The Witcher 3: The Battle for Kaer Morhen, Part One

By Bob Case Posted Thursday Jul 19, 2018

Filed under: Video Games 49 comments

Strictly speaking, The Witcher 3 has a prologue (in White Orchard) and three acts, which I guess is four parts total. More generally speaking, it has two parts: the stuff that happens before the battle at Kaer Morhen, and the stuff that happens after it.

The battle at Kaer Morhen is the first major emotional climax of the game. The second will come at the ending. This is an important bit for the game to get right, and in my opinion, it gets it right. Pulling this sort of thing off is not easy, as evidenced by the number of games that have botched it over the years. I’ll get into some examples in a bit, but first let’s set the scene: we finally have a way to find Ciri, Geralt and Yen’s adoptive daughter, for whom we’ve been searching this whole time. Avallac’h has secreted her away on a mysterious island called the Isle of Mists.

One of the things CDPR successfully pulled off – for me at least, on my first playthrough – was making me worry that Ciri might be dead. This is tricky territory for a game narrative to navigate. Obviously, the average player understands that it’s unlikely that a major character will die offscreen. And yet the world of the Witcher universe seemed wild and unpredictable enough that I did, in fact, worry about exactly that. I worried if Ciri was Uma (the weird baby thing), and that maybe the trial of grasses would kill her. Later, on the Isle of Mists, I worried if I would be too late to save her. There’s one particularly excruciating shot where Geralt finally sees her comatose body in a hut on said isle, and I imagine most players (or, at least, me) will have their hearts in their throats for it.


Link (YouTube)

(Then, they’re cheeky enough to throw in a teaser for Cyberpunk 2077. In this clip, the relevant part is at the 2:45 mark if you want to indulge in a bit of cheek.)

Ciri teleports Geralt and herself back to Kaer Morhen, and, since the Wild Hunt can track her when she teleports, we know they’ll be hard on her heels. Which is why, prior to retrieving Ciri, Geralt recruits various compatriots from the series so far to assist him in defending against their imminent attack: Eskel, Lambert, and Vesemir (his Witcher bros), Keira Metz (optional sorceress), Yennefer and Triss (non-optional sorceresses), Letho of Gulet (a heavy from the second game, one of my personal favorite characters), Roche and Ves (from the Blue Stripes commando group, also from the second game), Ermion (a druid from Skellige), Hjalmar (brother to Skellige’s new Queen, I wonder if Cerys shows up if you don’t pick her for Queen?), also from Skellige, and others that I hope I’m not forgetting.

The ragtag bunch of misfits is big enough that you can't fit all of them in just one screenshot.
The ragtag bunch of misfits is big enough that you can't fit all of them in just one screenshot.

Continue reading ⟩⟩ “The Witcher 3: The Battle for Kaer Morhen, Part One”

 


 

I Made a Thing

By Shamus Posted Tuesday Jul 17, 2018

Filed under: Programming 41 comments

People have been saying things like, “Hey Shamus, what happened to those programming posts you were doing. Weren’t you in the middle of a project? Weren’t you wrapping up a project? What’s going on?”

Here’s the thing:

A friend of mine has been working on a Minecraft-style cube world where the front end is built on C++ and the backend runs on user-editable LUA scripts. Early in the project I was talking about some of the techniques I’d used to generate blockworld caves. Then I figured it was sort of lame to just describe the structures I was talking about, and it would make so much more sense to show him. And hey, why not kill two birds with one stone? I’ll make a blockworld to demo the caves, and I could turn the process into blog posts.

Ooooh. Spooky! Sorta.
Ooooh. Spooky! Sorta.

But then I just kept adding to it. I finally got over the initial hurdle of working with Unity and reached the point where I could write code without needing to stop after three minutes of coding to do thirty minutes of forum-diving to answer simple questions. It was fun, so I kept going.

“I’ll turn this into blog posts when I’m done,” I lied to myself.
Continue reading ⟩⟩ “I Made a Thing”

 


 

Diecast #218: British Panel Shows, Prey Ending

By Shamus Posted Monday Jul 16, 2018

Filed under: Diecast 74 comments

Heads up: In the final segment of the show we spoil the end of Prey 2017. Also: Next week I plan to have SoldierHawk on the show again. If you have any questions for her, the email is in the header image.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #218: British Panel Shows, Prey Ending”

 


 

Grand Theft Auto III

By Shamus Posted Friday Jul 13, 2018

Filed under: Retrospectives 84 comments

This game is a technological miracle. It’s a miracle not just for what it can do, but also for the fact that the team was able to build it at all.

