Fallout 4 – Pt1

a second wind special review

In this special edition playthrough, FBT relives Fallout 3 *spoilers (FBT hates it)*

I loved Fallout 3. There was nothing like it. Okay, there were loads like it; Stalker, Metro and … others but this was from the makers of Oblivion. It was Oblivion after the bombs dropped. That’s got to be good. And it was. I lived in FO3 for an age, explored every irradiated pixel. The world was horrible but the experience was unforgettable. When FO New Vegas came out I explored the wasteland again, loving being back in the world from a different perspective. Sure, it was a little juvenile, a bit repetitive with huge areas of nothing but a radscorpion for company and its story was daft (Romans? Yeah, they’re a good role model) but it had some really good stuff in it especially with the factions, reputation and robot sex. And then it was five long years in the vault until I could strap on my Pipboy again.

Fallout 4 opening with a pre-war scene was interesting, clearly that was supposed to make me feel emotionally connected to the wasteland later but it hadn’t ever occurred to me during FO3 to picture the world pre-war. I didn’t really care then and I don’t care now cos the game is making me go through annoying mundane tasks to build suspense, as if what’s about to happen will come as a surprise during this perfect suburban domesticity.

Cracking wise with my clearly ill-fated other half, rocking a cradle with my sprog in it, watching TV, all I can think about is the scene in Saints Row 4 where The Boss is trapped in a 50s sitcom and you’re forced to ‘play’ eating breakfast and get the morning paper, itself a parody of games like Heavy Rain. How meta. Eventually I’ve interacted enough and we’re running for the vault. I don’t get much time to look around but I do pause briefly to see the bomb land which is amazing, but I’m quickly hurried inside before I can really take it in. Safely vaulted, getting a real sense of the panic and drama, I’m looking forward to starting a life in a vault. I wonder if this will be the first Fallout game to explore the Commonwealth before it started, adventure in a world where the bombs are still smouldering, but no; we’re tricked into being turned into an ice-vault-icle and the years pass. I helplessly watch as my other half is indeed ill-fated and the kiddiewink snatched. Another unknown period passes and eventually I melt and claw my way outside to catch my first glimpse of the world I’ve seen before.

One of FO3’s greatest moments is when you escape the vault and are awed by the world for the first time. FO4’s attempt at awe is seeing my perfect neighbourhood reduced to ruins. But this isn’t as affecting as Bethesda may have intended; I never made a connection to the neighbourhood, I saw it pass by as I was running for my life so seeing it now has zero impact on me. I’ve seen this before – It’s just another Fallout ruin. I go inside my house and because I assume the game wants me to and stare at the empty cot. Sads. I have no emotional connection to the place or what happened or even the kid, because it all happened too fast. To really have given this impact, the game could have done with a few more hours in the pre-nuclear environment the way you spend time in the Vault in FO3. You think you know the world, then step outside and gasp. It could have worked quite well with the right quests. It’s like FO4 forgot about FO3 and thinks I’ll be shocked by what happened to my home.

A short chat with my still operating Mr Handy then occurs and I uncover something startling; The voice is Jack in Mass Effect! This game had better allow tattoos. I adore Jack; Courtenay Taylor did a stellar job grinding out Jack-the-killing-machine’s dialogue with barely contained rage then slowly softening to reveal a fragile and hurting human underneath but in FO4 my voice stays largely the same; indifferent. I’m playing a mother who just saw her hubby shot, her baby taken and the world destroyed and I’m talking and acting like it’s no biggie. The Handy gives Jack a waypoint to begin the search and so, filled with despair, determined to find my son and planning on playing ME2 next, I head Jack off in the opposite direction.

Before I’ve even met my first bloatfly, I’m already a little worried about where this game will take me. It’s forced onto me a very strong reason to drive forward and I don’t want one, I want to wander and discover. FO3 wasn’t about saving the world it was about taking the first steps towards a better one and until I did it, everyone just got on with life. In NV it was revenge and the key to that is preparation. Alongside it you got embroiled in a larger power-struggle, but one that didn’t need a resolution quick-sharp. In FO4 I am looking for my helpless baby lost somewhere in this nightmare world. How can that not overwhelm every other consideration? Why would I explore, roam, build some granny an armchair when my kid could be on a slab somewhere? It’s impossible to wander the wasteland and care about the main storyline at the same time. This is a Schrodinger’s cat of a main mission; the kid is alive and dead until I action it. So I’ll make a player decision not a character one, and ignore a kidnapped baby. Other open-world games have reconciled a dramatic main plot with freedom in far better ways. Far Cry 3 got the recovery of his friends out of the way quickly and focused on sacrificing your humanity in favour of revenge. Perfect for side-questing. Mass Effect 3 had arguably the biggest story driver of all time – a trifling mission to save the earth and then the galaxy – but it encouraged side-missioning because most if not all your actions added to your readiness; You were side-questing to prepare for the main quest. Another open-worlder that stumbled its main mission was Tomb Raider – why am I looking for Dream Catchers when my friends are being held hostage? In FO4 it’s worse; maternal instinct or material instinct?

Ignoring the baby and taking on what FO4 is, it’s interesting and brave that I’m a vault dweller with no knowledge of the war’s repercussions. I have no training, no survival instinct, no idea what’s out there. I’m a fifties housewife. Amazing. Everything my character sees should cause her to breakdown, every item should be a mystery, every challenge an impossible feat and every creature a lethal encounter – but we just merrily crack on, knowing how to read a Pipboy, pick locks, fire guns. I should have screamed the place down the first time I saw a ghoul. But no, I’ve gone full Rambo in one cut-scene and it’s a huge mistake because playing someone completely unprepared and incapable would have been more realistic, more frightening. Why create a character so woefully unprepared and conflicted, then have them handle everything like they’ve been doing this for years? It would have been compelling to find trainers, get experience, learn, barely survive. But no, we hit the ground running and gunning.

After a few hours of barrelling about lost in the world I so loved in FO3, I stop and look around. It does look amazing. It’s exactly how I remembered the post-apocalyptic world looking. Just how FO3 looked. Just how NV looked, when it wasn’t crashing. Exactly the same. Same landscape. Same items. Same everything… Everything the same… Maybe a little more pixel-sharp, but yeah … there it is then, the wasteland. Eight years I’ve been waiting for this. Just how I left it eight years ago. And within the next few hours, the worst thing that can happen in an open world game happens. I get bored. The problem is I’ve seen it all before. The thrill of discovery, of getting into and out of trouble, of finding deserted houses with skeletal bodies, venturing into buildings, we went through that in FO3; it’s just more of the same and the impact is lost. I’m deathly, depressingly nonplussed in a huge apocalyptic world.

Oh look, a factory. I wonder if it’s a nuka cola factory? Yes, it is. I wonder if it’ll be full of raiders. Yes, it is. Water, bring on the Mirelurks. A bog? I can’t even be bothered with the bloatflies. I’ll go around. It’s the same disarray, the same crap on the floor, the same super mutants. Even the Megaton replacement Diamond City just reminds you of Megaton. Bigger but not better, not different enough to get the wanderer juices flowing. Each Elder Scroll fundamentally changed the environment, the experiences, why did Bethesda keep going back to the irradiated well? Surely there could have been other ways to explore nuclear Armageddon; New Vegas was set in a location spared direct hits so NV explored how humanity would survive in an isolated world, not an obliterated one. FO4 could have gone somewhere else entirely but instead it feels like more of FO3. When you compare it to rival Sandbox games it comes across as lazy; Far Cry distinguished itself by never repeating itself, every Assassin’s Creed is unique while each Mass Effect subtly updated, changed and refreshed without becoming too distant from its predecessor; all the GTA’s stay safely within a city, but with new ways to explore it and Saints Row 4 rebuilt Steelport but gave you new ways to abuse it. In those you know which game you’re looking at; I couldn’t pick a FO4 screenshot out of a FO3 line-up.

The only part of FO4 that’s remotely fascinating is the Glowing Sea, a deadly ground-zero for the bomb we saw at the beginning. It’s a horrible place and ironically, given its deadly nature the only place FO4 comes alive. A sick and blighted place, full of seeping decay and absolute death, The Glowing Sea is thrilling, not just in the experience but because it’s new. Had FO4 been set here entirely, it could have been something incredible. We’re constantly injecting radaway and the like, surely we’ve built up a resistance by now? Come on; in FO3 we purified water, no one’s built on that since? Setting FO4 in the Glowing Sea would have been stunning; it could have played like Bioshock – folks safe but rotting away inside great buildings with their own society and laws, surrounded by a lethal environment that only the brave (i.e Jack) will brave and bring the different houses together to fight some larger force or maybe eradicate radiation so everyone can leave. Having the Lone Hero find a city trapped by air would have set a new bar. Anything but just visit the place before returning to the rinse and repeat of FO3.

Worse, if not unforgivable, there’s so much reskinning and recycling going on I’m surprised CoD’s legal team didn’t sue. Who reskins a game nearly a decade old?! If you played FO3, NV or Skyrim then you’ve played in the world of FO4. This is more than just lazy art design on Bethesda’s part. This is wilfully cheating gamers who plonked down a TON of Nuka caps on a new fallout world and got something built in Skyrim’s Construction Set. In years to come, people will discuss FO3 and 4 interchangeably – that’s not good enough. And it’s not just evident in the art design. We’re still lock-picking the same way (and let’s not forget that was reskinned in Skyrim too); Sure, the locks wouldn’t have changed but the mini-game? Come on. Who in the fallout world is still manufacturing bobbypins?! I’m not talking about realism (I have a mini nuke, that should get a drawer open), just give us something new; anything but this again, I’ve been breaking locks the same way for at least four Bethesda games. Each Mass Effect had a different approach to hacking, why am I still playing Boggle in FO4 too? It’s all the same like a place-holder, a mega DLC.

Some creatures though do move in new and frightening ways – the same creatures but you can’t have everything. Deathclaws leaping over fencing and through buildings is pants-wettingly good/bad as is trying to sneak around them, and the ghouls are faster too. And then there’s the Legendary enemies. Random encounters with extra-tough opponents that weld unique and powerful weapons. They’re actually more of a frustration and a distraction than anything exciting. Sure there’s going to be ornery old coots out there that know how to take a hit, and they’re likely to be carrying good loot but they’re barely even an event moment, just ammo-sucking annoyances mixed in with regular bullet-catchers carrying rarely exciting but always heavy goods. Borderlands often battered the crap out of you then dropped something even bigger and nastier on you, but you knew BL was as trustworthy as it was insane. That creature will drop something sexy. You may spend a hundred mill on a reclone, but goddamn that loot will be worth it. So you suck it up and Jack Burton it; Gimme your best shot, pal. I can take it. In FO4 it’s not worth all the Buffout and ammo and they appear at frustrating times when you’re just trying to get some place.

And at first, it seems the place you want to get is home. Largely an improved version of Skyrim’s Hearthfire extension, you can stake a claim on multiple locations, rebuild and attract settlers. Sounds fantastic, and judging by some of the settlements gamers have created, the possibilities are endless. They’re also mind-numbingly boring. Setting up power actually requires you to do the wiring. Well, I’m kinda searching for my son but yeah okay, lemme just rewire a plug. And when I do get settlers in, do they get involved? Yes, if I force them to but only in support roles while I’m out trying to find more logs for their fricking roof. Had the building work been played through a mini-game where you could properly plan, like a Sim City or the way Black & White allowed you to train a foreman to direct the rest of the followers, it could have been amazing. Set plans in motion then return to see how everyone was doing, how your little fiefdom was coming along. It could encourage you to talk to NCPs, finding scavengers to find materials, track down a builder, a planner to design it, artists to decorate it, build a militia, become raiders and attract criminals or a peaceful settlement for families. It could have been incredible. Go from a ruin to a functioning town, become a force in the wasteland! No. And thanks to a build system that’s more infuriating and confusing than picking something up in Trespasser, just trying to put a rug on the floor becomes rage-inducing; my house looks like an art student’s Cubism project. I have to do this for the entire settlement?! I eventually lost it and walked off never to return. And I have to do this for every place I’ve secured?! I’m a slumlord and I’m okay with that. The Fallout society can rebuild itself for all I care. The tenants constantly ask for things to be built; how did they all survive this long without me?! I just woke up, how come I’m a DIY God as well as a survivalist expert? I just give up and let the settlers live in squalor. Get out of my bed.

We’ll leave FBT to his impression of Reg Prescott. Maybe he’ll cheer up when he discovers the romance sub-plot, so check out pt2 to see if FBT forgets his other-half who died a day ago and finds love in the wasteland. Oh yeah, and finds his kid. Keep forgetting about that.

Fallout 4 – Pt2

A SECOND WIND REVIEW

Part two of FBT’s special edition Wasteland wander through Fallout 3. I mean 4.

*Spoilers. Not that it matters, it’s fricking obvious*

So, having been thawed out of a Vault, my suburban housewife character has not even remotely bothered to look for her son, the main plot of Fallout 4. Instead the domestic goddess blazed through the wasteland like a grizzled survivalist. Likely because she’d played Fallout 3.

While most of Fallout 4 is Fallout 3 Redux, one new addition is the ability to create a settlement; amazingly this isn’t a Bethesda money-grubbing DLC element like Skyrim’s Hearthfire, it’s part of the main game and a key element, the idea of carving out a place to call your own, of rebuilding the home you glimpsed pre-war, or building somewhere new, away from the memories of our recently lost other-half – it’s great; well, a great idea but impossibly frustrating and boring. Speaking of our beloved, the tragic parent of our child, the man I shared domesticity with only moments ago, I should look for someone new to share it with. Well, that was a long mourning period, sixty years as an ice-cube; a girl’s got needs. Companions are back and largely the same as FO3 in that they can carry stuff for you and get killed easily. I don’t need to find my kid when I’m spending so much time saving, finding, reviving and shouting at my companion. There’s a relationship angle added that’s somewhere between Mass Effect’s romance process and CJ’s girl in every city. Each companion has a selection of actions they find Hot or Not. Take Piper the spunky journalist; she’ll have the hots for you quick-sharp as she gets turned on every time you pull out a bobby pin.

It seems like a good idea and a way for you to find your true love – a companion who matches your character’s personality. In reality, it’s a real pain because many actions are necessary within the game – for example Cait hates it if you’re generous and likes you being selfish (She loves you walking around naked too, that girl’s got issues) so it becomes a question of do you alter your style to please them because you like them, or will your actions tear the two of you apart? I might be giving Bethesda too much credit for this concept, I’m not convinced that’s their intention but it’s an interesting dynamic. And oddly I had to sleep with a woman at one point to get info out of her, and my fully-confirmed partner was with me. I’m not sure what happened that night but we’re still together, yet she gets well pissy if I flirt off-script with someone. Plus, the whole idea is undermined by the perk system; each companion provides a bump in some form or other, so you just keep around whoever has a perk most useful at the time and put up with their grumbles when you do something they don’t like. The majority of the companions are quite interesting with different takes on the wasteland, and the perfect partner angle (if that’s what Bethesda were actually going for) is interesting – but the perk system removes who they are and turns them into a power-up.

Of course, the wasteland isn’t completely empty. Aside from the faction missions and the main storyline, there’s tons of mini-missions, events and radiant quests to keep you schlepping back and forth. Most are standard clear this out, find that, uncover what that is, kill that, rescue this. It can’t really go any other way, but after games like Mass Effect 3, which for all it’s faults made sure every mini-mission counted, you kinda want to see more impact. It would tie in nicely with the opening scenes of blissful suburbia if every side mission or encounter added to your settlement, either by more refugees helping or providing services; it would have been nice to return on a whim and see how it’s flourishing, and encourage you to go out and adventure more so by the end, you’ve provided and created a community, a nod to the past. But, missions are all standard and you do it for the xp. Eventually I get badass enough that a Deathclaw doesn’t terrify me, and give up questing, bored. Plus the settlement looks like a dump and everyone in it moans. Washed out of the wasteland, I might as well get this done. Why am I here again? Oh yeah, the kid.

