Star Wars The Old Republic: Artless in Alderaan

By Shamus Posted Monday Jul 16, 2012

Filed under: Game Reviews 111 comments

People have been heaping shame on Star Wars: The Old Republic for months now. I can’t hope to add anything new, so the best I can manage is to just say everything again, only longer and with more digressions. You know how we do things around here.

The art, like everything else in SWTOR, is never truly awful. It’s just bland. Ordinary. Safe. Unremarkable. There are little flashes of brilliance in there if you’re willing to sift for them, but this game does not deliver an experience in keeping with the standards set by BioWare or the reported two hundred million that was spent on it. There is something unbearably sterile about The Old Republic.

Now, I am not an artist, as I’ve proven many times in the past. I don’t have an eye for it and so I don’t know how to really dig down and explain things when things go wrong. But I ask that you humor me while I try to grope around and figure this out. This is a really important failing of the game, and it’s worth dissecting.

Continue reading ⟩⟩ “Star Wars The Old Republic: Artless in Alderaan”

 


 

Upcoming Hangout 7/16

By Shamus Posted Sunday Jul 15, 2012

Filed under: Notices 63 comments

The Spoiler Warning crew will be doing another hangout on Monday, July 16th at 6pm Eastern Time in the USA. For other time zones, check this page. Josh has told me that he’s definitely going to be playing Civilization V, or Shogun 2, The Secret World, or Crusader Kings. Which means he’ll probably play Angry Birds.

I’ll post the related stream when the event goes live.

 


 

This Dang Website III: Dang Harder

By Shamus Posted Thursday Jul 12, 2012

Filed under: Notices 189 comments

The site overhaul continues. I apologize for the upheaval. I think we’re nearly done. I want to thank everyone for their patience, bug reports, screen shots, CSS advice, layout advice, and general suggestions.

The changes so far:

Continue reading ⟩⟩ “This Dang Website III: Dang Harder”

 


 

8 By Zombies Part 1

By Shamus Posted Thursday Jul 12, 2012

Filed under: Spoiler Warning 72 comments

8byzombies.jpg

We recorded this game a couple of weeks ago. Now here is the final product of that endeavor. The Spoiler Warning all-stars in an eight-player pre-recorded live broadcast of Left 4 Dead 2, versus mode, using Left 4 Dead 1 levels. Here is the final footage, edited together to give you the viewpoints of both teams.


Link (YouTube)

I think we’ve agreed that we’re not doing this again anytime soon. While it makes for hilarious footage, it actually requires a major investment of time to cut together two separate feeds, plus two audio tracks, plus the audio track from the Livestream to fix patches where people were cut off or muted. Also, I don’t know if our friendships can withstand this level of sadistic curb-stomping of team Pro Strat vs. Team Newbie.

This weekend we MAY actually begin our Mass Effect 3 season. The time is right. However, I have it on good authority that certain members of the cast have been saying they will, “Start [my] play-through, probably tomorrow,” for almost a month now. Credulity being in finite supply, I am beginning to doubt this will actually happen. We’ll see.

 


 

Star Wars: The Old Republic: The Trial

By Shamus Posted Wednesday Jul 11, 2012

Filed under: Rants 184 comments

swtorlogo.jpg

Okay, so apparently SWTOR is now free to play up to level 15. Now, I’ve tried to play this game before, an ordeal that wasted a lot of my time and did not result in me playing the game, mostly due to the complete ineptitude of the policy makers.

But I’m willing to give it another go. I already have an account created. I already have the client downloaded. It should be fairly painless this time around. Continue reading ⟩⟩ “Star Wars: The Old Republic: The Trial”

 


 

This Dang Website II: The Dang-ening

By Shamus Posted Monday Jul 9, 2012

Filed under: Notices 135 comments

Sorry for the lack of content. I’m making small changes to the site here and there, based on feedback. There’s more work to be done. I’m taking cues from a few suggestions, and from the approach James Lileks uses to wrangle his content. (Seriously. He was doing his thing for about six years before I got started, and he’s even more prolific than I am. (Although he’s somewhat held in check by his need to go back and fuss & reformat old stuff. (Not that I have any room to talk.)) There is a huge mountain of content there, and if nostalgia artifacts, retro-curiosities, and loving mockery of the past is your thing, there’s enough there to keep you entertained for months.)

I seem to have ruined the preceding paragraph with parenthetical shenanigans. Let me start again: I’m working on the website. It’s boring. So no content. Sorry. Almost done.

As some have suggested, Spoiler Warning, Comics, and Programming posts will be getting their own index. The Spoiler Warning one is done already. I’ll be adding some kinda promotion for the book, somewhere. We’ll see.

More feedback is welcome. The previous feedback made for some dang fine improvements.

 


 

This Dang Website

By Shamus Posted Wednesday Jul 4, 2012

Filed under: Notices 225 comments

I’ve been thinking about what I need from this website, what it needs to do, and how I’ve been running it. As I’ve sketched things out, I’ve come to realize why I haven’t been able to make a design that really works. The problem is that this thing is incredibly complicated. It didn’t start out that way. This blog began life as a simple little thing with a minuscule audience, no content, and a very narrow focus. As it expanded, the site design has failed to keep up.

For years I’ve been underestimating the problem because, hey, it’s a WordPress blog, right? How hard can it be? As it turns out, wrangling seven years of mixed-media content into a convenient, readable, and intuitive interface that works on desktops and mobiles, is useful to everyone (newcomers, regulars, and archive surfers) doesn’t overwhelm the reader with too much data, and doesn’t look like complete ass is difficult bordering on the impossible.

Reader Strangeite pointed out that a good website needs these skills, in this order: Good interface design, good graphic design, and good coding. My skillset is the reverse of that, with most of my skill points dumped into “coding”.

In the past, I’ve solicited feedback on this, but I was frustrated because each person told me how to make the site more useful for them, which would almost always result in making it less useful for someone else. This was my fault, because I hadn’t properly defined the problem. So let me try to draw a picture of all the stuff the site needs to do.

For the curious, I’ve outlined everything the site needs to do or show.

Continue reading ⟩⟩ “This Dang Website”

 


 
From The Archives:

Black Desert Online

This Korean title would be the greatest MMO ever made if not for the horrendous monetization system. And the embarrassing translation. And the terrible progression. And the developer's general apathy towards its western audience.

 

The Best of 2017

My picks for what was important, awesome, or worth talking about in 2017.

 

The Gameplay is the Story

Some advice to game developers on how to stop ruining good stories with bad cutscenes.

 

id Software Coding Style

When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.

 

D&D Campaign

WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.

 

Mass Effect Retrospective

A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.

 

Silent Hill Origins

Here is a long look at a game that tries to live up to a big legacy and fails hilariously.

 

Tenpenny Tower

Bethesda felt the need to jam a morality system into Fallout 3, and they blew it. Good and evil make no sense and the moral compass points sideways.

 

Self-Balancing Gameplay

There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.

 

Who Broke the In-Game Economy?

Why are RPG economies so bad? Why are shopkeepers so mercenary, why are the prices so crazy, and why do you always end up a gazillionaire by the end of the game? Can't we just have a sensible balanced economy?