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Friday Fun Thread for November 4, 2022

Be advised; this thread is not for serious in depth discussion of weighty topics (we have a link for that), this thread is not for anything Culture War related. This thread is for Fun. You got jokes? Share 'em. You got silly questions? Ask 'em.

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Story Continued

The major theme in Wasteland 3 is about compromising on values to achieve your goals. It is true of the Patriarch, ruling Colorado with an iron fist despite false promises of elections and appeals to pre-War America, signing a secret deal with raider gangs to leave Colorado Springs alone in exchange for giving them supplies and slaves. Angela Deth does this, she goes AWOL and commits treason against to the Rangers to bring down an unjust tyrant, to the point she is even willing to free and work with a leader of a slaver gang (betraying the Ranger good guy ethos), if indirectly, to bring down the Patriarch. You as the Player Rangers, have to make plenty of compromises which leaves no one happy to get (in my opinion) is the 'best' outcome.

The theme and the story WL3 is trying to tell doesn't work is because the Patriarch is unambiguously the good guy. Here I don't mean unambiguously to mean there's nothing to criticize him for, but rather he is obviously the correct choice, at least morally. The Patriarch basically built/formed Colorado Springs from scratch, the only beacon of real civilisation for anywhere in Colorado. He did defeat many of the raider gangs, but eventually he reached a stalemate and struggled to beat them. So eventually he reached an agreement with the gangs to pay them off to protect Colorado. As presented by the game, this was pretty much the only way to keep Colorado safe. Angela Deth doesn't seem to appreciate that that the Patriarch might actually be a just tyrant rather than an unjust tyrant and he had good reasons to do what he did. This is a (post-)post-apocalyptic world! The Patriarch actually seems like a decent guy otherwise and seems to genuinely care for the people of Colorado. While he obviously doesn't tell you the whole truth, he never actually lies to you and completely upholds honours his deal with you. Ironically, his biggest flaw is probably the fact he allowed his dangerous, crazy children to run free and didn't punish them earlier like he should have when he had the chance, the most human of the flaws, not wanting to punish his children out of fatherly love.

I'm really not sure what the developer intentions were here. I've seen some people try to explain Angela Deth's stupidity by saying that's the point, she's being a Ranger forever, she's become disillusioned and radicalized. I really don't think that was the intent, and I think the intent was really genuine attempt to portray some deep tale of grey morality that just falls flat. I think Angela Deth wasn't meant to be an disillusioned idiot is further evidenced by the "best" ending of the game, where you overthrow the Patriarch peacefully (rather than violently), which you do pretty unapologetically to the Patriarch (you get no choice), which seems to completely vindicate Deth. I think this is just a case of bad writing.

This is really compounded by the fact you are offered virtually zero opportunity to interrogate the Patriarch or Deth or any other major character about their beliefs and philosophy, you really have to try and just piece it together and justify it in your head. Even at the end of the game, where you meet Death and/or the Patriarch at the end of the game before you clash, there is no real examination of the characters and their beliefs. The conversation lasts five seconds and you even just pass a shitty speech check for them to stand down just because to skip the fight. To make a direct comparison with Fallout: NV, which Wasteland shares DNA with, you get multiple opportunities to talk in quite some detail with each of the major factions and their representatives and their justification. Even at the end of the game, where you can use a speech check to 'defeat' your enemies (e.g. Lanius), FNV doesn't just have some generic 'surrender please' dialogue, but puts serious effort into actually justifying how you convince the factions and it relates to their circumstance. The last section of WL3 does seem rushed and incomplete, and I wonder if it was their intention to flesh it out more.

