The Walking Dead EP15: All Aboard

By Shamus Posted Thursday Jan 10, 2013

Filed under: Spoiler Warning 173 comments


Link (YouTube)

So now I think we’ve gotten far enough into the game that I’m ready to talk about choice. As we discussed, Episode 3 is pretty much a snapshot of the entire game. For the record, here is the splash screen for Episode 3:

Continue reading ⟩⟩ “The Walking Dead EP15: All Aboard”

 


 

The Walking Dead EP14:
We Line Everyone Up

By Shamus Posted Wednesday Jan 9, 2013

Filed under: Spoiler Warning 133 comments


Link (YouTube)

Early in the Episode Rutskarn points out that denying the player the ability to express disapproval for a character will then cause that pent up frustration to manifest as HATE. Then later in the episode we see that exact thing in action.

Mass Effect 2’s Miranda is the textbook example of this problem. She’s grating, stupid, smug, wrong about everything, and she’s the spokesperson for a railroaded course of action (working for Cerberus) that a lot of players rejected. And yet despite being her superior(?) officer, you can’t ever rebel against her. Instead you end every single conversation with, “Thanks Miranda.” (Or whatever.)

Continue reading ⟩⟩ “The Walking Dead EP14:
We Line Everyone Up”

 


 

The Walking Dead EP13: Duck Will Help

By Shamus Posted Tuesday Jan 8, 2013

Filed under: Spoiler Warning 208 comments


Link (YouTube)

Chris made a really good point about guns in this episode: If this was a straightforward shooter with talky bits, then players would simply treat it like one. They would always have their gun out, and they would tend to stay and fight. It’s incredibly hard to get players to run away. If you starve them for bullets, they’ll run out, die, and complain that the game is too hard or that bullets are too scarce. Or they’ll save-scum until they get all headshots and the tension and pacing of the scene is completely demolished by the save / reload cycle.

Sure, SOME players will shoot and run at the proper time, but others won’t because they’ve played a hundred other games that have built up this expectation of an empowerment fantasy. Those players will become confused and frustrated. I suppose you can boss them around with on-screen prompts telling them to stand or run, but then the players will want to argue with the narrator’s decisions. “Why do we have to stay? We could climb this fence and escape!” Or perhaps, “Why do we have to run? I think we can take these guys.”

Additionally, making this a shooter would require shooter mechanics: First or third person perspective. Suddenly players would be free to look around. We’d lose the wonderful cinematography and face all the framing problems of players overlooking critical details because they were rubbernecking. Also, this would make the game more expensive to produce. A lot of these places are probably built like movie sets: Only the relevant areas are filled in. If the camera doesn’t look in that corner, then nobody has to fill it with detail or texture it. In a movie, the only props that need to look good up close are the ones you plan on using in a closeup. In a game, anything that can get near the player’s face has to be presentable enough for a closeup.

In this game, the interpersonal exchanges are the gameplay, and taking this approach lets those mechanics take center stage. The brief action events are mostly there to create tension though uncertainty. (Am I going to die if I fail this? Could have executed that previous action differently and gotten a more favorable outcome? Was there a choice I didn’t see?) If they made this a shooter it would pull all of the focus onto the shooting, and pull it away from the dialog. In this game, the camera shows us what the director wants, and characters make decisions about when to shoot or fight based on things we don’t always see. As long as we trust the writers, then we can accept it. “I don’t know how many bullets Lee has and I don’t know how many zombies are outside, but Lee knows and he’s decided that it’s time to run. So it probably makes the most sense and I don’t need to second-guess him.”

 


 

Linux vs. Windows

By Shamus Posted Tuesday Jan 8, 2013

Filed under: Rants 255 comments

splash_linux.jpg

This weekend I installed both Windows and Linux in some kind of dual-boot situation. So now I’ve had a chance to use the two systems side-by-side so I can make a proper apples-to-Macintosh type comparison. I’ve installed both and I’ve used both, and I’m ready to offer Linux some constructive criticism. It’s a good attempt at an operating system, but they need to make some changes if they want to beat Windows.

Linux Doesn’t Reboot Enough

windows_reboot.jpg

I’m not sure how they managed to mess up something as simple as rebooting. I mean, it’s just restarting the computer. It’s like a blue screen of death that skips the blue screen.

Continue reading ⟩⟩ “Linux vs. Windows”

 


 

Dénouement 2012: Part 3

By Shamus Posted Monday Jan 7, 2013

Filed under: Industry Events 280 comments

splash_2012.jpg

Let’s put these last few whip-marks on the dead horse that was 2012 and move on. If I spend any more time looking back I’ll end up running into the stuff in front of me.

X-Com

X-Com

Just great. More brain-dead IP harvesting. Just take a random title from 20 years ago and give it to a bunch of people who have no idea what made the title special to begin with. Tell them you want “Mass Effect meets Gears of War”. Make it for consoles, then port it over to the PC six months later, tied to both Gamespy and Games for Windows LIVE. Put tits on the cover. Also, we need a main character, which should be a thirty-something white guy with short hair. You know, somebody everyone can relate to. Give the dev team a tight release schedule, and then blame pirates and the bad economy when nobody buys the damn thing.

What? They actually had a team that loved the original and understood what made it work? And they made a true gameplay sequel, even to the point of including something as exotic as turn based gameplay? It runs well on PC’s, it’s stable, and it preserves the core mechanics?

What is this mad, topsy-turvy universe I find myself in?

Continue reading ⟩⟩ “Dénouement 2012: Part 3”

 


 

Fallout 3 EP3: Megatons of Fun!

By Shamus Posted Sunday Jan 6, 2013

Filed under: Spoiler Warning 133 comments


Link (YouTube)

This entire Megaton quest is Fallout 3 in a nutshell: An arbitrary moral choice that makes no sense and doesn’t advance anyone’s goals, but which makes for hilarious gameplay and spectacle.

 


 

Dénouement 2012: Part 2

By Shamus Posted Friday Jan 4, 2013

Filed under: Industry Events 257 comments

splash_2012.jpg

My 2012 retrospective continues. Remember that I’m not some giant review site. This isn’t a list of “THE MOST IMPORTANT GAMES OF 2012”. This is just a list of what I played, when I had time, if I thought of it, and if I happened to own a copy.

Sleeping Dogs and Far Cry 3 won’t appear here. That’s not because they weren’t worth a mention, but because I haven’t gotten around to them yet. I’m probably missing a few other games as well.

Super Hexagon

Super Hexagon

Chris bought this game for all his friends, and then proceeded to humiliate all of us with it. He’s so far beyond the crowd in terms of ability that comparisons become difficult.

Super Hexagon is a very simple game. You’ve got a little triangle in the middle of the screen, and you can spin it around to evade incoming geometry. The control scheme is two buttons. If you touch anything at any time, the game ends. No lives. No powerups. No second chances. No strategy. It’s purely a game of reflex and pattern recognition. At the end of the game, your “score” is nothing more than how long you survived. Your first game is likely to be less than five seconds. After some diligent practice, you should be able to top twenty seconds. After that the game begins sorting people into the can and can’t lists.

I am rubbish at this game.

Continue reading ⟩⟩ “Dénouement 2012: Part 2”