You Always Remember Your First Vault: Fallout

The first time my computer-controlled companion Ian accidentally shot me dead with the sub-machine gun I had given him, I just shrugged. It was my fault for standing too close to the radscorpion, blocking Ian’s line of fire. Even though I hadn’t played in over fifteen years, I remembered that these types of mishaps could occur in the post-apocalyptic landscape of Interplay/Black Isle’s Fallout (1997).

Isometric Zombies! Well, ghouls, actually, but close enough.

Just load up the auto-save and we’re good to go. Except, there was none. And I hadn’t bothered to save once the last ninety minutes. I mean, who dies in the first two hours of a computer role playing game? Come to think of it, there hadn’t been a tutorial, either. Sure, there were some rats to beat up on, for practice, but none of the hand-holding I had gotten used to with the games of the last ten years. Even the generational successor to Fallout, Fallout 3, took you step-by-step, literally starting you off as a baby learning to walk (or WASD, as the case may be). But here, with Fallout? Nope.

Undaunted, I started over, happy to have a chance to tweak some set-in-stone starting characteristics. I fought through the rats again and ventured forth into the unknown. And promptly died again to a random event far too overwhelming for a first level character. Yeah, I didn’t save this time either. Who dies in the starting area?

Rats of Doom

This plan of mine to replay Fallout in light of the progress being made on Wasteland 2, the rumors of Fallout 4’s production, and, fortuitously, the generosity of Good Old Games in giving away a free copy in a recent promotion wasn’t getting off to a very good start. But I persevered, and even read the manual, which counseled saving early and often, a tip I took to heart.

Fallout, much like the game that preceded it ten years earlier, Wasteland, allows freedom of choice and action with concomitant consequences. Give Ian that big gun, the better to mow down super mutants and uppity rodents, and he’s just as likely to accidentally hit a bystander, turning an entire town against you (and wiping out vast numbers of potential quests from said town). Fallout even contains a time-sensitive quest, anathema in this era of gamers wanting to complete every possible quest at leisure, regardless of choices made. You’ve got 150 days to save Vault 13 from doom, and the game conspires to use up those days. Show up in a little village after dark? Everyone’s asleep, come back in the morning. Want to visit another town? That’s a week of travel right there.

Suffice it to say, they don’t really make them like this anymore. Sure, Fallout 3/New Vegas contained pseudo-morality systems that forced particular quest branchings, but you never felt under pressure, forced to make really tough choices. If you want to spend a ton of time walking all over the map, the main quest in Fallout 3 will wait for you. And I confess that I’m not a big fan of time-sensitive quests—this Fallout playthrough, I bee-lined right for the solution once I had gained sufficient resources to solve the problem, a resolution I somehow remembered over the years, so that I could play the rest of the game at a leisurely pace.

As a journey of exploration, my replay of Fallout has been enjoyable, but it lacks that tension inherent in the first play, when I managed to save the Vault with scant days to spare. That was a gaming experience I remember to this day, and they don’t make many of those these days, either, which is why I always give Ian the SMG every chance I get.

Doctor Who Project: The Massacre of St. Bartholomew’s Eve

Even after all this time he cannot understand. I dare not change history.

Early Doctor Who specialized in the “historical” story, in keeping with its original remit as an educational show and, indeed, as a means of leveraging the BBC’s enormous investment in period costumes, sets, and actors. By the middle of the third season, the show had already visited prehistoric times, Kublai Khan’s China, the Aztec empire, revolutionary France, Nero’s Rome, the Crusades, and mythological Greece, not to mention Britain in various times and places. But is an historical Doctor Who story actually an “historical” if no one knows the history involved?

In John Lucarotti’s “The Massacre of St. Bartholomew’s Eve” (Story Production Code W), the Doctor and Steven arrive in sixteenth century France just outside of Paris, fresh from the deaths of pseudo-companions Sara Kingdom and Katarina—though notably the story does not make mention of those events. One might have expected lighter fare after the dark ending of the prior story, but instead we are treated to the eponymous massacre of Protestants by Catholics in Paris and surroundings in 1572. Even for contemporary viewers, the history on display here is not considered common knowledge. Lucarotti spends several scenes establishing the animosity between Protestants and Catholics in the era, ostensibly for Steven’s benefit, as he is as lost as the viewer. Prior historicals never spent this much explicit effort setting the stage for events.

The effect mirrors the kind of exposition one finds in stories taking place in far futures, where, say, the conflict between the Sensorites and the humans needs to be explicated for the plot to function. There’s a tension in this story that is lacking in the other historicals—while the title hints at what is to come, the viewer’s own historical knowledge doesn’t fill in the gaps in the same way that the presence of Nero guarantees that Rome is going to burn by the final episode. Thus, there’s a real uncertainty as to the target of the assassination plot by Catherine de Medici revealed early in the story: is it King Charles of France, the Protestant prince Navarre, a member of the court? The end result is the most compelling of the historicals to date, mostly because the Doctor doesn’t actually do anything at all in the whole story.