So I follow fairly typical plotlines that lead me eventually to the dreaded Institute. Throughout, I heard stories of those guys, that they were creating androids to replace people in preparation for invading and forcing everyone out of the area. ‘Cos it’s just prime real-estate n’all. I kept thinking, why would they waste such resource and effort? I don’t know. And that’s not my infamous lack of patience, that’s the game’s muddled and unfocused plotting. The Institute itself is spotless and futuristic, why’d they want to move above-ground at all? The institute, for all their brilliance – not to mention the fact that they invented a transporter – doesn’t seem to have a clear mission statement and they have more than a passing similarity to FO4’s Steel Brotherhood; there’s a slightly distasteful fascism to both factions yet they hate each other. Still, turns out the wasteland tales are true. They are building ‘synths’ which are roaming about insinuating themselves into the colonies and townships of the wasteland. Still don’t really know why. But anyway, turns out my bundle of joy was taken for his DNA to help build human-androids for … reasons. And here he is!

My boy is all growed up and become the Father of the Institute (‘Father’ – Wow. Mom meet Son called Father. That’s deep, right? I shall call him Fatson) I feel nothing when we meet; this should be a huge moment finally finding him only to discover my boy is old, indifferent to me and has a very different world view to the one I’ve formed while out in the wilderness, but it doesn’t gel because I’ve not shared any of my pain or feelings during my trip. The game doesn’t seem to know what to do with us once we’re together. After some wooden dialogue that doesn’t explore anything, the game shuffles me off on quests with a neat little ‘We’ll talk later’. And we never do, not really, not in a way that’s rewarding given this has been Jack’s focus. All conversations are carefully manipulated to avoid any plot-spoiling or emotion; he’s in his sixties and not had a parent so his feelings towards me should be curious at best whereas I should be staggered but their scenes together are little more than standard dialogue found elsewhere in the game. My chat with the Mr Handy was more emotive than this. When a machine is happier to see me than my own son you’ve got problems.

Reuniting with Fatson is a complete let down but not an unexpected one; I don’t feel cheated because it could only ever have gone this way; I never thought the game would have the guts to kill the kid; he could have died, that would be interesting – a mid-game emotional wallop that leaves me wondering my place in this world without the focus; we could have found our descendants, imagine grandma Jack and the kids rebuilding a settlement or me eventually sacrificing myself, too far removed from this world to settle but providing something to ensure Jack Junior’s kids had a chance – Nope, standard plotting only please. Hell, it didn’t even go wide of the mark and say he’s gone but everyone in the institute is a clone of him intended to repopulate the earth and I was a clonemother. What would I do then, kill potentially hundreds of cloned grandkids I could spoil at Christmas? It just doesn’t do anything brave with what it has and I think that inevitability played a part in my reluctance to go looking for him. I didn’t want to be disappointed by a FO game. But it did it anyway, then compounded it; just before meeting Fatson, FO4 grins like it pulled a Keyser Soze-sized rug by revealing my son is the antagonist. Of course he is. You’re expecting this to create an emotional struggle, a difficult choice? Nope. Worse, that reveal is the second rug-pull in a row. In a scene ripped from a Spanish telenovela, I’d been led to believe my kid was a child still and sure enough, in the Institute, I find the child! *Cries in Spanish* But as we talk something weird happens; he … shuts down. It was a robot! *Cries in frustration* Cue Fatson briefly pretending not to be the boy before we ‘realise’. Piss off. I wasn’t shocked I was disappointed and filled with suspicion this wouldn’t be the last I’d see of the robokid. Don’t you do it FO4 …

Anyway, having been sent packing by Fatson, I wander the institute. Every scientist I meet is a bit of a prick and they’re misinformed about the surface – if only the Institute had someone available with an intimate knowledge of life in the wasteland. But they don’t just dismiss me, they don’t even have the option to ask (It’s like Bethesda realised ‘oh crap, if she tells them it’s not that bad out there, our main storyline is shot / Just don’t have the dialogue option? / Great save! Lunch?’). Their attitude towards Jack also rankles me. I’m a badass wilderness survivor, they should at least be a little nervous having someone this dangerous leaving dirt everywhere. I have a nuclear weapon strapped to my back and they’re rude? Fine that they have an ingrained dislike of surface-dwellers but I can’t change their mind and I’m really not convinced those are the guys to side with. But I go off doing the side missions to see where this takes me. And I’m surprised; it takes me right into Fatson’s chair!

More ridiculous than the whole Fatson reveal episode, within 3 or 4 missions I’m offered the big chair; that’s just unbelievable. Plus, I’ve not learnt anything new, been swayed towards their world-view or even offered a view. An entire institution of scientists capable of building robots – including robot gorillas I noticed, why? – and a transporter beam and various other brilliant technologies and the person best suited to taking over Apple is the mud-covered luddite who’s been here a day? Okay so two scientists rebel against the notion, and do so by brilliantly locking themselves in the room with the gorillas. But everyone else just comes around to the idea, especially after that whole gorilla incident. Okay so if I’m in charge now I get to change their views toward the surface – Oh, no I can’t. More ‘don’t break the storyline’ control. I can’t influence the Institute at all. FO4 has jumped the gorilla. Even if I accepted that, and I can’t, this whole event should have come early on, to give me time to warm to their ideas and ideals, but now I’ve done most of the other factions’ missions and get where they’re coming from, I don’t care about the Institute.

It also turns out my little man is the one who let me out of the vault. Why? I dunno really, he mumbles some plot-papering about knowing I’d find my way to him. How, why, what? You’ve expressed nothing but contempt for the wasteland and had the power to let me out decades ago, but you think the best idea is let your Mother wander with no direction or inkling about your status and just figured I’d rock up? And then when I do, I’d automatically side with you and – oh forget it I’m disowning you, I’ve had enough, I’m gonna go hang out with those fifties throwbacks with the shark decals on their power armour.

Like happens in the real world, this family reunion has been a disaster. Fatson and the Institute should have been introduced from the outset, especially after the revelation he let me out – It would have been a wicked game-changer to find a grown man at the house, explaining he released me and he’s about to unleash synth Armageddon on the commonwealth and wanted to rescue me first, revealing his identity. But something prevents us from returning so instead we go exploring for a way back to the Institute and along the way we both learn something; based on my actions, he sees hope or despair in the wastes, compassion or brutality – my actions are his reactions; it informs his plan once back at the Institute. Maybe he becomes compassionate and I become hardened and it’s up to him to change me. Anything but this. So much potential squandered, the generic nothingness of it makes me so angry I launch a mini-nuke and murder-suicide the two of us. This game drove me to infanticide. Or patricide I’m not sure. Had the two of us wandered together I would really have the fate of the wasteland in my hands, side missions would benefit the main quest by swaying his opinion and I’d be able to shape it as I see fit. But no, I’m caught between the usual factions and go with whichever ones I personally prefer/finished the missions for. Just like FO3, just like NV, just like most of Bethesda’s games nowadays; they’re not just reskinning the world, they’re copy/pasting the plots and missions.

This time around factions include the Steel Brotherhood, who somehow – despite the presumed world-wide shortage of everything – manage to maintain a huge airship dreadnaught (admittedly that thing arriving in the sky was a high point as was blowing it up later), or the Railway who are dedicated to freeing sentient synths (The Railway? Seriously? Let’s leave alone the grade-school level commentary on slavery). Oh and those Minutemen. I forgot about them. Literally forgot them; someone in the Steel Bros mentioned the Minutemen and I was like ‘oh yeah!’ And then there’s the Institute with their plan to do make everyone upgrade their iPhone or something. They all hate each other. I can’t unite them. Why not?! We don’t even explore the hatred which in some cases, particularly the Steel Bros vs Minutemen, doesn’t make sense.

On top of it all, Jack is the worst kind of hero – a passive one. She’s happiest wiring plugs. I play her as an absolute badass and the game makes the character a complete meh.

Another option could have been to build your own faction. FO4 would have had the capability to do that. Your settlements could have become a force in the wasteland, a new power rising with your actions dictating how it’s perceived, become the major power battling the others; Nation of Jack. That would make me more inclined to build more than a rickety shed for my settlers. Anything! Damnit!

So I go through the motions and the missions, none of which stand out and eventually I destroy the institute. It’s telling that I forget to go see my son after all that. Had I followed his storyline, more would be revealed about the Institute and it’s intent and that’s annoying; to be cheated out of a resolution because I don’t follow his ideals despite being made the Father is a further insult and eventually I forgot him as if he was a Minuteman. I guess I assumed he’d appear at the last second begging me not to do whatever I’d done, but instead, little robo-son rocks up. Now believing Jack is its Mother, robo-kid asks to be taken with. I agree, although I’d rather take a Gorilla. It would be cool if robo-kid actually turned out to be a homicidal mini-me terminator but no, it’s just that kid from A.I and a hackneyed way to give Jack her son after everything.

Once we’d escaped the explosion of the institute – which took out most of the buildings folks were living in – I wonder was there really no way to take it over and move in? That’s the only way to resolve this? In the middle of an irradiated wasteland, atomically blowing up the only safe haven for miles? And what about the poor robo-gorillas?! The Institute has exploded (helpful), the Commonwealth’s scientists are dead (helpful) and all their technology is gone (helpful), and my replacement son was nowhere to be found (helpful). I think he might have fallen off the roof we watched the explosion from. Finally, a Bethesda bug I can get behind. I’m certainly not going to look for him, one missing kid was enough and I was already aggravated the game would try to tie everything up so simply by giving me an iBoy. A happy ending? That’s not what the wasteland is, and it was never what Fallout was about. The best you could hope for was a better wasteland.

For some, the familiarity of FO4’s retread is more than enough. If you loved FO3, FO4 is just more of it and the settlement element allows you to bring some civility to the wasteland. It is beautifully detailed, involving and does what it says on the tin. For me though, FO4 was tame, safe and bland – I wanted to make more of a mark than a blast radius. As I prepare to fast-travel to the exit menu, I take a look at the landscape one last time. It’s an incredibly compelling world Bethesda created and it’s a testament to their dedication that we eventually call the wasteland home and want to better it. From up here that is. Down there in the ruins, we’ve seen it all before.

War. War never changes. Neither does Fallout it seems.

2015 | Developer Bethesda Game Studios | Publisher Bethesda Softworks

platforms; Win | PS4 | X0

Agents of Mayhem

A SECOND WIND REVIEW

A Saints Row game that isn’t a Saints Row game that wants to be a Saints Row game that FBT wishes was a Saints Row game too. Saints Row.

Agents of Mayhem is a spin-off, side-quel, alternate universe, continuation, whateva of Volition’s mighty Saint Row series. Following the ‘good’ ending to Gat out of Hell, the earth has been rebuilt only to be attacked again; it’s not the Saints behind the mayhem though, it’s super-villains L.E.G.I.O.N who destroyed every major city and government in preparation for something even more nefarious. M.A.Y.H.E.M, a group dedicated to disrupting LEGION’s plans arrive in Seoul to … disrupt their plans.

In the eighties, someone in marketing realised just because kids couldn’t see R-rated movies that doesn’t mean they couldn’t sell to them; Rambo had an animated tv show and toy-line, as did Robocop, The Toxic Avenger, even Police Academy; Alien had a toy as well (Complete with spring-action jaws) and was followed by a (Flying) Alien Queen, now with Spitting Action; Aliens even had a kids show but it never made it to air. I bet it included a baby Alien that made friends with the kid character, just like Uni in D&D and Godzooky. Man, the 80s were amorally great. Nowadays it’s different, they target the toys at adults. Sorry, collectable figurines. And that, in a beautiful tangent, is AoM; a Saturday morning cartoon version of Saints Row. Not in look – it’s clearly is intended to emulate that Filmation meets Toei style we all grew up with – but in style. It’s the bounciest, most bloodless, shiniest, inoffensive game to ever let you murder people. Apart from the occasional ‘motherfucker’ there’s no reason why an AoM playthrough couldn’t air on a Saturday morning straight after Mr.T’s tv series where he pitied the fool who took drugs.

A little like The Avengers, MAYHEM is the brainchild of Persephone. Originally one of the LEGION Supervillains, she defected and took the ‘Ark’ with her, a floating fortress where she assembled a group of mercs to end LEGION’s plans. As an Agent of Mayhem, you’re actually twelve to fifteen agents of Mayhem, including Saints Row stalwarts Pierce and Oleg and Saints Row superstars Johnny Gat and Kinzie (sold separately). The agents operate in groups of three but once in the world there’s only one active and it becomes basically the same as scrolling through weapon choices. If you’re in close-quarters swap to the tank with the shotgun; long distance enemies? Scroll to the one with the sniper-like weaponry and so on. Later groups specialise but often it’s not until you’re deep into a mission that you realise what you need now is a Roller-Derby chick with a mini-gun. Shame you brought the spunky hacker with a peashooter.

They’re all cool and have distinct personalities and one-liners, but they’re completely redundant as characters in-game, it’s purely about their weapons and powerups; once you settle on your preferred loadout, the rest never see the light of day and it’s frustrating if you take a liking to one but can’t stand their compatriots or their loadout isn’t to your playing style. If they can each ‘beam-in’ on a whim, why can’t an entire team? Why is the safety of the world hinging on three heroes out of fifteen? Not actually having one to call your own also removes you from the struggle, further making AoM feel like something you watch not play and you realise how well Mass Effect’s dirty dozen balanced it; squad-mates were cool but they were the support act; you were the hero. In AoM, everyone’s the sidekick, including you.

The agents can alter and upgrade to improve their chances via xp unlocking level-ups, or in-game objects that unlock further improvements and each has a special ability which itself can be honed, and chaining events unlocks another show-stopper ability. Problem is, with this much choice across this many characters it gets messy and confusing. We also get our very own car, which can be called whenever it suits. While you can nick cars pootling around Seoul, they’re horrible and slow compared to our own K.I.T.T car and it’s one of the best things in the game. Not just for the always positive AI who doesn’t seem to mind you constantly wrecking it, or that it’s the only cool thing on the roads, but because it’s one of the few times in AoM where you get to really cut lose and not feel like you’re playing Saints Row The Fisher Price edition.

As you scally about in Seoul, there’s standard mini missions; drive out LEGIONs troops, retake bases, claim areas. Mostly those entail Saints Row 4 reskin events – LEGION troops warp in, you smack them silly for xp, money and health drops and the more mayhem you cause the more dangerous the opponents until you reach the big mini-boss and reset your wanted level. It just feels so pleasantly familiar, a daytime version of a late-night show where you keep noticing they cut out the good bits – but fatally, when you’re not distracted by fond memories of SR, you realise there’s not a lot to Seoul. Instead of carrying on the cartoon look of the cut-scenes, the future looks like an Apple Store, all shiny and neat with no real depth or involvement and you never get stuck in, which is key to an open world game –you never get tempted to ignore the missions and have a muck about, and since there’s another twelve agents to unlock, most of the first third is finding them so you lose momentum; LEGION’s looking to rule the world, if the Agents are that cool can’t they find their own way to the Ark? Just look up, it’s big enough.

