Diecast #5: SimCity, Saint’s Row 4, Tress FX

By Shamus Posted Thursday Mar 21, 2013

Filed under: Diecast 87 comments

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And it’s another one of these things that we seem to be doing.

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01:30 What’s everyone doing?

Josh is watching movies. When I said “Liam Neesons” it was a reference to this Key & Peele sketch.

Chris is playing Kingdoms of Amalur, and various flavors of Tomb Raider and Uncharted.

Rutskarn has once again run aground on Knights of the Old Republic II. He’s also playing Fallout: New Vegas with ALL THE MODS.

Shamus is playing Antichamber and Tomb Raider. We talked about Adventure for the Atari 2600. You can actually play that in a browser window these days. He’s also playing Sonic & All-Stars Racing Transformed. No really. (And this is the Football Manager game we referenced.)

Continue reading ⟩⟩ “Diecast #5: SimCity, Saint’s Row 4, Tress FX”

 


 

Dishonored EP9: Great Whale of Death

By Shamus Posted Thursday Mar 21, 2013

Filed under: Spoiler Warning 108 comments


Link (YouTube)

I said in this episode that I played through the game 1.5 times. Now that I’m thinking back, I actually played through the first few missions, started over and played all the way through, and then played through again to the halfway point. The point being, I played through this section of the game three times and never noticed the Pendleton brothers moving around.

So between the four of us we played through this section no less than seven times, and we never had an instance where one of the brothers wasn’t in the steam room. According to the wiki:

Morgan Pendleton will always be in either the Smoking Room or the Steam Room. Custis Pendleton will always be in either the Gold Room or the Ivory Room.

It sounds like there’s a 1:2 chance of Morgan being in the steam room. So the odds of me playing the mission three times and always having him there are 1:8. The odds of it happening to all of us is 1:128. Of course, maybe Morgan did appear in the smoking room on some of our play-throughs and we just forgot. This is the downside of our format: It’s sometimes months between playing the game and discussing it.

I am now going to make a prediction: I predict that the comments are going to become hopelessly sidetracked in probability theory. Either because someone misunderstands it or because I flubbed it above. (Shamus! You said “chance” when you should have used the word “odds”, which is distinct from “probability” and now we have to haggle over whether the position of Custis needs to be counted in our chart of possible outcomes!)

Mark my words. This always happens. But that’s okay. Probability conversations often get lost in the weeds, but they’re usually smart and interesting and polite. Unlike some topics I won’t mention.

My favorite part was when Josh decided to double back over the entire level to get one lousy bone charm, then we steered him wrong by sending him back to the Golden Cat, then he died in a pointless fight with a bunch of respawned guards. Good times.

Most importantly: The Golden Cat is an amazing piece of environment design. Varied, lush, colorful interior, richly detailed and having multiple routes through. I’d love to know what photographs or buildings they used for inspiration.

 


 

Dishonored EP8: The Lousiest Man in Dunwall

By Shamus Posted Tuesday Mar 19, 2013

Filed under: Spoiler Warning 124 comments


Link (YouTube)

If you watch this episode very closely, and if you squint very hard, and if you watch the video many times, you might just barely be able to make out the fact that Josh was half in the bag for this recording session.

Remember kids, killing more than 19% of the people around you is chaotic and bad. Try to keep your murder quota to 19%. If you’re some kind of crybaby sissy-pants bedwetter, maybe you’ll bump that down to only killing 1 in every 10 people you meet… you spineless bleeding-heart coward who doesn’t deserve to have an awesome roboskull mask to hide your teary-eyed shame.

Like Chris said, this is where the game starts to get good. You’ve got lots of room to move around and you’ve probably unlocked three or so powers to play around with.

 


 

Experienced Points: Where EA Went Wrong

By Shamus Posted Tuesday Mar 19, 2013

Filed under: Column 152 comments

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I’m always saying that EA is badly run, but I rarely go into specifics. This week I break it down and explain why the EA leadership isn’t just doing things that make some customers angry, they’re actually making bad overall business decisions that are costing them hundreds of millions of dollars.

This might be my longest Escapist column to date. At 2,000 words, it’s almost double my usual target. And even at that, there were a few points I ended up cutting from the final work. I cut these because I thought it was important to stick to the clinical, business-type stuff and not the usual EA hot-topic issues. However, here are a couple more points that might be worth mentioning. Just tack these onto the end of the list in the article:

Continue reading ⟩⟩ “Experienced Points: Where EA Went Wrong”

 


 

Fallout 3 EP23: It’s the End of the World as We Know It…

By Shamus Posted Monday Mar 18, 2013

Filed under: Spoiler Warning 125 comments

OH MY GOSH. This final briefing goes on forever. Almost seven and a half minutes of the player being rooted in place, listening to NPC’s talk to each other. And then when it gives you a bit of dialog, it’s insultingly simple, railroad-y, and inconsequential.


Link (YouTube)

Co. Autumn is fighting to turn the purifier on, even though there’s nothing in it for the Enclave. The capital wasteland has no valuable resources and nothing the Enclave could possibly want. Even if the Enclave wants to control the populace, they already have the power to do so by simply pointing their guns at people. Even if their guns aren’t enough, the purifier doesn’t help them control people since it spews out free water for everyone. And even if the Enclave worked out how to keep all the water to themselves, it wouldn’t help control people because people seem to be doing well enough with the water they’ve got.

The Brotherhood is trying to stop this, even though letting Autumn succeed would just give everybody free water. They’re doing it in a hurry because… ? Because they want you to be the one to push the button to turn the machine on?

