Tag Archives: DLC

Games Completed in 2011, #14 – Costume Quest

Surprisingly, it was not too weird to play a Halloween-themed game in the middle of April. Much credit can go to Easter, another holiday that seems to revel in chocolate and candy and disgusting things like peeps. Having now played and immersed myself in Costume Quest, I can safely say I would have played it during any holiday, candy-filled or not. Yup, even on Frog Jumping Jubilee Day (May 19).

Costume Quest is an adventure RPG set in Schafer County, starring one of two squabbling siblings: Reynold or Wren. It’s Halloween night, and everybody’s out getting their share of candy. Including monsters. Your sister (or brother) is mistaken as a giant piece of candy thanks to a crude candy corn costume and taken hostage by the monsters. Soon, a trio forms, and the quest to save your sibling starts, spanning three large areas filled with monsters, candy, trick-or-treatin’, sidequests, and funny outfits.

Gameplay involves traversing around either the Auburn Pines Suburbs, the Autumn Haven Mall, or Fall Valley, fighting monsters, collecting candy, and completing quests from various NPCs.

The most unique element is, unfortunately, not the game’s strongest. Costume Quest has a cartoony look, with cel-shaded characters and vibrant areas. When a battle with a monster starts, our little costumed kids transform into giant versions of themselves, becoming a Transformers-like robot, a valiant knight, and a spider French Fry to name a few. That last one sounds scary, but it’s actually pretty adorable:

Battles then play out in a turn-based fashion, with only a few abilities to select. A special move charges up after two attacks. When one of the kids attacks, there’s a mini-QTE that can power up your punch; without this element, despite how un-fun QTE is, the battles would be beyond boring. They’d basically break down into attack, attack, special move, attack, attack, special move. Health is automatically restored to all kids after every battle, too. I did not have any troubles with the monsters or bosses in this game, and that’s not gloating, just a fact. So long as you set the right Battle Stamps in place and constantly pay attention to every QTE, you’ll be a-okay.

Another irk, at least for me, is that the text moved too fast to read at times. Why not let me press a button to continue with the text after I’ve read it? I understand that a lot of this is done to keep cutscenes moving forward, but boo…I missed out on some dialogue, and that’s a shame as this is a really funny game. Double Fine knows its jokes, and many great one-liners come from knocking on doors and discovering a monster lurking inside. Speaking of that…

::knock knock::
NEIGHBOR: Who’s there?
PAULY: Trick or treat?
NEIGHBOR: Aren’t you a little old to be trick-or-treating?
PAULY: What? No, no.
NEIGHBOR: What’s your costume, anyways?
PAULY: I’m a struggling videogame blogger. Please give me a treat. Pleeeease.
NEIGHBOR: Fine. So long as you’ll leave.
PAULY: Yaaaaaay!


Sweet Justice (25G): Finished the game!

Costume Quest could be summed up as “baby’s first RPG,” which is not as negative as I’m making it sound; it’s very safe, very easy, very friendly. But dang is it charming. The story and characters and funny costume ideas carry the quest through and through; just don’t go in expecting a deep battle system or anything that could be described as epic. Not sure if I’ll go after the DLC Grubbins on Ice as it just sounds a bit like more of the same.

Take the Dead Money and run

Man, Dead Money, the first DLC add-on for Fallout: New Vegas, had the potential to be great, to sit somewhere between Fallout 3’s Broken Steel and Point Lookout in terms of quality and content for the right price point. Alas, it does not get to sit on such a pedestal, but rather in a dark, desolate corner where it will wait to be slowly poisoned to death by an unforgiving toxic cloud.

My first go at exploring the canorous Sierra Madre and its nefarious surroundings did not go well. The DLC is tough, like end-assault-on-the-dam tough, and seems to slant more towards stealthy players that use melee and unarmed weapons, as well as having a high survival skill. Alas, my initial playthrough character relied too much on guns and stimpacks to make it very far. I quit out to an old save before even leaving the Villa, which is where roughly half of the DLC takes place. I would not experience the second half for awhile, waiting until my second playthrough character was high enough in skills and levels to tackle Father Elijah’s cruel maze once again. Having already played this part made it much easier to progress through, and there were new surprises here. The only thing I did differently was let Dog out of his cage, keeping the voice locked away inside; he ate a lot of Ghost People, except for that one time when he glitched across the screen and ate a trash can instead. Sigh.

Once inside the actual Sierra Madre casino, the Courier needs to locate the three companions used to help get inside and…deal with them. You may interpret that any way you want. To spoil, I ended up murdering Dog/God and Dean, but kept Christine alive. Zelda probably felt some kind of connection with her, I guess. Only after you’ve dealt with them can you sneak beneath the casino to find Father Elijah’s vault and the secrets its holds. And sadly, it’s nothing too exciting.