I know it's perhaps unfair to WL3 to compare it to FNV, but WL3 is emblematic of what as I see as a growing negative trend in video game stories. The writers will raise some complex themes or ideas in their story, fail to or only superficially engage with those ideas, and then conclude like they've said something meaningful. It seems like they think that merely raising these ideas is good enough on its own. It's like the writers think they have to deconstruct their own story and characters (because they're overeducated hacks who were taught to do that in writing school), but don't actually have the writing chops or philosophical depth to anything interesting with it. The writers routinely fail to imagine living in post-apocalyptic society like Wasteland's would actually like. They're stuck in a presentist mindset where I think they just take things like 'Patriarch = despot, despot = bad' for granted because it appeals to modern sensibilities, even if such a moral judgement doesn't make sense in context of the world. I would rather they just stick to simple good vs evil stories rather that have the pretence of moral complexity without actually doing the work.

Another thing that I found really annoying was the portrayal of (true) AI/'synths' in Wasteland 3. As far as I know (mostly reading the wiki), prior to Wasteland 3, AI and synths were unambiguously evil, and the primary antagonists of the game. All the synths were created by the Cochise AI, an evil genocidal AI. Wasteland 3 I guess tried to change this I guess because there's numerous friendly AI/synth you come across in Wasteland 3. It feels incredibly jarring, because synths are meant to be the mortal enemy of the Rangers, and some dialogue reflects this, but they also seem to be going really hard on trying to get you to empathize with the synths. I've seen it suggested that this is deliberately done to try and create some moral ambiguity, or complexity. Maybe the synths are just pretending to be good to get the human's trust! Again, I don't buy it. In the endings where you help the synths/AI it's portrayed as unambiguously positive. It's just so jarring.

Other characters aren't really developed either, Liberty, who is presented as interesting character and antagonist, you only have two very brief conversations with which don't say much. All the companions are uninteresting or one-note except for Lucia Wesson, a daughter of an elite family who matures through the game (and her presentation is basically identical that of Mattie Ross in Coens' remake of True Grit), and Ironclad Cordite, the former leader of one of the gangs who has a grudge against the Patriarch and believes his destiny is to become the next Genghis Khan.

Other than that, the writing is just generally wacky, Fallout style dark comedy style of writing which can be pretty good in some parts and in the side quests.

Music

One of the best parts about the games is the music, it's utilized really effectively. During major boss fights or set battles, a really interesting and unusual song will usually play that relates to the circumstances of the battle. Usually this will different-genre cover of a song. For example, the final song of the final DLC plays a country western cover of a old sitcom theme song. The songs are surprising enjoyable, even if I don't really like all the genres that play. I wish more games tried something a bit unorthodox with their soundtrack.

DLC

Quick comment on the two DLC:

Battle for Steeltown - Help the leader of a super advanced factory that supplies all the advanced goods to Colorado resolve issues in her factory. Superficial anti-capitalist commentary with striking workers, and more synth-love. Some new gameplay mechanics. Alright, worth buying on sale.

The Holy Detonation - Help restore an experimental nuclear power plant to power Colorado, the power plant is being worshipped by two warring cults who deliberately radiate and mutate themselves. I guess this is meant to be some 'biting' satire of religious belief 20 years out of date? Has some interesting gameplay ideas, atrocious execution. Not worth buying.

Conclusion

I have criticised Wasteland 3 a lot, especially it's writing, but mostly because it's more enjoyable to criticise than it is to praise. I mostly enjoyed my experience with Wasteland 3, even if it was frustrating at times. It's a competent game that gets the basics right, but is otherwise pretty unremarkable. I would recommend it to anyone who likes tactical RPGs and is looking for some time to kill.

I think the idea they might have been going for is that Patriarch's rule was beneficial at first but he's been losing his touch, as evinced by the fact that his children are running loose and you now have all these new gangs / barbarian tribes staking their claims on Colorado. Ie. sure, Colorado might have needed a tough-as-nails despot at one time, but one of the problems with despots is that if they don't know when to give up, well, who's going to make them do so? And one thing that him not giving up and making sure that he's properly grooming a successor is that his children are out of control, which just adds to his reasoning to not give up etc.

Also, if you do the RPG info sleuthing thing where you make sure to lockpick everything, find a lot of additional info etc., you get more data on bad stuff done by the Patriarch - selling his people as slaves to be murdered by the crazy kite people, killing his wives etc.

