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”

 


 

Ruts vs. Battlespire: Intermission

By Rutskarn Posted Saturday Jul 16, 2016

Filed under: Lets Play 27 comments

Battlespire is catstrophically broken, inarguably mishandled, forgettable at its best and never more than two inches from the border of Creepy. I bought it with the intention of incorporating my thoughts on it in my Elder Scrolls retrospective. I barely outlasted the first room. The same berserk spirit that impelled me to finish all five core games in about a month didn’t survive an hour’s contact with nesting bags and glitching jumps.

Then I started this Let’s Play when a few other games fell through. I had absolutely no plans for it–I didn’t know how far I’d make it or long you’d tolerate it. And now that I’m sixteen posts in, I think I’m ready to confirm:

We’re going all the way.

I knew nothing about this game before I started. Out of self-defense I’ve since developed a pretty comprehensive knowledge of the game’s more arresting glitches, surprises, and pitfalls, and I can already tell it’s not going to get any easier to play. Quite far from it. There might be segments of the game where I’m stuck for a few weeks at a time, which hopefully I’ll have the buffer and wit to condense into something entertaining.

But I can’t walk away from this thing for two reasons. The first being, I can’t seem to go an hour without something happening that’s so bizarre or inexplicable or busted that I have to share it with someone just to confirm I’m not going crazy. This game is frequently terrible, but even when it’s boring, it’s not [i]boring[/i]. How am I going to stop when I know (for a fact at this point) that there’s even weirder stuff to come?

And secondly–when I did my retrospective, I’d thought it was such a shame that much of Bethesda’s history, its earliest forays into open-world gaming and its first sleeper hit, was forgotten. I wanted to share their origins with people who didn’t have the know-how or money or time to play them. In my own very modest way, I thought I was reviving obscure elements of gaming history. And then I found this. It’s like discovering Vincent Van Gogh not only painted cartoons of clowns farting, he earnestly and passionately painted them and tried to market them to the world, and absolutely nobody will talk about it–much less ask, “Is this an evocative cartoon of a clown farting?” It’s an incredible nugget of gaming history and I feel weirdly privileged to be the one sharing it with you.

So thanks for reading. We’ll be back to it Wednesday with an extra post on Friday, plus my RPG series restarting Saturday. See you then.

 


 

Fallout 4 EP21: We Are All Reginald

By Shamus Posted Friday Jul 15, 2016

Filed under: Spoiler Warning 140 comments


Link (YouTube)

I feel the need to apologize beforehand for this one. Somewhere in the middle of talking about tits and theorizing about what it would be like to have sex with various Star Wars characters, we got sidetracked and briefly discussed Fallout 4.

Like I said in the episode: I liked the “critical” system in this game. I like having attacks in the tradition of a Final Fantasy limit break, where you can save up a big attack for that special someone. My only gripe is that it shouldn’t be called critical.

Okay, “critical attack” is a valid term for it in the sense that it’s roughly synonymous with “severe attack”. But the term critical has come to mean “random multiplier applied to attacks at random intervals”, and I don’t think that’s something you should mess with. I mean, a ledger of goods in a warehouse is called an “inventory”, but if you hit the inventory button in a game and got a ledger of stuff you don’t don’t have on your person, it’s just going to confuse and annoy people.

 


 

Fallout 4 EP20: Bye Kellogg

By Shamus Posted Thursday Jul 14, 2016

Filed under: Spoiler Warning 159 comments


Link (YouTube)

We talked about building magazine racks for the comic collection you can build in this game. This is the largest my library ever got:

Collected during a hardcore permadeath run. That's not as hard as it sounds, since I also have a mod to take the level restrictions off of perks.
Collected during a hardcore permadeath run. That's not as hard as it sounds, since I also have a mod to take the level restrictions off of perks.

The scene where you’re railroaded into picking a fight with Kellogg is a disaster. A farce. A sad mockery of every possible definition of “roleplaying game”.

So Bethesda gives us a voiced protagonist, but then refuses to give them a discernible personality. So we have a… voiced blank slate? Then they put us into a conversation with a character where THE OTHER PERSON is willing to make peace, but after weeks of dicking around punching radroaches and building shacks for Preston Garvey, our no-personality character is overcome with bloodlust. Our avatar insists on picking a fight while surrounded, after giving up the element of surprise. But it’s not enough that our character is an incoherent, tactically inept dipshit. We’re made to participate in this stupidity by initiating the fight from a four-options-but-only-one-choice dialog wheel.

