Borderlands Part 22: Stay Awhile and Listen

By Shamus Posted Thursday Dec 28, 2017

Filed under: Borderlands 19 comments

I’m not going to try to review the Pre-Sequel quest-by-quest. We’re doing a quick (by the standards of this site) overview of the plot. We’re not so much concerned with the “save the moon plot”, and instead I’m just examining the moments in the game dealing with Jack’s fall to the dark side.

Anthony Burch has writing credit on this game, which is odd because very little of the game feels like his work. For example…

Why is Everyone So Nice?

'ere to 'elp, if the price is roight!
'ere to 'elp, if the price is roight!

The character Pickle feels like an attempt to reverse-engineer the appeal of Tiny Tina. You’ve got a child character with an “adorable” design, but they’re also corrupted in some way. Tina is a demolitionist, and Pickle is a thief. But Tina subverts the “mischievous child” trope by having her “adorable mischief” be murderous destruction. Pickle doesn’t subvert anything. His Oliver Twist accent is trying pretty hard to be cute and there’s nothing really dark or subversive about his design or character. There’s nothing edgy or strange about this kid. He feels like a character that wandered in from a Disney cartoon.

Part of the texture of Borderlands 2 is that everyone – good guys and bad guys alike – is a little crazy. Moxxi, Scooter, Marcus, Hammerlock, and Zed are all a little nuts and have occasional moments of surprise sadism in their character. For contrast, here in the Pre-Sequel we end up with a few characters who are just regular nice people. Pickle is kind and sane. Gladstone – who we meet later in the story – is nice and friendly with no creepy quirks or sadistic hobbies. Felicity is an AI that’s been held prisoner by a gang of nutters and forced to be their “girlfriend”, and yet she’s friendly, clear-headed, and not at all insane.

Speaking of Felicity being an AI…

Earlier in this series I said:

[Head writer Anthony] Burch likes to do this thing where he’ll go for a really obvious joke or twist, and then telegraph that he knows that you know where the joke is going. It becomes this sort of meta-joke about expectations. He did this in the situation with the totally un-suspicious power core when Angel betrayed everyone in Borderlands 2. He did it in the sidequest No Hard Feelings. He did it again with Pyro Pete in Torgue’s Campaign of Carnage. He built an entire character around this gag with Captain Scarlett in the Pirate DLC. Likewise, Crawmerax has a section where you have to track down a bunch of assassins, only to discover they’re already dead. After the first couple it stops expecting you to be surprised and instead begins poking fun at how everyone knows where this joke is going.

In contrast, this game sets up this situation where you’re looking for a “military-grade AI”. You meet Felicity over the radio, and even though her radio portrait shows her as human, it’s obvious early on that she’s the AI you’re looking for. But instead of telegraphing this and using the available tropes for humor, the game plays it straight and acts like you’re really supposed to be surprised. Pickle is the first to figure it out, and even then it’s only after the truth is too obvious to ignore. And then Felicity congratulates Pickle for being so clever, which means the writer is sort of patting themselves on the back for pulling off this twist, whether it surprised you or not.

To compare authorial voices:

Borderlands 2: “Yeah, you’re a smart player and I know I can’t fool you. Still, these situations are kinda funny when you think about them, right?”

Borderlands Pre-Sequel: “Gotcha! Good twist, right?”

It’s not wrong. It’s not like this is some terrible crime against writing or anything. It’s just that you can really see the difference in writing style here, and that difference is once of the reasons Pre-Sequel doesn’t feel as vibrant or as funny as its predecessor.

Continue reading ⟩⟩ “Borderlands Part 22: Stay Awhile and Listen”

 


 

Dénouement 2017: The Disappointments

By Shamus Posted Tuesday Dec 26, 2017

Filed under: Industry Events 188 comments

A year is a long time, but sometimes there just isn’t enough time to complain about all the things that need to be complained about. I do what I can, but the world is a never-ending onslaught of mild annoyances and trivial slights that need to be pointed out and cataloged. Sometimes the end of the year comes and suddenly I realize there was a bunch of stuff that bugged me without telling anyone about it.