In the end, I think that one of the main problems is just there's also a tension with Fallout/Wasteland games how much grim apocalypse stuff and how much "leavening" goofy stuff you add in, and while FO3, for instance, went too much in the grim and joyless direction, WL3 goes far too much in the goofy direction. I didn't like the clown gang or the monster gang, hated the stupid robots, the splatter-style bloodiness of Aspen was just unpleasant, in general Colorado Springs and the fortress were full of good and interesting stuff but once you got out there was just too risk of things getting a bit too silly.

Also, I guess it's pretty much mandatory that you have to put some cannibals in your post-apocalypse game, but I think this had at least four or five different groups of cannibals or individual cannibals, what the hell?

I think the idea they might have been going for is that Patriarch's rule was beneficial at first but he's been losing his touch

This is mentioned a couple of times offhand by a few auxiliary characters (Gideon Reyes being the main one iirc), but that is definitely not the reason Angela Deth is overthrowing him, and seeming not why you the Player Rangers are overthrowing him (the available dialogue options against the Patriarch imply you're doing it because you think he's an unjust tyrant). In fact, the Patriarch's age and deteriorating health are completely irrelevant. The fact you can learn and comment on his condition leads nowhere, and it's not even a necessary condition to get the peaceful transition ending. The overthrowing of Patriarch is pretty much exclusively based on the belief he's an unjust tyrant.

find a lot of additional info etc., you get more data on bad stuff done by the Patriarch - selling his people as slaves to be murdered by the crazy kite people, killing his wives etc.

Yeah I'm aware, I briefly mentioned it but I didn't go into in my original post. Although iirc he only actually killed one of his wives, who tried to assassinate/overthrow him, at least it's implied from visiting all the graves after seeing the map after confronting Victory. Patriarch was giving prisoners to the gangs as slaves as part of his deal for them to leave Colorado Springs. Which yeah, is pretty shitty, but relative to all the shit going around him is understandable. If we were to judge the Patriarch against leaders throughout history, not just contemporary society (which the writers implicitly want you do to) Patriarch is actually really quite tame. If that's the price to keep Colorado Springs safe, the only island of stability in a world of post-apocalyptic chaos, it's probably justified. Specially in contrast to Deth's plan of overthrowing him (violently) and just hoping everything doesn't collapse on itself. Deth's own plan also involves freeing a slaver leader (Ironclad Cordite) to use him against the Patriarch, and when he eventually leaves to go to Kansas to go conquer and kill there, you can actually question Deth about her hypocrisy and the atrocities Cordite will certainly commit and she just handwaves it away as 'yeah he probably won't make it that far and will be betrayed by his own gang eventually, don't worry about it'. Yeah, real confidence inducing.

In the end, I think that one of the main problems is just there's also a tension with Fallout/Wasteland games how much grim apocalypse stuff and how much "leavening" goofy stuff you add in.

Somehow Fallout NV handled it perfectly fine, and yes, even I will begrudgingly admit the Bethesda Fallouts did a decent job of balancing this. I honestly just think it comes down to the Wasteland 3 writers just not being very good.

I also enjoyed it quite a bit, I think I got about 3/4 through the story but ended up dropping off. Played probably around 40 hours.

I had a more balanced team and I actually thought that the game was pretty easy on the harder difficulty. I’ve also played a ton of tactical games, and I am an obsessive scavenger though.

Overall I agree that the music and the dark humor were the best parts about the game, I think the world building was pretty good too there were a lot of tiny details in different areas that helped flesh out the world. Overall though the story failed to compel me at all.

I didn't finish W3, but I certainly put about 20 hours into it, until the annoyance of leveled combat made me cheese functionally infinite money, at which point I was even more aggravated by how the game was still stupidly hard in combat even with an infinite number of sentry turrets.

I did genuinely like the story, there are some absolutely memorable moments, both as setpieces, and those developed organically. You'll remember when Blood of the Lamb and Valley of Death kick in, I assure you.

