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A shorter than usual weekly Steam best-sellers chart this week, primarily because almost everything is explained simply by the words “Steam Summer sale”, but partly because I’ve already spent a chunk of today compiling a big list of Sale recommendations to help our beloved readers’ purchasin’ decisions. You can have a pithy and/or explantory line about each game next week, promise. Meantime: these are the ten best-selling games on Steam last week. Expect next week’s to look wildly different, thanks to the ongoing and regularly changing sale. … [visit site to read more]
I'm building a machine that will fill an enormous cannon with steel balls and bowling pins which I then plan to fire point blank into the face of Blake Abernathy, the kindhearted owner of a small farm in Fallout 4.
Why am I doing this? I don't rightly know. Probably because the Contraption Workshop DLC has just been released, and it allows for the building of automated factories that can process materials and craft items, and conveyor belts that can carry resources and products around to the various machines and dump the resulting goods into cannons which can then be fired into nice people's faces. Sometimes you do things just because you can.
Before I attempt to execute Mr. Abernathy with an enormous cannon, here's what the DLC gives you. Most of it revolves around being able to build factories on your settlements: a machine that can suck junk out of a container, plop it piece-by-piece onto a conveyor belt, feed it into another machine that can combine those parts into items, drop the items on another conveyor belt, and feed them into another container. It's like having a little bit of Factorio in your Fallout. There are a number of new logic switches and ramps for those who want to build complex Rube Goldbergian contraptions as well.
You probably don't need to build factories on your settlements. Fallout 4 is already so filled with goods I can't really imagine needing to mass-produce anything. Just for fun, though? Yeah, the Contraption Workshop is pretty fun to play with. Even the simple factory I build, though it barely does anything, is quite satisfying. Just seeing units of wood or metal or plastic begin to travel along the conveyor belts is cool.
There's other stuff too: buildings like warehouses and greenhouses and elevators that can reach four floors high. There are armor and weapon racks and display cases that are long overdue. And there are plenty more decorations, lights, and other items for your settlements. Also, fireworks! They're kinda cool. You can craft them on your chemistry table, stuff 'em in a mortar, and fire them off. Most are just colorful fun, but there's also a flare that can bring reinforcements to your settlement. There are even fireworks that can change the weather, creating rain, clearing the clouds, or bringing on a radiation storm. Why? I dunno. Why the hell not?
Back to killing Mr. Abernathy, whose only crime was being the closest person to me when I built the pillory that is also included in the DLC. I direct Abernathy to get into the pillory, and he does. He seems okay with it. I head down the hill to build my murder machine.
I start with a factory floor, then build a box and fill it with junk. Next, a machine that removes items from adjacent containers, then some conveyor belts to carry them into another machine that I can program to craft items using an attached terminal. I decide on producing steel balls (because I have a lot of steel) and bowling pins (I have a lot of wood).
From there I use an elevated conveyor belt to dump the balls and pins into my junk mortar, which will fire anything you put inside it. When I've produced as many steel balls and pins as I can (which turns out to be not that many), I use the terminal to lower the mortar until it's pointing up at the farmhouse and the pilloried Mr. Abernathy.
Then I hit the switch.
Hm. Well, that was a bit disappointing. Half of my shot didn't even make it off my factory floor, and Abernathy is well out of its range. I use the terminal to crank up the amount of propulsion to the maximum, and try again.
That's better several of the steel balls actually make it up the hill and bounce next to Abernathy. None hit him, however. And most of the balls didn't go anywhere near that far.
I have a solution. I release Abernathy from the stocks, move them roughly 10 feet in front of the cannon, then direct the agreeable farmer to get back into them. Nick Valentine, who has been joining me at the switch, chooses to remain directly in front of the cannon this time. Well, it's your cyberfuneral, Nick.
Or not! Nick is fine. A couple balls hit Abernathy, or at least the pillory he's in, but he's fine. I almost hit a traveling robot hovering up the hill, but he's fine, too. Everyone is fine! I'm clearly a failure at being a menace.
While this DLC is pretty cool and cheap ($5 if you don't have a season pass), it is of course hampered by the same clunky and awkward first-person building system that has been hampering every settlement you build. Finding new items in menus is a pain and placing items is as wonky as it ever was. Still, if you're going to struggle with a crummy building utility, it might as well be one that lets you build factories, elevators, and attempted-murder cannons. I expect we'll be seeing lots of fun creations in the coming days from players with a bit more imagination than I.
The fourth load of Fallout 4 [official site] DLC is here and it’s another small one. Following the big new hunks of story and land in Far Harbour, they’ve gone back to small mod-like stuff with the Contraptions Workshop add-on. Released last night, it adds new mechanised doodads for settlements like conveyer belts, logic gates, and so on for your architectural amusement. But if you want more quests and whatnot, the next big DLC for you will be Nuka-World in August.
