Mass Effect Retrospective 13: Plan B From Outer Space

By Shamus Posted Thursday Sep 10, 2015

Filed under: Mass Effect 172 comments

Before we move on to Mass Effect 2, let’s talk about what what we might expect to see as someone who just completed the first game and had no idea where the sequels were going to go.

The Plan is to Come Up With a Plan Later

Saren performs an emergency RENEGADE INTERRUPT on himself.
Saren performs an emergency RENEGADE INTERRUPT on himself.

In the past I’ve said that BioWare’s problem was that they didn’t have a plan for Mass Effect. After re-playing the first game and looking back at the arrangement of plot elements, I have to say it’s pretty clear I was completely wrong. Somebody did indeed have a plan. No, they didn’t know the secret behind the Reapers or how the heroes would stop them, but they did have a framework to build on. They had clear direction for the story. The first game spent a lot of time establishing a very particular arrangement of elements and characters to facilitate the quest-driven nature of this series. It was ideally suited to explain why a squad of three people on foot was the best way to solve the problem of genocidal machine gods.

Reapers are an unbeatable race of machine gods that are coming to wipe out all life. However, it’s completely up in the air as to how long it will take them to get here. More importantly, we have no means to fight them. This creates questions in the minds of the audience, and those questions perfectly line up with the needs of the plot and the motivations of the central characters. Shepard’s last line in the game drives this point home, “The Reapers are still out there. They’re coming. And I’m going to find some way to stop them!” The final line of the game explained what the sequel would be about.

Prothean ruins are scattered throughout the galaxy, and they hold secrets that can advance the plot. They can have technology which grants us new weapons. They can have a VI like Vigil that can bestow explicit information, or they can have beacons that dispense vague hints. They can have hidden mass relay jumps to secret locations. They can appear on distant uninhabited worlds, be found near colonies, or be hidden beneath existing cities. Most importantly, they can hold as much or as little about the Reapers as the plot requires. Basically, they give the writer the excuse to send us anywhere. They can design a variety of fun quests, set pieces, and locations, and then just stick a Prothean ruinBy “Prothean ruin” I mean any item from any of the previously reaped races, even if it’s not necessarily Prothean in origin. or artifact nearby to give the plot a reason to go there.

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Knights of the Old Republic EP7: Who Are You?

By Shamus Posted Wednesday Sep 9, 2015

Filed under: Spoiler Warning 154 comments


Link (YouTube)

What is the deal with BioWare and making stat-boosting items in the form of ludicrously ugly and ridiculous headware? Dragon Age had a bunch of floppy jester hats that looked like they were stolen from a sad clown, and this game has random household appliances you can strap to your face, “improving” your vision by poking you in the eye for hours on end.

“On one hand, I really want all these stat bonuses because the half the game is discovering and maximizing your combat advantages. On the other hand, it completely ruins the look of my character and makes every dialog into a farce, thus harming the roleplaying stuff that makes up the other half of the game.”

They toned it down quite a bit in Mass Effect. The headware is less comical, and the bonuses are so slight it makes most gear decisions a question of cosmetics.

But I don’t think I’ve ever seen a hat in a BioWare game that looked awesome or cool. They’re always somewhere between “tolerable” and “hobo doing Geordi La Forge cosplay using things they pulled out of the dumpster behind Best Buy.”

 


 

Experienced Points: What Makes Gaming Hardware Become Obsolete?

By Shamus Posted Tuesday Sep 8, 2015

Filed under: Column 81 comments

My column this week is aimed mostly at the hardware newbies who aren’t sure what things inside their PC are called, how they relate to each other, or why they need to be replaced. I doubt the audience for this sort of thing is very big, but I’m hoping it will unravel the mysteries for a couple of people.

Although, if you need advice on what graphics card to buy, you’re on your own. I can only suggest you get a red one.

 


 

Diecast #120: Deus Ex Preorder, Narcos, Hitman Movie, Mad Max Game

By Shamus Posted Monday Sep 7, 2015

Filed under: Diecast 116 comments



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

Reader Jared recently went through the Diecast archives – all 119 episodes – and noted who was there and who hosted. This resulted in some interesting trivia:

Shamus has attended 116 episodes and hosted 49 episodes.
Josh has attended 117 episodes, partially attended 1 episode, and hosted 31 episodes.
Chris has attended 108 episodes, hosted 7 episodes, and partially hosted 1 episode.
Rutskarn has attended 75 episodes, partially attended 5 episodes, hosted 30 episodes, and partially hosted 1 episode.
Mumbles has attended 44 episodes, partially attended 1 episode, and partially hosted 2 episodes.
Jarenth has attended 10 episodes.
SuperBunnyHop has attended 3 episodes.
Krellin and PushingUpRoses have both attended 2 episodes.
Arvind, Randy, and Glitch have each been in 1 episode.

