The Untitled Fallout

Last time on Falling Out with Athena, we gave ourselves a scary dose of radiation in pursuit of obtaining some sick power armor. But we survived! So did Tycho and Dogmeat, in the complete and utter absence of any anti-radiation medicine. I don’t even know how that works! But here we go!

So, you might think that our first step in acquiring sick power armor is to go back to the place that has the power armor, which we just gained the right to enter. Well, you’d be wrong. The first step is to actually go back to the Hub. Because our adventures in the weapons research lab has left us with a bunch of loot. We actually end up with the entire free spending money of all the shopkeepers in the Hub after selling only a portion of what we collected. But there’s also other business here.

You remember that time that we got spotted through a window by that group that was way too high level for us? No you don’t, because that never happened. But we go to check them out, deliberately this time.

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So, I blamed this group’s weird aggro on a glitch that time. They shouldn’t have spotted us from outside the building, but they did, and attacked us as we were just passing by. As I get closer to the building, it turns out it wasn’t a glitch, so much as it was an unfortunate confluence of programming. Apparently, one of the NPCs, randomly wandering around, had meandered into their building and opened the door. The opened door set their aggro onto high alert, and bad things followed for us. They’re supposed to be after us for opening the door, but I guess random jerks invading their space instead makes them angry at us. So it wasn’t a glitch, just a weird confluence of random programming that we ended up taking the blame for.

It doesn’t matter this time, because we make them angry at us on purpose. Theoretically, we’ve been given no reason to bother. Just a bunch of weirdly aggressive make my day types who we’ve been given zero context on or reason to bother with. I mean, yes, there’s something out there that would key us into the fact that, you know, maybe these crazy violent thugs in a random building in the bad side of town have something to hide that we want in on, but we’re saving ourselves some time and skipping over the part of this sidequest where they ask us to do this thing we’re doing right now.

Last time we came across them, these guys kind of mopped the floor with us. We’ve built up plenty of levels since then, though. We have better equipment. Better armor. Better gear in general. Well, Tycho and Dogmeat don’t, but Athena does. And she takes advantage of it.

The biggest risk in this room is the guy with the combat shotgun across the way from us. He has a lot of HP, and one of the strongest small guns in the game. It’s the next level shotgun up from the model Tycho is carrying. Shot for shot, it’s still weaker than the .223 pistol Athena bears, but it has a burst fire mode that makes it truly dangerous. Get hit with a burst of that, and I’m not sure if even Athena’s new combat armor would be able to keep her from getting one-shot.

Luckily, the guy never resorts to it. Over confidence, I guess. Athena plings shots against him while Tycho, Dogmeat, and the other three thugs move around her.

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One of the thugs gets into melee range with Athena. I had discounted him, because he’s wielding spiked brass knuckles, which isn’t nearly as strong a weapon as that combat shotgun. I came to regret it, though. Dude still does some solid damage. Dogmeat’s got our back, though. Comes up, scores a few hits on him, one of which is a critical hit that knocks him to the ground. Gives us some breathing room to heal up after that.

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Punchman starts harrying Tycho, but Tycho guns him down. Athena has to heal up a bit once more, but she starts overcoming the combat shotgun guy in a battle of attrition, and the thug starts making a break for it and fleeing. Both Dogmeat and Tycho give chase, and end up slaying him on the streets. The guards are surprisingly calm about a pitched firefight spilling out right in front of them.

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Of course, this wouldn’t be us if we didn’t accidentally shoot ourselves in the middle of the fight.

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In any case, Athena mops up inside. One of the surviving guards decides to run outside, right into Tycho and Dogmeat’s loving attention. Continue reading

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On Shin Megami Tensei

Athena over at AmbiGaming had posed the question recently. What’s a game you love but never talk about? I recently started replaying it again, so it was a pretty easy answer for me. Shin Megami Tensei. I’ve talked about other games in the series, some of them at length, but I don’t really talk about the Super Famicom original all that much. That got me thinking. Well, everything gets me thinking because my brain is just so big from knowing so much stuff, but that got me thinking specifically about this game. Maybe it’s time to correct that whole not talking about this game thing. Let’s talk about Shin Megami Tensei.

You might know the Megami Tensei series. The majority of the releases for the past decade and a half have seen western soils. Outside of the Persona series, they’re not really hitting mainstream attention, but they still draw plenty of their own groups to them. They series as a whole is known for a lot of things. Mixing a lot of recognizable figures from religion, mythology, and folklore, and letting you fight/ally yourself with them. Being really hard. Having God as the big bad guy. Or, back in the old days, being a classic JRPG series that never had a hope of being marketed to America through NOA’s content policies.

