Wednesday, December 30, 2015

Games from this year I enjoyed (and others that I did not)

Happy belated Christmas (or other relevant holiday linked to winter celebrations) and Happy New Year! I say this since this post has only appeared days after the former and possibly before the latter. After starting this online journal, I have decided to be a little more pretentious this year and list out games I played this year (that came out this year) which I wound up liking a lot. I may even give them fancy titles to voice my opinion of them. 

Full disclosure: I will admit I have not played a lot of games this year due to monetary concerns.


Best triple-A game of the year:
This year's triple-A games seem to be acting like darts randomly thrown at a board. Either some hits the board or some gets stuck up the backside of the PC gamer sitting nearby (like Arkham Knight). I was not impressed by most of the games that came out this year save for Bloodborne, Metal Gear Solid 5, Just Cause 3, Splatoon and Fallout 4 (the latter reluctantly added here due to a lack of other triple-A titles). With the sad exception of Bloodborne (I lacked the money and time), I was not motivated to purchase any of the listed games at full price which was a shame since most of them gave good impressions judging from gameplay videos, reviews and Let's Plays, except for Fallout 4 which soured my opinion of it further. Only one hyped triple-A game this year prompted an immediate purchase and a purchase of the season pass for the expansions after watching some Let's Plays. If the reader has not guessed it from the cover art, it is indeed The Witcher 3: Wild Hunt.
https://upload.wikimedia.org/wikipedia/en/0/0c/Witcher_3_cover_art.jpg
Aside from having a consumer-friendly free DLC program (that admittedly has its hit-and-misses), Witcher 3 does deliver in terms of its writing for certain characters and quests (the Bloody Baron questline is one of the best I have seen since the writing in Pillars) while having a good soundtrack and some of the best facial animation I have seen in such a large game. The reunion with Geralt and Ciri is one of my favourite moments in gaming this year due to how well the animation, audio and visuals blend together to invoke emotions in me. The gameplay is solid as it plays like an easier version of Dark Souls (which I have not finished to my chagrin) though Death March is rather difficult. Overall, I had a great time with The Witcher 3: Wild Hunt and I am in the middle of New Game+ on Death March.

Best Kickstarter success of this year(that I know of):
I do not have the money to contribute to Kickstarter so I usually keep my eye on projects that interest me. One project that I paid close attention to was a game being made by a company that made one of my favourite games and has an impressive track record. The game I speak of is Pillars of Eternity. (If you are wondering about the other game I spoke of in a previous post, it's here somewhere)
https://upload.wikimedia.org/wikipedia/en/c/ca/Pillars_of_Eternity.jpg
When Pillars of Eternity was first announced officially on Kickstarter and other gaming news websites, it quickly drew my attention and maintained it for a long time, mainly due to the prior work of its creators. When it finally came out, I was probably among the people who bought it on the first week. I proceeded to play it and immediately afterwards, I felt that my full-price purchase was completely justified. While being a throwback to older CRPGs like Baldur's Gate, Planescape: Torment and Neverwinter Nights, it adds more to the formula to avoid being a rehash while having decent writing (with certain characters having intriguing dilemmas to ponder) and immense role-playing value (from the freedom granted to flesh out your player character's background and personality). Some of my favourite moments in the game is when the game allows you to shape the background and personality of a past life and have it reflected in-game. Others were moments where I was able to use my knowledge of the genre to predict potential consequences and actually have that knowledge pay off. The game has two expansions coming out with the last one coming out next year. Maybe once that expansion comes out, I will actually start my next  playthrough. There is another game that appears here which was a success on Kickstarter but it lies under another title.

Best surprise of this year:
I am rather picky when it comes to my purchasing of games. Since I need to be stringent with cash, I rarely buy triple-A games or new games to avoid denting my wallet. This personal code of mine was violated on three occasions this year. The first two games I bought at full price are stated above. The third game was UndertaleAs an added accolade, Undertale is probably the first game that got me to fork money for its soundtrack.
https://upload.wikimedia.org/wikipedia/commons/5/5f/Undertale_logo.jpg
With top quality writing, relate-able characters, an amazing soundtrack, and a well-executed blend of audio with writing and visuals, Undertale took me by surprise. While I had heard good things about the game, I was skeptical about such claims. After playing it, I can say that most of those claims were justified. The game acts as a homage and deconstruction of RPGs as a whole with enough medium awareness to give it a unique impact on gaming as a whole. The way the game maintains full awareness of the player's actions and works it into character dialogue along with certain plot events made this game intriguing. The other accolade I could give it is the fact that its well-executed blend of writing and soundtrack was enough to make me choke up with emotion. The game is no second coming of Christ but it is something that I believe any open-minded gamer should try to complete.

Game that I may never buy:
As I have said before triple-A games this year have been a hit-or-miss. The Witcher 3, Bloodborne, Metal Gear Solid 5, Just Cause 3, Splatoon and arguably Fallout 4 do seem to be the success stories of triple-A gaming this year (at least from playing or watching gameplay courtesy of Youtube).  On the other hand, we have disappointing products (to me anyway) from so-called triple-A companies like Metal Gear Solid 5 (arguably), Star Wars EA: Battlefront, Halo 5, The Order 1886, Evolve and others that I did not care for. So what triple-A game of this year was so disappointing for me that it made me feel like my  own investment in its own series was wasted? That depends, did the reader notice that I left one particular game out of this list of disappointments? 
https://upload.wikimedia.org/wikipedia/en/6/6c/Batman_Arkham_Knight_Cover_Art.jpg
Yep, it is indeed Batman: Arkham Knight. Having played through Arkham Asylum and Arkham City (while avoiding Arkham Origins to prevent another journey into the Internet from guides to fix the game's bugs and issues), I was hoping that Arkham Knight would be a worthwhile purchase. It turns out that it was... for consoles that is. I primarily use a PC or laptop for gaming since I primarily play RPGs or stealth games. Imagine my disgust upon learning of the state of the PC port and the level of denial fans had towards the game's flaws. The reader has probably heard about Arkham Knight's PC port and if the reader has not, I will say these few words: It was bad. Buggy at high graphic settings, boring in terms of writing (save for a few twists), and repetitive in some aspects of the game-play, Arkham Knight looked like a disappointing entry for me. I would have considered buying it for a console (if I have the time and money) but the way Warner Bros. and Rocksteady re-released the PC port with not enough fixes worsened my opinion of the game. So, in short, I may never buy Arkham Knight in the foreseeable future. Even if the game is heavily discounted during sales, I doubt I will ever see it in my cart or wishlist. It was a poor finale for a series I enjoy which made it hurt all the more.

[P.S: Halo 5 is another game I will never buy with its awful writing, blatantly lying in its promotional campaign and the removal of split-screen (which was always a deciding factor when buying a multiplayer game). Having enjoyed Halo for a long time, 5 was the game that made me say goodbye to the series for good.] 

Most disappointing game:
While I expressed my refusal to ever purchase Arkham Knight, it was not the game that disappointed me the most. That particular title goes to another game which is part of a franchise I hold immense adoration for (with its official first, second and fourth instalments being among my favourite games of all time). If the reader is not a regular reader of mine, the game in question is Fallout 4.
https://upload.wikimedia.org/wikipedia/en/7/70/Fallout_4_cover_art.jpg
If the reader managed to read through my wall of text in the Fallout 4 post (http://subjectivelybiasedrants.blogspot.com/2015/12/fallout-4-and-one-punch-man-episode-9.html), the reader will probably be aware of my love for the Fallout games made by Black Isle Studios and after the former's closure, Obsidian Entertainment. The reader who has seen my Fallout 3 post (http://subjectivelybiasedrants.blogspot.com/2015/06/fallout-3.html) will also be aware of my somewhat positive opinion of Bethesda's attempts in making a Fallout game. Imagine my immense disappointment after forcing myself to finish Fallout 4 after having finished a playthrough of New Vegas a short while ago. 
The lack of role-playing, the dull main quest, the messy writing, the horribly implemented dialogue system, the lack of skills for skill-checks, the pointlessness of side activities, the lack of abundant unique side-quests, the companion behavior and their lack of meaningful side-quests (save a few with lackluster conclusions) managed to hurt my experience playing through the game. Even the aspects I liked (such as improved combat gameplay, a fun but pointless settlement building mechanic, gun customization and others listed in my Fallout 4 post) only served to extend my slogging through a shooting game with token RPG elements. I will admit that the game is fun and that people do enjoy open-world sandboxes but when the sandbox's depth pales in comparison to prior games in the series (not counting Fallout: Brotherhood of Steel for obvious reasons), the game ends up looking inferior. 
In short, Fallout 4 was my biggest disappointment of the year for removing everything I loved about the Fallout series and leaving a game that showcases wasted potential in its stead. The game is fun but it is not the Fallout game I hoped for after New Vegas. It did not live up to the hype but then again, I am not one who believes in the asinine concept of hype for upcoming games in the first place.  


