Diecast #200: Mailbag!

By Shamus Posted Monday Mar 5, 2018

Filed under: Diecast 59 comments

We did it. We made 200 of these stupid things. If you listened to the show for 40 hours a week, it would take you 5 weeks to hear the whole thing. And that’s ignoring the fact that most episodes are a little over an hour. (And some episodes aren’t included in the numbered list.)



Hosts: Paul, Shamus, and guest host Bob Case.

Episode edited by Issac.
Continue reading ⟩⟩ “Diecast #200: Mailbag!”

 


 

The Shamecast: Grand Theft Auto V

By Shamus Posted Sunday Mar 4, 2018

Filed under: Notices 48 comments

Last Wednesday I did an hour long stream of Grand Theft Auto V. We drove around the city, fussed over environment detail, talked about the walk cycles of pedestrians, discussed the tricks used to make storefront facades look believable, looked at environment maps, analyzed different sidewalk textures, got excited about the dynamic day / night transitions, and killed hundreds and hundreds of people.

I’ve uploaded the video to YouTube for those of you who missed the stream.


Link (YouTube)

This was actually really fun. I was always worried that streaming would be stressful, but this was pretty chill. I guess it helped that only 40 people showed up, so I didn’t have the anxiety of learning to stream in front of a huge crowd. It felt more like hanging out with a small group of friends and talking about games. (There were 40+ people, but only a handful participated in chat, so still felt like a small group.)

I’m not going to commit to making this a regular thing, but I do plan to try it again this week. Wednesday night at 6pm eastern time / 11pm GMT.

Stuff I’m working on:

  1. The framerate was too choppy. I ran some tests, and according to Twitch my internet connection is just fine, so the choppy performance was certainly due to my computer’s lack of power. I’m going to work on making it smoother. That means making the game window a little smaller.
  2. Since the game window is smaller, we’re going to have some empty space in the frame above my face. So I’m going to put the chat window there. This way you can see what I’m reading. (Which isn’t always clear, because viewers are on a 5-10 second delay and the thing I’m answering may have scrolled off by then.) This will also make it so that people watching the VOD on YouTube will be able to follow both sides of the conversation.
  3. I’m going to fiddle with the lights a bit. I’m not going to blast myself in the face with studio lights or anything (yuck, I have no idea how people can play like that) but I’ll see if I can add some illumination so my face is lit by more than the monitor and my keyboard.

I’ll probably keep doing this until I get bored of it. See you there.

 


 

Wolfenstein II Part 5: Tower Defense

By Shamus Posted Thursday Mar 1, 2018

Filed under: Retrospectives 84 comments

BJ Blakzowicz gets to the top of the Empire State building and meets the New York branch of the American resistance, which is every bit as important and successful as the Antarctic branch of Ben & Jerrys. Don’t get me wrong. I like these characters in terms of their overall design. Leader Grace Walker is an interesting re-imagining of the idea of a Black Liberation Army leaderYes, it’s about a decade early for the BLA, but the Nazis invaded America so…. Super Spesh is a fun bit of comic relief as an alien conspiracy nut in a world that’s already overflowing with crazy. But as vibrant as they are from a character design standpoint, it doesn’t change the fact that these two are stuck at the top of a crumbling irradiated ruin, surrounded by Nazi troops, and they don’t seem to have a plan to change any of that, much less “liberate the United States”.

They do turn out to be useful laterWell, as useful as any of the other quest dispensers in the story. Obviously BJ does all the shooting., but wouldn’t this sequence be more interesting if these characters had something concrete that we needed? As it stands, our motivation is, “Caroline wanted to make contact with these people and none of us is capable of forming plans so let’s just do that and hope something good happens”. It’s not strictly wrong, but it could be better. If the game wants to give us vague orders like, “Go here to make the plot happen” that’s fine. But if that’s all the more the writer cares about framing and motivation then they shouldn’t waste our time with so many non-interactive cutscenes.

Grace, BJ, and Super Spesh.
Grace, BJ, and Super Spesh.

After BJ meets Grace and Super Spesh the Nazis attack. BJ must hold off waves of Nazis while the resistance escapes. The cutscene makes it look like Grace and Spesh live alone at the top of the tower, but then Grace starts shouting to “her people” and we realize there were actually a bunch of other people in the room that the cameraman has been ignoring. These people are resistance fighters living in a sea of Nazis but I guess none of them can fight for themselves. BJ has to hold off the Nazis while the entire group escapes.

Continue reading ⟩⟩ “Wolfenstein II Part 5: Tower Defense”

 


 

The Witcher 3

By Bob Case Posted Thursday Mar 1, 2018

Filed under: Video Games 140 comments

This is a first of a many-part series on The Witcher 3, which I’m writing out of fear.

My fear – and I think this fear is well-justified – is that CD Projekt will eventually disappoint us. So far, they’ve been on a startling upward trajectory: the first Witcher was rough but promising, the second was excellent, and the third is one of the most critically acclaimed games ever made. Now they’re working on Cyberpunk 2077, which is in a genre that’s a personal favorite of mine, and all indications are that it’s CDP’s most ambitious game yet.