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That last one is how I first came across the game. The Megami Tensei series is one of my favorite ones. It was Persona 4 that introduced me to a lot of it, showed me magic and convinced me to dive in deeper, but my introduction to the series actually came years earlier with this game. Back when I was a cub, I had a friend. I know, I know, stem your surprise. Anyways, friend’s older brother was big into import games. Had himself a modded SNES, which seemed super cool and elite until I grew up and learned that all that entailed was knocking out the little tabs in the cartridge holder so that the SFC cartridges fit in the American SNES. As I recall, he had himself a rather sizable collection of Japanese games as well. Friend and I had some good times alternatively watching him play and playing through a bunch of games, including this one, although outside of when he explained things to us, we really had no idea what was going on in game.

Fast forward a couple of years. My family had moved away. Our parents kept in touch, but he and I didn’t. After graduating college, I committed to spending a year as an Americorps volunteer in an economically blighted area in middle of nowhere America. Early on, my mother had sent me a care package. Well, apparently she’d been talking to her friends about it, because my old friend had sent her a couple things to include in there, including the old copy of Shin Megami Tensei. I ended up spending long, long hours with that game, trial and erroring my way through the Japanese text until I finally found a translation guide online and could play it fully. I spent a lot of time with that game. That proved to be a very transitional time in my life, wherein I lost a lot of the old and found a lot of the new, and a lot of my memories about all that have gotten tied up in my thoughts about Shin Megami Tensei.

Artistic works, whether visual arts, movies, books, games, whatever, often end up meaning something to us, moreso than the work itself. Shin Megami Tensei is one of those games to me.  It’s been a constant companion for me, a game I come back to every once in a while just to relive.  It was even the subject of the first LP I ever attempted, although a similar transitional time in my life interrupted that.  Maybe that’ll be one that finds new life here eventually.

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Going Down, Fallout-Style

Hey, boys and girls. It’s that time again. What time? Fallout time.

So last time, we had a bit of an abbreviated session where we decided we want some sick power armor and now we’re in a hole in the ground in an irradiated hellscape.

But it’s not just any hole in the ground! This is the West-Tek Weapons Research Facility, which we don’t know yet but sorry, I’m bad at spoilers. Otherwise known as the Glow. Because it’s so irradiated, that things glow here. Athena popped some pills, so she’s probably alright. Or is she? Find out below!

Yeah, she’s alright. Sorry. I’m bad at spoilers.

I’m also bad at screenshots too, because looking things over again, I didn’t take enough. So I’m just going to have to do the writer thing here, and paint you all some pictures with my words.

Outside the giant hole in the ground, there’s a dead loser. I’m not kidding. The game actually calls the poor sap that. Inside, we find corpses all over the place. Some of which look like they’ve been here a while. Some of which not so much. There’s a lot of corpses that look out of place here. Some people that are obviously from the outside world. It seems the Brotherhood have been sending their random wannabe joiners out here for a while. Probably not been getting many back.

Athena’s going to turn that right on its head.

So, there are four main dangers here. The first, and the most obvious, is the radiation. This is the only place in the game where we have to worry about radiation, but it is a doozy here. Athena’s endurance is on the low side, so even making it here without being struck with radiation poisoning takes some doing. Much less hanging around here. I brought just a bit over the bare minimum needed to get through here, but any drug is going to lose its effect with time, Rad-X included.

Luckily, time proceeds really slowly when we’re dungeon diving. As long as we don’t do anything stupid, we’ll be fine. Granted, Athena’s a night person, and it’s daylight out, so the chances of us doing something stupid have increased, but she’s still much smarter than the average bear, so trust me, we’ll be fine.

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The second danger is that the first floor is littered with traps. Dogmeat and Athena both have enough skill with traps to detect when they’re near, but not enough to do anything about them. Especially because Dogmeat never stops blasted moving around! We trip quite a few as we make our way around the giant gaping hole in the center of the facility.

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As you might expect from a weapons research facility, the Glow is loot heaven. We’re just scratching the surface on the first floor, but already we collect some high tech equipment, some bullets, and some skill-boosting books. Athena’s tempted to read them right now, but that would be one of those stupid things we talked about earlier. I’m a night person too, and I’m playing this game at night, so my intelligence is heightened. I’m able to avoid the temptation.