Perhaps I just viscerally dislike gamey mechanics that have become RPG tropes, like leveled lists, health inflation as a difficulty mechanic etc. Or when bullets barely do damage against enemies without visible body armor, because reasons.

I acknowledge that fight was probably lost before I even started gaming, but I do my best to rebalance RPGs with mods .

Perhaps I just viscerally dislike gamey mechanics that have become RPG tropes, like leveled lists, health inflation as a difficulty mechanic etc. Or when bullets barely do damage against enemies without visible body armor, because reasons.

Health inflation particularly pisses me off, because nobody likes it and it's just so lazy. At least mix up the attacks or something! A lot of those mechanics were adopted from jrpgs, and I have to assume it's laziness motivating the devs, because there's no way they don't know the difference between Japanese and Western rpgs as genres - in a jrpg you navigate menus and mash A to get to the next story beat, so spongy enemies kind of fit (although it is still lazy on anything more powerful than a nes) but when you are actually physically moving the character everywhere and dictating the flow of their attacks it's just stupid.

But how do we get devs to cut it out? I understand increasing strategy is difficult for anyone not strategically minded, but surely there is a middle ground between teaching developers to wargame and adding a zero to the end of enemy health or dumbing down end game bosses so you can onebro them with ease. I guess all we can do is make sure we give our support to the devs who do it right. But are there any triple a or even double a devs who consistently do so? All I can think of is From Software.

Beats me! Given that I'm not a fan of the gameplay in Dark Souls, my go to strategy is to simply mod more conventional RPGs to my preferences.

For example, I absolutely despised the leveling in The Witcher 3, when a random townguard could take half an hour to kill, and installed a mod called The Witcher 3 Enhanced Edition, which makes gameplay and combat significantly more immersive and skill based, after which I had a great time and could actually appreciate the story.

For Fallout 4, I use mods that rebalance bullet damage, which largely helps with not making things bullet spongy.

But a single dev that consistently avoids those bad tropes? I can't name one either haha

I know I'm being an annoying from software fan here, but forget the souls games, you really should give elden ring a decent chance. elden ring gives you both the defensive gameplay style of the souls games, the offensive gameplay style of bloodborne plus ranged and magic combat options (plus a hundred different options for outs if you aren't in the mood for a challenge at the time.) I wouldn't bring it up except you are modding decent combat into games, and tw3ee in particular - which I'm pretty sure (based on interviews I can't find sorry) drew inspiration from from software.

I don't know what you like about the Witcher 3, but elden ring scratched so many of the same itches for me. It does lack meaningful arguments, which is admittedly a big minus, but your choices do have major impacts on the world, there are mysteries all over the place for you to solve (and if you can refrain from using the internet they usually require actual thought and investigation), and you are constantly forced to decide between marveling at the beauty or being stopped short by the horror of something new you have discovered.

And yeah, with all the items and spells and ashes you get, you aren't just beating your head against a wall until the loop clicks for you, which is what gave me the most pause before I became a from fan. Instead you can just focus on seeing new and gorgeous nightmares, like a dragon so big it exceeds the bounds of your draw distance, or a giant flaming eye in the sky that drives you mad if you are in its line of sight, or a land being consumed by a cancerous blight that traps everything it touches in a parody of life and death. And from what I've seen playing the game with my friends (most of whom also refused to play a from software game prior to elden ring) eventually the loop does click, and then you go and play bloodborne and we have a proper circlejerk.

What was I talking about? Oh right, my point is it seems a bit crazy to me that you are modding decently built combat against non damage sink enemies into games and not playing a game with it already built in - plus one of the most breathtaking and original fantasy worlds I've ever seen and a strong focus on player agency and diegetic delivery and discovery.

If you change your mind though and have a ps5, hmu in pms and I will be happy to help you get started - I remember how daunting the first hour was and how skeptical I was that I wasn't going to be dying a thousand times on every enemy.