Wolfenstein II Part 5: Tower Defense

By Shamus Posted Thursday Mar 1, 2018

Filed under: Retrospectives 84 comments

BJ Blakzowicz gets to the top of the Empire State building and meets the New York branch of the American resistance, which is every bit as important and successful as the Antarctic branch of Ben & Jerrys. Don’t get me wrong. I like these characters in terms of their overall design. Leader Grace Walker is an interesting re-imagining of the idea of a Black Liberation Army leaderYes, it’s about a decade early for the BLA, but the Nazis invaded America so…. Super Spesh is a fun bit of comic relief as an alien conspiracy nut in a world that’s already overflowing with crazy. But as vibrant as they are from a character design standpoint, it doesn’t change the fact that these two are stuck at the top of a crumbling irradiated ruin, surrounded by Nazi troops, and they don’t seem to have a plan to change any of that, much less “liberate the United States”.

They do turn out to be useful laterWell, as useful as any of the other quest dispensers in the story. Obviously BJ does all the shooting., but wouldn’t this sequence be more interesting if these characters had something concrete that we needed? As it stands, our motivation is, “Caroline wanted to make contact with these people and none of us is capable of forming plans so let’s just do that and hope something good happens”. It’s not strictly wrong, but it could be better. If the game wants to give us vague orders like, “Go here to make the plot happen” that’s fine. But if that’s all the more the writer cares about framing and motivation then they shouldn’t waste our time with so many non-interactive cutscenes.

Grace, BJ, and Super Spesh.
Grace, BJ, and Super Spesh.

After BJ meets Grace and Super Spesh the Nazis attack. BJ must hold off waves of Nazis while the resistance escapes. The cutscene makes it look like Grace and Spesh live alone at the top of the tower, but then Grace starts shouting to “her people” and we realize there were actually a bunch of other people in the room that the cameraman has been ignoring. These people are resistance fighters living in a sea of Nazis but I guess none of them can fight for themselves. BJ has to hold off the Nazis while the entire group escapes.

Continue reading ⟩⟩ “Wolfenstein II Part 5: Tower Defense”

 


 

The Witcher 3

By Bob Case Posted Thursday Mar 1, 2018

Filed under: Video Games 140 comments

This is a first of a many-part series on The Witcher 3, which I’m writing out of fear.

My fear – and I think this fear is well-justified – is that CD Projekt will eventually disappoint us. So far, they’ve been on a startling upward trajectory: the first Witcher was rough but promising, the second was excellent, and the third is one of the most critically acclaimed games ever made. Now they’re working on Cyberpunk 2077, which is in a genre that’s a personal favorite of mine, and all indications are that it’s CDP’s most ambitious game yet.

The last time a developer had this much credibility with me personally was probably Valve right after the release of the Orange Box. Oof, there’s a kick right in the ol’ anxiety. Now, more than ten years later, Half-Life is dead, I would not at all be surprised if we never saw another Portal again, and Team Fortress 2 is more hat than game at this point. Of course, there’s no reason to think that will happen to CD Projekt. Valve created a digital distribution service that made so much money they kind of don’t even need to make games anymore… oh no.

JUST TELL ME WHAT HAPPENS WITH ALYX AND THE BOREALIS
JUST TELL ME WHAT HAPPENS WITH ALYX AND THE BOREALIS

So, like I said, I’m writing this out of fear. Really, it’s a precautionary measure: let some of the air out of my own personal hype balloon as a hedge against future disappointment. It won’t be easy – The Witcher 3 was, in fact, a very good game. But that’s not particularly reassuring. Mass Effect 2 was (in my opinion) a very good game too, but you could still see the seeds of Bioware’s decline in it if you knew how to look. I’m going to flatter myself that I know how to spot the worrying parts of The Witcher 3. And, for the sake of not appearing to be a crank, I’ll also point out the good parts.

Continue reading ⟩⟩ “The Witcher 3”

 


 

Shamus Stream

By Shamus Posted Wednesday Feb 28, 2018

Filed under: Notices 63 comments

Due to quasi-popular demand (and personal curiosity) I’m planning on doing some streaming. I’ve never done this before, so there are bound to be some problems. With that in mind, I’ll be doing a little test stream tonight to figure out how to use the software and get the bugs worked out.

