Andromeda Part 14: Welcome to the Voeld

By Shamus Posted Tuesday Jan 22, 2019

Filed under: Mass Effect 84 comments

The next stop on our adventure is Voeld. It’s a giant iceball. As before: we visit three monoliths, then go to the vault, and then the climate begins to recover.

This is how you “fix” these screwed up planets. You do the monoliths, do the vault, and then you run around knocking over Kett outposts and doing sidequests until the habitability score reaches 100%. It’s not hard. The Kett clusters are more common than Starbucks. It doesn’t take skill or ingenuity to fix these places. All you need is the fortitude to see it through. I don’t know who at BioWare thought we wanted more Ubisoft in our BioWare games, but they were wrong.

It’s disappointing that – despite all your efforts – you never see these places change. The sky clears once you activate the vault, but that’s it. Even if you get Eos to “100% habitability”, it’s still a lifeless orange desert. Even if you get Voeld to “100% habitability”, it remains a covered in ice and snow. I guess the Initiative has an extremely flexible definition of “habitability”.

I know I'm beating a dead horse, but the facial animation in this game is SO BAD.
I know I'm beating a dead horse, but the facial animation in this game is SO BAD.

Yes, it would strain credulity to re-shape the climate within the space of a few days. But we’re already doing that! We make the numeric habitability value of this planet go up using technology we don’t understand built by aliens we don’t understand. What we end up with is a story that’s not grounded enough to give us satisfying or intriguing explanations for its technology, but it’s too grounded to give us a visual depiction of all the terraforming we’ve accomplished. That’s a really strange spot to aim for on the drama vs. details spectrum. If you don’t want to make it deep and thought-provoking then you might as well make it awesome and fun.

Actually, I suspect this is another casualty of the lack of polish. There are a few lines of dialog that make me suspect they intended to make the planets change visually. Sometimes characters will talk about the huge changes you’ve made, and it really feels like it might be setting you up for a big reveal that didn’t make it into the game.
Continue reading ⟩⟩ “Andromeda Part 14: Welcome to the Voeld”

 


 

Diecast #241: Open Source Games, Rimworld, Universe Sandbox

By Shamus Posted Monday Jan 21, 2019

Filed under: Diecast 53 comments

As always, if you’ve got questions for the show, the email is in the header image of this post. If you’ve got multiple questions, don’t be afraid to send multiple emails. One short email with a clear question has a better chance of being used than a long email of several unrelated questions.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes:
Continue reading ⟩⟩ “Diecast #241: Open Source Games, Rimworld, Universe Sandbox”

 


 

Raytraced Quake II

By Shamus Posted Sunday Jan 20, 2019

Filed under: Random 47 comments

Two months ago I wrote about raytracing. At the time I said, “Dear games industry: Good job. That’s nice, but don’t make me upgrade my graphics card for this. It’s nice and all, but it’s not ‘five hundred and ninety-nine U.S. dollars’ nice.”

The technology struck me as a fun curiosity but not remotely worth the required jump in processing power. Then this week I came across this story at Rock Paper Shotgun talking about how someone added raytracing to Quake II.


Link (YouTube)

I love it. For whatever reason, I actually think the effect is more interesting on the lower-fidelity scene.

I’m curious to know if this required new art assets. The textures look very accurate to what I remember, so I initially assumed this technology was just drop-in and was working with the original texture maps. Now I’m looking at things a little more closely and wondering if I was wrong.

If you look at the floor at the start of the video, you’ll see that light behaves a little differently on the floor tiles compared to the space between the tiles. Check out this image:

I really do think Quake II is the best of the Quake series, even without this mod.
I really do think Quake II is the best of the Quake series, even without this mod.

To me, it looks like the edges of those floor tiles are picking up specular highlights. I dunno. Maybe this is just a trick my eyes are playing on me.

In modern games, you don’t want everything to have a uniform shine. Some surfaces should be glossy, like a glass bottle or polished brass. Others should have a bit of shine, like brushed metal or wet stone. Other surfaces should be completely dull, like dirt or concrete. To get these surfaces looking the way you want, you usually have an extra texture map that will tell the renderer which areas should be glossy, and how much. Obviously Quake II didn’t have that sort of thing, which means to do it right someone would need to make those assets and add them to the game.

Then again, I looked at the Q2VKPT homepageQ2VKPT is short for Quake 2, Vulkan, Path Tracing. Vulkan is the rendering API used, and path tracing is the more correct term for Raytracing in this case., and none of the credits say anything about new assets. From the way it’s described, it sounds like Q2VKPT is a simple drop-in program.

Either way, I’m less excited about how cool it looks and more excited that you could get lighting this robust for so little effort. It would be amazing if we could go back to the workflow of the 1990s. This would give small teams the ability to make fancy shooters without being forced to evoke the 90s design style. Mixing the comparative ease of 90s development with the sizzle of modern graphics is the kind of innovation I can get behind.

Then again, these cards start at $800, so it’ll be a few years before any of this makes sense for either developers or consumers.

 


 

The Other Kind of Life – City of Blind Cameras

By Shamus Posted Friday Jan 18, 2019

Filed under: Projects 75 comments

Last week I posted the opening chapter of my novel, and promised to post another section this week. So that’s what I’m doing now. This next section appears ninety-ish pages into the book and is obviously a little spoiler-ish. I chose this section because it’s a pretty good vertical slice. We get to see some villains, we get a little action, and we get lots and lots of our leads talking about how robots work. That’s pretty much the book in a nutshell. If this passage doesn’t do it for you then this novel is probably not your thing.

If it does turn out to be your thing, then you can get the book in paperback or get the kindle version.

