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391
Gaming / Dark Souls Impressions - The FINAL Update
« on: January 13, 2016, 11:39:31 AM »
CURRENT EQUIPMENT (outdated):




Update #01.0 - OMG I BEAT THE TUTORIAL
Update #01.5 - Firelink Shrine Shenanigans
Update #02.0 - Getting Good
Update #03.0 - Oh boy, here we go.
Update #03.5 - Rookie Mistakes
Update #04.0 - The Morning Star
Update #05.0 - Overcoming My Demons
Update #06.0 - Rats, Knights, & Other Tedium
Update #07.0 - Slack Knight
Update #07.5 - Getting Gooder
Update #08.0 - Oh, the Humanity...
Update #09.0 - Fuck You, Goliath
Update #10.0 - Fuck You, Goliath II
Update #11.0 - More like CRAPricorn
Update #12.0 - Depths of the Evil Eye
Update #13.0 - Blighttown Blunders
Update #14.0 - Fire-Forged Revengeance
Update #15.0 - Quelaag's of Battle Creek
Update #16.0 - Poised in the Moonlight
Update #16.5 - Aggro Acrimony
Update #17.0 - Liberty is a Spook
Update #18.0 - No Step on Snek
Update #19.0 - Painted Preliminary
Update #19.5 - The Darkmoon Rises
Update #20.0 - (((Ornstein & Smough)))
Update #20.5 - Shitty Xmas-themed Duke's Archives Poem
Update #21.0 - There's a Meth Joke in Here Somewhere...
Update #22.0 - A Scent and a Sound
Update #23.0 - A Desperate Dilemma
Update #24.0 - PASTY WHITE BOY FUCKED BY FOUR STUDS IN STEAMY FIVESOME
Update #25.0 - Don't Give Up, Skeleton!
Update #25.5 - ...Consider giving up, skeleton.
Update #27.0 - That's Real Fuckin' Nito
Update #28.0 - More Likely Than You Think
Update #29.0 - Bed Witch
Update #30.0 - Painted by the Numbers

Inventory
Consumables
Estus Flask+4 (15)
Orange Guidance Soapstone (1)
White Sign Soapstone (1)
Sunlight Medal (5)
Cracked Red Eye Orb (1)
Blue Eye Orb
Eye of Death (5)
Black Separation Crystal (1)
Book of the Guilty (1)
Indictment (1)
Servant Roster (1)
Green Blossom (2)
Bloodred Moss Clump (68)
Purple Moss Clump (21)
Blooming Purple Moss Clump (15)
Purging Stone (4)
Egg Vermifuge (2)
Firebomb (99)
Black Firebomb (8)
Divine Blessing (1)
Throwing Knife (99)
Repair Powder (10)
Poison Throwing Knife (10)
Dung Pie (20)
Charcoal Pine Resin (3)
Lloyd's Talisman (5)
Gold Pine Resin (3)
Alluring Skull (10)
Rotten Pine Resin (3)
Homeward Bone (5)
Prism Stone (99)
Transient Curse (8)
Binoculars (1)
Soul of a Lost Undead (2)
Large Soul of a Lost Undead (1)
Soul of a Nameless Soldier (1)
Large Soul of a Nameless Soldier (1)
Soul of a Proud Knight (5)
Large Soul of a Proud Knight (2)
Soul of a Brave Warrior (6)
Large Soul of a Brave Warrior (2)
Soul of a Hero (1)
Soul of a Great Hero (1)
Soul of Quelaag (1)
Core of an Iron Golem (1)
Soul of Smough (1)
Soul of Sif (1)
Rubbish (1)
Copper Coin (1)
Darksign (1)
Humanity (12)
Twin Humanities (1)
Pendant (1)
Silver Coin (5)
Gold Coin (1)
Titanite
Titanite Shard (11)
Large Titanite Shard (22)
Titanite Slab (1)
Green Titanite Shard (2)
Blue Titanite Chunk (1)
Red Titanite Chunk (1)
White Titanite Chunk (2)
Twinkling Titanite (3)
Dragon Scale (8)
Keys & Tools
Repairbox (1)
Weapon Smithbox (1)
Armor Smithbox (1)
Bottomless Box (1)
Rite of Kindling (1)
Peculiar Doll (1)
Master Key (1)
Crest of Artorias (1)
Dungeon Cell Key (1)
Undead Asylum F2 East Key (1)
Undead Asylum F2 West Key (1)
Big Pilgrim's Key (1)
Residence Key (1)
Mystery Key (1)
Basement Key (1)
Key to Depths (1)
Watchtower Basement Key (1)
Sewer Chamber Key (1)
Blighttown Key (1)
Key to New Londo Ruins (1)
Key to the Seal (1)
Cage Key (1)
Archive Tower Cell Key (1)
Archive Prison Extra Key (1)
Archive Tower Giant Cell Key (1)
Archive Tower Giant Door Key (1)
Scrolls
Great Magic Weapon
Strong Magic Shield
Aural Decoy
Fall Control
Hidden Weapon
Hidden Body
Cast Light
Chameleon
Remedy
Resist Curse
Fireball
Fire Orb
Combustion
Chaos Fire Whip
Poison Mist
Flash Sweat
Iron Flesh
Power Within
Heal
Great Heal Excerpt
Soothing Sunlight
Replenishment
Bountiful Sunlight
Force
Emit Force
Great Magic Barrier
Weapons & Shields
Favorites
Bandit's Knife+6
Divine Longsword
Balder Side Sword+6
Astora's Straight Sword+5
Zweihander
Divine Scimitar
Divine Falchion
Divine Iaito
Gargoyle Tail Axe+5
Morning Star+6
Lightning Spear
Winged Spear+10
Longbow+6
Black Bow of Pharis+6
Sniper Crossbow+6
Pyromancy Flame+11
Target Shield
Crystal Knight Shield
Balder Shield
Grass Crest Shield+10
Dragon Crest Shield
Black Knight Shield
Eagle Shield+6
Dagger
Parrying Dagger
Bandit's Knife+10
Shortsword
Divine Longsword+5
Broadsword
Balder Side Sword+10
Sunlight Straight Sword
Barbed Straight Sword
Crystal Straight Sword
Silv. Knight Str. Sword
Astora's Straight Sword+5
Broken Straight Sword
Straight Sword Hilt+5
Bastard Sword
Claymore
Man-serpent Greatsword
Greatsword
Zweihander
Demon Great Machete
Divine Scimitar+5
Enchanted Falchion
Shotel
Jagged Ghost Blade
Server
Divine Iaito
Mail Breaker
Rapier
Estoc
Ricard's Rapier
Hand Axe
Battle Axe
Butcher Knife
Fire Gargoyle Tail Axe+10
Crescent Axe
Greataxe
Occult Club
Reinforced Club
Mace
Divine Morning Star+9
Warpick
Pickaxe
Large Club
Great Club
Dragon Tooth
Spear
Moonlight Butterfly Horn+5
Winged Spear+12
Partizan
Pike
Demon's Spear+3
Crystal Halberd
Lucerne
Scythe
Giant's Halberd
Titanite Catch Pole
Black Knight Halberd
Great Scythe
Caestus
Dark Hand
Short Bow
Composite Bow
Lightning Longbow
Black Bow of Pharis+10
Dragonslayer Greatbow
Light Crossbow
Heavy Crossbow+6
Sniper Crossbow+6
Sorcerer's Catalyst
Oolacile Ivory Catalyst
Demon's Catalyst
Izalith Catalyst
Tin Banishment Catalyst
Pyromancy Flame+15
Talisman
Canvas Talisman
Thorolund Talisman
Sunlight Talisman
Velka's Talisman
Warrior's Round Shield
Skull Lantern
Warrior's Round Shield
Caduceus Round Shield
Effigy Shield
Red and White Round Shield
Cracked Round Shield
Plank Shield
Small Leather Shield
Leather Shield
Buckler
Target Shield
East-West Shield
Wooden Shield
Large Leather Shield
Heater Shield
Tower Kite Shield
Caduceus Kite Shield
Hollow Soldier Shield
Crystal Knight Shield
Balder Shield
Spider Shield
Grass Crest Shield+11
Sunlight Shield
Pierce Shield
Spiked Shield
Crest Shield
Dragon Crest Shield
Silver Knight Shield
Black Knight Shield
Eagle Shield+12
Tower Shield
Black Iron Greatshield
Giant Shield
Havel's Greatshield
Bolts & Arrows
Wood Bolt (50)
Heavy Bolt (10)
Wooden Arrow (101)
Standard Arrow (602)
Large Arrow (200)
Feather Arrow (5)
Fire Arrow (32)
Poison Arrow (25)
Moonlight Arrow (5)
Dragonslayer Arrow (10)
Standard Bolt (91)
Sniper Bolt (50)
Lightning Bolt (20)
Armors
Standard Helm+3
Hard Leather Armor+3
Hard Leather Gauntlets+3
Hard Leather Boots+3
Chain Helm
Chain Armor
Leather Gauntlets
Chain Leggings
Knight Helm
Knight Armor
Knight Gauntlets
Knight Leggings
Elite Knight Helm
Elite Knight Armor
Elite Knight Gauntlets
Elite Knight Leggings
Wanderer Hood+9
Wanderer Coat+9
Wanderer Manchette+9
Wanderer Boots+9
Thief Mask
Black Leather Armor
Black Leather Gloves
Black Leather Boots
Brigand Hood
Brigand Armor
Brigand Gauntlets
Brigand Trousers
Leather Armor
Leather Gloves
Leather Boots
Sorcerer Hat
Sorcerer Cloak
Sorcerer Gauntlets
Sorcerer Boots
Tattered Cloth Hood
Tattered Cloth Robe
Tattered Cloth Manchette
Heavy Boots
Priest's Hat
Holy Robe
Traveling Gloves
Holy Trousers
Iron Helm
Armor of the Sun
Iron Bracelet
Iron Leggings
Black Iron Helm
Black Iron Armor
Black Iron Gauntlets
Black Iron Leggings
Crystalline Helm
Crystalline Armor
Crystalline Gauntlets
Crystalline Leggings
Pharis's Hat
Mask of the Sealer
Crimson Robe
Crimson Gloves
Crimson Waistcloth
Gold-Hemmed Black Good
Gold-Hemmed Black Cloak
Gold-Hemmed Black Gloves
Gold-Hemmed Black Skirt
Maiden Hood
Maiden Robe
Maiden Gloves
Maiden Skirt
Dingy Hood
Dingy Robe
Dingy Gloves
Blood-Stained Skirt
Eastern Helm+3
Eastern Armor+3
Eastern Gauntlets+3
Eastern Leggings+3
Shadow Mask
Shadow Garb
Shadow Gauntlets
Shadow Leggings
Hollow Warrior Helm
Hollow Warrior Armor
Hollow Warrior Waistcloth
Hollow Soldier Helm
Hollow Soldier Armor
Hollow Soldier Waistcloth
Balder Helm
Balder Armor
Balder Gauntlets
Balder Leggings
Hollow Thief's Hood
Hollow Thief's Leather Armor
Hollow Thief's Tights
Silver Knight Helm
Silver Knight Armor
Silver Knight Gauntlets
Silver Knight Leggings
Six-Eyed Helm of the Channelers
Robe of the Channelers
Gauntlets of the Channelers
Waistcloth of the Channelers
Helm of Favor
Embraced Armor of Favor
Gauntlets of Favor
Leggings of Favor
Paladin Helm
Paladin Armor
Paladin Gauntlets
Paladin Leggings
Havel's Helm
Havel's Armor
Havel's Gauntlets
Havel's Leggings
Mask of the Father
Symbol of Avarice
Rings
Tiny Being's Ring
Cloranthy Ring
Havel's Ring
Ring of Steel Protection
Flame Stoneplate Ring
Bloodbite Ring
Poisonbite Ring
Cursebite Ring
Blue Tearstone Ring
Rare Ring of Sacrifice
Dusk Crown Ring
White Seance Ring
Darkmoon Seance Ring
Ring of the Sun's Firstborn
Darkmoon Blade Covenant Ring
Ring of the Sun Princess
Wolf Ring
Hornet Ring
Rusted Iron Ring
Covetous Gold Serpent Ring
Covetous Silver Serpent Ring
Covenant of Artorias
Orange Charred Ring
Cat Covenant Ring
Ring of Favor and Protection
Ring of the Evil Eye
Bottomless Box
Empty
Major Boss Hitlist
Asylum Demon
Bed of Chaos
Bell Gargoyles
Capra Demon
Ceaseless Discharge
Centipede Demon
Chaos Witch Quelaag
Crossbreed Priscilla (spared)
Dark Sun Gwyndolin (spared)
Demon Firesage
Dragon Slayer Ornstein & Executioner Smough
Four Kings
Gaping Dragon
Gravelord Nito
Gwyn, Lord of Cinder
Iron Golem
Moonlight Butterfly
Pinwheel
Seath the Scaleless
Sif, the Great Grey Wolf
Stray Demon
Taurus Demon



