The Craft of People in Rooms … Talking

From Westworld, where only one of these is a person and the conversation isn’t as interesting as the cinematography. Credit: HBO

A few weeks ago, I published an article about the almost incidental manufacturing of consent which some of the most common shows on TV engage in. A layer behind that ultimate observation was that these shows were made, usually, from laziness rather than malevolence, and showed how little craft is required to get something on the box if you know what buttons to push. This follow up will be about two separate but related kinds of media: 1) so-called ‘prestige’ TV and 2) specialist YouTube long-form channels. In both cases, the perception of quality is key to their success, but frequently, old-fashioned preconceptions about new and established media obscure the levels of craft involved in each kind of production.

I don’t plan on extensively analysing all of the prestige TV of recent years, but I would like to explore some that I have tried, and even liked, but which I’ve recognised tired trends in. To introduce this, I would like to start by discussing one of my favourite British comedies of this century: The Thick of It, because it presents a microcosm of the problem.

The Thick of It is the work of, among others, comedy legend Armando Iannucci and is a kind of modern day, occasionally gritty but mostly always absurd rendition of the all too real struggles and shortfalls of government ministers and civil servants. It’s timing is fascinating as, over the span of it’s broadcast, it depicts thinly veiled versions of both the end of New Labour and the new coalition government, showing what we already know – that they’re more similar than different behind the scenes. The buffoonery, the burlesque depictions of those with the most power wielding it clumsily, and the sharp, memorable barbs between characters made the show addictive and and often very funny. Arguably the show is most remembered most now for the sweary diatribe of insults dished out by Peter Capaldi playing a shadow version of the shadowy ‘spin doctor’ Alistair Campbell. The mixture of it’s relative originality and the brutal believably of Capaldi’s delivery made it almost impossible not to enjoy his rants. Despite this being central to the collective memory of the show, there was more a lot more to the repeated back-and-forths shown on on screen. The satire itself was fairly gentle, but it was there – that political decisions are made recklessly, or selfishly, by political actors trying to advance their own career, that people and policies are disposable if they don’t fit the media strategy of any given day, and so on, and so on.

Credit: BBC

What happened in the making of the series didn’t, I think, negatively affect The Thick of It but it would affect future shows by the same creators and beyond. The problem was – and the realisation of this pained me – that Iannucci is a pretty clear cut classic Liberal centrist, and in researching for the show, he and it’s other creators fell somewhat for their neoliberal captors. You get the feeling that they started to enjoy and feel comfortable in the environment they were lampooning, and in the future, they would arguably pay homage to the political elites they would portray as much as lampoon them.

The Thick of It was undoubtedly a show featuring people in rooms talking, but it was original and dynamic alongside that. The same can’t really be said for it’s younger sibling, Veep. Veep is a fairly close copy of The Thick of It though it focuses on a more high profile politician and is tonally lighter. What it really lacks is the bite of it’s British elder, and more blindly follows it’s formula of quips and cringe. It falls in to the ever-familiar trap of keeping on going beyond workable use because they were given licence to. As the seasons go on, the main character, ably played by Julia Louis-Dreyfus ceases to be the ‘Veep’, becomes the president, and then falls out of front-line politics altogether in to some vague consultancy role. It was at that point I stopped watching. The titular role was no longer relevant and the the dialogue felt all the hollower for it. People talking in rooms, but to no end.

Writer Jesse Armstrong was only minimally involved in Veep but was heavily involved in The Thick of It, and would go on to take this … distinctive kind of show to the wider neoliberal world in HBO sensation Succession. I enjoy Succession. I have watched three seasons and will watch the fourth when it comes, but the third season felt like word soup fairly commonly. Like with Veep it has outgrown, it seems, it’s original premise and is treading water. Specifically, it has gone from a show about the intrigue surrounding an internal family power struggle for control of an incredibly powerful and influential corporation, to the re-telling of that story twice in different forms as well as general to-ing and fro-ing about some interminable bullshit or other. There’s an attempt to create drama, but it often drowns in dry business speak and forced one-liners. That is the issue with the show I think. They had a good premise for a show, told their story in one season with some interesting characters and some fairly generic satire, but they couldn’t stop. They fished out the bones of fairly repetitive story arcs and did it in a way that was held up by strong acting, sharp dialogue, and sumptuous settings. That’s all good and sometimes very entertaining, but it feels like people talking in rooms, about very little, until they’re ready for the series finale, which, to be fair, are often very gripping in Succession. The characters were entitled, competitive and delusional, but authentic enough caricatures to hold up for a season or two. By season three though, they started to stand out as what they are, admittedly well-detailed parodies of the likes of Elon Musk, the Murdochs, Jack Dorsey etc. As time has gone on though, they have used this broader palette to say less and less original. It’s not barren, but it has serious diminishing returns. In short, the craft has fallen away in favour of seeming like it’s dripping in quality, and while it isn’t a bad show by any stretch of the imagination, it’s now more sizzle than steak, and certainly not remarkable storytelling as it is often held up as.

A beautifully shot razor sharp but kinda empty dialogue scene in Succession. Credit: HBO

Another high profile example I have of this, but with even less that’s particularly interesting to say for itself is Westworld. I don’t want to dwell much on the show in a negative way, but it’s also a perfect example of this dialogue-heavy sumptuous television making that people fall over themselves to laud. What Westworld amounts to though is a beautifully made first-year philosophy seminar. It isn’t it’s only philosophical premise, but it’s major one is basically ‘can robots gain … humanity?’ and amazingly, it seems some viewers have forgotten about Philip K Dick and sci fi in general because they treat it like the makers have delivered some novel philosophical brilliance where all I see are bloated conversations made mysterious by shifting timelines. They’re well written, to very little end; but it looks nice, sounds deep, and is on HBO so it has all the trappings of quality craft.

