Category Archives: musings

30 Days of Gaming, #23 – Game with the best graphics or art style

Gameplay always trumps graphics for me, but there are the occasional videogames where the graphics or art style simply just can’t be ignored. It almost gets in the way of whatever you’re trying to get character X to do, and you have to give in, take a hit, sit back and gaze upon the sweat and tears of artists and designers and visionaries alike.

In this generation of gaming, high-res graphics are pushing the boundaries of real and unreal, bringing in unbelievable lighting, textures, and movement. Those cars in the latest Gran Turismo games might as well be plucked right off some heavily raced and televised track; those plants and jungle bushes in Uncharted are covered in bugs, and you know it; those faces in L.A. Noire are true faces, skinned off their respective actors by sick-minded men like Dr. Hannibal Lector and tossed into the game to give you a realism unlike any you’ve previously seen. There’s a new level of game graphics, as well as a new horde of gamers demanding they get better and better. That’s cool and all, but I’m a firm believer that we’ve reached the peak–or a few feet from it–and that this is as good as it gets, which is fine because realistic graphics are not the be-all, end-all, and you just have to look at the indie gaming scene to see what can be done with less…or more creativity.

Games like Limbo, PixelJunk Shooter, Bit.Trip Void, and The Misadventures of P.B. Winterbottom all stand tall with stellar gameplay and a look to match it. Would Limbo have been as haunting as it was if you could actually read the little boy’s expressions? Most likely no. Would those quirky pie puzzles feel as quirky if it wasn’t for that silent films-esque presentation? But enough about those titles. Let’s get wet.

I think Aquaria has a fantastic look to it, nailing a world we honestly don’t know too much about and only get to glimpse sparingly through documentaries or movies or fascinating photos. Like in Finding Nemo, the scenes set underwater in the wild ocean where life is all colors and bubbles were a sight to behold. It’s so foreign and strange under the water, and yet it can be equally calming and uplifting, just floating in the blue, weightless, full of wonder. There are two men behind Aquaria, Derek Yu and Alec Holowka, and Yu was the lead artist. His work gives Aquaria a hand-drawn, storybook style, complimenting the 2D exploration gameplay. It looks gorgeous in screenshots, and then doubly in action. Loneliness is an important theme and feeling in the game; one certainly feels all by their lonesome when swimming gently through open waters or the kelp forest. Items are more detailed in the foreground, but blurry shadows and outlines of other structures in the background give off a great sense of scale. And brain coral never looked so brainy.

I do vow to return to Aquaria and Naija’s troubles someday, maybe a day when my Mac isn’t on the verge of breaking. At least for one more look at beauty in motion.

Four heroes, one light, a final fantasy, and trying again

Tara got me Final Fantasy: The 4 Heroes of Light this past Christmas, and I played a bit of it, but quickly found myself stuck, my party of four split and unsure of where to go next. It was all so very unclear. And that’s a shame as the game itself is gorgeous to look at on the Nintendo DS, with a storybook feel to the graphics and classic fantasy soundtrack and adorably colorful towns to explore. I also loved the way the job system was implemented, focusing on wearing different crowns and enhancing them with dropped gems from defeated monsters. And just like in Dragon Quest IX, changing gear and hats reflects truly with your characters, meaning that sword of +2 fire looks like it means it. From what I played, it was a good game, but also brutally difficult.

The high difficulty–in my eyes–stems from two parts. The first has to do with the battle system; it’s traditional turn-based fighting with a seemingly minor change, but it’s one that can mean the difference between surviving a commonplace fight or failing and losing a good chunk of your gems. See, you don’t get to select who you are attacking or healing or using an item on. You just select Attack, Heal, or Item and hope that the AI behind all the menus can do the correct and smart thing. Sometimes it does, sometimes it doesn’t, leading to a couple frustrating fights, especially when the bosses come stomping around. The other reason for FF: T4HoL‘s difficulty has to do with its love of gameplay design of yesteryear; there’s no map, no in-game message on what to do next, no quest log, no sense of true accomplishment when it comes to rescuing a prisoner or defeating a legendary monster, no hand-holding whatsoever. You are a hero of light, and you are on your own. The story is simple and without pepper, meaning it can be forgotten easily even as you play the dang game, but thank goodness for online walkthroughs.

