Starcraft 2: Story Time

By Shamus Posted Thursday Jun 20, 2013

Filed under: Game Reviews 181 comments

It has been suggested by some that the campaign story in Starcraft 2 is hammy, obvious, and slathered in thick, cheesy melodrama. I can’t really argue with this, but I don’t think Blizzard’s storytelling has gotten any worse. I think the problem is that their production values got way better.

It’s sort of intuitively understood that the events we see during gameplay are abstracted and stylized a great deal and that we shouldn’t take them literally. I mean, if we did we’d have to conclude that a barracks was about the size of your average living room, tanks are minivan-sized, and the dreaded Protoss Carrier is barely larger than a schoolbus. We don’t want our small units to be teeny tiny things that are impossible to click on and we don’t want our large units to cover the entire screen so we can’t see under them. Averaging out the sizes solves both problems. We also have the sides wearing vibrant colors and nobody can see more than twenty meters in front of their face.

Try to picture that marine climbing into the cockpit of that plane.
Try to picture that marine climbing into the cockpit of that plane.

There are really good gameplay reasons for this, and nobody minds these abstractions because the game would look ridiculous if we tried to depict it in a photorealistic way.

Keep in mind that while the original game had animated cutscenes, they were not used to tell the story. Often the events depicted were completely unrelated to the stuff you were doing. Once in a long while a main character might make an appearance, but generally these little vignettes were just there to set a mood and show what the world “really” looked like outside of the abstracted depictions that we were given during gameplay. They were a fun reward for completing the recent block of long, grindy missions.

starcraft_briefing.jpg

The bulk of the story was told in mission briefings. Every mission briefing was basically a Google Hangout with the principal characters, but with lower video quality. (The future of the past always looks kind of strange.) They would talk, argue, emote, and threaten, all while the same few seconds non-lip-synced head animation looped.

Sometimes it was even told in blocks of text.

starcraft_intro.jpg

Like the abstracted visuals of the gameplay, the story itself is told in broad, exaggerated strokes. Since the story happens with talking heads, it would be very, very easy for this to become tedious. The writers keep it lively by filling the story with vibrant, over-the-top characters. You’ve got flawed heroes, noble idealists, scheming opportunists and devious backstabbers. The performers lay it on thick and try to sell the drama with just their voice.

And then we get to Starcraft 2…

Continue reading ⟩⟩ “Starcraft 2: Story Time”

 


 

Diecast #17: The Citizen Kane of Podcasts

By Shamus Posted Wednesday Jun 19, 2013

Filed under: Diecast 134 comments

I won’t tell you not to listen to the podcast because I know you’re going to do it anyway, so I guess I’m stuck preemptively apologizing for this chaos. I really thought they were ready for this. I don’t know what happened.

Download MP3 File
Download Ogg Vorbis File

01:00 Shamus isn’t here this week.

True story: I was asleep. Since I don’t have obligations at specific times, I generally live on a 25 hour day. I’m currently on my favorite schedule, which is to go to sleep in the evening and get up in the wee hours of the morning. HOWEVER, this schedule is 100% incompatible with The Diecast and Spoiler Warning, which is recorded at night. By next week I expect my schedule to have rolled forward to the point where I can participate again.

08:45 What’s everyone playing, and what’s your favorite E3 news?

Chris made this video and played Animal Crossing.

Rutskarn graduated.

Rutskarn’s dad is playing Infamous 2.

Josh is wanting to play Borderlands 2 but I’m never around due to overlapping Minecraft and Starcraft addictions.

25:00 (ish) The “Citizen Kane of Videogames”. Found here.

54:30 (ish) Mailbag!

 


 

Bioshock EP5: The Flame War Plasmid!

By Shamus Posted Tuesday Jun 18, 2013

Filed under: Spoiler Warning 115 comments

As part of my ongoing effort to repeat mistakes of the past, here is the Spoiler Warning where we we talked about both Objectivism and religion.


Link (YouTube)

About four years ago we had a thread where an Objectivist weighed in on Objectivism in BioShock. It made for an interesting thread and was surprisingly civil, given the subject matter. At some point (and I can’t find it now) I said that it’s not at all clear what property anyone owns in Rapture. If Ryan owns everything, then he didn’t build an Objectivist society, he built an Objectivist house and invited a bunch of assholes to live with him.