Conclusion:
I did not play a lot of indie games this year and judging by triple-A gaming's rather average performance, I probably should. I have spent most of my time re-playing older games I have finished before or completing my backlog (which includes games like the Thief series (not including the reboot), Wasteland 2 and currently, Xenonauts) as triple-A games do not interest me that much these days. A few games coming next year do seem intriguing like X-COM 2 (I really hope this will be good!), Deus Ex: Mankind Divided, TORMENT: TIDES OF NUMENERA (I pray InXile does a better job here than the decent but somewhat lacking Wasteland 2) and Persona 5 but aside from those games, it will take a lot to get me invested. I hope to be proven wrong in the coming year but until that day comes, I will maintain a cynical outlook when it comes to games since being excessively hyped is a far worse state of existence as a video gamer. 

To my readers, I wish you all the best for the coming year and thank you for giving your attention to this corner of the Internet even for a moment while indulging in this person's opinions. I will try to maintain a decent amount of output but time will tell if I can maintain that level of output with the unpredictable future.

Monday, December 21, 2015

One-Punch Man (episode 12) and overall thoughts

Full credit goes to: http://i.imgur.com/7nPIzZg.jpg and Google Image search

Holy Bananas! That was good. That was a pretty good episode. Wow, that part was well adapted. Which part do I mean? Boros vs Saitama. The main highlight of the episode would be the fight between the two as the two are actively engaging in the fight (one of them to be precise). The animation, sound design and background soundtrack were spot on in execution, making the scenes with the fight look and feel amazing even to someone who has already seen the manga version by Murata. Each blow and energy-based attack feels like there is impact behind them and since Saitama does not one-shot his opponent here, the fight does have some of the intensity of a normal fight. While I will say that the fight does not look as good as the Murata version, it does not mean it looks bad. On the contrary, it looks good for an anime and does a better job in portraying intensity in a fight than most of the 'visual' spectacle that ufotable dumped on the table with lackluster substance for most of its own fights

Meanwhile, the S-Class heroes attempts at fighting off Melzalgald has intensity and good visuals going for it. I do like Atomic Samurai's attack styles, especially at one point when he slices up the alien into ribbons since it reminded me a lot of Vergil's Judgement Cut from Devil May Cry (the original games, and not the reboot). Tatsumaki maintains her position as the most powerful Esper of the series with a display of power that justifies her arrogance while having a comedic moment reminiscent of a previous episode (complete with her art style changing) to remind us that Tatsumaki is still, at her core, a brat with credentials to back it up. Genos will still balance out his extremely detailed appearance with comedic antics though that bit in the end does showcase how being Saitama's disciple has helped with his personality and priorities. The parts after the Boros showdown are not as good but are good as the gradual lowering of intensity as the episode and anime draws to a close. They did have a new ending theme for this last episode which is nice as a commemoration of a series' end; though like the original ending theme for me, it was nothing too spectacular for me.


The show does leave a couple of threads hanging that will be covered by a season 2 involving Metal Knight and Handsomely Masked Sweet Mask being potential problems in the future for the protagonists along with other plot threads involving King, the Blizzard Group, Bang's former star pupil (Garou, the Human Monster) and the presence of an association of monsters; the latter four only appearing as cameos in the show's run. Since Murata is still attempting to finish the current arc, season 2 may be a long while off. In the meantime, I will leave a picture of Garou from the manga below as a sign of things to come.
Credit to: http://vignette4.wikia.nocookie.net/onepunchman/images/d/d1/Garou_Intro.png/revision/latest?cb=20150704032518

As a whole, the anime adaptation of Murata's redrawn manga of the One-Punch Man series (made originally by ONE) by Madhouse was pretty good, not great but earning a solid grade if I was being asked to grade it. While having the occasional hit-and-miss moments and pacing issues along with moments that were not well adapted along with some peculiar production choices, the anime was able to adapt a good majority of moments from the manga while making the sequences flow from moment to moment. The fights, while not as detailed as the manga's versions, are well animated and detailed enough to raise eyebrows especially with Saitama vs Genos and Saitama vs Boros. The addition of extra bits from the extra chapters and original filler does help the show avoid being a complete copy-paste of an adaptation that does help the episodes flow while ensuring that season 1 can end with a punch. The soundtrack and sound design is quite good as well with the opening song itself being amazing at raising spirits.

I would certainly recommend the show to others but I will add that the show should be regarded as fun satire of the shounen genre rather than an actual action-packed anime with a complex and deep overall storyline (with occasional moments of good writing appearing frequently) since Saitama's entire shtick will go against the norm of the genre. The recommendation will be a slightly cautioned one at best and at it's worst, it would have a tentative caution attached to it.

Still, even as I give this opinion, I am hopeful that a season 2 will come along and that Madhouse makes it (even though they are known for not making multiple seasons for a single show). What Madhouse made here was good and can be improved further. The next parts of Murata's manga are rather interesting while ONE has made a lot of progress so season 2 could avoid the pacing problems of this season. 

My Mondays will be a lot less entertaining with One-Punch Man gone. Time to binge-read the manga again...

Thursday, December 17, 2015

Star Wars: The Force Awakens

Since this week's post was excessively short, I will make amends by releasing a second post for the week. This is mostly due to the opportunity presented to me this week. If you did not read the title, this post is an review-esque opinion piece on the latest Star Wars movie out this week in Malaysia:


Star Wars: The Force Awakens is the newest installment in the Star Wars movie series and happens to be a direct sequel to episode 6, Return of the Jedi. In other words, this is episode 7. I watched it and for the most part, I can say that it is better than the prequel trilogy. I will attempt to avoid spoilers but no guarantees that it will work as some things from the movie needs to be divulged to get the context. 
The movie's events take place 30 years after Return of the Jedi with the Empire surviving in the form of the First Order. The absence of the Jedi in that time has been felt as the Resistance continues their long war against a seemingly invulnerable opponet. However, hope springs anew and the Force begins to stir once more. Enter Rey, Finn and BB-8 as they embark on an adventure that will bring them into this conflict.

[A reminder: What I write here are things that I believe made me like the film. It does not cover the entirety of the experience but it is attempting to do so.]

What makes it?
The special effects were rather nice for the most part though nothing too spectacular that made me leap out of my seat. While there were computer-generated characters, effects and items throughout the film, there were enough practical effects to satisfy me. BB-8 is probably one of the better effects of the film as the droid was an actual remote controlled prop that could move and interact with the characters like R2 and C-3PO in the previous films. It was fun to watch X-Wings and TIE fighters duke it out in the scenes they appear in and for the most part, they were not too bad. They worked and for most products requiring effects, having effects that are not noticeably bad or obvious is not completely bad. The only real CG effect that I feel was badly done involved an alien creature at one point but I will not inform the reader of the context. The reader will have to find out for themselves.

