The Texture Pop: Episode 39: 200cc Omen
Hosts: Chris, Brandon, Garrett
0:02:05 Gaming News
Steam no longer supports paid mods in Skyrim
Thank goodness. I’m no against modders getting paid, but there was no way this was going to work. Here’s Shamus’s take, as promised.
What the fuck, Konami?
Clearly, they don’t even care anymore.
0:21:15 Viewer Questions
“Is there anyone in the film or television field that you’d like to get involved in game design?”
This question was clearly inspired by Silent Hills. It was interesting to ruminate.
“What do you predict that Kojima’s next project will be?”
I legitimately wonder this. I would assume that either way, he’ll want to take some time off to recharge after what Konami did.
0:35:00 Garrett’s Week
0:44:25 I player Unrest
It’s a good RPG, but sadly that’s all I have to say about it. I wish I had more meaningful commentary than that, and I wish the game left a bigger impression on me.
0:47:30 I played The Banner Saga
Though I played on Easy, I really enjoyed the game. Every part of it feeds into the overall tone the developers were trying for.
If you want to know more about the combat, I wrote an article about it.
0:55:40 I watched Serenity
That basically ends my Joss Whedon marathon. I’ve seen everything I need to know.
0:57:55 Chris played some Nintendo-DLC
In particular, we spent most of the conversation on Mario Kart DLC.
1:07:00 Wrapping Up
#88: The Banner Saga: Building on an Idea
The Texture Pop: Episode 38: The FUSE Experience
What would be your ideal Star Wars game?
This was written in lieu of the trailers of both the new Battlefront game and Episode 7. Also, I need to make clear that Star Wars is not a franchise that appeals to me, so if my opinions are seen as heretical to fans, it’s not something I can help. This is in regards to both the movie and game discussions.
And remember, if you have questions and/or comments that you’d like us to read on the air, you can do so at thetexturepop@gmail.com
0:21:15 Gaming News
Skyrim allowed paid mods on Steam.
For the record, we recorded this podcast on Sunday. By the time of this writing, paid Skyrim mods have been removed. So I kinda have to put my foot in my mouth regards to the apocalyptic tone expressed during this segment. Still, I stand behind the opinions expressed on this subject. It’s a well-meaning idea, but Valve didn’t really think too much about what the implications were behind such a massive, overnight change.
0:39:55 Garrett talks about his week.
1:03:00 Sam sells furniture (and reads The Fault in Our Stars)
As someone who follows John Green online, I really need to start reading his books. They seem like they’d be right up my alley.
1:09:40 Sam played portable games (while selling furniture)
In particular, he played Muramasa: Rebirth, Persona Q, and Crimson Shroud.
It’s nice to hear Sam make similar criticisms that I made when I played Persona Q. I even wrote an article about it way back when.
1:21:00 Sam got into Monster Hunter and God Eater: Burst
As our resident Dark Souls player, I’m not really surprised these games would interest him.
1:34:50 I finished Pillars of Eternity.
It’s like Baldur’s Gate 2, but without all of the stuff that makes me hate Baldur’s Gate 2.
1:46:00 I watched Dollhouse by Joss Whedon
It’s a darkly interesting series. Though only 2 seasons long, it did more than many other shows have managed in 5 seasons.
1:50:00 Sam, Chris, one of my friends, and I played Insomniac Game’s FUSE
Dear god, that game. We’re going to keep going, but it’s going to be painful.
2:09:00 Chris played more South Park: The Stick of Truth
2:22:50 Wrapping Up
#87: Pillars of Eternity: New Solutions to Old Problems
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.