Showing posts with label Dead Space 3. Show all posts
Showing posts with label Dead Space 3. Show all posts

Friday, August 29, 2014

#74: How Microtransactions Ruined Dead Space 3

Last week, I detailed many of my thoughts on the distressingly awful Dead Space 3. I had discussed my complaints regarding the combat, the co-op, and the story of the game. What I neglected to talk about was the microtransactions and their negative influence on the game. My thoughts on this particular subject are so intense that I feel that their inclusion in last week's post would detract from my complaints in it, making that piece far too long of a read. It is actually surprising just how deeply the mere inclusion of microtransactions fundamentally altered the game's core design.

This is because the actual microtransactions by themselves seem initially to be incredibly innocuous. Using either real world money or Ration Seals acquired through scavenging, players can purchase resources from the game to help give them an edge over the space zombies. The problem arises in that there was not much to purchase with them. Buying health and/or ammo would be far too blatant and obviously impact the game design. So something needed to be created in order to give users something to purchase. For this reason, the weapon crafting was added to the game.

Weapon crafting is exactly what it sounds like. Throughout the game, players collect weapon frames, cores, muzzles, attachments, and upgrade circuitry as they progress. When they reach a bench, they can use these collected parts to create custom weaponry or modify existing weaponry. If the player should wish to acquire more of a specific part, but do not have the time or desire to search the game world for it, they can use collected resources such as Tungsten, Superconductors, Scrap Metal, and the like to craft those parts. Now, should they lack even these basic resources, Ration Seals or real world money can be spent acquiring them. Again, this is fairly innocuous addition in and of itself. In fact, there is even some entertainment value in creating awesome weaponry to use against space zombies.

Unfortunately, it also came with some unintended side effects. The first such effect is that horror element has been eliminated from the game. Even in the early half of the game, it is entirely possible for players to create weaponry with maxed out damage ratings. The shotgun I had created that early lasted me for the entire game, up to the final boss. Nothing was scary, because nothing stood a chance against me. My partner and I died fairly infrequently outside of set-pieces, and neither one of us felt even a tinge of fear. Considering how scary the earlier games were reported to be, that is more than a little disappointing.

The other side effect is that the developers can no longer be sure of exactly what type of weapon(s) the player has in their inventory. For what I have been told, earlier Dead Space games gave players specific weaponry over the course of the game, slowly building up their arsenal. The designers can use this information to carefully control which ammo is dropped where and how often in order get the player to naturally switch up tactics based on what their current ammo count is for each weapon. In the third game of the franchise, this can no longer work. Since Visceral Games are not sure of what weapons players are using, they cannot drop ammunition for specific weapons to encourage use of them. As a result, ammo had to be universal, working for every weapon. That way, no matter what equipment is being used at a given point in the game, the risk that the player is put into an unwinnable state is significantly lessened.

And that decision, which was a side effect of our first big change, has another side effect associated with it. Since every weapon consumes the same resource when firing it, there is no way to incentivize much needed variety. Every person I know that has played Dead Space 3 made one really powerful weapon in the beginning of the game and generally stuck with it. Although there were other options like new weapons, kinesis, and stasis available to them, they all just chose to keep firing with their weapon of choice. Every fight feels the same because the same weapons are being used over and over again against enemies who use the same tactics. No variety can be added in the natural way it used to be because the tools to do so no longer exist. Furthermore, since all ammo works for all weapons, it is no longer a scarce resource. In fact, I never once ran out of it throughout my entire playthrough and my partner ran out exactly once.

To recap, it started with a simple request: Add microtransactions to the next Dead Space game. From that one event, a ripple effect occurred. The side effects from this one simple addition multiplied, affected the overall game. As a result, the combat and overall pace of the game was severely impacted. Without the necessary tools to control variety and space, the developers lost their ability to fine tune the gaming experience in the way they could in the first two Dead Space games, judging from what I have been told by franchise fans. Taking away the excellent pacing results in poorly executed combat and the inability to really provoke any form of horror.

Nothing in a game exists in a vacuum. Every single aspect, no matter how small, affects every other aspect. Despite what many would like you to believe, this is no less true with regards to microtransactions. For a game to become great, every system has to keep into each other in perfect harmony. This is what few publishers realize. It is impossible to just add “one small thing” without affecting the balance that was already there. Careful consideration is necessary. If there is anything I would have you, the reader, take away from my experiences in Dead Space 3, that would be it.

Friday, August 22, 2014

Impressions #12: Dead Space 3

There are great games that I can play over and over again. They do something so right that it is just a joy to keep coming back. Others are merely okay. Products like them are satisfactory throughout the whole of the game, but they do nothing to stand out from the crowd and inspire further playthroughs or thought on the game. Lastly, some cannot even get that right. Games exist such that they are an absolute chore to get through them. When one of these are found, playing them feels less like entertainment and more like work. What follows is a recollection of my experience with one such game: That would be Dead Space 3, which I had obtained free of charge on PlayStation Plus through their Instant Game Collection. I do not exaggerate when I say that almost every element in this game has a massive problem associated with it. Though I do not mean to say that it is the worst game to ever be invented, I would say that it is a significant step back in terms of modern game design.

