The Texture Pop: Episode 37: Alien Dildos
Sam and Garrett were unable to join us for this episode for various reasons. (You know how it is with various reasons.) So, Chris and I held the fort.
Also, we still don’t have any viewer questions. If you would like to submit a question or comment to be read on the air, please send it to thetexturepop@gmail.com.
0:01:30 Gaming News
Gamespot to Experiment with Retro Games
Like most of these types of news stories, it is hard to say how good/bad it is until after the changes get implemented.
Mortal Kombat’s First Canonically Gay Character
I’m still waiting for the day that news like this is no longer a big deal. Until then, it’s always nice to be a little more inclusive.
The Unity Engine Now Supports the 3DS and 3DS XL
Given now Nintendo doesn’t often support smaller devs, so this is a good move. Considering how badly the company flubs in other areas, this is well-needed PR.
0:18:55 I got a new laptop.
The old one was about 4 years old now, so honestly I’m more than due for an upgrade. Still, that doesn’t mean that I was particularly happy about shelling out $650 for a new system. Ah well, one must make lemonade out of lemons, as they say.
0:23:50 I linked an article on Reddit, and then Kotaku linked to it.
The Reddit link is here, and the Kotaku link is here.
Needless to say, it may me really happy.
0:27:50 I finished a lot of Joss Whedon’s old TV shows this week.
I’ve been gradually chipping away and both Buffy the Vampire Slayer and its spin-off, Angel, for a number of months now. Since Firefly was only 13 episodes, and my laptop was out of commission, so watching it on my PS4 was really one of the only sensible uses of my time.
I enjoyed all of those shows, and Joss Whedon’s writing is top notch. Like I said in the podcast, his dialog feels very natural. Also, he’s very self-aware of the tropes and cliches that he is both using and subverting.
As an aside, it’s funny to see Chris fumble in a conversation about TV shows.
We also talk about the act of TV watching in the general sense in this segment.
0:43:30 Chris played South Park: The Stick of Truth.
And we somehow got a full 20 minutes worth of conversation about it, despite my complete disinterest in South Park.
1:05:00 Wrapping up.
Interactive Friction: Tomb Raider (2013) is now complete. You can see the whole season here.
Interactive Friction: Tomb Raider (2013): Episode 15: (long, sharp, death scream)
With this, Interactive Friction has now complete two different games. As a result, it is now the most successful Let’s Play project I have ever worked on. I hope Sam and I can continue this for years to come, especially with what we have planned for future seasons.
In this episode, Sam makes a very interesting suggestion: This game may have been better off if we cut out a lot of Lara’s supporting cast and make it a more personal tale by only having a small cast of primary characters. If we cut down the cast to Lara, Roth, Sam, and Mathias, we may have been able to better focus the tale around her personal growth.
These four characters are really the only ones that are core to the plot. Without any one of them, the game would be lesser. Unfortunately, the rest of the survivors from The Endurance do not add much to this game’s story at the very least. (Time will tell if they become more important in later games, but that’s irrelevant to our conversation.)
The other interesting thing about Roth, Sam, and Mathias is that there is a lot of interesting interplay that could come from focusing on this smaller cast. They all represent some aspect of Lara’s character. Sam is the innocent girl that Lara starts out as in the story. Mathias demonstrates the kind will and cunning required in order to survive the island and its trials. As the mentor, Roth shows how these two can be balanced to stay alive without losing one’s basic humanity. In the vein of classic Freudian psychology, they could represent the ego, id, and superego respectively.
As for the ending of the game, it lacks any sort of subtlety whatsoever. I honestly felt a little pandered to, because it felt like the didn’t trust me to understand what they were obviously going for. Still, the game did so well up to that point that it works well enough to finish out the campaign.
Then they bring up that Lara’s dad died while exploring paranormal phenomena of some kind. I’m not against that kind of sequel bait, because the story in this game does get a satisfying conclusion. However, it would have made more sense and felt less like bait if it brought up at the start and expanded throughout the game.
Thank you, listeners, for staying with us for this second season of Interactive Friction. We will be taking a brief hiatus for now, but stay tuned for Season 3. This show is far from done.
The Texture Pop: Episode 36: All About the Vapes
First off, I’d like to apologize for the complete lack of annotations for last week’s podcast. A lot went on last week, so I wasn’t able to get them done.
We’re also changing things up on the podcast front. Sam’s getting busier and busier with all of his side projects, so from now on Chris will be taking responsibility for the act of hosting, editing, and publishing the podcast.
The other big change was the use of Mumble. Previous episode were recorded over Skype. With Mumble, we hope that uncompressed audio will make the listening experience more pleasant. We still have some kinks to work out, but it sounds a lot better.
Lastly, we still have no viewer questions. If you would like to submit a question, comment, or something you’d like read on the air, send us an e-mail at thetexturepop@gmail.com.
0:02:15 Gaming News
New Deus Ex game: Mankind Divided.
I’m really excited for it. Human Revolution was a great game, and I have a feeling I will enjoy going back to that world.
The Tomb Raider reboot is the best-selling game in the franchise… ever.
