Video Game Apocalypse: Day 2
News time children! It’s Day 2 of our apocalyptic journey.
Fallout 3
(Xbox 360, Ps3, PC)
Where would our apocalyptic week be without stepping out into the Wasteland? Fallout 3, the popular open world RPG from Bethesda Studios, places players in a post-nuclear apocalyptic Washington D.C. area. The Earth has been badly scarred by the nuclear world war that occurred several years before. Human life has been reduced to handfuls of survivors. Everything seems, contaminated by radiation and if the radiation doesn’t kill you, the mutated animals, landmines, scavengers, raiders, feral ghouls, and super mutants certainly will! While mankind struggles to survive, all isn’t as bleak as it seems. Pockets of civilization appear to be emerging again and begin building themselves up around the wreckage of the past to survive into the future. In the game, you go from Wasteland straggle to Wasteland master…but how you there is your choice.
One of the great things about this game is it lets you play as you see fit. From the moment your character leaves the “safety” of Vault 101, you are given the freedom to go wherever, whenever you want. You never know who you’ll encounter in either direction you travel. Wherever you go there always seems to be new surprises and people looking for help. The game also gives players several choices throughout missions. While these choices are your generic chocolate or vanilla flavors (aka: apparent good vs. evil), the consequences are great between choices and creates a unique experience individual to the player. Whole cities can be saved or leveled based on the simple choice of helping someone you just met.
The combat also does a wonderful job blending a mix of first person shooter and RPG shooting using the V.A.T.S. (Vault-tech Assisted Targeting System). Activating V.A.T.S. stops the action and zooms in an enemy and allows you to pick a specific region to attack along with a probability of hitting that region. Once all V.A.T.S. selections are made, the game goes into a satisfying slow-mo showing your character shooting at the enemy. While it sounds like it may slow the pacing of the game it doesn’t.
It felt good to step back into the dusty world of the Wasteland and travel down the blown apart trail. The game is huge and is made even bigger with all its expansion packs. Hopefully I can bring my 360 and game with me to the other side on Saturday so I can finish it. It might just take me close to eternity to complete it all the way.
Day 3 Preview: These guys really aren’t interested in your body.
Gaming meets reality!
So every now and then we hear some crazy story about Everquest or World of Warcraft ruining marriages or we hear about an act of violence that resulted over an online gaming “affair” or death of an online character. Well this has to be the coolest thing I have ever heard of happening with a little help from some video game magic. In June of this year, a girl who’s boyfriend was very invested in Fallout 3 made an unusual request on the Bethesda forums in the Mods sections. She wanted to know if it was possible to make a mod for Fallout 3 in which she could propose to her boyfriend. With the help of the Fallout 3 mod community and a couple months work, including her own voice acting provided for her in-game double that needed rescuing, her wish became a reality. She originally wanted to mod the 360 game that he completed, but under the advice of the community, and the knowledge that it couldn’t be modded on the 360, she had him buy a copy for her own computer and consulted with the forum members to go about making the mod. I will link to the YouTube video of the playthrough, but I will warn that there is a lot of very, very strong language on the part of the villain. After the generosity of the mod community, the mod was installed on her boyfriend’s computer, where he was able to play through it in her presence. She invited him over to help her play through a part of the game she couldn’t pass, ie the mod. Of course, there was a happy ending when he said yes(although just in case, the modders included a part where if he said no……well, maybe you should just watch the second video on the youtube page….hehehehe). It’s nice to hear a story where video games played a good role in a relationship, and not the typical bad role we are used to seeing publicized. Oh, and I almost forgot—-Congratulations to Kristy and Sean, may God bless you with years of happiness! Will the cake topper be a Pip Boy bobblehead?
Fallout 3: Mothership Zeta
Never let it be said Bethesda hasn’t supported Fallout 3 since it’s release late last year. Demonstrating a dedication to the post apocalyptic behemoth of sandbox gaming the company has consistently released new DLC episodes on such a regular basis it’s clear they thinking about these scenarios and all the possibilities they explore as they developed the main game.
Now that we’ve explored every nook of the wastes, the world beyond and even the past, there was only one more frontier we had yet to venture: The final frontier. I tip my hat once again to Bethesda as I have in past reviews for their willingness to experiment with the DLC and use it to do things they couldn’t try in the main game. Unfortunately however, differen’t hasn’t always been good and the DLC, though mostly positive has had it’s areas of disappoint. In attempting new things the DLC has too often strayed from the core gameplay, that special myriad of mechanics and genres, that makes Fallout 3 work.
