Mass Effect EP15: Art Collectors and AA Guns

By Shamus Posted Saturday Dec 8, 2012

Filed under: Spoiler Warning 47 comments


Link (YouTube)

ENEMY IS EVERYWHERE! ENEMY IS EVERYWHERE! GO GO GO! ENEMY IS EVERYWHERE! HOLD THE LINE! ENEMY IS EVERYWHERE! ENEMY IS EVERYWHERE! GO GO GO!

A bit of Spoiler Warning housekeeping: I’ve updated the Spoiler Warning page and created a playlist for Mass Effect 3. You know, just in case you wanted to torture someone with a continuous trickle of complaining and you don’t want to have to click on the videos manually.

Also, I remember at some point people mentioned that other bits were missing from the Spoiler Warning page, but now I’ve forgotten what they are. Let me know in the comments if anything is missing, broken, or invalidates all the choices you made to establish a pretentious and nonsensical ending that conflicts with established themes.

 


 

The Walking Dead EP8: The Best Defense is a Good Fence

By Shamus Posted Friday Dec 7, 2012

Filed under: Spoiler Warning 184 comments


Link (YouTube)

This entire walk to the farm is wonderfully tense, and all we’re doing is walking in the woods. I never felt this much tension in Mass Effect, not even when the whole universe was blowing up in the background. I realize it might be tough to get the emotional impact of this when the four of us were talking over it, but the framing of this entire scene creates a sense of unease.

Imagine how much less successful the walk in the woods would be if the whole “getting to know you” dialog took place at the motel, with everyone standing in place and talking. Doing things this way gives us a sense of distance and time passing. We’re taken out of our safe(ish) home and put on the road, where we know there’s danger. It gives us a change of scenery so we don’t get too fatigued with a lot of repeating motel shots. The action (walking) gives the characters something to do so we don’t get that feeling that everyone is rooted in place.

This is how a TV show would handle this scene. This is how a movie would handle it. I’ve been down on the videogames-as-movies mindset for years, but I’ve got to say: It works a lot better if you at least make use of what we’ve learned in the last 75 years of cinematography.

So the electric fence seems like it’s a horrible idea. You’ll run out of gas sooner or later, and that fence must burn through a lot of juice. (Keeping in mind this fence is set to fry people, not just scare livestock away. Big difference.) Eventually you’ll have to replace it with a non-electrical solution. Whatever that solution is going to be, it would be better to roll it out now and save the gas for lighting and refrigeration. Because life is going to be a lot harder once those are gone. Speaking of which, do any of you guys know how to make candles? Anyone? That might become important very soon.

According to the game, the fence works and keeps out both the walkers and bandits. I’m skeptical of both possibilities, but there it is.

 


 

The Walking Dead EP7: Who Wants Some Beef Jerky?

By Shamus Posted Friday Dec 7, 2012

Filed under: Spoiler Warning 176 comments


Link (YouTube)

I’m really starting to warm up to Larry. Last episode he tried to kill Lee, but today he’s just arguing to leave strangers to die, demanding food in a threatening manner, and being incredibly incompetent. If he keeps improving like this then in another two or three episodes he might only be the second most horrible person alive.

Still, I have to give the game credit. Larry is the good sort of antagonist. (If not antagonist, then antagonizing character, if you feel the need to split that particular hair.) He fits in the world and he has his reasons for being the way he is. As Roger Ebert loves to say, he’s the guy you love to hate.

I do wonder what the group is doing here. Kenny’s truck was just out of gas, but it should still work. (Remember we left it about a block from the pharmacy.) If the food is running low, why aren’t we on the road? As we’ll find out tomorrow, we have fuel now so we’re free to leave. This place is a dead end. I know Kenny is trying to fix up the RV, although the only reason to fix the RV is so we have enough space for everyone. But certainly a couple of people could go in the pickup and forage for food.

These questions aren’t central to the story or anything. This situation is perfectly plausible. It’s just that the odd time-jump between episodes left me wondering what I’d missed and how we arrived at this particular set of circumstances.

 


 

Walking Dead EP6: We’re Here to Eat You!

