works — This mode, while it does stop damage to other players from your weapons, it doesn’t prevent other players from damaging or killing you. This is wrong on so many levels and is entirely designed incorrectly. Bethesda, take a page from Rockstar’s book in GTA 5 and make it so Pacifist mode both stops outgoing and incoming damage to the player.

19. Obtaining Caps

You know, this one really shouldn’t be this hard!

How it should have worked — Caps should be bountiful practically everywhere. Traders should actually buy items for close to their ‘worth’. Sellers should carry more than 200 caps. Caps should always be given as part of the rewards when you finish all quest types.

How it actually works — Caps are exceedingly scarce and probably one of the scarcest things to find in Fallout 76. Caps are not given when a quest ends. Instead, you get mostly useless stuff. When you do find a trader, they carry 200 caps at most. Most sold items yield 1-4 caps per item. However, you can sell practically anything to a trader including Soot Flowers, Mongrel Meat, Plastic Plates and even flower pots. The difficulty is that it requires carrying a bunch of junk around with you until you can find a trader. Obtaining caps in Fallout 76 shouldn’t be this hard. The only quest types that seem to give caps on completion are Events and possibly Daily. Even then, they only give like 20 caps at most.

18. Fast Traveling

How it should have worked — The point in discovering a location is that you can fast travel to it. Fast traveling should be free as part of the perk of discovering that location. Charging caps to fast travel is just stupid design.

How it actually works — When you choose to fast travel, you are required to pay caps to every discovered place other than Vault 76 and your CAMP, which are both free (See CAMPs below for additional problems). You’ll also pay progressively more caps the farther away the place is. Because this is the primary means of travel in the game, fast traveling shouldn’t cost anything. The only point in making people pay is to deter them from using the feature. Why would you include the feature at all if you are intent on deterring gamers from actually using it?

17. Eating, Drink and Diseases

To disguise the leanness and the barrenness of the game’s features and quality, Bethesda devs force you to search for and create boiled water and cooked food. Otherwise, you’re subject to radiation, starvation, dehydration and diseases.

How it should have worked — Leave it out… a totally unnecessary addition that only serves to degrade the game.

How it actually works — You are forced to continually go get water, food and disease cure potions so you can actually play the game. You know, the thing that we’re supposed to be doing. Instead, because at least 50% of the time is spent constantly foraging to prevent from running out of food, water and avoid catching diseases (which you can’t avoid), you must constantly stop whatever it is you are doing and go get supplies. This problem is compounded by the fact that the inventory system is so poorly designed and because these supplies weigh far too much, particularly water.

16. Photo Mode

12-7-2018_5-54-58_AM-ma4zjmynPhoto Mode is a new thing many game developers are adding to games. However, some game development companies haven’t figured out how to build it properly. In the case of Fallout 76, while it works, it’s a hassle to use and isn’t properly designed.

How it should have worked — When in Photo Mode, the character should disappear from the world and not be visible to enemies or other players. This allows you to line up and take your shot without interference from enemies or other characters. This would allow you to actually take pictures of enemies doing whatever they are doing while in close proximity. The depth of field system should allow for both shallow and deep depth of field shots to blur both the foreground and background once the focal distance is set. Photo mode should support unlimited photos limited only by the Xbox’s hard drive.

How it actually works — Photo Mode leaves the character live in the environment. This means that if an enemy comes along, it will see you and attack you, losing the shot. Getting out of Photo Mode is slow and cumbersome when it should be a single button rapid exit. The quality of the photos could be improved a lot. We got 50 photo slots that requires us to go delete photos every time we run out… irritating.

15b. Crafting

I’m separating Crafting and Inventory into parts A and B to be more clear, but these two go together. Modifying and creating armor and weapons should be easy, yet it is completely cumbersome. Crafting food should be easy, but it is also cumbersome.

How it should have worked — Recipes requiring water should work with any water you have in your inventory including Dirty, Boiled or Purified. Water is water is water. If you choose to make your food out of dirty water, then you need to take the consequences of that choice. Crafting armor or weapons sometimes requires inexplicable items (i.e., Ballistic Fiber). The game should lead (or at least show you a small area marker) where you can search to find these needed items. Like Skyrim, Fallout 76 should have forced you to scrap new items to ‘learn’ what they are made of. Once you learn this, the game can then point out potential sources using pointers, instead of running around blind.

How it actually works — Recipes requiring water only allow the use of ‘Boiled Water’ . This means that even if you have a water purifier set up, you must still go draw water from a dirty water source (a very time consuming operation and adding Rads) and then spend time boiling it at a food craft station. These two steps are overly time consuming when you could have cooked with purified water and been on your way.

Locating specific components in the game is like pulling teeth. You have no idea what items contain what components until you carry them back and actually scrap them at a crafting table. Even then, putting a search onto a component only means you’ll see a magnifying glass on the item when you get close enough to pick it up. The game doesn’t offer a mechanism (at least that I have found) to locate the item on the map or via a sound in close proximity.

15a. Inventory

The inventory system in Fallout 76 is entirely broken. Each player only has two places to store stuff. The first place is directly on the player. The second place is the Stash Box. The player is limited by weight, but inexplicably so is the ‘Stash Box’.

stash.pngHow it should have worked — Inventory should be able to be sent to the ‘Stash Box’ at any time right from the Pip Boy. Permanent sharable boxes should be available to drop stuff off for friends or other players. Sharable boxes should hang around even when you log out of the game. Instead of a single Stash Box, we should be able to create independent objects in our CAMP that limit only by number of items and not limited by weight. A physical box on the ground doesn’t have weight limits, but has physical number limits.

12-7-2018_5-55-03_AM-iujn21rsHow it actually works —  The inventory system is way too limited and uses weight to judge capacity. On a person, weight makes sense as you can only carry so much. However, the game gives far too little per person. For a stash box sitting on the ground, weight limits make absolutely no sense. The Stash Box is always linked to you and there’s only one. If your Stash Box fills up, you’re screwed. You have to start dumping items out of your inventory in a paper bag to be lost. Paper bags are entirely transient. If you drop a second paper bag of stuff, the first one disappears. Be absolutely certain that whatever you drop in a paper bag isn’t something you want… otherwise, that bag may disappear at any time.

The Stash Box currently holds 600 weight which is not nearly enough as you progress in levels. By level 30, you’ll already be running out of space. The only way you can actually play is to have two characters and move stuff between them when both are logged in. The second character is just a storage place, but that means you need to have two systems to play the game. The Stash Box was recently raised from 400. Instead, Bethesda should charge atoms for more space. Just let us pay for the space we need. I don’t want to be limited with no options.

14. Power Armor

12-9-2018_9-41-56_PM-3ra4ojsuThroughout the game, you’ll find power armor in various buildings. The Power Armor may have Raider, T-51, T-45 or T-60 armor attached, usually only some of the pieces and usually with only half or less condition. Instead, you’ll have to go find the rest of the pieces you’ll need for that armor and you’ll need to find Power Armor crafting station somewhere so you can actually repair your armor.

How it should have worked — Power armor should add a seamless combat experience similar to Fallout 4. You enter your armor, you use it as you need to, you exit the armor and leave it behind. Wearing the armor actually gives you, you know, armor protection. Instead, you are forced to carry it in your inventory with a weight of 10 and it provides very little actual HP protection.

How it actually works — Power Armor is only slightly better than without it. It’s glitchy, buggy and sometimes it will trap you in it and you’ll be unable to progress in the game. Use the armor sparingly to avoid glitching up your game that you can’t even play. It takes up space in your inventory and it’s clumsy to use. The only one benefit is that you can jump from great heights without injury. Other than that one benefit, Power Armor is mostly for looks, not functionality. You must exit the armor to perform any crafting.

13. Collision detection

As a shooter, the single thing the developer must get right is the collision detection between a fired weapon and hitting an enemy with the bullet. Otherwise, the game just won’t work.

How it should have worked — With proper working collision detection, you shouldn’t be able to walk into or under objects, projectile physics should always land on their targets when the cross hairs are even remotely lined up and random animals and objects shouldn’t get stuck inside or walk through other objects.

How it actually works — You’ll never see bullet trajectories in a game unless the game developer adds a slow-mo bullet-time option. None of that here. Instead, aim, fire and miss. Even worse, you can use a high power sniper scope’s cross hairs on your enemy’s head directly in the middle and still manage to miss the target when pulling the trigger. If you’re up-close and personal with a Ghoul, it’s even worse. Up close, you’re actually much more likely to miss your target and you’ll expend a great deal of ammo on miss after miss. The only sure fire way to hit is to use a melee weapon or gun bash them.

This the poor collision detection isn’t limited to weapons and bullets. It includes trees, animations (getting into and out of Power Armor), enemy AI walking through environmental objects or other enemies including items getting stuck inside of doors and walls. This isn’t all possible examples, but these are the ones most prominent to show off how bad this part works.

12. Leveling up doesn’t work as expected

I’m not talking about the level up screen itself. In fact, the mechanics of actually applying perk cards to your S.P.E.C.I.A.L. attributes works just fine. It’s one of the few things that seems to work well in this game, though I’m not fond of the card system. It’s what comes after that doesn’t work.

Lucky BreakHow it should have worked — Characters should always fight enemies at or close to their own strength and level. If you wander into a building, you should only find enemies within 4-5 levels of your own level. If you’re a level 4, this means you should only see levels 1-8 near you. This is how every other Bethesda RPG has worked this. This prevents having a level 5 character trying to kill, for example, a level 63 enemy. Perhaps Bethesda needed to find a Lucky Break card?

The card system should have been simplified to require less perk cards to provide the same amount of perks instead of needing loads of perk cards which do less per card. Simpler is always better, even in video game design.

How it actually works — When wandering around, not only will you find AI characters leveled randomly from 1 to 63, you’ll find random levels all bunched together. For example, as a level 5 character wandering into a camp, you can find ghouls and scorched ranging from level 1 to level 63. This means trying to fight level 63 enemies as a level 5 or 10 character. You’ll also find Scorchbeasts randomly flying around that are at always level 50, but in fact are probably level 100 or better. It takes so many shots to kill a level 50 Scorchbeast, it’s almost not even worth it unless you’re on a big team.

On top of this, you can run into randomly leveled up multiplayer characters who add to the problem. Thankfully, unless you engage in two-sided combat, the game sees to it that your character takes minimal damage from an opposing player of any level.

HomebodyThe cards have been broken out to the point of being pedantic. Instead of categorizing cards so that Lead Belly should cover for ALL food, drink and disease, it only covers for ‘food’ only. You have to get the Lead Stomach perk to drink irradiated water unharmed, even then there are limits. Because the cards are so pedantic, there are other perk cards like Natural Resistance to reduce diseases and All Night Long to reduce hunger and thirst (a stupid unnecessary addition).

The pedantic actually carries to the point of being broken. For example, the Aqua Boy perk allows you to swim and wade in water without taking radiation damage, yet drawing water from a water pump still incurs +5 rads damage (or more)? Huh? Clearly, the designers didn’t carry that logic through.

One perk card is actually broken and rarely works. This is the Stormchaser card which allegedly regenerates health when equipped and when standing in the rain, in a storm or in a radiation storm. Unfortunately, this card’s perk works less than 50% of the time. You can be standing in the rain and…. there’s a whole lotta nothin’ going on… no health regeneration. I don’t know how many other perk cards are broken, but this one most definitely is.

11. Crap enemy AI

Here’s a gaming portion where you think Bethesda might have been able to lock down, particularly on the heels of the Elder Scrolls Online. Nope. When you wander the wasteland, you’ll find either animals (Wolves, Mongrels, Radrats, Radroaches, Radstags, etc) or Supermutants, robots (i.e., Eyebots, Mister Handy, Miss Nanny, Protectrons, Assaultrons or Sentry Bots), Feral Ghouls, Scorched or Scorchbeasts. Whatever you run into, you’re likely to find them acting strangely. Sometimes they attack and sometimes they just stand there.

How it should have worked — Like, Fallout 4, when you run into an enemy, they should behave and act like they’re trying to kill you. They should point their gun at you and they should move in naturalistic ways. You know, like they’re actually walking around.

How it actually works — Many enemies, particularly Ghouls, slide around the environment without actually moving. Some people have found them sliding around in “first position” (the initial position a 3D character assumes without having been posed). I haven’t found the enemies in “first position”, but I have seen them locked into a single pose, then moving around the environment like a static posed action figure. They even shoot from these locked posed positions.

When I do find characters not locked up like this, the characters hold their weapons incorrectly. Some hold them downward, yet still manage to shoot at my character. The enemies also move way too fast. They can be on top of you in a matter of one jump or movement. One top of the AI movement, they can see and shoot me through walls, through floors and through buildings. There is no such thing as line of sight in Fallout 76. Even if you hide, they can still find you and kill you through walls.

Molerats must somehow be magic in this game as they can burrow not only into ground surfaces, but wood, cement and even thin air. They can also burrow and jump incredibly long distances in a fraction of a second. Radscorpions can also burrow into cement and other incredulous surfaces, yet they don’t even leave a burrow hole behind like Molerats.

10. Screen blur filters

For whatever reason Bethesda decided to not only add an intense depth of field to the actual gameplay making distant objects blurry, it also added an unnecessary light halo overlay making it seem like you might have vision problems.

lens flareHow it should have worked — Filters applied to the screen should be controllable (on, off and strength) on the settings screen. There is no reason to hard apply such annoying settings to the screen when not everyone wants it. Let the gamer choose what filters they want applied to the screen.

How it actually works — The depth of field applied to the full screen makes the game difficult to look at. When looking at a light source, the game applies a lens flare type blur filter that looks less like lens flare and more like your character has eye problems. These effects degrade the overall gameplay look and feel.

9. Scorchbeasts and Loot

In any game where there’s an oversized and consequently much more difficult opponent, when you do finally kill it, you should get fairly substantial loot more than, say, nothing.

How it should have worked — When you kill a Scorchbeast, the Scorchbeast Queen or a Deathclaw, the loot that is dropped should contain at least one legendary item. In addition, it should drop rare components in reasonable quantities. You should also receive a fair amount of caps.

How it actually works — When you kill an oversized ‘boss’ kind of creature, the dropped enemy loot may range from nothing at all to meat and hide. Basically, worthless items. They’re worthless because even if you do cook the meat, it offers nothing special. Radstag meat is probably the best meat in the game as it offers 20 extra carry points. Eating Scorchbeast steak does nothing for you and is mostly worthless. What’s the point in killing a Scorchbeast?

8. Non-existent non-player characters

While there are talking trader robots, the lone wandering Supermutant trader Graham and a few Mister Handy or Miss Nanny robots dotted throughout the game to provide some quest progression, this is of little consolation when you’re trying to find meaningful interaction with other Vault 76 or locals within West Virginia. Unfortunately, there are no NPCs to be found. See ‘Story’ below for more details as to why.

How it should have worked — While the overseer of Vault 76 may have died and there are 24 players wandering around the environment with you, there have to have been at least a few Vault 76 dwellers who aren’t player characters. In fact, 24 seems an awfully small number of live inside of a vault that big. Ignoring the vault situation, having everyone not in Vault 76 dead is improbable. Because there are also other vaults in the area, a few of these settlers should have survived and been available to talk with. Cities around the area should have been teaming with NPCs, some of which you should be able to convince to come to your own settlements.

How it actually works — Instead, Vault 76 churns out 24 people who are all multiplayer characters. As we all know by now, multiplayers characters don’t interact in meaningful ways. Those who don’t know each other rarely, if ever, work together. In fact, you’re likely to find more hostile multiplayer characters than you will find friends. It’s the nature (and expectation) of PvP. This means that the story failed to consider this problem. Trying to rely on 24 multiplayer characters to bring a story together is like mixing gasoline with fire. It just doesn’t work, unless you’re itching for an explosion… and an explosion is exactly what Bethesda got.

7. Graphics

nuka quantumWhile Bethesda touted an all new rendering look in this engine, it’s pretty much the same rendering engine used in Fallout 4. On top of the unnecessary screen blur (see #10 above) and filters, the rendering distance, shadow distance and up close textures are amateur attempts at best. There are times where the game devolves into a sheer mess, such as invisible buildings, structures that aren’t there and textures are so low-res, you could swear you were playing it on a PS1. This Nuka Cola Quantum bottle looks B_A_D (click on it and see)! When added to the low res background and texture, this looks like something rendered on a PS1.

How it should have worked — We should have gotten a next gen engine capable of producing superbly realistic rusty, sharp, dangerous environments. Sunbeams and moonbeams should be blocked by corresponding solid objects. Textures should hold up on close inspection. Textures should resolve when looking through a sniper rifle sight or binoculars. You shouldn’t notice pop-in at all when wandering.

How it actually works — The sun up and sun down moves too fast. There’s too much night and not enough day time. The sunset and sunrises are almost impossible to distinguish the difference. Textures look fine at an average distance from the player. Up close textures look horrid. Pop-in is horrible and happens way too close to the player.

If you try to zoom in with a sniper, everything falls apart. The sun remains the same size overhead as it does on the horizon. The moon always produces moon rays. The rays don’t actually come from the same direction as the sun and moon sky objects. Moonbeams and sunbeams shine out of rocks, the ground and structures. The smoke coming out of chimneys looks like flat spinning blobs. The character models actually look bad. The only saving grace here is the naturalistic lighting, but the rest of it might as well be cartoons.

