Deus Ex Human Revolution EP5:Hi Mom!

By Shamus Posted Wednesday Jan 18, 2012

Filed under: Spoiler Warning 187 comments


Link (YouTube)

I like that a few of your abilities were already acquired on the level up menu. At the very start of the game, Jensen has apparently already “spent points” on the HUD and other things. It connected the gameplay mechanics and contrivances with the leveling mechanics. It also showed that Jensen had been gradually easing into his augmentations on his own during the 6-month recovery time.

In this episode I talk about how cities are tough to do. This is one of the reasons I make such a big deal about Grand Theft Auto IV. That’s pretty much your worst-case scenario for environment design. It’s hard to manage that much texture data at so many different resolutions, it’s hard to manage all those buildings at so many different detail levels, all changing in real-time, it’s hard designing a tool set that will let multiple artists all work in the same open world without getting in each other’s way, it’s hard having all those interior spaces available without loading screens, it’s hard with so many cars, people, sound effects, global actors (like the train) and getting AI to drive around in that mess without making a fool of itself. I don’t really hold it against other games for failing to live up to that standard.

However, you can see the technology gap here. In Human Revolution we’ve got a very limited section of the city, no traffic, few pedestrians, and there are still loading screens all over the place. I don’t fault the game too much for it. This isn’t an id Software game and I’m not here to gawk at graphics spectacle and coding prowess. However, there will be one point later on when the game will really, really be undermined by the technology to an embarrassing degree. Josh is apparently displeased with my habit of looking ahead, so we’ll save that discussion for when the time comes.

 


 

Deus Ex Human Revolution EP4:Cheese-Filled Terrorists

By Shamus Posted Wednesday Jan 18, 2012

Filed under: Spoiler Warning 170 comments


Link (YouTube)

I still think that the choice of letting Zeke go was a bit odd. For one thing, I thought, “Let Zeke go” sort of implied “in exchange for the hostage”. I thought that was the option for everyone to walk away, and the option on the right was if you wanted to capture Zeke AND free the hostage. Letting him go WITH the hostage? Why would Adam pursue that? It was strange leaving the room and finding the hostage dead, cops all around, Zeke gone, and no clear indication for how that set of circumstances came about. How did Zeke extricate himself from that many foes with itchy trigger fingers, escape unharmed, AND shoot the hostage? I mean, we can contrive our own scenarios to explain it, but I think extremely unlikely outcomes deserve some kind of explanation.

If nothing else, we need to know what happened so we know what to think of Zeke. Did he really shoot her, or did the cops do it as Rutskarn joked? Did he shoot the hostage once he no longer needed her, or was the shooting done when he was cornered?I don’t mind having a bad or sub-optimal option. I agree that dumb choices should have appropriately non-victorious outcomes, it’s just that this one didn’t feel like a failure, it felt like we skipped a page.

We’re not going to have a do-over every time we have one of these conversations, but I’m glad we did in this case.

 


 

Protect IP / SOPA Act

By Shamus Posted Wednesday Jan 18, 2012

Filed under: Rants 405 comments

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A lot of sites are doing a blackout today as a protest to SOPA. I don’t feel right about doing that. However, I will partly, cautiously lift my ban on political talk to tackle this subject, because a few people have asked for my thoughts on the matter. I doubt I’ll say anything new, but I’m willing to say it all the same. Also, don’t miss Michael Goodfellow’s thoughts on the cultural and business aspect of this thing and what led us here.

I’m hoping that opposition to this thing is universal enough that we can sidestep the usual Red Team vs. Blue Team political football that makes me so crazy. First, here is a video that outlines the details:

Continue reading ⟩⟩ “Protect IP / SOPA Act”

 


 

Josh Plays Shogun 2 Part 11: Border Wars

By Josh Posted Tuesday Jan 17, 2012

Filed under: Spoiler Warning 39 comments

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Many apologies for all the missed deadlines and delays with this series of late. Last month saw a furious storm of activity at work right around the time everyone else was taking time off. Needless to say, I’ve been hard pressed to find both the time and the will to play any significant portions of Shogun 2 until recently. In the coming weeks I hope to build up a backlog of a post or two written in advance of the post date so that I don’t end up missing many more deadlines. I’ve already played this campaign quite a bit further than this post will cover (Spoiler: Nobunaga is crowned King of Prussia and America invades), so hopefully things will be back on track from now on.

