Mass Effect Retrospective 5: Feros

By Shamus Posted Thursday Jul 30, 2015

Filed under: Mass Effect 153 comments

Feros is the most “Classic BioWare” of the planets. It’s packed with story beats, themes, and plot elements ripped from earlier games. You’ve got the bog-standard optional “help these villagers gather resources they need to live” type questing, you’ve got some charmingly lame puzzles, and you’ve got a little bit of local politics and personal drama for flavor. This would be my favorite location in the game if it wasn’t all the same unendurable shade of beige.

A lot of games from this time period made the mistake of making a world of tan and grey, but this particular example really bothers me. I can tolerate it if the people developing the Military Manshoots of 2007 thought that concrete dust and rubble was just the “most realistic” and therefore “best”, according to the artless simplistic tastes of the day. But here? On a strange and distant world meant to evoke a sense of wonder and alienation? I can’t help but feel like the people who designed this place should have known betterAnd perhaps they did, but were pushed to make it “more realistic” by some hack who doesn’t deserve his job..

Fridge logic: How did the massive ruins on this world escape the Reaper mop-up crew? Did they overlook it because of the cloud cover? Because those buildings sticking out seem kind of... obvious.
Fridge logic: How did the massive ruins on this world escape the Reaper mop-up crew? Did they overlook it because of the cloud cover? Because those buildings sticking out seem kind of... obvious.

You could go either way. You could make the old parts of the planet – the ruins and underground caves – look vibrant and full of color, and make the prefab human housing look drab and boring. This would make the human stuff look ordinary and pedestrian in contrast to this alien backdrop. Or you could go the other way and have the human structures be bold and garish against the understated backdrop of the ruins and nature. Perhaps human stuff would be painted, or made of colored plastic. This would make the human structures stand out as new and out-of-place, like building a McDonalds in the Greek Parthenon. Either way, there should be stark contrast between new and old.

And no matter what, the Thorian should have some kind of green or yellow motif, even if it doesn’t photosynthesize with chlorophyll like Earth plants. It’s mind boggling that the exact same color palette is used for the human colony, the Prothean ruins, the ExoGeni Offices, and the Thorian caverns. What a wasted opportunity.

Continue reading ⟩⟩ “Mass Effect Retrospective 5: Feros”

 


 

Doom 3 Episode 1: Steven Blum is Everyone On Mars

By Shamus Posted Wednesday Jul 29, 2015

Filed under: Spoiler Warning 112 comments


Link (YouTube)

I can’t convey the sadness that I missed out on our Doom 3 session. I’ve wanted to talk about this game for ages. While I don’t hold up Doom 3 as a timeless classic or anything, I really do think this game did a lot of things right. I’d even go so far as to say the first couple of hours are really enjoyable. It doesn’t feel anything like what we expect DOOM to feel like, but viewed as its own thing it actually does a good job of setting a mood and letting you explore freely at the start. This is very preferable to the more modern approach of having lots of flow-breaking cutscenes and bossing you around with waypoint markers.

 


 

Newsflash: Half-Life 3 Still Isn’t Coming Out

By Shamus Posted Tuesday Jul 28, 2015

Filed under: Column 118 comments

My column this week talks about the recent Half-Life 3 rumors and counter-rumors, but more broadly it’s about the larger pattern of anticipation, speculation, and frustration surrounding this game.

Going into detail on the first rumor a little more:

The rumor claimed that the game is never coming out, but it also claimed that there are “only” 10 people working on it. Ten is a very confusing number of people to have working on this. It seems like this number should either be much larger, or zero. Ten people is not a large enough team to make a AAA content-muncher happen. It would take them so long to finish that by the time they’re halfway done, the first content they made would be an entire graphics generation behind the times.

A rule of thumb I learned in my dot-com days: To figure out what it costs to employ someone, multiply their base salary by two. This is how much it costs the company to keep you, given that they pay various taxesThis was explained to me once but my eyes glazed over., health insurance for you, various other types of insurance for the company, and the company resources you consume. This is less true when you’re talking about executive pay, but for us rank-and-file mooks the “multiply by two” number seemed to hold well enough. Obviously your mileage may vary.

So ten mooks at Valve are supposedly working on Half-Life 3. I don’t know if we’re talking about ten artists, ten programmers, or ten Eric Wolpaws. Let’s just be conservative and say they all make $75k, which means Valve spends $150k on each one. Which means Valve would be spending a million and a half a year producing a game that will never come out, because the team isn’t even large enough to stay ahead of glacial forces like game engine turnover.

Then again, maybe they’re just prototyping ideas, and the plan is that the project will spin up once the gameplay crystallizes around a few core ideas. If they’re looking for something that’s as iconic and game-changing as the gravity gun, they might be in for a long search.

Who knows?

I’m not that upset that Half-Life 3 isn’t coming out, but I am kind of upset that nobody else has managed to fill this niche. Crysis tries, but it’s too loud, stupid, and clumsy to maintain any kind of tension, atmosphere, or sense of discovery. Wolfenstein is the closest thing we get these days. Those games are pretty good, but they’re not nearly as masterful as Half-Life at hiding their scripting and their rails.

 


 

Diecast #114: Mailbag, Dragon Age, TF2, Tacoma

By Shamus Posted Monday Jul 27, 2015

Filed under: Diecast 129 comments



Hosts: Shamus, Campster, Rutskarn, Josh.