Obviously that just won’t do. If something sucks, or if it’s just inadequate, or maybe it’s less awesome than it was supposed to be, or if it was awesome but it was awesome in a different way than anticipated, then we need to make note of the shortcoming. Otherwise, how can the industry improve? This is the seventh year in a row I’ve done this kind of retrospective, and after all this time I’ve orchestrated exactly zero industry-wide improvements. Obviously this means I’m not complaining hard enough.

So let’s get started!

Continue reading ⟩⟩ “Dénouement 2017: The Disappointments”

 


 

The Last Jedi (spoilers below the fold)

By Bob Case Posted Sunday Dec 24, 2017

Filed under: Movies 237 comments

So I might be able to save you some time by just skipping to this part: I’m one of the people that didn’t like the movie all that much.

Not that I thought it was terrible or anything. I personally rank it above all three prequels, but I think it’s the worst of the “new” Star Wars movies. (If you’re curious, my ranking of the new ones is Rogue One first, Force Awakens a relatively close second, and The Last Jedi last).

SPOILER ALERT: At some point in the movie, a ship explodes.
SPOILER ALERT: At some point in the movie, a ship explodes.

If I had to identify a single weakness, I would say that the editing was lacking. The movie lasted two and a half hours, and in my completely unprofessional opinion it was 30-45 minutes too long. It was like watching one pretty good movie with two pretty good short films mashed into the middle. Separately, they might have worked, but together it just gets too crowded.

And so concludes my review of the movie! Truly, brevity is the soul of impatience. What I really want to do is review the fan reaction to the movie. Excepting those of you who have better things to do with your time than stress about other people liking things either too much or too little (screw you guys), most of you probably already know that that reaction has been unusually divided. The most frequently cited evidence is Rotten Tomatoes, which rates it 92% according to critics and 52% according to fans.

And it’s not just the usual suspects griping their usual gripes, either. Online communities that are normally of one mind about things are of several minds about this one, causing great fear and disharmony. I’m here to heal these wounds so we can all get along again. If you think there’s something almost saintlike about me right now, don’t worry – you’re not alone. I don’t usually like to compare myself to Gandhi, but sometimes the comparison is inescapable.

So, below I will both be using spoilers and fixing everything.

Continue reading ⟩⟩ “The Last Jedi (spoilers below the fold)”

 


 

Borderlands Part 21: Absolutely Badass

By Shamus Posted Thursday Dec 21, 2017

Filed under: Borderlands 73 comments

Before I take this sharp stick and begin poking at the story parts of the Pre-Sequel, let’s talk about one of the odd mechanical quirks of the Borderlands series.

Weapon Proficiencies

This is the weapon proficiency screen in Borderlands 1.
This is the weapon proficiency screen in Borderlands 1.

In Borderlands 1, we had Weapon Proficiencies as a system of long-term power building that was completely decoupled from the looting and leveling stuff. It wasn’t very interesting. Basically, every time an enemy dies (regardless of cause) you gain some sort of special XP for the particular weapon you’re currently holding. Occasionally this XP will cause you to rank up in that particular weapon type. This incentivizes focusing on a couple of weapon types rather than just using whatever seems fun at the moment. Or it would, if the game ever bothered explaining it to you.

What happens is that once every few hours you’ll gain a rank and get a tiny text notification will appear on the screen for a few seconds. Every rank will give you a miniscule bonus to weapon accuracy, damage, fire rate, reload speed, etc. for the given weapon. Odds are you might not even notice it amid the chaos. And even if you did notice it, the game didn’t tell you what it meant. It wasn’t interesting, it wasn’t ever explained, and once you do figure out how it works the only thing it accomplishes is to make the game less interesting by pushing you to stick to a couple of weapon types. It was one of the many strange half-formed ideas in Borderlands 1 that hinted at how the design doc was never really nailed down.

