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The Tale of Garn Chapter 40

Warning: potential side quest (Mages Guild) spoilers ahead!

From Garn’s recollections:

The Shade of the Worm

After riding back to the Arcane University I met with Raminus once again to update him on my progress at Vahtacen. While he seemed genuinely grateful for my excellent work at the site I sensed that he had something more pressing on his mind. When I told him that I was ready to receive my next assignment he leapt at the opportunity to fill me in on the details. The next step in investigating the seemingly growing epidemic of rogue necromancy throughout Cyrodiil was to learn more about the nature of Black Soul Gems, like the ones I found in Falcar’s belongings in Cheydinhal. He directed me to find out what Tar-Meena at the University’s archives knew about them.

Master-Wizard Tar-Meena was the guild’s leading expert in magicka arcana and it seemed like her expertise had been in high demand at the time. When I approached her in the Mystic Archives she was in the middle of conducting some sort of research, books and scrolls strewn about all around her and oblivious to my arrival. When I attempted to interrupt her she started ranting at length about all of the pressure the Council of Mages had been putting on her. After letting her finish I told her that I’d been specifically ordered to find out more about Black Soul Gems. This seemed to calm her a bit, as apparently that specific subject was one that she hadn’t already been relentlessly hounded over. She pointed me to a tome called “Necromancer’s Moon” which she said was one of the few places she’d ever found any details about the objects recorded. Interestingly enough she also mentioned that Falcar had borrowed it previously. After spending quite awhile sifting through old spell books and volumes of obscure alchemical reagents I eventually discovered the book sitting on a small table by itself.

Seriously, right?!
“Seriously, right?!”

The book contained a number of important details. First, it seemed to be a call to an order of necromancers called the Order of the Black Worm. Signs had been pointing to the increase in necromancer related activity having been organized but now it was confirmed without a doubt. It also mentioned what sounded like some kind of a magical or perhaps celestial event that signaled an opportunity to create the Black Soul Gems. It could have just been colorful writing but regardless I immediately took this information back to Raminus. Raminus found the allusions to the “heavenly light descending from above” to be as fascinating as I did and directed me to Bothiel, the university’s astronomy specialist, to try to learn more.

Bothiel didn’t know much about this “Shade of the Revenant” event but did recall another mage, none other than Falcar, asking her about it in the recent past. Bothiel also recalled Falcar having a stack of scrolls and papers with him, one of which he had accidentally dropped. The paper contained hastily scrawled notes relating to the names of four locations. Raminus recognized the name of one of them, Dark Fissure, as being a cave in the Valus Mountains, not far from the Vahtacen site near Cheydinhal. Although we didn’t know precisely when this “Shade of the Revenant” event would take place we formulated a plan to stake out Dark Fissure Cave for suspicious happenings.

Looking back towards the Imperial City from the Dark Fissure altar.
“Looking back towards the Imperial City from the Dark Fissure altar.”

Arriving in the afternoon, I sat high up, wedged between two large boulders for hours until well after sunset. While I had fully expected to spend days, perhaps even weeks camped out near entrance of the cave, to my surprise that very first night I witnessed the Shade of the Revenant as well as a necromancer performing some variety of incantation there. It was unmistakeable – a sinister purple glow enveloped the altar as the necromancer strained against the magical forces pushing out against him. Just then something startled my horse, which I hadn’t yet had opportunity to tie up further away, causing the conjurer to stop to investigate. He summoned a zombie and began approaching, scouring the area for intruders. Having seen what I had come to see, I leapt down from my perch and pummeled the necromancer square in the head. A scuffle ensued but, having the initiative, I slew him relatively easily. After inspecting the altar curiosity got the best of me and I decided to take a look at the cave itself.

Necromancy afoot!
“Necromancy afoot!”

The Dark Fissure cave was large and definitely occupied. Every large chamber contained the camp of another necromancer or two, and they left little doubt that they all belonged to this same order I had found reference to earlier. After having cleared the cave, which was no small task, I returned to Raminus who was disturbed to learn that the ritual described in “Necromancer’s Moon” was in fact a reality, and that this order appeared to be quite active to boot. He bestowed me with the rank of “Magician” and told me that I should go directly to Arch-Mage Traven for my next task.

Not incredibly subtle, guys.
“Not incredibly subtle, guys.”

