Borderlands Part 16: Endgame

By Shamus Posted Thursday Nov 9, 2017

Filed under: Borderlands 61 comments

It’s a pretty intense moment when Angel dies, Roland dies, Jack recovers the vault key, and Lilith is captured. It feels like it’s supposed to be the crisis moment in the plot, except it’s kind of early in the story for that. We have a lot of hours of psycho-shooting between now and the conclusion, and a lot of it feels pretty unimportant compared to what just happened. If this was a movie, we’d be entering the finale right now while emotions are hot. Instead we get caught up in a couple more door-opening exercises.

You need to reach the Info Stockade to find out where the vault is. Which means you need to blow open a pipe in the Boneyard so you can crawl through it. But to get there you need to lower a Hyperion bridge. Which means you need to get some explosives. Which means you need to get you Sawtooth Cauldron and steal some from the local bandits. Which means you need to reach their storage platform. Which means you need to get the elevator working. Which means you need to kill a local bandit boss. Which means… you get the idea.

I'm sure fighting this skyscraper robot is somehow related to killing Jack, but right now I've lost track of why. Fun trivia: That little shelter on the left is where the original vault hunters stepped off the bus back in Borderlands 1.
I'm sure fighting this skyscraper robot is somehow related to killing Jack, but right now I've lost track of why. Fun trivia: That little shelter on the left is where the original vault hunters stepped off the bus back in Borderlands 1.

It feels like Luke just took off in an X-Wing for the Death Star mission, but the director decided to cut away so we could spend a half dozen scenes with C3P0 and Mon Mothma. It’s not that this stuff isn’t fun, it’s that it feels like this is a bad spot in the game to pad things out. This isn’t just a problem with Borderlands 2, it’s a problem a lot of games have. If we go right from the crisis point of the plot into the finale, then we end up with the player being locked into the endgame almost as soon as they enter the third act. If you do this, the final stretch of the game can feel a little too linear, restrictive, and heavy on cutscenes. If we instead drop back into normal gameplay, then the story loses momentum because you can’t sustain that emotional high note for hours at a time, and certainly not across multiple play sessions.

Mass Effect went for the “locked in” approach. The moment you arrived on Virmire, you were basically riding a railroad to the endgameYou could technically fly around freely after escaping the Citadel, but you couldn’t go back and turn quests in, so there weren’t very many USEFUL things you could do.. In an ideal world, I suppose you’d be free to make a beeline for the endgame but also free to do sidequest stuff if you were looking for more gameplay. Obviously that approach doesn’t work for all stories and genres.

The point is that sooner or later the designer has to choose between their gameplay and their story. Borderlands 2 favored gameplay. That was probably the right move, but it still sucks the life out of the story.

Continue reading ⟩⟩ “Borderlands Part 16: Endgame”

 


 

Doing Batman Right 3: Doing Batman Wrong

By Bob Case Posted Wednesday Nov 8, 2017

Filed under: Batman 89 comments

Last week I covered my core “Batman rules”: The more Jim Gordon the better, Gotham is fallen, and Batman is a reluctant hero. But these are just mine. The fandom in general seems to have settled on a different set of rules, ones that I don’t necessarily hate or anything but don’t exactly love either. I’ll call these my “suspicious Batman rules.”

Suspicious Batman Rule #1: Batman can defeat anyone with _____ amount of prep time.

I get the appeal of this. On paper, the superpowerless Batman is the underdog against virtually everyone in the DC Universe. And one of the most satisfying things you can do in fiction is have the underdog win, through ingenuity, grit, and in Bruce Wayne’s case, a nearly unlimited budget.

The movie wasn't great, but they sure got the bat suit right.
The movie wasn't great, but they sure got the bat suit right.

So the occasional bat-whooping of one of those hoity-toity actual superheroes (or supervillains) can be fun to read. But it’s something to be indulged in moderation. Batman is a creature of Gotham, and Gotham is in the DC Universe but, to me at least, not of it. So often it even seems to exist in a different time than everywhere else, some sort of relaxed, flexible pastiche of modern day and the prohibition era.

