E3 2016: EA and Bethesda Press Events

E3 LogoIt’s that time of the year again, E3 is upon us. Yesterday things got underway with two press events, one from EA in the afternoon and the other from Bethesda. This is always my favorite week of the year, there’s so much excitement and positive energy in gaming to talk about. And today, we’ll look at yesterday’s two pressers.

EA kicked the week off yesterday afternoon, and it was certainly an EA conference. The event itself was very stiff and felt really corporate, although I think the second site in London had a little better energy thanks to Peter Moore being on stage there. But I don’t really watch these events for the stage banter and presence – it’s always more about the games to me. EA was in a weird position to me this year – we already knew their big hitters going in, so it was more about if they had any surprises up their sleeves. Turns out, no not really. But they started with Titanfall 2, which looks to be a major step forward from the original. A true single player campaign that looks like it’s putting a lot of emphasis on the relationship between your character and your Titan. Some of the set pieces that they showed got me really excited to play – in particular the one where your Titan flings you across a massive gap into a wallrun. The multiplayer as well got its own trailer, showing off a bunch of new abilities for both pilots and Titans and it really made me want to get back into form. The original three Titans are being replaced with six new models, combining new and old abilities. It still looks like the scale the first game had is there, and the speed is still faster than most other shooters today. Really, really excited to play Titanfall 2 when it launches October 28, on XBox One, PS4 and PC.

As always, EA likes to show off their sports titles, especially FIFA. Last year’s show had Pele on stage, this year, they went a little quicker with the presentation. Madden NFL 17 was talked about briefly, with the bigger focus on the competitive scene. This year’s Madden NFL 16 finals will be shown on ESPN 2 of all places. They also showed plans to have multiple levels of competitive play online with Challenges, Premier matches and EA Majors. It’s a way for anyone to start getting into competitive gaming. Sticking with the EA Sports titles, they of course talked about FIFA 17. Along with a number of other EA titles, FIFA 17 is moving to the Frostbite engine, meaning it’s going to look better than ever. They’ve also put a new focus on telling a story with “The Journey” mode, telling your tale as you progress in the Premiere League. The other big focus – and part where they brought out the guest this year – was the addition of managers on the sidelines of the pitch.  In terms of actual gameplay changes though, expect better set pieces, better physical play, better off-ball AI and more ways to finish your shots on goal. It’s the usual EA Sports motto – keep refining the mechanics to make it the truest soccer game out there.

Stepping back in the show flow, one of the biggest games I was hoping to see more of was Mass Effect: Andromeda. So when the mentioned BioWare, I got excited. We still didn’t really see any gameplay, although we did learn a few new things. It’s going to be set outside of the Milky Way galaxy – that means totally new planets, species, technology, and perhaps most importantly, we are going to be the outsiders in the Andromeda galaxy. It’s going to use the Frostbite engine – no surprise there, it’s a massive upgrade in visuals from Mass Effect 3. Beyond that, we didn’t learn a ton – the footage showed an Alliance ship called the Tempest, which I think will end up being the new Normandy; and we know that the MAKO vehicle is returning, with the driving being worked on by Need for Speed developers. The new facial models look awesome, with a definite focus on emotion; I definitely want to see more, and we apparently will learn more this fall.

EA also showed their new EA Originals brand – it’s their take on indie development. Last year they showed off Unraveled. This year, it’s Fe. A game from a small team in Sweden, focused around exploring a young cub’s relationship with the forest it lives in. It has a real cool visual flair, using sounds and song to communicate with the other animals, and certainly seems to have a bit of an environmental message behind it. EA isn’t usually a publisher that I associate with strong indie development, but I was pretty happy with what I saw with Fe.

Battlefield 1

Of course, as soon as the mood was quieter, EA went loud, closing the show with Star Wars and Battlefield 1. Let’s start with Star Wars. EA said that there are seven developers working on different Star Wars games. We know that next year we’ll get a new Battlefront game, and from the video package, it looks like we might get some VR elements.The next year, Visceral will put out an action/adventure game. Beyond that, there’s a Respawn developed, 3rd person action game. The highlight here was a video package showing all of the work off, that really was a cool package. Of course, EA was always going to focus a lot on Battlefield 1. We got a new trailer, showing gameplay(?) that I still don’t quite believe is actual gameplay. II buy that it’s in-engine, but until I see clearly gameplay, I’m still a little skeptical it looks that good.That said, what they showed looked incredible – I couldn’t help but get lots of flashbacks to playing Battlefield 1942. I’ve thought that over the last few Battlefield games, the real visceral feel of the combat has been lost – that definitely looks like it’s back in this new game. I also really like the idea of the behemoths – huge vehicles that drive the combat. There are three that EA mentioned yesterday – the zeppelin, an armored train and a battleship, covering each of the areas of combat in a Battlefield game. With an open beta coming this summer, hopefully I’ll be able to get some hands on time in.