Each of Fallout 3’s DLC gave the player something to look forward to. Operation Anchorage strayed too far from the path of familiar gameplay, but rewarded the player greatly at the end with some unique weapons and armor; The Pitt plays home to some cool melee weapons like the auto-ax; Broken Steel introduced a new level cap, harder Super Mutant enemies, and removed the game’s ending; Point Lookout gave players a huge new place to explore; and Mothership Zeta, despite its linearity, showcased some fine alien tech. You will most likely leave Dead Money for the Mojave Wasteland empty-handed. There’s no amazingly unique weapons or gear to be found here, and much of the secrets inside Father Elijah’s vault is moot, weighing too much to be properly carried out. A dang shame. Seems like the greatest thing Dead Money gives players is a new level cap of 35, and they don’t even need to visit the Sierra Madre to get it.

Dead Money is not fun to play. Yup, it’s true. There is always something to stress over: broken limbs, lack of food, poison toxic cloud, Ghost People, setting off traps, crazy deadly holograms, radios and speakers setting off your explosive collar. It’s a hefty list, and I’m sure one Obsidian guy was like, “Hey, do you think we could throw in some Deathclaws, too?” I felt immense relief upon returning to Arizona’s colorful sky, and stood still outside for some time, taking it in, and not just because I had to wait for the game to recount, one by frakking one, every single thing it was adding back into my inventory. I couldn’t fast travel to Gun Runners because I was overweight, but the walk there did a lot of good for Zelda, and the air had never tasted sweeter.

Oh, and I saved and then reloaded to get both of these Achievements at the end because I truly never want to go back to Dead Money:


Cash Out (30G): Confronted Father Elijah in the Sierra Madre’s Vault


Safety Deposit Box (40G): Trapped Father Elijah in the Sierra Madre’s Vault

The Courier, signing off!

All Achievements Achieved – Fallout 3

Gee, that didn’t take long, right? I mean, I only got my first Achievement in Fallout 3 on October 14, 2009…and my final one last night. Let’s not actually count those days up. Instead, let’s talk about why it took me so long to unlock everything Fallout 3 had to offer Achievement-wise because none of the 72 ding-pings are terribly difficult to get–they just require time and, sadly, online guides.

For the longest while, I had unlocked just about everything but five Achievements: the four for playing as a neutral karma player, and the one for finding 100 steel ingots in The Pitt DLC. Again, nothing terribly difficult, but very time-consuming, especially when more and more new games were coming out. Did I really want to play Fallout 3, a game I really do enjoy and love despite its clunkiness, for a third freakin’ time? Well, no. So I didn’t go at it with the same ferocity as previous playthroughs, playing only a little bit at a time. Neutral karma is a juggling act, and not as easy to maintain as straight good or evil, constantly requiring me to realign my character as I inched closer to those magical Achievement levels of 8, 14, 20, and 30. Actually, not for 30. I got the Achievement for level 30 neutral karma another way, one I’m not proud of.

Moving on…I found myself many hours later with only one to go: the dreaded Mill Worker. This requires the player to locate and turn in 100 steel ingots to Everett, the Mill’s foreman and a lazy one at that. Sounds easy, but it’s not. The 100 steel ingots are scattered across a decent sized map brimming with trogs and wildmen, and one can quickly become confused as to how many they’ve collected and where they’ve already looked. I’ve tried twice before during playthroughs one and two, but was unsuccessful. This time, however, I had a strategy: I wouldn’t trade in any ingots until I had them all.

You’re required to turn in 10 as part of a quest, meaning I needed to have 90 in my inventory to truly know I had found them all. This also meant opening up 90 lb of space, since each ingot weighs 1 lb. I dropped a bunch of armor and set off to find those lucky pieces of steel. It didn’t take long to find 85 of them, but then I was at a lost for the remaining five. Didn’t I already look there? Would I have to go back through the whole map, corner by corner, space by space? Ah, no. These five were right under my nose; well, to be more precise, right behind a fence. After I found them all, I went back to Everett, turned them in 10 by 10, got rewarded with prizes I didn’t care about, and unlocked this:


Mill Worker (20G): Found All 100 Steel Ingots

Then I put the auto-ax against Everett’s face and gave him a haircut.

And that’s that. Have a , Fallout 3. You earned it.

