Tomb Raider EP11: Grim Därk

By Shamus Posted Thursday Jul 11, 2013

Filed under: Spoiler Warning 69 comments


Link (YouTube)

I don’t have much to say about this part of the game that didn’t end up in the episode, so let me back up and talk about the section from last week when I was absent.

The section where Lara is caught in the rapids and has to dodge the hazards in the water was really hard for me. I just couldn’t see the obstacles mixed in with all the foaming water. By the time I spotted threats it was too late to avoid them. I kind of had to brute-force it by just memorizing a particular line. I think it took me five tries to get through it.

I have to hand it to the game for being really authentic for just how confusing it would be to find yourself in that kind of predicament, although it didn’t make for very interesting or fun gameplay.

Also, the debate about whether the death animations are appropriate or needlessly gruesome is kind of interesting to me. The first time I saw Lara get spiked by rusty metal I was shocked and nauseated. But I figured that was probably the response the designers intended. But the fifth time I saw it I began wondering just what the hell was wrong with the designers. The shock value was gone and replaced with a general sense of disgust for the work itself.

A movie can get away with having a single gory death. But if they repeat the same gory death over and over from different camera angles and in slow-motion, then suddenly our perception of the gore changes. Suddenly it feels like the story is just an excuse to put nasty stuff onscreen to satisfy the filmmaker’s sick fetish for the macabre. Repetition carries meaning and we respond to it.

But in the context of this game, the player can experience that sort of unsavory repetition through failure. I think it would be good for the designer to keep this in mind when designing these deaths. If anything, we should have been spared the full gore show for subsequent failures, maybe with a slam cut to black just before impact. The player will remember the earlier death and will probably flinch at the memory without needing to show them the full scene again.

 


 

Tomb Raider EP10: uʍop-ǝpısd∩ ƃuıƃuɐH

By Shamus Posted Wednesday Jul 10, 2013

Filed under: Spoiler Warning 118 comments


Link (YouTube)

It’s hard for me to judge Tomb Raider too harshly with regards to tone, because I’m guilty of the same thing. In The Witch Watch I set out to make comedy adventure like the Let’s Plays I do, and right away it drifted into standard adventure. Progress is slow on my next book because I made the same mistake: I tried to play it all for laughs and ended up drifting towards a more serious tone.

Tone is the one thing you don’t want to get wrong, because it sets up the expectations of the audience. Indiana Jones can do things that John Mcclane* can’t, and John Mcclane can do things that Lt. Horatio Caine would never get away with, and Lt. Caine does stuff that would seem ridiculous if attempted by Andy Taylor. The tone of the story sets up how much fidelity to real-world logic we should expect to see, and it also sets up what sorts of divergences we will tolerate. Andy Taylor can disarm and subsequently redeem a gunman with nothing more than an earnest smile and some folk storytelling. Indy can take abuse that would kill earnest Andy ten times over. We accept these worlds on their own terms, as long as they stick to their tone.

* John Mcclane in the first Die Hard movie. The character has suffered from power creep since then.

I think this is a big part of what went wrong with the end of Mass Effect 3: The first game set up a Star Trek tone, and the audience rebelled when the third game became Starship Troopers. People that played ME3 first didn’t have those same expectations. Tonal dissonance is also a big problem for the Fable series, where you have this storybook world and plot inhabited by Sin City style grimdark murdering sadists, like a couple of Game of Throne villains running around inside the world of The Princess Bride. It just doesn’t work.

Almost all of my gripes with Tomb Raider trace back to this tonal problem. It’s a shame, and it’s something I hope the get right in the inevitable sequel. Also, I can’t help but wonder which tone will win out. Will the next game feel like Jack London or Frank Miller? Or will it split the difference?

 


 

Diecast #20: SimCity, Darkspore, UPlay

By Shamus Posted Tuesday Jul 9, 2013

Filed under: Diecast 138 comments

Some people like our random, unplanned discussions. Others prefer it when we follow a list of news items and keep the discussion nominally on track. This week we’re doing the latter.

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Hosts: Rutskarn, Chris, Josh, Shamus

Show notes:

Continue reading ⟩⟩ “Diecast #20: SimCity, Darkspore, UPlay”

 


 

Experienced Points: Save the XBox!

By Shamus Posted Tuesday Jul 9, 2013

Filed under: Column 85 comments

My column this week is some earnest advice for the beleaguered folks heading up the Xbox One project. I know that it probably won’t be read by the Intended Parties, and even if it was it’s probably too late to make any changes. But it’s still worth saying. If I was working on the Xbox One I’d be terrified of launching the console without making substantive changes to how it operates and how the public perceives it.

This morning I came across an article on Ars Technica outlining Microsoft’s plans to integrate advertising with the Kinect. This is exactly the sort of thing they should not be messing around with at this stage. Consumers will be deeply offended if their $500 entertainment system presumes to suck away little bits of the entertainment time with stupid little advertisements.

Even from a purely Machiavellian standpoint, it makes no sense to have this feature at launch. Advertising money is a nice little bonus for a company trying to get a bit more of a return on their investment, but it’s nothing compared to the money to be made selling actual games and Xbox Live Gold subscriptions. This isn’t the kind of thing you want people to be thinking about when they’re at the store and trying to decide between the $500 Xbone and the $400 PS4. Microsoft should be hiding this card away. If they’re lucky enough to survive launch and sell some consoles, then maybe they can think about squeezing their customer base for pennies.

I don’t have a lot of hope that Microsoft can turn it around, but I think we’re much better off if the big consoles are all healthy and slugging it out for our affections.

 


 

Spoiler Warning: Scribblenauts

By Shamus Posted Friday Jul 5, 2013

Filed under: Spoiler Warning 129 comments


Link (YouTube)

I wasn’t involved in the making of this episode. I didn’t know they would be playing this game. In fact, I haven’t even watched the episode yet. So we’ll be watching it together.

I am so afraid.

 


 

Robots Are People Too, Except Not Really

By Shamus Posted Thursday Jul 4, 2013

Filed under: Pictures 76 comments

We went to the Carnegie Science Center last week and visited their “Robot Exhibit”. This was one of the most deeply offensive and blatantly anti-robot exhibits I’ve ever seen. As a long-time advocate for the differently-brained, I was shocked at how backward and bio-centric the whole thing was.

It began with the predictable reinforcing of old, outdated stereotypes:

robots1.jpg

Continue reading ⟩⟩ “Robots Are People Too, Except Not Really”

 


 

Diecast #19: Scribblenauts, Skyrim

By Shamus Posted Wednesday Jul 3, 2013

Filed under: Diecast 125 comments

Some behind-the-scenes info: We generally forward news stories to each other all week. When Sunday rolls around, we take the headlines for the week, sort them out, and figure out which ones we want to talk about and which ones we don’t. Then we record the show.

This week we had nothing. Not one news story. I don’t know if we weren’t following the news or we didn’t care, but we had no stories and nothing to say. We just got together for our once-a-week blather session and Josh began recording halfway through. That means this podcast is even less structured than last week. Just so you know what you’re getting into. In any case, the choice was between this and nothing.

We’ve got a good slate of stories now, so the Diecast should return to normal next week. In the meantime, you’ve been warned:

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Hosts: Shamus, Josh, Rutskarn, Mumbles, Chris

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Continue reading ⟩⟩ “Diecast #19: Scribblenauts, Skyrim”