Experienced Points: Aliens Isn’t About Shooting Aliens

By Shamus Posted Friday Feb 22, 2013

Filed under: Column 156 comments

My column this week is about how AAA games aren’t really capable of doing an Aliens title justice because the medium lacks either the mechanics, the maturity, or the confidence to introduce themes and character arcs that compare to the original.

In my column, I pointed out that the aliens themselves don’t show up until the halfway point of the movie. I just watched the Aliens Special Edition last night, and the same holds true for that version. The extended cut is two and a half hours, and the aliens show up right around the hour fifteen mark. This might be one of the reasons they felt the need to make so many cuts: An hour fifteen is a long time for a space monster movie to go without any space monsters. It’s a shame too, because the cut material in the first half really enhances the theme.

In the movie, Ellen Ripley returns to Earth after being in hypersleep for almost 57 years. She’d promised her daughter she would be home for the kid’s birthday, but she didn’t get home until two years after her daughter died, basically of old age. Not only did the aliens kill off her friends, but they caused her to break this promise and miss out on her chance to be a mother.

Continue reading ⟩⟩ “Experienced Points: Aliens Isn’t About Shooting Aliens”

 


 

The Diecast #2

By Shamus Posted Thursday Feb 21, 2013

Filed under: Diecast 127 comments

splash_diecast.jpg

The Diecast number two is now here. It’s now an official thing! We may even make a third one! Stranger things have happened. In this episode:

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Show notes:

Continue reading ⟩⟩ “The Diecast #2”

 


 

Moving Day

By Shamus Posted Thursday Feb 21, 2013

Filed under: Personal 72 comments

My blogger-sense is tingling, telling me that I’m very close to getting a salvo of comments about how all I do is post Spoiler Warning videos. This always happens when I slack off from writing, because people get tired of seeing tons of posts appear in their feed that are just embedded videos. So I’m going to head off the herd with this post and let you know that yes, this is a thing and I know about it. Here is what’s going on:

Continue reading ⟩⟩ “Moving Day”

 


 

Fallout 3 EP17: Let’s Do the Time Warp Again!

By Shamus Posted Thursday Feb 21, 2013

Filed under: Spoiler Warning 43 comments


Link (YouTube)

Was this the first fast-forward instance in the history of Spoiler Warning? I think so. Anyway, this was a comedy of errors. First we cut the episode way, way early. Then we regrouped to record more footage and round out the episode, but we recorded too much. And the second time through, we forgot to turn off the vent push-to-talk sounds so we have beep-boop noises all through the episode.

 


 

Fallout 3 EP16: Adventures in Babysitting

By Shamus Posted Tuesday Feb 19, 2013

Filed under: Spoiler Warning 91 comments

Warning: The Internet Absurdity Review Board has advised that the following video contains high levels of folly, foolishness, improbability, inanity, irrationality, jive, ludicrousness, nonsense, ridiculousness, silliness, and flapdoodle. Viewer discretion is advised.


Link (YouTube)

Compare this DLC from Bethesda to the Old World Blues DLC from Obsidian, for Fallout 3 and New Vegas, respectively. OWB is longer, smarter, deeper, has a larger and more diverse environment, better and more interesting goodies, more characters, more dialog, more choice, more total plot threads, a more consistent tone, and is much less ham-fisted when it needs to railroad the player.

Both developers have a reputation for releasing hilariously broken games, but at least Obsidian has the good grace to not insult your intelligence before the game crashes to desktop.

 


 

Fallout 3 EP15: The Cure, and Heavy Metal

By Shamus Posted Monday Feb 18, 2013

Filed under: Spoiler Warning 58 comments


Link (YouTube)

Back in my review of Rage, I talked about editing dialog down to the essentials. Ideally your dialog should always be delivering characterization, exposition, foreshadowing, establishing of goals, illuminating relationships between characters, and expressing the characters worldview or ideology. You can’t do all of those things at the same time, but doing only one makes for really bland dialog. Consider our exchange with Midea:

Alright, we can talk now but we shouldn’t take too long. They saw you come in here, so they’ll come looking for you if you take too long.

This went from a writer to a directer to a voice actor, and nobody thought to tighten it up a little? How does she know what the guards have seen and how they’ll respond? (Considering that you can either sneak, murder, or walk here.)

This is not a character. This is an exposition device and a questgiver. She knows all the things that the writers want you to know and has all the goals the writers want you to have. She’s a living textbox.

Compare her to the guarded suspicion of Aradesh, the naive exuberance of Tandi, the dim-witted false swagger of Butch Harris, or the simple and direct idealism of Killian Darkwater. We have several introductory conversations with Midea where she doesn’t seem to have any urgent needs, or ideals, or goals. She’s just another bland plastic-faced NPC. Her personality boils down to “friendly”, because she’s on your side.

Yes, she becomes slightly less 1-dimensional later, but this is a really terrible introduction.

 


 

Fallout 3 EP14: The Long March

By Shamus Posted Sunday Feb 17, 2013

Filed under: Spoiler Warning 74 comments


Link (YouTube)

My favorite part of the episode is where we had to kill a guy to open a door to get a slave outfit so we could pretend to be a slave but the guy’s body vanished so we couldn’t open the door but it was okay because you can just jump the fence.

I’d forgotten this episode entirely. When we got to the bit where we were going to skip over the long march, I got excited thinking we were going to get a travel montage. I was very disappointed when it was a hard cut. Boo.