Quake Champions

A few hours later, Bethesda had their own show starting up. Last year, Bethesda kicked off the week, with a killer show – bit of a lofty expectation to set. I think though that they managed to nail it this year. From the opening game, I was hooked. That’s because the opening game was the return of Quake – and it’s exactly how Quake should be, a competitive arena FPS. Quake Champions looks like it could be the logical step from what DOOM was last month – taking the foundation of the old-school and finding ways to take modern aspects and put them in. In this case, it’s the idea of individual characters with abilities. I’m a little cautious about it, because Quake is such a near and dear to my heart kind of game, but I’m really happy to see it back.

Next up was another look at Elder Scrolls: Legends, the mobile game coming soon. I can’t help but describe it as Hearthstone, Elder Scrolls Edition. It’s the same basic idea – strategy and deck building, with a variety of modes to play through. That wasn’t the only Elder Scrolls news though – we got the confirmation of a Skyrim remaster coming this October which looks gorgeous and brings mods to console, and a couple new bits of info for Elder Scrolls Online, the big one being that they are going to put globalized level scaling in place soon. Essentially that means that as soon as you’ve finished the tutorial, you can go anywhere in the world and do anything – the game will scale and level based around you and your group.

The other big Bethesda RPG series – Fallout also got some attention. Fallout 4 had its next three DLC packs outlined – one next week based around contraptions for shelters, one in July that lets you build your own Vault and the final in August set in a theme park called Nuka World. It’s just more of the Commonwealth, which is never a bad thing. Fallout Shelter is also seeing a new update, as well as a PC launch.

Dishonored 2

Bethesda also has a couple other IPs to be excited about. They finally announced the return of Prey, a game that has been a bit of an open secret over the last few years. I played the first game way back in the day, and really just thought it was a run of the mill FPS – what I saw last night was totally different and looked incredible. It’s got a much darker tone, more grounded in realism and perhaps showing some of the dangers of scientific experimentation. I thought it was curious that, although it’s the second Prey game, it didn’t have any branding as a sequel. It’s from Arkane studios, and I am very much intrigued by what I saw. The other IP is one that I’ve been a fan of since day one – Dishonored. Much like Adam Sessler said last night, it was my favorite game of 2012, and ever since the sequel was announced last year, I have been waiting for more. Boy did we get it last night – a new trailer along with two samples of gameplay. The new setting Karnaka looks gorgeous and does have a different feel from Dunwall. The new visuals look incredible, and the new engine they built for lighting and particles make the world feel a lot more alive. The gameplay immediately made me think of the original, just with even more options – especially when you take into account the two different characters have different powers. I am very much excited for November 11 when it launches.

One last thing from the Bethesda show that I was super impressed with – Bethesda announced that they are working on VR games. In fact, they have two games set for the HTC Vive platform to come out next year – the new DOOM that came out last month, and the big one – Fallout 4. As VR becomes more and more a reality, and the platform gets better at not only accessibility but the visuals as well, games like Fallout are the kind that were built for VR. I might not have a Vive, or even next year when it comes out for the platform, but the potential moving forward is incredibly exciting. Imagine the next Elder Scrolls game, combined with VR and the newer, more powerful consoles that we’re seeing this week. It’s these kind of announcements that really get me pumped to play games.

Yesterday really set the tone – new games, returning favorites and those lovely surprises that we all talk about for weeks to come. E3 is always fun to watch, and even more fun to think about where we’re going.

News and Notes Catch Up

Fallout 4 Box ArtWe’re still in a little bit of a lull in terms of big game launches – we’re a couple weeks away from The Division still, but there have been a couple headlines that popped up over the last couple days that have piqued my interest. Like I did with the FPS news last week, today I’ll talk a little about what I’ve seen and my interpretation of it.

We’ll start with the news today from Bethesda about the first three DLC packs for Fallout 4. Monthly DLC packs are headed to the Commonwealth starting in March, ending in May. The timing makes sense – the game came out in November, so most of the hardcore players have pretty much beaten everything that the base game has to offer, and really it’s just standard timing for big game DLC launches. The interesting part is that they come with a price raise. The season pass, until the 29th of February, costs $30. On March 1 though, the price will jump up to $50 to account for the new expanded DLC plans. So if, like me you’ve been waiting for the actual plans to pick up the season pass, now is definitely the time. I don’t think we know if that $30 will include everything moving forward, or just these first three DLC packs. What I do know is that these first three packs are pretty cool sounding. First up, Automaton will add the ability to build and create your own robot minions, and has some story content to go with it. In April, we get the Wasteland Workshop – bringing with it arena battles and new workshop items. The big one comes in May though – Far Harbor. Bethesda is calling it the biggest DLC they’ve built for Fallout, and it’s going to be set up in Maine. Now that we know that there’s more DLC coming after May, bringing the total value up to around $60, Fallout 4 will be staying on my Xbox all year long.

