Metro 2033 EP12: Fluke Ninja

By Shamus Posted Thursday Nov 7, 2013

Filed under: Spoiler Warning 75 comments


Link (YouTube)

The Freddie Wong video we mentioned is here: Splinter Cell: Lightbulb Assassin. This ties in nicely with the conversation we had about stealth in Metro 2033 and Metro: Last Light. And really, it also relates to stealth in just about every stealth-optional shooter. The stealth is often silly, absurd nonsense.

I think the reason for this is that it’s prohibitively difficult to make stealth mechanics that are both sensible and fun. Stealth is complex and involves a lot of fussing with AI. If I was actually guarding a single dark room all by myself for hours, I would very likely be extremely sensitive to even the slightest sounds. I’d notice if a door was open, a chair was moved, a light was off, a shadow moved, or a friend was missing. I’d hear someone (particularly a grown man with a lot of gear) hitting the ground in the next room. And if anything spooked me I’d likely keep my back to the wall and turn on every light at my disposal. If not out of a sense of duty, then out of a sense of self-preservation and a desire to fill the time. I mean, I literally have nothing else to do. And even if I didn’t find any enemies, I’d be paranoid for the rest of my shift.

And of course, knocking out a human being in a single non-lethal blow is incredibly difficult. It’s very unlikely anyone could do it reliably and silly to imagine they could do it silently. There is no way a full-grown man in combat gear could slink around silently in an unfamiliar building while carrying three full-sized firearms, particularly when the inhabitants are bored, jumpy, and intimately familiar with the space. And if the place is made of crumbling concrete and creaking wood? And everyone spends their days worrying about monsters and ghosts? No way.

But none of this matters. Sneaking around in the dark and knocking people out makes for really fun gameplay. It adds tension. It has a lot of interesting mechanical trade-offs between safety and expediency. It usually adds another whole dimension to what would otherwise be a monotonous shooter. There are already well-established rules for how these systems work and most players have kind of made peace with these contrivances. It’s understood and expected that guards will walk predictable routes, that they will talk to themselves to communicate their current mental state to the player, and that they will drop back into patrol mode after only a minute or two. None of this is realistic, but it’s unrealistic in a familiar way and so it doesn’t shatter immersion the same way that unrealistic but unexpected behavior will.

The point is: It would be incredibly difficult to make stealth realistic, and if you somehow succeeded then it would probably just make stealth gameplay impossible or boring.

So any would-be game designer has to design their game knowing that somewhere, SOMETHING is going to not make any dang sense. Some part of stealth has got to be a silly contrivance.

 


 

Diecast #35: Dump on Indies Week

By Shamus Posted Wednesday Nov 6, 2013

Filed under: Diecast 110 comments

Often people tone down their criticism when talking about indie games. I know I do. It’s easy to dump on a huge multi-million dollar project with hundreds of contributors. But when you’re talking about something made by half a dozen people, it all becomes kind of personal and I’m shy of eviscerating something on that level.

But sometimes you have to give a game the thrashing it deserves. This week is a reckoning for a handful of misbegotten indies.

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Hosts: Rutskarn, Josh, Mumbles, Chris, and Shamus.

Continue reading ⟩⟩ “Diecast #35: Dump on Indies Week”

 


 

Project Good Robot 28: Art Creep

By Shamus Posted Monday Nov 4, 2013

Filed under: Good Robot 88 comments

I’d guess that most people have heard the phrase “feature creep”, and I’m willing to bet everyone has been a victim of the mindset behind it, even if they’re not a programmer. You get amazing results experimenting with idea X, so you decide to turn idea X into feature X. But production code is more expensive than prototype code, so what was originally a one-hour experiment becomes a four-day job to add a feature that wasn’t originally planned or budgeted and which eventually has side-effects that impact the features you did plan.

In this case, I’m suffering from an art-based version of cascading feature creep. It began innocently enough:

Continue reading ⟩⟩ “Project Good Robot 28: Art Creep”

 


 

Metro 2033 EP11: Face Stew

By Shamus Posted Sunday Nov 3, 2013

Filed under: Spoiler Warning 56 comments


Link (YouTube)

I like to think that Josh died over and over again on purpose so that the level transition would line up perfectly with the end-of-episode. That was nice of him.

I’ve had a week to think about it, and I still can’t place that movie quote. I don’t remember the exact wording, but it went something like this:

A vampire gets shot in the chest and shrugs it off. He says something along the lines of, “I’ve been stabbed, drowned, burned, and hung, but I’ve never been shot before. [scratches chest] Kind of itches a little.”

The first person to identify the movie gets a single slice of Processed American Orange Cheese-like Product. (Everyone else gets two.)

 


 

Metro 2033 EP10: The Adventures of Arty and Sasha

By Josh Posted Friday Nov 1, 2013

Filed under: Spoiler Warning 70 comments


Link (YouTube)

I could use this space to talk about how haunting the ruined station is, how it shows that the last of humanity is really losing the war against the elements and the mutants. Or how it could be an allegory for what Artyom fears his own station might turn out like if he fails. Or I could compliment the game for successfully creating a child companion who isn’t a complete chore to have around (although he would still have benefited from a better voice actor).

But no. You don’t want me to talk about that.

I know what you really want:

Continue reading ⟩⟩ “Metro 2033 EP10: The Adventures of Arty and Sasha”

 


 

Metro 2033 EP9: Turret Vehicle Stealth Section

By Shamus Posted Wednesday Oct 30, 2013

Filed under: Spoiler Warning 118 comments


Link (YouTube)

If you’re new to the show and don’t understand the jokes about going off the map, it’s a reference to Railroad to Nowhere.

I’m playing through Metro: Last Light now, and I’m very glad they retained the “American Cheese” look of the health packs. Which makes me wonder: Is American Cheese available outside of the US? If so, do people actually buy it? What does McDonald’s put on their hamburgers in other countries? Can you buy American Cheese in a store? Has anyone (American or not) ever had American Cheese that wasn’t in pre-sliced, shrink-wrapped form? I’ve never seen it available as anything other than slices.

I used to defend American Cheese, saying they were pretty good on toasted cheese sandwiches. Which is true. But then one day we ran out of American Cheese and I discovered that toasted cheese sandwiches are better with literally any other form of cheese.

This is not to imply I’m some sort of cheese connoisseur. I eat sharp cheddar, which isn’t exactly an exotic cheese.

Anyway, we’re through the rough spot in the middle of Metro 2033. It gets better from here.

 


 

Diecast #34: The Stanley Parable, Elder Scrolls

By Shamus Posted Tuesday Oct 29, 2013

Filed under: Diecast 77 comments

While we didn’t record it with Halloween in mind, I guess this is our Halloween episode. This year we decided to dress up as guys with audio that cuts out worse than usual for no reason. What’s your costume this year?

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Hosts: Rutskarn, Josh, Chris, and Shamus.

Show notes: Continue reading ⟩⟩ “Diecast #34: The Stanley Parable, Elder Scrolls”