Random Thoughts – Randocity!

Netflix: Lost in Space Season 2

Posted in entertainment, netflix, reviews by commorancy on January 5, 2020

LostInSpace.jpgOn the whole, I enjoyed season 1 of Lost in Space on Netflix. The premise stayed fairly true to the original Irwin Allen idea. The actors chosen are not bad for a TV series. However, by Season 2, the series veers way off course. Let’s explore.

Spoilers

This review contains spoilers. If you wish to watch this series for yourself, I’d suggest that you stop reading here. The spoilers won’t be huge, but this review must reveal certain plot elements to critically discuss how the series went so off course.

Additionally, because Netflix has dumped their ability to leave reviews directly on its site, I feel that it is important that someone reviews Netflix original series somewhere. I’ll begin this one as a new series of reviews as I watch various Netflix efforts. The posts will always be prefixed with ‘Netflix:’ when it is a review of a Netflix original series.

Lost, Lost and more Lost

The original premise of Lost in Space is that the Jupiter 2 gets, you guessed it, lost on its maiden voyage. The original 60s series starring June Lockhart and Bill Mumy kept to this premise all throughout the run of the series, changing format only to move the Robinsons around, but not disband the “alone” premise.

However, this Netflix original series sticks to the original plot only for the first season. The second season sees only one episode that holds true to that original plot. In fact, after inexplicably resolving their “stranded” predicament in pretty much “Lost in Space” form, the whole series takes a turn for the worse and it goes downhill from there. Let’s get into it.

Robot Lost

The first problem is that the Robot has disappeared and is lost. After escaping the planet they find themselves on, one with inexplicable lightning events that traverse across the planet at a specific location and in flashing sequence no less… a location they can see from shore, they shrug it off as a natural event. There’s absolutely nothing natural about that event. Yet, Maureen, the “mother with a head on her shoulders” even shrugs it off as “part of the planet”. There’s nothing at all natural about a clock work event on a planet. She, of course, gives some nonsensical explanation citing a location somewhere on Earth that seems to have a similar kind of storm activity. A lame justification at best.

Worse, Maureen concocts an idea to turn the Jupiter 2 into a sailboat to “sail” out to the lightning storm to recharge the Jupiter 2’s batteries. Yeah, lightning is, at best, unpredictable. At worse, it would fry every electrical system on the Jupiter 2. Yet, Maureen mentions nothing of that danger. Instead, she goads John into turning the Jupiter 2 in to a sailboat by attaching rigging and a mast. Yeah, its fairly far fetched.

After doing all of this modding to the J2, they push the J2 into the sea and head out to where the lightning occurs. After a few mishaps on the ocean (to be expected), they find the need to let Dr. Smith out of her confinement to help the sailing process. It seems that Dr. Smith is some sort of a jack of all trades. She can do everything and she always does it exceptionally well, even though she also happens to be a ruthless, conniving, cold psychopathic killer. We all must shrug her behavior off and let her become “friends” every time the family needs her. This whole story premise is so badly concocted, I’d have stopped right here. But, I decide to press on and boy does this series go from bad to worse.

The Resolute

After finding an inexplicable structure that rings the planet creating a huge waterfall in the middle of the ocean (yeah, how is that supposed to work exactly?), they find writing on the bottom of this trough and some huge spikes that “they don’t know what they do”. Um, Maureen, are you all right there? Clearly, the spikes attract the lightning. For what reason the builders want to attract lighting isn’t exactly made clear. But, use some logic there, hon.

One thing is clear, the spikes are likely collecting electrical storm energy for capture. More specifically, if the trough is man made to capture the lightning, then it’s crystal clear that someone or something is harnessing that lightning for energy use purposes. Yet, Maureen’s head is clearly not in the game here. It’s like she’s taken a dumb pill or something.

The short of it is, after a few struggles and silly setups, lightning strikes “The Chariot”. That lightning is then miraculously captured by the J2 which then gives it all the power it needs to lift off and fly away immediately. No waiting on charging up couplers or anything.

After getting into space, they locate and land on the Resolute, a floating ring station that allows docking of multiple Jupiter crafts. After a few moments on the Resolute, they find an abandoned child with the rest of the station not having been inhabited for seemingly weeks or months (it’s never made clear). It also seems that those who formerly lived on the Resolute left in a hurry as food is all still sitting out in the mess hall.

While Maureen, John and the rest of the Robinson family wander the empty halls of the Resolute, Dr. Smith does her own nefarious thing of managing to hack her way into the Resolute’s security computers. She then changes her identity to Dr. Smith, implants her wrist with a new RFID sensor that she’s conveniently ripped out of the real Dr. Smith, whom she happens to find on board in suspended sleep (convenient!), which allows her to gain access to higher classified areas. Oh, so she’s implausibly good at medical implantation too? Yeah, so…. let’s skip the rest of the Dr. Smith stuff here. This part is incredibly badly written.  Eventually the family simply uses Smith as a tool to get what they need from the now returning Resolute crew. I can’t even believe that such a conniving person as Dr. Smith would allow themselves to be so easily manipulated by the Robinson family, after having gone to the trouble of “becoming legitimate”. Let’s move on.

Robot Found

Here is where the series takes it biggest sour turn. Inexplicably the abandoned Resolute crew “hear a signal” coming from the Resolute and fly their Jupiter back up to the Resolute to find out what’s going on. In doing so, they find the newly minted Dr. Smith and the Robinson family wandering its halls.

In fact, there’s apparently a rogue robot of some form wandering the halls loose on the Resolute. After a few moments, Maureen concocts a plan to capture the loose robot and she does it so quickly and efficiently. You’d think Maureen is some kind of miracle worker! After her lapse in judgement on how capturing lightning works, I guess she’s trying to make up for that here?

Inexplicably, the rest of the Resolute staff decides its time to return to the Resolute (with no explanation). Now that Jupiter 2 is back, I guess that means “everything is okay” and they can all return to the abandoned Resolute station. Oh, but there’s one catch. The Resolute’s jump engine has been taken by a robot. Sad face. Maureen again concocts a plan to take the jump drive from the Jupiter 2 and place it back into the Resolute so they can get to Alpha Centauri. The only problem is, no Robot as it’s still lost… somewhere.

Without Robot, they can’t use the jump drive. Suffice it to say that after some toiling and a lot of fill time, they discover Robot (and other similar, but hostile, Robots) on the planet just below the Resolute (convenient). They bring Robot back, but he refuses to help because of “family” issues. After doing things for Robot, he decides to help but not before…

Hastings Interferes

Hastings is a security officer over the Resolute, but clearly seems to be in command over the whole thing. Even the captain seems to take orders from Hastings. Additionally, Hastings seems to also be psychotic… willing to strand the vast majority of the “colonists” on the planet below simply to get the Resolute to Alpha Centauri.

Let’s just stop here to understand exactly how badly written this is as a story concept. If this is supposed to be the best and the brightest sent into space, how does a man like Hastings, with clear psychological problems, get a job aboard a critical mission like the Resolute? Wouldn’t mission protocols enforce subduing potentially psychotic individuals to prevent further damage to the mission? How is a person like Hastings left to roam free on the ship to do whatever he pleases?

The captain of the Resolute should have seen to Hastings removal the moment his intentions to abandon 500 people became known. That’s not the mission. Anyone with a brain could easily see Hastings mental faculties have been compromised. Whether that’s from a pathogen or from space sickness, it’s clear that Hastings is not in his right mind. Yet, no one even questions this man’s mental situation.

Any organization putting together a space mission would have not only clear mission objectives, but also personnel sanity protocols in place. If a person gets beyond their ability to lead, then someone else needs to assume command of that role. Hastings was clearly compromised. Both he (and anyone loyal to him) should have been relieved and brigged. Yet, Hastings remains free to not only abandon 500 colonists, but also endanger with intent to kill Maureen and John and anyone else who stands in his way. Hastings is not rational. Yet, even after that, no one sees it. No one acts on it. No one even mentions it. The biggest danger to the Resolute is not John and Maureen, it’s Hastings. While Maureen’s stunt to capture ammonia from a gas giant to clear out the water supply of a foreign contaminant borders on insanity, at least her idea was born out of good intent to save ALL colonists. Hastings has no good intentions. Hastings isn’t at all rational and shows all of the signs of space sickness. Being in a position of security, that should have immediately thrown up red flags throughout not only the rest of the Resolute’s crew, but also to John and Maureen. Yet, everyone seems to blindly overlook Hastings’s delusional behavior.

Gone Astray

This season’s story flaws and woes go way deeper than the above. Lost in Space is a show about the Space Family Robinson who, through no fault of their own, become lost and on their own. This show is not about finding other backstabbing humans. They have already enough of a backstabber in their midst with Dr. Smith. They don’t need another one in Hastings. Hastings was an unnecessary antagonist. In fact, everything that transpires between the Robinson family and Hastings could have been handled by Dr. Smith. In fact, all of that story should have been given to Dr. Smith. We’re still trying to come to terms with our trust levels of Smith. Keeping not only the Robinson family on their toes with her treachery (along with the audience), giving this arc to Smith would have cemented her two-faced personality.

That this arc was given to an extraneous character, Hastings, who is effectively wasted and a throw-away, is in fact a pointless exercise. We as an audience learned nothing. The Robinsons also learned nothing. Dr. Smith gained nothing. It’s better to give these kinds of story arcs to characters who will remain with the show season upon season, building their character arc. Giving such deep story arcs to effectively throw-away characters shows just how amateur this show’s writers really are. Think, writers, think. Give important story arcs to the recurring characters, not to characters we don’t know and don’t care about.

If all of what Hastings had done had been given to Dr. Smith, this would have nailed down Smith’s treacherous nature. Instead, we are treated to John and Smith colluding to determine what the Resolute staff is actually planning. Why? What point did this serve? It showed us that Dr. Smith wasn’t beyond manipulation by John Robinson. John also didn’t need to really know the Resolute’s details. However, if John can manipulate a character like Dr. Smith, then John Robinson is way beyond the amateur status of Dr. Smith. Instead, by giving Hastings’s arc to Dr. Smith, this would have shown us that while Dr. Smith appears to be nice and good on the outside, she’s as treacherous as they come… something that the show dearly needs to prove to us.

Instead, we get a watered down Dr. Smith who is about as strong willed as a turtle.

Overall

Season 2 is definitely a sophomore effort in all senses of the word. The writing is convoluted, logically bad and in places asinine. The music is top notch, but that’s not enough to carry the weak and silly plot lines. Molly Parker, as an actress, needs to let go of using her smirk at the wrong times. It seems to clog up the character and makes her seem silly and less serious than she should appear.

Overall, the show was decently okay, but there were plenty of times where I wanted to tune out and go watch something else. Unfortunately, it’s 20 far too long episodes. If you’re really a die-hard Lost in Space fan, then you might like parts of season 2. I was hoping for far better with season 2, but it delivered much, much less than it should have.

In fact, the writers need to ditch the Resolute quick in season 3 and go back to the Robinsons on their own flying around in the Jupiter 2. Let the story focus on the Jupiter 2 rather than a ship we care nothing about. If the Resolute must make a reappearance, it should only be one or, at most, two episodes in length and then move on. Oh, and let’s not lose Robot again, m’kay?

Overall Rating: 2.2 stars out of 5 (with music being the best part of this season)

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Game Review: The Outer Worlds

Posted in video game, video game design, video gaming by commorancy on October 29, 2019

The Outer Worlds_20191024235517[Updated Dec 2019] While I hadn’t specifically heard that Obsidian was building “The Outer Worlds”, I was certain that this studio must have something in the works. I only came to find out about The Outer Worlds a week before its release. Due to other commitments, I hadn’t actually been keeping up with game releases for 2019. Let’s explore this game.

