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”

 


 

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”