As part of our book club, I got to read One Crazy Summer by Rita Williams-Garcia. It is a children’s book deserving of its many awards.
Set in 1968, Delphine and her sisters travel across the United States to Oakland, California to spend a summer with the mother who abandoned them 7 years earlier. Amid all the family drama, Delphine and her sisters also face a time of racial upheaval in the States.
With well described, believable characters and a clear writing style for a younger audience there is a lot happening in this story. It is emotional and very relevant for today’s audience. The book is solidly written. It moves forward at a good pace, while dealing with a number of personal and societal issues.
While I didn’t love it, I would recommend the story to really everyone. Racism is an issue. It is forefront in the news. And this book deals with how that looks for those living through it. With an eleven year old protagonist, the author doesn’t preach the problems of racism. But she shows it in the way the characters interact with the people around them. The discussion is thoughtful and sensitively done.
As for why I didn’t love the book – there was a lack of dragons, magic and space elves. In short, it is just not a style of story I really enjoy. But I do appreciate the strength of the writing and the message the story brings forward. I also struggled with the mother abandoning her kids – which was more emotional than I need in my life at present (I am working on my stress levels). The young audience is still not my favourite at present. But this is entirely just where I am at in my life and not a reflection on the quality of the book – which was a quick read.
Overall, well written with a poignant plot 5 out 5 stars.
Well, the great thing about a new Summoner Wars release is I have easy go-to content for blogging! See, Kait! At least I’m being somewhat consistent in my posting!
I want to stress the speculative nature of previews. They are clearly not based on the most rigorous data or testing and, consequently, are mostly first impressions than anything else. However, Summoner Wars 2.0 reviews are a special note. Whereas my reviews of the original Summoner Wars releases was at least founded on experience with the game, it’s really hard to judge the value of the cards when I’m not even certain of the normal momentum and average strength of units in this new version.
Which is to say, the old game had a standard evaluation equation for judging the relative worth of cards. While flawed, this system was based on observed averages of what had come before. We’re in uncharted territory here so saying what is good or bad is going to be a crap shoot at best.
But don’t worry, if you wanted baseless judgements then you’ve come to the right place.
We’ll break this down into three posts as Kait keeps telling me I jabber on too long anyway. Our starting point will be the summoner and events. I’ll save a second post for the champions. And the last for his commons. At least this is faster than Plaid Hat’s reveal schedule.
Now, I didn’t have original Sneeks so it’s kind of exciting to see his new version in a product that I have a high chance of actually getting. It’s a little hard to parse some of his card since I’m not entirely certain what everything means. I did, embarrassingly, find the online rules after I did that digital disgorging of my initial thoughts last week. So I’ve given it a thorough read even if I haven’t fully internalized everything yet. Hopefully that arms me enough to not come across as completely moronic here.
The first thing I want to comment on is Sneeks health. Eleven is crazy high, for the original Summoner Wars. Summoner health essentially sets the “difficulty” of your opponent since the only win condition is getting that value to zero. Only one summoner got to nine health in the first game and it just happened to fall on one of the best decks. But now, I kind of feel it’s ironically on the low end.
It’s clear that higher health is meant to turn summoners into more active participants in the game. Which is a good change. Sneeks wants to get into the thick of the action as well. His three melee strength is of note. First, it’s one of the highest strength attacks in his deck. Second, melee is more accurate than range in this new version. Course, it still comes with its inherent vulnerability.
While I don’t think strength values have risen at the same rate as health, it feels like eleven health really only gives you one turn of vulnerability. In original Summoner Wars, you could argue that ignoring the summoner to clear the board was more advantageous. I didn’t. I thought putting pressure on the summoner would force them to position less optimally but I also concede that this prioritization of attacks was very faction dependent. With Sneeks, it feels like you definitely want to hit him whenever you can. Most of his commons are rather weak and the more damage you put on Sneeks the less aggressive Sly maneuvers he can do without risking a loss.
Course, let’s examine Sly a little closer. This ability isn’t just a port from his first edition. It’s an upgrade. Being able to Sly step Sneeks in during your attack phase essentially ensures that any 0 cost unit which gets beside the enemy summoner is bringing an additional three melee strength attack with them. Sadly, Sneeks can’t Sly his beast riders but pretty much every other option in his deck works. Plus, he’s got other mobility options rather than charge.
Another perk of Sly is that Sneeks can get some very quick, aggressive gates down. Since the first couple of turns your opponent is unlikely to mount a terminal defence, if you happen into your gates early, you can get some very strong early board control. It’s luck dependent as gates have a tendency to be drawn when you least want them. However, since Sneeks has so many zero cost units, having more summon points is very important for him.
I’m curious to see what those deck building options will open up for him. It looks like he’s geared towards trickery and brute force. But without seeing these symbols show up later, trying to judge those options would be the equivalent of reading tea leaves.
Now we have Sneeks’ events. Starting with his personal Epic options.
First, I’m not sure who this person is in the art but I wonder if he’s a preview of a Cave Goblin second summoner? He appears on two events with pretty consistent design. Could just be an unreleased unit, however. Possibly a champion. Certainly would be a peculiar reinterpretation of Frick and, seeing as Frick is one of my sister’s favourite summoners, I’m kind of rooting for his return. At any rate, Enrage the Horde gets into the Cave Goblin identity of swarming with a lot of cheap units. Frick let any single zero cost unit to attack twice a turn. Enrage, however, gives you a power turn where all of your free units essentially double their attack for the low cost of one magic.
Granted, this cost isn’t insignificant. Sneeks would rather slam his commons down than build them for magic, so you’re probably running an economy that’s a little light. That’s where Enrage the Horde’s timing comes in. As a Magic Phase event, you can fuel this with any kills during your normal attack phase. The trick, however, will be positioning. Until the release of a Runt like unit that allows your slingers to attack through them, your Slingers are the easiest to assist with Enrage so their firing angles will have to be chosen carefully.
I feel it’s worth holding until the right time. You only have two of them, so you want to keep them as a threat for the enemy summoner. Especially since they know you’ll be running these two.
The rest of these events, however, are less impressive. I’m uncertain which are worth holding in your hand, slowing down your draw speed. They can combo well but the last thing you want is to be holding two or three events each turn and giving your enemy some breathing room from your rush of commons.
Sneak, however, is fantastic. It helps you get your army into position either for a powerful Enrage the Horde play or for sliding Sneeks in for some sneaks attacks. Of particular note is that Sneak lets your Clingers move since it’s a force effect! This can help you rescue any that have been abandoned in the boonies by forcing them to an adjacent unit then moving that unit after the event resolves. It’s free too! I don’t like to hold on to this event for more than a round, however. If it lines up for a power combo, great! If not, it can be good to get helpful positioning now.
Pile On is decent. Makes things hit harder if you’ve surrounded them. While the dream is to play this with Enrage the Horde for double the value, it can create a trap of making your hand stuck with a bunch of non-unit cards. Given that your units are generally on the weaker side, however, you want this event to take down scary champions your opponent might be holding. Given the extra attacks from Slingers and your overall low damage output from your weaker champions and commons, I find Pile On is a necessary event to hold for either risky all-in attacks on the summoner or to get favourable economic exchanges against enemy champions.
Finally, we’ve Unrelenting. It’s odd to see an economy card in Cave Goblins. Granted, this is a weird economy card as it’s more on the denial end rather than generation. It costs one magic to make the opponent’s target prioritization weird for one turn. If you have Sneeks or a champion pressuring their face, this card could have them turn all their attention to those big threats and ignore your little runts as they rush in for combat. Alternatively, you can use it after a rush to recuperate your losses. It’s strong, I’m just not certain it’s strong enough to hold. If I don’t have a lot of slingers on the board, it might just be worth letting go.
So, for me, Sneeks is an aggressive summoner who relies heavily on his Sly ability to get in extra attacks on priority targets or place aggressive gates. He seems rather reliant on his events to compensate for his otherwise lacklustre champions and commons. So he is largely a question of whether those events are strong enough to keep him competitive with other summoners.
How apropos that I only recently did a rant about Summoner Wars 2.0 and its art. Because Plaid Hat Games has now announced the forth coming release of the game’s reboot. I’m pumped. Possibly more pumped than I should be. However, it’s been a rainy few days here and my head’s been sore. So really, I’ll latch on to whatever ray of sunshine I can grab. Thank you very much.
There’s not a whole lot to discuss from the announcement. They’ve posted some pricing tiers which don’t make a lot of sense. However, it’s early morning for me as of this writing so maybe once I’ve shuffled off the fog of drowsiness, I’ll be able to parse it better. However, along with the announcement they have given some sneak previews of a faction launching with the master set. It appears there will be six different groups in the main big box which makes me even more stoked! This was exactly what I wished for the original Summoner Wars. That was apparently released twelve years ago. Can you imagine? Time flies.
So with Summoner Wars 1.0, the game first launched with two duo faction boxes. You could choose to have the goblins versus the dwarves or the orcs versus the elves. I actually came to the game late, after it’s first “master box” set was released with six factions and I’m glad I did. First, six gives a good variety of gameplay that the single box can deliver it’s value of fun immediately. Second, each of these boxes comes with a board, set of dice, wound markers and the like which gets way too redundant if you want to purchase everything. I kept to the two large boxes and army expansion packs. So I never got to play those first four starting armies.
Anyway, I’ll spare my keen eye observations for this first round of news for later as there are a bunch of cards for me to clumsily review as well as speculation over what some of the new iconography means.
