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.

 


 

Mass Effect Retrospective 29: Field Trip

By Shamus Posted Thursday Jan 7, 2016

Filed under: Mass Effect 177 comments

I’ve spent a lot of time thinking about this story. I’ve looked at events from various angles, tried to see the world through the eyes of various characters, and tried to piece together what the author was trying to do. And I’ve found a lot of problems on a lot of different levels. But even after all this effort, it turns out I’ve still managed to miss some really perplexing ones. As reader Gruhunchously pointed out in the previous entry:

You know what my favorite thing about this sequence of events is? That when you get to the derelict Reaper, the IFF you need is conveniently just lying there on a table waiting for you to pick it up.

And that suggests that the team TIM sent to the Reaper extracted it before you got there, which suggests that they already knew what to look for. And since TIM sent them there, and lost contact with them before he sent Shepard to the Collector Ship, it suggests that he ordered them to extract the IFF at some point before then as well.

So TIM put Shepard in extreme peril by sending her into a trap that he knew about in order to confirm the importance of something that he had already had his science team identify and extract from a dead Reaper beforehand. And never told her anything about it until after the mission was over. What a dick.

It really is amazing just how fractally broken the story is. Every problem seems to be made up of a dozen smaller problems, which are made up of smaller problems, which are you get the idea.

Anyway.

Regardless of how Shepard got the IFF or how much sense TIM doesn’t make, it’s time to use this gizmo…

Continue reading ⟩⟩ “Mass Effect Retrospective 29: Field Trip”

 


 

Half Time CH13: High Tailing It

By Rutskarn Posted Wednesday Jan 6, 2016

Filed under: Lets Play 29 comments

I get the sense that whomever named the Arnheim Seahawks has never watched two seabirds buffet and flap each other’s brains out over a piece of hot dog a third vomited up, or else is accustomed to a nobler breed of bird than I. I also get the sense that none of their high elf players have been to the seaside, but that’s not an abstract judgment; it’s because they’re fishbelly-pale toffs who look as though when they need to relax from the rigors of land ownership and gala seasons, they simply loose crossbow bolts at the slower-moving servants. Watching their attendants manually warm up their joints and apply cream between their toes returns me to a problem I’ve been trying to crack since I first took this team over:

Why the hell do people play this game?

And why hasn't this tendency been bred out yet?
And why hasn't this tendency been bred out yet?

“Pervince is talking to the team again,” says an assistant coach. “He’s giving the pre-speech.”

“That’s fine.”

“It is? I was just…”

“So for a few days now I’ve had this mental image–more like a dream, honestly–where I’m going into the locker room in the dead of night to get the schedule for the next few matches. And then I hear this gentle scuffle, like a mouse, and when I turn I see a tuft of hair flash by along the bench, and some lockers behind me creak open, I hear the door shut, lock, and suddenly a candle bursts alight by the basin and when my eyes adjust there’s just this wall of silent halfling faces staring at me, and Pervince is standing behind them with a barbecue fork and carving knife, scraping, scraping, and a dozen little flashes sting my eyes and all of my players are holding forks too. Then I hear a scream–mine. Then the dream ends. So, just to run this by you–just to get an outside opinion–would you say this is likely to happen?”

“…no?”

“So yes. There’s no problem with Pervince giving the team speeches.” I turn back to the high elves and their butler-assisted calisthenics. “That’s a load off my mind, actually.”

Continue reading ⟩⟩ “Half Time CH13: High Tailing It”

 


 

Experienced Points: Where Are The Marvel Games?

By Shamus Posted Tuesday Jan 5, 2016

Filed under: Column 198 comments

My column this week talks about the lack of decent Marvel games. Of course, this is just a symptom of the larger problem that superhero games are apparently 80% utter worthless tripe.

There’s not much more to say about the column, so to kick off the conversation, let’s have a little thought experiment:

Continue reading ⟩⟩ “Experienced Points: Where Are The Marvel Games?”

 


 

Diecast #135: 2016

By Shamus Posted Monday Jan 4, 2016

Filed under: Diecast 181 comments

The official bylaws of All Internet Videogames Discussion dictate that December is the month of looking back and January is the month of looking forward. So we made this episode to bring our podcast into compliance. Also because we didn’t have anything else to discuss. Also because we actually wanted to talk about these games. Also because it was the only way to get Josh to shut up about Crusader Kings.

Related: Look at this post from last January where I looked ahead to 2015.



Direct link to this episode.

Hosts: Josh, Rutskarn, Shamus, Campster.

Episode edited by Rachel.

Continue reading ⟩⟩ “Diecast #135: 2016”