Fallout 3

Nov. 6th, 2008 10:53 pm
prog: (galaxians)
Fallout 3 is fantastic. I've been in the mood for a wide-open, American-style CRPG and this not only fills the bill, it may be the best example of its class I've played. I've dropped over 15 hours into it since Monday evening - ouch. It's leaning as hard on my addiction button as my last serious Angband streak did last year. Gonna have to ration my playtime.

I created the same type of character I played in Fallout 2 - a small woman with high INT/CHA/DEX. Dumping most skill points into Sneak, Lockpick, Speak and Small Guns. Trying to play "the stealth game" for real. It didn't work out that way in Fallout2, when I didn't try hard to maintain any sort of character-type out of the gate, and so spent most of the game running around in a bright purple robe zapping people with a customized cattle prod in broad daylight. Being a bit more judicious with character-building this time around.

I like that the game doesn't take itself too seriously; it's full of crazy little rules, especially regarding modifiers attached to items. The setting's got a whole lot of logical inconsistencies, but if you put on a lab coat you suddenly become better at hacking into computer systems, and I love that, so I don't care. (Right now my character is wearing a Solid Snake suit that gives her a Sneak bonus, and a gray fedora that lets her detect enemies around corners better. Yes.)

The writing and plotting are so cool and full of delightful surprises - literally from the very first moment you start a new game - that I'm not even reading the list of possible Xbox Live achievements you can get. I find myself as spoiler-averse to this game as I have been to any recent TV series I've enjoyed. That's rare.

I wish that my posts about Fallout 2 from five years ago were easy to find. They're buried deep in the untagged middle ages of [livejournal.com profile] prog-LJ.
prog: (Default)
Died before level 20. Threw out executable (again), emptied trash. Need a shower. (I mean: literally.)

I sort of feel that my occasional public railing against digital games that function mostly through their continual and entirely illusory exploitation of one's accomplishment-drive makes me like unto a gay-bashing Republican who desperately cruises public restrooms when nobody's watching. (Yes, redundant definition, wev.) On the other hand, I deny nothing, and at least can confidently speak from experience.
prog: (galaxians)
Three non-Maggot uniques down, and I'm only 1000 XP away from level 20, which will give me the ability to fire two shots per turn. This is officially my best game yet.

Meanwhile I read about friends going on 30-mile bike rides over the weekend and I'm like... shit. At least I did get some wiffleball in, myself.
prog: (Default)
Here is a much less psychotic looking picture of me at the lakeside, though my head is still huge because it was taken at arm's length with the iBook's built-in camera.

Someday I will re-assemble my camera-shaped camera. )

I proclaimed this to be a working vacation and I did work, to an extent. Put in all the time I could for the client - only about three hours, before my plate was clean - and kicked Volity around a little. Made palpable progress towards the demo but there are too many bugs to fix before that can happen, and this just isn't the environment for swatting bugs. Gotta be at my own desk for that.

Started a new Angband character (a Dunedain ranger) and am having maybe my best game yet. Controlling the urge to just play and play fairly well, this time, though I wonder if that will remain true when I'm back by myself in Somerville. There's novelty with this character - she's become deadlier with a bow than anyone I've run through the dungeon previously - and I am having honest fun with it, though there's still a distinct and unpleasant aftertaste of addiction after each play session. We'll see what happens. Anyway, I finally learned how to use the targeting command and my dude killed Wormtongue yesterday, which in my experience is the point where the game starts to get really interesting. (Whenever you manage to splat your first non-Farmer Maggot-related unique, anyway.)

Learned to play Tigris & Euphrates this weekend, and decided I really like it, though I'm quite far from figuring out any sense of good play. I've felt vaguely bad for years that I didn't know how to play this T&E, though, which is considered a high water-mark of modern board games. I did play it once before, and for whatever reason it didn't take and I found it confusing and frustrating.

General personal rule I've recognized for some time but need to enforce better: If my opponents point out a good move to make, and it is different from a good move I had been eyeing, I should not make that move even if it seems better. Since the people I usually play games with are my awesome friends, I do not accuse them of deceitfully metagaming me; rather, it's a personal fault to always see a new suggestion as better than one that I came up with myself. Their decision may be wise, but mine is based on the most intimate knowledge of my personal game state and sense of how I'm likely to follow through on the move. In yesterday's game, I ignored a tile-placement suggestion at first but took advantage of it a couple of turns later, and it scored big for me. But later I made a game-ending move right when it was pointed out to me, and ended up losing by one point. Was still a fun and rewarding game, but: yes, that's enough of that.
prog: (galaxians)
Puzzle Quest is a dangerous game. I thought it'd be a match-three game (like Bejeweled) with RPG elements, but I got it backwards; it's an RPG that uses match-three games to resolve battles. The design is smart and surprisingly deep. It's gotten both [livejournal.com profile] classicaljunkie and I hooked. (Cruelly enough, the game card has room for two separate characters' save slots, allowing for exactly this sort of two-person trade-off addiction. Argh.)

