Saints Row The Third vs. The World

By Shamus Posted Tuesday Jun 5, 2012

Filed under: Game Reviews 188 comments

saintsrow3_9.jpg

I’m sure you’ve noticed the thin gruel that’s been passing for content around here lately. If it wasn’t for Spoiler Warning this place would have been a ghost town last week. This is why. I’ve been playing Saints Row the Third.

I did a series a few years ago where I compared Saints Row 2 with GTA IV. Now I want to do the same thing with Saints Row 3 and compare it to… everything else.

Continue reading ⟩⟩ “Saints Row The Third vs. The World”

 


 

Alan Wake EP24: The Beginning of the End…
Of the Beginning

By Josh Posted Saturday Jun 2, 2012

Filed under: Spoiler Warning 143 comments


Link (YouTube)

Man, it sure does suck that Shamus inexplicably forgot to post this yesterday. Because there’s no way I got sick and only got around to editing it this morning. Nope. Nothing like that happened.

And even if I did somehow get sick, I’m sure it’s all Shamus’ fault somehow. It’s more fun that way.

 


 

Alan Wake EP23: Swan Dive!

By Shamus Posted Thursday May 31, 2012

Filed under: Spoiler Warning 219 comments


Link (YouTube)

This late episode has been brought to you by Saint’s Row The Third and what the heck is it seven o’clock already how long have I been playing this game?!? I should probably do a post about that game. It’s sort of come and gone, news-wise, but it’s some of the most fun I’ve had in ages.

I just want to reiterate what we said in today’s episode: Alan Wake is not a horrible game, and our criticism of it is the result of a game that did a lot of things different, took a lot of chances, got a few things right, and missed on a couple of crucial points. I’m sure I’ll never play through it again, but I don’t begrudge the hours I spent with it. Well, maybe a few of them. The ones in the middle.

Swan dive!

 


 

Project Octant Part 14: Moving Goalposts

By Shamus Posted Thursday May 31, 2012

Filed under: Programming 103 comments

octant14_4.jpg

We’re a few weeks into the project now and a lot has been done. Now is a good time to assess our progress and see how things are going. After all, it does seem like I’ve satisfied my initial goals, which I talked about at the very beginning:

Continue reading ⟩⟩ “Project Octant Part 14: Moving Goalposts”

 


 

Alan Wake EP22: The Hellevator

By Shamus Posted Wednesday May 30, 2012

Filed under: Spoiler Warning 198 comments


Link (YouTube)

The Mr. Scratch trailer I was talking about is here. And while looking up that one, I found another, much shorter one.

Also, I suppose we kind of broke our own rules with regards to political talk. On the other hand, we weren’t doing a critique of any particular viewpoint, but on the way a particular individual espoused a viewpoint while acting hypocritically against those stated values. So you can continue the conversation, but this isn’t some kind of open season pass to start sniping at various political groups.

However, while writing this post I read Schilling’s Wikipedia page, where it mentions that he campaigned for Bush. That makes it seem kind of unlikely that he’s actually a Libertarian. So, if I’ve mis-characterized or misunderstood his politics I apologize. Still…

  1. They moved an entire studio to Rhode Island.
  2. They did this to get their hands on a seventy five million dollar loan from the government.
  3. They got this loan by promising to bring 450 jobs to the area.
  4. They entered the crowded market of fantasy RPGs and their game failed to perform.
  5. The studio went broke and laid everyone off.

So the people of Rhode Island are out $75 million, and they didn’t even get the jobs in return. The studio is dead. The employees picked up, moved to a new place, slaved away making a game, and were then canned as soon as the thing was done.

There’s a lot wrong there, and I don’t think there’s much of a political argument to be made over this. It was a bad idea and everyone lost. The only winners are the people who liked the game. While it’s nice to see that the game scored 80% on Metacritic, that’s not all that impressive. I mean, the $75 million loan was bigger than the budgets of a lot of games. I’ll bet a lot of games could perform better if we handed them that kind of money. (Just imagine what Vampire: Bloodlines or KOTOR 2 could have done with just a tenth of that.)

 


 

Alan Wake EP21: Wayne Knight, Superhero

By Shamus Posted Tuesday May 29, 2012

Filed under: Spoiler Warning 193 comments


Link (YouTube)

I notice that several times I’ve mentioned, “This part was unexpectedly hard,” and had most of the rest of the cast chime in that they had trouble in the same spots. Now, you could argue that this was by design, but these spots always seem to appear in odd places. Like I said in the episode: The small battle outside the locked garage was harder than the giant “defend the helicopter” set-piece.

If you’re curious about Axe Cop, you can have your curiosity sated at this website.

This is Wayne Knight.

Also: The thing with the birds and the helicopter really did bug me. It felt wrong. I don’t know thing about non-videogame helicopters, but I just couldn’t picture how those birds could be a threat to the thing. From above they should be pulled through the blades and turned into paste. From below they should just be forced downward by the draft. This seemed stupid and nonsensical to me until I remembered: Alan Wake is a hack writer.

 


 

Project Octant Part 13: Bug Hunt

By Shamus Posted Tuesday May 29, 2012

Filed under: Programming 68 comments

And now it is time to point and laugh at all the silly things that dum-dum Shamus has done over the past week or so. Let’s start with noise. Remember the image I ended with last week?

octant12_14.jpg

There’s something wrong here. Don’t get me wrong, that’s a cool canyon and all. I’m not knocking the canyon. The problem is that there is another canyon right next to this one, running in parallel. Defying all odds, there’s yet another one, very similar, just beyond that one. And another. And…

Yeah. My noise-generating system is broken. It’s not spewing out duplicate data. These canyons are unique. But we’re seeing patterns when we shouldn’t.

Also, the format of the noise makes it really annoying to use. It’s supposedly giving me values between zero and one. As I’ve plugged these numbers into my world-building system, I’ve noticed that it’s all kind of homogeneous. The possible range might be between zero and one, but the actual values it gives me are very, very rarely lower than 0.4 or higher than 0.6. This isn’t really a bug. This is how value noise works, actually. It’s just that it’s not very convenient like this.

So far I’ve designed my world-building code around this clunky mess, constantly re-scaling the noise and fudging the numbers until things look the way I want. But this makes for messy code. If I want mountains that range from zero to fifty, I’ll end up with code that looks like (noise - 0.4) * 250. Those are what programmers call “magic numbers”. They’re unexplained values floating around in source, and another programmer (probably future-Shamus, programming from the cockpit of his flying car) will look at this and say, “If you want mountains fifty meters high, why are you multiplying by 250? And subtract point four? What’s that all about? What idiot wrote this crap!?!”

So let’s calibrate:

Continue reading ⟩⟩ “Project Octant Part 13: Bug Hunt”