Fallout 3 - contact@rockpapershotgun.com (Brendan Caldwell)

President Andrew Ellis from Tom Clancy's The Division 2

You thought it was over. You believed the year of anguish would be a memory by now. I’m sorry, you were wrong. The carousel of disharmony will never cease, and neither will the bumper car motorcade of video games. This week, the United States of America chooses a President in a logistical process entirely in-keeping with the carnival metaphor I am here constructing. Even in video games – no strangers to ineffectual binary choice – there is a more varied selection of candidates. Here are 7 Presidents other than those offered on this week’s ballot.

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Fallout 3 - contact@rockpapershotgun.com (Natalie Clayton)

War never changes, but prestige TV sure can. Today, Bethesda announced that Jonathan Nolan and Lisa Joy, creators of HBO’s Westworld, are taking their cinematic lens to Fallout, working with Amazon Studios to create a post-apocalyptic telly show based on the long-running nuke ’em up RPG. Hold on, though – a darkly comic show about robot cowboys, deserts and conspiracies? Sounds quite a leap for the folks behind Westworld.

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Psychonauts - contact@rockpapershotgun.com (Brendan Caldwell)

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Children, life s great copy-paste. Adorable, drooling idiots with no self-control and a habit of yelling embarrassing facts to the entire supermarket. In our everyday lives, human children are a snotty emblem of hope, vulnerability, and aspiration. In videogames, they are a cursed harbinger of escort missions, narrative roadblocks, cutesy voice acting, and precocious dialogue. They are annoying. But hold on, that s the point. Many of them are meant to be that way. So here is a list of the 10 most annoying children in PC games. And perhaps, the best annoying?

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Fallout 3 - contact@rockpapershotgun.com (Imogen Beckhelling)

Awesome Games Done Quick (aka AGDQ) has started yet again, and just four days in has already blessed us with some unforgettable moments and absolute must-watch PC speedruns. The clips I offer up to you today involve one speedrunner whacking out a real life model to explain a glitch, one speedrun where everything went wrong but everyone had a fabulous time anyway, and one game developer exclaiming “frick cancer in the bum.”

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Fallout 3 - contact@rockpapershotgun.com (Dominic Tarason)

Sometimes a skeleton is just a skeleton. They’re bloody everywhere> in the Fallout games, so you could easily overlook just one more. Sometimes, however — like in the Fallout 4 instance above — it’s a clever multi-layered nod to a friend. Earlier today, former Bethesda level designer Joel Burgess shared a few of his stories and favourite hidden creations via Twitter. It’s some good insight, good advice for level designers, and highlights a few things you might have otherwise missed.

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Fallout 3 - contact@rockpapershotgun.com (Dominic Tarason)

Way back in the forgotten times of glossy paper games magazines, I remember my first exposure to what would become Fallout: A Post Nuclear Role Playing Game. Early previews said Fallout was going to be a PC showcase of the GURPS pen-and-paper RPG system, but it grew into its own thing. Now, tabletop studio Modiphius have announced the Fallout: Wasteland Warfare Roleplaying Game, a freeform RPG expansion for their tabletop miniature tactics game. Curiously, there’s yet another, more traditionally pen-and-paper version based on Modiphus’s 2d20 RPG rule-set due next year.

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Fallout 3 - contact@rockpapershotgun.com (Khee Hoon Chan)

It began with the flickering of vacuum tubes behind the mesh of a derelict radio. A jaunty 1950s melody drifting out. A brief glance from a Brotherhood of Steel knight, and then the scene cuts to black. A decade ago, this was the introduction to Fallout 3. While the sequence bears a striking resemblance to that of 1997 s Fallout, that s where most similarities end. Fallout 3 was divisive, alienating ardent fans but also drawing in many more with its kitschy portrayal of 1950s culture. The original Fallout weaved thoughtful deliberations about ideologies and morality throughout its plot, whereas Bethesda s first-person shooter was more intent on building visual bombast and elaborate world-building, about constructing a universe rather than telling a coherent story. That s where Fallout 3 s allure lay: in smaller, self-contained stories, tucked away in seedy towns and ghastly underground vaults.

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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alex Wiltshire)

So I’m wandering through Fallout 4 [official site], and I come across this old diner, sitting there, neon still lit, almost jaunty in a destroyed land. There’s a guy outside called Wolfgang, a leathered drug dealer, who explains that a mother and son have set up a shop in this diner, and that he wants paying for goods he’s sold to the son.

I go inside, aiming to resolve the problem between the dealer and the son, and get into conversation with the mother. But, looking down, I notice that, despite trading from this place, she hasn’t thought to remove a skeleton from one of the booths. Because why would you remove a skeleton from your shop? Or any of the filth that s accumulated on the floor?

It s just one of the weird little things about the world of Fallout 4 that I find confusing and alienating. Little things that nudge me out out my suspension of disbelief that this is a place. Instead of enveloping myself in all its detail, it just gets me wondering, absently, is this how it would be>?

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BioShock® 2 - contact@rockpapershotgun.com (Jon Morcom)

Oh boy, am I conflicted. Fallout 4 s main plotline requires that I do this thing> and as far as things> go, it s a pretty major thing> and a major thing> that you d expect someone with the maternal instinct of my character Halle to crack on with straight away. The trouble is, rather than doing this major thing>, for at least an hour now, she, and when I say she , I mean I , have been poking around Sanctuary, scrapping anything that glows yellow so I can salvage enough materials to build a house big enough for me and my Minutemen companions. I had largely avoided Bethesda s drip-feed of Fallout 4 pre-publicity but when I somehow found out that the game had settlement building, I think I might have involuntarily passed a little wind in joyous anticipation.

That’s because I ve felt a similar rosy inner glow while hanging around other hubs and houses in many other games I ve played. I think it s easy to underestimate the value of having a home base option, especially in open world games where there is a free-roaming element, but it’s a part of why I love certain games.

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Vampire: The Masquerade - Bloodlines - contact@rockpapershotgun.com (Richard Cobbett)

There’s something oddly comforting about radio. Comforting because it’s so familiar, so natural. Odd because it’s a comfort that most of us don’t really use all that much these days, at least not in the ways that games just casually assume. It’s a little like the whole audio diaries thing – it makes a vague> sense that everyone in a city like Rapture might record their daily crimes and schemes onto audio tapes, even though in reality that whole idea became obsolete when Facebook/Twitter added status updates.

But I do love in-game radio. It’s an amazing narrative tool, a great way of filling in the gaps the screen can’t show, a constant companion in the loneliest of situations, and not a bad way of making music diegetic – a term that translates to ‘let’s see who now sneakily Googles diegetic’. Forget Spotify. Never mind video. In RPGs, nothing can kill the radio star, unless of course you walk up to them and shoot ‘em in the face. Then, sometimes. Though usually nature still finds a way of keeping them on the air.

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