Friday, May 17, 2024

Game EXP: INDIKA (VSD) [Part 2]

 [Disclaimer:  I received a review key for INDIKA through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Release Date: May 2, 2024
Systems: Windows, Linux
Publisher: 11 bit Studios
Developer: Odd Meter
Time Spent: 6.1 Hours

Just a heads up.  I'm going to do a potentially bad job with today's article because this article focuses on the religious aspect of INDIKA as well as the mental health side of Indika's characterization and how both manifest throughout the game.  That being said, I know for certain that some of the imagery, symbolism, and literal text went over my head since I have never been a member of the Russian Orthodox Church and while I did attend Catholic church on a regular basis for nearly 20 years, I couldn't tell you then and I can't tell you know much in the way of specifics regarding the Bible.  Not that having a religious background or upbringing is a prerequisite to playing and enjoying INDIKA, but I found that it gave me some modicum of perspective on Indika's journey of faith throughout the game.

And there will be spoilers.

Before we go deeper into INDIKA, we'll do a brief contextual dive into my history with Catholicism, because that was the religion I was a part of for roughly 20 years.  I've talked a bit about it before every time I've reviewed a game where religion has been a focal point of the narrative; games like Blasphemous, Sagebrush, and Outlast II all have religion in one aspect or another at the narrative forefront.  I ultimately decided to officially end my church-going after having received four of the seven sacraments, sometimes, I think, in mid-late 2000 although I don't have a specific date on when someone might say I "lost my faith" as I'm not really sure if I ever had "faith" in how it was often taught and preached; or even how other students in my catechism classes described "faith" from their own experiences.  I bring this up because INDIKA felt very much like an exploration of one's faith and what the experience and definitions of faith look like to different people.

How Odd Meter handled religion and the process of how someone questions their religion and own personal faith was not the one-sided dump-fest that it could have been had it been conceived and executed by a less thoughtful developer.  Indika is a nun who early on in the opening chapter reveals to the player hears a voice that she attributes to originate from the Devil, or at the very least, a voice of demonic origins.  She is often shunned by her fellow nuns in what appears to be petty and passive-aggressive ways as illustrated in the opening chapter.  After walking across the whole of the convent and delivering a basket of potatoes, she is instructed to fill a barrel with water from the well.  The well is not close by and once there, the player has to press X to attach the pail to the hook on the well, then rotate the joystick in the correct direction to lower the pail.  Then rotate in the opposite direction, press X again to unhook the pail and empty it into her bucket, then walk the bucket back across the yard to the barrel where you press X again to empty the pail.  It takes five trips to fully fill the barrel (about 8 minutes of real-world time) and after you finish your duty, a nun comes out of the building and says, in short, that the other nuns won't eat after Indika is served and to not let her into the kitchen, then dumps the barrel out onto the ground.  During this sequence, the voice brings up to Indika the inherent contradictions in the need for Indika to fetch water from a well when the nuns only consume water from a spring which is in closer proximity to the barrel.

What I loved about this sequence is that it felt like a perfect encapsulation of an orthodox view on faith, and even the voice tells Indika as such while she is fetching bucket after bucket of water.  You may not understand why you are asked to do what you are doing, but have faith in the process, and trust in God's will.  It is your acts that serve a higher purpose.  It's not that the water that Indika collected was dumped out, but that the process of gathering the water, the struggle to do so, was an act of faith.  Maybe the dumping was intended as a test of Indika's faith?  Even before you collect your first bucket, the game tells you that this is your duty and when you complete your duty, you will earn 100 points once your task is completed.  So with the promise of these points, you complete your task.

The points system, which is never fully explained for the majority of the game I feel is a brilliant mechanic that is easily recognizable for almost anyone who has previously played a video game with any semblance of a scoring system.  You don't question the existence that points are important because this is a video game and they typically are.  In all but one playthrough I watched (not in its entirety), Indika gains a level after delivering the basket of potatoes and right before you are given the task of collecting water, which feels like an enticement, "Didn't that feel good to raise a level and choose a reward, wouldn't you like to do that again?"  And so you spend 8 minutes collecting water that will end up being dumped out, with the only bits of useful information gained from the whole sequence reaffirming how the other nuns feel towards Indika and how the voice feels about the contradictory nature of Christianity.