The first element I would like to throw under scrutiny was the combat. Anyone who is familiar with third-person shooters will know how Dead Space 3 operates. Enemies spawn in through the various vents and openings, and up to two players shoot them down with whatever weapon(s) they have equipped. Purely in terms of mechanics, the game is functional. All the mechanics are there and they all work well. The problem lies in that the game makes very few, failed attempts to interject any form of variety into this combat. New enemy types do show up from time to time, but they all use similar tactics. No matter which form of space zombie or evil cultist is being fought, the enemy will just attempt to swarm the players with sheer numbers. Even though the cultists wield ranged weapons, their AI does not seem to take that into account all too often when moving them into positions on the battlefield. While enemies do have differences in terms of damage taken/inflicted and movement speed, all of them will charge player characters with reckless abandon. As a result, every fight begins to blur into every other fight.
One way the developers attempt to remedy this is by placing boss battles at specific points in the campaign. Unfortunately, with the exception of the final boss fight at the end of the game, all of these fights are against the exact same monster. This creature, which I can only describe as an “enormous mutant space lobster with exploding tentacles” (EMSLET), ambushes players regularly throughout the course of the game. EMSLET can be defeated by shooting it in its glowing yellow exploding weaknesses until it dies. At the same time, it will both repeatedly charge at the players and come with endlessly spawning space zombies. Like the rest of the combat in this game, EMSLET encounters begin to blur together after about the third one. Considering there were plenty of opportunities to make new, interesting boss fights to keep the game feeling fresh, this is a very quick and lazy way to add content to the game. Feeling cheap, EMSLET gives off the impression that the developers were pressed for time.

Another method Visceral Games used to inject much needed variety in the game is by peppering both cinematic set-pieces and puzzles throughout the adventure. One of the most used set-pieces is the rappel climbs/descent on a vertical plane. Though not particularly offensive, these segments do not feel like they add much to the game. Usually, it is just another form of combat with some added platforming segments built in. In my experience, other set-pieces throughout the game had an uncanny tendency to result in a lot of unfair deaths due to some fault in the way they triggered or operated. Though I freely admit they tend to be quite visually impressive, the number of glitches and poor design choices involved with their execution ultimately made them more tedious than they should have been.
As for the puzzles, they do not really add much to the game either. In fact, they generally cannot even be truly considered “puzzles”. Most of them do not take more than minor brainpower and about a minute's worth of time to solve. Though they try to break up the long slog of fighting endless enemies, none of them last long enough to really serve this purpose. Mostly, these segments serve as nothing more than brief diversions, lacking in both challenge or substance.

Another aspect that feels strange is the co-op. Unlike previous Dead Space games, players have the option of bringing a friend along for the ride. In fact, the only reason I even played Dead Space 3 was because one of my own friends had asked me to join him for the journey. On some levels, the game handles co-op well. Each character gets their own instanced drops, separate from the other character. The benefit to this is that players do not have to compete for resources, encouraging them to cooperate rather than compete with each other. Further, when a unique item is picked up by one player, a copy is immediately placed in the other player's inventory. This way, neither player can miss out on the items picked up. Also, the co-op character, Carver, does feel integrated into the story in a way that makes him feel relevant. He does affect the progression and without him, the story would be quite different, but we will get to that later.
On the other hand, there are weird ways where co-op does not work quite right. For example, there are times where when one player loses all of their health, they are downed for a period. If not resuscitated by their partner in time, they will die. This is fine, but there are also other times where that period will not trigger, and the player will instantly die. What separates instances where that time frame will and will not activate was never made clear throughout the course of the game. It always felt random. In turn, the mechanic itself felt cheap and inconsistent. And while Carver is a character in its own right, there are times when the game seems to forget this. In many scenes, Issac Clarke seems to be ambushed and thrown into the next area of the game by himself during a cutscene in a way that isolates him from anyone else. Then, seemingly out of nowhere, Carver pops into existence right outside of view. Since my friend was playing as Carver, this gave him an odd sort of whiplash when the camera switched back to behind Carver after each of these scenes. Ultimately, because of these grips, the co-op feels both imperfect and incomplete.

