Showing posts with label Fallout. Show all posts
Showing posts with label Fallout. Show all posts

Tuesday, 27 March 2012

Feature Analysis - Easter Eggs & References

Hey guys, sorry about the delay in content. Had a busy few days. 

Today I want to talk to you about Easter Eggs. I know Easter is coming up, by try not to link what I'm saying to chocolatey treats. You all probably know what I'm talking about but for those who don't - Easter Eggs in Games are messages, features or jokes the fans can relate to intentionally left by developers and they can be in the form of pretty much anything. They can be in game Items, locations, NPC Dialogue the list goes on.

Finding things like this always brings a smile to my face.
Many people have different opinions on what they consider an Easter Egg, some people consider Glitches and Cheats to be Easter eggs. But I prefer to think of them as little notes, references and personal touches left behind by the developers that are very hard to find. For example if you look to the right, we have an Image that fans of Bioware games will understand. The Image from Mass Effect 2 shows an Ogre from another one of their successful games - Dragon Age: Origins. People who had not played that game would be none the wiser when stumbling upon this, even Kasumi (an in game character in ME2) states 'I don't know what this is'.

There are also brilliant references to pop culture in many games, I mean just look at this list containing the currently known easter eggs in Skyrim, I'll admit, some are so subtle you think the person who discovered it is clutching at straws but others make you think "now that you mention it...". Bethesda pack their games full of these references, both the Fallout and Elder Scrolls series are full of them.

Rockstar games, the developers of the Grand Theft Auto series tend to have a more obvious method of letting players know that they've found an Easter egg. In GTA:III there is a sign on a wall you shouldn't be able to access saying 'You shouldn't be able to get here!', In Vice City, you can find a room with a chocolate Easter egg in the middle with 'Happy Easter' engraved on it and below is my personal favourite from San Andreas.


D'oh Rockstar, you so silly...

Easter eggs for me are always a welcome find, more often than not they're something that will make you smile, and its always nice to see the developers put that tiny bit more of effort in to give the fans another thing to talk about in their game and a way to make their fans happy.

If you fancy having a browse and seeing what Easter eggs are out there, eeggs.com has a compiled list of thousands of video game Easter eggdiscoveries. So what Easter eggs have you guys discovered? 

Tuesday, 20 March 2012

Feature Analysis - Autosave

'Ohh this dungeon is creepy' *Clink* *SLAM* *SPLAT* - Dead.
'I can kill this boss... oh f*** he's tough' *Boom* - Dead
'Oh damn it, game froze, I'll have to crash it'


These situations are annoying enough without ending up half an hours worth of game time backwards purely because you forgot to save or because the game offers no decent auto-save feature. It's likely something every gamer has experienced at least once or twice and many gamers probably have this happen to them more times than they'd like to admit and it's a hell of a pain.

After playing a few different games recently I've noticed the multiple different methods games implement auto-save features. Some are a pain, some are brilliant and some don't even have it! so I'm going to have a look at those I prefer and why.

Firstly Bethesda's system in their RPG's. This system saves the game when entering a new area, it doesn't matter how far in the area you are it will just save at the start of it. While this is a nice method on an easy difficulty, when playing on a harder setting this can be a huge pain. You can spend a good half hour progressing through a cave/vault/barrow barely surviving and then something you aren't prepared for hops out and kills you,  effectively wiping the last 30 minutes of progress. Like I said on an easy setting this is great (because to be honest it's quite tricky to die on easy in both Fallout & Skyrim in my opinion), but when playing on Very hard/Master you need to get in the habit of quicksaving... like every couple of minutes. Fun eh?

Shepard's Game just crashed. He hasn't been quicksaving.
The second system that bugged the hell out of me was Mass Effect 1's auto-save system. To me the points where this would save seemed completely random. Sometimes it would save at certain defining points in the story and at others it wouldn't. Occasionally it would save when entering a new area, but again, other times it wouldn't. I probably lost around 2 hours on my first playthrough purely because I wasn't quicksaving as often as I could and didn't realise how far back the previous auto-save was. However in Mass effect 2 & 3 this issue was resolved with frequent autosaves which was a very pleasant surprise. 

Kingdoms of Amalur: Reckoning also includes a nice and frequent autosave system similar to the frequency in Mass Effect 2, however due to dying rarely in that game (I only played it on normal so far) it's hard to tell if the saves were frequent or I just didn't notice a bad disparity due to a lack of deaths.

One of these was always
a welcome sight in FFVII
Many older games don't even bother with auto-saves and even go as far as only having designated save points... that's right final fantasy, I'm looking at you. Now I'm not sure if this is still the cas in FFXIII and FFXIII-2, but in all the older titles, you are required to visit a save point to save. This isn't as annoying as you would think, purely because it is such an established mechanic in Final Fantasy, and your play eventually compensates for it, e.g. making sure you are stocked up on potions and your group is healed, taking breaks when you get to save points etc.

Many genres of games don't implement autosave whatsoever, RTS games such as Battle for Middle Earth rarely include such a feature in their single player campaigns however death isn't as sudden in these types of games and you can predict when saving is necessary, I guess it would also be hard to define when a good point to save would be in these types of games. Some RTS games do include it but to me it seems like an unnecessary feature in this genre.