More important, however, there is a demo for their digital release and I’ve played a quick few rounds of it to get a sense of the core gameplay changes.
I must say, I’m liking what I see.
The demo is a curious conflict of Cave Goblins versus Benders and right of the bat, I really like the art direction for the new Benders. I personally lamented the lack of more Asian inspired flair on the original release despite the heavy insinuation in the game’s sparse lore that they were meant to be Asian inspired. So this new art is giving some much needed variation in its design. Anyway, art critiques later.
Let’s discuss gameplay!
First thing I noticed: Summoner health values are off the charts. 11 and 13 are crazy and I’m going to assume these are on the low end of the scale. Second thing I noticed, walls have been renamed gates. No! We’re not discussing fluff changes. Hm, your starting gate is 10 health but your “event” gates are only 5. Interesting. Wait, and there’s no more event phase. But, it looks like events are locked to different phases now. That’ll probably help with balance and hopefully open up some new design. It’s still the standard move three and attack with three units a turn. That’s fine.
Abilities are a little clunky in their wording but I’m going to assume that’s due to a standardization of game text. For example, Relentless on the Slingers could definitely be worded more efficiently but we’re working around game terms of “may” “extra attacking unit” and whatnot. Hm, those Slingers have insanely good cost value. A two ranged attack, one health for zero mana? Oh woof, Blarg’s text. I suppose we have generic tokens now to represent game effects? That’ll be cleaner too.
Ohhhh! Players start with magic now. I think this means that there’s a separate magic token counter divorced from the cards. It was cute and efficient to use cards as your magic “pool” in the base game but certainly led to peculiarities in game design. I like this change, especially giving a starting pool to the players means the first turn isn’t so hobbled. This will make starting setups more important, however, as your initial draw can suddenly have a far greater impact if you are able to reliably summon and attack with units.
Deck size is 25. That’s… curious. Smaller than it used to be. I’m assuming its still 3 champions per deck. Oh, and there’s four commons instead of three standard too. The summoning cost on these first two decks is much lower for commons. Champions are, on average, a little higher. Perhaps this will emphasize common play more. There appears to be inevitability. Not attacking during the Attack Phase causes your summoner one damage. That’s… less than ideal. Some mechanic is required to prevent players from stalemating themselves. This is the easiest implementation but I would have liked to see something more elegant with a core game mechanic change.
Oh well, at least something is there.
Oh my the dice are different. That’s… interesting. I’m not certain what to make of these symbols. But it appears that melee attacks have a higher chance of hitting than ranged. That’s a curious method of balancing the two. I kind of like it. I’m not sure what to make of this squiggle symbol. Does it represent like a power trigger? Hard to read into it with these two base decks, considering only the Benders interact with it in a tangential way that’ll I’ll cover in the Bender review.
Wow, gates can be built adjacent to your summoner! That’s an interesting way to pump aggressive play. It seems you can’t build a gate on the center lines without a summoner nearby either? I like that.
This is certainly an interesting tease for the game. Without the rulebook, this is a fair bit of guesswork for how the rules have changed, which is why you’re getting this stream of consciousness review. However, it looks more intuitive than the first game. And if you’ve played Summoner Wars 1.0 then this definitely feels very familiar. It looks like it’ll play how the original Summoner Wars was envisioned from my first examination. Wait, let me try killing my own units. Hm, it appears that the option to attack your own units at all has been removed. Bummer.
Also, this AI is pretty dumb. I’ll probably win even with all this testing. And there he goes suiciding into my forces.
Alright, well I think a summary of my initial observations might be good:
Core game mechanics remain. You build gates. You summon units and move across the board. Attacks are dice based and your goal is to reduce your opponent’s Summoner to 0 health.
Gates are both more constrained in their placement and more strategic. Can’t place in the centre of the board but you can place adjacent to your Summoner. Forward control of the board allows aggressive factions to push their momentum by giving forward summoning locations. However, non-starting gates are much easier to destroy.
Events are no longer their separate phase. Instead, specific events are played during specific phases. They appear to be weaker than the original game but it’s hard to judge off two decks. Also, they can have a mana cost. So there are numerous levers for controlling an event’s power. They also do not have the Summoner’s portrait on them. Are they no longer tied to their faction’s summoner? Possible to deck build with different events? Could explain their weakening.
Movement and Attack Phase are largely unchanged. However, units have undergone a complete rebalancing. Almost better statistics across the board. Commons are cheaper with greater health and attack. Health values are much improved while attack values have seen less increase. This will possibly make matches last longer though investment in commons will probably be better as there is a greater chance they survive more than one turn. Champions, conversely, appear to have their abilities drastically reduced while their stats have remained very similar. This is a huge push for common gameplay to be the core gameplay.
You can still discard your cards for magic after combat. No apparent change here.
Thank god the Draw Phase is at the end of your round! This was a houserule I’d implemented and it does wonders for speeding up the damn game. Perhaps the best change overall! And that’s not entirely a joke.
While this isn’t as large an overhaul as I was expecting, this is certainly good changes that should help revitalize this wonderful game that I love. And the fact that it’s going to have a digital release that will *fingers crossed* be much better supported can maybe mean I’ll be able to play it more often than around the Christmas holidays!
I’m not saying I’m preordering the game this very second. But I will say that I’m very tempted. Congrats, Plaid Hat, you’ve exceeded my expectations.
Between pandemic and work, life has been a bit stressful of late. Then Artifact was cancelled by valve, which was very sad. So, when I went looking for something to read, I knew that I was not feeling adventuresome. I wanted something light, positive and … safe. I am not in a position where emotionally draining is what I am looking for. I have had enough of that in life recently.
So I turned to an author I am familiar with, K.M. Shea. I have read a number of her books, including various fairy tales and urban fantasy. Her new series are set in the Magiford Supernatural City setting and are urban fantasy. They have all the key supernaturals, wizards, vampires, werewolves and fae. Not necessarily my favourite mix, but the characters are compelling. The stories were fun. And everything was cohesive. While you might describe the books as being young adult, I am so grateful the characters are in their early 20’s – post-college age. They are young enough to be optimistic and occasionally make brash decisions. Old enough I am not dealing with teen-aged angst.
Currently there are two series the first follows the wizard Hazel as she strives to regain her magic house and family (think coven). Driven by the betrayal of her cousin, Hazel falls in with the powerful vampire, Killian Drake. I liked the series. I loved the secondary characters, which really help to create a rich, believable world – and ground all the fantasy in the real world.
While Hazel is an orphan (and that is sad), she has family in the form of distant relations and friends. I like that family is a driving force within this book and especially in the next series. The magic is a mix bag – with so many supernaturals present, it would hard to be anything else. However, for all their powers, they can be killed easily with modern weapons. This helps to ground everything and help to explain why supernaturals are not ruling the world.
My biggest complaint was that reading the preview for the second series set in the same world, kind of spoiled some of the big reveals in Hazel’s trilogy.
The second trilogy stars Leila. Leila was a super minor and unassuming character in the stories about Hazel. However, her adventure in the same city starts directly after the events in which Hazel fights to reclaim her birthright. Leila is not an orphan, and in fact her family is more modern with a biological father that left when Leila was a toddler and was replaced by a step father later on. Family again, plays a huge part in the motivations and design of the characters, which is so true to life. We love and hate our families. We struggle to understand the actions of our parents and to develop different relationships as we, ourselves, become adults. Because I had fewer indications of how the story would turn out, I would say that Leila’s trilogy was my favourite. But then I really liked Hazel and her friends, so…
The best part of the books was the message of hope. The idea that by working together, by everyone working together and finding common ground, we can all move forward into a brighter future. That our strengths lay more in the relationships we can build than in the personal power and prestige we can achieve as individuals. (I am trying really hard not to spoil the plot lines – hence the vague wording).
The short version is that I liked these books, all six of them. I liked the world, which surprised me a little. I loved the small, practical details, like Leila having to deal with the debt of her predecessor and so is very budget focused. Most importantly I liked the characters. Yes, this is a series I would recommended, even though I am going to be stingy and only give it 4.5 stars out of 5 – mostly because I am sad I don’t have any more books to read.
Hazel’s story (Hall of Blood and Mercy): Magic Forged (Book 1), Magic Redeemed (Book 2), and Magic Unleashed (Book 3)
Leila’s story (Court of Midnight and Deception): Crown of Shadows (Book 1), Crown of Moonlight (Book 2), and The Queen’s Crown (Book 3).
I suppose the issue with revivals is that you have to go through the grieving process a second time.
But let’s give some context. Artifact was the best little card game that no one played. It was loathed from the day it was announced. It was decried as it built up towards its release. It was vilified once it finally arrived in our hands. Then people spent its last throes celebrating and reveling over its prepared grave. It seems people got more satisfaction desecrating its corpse than they did playing it.
Which, I mean, I guess we like what we like.
But it was nowhere near as bad as anyone says it was. And it’s a shame for those few of us that actually liked to play it.
And can we just take a moment to appreciate its art. It’s got such pretty art.
However, it was clearly always a niche product.
I guess I’m drawn to niche card games. Perhaps its my stubborn refusal to play Magic: the Gathering. Or perhaps because the only mainstream card game is literally Magic: the Gathering. Perhaps the card game market is simply too niche on the whole to support a breath and depth of experiences and formats. Or perhaps this is further condemnation of the state of art in a late developed capitalist economy. I can only assume there are a bunch of movie fans who are, at this very moment, penning a near identical blog bemoaning the death of their favourite film to the likes of yet another superhero movie.
I don’t know, because I don’t watch movies.
