SOMA EP12: Detainee Lab 2021

By Shamus Posted Friday Apr 22, 2016

Filed under: Spoiler Warning 26 comments


Link (YouTube)

The most suspenseful moment in this episode is where Chris vanishes, possibly to be force-upgraded to Windows 10 by the WAU. And just so you know: He didn’t come back. We have no idea how that drama turned out.

Yes, point and laugh at the 20 minute mark when I was lamenting how Catherine never explained what she was feeling, when she just got done doing that. Still, that statement felt like it should be the start of a discussion, not the end of it. The question of “What are these two characters experiencing in a physical sense?” was always in the forefront of my mind, and the game was very coy about it.

In this episode, Simon dreams. That’s the most concrete bit of evidence that this computer-based brain is honestly having a go as simulating human brain activity on some fundamental level.

Also, once again I have to commend the team for doing a proper dream sequence. In far too many movie dreams, the writer is just so childishly excited about the part where they get to pretend to kill someone important and then do the “Ha ha! It was all a dream!” thing. The problem is that when you do this, you can only do this. If you’re trying to pretend this is real, then you can’t put crazy dream stuff in there, since that would spoil the “surprise”. Which is why dream sequences are usually so terrible. They exist only for the sake of the surprise, which usually doesn’t even work because the trick is so played out.

Here, the writer skipped the trick and actually did something interesting. They kept it short, because overly long dream sequences are annoying. They made it feel dreamlike by hiding Ashley’s face and presenting the sort of unrealistic scenario Simon might dream about. It provided a nice time gap, so we wonder how long Simon has been asleep. And it provided a nice contrast of his old life and the new. We spend just enough time in his comfy little apartment to be reminded of just how much it must suck to be stuck in his current situation.

Also, as promised: This is a Trent Reznor song.

 


 

SOMA EP11: A Monstrous Waste of Time

By Shamus Posted Thursday Apr 21, 2016

Filed under: Spoiler Warning 45 comments


Link (YouTube)

Watching Josh play this sequence confirms my suspicions: The monster is scripted to make a beeline for you when you approach the panel, logic be damned. Even if it’s locked in a room on the other side of the level. And even though it’s supposedly blind, slow-moving, and making tons of noise itself. Yet somehow walking near the panel will cause it to know where you are and magically escape the room and cover the distance.

So then you think, “Since his hearing is so good he can detect me looking at a panel over his own gargling from fifty meters away, maybe I can distract it with sound?” But once again, no. You can toss trash cans and paperweights all over the place and it won’t come to investigate. The only thing that attracts it is approaching the panel.

The game tells you he’s “blind” so you assume it’s all about managing sound. But then the game brazenly breaks that rule. Great. So what ARE the rules? Maybe the game is saying I need to deal with the monster before I can repair the panel? Maybe I’m supposed to stay in place but STOP working on the panel when the monster approaches? Maybe I’m supposed to solve this puzzle quickly, before the monster reaches the door?

I want to solve this door puzzle, but instead I end up working on this meta-game puzzle of trying to figure out what the designer is thinking. It’s a safe bet that if the player is thinking about the game designer, then they are no longer immersed in the world and thus aren’t likely to be very scared. The fact that the monster hangs out for a good minute or so and prevents you from making any progress makes it pretty likely that this whole section will turn fear into frustration.

This game has some moments that are, if not scary, then at least chilling or disturbing. But all of them happen when the actual “dangerous” monsters piss off and you’re able to think about the ideas the game is presenting.

On the other hand, running from monsters was a huge part of the cultural appeal of Amnesia. And Amnesia was one of the games that originally launched jumpscare streaming culture as we know it. It’s entirely possible that if it wasn’t for shrill teens screaming into their webcams, then there would be no Five Nights At Freddy’s. No Spooky’s House of Jump Scares. None of the hundreds of jumpscare-based games on Steam designed not to be fun to play, but to act as fodder for the streamers. Amnesia wasn’t the only game to launch this fad, but it was certainly one of the major contributors.

It’s like SOMA is torn between the really interesting Sci-fi the developers wanted to make, and the same old thing they assumed the fans expectedAnd maybe they were right? I dunno. I don’t follow streamers much..

 


 

Mass Effect Retrospective 44: Boss Fight

By Shamus Posted Thursday Apr 21, 2016

Filed under: Mass Effect 248 comments

Here we are. The mysterious and legendary Quarian homeworld. We’ve been hearing about this place since we met Tali way back at the start of Mass Effect 1. I’ve always wondered about this place. I have to say it’s not quite what I was expecting.

Rannoch

Quarians actually lived here? Maybe this isn't the best time to bring this up, but maybe the Geth did you a favor when they threw you off the homeworld.
Quarians actually lived here? Maybe this isn't the best time to bring this up, but maybe the Geth did you a favor when they threw you off the homeworld.

The Quarians only left a couple of centuries ago, and they were already a space-faring civilization at the time. So you’d expect to see some spectacular cities here. Or ruins of cities. Or Geth cities built from abandoned Quarian cities. Or, you know… houses. Something.

The planet description offers the excuse that a lot of the planet is kind of “Mojave Desert”-ishWhich almost makes me wish for a nuclear winter. and not worth inhabiting. I guess that’s where these missions take place?

