Player Agency and 60 Seconds!

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We previously looked at 60 Seconds!, a game I described as a combination between a point and click adventure and a sticker book. I criticized the game for being based around discovering random events, but not having enough to avoid repeating them in a single session. You’ll see the same few events over and over and over again, the only difference being whether or not you have the item needed to succeed. The more I thought about this element of game design, the more I thought that I had seen it before. Today, we’ll pitch the event-based gameplay of 60 Seconds! against two games with different settings, but similar design.

Repetition in 60 Seconds! was bound to happen as a consequence of basing the gameplay entirely around a limited number of events. You’ll get a note saying “we should have taken that trip to Nevada” 10-20 times per game. After two years of DLC, 60 Seconds! only has 40-50 events. However, I want to look at another 2015 title which has more in common with 60 Seconds! than anyone might initially suspect.

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60 Seconds! – Revisited

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I originally bought 60 Seconds! when it first came out, back in the summer of 2015. After about two hours of play, I requested a refund. However, after hearing that the developers put a lot of work into upgrading and balancing the game, I was willing to give it another try. Unfortunately, 60 Seconds! did not age like a fine wine, but rather like a discarded hunk of smoldering cheese left at the bottom of a radioactive crater.

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Desert Law: School Bus Mounted Howitzer

desert-law_w1010.pngMy Steam library is filled with post-apocalyptic games. Generally, I’ll pick up (or at least wishlist) any apocalyptic game I come across. Desert Law, a real time strategy game, has been in my library for about two years. I picked it up on sale, played it for 10 minutes, and then uninstalled it. However, enough time has passed that I thought the game deserved another chance. Unfortunately, the game aged about as well as a bloated corpse in the wasteland sun.

Desert Law’s narrative makes Wasteland Angel look complex by comparison. After the apocalypse, tribes of road warriors kill each other over booze and car parts. What kind of apocalypse is this? We don’t really know. The entire world is a desert and some places are populated by angry sentient zombies napping beneath the sand.
Here’s the story: Generic wastelander Brad wants to woo a girl for mating season, but rival tribes of gangsters and pre-apocalypse military keep mucking up his plans. Brad convinces his tribe to kill everyone in their way until Jane (the love interest) notices him. Continue reading

Police State

“Two weeks hard labor.”

That was the sentence given to me by “his honor” the Judge. Geeze. I can still see that fat sluggish tongue scraping the cheese dust from his bloated lips. Guy looks like a bullfrog with a mustache. And the smell… his whole courtroom smells like a plate of steaming hot puke with a glass of skunked beer.

After my “trial” (if you can call it that), I was shackled, beaten again, and hauled off to the blacksmiths. Saul Fore wouldn’t get me out of this one. For two weeks, he just glanced at me and shook his head. When I called out to him, he said that I was beyond helping. Those words hit a lot harder than the police batons, even if they didn’t leave me covered in purple splotches.

For the past two weeks I’ve been lighting forges, assembling weapons, and handloading fresh bullets. My fingers have turned grey, but it hasn’t been so bad. I’ve actually learned a lot about how guns work. Plus, all this gave me some time to clear my head and think about everything that’s happened in the past few weeks. Besides, hard labor is a lot better than getting thrown out in the wasteland…again.

You’re probably wondering: How did that idiot Joe Junkman get into this mess?

Well, I had just entered the BLVD with Saul Fore our food caravan. It had been a long, but uneventful journey from Abundance. Almost immediately, I spotted a crowd gathered round a band playing on a rusting pickup truck. Then the music hit me. All I could hear was the wonderful strumming of a finely tuned guitar. I ignored Saul Fore’s warning and followed the string of notes drifting through the air. I caught myself nodding my head and shaking my hips. I was in a trance, comfortably numb to the world around me.

That’s partially why I didn’t hear the curfew siren. The other reason is that I had no idea the BLVD had a curfew in the first place. At first, I didn’t even notice the “counselor’s” approached wearing their fancy suits and armed with nightsticks and hand crank sirens. The crowd quickly dispersed, but I had no idea what was happening. Nobody told me anything! Of course the Judge croaked out that “ignorance of the law is no excuse.” Seems pretty stupid to me.

