Skyrim EP13: Escape Guard

By Shamus Posted Wednesday Mar 5, 2014

Filed under: Spoiler Warning 196 comments


Link (YouTube)

There’s usually a tradeoff in player agency. The more freedom you have, the less detailed the story. Minecraft offers freedom to go anywhere, kill anything, build whatever you want, but has no story”Maybe go kill the Ender Dragon if you want” does NOT count as a story in this discussion.. Tomb Raider has lots of story, characters, and dialog, but almost no freedom. Quests like the Bard’s College or the Mage’s College have this strange thing where you kind of have the worst of both worlds. The story is mostly generic “go to X, and kill Y or retrieve Z”. But then the mechanics are set up to keep you from breaking these boring and uninteresting quests. A majority of the NPC’s are invulnerable, the dialog is perfunctory, the story is bare-bones, and there’s usually no overarching theme or idea. It’s just a series of stuff to do.

If the quests are going to be this railroad-y, then we ought to get some rich characterization or thematic depthThis is not to suggest I’d actually trust Bethesda with a job like that.. Or if the story is going to be this barebones, then we should let the player break it. Heck, make the quests procedural. I understand that Bethesda wants to keep players from breaking quests by killing annoying / important people, but this is a sledgehammer approach. A better solution would be to only give plot armor to people involved with the two main quests. (The war and the dragons.) Who cares if the player breaks the questline for the Mages College? They’re certainly not at risk for missing out on anything particularly riveting.

And maybe – hear me out here – maybe the player wouldn’t be so keen to murder NPCs if the game didn’t go out of its way to make them so intolerable. Maven Blackbriar’s dialog can only be explained by saying that she knows she’s invincibleAnd enjoys being stabbed anyway..

Can you actually rescue Uncle Rogvir? Based on Josh’s shenanigans, it sort of looks possible. Although, maybe if you saved him the townspeople would still talk about the event as if he died.

 


 

Experienced Points: Cutscenes Stole my Thief Game

By Shamus Posted Tuesday Mar 4, 2014

Filed under: Column 55 comments

The more I think about it, the more I can’t escape the notion that most of the problems with this new Thief come from the overbearing focus on the story. The linear levels. The lack of a “jump” button. The removal of rope arrows as a general-purpose tool. The crescendo music when you knock a dude out. It’s all an effort to keep the player constrained and make them behave as “cinematic” as possible.

It’s one thing to waste money on features that nobody wants. (The requisite multiplayer deathmatch we get in so many games comes to mind.) But it’s another thing to waste TONS of money on something that requires you to replace beloved actors AND remove key gameplay elements.

And to rub salt in the wound, the story is broken, disjointed, thematically confused, and needlessly cluttered.

It’s heartbreaking. And the real shame is that the money-men will probably learn all the wrong lessons from this. Instead of realizing they’re not in the movie business, they’ll probably figure the audience just doesn’t want “old school” stealth games.

 


 

Diecast #47: Thief

By Shamus Posted Tuesday Mar 4, 2014

Filed under: Diecast 81 comments

Here is an entire episode dedicated to a single game. Thief [4] has been a long time coming. Some have been excited to see it return. Some hopeful. Some outraged. Some resigned. But now we’ve played it and we can see the result for ourselves.

It’s not the game we hoped for, but neither is it the train wreck we feared.

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Hosts: Josh, Chris, and Shamus.

The entire show is about Thief, so no timestamps. We spoil some of the themes of the story during the show, but nothing that shouldn’t be incredibly obvious after the tutorial.

At the 57-minute mark we talk about the ending, so you might want to skip that part if you’re spoiler-averse. Although as Chris says, the story is pretty much broken, and I don’t think spoilers will hurt you. And by “broken” I mean, “clearly a patchwork of different revisions of the story that don’t fit together or form a proper sequence of events”.

 


 

Skyrim EP12: The Innkeeper is a Spy!

By Shamus Posted Sunday Mar 2, 2014

Filed under: Spoiler Warning 183 comments


Link (YouTube)

So yeah, the Greybeards are amazingly shallow. No young members. No indication of where new members come from. No history. No interactions with each other. No texts to study. No apparent philosophy, goals, or guiding principles. No chores to do. No goal. No interaction with the society below, other than the people bringing them food for no reason.