Mass Effect

Next up we learned today that a writer from BioWare, Chris Schlerf, has joined Bungie to work on Destiny moving forward. That’s in and of itself a pretty big news story, but bigger because Schlerf was the lead writer for the upcoming Mass Effect: Andromeda and had been on the team all the way back to 2014. In all likelihood, ME:A won’t be impacted too much by this – I would think by now that the story is all fleshed out and they’re in full swing to, hopefully, get the game out this year. Adding a writer from a studio that has a track record of consistently strong story content in their games to Destiny is a really intriguing move though. Destiny has been continually made fun of for it’s certainly threadbare story. Yes, The Taken King improved that side of things a whole bunch, but I’m really interested to see what bringing in someone from a studio that has always put a lot of emphasis on story to a universe that, I think, has a really strong potential is exciting. With Destiny 2 not coming until next year, that give Schlerf and the writing team plenty of time to come up with a real beast of a story.

I’m expecting this week’s Update to have a little bit of everything in it. They’re bound to wrap up Crimson Days, but now that we have the road map, I would love if they started to talk a little more about this spring content we’re getting. Tomorrow I think I’ll put down a couple of ideas that I really hope that Bungie at least has considered for the spring update.

Looking Ahead to 2016: What I’m Excited For

We’ve spent the last couple days looking back at the past year in gaming. Today though let’s look ahead to 2016. We had a really fantastic year this year, so I fully expect that 2016 will continue that and have some serious heavy hitters. With that in mind, let’s talk about some of what I’m excited about for next year.

No Mans Sky logo

We really don’t need to wait too long for some big names to drop. Uncharted 4 and The Division are both set to drop in the first quarter of the new year. While I’m personally more excited about The Division, I do understand the importance of Uncharted and why this next game is such a big deal. The Division has a beta coming down the pipe soon, so we should be able to get a decent idea about how the multiplayer side of it will work. We’ve also got No Man’s Sky coming out early in the year, which if you have a PS4 should be on your must-buy list. If that game can come anywhere near delivering on its promises, it could be the most important game in years.

Black Ops 3

We also have DLC to think about for the early part of the year. Black Ops III has its first DLC coming to PlayStation in February, and Xbox One in March. I feel confident in saying that Fallout 4 will have something in the first quarter as well, in addition to mods coming to console. We know that there are a couple timed events headed to Destiny – including “bigger events” than we’ve seen since The Taken King launched. I always keep my eyes out for big songs heading to Rock Band, and with Halo having monthly content updates, we know we’re bound to get a couple big additions coming to the game. Depending on timing and actual content quality, that DLC will be what keeps those games fresh until we get new games.

Final Fantasy VII

That’s all stuff that we know about though. When I start looking at the coming year, I always think about some of what we don’t know for sure. Things that we kinda can infer, but haven’t been confirmed. Things like exactly when Kingdom Hearts III and the Final Fantasy VII remake will be coming out. We know Crackdown 3 is coming out too, just not an actual release window yet. We know that Infinity Ward is working on their entry with Call of Duty, but we don’t know exactly what it will be. I think it’s fairly certain to be Ghosts 2, but we don’t know what direction they’ll take it. With Treyarch and Sledgehammer both having pretty sci-fi influenced games, I kinda want Infinity Ward to stick with the near future/modern setting. One thing that I don’t think we’ve seen a ton of talk about is Borderlands – I wouldn’t at all be surprised if we see something about a new main entry to the series announced. I’ve seen a couple rumors about the studio having some financial issues that could be impacting a Borderlands 3, but until I see it actually reported, I’m going to remain hopeful that we get a new one in 2016. One other game that I could very well see make a surprise return would be BioShock – a true next-gen entry, maybe returning to Rapture could be damn good to play. We also know about Mass Effect Andromeda but beyond that, we’re still waiting on some details. I could very well see that being one of the big names at E3 this year – and depending on the release window they’re aiming for, I could see a Next-Gen trilogy collection of the first three games to tide us over.

As great as 2015 has been for gaming, I think 2016 could equal it. We’re finally starting to really feel like we’re in a new console generation. I think we’re going to see games move away from last-gen support (Destiny 2 I’m looking at you) and really start to take advantage of the technology on our hands. Nintendo will be showing off their new console – the N-X – which I think is a very important console for the company. They need something to appeal more to people who focus on graphics and online play, which the Wii and Wii U didn’t really ever have.