Allow me to get this joke out of the way:

Holy shit, Verb's gonna play Dark Souls! Maybe this time, he'll actually figure out how to beat the tutorial! LMAO

That said, for the sake of context, I thought I'd just go over my history with this game, for those of you who may not be aware.

The first and last time I played Dark Souls was exactly two years ago. Dark Souls II was on the horizon, and I had never even touched a Souls game before then. One day, as I was chatting away with my Bnet friends in an IRC ('cause that's where we migrated to after the update), one of them starts telling me about Dark Souls, and how she really wants me to play it.

Now, this person never recommends me anything, ever, so right off the bat, my interest was piqued. I started asking her about it, and she told me that the game actually seemed "perfect" for me. Now, "perfect" is a very, very strong word to use--but this person knows me. We've been arguing about our taste in games for years, so we know our tastes rather well. So, at that point, I thought about playing it, but for whatever reason, I put it off.

But then every day since that conversation, she's telling me about this game, how awesome it would be if I were to pick it up, and how "perfectly" the game suits my tastes. She really, really wants me to play this game.

So I said, "Fuck it, I'll go out and buy it." And I did.

Started playing it... aaaaaaaaand right away, I had problems with it. Now, keep in mind--my expectations are at their fucking maximum, because she propped this game up so high. So, when I discovered that this was that one game I heard about that allows you to place stupid, misleading, and trollish messages all over the place, as well as invade other people's games to try to steal their shit from them?... I was upset. I was very upset. That's the exact opposite of what I like to see in a video game. And in a petty, deranged sort of way, I felt a little betrayed. Like, how could she possibly recommend me this game, and tell me that it's "perfect" for me, when it has game mechanics like this? Not only that--how could anyone like this game when it has mechanics like this?

I stopped playing before I even finished the tutorial, because I thought I'd seen enough. We argued about it for awhile, and it ended kinda badly. Obviously, she was upset at me for getting so hung up over a couple of mechanics that she considers minor and excusable, and I was upset at her, still, for basically setting my expectations so fucking high.

About a year later, my experiences with Dark Souls became public, and everyone has pretty much twisted my experience in ridiculous ways--usually just to taunt me, but a lot of people are still under the impression that the tutorial was "too difficult" for me, and that I don't like Dark Souls based on its difficulty alone. Which is not true--I've played and beaten difficult-ass games before, like Zelda II: The Adventure of Link. Difficulty doesn't bother me at all--it's the fact that the game has this shitheaded game mechanic that allows you to invade players without their consent. I don't see how anyone could possibly enjoy that--and that's my main complaint with Dark Souls. That bullshit.

Nonetheless, the Dark Souls community has given me very little sympathy--and as such, I've grown to absolutely despise Dark Souls fans and their precious little untouchable franchise. There was even a period of time where hearing about Dark Souls would instantly put me in a bad mood--I hated the series and its fans that much.

A year later, here we are. Out of a weird sense of "duty," I feel like I owe it to myself, the people I've argued with, and my friend who initially recommended the game to me in the first place (who is a member of this site now--and she can identify herself if she wants to) to finally play and finish this game. Give it a fair shot.

So yeah.

392
The Flood / Experimental music
« on: January 12, 2016, 06:30:09 AM »
So, in the dubtrack room last night, people were showing off their horrid musical tastes, as per usual, when someone played a song that was so bad, it genuinely pissed off and bewildered me. It led to an argument about what level of experimentation in music is acceptable--personally, I think a line has to be drawn somewhere, and everyone else seemed to disagree. The argument was cut short, however, and I was left rather unsatisfied, so I thought I'd carry the discussion over here.

I've stated repeatedly and earnestly--if you want to make experimental music, go ahead. Just make sure it's good. Don't make it sound like the song I posted above (you're gonna want to listen to it if you haven't, by the way). If the music you're making sounds like utter shit, don't release it. Or at least explain whatever it is you're trying to do.

I don't normally have a problem with experimentation. In fact, I highly encourage that sort of thing. I think modern music has been largely homogenized, and most pop artists nowadays are the bane of all music. They're all talentless hacks whose craft has almost no art value whatsoever and appeals to the lowest common denominator.

Yet, simultaneously, I still believe that if you're going to make music at all, it should still be enjoyable on some level. It doesn't have to appeal to the masses--but if your music is going out of its way to sound different for the sake of being different, it's not going to sound good. It's gonna sound bad. And I, as a consumer, will describe it as such.

Now, what's the problem with the song I posted? Well, it doesn't really have any discernible pattern or flow to it. It's all just a bunch of seemingly random noises at seemingly random intervals--that's it. As opposed to how I believe music should be--filled with clear, discernible patterns that you can listen to and enjoy without having to decipher anything along the way. There's nothing to enjoy about it, as far as I'm concerned--so, naturally, I did what I always do whenever I'm forced to sit through some shit that I can't jive with--"Why do you like this?"

Didn't receive any good answers. Jim simply made a reflexive argument--"we like it because we like it, and that's all you need to know."

Well, no, that's not all I need to know. That doesn't tell me a single thing. It doesn't say anything about your tastes or my tastes, it doesn't say anything about the music's structure and what specifically about it appeals to you, it doesn't do any of that. It doesn't help me understand why you like it--I'm aware that you like it. That's what I'm so confused about.

Then he just told me that there was "no better way to explain it".

Which is horsecock. I could write a twenty page essay for every single Nine Inch Nails album, explaining (in excruciating detail) precisely what I liked about each and every record. Nothing is stopping anyone else from doing the same thing, except laziness or incompetence. Jim, if you are physically incapable of explaining why you like that shit, then just say that. "I don't know how to explain why I like it--I just do." At least that would be honest, and the discussion would end there.

Aria (the person who played the song) was making some bizarre-o points I was having a lot of trouble following, which I'll just attribute to it being a bit late by the time we were about finished. She was saying shit like, "This kind of music breaks the established rules of music-making, and that's exciting." Okay. How, exactly? "Well, maybe they're not rules--they're just recommendations." All right. How is choosing not to follow the recommended formula for music "exciting?" And how does that make it enjoyable, just because you're not following the recommended guidelines? The fact that it's not following the recommended guidelines is the reason the music sucks in the first place. You don't give someone a pat on the back for shitting the bed, just because that's a "unique" and "creative" place to take a shit.

That's pretty much where it ended, and I never received a satisfactory answer. I don't know if I ever will. So to her, I'd refer to what I said to Jim, too--if you can't explain it, just say that you can't explain it.

In my opinion, music MUST have some kind of clear organization in order to be enjoyable. It can't be organized in some retarded-fuckwit way, either, like this:

4214921391203421492139120342149213912034214921391 2034214921391203

Does that look organized to you? It is. It's the number sequence 4214921391203 repeated a few times. Doesn't look that way at a glance, though, does it? Yeah, it looks like a jumbled mess of nonsense--kinda like that music.

1234123412341234123412341234123412341234123412341 234123412341234

Now that's a lot cleaner, and a lot more pleasant to look at. Music that's structured this way tends to be a lot better, too. Go figure.

I'm okay with ambient or "irregular" elements, so long as there's an underlying melody (that actually makes sense and sounds good) underneath or over it. Otherwise, it's all just a random assortment of noises that I think barely qualifies as music, and much more closely resembles a large pile of shit.

TL;DR
YouTube

Do you like this? If so, please give a detailed explanation as to why.

