Dishonored EP19: Listen to Your Heart

By Shamus Posted Wednesday Apr 24, 2013

Filed under: Spoiler Warning 108 comments


Link (YouTube)

Another episode of fun mechanics, rich environments, and bland characters. To expand a bit on the question that Rutskarn posed: What do you think of games that allow you to skip or miss content?

Allow me to refine the answer I gave in the episode: We’re really talking about three different types of content:

  1. Mutually exclusive paths. You can go through Route A or Route B, but you can’t see both areas in the same play-through. You can either blow up the Collector base or preserve it.
  2. Optional content: We can skip this section if you don’t want to be distracted from the main mission. You can decide to help Jacob or just ignore him.
  3. Hidden or obscured content that’s only accessible to the diligent, lucky, or thorough player. You can only do the mission for Conrad Verner if you find him, if he’s still alive, and if you made the right choices in the past.

If there are only one or two nuggets of optional content, then I find it slightly annoying. I don’t want to play the whole game again just to see the five minutes I missed. However, once you get enough optional content it starts to justify a second play-through. And if I am going to do a second play-through, then I want as much alternate content as I can get. So I guess my answer is that when it comes to optional content, I want “Nothing or a double helping“, as Pippin Merry says.

But that’s just my thoughts. How about you: What do you think of games that allow you to skip or miss content?

Also note how this ties in with the save-game stuff we talked about yesterday. Some people like to save, go down one path, then re-load, and take the other. This is often difficult or impossible with checkpoint saves.

 


 

Experienced Points: Why We Have Checkpoint Saves

By Shamus Posted Tuesday Apr 23, 2013

Filed under: Column 164 comments

splash_xp.jpg

Here’s a little discussion on why making save-games is harder than you’d think. Based on the comments so far, I’m kind of wishing I’d gone into more detail. Since I don’t get to say nice things about Mass Effect very often these days, I will say that the franchise did a pretty good job of balancing save complexity against player convenience. The game allowed you to save outside of combat, which fixes 90% of the problem. It still leaves you with the problem of being unable to save if one of the bad guys goes on walkabout and leaves you stuck in combat and unable to save, but it’s a massive improvement over the checkpoint-only system.

 


 

Diecast #10: SimToothpaste, MMO Permadeath, and More Graphics

By Shamus Posted Tuesday Apr 23, 2013

Filed under: Diecast 109 comments

splash_diecast.jpg

Josh couldn’t make it this week. My USB headset broke and my backup evidently has a white noise generator built into it. I did the editing. We forgot to do the mailbag segment. So basically, this episode features the usual level of polish and professionalism you’ve come to expect from us. Enjoy!

Download MP3 File
Download Ogg Vorbis File

Also! We we be doing a hangout on Thursday, April 25 at 7pm Eastern Time. (Which works out to midnight on Friday morning, GMT.) I’ll post links and give a heads-up when the show is ready to go live.

Show notes:

Continue reading ⟩⟩ “Diecast #10: SimToothpaste, MMO Permadeath, and More Graphics”

 


 

Deus Ex Speedrun

By Shamus Posted Sunday Apr 21, 2013

Filed under: Video Games 75 comments

You know, I was fairly positive about Deus Ex: Human Revolution during our Spoiler Warning run. I was really impressed with how large and opened-ended it was by the standards of the day. But then I spent this evening watching a Deus Ex speedrun and I was reminded just how staggeringly massive the original was, and just how many ways you could accomplish something. Human Revolution was proud of itself when it gave you two ways into a base, but the original game often had half a dozen, some of which were impacted by decisions you’d made earlier in the game.

I always love a good speed run. Here it is, the entire game in 43 minutes! That’s amazing. I think I usually spend longer than that doing the first mission.


Link (YouTube)

Lots of deliberate glitching and other shenanigans. My favorite is how he skips the entire first mission. If you’ve never played the game:

You’re supposed to cut through the NSF terrorists that have taken control of the Statue of Liberty. You make your way in, rescue a fellow agent in the basement, then fight or sneak to the top and arrest or kill the terrorist leader. Once that’s over, you go back down and visit your headquarters, which is near the statue.

In this run, totally ignores the mission and tosses a gas grenade over the wall so that it lands beside headquarters. The cloud reaches INTO the lobby, where it injures one of your fellow soldiers. He gets pissed off and comes out to get you. In doing so, he opens the door that’s supposed to stay locked until the first mission is over. The player then runs him over and enters headquarters, where all the scripts behave as if the first mission was complete.

 


 

Dishonored EP18: Goomba Stomp

By Josh Posted Saturday Apr 20, 2013

Filed under: Spoiler Warning 127 comments


Link (YouTube)

I’m sure you’d like to read something profound and thought provoking from Shamus regarding Daud and such, but he’s busy being lame or something. Instead, it’s Real Question Time:

Is there any tense, serious moment I can’t ruin with abject silliness and stupidity?

 


 

Dishonored EP17: Another Brick in Dunwall

By Shamus Posted Friday Apr 19, 2013

Filed under: Spoiler Warning 79 comments


Link (YouTube)

Looks like this game is going to wrap up just in time. We’re at the point of the commentary where we’re starting to repeat ourselves and go off-topic. That usually spells disaster if we’re still a long way from the end, but here we’re getting close.

To answer the oft-repeated question: We haven’t decided if we’re doing Knife of Dunwall yet. Some of us are playing it. I’ll play it this weekend. We’ll cover it if we have interesting things to say.

 


 

Dishonored EP16: Realm of the Bad Dog

By Shamus Posted Thursday Apr 18, 2013

Filed under: Spoiler Warning 88 comments


Link (YouTube)

We keep harping on how dull the performances are in this game, but are they really? Are they really that bad, or are they bad because their faces don’t follow the performance? (Aside from the Outsider. Let’s ignore him for now.) I can close my eyes and imagine the actors giving really intense performances. Tight face. Suspicious eyes. Clenched jaw. I’m reminded of the Skyrim preview where we could see Christopher Plummer side-by-side with the character he was voicing, and how his performance came off as dull and wooden because none of it showed up on his character’s face.

This game feels the same. Pendleton doesn’t show any emotion in his face when he’s talking about his brothers. Not anger, or sadness, or anything. It’s possible that if Derek Phillips had put more energy into his performance it would have come off as overblown and hammy, because again – dead face.

We made a fuss over The Walking Dead, but I’m starting to suspect the secret of that game was that they had characters who could really emote. Sometimes we get dudes that can glower or rage, but outside of TWD I can’t remember the last time I saw really good facial performances of regret, loss, confusion, etc.

I don’t know. I’m mostly thinking out loud. I’m not convinced I’m 100% right, but I suspect that over the years I’ve been blaming voice actors for the sins of the animators.