The Engine

Let’s start with the brightest star of this game. Unlike other RPG game studios that will remain nam… oh, that’s never gonna work. Bethesda. Ok, I said it. Bethesda… Happy now? Anyway, as I was saying, unlike other RPG game studios like Bethesda, Obsidian’s engine driving this game is rock stable. By “rock stable”, I mean nary a crash, glitch, frame rate drop or any other odd artifact have I run into while playing this game. The engine delivers a solid, fully functional, fully realized gaming system that seems free of major bugs or defects. Definitely a welcome change in the game development industry. That doesn’t mean this game is “bug free”… oh, no no no, my friends, but it does mean that unlike Bethesda, Obsidian seems to actually employ real game testers and a real QA team who do their jobs correctly. The bugs you are likely to run into are small, super edge cases you’re almost never likely to run into. The bugs you’ll find are also not at all likely to be showstoppers. Inconvenient occasionally, yes, but we can all live with an occasional minor bug.

What that means in this game is a poster child and a shining example to pretty much every other bug laden studio out there. The Outer Worlds proves that, yes, games CAN be written without glitching and crashing every 30 minutes. Obsidian definitely shows us and the industry that this level of software development is, in fact, possible. No, you don’t have to rely on your users to beta test your games and file bug reports. You can, instead, employ actual teams designed to locate, spot and eliminate these bugs before players ever venture into your story or your game world.

However, while this reliability and stability is a shining spot in The Outer Worlds, let’s talk about the features of this game including what it is and what isn’t… and believe me, there’s a lot to talk about here.

Role Playing Game?

The Outer Worlds_20191029024841

The Outer Worlds_20191029043959While The Outer Worlds does employ a number of role playing elements, it isn’t really a role playing game in the truest sense. In effect, The Outer Worlds is a party/team-based first person shooter. Sure, there’s looting, skill-building and limited workbench activities, but that’s really where the “Role Playing” ends. It has about as much a role playing in the game as the Resident Evil series.

A “role” playing game usually indicates that there are, in fact, multiple role types available. In Skyrim, for example, you could choose your race and your class. These features are typical in role playing systems. In Skyrim, you could make your character a Khajit Magic User or a Breton Warrior. It was up to you how you set up your character. If you set your character up as a warrior, this would increase certain “warrior” attributes up front and decrease others. This meant you had certain types of attacks which were very strong and certain attacks that were very weak. That’s the point in an RPG. Setting up your character to perform a certain way in specific combat situations.

In The Outer Worlds, there are no classes or character types. You are who you are and what you are. In this case, you’re human and you’re a colonist on a failed transport mission. It is now your mission to free your fellow colonists still stuck in the transport. That’s the pretext. The rest of the game is about leveling up your character, learning about the enemies and foes, negotiating with them (yeah, we’ll talk about this shortly) and sometimes killing them.

Anyone classifying this game as a true role playing game doesn’t fundamentally understand what an RPG is. It is, in fact, a first person shooter containing limited RPG elements. I liken it to Mass Effect in this way.

Space Epic

Here’s another area where it’s difficult to quantify this game. It purports to be a space epic, yet it has almost nothing to indicate it even takes place in space. Sure, you’re aboard a “space ship”, but not once do we get to see any space battles, scenes of landing on planets, no cut scenes, nothing to indicate the ship is, in fact, space faring.

The Outer Worlds_20191029035434All we get is a small galaxy map that when your ship travels, a tiny little sprite representation moves across the map and then, bam, you’re there. No space scenes. No faster than light travel scenes. No cut scenes. No waiting on travel. One second you’re in one location and the next you’re in another.

It’s entirely disappointing that being a space epic, you have absolutely no space flying scenes at all. Not a single one. The only cut scene that indicates space travel is the very first one that opens the story. After that, nothing.

Dialog

The Outer Worlds_20191028235233Unfortunately (or fortunately, depending on your point of view), within The Outer Worlds the dialog abounds… and boy does it ever! If you love having random conversations with random NPCs, this is your game. The amount of dialog in this game is astounding. You can have several multi-minute long conversations about nothing in particular with an NPC that really makes no difference to the outcome of the story. Sure, it might make a difference to your “charisma” with that specific character, but the dialog is shallow and pointless.

For the same reason that Bethesda expects you to spend minutes tooling around listening to pointless holotapes full of “lore”, Obsidian expects you to tool around for minutes in dialog with pointless NPCs. Worse, too much of the dialog is dry and really doesn’t do anything specific.

The only reason to even converse with random NPCs is to, hopefully, receive a new quest so you can get loot and gain more experience. Not that that’s really required as you can get loot and experience simply by joining random skirmishes in the landscape.

If you’re really happy about seeing tons of dialog throughout a game, well then this is your game! For me, there’s a tipping point to too much dialog. Dialog should be equally nestled into a solid gaming experience. Dialog should only be used to advance the story, but never to sidetrack the player into pointless dialog experiences. Unfortunately, The Outer Worlds falls far into the “too much dialog” trap.

Voice Actors

While there are a few solid voice actors in the roster of characters within The Outer Worlds, there are a number of voices that are outright bad. There’s nothing worse than trying to dig through dialog choices when the voice actor is so bad you have to cringe. It only makes the dialog experience worse. If you’re going to rely so heavily on dialog in a game, you should also make darn sure that your voice actors are up to that task.

Visuals

The Outer Worlds_20191029035151Here’s where this game gets rough. I’m not talking about stability here, I’m talking about lighting, textures and stylistic design. What I mean here is that the game’s visuals are problematic. First, there’s an odd choice of heavily relying on chromatic aberration over the entire screen without the option to turn it off. Not only is this effect hard on the eyes, it’s tiresome to look at constantly, it dulls the image and makes the image muddy. It’s fine to put a screen effect on as long as it can be disabled in a setting. If I don’t want chromatic aberration on the screen, let me turn it off.

Night scenes with low lighting fare even worse with this effect. The textures don’t read, become lower res and generally look bad. This is a rendering issue in the chosen engine. This game isn’t very realistic as it is, but certain lighting conditions look particularly bad. The above Stellar Bay image looks reasonably okay, but clicking to enlarge that image will show off the chromatic aberration problem.

Second, the game adds an odd color hue filter over the screen to not only give the world a color cast, it also dulls the scene by reducing contrast. Instead of the visuals popping because of contrasts, it all remains a similar monotonous contrast range.

Third, the game is chock full of “fake” product placements. In fact, that’s part of the story. These products are strewn all over the world on tables, in containers, in vending machines and so on. You can buy them, you can find them and you can even steal them. There are so many food and drink items in this game, it’s almost confusing what’s available. It’s just the opposite of Fallout, where you basically have only Nuka Cola and Blamco Mac and Cheese. The rest of the food’s labels are so degraded, the maker has been lost. In The Outer Worlds, there are at least 4 different vending machine types selling at least 4 different types of “branded” products. You can find these items strewn all over the world in containers, but you can also buy them.

On the one hand, I appreciate all of the “brand” artwork that was built to make this world seem (and is the key word here) grounded, but too many branded products means overkill… and in this game, there’s plenty of overkill.. but not for the…

Combat

Here’s where the game gets really weak. The combat system in this game is completely last gen. While it does offer a tactical time dilation (TTD — time slowing) gimmick, unfortunately that gimmick just isn’t very useful. It doesn’t increase damage output. It doesn’t help you aim. It doesn’t provide auto-aim. In fact, the only thing it does is slow down movement… and not even for very long. Yes, it might help you target the enemy’s head better, but that’s about where the benefit of TTD ends. It’s a “wannabe” VATs, but fails to work like VATs on just about every level.

As for straight up combat, it’s average. It’s no better than just about any other shooter and it relies heavily on the player’s ability to use the controller to aim. If you’re good with movement and aiming, you’ll do fine in combat. If you aren’t good at aiming, your character will die often and you’ll need to employ other strategies to win. Also, the combat is repetitive, but not in the way you might be thinking. It’s repetitive because the skirmish locations are entirely predictable, coupled with always being manned with the same exact enemies in the same quantities and strength. It’s simply monotonous after the first skirmish.

Perks and Skills

As with any modern first person shooter, the game wouldn’t be complete without some form of leveling system. To that end, the game offers you both perk and skill points. Perks offer your character an ability that enhances your character or your companion(s) in some way. For example, you can apply a perk that increases your carry weight, increases TTD duration, decreases cool downs, allows you to fast travel while overencumbered and so on. There are many perks that can enhance your play experience. However, you are limited to one perk point every few levels. This means these perk points take a very long time to achieve.

The second way to get perk points is by the game finding “flaws”. For example, if you’re hit by too times by energy weapons, the game might find a flaw that makes you more vulnerable to this type of weapon. If you accept the flaw, your character’s damage resistance to that type of weapon will be reduced by up to 25% in exchange for giving you a new “perk” point. Let me say right here that this is absolutely, without a shadow of a doubt, one of the worst, most ridiculous game mechanics (and ideas) included in a video game in a very long time. Why the hell would anyone intentionally hobble their hero character simply to get a new perk point? Why would you do it multiple times over and over? Yeah, it’s a very dumb idea. Extra perk points? Fine. But, not at the expense of  intentionally hobbling my character.

Skill points, on the other hand, enhance your character’s attributes, such as persuasion, lying and dialog. It can also help your melee skills, your ranged weapon skills and others. However, until level 50, you can only apply skill points by section. This then applies one point per each item in that section. Once skill points reach 50 in a section, you can then apply points individually to specific skills. Skill points are issued at every single level up where perk points are only issued every now and then.

Additionally, you can also find wearable items that can enhance your character’s skills without the need to add points or wait for a level up. For example, a pair of goggles might add +5 to sneak or tech.

Crafting

The Outer Worlds_20191029053258Here’s another place where the game is extremely light. There is a single workbench in the game. This workbench allows you to modify, break down, repair and enhance existing weapons and armor. This is as far as crafting in this game goes. You can’t actually craft anything in this game, you can only fix, modify, destroy or upgrade existing items that you find. Destroying something only returns components which are needed to repair items, which wear down.

Weapons and Armor both wear down rapidly in this game. Without perks equipped which reduce the speed of damage, you’ll find yourself at a workbench after one or two skirmishes to repair your gear. This means you’ll need to break down lots of stuff to have enough components to perform these repairs. This means grinding and lots and lots of looting. Don’t pass dead enemies or containers by without checking. You’ll need to do this to progress in this game.

Unfortunately, while the planets team with plant life, you can use none the plant life to create potions, foods or healing serums. Expect that you’ll need to loot or buy your health items at vendors. I found this lack of health item crafting a huge miss for this game (and, in general, a miss for a modern RPG style game). There also aren’t specific health containers in this shooter. You’ll have to open buildings and loot kitchens for items. Even then, you will more than likely need to buy health inhalers and such from vending machines… so expect to grind, loot and then sell, sell, sell to get enough bits to buy this stuff. Same for amor.

Assigning Weapons and Health

You can assign weapons to 4 slots and toggle through them one at a time. You can also assign health items to slots which can then be used when you press the “emergency medical inhaler” key. You’ve got to manually remember to go assign these, though. If you forget, you’re going to be doing this in the heat of battle.

Autosave and Character Death

The game offers only a limited Autosave feature, it only saves when you exit certain buildings. There’s no way to trigger an autosave manually. These only trigger under specific limited conditions.

When your character dies, there is no “respawning”. This is a game where character death means “game over”. This means you need to reload a previous save from the saved games area. The game doesn’t automatically reload from that save. Instead, you are forced to stop what you are doing, open the save game area and reload… waiting for the game to reload the whole area again.

This is much more than a mere inconvenience. I also consider this a huge miss in game design. Most modern games are designed with at least minimal respawn capabilities. How hard is it to hold a save location somewhere in reserve, then use it to automatically reload the game after a player character’s death? We’ll come to why this is important shortly.

