Not now, not ever

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You know that nag that so many godawful services employ nowadays? Would you like enable [insert upselling scam]? Be it Siri, OneDrive, or some other form of data sharing with big tech. The thing that bugs me the most is how somebody somewhere – may their soul burn in Hell forever and ever – found out that you get more sales by not allowing the user to say ‘No’.

Instead you can just evade the proposition temporarily. ‘Not now’. ‘Maybe later’. ‘Let me think about it’. It’s the slow wearing down of resistance. It’s the refusal to take no for an answer. It’s incredibly disrespectful. It’s f***ing evil.

(Come to think of it Valve are responsible for this too, when they ask you nag you to review games you’ve played. Is it more excusable somehow, because you might actually be in a better position to review after 30 hours than after 10? Hmmm…)

In Fallout 4 you encounter potential NPC companions all the time. My character’s most core attribute? Lone Wanderer. That trait gives bonuses to damage resistance and damage dealing when playing without companions. More importantly, because of my roleplay and gameplay preferences I would never want to take a companion with me regardless of the maths. Yes, that includes the damn dog.

As pointed out by Adam Something on YouTube recently, Fallout 4 isn’t very accomodating of roleplaying, unless you’re roleplaying the exact character that Bethesda designed for you. A grieving, heart-stricken Goody Two-Shoes looking for Sean. Thing is, that extends to companions, too.

The character I’m playing as never gave a second thought to Dogmeat after telling it to scram at the Red Rocket. Yet Nick Valentine refers to it in Diamond City as ‘that dog of yours’. What dog? That one? I told that dog ‘no’! Turns out, I didn’t. I just said ‘stay there (until I come back for you)’. Because despite not wanting anything to do with you, somehow a random encounter has now joined us at the hip. At least, I think, I will now have to go back to Red Rocket and get it. Maybe I can pretend Nick was just suggesting using a dog to track Kellogg – and I countered with ‘this one I ran into at a gas station’. Nope. Random dog I never had any truck with, shows up outside my door. Because Bethesda doesn’t take no for an answer.

Other companions are mostly worse. You can excuse a dog for not understanding no. It had taken a shine to me and followed me all the way to Diamond City. Nick is also exempt as I am engaging his services in a way and he’s just offering to be useful in that regard. But I’m running out of excuses for the rest of the team. Ada insists that she’ll basically just stand by untill I come round. Are automatons made to be socially oblivious? Isn’t ‘no’ the easiest thing to understand for a machine? It’s as binary as it gets. It’s an off switch.

I get that the game is trying to keep options open for me. Maybe I would want to do Brotherhood of Steel missions later on? If ‘no’ really meant ‘no’ that would no longer be an option. Do I have to shoot Danse in the head to make him stop pining for me?

Honestly, I wish it did. I’ll never play most of this game. I’m mainly here to explore the Commonwealth and see cars blow up and heads turn into gore in slow motion. As much as I’m enjoying all of those things now – and I really am – they will get old soon. So I’m not sticking around for a lot of side quests and content.

Having NPCs get offended by my buff refusal to engage with them as characters or their quest lines would close doors for me. As someone who paid 7.50€ for the GOTY version, however, that’s OK. I don’t require oodles of content for my 7.50. To me it would be more valuable to have it reinforce my sense of who my character is. A asocial loner. A grumpy old man. Someone whose sense of humour is leaving live grenades in people’s pockets. A prick. It would also give more weight to dialogue options. Am I really sure that I want to turn these people down for good?

It would also mean that a game wouldn’t remind me of big tech BS. That kinda ruins my immersion, Bethesda.

Keep on truckin’

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My last post got a bit of a bump after being featured in RPS’ Sunday Papers yesterday. When I say a bit of a bump, I mean that it got 5 views in the first week after it was published and in the past 24 hours it has garnered 4,000 views. So I’m obviously grateful to RPS editor Graham Smith who included it in his weekly round-up and pleased that the RPS comments are all positive.

In case you’re wondering after reading the post just how seriously I take the game myself, the answer is very seriously. Yesterday – at same time as The Sunday Papers piece unbeknownst to me featured the post – I was realising the dream of owning my own truck. Behold my Volvo FH Globetrotter XL with Eastern Eagle rims and chrome handles and custom hot cerise metallic paint and bullhorns and stuff in all it’s glory. God, ain’t she a beaut’? How could you not take this shit seriously?

