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.

 


 

Experienced Points: Should Any Aspect of Gaming Be Off-Limits to Discussion?

By Shamus Posted Tuesday Nov 4, 2014

Filed under: Column 116 comments

My column this week is a little on the rhetorical side. Even the title is one of those things that @SavedYouAClick…

…would boil down to a simple “No”. Maybe followed by “Duh”.

But it felt good to write and serves as a sort of mission statement for both the column and this site. Who cares how many stars the game got, how much it sold, or where it appears on one of those idiotic clickbait “Top X Games” lists? Let’s talk about this obscure mechanic, or why nobody wanted to bother with stealth, or how the marketing drove away the people most likely to enjoy it. That’s all way more to me interesting than “did the public like this game?”

It won’t do any good, of course. In a month I’ll dump on Beyond Earth and someone will tell me my opinion is invalid because I didn’t play multiplayer, or I didn’t have the difficulty high enough, or whatever. But we do what we can.

Really, this entire hobby would feel kind of empty if I didn’t have this outlet for obsessing over details. This blog is at least half the fun.

 


 

Top 64 Games: 24 to 17

By Shamus Posted Tuesday Nov 4, 2014

Filed under: Video Games 134 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.

24. Eve Online

Come for the visuals, stay for the politics, corporations, griefing, intrigue, war, controversy, flame wars, shenanigans, stupidity, betrayals, and staggering financial losses.

In contrast to the endless procession of doomed WoW-clones, here is an immensely successful online game that has not a single challenger. It’s not that games have gone out of business trying to imitate this success, it’s that in the eleven years since its launch, nobody has made a serious try at cutting out a piece of this market.

To a certain extent, that’s understandable. This is a scary game. It’s a space game where people shoot at each other with player-built weapons, from player-built ships, made from player-built parts, made from player-harvested raw materials in player-built factories. The factions are entirely shaped by players. Everything interesting about this world from its politics to its wars – is emergent.

If you’re looking to make a quick buck copying an established and proven formula, just about anything else is going to look safer than this.

Continue reading ⟩⟩ “Top 64 Games: 24 to 17”

 


 

Diecast #79: Re-releases, 1080p, FMV Games

By Shamus Posted Monday Nov 3, 2014

Filed under: Diecast 117 comments

For the last two weeks I’ve had horrible internet connections during our recording sessions. Egregious throttling, lag spikes, etc. Very frustrating. This has made dialog even more problematic than usual. I’ve tried to clean up the interruptions and overlap as much as possible, but there’s only so much you can do in post. Please be patient.

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Hosts: Chris, Josh, Shamus, and Rutskarn.

Show notes:

Continue reading ⟩⟩ “Diecast #79: Re-releases, 1080p, FMV Games”