Hitmas the Second: Modern Warfare Part 3

By Josh Posted Sunday Aug 12, 2012

Filed under: Spoiler Warning 225 comments


Link (YouTube)

And now for the elusive Sunday episode. Of course it wasn’t planned this way, but we recorded these right before I moved with the intention of posting them when I could. On the upside, I’m now completely moved in to my new house, which is better than your house, and we’ll finally be doing Mass Effect 3 this week.

Naturally, as this is the last episode of our unplanned look at Modern Warfare 3, we spend most of the episode talking about unrelated things and end by complaining about Borderlands 2. We’re awesome like that.

 


 

Hitmas The Second: Modern Warfare Part 2

By Josh Posted Saturday Aug 11, 2012

Filed under: Spoiler Warning 188 comments


Link (YouTube)

And so our impromtu romp through Modern Warfare 3 continues. For those of you wanting more complaining and merciless mocking of the game, you might be happy with this episode.

 


 

Hitmas the Second: Modern Warfare Part 1

By Shamus Posted Friday Aug 10, 2012

Filed under: Spoiler Warning 229 comments

For the record, we’re not going to do thee whole game. This is a one-off thing. I think it yielded a lot of interesting conversations that dovetail nicely with what we’ve been saying about Spec Ops.


Link (YouTube)

 


 

John Carmack 2012 Keynote Annotated:
Part 3

By Shamus Posted Friday Aug 10, 2012

Filed under: Video Games 81 comments

splash_quakecon2012.jpg

At the risk of repeating myself: Here is the full presentation. My comments with timestamps follow.


Link (YouTube)

“You have paid the price for your lack of vision!”

16:50: “RAGE did feel a little stiff.”

He’s talking about the interactivity of Doom 3 versus how static Rage felt.

In Doom 3, there were moving lights and machinery all over the place. In every room it seemed like there was a set-piece industrial machine doing machine-stuff. If you love watching little assembly-line movies like I do then these were fun to watch. Lights moved. The computers were interactive. The televisions had shows on. There were in-world videogames. There were physics objects and other dynamic items.

In RAGE, very little moves. He said it feels “stiff”, but for me it felt “dead”. Gorgeous, but dead. The thing is: We’ve got this astounding megatexturing system, and a lot of times I think we wound up with it acting as a very expensive form of skybox.

Continue reading ⟩⟩ “John Carmack 2012 Keynote Annotated:Part 3”

 


 

John Carmack 2012 Keynote Annotated:
Part 2

By Shamus Posted Wednesday Aug 8, 2012

Filed under: Video Games 85 comments

splash_quakecon2012.jpg

You know the drill by this point. Here is the full presentation at Quakecon 2012. My comments with timestamps follow. Note that I’m just watching the video, pausing to comment at points that I think are interesting or could use some clarification for the masses.

8:05: “Doom 3 still holds up.”

YES.

I’ve said before that this era was pretty much a turning point in graphics technology. Doom 3, Half-Life 2, World of Warcraft, Thief: Deadly Shadows*, and Far Cry. We can argue a bit about the true high point. Maybe you want to move it back to 2002 so you can include NOLF 2. Maybe you want to move it forward a year or two to include the likes of Half Life 2: Episode One, or Quake 4, or whatever. But the point stands that right here we hit a magical spot on the visuals vs. cost trade-off. Games could still be produced in two-year intervals, and they had just enough graphics that characters could emote. But they hadn’t yet dropped into the uncanny valley of photorealism or become so expensive that nothing short of mega-blockbusters could hope to turn a profit.

Continue reading ⟩⟩ “John Carmack 2012 Keynote Annotated:Part 2”

 


 

John Carmack 2012 Keynote Annotated:
Part 1

By Shamus Posted Tuesday Aug 7, 2012

Filed under: Video Games 80 comments

Every year at Quakecon, id Technology Magician John Carmack gives the keynote address. As I did last year, I’m going to watch the whole speech and make a few notes and observances along the way. Unlike last year, the speech is over three hours long. So This might take a while. As of this writing, I haven’t listened to the whole thing yet.

Here is the full speech. I’ll link to individual timestamps below.


Link (YouTube)

This video thumbnail is better than last year’s. It sort of looks like he’s about to cast magic missile.

1:40: “In the last year, we finally did ship Rage.”

My overly brief review of Rage is here.

Continue reading ⟩⟩ “John Carmack 2012 Keynote Annotated:Part 1”

 


 

Spec Ops: The Line: The Thematic Ambush

By Shamus Posted Friday Aug 3, 2012

Filed under: Game Reviews 227 comments

Some games are famous for their gameplay. Or their artwork. Or a big plot twist. This game might be the first one where the big selling point is the theme. Spec Ops asks the question: What would happen if your typical action-game badass lived in a world with consequences?

Think about it. Yes, the answer is obvious, but it’s still something to behold.

I would encourage you to go into the game cold, without reading this post. I can’t talk about how well this works without revealing some of the tricks it uses, and those are better if you’re surprised. Some people (Reader Krellen says this a lot) point out that spoiling stories can be good. However, I’m not talking about spoiling the story. I’m talking about the way the game uses the genre itself against you, something which is conveyed mostly in gameplay mechanics.

In this post I’m not doing story spoilers, but thematic and mechanical spoilers. From this point on. As before, white text is me. Text in gold boxes is Taliesin.

Continue reading ⟩⟩ “Spec Ops: The Line: The Thematic Ambush”

 


 
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Grand Theft Auto Retrospective

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Object-Disoriented Programming

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Denuvo and the "Death" of Piracy

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MMO Population Problems

Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?

 

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?

 

Why The Christmas Shopping Season is Worse Every Year

Everyone hates Black Friday sales. Even retailers! So why does it exist?

 

Steam Summer Blues

This mess of dross, confusion, and terrible UI design is the storefront the big publishers couldn't beat? Amazing.

 

Object-Oriented Debate

There are two major schools of thought about how you should write software. Here's what they are and why people argue about it.

 

A Lack of Vision and Leadership

People fault EA for being greedy, but their real sin is just how terrible they are at it.