Knights of the Old Republic EP49: Ajunta Appalling

By Shamus Posted Wednesday Feb 10, 2016

Filed under: Spoiler Warning 36 comments


Link (YouTube)

I know we’re making fun of this poor game, but the truth is I really miss this stuff. Korriban is loaded with worldbuilding. It’s full of history, intrigue, puzzles, characters, and stories. Sure, the puzzles are a little clunky, the characters are arch, and the stories are all trope-y as hell, but it gave the game another dimension. A lot of this kind of content has been sanded off in modern games. You’re either doing combat or someone is explaining where we need to go to get the next batch of combat.

 


 

Ruts Plays CRAWL: Part 1 of Dead

By Rutskarn Posted Wednesday Feb 10, 2016

Filed under: Lets Play 25 comments

I’ve been playing a classic dungeon-crawling game to loosen up for my upcoming Patreon series, and since I’m still building up a buffer for my next Tuesday LP, I’m doing a little one-off. Probably a little two-off, actually. Let’s see what happens when failure’s even more guaranteed than usual.

Everybody wants the Orb of Zot, and if you don’t, you’re a degenerate and you need to get the hell out of my office.

What does it do? What does it do? What kind of slackjaw rube question is that?

Nobody knows what it does, you knucklehead. Nobody’s seen it. It’s at the bottom of a rotten daemonic middenshaft bursting with the worst things ever. To get the orb you’re going to need to fight more living things than you have seen in your entire life so far and personally kill all of them. Beast by beast. Room by room. Stratum by stratum. The least messed-up things you’ll see will be snakes the size of horses and rats bred exclusively on living flesh, and within ten minutes, you are going to be powerfully nostalgic for such simple pleasures. Then you are going to get lost. Then you are going to get cursed. Soon you are going to starve–and if you’re lucky you’ll starve to death. You’re going to need to do the unheard of, win impossible victories, and get enough hidden evil magic runes to unlock a unholy antechamber with an unsurvivable anteconfrontation followed by a general-purpose brouhaha–and if you’re legendary enough to survive that, congratulations! The Orb is yours. At least for a few seconds, because now you’re going to have to fight back up except this time evil gods are showing up to kill you personally.

So are you gonna sign the contract or are you gonna wuss out on me?

What’s in it for you? You’re asking about the Dungeon of Zot. You’re asking me why you ought to go down into a hole and die. I do not have the answer to that question. That’s why the lease on this office is “annual”, not “until I’m eaten by orcs doing something an idiot would do.If you had an ounce of sanity and any good reason to live, you wouldn’t go–wouldn’t think about going. You wouldn’t even be asking these questions. You’d be meeting somebody nice at a tavern and splitting a roast chicken or you’d be out on your porch whittling a duck. Look, I can promise you what’s in the contract, which is–in the downright apocalyptic eventuality that get the Orb–a percentage of whatever money turns out to be involved in that. In exchange I give you a weapon, some cheap clothes, a breadstick, and a toothbrush. Is it a good weapon? Well, let me point out to you that I’ve never ever gotten one of these back, so you tell me: am I going to give you a good weapon?

There’s my door. If you don’t have some kind of awful, horrible reason why you need to throw your life away trying to get that Orb–you walk right out there and never come back.

No?

That’s what I thought. Just don’t say I didn’t warn you.

Continue reading ⟩⟩ “Ruts Plays CRAWL: Part 1 of Dead”

 


 

Good Robot #42: The Framerate Unleashed

By Shamus Posted Tuesday Feb 9, 2016

Filed under: Good Robot 92 comments

Good Robot has a problem. It’s a strange, goofy, inexplicable problem and I’m pretty sure (60%-ish) that it’s not my fault. Here is what’s up:

Our game is capped at 60fps. That’s fine, except the cap isn’t self-imposed. Oh, I have a frame-limiter in the game, but it doesn’t do anything. If I disable it, the game is still limited to 60fps. Even if I render nothing more than a blank screen, I can’t get the framerate to go above 60. Under those conditions, the framerate should be in the thousands.

Please enjoy this animated gif, which is NOT REMOTELY running at 60fps!
Please enjoy this animated gif, which is NOT REMOTELY running at 60fps!

That’s not the problem. It’s certainly a curiosity, and it’s been on my long list of “mysterious stuff that bugs me” for a couple of years now, but it’s not really a threat to the project as a commercial product that will hopefully feed us someday. The more serious problem is that if you try to capture the game footage at all through Fraps, Bandicam, or streaming software, the framerate drops to 30fps.

Continue reading ⟩⟩ “Good Robot #42: The Framerate Unleashed”

 


 

Experienced Points: Rise of the Tomb Writer

By Shamus Posted Monday Feb 8, 2016

Filed under: Column 27 comments

Last week on the Diecast I kind of sneered at the story in Rise of the Tomb Raider. In my column this week I kind of back off from that by suggesting that the story is fine in broad strokes, and it’s the over-abundance of needless cutscenes that kills it. And now that the column is up I realized this problem is more widespread than I thought: The cutscenes were the worst part of Hitman Absolution. And like I said in the article, they didn’t do the Thief reboot any favors either.