Arch-Mage Traven seemed pleased enough to make my acquaintance but began getting down to business very quickly, and when it revolved around necromancy he seemed to take business very seriously. He explained to me that the Council had been quietly monitoring the increased necromancer activity in Cyrodiil for quite some time, most notably by use of a guild member, Mucianus Allias, who had infiltrated their ranks. Between having not heard from him in some time and the recent escalation in necromancer activity, Traven wanted to pull the informant out. The Council had other plans, as they were suspicious of Mucianus and suspected the lack of contact was due to something more couched in treachery. A group of Battlemages were dispatched to Mucianus’s last know location with the intent on bringing him in for questioning. The Arch-Mage wanted me to intercept them to make sure Mucianus was returned safely. He handed me a hastily sketched map to the ruins of Nenyond Twyll, south of the White Rose River, just below the city, and bid me fast travels.

Clearing out Nenyond Twyll.
“Clearing out Nenyond Twyll.”

Not fast enough! It seemed that I had arrived at the ruins only moments too late. The Battlemages’ horses were already tied up outside and when I entered the still intact lower passages I was confronted by a jumpy a Bosmer Battlemage who introduced himself as Fithragaer. Fithragaer told me that the group had been ambushed and that we had no time to waste in helping them. We raised our weapons and rushed forward into the next chamber. In his haste and perhaps inexperience, the Bosmer ran straight into an Ayleid spike trap and was instantly impaled. As I waited for the trap to reset and clear the way I assessed the situation a little more carefully – I heard no sounds of combat around me but there definitely had been fighting here. I was indeed too late. Regardless, I still had to find Mucianus.

Sounds grea... hey, wait a minute!
“Sounds grea… hey, wait a minute!”

As I ventured further into the darkness of the ruins of Nenyond Twyll I met my first group of necromancer attackers. Nothing outstanding about them at this point, but I was careful to give each one an opportunity to reveal their identity before attacking them. One of the necromancers I met revealed that she knew why we were there and told me that Mucianus had been turned into a “Worm Thrall” for betraying her master. I had no patience for vain speeches or vague threats and decapitated her where she had stood, her minions crumbling around her as she fell. I searched the ruins for quite a while afterwards, always expecting to find the informant waiting for me in some dark corner, but alas I had cleared the entire ruin without a sign of him.

Mucianus Allias, slightly under the weather.
“Mucianus Allias, slightly under the weather.”

Finally, as I was backtracking towards the exit I investigated a faint scratching from behind a stone wall to discover hidden pressure plate that revealed a secret room. Mucianus Allias was locked inside, or at least his zombiefied remnants were. I set the twisted automaton ablaze with a quick flame spell, resealed the room, and continued back to Traven with the ill tidings.

The Dark Fissure was actually a fairly interesting fight, as it was one of the locations heavily modified by Oscuro’s Oblivion Overhaul to included special NPCs and some tough, leveled enemies. It feels a little odd to be suddenly challenged after tearing through most of my fights with ease.

Row, Row Row…

At long last I’ve finally gotten around to playing through Volition’s Saints Row for Xbox 360. I’d been curious about this “GTA Clone” style open world game since before the launch of GTA IV (which I’ve talked about on here numerous times) given that it was one of the first games of this type released this generation. It was also one of the few semi-well received ones at the time – it seemed like Rockstar were the only developers capable of really pulling this formula off for a while there. Volition helped change that.

Every muthafucka here knows!
“Every muthafucka here knows!”

Saints Row really does feel like a GTA clone through and through though. Of course, pre-dating GTA IV and all of the other open world games from this generation, it looks and plays closer to Grand Theft Auto III and its follow-ups, Vice City and San Andreas, than anything else. It actually feels pretty odd to go back and play this now considering some of the innovations it (and later games) introduced into the genre that are now rather common place. For one, Saints Row gave us auto check points before missions and an easy retry option. It’s far from perfect however, as there are no check points for different stages of missions and some of those stages (such as driving to the place where mission ACTUALLY begins) are definitely tedious and highly skippable. Saints Row also introduces an aiming mechanic that feels more like a normal third person shooter than the janky, inaccurate, lock-on nonsense of the GTA games. Yep, gunplay in Saints Row is actually almost kind of fun! I also dug the ability to recruit followers to help gun for you – particular useful for drive-by shootings, of which I am want to participate in rather frequently.

While I’m being complimentary, one of my favorite things about Saints Row has to be the ability to completely customize your character. This has been a major component of the Saints Row series since this first game and in the sequels gets taken even further with picking the voice of your character and therefore voice actor and to a minor degree tone and script of the entire story. In this one, however, it mostly relates to designing your physical appearance and customizing your wardrobe. For comedic effect I made my character look about as close to President Obama as I could manage and later even made him run around wearing an appropriate shirt and tie ensemble. Nah, this wasn’t political commentary, I just find the image of President Obama doing drive-bys in the hood to be rather fucking hysterical. Yes, I’m a horrible person.