393
The Flood / You will not make it through this video
« on: January 10, 2016, 11:04:57 AM »
YouTube

why, why, why do men do this

what is the point, what does it accomplish, why can't they figure out that it's uncomfortable for everyone involved

especially the one you're proposing to

394
The Flood / ATTN: Gasai
« on: January 10, 2016, 07:56:43 AM »
Please tell me you have O-type blood

if you don't, i'm gonna be so upset

395
Gaming / Spoiler Fallout 3 Review
« on: January 07, 2016, 01:22:08 PM »

**Version played – Fallout 3: Game of the Year Edition
**System – PlayStation 3
 
Over the past few months, I’ve been playing a bunch of games that many people consider to be some of the greatest of all time—Half-Life 2, Halo: Combat Evolved—games that I’ve summarily dismissed, overlooked, or otherwise haven’t really played before as an adolescent. Fallout 3 was among those games, and now that I’ve clocked in eighty hours of gameplay, and finished the main quest, I think it’s about time I divulge my full thoughts on this thing.
 
(I’m well-aware that Fallout 4 is brand new, so it may seem a bit silly to be reviewing Fallout 3 at this stage. Just bear with me.)
 
This is a big game—so this is going to be a big review. There’s a lot I want to go over and talk about, but I’ll try not to bore you with too much detail. If you consider yourself a Fallout "loremaster," or something like that, you might just want to skim through this.



Foreword (just skip this if you don't care how Fallout 3 was conceived)

Fallout 3, simply enough, is the third installment of the beloved Fallout series, developed by the industry darling and juggernaut, Bethesda Game Studios. If you haven’t heard of Fallout 1 or Fallout 2, that’s because they simply weren’t as popular. Initially released in 1997 for the PC, the original Fallout was created by Interplay, and featured a drastically different style of gameplay compared to its 2008 sequel—most notably, its top-down perspective and isometric graphics. The game received many accolades and sold rather well, for its time—as did its 1998 sequel, Fallout 2. Both games set a high bar for what had eventually come to be known as the WRPG (Western role-playing game).
 
However, the Fallout series soon became stuck in a ten-year limbo. Interplay was beginning to experience some insurmountable financial difficulties, and was on the verge of going completely bankrupt. As a result, the entire staff of Black Isle Studios (subsidiary of Interplay in charge of the Fallout series) was laid off in 2003, despite them all being in development of a plethora of widely-anticipated games, including Fallout 3. Though these games were effectively cancelled, Interplay evidently did not want their most valuable IP to go to waste, so they ended up selling the rights to the franchise to fellow developer Bethesda—who, at the time, was known only for creating the ever-popular Elder Scrolls series—under the condition that they'd respect and leave untouched the world they've created in the West Coast.
 
Though assets for what Black Isle had initially been developing were readily available, Bethesda opted instead to develop an entirely new game from scratch. At this point, first-person shooter games like Perfect Dark, Unreal Tournament, and Halo: CE were all the rage—so in response, Bethesda turned Fallout from a top-down isometric RPG to a free-roaming FPS game with RPG elements. Almost six long years passed. Then, in 2008, Fallout 3 was finally released for the PlayStation 3, Xbox 360, and PC platforms—to critical acclaim.
 
Seven years later, the most important person in the world—me—weighs in his thoughts on it.
 


All right, I don’t even know where to begin. There’s so many things I’d like to talk about in this review—because there’s just so much shit in this game. I suppose there are two big categories: Story, and gameplay. I’ll go into the story first, and see what happens from there.
 
1. The Premise
 
Now, I’ve never played the original two in the series, so I can’t really say for sure how this game connects with them. As I understand it, the game takes place in the distant future—exactly two hundred years after America endured a nuclear holocaust, which came about as a result of intense and long-standing international conflicts between the US and China.
 
Prior to the war, a series of survival shelters called “Vaults” were constructed to combat the threat of nuclear weapons—so, as the Great War commenced, thousands of people retreated to these Vaults, where they lived out the rest of their lives peacefully and out of harm’s way. America itself, however—and the rest of the world, as far as we know—was totally obliterated. The Chinese bombs had reduced the entire landscape to an arid and heavily irradiated wasteland, so that nobody—not even centuries later—could ever safely travel cross-country again (which means they must have had a lot of fucking nukes—unless there were other belligerents involved).
 
You, the player, are born some time in the late 2250s to a man called James. Shortly after your birth, you find yourself (as an infant) in Vault 101. As you grow up, immerse yourself, and witness the type of conditions that your fellow Vault-dwellers live in, you suddenly discover on your 19th birthday that your father has mysteriously escaped—and the Overseer of the Vault wants you (and him) dead—because no one leaves the Vault. After a brief scuffle, you are forcefully spat out into the Wasteland, in search of your father—with only yourself to fend for.
 
Post-apocalyptic settings are rather done-to-death—and this game was created in the very midst of it all becoming a big cliché. In fact, its sheer unoriginality is what initially led me to neglect this game for so long—I just didn’t care about the premise. After delving a bit deeper into the game’s story and lore, however, it was clear that I was missing out on quite a lot.
 
1a. The Main Quest
 
The main quest of the game is surprisingly shorter than you’d expect—most of your hours will be spent on the rest of the game, but I digress.
 
I always thought that this game’s method of storytelling, at least at the very beginning, was kind of strange and awkward. The scene of your birth in particular always makes me cringe—it’s entirely from the baby’s point-of-view, so when you exit your mother’s womb, you get a nice shot of blood splatter all over your screen for a brief moment. Beautiful. Always hated that part, but I can’t say it’s not a good way of showing you how the rest of the game is going to be—gritty and uncompromising.
 
After you name yourself and waste about thirty minutes trying to perfect your player avatar, your mother’s heartrate flatlines—complications resulting from your birth results in her death. It’s this particular moment that drives the rest of the game’s plot.
 
Your mother and father were both scientists. Since all the water in America has become irradiated, James has a dream of providing clean water for all the remaining denizens of the Wasteland, dubbing his plan “Project Purity”. However, due to your mother’s sudden death, James felt obliged to abandon the project and head off to Vault 101, so that he could raise you instead—putting Project Purity on an indefinite halt. As soon as you came of age, however, James immediately fled, and left little in the way of explanation or closure—leaving you to escape the Vault yourself, and forge your own path.
 
That’s not an exaggeration, either—you really can forge your own path in this game. Like other Bethesda games, it’s all about choice. Whether you want to help your father complete his dream, or let the Wasteland suffer, is ultimately up to you. You can choose to be a hero, a villain, or something in the middle. Personally, I always prefer to be a hero, if I’m given the choice—I see no fun whatsoever in being a selfish asshole, and even though it’s just a video game, I still find it very difficult bringing myself to performing any overtly villainous deeds.
 
I love that the game gives you that choice, however. That is, if you don’t want to be a goodie-two-shoes like me, you don’t have to. Either way, the main story doesn’t actually change a whole lot—merely the means and measures by which you achieve your goals. You still have access to the same quests in both moral paths.
 
I’ve heard many people criticize the main quest rather harshly—some people say it’s poorly written, others say it’s boring—I can’t say I agree with either of those statements. The main quest, I think, apart from being the most important storyline in the game, also serves the purpose of giving the player a reason to play the game.
 
In a Wasteland as big as this one, the player most definitely needs a sense of purpose. All around the landscape are the remains of burned buildings, destroyed houses, crumbled and disjointed roads, dead trees, totaled vehicles, craters of radioactive substance—just deadness and deadness as far as the eye can see. Everything is dismal and dilapidated, and human beings have almost completely destroyed themselves—and are continuing to do so—over ridiculously petty bullshit. It’s only natural, then, that you’d want to help make it a better place, right?
 
Or maybe not. Maybe you hate what humanity has done to itself, and you think they deserve whatever pain and suffering they’ve brought unto each other—so you’ll keep the waters poisoned, for all you care. It’s all your choice—but either which way, you have yourself a tangible purpose. Something that keeps you walking. You’re not just aimlessly wandering, doing odd jobs and running pointless errands for the weak—you have a mission, and you have the liberty to solve all your troubles by whatever means you deem necessary. I think that’s really a beautiful thing, and though the game doesn’t exactly perfect the morality system (and I’ll get into that later), it’s still an impressive job, if you ask me.
 
Still—while the game’s main story may be lacking in depth, I think it makes up for that in having very interesting and likable characters and NPC factions, which I’ll go over next.
 
1b. The Characters
 
All of the people you meet on your journey—at least, all the ones with names—have a story to tell. Don’t just assume that these people are here just for decoration or some other worthless expendable purpose, like in most RPGs.

James, your father, probably ends up being the least interesting character, in terms of his personality. Since he’s your father, and you’re kinda meant to be on his side, his personality is very polite, inoffensive, patient, and stoic. He’s very soft-spoken, he’s always happy to have you around, and you can always count on him to do the right and most noble thing—he doesn’t really have any character flaws that make him intriguing in any way. It’s his actions that make him who he is, and that’s what sets him apart from the other characters you’ll meet.
 
Other characters, like your childhood friend Amata, the conniving bastard Moriarty, the cool and quick-witted Threedog, the snakelike Mr. Burke, the chauvinist pig Dukov, the condescending Col. Autumn, and the countless other names you’ll come across on your adventure all have very vibrant personalities and histories (even a robot who is programmed to think he is one of the first signatures of the Declaration of Independence!), and I’d highly recommend going out of your way to listen to what all these people have to say—it can be pretty interesting seeing how these people made it in the Wasteland, and what they’re all doing now in order to survive. Plus, a lot of their dialogue is superb.
 
Some of the men and women became scavengers and hunters, or set up caravans to aid their fellow Wastelanders—while others have ended up living a life of vice, fighting drug addictions (or “chem” addictions) and selling their bodies to prostitution just to make ends meet. Pre-war folks who managed to survive the bombings, called ghouls, can also be spoken to. Their melted, rotting flesh is rather horrifying to look at, but you’ll find that they’re nothing to be afraid of. They’re resistant to radiation, and they can live for centuries—some of the ghouls can even tell you what it was like before and during the Great War.
 
It’s all treated in a very gritty, hyper-realistic way, and the amount of care they put into making these characters so believable is very hard not to appreciate. Some characters end up following you during certain quests, and they will die if you don’t cover for them—which can be rather emotionally distressing if you’ve grown to like them.
 
In fact, the first thing I did after beating the game was revisit Vault 101 to find Amata. It sounds silly, but that sort of thing speaks volumes for this game’s level of characterization. It’s great.
 