Infinite Lives Best Of 2015

We’ve only got a couple days left in 2015, so I thought that it would be a good time to wrap up the year before we move on to 2016. Instead of giving you my ten best games, DLC, microtransactions, trailers, so and so forth, I’m just going to offer up a handful of what I thought really stood out this year. I’ll focus on games today, we’ll hit DLC tomorrow and then we’ll spin it forward to 2016.

Fallout 4 Box Art

Let’s start with my favorite new game of 2015. I say new game here because I still played Destiny more than any other game this year. But of the new, 2015 titles that I played this year, I think it’s no surprise that I’ve been enjoying Fallout 4 the most. I was super excited for this game the minute it was teased back before E3. Now that I’ve spent plenty of time out in the Commonwealth, I definitely think it’s my favorite game of the year. Does it measure up with Fallout 3? I don’t really know that they’re actually that comparable. Yes, the dialogue system is a little out of character for the series; and yes, some of the more traditional RPG mechanics are simplified. But I think the whole package is actually a really great game – and the main quest line that runs through the game is I think stronger than Fallout 3‘s. The characters in the Commonwealth actually feel a little more alive – perhaps that because of the better graphics, especially the character models. The new designs on items and enemies keep classic parts of the Fallout universe fresh. And the revamped combat really makes it less of a chore to get into bigger firefights. Combat actually feels modern and I think appeals to a wider audience than just series and Bethesda fans. I think the negativity surrounding the game is totally unjustified, at least to the extent that I see it. I think people are overreacting, and maybe assuming that Bethesda will do the same things with their next Elder Scrolls game. Just relax a little, suspend that disbelief a bit and dive in and you’ll find a really exciting world to explore and get lost in.

While I think Fallout 4 is the best game that I played, I did have a lot of fun with a couple other games worth mentioning. Rock Band 4 returned music party games to the consoles. Again, there are some issues here – mainly that the game launched pretty bare-bones and they’ve been adding features moving forward. But honestly, just being able to load up a Rock Band game again and rock out on the Xbox One is awesome. I put a lot of time in over the summer with Smite on the Xbox One as well. I’ve never really gotten into MOBA’s but Smite managed to draw me in with the more third-person camera/action game style controls. The retro gamer in me really loved playing around with the Rare Replay collection, as well as the Mega Man Legacy Collection. Both featured a good mix of games for a reasonable price – and gave younger gamers a chance to go back and play some truly classic games. More recently, I’ve been playing a lot of Halo 5 – which is honestly somewhat surprising to me. I went in to that game with relatively low expectations – Master Chief Collection and Halo 4 both didn’t really excite me. But 343 finally has created a Halo game that does a great job of retaining classic Halo gameplay while also bringing in some new ideas and features we’ve seen in other recent FPS games. Add in that Warzone is I think the most ideal way to experience Halo and it all comes together to make a really solid shooter on the Xbox One. That said, I think my favorite shooter I played this year was Battlefield Hardline. I loved the new take on the classic formula – cops and robbers instead of military was actually I think a great move for the series. The maps were awesome – they worked perfectly on just about every game mode. Each class was balanced well, and I think Blood Money/Heist were fantastic additions to the franchise.

Battlefield Hardline

Before I wrap up, I want to mention a couple games that came out this year that I haven’t run through yet, but are on my short list. I already have The Witcher 3: Wild Hunt, just haven’t sat down and really played it. Call of Duty: Black Ops III is on sale right now, so I’m picking that up later on and will give that a shot – I really liked the beta so, I have a hunch I’ll be enjoying the full game. Star Wars Battlefront is another game that I really liked the Beta for, just didn’t get the full game at launch. I probably will be looking into it soon to give it a better overview.

The New Gaming Revenue Model?

Halo 5 GuardiansThis fall/holiday season has seen the launch of a pretty amazing mix of games, easily the best since the current console generation started. And with that mix of games there are a couple of different ways I’m seeing developers go about supporting those games post-launch. So I thought today I’d talk a little bit about what I’m seeing, and how I see it moving forward.

First, there are the games that are sticking with the tried and true method. Call of Duty: Black Ops III, Fallout 4 and Rainbow Six: Siege all have gone the classic Season Pass route – with varying value in them. I’ve talked here about the Rainbow Six silliness, but in brief, I think it’s far and away the worst season pass I’ve seen in a long time. There is no content in that season pass that provides a true impact on gameplay – nor is there future content there that I would think is imperative to have. The only truly gameplay important items are early access to future Operators. Not purely DLC Operators, just quicker access to them. The other games I think are pretty standard fare for season passes – guaranteed access to the DLC at a discounted price. It’s worked for a few years now, and while it might be reaching critical mass, I still think it’s a really safe way to approach DLC.