One disappointing thing about the points and their value in the game is that about a quarter of the way through, during a loading screen between chapters, the game says, "Don't waste time collecting points, they are pointless."  When this in-game disclaimer came up, the connection between these points and the thoughts, prayers, and blessings typically associated with religion immediately came to mind and the message felt a little too heavy-handed.  The message here didn't feel like too much of a reach or even a revelation, but I would have liked to have discovered that on my own without the game expressly saying so.  I felt like it could have been better for the game, but it did make the end of the game slightly less impactful.  That being said, I still actively sought out candles to light, books to uncover, and other religious objects to collect as it does feel good to see those points increase and level up, which is probably its own simplified commentary on why some people seek out and actively participate in a particular religion.

If Indika is a nun who hears the voice of the Devil, it only makes sense that she would end up coming across and "teaming" up with an escaped convict, Ilya, who shoots multiple military/police figures and we are told hears the voice of God.  It's just one of those ironies that makes the player say to themselves, "Of course that would happen."  While the first third of the game had Indika conversing with the voice in her head, she now has similar conversations about religion in general and the strength of one's faith with Ilya.  The voice still interjects while Indika is talking with Ilya, especially after their first real dialogue while they're on the bike, but their conversations about the tenants and contradictions of faith feel like they happen less frequently until the end of the game; I could be wrong, but that's just my impression.

It is through conversations with Ilya that a lot of Indika's backstory comes to light, which is also where all of the 16-bit era game styles come into play.  From those moments, we learn about Indika's life before the convent, her proficiency with the fictionalized motorbike, her relationship with the Romani boy Mirko, and the events that lead up to him being killed by her father after multiple denials that she knew who he was.  It is during these sequences as the two travel through Spasov towards the church, that the players see how Indika sees herself as she makes her way through an Escher-lite-like maze, as a demonic manifestation of the voice, and likely, her guilt at Mirko's death.  This revelation about Indika's past comes at the time in the story after she and Ilya reach the holy relic in Spasov, but a priest is shot during a scuffle with the city watch and both are implicated in the murder.  Ilya, who was likely still upset with Indika about events that I haven't covered, saves himself at Indika's expense, essentially mirroring Indika's last moments with Mirko.

It is at this point that the game drastically changes from its third-person over-the-shoulder camera perspective to a first-person perspective.  Narratively this works well because we just heard from a jailor about a man who was canonized after murdering his son and other children (sacrificing his soul for his son's and the children's eternal salvation), comparing it to his belief that Indika killed the priest, and during a scene in Indika's psyche while she is being sexually assaulted (where at the same time the points that we've been collecting the entire game drains down to zero and all of the metaphorical meaning behind those points and what is happening to Indika), we have the last conversation with the voice about the definition of good and evil, also being the last time in the game we hear the voice.  "Just remember, good and evil, warm and cold. Those are just lines on a thermometer.  God and the devil - those are you.  One cannot exist without the other."  I read someone else's take that since the voice is no longer with Indika, she is finally able to be in her own head that thoughts again without a creature, another voice constantly over her shoulder.

In the final scene, Indika finds Ilya who sold the relic for "less than five rubles" and uses the money to get drunk.  Indika finds a pawn shop (or equivalent), forces the shop owner to bring out the kudets (the relic), and in a brilliant piece of storytelling, Indika sees herself in a mirror with only the image of the demonized voice looking back.  Believing that her soul is on the verge of being eternally lost, she prays on the kudets as many times as the player presses the X button.  Each kiss/prayer results in no change in her reflection, believing that her prayers are not working, god is not listening, or that she is not repentant enough to save her soul.  In an act of desperation, Indika picks up the kudets which causes the player to receive 30 points and to press the X button again, dispensing an additional 30 points for each shake.  After a handful of shakes, the game gives the player the option to either stop shaking/praying or to continue pressing X to their heart's delight.  Only upon stopping, does Indika become frustrated with the kudets and she breaks it open to reveal that the vessel is empty, which brings up the question if it was always empty or if the shopkeeper had emptied it after initially buying it.

The game ends shortly thereafter with Indika seeing her actual reflection in the mirror upon revealing that the kudets is empty possibly coming to the conclusion that the player was told about in the first third of the game, that the points are pointless.  That all of the real guilt she felt about Mirko's death could be cured with the religious-imposed salvation she thought could happen was in fact non-existent.  All of the points she received for performing religious acts for the purpose of healing meant nothing.  This message is again punctuated by the fact that once you press the B button, you are taken to the level-up screen where you have to select what bonus (additional points now, or points multiplier?) you want to put your points into, which again ends up meaning nothing. In this moment, the rosary that she had been carrying throughout the game breaks apart and the beads roll out onto the floor.