The thing is, it doesn’t seem sporting to knock AoM. It’s only here for shit and giggles, and there are a lot of giggles. It’s a solid world and everything you expect is present, Gat is an absolute highlight and clearly shows that’s where Volition’s heart is, especially in his personal mission where he takes out a squad of AI Bots all imbued with his personality, not to mention his John Woo-tacular special skill, while early Agent ‘Hollywood’ is SR3’s Josh Birk turned up to 11; he’s a lot of fun before he gets side-lined by better agents – his special move is firing grenades from his groin, how can that not be fun – and all of them are up there in terms of cool. The problem is, SR had that level of fun from the get-go and then kept layering it with jokes, set-pieces and increasingly insane behaviour from a narcissistic, anarchistic, psychopathic hero – AoM starts as a light muckabout with interchangeable playables, and never progresses. When you’re putting yourself in harms’ way by constantly playing as Kinzie and Gat instead of better suited teams, your core game is clearly not bringing it, but the biggest miss-step of AoM is there’s no Co-Op, let alone followers. How can you have fifteen agents and force you to play them one by one, not even as an on-screen team? AoM’s high-point is its characters and there’s not a dud amongst them but they’re criminally underused so to ignore a co-op/follower situation where they all get an airing is a huge misstep. I get that they’re tools to be used when necessary, but we’re MAYHEM not ORDERLY QUEUE.

In the end, you never shake the feeling this is another nutso Volition Saints Row DLC – it would have worked awesomely alongside Gat Out of Hell or Enter the Dominatrix with the Saints crew trapped in a Saturday morning cartoon. It feels like a holding game while Volition and latest step-parents Deep Silver get a grip on what to do next. What happened next is Agents of Mayhem tanked and DS laid off a ton of staff. That’s a shame, cos Volition were the only ones capable of knocking the smug smile off GTA’s face; hopefully they’ll return to 3rd Street and bring it like only the Saints know how. I miss Mayor Burt -edit- Reynolds.

2017 | Developer, Volition | Publisher, Deep Silver
Platforms; Win | PS4 | XO

Postal 2

A Blast from the Past review

FBT remembers Postal 2 as an ironic giggle n’ guns-fest through life’s little annoyances.

He was looking forward to this one.

The Past

The original Postal, taking the phrase for a mid-eighties spate of postal workers gunning down co-workers, featured an insane lead character killing his way through his home town. It generated so much controversy the United States Postal Service tried to sue developers Running with Scissors and it was proclaimed public enemy number one; well, one of three enemies in Liebermann’s ‘worst things in America’ (the others were Marylin Mason and Calvin Klein ads). It’s no surprise then that the sequel, even before hitting the shelves was considered the most dangerous game ever released; this time you’d be murdering in a free-form, open world 3D environment and in first person; up close and personal, just like in real-life the campaigners panicked. It was the end times.

While Rockstar’s Manhunt largely owned 2003 as the game everyone loved to hate, Postal 2 still cooked up some outrage; it was blamed for some unrelated violence, banned from most US supermarkets and even appeared in the Black-Eyed-Peas’ Where is the Love video, showing kids playing it while the band watched sadly (Rather than responsibly taking it off the kids). Fair enough, the BEP’s music makes me go Postal. Briefly known as the most violent and notorious game ever released, Postal 2’s reputation has faded over time, replaced with better, more efficient murder-simulators but for a while it was the Moral Campaigners poster-child. After a poster of Marylin Manson in some Calvin’s, presumably.

Of course, the efforts to ban Postal 2 did the opposite; I heard about PII through reputation not reviews and bought for that reason. Friends and beers gathered around to snigger and giggle as we rampaged and were utterly uninspired to do the same in the real world. I remember PII as a game that tricked you into revealing your psychopathic urges; it wasn’t evil, you were – you could complete it without harming anyone, something the morally outraged ignored (Or more likely didn’t know, since it’s doubtful they played what outraged them so much) – but you weren’t going to play Postal peacefully. It really got the idea that hell is other people and it explored exactly what you’d do if life’s everyday annoyances came with a shotgun. With the world the way it is and me a lot less patient than I was in 2003, I can’t think of a better time to go Postal 2 again.

Still a Blast?

I’d forgotten how PII’s levels are broken out into days, each getting progressively worse. I, The Postal Dude, wake on Monday to the sound of a wife nagging me to fulfil her to-do list; get paid, cash paycheck, get milk. Easy.

I launch myself in Monday ready to let humanity do its worst. Paradise, the town we’re in, looks 15yrs old and while it’s basic even for 2003, it works and it doesn’t take long to get the lay of the land. The inhabitants of Paradise though, are insane and asking for it. They yell, shout, walk into you, flip the bird, vomit, drink, dance, stop dead, turn suddenly, dawdle; standard everyday people. At one point my progress is hindered by a marching band. But I don’t feel like going Postal.

As I head through town, I grab various other weapons and a cat, which takes me back. The Cat silencer, which triggered hysterics back in the day, consisted of sticking its butt on the machine gun or pump-action and it muffled the gunfire. I start to recall PII had many an immature moment but I always defended those as subversive or cynical moments; Smoking crack gives Dude a huge health bump but he also gets addicted and loses more health if you don’t keep using them. That’s obvious, but there’s a nice touch in the way Dude will keep changing the selected inventory item back to a crackpipe. Miss the change and you find yourself accidently smoking it even when your health is totally maxed. After a pleasant enough walk, I reach work; the Running with Scissors office. Meta. Once I’ve found RwS’ boss man the office is stormed by anti-game protestors. Postal 2 had pre-scripted shooting sequences where you’d trigger some violent act by a 3rd party and have to fight your way out and it’s a bit of a shame to have forced enemies, I was enjoying getting from A to B and testing my patience. The groups you encounter will turn hostile whenever they spot you after that scene too, increasing the postal oppotunities.

Besides the protestors, we also draw the ire of book burners, Rednecks and Survivalists amongst others plus there’s the corrupt cops and later FBI/Swat guys and the National Guard, all with itchy trigger fingers. Random fights can break out at any time and ‘Dude’ can catch a bullet or the blame. There’s also the trifling matter of Al-Qaeda who are given to suicide bombings and almighty shoot-outs. The game’s tagline was ‘ever had one of those days’ but I’ve never had a day where Vegetarians shoot me for killing cows. I’ve had days where I seem to spend forever queuing, which seems to be the main source of annoyance in the game but I queue for my milk, pay and walk out then go ‘Oh?’. It never occurred to me to pull the trigger; my patience never wore thin and I wonder if I’ll ever go Postal unprovoked.

This looks tough

About the only kind thing you can say about PII’s FPS aspect is it’s of its time. During the RwS fight the protesters all got stuck in the office door allowing me (and the boss) to mow down most of them. Shooting is very hit/miss and clunky. There’s a huge array of weapons to choose from, melee through to rocket launchers including gross out stuff like an Anthrax-infused Cow’s head. One of PII’s melee weapons is Dude’s penis. He can whip it out and piss on people. Hit them in the face and they’ll stop to throw up. If he leaves it unzipped you can flash people, which sometimes triggers a gunfight; the game often tries to prod a hidden juvenile streak, but after a while you want a hidden satire streak to begin. It can be argued using piss as a melee weapon isn’t supposed to be taken seriously (and if I do, the jokes on me) or that it’s a comment on other game’s weapon choices, but I think I’m reaching; RwS just think pissing is funny.

I reach Wednesday’s chores without really feeling aggrieved enough to brutalise anyone and I’m starting to think PII doesn’t have the balls to go through with its own outrage. It’s just gross-out not sly sarcasm, like they watched South Park and completely missed the subtlety, and that’s not me misreading PII the way some thought Fight Club was about violence – I want the tension, the frustration of everyday life to wear me down and snap; that’s a dangerous game, one that explores or exposes what we’d do if pissed off and armed. A game that really does satirise the moral panic and the righteous right, explore supposed game addiction and the contested causal link between games and anti-social behaviour. P1 was blamed for all that and more, heralded as downright evil and inspiring people to murder; PII should have answered those accusations; and I thought it did. I had in mind an original, cunning black-comedy beneath some media-baiting, a game was both making a comment and not to be taken seriously but … it’s actually just infantile. At first I wondered if modern games had ruined PII for me; thanks to the huge worlds of Skyrim, Mass Effect and GTA it’s no big deal to walk for an hour, take on thankless tasks, wait an age for an NCP to stop talking; queue for five minutes? Completed it mate. But it’s not that. PII just isn’t antagonistic in the way it thinks it is. There’s nods to politics, mass media and moral outrage, but it’s unexplored and buried under offensive and misjudged moments. I can take insults and over-the-line commentary if it has some guts to it, but this is just crass. It’s not social satire to have an arcade game called Fag Hunter, unless I get to blast those playing it – but no one’s playing it but Dude. It’s like PII took lessons from the Howard Stern school of Offend Everyone Equally but failed the exam.

satire.

Without any demonstrable wit or comment there’s a lot to be offended by and with no subtext, no commentary it comes off as nasty; The Al-Qaeda terrorists are not a satire on Bush’s reactionary and directionless War On Terror, they’re caricatures and generalisations; The local convenience store is run by an Apu (Hindu) rip-off yet it’s is revealed he runs an Al-Qaeda base. We visit Uncle Dave’s compound and there’s an FBI/ATF-style cordon around it, a nod to the Branch Davidians siege but what’s it saying? A parody of the government’s handling of it? No, and that massacre is not something to make funnies about without also saying something serious. Homophobia is present in a DLC level that brings Fag Hunter to life. Dude’s wife is known as ‘The Bitch’ and the women are either overweight or seemingly scanned from the pages of RwS’s porn collection. When compared to its peers PII just comes across as late to the party, telling dad jokes. To think Manhunt was the same year; for all its horrors, it truly had something to say about violence as entertainment. PII has a level where Dude catches Gonorrhoea.

By the time I’d reached Friday (Or Sunday if you picked up the Apocalypse Weekend add-on) I’d been murdering and mayhem’ing my way through Paradise for a few days, mostly because everyone by this point is armed and pissed off making it impossible and pointless to even try to do the chores peacefully. Basically, everyone but me has gone Postal. I’ve battled a scrotum-shaped Kids TV Character, got Gary Coleman’s autograph, been forced to become a Redneck’s gimp and pissed on Dad’s grave. Somehow none of it was fun. Even if you ignore the wasted opportunity, the unforgivable tone, the schoolboy humour and the bargain-basement shooter mechanics, Postal 2 even fails at going Postal; There’s a million mini frustrations in everyone’s day, how is it that the only frustration in the game is queuing?! PII just doesn’t have anything to say and with nothing to add to the debate; it’s aged into something insulting not timely; it would have been incredible to revisit PII and find it’s themes more relevant today than 15yrs ago but now I can’t see anything worth defending let alone playing; Worst of all, it failed to make me go Postal.

boss-level queuing

RwS does maintain a strong and dedicated band of fans, and they remain active on their website (which no longer features a Postal Babe of the Day, they’re growing up) – the games continuously get updated and upgraded. 2015 saw another PII add-on and 2017 had a Postal Redux release; which generated zero outrage. RwS just seem to be recycling the same piss for the same fans. But with so much to be really outraged at those days, a Postal 4 done right could be a return to form; Trump, Corruption, Big Business, a nation divided; but it’ll inevitably make fart jokes, feature ISIS and have a mission where you queue up to use a gender-neutral bathroom. And, sadly, it’ll barely cause a ripple. It’s really saying something about the state of the world if a game all about raging against society doesn’t provoke a reaction – RwS should make a game about that moral decline.

As I try to find something nice to say about PII, a game I loved on release, one that I defended and celebrated until now, I find myself arguing I’ve fallen for a meta-satire. The original Postal put you in the bloody shoes of a delusional maniac who kills his way towards an elementary school. A satire on the media hysteria around spree-shooting, hidden as a celebration of it? Postal was RwS’s first game; it’s as if a satirist chose the very medium blamed for spree-shooters to make their point. In Postal 2, every possible contentious subject is literally pissed on; It’s a mockery of hysterical reactions and exposes people’s own prejudices; if you weren’t offended, you were the problem. Postal III was unfinished and unplayable; But, RwS didn’t develop it, they outsourced it – a comment on labels forcing devs to release unfinished games? Its plot encouraged you to follow the peaceful route to get the ‘good’ ending; considering Postal’s entire point, surely a parody on choice-based games like Bioshock and Mass Effect. RwS followed PIII with an apology DLC where PIII was just a dream and Dude teams up with his old enemies – Al Qaeda included – A commentary on game franchises being inconsistent and forgetting their roots. And they sold the movie rights to Uwe Boll. That’s a subversive comment on publishers selling out their games. I get it now, Postal is a digital art installation, a massive social comment on gaming and we fell for it at every turn; both fans and haters are the punchline. Wait, I think I’ve finally gone Postal.

2003 | Developer Running With Scissors I Publisher Whiptail Interactive / RWS

Platforms; Win

Rage

A SECOND WIND REVIEW

Do not go gentle into that good night, old age should burn and rave at close of day. Rage, rage against the dying of the id.

All id have ever been known for is FPS. They set the standard with one game, Doom. Then carried on remaking it for the next 20 years before being bought by Bethesda. It’s almost a final act of rebellion that their last game as an indie would, instead of being a FPS be an RPG, a genre they’ve never even tackled before. Could they do for RPG what Doom did for FPS? That would be a suitably apocalyptic ending for the original rebel indie.

id’s apocalypse starts with an asteroid hitting Earth and unfortunately the only thing to survive was a copy of Fallout 3. Meanwhile, the army, scientists, thinkers, id’s originality, were placed in underground Vaults – sorry, Arks to escape the destruction. After his cryo-freeze malfunctions, Rageguy is thawed out and, sunlight blinding us like an iconic vault exit moment, we see what became of the world. It’s a wasteland, where we meet a wastelander (from Rage’s wasteland, not Fallout 3’s The Wasteland, just to be clear), one of the descendants of those who survived the impact on the surface. He takes us back to Megaton – I mean, a settlement, where quests to recover inconsequential things heavily guarded by raiders await.

You can argue there’s only one way a post-apocalyptic world was going to end up and Rage is reflecting the same outcome explored in Fallout, but I don’t buy that. The ruined buildings, sun-scorched look, raiders vs settlers, the feel of it; Rage copied Fallout 3’s homework as lazily as a Bethesda DLC and filled in the blanks with Mad Max. id were famous for never bothering to set the scene, the storyline was barely a line in the manual but this time we don’t need a manual because we’ve been here before. Couldn’t they have done something different, set it immediately after the impact as everything collapses, or make out society didn’t recover and just have it as Rageguy alone, or changed it environmentally, make out the asteroid caused a flood – us picking our way around the ruins with water and nasties swimming about; that would have been a different take, had folks zipping about on Airboats? Instead we’re pootling about in Dune Buggies and thinking about how good Fallout 3 was. And once we’re over the Fallout 3 feel, we realise Rage is a po-faced Borderlands.

Borderlands opens with you helping an outpost against bandits. Rage opens with you helping an outpost against bandits. Both feature a knowledgeable local who needs menial jobs doing which end with getting a gate open to reach a bigger town where the plot is. It’s beat for beat the first act of Borderlands before falling back into Fallout 3 with ‘The Authority’ standing in for Fallout 3’s Enclave. There is a major difference between Rage and Fallout 3/Borderlands though; Rage has no plot. There’s the id I remember.

At least, no personal plot. Rageguy wakes up mute and stays mute. He’s just been thawed then a gun thrust in his hands and he’s pointed at the nearest raiders?! Lucky he turned out to be a marine not a scientist then. Or id’s originality. He’s not hungry, thirsty, confused, curious – doesn’t even need the loo. Rage could have distinguished itself by having an RPG hero that speaks for once, reacts; Rageguy has less context than either Fallout 3 or Borderlands’ protagonists and yet he isn’t even slightly flabbergasted by the state of the world. There’s stoic and then there’s vacant; it’s only okay to have a blank canvas if you get to impress your digital personality onto him, but it’s a strictly linear game with no choices or impacts – the only emotion Rage triggers is familiarity. That’s a hell of an assumption on id’s part; in Fallout you had a personal mission but you chose how you went about it; in Borderlands, missions were mutually advantageous. Rageguy has zero characterisation yet he’s silently happy to fix someone’s leaky pipes? Oh, that’s Fallout 3. Even Doomguy has a personal reason; the hellspawn killed his pet rabbit Daisy. When an RPG has less characterisation than Doom you’ve got problems.