I don’t think any franchise has ever gone through a more drastic change in such a short timeAt least, not a POSITIVE change.. In 1999 Grand Theft Auto 2 was a technological throwback, a stale mid-90s game with dated visuals and clunky gameplay. And then just two years later we get GTA III, a cutting-edge game with motion-capped cutscenes, solid voice acting, an immense 3D world with a stunning draw distance, tons of content, rock-solid car physics, a huge soundtrack of fictional radio channels, hours of cutscenes, varied gameplay, a working day/night cycle, serviceable shooting mechanics, and all the impressive pedestrian, law enforcement, and traffic simulation the previous games were known for, only now operating in a 3D space.

Even more amazing than the monumental leap in technology and production values is the fact that the developers absolutely nailed it.

Continue reading ⟩⟩ “Grand Theft Auto III”

 


 

Welcome to Steamworks

By Shamus Posted Tuesday Jul 10, 2018

Filed under: Projects 37 comments

Over a year ago, my game was approved for Steam Greenlight. At the time I said:

The good news is that Pseudoku has been approved on Steam Greenlight. I could technically begin selling the game right now. (Well, after filling out a bunch of paperwork, but you know what I mean.)

When I mentioned a “bunch of paperwork”, I had no idea what I was in for. I’ve spent the last nine months or so trying to clear that hurdle. The loop went something like this:

  1. Fill out a bunch of forms to document that I am who I say I am.
  2. Wait a couple of weeks.
  3. Get a generic rejection message saying I didn’t provide the right information, or the information was incorrect.
  4. Puzzle over the forms, trying to guess where it went wrong.
  5. Go to the bank, or download some PDF forms, or snail-mail the state to get some information changed.
  6. Wait for these changes to go through.
  7. GOTO 1

Most of the blame probably belongs to the state I live in, which is still stuck in the mid-20th century when it comes to starting a business. Their website is perpetually broken, so you have to correspond with them via the postal service. All of their forms are designed with the assumption that if I’m a small business then I’m going to be operating a commercial storefront and selling doughnuts to people on Main Street or whatever. There’s literally no way to correctly fill out these forms because I’m running a business out of my house but selling goods globally, and the system can’t comprehend that kind of micro-global setup. Add in some confusing forms, obtuse error messages from Steam, a couple of bank errors, some confusing legalese, and a couple of mistakes on my part, and it took us nine months to accomplish what a lot of developers accomplish in a weekend.

It’s been ages since I looked at the Pseudoku codebase and I can’t even remember where the project left off. A friend of mine converted the rendering backend from OpenGL to Direct X, which will hopefully solve the strange problems I was having. I’ll probably do a public test soon and see what needs to be done.

Of course, if I ever do another game like this I’ll just use Unity. Now that I’ve crawled up the worst part of the Unity learning curve, getting stuff done is pretty straightforward.

 


 

Diecast #217: July 4th, Google Drive, Raytracing

By Shamus Posted Monday Jul 9, 2018

Filed under: Diecast 42 comments

I hope to have SoldierHawk on Real Soon Now. Send in any questions you have for her / us. The email address is in the header image.



Hosts: Paul, Shamus. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #217: July 4th, Google Drive, Raytracing”

 


 

Shamecast: Mass Effect Andromeda

By Shamus Posted Sunday Jul 8, 2018

Filed under: Notices 70 comments

I really did intend for this to be a more positive stream. I deliberately aimed for doing a quest I liked, but then some open-world busywork got in the way and I spent most of the two hours just picking at things.


Link (YouTube)

Mass Effect Andromeda is a hot mess of a game, even after all the post-release patches. But underneath the technological jank and cringy dialog are some really good ideas. I’ll be doing a full retrospective on this series at some point in the future, but for now if you want to talk Andromeda with me the best thing to do is just stop by and say “Hi!” in the chat during a stream. I plan to do another stream this coming Wednesday. I’ll have more details later in the week.