The Texture Pop: Episode 29: It's Tic-Tacs You [Redacted]
This week, I’m the only one who played video games. Well, in between our usual shenanigans.
0:01:00 Viewer Questions.
“Do you think that The Order: 1886 is a symptom of a trend among AAA developers to makes games more like movies, even if it means sacrificing gameplay in order to achieve it? Is the race for cutting-edge, movie-like graphics ultimately doing a disservice to AAA gaming and gaming in general?”
In short: No, and likely.
I don’t believe that The Order did not try to be more like movies at first. What I hypothesize is that they simply used that as an excuse to justify 30 FPS and letter-boxing. I would further speculate that the true reason is that lower frame-rates and letter-boxing is easier on the system, allowing them to do more for graphical fidelity.
Considering how many delays it had, I would not consider The Order to be a rushed title. But what likely happened is that after investing so much time and money into the game and seeing no return, Sony cracked the whip and said “You have to release SOMETHING!?” We talked earlier about Peter Molyneux and what a train-wreak Godus was without a publisher. Ready At Dawn likely just wasn’t prepared to make a AAA game on current-gen consoles, and this was the result of their unpreparedness. They needed graphical fidelity, but lacked the skill to pull it off.
The Forbes article that I mentioned is this one.
“How awesome is Kamala Khan?”
Boy, am I glad Chris and Sam were here to answer this question.
Now, Adonisus got his questions answered. If you would like us to answer your question about life, love, and video games, feel free to send us an e-mail at thetexturepop@gmail.com.
0:12:05 Gaming News
Assassin’s Creed: Unity no longer needs the Companion App or Initiates
If you’ll recall my initial thoughts on Assassin’s Creed: Unity, this was a major problem for me. Now that this latest update fixes that problem, I think the game is significantly stronger for it. Unity handled both of these services the wrong way, and they need to rethink it for the next game.
Invader Zim returns in comic form.
Though I can’t remember it too well, I distinctly recall watching Invader Zim with as much excitement as I watched Courage the Cowardly Dog as a child. If memory serves, I had a great time watching it, but specific jokes and episodes elude me. Still, I am excited to see it return.
Dawn of Justice’s Aquaman is revealed.
When Sam said that this guy looked like the Prince from Prince of Persia: Warrior Within (the only game from the Sands of Time that I could not bring myself to finish), I reacted strongly. This is because the went so far into “dark and gritty” that it honestly became completely insufferable. If that’s any indication, DC fans should stay away from this movie.
0:31:05 Sam didn’t do anything this week.
Working, editing videos, and applying to internships took up all of his time.
But him and I did finish the Far Cry 3 season of Interactive Friction, and we’re excited to show you the next season.
0:36:00 Garrett is live-tweeting the Oscars.
And I don’t know movies… so I can’t comment on much beyond my limited knowledge of the Baldwin siblings.
This stuff is more Garrett’s area of expertise, so I’ll just let it stand on its own. This conversation changed from one about the Oscar’s to one about movies in general anyway, so why not?
The IMDB page for Voice of a Distant Star, the movie Sam mentioned in this segment, here.
0:41:30 Garrett had no school due to the weather.
So we talk about both weather and the book that Garrett bought to pass the time: Good Omens.
And of course, Garrett played League of Legends. The novelty there is that for once, he just played “for fun.” I find the need to specify that one plays a game “for fun” to be very disturbing.
For the record, Garrett was right in that Birdman won Best Picture. His prediction was right.
0:52:50 Garrett wanted to talk about Kitty0706’s death.
Garrett took it particularly rough, so I’m glad he was able to get it off his chest. It sounded like he needed to.
0:57:40 Chris did a little “thrifting”.
And we discuss the haul that we obtained through this practice.
That’s pretty much this whole segment.
1:12:30 Chris rants about gaming controllers.
And we talk about several bad, or way too expensive controllers.
1:20:30 I have been playing Far Cry 4.
It’ll be interesting to contrast this with its previous game. There’s a lot to like, and there are huge improvements in both the story and the gameplay. If you like Far Cry 3, you’ll like Far Cry 4.
1:30:00 I also played a bit of Resident Evil 5: Gold Edition in co-op.
It’s not bad, but it’s not good either. It’s somewhere in the middle.
If you don’t expect to be scared, have a partner, and enjoy some action, then you’ll enjoy it.
1:38:10 I played one of the DLC modules for Muramasa: Rebirth.
And it’s pretty good DLC. If the module I played is any indication, they are all exactly as long as it needs to be, and no more/less.
Sam also just learned that Nekomatas are actual things in Japanese mythology.
We even get into a more general discussion regarding DLC/expansions, price, and value. It’s interesting to take this conversation in context with our discussion about The Order in the beginning of the podcast.
Then, after bringing up Interactive Friction, we discuss Far Cry 3 and 4 even more.
