Diecast #140: Rise of the Tomb Raider, Massive Chalice, The Witness

By Shamus Posted Monday Feb 8, 2016

Filed under: Diecast 56 comments



Hosts: Josh, Rutskarn, Shamus, Campster. Episode edited by Rachel.

Yes, the topics for this week look a lot like the topics for last week, but I promise this is a new episode.

We haven’t kept careful track of episode lengths, but I’m pretty sure that sometime in the last few weeks we reached the point where there is now a full week of Diecast. That is, it would take a full week of continuous listening to play through the whole show.

Show notes: Continue reading ⟩⟩ “Diecast #140: Rise of the Tomb Raider, Massive Chalice, The Witness”

 


 

Knights of the Old Republic EP48: Welcome to Sith High

By Shamus Posted Sunday Feb 7, 2016

Filed under: Spoiler Warning 65 comments


Link (YouTube)

Here’s the Mexican Standoff skit I mention in this episode. It’s really good. I also mention the same exact skit in the next batch of episodes, because my memory is terrible.

Chris pointed out how Sith High looks like a Quake level. I think this is due to several factors:

First, this is kind of what you get when you’re under a tight polygon budget but you’re trying to make something “strange” or “alien”. You don’t have the polygons to make (say) rounded arches, round rooms, or other kinds of curved surfaces. The problem is that box rooms and box hallways are the most polygon efficient, but they’re also the most familiar and unimpressive, because we inhabit box rooms here on plain old Planet Earth every single day.

Also, the player needs lots of room. In Quake you need room for the circle-strafing, rocket-jumping tomfoolery that game is built around. Here in KOTOR, you need room because the player has a camera floating about three meters behind them and you don’t want that thing to be constantly bumping into walls. It’s actually really annoying (and for some people, nauseating) if the camera has to keep moving in and then pulling back over and over again as they traverse the space.

So you’re trying to escape the boxy nature of your graphics engine, you need lots of space, you can’t spend too many polygons, and the lighting system won’t cooperate if you try to make anything too smooth. So what can you do? You obviously can’t mess with the flat floor too much, since that will probably be more annoying than interesting, and might confuse the AI or the collision system. So you try making the walls sloped. But that cuts down on the volume of the space and crowds the camera. So instead of having the walls slope at eye level, you have regular vertical walls in the player space, which slope inward (or outward) about two meters overhead.

That’s fine, but now you’ve got this vast empty space above the player, which feels really boring and probably gives them an eye-full of a badly repeating ceiling texture. So you add some crap hanging from the ceiling to break up the emptiness. To justify it being there, you make it a container for a light source. So you end up with something just overhead, made from combining simple polyhedrons. (Mostly cubes.)

That’s really starting to look like Quake now, whether you intended it or not. The fact that this is an ancient ruin on a desert planet pretty much seals the deal, since it traps you into using earth tones for color.

I guess I shouldn’t be surprised that this game looks like Quake. I should be surprised that more games didn’t look like Quake during this time period.

Here’s the Mexican Standoff skit I talked about in this episode. I really like it. It comes up again in the episodes for next week because my memory is terrible.

 


 

The Altered Scrolls, Part 18: A Time to Kill

By Rutskarn Posted Saturday Feb 6, 2016

Filed under: Elder Scrolls 62 comments

I’ve talked about how Skyrim‘s context is frequently inappropriate or poorly constructed, but it must be said that much of the gameplay was built not to rely on it. One of Skyrim‘s most marketed features during previews and early coverage was its “radiant quests,” alternatives to necessarily finite handmade quests.

The idea was that in addition to questlines with unique storylines, voice acting, items, and triggers–quests that required direct and deliberate placement by a developer–it’d be nice to have some NPCs and factions that could generate new ones forever. Obviously these “new” quests follow specific formulae–go somewhere and kill bandits, steal something and bring it back, punch somebody until he surrenders–but the player would never end up exactly repeating themselves, always killing a different bandit in a different fort or punching a different townsperson for a different duration. It was a pretty appealing idea–and the marketing materials knew it. Radiant quests were featured in dozens of early previews as the next grand experiment, the newest and boldest innovation of the franchise.

If you’ve been reading this series, you might recognize radiant quests as “every quest in Daggerfall.”

Continue reading ⟩⟩ “The Altered Scrolls, Part 18: A Time to Kill”

 


 

Knights of the Old Republic EP47: Hardcore Rodian Nudity

By Shamus Posted Thursday Feb 4, 2016

Filed under: Spoiler Warning 78 comments

Before we get started, I’d like to ask everyone to be sure and remind Jacob to hold the push-to-talk button down until after he’s done talking. He’ll appreciate it!


Link (YouTube)

The Sith teachers here apparently didn’t get Revan’s memo advocating pragmatism and strength and just assumed that Sith = LOL MURDUR.

Never spare an enemy! They’re weak and deserve to die.

Right. Unless you think they might be useful later. Or it would be troublesome to kill and dispose of them. Or killing them might provoke someone else to come looking for revenge later. Even if you’re a bad enough dude to handle them, do you really want stuff like that popping up at an inopportune moment when you might have more important stuff to do?