Quests and Currency

Many game designers seem to think that putting up a huge hurdle to overcome at the beginning of the game is a smart choice. It’s not. However, Obsidian decided to use this idea and run with it. Within the first four main questlines, your character is required to come up with 18,000 bits (in-game credits) to buy two mostly nonsensical items. Let’s understand why this is such a bad idea and such a miss.

In a game where your character is just barely getting its footing with armor and weapons, the game throws two main quests at you basically forcing you to gather 18,000 bits (in addition to the bits you’re going to need to buy weapons, armor and health). Being new to the game, you have to make a choice. Do you hold all of your bits and not spend any so you can get through these quests or do you spend your bits and upgrade your character properly? That the designers forced gamers into making this choice very early in the game, it means that those who want to progress the main quest must leave their characters and companions weak until past these quests.

This type of quest shouldn’t have appeared in this game until at least halfway through when, by sheer volume of questing alone, you will already have amassed that many bits organically rather than being forced to do so. It makes absolutely no sense to throw these “reach for the stars” kinds of quests at the gamer 3 and 4 quests into the game. This is not only a huge miss, it’s a poorly designed quest choice.

Modern Video Game Design

The Outer Worlds_20191029035555The Outer Worlds seems as if it had begun its design phase back when the Xbox 360 was an active current console. It seems that this game was designed to operate on a lesser console platform like the Xbox 360. A console with lower res graphics, limited audio, lower res textures, lesser speed CPUs, lesser ram and so on.

This game doesn’t in any way seem or feel modern. It feels like The Elder Scrolls Oblivion (or more aptly) Fallout New Vegas in look and feel. These latter games were designed to operate on the Xbox 360’s limited constraints with none of the “modern conveniences” being designed into today’s bigger, bolder and brighter games. The Outer Worlds seems to have been designed using the same creative mindset as Oblivion and New Vegas.

Instead, The Outer Worlds is a lightly designed game with a light operational framework offering few modern conveniences. It’s like thinking you’re buying a Tesla only to find that you really bought a bare bones Toyota Camry. Sure, both are cars, both get you from point A to B, but instead of that cool innovative touch screen LCD computer panel to guide you on your way, you are disappointed to find an antiquated illuminated speedometer with a needle. Not exactly what you were expecting… and, thus, this is The Outer Worlds in a nutshell. That doesn’t make The Outer Worlds bad, but it does make The Outer Worlds a less than modern gaming experience.

Missing Modern Conveniences

Unlike many recent games which have sought to solidify and define both the PS4’s and the Xbox One’s next gen gaming standards, The Outer Worlds seems intent to break many of these existing standards and revert back to older days. For example, on the PS4, this game’s control scheme is upended. Whether this was intentional by Obsidian or simply ignorance, I don’t know. Back when a game like Star Wars: Knights of the Old Republic was published, such button control standards were only just becoming defined.

Today, controller standards are well defined. Placing “back” onto the O button and “interact” on X is as natural as tying your shoelaces. When a developer comes along and moves the Interact function to a button where it doesn’t belong or places jump onto the X button, it seems well out of place. And, out of place it is. Even switching to the alternative predefined controller maps on the PS4 doesn’t completely solve this problem. For example, the more or less useless and single purpose Tactical Time Dilation is oddly placed onto the X button when using the “Modern” or “Legacy” remapping. This odd choice of button placement gives me pause to consider Obsidian’s gaming ideals. Why would they choose to NOT map interact onto X in at least one controller mapping when this is pretty much the industry standard today? It’s a small peeve, but it is a concern for this game.

Another questionable choice is the lack of a manual Quicksave feature. Instead of spending time hopping through multiple layers of menus simply to save a game, you could press “Quicksave” at the top of the Save Game menu. You could then perform a quicksave and be on your way. You don’t need to stop everything you’re doing, then press “Save Game” and go through a bunch of dialog boxes simply to save a game. Additionally, on character death, you are summarily thrown to the “Load Game” screen. You are then forced to navigate through your saved games and load one of them. You have no choice. It’s an odd play. The convenience of Quicksaves in games like these is both readily apparent and a necessary modern convenience. That this convenience is inexplicably missing from this game is, again, an odd play.

For this reason, this is why I continually feel that this game must have be begun its development roots back sometime between 2005 and 2011 when this project was, for some reason, shelved. It seems like this game was then pulled off of a shelf by Obsidian, polished and released in 2019. It feels every bit like a game designed over a decade ago, spit polished to look somewhat modern. Even the liquidy-looking health and TTD UI elements hearken back to games from day’s past, though I can’t recall which exact game used a similar UI element.

As another example, when you press the pause button, the entire screen blacks out to a small menu. This is something that would have been used back in the days of the Xbox 360. Today, game designers use much more modern, sophisticated approaches to drawing a menu screen. For example, most developers use depth of field to blur the game imagery and then place a menu over the top of a blurred and darkened screen. It’s a modern approach to this screen. Not only does it make the game look more polished, it shows that the developers are aware of the importance of continuing to show the game imagery. When you black a screen out, you can’t see at all where your characters are, where the camera is or anything else about the game. You must exit the pause screen to see anything. A blurred version of the screen is much more informative than having nothing at all. It is an innovation and convenience that has helped retain the action of the game. That it’s not here is yet another odd play.

The “Inventory” screen also has its fair share of problems. For example, it doesn’t remember where you were when you last left it. When you enter the inventory screen, it always throws you back into “Inventory”. If you were formerly on the map screen and you exit the screen, then reenter it, you are back on “Inventory”. It doesn’t remember which tab you were on. This is yet another convenience that’s missing. These kinds of UI problems existed in games back in 2006, but haven’t existed in modern games since about 2013 (when the PS4 launched). That this game has reverted back to the days of 2006 seems odd.

Additionally, the use of hand drawn icons in the inventory instead of rendering an actual 3D model is something games back in 2006 would also have used, back when memory was short and showing 3D models in small places wasn’t something that was easy to do. Today, showing 3D models all over the screen is a common and regular occurrence. That Obsidian opted for hand drawn art in the inventory screen seems antiquated and, again, odd. It is also another indicator that this game may have begun its development lifecycle back in 2006.

Innovation (or Lack thereof)

Not using modern conveniences is actually only half the problem in The Outer Worlds. The other half is the lack of adding any modern innovation to the game. Other than TTD (which isn’t very modern nor innovative), that’s the extent of the gimmicks I’ve so far found. For example, there is lack of innovation in the dialog system. It’s straight forward and simplistic. Not only does the game zoom in for a bust shot of the other character, it locks the camera to a fixed position. Games haven’t done this for many years. In most modern games, when you’re taking to an NPC character, you can continue to walk around and talk to them so long as you don’t wander too far off. As long as you remain in the talk circle, you can continue to converse with them without the screen being locked into a fixed position.

Additionally to this, most games now voice the main character as a modern standard. This means that when the main character asks a question, you get to hear the main character say the words audibly. Then, the NPC character responds with their words. This mechanic makes the game more genuine, conversational and realistic. In The Outer Worlds, the protagonist is not voiced at all. In fact, the only thing you get to choose is the text in a menu of dialog. Again, an odd choice. Yes, some people complained that Fallout 4’s main character’s acting and wasn’t great. But, it did add to the experience of the overall game. That this is missing in The Outer Worlds makes it seem like Obsidian cut more than a few corners.

Other innovations that were missed included the use of individual armor pieces (left arm, right arm, left leg, right leg, chest and helmet). Instead, armor is full body and helmet only. Again, oddly not innovative.

Cutting Corners

In fact, let’s jump right into the heart of the issue with this game. The corner cutting in this game is palpable. These cut corners make The Outer Worlds seem less than a modern gaming experience. Indeed, the lack of being able to change much of the appearance of the main character is odd, though you do get limited customization. Worse, there seem to be a total of about 4 to 6 each male and female character models in the game. What this means is that the game uses and reuses these models with all NPCs. In fact, several character models are overused so many times, it’s almost like talking to clones all over this universe. It’s, once again, an odd play. Modern games typically utilize custom models for primary characters to avoid this “clone” problem. Yet, here we are.

Nothing makes a game seem less realistic than continually reusing the same 3D character models over and over on main story characters.

Space Scenes

Let’s talk about space scenes. Earlier, I discussed that this is a space epic. How can this be a space epic when there are no space scenes at all? It’s a space ship, yet the only places of interest are planets? What about space battles? What about other space ships? Again, it seems that Obsidian may have cut corners here to get this game produced. Instead of focusing on space scenes, the game focuses on ground play and combat. In fact, there are pretty much two things that this game heavily relies on… dialog and ground skirmishes. Fetch quests are obviously part of the reason for the ground skirmishes, after all there’s no point in running all over the terrain without a reason. Hence, fetch quests.

Simplistic Quests

With questing, there seem to be even more corners cut. Most of the quests are simplistic at best. Get quest from A, go to B and get thing, return to A and tell of success (ABA). The vast majority the quests given in this game are of the ABA variety. There are very few extra steps, options or things to do along the way (other than skirmish). These are not in any way deep, thoughtful quests. They are, instead, simplistic and straightforward. Even then, when skirmishing, the skirmishes are predictable, simplistic and straightforward.

Is it fun?

Well, that entirely depends on your idea of fun. If running around doing another NPC’s bidding is fun, then maybe. The difficulty with the quests in this game is that they are simplistic, short and somewhat nonsensical. For example, Udom on the Groundbreaker has you run over to a shop just mere steps from where he is sitting and has you spend 8000 of your own bits (in-game currency) to retrieve his “stamp”… a task which I am quite sure he not only has bits to handle, but one that he can walk over himself and resolve. Why is the “hero” the one who has to go gather said bits and spend them on another NPC’s behalf? This is but one example of similarly poorly written quests. Another is getting “auntie-biotics” for a guy. When you exit the shop, a nosy ne’er-do-well eavesdrops on your conversation who also wants these “auntie-biotics” for her own purposes. As cliché a quest setup as I’ve ever seen. And yet, also a very simplistic ABA quest.

Lack of Multiplayer

With all of that said above, the game also doesn’t sport a multiplayer mode. It’s still early in this game’s lifecycle, so there is a possibility for DLC to add this feature (and other multiplayer features). However, in this first release, there is no multiplayer anything this game. It is as single player as a single player game gets.

Overall

For as relatively antiquated as this first person shooter game seems, its rock stable engine helps this one along tremendously. We’ve ALL grown tired of having games crash every few minutes, particularly Bethesda’s games. The Outer Worlds’ stability is definitely a welcome relief from this level of bugginess and is a step in the right direction. Yet, there is so much unfulfilled potential in this antiquated game, it’s really hard to rate this one.

What I will say about The Outer Worlds is to be cautious when considering a purchase. If you like the simplistic nature of earlier Xbox 360 RPGs and significant amounts of dialog, you might like The Outer Worlds. If you’re looking for more complex questing, complex combat situations, unique space combat or a useful crafting system, you’ll need to look elsewhere.

[December 2019 Update]

I have completed this game fully and can, without a doubt, say this is definitely an Xbox 360 throwback game. It is a game that should have existed on a lesser platform with more strict graphics and RAM limitations. In fact, with only slight alterations to support touch, this game would play just fine on an iPad of any size. This is why I firmly believe this game may have begun its development life back when the Xbox 360 was still an active console. It may have even begun its development around the same time as Mass Effect (the first game). As a result of Mass Effect and because of Mass Effect’s similar play style, Obsidian might have shelved this title until 2019 to avoid any unnecessary comparisons to Mass Effect… when it seems that in 2019 it pulled this game from its code vault and began the work to complete it.

While I could be entirely wrong on this, this is the way the whole game feels. Regardless of its origins, it’s definitely a throwback game. It’s definitely not a game I would have expected to see on a Next Gen gaming platform in 2019. It has none of the Next Gen eye candy I would have expected to see in a modern Next Gen game.

