The Texture Pop: Episode 45: Everyone's Exhausted Expo.
This week, we take a break from our usual fare to give you a breakdown of our thoughts on the E3 press conferences.
Also, this is the first podcast that I have personally edited. Let me know how I did in the comments.
To make it easier, we went through each conference one at a time in chronological order.
0:00:00 Bethesda
- Doom
- Dishonored 2
- Elder Scrolls Online Expanion
- Elder Scrolls Card Game
- Fallout 4
- Fallout Shelter
0:17:40 Microsoft
- Backwards Compatibility with 360 games
- Halo 5
- Recore
- Xbox Elite Controller
- Fallout 4 Mods
- EA Access
- Garden Warfare 2
- Forza
- Dark Souls 3
- The Division
- Rainbow Six: Siege
- Gigantic
- Indie Games
- Tacoma
- Cuphead
- Ashen
- Beyond Eyes
- Microsoft Game Preview
- Ion
- Rise of the Tomb Raider
- Rare Replay
- Sea of Thieves
- Fable: Legends
- Minecraft and Hololens
- Gears of War 1 remake
- Gears of War 4
1:08:20 EA
- Mass Effect: Andromeda
- Need For Speed
- The Old Republic Expansion
- Unravel
- Garden Warfare 2
- EA Sports
- Star Wars Card Game
- Minions’ Mobile Game
- Mirror’s Edge: Catalyst
- Star Wars: Battlefront
1:32:30 Ubisoft
- South Park: The Fractured But Whole
- Aisha Tyler’s hosting
- For Honor
- The Crew Expansion
- The Division
- Anno 2205
- Just Dance 4
- Rainbow Six: Siege
- Trackmania
- Assassin’s Creed: Syndicate
- Ghost Recon: Wildlands
2:00:20 Sony
- The Last Guardian
- Horizon: Zero Dawn
- Hitman
- Street Fighter V
- No Man’s Sky
- Media Molecule’s Dreams
- Firewatch
- Destiny Expansion
- Assassin’s Creed: Syndicate
- World of Final Fantasy
- Final Fantasy VII Remake
- Shenmue 3 Kickstarter
- Batman: Arkham Knight
- Playstation Vue
- Call of Duty
- Disney Infinity + Star Wars
- Uncharted 4
2:28:00 Nintendo
- Star Fox: Zero
- Amiibo/Skylander Crossover
- Zelda: Tri-Force Heroes
- Hyrule Warriors 3DS
- Metroid Prime: Federation Force
- Fire Emblem: Fates
- Shin Megami Tensei X Fire Emblem
- Xenoblade Chronicles X
- Animal Crossing: Amiibo Festival
- Yoshi’s Wooly World
- Yokai World
- Mario and Luigi: Paper Jam
- Mario Tennis Game
- Super Mario Maker
2:36:50 Square-Enix
- Just Cause 3
- NIER 2
- Rise of the Tomb Raider
- Lara Croft GO!
- Final Fantasy VII Remake
- Kingdom Hearts: Unchained X
- Kingdom Hearts 3
- World of Final Fantasy
- Hitman
- Star Ocean 5
- Deus Ex: Mankind Divided
- Final Fantasy Portal App
- New RPG Project by Tokyo RPG Factory
Interactive Friction: Watch_Dogs: Episode 5: It's Not the Pizza Guy!
This episode, we wish for Aiden Pearce to suffer.
Continuing with the last episode’s theme of missed opportunities, Aiden Pearce himself is one walking, talking missed opportunity.
In this final version of Watch_Dogs, he’s sits in this incredibly awkward position. While it is clear that Ubisoft intends for us to sympathize with, and root for, Aiden Pearce, he exhibit almost no traits worthy of even slight praise. He stubbornly and dogmatically clings to his revenge despite his loved ones pleading for him to stop. He can only prevent crime in a violent and painful manner. And he’ll gleefully torture someone for a single new fact he could easily acquire through the MASSIVE CITY WIDE DATABASE OF EVERYONE AND EVERYTHING! In short, he’s a massive dick.