One of my least favorite parts of Dead Space 3 was the plot. Before I talk about it, I want to admit that this is my very first Dead Space game. All of my knowledge of the lore of the franchise comes from second-hand sources, and not much of it stuck in my memory. For the most part, I came in with not knowing anything about the finer details of the story. Having said that, I do not feel that that was the reason that I was confused about what was going on with the story. Nor do I feel that the fact that I was playing in co-op was a huge contributor to my lack of understanding. The plot is a nigh incomprehensible mess, and at no point did I feel like I had a true grasp of what I was doing and why. Considering how cookie-cutter the whole affair felt, this is quite an achievement.
To me, the game did not do a good job of establishing the cast of characters and why they, in particular, are doing their part to stop the space zombie invasion. Further, the interactions between characters often do not make sense and serve only to add arbitrary drama and conflict. One particular scene springs to mind when I say that. One scene has the obviously traitorous asshole of the group betray Issac, turning him over to the obviously evil religious cult at gunpoint. When Issac Clarke kills him, he goes to his former girlfriend (who happens to be the traitor's current girlfriend). She asks where he is, to which Issac responds “I shot him”, without even attempting to explain why. Scenes like this occur at multiple points in the game, where characters behave illogically to push the plot forward. The villains are as cartoonish as the come. Despite Simon Templeman's incredible voice acting talent, the cult leader's entire character is just the personification of silliness. Nothing he does makes any sense, and he soldier's on with his beliefs despite all evidence contradicting their validity. I remember joking that if the ending was “rocks fall, everyone dies”, I would be happy with that because every character in the game takes a turn at being stupid. Nothing in this plot felt like it worked, and I struggle to comprehend how people liked it enough to approve it for release.


As a whole, Dead Space 3 feels disjointed and incoherent. For every good thing that the game does, two more big mistakes were made at the same time. Despite being a horror franchise, at no point could anything ever be remotely considered scary. The only thing scary about it is that it represents how EA's decision making can completely ruin what might otherwise have the potential to be a good game. The particularly observant among you might have realized that at no point in this rather long piece did I even mention the weapon crafting, microtransactions, and how they affected the game. That is because I have decided to spend my next article talking about exactly that. I look forward to sharing my thoughts on that with you.

Wednesday, August 20, 2014

The Texture Pop: Episode 4: Mugshots

I said we were going to try to reduce the length of the podcast this week.


I did not say we were going to succeed.

The MP3 version of the podcast can be found here.

0:00:00 Introductions
And Garrett really hates Windows 8. He is correct in that hatred.

0:01:30 Viewer Questions
"Do you think Romero actually has it in his to make a game good? For that matter, what would you guys like to see in a John Romera shooter?"
The Warren Specter quote is one of my personal favorite quotes, because it does highlight a very real disconnect between the fact that game development houses are composed of many people and the fact that people love to associate only a few faces with games, ignoring the rest of the talent involved. John Romero, while definitely a gaming celebrity, is only a part of what this new project will be. It is very much a team effort, but people tend to forget that.
I am not someone who describes to auteur theory. I think even the best leader needs at least one person who is capable of checking their ego and calling them out. Not having that person basically explains every crappy plot every written by David Cage. Leaders are important for keeping the overall vision in focus, but they also need to both people to edit them and the ability to be malleable in that vision.

"Do you guys prefer comic book art that is more stylize or more realistic?"
I think Garrett hit the nail on the head here, it depends entirely upon the tone of the work in question. The art-style needs to match the tone, or else you get an uncomfortable dissonance between the two of them.
Also, I know $3 for a single comic is really cheap, but for someone who binges on media, that doesn't sound like a good value proposition, especially since games tend to last longer and can go on sale for super cheap. After all, I spend $8.40 on Batman: Arkham Origins.

"Does Chris ever get tired of being the only old man in the group?"
Yes, he does. And that's why I keep calling him that. XD
What can I say, it amuses me. He's only 32, but it's awesome to see him react to that.

0:26:20 We talk about Robin Williams's passing.
In all seriousness, this is still shocking to me even so long after the fact. I respect Robin Williams and hope that his family recovers soon in wake of recent events.
One of the things I've found most fascinating is that Robin Williams's characters have almost always succeeded by embracing their inner child. Given what is known about the man, I cannot believe that is a coincidence. His success can be directly traced to being a sweet and innocent man in an industry known for crushing the souls of the careless. I do not have a point to make with that. It is just an observation to make note of.
For the record, Jamanji is awesome and anyone who disagrees can stuff it!

0:39:30 Chris and Sam have played Resident Evil 6
One thing that you need to be aware of regarding Sam is that he is a gaming masochist. He will intentionally purchase a game he knows to be bad and play it for some sick, twisted form of amusement. I routinely cite this as a reason to question his judgement.
Chris has this as well, but to a much less significant extent and he would never admit to it. Also, he won't buy a bad game unless someone else will play it with him. That is the only way I can explain him playing both Resident Evil 6 and Aliens: Colonial Marines. You hear him complain about doing 4 campaigns in RE6, but you'll never hear him say he won't do it!
On the other hand, it gives us a reason to discuss the many, many ways game designers can piss us off.