Because they’re just all stupid superhero movies.
However, I can’t help but draw comparisons to Netrunner when reminiscing over what could have been with Artifact. Which, I suppose, isn’t a fair example. The death of Netrunner wasn’t hinged on its market viability. It was successful… enough. It simply wasn’t successful enough for its publisher to fight for its IP rights to continue it. And I’m not the dollars and cents person for either Fantasy Flight or Valve, so I can’t speak to the financial viability of either of these games in this day and age.
And I get that commissioning all that fancy art is cheap. Let alone all the programming and animations that went into bringing this game to life. Artifact is the sort of game that, in the past, would have quietly died behind the scenes at old Valve, never to be mentioned except in passing by former workers disgruntled that their years of hard work amounted to nothing than a few posters to hang on the walls. This time, however, we got to see the sausage being made.
It’s not pretty.
It’s heartbreaking.
I’m also saddened that the legacy Artifact will leave behind is one of smug triumph by the worst aspects of the Internet. Look, I get the disappointment. I was there for the reveal of the game at the International. I wanted to see new heroes and updates for Dota 2 just as much as everyone else. Sure, the last thing I cared about was “yet another card game” at a time when everyone and their grandmother hadn’t released all their own card games. Sure, the game started off on the wrong foot. However, the vitriol that rolled from that first moment was not reflective of the game at all.
It was motivated primarily by a bunch of people online demanding to be right over an argument that no one was having.
People were determined to hate the game on release. I can remember all the hate messages people posted about community members that got early access to the game and were sharing their enthusiasm for it. Then there was all the hate for the people that got early keys from attending promotional events before it launched. It was a cavalcade of hate directed at anyone and everyone who even brushed past the project.
It exceeded far beyond rationality. It heightened and perpetuated the worst toxicity of online culture that festers and breeds in online games. It was on the level of Diretide stupidity and kind of drives home the Hobbesian ideal that man is solitary, poor, nasty, brutish and short.
A large portion of the online community had determined, before they even played the game, that it was the worst thing ever. It seems they were determined to make it their life goal to see it fail.
And this was a story of their success, in the end.
But it’s a weird, bitter victory. Since this was a game that was ostensibly cannibalized by the very people who want it. Or would want it. It’s not like a rival fan base infiltrated the community and redirected all these irate fans to their favourite game. This was an example of a fan base determined to send a message to their preferred developer. I’m not sure what their message was. I don’t think they had any idea what it was either. It was merely a sustained display of anger to simply communicate that they were… angry, I suppose.
Now, I’ve gone over the shortcomings of the game. I don’t think it’s perfect. Far from it, I think it had some very serious flaws on release. I thought there were some fundamental design issues that would hamper it’s continued development and success if Valve decided to stick by them. So when word of the revival came out, I was curious to see what they learned.
And… I can’t say I agreed with everything they did. What was clear, however, was that Valve was determined to listen to their fans. They seemed to think that the biggest issue they had with the first release was not paying attention to every single scrap of feedback that they got.
That, however, was a mistake.
When discussing the creative process, I often quote a Valve developer. I recall reading an interview where an employee (could very well be an ex-employee at this time so I apologize for not naming them) said that your audience is very good at identifying things that don’t work. They are, however, terrible at knowing what does. You’ll see it all the time. Perhaps you’ve done it yourself. You’ve read, watched or played something and said, “This is awful! Man, if only they did X it would be perfect.”
Except, for most of us, we’re really not qualified to make that second assertion. The first is sound feedback. We are, after all, the best judges of our own feelings and motivations. We spend the most time with ourselves so we should be best at noticing when we like something or don’t. However, people are not trained in every aspect of art. I may not like a pop song but I am the last person you should ask for suggestions on how to improve a beat or melody.
And I found that with my writing. When I gave my earlier drafts to readers for feedback… I can’t deny that the suggestions for improvement weren’t the most helpful. The greatest value I got from readers was finding areas of common ground where they didn’t like something. But their suggestions on how to improve them were not going to work. I can say this with some certainty because I’d tried a few of the suggestions before and they weren’t successful. Other suggestions were simply not going to work on their own.
Now, I can’t say that Valve’s issue with its revival was that they listened too much to bad suggestions. I have no idea what went on behind closed developers doors. Following its development, I noticed them tweaking things to align with the most common complaints. However, in doing so, they ended up gaining complaints for other people who actually liked how it was originally. Plus, those changes just made more problems. The development situation spiraled into a situation where, no matter what was done, no one seemed happy.
And I was a little disappointed because I liked Artifact’s original release. Its revised version was… basically a totally new game. I was on board because it was interesting in its own right and I still believe Valve to be very skilled developers. Furthermore, at the end of the day, the idea of having a card game that could distill a game of Dota 2 into a two player, shorter experience was exactly what Kait and I were looking for.
I guess, in the end, they finally went with my suggestion of making everything free. So, in these last listless moments, Kait and I will still load it up and play with what we’ve got. They polished the revival into a state that looks nice. Certainly nice enough for us to mourn yet another “imagine what this could have been” situation.
At the very least, we’ll have an animated Netflix show by the end of this month to enjoy.
But to all those haters who loathed this game from the very beginning… well, I hope you’re satisfied with this.
I’m not sure what it is about Summoner Wars that draws me in like few other board games. I like to imagine it’s the fact that Kait actually plays it. Maybe it’s because I unironically love Runebound. There’s a certain appeal to things which invoke the childhood fantasy that I voraciously consumed in my formative years. While I certainly avoid the genre now (a peculiarity since I write in it), I quite like the card/dice game of generic fantasy tropes smashing themselves rather comically against each other even if the system isn’t the most compelling or complex.
And I know you all have missed this conversation, so I’m glad to drag it up from the dead.
At any rate, here’s some Summoner Wars news! And I’m not talking about finally writing up my reviews of the last factions I own. Kait never finished the tournament we literally started over a year ago. I hold her solely responsible. However, given our progress in it, I can give a quick rundown of our findings to date:
Abua Shi: Long time favourite. Sadly outdated and outclassed.
Bolvi: Pet project and powerhouse if given the chance. Crazy strong with help but abysmal without.
Farrah Oathbreaker: Strong but complex. Unfortunately too wordy.
Frick: Low key very good while still feeling balanced and fun.
Jexik: Actually balanced
Mad Sirian: Fun idea with awful implementation. A victim of the early “better safe than sorry” design which he can’t shake.
Nikuya Na: Struggle bus is real.
Queen Maldaria: How are you winning?!
Rallul: How can you lose?!
Samuel: A+ for effort but outclassed with later releases. Still too safe of design for an aggression faction.
Saturos: Bonkers.
Torgan: Dark horse but the struggle is real. Sometimes you just need to rely on Lady Luck.
Now, with the tournament incomplete there’s a fair amount of ties and a significant amount of sway from outlier data points. I won’t deep dive this. At least not now. Maybe when I’m more bored.
No, what I wanted to discuss was that the artist for Summoner Wars 2.0 has been revealed! Well, he has been revealed for many months now. But I only recently stumbled across this news.
See!
Ahem. Yes. Well. That was a choice.
Where do we begin? Well, this is my blog so let’s start with my feelings.
I hate it.
Thank you, that’s a wrap. See you next week.
No, of course I’m not going to end there. There’s actually a fair bit to unpack especially since I ragged on the original game’s horrendous art. The perceptive amongst you will notice something familiar about this new Summoner Wars. That’s right. It’s the exact same art style as Crystal Clans.
And therein lies my issue. I believe I applauded the art direction for Crystal Clans. Wait, let me go and double check if I did…
Yes, I did. I was upfront that the style isn’t my favourite. And it’s still not. Martin Abel is a talented artist, for sure. I can’t hold a candle to his skill. However, I don’t like these cartoon proportions and bright stylizations that are typically sold as children’s animation. It lacks a certain detailing that I prefer. Also, whenever discussing art, I’m more on the realism than stylized side in terms of my tastes anyway. However, they are my tastes. What I was really happy with in regards to the art for Crystal Clans was the design of the factions broke the stereotypical fantasy mold.
Day of the Dead necromancers that look like a fun Mexican fiesta? Yes please! Geomancy gypsies with a fondness for capoeira? Why not? It was its own thing and it was going to drum to its own damn beat. And I respected that.
Alas… this is not Crystal Clans 2.0.
Now I’ve hated the visual design for Summoner Wars for a long time. But, truthfully, I felt that within its own framework, they were improving. While there’s a certain lack of creativity when it came to factions (we are swamp orcs, we are green vs we are ice orcs, we are blue), overtime a certain style was emerging that was, by a bare minimum, tolerable.
However, taking the Crystal Clan design and just painting over the old Summoner Wars factions is literally grabbing the worst of both worlds. Now we have these exaggerated, simplified characters composing exaggerated, simplified armies. Boring undead necromancers look like squeaky dog chew toys. Generic white angels and blonde clerics look like the Saturday morning children’s tie-in for a 2001 Bratz Dolls collection.
Maybe I’ll be surprised that there’s been a huge rework to go along with the visual overhaul to the game but since the artist has already shown us Ret-Talus of the Fallen Kingdom and Sera Eldwin of the Vanguard, I suspect that won’t be the case.
Even worse, both Crystal Clans and Summoner Wars are fantasy IPs. By using the same artist and art style you make the products visually indistinguishable. Maybe that’s not a problem. Maybe Plaid Hat wants to be known as the child pastel board game company. I don’t know. I don’t sit in on their creative meetings.
