Hello, and welcome to Good Game.
I'm NichBoy.
And I'm Hex.
And tonight on the show we experience
what it's like to fight a war
there in the trenches,
and then what it's like to live
in the aftermath of one.
So, that should be fun,
shouldn't it, Hex?
Yeah, it's gonna be
crazy amounts of fun.
First up, we check out
the Battlefield 1 beta.
Whoa! There - a tank, tank,
tank, tank, tank.
Whoa! Explode!
Plus, we head back to the wasteland
for the final piece of Fallout 4
DLC - Nuka-World.
What did you feel as you did it?
When you brought that walking pile
of human garbage to his knees.
Bored.
Kind of like this conversation,
now that you mention it.
And Goose takes us on a tour
of another local indie dev studio.
And...
Yep.
Wait until you get a good look
at the custom controller
they've built for this game.
It's nuts. But until then,
can you name the game for this week?
(DOOR CLANKS)
(DOOR BANGS)
With the shooter season
rapidly approaching,
it means we have entered
the pre-shooter beta season.
And one of the biggest shooters of
the year recently had its open beta -
the stupidly named Battlefield 1.
Seriously, why call it Battlefield 1?
It's like calling the new
Jason Bourne movie Jason Bourne.
It's not the first one.
Just wait till after the UPSOT,
I'll explain it.
It's like I'm a viewer again.
(LAUGHS)
Oh, my God, I can't believe I am
on a horse in a Battlefield game.
I can't believe I've died
six times already.
I just want to run and jump.
Oh!
Here come the tanks!
Yes! (LAUGHS)
Two.
There's another one! There's
another one! Dead. We're dead.
Hex, I have...
(LAUGHS)
Yes! Get him. Get him.
Reverse over him - avenge me!
I can't drive. I can't drive.
(SHRIEKS)
Ooh!
I didn't see that one coming.
(LAUGHS)
This is of course called
Battlefield 1
because it's set
during World War I,
which I think is one of the least
explored wars in gaming history.
Yeah, I'd say so, except...
..I can't remember a game
about the Crimean War.
Oh, yeah.
Or the Boer War.
Falklands War.
No Falklands War game.
Gamergate.
Yeah, that one's still going.
And it's probably because World War I
is one of the biggest
and bloodiest wars in our history.
It's filled with trench warfare
and battles that were
more horrible than heroic,
and trench foot, Hex.
So, these are things that
most developers would go,
"We can't make a fun
game about that."
But not DICE!
Well, I think they've certainly
taken more than a few liberties
with the historical accuracy here
to make it fun.
Still feels a bit dirty
calling World War I fun.
Yeah, well, I guess if games can make
every other war seem "fun",
then why not try it with World War I?
But I am excited to see
the swing away from the trend
of modern and futuristic
settings for games.
And I'm interested to see how DICE
handles such a tricky subject matter.
Mm. Well, the setting has certainly
given it a unique flavour.
Seeing horses and biplanes
and those big, lumbering tanks
all going at it is pretty much
unlike any other shooter out there.
But for all the changes
a World War I setting could bring,
this is still unmistakably
a Battlefield game.
Yeah, it's almost like
a reskin in many ways,
although a significant one.
The beta gave us access to one map
and two classic Battlefield modes.
With the 64-player mayhem
of Conquest,
where two teams vie for control
over various points on the map.
WOMAN: (IN GAME) We have
taken Objective George.
And Rush, a more structured
24-player affair
where one team attacks
and tries to arm points
while the other team tries
to defend them and dies.
WOMAN: (IN GAME) We have
taken out Objective Butter.
Outside of those familiar modes
there are a few significant changes.
And I suppose the biggest
moment-to-moment difference
is the weapons.
Going back to bolt-action rifles
and slower, beefier styles
of automatic weapons
gives combat a slightly slower,
more tactical feel, I thought.
And the inclusion of gas grenades
and gasmasks
adds an eerily bleak vibe
to things, too.
And I think you have to pay more
attention to how your weapon works
than with modern guns.
Probably the biggest new thing
are those special power weapons
you can pick up on the map,
such as the flamethrower
or antitank, antiplane sniper rifle.
I also felt like there was
a more diverse range of vehicles
this time around.
Well, some of them were alive.