By Shamus Posted Thursday Dec 6, 2012

Filed under: Spoiler Warning 155 comments


Link (YouTube)

At the start of the series I was kind of vague about what sort of spoilers we should avoid. To help clarify: The spoiler I pointlessly blurted out at 5:08? That’s exactly the sort of thing I want us to avoid. So now that we have a clear, concrete example, I’m sure we can avoid having any serious spoilers.

Also, there’s a significant spoiler for the end of Episode 2 at 5:08. So… be ready for that.

We talked a little bit about the [perception of] choice in this game, which I know is a big topic for a lot of players. As I said in the comments yesterday, I’m holding off on that conversation until we have a bit more of the game completed, so that we can look back and talk about how things played out. You’re free to have that debate if you want, but if you wait a couple more episodes you’ll be able to have the discussion without needing to spoiler tag every dang thing.

I love the end-of-episode decision review that the game gives you. It compares your decisions to the decisions made by all players, which is really interesting. Here is how my game looked at the end of Episode 1:

Continue reading ⟩⟩ “Walking Dead EP6: We’re Here to Eat You!”

 


 

The Walking Dead Episode 5: Best Racist Ever

By Shamus Posted Wednesday Dec 5, 2012

Filed under: Spoiler Warning 202 comments


Link (YouTube)

I thought the girl who wanted to die was a really interesting conversation. If you think about it, people would indeed spend a lot of time cooking up theories on what was happening and why. Like, that would most likely be the new #1 water cooler conversation everywhere, forever. It would probably break down into a few camps:

  1. This plague is the punishment of an angry God or a fulfillment of some prophesy.
  2. This is the result of magic / demonic stuff but was brought about by humans.
  3. This plague is made by the government and was released on accident, or for nefarious purposes.
  4. This plague is the result of alien intervention or stuff from space. (Meteorites and such.)
  5. It doesn’t mean anything / it was just random chance / we can never know the truth / shut up and stop talking about it.

You think people go crazy thinking about who shot JFK? People hate unanswered questions. Just imagine how much more people would fixate on the question of What killed everyone in the world?

 


 

Overthinking Zombies

By Shamus Posted Monday Dec 3, 2012

Filed under: Nerd Culture 383 comments

Whatever you think of The Walking Dead and how it handles choice / consequence / and decision-making, I have to give it credit for starting a lot of really interesting conversations.

Sadly, some of these conversations kind of dead-end because zombie lore collapses under analysis. When we discuss the particulars of a common zombie dilemma (Perhaps someone is bitten but still healthy and what do we do with them?) then we’re invariably going to end up trying to map out the variables. If we do that, then sooner or later we’ll end up in the same ditch alongside people who want to know where the energy comes from that enables the X-Men’s superpowers and where the toilets are on the starship Enterprise.

Obviously we’re not supposed to focus on this stuff too much. It’s a bit like Superman’s disguise: It’s just one of the givens that comes with the setting. On the other hand, we’d probably think about it less if stories didn’t always shine a spotlight on them. If we’re not supposed to think about infection vectors, then there shouldn’t be so many plot-points that hinge on the topic. Living dead stories seem driven to draw our attention to the very stuff that we’re not supposed to question. We never see any toilets on Star Trek, but “oh no commander Riker needs to take a piss and the lavatory isn’t available” isn’t a running plot-point, either.

So let’s look at this in detail. How does this zombie stuff work, anyway?

Continue reading ⟩⟩ “Overthinking Zombies”

 


 

Mass Effect EP14: One Small Step for Conan…

By Shamus Posted Sunday Dec 2, 2012

Filed under: Spoiler Warning 56 comments


Link (YouTube)

Here is a comic that’s kind of related to today’s episode: Life is Short, Terrain Hard.

Now that we’ve absorbed Mass Effect 3, we know that this Luna encounter is where EDI was created. She went nuts, we destroyed her, Cerberus salvaged her and stuck her into the Normandy 2, and then in the last game she was downloaded into TIM’s second-hand sexbot.

I have to say, that really does sound like a Cerberus plan: A rogue AI tried to kill everyone, so we’ll put that AI into the most advanced ship in the galaxy. As opposed to just designing an AI from scratch that doesn’t have a bunch of known “KILL ALL HUMANS” bugs. It’s a miracle the Normandy 2 didn’t end up as another failed Cerberus base, filled with bloodthirsty killbots and dead civilians.