Ruts vs. Battlespire CH18: Voyage of the Yawn Treader

By Rutskarn Posted Friday Jul 22, 2016

Filed under: Lets Play 47 comments

We’re about to quit the Soul Cairn for good, and I’m very happy to say we’re going to miss a few chunks of it. There’s several things in this level novel enough to talk about without really being compelling enough to do. Apart from being stitched up with dental floss, I’d say the defining characteristic of Battlespire is that it never ruins an interesting idea by thinking it through.

For example: remember those annoying, immortal, ceaselessly pestering “wraths”? According to the wiki, there’s a scroll somewhere in the level that teaches you a phrase to kill them instantly. I was surprised to learn this. I was even more surprised to learn that I’d found that scroll and apparently made no note of any magic wrathtaking incantations. It could be that the information in the scroll was poorly presented, it could be that I noticed it but didn’t get a chance to apply it, or maybe it’s related to how after several hours exposure to Battlespire I lose the ability to read or perform simple math and must be jump-started with a season of Sesame Street.

Anyway, I didn’t miss much by not figuring out the killphrase. The same strategy that worked on the wraths in the first half of the level–running away from anything ghost-shaped–remains applicable. Sometimes it’s pleasant for an RPG to reward lazy gormless cowardice.

I like these more composed, busy rooms quite a bit. They give the dungeon crawl some much-needed texture and context. It's also fun to play guess-what-the-furniture's-supposed-to-be.
I like these more composed, busy rooms quite a bit. They give the dungeon crawl some much-needed texture and context. It's also fun to play guess-what-the-furniture's-supposed-to-be.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH18: Voyage of the Yawn Treader”

 


 

Final Fantasy X Part 7: Operation Mi’ihen

By Shamus Posted Thursday Jul 21, 2016

Filed under: Retrospectives 110 comments

Our first chapter (Besaid Island) showed us how nice the world is when it’s not being ruined by Sin. The next chapter (Kilika Island) showed us how bad Sin is. The following chapter shows how the world copes with it. (By watching Blitzball and praying a summoner defeats Sin soon.) This next chapter anticipates the most obvious question that people will have by this point: Why can’t we kill Sin with guns or technology? Have people tried? Sure, the writer could just throw out a few lines of dialog explaining how guns won’t work, but instead we get to see the result first-hand when we witness…

Operation Mi’ihen

So when you say we're going to fight Sin with technology, please tell me you're not talking about all of these SPEARS.
So when you say we're going to fight Sin with technology, please tell me you're not talking about all of these SPEARS.

(It’s pronounced operation mee-hen. For some unfathomable reason. I guess you’d have to ask Tee-dus.)

The Crusaders are kind of the military arm of Yevon. They’re in charge of fighting sinspawn while waiting for summoners to do their thing. Most of their power is concentrated around Luca, because the Blitzball stadium is there. That sounds kind of messed up, but the way Wakka describes things it makes some kind of sense. Blitzball is their way of taking their mind off of the horrors of Sin. It’s the main coping mechanism of their entire society. If there’s one place they all collectively want to defend, it’s the stadium.

Yevon forbids the use of technology. Sort of. The rules seem pretty arbitrary and there doesn’t seem to be a good reason for it other than, “Technology is bad because the Maesters say so, the Maesters say so because the teachings say so, and the teachings say so because technology is bad.” Technology like the stuff used to run Blitzball is allowed, while weapons technology and most labor-saving devices are forbiddenThe real reason – as pieced together from the Ultimania guide and fan conjecture – is that Sin deliberately targets any area that looks too advanced. Yu Yevon is probably wary that some fancy weapons program would find a way to kill Sin if he let their technology run unchecked. He wants to keep the population reliant on magic and summoners..

Everyone in the party has a different take on this. Tidus notices that this doesn’t make a lot of sense, but is gainsayed by the ever-faithful Wakka who accepts it without question. Auron seems to know how nonsensical the rules are, but he’s also wise enough to know that arguing is a waste of time. Lulu never once advocates for the teachings, and I was surprised at the end to find out she was apparently a firm believer the whole time.

The Al Bhed are the only people in Spira who don’t follow Yevon, and they spend a good part of their time salvaging old technology and trying to figure it out. Here the Crusaders have teamed up with the Al Bhed. Everyone is arming themselves with technology – guns, mostly – and are going to take a crack at beating Sin with conventional weapons.