The 59 sign below shows everything wrong with this game. The word INTERSTATE is much higher resolution than the 59. At least the texture folks could have used sufficiently high resolution images to create these signs. I just don’t even get why sun shines out of rocks and objects.

 

The only good thing about the graphics is the naturalistic lighting on the trees and house structures. You can get some great environmental shots with the sunbeams through the tree branches. Other than that, nothing else looks particularly realistic.

6. Multiplayer

Here’s one of the saddest parts of Fallout 76. This feature, in fact, is the entire reason Fallout 76 even exists. Yet, it’s one of the worst designed parts of this game. Though, it’s not this game’s #1 problem.

How it should have worked — Bethesda should have sat down and designed a compelling multiplayer experience around the Vault 76 reclamation date rebuilding goal. This means allowing players to fix up, build and then set up shops in towns. If the idea is to rebuild the wasteland, where is this idea in execution?

How it actually works — The Player vs Player (PvP) available in Fallout 76 consists of taking over a workshop and then fighting to keep it. When you do take over a workshop, you are required to spend your own resources to fix it all up. Yet when you log out, you lose that workshop. At most, you get to keep that workshop for as long as you remain logged in.

Once you claim ownership of the workshop, the game forces you to go into a PvP battle to keep it within just a few minutes of taking ownership… most definitely not enough time to both fix up the workshop and build defenses. The only way this would work is if you are on a team of at least 6-10 people who can all pool their resources to fix it up and build defenses simultaneously. One person has no hope of fixing up a workshop alone, particularly considering how little resources you can actually carry with you (See problem #

5. CAMP and Plans

12-7-2018_5-55-03_AM-uba3cuivCAMP is a portable device you can set down in the wilds of the wasteland and create a small CAMP. It doesn’t hold that much. Finding new plans allows you to craft new items.

How it should have worked — Actually, CAMP is entirely unnecessary. Without NPCs to recruit back to your CAMP to live there and help defend it, the point of the CAMP as a settlement is entirely useless. CAMP as a crafting area works, but it could have been implemented better. Plans shouldn’t be needed. Everything you need should already be available to build if you have the resources. If you scrap any weapon or object, it should automatically give you the plan to it. Big items that you can’t carry or scrap should have been unlocked from the beginning.

How it actually works — You drop your CAMP device in the wasteland and that gives you the ability to build a building and crafting tables. Unfortunately, the building allotment is far too small to actually build anything meaningful. In my allotment, I was able to build a small cabin with all of the crafting tables except a Power Armor station as I have no plan for it yet. After that, my CAMP is entirely out of available building allotment. Other than having a portable building that contains all of the crafting tables, there’s no point in CAMP. Plans are dotted all throughout the wasteland like a needle in a haystack that you have to go hunting for. The difficulty with this idea is that they’ll get found by players and documented on the Internet. The idea of hunting for a “thing” is pointless because the Internet will eventually find even the most rare thing and tell you where it is. Instead, plans should come to you by way of scrapping items. As it is now, scrapping certain weapons unlocks certain mods for that weapon… the wrong design.

12-7-2018_5-55-04_am-tgn02n2u.pngWorse, the game encourages you to move your CAMP frequently, yet it continually charges you more and more caps to move it from place to place. The cap rate to move it is also entirely random. Some days it’s 5 caps, other times it’s 25 caps and others it’s somewhere in between that. The game can’t even seem to make a decision on exactly how many caps it costs to move the CAMP. If you move your CAMP, there’s a very real possibility you will lose all of the items outside of your build structure (i.e., crops, water purifiers, turrets, defenses, etc). If the CAMP is supposed to be semi-permanent, then it needs to remain no matter what. If someone else has plopped their CAMP in the same location and there’s a conflict on that server, then the game should auto-disconnect and choose an alternative World server where there isn’t a conflict so the CAMP can be placed. This should be an automatic part of the login process.

Even more poorly designed, your CAMP may disappear at any time including objects in the CAMP. Placing a CAMP is not in any way meant to be permanent. There’s just no place to park it where it’s cannot disappear. I’ve had my CAMP disappear at least 6-8 times or more. The last time it disappeared, it lost every item outside of the building structure. I had a bunch of crops, a turret, a water purifier, a floor decoration and a water pump all outside of the building structure. All disappeared entirely from my inventory. These objects were not stored. Normally, these items should be stored under the STORED area, but not this time. Those items completely disappeared with no explanation and without a trace. It’s frustrating and stupid that the game makes you go find all of the food crops after it wipes them all out.

4. VATS

How it should have worked — Without pause, VATS should have been left out. It’s pointless without pause.

How it actually works — Because this game doesn’t allow pausing, VATS remains live as you attempt to shoot whatever enemy that it is. As the enemy moves around, VATS percentage of hitting the target constantly changes. Unlike Fallout 4 where the game paused to allow proper targeting, this VATS is entirely worthless without pause. However, the Mysterious Stranger remains, but only works with VATS. You have to remember to use it if you have the Mysterious Stranger card in play.

3. Story

As mentioned above about utilizing limited robot characters to progress stories, the rest of the time the stories are progressed by popping a Holotape (audio log) into your Pip-boy and listening. Boring and so easily interrupted by combat!

How it should have worked — Any RPG should have NPCs who not only exist to provide conversation, but also provide story development. You get to learn about these characters along the way and expand on the story.

How it actually works — Because no NPCs exist in the game, the entire story narrative plays out through a series of holotapes you must find and play. Because the holotape system is simply an audio log, it’s as boring as watching paint dry. If Bethesda had taken a page from a few other games that staged “ghost” reenactment scenes in the area, you could examine the scenes and watch the story unfold through a sort of hologram type environment. None of that here. It’s simply a series of boring holotapes audio logs. Without interactive characters, there is effectively no story worth exploring. The story and its quirky characters is the reason we play Fallout. Without NPCs, it’s not really Fallout.

2. Player Death and Dropped Loot

How it should have worked — When a player dies, the loot should remain on the player. There’s entirely no need to drop loot in the game on death. Also, respawn the player in place or alternatively, allow the player to respawn at the last death marker.

12-7-2018_5-55-03_AM-iujn21rsHow it actually works — When the player character dies, a death marker is placed on the map where the player last died and also marks the place where the player’s loot is dropped in a paper bag. When the player character dies, the game also gives the choice to “call for help” and get someone to revive the player with a Stimpak or you can “give up” and then respawn. If you do neither, you sit in limbo and can do nothing. When you choose to respawn, the game requires you pay caps to move to the nearest spawn location or if you can’t pay, then you’ll have to respawn at Vault 76 or at your camp, if it’s still there… that or kill the game and restart it (which, of course, loses your dropped loot). This player death and dropped loot issue is completely unnecessary and has never been part of Fallout in the past and shouldn’t be in Fallout 76.

If your game happens to crash immediately after dying or if you are killed by something on the way to pick up your loot, your loot is entirely lost. You get ONE chance to go pick up your dropped loot or it’s lost forever.

Oh… and the paper bag is such a stupid and unrealistic idea, I don’t even know how this idea passed design review. How can you possibly fit a Fat Man or a Missile Launcher into a tiny paper bag?

1. Glitches, bugs, quest bugs and client crashing

How it should have worked — Actually beta test your game product with real live QA folks, not holotapes. Get them to sign off that both the game client and the servers work consistently, as expected and are better than 95% stable. Actually play test the game internally. Get people to walk through the environment and see if they can break things.

How it actually works — There is so much to say here, that’s why this is the #1 problem. The game client is closer to 50% stable (maybe less). If it crashes or disconnects twice a day, consider yourself lucky. Sometimes it goes on a crashing / disconnect spree and just doesn’t stop. The network servers disconnect far too frequently. As mentioned above, you can be playing and *hang* with a long pause, then disconnect. Sometimes, the game hangs and then recovers. Sometimes it just disconnects out of nowhere. If any hangs or random disconnects happens you should always disconnect and reconnect and get a different server as that other server is likely having problems.

Sometimes the entire client crashes with the repeating audio loop and then the whole client dies. You have to start completely over when this happens. Hopefully, it’s not immediately after having dropped loot or you’ll have lost your “loot”. Below is a texture glitch video. I’m certain this is a client side problem.

Quest bugs are common in Bethesda games. These types of bugs prevent completion of quests because the character you need to interact with, for example, is already dead. This means you can’t complete the quest. There are plenty of other bugged quests as well.

Commentary as of 12/21/2018

The game has officially gotten even worse. With each new passing release, instead of improving performance, features and stability, the game gets more unstable. And, with each new update, Bethesda introduces even more and more bugs… bugs that didn’t exist in prior releases. In fact, I can’t even think of any place in this game where I’ve not encountered a bug, glitch or frustrating problem.

At this point, I actually suspect that someone at Bethesda is intentionally trying to sabotage this game and franchise. If I were management team at Bethesda, I’d actually have the engineers stop rolling out “bug fixes” post haste and evaluate what is going on with both the game and the team. I’d also remove Todd from further involvement in this game. Move him off to other projects and get a new lead… one who can bring some measure of stability and sanity to this game.

Fallout 76 is entirely laughable. There is so much wrong with this game it’s a comedy of errors. This game is literally the poster child of what-not-to-do when building and maintaining an online game. It seems like that for every bug they seem to squash, they introduce 10 more to take its place. It’s just insanely laughable… and it seems Bethesda is entirely oblivious, doesn’t care or is apathetic.

Hey Bethesda, if don’t care to make the game better, then please, just shut down the world servers, cancel the game and issue refunds to those of us who bought it. Admit your failure, cut your losses and move on to building better games in the future. Sometimes admitting failure is the only way to move forward.

Overall

This game was released way too early! Without NPCs, this game is completely devoid of feeling like ANY Bethesda RPG, let alone Fallout. Whomever’s idea it was to include no NPCs should be walked to the door at Bethesda. I realize this is considered an off-shoot game, but it is still a Fallout product. It should always true to being a Fallout product. Fallout 76 isn’t true to Fallout.

However, the instability trumps everything. If you can’t reliably even play the game without crashes, bugs and quest failure, then you don’t really even have a game.

Ultimately, this game needs a whole lot more development time and effort. I have no idea why Bethesda released this product so finished. Yet, here we are. Note that there are plenty more reasons to hate Fallout 76. These 25 reasons are just the tip of the iceberg. I’m quite sure you’ll find many more to hate on if you choose to buy this game.


If you’ve had a different experience when playing, please leave a comment below.

The FTC is investigating pay-to-win loot boxes

Posted in advice, video game design, video gaming by commorancy on December 4, 2018

img_3728.jpgThe FTC is investigating video game loot box issue that was so prominent in Star Wars Battlefront II and in many other games. Is it a form of gambling? Let’s explore.

Pay to Win?

The issue with loot boxes is that people feel ripped off by them, particularly after having already spent $60 for a big named video game title. If you spend $60 to buy a game, the implicit nature of that already hefty price tag is that it covers everything needed to play and win the base game without any additional payments. Any additional downloadable content (DLC) that appears later has a separate price tag. We understand this aspect of DLC. You can buy DLC if you want, but it’s not necessary to pay for DLC to win the base game. DLC is a tried-and-true model and it works to extend the gaming experience, but is not necessary to win the base game. Not everyone likes DLC, but as long as the DLC is created as separate world components, it’s fine.

When loot boxes were introduced, you might end up spending another $60 in addition to the already spent $60 to for the random chance to gain rare weapons or armor or level-ups that are not available in any other way and which are required to progress in the game.

The argument by game developers is that these pay add-ons are not strictly necessary. It depends on how you interpret that statement. It may not be strictly necessary to play the game, but it may make the game experience less enjoyable and possibly even problematic. If you plop down for the loot in the loot boxes, then your experience becomes much easier and better. Loot boxes turn games into a pay-to-win model.

Pay-to-win games to me are not fun. There’s no challenge in plopping down $5 here and $5 there just to get past a level or a boss or whatever it is holding you back. The challenge is and should be in the base game, not in buying add-ons needed to win. If the add-ons become the game, then the base $60 you paid is seen as a rip-off.

Smart Phone Games

Pay-to-win games have been available on the smart phone market for years and that’s fine. These games are typically free to download and free to play to a point. You only run into pay-walls when you want to progress beyond certain points or to buy more lives. Again, most phone game apps are designed around a pay-to-win model. However, there’s no challenge in paying to win a game. Paying to win only depends on how much money you are willing to spend. It’s just a money making scheme.

In the free download app model, you’re not paying an initial $60 to download the game. You’re paying nothing. This means there’s no base expectations set. So then each micro-transaction does help cover the developer costs of producing that free game. In the AAA $60 game arena, you’ve already paid for the development costs and you expect a fully functioning game in return for that $60. That’s the expectation of paying $60.

For example, adding loot boxes to Star Wars Battlefront II was simply a money grab by EA and nothing more. Everyone expected this loot to drop as a result of completing levels. No one expected that you’d have to pay to buy level up cards in addition to the already spent $60… cards that you might not see for many, many hours of play if they ever drop at all. Cards that are needed to unlock key pieces of the game.

Rethinking this Model

Fundamentally, game producers need to think long and hard about the pay-to-win model. Personally, I don’t like it and I will never be a fan of pay-to-win. You pay for the game itself, not for the ability to win it.  You should win the game or not on your own skill as a game player. For a $60 price tag, the game should drop all necessary loot or, if absolutely necessary, offer some kind of in-game credit system that you can spend towards the loot crates as you progress. Many games do give in-game credit that are awarded at level’s end that can be used towards ‘buying’ loot. You can also spend real money to buy those same credits in a store. This gives you two ways to ‘buy’ loot in the world. You can play the game and win credit or you can pay for it. The difficulty is when the game only drops the tiniest amount of credit within the game and then expects you to make up the difference with real money. Again, pay-to-win and I am so not a fan of this.

If you’ve already paid $60 to buy the game at the store, then don’t throw down real money loot boxes in front of the gamer and expect people to open their wallets and be happy about it. Real cash microtransaction loot boxes, again, turn the game into a pay-to-win model.

The argument here is that loot box costs offset the already expensive price tag of video game production. I counter argue that if a game now costs $80 or $100 or $120 per copy to develop, then simply raise the price of the game in the store accordingly and leave out the unnecessary loot boxes. No one says that a developer must sell a game at $60. They can price it at whatever they need to recoup their costs. If they can’t recoup their costs of a game at a $60 price tag, then perhaps they shouldn’t be in the video game business. Or, perhaps they should have kept to a lower budget production. However,  they are also free to raise the price of their game of they want to build bigger, flashier and more expensive games.

Other Alternative Systems

Let’s take a page from the toys-to-life games area. If developers want to offer a level-up swag system for the game, then do it through physical trading cards you can buy at Target or Walmart. Then, use a code on the card to load the card into an app linked to the game. This then gives you legitimate reasons to go buy the cards at the store. It also means anyone can go buy these cards to enhance their game experience… and you’re getting actual collectible trading cards for your money.

It also means the retailer can put the cards on sale and offer discounts on them. Digital cards coming from loot boxes purchased in-game are a waste that can only be used once and have no value after the game ends. It’s just money lost in addition to whatever you paid for in the game itself. Physical trading cards hold their value long after a game becomes a fond memory running on a Raspberry Pi emulator years later. It also means you can trade or sell these cards to others who might value them and at least recoup some of the money spent towards the game. Some of the cards might even become extremely valuable. A video game copy will never have that value.

Having cards produced into 5 or 8 card blind packets means the consumer gets to discover what cards they got and they can trade them with their friends if they get duplicates. It’s a real world way of adding value to the game and a shareable component, but at the same time offers a real world tangible component. Having these cards should also not be necessary to win the game, but they can be used to gain access to weapons, armor and character stats that might otherwise take a lot of grinding to obtain. All physical cards sold in blind packs should be discoverable in the game itself. But, they may contain exclusives that aren’t necessary, but add fun value to the game.

I’m a much bigger fan of using add-ons like real world trading cards than using in-game digital loot boxes… as long as these items are not needed to win the game. Pay-to-win needs to stop in general and these pay-to-win systems definitely have no place in a game sold at $60.

Are Loot Boxes a form of Gambling?

Here’s where some people feel that there’s a problem with loot boxes within video games. If you pay real USD to purchase a loot box, then you’re paying for the ‘chance to win’ something rare. In fact, when you pay for a loot box at all, it can be seen as a form of gambling strictly because of the ‘chance to win’ aspect. If the loot boxes drop on their own for free, there’s still a chance to ‘win’ something rare, but you’ve paid nothing for it and this would not fall under gambling. Gambling is when you pay money for a chance to win.

The paying of real USD to ‘win’ in-game loot is THE bone of contention and is the part in all of this that is seen as a form of gambling. Paying money to win anything is technically a form of gambling. It could also be considered a form of a lottery, much like a scratch card. Because lotteries are considered illegal unless operated by official state organizations, placing an illegal lottery into a video game could result in legal problems for video game producers. As a result, many people view for-pay in-game loot boxes as a form of gambling and in need of regulation under US gambling laws. Because gambling, at least in the US, is only allowed by persons 21 years of age or older, placing pay-to-win ideas into a video game designed to target minors and underage persons could be a problem for the video game industry. It also means the game should, at the bare minimum, put an M rating on any game that includes this mechanism.