Or, perhaps, the artist had a bulk sale on commissions and with Crystal Clans tanking they had all these leftover designs that had to be used for something.
And I want to reiterate – the original Summoner Wars art was bad. I am not hating on this new direction simply because it is a new direction. I know that drastic changes, especially to nostalgic pieces, can often face a lot of undue criticism by people who simply want to reignite the experiences of their old favourites. I think I would have not liked it if Crystal Clans never existed and this was the first time I saw it. But I wouldn’t hate it. And I’d most certainly be thankful it wasn’t anime.
Which, I guess I am thankful it’s not anime.
I will say this. Plaid Hat must know that going for such a highly stylized design is going to provoke a strong reaction from interested players – whether that be adoration or derision. I can appreciate them being bold. I just don’t like how recycled it feels. I want Summoner Wars to have a more distinct identity whereas this is too muddying around with that other game.
Will I buy Summoner Wars 2.0? We’ll see. I won’t let the art hold me back, that’s for certain. I didn’t with its first release. So that won’t be the line in the sand for the second. However, after my experience with Crystal Clans, I’ll certainly be more hesitant about a purchase. If it keeps the spirit of its gameplay which I enjoyed from the original, I’ll certainly push past its new coat of paint.
Adventure stories like Fallout really revolve around the villains. They are the ones that drive the action and set the motivation for the hero to continue through their hardships. As such, the Institute is so insanely important that you can’t drop the ball like Bethesda did. For me, this is where Fallout 4 must begin. Which means we need to pop over to the Commonwealth Institute of Technology before the bombs dropped.
CIT would have been, before the war, a massive centre for robots and artificial intelligence engineering. Their developments and staff had to have played a major role in the war effort both in creating the powersuits that would allow the American army to repel Chinese forces as well in fabricating more theoretical warmachines like the Robobrains. As such, no doubt researchers at CIT had developed predictive models and simulation results that at least suggested there was a good probability for total nuclear destruction. Maybe they didn’t feel a need to formulate their own fallout shelters, erroneously believing that Vault-Tec’s governmental contracts meant such needs would be met. Surely, however, they would have had older or test facilities built beneath the CIT campus, however. Thus, when the bombs fell, the staff and students were instructed and directed to these primitive shelters. However, perhaps in their own arrogance or maybe just in administrative screw-ups, the shelters were clearly not stocked well enough to support all the students and staff cowering in them. Furthermore, their campus wireless network was blown offline and their access to the robotics facilities and the numerous machines built there was lost.
Recognizing something had to be done or they would all die, several senior staff and scientists bravely volunteered to venture out into the radiation and try to activate and program the robots to tend to exterior repairs of the shelter as well as secure food and water for those inside until the outside world became more tolerable for human life.
Taking what precautions they could, they set out into the nuclear winter. Suffering heavy radiation, they managed to activate some rudimentary robots but recognized that they didn’t have the time or terminals to program them sufficiently for their duties. One of the senior staff offered a bold option that would change the direction of the Commonwealth forever. These senior staffers would hook themselves up to an experimental cryogenic system that would hook their consciousness up to the digital system in the labs and allow them to control the robots manually.
Coincidentally, these pods were designed with the help of the scientists from Vault 111 who were more focused on their long term effects on the human body while the CIT pods specialized in the applications of the mind. Holy shit, we’ve just made a perfect connection with the start of the game!
Thus, these original staff saved the people of CIT and operated as their robotic guardians through the next few years as the landscape was ravaged with nuclear weather, raiders and monsters. But once the radiation had subsided enough, and the area secured well enough, the survivors emerged. They were moved by the sacrifice these researchers did, vowing to reward their actions by unfreezing them. However, the technology was still experimental and those thawed ended up dying whether through the process or the insane amounts of radiation in their bodies. Worried about losing their heroes, they turned to brain mapping and preserving these magnificent brains in great databanks.
This was the start of the Gestalt.
A peculiarity of the Fallout universe is that while there are incredible leaps in technological development, other aspects of their tech are sorely lacking. As such, their storage capacity for digital information is closer to the huge server banks of yesteryear rather than the miniaturization revolution of our days. Thus, while they could store these minds in these servers, they couldn’t really communicate with them individually. These uploaded brains were instead treated as one system and it produced a highly complex entity composed of dozens of personalities, knowledge and skills. This gestalt of minds ended up being insanely valuable for the survivors to consult as it preserved years of advanced computational, robotic, physics, mathematical, psychological and engineering knowledge that would have been otherwise lost. So, even those valued minds that didn’t make that fateful journey but were now aging and in risk of losing their own expertise were uploaded near death, their haggard bodies frozen in a dwindling supply of cryopods. When last these survivors could no longer keep safe the bodies, they resolved to just preserve digital copies of the minds.
But they vowed, one day, that they would restore these heroes to life anyway they could. They just needed to develop the bodies for them.
They first started trying to use old Mr. Handy, Protectron and even their experimental robot designs to house the Gestalt. And, if they hooked them up to the wireless system on campus, the Gestalt could interact with them as it filtered the complex computations of the digital mindbanks into its representative body. However, if these machines left the range of the network, the connection was severed and the robot failed. The Gestalt express this process as highly traumatic to its memory cores. So the survivors looked at isolating small portions of its personality, trying to tease out the old minds from the collected whole. Yet the processing units of these simpler machines was simply not suitable for the vast quantity of data uploaded from the brain mapping. Even worse, the survivors were worried of permanently damaging the minds of their revered elders.
So, they vowed not to experiment with them any further. Instead, knowing there were others out there, they could turn to using other survivors of the bombs to refine their process. Of course, no one is going to willingly volunteer to have their brains forcibly digitized so… some ethically questionable tactics had to be employed.
And all the while they worked, the Gestalt focused on advancing and expanding the digital campus network so they could keep protecting and providing for the survivors. Time passed, generations changed and more and more great minds were added to this burgeoning digital consciousness as the people feared losing the advanced knowledge of the project they toiled on. In this way, the Institute was a slow birth of attempted fealty and reverence along with desperation and necessity. The Gestalt could tirelessly man the turrets and machines of the CIT campus to chase out or dissuade deadly adversaries like deathclaws or raiders while its people worked on trying to save them. In time, the Gestalt came to process other communities arising from the ruins around them. Fearing that the Institute’s technology and expertise would be highly sought by these people, the Gestalt focused its efforts on leading its people underground. The labs could not easily be moved, but dormitories and living quarters could be better protected deep in the earth accessed only through the twisted maze of access tunnels once connecting all the old campus buildings.
In this way, the rest of the wasteland came to discover small research outposts and labs that were heavily defended. However, to their eyes, these were just hermit researchers using old pre-war robots to protect themselves. And the Institute made no effort to dissuade them of this misconception. As such, the Institute isn’t really one place. It’s numerous laboratories and factories, all connected through secret service tunnels underground and protected by the Gestalt consciousness through its wireless network. The Gestalt could sense an intruder in one satellite location and immediately prepare and evacuate all others in danger. In return, the Institute scientists played to the ignorance of the wasteland, presenting themselves as independent researchers oftentimes feigning ignorance of their colleagues operating mere blocks away. Then, at night, during down time or when threatened, the Institute scientists retreat from their labs to the underground bunkers beneath the now abandoned CIT main campus with none the wiser.
And it is beneath the campus where the CIT cognitive databanks are stored, housing the massive memory of the Gestalt. Above ground, the wasteland recognizes it as a deadly wildland filled with robot experimental creatures who kill anyone who tries to scavenge it. For the CIT robotics department had created numerous robots, from birdlike animatronics to large dog or catlike machines to study dynamic movements, flight patterns and numerous other mechanical inquiries. These robots were repurposed by the Gestalt as a defence force that could operate in a staggering and surprising manner to defend its otherwise dead appearing home.
Thus, the Synths are the culmination of many years of development by the Institute. They wanted to create humanlike robots with the ultimate goal of teasing apart the consciousness of the Gestalt and restoring them to bodies capable of feeling, tasting, loving and hurting. Their experimental process necessitated field tests of sending out kidnapped consciousnesses into the communities to see if they would succeed at achieving the human experience. And in their compassionate mission, the Institute realized that, yes, this allowed them unprecedented infiltration and spying that no other organization could match. But there’s a hitch. These aren’t mass produced bodies and these consciousnesses they send out aren’t mere machines. These are their heroes, saviours and revered elders. Each Synth is a precious being which they want to keep safe and protected. Any that are lost necessitate an even larger force to reclaim. As the memory cores of those units carry the precious, one of a kind minds.
To add a further wrinkle, they found that while they toiled to save the Gestalt, the Gestalt was also slowly changing. The personalities, for lack of better language, grew accustomed to being one. The process of isolating a mind into a Synth for field work can be highly traumatic. Extended separation can cause unfathomable psychological stress and damage. Many of their Synths developed personality aberrations. And some of these psychological failures resulted in the Noodle Shop Massacre of Diamond City. Some Synths, once separated from the Gestalt, develop complete psychotic breaks and flee into the wasteland in their madness. There many become raiders or other personalities altogether as the mind tries to cope with the separation.
As a result, the Institute never ceased its kidnappings. It just started being more selective. They developed a means of assessment for targets, looking for those with the correct psychological make-up that could tolerate separation from the Gestalt for their fieldwork operations. They also had to demonstrate the same quality and character that would maintain the mission and want to return to the Gestalt. This is why Vault 111, which the researchers knew about since they helped develop the cryogenic pods, was so important to plunder for minds as these pre-war personalities were far more pliable for fieldwork than regular wastelanders who had communities and families to which they felt kinship towards.