Worse, the close of this game is a very  l o n g  montage outro consisting of a bunch of still images which cut from one to the next, narrated by a less than stellar voice over providing a very matter-of-fact and bland reading. The closing narrative strings together what your play through accomplished and how your shipmates fared after the story ended. Ultimately, this outro is a complete and utter letdown for a game that had a throwback-ish, but promising start.

In among the incredibly weak outro, it’s unfortunate that the close of this game is also bittersweet. That may have to do with story choices, but I can’t see how. Ultimately, Halcyon must fall and the beginnings of that fall had nothing whatever to do with game’s hero. The hero may have played a part in ushering along that fall faster, but it would have fallen regardless of the hero’s involvement. Ultimately, Halcyon has to fall based on the final narrative on Tartarus. It’s like the game is trying to blame the hero for all of the colony’s woes, yet the narrative can’t exactly do this because the hero had only just awoken from the Hope but a short time ago.

The story also brings up unnecessary information, such as the loss of communication with Earth and the loss of a large space vessel with many thousands of troops on the way to Earth. There’s no follow-up after the game ends to understand if this claim is even true. Perhaps the game is setting itself up for DLC or possibly for The Outer Worlds 2? This game feels like it was intended to be episodic in nature, but fails to solidify that this game is but one episode in a series. If you’re planning on creating a game as a series, at least disclose that it’s a series somewhere along the way. I believe this information may be left open for DLC because there are still 4 planets left locked on the star chart map. It is assumed these 4 unvisited planets will make their appearance in possibly upcoming DLC. Though, if DLC is coming, where is the season pass?

The additional trouble with the Earth communication loss information (and loss of a ship en route to Earth) is that this information comes solely from Adjutant Akande, a person who has proven herself (and the rest of the Board) to be an unreliable source of information. That Welles believes Akande wholeheartedly means Welles is incredibly gullible or simply woefully stupid. The game has given us no reason to believe the truthfulness of anyone on the Board, let alone Akande. If anything, Akande was, as the hero stated, a psychopath… and she probably was. The rest of the Board wasn’t much better in this regard. They were all at least sociopathic liars, treating the colony as nothing more than nuisances who spend money. The Board even had no trouble putting people of Byzantium to death just because (the retiree quest line). How can you trust a Board of people who are that subversive and uncaring about its very own population?

Worse, when the hero does put an end to the Board, the game summarily ends. There’s no more playing the game. You can’t walk the streets and see what all of your hard work has accomplished. Instead, we’re treated to that still image montage voice over. Obsidian, at least put just a little bit more work into the closing montage. Seriously, how about a cinematic with characters actually moving around and doing things? How about having some of the characters voice their lines? Oh well, it is what it is… a letdown.

Graphics: 5 out of 10 (decent, but chromatic aberration is hard on the eyes)
Gameplay: 6 out of 10 (fair, game is predictable, all planets look the same, no crafting)
Voice Acting: 5 out of 10 (ranges from very good to very bad)
Music: 8 out of 10
Combat: 5 out of 10 (too much of the same thing every time)
Stability: 9.5 out of 10
Story: 5 out of 10
Ending: 1.5 out of 10

Overall: 6 out of 10 (wait for a sale or rent… $60 is too pricey for what amounts to an Xbox 360 throwback with such a lame ending.)

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Star Force Book Series: A Review

Posted in entertainment, novels, reviews by commorancy on September 8, 2019

While Audible and Amazon both allow you to review individual books separately, they don’t really offer a way to review a book series as a whole. Let’s explore B.V. Larson’s Star Force book series.

SPOILER ALERT: If you wish to read this book series, this review may contain spoilers.

Book Style

Let’s start by how these books are written. Unlike many books which might jump back and forth between several unfolding story arcs between different characters, this book series is written entirely linear with a single story thread told to us in first person by the protagonist. Unfortunately, this linear unfolding is a bit detrimental to this series of books because there are a number of characters who could have benefited from having their own separate story arc. Seeing these events unfold separately from the main character’s story would have given us deeper depth into this universe and its series of unfolding events.

Instead, the author chose to focus entirely on Kyle Riggs, our protagonist of this series, and his specific circumstances, always from Kyle’s point of view. In fact, the book series is almost written as a fictional memoir… as if Kyle is recounting these stories from some distant future rather than being told to us “in the now”. This aspect was neither confirmed nor denied by the author. It’s simply left open.

Swarm

The Book Swarm starts the series. Kyle’s kids are killed by an unknown UFO when they are summarily nabbed by, then ejected from the UFO. When Kyle himself is nabbed by the same UFO, he is able to solve the riddle and remain alive. This is where the entire series sets its foundation for what comes in every later book… sort of.

Unfortunately, there were many missteps in this series along the way. Well, maybe not exactly missteps, but definitely missed opportunities to delve deeper not only into the Kyle’s psyche, but into the psyche of the machines (and ultimately “The Blues”). “The Blues” being the creators of not only the “nano” tech used to create the nano ships that killed Kyle’s kids, but they also created the “macros”. This one race of beings created the entire series of circumstances that set this entire series in motion… and imparts important technology to humanity that allows it to become space faring.

Kyle meets most of his important contacts in this first book including Sandra and Crowe. Other characters would make appearances later on and remain throughout the series. Some characters are killed for various sometimes unexplained reasons. Swarm is the foundation book that lays the groundwork for all that comes in the remaining 8 other “Kyle” novels.

You might be thinking, “9 total novels? I thought there were 14?” Well, kind of. Beginning with the novel Outcast (book 10), this is the first collaborative novel between B. V. Larson and another author. Usually when I see an extra author name on the cover, the lion’s share of work is likely done by the co-author, not the original series author. This means that beginning at Outcast, I’d consider this the beginning of a new series even though it continues with the same numbering scheme and is under the Star Force label.

In fact, because Outcast begins with Cody Riggs, the offspring of Jasmine and Kyle, at a point in the future when he’s “coming of age”, I’d consider this no longer about Kyle Riggs. His story is done and ended at book 9. For me, I consider the series actually complete at book 9. All books after 9 are intended to carry on in this universe, but with an entirely different cast of characters and years later… even though Marvin, the ubiquitous robot, is still at play and so is Kwan.

Let’s Get Started

With the above story groundwork laid, I can begin this review in earnest. One thing that irks me is when authors abscond with pop culture references in works without really giving due credit to any of the original creators. For example, the transport “Rings” in this novel are almost ripped off entirely from Stargate… and in particular, the Stargate SG1 TV series. Most notably, B. V. Larson’s use of not only the ring itself, but absconding with the idea that ‘Ancients’ created the rings, the exact terms used in Stargate SG1. Whenever I run into such references, I have to shake my head.

While I can’t begrudge B. V. Larson being a fan of SG1… hey, I’m a fan of that series too… I can’t really agree with using such blatant copying of ideas right down to the use of the same names.

Other such references include Star Wars, with Phobos… a moon-like space station with a “gravity canon”, in similar form to the planet killer weapon of the Death Star. These references are quite immediately apparent. Another pop culture reference includes the nano technology used throughout the book series. While B. V. Larson uses these nanites in specific ways to improve humanity, the technology was actually again ripped from both Stargate SG1 and Terminator 2. However, in SG1, the “nanos”, actually the Replicators, were enemies and could not at all be tamed and used from the betterment of humanity. The liquid metal described by Kyle always resonated with me in the same way as the T-1000 terminator in T2.

Kyle Riggs

Within this story, Kyle Riggs is our protagonist. He’s the one we are supposed cheer on. In some cases, his actions are worth cheering. In other cases, his actions are questionable and his motives are not explained. In fact, there are many ideas left unexplained in the series and we’ll come to that section of this review a bit later.

Kyle Riggs begins this tale as a computer science teacher turned farmer and ends this tale as emperor over the known earth… who then steps down and goes back to farming with his new kid, Cody, in tow. Basically, the book ends where it begins. In many ways, it’s a contrived tale that comes full circle. What happens between book 1 and book 9 simply fills in Kyle’s gap between these two bookends. That’s not to say that everything that happens between book 1 and book 9 is uninteresting, but know that if you delve too deeply into its meanings, you’ll definitely come up short changed.

Kyle makes his way from school teacher, to nanoship pilot, to nanotized warrior to colonel of the Star Force fleet. It’s a somewhat slow-ish progression predicated by the fact that we have no other character tales unfolding in the background. We can accept this series of events because we are not told of many other characters seeking similar opportunities in the flying fleet. When such characters do present such as Crowe, Kerr or Miklos, they are summarily and rapidly sidelined by all-too-convenient plot lines. In the beginning of this tale, there were hundreds of nanoships. There had to have been at least one other nanoship pilot capable of performing as well or possibly better than Kyle Riggs. We must, therefore, simply accept what’s happening at face value and not question this series of events at all. That Kyle Riggs was the “smartest” and “brightest” of the bunch was something we simply have to accept to buy into this book series. If you can’t buy this concept, then the books won’t work.

Kyle also acts in all sorts of odd ways throughout the run of the novels. At first, he’s a school teacher trapped in a ship fending for his life. He’s steadfastly against what these ships are doing and pro-humanity (and protector of all “biotics”). Later, he converts into a commander over Star Force… which conveniently more or less disappears until they can rebuild. He then changes his tune a bit. He’s still more-or-less pro-human whenever it suits his fancy. He’s brash, impulsive and reckless. He likes to show us that he’s in charge and that he knows what he’s doing. In fact, he tells us that he doesn’t know what he’s doing over and over and over.

This part was a little overdone. We get it. He’s unsure of himself, but he does whatever thing that seems most logical to him at the moment in time, which usually turns out okay. He’s an okay protagonist with a bit of a streak of meanness built-in. Granted, he is sour over his loss when the story begins, but he seems to quickly forget all about that.

It’s really odd, too. He never properly grieves for his kids, yet he goes way over the top when Sandra dies.

The Blues

During the run of the novels, there comes a time when “The Blues” deliver Kyle a dire warning. The Blues claim that Kyle and his team violated some fundamental universal law that you don’t create or link anything to the existing “ring” system or if you do,  you’ll face the wrath of the “Ancients”. Yet, the entire series ends out Kyle’s saga without having this event occur. Why even bring up large such a story event and then not even follow through with the thread?

Worse, the warning from the Blues is entirely illogical. Why? Because the Ancients would go after “The Blues”, not the humans. Why would the Ancients do this? Because “The Blues” gave the technology to the humans that let them hook anything to the ring. The Blues gave humans nanotech and brain boxes. These fundamental tools allowed Kyle, in turn, to create Marvin… who, again in turn, then created technology to hook into the ring system. It is, therefore, the Blues who are at fault for allowing additional things to be hooked into the ring system, not the humans.

Without “The Blues”, none of what happened in any of these books would be possible, let alone hooking up to the rings. The Blues are entirely responsible for the mess that occurs after their own meddling with the universe. It is the Blues whom the ancients would wipe, not humanity.

As smart as the Blues are, I was entirely surprised they couldn’t logically deduce this outcome. Yet, it doesn’t much matter after Kyle’s second bombardment of The Blues home world. A bombardment, I might add, that while it might be satisfying for Kyle, there’s no confirmation it actually did anything to the Blues. The only way to wipe out the Blues would be to reduce the Blues home world to star dust. We never get confirmation that Kyle’s second bombardment did anything at all. It just all ends with Kyle’s retirement from Star Force.

