MUTANT FOOTBALL LEAGUE: Attack of the 20ft Wez

Mutant Football League Logo

I’ve been conflicted over whether I should talk about Mutant Football League at all. This is mostly because I funded the game on Kickstarter last year when it was in pre-alpha. I also realize I’m probably not the intended audience, even within the art style’s genre. My yearly exposure to football is limited to a few Buffalo Bills games and the Super Bowl. The last football game I played before MFL was Madden 06. What I’m trying to say is that it’s not as cut and dry as previous games I’ve discussed.

The premise is pretty simple. It’s an anything goes apocalypse! The dead are rising out of their graves, a tidal wave of orcs pollutes the air with a noxious green haze, robots are leaking oil, aliens have made football stadiums on the moon, and clones of Vernon Wells are wreaking havoc all across America. But that’s not all. Blood is raining from the sky in Killadelphia and the world’s #1 pastime is sponsored by… “Monsatan Industries.” Nearly every element of NFL culture is tweaked to meet the theme. It’s silly, visually appealing, and portrays a post-apocalypse that’s simultaneously grimdark and chuckle worthy.

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Player Agency and 60 Seconds!

60 Seconds Game Header

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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Deconstructing Fallout 3: Tenpenny Tower

Deconstructing Fallout 3

When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. I’ve recently booted up Fallout 3 again, but this time on the PC. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices.

Let’s start with the basics. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements.


Fallout Tenpenny Tower

You know what? “Tenpenny Tower” is a good quest. It’s well structured, it’s got some great roleplaying options to expand your character, and it has three major endings, each of which has a noticeable impact on a prominent trading hub. Unfortunately, the entire quest falls apart after it has been completed.

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When One Door Closes…

It’s all coming together…

Saul Fore wouldn’t take me in, so I had to find my own lodging. The good news is that I still had the dog tags he gave me. The bad news is that I could only afford lodging in the mutant part of town. It might be a while before the cash rolls in, so I’ve got to stretch these tags for as long as possible. I hope things pick up soon; my new Undying neighbors don’t trust me and are extremely sick.

I was trying to stay away from the apartment as much as possible. I started with a tour of the BLVD. It’s a big place, probably two or three thousand people. I can’t believe how many businesses there are around here. Aside from the blacksmiths, there’s cooks, doctors, tattoo artists, and even a dentist! All those are nice, but I had my own concerns. If I was going to produce a list of all the BLVD’s laws, I’d need some paper or maybe a printing press.

As fate would have it, I bumped into the weasel who writes the local news rag. He was a short guy in a grimy blue suit tearing at the shoulders. An ugly straw hat hid his red hair. He was so preoccupied writing onto his notepad that he bumped right into me.

“Hey! I recognize you. You’re that guy who got caught after curfew.” The pressman said with a sideways smile. “Care for an interview?”

I shrugged my shoulders.

“Oh. How rude of me!” the suited man cried, raising his hat “Mr. McGavin at your service. I’m the best journalist in town, let me tell you, and it’s not just because I’m the only journalist in town.”

I didn’t smile, but the sides of my mouth pulled tight. “Joe Junkman” I replied.

I noticed that the pressman had something hanging around his neck. It was one of those old cameras that spits out the pictures. I was surprised that he could find enough film to use it.

Mr. McGavin must have caught me staring because he immediately raised his camera and said “How bout a photo?” He paused “Only ten…er…only 15 dog tags! It’s a steal!”

“Oh it’s a steal alright.” I replied. “It’s highway robbery!”

Mr. McGavin and I both had a good chuckle.

I think we’ll get along just fine…

-Joe Junkman

Gunman Taco Truck: Refreshing!

Gunman Taco Truck HeaderAfter 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.

Gunman Taco Truck Story

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

On the Road Again

On the road again…

A week has passed since I’ve been in the hospital. With Saul’s dog-tags, I was able to get my arm fixed and receive anti-radiation medicine. Saul Fore is up and about. His skin looks like melted plastic and his fingers are fused together, but otherwise he’s doing fine.

This morning, Saul told me that he has to get back to the Boulevard and invited me to accompany him. The way I see it, going back to that horrible place can’t be any worse than being stuck in this dustbowl. I just hope I don’t get imprisoned, again.

After receiving our discharge papers, we made a pit stop at the fortress armory. I got a canteen, a pistol, and a new backpack, complete with a sleeping bag. Hopefully I won’t have to use the last two.

I thought we were just going to charge into the wasteland. Instead, we waited by a crumbling overpass for hours. I don’t know if you’ve ever stared out into a barren desert for hours at a time, but it’s really really boring.

Finally, a caravan pulled up. The cart was drawn by a handful of strange armadillo creature with trunk noses. Each of these beasts the size of a dog. Accompanying the cart was a handful of guards dressed in maroon fatigues and reflective black armor. I guess Saul wasn’t taking any chances this time.

We set out just when the sun was directly overhead. This should be a smooth ride. Our guards are armed to the teeth.

I just hope that the Boulevard is kind to me.

-Joe Junkman

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