Shamus Plays LOTRO 16: Unbearable

By Shamus Posted Sunday Jun 12, 2016

Filed under: Shamus Plays 17 comments

It’s very late in the day. I’m in the town of Budgeford, where Odovacar Bolger is trying to entice me into dealing with a Black Rider problem he’s having. Apparently his farmhands spotted a rider prowling around his lands last night.

I'm glad this dialog is in text so I don't have to pronounce this guy's name.
I'm glad this dialog is in text so I don't have to pronounce this guy's name.

Odovacar explains, “Yes. See, I’ve been thinking of selling this property to Lotho Sackville-Baggins. And now that Black Riders are showing up I’m even more keen to move. But I’d like you to check it out for me.”

I look uneasily over to where he said the rider appeared, “I’ll bet you would. Look, you’ve got the wrong girl. If you have a musical problem, I can help. Need a poem? I’m here for you. Robbers? Bears? Spiders? I can solve those too, although I’ll complain about it. But Black Riders are way out of my league. If you want help, you should ask…”, I trail off for a second, “You know, I don’t even know who you’d ask about this. Elves I guess? But then you’d have an Elf problem, and they’re almost as bad.”

Continue reading ⟩⟩ “Shamus Plays LOTRO 16: Unbearable”

 


 

Fallout 4 EP6: Welcome to Prison

By Shamus Posted Friday Jun 10, 2016

Filed under: Spoiler Warning 136 comments


Link (YouTube)

Spoiler Warning Gentlemen’s* Drinking Game of Foolishness

* Women may also participate, but for thematic reasons they should do so while wearing a fake mustache, beard, or top hat. Note that women are not encouraged to participate, because literally nobody is encouraged to participate, because this is less a “game”, as is it a very stupid, time-consuming, and expensive way to kill yourself.

Take a drink whenever:

  1. Either you encounter a situation where the dialog option says “No,” but the character says “Yes”, OR you encounter a dialog where all choices are obviously the same damn thing.
  2. They should have kept this innovation from New Vegas.
  3. Hey, guys, remember Shaun?
  4. Doing something smart breaks a quest.
  5. Josh shoots an ally, companion, or otherwise friendly person on accident.
  6. NPC we want to kill on purpose is invulnerable.
  7. Josh picks a trait or upgrades a stat because, “Fuck it, everything else is locked”.
  8. “In the original Fallout”. (Any reference to Fallout 1 or 2 counts.)
  9. Reginald dies.
  10. VATS causes something nonsensical to happen.
  11. Control confusion: The game trolls Josh by confusing or changing the purpose of spacebar / Escape / E / Tab. Or Josh confuses melee / grenade / reload / use.

Please don’t play this game. We’re trying to grow our audience and we’ve heard that killing you with binge drinking is apparently counter-productive to that goal? Turns out that if we hadn’t killed all those people during the Fallout 3 season we’d be more popular than Pewdiepie by now.

ALSO: Josh and I (and maybe some other guests, we’re still hammering out the details) will be streaming E3, which begins this Sunday. The schedule is here. Sunday has both E3 and Bethesda events, which begin at 1PM pacific time USA. Like always, this is meant to be loose and casual. If you’re looking for hard-hitting coverage and news, we’re probably not the best people to follow. If you want to hang out and see live, unfiltered reactions to things, then I’ll see you there.

 


 

Fallout 4 EP5: SHAWN!

By Shamus Posted Thursday Jun 9, 2016

Filed under: Spoiler Warning 142 comments


Link (YouTube)

The standoff with Trudy is a perfect example of how this game initially seems like it’s trying to be a Fallout-style RPG. You get several dialog checks. The events seem to hint that you’ve stumbled into the middle of a story. If you’re familiar with Bethesda or (better yet) BioWare games, then you’ll probably imagine there’s all sorts of details you’re missing out on.

But once you play through it, you realize it was all a facade. Your dialog checks don’t really matter. Trudy offers you 100 caps to help out, but if you just roll in and gun down Wolfgang without talking to anyone she’ll give you 100 caps anyway. There are a bunch of little cul-de-sac dialog options, but most of them just change which pair of people you gun down and how many caps you get for doing so. Trudy doesn’t have a story to tell. Her son Patrick doesn’t even get a proper dialog. You don’t learn the history between these two groups and it’s not used to characterize your fish-out-of-water protagonist or establish the setting around you.

The moment Wolfgang is dead, the story is over. For the rest of the game, Trudy opens every conversation like Wolfgang just died a few minutes ago. Patrick huddles in the corner recovering from Jet addiction, forever.

This game is cotton candy. It might look big and substantial, but the moment you try to bite down on anything it just vanishes. This game is often pretending to have something to say. Synths! Technology! Freedom! For my first few hours with the game, I always assumed I was picking the wrong dialog choices, and that there was something deeper or more interesting just around the corner or on the road less traveled. But the moment you play through a conversation twice, the spell is broken. Not only is the other road just as shallow as the first, it usually leads to the exact same place for the exact same reward.

Oh, I can choose to murder a shopkeeper and her son, or some thug. What a profound moral dilemma. Thanks Bethesda.

