Dishonored EP21: The Fight at the End

By Shamus Posted Friday Apr 26, 2013

Filed under: Spoiler Warning 216 comments


Link (YouTube)

I love Josh’s final fight with Havelock. I like to imagine a movie version where they play the first 1.2 seconds of Duel of the Fates and then cut off abruptly. It was certainly a fitting end for this short and emotionally muted game.

As a writer, I found some of the shortcomings to be really frustrating. I mean, look…

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Hangout 4/25 – It’s Over!

By Shamus Posted Thursday Apr 25, 2013

Filed under: Notices 34 comments

Come and hang out with the Spoiler Warning all-stars as we play Monaco. Multiplayer! The stream is right here, which will follow Josh’s P.O.V. You can also watch the game from Randy’s perspective.

EDIT: Well, Steam died and so the game ended. A shame. Also, since we were all playing the game we didn’t get to interact much with the viewers, which made it kind of an odd hangout. Ah well.

Monaco is really fun. I can’t wait to try it in single player and find out what we were supposed to be doing and how the game really works.

 


 

Dishonored EP20: Havelock and Load

By Shamus Posted Thursday Apr 25, 2013

Filed under: Spoiler Warning 82 comments


Link (YouTube)

True story: The YouTube page for the owner of this video offers a popup that says, “We detected your video may be shaky. Would you like us to stabilize it?” It’s amazing that they not only have software that can fix shakycam shots, but that they can also detect such shots and they automatically scan for them in every single video that gets uploaded.

Foolish YouTube. You can’t stabilize Josh!

The next episode will bring this season to a close.

 


 

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:

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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.