A million Claptrap parts is still not enough for Patricia Tannis

I used to love Claptraps. Y’know, those adorable, dancing robot thingies that would give you more inventory space or provide you with access to hidden weapon caches. I even drew them from time to time. And now the romance is over, thanks to the mission flow in Claptrap’s New Robot Revolution, the last bit of DLC for Borderlands.

Upon arrival in Tartarus Station, players meet up with Tannis in her secret workshop. She’s trying to build something and needs claptrap parts to get it done. Thus, you’re given the first mission of the DLC:

  • Patricia Tannis needs parts to build her magnificent…something. Head down to the Hyperion Dump and search the scrapped claptraps for parts and bring them back to her. (Clap-Components: 0/5)

Okay, five parts. That should be easy enough, and it is. You head off to the Hyperion Dump to shoot up seemingly endless swarms of angry Claptraps. As their robot bodies explode, they drop parts like gears, wires, and motherboards. Five are quickly acquired, but picking up extra parts don’t add to your collection. In fact, you can’t even really tell how many you have as nothing is actually listed in your inventory. Which sucks considering the next quest from Tannis is this:

  • Tannis needs some more parts to complete her creation’s Infinite Improbability Drive. If you can’t find any lying around, just rip them out of some claptrap spines. (Clap-Components: 0/42)

That means any extra parts you previously picked up are nulled. There’s no point in gathering more than what is needed. Kind of stupid in terms of a design process, but whatever. It’s not like we’re gonna have to collect a stadium-load more of these things, right? On to the next quest!

  • Tannis needs more parts to ensure the protection grid holds on her device’s ecto-containment unit, safeguarding against total protonic reversal, which would be extraordinarily bad. (Clap-Components: 0/75)

Dammit. Enter Hyperion Dump, shoot Claptraps, exit Hyperion Dump, enter again, rinse and repeat and feel bored. Gee, I wonder what the next quest will be?

  • The “popcorn” setting on Tannis’ device is malfunctioning. Well, it’s not so much malfunctioning as creating deadly mutant corn. A few more parts should fix that! (Clap-Components: 0/100)

Oh boy. Good, good. I haven’t collected claptrap parts in ages.

  • Just a few more parts and Tannis’ magnum opus shall be revealed! Tremble in fear at the might of Tannis and her fearsome…what is this thing, anyway? (Clap-Components: 0/150)

Go sleep with a badmutha skag, Tannis. You suck.

Let’s do some math. That’s a total of 372 claptrap parts collected. The most frustrating aspect though is that you simply can’t collect claptrap parts as a collectible. Only during these missions do they matter, and once you’ve acquired your target number, the rest are voided of purpose. I know for sure I could have cleared a few of these missions out faster if I’d been allowed to use the previous parts I found while out on the hunt. Would it really have been terribly hard, 2K/Gearbox, to design a slot in your inventory for claptrap parts? Me thinks not.

So, the first five missions in the DLC are a straight collect-a-thon, and not a very fun one at that. And all that work results in Tannis building an android version of herself so she won’t be so lonely anymore. Um…what?


The Collector (50G): Completed Tannis’ crazy request

Crazy disappointing to be more exact.

Fallout: New Vegas – Dead Money DLC is more like deadweight

I really wish I could properly review the first bite of DLC for Fallout: New Vegas, but alas…I cannot. Why? Well, I was unfortunately stuck in the DLC at an unbeatable section with truly little hope to hope for and had to reload an old save from many hours ago (and levels, grrr). Dropped from level 30 to level 26 in a matter of seconds. I absolutely hate doing that as it totally ruins my perception of roleplaying; undoing all my actions, changing my stats and gear and perks yet again, retconning, allowing me to know forthwith what could and could not potentially happen in future locales before I even get there…that’s just not right. But I had to do it. I’ve not yet beaten the main game with my first character, and if I hadn’t made the early save slot, I’d have lost everything.

For shame.

But let me set up Dead Money first. Because, storywise, it’s pretty potent, sinking its hooks in right from the start. The DLC starts like all previous Fallout 3 add-ons, with a mysterious radio signal leading you to a specific location. In this one’s case, it takes you to a hidden bunker where your character is gassed, stripped of all possessions, and forced to wear an explosive slave collar. You wake up near the Sierra Madre hotel before the hologram of Father Elijah. He gives you the big mission: break into the Sierra Madre casino, get into the vault, and pull off a heist. You’ll need to recruit three others for the Ocean’s 11 job, and they also have exploding slave collars on them. They die; you die. The first part of the big mission is to round up the companions; the second part is to open the hotel; and the third is, I assume, raiding it for whatever good loot is available.

I was only able to complete the first two parts…never even making it inside the Sierra Madre. What a crock of Blanco mac and cheese!

