Twenty Minutes With Primordia

By Josh Posted Wednesday Sep 21, 2016

Filed under: Spoiler Warning 101 comments


Link (YouTube)

Hey look it’s not Fallout 4 again.

Actually this episode is the result something Chris and I have been thinking about for a while now. There are a lot of games we’d like to show off or discuss in a bit more detail than you can manage simply by talking about it on the Diecast, but Spoiler Warning as a long-form let’s play series isn’t really the place for them either. So we’ve decided to take the “Twenty Minutes with…” videos that have popped up occasionally (pretty much every time Chris takes over as the player) and spin them off into their own series of Giant Bomb-esque quick looks, with perhaps a general focus on smaller indie titles that we don’t get to cover very often.

This will be purely supplementary to Spoiler Warning; we’re not going to stop our long form LPs any time soon. It also won’t necessarily have to involve the entire cast; just anyone who’s interested and available at the time. You might even see a Twenty Minutes With episode in addition to the Spoiler Warning episodes of a week, provided it doesn’t put too much editing strain on myself or Chris.

For our inaugural installment, I checked out Primordia, an old school-styled point-and-click adventure game about robots in the post-apocalypse, and I dragged Chris along for the ride. It’s pretty cool.

 


 

Ruts vs. Battlespire CH27: Fly the Deadly Skies

By Rutskarn Posted Wednesday Sep 21, 2016

Filed under: Lets Play 37 comments

I’m sitting on a bubble, dear reader–a glossy film of nervous perspiration stretched around two solid hours’ worth of gameplay. It’s taken weeks of trial and error to achieve a bubble this bloated, and I know all too well how little trial or error it’ll take to burst it again. Now’s my chance to really screw things up. In the words of Samwise Gamgee, if I take one more step, it’ll be the farthest I’ve ever been.

Only–it’s not a step. I’m leaping onto a glitchy-looking uneven platform to try to figure out how to use a completely novel and almost certainly unstable vehicle while dodging unkillable monsters who can take me down in one second. Which, and I don’t mean to be rude, makes the whole backpacking-through-fantasy-New-Zealand thing seem a bit candyass.

There may be a day when the courage of Cahmel fails! Oh, wow, look at the time waaAAAYAAGGH
There may be a day when the courage of Cahmel fails! Oh, wow, look at the time waaAAAYAAGGH

Continue reading ⟩⟩ “Ruts vs. Battlespire CH27: Fly the Deadly Skies”

 


 

This Dumb Industry: Fixing No Man’s Sky

By Shamus Posted Tuesday Sep 20, 2016

Filed under: Column 116 comments

Brace yourself, because this entry is going to be a bit self-indulgent. I know the world has moved on and everyone has long since stopped caring about No Man’s Sky, but I can’t let go. This game is a mixture of the very good with very bad, and that’s a mix that I always find captivating.

This is what I said about No Man’s Sky last week:

In fact, I’m hoping they made enough on this game that they can give it another try. I really do think that they have something special here. Imagine if the first iteration of Minecraft had been really awkward, frustrating, had a terrible building interface, and was constantly limiting and undermining your creative abilities because the developer thought the game should be focused on combat. I wouldn’t want the idea of a cube world to die on the vine. I’d want it to get another chance to become the creative, engaging, meme-spawning classic that was embraced as a hobby by millions worldwide.

I really do think that’s true. I think this is a game with the wrong set of mechanics. This is a game where the gameplay undermines the very features that attracted people to the game in the first place. Which leads to the question: Okay Shamus. If these mechanics don’t work, then what would?

So let’s try to answer that question.

Continue reading ⟩⟩ “This Dumb Industry: Fixing No Man’s Sky”

 


 

Diecast #168: Deus Ex Breach Mode, Charnel House, Brookhaven Experiment, For Honor

By Shamus Posted Monday Sep 19, 2016

Filed under: Diecast 78 comments



Hosts: Josh, Shamus, Campster. Episode edited by Rachel.

REMINDER: The RSS feed has changed as of a couple of weeks ago. The new feed is here: http://www.shamusyoung.com/twentysidedtale/?feed=podcast.

Continue reading ⟩⟩ “Diecast #168: Deus Ex Breach Mode, Charnel House, Brookhaven Experiment, For Honor”

 


 

Shamus Plays WoW #3: Into the Bandit’s Den

By Shamus Posted Sunday Sep 18, 2016

Filed under: WoW 91 comments

We’re out behind the church. In the graveyard. Norman is looking around like he’s afraid he’s being followed.

So sad that granny has passed on. What should we write on her tombstone? I was thinking her name, followed by 'Beloved Mother'. Either that or just a huge skull. Either one.
So sad that granny has passed on. What should we write on her tombstone? I was thinking her name, followed by 'Beloved Mother'. Either that or just a huge skull. Either one.

I nod, “Nice. I like this. Lotta room for more dead people here, though. What say we fill this place up?”

Norman turns to me. “Look. This is a bit tricky, but warlocks are sort of outlawed a bit.”

“Explain that.”

Continue reading ⟩⟩ “Shamus Plays WoW #3: Into the Bandit’s Den”

 


 

Mystic Messenger EP3

By Shamus Posted Saturday Sep 17, 2016

Filed under: Spoiler Warning 35 comments


Link (YouTube)

This “being called by people in the videogame” would be WAY too real for me. I’d actually be really uncomfortable with it. Also I hate taking on the phone. One of these boys would call me and I’d be like, “DUDE. Email me!”

Anyway. This was good for a laugh and I’m sorry if I got a bit mean at the end. This was a fun idea. I’m glad Mumbles suggested it, and I’m grateful to Josh for making it happen.

 


 

Rutskarn’s GMinars CH7: The Gamesbow 8-10

By Rutskarn Posted Saturday Sep 17, 2016

Filed under: Tabletop Games 36 comments

With this miniseries, I hope I’m demonstrating how important a game’s rules are. Mechanics direct and shape gameplay on a profound level. The first few games we talked about stretched their rules across the entire world, for GM and players alike, and asked the player characters to be essentially plugged in to an objective framework. The middle games demand only creativity and initiative of the GM and reserve almost all of their rules for players to interestingly determine success and failure. Now we’re onto the latter games, where the rules define how the players tell the story–and the GM doesn’t exist at all.

Mist-Robed Gate (2008)

The elevator pitch for Mist-Robed Gate: instead of dice, you use poker chips and a knife.

Continue reading ⟩⟩ “Rutskarn’s GMinars CH7: The Gamesbow 8-10”