It wasn’t long before I was the last person on the street. The counselors boxed me in. One shouted something at me through a megaphone, but I couldn’t make out what he was saying. I didn’t want any trouble, so I shot my hands up and slowly walked toward the suit with the megaphone. He didn’t like that.

Something slammed into the back of my head. I hit the ground hard. A padded knee rested on top of me as my arms were roughly placed behind my back. I tried to use the old Junkman charm, but that just got me a steel-toed kick to the guts. Bruises. Just what I needed. I’m sure someone will find that attractive.

After all that, I was hauled off to the courthouse to await my trial the following morning. Of course, I had to defend myself in court so it didn’t go well. But all this got me thinking. What if someone were to put an official list of the BLVD’s laws on paper? And what if they sold that list for a few tags? And what if that someone was me?

Gunman Taco Truck: Refreshing!

gmtt-4.jpgAfter the monotony of Wasteland Angel and the abject failure of The Underground Man, I was delighted to learn of Gunman Taco Truck from Romero Games. The ultimate surprise came when I looked at the game on Steam and found that it was designed by a 9-year-old boy. With that said, Gunman Taco Truck is an addictive arcade game with a great sense of humor and a steep difficulty curve.

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The premise is simple. Scientists accidentally set off nuclear bombs, killing or mutating almost everything in the United States. One mysterious food truck driver must embark on a cross country trip from San-Diego to Winnipeg, Canada. Gasoline is expensive in the apocalypse. To make ends meet, our hero must slaughter mutants, harvest their meat, and sell delicious tacos. Continue reading

What is MUTATION: The Wasteland Survival Guide?

MUTATION: The Wasteland Survival guide is a six episode long series exploring the quirky and unusual world of MUTATION, as seen in The Journal of Joe Junkman. The show itself documents the writing of the Mo-Javi Wasteland’s very first survival guide. Charged with writing this book is wasteland legend James Gray and local shyster Joe Junkman. Throughout their journey, our heroes will struggle with radioactive dust storms, water scarcity, and each other.


I want to break character for a moment to say how excited I am to be moving forward with this project. The world of MUTATION has gone through a lot of change since its conception. What originally began as a pen and paper RPG has transformed into serial fiction, a website, and a show. I can’t wait to see where it goes next.

To make a long story short, Ben and I got together in the summer of 2015 and began brainstorming ideas for this short series. Although we have all the footage, brainstorming was about as far as it got. It seems embarrassing now, but we didn’t have a script or anything. Essentially, we had a concept for each episode and a location. For better or worse, almost every scene is improvisational.

When I first established this website, I had no idea what the response would be. These past few months, I’ve been consistently amazed at the hospitality and support I’ve received from the online post-apocalyptic tribe. Thank you for giving us a chance and following our stories week after week.

I’d also like to announce at this time that Ben and I are planning to attend Wasteland Weekend this year! I’ll be in character as James Gray and I believe Ben will appear as Joe Junkman.

We hope to see some of you there! The Rad-Lands wouldn’t be here without you.

-Ron Welch

I Have No Mouth and I Must Scream: Gorrister

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Con-man, pacifist, business woman, Nazi, scientist. Five improbable entities stuck together in a pit of darkness. A prolonged nightmare of 109 years conducted by a sadistic self-aware supercomputer with unlimited power. This is Harlan Ellison’s I Have No Mouth and I Must Scream.

Although on the surface IHNMAIMS is a straightforward story about five people trapped in an endless underground complex after a nuclear war, it has transcended into a franchise. The human characters from the short story were greatly expanded upon in the 1995 video game while the supercomputer, AM, gained some depth in a 2001 radio drama. A comic adaptation was created but never published, though a few English panels and the full Spanish version found their way onto the internet. This has become one of my favorite post-apocalyptic stories due to the development of the characters and the themes at play.

In this series, we’ll break down each of the humans: exposing their fatal flaws and then identifying what led them to redemption (and further punishment).

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Gorrister’s comic adaptation

Gorrister. The first character introduced in both the text and the video game. Originally, he was a conscientious objector, a peace marcher. In the game, he was an electrician and truck driver before the machine captured him. The only similarity between the two versions of this character is the spoken wish for death. Continue reading