Fallout 4: Part 1

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Developer: Bethesda Game Studios | Released: 2015 | Genre: RPG, First Person

I’ve played almost 8 hours now. My first impression of it is that it somehow feels like Fallout 3: Remastered. True, the graphics are much better (especially the lighting) and there are some new elements such as the settlement crafting – but turn a corner, and you’ll find the same hacking and lockpicking mini games, even some of the same posters and radio songs. It has been refined in many areas, but it also disappoints by still offering a crap UI that Bethesda should have been able to improve upon ages ago.

Still, it’s hard to not get caught up by the magnificent open world atmosphere and the way it pulls you in, wanting to explore the seemingly desolate buildings. I loved Fallout 3 for the very same reason and it feels like Fallout 4 will deliver in spades as well. But will it turn into too much familiarity; “been there, done that” at a later point? Maybe. The danger is certainly there. Both feelings are dragging me from opposite directions. It will be interesting to see which one of them wins.

SiN Episodes: Emergence

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Developer: Ritual Entertainment | Released: 2006 | Genre: FPS

I didn’t really like this one all that much. Although I’m fully aware that I played it 9 years too late, it still felt somewhat uninspired. I played the original SiN and its expansion pack back in 2002 – didn’t John Blade used to come with snappy wisecracks? In the less then 3 hours it took me to complete the game, I think he barely said 10 confirming words. The level design was the typical oldskool linear style where the level itself sort of tangled into itself. That corridor or the room I barely saw past that fence or through that window earlier? I knew that eventually I was going to be there in 10 or 20 minutes.

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The worst part was the difficulty, though. It was not only rock hard, it was extremely punishing. I was never a fantastic FPS player, but this game certainly made me feel like the worst of beginners. The type of FPS where the enemies always hit you perfectly and drain a good chunk of health each time. Later, bad ass bullet sponge armor soldiers popped up with miniguns, just as I thought it couldn’t get much worse. About halfway through I had enough of that nonsense and turned on GOD mode. It’s funny, because the game did have two of the most intricate difficulty selectors I have ever seen.

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Singularity

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Developer: Raven Software | Released: 2010 | Genre: FPS

I’ll try to change the format a bit starting with this review. There will be a short summary in the beginning followed by two lists of minutia – one safe to read, and another with the usual spoiler-ridden stuff. Everything will also be in past tense. To be honest, I’ve never been comfortable with writing a “real” review and I’m trying to figure out how to put my own personal touch to these gaming posts.

After arriving in a crashed helicopter on a Russian island, this FPS felt a lot like BioShock with movie projectors, big statues, and the same level of dilapidation and dread. It didn’t last long before this feeling crossfaded into solid Half-Life 2 vibes instead. After completing it, that’s what I think the developers really wanted it to be. There was even the athletic girl saving your ass and the old scientist that you visit in his own laboratory. Add to this time travel, weird weapons with unique powers, a blatant copy of the gravity gun from said game, enemy soldiers mixed with zombie-style monsters, and self-opening shop lockers. In the first half, I often found myself completely out of ammo for my starter gun. But the good thing about the game was the way it added new powers and weapons a good once in a while, thereby often changing the way I played it. In the last half of the game, I had no problems defending myself anymore.