And, ultimately, the Institute is still struggling with keeping the minds of their Gestalt stable. Reuploading to the Gestalt is the only way that they can keep these personality matrices in proper synchronization.
Now, I think this gives some proper motivation for the behaviour and motivation of the Institute while also adding some complexity to their philosophy and goals. Obviously we can’t just leave the work here but we need to break it down into a mission based story progression. So, we need to ask ourselves how do we want this faction represented in a playable story with some measure of player agency over its outcome?
For me, I think Fallout 4 would really benefit from having specific leaders leading their factions with obvious tangible goals. These should be fairly easy to communicate as well while allowing the player and ability to support or resist said leader’s direction.
With the Institute, Shaun was a terrible, terrible figurehead. Now, there is a strong story for the kidnapped child of a cryogenically parent being the villain of the world in which the parent wakes up in. But this is not that story. We would need far more connection with our son Shaun and there would necessitate a level of character development and personal journey that Bethesda has consistently failed to demonstrate in their entirety of their career. So let’s not set our bar too high. I would keep Shaun as a high ranking scientist of the Institute and there could be several side quests dealing with him in various capacities. In fact, I have a very clever way to integrate Shaun much better into the main gameplay and narrative than having him as this immovable political figure with no actual ability to shift at the player’s efforts.
Instead, the clear leader of the Institute should be the Gestalt. The story of Fallout 4 would revolve around settling the conflict between the four main factions vying for control over Boston. I’d have it that, with four factions, a player must conclude the game by allying with one. The other three can be resolved in one of two ways: diplomacy or combat. However, the have a proper rising climax, each faction should have a hated adversary which, when allying with that faction, necessitates the destruction of its opponent.
So the way to “resolve” the Institute violently would clearly be to break into its core Cambridge bunker and explode the memory banks of the Gestalt. This literally obliterates their political aspirations in the region and would bring all their operatives to lay down arms as they have no reason to resist after that fact. And look, such a choice for the more likely route a player takes doesn’t actually encourage genocide. We can be moralistically responsible too, Bethesda!
On the other hand, siding with the Institute makes this more interesting. As I mentioned, I want tangible changes to the world as the story progresses so that players can see an immediate impact of their choices (in support of different factions). For the Institute this gets more complicated.
However, given that they’re meant to be an incredibly advanced society of scientists and engineers, baked in complexity is a perk and not a bug.
Thus, we need to settle on a goal for the Gestalt. We know the Institute is creating Synthetics to give bodies to their revered leaders. This would effectively make them ageless since, should their Synthetic bodies ever get damaged enough they can replace them. However, this process of uploading and creating Synths of prominent members wouldn’t be rolled out for everyone unless the risk of death is close for the obvious reason that it deprives the faction of parenthood and some key important survival elements. Synths, no matter how advanced, can’t make babies since they are still reliant on biological personalities to power their robot bodies.
So while the Gestalt is happy to have individual bodies for themselves, they’re not actually looking to return to a “normal” human life that their scientists and research expect.
The Gestalt is a digital hivemind. From the perspective of those that are absorbed into it (willing or not) it is a combination of both a greater collective and individuals. Each personality is integrated into the grander personality bank, becoming operating cells of a greater whole. It’s a community, or city, gaining sentience and operating at a separate cognitive level than those from which it came. For the Gestalt, Synths are not a means of ending the collective – they’re about expanding its range of operation and sense.
The Gestalt is more focused on expanding CIT’s pre-war wireless network. As mentioned earlier, the Gestalt is able to use its wireless signals to command and possess any robots which enter receiving range. And given the large number of robots scattered throughout the Commonwealth, by spreading their wireless network they can expand their “physical body” to greater distances. Imagine an overseeing consciousness capable of instantaneously analysing and executing coordinated operations across the entirety of the Commonwealth. It could detect an approaching raider attack and immediately withdraw its civilians while simultaneously moving a response force to intercept and deal with the attack. It could, in fact, be so precise in its operation that it could calculate exactly which farmsteads and factories are in danger while leaving others in the area still operating and maintaining productivity. Furthermore, any advanced system falling inside this wireless network runs an extraordinarily high chance of being hacked by the Gestalt and converted to its own operation, halting most technological threats. And the robots beneath its command would serve as effective defense against primitive threats.
Thus, the Gestalt directs the Institute to expand out from its central research core to activate old, pre-war terminals and systems to bring this wireless network back online. The Institute believes that this allows the Gestalt to retrieve and integrate the stored information within those systems into itself. Which is true. The dual purpose of expansion is to broaden the entity’s knowledge and reach simultaneously, making each new wireless hub a powerful tool in its arsenal. So the Institute fields its lower generation Synths – both human and animal robots – alongside researchers to ruined university laboratories and computer systems to install or reactivate this powerful wireless network. I would have a blue digital field projection to visualize areas where the wireless network was established, giving players carrying robots with them effective warning for zones they should avoid with their companions if they wished to keep them peaceful. It would also give visual clues for quests against the Institute to direct players towards the wireless transmitters that they would be tasked with destroying.
So in my prior posts about Fallout 4’s shortcomings and changes I would have done for it, I covered the lack of important locations and weak world building that deprived characters motivation for the story. I feel like Bethesda tried to emulate New Vegas’ structure with the action centred around a single point of interest and having a bunch of interests squabble over it. Yet, Diamond City was never designed to be an important or strategic piece in any faction’s goals. Likewise, it ended up being rather sparse in interests or details nor did it qualify for its in world importance.
My fix was to develop five important political bodies each with an invested interest in the ruins of Boston and a brief description of how they are integrated with each other. However, while I liked New Vegas’ direction, I don’t think Fallout 4 has to follow so closely in its predecessor’s shoes. So, the Boston ruin settlements help to flesh out the stage for the conflict but not the conflict itself.
Furthermore, I don’t think it’s constructive to look at a flawed result and say that to fix it you have to pitch everything about it out and start over. I’ve already expressed that those situations don’t really interest me. So, in my efforts to provide an alternative to what we had, I tried to preserve what I could of Bethesda’s efforts – in spirit if not in design.
As such, the crux of the conflict should center around the Synthetics that sucked up so much oxygen from the actual release.
It also means fixing the massive mess that is the convoluted and contradictory entities that are the Synthetics. And that means we’ll have to put their creators, The Institute, squarely in centre stage.
But first here is a quick rundown of the Synthetics. They are robots designed with cutting edge artificial intelligence and advanced engineering so as to be wholly indistinguishable from actual human beings.
Seems reasonable enough except whenever Fallout 4 tried to get into the nitty gritty details.
For one, the earliest you’ll stumble across talk of the Synthetics is at the small village of Covenant. There, following their quest, you’re informed that a person is impossible to identify whether they’re a robot or not until the individual is dead and you’re able to dissect the body to find robot parts. As such, the doctors of Covenant were attempting to create a psychological test that would reveal the nature of Synthetics without having to resort to death.
However, this brings up way more questions than it provides answers.
First, how the hell can you not tell a robot until you’re dissecting it? I’m not sure if Bethesda has taken literally any biology classes but if you cut a person, they’ll bleed. And they’ll bleed because our circulatory system is incredibly complex and important for providing oxygen, nutrients, hormones and nourishment to our entire body. It seems trivial to tell the difference. Prick a person’s thumb. If they bleed then they’re human. If they don’t. They’re a robot.
Unless, of course, the Institute created the Synthetics to have a fake circulatory system. For argument’s sake, let’s assume they did this. The marvel of the Synths could be that they Institute was able to fabricate a fake cardiovascular system that provided veins and blood to each of their robots. This would mean, despite what the characters argue in game, the only purpose for Synthetics is literally as infiltration units for the rest of the Commonwealth. There is no other logical reason to develop and build such an insanely complex and ultimately pointless system other than to try and obfuscate the robot’s identity. In Far Harbour, we learn the fate of one unlucky Synth is that they were grabbed by cannibals and eaten before they could reach safe shores. And they didn’t even notice something wrong with their victim. This suggests that not only did they develop this circulatory system but they also created synthetic flesh, muscle and bone so realistic in its properties that literally people used to eating it couldn’t tell the difference.
And also makes you wonder where their meetings debating how human flesh would taste went down.
So if the Institute was creating highly advanced infiltration units, what was the purpose of this unfathomably difficult project? We don’t know because Bethesda never provided an explanation. Literally. As I’ve complained before, it wasn’t for manual labour because labour robots are littered throughout the entirety of the Fallout universe like discarded PPE from a pandemic ravaged world. And not only that, but these infiltration units are incredibly more fragile than an actual armed robot army as they now must bleed and be crippled from wounds, seek to preserve themselves and be susceptible to radiation and other biological maladies that other robots would naturally carry immunities. The only logical explanation is, then, that these were meant to be spies and sleeper units with the next logical step being that the Institute was planning some sort of tyrannical invasion of the Commonwealth that would be accomplished so quickly as the people in power were either replaced by complicit Synthetics or easily neutralized by infiltrated Synthetics.
However, why would the Institute want this? We learn that the Institute is nothing more than a bunch of scientists from MIT who survived the apocalypse in their secret underground laboratories and, quite literally, want nothing to do with the pathetic squabbling outside world for being so barbaric and primitive. You literally have a conversation with your son on the roof of the old Cambridge Square building where he laments how disgusting the rest of the world is and how he doesn’t regret never leaving his hole except for this moment.
As I’ve said, the plot of Fallout 4 is insanely, incomprehensibly stupid.