There are a bunch of different types
of tanks and planes to choose from,
which all handle very differently
and fill different roles,
and of course
we can't forget those horses.
I do love riding around on a horsey,
though, Hex,
even though it does
leave you exposed.
It is awful when you have to
shoot one, though.
Something I do think will be
contentious with Battlefield fans,
though, is the way vehicles spawn.
No longer are they sitting on the
map waiting for the first person
to grab them,
but instead you need to select one
from a checkpoint
as you're deploying.
On the left-hand side of the map?
I'm in, I'm in.
I mean, it's a minor difference,
but I always enjoyed spawning in and
then rushing to a waiting vehicle.
Yeah, I guess it's to stop players
from just crowding around
a spawn point
waiting for a vehicle to pop up.
Yeah, but doesn't that mean
players are just gonna wait
in the deploy screen now instead?
Well, I didn't say it was
a perfect system.
But the biggest change for me
is you feel way more vulnerable
on foot against these vehicles.
Most soldiers don't have
any antitank weapons,
and those that do need to get in
real close to use them.
There are no bazookas
or rocket launchers here.
Yeah, I'd almost say
the tanks are overpowered.
A well operated tank
can pretty much control a game.
You really need other tanks
or one of those stationary guns
to deal with them.
There's still plenty of destruction,
and it seems like tanks and artillery
leave much more significant craters
around the map.
There's also a random weather system
now which can kick up a bit of dust
or create an almost
impossible-to-see-through storm.
And I like that it's random, because
it adds some unpredictability
to things
and makes it feel more natural.
I like the special
behemoth vehicles myself
which sort of rock up
if your team is doing badly.
So, in this map if you suck enough,
the game goes,
"Hey, Nich, here's a giant train
loaded with guns.
"Let's see if that helps."
It didn't, though.
But all in all, I feel like
this is shaping up to be
a unique and solid entry
for the series.
Yeah, and who knows?
They might be able to pull
a decent single player campaign
out of this setting, too.
Yeah, I wouldn't get your hopes up.
Now here's Goose
with another indie dev profile.
Keys, please.
That's the key.
(LAUGHS) I've never started a game
with a key before.
OK, so, turn the key
and then hit the on button.
And...
Yep.
Cool.
Alright.
Oh, we should leg it.
Let's get out of here. (LAUGHS)
Flat Earth Games is run by siblings
Leigh and Elissa Harris.
Their latest game is a space sim
which can be played using
a very unique
and very cool piece of equipment.
Excellent.
So, see that little guy down there?
I do.
All hands on deck. Cool.
Can you lay it out for me,
what exactly is this game?
Objects In Space is an open world
stealth space trading game.
It's based on the idea that
instead of piloting your spaceship
like it was a plane,
you're navigating it
like it was a submarine.
These ones here?
Yeah.
Oh. There we go. Easy, easy, easy.
The green button down the bottom
stops you from spinning.
Got it, alright.
So, we are taking that direction.
Yeah.
Talk me through what the process
of developing this game
and the interface that
you've built with it was.
I had been playing with electronics
and I began to figure
that I could probably hook it up
so that there would be lights
and things.
And I initially did it
just on my own on weekends
and basically put some lights
in a shoebox
and then connected a few of them
to that.
Showed it to Leigh, and as we got
closer to our first expo showing
it kind of escalated a bit.
(ALL LAUGH)
It came together because
Elissa just suggested,
"Hey, what if we built
just, like, the shoebox
"but really showed what we could do
with, like, big panels
"and everything in time for PAX?"
This was two or three weeks
from PAX Australia last year.
Oh, good.
So, that involved Jenny and Elissa
spending, like, nights
constantly working on building
and tinkering away,
and that sort of thing.
We've been taking it to shows now
for a year or more.
The reason why we keep
taking it to these shows
is because when we first got people
to do hands-on with it
at AVCON in Adelaide, just watching
people lose themselves
and getting grossed in
something that we were, like,
we were terrified might be
a little bit too obtuse, but no.
That's hugely encouraging
because it was something where
when we started it,
this is kind of in very broad terms,
it was a game idea that we wanted to
play since we were very young,
but it always seemed
way too big in scope
to be something that we would
ever actually attempt.
And it probably is too big in scope
for something we SHOULD have
attempted, but we did it anyway.