One of the questions at the end of the game could depend on the player's personal relationship with religion.  Did Indika lose her faith and fall from god, or did she see past the veil of religion and free herself from its regulating dogma?  And then what happens to Indika now that she has lost her faith, is convicted of murder, and is essentially alone in Spasov?  Does she try to return home to her father's shop?  Would he even take her back?  She cannot return to the church as illustrated by the fact that it was a priest who alerted the city watch that Ilya was an escaped convict seeking a miracle from the kudets.  I have all of these questions, but I do not want any official answers, I don't want an INDIKA 2.  Indika's journey of faith, while only taking 6.1 hours of game-time was a perfect amount of time for this character in this world.  Although it is a beautiful story, it has a dark tone regardless of where you come out on the religion debate.  Maybe I have a more positive view of the game and its message considering my own journey through Catholicism and where I've ended up.

I'd like to think that Indika is better off.  I hope she is.



~JWfW/JDub/The Faceplantman/Jaconian
My Freedom Can't Contain But Tell Me

Wednesday, May 15, 2024

MIDI Week Singles: "Ruth" - INDIKA (VSD)

 [Semi-Disclaimer:  I received a review copy of INDIKA through Keymailer, a 3rd party website that connects publishers and developers with content creators.  While I did receive a free review key for the game, I purchased the soundtrack with my own money and I could only access the soundtrack through Steam if I already had access to the game.]


"Ruth" from INDIKA on Windows, Linux, Xbox Series S/X, & PlayStation 5 (2024)
Composer: Mike Sabadash
Album: INDIKA: ORIGINAL SOUNDTRACK
Label: 11 bit Studios
Publisher: 11 bit Studios
Developer: Odd Meter


Related to Friday's article as we look at religion in INDIKA, I did look up to see who Ruth was in the Bible and to see if there could be any specific link between the character of Ruth and Indika, the events in the game, or something to do with the music.  Well, I have some bad news on a couple of fronts.  First, I could not find a genuine link between Ruth and Indika, and I cannot remember specifically where this music cue happens in the game.  Is the cue used in its entirety or only portions of it?  I think it might have been used in the "Kudets" chapter when Indika and Ilya cross through the wood mill (I think it's a wood mill) and run across the large wolf again.  Maybe it has something to do with Indika's kindness towards Ilya, but if there is any significance between Ruth, Indika, and where this song happens I cannot say for certain.

What I do like about this song on its own is that more than most songs on the soundtrack incorporates the beautifulness that you find in songs like "Genesis" and some of the unsettlingness from songs like "Joshua" or "Isaiah" with their dissonance used to create a stark contrast between the Indika's movements and the overall somberness of the visuals.  Like "Genesis," there is an etherealness and otherworldliness to the song that nearly invokes something closer to Vangelis' score for Blade Runner, but more foreboding and less optimistic.  Maybe I'm wrong or just reaching.  

As much as I don't like a fade-out, I am normally fine with them on video game soundtracks where the songs will typically loop, but I like what was done here instead, with just a harsh cutoff that fits well within the soundtrack itself, and the overall tone of the game.  I'm not normally a fan, but it works here contextually.  Or at least I think so.



~JWfW/JDub/The Faceplantman/Jaconian
Damnation My Insane

Monday, May 13, 2024

Game EXP: INDIKA (VSD) [Part 1]

[Disclaimer:  I received a review key for INDIKA through Keymailer, a third-party website/company that connects publishers and developers with content creators.  The game was given without promise or expectation of a positive review, only that the game be played and content be created through the playing of the game and the experience.  Unless otherwise noted, all content in the following article is from my own playthrough of this game.]

Release Date: May 2, 2024
Systems: Windows, Linux, Xbox Series S/X, PlayStation 5
Publisher: 11 bit Studios
Developer: Odd Meter
Time Spent: 6.1 Hours


I have decided to split my article examining INDIKA into two articles, with today's focusing on the game and its mechanics and Friday's article covering the religious side of the game.  I had originally thought to have a fully integrated article, but the more I wrote and thought about it, the more I found myself putting off the topic of religion until I just got the to point where I had two articles.  Several game mechanics fully integrate with the topic of religion and I will cover those on Friday as well.

