Saturday, June 25, 2022

A Busier Sky

The news of the upcoming Bethesda RPG Starfield and it's 1,000 explorable planets gave me a strange hankering to revisit No Man's Sky.  I spent a fair chunk of time tooling around in the procedurally generated universe and found it to be busier than the last time I played (which according to the date on my previous save was 2018).  Busier isn't necessarily a bad thing and I found that I was mostly having a good time--unfortunately, it's still just not enough to draw me in for longer.

There have been numerous large updates to No Man's Sky since I last played and review it.  I don't know the specifics of all of these patches and expansions, but I'm going to try to lay out the major changes that I noticed.

Positive Changes:

One of the strange bubble-filled planets I found.

1.) More planet variety.  I vaguely remember seeing news in the past of a major game update that was designed to specifically address the repetitive nature of the rotating cast of about 4 slightly different (but still mostly similar) planet types.  There are now more planet types and it's nice not to feel like you're just traipsing your character through the same repeated biomes.  One of the fun features of some of these new planet types is that you can find little collectible items that can be placed in your base.  I found two planets of the "frothing" variety that featured an atmosphere filled with whimsical, floating bubbles.  Another new planet type I encountered was called "rattling" and was filled with odd, alien looking plants.

2.) Freedom to play how you want.  There was a creative mode the last time I played, but I noticed some changes that lend themselves to players being able to skip base building missions/tasks.  Previously, the space anomaly was a part of the main storyline and it appeared as part of that story.  Now, the space anomaly is more of a central hub where players can spend special currency to unlock upgrade modules, new equipment/items for your base, and even unlock some cosmetic/collectible items.  Each planet is now scattered with "buried technology modules" which, once exposed, yield special modules that can be traded in at a special merchant on the anomaly.  Equipment that was once unlocked through either the base computer archives or missions relating to specialists in your base can now be purchased with these modules.  Players can choose from different types of structure/building materials, base equipment, decorative items or several other tiers.

3.) More storage.  I remember the inventory system as being frustratingly small and restrictive before, but the good news is that they've greatly expanded inventory options.  Now all your gear (and ships and exocraft) have three separate inventories--a general inventory, a technology inventory (basically a place where you can install your tech and upgrade modules that doesn't permanently take up slots in your main inventory) and a "cargo" section.  You can gradually unlock more slots in all three inventories through a few methods--at each new space station you can purchase one new slot (in one of the three inventories--the cost varies depending on which inventory you pick), you can find drop pods (through using navigation data or finding drop pod coordinates), and, for only your multi-tool, you can sometimes be rewarded with a special item that can be cashed in at space stations to expand your multi-tool slots.  They've also added in many more buildable base storage modules than before.

4.) Settlement management.  I amassed a lot of navigation data modules and noticed an option (which cost 5 modules--the most expensive that the cartographer offers) to locate a settlement.  Once you find the location of the settlement you are given the option of becoming the overseer.  As the overseer of the settlement you are tasked with settling citizen disputes and balancing citizen input about new structures to construct in the settlement.  The ultimate goal seems to be helping to build a settlement where citizens are happy, protected (the sentinels aren't big fans of the the settlements and will periodically attack), and productive.  Adding buildings requires you to donate specific building materials (which vary) and then waiting for a certain length of time (usually an hour or an hour and a half) before each section of construction is completed (a new building usually requires three donations of building materials).  Each settlement starts off with debt and once you've worked to improve productivity will eventually be able to pay off the debt.  Once settlement debt is paid off the settlement will being producing surplus items (based off of the buildings you've added) that can be collected at certain intervals and sold/kept.

I enjoyed this new feature and found it enjoyable to watch the settlement grow.  There's even a new mission chain tied to the settlement that rewards a special type of exocraft (a mech-like vehicle called the Minotaur) that is geared toward combat with the sentinels.

5.) Feels slightly less grindy.  I remember being annoyed with trying to keep all my various exploration tools fully fueled in my past play session.  Now, it feels easier to find the elements you need to be able to keep everything charged up and ready to go.  There's still a need to find certain specific elements when you're trying to craft upgrades or base items.

6.) The exocraft system has been vastly improved.  In the past you had to build vehicle bays on each planet you visited.  The bays cost a significant amount of resources and it just wasn't feasible.  Now, all you have to do is build bays for each type of vehicle (there are several) to claim ownership of them and then you can build one special vehicle summoning bay in each system you visit (and the resources to build them are very affordable/easy to find) to be able to remotely summon any of your owned exocraft to your location.  There's also a device you can build aboard your freighter that serves a similar function--you just have to make sure you summon your freighter to each system.  It's a huge improvement and makes it extremely easy to explore in a wider range.

7.) I didn't mess with the multiplayer, but it feels more robust than it did in the past.  There seemed to be community type challenges and multiplayer missions available on the Space Anomaly.  The universe feels a lot less empty than it did in the past.

