Tomb Raider EP20: Why is Everything Backwards?

By Shamus Posted Thursday Aug 1, 2013

Filed under: Spoiler Warning 58 comments


Link (YouTube)

For the record, the parts where I seem to be talking over myself are instances where Josh lagged out. If I lag out, my messages arrive broken up, late, and far apart. If Josh (as the person making the recording) lags, then the audio piles up on the server and when he recovers they all arrive at once. I’ve had instances where I lagged out in Vent and had half a minute of everyone else talking mashed into ten seconds.

What I was saying about Prince of Persia:

The Sands of Time sequels are pretty much a textbook case of why games shouldn’t get so dang hung up on continuity. The first game was a beautiful, simple, and self-contained tale. The second game took all the character development of the first game and threw it away. The third game had to re-write Fara. Over time, characters get less interesting because their arcs end and leave them with nowhere to go. The setting gets less interesting because all the really great secrets have already been revealed and we have more things to explain to the newcomers.

Retconning things and stapling new ideas onto an existing lore is often messy and ugly. Leaving every story open-ended for a sequel is unsatisfying, since the audience never gets the closure they’re looking for. (Sands of Time would have been hurt immensely if they had hacked in a “BUT IT’S NOT REALLY OVER!” moment at the end.)

In a Prince of Persia game we need three things:

  1. Climbing around Arabian-styled ruins.
  2. A time-rewind mechanic.
  3. Somebody in the story should probably be a prince.

It’s not like there’s a shortage of Arabian-themed stories and tropes to draw from. They should just let each game stand on its own. In one game you play as a prince. In another you play as a street rat who meets the prince. In another you’re a commoner who looks like the prince, etc.

Warrior Within would have been so much less offensive to me if this was a new prince with a new story. And besides…

Wait. What are we talking about again? Tomb Raider? Right. Anyway, I hope Tomb Raider won’t blunder into this same trap of plot convolution, character stagnation, and lore cruft. They left things open for a sequel, but they didn’t set up a sequel, if you can see the distinction. We don’t have a really strong, likable character to be Lara’s sidekick.

 


 

Strike Suit Zero: Mission 9

By Shamus Posted Thursday Aug 1, 2013

Filed under: Game Design 40 comments

I mentioned in my review of Strike Suit Zero that I quit the game at mission 9. I want to look at this in more detail and see how it could go so wrong that it made me stop liking a game.

The mission is that our forces had to board an enemy craft, and I have to guard our ships until the raid is done. There are about fifteen minutes of dogfighting and waypoint-visiting to start off with, and then we get to the segment where everything went wrong. By that stage of the mission, the battlefield looked like this:

Note: Not to scale.
Note: Not to scale.

I was up against three corvettes and two squadrons of heavy fighters. I charged in like I usually do and got quickly annihilated by the enemy forces. The corvettes had instant-hit beam weapons that I couldn’t really avoid. They didn’t do a ton of damage, but their constant jabs prevented my shields from recharging. The heavy fighters shot slower projectiles that did severe damage if they connected. All of these weapons out-ranged my own by a massive amount. So basically this was like sending a single guy with a knife over an open field to assault an entrenched enemy armed with sniper rifles and bazookas.

Continue reading ⟩⟩ “Strike Suit Zero: Mission 9”

 


 

Tomb Raider EP19: A Couple of Tools

By Shamus Posted Wednesday Jul 31, 2013

Filed under: Spoiler Warning 80 comments


Link (YouTube)

No Mumbles this week, since she had important supervillains to punch in the face. No Rutskarn this week, because [insert joke about Rutskarn being eight years old]! But we did have Jarenth. On the downside, Jarenth caused an inordinate number of deaths. Like, I don’t know how he manages to suck at the game this bad.

I mentioned on the podcast that I tend to binge on games. When I don’t, I tend to have mishaps like the one we talked about in this episode. Back when Tomb Raider was still fresh, I took a couple of days off from it. When I came back, I misunderstood how rope arrows worked. I had it in my head that it was context-based and that shooting at rope-arrow surfaces with the standard attack button would automatically cause it to fire a rope arrow. (For the record, there’s a special rope-arrow button. On the PC, it’s middle mouse button.)

I thought the game was glitching out when it refused to shoot a rope arrow at the ladder/crane thing. Hey! The cursor is red, it should fire a rope arrow when I shoot at this. Am I at the wrong angle? Do I need to be closer? Maybe up on this platform?

Moments like this can really take the fun out of a game. This is yet another way in which Games Are Very Much Not Movies. If you pause a movie for a couple of days you might forget the plot, but you’ll never forget something in a way that makes it impossible to watch the rest of the movie.