Overall the DLC has been a slow positive return to that formula, a gradual rise to near perfection and into outer space. Mothership Zeta is the last DLC Bethesda has currently planned and takes us far beyond the arid desolation of earth into the cold metallic recesses of an alien spaceship. Sadly after the greatness of Broken Steel and Point Lookout, Mothership Zeta is an unfortunate and puzzling reversion to some of the same things that plauged the lesser of these installments. It isn’t a complete disappointment but it has similar problems as Operation Anchorage, the first and worst of the DLC. Whereas Point Lookout finally got it right as a simple continuation of the open ended adventuring that made Fallout 3 so much fun, Mothership Zeta returns to the constrictive “corridor-shooter” style gameplay that frustrated in Operation Anchorage.
With a game that succeeds in the freedom and expanse of an open world it baffles me why the creators have at times aspired to more linear, scripted gameplay in the DLC. Mothership Zeta is not as annoying as I found much of Operation Anchorage to be, you can still scavenge after all, but it still reduces the gameplay to relatively simple, straightforward objectives and mindless run and gun action. As the DLC progressively went from mediocre to great, I didn’t think I would have to go through this routine again. I think I’ve remarked on the flaws of this approach at least to some degree in each of the DLC reviews, thoroughly in my frustrated review of Operation Anchorage.
To those who complain that Fallout 3 is an FPS disguised as an RPG, that it’s merely a shooter and little else, let me assure them: It’s very definitely not. How do I know? Because it’s a great game but when it’s reduced to simple FPS gameplay it isn’t. So there’s definitely something else to it. It’s the sum of it’s parts. When you strip away the exploration, and the dynamic nuance, strategy and variety it’s freedom represents, and you trap it in a narrow hallway with limited options and 5 enemies blitzing you, you’re quickly reminded how much this game is not an FPS. This may be outer space, but Halo it aint. There are a lot of reasons why but, without going in to detail, the controls are stiffer and less fluent in frenetic combat situations, the weapons less accurate or, in some cases, responsive, and the subtleties of an RPG style damage system makes straight firefights harder to assess tactically. It’s just not an FPS. Trust me.
Mothership Zeta begins when you explore the source of a mysterious radio transmission and are promptly abducted. Beamed aboard the alien craft you soon meet others who have been similarly collected for insidious experimentation at the hands of your extraterrestrial captors. after some introductions you’ll find yourself striking a blow for humanity and leading a charge to commandeer the spaceship. The gameplay is simple but well executed, if only Fallout 3 were a better shooter. Meeting a motley crew of abducted humans from various places and time periods, they station themselves behind you at specific locations, throughout the game as you clear sections, complete objectives, and reach new areas. They remain in tow as you press deeper into the alien vessel. Among these characters are a woman who can repair your weapons and a medic who can modify alien substances into healing biogel, as well as a little girl that reminded me of a little sister from Bioshock as she crawled through doors and vents to open them to you.
The game consists of simple forward progression as you make your way through each new section of the ship mowing down stereotypical aliens on your merry rampage to the bridge. A scenario of this kind would have been far better served in a game like Timesplitters, right down to the humor. Each section has objectives to complete along the way although I found 9 times out of 10 this consisted of nothing more interesting than blowing up the same type of generator over and over again. Meanwhile you’re assaulted by the alien crew who wield a variety of fancy laser guns and electric batons. This kind of simplicity works fine for shooters but only draws attention to Fallout 3′s shortcomings as such. With the RPG model, why are we limiting the game to rudimentary, over simplified action with little to no emphasis on story, character development or strategy?
As far as the story goes there’s not much of a driving narrative other than the obvious imperative to escape. It’s true that given the situation I really don’t need a complicated drama to motivate my actions. Fighting for freedom is obvious and so are the reasons. Instead of an overarching story the scenario itself is informed by pop culture and the tongue and cheek references to abduction, alien experimentation, spacemen and flying saucers. Audio sound bytes from human prisoners that fill out the story a-la Bioshock and each member of your team has their own story, however I found myself willing to bypass both since they were basically just standard stage dressing. The story exists in the background. It’s there if you’re interested. I’m a little surprised how little else they attempted, but what’s here works on an indirect level.
Enemy AI is serviceable but not great by any standard. Enemies charge you or shoot depending on what type of weapon they have but other than that they aren’t very creative and the minimal intelligence suffers from the cramped quarters. Often times I found myself surrounded by several enemies as they assaulted me with batons. This annoying scenario was often repeated and it wasn’t helped by the fact that the combat suffers from the slight over durability of certain enemies. Most are fine but the force field protected soldiers are frustratingly resilient.
Abduction is not altogether without benefits though. You find and collect a surplus of foreign substances and items that have advantageous uses such as the Alien epoxy, which can be used to repair weapons and the Adapted Bio-Gel which is good for restoring a whopping 180Hp. You’d think the new weaponry would be the coolest yet but it’s fairly modest in terms of damage and function. There is a pistol, the Alien Atomizer, and a rifle, the Alien Disintegrator. Both are fun to toy around with but ultimately somewhat dismissible, especially compared with some of the cool toys in DLC past. The other notable weapon is the Drone Canon, which sounds cool but is just plain bad. It’s a heavy weapon that launches a ball of energy that explodes after bouncing around a bit. Since it doesn’t explode on contact but deflects against surfaces, accurately placing a shot is a guessing game. I actually had it bounce right off my target only to explode harmlessly off to the side and after only a few shots I put it away.
