Hypothetical ME4: Stalling and Retconning

By Bob Case Posted Saturday Mar 21, 2020

Filed under: Mass Effect 104 comments

We will now get down to brass tacks.

Some of you are now hearing Gilbert and Sullivan in your heads.
Some of you are now hearing Gilbert and Sullivan in your heads.

Let’s do the bad news first:

  1. The ending of Mass Effect 3 offered the player three primary options for defeating the reapers: destroy, control, and synthesis. It’s not clear what the exact consequences of each choice are, but the three are mutually incompatible outcomes regardless. The effects they would have on the game world are so big that anyone trying to make a sequel would almost have to make three entire seperate games to account for the three separate game states. And that’s just the three “main” endings – trying to account for the gajillion sub-endings is most likely impossible.
  2. For a series that likes to remind audiences that their choices matter, this is a tricky issue. It’s a tradition in Mass Effect to import your saves from the previous games into the new one. Reasonable or not, some people are going to expect to see their choices in the original series reflected in the new game.
  3. The ending destroys the Mass Effect relays and strands multiple species on unfamiliar planets in a way that would make survival an immediate and alarming problem. This particular element has been since been half-retconned into clarifying that the relays are only “damaged,” but there would still certainly be a desperate situation in the short-term.
  4. The primary antagonists of the series – the Reapers – are gone, and you’re going to have to find new ones. (By the way, don’t pull a Star Wars and just bring them back to life. Together, we can do better.)

Those are some pretty big problems. Especially the first two. If we can lick those first two, we can salvage this thing. Here’s how: stalling and retconning.

Continue reading ⟩⟩ “Hypothetical ME4: Stalling and Retconning”

 


 

Rage 2 Part 9: Tutorial Buddy to the Rescue!

By Shamus Posted Thursday Mar 19, 2020

Filed under: Retrospectives 72 comments

Here we are at the endgame. Walker has defeated General Cross, but then she stood around and got coughed on. So now she has this nanotrite virus or whatever. 

Walker falls over, and then Lily (remember her?)  appears out of nowhere and drags her to safety.

The obvious, surface-level problem is that Lily had no possible way to get here, no reason to expect that you would need her, and no way to extract you afterwards. The whole plot of this game was about acquiring the tools to get into this facility, so it comes off as absurdly lazy when another character gets in without any of those tools.

The more pressing problem is that this doesn’t work in a storytelling sense. We haven’t seen Lily since the tutorial and she hasn’t been an active participant in the story since then. It would be like having Trask show up and save the day at the end of KOTOR. We likely haven’t seen this character in ages and the writer hasn’t invested the time to make us care about them.   Continue reading ⟩⟩ “Rage 2 Part 9: Tutorial Buddy to the Rescue!”

 


 

This Week I Played… (March 2020)

By Shamus Posted Tuesday Mar 17, 2020

Filed under: TWIP 196 comments

I haven’t had a lot of time for games lately. I have a Jedi: Fallen Order playthrough I plan to start soon, and Doom Eternal will launch this Friday. So I expect to do a bunch of gaming Real Soon Now™. In the meantime, we’re house hunting and I’m trying to find enough time to balance my usual work with video production.

Is cloning a thing yet? Or time travel? I’ll take either one. I just need a few more hours in the day.

Anyway, here’s what I’ve been playing… Continue reading ⟩⟩ “This Week I Played… (March 2020)”

 


 

Diecast #293: Crunch Time, Indie Case Study, Mailbag

By Shamus Posted Monday Mar 16, 2020

Filed under: Diecast 80 comments



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast293


Link (YouTube)

Continue reading ⟩⟩ “Diecast #293: Crunch Time, Indie Case Study, Mailbag”

 


 

Achilles and The Grognard: BG3 Gameplay Preview Materials

By Bob Case Posted Saturday Mar 14, 2020

Filed under: Video Games 88 comments

The Grognard: All right. I’m set.

Achilles: Set? What do you mean?

The Grognard: I have supplies laid by for two weeks, with room to spare. By my calculations, with proper rationing I can survive up to eight days on a single roll of toilet paper, even if it’s one of those store-brand ones. I also hit up the grocery outlet store. I bought nine pounds of dried black beans, eight pounds of frozen tilapia, seven sticks of butter, ample salt, red and black pepper, chili powder, oregano, and two entire crisper drawers full of premade southwestern salads, with dressing, which can keep for two weeks refrigerated according to the expiration dates. I’m ready.

Achilles: Are you quarantining? Have you caught the Coronavirus? I noticed you touching your face that one time.

The Grognard: Coronawhat? Oh, that. No, I mean I’m ready to talk about gameplay.


Link (YouTube)

(From Rock Paper Shotgun’s Youtube)

Continue reading ⟩⟩ “Achilles and The Grognard: BG3 Gameplay Preview Materials”

 


 

Rage 2 Part 8: What A Twist!

By Shamus Posted Thursday Mar 12, 2020

Filed under: Retrospectives 53 comments

The last leader we have to meet is Dr. Kvasir. He’s a weird scientist guy from the previous game. The main gimmick with this guy is that he makes me… extremely uncomfortable. As with the previous entries, it’s really hard for me to express just how disturbing the whole thing is without spending thousands of words describing it moment-by-moment. Here’s the scene on YouTube if you want the full effect. For the rest of you, you’ll just have to take my word for it.

Theater of the Macabre

When Kvasir hears that Prowley is dead, he picks up a dismembered limb and caresses it while lamenting that he never got to... whatever he wanted to do. I would like to officially recognize this as "'The most inappropriate response to the news from someone that their mother is dead" in history.
When Kvasir hears that Prowley is dead, he picks up a dismembered limb and caresses it while lamenting that he never got to... whatever he wanted to do. I would like to officially recognize this as "'The most inappropriate response to the news from someone that their mother is dead" in history.

As established in the previous game, Kvasir is paralyzed from the waist down. His lab is littered with dismembered limbs that he picks up and plays with from time to time. He rides around a horribly deformed creatureHe apparently named it “legs”. that wears a diaper and blows snot bubbles. He abuses it, despite its docile nature and obvious intellectual disability. I don’t know why the good guys are allied with a hundred year old man that abuses the disabled and plays with dead body parts. 

I mean, I get why they’re allied with him within the story: He’s a smarty-pants guy and they need his science powers to beat the Authority. I don’t get why the writer chose this as a character concept. They could have made Kvasir any way they wanted, and they chose this. 

Continue reading ⟩⟩ “Rage 2 Part 8: What A Twist!”

 


 

The Gameplay is the Story

By Shamus Posted Tuesday Mar 10, 2020

Filed under: Column 129 comments

Yes, I spend a lot of time whining about storytelling in games. I don’t do it because I’m a mean person that enjoys complaining all the time. I mean, those things are true, but that’s part of a completely unrelated personality problem. I complain about storytelling because I think AAA publishers fundamentally underestimate the impact of good writing. Or perhaps they don’t have the expertise to tell good writing from bad. The point is that we wind up with a lot of games with enormous teams, massive marketing campaigns, cutting-edge graphics, extravagantly produced cutscenes, and embarrassing high-school level narrative structure.

On the other hand? I admit, this is a hard job.


Link (YouTube)

Video game writers have it tough. Like, regular writing is already hard enough. Writing for linear media like movies, books, or television saddles the writer with a lot of competing concerns. For example… Continue reading ⟩⟩ “The Gameplay is the Story”