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.

 


 

Mass Effect Retrospective 1: The Ages of BioWare

By Shamus Posted Wednesday Jul 15, 2015

Filed under: Mass Effect 413 comments

For the last few years I’ve half-jokingly suggested that there is no upper limit on how much people are willing to discuss the Mass Effect games. This series is going to put that idea to the test. This series is going to run for the next eleven months, and by the end it will be the length of a novel. This is not a joke.

Yes, I have discussed this series to death over the years. In Spoiler Warning our group covered all three games, in excruciating detail, over the course of 36 hours of running commentary. You’d think there would be nothing left to say at this point.

But we played and commented on those games in their time. Today I want to look back and examine the series as a whole, now that we’ve seen it through to the end. The white-hot nerdrage has cooled, the reflexively defensive fans have moved on, and we have a couple of years of perspective between our expectations, the results, and where we are now. Mass Effect: Andromeda has been announced, and so I want to take one last look back over the whole trilogy with an analytical eye and (hopefully) without so much rancor.

Also be warned that since we’ll be discussing and contrasting all three games at once, there will be no spoiler tags for anything whatsoever. Use your head.

So much of the discussion of Mass Effect focuses on the ending of the trilogy. That seems to be where a majority of the audience checked out and stopped trusting the storyteller. But while the ending is the source of the controversy, I don’t think it’s the source of the problem, and it’s not where the interesting changes take place.

Continue reading ⟩⟩ “Mass Effect Retrospective 1: The Ages of BioWare”

 


 

Experienced Points: Batman Needs Robin

By Shamus Posted Tuesday Jul 14, 2015

Filed under: Column 49 comments

My column this week is a little bit about why Robin is often overlooked in movies and games, and why now is a good time for the Arkham games to start using him.

I was really disappointed in how limited the team fights are in Arkham Knight. You team up with Catwoman in Riddler’s stuff, you team up with Nightwing to fight Penguin, and you very briefly team up with Robin somewhere in the middle of the story. That’s a trivial slice of the overall game. There are more predator encounters than team fights. More Ubisoft-style towers to clear than team fights. There’s way more tank fights, more Batmobile races, and more puzzles.

It’s a shame that the strongest and most promising feature in the game was left as sort of an afterthought.

 


 

Diecast #112: Wii U, Marvel Movieverse, Mailbag

By Shamus Posted Monday Jul 13, 2015

Filed under: Diecast 202 comments



Hosts: Shamus, Campster, Mumbles, Josh.

Show notes: Continue reading ⟩⟩ “Diecast #112: Wii U, Marvel Movieverse, Mailbag”

 


 

The Network Effect: MP3 versus OGG

By Shamus Posted Sunday Jul 12, 2015

Filed under: Random 122 comments

A few weeks ago Peter H. Coffin asked how many people downloaded the podcast as MP3 compared to the number of people who chose OGG. Normally these numbers are greatly distorted by the fact that Google Chrome (and possibly other browsers) will auto-load the MP3 whenever the page is viewed, even if the user doesn’t explicitly try to download or play the file.

But the following week I used a quick work-around. The embeded player used a different file name, so we can have a proper apples-to-apples comparison. We can compare people who downloaded each file by clicking on the link, and filter out everyone who used the embedded player. Of people who deliberately clicked on the download links to save Diecast #109, 9,244 chose the MP3, and only 240 chose OGG.

If you’re curious, OGG files use an open-source file formatMP3 is licensed or proprietary in some way that I’ve never bothered to investigate. and it usually has a much smaller file size for the same audio. In this case, the MP3 version of Diecast #109 was 57MB while the OGG was just 31MB. That’s a pretty huge savings for what audiophiles assure me is “the same quality”.

Continue reading ⟩⟩ “The Network Effect: MP3 versus OGG”

 


 

Arkham Asylum EP11: I Wanna Pony Ride!

By Shamus Posted Thursday Jul 9, 2015

Filed under: Spoiler Warning 132 comments


Link (YouTube)

I’m not sure why this game is so obsessed with making sure that the people you rescue end up dead a few minutes later. I guess they were trying to show that Joker was a serious threat, but they just ended up making Batman look careless and dumb. The number of survivors of this night must be pretty small. I could accept a few deaths, like the initial burst of guards and the death of Dr. Young, but this “everyone dies” thing feels like an accidental theme. It’s this ongoing problem that nobody recognizes or talks about.

Paul Dini wrote this game, and he also worked on Batman: The Animated Stuff. I have to wonder if he intended this, or if this is a side-effect of Batman inhabiting a videogame. Once Batman saves someone, their purpose in the story is concluded. In a show, they can just stop appearing in scenes and the audience can assume they’re just off-stage someplace, still safe. But in a game, there is no “off stage”. So then the game developer starts thinking, “Wait, what happens if Batman comes back? I don’t want to have to add more lines of dialog, and it makes no sense to have them always repeat their “You just saved me a second ago!” dialog. Bah, I’ll just kill them off. Easy solution.

I don’t know. I’m just trying to make sense of what seems like a very odd design decision.