Untold Tales

In among what is spun in these books, there are a number of un-closed threads. Let’s explore some of these now:

  1. Fate of the Nanoship swarm — When the nanoships leave Earth because they have decided it is no longer of interest to them, they take their captive pilots and disappear. Riggs, however, manages to escape this fate, along with Crowe. Though, we don’t find out about Crowe until a bit later. These, apparently, were the only two nanoships convinced to return to Earth? The rest disappeared into the void and we only hear of them again once more in passing and then they are no longer heard from again. We assume them to all be destroyed, but I got the impression that there were many more nanoships that we never learned of their fate. This thread is left hanging.
  2. Crowe — After Crowe becomes “emperor” on Earth by using his nano factories to outnumber and outgun the planet, we are left with only questions. How did this happen? Why did it happen? Yes, Crowe was basically a scoundrel, we never get the full details of how this coup was accomplished or even why. We get a minimal tale from Jasmine, whose own personal agenda isn’t really known even at the very end. Yes, Crowe was a money hungry person, but was he the kind of person who would do what he was alleged to do on Earth? I’m not so sure. I was never even much convinced that he had taken the nano injections as he always seemed a bit too skittish about doing that. Yet, he manages to become Emperor? Out of sight, out of mind. This is a story that should have been told properly.
  3. Crowe as a Cyborg — Eventually, Crowe must have become nanotized (or cyborgnized) because he was able to fight a nanotized Riggs and survive. Still, Crowe seemed goldigging, but timid. This isn’t the worst part of Crowe’s tale. When Riggs comes face to face with Crowe to sign the peace accord much later, it turns out that Crowe was a cyborg. Wait.. what? How do we go from mindless automaton robots with limited human portions which mindlessly attack the Riggs pigs ships to thinking, speaking, walking, talking, fighting, rational human looking cyborgs? I’ll let the cyborgs that attack Riggs’s ships slide. Sure, the nanos might be able to create such an abomination with a limited brain box. I can see that. But, replacing a human being entirely with a cyborg? That story line came out of nowhere with entirely no explanation.
  4. Crowe escapes? — Assuming Crowe is actually smart enough to invent walking, talking cyborg clones… any cyborg created that appears like Crowe is merely a facsimile of Crowe. Not the real thing. Crowe was way too chicken to actually fight Riggs for real. Yet, at the time when Riggs fights cyborg Crowe, not once does this thought cross the minds of Riggs or, more importantly, Jasmine or even Marvin (who can see many, many steps ahead). Probably one of the biggest oversights in the book series.
  5. Marvin’s Progression — Marvin was created by Riggs from a data stream that was transmitted to his ship. He thought this transmission originated from the Centaurs. Later, we come to find that that wasn’t entirely true. In fact, Marvin surmises his own reasons for his existence. You’ll need to read the novels to know who and why it was transmitted, even though it was never confirmed. Anyway, Marvin acts in increasingly odd ways as the story progresses. At first, Marvin acts mostly like a computer. In the end, Marvin acts contrary to a computer… making decisions that are, in fact, questionable and problematic. Though, many of Marvin’s actions are questionable and problematic. I’m not entirely sure why Riggs really kept him around.
  6. Sandra — Sandra was Riggs’s love interest for most of the series until B. V. Larson decided it was time to kill her off. I’m not entirely sure the actual reasoning behind her death as nothing was really accomplished, nor did Riggs really mourn her in any meaningful way… unless you count getting drunk for months on end mourning.
  7. Cyborgs — This is a story that didn’t get told and also needed to. First, we see the mindless half machine, half flesh cyborgs that come attack Riggs ship and Phobos (the Blues death star). Other than being a somewhat convenient plot device that keeps Tolerance (the Blue aboard Phobos) occupied, the story of these things is never explained. Where they nano constructions? Were they some other tech that Crowe managed to get hold of? Where they something not from Earth? Riggs made a lot of assumptions about these cyborg drones that never got explained. Additionally, when Crowe turns out to be a Cyborg, we have no way of knowing if the Crowe cyborg was the same as or entirely different from what Riggs encountered in space.
  8. Macros defeated? — Were the Macros truly defeated? Time and time again, the macros showed themselves to be a resilient robot species. Sure, they may have had a base located on the dead sun that Riggs destroyed. But, why was it assumed that that was the only base that the Macros had?

Cody Riggs

At the birth of Cody, the series summarily ends seeing Riggs gallivant off to his farm (where the series started) and become a farmer again… never to command a space fleet again. It’s an odd abrupt transition for a character who was methodical about contemplating all of his options. While this section probably should have been under Untold Tales, I found it questionable to bring Cody’s tales into this series as a successor. This tale was about Kyle. When Kyle ended his reign, to me the series was over. Bringing in Cody to carry the torch just doesn’t work… at least not in Outcast. The Outcast book is all over the place and bungling in all of the most inane and trite ways. It tries hard to rekindle what we liked about novels 1-9, but it fails pretty tremendously throughout. While I found each of books 1 through 9 very worthy, even though they are completely told from a single point of view, I found book 10 hard to get through.

Book 10 is disjointed. It starts off on the wrong foot by killing Cody’s girlfriend as the first major event… an entirely unnecessary random thing. Yes, it brings in some measure of action right out of the gate, but it’s the wrong action. The opening action in Swarm at least made sense for the circumstances. The opening of Outcast didn’t actually make any sense. While Cody is Kyle’s offspring, why would anyone have put a hit out on a kid who hasn’t yet done anything? If anything, they would want to hit Kyle, not Cody. That would have been a more suspenseful book opener. Let Cody rescue his dad from yet another assassination attempt.

There were many ways this Cody series opener could have gone and still involved Jasmine and Kyle in more important ways. Instead, Cody’s first book is all about Cody and his first command… not at all about his family.

Ancients

While I have discussed this above, I want to reiterate how much this part of the series relies on Stargate for its premise. The “rings” are almost identical in complexity and functionality to Stargate’s gate rings… right down to them having been built by “Ancients” (a term used in both Stargate and in Star Force).

In books 1-9, “The Blues” warn Kyle Riggs of impending doom from the “Ancients” which, unfortunately as I said above, never materializes within these books. This to me was a huge miss. If you’re going to tease such a power exists in the universe, you should at least show it to us before Kyle’s retirement. I don’t want to see Cody deal with these ancient aliens. I want to see Kyle do it. It was warned on Kyle’s watch, it should be Kyle who handles it.

I’m also generally okay with limited uses of copying from other science fiction as long as you give a nod (in the form of credit) to the material somewhere. Perhaps naming Kyle’s ship “Samantha”. Just give us a nod to the science fiction universe from where you stole your ideas so we both know what you did, can agree to it, smile at the nod and move on. Without a nod like this, it just looks like theft of ideas… and worse, without credit, it simply looks like you can’t come up with your own original ideas. Sure, the transport ring system used in Stargate was an excellent transport device. But, so was the matter transporter in Star Trek. Why didn’t you use that, too?

If the use of the word “Ancients” was supposed to be the nod to Stargate, it failed. Don’t use an obscure reference when giving a nod. Nod by giving us a tongue-in-cheek reference to a main character such as Samantha Carter, Daniel Jackson, Teal’c or Jack O’Neil. Don’t use “Ancients” which makes your theft look more like a theft than a nod. Make us understand that the reference is intended towards another pop culture icon series. The use of the word “Ancients” doesn’t read as a proper nod.

Overall

Books 1 through 9 are decent reads with the exception of a few eye rolling passages here and there, a few logic errors and a few oddities that were included but never followed through. I’d give the whole series a solid 4 out of 5 stars.

If you’re into science fiction which relies heavily on concepts introduced by Stargate, then you may like the Star Force book series. If you’re looking for more original and cerebral science fiction content, you’ll want to keep looking. This is not the book series for you. The books in no way blaze a new, distinct trail in the science fiction universe. Instead, it retreads many older formulas in sometimes new, but sometimes tired ways. The story is mostly fresh, but the technology concepts have already been introduced by the likes of Star Trek, Stargate and Terminator. In these series cases, many times it was done better.

With that said, I’d call the series quits at book 9. Book 10 effectively starts a brand new series set in the same universe, except with Cody (Kyle’s son) at the helm. Cody is okay, but the author tries way too hard to fit Cody into the same mold as Kyle… to the story’s detriment. The setups in book 10 are contrived, unoriginal and, in many ways, juvenile. As I said above, because Cody is so young, the story just doesn’t read as genuine or fresh. It reads as forced. It also reads as a genre change from mature science fiction to young adult. To me, this genre change almost seems like a slap in the face to the readers. Anyway, why is Cody so gung-ho to follow in Kyle’s footsteps? Why did he want to board a starship and head to the skies? What was the urgent urgency of this decision? This wasn’t set up at all.

It seems to me that Kyle and Jasmine would have brought up Cody with ideals of staying on the farm and helping out there… not gallivanting off into the universe on a starship. Cody’s whole premise simply comes out of nowhere with no explanation. One minute Cody is in a barn with Marvin setting stuff on fire and the next minute Cody is aboard a starship heading off to new adventures. It seems to me that Kyle, as headstrong as he is, would have had something to say about that… but where are dad and mom? No where really. Jasmine only makes an inconsequential appearance, long enough to nurse Cody to health. Kyle doesn’t even really make an appearance. Book 10 starts out so weird and progresses to nonsense in short order.

My advice is to read books 1 through 9 and call it quits. Leave book 10 and the rest unread. If you really want to know what happens to Cody, sure go ahead. But, know that Cody’s stories don’t in any way tie into Kyle’s stories. They’re all new adventures in all new universes with all new friends and foes. Basically, with these stories, they’ve thrown out the baby with the bathwater to start a new series starring Cody. Start and end with the “Kyle” books and you’re set. Only do the “Cody” books if you really want this additional post-story content.

↩︎

 

 

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 it is 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 Grahm 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, making the main quest line fall 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:

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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!

↩︎

Game Review: Red Dead Redemption 2

Posted in botch, video gaming by commorancy on October 27, 2018

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I was so wanting to like Red Dead Redemption 2 right out of the gate. For Rockstar, this game’s lengthy intro and dragging pace is a total misfire. Let’s explore.

A Horrible, Horrible Intro

The whole slow snow covered mountain terrain opening is an incredible fail for a game series like Red Dead Redemption. It’s so slow as hell and rail based that I just want to toss the disc in the trash. This insipid opening doesn’t inspire me to want to “wait it out” for the “rest” of this game. All I desperately want to do is skip this opening and get through it as fast as possible. Really, why does it require 3 hours to teach me to ride a horse, shoot a gun and fire a bow? Unfortunately, not only is it unskippable, it’s ….

Slow, Slow, S L O W

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When following the rail based opening “stories”, even when you do manage to follow the correct path (a feat in and of itself), it’s entirely far too slow of a pace. I could run to the kitchen and make a sandwich in the time it takes to get from point A to B in this game.

The horses run like they’re drugged. Even worse is the forced stamina meter on horses. This isn’t a simulation, it’s an RPG style “Old West” game. We don’t want to water and feed our horses so they can run fast. Then, have to stop and feed them again when they run out of “energy”. That’s akin to making us fill our GTA5 cars up with gas at in-game gas stations. Thankfully, they didn’t make us endure that stupidity in GTA5. Unfortunately, that stupidity is included in RDR2. We also don’t want our horses to run out of energy while running at full gallop. A stupid concept made stupider by the mere inclusion of it in this game.

The game seems like it’s running in slow motion. I’m not sure what’s going on here or why R thought this opening play style would be okay, but it isn’t. At least with GTA, when you got in a car, it was fast. Here, everything moves at a snail’s pace and the rail based gang quests are sheer torture. I just want this part to be over so I can finally get to the meat of the game.

R, let us skip these insanely boring, long and insipid intros. I don’t want to endure this crap. This opening is a horrible misfire for a game in a franchise like Red Dead Redemption. It’s fine if a tutorial opening takes 15-20 minutes. But, when an opening takes 2 hours or more to get past, it’s entirely WAY TOO LONG. Cut it down… seriously.

