Grand Theft Auto V: Explaining the Joke to Death

By Shamus Posted Thursday Nov 8, 2018

Filed under: Retrospectives 41 comments

And so this series comes to an end. Not with a bang, but with a shrug. Eh. It’s pretty okay I guess. I mean, I had fun sometimes.

For as crazy as this world is, Grand Theft Auto V is surprisingly short on laughs. The main story often occupies this strange space where absurd things are happening and everyone is expressing intense emotions, and yet there are almost no jokes. The dialog constantly feels like it’s in the setup phase for a punchline that never comes. While this franchise has been pretty hit-and-miss with regards to comedy, I think the humor has gone downhill over the last decade or so. A lot of different factors contributed to this.

First and most obviously, as the games grew closer to Hollywood they drifted away from the wacky brand of adolescent humor they were built around. Toilet humor and dick jokes work in a world of outrageous cartoon absurdity. They don’t fit so well within a Scorsese movie. On top of that, the games have intensified their attempts at satire and social commentary, which has made them increasingly heavy-handed and mean-spirited. As I said at the start, a lot of the attempted satire is so far off-base that the jokes don’t land. But here in GTA V there is yet another force working against the humor: The writer has stopped trusting the audience and so they keep stopping to explain the joke.

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Experienced Points: Denuvo – Four Years Later

By Shamus Posted Wednesday Nov 7, 2018

Filed under: Column 79 comments

A funny story about my column this week: I finished writing it on Thursday. While polishing / proofing, I wanted to hunt down some citation links. And by accident I stumbled on an old column of mine that had exactly the same thesis. I had no memory of writing the original column.

As a result, I needed to re-write my column at the last minute. I changed the focus of the article but kept a few of my supporting arguments.

For years I was laser-focused on this argument. Let’s call it my Opening Salvo:

Continue reading ⟩⟩ “Experienced Points: Denuvo – Four Years Later”

 


 

Andromeda Part 4: Habitat 7

By Shamus Posted Tuesday Nov 6, 2018

Filed under: Mass Effect 165 comments

In Mass Effect Andromeda, you can play as either Scott Ryder or Sara Ryder. Unlike Commander Shepard, you’re not hot-swapping the gender of the protagonist. If you play as Sara then you have Scott as your sibling and if you play as Scott then you’ve got Sara for a sibling. Your sibling ends up stuck in the fridge for most of the game and they’re not really relevant until the very end, but the Ryder twins really are two different peopleThey still have a lot of identical dialog, but you know what I mean. and not just a Maleshep vs. Femshep aesthetic choice.

For the purposes of this write-up, I’ll be discussing the plot in terms of having Sara as the main character. As with my series on the Mass Effect trilogy, it’s just easier to pick one sibling rather than juggle neutral pronouns and use slashes to refer to Sara/Scott or Scott/Sara.

It Begins

Come on, the loading screens in this game aren't THAT bad.
Come on, the loading screens in this game aren't THAT bad.

Sara wakes up in the Cryo Bay at the end of their 600 year voyage. The dialog does a pretty good job of explaining the premise to the player without dropping into heavy-handed exposition mode. I mention this now because while some of the dialog in this game is shamefully bad, there are spots like this where it keeps things reasonably brisk and efficient by the standards of the genre.

The ship has just arrived in the Heleus Cluster, which is part of the Andromeda galaxyWithout the mass relay network, we can no longer have a galaxy-wide adventure. I really appreciate that the writers stuck to this and didn’t feel the need to go “big” again.. Sara is on the “Pathfinder” team. Her Father, Alec Ryder, is the Pathfinder for the human ark and is in charge of scouting out their prospective home. 600 years ago they picked out several promising planets in the Heleus ClusterThe story explains that scientists used a mass effect relay to “look” into the distant galaxy, which is how they were able to see so much detail over such insane distances. This is one of the details I’m willing to handwave as part of establishing the new premise. that could be suitable for settlement.

Alec Ryder is an N7, which is the same designation as Commander Shepard. I’m sure this is a deliberate move on the part of the writer, to have a Commander Shepard stand-in to hand the franchise over our new hero.

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The Witch Watch Setting

By Shamus Posted Monday Nov 5, 2018

Filed under: Random 37 comments

This week I talked to my podcast-mate Paul about my book The Witch Watch. Paul is interested in writing a sequel. Here’s an excerpt if you want to get a feel for the original.

Spoilers for my 2012 novel below.

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Stop Messing With My Clock You Imbeciles

By Shamus Posted Sunday Nov 4, 2018

Filed under: Rants 109 comments

It’s that time of the year again when we mess with the clocks and sleep schedules on behalf of the idiots who don’t know the difference between a schedule and a clock. I complain about this every year, although I’m having trouble keeping this rant fresh as the years drag on. Sooner or later I’m going to have to stop bitching about this, which is basically equivalent to admitting defeat.

Here’s a video from Tom Scott talking about what a nightmare it is to deal with time zones in software:


Link (YouTube)

The important thing to note is that the job is actually pretty easy until you have to deal with the madness that results from the ever-shifting rules and spotty observation of DST.

Check out the Wikipedia page on DST and note how every time someone sensibly tries to stop this madness there’s a group of ninnies who cook up some irrational moral panic to justify the status quo. Let’s talk about some of the landmark moments in this planet-wide campaign of chaos and annoyance…

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Grand Theft Auto V: The Wrong Punchline

By Shamus Posted Thursday Nov 1, 2018

Filed under: Retrospectives 56 comments

Earlier in the series I mentioned that Trevor bullies his way into an apartment while pulling off the failed Merryweather heist. Let’s circle back and talk about that apartment and the people who live there.

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Experienced Points: Why Did Silent Hill 2 Work So Well?

By Shamus Posted Wednesday Oct 31, 2018

Filed under: Column 63 comments

My Escapist column this week is yet another nudge to an industry that has forgotten how to make psychological Japanese horror. This is particularly frustrating to me because I dig character-driven stuff, I love mind-bending stories, and I really appreciate a game capable of creating a sense of foreboding dread.

At the same time I don’t have a lot of patience for overly convoluted lore, I hate straightforward “defeat the bad guys” style stories in my horror, I’m sick to death of action schlock, and I despise jump scares. This industry doesn’t put out a lot of horror titles, but when they do they work hard to make sure it’s the opposite of everything I might be interested in.

Before you jump in with, “Ah-ha! Shamus, clearly you haven’t played X!”, note that I address this at the end of the article. When Amnesia: The Dark Descent come out and made a big splash, I went poking through other horror titles coming out of the indie scene. I found a lot of attempted imitations, but I never found anything particularly good. Maybe I just had bad luck, but after wasting money on several duds I concluded I was panning for gold in a landfill and gave up.

I’ll admit I’m incredibly picky when it comes to horror games.

Continue reading ⟩⟩ “Experienced Points: Why Did Silent Hill 2 Work So Well?”