Spoiler Warning S5E4: Yo Dawg

By Josh Posted Saturday Apr 9, 2011

Filed under: Spoiler Warning 217 comments


Link (YouTube)

So you may have noticed that we started this season a little later in the week than our usual Tuesday – Friday schedule. This wasn’t planned, and I can say pretty confidently that I am totally at fault. The new credits sequence (which, interestingly enough, has been where most of my time has gone at the start of the last three seasons) turned out to need more work than I had anticipated, so I ended up spending most of Tuesday evening fiddling with it in Premiere. But, we also recorded four episodes, and I figured, “Hey, more Spoiler Warning is better, right?” So this episode ended up going up this morning rather than being pushed back to Monday.

Do note that this is not something we plan on sticking to – so next week we should be back to our normal schedule. But until then, feel free to enjoy this most-meta episode of Spoiler Warning.

 


 

Stolen Pixels #249: Division of Laborer

By Shamus Posted Friday Apr 8, 2011

Filed under: Column 24 comments

Hey, check out my latest comic about Dead Space 2!

I actually enjoyed the game, despite my groaning about its monster closets. It’s a lot like Resident Evil, except with less offensively idiotic camp. It has a shopping and crafting system that fits withing the game (they’re machines, not people) and make as much sense as this sort of feature can make. The weapons were all wildly different and interesting. The story was clunky, but serviceable. The puzzles worked. Some of the levels were interesting.

The game lets you do the Resident Evil thing where you can start a new game but keep the items from your previous play-through. It’s an interesting mechanic. It lets you either stay on the same difficulty but charge through the game using the more powerful, fun weapons that you probably had to ration on your previous game, or you can take your toys and go for the next difficulty level.

However, I stand by my notion that the game would have been better with less monsters. (Or more breaks between them.) Even if they weren’t intending to make survival horror, some more variance in the pacing would have been nice.

 


 

Spoiler Warning S5E3: I Have High Science

By Mumbles Posted Friday Apr 8, 2011

Filed under: Spoiler Warning 149 comments


Link (YouTube)

I’ve made about four characters in Fallout: New Vegas so far and each time they’ve had exactly the same build. There’s a lot of really awesome quests in this game that frankly get more interesting if you have high science and so I never want to give that particular skill up. I also can’t run a game without high speech, since I think being able to worm your way out of a bad situation is a lot more gratifying than only knowing how to solve problems with bullets. It goes without saying that by association, my S.P.E.C.I.A.L. stats were Charisma and Intelligence (with a little luck thrown in) since they not only pertain to the skills of my choosing, but I’ve always found them more useful than any of the others. The point is, every time I went to make a fresh character I just couldn’t live without those skills. The only differences were who I sided with and if I decided to be a cannibal or not with that particular character.

Oh, who am I kidding. There’s nothing like asking Boone to wait for a second while I eat someone’s liver raw. Cannibalism, I will never quit you.

This is the part where you say “Yeah, well you know, that’s just, like, your opinion, man” instead of starting a flame war about superior builds. The great thing about these games is everyone can play them differently and find a comfort zone that fits them personally. I’m sure there are even some of you who liked to play drastically different characters for the full Fallout experience and that’s awesome, too!

Unless you put all your points into Barter. Seriously, man. What are you thinking?

 


 

Experienced Points: The Dumbification of Gaming

By Shamus Posted Friday Apr 8, 2011

Filed under: Column 150 comments

splash_scott_pilgrim.jpg

So my Friday column went up last night. On Thursday. For some reason. It’s all good. Check it out. It’s a bit about how games are getting simpler, shallower, and broader.

This is one of those articles where I thought of a dozen more points to make after I’d turned it in. Near the end of the article I say:

No matter what genre you’re talking about, for every person who digs it just the way it is, there’s about 17 people who would like it if it was a little easier and less confusing.