Is this your big piece of advice
you would give to people -
it's, like, stay naive...
Yeah, jump in the deep end
of the pool.
Totally.
It's amazing what you can do.
All systems on. No, off.
How did the company first come about?
It was kind of a happy accident.
Previously I was working
writing about games.
Before that I was doing PR
for Rockstar Games.
I was doing software development,
and then on the side
I was doing games writing.
So, that's where a lot
of this started,
was that I was sort of thinking
about the theoretical side of it,
but I'd never considered
actually programming it myself,
since I was a kid.
Like, we used to program little
things together when we were young.
Elissa came up with
a great idea for a game.
She gave me a call and said, "Hey,
do you wanna come to this meeting
"and, like, make games together?"
And so from that idea,
or that initial meeting,
you guys moved into
a full indie studio.
When did it go through that stage
where you realised,
"Hang on, this is who we are now"?
For Towncraft,
the game was successful enough that
it allowed Elissa to go full-time.
I'm still part-time,
as is everyone else who helps out
with our projects.
I think that's fairly
sort of standard,
that people do in the indie
side of things -
they're doing a few things at once.
But we've been able to sustain that
through our second release,
which was Metrocide,
and through Super Death Fortress
and more recently as publishers
for Unstoppable
and now into Objects In Space.
Close. Reconnect and...
We're away.
Power's coming back again.
That felt so satisfying.
Like, I could never do anything
like that in real life.
I would have dropped
the screws somewhere
and I'd be, like, sweating in the
engineering room, but here I'm a pro.
What is it about our studio
that's unique?
It was our love of '90s games.
Yeah.
So, we were just sort of
pitching it as
it's a studio making games for today
that are heavily influenced
by a very particular period of,
like, golden age of PC gaming.
Indie seems to be what Australia's
very good at at the moment.
There's a lot of talent floating
around and there's a lot of people
who are really good at
making games on a small scale.
What's the outlook for Flat Earth in
terms of the next five or so years?
What are you guys hoping to achieve
as a studio, but also as a business?
Still be making games?
Yeah.
Sure, yes.
I think, like, it's one of those
things were survival and success
start to look awfully similar
when you're doing indie stuff.
Like, we don't need to,
you know, make millions
and make the next Crossy Road,
or anything like that,
we just want to be able to keep on
making original stuff that we enjoy.
OK, well, we are back
at the Good Game round table.
I've got Goose and Nich with me, and
we're gonna talk remasters today,
because we've had a crazy amount
of remasters recently.
We've got BioShock just coming out,
Resident Evil 4,
the Dead Rising series.
There's a lot of them.
What's going on?
I think at this stage there's
a lot of sequels coming out
later down the line, at least with
Dead Rising and with Resident Evil,
and so it's a great way
to get people interested
in the franchise again.
I know I'm gonna play Dead Rising
and go,
"I can't wait for the next one."
I'm thrilled,
because a lot of these games
I don't own on consoles
or computers that I have now.
I didn't buy a lot of these on PC.
So something like BioShock,
which I consider to be one of the
greatest video games of all time,
thrilled about that collection,
'cause I actually get to
have it on something.
I get it on PC,
now I can keep it forever,
as opposed to get it on the 360
and I don't really have the way
to play that anymore,
'cause I don't have a 360 anymore.
Do you think you're going to play
through all three games, though?
Generally I'm not someone who likes
to replay story games.
I'm kind of one and done with them,
but there are exceptions for this.
I tend to not dip too much
with the remasters,
but the Nathan Drake collection
and BioShock
are the two that I just go,
"Have to do it."
Yeah. I was about to say I'm not one
to replay games either,
except the Nathan Drake collection
came out
and I started again with the first
Uncharted, and oh, my gosh!
For starters, it's so wonderful
to see how far we've come.
And to be able to play through
the series,
even the way it's been remastered -
obviously it's been improved
a little bit,
but there's still
some noticeable differences
in the way the game looks,
the way the game plays,
and it's really exciting
to kind of see that evolution
throughout the series.
There's definitely a timeline
where I think you can't go any
further back than a certain point,
or if you remaster something
from here,
it's going to still look and play
as shonky as it did back in the day.
Yeah.
And I think, fortunately,
something like that first Uncharted
was right on the cusp.
Because I'd never played that one.