0:46:39 Chris (and I) played more Dead Space 3 (with different people)
Chris and I have spoken one-on-one regarding this game, and we cannot agree on this game. He is willing to forgive Dead Space 3's problems. I refuse to give this game any mercy!
I do not wish to go into much detail hear, because I have a few articles coming out on the subject in time. Yes, "articles", as in plural. In a Press Start to Discuss FIRST, I have to breakdown my dislike of a game into TWO ARTICLES in order to keep them from being too long. I have been maintaining this little section of cyberspace for three years now, and this has never happened before.
What I will say, since I did not mention it in my article, is that it's BULLSHIT that Carver three sentences's worth of character are hidden behind co-op. He already does not have anything more than a typical macho-man soldier character arc, and even that is hidden away from the average player.
The story itself is also a completely convoluted, vapid mess. Nothing with any sort of meaning ever happens and every single person in this cast is stupid. I WISH every single one of them died.
I hate this game. I'm glad I got it free on PlayStation Plus, because I would have NEVER paid money for it.
I hate this game so much that I do not want to play the first two JUST TO SPITE THIS GAME. When Chris says he likes it, I just do not understand.

1:20:15 I finished Batman: Arkham Origins.
I feel so bad for the developers of this game. Released in a vacuum, this would be seen as both an excellent game and an amazing Batman game. In light of Arkham Asylum/City, it is inferior to both. Still, even inferior Arkham is great Arkham, and they should be proud of their accomplishment. I look forward to further games from this studio.
Having said that, those are two very tough acts to follow, and the developers hands are tied. They couldn't top the twist of Arkham City. Like I said last time, Shamus Young wrote a detailed, multi-part post explaining how their hands were tied.
The gameplay is still on the level of previous Arkham games, which is ultimately all it needed to do.
The new voice actors for Batman and the Joker should also feel proud of their performances. They did great jobs and captured their respective characters well.

1:33:00 I played a bit of Dragon's Crown
Having played a lot of it, I still haven't fully gotten over how ridiculously exaggerated all of the characters in the game are. It's actually very distracting. Fair, but distracting and not really necessary to the game.
But the actual game is pretty fun on it's own. It's a really great callback both to classic RPGs (in its storytelling style) and old-school beat'em ups (in its gameplay). I look forward to getting to the point where I can play online.

1:36:55 I purchased a 3DS XL.
I also purchased three games with it: Project X Zone, Shin Megami Tensei IV, and Bravely Default.
I've been playing a lot of Project X Zone. I still don't have many strong opinions on it aside from that it's cool to see all these characters put together in one project.

1:38:30 I started coding something.
There's no way to build skill at designing games than to actually start doing it. Since I'm better at coding myself than using a program to do it, this will be my best bet. Again, I have not made much progress, but I need to start somewhere.

1:40:10 Garrett is getting ready to start Game Development in college
And it's exciting!

1:40:40 Garrett dyed his hair (and we all see each other's faces in motion for the first time)
And, to be clear, this is the very first time we have ever seen each other "in person". We usually just stick to our respective avatars. After this cast, we all went on webcam and kept talking a bit, sharing our gaming swag with each other. It's a strange feeling, to be sure. We might even consider doing it again.
I'm just glad that we don't do video podcasts. Nobody needs to see my face that much. My voice is already grating enough.

1:47:20 Garrett played Thomas Was Alone and Metro: Last Light
And we don't talk much about either one. Which is a shame, because they are both great games to talk about.

1:49:00 Garrett found Grim Grimoire.
And I urge him to keep playing, because that is an amazing game.
Then, we take a detour to discuss Okage: Shadow King. This is both one of the most hilarious, and most difficult RPGs I have ever played. Any hardcore RPG fans who have not played Okage are missing out. I take this time to fanboy over it because I rarely ever get the chance to.
Sam would love it, because it's just weird enough to appeal to his inner anime-fan.

1:56:25 Sam played Counter Strike... again
Not much to say there.

1:56:55 Sam played Diablo 3.
It's a great podcast game, no pun.... oh who am I kidding. OF COURSE that pun was intended.
In all seriousness, it's a nice game to do mindlessly while something else is happening. I played the demo on PS3 and thought that was enough for me, but I do see the appeal.

2:00:40 Sam played Mount Your Friends.
That game has been getting around. To be fair, it looks incredibly fun.

2:01:20 Garrett talks about Five Nights at Freddy's.
This is another one of those game's that have been floating around. Then again, out of all the "PewDieBait" games out there, this is probably the best one after Amnesia.
The conversation here devolved into a conversation about horror games as a whole, and how stagnant they became before this game's release.

2:10:20 Conclusion
This podcast was way too long.