The characters in the film also play their parts without reaching the levels of the prequel trilogy. The newcomers were fine for the most part with thankfully no sign of excessive comic relief or cringe-worthy dialogue during my viewing of the film. They were entertaining at least which was leagues better than what prequel Anakin and Jar Jar ever did. The actors from the previous films also manage to return to their roles and for the most part, the characters they play are portrayed in a sensible way. What I mean by that is their characters acted and thought in ways that they would have after 30 years of being in an unending conflict.  It made sense rather than having a jarring change of characters which can happen at times. For the most part, the writing for the characters was fine though some parts involving the characters did irk me at times while watching since some of the clichés linked to such moments do pop up and knowledge of the non-canon Expanded Universe (or Star Wars Legends) did make the twists with some of the characters seem rather obvious .

The callbacks to previous Star Wars films was also a nice touch. Throughout the film, there are frequent callbacks to prior films that are either rather significant or are mere easter eggs. While I was watching the film, I chuckled whenever I noticed something from the previous films appearing before my eyes. While it did feel like some of the callbacks were being forced into my face when I was watching it, it was not cringe-worthy for the most part. 

The sound effects are most definitely a highlight. Blaster fire, TIE fighter engines and lightsaber sounds were excellent and sounded like they should with enough modern touch ups added to make them current rather than dated. The Star Wars opening theme was present for the text scroll and watching the movie on the release date meant that there were people cheering when the music began to play which was pleasantly surprising. The soundtrack did not drown out the events unfolding on screen so that is a plus though it meant that it did not include any particular tracks that I particularly liked.

The most important element for any movie is entertainment value. If a film is not entertaining, it has to be either intellectually stimulating with hints of entertainment, a horror film that creates actual dread, or a thriller film with amazing execution. If it does not fit into the listed criteria, it is probably a bad film. Thankfully, The Force Awakens is entertaining. From start to finish, it was an entertaining flick with enough of the Star Wars action, Star Wars comedy and the grim elements of Star Wars that avoids most of the pitfalls of the prequel trilogy. The action was rather thrilling as the new Stormtroopers finally found a different school of marksmanship for a change which made them more credible as threats while enough humour and grim reality are mixed together in a balanced way. I was glued to my seat and kept my eyes on the screen without glancing at my watch or phone once. If a film is able to do that, it must be doing something right in my books.

What breaks it?
The film's biggest problem lies here: There was not much creativity in the writing was present for the films. 
[Minor spoilers from here on out] 
The film, for the most part, felt a lot like Episode 4: A New Hope, with the events and plot threads here feeling like chunks of Episode 4 so marathon-watchers will recognize plot elements from the older film. In addition, the character of Kylo Ren, without wishing to spoil, wound up reminding me too much of a major character from the Expanded Universe. This has led me to speculate that the writers will use aspects of the Expanded Universe in the films. This sadly means that some of the shocking twists that the writers may expect as twists will not have as much impact as the famous twist of Episode 5: The Empire Strikes Back. 
[Minor spoilers over] 
Thankfully, there is enough present to ensure that the film does not end up as a copy-paste of Episode 4 though it did bring down the film in my opinion.

Kylo Ren was introduced as a dangerous and powerful Force-User. For the most part, he is intimidating and has chilling moments reminiscent of Darth Vader especially at the start of the film which initially gave me a positive opinion of him. However, that chilling aspect of him was diminished for me after a certain point of the film. By the climax, he became a let-down of an antagonist for me and as the film ended, I declared him to be a Sith that Darth Revan and Darth Bane would have swiftly denounced. Kylo was a mixed bag and could be harmful for the film since he did not seem like a proper threat so they should build him up as a greater threat for the next film.

An excessive number of insignificant side characters do pop up in the film and swiftly leave as soon as they appear. While this is a minor problem, it was something that reminded me of filler as the appearance of these characters only seem to exist to add excitement or fill in spaces. Some of the scenes with these characters even seemed excessively brief with two side characters (who I paid close attention to) in particular acting as one-scene wonders at best. This irked me at times and now that I am looking back, I feel that the film could be improve either reducing the number of these side characters or show case how these characters contribute to the whole plot aside from being obstacles

Summary:
The reason for this piece's short length is out of a desire to avoid stating spoilers and since I write out these pieces, I can only do a spoiler-filled opinion after a long period of time has passed. 
I can however say this: If you are looking to for entertainment or happen to be a Star Wars fan, I can recommend watching The Force Awakens, at least for entertainment. While it was not as ground-breaking as the original trilogy, it was entertaining to watch and was not a cringe-worthy film like the prequel films. There was enough added to the film that makes it watchable and while I do not consider it to be an amazing film, it was worth the price of admission. I had fun watching it and will hope that the film's sequel will be our generation's Empire Strikes Back. 

What makes it?
Special effects
Characters
Callbacks
Sound effects
Entertainment value
What breaks it?
A lack of creativity in the writing aspect
Kylo Ren 
Excessive number of insignificant side characters

Tuesday, December 15, 2015

Nothing much (& One-Punch Man episode 11)

[This week's episode is serviceable, I guess. A lot of action, brief moments of comedy, Saitama still being the over-leveled MMORPG player doing mid-level raids and Tatsumaki being pretty awesome. The action does have a lot of still moments without motion so that could be a complaint though it does save up on budget and still looks detailed when the animation begins to flow. While I do feel that nothing much is going on for now, that could be a result of being a source material reader so I am already aware of the events unfolding. I do like the cameos of other side characters from previous episodes (including one LICENSE-LESS RIDER/MUMEN RIDER) and showing what they were doing during the crisis. I'm not sure if they were shown in the Murata version so if they weren't, kudos to the anime for the extra scenes that still fit in nicely while being amusing (Keep it up Hammerhead, someone will reply to your applications!). I did chuckle at the crudely drawn Saitama near the end of the episode as it was a near replica of Saitama's actual appearance in that sequence in the Murata version which was a definite plus. Too bad it ends on a cliff-hanger but at least, the episode was still entertaining. I can give this a slightly tentative recommendation for regular viewers. As for newcomers and those with a negative opinion of the show, this episode may not change your opinion if it was a negative one.]

I was thinking about writing about Fallout 1 & 2 which I have been playing. The alternative was Star Wars: Knights of the Old Republic in commemoration of the new Star Wars film opening this week in Malaysia. The problem is that Fallout 2 has eaten into my time so I have no time to write up a piece on the former and the latter. 

So, yeah. Not much content aside from my brief overview of One-Punch Man this week. Hopefully the new movie will be decent. 

As the people in the series say; Engage!
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P.S: Kudos to anyone who got that reference.


Monday, December 7, 2015

One-Punch Man episode 10

What a nicely adapted episode we have here. The beginning of One-Punch Man's best arc (from the source material) and the arc which will determine whether the anime will be amazingly good or decent at best: The Alien Conquerors Arc.
I could state that the action is decent, the animation is well done, the art work in certain scenes look really good, the adaptation for the most part is quite good and more but I do not want to since actual reviewers and other commentators would have already done so. Instead, I would like to highlight three aspects of the episode that left me with a wide grin on my face. The first is Tatsumaki's portrayal in the episode.

http://vignette1.wikia.nocookie.net/onepunchman/images/4/4f/Tornado_relaxing.png/revision/latest?cb=20151108235233

A recurring joke surrounding Tatsumaki is the fact that she is the only other character that is illustrated in a deformed manner like Saitama. Thankfully in this episode, she appears in a hilariously deformed 'chibi' style whenever she acts particularly spoiled or childish. Her first deformed appearance got a hearty laugh out of me which is odd since I have already read the manga up to this point so the jokes in the show have only succeeded in netting a chuckle out of me. Here's a fun thing to do: count the number of times Tatsumaki appears deformed in the episode (not as much as one could hope for but more than what you expected). Her spoiled brat personality is well-portrayed here due to the voice actor hitting the right notes in her performance. As a result, Tatsumaki, as a whole, feels well adapted for the anime in these parts which is a good thing since it does indicate decent adaptation in the next episodes.