Continue reading ⟩⟩ “Final Fantasy X Part 7: Operation Mi’ihen”

 


 

Ruts vs. Battlespire CH17: Super Spirio Bros

By Rutskarn Posted Wednesday Jul 20, 2016

Filed under: Lets Play 33 comments

So according to my map, those watery tunnels of questionable hazard have brought me to…Somewhere in the Battlespire. I don’t know what I expected, but a guy can hope.

It's hard for me to study this layout, since my eyes keep drifting wistfully back to the 'exit.'
It's hard for me to study this layout, since my eyes keep drifting wistfully back to the 'exit.'

To be more specific, “Somewhere” is a cavern full of unkillable wraiths, projectile spam, impassable magically-locked gateways, and wandering skeletons. None of them are faster than you, and none of them are worth fighting, so it’s not threatening so much as very unfriendly. If Tamriel had a mall, and a Christmas for it to be two days away from, this is what it would feel like.

You know how in the original Doom you would come through a portal or locked door into a demon carnival and be thrust into a lunging, strafing, exhilarating struggle for survival? This area lets me imagine Doom without the speed or fun combat or power fantasy.

Did you get the joke? It’s that the people who made this game own Doom now.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH17: Super Spirio Bros”

 


 

Good Robot Postmortem #2: Gameplay

By Shamus Posted Tuesday Jul 19, 2016

Filed under: Good Robot 139 comments

My original design for the game was “2D Descent”. That was the core inspiration for the project: Bright colors, electronic music, shooting lasers at crazy robots in caves. But this design wasn’t working. I didn’t know how to fix it and I was worried I was too close to the project to be able to analyze the thing objectively.

Lots of people offered advice. I had a dozen different, completely contradictory suggestions on how the game might be fixed. Everyone was happy to tell me how to fix the game by making a completely different game, but if I couldn’t realize my own vision then I probably wasn’t qualified to build theirs either. My original vision didn’t work out, and I didn’t know where to go next.

One of the key problems was that I’d never really worked out a proper fail state for the game. I had the moment-to-moment stuff down, but the win / lose states were undefined. If you died you’d just respawn, BioShock-style. It’s not that I thought having a game with no lose state was a good idea, it’s that I’d just never settled on a particular system.

How should death work? Maybe like Borderlands, where you’re taxed 10% of your money / XP when you respawn? Maybe like Dark Souls, where you drop all of your money / XP when you die, but can recover it? Maybe like Pac-Man, where you have a fixed number of deaths before a game over? Maybe like a modern game, where death reloads the last checkpoint? I fiddled with all of these and a few other ideas, but none of them really jumped out as the “correct” solution.

I guess early in the project I sort of assumed the answers to these sorts of questions would become obvious as the game took shape. I expected mechanics to “click” into place, but that never happened. I had a dozen different directions the game could go in and I didn’t have a good sense of which way was best. I was paralyzed by choice. I realized I could spend the rest of my life prototyping stuff without ever moving any closer to my goal.

And so the project stalled.

Continue reading ⟩⟩ “Good Robot Postmortem #2: Gameplay”

 


 

Review: Chime Sharp

By Shamus Posted Monday Jul 18, 2016

Filed under: Game Reviews 23 comments

You might remember that back when I was still doing comics for The Escapist, I was really, REALLY into Chime, a music / puzzle game from 2010. It’s perhaps the only game where I’ve ever posted top scores on a worldwide leaderboard. I’m not saying this to peacock about being good at the game, I’m saying this so you can understand just how obsessed I was with this thing. I usually played it until I was forced to take a break due to carpal aching.

It’s been six years, but we finally have a sequel. It was a long wait, but the sequel vastly improves on what was already an exquisite game.


Link (YouTube)

The Original Chime

(To be clear, while I’m going to describe Chime here, all the screenshots in this review are for the sequel.)

If you missed the original, it works something like this: You’re given pentominoesBasically “Tetris pieces”, except made out of five blocks instead of four. to place on a grid. You fit them together as best you can. As you form rectangles, they will vanish and you’ll be awarded points based on surface area. Since you’re building rectangles out of irregular shapes, you’ll frequently have some leftover fragments scattered around once the rectangle is removed. There’s a beatline passing over the grid in time to the music. Every time the beatline hits one of these fragments, the fragment decays. If it decays completely, then it vanishes and you lose your current score multiplier. The only way to prevent this is to clean up the fragments by incorporating them into more rectangles, which will leave behind more fragments to clean up, etc.

