Top 64 PC Games: Final Thoughts

By Shamus Posted Thursday Nov 13, 2014

Filed under: Video Games 72 comments

The most important lesson I gleaned from this project is that while the lists are shallow, they’re actually a ton of work. Just compiling and sorting a list of 64 takes a long time, and writing a couple of paragraphs about each one takes even longer. The final product is about 10 or 12k words, but the work involved felt more like 50k. It’s one thing to write 10k words on one topic, but quite another to keep changing topics. Every couple of paragraphs you have to stop, do a fresh round of Google searches to get the history and context right, then scrounge up some kind of screenshot, then write the words. Then spend hours endlessly fussing with the orderingHey! This game is a big deal. It should be near the top of the list. Actually, I have less than 100 words to say about it. Maybe it should be further down the list..

Having done all this, I’m surprised these “Top X” lists get done at all. Not only is this kind of labor intensive in a hours-worked-to-words-written sense, but it’s actually really tedious work.

But the other thing I learned from all this is that these lists really don’t mean anything. My list isn’t really meaningful except as “List of Top 64 PC Games Played By Shamus Young that He Felt Like Talking About.” There’s a bit of value in that from the standpoint of trivia and curiosity, but it tells you more about me than it tells you about videogames.

Continue reading ⟩⟩ “Top 64 PC Games: Final Thoughts”

 


 

Last of Us EP19: Condemned to Pittsburgatory

By Shamus Posted Wednesday Nov 12, 2014

Filed under: Spoiler Warning 80 comments


Link (YouTube)

These idiot raiders are just too much. They’re willing to expend all these lives, all this gasoline, and all these bullets, for what? To kill an adult and a kid? They’re not even trying to rob us! They’re just trying to kill the player because this is a videogame. And we’re still not done with these assholes.

My suggestion:

Remove everything between the initial ambush and the moment we meet up with Sam. Replace all of that with zombie fights. It would still be a gameplay slog, but at least we wouldn’t have a city of ten thousand well-fed raiders with infinite bullets and an insane lust for pointless murder. If that middle section was removed, then the raiders might seem like a small group and we wouldn’t spend so much time scavenging around their homes and noticing all the ways in which their community makes no damn sense.

 


 

Experienced Points: Game Responsiveness is More Than Just Good Frame Rate

By Shamus Posted Tuesday Nov 11, 2014

Filed under: Column 51 comments

This week we’re talking about the growing complexity of our gaming machines and how that impacts the controls.

Sometime in 1983 or so I tore apart my first Atari joystick and saw how it worked. The joystick had broken – probably from too much frustrated twisting on the part of the user – and no longer moved left. Inside, the device was so simple that even my 12 year old self could immediately intuit how it all worked. It was a simple square circuit board with five metallic “bubbles” on the surface. The bubbles represented the fire button and the four ordinal directions. When a bubble was depressed (from pressure from the joystick or the button directly above it) a circuit was completed. That was it. You could toss all the joystick bits away and play directly on the circuit board, if you wanted.

This also let me mess around with unintended scenarios and see how the game logic was set up. In normal usage circumstances you can’t move the joystick both left and right at the same time. But if you’re manipulating the contacts directly you can press both bubbles at once and see how the game responds. Now, in those days they coded right to the metal without using any fancy programming languages, but conceptually there are two ways to set up this sort of input logic. In C++ it might look like this:

Continue reading ⟩⟩ “Experienced Points: Game Responsiveness is More Than Just Good Frame Rate”

 


 

Top 64 Games: 8 to 1

By Shamus Posted Tuesday Nov 11, 2014

Filed under: Video Games 224 comments

And so we come to the end. Try not to stress out too much if your game didn’t make the list, or if it wound up lower than you’d hoped. This list was just PC games, limited to the ones I’ve played and I thought were worth discussing. Just use this as an excuse to talk about / praise / eviscerate games we might not get to discuss very often. Read the intro to learn why we did this.

EDIT: Due to mis-numbering, I have nine games here. I didn’t notice until after the post went up. So the list ends on zero instead of one. Meh. Close enough.