Apart from that, you’ll also meet a variety of factions—though, perhaps not to the level of some other modern RPGs. The two biggest and most significant factions are the Enclave and the Brotherhood of Steel. The Enclave is a large political organization led by President of the United States, John Henry Eden. Described as the last bastion of the pre-war American government, the Enclave aims to rebuild the country and restore it to its former glory—by whatever means necessary, and often without any regard for human (and non-human) life. Collectively, they operate as the game’s primary antagonistic force, if you choose to be a hero.
 
The Brotherhood of Steel (BoS) is another shady organization of elite soldiers. Their power armor is iconic—a member’s helmet can be seen on the game’s cover; it’s one of the main symbols of the franchise. They have two main purposes: to protect the Wasteland, and to gather and preserve as much pre-war technology as they can find, similar to the Enclave—except they’re a lot more diplomatic. The conflict between the Enclave and the BoS becomes important towards the end of the game, and in general, though the Brotherhood is not necessarily a force for “good” (as evidenced by the Brotherhood Outcasts), they’re still enemies of the Enclave—so, by proxy, they’re friends of yours (again, if you choose to be a hero).
 
Both of these factions have their qualities and faults, and the game allows you to decide for yourself who you’ll end up trusting in the end.
 
One unfortunate thing to note about all these characters, however, is that they were all voiced by only a small handful of voice actors. I think I’ve only heard about ten or twelve unique adult voices in this game—and that can get kinda distracting, especially when some of the villains and good guys are voiced by the same person. It’s not a big deal, though—they all did a fine job (and they had to read a metric fuckton of lines, which I have a lot of respect for)—I just think they probably could’ve hired some more talent, if only for the sake of variety.
 
1c. The Side Quests
 
My favorite thing about the game’s story is not even the main quest itself. I, like most other people I know, actually preferred the side quests a lot more.
 
Side quests are essentially special favors that you can perform for some of the people you meet. Each side quest starts off rather simple ("Find this person," "Give x item to my brother in this location"), but there always seems to be a little bit more to each quest than meets the eye. For example—my personal favorite quest, Blood Ties, has you (at first) protecting a small village from a group of people who call themselves “the Family,” and rescue a boy that they’ve purportedly held hostage at their base. What you expect from this quest is to locate the Family, blast them all to hell, and take the kid (granted, you can do that, if you want to be an impulsive bastard, but just wait).
 
What ends up happening (if you’re willing to talk it out with their leader) is that you learn that the Family is actually a group of misunderstood (albeit highly psychologically damaged) people who—get this—call themselves “vampires,” because they’ve developed a taste for blood. They took the boy because he tried to eat his parents, and they wanted to put him in a safe place where he is accepted for being different. While that still sounds pretty crazy, the way it's explained in the game actually makes a lot of sense. After talking it out, you can simply ask the leader politely to stop attacking the village you’ve been trying to liberate. He then obliges, commending you for your reasonableness.

That sort of thing is very smart, and not at all what I’d expect from a game like this. You don't have to solve all your problems with brainless violence. And that’s just one side quest.
 
There’s another where you meet a ghoul called Mr. Crowley (nice little Ozzy reference there) in an underground tavern. He hates humans, and if you speak to him, he’ll tell you all about these people who are prejudiced towards ghouls, and how he wants them all dead. He ends up giving you a list of people, and says that he'll pay you to shoot them all in the head. From here, you have a choice—oblige, or find the individuals listed and try to warn them that some crazy ghoul wants them dead, instead of killing them. I just think that’s so cool how the game allows you to take paths like that.
 
To my understanding, there’s over forty more of them to complete. I’ve gone through about half of that, and while not every one of them is good, there’s still enough interesting shit involved to keep each one of them fresh. Often, you’ll find yourself just drowning in shit to do—I’ve had seven or eight different side quests to finish all at once before—which is fine, because the game allows you to finish them all at your own pace.

The bottom line is that the side quests are great, and they pretty much make up the meat of this game. It’s kinda like The Legend of Zelda: Majora’s Mask in that way. Finding all these interesting locations you’re sent to, talking to all these people you meet—the sense of adventure is spectacular. I mean, it's true that there’s a lot of games out there that pretty much have you doing the same sort of thing, but I think Fallout 3 happens to do it very well.
 
1d. The Lore
 
Holy shit. You could fill a library with the amount of lore this game has.
 
I’m not too big on lore myself—I find it interesting from the perspective of a casual observer, but I’m not one of these nerds who likes to know every little thing about a game’s lore (I’m also not a huge fan of reading). However, like with the morality system, I simply appreciate that it’s there. You CAN be a nerd and study the game’s lore if you want to, because there’s so much shit to sink your teeth into, but it’s not always necessary.
 
Since the game takes place centuries after a nuclear war, naturally, there’s going to be a lot of questions the audience may want answered. What was the Sino-American conflict over? When were the Vaults built? Did everyone have access to the Vaults? Who are these people attacking me, and what is their purpose? What the fuck are the Super Mutants and Centaurs? All of these questions (and many, many more) are answered if you wanna to sift through the ashes enough.
 
There’s many ways you can gather these little story details as you go along. NPCs are the easiest and most common way—you can ask them a wide variety of questions regarding their circumstances and whereabouts, and they’ll usually have some pretty interesting stuff to say. There’s also computer terminals that you can hack into, and read a bunch of dossiers about various people, places, and other things.
 
Sometimes you can even find notes in broken mailboxes in the remains of residential areas. My favorite type of lore, however, is when the game uses the environment, your surroundings, and imagery instead of text, so you can glean for yourself what’s going on, rather than being straight-up told. There’s bits and pieces of that in this game, as well, which complements the game’s immersion beautifully.
 
The lore is so rich, I could probably play the game nonstop for another year and still find new stuff hidden here and there. As cool as that sounds, however, I would argue that this is plays almost to the game’s detriment, and I’ll try to explain as succinctly as I can.
 
Because there’s so much shit to read, it can sometimes be difficult to separate important information from insignificant information. Fans looking to be loremasters won’t consider this an issue, but for players like me, who don’t always give a shit to know every little detail of the game’s universe, it can be a real drag having to keep track of all this stuff.
 
You might be asking—what makes information important? That’s a good question.
 
Information is important when a moral decision you make is dependent on it. For example—there’s a particular quest called Tranquility Lane (part of the main story) where you end up trapped in a VR simulation, along with a group of other people, while searching for your dad. The administrator of the simulation is an evil bastard, who disguises himself an innocent little girl. He has total control, and treats all of the people in the simulation as his personal playthings: he can torture them, terrorize them, and kill them—and they’ll be none the wiser. They don’t even realize that they’re just in a virtual world. When they die, he can simply bring them back to torture them all over again.
 
What you expect to be able to do is SAVE these people—that makes sense, right? You expect to find the administrator in his pod, kill him, and free all of his subjects. But as it turns out, you can’t do that—and the game never really makes that clear, unless you read some text that you previously thought was unnecessary.
 
What you’re supposed to know is that the VR simulations have been going on for centuries, and there is absolutely no way out of it; if the pods are released, they'll just die anyway. The solution is to activate a hidden failsafe that will cause a secret Chinese military simulation to run—violently killing everyone, not only in the simulation, but in real life, as well. That’s actually what you’re supposed to do. I find that extremely unintuitive, and the only way I could’ve known that is if I studied the game’s lore a bit closer than I did. I ended up playing the administrator’s stupid and sadistic game instead, all because I thought I was going to be able to save the people at the end. But nope.
 
I chose not to absorb every last detail of the mission, and I got punished for it. Now, to me, that’s bullshit, and I think the game could’ve went out of its way to make that a bit clearer—but really, I can’t be that angry over it. All the information I needed to have was given to me—I simply didn’t pay enough attention (to something that I didn’t think I’d have to pay that much attention to). I didn’t have my notes prepared for the test, so to speak. Still, I’d just prefer video games be video games, and not history lectures.
 
So yeah, just beware—make sure you fucking read everything. Don’t assume that the information you’re being fed is useless, because it might honestly come in handy later on.
 
Fortunately, most of the game doesn’t really work like that. In my opinion, it's better to have all the lore in the game be shit you can read at your own leisure, rather than trying to find a needle in a haystack. Granted, most of it is just for leisure—but not all of it, and that's really the one misgiving I have about the game's lore.
 
I can’t believe I’m just now finishing #1.



2. The Gameplay
 
This game is fun to play in ways that you probably wouldn’t expect at first.
 
Being an FPS with RPG elements, the gameplay is going to be stat-oriented. At the very beginning, you can set up your initial stat build. Your stats are, in order: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck (S.P.E.C.I.A.L.). You can raise and lower each of these stats to your liking—you can have a strong-but-dumb character, a quick-yet-frail character, a smart-yet-asocial character, et cetera. Personally, I like to make my characters as well-rounded as possible, so I choose to even out my stats. Jack-of-all-trades.
 
On top of your base S.P.E.C.I.A.L. stats, you also have a set of skills that you can improve on. Every time you level up, you’re given a few skill points with which you can raise your skills. The skills can range from how well you can wield heavy weaponry, how much damage you can take, how much you can heal yourself, how easily you can hack into computers, how easy you can sneak up on your opponents, how well you can repair your weapons, and perhaps most importantly, how well you can break into safes and other locked things. And more.
 
Figuring out what type of character you want to have is key, and some character builds are more effective than others—but it's all up to you. There’s also a perk system—a perk is like a passive special ability you gain when you level up. Some perks raise your stats further, increase your shooting accuracy, increase the amount of damage you deal to certain enemies, or give you completely unique abilities, like the ability to turn off hostile robots (if you sneak up on them), or the ability to eat dead corpses (seriously).
 
If someone doesn’t like the FPS-style gameplay, they have the option to switch to third-person, but I don’t recommend this at all. The game is very clearly designed to be played in first-person, and the third-person experience is, frankly, awful. It’s so awkward, you can barely see what you’re doing, and the camera? Just fucking horrible. Don’t even bother with it.
 
Now, to go into detail on some of the more intricate aspects of the gameplay…
 
2a. Combat & Weapons
 
What’s the most important thing about a shooting game? Answers may vary, but for me, it’s a combination of two things that are inextricably intertwined: How good the combat is, and how cool or fun the weapons are.
 
This, unfortunately, is one of the weaker aspects of Fallout 3.
 
I know I’m not alone on this—many people are rather dissatisfied with how the combat is treated in many Bethesda games—and this game is no exception. The most common word I hear used to describe this game’s combat “clunky,” and I absolutely agree.
 