The best part of scavenging is how little everything weighs and how valuable it is. You will, in the course of the game acquire a ton of equipment, all of which can be traded for large sums of money. I went up fairly light and returned with about 30,000 caps worth of loot. You heard me right. Your money problems are over. Honestly, though it’s a little excessive and unbalances the game slightly but it’s nice to get something for your trouble. You can also return to the ship after the quest is completed but many doors are no longer accessible.
To be fair, Motherhsip Zeta is not a terrible campaign. The design of the alien craft is visually appealing with blinking lights, buttons and screens practically everywhere, though at times the disarray of bells and whistles can be distracting during quests and make knowing exactly which button to push a little confusing. Responses to this DLC seem generally positive but playing it I found myself more often than not underwhelmed by the gameplay. It isn’t badly designed but, like Operation Anchorage it fails to deliver on the potential we know Fallout 3 is capable of and I experienced a similar sense of aggravation in some situations as I did with that first DLC episode. It gravitates to it’s weaker FPS side and given the content, we’ve been there and done that in better shooters. Mothership Zeta gets a very moderate recommendation to only the Fallout 3 die hards like myself. It simply pales in comparison to what was offered in Point Lookout and is an unfortunately mediocre finale to Fallout 3′s DLC.
Why Video Games Are More Than Just Entertainment
With all these rumors and talks about Video Games becoming movies, it produces a lot of hype and excitement. As a gamer however, I have a different outlook on it.
The Story
I have found that some of the best stories are not found in books or movies, but rather Video Games. The fact that you are essentially the character, only adds to the story. With games like Fallout 3, the player makes the choices and those choices affect the players outcome individually. With a movie, the outcome is decided for everyone and makes a much less personal experience.
The Experience
Experiencing something and seeing something are two completely different experiences. One of the things I love about Video Games are the way they can immerse the player into another world. Whether it be fighting the Covenant or surviving the wasteland. There is no denying this can carry you off to an unknown world. One of the main problems with Video Games becoming movies, is the fact you wouldn’t be able to experience it in the same way.
See, when you pick up that controller and begin to play, YOU get to decide what your character does. Who he (or she) interacts with. You essentially become that character. You can’t do that with a pre-determined movie script.
The Barrier
While movies can be extremely imaginative, that screen would ultimately become a barrier. You couldn’t choose what would happen. Only watch, and where is the fun in that? You would lose the experience of being the character.
The End Result
Video Games can provide some of the most unique experiences. Experiences that would be lost in the big screen. The fact is, when you are the character, you feel more emotion and immersed. You go on that journey, not watch some actor do it for you. So, I hope that more people will realize it’s not worth losing the experience, the emotions and the journeys that you ultimately embark on.
Fallout 3: Broken Steel
Broken Steel, the final chapter of Fallout 3′s immediate DLC, is the best yet, for several reasons. Incorporating some of the best aspects of both the original game and the other two DLC installments, the episode feels surprisingly epic, featuring some impressive combat sequences and offering a variety of reasons for players to return to the Fallout universe and remain there for a while longer.
Operation anchorage was frustrating but modestly entertaining. The Pitt was a marked improvement but still just a side note. Broken Steel surpasses them both, in length and enjoyability, extending the main quest of Fallout and taking advantage of the D.C. Wasteland while still providing several large additional maps.
It’s hard to evaluate the episodic enclosure of Fallout 3′s DLC considering the strength of the main game was it’s expansive freedoms and successful moderation of boundaries. The condensation of it’s size was one of the flaws in Bethesda’s approach to DLC but they have all been fun diversions. Broken Steel smartly concludes this package with great additions to the existing game that make it a must buy for fans. If you’ve been on the fence about the DLC, now may be the best time to pick them all up. The various additional creative weapons, armor and bonus features alone are very nearly worth the price of the downloads and when used within Fallout 3′s main quest are extremely entertaining.
Broken Steel is a great way to conclude the series of add-ons not simply because it includes the standard additions of two new weapons and a new suit of armor, or because it’s slightly longer and more epic than the previous DLC, but because it finally delivers on the much anticipated promise to raise the level cap. Now players can grind away all the way to 30 and the points needed to do so are substantial. The quest to once again max out will last far longer than Broken Steel, which is of course the point.
This feature alone has had players eagerly awaiting it’s release, with some fans even holding off on the other DLC until they could take advantage of it. What makes Broken Steel the best installment so far is the way it provides players with so much, with little additional effort. I don’t think it’s actually that much bigger than Operation Anchorage or The Pitt but it’s the features it offers and the way it incorporates them that make it seem so big.