The second is the appearance of Garou. While I am aware that Garou is mentioned in the part adapted from the manga as well, I did not expect an actual illustration of him in the anime since the anime is coming to an end. So imagine my delighted surprise when he did make a full appearance here albeit without a voice. Garou is a character from the manga who becomes one of the biggest threats to the heroes of the series and that is all I will say. Having him appear for a cameo was a real treat for a manga reader like myself and seems to hint that Madhouse may consider season 2 for One-Punch Man which to be honest, I am glad that they are considering a season 2. Garou is only prominent in the later parts of the series so a full cameo here could mean that Madhouse will make season 2 once Murata finishes Garou's arc in the re-drawn manga. ONE readers on the other hand may have to wait longer for the inevitable clash being animated.

The third was the appearance of nearly all the S-Rank heroes with their varying personalities and traits. While this also took place in the manga, it was rather nice to see them fully voiced and even going into action while seeing their differing personalities along with some of their thoughts. Special focus should be on King and the King Engine which was pretty well portrayed even if the latter was rather underwhelming for now. The show bringing in their strongest heroes together for the arc does showcase the extreme threat posed by the arc's antagonists and Atomic Samurai's failure to defeat what appears to be the vanguard of the alien forces prove that these S-Rank heroes have a lot of work to do. As for Saitama, he acts like the level 99 player looking for the hidden super-boss that we do see near the end of the episode.

Overall, I quite liked the episode as a point of escalation where the stakes are being raised and the actual action is ready to start even if it ended on a frustrating cliff-hanger. I can give this arc a strong recommendation for viewers already following the show and a somewhat cautioned recommendation for new-comers. If the reader did not like One-Punch Man before, this arc will produce two results: the reader either winds up liking One-Punch Man (to a varying degree) or their opinion will not change. This arc is one of One-Punch Man's best arcs in the manga and I hope Madhouse does not drop in entertainment quality since the drop will be noticeable from such a decent episode.

[Extra thoughts: I do not think I will be hyped up for triple-A games next year. The quality of triple-A games have been declining to a large extent resulting in fewer gems like Witcher 3, Bloodborne, the parts in Metal Gear Solid 5 untainted by the scum that is Konami (your behavior at the VGAs was just plain disgusting), Splatoon, and Pillars of Eternity (which may not count as triple-A). Games like Fallout 4, Batman: Arkham Knight and others have either become disappointments or are plain terrible (the reader can decide where these games lie. I also think that I should keep an eye on indie games more often since the number of gems like Undertale and Rocket League are rising steadily. Despite these thoughts though, I doubt I will follow through. I do need to revise after all.]

Tuesday, December 1, 2015

Fallout 4 (and One-Punch Man episode 9)

On with my first real triple-A game opinion piece of the year since I started this online journal around the dry-spell. I did say what game I would be writing about from a previous post but for those who do not know, it's:


Fallout 4, the sequel to Bethesda's Fallout 3 and a new instalment in the venerable Fallout franchise. Currently available on PC (Microsoft Windows), PS4 (PlayStation 4) and X-Box One. This action role-playing game (RPG) follows the story of the Sole Survivor, an individual who was cryogenic-ally frozen prior to the Great War (the nuclear holocaust) and awakes to a post-apocalyptic Boston with a mission: to rescue their son who was kidnapped when strangers opened their spouse's cryo-pod while seeking revenge since said strangers murder the Sole Survivor's spouse in the process. 

To give context to some of my points, I played Fallout 3 first and enjoyed it a lot for the sense of exploration, interesting side-quests and the unique lore being introduced before moving on to New Vegas and loving it for its writing, role-playing capabilities and DLC (downloadable content) expansion packs that paints an over-arcing antagonist and theme while being just as fun as Fallout 3. I then bought Fallout 1 and 2 which after playing, I consider the two to be better than Fallout 3 though New Vegas shares that pedestal (for quick reference, Fallout 2 and New Vegas share number one for best Fallout entry with Fallout 1 being a narrowly close second and Fallout 3 being a respectable but somewhat distant third). Some readers will assume that I am a nostalgia-fanboy as a result of these admissions but while I admit some bias due to love of older Fallout games, I do my best to regard Fallout 4 on it's own merits and if that fails, I will attempt to elaborate why this is the case. If I do complain about Fallout 4, it is due to the fact that I love the series and as a result, I am willing to critique flaws so that it can improve further along the line. Constructive criticism should be encouraged rather than disregarded as blind hate.


The reason for that whole paragraph being written is to give the next statement context. In short, I do not consider Fallout 4 to be a great game. It is average at its worst and merely decent at best. Fallout 4 is a decent game for the most part but sadly Bethesda has dropped the ball in enough areas that it leads to my rather mixed opinion. I do not regard it as a good Fallout game. Do not bother asking for numbered scores here because I do not believe that such a system works as a method of assessing a product and besides, this is an opinion post.



So, here's my opinions on why this is the case.



What makes it?
Combat gameplay in this game is actually quite fun. One aspect that often falls short in Bethesda games is their combat where the movements are too stiff, the weapons have no impact, bullet sponge opponents existing everywhere and/or the AI take their cues from Kamikaze pilots who forgot to get onto their planes. Thankfully, Fallout 4 addresses most of these issues with somewhat smarter AI that are capable of flanking and being able to use cover properly rather than single-file line charges (though they find ways to justify calming down after sniping out their comrades repeatedly) along with weapons that have more impact on enemies (with some even capable of staggering opponents and crippling them permanently, especially when shooting out their legs).

Aside from behaviour improvements, there have been additions to the gunplay that fit in quite well suck as a weapon bash key for enemies that get too close (something that probably should have been in Fallout 3 and New Vegas though the key binding needs work), a breath-holding mechanic for scoped weapons (which balances sniping somewhat), cover mechanics and heavy weapons (like missile launchers and mini-guns) finally being threatening to players or hostiles. While certain annoying features do remain, such as bullet sponge opponents (human bullet sponges are the worst examples in this game with raider survivalists and veterans being able to survive more than 3 fully exposed headshots at a time unless the player is sneaking), it is rather nice to have decent combat in a Bethesda game.
EDIT: I forgot to mention V.A.T.S (Vault Assisted Targeting System) in here and my opinion is this: it is not as overpowered as Fallout 3's version which is good. It can be finicky on the PC though with a rather significant key-input to activation delay which is bad.


Gun customization helps with improving gunplay. Taking a leaf out of New Vegas’s book, Fallout 4 allows for modification of weapons though with arguably more options than New Vegas. Using materials obtained by collecting junk and materials in the world, Fallout 4 allows a player to craft new mods and features to weapons. Adding mods like silencers, scopes, recoil compensators and larger magazines are expected but Fallout 4 is able to go beyond that by allowing customized chambering for different ammunition types (like a sniper rifle that can fire .50 caliber rounds rather than the usual .308), differing modes of firing (full automatic, semi-automatic, or bolt-action configurations) and differing stocks to fine-tune the type of gun (with short stocks for hip-firing guns and longer ones for marksman-based weapons). 
http://vignette2.wikia.nocookie.net/fallout/images/6/65/Silenced_10mm_automatic_fo4.png/revision/latest?cb=20160317043643
When I found a powerful suppressed sniper rifle in the game, I was disappointed by how underwhelming it was but after getting the right perks and obtaining enough materials, I was able to fine-tune the gun into a sniper’s dream with a larger magazine clip and being able to use .50 caliber rounds (while allowing me to overcome most bullet sponge opponents with sneak criticals). Many other weapons can be modified in that way (such as a certain extra-terrestrial blaster *nudge, nudge, wink wink) and as a result, one could find some fun in figuring out how to turn that laser musket into a lethal ray of death and mayhem or even figure out how to replicate the M.I.R.V with a basic Fat Man. This is an improvement that fits into Fallout well and as a result, I can applaud Bethesda for this feature being implemented. Future Fallout games should have this feature in their games with even more improvements added to it.

