Experienced Points: Game Developers Don’t Know How to Scare Us

By Shamus Posted Monday Oct 12, 2015

Filed under: Column 77 comments

My topic for the column this week is nicely summed up by the title, which is I guess what titles are supposed to do. So that’s nice.

Here is a conundrum for people who write columns for a living:

When is it okay to repeat yourself? It would obviously be completely unreasonable to publish the same column every week with the same points, only slightly re-worded. But if you write a column on some problem or issue and (say) six years later the problem is the same (or worse) then surely it would be okay to run it again, right? Some people will have forgotten. Heck, six years is long enough for a generation of kids to progress from middle school to graduation, which moves them from the “I want Mario for Christmas!” to “Shit, I’m broke. Where do I spend my very limited gaming dollars?” demographic, which turns them into potentially new readers who didn’t care what I had to say about survival horror back in 2009.

I worry about stuff like this. I want to keep things fresh and interesting, while at the same time making sure the Important Stuff”Important” being an extremely relative measure, here. gets said. Where is the line? Could I do this topic every year? Biennially? Leap years? Harmonic convergences? Wednesdays?

How much do I need to re-word things? What if I really nailed the wording the first time? Do I need to re-arrange the sentences to make them less optimal just for the sake of avoiding copy & paste writing? What if I just happen to word things the same because the sentences are still coming from the same brain with the same writing habits?

I dunno. Nobody has ever complained, but it’s the sort of thing I worry about anyway.

 


 

Diecast #124: Beginners Guide, SOMA, Battlefront

By Shamus Posted Monday Oct 12, 2015

Filed under: Diecast 109 comments



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

The mailbag now looks like Jabba the Hutt after a visit to an all-you-can-eat buffet. I have no idea how we’re going to answer these. And according to the calendar, there’s a super-important game coming out almost every week between now and the end of the year. So this job is about to get very interesting.

Show notes: Continue reading ⟩⟩ “Diecast #124: Beginners Guide, SOMA, Battlefront”

 


 

The Altered Scrolls, Part 10: The Hype Era

By Rutskarn Posted Saturday Oct 10, 2015

Filed under: Elder Scrolls 106 comments

I intimated earlier in the series that there is no such thing, broadly speaking, as an unsuccessful Elder Scrolls game. The least you can expect of any main franchise entry is success on its own terms, at its own goals, in its own era. This doesn’t guarantee it’ll still be a success tomorrow or would have been one yesterday.

By the standards of the previous game, Oblivion is a ponderous misshapen clunker that takes every opportunity to shunt the player off the precipice of immersion. And by the standards of the next game, Oblivion is a ponderous misshapen clunker that takes every opportunity to shunt the player off the precipice of immersion. It was a transitional fossil that managed to stand proudly on its own, but it’s somehow more difficult to return to than Daggerfall was.

Part of this is because “the day” was one of the most interesting periods in the franchise's history–not to mention the history of games marketing and development.

I like Oblivion quite a bit, and I'm about to say some unkind things about it, so let's balance that with positive captions. This screenshot was obtained on short notice and basically at random by loading a save. It's gorgeous.
I like Oblivion quite a bit, and I'm about to say some unkind things about it, so let's balance that with positive captions. This screenshot was obtained on short notice and basically at random by loading a save. It's gorgeous.

Continue reading ⟩⟩ “The Altered Scrolls, Part 10: The Hype Era”

 


 

Knights of the Old Republic EP18: The Jedi King

By Shamus Posted Friday Oct 9, 2015

Filed under: Spoiler Warning 177 comments


Link (YouTube)

So let me see if I follow this:

Master Quatra deliberately pissed off her student Juhani because Juhani was having anger-management issues. When Juhani predictably attacked her, Quatra pretended to be dead so that Juhani would think she’d killed her own master. Juhani then fled into the wilderness and the Jedi made no effort to track her down, reason with her, or tell her the truth. Juhani then used her Jedi mind-powers to enrage the Kath hound population, which resulted in ferocious attacks against the civilian population. Even after this, the Jedi didn’t seem to think this was worth their time. Eventually they sent their newest recruit (the player) out to confront Juhani and deal with the problem. And then the master left town rather than stay to see how it all turned out.

