E3 2015 Day Zero

Microsoft E3 2015

MinecraftHololens Yesterday was a huge day of E3 shows with Microsoft, EA, Ubisoft and Sony all strutting their stuff with big press conferences.  While I still stand by my statement yesterday, that Bethesda software is winning this E3, everyone involved had some interesting things to show off.  Mainly for me this is the year that Microsoft figured out how to do a relevant press conference.  The past two years since the announcement of the Xbox One have provided extremely awkward and disconnected moments, but for the most part Microsoft nailed it this time around.  They provided a wide scope of games to appeal to all genres, and while I don’t believe in their exclusivity after seeing titles appear on steam months later, I do feel like they are trying really hard to wrap up a large stable of winners as far as software goes.  The big title that I am interested in is the new Tomb Raider game, which makes me realize that I really need to finish the last Tomb Raider game.

I’ve never been a huge Halo fan , but even I have to admit that the Halo Guardians demo looked pretty amazing.  The title I was most amped about seeing again however was The Division, since we had not really seen much since the last E3.  It seems like now we have a pseudo release date and a beta beginning towards the end of this year.  My big concern was with the lackluster showing of Destiny so far, that this title might have simply quietly been cancelled.  Thankfully that is not the case, and we will be exploring a new action role-playing game setting early next year.  The video that takes the cake however for Microsoft is the Hololens demo showing off a special Hololens version of Minecraft.  The more I see of Hololens the more I think it is going to be a real force in gaming, and not just another gimmick hoping to find a Market.  Virtual Reality headsets extract you from the world, and Augmented Reality keeps you interactive with the world…  I think that is going to make a big difference.  The little I have played with the Occulus Rift was cool, but I suffered a pretty massive headache and was dizzy as hell as my mind tried to readjust to the “real world” after being in the unit for only around fifteen minutes.  I cannot imagine what it would be like after some of my marathon gaming sessions.

EA and UbiSoft E3 2015

As good as Microsoft did with their press conference, EA doubled that effort in the opposite direction.  The entire thing was this awkward and disjointed mess trying to play towards too many different demographics and just coming off as frustrating to I believe all of them.  The biggest frustration for me personally was the fact that this press conference was about one thing for me… getting to see the new Mass Effect game.  We got a minute and a half trailer…  and that was quite literally all we saw of Mass Effect.  Similarly with Mirrors Edge Catalyst… the game so many people have been amped to hear more news about…  we got a two minute trailer.  It seems that all EA actually cares about is peddling the new years edition of the same damned sports titles they have been selling for decades.  From what I can tell roughly an hour of the presentation was tied up in these sports titles with blips at the beginning and the end about something interesting.  I do have to say though that Star Wars Battlefront still looks amazing, however I have had that on preorder from the Playstation network since the Fan Fest announcement.  They didn’t really need to sell me on that title, but I am looking forward to it all the same.

UbiSoft on the other hand unleashed a whole bunch of interesting stuff.  We are apparently going to colonize the moon in Anno 2205, which looked amazing.  They are releasing a version of Trials Fusion where you apparently play a cat that rides a flame breathing unicorn.  We got to see even more staged footage of The Division, this time centering around the “Dark Zone”PVP area.  The game I never thought I would be interested in however was Ghost Recon Wildlands, which for all intents and purposes seems to be their answer to the Just Cause franchise.  Big open world game where you take on drug lords in whatever fashion you see fit.  It looks like it is going to be extremely fun in the same way that I lost serious amounts of time to Just Cause 2.  The real triumph of the show however is that Aisha Tyler is amazing, and I want her to host every press conference from this point on.  Additionally they brought out Angela Basset at one point, who is the absolute badass mocapped leader of the new Rainbow Six.  While there was not a whole lot that I was extremely interested in, it was nonetheless a good show or at least looked amazing as compared to the train wreck that was EA.