8. Tomb Raider

Lara Croft: TOMB BROWSER

Obviously Tomb Raider makes the list, but which entry? Is it the first one, which gave us the character, the gameplay, and a gunfight with a T-Rex? Or do we use one of the later entries, which more firmly established the look and personality of the character that would eventually grace the big screen? Or do we go with the one game that’s completely unlike all the others in tone and gameplay, but which is actually good? I say we go with the good one. No offense to 90’s Lara, but… actually there is no way to finish that sentence without insulting 90’s Lara. She was a narcissistic pinup girl, and her stilted platforming gameplay could never hold a candle to the graceful and satisfying feel of the Prince of Persia.

But I do thank 90’s Lara, because if not for her then we never would have gotten Reboot Lara. And Reboot Lara is an interesting lady in a mechanically solid game. The platforming here holds up when compared to your Uncharteds and Prince of Persias. The tomb puzzles are great, and their only flaws are that they’re too short and too scarce.

I’m a little uncomfortable having a game this new so close to the top of the list. I was crazy about the game when it came out, but I don’t know if it will stand the test of time. Will I still be playing this game next year? Will I still regard it as noteworthy? I dunno. Furthermore, my opinion of this game may shift based on how well this rebooted series evolves. If the series falls apart, the things this game did right will look like an accident. If the new series thrives, then this game will get credit as the start of something great. It’s almost as if these “Top X Games” lists are perilously arbitrary.

Continue reading ⟩⟩ “Top 64 Games: 8 to 1”

 


 

Diecast #80: Gotham, John Wick, The Fall, Overwatch

By Shamus Posted Monday Nov 10, 2014

Filed under: Diecast 109 comments

I have two pieces of exciting news for you! The first is that Mumbles is on this week! The second is that Rutskarn isn’t!

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Hosts: Chris, Josh, Shamus, and Galaxy Gun.

Show notes: Continue reading ⟩⟩ “Diecast #80: Gotham, John Wick, The Fall, Overwatch”

 


 

Kicking and Screaming into the Future

By Shamus Posted Sunday Nov 9, 2014

Filed under: Personal 148 comments

We’ve talked about it on the podcast at various points, but I’m still using a 2008 style flip phone. Like so:

Inside, there’s a panel of 12 buttons, perfectly sized for infants and hobbits. Dialing a number on this thing is literally like trying to type with boxing gloves on.
Inside, there’s a panel of 12 buttons, perfectly sized for infants and hobbits. Dialing a number on this thing is literally like trying to type with boxing gloves on.

I did have a smartphone here that I used for testing the mobile version of my site (passed on by someone who didn’t need it anymore) but I never really learned anything about it beyond loading up a single website. (This one.)

But now my wife has upgraded her smartphone, and her old smartphone was passed to me. So I have officially joined the rest of the world: Continue reading ⟩⟩ “Kicking and Screaming into the Future”

 


 

The Last of Us EP18: Prince of Pittsburgh

By Shamus Posted Friday Nov 7, 2014

Filed under: Spoiler Warning 80 comments


Link (YouTube)

Rutskarn is correct, the subtitle did indeed have a glaring error: “I saved you’re ass from that clicker last week.” This is all the more alarming when you realize this is the remastered edition of the game. Either nobody noticed it, or people noticed it but nobody bothered to fix it. Strange.

At the two and a half minute mark, the vehicle outside sees movement inside the building and instantly begins pumping turret fire into the room, despite the fact that their own guys are also in the room. That turret is flagrantly robotic, to the point where it has no regard for friendly fire or ammo conservation, and continues to track the player even when they are out of view. Oh, videogames.

This “leaving Pittsburgh” thing is starting to feel like that one plot door in Neverwinter Nights 2 where a significant percent of the running time is expended doing something that feels like it should be simple. Our only goal is to get away from these idiot raiders. If they were just a group of a hundred tightly-packed guys then it should be easy to get away from the area where they patrol. The way they infest every building and parking lot – and the fact that they ambushed Sam’s party earlier in a different part of the city – makes it feel like they are everywhere. Are there ten thousand raiders downtown? Is this a city where ten thousand adult men do nothing but drive around their own desolate town looking for random people to gank?

We entered Pittsburgh at the end of episode 12. We’re now on ep 18. A full third of our running time has been spent trying to leave this town, and we’re still not close to done.