These are interesting shows that know how to give people what they seem to want – memorable shots and memorable lines, but they also fall prey to what have become circular expectations for TV shows and fans, and that is the need for neat ‘arcs and season finalés. Over the years, how seasons finish have become central to most TV ‘criticism’ and it really handcuffs how shows and stories come together, weighting multi-episode seasons in to only a few really impactful episodes, usually toward the end of the season, maybe with some exceptions. Then in reviews of the shows on both traditional media and fan media, you have a mix of simplistic talk of ‘arcs’ and whether moments were ‘earned’ or the most ludicrous of all, whether a characters actions are ‘realistic,’ as if everyone in the world doesn’t make huge mistakes or hasty misjudgments on a regular basis. This was the common refrain especially at the end of Game of Thrones which I really do not want to re-litigate in depth here. Briefly though, the final season was too short, and as a result, some of it’s biggest questions were resolved all too quickly by writers who it seems could barely spare the time. I enjoyed Game of Thrones immensely – it’s mix of complex intrigue, insightful metaphoical content, unpredictability, and yes, lots of talking in rooms. The dialogue in Game of Thrones was always sharp, but crucially, it was consequential, in a way that the dialogue in Westworld and especially Succession struggles to be, but fans all had their own grand unique view of how it should end and when it didn’t live up to that, it was dismissed as terrible. Flawed as that final season may have been, the overall quality shone through and comments outright dismissing it missed the mark.

But especially on YouTube, where I will turn my attention now, the range of criticism is near binary, from unquestioned awe, to contrived rants about how shows ‘suck’. That is what gets the clicks, I suppose. The problem is, neither is really criticism, but merely empty ‘content’ because it’s not sincere – it can’t be. I’m genuinely not sure what riles me more between the self-satisfied, short-sighted rants and the fawning where you hear things like ‘but because it’s Succession, we know something interesting is about to happen.’ Either way, they pre-judge the shows and then fill in the blanks during their ‘reviews’. These review videos are often well-made, have been either scripted or are done live with various guests and sometimes even on dressed sets, but that does not make these reviews or post-shows well-crafted or insightful. From here on out though, I would like to be more positive and briefly share some YouTube channels that are fantastically crafted and present brilliantly insightful and even necessary commentaries; or at the very least, genuinely entertaining.

It would make sense to start with a channel that deals with TV reviews, and so I would like to present Skip Intro

Skip Intro is being discussed here almost exclusively due to the host, Jackson’s, excellent ‘Copaganda’ series. As will become a pattern in most of the following recommendations, there are some ceators who are fantastic at specific kinds of content, even if I don’t enjoy everything they produce. Outside of the Copaganda series, Skip Intro has a thoughtful but still fairly fawning video about Succession, so clearly we don’t agree on everything, not that that’s a reasonable expectation. The Copanganda series is a well-researched, interesting, timely, witty, and smoothly presented series about a topic I obviously consider important based on the sister piece to this article. The sheer credulity of forces like the LAPD manufacturing consent for their activities using TV in TV’s earlier days to the ridiculous portrayals of crime, punishment, justice, and those who pursue it shines through in this series of sharp, efficient and intuitive videos. The arguments are made with an easy entertaining manner which is pretty disarming and conversely give them more gravitas. Not afraid to tackle even a sacred show like The Wire, which Jackson treats very even-handedly in a way that is extremely rare, the Copaganda series explores a range of popular shows and is either a great introduction to the topic or a fun angle on about as important a topic as there is related to TV.

At first glance, Harry ‘Hbomberguy‘ Brewis may appear to be the kind of internet grifter who peddles cynical clickbait, given some of his video titles are ‘The No Man’s Sky Rant [Epilespsy Warning]’, ‘Sherlock is Garbage (And Here’s Why)’ or ‘Pathologic is Genuis (And Here’s Why).’ The channel is certainly somewhat chaotic in terms of tone (as can be seen in the iconic moment pictured above) but also in focus, shifting from long-form game reviews, to alt-right takedowns, to issue-based longforms, but the quality and craft behind his content is usually exceptional. Thoughtful, insightful, and genuinely funny, Brewis’ angle on his chosen topics are always dynamic and unique. Indeed, despite all of the chaos i’ve described, he also has a number of ‘Measured Response’ videos, and that is exactly what they deliver.

Rising to prominence especially via his ‘measured response’ to climate denial video in which he delivered a perfect, searing roast (pictured above) to right-wing weasel Ben Shapiro, he has produced a number of exceptionally researched, incisive, and intuitive videos on important topics such as Flat Earthers, the ‘war’ on Christmas and the antivaxx movement. In the middle of this, he did a deservedly well-publicised, ridiculous, 100% run of Donkey Kong online as a fundraiser for Trans Rights charity Mermaids. Starting off as a well-deserved FU to Graham Linehan, it became a force of nature, joined by games developers, figures like Mara Wilson and Chelsea Manning, and most famously, AOC showing her support. After deciding to watch the 3-hour highlights video of the 50+ hour stream I donated to Mermaids myself. As Brewis would be the first to tell you, it was a kind of popular phenomena that he was just at the centre of, but he still seems to have a kind of natural charm and charisma to help educate and make outcomes like that possible.