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Settlement building ties into the material gathering process. With materials obtained, one can use those materials to construct settlements in locations with workshops in place. With the right perks and plenty of time, a player could spend most of their time trying to build a perfectly functional settlement that works well enough to leave alone for a bit while allowing for creative builds. In my own playthrough, I recall most of my time was spent running around settlements and building homes that one could live in without dying from the environment. One of my prouder achievements in Fallout 4 was successfully building a structure dedicated to trade that came complete with ceiling fans for the convenience of the traders inside (or trader since I only found one free settler at Sanctuary Hills). While the UI definitely needs works since it is difficult to precisely place structures with a first person perspective and that it ultimately does not amount to much in the main game (aside from opening one meager ending route) while not having enough to justify spending time with settlement building, this feature is fun enough for me to enjoy myself; plus allowing me the chance to build my nightmare inducing settlement on stilts. I hope that more can be done with this feature or even find a way to allow settlement features (like electricity or water purifiers) to influence their surroundings such as lighting up nearby ruins due to the return of electricity or even having clean ground water that results in more settlers showing up in the outlying areas for clean water. I do plan to make a cage of poison settlement someday (all settlers locked into a house suspended over a pool of radioactive water that is fenced off to prevent escape) so it has given me motivation to continue playing at least. EDIT: Note that it did not in the end.
Power armor feeling right is rather difficult as it is difficult to showcase how different one's interactions with their surroundings while wearing power armor. Fallout 4 is able to capture the feeling of wearing power armor in that respect. Previous Fallout games feature power armor but they usually act more like clothing that confers massive benefits rather than being armor in game especially in Fallout 3 and New Vegas where there is barely any difference between wearing power armor and clothing. Fallout 4 goes out of its way to make it feel different by changing the HUD and Pip-Boy interface when wearing power armor while making it seem like entering a tank or vehicle whenever the player decides to use it (with that initially interesting animation for opening up the power armor). When wearing power armor, there is a difference such as loud stomping footsteps (that allow sneaking somehow with the right perks), a lack of falling damage from the armor's shock absorbents in effect, customisable headlamps that work when using the flashlight, additional features from modifying or customizing said armor (which is an excellent addition) and being able to have an adverse effect on enemies when landing from above or charging at them (with a perk for the latter). Simply put, it is fun to wear power armor as it finally feels like a mobile tank suit that justifies how America managed to beat China at Anchorage in the series’ lore since I could tank shot after shot with a well-maintained set.
The downside to the power armor however is how unbalanced it can be to the gameplay after finding enough power cores and getting the right perks. After I got the right perks, I never ran out of power cores and could simply abuse the suit for almost any given situation, plus I was able to find enough cores to fill up any emptied core. At time of writing, I have the X-01 power armor Mk 3 (or Enclave Power Armour, the established super armor of the series) so the game became ridiculously easy since most small arms could not deal enough damage to kill me while aluminium can be easily obtained from your nearest diner.


(Googling images for the term below is rather depressing so I will not be using it)
Scarcity of supplies is something that does not really come across in the modern Fallout games (with the possible exception of the J.E Sawyer mod implemented in New Vegas). Fallout 4 has taken steps to remedy this in that regard. Normal medical supplies are harder to find and tend to be of low quantity. Combined with the more challenging combat and these supplies tend to run out, much like an actual post-apocalyptic situation where supplies tend to be low and frequently in use. This does not apply to drugs though so be prepared to hoard loads of Jet, Mentats, Psycho, Med-X Buffout and more around the Commonwealth while wondering why the chem tax of Diamond City does not apply to a mule like yourself. Many times I found myself low on Stimpaks and Radaway in critical situations, adding tensions to firefights even if the person with the Fat Man fired a shot at their own squad again and I have enough Buffout and Med-X to turn into a mini-Hulk. 

This winds up making crafting even more important, especially when crafting boosted chems and cooked food. In New Vegas and Skyrim, I merely used the crafting in those games on rare occasions in the former or as a convenient grinding spot in the latter. While I have used the ammunition crafting in New Vegas for making max charge cells for my beloved Holorifle, I rarely glanced at a campfire, workbench or an ammunition bench. In Fallout 4, I found myself stockpiling meat and vegetables to make food for healing. While I can criticise the new stimpak mechanics for my forced reliance on food, it is rather nice to finally be incentivised to cook my food. It helps that there are also plenty of benefits from the cooked meals such as granting temporary gills, increased strength and even reducing radiation in the body (somehow). 

As for boosted chems, being able to combine Psycho and Jet can really help in a pinch while making your player character shout hilariously in the process with every dose of Psycho. Overall, the scarcity of proper supplies not only replicates the desperation in a post-apocalyptic situation but places importance on using cooked meals and chems instead though suffers from potential stockpiling.
Bethesda’s formula with sandbox works here in a way. Like most Bethesda games, a large open-world is provided with a large quantity of content to look at and interact with. While the side-quests here are not as extensive or interesting as previous Bethesda games, there are minor exceptions to this such as the Silver Shroud quest (try to guess why it is called that), some detective cases and a quest involving a boat and robots. These are rather fun spectacles to interact with that can be memorable for players. Random encounters do exist in a limited extent (since in my playtime, I only found one real random encounter that is out of this world). 
Games by Bethesda usually take hundreds of hours to fully explore though lacking in depth and this usually is enough to justify buying the game at full price for some players. The game does have enough unique gear and sights to see though hampered by the Radiant Quest system that reuses locations and enemy types, often resulting in recycled elements that make the game dull. Once again, Bobbleheads are back so completionists may have something to do though the effects of certain bobbleheads tend to be rather useless due to their effects merely replicating available perks. The modding tools released together with Fallout 4 may cover the lack of deep content in the game but for what it has, it is clear that Bethesda still relies on their tried-and-tested formula.

Cats. There are cats in this game that roll on their backs like actual playful cats while being annoying by jumping onto valuable desk space. They can be harmed as well, much to my own horror. So, that’s a personal plus. Not an actual positive but it kept me invested in slaughtering a settlement to ensure I control the only settlement with a cat that jumps onto the desks (though the townsfolk started it with a questline that ended poorly for them).



What breaks it?
The dialogue system is important for any RPG and Fallout 4's greatest misstep is their new dialogue system. This particular criticism will be long as this is my greatest gripe with the game and one of the main reasons why I only have a mixed opinion of this game. Fallout is well-known for having extensive dialogue lists that allow for extensive role-playing as various tones, expressions and meaning exist within these lists. Fallout 1, 2, 3 and New Vegas fully displays what the player character will say and often it allows the player to determine what they are saying while helping players determine the degree of sarcasm or bluntness in a dialogue option. This is a game series that is famous for allowing players to talk down final bosses (with the exception of Fallout 2 though Speech does affect how easy it is) Fallout New Vegas (along with the previous games – not sure about 3 though) goes one step further by applying skill checks where the level of a certain skill or SPECIAL stat can open up even more options with a high Medicine skill allowing players to catch an addict faking an injury for a quick fix, a high Guns skill allowing one to catch a fraudulent con-man in the act or even a high Luck allowing a player character to perform brain surgery successfully despite having a low Medicine skill (anyone who gets this reference will get an Internet cookie).
http://static.tvtropes.org/pmwiki/pub/images/deja_q_hd_046_resized_6484.jpg
Fallout 4 however does not have any complexity in the dialogue system. Instead, it goes for the Mass Effect-style dialogue wheel which allows fully voice acted dialogue but limits the conversation options and does not show the player the full line to be spoken. The games that utilise this system, like the Mass Effect series and Dragon Age 2 onwards, do compensate for the limited words present to describe an option by providing indicators or decent length sentences to inform players of their options though the success of these indicators varies at times. Fallout 4, while having some decent voice work for its player characters at least, however mainly uses a few words at most and a single word at its worst to describe a dialogue choice and its consequences. How does the word 'Sarcastic' convey any information aside from the tone? As a result of this, I rarely picked that option as I was never sure if it was a mere remark, a sarcastic affirmation or a sarcastic threat. Beyond the 'Sarcastic' option, other options may end up being simple one-liners that continue the dialogue regardless of the knowledge possessed by the player. There was a moment in the game where I picked an option that simply stated "Didn't do it for money" which seemed dismissive but as soon as I picked it, my character took an aggressive tone for his lines which winds up not telling the player anything and could lead to unintentional results. As a result, new players may end up selecting the option bearing a question mark the most since the remaining options will primarily move the conversation forward without giving enough information about the situation except for a select few situations. There is always a need to convey additional information to players when offering options so that they can choose in the first place which is something Fallout 4 forgot for the sake of stream-lining. Please note that there is a mod that does address the one-liner dialogue options but it is unable to allow dialogue cycling to learn more about the situation so the options are still limited.
http://41.media.tumblr.com/7567c9d61c71fc6f3a5db933ba6a19c3/tumblr_npfkvgSt1e1rjivvuo1_1280.jpg and
http://fallingnewvegas.tumblr.com/post/120706619549/failed-skill-checks-are-my-favorite
In other news, skill checks are gone now. All Fallout 4 has now is persuasion that is primarily controlled by Charisma so it makes it almost mandatory to have high Charisma to have all options open to the player. None of the perks or the other SPECIAL stats play a vital role in the dialogue system which reduces the chances of changing the outcome of certain situations outside of a high Charisma stat. Even with a high Charisma stat though, most persuasion options are only used to increase the number of caps (the in-game currency) one receives for a quest with far too few persuasion options to alter the sequence of events substantially. This links to an additional problem about the dialogue whereby most of the dialogue options end up leading to the same outcome (save for some "once in a blue moon" instances) since for the most part, the options tend to be affirmative in intent with the only difference being the tone used for affirmation. Even if the option to decline is present, there is usually no point since the player will miss out of experience points and loot for rejecting offers made. If there is one criticism about Fallout 4 that I am not afraid of stating on circle-jerk discussions, it would be the dialogue system which is completely dumbed down from the complexity of its predecessors (which is ironic since Fallout 3, despite being one of its predecessor, had a better dialogue system than 4). 