Sony E3 2015

ff7remake_cloud Finally we wrapped up the night of E3 events last night with the Sony Press conference, and honestly even hours afterwards I am not 100% sure how well it went.  They dropped some massive bomb shells on the crowd, but it only really plays to the folks who were already PS4 fans.  Ultimately the goal of an E3 press conference for both Microsoft and Sony is to sell hardware, and at the end of the day I end up with the same equation.  Most Xbox One exclusives also come out on the PC, and I own a fairly solid gaming PC.  Most PS4 exclusives don’t, and as a result that is the hardware I chose to buy.  This years game conference only serves to give me more reasons to be happy with my decision.  The show lead off with finally giving a date to a game many had just expected got cancelled…  The Last Guardian.  This game was originally slotted for the PS3, and it was questionable if it had survived the generation hop.  The big reveal of the night however is that Final Fantasy 7 is in fact getting a Remake.  It was glorious to see at least glimpses of Cloud and Barret as they moved past the camera in all their ps4 glory.

18225727733_fb611b7f50_z The title that both came from out of nowhere and stole the show for me however was Horizon Zero Dawn from Guerilla games.  This apparently ushers in a brand new breed of post apocalyptic storytelling, that manages to do so without weaving in a zombie premise.  We live in what seems like a Clan of the Cave Bear like setting, until we see the first giant robot roaming the landscape.  This is Turok the Dinosaur hunter, meets Last of Us, meets Zoids.  We get to see the female bow hunter protagonist take down a giant robot t-rex like creature.  As Tam commented during the stream, we have apparently gotten really good at making fighting giant monsters seem awesome.  Had I not already purchased a PS4, this would have been the title that sold me the console.  I am really hoping this ends up being a vast open world landscape that lets us wander around and explore, hunting the big game and unfolding what happened during “the darkness” that lead to the machines roaming the earth.  There were of course other titles announced that looked great, and that I will likely play, however at six in the morning… the day after the show…  the Sony conference was all about FF7 and Horizon for me.  You can check out the full show trailer below.

Source: Tales of the Aggronaut
E3 2015 Day Zero

Systems vs Story, and PvP

I’ve put a bunch of time into Archeage over the last week, and it’s been interesting to see what that game is doing systemically vs narratively. Archeage is, at the meta level, a sandbox within which you can forge your own path. What this means is that there are massive systems in place to give you things to do. By necessity, this means that the narrative takes something of a back seat. There’s limited time to make a game, so you lose some fidelity in the process.

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Archeage quests fall into a handful of categories: “main story”, “local area”, “travel”, and “busywork”. These are in descending order of quality– the main story quests have voiced cutscenes, a focus on story, and (generally speaking) interesting mechanics at work. The “local area” quests are the side stories, the location-based “what’s going on in this specific area” quests that you’re used to from WoW’s hub-and-spoke model. Travel quests are just that– an excuse to move you from one place to another. Often referred to as FedEx quests, these are used to guide people to the next bit of relevant content, so you aren’t lost and wondering where it might be worthwhile to go next. The last set of quests, the busywork quests, are the straight “kill X” quests– go here, fight mobs, done.

I mentioned that Archeage is a systems game, and you can see it in how their quests are delivered. The “busywork” quests, where you just go out and kill mobs, tend to come from bounty boards or are “hidden” quests– you hit the bounty board (which is a daily) and go do your fighting, and as soon as you kill your last mob, you get the rewards and can move on, no going back to a questgiver and unnecessarily chatting about how you’ve “done us all a great service by thinning the [monsters] in this area”. The game doesn’t waste time with unnecessary storytelling, focusing those efforts instead on the stories it wants to tell. These aren’t always amazing, but they tend to be worth reading. I’m legitimately curious where my main story is going, and I’ve had a few quests in areas that make me want to know more about the world.