Here, this should give you an idea of what you’re in for:

Yup. A stream of GTA V.
Yup. A stream of GTA V.

I’ll be playing Grand Theft Auto V. Well, not so much playing as wandering around, commenting on the technology, and poking at bits of the simulation to see how it responds.

I realize it’s just the nature of the medium, but it bugs me that I’m slack-faced in the image. I realize everyone does this and it’s nothing abnormal, but it feels abnormal to me.

Yes, that is the face we make when we play a videogame. But that’s not the face we use when talking to people. When we’re talking to people we make eye contact and adopt some facial expression. Even if you’re talking to a large group of people, you keep your face expressive.

But when it’s only a camera watching you, the entire social thing collapses and most of us revert to our unflattering “staring at the television” face, which isn’t very welcoming. That’s the face of someone who is tuning you out because they’re not interested in what you have to say.

This is probably only a big deal to old-timers like me. Or maybe just me. I dunno.

Anyway. I’ll be streaming at 6pm tonight, eastern time. That works out to 11pm GMT. Again, this is just a test stream.

When I go live, it’ll be on my Twitch page. I’ll announce here and on Twitter when I go live.

EDIT: That was fun. Thanks for watching. I’ll upload the VOD to YouTube for those that missed it.

I don’t know if I’ll make this a regular thing, but we will be doing it again.

 


 

This Dumb Industry: The Death of System Shock

By Shamus Posted Tuesday Feb 27, 2018

Filed under: Column 219 comments

It finally happened. I backed a Kickstarter project that spent the money and didn’t manage to create a product. It was bound to happen sooner or later, but it really is a shame it happened to this project in particular.

As I’ve said before, the 1994 classic System Shock was a really important game, both for the industry and on a personal level. It was the first of the immersive simThis genre name is wonky and confusing now, but back in 1994 “sim” wasn’t so strongly associated with Will Wright-style simulations. games, making it the progenitor of Thief, Deus Ex, BioShock, Prey, and (to a lesser extent) the Dishonored series. It’s a game I loved so much I novelized it. The sequel, System Shock 2, is often considered one of the greatest games of all timeParticularly for PC gamers above a certain age..

So when I saw that Nightdive Studios was crowdfunding a remake of System Shock, I didn’t have much choice in the matter. Of course I was going to support it. But what really made me glad to put my money in was this blurb from the Kickstarter:

A modern take on System Shock, a faithful reboot; it’s not Citadel Station as it was, but as you remember it. Many improvements, overhauls and changes are being implemented to capture the spirit of what the original game was trying to convey, and bring it to contemporary gamers.

(Emphasis mine.) This was exactly what I was looking for: The game as I remember it.

The tricky thing about nostalgia titles is just how much we forget their faults. I remember the game as looking cool. I remember the sounds being spooky. I remember the gameplay feeling frantic. But then I launch the game twenty years later and discover the visuals are so blocky I can’t tell what things are, the font is illegible, the gameplay is awkward, and the interface is an abomination. I didn’t notice those problems at the time because all of the technology was new and nobody knew how to do better. What the Nightdive team seemed to be offering was a way to revisit the game with all those problems fixed. And maybe this would give us a way to share this classic with the younger generation without having to explain “You can’t use the mouse to look around. You have to use the keyboard. I’m so sorry. We didn’t know any better.”

Continue reading ⟩⟩ “This Dumb Industry: The Death of System Shock”

 


 

Diecast #199: System Shock Kickstopped, Creeper World, Factorio

By Shamus Posted Monday Feb 26, 2018

Filed under: Diecast 97 comments

It’s been a while since we talked about programming around here. But this week Paul and I brush up against the topic.


Hosts: Shamus and Paul. Episode edited by Issac.
Show notes: Continue reading ⟩⟩ “Diecast #199: System Shock Kickstopped, Creeper World, Factorio”

 


 

Wolfenstein II Part 4: Empire State

By Shamus Posted Thursday Feb 22, 2018

Filed under: Retrospectives 61 comments

Our Villain Frau Engel has captured Caroline, leader of the resistance. Caroline is paralyzed from the waist down, but in New Order she got a power suit that allows her to walk. It telescopes out to envelop her body like the Iron Man suit of the Marvel Cinematic Universe. Frau Engel has captured both her and Wyatt, and removed Caroline from the suit.