In my opinion Autosaves should be included in Action RPG's and FPS games, and they should be frequent. they are only really needed in games where death can be sudden an unexpected, Turn based and many Japanese RPG's will usually put a save point before dangerous bosses anyway. It's good to get into the habit of quicksaving frequently or just saving but with many games I could go without the tedium.

Monday, 12 March 2012

Feature Analysis - Equipment in Games

So, in an effort to get up to speed with the Mass Effect franchise so I can get on to ME3 as soon as possible, I downloaded (legally! through steam) 1 and 2 on Friday and had a big ol' gaming session this weekend, completing ME1 (albeit I kinda rushed that) and making headway into 2.

However playing these titles made me think about something. Gearing up your characters and how different games do it. There are some systems I like and others that just become tedious to deal with. So I'm going to have a look at what makes a gear and equipment system good or bad.

Variety, in my opinion, always helps a gear system along, if multiple choices of armour or clothing are available you can customise your character well and that tends to help with immersion and connection to your character. Too little to choose from and you can occasionally be restricted to pick one generic choice, too much to chose from and it can become confusing and trivial. 

Personally, I think a strong gear system is in place in Fallout, there are multiple clothing and armour choices to pick from and you can easily discern what is best for your character; stealthy assasin: light armour such as leather or recon armour and for close combat or front line kind of action: Combat armour, power armour or something similar. Fallout's system is good as you can pick and change what you need for different tasks and the bonus' are easy to understand. The weapon system is easy enough too, find weapons you like? keep 'em in good condition in your inventory. Others you can store in your players home.

Dragon scale Armour in Skyrim is the most damage resistant
 of light armours available
Skyrim (also from Bethesda) has quite a nice gear system too, you can enchant your gear for different tasks and purposes and use different sets for different styles of play, a little more variety would have been nice though. 

A system where variety got a bit too much for me though was Mass Effect 1. Whilst on the surface it doesn't look too complex, being an avid RPG player I tend to explore each possible way and gather all I can, so I was constantly picking up new stuff. Armour had three different stats and slot(s) for mod(s) all of which became a lot to take in. Damage reductions against certain types of damage, health regen, shield boost, shield regen... it all got so much that I just picked armour to wear that had the highest damage resistance and just whacked on a health regen mod on most squad members. Weapons were also a pain to deal with with the obscene amount of mods, whilst picking a weapon was easier than picking armour, modding it wasn't. So overall dealing with your teams equipment became a chore rather than fun, I'd often find myself spending a good 15 minutes on sorting out three members and then another 5 just turning unwanted stuff into omni-gel.

However Mass Effect 2 effectively headed off this issue with a simple and elegent system, a little more choices in what you can dress your squad up in would be nice but Sheperds choices and customisation was aesthetically pleasing. You can choose the colours, patterns and armour types of Shepherd as pictured on the left.





Availability also plays a big part in the gear systems, now I don't know about you guys, but for me earning or unlocking a decent weapon feels a hell of a lot better than buying it. Being able to get the best gear available through a shop fairly easily seems a bit anti-climactic. For example, in the Final Fantasy series - looking back at the older titles such as VII and IX here - killing a boss usually meant you would get something decent, a good example would be Cloud's ultima weapon in FFVII obtained by killing, well, the Ultima Weapon, which can prove to be a rather tricky fight.

Now this is one pricey sword, 
However, buying weapons isn't always too easy, and sometimes saving up enough gold or whatever currency the game requires can feel like quite the achievement, such as buying The Solus Greatsword (pictured on the right) in Fable, which takes a whole lot of questing and work to be able to afford, and it's damage is, on the most part, better than any of the other weapons available throughout the game.

Another nice way to acquire gear is unlocking it through achievements and progress in a game, such as call of duty, where as you progress through the multiplayer ranks, more weapons and customisation options are made available to you. 

Some games also Include crafting to create your arsenal or armoury, Kingdoms of Amalur having one such system that I really approved of - one that stops you making the best stuff too early. Many crafting systems in many RPG's and other games can be considered broken. In Skyrim for instance, by creating a few hundred Iron Daggers (the easiest thing to make) you can find yourself in the best armour available in next to no time. In comparison, KoA: Reckoning limits the player well, as a pre-requisite to creating armour is salvaging parts and materials from pieces already gathered - and what you acquire from enemies is very dependent on your level. Imposing these sort of barriers is a good idea in my opinion as you are more appreciative of new weapons or armour when you get them.

Don't you just hate it when someone shows up at the battle
wearing the same thing as you...
Having different options on how to acquire gear is always nice, though. Most modern RPG's and MMO RPG's give you all of the explained options to acquire gear; killing Enemies, Buying or Crafting and in large, well funded games such as World of Warcraft and Skyrim, each one brings their own flair to each method.

So in conclusion, what I think the Ideal gear system should Include? Well Ideally I'd love to see the below:
- Top stat armours with multiple different appearances. e.g: Multiple aesthetically different armours with the same stats as Daedric Armour in Skyrim
- Simple to understand stats, enchantments etc.. e.g. don't overcomplicate items saying they will protect you from x and not from y
- Artificial barriers preventing the player from acquiring amazing gear too early e.g.: implement stat, level or crafting restrictions
- Include the different methods for acquiring gear, however I think the best stuff should be won in monumental battles, through quest completions or through boss kills.