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That having been said, in terms of pure quest content, Archeage is lighter than many games– by cutting out unnecessary storytelling, it also removes a lot of story content that would be in other games. This is where the sandbox comes in. A game with a lot of interlocking systems that are all working in tandem becomes a story engine; your experiences with the systems become stories you write yourself. It’s also where the PvP comes in, and why it’s important. Almost everyone I’ve talked to that has avoided the game cites “open-world PvP” as their reason not to play. Given the kinds of PvP experiences you get in games that aren’t systemically driven, this is wholly understandable. A lot of people hear “open-world PvP” and imagine wandering around flagged in Stranglethorn Vale, where they’re at risk of being killed at random for some other player’s jollies, and possibly camped and griefed as well, because it provokes a reaction (and given WoW’s mechanism for rezzing, is very easy to do).

Here’s why good systems matter: In WoW, when you die, you have to run back to your body as a ghost and resurrect at low health and mana, then spend some time recovering, or you resurrect at a graveyard at a severe “convenience” penalty. If someone kills you in PvP, in the open world, they are almost certainly assured a second kill if they simply wait around for a bit– the death system and the PvP system are aligned such that this is not only possible, but easy and rewarding. This is systemically rather bad. Compare to a game like Archeage: You die, you are returned (whole!) to a graveyard, and given a significant (10%) stat boost as a pick-me-up after death. Graveyards have a “safe zone” around them, so you can resurrect and restore yourself even if your killer(s) are standing around. You can teleport out of the area and there’s nothing anyone can do about it. Rather than death and PvP being disconnected systems, they interlock in such a way as to minimize grief.

archeageportal

To tie this into the storytelling, we can look at those FedEx quests. One extremely popular activity in Archeage is running trade routes. You create a bundle of trade goods and carry them to a different location than you made them in to sell. Some areas want different trade goods than others, and the farther you travel to deliver the goods, the better the reward is. Furthermore, there are significant systems built up around this mechanic– multiple types of vehicles exist to help you cart around goods, and simply carrying goods around slows you immensely, so while you’re carrying a trade pack, you’re vulnerable. You can put down a trade pack at any time, anywhere in the world, but other players can steal it if you do so. As a result, there are different kinds of trade runs: reliable but low-paying ones that run through safe territory and lucrative but dangerous ones that deliver across long distances through contested zones. These are FedEx quests, delivered to you without even quest text for context, and in a game like WoW or FFXIV, they would be incredibly boring. You’d autorun from one location to the next and resent the game every step of the way.

In Archeage, there are decision points to be made. There’s risk in a simple delivery, which makes the event more interesting. The systems in place in the game turn a boring delivery quest into an event that’s both repeatable and potentially interesting every single time. They also bring players together: some groups run trade caravans, bringing large groups of armed players to defend a big group of traders, often covering very long distances for maximum rewards. Smaller groups of players may travel in groups, one or two traders with an armed escort.

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This also builds a reason to PvP, rather than just for jollies. It *can* happen anywhere, but because there are good reasons to do it, it’s pretty rare for it to actually happen anywhere. To put it another way, in 25 levels, I have seen precisely zero PvP. There’s no one griefing newbies, there’s no one waiting on the road to gank someone twenty levels below them, nothing. There’s no reason to do so, not when you could be getting real rewards elsewhere.

I’ve often commented that I feel like WoW has poisoned the well on a number of gameplay mechanics– certainly the latest difficulty with flying mounts should say something about how you need to come up with a system for things, rather than just “hit a button, fly wherever you like”. Flight in WoW has serious problems; it’s essentially a GM cheat code that every player gets to use. There’re no systems governing its use, no skills to pick up or decisions to make: just hit button, fly effortlessly. Now they’ve realized how much of a problem that is but can’t throttle it back; their playerbase is raging over the suggestion that they might not be able to have GM cheat codes anymore.