Failed Intro Setup

I understand what Rockstar was trying to do with this opening. Unfortunately, it just doesn’t work. It’s fine to see the gang camaraderie being built, but it doesn’t take 2+ hours and snail’s pacing to do it. This dragged-out opening is a horribly unnecessary.

I realize the opening of any game is typically tutorial city, but let me skip most of it. I don’t want to be told how to open a cabinet or how to sit down. I can figure this out on my own. Just show me the screen icon and let me do the rest. I don’t need little black boxes appearing in the corner telling me how to do the most simplistic things. It’s like Rockstar thinks we’ve never ever played a video game in our entire lives. Shit, it’s RDR 2 for crisake. It’s a sequel. We’ve likely already played RDR. I have.

Condescending treatment to gamers by hand-holding even the most basic of actions is as torturous as this far-too-slow-paced intro. Whoever greenlit this intro should be removed from producing future video games. Just get to the game already, Rockstar!


Camera

Batter Batter Batter… swing and miss. And, what a miss this one is for R! Let me start this section by saying there is no “photo mode” at all in this game. Instead, you have to obtain an “old timey” camera from some hack who’s in a bar. Then, you have to equip it from your satchel. Only after you obtain and equip this camera can you actually take pictures in-game. Uh, no. I realize this is supposed to be some kind of immersion tactic, but having characters take photos for quests with an in-game camera should be entirely separate from having a photo mode built into the game for player use and sharing. A photo mode should be available from the moment the first gameplay begins. It shouldn’t be something that’s “found or earned” later in the game.

Rockstar again swung and missed on this one. Rockstar, next time, just add a photo mode into the game as part of the UI for the player to use from the start. If the player character needs a camera to take pictures for a quest, just make it disposable and disappear after the quest is completed.

The reason for having a photo mode is so you can add features like exposure, filters and get bird’s-eye views of the environment. Limiting the photos to the perspective of the character holding the camera is stupid and wasteful. We want to use an actual photo mode, not a character acquired and limited camera.

Lighting and Graphics

I was actually expecting a whole lot more from the RAGE engine here. While Grand Theft Auto wasn’t perfect in rendering realism and didn’t always offer the most realistic results, the lighting did offer realistic moments, particularly with certain cars and with certain building structures under certain daylight lighting conditions. With Red Dead Redemption 2, I was actually expecting at least some improvement in the RAGE engine for 4K rendering. Nope. It seems that Rockstar simply grabbed the same engine used in GTA and plopped it right into Red Dead Redemption 2.

So far with Red Dead Redemption 2, I’m entirely underwhelmed with the indoor lighting model being used. “Wow” is all I can say, and that’s not “wow” in a good way. I am not only underwhelmed by the realism of the character models themselves, but of how the lighting falls on the character models. When a character opens his/her mouth, the teeth read as a child’s attempt at a drawing. It’s bad. B.A.D! Let’s take a look at RAGE’s poor quality indoor lighting:

The wood looks flat and dull. The clothing looks flat and dull. Metal doesn’t look like metal. Glass doesn’t look like glass. The faces just don’t read as skin. The skin on the characters looks shiny and plastic and, at the same time, flat and dull. The teeth look like a child’s drawing. Part of this is poor quality lighting, but part of it is poor quality models and textures. The three main character models in GTA5 (Michael de Santa, Trevor Philips and Franklin Clinton) looked way better than this, likely using the same RAGE engine. The RAGE engine is not aging well at all. Even the “sunlight rays” here look forced and unrealistic. This game looks like something I would have expected to see in 2004, not 2018. Let’s compare this to Ubisoft’s AnvilNext engine which is night and day different:

Wow! What a difference… (click to read Randocity’s Assassin’s Creed Odyssey review)

Screenshots vs Camera

And speaking of teeth… trying to get these Red Dead Redemption 2 screenshots is like pulling teeth. I have to attempt to position the gameplay camera just so. I can’t use the “Old Timey” camera for the above in-game shots as there’s no way to get that “Camera” into the proper position using the player character. Using the actual gameplay camera is always hit or miss. If the camera moves a little bit too far or too close to a figure, it pops over the character and you can’t see them.

The point to adding a photo mode is positioning the camera exactly where you want it, to get the best shot. It also allows you to use depth of field. I can’t do that in Red Dead 2 and I’m limited to playing tricks with the camera placement and hope it turns up with a shot using the PS4’s share button. Not to mention, I have to spend time running to the menu to turn off HUD elements (the reason the map and the money is visible in one of the RDR2 screenshots).

R⭑ , get with the program. It’s time to add a real photo mode to RAGE… a photo mode that offers so much more than the player character holding and using an “old timey” camera. It’s fine if the character needs an in-game camera for quest reasons, but it’s time for a real photo mode… which is how I captured all of these Assassin’s Creed Odyssey screenshots above. I should also point out the reason for having photo mode in a game is for the game player, not for the benefit of the in-game character. Adding a photo mode means you’re thinking of the gamer and how they want to use the game to capture and share their gameplay. By not including a photo mode and having such poor quality graphics, it shows that R‘s interest is more in making money and not in advancing their RAGE technology to provide a next gen quality experience.

Red Dead Redemption 2 is a huge step backwards for realism in video games.


Meat of the Game

I’m finally past the torturous intro and I’m sad to say that the game itself is absolutely nothing like Red Dead Redemption. Red Dead Redemption was open prairies, tumbleweed and Arizona-like environments. These environments worked tremendously well for “The Old West”. This game is lush green valleys with trees, forests and streams. It’s not so great to set an “Old West” kind of ambiance. Ignoring the wrong environmental settings in which to place an “Old West” kind of game, the game’s pacing is sheer torture to endure. The pacing in Red Dead Redemption was near perfect.

Here, the leisurely slow pace in how the player character moves and walks and how slow the horse runs is totally wrong for this game and is *yawn* b.o.r.i.n.g. Again, this is nothing like Red Dead Redemption. I’m not looking for Lamborghini speeds, here. But, I am looking for a much quicker pace than the la-la-la leisurely pace of this game. In fact, this game’s pacing is so arduous, it makes you want to pop the game out and go do something else at a faster pace. Again, another total Rockstar misfire.

Town Bounties and Game Interference

Just for the sheer heck of it while trying to relieve the boredom with the game’s slow pacing and lame story activities, I decided to have a shoot out in Valentine, the first town you’re supposed to reach in this game. As you progress in dying and getting a higher and higher bounty, the game stupidly pushes your character farther and farther away from the town with each respawn. Game, if you don’t want the character doing this in a town, then just prevent it. Don’t respawn my player character farther away from the town each time. Respawn the character where he fell and let me choose whether to leave or stay. This intentional interference is not only an asinine game design mechanic, it makes me want to break the game disc in half.

I’m merely trying to make the game at least somewhat more interesting and tolerable than the forced slow pacing… but then the game feels the need to frustrate and interfere with my efforts by sending my character farther and farther away from town. On top of that, once you get a bounty, the NPCs that come after you are practically unkillable. I’ve hit them with perhaps 5-10 shots of a shotgun (many times in the head) and they’re still getting up and shooting at me. There is absolutely no way that’s possible. I realize this is a game, but that’s taking the unrealistic nature of this game way too far. It’s not like they’re wearing Kevlar. If I shoot an NPC twice, they need to die. This includes any character, deputy or otherwise. These are not SWAT characters in Los Santos wearing police armor. It’s asinine how the game works this bounty mechanic by protecting the town residents.

If this game is truly supposed to offer RPG style open world play, then I should be able to go into any town and have a gunfight with the entire town if I so choose… and the characters in the town need to die with a realistic amount of bullets. It might make my character wanted, put a bounty on his head, turn him to the “dark side” or whatever, but I should be able to play this game on my own terms without the game interfering with my choice of play. By interfering with my choice of play, the game is specifically telling me that this isn’t what I’m supposed to be doing and that I should be following the story path laid out by the game developers. That’s the very definition of a rail based game. That’s NOT an open world make-my-own-choices game.

Now, I do realize this interference is intended, but this interference takes away an important gamer choice… to play the game in any way the gamer chooses. If you’re going to offer guns and bullets, you need to make them count in the game. Bullets can’t act deadly in some situations and act as mere bee stings to other NPCs. Bullet damage must remain consistent against ALL NPCs under ALL conditions unless you implement a visible character level system.

Because of the boring slow pace, the lame story elements (Really? A tavern brawl is the best you can do?), the absolute crap hand-to-hand combat mechanic, the unkillable-NPC-bounty situation, the lackluster lighting, the game’s meddling interference in my choice of play, the poorly created character models and textures, the lack of photo mode and the broken Social Club site, my 2 out of 10 stars firmly stands for this game.

An Utter Disaster

This game is a disaster for Rockstar. I guess every game studio is entitled to a dud. Most times I can give some creative advice on how to improve a game. I’m at such a loss for improving this game’s disastrous design, I can’t even begin to tell Rockstar how to get this hot mess back on track. I think it needed to go back to the drawing board. Oh well, my high hopes for this game have been utterly dashed. It’d be nice to get my money back. This game is crap. Avoid.


Graphics: 5 out of 10
Sound: 7 out of 10
Voice Acting: 2 out of 10
Brawling: 2 out of 10
Gunfights: 5 out of 10
Pacing and Stories: 1 out of 10
Stability: N/A

Overall Rating: 2 out of 10
Recommendation: Don’t buy. Avoid. If you must try it, rent only.

I’d actually rate it lower, but I’m giving it 2 stars for sheer effort. Let’s just forget all about this game and remember the fun we had with Red Dead Redemption.


Agree or disagree? Please leave a comment below and let me know what you think about Red Dead Redemption 2.

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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.

This slideshow requires JavaScript.

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.

Whole Foods: Everything wrong with Amazon in a store.

Posted in botch, business, shopping by commorancy on September 20, 2018

When Amazon bought Whole Foods in 2017, I wondered exactly what that meant for Whole Foods as a brand and as a store. In 2018, I have found out, and so have the store employees. It’s not exactly what you might have predicted. Let’s explore.

Drastic Changes on the Aisles

One thing is clear, Amazon isn’t keeping Whole Foods stagnant. No, sir. However… are the changes being made inside the stores great? In many cases, no.

At one time, Whole Foods had a huge aisle of bulk tea ingredients. Today, they have maybe 10-15 jars total. Most of the jars are of the caffeinated varieties. Other than loose Rooibos, there was very little in the way of herbal tea ingredients. Whole Foods was the only real place where you could go get bulk tea ingredients. I was sadly disappointed at the state of affairs in visiting Whole Foods this weekend. The sad handful of jars seemed off, but I guess that’s what Bezos wants. In fact, the whole store seemed a little off.

Another department that has undergone drastic remodeling is the health and beauty area. Where they once carried clothing, scarfs, plush toys, mounds of loose organic soaps and various other eclectic HBA goods, today the area is nearly barren with only tiny amounts of certain items. They’ve also decided to do away with the HBA counter and rebuild a new kiosk for Customer Service there, so they can put in more cash registers. As if they need more registers… they barely man the ones they already have.

One other area of HBA (and other products) is product reformulations. I had been using the Whole Foods house brand of 365 glycerin bar soaps. Recently, I purchased new bars only to find a new label. After opening one of the soap bars I noticed a change in the fragrance. Clearly, Amazon is trying to cut costs by changing manufacturing of some of their house brands to new manufacturers.

I’ve also found other brands of products which have now changed. Where once Whole Foods had carried specific brands for years, these are now gone, no where to be found.  Whole Foods was really the only place that stocked these brands. I can’t imagine what this has done to those brand sellers. Whole Foods was likely their lifeblood. Without Whole Foods, they’re dead in the water. Safeway has never considered ordering those brands and likely never will. Good luck trying to find those brands ever again as those manufacturers are likely out of business.

