Mass Effect Retrospective 7: Queen of Zerglings

By Shamus Posted Sunday Aug 9, 2015

Filed under: Mass Effect 202 comments

One of the sad things about the big reveal of the bug-like Rachni in Peak 15 is that for a lot of players it probably didn’t feel like a big reveal. The Rachni War is probably the single most important event to happen in the galaxy since the last time the Reapers went on tour, but the game never goes out of its way to let you know that beforehand.

A Brief History of the Rachni

DO NOT TAP ON TANK.
DO NOT TAP ON TANK.

Two thousand years before Commander Shepard was given his license to fly around the galaxy and Shoot Shit in The Name of Peace, some enterprising Salarian popped open a mass relay, took a look around the system on the other side, and was promptly captured by the Rachni that lived there. The Rachni reverse-engineered the ship, built some of their own, and started kicking the galaxy’s ass. They were kicking so much ass that the council races were basically screwed.

So the Salarians – masters at implementing terrible ideas in clever ways – uplifted the Krogan. The Krogan weren’t much for doing things like inventing spaceships or zap guns or space suits, but once the Salarians gave them these things the Krogan were able – delighted even! – to solve the Rachni problem as violently as possible. They eradicated the bugs from space, then eradicated them on their homeworlds, then bombed the surface just to make sure.

Continue reading ⟩⟩ “Mass Effect Retrospective 7: Queen of Zerglings”

 


 

The Altered Scrolls, Part 1: The Story of Arena

By Rutskarn Posted Friday Aug 7, 2015

Filed under: Elder Scrolls 68 comments

Hi, everyone, it’s Rutskarn. To goad Josh about his stalled Shogun LP I’ll be posting content to this site regularly–every Friday before Spoiler Warning, every other Saturday. Fridays will be old Altered Scrolls essays, edited and posted two at a time, until I’ve caught up and am onto the new ones. Saturdays? RPG stuff. You’ll see.

 

The Elder Scrolls games are some of the most popular in the world and almost no-one gives a desiccated ferret turd about half of them.

That's gaming in a nutshell, isn’t it? Nobody blinks an eye at going out of your way to rent a movie forty years old, but if a game was made before the Bush administration? Might as well be a stack of cuneiform punchcards buried in cow scrota in a haunted museum. Then again, “haunted museum” is a good way to describe many emulators, so perhaps our short memory's not such a mystery.

What I'm getting around to is that a year ago, I brushed all the bull scrota off of the Elder Scrolls franchise.

I wasn't planning to write a series. It was just clear, by the time I made it through Daggerfall's intro, that I'd have toâ€"because taken as a unit, this just might be one of the weirdest series of fiction I've ever seen in my life. Most franchises have a pretty straightforward arcâ€"games particularly so. There's a consistent thread of gameplay focus and purpose, a couple spinoffs to colonize new markets–and then at some point a big sea change happens and everything turns upside down and all the old fans hate it. Playing the TES games, I felt like that was happening every time. The lack of continuity of tone and objective is staggering.

The gameplay goals shift like crazy. The story and dialogue feel like they were written by five different authors who all can't stand each other. It's very easy to conceive of five diehard Elder Scrolls fans, each of whom can only put up with one of the games.

I feel like this is ignored in a lot of mainstream analysis, but Bethesda's absolutely aware of it. In a post celebrating the Elder Scrolls series' twentieth anniversary, Bethesda stalwart Todd Howard said of their design philosophy: “…as opposed to simply adding to the previous game for a sequel, we always started over. It was our desire that each game be its own thing; had its own tone, its own soul.”

'For example, we decided that the first one would be about a random tower in Greece or something.'
'For example, we decided that the first one would be about a random tower in Greece or something.'

I'm writing this series with one broad, overarching goal, and that's to capture and deconstruct the “soul” of each title in turn. I'll relate what they were doing and what they were trying to do. I'll demonstrate all the lessons they forgot and new eras they tried to bring forth. I'll share observations about the series that fall well outside the conventional wisdom–I'll tell you what the games have in common with James Bond and bad D&D campaigns, Soviet tanks and drunk college students. I'll tell you what playing each game felt like and why. And as we reach each game in the series, I will tell you why it's the greatest game ever made and why it's a loathsome piece of shit.

Let's start with Arena.

Continue reading ⟩⟩ “The Altered Scrolls, Part 1: The Story of Arena”

 


 

Mass Effect Retrospective 6: Noveria

By Shamus Posted Wednesday Aug 5, 2015

Filed under: Mass Effect 220 comments

Like Feros, Noveria is a two-location planet, with a Mako drive between them. Port Hanshan has the corporate offices, while the labs are up the snowy, hilariously steep mountain path. The people of Hanshan evidently know how reckless and sketchy their research work is, since they put all of their labs and experiments on the other side of a glacier.

Port Hanshan

What a fun bunch. Think I'll take my next leave here.
What a fun bunch. Think I'll take my next leave here.