The weapons in this game really aren’t that fun to use. You have a dinky little 10mm pistol to start off with—it’s very weak, and firing it just feels fucking bizarre. I can’t describe it—it’s just that, in every other shooter I’ve ever played, the pistol actually felt like a weapon, and not a piece of clicking cardboard. Amusingly, however, someone told me that I can actually take it all the way to the end of the game, and I did just that. It's not that it's a bad weapon, I guess—it's just horribly dodgy to use.
 
Along the way, you can find assault rifles (Chinese and American), hunting rifles, and shotguns, all of which are better, but they still feel incredibly awkward. Most of the weapons you’ll find are in very poor condition, and will stop working if they grow more damaged (same goes for armor)—so it’s paramount to have a high repair skill to help fix them.
 
Trying to aim with any of these weapons is a feat in and of itself, so the game introduces one of my least favorite features in a game, ever: The Vault-Tec Assisted Targeting System (V.A.T.S.)
 
V.A.T.S. is an automatic targeting system that allows you to lock on to any foe in your general vicinity, and fire at them in slow motion, Matrix-style. Once you lock on, you can actually choose which body part you want to fire at—their head, their chest, either of their arms or legs, or their weapon. It’ll even give you a percentage that denotes your chances of landing a hit on that particular area of their body, and with certain perks, these percentages can be raised even further. The amount of times you can shoot in V.A.T.S. is limited to your number of Action Points, or AP. This doesn’t end up being much of a deterrent, however. The purpose of this system, I guess, is to help with your shooting accuracy.
 
The problem I have with V.A.T.S. is that it makes the combat two things: Boring and easy. Once you initiate your attack, a bullet-time cutscene occurs, during which you are almost completely invincible. Critical hits happen much more often in V.A.T.S. than normal, so it basically gives you every advantage you can get—there’s no reason not to use it, and you end up relying on it, because the game’s manual aiming is so sucky and awkward.
 
Personally, I have a lot more fun actually firing and killing enemies myself, without the help of some cinematic targeting system. But the aiming is so quirky, and shooting enemies feels so unsatisfying, that it’s almost never worth it. Enemies never flinch, reel back, or give you any sort of indication that they’re being injured by your fire, which doesn’t really make fighting them all that fun. Now, granted, a lot of the enemies in this game are very large, and they tend to wear armor—but even the mole rats and dogs don’t react to you shooting or hitting them. The most they ever do is cry out in pain when they die (and sometimes you can shoot their heads off, too—which is honestly more disturbing and gross than anything else). Kinda lame.
 
My favorite weapon to use is the Shishkebab—a makeshift flaming sword made out of broken motorcycle parts that you can craft together on workbenches, once you have the schematics. Swinging it at enemies instantly lights them on fire, which causes residual damage. As they burn, most enemies scream bloody murder, which is the closest thing to satisfying the combat ever really gets. Other fun weapons to use are the proximity mines, which you can plant anywhere—like behind a door—and wait for your foes to trip them, and blow 'em to smithereens. The shotgun is nice, because it allows you to forgo V.A.T.S.—shotguns aren’t meant to be “accurate,” so you can’t go wrong with them at point-blank range.
 
Pretty much all the other weapons are lame—especially the energy weapons. So disappointing. They’re just not fun to use at all, and I don’t even know why. Even Halo did plasma weapons better.
 
You might be wondering about the enemies—are they at least fun or interesting to fight? Well, not really, to be honest. I won’t deny that I like some of the enemy designs—specifically the giant mutant animals you encounter, like the mole rats, the lobsters, the blowflies, the scorpions, and the bears—but they all follow the same basic “find player → run towards player” attack pattern. There is no strategy in the combat whatsoever—literally just point and fire, run if they get too close, and keep firing until the stupid thing is dead.

The human enemies—like the raiders (just a generic group of crazy fucktards who scavenge the wastes in search of nothing in particular) are a little bit smarter, and require a bit more strategy to kill, but they still end up being pretty brain-dead. Though, in hindsight, I suppose that type of behavior is fitting for the raiders...
 
The most annoying enemies in the game, the Super Mutants, are also one of Fallout’s most iconic. They’re a group of big, hulking yellow monstrosities who scream and yell a lot. They’re fucking annoying as fuck. I hate them—they’re not even difficult, they’re just bullet sponges. There’s many varieties of them—regular, Brute, Master, Overlord, and Behemoth, and they all pretty much fight the same way—the only difference is the type of weapons they use, and how long it takes to kill them. They’re the worst, and they’re everywhere in this game. A couple of them are actually friendly, however—look out for those.
 
So yeah—the game sort of drops the ball in terms of what I consider to be the most important aspect of any shooter. That sounds bad, but fortunately, however, I think the game still manages to excel at being fun in almost every other way.
 
I’ve heard that Fallout: New Vegas actually improves on the combat in a number of ways, which is great. I don’t know exactly how, but I’ll have to check it out some time.
 
2b. The Exploration
 
Fallout 3, true to its roots, is an open world RPG. It’s one of the largest and most detailed overworlds I’ve ever seen, and the exciting thing is that you get to explore every inch of it. Backtracking is mitigated somewhat by the ability to fast-travel, too, so you’ll never get bored of traveling to the same locations, if you ever need to.
 
The Wasteland is a beautiful mess. I love the scenery in all its dilapidated glory. Torn down villages greet you with their tattered and corroded welcome signs. Broken bridges tower over poisonous rivers that lead to nowhere. There's abandoned schools occupied by ravenous raiders. And of course, all those ghost towns, broken-down cities, and empty city metros you can visit.
 
Numerous measures are taken to make each new location you find as interesting as possible. You can pick up almost everything in this game—not just weapons and tools, but miscellaneous objects, like forks and plates and clipboards and billiard balls. Not all of this stuff is useful—in fact, I’m pretty sure the majority of the stuff you can collect has absolutely no use in the game whatsoever—but rummaging through all these useless knick-knacks makes it all the more personally gratifying when you actually find something of value in the rough.
 
Each new area is guaranteed to be a veritable goldmine for looting. Toolboxes, footlockers, and safes may not be unlocked—so you’ll have to use bobby pins to unlock them. There’s something undeniably thrilling about finding a locked container in a room and trying to open it with something as simple and unassuming as a bobby pin. Some locks, of course, are more difficult to open than others—the ones that are locked harder will contain more valuable stuff.
 
Sometimes, a safe will be sealed by a terminal, instead, and you’ll have to hack into its computer to open it. The way hacking puzzles work is incredibly stupid and unrealistic, but they’re still surprisingly fun. You’ll be given a selection of words—one of them is the password, and you have to find it in four attempts. For every attempt, it’ll tell you how many of the word’s letters match up with the real password (e.g. if “WATER” is the password, and “BAKER” is entered, it’ll tell you that you got 3/5 letters). It’s pretty nifty, actually. Being a bit of a word nerd myself, I really appreciated these puzzles.
 
You can’t pick up everything you see, of course—there’s a limit of things you can hold, and it’s dependent on an item’s weight. If you exceed that limit, you’ll start walking very slowly. That’s a clever limitation—I’m sure Fallout didn’t originally come up with that, but it makes more sense than having a set number of things you can carry.
 
2c. Atmosphere
 
I’m a huge fan of great atmosphere in movies or games—and this is one highly atmospheric game. A lot of this can be accounted for its relatively stripped-down soundtrack and dirty, dismal art and graphic design. Everything feels hopeless and downtrodden, and you feel kind of alone—not really in a Metroid way, though. The game is more Mad Max—in that the grittiness can almost be overbearing at times.
 
There’s a moment where you’re rummaging through an old pre-war library occupied by the Brotherhood of Steel, trying to find some ink, of all things. As you shift through the yards of rubble, you’ll come across the children’s section of the library—in which you can find a harrowing image: the rotting skeletons of deceased children strewn across the floor, like ragdolls. It’s pretty chilling, and puts the realism and cruelty of war into perspective—the whole “war is hell” theme is beaten into your head quite hard, and I’m perfectly okay with that. They sent such a powerful message just by using imagery—no fucking text. It allows you soak in the message on your own, rather than being told how to feel. That's what I like to see.
 
Other extremely atmospheric moments can be experienced when entering other Vaults. I haven’t given myself enough time to access more than a couple Vaults, but to be honest, after witnessing what I did in Vault 106, I’m not sure if I really care to visit any more of them. They’re pretty fucking scary—and it has nothing to do with what’s actually in them. It’s all to do with how they make you feel. You’re trapped in a maze with a bunch of people who have gone insane—and all you want is a way out. Sometimes, your vision gets all blurry, and you start hallucinating. Bethesda could make a decent horror game.
 
But of course, I can’t talk about the game’s atmosphere without bringing up how the overworld makes you feel, too. Days and nights go by rather quickly, and even though the game doesn’t ever really take the day/night system into account in any major way, I always make sure I never enter any new locations at night, simply because I feel safer during the day. Totally silly and irrational, but that’s just how the game makes me feel.
 
The radio is a great feature that’s also become one of Fallout’s hallmarks. Not only can you use the radio to pick up distress signals while roaming the wastes—you can also listen to a couple of straight-up music stations: Enclave Radio and Galaxy News Radio. The Enclave Radio exclusively plays American marching tunes, interspersed with brief fireside chats with President Eden—of which there aren’t very many, so it gets rather old quick. You gain access to his signal early on, so it’s a good way to introduce yourself to his character. His words are earnest, yet something still seems off about him.
 
Galaxy News Radio, however, is hosted by Threedog—a much more colorful personality, and a fan-favorite of the franchise, to my understanding. He plays a bunch of old ‘40s pop and R&B songs—an excellent touch, which is juxtaposed brilliantly by the treacherousness of the Wasteland. Having the radio on is actually a pretty cool and inventive way of calming your nerves: As you’re caving that fucking raider’s skull in with your newly-found brass knuckles, the silky vocals of the Ink Spots can help keep you chilled out—almost as a way to desensitize you to all the horrible shit that’s happening around you. Everything becomes normal and “okay” when the music's playing. That’s actually ingenious.
 
All in all, the game does a fantastic job of making you feel like the weight of the world is on your shoulders. It’s not the greatest feeling in the world, but you really feel it. I can’t say the same about other games, like Halo: CE, which made me feel absolutely nothing. The fact that there’s a concerted effort from the developers to elicit any sort of emotional response out of the player at all is, in my opinion, commendable.



