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Hey, I’ve got a review copy of Two Worlds II here. I didn’t play the first one, so this is a good chance to take a look at this series and see what it’s all about. Let me just start up a new game here…
Continue reading 〉〉 “Two Worlds II”
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Hey, I’ve got a review copy of Two Worlds II here. I didn’t play the first one, so this is a good chance to take a look at this series and see what it’s all about. Let me just start up a new game here…
Continue reading 〉〉 “Two Worlds II”
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So, I’ve played a little Homefront.
I really do hate to hold up Half-Life 2 as the Alpha and Omega of shooters. I know not all games need to be Half-Life. In fact, having too many Half-Life knock-offs would be just as bad as too many Call of Duty knock-offs. But Half-Life 2 has so many important lessons that these other games need to learn.
Continue reading 〉〉 “Stolen Pixels #251: Everyone Else is Wrong”
Link (YouTube) |
I’ll just concede now: Rutskarn won this episode.
I’d forgotten what things were like in these sandbox games. In Mass Effect or BioShock, you could generally count on the plot moving forward during any given episode. But here in the Nevada sandbox, it’s possible to burn through twenty minutes and not accomplish a dang thing, plot-wise.
And of course, Josh is really rushing through here. I know in my games I’m much more thorough about looting and selling as much as I can. Josh leaves a lot of corpses un-looted, and when he does loot them he leaves heavy items behind. On top of this, he isn’t going inside of each and every building and scaving for treasure. I think I spent an hour in Nipton on my last play-through. If you’ve never played this game, just imagine this episode four times in a row before moving on to the next one.
It’s more fun than it sounds.
Link (YouTube) |
The encounter with the man and woman shooting each other is an interesting one. Playing on the general do-gooder tendencies of the average player, the designers have her pleading for help. I’m not sure how, but it seems to be random which one of them wins the fight. Sometimes she’s dead before you reach them. Sometimes their fight goes on and on. Sometimes she wins. Rutskarn was complaining about the fact that you lose karma for killing him, when it’s very likely that a first-time player will attack the guy in a misguided attempt to thwart injustice.
Part of the problem is that I’m not sure what the designers mean by “karma”. Is it a measure of the bad you’ve done, even when you mean no harm? Like, accidentally running over a dog gives a person “negative karma”, even though it was an accident. Or is it just a re-branded version of Ye Olde Slider of Morality?
Is the winner of the fight determined by combat rolls? I don’t think so. Their fight goes on for a long time, and usually the winner has a good bit of health left. Over that many dice rolls, we should not see wildly different outcomes.
About the lottery winner: He’s a powder ganger, which means he’s with the group of murderous escaped convicts who have been raiding and making trouble in the region. If you talk to another survivor in Nipton, you’ll find out that the Powder Gangers were here as part of a kidnapping, ransom, and robbery plot. Their plans went sideways when the Legion rolled into town and started beheading and crucifying everyone. The legion held a lottery. The “lucky losers” were beheaded. Then most of the rest of the town was crucified. A few more were burned alive on tires. Then the second-place winner had his legs crippled, and the first-place winner was set free. The fact that a Powder Ganger won the lottery was just one final cruelty in a long list of injustices.
But the truth is, I kill the lottery winner because he’s the first guy you meet with eyeglasses, and I always take the “Four Eyes” perk. So… I don’t have a lot of moral high ground.
Link (YouTube) |
Yeah, yeah. We got the bonnet.
I feel like one of the boys should be making this post since they are soooo much more concerned about clothing than I am. I spend about five minutes tops on the character creation screen and even less time caring what my character is wearing. Meanwhile, the Spoiler Warning boys spend like twenty minutes on average making their character look pretty from the get-go. Just imagine Josh holding two bonnets up in a mirror saying, “This one? Or thiisss one?” for six hours and you have a good idea of what playing Guild Wars with him is like.
Today’s comic is an exploration of friendship through the lens of cooperative gameplay. Or whatever.
