Diecast #156: Steam Summer Sale, Witcher 3, Mailbag

By Shamus Posted Monday Jun 27, 2016

Filed under: Diecast 172 comments

This Diecast was recorded mere hours ago. Thanks to Issac for the quick turnaround time.



Direct link to this episode.

Hosts: Josh, Rutskarn, Shamus, Campster.

Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #156: Steam Summer Sale, Witcher 3, Mailbag”

 


 

Shamus Plays LOTRO #18: Tall Tales from Short People!

By Shamus Posted Sunday Jun 26, 2016

Filed under: Shamus Plays 23 comments

I’m in the town of Scary and I’m talking to Wilcome Tunnelly, who is doing a shockingly bad job at enticing me to work for him.

It's a BEAUTIFUL day to suffer fools.
It's a BEAUTIFUL day to suffer fools.

“My sister Pansy is a good sort, but she can be rather excitable.”, he explains. “When she gets an idea in her head, it stays there, no matter how silly it might be, and before you know it, she’s convinced half the Shire that it’s true.”

“So… your problem is that half the Shire is idiots?”

“No!”, he objects, pauses, and then furrows his brow. “Well, maybe. Probably, I guess. But the point is that she thinks…”

“Yes?”

Wilcome looks slightly embarrassed, “Well, maybe you’d better just ask her about it yourself.”

So now I have to track down his sister. But let me give you the tour of Scary first.

Continue reading ⟩⟩ “Shamus Plays LOTRO #18: Tall Tales from Short People!”

 


 

Fallout 4 EP12: Baseball VATS

By Shamus Posted Friday Jun 24, 2016

Filed under: Spoiler Warning 119 comments


Link (YouTube)

Let’s talk about our “breaking and entering” mechanics.

Lockpicking

Lockpicking works. It’s just interesting enough to make for a fun mini-game, but it’s brief enough that it doesn’t feel like it’s bringing your dungeon crawl to a halt. I enjoy it in Skyrim, I enjoy in in Fallout, and even after picking thousands of locks I’m still not sick of it.

The only problem, which I mentioned in this episode, is that for the most part it’s all just more trash to loot and sell. You’ll loot 9 chests of ammo, weapons, and junk. Then the 10th chest will be protected by a lock. Is it worth all those perk points to get one more chest worth of stuff? Not really. I’ve played as a master lockpicker and I’ve played as characters with no points in lockpicking, and aside from the nagging annoyance of leaving a chest behind, you can’t tell the difference at all. You never think, “Wow! I sure do have lots of rare resources. Glad I spent those lockpicking points!” And you also never find yourself in the position of, “Man, I am so starved for resources. If only I’d put points into lockpicking!”

The whole thing is kind of weak and gutless. You can hear the game designer wringing their hands and saying, “But what if players miss out on things? What if they have a different experience from the norm? What if there’s something they want to do it and they can’t because of their build? We have to save them from themselves! We must make all the choices shallow and painless!”

Ugh.

Terminal Hacking

The hacking game never really worked for me. I like the idea of the puzzle, but the individual rounds are too short and too governed by luck to to reach a proper solution. Sometimes you’ll spend your first two clicks and not get any hints that give you meaningful progress. Yes, you can hunt around in the garbage characters for brackets to help you, but it’s still a crapshoot. Worse, the game actually becomes easier and more interesting when it supposedly gets harder. The clues for long words are far more useful than the clues for short words.

But the thing that really kills the game is that it’s a literal waste of time. The fastest and most expedient way through is not to linger over the puzzle for five minutes, trying to reach a provable solution according to the rules of logic. The fastest way through these things is to open up the terminal, click on random entries until you’re about to get locked out, and then close the terminal. Repeat until the dice favor you.

 


 

Fallout 4 EP11: Brotherhood of Steal Stuff

By Shamus Posted Thursday Jun 23, 2016

Filed under: Spoiler Warning 155 comments


Link (YouTube)

To complete the thought I started to make in this episode before getting distracted:

Both Fallout New Vegas and Fallout 4 begin with a personal story: Benny shoots you in the head vs. the Institute steals your baby. Both use that to drag you into a larger conflict: Which faction should control Hoover Dam vs. which faction should murder the others? On a conceptual level, the segue in Fallout 4 makes more sense than the one in New Vegas. You don’t necessarily have a stake in the fight over Hoover Dam, but you continue to have a stake in the Institute because Shaun is still involved. Unfortunately, this transition from personal to large-scale happens right at the point where the whole world really starts to unravel. It’s a bit like the Mass Effect 3 ending problem: Up until now you could – if you’re feeling generous – assume that stuff will fall into place as a result of a later reveal. That somewhere down the line, all this nonsense will start to pay off and fit together.

But once we meet the Institute the game is out of places to hide the writer’s shenanigans. Once we know the Institute plans and motivations and their reasons for kidnapping Shaun, all of the cards are on the table and we can see the writer has been bluffing us the whole time.