3. Other Things I Liked
 
Here’s some smaller things I liked that I couldn’t quite fit anywhere else:
- Though I’m against drug use as a rule, I appreciate the clever implementation of drugs & alcohol in this game. A lot of drugs are addictive, and therefore dangerous to use—and drinking alcohol lowers your intelligence stat. Subtle anti-drug messages are good.
- Just all the little details. You can’t use the Shishkebab (the gas-powered flame sword) near gas leaks, or you will explode and die. If you jump from too high a height, your limbs will break. This game is more “realistic” than games that try to be realistic.
- Sometimes, there’ll be small rigs, like bear traps, mines, rigged shotguns, or tripwires that you’ll have to keep your eye out for and disarm before you trigger them. Even monitors can blow up without warning—make sure you check if a grenade is strapped to it first.



4. The Bugs, and Other Minor Game Flaws
 
While the game is mostly good, I cannot overlook the extremely high number of little flaws that the game has—and they really build up over time. (This is going to be very disorganized.)
 
The game is prone to freezing, and various other frame rate-related issues. If there’s too much shit happening on the screen at once, your game will run slow as fuck—this ended up nearly ruining the final mission for me, because there’s just so much shit happening.
 
Because the Wasteland is so vast, it can be difficult to account for each little crack, crevice, gape, fissure, opening, split, rift, interstice, and hole the game has—and make sure that, when you walk over it, you will not get stuck. You have to be very careful when walking around these jagged areas, because if you get stuck, you’re pretty much fucked—either fast travel to the nearest location, or, if you can’t do that, load up your last save, and lose all your progress up to that point. On rare occasions, you can even clip through the ground. Marvelous.
 
Saving is very important in this game—in fact, it almost completely breaks the game, because of how easily it can be abused. Because you can save the game at any point (and it is recommended that you save every five or ten minutes), a number of exploits are possible. For example: Did you fail a speech challenge? No worries! Just reload your last save and try it again! You can apply this to almost every situation in the game, and have everything go your way. Bullshit.
 
It feels almost like cheating, but you really do have to save all the time. You never know when you’ll come across a raider, armed with a fucking missile launcher (completely at random) who can instantly kill you in one shot—you have to be prepared for shit like that. But sometimes you won’t be. Having to save this often just to account for all the game’s bullshit randomness can get pretty tiresome at times, and it’s hard not to resist the temptation of taking advantage of your save states.
 
Even hacking puzzles are flawed. If you start running out of attempts, you can simply close out of the hacking puzzle, and enter it again—bam, you now have free attempts. Bullshit.
 
The quick-select system for weapons is bugged as fuck in ways that are difficult to put into words. It’s just very unresponsive, and I got fucked over on at least three separate occasions where I needed my quick-select to work, but it didn’t. I think if you repair one of your weapons, it actually takes it out of your quick-select—which is annoying.
 
Finally, I really think the karma system could have been fleshed out a little more. There’s not a whole lot that happens to you if you choose to be good or evil—future games like Infamous have shown how far we can take this “karma” thing we have going.
 
*Phew*
 
I think that’s everything. It’s enough, anyway.



5. Overall
 
With all its flaws, I think I’ve played myself a pretty fucking solid game. Funnily enough, I think I actually ended up enjoying it more than your average Fallout fan—and I don’t really consider myself one of those just yet.
 
I’ve heard a lot of people talk about how they didn’t like the writing, how the story was handled, or the combat—and while I completely agree that the combat was pretty mediocre, I think the flaws are vastly overshadowed by the rest of the game’s qualities—namely, the copious side quests, the wonderful characters, the exploration, the looting, the atmosphere, and of course, feeling in control of your world. Making those heavy moral decisions.
 
It’s not perfect—not even close—but I can see why so many people think it’s an important benchmark. The thing about games like this being put on a pedestal like that, though, is that it sets up unreasonable expectations for future generations—I tried this game a long time ago. I got bored, and put it down, disappointed. If we remove it from its high place in the industry, however, and just play it for what it is, it’s a fun game with lots of fun shit to do—and there’s still so much left for me to get done.
 
There’s better games out there, but I don’t dislike this one just because of that. I'd recommend this game to anyone who wants a highly immersive adventure, and anyone who has a penchant for games with rich, extensive lore.

I look forward to playing New Vegas and Fallout 4 at some point in the future.
 
Final score:
7/10



If you enjoyed reading this review, check out my other reviews:

Half-Life 2
Halo: Combat Evolved

396
Serious / Answering Cadenza's question
« on: January 07, 2016, 07:03:03 AM »
People who can reconcile with meat-eating AT ALL, IN ANY CAPACITY WHATSOEVER

Optimists.

"Realists," or anyone that doesn't identify as a pessimist; doesn't admit that realism and pessimism are basically the same.
Any chance you could give me a rundown of anti-natalism? It sounds like something I'd be opposed to on an axiomatic level so it'd be best if I heard about it from someone I can readily ask questions.

Also if you're up for it, could you go into more depth about the quotes above? These also aren't opinions I understand.
I mean, there's not really much to "run down," really--it's a pretty straight-forward philosophy, if you ask me. As long as you know what an anti-natalist is and what an anti-natalist believes, I can't imagine there's too much else for you to know, but I suppose I can preempt some initial concerns you might have regarding the belief.

Anti-natalism, as you know, is a belief concerned with the ethics of procreation. We're skeptical of it as a commonly-accepted convention of human rights, and we challenge our opposition ("natalists") to state what precisely gives them the right to essentially bring yet another person into the world against its will, or what precisely gives us the right to play dice with another sentient organism's welfare.

Anti-natalists believe that human beings have no such right, and as such, the creation of life--in any form--is a moral crime of the highest order, and we have a moral imperative to "cease & desist," as it were, and go extinct.

To the common man, that very idea will likely seem ludicrous, and this is understandable. We are biologically hardwired to want to survive. But that notion in our minds is just that--a biologically-constructed hardwiring. Not a rationally-constructed hardwiring--not a hardwiring constructed out of reason--but a biological hardwiring.

"If children were brought into the world by an act of pure reason alone, would the human race continue to exist? Would not a man rather have so much sympathy with the coming generation as to spare it the burden of existence, or at any rate not take it upon himself to impose that burden upon it in cold blood?"
- Arthur Schopenhauer (father of anti-natalism), 1851

The fact is, life is an imposition--none of us asked to be here, and none of us would ask to be here, if we were granted the ability to just sit and ponder it. We live in a world of hatred, violence, poverty, and neglect. Everything is imperfect. There is absolutely no logical reason any of us would want to be on this planet--and yet, we force well over 100 million people into the world every single year. People who didn't want it, people who didn't ask for it--but we gave it to them anyway, because of this silly, selfish notion in our heads that having children is a-okay.

This is where a lot of people tend to have questions.
Quote
You make the world sound so horrible, but I had a pretty good life. It can't be so bad, then, can it?
I'm afraid your personal experience with life is not sufficient evidence for life's purported virtue. Your life makes up less than 0.000000001% (that is not an exaggeration) of all the people who have ever lived. You simply cannot prove that, based on your personal life experience, that your child would have as "good" of a life as yours.

I say "good" in quotation marks, because the fact is, very few people are living "good" lives. People like to lie to themselves a lot, and pretend as though their lives matter. It keeps them sane, and it keeps them out of depression--personally, if I told myself that every day, I'd probably go insane. I prefer the truth of the matter.

A truly "good" life is a life free of all pain, suffering, and discomfort. Negative sensation is brought to its absolute minimum, and positive sensation is racked up to its absolute maximum. That's a good life. None of us have had that.

I've lived a fairly comfortable life myself. I was born in the first world as a straight, white, cisgendered male. My parents have been housing me for two decades, and I'm in college. I've checked my privilege. However, my life is not perfect. My family is poor, and I've been cursed with a number of decidedly disadvantageous personality traits and mood disorders that prevent me from having a more desirable life, but I digress.

Regardless of how my personal life has gone, however, I will not pretend as though I'm the only person in the universe. There's millions and millions of people, and billions and billions of other organisms on this planet, that are living in absolute squalor. As an anti-natalist, I account for all of these lives with humility.
Quote
You talk about suffering as though it's unmitigable, but without the bad, there can be no good. Couldn't it be arguing that our suffering ultimately makes us better people in the end?
While it's true that both pain and suffering can be used as heuristic teaching tools to not only prevent us from getting ourselves in dangerous situations, but also to give us valuable life experience that we can pass down to future generations (to keep them safe, and whatnot), I have a fundamental problem with the metaphysical construction of the universe, and I find that it ultimately supports my position in the end. Nobody should want to live in a universe where you must endure any level of adversity, or any degree of negative sensation, simply to "grow" as a person.

That is a fundamentally broken design.
Quote
But why would you want the human race to go extinct?
It's not necessarily that we want the human race to go extinct. Extinction is merely the byproduct of not having reproduced after a few decades.

Don't get me wrong--I personally have no sympathy whatsoever for the human race, and I really, really want us to go extinct, and I don't really care how. But anti-natalists who are less angry than myself will tell you that human extinction is not necessarily the "goal"--it's just our responsibility.
Quote
Does this mean you're okay with abortion?
Only when she's pregnant.
Quote
What if I want to be a father/mother?
The best alternative would be to adopt a child. Our adoption centers are absolutely filled to the brim right now. Many children need to be taken care of, and if you think you're up to the task, that would be your only feasible option.
Quote
What if I want my bloodline to continue?
Too bad. That is not a sufficient enough reason to impose life on anybody. That is an incredibly selfish justification.
Quote
How is having a child selfish? I think you're selfish for trying to take away my rights/take away the child's right to life!
This is where the arguments start getting very irrational and emotionally-charged.

Wanting to have a kid to extend your bloodline is axiomatically selfish. You are willing to risk it all--maybe your kid will have cancer. Maybe your kid will have two heads. Maybe your kid will have harlequin ichthyosis. You're willing to risk all of that just so you can stick your hand up and say, "I extended my bloodline." Why? What did you accomplish?

As for me being selfish, that's just silly. I'm the only one who's accounting for the fact that children have absolutely no say in their birth, and that should probably give you a little bit of pause.
Quote
Why do we need consent from something that doesn't exist yet? We can't do that.
The very fact that we can't do that is precisely what makes it so morally reprehensible in the first place.