The only criticism I have, and it’s a very meagre and even unjust one, is how infrequent Hbomberguy content comes out. His last release was 8 months ago (at time of writing) and there are generally several months between uploads. The reason this kinda bothers me is that he receives a lot of subscription money – tens of thousands per month, and while his subscribers get benefits, I think more output would probably be more welcome. I understand he puts in a lot of research, pays for better producation assistance and is likely taxed to all hell, but … still. To be fair though, in the words of Noah Gervais (who I will discuss to close out this article), subscription services like Patreon amount, really, to employment by popular demand – each of the near 11,000 of Brewis’ subscribers likely know their individual £2-8 per month isn’t materially affecting his output and that he likely doesn’t need it, but see value in his work regardless, and want to support it. While it surprises me that he doesn’t feel pressured to deliver more, i’m not the one ‘hiring’ him, and as long as his subscribers are happy, then it’s good for everyone.

Apparently perpetually ‘cancelled’ Natalie Wynn is the host and primary creator of the Contrapoints channel. This channel, initially charting Natalie’s journey as a trans woman and the workings of the alt-right, has become a much broader longform channel for a range of topics about politics, identity, and internet culture, such as that exists.

The output is increasingly exceptionally opulently produced in a way that contrasts at times with the incredibly raw topics and personal background covered. It is, seemingly, very carefully written, but performed emotively, surreally, or at least with full commitment to her many characters. The videos are indeed frequently emotional and intellectual rollercoasters, but they are also strongly anchored and well concluded.

Natalie is a bit more of a ‘Lib’ than I am personally, but with very strong, interesting, and well thought-out societal critiques, and so while I don’t always agree with her arguments or conclusions, her videos are still always enlightening and challenging. This is one of only two channels I have found compelling enough to watch ‘all the way through’ and though the same criticism leveled at Hbomberguy about income and output can be put to Contrapoints, so can the same defenses. Probably about as unique, well-crafted, and enlightening a channel as can be found online.

Shifting focus a little to … games journalism, i’d like to start with praise for James Stephanie Sterling and The Jimquisition. As with a few other channels I have mentioned, I don’t like everything Sterling puts out, but the craft and intent behind what they create is undeniable. When I say I son’t like everything on The Jimquisition, I fairly commonly disagree with their reviews, but where Sterling becomes crucial in an industry which is absolutely infested with scandal and impropriety, is in their journalistic and editorial output.

Sterling has been one of very few voices to take on damaging trends in video games such as lootboxes, plagiarism, poor craftsmanship on Steam, and most importantly of all, exploitative labour practices and abuse within the industry. Righteous fury, incisively delivered. A real maverick and a vital voice.

Oh and if you like wrestling, ‘Commander Sterling’ has done that ever-inspirational thing of finding a way to fucking do something they’re passionate about.

I think Superbunnyhop is probably the fist video game channel I ‘discovered’ and then sought out more from. George Weidman, the primary creator of the channel is a bright, welcoming, and insightful voice who is interested in a wide variety of games and cultures, including a clear fascination with Japan and Japanese gaming culture, but I always, unfairly, think of him as the Kojima specialist. Of course he is much more than that, but his videos on the entire Metal Gear series as well as Death Stranding were the first I had ever seen that were truly insightful, academic long-form commentaries on some of the games most beloved to me. His video on Metal Gear Solid 2 and how it’s brave, post-modern commentary on fan hype, memes, and echo chambers before those things even became popularly understood is probably his opus, but his offerings on the unexpected delights of Metal Gear Solid, the sheer campy joy of Metal Gear Solid 3, his bereft confusion about Metal Gear Solid 4, the boldness, insight (and weirdness) of the political setting of Ground Zeroes, the admiration of the technical masterpiece of Kojima’s MGS narrative and experimental death rattle with Metal Gear Solid 5, his remorseful longing for a fully fledged PT, and finally, the relief with and personal affection for Kojima’s new offering Death Stranding are all excellent and vital works for fans of Kojima or his games. Though academic in style, Superbunnyhop is accessible and instantly likable, and though my experience with the channel is centred on Kojima videos, he has videos about a lot of different, varied games, and games technology and culture, so it’s a must-try for anyone interested in gaming.

Now is the time to share the most fundamental reason for me wanting to write about quality YouTube talkers, and this article as a whole – it was basically because I wanted to share the work of Noah Gervais and my love for it because, against all the odds, the output of a kinda winging it games reviewer on YouTube turned out to be some of the most affecting media of any kind that I have watched (and re-watched). On it’s face, the degree of my admiration really is strange – not least because I have watched every single one of Gervais’ videos whether I have played the games discussed or not.

Noah Gervais would frequently pop up as a YouTube suggestion before I ever tried watching one of his videos. To undermine any idea that I follow interests in a logical basis, something about the double-barrel name and connotations with another ‘Gervais’ put me off, but I remember watching first his video on The Outer Worlds, a video game I had some fairly complicated feelings about and was keen to hear other views about. Indeed, I have a real compulsion to hear people talking about something i’ve watched or played. As long as it’s extensive and interesting, I will lap up everything I can find. There wasn’t much about The Outer Worlds that didn’t regurgitate the elevator pitch that it was an amazing ‘fallout in space’ which is in some ways accurate, except for how light, near hollow a version of that it was as a final package. Some fun, and funny ideas, and some good seeds of sci-fi metaphor too, but just not really enough to satisfy. Noah Gervais’ video was one of the only ones to discuss it on that level, showing much more accessible nuance than I’m used to. Obviously that whetted my appetite and I saw other videos he made about other games I have played.

