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.

 


 

Top 64 Games: 16 to 9

By Shamus Posted Friday Nov 7, 2014

Filed under: Video Games 193 comments

Reminder: Try not to stress out too much about the order of the items on this list, what games made it and which ones didn’t. 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’re doing this.

Also, the header image is embarrassingly easy this time. Sorry. I made them before I realized people were going to be treating them like a puzzle, but they aren’t really balanced in a meaningful way.

16. Civilization IV

Be immortal, rule as you see fit. Just one click and you can decree shit.

Civilization is one of those games that seemed to spring fully-formed from the mind of its creators. It took us several years of iteration to figure out adventure games, or shooters. But the essentials of Civilization were there from the earliest stages: Cities,taxes, tech tree, accelerating timescale, diplomacy. Since then it’s been a matter of balance and refinement.

Any of the Civ games would be worthy of this list, and I debated whether Alpha Centauri should be counted as a Civilization game. Clearly it’s of the same lineage, and the only reason the name is different is because of business reasons. And when you’re compiling a list of “top games”, the last thing you care about is the politics of idiotic IP wars between ninny publishers. From a purely gameplay standpoint, Alpha Centauri fits in the series better than Civilization V, which greatly altered the combat by moving to hex grids and removing unit stacks.

But ultimately I think I want to give the top honors to Civ IV. It’s a stellar entry in the series (although they’re all pretty good) and it has Baba Yetu.

Continue reading ⟩⟩ “Top 64 Games: 16 to 9”

 


 

The Last of Us EP17: The Brady Bunch

By Shamus Posted Thursday Nov 6, 2014

Filed under: Spoiler Warning 75 comments


Link (YouTube)

I think I’ll steal some commentary from tomorrow’s episode and bring this up now: How many guys live in Pittsburgh? We must kill 50 or so on our way through. Either we are so unlucky that in this vast city we somehow blunder into the only inhabited buildings, or we’re only seeing a fraction of the inhabitants.

Let’s split the difference and say there’s a only hundred dudesOr were, before we showed up.. If they ganked an entire family every single day, and every family had a week worth of food, these raiders would starve to death in a hurryAssume a “family” is five people, then each car has 35 daily rations, while Raidertown needs 100.. And it’s pretty clear they don’t get nearly a carload of rubes a day. This is the same stupidity we saw in Fallout 3: Raiders cannot outnumber civilians. Ever. Every dude we encounter makes the entire world that much less plausible.

That initial raider attack by six guys was barely tolerable. But this is Planet Sillypants. We’ve got hundreds of guys, spread evenly throughout the buildings, many of them on the second floor. These idiots aren’t going to find any travelers to rob on the second floor of an office building. They’re not doing any useful work. They’re not amusing themselves like a group of perpetually bored men might. No, they’re sprinkled around like DOOM imps and cacodemons – mindless monsters waiting to attack the player.

If the roads are busy with constant traffic with people moving from town to town, then the existence of a hundred raiders in Pittsburgh should be common knowledge. If travel is rare and towns are isolated, then these morons starved to death years ago.

If this section had been limited to the initial ambush and one of the adjoining buildings, then I could give it a pass. But why, in this ZOMBIE APOCALYPSE game, are we shooting at so many human beingsYeah, I know why. “Because it’s a videogame”!? This is preposterous, and we’re only halfway through Pittsburgh.

 


 

A Pyrodactyl Postmortem Postmortem

By Rutskarn Posted Thursday Nov 6, 2014

Filed under: Projects 99 comments

This post is a follow up to “Unrest: An Honest Postmortem of a Kickstarter Success.”

I really don't know how it is for your big studio-renting, T-shirt-printing, San Francisc-ing game development studios when their magnum opus wraps. I imagine many of them do schedule a few months to tear through feedback, patch, run tech support, and wrangle the convention circuit. But barring an ongoing investment, like an MMO or MOBA, that's all sideline stuff. You can bet in ninety-nine out of a hundred cases the development leads get together right away, stick another figurative sheet of paper in the typewriter, and start on the next project.

Part of this is a matter of principle. You're only as good as your last good title, and dwelling on success or failure doesn’t help your studio. But there's a much more far-reaching practical side to it than that, and it's one you don't appreciate until you try to survive as a developer: it’s the fact that every month not working on a game is a catastrophic and potentially fatal waste of your precious resources.

You can embrace it or hate it, but the formula is simple: games are profit, profit is time, time is games. Having a smash hit release isn't an “and then they lived happily ever after” success story. It's the equivalent of winning extra time by executing a flawless lap in a beat-the-clock racing game. You've won a buffer–a grace period to work on your next project. And that's if your game's successful. If it isn’t, then you’ve really got to hustle.

Continue reading ⟩⟩ “A Pyrodactyl Postmortem Postmortem”

 


 

The Last of Us EP16: Butt Parchment

By Shamus Posted Wednesday Nov 5, 2014

Filed under: Spoiler Warning 96 comments


Link (YouTube)

So I guess now we’re duty-bound to come up with more euphemisms for toilet paper. Do your best!

The game improves so much the moment we rejoin Ellie. I think one of the reasons that I can tolerate Joel being a heel is that we aren’t given any agency at all over his actions. If the game gave you a BioWare / TellTale style dialog choice once in a while, or offered you a “Press X to punch Bill in the face, square to give him a high-five”, then we’d resent all the other occasions where the game didn’t give us a choice. Being offered meaningless choices is more annoying than having no choices at all.

I suppose it also helps that we have a character-based reason for Joel’s behavior. We can see he’s wrong, but he’s wrong because of personal problems that are central to his character. He’s not just denying her a gun because the game designers didn’t think it would work from a gameplay perspective.

If I can bring up Mass Effect 2 without opening old woundsActually, those wounds never closed. But whatever. then it provides a good contrast. Shepard makes TONS of galaxy-changing decisions, so us not being able to refuse to work with The Illusive ManThere are some who call him… TIM? feels really out of place. Worse, he doesn’t have a reason that works for usOkay, it works for some players.. He’s enslaved by the plot, which means we’re enslaved by the plot, which means all those other little choices feel frustrating and condescending. Like, I can’t refuse to work with this crazy terrorist moron, but I’m allowed to be a dick to Veetor for no reason.

Because of this difference, Joel’s reluctance to give Ellie a firearm feels like narrative tension and not railroading. And when he finally breaks down and trusts her to protect him, we understand he’s taking a huge step. It’s entirely possible this is the first positive step he’s taken in 20 years to cope with his daughter’s murder.