Fallout 4 Box Art

On the other hand, we’re seeing a lot more games take a new approach to post-launch support. Halo 5: Guardians, Rock Band 4 and Destiny: The Taken King all have a similar approach to it. The base game acts as a bottom line, and then future content is added in piecemeal, at little or no cost, and is supported with small microtransactions that are optional. Halo has the Warzone REQ packs, Rock Band restarted weekly song DLC, and The Taken King added in emotes and now event specific items. That’s the money side of things, but each game has also added in free game content too. Halo has already had one patch that added Big Team Battle, and has another coming soon to the game; Rock Band just added in Brutal Mode along with a refinement of the core mechanics; and The Taken King is currently hosting the Sparrow Racing League. That’s a lot of cool content being put into big name games – totally for free. I think this model in particular draws heavily from MOBAs. Developers have seen the success of games like League of Legends with the unique hero skins and are trying to find ways where it works with console games. I think this is really early on to say for sure that this will stay for the whole generation, but I do think that each game has a system in place right now that does look like it works – Halo in particular. There isn’t a right answer here, just that developers actually do support the game post-launch and that we has players do the same.

Fallout 4 – Location, Location, Location

Fallout 4 Box ArtDipping back into the bottomless well that is Fallout 4, today I want to talk a little bit about the Commonwealth itself. Going in, there were plenty of posts all over the web from people worried that the game looked too colorful, or too vibrant. And sure enough, it’s definitely a much more colorful world than Fallout 3 was, but coming right from New Vegas I can definitely see the progression that I think Bethesda is going for. If you look at the three games that they’ve published, there’s a clear progression of nature returning to the wastelands. Those three games take place over the span of ten years, starting with Fallout 3. Going beyond that, they take place in three very different locations in regards to the actual targeting of the bombs.

The lore of the game spells out most of the bombs hit out west, which makes sense since it was China that launched them. Of the three Bethesda games so far, Washington D.C. is the target that makes the most sense for an East Coast target. That’s why Fallout 3 looks so bleak – it got hit hard by the bombs. New Vegas (the city, not the game), despite being a symbol of American decadence really only exists as an economic location, and self-contained at that; which means that, compared with the California targets, probably wasn’t a very high priority target. Which brings us to Boston. Boston, to me, is in the same class as New Vegas. It’s not the biggest East Coast city – NYC is – and it’s not the most pertinent political target – Washington D.C. would be. Of course it’s still a cultural and economic target, plus it’s a huge city. That to me, more than just the time difference since the bombs fell, is why the Commonwealth is in relatively good shape. If the bright colors turn you off, you’ll really be missing out on one of the best games in a few years.

Fallout 4 Boston Skyline

That isn’t quite all I want to talk about with regards to Boston though. One thing I keep finding myself saying as I explore the actual ruins of Boston is “damn, look at that ____.” Every corner seems to reveal some kind of awesome building or encounter to check out. The very nature of Boston makes it more fun to explore than D.C. to me. Boston has the same density of buildings and roads/alleys that D.C. does, but in 2287 has a lot more high rises that survived. There’s a hell of a lot more verticality to the Commonwealth than in the Capital Wasteland. Add in the updated graphics, and the more varied looking locations and, to me, Boston is the winner so far.

You’ll note that I didn’t mention New Vegas there. That’s because to me, New Vegas is much more about the wilderness areas. New Vegas itself isn’t quite the same hub style city as the greater Boston or D.C. Metro areas are. Where I think you can compare New Vegas to Fallout 4 is in those smaller outlying settlements. New Vegas is chock full of them – Goodsprings, Primm, NoVac, Red Rock Canyon, The Fort, McCarran – the list goes on. Fallout 4 has a similar list, they just are a lot smaller, and more spread out. The smaller cities like Cambridge, Lexington and Concord don’t quite fill the same role, but instead it’s places like Sanctuary Hills, Tenpines Bluff, Sunshine Tidings Co-Op, The Castle and so on. That’s a direct result of the addition of the Workshop system – taking places and making them into towns that function how you want them to. I’m still figuring my way around the Settlements mechanics, but I want to get something up this week about them.

A huge part of any Bethesda game is the in-between moments – those times when you aren’t going through a quest location and are wandering around the over world. Whether it’s Cyrodil, Skyrim, The Capital Wasteland, The Mojave Wasteland, or The Commonwealth, Bethesda might be the best developer/publisher at filling those empty spaces with value. Hell, the only developer that I even put in the same category is BioWare. Between the myriad different individual locations that can contain their own little stories, the very alive wilderness and the random encounters that always populate the world, there is always something exciting going on out there.

