Arkham City Part 7: Arkham City Limits

By Shamus Posted Thursday Mar 9, 2017

Filed under: Batman 73 comments

Having knocked out Penguin and his goons, Bruce Wayne calls Alfred to request the delivery of the Bat-suit. Bruce climbs to the top of a building (this is the tutorial for the climbing movement controls) and obtains the Bat-Suit. During the climb, he establishes his goals for Alfred / the audience. He’s not trying to escape Arkham City. He’s not here to pick fights with the super-villains or their henchmen incarcerated here. Instead his goal is to figure out what Protocol 10 is so he can stop it.

The Bat-wing flies over and drops a pod containing the Bat-suit. It opens up to reveal…

Smile!

Not only does the bottom of the cowl look like a giant grin, but the eye holes seem to suggest smiling eyes rather than the usual angry shape.
Not only does the bottom of the cowl look like a giant grin, but the eye holes seem to suggest smiling eyes rather than the usual angry shape.

I’ve seen the Bruce-less Bat-suit in media before, but I’ve never seen it depicted in this way. The bottom of the cowl is yawning open like a massive grin. I think they had to cheat a bit to make this work. The inside of the costume ought to be dark, but instead it’s lit up with magical glowing blue fog to make the smile stand out.

It’s very reminiscent of the Joker and I’m sure it’s intentional. This game is supposedly Mark Hamill’s last appearance as the Joker (although he changed his mind later) and so the writer wanted to spend a lot of time talking about the Joker and his relationship with Batman. A lot of this is done in the style of “throw everything at the wall and see what sticks”.

Continue reading ⟩⟩ “Arkham City Part 7: Arkham City Limits”

 


 

Dishonored DLC – Knife of Dunwall EP4: Shh! I’m an Assassin.

By Shamus Posted Wednesday Mar 8, 2017

Filed under: Spoiler Warning 64 comments


Link (YouTube)

How many games use “Detective Vision” these days? The Arkham series is the first usage I know of, but now we also have Witcher, Tomb Raider, and Dishonored. It’s been years since I played Assassins Creed, but I seem to remember some sort of alternate vision in that game. I think one of the Far Cry games used it?

So then the developer comes to the problem: We want the player to be able to use “detective mode” (or whatever it’s called in this game) but we don’t want them to leave it on all the time.

I like the Tomb Raider solution best: It takes a second for the vision to fade in, and it gets canceled when you move. This makes it something you do to survey the space before you act, not something you toggle at will.

 


 

Nan o’ War CH2: Entry-Level Brigandry

By Rutskarn Posted Tuesday Mar 7, 2017

Filed under: Lets Play 73 comments

Despite my better judgment I’m playing Caribbean!, and have just finished crafting my ultimate wish fulfillment character: a brittle, penniless grandmother. I’m also playing on the hardest difficulty, which will make it all the more fulfilling when I transition from “ragged nobody” to “pursued, reviled, and heavily in debt.”

The only grace-giving box I checked was the one that lets me save whenever I want. Basically, I’m stupid enough to jump naked into shark-infested waters, but not quite stupid enough to leave the motor running on the boat.

After I’ve signed off on all my terrible choices the game provides a brief backstory:

Continue reading ⟩⟩ “Nan o’ War CH2: Entry-Level Brigandry”

 


 

Pseudoku: Approved

By Shamus Posted Tuesday Mar 7, 2017

Filed under: Programming 52 comments

The good news is that Pseudoku has been approved on Steam Greenlight. I could technically begin selling the game right now. (Well, after filling out a bunch of paperwork, but you know what I mean.)

The bad news is that I’m not happy with how it runs and I don’t feel comfortable putting it up for sale. I got several complaints from people that it doesn’t run. I don’t have numbers on the failure rate because I didn’t make any effort to track how many people downloaded it, but I’m worried the number is high. The last thing I want is to put this thing up for sale and discover that 20% of the people who pay for it can’t run it.

The worse news is that I spent most of my weekend playing, talking about, reading about, and maybe even writing about Borderlands 2. This means I didn’t work on Pseudoku, and I also didn’t write about Pseudoku.

But!

Continue reading ⟩⟩ “Pseudoku: Approved”

 


 

Diecast #190: Overwatch, Horizon, Borderlands, Zelda

By Shamus Posted Monday Mar 6, 2017

Filed under: Diecast 62 comments



Hosts: Josh, Shamus, Campster and Baychel. (Editor)

Show notes: Continue reading ⟩⟩ “Diecast #190: Overwatch, Horizon, Borderlands, Zelda”

 


 

Advanced 4D+ Mouse

By Shamus Posted Sunday Mar 5, 2017

Filed under: Random 87 comments

Some products are made by engineers. They come up with a new tool, device, or bit of software to get stuff done. Other products are the creation of marketing, where some non-engineers identify some vulnerable demographic and work to serveIn this case “serve” is the word marketing people use instead of “exploit”. it. Engineer-designed things are not always great and marketing-designed things are not always horrible, but in my experience most of the really cringe-worthy inventions come from marketing types.

This image made the rounds on Reddit and Imgur a couple of weeks ago, and I just had to share. It’s a great example of a product designed by marketing:

Continue reading ⟩⟩ “Advanced 4D+ Mouse”

 


 

Dishonored DLC – Knife of Dunwall EP3: Surprise Skydiving

By Shamus Posted Friday Mar 3, 2017

Filed under: Spoiler Warning 53 comments


Link (YouTube)

Like we mentioned in earlier episodes: The game keeps making callbacks to the original assassination scene. We revisit here in Knife of Dunwall, and (according to the rest of the cast) we get another look at it in Dishonored 2. That’s good, inasmuch as it makes it feel like that one event continues reverberate through the world. History is most interesting as a chain of cascading cause and effect, rather than as a list of isolated events.

But it also means the entire series is kind of hobbled by the rushed and shallow opening of the first game. The story is making callbacks to a moment that had almost no emotional punch. We’re betrayed by people we’ve never heard of, blamed for the death of someone we just met, and lose the honor and prestige of a job we never got to do. Yes, I realize that this is a big moment for Corvo. But that’s my point: The story didn’t give us time to connect with the protagonist and his life before it pulled the rug out from under him. Magnifying the importance of the assassination also magnifies this shortcoming in the story. It’s like if the KOTOR universe turned on the death of short-lived tutorial buddy Trask.

Actually, it’s even worse than that. I mean, we spent a good ten minutes with Trask before he hilariously failed to defeat a Sith. But the empress dies in the same conversation where she’s introduced.

If they’d just spent a little more time on that opening, it would be paying dividends now.