Hitman Absolution EP17: The Least Samurai

By Shamus Posted Friday May 1, 2015

Filed under: Spoiler Warning 97 comments


Link (YouTube)

In a game brimming with stupid irritations, the scene where Victoria kills everyone but her captor is one of the most irritating and stupid. After building up her powers for an entire game, they finally reveal them just for the sake of a useless cutscene that accomplishes nothing. After failing to give our damsel any personality whatsoever, they finally give her a moment of screen time to reveal she’s stupid, useless, and overly emotional. I guess Dexter knew she was stupid, since he made no effort to protect himself from her and was completely unafraid of her even as she slaughtered his men. Apparently he knows he’s wearing plot armor?

It wouldn’t even be that hard to fix this: After she kills all the mooks, she fires a bullet right at Dexter’s cackling face without hurting him. The camera pulls back to reveal he’s on the other side of a bulletproof glass wall. It’s still dumb and contrived, but at least the damsel and villain don’t both need to behave like complete morons to make this scene work.

Look, I know it’s completely unfair to compare Hitman: Absolution to some dream game I have in my head. It can’t even succeed at the very shallow goals it set for itself, so asking for something thematically ambitious and mechanically complex is like asking Tommy Wiseau to come up with The Usual Suspects. It’s totally unreasonable and a recipe for disaster.

But you know what? This game is already an unreasonable disaster on many levels, so who cares? What are the writers gonna do? Have me stupidly captured by idiot villains in another dozen cutscenes? So let’s talk about what I wanted when the game started telling us that Victoria was a super-badass. Continue reading ⟩⟩ “Hitman Absolution EP17: The Least Samurai”

 


 

Hitman Absolution EP16: Judge Judy and Executioner

By Shamus Posted Thursday Apr 30, 2015

Filed under: Spoiler Warning 101 comments


Link (YouTube)

I have to admit I kind of lost it this week. This part of the game is so egregiously incompetent that I stopped analyzing the game and just got angry at it. The part where you’re captured in a cutscene (again!) is probably not quite as bad as the end of the Terminus mission in terms of “authorial blunders per minute”, but this one tries my patience a lot more.

Skurkey has his dominatrix here at work not because it makes any kind of sense in how people would behave, but because the writers wanted more of whatever this is. I can’t can’t tell is this is supposed to be fanservice or mocking BDSM culture, but it’s really confusing either way. Skurkey has been established as a pretty dim bulb, but even if you ghost this entire area he still gets you with this electrocution trap, meaning he’s both clairvoyant and way more clever than the writers have shown him to be. And then two seconds later it reveals he didn’t even know you’re the Hitman! So why did he leave that trap? Okay, I accept that this world has videogame electricity where exposing current to a puddle of water makes a knockout trap instead of, you know, blowing a fuse. But does the Sheriff just randomly make this shock trap outside his office for no reason?

And then we have yet another section where Dexter cackles over you and refuses to kill you for no good reason and instead leaves you in an easily escape-able situation. None of this makes sense or fits together. It’s just an endless chain of the very worst videogame cliches, repeated over and over again. This blend of “dark, serious, and edgy” with “willfully stupid, childish, and absurd” is contemptible. This is a game that’s trying to do some sort of introspection while at the same time lacking any sense of self-awareness.

For better or worse, this is our last week with Hitman: Absolution.

 


 

Crypt of the Necrodancer

By Bay Posted Wednesday Apr 29, 2015

Filed under: Game Reviews 62 comments

Crypt of the Necrodancer is a fast paced top-down 2D dungeon crawler. Gameplay is solely based on the arrow keys. You go through dungeons and fight a mess of different monsters and bosses, much like Diablo and Fate. But in this game, you have to do it to a beat; dancing your way through levels in sync with the electronic dance music played all throughout the game.

Now, this isn't the first game of its kind. There are lots of rhythm based games out there and it's not the first to have rhythm and fighting in the same game. The game Rayman Legends, for example, has a very addicting musical level in which you fight trolls and avoid obstacles to the beat of various pre-picked songs. And Melody's Escape has an interesting hook with its running through the map in sync with any mp3 song you want.

Continue reading ⟩⟩ “Crypt of the Necrodancer”

 


 

Charging for Skyrim Mods Was a Horrendous Idea

By Shamus Posted Tuesday Apr 28, 2015

Filed under: Column 90 comments

I write the story on Sunday, the story changes on Monday, and it’s all moot by the time the story runs on Tuesday.

Ah well.

I still say letting us link a PayPal button to a mod and put it near the “subscribe” button would be a classy thing for Valve to do. Nobody takes a cut except PayPal. Yeah, the vast majority of modders will make nothing, but I think a few of the big ones might see a meaningful return.

But it doesn’t matter. Looks like we’re doing a return to the status quo.

So let’s talk about modding:

In my mind modding falls into two broad categories: Passive and encouraged.

Passive is when the developer doesn’t make any special effort to discourage modding. They just leave the image data, scripts, and audio files exposed in the game directories instead of obscuring them.