The last time a developer had this much credibility with me personally was probably Valve right after the release of the Orange Box. Oof, there’s a kick right in the ol’ anxiety. Now, more than ten years later, Half-Life is dead, I would not at all be surprised if we never saw another Portal again, and Team Fortress 2 is more hat than game at this point. Of course, there’s no reason to think that will happen to CD Projekt. Valve created a digital distribution service that made so much money they kind of don’t even need to make games anymore… oh no.

JUST TELL ME WHAT HAPPENS WITH ALYX AND THE BOREALIS
JUST TELL ME WHAT HAPPENS WITH ALYX AND THE BOREALIS

So, like I said, I’m writing this out of fear. Really, it’s a precautionary measure: let some of the air out of my own personal hype balloon as a hedge against future disappointment. It won’t be easy – The Witcher 3 was, in fact, a very good game. But that’s not particularly reassuring. Mass Effect 2 was (in my opinion) a very good game too, but you could still see the seeds of Bioware’s decline in it if you knew how to look. I’m going to flatter myself that I know how to spot the worrying parts of The Witcher 3. And, for the sake of not appearing to be a crank, I’ll also point out the good parts.

Continue reading ⟩⟩ “The Witcher 3”

 


 

Shamus Stream

By Shamus Posted Wednesday Feb 28, 2018

Filed under: Notices 63 comments

Due to quasi-popular demand (and personal curiosity) I’m planning on doing some streaming. I’ve never done this before, so there are bound to be some problems. With that in mind, I’ll be doing a little test stream tonight to figure out how to use the software and get the bugs worked out.

Here, this should give you an idea of what you’re in for:

Yup. A stream of GTA V.
Yup. A stream of GTA V.

I’ll be playing Grand Theft Auto V. Well, not so much playing as wandering around, commenting on the technology, and poking at bits of the simulation to see how it responds.

I realize it’s just the nature of the medium, but it bugs me that I’m slack-faced in the image. I realize everyone does this and it’s nothing abnormal, but it feels abnormal to me.

Yes, that is the face we make when we play a videogame. But that’s not the face we use when talking to people. When we’re talking to people we make eye contact and adopt some facial expression. Even if you’re talking to a large group of people, you keep your face expressive.

But when it’s only a camera watching you, the entire social thing collapses and most of us revert to our unflattering “staring at the television” face, which isn’t very welcoming. That’s the face of someone who is tuning you out because they’re not interested in what you have to say.

This is probably only a big deal to old-timers like me. Or maybe just me. I dunno.

Anyway. I’ll be streaming at 6pm tonight, eastern time. That works out to 11pm GMT. Again, this is just a test stream.

When I go live, it’ll be on my Twitch page. I’ll announce here and on Twitter when I go live.

EDIT: That was fun. Thanks for watching. I’ll upload the VOD to YouTube for those that missed it.

I don’t know if I’ll make this a regular thing, but we will be doing it again.

 


 

This Dumb Industry: The Death of System Shock

By Shamus Posted Tuesday Feb 27, 2018

Filed under: Column 219 comments

It finally happened. I backed a Kickstarter project that spent the money and didn’t manage to create a product. It was bound to happen sooner or later, but it really is a shame it happened to this project in particular.

As I’ve said before, the 1994 classic System Shock was a really important game, both for the industry and on a personal level. It was the first of the immersive simThis genre name is wonky and confusing now, but back in 1994 “sim” wasn’t so strongly associated with Will Wright-style simulations. games, making it the progenitor of Thief, Deus Ex, BioShock, Prey, and (to a lesser extent) the Dishonored series. It’s a game I loved so much I novelized it. The sequel, System Shock 2, is often considered one of the greatest games of all timeParticularly for PC gamers above a certain age..

So when I saw that Nightdive Studios was crowdfunding a remake of System Shock, I didn’t have much choice in the matter. Of course I was going to support it. But what really made me glad to put my money in was this blurb from the Kickstarter:

A modern take on System Shock, a faithful reboot; it’s not Citadel Station as it was, but as you remember it. Many improvements, overhauls and changes are being implemented to capture the spirit of what the original game was trying to convey, and bring it to contemporary gamers.

(Emphasis mine.) This was exactly what I was looking for: The game as I remember it.

The tricky thing about nostalgia titles is just how much we forget their faults. I remember the game as looking cool. I remember the sounds being spooky. I remember the gameplay feeling frantic. But then I launch the game twenty years later and discover the visuals are so blocky I can’t tell what things are, the font is illegible, the gameplay is awkward, and the interface is an abomination. I didn’t notice those problems at the time because all of the technology was new and nobody knew how to do better. What the Nightdive team seemed to be offering was a way to revisit the game with all those problems fixed. And maybe this would give us a way to share this classic with the younger generation without having to explain “You can’t use the mouse to look around. You have to use the keyboard. I’m so sorry. We didn’t know any better.”

Continue reading ⟩⟩ “This Dumb Industry: The Death of System Shock”

 


 

Diecast #199: System Shock Kickstopped, Creeper World, Factorio

By Shamus Posted Monday Feb 26, 2018

Filed under: Diecast 97 comments

It’s been a while since we talked about programming around here. But this week Paul and I brush up against the topic.


Hosts: Shamus and Paul. Episode edited by Issac.
Show notes: Continue reading ⟩⟩ “Diecast #199: System Shock Kickstopped, Creeper World, Factorio”