Gms

It may seem frustrating to put friction in a system, but it’s that friction that makes the environment that much more compelling, and makes even little things meaningful and interesting. PvP is just a system, it’s effectively that wandering Devilsaur that you didn’t see that aggros you and kills you. The difference between good PvP and bad PvP is what happens next. What do you lose, besides time? What can you do to prevent it happening again? If, as in WoW, the answer is a catch-22 between “take a 10min break with an awful debuff” or “get corpse camped”, that’s a bad decision. If you can more easily wipe your hands clean and move on, it’s that Devilsaur– just say “welp” and move on. You might run into another one again, but it’s unlikely to become a permanent fixture in your playtime.



Source: Digital Initiative
Systems vs Story, and PvP

Job Training Part 1: Starting Physical Jobs

This week I’ll be going over the various jobs in FF5, and some things that might be helpful to know if you get them. I’ll be starting with the more physical classes available at the start. The fiesta starts roughly a week from today (sign up right here), and I’ll be going over all 20 jobs, so hopefully someone finds this helpful. If you do, go thank Kodra for the idea. I’ll be following one of the game’s conventions here: Abilities preceded by an exclamation point are command abilities, the others mentioned are passives.

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Knight

KNIMaster of hitting things with swords, the Knight also has good defense. This is the only fiesta class that can equip Knightswords, which are the strongest weapons near the end of the game. Their innate command, !Guard reduces all physical damage the Knight takes to 0 for a turn. They also have the innate passive Cover, which causes them to take single-target physical attacks directed at low-health teammates. Their most notable other ability is Two-Handed, which allows you to hold a variety of weapons (swords, katanas, axes, and hammers) in two hands, which means you can’t use a shield but attack for roughly double damage. They also have the Equip abilities for shields, armor, and swords, which can be a nice boost for other classes.

  • If you never run from battle, Knights are the only class in the fiesta that can use the Brave Blade, the numerically strongest weapon outside of the bonus dungeon. It’s a long road, but the payoff can be very worth it.
  • !Guard makes knights immune to physical attacks. Cover causes them to take physical attacks for low-health party members. A knight and a trio of low-health allies can therefore be completely immune to physical attacks. Anything that’s berserked will just use physical attacks. Use your imagination here.
  • Two-handed is nice, but don’t forget you can use a shield when defense is more useful. The Aegis Shield grants immunity to petrification and has a 1/3 chance to block most magic attacks, and the (very late game) Genji Shield has 50% evasion by itself. Even if your knight has no use for these, other classes can benefit from Equip Shields.

Monk

MNKIn the fiesta, Monk is most notable for tearing the early game to shreds, but falling behind as you get awesome weapons late in the game (unless you level a lot more than is usually necessary). Their innate command, !Kick, is the only one in the game that can’t be given to other jobs. It makes a physical attack on all enemies (ignoring row if you’re playing the mobile version). They have the innate passive of Counter, which causes them to sometimes attack enemies that hit them with physical attacks. Monks can also learn other commands: !Chakra gives a small heal that also cures poison and blind, and !Focus causes the character to charge for a turn before striking for double damage. Finishing off the class gives you a set of HP+ abilities, finishing with HP +30%. Monks already have a lot of HP, but this can be a big help to classes that have unfortunate HP situations, like Bard, Dancer, and Red Mage.

  • Don’t forget that !Chakra cures poison and blind. It’s nice to be able to clear blind and restore a bit of health in the same turn, since blind in FF5 pretty much makes physical classes entirely useless.
  • Monks hit twice, which means that enemies that counter will counter twice. Alternate solutions may be required for enemies that deal most of their damage via counters, like Garula. (Don’t forget that monks can Counter too!)
  • Late in the game, Monks can use the Kaiser Knuckles accessory, which brings their endgame damage up to respectable levels. You can get one of these in the Undersea Trench, and more as a drop from the Steel Fist enemies.
  • The monk passive Barehanded grants the unarmed damage of a monk, and it’s particularly useful on mage classes, to give them an early source of damage output. It doesn’t make them any less squishy, so keep an eye on their HP if you put them in the front row.