Even with all these changes I still found myself drifting away--there's still a quantity of repetitiveness to NMS and I still didn't feel very drawn into to main storyline.  If you're someone like me who maybe played NMS in the past but haven't picked it up in awhile, you might want to give it a go and see how things have been improved.  I'm always surprised at how much more time and effort has gone into expanding one of the most controversial titles of the 2010's and how Hello Games seems to be dedicated to making up for their mistakes through expanding the game.  

Saturday, June 18, 2022

A Grain of Salt or a Pile of Salt?

There has been a lot of buzz recently around one of the few new and upcoming games that I'm actually feeling excited about--Bethesda's space RPG Starfield.  Unfortunately not all the buzz seems to be of the positive type and I've read a few things that make me feel a bit skeptical.  As someone who just recently finished one of many playthroughs of a Bethesda classic (Fallout 4), I have some thoughts about what I'd like to see (and not see) in my potential future Starfield adventure.  Let's start with the not-so-great news first.

Starfield: everything we know is the main source I read for a nice, comprehensive list of details that have come out from the recent XBOX showcase and other info released from Bethesda.

Skeptical Feelins':

1.) There will be 1,000 planets to explore.  Sure, that sounds great, but to me I sort of internally cringe.  I've gotten to the point any more where it's a bit of a turn off when games brag about how big they are.  In my experience, size usually just means recycling locations and using them as filler (and filler that's usually completely pointless and unsatisfactory--I'm looking right at you Assassin's Creed).  I would much rather have a smaller number of truly engaging places (maybe with chaining storylines/missions) than a giant, empty, repetitive cycle of people to stab or shoot or generic military bases to pillage.  One article also mentioned that many of these planets had a fairly generic, grey, rocky look that sounds pretty bland.

An image of one of the 1,000 planets.  The rocks are pretty and all, but let's
hope that the other 999 are more interesting than this one.
2.) Of course these 1,000 planets will use procedural generation.  This has me worried that they will possibly try to re-birth one of the most annoying features of Fallout 4--the never ending litany of faction-oriented side quests that pick a random place on the map and ask you to go there and do a thing.  I always reach a point were I intentionally try to avoid turning in those missions because I don't want to get saddled with another one.  Please, for the love of gaming, do not make this a feature in Starfield.

3.) It's first-person and your playable character is of the silent, dialogue selecting type.  When I first read this I was a bit floored--is it 1996 or something?  Not that the story and/or dialogue are usually the best parts of Bethesda games, but really?  I suppose that it works in Skyrim (which is apparently still somehow managing to stay on top of many best seller lists), but it just feels a bit old fashioned and like they're missing an opportunity to find a great VA to headline 

Sounds Cool:
1.) Character creation is apparently much more detailed than it has been in other Bethesda games.  This is good news for gamers who love to tool around and create unique, beautiful characters.  Me, I am lame and usually go with the default.  Apparently there's also quite a list of unique traits that you can pick for your character.

2.) You get your own spaceship that can be customized.  I'm hoping that this system is more robust than what I picture in my head (namely a few interchangeable choices that don't offer much uniqueness).

3.) Space outposts!  My favorite part of Fallout 4 is the ability to build unique settlements and then watch them develop.  I'm hoping that they improve upon the settlement building system (it would be cool to be able to build special buildings that offer perks for a settlement--one thing it does mention is the ability to hire specialists to work in your settlements).

The real question we have to ask ourselves at this early-ish stage is whether we should take much of this pre-release info with a grain of salt.  As we all know too well, the hype train is strong and sometimes you just need to take a step back and not fall for the sparklies that the devs like to flash in front of us.  Starfield isn't coming out this year, so we've got awhile to wait.


Saturday, June 11, 2022

Why Does it Work?

I've been re-playing Fallout 4 and trying to puzzle out my weird relationship with the big dog Bethesda games.  To be totally honest, I'm old enough that I played the Fallout series back in its golden oldie days as an isometric RPG--but I digress....I'm currently many, many hours into my current playthrough.  In the past, I've felt a bit ambivalent about the beloved Skyrim or the Fallout games.  The stories in the games aren't anything fabulous, the characters are forgettable (and sometimes annoying--Preston Garvey *cough*), but for some weird reason, they're enjoyable.  Why is that?

My favorite thing about Fallout 4 (and, in general, the Skyrim/Fallout style games) is the ability to just wander.  There's no pressing need to stick to any main storylines (or really any for that matter--other than needing to occasionally defend a settlement) or any urgency--you're just free to explore a giant map filled with so many intriguing locations.  Even though I've never found the main storyline writing to be anything special, it's fun to explore locations and learn about their past and current stories.

One of my ugly structures--a masterpiece of architecture.
Although I wish it was somewhat deeper, I weirdly enjoy the settlement system in Fallout 4.  Watching settlements grow from a few settlers into a thriving, bustling mini-town gives me an odd sense of satisfaction.  I always lie to myself about making my settlements anything more than just your basic, functioning settlement--I envy those people who have the patience and/or ability to engineer beautiful, functional settlements.