INDIKA is a story that follows a young nun in a fictionalized 19th-century Russia. She is sent to deliver a letter with contents unknown although of likely troubling substance and has a run-in with an escaped convict on his own spiritual journey of repentance and absolution.  The game is played predominantly in a third-person over-the-shoulder part adventure angle, part walking-sim, part psychological-horror, part puzzler, and light platformer.  There are times when Indika can die either from enemies, from not paying attention to your surroundings and falling off a wall, to being mauled by an emaciated dog, to being knocked off a carousel of drying fish.  About 1/3 of the way through the game, Indika meets an escaped convict, Ilya who she then travels with to a city to visit a holy relic to "heal" his gangrenous arm.

One of the seemingly out-of-left-field choices that INDIKA makes is how the game starts off when you take control of a younger version of Indika tumbling through space with shiny golden bobbles to collect as she falls.  The video game player in us all will immediately recognize what is happening and you will tilt Indika towards the glittering collectibles.  What makes this and later sequences unique is that it is presented in a 2D 16-bit visual style and each time the genre changes in a way that makes sense as a story-telling mechanic.  This aesthetic subsequently crops up every time Indika has a flashback or relates past events to Ilya about a Romani boy she knew, Mirko.  In one instance it plays as an isometric racer akin to RC Pro-Am or Super Off RoadIn another, it is a side-scrolling vertical platformer and in another, it is something similar to Pac-Man.  Because this story takes place in an alternate and fictionalized 19th-century Russia, it never felt that nostalgia for these graphics and gameplay were supposed to be from Indika's past, but for the player's benefit and I genuinely enjoyed the drastic change in gameplay modes from a gorgeous system intensive 3rd-person adventure game to a pixelated 2D platformer.

As previously mentioned, the majority of the game is played as a third-person adventure and light-survival horror elements(we'll get to the puzzle aspect next).  The controls here are all very intuitive if you're at all familiar with any game that has used an over-the-shoulder camera angle in the last 20 years, and thankfully here you can invert the y-axis for the camera controls; which you weren't able to in the demo.  Indika traverses areas by walking and only after the opening stage does running become a function; likely because it would be undignified for a nun to be running around a convent.  There is no jumping mechanic but Indika can climb certain objects if they are at about chest height and can drag/carry certain objects to be used to access specific areas.  There is no life meter, but if she falls from a height that is too great, she will die, although there are not a lot of instances where she can fall and die; there were a couple of cases in which I purposefully killed Indika to either reset a puzzle or to try and fix a potential bug, and a couple where the game wouldn't let me walk off a ledge.

Puzzles are a mixed bag in INDIKA, and I mean that there are different types of puzzles used throughout the game.  None of the puzzles are reused in a way that makes the player feel, "Oh, I've done this already, I guess I'll just do it again for the 10th time."  In the opposite direction though, I wish there had been more instances where you used one of the more unique puzzle mechanics.  In only two cases, a voice that Indika occasionally hears becomes violent and aggressive which causes distortions in the the world, but when Indika prays (by actively pressing and holding the L2 Trigger button on the Steam Deck) the world returns to normal.  I am 99% sure that you have to use these distortions caused by the voice Indika hears to cross through the areas, but there is an achievement for solving one of these puzzles while constantly praying, so I must be wrong.  I really liked how these particular puzzles were integrated into the storytelling and did have a bit of character development if you listened to what the voice was saying as things that Indika observed about the other nuns in the convent.  The only negative thing I have to say is that because I tended to take longer to solve the puzzles, the voice ended up repeating the same dialogue a couple of times, but that's on me.

Several other one-off puzzles occurred in the game, one of which I think could have used some additional QA testing, or I am just not as sharp as I should be while playing after 12:30 AM.  These puzzles vary from balancing on a plank, elevator switching, stacking large cans to create steps, and stacking bridges; I won't say more about the bridges and just leave it up to your imagination.  The can-stacking puzzle gave me the greatest trouble for three reasons.  First, was that the controls for the forklift-type vehicle felt awkward as this device had four wheels that could rotate to change the direction you were facing.  Second was that it was very easy to do the puzzle wrong in a way that would cause you to spend a significant amount of time to get back to where you needed to be to solve the puzzle.  I know it would have been immersion-breaking, but I wish there had been a "reset" option to start the puzzle over from the beginning.