Lucarotti’s story features less of the Doctor than any other story to date (though not less of William Hartnell), as our time traveller is absent from the middle two episodes, leaving lone companion Steven to carry the narrative burden, which Peter Purves carries off nicely. Steven could have avoided all the trouble in the story, though, if the Doctor had given him sous instead of golden écu.

Read more

Doctor Who Project: The Daleks’ Master Plan

Three time machines in one infinitesimal speck of space and time! Tsk. Of course, a coincidence is possible—but hardly likely.

They just don’t make them like they used to. The multi-episode story structure used by Doctor Who allowed quite a bit of flexibility when planning a season, and while most stories of the First Doctor’s era fit into the standard four-episode format, one story in particular stretched the limits: Terry Nation and Dennis Spooner’s twelve-episode epic “The Daleks’ Master Plan” (Story Production Code V), which first aired in weekly installments from November 13, 1965 through January 29, 1966. Nothing like it had been seen in Doctor Who before. Except, um, Terry Nation’s “The Chase” and “The Keys of Marinus,” six-episode stories from which the structure of “The Daleks’ Master Plan” is cribbed.

Both “The Chase” and “The Keys of Marinus” feature whirlwind tours of disparate locations, either climactic extremes (jungles, deserts, acid oceans) or quasi-realistic settings played for laughs (top of the Empire State Building, an animatronic house of horrors). So too with “The Daleks’ Master Plan”—the deserts of ancient Egypt; the lush jungle of planet Kembel; the swamps of planet Mira; northern England at Christmas; the, ah, manicured cricket lawns of The Oval; and 1920’s Hollywood are all stops for the TARDIS in this story. And why does the TARDIS flit from place to place? Because it’s being chased through time and space, not just by Daleks (as in “The Chase”) but by the Mark IV TARDIS of the Meddling Monk, also known as “The Time Meddler,” because, as a Dennis Spooner creation, he’s of course in this one, too. Can’t let Nation and his Daleks have all the fun.

Still, even if we know, broadly, what to expect from a Terry Nation story, “The Daleks’ Master Plan” works, well, masterfully, with but few exceptions. The story starts somewhat slowly, with the usual Nation technobabble—in short order we are introduced to two different types of spacecraft by brand name (the Spar 7-40 and the Flipt T4) and both ultraspace and ultrasonics, neither of which get any explanation. But most importantly, we are introduced to Mavic Chen (Kevin Stoney), the idolized Guardian of the Solar System (essentially the leader of all humans), whom we quickly find to be in league with the Daleks. Why rule a mere solar system, when you can rule whole galaxies?

Today the Solar System, Tomorrow the Universe!

Meanwhile, the Doctor desperately needs medicine for a wounded Steven and lands, by happenstance, on the planet Kembel, last seen as the location of a secret Dalek base in “Mission to the Unknown.” Before long, the Doctor, Katarina (picked up in ancient Troy during “The Myth Makers“), Steven, and a headstrong Earth security agent named Bret Vyon (future Brigadier Nicholas Courtney) stumble into a conference being held by the Daleks with representatives from several different galaxies. It’s at this conference that the Daleks’ Master Plan is unveiled.

Gearon, Malpha, and the Dalek Supreme. Or is that Celation?

And, as with most Dalek plans, it’s actually kind of stupid.

Read more

A Game by the Fire: Blizzard’s Hearthstone

Several months back, when World of Warcraft studio Blizzard teased their new game, everyone was thinking big. Way big. New MMORPG, perhaps? Another real-time strategy game? Something even more amazing?

Well, yes and no. It wasn’t big, but it was, in its own way, amazing. Blizzard unveiled Hearthstone: Heroes of Warcraft, a, um, digital collectible card game.

Hearthstone's Field of Battle

I recently snagged a spot in the closed beta for Hearthstone, which still has no firm release date, and I’ve been cautiously pleased with what I’ve seen. Drawing art and sound assets from World of Warcraft, Hearthstone captures the feel of that game quite well, taking nine classes from WoW as deck archetypes. The card play itself is fairly standard—mana grows turn by turn, allowing the play of cards from your hand; creatures usually cannot attack the turn they are played; and the object is to whittle the opposing hero down to zero health. So, essentially, a very streamlined Magic: The Gathering, gussied up with particle effects.

The emphasis is on fast play. Interaction during your opponent’s turn is almost nonexistent. Indeed, you cannot even chat with your opponent beyond a few pre-programmed emotes. And, given my long experience with World of Warcraft, that’s a feature, not a bug. The AFK timer is rather efficient at burning through an absent opponent’s turn, too.

Hearthstone will be free-to-play, with Blizzard making money through the optional sale of booster packs and entry into a drafting format. One can earn enough in-game credit by playing other people to purchase a booster pack probably two to three times a week with regular play. The matchmaking engine thus far has done well pitting me against players of similar (which is to say, limited) skill, enabling me to get a fair number of wins. Play against the computer is possible, but quickly becomes boring. At a certain point, AI play is only good for testing a new deck.

