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”

 


 

Diecast #153: Hitman, Uncharted 4, Wasted

By Shamus Posted Monday Jun 6, 2016

Filed under: Diecast 111 comments

It’s just Chris and I this week. Enjoy this more subdued, less interrupt-y episode of the Diecast.



Direct link to this episode.

Hosts: Shamus, Campster.

Episode edited by Issac.

Show notes: Continue reading ⟩⟩ “Diecast #153: Hitman, Uncharted 4, Wasted”

 


 

Shamus Plays LOTRO 15: A Quagmire

By Shamus Posted Sunday Jun 5, 2016

Filed under: Shamus Plays 41 comments

I spent most of yesterday in the reeking swamp of Frogmorton. I did a couple of jobs there but was driven away by the smell and lack of work. After that I continued my general eastward push and found myself a spot by the river where I proceeded to spend the next several hours washing myself, my clothes, and my pie collection in the river. I don’t know that I’ve actually gotten the stench out, but it’s at least mild enough that I’m willing to start breathing on a regular basis again.

HOBBITS GONE WILD!
HOBBITS GONE WILD!

The underwear is really odd in this game. Being set in the super-tame Tolkien universe, they couldn’t very well put the guys in boxers and the ladies in thongs like they do in most fantasy games. So the underwear is actually really elaborate and colorful and not at all revealing. You’ll have to play the game yourself if you want to see it, though. I’ll bet I’m not the only person to strips down in fantasy games just to see how they handled the undergarments.

Once clean, I march eastward some more and find myself in the town of Budgeford, which should be named “Why the Hell Don’t We Build a Bridge”-ville.

On top of the hill is a row of houses, which is where we're headed. If I turned left I'd be looking out over a vast expanse of swamp. I sure hope I don't have to go in there!
On top of the hill is a row of houses, which is where we're headed. If I turned left I'd be looking out over a vast expanse of swamp. I sure hope I don't have to go in there!

Continue reading ⟩⟩ “Shamus Plays LOTRO 15: A Quagmire”

 


 

Drunkens and Flagons

By Rutskarn Posted Saturday Jun 4, 2016

Filed under: Tabletop Games 73 comments

Pretty soon in my GMinar series I’ll be talking about one-shot systems, which are so indispensable to the RPG community and its survival that it’s shocking how few tabletop gamers bother with them. For those with only a passing familiarity with roleplaying, let me sum up the medium’s history in a nutshell: old-school, traditional roleplaying games were made by and for 0ld-school, traditional nerds and are mirrors of the sorts of things that get old-school traditional nerds’ gears turning. Most are built to simulate a particular setting to a satisfying, comprehensive, and tactically complex level of fidelity. These rules tend to intersect with each other all the way down; if you start making a character for one of these games while grandma’s defrosting the turkey, you might just be ready to play by dinnertime, and that character’s only going to be making use of a small portion of the rules you’ll eventually require. Plenty of people did and do make characters in these systems that are only intended to be used once, but considering the amount of work–and the amount of useless information you have to establish about a very short-lived character–it always feels lavish and inefficient.

But these days, players have a lot of options. Among the least simulationist, complex games fall what I call one-shot systems. The hallmark of a one-shot system is that it’s designed for solitary, self-contained stories that begin and end in one comfortable sitting. Ideally these games can be explained to players, set up, and run in the same amount of time it takes to explain the basics of a more complicated RPG. Such games are great for parties, for getting people into roleplaying games, and for trying new things without committing to something potentially tedious.

I’ve devised one such one-shot game called Drunkens and Flagons. The game is flashy, casual, and relatively simple; my rules explanation is about 800 words long and pretty comprehensive. Since I’m mostly going to be talking about more complicated, long-term games in my GMinar series, I thought this might serve as a useful point of comparison.

Without further ado:

Continue reading ⟩⟩ “Drunkens and Flagons”

 


 

Fallout 4 EP3: Sturges? Tell Him.

By Shamus Posted Friday Jun 3, 2016

Filed under: Spoiler Warning 220 comments


Link (YouTube)

(Sorry about the janky framerate in these episodes. We have three more coming that were recorded in the same session. But the following week we’ll have this smoothed out. I find it’s actually easier if you watch the show at 1.25 speed. For whatever reason, that makes the jagged frames less annoying.)

Preston Garvey is a disaster of a character. He’s designed to be “safe”. He’s friendly, welcoming, and inoffensive. The problem is that:

Continue reading ⟩⟩ “Fallout 4 EP3: Sturges? Tell Him.”

 


 

Fallout 4 EP2: The Apocalypse Builds Character

By Shamus Posted Thursday Jun 2, 2016

Filed under: Spoiler Warning 257 comments


Link (YouTube)

My take on Fallout 4: I think the voiced protagonist is the One Bad Decision from which most of the major flaws in this game originate. When my character spontaneously says things without my input or consent, the writer is kind of making a contract with me: I’m designing a specific character for you, so I’ll handle the characterization. And then they fail to follow up on that. My character’s voice is there to intrude on my internal attempts at roleplaying, but there’s not enough of it to form an interesting character with a personality and a proper arc. So the protagonist either has a shift personality as the writer and I play tug-of-war over them, or they have no personality at all.

But then the protagonist is voiced, and individual lines of dialog are often given some emotion. But I’m the one choosing these lines, and I’m doing so using vague prompts. I have no way of knowing what my character will say when I click on “Agree”, and even if I get a mod to reveal the text, I still can’t tell how the line will be delivered. The game designer is pretending to allow me to roleplay, but they haven’t given me the ability to make informed decisions. So my dialog ends up being wildly inconsistent.

In other news:

After playing through the introduction, my daughter came downstairs and said, “Dad, did you ever notice how there’s a bunch of Mr. Handy Fuel? Like, in your house at the start of the game?”

“Yes”, I said guardedly.

“So that means Codsworth needs fuel, right?”

I nodded knowingly.

“SO HOW IS HE STILL WORKING TWO HUNDRED YEARS LATER?”

I sighed. “He’s not just working, but he’s been HOVERING for two hundred years. Also, he claims he’s spent the whole time taking care of your house. And yet the place is totally trashed and hasn’t felt the touch of a broom in decades.”

Esther went wide-eyed with frustration. “Just… what… are they DOING?”

I’m so proud of her.