Ruts vs. Battlespire: …and Your Questions

By Rutskarn Posted Thursday Nov 10, 2016

Filed under: Lets Play 49 comments

Roger Hà¥gensen

How scared shitless were you that you'd run into a game breaking bug that either hosed your save game (and would you take the time to replay it all again?), or worse the game just hate your PC and refuse to go further (which you'd realize on your 2nd playthrough with new savegames). Did you have a backup plan? (like get saves from the net that where hopefully past that point? Or just throw up your hands and give up?

Up until the halfway mark, any serious showstopping glitch I ran into would have meant the end of the series. No hesitation. That’s an explicit decision I came to in the setup phase. That said, when I came to the elevator glitch on level one, I already had enough investment in the series to spend an hour or two goofing around trying to cheese my way down.

At the halfway mark, once I really started committing to the game, I started making save backups. If necessary, I was prepared to install the game on a roommate’s machine and play it there, or start over again from the beginning. After that, I was out of ideas.

Da Mage

Is it possible to point to one, just one, design flaw that caused the most grief in your playthrough, and explain why you think it was that way (aka broken), and how you would have designed it differently.

Obviously looking for game design problems, not technical ones.

Nope. I just don’t think they made a very fun game. The combat’s too industrial and the loot is too opaque to be rewarding, there’s not a lot of interesting leveling options, the puzzles never really connect, and the plot’s too amorphous and distant to provide a meaningful context. I’m not sure the bulk of this game can be redeemed; if you stripped all the bugs out and communicated the player’s goals better, I’d rate it a solid six or seven.

That said, this game does have a cult following. I’m not part of it, but I acknowledge it without rancor. I think it comes down to the idea that back when this game came out, there weren’t a lot of first-person survival-based dungeon crawlers, particularly not with this unique a setting.

Continue reading ⟩⟩ “Ruts vs. Battlespire: …and Your Questions”

 


 

Crash Dot Com Part 1: A World Gone Mad

By Shamus Posted Thursday Nov 10, 2016

Filed under: Personal 56 comments

The year is 1998, and the world has gone mad.

I’m caught in the middle of it all, but at this point in my life I’m not really equipped to detect the crazy. I’m 27 years old. I got married last year, and our first child – our daughter Rachel – was born this year. I’m young, I’m working hard, and I have no idea what I’m doing. I’m so wrapped up in the changes in my own life that I don’t really notice how mad the world is.

It’s a communal kind of madness. Individually, people are as sane as they’ve ever beenWhich probably isn’t saying much.. But we’re in a period of rapid technological and cultural change. Everyone wants to stay ahead of the game and nobody knows what’s going to happen next. It’s only been five years since the Mosaic browser hit the net and kicked off the web as we know it today. Since then the internet has exploded in popularity.

Obviously this chart is out-of-date. (It ends in 2005.) But you get the idea. I wish there was a sequel. I'd love to see the smartphone adoption curve.
Obviously this chart is out-of-date. (It ends in 2005.) But you get the idea. I wish there was a sequel. I'd love to see the smartphone adoption curve.

If you put the various consumer technologies of the 20th century on a graph, you can see the growth curve of the internet is steeper than the growth of household computers. That is, it’s going to take the internet even less time to go from “nobody has heard of it” to “everyone has two” levels of saturation. And the growth curve of computers was already steeper than the growth of automobiles and electricity, and both of those grew faster than the telephone. Not only is the world changing, the rate at which it’s changing is increasing.

If you’re an investor, then this is panic-inducing. If you’d dropped just $2,100 into Microsoft when it went public in 1986, then today in 1998 that stock would be worth over one million dollars.

Twelve years. A growth of 47,619%. The mind boggles.

Continue reading ⟩⟩ “Crash Dot Com Part 1: A World Gone Mad”

 


 

Watch Overwatch – Over!

By Shamus Posted Wednesday Nov 9, 2016

Filed under: Notices 10 comments

EDIT: The gang watched Josh play Overwatch. I am led to believe that fun was had. I’ll take your word for it. Thanks for watching.

 


 

Ruts vs. Battlespire: In Conclusion

By Rutskarn Posted Tuesday Nov 8, 2016

Filed under: Lets Play 63 comments

The Battlespire experience is bafflement and molar-popping frustration, but you already know that. I’ve been mining these experiences for comedy for thirty-three posts now. You already know exactly how I feel about the game. What you don’t know, because I haven’t made room to talk about it, is what I actually think about it.