I’m not sure what happened to the Lego series. I adored the first Lego Star Wars game. I liked a couple of the subsequent games. I was uninterested in those that followed. I am hostile towards the latest iteration.
The games are divided into chapters. Each chapter represents a part of the move, and begins with a little animated short of the scene in question. The dialog is replaced with facial expressions and The Cheat-esque mumbling. It’s all very silly and lighthearted. A little bit of puzzling. A little bit of combat. A little bit of (generally horrible) platforming.
In the original game, I think a chapter might last five or ten minutes. In the latest Lego Star Wars III: The Clone Wars, I think a chapter lasts about a half an hour. I think this is the biggest part of the problem. Instead of doing a puzzle, fighting some dudes, and moving on, you end up fighting some dudes, doing a puzzle, fighting some dudes, doing the same puzzle again, fighting more dudes, then doing the puzzle while fighting dudes, followed by another round of dudes and the fighting thereof.
In the original, I’d chew through chapters quickly. Ten or fifteen minutes of fun? Sure, I can have another. And another.
But in the new one, I end a half-hour / forty minute session tired and irritated. The game only saves at the end of a chapter, so when I get sick of a particular section I still have to push through. (If you quit mid-chapter, you keep all the knickknacks, secret items, and other stuff you gathered, but you’ll still have to start the chapter over from the beginning when you return.) There isn’t more gameplay here, just more repetition. When I beat a chapter, the last thing I want to do is commit to another one. In the original game, chapters were potato chips. Now they’re mixing bowls full of plain oatmeal.
I know I’m always complaining that games are too short, but this is one case where short was just fine.
Link (YouTube) |
We discussed the consolidation of skills in this game. This is a rare case where I like that some of the skills have been collapsed.
In a desperate wasteland with few tools and no sterilization, the difference between “first aid” and “doctor” is very, very hazy. Really, one is a sub-discipline of the other. So merging them was good.
As I said in the show, I thought merging “guns” and “big guns” was pretty good. Keeping them separate for reasons of logic was fine – I don’t expect practicing with a six-shooter to impart meaningful knowledge on the use of a rocket launcher. But from a gameplay perspective it kind of sucked. In Fallout, Using big guns without investing skill points in them was suicide, but it was really hard to put all of those delicious skill points into such a situational weapon. Especially since you’d need to be proficient with some sort of backup weapon for when foes invade your personal space.
As I said, I dislike that “unarmed” and “melee” are different skills. I know they’re not the same thing, but as with “first aid” and “doctor”, one seems like a specialization of the other. Brass knuckles are melee weapons, after all.
Maybe an alternate solution would be to have some sort of synergy bonus between related skills. Instead of just merging all of the different weapon skills, you can have them level together. You get a point of melee for every two points you put into unarmed, and vice-versa. The various types of guns could have similar relationships. Speech and barter might be more loosely related – one point gained for every four points gained of the other. (Or whatever.) Of course, this would unbalance the game so the skill point gains would need to be re-worked, which is a good reason for not doing it. But it’s fun to think about different ways to simulate these things.
In my own play-through, I always, always took the “Good Natured” perk. It takes away 5 skill points from all weapons skills, but gives 5 skill points to Barter, Medicine, Repair, Science, and Speech. Since I don’t use more than one weapon type, I’m just giving up 5 points in my main weapon skill to gain 25 points in a bunch of stuff that I do use.
Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
A big chunk of the internet went down in October of 2016. What happened? Was it a hack?
A programming project where I set out to make a gigantic and complex world from simple data.
Here is how I'd conquer the game-publishing business. (Hint: NOT by copying EA, 2K, Activision, Take-Two, or Ubisoft.)
Ever wonder how seemingly sane people can hate popular games? It can happen!
Why was this classic adventure game so funny in the 80's, and why did it stop being funny?
This series began as a cheap little 2D overhead game and grew into the most profitable entertainment product ever made. I have a love / hate relationship with the series.
Why killing you might be the least scary thing a game can do.