The lack of role-playing in a role-playing game is a rather odd flaw for a game to have but Fallout 4 has dropped the ball when it comes to the role-playing experience that the Fallout series is known for. I have discussed the flawed dialogue system of Fallout 4 extensively above and this ties into that aspect. As I previously mentioned, most dialogue options tend to lead to the same outcome since the player character's conversation options tend be tailored towards some form of affirmation. Even persuasion options tend to be tailored towards obtaining more caps for a job rather than opening up new options in a situation which occur too infrequently for my liking. As a result of the new dialogue system, the player character feels more like a sycophant that forgot the proper way of rejecting a proposition. Even when the game offered me a chance to act like a jerk, there was no impact within the game nor was there an impact on the characters in-game are in dialogue with the player character. 
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This could be a result of the lack of a karma system though to be fair, an arbitrary black and white karma system is rather dull at times. New Vegas took this to heart to a limited degree whereby the reputation of the player character there took precedence over one's karma which lead to differing levels of treatment by the in-game characters depending on faction such as having the NCR treat you like an elite member of the military or Caesar's Legion having a death warrant for your head etc. Adding onto this was the fact that the dialogue options in the previous games had differing tones and intent behind each option for most conversations which could lead to differing outcomes depending on how you want to role-play the character. Do you act like a complete goody-two shoe who helps everyone regardless of faction, a selective jerk who is only nice to their closest companions or a complete manipulative psychopath? Different options may open up or close when certain dialogue options are chosen for the previous games that could change the circumstances  (such as using the wrong dialogue options could cause a Speech check to fail since your words are inconsistent). In Fallout 4, your options are to be a completely nice guy, an aggressive nice guy, a perplexed nice guy or a humorous nice guy. Even when I wanted to express my opinion of a character or faction, my in-game character was limited to four options that did not provide much variance nor were there instances where I was asked about my opinions. Only around the mid to endgame is there some form of role-playing to the game but by then, it feels rather pointless since the main story winds up feeling shorter than it should be. 


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The new perk system and the loss of the skill system can be excused by some and for what it’s worth, some of the new perks introduced are quite useful to fine-tune a character. That said, the new system is quite a step backwards for me. As a result of taking out the skill system, their functions are transferred over into perks used to substitute them. This may not be too much of an issue initially but as a result of this, some perks wind up feeling more mandatory to obtain over others. As a result of this new system, I was forced to use valuable perk points to obtain abilities that improving skills used to cover such as advanced hacking, advanced lock-picking, improved healing with medicine, improved sneaking and more that I am unable to recall at the moment. I was only able to use the more unique perks for my character after extensive grinding to ensure I obtained the perks I needed to progress with my usual character builds (or the closest it can be in this game) in previous Fallout games. This is not a big issue as the previous entries but it can be an issue for veteran players used to the skill system as some adaptation is required. I do hope Bethesda can re-implement the skill system but keep some of the perks of this game (like the berserker charge while wearing power armor). I can however commend this system for one thing; it does encourage specialization as you are forced to use valuable perk points for skills you would use often.

http://www.workingwritersclub.com/wp-content/uploads/2012/07/Plot+and+Subplot.jpg and http://www.workingwritersclub.com/6319/articles/subplots/
The main story and narrative has its issues as well. While it starts out with a somewhat intense goal in mind, the intensity fades as the player explores the Bethesda sandbox. Without side-quests that bear links to the main quest or some medium awareness, the side-tracking weakens whatever emotional investment in the main goal of the game. The main quest in Fallout 4 offers even less reason to be invested in the story as the whole matter can be overlooked despite the gravity of the situation for the player character which is not helped by the inability to role-play. Littered throughout the game are factions that are meant to be joined to shape the player's role in the game but the speed of entry into each organisation winds up leaving the player to deal with radiant quests that bear little impact to the story. I take it from what I have played, Bethesda forgot what pacing meant after making Skyrim since the story has unexpected boosts in speed at times with main quests having overly quick resolutions and faction quests only having a few generic stages to them. Upon reaching the mid-game, a twist is revealed, which I will not spoil for now, that opens up the last faction to join. From there, the remainder of the game's story becomes a disjointed mess with most faction quests still open despite your ties to other factions. The pacing in this part is unbearably fast as some routes allow the player to reach the ending under two hours while some taking a few quests at best. It was in this last bit where the game became a chore for me as I found myself going around in circles with the quests wondering where the focal point of the story will be. I found it difficult to invest myself in any faction since the only real quests I ever did for them are mere fetch or extermination quests rather than some unique quests that could involve creative solutions with skill checks. In addition, the lack of a proper faction system like Fallout New Vegas meant that I was still friends with all the factions even when open war broke out between them all (I'm talking to you, Battle of Bunker Hill or the Bore that is the Battle of Bunker Hill). 
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Out of all the endings, only one ending felt somewhat appropriate for the Commonwealth as a whole while the rest were insubstantial. Despite reaching this ending though, the ramifications of your choice feels inconsequential as all the victorious faction does is hand the player more side-quests to do (for some factions). In the ending I wound up with, I spent my remaining time wondering  how do I broker agreements with the settlements and the remaining factions for an alliance that could lead to the formation of a new nation but the game simply skips over this by leaving it to my imagination which is not helped by the limited dialogue options that confirms my inability to inquire on the ramifications of my actions. 
http://vignette1.wikia.nocookie.net/fallout/images/4/4b/Courier_end_slide_06.png/revision/latest?cb=20111211005739
The lack of a substantial epilogue for the fates of each major character and faction acerbates this problem as it leaves a lack of closure while leaving other issues, like the formation of a new nation under the chosen faction, unresolved. While New Vegas, 2 and 1 use long slide shows as epilogues, it provided a sense of closure and satisfaction as I learn of the consequences of my actions ranging from region-changing to a slight improvement to lifestyle. Fallout 4 however only provides the same ending cutscene for the main endings with minute variations depending on the faction. This left me with a sour taste in my mouth as I realized that I will never know what will happen to the people and the places I have aided now that I have eliminated the greatest threats to the Commonwealth. After New Vegas, I had hoped for a main quest story that could eventually lead to my actions shaping the region and its politics for the foreseeable future but with Bethesda's track record with main quest writing, I lowered my expectations. Sadly, my lowered expectations for the story was justified but credit where it is due, Bethesda have tried to add morally grey traits to the factions rather than the simple black and white morality of Fallout 3's main quest factions.