Tuesday, August 12, 2014

The Texture Pop: Episode 3: My Favorite Apartment on the Citadel

Before we start, I would like to begin by noting a very interesting trend. One of the more fascinating things I have noticed is that while the annotations for the podcast get tons of views, the podcasts themselves do not. There are several possible reasons for this.

1.) The 2-hour+ length of the podcast is off-putting.
2.) The lack of an MP3 format is a hindrance to our audience.
3.) My particular viewership would rather read the annotations than listen to the podcast.

We'll be experimenting with way to address some of these potential issues over the next few episodes. Today, this starts by giving out an MP3 version of the podcast on top of the YouTube version. Out of the people I've talked with, this has been a major issue for several people. It's totally understandable, as most people probably just download these onto their iPods and listen to them in the car.

Though we did not do so in this episode, we will also try to reduce the length of these podcasts as well. Ideally, we'd like these to be less than 1 hour and 30 minutes. The actual content of the cast won't change, but we're trying to find ways to let us have our usual discussions in a more reasonable time.

Having said all of that, the podcast is available below:



And the MP3 version can be downloaded from this site. The link should also be on the YouTube page.

0:01:30 Viewer Questions!
"Did you ever play a game that was bad, but still seemed to have a good game deep down trying to get out?"
This is an interesting question, because it's there are a lot of games that are bad because of a few key decisions.
Alpha Protocol is a special game for me, and people who know me already know that. The actual playing of Alpha Protocol is mediocre on Easy and terrible on either Medium or Hard. At the same time, the fact that character decisions have measurable impacts on the story. Everything you do in Alpha Protocol has some effect on something.
Thief (2014) is also another interesting game. All the mechanics are there. However, the game is let down by both the level design and the nonsense story. It's a shame that Square-Enix probably learned the wrong lessons from it. Since nobody is talking about it anymore, there's no one to correct them on it either.

"Have you guys played Brutal Doom yet?"
This brings up the topic of old school shooters and their recent reemergence in things like Wolfenstein: The New Order. Everything I have heard about the new Wolfenstein has me intrigued. I'm honestly not sure why I haven't played it yet.
I will say that it's amazing how just adding modern FPS controls to an old game can really breath new life into it. I might not have played Brutal Doom yet, but there is always a chance I will in the future.

0:19:43 Sam and Chris played Firefall (and hate it)
Hearing all of there stories about how terrible the game is to play with friends, I'm almost in shock. These are all really, really basic things an MMO HAS to get right in order to do well.
There is no reason to have quest-important objectives not instanced to each individual player.
There is no reason to make it difficult for friends in the SAME PARTY to be on the same instance.
There is no reason for each player in the same party to have to instantiate the same quest individually.
There is no reason for a game on Steam to not work when selected through Steam.
There is no reason to only allow for one quest to be activated at the same time.
And this game doesn't even have the shield of Early Access to defend it. It is just a bad game. I mean, I've never played it, but I don't want to after hearing these guys talk about. This kind of crap is inexcusable.
Were it an Early Access game, and if they provided some indicator explaining that this was necessary, there MIGHT be a valid excuse here. But this is literally as bad as it could get beyond that game just not working properly.

The discussion here also led to us talking about other MMO flops of recent history like The Elder Scrolls Online and The Old Republic. It's actually sad how far that particular genre seems to have fallen. Even WoW isn't doing as good as it used to.

0:38:32 Chris beat Shovel Knight
And didn't say much about it.

0:39:45 Chris and I played each other in Injustice: Gods Among Us
As of the time of writing, my Impressions article on Injustice just went up yesterday, which is the day AFTER we recorded the podcast.
For those of you unaware, Chris has a tendency to lose to me in games we play together. This was basically his chance at revenge for my beating him in X-Com and Persona 4 Arena.
It seems to me that both Deathstroke and Batgirl are really top tier characters. Deathstroke's guns come out really fast and Batgirl has a really good attack throw that rarely ever misses.
Speaking of Batgirl, we talk about Batgirls for a bit.

0:43:06 Chris played Dead Space 3, and so did I.
And I hijack his turn to rant about all the things that suck about this game.
The more I played the game, the more boring it gets. It's even worse because playing co-op with a friend is terrible and feels completely tacked on.
On top of that, I am never scared because my weapon is completely overpowered and has been since I could start customizing my weapons. The enemies jump out and I just blow them away with my shotgun whose damage is maxed out. Going up against cannon fodder isn't scary. In fact, when I get into an encounter in DS3, I don't get scared, I get annoyed.
The set-pieces are also insufferable, because they feel stupid and are the result of many cheap deaths. Every single set-piece in this game, without fail, has something wrong with it.
As for the story, I have absolutely no idea what is going on or what exactly are the relationships between the cast of characters are.
It's not a bad game, but it's not a good game. It's exactly in the middle: Completely mediocre.