Here are some options that the player might want to consider if this were an actual roleplaying game:

Continue reading ⟩⟩ “Fallout 4 EP20: Bye Kellogg”

 


 

Final Fantasy X Part 6: Meet the Maesters

By Shamus Posted Thursday Jul 14, 2016

Filed under: Retrospectives 159 comments

Blitzball is so important to the people of Spira that most of their religious and cultural leaders show up for the tournament. Now that Tidus has made a few friends and has a long-term goal, the storyteller starts explaining how this world works. Note how this is backwards from Mass Effect, where you’re thrown face-first into expositional cutscenes and most of your team doesn’t join until after the major details are filled in. Either way is valid, although you’re probably not going to be shocked to hear that I’m more a fan of details-first style stories.

Meet the Maesters

On the right is Maester Mika. On the left is our secondary villain, Seymour's haircut.
On the right is Maester Mika. On the left is our secondary villain, Seymour's haircut.

Spira is apparently a theocracy under the religion of Yevon. We never hear about any secular political leaders, even on a local level. Yevon is controlled by four guys called Maesters. We meet two of them here.

Grand Maester Mika is a very tiny old man and seems to be more or less the Pope of Yevon. He’s been Maester for fifty years.

Maester Seymour is the young new Maester, having inherited the position from his father who recently died of COMPLETELY NATURAL AND UNSUSPICIOUS CAUSES. Seymour has this strong vibe of Commodus from the movie Gladiator. He comes off as unstable, creepy, and sketchy as hell. He’s also the proud owner of the second-most ridiculous haircut in all of SpiraCredit where due: He’s really working hard for first place..

We see a few of the Blitzball teams arriving before the big game. For some reason, the Luca Goers also arrive by boat, even though this is their home city? I’d assume that they were getting back from an away game, but the announcers make a point of saying this tournament is the start of a new season. Maybe they’re returning from a trip to their ancestral home on the Island of Intolerably Smug Dickheads?

In a details-first story like Mass Effect, the writer might sit us down for a long conversation about how the political power works in this world, what the Maesters do, and what people think of them. Then maybe we’d get a codex entry or two about famous Maesters of the past, and about how the current Maesters get along with each other. But this is a drama-first story, so the storyteller does everything through characters.

Continue reading ⟩⟩ “Final Fantasy X Part 6: Meet the Maesters”

 


 

Fallout 4 EP19: Metal Skellingtons

By Shamus Posted Wednesday Jul 13, 2016

Filed under: Spoiler Warning 136 comments


Link (YouTube)

So how would you improve the story of Fallout 4 if you w-

Take the project away from Bethesda and give it to literally anyone else. Even David Cage.

No, let’s assume Bethesda stays the developer. How could they make the story less frust-

Remove it. Just dump the story. They don’t know how to write. It’s the worst thing they do and it constantly gets in the way of the parts of the game that work. Just remove the entire plot and replace it with something simple and easy to ignore.

No. The point of the exercise is to talk about how Bethesda could have retained the story focus but made it much better.

Choose a completely different plot, themes, and premise from the outset.

Er. No, I mean assuming Bethesda decided to go with THIS plot, how could it be improved?

This is a really shitty and frustrating hypothetical world, you know that?

JUST ANSWER THE QUESTION!

Okay then…

Father could have been given reasons for doing the things he did. This would mean he’d need to be given proper, comprehensible motivations for those actions. That would mean designing a character with a discernible personality. Then you’d need to express all of that through his dialog. Then you would need to allow the player to engage with those ideas through roleplaying.

The question of “How could this quest / idea be improved?” is irresistible. I don’t know how the rest of you play the game, but I’m constantly trying to re-write this thing in my head. The mistakes are so plentiful and so seemingly obvious.

 


 

Ruts vs. Battlespire CH16: Wrathlmania

By Rutskarn Posted Wednesday Jul 13, 2016

Filed under: Lets Play 80 comments

It can be difficult to keep a dungeon crawl fresh and engaging. They’re about as industrial as adventures get–each one pits a walking, talking power tool against about a thousand feet of barely-sapient lumber, the occasional gotcha riddle, and traps just powerful enough to be genuinely obnoxious. Sometimes to keep the player’s interest you need to shake things up a little, and the designers of Battlespire are exactly smart enough to know that.

So this level’s filled with nigh-invulnerable fast-moving wraiths with both ranged and melee attacks. They’re literally more likely to break your weapon than die to attacks and have no obvious weaknesses. They can’t be slowed down, stopped, or reasoned with. There’s only two or three of them in every room.

There's actually in-game documents you find very early in the level telling you not to engage them because they're unkillable. I'd say that's an example of a lie that's truer than truth.
There's actually in-game documents you find very early in the level telling you not to engage them because they're unkillable. I'd say that's an example of a lie that's truer than truth.

Now, there IS a way to defeat these guys: you find an optional, hidden codeword near the end of the level that banishes them. Alternately, you can get rid of all of them at once by uninstalling Battlespire and chewing the CD to splinters, a strategy I believe recommended by the official Prima booklet.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH16: Wrathlmania”