That said, I’ve recently gotten back into the game thanks to this wee vacation of mine. I had to grind a bit to get my only two heroes in the party (Aire Samantha and Jusqua Goyle) high enough to beat a specific dungeon, but now I’m making much more progress and much easier at that. Currently, we’re inside a mysterious whirlpool in Liberte, fighting off a lot of water elemental enemies and slimes that like to merge with their brethren. I’m hoping to unlock more crowns sooner than later though as the measly three right now are not enough to call life exciting. Evidently, there are a few crowns you can get from playing wireless multiplayer games with other FF: T4HoL players, but alas, every time I log on, there’s no one to join up with. Guess I should start pretending like these Seamstress and Beastmaster crowns don’t exist anymore. Waaaaaaaaah.

And that’s the update for now on being a hero of light. I’ll be back to let you know if when evil is destroyed for all of time.

A vacation is having nothing to do and all day to do it in

Hey, Grinding Down readers, did I mention that I’m on vacation? Well…I am.

That’s not to say I haven’t been gaming some because vacation, to me, does imply some videogaming, but just not enough to get the creative juices flowing for writing over here. I did end up purchasing two more downloadable titles for my Nintendo 3DS: Super Mario Land and Dragon Quest Wars. I love the former for nostalgia and beat it in one sitting in less than half an hour, and the latter is a little weird and unclear, but I’ll continue to give it a sporting try.

Speaking of sports, I’ve also played some golf while on vacation, and this is real life golf, with real life sweating and real life swings and real life pars. I got par on a par 3 hole, and that’s all I will ever need out of that sport, truthfully. I also ended up winning minigolf last night at the Ocean City boardwalk, using my skillz efficiently and effectively. Going golfing again today; don’t be too jealous.

When not using my Xbox 360 to show my sisters the greatness that is Game of Thrones, I’ve been playing some more L.A. Noire. Closing in on the end of the game, methinks. Hoping it all comes together in the end because it seems more like we’ve already reached the title’s peak, and now there’s nowhere to go but down. Like, I’m still waiting for the newspapers and war flashbacks to click, and then for Cole to make something of himself in Los Angeles.

Naturally, while on vacation, I’m spending some time thinking about what I’ll do after vacation is over. The third DLC for Fallout: New Vegas, Old World Blues, comes out next week, as does Bastion…I think. Too lazy to actually look this up for confirmation. Being a videogame journalist is tough work, y’know. Then there’s the final Harry Potter movie, as well as A Dance With Dragons to zoom through and beginning to slowly move out of the Leaky Cauldron, making for one crazy stressful time upon returning to the real world.

Oh, and there’s been a lot of Munchkin happening in South Jersey. More on that later, but I will say that Munchkin Zombies is particulary fantastic. Mmm brains…

Okay, gotta put pants on to go golfing. The course I’m going to has a strict “must wear pants” policy.

The top five greatest things about L.A. Noire

L.A. Noire is not Grand Theft Auto IV set in the 1940s, and for that I’m eternally happy. That’s not what I wanted. I wanted that open-world feel, but more guidance, more direction, and that seems to be the case here, pun intended. A linear game set in an open Los Angeles that, if you want, you can go explore and get lost in and attempt to run citizens over. But you’re a good-natured detective, and a detective like that moves slowly, meticulously, combing crime scenes for clues and interrogating suspects and musing with partners over possible plans of action. Sometimes action takes precendence, with Cole chasing suspects on foot or car, or trying to survive a shootout, or desperately trying to keep his hat on during a fistfight. But it’s the detective work and questioning of suspects and branching paths that make L.A. Noire its own game, and not just Grand Theft Los Angeles.

