Spider-Man Part 11: The Osborn Rally

By Shamus Posted Thursday Apr 11, 2019

Filed under: Retrospectives 107 comments

Like I said at the start, you can’t really divide this story into a tidy three-act structure. It has a beginning and an ending, but between those points it’s built less like a movie and more like an open-run comic book where you chain stories together. That makes a lot of sense, not just because this is a comic book story, but because mapping three-act movie structures to games has always been difficult due to the radically different pacing and runtime of these two mediums.

In terms of structure, it’s a bit like a soap opera. You have your A plot, and then you introduce a B plot, then A sort of wraps up and transforms into a C plot, and so on. You’ve always got at least one plot open because the story can’t end.

Even though I can’t really divide this story into tidy acts, I will say that I think we’re done with the introduction. The writer now has their major pieces on the board. The Kingpin is in jail, leaving behind a power vacuum. The Demons have stepped into that power vacuum and are grabbing Kingpin’s property and armaments. The story has hinted at something called “Devil’s Breath” without telling us what it is or what it does. Peter and MJ are both involved, but they’re not working together yet.

Now it’s time to up the stakes.

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Experienced Points: The Difficulty of Talking About Soulsborne Games

By Shamus Posted Wednesday Apr 10, 2019

Filed under: Column 185 comments

My column this week revisits some of the ideas a I touched on during my Batman series, where I made the case that difficulty is a multi-dimensional problem and too often we reduce it to a single linear scale. Mostly this is an attempt to un-stick the usual arguments about difficulty so people stop talking past each other. I’m not trying to stop the debates on difficulty. I’m just hoping the debate can move in a more productive direction if we can make our arguments clear.

Also, I know we just had this debate last week when Bob Case talked about it, so this will be familiar territory for most of you. I’m not trying to beat a dead horse, I’m just trying to keep my Escapist content relevant.

There’s a little drama that plays out every time a new Dark Souls game comes out. It goes something like this:

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Andromeda Part 25: BioWare is Dead

By Shamus Posted Tuesday Apr 9, 2019

Filed under: Mass Effect 123 comments

If you’re reading this series, then you’ve probably already heard the news that BioWare says they’re not done with Mass Effect. Of course, they listed Mass Effect 3 and Andromeda as possible launching off points for future stories. Their first instinct is to build on the games with the weakest stories, which probably indicates that any future titles would be more of the same.

Guys! Mass Effect 2 is the fan favorite! Sure, story dorks like me would whine all the way through it, but it’s the strongest in terms of fan support. If you’re going to copy a previous game, copy the popular one!

I think it’s safe to say that BioWare is now completely divorced from their brand as developers. Andromeda was their big chance to start over with a clean slate, and it was a sad imitation that missed the point on every level. This is a company that banks on their reputation as storytellers that no longer knows how to tell a story.

But Shamus, this game came from a new studio! This shouldn’t reflect on the rest of BioWare!

If anything, that’s the most damning fact of all.

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Diecast #251: Risk of Rain 2, Satisfactory, Anthem

By Shamus Posted Monday Apr 8, 2019

Filed under: Diecast 78 comments

We have an extra-long show for you this week. Note that I’m not promising it’ll be the same quality. I’m just saying there will be more of it.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #251: Risk of Rain 2, Satisfactory, Anthem”

 


 

#14 Sometimes a Spear is Just a Spear

By Shamus Posted Sunday Apr 7, 2019

Filed under: DM of the Rings 37 comments

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#13 The Sun-Tzu of Bartering

By Shamus Posted Friday Apr 5, 2019

Filed under: DM of the Rings 21 comments

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Spider-Man Part 10: The Vertical Slice

By Shamus Posted Thursday Apr 4, 2019

Filed under: Retrospectives 78 comments

Next up we get to play through the E3 demo from last year. This scene hasn’t changed very much since that demo. I mean, aside from the silly puddle controversy.

The only notable difference between the E3 demo and the final game is that the E3 demo had Mr. Negative participating in this sequence. In the release version, Mr. Negative doesn’t show up and you just fight his mooks.

I can see why this mission was chosen for the E3 Demo. The entire sequence serves as a vertical slice of the game. We sample a little bit of all the gameplay features in a short time, in a situation where the viewer doesn’t really need to know the story to follow the scene. There are a lot of spectacle-heavy cutscenes, yet the plot doesn’t really progress here and the whole thing could be removed from the game without the player missing out on any exposition or story beats.

The Vertical Slice

Mr. Negative's goons are 'taking over' the Kingpin's property by shooting all of his mooks. I think Mr. Negative needs to read up on how property ownership works, because it doesn't work like this.
Mr. Negative's goons are 'taking over' the Kingpin's property by shooting all of his mooks. I think Mr. Negative needs to read up on how property ownership works, because it doesn't work like this.

Spider-Man arrives at a Fisk Construction building to find Demons wandering around the half-built skyscraper, systematically murdering Fisk’s men.

We get a stealth section where we can pick off the Demon goons. Then we get some straight combat with the Demons. Then we get a few cutscenes to show off how the game can seamlessly transition from cinematics to gameplay. Then we do a bunch of quicktime events to stop several tons of flaming wreckage from landing on helpless civilians below. Then we show off the city and the swinging gameplay in a helicopter chase, which ends with a big action climax that’s about 90% cutscene and 10% gameplay.

This mission is so superfluous to the story and yet so perfect as a trade show demo that it makes me think this section was designed specifically for this purpose and wasn’t part of the story as written. I really dislike showy sequences that show off the cinematography at the expense of gameplay, but I’ll be the first to admit this is an excellent example of the form.

It’s a fun sequence full of slick moments, and I really enjoy playing through it aside from the…

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