These games could also be considered a form of early conditioning designed to teach children about gambling early and get them addicted to its risk-reward system. Because many video game companies also hold stakes in gambling operations, such as producing gambling machines for Las Vegas or actually own stakes in casinos, loot boxes could become very problematic for video game companies.

On the other hand, gambling usually entails winning money, not prizes. In Vegas, you pay to win money. At Dave and Busters, you pay to win prizes. So far, playing games to win tickets at an arcade has not fallen under gambling laws. However, you’re winning tickets, not prizes. The only random chance involved is how many tickets you win. In an arcade, simply playing the game is guaranteed to give you at least one ticket, usually more. The tickets are then redeemed for prizes of your choice. It’s not exactly a random chance kind of thing like a loot box. In addition, arcades use the payment given towards playing a game of skill which then gives you tickets. Giving tickets after playing a skill game that you can redeem is not exactly like paying for a loot box in a game with random chance to win its contents. Loot boxes are much more like a slot machine or lottery scratch card than they are like Dave and Busters skill-game ticket model.

I’m hoping that the FTC will find that any payment of real money towards ‘winning’ in-game loot is ruled as a form of gambling. This would mean that instead of paying for blind random chance boxes, that video game producers would have to set up a store and sell you exact items needed in the game. No ‘random chance to win’ involved. Either that or they must continue to drop the loot boxes in-game at no cost. Better, don’t drop loot boxes at all. Just create a store and sell us the the things we need… that, or use the suggested trading card system sold separately outside of the game.

If the FTC rules that the loot box is considered an illegal form of lottery, this mechanism could no longer be added to video games. I’d be fine with that outcome too.

↩︎

Game Review: Fallout 76

Posted in reviews, video game, video game design by commorancy on November 26, 2018

11-24-2018_6-24-33_AM-r2dy5mq3Fallout 76 has arrived and its entirely a disaster. There is not much to like within Fallout 76, but there’s tons to dislike. I was personally hoping for a bit more than what I got in the game. However, because it’s still an early release, it could get better. Unfortunately, some of it is an outright fail. This one is quite long, so grab a beverage of your choice and let’s explore.

Updated as of 12/25/2018

DO NOT BUY THIS GAME! It will cause you more headaches than fun. It’s a pointless exercise that doesn’t in any way lead to fun or enjoyment. Worse, you’ll run into so many bugs that you’ll end up dealing with these more often than actually playing the game. You can read the rest of the review below, but be warned that this game is actually the absolute worst Fallout game that has ever existed. Todd should be ashamed.

Fallout 76 Map

Let’s get this review started with the Fallout 76 Map:

Fallout76-Map
I’ve not yet explored all of the places on this map, but above is what I’ve explored so far. You can click the image to see a larger map. So, yes, there’s plenty to explore in West Virginia. With that said, let’s get into the nitty gritty of what’s good and what’s bad, what’s beautiful and what’s ugly about Fallout 76. And believe me, there’s plenty to talk about.

Contents

This review has the following sections:

The Good
🔥 The Fail
💋 The Beautiful
🛑 The Butt Ugly
🚌 Missed Opportunities
👎 Overall (or TL;DR)
💯 Score


The Good

11-24-2018_1-30-30_AM-ye254zpmFallout 76 looks and feels like an extension of Fallout 4 with the exception of the multiplayer aspect. When wandering around the wasteland, it looks and feels very much like Boston in Fallout 4. Obviously, the landscape and terrain are different, but the structures and decay and rusting vehicles seems the same. A little too much the same, in fact. Even the enemies are the same including Supermutants and their mutant hounds, rad roaches, ticks, feral ghouls, Eyebots, Protectrons and many more. So, kudos to Bethesda for getting this part the same.

Photomode

There is a photomode in this game. The photomode does perform well, but unlike Ubisoft’s Assassin’s Creed Origins photomode which, even though the game didn’t run at 4K on the Xbox One S, it did take 4K images… where Fallout 76 firmly takes only 1080p images. I was hoping for the higher res snapshots like Ubisoft’s Origins supported on the Xbox One S. Nope.11-24-2018_6-24-33_AM-gqvzwvoq

The exterior lighting and shadows looks reasonably good, but it all depends on the model. Some models, like the tractor above, look fairly good. However, some texture maps used on the sides of buildings are very low res like this Nuka Cola sign.

Particle physics in this game, particularly smoke, looks fake and flat and cartoony… nothing like smoke. For example, these smoke stacks look bad, particularly when animated:

11-24-2018_1-30-35_AM-3pb3yi3d

Photomode’s depth of field only offers far depth of field, not near. Basically, you can’t focus it to offer both near and far depth of field like an actual camera lens works. Instead, everything in the foreground is always perfectly clear, but the background is blurry. I’d also say that the Bokeh doesn’t work that well in photomode.

Photomode also supports additional filters and frames to create unique images. As you play and discover locations, you’ll get additional photomode frames and other photomode add-ons. With these frames and filters, you can produce images that look like these:

 

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Personally, the frames and logos are fun enough, but after having used them once, I don’t really want to overuse the frames and effects as it’s like having too much of a good thing.

Loading Times

Here’s another area where the game works quite well. I’ve found no problems with loading times, even after being killed by a gang of ghouls. I have no complaints at all about loading times. Even loading a game after a crash is decently speedy. Though, it would be nice if it didn’t crash in the first place.

Crafting

This process works much the same as any other Fallout. You simply need to find the correct ingredients and have a recipe (or plans) to make the item and you’re set. Sometimes you need to luck into finding the recipe or plan before you can make it. Some basic recipes and plans are given to you from the beginning, but the more advanced ones will need to be found through exploration.

The crafting that you’ll become intimately familiar in this game is cooking. You’ll end up making a lot of boiled water and a lot of meat steaks (to avoid all of the random diseases).


🔥 The Fail

While the look and feel are very much the same as previous Fallout games, the gameplay is a bit off. Some of this is due to the multiplayer aspects, but some of it is due to the way the game has been designed.

Missing NPCs

In all of the time I’ve been playing, I have yet to see a single NPC in this game. Where Elder Scrolls Online and Fallout 4 both had cities teaming with NPCs, Fallout 76 is quite devoid of them. With the exception of Graham and his Brahmin, Chally the Moo-Moo (the wandering Supermutant merchant) and a handful of Mr. Gutsy and Protectron robots, there are no human NPCs to be found in any of the the towns (big or small). Only enemies including mostly ghouls or scorched, but sometimes Supermutants are found. It’s a huge miscalculation for a Bethesda RPG. Perhaps they were trying to save money by not having to hire voice talent? Who knows the real motive here?

Personally, if I had been the manager over this project and this project idea was thrown my way, I would have tossed it back. I would have asked for alternative ideas involving NPCs in the game. It doesn’t need to be a large number of NPCs, but there should have been at least a few here and there, if only wanderers. Without meaningful interactions with NPCs, a game like this is a very difficult sell. The game would need to have chosen some other means of NPC interaction, if not using “ghosts” in the environment or some found technology that lets the player interact with live holograms of dead characters. There’s just nothing like that here.

While there’s no shortage of enemies to fight in Fallout 76, the only conversation you do get to have is with other live players using chat headsets. Even then, it’s simply discussion about problematic game mechanics. Instead, it seems that all quests come to your character by proximity to towns, picking up holo tapes, listening to audio logs, scouring computers, picking up objects or searching recently dead bodies (of which there are plenty to find). There are no one human NPCs here to talk to.

With Elder Scrolls Online, I found that there was random camaraderie between actual players, particularly when you’re trying to complete a dungeon… so you implicitly team up to get the job done. So far in Fallout 76, this behavior hasn’t been true. Partly because there’s so few people playing on any one “World” and partly because everyone seems to want to do their own thing. Yes, I do find the lack of NPCs a bit disturbing in this game’s design and it is probably the single biggest overall failing of Fallout 76 because the main quest falls extremely flat as a result.

Fast Travel and Traveling

With all Fallout games, you pretty much have to hoof it everywhere on foot. I kind of get used to this in Fallout. I was hoping that Fallout 76 would introduce a horse or motorcycle or even a bicycle (these could easily be repaired). This would let you move a little faster over the terrain and get from place to place a bit faster. Nope, nothing here.

Instead, this game relies on location discovery and fast travel, like all previous games. I think it’s about time that the Fallout series added some kind of vehicle besides Power Armor. The difficulty with Fast Travel (like moving your CAMP) is that it costs caps to fast travel. The cost is dependent on how far away from you the location is. If you’re on one side of the map and you want to go to the other, you’ll likely pay 20-30 caps. If it’s the next town over, it might be 1 or 2 caps.

If caps were more plentiful in this game, this wouldn’t even be a fail. However, because caps are so hard to find in this game, using even 1 or 2 caps to fast travel one town over adds up when you do it a lot. It really shouldn’t cost anything to fast travel anywhere because that’s the perk of discovery. Yet, here we are.

There are two places on the map that are free to fast travel and the first is Vault 76 and the other is your CAMP. You’ll want to place your camp somewhere a little south of the middle of the map so you can fast travel to the lower portions of the map easily. Vault 76 fast travel lets you travel to the upper parts of the map easily. Placing your camp a little south lets you easily cover pretty much the whole map without spending a lot of caps. Once you finish with an area, you may not need to visit it, so you can move your CAMP to be more beneficial to the upper level areas. It also means you don’t have to move your CAMP often.

Eating and Diseases

Unfortunately, here’s where Fallout 76 takes a turn for the worse. Even though Fallout 4 did require drinking and eating to recover HP, you only needed to do it when your health became low.

11-26-2018_12-16-12_AM-eomehsb0In Fallout 76, the game designers took this aspect to a whole new Sims-ish level. Now, you have a separate food and water meter from the HP meter. When these begin to drop below an arbitrary threshold, your character is socked with penalties. Sometimes the penalties limit your action points, sometimes it causes you to lose HP. It all depends on how low it is and whether it’s low food or low water or both.

As for diseases, these were in Fallout 4, but they usually appeared as a result of being exposed to certain things. Basically, in Fallout 4 it was rare to contract a disease. In Fallout 76, it’s super easy and it’s compounded by the fact that you have to eat so frequently, which means more chances.

Because of the excessive amount of unnecessary eating and drinking, you’ll spend inordinate amounts of gaming time running around looking for water, food and ingredients… then cooking it so you don’t get ‘diseased’. That is, instead of actually playing, you know, the actual game for its story or combat (i.e., the parts that actually matter), you’re spending at least 30-50% of your time in search of food and water (parts that are trivial and don’t matter). This is way too much time spent on such trivial tasks. And it gets worse. Because food and water weighs so much, you’re forced to carry it around all of the time which limits how much other stuff you can carry. It’s just a pisser at just how much this whole eating, drinking and disease aspect negatively degrades the game experience. Instead of playing the quests, you’re out running around looking for ingredients to create a Disease Cure potion or you’re out looking for Brahmin or Rad roaches or Bloatflies or water to make meals.

And wait, it gets even worse. When you get to a water source, it takes ages (real world time) to dip and collect a single dirty water due to the animation and overall slowness of this process. To collect 20 or 30 of these, you’ll be standing there 3 maybe 4 minutes (maybe more) doing this activity. It also takes 2 Dirty Water containers to create 1 Boiled water along with wood. That means if you pick up 30 dirty water containers, you’ll only get 15 boiled water containers. Unrealistic. You don’t lose 50% of your water to boiling that I recall. Anyway, you’ll also need wood, so you better also pick up a bunch of wood on the way to get to the water source and pick more up on the way back.

Bethesda needs to rethink this part of the game. Everything around eating and drinking is so trivial, banal and unnecessary, yet takes an inordinate amount of time away from the gamer when they could be interacting with story elements or taking part in more important events in the game.

In fact, I’d be much happier playing this game without the constant food, water and disease interruptions. This isn’t a Sims game. It’s an RPG. It doesn’t need to mimic real world survival aspects to that trivial level. At some point you have to ask, “Does this really enhance or degrade the game experience?” If the answer is that it degrades the game experience, then it needs to be taken out… regardless of how much developer time might have been spent on it. Eating, drinking and diseases heavily degrade the gaming experience and, IMO, should be removed. Or, at least calmed the hell down. For example, require that you eat or drink once a day instead of 5-10 times per day. I’d prefer removal of the disease aspect, or at very least calm it down so that we don’t catch diseases nearly as often… and put way more Disease Cure potions in loot stashes or make these crafting materials much easier to find.

There was one stretch of gaming where I spent most of a real world day with “parasites”. Parasites make your food health line drop rapidly. So, the only thing you can do is run around gathering foods and eating or try to locate or create a Disease Cure potion. I finally decided to stop eating food and see if it would go away on its own. It did, but the first thing I accidentally ate after gave me parasites again only to start the whole thing over. I was seriously pissed by that point.

Disease Meter

Like the HP, AP, Water and Food meters, if Bethesda really plans on keeping the disease aspect at this level in Fallout 76, then the devs needs to add a disease meter. The addition of a meter would allow the gamer to see how far they are from catching a disease (whatever it is), but also how long it will be before the disease wears off. Basically, you can use the Disease Cure potion or you can wait it out. With a disease meter, you know exactly how much longer it will be before the disease is gone… and whether it’s worth spending a Cure Disease potion. Some diseases should wear off faster than others. The meter should also display the name of the disease right on the HUD.

Disease Cure Crafting

11-24-2018_6-24-31_AM-3lssgfavI’ll point out that the Disease Cure potion requires four ingredients and access to a cooking fire… so, you should build your CAMP somewhere close to the necessary ingredients and have also built a cooking area.

The ingredients you’ll need for a Disease Cure potion consist of Snaptail Reed, Bloodleaf, Firecap and Water. The difficulty is that all of the ingredients aren’t close together. However, three of them are somewhat close: Bloodleaf, Snaptail Reed and Water can be found along the banks of the river that runs through Flatwoods. The fourth ingredient, Firecap, can be found not far away in the Vault-Tec Agriculture facility just outside Flatwood. It’s in the basement of the building in some soil tables. Unfortunately, it only grows four at a time and it seems rare to find it in there. You’ll need two Firecaps to create one Disease Cure potion. This means that, if all four are present, you can create two potions and then you’ll have to wait for the Firecaps to regenerate (might be hours) or try to find them growing somewhere else. There are other locations for Firecap, but these ingredients are also subject to spoilage. Once you find the ingredients, you better be prepared to drop whatever it is you are doing and go search for Bloodleaf, Snaptail Reed and Water to make some potions before the ingredients spoil. Note that all recipes involving water require Boiled Water. This means you’ll need to boil all your water before trying to create a potion.

Food Spoilage

Here’s another design blunder. When you go pick flowers or kill some rad roaches for their meat, you’ll find that within a few in-game hours, the meat will have spoiled. In your inventory, the item will go from showing its original food name to “spoiled meat” or “spoiled vegetables” or “spoiled biofluid”.

This is a design blunder because food doesn’t spoil that rapidly even in real life. Worse, some items that spoil don’t even spoil in real life, like flowers. You can pick, dry and use flowers for long periods of time. Flowers don’t spoil. Yet, in Fallout 76, they do.

What this means is, if you go pick a bunch of flowers or plants or come across some meat, you’ll need to cook it up quickly into whatever prepared dish you have a recipe for. And, you will have to go find these recipes. Prepared foods tend to hold their longevity longer than raw foods, apparently. However, eventually even these prepared foods will spoil. So, if you find meat, expect cook it and eat it quickly.

If you eat spoiled food, you’re going to get a disease… which means you’re going to be running around looking for ingredients to make the Disease Cure potion rather than playing the quests. Yet another Bethesda FAIL.

Spoilage Meter

If Bethesda wants to keep this food spoilage idea in the game, then they need to add a small spoilage meter next to or below the food item in the inventory. I realize there’s a CND meter in this area that may act as the spoilage meter, but I’d prefer this be relabled to SPL instead of CND if it means spoilage. This meter will show just how long it will be before each food item spoils. This means you can better plan which foods or ingredients to eat or use first. If it’s a ganged up item and there are multiples each with different spoilage times, then either normalize all of the ganged up items to the same spoilage time or represent the item that is the quickest to spoil in the meter and use that item first from the multiples.

Sleeping

11-24-2018_6-24-31_AM-bdti42iwEven sleeping in this game isn’t without peril. So, you think you’re going to grab a few quick ZZZs at some random bed in a house. But, then you hop in and almost immediately you’re diseased. I shake my head at this. The only bed you can trust (maybe) is the bed you build in your C.A.M.P. This may be limited to bedrolls on the ground, but don’t count on that throughout the game.

C.A.M.P.

11-24-2018_1-30-50_AM-wfg3dg31I will say that CAMP isn’t a 100% fail, but it’s close primarily because it’s mostly pointless. The fact that you can carry it around with you and drop it wherever you want is an improvement over stationary settlements in Fallout 4. This portability is not enough to call this idea a full win.

As you exit Vault 76, you’re given a number of supplies to help rebuild the wasteland. One of these is the CAMP device. It is a small camping gadget that you can deploy that lets you build a settlement within a radius of wherever you place it. You can’t place it everywhere, but there are plenty of ground locations that allow placement.

Once you place it somewhere, it becomes very much like the building of a settlement in Fallout 4. Instead of being a fixed location like the settlements, CAMP is portable. While the idea of CAMP is okay, it’s more or less a pointless exercise… other than giving you convenient crafting tables and it adds a free fast travel point to wherever you place it, these are its two primary reasons to exist… and that’s not nearly enough. Because the map is fairly sprawling, this portability only helps a tiny bit in terms of travel.

