Hitman Absolution EP15: Fists of Judgement

By Shamus Posted Friday Apr 17, 2015

Filed under: Spoiler Warning 95 comments


Link (YouTube)

What should our Hitman game be about? Hitman against a billionaire industrialist? Hitman rescues a young girl who is also a science experiment? Hitman enters into a plot with Diana to betray the agency in order to restore it? Hitman is outsmarted by an intelligence agent pulling strings behind the scenes? Hitman plays cat & mouse with a detective? Why choose? Let’s just throw all those ideas into a blender and call it a story!

Birdie is amazing at gathering intelligence. Even when he’s stuck in a parking lot in South Dakota he apparently knows what the agency is doing, what the Hitman is doing, what Dexter is doing, and what a random cop in Chicago is doing. And also he can somehow get untraceable handwritten notes to all of them. Too bad he doesn’t seem to have a goal. Like, how does telling Cosmo about Blackwater Park advance his goals? If he’s an information broker, then why is he giving all his information away for free?

Also, for those of you following the “list of stuff the developers don’t understand” in the comments: I think the list will get a lot longer after this one.

 


 

Honey Lemon and Aunt Cass

By Shamus Posted Friday Apr 17, 2015

Filed under: Personal 26 comments

My wife and second daughter Esther are headed to Tekko today. As a sort of last-minute thing, they decided to cosplay as Honey Lemon and aunt Cass from Big Hero 6. They have a habit of only cosplaying as stuff that won’t be a pain in the ass to wear.

Heather is holding a fake donut, a reference to the aunt Cass joke about stress-eating.

I have decided to cosplay as Sir Not Appearing In This Film by staying home. I love how the costumes turned out, so I thought I’d share.

 


 

Hitman Absolution EP14: Please Love me!

By Shamus Posted Thursday Apr 16, 2015

Filed under: Spoiler Warning 94 comments


Link (YouTube)

So on the outside we have a heavy-duty mining / industrial area. Then we go down a couple of elevators to reach an office-style research center with no offices or places for people to work. Then there’s a testing arena where they test landmines by blowing up pigs in an enclosed chamber. Then we have to descend a massive silo where people are doing biotech research. (How far underground are we by now?) Then we go down yet another elevator to the chamber where Victoria was being held. Then we go up a ladder to a wrestleman show.

Does this audience go through the research silo to get to the show? No? How did they get Victoria out of this lab without going past us? Did they drag her out through the arena? Isn’t this mine / office / lab in the middle of the desert? Is it next to a public place? How did the Patriot’s RV get into the area where he’s training?

The problem here is that it makes no damn sense to chain these environments together like this. In a world designed by a non-lunatic, each zone would be an isolated mission. However, then there would be no reason to visit the mine or the wrestleman show, since the only reason we visit those places is to get in and out of the lab.

A detail I didn’t notice until now: The Patriot RV is parked outside the hotel, meaning 47 must have crossed BACK through the arena to steal it?

Still, Mumbles is right. This part feels a little funny and self-aware. If they could have grasped that tone and ran with it they might have wound up with something that was fun and funny. It would probably still be offensive to long-time Hitman fans, but at least it would be able to stand on its own merits.

 


 

Hitman Absolution EP13: Craperture Science

By Shamus Posted Wednesday Apr 15, 2015

Filed under: Spoiler Warning 106 comments


Link (YouTube)

We’ve been doing this for five years, and covered over sixteen videogames. In all that time, the same pattern holds true: We get more and more negative as a particular game drags on. If we start out loving a game, we’ll come to recognize its flaws. If we start out ambivilent about a game, we’ll grow to resent it. And if we start out disliking a game, we’ll loathe it by the end.

But Hitman: Absolution seems to break with that tradition. We started out really negative, but now I guess we’re more amused than outraged. The game really is awful, but it’s awful in such interesting and varied ways that after a while I run out of anger and just want to stop and watch the train wreck unfold.

The bit with jumping out of the birthday cake was a fun idea. But it was patronizingly easy to pull off, requiring no more planning than choking a single woman in an empty room. And since it’s not part of the core game, there’s no reason to do it. And it’s stuck in a silly postage-stamp level that serves no other purpose and is part of a sprawling installation that makes no damn sense.

I’d love a postmortem on this game. What on earth were they thinking?

 


 

Experienced Points: 5 Things To Do If You Use Cutscenes in Your Video Game

By Shamus Posted Tuesday Apr 14, 2015

Filed under: Column 132 comments

My column this week is a list of ways in which games are failing in their attempts to be movies. Last week sort of descended into an argument over whether games should be trying to tell a fixed narrative at all, so this time I thought I sidestep that by coming at it from a different angle: If you’re going to make a game-movie, then you at least need to get the movie parts right.

Some people have mistaken my story-nitpicking for a position that story is paramount. That’s not really the case. I just strongly believe that whatever story we do get should be serviceable. This is actually kind of challenging for a lot of reasons. You just can’t get away with things in a ten hour game the way you can in an hour and a half. Movies are usually consumed in a single sitting. But if a story-driven game can be consumed in a single session it’s considered a huge failure, or at least a bad valueAssuming we’re talking about full-price AAA games, here.. Games are consumed over the course of days, with long breaks between sessions. That gives the audience a lot of time to think about, replay, and discuss the plot. Details that might be glossed over in a movie will become major sticking points in a game.

Worse, we’re a little more picky about character actions when we’re the ones driving. If Commander Shepard works with Cerberus in a movie, I might argue that it’s out of character or dumb, but it’s not nearly as infuriating as being forced to push the buttons to work with Cerberus even though I can see it’s clearly a stupid idea. It’s the difference between seeing someone else fall for a prank, and being the unwilling victim of an obvious prank that I saw coming a mile away.

But game developers seem to be going out of their way to give us the worst of both worlds. They insist on ramming movie-like structures down our throats, but then they slap the story together all half-assed like it doesn’t matter.

Further note: I think it’s time for another mailbag column, so if you have a question for the column then askshamus@gmail.com.

 


 

Diecast #99: Deus Ex, ESA, Lawful Goodness

By Shamus Posted Monday Apr 13, 2015

Filed under: Diecast 313 comments

For the last three weeks I’ve said, “We have a lot of mailbag questions, we really should answer these.” And then Josh takes up all the mailbag time talking about Bloodborne and Destiny. At least, this is how I’ve chosen to remember things. But next week we’re going to try to answer as many as we can, so now is a good time to send in your questions. The email is in the header image.

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Hosts: Shamus, Chris, Mumbles, Josh.

Show notes:

Continue reading ⟩⟩ “Diecast #99: Deus Ex, ESA, Lawful Goodness”

 


 

The Creativity Cycle

By Shamus Posted Sunday Apr 12, 2015

Filed under: Personal 75 comments

A few days ago I said this on Twitter:

When I’m feeling very creative, I generally exhibit a well-defined set of behaviors:

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