I chose the number 17 because that’s how many Scott Pilgrim vs. The World movies it would take to equal the gross of Transformers 2. I’ve said before, I think Scott Pilgrim is a better movie. By far. The script was smarter. The comedy was wittier. The action was more novel and more coherent. The characters were more interesting. The acting was better. (That is, it existed.) The cinematography was better. It was a better movie in every way except for the one that really mattered: Less people wanted to see it. I’m sure you can do similar comparisons with books and television shows. It’s sad, but hardly unique to games. It’s a problem with human beings in general and not something related to the ongoing platform wars.

Here are some other thoughts I didn’t put in the article, because I didn’t have a definitive position on them. I offer them as questions:

Once or twice a year, the movie industry gives us one of those huge blockbusters with a $100 million budget. (These can be great, like Avatar, or horrible, like Waterworld.) But what if they were making a half dozen of those movies a year? For every $100m action epic there are a dozen $15m Rom-Coms or $30m Buddy Cop movies. On the gaming side, are they just making too many blockbusters? Are too many studios chasing the Modern Warfare money, and not enough chasing (say) The Sims, Sam & Max, or Total War?

Follow-up question: What’s the budget difference between The Sims and a modern brown cover-based shooter? Is it actually cheaper to make?

We keep looking to indies to deliver us, but is that reasonable? Note the gap in budgets. If someone wanted to make another System Shock 2, how could it be done? It’s too niche for a current-gen big-budget game – the development costs of making a game that big and open with today’s technology would be astronomical compared to the cost of making the game back in 1998. On the other hand, making a first-person game is really tough for indies. The jump from 2D to 3D requires an increase in the size of your team. Even if you’re working with old tech, it still takes a lot of different people to make a character, texture them, animate them, voice them, and give them proper AI. It’s probably completely unreasonable to attempt such a thing with the usual indie team of one to five people. Is it reasonable to say that some games simply cannot be made, even though certain people would love them?

 


 

Twenty Sided Minecraft Server: Lag City

By Shamus Posted Thursday Apr 7, 2011

Filed under: Notices 55 comments

Clint, the admin for our Twenty Sided Minecraft server, recently posted this to the forums:

Continue reading ⟩⟩ “Twenty Sided Minecraft Server: Lag City”

 


 

Spoiler Warning S5E2: Aren’t Tutorials Fun?

By Shamus Posted Thursday Apr 7, 2011

Filed under: Spoiler Warning 222 comments


Link (YouTube)

I mentioned my brother in this episode (Patrick, in the comments) and how he tried to go for Vegas. He ran into a chorus line of Deathclaws. We both agreed this was stupid. It looks ridiculous to see them standing shoulder-to-shoulder like that. And if you’re so adamant that it should be impossible to go that way, why not just build a wall?

Oddly enough, I stuck to the rails. I resented them, but I was afraid I’d miss something.

 


 

Spoiler Warning S5E1: The Death and Life of Reginald Cuftbert

By Shamus Posted Wednesday Apr 6, 2011

Filed under: Spoiler Warning 285 comments

You knew this was coming, didn’t you? You’re smart like that. Yes, we’re doing Fallout: New Vegas. Also, don’t miss this rare guest appearance by Randy Johnson. (The Spoiler Warning host, not the baseball player.)


Link (YouTube)

Youtube has given us more room. We can now upload videos greater than fifteen minutes in length. Given the extreme length of Fallout 3, and the likely length of New Vegas, we’ve decided to bump up our episodes to twenty minutes. This just means we’ll be putting out an hour and twenty minutes of show a week, instead of just an hour.

This is actually a huge bonus for us. One of the biggest headaches of Mass Effect 2 was when our episodes would run just a little bit long. It would eat an enormous amount of Josh’s time, editing and trimming to get the episode under the limit. You can’t just cut a whole minute from one spot and leave a hole in the episode. You can’t just fast-forward without breaking the continuous flowing conversation. If you just chop the episode early, then that extra minute of footage winds up in the next episode, thus perpetuating the problem. (We record episodes four at a time.) So Josh would have to reclaim that minute by painstakingly trimming away a few seconds at a time.

Now that the limit is lifted, this isn’t a problem. If we spill over to 21 minutes, it’s no big deal.

And yes, we began playing without turning on the subtitles or turning off Steam notifications. This is only our fifth season. I’m sure we’ll get good at this eventually.