Knights of the Old Republic EP18: The Jedi King

By Shamus Posted Friday Oct 9, 2015

Filed under: Spoiler Warning 177 comments


Link (YouTube)

So let me see if I follow this:

Master Quatra deliberately pissed off her student Juhani because Juhani was having anger-management issues. When Juhani predictably attacked her, Quatra pretended to be dead so that Juhani would think she’d killed her own master. Juhani then fled into the wilderness and the Jedi made no effort to track her down, reason with her, or tell her the truth. Juhani then used her Jedi mind-powers to enrage the Kath hound population, which resulted in ferocious attacks against the civilian population. Even after this, the Jedi didn’t seem to think this was worth their time. Eventually they sent their newest recruit (the player) out to confront Juhani and deal with the problem. And then the master left town rather than stay to see how it all turned out.

I don’t think people “fall” to the dark side. I think they are pushed. Repeatedly. By the Jedi council. People don’t join the Sith because they want power. They’re just looking for a less embarrassing form of evil.

On second thought let’s not go to the Jedi temple. It is a silly place.

 


 

Knights of the Old Republic EP17: Leveling Montage

By Shamus Posted Thursday Oct 8, 2015

Filed under: Spoiler Warning 88 comments


Link (YouTube)

I know I already covered this in my Mass Effect series, but if you missed it for whatever reason, I think the structure of Mass Effect and KOTOR have a lot in common:

You have a brief section aboard the (Endar Spire / Normandy) followed by the tutorial area on (Taris / Eden Prime), which is destroyed by (Saren / Malak) to establish the villain. Then you go to (Dantooine / Citadel) and talk to (The Council / The Council). They scorn you at first, but after some quests they agree to make you a (Jedi / Spectre) and send you in search of (The Conduit / Star Map). You get the (Normandy / Ebon Hawk) to hop around to a few different planets and pick up new teammates. Each planet tells a self-contained story, which then leads back into the main plot at the very end. You share a series of visions with (Bastila / Liara) that do a little mystery exposition and foreshadowing. Once you finish the next-to-last planet, you have the stakes-raising chokepoint mission on (Leviathan / Virmire) where one of your companions is (captured / killed). Then you go to the hidden mystery world of (Rakata / Iilos) where the BIG SECRETS ARE REVEALED, which leads to the final battle on the (Star Forge / Citadel).

Man, I’m loving this season. I know we’re not doing a lot of analysis, but it’s so fun to just joke about this game. It’s this perfect blend of earnestness, enthusiasm, quirky retro charm, odd mechanics, and that classic STAR WARS feel.

 


 

Mass Effect Retrospective 17: Commander Shootmans

By Shamus Posted Thursday Oct 8, 2015

Filed under: Mass Effect 198 comments

Last time I mentioned that Mass Effect jumped from “details first” to “drama first”, and that the resulting shift in focus hurt the series. This new setup either works for you or it doesn’t, but we’re done bellyaching about it for now. Instead let’s talk about…

Gameplay

I like the new combat. I’m not going to say it’s “fun”, but I will say it’s “fun for a cover shooter of this era”. It’s not like I was expecting them to turn the gameplay into Batman, Tomb Raider, or Chime. They’ve tightened things up so it’s clearly a cover-based shooter instead of a “You can use cover and it will help sometimes but your allies might not and they’ll wander into your line of fire during a fight anyway” kind of shooter.

Mass Effect 1 existed in this odd, unsatisfying spot on the gameplay spectrum. It wasn’t number-crunchy enough to let you enjoy radically divergent character builds and tactical gameplay, but it wasn’t punchy enough to be viscerally satisfying. It had a massive skill tree with all these tiny inconsequential bonuses, so you couldn’t ever “feel” the difference of spending skill points.

Mass Effect 2 fixes this by shortening the tree and cutting down on the number of abilities you have to juggle so you have three interesting ones instead of nine weak ones. Love it or hate it, I think it’s good that the game finally committed to a gameplay style. It’s not my favorite gameplay, but at least the series found an identity.

And to be fair, this isn’t just a bog-standard shooter. The biotic powers keep things interesting, the freedom to swap out squad mates keeps things varied, and the visuals have a flair and a punch that was lacking in the first game.