It extends the main quest of Fallout 3, returns to the massive world of the Wasteland, and offers the incentive of a raised level cap and new perks to reinvigorate this post apocalyptic adventure. Combined, these elements result in easily the most satisfying and worthwhile episode yet and as the crowning achievement of the trio, alongside them justifies the entire package.
Broken Steel begins where Fallout 3 ended and allows players to continue on, joining the Brotherhood of Steel in their campaign against the Enclave. If you’ve played through Fallout 3 you know why this would be difficult to do. Without giving too much away Bethesda essentially chose to alter the ending, which is a little awkward and detracts from the original story. However it’s story was never it’s most compelling or outstanding feature so I doubt any tears will be shed. As a continuation of the main quest this means you will need to finish Fallout 3 before you can begin Broken Steel. Most people who have already done so will have at least one saved game nearby so this shouldn’t be a problem.
It’s a little odd since now, instead of a full fledged ending you will have, Broken Steel. The story line simply continues and you are thrust into action alongside the Brotherhood who, armed with Liberty Prime (the enormous robot) are conducting an extermination crusade against the remnants of the Enclave. Make no mistake, this is a combat quest. There is a lot of fighting and fortunately it’s all a lot of fun. There isn’t a lot of necessary structure to the story-line other than what I’ve already explained. The game takes you from one location to the next completing objectives, gathering intel, and eradicating the Enclave. The story for the main game was passive but well done. Here it’s just okay, so it’s fortunate we barely need it. A great story wouldn’t have hurt but what’s offered is serviceable and it’s just so much fun mopping up the Enclave that I didn’t need an abundance of narrative. To quote Aliens, “I only need to know one thing: Where. They. Are.”
The fight eventually leads you to a military air base which boasts some memorable sequences and a generous gratuity of Enclave to dispatch with the copious selection of “hot death” at your disposal. Speaking of which the new Heavy Incinerator may be the hottest “flavor” yet! Picture this: A flame-thrower machine gun. It’s easily one of the coolest weapons ever and the most fun in Fallout 3. That actually should have been the first thing I mentioned in this review because after that there really isn’t any reason to go on. Once you get your hands on a gun that shoots giant balls of fire incredible distances rapidly, you’ve already gotten your money’s worth. Because of it’s incredible range it works great in broad expanses as a first strike weapon that allows you to light your enemies on fire before they even realize they’re being attacked: It’s hilarious. In addition there is an accompanying suit of armor that is my new favorite. The other new weapon, the Tesla Canon, is almost as cool. A heavy, one shot, reload, deal that blast enemies with cocoon of electricity then delivers a crippling surge, the TC definitely has it’s applications.
Though, as far as I could tell, unrelated to the main events of Broken Steel there is also the Tri-Beam Laser, an upgrade to the standard Laser Rifle. Not to be outdone by the weapons, certain enemies have also been upgraded as well. Super Mutant Overlords, and Feral Ghoul Reavers make an appearance as tougher versions of their respective casts. Incinerator wielding Enclave also make things interesting.
Besides the combat and some pretty impressive set pieces, what really makes this experience great is how these events unfold within the context of the Wasteland. Though most of the action still takes place on a few exterior locations, the way the quest is grounded within the primary overworld, allows players access to familiar amenities, and lends to the feeling that this campaign is huge, certainly bigger than it would seem on its own.
The fact that it requires players to complete the game means that most will be playing with fairly leveled up characters, the amount of weapons, perks and other advantages available at this stage in the game (including the additional armaments from previous DLC) is staggering. Again the general feeling is a newfound immensity to a game that has gradually shrunk with the 100′s of hours spent in it.
What Bethesda has done to extend the playability of the game is commendable. One of the best ways they’ve done this was incorporating the logical progression of the main story-line into the world itself. There are various changes to the wasteland that reflect the events that transpired at the end of the main game as well as the pivotal choices the player can make at that point. It’s this natural evolution of the environment that attributes a sense of novelty to locations hours of playtime have since exhausted. In addition to the primary campaign against the Enclave there are a few side quests that branch into these new developments.
These additional quests are brief but satisfying and contribute to value, scale and enjoyment of Broken Steel. Bethesda was smart and with all the incentive features at work here, it’s clear that this DLC is intended, not only to last longer than the others but inspire a renewed interest in the Fallout 3 experience as a whole as players return to the Wastes in pursuit of level 30. If you haven’t checked out Fallout 3′s DLC yet, if you’ve been waiting for a reason to do so, rest assured, that reason is here. Whether you decide to pick up the others, which are worth it for the additional weaponry, or not Broken Steel is a must for fans of the game. You really owe it to the Wasteland to do something about the Enclave. Do it for Dad.