The larger plot is Rageguy’s hunted by The Authority, a militaristic group that controls the wasteland, because he has something even smaller than the plot; nanites. Added to his blood before cryo-sleep, they now provide him with better reflexes and healing properties, including a mini-game that kicks in before dying; you can time an electric shock to give you a health boost and kill anything nearby; like Borderlands’ Second Wind. But then nothing else happens with the nanites. No levelling up, cool abilities, it’s just why The Authority is looking for him – not that he’s bothered. They’re literally the plot. And wouldn’t Rageguy want to join The Authority? It’s the military and he’s a Marine so his natural response would be to re-up. In the game he’s shown no emotional attachment to the little folks so why is he against joining the more advanced Authority? Not that he’d get the chance, The Authority isn’t looking very hard and you never bump into them. Because there’s no freedom to bump.

In Fallout the biggest risk in heading to a location wasn’t what’s inside, it was the hundreds of distractions along the way. In Borderlands it was the constant threat and the lure of top loot in that clearly dangerous camp over there. And in both cases there was open terrain to cut across. But in Rage, Open is an alleyway. You drive linear paths, cliffs on either side, nowhere to go but where you’re going. There’s nothing out there. I was kinda hoping for a GTA Apocalypse with prime id attitude. Instead we’ve got a game where two-thirds of it has nothing to do. There’s loads to do the garage though; spikes, machine guns, rockets, upgrades – you pimp the hell out of your dune buggy then … just Uber from location to location. You meet raiders of course, but they’re just an annoyance you drive through. It is the most boring driving game I have ever played, but you can enter races.

Why am I entering races? Because Rageguy has nothing else to do. Just race his buggy around tracks that have floating power-ups. WHY THE HELL ARE THOSE HERE?! Is this game serious or just a knock about? You couldn’t make racing more interesting than Mario Kart with a Borderlands reskin? Do we get a banana skin powerup? Racing isn’t even tied into a larger plot, you just keep going round and round to generate tokens to upgrade your buggy and get across the map quicker. One of the upgrades is id decals for your car, then crash and burn it.

Once you’ve reached your marker, what happens when you get there? It’s not bad actually. If there’s one thing id do well, its shooting people. The shootouts can be intense and disorientating, and the locations tend to be close-quarters with them coming at you from everywhere. The various clans that you tangle with are straight out of … oh you get the idea. Bandits, nutjobs, mutations. They move-in fast, using exciting scripted leaps and bounds but while I’m a fan of tough baddies, those guys are playing on Nightmare mode. Even without armour they can shrug off two head shots or take a grenade and keep coming. id seemed to misinterpret Borderlands low-survivability rate and figured just make them really tough. Borderlands was more subtle than that plus you had room to move and a special skill to even the odds. They even crack-wise like Borderlands goons; id aping another shooter?

Missions cheat you as well. You can clear out an area then get sent back to find it full again. Borderlands repopulated places, but you weren’t sent into the same small, closed off arena time after time. id couldn’t see their way to creating more than a few locations? Eventually we reach a bigger town, tangle with The Authority and throw in with a rebel group, although we’re not entirely sure why or what the TA are up to, but no one involved cares. Worse, the franchise-starting ending implies this is just the beginning so it doesn’t even end, just stop.

Rage, of course, looks amazing. And it’s a solid, well produced game – but we’ve played it before. The question is, where? What is Rage? It’s not a full RPG or even a minimalist RPG; 2015’s Mad Max got that approach right by having a compelling lead who had a reason to travel light, to stay mobile. And he talked so we knew why we were -or weren’t- doing things. It’s not a Role Playing Shooter because you don’t even get to loot (One thing you can loot is a Pipboy Bobblehead … and that just makes Rage feel insecure) – the only looting here is id digging around in Fallout 3 and Borderlands; you can’t even pick up Raider weapons. Who doesn’t arm themselves, makes do with the same loadout until given a weapon? Wait a minute – No looting, no characterisation, silent hero, threadbare story, standard weapon loadout and no Role Playing? That means Rage is … a Doom Clone. Like every other id game. I should have known. It’s hardly worth a mention in the wasteland survival guide.

This is id’s final game as an indie and I have mixed feelings about that; in taking on RPG, a genre that’s starting to slip into the generic, id could have revitalised it and instead they made something this derivative? They changed the gaming world and rocked the real one for which I’ll always love them. But id did go gentle into that good night.

2011 | Developer id Software | Publisher Bethesda Softworks

Platforms; Win, PS3, X360

Morrowind | Oblivion | Skyrim – Pt2

A SECOND WIND special REVIEW

Morrowind, Oblivion & Skyrim – Pt2

Part Two of FBT’s special rambling ramble through the world of The Elder Scrolls. After winning the minds of Morrowind and the heart of Martin in Oblivion, he winds up in Skyrim without a visa. *spoilers*

I find myself on a horse-drawn cart. A hayride, how exciting after the prison ship of Morrowind and prison cell of Oblivion. Opposite me is a local. With a gag over his mouth. My hands are bound. A prison cart?! As we idle our way through a striking forest, another prisoner fills me in on what’s happening. Gag-guy is a ‘Jarl’, a local ruler called Ulfric who murdered the High-king of Skyrim for supporting Imperial rule rather than leading Skyrim’s succeeding from their control. Now we’re facing civil war between the Skyrim folk and the Imperial forces from Cyrodiil. Well me-laddo given me and my bro Martin just saved the empire I think I’ll have something to say about that, even if you can’t. As we reach a small, quaint town it turns out I won’t have time to say anything as I’m off to the headsman. Then we hear a strange roar. It’s all strange to me, but everyone else looks up and wonders what the hell was that. As the axe swings we hear another. By the nine it’s a dragon! Except, someone proclaims ‘By the eight it’s a dragon!’ Ohhh what happened to ‘By the Nine’, a phrase we heard throughou – Oh yeah, dragon. Dragon!

A huge, exciting dragon makes short work of the village and most of the folks in it. It’s a visceral moment, an absolute killer opening; the dragon is HUGE and I’m running about like a maniac until I realise I’m in an interactive cut-scene. There’s a hundred foot long dragon smacking holy hell out of everything and I’m safe from it even when I’m a foot away. I reach a guard and the prisoner who filled us in earlier; both ask me to follow them. I chose the hayride guy since the imperials were happy to kill me. Safe from the safe dragon, we tutorial our way through a ruined building looking for an escape. Fighting, spells, lock-picking (this doesn’t need a tutorial if you’ve played Fallout 3 or 4), and so on. Free, Hayrider thanks me for my help –he couldn’t have escaped without me following him– and suggests I go visit his sister (now that is a thank you), then takes off. I take my first step into Skyrim.

Skyrim is a huge step from Oblivion. There was five years between Oblivion and Skyrim but even so, the woodland, beautiful little streams, swaying grass, it’s so incredibly real – as in, not fantasy; it’s so close to a modern woodland I expect to see one of those dog poop bins. I debate which way to walk and take a look at the menu instead. Oblivion’s menu felt warm, like we were flicking through an old leather-bound book as did Morrowind’s insane diary, but Skyrim’s menu feels like an iOS; minimalist, clean, cold. The level up system looks beautiful though, with each ability represented as a star sign. We’ve got the usual inventory, which will get full of junk, weapons, magic and the much-shouted-about Dragon shouts. I’m looking forward to being a loudmouth so, against habit, I resolve to head towards Miss Hayride to get the main mission under way.

Where the hell is she?

The map is incredible and aggravating. It can be tilted and panned like Google Maps, but clouds pass over it obscuring everything. A map gives an RPG’er a sense not of direction, but how epic their adventure has been and how much more there is to do; it encourages exploring. From up here the adventure just looks cloudy and it keeps you at a distance.

Let’s make with the walking. There is a lot to walk in Skyrim and things to walk in to. The woodlands are lush with trees giving way to gorgeous rivers cutting through cliffs leading to castles, keeps, dungeons, forts, huge Dwemer ruins, camps, villages, graves, more ruins, but it all feels a bit realistic, familiar. More real than unreal, more recognisable than the high-fantasy of Morrowind. This just seems like 1970s Scotland. Most of the time fog descends, grey clouds roll over and it feels a bit depressed. Okay so it’s supposed to be an isolated and insulated part of Tamriel but Skyrim feels like I’m taking a shortcut through some inner-city park, where a bunch of scruffy kids will give me a quest to buy them a pack of Lambert & Butlers. The towns are cold and miserable and so are the NPCs. Sure, there’s a war on, that’ll make anyone grumpy but they’re as grey and humourless as their surroundings. It’s like the game was built to grey-scale rather than the lush colours of Oblivion or Morrowind’s stark contrasts. And if you’re not trudging through grey it’s white – snow is never interesting to look at in a game.

Fighting in Skyrim is hella fun, just repetitive. In Oblivion you can dual-wield sort of, if you had a sword in one hand and a spell or shield in the other. Skyrim goes for the ambidextrous look with two of almost anything, weapons and/or spells, except two-handed weapons of course. It doesn’t make a huge difference, you’ll still hack the hell out of everything, but in reskinning the death-animations from Fallout 3, you get some killer slo-mo kills; even on Dragons on occasion.

Problem is, the creatures are boring; dogs, wolves, bears, walruses, saber-cats and mammoths make up most of Skyrim’s creature features; it feels more like an alternative pre-history than fantasy game. None of the pure originality of a Netch or Guar, nothing truly fantasy. Worse, you quickly start to anticipate what you’ll encounter; every tomb has the zombie dead-walker types, every cave has a giant spider – cool, but when you’re unsurprised by a giant spider, something’s off and part of the problem is Skyrim’s sheer size. Dozens of samey crypts and caves means dozens of the samey creatures. Skyrim? Samerim.

There are some semi-human baddies we face up to, but they’re frustratingly under-used considering their backstory. We kill lots of the decrepit Falmer; Once ‘snow elves’, they were hunted to near extinction by Skyrim locals, the Nords, and hid in Dwemer ruins where subsiding on fungus turned them into blind monstrous slaves. It would have been involving to explore their tragic turn but they’re just fodder. Same goes for Hagraven; the only really f’ed up villains in the game who are criminally underused; a half bird woman!? That’s the stuff of nightmares. We do encounter a non-hostile Hagraven, which disappointingly behaves like a hiss and cackle witch from a kids tv show – how did the Hagraven end up so wasted? They’re amazing. Every time I encounter one I’m scared and disappointed in equal measure. Then there’s The Forsworn, reskinned Fallout 3 Raiders with a better backstory; forced into the wilderness by the Nords, they worship the Hagravens and demand the return of their land – there’s rumours they have spies in the cities sabotaging and weakening defences. Why aren’t they more heavily involved in the power struggle between the Nords and the Imperials? To get a well-organised and feared terrorist group on side in return for giving back their land seems like a no-brainer (Shepard would find a way) and the repercussions could be great; do you mobilise a dangerous group, can you control them, can they be trusted? None of that happens. Why does none of that happen?

There’s boo-hiss villains in the shape of the Thalmor who politically control the empire by using/abusing a peace-treaty struck after the power vacuum caused by the events of Oblivion (sorry). It’s their refusal to allow Talos worship (Martin’s ancestor! And the missing ‘Nine’) that triggers much of the events in Skyrim, but do we tangle with the Thalmor? Engage them, weaken their stranglehold, expose their machinations? Nope. They’re the power behind the throne, arguably the reason for all this unrest and coupled with the Forsworn and others we meet, this has the makings of a grand conspiracy, power-shifts, manipulations, sides to chose and repercussions to face; we are in the midst of a civil war after all, desperate times, desperate measures? Naa.

Anyway, Hayride explained when Talos worship was outlawed, Ulfric used it as a catalyst to rally the rest of the Nords to demand secession from the Empire and when – Sorry, can I just interject for a second? Ahem … DRAGONS! Anyone? I came for the giant flying lizards not to be tricked into Brexit the Video Game. Although you can choose allegiances you’re going to side with the Nords because they’re portrayed as the little guys trying to eke out a living vs the controlling Empire – plus you’ll go Nord if you’ve played Oblivion; Talos means something. Neither side is particularly compelling or pleasant though; the Imperials are not those of Oblivion and if you’d played as a Nord previously you’ll be disappointed at how racist your family is; although even that’s not consistent; they’re forcing everyone out of Skyrim who’s not pale-white with a mangled Norwegian accent yet they welcome me, an anthropomorphised Cat. Typical racist double-standards. I hate both sides, I’m gonna go make my own friends.

First stop, the Fighter’s guild – There is no fighter’s guild. Gone! Run off by the Nords I suppose. In its place, the Nord Companions. Companions? How is that cooler that FIGHTER’S GUILD!? The Companions?! It sounds like a local charity. What are we going to be doing, delivering meals on wheels, knitting scarfs? Who’s our sworn enemy, the Women’s Institute? They themselves aren’t too bad, sending you on odd-jobs, usually a tomb or crypt that needs clearing. That is until an internal issue pops up for you to sort out and be named as the new leader. It does offer a wicked cool option to be a werewolf, and they are brutal. Once that questline kicks in, I take back what I said about the Companions and I’m totally behind their church fete quest.

At first I thought why not have the FG replaced with someone we know, like the Blades. If Skyrim is isolationist it makes sense guilds wouldn’t have a presence, but the Blades would; He’s no Martin but there is an Emperor; he’d have sent the Blades in to see what’s what. That could be interesting – Nope. No new ‘spy guild’ for us. The Thalmor had the Blades disbanded and run off (By the Nords most likely) and all that’s left is a grumpy woman and an old fart. And, begrudgingly this time, me. They’re crow-barred in as a TES requirement and all they do is explain things and hate dragons as it turns out. Instead of endless rambling and driving the Dragon quest in a ‘you take care of this’ way that would have made Morrowind proud, we could have rebuilt the Blades and fumbled with the Thalmor! Re-forge them – No. We’ll stick with generic linear scripts we’ve used in TES since Arena thank you. When folks talk about the sheer size of Skyrim they’re talking about all the empty space where opportunity could have been.

The Thieves’ guild is also a shadow of its former self, living in the sewers and doing jobs for a local Crime Boss who runs the run-down town of Riften. The Thief we spend most of the time getting missions from just bangs on about restoring us to our former glory (We’re thieves, where’s the glory? It wasn’t glorious in Morrowind or Oblivion either); As we rob, ruin and intimidate folks for the Crime Boss, I realise I am actually a criminal and start to think this is refreshing. But that all gets dropped in favour of a completely obvious betrayal (They’re Thieves! Corrupt!) and guess who has to restore honour. I do this by joining an ancient group – Wait a minute, is it, could it be … Morrowind’s Bal Molagmer? Because that would be awes- no it’s the Nightingales. The what? Nightingales? I’m a hoodlum, not a 60s-back-up singer. The Thieves’ guild has fallen out of favour with its Daedric patron and her acolytes, Gladys Knight and the Nightingales must win her favour to bring down the betrayer. Something to do with the Daedra allots Thieves their luck. It was a lack of luck that got us betrayed, not the illegal aspect of our work attracting the wrong sort? Right. We best the betrayer and … Nothing. Why end just when it could have got interesting – the moral thievery they’ve been banging on about, become robin hoods, restart the Bal Molagmer, turn muddy Riften into a prosperous town, turn the tables on the Crime Boss; They’ve got a grand house, I figured we’d reclaim that as our new base but no it just ends and the Crime Boss literally craps on us from above. At Bethesda, someone looked at that quest line and said ‘End it with them still in the sewers? Job done.’ Just tell me the Dark Brotherhood are alive and well, killing.