RPGs... the real reason to own a convertible.
“RPGs… the real reason to own a convertible.”

As for the negatives, the entire game doesn’t quite manage to muster up anything really resembling Rockstar’s levels of wit and style. This reflects on everything, from the general humor in the world (which is often less on the clever and more on the offensive side) to the less immersive nature of the city of Stillwater. That’s not to say any of that stuff is dreadful but it’s a comparison that I feel has to be drawn. I mean, Freckle Bitches? Come on. The world they paint also tends to ride a rough line between extremely violent and almost comical – I was slightly disgusted the first time I automatically shot someone point blank when I jacked their car. Harsh. Likewise, one time I jacked some random driver and gave them a single, swift punch to the head… you know, to teach them some respect? Yeah, my purple-clad follower ran up to him and proceeded to brutally stab him over and over again with a huge fucking knife until his corpse lay crumpled on the street. Err, wow…

About to fuck some shit up!
“About to fuck some shit up!”

Technically speaking, I fully expected Saints Row to be embarrassingly buggy and unpolished, especially after some of the hilarious glitch videos I’d seen on YouTube years ago. Not so much, really. I actually thought it did just fine other than occasional sometimes severe pop-in issues. I suppose this might have been a benefit of playing the game way, waaayyyy after release after it has been patched, probably multiple times, and we’re now able to load the disc image onto our 360’s hard drives for I/O gains, which I more or less always do these days. Hopefully the engine used in Saints Row 2 (which is definitely in my backlog!) is a little more capable of handling things.

My biggest complaint with Saints Row has got to be whole “respect” grinding system though. In order to start story missions you need to have your “respect” meter filled up which you can do by completing all sorts of random activities scattered around the city. The activities are quite varied and some of them are even quite a lot of fun (Insurance Fraud gets brought up a lot though the Drug Trafficking activities were favorites of mine) but still, the need to have to crank out a few of these between every mission really drew the game out and did awful things to the overall pace. I can kind of see what they were going for by making these things mandatory (forcing you to explore what would normally be optional content) and I bet the design looked great on paper, but in reality it’s all rather tedious. While I pushed through it without too much trouble several of my friends bailed out of the game early specifically because of this grind.

Braaaaaaaaaap!
“Braaaaaaaaaap!”

Anyway, Saints Row was fun. The story interested me even less than I thought it would and the game overall didn’t QUITE scratch that GTA itch like I was hoping for but it was certainly worth a quick visit to. If I had played it back in 2006 before GTA IV and the plethora of other “Grand Theft Auto clones” I’m sure I would have enjoyed it even more. I’ll be visiting many of those other open world games in the near future, including Saints Row 2. I can’t wait!

As usual with Xbox 360 games, I totally jacked all of these pictures. 3rd Street represent!

Braid Your Pitts

I haven’t posted in nearly 4 months. Shameful, I know. I have been gaming a bit though, for sure. In fact one of the main reasons for my lack of updates in the last 6 or 7 months was climbing back onto the vile World of Warcraft bandwagon. I haven’t mentioned it much on here because I’ve been about ready to quit again, once I completed the last of several goals I’d been working on. After that I planned on writing an entry all about my return and what I had accomplished with my time. Unfortunately that last goal has turned out to be a total pain in my ass – expect that post if I finally do meet my goal but I’ve all but stopped again as it is so that seems unlikely.

Braid is goddamn pretty.
“Braid is goddamn pretty.”

I got around to playing Braid on XBLA. I actually played through the demo at around the time of its launch and honestly most of my critical analysis of the awesome, creative puzzle mechanics is probably back there somewhere since I was pretty blown away by them originally. Even blasting past that topic, I loved the art style and absolutely adored the music. Despite how mind-bendingly difficult some of the puzzles might seem to some players (personally, most came to me easily, though I did definitely struggle hard with a few of them) it’s still very worth checking out. Notice how I skipped talking about the narrative? 😉 Seriously though, I actually enjoyed it at first and like what they’re were going for though the end came out of nowhere and didn’t really do much for me. In the end though, it didn’t seem crucial to the experience – how much did the story in any of the Super Mario games (and the comparison here is appropriate given all of the obviously influence and callbacks) ever matter?