Before I go any further, there are a couple of things to address. The first thing is the production style of Noah’s videos – they are … not perfect. The audio is shaky or inconsistent, he trips over lines and doesn’t edit them out – that sort of thing. I chose the picture above to show an example of this from his earlier days – as an appropriate homage. This sounds like a criticism, and I suppose in a sense, it should be, but for me, it speaks to part of the reason I got hooked on Gervais’ work. He started out as a guy with a passion for games and something to say, and he just gave it a go. He’s not an audio-visual professional by any stretch, but fuck it, he wanted to do it and just did it, and audio-visual qualities aside, he started producing these incredible, deep, personal video essays on the games that he cared about, and that mattered more than how the videos came across. Some of his fans are critical of this to this day, but I have always enjoyed the little slips in his productions – they almost confirm that he’s just some guy who happens to have the inclination and has made the time to share his deeply insightful thoughts, truly, on his experiences with games, as opposed to straightforward games reviews. For that reason, if you share his instincts, watching his videos is extremely satisfying.

The second note is that he has a secondary focus to his channel – his travelogues. These tend to be based on real life video game settings, such as his Fallout settings video or otherwise scenic or historic routes. When I decided to basically watch through his channel I decided to watch through these too of course and i’ll be damned if one or two of them aren’t some of the most powerful, relatable stories of growth i’ve ever heard. Someone describing ‘finding’ a piece of themselves but without the flowery nonsense that usually accompanies it. It’s hard not to root for that kind of person, especially when the stories are so personable and affecting.

I think that is why I decided to contribute to him on Patreon. There’s no real need to do this. His videos are released the same for everyone as far as I can tell, and while he’s a less known channel than the others mentioned, he makes a good deal of income from it by now. But as I mentioned before, he describes Patreon as ’employment by popular demand’ and well, I am asking for more. I want to support him because his work should be supported. There’s also no attempt to stretch a justification for his fee like so many others make, suggesting certain kinds of videos aren’t possible without a certain level of income, and you’ll get kinda BS ‘perks’ like early releases or bonus content for it. That’s obviously true, but once income gets above a certain point, it funds a YouTube video and then some. Gervais just offers you the chance to contribute and get your name read out, and provides a no questions refund if you’re not satisfied with something. As with everything else, there is effort behind even this, taking 10 or so minutes at the end of each video reading the names of his supporters one by one rather than just a graphic. Apart from a small hiatus to work on the quality of his output and use some of the money to bring in technical assistance and equipment, he is generally very conscientious about releasing at least one video per month to the point where his paying fans, including myself, often request he takes time off for a break as it seems the pressure of producing for his supporters can be a strain on him. He doesn’t want to let anyone down and though he may now earn well, he’s a decent guy and a working man, which shines through in his work.

Gervais relates a lot of himself in his videos. They are not so much reviews as they are reflections on how the games affect him. That may be why i’ve found some of his videos so genuinely moving. Like me, he is not afraid to invest an awful lot of himself in to certain experiences (videogames, travel, repairs, movies and literature) and he is certainly not afraid to express how something as seemingly silly as a video game can make him feel emotionally. Similarly, while Gervais isn’t explicit about his past, you get snippets about struggles he’s faced or created, experiences traumatic or life affirming, and generally how he has found a lifestyle that suits him and allows him to pursue his passions. Maybe it is because I want something similar for myself, but supporting that with a financial contribution that isn’t even really needed was something I really wanted to do.

Before I start to get ludicrously overawed, I want to finish by highlighting some of his videos that I particularly enjoyed. I enjoy all of his videos for their tenor and feeling, regardless of if i’ve played the game or not, and have found myself interested in trying games I never usually would based on Gervais’ videos; but they are all the more powerful when they are about games i’ve also played. This isn’t uniform, but I think another secret to his videos is that they are more often positive, and sharing a positive experience with Gervais is a wonderful experience. The first video I would like to mention is his retrospective on the ‘Last of Us’ series of games. This last installment came out to a media frenzy and a kind of hype that made nuanced conversations untenable for many. I won’t spoil the games or Gervais’ video, but within it is a story about a dog that has stayed with me and which shines a special kind of light on the common criticism the game faced for violence against dogs and how it was used. He also provides one of the most sensitive and sensible discussions of trans inclusion in this or any game i’ve ever heard. Most memorably, he made a point in the video which can be applied to all dramatic media, and which has been stuck in my head since the aforementioned Game of Thrones final season, which is that people don’t always act according to logic or predetermined ‘arcs’ and while many people criticised The Last of Us Part 2 as utilising violence cynically to make a cheap point about morality and guilt, Gervais saw it for what it was, something that characterised the different characters and their journeys. The violence is exhausting, and keeps going and going beyond being most kinds of fun. He doesn’t give the games unquestioned praise, but he gets them on the level I believe the developers intended, and indeed as I understood them too.

The second video I want to mention is one that, despite being ostensibly a review of a series of video games, and being over four hours long, is one I have re-watched multiple times. Gervais’ video on the Red Dead series of games is one that I have unironically said deserves a Pulitzer. Spanning the early days of xenophobic cultural appropriation, but mainly covering Red Dead Redemption and Red Dead Redemption 2, the video tells the little known tale of how the series got started, sensitively covers the racism that reared it’s head in early titles, before detailing a narrative approach that may be (unfairly) considered uncharacteristically subtle and powerful for a Rockstar title. Another of Gervais’ skills is considering how things like player control and the narrative roots of the game affect the gameplay experience and he does this with a depth and love that genuinely stays with me. It doesn’t feel like some thoroughly-researched work, it just feels like he has plenty of personal interest to inject. So when he talks about All the Pretty Horses, The Wild Bunch and True Grit, it made me want to watch them for the first time, to relate them to the games I loved and also, to be honest, because I trust that if Gervais in interested in them, I will be too.