Eleven Minutes

From left-to-right: Disposable Mook #1, Mook #2, Volkswagon Guy holding the captured Caroline, General Engel, her daughter Sigrun, Mook #3, Mook #4. That's Wyatt curled up on the deck just behind the last mook.
From left-to-right: Disposable Mook #1, Mook #2, Volkswagon Guy holding the captured Caroline, General Engel, her daughter Sigrun, Mook #3, Mook #4. That's Wyatt curled up on the deck just behind the last mook.

So now it’s time for our character to surrender. The writer has a lot of things they need to accomplish in this scene:

  • BJ surrenders.
  • Introduce the character of Sigrun Engel and establish her as the daughter of our main villain.
  • Establish the conflict between the two, showing how General Engel humiliates and abuses her daughter, setting up her betrayal.
  • Have Engel decapitate Caroline with a fire axe, and then wave the head around and use it to further humiliate her daughter.
  • Have Sigrun betray the Nazis.
  • Have Engel disfigure Wyatt without killing him.
  • Get BJ into Caroline’s suit.
  • Somehow resolve this standoff in a way that doesn’t kill our villain or any additional characters.

That’s a lot to do. Like I said earlier, this sequence takes 11 minutes. That’s a reasonable span of time to accomplish all of these story beats, but it’s still a really long time in terms of first person shooters. And like I keep saying, this one doesn’t break up its cutscenes with little bits of gameplay. Even worse, this sequence breaks the rules the writer previously adhered to. Instead of sticking to BJ’s viewpoint, the director cuts over to do a “Meanwhile, at the enemy base” scene for a conversation that BJ couldn’t possibly be privy to.

Continue reading ⟩⟩ “Wolfenstein II Part 4: Empire State”

 


 

How I Plan To Rule This Dumb Industry

By Shamus Posted Tuesday Feb 20, 2018

Filed under: Column 187 comments

Good news everyone! Last week I took yet another swipe at the big publishers, arguing that their attempts to raise prices via lootbox shenanigans were damaging and self-defeating. Also I said that if they wanted to increase revenue, they were looking at the wrong part of their business. In response, John Videogames, the worldwide President of Videogames, called me up and said he liked my blog. As a reward for posting smart things on the internet, he said I could run my own set of development studios. I even get a bunch of stock or shares or whatever it’s called when you own part of something.

Now, most of you know me as a nice guy who isn’t really interested in money except as a tool to fend off starvation. I don’t push merch. The vast majority of my work is given away for free. I’m very low-pressure when it comes to promoting my Patreon page. So you probably think I’m going to run this company like a bleeding-heart hippie. Maybe you’re expecting me to have some kind of “artists first!” crap. Maybe you’re hoping I’ll run it like a nonprofit and only charge enough money to pay the expenses. Six hour workdays. Free fair-trade coffee and organic vegan energy bars for everyone! Five months of paid vacation! Paid maternity leave if you adopt a puppy from a shelter! On-site grief counseling for players exploring Blighttown for the first time! Footrub Fridays, where I personally massage the feet of our proud workforce!

But screw that.

I could have used a $5 bill, but I think the $100 helps bring out the cigar's flavor.
I could have used a $5 bill, but I think the $100 helps bring out the cigar's flavor.

All I care about now is money. I want to make as much money as possible, for as long as possible. I no longer have any use for artistic integrity and I don’t particularly care if people like me, as long as the dollars keep rolling in.

I figure I’ve got an edge in this game. Andrew Wilson, Bobby Kotick, and the Guillemot Collective are all business types who don’t have a background in programming, game production, game design, or criticism. While none of them are willing to hang out with me yet, I’ve kind of pegged them as the typical golf-playing executive types who only understand technology as translated by terrified underlings. Phil Spencer understands technology, but he’s worked at Microsoft for most of his life and those guys can’t tell the difference between interface design and weapons manufacturing. I don’t think any of them actually understand their customer base, so it should be pretty easy for me to stroll in and eat their lunch.

So here’s my plan to get filthy rich as a gaming executive…

Continue reading ⟩⟩ “How I Plan To Rule This Dumb Industry”