Hitman Absolution EP8: Vicar is Quicker

By Shamus Posted Thursday Mar 26, 2015

Filed under: Spoiler Warning 103 comments


Link (YouTube)

We could spend a lot of time covering all the ways in which Birdie doesn’t make sense. His short-term actions don’t make sense and his long-term goals aren’t clear. But the way he’s constantly scheming makes it feel like he’s got a plan. He uses the guns and the notes and drops hints and it all has the rhythm of a movie where one fast-talker in the style of Verbal Kint is playing everyone.

But it never goes anywhere. His plans don’t actually make sense or lead to any sort of narrative or thematic payoff. It’s just a bunch of rambling bullshit. But I actually think it could have worked. If the rest of the game had been even halfway competent we would have been theorizing on what Birdie was doing instead of just assuming he’s yet another brute-force plot device. A story doesn’t need to make 100% sense. But it does need to make some sense, and at the right time.

Speaking of dumb things that make no sense:

  1. A biker bar where the bouncers try to keep you from reaching the point where you can buy drinks?
  2. Even though nobody here knows who 47 is or has any reason to be suspicious of him, the bouncers all try to “arrest” you anyway.
  3. And then pull guns. On a patron. Dressed sort of like a priest. Who hasn’t done a damn thing wrong. And then attempt to gun down a civilian in their own establishment.
  4. But once you do reach the bar, you can beat the crap out of the bartender without repercussion.
  5. Still not a Hitman level. No assassination target.
  6. How does pulling the switch begin a brawl? There was no reason for it.
  7. More importantly: There’s no way for you the player to anticipate that pulling the switch would start a brawl. That’s not a puzzle solution or a reward for lateral thinking. That’s just pulling a lever like a good little videogame monkey.
  8. The changes to the disguise system would be so much more forgivable if the game wasn’t full of levels like this, which seem designed to highlight all the flaws.
  9. What’s the deal with the gun store owner? He bought the guns, then refuses to sell them (isn’t he running a business?) but then offers them to you if you can out-shoot his daughter? Why did they bother voicing and animating this walking contrivance? Just replace him with a World of Warcraft style quest maker.

It was actually a revelation to me that this is the same team that did the earlier Hitman games. I mean, it’s right there in the title screen. IO Interactive. It just never occurred to me that this might be the case. What could possibly have happened here? This is like a world where Metroid Prime and Other M were made by the same team. It’s like if
Anne McCaffrey followed up her Pern books with The Eye of Argon. Everything here feels wrong. Even ignoring the almost constant failures of logic and basic storytelling, this feels like a Hitman game by people who never really played or understood Hitman. The tone is wrong. The themes are wrong. The setting is wrong. The characters are wrong. Even the gameplay is wrong.

I guess there were six years between Blood Money and Absolution. That’s a long time in game years. But still.

They’re working on another Hitman game. I still can’t escape the notion that all these problems are the result of one complete hack who was given too much power, because it seems unlikely that an entire team could all be this remarkably inept. (Particularly since they apparently made serviceable Hitman games in the past.)

Can the team self-correct? I’m perversely looking forward to the next Hitman game to see how it turns out.

 


 

Hitman Absolution EP7: Get Thee to a Punnery

By Shamus Posted Wednesday Mar 25, 2015

Filed under: Spoiler Warning 77 comments


Link (YouTube)

This game is a master class in why developers need to stop pretending to be moviemakers. The moment when 47 is approaching the elevator is a great example of a dev mindlessly aping the language of cinema without understanding why or how those techniques originally worked.

In a movie, this is a source of tension and dramatic irony. We (the audience) know the elevator is a threat. The character in the story doesn’t. The suspense comes from our anxiety over whether they will figure it out in time. The scene specifically requires that the audience and the protagonist have differing knowledge. Outside of a railroading cutscene, this is not possible in a videogame because the audience controls the protagonist.

Either you realize the danger and avoid it easily with no suspense, or you don’t realize the danger and get an abrupt game over. Either way, this situation can’t work here the way it works in a movie.

Continue reading ⟩⟩ “Hitman Absolution EP7: Get Thee to a Punnery”

 


 

Errant Signal – Life is Strange (Spoilers)

By Shamus Posted Wednesday Mar 25, 2015

Filed under: Movies 30 comments


Link (YouTube)

I understand the thinking behind episodic games. Like Chris says in the video: It’s like a mini-series or a season of a TV show. It makes a lot of sense to release games like this. It especially makes sense for low or mid-budget titles that don’t have a lot of marketing money. If you release the whole thing at once, the game will come and go in a few weeks. No matter how good it is, once it’s over, it’s over. But if you release it in episodes then the conversation keeps going. The game can stay fresh and relevant for months.

