SOMA EP1: Oh, Canada?

By Shamus Posted Wednesday Mar 23, 2016

Filed under: Spoiler Warning 85 comments

We wanted to do something light and quick before we dive into Fallout 4, which will no doubt consume a big chunk of the year. So we’re going to run through SOMA, the follow-up to Amnesia from Frictional Games. Unlike that one time we treated Amnesia like a joke, we’re actually giving SOMA a full play-through and taking it seriously.


Link (YouTube)

I love the dream sequence here, which is something you almost never hear people say about any movie or game ever. Here is why this one succeeds where so many others have failed:

  1. It’s short. Just 30 seconds. Far too many games make a dream sequence that lingers for several minutes. This ends in one of two ways: Either the player figures it out right away, in which case they spend the entire rest of the sequence impatiently waiting for the story to Get On With It Already because none of this matters. Or the dream feels like reality, in which case the audience feels cheated that you wasted their time because they watched a mundane scene that didn’t matter and ended as soon as something interesting happened.
  2. It ACTS like a dream. Way too many storytellers seem to be under the impression that human beings dream in little expositional short films, complete with musical cues and establishing shots. But Simon’s dream really feels like dream logic. He’s driving his car, but he’s sort of aware that he’s about to be in a crash. But he’s already got the head injury from the crash. His head is bleeding, which is annoying instead of panic-inducing like it would be in real life. He’s having a conversation about the medicine he needs to take, which is a concern in his life now, long after the crash. This is the exact sort of casual continuity-bending nonsense that you only see in dreamsAnd Mass Effect 3..
  3. It LOOKS like a dream. Note how the camera stays in first-person, and is mostly hyper-focused on small details, leaving the rest of the scene vague. Contrary to what Hollywood thinks, we don’t usually dream in third-person widescreen HD1080p with Dolby Surround sound.
  4. It serves a purpose. These 30 seconds of screen time are packed with detail. We learn that Simon was in a crash. He injured his head, and possibly his brain. He had a girlfriend. The fact that she’s not part of his life when he wakes up is a pretty big hint that she probably died in the crash. We see the medicine and hear the name Dr. Munshi, introducing the elements the game will need in about 15 seconds. The writer uses the dream to bring us up to speed, while also conveying Simon’s ongoing unease and confusion.
 


 

Ruts vs. Battlespire CH2: The Eldark Scrouls

By Rutskarn Posted Wednesday Mar 23, 2016

Filed under: Lets Play 35 comments

Last week we genetically engineered three hundred pounds of magic-immune swordmeat. This week we try to force it through the grinder. We’re finally about to take a peek inside the Battlespire–and by extension, a dusty design document marinated in Taco Bell that begins each section with, “Because it Seemed Like a Good Idea at the Time.”

Let’s recap. The game’s framing device is that you’re enrolled in the academy to become an Imperial Battlemage and that this tower, literally called “the Battlespire,” is your “harmless” final exam. Makes sense. You remember how the midterm at the Snugglespire was a harrowing parade of horror and mutilation, so there’s a sort of internal logic. Now let’s check our inventory and see what we’ve been set up with:

Continue reading ⟩⟩ “Ruts vs. Battlespire CH2: The Eldark Scrouls”

 


 

Experienced Points: Microsoft’s UWP is Games for Windows Live 2.0

By Shamus Posted Monday Mar 21, 2016

Filed under: Column 74 comments

My column this week is about the Windows 10 Store. Sort of. I guess it’s really about trust of a company that’s has done – and continues to do – a lot of harm to PC gaming.

This comment at the Escapist is worth reading. It puts an asterisk on several of the points I made in my column. I’m not really inclined to take anything Microsoft says at face value, but the points are there for the curious.

I remember a lot of teeth-grinding frustrations with GFWL that never made it into blog posts or columns. At the time I thought, “Bah, nobody wants to read more GFWL ranting. I should pace myself.” Now I genuinely wish I’d posted them for purely historical purposes. I always link to the same two anecdotes, and I don’t want people to walk away with the impression that I just had two bad experiences with GFWL. These are the tip of the iceberg, not the full story.

And it’s not like GFWL went away:

It looks like Quantum Break is the first game to be leveraged as a Win 10 store exclusive on the PC. That’s ominous. Someday they might do this to a game I care about.

 


 

Lord of the Rings Online #4: Dressed to Kill

By Shamus Posted Sunday Mar 20, 2016

Filed under: Shamus Plays 22 comments

If you remember from earlier we’re following the story of the Hobbit Lulzy. She’s my dual class Minstrel / Clotheshorse and she’s stuck in the Human town of Archet. Brigands surround the place, threatening to attack. She was led to Archet by Amdir the Ranger. Amdir is to the Rangers what Aquaman is to the Justice League: Slightly better than the average guy, but so much worse than the rest of the team that he only drags them down.

Amdir got himself stabbed by a Nazgul, and since then he’s been laying in the middle of town, being useless. (So, no change so far.) Now it’s up to Lulzy to take his place and aid in the defense of the town.

Well, I dealt a decisive blow against the brigands by killing a small handful of them. This should make sure the rest of them are good and pissed off when they show up and destroy the city later tonight. Now I’m thinking I should take a walk around town and see who else needs help. More importantly, I should see if they have any fun clothes to offer.

You're no Hermione, that's for sure.
You're no Hermione, that's for sure.