So that’s why I binge on games. After you play a few thousand videogames, their various control schemes, conventions, and idiosyncrasies kind of blur together.

EDIT: So we can’t embed the video here. Looks like somebody is claiming they own a segment of this video. (The part where Lara ascends away from the ship.) And because we’re using “their” footage YouTube has nailed us with a copyright infringing claim. And now embedding is disabled.

This entire copyright system on YouTube is ludicrous. There is something deeply Kafkaesque about arguing with the YouTube robot about using content from an anonymous corporation. That’s a really good basis for dystopian fiction, right there. Thankfully it’s just a dumb claim against an internet video and not something dangerous, but still. This sort of thing is SO unjust and nonsensical it’s hard not to be outraged just by the sheer bloody-mindedness of it all.

Anyway. We’re working on it. Hopefully we can clear this claim and get back to normal.

EDIT II: Maybe the claim isn’t related to the embed lockout. I just managed to allow embedding without dealing with the claim. I have no idea. Apparently on an advanced options screen there’s a checkmark for allowing or forbidding embeds, and it was mysteriously unchecked. I’m mystified how it got that way, but whatever. Hopefully no more strangeness.

YouTube copyright matching system still sucks.

 


 

Diecast #23: Phil Fish, Gamer Fury, Company of Heroes

By Shamus Posted Tuesday Jul 30, 2013

Filed under: Diecast 187 comments

I have a non-binding promise from Rutskarn that we’ll be getting a new splash image that will include Mumbles. But then Rutskarn didn’t show up this week. And neither did Mumbles. So I don’t know.

Download MP3 File
Download Ogg Vorbis File

Hosts: Chris, Josh, Jarenth and Shamus.

Show notes:

Continue reading ⟩⟩ “Diecast #23: Phil Fish, Gamer Fury, Company of Heroes”

 


 

Experienced Points: The Ebert of Videogames

By Shamus Posted Tuesday Jul 30, 2013

Filed under: Column 36 comments

A few weeks ago Warren Spector had an article asking there the “Ebert of Videogames” is. Chris wrote this in response, and Spector then followed up with a comment. On his blog.

Which means that Warren Spector commented on Chris’ blog. Which is fine. I mean, I’m not jealous. It’s great. I’m happy for Chris. Good for him. I’m fine. Everything’s fine.

Anyway, this week’s column is a response to that, and also has some thoughts on the whole unfortunate Beer and Fish controversy.

If you want to comment on Beer & Fish, you might want to wait until later today. The podcast will be up soon, and in that we discuss the whole thing in detail.

 


 

Strike Suit Zero

By Shamus Posted Monday Jul 29, 2013

Filed under: Game Reviews 108 comments

It always bothers me that this genre ends up being called a “space combat simulator”. Okay, “space” is a given. And “combat” is impossible to argue. But sim? These games do anything but sim. A game where you shoot slow-moving orbs of energy at fighters that must continually generate thrust to remain at max speed and that detonate in audible explosions when you reduce their hull integrity to zero is not a simulation of the sorts of things that can happen in space. Fun, sure. But that’s not a sim.

While claiming any title to be the “best” is usually grounds for a flamewar, this genre is small enough that I think I can point to the Freespace series as the high-water mark. The original was actually titled Descent: Freespace. Publisher Interplay wanted the game to have better name recognition, so they tacked on the name of their popular, unique, and totally unrelated first-person indoor spaceship shooter. I mean, both games have you piloting ships in zero gravity. That makes them kind of related, right? Like if Valve had named their zombie game: Half-Life: Outbreak because both games have you play as a person with a gun.

Freespace was tremendous. So good that it stepped out of the shadow of Descent, and has arguably outlived it in the minds of the gaming public. Freespace 2 is said to be even better, although I managed to miss it. It’s still on my list to play eventually. But it’s hard to play games from fourteen years ago when there’s so much new stuff to play. For example: Strike Suit Zero.

Continue reading ⟩⟩ “Strike Suit Zero”

 


 

Bioshock EP8: Artistic Murder Simulator

By Shamus Posted Sunday Jul 28, 2013

Filed under: Spoiler Warning 21 comments


Link (YouTube)

I give BioShock a hard time about it’s plot doors, but pretty much all games are based on plot doors. Sure, sometimes the door is a drawbridge with improbably inaccessible controls and sometimes it’s a subway in need of power and sometimes it’s an elevator in need of repair. Any game more complex than “run forward and murder everyone not on your side” is going to have some sort of structured obstacles for you to overcome. I don’t mind that plot doors exist. I mind when they are so poorly justified that they take you out of the experience.

Sander Cohen’s door works well enough, plot-wise. Much better than the next door, I think.

(This is a re-post. For the 2010 original, look here.)