I finally finished my run through of Fallout 3 + all of the DLC. I got pretty much all of the achievements I could get in one play through and had a blast. My insanely sporadic playtimes made me come to some odd conclusions about my gaming habits as of late: I’m getting too old for this shit. Seriously, I seem to only want to jump into most games (basically anything I’m either not insanely addicted to, or anything that isn’t extremely “pick up and play” friendly) when I have a couple of hours or more free in one sitting, and even then I have to be “in the mood” which I’m often not after a long day at work or whatever. If it is going to take me a year to finish a decent sized RPG for now on I suppose I’m going to have to stop spending as much time and money on this hobby as right now it’s just a little out of whack.

We're going vault hopping tonight, baby!
“We’re going vault hopping tonight, baby!”

Back to the game though. Obviously I loved Fallout 3 – I mentioned that in my last update about it. How could I not? I loved the original Fallout games and I love the Elder Scrolls series so… yeah? I’m not going to get into a big, detailed review of it or anything but I did want to mention one unexpected surprise: The Pitt DLC campaign. Whaaa? Although I know it often gets praise as being one of the better DLC add-ons for Fallout 3 I don’t remember hearing anything about the whole moral dilemma you’re faced with in it. Hell, maybe I did and simply forgot all about it since then, but in any case… spoilers in the next two paragraphs!

So, the basic setup for The Pitt (I’ll try to keep it fairly general) is that you’re contacted by a runaway slave who wants you to infiltrate the city which is overrun by an oppressive, ruthless group of slavers who force their slaves into working in their factories while they reap the benefits. They also all have some horrible radiation sickness and the leader of the slavers is apparently hording the cure for his very own. Seems straight forward enough and when you arrive as sure enough, sick slaves everywhere and the people in power are stacking the bad karma deck without question. Once you finally infiltrate the slavers and confront the leader, however, you learn that all isn’t as it appeared – the cure is actually a baby and the ex-slave who talked you into the whole thing in the first place is actually an ex-slaver who was forced out after a failed coup attempt looking for revenge. Seems like the situation is getting greyer. Still, why would I want to leave the baby in the hands of these assholes? Plus, who cares if the other guy is an ex-slaver himself, he clearly wasn’t lying about this place being packed with slaves and this sickness killing everyone. I stole the baby and vaporized the leader of the slavers, and most of the rest of them while I was at it.

Fireworks are always better when they're made out of your enemies.
“Fireworks are always better when they’re made out of your enemies.”

The plot thickens. Audiotapes reveal that the leader of the slavers was an Paladin of the Brotherhood of Steel who got stranded there after cleansing the ruins of the city long ago. Hm, well that still doesn’t mean he wasn’t an asshole, I suppose. Left there alone, he built up his gang and the settlement himself including bringing the factories back online. He regretted the slave labor but viewed it as a necessary evil and even planned to eventually set them all free. Hmm. He was also the father of the baby in question and, it’s revealed, seemed to genuinely care for the kid. He also viewed his research into the cure in a philanthropic way – he didn’t seem to be hording the cure at all, it simply wasn’t finished. *gulp* I might have made a bad decision but… well, at least the slaves are free, right? So then I get back to the people I was working for to discover the guy acting like a total fascist asshole himself and implying that the baby was now in much worse hands. It also only took me about 2 seconds to notice that the slave labor still appeared to be in full effect around the settlement – maybe the people in the chains had changed, but still… what exactly have I done here?!

This is one of the most interesting moral dilemmas I’ve run into in a game in recent memory. Most fascinating was probably the fact that I really wasn’t ever asked to make any clear cut, black and white choice on the matter. Sure, I was forced to pick a side but it was before I had all of the intel. Even after all of the cards were on the table it was still a pretty nebulous situation with no obvious right choice… and the fact of the matter is, not unlike after the big reveal in Bioshock, I felt totally played after it was over. Nice!

These guys, yet again...
“These guys, yet again…”

What else? Oh yes, I bought and played Halo 4. I’ve talked about the Halo series on here a lot in the past so I’ll skip the background and the in-depth analysis and just say that 343 Studios did a fine job. It still feels very much like a proper Halo game yet makes necessarily measured steps into new directions. I enjoyed the new multiplayer advancement (for example) though so far I prefer Firefight over Spartan Ops. Most of all, I just enjoyed returning to a universe that I’ve always really enjoyed. As far as that goes though, I might have enjoyed watching Forward Unto Dawn more than playing the actual Halo 4 campaign. *shrug*

Next up is a play through of the original Saints Row, if I can manage to slog through the grind. Oh, and I also started a new blog which I’ve been filling full of random non game related stuff – mostly related to music and just general expressive bullshit. I’ll link to it eventually when I have more content. Hell, maybe I’ll even merge it into this one and make it a little less gaming focused. Stay tuned!