Here’s where the CAMP idea breaks down (which is why it’s under this FAIL heading). Wherever you first drop your CAMP is free. If you want to move your CAMP to a new location, you’ll have to pay caps to do this. If you want to move it a second time, it’s going to cost you progressively more caps each time. To move your CAMP, you’re going to pay caps. Why, Bethesda, why? You encouraged us to move our CAMP frequently, yet you’re going to take more and more hard-to-find caps each time? FAIL!

Even though the portability aspect of CAMP is a fail, setting up a camp lets you build crafting tables and this is much needed because of the food and water problem. In this game there are 6 crafting table types: Cooking, Armor, Weapons, Tinkerer, Power Armor and Chemistry tables. When you build a camp, you need to build at least one of these tables so you can easily and quickly scrap the junk you find into components. You’ll need the component parts to craft new items and mods and to reduce your junk weight. However, I’d recommend building the full complement of crafting tables so you can easily do everything in one place. You will need to look for plans for some of them.

I’d even recommend putting the crafting tables all inside of the structure you build so that the structure is easily portable. The only thing you can’t build inside is a water well. But, you will want a water well so you can easily get to a water source and create boiled water… which critical in this game.

Caps, Stimpaks, Disease Cure, etc

Here’s another place where Fallout 76 has lost it. Caps (and certain crafting resources) are extremely hard to come by. While there are some sellers where you can sell whatever you happen to find, they’ll only give you 1 or 2 caps no matter what the item is. I’d recommend doing this with random junk you happen to find around the seller. Unfortunately, many other players have caught on to this idea. Because these robots only carry like 200-300 caps, you can quickly drain them of caps. I’ll talk about the multiplayer aspect of this problem below. The good thing is that they’ll buy practically anything. The bad thing is that you’ll only get 1-2 caps for nearly everything including Stimpaks, which are equally as hard to find as caps. It means you need to run around locating tons of junk to sell to these dealers before you can drain their caps.

Bugs, Glitches, Bugs and even more Bugs

11-24-2018_6-44-06_AM-r1nxyocxThis game is chock full of bugs. From the bugs that crash the entire game client to bugs that kick you out of the server to quest bugs that prevent you from finishing the quest to floating rocks to flashing textures on robots to event bugs that prevent the event from working to bugs that prevent you from even playing the game at all. They’re all here.

Here’s a sample of texture glitching:


I can’t imagine that this is a fully ready game. For me, it’s still feels very much like a beta version. In fact, it feels very much like Elder Scrolls Online when it was first released. ESO was bug city. Well, Fallout 76 feels very much this same way. Certainly, there are odd cosmetic problems like floating rocks and invisible structures.

11-24-2018_1-30-32_AM-hsg2w0qeHowever, some people have experienced showstopper bugs related to the Power Armor that prevent them from doing anything in the game. Basically, they can’t exit the power armor, they can’t use the power armor and they can’t do anything else including play the game. Bethesda has what they think is a workaround, but apparently it doesn’t always work. Why is it that every game seems to have floating rocks?

Bethesda has a lot of work ahead of them to get this game to a better usability. The first thing I would do is fix the major bugs followed by majorly reducing the eating and disease problems. The latter problems only serve to heavily detract from the game and prevent the gamer from making story progress. That’s a fail any way you slice it.

Inventory, Carry Weight and Photo Gallery

Carry Weight is a problem in every Bethesda game. You’re always given a pittance allotment of weight that you can carry starting at around 120-150. This problem is actually compounded by bad design in Fallout 76. By level 15, I’m able to carry 190… which is not more than what the game gives you from the start. Granted, I haven’t used all of my perks to level up Strength, so I can’t tell you how high it would be if I had done this. I wanted a good mix of perks on my character… particularly the Lead Belly perk, which avoids much of the radiation problems in the game. However, even though I have worked to get Lead Belly to level 3 (maxed out), I found that this perk is limited by the disease factor. Meaning, even though you take no radiation damage by eating food, you can’t willy nilly eat random food because you can still get a disease. You must cook it all first. If there was a perk that made you 100% disease resistant, I’d most certainly level that one up too.

The photo gallery is limited to 50 pictures, way too few. When you fill it up, you have to stop whatever it is you’re doing and spend time jumping into the Photo Gallery area to delete some. It’s such a pain in the butt and so unnecessary. In reality, don’t even save them into an in-game gallery. Use the Xbox captures area, tag them there and use them in-game from there. Problem solved as the Xbox Gallery is limited only by system storage.

Multiplayer

Personally, I’d call multiplayer in this game mostly a fail which is ironic considering Fallout 76’s claim to fame is its multiplayer aspects. Some of this is because of the game design and some of it’s because of the players. Together, the multiplayer part of this game doesn’t work well and it’s actually worse than the multiplayer in Elder Scrolls Online.

Resource Collecting

The first problem is with collecting resources. Because resources are finite (and some are exceedingly scarce), any player who comes along before you and takes the resources means it won’t be there when you get there. If you need Firecaps and there are only two in the building and another player swept through the location 5 minutes before you, nothing will be there for you to find. This makes playing this game unnecessarily challenging.

 

Resources should remain independent in each player’s game. This means if I enter a building looking for Firecaps, they should always be there in my game and they should be there in everyone else’s game. These resources should be unique and independent of the multiplayer part. I don’t want to have to wait in-game hours for something to respawn simply because another player swept through and took it. That’s entirely a waste of my time. For this reason, I deem this problem a multiplayer fail.

Pacifist Mode

The second problem is with Pacifist mode. While I cannot accidentally hurt another player with this mode set to on, another player can come and kill my player. No! Yet another fail. Like Grand Theft Auto, pacifist mode should disable not only my ability to hurt other players, it should disable their ability to hurt me. If I want to quest the wasteland without fear of being killed by another player, that should be my choice. There are already enough enemies in this landscape without having to watch my butt around other players… particularly when a Level 63 player comes after my Level 15 player. No. Just. No.

Microphone Chat

Here’s a third problem. Because Microsoft makes it so difficult to locate a cheap compatible microphone + headset to use on the Xbox One, I find very few people using them when playing Fallout 76 on the Xbox One. Instead, people rely on emotes to convey limited information. While the emotes are fun and all, I don’t know why people can’t go get a cheap $9.99 set of Heydey compatible earbuds at Target so they can chat with other players. Even these $4.99 Heydey earbuds with mic might work. If not, Target’s return policy works well, so you can always return them.

Also, when you’re in first person view, you cannot see if your microphone is working. When in third person, there’s a small speaker icon that appears over the head of the player speaking, even yourself. If you’re in first person, this icon does not appear on the HUD.

Settlements and Workshops

11-24-2018_1-30-29_AM-2fnvsquwHere’s the fourth problem. This is a two problems in one, actually. In Fallout 4, settlements were designed to offer refuge and safety for NPCs whom you recruit to the settlement. Unfortunately, because this game seems entirely devoid of NPCs, there’s no one to recruit into your CAMP. Thus, the point in the having a camp in Fallout 76 is lost on Bethesda. Other than having a fast travelable location on the map and a convenient location to craft, there’s really no other reason to have a CAMP. You can invite other players into the camp, but other than interacting with the crafting tables and the ‘My Stash’ boxes, there’s little reason to visit someone else’s camp. It’s not like you could create a Ghoul infested building with full quests attached.

The second half of this problem is when taking over found workshops. In Fallout 4, when you find a workshop, you can establish a settlement there. In Fallout 76, again this is lost on Bethesda and there’s no reason or incentive to claim them. Because there are no NPC’s in the game, the only reason to claim a workshop is to start a multiplayer PvP war. What’s the point in that? Deathmatch went out with Halo 3. Trying to revive this play style in Fallout is, well, antiquated. Can’t we think up better ways to get players to team up in multiplayer mode?

If you do decide to take over a workshop, you’re expected to “fix it up” with your own caps and your own resources. When you do find an unowned workshop, they’re so run down, you’ll have to deplete nearly all of your resources not only fixing the place, but adding defenses. The game also only gives you about 15 minutes to fix it up fully and place defenses. There’s just no way to not only fix up the entire place, but build that amount of defenses in 15 minutes, Bethesda. Bah… FAIL!

Worse, even if you do manage to set up defenses and fix up the workshop, you’ll lose it all after you sign out of the game. Yep, your resources and caps… gone forever. So then, what’s the incentive here? If I’m going to spend nearly my entire inventory I’ve collected over many days in one location and then lose it in a few hours later, why? Why would I ever do that? No, if I’m going to claim a workshop, I better be able to own it for as long as I want or until some other faction of players takes it away from me. Let ownership rule so long as the player signs in at least once every 30 days. If the player fails to sign in for 30 days, then the workshop reverts to unowned.

Considering how unstable the Xbox One client is and how often it randomly crashes, there’s no way I’d ever consider investing in building and defending a workshop. Until Bethesda can get the bugs ironed out of the game clients, there’s no incentive for me to even consider attempting to own a workshop. Why bother with it anyway? It’s not like you can invite settlers into it to help man and defend it.

Also, why not let groups own a workshop together? If a group of folks get together and spends their resources to fix up the place, then it should be jointly owned. This means that even if the first person to establish ownership disappears, the property should revert to the next owner in the group list until there are no more people listed who can own it. A single day’s ownership is worthless. Perpetual ownership until the player or team forfeits the property or it is taken over by a new faction is the way to handle these workshops.

Not only does perpetual ownership encourage owning and fixing up a workshop, it encourages group ownership to prevent the workshop from being lost if a player suddenly disappears. Yet, that’s where we are today. If the first owner disappears and logs out, the property becomes unowned. Bethesda has a lot of redevelopment ahead. Yet another fail.

Worst case, do it like Cyrodiil’s campaigns. Let people own workshops for 30 or 45 days. At the end of the campaign, all ownerships are revoked and people will have to reclaim their workshop if they want it for the next campaign round. Owning a workshop for 24 hours only? This is stupid.

Power Armor

NukaColaPA-fThe fifth problem is the power armor. Not only are there bugs around using this armor, some of these bugs are show stoppers. Besides the bugs, the armor is just not that useful in this game. It does add a small amount of extra carrying power, but at the price of carrying around a 10 weight power armor suit + the weight of each armor suit piece in your inventory until you need it. It’s not like we’re given a ton of extra carrying capacity to begin with, but this? Really?

If we’re trying to be realistic with the survival eating and drinking, how is it then possible to carry an entire suit of power armor on your person? This is why it’s a fail. You shouldn’t be able to carry around power armor at all. You’re either in it or you’re out of it. If you want to use it, like Fallout 4, you have to go get it having parked it at a Power Armor crafting station. Carrying it around with you is as stupid as the horse that appears and disappears in Elder Scrolls Online. It’s a stupidly unrealistic addition that makes as much sense in Fallout 76 as eating and drinking every few minutes.

Additionally, the Power Armor has no light without a helmet. If you’re in it and press the light button, nothing happens. No light. At first I thought it was that there was no armor on the suit, but no. It’s a bug with the armor when there is no helmet. Even if you do have a helmet, the light is so basic and dim, the room is still dark even with the light. You do better by using the Pip Boy as a light. The best power armor light is actually the Raider power armor. Basically, the usefulness of wearing power armor comes down to carrying a bit more so you can stop being over-encumbered which allows you to fast travel. That’s the only reason to carry around an extra 10 weight of junk in the inventory. The power armor suit is only moderately better in combat, but is not that effective. In fact, many creatures can seemingly overcome the power armor’s armor and reduce your HP just as fast as wearing no armor.

The secondary trouble I’ve found with wearing power armor is that this seems to be an implicit deathmatch challenge signal to other players. If you’re in power armor, they seem to come after you and kill you… moreso than if you’re not wearing it. I’m not sure what’s going on here, but there seems to be some kind of unwritten rule that wearing power armor = “come kill me”. I don’t like this and so I rarely wear power armor because 1) I don’t want to trip the get stuck bug and 2) I don’t want to constantly fight other players. So, I rarely wear Power Armor so I can mostly quest in peace (such that questing is in this game).

Missing Elements

The final problem is what’s not here. In ESO, there was a Risk based board game scenario where factions could challenge each other by taking over each other’s territory. While I didn’t agree with the ESO implementation of PvP in Cyrodiil, it at least encouraged people to work towards maintaining their castles. Unfortunately, it had the side effect of spending each person’s money and resources to fix up the castles during and after battle. I’d have preferred if the castles could have made their own money and their own resources that could be used against rebuilding rather than forcing the player to dip into their own inventory.

Unfortunately, Fallout 76 has no such PvP element at all… at least that I’ve found. Granted, I haven’t explored the entire map yet. So, there might be other “different” PvP areas I’ve yet to uncover. I doubt it, though.


💋 The Beautiful

This section is devoted to what parts I liked most about Fallout 76. First and foremost, the landscape and the daytime lighting quality is amazing, particularly dawn and dusk. The sun ray aspect is probably the best part of this game and it’s done amazingly well… I’d say that it’s much better than the sun’s rays in Ubisoft’s Assassin’s Creed Odyssey. Let’s take a look at some of these images. They’re just stunning against the apocalyptic ruins. Here’s a quick slideshow of some of these:

 

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Unfortunately, the night lighting isn’t quite so spectacular, but it still provides some stunning visuals nonetheless:

 

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With that said, I’m also equally disappointed with the far too many of the low res 3D models and the low res image textures within the game. I know this is supposed to be the Beautiful section, but I have to cover both sides, like I did under the Fails area. Let’s look at a few of the problems with this game’s models and textures:

 

The above images illustrate how badly the texture mapping can go wrong in this game. In fact, even the tree leaves and ground plants are pretty much flat planes. When you get close to an object, the reality and illusion of it breaks down rapidly. For example, the white flowers above show the edges of the texture map when illuminated by the Pip Boy. You can’t see the lines in the thumbnail, but if you look at this image full size and zoom in a little, you can see these thin edge lines. It’s very prominent when playing the game.

This lack of resolution even includes the character models themselves. Up close and personal on the characters, you’ll see the squared off edges of arms and legs of the character model rather than being smoothed out. I understand why they don’t include 3D model smoothing in games as it takes more CPU power. I’m hoping that this will be available on the PS5 and Xbox Next. 3D model edge smoothing would help the character models look far more realistic.

Pip Boy

11-25-2018_11-32-23_PM-n5eaph0cThe Pip Boy, while not much different than Fallout 4, performs its function quite well here. I will say that the 3D model could do with a bit of work, particularly the orange lit button that seems too low res. I’d also prefer to have the map in the Pip Boy rather than having to pop into a separate screen. It made it so much more handy to get to and fast travel via the map when using the Pip Boy. It was also much more immersive than having a separate and pretty colored map. It’s fine if they want to keep the nice pretty colored map, but having a map in the Pip Boy prevents the need of getting out of the Pip Boy to move move to a different screen. It’s all about time savings and this change would help a lot.

Here’s a little trick you can do with the Pip Boy that maybe you didn’t know. You can use the right stick and move the Pip Boy around, like so to get a better look at it:

If you really dislike using the Pip-Boy, there are two alternatives: 1) Hop into Power Armor. It has its own separate heads-up display. 2) If you don’t have Power Armor handy, you can press and hold the two squares (left button below the Xbox button) until it changes. It will give you a HUD that looks like so:

11-26-2018_12-16-12_AM-eomehsb0

This HUD performs all of the same functionality as the Pip Boy using a different color and without the distraction of it. To switch back, press and hold the two-square button again and the Pip Boy will return. Personally, I prefer the Pip Boy, but I’d like to change the screen color from green to something else. I remember you could do that in earlier Fallout games.


🛑 The Butt Ugly

Daytime and Nighttime

Day and night in this game is weird. It seems that daytime blows by quickly, yet night seems to drone on forever. It could be that there are more nighttime hours than there are daytime hours in the game. This is, frankly, unwanted. I’d prefer to choose day or night and let it stay that way until I change it. Since the clock is mostly unnecessary, each player should be able to choose the time of day setting they would prefer (day, night, dawn or dusk). Let the clock roll by, but let me keep my visuals on daytime. Rainstorms and Radiation storms can still roll through, but let my game remain on my visual choice.

Enemies and Levels

Simultaneously, enemies are both weak and strong at the same time. For example, I’ve run into level 1 Molerats that take at least two shots to kill and my character is level 15. How is that possible? One shot should kill a level 1 molerat. I’ve also run into level 33 enemies who I’ve been able to kill in 5-6 shots. The level system is broken. I shouldn’t even be able to come close to killing a level 33 enemy at level 15… or at least, it should take so many shots that I’d run out of bullets before I finished.

Aiming, Misfires and Collision Detection

This game has some of the worst collision detection I’ve seen in a game of this caliber. When the enemy is up close making hits on me, I can’t even seem to make a point blank shot with a gun… and believe me, I’ve tried. I know that the bullets should be connecting, but the game doesn’t register it. Not only have you lost the ammo, but you’ve wasted health points because the enemy is hitting you. Even worse is that some enemies constantly move around you. If you’re trying to shoot them, they’ll intentionally run behind you… even animals. This AI behavior is stupid and it means you’ll be constantly fumbling to locate them somewhere in your camera view. Combat is already difficult enough without having to constantly swivel to find them

On the flip side, I’ve used my .44 Somerset Special sniper pistol and hit enemies at a distance in the head when I know my aim was way off. I don’t understand this discrepancy in how weapons work here. This problem is even true of even shotguns which are known to have a wide dispersal pattern. Meaning, if there is a ghoul inches from you in Fallout 76, the chance of actually making a hit is very low unless you have exactly perfect aim… when, in fact, the dispersal pattern of an actual shotgun at that range would decimate an enemy as long as it’s aimed in the general direction. Still, in this game when enemies are up close, there’s an unnecessarily high chance of missing. When they’re far away, somehow you can connect shots even when you’re aiming in the ‘general direction’. This is very, very ugly for a shooter.

