Dark Souls Special Part 1: Reginald Cuft(bert), Agent of Shield

By Shamus Posted Wednesday Apr 23, 2014

Filed under: Spoiler Warning 171 comments


Link (YouTube)

Right off the bat, George asks who Reginald Cuftbert is, so now might be a good time to bring newcomers up to speed. To ruin the joke by way of explaining itWhich is far better than you later ruining the joke yourself by discovering it isn’t very funny I’m going to need to do an exposition dump on you:

The Reginald Cuftbert joke(?) began back in 2010 during our Fallout 3 let’s play. (Yes, Spoiler Warning has been doing Let’s Plays since long before other, funnier people popularized the format.) It was an attempt to come up with the most lore-inappropriate name for our character. Since then we’ve continued the tradition of using the name in whatever form the game allows, which is usually “barely”. We now have about sixteen thousand times more memoryNot an exaggeration, assuming typical memory today is about 8GB and was 512k in 1990., but game designers are still using the 1990 approach to character names, where they don’t want to give you more than 10 bytes lest you run out of memory and crash to DOS.

We typically play Reginald as chaotic stupid. Partly for comedy, but also because it lets us see rarely experienced content and bugs.

Here is the SuperBunnyHop critical close-up of Dark Souls that we talked about in the show.

 


 

Experienced Points: Why I Hated Resident Evil 4

By Shamus Posted Tuesday Apr 22, 2014

Filed under: Column 80 comments

So my column this week was actually prompted by the fact that Resident Evil 4 recently got an HD re-release, and SuperBunnyHop did a retrospective on it.

But more importantly it’s prompted by the endless needling I get from Various Parties when I fail to like things. Or if I don’t like them enough. Or for the right reasons.

“It’s your own fault you’re bad at the game.”

Which doesn’t change that fact that some people really want to know how demanding a game is, and how punishing it is.

“It’s your own fault for not knowing the lore.”

Actually, it’s the storytellers job to make the story interesting for the audience. In any case, “This story is bad for newcomers” is valuable information for newcomers.

“You shouldn’t have played the game if you don’t like QTEs / morality systems / romance subplots / grinding.”

So what parts of the game is the critic allowed to critique? Using this logic, a game can only be reviewed by people who are already fans of it, and are only consumed by people who already know what they’re getting. Which means the fanboy is using reviews as as way of reinforcing their opinions, and basically declaring artistic reviews and consumer advice as invalid. Moreover, if I was supposed to know better than to play a game with [feature], how am I supposed to find out about [feature]? You’ve already said it’s wrong for critics to bring it up!

This is all a waste of time, of course. Fans will be fans. In fact, I predict reflexive defense of RE4 in response to my article about how reflexively defending things is terrible. There’s no cure.

Still, I can always hope to make a few converts.

 


 

Diecast #54: Witcher, HOT MEN, Wildstar

By Shamus Posted Tuesday Apr 22, 2014

Filed under: Diecast 268 comments

Thanks so much to special guest George Weidman of SuperBunnyHop for joining in. He’s also going to be part of Spoiler Warning this week. If you’re going to check out his channel (which you should totally do) I highly recommend his video on Quiet Time in games, and if you’re obsessed with VR like I am then you’ll want to see his fairly thorough VR report from GDC.

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Hosts: Josh, Rutskarn, Chris, Mumbles, George Weidman (SuperBunnyHop), and Shamus.

Show notes:

Continue reading ⟩⟩ “Diecast #54: Witcher, HOT MEN, Wildstar”

 


 

Hangout: Dark Souls II Launch Party

By Josh Posted Monday Apr 21, 2014

Filed under: Notices 25 comments

It’s Dark Souls week on Spoiler Warning, and we’re going to have a hangout this Friday for the PC launch of Dark Souls II! It’ll be fun, bring your friends, watch me die to mooks and bottomless pits.

We’ll be having it on Friday, April 25th, at 3 PM Pacific/6 Eastern/11 Britain. You can catch it at the usual Twitch page. Shamus will be there. Jarenth says he’ll be there. Justin might be there. And our very special guest on the Diecast and Spoiler Warning this week might even show up. So tune in for literally hours of painful gameplay where I learn the true meaning of “death.”