After a deliciously nasty initiation ritual (Which you can ignore in favour of hunting down the Brotherhood instead) I find them living in a cave. Step up from a sewer I suppose but nothing on Oblivion’s creepy abandoned house in the middle of a town. My new friends are appropriately evil although not anywhere near as jovial or eccentric as those in Oblivion (“Good luck! I hope you don’t get killed!”). It’s another example Skyrim’s humourless characters; you rarely enjoy meeting them. Amongst my new clan are Astrid who leads our not-merry band and Babette who’s ripped shamelessly from Interview with the Vampire’s Claudia. The early missions are on a par with Oblivion’s, that is until a jester-like assassin, Cicero turns up. The Brotherhood needs a new Listener (top dog who gets kill orders from our Daedra, The Night Mother) and we all know who the Night Mother is going to choose … and then we’re betrayed. Technically twice. To be fair, the Dark Brotherhood quest has a lot of drama, another Shadowmere and it does end with the biggest assassination quest of the entire series, plus they do reclaim an old Brotherhood fort once I’m the Listener. And I get a spell to recall the spirit of my old Mentor from Oblivion. Nice to see him, under the circumstances.

The mages guild isn’t in Skyrim either (Nords deported them I’m guessing), but there is the College of Winterhold which feels like a DLC they forgot to put a lock on. I join the beginner’s class (Despite wielding spells pretty well by now) and on our first field trip we find something suspicious; a huge glowing ball. We’re then sent off to gather research while an even more suspicious mage takes an interest in it. Then … betrayal yadya yadya yadya. I kept playing truant because magic levels up with use anyway so why go to school and a big glowing ball just isn’t that interesting. There’s a subplot about super-mages who don’t want us unlocking the power of the big ball but all they do is tell me to stop touching it. Plus, this betrayal thing is getting old; Didn’t that guy in the office at Bethesda notice all the quests hinge on a traitor? “Another betrayal? They’ll never expect it a third time!”

Other than that, there’s only really the Bard’s College which does offer some light-heartedness, if you’re mischievous enough. The Head Bard asks you to search out an old parchment detailing a historical moment so he can create a story for the amusement of our Jarl but elements are missing; he asks you to help fill the blanks from knowledge gained during the adventure, and you can have some fun messing with the lines then watch him recite it for the Jarl. Well, not really, it’s another missed opportunity to inject some fun into the misery. Plus, the whole reason we doing this is to convince the Jarl to have a fete (put on by the Companions?) – her husband died so she’s not in the mood to judge the best marrow or whatever. Could Skyrim be any bleaker? Skyrim is just not fun. I’m going home.

Much like Oblivion, where I had to gain the pleasure of a city’s ruler to buy property, in Skyrim I need to curry favour with the Jarls. Helping locals will gain you their trust and a house you’ll forget you had; Rescuing a woman’s daughter from cannibals, investigating a ghost, they are more entertaining and original and like Morrowind, I start to avoid the main quest in favour of tracking down the random quests – At one point I joined in a drinking game and woke up with no memory and a Giant’s toe in my pocket, in what became a fantasy version of The Hangover. Swearing to never drink mead again, I go find me some dragons.

There’s no way to criticise dragon battles, but I’ll give it a go; Once you reach a certain point, like Oblivion’s Kvatch, dragons randomly appear and it’s great to trudge along and see one in the distance circling. It’s also a terrifying moment when you walk past a ruin and admire the giant dragon statue curled up on it – that’s not a statue is it. They also appear around the smaller villages when you fast travel in. You will die a lot but it is one of the most exhilarating experiences. Trying to avoid the shouts, the mouth, the claws, the wings, the tail, not to mention the sheer size of the things. It’s an epic encounter, terrifying when you hear one let alone see one. Think of the opportunities dragons present; finding a town now abandoned and you have to drive the dragon away to let it be repopulated, coming across a line of refugees and deciding if you’ll walk in the opposite direction to chase away the dragon that decimated their village, or one attacks and you’re forced to abandon the village or camp because you can’t beat it, swearing to return one day and avenge your people; see Dragons decimate areas, come across a burning field and get nervous knowing that means a dragon is about. But nothing remotely close to that happens. GTA SA managed to have ‘hoods under attack, why can’t dragons attack the villages and inns we find, give us a connection, a reason to charge into a clearly one-sided battle? Dragon appearances and behaviors are so heavily scripted that after a while you’re fighting on auto-pilot in pre-set circumstances. You never find one on the ground for example; imagine blundering into one feeding on a mammoth like you’re out for a swim and see a Shark Fin; you take off running, the adrenaline, the scare as you run screaming into a wood and watch it smash through trees, circling around, you trapped, looking for a way out or to face it – of course, a dragon could burn down a wood. Can’t it? No. They can’t even dragon properly; breathing fire on a wooden hut should do more damage than none. They just appear, act like a mini-boss and that’s that. This is the world-ending threat? Once I walked under one and into a shop, where the shopkeeper acts like nothing’s going on either then I left, because it doesn’t really matter what it does. Good games made you launch into battle even when you knew you’ll likely fail because you want to, or need to, but in Skyrim even a Dragon is nothing to Shout about.

Turns out when you do a Dragon Shout, the most anticipated part of Skyrim, it’s literally a magic yell, a kind of taunt between dragons. Being incinerated is both literally and figuratively a burn. I unlock shouts by finding dragon language on walls. I do this on my own; how the hell did I just pronounce that squiggle?! What am I, Prince? I may be the ‘Dragonborn’, but surely I at least need some language lessons. Most shouts are just XXL spells like fire, ice and so on; Shout should be a game-changer but it’s a huge let down. I can only power them up by discovering new wall-words which turns Shouts into a driver for exploring the same dingy dungeons (Zombies and Spiders, yay) for more words. Most of the shouts are too random or unhelpful anyway; Causing a thunderstorm was cool, until lightning killed the horse I was sitting on and what does a 100-foot long Dragon want with a shout that makes lower-level animals cower? Once fully charged they do some damage and the one that sends things flying is fun (everyone uses it on Ulfric’s dinner table) but they should be more than super-powered spells, and that they barely stagger Dragons is the biggest tell-tale that Shout wasn’t really thought through. They should be like the force in Jedi Outcast; so effective, so powerful that’s all you use – yet it’s a one shout then a recharge? Waste of time. Maybe it’s my accent.

Suppose we’d best go find out why Dragons returned and what this Dragonborn nickname’s about. Via the bunch of old guys in robes who can Dragonspeak, and the grumpy Blades, it turns out that dragon at the beginning had a name, Alduin; ‘The World Eater’ – Long ago, Alduin united the dragons and concluded he must destroy everything that’s not Dragon. Bit like the Nords really. He was eventually bested by the Blades who basically sent him into the future to give folks time to figure out how to stop him but their plan was to just wait until he returned it seems. While Alduin continues his prophecy, the old guys have their own; Someone who can pass an assault course of Shouts will be named Dragonborn, now prophesied to kill Alduin; What is it with Tamriel and their ‘someone else’ll do it’ prophecies? I like the idea that this generation of Blades has to face up to what the previous generation did but that’s not what it’s about unfortunately. Neither is the tension between the Old Guys being pro-Dragon and the Blades being anti-Dragon; they both want Alduin gone but that goes absolutely nowhere considering I’m heavily involved in both their plans. I just side with one at the end; I am the worst hero ever. Skyrim is really showing it’s age, even back then; it’s the most linear open world game I’ve ever played – Mass Effect 1 was 4 years before and had me agonising over what to do about Conrad; Skyrim constantly gives you black or white choices, ironic given how grey the rest of it is.

The other main quest, the ownership of Skyrim seems more interesting (that anything is more interesting than Dragons is a worry). The Imperials are portrayed as invaders and in theory, you’ve come to love Skyrim and want to protect it. You won’t. All that been happening is me wandering about taking over Imperial camps while Ulfric and his grumpy pal bitch about the invaders. I wonder if Ulfric is actually a coward, like this is part of the plot. It isn’t, he’s just woefully underdeveloped. How does Oblivion, some five years younger, run emotional rings around something as huge as Skyrim? This is the guy I’m supposed to follow, like Martin? No one does anything except me; in Oblivion everyone got involved. It would be nice to come across more action that’s not dependent on me triggering it, as if there really is progress, like there is a war on like they keep saying. War isn’t hell in Skyrim, I’m not sure it’s even in Skyrim. I’m gonna go see what the DLC has to offer, maybe there’s something there worth saving.

Dawnguard pits you against the single most hated characters in all of Tamriel; Vampires. A Vampire Lord is planning on using an Elder Scroll to blot out the sun. In Skyrim? I’ve not seen the sun yet. To be fair, Bethesda do seem to know how debilitating being a vampire is and Dawnguard turns into something quite tempting. The dragons are a bit beefier and you gain more areas and stuff to do in Skyrim, but do you really want more Skyrim? What about more Morrowind? Whoa.

Dragonborn takes place in Solstheim, off the Morrowind coast. I just saw a Netch! There’s a house made of Mushroom! Silt Strider! It’s good to be home. We’re looking for a guy calling himself First Dragonborn who wants to kill me, Incumbent Dragonborn. We hunt him through lairs like a Goth’s fever dream and there’s freaky creatures that would make a Morrowind local nervous – no one’s watching those things mate for ‘research’. It’s a throw-back romp that’s carried by good feelings for Morrowind and a plot that affects you rather than a bunch of racist NPCs and you gain a Shout that allows you to ride Dragons (Not as much fun as you think, this is Skyrim afterall). Also, why would a Dragon have a word for ‘ride another dragon’? Best ask those Morrowind research guys.

Hearthfire allows you to design and build your own home. It’s a nice way to delve into the world of Skyrim a little more and you can adopt some kids to move in once you’ve wooed a local to be the stay-at-home parent (Everyone available for love seems to be both gender and species neutral – they may be racist but love conquers all). They bake while the kids pester you and you can hire a steward, bard and a hayride driver – there’s other homely distractions like tending crops or beehives, go farming or fishing. It’s one of the very few elements of Skyrim that really pin you to the world and give you a reason to go dragon slaying or topple governments. Hearthfire shouldn’t have been a DLC it should have been the tutorial; a home you want to protect – then you’d care about the world a little more.

Eventually the war and dragon quest-lines intersect. We need to use a place called Dragonreach to capture a dragon alive and reach Alduin. How do we do that? We all sit around a table. What? The various factions we’ve tangled with thus far; Imperial and Nords, the Blades and the Valmor, the Old Guys; they talk for hours about everyone’s grumbles and gripes until a ceasefire is agreed. It may be realistic but there’s dragons outside, how’s about we GET ON WITH IT. Shepard wouldn’t have stood for this, she/he would have made some pithy speech or clobbered someone, something decisive – All I do is sit quietly and occasionally get a ‘what does the dragonborn think?’ option. I dunno I wasn’t listening. I’m the Dragonborn, I’m tasked with killing the King of the Dragons yet I can’t bring a meeting to order? Dragons! No urgency, no panic? All this scene does is draw attention to the lack of impact both the war and the dragons have had on the world. And when we get Dragonreach, why the hell doesn’t the Worldeater have something to say about it? I just walk in and capture a dragon. Alduin must have guessed this course of action. With just a bit of rejigging and imagination, some guts, we’d have an epic, visceral, memorable Skyrim defining moment; Imagine an army of Dragons waiting outside Dragonreach? How amazing would that have been? In Oblivion, you had to assemble an army to fight a Great Oblivion Gate, it would have been brilliant to assemble troops of Nords and Imperials having helped resolve their differences, then launch an attack backed up by my guilds; Thieves, Assassins, Companion werewolves, Mages with their big ball, Bards playing sick riffs as we all ran at a load of Dragons. Braveheart it. If Mass Effect 3 can do it… It would have been awesomeness. Pull all the disparate threads together. The epicness, oh how cool would that have been, everyone doing it for Skyrim, inspired by me; a true hero. Anything but this, our ‘hero’ listening passively to a bunch of old white men bicker about politics. It’s like watching medieval Question Time.

And what of Alduin? Facing him is the culmination of everything we’ve worked towards – this guy made his home in the afterlife, he’s so pissed at humanity he hunts them even after they’ve died; I’m beginning to wish I’d died at the beginning, particularly when it degenerates into a roustabout with a few token shouts thrown in. And as added annoyance, I’m warned surviving dragons won’t take kindly to their king being offed – In other words there’s still dragons to fight. Literally nothing has changed.

So it’s back to the real world to bring the soap-opera war to a close. Ulfric becomes King Coward and the Imperials are ousted. But, some will stick around less than pleased about their General being offed. Sounds familiar. Ulfric does nothing kingly, nothing heroic or even underhanded; I at least expected him to thank me then banish me, make it bitter-sweet what with me not being a Nord and all. No. Disgusted, I don’t even bother sticking around for his victory speech.

So Talos is free to be worshiped again but I’m not sure he’d want to be worshiped by this lot. I know I don’t; if I could, I would have joined Alduin’s faction and eaten this world myself. Even the Valmor are still knocking about. Nothing changed and that’s infuriating after some fifty hours spent in this hellhole. There’s one final mission; the Blades are banging on about a surviving dragon they demand I kill. It’s true, we did meet a Big Friendly Dragon (yet more missed opportunities) but I know Skyrim now; it’s taken the safe option every time and killing BFD will make no difference, plus he was the only interesting thing in the game – I hoped BFD would suggest I kill the Blades to protect him (My preferred option) but he doesn’t so Skyrim just … stops.

Skyrim is incredibly involving, deep and detailed. It’s huge. Insanely huge, overwhelming huge. It is an incredible achievement but just not really fun; it’s hard to muster the energy to keep wandering the misty, grey landscape and want to make it a better place, help the locals, adventure the way you did in Morrowind or Oblivion. The level of detail, of RPG opportunity is off the charts – building your home, your weapons, armour, even relationships but the broad strokes; dragons and war are frustratingly low impact and almost every place you investigate is the same as the last one. One location, a deep cave beneath a Dwemer ruin is bigger than most DLCs; a thing of beauty lit by bioluminescent mushrooms, I must have spent three hours just in that cave – it even had it’s own mini-missions; that’s amazing. But Skyrim is too big to maintain that level of wonderment; it’s so vast it levels out, flatlines

As I head for the Steam departures lounge, I reflect on the time it took to rinse The Elder Scrolls Morrowind, Oblivion and Skyrim; there is no richer franchise in gaming and I’ve barely touched on my experiences. During Morrowind, I was constantly frustrated by the lack of drive until I realised how freeing it was – I truly lived a fantasy life; I didn’t have to take on every mission, join every guild, I overwhelmed myself by meddling in everything. Oblivion is an experience; you get involved and alongside characters you care about, in a world you want to see put right, you reach an ending that makes you sit back and say ‘I did it’.

what did I doSkyrim though. There’s no doubting it’s a rich, interesting world. But the core of the Elder Scrolls is getting dull; as the games get bigger, the missions get smaller; Keeping guilds so linear and segmented, a main mission that doesn’t have an impact, all set in a world that doesn’t change – RPG doesn’t work like that anymore. Fallout 3, Far Cry 3, Mass Effect 2; they all arrived before Skyrim and all featured side-quests and plots that got tangled up, had moments you can’t take back. Skyrim refuses to change; it starts out as a battered, bitter world and ends the same – you’re left asking ? Skyrim is safe, and that’s no way to adventure.

The Real Elder Scrolls Adventurers

Morrowind the game is old, making Morrowind the world hard to disappear into. It’s quaint, but clunky. I wondered why folks love Morrowind enough to rebuild it for free.

