Hosts: SoldierHawke, Shamus. Episode edited by Issac.
00:00 Intro / Video editor
For the curious, the free video editor I talked about in this segment is Davinci Resolve.
24:54 Red Dead Redemption 2
Neither of us said so, but we both talk about how upsetting Grand Theft Auto V can be. I’m betting we were both talking about this bit.
30:40 Beyond Blue
I don’t know if I’d find this game fan, but it LOOKS amazing.
36:14 Mailbag: Characters!
Dear Shamus and Soldierhawke,
The recent release of Beyond a Steel Sky – a sequel 26 years in the making – has got me wondering if either of you are partial to the adventure game. For me the best thing about the genre is the characters: over the years I’ve really treasured getting to ‘meet’ the likes of George Stobbart and Nico Collard, Phoenix Wright and Maya Fey, and of course Guybrush Threepwood and Elaine Marley. So my two part question is firstly to wonder whether you have any favourites you’d like to discuss, and more broadly, how important you think good characters are to a game and whether you think the industry is getting it right at the moment.
46:41 Mailbag: Black Mesa
So I’ve finished Black Mesa earlier this year, and I’ve noticed one thing about it. It’s a great expansion on the original ideas, and in some ways switched the closer to original Unreal, instead of Half-Life. But one thing that stood up, is that almost every challenge or puzzle was repeated three times in increasing difficulty. I don’t mind usage of the rule of three, but its repeated usage started to seem very artificial. So I wonder, if any of you noticed it, and what alternatives to the rule of three you can think of?
Best regards, DeadlyDark
53:52 Mailbag: Eastshade
(This is primarily for SoldierHawke, unless Shamus has played Eastshade by now.) When I played Eastshade last year, I felt like a good term to describe it would be “unevenly developed”. What one thing would you most like to have seen developed further, either in the game or in a hypothetical sequel? Or conversely, what underdeveloped thing should’ve been scrapped? This could be mechanically or story related.
As an example, on my part, I feel like the unique tea that lets you see hidden objects, but was only used in a single quest, was underused and could’ve been dropped without much loss. On the other hand, I’d love to see a game expand on the painting mechanics; for instance, historically pigments have been a HUGE consideration for painters before the appearance of cheap, reliably-consistent, light-fast synthetic pigments in the modern era. (For example, in the Renaissance, the high-quality ultramarine blue, made from ground-up lapis-lazuli, was literally worth more than its weight in gold; now we can synthesize it and it’s one of the cheaper pigments out there [though it remains just as good!].) Anway, what are your thoughts on this?
Daniel “Philadelphus” Berke
Silent Hill 2 Plot Analysis
A long-form analysis on one of the greatest horror games ever made.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
I'm a very casual fan of the series, but I gave Civilization VI a look to see what was up with this nuclear war simulator.
How to Forum
Dear people of the internet: Please stop doing these horrible idiotic things when you talk to each other.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.