Hate

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Godus Wars – an RTS spin-off of Peter Molyneux’s Godus – is out (in some EA form or another) and reactions haven’t been kind. Usually this means that people don’t like the game. In this particular instance it means that and more. Molyneux gave an interview to Eurogamer in connection with the launch and that set the ball rolling. John Walker’s mention on RPS is as much a critique of the person Peter Molyneux and Nerd3’s “Nerd3 hates Godus Wars” has a prominent picture of Molyneux on the cover. I haven’t seen the video but the cover speaks volumes. The RPS piece unleashed a torrent of abuse against Molyneux in the comments section. The same happened on Ars Technica after a piece mentioning the Eurogamer interview.

I don’t care to go over Molyneux’ alleged ‘crimes’ but this is clearly not about Godus Wars. 2014 highlighted hateful speech directed against creators in the video games industry. Now, Molyneux is not a woman and I haven’t seen any comments asking for him to suffer anything worse than ignominy and derision. But I still fail to understand how he – or anybody – merits the level of vitriol and outright hatred, that is directed his way, or why it is tolerated if not outright encouraged by the gaming press when we have become so much more aware it’s detrimental effects.

It’s videogames, people. Save your outrage for poverty, inequality, human rights violations etc.

Whispering Rock Revisited

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I bought a small form factor pc recently to serve as HTPC (home theater pc, or pc wot plays media files) and allround home, web and cloud server. It has integrated graphics. It runs linux. It is in other words not a gaming pc. But I still went ahead and bought a controller with it, installed Steam and picked up a number of indie titles to run on it.

It has turned out surprisingly well. Due in large part to the fact that it has allowed me to reconnect with Double Fine’s 2006 cult classic Psychonauts. I liked Psychonauts before when I rushed through every level to get to the endgame. Now that I have played it at a more leisurely pace, I think that it might just be the best game that I have ever played in terms of world, environment and characters.

The reasoning is fairly simple. You may have heard people talk of games where the fate of the characters mattered to them, beyond merely tactical concerns. Maybe you have felt that way yourself. Me, not so much. Except, that is, for the summer camp of Whispering Rock that is the setting of Psychonauts and the collection of misfits that inhabit it.

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I finished Just Cause 2 and saved the world and all I got was a list of credits

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Apologies for the title. It’s geting late and something like ‘JC2 – thoughts on’ or ‘retrospective’ or ‘post play analysis’ sounded way too serious for something as frivolous as Just Cause 2.

I finished the game over the weekend, having completed all faction and agency missions. It has been quite a ride. However when  rolling down a highway in a tank shooting up all the traffic just to see if anybody will stop you only provokes ennui… well, in the words of Just Cause 2 anonymous bark #126: “It’s time to end this!” Here are some my final thoughts on the game in the hope that I can stop playing now. At 55% completion. I know that the rest is just busywork. Who needs that? Right?

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Veni, vidi, whippi – thoughts on Spelunky strategy

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Okay, so now that I have completed* Spelunky, I obviously feel like I’m in a position to dole out advice on how to do it. This isn’t basic tips or do’s and don’ts like Tom Francis’ blog post from a few years back but more of a general attitude with which to approach the gameplay.

Spelunky – as I’ve said before – is a complex game. Each playthrough presents the player with a huge amount of tiny decisions from the mundane – how to kill the bat heading towards me? – to the strategic – what is my goal for this level? Cash-in-hand? The damsel? Ghost mining? Some specific achievement? Misc.? Complex games tend to develop a body of thoughts on strategy. So the question is: Is abstract strategy applicable to a game like Spelunky or is success just a matter of pure muscle memory?

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Frozen Synapse multiplayer

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I’m only about halfway through the Frozen Synapse singleplayer campaign despite having played it on my android tablet for every single commute since the end of the summer holiday. That thing is loooong. There is however an end in sight and with few decent tablet gaming alternatives, I’ve started looking at the multiplayer options. Which is when I made the alarming discovery that rarely have I played a game in which the transfer of knowledge from singleplayer to multiplayer is so slight. In single player the AI seems at best random and it’s unpredictability (and vast numerical superiority) is your true opponent. In multiplayer you enter a world of endless secondguessing, like trying to play ten games of rock paper scissors at once. So far I’ve only won using strict camping tactics.