#3 Have Heroes, Won’t Travel
The next chapter has Peter Parker stop by the F.E.A.S.T.Food, Emergency, Aid, Shelter and Training. homeless shelter. It’s owned by a guy named Martin Li. Mr. Li funds the place and helps run it, but the real management work is done by the eternally elderly and saintly Aunt May. Mister Li is throwing a party to thank Aunt May for her years of ongoing sainthood or whatever it is she does at the FEAST center when she’s not walking on water.

May is an interesting character because of how unapologetically one-dimensional she is. Usually fans dislike it if a character doesn’t have any flaws. Uncomplicated characters are seen as “boring”. As characters pass from one writer to the next, there’s always the temptation to “make them more interesting” by giving them flaws and secrets and stuffing their closets full of skeletons. But Aunt May never got that treatmentACTUALLY they tried to give her a backstory where she was a super-spy back in the 60s, but that idea seems to have been dropped. I think? I hope so. The whole point of Peter Parker is that he’s just a normal kid in extraordinary circumstances, and that falls apart if you retcon him to be a member of a family of badasses.. She’s been a nice old lady since the beginning. She’s always encouraging and supporting of Peter, and she’s always telling him to do the right thing. She doesn’t have any feuds, grudges, vices, or hangups.
Aunt May works as a character despite her lack of flaws. Then again, she’s usually not treated like a full-blown character. Her status quo doesn’t change very much, she doesn’t have any long-term aspirations, and she’s not involved in interpersonal conflicts the that way Mary Jane or Flash Thompson are. She’s almost an aspect of Peter’s character. She’s the flawless mother figure for him to disappoint, while also acting as his moral center.
Continue reading 〉〉 “Spider-Man Part 7: Mary Changed”
I know the chasm between gameplay and story divide is normally pretty wide in the AAA space, but Anthem feels like a game where these two halves are at war with each other. My column this week talks about how the Anthem gameplay casually tramples all over the story bits. I realize that the original Destiny had a similar problem, where all of the worldbuilding stuff was dumped into web pages outside the game. I realize this genre isn’t known for its storytelling, but still…
So sad.
But fine. This game is all about the gameplay and the story is for dumb nerds. Accepting that, why is the gameplay so vague about the systems? This is a game about getting loot to make the numbers go up, except the interface designer didn’t want to pollute their pristine interface with dumb boring numbers. So here are some questions I have about the mechanics of this game:
Continue reading 〉〉 “Anthem Doesn’t Care About its Own Story”
Last week I complained that Andromeda doesn’t offer a lot of real choices. Even in cases where the game manages to offer you a real choice between two different options and even if the dialog wheel manages to make the options clear, it’s often completely unsatisfying because the situation itself is often incoherent. For example:

If you visit Dr. Nakamoto in the Kadara slums, he’ll tell you that when he came to Kadara he discovered a kind of “bacteria” that had antibioticAs in “penicillin” not “biotic space powers”. properties. But then someone discovered that at high doses it was an addictive psychoactive drug. Sloane began producing the drug to make money and solidify her power.
So then Dr. Nakamoto asks us to “get the formula back” from her, so that he can use it to treat his patients here in the slums.
Dude! You JUST SAID it was a naturally-occurring bacteria, and now you’re calling it a “formula”?
Continue reading 〉〉 “Andromeda Part 19: Breaking REALLY Bad”
I hope you’re a looter-shooter fan, because that’s what the first 40 minutes of this show is about. If not, we also answer some mailbag questions.
Show notes: Continue reading 〉〉 “Diecast #245: Warframe, Anthem, Technical Debt”
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Back in 1999, I rode the dot-com bubble. Got rich. Worked hard. Went crazy. Turned poor. It was fun.
Deus Ex Mankind Divided was a clumsy, tone-deaf allegory that thought it was clever, and it managed to annoy people of all political stripes.
It seems like a simple question, but it turns out everyone has a different idea of right and wrong in the digital world.
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?
Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.
This Korean title would be the greatest MMO ever made if not for the horrendous monetization system. And the embarrassing translation. And the terrible progression. And the developer's general apathy towards its western audience.
Just how big IS No Man's Sky? What if you made a map of all of its landmass? How big would it be?
What are publishers doing to fight piracy and why is it all wrong?