The problem with the Dead Money DLC is its gameplay. In the same fashion that Fallout 3’s first add-on of Operation Anchorage was a completely different direction (Call of Duty wannabe), Dead Money is more like a survival horror game with a heavy emphasis on melee and unarmed weaponry. That foretold bad news for my character who, going in at level 26, never put a single point into melee, unarmed, or survival. I’m a stealthy guns dude. The villa around the Sierra Madre is filled with traps, a poisonous cloud, and Ghost People, who are very hard to kill without weapons that dismember. Also, health supplies, ammo, and food are very limited, and the Mojave Wasteland caps currency are tossed aside for Sierra Madre casino chips which, while at first seem bountiful, quickly lessen. So yeah…I got screwed pretty fast.

I’m probably not gonna try this DLC again with my current character. Sadly, it’s the sort of add-on very specific for a type of character, one I’m not ready to build. I can only imagine how impossible survival the villa is in Hardcore mode. No thanks.

That said, God/Dog is a marvelous companion, with topline writing. I wish Dead Money let you take them back with you to the Mojave Wasteland, but I’ve got a sneaking suspicion that in the last chunk of the heist mission some vital decisions about your comrades-in-collars are made. I’m currently now working on some other side missions like Crazy, Crazy, Crazy and trying to recruit Raul as my last main companion. If anything,for 800 Microsoft Points, Dead Money does boost the level cap from 30 to 35, which will give me a bigger excuse to explore before trying to protect the Hoover Dam from destruction.

True facts about Dead Money DLC for Fallout: New Vegas

Evidently, there’s new facts about the recently announced DLC Dead Money for Fallout: New Vegas, and one tidbit really surprised me. Spoiler: it’s the level cap increase to 35. A-whaaaaat? Anyways, here’s a better summary of everything y’all should now know (taken directly from Bethesda’s website):

Description:

As the victim of a raw deal you must work alongside three other captured wastelanders to recover the legendary treasure of the Sierra Madre Casino. In Dead Money, your life hangs in the balance as you face new terrain, foes, and choices. It is up to you how you play your cards in the quest to survive.

Story:

Welcome to the Sierra Madre Casino! The casino’s mythical contents are lusted after by desperate wasteland scavengers, who tell stories of intact treasure of the old world buried deep within its vault. Lured here by a mysterious radio signal advertising the long-awaited grand opening of the casino, you are thrown into a high stakes game where you’ll have to work with three other lost souls if you want to survive.

Key Features:

  • Take part in a suspenseful post-apocalyptic casino heist in which you’ll need to work with three companions, each of whom has their own motivation for helping you.
  • Add hours of extended gameplay where you’ll encounter the mysterious Ghost People, pre-war death traps and the holographic security system of the Sierra Madre.
  • Navigate your way through a challenging new storyline, with even tougher choices.
  • New perks, achievements, and a raised level cap to 35!

Okay. Perks and Achievements are expected, but this level cap increase feels…odd. Oddly absurd. Not that I’m complaining. I have no reason to complain about a game that wants me to keep playing it, but back in the day, back during vanilla Fallout 3, the level cap was 20, and I think a lot of players felt that threshold was reached far too quickly. So they increased it with the Broken Steel DLC to 30, which felt more natural. Around level 10 you’re doing okay, by level 20 you’ve got some great perks and weapons, and once level 30 rings its bell you are basically considered a god among wastelanders.

So it made sense to see Fallout: New Vegas ship with the level cap already to 30. Many gamers got used to that cap, and I guess now many will have to get used to 35, but it still just doesn’t feel right. Maybe Borderlands put too much pressure on game devs to continuously climb higher?

Dead Money, the first DLC announced for Fallout: New Vegas

Bethesda Softworks just announced the first piece of downloadable content for their bug-happy Fallout: New Vegas. It’s called Dead Money, is exclusive to Xbox 360 as of the moment, and sounds a little something like so:

As the victim of a raw deal you must work alongside three other captured wastelanders to recover the legendary treasure of the Sierra Madre Casino. In Dead Money, your life hangs in the balance as you face new terrain, foes, and choices. It is up to you how you play your cards in the quest to survive.

Definitely comes off as a bit ho-hum, especially considering just how different each piece of DLC in Fallout 3 strived to be. I mean, one took you to Alaska, the other to a slave factory in Pennsylvania, another to backwater hickville, and a fourth to freakin’ outer space. Granted, Dead Money does seem to promise new terrain and foes, but I have a stinky feeling that it will kind of be more of the same Nevada landscape and enemy types with new skins. Actually, maybe more like just an elaborated sidequest or something, rather than DLC priced at 800 Microsoft Points. We’ll have to wait and see. Hits Xbox 360 on December 21, 2010.

