The Mysterious Numpad

By Shamus Posted Wednesday Sep 24, 2008

Filed under: Video Games 67 comments

Back in the 90’s, you could use the numpad for playing FPS games. I started using the numpad for gaming when Descent came out. The introduction of full 3-axis, 3-dimensional movement abruptly escalated the number of keys I needed under my hand. The numpad felt like a natural choice, because the keys are all lined up, so I didn’t have to hold my hand sideways. There is a nice edge on either side, so I wouldn’t get “lost” in the middle of the keyboard and end up pressing the wrong buttons. Later, the introduction of the infuriating Windows key made the choice even more advantageous.

But lately games are coming out where the numpad is crippled in various idiotic ways. Not because keyboards or interfaces have changed, but because… I dunno? It’s too hard? I’d think after a full day of writing new 3.0 pixels shaders for differed lighting passes and edge-smoothing techniques for dynamic shadows, they could wrap their heads around the profound challenge of those 17 buttons on the right side of the keyboard. In the interest of reducing the number of ways my games annoy me, here is a helpful guide for the game developers out there, who seem to be confused and bewildered by the bizarre contraption known as the numpad.

I shall impart this secret knowledge, now: Continue reading ⟩⟩ “The Mysterious Numpad”

 


 

DRM: Power & Responsibility

By Shamus Posted Tuesday Sep 23, 2008

Filed under: Video Games 67 comments

Game companies are big on the idea that they’re just providing us with a “license”. Or lately, they’re trying to turn software into a “service”. The addition of the internet has made it possible for someone else to administrate your software. Setting aside the morality and legality of this deal, how do these various schemes work out? Assuming the user doesn’t resort to piracy, what’s expected of them, and what do they get in return?

Continue reading ⟩⟩ “DRM: Power & Responsibility”

 


 

Stolen Pixels #22:
Awesome’d: Episode 2

By Shamus Posted Tuesday Sep 23, 2008

Filed under: Column 0 comments

The next installment of Sam & Max & Strong Bad are hijacked by Shamus Young for his own selfish purposes is now up at The Escapist. I do not promise that there will be laughs, or insight, or meaningful revelations. What I promise is this: Five panels and some word bubbles. I’m afraid you must take it or leave it.

 


 

Game Sales vs Game Quality

By Shamus Posted Monday Sep 22, 2008

Filed under: Video Games 46 comments

Chris’ survival Horror Quest has a brilliant post that examines the sales performance of PS2 games against their metacritic scores. He’s looking to see how much quality affects sales. He charted 1,281 games and shows us the breakdown in a number of very interesting graphs.

The only nitpick I have is that I’ve never thought scores were all that useful for determining quality. The way the review system works, a critic usually sits down and pushes through a game in less than a week and then hammers out a review. (And the whole system is a sham in the PC realm, where the reviewer is likely using a top-end PC and a review copy that might not have the DRM found in the retail version.) The process suffers from the same problem that movie reviews do, which is that the reviewers are voracious consumers of games, to the point where they make “hardcore” gamers seem “casual”. Add in the marketing “tilt” effected by big name publishers (which we caught a glimpse of in the firing of Jeff Gerstman) and you have a system where scores don’t have a lot to do with quality. I trust scores to filter out the really horrible stuff, but beyond that I rely on demos and word of mouth. I’ve seen many big-name, top-rated games that turned out to be “meh”, and I’ve seen some real gems that were given modest scores by critics.

Continue reading ⟩⟩ “Game Sales vs Game Quality”

 


 

Site Reorganization

By Shamus Posted Sunday Sep 21, 2008

Filed under: Notices 37 comments

As this site has moved away from its origins (tabletop games) and become a site more about video games, the categories have gotten skewed. It’s gotten to the point where cramming all of my videogame-related posts into a single category no longer makes any sense. To combat this I was offloading some of them into rants, even if the thing I was discussing wasn’t really rage-worthy, but instead just an interesting annoyance. This made the site seem a little more angry than it should. (Not that I have any shortage of stuff to get incensed over these days.)

The “Random Thoughts” category has become a big hole into which all sorts of things get thrown. This weekend I’m shuffling posts around and re-categorizing them. I now have a category just for my commentary (my so-called “reviews”) on single games, and another for talking about videogames in general. I’m going through the “Random Thoughts” archives and seeing if I can file those posts someplace useful. I mention all this not because I think you care about the minutiae of running this site, but because I know some people read through those series in chronological order, and this is going to make a hash of that if you’re trying to do so while the whole thing is in flux. Sorry.

Also, I’m going to shelve my survival horror series for a bit. October is a better month for that. So this weekend I jumped into Tabula Rasa. We’ll see where this goes. Will it enslave me like Wow, or underwhelm me like Hellgate? Will my inevitable criticism draw an army of irate Tabula Rasa fans to let me know that I “just don’t get it”?

I guess we’ll find out.

 


 

LHC Rap

By Shamus Posted Saturday Sep 20, 2008

Filed under: Movies 25 comments

Here is a rap song video about the Large Hadron Collider, in which you can see pictures of the massive facility, as well as view footage of white people dancing very badly.

You’re welcome.

 


 

ObsCure: Final Thoughts

By Shamus Posted Friday Sep 19, 2008

Filed under: Game Reviews 31 comments

Setting

Schools.  They don’t make ’em like they used to.  Staircases are like rollercoasters: The fancy metal ones just don’t have the charm of their wooden ancestors.  Note the textured wallpaper in the upper right. The level designers did their homework for this game.
Schools. They don’t make ’em like they used to. Staircases are like rollercoasters: The fancy metal ones just don’t have the charm of their wooden ancestors. Note the textured wallpaper in the upper right. The level designers did their homework for this game.
I know in my last post I promised that I’d talk about the good parts of the game. As I looked over my notes I realized that the only thing I had in the “good” column was the setting. I’m not suggesting that it’s worth your while to endure the clunky combat and tepid story just so you can walk around looking at the buildings, but it really seems to be working for me.

The school of Leafmore High is wonderfully realized. There is something deliciously bleak about antique institutional buildings. With their former ornate glory reduced to scuffed woodwork and peeling paint, those buildings take on a hunted quality even in broad daylight. At night their dim, jaundiced lighting and flaky electrical systems can spook you well before the monsters crawl out of the woodwork. I spent a couple of my pre-highschool years in buildings from roughly the same time period, and they were every bit as hollow and dreary as Leafmore High.

Continue reading ⟩⟩ “ObsCure: Final Thoughts”