Friday, 28 February 2025

I won't repeat that mistake

In the quest for a pleasant little time-wasting feed of jokes, trivia, and just enough news to feel informed without curling up into a sobbing ball of existential dread, Bluesky has won out (for me, at least). It's gained the critical mass of people, dogs, and agricultural museums that allows you to encounter things you never knew you were interested in, such as commentary on a Marine Accident Investigation. In that case the unusual circumstances that led to a paddle steamer crashing into a pier were understood, but proved impossible to replicate.

In unrelated news, I've started playing The Outer Worlds. (Keen students of Obsidian games may already have twigged that this is actually Quite Related news...) Melmoth mentioned that Avowed, a new Obsidian fantasy RPG, was coming out; I had a look at a few reviews and it sounded pretty good if not immediately-buy-at-full-price good. A couple of the reviews mentioned The Outer Worlds, a previous Obsidian sci-fi RPG, and that rang a vague bell - back at release in 2019 I'd thought it sounded pretty good if not immediately-buy-at-full-price good, then promptly forgotten all about it, so I picked it up at a discount.

The Outer Worlds has grabbed me in a way Dragon Age: The Veilguard somehow hasn't with very Fallout-esque gameplay and a corporate dystopia setting that raises a few wry smile between depressingly plausible vignettes. I have hit a small snag, though.

Obsidian games developed a bit of a reputation for not being in a perfectly polished state at release and needing a patch or three to iron out the worst glitches, not least from Fallout: New Vegas. You would have thought that five years might be enough to squash pretty much all the bugs, but after travelling to the planet of Monarch I wandered into a room to find an NPC delivering half of a conversation to empty space. Slightly confused I tried to chat to him only to be told "Not now", so I wandered off and did some other missions.

After several other quests the chap was still terribly busy and wouldn't talk, and he turned out to be a vital part of the main story quest. Searching around to see if others had hit the same issue it seems a second NPC hadn't spawned and was nowhere to be found. A couple of people reported the same missing NPC, others had problems on the same mission with different NPCs, and it seemed there was no solution except to go back to previous save games. I didn't fancy re-doing a bunch of missions, though, so in frustration killed the bloke, then his guards, his other followers, and a fair chunk of the the rest of the town who took a dim view of my murderous rampage and turned hostile. Can't really blame them. On the plus side it did mark that stage of the mission as complete and allowed me to progress so I was lucky in that respect, some of the other missing NPCs would have halted things completely by the sounds of it. I'd normally try to at least make an attempt at diplomatic solution but as the old saying goes: when life gives you lemons, slaughter anything that moves and hope that counts as a successful mission.

Despite the bugs many Obsidian releases received plaudits for their ambition, and The Outer Worlds certainly seems to allow you to take a variety of approaches (though a short way through my first play-through I'm not sure how firmly I'm being shepherded down certain paths). In these sort of games I generally follow the waypoints, go to the obvious places the missions lead, with the odd diversion here and there if I pass an interesting looking building or cave en route. I'm not deliberately being awkward or trying to do things out of order to catch out the designers, but as well as the outright bugged NPC on Monarch I seem to going about things in a slightly irregular order. There've been a number of encounters where I wandered into a place just looking for stuff to loot, defeated a few marauders, and had a chat along the lines of:
Engineer Geoff: "Oh, wow, thanks! Mayor Jeff must have sent you to rescue me!"
Me: "Mayor.. who now? What? Err, sure, I guess..."
Later on after finding another town
Mayor Jeff: "Yes, I can help with that information, but first I need the town Engineer back"
Me: "Is he called Geoff by any chance? The chap standing over there?"
Mayor Jeff: "I sent him off to investigate interruptions to our power supply"
Me: "Yeah, he was at the power station besieged by Marauders, all sorted"
Mayor Jeff: "I'll mark the location on your map"
Engineer Geoff: "Uh... I'm right here, boss"
Mayor Jeff: "Talk to me again when you've found him"
Ends conversation. Starts conversation.
Mayor Jeff: "Geoff tells me you rescued him, well done! Here's a file with the data you need."

It can't be easy with so many moving parts and the freedom to travel around at will, but I do seem to be (in technical maritime parlance) twatting into piers a bit more often than would be ideal.

 

 


Monday, 27 January 2025

The veil was torn asunder ‘tween the hours of twelve and one

Breaking the habit of a lifetime (for extremely small values of 'lifetime'), I recently bought a game released within the tenure of the current Prime Minister of the United Kingdom. I realise it was a peculiar habit to get into and deeply inconvenient much of the time (desperately wanting to play Tetris but being stuck with Space Invaders and Super Breakout until 1990), though shambolic Conservative leadership meant it was much less of a hardship for the last few years (Elden Ring hadn't dropped out of the charts before the lettuce wilted). Anyone might think it's a fictional device I just came up with to try and avoid a more prosaic statement about generally being far behind the curve of new gaming releases, but that doesn't sound very plausible does it?

So I picked up Dragon Age: The Veilguard over Christmas, and so far... it's fine. There's much to like, nothing egregiously awful, but it hasn't really sunk its hooks into me. I can play an hour here or there, think "that was all right", and log out quite happily rather than being desperate to see where the story goes next. It's a much healthier approach than bunking off work, living off giant bags of giant Wotsits as there's no time for cooking, and only stopping when you fall asleep on your keyboard; perhaps we should be giving more credit to things that are pretty decent without being addictively good. 

The Dragon Age series has changed protagonist each game and the styles changed more between instalments than, say, the original Mass Effect trilogy, so it's had a tougher time creating a cohesive and involving story across games. A ten year gap since the last game killed off any momentum it might have built up, though going back and reading Wikipedia plot summaries I'm not sure it really had any momentum by the end of Inquisition - I remembered most of the key events of the first two games with a bit of prompting, but haven't the slightest recollection of the main villain of the third. Coryph-who and the what now? It's not vital to Veilguard; you can make a few choices at the start about what happened in Inquisition, but I wonder if they might have been better off starting with a cleaner slate. I found it particularly jarring when the Inquisitor turned up as an NPC; I might not really remember anything I did, but that's still "me", except it isn't any more. 

The rest of the game works nicely. Combat is fast paced; a touch too frantic for my aged reflexes in boss fights at the default level, but that's what difficulty settings are for. The companions seem a decent bunch, and I'm really liking Bryony Corrigan's soft North East tones as the British female Rook. Puzzles so far have struck a balance, not trivial but not keyboard-smashingly irritating.Without being fully involved in the central story, though, it lacks a certain something. A central hub leading to zones with different themes, containing challenges requiring physical or mental skills? If Varric was replaced by a Richard (either O'Brien or Ayoade) it could be Dragon Age: The Crystal Mazening.