0:56:00 Chris and Sam watched the Rocket Raccoon movie.
And I still need to see it. Don't worry. I will in time. It took me quite a long time to watch the Avengers as well.

0:57:15 I use the fact that the N7 Armor is in Dead Space 3 to relentlessly mock Issac Clarke and make Mass Effect references.
Which is how this episode got its title.

0:58:37 I played the story mode of Injustice: Gods Among Us
The way NetherRealms has begun to present the story of its fighting games is something I want to diffuse to other fighting games. Too many fighters use walls of texts to explain their stories. It works, especially for a comic book-based plot.
Another fun fact, Chris is a very old school comic book reader. Where Sam and I are okay with a more grey-on-grey morality, Chris would much rather it be black-and-white, like they used to be. Personally, I dislike when complex moral conundrums are made too simple, but there is merit to the old school "truth and justice" approach to comic book writing as well.
Overall, Injustice is a really well done story, and was pretty faithful to the source material.

We use this as a springboard to discuss DC Comics in a more general sense several times as well.
Chris also does a great job of filling me in with details from the tie-in comics published by DC.

As for Injustice's combat. I talked about it briefly in my impressions piece, but it feels a lot more rigid than I'd like it to be. I'd rather more fluidity personally, but that's just me.

1:13:02 I played Batman: Arkham Origins.
Arkham Origins occupies an interesting position. I do not envy the developers in making Arkham Origins. Living up to Rocksteady's Arkham games is HARD.
Shamus Young did a fascinating five-part analysis on Arkham Origins that discussed this very issue. Considering the expectations that were on this new developer, and the fact that they were going into this without much experience in creating Batman: Arkham games, it's actually really impressive how well they did. They really should be proud of the product they released. This is more the fault of the publisher than the developer in this case.
This game is good. In fact, it's awesome. It's just that it feels like an off-brand Arkham game. At the same time, seeing Batman in his early days is really interesting. He's still an expert in his chosen fields, but he lacks the experience and refinement of his older counterpart. It gives this one a bit more of an edge.
I do feel like the new Arkham Knight game would feel a lot stronger in the absence of Arkham Origins coming out last year.

1:20:16 I bought the Transistor Soundtrack.
And I spend a few minutes gushing over it.

1:21:17 I don't play Marvel Puzzle Quest anymore.
I had some fun times with that game, but with recent updates making it harder to keep up without spending several hours per day playing it, and the recent drama that was dominating my "alliance", it was no longer worth it. Free-to-play games really attract the oddest sorts of people.
And no, I am no longer in the market for any F2P games. I'll just stick to Solitaire and Threes.

1:24:05 We talk about Twitch's new content ID system, and Google in a more general sense.
If our explanation isn't sufficient, here's Twitch's official blog update on the matter. After the failure of their new system, they released an update the next day.
I find it funny because when it was announced that YouTube/Google bought Twitch, something like this would happen. It's honestly extremely shameful.
I also do not like how Google basically dominates the internet space. Most internet-related things are controlled by Google to a certain degree. It's probably okay for now, but history says that monopolies aren't good for consumers, if not now then somewhere down the line. After all, I'm sure you remember the whole issue with Google+ on YouTube.

I also take this time to personally apologize for my thoughts and behavior when Anita Sarkeesian first locked down her YouTube comments. I admit, I don't know WHAT I was thinking back then. Nowadays, I'm of the attitude that if a channel owner locks down their YouTube comments, you should say "Thank You".
So please like, comment, and subscribe to our YouTube channel! XD

Speaking of Twitch, I should also give a shout-out to the Diecast. In the latest episode, Shamus Young and Chris "Campster/Errant Signal" Franklin made the point that any one of those videos in the Twitch archives isn't valuable. However, they BECOME valuable in aggregate. As an example, any one of my articles on this blog isn't that valuable by itself. Together, the form a very rich repository of video game editorials.

This became weirdly political, but I think it's a conversation that should be going on. Just be sure any discourse of such a nature is civil.

1:41:41 Sam plays Trials: Fusion (and hates it)
Sam brings up an interesting point in that it took 2-3 hours to beat, and its cost was $20. Now, I have repeatedly said that length in games should not be the "end all be all", but that might be a bit ridiculous, especially since a lot of that game is grinding the same tracks over and over. For that kind of game, the price likely is a bit too high.
I also am somewhat amused by Sam hating the difficult tracks, because he's a huge Dark Souls fan.

1:45:20 I ask Sam a question about replaying old games.
Honestly, I sympathize with people who feel like they NEED to tackle that backlog, if only to justify buying the games. However, gaming is supposed to be fun. Props to my friends Alan DeHaan (@Aulayan) for reminding me that games are supposed to be fun. Playing a game because you feel you have to is work. Don't turn your entertainment into work because you feel like you have to. This message isn't just for Sam, it's for everyone who is reading this right now and/or listening to the podcast.