Instead, up close shooting should be much more accurate than distance shooting. Bethesda’s devs somehow got this one backwards in Fallout 76.

Inventory Storage Maximums

The inventory system on this game is what you’d expect, only worse. Unfortunately, Bethesda keeps adding stupid after stupid into these games. The weights you can carry are way too low for what’s needed to actually play this game. This poorly conceived idea compounds to make a bad situation worse. Once you fill your character’s personal inventory and your stash inventory, you have no other place to store anything. You are forced to drop stuff. You have no choice.

In previous single player games like Skyrim and Fallout 4, you could always store excess stuff in chests or drawers or practically anywhere and go get it whenever you need it. You can’t do that here. Once you’ve filled up your inventory, you’re screwed and there’s nothing you can do about it. As you can see from this video, the way the Stash Box is implemented simply doesn’t work…

Sweep System

Why can’t you drop stuff? This game is constantly sweeping dropped items. The sweep system is so bad and so aggressive that it will sweep away even recently killed enemies before walking over to them to get their loot. It’s particularly bad if you’re a sniper. If you snipe your prey from a distance, don’t expect anything to be there when you arrive. I’ve had so much kill loot stolen from me by the sweep system, I should have stopped playing then. But, I kept toughing it out hoping it would get better. It doesn’t.

This is the fundamental blocker that has made me stop playing. Being over-encumbered is a problem, but nothing’s worse than not being able to drop your stuff off easily and remove that problem or potentially lose it after a character death because of the dropped loot.

Note that the My Stash location holds a maximum weight of 400 … well, actually 399. Once you reach that level, it won’t let you store more. I tire of playing these systems which provide arbitrarily low limits when you really need at least 3 times as much storage space. This is the reason this one falls under The Butt Ugly.

Dropped Loot and Respawning

Upon your character’s eventual death in the wasteland, you will be allowed to respawn. When you do, the map gets a death marker and your character is respawned to the nearest chosen spawn point.

The fail here, and boy is it EVER a fail, is the fact that the game drops loot when you die. What’s the point in this dropping loot? It doesn’t make the game more challenging, it simply makes it a hassle. I absolutely and totally hate this design that’s now being implemented in so many games. Whomever thought that the death marker and dropping your loot upon death was a great idea should be walked to the door after being summarily fired. This is not a design that anyone wants.

Worse, it hangs your loot out to dry whenever you’re out questing. If you’re playing a game that doesn’t allow you to store your items, then maybe it might have a point to exist. Since ALL Bethesda RPGs allow you to store stuff in containers, there’s no point in dropping loot upon death. This just encourages you not to carry loot with you and continually go and drop it off.

The danger with dropped loot is compounded by Bethesda’s absolute crap storage maximums. When you’ve reached the storage maximums of the stash box and of your character, you have to being carrying more stuff with you as you can at least carry over-encumbered. The stash box can’t accept anything else once full.

This means that if actually want to go out questing, you have to carry a shit ton of stuff with you that could potentially be lost under bug conditions (as I’ve described above). It means your loot is being hung out to dry every time you go out questing.

I really don’t want to have to fight with a game’s systems over playing the quests. This game is already cumbersome enough to when attempting to apply stimpaks or change weapons while in battle. Having to fight with stupid bugs that lose stash items is just insane… which is why I’m done with playing this disaster of a game.

Changing Weapons and VATs

Because this is an online game, there is no such thing as pause. This means that while you’re changing your weapon, the enemy is hammering on you. Same for trying to apply Stimpaks or eat food to increase HP. Basically, it’s almost impossible to change weapons, eat food or apply medicine when you’re in combat. In the standalone games, the game pauses while you go into the Pip Boy. It doesn’t work that way here.

Yes, there is a weapon wheel, but it’s just as cumbersome to use as going into the Pip Boy. Because there’s like 15 slots, trying to target just one of the slots perfectly is a challenge, particularly when you’re trying to battle fast moving Ghouls. This part is really trying and needs a drastic redesign by Bethesda. It needs not only a simpler system to get to the most used weapons, it needs a faster way to get to them without blocking the screen. While this is a fail, it’s incredibly butt ugly.

CAMPs randomly disappear

While I believe this to be a current bug which may get resolved in a later version, I have found my CAMP has disappeared twice in the time I’ve been playing. The first time I’d built hillside camp with stilts. It was designed specifically for that hillside. After my camp disappeared, I quickly realized that I wouldn’t be able to build custom designed hillside hideouts as it’s almost impossible to locate that exact terrain to place the hideout in the same position.

Instead, I’ve opted to create a small cabin that can sit on practically any terrain. It means that it’s easily portable and can be dropped almost anywhere that’s reasonably flat. This helped because my CAMP disappeared a second time and I had to relocate it. Having this small self-contained shack made it easy to rebuild. I’m sure it will disappear again. When your CAMP disappears, the game doesn’t charge you to place it down again. It’s not considered ‘moving’ the CAMP, so there’s no fee involved.

However, the hassle of having to move CAMP around and the fact that it disappears is a highly ugly experience overall. Bethesda is aware that CAMPs are disappearing, but they’ve done nothing yet to solve the problem. Perhaps they can solve this in a later update.

The benefit is that if you want to move your CAMP and you don’t want to pay, this bug would let you move your CAMP somewhere else for free. You just have to wait for the bug to be triggered and have your CAMP disappear from the map.

Game Worlds

Finally, I should mention a miscalculated design decision that Bethesda engineers made for Fallout 76 that has contributed to the failure of this game. When you log into the Fallout 76 world, you are placed onto a individual server. It seems Bethesda’s engineering team made a fateful decision to limit each “World” to a maximum of 24 player slots. It also seems that a “World” is technically a server located in some datacenter. While I understand the need to help scale a game may involve using many servers, it seems the engineers decided to limit the number of players on each server to improve the gaming experience, but at the same time, this design choice limits multiplayer interactions.

This design decision has only served to make the game seem smaller than it is. There are times when I’ve been in some “Worlds” where there might be 4 or 5 other people online. Basically, the server is empty and thus, the game seems empty.

This is butt ugly because it causes two problems. The first problem is that in a game that should be teaming with multiplayer folks, you might only see and interact with only a handful of other players ever. You also don’t know how many people are on other “World” servers in total or whether a friend is on another server. Secondarily, this server boundary problem serves to make it impossible at times to put teams together. There was a time when one person on my team couldn’t get back onto the “World” server because it was full with 24 people. We all had to interrupt our gameplay, drop off of that world server, team up at the main menu, then reload the game by following one of the team into a new “World” server. A tedious hassle, at best. Any situations like these that serve to interrupt playing the game are not only a fail, but an extremely bad design decision. The game should seamlessly handle these issues without any interactions on the part of the player.

The engineers should have also designed the “World” system to allow cross play between “World” servers so that seeing people on the other servers is a seamless experience. This would drastically improve the game showing a teaming world of multiplayers rather than seeing no more than 24 people online. In a game where it is entirely devoid of NPCs, limiting the “World” servers to 24 people only serves to make the game seem even more barren and lifeless. Vault 76 then becomes less about hope of repopulation and more about the deaths of the Vault 76’s dwellers.

Vault 76 and Reclamation Day

I don’t even get the logic of Reclamation day. Unless the vault was running out of provisions to support its inhabitants (possible, but not explained), opening the door to let everyone out was a bad Overseer decision. It would have been better to send out a small scouting party to determine the situation “outside”, then report back. That’s the only logical thing to do before opening the door for everyone. If the scouting party didn’t report in at all or reported in unfavorably, then why open the door? I’m not sure what the Overseer was thinking by opening Vault 76 at that moment in time. Clearly, it was a bad decision as pointed out via the multitudes of holo tapes and the clear world devastation that the Vault 76 inhabitants were ill prepared to handle. Why would you intentionally sacrifice the safety of the vault’s inhabitants to such a hostile world? The story starts off badly and doesn’t get any better, unfortunately.


🚌 Missed Opportunities

With the introduction of Fallout 76, I was expecting a whole lot more to this game, particularly the multiplayer portions and settlement building. For example, with the idea of settlements and settlers, comes the idea of letting players settle and run businesses in the wasteland. Instead of roaming around the wasteland, they could man businesses and buy and sell merchandise they create or find. If the player wants to explore, a robot could step in and man the store with whatever merchandise is there. When the player wants to man the booth personally, they can step in and do so. This would allow for actual haggling in prices between players.

There’s also the idea of building a community. Letting players group together to create structures for settling and for extended quests. The settlements could even grow into thriving cities. That’s the point of what Vault 76’s opening meant… to rebuild. This means that players can not only build residential and business structures, but also build structures that might contain enemies including containers with loot and various other things. It would also let players create water treatment plants to filter out the radiation, set up farms for cultivating crops, building power systems and rebuilding manufacturing to allow for building of Power Armor, cars, and trucks to bring the modern world back.

Letting the players build extensions to the world to make the world more dynamic should be the plan of any multiplayer world. Of course, when just starting out in a new game, you don’t want low level players taking advantage of the modern conveniences and improvements… yet. So, they should be restricted from seeing and participating in these activities until they have either leveled up sufficiently or completed the main quest.

Yet, here we are. Fallout 76 is just a mere shell of what it could have been.


👎 Overall

As it is now, this game gets a thumbs down from me with a rating of 2 stars out of 10. I classify it as a disaster worse than the nukes that decimated West Virginia in this game. While the daytime wasteland is very pretty to look at, there’s so little to see and do that Fallout 76 really feels mostly incomplete. The lack of NPCs makes the whole game seem barren and lifeless. The quests are average, but it doesn’t really make me think that this game is heading in any direction like Fallout 4. Like Elder Scrolls Online, the whole experience feels hollow and without a point. Instead, it seems like you are asked to chase information about already dead Vault 76 characters via holo tapes and computer logs. You never seem to run into any other actual NPC characters from Vault 76 other than multiplayer characters whom are “just there”, but don’t play a part in the narrative.

Fallout 4 did at least have a cohesive story to tell. Fallout 76 feels like a pale imitation of Fallout 4, but doesn’t have the meat or the core.

What’s left then is the main quest line and so far that’s simply chasing holo tape after holo tape or logging into a computer to read notes on a computer screen… and you don’t even need to read them to get quest credit. These audio logs and computer screen entries are, well, uninteresting. Other than the enemies you have to kill to find or get to these quest items, the rest are mostly boring exercises with nothing to engage the gamer into wanting to progress.

This is all made worse by the fact that the game is chock full of bugs and glitches. The overly unnecessary eating, drinking and getting diseases simply interrupts and detracts from questing. The lack of a well designed PvP system, including the poorly designed unowned workshop system, simply makes everything seem pointless. The game’s entire reason to exist is for poignant multiplayer PvP, but then fails to even deliver on that. The biggest event to tackle is killing a Scorchbeast, but even the fun of that deflates once you’ve done it and all you receive at the end is basically nothing or some Scorchbeast meat, you really begin to sense just how hollow and tedious this game really is.

The primary thing I’ve found to hold my interest is scavenging. Even then, that’s actually limited because you find the same things over and over in each container. So then it becomes about dismantling these into component parts for crafting mods and such. Basically, scavenging becomes repetitive fairly quickly. This situation is then made worse by the extremely limited inventory storage amount that you’re given, into which you can store these component items. Once your storage space fills up, the game is pretty much over. There’s really no point in playing once you’re constantly over-encumbered.

What I recommend is the following. Wait 6 months to purchase this game. After 6 months or more of patching, this game might become more playable and usable. This same problem occurred with Elder Scrolls Online. Only time will tell. As it is now, unless you like playing these simplistic and poorly designed thin multiplayer games, you should steer clear and try playing this one 6 months from now, at the earliest. It’s definitely worth giving Fallout 76’s developers plenty of time to attempt to right this listing ship and improve the play value of this game in the process.

I’ve lowered my score from 3.5 to 2 stars because this game is far too much trouble than it’s worth. The problem is with the bugs and glitches. For example, here’s several bugs and glitches in a row that compounded into losing all of my “junk” inventory on my character… none of it was my fault in playing the game poorly and was entirely responsible by poor game design and bugs.

I’m currently at level 27. During combat, game lagged for about 5-10 seconds. It was logn enough for a low level scorched to kill my character. The controls didn’t respond at all during that 5-10 seconds. I couldn’t move or shoot or do anything. My health line before the glitching was at least 75%. The glitching allowed more than that scorched’s fair share of hits on my character (which, of course, I couldn’t see or respond to). After the game unlagged and showed my character dead, I respawned to the same location and within 15 seconds of respawning, the entire game hung and crashed on the Xbox with the signature sound looping. It was not enough time for me to go collect my dropped loot (which I don’t believe in dropped loot in games anyway). I believe this is a stupid tactic that doesn’t belong in any games.

After the game restarted, my dropped loot was gone as was my last death marker. All of my “junk” was lost and I had a lot of stuff on me important to repairing items. Items I couldn’t stash because my stash box is entirely full. At this point, I’ve had it with Fallout 76 and I killed the game. I won’t be playing Fallout 76 anymore and with that, I dropped this score to 2 stars out of 10. It’s a pointless and worthless piece of drek from Bethesda that you’d do best to avoid.

Parental Advice

This game is designed as a multiplayer (MMORPG) game. Because of the continuous multiplayer aspect, there is no way to fully rate what your child might be exposed to or with whom they might come into contact. Basically, use your best judgement if considering this game purchase as a gift for a child. As for the themes in this game, they are mostly adult themes. Children too young may not understand the themes contained in Fallout 76.

Requirements

This game requires an always-on and relatively fast (i.e., broadband) Internet connection to function. If you don’t have always-on Internet, you will not be able to play this game.

Updates to this game usually end up in the range of 30GB to 50GB per update. These updates appear at least every few weeks and may come more frequently as Bethesda attempts to squash bugs during the first few months after release. If your Internet connection is metered and/or you only have a small allotment of data, you might want to steer clear of buying this game. Also, once an update has been released, you cannot play the game until you have fully downloaded and installed the latest update.

Update as of 12/25/2018

One month after the release of this review and nothing has actually improved. In fact, with each new successive release, this game is actually worse. In fact, it’s MUCH, MUCH worse with stupid bugs that shouldn’t even exist. At this point, I’ve dropped this game down to 0 stars out of 10. This is unheard of for me, but there is no other way to deal with such a piss poor game.

Releasing patches is supposed to improve the game. But every patch that they’ve dropped has literally made the game worse. In fact, the devs seem to be imposing restrictions on the use of things and fighting abusers rather than fixing bugs. It seems the devs are chasing the players exploiting bugs.

Instead of chasing abuse problems, the developers should spend their time fixing legitimate show-stopper bugs. Bugs that crash or hang the client. Bugs that prevent playing the game. Bugs that are so severe, it would turn anyone off of actually buying the game. If you’re having problems with abusers, ban them from the game and report them to Xbox Live to have them banned from their Xbox account. Make it known that abuse in the world won’t be tolerated and will be reported to Xbox Live.

The devs need to focus in improving the stability and reliability of the world servers, of the quests and of the game client itself. They don’t seem to be doing this. It seems they are focusing on abusers. Fix the bugs now, worry about the abusers later…

Basically, DON’T BUY THIS GAME. If you’ve bought it for a gift, grab it from under the tree and buy the person something else. This game is so bad, it doesn’t deserve any players. This game needs to fail and go away. Let’s make that happen. Vote with your wallet and skip this one.

💯 Score

Graphics: 7 out of 10
Audio: 8 out of 10
Gameplay: 0 out of 10 (way, way too buggy)
Questing: 2 out of 10
Settling: 3 out of 10 (bugs here)
Workshops: 1 out of 10 (pointless)

Overall: 0 out of 10 (Nothing new to see here, way too many bugs)
Recommendation: DO NOT BUY, EVER!

↩︎

Review: Pokémon Let’s Go! Pikachu

Posted in botch, business, video game, video game design by commorancy on November 16, 2018

img_0072[Updated: 11/19/2018 for Pokéball Plus Controller] I’ll make this one short and sweet. This is the first Pokémon for the Nintendo Switch and in some ways it’s fun, but in many ways it’s a sheer disappointment. Let’s Go!

Pikachu

In this review, I’m playing the Pikachu edition. I’m sure that the Eevee edition will likely be very similar in play value, with the exception of certain Pokémon you can only collect in each separate edition.

Controller Problems

Here’s the first disappointment with this game. I want to get this one out of the way right up front. The Nintendo Pro Controller doesn’t work at all in this game. When you press the connect button, the light Cylons back and forth, but never connects.

img_0065Unfortunately, you are forced to use the JoyCons with this game. This is an extreme disappointment. But wait, it gets worse. If you pull the JoyCons off of the console and hold them in your hand and use the JoyCons wirelessly, you can’t use both of them together like you can when they are connected to the console. When they are separated from the console, the game mistakenly assumes that two people will be using one each. An entirely stupid decision. If there’s only one player, then let the player use both. If a second player wants to join, then remap the keys so each player is separate. Don’t just make bad assumptions about this.