Throughout the entire game, I only looked up a walkthrough once, but that was because I was experiencing a bug that I wasn't 100% sure about.  Towards the end of the game, you are following your companion Ilya and at times he will wait for you so he isn't so far ahead that you lose complete track of him.  Because this was my first time playing, I was off wandering around, looking for collectibles in out-of-the-way areas and looking for the elusive "seat" where you can just sit and scroll/click through a series of camera angles showing different perspectives of the area you're in.  I think what happened was that at the time I activated one of these chairs/benches, Ilya entered a spot where Indika is supposed to "trigger" him to activate a switch (by pressing the Y button on the Steam Deck).  Something happened in the background of the game that made pressing the Y button essentially functionless.  Only after watching a walkthrough did I see what was supposed to have happened.  My fix was to restart and play through where Ilya could be activated, make sure it worked, and then go back to the chair.  All of this is to say that the game doesn't require outside sources to solve puzzles and that the puzzles (for the most part) and progress are well constructed.

One mechanic that I loved was the scattered benches, one in almost every chapter, where you could sit and take a moment.  When I first came upon a bench in the convent in the first chapter and saw the option to "Sit," I passed it up thinking that this was going to be similar to every other game where your character sits and then you can rotate the camera around them, but this is not the case in INDIKA.  Instead, while Indika sits, the camera moves to different static locations throughout the area for the chapter you're currently playing.  The camera takes different angles to show the area in cinematic shots that you wouldn't be able to reach or achieve through regularly playing the game.  And the world is still moving and "living" during these shots, with your companion Ilya futzing with a wagon, or wind and snow blowing through pine trees.  I wasn't able to determine if there was a more significant meaning behind the shots and the locations, but I just simply took it as a moment to rest and take in the story up until that point.  I put together a compilation video of most of the shots throughout the game last week to help illustrate the world of INDIKA.

There is plenty that we have not discussed in INDIKA in terms of gameplay, environmental storytelling, and puzzles, but those aspects are tied to the game's themes and messages on religion.  We did hint a little bit on that in regards to the area distorting/praying puzzles, but we will revisit those as well as the overarching topic of religion in Friday's article.  Trying to fit that nicely into everything else felt odd and a bit shoehorned.  We will also discuss (a bit) the ending of the game and what that point/counter is in the upper left corner of the screen.  The takeaway from today is that INDIKA is a gorgeously developed and directed game with an emphasis on telling a compelling character-driven story while still making this a traditional modern video game.  There is an eye for cinematography not often seen in indie games that I appreciated in both the actual gameplay and the cinematics.

INDIKA is a fun game, but also a great experience in video game narrative storytelling, one that I will hopefully be able to successfully expand upon come Friday.


~JWfW/JDub/The Faceplantman/Jaconian
And Darkness Shall Rise Up to Heaven


Friday, May 10, 2024

Show Review: Fallout

 


I had wanted to talk a bit about Amazon's Fallout streaming series, but after finding out that I wasn't able to take screenshots in any way known to me outside of actually taking a picture of my computer screen (as I did on Monday)*, I lost a lot of steam in the motivation department to continue through with much more than saying that I really enjoyed the show.

I mean I guess I could engage in discourse about the finer points of the show, the supposed inaccuracies compared to the games and lore previously created by Black Isle Studios and Bethesda, like whether are they going to introduce talking Deathclaws (Fallout 2) or the old man at the Bridge of Death (Fallout 2), or the crashed Tardis (Fallout 2)... okay so Fallout 2 was apparently just fucking bonkers.  But I haven't beaten either Fallout 2 or Fallout: New Vegas and part of the reason why I returned to those unfinished games was because of all of the butt-hurt people talking about how the show retconned the series.

Is Fallout a great show?  Sure, when you consider that it's an adaptation of an existing and current video game franchise with a fanbase that has been very vocal about not liking the previous two games in the series released over the last 14 years.  It's a gutsy move.  But it's not a perfect show.  I thought that the first episode went on a little long, especially when The Ghoul was introduced I was hoping that the episode had ended maybe 15 minutes earlier, but I understand that they wanted to introduce all three of the principal leads in the current year in that premiere episode.  I don't know if I would have wanted more references to other factions such as the Children of Atom, the Enclave, and the Khans.  Maybe that had been part of initial discussions and simply focusing on the Brotherhood of Steel and the Vaults was a good way of uncomplicating the world for season 1.  There's going to be a second season after all.