Thief

THFThief isn’t the strongest class in the game, but it does have a lot going for it. Their most notable feature is their innate command, !Steal, which does what you’d expect. It’s useful for healing items, money-making, and access to a variety of equipment that’s difficult or impossible to get otherwise. They have multiple innate passives: Sprint speeds up movement, Vigilance entirely prevents back attacks, and Find Passages shows hidden passages. Their other learned commands are !Mug, which steals along with an attack, and !Flee, which will instantly run from any battle where you could run normally. Sadly there’s not much here for other classes, as you get the full benefits of all of the thief’s passives with a single thief in the party. The only exception is Artful Dodger, which can grant the thief’s agility (which is the highest in the game) to whoever you equip it on.

  • Poltergeists in the Fire-powered ship have Hi-Potions, well before you can buy them. this is conveniently right before a boss that’s extremely difficult for thieves. Stock up!
  • Elixirs are a rare steal from the Zu enemy, near Karnak. These are kind of annoying to stock up on, but it’s easier than most other methods of getting them.
  • Gilgamesh has 4 pieces of Genji Armor to steal (gloves on the boat, helm in the castle, shield and armor in the final dungeon). This is mostly only useful if you have a job that can wear heavy armor, but Blue Mages can use the shield.
  • The enemy Objet d’Art (found in the basement of Castle Bal) has the Twin Lance as a rare steal, and this is an absurdly powerful weapon for a Thief or Ninja at the point you can get it. It’s reasonably good through the rest of the game, but suffers versus enemies with high defense.

Blue Mage

BLUBlue Magic is one of the best all-around toolboxes in the game, with the obvious downside of having to learn your abilities from enemies. Their innate command is !Blue, which allows casting any blue magic learned by the party. Their innate passive is Learning. As long as a character with Learning is affected by a Blue Magic spell, it will be learned when you win the battle (the character in question does not need to be alive). The other blue magic abilities are !Check, which shows enemy HP, and !Scan, which also shows level, weaknesses, and any status effects. Notable Blue magic spells include the Aero series (damage spells), Vampire (hp absorb based on caster’s missing health), White Wind (party heal based on caster’s current health), Death Claw (reduces an enemy to single-digit HP and causes paralysis), and Level 5 Death (kills all enemies with a level divisible by 5). This is one of my favorite classes in the game.

  • Before you advance the plot near the start, there are 3 Blue magic spells available immediately: Moldwynds in the Wind Shrine have Aero, Black Goblins (also in the Wind Shrine) have Goblin Punch, and Steel Bats in the pirate cave have Vampire.
  • Goblin Punch is similar to attacking normally, except that it never misses and does full damage regardless of position. This mostly means that Blue Mages can still hit things while being back-row casters. As an added bonus, Goblin punch can be used with the Excalipoor to do damage based on its listed attack rating.
  • Learning defensive Blue Magics (most notably White Wind and Mighty Guard) requires some way to charm or confuse the enemies into casting them on you. The jobs that can do this reliably are are Bard, White Mage, Red Mage, and Beastmaster. Dancers have a 25% chance to use confusion when they use !Dance, and any class can do similarly with the Dancing Dagger.
  • Level 5 Death ignores immunity to death and can kill any non-undead enemy with a level divisible by 5. Notable bosses that fall into this category are Adamantoise, the launchers in the Soul Cannon fight, and the revived form of Archeoaevis. It’s also useful for gaining AP from the Objet d’Art enemies in the basement of Castle Bal.

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Tomorrow I’ll be covering the squishy mages. As a reminder, more victories means more money for Child’s Play, so I hope this helps!



