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”

 


 

Arkham Asylum EP14: Titan up the Gameplay

By Shamus Posted Wednesday Jul 22, 2015

Filed under: Spoiler Warning 119 comments


Link (YouTube)

This episode does a good job of showing off one thing about the Arkham combat that I’ve never liked, which is that when the fight gets near a wall, the camera becomes your most dangerous enemy. In an ideal situation, the game will have some sort of concept of the “arena” where the fight is taking place, and position the camera on the outside, giving you a complete view of the field. And the game seems to do this right up until the fight gets close to a wall.

It wouldn’t look right for the camera to go into the wall, so instead it swings around to the other side, pointing outward. This means all the player can see is themselves, the wall, and the guy they’re currently punching. Other foes might be hidden just off to the side, within punching distance but out of view. At this point the whole system falls apart. You could say, “It’s strategic! You need to stay away from the walls and don’t let the mooks corner you!” Fair enough. But…

Continue reading ⟩⟩ “Arkham Asylum EP14: Titan up the Gameplay”

 


 

Experienced Points: The Reason You’re (Not) A Console Gamer

By Shamus Posted Tuesday Jul 21, 2015

Filed under: Column 102 comments

I’m afraid that if you read this site and listen to the Diecast, then this week’s column is going to feel like a ripoff. It’s basically a more organized version of the monologue I’ve been doing on how “furniture shapes platform decisions” followed by “if it’s not shaped by furniture, it’s shaped by the people you live with”.

Speaking of the people you live with…

Our family just got a Wii U. I’d post my thoughts on it, but aside from, “Wow this is charming!” I can’t offer any insight. My oldest daughter has decided that now is the time to do the 100% run-through of Harvest Moon that she’s always wanted to do. So our Wii U has spent the last 12 days playing what seems to be the most tedious Wii game ever devised.

It’s a game about growing crops and animals, but also about friendship or somesuch piffle. It’s got more repetitive grind than any Final Fantasy I’ve ever seen, it requires more exhaustive Wiki-reading than the most obtuse Minecraft mods, and the relevant locations are spread out over an expanse of mostly gameplay-free space, requiring long walks between often-repeated tasks. Add in some unskippable interludes, repetitive dialog, and an interface that’s too concerned with looking cute rather than giving you convenient access to the terrifying volumes of resources and information you’re dealing with, and you have a game designed to devour your time before demanding also your sanity.

Over the past week I’ve watched my daughter research the wiki and build up an impressive collection of handwritten notes. On one hand, I want to be the cranky old dad and boot her off the couch so someone else can use the new console. On the other hand, I find myself looking back on the notes and maps I made for Eye of the Beholder and thinking, “Yeah. It’s about time she worked for a game. You know back in my day…”

So I don’t know much about the Wii U yet. I’ll report back when she relinquishes control.

 


 

Diecast #113: Cable Companies Suck

By Shamus Posted Monday Jul 20, 2015

Filed under: Diecast 140 comments



Hosts: Campster, Josh, Josh’s Imitation of Rutskarn.

I wasn’t on the show this week, but the rest of the cast (by which I mean almost nobody) carried on without me. As of typing this paragraph, I have no idea what the show will be about. I’m just going to post the show now, and fill in the show notes after it’s up. So we’re going to listen to the show together! This will be fun! These exclamation marks are persuasive!

Show notes: Continue reading ⟩⟩ “Diecast #113: Cable Companies Suck”

 


 

Mass Effect Retrospective 2: Details versus Drama

By Shamus Posted Sunday Jul 19, 2015

Filed under: Mass Effect 241 comments

I really love the first Mass Effect game. I wouldn’t have written this 120,000 word series if the game didn’t resonate with me on some fundamental level. I replayed it while writing this series, and was struck by just how well it holds up. It’s the lowest scoring of the three games on Metacritic, I’m sure it sold the least, and it seems to have left the smallest impression with fans in terms of memes and quotable moments. But for me it’s an experience I can’t get anywhere else: Large-scale, big-idea sci-fi space opera that’s grounded by technical detail and bolstered by careful, intricate worldbuilding.

Also, it has one of best best videogame soundtracks, ever.

A World by Worldbuilders

I'm Commander Shepard, and this is my favorite Citadel in the game.
I'm Commander Shepard, and this is my favorite Citadel in the game.

Continue reading ⟩⟩ “Mass Effect Retrospective 2: Details versus Drama”

 


 

Arkham Asylum EP13: Bat-Ant Man

By Shamus Posted Friday Jul 17, 2015

Filed under: Spoiler Warning 96 comments


Link (YouTube)

Here is a challenge for the “What Were The Developers Thinking!?” file. The game has allowed you to fling batarangs without really aiming them. Just double-tap the button, and Batman will fling a ‘rang at whatever valid target is closest to the center of the view. The Titan fights have specifically instructed and conditioned the player to quick-fire a batarang when a large monster is charging them. But in this fight they change that rule, and they do so without comment or giving the player any way to know about it. In the Croc encounter, you can’t use quickfire for some reason. You have to use the other batarang control, which is to hold down one button to aim and tap another button to throw.

The result here is that most players are going to uselessly fling quickfire ‘rangs at Croc, and have no idea what they’re doing wrong. Even after you die, the game simply hints that you should “Use the Batarang”, which of course the player probably was already doing.

What am I doing wrong? Do I need to hit him several times? Am I supposed to dodge out of the way after I throw them? Or jump over him? Should I backpedal while I’m throwing these? WHAT DO YOU WANT FROM ME, GAME?

Arkham Asylum is very strange, structurally. It’s mostly mook fights, with a Bane fight and a few Titan fights sprinkled around. Those fights all use the regular brawling mechanics. And then here at the end of the game we have three mechanically divergent boss encounters back-to-back. In this episode we face Killer Croc, in the next one we face Poison Ivy, and after that is the final fight that we’ll talk about when we get to it.

Show of hands: How many people walked in this section, and how many people Bat-crouched like Josh?

 


 

Arkham Asylum EP12: Darkham Asylum

By Shamus Posted Thursday Jul 16, 2015

Filed under: Spoiler Warning 94 comments


Link (YouTube)

I have to say this gimmick section where the game does Batman / Joker role-reversal is charming and funny. Unlike the actual beginning of the game, it doesn’t wear out its welcome by belaboring the point.

The last episodes of this game have been recorded, and we should finish the game up next week.