Fallout: Vegas Style
Bethesda has just announced the next game in the Fallout 3 universe: Fallout New Vegas.
According to Pete Hines of Bethesda, the game will not be a sequel to Fallout 3 but a new game that takes place in the same universe, just in Las Vegas this time. Not much else was revealed at the company’s London press conference. The game is due next year for the 360, PC and PS3.
Looks like a lot of us will be wasting a whole lot more time in the ruins of a post apocalyptic Sin City.
Trouble with the Pitt
Fallout 3 fans will have to wait just a little longer for the newest DLC expansion. The Pitt, set in the raider capital of Pittsburgh, has already been delayed a month from it’s original February release and has apparently run into another delay, albeit a minor one.
Scheduled to launch today (March 24) it appeared on Live only briefly before it was pulled due to some kind of technical problems. Bethesda has addressed the issue on their forum stating:
“We are continuing to look into the issues people are experiencing with The Pitt for Xbox 360. As of now it looks like the file for the English version on Xbox Live was somehow corrupted. We are currently working with Microsoft to remove the existing file off of Live to prevent any further downloads. Our plan is to replace it with a new file as soon as possible. We hope to have another update for you shortly.”
This as of 11am this morning. According to an update around 10pm, Bethesda hopes to have The Pitt back on Live tomorrow.
Stay tuned for our review coming soon.
Fallout 3:Operation Anchorage
Operation Anchorage, the first of three DLC installments for the acclaimed Fallout 3, has a lot to live up; EDG game of the year for instance. When I first heard what Bethesda was planning I was excited but a little confused and skeptical as to why they would choose to explore such a far removed episode as the liberation of Alaska from Chinese communists, an event that took place 200 years prior to those in Fallout 3. The primary source of my curiosity and mild apprehension was the dismissal of the Capital Wasteland in favor of a completely new area. I was excited to see they where putting so much development into the project but wondered how the expansive open ended quality of Fallout 3 would function or even survive in such an exclusive environment and quest. I was confident Bethesda would deliver, however and looked forward with great anticipation.
As the resident Fallout 3 geek here at EDG, I was excited when the opportunity to experience this first of the DLC trio and offer my impressions finally came. I was enthusiastic from the beginning and wanted to like it from the very beginning. Unfortunately some confounding design choices and a flawed decision to take the emphasis off the RPG and sandbox components and instead focus on Fallout 3′s functional but unimpressive FPS attributes make this a surprisingly mediocre endeavor.
A computer simulation of the liberation of Alaska from Chinese Communists, Operation Anchorage is primarily a combat mission that attempts to encourage strategy with some rudimentary options but largely eschews the open ended freedoms that make the Fallout 3 experience so diverse, dynamic, and compelling. Instead it reduces it to an exercise in linear run and gun action as it confines players within cramped interiors and the conceptually limited scope of the Alaskan military campaign. Employing the idea of a simulation has allowed Bethesda to explore a drastically different scenario than anything seen in Fallout 3, changing the place and even time, in a sense, but at what cost? I applaud the creativity and their willingness to go above and beyond for the DLC, however by effectively discarding the capital wasteland they have also ignored the games quintessential feature and greatest strength in favor of a restrictive shooter that emphasizes the games flawed FPS mechanic by focusing almost entirely on it.
The quest begins within the Capital Wasteland and can be accessed through any new or previously saved game. After a few moments of playing you will pick up a radio distress call from the Brotherhood Outcasts that leads to their main headquarters and an exciting confrontation with super mutants in the downtown area. This battle is actually the most fun I had with the entire quest. Upon repelling the invading freaks and making your way inside the base the Outcasts, as rudely as possible, request your help accessing a vault filled with preserved technology. It seems only by completing a combat simulation of the liberation of Anchorage will clearance to open the vault be granted and apparently your Pip-Boy is required to interface with the simulation (how or why is a little unclear but no matter).
When talking with the gruff Protector McGraw I was tempted to end our discussion prematurely by bragging about how I had wiped out the Outcast contingent at Fort Independence (cold hearted psychopath that I am…what can I say, their armor is worth a lot of caps) but I wanted to liberate Alaska so I resisted the impulse. Instead I satisfied my immature sense of humor and insatiable desire to be a jerk by hacking a computer behind my hosts back as he lead me to his commander. Very soon I was donning a neural interface suit and climbing into the simulation pod, which works the same way as the Tranquility lounger on steroids. Rather than a quaint antique monitor the interior is engulfed in shimmering incandescence and instead of a dinky little tune an sepia Americana, I was greeted on the other side by the crisp blue sky and breathtaking cliff side vista of the Alaskan Wilderness. Nice. But I have just described the best parts of the entire campaign.