Never a truer word spoken from the banker to John Marston towards the end of Red Dead edemption 2. Credit: Rockstar

The video is just full of what I would consider to be Gervais’ trademark sensitivity and personal insights, not that those elements are so deliberate as that makes them sound. He talks of lingering in the game world, in the rip-snorting good time of a fading frontier, describes partaking of side content as a ‘kindness’ to the characters of Arthur and his lingering flame, Mary Linton. Listed like this, it sounds over the top, but all I know is I felt the same. His personal experiences colour the content too. Speaking of lingering, he expresses regret at missing opportunities to hike more with his father, which was a reflection encouraged by the game and undoubtedly by it’s landscape too, but I think the personal insight I responded to most was a little less specific. Referencing the struggles of John Marston to find some bootstraps to pull himself up with, and his quest to convince a bank to back him in his sincere efforts to buy a ranch and go straight. To most reviewers, this moment would pass by their work even if they enjoyed it in the moment, but Gervais recognised that feeling that so many of us have had trying to justify our worth to an authority figure who holds your odds in their hands, and that extra light on even that small interaction adds so much depth and humanity to the video.

Over half of the video is about RDR2 and his personal journey with, primarily, Arthur Morgan. As someone who enjoyed the first Redemption, and who is wary of new protagonists, I was unsure when this unfamiliar figure showed up in RDR2, but by the end of the game, I too was an emotional wreck, role-playing as Morgan in desperation. I often worry about getting too emotionally invested in this kind of thing, but hearing Gervais, proud and mournful, discuss the ‘lively’ times he had with Morgan made me feel like I had a kind of kin. That’s perhaps a little dramatic, but I feel it is more or less accurate, and while I don’t need someone like Gervais to approve of my love for Arthur Morgan, or my complicated enjoyment of The Last of Us Part 2, it is at least heartening to hear someone who can help explain why I feel as I do in a way that I probably couldn’t even verbalise myself.

Gervais is by no means full of universal praise for the game, criticising the elements of it that need it, like more outmoded gags that slipped in to small parts of the game or the bigger issue of the crunch involved in making especially the ‘Guarma’ tangent in the game which arguably represented unnecessary excess but cost a lot of stressful extra hours for Rockstar’s staff. He may not achieve it with every video he makes, but he has a powerful ability to present an all-encompassing view of his subject matter which sees everything but doesn’t extrapolate any one thing to colour the overall tenor of the review.

It would be saccharine to say his words are like poetry, because they’re not, but they are like prose. Lyrical at times, and appropriate always, delivered in a unique way that hasn’t polished the character off of them. He is perhaps my prime example of just loving to listen to someone sitting in a room and … talking. Talking about something I love, or am interested in, or am opinionated about. It doesn’t have to be high art or important news, but listening to someone on your own wavelength about something you’re interested in is, at least in my experience, incredibly nourishing.

This is why I have started to find such diminishing returns from the style in the TV shows mentioned above – it’s talking for talking sake and though it can be entertaining, it’s not anchored to much but pithy pseudo philosophy or otherwise silly, vague plots. The talking is good, but in fiction, it needs to have more of a purpose. While too often on TV it doesn’t, there are other places you can find well crafted thought-pieces, and the ones I have suggested above are – hopefully – only the tip of the iceberg.

The point of this and the first article on the topic of ‘craft’ has been somewhat meandering, but I think the central tenet is that a focus on craft is crucially important to the making of interesting, powerful work, and while it needn’t always be hard work, it always tells in the final product. What’s more is that it may not always be where you expect it. TV, with the trappings of quality, prestige or at least professionalism is frequently fairly hollow, whereas children’s TV shows that can wash over you or hidden nuggets in the crapshoot of YouTube may well be among the few places you find genuine craft – something powerful or life-affirming in one way or another. When you recognise that in amongst the malaise, it’s worth enjoying, and celebrating. So hopefully through this wordsoup, I achieved that somewhat.

Fallout 4: Not Rocking the Juggernaut

The USS Constitution from Fallout 4, screenshot from YouTube user, 'Kenj, the Neutral'

The USS Constitution from Fallout 4, screenshot from YouTube user, ‘Kenj, the Neutral’

I recently wrote my first video game article for the Neon Idols, reviewing Metal Gear Solid V from a narrative standpoint primarily, though with some broader points too. It became a very hard article to write though as the game, which is a canonical game in a franchise I love, was very flawed despite it being a lot of fun at times; and so I move on to Fallout 4, which is a canonical game in a franchise I adore.

I’m glad to say that this review should be somewhat easier for me to write, and though I will criticising elements of the game and it’s narrative, the flaws here seem much less egregious than those of MGSV. The first thing I will say about the storytelling in this game is that it largely did exactly as a good story should – it dragged me around at will, eliciting powerful reactions an emotions. I’ll elaborate on that achingly vague description as we go on, but what the game also did, which is also very powerful, was completely alter my approach to playing it. I think the best way to explain this is by talking you through my personal approach to the game – something many players have going in.

I have always loved the roleplaying aspect of the Fallout series and have played up to it in a serious way, as will become clear. When I started playing Fallout games, I generally went in enjoying being a demon of the wastes, as callously evil as I could think to be (killing Old Lady Gibson but leaving the dogs to live and waste, saving people’s lives and killing them myself etc etc). It can be a lot of fun and was what I wanted to do during my first play through of this entry, but it didn’t last long. At all. The power of the pre-war prologue to the story and the opening action in Vault 111 changed my planned buccaneering approach to more of a revenge rampage – I still planned to be evil, taking out my frustration on the Commonwealth, but now with the caveat that I wouldn’t do anything to jeopardise finding my son.