Take that, Square-Enix circa 2013.
0:15:25 Sam played Dark Souls 2: Scholar of the First Sin
And he tells us a bit about how different it feels from the point of view of a chronic Dark Souls-player.
0:23:30 Sam played DMC: Devil May Cry: Definitive Edition
It seems like the fact that all four of us liked the reboot is a bit of an anomaly. It’s really not a bad game, and the new edition seems to address most of my complaints about the original version, including some of the more objectionable jokes.
0:39:00 Garrett attends the East Coast Gaming Conference (ECGC)
It was really to hear him talk about it. I would love to attend such a conference in the future, when finances allow.
0:50:50 Garrett purchased a Vape.
Which gets us talking about drugs and cigarettes.
0:56:55 I finished Final Fantasy 3.
I noticed as I was saying it in this episode, but there are a lot of RPGs that I loved until the ending. RPGs don’t do endings very well.
1:02:00 I played Pillars of Eternity.
I’ve really enjoyed my playthrough thus far. It does well to pay homage to old games like Baldur’s Gate, without duplicating a lot of the big problems of those games. A good fusion of old and new mechanics.
1:19:00 Chris played more Dragonball: Xenoverse
And we’re still not sure if he likes it or not.
1:34:15 Wrapping Up.
Remember to write to us at thetexturepop@gmail.com
My Dragon Age: Inquisition article is here.
Also, my new comment is unveiled, which you can interact with at the bottom of this very post, among others.
And, of course, Interactive Friction is almost finished with it’s second season, which you can see here.
Interactive Friction: Tomb Raider (2013): Episode 14: (Speaking Japanese)
In this episode, Lara is (of course), on her own against hordes of evil Japanese soldiers.
Since we’re coming up to the finale, I think it’s time to talk a little about the supernatural stuff in the game. Like its contemporaries in Indiana Jones and Uncharted, Tomb Raider incorporates the paranormal into its story.
As we have seen in the playthrough, Himiko is always an influence in the plot. She is what is preventing anyone from leaving the island, by using the storm to crash any incoming and outgoing vessels. Now, we see immortal Japanese warriors fighting to defend their queen. If any doubts still existed at this point, they will be quelled at the finale.
What I would have liked more in this story is for the existence of the supernatural to be more ambiguous. One of my favorite tropes in fiction is whether not spooky happenings are truly paranormal in nature, or a complete coincidence. As someone who watched The X-Files, my biggest criticism of the show was that there was almost never any mystery as to whether or not supernatural forces were at work. As the audience, we know that some monster is at work, which makes Scully’s skepticism seem unreasonable. It would be more interesting if there was enough leeway to allow for both interpretations, with evidence of the paranormal being easily explained away or circumstantial at best.
The same problem exists here as well. We’re given so much evidence that Himiko is real and truly the one behind everything that any skepticism from the supporting cast comes off as remarkably flimsy. It would do more for both them and Lara’s character if there was less certainty as to whether or not there were supernatural occurrences. That small room for doubt would make for some really interesting play between Lara and both her friends and the player.
To me, it seems like a missed opportunity.
Interactive Friction: Tomb Raider (2013): Episode 13: Revelations
In this episode, Sam reveals a startling fact that leaves me absolutely stunned.
Not much of note happened in this episode. However, we did discuss a little bit about level design. This section of the game both demonstrates an area of good level design, and of poor level design.
The first it that platforming section at the start of the episode. As Sam points out, there is a very obvious sense of progression as the player ascends. Furthermore, the camera keeps the goal in view, so that it is clear where players are supposed to go. Lastly, it gives us opportunities to take advantage of the new pulley we obtained, by letting us traverse ziplines faster and pull heavy objects toward us.
On the other hand, the arena in the middle of the video does not play to the strengths of Tomb Raider (2013)’s combat. Though it looks like a plausible area, which it should be commended for, it is not terrible fun to play in. Like most cover-based shooter, Tomb Raider’s central mechanic is taking cover and avoiding damage in order to recover from injuries. Given that the arena’s only form of cover is the staircase in the center, this makes players significantly more vulnerable than they are in other parts of the game. This is doubly confusing since we’re now in the portion of the game where Lara is supposed to feel empowered.
The other problem with that arena is that the number of enemies is not really scaled to the size and lack of cover. I felt almost claustrophobic during the ambush, because I could not get away from the fray in order to heal up.
The Tomb Raider Season will be finish this week if all goes according to plan. We already have our next season in mind. As for what that is, you’ll have to stay tuned in order to find out.
#86: Dragon Age: Inquisition (A New Design)
Interactive Friction: Tomb Raider (2013): Episode 12: Pully in My Pocket
In this episode, we fight a video game boss battle. Also, a bad guy has a katana.
Since the subject came up in the episode, I think it’d be fun to talk a little bit about katanas. As I said, katanas aren’t nearly as effective as fiction seems to think that they are. They’re actually pretty bad compared to most other swords. (Disclaimer: I’m not a historian, or even a weapons expert. This is just knowledge gleamed from the internet and my own independent research.)