The graphics, while not substantially improved were still a little cleaner and the unique art style and new environments all looked very sharp and inviting after so much time in the depressing monochromatic wasteland. I could almost feel the crisp winter wind in my lungs. Overall there seemed to be a slight yet noticeable visual upgrade but the animation remained still relatively mediocre.
The operation officially begins where you have presumably landed by parachute as you receive instructions from a fellow commando to infiltrate the Chinese strongholds for a sabotage mission. As I began to make my way across the rugged cliff side however I encountered the first of a number of frustrating design choices. The removal of all existing weapons and items makes sense and I had anticipated it, but the inability to scavenge, an integral part of Fallout 3′s gameplay, makes the experience feel unnecessarily sparse. Enemies vaporize upon death along with their weapons and the inability to rummage through traditional item caches such as metal boxes, as well as a general lack of other resources such as gun cabinets, foot lockers, and medical boxes constantly frustrated my efforts to embrace the have-it-your-way mentality Fallout 3 thrives on. Instead weapons, ammunition and health are all dispensed at specific locations by gadgets that glow/flash to make them easy to spot (think, the items in Bioshock). With such formal limitations, the ability to shape your own fate by choosing your own weapons, items, and methods feels lost here and the empowering cavalier spirit of the original, contradicted.
The game is broken into two main segments. The first is extremely linear and finds you making your way through the enemy base to rendezvous with another soldier and do some strategic demolition (Yay blow stuff up!) The second, more open, puts you in the field commanding a squadron of soldiers you select with three objectives to complete. Both scenarios are very combat oriented which is essentially the flaw of both and unfortunately, that of Operation Anchorage as a whole.
The first sequence is a dry “corridor shooter” (similar to something you’d find in a typical FPS) in the sense that it requires the player to simply and without deviation, navigate hallways gunning down enemies until they reach the end. Practically devoid of inventory or character customization, the ability to approach situations at the player’s discretion, or other similar freedoms, I found myself frustrated by my lack of options and the sudden inflexibility of the experience. Exterior areas are equally restrictive and invariable as you make your way up narrow pathways that meander precariously across the cliff face. They still present several long distance skirmishes, however, as remote enemies try to gun you down from across the rocky chasms. Unfortunately these altercations are seldom very enjoyable since the sporadic accuracy of Fallout’s automatic weapons make them somewhat ineffective at range and the distance likewise nullifies the percentages of V.A.T.S. The inability to rely on stimpacks or scavenge aid or ammo may have been meant to increase the tension but I just felt slighted out the very fundamentals I had become accustomed to.
The second portion of the game affords the player greater freedoms in how they approach their objectives as well as a larger environment to explore. You take command of a small hand picked platoon to accomplish specific missions. It is still obviously objective based, combat centric and to spite interchangeable weapon sets and squad members, suffers from the same lack of variety as the first. The idea is that you select specific soldier types based on intel for each specific objective, which was a great idea and one I was excited about at first. It’s enjoyable, but the “strategy” element is negligible and between my indestructible AI buddy and the Sentry Bot I chose as a team member I found that “rush in like an idiot, guns blazing” was an effective strategy no matter what the specific conditions of the objective. To be fair though this concept has great potential and demonstrates the designers interest in developing interesting ideas. I just think it would have benefited from a more extensive development period.
Both sections work on the basic level of Fallout 3 combat, but really don’t bring anything new to the formula or do anything to enliven it. Instead they simply reduce it to it’s rudimentary form, which by itself is not particularly engaging, and introduced arbitrary restrictions that seem contrary to the nature of the established formula. The gameplay relies too much on combat alone and makes you forget your playing an RPG. When I leveled up during the mission it actually seemed out of place and irrelevant. Since I was engaged in a straightforward combat scenario, broader strategies and character enhancement seemed pointless.
One of the things observed in most reviews as well as anyone who has spent some time with the game is that Fallout 3 “is not a first person shooter.” Even with the dynamic of V.A.T.S. it’s combat is only a small fragment of the greater whole. Fallout 3 is comprised of a multitude of choices and the freedom and environmental expanse in which to exercise them. It’s strategy and depth lies not in it’s individual mechanics or the strength of a single part but the versatility they afford together and the ability to overcome adversity with the skillful application of a variety of tools and methods. To be able to approach a situation your way, or avoid it completely lends it it’s engaging realism and satisfying sense of accomplishment. It is the sum of it’s parts, a synthesis of gameplay mechanics that could be criticized on their own but together harmonize as an amazing experience. Only through the coalescence of it’s FPS, RPG and Sandbox elements does it transcend the individual flaws of each. Operation Anchorage falters by relying far too much on just one component.