The ability to loot basically everything is also something that provides a strange sense of satisfaction.  Since I'm obsessed with maintaining a thriving network of very ugly settlements, I have a tendency to keep my eyes peeled for the most useless junk (that happens to have plenty of useful parts for building settlement items).  My poor companions usually wind up hauling around bags of cement, typewriters, desk fans, telephones, and piles of other junky items.

I guess I never realized how many actual companions were available throughout the game--even after multiple playthroughs I managed to get an achievement for recruiting five separate companions.  I'm currently rolling with Curie, a robot scientist who was trapped in Vault 81 as part of an insidious experiment to use infectious molerats to spread disease among the residents and then use them as guinea pigs to breed humans with increasingly greater degrees of disease resistance.  My favorite companion is definitely Dogmeat--sure, he's a dog, so you don't get any dialogue, but there's something comforting about having him there by your side.

Would the Fallout series be better if it had better writing or a more engaging main storyline?  Maybe, but I just don't think it would be Fallout.  I gave Fallout 76 a whirl and spent many happy hours wandering and exploring, but it's just not the same (I still am confused about what they were thinking when they decided to make a multiplayer Fallout game--and there's been some very negative press around the botched release and crunch prior to the release of 76).  I don't know what the future holds for the Fallout series, but I hope they stick to the roots.

Saturday, June 4, 2022

Summer Ahoy!

The moment that every teacher (and probably students too--just kidding, or course them too, but if you're a teacher, you know it's X1000000000 for us) looks forward to is right around the corner for me--the start of summer vacation!  Of course I anticipate spending plenty of time outdoors enjoying the beautiful, warm summer weather, but I also know that if it's anything like last summer (fingers crossed that it's not) there's usually a week or two where the weather is unbearably hot and staying indoors is a more desirable option (I'm fortunate to have central air).  But what to play?  I don't really have a huge backlog just waiting to be played (although I do have a tendency to grab free games from Epic and then not play them) and since this year has shaped up to be an expensive one, I don't really have any hot new titles that I'm dying to spend money on (*with the exception of Two Point Campus that comes out in August).  I'm thinking it's time to revisit some old favorites, so here's what's currently up on my list.

I can't wait to revisit V!
1.) CyberPunk 2077
I played the living bejeezus out of it last summer, but I haven't touched it since the numerous large updates.  I'm curious about what these changes have brought to the game--I have noticed that a lot of the over-the-top negativity about the game seems to have died down and I've noticed more people stating that they enjoyed it.  Maybe this time around I'll make some different decisions?  I've never given the River romance a fair chance, so that could be interesting.

2.) Fallout 4
Bethesda games are like the comfort food of gaming for me--yeah, I've had it a thousand times, but it still feels good.  I'm currently (slowly) wandering the Massachusetts wastes and telling myself all the great lies.  I'll make different decisions this time!  No, I won't.  I'll make my settlements super-cool with tons of details!  No, I'll slap down some hideous, physically impossible structures and try to keep the people happy.  I'll try a different build!  Nope.

I have made an attempt to be more attentive to some of the lore-based details in the game.  In particular, the stories of the many vaults (**this is spoiler-y, but Fallout 4 isn't exactly a new game, so just be warned).  Vault 75 in particular struck me as one of the worse vault experiments--use kids as the primary vault population and then use "selective breeding" to try to create "better" humans.  The worst part is that the subjects that aren't good enough are given a fake "graduation" ceremony before they're "disposed of."  I guess I've never really paid attention to all the details of this particular vault, but it's one of the more insidious ones.

3.) Mass Effect: Legendary Edition
I used to have a summer tradition where I would replay the entirety of the Mass Effect saga.  Now that the games are all packaged together in the Legendary Edition, that's easier than ever before.  It's always nice to revisit the best crew in the galaxy and reunite with all of the old pals.  Then, the next major question looms....do I try to throw in Andromeda too?

4.) The Witcher
Another of my perennial summer favorite series is The Witcher.  The first game hasn't aged particularly well (part of me wishes there would be some sort of remaster) and I find myself getting annoyed at certain aspects of it, but games two and three make the slog completely worth it.  Gwent, monsters, and sorceresses...just thinking about it makes me want to boot it up.

5.) TwoPoint Campus
It was originally slated to be released in May but was pushed back to August.  I love TwoPoint Hospital and am looking forward to spending many, many hours managing zany colleges.  Fingers crossed that there aren't more delays!

6.) Slime Rancher 2
I haven't seen a solid release date for the next entry in the cute, slime farming game, but I'm hoping that it's a late summer release.  I'd love to spend time sucking up slimes, breeding them into the cutest form possible, and then becoming a plort-ionaire.  

Summer is so close I can almost taste it and my fingers are itching to mash some buttons.  Happy pre-summer to everyone!