The point is that the child will exist, and that's what makes the difference. We simply cannot ask for consent, and we will never, ever be able to--that's just something we're gonna philosophically have to deal with. There's no way around it. You're creating a life without its forethought.

It doesn't matter if they physically cannot consent--like I said, that's precisely why it's so wrong.
Quote
If someone isn't happy with their life, why don't they just kill themselves?
Well, you heartless prick, it's not that simple, is it?

First of all, there's the law. If I recall correctly, there are only four or five bumfuck countries in the world where you have the right to die. Now, what's the right to die? The right to die is essentially your right to walk into a hospital and ask to be euthanized.

You can't do this practically anywhere.

"Why do you have to get yourself euthanized anyway? Just buy a gun/a noose/these pills/etc."

Not all of us want to go out like that. That can be very messy, painful, unpleasant, and you're putting the burden of locating your body on somebody (perhaps a loved one, who will likely go into shock). Some of us would rather get the job done with more grace than that. Something a bit more humane than that. In America, we don't have that right.

Additionally, much of what makes suicide so difficult for a lot of people is the number of earthly attachments one may have. By the age you may be legally able to kill yourself (say, age 18), you will most likely have grown attached to a number of people, and killing yourself would likely result in... less than pleasant reactions from all the significant others you've left in your wake.

As for me? I have many things to do here on Earth. There's a lot of stuff I'd like to get done, and stuff that I'm currently in the process of doing. For example--As an anti-natalist, so early in the philosophy's history, it would be a complete and utter waste for me not to use the resources I have at my disposal to spread the good messages that I wish to spread--and they extend far beyond anti-natalism, too.

I wish to spread all my ideas. Veganism, feminism, the works.

I wouldn't make a very good advocate for the causes that I believe in if I were fucking dead, would I?



I'll answer your other questions in a separate post.

**The person I called a "heartless prick" was hypothetical. None of those questions were actually asked by anybody--they're just the most common arguments that I see from natalists. So yeah. No ban, please.

397
The Flood / A serious topic we ALL need to come to terms with.
« on: January 06, 2016, 02:55:40 PM »
I kind of have a sensitive topic tonight.

It's one of those things that I've meant to talk about for a very long time on Sep7agon, and I guess I only recently gained the bravery to do so. Like, I don't know, maybe it was cowardice that kept me from doing it earlier. I don't know. I guess you'll have to judge that.

But it's one of those things that, if you're not careful, like... if you're too honest about it, people will label you. You know, like, "Wow, you're such a fucking degenerate." And you know what? Whatever.

...I guess I'm dithering at this point. I mean, we're pretty much all adults here, so let's have an adult conversation.

I see no reason that people can't get together and have a conversation about these hoes.

They for everybody. Pass them all around--they at every party.
They ain't gon' be loyal, not for anybody. Still, I love these hoes.

These hoes. They for everybody. Oh, that was your girl? Oops, I'm sorry!
Don't bring her around--This just too much money. Yeah, I love these hoes.

She's a super freak, super freak
Met her in Liv last week
She was in there with Meek
In VIP, then she left with me
She said she fuck with Breezy
Do I wanna keep it? Nah, that ho too sleazy
Now she fuck with Jeezy
Don't believe me? The shit's all over TV
Now she work the pole, but you ain't know
That's how she make her dough
Seen her in New York
She was all throwed, forgot we met before
She say she fuck with Drake
I ain't surprised, all these hoes fucking with Drake
I asked why she out this way
Said she on a date, then she left with Trey
When will niggas learn?
Hoes like a doorknob, everybody gets a turn
Chicks be so high-class on the internet
But don't got shit she earned
She got that bag from Juicy J
She got that ass from Rudy Gay
Now your silly ass down on one knee
Fuck man, is you cray?

They for everybody.
Pass them all around--they at every party.
They ain't gon' be loyal, not for anybody.
Still, I love these hoes.

These hoes. They for everybody.
Oh, that was your girl? Oops, I'm sorry!
Don't bring her around--This just too much money.
Yeah, I love these hoes.

Man, I fell in love with a stripper
Funny thing is I fell back out of love quicker
They don't pay attention to love anyway
They only concerned with what the haters say
Bottles be turnin these girls into thots
Instagram turnin these wifes into hoes
No real life they just readin the comments
Mess with a real one and get you exposed
I had a time when my mine was caught up
My niggas was lookin like what is he on
My family was too scared to talk to a nigga
Ain't comin back now the case just got closed
She do what she told
Sharin' is carin' that pussy ain't gold
Sorry you ain't in control
You all about that money, thats shit that I throw
Just make sure you clean off that pole
They turn on the TV and get on the gram
And say that's relationship goals
Trust me don't save em' anything goes with...

They for everybody.
Pass them all around--they at every party.
They ain't gon' be loyal, not for anybody.
Still, I love these hoes.

These hoes. They for everybody.
Oh, that was your girl? Oops, I'm sorry!
Don't bring her around--This just too much money.
Yeah, I love these hoes.

Stop cuffing my nigga, is you the police?
Is you the police? Is you the police?
Why you cuffin' my nigga? Is you the police?
Is you the police? Is you the police?

They for everybody.
Pass them all around--they at every party.
They ain't gon' be loyal, not for anybody.
Still, I love these hoes.

These hoes. They for everybody.
Oh, that was your girl? Oops, I'm sorry!
Don't bring her around--This just too much money.
Yeah, I love these hoes.

398
The Flood / this is why i hate pandora
« on: January 03, 2016, 09:03:32 PM »
Nine Inch Nails Radio

Nine Inch Nails - Last (okay, good start)
Marilyn Manson - Tainted Love (shitty cover, but w/e)
A Perfect Circle - The Noose (meh)
Deftones - Change (would be okay, but they played some lame acoustic version)
Nine Inch Nails - Physical (one of NIN's worst covers)
Korn - Freak on a Leash (fucking why)
Marilyn Manson - Use Your Fist and Not Your Mouth (oh good, the worst song from his worst album)
A Perfect Circle - Blue (this is APC's only good song that i know of)
Tool - Schism (tool's worst single)
Nine Inch Nails - Sin (finally back on track)
Marilyn Manson - The Beautiful People (because i haven't heard THIS three hundred million times)
A Perfect Circle - Imagine (terrible, terrible john lennon cover)
Rob Zombie - Dragula (not a bad song, but what association does rob zombie have with NIN?)
Nine Inch Nails - Discipline (dumbass song from NIN's late career)
Drowning Pool - Bodies (wow, fuck you--skipped)
Emily Browning - Sweet Dreams (WHAT THE FUCK)

out of 16 songs, 3 were by NIN

i get that they like to play bands that are associated with the bands you like and shit, but

come the fuck on

itt:
post bad radio experiences

399
The Flood / Post the last thing you heard offline ITT
« on: January 03, 2016, 09:24:25 AM »
"Shut up, cat. I'll punch you in your stupid face." - my dad

400
The Flood / your favorite songs by your favorite artist(s)
« on: January 02, 2016, 04:22:14 PM »
Nine Inch Nails - And All That Could Have Been
Alice in Chains - Godsmack
System of a Down - Chop Suey!
Swans - She Loves Us
Death Grips - Artificial Death in the West
Tool - Vicarious
Judas Priest - Turbo Lover
Danny Brown - Pac Blood
Clipping - Get Up
The Prodigy - Death of the Prodigy Dancers
Smashing Pumpkins - Disarm
Tyler, the Creator - Tamale
Earl Sweatshirt - Burgundy
Run the Jewels - DDFH

looking for new music

401
The Flood / Dubs chooses my avatar (Zen wins)
« on: January 02, 2016, 09:16:57 AM »
T4R

Scrooge is happy that Christmas is over, and all he wants to do is rest, so it's time for something different.

I reserve the right to do whatever the fuck I want at the end of the day, regardless of who wins.

402
The Flood / Go the fuck to sleep
« on: January 02, 2016, 12:05:22 AM »
it's over

403
We can tell.

404
The Flood / Anita Sarkeesian - Star Wars: The Force Awakens Review
« on: December 31, 2015, 10:09:28 AM »
YouTube
Transcript
Back in May of 1980, Darth Vader revealed a shocking secret and left moviegoers to ponder its implications for three long years: He was Luke Skywalker’s father. The truth is that I have a deep, dark secret of my own: I’m not a Star Wars fan. Not having grown up with them, I first watched the original three movies sometime in my early twenties, then again a few years later. Both times I had the same reaction: They were fine. Clearly, they were an important part of cinematic history. But I wasn’t converted to Star Wars fandom the way millions of other viewers had been. So during Christmas, when a friend asked me if I wanted to go see it, I agreed, but was skeptical that I would enjoy myself. Much to my surprise, I did. It’s a fun movie and, unlike the tedious and lifeless prequels, it’s a solid Star Wars film, a spirited and exciting sci-fi adventure.


By far what I found most appealing about The Force Awakens, one of the most anticipated films of the decade in one of the most universally beloved film franchises of all time, is that its two main characters are a white woman and a black man. This is meaningful not only because it moves Star Wars into a space that better reflects its audience, but because the franchise is huge enough to influence the larger filmic landscape, and potentially nudge Hollywood toward consistently telling more inclusive stories. I also appreciated that women were widely present in this film as military commanders, tavern owners, and fighter pilots. (Female pilots were actually filmed for the climactic space battle in Return of the Jedi, but sadly they were cut from the final film.)


Rey, the young woman at the center of The Force Awakens, is immediately compelling. She isn’t stoic or emotionless or hardened by violence, and her humanity keeps her from being another example of the tired “strong female character” type we’ve seen too much of these past few decades. She’s resilient and has learned to fend for herself, but she isn’t a loner. She’s competent and capable but also recognizes that she has so much to learn, and she welcomes friendship and support on her adventure. The Force Awakens seems to establish that this trilogy will focus on Rey’s journey in much the same way that the original trilogy focused on Luke’s. From King Arthur to Luke Skywalker, we’ve been taught to associate the traditional hero’s journey with male figures; for a franchise as massive as Star Wars to demonstrate that it doesn’t always have to be this way is hugely significant.