1:49:25 Sam played the Nosgoth beta.
I wonder how people will react to the game when it comes out. It looks cool, and it's an interesting way to resurrect the Legacy of Kain franchise.

1:51:30 Sam rapid-fire lists of all the games that he played.

1:51:55 Chris and Sam played DOTA 2 together.
And this takes us back to our tutorial discussion from before. DOTA 2 seems to take advantage of the player made guides in its game. That is very smart on Valve's part and helps guide players without holding their hand. MOBAs in particular have a tough time of it because they have a lot of working parts, but every game has this problem to a degree. It's interesting to see how they try to solve it.

1:57:40 We close the podcast.
And you can see my Injustice article here.
I'll also promote the Vlog Brothers, PBS Idea Channel, and PBS Game/Show here, since we mentioned them.
The Wimbly Womblies joke is a reference to HankGames (without Hank) where John Green plays FIFA.


Monday, August 4, 2014

The Texture Pop: Episode 2: Too Proud For Trophies

Another week, another podcast. Sam, Chris, Garrett, and myself get together to talk about pretty much whatever we want to. I also didn't realize that I sounded so weird until I listened to it myself. Some people just love their voice, but I hate mine sometimes.
For the record, whenever Chris says he needs to shut his windows, there is a reason for that. He lives really close to train tracks. He hears them quite clearly, and assumes we do as well. Luckily, his microphone is good at ignoring those sounds.



0:00:00 Introductions.
Every single time we do an intro, it ends up like this. It's just something we do, we can't help it.

0:01:40 Chris immediately goes into the Deadpool footage leak.
Although I didn't see it, all the descriptions of the footage sound really awesome. It's a shame that I don't really have faith that Fox will be able to pull it off, or even want to.Even still, it's nice to know that some people are getting Deadpool right.
This conversation quickly turns into a discussion of Deadpool and how he is in the comics. I do wonder how they'll keep his tone while keeping the movie PG-13.
Then, we discuss Call of Duty for reasons that escape me.
Garrett's review of the Deadpool game can be found here.

0:10:10 We have viewer questions.
For the unaware, the four of us used to do another podcast before we formed The Texture Pop (and we stopped it for various reasons). Adonisus is an old friend of ours who regularly sent us listener questions. I'm glad he decided to follow us to this new podcast as well. :)
When it comes to remembering old games, I'm not all that great because of my youthful vigor. On top of that, I didn't own an N64, my cousins did. I'd just play it over there.
I've also not read many Image comics. Although I have always wanted to get into comics, it always seems intimidating to get into them. There is so much lore and backstory that they expect you to know that it's a little overwhelming. On top of that, my time is more and more limited as I get older.
Yes, I am named after Brandon Lee. That's not a joke at all.
It is actually a bit interesting how Destiny can use some of the same tropes of Shadowrun Returns, and just move them into space, and it's just so boring.

0:24:15 Garrett bought Guild Wars 2
I don't really know enough about Guild Wars 2 to add anything here. Part of why I don't play MMOs was because WoW was the first, and WoW's subscription model always turned me off. After that, I got so into single-player games that I never really looked back.

0:27:28 Garrett has been reading Sandman: Overture.
As we've already established, I don't know much about comics, so I'm useless in this conversation.
We also go into a conversation about Joseph Gordon Levitt and Looper. It's amazing how often we change topics like that. I've also noticed that both Chris and I tend to do most of the derailing.

0:33:00 We talk about all the game's we NEED to play together.
For those not in the know, Chris and I have a gaming history. As in, I tend to kick his ass in most of the games we play against each other. So far, we've both played X-Com: Enemy Unknown and Persona 4 Arena together, and I've been the victor. He's better at Injustice, so he's itching to turn the tides.

0:35:00 Chris finishes his college and internship.
Another bit of context, Chris was working a white-collar job until it closed down. In order to keep working in that field, he went back to college in order to finish his degree. Now that's he's down with his Summer semester, he should go from no free time to 0.01 hours of free time.

0:36:01 Chris has been playing Firefall.
It seems like an interesting game, but I've become less and less enamored with Free-To-Play. They usually try too hard to get me to spend money to hold my interest. The only exception so far has been Marvel Puzzle Quest, and even that game has its own problems.
I'm also getting sick of the same tired quest design in these MMO games. Not everything needs to be a fetch quest or a collection quest.

0:47:20 Chris has played more Shovel Knight.
I will get this game at some point, but not right now. Everything I've heard about Shovel Knight is really, really interesting. After playing Ducktails awhile back, I'm more than okay with old school 2D platformers.

0:49:55 Chris has been training in Injustice: Gods Among Us.
And I demonstrate my ineptitude regarding fighting games. We then use this as a springboard to talk about Tekken and fighting games in general. The fighting games I tend to play are much more casual in nature, like the Naruto games, Soul Calibur, and Persona 4 Arena.