As a collectible card game, there are quite a few cards to accumulate, both class-specific and neutral cards usable by any class, though once you obtain more than the maximum hand limit of two of any card, you can “disenchant” the extras to form a crafting material that can then be used to create cards you want. A slow process, but if there’s a card you really want, you can get it, eventually.

The card collection interface is unwieldy and looks designed more for tablets than computers, but then I have yet to see a really good digital collection interface.

Hearthstone Collection Interface

While the limit of nine constructed deck slots makes sense with the nine classes you can play, I do wish there were more slots for creating multiple decks of the same class. One hopes Blizzard will not monetize that particular feature.

On the whole, I think Blizzard has (yet another) winner on its hands with Hearthstone. The gameplay is accessible for people without prior exposure to the collectible card game genre, appealing to World of Warcraft fans, and fast playing enough to make up for the slight lack of tactical depth (at least as compared to Magic: The Gathering). Besides, you can summon chickens to attack your opponent. That’s a win right there.

Troughton’s Trove: Nine Missing Doctor Who Episodes Recovered

It reads as though from a movie script: hands gingerly picking up a dusty object from a forgotten archive, wiping off decades of grime, unearthing a lost treasure. In this case, the treasure is eleven episodes of Doctor Who, nine of which had been previously missing, from a television archive in Nigeria, according to the BBC.

The episodes, recovered by Philip Morris, complete the story “The Enemy of the World” and fill in much of “The Web of Fear,” both Second Doctor stories from Season Five. Coming on the heels of the recovery of single episodes from “Galaxy 4” and “The Underwater Menace” in late 2011, this huge recovery gives hope that there are more caches of forgotten Doctor Who episodes scattered about the Commonwealth. This discovery, and its attendant publicity, should spur some careful searching of dusty film closets. They have to be out there somewhere.

Still from The Web of Fear

While we wait for yet more discoveries, the BBC has remastered the episodes and made the two stories (with stills and audio narration for the missing episode of “The Web of Fear”) available on Apple’s iTunes at a relatively reasonable $10 each—a policy I would very much like to see them take with the other extant stories. It’s a small price to pay for Yetis in the London Underground and Patrick Troughton playing both the Second Doctor and an evil Australian dictator named Salamander, I think.

Doctor Who Project: The Myth Makers

Now come on, start thinking! It’s you against the Doctor now!

After a story (well, an episode/teaser) where the Doctor and his companions aren’t present at all, we have a story where they might as well not be. The real stars of Donald Cotton’s “The Myth Makers” (Story Production Code U) are the Greeks and Trojans: Achilles, Odysseus, Agamemnon, Paris, Priam, Cassandra, and Troilus, thanks to a classical British education that made these characters quite readily familiar via the Iliad and the Aeneid.

Long stretches of “The Myth Makers” are given over to the various Greeks and Trojans absent our time travellers, who conveniently separate from one another and then find one another at the worst possible moments to provide some semblance of narrative motion. And the guest actors make the most of their screen time, playing with gusto. This story has perhaps the least dialogue for the main characters of any since “The Crusade.”

But at no point does the viewer have a sense that the Doctor and company are in any danger, because of the assumed familiarity with the underlying story. Not, of course, that even the most casual of viewers would think that they could ever be in real danger—we’re still several stories from the first regeneration and have yet to experience the first companion death—but even the episode cliffhangers lack drama, because everyone knows that the Trojans wheeled the Horse into Troy and were thusly caught unawares by the Greeks. As Vicki herself says to Cassandra, “I don’t have to prophesy. Because as far as I’m concerned, the future has already happened.”

Indeed, the only real danger is to the set, because the actors playing Paris (Barrie Ingham) and Cassandra (Frances White) practically chew the scenery. For a story that ostensibly took some pains towards historic verisimilitude (alas, the footage is missing, leaving only audio recordings), the Greeks and Trojans speak mostly like contemporary Englishmen fresh off the West End stage.

Still, unlike the earlier historicals, where the Doctor inadvertently causes, inspires, or otherwise motivates historical events to occur (Nero’s burning of Rome, the fall of Robespierre), in “The Myth Makers,” the Doctor gives the Greeks the notion to build the Trojan Horse, even though he initially rejects the idea as “some good dramatic device” invented by Homer.

This direct intervention in history, albeit under duress, can, perhaps, be squared with his insistent “hands off” approach formulated in “The Aztecs” by noting that the Doctor here doesn’t change history; he merely sees it through to its “proper” end. The Greeks conquered the Trojans, according to the myths, and just because they conquered the Trojans with the Doctor’s help doesn’t mean that they didn’t always have his help, even though the Doctor gets the idea for the Trojan Horse from stories about the Trojan War written after he helped. Chicken, egg, time, loop . . .

Read more