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The Diecast number two is now here. It’s now an official thing! We may even make a third one! Stranger things have happened. In this episode:
Download MP3 File
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Show notes:
Continue reading 〉〉 “The Diecast #2”
![]() |
The Diecast number two is now here. It’s now an official thing! We may even make a third one! Stranger things have happened. In this episode:
Download MP3 File
Download OGG Vorbis File
Show notes:
Continue reading 〉〉 “The Diecast #2”
My blogger-sense is tingling, telling me that I’m very close to getting a salvo of comments about how all I do is post Spoiler Warning videos. This always happens when I slack off from writing, because people get tired of seeing tons of posts appear in their feed that are just embedded videos. So I’m going to head off the herd with this post and let you know that yes, this is a thing and I know about it. Here is what’s going on:
Continue reading 〉〉 “Moving Day”
Link (YouTube) |
Was this the first fast-forward instance in the history of Spoiler Warning? I think so. Anyway, this was a comedy of errors. First we cut the episode way, way early. Then we regrouped to record more footage and round out the episode, but we recorded too much. And the second time through, we forgot to turn off the vent push-to-talk sounds so we have beep-boop noises all through the episode.
Warning: The Internet Absurdity Review Board has advised that the following video contains high levels of folly, foolishness, improbability, inanity, irrationality, jive, ludicrousness, nonsense, ridiculousness, silliness, and flapdoodle. Viewer discretion is advised.
Link (YouTube) |
Compare this DLC from Bethesda to the Old World Blues DLC from Obsidian, for Fallout 3 and New Vegas, respectively. OWB is longer, smarter, deeper, has a larger and more diverse environment, better and more interesting goodies, more characters, more dialog, more choice, more total plot threads, a more consistent tone, and is much less ham-fisted when it needs to railroad the player.
Both developers have a reputation for releasing hilariously broken games, but at least Obsidian has the good grace to not insult your intelligence before the game crashes to desktop.
Link (YouTube) |
Back in my review of Rage, I talked about editing dialog down to the essentials. Ideally your dialog should always be delivering characterization, exposition, foreshadowing, establishing of goals, illuminating relationships between characters, and expressing the characters worldview or ideology. You can’t do all of those things at the same time, but doing only one makes for really bland dialog. Consider our exchange with Midea:
Alright, we can talk now but we shouldn’t take too long. They saw you come in here, so they’ll come looking for you if you take too long.
This went from a writer to a directer to a voice actor, and nobody thought to tighten it up a little? How does she know what the guards have seen and how they’ll respond? (Considering that you can either sneak, murder, or walk here.)
This is not a character. This is an exposition device and a questgiver. She knows all the things that the writers want you to know and has all the goals the writers want you to have. She’s a living textbox.
Compare her to the guarded suspicion of Aradesh, the naive exuberance of Tandi, the dim-witted false swagger of Butch Harris, or the simple and direct idealism of Killian Darkwater. We have several introductory conversations with Midea where she doesn’t seem to have any urgent needs, or ideals, or goals. She’s just another bland plastic-faced NPC. Her personality boils down to “friendly”, because she’s on your side.
Yes, she becomes slightly less 1-dimensional later, but this is a really terrible introduction.
Link (YouTube) |
My favorite part of the episode is where we had to kill a guy to open a door to get a slave outfit so we could pretend to be a slave but the guy’s body vanished so we couldn’t open the door but it was okay because you can just jump the fence.
I’d forgotten this episode entirely. When we got to the bit where we were going to skip over the long march, I got excited thinking we were going to get a travel montage. I was very disappointed when it was a hard cut. Boo.
I’ve been seeing this a lot over the last few years: People claiming some game isn’t actually a game because it doesn’t contain some supposed virtue. This usually isn’t done as a exploration of what games are and how we think of them, but instead it’s used as a cudgel to denounce some despised trend or title.
My column this week is a hilariously pointless attempt to stop this brand of rhetorical shenanigans. It won’t work, but it’s a fun exercise anyway.
A look back at one of my favorite games. The gameplay was stellar, but the underlying story was clumsy and oddly constructed.
Some advice to game developers on how to stop ruining good stories with bad cutscenes.
Scenes from Half-Life 2:Episode 2, showing Gordon Freeman being a jerk.
The game was a dud, and I'm convinced a big part of that is due to the way the game leaned into its story. Its terrible, cringe-inducing story.
I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.
Ever wondered what's in all those quest boxes you've never bothered to read? Get ready: They're more insane than you might expect.
Why is internet news so bad, why do people prefer celebrity fluff, and how could it be made better?
Just how big IS No Man's Sky? What if you made a map of all of its landmass? How big would it be?
This mess of dross, confusion, and terrible UI design is the storefront the big publishers couldn't beat? Amazing.
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.