TESRenewal ProjectI soon found out. The ‘s Morroblivion breathes life into something that was never struggling for breath, just a modern outlet. Every detail is there in a clean, astonishingly committed recreation. There’s some concessions but it’s a beautiful reproduction and a pleasure to get lost yet again. That they’re now committed to modding it into Skyrim’s engine means as long as there’s TES there’ll be a new Morrowind and I can’t wait to replay Morrowind every time Bethesda releases a new TES.

Finally, my trip could not have been made possible without the TES equivalent of the Lonely Planet; Unofficial Elder Scrolls Project – An independent site established in 1995, UESP details every aspect of Elder Scrolls. If it’s in the game it’s on this site, all 50 thousand pages of it – so far. That’s a testament not to the sheer scale of Bethesda’s world but the fans that keep it alive. I would not have survived Tamriel without UESP.

Developer; Bethesda Game Studios | Publisher; Bethesda Softworks

Morrowind 2002

Oblivion 2006

Skyrim 2011

platforms; win | xbox 360 | PS3

Morrowind | Oblivion | Skyrim – Pt1

A SECOND WIND special REVIEW

Morrowind, Oblivion & Skyrim – Pt1

In this, the first of a two part special, FBT decides to take a Gap Year in Tamriel. Will he survive the Cliff Racers? Take an Arrow to the knee? Or just doss about getting lost and forget what he’s doing? Let’s find out. *spoilers*

I felt it was time for a holiday. But not some all-inclusive linear break, I wanted to travel my own path, my own adventure on my own terms, see what the world was all about. The world of Tamriel, land of The Elder Scrolls; the gamer’s equivalent of Tolkien. Like a mashup between Greek and Geek Mythology, TES is fantasy in digital form; Sword and Sorcery, Chose Your Own Adventure, Dungeons & Dragons, those hokey 80s fantasy videos that didn’t live up to the scantily clad front cover; it’s all here. Morrowind, Oblivion and Skyrim were my destinations. Shouldn’t take long.

My trip began like any other – I wake next to a bare-chested man and get thrown off a cruise ship. I’m a criminal mysteriously set free, here at a small fishing village in Morrowind. It had been ten years since I’d visited Morrowind and only finished it once. This was where my TES love began – Wandering around the tiny seaside village, I wondered why I hadn’t returned more often; it looks great, otherworldly. A little aged but there’s an exciting, mysterious sense to the place. I’m itching to explore, sit on the beach at sunset and get a henna tattoo. As is always the case with an RPG, my first order of business was to avoid all orders of business. I decided to stick to the coast and see how far I could get. Not far, it turned out.

Morrowind is both bleak and rich. Even though it was released in 2002 and feels it, Morrowind is still engrossing. There’s a lot of nothingness but it feels unexplored rather than empty with a nice eerie feel. I encounter the loveable Netch and the infamous Cliff-racers, just a few of the truly fantasy-inspired creatures that kill me as I ramble; and the places you explore; castles, keeps, mines, foreboding crypts and caves, imposing gothic shrines, Aztec-style buildings, hidden doors in tree roots, marshes and swamplands filled with more creatures that kill me. Meanwhile the citizens of Morrowind have made this land homely; giant mushrooms and trees hollowed out into towns, villages on stilts with rickety bridges, campsites; they all feel right in this environment. Vivec, the centre of Morrowind is a huge town made up of enclosed buildings over a lake while Ald’ruhn is centred on a huge hollowed out crab carapace. But all of that is way ahead of me; a quick look at the map shows I’d barely moved a pixel. This was going to be a long trip. A lack of optional fast travel means walking. Walking, fighting a cliff racer, walking, fighting another cliff racer. But there’s always something along the way, a distraction, a thing to check out, a a cliff-racer. It’s impossible to walk in a straight line. Partly because within moments I’ve collected enough junk to slow my walk to a crawl. It’s then that I realise the lack of fast travel means weight management, a sturdy silver sword and lockpicks aplenty. And potions. Good armour. Magic spells. None of which I have. I’m underprepared and overwhelmed. I drag my over-encumbered self back to town catching diseases from Mud Crabs and pecked by cliff-racers all the way; Morrowind isn’t for the flashpackers.

Fighting in Morrowind, be it with folks or creatures is something of a crapshoot. A kind of turn-based roustabout, you flail at your opponent and mostly miss. But you have a lot of choice to miss with; big swords, little swords, daggers, spears, long and short bows, crossbows, throwing stars, plus magic. Spells that lob fire, ice and defensive options like invisibility and resistance make life in the fantasy bush much easier. Morrowind gives you as much freedom as it can for you to become the mighty hero you dreamed of and dress like one too. Armour, magical cloaks, masks, hats, gloves, all interchangeable. And what’s under the clothes is just as important; character creation includes male or female from 10 different races with 3 skill disciplines across 21 classes – or build your own.

So, back where I started, what the hell am I doing here? How do I get involved? Reaching one of the bigger towns without walking means pre-set fast travel, via a Mages Guild (if a member), boats or one of the unnerving Silt Striders; huge aphid-type creatures which have had their innards scooped out to allow you to sit inside while the driver squeezes its brain to make it walk about. Animal cruelty doesn’t seem to be an issue in Morrowind. Neither is slavery. It’s legal in Morrowind, although opinion on the practice is divided and I quickly join a mini game around rescuing slaves. It’s an odd subplot that doesn’t go anywhere; aside from being recognised as a friend to slaves nothing really comes of it. It’s not a subject you just leave unresolved – especially if your character is the same type as is often enslaved.

So I finally reach Balmora, a more upmarket town to the one I just left then staggered back to. I find my Air BnB booking and meet the landlord, another shirtless chap who offers to let me share his single bed. He explains I was freed on the Emperor’s orders and sets me off running errands for him. Not sure this is exactly what the emperor had in mind, but okay. He also suggests I get in with the locals and soon enough, I’ve fallen in with the Thieves Guild. I also join the Mage’s guild, Fighter’s guild, Imperial’s Legion and Cult, the Temple and … think that’s it. In all cases, joining them basically requires me to find, fetch or kill something. The Thieves guild has a great side-mission where you restart legendary Robin Hood types the Bal Molagmer, while the Fighter’s guild missions reveal themselves in an interesting way; they’ve fallen under the influence of a mafia (the Camonna Tong) and want to muscle in on the Thieves’. Although it seems you’ll have to take a side, it doesn’t really go anywhere; having joined both it would have been great to cleanse and team them up to fight the C.Tong but it just kind of fizzles out. Most of the guild quests do this, you reach ‘no more missions for you’ and the leader retires and promotes you or you kill them and promote yourself.

Talking of getting away with murder, I track down and join the Morag Tong, basically official assassins. This should make for interesting missions, but as a Tong you’re above the law meaning assassination eventually becomes a bit … dull. Hump over here, kill this person, show your writ of execution and quest complete. I’m getting my first inkling of why I struggled to finish Morrowind. It takes a lot to stay enthusiastic; unlike other RPGs with big, dramatic missions to keep you moving or preparing, if the quest doesn’t run out of steam I do. If it’s not the sheer distance it’s what I have to do when I get there – one mission has me finding some mud. There’s some lovely little random missions though, like finding a woman on the road who has been mugged only to fall in love with the mugger. Guess I’ll track him down for you then love? I come across a naked barbarian who was tricked out of his clothes by a witch, a guy stuck in a river cos someone stole his trousers and find two bachelors who were watching animals mate ‘for research’. Can I get the doggers to safety without disturbing the rutting monsters? Don’t see that in your everyday RPG game. Morrowind was sold on the fact I could ignore missions if I wanted to but with nothing to drive you forward it takes real commitment to finish when no one else seems to want you to. What am I doing again? Oh yes, the diary will remind me.

The diary. Oh God. Every comment is recorded in it, and it becomes impossible to keep track of what’s going on. The DLCs revamped it but it’s still like listening to someone describe a dream. With no mission marker, my first playthrough I kept a real diary noting locations and missions so I could figure out what was going on. Morrowind is not for those who dip in an out. Diary entries like ‘maybe someone in Balmora knows more’ abound. There’s 120-plus folks in Balmora. I can’t even remember what I’m asking around about. There’s over 2,800 people across the game, and you can talk to all of them! Talking to people means clicking through dozens of dialogue options, some of which will reveal more topics. Soon you’re button mashing through chat like a sword battle.

So after many chores for my shirtless landlord, he admits he’s one of the ‘Blades’, a secret group of the Emperor’s spies and protectors and explains the Emperor freed me because I might be the ‘Nerevarine’ – a reincarnation of a past hero who will return and defeat Dagoth Ur, an immortal nasty who intends to destroy Tamriel. Epic. Well, epic amount of missioning and walking, and epic amount of indifference; Ur is going to lay waste to the land and no one seems to care, no one’s panicking. The only real visual reminder is an ‘blight storm’ that appears randomly and the occasional ash creature that escapes from the mountain Ur is dwelling in – trapped behind a wall of magic, further disconnecting me from the drama.

I find myself drawn to the DLCs, just for a change of pace. The first, Tribunal is set after the main mission within Mournhold, a walled city self-contained from the main game. Tribunal attempts to continue the story, to examine the ramifications of my actions –if I ever complete them– its brave but isn’t strong enough; why not have it unfold in Vivec, prolong the game naturally (Can’t believe I’m suggesting that) in the world I’m connected to? Why here in a self-contained village? It’s just not interesting, and while there’s upwards of 40 quests including some great side missions like helping a woman meet the man of her dreams, replacing an actor in a street theatre, it’s not worth the effort beyond scamming some slightly better weaponry. Back to the main mission. I can do this. After another 30 or so quests, I’ve been recognised as the Nerevarine and I get to build my own mini-town where I convince settlers to join my commune, although I have to wait weeks to see it built. I miss modern RPG games where I do a mission, get back and the quest-giver already knows and has a new mission lined up. While the builders fanny about I escape to Solstheim, the setting for the second DLC, Bloodmoon. Here no one cares I’m the Nerevarine, they’re more concerned about folks turning into wolves. This is more like it. Solstheim is a tiny snow-capped island and after a few fairly typical missions, I get turned into a werewolf and can play as one whenever it’s nighttime. It’s fun for a while, then a bit of a pain; not as painful as becoming a vampire but still. Problem is, due to a random bug the mission path gets broken and I never resolve it. Bethesda are good at two things – Creating huge RPG games and filling them with bugs. Given their game’s sheer scale and the intricate rules and paths it’s inevitable but frustrating. I’m completely stuck and so it’s back to an earlier pre-Bloodmoon save. My commune is back to just scaffolding. But, Bloodmoon does distil much of Morrowind into a leaner experience. And you get to be a werewolf.

So back where I started I push on. My character is someone to be reckoned with, the map looks suitability stomped on and I realise I’ve become an adventurer, I’m living in this world and I’m curiously involved in it, enjoying the wandering and discovering. I even just talk to folks to see if they have any new gossip. I’m a local. Now I feel Morrowind’s leisurely pace is refreshing; I’ve carved a place in the world and enjoy just setting off, looking for adventure, having a great time just lost and finishing up side-quests as I go rather than focused on them. Eventually though, I save the day and to be honest, I’ve fought mud crabs more fearsome. Plus, I walk out a hero and everyone’s carrying on as if nothing happened; at best I get dialogue options like ‘Ur is defeated! Morrowind is free. Did you pick up my shirt?’

As I leave my house in Balmora for the last time (I say my house; with the exception of your commune you can’t own houses so I murdered a shopkeeper and lived with his corpse – you really can do anything in Morrowind), I look around at the piles of junk and treasure I accumulated and feel a twinge of sadness to be leaving. Rather than pull you in with drama and panic, Morrowind’s strength is you make it what it is and I made it great. Eventually. It’s a game you have to get not a game that gets you. I look at the horizon, listen to the forlorn call of the Strider, watch folks milling about. You know, I never did pick up that shirt. I start walking.

So, having decimated the local cliff racer population, it was time for this tourist to move on. I was being called to a more vibrant, happening part of the world, soak up what it means to be a citizen of Tamriel. I was going to Cyrodiil; aka Oblivion.

I wake up in jail where I’m visited by none other than the emperor, who says I’m the person from his dreams. Oh-ho. It transpires he’s only interested in an escape route via my cell. The Emperor’s under attack from a secret sect intent on bringing Mehrunes Dagon, a Daedra prince into our realm and he explains this was all foretold in his vision, including my involvement; I believe him because he’s got Patrick Stewart’s voice. During our escape, he explains Oblivion -where Mehrunes lives- and Tamriel are kept separate by Dragonfire which stays lit while an ancestor of Talos, such as himself is on the throne. Then Patrick gets murdered. I’m sorry! I was distracted by his voice. But, he had a secret illegitimate son just for this eventuality (that old excuse; ‘Queenie, babes, it’s not what it looks like, I had a vision and it said me and the maid must …’), so it’s on me to find this last heir and restore him to the throne before Mehrunes makes his entrance. So off I go, and stop dead. Wow, Cyrodiil looks a lot different to Morrowind. It’s rich and warm; grass, trees, very unlike Morrowind’s desolation and dug-in tone. Even the mud crabs are dainty compared to the yobs marauding about in Morrowind. Learning nothing from my early ramble into Morrowind’s wastes, I head off in any random direction.

After only a short period of time wandering along a gorgeous coastline, skipping over mud crabs and running shrieking from flappy Imps, I feel myself drawn to finding the Emperor’s son. Patrick and I only spent a relatively short tutorial of time together, but his assassination, the promise I made and the surviving guard’s reaction to the loss were compelling. I want to see where this story goes. It felt immediately big in comparison to Morrowind’s slow-burn. I make a bee-line for the mission marker (Mission marker! Thank Talos) and try and fail to not get distracted along the way.

Oblivion does look great, but a little more accessible, relatable, commercial than Morrowind. The creatures you encounter are more recognisable; gone are the Cliff Racers, there’s no Nix-Hounds or Guar, the Silt Striders are no more. Instead we have wolves and bear while scampering about are deer and sheep but there’s some fantasy still; in the woods, watch out for the (unnervingly attractive) Spriggan, a kind of half woman, half tree thing that can summon bears while the rest are fairly seen-it-before; goblins and ogres, minotaurs and the ruins have their ghosts and skeletons. Oblivion just feels more mainstream than geekdream. We’re running about in the Yorkshire Dales and the towns look more Middle England than Middle Earth, but I don’t harbour that feeling of sell-out for long. It makes sense that the Imperial city area would be more civilised and colonised. Towns have been built rather than hollowed out and they have identities; Bravil is all muddy roads and wooden lob-sided huts, a fishing town on hard times while the port of Anvil is that bit richer, reflected in the grand buildings and the inhabitants. We stumble into little farms and villages, inns set by rivers and lakes; it’s idyllic but missing that grittiness of Morrowind, that cut from the land feel. I miss that horrible wail you’d hear while exploring crypts; instead we get expansive ‘Ayleid’ Ruins. Gentrification for you.

Playing in Oblivion is easier too. Swinging swords is not the squabbles of Morrowind; blocking is now an action rather than luck and landing hits is easier as is spell casting. There’s a great selection of weapons too, if pared down from Morrowind’s armoury but there’s a ton of magic spells to have fun with. The character’s wardrobe has been slimmed down too – for example you can’t layer; who goes adventuring without layering? It’s not that impactful, it just feels more restrictive that Morrowind, which insisted you have complete control – Oblivion is a tighter, more focused game; exactly what I complained was missing from Morrowind, yet here I am missing that freedom. Much like Morrowind you start off as a ruffian and just hack and cast until I’ve levelled-up to a more refined, specialist style; it’s just more Oblivion’s style than mine. Interaction with NCPs is a huge step forward from Morrowind’s endless text adventures though, although you can’t insult folks into attacking. I miss that.