Oh, and here are five other great things about L.A. Noire:

5. Make a face, any face

This might surprise some to find my praise of the facial animation not number one of this insignificant list of mine, but that’s how I roll. I like the face work, I do. It’s very impressive, especially considering that both Tara and I immediately recognized Greg Grunberg as Hugo Moller just on his face alone. We were like, “Hey, it’s that guy!” And we were right. It was that guy. And we recognized him before he spoke, whereas it is often the opposite that confirms a suspicion about a voice actor in a videogame. And then Hugo began to talk, and it was like I wasn’t even in a videogame anymore, just a show on TV, where a guy was being questioned, and he was answering accordingly, twitching and looking away and furrowing his brow as we all do, and we had judgment calls to make.

4. All that jazz

In the late 1940s, after the horror of World War II, music reflected American enthusiasm tempered with European disillusionment. Jazz and solo singers breaking free from big band ensembles ate up the limelight, and Rockstar took it a step further for L.A. Noire‘s soundtrack, utilizing the remixing skills of some of today’s best DJs to create new versions of the old. Billie Holiday, Ella Fitzgerald, and Lionel Hampton are re-imagined in spectacular ways. Take a listen, I promise you that the songs are intoxicating and hypnotic. It’s a shame that I don’t drive around more to listen to them, but more on that in a bit.

3. That carrot is not irrelevant

When at a crime scene and searching for clues, Cole can pick up and inspect a number of items, many of which are either red herrings or simply inconsequential to the case. My favorite pick-ups are inside a suspect’s house, where Cole will meander into the kitchen, pick up a carrot, and stare at it for minutes before finally deciding that, yes, it’s most likely not the murder weapon. I’ve also noticed his love for picking up boxes of laundry detergent. Either way, it’s nice that they kept these items in, as it does give the feeling of truly examining a crime scene, no matter how silly they ultimately are. Always examine shoes, too.

2. Baby steps up the stairs

Y’all might think the facial motion capturing work in L.A. Noire is its greatest achievement, but you’d be wrong. Somehow, after seven years of programming and coding and researching, the people at Rockstar and Team Bondi were able to perfectly capture the way people climb stairs. If you don’t hold down the run button, Cole will climb a set of stairs in itty bitty steps, bobbing his head all the way up, like a jogger running in place. It’s hilarious and at the same time instantly recognizable; we’ve all gone up stairs like this at one time or another, placing both feet on each step all the way to the top, and it only helps to nail down immersion and authenticity.

1. You drive, I’m lazy

Most cop-work is done in pairs. Partners are not just a stereotype of the cop genre, but an integral aspect of working the streets and solving crimes. Plus, they can act as a personal chauffeur. At just about any point, you can hold down a button and have your partner drive to the next location. This is wonderful. You still get to listen to the interactive dialogue you’d hear if you yourself drove, but now you can listen without worrying about running into another car or careening off a cliff. If there’s no dialogue to be had, you simply warp to the desired location via a short loading screen. Again, this is wonderful.

One of my biggest gripes with Grand Theft Auto IV is how sadistic the mission structure was, often having you drive across two bridges and many miles to start a mission. Upon death or failure, you’d have to do all that again. It was even hard to stay on track in games like The Saboteur and Red Faction: Guerrilla. Here, in L.A. Noire, arrival at your destination is guaranteed. Occasionally, I do drive, but it’s always messy, and I rear-end a lot of cars, which gets my partner all huffy and puffy. Not needed. Hopefully this is something every open-world game can implement though how is not a quick answer to me. The fact that you are constantly paired up with a second person surely helps.

Don’t think I’m 100% sweet on the game though. There’s plenty I dislike, and if y’all are good and enjoy this post and share it with Reddit and Kotaku and StumpledUpon and the whole Interworld so that I can get rich and famous fast, then I’ll do a post on the five worst things in L.A. Noire.

Color versus black and white in L.A. Noire

L.A. Noire is defaulted to play in color, which is a bit odd given its namesake and obvious admiration for film noir, low lighting, and unbalanced compositions. You do have the option to switch between playing in color and playing in black, white, and gray, but you can only select this option after starting the game and getting through its first chunk of cutscenes. That’s unfortunate because now you’ve already experienced the game in color, albeit just for a bit, and I guess it’s kind of like making a turkey sandwich, taking a bite, deciding that today isn’t turkey’s day, stripping the sandwich of its meat, and then replacing it with bologna. I mean, why didn’t you just make a bologna sandwich to begin with?

