Diecast #201: Another Funeral for Mass Effect

By Shamus Posted Monday Mar 12, 2018

Filed under: Diecast 152 comments

This week I talked with SoldierHawk about her YouTube Channel, Mass Effect, and the sorry state of sci-fi in videogames.



Hosts: Shamus with guest Brittany. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #201: Another Funeral for Mass Effect”

 


 

The Shamecast #2: More Grand Theft Auto V

By Shamus Posted Sunday Mar 11, 2018

Filed under: Notices 48 comments

Last Wednesday I did another stream of Grand Theft Auto V. We drove around the city, looked at environment maps, talked about the police AI, discussed the internal building layout of strip clubs, and killed hundreds and hundreds of people.

It turns out this streaming stuff is pretty fun. I’m still working on the technology and such, but I’m getting there. Here is the archive of the stream:


Link (YouTube)

At around the 27 minute mark I died, and it was unclear how anyone could have shot me. It looked like I was alone in the room. (Aside from the unarmed civilians.) I’d put a proximity mine beside the main entrance, and I was facing towards the back entrance. And yet somehow someone shot me in the back. Nobody watching the stream knew who shot me either. It looked completely random.

But now I’ve watched the replay and I think I’ve solved it. If you watch the map in the lower left you can see I was ambushed by the world’s luckiest policeman. Apparently the proximity mine wasn’t armed yet. I thought the audible “BEEP” signaled that it was armed, but no. I guess it just makes that sound when it attaches to the wall.

If the cop had arrived a split second sooner then I would have seen him and killed him. And if he’d been a second later the mine would have been armed and killed him. Lucky for him, unlucky for me.

Stuff I’m changing for the next stream:

  1. I discovered a less kludge-y way to integrate chat into the stream. This means the chat won’t be cut off, and it should be a little more readable.
  2. I figured out how to view the chat on my end without going to the front page where Twitch will randomly begin playing my own stream back to me. This will avoid the cutoff problem you see just after the one-hour mark. This will also let me make the chat window bigger, so it’ll be easier for me to converse.
  3. I’ll be on time this week. On one day of the week I have a meeting at 7pm, and on Wednesday I stream at 6pm. I got the two times confused and didn’t realize I was late until you folks said so on Twitter. Whoops. Sorry.

I think we’re going to spend a couple more weeks will GTA V, just because the game is so perfect for streaming. However, feel free to nominate other games. We’re going to move on eventually. Witcher 3 is on my list of games to stream, but I think I should wait until Bob is done with his series. There’s already too much confusion about who is making what content and if we both cover the same game it’ll only get worse.

I’ll be streaming again this Wednesday at 6PM Eastern US time. I don’t know what time that will be where you’re at, because it’s time to pointlessly and stupidly fiddle with the clocks again.

If you can figure out how to convert 6pm my time to wherever you are, then you’ll be able to catch the stream on my Twitch page. I’ll announce the stream on Twitter just before I go live. See you there!

 


 

Wolfenstein II Part 6: Imprisoned in a Cutscene

By Shamus Posted Thursday Mar 8, 2018

Filed under: Retrospectives 78 comments

BJ Blakzowicz has to infiltrate the Nazi complex of caves and generic industrial warehouses so he can plant a nuclear device to blow up Area 52. For a game with such far-out scenarios, it’s amazing how mundane the scenery can be.

At various points throughout the game, you get the opportunity to go for a stealthy approach. Sort of. It doesn’t really work, but it’s there. So let’s talk about…

Stealth

I'm in the dark and behind a box but I've just been spotted by a guy I can't see. He's going to start yelling, and then I'll have to fight everyone in the area, including all the guys I just snuck past. Which means I should've just saved myself the hassle and started shooting the moment I got here.
I'm in the dark and behind a box but I've just been spotted by a guy I can't see. He's going to start yelling, and then I'll have to fight everyone in the area, including all the guys I just snuck past. Which means I should've just saved myself the hassle and started shooting the moment I got here.

I guess they included the stealth sections as a nod to the stealth based gameplay of the original 2D Wolfenstein games? Or maybe they just included them for variety. Whatever. My problem is that while they included stealth sections, they have never bothered to include any stealth mechanics.

Continue reading ⟩⟩ “Wolfenstein II Part 6: Imprisoned in a Cutscene”

 


 

The Witcher 3: White Orchard, Part One

By Bob Case Posted Thursday Mar 8, 2018

Filed under: Video Games 53 comments

I’m going to start by listing the initial ground rules of the playthrough.

  1. No equipment, meaning no weapons or armor. Geralt will be wearing his classy white boxer shorts the whole way.
  2. The only thing Geralt can keep on his person is booze. Since Witcher potions are made with alcohol as a base, I consider potions to be a type of booze, so they’re acceptable. This will obviously require us to occasionally have alchemy ingredients in our inventory as well (I think of them as being something like cocktail mixers), so those are acceptable. Gwent cards are not actually stored in your inventory itself, so they’re all right too.
  3. No HUD. I actually recommend making very limited use of the HUD even for a non-crazy person playthrough, as I and others have found that it causes you play the game in a very different – and arguably more immersive – way.
  4. Geralt must never turn down an offer of either alcohol or gwent.
  5. Combat should be as punching-oriented as possible, meaning minimize the use of signs. Rule 5 is, of necessity, going to be one of the more flexible ones, since there are some enemies that you simply can’t defeat with punches alone (that, or it would be painfully boring to do so).