President Evil wants you to put MacGuffin juice in the water purifier when you turn it on, because it will kill basically every single person and he wants them all dead for no reason. You have no reason to go along with this, since you would ALSO die from the MacGuffin juice.

The purifier is irradiated to the point where it will kill anyone who tries to use the controls, but apparently that doesn’t stop it from removing radiation from the water anyway. However, someone needs to push the button. So even thought EVERYONE is fighting to push the button, the duty falls to you anyway, even though it will kill you. And Fawkes won’t push the button for you, even though you freed him from an eternal maddening prison and he owes you basically everything and he could save your life at no cost or risk to himself and he’s supposedly a good guy.

It doesn’t matter, because after the battle (assuming you have Broken Steel) you awaken from your fatal irradiation after… sleeping it off?

The MacGuffin juice didn’t matter because it just seems to make people sick, which means they probably wouldn’t drink it and the wasteland would simply stay as it was before. Meaning going with President Evil’s plan is basically a way to render your entire struggle pointless.

Every single faction or major actor in the game – Brotherhood, Dad, Enclave, Lone Wanderer, Regulators, Supermutants, Talon Company, Tenpenny, and Vault 101 – ALL are fundamentally broken. They either have no goals, or their goals make no sense, or their actions run counter to the goals. I’m pretty sure this is the worst game plot I’ve ever played. Everything is wrong. Nothing in the story works. Nothing in the setting works.

Fallout 3 fails as a story. It fails to match to tone of dark comedy of the original. It fails to remain true to the given setting and fails whenever it tries to expand on it. Even if you’re ignoring the previous continuity, it still fails as a self-contained setting. It fails to properly convey its theme of “sacrifice”. Its morality system is sideways and broken, even by the standards of videogame morality systems. It fails artistically and visually, giving us a monotonous wall of grey-green rubble to stare at for hour after hour. It fails mechanically, giving us a broken leveling system, unbalanced weapons, a borked economy, and a small number of useful perks in a sea of useless ones. It fails as software, giving us a bug-riddled mess of glitches. It fails as a product, giving us Games for Windows Live on top of Steam.

I know sandbox games are hard to make, but damn if this isn’t a complete mess. Some games I grow to love after repeated exposure. But every time I’ve experienced Fallout 3 I’ve come to hate it more.

Still, I guess it was fun scavenging in the subway tunnels. So the game has that going for it.

 


 

My Biggest Fan

By Shamus Posted Sunday Mar 17, 2013

Filed under: Personal 104 comments

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I can feel it coming. It’s been working its way to the front of my skull all morning. It’s a nice quiet Saturday morning, and I’ve been playing Tomb Raider since before dawn. I’ve been having a good time, but for the last couple of hours I’ve known that a headache was coming. My neck is feeling tense, and I’m starting to see dots of light in front of my eyes.

By noon the pain has worked its way out of my frontal lobe and pierced the back of my eyeballs, spreading like the implacable roots of a great tree. The base of my skull is afflicted with a strange spectral pain that moves when I grope to find the source. I turn the game off. I like to keep myself distracted when these things show up, but the pain from looking at the screen is too much for me. This is going to be a bad one. Certainly not the worst I’ve ever had. Not by a long stretch. But it’s bad.

Maybe I can fall asleep? It’s the middle of the day, but the alternative is to sit here with nothing to do but savor the agony. I pop some painkillers and shuffle off to the bedroom. The painkillers never do anything for it, but without the pills the whole process feels incomplete. Not taking pills feels like not saying “Bless you” when someone sneezes.

There are only two things that soothe these migraines: Something cool on my face, and white noise. I don’t know why I like them so much. They don’t make it stop hurting or anything. My theory is that the sensory noise kind of drowns out the pain a bit. When a headache gets bad, all I want to do is lay in a dark room with ice on my face and a fan blowing.

Continue reading ⟩⟩ “My Biggest Fan”

 


 

Fallout 3 EP22: President Evil

By Shamus Posted Friday Mar 15, 2013

Filed under: Spoiler Warning 96 comments

The story so far: A water purifier that has no reason to exist was overloaded by a man to prevent it from falling into the hands of people trying to fix it and released radiation it shouldn't have, thus killing Colonel Autumn, who had no reason to be there. Then later we got through a village of children who fdso gah frrzlmpr blaaa huygggnl asdf;lj so we could enter vault 87 and recover a GECK, a device which would be better put to use in virtually any possible manner besides the one for which we had acquired it. Then Colonel Autumn, who shouldn't be alive, captured us with a flash grenade that shouldn't have worked and thrown by soldiers who had no way to reach us.


Link (YouTube)

The true madness is that the plot is this mangled, despite the repeated railroading and plot hacks used by the writers. I can understand that a freeform or branching story can get pretty complex and possibly tangled. As someone who has run D&D games I know that no plan survives contact with the enemy. (Your players.) And I've had some gaps in my stories. But When the main plot is set in stone and the player has no power over it, there is no excuse for not simply writing something that makes sense. In most cases I'd pummel a game over things like pacing, characterization, maintaining tension and interest, and all of those other challenges that good writers must overcome. But here we're talking about basic coherence. We're talking about simply relaying a fixed set of events that don't contradict one another. For example: Don't have multiple characters come back from the dead without offering anything in the way of acknowledgment or explanation.

Still. Fallout 4, right? Who’s excited? You excited? I know I’m excited.