I've always seen Fallout as a bleak and cynical video game series. Yes, it has humor, but that humor is, itself, very dark and cynical. As such, the goofy, slapstick humor of the early episodes of Amazon Prime's Fallout TV show were a bit off-putting for me.
Around episode 3 or 4, however, the tone begins to shift. From then on, this show is Fallout through and through. It is violent. It is graphic. It is cynical.
Amazon did a fantastic job with the cast. Ella Purnell is fantastic as the innocent and naïve vault-dweller (named Lucy) who serves as the audience surrogate for exploring this world, as well as an adaptation of the player avatar for all of us who tried to play the first game's Vault-Dweller in a "good karma" playthrough. Aaron Clifton Moten has a weird, detached quality to his performance as Maximus, as if Maximus is half sleep-walking through the events. As weird as the performance is, it does give a genuine sense that Maximus is just completely callous and desensitized to the violence and cruelty of the Wasteland, and he only ever seems to perk up when that cruelty gives way to some kind of comfort or happiness.
The side characters are also well cast and entertaining. From Kyle MacLachlan's vault-daddy, to Matt Berry as the voice of the Mr. Handy robots, and all the Wasteland inhabitants and vault-dwellers in between, everybody is great.
But the real show-stealer is Walton Goggins as the movie cowboy-turned-ghoul bounty hunter Cooper Howard. He steals every scene he's in, and gives off just the right combination of confidence, charm, and antagonism befitting such a gun-slinging cowboy anti-hero. We also see empathy and vulnerability in his character, especially in the flashbacks to the pre-war times.
© Amazon.
Walton Goggins steals the show, even if his make-up leaves a little to be desired.
The lower budget of a TV show does make itself apparent with some of the makeup effects and one character's digital de-aging effect looking pretty bad. Walton Goggin's ghoul makeup looks more like he's cosplaying the Red Skull than being one of the rotting zombies wandering the wastes. I'm wondering if this was the result of a contractual requirement that the actor's makeup not be too uncomfortable or hide too much of his face, because other ghoul characters and extras that we see in the later episodes look pretty ghoulish.
But other than that, the show looks good. The Wasteland has that eerie beauty that we come to expect from a post-apocalyptic landscape. Whatever money was saved on Walton Goggins' makeup must have been spent on the Power Armor costumes. The Power Armor costumes look fantastic and move surprisingly well for being such a large and bulky practical effect. Being an actual costume (or maybe a puppet?), the Power Armor has an appropriate dirty and weathered look to it, and doesn't clash with the scenery in the way I usually expect a CG character to look. [More]
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Tags:Fallout, Amazon Prime, Bethesda, Obsidian Entertainment, Fallout: New Vegas, New Vegas, New California Republic, Shady Sands, war, nuclear war, capitalism, corporate culture, post-apocalypse, Todd Howard, Walton Goggins, Elle Purnell, Aaron Clifton Moten, Kyle MacLachlan, Matt Berry

Elden Ring is winning "Game of the Year" awards left and right. Critics and players are almost unanimously praising From Software for successfully adapting its Dark Souls design into an open world in its latest release. And I have to say, it is, indeed, one of the better open worlds that I've seen.
But you know what? I always kind of considered Dark Souls to be an "open world" game in all the ways that matter. I even brought it up as an example in previous video essays about open worlds. So as far as I'm concerned, Elden Ring isn't really doing a whole lot that the original Dark Souls wasn't already doing. Elden Ring just does more of it and is less subtle in its approach.
This entire essay is available in video format on YouTube.
Why do I consider Dark Souls to be a practical open world? Well, first and foremost, most of the world of Dark Souls is seamlessly connected. Almost every landmark that you can see in the distance is a place that you can (and probably will) actually go. This is also largely true of FromSoft's other games, including Bloodborne and Sekiro. The first 2 Dark Souls games, as well as Demon's Souls are also open to a lot of significant sequence-breaking, allowing players the option to handle levels out of order, or to skip entire levels altogether.
