• Click here - to select or create a menu
  • Home
  • About the Author
  • About the Blog
  • My Let’s Plays

Interactive Friction: Watch_Dogs: Episode 4: Bad Boy... 17?

June 15th, 2015

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

June 14th, 2015

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

June 10th, 2015

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

June 7th, 2015
(Spoiler Alert: This article contains significant spoilers for Bravely Default’s story.)
Last year, Square-Enix released a game which garnered much attention from JRPG fans. Taking inspiration from the Final Fantasy games from the NES/SNES-era, Bravely Default was seen as both a return to form for fans of those games and a breath of fresh air for others who are tired of more modern RPGs. Along those lines, the game’s main quest is very similar to those from its spiritual predecessors, Final Fantasy 3 and 5 in particular. At the same time, significant late game reveals can be seen almost as a critique of those very same plots.
When it comes to plot twists, the context behind them is often crucial in analyzing how powerful they are. Therefore, it is necessary to explain the initial premise of the story before I can discuss it further. Set in the fictional world of Luxendarc, Bravely Default begins when a catastrophic event causes the village of Norende to be swallowed up in a giant hole. At the same time, the four crystals of Wind, Water, Fire, and Earth have their light snuffed out by a mysterious darkness. The sole survivor of the destruction by this Great Chasm, Tiz Arrior meets the priestess of the Wind Crystal, Agnes Oblige. Joined by two others, and guided by the cryst-fairy Airy, they embark on a quest to awaken the crystals and save the world from the encroaching darkness. Along the way, the forces of the Eternian Empire attempt to prevent them from completing their quest.
If you have played a JRPG in the past 20 or so years, this storyline is probably going to be very familiar to you. Bravely Default deliberately invokes these tropes knowing that any seasoned JRPG player is likely to just accept them wholesale, without a second thought. Of course the light from the four crystals will be enough to stop the darkness and close the Great Chasm. Of course there is an evil empire out to stop our heroes. Players wouldn’t expect any depth, nor would they go out of their way to seek it. Knowing this, Bravely Default cleverly subverts this basic plot with an interesting twist.
Once the final crystal has been awakened, Airy informs the party that a Holy Pillar has emerged, and that using its power should cleanse the world of all evil, including the Great Chasm. When the ritual is completed, however, the actual effect is far from what was anticipated. The party finds themselves in an alternate, parallel Luxendarc. While largely similar to the one they hail from, there are numerous small differences between the two worlds. Some individuals live in different areas, while others have depth to their character that was previous absent. Still more who previously had no relation with each other have suddenly become fast friends or bitter foes. Unfortunately, the Great Chasm is not one of those differences, as it still exists where the village of Norende once stood. The crystals in this new world have also been lost to darkness. Suggesting that something might have gone wrong at the Holy Pillar, Airy recommends trying again by awakening the crystals once more. The party agrees since they cannot think of another option.
Gradually, the characters begin to realize something isn’t quite right. While they continuously awaken the crystals and active the Holy Pillar, the result is always the same. Once more they arrive at another parallel world and once more they embark on a brand new quest to save it. Through the many exchanges and battles between our heroes and the forces of the so-called evil Eterian Empire, it becomes clear that their journey is self-defeating.
This is where important facts are revealed that change the context behind the player’s actions. The party was never saving the world. Airy was, in fact, tricking them into doing the exact opposite. “Awakening” the crystals overloaded them with so much energy that they were spiraling out of control. Appearing as a Holy Pillar, this excess power was constantly being harnessed by Airy to rip holes in the fabric of space-time. Each time, these holes took the form of Great Chasms where the village of Norende once stood. With enough Luxendarcs linked together, Airy could use them to summon her dark god, who wished to devour worlds for power.
While it seemed at first like the Eternian Empire was trying to stop the protagonists because they are the designated bad guys, the truth is that they were just to stop them from making a terrible mistake. Almost 2000 years before the events of the game, an Agnes from a different parallel world had warned them of what happened to her. Just like our heroes, her friends were tricked by Airy into awakening the crystals, and she had attacked them all once they outlived their usefulness. Her wounds fatal, that world’s Agnes had just enough time to enter the Holy Pillar and appear to warn a future world of their eventual fate. This story, passed down from one ruler to the next even since, had motivated the Empire’s current lord to marshal his forces against the current party. There was no evil plan here. Like our heroes, they only wanted to do what they could to save the world, only they actually had the correct information, researched and retold for centuries.
With this plot twist, Bravely Default makes two big critiques. The first of them is of the very JRPGs of which it takes inspiration. In those games, the heroes rarely ever questioned the morality of the quests they embarked on. Scarcely did they so much as take a minute to analyze a situation to see if acting would even be the right thing to do. Their heroism is born more of moral luck than any virtue they may have. When pressed into an uncomfortable or unfortunate situation, the first person they speak to just so happens to have the same noble goals, and sets them on the path to do right.
It is just as likely that the protagonists talk to an individual with less noble goals. Such a person could quite easily use the party’s ignorance to further their own ends. In Bravely Default, our main cast has the best of intentions in attempting the close the Great Chasm and save the world. However, like those before them, they had failed to understand exactly what they were getting themselves into, granting Airy the opening she needs to use them as pawns. When the forces of the Eternian Empire attempt to convince the team that they are putting the world in danger, nothing short of direct violence can get through, and even that does nothing to assuage their stubborn determination. These same traits are innate to many JRPG leads, and Bravely Default shows just how easily they are manipulated.
The other critique is aimed directly at the player. Over the course of the story, said player can awaken the crystals and summon the Holy Pillar a total of five times, yet only the first of these five are required by the plot. At that point, if the player is observant enough, they can attempt to sabotage a crystal awakening ceremony and stop Airy’s plans, triggering an alternate ending where the dark god was never summoned. The player is not given explicit knowledge of this until the third cycle, where the protagonists themselves start to doubt their appointed task. Pressing on despite this knowledge will allow Airy to succeed, forcing the party to fight her god themselves.
Because the main plot allows the player to stop Airy in the second cycle, but only informs them of this in the third, it is likely that most (including myself), will voluntarily aid Airy even when they don’t have to. Like the lead characters, the player will not even question whether or not what they are doing is right, blindingly going wherever they are told. Games like Bioshock have made similar points in the past, but it is one worth reiterating.