Continue reading ⟩⟩ “Borderlands Part 21: Absolutely Badass”

 


 

Dénouement 2017: The Year of the Loot Box

By Shamus Posted Tuesday Dec 19, 2017

Filed under: Industry Events 159 comments

I’ve always assumed that the point of these end-of-year lists is to look back and appraise the year as a whole. Was it a good year for games? Any new trends? What was good? What was bad? What are we looking forward to?

That’s a good thing to do. The problem I’m having this year is that I didn’t play very many titles released in 2017. A lot of the games I played this year are actually more than two years old. I put a lot of hours into old favorites like Kerbal Space Program and FactorioWhich won my #1 spot last year., and I spent a lot of time chipping away at my Steam backlog.

Which brings me to a question that’s been bugging me for the last few months:

What’s the cut-off date for a “game of the year” list?

If a game comes out in December 2015 it’s obviously too late to make the 2015 list and should belong to 2016. But where do you draw the line? Or is the entire concept of annual delineation an archaic leftover from the days of retail and our end-of-year lists should just focus on what we played that year, regardless of release date?

The idea of games belonging to a specific year is the result of a world where games have firm release dates for retail sale, and that’s not the world we live in anymore. Sure, that’s how AAA titles work, but since the one-two punch of the indie revolution and the retro revival, AAA blockbusters don’t quite have the dominance they used to. These days you might play a game for a year before its official release date due to Early Access. After release, the game might get numerous patches and free content updates that might keep you around for two or three years after launch. On top of all that, on the PC you’ve got Steam sales that discount games and pull in new players even after all the mods, updates, and expansions have come and gone.

So our relationship with a game is no longer anchored to a single release date, but spread out over a period of months or years. So I’m thinking it makes sense to relax the rules about what games can make “the list”.

Continue reading ⟩⟩ “Dénouement 2017: The Year of the Loot Box”

 


 

Patreon Backpedal

By Shamus Posted Sunday Dec 17, 2017

Filed under: Notices 73 comments

I did not expect this. Last week I said that Patreon was rolling out a horrible and nonsensical fee system. After a few days went by with no response I said:

Lucky for all of us, I was wrong. They’re not just delaying the rollout or adjusting the policies, they’re scrapping the entire concept.

Their apology isn’t long, so I’m going to reprint the entire thing in full:

Continue reading ⟩⟩ “Patreon Backpedal”

 


 

Overhaulout Part 10: Bury My Heart at Little Lamplight

By Rutskarn Posted Friday Dec 15, 2017

Filed under: Video Games 72 comments

When I started this series, I said I was keeping all the major story beats. All the major characters. All the major locations. Every mile of Bethesda’s extensive worldmap and groundwork. Even if I don’t like it, even if I can’t stand it, even if remembering it exists makes my teeth itch. Yes, in fact: even Little Lamplight.

I’ve talked before about how Bethesda can’t be trusted with immortal NPCs. Not because it’s some objective sin of game design, because it really isn’t, but because nobody in the company knows how to write for NPCs that have privileges the player character lacks. If you create NPCs that relentlessly taunt and belittle the player, there should be a way to serve them comeuppance. If there isn’t, there should be a way to ignore them. If one can’t, they should be basically immaterial to the player’s success or failure in the game. If they aren’t, that feeling of all-too-familiar disempowerment at the hands of an unassailable bully better be what the game is about, heart, soul and center. It’s an appropriate emotion to convey in a game about the horrors of tyranny or man’s inhumanity to man. Slipping it in like a pinch of sand in your triple-decker victory sandwich is just bad writing.

Sure, the bullying dorkuses of Little Lamplight aren’t really sinister. I was myself only moderately bullied in elementary school, but I have trouble imagining even the most tender souls are genuinely reduced to tears by Mayor MacReady or his snotty authoritarian goombas. I would characterize them as “annoying.” You know what, though? “Annoying” is bad enough. “Annoyed” is not an emotional goal of Fallout 3 and I will aggressively roll my eyes at anyone who argues otherwise. We can do better.

Continue reading ⟩⟩ “Overhaulout Part 10: Bury My Heart at Little Lamplight”