In reality, I’m sure this was a simple budget problem. Cities are expensive to build, and this game is already heavy on expensive content. Still, I really wanted to see a Quarian city. Even if it had just been a darkened city on the horizon, baked into the skybox, it would have been wonderful.

It’s hard to share Tali’s excitement when her planet looks like such a depressing shithole. It’s like bringing your alien friend to see Earth, except you only show him some featureless scrublands, or a random spot in the middle of the Atlantic. Spoiler: He might not be super-impressed.

Continue reading ⟩⟩ “Mass Effect Retrospective 44: Boss Fight”

 


 

SOMA EP10: Dunbat? More like Dumb-Bat!

By Shamus Posted Wednesday Apr 20, 2016

Filed under: Spoiler Warning 46 comments


Link (YouTube)

The most interesting thing about these philosophical debates is this: Many people, when presented with these questions, seem to already have some kind of mental model for how they think it all works. They have their own definition for what a person is, what consciousness is, and what it means to “die” in a world where people can be copied. And to them it’s all sensible, reasonable, and consistent. Perhaps even obvious. Everything is fine until they talk to someone else, who has a radically different mental model, which the other person feels is equally inescapable and obvious.

For example? Everyone keeps linking the Transporter Problem video by the awesome CGP Grey. In that video, the mental model is that since your cells are all destroyed, you die, and then a new thing – a copy of you – is created in a new location. This doesn’t match my mental model at all and so just comes off like a bunch of wanking to me. When talking about someone “dying” I’m much more concerned with the continuity and fidelity of their thought processes than with which particular pile of cells those processes are running on.

This is one of the reasons I like this game. It seems to be pretty good at finding those narrow gaps between people’s mental models and wedging them open.

For the record: I think the bit with Brandon is actually pretty tricky, ethics-wise. I shrugged it off during the game, but if we were causing him physical(?) pain then I might have reacted differently. But to me we were slightly upsetting someone for twenty seconds for our own survival, and that seemed like a pretty clear-cut case. The fact that he won’t even remember being upset makes this even easier. Also – and maybe I’m being unfair to Brandon – but I felt like he should have handled this better. He’s exhibiting Simon-levels of panic and confusion, when he ostensibly grew up around this technology and has been given ample time to wrap his head around the idea.

 


 

Ruts vs. Battlespire CH5: Aches and Planes

By Rutskarn Posted Wednesday Apr 20, 2016

Filed under: Lets Play 49 comments

Exploring the Battlespire turns out to be deceptively troublesome. Not because the local talent is putting up much resistance; they’re doing their jim dandiest to make my stay at the ‘spire as memorably gruesome as possible, but what they make up in enthusiasm they lack in starch. I would describe their presence as “nagging,” a gentle buffeting of scamp claws when I enter a room to remind me to tip the doorman a fistful of steel. I will admit it hurt when I strained my wrist cleaving these geeks in twain.

That sounds like a disaffected quip, but no–seriously, my actual wrist sincerely hurts. Since every time you swing a sword you need to right click, hold, and drag the mouse in a pretty wide arc in monotonous patterns–and not every swing is a hit–clearing a room leaves you feeling like you’ve just directed runway traffic at LAX on a Friday night. Playing for extended periods makes you feel like you just transcribed your thesis on a jammed mechanical typewriter. I seriously incur less wrist strain writing these posts than I do playing for a few minutes.

This helmet belonged to a scamp who attacked me. I assume it was trying to kill me so it could leave the hat on my corpse. Fun fact: the helm is magical and once I actually figure out what it does you'll be the first to know.
This helmet belonged to a scamp who attacked me. I assume it was trying to kill me so it could leave the hat on my corpse. Fun fact: the helm is magical and once I actually figure out what it does you'll be the first to know.

Continue reading ⟩⟩ “Ruts vs. Battlespire CH5: Aches and Planes”

 


 

This Dumb Industry: The Opportunity Crunch

By Shamus Posted Tuesday Apr 19, 2016

Filed under: Column 222 comments

This week we’re talking about this article from Alex St. John: Game developers must avoid the “wage-slave” attitude, which itself is a response to Why “crunch time” is still a problem in the video game industry. I have a lot of problems with the second article as well, but if I try to argue with both of them at once while they argue with each other, it will be chaos.

For context, Alex St. John is co-creator of the DirectX family of API's at Microsoft and founder of WildTangent Inc., so this isn’t just some whelp game journalist saying provocative things for links. This is an industry veteran who – even if I disagree with him on a few points – has a lot of experience and knows what he’s talking about when it comes to running a business and developing software.

The article isn’t long and you should read the whole thing, but if you insist on me distilling it down to a few bullet-points then:

Continue reading ⟩⟩ “This Dumb Industry: The Opportunity Crunch”

 


 

Diecast #149: Eve Online, Town of Salem, Dark Souls III

By Shamus Posted Monday Apr 18, 2016

Filed under: Diecast 175 comments

Dear Firefox user: You can stop leaving comments and emailing me about how I have a bug in my website that makes the Diecast auto-play. That’s a confirmed bug in Firefox. I’ve heard a rumor that the latest build has a fix for this. Good luck!



Direct link to this episode.

Hosts: Josh, Rutskarn, Shamus, Campster, Mumbles.

Episode edited by Issac.
Continue reading ⟩⟩ “Diecast #149: Eve Online, Town of Salem, Dark Souls III”