Continue reading ⟩⟩ “Mass Effect Retrospective 17: Commander Shootmans”

 


 

Knights of the Old Republic EP16: First Day of Jedi College

By Shamus Posted Wednesday Oct 7, 2015

Filed under: Spoiler Warning 159 comments


Link (YouTube)

I know we mock this game mercilessly, and sometimes it might be hard to tell our cruel mockery (Absolution) from our playful mockery (Deus Ex) so just to be clear: This is the latter. I really like this game, despite how silly it can get at times.

I should be going now.

 


 

Good Robot #35: EGX Feedback

By Shamus Posted Wednesday Oct 7, 2015

Filed under: Good Robot 83 comments

So the team is back from Europe and the public has played the Pyrodactyl build of Good Robot for the first time. Here are the notes and observations from this ad-hoc playtesting, along with my commentary:

Continue reading ⟩⟩ “Good Robot #35: EGX Feedback”

 


 

Half Time CH2: Hobbit Breaking

By Rutskarn Posted Tuesday Oct 6, 2015

Filed under: Lets Play 39 comments

The pitch is colder than a witch's glare after an inappropriate comparison, and the sky, which is the exact color of death, is the gods’ own smothering pillow. Today is our first match against a high elf team called the Surf Somethings. If the races of the realm were represented on playing cards, high elves would feature on the king of hearts and halflings would headline the instructional card for drunk 52-card-pickup.

At some point while I’m staring at the rippling, glistening muscles of the high elf team as they gambol and stretch merrily, drunk on pre-victory, someone in a striped jacket asks if I want heads or tails. “No thanks,” I say. They decide that means heads, and with this call my luck budget goes towards securing us the kickoff.

The Surf Buddies are watching in fascination as my team assembles on the field. I guess they've never actually seen someone field a halfling team before. So we had that in common, anyway. One way or another, we were both about to discover if it was possible to underestimate these lardbuckets. Pervince Potatoe, way at the back of the field, looks back through the freezing air and throws me a conspiratorial wink.

The crowd is a little quicker on the uptick than you'd expect of Blood Bowl aficionados and have already realized that they are not going to get an entertaining match today. The rioting delays the match a little; we're going to have a shorter first half as a result. This means less time for us to be scored against and less time for us to score, which, all in all, probably works out to our benefit.

And then there’s no more delays or excuses. The whistle blows.

Continue reading ⟩⟩ “Half Time CH2: Hobbit Breaking”

 


 

Experienced Points: Why is System Shock a Big Deal?

By Shamus Posted Monday Oct 5, 2015

Filed under: Column 66 comments

My column this week is about why System Shock is an amazing game that you probably won’t enjoy unless you played it two decades ago.

True story:

I got stuck on the very first level of System Shock 1. I spent hours wandering around, trying to figure out how to reach level 2. I’d been everywhere and totally filled in the map, so I could see I wasn’t missing any rooms. But for the life of me I had no idea how to proceed. Did I miss a puzzle? A boss I needed to fight somewhere? A hidden door?

Eventually I bought the hint guide. I think it’s the only one I ever bought. The hint guide is the only part of the game I have left. (The floppies died ages ago.) The guide was kind of expensive, but I was really into this game and it was driving mad that I couldn’t proceed. And then it turned out that the guide didn’t help. It didn’t even acknowledge the difficulty of reaching level 2. It was just like, “Make sure you have enough bullets before you proceed to level 2!”

It turned out it wasn’t a secret. The game was built on a grid. In a particular room there was a button on the wall. If you stand directly in front of the button and press it, then the square you were standing on would go down. It was an elevator, and it would take you down to the exit to level 2.

However, I was standing too far back from the button. When I pushed it, I could hear the “elevator moving” sound. But because of the way the interface worked, the bottom half of your field of view was usually covered with menus and crap, so I didn’t see the floor tile move. I looked left and right, expecting the button to have opened a door or wall nearby. Elevators were a new thing to me in games, and this floor tile didn’t exactly jump out at you.

“Ah! Maybe it’s opening a secret door elsewhere!”

Continue reading ⟩⟩ “Experienced Points: Why is System Shock a Big Deal?”