Minecraft Sky Odyssey: Comfort Food

By Shamus Posted Tuesday Oct 22, 2019

Filed under: Game Reviews 54 comments

It had been a rough week. I’m not trying to get you to feel sorry for me. We all have a rough week sometimesAnd sometimes, more than a week. and you just have to roll with it. But when Saturday came around and it was time for my day offI take a day off no matter how busy I am. I’ve discovered this is ENORMOUSLY helpful in avoiding burnout., I realized I wasn’t in the mood for anything challenging. I didn’t want to have to fight with a game to make progress.

You might argue that this is kind of the point of video games, and that’s fair enough. But sometimes you just want to enjoy the sensation of progress without having to work for it. This is particularly true if the real world has been onerous lately.

Like I said on the podcast, I’ve been playing FTB Sky Odyssey, a modpack based around sky islands. These types of island worlds have been around in one form or another since the dawn of the game, but somehow I’ve never played one until now.
Continue reading ⟩⟩ “Minecraft Sky Odyssey: Comfort Food”

 


 

Diecast #276: Apologies, Manifold Garden, Mailbag

By Shamus Posted Monday Oct 21, 2019

Filed under: Diecast 115 comments



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast276

Show notes: Continue reading ⟩⟩ “Diecast #276: Apologies, Manifold Garden, Mailbag”

 


 

Achilles and the Grognard: Vanquishing Sarevok

By Bob Case Posted Saturday Oct 19, 2019

Filed under: Video Games 48 comments

Achilles: So Sarevok, like me, is one of the Bhaalspawn.

The Grognard: Correct.

Achilles: Bhaal, the God of overcomplicated schemes, sired human children to take over for him in the event of his death.

The Grognard: Murder. Bhaal is the Lord of Murder.

Achilles: Yeah, but overcomplicated schemes must be one of his sub-portfolios or something. I mean this Sarevok guy sabotaged several iron mines, had this “Iron Throne” group start another, secret iron mine, sponsored two different bandit groups to raid the roads, blamed all of the above on either Amn, Zhentil Keep, or both.

The Grognard: Not to mention the Shadow Thieves. He framed them as well, for the murder of one of the Dukes.

Sarevok tries to get himself named Duke. He was so confident in his plan that he didn't even bother to change out of his evil armor into something nicer.
Sarevok tries to get himself named Duke. He was so confident in his plan that he didn't even bother to change out of his evil armor into something nicer.

Continue reading ⟩⟩ “Achilles and the Grognard: Vanquishing Sarevok”

 


 

Blizzard’s Folly

By Shamus Posted Tuesday Oct 15, 2019

Filed under: Column 150 comments

If you’re reading my humble site, then you’ve heard about the controversy surrounding Blizzard with regards to China and the Hong Kong protests. However, it feels wrong to start an  article with no context whatsoever, so here’s is a super-fast one-paragraph summary:

A week ago the pro Hearthstone player Blitzchung won a tournament. Afterward, he appeared in an interview wearing goggles and a face mask and shouted “Liberate Hong Kong!”, showing solidarity with the Hong Kong protesters. The interviewers ducked behind their desk and laughed, and then the interview was terminated. Two days later, Blitzchung was stripped of his prize money, stripped of his title, removed from the grandmaster league, and banned from Hearthstone competition for a full year. Additionally, the interviewers were also fired, even though they didn’t express any overt support for Hong Kong.

Everyone hated this move. The entire gaming community has already expressed their disgust for Blizzard’s behavior. I realize I’m showing up a week late to this party. I wouldn’t bother weighing in at all, except there’s another angle to all of this that I want to explore.

So here’s what I want to do: I want to defend Blizzard.

Also here is the video version of this article, for those of you who aren’t into the whole reading thingI really need to come up with a graceful way of offering both of these options without it feeling awkward.:


Link (YouTube)

Defending Blizzard

Continue reading ⟩⟩ “Blizzard’s Folly”

 


 

This Week I Played… (October 2019)

By Shamus Posted Monday Oct 14, 2019

Filed under: TWIP 170 comments

I wasn’t able to record a Diecast this week due to family engagements. I realize you can’t listen to this blog post during your commute, but I thought I’d cover some of the week’s topics anyway.

Saturday was Issac’s birthday!

Issac edits both the Diecast and our This Dumb Industry videos. He turned 18 on Saturday.

That’s it. The last of my kids has stopped being a kid. I’m now the father of 3 adults.

In addition to editing the shows, he sometimes captures gameplay footage for the videos. A week ago I was trying to figure out why his Borderlands 3 footage was blurry and I realized he was using the super-annoying 16:10 monitor I handed down to him years ago. I forgot all about that dumb thing. His native resolution was 1680 x 1050, which means all of his footage needed to be upscaled, and then cropped / squashed.

So I got him a proper 1080p monitor for his birthday. I don’t have anything against 16:10, except that it’s annoying to have when your job involves creating 1080p content.

Continue reading ⟩⟩ “This Week I Played… (October 2019)”

 


 

Programming Vexations Part 7: Where Does the Time Go?

By Shamus Posted Thursday Oct 10, 2019

Filed under: Programming 66 comments

Last week I talked about the compiler and what it takes to turn source code into a program. At the end I talked about the apparent problem where the compiler seems to be slowing down in proportion to Moore’s Law, creating a stalemate where faster processors don’t do much to reduce compile times. This naturally leads to the question:

So what is the compiler doing with all those CPU cycles?

There doesn’t seem to be an agreement on this. I can’t even find any proper research on the topic. All of the discussions take the form of repeated platitudes and received wisdom on Stack Overflow.  As far as I can tell, nobody has done the homework to compare the performance of C compilers in the mid-90s with the compilers we’re using todayIf I’m wrong and there is indeed research on the topic, then please drop a link in the comments!.
Continue reading ⟩⟩ “Programming Vexations Part 7: Where Does the Time Go?”

 


 

Control Part 3: Unbalanced by Design

By Shamus Posted Tuesday Oct 8, 2019

Filed under: Retrospectives 119 comments

Last time I whined that there was too much combat in what should be a slow-burn mystery thriller. But that’s not my biggest gripe with the game. My biggest gripe is how the game manages difficulty. For you. 

Death-Based Difficulty is a Terrible Idea. Please Stop. 

Minor nitpick: The game constantly auto-generates these timed Hiss Node missions. The missions fail if you die. So every death creates an announcement that you failed a quest you weren't doing and don't care about. It's weird.
Minor nitpick: The game constantly auto-generates these timed Hiss Node missions. The missions fail if you die. So every death creates an announcement that you failed a quest you weren't doing and don't care about. It's weird.

I should have remembered that Remedy is fond of auto-balancing difficulty based on death. That’s a system where the more guys you kill, the harder the game hits. The more you die, the more foes are nerfed. In racing games we call this “rubber banding”, where the other cars will drive faster if you’re ahead and slower if you’re falling behind. It makes the race exciting and interesting until you spot the cheating, at which point it ruins the entire experienceFor me, anyway. The practice is so common I figure it must be what most people want???

The last chapters of the original Max Payne were an exercise in obsessive save-scumming to compensate for the ridiculous insta-deaths you’ll experience when entering a new room. Once you’ve killed enough mooks without dying, the rest of them are turned into flawless killbots with millisecond reaction times. You’ll open the door and instantly three mooks will snap fire directly at your face for an abrupt and unavoidable trip to the Game Over screen. When this would happen, I’d deliberately charge face-first into the room a few times and let them murder me until the difficulty system had backed off again. 

It wasn’t a very good system.

Continue reading ⟩⟩ “Control Part 3: Unbalanced by Design”