There’s a dead Brotherhood of Steel member near a computer terminal, in full power armor. Athena gets excited, but no. It’s seals aren’t sound, and it’s let in so much radiation it killed the person inside of it already. It’s probably a deathtrap. A sick, sick deathtrap. The brother is carrying two things of interest. A yellow keycard, and a holodisc in which he recorded his last moments. With the holodisc, we could go back to the Brotherhood and prove we made it in and out of the Glow, as required for initiation. I mean, we could do that, if you missed what I said earlier about loot heaven. This is probably the best place to get cool stuff in the game, outside of maybe the Brotherhood themselves. A lot of the very best stuff is going to be useless to Athena, because you guys tagged her small guns skills in the beginning and I want to respect that instead of turning her into a mini-gun toting she-warrior anyway. But there’s still a handful of very important things I want to pick up here.

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The holodisc itself details a rather grisly scene for the poor fellow who held it. A contingent of Brotherhood folks were investigating this place. Had no trouble with the first two levels of the facility, but tripped some security sensors on the third, and had to fight their way out through a bunch of battle bots. This poor fellow was separated from the rest of his crew, noticed his armor was no longer air tight and thus no longer radiation-proof, and succumbed. Not pleasant.

But hey, what say we just wander into the same danger he fell to, eh? The terminal next to him has some access to the power controls of the facility, but the primary power is non-operable and we leave the emergence power alone. It’s at least powering the elevators, which we use the keycard he was carrying to access. The doors were electrified, because apparently just not opening isn’t enough to keep people out, but the keycard takes care of that. We head down to the second level.

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On the second level, we find robots. And also traps that we notice but can’t do anything about so we just endured them, but robots. Not just any robots. These are the same types of robots that cut the Brotherhood apart. Security robots. Deathbots. They might have lasers or something. And if the Brotherhood in their sick power armor couldn’t stand up to them, what chance does Athena in her lame metal spiky punk armor, Tycho in his leather armor, and Dogmeat in her no armor stand?

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Night of the Living Fallout

So last time… actually, you know what? You remember last time. I know you do. Let’s not worry about the usual intro here.

What? Ok, there’s that guy, over there. He doesn’t remember what happened last time. Do you believe it? What a jerk. But yeah, I guess we need to include him to. So here’s for that guy. Last time on Athena and the Lost Souls, our master thief had finally discovered her most solid lead as to the location of the water chip yet. The Water Merchants in the Hub suspected that the folks of nearby The Necropolis, which is sure to be a friendly and happy place, had their own source of water and most probably would have a water chip of some kind around. In pursuit of salvation for her people, Athena treks all day across the waste until she crosses some ruined signs from an ancient age claiming she’s entering Bakersfield, California.

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It’s a little worse for wear. But she’s here. The Necropolis.

Immediately on entering town, Athena notes that there’s no life to be seen and the stench of death pervades the air. Just like the modern Bakersfield, California that we all know, am I right? (Seriously, am I right in saying that? I’ve never been to Bakersfield.) She does spot a group of locals in the distance, and approaches them.

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There’s something a little off there. They’re not very talkative. But they are very ugly. And punchy.

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Not that they do anything, though. The ghoul beats its fists limply against Athena’s metal armor.

Athena’s gun does slightly more damage than that. Blows it away in a single shot. In fact, Athena and Tycho mop up that whole group before Dogmeat even gets close enough to attach. No problem.

There’s another group of these feral ghouls a bit further up north. They’re stronger. Not strong enough to pose a problem, but strong enough that it takes more than one hit to bring them down. So, you know, Athena has to spend a bit more ammo dealing with them. That’s about it.

Then we run into a problem. See, the place we entered town? Completely surrounded by debris. Athena tries going to the north. Can’t get anywhere. She tries going to the west. Nothing doing. East and south only lead out of town. In fact, the only options available to her are to leave and… no.

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Athena finds a manhole cover, leading into the sewers, that looks like it was used recently and begins to wonder if saving the lives of everyone she’s ever known or loved is really all that worth it. I mean, sure, on the one hand, that’s thousands of lives lost in a horrible tragedy if she doesn’t secure that water chip. On the other hand, there’s poop down there.

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Dirty Deeds in Fallout

Last time, y’all decided that our dear, sweet, lovely Athena, so new to the cruelties of the wasteland, so innocent to the horrors of life, only ever wanted to make it a better place to live, was going to be a down and dirty thief. Such a heel turn. And frankly, I’m ashamed of you all. How could you do that to her? Turn someone who so far had never done anything foul against anyone that didn’t deserve it into someone who would willingly violate the sanctity of someone’s home, take something precious and irreplaceable to them, and hand it over to someone else for nothing other than a handful of bottlecaps? I hope you all feel really bad with yourselves.
Which is to say, I actually already did this in the same session I was doing everything else last update, so I’m really glad you voted the way you did.