But they didn’t need to do this, even if we work under the conceit of the standard revenge plot we’ve been given.
One way they could have done it is by turning Aiden Pearce into a reluctant hero. He may think revenge is necessary, and he may even be able to justify his action. That could work if I could envision even the slightest chance that this jerkwad could feel bad about anything. If there were a few scenes where he expresses genuine remorse, or regretted that he had to take on that persona to achieve his ends, that would be wonders for his character.
Alternatively, Ubisoft could’ve gone in the opposite direction. Don’t even attempt to make Aiden Pearce relatable. I may not like that option, but it is valid. If done right, he could even be an interesting heroic/comedic sociopath. Such characters do have their entertaining qualities, like Jordi for example. Having the two of them play off each other’s insanity could even make for some great interactions.
But let’s say that both of those two options we’re unfeasible for some arbitrary reason, and they had to go for the current personality. Even that would be fine if Ubisoft didn’t portray him in such a positive light. As we’ll see later in the series, Aiden Pearce is never the one who deals with the consequences of his actions. In every case, the people around around him are the ones who suffer. Even the closest of his circle are sheltered from the most direct effects in the end. Despite all that, Aiden Pearce does not undergo any pain or trauma, nor does he learn a lesson nor redeem himself for his past deeds. He just exists in this completely insulated state of being.
God, I hate this game.
Interactive Friction: Watch_Dogs: Episode 4: Bad Boy... 17?
In this episode, I poke fun at Sam’s usernames.
We spend most of this episode complaining about this game’s setting, and for good reason. Watch_Dogs straddles this uncomfortable line between a modern world and a distinctly Cyberpunk future. There are a ton of interesting concepts that they bring up in this context, like CTOS, Fixers, and cyber-terrorism. Unfortunately, it doesn’t delve into ANY of these concepts.
We talk about how the gov’t is using CTOS to monitor and record information on every single person in the city. Every crime, every phone call, every undocumented citizen, every raunchy or politically-charged internet post is being observed by a cold, calculating machine. Well, except for Aiden Pearce. He has super immunity because his name, face, and records are magically obscured from CTOS. That means he can do whatever he wants without fear that he’s begin monitored.
There are these mercenaries called Fixers. In the digital age, these modern soldiers of fortune work for clients to pull off missions that ordinary people would have difficulty completing under the surveillance of CTOS. Except these guys are nothing more than targets for Aiden Pearce to shoot at for consequence-free violence. There’s no exploring how they might be able to exploit CTOS, what makes them different from any other mercenary, or how they manage to stay off the grid. They are just amoral and objective evil people we can gun down without mercy or remorse.
This is basically the Bioshock problem. The story takes place in an objectivist’s (or ultra-conservative) paradise, but we don’t explore the ramifications of that. It is merely a backdrop for a different story. Watch_Dogs is much the same way. The game claims to be about the surveillance state and the dangers of being constantly monitored, but we don’t go into that in any significant detail. Instead, we get a standard revenge story.
It’s so disappointing to see this happen time and time again. If they had just focused on any one of these aspects, I’d be a lot more charitable. As it stands, it’s get really hard to care.
The Texture Pop: Episode 44: Squid Inkorporated
0:02:05 Viewer Questions
“What you do guys think about the graphics of the Fallout 4 trailer?”
They’re fine. We mostly spent this time talking about what we expect of the new game and how ugly the other Fallout games were.
“Have any of you guys gotten around to playing The Witcher 3 yet?”
No.
0:13:40 Gaming News
XCOM 2 revealed
We talk about the change from a united world gov’t to a ragtag group of rebels, PC exclusivity, and snake boobs.
Uwe Boll hates all of us.
There’s no reason to include this story other than the fact that I find it funny.
0:29:55 I finished Bravely Default
Finally. And I’ve even wrote a piece about how it criticized the standard JRPG plot.
0:31:50 I started playing Dark Souls.