Fallout 4 – Atmosphere Even After the End of the World

Fallout 4 Box ArtI’m starting to really get into the portion of a Bethesda RPG where the little details are starting to really shine. I suppose you could get here faster, but I just play their games so slow it takes me a few days to really feel it. Fallout 4 so far has done a fantastic job of really raising the bar for Bethesda’s work with atmosphere and world building. I’ve always been a big fan of their work with that in Elder Scrolls but for because of the nature of Fallout it makes it a little more difficult to really feel alive. That’s not the case this time around. The Commonwealth Wasteland feels much more alive – in more than just the major settlements. The in between spaces have life – whether it’s finding the little bits of history, or stumbling across hidden enemies.

Bethesda might be the best developer at putting in little spots throughout the game world that have no direct impact on the story, but add so much to the experience. One of my favorites so far has been a small house in the Northwest portion of the Commonwealth. It’s nothing special, just a handful of Ghouls outside of it, and a broken down power relay tower on the front yard. But inside the house you can find a locked, hidden root cellar, with a named Ghoul behind another door. He’s got a barrel of radioactive material with him, but what makes this so neat is the terminal there. It holds his manifesto, with him furious about the relay tower. To illustrate his point, on his workbench you can find the pieces necessary to build a Mini-Nuke. There’s no reason – that I’ve found yet, or could imagine – to ever be directed there by the game. But if you do go exploring and take the time to really look through it, you’ll find tons of little self-contained stories like that all over the place. That’s always been something that Bethesda does incredibly well.

The other area where I think Bethesda has stepped up their game here is in terms of making the enemies a lot more vibrant. In previous games Ghouls were pretty easy to spot – if they were being sneaky, they just would be crouched somewhere in a room. Still easy visible and even targetable with V.A.T.S. That’s not necessarily the case anymore. Ghouls lie down when they’re not active, looking like dead bodies – or streaming in through windows and holes in ceilings/floors. They may not be zombies, but the Feral Ghouls definitely act like them now. Then you have Mirelurks – giant mutated crabs/lobsters that hand around water. It’s one thing to be able to plan your attack. I’ve had the unfortunate experience of stepping on top of one, because their dormant state has them pretty much buried in the ground. That’s a pretty common trick I’ve noticed in the Commonwealth – Mole Rats burrow underground to pop up and attack you, and Radscorpions follow suit. In a game where past experiences taught me that there were no surprises in fights, this is a hell of a switch.

Fallout 4 Radscorpion

A lot was made before the game launched about the new color palette and that there actually was color. The new engine basically lets Bethesda make a world that looks like the real world probably would, given the circumstances of Fallout. The new human models actually look like people – the power of the character creator in particular is pretty impressive. The new animal enemies look really brutal – especially the Radscorpion and Mirelurks. Adding in weather elements makes the world feel like it’s actually real – fog rolls in, rain starts to fall, and you can tell even if you’re inside. Sure there a couple things that I’m still getting used to – mainly the new leveling and dialogue systems. But in general, I really like just about everything Fallout 4 does. Once you get beyond the initial Bethesda-game Anxiety, where the game is just so damn big, and there’s just so much to do it can get a little overwhelming; that’s when I think you’ll really find that this is Bethesda’s best Fallout game yet. I can’t wait to see how they keep improving it moving forward.

Fallout 4 Combat Early Thoughts

Fallout 4 Box ArtNow that I have my Xbox One back and, more or less, back to the spot it was before it crashed on me, I’ve really been digging back into Halo 5 and Fallout 4. They’re both games that I’ve been looking forward for a big chunk of this year, so it’s fun to really dig into the mechanics of both games. Today I want to talk a little bit about the changes to the combat in Fallout 4, at least within the first handful of levels and quests. I know that there’s still a ton of little details to find out later on – especially once I really start putting skill points into perks instead of S.P.E.C.I.A.L. stats.

Of all the changes from previous Fallout games to Fallout 4, I think the combat is the one that’s taking me longer to really adjust to. That’s a good thing though, because the real root changes are for the best. Bethesda brought in developers from Bungie and id Software to help really nail down the combat. Those are two of the strongest FPS developers ever, so the core fundamentals are certainly improved from the previous games. The gunplay actually feels more like a shooter, and puts a little more value in thumbskill than it used to. From an RPG standpoint, that can feel a little blasphemous. And honestly, I think if it had happened way back with Fallout 3, I think it would have been a much bigger issue. But RPG’s have evolved a lot over the last 7-8 years. Games like Borderlands and Mass Effect and Dead Island have really combined RPG fundamentals with more dynamic action. Fallout 4 is just the next logical extension of the progression, brought to probably the biggest stage in modern RPG’s.