1:52:20 Wrapping Up.
As I said, we’ve finished Interactive Friction.
Also, I published an article about Dead Space 2.
And again, if you want us to answer your burning questions, shoot us an email at thetexturepop@gmail.com.
Interactive Friction: Far Cry 3: Episode 18: Easy Choices
This is it. As of this posting, we have completed our Let’s Play of Far Cry 3.
Overall, Far Cry 3 is not a bad game. As Sam and I have repeatedly stated over the course of this series, the game itself is extremely fun to play. The gunplay and stealth mechanics are both solid, and the upgrade system gives off a clear sense of progress. The variety of weapons and gameplay styles also makes it such that every player will be able to go through the game in their own unique way. (Like the example of Sam not using shotguns, while I relied heavily on them.)
At the same, there are deep-reaching, fundamental flaws. In the course of playing through this game, we hammered home just how unbelievably awful this game’s story is. Jason’s motivations for pressing on after saving his friends is never clear. As players, this means that we don’t really understand what the whole point of it all is. There are also just so many missed opportunities in this story. Not only could they have done more with the premise, but the characters themselves do not take opportunities to complete their objectives when presented with them. All of these problems could be fixed with just slight chances, and a little editing.
Our main villain, Hoyt, could also have been much more threatening. On paper, he should be a scary villain. However, he has several problems going for him. The first one is that he is trying copy the same routine that was done by Vaas in the earlier sections. Since Vaas’s performer did so well in that performance, he just doesn’t stand up. Furthermore, the game keeps telling us that we need to wait for the right opportunity, but the story demands that we pass by 4 separate chances to take him out.
This could by letting him be a little less manic. Instead, he could have worked as a more subdued antagonist, acting a little more coldly, with a more plotting manner. And, in order to avoid the problem of us being in gun/shiving distance, they could have put some distance between us during the initial meeting, by placing in a large, auditorium-style area. Instead of the office scene, we could have had someone give us a message, or be contacted through the radio. There are just too many problems with Hoyt as it stands.
Now, when it comes to the final scenes of the game, I actually felt a fair degree of catharsis when the illusions of Liza pointed out just how stupid it is that Jason thinks he’s a legendary warrior because you have weapons and a magical tattoo. That Jason is ultimate just living a deluded fantasy. In a way. this could also be seen as a admonishment of the player, which makes it more interesting. However, Jason deserves his punishment.
This came out before we got wise to Ubisoft’s tendency, in their big budget games, to use the same formula. Once you are aware of that formula, it is hard to not see it. It is not a particularly bad games, and nor is it particularly good. However, it does work on a basic level. As I said in my final comments, this feels soulless. The process in which Ubisoft develops video games is far too diffuse for anyone to really inject their identity into it. I like Ubisoft games, but they could be so much better than they are right now.
Lastly, for those of you who are curious, posted below is a YouTube video of Sam taking the alternative ending path in Far Cry 3. There is none of us talking, and it exists mostly for completion’s sake. Though interesting in its own right, I strongly feel like Jason wouldn’t go for it given his established character.
And thus ends our adventure in Far Cry 3. However, this is NOT the end of Interactive Friction. Sam and I have already decided on our next game. We will be taking a short break between seasons, but don’t be surprised when you see us come back in due time.
Impressions #25: Dead Space 2
Some time ago, I had written about my experiences while playing Dead Space 3 with a partner. At the time, it was free on PlayStation Plus, so I had no monetary loss from the experience. Going on record, I said that the game was so terrible that no matter how good the franchise may or may not have been before it, any interest I had for the series was irreparably destroyed. In more recent history, a couple of conversations with friends of mine, who were fans of the franchise, convinced me to give earlier games a try. So, when Dead Space 2 went on discount during a sale, I bought it. Now that I have had the chance to start going through games on my backlog, I went ahead and played it from start to finish. This week, I talk about my experience with it.
Interactive Friction: Far Cry 3: Episode 17: It's Combat
In this episode, we leave behind a swath of bloody, sexy violence in our wake.
The other major scene in this episode is the interrogation. It might be because I am an avid consumer of fiction, but I just wasn’t particularly moved by this scene. The actors deliver pretty good performances, the animation is solid, and you can see the fear in Riley’s eyes. At the same time, it felt like the game was trying to tug at heartstrings that have yet to be established. I can’t feel particularly bad for a character that I do not honestly know. After all, aside from the acid trips and the intro cutscene, we have seen nothing of Riley before this.
As for the rest of this episode, I don’t have much to say about it. They are serviceable missions that do their jobs, but that’s about it. Unfortunately, it is mostly just combat. We’ve already spoken a lot about the game’s combat, so any further conversation is pretty pointless. Because of this lack of conversation, we just start shooting the breeze at this point.