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But before we get to our Dirty Deeds Done Dirt ExpensivebecauseAthenadon’tcomecheap, let’s get some errands out of the way. First off, we check with Jasmine, a member of the Circle of Thieves on our way out the door. She hands us some flares and a lockpicking kit to get ready for the job ahead of us. We already have a lockpicking kit, and I don’t know what we’re supposed to do with flares given that we’re operating in the shadows now. Vendor trash, the both of them.
She also warns us not to do anything against Hightower, our little thieving target here, other than take his stuff. He’s apparently really good to the Circle of Thieves. He doesn’t know it, but he is. If he gets iced and someone with better security takes his place, they’ll be out money. So peace and discretion is the name of the day. Sort of.

We leave the circle, and start heading back towards central The Hub. On the way there, you remember the building I mentioned last time that has several toughs we’re not yet strong enough to handle? One of them sees us through a window as we pass by, and the entire group of way higher-leveled and better equipped enemies pile onto us. Uh…. that wasn’t supposed to happen.

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And look, I know I’ve had some fun getting Athena into and out of situations she’s barely specced to handle, but not this one. This one doesn’t go well. Continue reading

The Fallout Legend-Killer

Man, it’s been a while, hasn’t it. Let’s go ahead and correct that.

So, last time on Aether and the Falling Outs, Athena killed some people for money. And this was a good things. Let’s see if we can keep that momentum going, shall we?

Also, Butch, master of the Far Go Traders, asked us to investigate why his caravans are going missing. We suspect a completely unproven urban legend that all the sensible people we know think is completely bonkers. That one chatty woman that buys our corpse-lootings suggested we check with a couple of people on the east side of town for more info, so let’s do that.

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The east side of town… not the best. There is a conspicuous lack of police presence in these parts. And the Hub is the biggest population center in this section of the wasteland. Which means it has a lot of crime, and outside of Decker, a lot of them are hanging out here. Case in point, this building. Full of guys. Bad guys. Specifically, bad guys who are both stronger and more numerous than we are right now, and who will immediately attempt to kill us if we indulge out natural player curiosity and attempt to look at everything in the game. This building will be important for us later on, but it’s a little too much for us to handle right now. So lets leave it alone for a bit, shall we?

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Instead, we head south a bit, and talk to this guy. Uh, sorta.

He’s what they used to call ‘touched by the gods’. Has an alternate view of the world. He suggests we go inside. Talk to Harold. This next guy.

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This guy. He is important. You won’t know this now. But you might have seen him if you’ve played later games in the series. He, or at least some person pretending to be him (Fallout Tactics is a weird one) has been in every single Fallout game released between this one and Fallout 3. Continue reading

Fallout Chapter 10: The Wheels of Justice

So, last time on Balls Out Fallout, we let you folks make a few choices. We’re hear to see the results of them today.

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First up, comes good old Iguana Bob. Hub street food vendor.  Runs a ‘family’ eating place in the most literal sense. As you may recall, we ran into one of his suppliers in Doc Morbid’s morgue back in Junktown, and found that not all of his ingredients are entirely kosher, and you guys decided that we need to shut his operation down. But there’s a bit of a problem here. The city is very well patrolled, and we’re in a rather public area. If we were to start anything with him, the guards would be on us in a flash. It’s pretty simple to piss Bob off to the point where he starts the fight himself, so we can just proactively defend ourselves against him which wouldn’t draw any of the po-pos here, but I promised to show you guys a neat trick involving a sack today.

Before we get into that, though, I want to make sure that Bob knows why he has this coming. Athena walks over and starts chatting him up.

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We start on what would be a really cool Soylent Green bit, but Bob shuts us up. Then he tries to justify it. He’s not the one killing people! They’re already dead! It’s environmentally friendly! Doesn’t Athena like the environment?

Athena does not in fact like the environment. This environment never stops trying to kill her and has not had the good graces to invent Dragon Age yet to make up for it. She tells him so. He stoops to threats, but does not draw his weapon yet. Athena ends the conversation.

I told you before that the burlap sack is the ultimate assassination tool. I was a little hyperbolic in that. The sack is not the ultimate assassination tool. It is half of the ultimate assassination tool. When we get the other half assembled, we are going to kill Iguana Bob in broad daylight, right in front of the police, with nobody having any idea of what happened. Continue reading