Fallout 4 VATS

What I think is really keeping me from adjusting faster is just that I’ve been playing New Vegas so much in the last couple weeks. Those last generation Fallout games had a combat that was a bit more determined by your characters skill levels. Use a traditional lead and powder gun with low Gun Skill, and it’s going to be less accurate. That extends to the V.A.T.S. mechanic, which I always kinda thought was borderline cheating. Freezing time and getting more accurate shots directed at individual body parts seemed a little unfair. Both of those facets have gotten a pretty strong focus with Fallout 4. V.A.T.S. now slows time down, but enemies are still able to fight back while you’re trying to place your shots. It’s still a little cheap to me, but much more in line with the in-universe rules. That, combined with the new S.P.E.C.I.A.L. focus, helps decide if you’re really going to focus on V.A.T.S or real-time combat with your skill point allocation.

That real-time combat has evolved to a spot that I think really puts it into a good place. It’s certainly not setting the world on fire, especially compared with the current crop of FPS’s out now, but it’s definitely better than it used to be. I feel a lot more in control of my performance – where I aim, is where the bullet goes. That alone would be enough for the combat to feel better, for me. But Bethesda also added in more flexibility – with a melee attack and grenades mapped to a shoulder button. No more specifically equipping grenades instead of primary weapons – just have them equipped and you can toss them by holding down RB/R1 button. That means that I’ll be using them a lot more frequently. Same goes with the melee attack – you have a gun bash now, tied to that same RB/R1 button. Take out a Feral Ghoul’s leg and it’s immobilized – no more wasting ammo on it, go punch it till it’s dead. That extends to the more nuisance enemies – Mole Rats, Bloatflies, Radroaches all can be easily felled with a few gun bashes. It makes Strength important for any character build, not just melee and carry weight.

Combat is always an important part for any RPG, and Fallout has finally, I think, gotten a great system in place that really fits all the different combat styles. It works with melee or ranged, unarmed or explosives. It’s not flawless of course, but I think it’s a great step forward, and has me thinking about how Bethesda could apply what they’ve done here with Elder ScrollsFallout is a huge game, with all kinds of moving parts, so there’s a lot to digest. Hopefully I’ll revisit the combat in a couple weeks after I’ve really managed to get a lot deeper into the game as see how it holds up toward end-game content.

Fallout 4 – Initial Impressions (Finally)

Fallout 4 Box ArtAfter three weeks of waiting for my Xbox One’s service order, I finally got my console back yesterday and was able, after a good five years, to play the next entry in the Fallout series. I’m a week late with my initial thoughts on Fallout 4, but I do want to put down how my first few hours of playing got me thinking.

It’s hard to judge a game like Fallout 4 after such a short time. With a game like Destiny or Halo I can kinda tell after a handful of hours how the game is going to shake out, especially with multiplayer. Fallout 4 is a totally different beast though. It’s a game where 40-60 hours is the low end of the expected spectrum. I’ve written in the past about my love for the Bethesda RPGs – the obscene number of hours put in with Oblivion and Skyrim and the two previous Fallout titles. Since my Xbox One went down, I went back into New Vegas and easily put in another 35 hours to my old save file. Really all that says is that the initial thoughts I’m having here with Fallout 4 aren’t really worth a whole hell of a lot.

That doesn’t mean that they are totally worthless. In truth, those first 10 or so hours have a pretty profound impact on how the whole playthrough will shape up. It’s hard for me to say with where I am in the game how it’ll play out, but from past experiences, I know that those first few areas and quests help define your character. In Fallout 3, once you left the Vault and entered the game proper, your first major Karma based decisions were all based around Megaton – the first true hub area in the game. In New Vegas it happens even earlier, with your decisions in the actual tutorial area of Goodsprings impacting your reputation with two different factions. Depending on how you want your character to evolve over the game, your choices in these places matter. That’s a big part of why when I started Fallout 4 I was going really slowly through those first few squares around Vault 111. I want to build up a few points to put into my S.P.E.C.I.A.L before I hit the meat of the game.

Fallout 4 Concept Bomb

That meat, to me, starts with the Concord encounter and then back to Sanctuary. Which is where my current save is set – I’m currently in the process of rebuilding the town, which is a whole other topic to discuss this week. But in those first few quests, while you’re still learning the mechanics, Fallout 4 does a really great job of showing you just what world you’re in. Concord in particular is a perfect example of a Wasteland town – overrun with Raiders, and even infested one of the most dangerous creatures on the East Coast, a Deathclaw. You learn about lockpicking here, along with hacking terminals. You get your first chance to really enter conversation trees. You can start to decide what kind of weapons you’ll use. You learn how the new inspection mechanic works – containers and dead bodies no longer involve opening up a separate menu, it’s all very fluid – which is admittedly taking me some time to get used to. Then you get the Power Armor.

