Those of you who have been following my streams know that I've been busy recording A Way Out with Sam.
With that out of the way, I returned, at least briefly, to my run of Dishonored.
One of the big topics that came up in the middle of the recording was the really strange, casual sexism that does exist within the game. Some of it is less overt, like the fact that all the female characters are in some subservient role. Most of background ladies are either brothel workers or maids in some capacity. Stuff like this is hard to notice unless you're aware of the issue and are actively looking for it.
Thursday, May 24, 2018
Thursday, May 3, 2018
Dishonored - Improvisation Run - Part 1 - Twitch VOD
I've been wanting to play Dishonored for an LP ever since I completed the Hitman Let's Play series, but I was struggling to find time to do it.
Then in walked streaming into my life, and suddenly what would've been a huge commitment is now much easier on my time.
The idea for this run to be more "improvisational" than I usually am when playing Dishonored or any immersive sim. When I play for myself, I tend to save scum. If something goes wrong, I'll glad boot up an old save and do it again. And since I'm constantly on the Quick Save key, I'm rarely thrown back too far.
Since so many of the great stories from this genre are born from screwing up and adapting in the face of adversity, I want to force myself to roll with the punches. Since nobody enjoys watching someone else save scum, doing this on stream will force me to break the habit.
It's also nice to have a presence to bounce ideas off of while playing the game. Knowing someone is watching makes it easier to roll with my train of thought and communicate my ideas.
Anyway, I hope you enjoy. If you want to watch this live whenever I next record, be sure to follow my Twitch channel.
Then in walked streaming into my life, and suddenly what would've been a huge commitment is now much easier on my time.
The idea for this run to be more "improvisational" than I usually am when playing Dishonored or any immersive sim. When I play for myself, I tend to save scum. If something goes wrong, I'll glad boot up an old save and do it again. And since I'm constantly on the Quick Save key, I'm rarely thrown back too far.
Since so many of the great stories from this genre are born from screwing up and adapting in the face of adversity, I want to force myself to roll with the punches. Since nobody enjoys watching someone else save scum, doing this on stream will force me to break the habit.
It's also nice to have a presence to bounce ideas off of while playing the game. Knowing someone is watching makes it easier to roll with my train of thought and communicate my ideas.
Anyway, I hope you enjoy. If you want to watch this live whenever I next record, be sure to follow my Twitch channel.
Friday, April 27, 2018
Twitch VOD - Detroit: Become Human Demo
Okay, video content is simply hard to produce on a consistent basis. Editing videos takes time, and doesn't allow for much interaction.
Streaming is comparatively easy, allows for audience participation, and automatically saves a video of the event. This makes it a lot easier both for me to make content for you, and for you to have your voice heard.
My friends David Phillips and Andre Doucet joined me to play the demo for Quantic Dream's Detroit: Become Human. Here is the result:
Saturday, April 21, 2018
#118: The Dangerous "Lessons" of Far Cry 5
I make no secret of
the fact that Ubisoft and I have an on-again, off-again relationship.
Every now and then they create a game like Assassin's Creed: Origins,
that I can easily sink 50+ hours into without thinking -- sure, it
may have its flaws, but there's clearly a level of love and care
imbued into the final product. Other times, they are liable to
produce content like Watch_Dogs, which paints itself as a typical,
by-the-numbers open-world revenge story that left me sour and
disappointed. From my previous experiences with 3, 4, and Primal, I
was expecting the fifth entry in the Far Cry franchise to be dumb but
otherwise milquetoast: A decent open-world shooter with a story that
brought up some interesting ideas that ultimately go nowhere.
Instead, what I
received was one of the worst stories I had ever seen in an Ubisoft
game. Even more than the villainous Aiden Pearce in Watch_Dogs, Far
Cry 5 left me contemptuous and ultimately resentful of the direction
the developers chose to go. There are some very dangerous
implications behind the story, particularly the ending, and they need
to be discussed. (Though it goes without saying, there are spoilers
abound, so read at your own risk.)
Saturday, April 14, 2018
#117: What Can the Dominaria Leak Teach Game Publishers?
The game industry is
notorious for a number of problems, one of them being an almost
complete unwillingness to let any information slip out even a second
before schedule. But almost paradoxically, despite this level of
secrecy, leaks are commonplace. Gaming journalists like Jason
Schreier and Laura Kate Dale over at Kotaku have broken stories of
upcoming projects, games, and announcements with great accuracy, and
before the publishers in question wanted the leaked knowledge to go
public.
