P.T. Part 2 – They’re Calling to Me From Hello

By Shamus Posted Thursday Aug 21, 2014

Filed under: Spoiler Warning 128 comments


Link (YouTube)

I think this demo / trailer / teaser thing ran out of ideas after about half an hour. At this point it’s just being obtuse. Like, if Chris wasn’t reading from the guide, how would we possibly know what we’re supposed to be doing? We have no character, no goal, no context, and no direction. That’s fine in this case, since it’s not supposed to be a game. I’m not asking for cutscenes or anything. But it does need to let you know what your goal is or when the demo is over. I can’t imagine I would have ever found that pencil-point hole on purpose. I would have stumbled around, growing more restless and annoyed, wondering if the demo was over or not. Instead of ending on the high note, I would have been pissed off at the dumb game that wasted a half hour of my time.

Also, let’s think about these controls. We have one button: Zoom in. We don’t need to select weapons, aim, shoot, reload, open inventory, toggle flashlight, interact with objects, crouch, jump, or sprint. We have over a dozen available inputs, including the convenient and familiar face buttons. But no, we’re going to bind our primary means of interaction to holding down the right stick. I’ve had to do that before in games, and I know it’s incredibly uncomfortable. That’s a pretty egregious sin from an interface standpoint, but then making the little cutscene reset when you stop pressing down on the stick is where it goes from uncomfortable to infuriating.

THIS is the Kojima influence I was worried about. I’m sure the thinking is, “Hey! It’s uncomfortable to depress the stick, just like the character would be uncomfortable looking through the hole. And it’s tense, because you’re always worried your finger might slip and you’ll have to watch it again. And you don’t know what you’re supposed to be doing, which makes it mysterious like Silent Hill.” That’s pretty standard Kojima thinking: Make something incredibly obnoxious and then use a complete confusion of in-game and out-of-game logic to justify it. I know this is his shtick, and I know I’m risking the wrath of his fans by even bringing it up, but this sort of thing drives me nuts. I don’t begrudge Kojima his particular style and I’ll admit it’s made the Metal Gear series a powerhouse with an army of enthusiastic fans, but this is not what I’m looking for in a Silent Hill game

I don’t want to be thinking about the controller at all. If I have an emotional connection with my avatar then I’m perfectly capable of empathizing with them without needing to contrive a bunch of immersion-breaking gimmicks. These two feelings are mutually exclusive…

  1. I am trapped in a psychotic hellscape, and the only way to escape is to go deeper in by looking through this pinhole and facing whatever nightmares this world has to show me.
  2. Ow. My finger is uncomfortable and if I adjust my grip I might slip and waste a bunch of my time watching this again.

….and the first one is a thousand times more potent than the second. Moreover, Silent Hill is pretty much the only series that’s even willing to attempt that sort of thing. All the other AAA spook games have turned into shooting galleries and quicktime button-mashers.

Having said all that…

Meh. I gripe, but it’s not actually a big deal. This is a demo for an idea that might become a game someday, and the final product might not look or play anything like what we’ve seen. There’s no point in getting worked up about any of thisHe said, once it was too late.. We wouldn’t have bothered with it, except we wanted something low-stakes to test our recording setup.

We’ll finish up the demo (sort of) in the next episode. Next week we’ll go back to Marlow Briggs. After that, we’ll launch the new season.

 


 

P.T. Part 1

By Shamus Posted Wednesday Aug 20, 2014

Filed under: Spoiler Warning 135 comments


Link (YouTube)

Consider this episode a test-run of our technology for covering PS4 games. I’ll have another post on that once we’re closer to starting the next season. Let the speculation begin.

More context on the “game” being shown off: It’s supposedly a collaboration between Hideo Kojima (Metal Gear series) and Guillermo del Toro (director of Hellboy and Pacific Rim) as a sort of proof-of-concept / test pilot / marketing effort / obnoxious troll. The two are supposedly teaming up to make a Silent Hill game starring Norman Reedus, who everyone else knows from Walking Dead, but I still think of the guy as Murphy from Boondock Saints.

At the start of the episode I said, “I can’t imagine a worse lineup for a Silent Hill game.” To be fair, I think del Toro could do a fine job. I question the involvement of Kojima, because the guy is notorious for games that are cutscene-heavy, intensely complex, self-indulgent, and which frequently break the forth wall. I’m sure Kojima’s many fans will defend him by saying he’s capable of capturing the Silent Hill vibe. Fine. But I have yet to see any proof of that, and I’m going to remain skeptical. This poor series has been abused many times by various well-meaning dolts who just don’t “get” Silent Hill, and I’m not going to get my hopes up again. So many other developers have talked big about how they “get” Silent Hill, and then missed the point in a spectacular way.

The choice of Norman Reedus is a big indicator to me that someone is still confusing “survival” with “badass empowerment fantasy“.

On the other hand: This is actually pretty good.