Continue reading ⟩⟩ “Doing Batman Right 3: Doing Batman Wrong”

 


 

Wolfenstein II: The New Colossal Screw-Up

By Shamus Posted Sunday Nov 5, 2017

Filed under: Column 140 comments

I know my column doesn’t usually run until Tuesday, but this story is kind of time-sensitive and so you’re getting it today.

Wolfenstein II: The New Colossus is having a very bad PC launch. Oddly enough, this isn’t getting any media attention despite that fact that it’s a major screwup that impacts thousands. I don’t know how it compares to (say) the Arkham Knight PC launch, but I doubt the media does either. Our only point of reference is forum activity. (It’s not like publishers are keen to share their statistics on support tickets and refunds.) Going just by forum posts, it looks like this mess is impacting thousands.

Here’s a timeline I’ve hammered out of the events. Again, this is just the observations of one user based on forum traffic. The dates are not always exact. I’m just trying to give you a basic idea of what’s happened so far.

Continue reading ⟩⟩ “Wolfenstein II: The New Colossal Screw-Up”

 


 

Borderlands Part 15: Loot over Time

By Shamus Posted Thursday Nov 2, 2017

Filed under: Borderlands 52 comments

There’s an unspoken agreement here between the game designer and the player that major battles need to end with loot. This is a problem in the battle for Angel, since there’s no time for looting after the battle and doing so would be tonally wrong. We can’t very well have the player gleefully popping open chests around the corpses of Roland and Angel or scarfing up loot off the ground while Handsome Jack enacts his ambush.

One of the advantages of comedy adventure is that when the story gets stuck the writer can switch to comedy. That’s what they do here.

Lilith teleports the player away. You appear in an unknown room in an unknown location, surrounded by red chests. After looting them all (because why wouldn’t you?) you find the door and discover that Lilith was indeed able to send you to Sanctuary like she intended. You landed in the back room of Marcus’ shop, which you just inadvertently robbed. It’s a funny moment that helps transition from the previous drama back to the standard shoot & loot gameplay.

It’s also a disappointing reward, because the chests in this game are full of garbage.

You May Already Be a Winner. (But Probably Not.)

Here is the big payoff for the Angel fight. A bunch of worthless junk.
Here is the big payoff for the Angel fight. A bunch of worthless junk.

I haven’t deliberately clocked the chances of getting worthwhile loot, and I don’t think anyone has done any original research on this subject. The wiki doesn’t have anything concrete on loot probabilitiesExcept for the loot chests in the Dragon Keep DLC, because the workings of those are exposed to the player via 20 sided dice.. It says that red chests pay out “better” than grey ones, but you can intuit that yourself just from opening a few. What we don’t know is how much better.

Continue reading ⟩⟩ “Borderlands Part 15: Loot over Time”

 


 

Doing Batman Right 2: The Core

By Bob Case Posted Wednesday Nov 1, 2017

Filed under: Batman 148 comments

Last week I wrote about Batman’s potential for variety. Variety thrives best when anchored to a strong core, and Batman has a strong core. You have the suit, the logo, the batcave, the batmobile, Alfred, and the rogue’s gallery. Add to that the various ephemera: sometimes there’s Robin, sometimes not, sometimes the gadgetry is emphasized, sometimes not, sometimes Batman is more of a conventional superhero and sometimes it’s something more like a detective story.

That’s the practical core of Batman, but there’s also a moral core. And it’s not the no-killing rule, if that’s the thing you just thought of. In case you haven’t already read it, Shamus wrote some good stuff on that. To me the moral core of Batman is the acknowledgment that Batman is a vigilante. Many or even most superheroes are vigilantes in practice, but their narratives rarely acknowledge that. In Batman, or at least Batman at its best, it’s written into the story somehow, even if it’s only in the background.

Every American probably has their own thing about this country that especially bugs them. In fact, I have several. But our collective infatuation with vigilante fantasies is at or near the top of my list. I can personally tell you that my heart sank a bit when I learned they were rebooting the Death Wish franchise. And yet I’m a big Batman fan. So what gives? Part of it is that Death Wish protagonist Paul Kersey doesn’t have a grappling hook, or even a cape. But the bigger part is that Batman at its best handles the vigilante subject in the right way.

