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.
Interactive Friction: Tomb Raider (2013): Episode 10: As Good As It Gets
In this episode, we are relevant and topical for the first 5 minutes.
Many of the comments we make in this episode form the groundwork for suggestions and observations made in following episodes. Aside from that, most of it stand pretty well on it’s own, and does not need to be elaborated on in the post.
It’s inevitable that a Let’s Play series will have an episode like this. It can’t really be helped. Fortunately, with Sam’s editing, we should keep this kind of commentary-lite to a minimum,
#85: Valiant Hearts: The Great War (of Tone)
Interactive Friction: Tomb Raider (2013): Episode 9: Going Hollywood
This is the point where Tomb Raider starts to utilize more of the tropes from standard Hollywood action movies.
The game has an interesting, yet appropriate and subtle, tone shift either at around this point or slightly before it. In the very beginning, Tomb Raider takes queues from classic survival stories. We see how this heroine and her ragtag bunch of misfits learn to use the environment they find themselves in to stay alive. Inspiration is drawn from shows like Lost (the first season), and other media of that ilk.
Then, in the middle of the game, the tone shifts somewhat. The more “comfortable” (for lack of a better word) Lara grows with killing the people coming after her and doing what she has to in order to survive, the writers stop relying on those kind of survival stories for inspiration. Because we’ve already seen how Lara can survive, we no longer need any further evidence of it.
For that reason, Tomb Raider is now free, in this last half of the game, to go the route of more pulpy, adventurous stories in the vein of Uncharted and the Indiana Jones films that they are clearly dedicated to. These stories rely much more on spectacle and flare. Details can be left unexplained if they are not relevant to the broader arc, and action takes the day.
I stand by what I said in the episode about the shift being a little abrupt, but I understand what they were trying to do. This was always marketed as an origin story to take a relatively normal girl and transform her into something resembling the Lara Croft we knew from the other Tomb Raider series. Simply put, no one could possibly becomes that hardened without under great ordeals, so this second half is meant to give Lara the ability to overcome adversity. She’s already a survivor, but now she can turn herself into a hero. It’s not a bad idea, it just needed some slight changes to get right.
The Texture Pop: Episode 34: MPPH
The whole group is together again in the effort to make this podcast more succinct. We will keep working at this, so feel free to let us know how we do. You may be confused about the title, but Sam lovingly
Chris, as our comic book guy, seems rather optimistic about the production. After seeing this picture, I can understand why.
X-Files reboot is actually happened:
Sam does bring up a point about “Why does this need to exist?” Most fans of the show agree that the show went out on a whimper after its last two seasons, so a reboot may not be advised. However, it could be interesting to see how they work within the context of the modern world and more contemporary conspiracy theories. For an aliens-themed show, The X-Files aged well, but aliens are still out of favor. I’m interested in what they do with these six new episodes.
Also, David Duchovny did an interview after we record the podcast on David Letterman, talking a bit more about it.
0:14:05 I played a bit of Hitman: Blood Money.
Hitman has been a weird franchise. Even though it’s never really been a big seller, it is almost always brought up as an example of good stealth game design. If you haven’t played Blood Money, it’s worth checking out. The previous games are okay, but never play the first (Codename 47). It’s awful.
0:18:01 I played Final Fantasy III
I like the pacing of a lot of the NES/SNES JRPGs, because they are not meant to take up a lot of time. Considering how much games seek to give tons of content, without much depth or variety, it was nice to play a game that didn’t try to be much longer than it had too.
0:22:30 I played Dragon Age: Inquisition
Despite how irritating it is for me to have to make so many different video game accounts, I am having a blast with Inquisition.
The Hinterlands criticism isn’t exactly new, but it is worth reiterating. It’s a massive trap that designers should have known players would fall for. Somehow, that slipped the net. The rest of the game has been pretty good, but the Hinterlands is a terrible starting area.
0:31:10 Garrett discovers that a rare Beetles CD is stolen.
He didn’t do the stealing. Someone stole it before he could buy it.
Sam had a similar story, coincidentally.
0:37:30 Garrett took his friends through Second Life.
I know what you’re all thinking: “Second Life is still around?” Yes, it is. I don’t go on it, but there are people who still do.
Personally, I’m waiting on Third Life.
0:41:00 Garrett talks about the rest of his week.
0:42:30 Chris talks about Chrono Cross
Note: He did not actually play the game. Yet the conversation we had was worth it.
For reference: The Chrono Cross opening theme.
0:57:19 Sam played Drakengard with a PS2 emulator.
Though it is not a very fun game to play, I remember playing Drakengard just for how darkly compelling it was at the time. You need to play through a lot of mediocre game to get to those interesting bits, but dear god they make it worth it.
I’m also glad Sam used the phrase “,,.how much of a [weeaboo] he is, like me….” He’s become self-aware.
1:06:35 Sam played Bloodborne.
I think Sam’s thoughts on it are interesting. As someone who never played a Souls games, I can’t comment on it with any authority. However, I appreciate that they exist and I am weirdly interesting in listening to people talk about them.
1:23:20 Wrapping Up.
Garrett is starting up a Twitch channel.
My Dragon Age pacing article is here.
Sam’s Bloodborne article is here.
Interactive Friction is here.
Interactive Friction: Tomb Raider (2013): Episode 8: The Mark of a Good Seaman
In this episode, we begin to talk a bit more about the side characters in the game.
This is also our first experiment with doing some slight editing of the footage. Mostly, we cut segments of combat, or of loading screens, where nothing interesting was happening in the game and we weren’t making any observations or commentary. Without Sam’s editing, this episode would have been a half-hour long, as is evidenced by the fact that “We’re 14 minutes in,” when you’ve only seen 7 minutes worth of show.
Watching both the uncut and cut versions back to back, it’s obvious that the cut version is noticeably better. In the future, we hope to further improve our craft, resulting in better videos from here on out. Feel free to let us know your thoughts in the comments, as all feedback is appreciated.
Interactive Friction: Tomb Raider (2013): Episode 7: Uncomfortable Deaths
In this episode, Sam and I talk about some of the more uncomfortable parts of the game.
As I said in the episode, Tomb Raider (2013) makes most of Lara’s deaths look much more brutal than we’re used to seeing in video games. The ones we show off in this episode are the most gruesome, but they are not the only such fatalities on display.
I believe that the reason the deaths in these games are so uncomfortable because of the way the game lingers on them. In most games, the developers would be in a hurry to fade to black before we see the character start to suffer, and begin to start at the last checkpoint (or save game). Though resets are pretty quick in Tomb Raider, we also see, in vivid detail, just how much Lara suffers as she slowly dies. The death isn’t immediate, and that suffering is uncomfortable to watch.
The way theses scenes cause discomfort in the player is clearly intentional. Not only does it provide an even stronger disincentive to fool around in these scenes (more than usual), but it also helps to sell the feeling that the island is a giant hazard, just doing its best to kill Lara. It is a very interesting way to make the mechanics reinforce the story.
The voice acting, animation, and shot composition are also top-notch in both the deaths and the cauterization scene. Though that scene isn’t a death, it’s another fantastic scene how Lara is beginning to change her way of thinking in order to survive on the island.