Also, Amazon has started adding in small lockup rollabouts stocking Echos, Fire Tablets and Kindles, among other electronic and gadgety things. This is a grocery store, not Best Buy.

Checkout Lanes

Another change is that the Express lanes were always open with at least 1 or 2 people manning them. In the last 2-4 months, this no longer is true. I’ve walked in in the morning or in the evening and the Express lanes are always closed. Now they are keeping a few regular registers open. Not sure what’s going on with this change, but it seems odd considering the majority of people unloading their carts had less than 10 items to buy. Express lanes make more sense.

Not All Changes Are Good

I never performed my whole house grocery shopping at Whole Foods. It was always too expensive for full cart shopping. I only visit Whole Foods for very specific items that I cannot find at Safeway or other supermarkets. Today, I do most of my grocery shopping at Target, to be honest. Since Target has fully built out a respectable grocery section, when combined with Cartwheel discounts and the extra 5% RedCard discount, it’s usually worth my while to grocery shop at Target. They may not be the cheapest at everything, but considering the amount of discounts I get there, it’s more than worth it in the end.

Why this diversion about Target? Because Amazon and Whole Foods are trying something similar, except they’re mostly failing at it. Certain sale items and items with blue cards give extra discounts if you’re an Amazon Prime member. Considering how few items actually end up on actually discounted with Prime, it’s really not worth it. If Amazon could see fit to offer something like Target’s 5% off the entire basket + extra discounts like with Cartwheel, it might be worth it. Even then, I still find Whole Foods prices to be well above where they should be and nowhere near competitive with Target.

Worse, while Amazon seems to have cut some quality products down in an attempt to make even more money, nearly all of the dry goods still suffer from what I call, “highender syndrome”. What that means is that these items are sold at prices that are intended to entice buyers of a certain affluence level or above and feel make them “special”. However, what I’ve personally found after trying these products is while the price is well above where it should be, these packaged foods when prepared are lackluster and mostly taste of cardboard. Anyone willing to shell out that kind of dough for cardboard food, I got a bridge to sell ya.

As this section began, not all changes are for the best. The changes that Amazon has been making to Whole Foods have been questionable and seemingly geared toward selling Amazon products in a retail store environment. Amazon, if you really want to open an Amazon store, then just open one. Don’t ruin Whole Foods to make it a platform for Amazon products.

Workers Seem Disenchanted

I spoke with one worker at Whole Foods recently who is just as disenchanted with Amazon’s changes as I am. One thing he mentioned was that before Amazon’s purchase, the store could restock individual items as necessary. This meant that items were almost never out of stock and aisles were always full. I certainly noticed this change recently. When I visited to buy my glycerin bars, I noticed the unscented bars were out of stock. I purchased a couple of the other bars to hold me over for a bit. I then visited a day later and they were still out of stock. I’d say all told, I visited the store about 3-4 times before I finally found them in stock.

This employee told me that after Amazon took over, Amazon’s changes stopped allowing individual item reorders. This leaves shelves bare of products until the next whole shipment arrives. This is one of the things I always liked about Whole Foods before Amazon. I could walk into the store and nearly be 100% certain that the item would be in stock. In fact, I can’t even remember a single time when I visited Whole Foods and those soap bars (or pretty much anything else.. especially house brand items) were out of stock before Amazon’s involvement.

Hot Food Bar Changes

At the hot food area, I spoke with another worker who was disenchanted to see the home cooked prepared meals area has disappeared. No longer can you find the hot foods like mashed potatoes, cooked lamb shanks, meat loaf, grilled veggies and other staple foods they carried there every day. Now they’re gone and have been replaced by a Pizza display area. If the food isn’t on the hot food buffet area, too bad, so sad. I always liked buying those mashed potatoes there. They were the best in the store. The mashed potatoes on the buffet bar were plain and flavorless, as is most of that hot food bar food. The home cooked food they made at the food counter was much, much tastier.

Shopping at Whole Foods

Amazon has made no efforts to reduce Whole Food’s overall prices. But, Amazon has done much to remove, change, reduce and limit availability of items. I’m uncertain of this chain’s longevity. One of the things about operating a higher end gourmet grocery store like Whole Foods is attention to customer service and attention to product detail. Amazon doesn’t get it. Draeger’s gets it. Piazza’s gets it. Bianchini’s gets it. I realize these are SF Bay Area high end gourmet markets, but I’m sure you have some like these in your area, too. Whole Foods used to get what it meant to be classed as a gourmet grocery store, but since Amazon, they don’t.

As for the store proper, the reduction in products, the change in brand formulations and removal of mainstay brands doesn’t say Amazon knows what Whole Foods is really about. You can’t just begin gutting the fundamentals that made this gourmet grocery store and expect it to survive. Amazon is playing with fire making these changes to Whole Foods this fast. So far, I still see a fair amount of people shopping here. With each and every product removal or switch, the store will lose more and more customers.  Those customers who once frequented looking for that specific item only available at Whole Foods will end up over at Draeger’s, Bianchini’s or Piazza’s (or any of a number of smaller high end markets).

I know I’m not the only person who stops shopping at places when they kill my favorite brands and products that I relied on. Amazon hasn’t yet fully killed my last remaining reasons to visit Whole Foods, but changing soap manufacturers doesn’t bode well for at least one of those products.  Let’s hope I can use the new formulation without skin problems. We’ll see. They’ve also changed their brand of unsweetened ketchup. Yes, they still carry it, but the new brand jar seems quite a bit smaller for the same price. So far, they still carry the Stevia liquid brand that I use and at a “reasonable” price.

Feedback and Thank You

If you’ve gotten this far into this article, I’d like to thank you for spending your time here reading Randocity articles. In this YouTube age with people putting their faces out there as hosts, I have also contemplated setting up a channel for Randocity. Each time I have considered this, I realize that writing this blog is what I enjoy about blogging. Vlogging has its own set of constraints, time sucks and technical problems that to me don’t seem very enjoyable, particularly buying all of the necessary equipment and spending hours editing videos together.

If your shopping experiences have changed as a result of Amazon’s purchase of and changes to Whole Foods stores, please leave a comment below explaining what problems you have encountered in your shopping experiences. I will consider extending this article to include quotes from various reader’s recent shopping experiences. I’m always interested in hearing reader feedback. If you work at Whole Foods and are willing to speak up, please leave a comment below.

If you would like to be notified whenever new Randocity articles are published, please click the Follow button in the upper right corner of the screen.

Rant Time: MagicJack – Scam or Legit?

Posted in botch, business, scam, scams by commorancy on September 11, 2018

magicJackThe magicJack company offers a voice over IP phone service. You can use it with an app on your phone or by a device plugged into an actual landline-type phone. It does require Internet to function. Either way you go, it’s VoIP and they have very questionable and deceptive billing practices. Let’s explore.

Internet Phone Service Choices

If you’re in need of phone services on a device that only has access to WiFi, then a voice over IP service (VoIP) is what you need. There are many different VoIP services available on the Internet. You can even make audio and video calls via Facetime on iOS, via Skype on pretty much any mobile or desktop computer or even via Google Hangouts. For this reason, magicJack is yet another VoIP phone service in a sea of choices.

Why would you want to choose magicJack? Initially, they were one of the lowest priced VoIP phone services. They also offered a tiny computer dongle that made it easy to plug in a standard home phone. That was then. Today, mobile devices make this a different story. Lately, this company has raised their prices dramatically and they’re performing some quite deceptive and questionable billing practices.

911 Service

As with any phone service that offers the ability to use 911, the service must tack on charges to the bill by the municipality. You’d think that part of the invoice that magicJack is already collecting in payment of services would also cover for those 911 services. I certainly did. Instead, magicJack isn’t willing to part with any of their service revenue to actually cover services that, you know, they provide as part of your phone service… like any other phone company does.

MagicJack seems to think they can simply pass on said charges right to you in an email invoice and have you pay them separately. Here’s where magicJack gets firmly into scam and deceptive billing territory.

I’m sorry magicJack, but you’re forcing the 911 service when we don’t really need it or want it on that magicJack VoIP phone line. If you’re going to force this service as part of the overall service, then damned well you need to suck it up and pay the expenses from what we pay you. There is no way in hell I’m going to pay an ‘extra’ bill simply because you are unwilling to use the collected service fees to pay for those bills, like any other carrier on the planet. It’s not my problem that you choose not to do this.

You, magicJack, need to pay those bills to the 911 service. It’s your service, you forced 911 onto my line and now you must pay the piper. If you can’t do this, then you need to go out of business. This means, you need to collect the 911 service fees at the time you collect the payment for your services. And you know what, you already collected well enough money from me to cover those 911 service fees many times over. So, hop to it and pay that bill. This is not my bill to pay, it’s yours.

MagicJack Services

Should I consider magicJack services as an option when choosing a VoIP phone service? Not only no, but hell no. This service doesn’t deserve any business from anyone! This is especially true considering how many alternatives exist for making phone calls in apps today. Skip the stupidly deceptive billing hassles and choose a service that will bill you properly for ALL services rendered at the time of payment.

MagicJack is entirely misinformed if they think they can randomly send extra bills for whatever things that they deem are appropriate. Worse, magicJack is collecting payments for that 911 service, but you have no idea if that money will actually make it to the 911 municipal services in your area. That money might not even make it there and you may still receive a bill. In fact, if the municipality does send you a bill, you need to contact them and tell them to resend their bill to magicJack and collect their fees owed from magicJack, which has already been collected in the funds to cover any and all phone services. If magicJack claims otherwise, they are lying. If you are currently using magicJack’s services, you should cancel now (even if you have credit remaining).

Is magicJack a scam? Yes, considering these types of unethical and dubious billing practices. Even though their VoIP service works, it’s not without many perils dealing with this company. As with any service you buy into, Caveat Emptor.

MagicJack Headquarters

Here is the absolute biggest red flag of this scam company. MagicJack claims their corporate headquarters address is located here:

PO BOX 6785
West Palm Beach, FL 33405

Uh, no. Your headquarters cannot be inside of a PO Box.

Yelp claims that magicJack’s US address is here:

5700 Georgia Ave
West Palm Beach, FL 33405

Better, but still not accurate. This is not their corporate headquarters. This is simply a US office address. Who knows how many people actually work there? We all should know by 2018 just how many scams originate from Florida.

When you visit magicJack’s web site, no where on any of the pages does it show their actual physical headquarters address. This is a HUGE red flag. Where is magicJack’s actual headquarters?

magicJack Vocaltev Ltd (opens Google Maps)
Ha-Omanut Street 12
Netanya, Israel

As a point of consumer caution, you should always be extra careful when purchasing utility and fundamental services from any Israeli (or other middle east) companies. Worse, when companies cannot even be honest about where their corporate headquarters are on their own web site, that says SCAM in big red letters.

Class Action Lawsuit

Here’s another situation where this company needs to be in a class action lawsuit. I’m quite certain there are a number of folks who have been tricked into this scammy outfit and are now paying the price for their unethical and scammy business practices. However, because they are located in Israel, setting up a class action lawsuit against this company may be practically impossible. Better, just avoid the company and buy your phone services from U.S. based (or other local) companies where they are required to follow all local laws.

Rating: 1 star out of 10
Phone Service: 5 out of 10 (too many restrictions, limits call length)
Customer Service: 1 star out of 10
Billing: 0 stars out of 10
Overall: Scam outfit, cannot recommend.

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TV Review: Wayward Pines

Posted in botch, california, entertainment, TV Shows by commorancy on August 27, 2018

WaywardPinesNote: *** Contains Spoilers ***

Here’s yet another M. Night Shyamalan thriller, this time in the form of a two season TV series.  Let’s explore.

Comparisons

This show has a similar premise to Stephen King’s Under the Dome. However, it is based on novels by Blake Crouch. Basically, it’s a small town that’s been cut off from everything and everyone. As a result, the town must live by its own rules. These two premises pretty much match up.