This Diecast barely happened. Thanks for Josh and Rutskarn for making the effort to show up when they had so much else going on. Thanks also to my daughter Rachel, who edited this so I could do other stuff. Thanks to everyone who sent in questions.

New record: We made it through half the available questions!

Show notes: Continue reading ⟩⟩ “Diecast #114: Mailbag, Dragon Age, TF2, Tacoma”

 


 

Mass Effect Retrospective 4: Why is Therum Gone?

By Shamus Posted Sunday Jul 26, 2015

Filed under: Mass Effect 213 comments

These first few entries might be a little dry. We’ll get to the good stuff eventually, but we have groundwork to lay before we can cover that.

Therum

Yuck. I've played 8-bit games with more colors than this. Heck, I've played 8-bit games with more shades of RED than this.
Yuck. I've played 8-bit games with more colors than this. Heck, I've played 8-bit games with more shades of RED than this.

Even though I do this planet first, it feels like a bad place to start exploring this particular universe. It’s short on expensive content like characters, dialog, cutscenes, and detailed environments. The combat can be kind of newbie-unfriendly at low levels, and the mission ends with a fight against a Krogan that can be ridiculously hard for some classesOh, you’re an infiltrator that specializes in sniping at a distance? Well enjoy being locked in a confined space with a charging Krogan that can kill you in five seconds. Also enjoy the fifteen seconds of un-skippable cutscene leading up to the fight.. The brown rocky landscape is monotonous the moment you lay eyes on it, and it only gets worse as the mission drags on. This is the kind of stuff developers usually save for that late-game slog.

On the other hand, the interface shows the the player’s squad is still one member short, and it’s natural to expect they will be eager to come here and complete the team. On the gripping hand, I’m not sure the player has enough information to know or guess that Liara will be the final squadmate. Basically, I’m really curious what the designer’s intention was, and how people responded. I can’t remember my first play-through. Did people understand Liara was going to join the team, and did they make a beeline for Therum to get her?

Continue reading ⟩⟩ “Mass Effect Retrospective 4: Why is Therum Gone?”

 


 

Arkham Asylum EP15: Batman’s Punchline

By Shamus Posted Friday Jul 24, 2015

Filed under: Spoiler Warning 176 comments


Link (YouTube)

The game spends the first 85% of it’s running time building up a collection of brawling and stealth mechanics. And then you get to the end and they throw you into three completely new encounters, which are as different from the rest of the game as they are from each other. We slog through Croc’s lair. Then we fight Ivy by way of Super Mario Sunshine. Then we fight monster Joker.

Superhero games are tough to get right, and the losers vastly outnumber the successes. This goes double for existing heroes. When talking about bad superhero games everyone jumps right to Superman 64, and so we kind of lose track of just how many other awful licensed games there are.

But here we have a game that managed to nail it. The tone is right. The art is right. The gameplay fits the character. (As opposed to the Gameboy / SNES days of just making everything a super-unforgiving platformer built around projectile avoidance.) They had multiple gameplay types blended together, and managed to keep it all contained at a single location without things ever feeling stale.

And then we get to the end and it all comes apart. I understand if they felt they needed to put a boss fight at the end because of videogame expectations. But three? Next to each other? And what about turning Joker into a huge brute? Didn’t that strike anyone as dangerously off?

In the comments, reader Ledel has been keeping a running tally of the apparent knockouts, maims, and kills (ignoring that the game claims people are “unconscious” regardless of what happens to their body) that Batman commits during the course of the game. You’ll have to go back and read the comments to get the details – Ledel regularly explains the thinking between what constitutes a “maim” or a “kill” here – but the idea is to count up how much damage Batman is doing if we assume these mooks are about as durable as a typical human being outside of comic books. The final counts for the whole series:

K.O.ed: 321

Maimed: 42

Killed: 26

Thanks Ledel!

I really enjoyed this season. It was nice to be able to say something nice about a game after the outrage and ranting of last time. Thanks for watching.

 


 

Mass Effect Retrospective 3: Eden Prime

By Shamus Posted Thursday Jul 23, 2015

Filed under: Mass Effect 255 comments

Last time I said that Mass Effect 1 missions feel like television episodes. I’m not saying these adventures would work as television scripts as we find them in the game. Some would be far too shortThe plot of Therum barely qualifies as a skit. and others would be far too longEven if you trimmed all the combat down to the essentials, Noveria is probably still movie-sized. but they still fit the overall pattern of American television where a cast of regular characters visit a new location, meet some locals, and have an adventure with one or more complete arcs. This is distinct from (say) something like Witcher 3, where the various arcs are all tangled together, nested, branching, meandering, and criss-crossing, and where the audience is dazzled with an ever-shifting cast of charactersEven the protagonist POV character shifts from time to time!. This is also different from something like Arkham City, where a half dozen (mostly unrelated, or barely related) plot threads are opened in the first hour or so, and then the player gradually closes them one at a time.

I really enjoy the Classic BioWare episodic style, and I’m not sure why it isn’t more popular. It seems like a good way to compartmentalize game development. It must be insane trying to coordinate something interconnected like Witcher 3, but in a game with lots of discrete locations you can probably hand each episode off to its own small team and let them work without worrying the teams will get in each other’s way. And as others have pointed out, it makes for a better safety net if you start to run out of time or budget. It’s easier to cut a location from the game and patch over the hole if the locations aren’t deeply interconnected.

Continue reading ⟩⟩ “Mass Effect Retrospective 3: Eden Prime”