So let’s talk about that. Let me begin by sharing this excerpt from the final pages of the Battlespire manual.

“Julian is fond of paraphrasing one of our mutual heroes, Sandy Petersen (designer-developer of Call of Cthulhu, Runequest, Doom, and other light classics), to the effect that the best computer role-playing game experience is far less fun than the weakest pen-and-paper roleplaying game session. Julian has also stated as his Lofty Aim the creation of a computer role-playing game experience as satisfying as a pen-and-paper roleplaying game session. Julian, of course, is mad as a loon, but it is a fine and admirable madness.

Is Battlespire as much fun as a pen-and-paper roleplaying session?

Continue reading ⟩⟩ “Ruts vs. Battlespire: In Conclusion”

 


 

Overwatch Stream

By Shamus Posted Tuesday Nov 8, 2016

Filed under: Notices 6 comments

Tomorrow night Josh, Chris, and Mumbles will be streaming Overwatch and being awesome for your amusement. Josh will be playing as Sombra so you can all see the new character in action. The stream starts at 6pm on the east coast:

It will appear on the Spoiler Warning stream at the appointed time. I hope you’ll be there.

 


 

This Dumb Industry: Hitman’s Days are Numbered

By Shamus Posted Tuesday Nov 8, 2016

Filed under: Column 137 comments

I hated Hitman: Absolution. Developer IO Interactive took their clever, unique sandbox game and tried to turn it into a story-based stealth shooter. What we got was a tepid stealth shooter, a horrendous story, and (worst of all) a terrible Hitman game.

I thought this was it for the franchise. When a series takes a dramatic turn like this it’s usually a sign that the company culture has shifted. Maybe new creative people are in charge, or budgets have been drastically cut, or the property has been given to an entirely new developer, or corporate is pushing the creative people to make the product more “mainstream”. In any case, this is usually a one-way transformation. Maybe if the backlash is big enough the next game will walk back a few of the changes while stubbornly clinging to their new vision, but I can’t think of a franchise that’s tanked this hard and later returned to its former glory.

But here we are. It’s been four years since the abominable Absolution and we get Hitman: No Subtitle. It’s not just a return to formula, but a high point for the series as a whole. The levels are, if anything, larger than what we’ve seen in the last few entries, bucking the prevailing trend of games that sacrifice scale in favor of shinier polygons. And yet it manages to look stellar despite these gigantic levels. The locations are varied and exotic, and the targets are all interesting and appropriately deserving of Agent 47’s style of deadpan murder. There are usually multiple targets in each mission, with many different ways to approach them.

These levels are enormous, and packed with detail.
These levels are enormous, and packed with detail.

I honestly have no idea how they turned the writing around so quickly. Absolution’s cutscenes were interminable. The vapid dialog chattered on for several minutes, spoon-feeding us forced exposition that was somehow both obvious and nonsensical. They were ugly, overlong, boring, and at odds with the tone and themes of the series. It was just so magnificently wrong. And yet here comes Hitman 2016 with a lightweight story that returns to the cloak-and-dagger stuff the series is known for. The dialog is compact and the writer trusts the audience to understand the sides without needing to spell everything out for us. Don’t get me wrong. This isn’t Tinker, Tailor, Soldier, Spy or anything. It’s not trying to be. We get exactly as much story as we need to set the tone and give context, but otherwise the focus is on the missions.

The disguise system has been fixed after Absolution made it nonsensical and borderline useless. Swiping the right outfit will typically let you roam around freely like you should. In Absolution, so many people could see through your disguise that you often wonder why you bothered wearing the damn thing. Here in Hitman: [awkward silence] there are occasionally people that can out you, but now they’re rare challenges that force you to adapt and not a hive mind of paranoid killjoys.

So it’s good, right? Well…

Continue reading ⟩⟩ “This Dumb Industry: Hitman’s Days are Numbered”

 


 

Diecast #175: Doctor Strange, Titanfall 2, Overwatch

By Shamus Posted Monday Nov 7, 2016

Filed under: Diecast 84 comments



Hosts: Josh, Shamus, Campster, Mumbles. Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #175: Doctor Strange, Titanfall 2, Overwatch”