I don’t think people “fall” to the dark side. I think they are pushed. Repeatedly. By the Jedi council. People don’t join the Sith because they want power. They’re just looking for a less embarrassing form of evil.

On second thought let’s not go to the Jedi temple. It is a silly place.

 


 

Knights of the Old Republic EP17: Leveling Montage

By Shamus Posted Thursday Oct 8, 2015

Filed under: Spoiler Warning 88 comments


Link (YouTube)

I know I already covered this in my Mass Effect series, but if you missed it for whatever reason, I think the structure of Mass Effect and KOTOR have a lot in common:

You have a brief section aboard the (Endar Spire / Normandy) followed by the tutorial area on (Taris / Eden Prime), which is destroyed by (Saren / Malak) to establish the villain. Then you go to (Dantooine / Citadel) and talk to (The Council / The Council). They scorn you at first, but after some quests they agree to make you a (Jedi / Spectre) and send you in search of (The Conduit / Star Map). You get the (Normandy / Ebon Hawk) to hop around to a few different planets and pick up new teammates. Each planet tells a self-contained story, which then leads back into the main plot at the very end. You share a series of visions with (Bastila / Liara) that do a little mystery exposition and foreshadowing. Once you finish the next-to-last planet, you have the stakes-raising chokepoint mission on (Leviathan / Virmire) where one of your companions is (captured / killed). Then you go to the hidden mystery world of (Rakata / Iilos) where the BIG SECRETS ARE REVEALED, which leads to the final battle on the (Star Forge / Citadel).

Man, I’m loving this season. I know we’re not doing a lot of analysis, but it’s so fun to just joke about this game. It’s this perfect blend of earnestness, enthusiasm, quirky retro charm, odd mechanics, and that classic STAR WARS feel.

 


 

Mass Effect Retrospective 17: Commander Shootmans

By Shamus Posted Thursday Oct 8, 2015

Filed under: Mass Effect 198 comments

Last time I mentioned that Mass Effect jumped from “details first” to “drama first”, and that the resulting shift in focus hurt the series. This new setup either works for you or it doesn’t, but we’re done bellyaching about it for now. Instead let’s talk about…

Gameplay

I like the new combat. I’m not going to say it’s “fun”, but I will say it’s “fun for a cover shooter of this era”. It’s not like I was expecting them to turn the gameplay into Batman, Tomb Raider, or Chime. They’ve tightened things up so it’s clearly a cover-based shooter instead of a “You can use cover and it will help sometimes but your allies might not and they’ll wander into your line of fire during a fight anyway” kind of shooter.

Mass Effect 1 existed in this odd, unsatisfying spot on the gameplay spectrum. It wasn’t number-crunchy enough to let you enjoy radically divergent character builds and tactical gameplay, but it wasn’t punchy enough to be viscerally satisfying. It had a massive skill tree with all these tiny inconsequential bonuses, so you couldn’t ever “feel” the difference of spending skill points.

Mass Effect 2 fixes this by shortening the tree and cutting down on the number of abilities you have to juggle so you have three interesting ones instead of nine weak ones. Love it or hate it, I think it’s good that the game finally committed to a gameplay style. It’s not my favorite gameplay, but at least the series found an identity.

And to be fair, this isn’t just a bog-standard shooter. The biotic powers keep things interesting, the freedom to swap out squad mates keeps things varied, and the visuals have a flair and a punch that was lacking in the first game.

Continue reading ⟩⟩ “Mass Effect Retrospective 17: Commander Shootmans”

 


 

Knights of the Old Republic EP16: First Day of Jedi College

By Shamus Posted Wednesday Oct 7, 2015

Filed under: Spoiler Warning 159 comments


Link (YouTube)

I know we mock this game mercilessly, and sometimes it might be hard to tell our cruel mockery (Absolution) from our playful mockery (Deus Ex) so just to be clear: This is the latter. I really like this game, despite how silly it can get at times.

I should be going now.