I thought the casting was perfect.  I thought the costumes looked how I wanted both current and post-apocalyptic clothing to look.  The show actually made YumYum Deviled Eggs look appetizing because the sound of eating those in Fallout 3 was not at all a high point, and I like deviled eggs to begin with.  Maybe next season we'll get baked bloatfly?  I liked all of the nods/easter eggs to the series that I noticed and I'm sure that there are plenty that I missed.  I also don't really want to expand upon speculations for season 2, again because I haven't finished either of the two games mentioned.

So let's just leave it at that, that I really liked the show, and that I am equally excited for season 2.


~JWfW/JDub/The Faceplantman/Jaconian
But I Only Hear Raindrops Falling


*P.S.  The two methods I tried were to use OBS to record my screen and use keyboard commands (Windows+PrtScreen & Alt+PrtScreen).  Every attempt resulted in a black screen.


Wednesday, May 8, 2024

MIDI Week Singles: "Johnny Guitar" - Fallout: New Vegas (PC)

 


"Johnny Guitar" from Fallout: New Vegas on PlayStation 3, Xbox 360, and Windows (2010)
Composer: Victor Young
Performed by: Peggy Lee
Album: Johnn Guitar Original Motion Picture Soundtrack, and Songs from the Mojave Wasteland - Music as Heard in Fallout: New Vegas
Label: Citadel (3), and X5 Music Group
Publisher: Bethesda Softworks
Developer: Obsidian Entertainment


I've never seen the film Johnny Guitar and likely like a lot of people who played Fallout: New Vegas, this was my introduction to this song.  Where I am currently in New Vegas, there are only a couple of accessible radio stations to listen to, and it seems like "Johnny Guitar" gets air time easily twice an hour, maybe more as I haven't tabulated it out.  Aside from being bathed in Peggy Lee's vocals, this song sounds like it could easily be used in either a Tarantino or Robert Rodriguez flick.

I just really like the mellowness of the whole song and how it fits in well with my usual play style.  Wandering the Wasteland alone, surrounded by nothing but rolling hills and dust.  Until of course, Juanita is ambushed by the Khans or the Legion who must have all been hiding behind a solitary tumbleweed.  I've honestly not paid very close attention to the words to apply the song's meaning to my in-game predicament and that would probably be reaching for an analysis that isn't there.

So let's just appreciate "Johnny Guitar" while we do our thing out in the Wasteland.



~JWfW/JDub/The Faceplantman/Jaconian
Alle Menschen werden Brüder

Monday, May 6, 2024

Returning to the Wasteland - Fallout 2 & Fallout: New Vegas

 


Release Date: October 29, 1988
Systems: Windows, Mac OS X
Current Time Spent: 51.5 Hours

Yeah, I came back to Fallout 2 after not having played it in almost eight years, but thanks to that stupid show over on Amazon, I have a hankering to revisit all of the Fallout I either never completed or never played.  So I'm jumping back into Fallout 2 and Fallout: New Vegas while concurrently starting Fallout 4.

In Fallout 2 I decided to return to my character of Judith, who was my third or fourth character, the previous one being Jude because after attempting a new character, I decided that I liked how Judith's story had shaped out to that point.  I'm not going to recap the whole thing, but you can read about it here, although I did progress a bit further after arriving in Vault City.  Judith traveled through there, made her way to New Reno, found her way down to Vault 15.

I did have Judith enter Vault 15, but there were just too many Khan raiders to deal with and my companion Vic wasn't much help in a gunfight despite him saying he was good with small guns.  So now I'm just wandering around the wasteland, heading towards the New California Republic (aka Shady Sands), trying to uncover as much of the map as possible and completing any open quests I might already have and any more I find along the way.  


Release Date: October 19, 2010
Systems: PlayStation 3, Xbox 36o, Windows
Publisher: Bethesda Softworks
Developer: Obsidian Entertainment
Current Time Spent: 23.4 Hours

I created my character of Juanita sometime back in August/September 2016.  I don't fully remember the backstory I created for her, but it was something like she was a young girl, maybe 18-20, and had decided on the life of a courier because it was either that or brahmin herding and she didn't want that life.  She wanted to see the Wasteland and the rest of the world.  So after a couple of successful jobs, she was given a package/letter (she doesn't remember as it has not yet been revealed in the game) that got her attacked, shot, and left for dead.  Revived by Doc Mitchell in the town of Goodsprings, Juanita had to have a significant amount of surgery to remove the bullet fragments which left her with a shaved head.  Now she's on a mission to find out why she was singled out for the package she carried, if the Mojave Express had set her up, and who had her killed.  