That said, video
games are not the only source of entertainment with such unscheduled
reveals. Early last month, one of the oldest collectible card games
around had a premature disclosure. Before the leak, it was widely
known that Magic: The Gathering's next set of cards would take place
in the plane of Dominaria, but one of their offices in China
erroneously sent out specifics on what cards would be contained in
this set, along with mechanical or verbiage changes that would be in
effect going forward. I'm not interested in discussing the leak
itself in any significant detail. Instead, I want to discuss the
response from the company that makes Magic, Wizards of the
Coast(WotC), and how they provide a stark contrast to how the game
industry handles similar events.
Yet before we do,
it's important to understand how the game industry tends to act when
details are revealed to the public before their intended date. When
leaks happen, the first thing publishers almost always do is deny it
in very specific terms, or go radio silent. Before her current job at
Kotaku UK, Laura Dale was a journalist working for Destructoid UK,
where she disclosed that a new DLC project, titled Rush of Blood, was
coming to Until Dawn for the PlayStation 4's VR headset. The
developers, Supermassive Games, hosted an AMA on Reddit shortly
thereafter, where they both declined to comment on the story and
specifically stated that there was “no DLC” in the works.
To most people, that
reads as if the story Laura Dale reported had no basis in reality,
but that would've been a misconception. Until Dawn: Rush of Blood was
absolutely being developed for PlayStation VR. The difference is that
it was never going to be a DLC for the base game: It was a
stand-alone. Technically, no lie was ever spoken, as the claim that
“no DLC” was being developed was completely true. Still, rather
than just reveal that game's existence, both Sony and Supermassive
Games deliberately tried to obfuscate the truth of the matter. In the
similar case of premature release of the PS4 Slim, Sony took the less
egregious path of just declining comment.
Denying the story
isn't the only thing publishers are viable to do in response.
Occasionally, punitive actions are taken against the outlet who
released the information. Historically, this comes in the form of
blacklisting said source, refusing to answer inquiries from them
and/or give them pre-release product for the purpose of review.
Kotaku has famously been the victim of several such orders, with
Bethesda as a result of their Fallout 4 leak and Ubisoft after
Assassin's Creed: Victory (later Syndicate) details were disclosed
prior to the game's official announcement. Laura Dale faced similar
stonewalling from Nintendo after uncovering the existence of the
Switch. While these companies are obviously within their rights to
refuse requests for comment, deny rumors, or to hand out review
copies, it frequently comes across as needlessly combative.
Which brings us back
to Wizards. Shortly after the Dominaria spoilers came to light,
translated within days after its release, WotC wrote a blog post on
their website about it. Rather than pretend it didn’t happen and
sweep it under the rug, they publicly acknowledged the existence of
the information. In order to avoid potential confusion,
mistranslation, and idle speculation, their team opted to provide
official copies of the leak's contents in various languages. This
isn't to say that they were happy it happened, and even in their
acknowledgment WotC says they are disappointed in how this
information came out, but they were able to roll with the punches.
There were even plans to accelerate the pace of the reveal until the
fans themselves said that while they were excited: They still wanted
something similar to the “usual” hype that surrounds a new set
being released.
Admittedly, I and
many of my friends who play Magic would not have heard about these
leaks without Wizards official acknowledgment of them. That said,
most of us had our own separate reactions to it. Scouring through
list of new cards, I was already starting to plan new decks, and
modifications to decks I had already built. I and one of my
co-workers began to talk about how some of the new rule changes could
impact the games we play over lunch. Some of my gender-nonconformist
friends latched onto the fact that “he or she” would be replaced
with “they”, both reducing the wordiness of card text and subtly
acknowledging the existence of the gender spectrum. There was a lot
to talk about, and almost all of it was positive. Despite the way it
came out, it was still cool to have the “hype train” start a
little early, and all of us were excited to see what else would come.
My point isn't that
game publishers necessarily have to go public and admit the full
details of every project that gets leaked. WotC didn't even do that.
They kept more than a few details, like the art for the cards, secret
so they still had something to surprise their audience with. That
said, this incident clearly shows that there is room to handle these
kinds of disclosures tactfully. What Wizards did that the game
industry rarely does is seamlessly transformed it into part of their
marketing. It didn't even require them to make any actual changes to
their official release schedule. As someone who watches the game
industry struggle to deny and rebuke information that is so obvious
to the rest of us, it was more than a little refreshing to have a
major corporation go “Yeah, it's a real leak, and it sucks. That
said, it could be worse.” Leaks happen, and the industry at large
could learn a thing or two from WotC about how to handle themselves
when they do.
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