0:53:30 Chris and Sam talk about Titanfall DLC.
Titanfall is an interesting subject. Previously, I thought that the main appeal of shooters was their multiplayer modes. While I still believe that, Titanfall also serves to demonstrate why it is important to have a single-player mode, especially if the game is being sold for $60. The mental math going on in people's heads makes the game seem less valuable in comparison to something like a Call of Duty.

0:55:15 I played Kingdom Hearts 1.5: Final Mix.
And Sam happily brings up the trophy issue. I still can't believe I only have the trophy for finishing the game on Proud. Considering how long a typical Kingdom Hearts 1 is, that's still a huge slap in the face. I'm probably not going to play through it again for those trophies because I don't have that kind of time.
Overall though, the game is really, really good. Even though it was a PS2 game, 1.5 ReMIX makes it feel like a current gen game, if not in looks, then in play.
My impressions of Kingdom Hearts are recorded here. I also reiterate a few points from this article I wrote on Kingdom Hearts.

1:03:55 I played Dead Space 3 (and hate it)
That game... sucks so badly.
The story makes no friggin' sense. The combat is dull and tedious against Space Al-Queda and Space Lobsters alike. The textures on the faces look bad. It's just a mess. A dull, tedious, repetitious mess that feels like EA rushed it out the door to make a quick buck. And I haven't even gotten to the crafting system yet.
I don't want to finish this game, but I almost feel like I have to at this point.
The fact that this game happened in a similar timeframe to Mass Effect 3's abysmal ending is probably a large portion of the reason why EA is so hated.

1:15:23 I watched a bit of an LP of The Legend of Spyro: A New Beginning
I remember playing those games back in the PS2-era. The games aren't bad per se. The problem is that they do nothing notable. Both A New Beginning and The Eternal Night are just long corridors of endless enemies to kill. They do nothing to inject variety into the gameplay, which is a shame.
I am generally okay with reboots. However, if you're going to reboot something, you need to consider why it is being rebooted, and what fans like about. The Legend of Spyro is a decent story, but I do not get the impression that it needed to involve Spyro at all. It doesn't feel like Spyro in gameplay, story, or even the personalities of the cast. Everything feels off.
We briefly detour to talk about Remember Me. Sam's review of it can be found here.

1:21:00 I finished Season 1 of The X-Files.
I am eager to dive into Season 2 after watching Season 1. It's a very solid series and I understand why so many people love it. This show appeals to me in many ways. It combines crime dramas like Castle and The Mentalist with the crazy supernatural shit I can get in a show like Once Upon a Time or those insufferable History Channel alien shows, except good.

1:22:50 Sam finished Yu Yu Hakusho.
I remember watching that show all the time as a teenager, back when Toonami was still a thing. I loved that show, but not enough to go hunting for it. It sucks that the last arc sucks, but truth be told, I excepted that.

1:25:12 Sam plays Counter Strike: GO
The way Sam talks about CS makes me want to stay away from it. I suck at multiplayer shooters, so I'd probably never do anywhere near competent in that game.

1:27:20 Sam plays Velvet Sundown
And challenges us to play it with him. Hopefully, we get to it, but it's always hard to tell with this group.
From the Giant Bomb Quick Look, the game looks interesting enough to take a look at. Just watch it, it's worth it.

1:31:15 Sam played some of Gods Will Be Watching.
And he is doing pretty bad at it. Don't feel bad, it's not his fault he's a noob. XD
In all seriousness, I should probably play that game so that I understand his plight.

1:32:55 Sam plays MOBAs. Lots of MOBAs.
We use this as a springboard to talk about implied pedophilia, actual pedophilia, tutorials, and many other issues.
Taking this chance to talk about horrible gaming communities, it's appalling to me that people can be so hostile to new players coming in and learning the game. Gaming, to me, is supposed to be a very inclusive hobby. I don't want people to be excluded, I want to invite them in. I mean, we were all new to games at one point. Why can't we sympathize with people who want in on the fun, but aren't as skilled.
And as for tutorials, I think the kind of tutorials one responds best to are reliant on what kind of learning one responds best to. Garrett and Sam seem to exhibit really different schools of thought. Garrett appears to learn better by having it explained to him, where Sam seems to learn by experimentation. Neither approach is invalid, but it is important to note that different people learn differently. Personally, I'm with Sam in that I am an experimental-type of learner. Since so many people learn so differently, tutorials are really hard to do properly. This also gets into the complexity of some video games. MOBAs are more complex than they probably need to be. Some people like Garrett are fine with just reading a lot in tutorials and secondary reference materials. Others like Sam and myself, would rather just play and learn as we go. There's no right answer. It's completely up to preference.

2:03:50: We finally wrap up the cast.
See you guys next week! :)