http://vignette1.wikia.nocookie.net/fallout/images/2/26/FNVcompanions.jpg/revision/latest?cb=20101029110146 (rather fine companions when compared to Fallout 4's companions)
Companions have existed since Fallout 1 with characters like Ian and Dogmeat. New Vegas was the high point for Fallout companions as they possessed greater depth and complexity with their backgrounds and flaws, while being fun to have and useful (like Boone and Veronica). Fallout 4 has companions as well. While their voice-acting is not awful and some of them have interesting backstories, this does not excuse the downgrading when it comes to companion management and their behavior. New Vegas implemented a companion wheel that could be immediately accessed when interacting with companions and allows for immediate customisation of strategies, access to their inventory, fine-tuning their aggression while even including the option to tell them to back away when they obstruct the player character. This was simple, efficient and a lot better than scrolling through dialogue option to find the right command.
http://vignette2.wikia.nocookie.net/fallout/images/7/72/Companion_wheel.png/revision/latest?cb=20110326214825 (WHERE THE HELL WAS THIS IN FALLOUT 4?!]
Fallout 4 decides to implement Skyrim’s command system instead which is reasonable since they are using the same engine as Skyrim but rather than activating it by looking for the option in their conversation list, it activates as soon as the player character interact with them from a distance or leave dialogue without cancelling it properly though the player can choose to command them if the player wishes. This makes commanding infuriating as I often wind up commanding Dogmeat, Piper or Valentine to head over to a location I did not want them to go to (or inspect a corpse I was thinking of inspecting in the heat of battle) and cancelling it requires them to hold still.
Credit to: http://vignette4.wikia.nocookie.net/fallout/images/2/2e/Fallout4_Preston.png/revision/latest?cb=20150615210827 (P.S: I really HATE this guy and the one on the left scares me at times)
This would not be a problem if their AI actually worked in these instances! The companions often move around when they are near me and this may disrupt dialogue at times which requires me to run up to them again to re-initiate dialogue which is infuriating when encumbered by junk. Other baffling behaviour is how active they are as I have experienced many moments where a good sniping vantage point is ruined by one of my ‘companions’ running in front of me and leading to me blowing their brains out (or I would have if not for out of place companion invulnerability – I am aware that New Vegas had this for normal difficulties but Hardcore mode removes this issue like a precise appendectomy whereas Fallout 4’s ‘Survival’ mode does not). Other moments of ‘competency’ includes running into a minefield, tripping tripwires whenever they run ahead of me (which occurs rather often) and shooting at excessively distant targets that I attempt to snipe (the latter of these moments led to my rather rational hatred of Preston Garvey, that no-brained laser musket wielding twat who constantly dishes out timed side-quests of little variation like a bad case of diarrhea). It does not help that certain companions can be useless such as Preston who constantly misses his shots and Strong who does not have much impact in a fight. I know that it is possible to equip companions with different weapons and gear but oddly enough, I found out about that feature after watching a guide on Youtube rather than an in-game loading screen tip or a tutorial screen. Even if the reader argue that I should have checked the interface better, I will counter with this: New Vegas and Fallout 3 did not do this as the companions were smart enough to equip their new gear immediately after I give them ammunition or give them superior armour. In addition, the equipped gear still appears in their inventory and at any time, I could reclaim my Bozar or the Terrible Shotgun from my companions in their respective games. As a result, I disregarded the companions that did not have side quests and mainly used them as meat shields to distract opponents while I snipe out the bunghole with the Fat Man. I did not care for any of them though I did develop mild fondness for the more interesting characters (like Valentine, Cait, Curie and Codsworth). Aside from that, all of the companions are rather forgettable due to their management system and pants-on-head retarded behavior.


http://www.indoorcycleinstructor.com/icipro-instructor-training/music/the-power-of-progression-keep-it-simple-let-the-body-adapt-and-progress/ 
Progression in Fallout 4 does not feel natural or gradual. What I mean is the sense of the game moving forward with improvements to your character as you progress along. What this usually means in a normal RPG is that the player character will start out weak or ineffective against stronger threats with lousy gear to handle said threats. As you gain more experience through combat experience, exploration experience or quest resolution experience, your character grows in terms of their capabilities. By the end, your character should be a master of your selected skills with room to slot in gaps (though having dump stats may not be a completely good step). That said, Fallout 4's progression is rather wonky as after three to six hours, a player can obtain a mini-gun and power armor after the first real quest in the game. While ammunition is scarce for the mini-gun and the power armor runs on limited fusion cores, there are ways around that with a combination of perks and exploration. As a result, the player can start the game with over-powered gear and it continues from here. Acerbating this is the loot drop system of the game whereby, aside from certain enemies having over-powered heavy weapons, the player may wind up discovering weapons that can be considered mid-game such as a Fat Man lying in a chest in an early locale. The legendary enemies however derail the progression further by spawning far too often and dropping overpowered loot at times. At one point, I had a shotgun with infinite ammunition as a result of a legendary Ghoul I ran into while exploring. As a result, the game becomes unbalanced whenever a particularly good legendary weapon shows up, like a sniper rifle capable of doing more damage when the target has full health. The game laying all its card out at the front door may hurt the sense of gradual progression for some. I was one of these people as I slowly stopped caring about exploring areas below my level since I knew that my curiosity may reward me with a Gauss rifle someday. At least the perk system does its best to fill in the loss of progression when it came to developing my character's stats but with overpowered gear already at hand, this journey felt like a guided tour at times. I did not feel my character journey in adapting into this new world but rather I felt like a shooter protagonist who has token RPG elements attached.
       
http://vignette2.wikia.nocookie.net/fallout/images/2/24/Painting_the_Town.jpg/revision/latest?cb=20160214230510                      Lack of diverse side-quests was mentioned previously though briefly. While I did mention that there were numerous events to interact with in the game, these events lack in diversity. Most of the quests in the game are variations of extermination, fetch or escort quests with no added twists to them. This, I believe, is the result of the Radiant Quest system that causes the game to randomly pick one of many hostile locations for a quest objective to be located in. As a result, many areas are re-used regularly for quests with the same objectives and methods to fulfill them with few unique areas that are hand-crafted for the quests. When looking at Fallout 3 and New Vegas, one could see the unique locations that have been made for certain quests, making them memorable and interesting without making them redundant with frequent re-visits. Fallout 4 however recycles locales so often that it drains whatever intrigue I found in those places like the Dunwich Borers whereby 3 quests had me going there every time and reduces whatever creepiness factor that made it interesting in the first place. New Vegas meanwhile has places like Vault 11, the Boomer compound, the Great Khan's main settlement and more for their side-quests  while Fallout 3 had locales like the Dunwich Building, Canterbury Commons and Arefu. These places are not recycled for quests which make them more interesting to explore for first-time players and remain interesting on subsequent playthroughs especially when discovering new options made available by having different character stats. 
Graphics and animation are rather out-dated for a modern triple-A game. I usually do not mention graphics in my opinion posts as I do not subscribe to the school of thought where you need graphics to enjoy a game but when there is an apparent issue staring at me, I have to address it. Firstly though, I will say that the natural lighting and weather effects are adequate for the game with unique looking effects in certain weather like radiation storms that have lightning streaking around the clouds at intervals. The added colors to the Wasteland are another neat addition to the overall look of the game. Now back to the issues; the textures up close look terrible. When I look at the ground and objects up close, I see the same types of textures I am used to seeing in Skyrim, New Vegas and ‘appropriate-heavenly-body’ forbid, Fallout 3. I do not take much issue with this but I do take issue still since Fallout 4 is a 2015 triple-A release with a huge budget and development time. With the amount of funding and time they had, they should have been able to match Witcher 3’s graphics (which look good even on lowered settings) at their bare minimum. I will not go into further details about the graphics since I do not think I will be able to cover this aspect with the detail that other independent reviewers could. 