I never would’ve guessed myself to be a fan of this series, but I totally am. There are just so many good game design decisions on display with Dark Souls and Demon’s Souls that you could (and people have) wrote essays on it.
0:53:30 My friend Ryu and I played Resident Evil 2: Revelations (with Share Play)
Since the game had no online co-op, we needed to use Share Play for it to work. Share Play is fine, but it’s something I should have had to use to play co-op.
As for the game itself, it’s a good game in co-op. The two of us worked very well together. If you’ve a friend to play with, it’s worth checking out.
1:06:55 Sam played The Witcher 1
And he likes the game much more than most of the people I talk to do. Most other people I know hate that game. It’s interesting to hear a new viewpoint on the game.
“[The combat] isn’t bad. It’s just not entertaining.” – Sam Callahan on The Witcher
1:24:40 Chris played Splatoon.
At this point, you know what that game is. I don’t need to say anymore.
We came up with the title during this segment.
1:44:30 Wrapping Up
My Bravely Default article.
Sam’s art blog.
Garrett’s stream
Interactive Friction (Watch_Dogs)
Interactive Friction: Watch_Dogs: Episode 3: Scripted Stealth Driving
This week, we spend most of our time talking about the systems in the game.
While I really dislike the Stealth Driving tutorial, when I was trying to come up with a better way to do it, I really couldn’t. The mechanic isn’t intuitive, so the game does need to walk you through it. Since the designers know that the player has to go through the story if they want to get farther, it makes sense to use on of the early story missions for that tutorial, so that’s what they did.
And then, and this is speculation, I imagine that they realized during or after the development of this mission that it wasn’t fun. Unfortunately, at that point there likely isn’t much they could have done. If they removed the mission, then valuable development time and resources would have to be moved away from other parts of the game in order to focus them on creating another driving mission. Retooling what we have now would have also taken up those resources.
Removing it also wasn’t an option. As horrible as this mission is, it does teach the player everything they need to know in order to evade the police. In the sense, it is necessary to have it included in the game.
So while it is awful, I can imagine a designer thinking that just leaving it as is would be the best of a bunch of really bad options. I would love to ask a member of the Watch_Dogs team about there time developing the game, just to better understand what was going on behind the scenes. There are a number of rumors, but it’s hard to take them too seriously without confirmation from an inside source.
#91: Bravely Default: A Critique of the Old
Interactive Friction: Watch_Dogs: Episode 2: Disproportionate Retribution
In this episode, we continue to explore the lengths of Aiden Pearce’s depravity.
For those who are curious, this is the link to the Austin Walker article I brought up at the start of this episode.
It ties in well to the overall point that we make in this episode about the game’s sense of morality. I once wrote my own piece about how the game’s systems make Aiden Pearce out to be an amoral individual. He can only fight crime through violent means, and his only way of interacting with civilians is to steal their money.
Another example comes from this very episode. When Nikki gets that threatening call, Aiden Pearce goes after the caller despite his sister’s warning that he really shouldn’t. In order to follow this guy, we steal a car and commit several thousands of dollars in property damage to the city, and a couple of vehicles. Even if we assume nobody got hurt aside from our target, there is no denying that Aiden Pearce is at least putting random, yet innocent people in danger.
Yet the best part of it all is that in the end, when we leap on the guy and snap his neck, the game declares it to be “Justifiable Force”, and awards us with positive reputation. According to Watch_Dogs, it is “justifiable” to steal a car, cause wanton destruction, and murder a person if said person is guilty of nothing more than making a threatening phone call.
The person we killed is, of course, not in the right. However, this is a case of disproportionate retribution. As scared as Nikki was, and as awful as it is to willingly terrify a random stranger for a small payout, it is not enough to be killed over, or even beaten up over. Despite this, the game has dubbed such retribution as morally acceptable.
Ladies and gents, THIS is our protagonist.
And I hate him so much!
The Texture Pop: Episode 43: Episode With Soul
Metro 2033 and Last Light offer 1/3 of each game as demo
To answer Sam’s question from the podcast, those demos are also available on console.