I mean: Ryan is a totalitarian thug. If they really wanted to explore with the ideas of Objectivism then they ought to have messed around with the classic conflict between individual liberty and the common good. It’s like if I wanted to make a game about (say) environmentalists, so I fill the gameworld with standard mooks who talk about trees a lot. And then their leader loves pollution because ENVIRONMENTULISM!

The further I get from this game, the more childish and sophomoric its handling of Objectivism seems. There doesn’t seem to be anything of the philosophy in the characters, in their discussions, or in how they relate to one another. The game comes off like a college senior who just got done reading Atlas Shrugged and is looking for a way to work bits of it into conversation.

Related: thecitizenkaneofvideogames.tumblr.com

ON THE OTHER HAND…

I have to give the game credit for at least having the ideas on the canvas. I suppose I’d rather a game fumble philosophical themes than have another macho melodrama. And getting the gameplay and the themes lined up is something few games attempt and fewer still pull off. BioShock fell down, but at least it fell down trying.

 


 

The Twelve-Year Mistake Part 6: The Bureaucracy

By Shamus Posted Monday Jun 17, 2013

Filed under: Personal 194 comments

It’s late in 2010, and things are finally coming to a head with the bank. Now that I’ve been laid off, money has become tight again. We missed a mortgage payment, then another. And another. The money just isn’t there. There are no cutbacks we could make that would bring us anywhere near the mortgage payment.

This is strangely liberating. For the first time in ages we’re paying all the (other) bills on time. Our finances stabilize. We no longer have a dozen problems. We only have one problem, which is that our mortgage is in default.

Note that I don’t really have any good pictures in our library to tell this story, so I’ve decided to scatter around some images of a trip the family took to the Carnegie Science Center in July 2010. I’ve loved the science center since I was a kid. It’s like Six Flags for your brain.

Kafkaesque

My daughter Rachel is experiencing the cerebral delight of having oddly-shaped objects in a place where nobody is going to yell, “Don’t touch that!” If you can walk through this without waving your hands over the “handrails” then you are officially Too Old.
My daughter Rachel is experiencing the cerebral delight of having oddly-shaped objects in a place where nobody is going to yell, “Don’t touch that!” If you can walk through this without waving your hands over the “handrails” then you are officially Too Old.

I’m plugging along at my writing and freelance work, making what I can. Heather does paintings now and again, and sometimes works as an assistant for an antiques appraiser.

Continue reading ⟩⟩ “The Twelve-Year Mistake Part 6: The Bureaucracy”

 


 

Tomb Raider EP5: Massive Bodycount

By Josh Posted Saturday Jun 15, 2013

Filed under: Spoiler Warning 63 comments

And we round out the week by making our way through a sprawling abandoned bunker complex, full of old fuel, equipment, and electronics. You know, on an island that’s impossible to set up supply lines with because every boat that approaches is destroyed by a storm and no one can ever leave.


Link (YouTube)

Don’t worry, things get much less plausible later.

 


 

Tomb Raider EP4: Nice Doggy

By Shamus Posted Friday Jun 14, 2013

Filed under: Spoiler Warning 62 comments

It’s been a long time since we failed this much in a single episode. We failed at navigating, at platforming, and puzzle-solving. Josh usually takes the blame when this sort of thing happens, but the truth is that Chris and I did’t know what to do either. If you had asked me before the episode if I knew where we were going and what we were doing, I’d have laughed. I’ve done this three times now! OF COURSE I’ll remember it. Yet when the moment came I couldn’t remember a dang thing, not even the solution to this very easy tutorial puzzle.


Link (YouTube)

The frustrating thing is that this is the best stuff in the game, and we’re not exactly selling that idea. The game has given us a break from playing Whack-A-Mook to finally deliver some long-overdue characterization. Then is lets us enjoy the platforming and puzzles while we take in some really solid environmental design.

Like others have already said: Some of the early combat in this game ought to have been cut down or pushed back so we could get here sooner. Up until now the player has been stuck on linear paths, and mostly talking to unknown characters on the radio. We needed to establish Roth and get the player to this little playground so they can enjoy the mechanics.

 


 

Tomb Raider EP3: Arrowed!

By Josh Posted Thursday Jun 13, 2013

Filed under: Spoiler Warning 121 comments


Link (YouTube)

Wherein we talk about Lara’s fight with the totally-not-a-rapist-you-guys and get killed by arrows a lot. Oh yes.