To a certain extent I understand why the characters are flat: Voice acting is ruinously expensive and time-consuming. But I don’t understand why the world needs to be this shallow. I’m not asking them to ram a bunch of exposition down our throats. They don’t even need to fill in the details. They just need to hint at the depth and let us extrapolate.

I propose some changes:

Continue reading ⟩⟩ “Skyrim EP12: The Innkeeper is a Spy!”

 


 

Skyrim EP11: Lydia Becomes a Hottie

By Shamus Posted Friday Feb 28, 2014

Filed under: Spoiler Warning 188 comments


Link (YouTube)

At the two and a half minute mark you can hear the years-old Ventrilo bug in action. I mean, you can always hear it, but here you can hear proof that it’s a bug and not sloppy use of the push-to-talk key.

Mumbles says “I sai-“. Then you can hear her echo through Josh’s headphones where she says, “I said it!” Meaning, in the original conversation her message wasn’t cut off, but when Ventrilo exported the whole thing to MP3 it decided to truncate everyone’s messages. This is my #1 technical complaint with the show and has been for some time. We could switch to some other service, but they all have various tradeoffs. (Ask Josh. He does the sound editing.) And we wouldn’t need to balance those tradeoffs if SOMEONE would just fix this stupid bug. I mean, it’s only been a 100% reproducible issue across multiple platforms for over four years. Maybe someone could look into that so our sho_ doesn_ soun_ lik_ thi_ al_ th_ ti_. That would be super happy-making.

Bugs me. So bad.

At four and a half minutes, Josh says we look, “Kind of silly, you guys.” Sadly, this is always true. From the moment you put on your first set of crappy faction armor to the end of the game when you can finally craft yourself something respectable, you look like you got dressed by having yourself catapulted into the the Loading Ready Run costume archives. And even late in the game, all hats have been carefully engineered to look as ridiculous as possible. Are you having trouble deciding between a shabby hat, a heavy one, one with severely limited visibility, one that completely covers the face you spent twenty minutes on, or the one that looks dangerous to the person wearing it? Why choose? In Skyrim, you can have all of this and more. In every hat. Always. Forever.

Bonus points to the in-game perks that give you additional armor bonuses, but only if you are wearing a complete set of armor, including the hat. Well trolled, Bethesda.

 


 

Thief: The Drunk Project

By Shamus Posted Friday Feb 28, 2014

Filed under: Rants 90 comments


Link (YouTube)

Chris uploaded a highlight reel of some of the bugs he found in the new Thief game. Yes, we all saw this coming. But it’s sad anyway. Like being told that Uncle Fred is dying of cancer, and then going to the funeral and seeing that yup… he sure did.
Continue reading ⟩⟩ “Thief: The Drunk Project”

 


 

Skyrim EP10: Have You Seen Lydia?

By Shamus Posted Thursday Feb 27, 2014

Filed under: Spoiler Warning 126 comments


Link (YouTube)

Mumbles was so delighted that I knew who Gorgeous George was. But the sad fact is that I was actually thinking of George “The Animal” SteeleFamous for tearing apart the turnbuckle mid-match, and pretending to eat it., and got the names confused. So I don’t know wrestling. Sorry Mumbles!

The axe that Josh picked up in this episode is pretty heavy, has low damage, and by weight is among the most worthless trash items in the gameBy weight, it’s actually worth less than the ragged prisoner tunic you’re wearing at the start of the game. And just for fun, its hit box is quite a bit larger than the axe itself, meaning it’s possible to point directly at a coin that’s several centimeters away from the axe and end up grabbing the weapon anyway. Yet a level designer deliberately plonked one down in a pile of coins.

It’s sort of funny in this context, but over the course of the game this kind of thing actually gets to be really irritating. You go to pick up a free item, but accidentally grab the owned one beside it, thus stealing the object. You try to take the gems, but end up taking the worthless bowl that the gems are in. You try to pick up the coins but their hit box is fiddly and sometimes the game thinks they’re inside the desk instead of on it, so you end up crawling around, crouching, trying to find an angle that will let you grab them.

But where they really twist the knife is with the interface. The default Skyrim interface is ghastly. Horrible. A crime against usability. And picking up all this crap creates more trips to the inventory screen to scroll through all this crap and find that one thing you accidentally picked up.

I do wonder how deliberate the item placement is, and what the thinking is behind it. Is this supposed to be gameplay? Or is this mess the emergent result of a dozen different systems that are held together with duct tape and wishes?