Okay, food analogies aside, after the opening narration and cutscenes, I switched over to black and white via the main menu options just as young, calm detective Cole Phelps and his partner began searching an alleyway for clues about a recent shooting. The change from color to black and white was phenomenal, striking even, especially with both detectives wielding flashlights, casting these sharp, bright cones of white on everything. It made searching for clues a little tougher due to the epic wash of white, but you truly felt like a bit part in a hardboiled police procedure.

And then a little later the game informed me that doors with golden yellow handles are open to Cole while doors without golden yellow handles cannot be opened. Great. In grayscale L.A. Noire, all door handles look exactly the same: a solid gray. There’s no way to tell the difference except to have Cole walk into every single door, making him look like a complete tool eight times out of ten. Strike one against black and white. The second strike came a tiny bit later as I was flipping through the game’s manual and noticed that, during gunfights and skirmishes, loss of health is indicated by the world’s color fading from color to black and white. The more muted it gets, the closer Cole is to his coffin. Perfect. In grayscale L.A. Noire, you can’t tell how much damage you’ve taken because the world around you is already muted and monochrome. The world doesn’t, for instance, revert back to color upon being wounded. It just stays the same. Strike two.

There’s no strike three. Two reasons were enough to convince me to switch back to color, and while it is not as aesthetically pleasing, at least I can be sure that playing the game will be easier. Certainly, I’ve found doors with golden yellow handles much quicker.

The Saboteur did not make a big splash on the gaming scene, but it’s a game that surprised me and took me for a wild ride across Paris; as the Nazis were destroyed and pushed back, color returned to France. It was a neat gimmick, but those early levels of the game where the only color you can see is red were so attractive and haunting. Same kind of goes for Fallout 3, wherein the Lone Wanderer is transported back to a simpler time before the bombs dropped, to Tranquility Lane, a virtual reality simulation housed in Vault 112. Here, the player will have to free his father from the same trap while dealing with a small neighborhood of 1950s-perfect people. Everything is seemingly pulled straight out of Pleasantville. Both games have a lasting impression on me, and both for the same reason: the excellent inclusion of effective noir stylings. It shouldn’t get in the way of gameplay, but it should definitely set a tone, pun intended.

Other than not being able to truly play in black and white and enjoy myself, I’m having a great time in L.A. Noire staring down suspects and searching for clues. As well as letting my partner drive me to and fro. Every open-world game needs chauffeurs. Yup, even you, LEGO City Stories. I just got up to the first case for Homicide called “The Red Lipstick Murder,” and I’m looking forward to solving some more mysteries this weekend. With Tara’s help, too. She’s like my very own personal assistant detective. “She’s lying! Look at her face!”

Reggie Fils-Aime has 99 problems, and the 3DS is one of ’em

Recently, NOA president Reggie Fils-Aime spoke with Kotaku at E3, claiming that the two main problems holding back the Nintendo 3DS from global greatness were a lack of Nintendo franchise games and a lack of a functional web browser. He purports that these problems are being snuffed out, what with their shiny new eShop and debut of several Nintendo-branded titles earlier this month. He does not believe the 3DS was launched prematurely. Clearly, he’s delusional. And wrong.

Not about the 3DS in terms of its two biggest problems. A lackluster launch lineup did not do wonders for the system. All it would’ve taken was a single new Mario game, and those things would’ve been gobbled up doubly. Alas, we got things like this and this, and were forced to wait for good games to first be announced. So far, not much has come out, and while many are loving The Legend of Zelda: Ocarina of Time 3D, it’s not exactly anything new to ogle. The lack of a web browser isn’t as huge of a cut as I suspect it is; if I have my 3DS on me, and I want to go on the Internet, chances are I’ll have an easier time on my phone or be able to find a laptop within minutes. Once I got the browser with the latest system update, I searched my way over to here to see what Grinding Down looked like on a tiny touchscreen. It’s okay, but the process was slow and clunky, and I probably will never use it again.