So I blew my way through the wastes, putting most side missions to one side in the pursuit of my son and The Institute, meeting Piper and Nick Valentine along the way. Though I initially found Piper grating, she quickly grew on me while I found Valentine to be super cool and noble; and though I was still playing ‘angry’ as it were, I already found myself softening some of my actions so as to not disappoint my companions. That brings me to the first real takeaway regarding the storytelling here, and that is that some of the voice acting is very good, especially so with Piper and Valentine. When the writing of and voice acting for the NPCs are so good as to lead you to change your whole approach to the game, that aspect of the storytelling is doing very well. If it wasn’t for the infectious nobility of Valentine and the charming righteousness of Piper, the wastes would have been a much more bloody and dangerous place with me roaming it, and I would have had much less help finding my son.

Speaking of Piper, I mentioned that though I disliked her initially, I quickly overcame that and found myself torn by the first opportunity to flirt with her. I was torn because one of my earliest memories in the game – a moment that informed my entire approach to it to this point – was seeing my wife shot in the head so that Kellogg could take my son. I found a weakness of the game to be that while your character understandably is driven by finding his or her son, they barely speak at all of your deceased partner, but she was very strong still in my mind. This is a person you love, and as far as you know at this stage, their murder was a recent event. So I held off the flirting, thinking I could pursue that in a later playthrough, perhaps when I did a ‘proper’ evil playthrough (though that of course would be anathema to being in a relationship with Piper anyway – it was all very confusing). Yes I probably took all of this too seriously, but it shows that if you’re willing to give it a chance, the game is more than capable of engendering that.

At some point after confronting Kellogg – someone I did take a great deal of pleasure in ‘wasting’, because who wouldn’t – I found myself with Dr Amari, inspecting a part of Kellogg’s synthetic brain for one of my favourite quests, ‘Dangerous Minds’. This quest involves no fighting or salvaging as usual, and is the closest equivalent to the enigmatic Tranquility Lane quest Fallout 3. It also provided the second existential blow to change my play style. The placement of this mission, just after the act of killing Kellogg is a narrative triumph and one of the strongest bits of writing in any game I’ve ever played. Right up until the start of the mission, Kellogg is the main bogeyman, the focus of all your anger, and seemingly unimpeachable as an evil villain, but over the course of the quest and seeing Kellogg explain to you, personally, why he is how he is. It doesn’t make what he did right, and you don’t forgive him, but more impactful, you recognise a man who has been driven down a path of necessity just like you are. In my case, I didn’t feel guilty for killing him, but I felt a large part of my anger at him subside. I had killed him, it was over, and with the extra influence of Piper and Valentine, decided I didn’t want to be like him; I wanted to stop the cycle of violence. From doing something as ridiculous as literally wandering around the neurons and synapses of characters brain (somehow), I went from being on a rampaging quest with a vanquished bogeyman to wanting to be a part of a recovering wasteland. I still wanted to find and destroy those responsible for taking my son, but that aside, I wanted to just act to help the wasteland and its inhabitants, rather than being so singularly minded and violent. Such an effect on my experience solely down to good writing and timing is incredible, and the period between that and reaching the Institute was perhaps the most narratively enjoyable as I’ve had in any game.

Son and Father meet at The Institute, credit to usgamer.net

Son and Father meet at The Institute, credit to usgamer.net

Then of course you reach the Institute, and it feels like a big showdown, maybe the showdown, and everything gets turned on its head. The reveal of the Institute and the direction of your initial glimpses of it through the elevator are wonderful – a bright, clinical and futuristic place that contrasts with anywhere in the Commonwealth, all shown in motion until you finally see your son. It’s a whirlwind of activity and emotional responses, and more is immediately thrown at you through the odd behaviour of Shawn, who turns out to be a synth copy, and then finding out that the old man before you is your son, he is older than you, and he is leading the organisation you hold responsible for all of the wrongs committed against you. Be it anyone else you’d kill that person immediately, but the reveal serves to put you in enough of a flux (for me anyway) to just follow the man in a bit of a daze. It makes the choices in the rest of the game far more difficult, especially after hearing some noble-sounding reasoning for their actions.

The story for the rest of the game isn’t told poorly or insignificantly, but that is the undoubted climax of the game from my point of view. The main quest, for me, though it wasn’t even presented as such, was hunting down those responsible for my wife’s murder and my son’s kidnapping, and once I found answers to those questions, a lot of the urgency and tension behind my play was released. Even my pre-credits climax of destroying the Institute didn’t quite match up. What is interesting is my reaction to the revelations from your first trip to the Institute. As soon as I found out that my son was alive, thriving, and living a very different life to me, whether I would help him or not, I wouldn’t need to ‘save’ or pursue him as before; and learning that my wife had died, in fact, 60 years ago in game time, made me view that dilemma differently too. By uncovering the truth of her murder, and killing the only person left alive who was responsible, I felt I had put her to rest. I was ready to move on in this new life as a saviour of the alternate world I found myself in, and I was ready to move on with Piper who I really felt a (potentially embarrassing) connection to after fighting alongside her so much, getting used to and fond of her personality, her love for her sister, and her charmingly referring to me as ‘Blue’. I didn’t bother much with the other companions apart from a few experimentations with Hancock and Cait, as I wanted to focus on moving on to new horizons with Piper and Valentine as my crew.

