Mass Effect Retrospective 38: Cerberus Unlimited

By Shamus Posted Thursday Mar 10, 2016

Filed under: Mass Effect 213 comments

There’s a distress call from Grissom Academy, an Alliance military school for gifted young Biotics. Shepard goes to help and finds out Cerberus is attacking the school.

Grissom Academy

What is going on with the lighting on the central dome? That seam down the middle makes no sense.
What is going on with the lighting on the central dome? That seam down the middle makes no sense.

On my first playthrough of this game, I’d lost my Mass Effect 2 saves in a computer migration and so I had to use the default world state, in which Jack is dead. If we make the assumption that anyone using the default character is new to the seriesWhich is not remotely a guarantee, but it’s probably a better policy than just assuming all players are returning ones., then this actually makes sense. Jack is a tricky character and it would be awkward to try to explain who she was in the second game just so the player could appreciate her transformation here in Mass Effect 3.

But this series is based on a full play-through of all three games, and so I got to see the different ways BioWare handled the fact that most of your Mass Effect 2 crew might be dead. They put a lot of work into it, and it really does make for a better world if you take the time to import the saves.

Here at Grissom Academy, Jack has somehow joined the teaching staff. She’s trying to clean up her potty mouth and has ditched the nihilism and random violence in favor of being a mentor to young adults.

Continue reading ⟩⟩ “Mass Effect Retrospective 38: Cerberus Unlimited”

 


 

Good Robot #43: Un-UnSolved Mysteries

By Shamus Posted Tuesday Mar 8, 2016

Filed under: Good Robot 108 comments

So now we’re to the part of the project where we have to stop adding Fun New Things and fix the dumb crap and insane bugs we accidentally created earlier. This is my least favorite part of the project. Or any project. The equivalent for an author is once they’re done writing a book and they have to go back and proofread. Bo-ring!

Here are some of the baffling conundrums we’ve unraveled over the last few weeks.

Bug #1: Mysterious Level Exit

This is what the level exit doors look like.
This is what the level exit doors look like.

Description:

You’re flying around the level, minding your own business murdering robots, when suddenly the Good Robot acts like it just went through a level-exit doorway. The robot flies to the edge of the room, the screen fades out, and you’re suddenly on the next level, despite the fact that you weren’t anywhere near a doorway. You couldn’t even SEE a doorway.

Why this problem SUCKED:

This bug was a phantom. It was the Loch Ness Monster. It was Bigfoot. Nobody could replicate it, nobody could predict it. It would happen once in a hundred game sessions, which meant it never happened when you were looking for it. It would pop up when you were in the middle of something else, and it was so abrupt that by the time you realized it was happening you’d already been pulled through to the next level and couldn’t remember anything specific about the game state pre-transition. What room was I in? What was going on? Was there a door in the same room? Were any robots near it? Did I stupidly blunder through some gap in the level geometry without noticing?

What happened:

Continue reading ⟩⟩ “Good Robot #43: Un-UnSolved Mysteries”

 


 

Experienced Points: WTF, YouTube?

By Shamus Posted Monday Mar 7, 2016

Filed under: Column 65 comments

My column this week is in regards to the blink-and-you-missed-it protest of YouTube’s baleful Content ID system.

I barely scratched the surface of the overwhelming wrongness of the system. Other stuff I didn’t get to:

Continue reading ⟩⟩ “Experienced Points: WTF, YouTube?”

 


 

Diecast #144: Games for Windows 10, Xcom 2, Stardew Valley, E3

By Shamus Posted Monday Mar 7, 2016

Filed under: Diecast 153 comments



Hosts: Josh, Shamus, Campster.
Episode edited by Issac.

Trivia: My daughter Rachel went out and got herself a full-time job, and doesn’t have time to edit the show. So my son Issac took over. So audio may be a little wobbly for the next few weeks until he learns the ropes. We’ll see how it goes.

Show notes:
Continue reading ⟩⟩ “Diecast #144: Games for Windows 10, Xcom 2, Stardew Valley, E3”

 


 

Lord of the Rings Online #2: Mail Run

By Shamus Posted Sunday Mar 6, 2016

Filed under: Shamus Plays 12 comments

I began this evening with a simple goal: To deliver a letter. It’s now the middle of the night, I’m covered in bits of giant-arachnid carapace and goo, and I’m about to die at the hands of an immortal wraith guided by the ultimate evil in the world.

So, this could have gone better, I guess.