Source: Ashs Adventures
Job Training: Part 1

Bethesda Just Won E3

It is nights like last night that make me realize I am wired just a little bit weird.  Last night while the world seemingly was watching the season finale of Game of Thrones, I was tuned into the E3 2015 festivities over YouTube and eventually twitch.  It started early in the evening with the 2015 Nintendo World Championships, and concluded later with the phenomenal Bethesda Softworks showcase.  E3 is this miraculous time of bottled hope, that seems to pump up the heart of a gamer about what might be or at least what could be.  If you did not have a chance to watch it, I highly suggest you check out the Nintendo Championships.  It was equal parts charming, and thrilling… and when we finally got to the heads up match between the last two contestants I have to say I was literally tense for them.  The hoops that they were asked to jump through were just silly, and in the proud tradition of the Nintendo Championship… they were in fact forced to play a “game” they had never seen before.

Doom 4

doom_e3_2015_6_Unwilling_Caco The real excitement however started when the Bethesda showcase began.  When a game company shows off its wares at one of these shows, it is a rarity that there are so many different titles that I care about coming from the same place.  Doom will always hold a special place in my heart, because in theory it was the game that really sold me on the power of PC gaming.  I remember my parents getting so damned frustrated with me for tying up the phone lines as I dialed into a friends computer to play the game cooperatively.  I remember spending hundreds of hours creating my own levels and imagining what my own version of the game might bring.  I devotedly played the derivatives like Heretic and the oddball narrative spinoffs like Strife, because I literally could not get enough of the game.  The problem being that with Doom there also comes a lot of disappointment, and strange decisions like that god awful movie.

The problem is that ID Software for whatever reason lost its way.  The last Doom game shipped in August of 2004 and we have had to endure a decade of waiting.  There was this period of time where ID seemed to forget what made its games great in the first place, as it curiously focused instead on building more complex engines…  than creating interesting games.  That wait however is apparently nearing its end, because last night we got to see Doom 4 in all its glory, and I weep at the system I will need to have to play it in all its glory.  The game play was saw was this gorgeous carnal ballet of demons and zombies erupting into red volcanoes of gore and blood on the screen.  It seemed to capture everything that made Doom amazing, and strutted its stuff with a level of technical detail that I am just floored by.  What makes me even happier is it seems this time they did not forget that it was ultimately multiplayer that made the Doom franchise famous.  They showed off this awesome new tech that will maybe once again make level creation simple enough that anyone can pick up the map builder and start making awesome things.  The builder also seems to support the creation of game play modes themselves, so I am really hoping that we once again start to see some innovation from the community in moving the FPS genre forward.

Dishonored II

dishonored-the-brigmore-witches-wallpaper-2 If Doom was not enough, moments later the folks from Arkane Studios took the stage to talk about the leaked announcement of Dishonored 2.  Dishonored holds a special place in my heart because it is in theory a “stealth” game that I actually loved playing.  Granted this is because it allows you to play the game in a way that takes all sneaking about and stealth game play out of the mix.  The awesome thing is, it apparently also plays extremely enjoyably for the folks who do want to stealth about and have a zero body count.  It is one of the few games that both myself and Tamriello raved about when it was released, so quite honestly I was going to snatch up whatever game came from them next regardless of its hype.  All of that said it looks like the continuation of the original Dishonored game is going to be amazing.  One of the most interesting features of the first game is the interaction of the character Corvo Attano and his “charge” Emily Kaldwin.  As you play through the game, your actions effect the upbringing of Emily.  If you play the part of a bloodless hero she focuses on the good things in life, or if you are like me and go for 100% bodycount… she focuses on the death, destruction and carnage.

In Dishonored II the trailer shows us that dear Emily has apparently followed in your footsteps and takes up the role of righting wrongs at the point of a sword.  Ubisoft really needs to watch what Arkane is doing because they are fucking nailing it.  They are giving us both an awesome and interesting male lead, but an equally interesting female lead.  To make things even better it seems that they are apparently not just carbon copies of each other.  Both Emily and Corvo will have unique abilities and game play styles that will cause you to approach the level design slightly differently.  In theory this means that you have at least two fresh play through of the game, and four if you are trying to get a bloodless victory on each and a full body count victory as well.  Personally I am likely going to play through twice because there is no way I can somehow stomach playing through this game in a full on stealth fashion.  If my actions in the last game “raised”Emily… I would not want to meet her in a dark alley, because I am certain “my” Emily would be a brutal and heartless killing machine.