Obviously this is only a side quest and not the entire Fallout 3 experience but the difference between this and the other side quests is it exists in its own enclosed world. The Capital Wasteland is gone and with it most of the flexible gameplay that makes Fallout 3 so enjoyable. It is distinguished by this isolation, ostracized from the fundamental freedom upon which the main game is built, and therefore has too be judged on it’s own and not it’s relation to Fallout 3 as a whole. It has to stand on it’s own merits. Unfortunately it’s merits are combat and as we’ve already established the FPS mechanics at work here are not on par with Halo or CoD4. Essentially Operation Anchorage shoots itself in the foot by straying from it’s foundations and identifying itself as more of a shooter at the same time not allowing the player enough room to experience it with the sense of self reliance and ingenuity that define the Fallout 3 experience.
I don’t mind Bathesda creating something completely new and unique but since they so clearly distinguished it from it’s origins why couldn’t they have invented more in terms of gameplay as well. Since they fabricated a completely new environment, why not use the opportunity to get creative with the play mechanics, tweak the RPG system, or do something innovative with V.A.T.S. They could have introduced some new features that would have complimented and enhanced the basic combat system instead of just leaving it out to dry. Since it’s a simulation the new rules wouldn’t have had to apply to the rest of the game but could be discarded at the mission’s conclusion.
Closing Thoughts
Operation Anchorage is not absolutely terrible to spite my critical appraisal. The change of scenery is nice, the combat, while over relied upon, still works, and it introduces some new weapons and armor that are made available upon completion. In particular, there is a stealth suit with cloaking capabilities that’s a lot of fun to play around with in the wasteland when OA is over. I just think certain design choices hold it back and as big fan of Fallout 3 I can’t help but be a little disappointed with it’s disregard for what I feel are some of title’s best features.
At around 3 and a half hours I also feel that 800pts ($9.99) is a little steep. It would offer more value if it was a more open ended experience but the cut and dried, A to B objectives, restrictive map design, and lack of player choices leave little room for anything but running and gunning commies (don’t get me wrong I love sticking it to the Reds as much as the next guy.) If you’re a big fan of Fallout 3, as I am, check it out. However if you played Fallout 3, thought it was great, but have since moved on this isn’t enough incentive to justify a returning to the good fight. That being said I’m still excited about the next two DLC installments; The Pitt coming in February and Broken Steel, in March. Stay tuned for our coverage as more details surface. Here’s hoping Bathesda renews the sense of freedom and choice that makes Fallout 3 so great.
EDG’s Top 10 Games of 2008
Well, boys and girls 2008 is in the books, but instead of jumping straight into the new year we thought it would be nice to reflect back on the top games of last year. We are living during an incredible time as gamers and last year was no exception as we witnessed top tier sequels and incredible new I.P.s. There were surprises and disappointments, but what games did we feel shaped up to be the best of the best?
For obvious reasons we decided to include the top picks from each of the staff members of EDG. To close out the article we pulled out our pencil, papers, erasers and calculators, performed some difficult mathematical equations and came up with a definitive top 10 gaming list for 2008. Keep in mind this is our list, and here at EDG what we say goes (jk), but hey if you don’t agree we created a nice little forum for all of you wonderful readers – so go create your own top 10 list.
So, without further ado here is the EveryDay Gamers 1st annual Top 10 Game’s of the Year – first up the individual lists.
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David Lange
1. Fallout 3 (Xbox 360, PS3)
2. Grand Theft Auto 4 (Xbox 360, PS3)
3. Metal Gear Solid 4 (PS3)
4. LittleBigPlanet (PS3)
5. Gear of War 2 (Xbox 360)
6. Left 4 Dead (Xbox 360)
7. Resistance 2 (PS3)
8. Super Smash Bros. Brawl (Wii)
9. Valkyria Chronicles (PS3)
10. Fable II (Xbox 360)
Eric Bouchard
1. Fable II (Xbox 360)
2. Metal Gear Solid 4 (PS3)
3. Fallout 3 (Xbox 360, PS3)
4. Left 4 Dead (Xbox 360)
5. Gears of War 2 (Xbox 360)
6. Chrono Trigger (DS)
7. Rock Band 2 (Xbox 360, Wii, PS3)
8. LittleBigPlanet (PS3)
9. The World Ends With You (DS)
10. Super Smash Bros. Brawl (Wii)
Patrick Adams
1. Fallout 3 (Xbox 360, PS3)
2. Pixel Junk Monsters (PSN)
3. Grand Theft Auto 4 (Xbox 360, PS3)
4. Left 4 Dead (Xbox 360)
5. Braid (Xbox 360 Arcade)
6. Metal Gear Solid 4 (PS3)
7. Fable II (Xbox 360)
8. LittleBigPlanet (PS3)
9. Castle Crashers (Xbox 360 Arcade)
10. Far Cry 2 (Xbox 360, PS3)
Tom Pine
1. Metal Gear Solid 4 (PS3)
2. Fallout 3 (Xbox 360, PS3)
3. Grand Theft Auto 4 (Xbox 360, PS3)
4. Burnout Paradise (Xbox 360, PS3)
5. Left 4 Dead (Xbox 360)
6. LittleBigPlanet (PS3)
7. Fable II (Xbox 360)
8. Geometry Wars 2 (Xbox 360 Arcade)
9. Final Fantasy: Crisis Core (PSP)
10. The World Ends With You (DS)
Now for the moment you waited all year for, well not literally. EveryDay Gamer’s Top Ten Games of 2008.