The way in which the Wayward Pines diverges is how the plot unfolds. With Under the Dome we come to find that the town is encased in a huge dome that, when the dome wishes, allows some exchange of air with the outside. In the case of Wayward Pines, we come to find that it’s supposed to be set in the year 4028, after a great holocaust mutated the human population. Both Under The Dome and Wayward Pines have populations that are cut off from “the outside world”, but for differing reasons.

Both towns, however, fundamentally operate in very similar ways with the exception that Dome runs out of resources a whole lot faster since they were cut off from the world without any resource planning. The dome town’s resources wear thin much, much faster. Wayward Pines, on the other hand, has the benefactor, David Pilcher, who not only had foreseen this event, but seemingly planned for it well in advance by building infrastructure and storing limited food rations to sustain the small town. We’ll come to find that Pilcher didn’t quite think ahead much or have planned for all contingencies.

Characters

The Wayward Pines town is inhabited by a number of adults and children including a sheriff, a nurse, a doctor and several primary families who become part of the series. It’s a similar kind of makeup as there was in Under The Dome. There’s also a faction of disenchanted citizens looking to escape from the city… so they can get “back home”. The characters change over time, particularly in season 2.

Weak Opening Premise

The show starts off entirely on the wrong foot indicating the “making it up as we go” syndrome. Meaning, the show begins by making no sense. Burke wakes up near a creek, beat up, bruised and injured. The question is, why stage this 2000 years in the future? What purpose does it serve?

If he had just awakened from cryosleep, why take him out of his cryosuit, dress him back in business attire and place him in the woods? Is it simply stage his awakening as though he had just crashed from a car? Why not start the episode off with Burke in a hospital bed recovering from his car injuries. That’s just as easily explained and shows us the Wayward Pines hospital right from the start.

If they want Burke to accept his life in Wayward Pines, why spend that time and effort staging his awakening? Did they stage other reawakenings in this way? They didn’t do it for Burke’s wife and kid. Staging reawakenings like this also means that someone at Wayward Pines needed to be 100% up to speed on exactly how Burke (or anyone else) was abducted into cryosleep to know exactly how to restage the reawakening. There are so many better things to worry about in a burgeoning town than dealing with staged awakenings.

Trapped in the Past

As with the isolated town premise in Wayward Pines, I find that there are a lot of stupid ideas, particularly from the supposed creator of the town, David Pilcher. According to his telling, the first time Pilcher tried to set up Wayward Pines, he chose to reveal the 2000 year old truth to the residents. While the children seemed to accept their fate, the adults couldn’t face life in this way and eventually the town self-destructed. This forced Pilcher to commit genocide by using the indigenous mutated humans to clear the population. This idea is stupid from the go. If you’re trying to repopulate humanity from limited pool of people, why kill them? You’re going to need that genetic diversity to repopulate… as much of it as possible.

David Pilcher has his (very large) crew (including his sister Pamela Pilcher) clean up the town, only to reset it all and restart it for a second time with group B. For group B, instead of revealing the truth, this time Pilcher decides to only tell the children the whole truth and withhold that information from the adults. This led the adults to believe they are still in 2014 (or whatever time period they came from). It also meant the adults believed they could leave the town and get back to their families… the idea that would inevitably become the town’s undoing. This keeps the adults in the dark of the reality of the world. This second time up to bat, Pilcher decides to incorporate corporal punishment in the form of town center lynch justice as a means to control order in Wayward Pines. If someone gets out of line or breaks rules, they are summarily brought to town center and executed by slitting their throat in front of the town mob. This is called a reckoning.

Here’s where I dislike this plot idea, where I feel this part was entirely unnecessary and sent the story premise off the rails. Pilcher is indeed correct to be worried that his group B town is degrading into chaos and destruction, just has had group A. It is. There is an underground movement that is growing and sowing the seeds of a second town self-reckoning once again. However, the reason for this is primarily because of Megan’s ideas she fed Pilcher. Megan’s ideas were the poison seeds that fueled Wayward Pines’s destruction, every time. Megan is a cancer on Wayward Pines.

Cryonics and The Past

To give a bit of backstory here, Pilcher foresaw the destruction of the 2014 world due to a DNA mutation he found, a mutation that would lead to humanity’s destruction in the future. He tried to alert the attention of the scientific world, but failed. Instead, Megan Fisher (eventually becomes the teacher at Wayward Pines school), urges David Pilcher to take whatever means necessary to ensure survival. This was the primary piece of bad advice David Pilcher took in securing his vision and the piece of advice that single-handedly ensured Wayward Pines’s demise. Megan would go on to not only continue giving bad advice, but poison the children and jeopardize the entire project.

Anyway, Megan’s continual bad advice leads Pilcher (being all wealthy that he is) to use his great wealth to hire people to nab random folks off of highways and put them into cryosleep. One set of unwilling participants is our protagonist Ethan Burke, his wife Theresa Burke and his school age son Ben Burke (season 1). Ethan Burke was sent to the area by the secret service (?) to investigate the disappearance of two of his colleagues. Ethan becomes the eyes of the audience as the great mystery of Wayward Pines unfolds. Of course, the premise includes everyone else in Wayward Pines, who were all unwillingly abducted and cryofrozen. The only people willingly there are those that who David Pilcher hand picked to operate the mountain complex to keep Wayward Pines functional as a township.

The Philchers (Pam and David) call Wayward Pines the Ark.

Aberrations

In season 2, we find out more about the original awakening of group A via C.J. Mitchum. He was the advanced cryo engineer who was the first to awaken and who awakened group A. He was also the person who found the aberrations and alerted Pilcher to them. This is also where the story takes a bad turn. Instead of staying and killing off a bunch of indigenous humanoids, C.J. suggests heading back into the pods to wait more time for them to die off. In fact, there were so many ways this story could have been handled, Wayward Pines might have worked as a simple utopia. Pilcher decides not to wait… yet another dumb idea from someone who’s supposed to be very smart. Anyway, Pilcher clears the area and erects an electric fence.

Outside the electrified fence, the indigenous humanoids (called Abbys … short for aberrations) inhabit the countryside. They also inhabited the area where Wayward Pines has been built. This means that David Pilcher kicked them off of their land. The aberrations are the remnants of humanity left over after the DNA mutation and the event that David had predicted. The aberrations are vicious carnivores that eat any animal flesh they can find, including any 2014 humans that happen along the way.

However, we come to find in season 2 is that Pilcher cleared out the area where Wayward Pines was to built by killing all off the indigenous folks. This action effectively starts the war between the aberrations and the humans and ensures all of the problems for Wayward Pines going forward. A problem that could have been avoided had Pilcher taken CJ’s advice and waited longer.

Keep It Simple Stupid

The first problem I have with this premise is that Pilcher kidnapped folks without consent. He also didn’t vette them for suitability or compatibility for living in a utopia city project. He yanked them out of their life and put them into cryosleep. After unfreezing them in the year 4028, he has two options. Tell them their reality or make them think it’s still 2014. After all, the town looks like it did in 2014 so it’s not that hard to convince those who are unfrozen.

There are lots of reasons why this town won’t ultimately succeed. The primary reason it is doomed to fail is that these folks didn’t consent to be there, the problem treated by Megan. They still think it’s 2014 and they think they can leave and get back home. Yet, they are being told never to talk about that. That idea won’t work. You simply can’t tell people to suppress their desires to go back home to their families and loved ones. If he had explicitly kidnapped folks who didn’t have loved ones waiting, then perhaps he could have used that. David didn’t think the kidnapping idea through very well.

Another secondary reason why this township won’t work is limited food and medical supplies. While he did stockpile food to get the town started and maintain certain levels of conveniences like ice cream, liquor, fudge, toy shops, hair stylists and various amenities offered by the 2014 standards, that cannot possibly last. There is also simply not enough food resources to maintain a growing community of people. Pilcher also failed to foresee the need for medicines in the future. While he did bring some medicine forward in time, it simply wasn’t enough (season 2). Over time and with enough generations, there would be no way for 2014 humans to survive, particularly without access to modern medicines. It’s not like he also brought along a pharmaceutical company and people to run it.

This lack of foresight sows the seeds of destruction for any forced community at some point in the future. The corporate punishment only serves to double-down on this destruction by, along with microphones and cameras monitoring everything in the town, eventual dissent and violence. If David stays this course with each successive town reset and restart, he’ll eventually run out of people to inhabit the town. Thankfully, Pam puts a stop to that, but too late to really save Wayward Pines.

Survival

Even if there had not been any indigenous population to defend against, the community would still have failed. As I said above, Pilcher didn’t bring along enough medications, vitamins and food to last indefinitely.

If the town had been able to survive without the threat of attack, the population would have eventually overgrown the town. They would have had to either institute population controls or force people to leave and settle elsewhere. There were so many better and more horrifying story avenues than the aberrations, the aberrations simply ended up as a convenient copout distraction from all that was missing when actually trying to build a utopia.

Season 1 versus Season 2

Season 1 started out promising by offering hope that the town might survive and morph into something useful. By season 2, not only had the show jumped 3 years into the future, which robbed us of the internal struggles, we come to find that the first generation is now running the town. While this is a fairly stupid premise to begin with, it effectively turned the show into a Young Adult novel.

On so many levels for a TV series, this change doesn’t work. You can’t start out with adults running the show only to turn it into a teen fest. That, in and of itself, caused too many problems going from season 1 to season 2.

Additionally, season 2 introduces a lot of foreign concepts that take the show in a direction that really doesn’t make a whole lot of sense. While I have not yet read Crouch’s novels, I’m assuming that the two seasons follow the novels to some degree. Ultimately, I can see why this show was not renewed after season 2. It just wasn’t strong enough of a premise to survive such jarring changes between season 1 and season 2. By jarring changes, I not only mean the survival concepts, but also the never ending cast changes, particularly the teen fest.

Overall

This was not a great show. It had a lot of promise when it began, but it quickly degraded into a story place that couldn’t work. Additionally, there were so many unaddressed mistakes made by Pilcher, these made the show’s story entirely weak. For example, where was the livestock? If you can cryofreeze humans, why didn’t Pilcher cryofreeze cows, pigs and chickens? They will need protein and vegetables as food sources… particularly if they’re to repopulate the earth.

Also, if Megan’s population birthing initiative was so all fired important, then why didn’t they cryofreeze a bunch of babies or pregnant woman to immediately restart the repopulation process?

Additionally in season 1, it was never addressed where all of the food was coming from or how much food there was. By season 2 and three years later, the town was already running out of food and needed to build farms to sustain the population. However, the valley soil where Wayward Pines is situated is supposedly tainted and cannot grow food with no real explanation of this. If food was an important thing to consider, why didn’t Pilcher cryofreeze some farmers and botanists? Also, why wasn’t this idea addressed in season 1?

Also, if Pilcher wanted his Wayward Pines town to thrive as a small town circa 2014 style, he must have packed enough rations to last for well more than 3 years. I’d suspect he’d brought along enough to last 10 or 20. If you don’t bring along enough rations to last 10 or more years, then why lure people in with all of the ice cream and hot dogs when in 1-2 years they’ll be starving or subsistence farming? Also, ice cream is made from milk. Where was the livestock to keep it all going? What about clothing? What about making cloth? What about growing cotton to make yarn to make cloth? What about sheep to make wool for winter clothing?

Clearly, the show’s writers weren’t thinking ahead. They might be able to blame some of this on Blake Crouch, but the show’s writers should have been able to read the book material, see the problems and fix them in the series. Overall, it’s a generally weak show that appears better than it actually is. It’s easy to see why it was cancelled after 20 episodes. In addition to being only half-assed in concept, the stories were simply not thrilling enough. The story needs a whole lot more thought and work.

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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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