Dark Souls most dramatically diverges from a more traditional open world (like Skyrim) by wrapping its world in a vertical helix, rather than stretching it out over a flat plane. From Firelinek Shrine to the depths of Lost Izalith and Ash Lake, to the heights of Anor Londo and the Duke's Archives, Lordran is an almost completely contiguous place. But despite the narrower confines of the game's levels, there is still a sense of awe and wonder to exploring the depths of a level, only to eventually circle back to someplace familiar and slowly realize that everything in the world fits in place. It's all functional, and the relative arrangements of game levels helps to tell the story of how Lordran's world worked, and how it eventually collapsed. And now that Elden Ring has come along with a more traditional open world, it kind of proves something that I subconsciously knew all along: From Software's particular approach to story-telling is actually perfectly suited to an open world design.
Oh, and before I go on, I want to provide a minor spoiler warning for Elden Ring, and pretty much all of From Software's catalogue back to and including Demon's Souls. I will be talking about how these games deliver their narratives, which will involve talking a bit about the overall narrative structure and some thematic elements that these games all have in common. I will provide a warning for any explicit story spoilers, so that you can skip those. But if you want to go into any of these games completely fresh, then I recommend you play them first, then come back to this video.
Dark Souls's world is wrapped around a vertical helix, instead of spread across a flat plane. [More]
Last time, I discussed what I perceive as a problem in the way that most open world games (specifically, sandbox games) design their maps and use the space that the maps offer - or fail to use that space, to be more specific. So many open world maps end up feeling less like actually playing the game, and more like a convoluted mission-select and collectible checklist screens. This problem is especially bad in the Ubisoft model of design, and is also a problem (to a lesser extent) in Bethesda's open worlds. Due to the popularity of these developers' franchises, many other developers have been cloning these styles of games to one extent or the other, to the point at which Ubisoft's open world model seems to be the go-to template for any developer trying to make an open world game. These games aren't necessarily bad. They just aren't very good at making the space of their maps feel meaningful in its own right.
Many open world games have large, expansive maps that mostly feel empty and pointless,
as the player rushes through them simply to get to the next map marker or checklist item.
But now that I've established what I see as a problem, I want to focus on positive feedback. In this discussion, I'm going to look at a handful of games that should serve as inspirations for would-be open world developers. Ironically, some of these games aren't even open world games, but they still pose valuable lessons for how games that are open world could better use their game spaces. That isn't to say that the games discussed here are perfect. In fact, many of them have their own major flaws. But each of them has some element of design that utilizes the actual game map as a component of active play, rather than just a space in which game sequences exist. First, let's take a look at a game that was re-made recently, and use it as a "before and after" case study of map design... [More]
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Tags:open world, map, traversal, travel, cartography, geography, narrative, ludonarrative, ludonarrative dissonance, quest, vehicle, driving, racing, exploration, wasteland, survival, resources, Ubisoft, Bethesda, Resident Evil, Metal Gear Solid V: the Phantom Pain, Assassin's Creed, The Elder Scrolls, Skyrim, The Witcher 3, Grand Theft Auto, Grand Theft Auto V, Grand Theft Auto: San Andreas, Shadow of Mordor, Fallout, Fallout: New Vegas, Wasteland 2, Mad Max, Miasmata, Assassin's Creed IV: Black Flag, Burnout: Paradise, Shadow of the Colossus, Dark Souls
 The Dark Souls pre-order Collector's Edition includes a soundtrack, behind-the-scenes DVD, art book, and mini-game guide, along with the standard version of the game.
Despite it's insane difficulty, the PS3-exclusive RPG Demon's Souls became one of my favorite games on the console. Unfortunately, after my PS3 died on me and I had to have it replaced by Sony, I lost my save file for this game and never completed it. I was damned close too! I had cleared at least the first two levels of each world, and had even killed the Dragon God at the bottom of Stonefeng. I was pissed when I found out that save file had not transferred onto my replacement system.
With the sequel, Dark Souls, due out in less than a month, I figured I'd go back to Demon's Souls and try to finish it before I pick up the sequel - not going to be an easy task...
Hopefully, I'll have the game beat in time for the "sequel" to arrive. Although, as far as I can tell, Dark Souls is considered a "spiritual successor" to Demon's Souls, rather than a strict sequel (similar to the relationship between Shadow of the Colossus and Ico).
My excitement for Dark Souls has even inspired me to break my year-long boycott of game pre-orders and "special edition" purchases. [More]
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