The online marketplace is welcoming, but not perfect. Why it–and the online browser–did not come ready to go with the 3DS back when it launched is mind-boggling. The fact that there was a button you could push for the browser which brought up a message like “The browser will be added at a later date” does an excellent job of fighting the fight against Reggie’s bizarre claim that the system did not launch prematurely, that this was exactly how they planned to do it all along. To, y’know, launch with weak games, no store, no online capabilities, strange friends list functionalities, and unclear plans for future growth. Sounds like quite a plan.

No surprise Reggie did not talk about the 3DS’ battery life. I guess in Nintendo’s eyes it’s not a problem, and the less it’s brought up, the less consumers will notice. That is until that red light starts blinking after a measly few hours of gaming. How is anyone supposed to watch a Netflix movie in 3D on this thing again? Curled up next to an electric socket, plugged in?

I have a 3DS. I do not love it, but I use it a little bit here and there, with its biggest gimmick always turned off in hopes of gaining an extra 15 minutes of battery life. The system has a lot of problems, and few fun titles to play on it, and the ones that seem like a good time are still many months away. It’s disheartening to see Nintendo’s lack of drive in making this system above and beyond the call of duty, but I guess that’s always been their stance in the industry: cool ideas and empty promises.

Games Completed in 2011, #21 – Fallout: New Vegas, Honest Hearts DLC

I managed to type up my first impressions of Honest Hearts, the second slice of Fallout: New Vegas DLC, back when I was playing it, and I meant to write more about the Courier’s trip to oppressed Utah, but, unfortunately, I completed the DLC shortly thereafter, clocking in at a surprising few measly hours. I guess that was my fault…for, um, following the main story missions? I don’t know. It was over fast, and that’s a bummer as it, from a design perspective, stood mountains taller than Dead Money.

Add-on DLC for Fallout 3 and Fallout: New Vegas has always struggled with overpowered characters because the majority of us have already been building our stats and weapon caches up long before these new bits of adventuring come out. To compensate for this, we’re often stripped of our gear, forced to survive with whatever new stuff we find. This always feels cheap and annoying, but Honest Hearts tries something different, enforcing a weight limit as to how much we can realistically carry from the Mojave Wasteland to Utah. I still wasn’t in love with dropping some of my beloved weapons and armor to the ground, but it worked better in that it allowed me to continue on with what I was already comfortable with. So, um, two irradiated thumbs up for that idea, Obsidian.

Dead Money was very claustrophobic…on purpose. You were meant to feel stuck, closed in, on your own as you tried to get inside the Sierra Madre, and even then, with the massive hotel filled with poisonous red clouds and broken hallways, things got cramper. You don’t feel like that ever in Honest Hearts. It’s all open sky and winding rivers and abandoned campgrounds and tiered landscape and a good sense of scale. This was, pun intended, a breath of fresh air. I liked looking up at the clear sky, or listening to the rain fall (yes, rain!) as I slept under the stars. They nailed the atmosphere for sure.

Disappointingly, Honest Hearts features a severe lack of new enemy types. The best Obsidian could do was create larger cazador and bring back Yogi Bear yao guai. Otherwise, it’s the same wildlife we experienced from before, and the human enemies aren’t anything to get excited about, even if they have crazy names like Stare-at-Sky and Eats-Dirty-Shoes. At least there were no “unkillable” Ghost people, I guess. But still, would’ve liked to have shot at something new and different for a change as everything has become predictable after many hours of using V.A.T.S.

At this point, I barely remember much of the plot. The Courier goes to Utah with a traveling caravan, watches them get slaughtered by the angry natives, meets Joshua, also known as “The Burned Man,” does some effortless fetch quests, and then makes a decision to either evacuate the people of Zion National Park or stand and fight back. I high-tailed it, which still felt like fighting back in that there were a lot of skirmishes before reaching the zone’s exit. I feel like there were missed opportunities in speaking with Joshua and that other dude between the few quests, and while a few sidequests for others popped up, I decided to stay focused on the plan at hand, and for that I was punished with a quicker conclusion. You can return if you want, but I think I’ll just wait for the third add-on, Lonesome Roads, to hit sometime this month.

