Spoiler Warning: Season 14

By Shamus Posted Wednesday Jan 29, 2014

Filed under: Spoiler Warning 138 comments

Yes, it’s been something like 7 weeks since our final episode of Metro 2033. It didn’t seem to make sense to launch a new season during the holidays, since we would be busy and the blog traffic would be way down.

When the break ended, we got together and found that Twitch.tv was basically broken and unusable.

See, Josh streams the game to us while he plays, so we can see what’s going on and comment. But this appendage of the ugly oddball technology contraption that makes this show has always been the most wonky. In the early days we used Livestream. Livestream was unreliable. It would go down, refuse to broadcast, or just plain stall in the middle of recording. The only part of the service that worked were the advertisements, which worked incessantly. We’d see the same ad 7 times in a recording session. It was torture.

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Anniversary #4: Amnesia: A Sex Machine for Pig Butts

By Josh Posted Tuesday Jan 28, 2014

Filed under: Spoiler Warning 100 comments


Link (YouTube)

Man, we’ve been doing this show for four years. And over those four years we’ve gotten progressively better. At being insane.

As evidenced in this video.

Don’t ask about the title. It’s better that way.

Also, Rutskarn says that if guys are good in the comments, he might drop by with some puns. He told me to put this in the post because he also told me to write the post instead of doing it himself like we originally agreed upon.

Bad Rutskarn. No biscuit.

 


 

Experienced Points: Superheroes That Should Be Games

By Shamus Posted Tuesday Jan 28, 2014

Filed under: Column 178 comments

Which is more amazing, that Arkham Asylum games were so good, or that we haven’t been flooded with DC, Marvel, and the other IP holders trying to do the same thing? It’s odd, I tell you. The closest we came to someone trying to crib from Arkham wasn’t a superhero, it was Lara Croft. But if any of these companies do decide to enter the “Arkham genre”, what heroes would be a good fit?

The article was already long, and there are literally hundreds of quasi-notable heroes to choose from, so the cutoff for making my list was pretty arbitrary. Here are some other heroes I think are worth mentioning:

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Sandbox Space Sim: SPAZ

By Shamus Posted Monday Jan 27, 2014

Filed under: Game Reviews 63 comments

Made by a two-person team, Space Pirates and Zombies is very obviously a labor of love. I mean, look at the new game screen:

How can you not find that heartwarming?
How can you not find that heartwarming?

It does for mainstream space sims what Terraria did for Minecraft: It distills the gameplay down to the elemental, focuses on combat, and does it all in an accessible 2D retro style. I played it way back in 2011. I liked it and got a couple of days of fun out of it, but it suffered from the same restrictive approach to character progress as Freelancer, which eventually turned me off the game. I suppose I should get my long-overdue Freelancer rant out first:

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Errant Signal: The Novelist

By Shamus Posted Sunday Jan 26, 2014

Filed under: Video Games 18 comments


Link (YouTube)

We talked about this game a few weeks ago on the Diecast. This Errant signal gives a more holistic look look at what the game is and how it works.

Chris uses it as a jumping off point for talking about review scores and the review cycle, and the score he gives at the end is the exact same score I’d give the game.

 


 

Sandbox Space Sim: Kinetic Void

By Shamus Posted Friday Jan 24, 2014

Filed under: Game Reviews 59 comments

There the rules are pretty sketchy for what it takes to qualify for “Early Access” on Steam. I don’t know that there can be such a rule in a black-and-white, qualify-or-not sense of things. But in my own sense of what I expect from an alpha, I’d say “more than this”.

Basically what we have here is a really great ship builder and a marginally successful system for test-driving your design.

kinetic_void1.jpg

This is something I’ve always wanted in a space game. Very few of them seem to wrap their heads around this idea that the ship is the avatar. Instead, somewhere buried on a tab of a dialog I never look at is a picture of my pilot, and that’s supposed to be “me”. But from a gameplay standpoint it’s much more useful to think of “me” as the thing in the middle of the screen: The ship. That’s what I’m looking at. (Assuming the game is third person.) That’s what gets damaged, upgraded, or killed by my actions. That’s the thing I want to name, personalize, and look at in dramatic camera views.

So I dislike the usual system of progression in these games where you upgrade from one fixed design to another. It’s like playing Diablo II and “upgrading” your necromancer into a sorceress, and then later trading her in for a barbarian. It just feels wrong. Maybe ship A has the stats that I really want, but it’s got wings and pointy bits on it that I dislike for aesthetic reasons. Ship B has a form I find appealing, but the stats are geared for (say) mining while I’m more interested in combat. In a genre so focused on freedom, I’ve always found this annoying.

A lot of games focus on letting you amass and command fleets. That’s nice, but rather than commanding a dozen fixed ships I’d much rather fly one really cool one. Even if I’m the only person who thinks it’s cool. I want to command the Enterprise, not the Federation, and I want to explore the galaxy, not run an intergalactic trucking company. But that’s just me.

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Sandbox Space Sims: Starflight

By Shamus Posted Wednesday Jan 22, 2014

Filed under: Game Reviews 74 comments

Previously, I asked about sandbox space sims. You had a lot of suggestions for me on what’s out there, what’s good, and what’s worth a look at this point in time. I took your advice – or some of it – and for the next few entries I’m going to write about what I played and what I thought about it.

This is a strange genre. Everyone has their own idea about what features really define it. Combat? Asteroid mining? Trade? Exploration? Fleet command? Ship design? Factions and interplanetary politics? Smuggling? Landing on planets? Character growth, leveling, and skill trees? Diplomacy with aliens? Commanding capital ships? Crew management? Piloting fighters? I dunno. No game does all of these, but a sandbox space sim does some subset of them.

We had nothing in this genre for years, and now there are a dozen of them on the horizon. We’re up to our asses in astronavigation at this point, and it’s only going to get worse* as the various early access / kickstarted prototypes grow up and become Actual Games.

* By which I mean “more awesome”.

Obviously one week is not nearly enough time to even begin to scratch the surface of one of these games, much less play a half dozen of them. So these are going to be drive-by reviews, quick looks and first impressions. Also, I’m not an expert on this genre (whatever that means) so if I complain about something then “But all the games do that!” is not a meaningful defense. Actually, that’s probably never a good defense anyway.

Let’s talk about the first of these things I ever played: Starflight.

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