Diecast #75: Diablo II, Final Fantasy 13, Concursion

By Shamus Posted Sunday Sep 28, 2014

Filed under: Diecast 180 comments

The plan this week was to talk about the canceled Blizzard MMO and a few other current topics. Instead we talked about a sixteen-year-old hack-n-slash. I don’t know. That’s how this show goes sometimes.

And yes, I’m still fiddling with the theme music. Based on the feedback last week, most people would prefer if I just went back to the original theme that we used for 70 episodes. I might. But allow me this little vanity for now. It’s short and I’m having fun with it.

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Hosts: Jarenth, Josh, Shamus, and Rutskarn.

Show notes: Continue reading ⟩⟩ “Diecast #75: Diablo II, Final Fantasy 13, Concursion”

 


 

Last of Us EP6: Very Poor Life Choices

By Shamus Posted Friday Sep 26, 2014

Filed under: Spoiler Warning 133 comments


Link (YouTube)

We already had the discussion on consumable melee weapons last episode when we talked about breaking metal pipes. Let’s not have the exact same discussion about shivs. Instead, let’s talk about buildings:

In the episode I said that buildings ought to be standing after just twenty years. (Assuming they weren’t bombed.) I mean, there are hundred year old buildings all over the place (especially around Boston) and buildings shouldn’t suddenly fall over just because people stopped sweeping the floor. But then Josh pointed out bursting pipes, and now I don’t know what to think. Let’s just set aside the bombed-out scenario we see in The Last of Us where (basically) warfare has turned the place to rubble. Let’s just imagine one of those “everyone is suddenly gone” scenarios:

Continue reading ⟩⟩ “Last of Us EP6: Very Poor Life Choices”

 


 

Last of Us EP5: The Brick Thief

By Shamus Posted Thursday Sep 25, 2014

Filed under: Spoiler Warning 89 comments


Link (YouTube)

So Joel rolls up his sleeves, and Tess walks around with bare arms. This is silly. But it doesn’t bother me as much as this:

Watching the episode after recording, I see that Joel’s metal object (a pipe, I think) snaps in the middle of combat. Look, I understand the need for the player to gather and manage resources, but that is simply not good enough as a reason for having heavy-duty objects snap in half after a few hits. Neither is the “well, maybe it rusted!” excuse. Get a wooden bat, and see how long it takes you to snap it in half by pounding away on a mattress, punching bag, or other things that give and bend the way the human body does. I’m not saying it’s impossible, but I am saying it’s not going to happen after five swings. It’s certainly not going to be common. And I don’t care how ripped you are, you are not going to snap a metal rod on a human torso. Guffaw.

We’ve got bullets, guns, potted plants, food, pills, bricks, shivs, and documents. The player has lots of crap to gather up. Please don’t add this ridiculous nonsense to a game that’s trying so hard to be taken seriously. I could hand-wave it (like so many other mechanics) if it made for good gameplay, but melee weapon degradation was an annoying contrivance twenty years ago, and it hasn’t become fun since then. Now it just looks silly.

Having complained about all that, I do like the approach to combat that this game takes. Most zombie games have you fighting waves of them, but TLOU keeps it small, focused, and tense.

 


 

Last of Us EP4: A Garbage Block Puzzle

By Shamus Posted Wednesday Sep 24, 2014

Filed under: Spoiler Warning 99 comments


Link (YouTube)

When The Last of Us came out, actress Ellen Page accused the developer of ripping off her likeness. The similarity is pretty strong to me, but it was even more striking before the changes to the character’s face part way through development. Not only does that look like Ellen Page, but the voice is kind of similar as well: Both the actress and the character have that same middle-register, slightly rough voice that’s unusual for women. And of course the Ellen / Ellie thing didn’t really help Naughty Dog in their claims that the similarity was purely a coincidence.

The sad thing is that Ellen Page actually was starring in a videogame at the time this was going on. She appeared in Beyond: Two Souls, a game which didn’t do nearly as well. It was another adventure of the David Cage variety, and we all know how those games go. I’ve been saying that, “If your game is trying to be a movie, then Last of Us is how you need to do it.” Beyond (disclosure: I haven’t played it) is criticized for being the antithesis of this: It’s a game that’s low on gameplay and interactivity, and telling a story that’s muddled, meandering, cliche, nonsensical, and in no way good enough to stand up as a movie. Again, I haven’t played it, but having played through some of David Cage’s other work I’ll say that description sounds extremely plausible.

The whole situation is kind of screwed up. Imagine if someone had used CGI to rip off Bruce Willis in appearance and voice, and used their fake Willis to make the critically acclaimed Die Hard. And meanwhile the REAL Bruce Willis was starring in Hudson Hawk, which opened opposite of it.

 


 

Experienced Points: Just How Does the Oculus Rift Work?

By Shamus Posted Tuesday Sep 23, 2014

Filed under: Column 62 comments

My column this week is a piece-by-piece breakdown of all the crazy bits of technology we need to make the Oculus Rift work. I’m a bit nervous about this. I strongly suspect that it’s something people are curious about, and I don’t think anyone else is doing these plain-English descriptions right now. So there’s a demand for articles like this, but I’m not sure I’m the best guy to do them. I didn’t even understand chromatic aberration until Michael Goodfellow explained it to me a week ago. I’ve read a lot about the hardware in the last couple of weeks, but I could still be missing something.

Still, there’s my take on it. It’s a complicated little gizmo.

 


 

Diecast #74: Microsoft Eats Mojang, Mailbag

By Shamus Posted Monday Sep 22, 2014

Filed under: Diecast 140 comments

Experiment: This week I shifted the participants a little to the left or right speakers. My hope is that this can help untangle cross-talk when it happens. Usually one person just overpowers another, and if you want to hear the person who got drowned out, you’re out of luck.

I actually edit the audio to fix as much cross-talk as I can. If (during recording) I charge in saying, “You know what? I think that-” and then I shut up because I realize I’m overlapping with someone else, then during editing I’ll just mute that phrase so the other person can be heard more clearly. Basically, when two people talk at once, I’ll mute the one who retreated. But there are still instances of overlapping that just can’t be helped. Maybe this stereo separation will help, or maybe it will just be annoying and distracting.

I’m sure you’ll let me know what you think.

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Hosts: Chris, Josh, Shamus, and Rutskarn.

Show notes:

Continue reading ⟩⟩ “Diecast #74: Microsoft Eats Mojang, Mailbag”

 


 

glNext

By Shamus Posted Sunday Sep 21, 2014

Filed under: Programming 82 comments

Big things are going on in the world of graphics API. A graphics API is what a programmer uses to talk to the graphics hardware. This is a complicated job. You write some videogame code, which talks to the graphics API, which talks to the graphics driver, which makes the graphics card give up the shiny pixels for the player.

For a lot of years, there were really only two players in town: OpenGL and DirectX. OpenGL is so old that the original code was written in hieroglyphs on stone tablets, and all of the documentation was localized for Mesopotamia. The first version was released in 1992, back when developers were still living on Pangaea. It was built in a development world very unlike the one we have today. Before C++ rose to become the language of choice for AAA game development. Before shaders existed, and indeed before consumer-level graphics cards evolved.

This means that the OpenGL API looks pretty weird to modern coders. There’s an alternative, but…

Continue reading ⟩⟩ “glNext”

 


 
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