Knights of the Old Republic EP42: The Three Trials

By Shamus Posted Wednesday Jan 13, 2016

Filed under: Spoiler Warning 73 comments


Link (YouTube)

And so our thrilling game of Second Edition D&D comes to an end. I managed to survive my serious case of self-inflicted deadly poison long enough to wander off to do the job, alone, with incomplete information. Josh cast his one spell and had to take a nap. Chris took no actions whatsoever, thereby making him the winner by virtue of being the person to make the fewest number of idiotic blunders.

Also there was something about Jedi and fish people in there? I don’t know. I wasn’t really paying attention to that stuff.

The D&D seems to have gone over well. We’re currently talking about maybe doing some more of this, perhaps outside of Spoiler Warning. We’ll see.

 


 

Experienced Points: $600 for the The Oculus Rift?

By Shamus Posted Tuesday Jan 12, 2016

Filed under: Column 124 comments

Five hundred and ninety-nine U.S. dollars is indeed a lot to ask for a gaming peripheral. My column this week talks about the price, why I think it went up so sharply, and why it has me a little worried.

It’s the classic manufacturing problem:

Continue reading ⟩⟩ “Experienced Points: $600 for the The Oculus Rift?”

 


 

Half Time CH14: Pipe Dream

By Rutskarn Posted Tuesday Jan 12, 2016

Filed under: Lets Play 12 comments

The noise coming from the shower/sick wing is enough to put us all off sleep for a while. It’s not the screams–it wouldn’t be the finale of a big match without those. It’s the crying.

The world’s greatest halfling Blood Bowl player is in there sobbing like a broken pump.

You might think that’s because his limbs look like licorice and he’s so sauced up with blood and pitch mud the apothecary needs a sponge to find which side’s up. Then again, you might think he’s sobbing because he’s the world’s greatest halfling Blood Bowl player. And all my bitter cynicism aside–I think you might be right about that.

Continue reading ⟩⟩ “Half Time CH14: Pipe Dream”

 


 

Diecast #136: Oculus Rift, Cibele, Skyrim Mods

By Shamus Posted Monday Jan 11, 2016

Filed under: Diecast 85 comments


Hosts: Josh, Campster, Mumbles. Episode edited by Rachel.

Is this the first time Mumbles has hosted? I think it is! And I wasn’t there to see it.

Since I wasn’t in the show, I put my thoughts in the show notes below.

Show notes: Continue reading ⟩⟩ “Diecast #136: Oculus Rift, Cibele, Skyrim Mods”

 


 

The Altered Scrolls, Part 16: Goals and Failures

By Rutskarn Posted Friday Jan 8, 2016

Filed under: Elder Scrolls 131 comments

Skyrim‘s ethos is a re-evaluation of Oblivion‘s goals, focuses, and idiosyncratic approach to player freedom. It comes down to what a player is supposed to be able to seamlessly do–and what they aren’t.

Oblivion was ruthless in comparison to its predecessor: it re-organized, simplified, nudged, and foolproofed in order to let any character do anything they wanted. The base game contained no contradictory factions, no NPCs that could be killed inadvertently to terminate a questline, level scaling to make almost all content instantly available, and no stat requirements for advancement. Bethesda allowed one build to seek out a variety of experiences, from the Hitman-lite stylings of the Dark Brotherhood to the heist-styled Thieves’ Guild to the clamor and glamour of the Arena. Although its strict level scaling locked underpowered characters out of just about everything–a critical flaw, to be sure–the developers were largely successful.

Skyrim‘s approach is superficially similar. Like in Oblivion, most of the content can be immediately accessed by a dedicated character. Like in Oblivion, the game offers a variety of factions and quest types to every character without forcing players to choose. But there’s a critical difference, and one that’s arguably generated most of the game’s popularity and controversy: where Oblivion permits one character to access most of the game’s content, Skyrim permits one playstyle to access most of the game’s content.

Bethesda character models range in appearance from shopping-mall caricatures to rotted pumpkins. Skyrim represents human models at their best. I've got some strong negative comments about the art design I'll get around to later, but the people, nature, and buildings all look pretty neat.
Bethesda character models range in appearance from shopping-mall caricatures to rotted pumpkins. Skyrim represents human models at their best. I've got some strong negative comments about the art design I'll get around to later, but the people, nature, and buildings all look pretty neat.

Continue reading ⟩⟩ “The Altered Scrolls, Part 16: Goals and Failures”

 


 

Knights of the Old Republic EP41: Ominous

By Shamus Posted Friday Jan 8, 2016

Filed under: Spoiler Warning 51 comments


Link (YouTube)

This part is a lot more painful if you don’t know where you’re going. There are some dead-end branches in the underwater hike, so it’s possible for a player to go all the way down a path, then have to turn around and hike all the way back, then get confused which way they were originally headed and end up backtracking even more. I say this from experience.

Also frustrating is that it might take you a couple of tries to get the timing right on the shark-killing emitter. If you hit it too soon – while the shark is still out of range – then it will probably still be on cooldown when the shark reaches you. Maybe then you’ll think you need to wait until the last second, but the game actually triggers the insta-death “eaten by a shark” animation before it actually reaches you.

None of this is all that hard or confusion, but it’s also not entirely clear and if you don’t happen to guess things right on the first try then you could end up repeating parts of what is already a really tedious endeavor.

We spent so much time dumping on how bad this “underwater mosey” gameplay is that we often overlook just how sloppy the RPG stuff is. You finally meet a couple of people who immediately try to kill you because they’re afraid you might try to open a door. They don’t know what the situation is and they don’t know why you’re here. As far as they know, the problem could be is solved and you’re the rescue party.

Yes, some people crack under pressure and behave irrationally. Except, there are two people here and they both seem to have gone the same kind of arbitrary crazy/stupid in the exact same way.

But fine. Two murderously crazy people. I’ll go with it. But then once you open the door your dialog options are: (Comfort) (make peace) and (shout). So far the game has been willing to let you pointlessly murder and extort harmless peasants wherever you go, but then you meet two people who the player might have some justifiable reason to want to kill, and suddenly the game railroads you into a long, mostly-friendly conversation. (Although it does let you turn back into a murderbot at the end.) Yes, this was a dose of much-needed exposition. But maybe the game shouldn’t give you a reason to want to kill essential exposition dispensers. Or at lest allow the player a few lines of dialog to frame this as an interrogation.

And then at the end the big mystery is resolved with a massive info dump from a couple of NPCs we just met.

It’s not like this ruins the game or anything. It’s just a short, kinda dumb scenario at the end of a long boring hike.

 


 

Knights of the Old Republic EP40: SERIOUSLY Hurt Locker

By Shamus Posted Thursday Jan 7, 2016

Filed under: Spoiler Warning 79 comments


Link (YouTube)

Listening to the guy in the locker, I’m pretty sure this is the Davik Kang voice actor again.

This part of the game is a meandering slog with lots of backtracking. So Rutskarn decided to run a 2nd Edition D&D game DURING the show. The dice delivered to us three completely unremarkable peasants during character creation, and then things went downhill.

I don’t want to spoil the adventure, but we will indeed face deadly danger, while making no discernible progress on the adventure Rutskarn devised for us. Indeed, the quest hook itself was nearly too challenging for us, and it involved little more than sitting in chairs and talking.