First up I meet Ann Granger. A female soldier, who is guarding the lodge where the bulk of the town guard is hanging out and stuffing their faces. I’m glad to see the humans have such a progressive attitude towards women in warfare. It’s heartening to see women demonstrating our strength and independence by standing beside the men and having adventures of our own!

“Hail sister! What do you need?”, I greet her.

Continue reading ⟩⟩ “Lord of the Rings Online #4: Dressed to Kill”

 


 

Good Robot #45: Old Robot

By Rutskarn Posted Saturday Mar 19, 2016

Filed under: Good Robot 34 comments

 

Some of you may not have gathered this from my last two posts, but I, Rutskarn, was hired to write the award-winning* script of Good Robot. What you might also have missed (because I never actually brought it up) was that I was hired to write the script by Shamus in 2013. Which was a very different time for gaming; the Oculus Rift was a potentially overhyped newcomer and had yet to revolutionize videogames forever, The Last Guardian was still in development, and gaming channels on YouTube grappled with the thankfully short-lived “Wild West Apocalypse” model of copyright claims and takedowns. Heady times.

But at least one thing in this crazy world has remained constant, and that’s my willingness to (under reasonable duress) actually write Good Robot. Which I did–all the way back in 2013. Now three years later one thing in gaming really has changed, and that’s Good Robot, because the old script is now completely useless. As in, nothing could be saved–not even the model of storytelling. The changes we’d made to the game meant a total rewrite was necessary.

Let’s talk about why.

This is actually the first of a two-part series, but you don’t need to read either one to understand the other. That’s important, because this post–and only this post–is absolutely one hundred percent farm-certified Spoiler Free. The next one will hint at the context of the new game without, I think, spoiling anything, but consider yourself warned. Now–let’s hop right in.

*Shamus has already guaranteed me a lock on this year’s Goldun Riter Awward, but I’m also gunning for the Horace Peasmasher Wrote Man’s Pennant, a prestigious prize granted thus far only to Wizards of Wor, CD Boggle (Sponsored by Kellog Cereals!), and Seasons of Mystery: The Cherry Blossom Murders. And even–dare I say it–a Writer’s Guild award, that I might join The Force Unleashed and Assassin’s Creed: Brotherhood as the premier storytelling achievements of the modern age.

Continue reading ⟩⟩ “Good Robot #45: Old Robot”

 


 

Mass Effect Retrospective 39: Cerberus Set Up Us The Bomb

By Shamus Posted Thursday Mar 17, 2016

Filed under: Mass Effect 229 comments

EDI, the Normandy’s self-aware unshackled AI core, is scanning the inert robo-body of Dr. Coré when the robot comes to life and fights back. EDI wins, and downloads herself into the body. She emerges from the smoke of the conflict, swinging her new hips and effortlessly sauntering around in her high-heel… feet?

Robomantic Comedy

So Dr. Eva Coré had a solid plastic shell instead of hair and nobody noticed?
So Dr. Eva Coré had a solid plastic shell instead of hair and nobody noticed?

Remember that Dr. Eva Coré was a robot that posed as a human. Now we’re seeing her metallic innards with with her clothes and fleshy exterior burned away. You might expect she would be shaped like a terminator, since the writer seems to like that design so much, and also because that’s what human beings look like with the fleshy parts removed. But no. As luck would have it, EDI’s insides just happen to look like a fashion mannequin.

Continue reading ⟩⟩ “Mass Effect Retrospective 39: Cerberus Set Up Us The Bomb”

 


 

Ruts vs. Battlespire CH1: Body By Bethesda

By Rutskarn Posted Wednesday Mar 16, 2016

Filed under: Lets Play 80 comments

Released in 1996, The Elder Scrolls II: Daggerfall is one of the most seminal genre-transforming RPGs ever released.

Released in 1997, An Elder Scrolls Legend: Battlespire is an RPG.

Daggerfall features gameplay that innovates on nearly every feature of the series. It uses its open world and nonstandard player goals to directly challenge the idea fantasy games should be fun-but-linear dungeon crawl experiences.

Battlespire features gameplay.

Daggerfall is broken, shabbily designed, clearly at the limits of its developer’s ability–but through the strength of its core design it emerges as a loveable experience, extraordinary for when it came out–even enjoyable by a certain kind of modern player.

We’re going to be playing Battlespire.

You might think that this is one of those old fantasy games full of cheap titillation. So, go ahead.
You might think that this is one of those old fantasy games full of cheap titillation. So, go ahead.

Don’t expect me to give much background. The game’s “best” experienced completely fresh. I know this isn’t a high bar, but it’s by far the most surprising Bethesda game I’ve ever played (this isn’t counting the NGAGE titles, which nobody played). If Morrowind made me feel awe and Skyrim made me feel powerful, Battlespire made me feel like there was a hidden camera in my Del Taco bag. It’s like meeting your best friend’s brother and discovering he wears tweed trenchcoats, speaks in a crooning, giggling whisper, and is pathologically obsessed with collecting six-inch porcelain dolls. Any of the three would be a little odd. Observing all of them over the course of one ebelskiver brunch guarantees you’re only seeing the tip of the iceberg, and you can’t help but wonder: how can these two individuals be related?

Continue reading ⟩⟩ “Ruts vs. Battlespire CH1: Body By Bethesda”