Nightdive is Still Alive

By Shamus Posted Sunday Sep 30, 2018

Filed under: Video Games 32 comments

Last February the System Shock remake / reboot project shut down. If you don’t remember, the Nightdive team did a kickstarter campaign to do a remake of the 1994 classic System Shock. They had a slick demo made in Unity that was a faithful re-creation of the original using modern rendering techniques and design sensibilities. In terms of technology and presentation, they were using 3D assets with the relative complexity of (say) STRAFE with rendering complexity in the ballpark of Doom 3.

That’s a pretty good balance in terms of getting the most bang for your buck. Models are detailed enough that you can tell what things are and they can evoke the original assets, but they’re also coarse enough that small team can feasibly develop the game. The rendering was hitting the sweet spot on the tech curve where you get cool shadow and lighting effects without needing to chase photorealism. I loved it.

Then a few months into development the team threw away the demo and started the entire project over, aiming for a total re-imagining of the property as a AAA shooter. It looked less like System Shock by way of Doom 3, and more like one of the modern Deus Ex games. It looked very expensive, but it didn’t look anything like System Shock. Then the project shut down because (surprise) they ran out of money.

At the time I predicted that the project was dead. I am very happy to have been proven wrong. I stand by my criticism that they shouldn’t have thrown away their first design to chase AAA glory, but I’m happy I was wrong about the project being over. The team has returned to their original designAlthough they’re sticking with the Unreal Engine and not going back to the Unity build. Is that smart? I have no idea. and are once again trying to recapture the flavor of the 1994 original.

They seem to be doing pretty well. Check out this door:

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Grand Theft Auto V: Heists

By Shamus Posted Thursday Sep 27, 2018

Filed under: Retrospectives 88 comments

Despite being the progenitor of an entire genre, Grand Theft Auto has never really established a strong identity in terms of mechanics. Some titles have lock-on targeting. Some are free-aim. Some use cover-based combat, others favor run-n-gun. Some make driving feel effortless and arcade-y, while others make the vehicles heavy and cumbersome. San Andreas had this whole territory control mechanic that never appeared again.

Saints Row is an amusement park where you hop from one challenge to the next, picking up whatever activity seems fun. Sleeping Dogs has the Hong Kong / John Woo action flavor. Watch_Dogs has that lame half-assed hacking stuff. But Grand Theft Auto? About the closest thing the series has to a distinct style is the awful scripted mission design where the designer secretly changes the rules to make the gunfight / chase more “cinematic”. Aside from that, GTA doesn’t have a particular mechanic to call its own.

At least, until now.

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Experienced Points: Quality Still Matters

By Shamus Posted Wednesday Sep 26, 2018

Filed under: Column 113 comments

My column this week shares my personal recollections of the gaming crash of 1983, and then uses that as a jumping-off point for talking about how modern games are sacrificing quality for monetisation, and how maybe that’s a really terrible long-term strategy.

In the column I mention this theory I’ve been nursing that sales of a given franchise suffer from a delay-by-one effect, where a terrible entry might not hurt sales until the next one comes out. The idea is that there are a lot of people who buy games without checking the critical reception, so if they’re in the habit of buying a Shoot Guy title every time one hits the shelves, they’ll still buy Shoot Guy V: Lootbox Boogaloo even though it’s getting panned by critics. They’ll have a lousy time and find something else to play. Then when Shoot Guy VI: Nostalgia Overload comes out, they’ll skip it despite good critical reception. From the publisher’s perspective, the lootbox-based game did well and the back-to-basics sequel did poorly. If this is the case, I am very worried the publisher might learn the wrong lesson.

I’m really curious if this happened to the Hitman games. Did the embarrassment that is Hitman: Absolution sell well despite the fact that it was barely a Hitman game? Did the sales of Hitman 2016 suffer despite the fact that it’s one of the best entries in the series? If sales did suffer, was the game being punished for the sins of Absolution, or for the obnoxious decisions to tie your single-player progress to an always-online server?

I have no idea how I could go about investigating this. The numbers are foggy for several reasons:

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This Dumb Industry: Telltale Autopsy

By Shamus Posted Tuesday Sep 25, 2018

Filed under: Column 100 comments

So Telltale Games is out of business. Like most of the rest of the industry – including the employees of Telltale – I had no idea this was coming. I looked at the popularity of their breakout hit The Walking Dead and the overall quality of some of their earlier adventure game offerings and just assumed this was a well-run company.

They stuck to a given style of gameplay and didn’t stupidly chase trends like online shooters, Battle Royale games, loot boxes, or any of the other fads that have pulled teams off course with the false promise of easy money. They weren’t wasting money on graphics for the sake of prestige. They weren’t chopping their games up into fragments of DLCI mean aside from selling the games an episode at a time, which is kinda built into the design from the outset. If anything, the episodic thing is better for the consumer in this case. You only need to buy the first chapter for $10 to see if you like it rather than paying full price for the whole thing.. They weren’t making any obvious mistakes, so I assumed everything was fine.

But as it turns out, the rot was there all along. This article on The Verge paints a pretty grim picture. (For the purposes of this article, I’m going to take everything The Verge says at face value.) The article calls the company culture “toxic”. I’m always wary of the word “toxic”. As I understand it, this word is used to describe a group where problems are directly attributable to the personalities of one or more people in leadership positions. It shouldn’t be used for more general sorts of problems stemming from poor decision-making. A company where the president picks dumb products, wastes money, and hires unqualified losers is dysfunctional. A company where the president builds a cult of personality, fires people who criticize him, and hires unqualified friends / relatives is toxic.

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Diecast #226: TellTale Closes, Fast Travel, Mailbag

By Shamus Posted Monday Sep 24, 2018

Filed under: Diecast 94 comments



Hosts: Paul, Shamus. Episode edited by Issac.

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How Many Mistakes Can You Find in this Picture?

By Shamus Posted Sunday Sep 23, 2018

Filed under: Random 64 comments

Way back in 2010, I did a write-up on Lord of the Rings Online for the Escapist. It’s since been added to the archives here on the blog, if you’re interested. At the time, someone from then-publisher Turbine reached out to me and granted a lifetime VIP subscription. This wasn’t as helpful as you might imagine. I’d already written the series and had pretty much burned out on the game by that point. Still, I really appreciated the gesture. I do have a soft spot for the source material.

This past week I got an email from Xsolla, the third-party company that handles payment processing for Lord of the Rings Online. We already knew that Xsolla are creeps, but apparently they’re also incompetent. Here is the email:

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Grand Theft Auto V: The Need For Structure

By Shamus Posted Thursday Sep 20, 2018

Filed under: Retrospectives 70 comments

So the story of Grand Theft Auto V is overlong, unfocused, and lacking in any sort of central conflict to drive the plot. At the end we get a choice between three endings, only one of which makes any sense in terms of story structure.

Hey Shamus, you do realize that stories don’t need to stick to a three-act structure, don’t you? There’s no law saying the writer is obligated to wrap everything up for you with a bow at the end?

Okay, fair enough. But that’s like saying dialog doesn’t always need to make sense or characters don’t always need to be consistent. It’s technically true, and if you want to argue that Grand Theft Auto V is deliberately an avant-garde subversion of classic story structure then I technically can’t prove you wrong. But given how much these games work to imitate movies, I don’t think it’s unreasonable to imagine the writer is trying to make a story that works like a classic crime drama, and I think it’s worth examining the game to see how it worked.

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