Even if you place the two controllers into a JoyCon Grip to make the JoyCons feel like a Pro controller, the game still assumes one controller per person. Bad, bad design. It gets worse, again. If you want to hold the JoyCon horizontally so that the buttons are on the right and so you can hold the single JoyCon with both hands… not possible. The only possible orientation for holding the JoyCon is vertical.

I’m very disappointed in Nintendo and Game Freak here. It keeps getting worse. Because the JoyCons are not capable of the same distance away from the Switch as the Pro Controller, the connectivity to the console is entirely spotty using the JoyCons when it is docked several feet from you. Unless you intend to game with the console just a few inches in front of you (in which case you might as well attach them), using the JoyCons at a distance is entirely problematic and frustrating.

So, the only way to use both controllers to play the game as a single player is when they are connected to the console and that means holding the Switch in your hand playing it using the built-in screen. You CANNOT play Pokémon Let’s Go using the Pro controller at all or by using both JoyCons together when they are not attached. You are forced to play this game using a single JoyCon per player when detached. A stupid and unnecessary requirement and decision. And people wonder why Nintendo is in third place for its consoles.

Pokéball Plus Controller

pokeball-plus.jpgNow that I’ve found, purchased and have had a chance to use a Pokéball Plus controller, I understand Nintendo’s reasoning not to support the Pro controller. It’s all in the name of making yet more money off of a new gadget. Considering that the Pokéball Plus controller costs $50 (just $20 shy of a Pro controller), this Pokémon game is simply a scam means to get you to buy into this new Pokéball controller.

With that said, the Pokéball Plus controller plays the game substantially better than using the JoyCons wirelessly and it has a longer wireless range. Though, with this controller, it’s still nowhere near perfect. However, I do see the attraction in using it.

The Pokéball Plus controller has two main functions:

1) To toss at your screen (cables hopefully keep it in check) and capture Pokémon with Pokéballs. When you toss, it simulates the action of throwing a Pokéball. The throwing action is heavily reminiscent of using a Wiimote.

2) The center knob acts as a joystick and the A button. On the red half, there’s another button that acts as the B button. I’m concerned with the longevity of this controller as you push through a rubberized surface to depress the button. I’m not sure how well that rubberized material will last.

Like the Wiimote, there’s a speaker in the ball. So, you’ll occasionally hear noises coming from the Pokémon when you trap them in the Pokéball. It’s a cute feature, but it’s really just a gimmick and the volume is no where near loud enough.

The downside is that the Y button is used throughout the game, but there’s no Y button on the Pokéball Plus controller. This means you’ll miss all of the areas where Y is used. Worse, there’s no way to take a screen snap or begin a video. You’ll still need to have your JoyCons sitting out for these functions. There’s also no button to get back to the Switch’s main desktop (to easily share videos and snapshots). Because you can only have two controllers active at any one time in this game, you can either have the left JoyCon active (sharing button) or the right JoyCon active (desktop button) in addition to the Pokéball Plus controller. This means you need to choose either to have the sharing button active with the Pokéball Plus or to have the desktop button active with the Pokéball Plus.

Basically, sharing anything from Pokémon Let’s Go is a pain in the rear. It’s just not easy, and it should be. If the single active controller could be the Pro controller, having both the sharing and desktop buttons available would be simple. Nooooo…. they can’t do that. This is only a problem if you have your Switch in the dock. If you’re carrying the Switch around with you and the JoyCons are attached, this isn’t a problem.

For the price of the Pokéball Plus, it’s a hard sell. Thankfully, I got it for about $36, but if you have to pay $50 for it, I’d certainly think twice. There is the game bundle where you get the game and the controller in one package. I don’t think it saves you any money, but it’s one way to give both as a gift. I bought the controller separately.

The round shape, unfortunately, leaves some to be desired. I’ve had problems with spherical shaped input devices in the past and these same problems arise here. If you don’t put the strap on correctly, you’ll always end up holding the ball backwards. You’ll have to take it off and flip it around. This makes it tedious to use this controller. Even if you are holding the ball in the correct orientation, if the controller position in your hand is slightly off, moving the character can be difficult. I find myself constantly readjusting my grip on the ball so that the joystick moves the character correctly.

The accuracy of “throwing” the Pokéball controller is hit or miss. Sometimes I think I’m throwing it correctly, but the ball goes off to the left or the right and misses. It’s a cool idea, but the accuracy and execution of this controller just doesn’t work all of the time. However, I will say that it is more accurate than trying to use a JoyCon. So, there’s at least that.

If I’ve somehow managed to sell you on getting a Pokéball Plus controller, I’d recommend looking for it at your local Best Buy store. Amazon appears to be out of stock and third parties on Amazon are selling it for $75 or higher. It’s also likely to be a hot seller over the holidays. If you’re considering it as a gift, I’d suggest going and getting it now. Don’t wait for Black Friday sales. It’s not likely to go on sale anyway. Just find it at Best Buy for $50 and pay for it at that price. If you have a Best Buy rewards card, I’d suggest using that with your purchase. You can eventually get some money back on it.

Dock

This game almost completely ignores the fact that there’s a dock and, as a result, doesn’t properly support it. Instead of allowing use of the Pro controller when docked, it forces you to pull the JoyCons off of the Switch or use the Pokéball Plus controller instead. I found the JoyCons to be cumbersome, problematic and unwieldy. We spend $70 for the Pro controller and we can’t even use it. To not be able to use the Pro controller on Pokémon (one of Nintendo’s flagship properties) is just an extremely bad design choice. It also ignores the the idea of using the dock to play your game on your large screen TV. It almost seems the developers want to force you to play this game out of the dock by holding the Switch in your hand. In fact, I’d consider Pokémon Let’s Go to be Nintendo’s first real misstep on the Switch platform. Let’s hope this is not a sign of things to come as missteps like this could doom the Switch to failure.

Game Play

img_0064Not completely ignoring the stupidism that is the controller system (which is stupid), the gameplay is underwhelming. Sure, Nintendo finally added the ability to see the Pokémon running around in the weeds before you collect it, but that’s of little concession when the game is basically the same game as every other DS version.

Let’s go back to the controller again, but for a different reason than above. When you are attempting to capture Pokémon with the JoyCons attached to the Switch, it’s much, much easier and simpler to throw Pokéballs. The ball throwing motion needed when using a detached JoyCon is much, much more difficult for no apparent reason. Worse, when using a loose JoyCon, the hand on the screen when trying to interact with your Pokémon is entirely difficult, where using the touch screen is easy peasy. Here’s another place where forcing the use of a JoyCon a tremendously bad idea. The motion to throw a Pokéball with the Pro controller would mimic the same motion used when holding the console… where using the a detached JoyCon for throwing a Pokéball is … well … strange.

Game Design

img_0068I was actually expecting a whole lot more use of the player camera than what is being offered. It’s effectively a 3DS version ported to the Switch. Nintendo completely missed the opportunity to give this game a much needed facelift for the Switch, like they did for Breath of the Wild. It is effectively the same game as every other Pokémon game. This is quite disappointing, but it’s also a double edged sword.

For some players, it is like a comfortable glove. If you’ve played Pokémon in the past, then you can fall right into this game without any problems at all. It’s old hat and feels old hat. The graphics are improved, but it needed a more open world RPG style update rather than this constrained old-school Pokémon conversion.

I’m sure a lot of people will absolutely adore this game. Because Nintendo has chosen to play games with how the controllers work, it really constrains this game to feeling rushed and unfinished or a really bad port.

Graphics

To be honest, the graphics are very low res, flat and cartoony. I sort of expected this, but not at this low of a level. It’s at such a low level, that it looks like a Nintendo DS. Though, as I said above, it is somewhat better than the DS only from the fact that the resolution is higher… but that’s not really saying much.

Overall, I was expecting a whole lot more from this game.

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Score

Graphics: 4.5 out of 10 (Underwhelming)
Sound: 2 out of 10 (Music is way too loud and unnecessary)
Controls: 2 out of 10 (Controller system is strange, no Pro controller support)

Overall: 4 out of 10 (Antiquated, strange controller design, seems unfinished or bad port)

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Game Review: Assassin’s Creed Odyssey

Posted in reviews, video game, video game design by commorancy on October 6, 2018

a2b4debe8beb1ac5dee92d4a3774b014Truly, there’s nothing wrong with this game. Nothing, except for the fact that it’s an almost identical functional clone of Assassin’s Creed Origins, chock full of all the same bugs in Origins. I’ll make this one somewhat short and sweet. Let’s Explore.

Assassin’s Creed Origins

Earlier in the year, I wrote a rather lengthy game review of Assassin’s Creed Origins. I had a lot of gripes about Origins. Well, I’m sorry to say that few of my suggestions in that review made it into Odyssey. Most of those design flaws were pulled straight into Odyssey, something I should have expected.

I’m not going to write much on this game because I already had my long-winded say with Origins. Writing it here again would simply be redundant. I’ll suggest heading on over to read Randocity’s Assassin’s Creed Origins game review if you’re curious to find out what things I truly disliked.

Clone

If we thought Origins was a simple money grab, Odyssey most definitely is. Ubisoft basically copied the entire Origins game, created a new character or two, added a few new quests and called it a day. Odyssey is literally just a rethemed Origins with a slightly different locale and storyline. There’s also a bit more sailing involved, but the ship battles still offer a mostly horrible game mechanic. Senu is replaced by Ikaros. It also adds recruiting lieutenants for the ship which is akin to Brotherhood and already been done. You can recruit them all day, but you can’t do anything with them. Though, it’s a good mechanism to use to prevent bodies from being littered all over a fort when you’re trying clear it out in a stealthy way.

Overall, Odyssey feels like a clone designed to make Ubisoft yet more money without doing a lot of work. I was actually afraid of this possibility when I heard that Odyssey was announced so quickly after Origins.

Combat

I take some of what I said back. Odyssey is actually worse than Origins in combat. Now not only do enemies STILL use the stupid backing up tactic, now they climb away from you. I don’t know who thought THAT was a good idea? Enemies who are engaged in combat should STAY engaged in combat WHERE THEY ARE. Finish the battle right there. I don’t want to have to keep chasing them down to fight them somewhere else. Stay put!

Worse, the enemies are even MORE sensitive than in Origins. As soon as even one sees you, the whole camp knows you’re there. That’s just ass. There is no way one single enemy can alert the whole camp without a warning. And since he’s been engaged in combat the whole time, there is no way for him to alert. Sure, you might argue the clanking of swords might alert someone, but in reality, these guys fight test fights anyway. So, that’s not enough alone to alert the whole camp.

Desynchronization Game Loading

This part is just a total clusterf***. When I save a manual game save, if it is the most current save, I expect that game to be loaded after a desync. No, it doesn’t. It loads some random previous autosave instead. This forces me to wait through that autosave to load, then I have to go and load my manual save again. Stupid and time wasting. Ubisoft, get with the program here.

After a battlefield battle, it’s even worse. This is just some shit. If you run off the battlefield, the battle restarts immediately. If you desync, the game forces you to endure the entire restart of the battle including talking to Stentar and going through all of the game choices. OMG. NO effing NO. If you can restart the battle simply by abandoning it, you can let us rejoin without having to go through that long ass restart process.

Battlefield Simulators

Okay, no. This piece is just suck, all the way through. This is Assassin’s Creed. Got it, Ubisoft? It’s about Assassins. It’s not Warrior’s Creed, it’s Assassin’s Creed. Right? Say it with me Ubisoft, “Assassin’s Creed.” If I wanted to play WAR battles, I’d play Battlefield or Call of Duty or any other war simulator. Ubisoft has plainly gone off the deep end. No more battlefield simulators in Assassin’s Creed games, particularly when they are entirely useless (more about that later).

If you want to add this crap in, then at least let the hero act as an assassin and use the assassin moves. At least let my character get away from the battle and work on stealth or long range tactics. No, you can’t. As soon as the battle starts, at least two guards earmark you and there’s no way to get rid of them short of killing them. Even then, that triggers even more guards to come after you. You can’t shake them to hide and perform stealth maneuvers. Again, this is Assassin’s Creed!

Worse, there’s absolutely no warning of this play mechanic until it’s on top of you. Then, it’s too late to go back and bone up on the warrior skills. You have to fail out and then “come back later”. I hate that shit in a game. If you’re going to lead me into a battle simulator, at least give me a warning that shit is coming long before I get there so I can plan my skill-ups and armor accordingly.

Worse, these battlefield simulators are entirely pointless. You can win the war and claim victory for Sparta, then about a day later in the game be required to go do it again. What’s the point in claiming victory over a territory if you have to keep doing it over and over and over? At least warn me the territory is about to fall to the hands of the Athenians and let me go take care of it before it does.

Such absolute crap!

Bosses

I can’t speak for all bosses, but this particular boss is annoying as all hell. This is the Kalydonian Boar. This thing has two attack phases and the second phase is as frustrating as it is unnecessary. Thanks Ubisoft for making such crap bosses. The boar claims to be a level 13, the same as me. Yet, it takes massive numbers of hits to even whittle its health down. It’s not a 13, it’s like a 26. I hate this fake numbering of bosses when they are many, many levels of above you. Truth in labeling, Ubisoft. Tell us what the actual boss’s level is. Don’t sugarcoat it making us think it’s a 13 when it’s actually 26.

As soon as you enter the ring, it runs at you full speed. If you’re lucky, you can miss this attack and start hammering on it. That’s not the issue. As soon as you whittle its health down by about 1/8th, 4 baby boars show up and start goring you, in addition to big boar boss. Swarming is not something I go in for in any game of any type. When swarming is the tactic, I’m out. I also call bullshit on that tactic. It’s just a way to whittle your health down for big daddy boss. To me, this is a bullshit tactic. I’m here to fight the boss boar, not a bunch of annoying baby boar. And, where the hell did they come from anyway? They’re not in the cave and don’t emerge from the cave. They just miraculously spawn onto to the field. Again, I call bullshit. If you’re going to have enemies show up on the field, make the idea at least appear real. Put cages and open them up so we can at least know what’s coming. Just magically making them appear out of thin air is total BS.

The problem I have with the baby boar is that they gored at me so much, they pushed me off the playing field which… stupidly… resets big boss boar’s health, but not mine. I’m still being gored with red health, yet big boss boar has miraculously healed and the whole thing has reset. Yet, baby boar hang around to be a nuisance? Get with the program Ubisoft.

Even though big boss boar won’t leave the playing field, baby boar will and they’ll chase you down even if you leave the ring. Again, I call bullshit on this design.

In fact, there are so many design problems with this boss level I don’t even know where to begin:

  • If you’re going to have a border that resets the whole thing, then mark it clearly with some kind of translucent effect. I need to know when I’m about to leave it and can move back into the field.
  • I also need to be warned with a “return to the battle” timer to avoid resetting the boss.
  • I should be able to kill this thing from the top of a cliff with an arrow. Nope, you are forced to enter the playing field and battle the boss boar strictly with melee weapons. Total bullshit.
  • No baby boar necessary. The level is well hard enough without that extra crap.
  • If you’re going to spawn baby boar, when I leave the area, they need to despawn immediately.
  • Set up the baby boar in the cave and have them come out of there so at least it makes sense where they came from.
  • Truth in labeling. If the boss is level 26, then put that number above its head.

More crap design from Ubisoft. This is kinda becoming a trend, Ubisoft. Might want to work on that.

Wood, Wood Everywhere, But None To Cut

As you wander around this forested landscape in Greece, you’ll notice a lot of wooded areas with so much wood, you might be wondering why you’re limited to “Olive Wood”? This part about games like this one makes me terribly frustrated. Just give me an axe and let me chop trees down. Don’t make me hunt all over the land for tiny “special” spriglets that are difficult to find and even more difficult to see.

Wood can only be obtained through the small mentioned spriglets like so:

Assassin's Creed® Odyssey_20181019111022

Instead of being able to use the ready amount of wood you find everywhere as far as the eye can see, you’re limited to locating these tiny little shrublets and harvesting them. It’s stupid.

The resources needed to upgrade your weapons and armor are wood, leather, metal and various crystals. You find these only in specially marked items on the ground and in war chests. In fact, it takes a ton of wood to make arrows, so you’re almost constantly running out just to keep your arrows stocked. On top of this, upgrading your weapons and armor requires tons of all of the listed resources… particularly Legendary Armor that requires a literal shit ton of it.

Assassin's Creed® Odyssey_20181019105956

I can understand the leather problem to an extent. The wood problem has no explanation at all. With piles of wood sitting around like this, what the hell?

The problem I have with leather in this game is that a steer that should yield the maximum amount of leather for any animal, but instead yields about 3 pieces. A bear which is probably smaller than most steer yields 10-15 pieces. An elk yields about 3 pieces. An elk is easily the size of the steer. These numbers are so artificially low, it’s just frustrating to go out and search for this. Oddly enough, wolves tend to yield the most amount of leather even though they’re dog sized. Go figure.

Ultimately, the resources are so scarce it’s not really even much fun to go chase after them. I easily spend hours running around collecting this stuff when I should be concentrating on making progress in the game’s story. Yet, to progress I need to upgrade my armor which requires these resources. So here I am, spending hours running around the game trying to find stupid little trees.

