Crash Dot Com Part 4: A Moral Quagmire

By Shamus Posted Thursday Dec 1, 2016

Filed under: Personal 95 comments

The meeting drags on. I’ve been the only person in the room answering questions for about half an hour now. I feel like I’m on a gameshow where every answer is wrong and the penalty for wrong answers is more questions.

Like the Real World, Only Worse!

Oops. These products are small and I clicked on the wrong one and I don't know how to get it out of my cart. I clicked on it a few more times to get rid of it, and now I have 10 of them. Never mind. This is stressful. I'll just visit Amazon.com.
Oops. These products are small and I clicked on the wrong one and I don't know how to get it out of my cart. I clicked on it a few more times to get rid of it, and now I have 10 of them. Never mind. This is stressful. I'll just visit Amazon.com.

John Business returns to his printed notes. “When a visitor clicks on an item on a shelf, can we have it fall into their shopping trolley?”

I somehow resist the urge to make a horrified face at the suggestion.

Continue reading ⟩⟩ “Crash Dot Com Part 4: A Moral Quagmire”

 


 

Until Dawn EP10: The Treachery of Peter Stormare

By Shamus Posted Wednesday Nov 30, 2016

Filed under: Spoiler Warning 58 comments


Link (YouTube)

I was originally going to title this episode Ceci n’est pas une Peter Stormare based on the joke / reference Chris made. I changed it for two reasons:

  1. I’m wary that the too-smart-by-half Google curation bot would assume the episode was in French and would begin offering it to French-speaking viewers and not suggesting it to English speakers.
  2. I was wary of a wave of pedants informing me that “Ceci n’est pas une Peter Stormare” is grammatically incorrect.

The section where Mike is wandering around alone doing adventure game stuff while carrying a light source feels really Silent Hill-ish. I’m not saying it’s as good as Silent Hill or anything. Even Silent Hill isn’t as good as Silent Hill. The “Silent Hill experience” that fans love actually only existed for a moment in the history of the series, and it feels like an accident among the mediocrity. In fact, I’m pretty sure my entire relationship with the survival horror genre is a hopeless search for something that can hit that Silent Hill 2 note again.

For me, nothing else has really come close. Sure, there have been good games in the genre. Several of them might have done just as well on the scare-o-meter. But nothing else has quite nailed that same balance of immersion, existential dread, mystery, paranoia, and character revelation / development. It’s been 16 years, and since then AAA game designers have completely forgotten what made the game work in the first place. Either they assume that “stiff, frustrating combat is the point of the game”, or they attempt to “fix” the combat by “modernizing” it.

I think to make something like Silent Hill 2, you have to start with the writing, and allow that to inform your environment and monster designs, which will then shape your gameplay. But if you’re thinking you can take some standard gameplay and re-skin it with spooky monsters and scenery, then you’re never going to get there. Sure, you’ll make something spoopy and annoying whelps will dutifully scream at the surprise blood and the roaring monsters on their livestreams, but years later your game will be forgotten and fans will still be talking about Silent Hill 2 and waiting for the lightning to strike a second time.

I guess what I’m saying is that the AAA industry as it exists now is physically incapable of supporting the kind of auteur that could make another Silent Hill 2 happen.

 


 

Master of Firin’ Sword CH3: Knight Errands

By Rutskarn Posted Wednesday Nov 30, 2016

Filed under: Lets Play 56 comments

After many trackless miles slouching over the neck of Erik, my horse, I’ve concluded that he is truly owed a grander share of the credit for my accomplishments. The success of the wanderer is measured in miles, and it is no exaggeration to say that everything I have in life – every blessing Poland has yielded to me – I owe to his tireless and patient tread.

And what do I have in life? A musket, a suit, and ten coins.

Erik, consider yourself placed on notice. You are a disappointing horse and you are jeopardizing my career.

From now on, I will introduce you not as my 'associate,' but merely my 'colleague.' Starting with this looter I'm about to shoot.
From now on, I will introduce you not as my 'associate,' but merely my 'colleague.' Starting with this looter I'm about to shoot.

Continue reading ⟩⟩ “Master of Firin’ Sword CH3: Knight Errands”

 


 

This Dumb Industry: Why Doesn’t Titanfall 2 Work?

By Shamus Posted Tuesday Nov 29, 2016

Filed under: Column 131 comments

Everyone just expects that this is how things will be: A big budget multiplayer-focused shooter has a single-player campaign that nobody cares about and nobody expects anything from. Reviewers play it, shrug, and then say “Sure, it’s not great, but this game is all about the multiplayer!”

Which is true enough. But it’s sort of baffling how reliably these stories come up empty. It’s clearly not for lack of budget. Millions of dollars are spent on these campaigns. The acting talent is there, because you’ve usually got big-name voice performers in the lead roles. The story isn’t undercut by glitches, harmed by lack of exposition (quite the contrary) or bogged down by an impenetrable plot. It’s usually aiming to be a bombastic action movie, and yet these games never seem to connect with the audience even on that basic level. They can’t even attain the brute-force emotional engagement of (say) Guardians of the Galaxy, District 9, or the Bourne Identity, even though none of those movies had particularly lofty goals.