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Now for a quick recap: Last post, we had the Kiso on the run and had backed a Murakami invasion force into a corner.

The Murakami try to evade Nobuhide’s army, but between the harsh winter conditions and lack of significant nearby roads or trails, they can’t get far.

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Nobuhide’s attack is swift and merciless, slaughtering many of the enemy troops and scattering the remainder to the wind, never to reform. With the immediate threat eliminated, Nobuhide can now begin his march into Kai province.

And the coming of Spring brings more good news.

Continue reading ⟩⟩ “Josh Plays Shogun 2 Part 11: Border Wars”

 


 

Project Wonderful

By Shamus Posted Monday Jan 16, 2012

Filed under: Random 114 comments

Last week I mentioned that I was changing advertising providers. I tried Project Wonderful, and ran one of their ads on top of my site for several days. I don’t expect most of you to care, but for those of you considering running ads on your own site or who are curious about how this all works, here is what I’ve learned:

Disclaimer

I am not an expert and most of this analysis is conjecture based on my own experience as a purveyor of entertainment on a medium-sized website.

Continue reading ⟩⟩ “Project Wonderful”

 


 

Payday: The Heist

By Shamus Posted Sunday Jan 15, 2012

Filed under: Movies 74 comments

Payday was on sale recently, and I’ve been wondering what it was all about. Rutskarn and Jibar (more commonly known by their hip-hop street names: Skarn and J-Bar) played through the game, and it told me everything I needed to know:


Link (YouTube)

Hilarious to watch. Probably less so to actually play.

So the pitch seems to be something along the lines of “Left 4 Dead styled dynamic gameplay” mixed with “Kane & Lynch styled ugliness, awfulness, and childishness.)

  1. No attempt to make your in-game goals follow any kind of logic. Don’t even get me started on the part where you painstakingly escort a horribly burned man through a downpour of gunfire by pointing a GUN at him because you have no way of getting the briefcase handcuffed to his non-bulletproof hand.
  2. The characters are generic clown-faced idiot men. Is your favorite L4D character Francis? Or perhaps Bill? Maybe you appreciate the chance to play as your own gender with Zoe? Pfft. Screw that. Do you want to be clown-faced guy #1 or clown-faced guy #2? Even stranger that they actually did create four characters, but made three of them brown-haired white men, and one of them a black man. And then hid all their faces behind masks so you can’t tell who is who in the heat of battle. WHYYYY!?!?
  3. Gameplay that doesn’t seem to require or even encourage organization and teamwork. Try playing L4D like this and see how far you get.
  4. Dull foes that border on the offensive. I’m not sure what my threshold for number of police officer widows I want to create in a single game session, but I would say it’s probably less than this. It would help if there was more variety among your foes. Guys with bullet-proof riot shields that can slowly creep closer and closer until you headshot them. Guys with automatic weapons and minimal armor who sprint at you. Throw in an APC with a turret that’s almost impossible to destroy but has limited ammo. Guys rappelling from rooftops. Tear gas. Give the cops some San-Andreas styled combat taunts that show them to be ridiculously overbearing and corrupt tough guys so we can mow them down without needing to be emotionally numb first.
  5. No levity, no personality. A bit of Tarantino-style dialog would have transformed this from an ugly macho slog to a witty, subversive adventure. As it is, you’re just playing boring incompetent jerks who murder hundreds of people because they can’t think clearly.

Underneath the stupidity and primate grunting is a brilliant game, crying to get out.

As I said, I haven’t played it. Maybe it’s pure wacky fun when you’re in the driver’s seat. I remain skeptical.

EDIT: So it sounds like a lot of the different police types I mentioned are actually in the game. That’s good to hear. Still, it FEELS like a march of same-y foes. I’m not sure if they need the specials to show up more often, if they just need a more striking profile, or if Rutskarn needs to go easy on the methamphetamine before they record.

 


 

Experienced Points: The Big Cost of Small Places

By Shamus Posted Friday Jan 13, 2012

Filed under: Column 117 comments

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During the recent thread on Campster’s Half-Life commentary, ps238principal asked about the cost of making games larger. My response was a bit rambly and unfocused, so I expanded it into a column that simply discusses how art production pipelines have become more complex in the last 11 years.