Missed Hoyt Assassination Opportunities: 4
Interactive Friction: Far Cry 3: Episode 16: Bugged Out Bridge
We died a few times too many in this episode, so Sam edited a couple of deaths out in post to make it a little more watchable. Also, we had one scene where I commented that a flashing light was “Seizure Inducing.” Sam kindly edited this out too because we obviously don’t want to cause anyone seizures.
I really liked the first mission of this video. It’s cool to be able to fully explore an area and get a true feel for enemy movements and positioning before you engage. In terms of play, this makes it one of the most interesting missions in the game. All stealth requires a bit of planning and tactical thinking, but the disguise gives you even more freedom to do so. It is actually a shame that they only utilize this mechanic on a single mission.
I think the fact that we encountered so many small, but noticeable bugs in this section. from Sam’s animations to the ultra-bloom, and even the guy falling through the bridge, is indicative of Ubisoft spending less time on this second island’s content than the first island. Even the content itself feels derivative of the early content, without being too original except for a few missions.
This could be for any number of reasons. First, studies have demonstrated that not many people actually finish the games that they play. Statistically speaking, most players likely would not have even seen this section of the game. This would naturally lead designers to focus a bit more on the segments at the beginning. Furthermore, designers are just more naturally inclined to start with the beginning missions, and keep going from there. Either of these thought processes would explain why this second island got less attention spent on it.
As for the story itself, there is not much to comment on. This is all pretty clearly filler. We’ve already established that there we do not need to do this to kill Hoyt. By all rights, he should be dead and we should be at the grand finale. But it that doesn’t convince you, the opening to the next episode will.
The Texture Pop: Episode 28: I Love The Texture Pop Podcast. It's So Bad.
This week, the group is together once again. We even manage to keep the cast small and succinct for once.
Also, this was another week without any viewer questions. If you would like to send us a question, comment, or something you’d like us to read on the air, please send it to us at thetexturepop@gmail.com.
0:03:10 Gaming News
Spider-man will be a part of the Marvel Cinematic Universe
To sum up this entire conversation, this move is great for fans of the Spider-man property, and arguably mutually beneficial to both Sony Pictures and Marvel Studios. After all, it means that Sony can stop wasting their time and money on a franchise they clearly can’t handle while giving Marvel the tools they need to succeed.
Peter Molyneux and Godus have been under fire this week.
Not only is the above-linked Eurogamer article a major part of this story, but so it the Rock Paper Shotgun interview.
I don’t see Peter Molyneux as a bad person, or even as a “pathological liar.” What I see is someone who has fantastic ideas on how to develop great video games, but without the talent or skill required to realize these visions. As a result, he gets himself into all sorts of trouble. Don’t get me wrong, he has to accept responsibility for his mistakes. However, I can understand the thought processes behind how those mistakes were made. In the future, people should be significantly more guarded about what he says and donating money to him.
With a publisher cracking the whip and helping him stay on schedule, this can work. However, since he’s now an independent publisher, he no longer has the luxury of having someone come and edit his vision down to something manageable.
In regards to the RPS interview, while I do understand the reason for his disdain towards Peter Molyneux, it does not justify the unrepentantly nasty tone. Quite frankly, it makes the site look bad. These questions do need to be asked, but there are significantly more appropriate and more professional ways to ask them.
Jon Steward is going to leave The Daily Show
This arguably marks the end of an era in history. Tons of people my age turn to The Daily Show to satisfy a lot of need with regards to both news and comedy. It is going to be hard to replace him.
0:25:57 Garrett discusses his week in rapid fire.
And there was a lot that he did.
0:43:10 I played and beat Contrast
If you liked Portal, you’ll probably like Contrast. It’s a short game that does not overstay it’s welcome. Furthermore, it used its light/shadow mechanics in the very interesting way. Not much more to say about it.
0:45:02 I played and beat Outlast.
It’s a decent horror games. You will get a few good scares at the start and the gameplay and premise are good enough to get you through the whole game. However, it will not stand out in your mind. It fails to leave a more lasting impression.
0:55:20 Chris got sick of Yaiba.
It was only a matter of time. Honestly, it’s better this way.
0:57:50 Chris played Brandish: The Dark Revenant
I don’t know what is more shocking: The fact that a game is going out for the PSP or the fact that I really want to play said game. After seeing gameplay videos, and looking at gameplay videos, it looks pretty good.
While I don’t generally enjoy bare-bones dungeon crawlers without much story, it looks fun enough (and portable enough).
1:17:25 Sam talks about his week without Twitter.
The article about it is here and worth a read. He had a nice little mini-discussion on the subject and there were some interesting points brought up.
1:24:30 Sam watch Fifty Shades of Gray.