So what’s going on here? Developers are trying so hard to imitate the language of cinema. Why do their stories keep striking out?

I think Titanfall 2 provides a pretty clear answer to this question. It seems to have all of the ingredients of a typical action blockbuster, and yet after five hours of lavish spectacle it comes up feeling empty and shallow. Let’s look at why…

Continue reading ⟩⟩ “This Dumb Industry: Why Doesn’t Titanfall 2 Work?”

 


 

Diecast #178: Ubisoft, Nintendo 3DS, Pokemon

By Shamus Posted Monday Nov 28, 2016

Filed under: Diecast 128 comments



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

Like I said on the show: I’m going to be travelling during the second week in December. I’m not sure how well I’ll be able to keep up with comments, or if I’ll be able to queue up enough content to get us through.

Also, things may be disrupted a bit this week because I’m moving my home office.

My daughter Rachel moved out in early 2016. We left her room empty for a while, just in case she boomerang’d. But it’s been over half a year and she’s living stable, so I think she’s out for good. So we moved my son Issac into her room, and I’m taking Issac’s old room. This is a pretty big step for me. For two years I’ve been running this site from my living room where I’m constantly distracted by the television, guests, stuff going on in the kitchen, people playing music, people chattering on the phone, and a dozen other living-room things. But now I’m going to have my own room with a door.

That’s all good for the long-term, but in the short term it means tearing apart this gigantic command center of equipment and re-assembling it in another room. I know that’s bound to disrupt things around here, so please be patient if I’m worse than usual at moderating comments and answering emails.

Show notes: Continue reading ⟩⟩ “Diecast #178: Ubisoft, Nintendo 3DS, Pokemon”

 


 

Shamus Plays WoW#11: What? More Work?

By Shamus Posted Sunday Nov 27, 2016

Filed under: WoW 17 comments

I’m just a humble demon. I don’t pretend to know how humans live, but I do think it’s odd that they call this place the Eastvale Logging camp, despite the fact that it’s larger and more populated than the town of Goldshire.

The red flag in the middle of the scene marks the griffin roost, which is your player taxi service. This one was new in Cataclysm. Before this, fast travel points were fewer and much father between.
The red flag in the middle of the scene marks the griffin roost, which is your player taxi service. This one was new in Cataclysm. Before this, fast travel points were fewer and much father between.

The logging camp has three houses, stables, a lumber mill, lots of inhabitants, and even a crowd of delicious-looking children.

Continue reading ⟩⟩ “Shamus Plays WoW#11: What? More Work?”

 


 

Until Dawn EP9: The Pants Were Dead

By Shamus Posted Friday Nov 25, 2016

Filed under: Spoiler Warning 147 comments

Warning: This episode is where the game gets to be really gruesome. And no, I don’t mean Chris’ haircut. I mean people die in really nasty ways. Proceed at your own risk.


Link (YouTube)

For reference: The “Pants were dead” gag is a reference to this vintage video.

I’m glad someone else is playing, because this is the part where I would put the controller down because I’m not having a good time. I’d intend to come back later, but I probably wouldn’t. Watching Josh get buzz-sawed in half while he begs for his life is just a little too unpleasant for me in terms of human suffering. I know everyone has a different tolerance for this sort of thing and react differently when they see something they don’t like, but this seems to be about my limit.

The buzz saw scene was really frustrating. I can’t tell what the options were, gameplay-wise. My first instinct was, “Ah! An electric saw. Let’s figure out how to cut the power!” But the game railroads you into saying you plan to save only one person. And saying that line sets the saw in motion. The game never cut you loose from quicktime mode to look for other solutions, which is what I really wanted to do.

I’m actually dealing with a one-two punch of unpleasantness and unbelief. Regardless of what justifications are offered later, we see a man slowly moseying away from Mike while supposedly dragging a heavy, belligerent, physically-fit person. Meanwhile, Mike is sprinting through obstacles like an Olympian. And yet despite his speed, his shortcuts, and his not-carrying-a-difficult-teenager, Mike is constantly outpaced by the killer. That makes it really hard for me to believe in this world. At the same time, Josh’s apparent death makes me not want to believe in this world. The writer is asking me to grant them tons of leeway so I can continue to be immersed in a story I’m not enjoying that hasn’t given me a single character I can really root for.

By this point in the story a horror movie has usually established a villain. The townsfolk have told some stories about the beast that’s been spotted on the edge of the swamp in October. Or the old woman told a story about what happened in this old manor a hundred years ago. Or the bookish old guy has revealed the town’s secret history of witch-burning. Whatever. By this point we have some kind of frame of reference for what kind of story we’re seeing and what the stakes are. Maybe we know the killer’s goals and we’re working to stop them, or we know the protagonists goals and how they plan to to save themselves. But here we are 3 hours into Until Dawn and the writer still hasn’t bothered to tell us what kind of story this is. They’re asking a lot, and not giving me any reason to go along with it.

So yeah. As of right now, this game isn’t working for me at all.

We’ll see if things turn around and it’s able to win me back in the next couple of episodes.