Thanks to Jared for putting that together.

Show notes:
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I Am a Bad Boss

By Shamus Posted Sunday Sep 6, 2015

Filed under: Personal 53 comments

I’ve spent years criticizing leaders, executives, and other management-types, insisting that their “death-march crunch mode” approach to production is harmful, wasteful, and counter-productive.

Maybe it works for ditch-diggers or truck driversI’m not saying it does. I’m saying I don’t know. I try not to do jobs that involve dangerous tasks like driving, lifting heavy things, or being too far from a coffeemaker., but for jobs that focus on mental acuity – particularly creative tasks – you suffer from a massive drop-off in quality above a certain limit. The limit is a little bit different for everyone. Some people hit it at 45 hours, some people at 50, and a few (mostly young people) are good until 60 or so. But once you go above the limit, you’re not going to get any more good work out of them. Worse, if you push them too far then it will lower the quality of all of their work.

The effect ramps up gradually over time. You can probably get away with a couple of 60 hour weeks without any serious drawbacks, but as weeks turn into months, the problem intensifies dramatically. Usually. For most people. As far as we can tell. Look, like a lot of organic processes, it’s variable, unpredictable, and hard to measure. The point is…

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Knights of the Old Republic EP6: Shoot Him. Shoot Him to Death.

By Shamus Posted Sunday Sep 6, 2015

Filed under: Spoiler Warning 179 comments


Link (YouTube)

I find it interesting that everyone has a different idea of what the worst part of the game is. Mumbles hates the underwater stuff on Manaan. Rutskarn hates the undercity. I hate the Late Game SlogTM. Josh hates the part where Rutskarn makes shitty puns when we least expect it.

For those of you who have played: What part is the worst?

 


 

The Altered Scrolls, Part 5: Cloak and Fanservice

By Rutskarn Posted Friday Sep 4, 2015

Filed under: Elder Scrolls 64 comments

Daggerfall kicks off with a history lesson and follows it with an FMV. Modern sensibilities do not so much recoil as uncoil, but if you can bear it, you’ll learn two things pretty quickly: that Uriel Septim is a personal friend of yours…

...who looks nothing like he did in the last game, but never mind...
...who looks nothing like he did in the last game, but never mind...

…and you're a trusted Imperial agent with a very specific, defined track record of service. So far we’ve had two Elder Scrolls games and both have begun with the assumption that you’re a relatively senior imperial agent. The manual actually tells you what you did to win his esteem, but if you ignore this cursory storytelling–easy to do, even in the days when a manual was important–it almost seems as though you’re supposed to be playing the same character you did in the first game. Either way, taking only these games as precedent, one would not predict the Elder Scrolls series would become known for letting players determine their own backstory (which, as we’ll get into, was a pretty revolutionary idea for a CRPG).

You’re charged with putting to rest the ghost of King Lysandus and recovering a letter intended for the queen of Daggerfall. The game starts with you getting shipwrecked and ending up in a dungeon. This will set you up for the rest of the game’s story: political overtures and cloak-and-dagger aesthetics setting up series of elaborate puzzle dungeons.

The last of which is this dungeon, which is such an unspeakable all-gracious pain in the cripes that it replaced about 45% of my memories of the game.
The last of which is this dungeon, which is such an unspeakable all-gracious pain in the cripes that it replaced about 45% of my memories of the game.

Which is not to say the game’s theme is halfhearted. Far from it, actually: the game's high fantasy trappings are wrapped up tight in a Game of Thrones-styled thematic fabric, highlighted by the fact that the playable area of this gameâ€"the Iliac Bayâ€"isn't one placid nation, but a collection of tense, culturally opposed factions on the brink of war. The missions by and large involve nosing into the affairs of various royal families, peeking behind the scummy veil of propriety to uncover a cobwebbed heap of romantic intrigue, betrayal, conspiracy, murder, and naked women, like, seriously everywhere.

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