The Walking Dead EP2: Some Kid Lived!

By Shamus Posted Wednesday Nov 28, 2012

Filed under: Spoiler Warning 272 comments


Link (YouTube)

At fifteen minutes I was running my mouth and managed to mangle the point I was making. When you have one of those moments where you’re free to roam around and talk to everyone, the game doesn’t usually make you talk to everyone. You can often ignore people. That’s nice, although it’s not the same thing as all conversations being optional, which is kind of how I made it sound.

I made a fuss over the facial animation system, but it’s entirely possible that it’s only impressive because the art style is so… uh… stylized. The animations might not actually be better than a Bethesda / BioWare style face animation, but it looks better because it’s happening on a cartoon face and not on a photorealistic one. In any case, it really makes these conversations come to life.

 


 

The Walking Dead EP1: General Lee

By Shamus Posted Tuesday Nov 27, 2012

Filed under: Spoiler Warning 327 comments


Link (YouTube)

As Rutskarn points out in the opening, this is a gameplay idea that hasn’t worked in the past (Indigo Prophecy / Heavy Rain) using a game associated with some uninspiring titles (Back to the Future and Jurassic Park) and drawing from source material that most of us dislike. And so it was somewhat of a surprise to see just how good the final product turned out to be. The Heavy Rain gameplay was a workable idea, it just needed to be leveraged properly. The Telltale tech was fine, it just needed the right type on interactions. And the Walking Dead is fine, it just needed a little more pathos and a little less “dysfunctional reality TV cast of shallow jerks caught in the zombie apocalypse”. All of these ideas were improved by combining them. It shouldn’t have worked. It did.

Here is the cover image Josh was talking about in this episode: Continue reading ⟩⟩ “The Walking Dead EP1: General Lee”

 


 

Coming Soon: The Walking Dead

By Shamus Posted Sunday Nov 25, 2012

Filed under: Spoiler Warning 227 comments

walking_dead.jpg

What if you took the choice and conversation wheel gameplay of (say) Dragon Age or Mass Effect, and made that into a game all by itself? No shooter combat. No classes. No equipment. You just talk and make decisions. The whole time.

Telltale Games has done it, and the result is basically a new genre of videogame. Yes, on the surface it’s mechanically similar to Sam & Max or the Strongbad adventure games. But making it a serious, drama-based story with gut-wrenching choices creates a very different experience.

The game is based on the Comic series by Robert Kirkman, and features brief cameos of existing characters. There’s also a TV series based on the same material, which I hated because it’s way too much a soap opera of idiots and jackasses. I watched the first several episodes and didn’t connect with a single character.

The entire Spoiler Warning cast has played through the game by this point. I realize the game is a bit “new” by the standards of our show, but this is an important game and we all have stuff to say about it. If you’re looking to play along at home, the game is available right now on Steam for less than $20. It’s an innovative high-quality game that weighs in around twelve to fifteen hours. I punch those numbers into my calculator and it makes a happy face.

We normally take a couple of weeks off from Spoiler Warning when we finish a season, but we’re rolling straight into The Walking Dead. Buckle up.

 


 

Mass Effect 3 EP41: Artistic Integrity

By Shamus Posted Saturday Nov 24, 2012

Filed under: Spoiler Warning 353 comments


Link (YouTube)

Well, it’s over. When we began this series I’d planned on mapping out a great big deconstruction of the ending and listing all of the failings in exhaustive detail. This was going to be the definitive listing of the major thematic / logical / lore / character problems at the climax of Mass Effect 3.

But in the end, my heart just isn’t in it. Continue reading ⟩⟩ “Mass Effect 3 EP41: Artistic Integrity”

 


 

YourCity 3D

By Shamus Posted Friday Nov 23, 2012

Filed under: Notices 52 comments

A few people have sent along concerns about the YourCity 3D app, since it looks so much like my old procedural city project. Some people are worried that perhaps I’ve been ripped off.

Not to worry. The app does seem to be using my code, but it doesn’t matter because I gave the code away. Free to all, no restrictions. I haven’t had any contact with the person developing YourCity 3D, but I’m happy to see my code being used.

Thanks for the concern. Everything’s cool.

 


 

Mass Effect 3 EP40: Powers Cannot Be Used In Cutscenes

By Shamus Posted Thursday Nov 22, 2012

Filed under: Spoiler Warning 177 comments


Link (YouTube)

The OK GO video I talked about is called WTF?, and it’s probably the simplest video they’ve ever done. Compare it to Needing, Getting, which required some construction acoustics R&D, a massive musical course, hundreds of musical instruments, a specially modified car, and for lead singer Damian Kulash to take a stunt driving course.

I just thought that was interesting.

To everyone celebrating Thanksgiving: I hope you’re having a fun day with great food. I just had ice cream cake so I’m pretty happy right now.

The next episode will complete our run of Mass Effect 3. Then we’ll be announcing the next season.

 


 

Mass Effect 3 EP39: MOAR DAKKA!

By Shamus Posted Wednesday Nov 21, 2012

Filed under: Spoiler Warning 196 comments


Link (YouTube)

This problem has sort of crept up on developers. In the 1990’s, shooters didn’t have much in the way of story. Basically, “Bad guys over there, go shoot them until the world is saved.” At the time everyone complained that this was kind of hollow.

There weren’t plot points, character development, or worldbuilding. There was shooting, and – later on – shooting bigger guys with bigger guns. You know. MOAR DAKKA, basically.

So then developers began injecting stories into games. Once every hour or so the characters would stop what they were doing to give some context to what was going on.

Then the stories grew. We had multi-threaded plots, character arcs, plot twists, lore, and rising action. Sure, lots of it was pretty sophomoric, but… baby steps, right? As games became more about story, the story and gameplay became more at odds. The gameplay has to stop for the cutscenes and the story has to stop once the gameplay starts. It’s like pausing a movie, playing an hour of a game, then pausing the game and watching another five minutes of movie. We’re watching a badly paced movie, and to get to the next scene we have to play a bland game.

I don’t see this as a Mass Effect problem, or a BioWare problem. This is a problem for anyone making story-driven action games. This problem culminates at the end, where the developer has to decide if they want to give you a big long combat finale at the expense of the story’s pacing, or if they want to go into full-on movie mode and make you stop playing your game.

I tried to think of games that did this finale really well. I came up with two. Now it’s your turn. You think up two games that successfully unified the story and gameplay crescendos at the end. I’ll wait…

Okay, so here are the games I thought of: Continue reading ⟩⟩ “Mass Effect 3 EP39: MOAR DAKKA!”