I don't remember much of the specifics about where I was game-wise, but I remember that Juanita helped defend Goodsprings.  I got on the wrong side of Caeser's Legion and the Khans while doing something around a roadside casino.  I helped the citizens of Novac in whatever way that entailed.  She cleared out a rocket testing facility* near Novac, which might've been the last thing before further wandering out in the Mojave Wasteland.  So Juanita headed for New Vegas to the East without knowing what else to do or where else to go (partly because I kept triggering an attack by the Legion where she was overpowered and killed every time).

But not really knowing what you're going to do next is one of the reasons why I love the Fallout games.  I'll follow the main quest for a while until I find a bunch of side quests to do and then do those for a while to get better gear and level up a bit.  Then hopefully regain the main quest and be just a little bit overpowered; then destroyed by a deathclaw.

But that's just part of the world/experience.



~JWfW/JDub/The Faceplantman/Jaconian
Instrumental


*P.S.  For whatever reason, I didn't think the Space Suit would have a better armor rating than the Tempered Leather Armor, but that is what Juanita is now wearing as I try to make my way to Dr. Usanagi somewhere on the Vegas strip.

Friday, May 3, 2024

Monthly Update: May, 2024

 


There's a bit to cover on the video game front because we all can't be overnight US Supreme Court experts.

Towards the end of the month, I finished (for the first time) Final Fantasy VII (Game EXP article incoming).  I also finished Tears of the Kingdom towards the end of March (Game EXP article still incoming).  Only yesterday, I finished Mega Man V on my 3DS (Emulator Hour article incoming).  Conklederp and I finished the Fallout show on Amazon (Show Review article incoming).  I started up Fallout 4 with about 186,745 other people, but for me, it was the first time and on the Steam Deck (First Impressions article incoming).  I also re-installed and booted up Fallout 2 (last played around mid-2016) and got Fallout: New Vegas up and running without the need for any mods (since my last time playing in September 2016).  Yeah, bit hard by that Fallout bug.  By the time this article goes to print, we'll have watched the series finale for The Bad Batch (maybe an article on that or just thoughts about the entire series).

I also received my copy of Gloomhaven: Buttons & Bugs a little while ago and while not entirely what I thought the game was going to be when I backed it, I will likely have some written thoughts about it in the coming weeks.  But like a lot of modern RPG board games, the game is a little more complicated than the rules make it out to be. Since I don't have any experience playing Gloomhaven, verbiage and minimized game mechanics which are unknown to me.  Theories abound, but I've watched two different gameplay videos (like back in the day of Wil Wheaton's TableTop, but more instructional and less entertaining).  But we'll go more in-depth on that game later/soon.

Yesterday I received a review copy of INDIKA, and I played the demo several months back.  It will definitely be interesting to see where the full game starts compared to the demo and if it is optimized/verified/playable on the Steam Deck.  Most importantly, if the y-axis is finally inverted, otherwise my review article/videos might be a lot shorter than the publisher expects.

I'm already starting to look ahead to the summer months and what articles I have planned out.  Conklederp and I will likely be inaccessible for the first half of July so I may miss an article or two here and there.  I'm hoping that I don't miss a MIDI Week Singles article though as we've made it since June 17th, 2020 without missing an MWS posting and since May 28, 2021, without being late on a post.

Dr. Potts and Jane are coming up for a short weekend visit next week, but I don't know the level of shenanigans that we'll get up to especially since it's over Mother's Day weekend, and The Squire has a school event on Friday that Nanny Ogg might have something to say about.  We'll figure something out, just like we have for the last 43 years.

I may actually stop here for now, rather than try and drag this out longer than it needs to be and waste your time.  Time is money after all, and money is not free.

This is now a financial podcast.  Thanks for tuning in to Audits & Adventures and we'll be back in a month with our new installment, Pixels & Profits*.



~JWfW/JDub/The Faceplantman/Jaconian


*I'm not this intelligent to come up with puns this bad, you can thank Google's Gemini for that.