Power Armor has always been the Fallout mascot – there’s a reason it’s on all the packaging. It’s directly linked with the series, not only for promotion, but within the actual context of the game world. This is the first game where the Power Armor you wear feels special. It’s no longer just a piece of gear you put on to give you high damage and radiation resistance. Now it’s almost a character in and of itself. You actually have to power it with Fusion Cores. It feels like a totally different way to experience the game – and it makes me feel weird. I am a huge example of RPG anxiety in my playing. I worry about every item I find – if it is at all a little rare, I squirrel it away somewhere safe. In New Vegas I’m a Guns and Speech character – I talk my way out of sticky situations to try to make the Mojave more peaceful, and use my lead shooters to take out Caesar’s Legion. That means I should sell any Explosives or Energy Weapons I find, especially the unique weapons that are worth way more Caps. I don’t though – I have them all in my safe in Novac. I do that with armor too. So with the Power Armor in Fallout 4, my instincts all say to find some safe space and just leave it there, lest it get destroyed or lost.

Part of my worries with that seem like they don’t exist anymore – Bethesda took item condition out of the game. This is just one detail of a larger design ideology – you see it in the dialogue system too. Bethesda went the same route that BioWare has done with Mass Effect and to a lesser extent Dragon Age. They simplified all the RPG mechanics way down. Long dialogue trees with reputation and karma are gone, in favor of a more fluid system that leaves a little mystery to what you say. Item condition is gone to focus more on keeping you in the action. Individual Skills are gone in favor of everything being built around the S.P.E.C.I.A.L. stats. All of that can be a bit of a shock – especially to longtime fans. As someone who is coming right off of New Vegas, it’s certainly tough to get used to. It’s almost like going from a college class to high school. All the same ideas are there, just in a little less detail.

Here’s the thing though, that isn’t necessarily a bad thing. Streamlining all those complicated mechanics helps open the game up to a larger audience. And for RPG purists, there are other places in the game that still have a lot of depth. The new skill system actually does have a lot of depth – since you only get one point when you level, it puts a lot more impact in your choices early on. The weapon and armor modifications are pretty crazy in how many choices there are. The workshop/settlements are in that same boat – it’s not at all unlikely that working on them will be a major portion of my play time.  There’s still a lot that I need to dig into with the game obviously, but early on, I have to say that I’m really enjoying my time in the Commonwealth. I’ll have a lot more to talk about with Fallout 4 in the coming days and weeks.

Season Passes – The Good and the Bad

Rainbow Six SiegeI always love when I see a headline that gets my writing juices flowing. That happened today when I read about the announcement of the Season Pass for Rainbow Six: Siege. Generally, I’m in favor of Season Passes – I think that developers get that they’re a good way to get players invested in the DLC season early and throughout the duration. With Rainbow Six though, I think they missed the mark by a pretty substantial margin.

The new content for R6 includes one-week early access to new operators, exclusive weapon skins, and a permanent reputation gain boost. There are a couple other little bits, like random skin packs and challenges, but ultimately, that’s the extent of the Season Pass. That’s really weak. There’s no word on whether R6 will have actual DLC in the form of map packs moving forward, but if there is, you can bet there will be even more backlash against this Season Pass. Ubisoft has said that they want Rainbow Six: Siege to be a prominent esport game. If that’s the case, I really think this was a tremendously bad move. No content that’s included in the $30 price tag is relevant to the extended lifespan of the game. That’s what Season Passes are supposed to be about. The content that’s in the Season Pass is much more in line with post-launch microtransaction content. I talked earlier this week about microtransactions in games, but I’ll repeat it quickly here. I think when they’re done well, they work fine. If they had made these items available that way, I think that would be no problem at all – except maybe the reputation boost.

Fallout 4 Box Art

Contrast that with the Fallout 4 Season Pass. Also costing $30, that Season Pass will give players access to all the future DLC for the game. That’s a hell of a value. Fallout: New Vegas, which I’m replaying while my Xbox One is out at service, had four full sized DLCs, along with one that added in a whole slew of weapons and mods. Those full size, story content DLC each cost $10. Assuming that Bethesda goes the same route with Fallout 4, that means that the Season Pass is a no-brainer – it saves you $10, not counting any of the other possible add-ons. Same price as the Rainbow Six one, but the content included is so much more valuable. Call of Duty goes through the same question every year too – is the Season Pass going to save me enough money VS. buying the maps separately. What Activision and the developers do with the Call of Duty Season Passes is add in a little extra, usually a weapon skin or player calling card, that adds in a little more value to help it out. Not only do you, nowadays, save $5 versus buying the maps, but you get a couple unique items.

Whether we like it or not, I think Season Passes are here to stay. They, much like a lot of elements in modern gaming, are very much a fluid entity. There are great options out there to get a bunch of awesome extra content for a more value-driven price; and there are ones that just don’t make sense from a value standpoint. Every player is going to have their own thoughts on these sort of things – hardcore fans will pretty much always go for them, as a way to support the game and keep the game fresh. Less invested players might be more inclined to skip them.