Heck, if a foe is truly so weak they can’t be a threat to you, then it’s in your own best interests to spare them. If word gets around that you can be merciful, then your foes will be more likely to surrender when you’ve got them on the ropes. If everyone knows that surrendering just means you’ll torture them to death, then they will fight to the death and you’ll face greater losses. The most dangerous foe is one with a deep grudge and nothing to lose.

If your goal is to be the strongest, then why bother training anyone at all? Because you need an army, right? But then why do you let the upperclassmen openly murder the freshmen? Slaughtering easy prey won’t make the upperclassmen stronger, and it will probably kill lots of people who have more talent but less overall training than the bullies. Even if you’re totally amoral and care nothing for the life of anyone else, letting murder bullies run rampant in your school is no different than letting vandals run rampant in your palace. This shit belongs to you, and you shouldn’t put up with people destroying your stuff for their own amusement.

Also, is murder the only thing you need to accomplish? Someone needs to sweep the floors, change the light bulbs, and polish the overly ornate techno-throne on your personal star destroyer. Heck, if you kill all the wussy nerds, then who will build you a star destroyer?

And finally, all that internal murder and backstabbing will be a drain on your numbers. Sure, “only the strong survive”, but if you follow this particular Sith code to its logical conclusion, eventually you’ll end up with a solitary, battle-weary Sith remaining. Or maybe you end up with an army of people who are geniuses at poisoning their superiors but are actually rubbish in a stand-up fight. If nothing else, take the losers from your ranks and fling them into battle ahead of you. Rather than killing them yourself, why not make your enemy exert the effort to kill them?

Revan was supposed to be an answer to the short-sighted Jedi. But here we are with an army of treacherous, backstabbing, short-sighted, plotting dipshits. These people threw off the stupidity of the Jedi order. But instead of embracing a kind of hedonistic attitude of reveling in your power, they’ve simply replaced one idiotic dogma with another.

It’s been years, so maybe I’m romanticizing the portrayal of Revan, but in my mind the brilliant strategist does not mesh well with the murderclown circus we see here on Korriban.

 


 

Mass Effect Retrospective 33: Sentenced to Plot-Jail

By Shamus Posted Thursday Feb 4, 2016

Filed under: Mass Effect 236 comments

I know I said earlier in this series that I wouldn’t be covering DLC. And it certainly wouldn’t be fair (or wise) of me to attempt to dissect content I haven’t played. But I think we need to stop and at least mention the events and ideas of The Arrival anyway, because of the problems it creates for the main story.

The Arrival


Link (YouTube)

The Arrival was DLC for Mass Effect 2. You can watch the whole thing above. In it, Shepard abandons the team he established in the main game and finds a cult of indoctrinated people who are predicting that the Reapers Are Coming. They even have a countdown timer on the outside of their base, showing how long until the Reapers arrive. Shepard ends up fighting them and then crashes an asteroid into the local Mass Relay to blow it up just as the Reapers arrive, thus slamming the door in their face.

This seems to make a mess of the previous games: How did the Reapers get here? Did they just fly in from dark space? Remember that we saw them all “wake up” at the very end of Mass Effect 2. So how long was it from the end of the second game to The Arrival? A few weeks? Months? If that’s all it takes, then Sovereign and Harbinger are idiots for enacting their plans instead of… whatever caused this to happen. The Arrival retroactively makes Mass Effect 1 dumb and pointless.

But that’s not the worst problem. The worst problem is that we are now dealing with an immensely important plotline that may or may not exist in the main story, depending on whether or not you bought enough DLC from BioWare. This is exactly the dystopian world people predicted when DLC became a thing.

Continue reading ⟩⟩ “Mass Effect Retrospective 33: Sentenced to Plot-Jail”

 


 

Knights of the Old Republic EP46: Open the Blast Door!

By Shamus Posted Wednesday Feb 3, 2016

Filed under: Spoiler Warning 72 comments


Link (YouTube)

Revan built HK-47, but Darth Vader built C-3P0. The player is Revan, but Vader is Luke’s father.

Which story has the better plot twists?

 


 

Good Robot #41: Why Promote Your Game?

By Arvind Raja Yadav Posted Tuesday Feb 2, 2016

Filed under: Good Robot 105 comments

Good Robot is almost done, and we are on course to finish the remaining tasks in the next couple of weeks. We'll release the game in the first week of April, which should give us some breathing room for testing and polish.

However, there is another reason we are launching the game two months after we're done making it â€" promotion. This is the part where you email every single Game Journalist / YouTube Personality / Twitch Streamer / Person with a Blog in an illegal-substance-fueled-frenzy and hope they play your game and tell others about it.

You have to cover our game! It has an exploding Frisbee that bounces off walls in it!
You have to cover our game! It has an exploding Frisbee that bounces off walls in it!

“Why do you need to promote your game, Arvind?” I hear my friend Manny Straw exclaim, “If your game is any good, surely you can just put it up on Steam and people who see it will tell their friends about it, and then those friends will tell their friends, and soon you'll sell a million copies! That's how Minecraft did it!”

“Minecraft did build its initial momentum via Games Press, Forums and YouTube though”, I answer, “but let's say you're right and conduct a thought experiment for a hypothetical game.”

Continue reading ⟩⟩ “Good Robot #41: Why Promote Your Game?”