Building a rectangle would “claim” that area of the grid and give you extra time. To avoid running out, you needed to constantly build new rectangles over virgin territory.

The white piece is about to expire. When the beatline hits it in a few seconds, it will vanish and I'll be penalized. In timed mode, you lose your multiplier. In Sharp Mode (pictured) you lose one of your 10 hitpoints, shown at the top.
The white piece is about to expire. When the beatline hits it in a few seconds, it will vanish and I'll be penalized. In timed mode, you lose your multiplier. In Sharp Mode (pictured) you lose one of your 10 hitpoints, shown at the top.

The original game had six songs. Each song had a unique board shape, a slightly different pace, and a different collection of pentominoes to work with. As you filled in the board, the music would progress to a new bit. The pieces and rectangles all make sounds in tune with the music to keep the whole thing groovy and holistic. The only reason I lost interest in the game is that there were only so many dozen hours I could listen to the same few songs.

Chime was a game that was split between two opposing goals. You needed to push into new areas in order to feed the clock, but if you wanted to keep your score multiplier up, then you needed to clean up all the bits you left behind. Which way do you go? Do you fill the board as fast as possible, or keep the board as clean as possible?

I loved the game, but I loved one half of it a lot more than the other half.

Continue reading ⟩⟩ “Review: Chime Sharp”

 


 

Diecast #159: Huniepop, Ghostbusters, Civilization

By Shamus Posted Monday Jul 18, 2016

Filed under: Diecast 178 comments

Bad news: No Spoiler Warning this week. Good news: I just opened a box of coconut macaroon cookies. They’re pretty awesome.



Direct link to this episode.

Hosts: Josh, Shamus, Campster.

Episode edited by Rachel.

Show notes: Continue reading ⟩⟩ “Diecast #159: Huniepop, Ghostbusters, Civilization”

 


 

Shamus Plays LOTRO #21: Combe Over

By Shamus Posted Sunday Jul 17, 2016

Filed under: Shamus Plays 9 comments

Sooo… the town of Combe.

Art nitpick: This feels too spaced out, which makes it look bland. We need either more buildings, or less open space between them. This is not a fun space to traverse, just because there's SO much open space with so little to look at.
Art nitpick: This feels too spaced out, which makes it look bland. We need either more buildings, or less open space between them. This is not a fun space to traverse, just because there's SO much open space with so little to look at.

Since arriving in town I’ve discovered that the inhabitants can be divided into two groups:

1) Idiots
2) Me

And since I’m working for people in group #1, it’s entirely possible that there might be some overlap between the two.

This is not the best job interview I've ever given. Unfortunately, I got the job anyway.
This is not the best job interview I've ever given. Unfortunately, I got the job anyway.

I’m working with one of the town’s outstanding group #1 representatives, Ellie Cutleaf. She used to work with the brigands and claims she can give me directions to their hideout. She helped them cross-breed dogs with a warg, which is like mating goldfish with sharks. You might argue that it’s unfair to label her an idiot if she’s able to get those two things to mate. But I would have to say that taking a job raising ravenous dogs for people who are trying to kill you has to go pretty far towards getting you elected mayor of idiot town.

A warg is basically an orcish murderhorse, and it kind of seems like cheating for the brigands to keep stacking the odds when they already have us out-numbered and out-brained. Then again, it’s rather sporting of them to sub-contract the warg-breeding to one of the locals. Nice of them to stimulate the local economy before they come in and kill everyone.

My supposed goal is to get Ellie to help me take apart the brigand forces, but that’s just a cover for my secret goal to find Amdir, which is just a cover for my real, actual goal, which is to make enough money to buy clothes that will make people die of envy.

Ellie wants me to go in and kill off all the half dog / half warg things she helped them raise.

It seems like it would be a lot easier to send the person who raised the dogs in the first place. She could walk right up to them and strangle their stupid fluffy asses while they wonder what they did to anger mommy. Nobody would even get hurt. (Except the dogs, who would die horribly, filled with a sense of confusion and betrayal. Which is fine.) But instead she’s sending in a bite-sized stranger.

Trips to Chetwood: 2

Continue reading ⟩⟩ “Shamus Plays LOTRO #21: Combe Over”