Fallout 4

fallout4tractor If all of the above was not awesome enough…  we all were waiting anxiously for more tidbits of news about the latest game in the Fallout franchise.  The Fallout fans out there were absolutely not disappointed, as the floodgates opened with information about the new game.  This game is apparently set in Boston as has been long rumored, and for the first time we get to see the world “before the bomb”.  They showed a few minutes of the character creation segment of the game, and the events leading up to being forced to go into Vault 111.  I am really happy with the way they are doing this, but one of the confusing parts about the demo was that people seemed to be excited that you can create a female Vault Dweller.  Far as I remember you have always been able to choose to create a female vault dweller, or at the very least you have been able to since the birth of the modern Fallout series with 3.  That confusion aside the new system looks great and I should be able to create a Vault Dweller I am happy with.  The world out there to explore looked phenomenal, and I got flashbacks to the moment I set foot of the vault into the Washington wasteland for the first time.

fallout4modweapons What was even more amazing however is when they started going into the systems.  Apparently this time around we are going to be able to fully mod out our weapons and our armor to create brand new items that don’t exist out in the world.  Each component is modular and changes the function of the items they are attached to, and while they spent a lot of time creating brutal versions of Laser and Plasma rifles…  all I could sit there and imagine were the awesome shotguns I would ultimately create.  This was not all of the awesome however, in that they showed this amazing modular housing system that was like the next version of what was made possible with the Skyrim Hearthfire system.  In the trailer they showed these insane bases that they had built using the system allowing us to essentially create our very own “Megaton”.  This is playing down my alley because I always spend so much time kitting out my player housing in the Fallout games, because it allows me to have a place to be a packrat.  After showing all of this goodness, to have me salivating… they did the ultimate mic drop.  Apparently this is all going to be available this November 10th.  I should probably give warning to everything that I know… because I will not be seen or heard from for at least a month.

Missing the Point

Now is where I am going to diverge from the full on “fanboyism” for a bit to comment on something I have seen said so many times.  I do not know who Fierydemise is, but the above comment was retweeted into my timeline.  I have no problem with this person, and my commentary isn’t really directed at them, but instead something I have seen for years.  When a traditional Bethesda “Fallout” or “Elder Scrolls” series game is released, there is a group of people that seem to go into them expecting a deeply tailored narrative experience.  Quite honestly if that is what you are looking for you might be missing the point.  These style of open world sandbox games are not really about being told a story, but instead giving you a launch pad and a creative engine for you to wander off and tell your own story through your interaction with the world.  I love them so much because they give me the freedom to enter a world without deep narrative shackles.  They don’t care one bit if I wander off in the opposite direction the in game indicator is telling me to go, and find my own experience out in the wasteland.

fallout4supermutant There are so many games out there that give you a very “on rails” narrative experience, and in each of them I try my damnedest to ignore it… and tell my own story.  I appreciate these games so much because I don’t have to ignore anything.  They give me little nuggets of story when I crave it, but also the insane hardcore explorer porn of going off and conquering an uncertain world.  It has been said that these games sacrifice fidelity for freedom of exploration, and I am completely fine with that.  I guess for me maybe it comes from cutting my teeth playing games in an era essentially “before stories”.  It also helps that I am far more combat drive in a game than story driven, and often times finding myself frustrated when getting bogged down in a series of cut scenes.  There have been so many times when I have waited for games to “open up” and let me “do my own thing”.  With Bethesda titles, I know the moment the character creation is over… that they are going to let me off my leash to go bounding madly into the distance and cause havoc.  These games are designed specifically for me, and people like me… and please don’t try and shackle them with deep narrative.



Source: Tales of the Aggronaut
Bethesda Just Won E3