While Bravely Default uses the same language as and draws from older JRPGs, it uses them in a way that is more self-aware. It is able to criticize its spiritual predecessors in a way that, while not unique, forces the audience to think more about what they are doing and why. That alone sets it apart from other games in its genre. I hope Bravely Second is just as introspective as this when it finally comes to the west.

Interactive Friction: Watch_Dogs: Episode 2: Disproportionate Retribution

June 5th, 2015

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

June 4th, 2015

0:02:00 Gaming News
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

June 3rd, 2015

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.

Interactive Friction: Watch_Dogs: Episode 0: The E3 Demo & Expectations

June 1st, 2015

As I stated in my last post, today marks the start of the new season of Interactive Friction, covering Watch_Dogs. But before we get to the game proper, Sam had the idea to do an episode talking about the initial E3 reveal.

The point here was to outline what we expected from the final product after watching this trailer. Hopefully, this should give more context to many of the points we will be making throughout the season.

What I find most interesting is just how different Aiden Pearce is here compared to the actual game. Even though it sounds like the same actor, he sounds so much better without the gravely voice. He’s also noticeably more personality is these few minutes than he does for most of the story in the main game. It makes me wonder exactly why Ubisoft changed him around so much. Do they legitimately think that the asshole in the main game is more palatable than the man from the trailer? Is that really what focus testers said?