Well it wouldn’t be a proper RPG if we didn’t run into a plot-driven door at some point.

This is a simple quest that feels long because of the elevators we have to ride. Administrator Anoleis is a corrupt jerkfaceWouldn’t this quest be more interesting if he was a nice and funny guy, and was only an asshole to the people he had power over? You’d need a different reason to oppose him, but “Guy who is cool to the player but a tyrant to everyone else” might be a fun hook. who won’t grant you a pass to access the garage, which you need in order to reach the Mako and drive up the mountain to Saren’s lab. You go from Administrator Anoleis, to Agent Parasini, to Lorik, where each of them tells you their particular agenda. Then you have a little scuffle at Lorik’s office, and you decide which of the previous three people you want to work with in exchange for a pass. If it wasn’t for all the walking and elevator-riding the whole thing would be over in less than five minutes. But that’s not a very good reason to have all the walking and elevator riding.

Continue reading ⟩⟩ “Mass Effect Retrospective 6: Noveria”

 


 

Experienced Points: The BioWare Romance Trap

By Shamus Posted Tuesday Aug 4, 2015

Filed under: Column 207 comments

We brought up this topic in the podcast this week, but here I wanted to give the subject a full column of its own.

Having said all that (assuming you actually went and read the column) I’ll say that’s probably only half the problem. The other half is that AAA action videogamesI’m not commenting on games dedicated to the topic. I don’t play them and have no frame of reference for appraising their quality. aren’t an awesome medium for doing romance. And even when it works mechanically, writers tend to be rubbish at it.

I was going to round this out with a list of action videogame romances I like. Here is what I came up with:

1. The Secret of Monkey IslandPLUNDER BUNNY!.
2. Prince of Persia: Sands of Time.
3. I guess the romances in KOTOR were sort of okay.

 


 

Diecast #115: Rocket League, Black Flag, Romance in Games

By Shamus Posted Monday Aug 3, 2015

Filed under: Diecast 124 comments



Hosts: Shamus, Campster, Rutskarn.

Here is an example of the ultra-rare episode without Josh. I think Josh-less episodes are more rare than Shamus-less episodes.

Show notes:
Continue reading ⟩⟩ “Diecast #115: Rocket League, Black Flag, Romance in Games”

 


 

Can You Hear Me Now?

By Shamus Posted Sunday Aug 2, 2015

Filed under: Personal 159 comments

My daughter Rachel has something like 45% hearing loss. We figure it’s a residual effect from her seizures as a child, but we don’t know for sure when it started. Unlike a lot of people with moderate hearing loss, she doesn’t shout. (I have a brother with much milder hearing problems who speaks much, much louder.) She’s louder than her siblings and tends to get really loud under stress, but that’s the sort of behavior that’s easily attributed to personality. Her problem is so difficult to observe that it took us a while to realize that there was a problem.

What we did notice was that she was incredibly stressed. She’s an extrovert and loves interacting with people, but unlike most extroverts she’d have this strained, almost panicked expression on her face when she was in a group. She loved meeting people and talking in groups, but at the same time it’s pretty much a worst-case scenario for her particular problem. In a one-on-one conversation she listens carefully, reads lips, and extrapolates missed words based on context. This is obviously difficult and requires a lot of brain power, which is probably why she’d be so stressed.

In a group, there’s a lot more room noise and you can’t watch everyone’s lips at once, which means she often couldn’t keep up with what everyone was saying. Before she was diagnosed, we had no way of knowing this stress stemmed from hearing loss. We just sort of assumed that she was a naturally stressed kid. We had no idea how hard she was struggling to understand in social gatherings, and as far as she knew this was how everyone conversed.

Continue reading ⟩⟩ “Can You Hear Me Now?”

 


 

Doom 3 Episode 3: The Laboriously Explained Space Laser in our Demons-From-Hell Shooter

By Shamus Posted Friday Jul 31, 2015

Filed under: Spoiler Warning 105 comments


Link (YouTube)

I loved all the crazy science machines spread throughout the complex. We were all used to videogames where we explored mostly static worlds, so these massive pounding, spinning, glowing, shaking machines really were something new. Their moving parts cast crazy shadows on the walls that really showed off the engine and gave monsters fun places to hide. Their deadly interiors made for a feeling of paranoia at the ongoing hazard. Their moving parts provided a fun justification for the various “puzzles” you have to overcome. As the guy who’s in charge of walking around in videogames asking, “What is this thing FOR?!?”, I loved that the game took time to do some fun worldbuilding by explaining their purpose. Okay, everyone thinks it’s completely superfluous worldbuilding, but I loved it anyway.

So I see Chris has quite the organizational system for his savegames. “ASDF” and “ASDFW”. I’m in the habit of naming my first save “new” or “start”, but then I’m too lazy to make another, so I replace it as I go. Eventually I have a save just before the final encounter in the game labeled “start”. Which means my system is objectively worse. Chris names his saves gibberish, but I give them completely wrong and misleading names that will no doubt confuse my later self.

How do you name saves?