There’s not much else I miss from Morrowind now I’m into it; we have, bless Talos, a quest diary that makes sense and a fast-travel menu. After a while though, the map reveals how little I explore when I can fast travel about. I rarely plan my quest the way I would in Morrowind; study the map, ask around, prepare, then set out and get distracted. I miss the Morrowind shuffle, limping into town triumphant, weighed down with goodies. Nothing stopping me of course – Oblivion has just exposed I’m a bit of a lazy adventurer.

Trading in Oblivion is roughly the same as in Morrowind, getting a trader to like you will mean better prices, but over-play it and you’ll piss them off. Most traders won’t accept stolen goods (How’d you know I stole that apple?) and will only buy items that reflect their wares. So trying to sell a sword to a seamstress is a no-go. This does mean you end up browsing the entire Imperial city shopping mall or find a friendly Thieves’ guild fence to take everything off your hands.

Continuing to ignore the main quest I join the Thieves’, Fighter’s and Mage’s Guilds. The Imperials can’t be joined this time nor can the Morag Tong; instead, there’s the more evil splinter group, The Dark Brotherhood; entry is via murdering someone. This is harder than it seems. Exactly how the guards see you commit crimes I’ll never know. I heard ‘Stop! You’ve broken the law!’ so many times I started looking for CCTV; sometimes I was wanted and had no idea what I’d done. Accepting punishment mean losing all your ill-gotten gains and costs XP so your best bet is join the Thieves who can bribe the guards. Eventually I’m in the Brotherhood though, and unlike the Tong, this time there’s no writs of execution. We’re strictly murdering for profit. Planning and ‘executing’ the murders is mostly left up to me, but others in the clan offer suggestions on how to go about it. I shouldn’t really enjoy it this much but its great planning and getting away with murder and as the missions’ progress, they don’t just get harder to pull off but something really sinister begins to emerge within the Brotherhood. Plus I get ‘shadowmere’, a jet black horse with red eyes. You can ride horses in Oblivion although even if you own the horse they tend to wander. Sometimes they pop up later, other times they’re gone for good. At one point I discovered a unicorn and managed to ride that before losing it. Still, I was briefly the most fabulous looking fighter in all of Cyrodiil. Later I needed the unicorn for a mission and it was still missing. Worth it though, so fabulous.

The Fighter’s guild missions are great; varied and centre around rivals The Blackwood Company. The Thieves’ guild takes a while to get going but the last mission is a great heist; the final prize the biggest thief of all though. There’s no Bal Molagmer quests which is a shame, I would have liked to have seen them re-emerge after Morrowind. The Mages guild mission turns into a great mini-war that could have been expanded even more; the arch mage’s edict that necromancy is to be purged triggers a fight for supremacy between mages and necromancers. But before I can get in the middle of it I have to go around, Morrowind style and get the buy-in from every Mage’s Hall. Unlike Morrowind’s ‘find me some mushrooms’, those are interesting – One standout is adopt a clan of Scamps and find them a new home. You often find Mages and Necromancers having fights and the end is pretty dark.

Quest time

Another sort of mini quest is the Daedric shrines. Dotted around the wilderness you’ll come across various NCPs praying to statutes of the Daedra, supernatural sort-of Gods like Mehrunes who alter and manipulate mankind for their amusement. If you have the right offering you will be tasked with a challenge or quest and completing it will net you a Daedric weapon. Some are awesome, most will end up in your houses’ display cabinets but the missions are always an enjoyable distraction and a glimpse into the Daedric world – Gods have problems too.

There’s Arena battles, as Gladiator-style I fight for the entertainment of the crowd and the fame (and Oblivion’s most infamous character, Adoring Fan) and there’s great stumble-on missions to be found; Overall, there’s a lot less questing in Oblivion (some 280 to Morrowind’s 450+ quests) but there’s rarely a dud – and then there’s Oblivion’s famous DLC.

If you are GOTY’ing, you have the infamous horse armour (I couldn’t armour the unicorn which would have been really fabulous). It was a rip-off, no matter what Bethesda claim was their intention and shamefully, publishers didn’t take the public reaction to heart and continued hawking rip-off filler; Horse Armour will always be the meme for crappy DLC. Thankfully though, the rest of Oblivion’s DLC is mostly top notch. Mostly.

Oblivion’s main DLC, Shivering Isles takes place elsewhere, and like Morrowind’s Tribunal it’s a misstep to remove me from the world I just spent an age defending, and it plays as disjointed as it sounds; northern Mania is identical to southern Dementia but one is vibrant and insane, the other dark and oppressive. You’re tasked by the ruler of this Daedric land, the Madgod Sheogorath to stop the Greymarch; an entity which destroys everything in his kingdom in an endless Reaper-like cycle. Shivering is a hard place to get into, let alone save; it’s disorientating and the quests are abstract; while some elements are startling, its a change of pace the main game didn’t need. The weaponry is nice though, it’s worth jumping in long enough to tool up and get an edge back in the real world.

Conversely, the much smaller Knights of the Nine could have been a lot bigger. A really fun mission, lots of fighting and exploring and general derring-do as you rebuild the Order of the Knights, culminating in an amazing airborne fight miles above Cyrodiil. The result is armour you’ll likely never use, a location you can crash in and your own mini militia you can call on. They, and others dotted around the game can be brought along as companions but you’ll spend most of you time getting them out of trouble rather than them helping you out of it. There’s no kissy stuff with them either.

The second mini-DLC is a fairly linear story to recover Mehrunes’ Razor. This is worth attempting early on, as the razor -an enchanted dagger- is brutally strong for low-level characters as it has the chance to deliver one-hit kills. It’s a running fight through dungeons, mines and ruins to reach it and there’s a Morag Tong assassin knocking about too. If you find him, he’s wearing some of the best armour in the game. Alternatively, you can chance letting him continue on his mission and clear you a path – then try to track him down for that armour. There’s a good end mission too before you can claim that badass dagger.

Welcome

There’s some nice DLC options for the homemakers too. By far the best is Battlehorn Castle. Besting some leveled bandits gets you an entire castle to call your own, complete with a militia and staff including a smith and even a taxidermist who will stuff your kills. This would have felt better tied into Knights of the Nine but it’s still a great addition and within the mysterious walls you can uncover the fate of the original owner’s ancestors. Other locations include a mage’s tower where you can hone your skills and create beasties as companions, a vampire’s retreat complete with a butler who will find kills for you (and a way to cure vampirism), and a pirate’s cavern complete with a Goonies-style ship inside a caved-in cove; once claimed and fully upgraded (who knew Pirates were so house-proud) you’ll build a crew and send them off to loot. The only problem really is something of an embarrassment of riches. Why would I spent thousands on a Bravil hut when I have a castle? Fast travel means I don’t have to worry about finding a safe haven to dump all my crap as I go like Morrowind, so I only invest in city houses when I have more money than sense. To think in Morrowind I lived as a squatter with a dead body and spent hours shuttling items back and forth, and here I am frustrated I can’t recall which of my thirteen homes I left Mehrunes’ Razor in. There’s an Imperial Orrery you can help build too, which is pretty and gives some useful power-ups. So, having wandered around and gotten a feel for the world I’d better find that bastard of Patrick’s.

The bastard, or Martin as he prefers, is trapped in a town called Kvatch, under siege from the vanguard of Mehrunes’ invasion. This sequence is really well done; Kvatch looks sacked and ruined, the Daedra are dug in and getting them out isn’t easy. The fights are brutal and it’s hard to not get killed, or kill your fellow soldiers. In the midst of battle when you’re merrily swinging at Scamps, a comrade will decide the best place for him to stand is between your sword and the Scamp. All the other soldiers stop what they’re doing to yell ‘murder!’ – If I just wound them I get ‘you’ve broken the law!’ or at the very least, they scowl constantly. Fighting drains your strength as well as the soldiers patience, but leveling up allows you to extend strength as well as Health and Magic, along with adding to your other abilities. You can pick multiple disciplines, raising your ability to talk, lockpick etc., refining you hero.

So, the battlefield strewn with the bodies of my fallen comrades (sorry), I push on and reach an Oblivion Gate – Those gates are, as the name suggests, portals into Mehrunes’ world and a staging ground for his troops. The nightmarish world inside is filled with lava, nasties and horrible black gothic spires I fight my way up to reach a keystone known as the Sigil Stone. Removing it closes the gate and stops the invasion. I am now ‘the hero of Kvatch’ so hail the surviving and scowling guards.

My Best Friend

Kvatch saved, I find Martin and greet him by accidentally whacking him with my sword, mixing up my interact and murderer buttons. Luckily, for me at least, I only knocked the heir-apparent unconscious. Story-critical NPCs can’t be killed, although they’re rarely happy about it. That’s a change from Morrowind where everyone’s vulnerable and you can break the main mission with one swing but Martin gets up unharmed and afterwards, despite referring to me as his saviour and eventually his greatest friend, from that meeting onwards he always gave me a scowl that would make the guards proud.

Martin and I reach the safety of the Blades, who fill Martin in on his dad and his legacy and I’m made a Blade too so Martin tasks me, his friend/attempted murderer, with finding the items he needs to relight the Dragonfire and stop Mehrunes. Martin helps to keep the main mission focused; to begin, he seems convinced it’s hopeless but as I chip away at the tasks and we talk, he starts to gain a glimmer of hope. I hadn’t put a lot of thought into voice-acting before, but Martin, voiced brilliantly by Sean Bean really comes to life. You can hear the self-doubt that plagues him and understand the scale of what we’re attempting to achieve. Martin is essentially just the main-quest-quest-giver but somehow becomes more, along the lines of Mass Effect’s Anderson; he may not adventure with you but he’s a friend and returning to him battered and bloody is compelling because he appreciates what you’ve been through and apologises for sending you back into further danger. I like the bastard.

Another one

As Mehrunes gets a grip on the world, Oblivion Gates begin opening all over Cyrodiil and his denizens start to put in more appearances, from the Clannfears and unnervingly attractive Spider-women to the brutal Deadroth, a kind of Killer Croc thing. Leaving Gates unattended doesn’t do a great deal but closing it gets you a Sigil Stone which can be used to magic-up your weaponry and armour so they’re worth the slog. But that slog isn’t to be taken lightly; even the plants can injure you and inside the spires there’s traps, close-quarter fighting and general unpleasantness. But once free of Oblivion you’ll be proudly if exhaustedly staring at the ruined gate with your newly enchanted weapon, a ton of loot, a fame point (raising the disposition of NPCs) and likely spot yet another gate in the distance. The Gates are a constant reminder that something wicked is this way coming. They scare the NCPs, as does the coming of Mehrunes; you hear talk about Oblivion, monsters coming from gates, friends lost at Kvatch; it feels ominous. NPCs are thankful if you closed a gate nearby and the decimated areas, ruined gates and gangs of hot spider-women (those legs, man) add a constant reminder that all is not good. I find myself pulled back to the main mission to see how far Martin has got in solving the puzzle.

Settled in, I realise Oblivion is an incredibly well-balanced game; You feel like you’re progressing, becoming a stronger character. The world is perfectly set out, you’re busy and at a loose-end, determined and lost in equal measure. People’s routines and habits are more life-like than Morrowind’s walking around in circles – they eat, sleep, have favourite spots and friends, go for walks, get into fights, you feel like the world is happening around you; It’s lacking the whimsical nature of Morrowind but instead feels grounded, real. You can still mix potions, sharpen weapons, generally live off-mission, but you feel like you’re neglecting things in Oblivion, rather than Morrowind’s ‘only if you want to’ attitude.

After some really top-notch missions to recover items and research, including a timed run through a Great Oblivion gate, the peoples of Cyrodiil create a statue in my honour – a statue! It’s a really nice touch after all my moaning about those Morrowind ingrates and I only realised because someone said I looked just like that statue. I went to check it out and there I am, in all my heroic glory. And all the crap I was carrying at the time. I look like a bag-lady. Damnit. The statue reflects your most powerful inventory items so if you’re particularly vain, dress for sculpturing not battle and leave everything else behind. I tried it a few times in just my underwear but never made it through. What an effigy that would have made.

Eventually, it’s up to me to clear a path for Martin while he claims his lineage and saves the day. Due to the relationship built between Martin and I (Grumpy-face aside), it doesn’t feel like a cheat to be the bridesmaid not the bride for the final battle – and what a bride I would have made, riding in on that Unicorn. It’s a scrambling, frantic fight to get Martin crowned and our focus is on banishing Mehrunes rather than killing him – we avoid a boss fight and it feels right; it’s never been about killing Mehrunes, only proving Martin is the rightful heir. I’m so involved it didn’t occur to me until after that Oblivion could have gone down a clichéd “He’s mortal in this world, kill him!” route and that really sets it apart, it’s a very brave move and pays off amazingly well.

Peace has been restored to Tamriel and what Martin and I have achieved feels real. Ironically though, Oblivion is a little empty after what we’ve accomplished. It’s undoubtedly involving, but after that main mission I can’t really find the will to carry on wandering; I’ve done enough. I take a tour around my houses, still don’t find Mehrunes’ Razor, get congratulated on saving the day and then call it a day. It’s time to pack up and travel north. I’m Skyrim-bound. I’ve always wanted to see a Dragon.

Check out Part Two of Previous Weapon’s Elder Scrolls special, as soon as FBT checks out of his backpacker hostel and stops posting photos of him and martin on Insta.

Batman Arkham Knight

A Rage Quit review

Batman Arkham City was one of FBT’s favourite games. Will the Knight ruin it for him?

Rocksteady’s Arkham Asylum finally allowed us to say ‘I’m Batman’ and mean it. Bats was largely grounded and faced appalling boss battles but AA was brilliant – gaming’s Batman Begins. And then Rocksteady gave us The Dark Knight as a follow up; Arkham City. Freed of the boxed-in Asylum, it was Escape from New York and you were Snake in a Cape. With the exception of yet more infuriating watch-and-learn-with-Bats boss battles, AC was one of the best games of all time, a towering achievement of gaming and story-telling worthy of any graphic novel. And now, Arkham Knight – Dark Knight Rises or Batman and Robin? I’ll give you a clue; Robin’s in it. Oh yeah. I’ll give you another clue – this review is filed under Rage Quit.

After the ending of AC, Gotham is bracing itself after the power-vacuum left by Bats and Joker’s epic battle. This time it’s Scarecrow, who was roundly beaten by Bats in the previous games – well, beaten, inhaled his own fear toxin and chewed on by Killer-Croc – Understandably pissed off, Scares unleashes a toxin causing Gothamites to go murderously insane. Everyone except the law-breakers scarper. And Bats.

The city is extraordinary to look at, like it was designed by a fan of The Crow having a fever-dream after reading a book about Art Deco while watching Metropolis and listening to the Bladerunner soundtrack. Its twisting labyrinth streets, uneven rooftops, modern-on-gothic look makes for a rainy, gritty, dirty maze of crime and grime. It’s perfect. It’s perhaps the most beautiful and detailed game world I’ve ever seen, decay and misery included. Never mind you had to own a Sunway to run it (Ok Google, what’s the world’s most powerful supercomputer?) – this is worth upgrading for. Gothman is sheer rotting beauty.

From a lithe and leafy Poison Ivy, Bats learns that Scares’ toxin is only the start; he clubbed the Rogues Gallery together to support him in destroying Gotham. Before Bats can even grimace at the idea of Gotham dying, a militia force rolls in, tanks and tech’ed to the teeth and starts pulling the town apart looking for him, commanded by the mysterious Arkham Knight, who has the kind of hatred for Bats that borders on the fanatical, becoming fantastical, eventually farcical. Time and time again he has the chance to kill Bats but doesn’t take it, conveniently says it’s not time for him to die, or leaves him alone to escape; “I’m going to place him in an easily escapable situation involving an overly elaborate and exotic death” – Arkham Knight is Dr Evil. But for now, we’re only concerned about the tanks rolling in. Of course, this Bat doesn’t take things lying upside down.