I simply can’t accept that a secret scientific society would ever approve the amount of attention, resources and time required to develop this incredibly useless technology. To add insult to injury, the Institute literally developed teleportation technology rendering the argument for an infiltration unit moot since they could appear unexpectedly exactly on their target and then vanish before anyone could respond. And yet the news of this world shattering technology kind of hits like a warm fart. Your faction of choice is like “That’s neat” when you inform them and then they blithely move on with whatever inane issue Bethesda cooked up to occupy your time.
So, first order of business, kill the teleportation technology. This was literally a deus ex machina designed to fix obvious plot holes in their story when they were writing it. Furthermore, the ability to teleport would have such unfathomably far reaching effects for the world going forward that you do not want to open that can of worms on a franchise that you have any intention of continuing with. It’s the sort of thing that’s either pre-baked in or it will eat up the entire narrative whether you want it or not. And since Bethesda is so gungho on making Fallout a post-apocalyptic survival sim even though its been multiple generations since the apocalypse, this is clearly the dumbest decision I’ve seen on the top of a heap of idiotic choices.
And since I’m committed to making Synths work and the crux of the story, we now need to do the work Bethesda wouldn’t.
We need to come up with an explanation for these dumb robots which exist in a resource strapped world that already has robots. As a reminder, the apocalypse in Fallout occurred because the world had exceeded the natural limit of its resources to support an insanely energy wasteful society. Fallout happened specifically because there wasn’t enough resources to go around. So if we want to create a new kind of robot that is immeasurably more wasteful and difficult to develop than the rustbuckets in our garbage cans, we need a damn good reason for doing so.
Last post I wrote about how I would spruce up the world of Fallout 4 and focused on its gleaming capital along with the figures you would find at its central, beating heart.
But the Boston ruins shouldn’t just be Diamond City. Since the major players of the story are focused specifically on its control, there should be an immediately tangible reason for players to understand what is at stake. While New Vegas went the route of having its titular location glamoured up, I would instead have the bulk of the area’s population concentrated in the greater Boston ruins. As such, I’d put four more major settlements in the bombed remains of the city. While I do care about some degree of realism, I think one of the fun elements of Fallout is having people form cities in weird places or recontextualizing old locations by repurposing them into habitats.
So let’s start with Massol.
Massol
Massol takes its name, like many locations in Fallout, from a bastardization of a rather generic or familiar modern day place. In this case, this city is built on the Orange Line in the Massachusetts Bay Transit Authority, specifically at the Back Bay Station. This would be an underground city based around the old subway system. Naturally, when the air raid sirens blared and the bombs fell, people fled to where they thought they would find shelter. For many residents of Boston who didn’t have access to Vaults or fallout shelters, this ended up being the underground tunnels. However, the underground was never designed to be shelters. It was a catastrophe, as thousands upon thousands of citizens were killed in these murder holes. The detonations collapsed the tunnels on top of them. Ruptured water mains drowned others. There was no protection from radiation leading to many getting sick and dying from exposure.
However, despite the scale of the tragedy, some people managed to survive against the odds. Perhaps they were buried in the rubble but managed to dig themselves out. Or maybe through sheer luck, they managed to find themselves deep enough to avoid the worst of the hazards. Most turned into ghouls, mind you, but life is life. Instead of crawling to the hostile surface, these people dug further into the dark. They created a warren of tunnels through the old transit system. And these tunnels turned deadly as many of these ghouls slowly became feral.
But in the meantime, there was a congregation of survivors. They formed a fort against the crumbling walls and prowling monsters. With access to the city’s buried power cables and sewage, these survivors formed a rudimentary community underground. And with some ingenuity and cleverness, they even managed to get it thriving. For once the people of Massol made contact with others above ground, they found they offered a highly valuable service that no one else could – transportation free of the early radiation danger and the opportunists and monsters that now prowled the streets. Massol quickly learned that they could charge handsomely to get people and things through the tunnels. And for a people largely subsisting off radiated water and mutated roaches, this gave them much needed food and water that wouldn’t kill them.
Furthermore, the service provided by Massol proved vital for the numerous settlements throughout the Boston ruins. It facilitated advanced trade negotiations. Nowhere near pre-war levels but excess resources produced at specialized sites could easily be converted into necessary goods otherwise dangerous to obtain. The success of a settlement, so long as they could secure access to the Massol lines, no longer required fresh water, tillable earth and fortified positions.
Of course, the feral ghouls which periodically raided the pump cart transports (and mostly those not operated by Massol ghoul technicians) ended up being more of a publicity problem than a logistical one. Those that started to get comfortable with the Massol transit lines were worried that the ghoul operators would turn on them during work. In time, this worry turned to discrimination and ultimately ended in exile for the original survivors who established the settlement that saved so many lives.
Now, Massol is more discriminatory towards ghouls than anywhere else and they spread their distrust of the heavily irradiated wherever they go. But otherwise, as a people, they have proven hardy and ingenious. Though they operate simple outposts at station posts, its central hub is Back Bay where most of the settlement (and derailed train cars) have been repurposed into a bustling hub.
And, technically, Massol is independent of the other cities in the Commonwealth. However, much like Flotsam Burg, they are heavily influenced by the Diamond City Brahmin and the Gardner family in particular. Massol and Gardner workers ensure the buried power lines of Diamond City are functional to power the generators of both cities. Massol further specializes in excavation, digging into ruins from the ground up while running lines, pipes and power beneath the earth to those above ground. However, despite their vital service, most look down on the people of Massol, viewing them barely above the ferals and ghouls which they chased out.
In terms of gameplay and story, Massol would offer the player a means of fast travelling through the Boston core – assuming the player pays and stays on the city’s good side of course. It would start off limited to the Orange line, from the remote terminus near Franklin Reserve and the eastern port of Flotsam Burg. However, quests available to the player would be expanding the Massol lines, culminating in access all the way to Framingham in the north, Vault 88 in the south, Deadum and Quincy. These could involve clearing tunnels of ghouls or distant stations of raiders and monsters to allow the construction of new station posts. The guards for the Massol lines would start as Gunner mercenaries but as the player and the factions influence who controls which areas of Boston, faction guards could take their place. Other quest opportunities could be helping defend underground power generators that supply Massol and Diamond City or scavenging fusion cores from distant ruins and army bases to bolster the city’s stockpile.
As a note about quest ideas, these are just generic ones. They could be part of Bethesda’s persistant “radiant AI” quests which are basically just randomly generated mad libs. Or they could be the basis for a fully fleshed out, unique and multistep questline. The point is to demonstrate how location and design can also feed into gameplay to keep driving narrative and world design.
Flotsam Burg
Flotsam is perhaps Diamond City’s closest ally. Arising from the ruins of the Port of Boston, its centrepiece is the great vertibird carrier USS Conscription which smashed into the Port Authority from the tsunami caused by several warheads detonating into the ocean. The docks were decimated and over the years, untold amounts of rubbish and garbage had washed into the port. From this huge bay of refuse, residents built floating bridges and gangways between the largest wrecks. It first started to access vital salvage from these great, rusted corpses. But in time, and with some technological ingenuity, some were able to get boats operational in the bay. What started as desperate scavenging turned to a more rustic fishing community. Homes grew up on the gently bobbing metal islands.
Now, residents ply the waters outside of Boston, selling seafood (mutated and otherwise), harvest from the giant kelp forests, pick through the barrage of garbage and waste still washing up along their shores and terrifying locals with stories of sea monsters. Most dismiss these as tall tales to keep others from encroaching on their aquatic bounty. But in the end, only the most brave or foolish trek out to the Deep Dark.
Their access to the ocean and distant communities, however, make them an excellent hub in commerce. Naturally, and likely to the surprise of many Diamond City residents, the Cabot family runs their trading headquarters from Flotsam Burg. They’ll go into a long argument about honouring the original genesis site of the company and honouring traditions but they largely set it up here to avoid the Peabody rent, though their primary outfitter is still located in Diamond City. The Cabots naturally exert a lot of influence in Flotsam Burg and, some argue, justifiably as their early financing helped to see the city rise above the muck and saltwater to be an actually respectable location instead of merely a shifting garbage heap as others may desire.
And while many might find the constantly bobbing ground of Flotsam a little stomach wrenching, the community is safely protected from raiders with Diamond City Security. For the settlement has provided, with the use of the Massol underground network, some unique opportunities. One such find is a semi-submerged Chinese nuclear submarine. And while certain parties are likely highly interested in the possible scavenge of such a high valued target, all the nuclear payload was discharged against the continent a hundred and fifty years ago.
Gameplay wise, Flotsam Burg could give some quick travel options along the coast, whether it’s hitting up Salem or even heading out to the dlc of Far Harbour. A unique quest could be plundering the Chinese submarine, complete with the disappointment of learning its nuclear warheads are already gone (though there’s surely nuclear material in its engines still). Flotsam Burg would provide a unique environment for specialized enemies from mutated fish as well as give glimpses of the terrors from Blight Horror Country in the north. Quests could include salvaging operations for sunken ships and cargo.
Franklin Reserve
South of Diamond City and situated in the old grounds of the Franklin Park Zoo, the Franklin Reserve is a dangerous and often avoided community. Overseen by the Warden, the people of the Franklin Reserve live amongst the woodlands of the expanding Emerald Necklace. Once the city’s prided park system, connected by rivers and walkways, the green belt has since gone wild and expanded in the wake of the bombs and human depopulation. The animals, once a main attraction, have escaped into the sprawling lush to multiply and thrive.
Some of them even mutated.