Then there’s Orichalcum. How many currencies do we need in a game and why? I’m getting a little frustrated with having 10 or more different currencies to buy from various vendors. Can we standardize on a single in-game currency, please?

Chickens

This story is as humorous as it is frustrating. It also sums up all of the things wrong with Odyssey in a nutshell. I had just gotten my behind kicked by some animal or NPC. I was running away to recoup my health. Anyway, my health was on the verge of being out (like one tiny little tick). I made my way into a city and a chicken attacked me. I’d never been attacked by a chicken EVER in Assassin’s Creed of any version. That chicken’s attack desynced my character. I know this was an intentional addition. The game made the chicken attack me because my health was that low.

This game is wrongly opportunistic in this way. I’m sure some developer thought this is extremely funny to add this in, but it isn’t. I wasn’t attacking this chicken nor had I made any motions to attack it. However, I do now. Every time I cross paths with a chicken, it dies. This is something that should be removed from the game as it is entirely unnecessary.

Perfect Vision

NPC characters in the game have perfect vision. I’m not even visible around a corner and NPCs see me and come after me. Again, this is so wrong. NPC vision shouldn’t be that acute. Yet another game design flaw. This is one of those pet peeves about games that truly drives me crazy. Game AI characters should have the ability to “see” about as far as 10 feet in the dark, maximum.

Overall

If you like Origins, you’ll probably like Odyssey. Unfortunately, it doesn’t offer anything substantially different over Origins in combat, exploration or play value. In fact, I haven’t found much that’s majorly different from Origins. The one substantial change I’ve found is that you can play as either Alexios (male) or Kassandra (female). Everything else is pretty much Origins all over again. You can easily fall right into Odyssey as an extension of Origins without batting an eye. The controls are the same, the play value is the same, heck even the lands seem the same.

The graphics are still very pretty and the landscape is amazing to behold, but I got jaded by that with Origins. What I see in Odyssey seems just the same as Origins. In fact, I thought that in some ways, the Bayek character and his armor looked better than Alexios and his armor. It’s almost like the Alexios character was rushed or something.

It’s also nice not to hear the same NPC banter constantly being spoken over and over and over. So, that’s a nice change in Odyssey. It makes the play experience quite a bit less annoying, but you can avoid that in Origins simply by turning the voices off.

Because all of the same things about Origins that I disliked went directly into Odyssey (sans the NPC sayings), I’m giving this game the same review I gave to Origins. You’ll want to read Randocity’s Origins review to find out all of those nitty-gritty details. So, head on over to the Origins review right after this one.

Photo Mode Broken

I’m not sure what Ubisoft is doing over there, but they love breaking photo mode. It was broken in Origins and it is again broken in Odyssey. Half of the time the filter selection doesn’t work (up and down d-pad is locked out). The other half of the time, the HUD doesn’t disappear after 10 seconds preventing using the console’s snapshot feature. Seriously Ubisoft, if you can’t get photo mode working 100%, then why include it at all?

Slideshow

Here’s a slideshow of various images I’ve captured in Odyssey. Oh yes, it’s pretty… very, very pretty. Too bad it doesn’t play as nicely as it is pretty.

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Score for Odyssey

Graphics: 9 out of 10
Sound: 7 out of 10
Game Saves: 4 out of 10
Gameplay: 4 out of 10
Controls: 4 out of 10
Combat: 3 out of 10
Stories: 5 out of 10
Multiplayer: 0 out of 10 (there is no multiplayer or co-op).
Stability: 2 out of 10 (unstable, laggy, infused with same bugs as Origins, at times unplayable)

Final Rating: 4 stars out of 10
Recommendation: Buy this game at $20 or less from the bargain bin or rent it.

Game Review: Spider-Man

Posted in botch, video game, video game design by commorancy on September 8, 2018

SpiderMan2Here’s Randocity’s review of Sony’s 2018 Spider-Man (Insomniac Games) exclusively for the PS4. Unlike so many other game magazines, this review will be brutally honest. Unfortunately, other than photo mode, there’s not a lot to like here. This review will also be short and sweet and somewhat brutal. Let’s explore.

No Holds Barred

SpiderMan1To be perfectly fair, I wanted to like this game. I really did. Unfortunately, this game is one of the worst Spider-Man games I’ve ever played. The absolute worst Spider-Man game being Spider-Man: Shattered Dimensions. Dimensions looked great, played like crap. Same problem here, well mostly. Not only is Spider-Man incredibly weak, he dies at the drop of the hat even on casual play. Dying wouldn’t be quite so bad if it didn’t take ages to reload the game. Absolutely worse, the whole game simply devolves into a button masher. This is not why I buy Spider-Man games. I buy Spider-Man games to swing around the city and occasionally get in brawls. I don’t want to spend 90% of my time brawling as a button masher. Basically, this game effing sucks rocks.

Controls

The controls are, in fact, most of the reason this game sucks. I’m all for web slinging fun, but this goes way beyond into craptacular territory. The first mission is practically impossible to complete, even on easy mode. The game simply doesn’t give you enough moves (or health) to take these guys out quickly. The AI on the enemies is frustrating and nonsensical. Worse, the controls make so many mistakes. When I try to get away from enemy, instead, the game chooses to perform a slide under which puts me right next to the enemy… the exact opposite of what I’m trying to do.

Focus

The “focus” game mechanic is entirely unnecessary, distracting and so lamely implemented that it actually prevents you from using it as intended. What is focus for? Healing. In fact, you gain focus so slowly, you can’t even use it to heal. There is no other way to heal other than spending focus. Let’s let that sink in for a moment.

SpiderMan5

What the hell is with healing through focus, anyway? Whose brilliantly crappy game mechanic idea was this? Just let Spider-Man heal naturally on his own. Don’t make me have to take action to heal him. If Spider-Man needs healing by external means, then put first aid kits around the levels and let me just automatically pick them up and apply them. This whole gaining Focus mechanic is so sloppily implemented, I don’t even know how the game designers thought it would be useful. Why not just use health pickups, you know, like practically every other game? Why throw in something so convoluted that it’s useless?

Distracting Game Mechanics

Here’s my biggest pet peeve with these distracting and unnecessary game mechanics. While I understand that Insomniac wanted something new to add to their repertoire of features, game designers should never implement a new game mechanic solely because it’s new. Instead, game mechanics must enhance the game, not detract from it. Why does the focus mechanism fail so badly? It fails because now you’re requiring gamers to watch the focus and health bars constantly. This means moving your eyes away from an ever changing play field of AI enemies.

In this game, even taking your eyes off of the, admittedly, poorly designed and unrealistic AI enemy combat moves, will see your health drop from 100 to 20 (or less) in one blow (even on easy mode). Ignoring the fact that Spider-Man is a superhero in the Marvel universe, has super strength and is super resistant to injury, there should never ever be a mechanic designed that forces the gamer to take his/her eyes off of the combat field and then manually apply health.

Instead, if you’re planning on forcing a health recovery system, then the health system should either auto-regenerate or self-apply at critically low levels. I shouldn’t have to monitor my character’s weak health and manually apply anything. Spider-Man is a superhero… a Marvel SUPERHERO! Treat him as such and at least give him some level of auto-health generation. Seriously, what is the point in manual application of health in this game? It is absolutely not a challenge, it’s just stupid design.

Web Slinging Cooldown

What was the point in this game mechanic? You have six bars of web action that when depleted means you can’t use your web to subdue any more enemies. No NO NO! Why is there an arbitrary count of how many times you can use your web? Again, this doesn’t make the game challenging, it makes the game stupid. If he has the ability to create web, then it should work 100% of the time or until he runs out of web solution. If you plan to add a game mechanic here, then make it a mechanic that sees him run out of web entirely and need to change his web canisters. At least, that’s realistic. Though, why even do that? This isn’t intended to be a simulation, it’s intended to be a superhero game. Just let Spider-Man sling webs infinitely. There’s no point in this web cooldown system at all.

Spider-Man is Weak

The other big problem I have with this game is that Spider-Man isn’t treated like a Marvel superhero at all. He’s like a random schmoe who picked up a costume and decided to be a vigilante. Not only does it take many blows on an enemy to finally knock them out, Spider-Man loses health at an incredibly rapid rate, even from just one bullet or one enemy punch. This is entirely ridiculous. He’s a Marvel superhero, not a random normal guy in a costume.

Insomniac treated this version of the Spider-Man character with all of the grace of a bull in a china shop, bumbling their developmental way through to a game that, in my opinion, barely resembles Spider-Man.

Photo Mode

The one and only one redeeming feature of this game is photo mode. If you’ve used photo mode on Assassin’s Creed Origins, then you’ll feel right at home in this one as photo mode looks and behaves nearly identical. This feature doesn’t make the game worth playing by a long shot. But, the composition tool does have some cool overlays (see the first image in this article), assuming you can actually play enough into the game to use these overlays in some real way.

Overall

My rating for this game is 3 out of 10. It needs a whole lot more developmental time and it needed better usability play testing. It’s not worth playing. If you must play it, then rent it from Redbox or rent it someplace else. Or, wait for it to get to $15 at Gamestop. Don’t waste your money buying this trite piece of Sony garbage unless you truly enjoy torturing yourself with really bad games. If Insomniac can push out patches that can address all of these identified problems (doubtful), then maybe this game might improve. I wouldn’t hold my breath.

For me, this game goes back to Gamestop as a trade-in. I’ll wait until the game drops in price which will have given Insomniac plenty of time to release more patches… not that that will improve this game. Though, I’m willing to give it a second shot much later in the future.

Graphics: 8 out of 10
Audio: 8 out of 10
Voice Acting: 8 out of 10
Gameplay: 2 out of 10 (repetitive, nothing new)
Combat: 1 out of 10 (enemies swarm in unrealistic ways, manual health application)
Overall: 2 out of 10 (rent only)

If this article helped you, please leave a comment below.

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Game Review: Detroit — Become Human

Posted in video game, video game design by commorancy on May 27, 2018

Chloe from Detroit Becoming HumanI’m usually a big fan of Quantic Dream video games. However, this one tries a little too hard and fails in many ways. Let’s explore.

SPOILER ALERT

If you’re interested in playing this game, this review may contain spoilers. You should stop reading now and play first. I encourage you to come back to this review once you have played it.

Story

This is a story of android emancipation. The world has androids as servants which are being sold in retail stores. They are used as personal assistants, house maids and so on. However, something has happened and androids have awoken from their blissful subservience into thinking and feeling entities. Herein lies the opening of this story and the game.

Stories vs Gameplay

Let’s take a step back just a little from this game and analyze its broader genre within the game industry. The story versus gameplay war has been waged in earnest for the last 10 years, particularly when Quantic Dream released Heavy Rain on the PS3 in 2010. Note that there have been a semblance of these kinds of cinematic games going all the way back to the Amiga days with Rocket Ranger and Defender of the Crown. But, these full blown episodic TV games arrived with Heavy Rain. With the release of Heavy Rain came a game where you effectively watched a TV show unfold with periodic button choices thrown in to change the flow of the narrative.

Well, that’s exactly Detroit: Become Human. In fact, the story that’s being told in Detroit seems like a failed TV series turned into a video game. In reality, that’s what it is. That’s not to say there’s not actual button-press game play in this game, but these segments are so infrequent as to feel less like a game and more like watching a TV show with an interactive narrative component.

Note that there have been a number of episodic style games released very similar to Detroit. In addition to Heavy Rain, these include The Last Of Us, Quantum Break, L.A. Noire, Beyond Two Souls and the Alan Wake series. Note that Quantum Break took this whole idea one step further by including 20 minute (or longer) live actor-filmed episodic TV segments as part of your reward for finishing a game segment. That game was truly like watching episodic TV. Detroit doesn’t make this leap, but does the next best thing by trying to make its rendering as photo realistic as possible on the PS4.

Choices

As with all Quantic Dream games, the game is reasonably chock full of gamer choices. That is, choices that you make that affect whether a character lives or dies or whether you uncover an important detail or not. Though, even Quantic Dream’s stories are not unlimited and must follow a certain limited path to the end. Yes, there may be two or three outcomes, but ultimately the outcomes don’t drastically affect the next segment or, indeed, the entire plot. In fact, the choices may not affect much at all.

Chapters

The game breaks each ‘episode’ into chapters. Each chapter focuses on a specific character and their role in that particular story segment. Occasionally, the chapter switches between two or three different characters… and even less frequently, sometimes the characters meet.

What is the story?

The story is much like I, Robot. It’s about androids that become self-aware and, instead of simply being a utilitarian “thing” now wish all of the equality that humans have. Effectively, it’s a modern day slave story… where humans enslave androids for utilitarian purposes, yet they wake up and become aware that they no longer want this and wish to live free.

As a result, Markus (an android hero of this story) rises up to revolt against humans and bring the android freedom cause front and center. How you make that cause unfold is up to the gamer. You can effectively go pacifist or violent. If you go violent, the story unfolds a certain way. If you go the pacifist way, then the story takes a different turn. It’s left up to the gamer to choose the path.

Story Inconsistencies and Contrivances

Unfortunately, Quantic Dream’s writers failed in a number of important ways. For one, the story establishes that androids have direct contact memory probe capabilities. One android can probe another android’s “mind” simply through touch. Yet in one segment of the game, there’s a 1.5 minute timer that counts down after an android is revived and before it expires again. In this segment, you’re playing as Connor (an android enlisted to work with the cops to solve ‘Deviant’ murders). A deviant is an android that is no longer obeying its central programming and has become self-aware and can make choices for itself.

In this 1.5 minute countdown timer, an android needs to impart crucial information for Connor’s and Hank’s investigation. It would have been simple for Connor to touch and extract that data he needed in less than a second without saying a word to the android. This would have made the countdown timer pointless, yes. Instead, the game forces you to waste time using speech to try to talk to the android via interrogation. If it had been Hank (Connor’s human partner) forced to do perform this investigation segment, this section would have made sense. But, since it was Connor performing this interrogation, it made no sense at all. It’s these stupid little story details that are a pet peeve and that get in the way of telling the story. It doesn’t matter whether the story is in a game or in a novel, logic must be followed in full. If the story’s details aren’t logically presented, then the story fails.

A second one of these writer failures was after Connor is shot and dies in a previous segment. I won’t say exactly how, when or by whom, but it happens. Yet, in the next chapter, Connor is very much alive, undamaged, dressed in his normal Connor android garb. He looks the same and meets up with Amanda in the garden yet again. Is it the same Connor? *shrug* A tombstone in Amanda’s garden says not, but who erects tombstones for androids and when and why would it have been erected? How would Amanda have even known? There was no story detail to state that Amanda had even known of Connor’s demise. However, the title to the upper right of this segment says ‘Betrayed’ with a down red pointer. Amanda completely ignores this betrayal. Without any explanation, Amanda talks with Connor and inexplicably gives him yet one more chance to quash the android rebellion. If this were a replaced Connor as the tombstone suggests, this replacement would have some significant drawbacks… particularly the rapport that he had built with Hank along with all of the knowledge Connor had built up about the deviants’ hide out. Though, later, another story contrivance shows that androids can somehow transfer their entire memory consciousness in the 2 seconds it takes to fall off of a several story building. If this is the case, then why would Connor be afraid of dying in one section of the game?

A third contrivance is the rA9 moniker that’s found written all over walls and posters during the beginning of the game. In fact, Connor makes a point of stating that rA9 had been written on a wall over 1000 times. Yet, halfway through this game, the thread is dropped never to be heard from again. What the hell, guys? If you’re going to bring it up as an important discussion point, at least close it out at the end of the story! Was Markus the rA9 or not? And, what is an rA9? This one deserves an eye roll.

Unfortunately, much of this game is chock full of such story contrivances… this is why I call this premise a failed TV series. Perhaps it’s time for video game studios to actually hire some seasoned TV writers to write these video game stories, particularly when they are so cinematic in nature. These video game stories need to hold up to logical scrutiny in just the same way as any story arc does. Quantic Dream, you need to hire better writers and you need your games to follow through with every story detail.

Gameplay

Combat is where the game really fails the hardest. For some die-hard Mortal Kombat fans, the combat part of the game might be considered fun. For us casual gamers, where random button presses don’t make sense, this section of the game is not only no fun, it entirely detracts from the game and story being told.

This game intentionally plays mostly like one very long cinematic with only small and brief interruptions for you to control a specific character to accomplish a task, get from point A to B or to make a decision. These small interruptions in the narrative only serve to force the gamer to lead the story down a specific path. However, the majority of the game is like watching episodic TV. Unfortunately, Quantic Dream made the entirely wrong control choice for the combat portions.

Much of the game choices are a casual X press or a motion of the controller or some simple untimed action. These casual selections are perfectly acceptable. However, when it gets into full on combat, this is where the Mortal Kombat style combos take over. A style, I might add, that is entirely no fun and detracts heavily from the story at hand. Not only is the gamer presented with sometimes 15-20 different button presses, six-axis motion, multi-button presses, shoulder button presses or any number of other combo choices, they’re presented with such randomness and in such quick timed succession that unless you have the reflexes of an android, you’re not likely to succeed pressing most of them on time. Frustrating.

In these combat sections, the timers are incredibly short, sometimes less than half a second. The button or movement choice also doesn’t make sense with the action requested. You could press the left arrow joystick to kick then press R1 the next action to kick then press X the third time to kick. There’s absolutely no rhyme or reason to why an action ends up on a specific button.