Even better, the team is able to make adjustments based on community feedback without needing to do slow and expensive Valve-style playtesting. If the writer puts in the funny throwaway character Maurice into episode one and the internet turns him into a meme, the devs can react to that. Maybe give Maurice some additional screentime in the later episodes. Or if players really hate him, then pull him from future episodes. Or tone him down.

I certainly can’t judge. Nearly everything I do here is or was part of a series. The Diecast. Spoiler Warning. Good Robot. DM of the Rings. Every programming series. Every let’s play. If I put up 10k words all in one day, it’s too much. Some people will hit the back button because they don’t have that kind of time and were just looking for something to read over their coffee break. Even among those that do read it, there will likely be some skimming. And there’s no way we could do the whole 10k novella justice in the comments. Lots of stuff will be glossed over. And then I don’t have any content for the next 9 days, because I’m writing the next 10k epic.

Continue reading ⟩⟩ “Errant Signal – Life is Strange (Spoilers)”

 


 

Experienced Points: SimCity vs. Cities: Skylines – Who Wins?

By Shamus Posted Tuesday Mar 24, 2015

Filed under: Column 56 comments

The more I think about Cities: Skylines, the more delighted I am at how it turned out. But I didn’t want to spend an entire article just gushing about the game. So instead I did a compare & contrast between Cities: Skylines and SimCity 2013. Spoiler: This comparison is not remotely fair and I don’t even feel bad.

And yes, this leads into more EA bashing. (I’m sure you saw that coming.) I’m not as angry as I might sound in the article. I’m actually just sad. The people at Maxis gave us four wonderful Simcity games before 2013, and they absolutely could have given us a fifth.

There’s a usual defense for when an EA game turns out poorly. “This is what the developer wanted to do! You can’t blame EA!” While none of us can really know what was said or done internally, I do find it implausible that so many innovative and creative peoplePeople who have invented entire genres of games!, once they are free of the immediate money pressure of being independent, suddenly decide that their heart’s desire is to make their beloved franchises into forced-online DLC vending machines. I’m not saying it’s impossible, but I am saying it doesn’t sound like the most likely of explanations.

I am reminded of the TUN video on BioWare:


Link (YouTube)

Just so you don’t have to watch the whole thing: I’m talking about the part of the video where he points out how company values inevitably permeate downward through the layers of the company. If you’re looking to advance your career (and who isn’t?) then you’re going to do things that you believe will please your boss, and your boss will ask for things that will please their boss, and so on. This is why I’m always trying to push the blame uphill.

 


 

Diecast #97: Hotline Miami 2, Nintendo NX, Game Music, Battlefield Hard-On

By Shamus Posted Monday Mar 23, 2015

Filed under: Diecast 125 comments

If you’re going to play Hotline Miami 2 and you want to avoid spoilers, then skip the segment between 44 minutes and 53 minutes.

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Hosts: Shamus, Josh, Chris, Rutskarn, Mumbles.

Show notes: Continue reading ⟩⟩ “Diecast #97: Hotline Miami 2, Nintendo NX, Game Music, Battlefield Hard-On”

 


 

Cities: Skylines: Death to Chirpy!

By Shamus Posted Sunday Mar 22, 2015

Filed under: Video Games 96 comments

Chirpy is the fictional Twitter in the Skylines world. Through it, you can see what your citizens are saying and worrying about. The cool thing is that it’s part joke, part world-building, part brandingThe devs refer to players as “Chirpies”., and partly an effort to show that unlike Sim City, this game is set more or less in the present.

On the other hand, Chirper is awful.

Really awful. This is a bad and terrible feature, which seems to serve no other purpose than to reduce your enjoyment of the game. The design is so bad that it’s hard to nail down where it all went wrong. It has numerous problems that all combine and feed into each other to form a massive feedback loop of suck.

Yes, it’s a small feature in a big game. But that only makes it more mystifying how there are so many problems with something so small…

Continue reading ⟩⟩ “Cities: Skylines: Death to Chirpy!”

 


 

Hitman Absolution EP6: The Savior of Chinatown

By Shamus Posted Friday Mar 20, 2015

Filed under: Spoiler Warning 143 comments


Link (YouTube)

So we’ve now done a total of five assassinations in this game, four of which took place here in Chinatown. I like Chinatown and all, but that’s still pretty disappointing. Would have been nice to do some Hitman-ing on the train platform or any of the other locations we strolled through. The majority of our running time thus far has been spent just moving 47 from A to B.

Does Birdie send you to kill the three goons to delay you on purpose, or did Blake find Birdie on his own while his men were searching in the wrong place? The answer is: Who cares? It’s all crap.

I can’t be mad at this game anymore. So let’s be mad at reviewers. From the Wikipedia entry on Absolution:

Continue reading ⟩⟩ “Hitman Absolution EP6: The Savior of Chinatown”