I played 2 and 3,
and so this was a great chance
for me to jump in
and finally play the first one.
Oh, man. Like, the whole Elena
origin kind of...of that romance...
Suddenly everything made sense.
Well, I guess it kind of
takes us to a point of
what really makes a remaster
versus a remake?
Because if you were to, you know,
refresh the first Assassin's Creed,
I would want that remade.
You know? I think that the controls
and everything
would need to be updated.
I'd want more interesting quests.
But I'd still want that game to kind
of fit into the rest of the series
as the origin story
for that series.
But when you talk about remaking,
you're only talking, I guess,
about adding just those features
that we take for granted now.
Little tweaks, yeah.
Lots and lots
and lots of little tweaks
so the game feels like a current-gen
version of an Assassin's Creed game.
Yeah, totally.
You're not gonna go in there and
change story or move things around
and really remake it.
No, no, no.
I think, you know,
when you talk about a remaster,
it's definitely updating the visuals
and maybe some of the controls.
I think
with the Nathan Drake collection.
they changed his ability
to latch onto things
and a bit of his movement.
They made a lot of that more fluid.
Which is something that we,
you know...
..the platforming of his movement
through the game,
which is really important.
I think for me when it comes to
what makes me pick up a remaster,
it's...I wanna recapture
the feeling I had
when I played that game
in the first place.
So for me the best remasters
are ones that make me think
that this is how the game was
all along -
where it's like, "Oh, this is
how it looked the whole time,"
or, "This is how it played,"
and that those little tweaks
where you just go,
"Oh, yeah, this is my memory.
"This is my memory of this,"
and it becomes a showcase.
So you want the updates
to be subtle enough
that you feel like
it was that way all along?
Which is why we're talking about
the back button,
where you see the old graphics
or whatever.
That's when you go, "Oh, right!
"Of course it didn't actually
look like this."
But this is actually
what time and my memory
and, you know, alcohol has done.
You hold a lot of that stuff with
a certain air of romanticism...
Totally.
..in your mind,
but when you have to sit down
and play something
for five, six, ten hours,
you don't want to be stuffing around
with awkward controls
and poor hit detection
and stuff like that.
I guess often I'll just end up
playing the first 10 minutes
of all these remasters and go, "Ah,
those were the days. And I'm done."
I feel like there is the issue,
though, that a lot of these games,
they're being done by B teams
within the studio,
or they farm it out
to one of these companies
that just do ports and remasters,
and they're not the ones
who originally made the game.
And that...that's that thing
where it feels careless.
Like, the Marvel Ultimate Alliance
came out recently.
Looks terrible.
It's a 10-year-old game.
Looks awful, but also all...like,
it had a bunch of DLC
originally with the game,
and that's not included on the disc,
so this remaster's missing characters
that was the DLC.
And that's where you go, "Why...
Like, you didn't try at all?"
I think it makes sense to have
the B team on it, though.
You want your best people
working on the new stuff.
And essentially, kind of releasing
a remaster isn't...I don't think
it's as big as cash grab as we think
it could potentially be.
I think it's a way...you know,
there's a lot of games
that I probably wouldn't
go back and play,
but if they remastered it,
I'd think twice.
How much time has to pass before you
consider remastering something?
Has enough time been since BioShock?
It feels like not, for me.
No, no, 'cause BioShock is so old.
Like, BioShock is actually,
like, quite old.
Am I just forgetting
how much time has passed?
Maybe. Maybe.
You've been in a fugue state.
It's actually...
(LAUGHS)
What about...I mean,
there's the Skyrim remaster,
which is coming out.
That's been, what, five years?
Oh, yeah.
Is that long enough?
Let that game die.
(LAUGHS)
Just stop... Stop.
Let Bethesda make good new games.
(DRAMATIC, MAJESTIC MUSIC)
Sometimes it's just
the collection of these games.
Like, in the case of BioShock,
I think it has been too soon
since the most recent game,
but give me all three
of those games...
You just want it on your shelf.
You don't play games at all!
No, I just like
to have them on a shelf.
I get a real sense of satisfaction.
I have played those games
in the past,
and with the Dead Rising game...
Especially when they package it
with some little leather box
thing around it.
Exactly. I want it in this beautiful
little collector's edition.