In an interview with Gamespot (ta, PCGamesN), Fallout 4 creative director Todd Howard spoke about what he considers to be that game's successes and failures. Like a lot of people, myself and Andrew Kelly included, Howard doesn't think the new dialogue system worked out all that well, but he's positive about Fallout 4's expanded combat.
"We do like to try new things and we have some successes. I think the shooting in Fallout 4 is really good I think it plays really well. Obviously the way we did some dialogue stuff, that didn't work as well. But I know the reasons we tried that to make a nice interactive conversation but [it was] less successful than some other things in the game. For us, we take that feedback. I think long-term."
Many people took issue with the new, streamlined dialogue system, leading to a mod that replaced it with a hard list of the things the player character was actually going to say. While the dialogue wheel wasn't removed for Fallout 4 expansion Far Harbour, from what I hear the DLC did offer more choice, more ways to resolve things without resorting to violence.
"Then we have an opportunity with something like Far Harbor," Howard continues, talking about learning from feedback. "Like: okay, how many different ways can it end let's give them some more choice. So it's not just a one-off, meaning Fallout 4 comes out and then we forget about it it's an ongoing thing. The feedback we get is really, really helpful."
I'm hopeful this means we won't see a similar dialogue system in The Elder Scrolls VI, which is a thing that is obviously in development.
It's always bugged me that raiders in the Fallout 4 universe attack me on sight. No matter the situation, even if I'm dressed head-to-toe in their dirty, rusty armor, even if I'm essentially playing the game as raider scum or at the very least a raider jerk their only reaction to me is to immediately open fire. Rushing into combat against everyone you meet is a terrible recruitment tool. I'm filthy and angry, too, guys. Why can't I join your filthy, angry club?
That sounds like it may change in Fallout 4's upcoming Nuka-World DLC. The Steam store page is now live, and here's how it's described:
"Take a trip to Nuka-World, a vast amusement park now a lawless city of Raiders. Explore an all-new region with an open wasteland and park zones like Safari Adventure, Dry Rock Gulch, Kiddie Kingdom, and the Galactic Zone. Lead lethal gangs of Raiders and use them to conquer settlements, bending the Commonwealth to your will."
To which I say: rah. My dreams of being a raider, a legit raider, with real raider pals, might just come true. I'm hoping it won't simply be contained to the new region but spread game-wide, so I can be a raider all over the damn place. Maybe I can even attack all those settlements I spent hours building.
Nuka-World is $20 (oof), though it's included in the Season Pass if you bought one. We're told it's due out in August (though the store page says July, which I believe is incorrect). The Contraptions Workshop (coming June 21) and Vault-Tec Workshop (July) are also up as part of the Season Pass, or they can be bought individually for $5 each.
The developers at Bethesda are busy beavers. They've got at least three games in the pipeline, one of which, of course, is The Elder Scrolls VI/6/Six/Revengeance. That's going to be a long way off; however, Bethesda's Todd Howard confirmed the existence of two other projects that we'll likely hear about before TES6 is properly announced.
Now, a few more details about those games have come to light, courtesy, once again, of IGN. Bethesda's Pete Hines reveals that the games are going to be as big as an Elder Scrolls or Fallout, and that they'll be out before Elder Scrolls VI.
In reference to Todd Howard's comments, Hines stated that "I'm just making sure folks understand, like, that doesn t mean he s going to spit out a DLC and another DLC and we re head faking. Like, I need folks to understand that we re talking about big games like a Skyrim and a Fallout 4 and a Fallout 3 and those don t just happen".
"The studio has two major projects, two major games that they are planning on doing before they get to an Elder Scrolls 6."
BUT WHAT ARE THE GAMES, HINES? TELL US ABOUT THE GAMES.
Here are some hopes I've just come up with:
Morrowind 2: Mushroom Harder
The Terminator: Future Shock 2
Another Elder Scrolls Redguard game
Arcanum 2 (bit of a longshot, but why not)
Or something completely new.
What do you reckon/hope Bethesda is working on?
During their E3 conference yesterday, Bethesda revealed a slew of Fallout tidbits, such as the fact that mobile game Fallout Shelter is heading to PC in July and that a new Vault Tec expansion is on its way to Fallout 4 [official site]. The publisher also said that since showing Doom 3’s BFG Edition on VR back at E3 2012, they’ve “quietly continued” their “pioneering work” with the medium and will add virtual reality support to Fallout 4 next year. They’ve also been fiddling with “virtual tour of hell” from the new Doom.
Fallout Shelter is the post-apocalyptic management game that Bethesda slid onto tablets and cleverphones last year. I haven’t played it myself but know people who spend commutes and late nights in front of the telly tapping and swiping as they help their survivors to thrive. Or exploit them for kicks. The game is coming to PC in July and DLC for big momma Fallout 4 is coming thick and fast as well. Most notably, Vault-Tec, a build your own vault expansion, in July.