Bats in AC was fear gliding over the city. In AK he’s a bus driver with a grudge, the one that waits till you nearly reach it then shuts the doors. Once you get control of the beast-like Batmobile, it’s the only way to travel. It’s a monster and better than the Tumbler – It is. It’s a terrifying joy just to look at, Bats’ mood rendered in cold dead steel. It looks like the kind of thing Death would drive – talking of Death, there’s no way Bats’ no-kill policy extends to the Batmobile, without doubt that thing kills people. Aside from that, the sheer destruction you cause just turning a corner is doing Scarecrow’s work for him. It has two settings, pursuit and battle mode. Battle mode works yet doesn’t. The BM basically becomes a crab, able to sidle side to side, spin around, but why turn into a merry-go-round when under attack? Bats has always been about Arrive, Express how much he hates crime, Leave. Why is stationary is the best defence? Is it because the tanks stay still once they see the BM? That’s lucky. The pursuit mode lets you fire disabling rockets at vehicles but it handles like a caravan and goes like a rocket so it’s all so fraught and crashy until you activate battle-mode and it turns into a ballerina. It’s just not the assured, dominant pose you expect from Bats; the thugs are more scared of Bats behind the wheel than the wheel itself.

It’s great to drive once you get used to it, assuming you have enough fingers to operate all the options, but within the game it’s a gimmick. Rather than a complement to his crime-fighting ways there’s convoluted reasons to use it, and everything is solved by either gliding or driving – not both, you don’t get to choose how to approach a problem. You’re also confined to close-quarter chases when it should be GTA Gotham; you never really open it up, let lose. You can remote control it too, but that’s irritatingly underused or forced in as a problem-solver.

So, apart from Knight and his boo-hissing, Scarecrow’s open-season means we also tangle with Azrael, who’s interesting appearances in AC are completely undermined, mockney Penguin doing something or other, Two-Face for padding, and then there’s helium-voiced Harley Quinn; she should be a loose-cannon threat given Mr J’s fate but she’s got nothing to do and only there because we’d complain if she wasn’t. There’s a ton of filler-villains too; zeroes like Man-Bat, Professor Pyg and Firefly are crammed in (Can’t we find something better to do than chase a fly? You don’t even get to smoosh him on the BM’s grill). But the real rager is Riddler. Taking convenient advantage of the Batmobile, he sets a route of time-based chases around Gotham’s sewer system for Bats to conquer. There’s a city filling with poison, do you really have time to play Mario Kart, Bats? Yes, because Riddler has kidnapped Catwoman. She’s not key to the poison plot or anything, but we’re all a sucker for Rocksteady’s Catwoman. The issue is though, Bats always out-thinks his opponents – sure he’s got the gadgets, the cash and the bod, but his mind was his super-power. Yet in AK he just goes along with Riddler’s demands, jumps through his hoops to save Catwoman. He doesn’t outwit him, figure ways around the problems, he just solves them. Boring. And reducing Catwoman to a damsel in distress is a huge disservice to one of the more interesting female characters in Batman. In AC she was hot and formidable, Bats’ equal. Riddler may be helping Scarecrow to distract Bats, but he would have known that – plus Catwoman is imprisoned, not in danger so from our perspective it’s filler and annoying for it. I get so bored with Rids’ games I leave Catwoman chained up.

While the thugs are largely the same, the Knight’s men are anti-Bat trained; electrified fields, the ability to revive fallen comrades, armed with mini-guns, tasers, blades, they can also counter Bats’ moves and scan to spot where he is. The best thing about AC brawling was Bats had the tactical and technical superiority; they just had numbers. Now they have both and the fights turn into button-mashing scraps. It was fun to fight in AC, test Bats’ mettle; now it’s an annoyance. I once played AC for so long the entire city was silenced. I’d offed every thug in Arkham. There’s so much locked down arena fighting in AK it’s more Tekken than Taken; Bats should be brutal and efficient, not hopping around in the background like Pumaman. Bats can be accompanied by Catwoman, Robin or Nightwing and reaching a certain streak-count allows you to body swap; sounds cool but it’s a bit gimmicky and who cares, I’m Batman; just make fighting more satisfying.

We’re also supported by Gordon and his daughter Oracle as well as the occasional dry comment from Alfred. We even get to use the police precinct to doss about in, pick up crimes in progress and drop off the side-villains we take down. AK has some RPG DNA in it, and you wish Knight and Scarecrow would naff off and let us tidy up the city in the Batmobile instead of all this ominous stuff. There is one ominous element that almost saves AK though.

Bats has another side-kick … The Joker. This is a brilliant dynamic. Bats and Joker have always had a complicated relationship, so to have Joker in his mind, reminding him of his failures and his guilt is proper stuff. It’s the best thing in the game as Joker corrodes Bats’ mind and looks set to take over completely, intertwining with the main plot (until Knight’s histrionics make everything daft again) and its really good when Bats conveniently needs to get a little crazy (It’s a shame it’s scripted though, would have been great to get Joker-time as an option like bullet-time). They have some great moments together.

The plot of AK is huge, epic and a fitting end to the trilogy; everything that is happening is Bats’ fault – Scarecrow’s revenge has been a thread throughout the series and more and more people get pulled into – or pay for – Scarecrow’s obsession and Bat’s actions. The game asks if Bats is really doing the right thing, or just making things worse. And it’s played out in the most beautiful environment, by a Bats at his most grizzled and agitated, with all the usual suspects, and the Batmobile – and we’ve even got the Joker doing a Tyler Durden. AK is pure class, and I’m still giving up on this gem? Hell yes.

AK has a lot of annoyances – the fights aren’t fun, the Batmobile has a puncture, Riddler is an idiot and Knight is Widow Twanky with a painfully obvious secret identity. But the real rage-quit is AK’s habit of rug-pulling. The plotting is like one of those old 30’s serials where each episode ends with certain death then the next tells us Rocketman or Flash actually escaped in time. There’s some real mouth-hits-the-floor, eyes-wide, ‘holy shit’ moments where you really think Bats can’t come back from this. Game-changing, narrative-impacting, how-you-play and how you feel moments. And … then it undoes the moment. This happens at least three times – as far as I got anyway, who knows if there’s more.

At the risk of a spoiler, a perfect example is the fate of the Batmobile. After a huge (and daft) fight with Knight in the sewers the Batmobile is destroyed. DESTROYED?! No! OMB. Now what? I feel naked, worried about how I’ll get about town, the toxin everywhere, the tanks, this is real hell-no, game-changing stuff. I’m terrified and excited, and we’re stuck trying to rescue someone, surrounded by tanks and … wait, Bats isn’t worried … oh yeah, just call Alfred and get Batmobile Mk2 delivered. Which is actually a meatier and better version. What?! Fine that Bats has a spare, but games always put you in extreme situations and you go along with it because that’s the world you’ve been told exists – it was Bats, trapped in the city, alone. If Bats can just call in backup, if Alfred can pilot a replacement then the world changes; roll everything out – get the Batwing to take out the militia, have Nightwing rescue Catwoman, Robin can chase Firefly; let me and Joker go get a beer. It sounds like a whinge but it changes the reality we trusted the game to maintain. The other twists are even more of a betrayal because they undercut emotional reactions. They’re soap-opera twists. In AK it turns out J.R shot himself.

Another example of the game’s treachery; when the militia’s commander-in-chief is run off, what happens? Another Merc rocks up and takes over. Where did he come from, why didn’t he get involved earlier? What, he was just sitting in the super-villain waiting room?! You kept a spare henchman, Scarecrow? It’s exactly the same, just different voice goading you. The game can’t let things change too much because there’s so much non-linear stuff going on it would impact – Bats needs the BM outside the main mission, so it has to reappear and that’s a cheat, like Skyrim had Dragons that don’t damage anything and a civil war you never see, AK gives you show-stoppers then restarts the show rather than having the guts to let it stay changed. Each time you think this is the boldest, bleakest, bravest Bats ever and then it double-crosses you. I can’t believe AK became a let-down, especially after how AC played out. That game stuck to its shocks. I’ve had enough. To the Bat-Exit.

Arkham Knight opens with the line ‘this is how the Batman died’. This game pranked me so many times I suspect Bats doesn’t die either. AK gets so much right; it can make you gasp in shock, at it’s beauty, the story, but eventually you’re gasping in annoyance.

2015 | Developer Rocksteady Studios | Publisher WB Interactive

platforms; Win | PS4 | XO

Total Overdose

A Blast from the Past review

FBT remembers when he was a Mexican not a mexican’t.

My memories of TO are good. I spout on about insane gameplay, a DGAF attitude and feeling like I was in a Mexican GTA. I also remember I picked it up solely because it’s tagline was ‘Chili Con Carnage’; You knew what you were in for. I recalled TO as the granddad of Bulletstorm and Saints Row III, games that let you play insane.

But when I try to remember specifics, I struggle. I take this to mean it wasn’t important, I was too busy living a Rodriquez movie; I can’t really remember what GTA 3 was about either, beyond the fact Claude never spoke (Or maybe he did and I don’t remember), so not recalling any detail doesn’t make a game unmemorable … it’s the experience you took from it and I would describe TO as great, but have no demonstrable specifics to back that up. It was great though, honest.

Thinking about it though, if I consider TO so great why’d I only play through once? It came out in 2005 and the budget edition a year later (big seller then) and within that time there were a few other distractions; Star Wars’ Republic Commando and Battlefront 2, FEAR, Quake 4, Gun, King Kong, Just Cause and TES Oblivion to mention a few, many of which are still being mentioned ten years on yet TO is long forgotten; was it Bulletstorm, one of those underground games only a few knew about or was it best forgotten? Deadline Games, the devs weren’t high-end but it was shepherded by Square Enix who’d overseen Tomb Raider and Thief so it had pedigree. Plus, my copy had avoided the great eBay purge of 2007 (when Steam started releasing major non-Valve games and I figured everything would be on there soon – Still waiting, NOLF) so something about TO stopped me from parting with it. Time to work out what’s going down in Mexico.

Shoulda stayed there?

So after two production credits that feature Day of the Dead characters dancing in skeleton outfits (one in a sombrero) I already wish I’d played this hundreds of times. I can tell this is going to be awesome. Mexican rap plays over the menu and I feel like I’m in Desperado. Then I’m into the story. I’m a DEA agent whose cover has been blown, attempting to escape some airfield and being shot at by drug runners. I begin by sliding down a zip-rope uzi’ing the smugglers and then take out everyone between me and my plane; which once aboard, I’m promptly thrown out of by my double-crossing extraction team, bought out by the drug kingpin I’ve sworn to bring down. Given how heroic I’ve just been, I expected to have expected this, but I didn’t and I’m actually dead. The action then switches to later and I’m now playing my son, also a DEA agent who is also in deep cover in the same kingpin’s crew to prove dad didn’t die of an ‘overdose’ – what kind of drug gets you so high you die from the fall? Let’s not worry about it, the game is either joking around or doesn’t care, and that’s part of its appeal – As the son, I’m instructed to drive a car towards a gas truck and use a ‘stunt exit’ option. I slo-mo out of the car as it crashes causing an explosion, then I wipe out everyone around me. Finally, down to me and one last guy who taunts me with a grenade, in cut-scene I shoot him between the eyes then stand about looking cool, before realising the grenade landed by a petrol pump. It goes up and so do I. Does every mission end with the death of my character?! No, I survive although with a broken leg. I’m then transported into the son’s wayward twin brother who has been released from prison on the understanding he’ll pretend to be who his brother was pretending to be and continue his (their father’s) work to bring down mr kingpin. Got it so far? In return, my sentence will be reduced (so, I’m in prison and the DEA sends me to a country with no extradition order and expects me to infiltrate a drug business filled with criminals in return for reducing my sentence? Again, don’t sweat the small stuff). Cue opening credits. What a start!

Once in the Mexican city, I do various small criminal jobs to attract the interest of the Kingpin then work my way to his side by doing missions alongside various side quests to build up health and xp. So far, so typically free-roam but the initial fun has worn off and I start to see how old this plays (despite being built on Renderware, the same engine that underpinned GTA SA the year before); the cars drive worse than Driver which was 6 years old and the on-foot sections are less refined than GTA 3, 4 years earlier. I try to remind myself it’s a decade old but it plays like a decade before that. It’s not from some deep-pocketed dev so you can forgive some creakiness, some unrefined gameplay but you’d expect more than this. By 2005 driving, running and general mayhem were, if not a fine art, past blocky characters and wobbly car behaviours. It’s just not fun to play and worse, not nice to look at.

Deadline Games seem to be on their first major free-roam game here, but whereas Stainless Games managed to pull off Carmageddon, DG seems to have made a vanilla GTA; but it’s actually softer than that; this is Midtown Madness meets Blake Stone; not mad or bad enough to actually be anything but a Clone and a largely inoffensive one at that. Worse, the world is tiny with very little to interact with or get lost in. There’s nothing to see and all too soon I give up wandering. You never feel like you’re in a Mexican town let alone one controlled by a drug cartel, it’s a bland featureless concrete area with no interaction, where running is preferable to driving and the side missions are all races or brawls, which get dull quick.

While many story missions are great in their layout (a level in an abattoir is a standout) and there’s some nice cinematic cut-scenes, they’re hamstrung not just by the featureless look but the shootouts themselves aren’t especially exciting. Baddies stand and shoot or run at you, they’re hidden in areas they couldn’t possibly have chosen to stand in unless they knew you’d walk past and every single door will have someone behind it; it’s so simple it’s like playing a shooter from the Doom era. To spice it up you have bullet-time and insane power-ups including reversing time, onscreen graphics congratulating good kills and comments from our hero (‘spicy move!’, his favourite phrase is uttered over and over) but it all comes across as set-dressing, gimmicky after a while and irritating soon after. This is one of those games where the engine and development just couldn’t compete with the concept and spirit and that’s best illustrated by the launch trailer that still makes TO look like the game you always wanted someone to make.

Maybe much of this banality could be overlooked if it was great shakes with storyline and characters – a gaming element not curtailed by budget or graphical constraints – but while in the game’s head you’re Antonio saving a feisty Salma-alike, the reality is a cliché story and strained, obvious dialogue.

When TO came out in 2005, Free-roam (Sandboxing, nonlinear, open-world, whatever) was in its most exciting period. We’d had three GTAs, Morrowind and Far Cry building up to Boiling Point, Oblivion, Gun and Just Cause and barely a year after that Assassin’s Creed, Crysis and STALKER. TO was dead in the centre but there’s none of the reckless enthusiasm that pervaded those games; if TO’s limitations were down to a budget constraint, then they should have constrained themselves to a clean linear game and dropped the free-roam. Released around TO was Call of Duty 2, FEAR and Doom 3 – not suggesting TO should have reached for those lofty heights but how much more immersive could TO have been as a straight shooter with all the free-roam work funnelled into a real Drug Cartel experience saving a Mexican town.

In the end, Total Overdose isn’t just dated, it was five years too late to the (open) world. Despite my disappointment at finding my memory lied to me, it had its moments; our hero yells lines other than Spicy on rare occasion that get a snigger, flies descend on your kills, if you shoot a guy wearing a hat, it’ll fly into the air. Position yourself under it and your hero will be wearing it until it gets shot off. It has flashes of brilliance that makes TO feel like an unfinished game, like it’s still in beta phase. It’s frustrating because it could have been so much more; it’s got a lot to give – but there’s no world to be given it in.

2005 | Developer Deadline Games / Square Enix | Publisher SCi / Eidos Interactive

Platforms; Win | PS2 | XBox