There are many other differences, some subtle and others more overt, that are really obvious in hindsight. I’m curious as to what everyone else though when they saw this, as I suspect Sam and I are far from the only ones who felt as we did.

The actual game will start on the next update. Stay tuned, internet-goers!

Interactive Friction: Season 3 Reveal!

May 29th, 2015

It has been some time since our last season of Interactive Friction. After braving the dilweeds of Rook Island in Far Cry 3, we became born survivors in Tomb Raider (2013). Now, we enter a new chapter.

Rather than continue our island tour, Sam and I have decided to head back to civilization. Next stop: Chicagoland.

That’s right, (script) kiddies, Interactive Friction plays Watch_Dogs. This promises to be an interesting season, mostly because both of us have huge problems with this game.

Our first episode will come out on Monday. We look forward to showing you what we’ve gotten ourselves into.

The Texture Pop: Episode 42: Game Player Haters

May 27th, 2015
0:01:15 Gaming News.
Supergirl TV Show Trailer
As a whole, it piqued my interest in the show enough that I want to give it a chance. It has some parts that DC fans might not like, but there’s enough done right that I think it can both bring some female attention to DC superheroes and get old fans to keep watching.

0:15:45 Garrett has played some Dying Light.
It’s a game I have had my eye on for quite some time. Though zombies have begun to show their decay, it’s nice to know that there are still some new and interesting things that can be done with them.
We also have a really good discussion on durability mechanics in video games in this segment.

0:28:45 I had a summer indie game adventure.
In particular, I played Flower, The Unfinished Swam, and Race the Sun.
They all have their strengths and weaknesses. At the same time, each one is worth spending time with just to see some of the other game design ideas.
Out of the three, I had the most fun with Race the Sun. Though it was the hardest, I was very engaged in trying to get as high of a score as I can.
At the same time, both Flower and The Unfinished Swam show how one can use non-violent mechanics to keep players interested.

0:38:45 I finished Demon’s Souls.
But we’re not talking about it until Sam gets back.

0:39:00 I played Bravely Default.
As a fan of the old-school Final Fantasy games, I am LOVING this game. The turn-manipulation mechanics at the core of the game give players more control over the pace of a battle. There are also enough difficulty options that any RPG fan should be able to get the kind of gameplay experience they want. Despite the classic (read: generic) Final Fantasy plot, there’s enough going for Bravely Default to keep my interest.

0:51:30 Sam, Chris, my friend Ryu, and I played Friday Night FUSE!
And at this point, we are really only playing it so that we can get to the end. It’s just a bland game.

0:59:30 Chris talks about his new move, and getting internet set up.
Here are the “Super Bitch” and “Asshole Brown” stories I talked about.

1:02:30 Chris binge watches Chappelle’s Show.
Like I said, this is on my list of shows to watch. I will get to it at some point.

1:24:45 Wrapping Us.
Feel free to e-mail us at thetexturepop@gmail.com.
Garrett’s Twitch can be found here
My article on the popularity of Demon’s Souls
And, of course, Interactive Friction.

Page 113 of 138...110111112113114115116...
Recent Posts
  • Astro Bot – Part 5-4
  • Astro Bot – Part 5-3
  • Astro Bot – Part 5-2
  • Astro Bot – Part 5-1
  • Astro Bot – Part 4-4
Recent Comments
  • Astro Bot – Part 2-2 – Press Start to Discuss on Sly 3: Honor Among Thieves – Part 6-3
  • Assassin’s Creed 3 – Part 2-1 – Press Start to Discuss on Assassin’s Creed 3 – Part 1-4
  • Assassin’s Creed 3 – Part 1-4 – Press Start to Discuss on Assassin’s Creed – Part 2-2
  • Assassin’s Creed 3 – Part 1-2 – Press Start to Discuss on Assassin’s Creed 2 – Part 1-2
  • Assassin’s Creed: Revelations – Part 4-2 – Press Start to Discuss on Assassin’s Creed Brotherhood – Part 4-4