I may add more rules as we go on, but those are the basics. This is obviously going to make the game more difficult, but based on my experimentation so far I believe it’ll still be doable. I have a relationship with game difficulty that’s kind of the opposite of the usual. Usually it’s the young whippersnappers, with their mongoose-on-adderal reaction times, who like the hard stuff. But for me, I always used to play games on normal (or the equivalent) and it wasn’t until later that I started routinely cranking up the difficulty.

No. No, I admit you do not.
No. No, I admit you do not.

To me a higher difficulty is a way of savoring a game. Of necessity you play it a bit slower, and it also makes you really learn the mechanics. I play fewer games than I used to, so I want to savor the ones that I do play. In the Witcher 3, the highest difficulty (death march) is not really that hard, at least not compared to, say, a Fromsoft game, or even earlier entries in the series. Plus, I always enjoy playing what I call “punchmages.” Hence, the five rules.

Continue reading ⟩⟩ “The Witcher 3: White Orchard, Part One”

 


 

Cryptocurrency and the Blockchain: What is This Stuff?

By Shamus Posted Tuesday Mar 6, 2018

Filed under: Column 148 comments

Lots of people are curious about Bitcoin and cryptocurrency these days. This is particularly true among PC gamers. Not only is cryptocurrency making headlines, it’s also screwing up the graphics card market. Which naturally leads people to asking questions like, “What is this stuff?”

I am not remotely an expert and I’ve never had a reason to use Bitcoin, but I understand a little bit of the underlying technology and I think I can help explain it to people.

Essentially, a bunch of math nerds have invented a new form of money and the world is curious what’s going to happen next. We’ve never had “money” that worked like this before. It’s not tied to a specific paper currency. It’s not guaranteed by a bank. It’s not issued by a government. It’s not backed by precious metals. Instead the currency is governed by a few simple rules and guaranteed by math. This creates a lot of interesting questions regarding economics, trust, law, and existing financial regulations.

But we’re not here to have those debates. We’re here to try and understand what this system is and how it’s possible to have a secure currency with no centralized power. Do note that every level of simplification is bound to bruise the truth a little. What I’m going to give is a very rudimentary overview and many, many details have been left out. This will not make you an expert, but I hope I can at least help you understand a couple of basic questions like:

  1. How does cryptocurrency work?
  2. What is this “block chain” thing people keep talking about?

Cryptocurrency is built using two key technologies: asymmetrical cryptography, and hash functions. Those terms might sound complex and scary, but anyone can grasp them. So before we explain cryptocurrency and the blockchain, let’s explain these two technologies.

Continue reading ⟩⟩ “Cryptocurrency and the Blockchain: What is This Stuff?”

 


 

Diecast #200: Mailbag!

By Shamus Posted Monday Mar 5, 2018

Filed under: Diecast 59 comments

We did it. We made 200 of these stupid things. If you listened to the show for 40 hours a week, it would take you 5 weeks to hear the whole thing. And that’s ignoring the fact that most episodes are a little over an hour. (And some episodes aren’t included in the numbered list.)



Hosts: Paul, Shamus, and guest host Bob Case.

Episode edited by Issac.
Continue reading ⟩⟩ “Diecast #200: Mailbag!”

 


 

The Shamecast: Grand Theft Auto V

By Shamus Posted Sunday Mar 4, 2018

Filed under: Notices 48 comments

Last Wednesday I did an hour long stream of Grand Theft Auto V. We drove around the city, fussed over environment detail, talked about the walk cycles of pedestrians, discussed the tricks used to make storefront facades look believable, looked at environment maps, analyzed different sidewalk textures, got excited about the dynamic day / night transitions, and killed hundreds and hundreds of people.

I’ve uploaded the video to YouTube for those of you who missed the stream.


Link (YouTube)

This was actually really fun. I was always worried that streaming would be stressful, but this was pretty chill. I guess it helped that only 40 people showed up, so I didn’t have the anxiety of learning to stream in front of a huge crowd. It felt more like hanging out with a small group of friends and talking about games. (There were 40+ people, but only a handful participated in chat, so still felt like a small group.)

I’m not going to commit to making this a regular thing, but I do plan to try it again this week. Wednesday night at 6pm eastern time / 11pm GMT.

Stuff I’m working on:

  1. The framerate was too choppy. I ran some tests, and according to Twitch my internet connection is just fine, so the choppy performance was certainly due to my computer’s lack of power. I’m going to work on making it smoother. That means making the game window a little smaller.
  2. Since the game window is smaller, we’re going to have some empty space in the frame above my face. So I’m going to put the chat window there. This way you can see what I’m reading. (Which isn’t always clear, because viewers are on a 5-10 second delay and the thing I’m answering may have scrolled off by then.) This will also make it so that people watching the VOD on YouTube will be able to follow both sides of the conversation.
  3. I’m going to fiddle with the lights a bit. I’m not going to blast myself in the face with studio lights or anything (yuck, I have no idea how people can play like that) but I’ll see if I can add some illumination so my face is lit by more than the monitor and my keyboard.

I’ll probably keep doing this until I get bored of it. See you there.