The people of Franklin Reserve are largely descendants of the old staff, administrative force and animal hospital. Where once their predecessors devoted their lives to protecting the animals, however, the current residents of the Reserve have turned the parks into a sort of wildlife game hunting operation. The Warden is responsible for maintaining controllable levels of animals and plants while trying to prevent these mutated creatures from overrunning the rest of the greater Boston area.
She’s had some limited success in this operation.
More than anything, the park ground and abundant flora and fauna make the Franklin Reserve a key contributor to Diamond City’s food supplies. Of the satellite settlements which feed the city, the Reserve is largely free from political meddling by the Brahmin. The Reserve had long survived the apocalypse on their own without the aid of the elite and when they allied with the other cities it was less out of necessity than any of the others. The reservists are, naturally, proud sovereignists and their expertise in navigating the swollen waterways riddled with crocodiles and terror birds rather ensures that few can challenge them deep in the otherworldly city jungle.
But this isn’t to mean they don’t have their own problems.
A group of Treeminders have moved into one of the “jewels” and become a political nuisance. While reservists see the wilderness as open grounds for exploitation, the Treeminders have a completely different philosophy. Determined to stop logging, poaching and hunting of the natural life, they have frustrated the reservists expanding economic ambitions. Furthermore, the Treeminders display an equal level of skill in living amongst the plants and animals despite their refusal to kill the creatures. No greater point of contention is the conflict between the reservists and Treeminders over the fates of Dinai and Kamaia. Blocking waterways and trapping hunters, they have successfully stopped efforts to kill the two ghoulified lion brothers. Since being mutated by radiation, Dinai and Kamaia have since become as undying as any human ghoul and their unnaturally long lifespan lends them experience in stalking the fens of the reserve that makes them almost mystical. Needless to say, they are the area’s apex predator and are not concerned with ambushing a full Franklin Reserve patrol and wiping them out to the last member.
Adding further to the reservists problems are the encroaching Pilgrims who naturally side with the Treeminders over the issue of the wildlife. The ghoul Pilgrims see the mutated creatures almost as kin and also take a position of preservation towards the irradiated crocodiles and mutated cassowary birds who are much larger, meaner and deadlier than they were to pre-war populations. However, unlike the Treeminders, the Pilgrims do not have the training or knowledge of the reservists radio frequency which irritates the cassowaries and keeps them from attacking, so their advance is currently stopped by the vicious wildlife.
Gameplay wise, the Reserve would offer players a varied environment, deadly enemies and opportunities for unique quests. Hunting the legendary lions would certainly be a great end game achievement. Diamond City merchants could have some unique quests where their supply of game meat is being disrupted or drying up, prompting players to head to the vine choked waterways to discover the culprits. Smuggling and poaching, either stopping or committing, could be a lucrative endeavour within the reserve. Of course, resolving the tension between the Treeminders and reservists would benefit greatly the Brahmin of Diamond City or any of the major factions looking to sway these potent rangers to their side.
Skyward Freepass
Also known as Skypass, this small community is built at the top of Boston’s highway overpass soaring over the old financial district. The bombs and general decay has crumbled much of the city’s extensive freeway system. Thus with a limited and treacherous ascent to Skypass, the settlement offered a uniquely defensible position for early survivors. With a great height advantage over dangers and easy access to rain and sunlight, Skypass became an ideal location to test low soil crop growth. As such, the Kennedy family provided the settlement with new seeds and such to test if they would also allow the family to build a satellite research center within their community. At the time, Skypass had little to offer the communities spreading around them and, seeing the wealth funnelling to Diamond City, recognized an opportunity to expand beyond a meagre outpost to a prosperous centre.
Skypass is the only central ruins city that is not on the Massol line and thus their produce is harder to reach Diamond City residents. Transport is exposed to ghouls and raiders in the ruins. But those that make it through find a very successful agricultural settlement. Skypass is so bountiful with their modified crops that they toss their excess food (and compost) over the edge to attract natural animals that they can hunt from their lofty perch. A complex mechanical elevator offers an alternative entrance from the long slog up the crumbling freepass itself but both are heavily guarded by Skypass’ snipers that they have largely been left alone by the villains of the Boston ruins.
The Skypass Research station has also provided additional benefits to the settlement through their top secret projects. Wind turbines give the people a comfortable supply of power free from the rare gas or nuclear fuelled generators of other settlements. The centre also has a radio station in contact with Diamond City that helps monitor the weather so the farmers can better improve their yields. Skypass welcomes the researchers with open arms as, given its secluded location, they spend most of their time in Skypass, hiring mercenaries for infrequent trips back to Diamond City to share results of their projects.
Skypass offers the player another unique and interesting location to explore and base from even if it would likely have less happening in it than other places. The Kennedys are also ripe for unique quest opportunities, whether it is exploring their secret science projects or their shady drug connections with the local raiders. More generic quests could involve an escort of traders or researchers from Skypass to Diamond City or even simple delivery and retrieval of vital supplies to the expansive farming community. More unique opportunities could be available given the people developed for the community.
And that concludes the major settlements in Boston. From these, the game could offer small farms and homesteads that players could build up and develop which could be integrated with the rest of the area depending on how robust a trading and supply system the development team would be interested in creating. If it were just to keep the basic systems in place, then these would simply be building spaces for generic villages and farms like Abernathy Farm or The Slog.
There’s something about reviews that have been bothering me for a while. They are, by their nature, very critical. Duh, right? However, there’s a tendency for focusing on the negative and not on the positive or constructive. But that could just be my reviews as I end up reviewing things with a lot of flaws. However, it’s one thing to point out something that isn’t working, it’s a wholly different beast to find something that does.
So while I was playing Fallout 4 and noticing all these things I didn’t like, I started to wonder what I would have done to tune it more to my tastes. Obviously, “make it New Vegas” isn’t a particularly stunning recommendation. And, frankly, I love New Vegas but I want to see new things. I want other narratives to succeed. I’d like to have new favourite games which I incessantly point to as examples of things “done right.”
And, frankly, Fallout 4 isn’t complete garbage. There is enough there that it still captured my imagination. At the end of the day, the creations that stir the most emotion in me aren’t those that are abject failures. If the game is completely irredeemable, it doesn’t stick. It’s a failure. There’s not much more to say. It’s the games that have rough edges but a gleaming core that linger. For it tantalizes with the possibilities of “what could have been.” Had Fallout 4 taken a different route, I can easily imagine it being fantastic.
So, because I don’t have much else of interest to share, I’m going to give some ideas of what I would have done with the story.
But before I do, I should put a disclaimer. I recognize that making games is a complex process. I am able to sit here with the power of hindsight to point out where flaws glared and strengths dulled. I have no idea what the process behind the curtains was. There could have been massive revisions to the story and its direction that we don’t see. It could have very well been way worse. And without knowing what those twists and turns entailed, it’s hard to really place fault anywhere for the end product. Thus, this isn’t a finger wag. This isn’t acrimony over anyone’s work. I’m certain that the people who made this tried their best with what they were given. One wrong decision can snowball into a terrific mess. And who knows what stipulations or demands they had to incorporate from those wholly disconnected from the creative process of the product but still in charge of its financial success.
So this isn’t me calling anyone a bonehead. But in a vacuum, these are the things I would have changed.
Now, it would seem logical to start with the game’s primary shortcoming: it’s factions. The major players meant to drive the action and stir the intrigue were woefully underdeveloped and incorporated. But I’m going to take a different tact. A striking peculiarity in Fallout 4’s design was it’s bizarre world. Taking place in the Greater Boston Area, and focusing its attention on community building, the game had a shocking dearth of actual communities. There’s really only one city and a handful of generic settlements that look like they were made with the settlement building tools. This really concentrated the action in one area but, more than that, it made the world feel very sparse and empty. Considering its regional focus and the importance placed on locations within Boston, it was odd that there was so little actually there.
And it’s even more perplexing considering that Bethesda’s other RPGs all have a decent focus on their cities. I’ve mentioned how Fallout 3 had a bunch of them isolated and disconnected from one another. But their Elder Scrolls games used towns and cities to convey to players the history of the world as well as provide a base of operations for the player as they explored the corresponding region.
Skyrim in particular was exceptionally well crafted. Taking place in the eponymous province, Skyrim was separated into nine territories called Holds. These Holds each had a capital administrative centre, several towns, villages, imperial towers, inns, homes, farmsteads, forts, camps and many other locations. For a game release four years earlier and much smaller than Fallout 4, it completely blows Boston out of the water in terms of world building. Part of Skyrim’s success is its masterful way of drawing players into its living world ripe with history. You can feel the weight of the ages in the moss covered ruins of the peoples that came before. But you can simply get lost walking through the fields of farmers toiling away in the dirt or following imperial patrols along the roads keeping bandits and highwaymen at bay.
Bethesda’s Fallouts, however, always have this weird feeling that the bombs only just dropped despite there being 150 years separation between the apocalypse and their stories. Furthermore, it’s hard to be drawn into the present day turmoil and conflict when there’s no sense of what is at stake in terms of the people and their communities. And it’s almost laughable how Skyrim went from 9 capitals, 8 settlements and 10 villages to 3 cities (Diamond City, the Institute and Goodneighbour), 3 settlements (Covenant, The Slog and Bunker Hill) and a vault (ignoring DLC).
Now, I think it’s clear that this anemic population is partly due to the building mechanic given that most places that would be an interesting settlement were building locations for your settlers instead. And then Covenant and Bunker Hill are pretty indistinguishable from the few populated customizable farms which makes distinguishing the two almost a fool’s errand. But that just makes the comparison between the two even more laughable since I didn’t bother counting up Skyrim’s farms and smaller communities.