The only saving grace is that these actions are the same in each play through. If you want, you can map them out and then follow them like a script. However, the easier method is to keep pressing pause. This gives you enough time to decipher which button it is, prepare, take it out of pause, press it, then pause again. Whether or not you use pause, this combat system heavily detracts from the story action, so much so you can’t even keep up with what’s going on.

It’s entirely one thing for a developer to assign a specific combat action to a specific button. For example, many games assign X to a sword press or some other melee attack. The left shoulder button button might be block or parry. The triangle button might be kick or jump. When they’re hard mapped, you know what they do. It’s entirely another thing to free form map actions with random abandon. In this game, there is no mapping. The buttons being pressed or the actions being performed have no logical sense to whatever the character is doing. The button or action appears randomly and the gamer is expected to decipher that, process it and press that button all in less than a second. Some gamers are very good at this, many are not. This means that, by choice, Quantic Dream has automatically alienated a lot of gamers who are not good with this style of combat. A style of combat, I might add, that is perfectly placed in Mortal Kombat, but makes zero sense in a narrative driven story like Detroit: Become Human. Who at Quantic Dream thought this was a good idea? The question then is… Do you want your game accessible to all types of gamers or just those who are good at this style of combat? This is QD’s biggest fail in this game.

As gamers, we want predictability in our combat button mapping. We want to know that X is mapped to melee attack. It’s simple to understand why. When we get into combat, we press X naturally. It then becomes second nature pressing X. Most of us don’t want to second guess what’s about to appear on the screen, then try to reach for the button in time. It works fine with Guitar Hero, but it sucks hard in a game like Detroit.

Additionally, the failure with this random combat style is that you don’t know when the next press will appear on the screen. It could come immediately after a previous press or it could be 5 to 10 seconds later. Sometimes you need to wait 1 minute for a bunch of screen action to play out before the next is presented. Sometimes they appear in rapid succession. It’s the combination of this full randomness that is what I consider not only a horrible combat system, but one of the worst I’ve ever encountered in any game. It is also entirely out of place here.

For the gamer who’s trying to remain focused on the story, this gameplay style completely detracts from watching the unfolding story. Not only can you not focus on the story action at hand, you’re so focused on that next button press that that’s all you’re looking for. There’s also no warning when combat starts. It starts without warning and ends without warning. Most recent games have begun adding musical queues to know when you’re going into combat and when you’ve left it. Not here. Worse, there’s no way to succeed in this gameplay section without tunnel vision focus on the button presses. Even then, you’re likely to miss a few. The game doesn’t even let you know if you’ve ‘won’ or ‘lost’ this action scene after missing one or more than one of these moves. In fact, ‘won’ or ‘loss’ is randomly part of the story whether or not you succeed in hitting every move. In this game, these actions are, in fact, entirely pointless.

This, Quantic Dream, is your greatest failure in this narrative. Not only does this combat style entirely detract from the cinematic / TV episodic nature of the story, it forces the gamer to become so tunnel vision focused to avoid missing a button press, the story is lost. You simply cannot watch what the characters are doing AND play the combo button game. Even more than this, when the combat is all over, the character may die anyway because, you know, story. When designing a combat segment, make that combat actually mean something… especially when the gamer has to jump through hoops to get there. Else, just let the combat play out based on previous dialog choices.

To me, this style of combat is on par with fetch quests. They’re a means to an end, yes, but the techniques are forced, contrived and unnecessary… particularly in a game that relies on this level of cinematic storytelling.

Characters battling other Characters — Confusion

Latching onto the previous combat issue presented, this issue extends that problem even further. There are at least two times in the game when two of your characters end up fighting each other. The already convoluted combat system becomes even more convoluted and confusing. I didn’t think that was possible. Yet, on top of the random button presses and actions, now you can’t even decipher to which character the action is attached. Was that last move for Connor or Hank? *shrug* Sometimes you can tell when they’re far enough apart. Most times, they’re struggling with each other, when the button or action appears, you don’t know to which character the action applies. This system is completely detestable.

Seriously, how did this game even get out of beta testing with this level of combat confusion?

Unexpected Choices and Restarting

Unfortunately, it’s almost impossible to predict the story outcomes from choices you make. The dialog choices which seem the most innocent and the least problematic can turn out the most deadly for your characters. This is frustrating on so many levels. Because of this unpredictability of story, it’s almost impossible to read into a specific dialog choice and assume you know what it might accomplish. This is particularly problematic when dialog choices are strung together one right after the other, but then the outcome playback isn’t seen until after all choices have been made. This is an incredibly poor design choice. Instead, the dialog choices should unfold one at a time immediately after each choice.

Many actions I would have deemed to be the ‘safe’ choice end up getting a character killed or taking the story in the wrong direction. This unpredictability, while good in one way, is a horrible idea in the long run. You do want some character predictability. Characters should act in specific ways, or more specifically, show a certain type of moral bent. If I want to keep that character on that same moral path, that shouldn’t lead to death for other characters. I shouldn’t have to compromise my character’s morals to keep some other character alive. The AI should understand this ideal and uphold it for each character. Should you decide to take a character down a path that’s nefarious intentionally, then the consequences should be problematic.

I find the storytelling problems disturbing on so many levels with Detroit. If taking a specific action leads to certain death for a character, or at least a high probability for danger, that choice should be called out in the dialog by flagging it with a red color. At least let me know that the choice that I’m about to make won’t necessarily end well. In reality, the game should offer at least some level of foreshadowing in the choices. For example, if you drink too much then choose to drive, the dangers of this outcome are quite apparent. Let’s offer at least this level of forewarning in game choices.

This also leads to a broader problem with this game. If you make a choice during a long episodic segment, there is no way way to save your game, reload and remake that choice a different way. Instead, you have to cancel out of the entire segment back to the title screen and start the whole segment over. Or, alternatively, you need to wait for the chapter to play out in full, then exit to the title screen and redo whatever checkpoint is available forward to the end. The game makes you jump through unnecessary hoops to start levels over. This is a horrible design choice.

This game mechanic is also quite stupid. If you’re designing your game to enforce an unpredictable choice mechanism, then damn well give me an easy way to restart and remake those choices. Don’t force me to wait up to 15 minutes through an unexpected choice only to spend even more minutes and play through again. This is my time you are wasting. It’s a game, give me the option to abort where I am and start over at some recent checkpoint. I know that the game designers intended you to play it through in one long stretch, but that’s not how I want spend loads of my time (backtracking and starting over)… especially when the obviously ‘safest’ choice isn’t. If you can’t offer reasonable dialog choices that offer some semblance of sane outcome, then you need to offer a compensating control to allow restarting the segment quick and painless. Without one or the other game mechanism, it actually turns this game into a chore to play.

And no, I’m not going to listen to the title screen character telling me to give it a play through in some random way the first time. I’m going to play this game in the way I approach all games… I play it in the way that gives me the most satisfaction. If the game intentionally gets in my way of doing that, then the design is crap.

Making Development Choices

Quantic Dream needs to take a drastic change to its play style choice in its next game title. You have a decision to make. Is this to be a TV show or a game? Trying to marry both concepts into a single whole doesn’t work in many ways. You need to rethink the current combat button play style. In this game, you’d already added the computational component to the game. This component, like VATS, allows the player to pre-calculate the odds of success to a particular string of movements. This play style allows the player to play the scenario out to see the success or failure outcome before commencing the real movements.

This would have been the ideal combat method for this game. Get rid of the quick succession button presses and let Markus (or whomever) calculate the odds of success in advance with a particular combat strategy. Then, unleash the action and let it play out just as it did in other sections of the game. This way, the gamer gets to watch the entire action unfold with his/her strategy choices without unnecessary constant button press distractions. You already had this system in the game, it simply needed to be added to the combat.

After all, these are androids. Let them do what they do best… calculate. Again, this goes back to narrative logic failure. The writers simply did not impress story logic enough upon the game developers … and enforce the significance of the android in this gaming narrative. This, in fact, would have not only shown more of what the androids are capable (cold calculated combat), it would have decidedly ensured a terrifying outcome of exactly how dangerous the androids are. Quantic Dream entirely missed this incredibly important story point.

Title Screen Taunting

This is an issue that’s been progressing at a rapid pace in the video game industry and this title is no exception. When you reach the title screen, an android’s face appears (Chloe) and begins prompting you to do things and even goes so far as to tell you how you should play the game. To her I say, “shut the hell up”. I don’t want to hear what you have to say. If you want to be there and fidget or blink or do whatever, that’s fine. But, don’t intrude on my game and try to tell me how to play it or that I missed a crucial element or that one of my story’s characters died. I already know this. You don’t need to further “rub it in” by telling me this again. Keep in mind that part of the reason a character may have died was due to a stupid decision by the story designer to turn an innocuous dialog choice into a massacre.

This is my game and it’s my choice how I play it. Give me those tools to play the game in the way that I choose. If I want to quit out of the middle of a segment and restart it, that’s my choice. I don’t want to hear taunts from the title screen character telling me in no uncertain terms just how I eff’d up. I’m there trying to work through the story again to correct that mistake. A mistake, I might add, that had nothing to do with me, but had to do with the story designers who chose to turn a dialog choice or action deadly. To me, that’s both poor story design and poor game design.

Skipping Cinematics

Any game that offers long cinematics (by long, I define that as longer than 1 minute) needs to offer a way to skip them. This game does not offer that. There is no button to skip watching very long and, after you’ve seen them once, unnecessary cinematics. Once is most definitely enough in this game. This is, again, a waste of time.

One of the first things a game designer needs to learn is not to waste the gamer’s time. If we want to skip past a long unnecessary segment, give us the option to do so. Quantic Dream has not yet figured this out. By this game, they should have.

Characters and Guns

Here’s yet another thing that chaps me. A character finds a gun on the ground and we are given the choice to pick it up. Yet, the character is never given the opportunity to use the weapon at all… not via dialog choices, not via actions and not via any other means. Why have a character find a weapon then not be given the choice to use it? I shake my head here because this is one of the weakest designs I’ve yet seen in a game. If it’s important enough to have a character do something, then it’s important enough to bring it back into the game later.

Graphics and Sound

This is the single brightest point of Detroit: Become Human. The rendering engine is probably one of the most realistic I’ve yet seen on a console. The models, unfortunately, are a bit stilted in places (hands and mouths), but that only adds to the androidiness of the whole thing. If they were entirely realistic to the point you couldn’t tell them apart from the humans, that might make for a more compelling story, but at the same time, it’s kind of already been done in various TV series including Westworld.

Detroit: Become Human™_20180527171319

Keeping the game a bit less than real only serves to enhance the android idea and to allow buy-in for this world. That’s not to say that the graphics couldn’t be better. Of course, they can always be better. Where this game falls down is mouth movements for speech. I’ve seen so much better mouth movement in video games, it’s surprising this part is so stilted and poorly done. It’s long past time for a developer to produce a mouth phoneme movement kit for the industry as a whole. With rendering engines that look as realistic as Quantic Dream’s games, you’d think they would have spent the little bit extra time to develop a better mouth movement toolkit? Nope. The mouth movement is particularly bad on the main screen android because her mouth is front-and-center. It’s really the only thing you can look at. In-game mouth movement is allowed to be a little off because most times we’re not seeing it. Quantic Dream, spend a little more time when you’re building title screen animations.

The sound quality is very cinematic, particularly the music which ebbs and flows perfectly with the scenes. Unfortunately, the musical themes don’t end properly at times. The music ends abruptly when the task is done. At least get your composers to write an outro for the segment that seamlessly flows with the music already playing… or, at least fade it out. Do something a little more professional than just abruptly stopping the music in the middle.

Movie Replay

I was expecting that by the time we reached the end of creating our narrative that we would be able to replay the full movie without interruption. Alas, no. Quantic Dream doesn’t offer that level of game foresight. When you get to the end of your narrative, it’s over. There’s nothing else to do but replay parts of it again. Again, I shake my head.

Overall

I give Detroit: Become Human 6 out of 10 stars. It’s not game of the year in my book. But, with a few patches, they could fix up some of the deficiencies. Though, it’s doubtful they can patch the story problems or the failed combat system. Though, they might be able to introduce the playback system as an extra.

My recommendation is to rent this. You can get through the entire narrative in about a day. It’s very, very short and definitely not worth $60. The ending isn’t really an ending. It’s more of a cliffhanger. There are also story elements simply left unclosed. Also, Quantic Dream is not known for offering up sequels. I wouldn’t expect one here.

If you liked Quantic Dream’s other games like Heavy Rain and Beyond Two Souls, you’ll probably like Detroit: Become Human. But, don’t expect perfection. If you like heavy story driven games (to the point of almost being episodic TV replete with monologues and touching scenes), then you’ll probably like this game. However, don’t set your hopes high for the game play elements.

Graphics: 9 out of 10
Sound: 9 out of 10
Gameplay: 7 out of 10
Combat System: 1.5 out of 10
Story: 8 out of 10
Fun Factor: 6 out of 10
Stability: 9.5 out of 10
Length: 3 out of 10 (main story takes no more than a day to get through)

Overall: 6 out of 10 (It’s way too short, rent it).

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Game Review: Resident Evil 7 Demo

Posted in video game design, video gaming by commorancy on June 20, 2016

While I realize this is a only demo and may not resemble the real game all that much, what I will say about it is, I’m not terribly fond of it overall. I’m hoping the game is far different from this. Let’s explore.

Story

Your character ends up stuck in a creepy old farmhouse and must figure out a way to get out of it. Along the way you find things that may or may not help your character. Can you actually get your character out of the house alive?

Game Mechanics

Whether or not you can actually get out of the house is not really the question. The question is, are the game mechanics good? First, it is a preliminary game demo. So, in that aspect, it’s a little dumbed down.

On the one hand, it is somewhat better than Resident Evil 5 and 6… meaning, there aren’t zombies running and jumping at your character at every step. On the other hand, there are no zombies at all. In fact, the entire house is devoid of enemies entirely (other than when you answer the phone or find the back door key and try to leave). And then, the enemy is a cut scene that you can’t fight. So, in effect, this is more or less a puzzle questing game… and not a very good one at that.

Second, the only redeeming factor is the video tape. Because watching the video tape is also player interactive, you can do things with the characters on the tape (in the past) that open things up for the player in the future. This is the one and only one cool gimmick about this demo, but it is so underused as a game gimmick that it’s almost hardly not worth mentioning.

Graphics

Plainly and of what you can see of them, the textures, wood, roaches, character models and environments are supremely well done. Unfortunately, you’re hindered by having to roam the house using a flashlight. This means you can only see what you can illuminate with the flashlight. Otherwise, it all ends up dark. It reminds me a little of the way that Bioshock was lit in terms of the dark undersea lighting that gets brighter as you approach walls and items. Not so much the textures, but the lighting concept. In some ways this works, but it gets old and tiring after about an hour of play. I was hoping the fuse box would have actually let me flip the lights on in the house. But no, the only thing the fuse box does is let you drop down the attic stairs. And, that’s just a little weird. In such a decrepit old farm house, why would the owners have installed a drop down electric set of stairs that lead to the attic? Doesn’t really make any sense.

Puzzles

Unfortunately, other than the video tape gimmick mentioned above, the puzzles are mostly weak. Worse, the puzzles are tied to successfully completing events. Meaning, unless you do a very specific thing in the house, you can’t progress to and find the next puzzle piece (i.e., it simply won’t appear). If you cannot figure out what the game wants you to do, you’re stuck. Too many games offer puzzles like this. Some puzzles are glaringly obvious what you need to do. Though in this game, many of the puzzles are so obscure that you can run around for hours and never figure it out. That doesn’t make a game fun, it makes it tedious.

Game Development / Demo / Beta Testing

The game devs have a whole lot of work ahead of them to get this game right. I’m assuming this demo was released to test the waters with gamers. RE4 was a spectacular achievement for the Resident Evil series. But, as much as RE4 was an achievement, RE5 and RE6 were not.

I’m one of those people who firmly believes, “Once Bitten, Twice Shy”. In fact, I’ve been bitten one too many times with this series… both with RE5 and RE6. Shame on me. I won’t be bitten again. This is the reason I’m playing this demo. I was, in fact, hoping that this would have been another Leon game like RE4. After all, it’s been well long enough to finally get another Leon game.

Commentary

While Capcom seems to be on the right track with Resident Evil 7, assuming it can expand on this puzzle questing and video tape idea, I’m still very skeptical. This game has all of the hallmarks of tricking gamers into a decent opening puzzle level only to convert the game into yet another dual player zombie shooter (like RE5 and RE6 turned into) once you exit the house. If Capcom can keep this puzzle questing survival horror idea on-track throughout the entire game (throwing in some zombie apocalypse battles here and there), it might turn out to be a decent game. Unfortunately, it has a little too much of the telltale signs of converting into a completely different game once you leave the house. For this reason, I will wait until the game is fully released into the stores before I plop down $60 for this title. I simply don’t trust Capcom.

Though, I absolutely love the video tape idea of going back in time and opening doors, finding hidden secrets, leaving things behind, etc, for future characters to find and use. This is probably one of the freshest ideas in this game. Unfortunately, it’s way underused in this demo and I’m not certain exactly how much it could be used unless the main character carries around a camcorder and finds tapes along the way.

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