I'm gonna put it there
and I know that I can go back to it.
When they make it look like some
kind of classy...
..like, library book collection.
And you can slide it in and say,
"I have read those books,"
or, "I have played those games."
You're like video game Dexter.
Yeah, exactly.
You just have this collection...
(LAUGHS)
The problem is that will only last
until the next generation comes out,
and then they bring out
the even more fancy version.
And that's why...and obviously this
can't be an argument for everybody,
because you need a decent rig,
but getting this stuff on PC
is probably the best idea
because it stays playable.
It doesn't really matter
how old it gets.
Every time you change consoles,
if they're not gonna enable
really strong backwards
compatibility, then that...
That's why a lot of this stuff
comes out each time.
I love bringing these old games back,
as long as the care is put into it.
I think that's the thing, right?
Like, if you feel as though
publishers and the devs
care as much about the game
as you do,
then it's an investment in something
cool and not just a cash grab.
Yeah. I mean, like it or not,
remasters have become
quite a significant part
of the release schedule for a year.
People really expect it.
And I think maybe that's...
more so now
because we're still in the early
stages of a new console generation,
so it feels like maybe
it's more justified.
We are seeing so many games
where they're making sequels
or they're revisiting them
to make the next sequel.
It means that they're gonna go back
and they're going to jazz up
those old games again,
and I think it's kind of exciting.
As they should.
That should be your punishment
for bringing back an old series -
you have to bring back
the best version.
You can't move on,
you've gotta go back.
And if you can't beat the remaster
with your new game,
maybe don't do it in the first place.
Well, I think we can all agree
that remasters can be great
if they're done well.
What do you think of remasters?
Are they good, bad,
bit of a cash grab?
Let us know online.
Are you gonna buy CoD?
No, probably not.
You're gonna buy it. You're pathetic.
I'm pathetic too.
It's fine. We're all pathetic.
Hex, describe Fallout 4 for me
in three words.
Uh... Sprawling,
lonely, and fatiguing.
How about you?
Ambitious, repetitive, exciting.
Unfinishable.
That was four words.
Yeah. Much like Fallout 4,
I tried to cram too much in there.
Oh, snap!
Yes. This is Fallout 4 - Nuka World.
FEMALE VOICE: I have a little tip
to help you make the most
of your exciting
Nuka World adventure.
Where should I go?
Get the hell out of my face!
(JAUNTY, OLD-TIME MUSIC)
# Oh, lay that pistol down,
babe... #
I will wear your bones. Kill them!
# Pistol-packin' mama... #
I'll be back before sundown.
Appreciate it.
# From deep down Texas way... #
You raiders are all the same.
# They don't like the way we play
# We're the rough rootin'-tootin'
shootin' trio... #
Lovely family.
Cito like new friend.
# Pistol-packin' mama
# Lay that pistol down. #
Nuka World is Fallout 4's
final piece of DLC,
and it's a big-story one.
I wanted to get some help
and go back with them.
I didn't count on taking a bullet.
That's what trust gets you
out here in the commonwealth.
The expansion starts
when you meet Harvey,
a dying stranger
asking for your help
to save his family
from a group of raiders
who have taken over
the Nuka World theme park.
But Harvey's a goddamn liar.
MAN: Harvey bagged another sucker
to help his family.
And he was just the bait
to lure you into running a
nightmarish gauntlet of death
while raiders look on
like kids at Disneyland.
MAN: Looks like we got ourselves
some fresh meat to run the gauntlet!
(LAUGHS)
Thankfully, though,
someone is on your side -
Gage, a raider with a surly attitude
and an incredibly
uncomfortable-looking eyepatch...
This operation needs someone
to step in and take the reins.
..who helps you
survive the gauntlet,
defeat the boss
with the help of a water pistol,
and then, just like that,
you become king of Nuka World.
MAN: Jeez!
What the hell just happened?
Which seems like a terrible way
to promote someone.
I mean, total stranger comes in
and kills the current boss,
so they become the new boss?
Yes. It's how I got the job here.
But my first act as boss
was to make sure
Harvey got what was coming to him.
# He's a devil
# He's a god... #
But why is he naked?
Traitors die naked, Hex.
It's the rule of the dictatorship.
He's a dog!