Square Enix has a bunch of talented game developers working for them, but someone at the top has decided to turn them all into shitty filmmakers. I suspect it will take a few more crappy games and millions of dollars in needless expenses before someone comes to their senses and dials back on this nonsense. The first step is admitting you have a problem, and right now I bet the wannabe movie-mogul behind this is still thinking this is the developer’s fault.

If you were curious about the “laser sauna” rant in the Diecast, below is what I was talking about. Warning! Shamus gets angry and swear-y:

Continue reading ⟩⟩ “Experienced Points: Rise of the Tomb Writer”

 


 

Diecast #140: Rise of the Tomb Raider, Massive Chalice, The Witness

By Shamus Posted Monday Feb 8, 2016

Filed under: Diecast 56 comments



Hosts: Josh, Rutskarn, Shamus, Campster. Episode edited by Rachel.

Yes, the topics for this week look a lot like the topics for last week, but I promise this is a new episode.

We haven’t kept careful track of episode lengths, but I’m pretty sure that sometime in the last few weeks we reached the point where there is now a full week of Diecast. That is, it would take a full week of continuous listening to play through the whole show.

Show notes: Continue reading ⟩⟩ “Diecast #140: Rise of the Tomb Raider, Massive Chalice, The Witness”

 


 

Knights of the Old Republic EP48: Welcome to Sith High

By Shamus Posted Sunday Feb 7, 2016

Filed under: Spoiler Warning 65 comments


Link (YouTube)

Here’s the Mexican Standoff skit I mention in this episode. It’s really good. I also mention the same exact skit in the next batch of episodes, because my memory is terrible.

Chris pointed out how Sith High looks like a Quake level. I think this is due to several factors:

First, this is kind of what you get when you’re under a tight polygon budget but you’re trying to make something “strange” or “alien”. You don’t have the polygons to make (say) rounded arches, round rooms, or other kinds of curved surfaces. The problem is that box rooms and box hallways are the most polygon efficient, but they’re also the most familiar and unimpressive, because we inhabit box rooms here on plain old Planet Earth every single day.

Also, the player needs lots of room. In Quake you need room for the circle-strafing, rocket-jumping tomfoolery that game is built around. Here in KOTOR, you need room because the player has a camera floating about three meters behind them and you don’t want that thing to be constantly bumping into walls. It’s actually really annoying (and for some people, nauseating) if the camera has to keep moving in and then pulling back over and over again as they traverse the space.

So you’re trying to escape the boxy nature of your graphics engine, you need lots of space, you can’t spend too many polygons, and the lighting system won’t cooperate if you try to make anything too smooth. So what can you do? You obviously can’t mess with the flat floor too much, since that will probably be more annoying than interesting, and might confuse the AI or the collision system. So you try making the walls sloped. But that cuts down on the volume of the space and crowds the camera. So instead of having the walls slope at eye level, you have regular vertical walls in the player space, which slope inward (or outward) about two meters overhead.

That’s fine, but now you’ve got this vast empty space above the player, which feels really boring and probably gives them an eye-full of a badly repeating ceiling texture. So you add some crap hanging from the ceiling to break up the emptiness. To justify it being there, you make it a container for a light source. So you end up with something just overhead, made from combining simple polyhedrons. (Mostly cubes.)

That’s really starting to look like Quake now, whether you intended it or not. The fact that this is an ancient ruin on a desert planet pretty much seals the deal, since it traps you into using earth tones for color.

I guess I shouldn’t be surprised that this game looks like Quake. I should be surprised that more games didn’t look like Quake during this time period.

Here’s the Mexican Standoff skit I talked about in this episode. I really like it. It comes up again in the episodes for next week because my memory is terrible.

 


 

The Altered Scrolls, Part 18: A Time to Kill

By Rutskarn Posted Saturday Feb 6, 2016

Filed under: Elder Scrolls 62 comments

I’ve talked about how Skyrim‘s context is frequently inappropriate or poorly constructed, but it must be said that much of the gameplay was built not to rely on it. One of Skyrim‘s most marketed features during previews and early coverage was its “radiant quests,” alternatives to necessarily finite handmade quests.

The idea was that in addition to questlines with unique storylines, voice acting, items, and triggers–quests that required direct and deliberate placement by a developer–it’d be nice to have some NPCs and factions that could generate new ones forever. Obviously these “new” quests follow specific formulae–go somewhere and kill bandits, steal something and bring it back, punch somebody until he surrenders–but the player would never end up exactly repeating themselves, always killing a different bandit in a different fort or punching a different townsperson for a different duration. It was a pretty appealing idea–and the marketing materials knew it. Radiant quests were featured in dozens of early previews as the next grand experiment, the newest and boldest innovation of the franchise.

If you’ve been reading this series, you might recognize radiant quests as “every quest in Daggerfall.”

Continue reading ⟩⟩ “The Altered Scrolls, Part 18: A Time to Kill”