Grand Theft Auto IV

By Shamus Posted Friday Aug 10, 2018

Filed under: Retrospectives 105 comments

Grand Theft Auto IV is the highest rated entry in the franchise, which is bizarre to me since I think it’s the absolute nadir of Grand Theft Auto. The virtues of the series (the open world sandbox) were more restrained, while all of the worst faults (a heavy focus on a no-fun story that tries and fails to be a movie) were stronger.

The tone is even more self-serious than what came before. The world is drab and joyless. The driving and shooting are “realistic” by way of being sluggish. The lead character is a mope that doesn’t seem to enjoy anything the game asks us to do. Many of the supporting characters are grating. The missions are more scripted than ever, keeping the player on an even tighter leash in the service of set-piece driven mission design spiked with DIAS “gotcha” moments. The mechanics are cluttered with shallow, frivolous side activities like bowling and dating that don’t make use of the open world that is the strong point of the franchise. The gameplay / story dissonance is more noticeable than before, thanks mostly to the fact that Niko Bellic’s personal goals are completely at odds with the typical “boss of the week” mission structure.

Continue reading ⟩⟩ “Grand Theft Auto IV”

 


 

A Few Minutes with the Bethesda.net Launcher

By Shamus Posted Tuesday Aug 7, 2018

Filed under: Random 146 comments

According to CNET, the Fallout 76 beta isn’t coming to Steam. Instead, the PC version of the beta will be exclusive to Bethesda’s own platform on Bethesda.net. Everyone is up in arms about the beta not coming to Steam, but I think they’re overlooking the bigger bombshell:

Bethedsa has their own platform?!?

Sure enough. I go to the site and there’s a link for “download the Bethesda Launcher”. How long has this thing existed?

According to the FAQ, the beta is available to people who pre-purchase the game. So you can pay up front to be a QA tester. On the upside, they’re promising your progress will carry over to the full game at launch. On the downside, this means at launch you’ll be entering a PvP realm where some people have several weeks of head start.

I’m always conflicted when I hear there’s a new game platform on the PC. I like having another competitor to Steam to work against their market hegemony and encourage them to not take their customers for granted. At the same time, it’s annoying having to manage yet another account and maintain yet another launcher. It’s more convenient to have all your games in one library. Also, the idea of a game launcher from Bethesda Softworks is mildly terrifying. Skyrim is the jewel of Bethesda’s works, and it was still counter-intuitive, occasionally broken, and janky as hell. I can only imagine what their launcher would be like.

I don’t care about Fallout 76, but I am curious what the Bethesda launcher is like. So let’s try it…

Continue reading ⟩⟩ “A Few Minutes with the Bethesda.net Launcher”

 


 

Diecast #221: Formative Games, Mailbag

By Shamus Posted Monday Aug 6, 2018

Filed under: Diecast 132 comments

The mailbag is now empty. The email is in the header image if you’ve got questions for us.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #221: Formative Games, Mailbag”

 


 

You Okay Buddy?

By Shamus Posted Sunday Aug 5, 2018

Filed under: Random 27 comments

I’m currently reading a book – a gift from a reader – and I’d like to share a quote with you:


Creating art is hard, even painful. Writing, in particular can require days, if not months, of solitude, doubt, and struggle against your better judgement. To be good, you have to put in the time and effort. You have to consume the work of others, both good and bad. You have to write, then revise and revise and revise and revise until you can accept it is time to let go. Most importantly, you have to sit down every day and punch yourself in the face repeatedly, hoping in the end you will come out the winner in a fight against no one but yourself. You can teach yourself to live this way, but it does not come naturally.

That quote is from Walt Williams in his book Significant Zero, an autobiographical journey through the videogame industry. Walt here wrote Spec Ops: The Line, and this quote gives a pretty good clue as to why it felt like: PTSD: The Game. If this is his creative process, then it’s no wonder the game was a descent into madness.

I’m about halfway through the book at this point, and it’s pretty amazing. On this site I’m usually raging against the dysfunction among the leadership of the major publishers, but this book is more focused on the dysfunction at the level of middle management.

Another fun fact? Spec Ops starts off with a rail shooter-style helicopter battle with confusing dialog and it doesn’t totally fit with the rest of the game. I always wondered what the deal was with that. According to the book, late in development some ninny in management decided that the game needed to open with the helicopter section, even though that works directly against the slow-burn opening the game is designed around. The strange dialog in this section was the author’s protest against this decision. Williams deliberately made it so this bit couldn’t fit into the continuity of the rest of the story. It was a middle finger to the dumbass that decided to destroy the intended pacing and tone because they thought gamers are too dumb to appreciate a slow opening.

For the record, I’ve never found punching myself in the face to be at all conducive to writing. Maybe I’m just lucky, but I find the process to be enjoyable and sometimes even cathartic.

Editing, on the other hand… editing sucks.

 


 

Grand Theft Auto: Cleaning Up The Hot Coffee

By Shamus Posted Friday Aug 3, 2018

Filed under: Retrospectives 76 comments

I guess we need to talk about this. It was a big deal back in 2005 when the story broke and it got Rockstar Games in a lot of trouble. Since we’re doing this retrospective I figure it’s a good time to revisit what I said way back in 2006. At the time, the thing that infuriated me about the whole story was the fact that nobody reporting on the issue knew what in the world they were talking about from a technological standpoint. On the other hand, back in 2006 I made some assumptions about how this content came to be, and a lot of those assumptions turned out to be incorrect. In a lot of ways, I was giving Rockstar way too much credit.