Humans on foot are accompanying a mounted Nazgul? That sounds pretty iffy to me. How do they keep up with the horse while also pissing themselves and sobbing?
Humans on foot are accompanying a mounted Nazgul? That sounds pretty iffy to me. How do they keep up with the horse while also pissing themselves and sobbing?

The Nazgul draws near, waving around his Really Super Evil Sword. He’s got a few human ruffians on his side, but I have no idea why. Once you have magic and you can’t be killed, you just don’t have a lot of need for backup. This is like a Dragon taking a couple of pigeons along when raiding a town. He’s got a sword, a horse, some magic, and four thousand years of endless unlife under his belt. His henchmen are just guys with clubs. I sort of feel sorry for them until I remember that I’m about to die.

Boffin begins cowering. He’s been doing that all night, but this time I think he’s onto something. I cower along with him. It’s not bad.

The Nazgul checks his horse and stops, towering over us. He waits. I’m wondering if Boffin will get the knife first, or if I will. After all he’s put us through, it seems only fair that he should go first.

I glance upward and realize the Nazgul is still hovering over us. He’s not attacking. I suspect he’s come to an abrupt realization:

Continue reading ⟩⟩ “Lord of the Rings Online #2: Mail Run”

 


 

Good Robot #42.75: Pro Strats

By Rutskarn Posted Sunday Mar 6, 2016

Filed under: Good Robot 26 comments

“There’s something you can do to help get the game ready to ship,” said Arvind over Hangouts.

“What do you mean, ‘ready to ship?’ It launches in a few weeks. I finished the script, like, hours ago. What’s left?”

“Playtesting. How many hours have you been playing?”

“Aw, jeez.” I checked my counter. “About 75 hours this week?”

“Are you serious?”

“Yeah, sometimes fourteen hours at a time. I’m playing right now. I’m sorta waiting for you to hang up so I can go back to talking to it like we’re friends.”

“And have you found any bugs?”

“I don’t know if I’d call it a bug, but Vaegir Guards are just the worst. They’re like drunk dumpster gnomes on drunk ponies. How’s a girl gonna conquer Calradia with a horde of these chumps?”

Continue reading ⟩⟩ “Good Robot #42.75: Pro Strats”

 


 

The Altered Scrolls: Q&A, Part 4 (Final Q&A)

By Rutskarn Posted Saturday Mar 5, 2016

Filed under: Elder Scrolls 38 comments

Duoae asked:

Where do you stand on levitation? Was it worth being removed because it broke the game or do you view TES games as fundamentally broken (like me) and that's why they're fun?

The problem is, there’s two kinds of broken.

The first and most obvious kind is unbalanced; open to player exploitation, outside of the developer’s projected cycle of challenge and reward. That’s the “good” kind of broken; it’s a tool for the player to experience content on their own terms rather than something categorically detrimental to the experience. It can be a problem when the exploits are too obvious, but if players have to find or research them on their own it usually increases rather than decreases enjoyment of the game–the challenge becomes figuring out how to beat encounters easily and the thrill becomes voluntarily reveling in these advantages. It increases the player’s sense of personal freedom when a developer doesn’t block off all the advantageous mechanical alleyways that make exploits possible. Bethesda’s been cracking down on the “good” kind of broken for a while now by removing or streamlining spellcrafting, enchantment, and the ability to make your character faster or bouncier; it’s not an outrageous assumption that they’ve been keeping flying out of the game because it’s just too hard to design encounters around.

However, I doubt that’s why they got rid of levitation. Levitation in modern TES games stands to be the “bad” kind of broken. The increased demands of the engine require towns to be separate instances–you can’t just pass from the wilderness into the Imperial City because the Imperial City, outside its outer walls and very crude stand-ins for its inner structures, doesn’t exist in the main gameworld. Players essentially teleport to a separate gameworld when they interact with the outer gate; it’s only through environmental cues that the illusion of continuity is preserved. Flying over said gate and into the “city” will reveal the only thing that does exist in the main gameworld: a bunch of bleary-textured and totally inert buildings meant to look good from a distant ridge. This is the main obstacle to levitation in modern TES games, although I’m sure there are issues with draw distance as well–the old Morrowind trick of thick mist everywhere doesn’t really hold up in 2016, although some kind of attractive swirling maelstrom might do the trick.

Continue reading ⟩⟩ “The Altered Scrolls: Q&A, Part 4 (Final Q&A)”