To cite an example, I’ll tell you about my personal favorite Batman work, out of all the comics and movies and shows and games. My personal favorite Batman work is the 2008 Christian Bale/Christopher Nolan/Heath Ledger one: The Dark Knight.

I'll probably get flamed for this, but I actually thought Heath Ledger was quite good as the Joker.
I'll probably get flamed for this, but I actually thought Heath Ledger was quite good as the Joker.

Are you disappointed to read that? I’m a bit disappointed to write it. When I want back through all my various Batman stuff, I was hoping that I could claim that some obscure comic or episode of the animated series or something was my favorite. Instead, I had to pick the Batman thing that’s probably attained more mainstream success and critical acclaim than any other.

Continue reading ⟩⟩ “Doing Batman Right 2: The Core”

 


 

This Dumb Industry: The Secret of Good Secrets

By Shamus Posted Tuesday Oct 31, 2017

Filed under: Column 180 comments

This week, my former editor at the now-defunct Escapist said:

Like a lot of the questions I tackle here, this started off feeling like a nice softball column where I could compare good secrets (perhaps the hidden areas in Portal) with bad secrets (like the obvious puzzles in Skyrim) without having to do too much thinking. But then I started asking myself: What are we talking about when we say “secret”? Are we talking about hidden areas? Hidden achievements? Easter eggs? Secret endings? What about absurd jokes like repeatedly clicking on a sheep to make it explode in Warcraft?

Since I want to write a column and not a book, let’s limit our scope: We’re going to talk about environmental secrets like hidden rooms or seemingly unreachable items. Traditionally this stuff is part of a first-person shooter, but occasionally they crop up in third-person games as well.

The First Time

*HUGE GRIN*
*HUGE GRIN*

I remember my first secret. I was playing Wolfenstein 3D at my girlfriend’sNow wife. place in 1992 or so. I have no idea why I did it, but for some reason I hit the “open door” button while looking at a bit of wall. The wall moved, revealing a machine gun and some health.

This was obviously pre-internet. Not only did I not know how many other people may have found this secret, I didn’t even know if other people were even aware that such a thing was possible. Today we take secrets for granted, but at the time this a moment of discovery. I actually got a tingling sensation when I saw the treasure. As far as I knew, I was the only person in the world to have found this particular alcoveI was very wrong..

On the other hand, this moment also ruined the game for me. I found myself canvassing the levels, mashing the spacebar on every section of wall, looking for secrets. I’m sure that’s not what the developer intended, but that’s the behavior the game encouraged.

It’s been a quarter century, and game developers have continued to refine this idea. Some of them, anyway. Sometimes it’s fun, sometimes it sucks, so let’s talk about why.

Continue reading ⟩⟩ “This Dumb Industry: The Secret of Good Secrets”

 


 

Now Playing: Wolfenstein II: The New Colossus

By Shamus Posted Sunday Oct 29, 2017

Filed under: Game Reviews 106 comments

There have been 11 total games bearing the Wolfenstein name, and this is the third one in this particular series. I have no idea why some dingbat decided to name it “Wolfenstein II”. You might argue that we’re doing a Grand Theft Auto kinda deal where some titles count and others don’t, except in the case of GTA, the ones that count don’t get subtitles.

Grand Theft Auto III (2001)
Grand Theft Auto: Vice City (2002)
Grand Theft Auto: San Andreas (2004)
Grand Theft Auto IV (2008)
Grand Theft Auto: The Lost and Damned (2009)
Grand Theft Auto: The Ballad of Gay Tony (2009)
Grand Theft Auto V (2013)

The ones with numbers are usually major generational landmarks with new graphics engines and gameplay systems, while the ones with subtitles generally stick with the same engine and focus on gameplay refinement and experimentation. It’s an unusual numbering system, but it works.

Having said that, I have no idea what Wolfenstein is doing. Since the reboot, the games have been titled:

Wolfenstein: The New Order (2014)
Wolfenstein: The Old Blood (2015)
Wolfenstein II: The New Colossus (2017)

That’s… weird.

Anyway. I liked the last couple of Wolfenstein games, but this time around I am not having fun.

Continue reading ⟩⟩ “Now Playing: Wolfenstein II: The New Colossus”