Here in ArcJet Systems, Danse goes back and forth from interesting to incoherent:

“I’ll tag this location for sweep and retrieve.”

Oh that’s cool. We learn a little about how the Brotherhood works.

“Synths are abominations.”

This idea would be okay, but we need to hear their reasoning. Characterize them!

“Those evil corporations before the war exploited technology for their own gain!”

Dude. Isn’t that like, your entire mission statement?

 


 

Final Fantasy X Part 3: Steam Summoner Sale

By Shamus Posted Thursday Jun 23, 2016

Filed under: Retrospectives 141 comments

Tidus has a conversation with Rikku where he learns that Zanarkand was destroyed 1,000 years ago. He learns that there’s this religion called Yevon, and that his Zanarkand is now considered a holy place.

As if the Al Bhed haven’t been cruel enough, Rikku makes us sit through the sphere grid tutorial. I’ll talk about that hot mess in a later entry. With that out of the way, we’re done here. Never one to waste time, the writer pushes the big red button labeled “Sin shows up and magically transports our hero to another part of the world for purposes of plot convenience.” (The lettering on the button is very small.) This is not the last time they will push that particular button.

Besaid Island

Tidus, the best blitzball player in Zanarkand, washes up on shore in front of the worst blitzball players in history.
Tidus, the best blitzball player in Zanarkand, washes up on shore in front of the worst blitzball players in history.

Tidus washes up on the beach of Besaid Island. He makes friends with Wakka, who has the distinction of having the third most ridiculous haircut in the world. Tidus gets a chance to show off his extreme Blitzball prowess and Wakka – being captain of the local Blitzball team – invites him to join.

I love Besaid Island. This is actually the point where I connected with the world and decided I wanted to find out what happens next. It says something about the length of Final Fantasy games that when I came back here during the last chapter of the story, the music and scenery actually filled me with nostalgia. Usually you get nostalgia for a game you played months or years ago. Or played in a different time in your life. But this game is so long (especially for someone new to JRPGs) that I felt a sense of wonder simply returning at the end of the same play-through.

We’re a few hours in, and we’re just now being introduced to the premise of our journey:

Continue reading ⟩⟩ “Final Fantasy X Part 3: Steam Summoner Sale”

 


 

Fallout 4 EP10: Romance the Danse

By Shamus Posted Wednesday Jun 22, 2016

Filed under: Spoiler Warning 132 comments


Link (YouTube)

Fallout 4 is a mess on a story level, but I do like to give it credit when it gets things right. While the sides don’t have properly explored motivations, they’re certainly more coherent than the Brotherhood and Enclave in Fallout 3. (And Fallout 4 lets you choose from FOUR different groups of idiots to work with!) The nonsense railroading of Fallout 4 is bad, but it’s less infuriating than Fallout 3.

And when it comes to companions it’s no contest. Fallout 4 has some genuinely good companions to take with you, and Fallout 3 has… what? That idiot mutant who wouldn’t help you out at the end of the game? I guess?

So this series is going to be negative, but peppered with awkward, backhanded compliments congratulating Bethesda for not repeating ALL of the mistakes of the past. It’s all part of the Spoiler Warning™ service. You’re welcome.

Also, I think Josh’s playtesting has proven conclusively that gravity works in this game. So that’s nice.

 


 

Rutskarn’s GMinations: The Lich

By Rutskarn Posted Tuesday Jun 21, 2016

Filed under: Tabletop Games 187 comments

I know I said no posts from me this week, but I stole some time to write this. Regular posts still resuming Sunday.

EDIT: Sorry to drop a bunch of replies then bounce, but I’ll be out again until Sunday. I’ll read everyone else then.

There’s no greater moment in a roleplaying game than when players are surprised by something that makes complete sense–especially if the surprising part is that it makes complete sense. Players who aren’t totally bloody-minded are normally willing to politely ignore monsters with asinine ecologies, cities with no obvious food source, or magic items tailor-made for adventures, so when you reveal that the ecology does make sense, that the city’s food source is weird and unexpected but totally logical, or reveal the magic item’s quaint intended usage, the result is something between respect and relief and amusement that things were thought through after all. Every time players discover that some part of their fantastical world is more logical and organized than they’d given it credit for, their faith in the quality of the GMing, strength of the worldbuilding, and reach of the GM’s imagination surge forward. They’re more inclined to think themselves about how the game fits together–they’re more inclined to think about what NPCs would do, about how the gameworld will react, than plan in mechanical and metagame terms. It’s an all-around Martha Stewart Good Thing.

This companion series to my GMinars is all about those moments. I’ll take features of a standard fantasy roleplaying setting that players expect, and don’t expect a lot of logic out of, and I’ll examine interesting or uncommon logical reinterpretations.

This week we’re going to talk about one of my favorite antagonists–the Lich.

Continue reading ⟩⟩ “Rutskarn’s GMinations: The Lich”