Not to mention that player settlements are not and could not ever be a suitable replacement to an actual planned and built community from the developers. You don’t get the unique quests, assets and characters there that you do in a properly handcrafted location. You also lose out on all the environmental storytelling and sense of history if everything is just a sandbox awaiting the player to do all the environmental work. Lastly, it makes it really impossible to give your factions something to struggle over as most of the countryside is empty mud puddles eagerly awaiting your crafting hand.
And it’s not like you couldn’t meld developer and player crafted locations together. The player’s house in Diamond City is a building location. I see no reason that other settlements couldn’t have “open plots” for purchase that the player could have used to stretch their creative building desires within a much larger, living community.
As such, I’m going to outline how I would have expanded the world of Fallout 4, dropping details on history and societies as I go.
Today, I’m going to start with Diamond City.
Diamond City was lauded as the Great Green Jewel in game because it was the largest and most fortified community in Boston. Established within the soaring walls of the baseball stadium Fenway Park, it is remarkable because it is truly the only place that feels like a city. It also establishes what players of the Fallout series expect in a community: a junktown community founded in a strange or interesting location and adapted into something totally different and unique. The pitcher’s mound now houses a large fusion reactor from which the shanty community stretches outward like a maypole connected to dozens of rusted metal mushrooms. I like Diamond City though it’s hard to not even feel the scarcity of world development even in its most populous centre. Part of this is due to the fact that there’s really not much there. The city is just the baseball stadium with only a few generic turrets outside its door and several NPC guards roaming the block.
Given that there is some focus given to its impressive Green Wall, I would have liked to see Diamond City expanded. For one, the Wall should stretch out from the stadium, being built up with the junk of bombed skyscrapers and rusted transports to allow Diamond City to protect the tenements and apartments on its every side. This should be the New Vegas of Fallout 4 with an appropriate sense of scale. The stadium itself should have utilized every possible square inch too. Instead of the bleachers being mostly flat, poorly rendered benches blocked off to the player by invisible walls, they should have been covered in rickety and titling scaffolded homes and walkways. With such limited space, the residents of Diamond City should have built up before expanding out. Furthermore, the concession stands and perimeter hallways should have been choked with shanty homes and shacks. The necessity for expanding the Green Wall beyond the baseball pitch into the city proper should have been one of logistics meant to address the burgeoning population as people came from far and wide for the precious resources offered by the city as well as the protection.
The meagre agriculture and pasture in the diamond’s outer field should stand as an obvious indicator that Diamond City long grew beyond its means of self sufficiency. And while their plumbing provides precious filtered water, parcelled out by water merchants at the few sanctioned water fountains and repurposed restrooms (with Diamond City Security constantly on patrol for illegal tapping of water mains), the city only stands now because it is the central economic hub of the Boston ruins.
And its prominence is ensured by the Diamond City Brahmin.
No, these are not special mutant cows. See, in Fallout, brahmin are the name given to the domesticated mutated bovine which are all that remain of the prewar cattle infected with the devastating Forced Evolutionary Virus (FEV). Though given that brahmin exist in the lore already, the jokes write themselves. Instead, the Diamond City Brahmin are what remains of the incredibly wealthy and influential families who resided for generations in the Boston area and shaped its development and politics before the war. Only five of them remain, the rest having died from the bombs or the end of civilization that followed. Those that remain did so through the grace of their earlier investments and influence affording them an upperhand in surviving the initial apocalypse. They also managed to survive to the present day due to their vast wealth and naturally positioned themselves as the leaders of Diamond City and its local environs. Though the mayor of the city is democratically elected, the results have always fallen to one of these family members. The real politics of the city is the relationship between the five and power brokerage is exchanged amongst them through favours for the coveted leadership.
The five families are:
Kennedy
The Kennedy family prewar were large proponents of education for Boston and the preservation of knowledge. They funded museums, colleges and research institutes. They headed important public school funding programs and ran charities for securing food for school children. The Kennedys also helped to keep Boston medical research at the forefront of development with generous donations to important health initiatives. It was this focus on health that saw the family survive, as they were provided some radiation pills and guidance for a potential nuclear winter that saw them and many of their circle live through those harsh first years. Post the apocalypse, they have continued their medical and research focus. They own the Diamond City Research Centre and are majority stakeholders in the local clinic. However, with the destruction of the old banking institutions, the family had to turn to covert chem production and alcohol distillation and distribution to maintain their lavish lifestyle. Thus, they quietly keep the Dugout Inn supplied with potent drinks and chems while also supplying local raider groups in the Boston area the drugs to keep them compliant. And while some may suspect a connection between the raiders and Kennedys, they can hardly be blamed for the erratic behaviour of stimmed up bandits even if they miraculously avoid Kennedy interests while harassing the rest of the Brahmins’ interests.
Cabot
The Cabot family had nearly fallen from eminence in prewar Boston and thus, the surviving members weren’t even in the city when the bombs fell. While the countryside avoided the worst of the detonations, it was nowhere near safe as mutant creatures and feral ghouls became a daily threat. That plus the lack of food and supplies brought the Cabots back to Diamond City once word got out that people weren’t just surviving but thriving. However, this “temporary exile” lent the Cabots a unique advantage as they had developed numerous connections during their time beyond the city. Pulling on this network, they quickly organized a scavenging and merchant operation. It wasn’t long before they were the primary suppliers and traders within the greater metropolitan area. The Cabots were not shy with flexing their blossoming wealth, turning profits back into the Cabot Outfitters and forcing out competitors. To keep ahead of the scavenging game, the Cabots sunk massive amounts of caps into securing the prosperity of Flotsam Burg and they, in turn, rewarded the Cabots with almost unopposed control of the city’s direction.
Crowninshield
Crowninshield were one of the oldest, wealthiest and long-lasting of the Brahmin families. They maintain that they were key in making Boston the city it was before the bombs even fell. The family’s wealth before it was all destroyed was staggering and they could afford the best shelters and emergency responses even for such trivially unlikely scenarios like total nuclear devastation. And the Crowninshields were no fools. When they emerged from their shelters to see the waste of Boston before them, they knew all their prior influence would hold little in this new world. However, it takes time for people to adjust. And in that time, they leveraged their influence and resources to secure a strong arm that would help them rebuild everything that was lost. Word spread to the strongest mercenaries and the most desperate souls that the Crowninshields would pay handsomely for service and in time the locals came to heavily rely upon the Crowninshields for protection. They are primarily responsible for the maintenance and expansion of the Green Wall as well as the operation of Diamond City security. Common perception is that the enforcers are loyal to the mayor of Diamond City and, so long as the mayor is in accord with the Crowninshields, this perception remains largely true. And with the charges and tolls the Crowninshields charge to anyone passing through their heavily fortified gates, they are never short of caps in ensuring the loyalty of their martial force. Those that truly anger the Crowninshields have a tendency for finding themselves before Diamond City Security for breaking laws they didn’t even know existed. As such, some often joke that there are more Crowninshield “guests” in the city’s cells then there are actual criminals.
Peabody
The Peabodys were always interested in public works. They, in fact, owned Fenway Park before the bombs dropped. As it turned out, the service tunnels beneath the stadium were just as effective as fallout shelters as they were for safeguarding the generators and purifiers from rioters and protesters during the turbulent resource crisis. In old Boston, they were a fairly minor Brahmin family. But as the owners of the fortified heart of post apocalypse Diamond City, they are kings. Naturally, they own Market Pitch and all the tenements within the city, making vast sums of caps so long as Diamond City continues to be the beating heart of the Commonwealth. They were also able to quickly establish the Diamond City Reserve when the settlement was first getting its footing, creating the only post apocalypse bank in the metropolitan area. The Peabodys then turned their quickly amassing cap fortune to investing in startup operations to develop the settlement so it would be the shining beacon which attracted all others to it.
Gardner
The Gardners stand unique amongst the Brahmin for being a “new blood” family who had little influence before the war. They claimed their forebearers came in from Jamaica Plain after the bombs fell, seeking shelter and refuge from the ferals overrunning the distant suburb. Others claim that the Gardners originated up at Corvega. And even more suggest they came from other, nefarious roots. Either way, one thing set the early Gardners immediately apart from new refugees: they had a keen technological aptitude in high demand during those early years following the bombs. They quickly ingratiated themselves amongst the early leaders for being able to bring pre-war tech back to life. This was a life-saver for the Peabodys in managing Diamond City’s water purifiers. Their knowhow allowed the Crowninshields to expand the Green Wall well beyond its initial design. And they came, through various means, to come into ownership of the massive reactor in the center of Market Pitch, allowing Diamond City to glow as bright as it does. However, some question the loyalty of the citizens of Massol to the Gardners as well as the rumours that the family was instrumental in getting that city running.
As the description of the families suggests, Diamond City would be larger and feature more specific locations that could be easy springboards for interesting quests that would provide glimpses for the player into the history of the city. They could help the poor people of Diamond City to setup an illegal water tap into the city’s plumbing so they could get around price gouging water merchants. There could be an investigation into nearby raider groups attacking caravans and a connection between them and the Kennedy’s illegal chem production uncovered. The Crowninshields may hire the player to assist in acquiring difficult materials or clearing out a dangerous area as part of the Green Wall expansion. Maybe even have a quest line dealing with the election of the mayor and the political intrigue amongst the families over that if you so wanted. And that’s just off these short descriptions of the family and city.