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10. Burnout Paradise
Criterion threw a monkey wrench into the Burnout series by sending this outing into open world waters. What gamers were left with was the same great car smash ‘em up that they were used to without the restrictive in-between race menus. Unfortunately the early year release had many in the gaming industry forgetting about this game in their year end wrap ups. Beautiful environments, amazing online and spectacularly tight game play mechanics all combined to create the best racing game in ’08.
9. Pixel Junk Monsters
What Pixel Junk did with the introduction of Monsters was bring the tower defense genre to masses. More than just a simple tower defense game, Monsters was an incredibly addictive gem of a strategy game. Simple yet fitting graphics laid the ground work for what would become a defining title for Sony’s Playstation Network. PJM represents everything that is right in the world of downloadable games.
8. Super Smash Bros. Brawl
Aside from incredible sales Nintendo didn’t have much to write home about last year. Brawl continued the success of the Super Smash series and added online play to boot. What makes this stand atop of the fighter genre is the amount of fan service that Nintendo puts into the series. Ever wonder who would win in a fight between Mario and Link? Brawl takes characters from several of your favorite classic Nintendo games and allows you to duke it out in the ring.
7. LittleBigPlanet
LBP quickly became a synonymous with the name Playstation 3. Platformer, racer, puzzle game, game creater – LittleBigPlanet is all of that and more. The most intriguing aspect of LBP is the fact that this game is nearly whatever you want it to be. A fully functional platformer coupled with an in-depth tool set, the limitations of this game are endless. This could be the game that helps save Sony’s sinking ship.
6. Gears of War 2
More Gears isn’t always a bad thing – case in point Gears 2. The game delivers on all the promises of Clifford B and in the end what you have is more of the same. But like I mentioned that’s not a bad thing – in fact this game takes all that made it’s predecessor one of the best games of it’s year and perfects them. It may not have changed much, but when you’re dealing with one of the best shooters of all time is there really any need for change?
5. Grand Theft Auto IV
Easily the most anticipated game coming into 2008, GTA 4 didn’t disappoint. GTA 4 reinvented the city made famous in the series third title, and created a living, breathing world that would give it’s real life counterpart a run for it’s money. On top of this, the game took little innovations, such as the cell phone mechanism, and helped introduce truly revolutionary ideas. GTA 4 gets as close to perfection in the open world genre as gamers may ever experience.
4. Fable II
Peter Molyneux was finally able to deliver on one of his many gaming promises and created an incredible action RPG with Fable II. The world of Fable is as alive as any game world I experienced this past year, and possibly ever. The true genius of this game lies in the decisions that you can make – want to get a job? Go for it. Want to get married, have kids, be a jerk, be a hero? Fable 2 allows you to do what you want, and then reap the rewards or feel the negative effects.
3. Metal Gear Solid 4
Metal Gear helped define the stealth genre, so MGS4 is the best stealth game of 08? Not exactly – MGS4 pulls back the reigns on the stealth aspects of the game and allows gamers more freedom. You can approach this game in many different ways, and each one has it’s own rewards. Metal Gear Solid 4 is easily the best looking game to date, not just this year, not just on this console. Add incredible story telling and wonderful control mechanics and you have a recipe for one of the best games of the year.
2. Left 4 Dead
If ever there was a reason for online play Left 4 Dead is it. The perfect game to play with friends down the street or perfect strangers across the world. Valve has taken the premise of many great horror films and placed it in the video game realm. The small segments and quick pace are perfect for jump-in, jump-out gameplay. Even if you are without friends the A.I. is top notch – to the point where you may not miss the idiots that you would normally play with online.
And EDG’s number one game of 2008…
1. Fallout 3
Many questioned Bethesda’s resurrection of the beloved Fallout series, but those who embraced the final product were rewarded with the cream of the gaming crop. Part Shooter part role playing game – Fallout combined genres in a way that creates an accessible title no matter what your taste in gaming may be. The game lacks nothing in the substance department, with enough missions and side quests for gamers to sink hundreds of hours into. If you missed playing Fallout in 2008 then do not allow yourself to do so any longer.
EDG Podcast Special: Fallout 3
Join us in a round table discussion of this year’s biggest title, Fallout 3. This special podcast is broken up into two segments the first being spoiler-free and the second being spoiler-filled.
Hosts In: Patrick Adams, Tom Pine, and David Lange.
Music from the Fallout 3 soundtrack.
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