It was nice exploring a new place, one rather untouched by bombs, but still plagued with problems. I only wish it had lasted longer and gave us, the players, more decisions to think about in terms of siding with Joshua Graham or the White Legs or the flaming bears. I guess it was worth it to get the black coffee recipe for crafting at campfires. I do love me some coffee.

The problem with every game ever playing in GTA’s sandbox

In 2001, a little game called Grand Theft Auto III by Rockstar ushered in a new form of gameplay, what we now call “sandbox,” wherein you’re free to roam the world and do what you want until you actually want to play the dang videogame. It offered total freedom and had its pros and cons; some gamers couldn’t handle the lack of direction, would drive around for a bit, cause some trouble, and never dig into the story. That’s me. I lose interest fast. Others, I guess, did actually play the game straight through, undeterred, undistracted. Kudos to them.

With greatness comes imitation, and every game developer post-2001 wanted to dish out some of GTA III‘s pie. I know this for a fact because over the past two weeks I’ve played three different PlayStation 2 games that are basically GTA clones in terms of structure and gameplay, mini-map and all. One did not surprise me, but the other two…yeah. If only they hadn’t been so blatant about it. Right, let’s muse about these three cloned sheep.

Mafia. Fine, yes. Understandable. It wanted to be GTA III in a different time period with a focus on the under-workings of the mob. No surprise here, and I do appreciate that the developers placed an importance on obeying the posted speed limits. The HUD is a bit clunky and cluttered, and the city streets are so devoid of life that one must ponder if the developers actually forgot to program in day-to-day citizens.

Wallace & Gromit: The Curse of the Were-Rabbit. This didn’t reveal its GTA III-ness until after the tutorial missions were done. Then we’re dumped into a hub world based around the duo’s terrace house on West Wallaby Street. It’s then split even further into four areas: The Town Centre of Wallersy, Grimsley Harbour, an industrial area, and Tottington Hall. You walk around and pick up missions from select neighbors, which appears as colored dots on your mini-maps. You can’t highjack vehicles in this one; if I could, those deranged rabbits would be roadkill sooner than later.

Ty the Tasmanian Tiger 2: Bush Rescue. And here’s where it gets sad. I had a wonderful time with the original Ty game, which was yet another platformer during that crazy platformer-led era, but it was a solid time, with a strong focus on collecting, as well as exploring the levels high and low. I popped in Ty 2 last night now that I have extra memory card space for it, and I was shocked to discover the franchise’s formula changes, going from a focus on collecting to mechs. I’m fine with the mechs, really. But it’s all set in a giant hub world that you can explore as you please, with vehicles to help get you from one place to another. But man, I played for over an hour last night, and I did like seven side mission thingies, leaving the main storyline to the Australian side, which has me worried that the emphasis is not on taking down Boss Cass again, but doing mindless tasks for mindless friends. Let’s hope not…

Claude Speed may give his approval, but I’m so exhausted over mini-maps at this point. BE YOUR OWN GAME.

Pre-owned PlayStation 2 memory cards tell the best stories

GameStop likes to email me, and I occasionally read said emails, but the majority get glanced at and then deleted. Except for the most recent one, which hit home deeply in that they were advertising pre-owned PlayStation 2 memory cards for only $4.99–down from $9.99. And I’ve been needing more save space desperately because I’ve run out of room on the sole one I’ve had since the very first days of gaining that special console, and there’s only so much data I can delete. Yup, even though I no longer have my copy of Suikoden V, I can’t bring myself to delete my 80+ hour save. That’s like throwing out a kid you birthed or helped birth.