 


 

Skyrim EP27: Mission Literally Impossible

By Shamus Posted Sunday Apr 20, 2014

Filed under: Spoiler Warning 84 comments


Link (YouTube)

So, I’m not completely clear on what happened here, and I’m not going to play through this bit myself. But as far as I can tell:

All your gear is taken away and you’re shoved into a situation where most of the mechanics are basically disabled. No fighting, sneaking, pickpocketing, or magic. Then you’re put into a contrived situation and given one incredibly obvious way to deal with it, which boils down to walking back and forth taking to a couple of NPC’s for a bit. You bribe the guy to cause a distraction (using brandy that’s never actually removed from your inventory when you “give” it to him?) so you can slip into the back. At that point you’re given all your equipment and basically forced to fight. You can’t speechcraft your way through, and no degree of lore or situational awareness will allow you to avoid the combat. Then there’s supposedly a thing where you can disguise yourself, but it doesn’t make any sense. You can’t disguise yourself using the robes on hand, but only by wearing stuff the other Thalmor aren’t wearing. I realize it wouldn’t make sense for our cat-man to disguise himself as a Thalmor, but I’m pretty sure it works the same no matter who you are.

It’s just that all of this could have been so much better. This could have been a moment for the game to shine, and instead it manages to be less interesting than usual. In a mirror universe, Skyrim was made by Obsidian and this part of the game was great. There were four different ways to get in the front door, three different ways of dealing with the guards, and everyone at the party had interesting things to say that explained why they came to these parties and what they thought of the Thalmor, hinting at subtle political divides within the various factions. Meanwhile, the bread-and-butter combat mechanics were shallow and awful and [more] broken. But every time someone complains about how shallow the game is, there’s always a fan that brings up the embassy mission and how much fun it was.

To be fair, we would have bitched about it either way.

 


 

Skyrim EP26: Follow the White Rabbit

By Shamus Posted Thursday Apr 17, 2014

Filed under: Spoiler Warning 108 comments


Link (YouTube)

Chris hits on an interesting angle here, talking about the various costs of populating game space with extras. In Grand Theft Auto, you’ve got lots and lots of nameless, randomly generated extras who are poofed into existence as you enter an area and vanish the moment they’re no longer relevant to the scene. You can murder them, steal from them, shove them, or terrorize them without having any lasting impact on the city. They don’t matter. On the upside, the population density feels about right and really sells the notion that you’re in a real city.

At the other extreme we have Bethesda-esque games, which are lightly populated to the point of comedy. A small town like Riverwood doesn’t even have enough people to comprise one family of pre-technology people, much less a whole town. Even a major city like Solitude has barely enough people to fill a tiny village. On the upside, everyone has a name and a job and a place in the city. If you kill someone, they stay dead and the city goes on without them.

I don’t think that one approach is objectively better than another. They each lend themselves to different sorts of games. I sort of admire the Bethesda approach more, but I admit it also leaves more room for moments of “LOL videogame logic”. Why isn’t anyone married? Hey, Skyrim only has about 10% of the required farmland to supply this tiny population! This “war” between two dozen people looks ridiculous. Why aren’t there more graveyards? What keeps these smithies in business when there are already more swords than people?

The GTA world makes even less sense (nobody does anything, nobody has a job, nobody has kids, etc) but we notice it less because we understand the people don’t matter. But by adding detail to the world Bethesda sort of draws our attention to the extras, and then they crumble under the scrutiny. Which creates this strange situation where it might feel like there’s no point in trying. But I’d point to Fallout: New Vegas as an example of a game that does it right. Or perhaps not right, but less wrong. We don’t need perfection, but having fewer flagrant imperfections would help a lot.

I won’t get into the embassy quest just yet. We’re going to spend all of the next episode on it, so we’ll have plenty of time to discuss it then.

 


 

Skyrim EP25: Catbert Gaiden

By Shamus Posted Wednesday Apr 16, 2014

Filed under: Spoiler Warning 94 comments


Link (YouTube)

So that was certainly twenty one and a half minutes of somebody playing Skyrim.