What’s worse, this choice is completely a no-brainer. Wolfgang offers an unknown quantity of money. Trudy offers a clear 100. Trudy runs a general goods shop and even sells a couple of rare / unique items, and Wolfgang just sells chems. Much of this game involves liquidating large piles of loot, a process which is throttled by your access to shopkeepers who all have valuable goods and cash. And Trudy is the only reliable and convenient shopkeeper for the first several hours of the gameThe other shop is Carla, but she roams around and isn’t always near a fast-travel point.. There is no reason, in-character or out of character, to side with Wolfgang unless you’re just trying to play your alignment as Chaotic Stupid.

EDIT: Should this be titled, “SHAUN!”? I dunno. Whatever. Close enough.

 


 

Final Fantasy X Part 1: Favorite Fantasy

By Shamus Posted Thursday Jun 9, 2016

Filed under: Retrospectives 205 comments

Final Fantasy X came out on Steam this year. I hadn’t played it in a decade. I wasn’t sure if the game was as good as I remembered, or if I was suffering from long-term nostalgia distortion. I changed careers in the last decade, moving from programming to writing about videogames. (And also still programming.) The indie revolution happened. Today I spend more time playing more games, and more time pondering them after the fact. As a result, probably half of the games I’ve played in my life, I’ve played in the last decade.

Naturally I wondered: If I revisited FFX, would I see it differently? It’s possible my initial perception of Final Fantasy X is hopelessly warped, or simply out of sync with my tastes and standards as they exist in 2016. The only way to know for sure was to play it. So I did.

I discovered that the good parts were better than I remembered and the bad parts were worse. My initial take on the game was basically correct, but now I think I’m better at drilling down and figuring out why the various parts did or didn’t work.

I’ll do my best to explain things to those who haven’t played the game, but this series is primarily aimed at people who are already familiar with the material. Obviously I’m going to be spoiling everything.

Continue reading ⟩⟩ “Final Fantasy X Part 1: Favorite Fantasy”

 


 

Fallout 4 EP4: First Deathclaw in Space

By Shamus Posted Wednesday Jun 8, 2016

Filed under: Spoiler Warning 170 comments


Link (YouTube)

It seems like everyone has a different story about how the Deathclaw encounter went wrong because the game designer expected the player to read their mind (or the script?) and know what they were supposed to do to make the scene work. Everyone has it turn kind of shitty and underwhelming in a different way. I imagine it worked best on people like me, who watched the E3 demo and knew what they were “supposed” to do. It’s an awful, contrived, muddled scene that somehow manages to be both hand-hold-y and vague.

I think Rutskarn is right, in that the next most obvious thing to shave off the experience to make it more “mainstream” is to get rid of carry weights. I’ve heard a lot of players express an interest in exactly this. They assume their goal is to pick an area clean. But you can’t carry everything at once. So you fill yourself to capacity, fast-travel to your base, store all the items, fast-travel back, and repeat. If you’re playing this way then clearly the fast-travel is just a bunch of useless loading screens and busywork.

But getting rid of carry weights would lead to a slippery slope of “streamlining”:

Continue reading ⟩⟩ “Fallout 4 EP4: First Deathclaw in Space”

 


 

Ruts vs. Battlespire CH11: Arach That Won’t Quit

By Rutskarn Posted Wednesday Jun 8, 2016

Filed under: Lets Play 51 comments

I learned some useful lessons from the last labyrinthine expanse of killpits and misery-chasms I was purposelessly trapped in. Firstly, a mechanic that shows you where you’re going to jump doesn’t make sense in a game with lots of jumping puzzles unless that mechanic turns out not to work, in which case it makes the worst kind of sense. Secondly, I should start checking my map more often.

The red stuff is lava, which is why the last level's map was just a cherry-red smear.
The red stuff is lava, which is why the last level's map was just a cherry-red smear.

Without as many elevation changes and overlapping tunnels, this level’s map approaches usable. The trick is to point yourself like a torpedo at any suspiciously blank parts and once you arrive, aggressively frisk every piece of scenery and lootbag there until a hidden door skulks open or a teleporter kicks in or a candlestick asks a riddle or some other whimsical dungeon bullshit.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH11: Arach That Won’t Quit”

 


 

This Dumb Industry: Mass Effect Andromeda

By Shamus Posted Tuesday Jun 7, 2016

Filed under: Column 155 comments

So my Mass Effect series has ended. In the final entry I wanted to look at where BioWare and the Mass Effect series are headed, but it didn’t seem appropriate to conclude a retrospective with so much speculation. So let’s have that conversation now.

The ending to Mass Effect 3 blew up the entire setting. Whether you liked it or not, it made it impossible for any author to continue from that point. Shepard’s final choice completely changed life in the galaxy. The story is vague about how it all turned out and what exactly the different endings mean, and there’s no way you can stick another game in the aftermath of the Reaper invasion without nailing down some specifics. Doing that would mean making clear many things that were – for good or for ill – deliberately left vague.

Yup. This galaxy is totaled. Write it off and build a new one.
Yup. This galaxy is totaled. Write it off and build a new one.

So making a direct sequel would mean building the next game atop a vague branching ending that many hated and was riddled with confusing contradictions. That’s no way to begin a new story. What’s interesting here is that this is the opposite of what I’d expect from a company being turned into another EA sequel mill:

Continue reading ⟩⟩ “This Dumb Industry: Mass Effect Andromeda”