And because Rey is such a winning hero, as the film progressed from one explosion to another and from one massacre to another, I just went with it. Star Wars has previously relegated tremendous slaughter and suffering to the background; in the original film, the entire planet of Alderaan is obliterated but little heed is paid to the incomprehensible loss. In The Force Awakens, too, genocide on an unspeakable scale is just a bump in the road for the only people who really matter–Rey, Finn, and their ragtag bunch of Republic pals. The movies don’t give the audience time to process the actual scale of the war, the actual loss of life, the actual morality or lack thereof on either side of the conflict, and that’s how they keep us enthralled. As one critic points out in this brutally accurate piece, “everything that puts you in the moment, when you’re watching it, falls apart as soon as you turn your brain back on.” However, my job is to always think about these things.

I don’t watch or play anything without thinking about and analyzing the content. And I’m okay with that. Thinking and critiquing and analyzing is what gives us better stories, so as enjoyable as the film was, it’s still just so Star Wars. The relationships were held together by wiring that’s as flimsy as the inner workings of the Millennium Falcon. Rey and Finn care deeply about each other almost immediately? Rey thinks of Han as a father figure after spending a few minutes flying the Falcon together? The film wasn’t the least bit concerned with actually developing its relationships, but rather expected us to fill in the gaping holes. But the portrayal of interpersonal relationships and character development is where film excels. It’s through witnessing connections form, deepen, become strained and renewed that a film can open itself up to us as viewers and let us relate to the incredible, emotional, human experiences the characters are having on their journeys.


Along with flimsily established relationships, The Force Awakens also faithfully duplicates another aspect of the earlier films, and it’s the main reason why I will probably never be a huge Star Wars fan: The binary nature of its depiction of good and evil is really reductive. The Rebellion vs. the Empire in the original trilogy, the Republic vs. the First Order in The Force Awakens–it’s all so simplistic that it inevitably becomes a very regressive, deeply conservative narrative.

In Star Wars, people have fates for which they are destined. With a few notable exceptions, good people are inherently good and evil people are inherently evil. When a person does change sides, it occurs completely, without any complexity or ambiguity. History seems destined to repeat itself in this galaxy far, far away: There will always be a Rebellion or a Republic fighting for freedom, and every crushed Empire will be replaced by a new First Order. Narratives like this work to reinforce the mythology that good and evil are clear absolutes that are in constant struggle, and in such a universe, lasting, systemic change is not possible.


The Force Awakens had opportunities to subvert, complicate, or at least play with this good vs. evil binary, but didn’t seize on them. I was intrigued by Finn’s resistance to his lifelong conditioning, and his obvious horror at acts of violence and torture. But it took all of a few moments until he was more then fine killing “the bad guys,” even though he had just been one of them. Weren’t they raised from childhood to be cogs in a military machine just like him? Don’t they have the same potential for good that he does? Are their lives so expendable? I was reminded of the cult favourite sci-fi show Farscape and the long process that Aeryn Sun went through to emotionally heal from her from military indoctrination and understand the horror of what she was trained to become. Of course, storytelling in cinema has to be more economical than on television, but The Force Awakens acts as if these moral concerns don’t even exist.

As I’ve said about a trillion times, we can love media and be critical of it at the same time, and I think this film is a grand test of this very mantra. As I watched the film, I was thinking about how fun it would be to cosplay as Rey with my own BB-8 rolling around by my side. But once the ride is over and I’m left to contemplate the substance of what The Force Awakens offers, it all falls apart. Rey’s journey isn’t over yet, though, and there’s opportunity for the next two films to develop the characters in more substantial ways and to complicate the simplistic lens through which the series has always framed notions of good and evil. If they do that, I just might become a Star Wars fan, after all.

TL;DR

She liked it. Mostly.

405
The Flood / TFA - Biggest opening weekend ever
« on: December 20, 2015, 05:49:39 PM »
http://fortune.com/2015/12/20/star-wars-opening-weekend/
Quote
The opening weekend for Star Wars: The Force Awakens is officially the biggest in North American box office history.

Its first weekend in theaters, the seventh film of the beloved franchise brought in $238 million, the Associated Press reports. The previous record-holder was Jurassic World, which made $208.8 million during its debut weekend over the summer.

Globally, Star Wars brought in $517 million, coming in just under the $525 million that Jurassic World made. However, the latter had the advantage of opening in China as well; The Force Awakens doesn’t come out there until Jan. 9.

No one's surprised, but it's been confirmed.

This could very well beat Avatar.

I still have to see it myself, but it'll probably be awhile.

406
The Flood / "but that's just my opinion"
« on: December 20, 2015, 03:27:21 PM »
oh, i thought it was someone else's opinion

thank you for clarifying

thank you for telling me that your opinion was indeed an opinionated statement

if you hadn't done that, i'd have to accuse you of stating your opinion as a fact

which, as we all know, is an unconscionable e-crime of the highest calibre

because instead of me using context clues and common sense to glean that you were stating an opinion

i need the obvious stated to me clearly and repeatedly to figure it out

and even though i'm obviously intelligent enough to figure out that you weren't trying to say your opinion is a fact

i'm still going to act like there's anything wrong with stating opinions without tacking "that's my opinion" at the end

because i'm an idiot



why do people think like this

407
The Flood / Rock & Roll Hall of Fame Inductees
« on: December 17, 2015, 11:40:13 AM »
http://www.usatoday.com/story/life/music/2015/12/17/rock-and-roll-hall-of-fame-2016/77366592/

maybe you guys remember how upset i was when NIN was not inducted last year
(when green day and stevie ray vaughan were) despite being very close

on the bill this year, we have:

Cheap Trick (meh)
Chicago (meh)
Deep Purple (okay)
Steve Miller (ugh)
N.W.A. (what... the fuck)

I don't know why I even let this bother me. The R&R HoF has been a joke since they inducted Madonna.

408
Done.

That was THE worst fucking Smash direct ever.

First they announce another fucking Fire Emblem character--the main guy from Fates.
So now we have SIX Fire Emblem characters. Great. Totally necessary.

Cloud looks lame as fuck, I'm sorry. At least I had the ballot character to look for, right?

So they announced it.

Bayonetta.

That's it--I'm done. Fuck this game. Fuck anyone who voted for this character. I'm done. I quit.

409
The Flood / Perfect Grammar Thread
« on: December 15, 2015, 01:03:14 PM »
Only posts with flawless grammar are allowed to be posted here.

For discussion value, let's talk about the weather.

Today, oddly enough, we've had the first snow of the season, despite the fact that we're now in the middle of December, and I'm in Michigan.

410
The Flood / Which looks better?
« on: December 15, 2015, 04:13:23 AM »

411
The Flood / having a star wars marathon with the fam
« on: December 14, 2015, 05:21:55 PM »
started with the phantom menace on the twelfth, attack of the clones yesterday, and just finished revenge of the sith

remind me why these movies are bad again

you know, because i just love starting shit

412
Gaming / Volcanion FINALLY revealed officially
« on: December 12, 2015, 12:13:24 PM »
http://www.idigitaltimes.com/pok%C3%A9mon-z-release-date-volcanion-revealed-latest-corocoro-will-appear-2016-movie-497365
(Ignore the clickbait title of this article--I don't see an actual release date for Z.)



We're finally getting Volcanion, though. That took way, way too long. We've known about him for what feels like two and a half years now. They only just released Hoopa in America a couple weeks ago (you have until the 23rd).

The US has had about twenty-five events for Generation VI, and only five of them have been worthwhile:
- Celebi
- Diancie (twice)
- Latios/Latias (still available)
- Shiny Rayquaza
- Hoopa (still available in the US)

Meanwhile, Japan still gets all the cool shit--and much earlier. I thought Gen VI was all about solidarity?

Discuss bullshit Pokémon events and why they shouldn't be a thing.

413
The Flood / Being straight-edge is cool as fuck
« on: December 09, 2015, 10:36:00 PM »
I can just tell people that I'm straight-edge

and people will instantly get pissed off

how cool is that

414
The Flood / if japan is actually "nippon"
« on: December 09, 2015, 09:13:28 PM »
where did "japan" come from

do japanese people give a fuck if you call it one thing or another

415
Gaming / Final Smash Direct: December 15th @ 2:00 PM (PT)
« on: December 09, 2015, 07:33:16 PM »
https://twitter.com/nintendoamerica/status/674589393080991744

get hpye for shadow mario and dark palnutella guys

416
The Flood / Stuff you desperately want to know, but never will
« on: December 09, 2015, 12:28:14 PM »
More than anything else in the world, I want to know exactly what happens after we die.

I don't want an afterlife--I want perfect nothingness.

I don't want to be reborn in some place like Bangladesh, without my previous life in memory.

I don't want to start all over again.

But above all, I just want to know. But I can't. All I can do is hope.

417
The Flood / everybody wants to be a bodybuilder
« on: December 07, 2015, 10:28:44 PM »
but don't nobody want to lift no heavy-ass weights

YouTube

418
Gaming / Capcom Cup - Kazunoko Wins - Long Live Street Fighter IV
« on: December 06, 2015, 08:34:37 PM »
http://www.twitch.tv/capcomfighters

Kazunoko defeats Daigo!

The top 8 players are now about to face off.

Players:
Daigo Umehara (Japan)
Xian (Singapore)
Poongko (South Korea)
Kazunoko (Japan)
Keoma (Brazil)
Snake Eyez (USA)
Infiltration (South Korea)
Misse (Japan)

Eliminated Players
Momochi (EVO champion last year)
Bonchan
GamerBee
Luffy
Tokido
Fuudo
Mago
Nemo
Xiao Hai
Justin Wong
Itabashi Zangief
Tonpy
NuckleDu
Dashio
801 Strider
Dieminion
Dark Jiewa
HumanBomb
Shiro
Problem X
Gackt
Valmaster
Dakou
RB

419
The Flood / Daily reminder that "overrated" does not mean "bad"
« on: December 06, 2015, 02:22:41 PM »
"You know, I think Empire Strikes Back is overrated."
"WHAT THE FUCK HOW COULD YOU NOT LIKE EMPIRE THAT MOVIE IS MY FUCKING CHILDHOOD"

maybe instead of getting angry at me for throwing some hot coals into your bottomless notions of childhood
you could sit down and recognize that things can be both "good" and "overrated"

and that your childhood is safe
yes, even in a world where someone like me can have a different opinion than you

this has been a PSA

420
The Flood / when do you plan on seeing star wars
« on: December 06, 2015, 01:41:35 PM »
are you gonna be at the premiere, or

are you gonna wait a few days/weeks

i'll probably be at the premiere, unfortunately

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