But now I no longer have that problem because, after having corrected the local GameStop employee that they should cost $4.99 and not $9.99, I acquired another full 8 MB of space to use for all those new PlayStation 2 titles I’ve bought recently. But first, I had to delete everything off the pre-owned memory card, and man oh man, Grinding Down readers, did the logged games on this card paint a picture. There were at least three different save sessions for various Need for Speed titles, several sportsy ones like Madden and NHL, lots of Medal of Honor games, and then came the oddballs: LEGO Star Wars II, Spider-man 2, and Karaoke Revolution.

A quick Google search helped me find the memory card’s original owner(s):

Ugggggggh.

But seriously, that’s more or less the picture being painted here from game saves alone. There’s about 80% typical fratboy games (guns, balls, fast cars), and then a few that do not seem to fit, that exist maybe solely to entertain a roofied girlfriend for a bit. They all got deleted. I’m sorry if you’re a fratboy or a drugged girl and I offended you. Really, I am.

And then, unfortunately, there’s a small chunk of save space on the memory card labeled “corrupted data” that cannot be deleted; this worried me at first, and I really did not want to have to return a used PS2 memory card for another one, but this corrupted data actually does not seem to affect anything. I was able to start saving game progress for Tokobot Plus: Mysteries of the Karakuri immediately.

With plenty of save space available, I’m now actually inspired to start playing some of these PlayStation 2 games I’ve got collecting dust around here. I know, it’s 2011, and I’m only just getting to ’em now, but the PlayStation 2 is so not dead; it’s a great system that is only now making its way out the door, but there’s plenty of life left in it, so long as you got enough memory cards.

How to play Caravan in Fallout: New Vegas

Currently on my third playthrough of Fallout: New Vegas, I’ve logged somewhere around 120+ hours in the Mojave Wasteland, and, amazingly, I only won my first game of Caravan last night. Now, this wasn’t my first time trying to earn some extra bottle caps in a friendly card game between strangers, but each time I did try I’d end up throwing cards down misinformed, losing quickly without any notion as to why. I even looked up a few videos and tutorials online, and the dang thing still did not click. Until, without warning, it did, and then I won three games in a row against NCR ambassador Dennis Crocker, unlocking this pretty gem:


Know When to Fold Them (10G): Won 3 games of Caravan.

Unlike other Caravan players, Crocker will continue to play even when he runs out of caps, and each win still counts as a win. So far, I’ve beat him 11 times. Just need to do so another…uh, 19 more times to unlock the Caravan Master Achievement.

Right. How to play Caravan. The point of the game is to create three stacks of cards equaling 26. Your opponent is also trying to do this so the speedier you can get there, the better. This is why it’s important to have as many 10s, 9s, and 7s in your Caravan deck because 10 + 9 + 7 = 26 exactly. A Caravan deck must consist of at least 30 cards, and many online tutorials suggest taking out everything from your deck that is not a 10, 9, or 7 before playing; however, this can be very time-consuming, and I found it fine to just hit “random deck”. Once a match begins, before you play your first card, you have the opportunity to discard as many cards from your hand as you want, and I did this until my hand was mostly filled with 10s, 9s, 8s, 7s, and 6s. Face cards like Kings and Queens won’t help you, same with Aces despite what you might assume, so drop those like they’re laced with cazador poison.

After you’ve discarded enough to get a good handful of desired cards, try to place a 10 (of any suit) in each of the three rows first. Next, try to place a 9 beneath each 10 (it has to go below as cards can then only be played in descending order). Lastly, aim for a 7 below the 9 in each column to make for a perfect 26; more than likely, your opponent is still struggling to build strong Caravans on their end, and then you’ve won a match in a matter of a few turns. Rinse and repeat.

It sounds simpler than it first appears to be, and the biggest problem for me was that I kept trying to place cards next to the first card I played, only to have them turn up red and “unplayable.” I couldn’t figure out what I was doing wrong, and decided that Caravan was not for me despite my love for many in-game card games like Triple Triad, Tetra Master, and Xeno Card. I’m glad I went back to try again, and now I’ve got some grinding to do for that “win 30 games of Caravan” Achievement, with victory match #30 being the last match of Caravan I’ll ever play.