Tomb Raider EP18: Kiss This Guy

By Shamus Posted Friday Jul 26, 2013

Filed under: Spoiler Warning 88 comments


Link (YouTube)

Rutskarn is really making me want to play Call of Juarez: Gunslinger. A game filled with constant lampshading? Sign me up! It’s hard to imagine something so smart and self-aware came from Techland, since their previous game had been so stupid and tone-deaf. To be clear, I haven’t played either game.

What were we talking about again? Oh right. Tomb Raider.

So this part of the game is pretty cool. Everything’s gorgeous, there’s tons of platforming, plenty of puzzle solving, a moderate amount of combat and very little cutscenes. We’re in full-on adventure mode and aren’t slamming between “Romancing the Stone” and “Heart of Darkness”.

 


 

Bleed

By Shamus Posted Thursday Jul 25, 2013

Filed under: Game Reviews 38 comments

This is a game I would never play under normal circumstances. It’s out of my area of interest, it demands skills I don’t have, and it makes references to games I’ve never played. If we were still in the world of $10 “discount” titles then I wouldn’t own it. But this is the age of the Steam sale, an age where you can see something crazy and say, “Sure, I’d try that for three dollars.”

Bleed is a 2D sidescrolling platformer / shmup thing from developer Bootdisk Revolution. Right now you can get it directly from the developer for $5, no DRM. But you’re just going to buy it through Steam because that’s easier and I know how you are.


Link (YouTube)

This is a hard game. Maybe. I’ve said before that the learning curve for games is usually a lot steeper than we realize, and I might be on the other side of that phenomena here. I don’t usually play 2D platformers and I never play the stuff with bullet-hail projectile avoidance like we see here. I put the game on easy, and found the whole game was just barely possible. And this is allowing for the way the game gives you a checkpoint every couple of screens.

Continue reading ⟩⟩ “Bleed”

 


 

Tomb Raider EP17: Lifter Pulley System

By Shamus Posted Thursday Jul 25, 2013

Filed under: Spoiler Warning 90 comments


Link (YouTube)

Once again: Note how Sam is sitting out of the way, doing nothing. Like a child. Everyone is straining, helping, and taking risks. When Jonah and Lara try to lift the engine, Sam doesn’t even bother to help. As before, this is realistic – I wouldn’t expect a young college kid like Sam to have much skill that would make her useful in this context – but from a story perspective it completely undercuts her as someone we can care about.

She’s constantly doing the wrong thing. She gets captured repeatedly. She’s not even vital to the mission. She doesn’t say anything smart. She doesn’t make funny jokes. She doesn’t have useful skills. She’s not brave, resourceful, hard working, or observant. Even the typical Indiana Jones sidekick occasionally gets a moment of triumph where they save the day or help Dr. Jones. But Sam is content to relax around the boat while everyone else is getting dirty, working hard, and risking their lives for the good of the group.

After the cutscene there’s a bit where Sam bumbles around and sets off the mounted gun, endangering Jonah and Rayes. (We missed it because we were in the building reading Jonah’s log.) She’s not even a screwup in an admirable way. She’s not the kind of character we can admire because they try hard but always mess up, because she doesn’t try hard and she’s not eager to please. And this scene isn’t even her worst moment. It’s unbelievable to me that this is the character the writers expect us to save. Three times. Sam is a butt.

Obligatory: Lifter pulley system? I hardly know her!

 


 

Tomb Raider EP16: Spoiler Warning – The Musical

By Shamus Posted Wednesday Jul 24, 2013

Filed under: Spoiler Warning 91 comments


Link (YouTube)

I’ve been really looking forward to this part of the game. We wrestle free of the cutscenes and the writer-mandated derping. We have a bit of stealth. Some exploring. A tomb. A little puzzle. More exploring. Lots of variety and not too much shooting. (Particularly if you manage to ninja the flashlight fight.) Also, no dumb-ass quicktime events.

Also there’s singing in this episode. Just thought I should warn you about that.

 


 

Diecast #22: Videogame Journalism, Pacific Rim, and Comics

By Shamus Posted Tuesday Jul 23, 2013

Filed under: Diecast 147 comments

I’m pretty proud of the conversation we had about game journalism. We had a lot of different views, we looked at it from a lot of different angles, and I think some smart things were said.

In other news: Someone suggested that putting the fully qualified URL to the audio in the RSS feed would help the Diecast show up for podcasting software. I have done this. I’m sure you’ll let me know if it helped.

Download MP3 File
Download Ogg Vorbis File

Hosts: Shamus, Josh, and Mumbles, Chris but not Rutskarn.

Show notes:

Continue reading ⟩⟩ “Diecast #22: Videogame Journalism, Pacific Rim, and Comics”

 


 

Errant Signal – The Last of Us (Spoilers)

By Shamus Posted Tuesday Jul 23, 2013

Filed under: Movies 37 comments


Link (YouTube)

Last of Us is a PS3 exclusive, which means I won’t get to play it. Still, I’ve read the synopsis and it sounded pretty interesting. I’ve also seen the gameplay and I don’t feel like I’m missing much. This strikes me as being a subset of the Tomb Raider mechanics: All my least favorite parts. So I’m happy to spoil the thing for myself.

While I can’t comment on the game in detail, I was really interested in Chris’ idea that this was a perfect execution of a flawed design. The cutscene » gameplay » cutscene » gameplay school of game design is ubiquitous in AAA games and I don’t think it’s going anywhere anytime soon. Shooters are the superstars of AAA games. Big-budget shooters need story or they’ll just be endless violence with no context. The easiest and most straightforward way to put story into a game is with cutscenes. Cutscenes make for great trailers. Trailers drive buzz and buzz drives sales.

This is a rut so deep it could be classified as a canyon.

 


 

Receiver

By Shamus Posted Monday Jul 22, 2013

Filed under: Game Reviews 90 comments

This game is not remotely fair. The constraints under which it was developed were unfair, and that unfairness is passed along to the player in the form of brutally unforgiving and occasionally impossible gameplay. The game isn’t mean or sadistic. It’s just indifferent.

Receiver was developed as part of a challenge to make an FPS in just seven days. For reference, that’s like trying to teach yourself Portuguese over your lunchbreak. Whatever faults the game might have, I have to give it credit for rising to an absurd and arbitrary challenge.

FPS games are routinely the most ambitious and expensive titles produced by the industry. The first-person view means the camera will be close to the scenery, which necessitates lots of detail. The genre is both insanely popular and deeply entrenched, meaning gameplay needs to be carefully designed and meticulously polished to even have a chance at standing out from the crowd. The violence creates a desire for context, which leads to cutscenes, which leads to outrageously expensive motion capture and model design, along with professional voice acting. Too much constant shooting gets to be numbing and monotonous, so you break up the firefights with set-piece stunts, moments of visual spectacle, and diverting vehicle sections that basically end up being a mechanically distinct game. (Which must also be carefully tested and balanced.)

receiver1.jpg

Continue reading ⟩⟩ “Receiver”