The myth of the katana originates, of course, from Japan. In that country, katanas were seen as status symbols. Forged from fairly low-grade iron, it took the work of a very skilled blacksmith to make a katana that would be viable in a combat situation. As a result, owning one meant that you were a person of well-enough repute to either afford one or have a wealthy noble pay to have one made. Either way, it marked you as a member of the upper-class.
But this is not the only reason the weapon achieved such a mythical status. In order to properly use a katana without subjecting it to the kind of undue wear and tear that could easily damage it, one needed to be highly trained in its use. No ordinary schmuck could wield a katana for long. Even a master-crafted one would need to well-maintained to sustain viability as a combat tool. For this reason, being trusted with a katana meant that you were not only a member of the upper-class, but also skilled enough to wield such a weapon. In a isolated country, such as Japan back in those times, this meant a great deal. When they eventually began trading with the west, it was only natural for such myths be traded as well.
Western swords are different. Not to say that the process of making a weapon is easy. If you look online, you’ll see that there is a lot of work in making a sword. But because the materials available in western regions were better, it is easier by comparison for a blacksmith of any skill level to make a weapon that can do its job. Anyone could become an apprentice smith and gradually pick up the art. This comparatively lower barrier of entry meant that we didn’t see swords as inherently mythical.
And because these weapons were easier to make, they were also easier to maintain. Again, it is mcuh easier to learn how to wield a western sword without damaging it than an eastern sword. Even should damage incur, it was not too difficult to pay a smith to replace the sword. Weapons in the west only became legendary because of what their wielders did with them, not because of any inherent properties or training of the wielders themselves. That’s why even though western swords tended to be better weapons, Japanese swords are the ones seen as superior in fiction. Not a useful fact, but an interesting one.
Anyway, we were playing Tomb Raider.
I really appreciate the scene in the ship, where we call back to the intro of the game. It is a good way to bring into focus just how much Lara has had to change without overly saying it. The symbolism is perhaps a little too overt, but it is nonetheless a nice touch.
And Alex, how can we forget about Alex. We said as much in the last episode, but it feels weird for him to exist in this game, because Lara completely negates his character arc. They both start out as average people from an average life, but while Lara grows up and teaches herself how to survive in this situation, Alex becomes a victim. He tried to help, but fails to do anything more than get himself killed.
I suppose it is a nice touch that the woman isn’t the victim in this game, but it just doesn’t work for me. The other strange aspect is that his only contribution to the plot is to give Lara a secret admirer. In most stories, Alex would be the damsel-in-distress, the woman that the main male protagonist would be trying to save. In Tomb Raider, it’s the reverse. Despite being the exact same thing, it feels so patronizing here, especially since we already have a damsel-in-distress (ie, Sam).
Interactive Friction: Tomb Raider (2013): Episode 11: Tomb Wader
In this episode, we go through the dumbest segment in the entire game.
The number of factors that have to align just right in order for this ship in the mist to exist on the island is great. Mathis’s men need to first get motivated enough to want to build a ship. There are two big problems that would get in the way. First, they would need to spend most of their time finding food for their legion. Should that hurdle be passed, then the other problem is that nobody would see the point, since every ship that enters and leaves this island gets wreaked.
Assuming that we solve those problems and get enough motivated people to join the effort, how do they get enough materials in order to construct it? We barely gather enough scrap in our time here to build all of our weapon attachments. There are also dangers in gathering all of these materials from other crashed vessels.
On top of those problems, we also have the logistical problem of building that of high off the ground. What purpose does that serve? What factors would lead to the decision to make it so much further up than you’d ever need the ship to be?
And if all of THAT gets taken care of, and they managed to build the ship, why are they so eager to shoot it up in an effort to kill you? Is Lara that important that all of this clear effort can so casually be discarded? Are the people here that crazy that they’d abandon such a large project?
It doesn’t make any sense. Not that it’s a bad segment, but it just doesn’t follow any stream of logic.
Site Update: Press Start to Disqus
Some of you might have already noticed that I have been doing some work on the site. The “Thing You Might Like” have been updated, a new page has been added for all of my Let’s Plays, and ads have been enabled once more. Despite all of this, there has always been one area that this site struggles with.
Viewers have frequently told me that the comment system is terrible on this site. The system which Blogger uses by default is just not very good. I’ve lost count of the number of comments that have been forever lost to this site because someone forgot to add their e-mail to the comment before submitting it. Because of this, people stopped attempting to share their opinion, which goes against the whole purpose of this blog.
For the longest time, I didn’t do anything about this. Since I had already had so much content on Blogger, switching to another service was impractical. Further, I had figured that it would eventually be addressed by the powers that be. Now, I have done something that will hopefully improve the state of affairs.
As of this moment, Press Start to Discuss will be using Disqus as the new comment management system. It solves the problem of Blogger “eating up” comments, and should hopefully be easy to manage. On top of that, it comes with it’s own authentication system to thwart spammers in a non-intrusive manner.
For those who have commented on previous posts, worry not. All of the old comments have been imported into Disqus, so nothing was lost. In time, I hope these steps help fuel discussion on this blog, as I have always intended. For now, take care everyone.