So, I will instead discuss the animation and lip sync in particular. The former does not make any strides and appear inferior when compared to Witcher 3’s best animated moments though it is serviceable while capable of expressing emotion (though requiring exaggeration rather than subtle movements). The lip-sync is horrible at times since their mouths can make too much or too little motions when articulating, resulting in extremely deformed lip movement and when it is not being insane, the rest of the lip-sync does not astound in the slightest. One reason I am terrified of Piper is the crazy ways her mouth moves in certain conversations as though she was suffering spasms that are only visible on her mouth. As a result, I was more than relieved to abandon her once I got her companion perk since spending time with her when she becomes vocal was terrifying as staring into an abyss with her angry boyfriend approaching with his fists raised. On the other hand, some sentences that my player character along with other NPCs look unnatural as the lip movement for articulating certain words or phrases seem off and reaches the uncanny level at times. More polish is needed here especially when the game wishes to use voice acting for all the characters. 

https://upload.wikimedia.org/wikipedia/commons/8/80/Arthropoda.jpg (Technically the pictures are of arthropods)
Bugs are typical of Bethesda games due to their size. Despite this excuse, Bethesda does not seem to get the memo to play-test their games like Valve does since a number of bugs has appeared in Fallout 4. I have experienced the following: an inability to send companions back to their original home bases despite being granted the option, long delays when switching weapons with hotkeys, crazy rag-doll physics (I had one doing the Cossack dance at one point), disappearing textures at certain angles, invisible weapons when switching with hotkeys and two hard crashes. People have revealed more of these bugs online so I will not spoil the list further (since I have only seen a few of these lists). I know it is typical for Bethesda games to have these bugs but I do expect even more attempts to fix them before launch and if there are bugs, immediate responses to fix these bugs like Witcher 3. I am aware mods are out to resolve some of these issues (especially for PC users) but Bethesda should not be excused from criticism even if someone else can cover for them. As a regular Bethesda game player, I am getting tired of expecting bugs in a Bethesda game and hope that their next game will have minimal bugs at best or a quick response team to fix these bugs. At least play-test as much as Valve but not till the point that it delays certain games (*nudge, nudge, wink, wink).

While there are fewer links to the established lore of the Fallout series than Fallout 3 at times, I will not hold it against them since the Commonwealth is at a different region than the main series. I will hold the rest against them.


In summary (or TL;DR):
Fallout 4 is still a fun game to play since Bethesda has made improvements here and there. As a Fallout game however, Fallout 4 is probably the weakest of the main series due to the streamlining and downgrading of the elements that make up the Fallout games (the extensive dialogue systems, progression and decent writing behind the quests and characters). I can still give this a recommendation for non-Fallout series players (starting from 1 onward) but only after a couple of years and after Bethesda releases decent expansion packs while having an extensive library of mod content to select from. As for fans of the entire Fallout series, I will say this: wait for modders to find a way to mod new content in. The current game is Fallout in name only and not worth the current price which is sad since I did like playing the game. To other Fallout series' fans who do like the game, there is nothing wrong with your opinion. The game is fun and does certain things right. It's just that Fallout 4 was not a Fallout game for me personally. It did however remind me to finish my current playthroughs of Fallout 1, 2 and New Vegas though. So, that's nice.
Credit to: https://upload.wikimedia.org/wikipedia/en/3/34/Fallout_New_Vegas.jpg
If you have an opinion on this opinion piece, why not share it in the comments along with your favourite glitch? Mine was when the aforementioned corpse decided that a horizontal Cossack dance was the best way to save his mates and it did save them for ten seconds as I stared at it with confusion.


P.S: Sorry for the wall of text. Also, consider me un-hyped for Elder Scrolls 6 since Bethesda is probably going screw up there as well.

What makes it?
Combat gameplay
Gun customization
Settlement building
Power armour
Scarcity of supplies in gameplay
Bethesda’s formula

What breaks it?
The dialogue system
Lack of role-playing in a role-playing game
New perk system and the loss of the skill system
Main story and narrative
Companions (their AI and behaviour)
Progression 
Lack of diverse side-quests
Graphics and animation
Bugs 



EDIT: (Moved the OPM section here because I should adhere to the structure suggested by the title)
WARNING: THERE ARE SPOILERS IN THE FULL EXPLAINATION FOR THE OPM OPINION PIECE!
http://vignette1.wikia.nocookie.net/onepunchman/images/3/37/License-lessRiderAnimeAvi.png/revision/latest?cb=20160207195325
[This week on One-Punch Man: Yeah, it's pretty good.
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Alright, alright! This week's episode is a rather decent adaptation of the Sea King arc's second half. Rather than my usual brief look, I have decided to write out the events in some degree of detail. Firstly, Genos vs Sea King was pretty good. The animation for Genos vs. Sea King was quite good and it felt intense as both combatants are genuine threats to each other. The anime was able to agony of Genos's sacrifice when Sea King pulls an underhanded move during their fight by attacking a civilian during their fight as the manga is not as good at conveying this from what I recall. After Sea King beats up the dying Genos's, LICENSE-LESS RIDER (or MUMEN RIDER) shows up. The fight is rather realistic in portraying an average man attempting to fight a homicidal juggernaut of a beast which is brutal on the former. Yet, he persists and keeps resisting even when he acknowledges his own weakness. This is why I like Rider so much as he represents a hero with purely just intentions. Despite his own weakness, he continues to resist the adversity thrown at him for the sake of protecting those he is responsible to as a hero without any desire for fame or fortune. Even with his weakness, heroes like License-less Rider know that they bear the responsibility to protect their charges even if it is to delay the inevitable. His last stand is well conveyed in the anime and just as Sea King is about to finish off the defiant hero, Saitama shows up. Here, he praises License-less Rider for his efforts and after seeing Genos in his battered state and being sucker-punched by Sea King, delivers his typical one-hit kill. 
http://vignette2.wikia.nocookie.net/onepunchman/images/4/4e/HoleinSeaKing.png/revision/latest?cb=20160103103650
The rest of the episode explores the consequence of his actions where his one-hit kill of Sea King winds up leading to a twat denouncing the other heroes as being worthless for their inability to even defeat Sea King when a single C-rank hero is able to effortlessly kill the monster. As the public begins to come around to the twat's line of thought, Saitama does the only thing a true hero could do in such a situation: he damages his own reputation to preserve the reputation of the other heroes by lying about his intentions to take credit for killing a monster that the other heroes have weakened (something that the viewers know is untrue). Without caring about his own reputation or his hopes of being popular, Saitama effectively destroys his own credibility to the public and carrying over from the episode before the previous one involving the meteor, his public image is irreparably tarnished for the time being. This winds up showing the consequences of Saitama's over-powered nature as his one-hit kills wind up portraying his opponents as weak opponents to the presumptuous or uninformed which leads to consequences for his fellow heroes. At the same time, it highlights the heroic traits in Saitama as he proves that his desire to be a hero is motivated out of a desire to do what is right without needing fame or fortune (the latter however can tempt him since daily expenses are a real problem for people). 

To the anime's credit, the way the scenes are arranged are able to create shock in newcomers as, after the battle seemingly ends, Saitama opens up what appears to be fan-mail but winds up being hate-mail as a result of Saitama's ruse. This is a change I rather like since it does create anticipation for the public's response to Saitama after the meteor incident and raises outrage like Genos when it is revealed to be hate mail. The episode eventually ends with Saitama choosing to advance to B-rank due to the Hero Association taking note of Saitama's success against Sea King and an incidental meeting with a grateful License-less Rider who acknowledges Saitama's heroics and treats him to a meal, while revealing himself to be the sender of the only positive letter addressed to Saitama. As an adaptation of the Sea King arc, I quite enjoyed the anime's version and have little to complain. My only complaint is how the art is not as good as Murata's illustrations which is rather unfair since the manga consist of still illustrations while the anime has to make do with differing perspectives and actual motion while remaining within budget. 


In conclusion, I give this episode, along with the two episode arc it is a part of, a recommendation to watch. Those who are not interested in the show may probably not have their opinions altered but for newcomers or regular viewers, it should entertain at least.]