And the problem you, as leader,
now face
is that within Nuka World,
there are sections that still aren't
raider occupied,
which is surprising
because there are no less than three
separate Raider gangs in the park,
so you'll need to convince them
you're the person for the job.
Although, again, why they'd
listen to you, a total stranger,
dressed as an astronaut,
is beyond me.
Well, I'll be damned.
You actually did it.
Hey, show a little respect.
Why did you gesture to me
when you said that?
'Cause I feel like,
out of the two of us,
I command more respect
in an astronaut outfit.
Oh, really?
Yeah.
I guess I could bring a little law
and order to these parts, Sheriff.
It's 'cause I'm short, isn't it?
You know, apparently astronauts
do better when they're smaller
because they've got to fit into
tight spaces and stuff.
But this game is set on Earth.
Well, the gangs
are all quite distinct.
(SNIGGERS)
Watch yourself, boss.
The Disciples are pretty
standard raiders -
psychopaths who decorate mainly
with scrap metal and corpses.
Everyone knows
we all wanted Colter dead.
Of course, if I'd had my way,
it would have been
a slow, painful process.
The Operators are all about
earning those caps
and making sure
their hair is on fleek.
The man was an idiot.
Made us all look bad.
I guess we can take some solace
in the fact
that someone finally gave him
what he deserved.
And the Pack's rule is
there are no rules,
except for the one rule,
which is you must dress like
an underfunded off-off-Broadway
rendition of The Lion King.
Are you gonna be a problem...?
(WHIPPING, GRUNTING, CLATTERING)
Slow down there, boss lady.
And, since this is a Fallout game,
you are eventually going to have to
side with one of those gangs.
Yes, but I loved
the look of the Pack.
It's just a shame their leader
was such a douchebag.
Gage says you're the boss now,
so you're the boss.
Luckily I barely heard
anything he said
because a bug in the game meant
whenever you talked to him,
he got drowned out
by a pit-fighting gorilla,
even though the gorilla
ignored my pleas for silence.
Aww!
What?
It didn't ask for that life!
You murderer!
Hey, take it up with the Pack.
(GRUNTING, STRUGGLING)
After you meet the gangs,
Gage tells you the park
is broken up into six sections.
The gang's hub area,
complete with a new hideout for you
and a marketplace to stock up
for the upcoming battles...
What have you got?
The medicine you need
to set yourself free.
..and then five more zones
for you to clear out
and put under raider control.
MAN: Are you feeling lost? Pathetic!
Something I've never liked
about Fallout is the palette.
Oh, it's brown! Well-known fact -
I hate brown games.
It's so drab and monotonous.
I know the planet was pretty much
completely annihilated,
but just put a lick of paint
here and there.
It's been 200 years!
So when I heard that Nuka World
was set in a theme park,
you know, I was excited
for some not brown.
Yeah. And the areas do all
have their own look to them.
MAN: Join us
on a journey into the future.
Galactic Zone is
a space-themed futuristic area.
Dry Rock Gulch is the old west
with robot sheriffs.
Rustle up some horses for you,
huh, cowboy?
Giddy-up, buttercup.
Safari Adventure is the zoo
section of Nuka World.
Kiddie Kingdom features
a medieval castle
and World of Refreshment is...
..well, it's pretty much
just a Nuka-Cola bottling plant.
WOMAN: But in late 2044,
Nuka-Cola was born.
The problem I have with
a lot of these zones
is they're just so surface level.
There's nothing here that requires
this expansion
to be set in a theme park.
Beyond the name.
'Cause it's named Nuka World...
Right.
The enemies are almost all
just ghouls or robots -
baddies we've seen elsewhere.
There's Nuka World stuff everywhere
but it's just decoration.
The quests and gameplay would work
just as well
anywhere else in the world.
Well, I don't think
that's entirely fair.
I mean, what about Kiddie Kingdom?
It had this great funhouse
that played with perspective.
There was this spinning
room of doors
with booby traps behind each one
and a hall of mirrors.
And the storyline there
about an abandoned theatre
was pretty interesting.
And what started out
as a cliched horror trope,
ended up being something
rather tragic.
200 years passed.
What makes you think
I can't wait 200 more?
I just...I love it when Fallout
makes everything
seem black and white
but then they inject a whole lot
of grey into the situation.
And then that quest line has pathos.