And here is the article about game controllers Sam was talking about.
Infinite Crisis is closing down
That did not take very long.
The Vita is now a legacy platform.
Which sucks, because it had a lot of potential. Sony can really suck sometimes.
0:32:40 Sam went to Momocon
Which I had never heard of until he mentioned it on Twitter. Considering how big it is, that’s something I probably should know. It seems like a convention I would enjoy going to.
And here is the Giant Bomb Gal-Gun clip Sam and Chris were talking about.
0:45:00 Sam played The Witcher 1
Apparently it’s okay, and somewhat sexist.
0:48:00 Sam finished Gravity Rush
It’s a good showcase of what the Vita can do. As a game, it is distinctly lacking.
0:54:00 Sam finished the first Yakuza game.
And his thoughts on it can be found here.
0:55:55 Garrett has been playing Smite
League traitor…
1:01:50 Garrett watched Season 1 of “Rick and Morty”
I swear that I’ve heard that shows name before, but I can’t remember where.
1:15:55 We talk about Steam’s new refund policy.
And of course it has problems. To me, this is once again an issue where Steam has great intentions, but didn’t fully think through the consequences of their action. For the record, we are in favor of Steam revamping the refund policy. We just feel that this isn’t a good solution.
1:22:05 We talk about Demon’s Souls (finally)
Even if you’re not fan, the Souls games serve as really intriguing case studies in game design. The level and boss design, at least in Demon’s Souls, were really top-notch. Though there is a lot of challenge, it’s not hard if you take the time to learn the systems.
The Demon’s Souls commentary that Sam talked about is here.
1:36:55 I played more Bravely Default.
Long story short: If you liked old-school Final Fantasy games, you will love Bravely Default.
I will also be writing an article to better explain the point I was trying to make about Bravely Default criticizing the standard JRPG plot.
1:44:30 I watched the Kill Bill movies.
I liked both movies, but I say that about most of the movies I watch. My opinion probably doesn’t mean much of anything when it comes to movies.
1:50:41 Chris got Splatoon.
For the record, the “squid now, kid now” stuff is referencing this commercial.
We also spent this segment complaining about how terrible Nintendo has handled Amiibos. Nobody can find ANY of these goddamn Amiibos. It’s so dumb how Nintendo can’t seem to manufacture enough of them.
2:05:25 Sam, Chris, my friend Ryu, and myself have finished FUSE
And we are all just happy to have finished the game. Chris wants to beat it on hard, but I was happy to move it to my shelf.
As promised, here are the trailers for the original Overstrike concept, and the revamped FUSE concept.
Since we mentioned it, here is Hyper Bit Hero’s video on the changes between both concepts.
2:21:55 Wrapping Up.
Remember, you can e-mail us at thetexturepop@gmail.com.
We also have finally started Interactive Friction with Episode 0. Episode 1 is also available.
And, of course, don’t forget Garrett’s Twitch channel.
Interactive Friction: Watch_Dogs: Episode 1: A Better Noir
After all that teasing, we finally start the main event. Here is the first actual episode of the Watch_Dogs series.
I think it is pretty clear from the outset that neither Sam nor I enjoy this game. However, we believe that there is enough in the way of interesting critical conversation to warrant a season on the game.
And honestly, Aiden Pearce as the protagonist is a major reason why we hate this game. Throughout the game, he is the most selfish, self-centered, bitter, angry, ruthless, violent, and arrogant prick I have EVER played as. He makes Jason Dilweed look like goddamn Mother Theresa. This will be a recurring theme throughout the series, but this might not even be an issue if the game was better at acknowledging the flaws in his character, or make him suffer for it.
This has all the makings of a classic noir-story, or a Greek tragedy. Unfortunately, much like the case of Far Cry 3, Ubisoft failed to capitalize on the many interesting angles they could have gone.
If we start doing more Ubisoft, I wonder if that will become a recurring theme.