Encouraged is when the developer gives their developer tools away to the community specifically so they can mod the game. This is assuming that game-specific tools even exist. In a lot of games – particularly in the bad old days before Unreal Engine, Unity, etc. – artists just had to edit text files and run obscure command-line scripts to put their assets into the game, and the process was too involved, buggy, and technical that offering the tools to the public would just create a ton of additional work for the devs.

Good Robot will probablyCan’t make any promises. Anything can happen during development and I don’t want someone come back saying I LIED to you if we change our minds. allow modding (nobody on the team wants to discourage it) but it will very much be a case of passive modding. Every change will be either trivial or impossible. The game rules (robots, movement speeds, damage, colors, level ordering) are stored in dead-simple text files, and the game textures are regular PNG files. You can add a new robot to the game. You can add new textures to the sprite sheet. But there’s no way to change the game logic. You can’t add a companion robot, or a new AI behavior, or a timed game mode.

Exposing game logic to non-coders is powerful, but also a ton of work. You need to make an interpreter for some sort of sandboxed scripting language. I’ve been reading Game Programming Design Patterns lately and it has a chapter dedicated to the topic. It looks like fun, but it also looks like something I don’t want to mess with on something designed to be a low-risk, straightforward design.

 


 

Diecast #101: Paid Skyrim Mods, Cult of Gaben

By Shamus Posted Monday Apr 27, 2015

Filed under: Diecast 207 comments

This week we spend nearly the entire podcast on a single topic. And then later this week my column is on the exact same thing. Sorry. This is going to be a rough couple of days if you don’t care about Skyrim mods, but this is apparently a topic dear to our hearts.

Download MP3 File
Download Ogg Vorbis File

Hosts: Shamus, Josh, Chris, Rutskarn, Mumbles.

Show notes:
Continue reading ⟩⟩ “Diecast #101: Paid Skyrim Mods, Cult of Gaben”

 


 

Moderation is Broken

By Shamus Posted Sunday Apr 26, 2015

Filed under: Rants 76 comments

I’m getting a lot of complaints about this, so let me just acknowledge it publicly: The anti-spam plug-ins on this site are hosed. At least, one of them is. About a week ago, the system went crazy and began marking 1/3 of all valid comments as possible spam, meaning I have to manually approve them before they appear. This is time-consuming for me and really annoying for people trying to have a conversation and I’m not sure what to do about it.

The frustrating thing is that it’s not catching more spam, it’s just flagging more valid comments. It still lets a bunch of flagrantly obvious spam through. Like this one:

Please let me know if you're looking for a author for your weblog.
You have some really good articles and I believe I would be a good asset.
If you ever want to take some of the load off, I'd absolutely
love to write some content for your blog in exchange for a link back to mine.

Please shoot me an email if interested. Regards!

  1. I’m pretty sure this text has appeared before, and been flagged as spam before.
  2. The URL is packed with spam words.
  3. The comment has tons of stupid line breaks in the middle of sentences, which humans NEVER doOn my blog and spammers do very often.
  4. The name isn’t in English.
  5. This is a first-time comment from this “visitor”.
  6. It’s commenting on a post from April 3rd.

But WordPress thought this comment was just fine and let it through. Then it turned around and flagged dozen and dozens of comments from:

  1. People with no URL in their name or in the text of their comment. (Which means they can’t be spammers, since there’s no payload.)
  2. People with properly formatted comments.
  3. Comments where everything is clearly in English and contains no common spam words like “pills” or “SEO” or other bullshit.
  4. Comments from people who have thousands(!!!) of approved (by me) comments on this site.
  5. Comments on stuff from two days ago, which spammers can never manage.

This is some 1998 level spam filtering. I can’t believe it’s this bad. I can’t believe it worked a month ago and somehow all went sideways overnight.

I’m using a lot of spam filters. With NO filters, I’d get a dozen spam a minute and the blog would be crushed in an avalanche of nonsense. I’ve got a lot of spam filters in place to hold off the worst of it, and its clear that one of my filters has gone Airport Security on us and begun freaking out over trivialities. There aren’t any quick, obvious answers, so I’m going to need a big block of time to sort it out properly.

I’ll fix it when I get the time, but I’m currently re-installing Windows* and restoring files from backup so I can get back to work after I replaced a sketchy hard drive a few days ago.

* The actual Windows installation is quick. It’s the “everything else” that takes bloody days. Programming, source control, image editing, local WAMP server, disabling the annoying shit in Windows, audio editing, Steam, text editing, FTP, MP3 player, and a dozen other little programs and adjustments and tweaks. It actually takes a few days to get my computer back up to speed after a Windows re-install.

So I ask for patience. I know having so many comments put into moderation is maximally annoying. I’ll get to this as soon as I can.

 


 

Diecast #100: MAILTIME!

By Shamus Posted Friday Apr 24, 2015

Filed under: Diecast 89 comments

Here are the show notes for part three of of this ordeal / episode. If you’re reading this in the archives, then the audio is here. I’m not going to embed it again because that seems to cause problems for RSS readers.

Continue reading ⟩⟩ “Diecast #100: MAILTIME!”