Continue reading ⟩⟩ “The Other Kind of Life – City of Blind Cameras”

 


 

Dénouement 2018: The Good Stuff

By Shamus Posted Thursday Jan 17, 2019

Filed under: Industry Events 71 comments

I think this was a pretty good year for games, but too many of them were packed into the last few months. That’s a shame. Still, I played as many as I could. I could play more games, but only if I was willing to give each one less attention and analysis. Since long-form analysis is kinda my thing, I think I need to stick to playing a lot of a little rather than playing a little of a lot.

Anyway, here are a few of the top games I played in 2018. As always, try not to read too much into the ordering. I tried to arrange these games in order of ascending appreciation, but that’s not an exact measure. If you ask me to repeat this list in the summer of 2019, I might give you a different list.

Also, last year I decided that games become eligible on the year when I play them instead of the year of release. I spend a lot of time playing games a year or two out of date and I think they should still be included in the conversation.

Continue reading ⟩⟩ “Dénouement 2018: The Good Stuff”

 


 

Borderlands 3 Could be in Trouble

By Shamus Posted Wednesday Jan 16, 2019

Filed under: Column 46 comments

My column this week is a list of reasons why I think we should be worried about Borderlands 3. If you’re susceptible to clickbait behavior, I’ll tell you ahead of time the article gives five reasons. (Number 4 won’t be surprising at all.)

All of this brings us to the question, “So what would a good sequel look like?”

The series is in a bit of a tough spot. In the Telltale spinoff Tales From the Borderlands, some of the main characters are dead. I like the original vault hunters Brick, Mordecai, Lilith, and Roland, but some of them didn’t survive the events of Borderlands 2 and the rest have completed their various character arcs. These characters are mostly a collection of jokes and callbacks at this point. That’s fine, but we already heard those jokes by now. Several times. I’m not saying these characters need to be dropped, I’m just saying it would be a mistake to try to make them the center of yet another game. They can make cameos, but they should not be the main characters again.

Borderlands 2 demonstrated that what these games need is a solid villain. Handsome Jackass is dead, so we need someone new. The obvious, low-effort route would be to give us another colorful villain with a different gimmick, and have the player characters fight with him over the vaults. The previous gamePrevious in terms of chronology. showed us that there are tons of vaults on many worlds out there, so this game should probably have us hopping from world to world on an adventure.

Let’s talk about how I’d do it… Continue reading ⟩⟩ “Borderlands 3 Could be in Trouble”

 


 

Andromeda Part 13: Breaking the Language Barrier

By Shamus Posted Tuesday Jan 15, 2019

Filed under: Mass Effect 115 comments

For the first chapter of the game, all the Kett speak in gibberish and you can’t understand any of them. But then we run into the Archon and he speaks to us in English. In the next section we’re going to run into new aliens and it’ll do the same thing: Gibberish, then a sudden switch to plain English when we meet an important character.

In sci-fi, there are several ways you can handle the language problem:

Action Adventure: Everyone speaks / understands English and the audience isn’t supposed to worry about languages. Everyone can usually understand everyone else, even if the audience can’t. (Chewbacca, R2D2, Groot.)

Soft sci-fi: We have magical universal translators so we HEAR everyone in English, even though they’re speaking different languages. (Most of Trek.)

Hard sci-fi: Communication is difficult. If you want to talk to someone, you need to know their language. There are a lot of them, and not all of them are based on sound. Good luck.

Oh no! The aliens are speaking an unknown language! How can we communicate with them? Did the Initiative ever have a plan for this? As it turns out, we just land. Once we touch down, they all switch to English without anyone raising an eyebrow. If they already knew English, then why didn't they respond when we greeted them in English? What's going on? What are the rules here?
Oh no! The aliens are speaking an unknown language! How can we communicate with them? Did the Initiative ever have a plan for this? As it turns out, we just land. Once we touch down, they all switch to English without anyone raising an eyebrow. If they already knew English, then why didn't they respond when we greeted them in English? What's going on? What are the rules here?

I have no idea what Andromeda is trying to do. It’s obvious the writer doesn’t want to worry about it, so why did they introduce the idea of a language barrier in the first place? Why is the Archon suddenly able to talk to us? You’ve explicitly acknowledged that a language barrier exists, and then you’re not explaining how it was overcome!

Continue reading ⟩⟩ “Andromeda Part 13: Breaking the Language Barrier”

 


 
From The Archives:

Megatextures

A video discussing Megatexture technology. Why we needed it, what it was supposed to do, and why it maybe didn't totally work.

 

Quakecon Keynote 2013 Annotated

An interesting but technically dense talk about gaming technology. I translate it for the non-coders.

 

Project Button Masher

I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.

 

My Music

Do you like electronic music? Do you like free stuff? Are you okay with amateur music from someone who's learning? Yes? Because that's what this is.

 

Top 64 Videogames

Lists of 'best games ever' are dumb and annoying. But like a self-loathing hipster I made one anyway.

 

The Dumbest Cutscene

This is it. This is the dumbest cutscene ever created for a AAA game. It's so bad it's simultaneously hilarious and painful. This is "The Room" of video game cutscenes.

 

Please Help I Can’t Stop Playing Cities: Skylines

What makes this borderline indie title so much better than the AAA juggernauts that came before?

 

Secret of Good Secrets

Sometimes in-game secrets are fun and sometimes they're lame. Here's why.

 

DM of the Rings

Both a celebration and an evisceration of tabletop roleplaying games, by twisting the Lord of the Rings films into a D&D game.

 

Who Broke the In-Game Economy?

Why are RPG economies so bad? Why are shopkeepers so mercenary, why are the prices so crazy, and why do you always end up a gazillionaire by the end of the game? Can't we just have a sensible balanced economy?