The full press release with corporate talky talk is available here.

Knives Chau DLC announced for Scott Pilgrim VS. The World: The Game

I’ve still not gotten past Roxie in Scott Pilgrim VS. The World: The Game, but the makers of said title care very little for my insufficient gaming skills as new DLC has just been announced for the game. For about $1.99, the new DLC will give us a new character to play as–Knives Chau, 17 years old, Chinese–and two new modes to experience: Dodge Ball and Battle Royale. The former is more or less what you think it is, and the latter is more akin to a Super Smash Bros style gameplay. This DLC should supposedly coincide with the film’s November 2010 release on DVD, which I’m totally buying Day One.

More Scott Pilgrim goodness for a measly two bucks? Count me in.

Also, there’s going to be a patch released soon to help fix the difficulty level of “Average Joe” as well as knock out some annoying bugs found throughout. The first time SPVTWTG froze on me I thought it was the devs having a laugh at how old games like that would crash all the time. The third and fourth time it froze, I was no longer smiling. So this is a must-need-now sort of thingy. I really like bitesize DLC and free patches, all in all.

Want some early screenshots? Click below…

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Collecting side quests in Dragon Quest IX is all the rage

Unfortunately, I got very busy and had to put Dragon Quest IX: Sentinels of the Starry Skiesdown for a bit. To progress forward, I had to grind a bunch for money and experience and alchemy ingredients for better gear, and that sort of grinding did not sit well with my schedule. However, if there is one thing I have kept up with week after week of getting the game, it’s been downloading weekly DLC quests…quests I have not yet–and might not ever–played.

DLC quests #121 through #135, as of today, to be specific. Fourteen! FOURTEEN.

See, in Stornway, in that main inn with that name I just can’t recall, you’ll meet Sellma. She runs the DQVC, a daily online shop that hosts rare ingredients and equipment. It changes every single day so it’s worth visiting. Then, every Friday, DLC side quests are available. These get dropped into your quest log, but every single one so far is for post-game content only. I have about 15+ quests just sitting there, mocking me. Yet…I have to download them. I like having and knowing that I have this content ready for experiencing. That’d be some major gaming OCD for yah. I mean, I also went to that meetup to get that cool, rare grotto treasure map, and I haven’t even tried tackling it yet. Might not ever. I just like having it, in case, one day, a bolt of lightning strikes me, and I want to go grotto-ing about for loot and big bosses.

Anyways, over the weekend, I found a pocket of time during a dog-sitting day to immerse myself back into DQIX. And boy did I! I grinded, I completed some main quests, I beat a very catty boss, and I found myself thinking about all the recipes I want to complete and just how hard some will be to obtain all the specific ingredients. Man, this game just gives you so much to do, and I love it for that. Then I think I found myself fighting the “end boss” because I beat it once, and then it took a second form, which is very much an end boss thing to do. That second boss form wiped the floor with me as I had used up all of my resources during the first battle. Will have to grind some more and strengthen up, but I do plan to attack back soon as the list of untouched DLC quests is just getting too big for my brain to handle. FOURTEEN AND COUNTING!

ClapTrap’s Robot Revolution set to take over Borderlands

Hey, remember all those broken robots in Borderlands you fixed to get backpacks to increase your inventory space so you could carry more crazy-colored loot? Well, they’d like to say thanks. All of them. Plus some new friends. By shooting you in the face. Repeatedly. Hey-o!

That’s right. There’s even more DLC coming to Borderlands, and it’s playing off of something hinted at once the final boss was taken down. Personally, I thought that was gonna be what the sequel used as inspiration, but I’m okay with DLC as it means less money to spend, but more gameplay to devour. Seems like it’s about an army of ClapTraps that want to wage war against the Hyperion Corporation. The Vault hunters just kind of get caught in the middle of everything. There will be 20 new missions, along with new robot-themed enemies including Crab-traps, Skag-traps, and Raak-traps. What, no Badass Pyscho Midget-traps? Hmmph. Ten more skill points can be earned, as well as three extra backpack slots for extra extra loot. Mmm. I’m guessing there’ll be new Achievements, too.

This is so awesome. I love me some ClapTraps. Heck, I even drew one dancing back in the day when I first got the game. See:

Oh yeaaaaah. I’m dancing, too.

ClapTrap’s Robot Revolution will hit PC, Xbox 360, and PlayStation 3 in September, where it’ll cost $9.99. I hope to have the General Knoxx DLC completed by then, with my Soldier dude hopefully around LV 53-55.