Despite how awful the movie had to have been, we actually had a really interesting discussion about the use of BDSM in fiction. It’s used a lot, and often it does not reflect how people with that particular kink act in real life. Sam and I disagree a bit about how, or even if, the problem can/should be rectified, but it is an interesting conversation nonetheless.
I also mention sexplantions, which is a really good web series done by Dr. Lindsey Doe that helps teach people like you or I, who aren’t as well-read in this subject, a bit more about sex and romance than most educational sources will teach you. For anyone curious about these kinds of topics, but not brave enough to ask professionals about it, it is worth checking out.
1:36:30 Wrapping Up
My Diablo 3: Ultimate Evil Edition article is here.
Interactive Friction is here.
Sam’s Twitter article is, once again, here.
Interactive Friction: Far Cry 3: Episode 15: The Worst Part of the Game
This episode is the beginning of the end of Far Cry 3. In a related note, it is also the WORST part of Far Cry 3.
Sam made a very interesting point in this episode. If all we needed to do was to just steal a uniform, it would be simple to just shiv the guy at the entrance, then dispose of the body. We would have absolutely no need to sneak into the heart of the base. Everything after we got passed that first guard was a complete waste of time.
I mean, technically we also obtained the information that some guards in the evil drug and human trafficking organization are morally bankrupt and funneling money from under their boss’s nose. However, we would have no indication that we could get such information before we were pulled aside by the guard.
And another thing that I didn’t think about when recording the episode, why would the guard pull us over in particular? What about us would single us out as particular corrupt enough to join him? Did he have a relationship with the person we stole the uniform from? If so, how did he not know he weren’t that guy and what are the odds we would get that guy’s particular uniform? That in and of itself is an unlikely series of contrivances. On top of the fact that Hoyt is here and we just happen to say “Oh, I dunno. Let’s sneak in for no reason.” makes this section just the most painfully stupid piece of writing in this game.
Speaking of Hoyt, dear god this is dumb. We talked about it at length in the episode, but I cannot possibly emphasize enough exactly how stupid it is that Hoyt doesn’t get stabbed. Again, the plot should have been over well before this, but this really underscores how much this second section of the game is pointless filler. (For the record, our first chance to kill Hoyt occurred in episode 7.)
So, in summery, the sheer staggeringly-massive amount of contrivances is so high and the random chance that all of these factors would fall so nicely into place is so low that, even without the inclusion of Hoyt in that section, this mission does not make sense. It stretches plausibility so much that Jason would have to forge a contract with the Old Gods in order for me to believe it.
Missed Hoyt Assassination Opportunities: 2
Impressions #24: Diablo 3: Ultimate Evil Edition (PS4)
Interactive Friction: Far Cry 3: Episode 14: Titular Stealth Mission
First off, I want to point out that this is 200th post on this blog. Honestly, when I started out in 2012, I didn’t think I’d stick with it this long. Nor did I believe I’d really have a chance to get good at it. Thank you to everyone who has supported me along the way, and I hope you continue to do so in the future.
Now, in this episode, we begin our trek into the second half of the game. More importantly, I teach someone who writes articles as a hobby how to correctly use the word “titular.”
I love the stupidity of the scene at the start of this episode because of how stupid it is. Jason is basically telling his girlfriend Liza, “I’m comfortable being a completely selfish monster, and I can only do that by staying here.” Then, Liza basically allows him to do it without even questioning it for a minute. This only makes sense if she’s secretly trying to kill Jason (and I would have to respect her for that), or if Jason already showed signs of being this much of an unrepentant bastard before they landed on the island. Otherwise, it comes off as just plain silly.
And Sam brings up a good point. If Jason and company left, what would Hoyt do? Citra might try to stop him, but Jason’s apparently (somehow) become a good enough warrior to fend them off by himself. Hoyt, at this point in the story, does not even know what Jason looks like. Sure, we can look him up, and send his men after him in the states, but that’s far too many resources to spend on someone who is not even a problem anymore. It further strengthens our argument that the story should have ended there.
Despite being the worst part of the game, we do end up getting the best mode of transportation here, which is the wingsuit. Even though I am a harsh critic of this game, I have to admit that the wingsuit is extremely fun to use. Jumping off a cliff and gliding through the air just feels good to do.
The other good thing this section does is introduce us to Sam. Aside from Vaas and Liza, Sam is one of the best characters in the game. He’s a tough looking German dude and knows it. Basically, he utilizes commonly-assumed stereotypes of tattooed German’s to infiltrate Hoyt’s operation and make people assume he’s tough shit. In actuality, he’s working for the CIA in an attempt to take down the whole operation. The setup alone gives him a lot more depth than most of the other character’s in the game. On top of that, he’s given some good lines and his voice actor sounds like he’s enjoying the role. You’ll see as we go on what I mean by that.
Aside from that, most of the major story beats on the second island will be disappointment after disappointment. It’s pretty much all downhill from here.