This all sounds emotive, and again, I should possibly be embarrassed, but it is testament to some truly great writing that I had such an emotive reaction to the game at several points. It must be said that while destroying the Institute (or your faction of choice) was a necessary end-game, the drop off in vigour of the story is ultimately a narrative mis-step. It was at that point that I roamed more, relaxed more and had more of the fun a Fallout game exploring aimlessly, following loose ends and looking for hidden stories, but the fact that the written ending of the game felt like an afterthought is a definite flaw. In fact, following the journey I had been on, a lot of me wished to not destroy any factions and keep much of the status quo – I saw the benefits and flaws of each one and would have been content to keep them checking each other while I make the Commonwealth generally a better, safer place to live.

This points to another big narrative flaw of the game. I will state before the rest of this point, that there is still lots of replay value to this game, and scope for very varied experiences in the game, primarily depending on the factions you align to. However, an age-old battle between a focused, single narrative and an open-world flexible narrative is far less balanced here than in previous games. Part of the reason I ended up as a saviour of the wastes rather than an psychotic killer was that I honestly found it very difficult to do anything bad. Your hand is very strongly held in the early stages of the game to meet the Minutemen, who you can’t kill which limits your opportunities to actually be a bad person. Beyond that, it feels like there are generally fewer opportunities to do evil unto others, and that mixed with the emotive storyline which strongly frames you in to the position of a traditional hero makes it hard to have a satisfying time as an evil player. Though you can roam as freely as in other games, and there are certainly big choices to be made, it feels like you’re affecting the region far less than in other games simply because you’re being guided much more throughout. Speaking of that opening section of the game, I feel the Concord trip shows this the most; not only in having to meet The Minutemen, but in going through the fun but very contrived set piece where you find your first power armour and take on your first Deathclaw. This is no unique take, but it felt like special moments in previous games were given to you with basically no effort and without any satisfaction. Perhaps the best of this great story is able to take place because the developers hold your hand so strongly, but I certainly think that is to the detriment to the truly open world narrative of the game.

With all this considered, I would like to compare the narrative and storytelling of Fallout 4 to its Bethesda generation predecessors Fallout 3 and New Vegas. Ultimately, it feels very very similar to both in terms of its feel. Despite many tweaks which I will get to shortly, it feels like ultimately the same game as especially Fallout 3, just in a different setting. Usually, that would be a criticism, but in this case, it is exactly what people wanted. Many wanted a new version of Fallout with a different, interesting story, and that’s what we got; perhaps that’s all it should have been. They took the Fallout model and despite some narrative mis-steps along the way, told a great story with some great writing and visual set-pieces.

    Levelling Up: More General Points About Fallout 4

Disregarding pure narrative itself, there is plenty to say about this game, many of them positive, and many not. I’ll go through these point with more brevity than my narrative discussion, but be aware that nit-picks usually require more words to describe than positive points.

Positive: Combat isn’t usually my first concern but I noticed a big improvement in the combat nonetheless. It felt sharper, more realistic, more fun, and more satisfying, and even further, I was very pleased with the compromise Bethesda came to with the V.A.T.S system. In trailers, the new system looked worrying to me as I though combat would be much more difficult, but V.A.T.S in Fallout 4 still offers the same tactical pause and consideration of previous games, but offers a more dynamic experience where you can wait for opponents to come in and out of cover, allow for changing circumstances, and save up a critical shot for a rainy day. Between the new V.A.T.S. and the new real-time combat systems, the whole experience of combat is hugely improved.

The dialogue wheel in action, credit to forbes.com

The dialogue wheel in action, credit to forbes.com

Negative: The biggest negative change made to the game is undoubtedly the dialogue wheel. Again this isn’t an original thought as this has been near universally unpopular, but the dumbing down of the narrative wheel is a terrible delivery system which can mask some excellent and genuinely funny or emotive dialogue. In previous games, you would see exactly what would be said, in detail, and though it may be clunkier aesthetically, it is vastly better for two reasons. Firstly and most immediately, the dialogue wheel doesn’t always make clear what you will say, especially when it just tells you you’ll say something vaguely sarcastic or romantic, but even where it hints at the dialogue more specifically. Secondly, the wheel limits the player to only four options whereas in the past you could get more and would have more variety in what you could say, helping you to create a more unique and definitive character. I liked the fluidity of the wheel and the direction of conversations, but what you see when speaking to a character should be closer to the older lists of dialogue.

Positive: The same style of mechanic of the dialogue wheel is utilised when scavenging. Hovering over a body or container allows you to select items to take with ease while allowing you to look at them in more detail in the older-style inventories if you so choose. This makes scavenging and exploring generally a lot less of a slog than it could be in the past.

Negative: Though there are some notable exceptions such as Vault 81, or the kid in the fridge, it feels like there is a slight lack of diversity in the wastes and slightly fewer unmarked stories and quests to come across. This is based on personal experience so I won’t say that definitively, but my experience was of fewer friendly NPCs and discoveries leading to quests replaced by far more fighting. The wastes have never been safe, but the feeling I got that the vast majority of characters I would come across on my travels would be Raiders, Super Mutants, Ghouls or Gunners to be ploughed through became a bit grating.

Positive: Everything in the game has a purpose. In previous games, a huge amount of things you would come across would be near useless that would just weigh you down frustratingly. Here, even if you pick something up by mistake, it will be of use as relates to the crafting/workshop function which I will discuss in slightly more detail later. This means that finding an aluminium can be cause for celebration and makes exploring and scavenging a more cerebral or tactical experience.