 


 

Experienced Points: 3 Odd Things About The Tomb Raider Xbox One Exclusive

By Shamus Posted Tuesday Aug 19, 2014

Filed under: Column 95 comments

This week’s column is titled, “3 Odd Things About The Tomb Raider Xbox One Exclusive“, but it could just as easily be called “3 Reasons Exclusives are Odd in General”.

It’s funny that this story came up right now, since I’ve been thinking about Tomb Raider a lot lately. I wanted an excuse to play through it again, but I really have gnawed this particular bone down to the marrow. I have all achievements, all secrets, all tombs, upgraded all weapons, etc. I started wondering when the sequel would appear, and then this story popped up. Not only is the game not coming until Christmas of next yearAssuming no delays. And no, I would not take that bet. but then I’ll have to wait for the exclusive period to time out. I might not play this thing until summer of 2016. That’s depressing.

And of course, the only other game like it is an exclusive on the other major console.

I ended up watching our Spoiler Warning season on the game. I feel ridiculous watching our own show, but this does seem to be scratching my Tomb Raider itch in a strange way. (Also, it’s fun to watch. Aside from the odd looks my family is giving me.)

Hey Shamus, have you considered just GETTING A CONSOLE? You know, like games journalists do sometimes?

Continue reading ⟩⟩ “Experienced Points: 3 Odd Things About The Tomb Raider Xbox One Exclusive”

 


 

Diecast #72: Tomb Raider Exclusive, Superhero MMOs

By Shamus Posted Monday Aug 18, 2014

Filed under: Diecast 104 comments

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Hosts: Chris, Josh, Shamus, and Rutskarn.

1:00 The Next Tomb Raider game will be an Xbox One exclusive.

I’ll have a column about this tomorrow.

19:00 The sad state of the superhero MMO genre.

We’re talking about City of Heroes, Champions Online, DC Universe Online, and Marvel Heroes. Here is what I had to say about DC Universe Online way back in 2011. And here is what I had to say about Champions Online.

Here is the City of Titans Kickstarter that we discussed, and here is their website, which we were sort of mocking.

 


 

Marlow Briggs EP9: Marlow Briggs and the Necromancer of Boredom

By Shamus Posted Sunday Aug 17, 2014

Filed under: Spoiler Warning 59 comments


Link (YouTube)

I can accept that Marlow Briggs is an American fireman who came back from the dead to fight Mayincatec gods with a three-bladed scythe and the help of a policewoman. I understand that the bad guy has an army of mooks that are willing to die at his command. And I can grudgingly accept the existence of a tank the size of Rhode Island that rolls through the jungle harvesting and refining ore of unknown value or utility. Fine. It’s all part of the genre, and I guess we have to allow for the occasional excesses of the writers.

But I REFUSE to believe that anyone was able to use one of those orange helicopters to travel from one point to another. Yes, it DID explode before reaching its destination, but it was operational for nearly a full minute. Given what the game has shown us so far, that’s completely ridiculous.

 


 

Marlow Briggs EP8: Marlow Briggs and the Grotto of Animal Cruelty

By Shamus Posted Friday Aug 15, 2014

Filed under: Spoiler Warning 43 comments


Link (YouTube)

Man, thanks to the devs for generous and thorough autosave. If you’re going to do checkpoint saves, this is how you do it. ON THE OTHER HAND, we wouldn’t have needed this kind of granularity in the checkpoints if the “skip cutscene” button hadn’t been one of the standard gameplay buttons.

I love how a videogame has cutscene continuity issues like a low-budget movie, as if this scene was pieced together from several different takes.

Marlow is standing nose-to-nose with Kim.

Kim: I’m the only chance you’ve got to save your little lamb, so how about you lower the harpoon?

Suddenly Marlow is holding his scythe up to her chin.

He wasn’t pointing his weapon at her until after she told him to stop doing it??? And then everyone takes turns holding the blade by the edge. And she spends the whole conversation looking him directly in the pecs. Hey lady, my eyes are up here.

It would have been awesome if just one of the characters had been given the name of an actual archaeologist known for working in this region. Then they could have opened the game with the claim, “BASED ON A TRUE STORY“.

 


 

Marlow Briggs EP7: Marlow Briggs and the Great Balls of Fire

By Shamus Posted Thursday Aug 14, 2014

Filed under: Spoiler Warning 115 comments


Link (YouTube)

So it looks like the jump button is also the skip cutscene button, which means our bunny-hopping driver is skipping half the cutscenes. I like to think that the bits we skipped are these detailed explanations that would perfectly explain everything we’re seeing.

Also, I love the idea of calling an astrophysicist and asking him random science questions about archaeology, botany, zoology, and anthropology.

Every time I think this game is out of ideas and we’re going to run out of stuff to be incredulous about, it manages to top itself. Like Chris said in a previous episode, this game certainly has a lot of ideas. They’re mostly crazy nonsense, but there are SO MANY of them!