You know, more of that
would have been so great.
Well, arguably, there is a lot of
moral questionability here in this,
because if you're going to play
this expansion,
you're gonna have to become
a raider shithead.
And, actually, when I realised this
was where it was headed,
I texted you
because I couldn't remember
if you played a good guy
or a bad guy in Fallout 4.
And your answer was, "Always good.
I never murder.
"In every single game always I want
everyone to be friends forever."
So how did this sit with you?
Yeah...not great. (LAUGHS)
You know, it was fine
when I was just killing robots
who were trying to murder me.
I don't want to hurt people.
I can't change the fact
that you're gonna have to run
some people out of their homes
so we can give them to the gangs.
But you're right, eventually you do
have to go out into the Commonwealth
and start taking over settlements
and killing innocents.
I mean, you do have the option to
bribe them to leave peacefully...
Take these caps and go.
Where are they gonna go, Nich?
They're just gonna die
in the wasteland now because of me.
I'm a murderer.
Yes, you are.
(LAUGHS)
A tiny, murderous astronaut.
But it is strange that Fallout 4
lets you play the game in one way,
like you, playing as a good guy,
and then with this expansion,
you're forced to become
the thing you hated all game.
Yeah. And, like,
not even in an interesting way.
It's not like these guys
are just doing this
because they don't know any better
or because they're fighting to
protect something they believe in.
They're just dicks.
So, which gang should I have join
you once you've staked your claim?
The Disciples.
Yeah? Huh.
Better bring a tarp.
There's no subtlety at all.
They're just constantly talking
about wanting to kill people.
Yeah, I think it's the problem
that Fallout always has, right?
It's the illusion of choice.
The whole game feels like
you're weaving your own story,
but you reach these points where
you realise no matter what,
you were always gonna end up here.
I already took
everyone their orders.
And I know that seems like nitpicking
in a game that's so big
and you can do so much in it, but if
you spend 100 hours with a character,
the choices you make and
the moral code you give them,
to me, that actually means something.
Yeah.
I mean, there's lots to do
in Nuka World,
but it's also nothing you
haven't already experienced
in previous Fallout adventures.
I'm giving it three stars.
Yeah, this is Fallout 4's final piece
of DLC
and it's just a shame the note
I'm going out on
is one where I became the bad guy.
I'm giving it 2.5.
Although, you know,
at almost any point within it,
you can just kill all the raiders
in the park and the DLC ends.
So you don't actually need to go
raid all those settlements and stuff.
(GASPS) No!
Yeah.
Why didn't you tell me that before?
'Cause sometimes
I just want to watch
a tiny murderous astronaut burn.
I know you mean that as an insult
but I think 'tiny murderous
astronaut' is kind of badass.
I wear it as a badge of pride.
(OLD-STYLE CROONING)
So, did you name the game
for this week?
What could it be?
It was The Elder Scrolls III:
Morrowind.
Set on the island of Vvardenfell,
you are free to quest, loot,
explore and hunt
to your heart's content...
WOMAN: Don't stand about -
get moving!
..taking in the epic free-form
nature of the sprawling RPG.
I mean, there was a main quest line
but, you know, you don't want to
rush these things.
And it was on Name The Game
because it was developed by
Bethesda Game Studios,
the same folk behind
this week's Nuka World.
Next week on the show...
What do we have next week, Hex?
Well, Bajo will be back.
In fact, the whole Good Game team
are coming together
to celebrate the show's
10 years on the ABC.
It's gonna be a one-hour
10th birthday special.
We'll have special guests,
live performances, discussion,
laughs
and we'll revisit some memories.
Hello and welcome to
the very first Good Game.
And all in front of
a live studio audience.
Yes, I suppose I'll have to
give Bajo his chair back.
Mmm. Until next time,
may all your games be good ones.
Hex out.
Nichboy out.
You know, if you just
stole the chair,
then that would give us grounds
to finally get new ones
because, you know, we don't have
the budget for that.
Yeah,
and I do think you need new chairs
because these at least
need a reupholster.
Mm. They're a bit crummy.
Yeah. This old thumb action here.
It's from all the edge-of-your-seat
moments that you have while gaming.
Yeah. Yeah, right. Graphics!
Captions by Ericsson Access Services
Copyright Australian
Broadcasting Corporation