Negative: Though some of them led to interesting journeys, one of my biggest pet peeves of the game were the constant repeated ambient missions, in my case with The Minutemen and Railroad. While the Railroad ones were more diverse and interesting to me, the Minutemen ones really grated on me, often going to the same place to do the same thing including once just having to walk in to a place and telling someone they were saved from their kidnap without a shot fired.

Positive: The new perk system took a while to get used to for me, but I came to enjoy the way it worked with the main S.P.E.C.I.A.L. stats being used to unlock perks depending on your strengths with perks being able to be upgraded. This means you can choose to either spread your perks around or specialise a bit more on some areas that you upgrade three levels.

Negative: The new perk system isn’t perfect though. There is seemingly no level limit for characters so it means that after a certain point, you become less specialised in your perks and more over-powered in every way. At the same time, each S.P.E.C.I.A.L. stat needing 10 stars to unlock each perk in its area is too many to get a chance to choose between each one without a ridiculous amount of levelling up. I was level 65 and still had several perks to unlock the opportunity to choose. My ideal solution would be having the same amount of perks but requiring fewer upgrades to the S.P.E.C.I.A.L. points to unlock them and having a limit of say 40 on the amount of levels you can reach.

Positive: The way armour works in the game, both normal armour and power armour is more dynamic. Being able to put together disparate pieces of armour to maximise it from what you have makes armour more dynamic and means that the scavenging for armour requires a bit more attention. Even more, power armour being put together in the same way but with the extra element of requiring fusion core power to use them. Initially, this means that you only ever use your power armour if you really need it, and in my case, I hung my power armour at my Sanctuary Hills base and took a real pride in it. As time went on, I built up dozens of fusion cores which lessened how careful a decision use it would have to be, but the mystique of it was built up by that point anyway.

Positive: Following on from the point about constructing armour from disparate parts you find, the level of customisation of armour and weapons, including naming them, is a really nice point of progress in the game. Personally, I didn’t upgrade my perks in the right ways to make the most of it, but the detail with which you can upgrade armour and weapons allows you to make unique pieces of armour and weaponry that you can be proud of, can mould your style of gameplay, and can make for more memorable combat experiences.

Positive: Related to the combat in the game, I like the way radiation affects the player in this game when compared to former games. While it was previously unclear in previous games how radiation would affect you, at least until you became sick with radiation sickness, but in this game, each bit of radiation exposure weakens you as a player, and depending on the radaway you have, you have to decide whether you can tolerate your HP levels and monitor it throughout, which seems more natural and relevant to the gameplay.

Positive: The way companions can be used and utilised has improved for this game – gaining specific perks with them (using Valentine to unlock terminals, for instance) and gaining further perks if you reach a maximum bond makes each companion suitable for different situations and gives them the ability to be deployed tactically. The ability to choose which weapons and armour they equip too gives the player a further and welcome tactical edge when compared to using companions in previous games.

Positive: While I mentioned that I found the mix of enemies in the game to be a bit repetitive in the sense that they, generally speaking, fell in to 4 categories: raiders, ghouls, gunners, and super mutants and there were times I got a bit bored of that palette. This was offset strongly though by the extended ranking of enemies in this offering, especially the inclusion of ‘legendary’ enemies. Going through the game, taking down enemies can be a lot of fun and hugely satisfying, but there is an extra edge of excitement when you find yourself fighting a legendary enemy, and an extra feeling of satisfaction when you beat them (and get their rare loot). It’s also clever how more of them spawn as you grow strong and ultimately overpowered. In the latter stages of my game, I did enjoy scything through basic enemies with one-shot kills, but the more frequent legendary enemies would cut through the complacency and add some variety to the experience.

    Final Points

A player's amazing construction with the game's settlement interface, credit to f4fans.com

A player’s amazing construction with the game’s settlement interface, credit to f4fans.com

Lots of karma gained there by Bethesda, and certainly more than any karma lost. There are a few important final observations though to mention that are neither positive or negative. Perhaps the most major one is the workshopping and settlement building tool. It can be frustrating as hell, but it is also and most importantly a really inventive addition to the game. The key point is that it isn’t mandatory – apart from a few exceptions – and so it’s a no loss situation. I did a little bit of building after meeting my son and made Sanctuary Hills a true sanctuary for the Commonwealth (though I didn’t care about anyone else. I also like the role playing potential of it. In my next ‘evil as possible’ playthrough I plan on building nothing for anyone but myself, and building myself a huge, impenetrable tower; whereas in future heroic games, I will make more use of settlement building and supply routes to try and make something like a working infrastructure for the Commonwealth. That makes it a really instinctive addition to the game and one they will need to keep in future game.

Another (and final, I promise) point I would like to make is about the game’s graphics. Much was made of them being poor for a next-gen game. This is understandable in a way when you compare it to 2015 contemporaries in games such as Metal Gear Solid V or Star Wars: Battlefront, it is very far behind, but to me, it was a non-issue. This is a personal view, but circumstantially, I know others felt this way – that a photo-realistic game would be too much of a departure from a really quite distinctive aesthetic and would have been hugely detrimental to the game. There had previously been complaints about dull, lifeless maps, to which I say, bluntly, IT’S A F**KING NUCLEAR WASTELAND! Fallout is a game franchise which places you in a unique and distinctive apocalyptic setting, gives you a basic main quest, and lets you discover the rest for yourself in the way you choose. While Fallout 4 wasn’t flawless in this endeavour, it stuck to that formula, had some excellent story elements, and made some very clever improvements. For me, the hype of the game was a new installment in the franchise done right, and that’s what I got.