Basically, matching jewels gives you mana, gold, or experience points, or hurts your enemy, depending on the jewels' color. There are also four colors of magic (tied to the four elements), and you can cast class-dependent spells if you can collect the right combinations of mana. (Yes, you have a character class.) The equipment you carry into battle adds various modifiers and bonuses, as with any RPG.

My favorite single feature: After you beat up a single type of enemy three times, you're given the option to try capturing it the next time you run across one. If you accept, you're given an actual puzzle to solve, where you have to clear the whole board of gems in as few moves as possible. If you succeed the beastie goes off to your pokedex dungeon, where (depending upon how many legs it has) you can try to convert it into a mount, or try to learn its spells. In either case you have to play yet more match-three games with different rules. This is why my warrior is presently loping around the map upon a giant rat. Its name is Bitey.

It's also got a Angband-like system of elemental-based resitstances. As you get deeper in the game you meet an increasing number of enemies who can pound you flat with some special ability that's tied to one of the four elements, and countering it means finding a magic item that grants you protection against that element. Unlike the formal, mission-based storyline, the game doesn't spell the solution out for you, and you've got to explore and figure out which shops or baddies are holding these trinkets, building your own dependency tree of monster bashing. Sadly, I am a sucker for this.

I can generally recommend this game to any Nintendo DS owner with either iron self-control or nothing at all to do for the next week or so.

Level 17

Jan. 22nd, 2007 03:28 pm
prog: (galaxians)
Mr. Ranger finally accepted the sweet embrace of death just now, after three days of play. Not before taking down Wormtongue and Muzgash, though, making this the best Angband run I've ever had.

He died not so much from rotten luck as from pushing my luck a little too far, but I think my self-consciousness about the timesink was giving him a bit of a deathwish too. It was hella fun but I'm grimly glad it's done. For addiction-prone sorts like me, Angband and other roguelikes trump WoW and such because they make death fatal; if your character dies, it's immediately and forever gone. None of this chickenshit pay-100-gold-to-resurrect-yourself business. Want to play more? Suck it up and roll a new level 1 guy.

As if. Done for now; deleted the executable, just to make sure. Back to real life.



Not to say I haven't been doing other things. I should probably note that yesterday was one of the worst stomachache days I've ever had. I hadn't had one in a while, so when I woke up with that light burning feeling, instead of taking it easy I decided to go ahead with a planned museum date with [livejournal.com profile] classicaljunkie. This turned out to be a poor idea, and before long I was hobbling around like an old man because of the hot coal in my stomach. An attempt to feel better via Museum Soup made things much worse, and I was grimacing with knife-in-the-gut pain the whole T ride home.

Immediate administration of pepto, water, and rest mellowed things out quite a bit within a couple of hours, and as always when I woke up this morning there was no trace of it.

Yes I should see a doctor about it. The prerequisite here is deciding whether to go full-time or remain a contractor and buy into a plan myself. I told myself I'd decide once the ITA project was done, but it's near enough to that now than I really oughtta think about moving ahead with that decision soonish, eh.
prog: (galaxians)
Went to [livejournal.com profile] ruthling's birthday bash (orchestrated by [livejournal.com profile] grr_plus1) and again with the seeing of folks I haven't seen in a while. Left my hat behind because it got eaten by the giant foyer coat pile. I'm sure I shall see it again. Impressed a crowd of other guests' children with my DDR skills. I told them that they will become better than me with practice.

I love DDR. I gotta set up a StepMania machine somehow. (It can only exist in certain rooms of my apt, is the problem, else my landlady yells at me WHAT YOU DOING THE WHOLE HOUSE SHAKE WHAT IS WRONG WHY YOU DO THAT.)



Playing Angband again. I'm having as much fun with it now as I did in, uh, 1998. Currently have a ranger who keeps getting his ass kicked and forced to word-of-recall himself out of bad situations, but notably hasn't dropped dead.

Surviving past the prologue levels and into the long midgame is uncommon for me. When it happens, I'm riveted. When I inevitably do something stupid and die, I still feel like I had a good run.

Even though it's a bloody roguelike, it's enough to let me taste my addictive personality again. At least the game (if it lasts more than 15 minutes) gets into a rhythm of:

  1. Read WoR scroll
  2. Delve until full or forced to retreat
  3. Read WoR scroll
  4. Sell loot, shop, buy two more WoR scrolls
...and that lends itself well to spreading play across multiple play sessions as opposed to a single butt-numb-a-thon.



It is time for me to formulate a personal five-year plan, building off of that four-pillars stuff.

One way of expressing the ultimate goal: By 2012, I want to never need to work a day job again. This alone is not my primary motivation, but it is probably the most implication-filled of them, so there you have it.

Long-time readers will recall that five years ago today, in January 2002, I thought I was poised to take over the world as a writer of technical books. This did not happen. (I did write books, but to my surprise I hated it, and stopped as soon as my contracts were met.) Time has passed, and I have a renewed and (I daresay) far more potent pool of resources, experiences, and contacts. And I am much wiser.

Nothing really specific to say about it yet. I don't think the plans will be based on anything I'm not, in essence, already doing; they really will follow from the path I've set with the pillars. And they may end up being more of a framework of interlocking deadlines than actual plans. Whatever works. We'll see.

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