EDIT: After posting this, I’m really unhappy with the tone and the focus of this post. I wanted to talk about the Hot Coffee controversy, Rockstar’s boundary-pushing, and the 1993 hearings. But then I spent most of this post picking on the content and tone of a short leaked internal memo. That’s not really fair and it’s not meaningfully tied to the intended topic. Also, picking on people for stuff said in private is a dick move.

I’m unhappy with the tone of this post and I’m sort of on the fence if I should leave it up. I feel like it needs a re-write. I could take it down, but I’m not sure that’s the right move either. I don’t like the idea of leaving this up in its current state, but I’m not sure it’s worth re-writing to post again next week. Maybe I should spike the whole thing.

On the other hand, it feels sort of craven to silently delete the post. And if I take it down but leave an announcement that I took it down, then it will drive people crazy because they’ll be even MORE curious what it said.

So I guess I’m leaving it up, but I want to make it clear I don’t really stand by what I’ve written here and I’ve sort of ruined the interesting discussion (talking about adding salacious content at this point in history) to spend half the article arguing with a memo that’s been taken out of some larger context and was never meant for the public anyway.

Sorry. I mess up sometimes.

Disclosure: Nearly all the facts I’m about to share come from this excellent Eurogamer article: Who Spilled Hot Coffee? which details the mechanics of this controversy and how this content wound up in the game. Also, I’ve never downloaded the HC mod myself, so the images below were lifted from Google image search and the Eurogamer article.

Continue reading ⟩⟩ “Grand Theft Auto: Cleaning Up The Hot Coffee”

 


 

The Witcher 3: Kaer Morhen Part Two and Bald Mountain

By Bob Case Posted Thursday Aug 2, 2018

Filed under: Video Games 66 comments

Last post I covered most of the Kaer Morhen sequence, and called it “Part One” even though “Part Two” is really its own sequence. (Hence this entry’s awkward title.) This is where the game makes an important transition from being one about Geralt to being one about Geralt and Ciri.

Geralt remains the player character 90% of the time, as he did in the first part of the game, but the narrative (of the main questline at least) makes a passenger of him much of the time – it’s Ciri, as often as not, who’s making the decisions and moving the plot forward. While this is happening, the game does something very clever. I’m going to be coy and not tell you what it is yet, though I expect many of you have already guessed.

But I’ll give you a clue and say the first part of the clever thing involves a snowball fight between Geralt and Ciri. The Elven Sage, Avallac’h, is one of the few people who understands how Ciri’s powers work, and, in a bit of a disorienting time skip, we learn she’s been training with him long enough to become frustrated at her own lack of progress. She vents to Geralt, and hidden behind an innocent-looking dialogue option is the option of having a snowball fight with her.

(Ciri, incidentally, is a terrible snowball fighter. She takes way too long to put a snowball together, doesn’t know how to lead a dodging opponent, stands in one place for too long, and doesn’t make any decent attempt at evasive maneuvers, despite her teleportation ability! I personally was disappointed with her on Geralt’s behalf.)

It’s the first of several choices Geralt can make on how to interact with Ciri, which will become important later. It’s also a good tonal antidote to the darkness of Vesemir’s death. CDPR has demonstrated several times that it has a better grasp of tone than most developers. In lesser hands the entire Witcher franchise might have ended up mired in an endless swamp of grimdarkness. Instead, it makes good use of variety and contrast.

Yen can't fool me. I know an incoming group of quests when I see one.
Yen can't fool me. I know an incoming group of quests when I see one.

Some dialogue during this section sets up the next few quests: recruiting members of the Lodge of Sorceresses and finding ways to undermine the Wild Hunt. But first the game takes an unexpected left turn – a long, mostly on-rails run of encounters that I personally found rushed and disorienting. First, Ciri wakes Geralt up and tells him that she knows where Imlerith is. Imlerith is the member of the Wild Hunt who killed Vesemir, and a character I was barely familiar with at all up until this time during my first playthrough.

Continue reading ⟩⟩ “The Witcher 3: Kaer Morhen Part Two and Bald Mountain”

 


 

No Man’s Sky NEXT

By Shamus Posted Tuesday Jul 31, 2018

Filed under: Column 120 comments

This week on the Diecast we talked about No Man’s Sky NEXT, the massive patch / overhaul that rolled out a week ago. I was peeved that people were claiming that the patch “fixes the game”, when none of the core problems had been addressed. As I said on the show, “It’s the same damn game!”

But I put a few more hours into it and I don’t think that’s quite fair. It’s not the same game. It’s a very different game… with most of the same problems.

If you’re new to the site, you may want to go back and revisit what I said about No Man’s Sky a year ago when I did a four-part analysis on the state of the game as it existed in the summer of 2017. In particular, The Disappointment Engine post illustrates how so many of the mechanics work to frustrate the player.

Before we can look at where the game is now, let’s jump back and look at where it was at launch two years ago.

Continue reading ⟩⟩ “No Man’s Sky NEXT”