Weekend venting about videos games part 4

Yesterday I talked about case 2 in game 2 of The Great Ace Attorney. Since I’ve done cases 1 through 3, I’d now like to talk about case 4, but not so much for the case itself but rather the pattern it follows that I’ve seen a lot of in murder mystery stories. As always, spoiler alert!

This case isn’t really a standalone narrative on its own, rather it is part 1 of a 2-part mystery which makes up cases 4 and 5 of Great Ace Attorney 2. Now that on it’s own is perfectly valid, but here’s the catch. The general pattern of an Ace Attorney or other investigative mystery story usually goes like this: the narrative is built as a trail of breadcrumbs in which the hero starts with a mystery that they have to solve and a bunch of suspicious people they have to talk to. Each person they talk to or clue they uncover is another breadcrumb leading to the truth.  One by one each suspicious person is interviewed and gives their side of the story, so eventually these sub-stories SHOULD build together to create a whole story that tells you everything that happened in the case, right?  Except what often seems to be the case is that everything learned in the first half of the case is basically thrown out as irrelevant, while the real revelations all happen in the second half of the case.  

To get specific with this case: the mystery we start with is the death of Detective Gregson, long-running character for these two games. In case 4, we get a lot of breadcrumbs relating to how Gregson was investigating a Red-Heads Society, and some characterization of the witnesses who found his body. But neither the Society nor the witnesses from Case 4 actually get us anywhere closer to solving the mystery of Gregson’s death. This is because Case 5 reveals that Gregson was ACTUALLY killed on a boat in the English channel, and his dead body was delivered to it’s location in London to be “found.” So everything we learned in Case 4 turns out to be pointless and irrelevant to solving the mystery.

This pattern feels common in a lot of mysteries, the story seems to have forward momentum as each character is interviewed and their part in the mystery is uncovered, but for the most part these characters usually end up having hidden backstories and suspicious circumstances that are completely unrelated to the mystery at hand, and which doesn’t always give any information to SOLVE the mystery at hand except for the fact that this character definitely didn’t do it (usually). So when the final BIG mysteries are uncovered, they at times feel unsatisfying because they’re completely divorced from pretty much everything our characters have been discussing up to this point.

Let me remind you, the Red-Headed Society and every witness from Case 4 are irrelevant to the final answer of who killed Gregson, they could be completely removed and the story would little change. I get why mystery stories do this, you want the player/viewer to constantly feel like mysteries are being uncovered and they’re getting closer to the truth, but you also want the ending to be a BIG UNEXPECTED TWIST that throws the whole case upside down.  But I feel like just completely trashing the first half of the case does this a disservice.

I think there are good mystery stories that avoid this problem, by having later revelations recontextualize what we learned earlier, rather than entirely superceding what we learned earlier, but I also feel like I’d need to spoil have a dozen other stories besides Great Ace Attorney in order to do that conversation justice.

So for now I’ll leave with a final few thoughts: this case was really underwelming but in part that isn’t even the mystery (although it doesn’t help) but rather the emotional weight of the story. Gregson is someone who has been with these characters for 2 games, and the player for more than 40 hours of playtime (by my estimate). He’s someone the players and characters should have grown attached to, yet besides his sidekick no one in the game seems exceptionally broken up about his death. The story kind of has to do this as you find his body and then immediately have to investigate the crime scene, so there isn’t much time in the narrative for sentimentality.

Still I feel it could have been improved by having all the main characters get together for a wake in Gregson’s remembrance right before the Court section, and them all not only remembering him but vowing to bring his killer to justice. A short scene like that could have made the emotional impact of his death work a lot better.

Weekend venting about videos games part 3

Last week I talked about cases 1 and 3 in game 2 of The Great Ace Attorney. I know this is out of order but I’d like to put my thoughts to paper on Case 2 of that game. As always, this is a murder mystery game, so total spoilers below!

The case starts out strange but OK, we’re told that after the events of the first game, our protagonist (Ryunosuke Naruhodo) has been barred from lawyering in Britain.  This is… an odd twist as it kind of makes sense and kind of doesn’t.  So spoilers for the first game but in the end of that game the protagonist uncovered a massive spy ring operating in the heart of Britain.  On the one hand yeah that’s a big thing, on the other hand he didn’t do anything wrong so why is he being punished?  Whatevs, it sets this up as a flashback case since he can’t do real cases

In a neat moment, this case is somewhat closely related to a case from the first game, with several characters lifted directly from it.  One of them is a bit of a reach though, you meet a man in a Victorian costume for about half a second and wouldn’t you know it he’s the victim in this case!  He’s not dead though since we needed him to be a kooky character for this one.

At this point I’d like to talk about the best character in Ace Attorney history: Herlock Sholmes.  You may remember when he was called Sherlock Holmes by Arthur Conan Doyle, but to avoid copyright lawsuits the developers of this game LeBlanc’d him up to having a new name.  Anyway he’s absolutely awesome. 

His gimmick is acting like the all-knowing Sherlock Holmes from fiction, while actually being a clutz and a goofball (but surprisingly astute when the plot demands it).  He’s awesome for bringing the best of Ace Attorney wacky humor into a character who can also be serious when need be.  His main gimmick is the “Dance of Deduction,” in which he points out a bunch of unnoticable Holmesian clues and then uses them to build an impossible and hilarious theory, which Ryunosuke then has to “correct” to find the truth.  Anyway, this case gets +10 points just for including him.

Now as to the actual murder mystery, it started off good, had some great moments, but also had just enough frustrating moments that I didn’t enjoy it as much as I should have.  It starts off well with the unexpected death of the guy in Victorian Costume (his name is “William Shamspeare” and he speaks in forsooth’s and thee’s naturally), who then unexpected isn’t dead and claims to have been poisoned. 

We totter about with a mystery about how he could afford to pay for gas heating when he was so poor (more on that later) until finding out that a victim of a stabbing from the 1st game (Olive Green) came back and tried to kill old Shamspeare in this game.  It’s all meant to be very tragic, as Shamspeare had poisoned her boyfriend, but it falls off for me at a few points with regards to its timeline.

The basic timeline of this case is supposed to be as follows: 

William Shamspeare learns of a buried treasure hidden in the second floor apartment unit of this lodge.  He is unable to rent the second floor however because it’s occupied by Olive Green’s husband, named Duncan.  So instead he kills Duncan by turning off the fire in Duncan’s gas lamps, causing Duncan to asphyxiate from gas poisoning.  The way Shamspeare does this is by blowing into Shamspeare’s OWN gas lamps, which disturbs the fire in Duncan’s lamps because they’re all on a single gas line.  Duncan’s death creates a rumor that the apartment is haunted, which allows Soseki Natsume (a real historical dude) to rent the unit for super cheap.  Shamspeare still wants the money though, so hatches a plan to kill Natsume too.

At this point Olive Green is distraught over her husband’s death, she hear’s Natsume talking about how haunted his apartment is and apparently deduces from this that her husband Duncan was murdered.  She writes a vaguely threatening letter to Shamspeare and then sneaks into his house, bringing strychnine poison with her. 

In Shamspeare’s room she finds proof that he killed Duncan, which causes her to deduce his method and put strychnine on his lamps.  Now when Shamspeare comes home, he wants to kill Natsume just as he killed Duncan, by blowing into his own lamps and causing a gas leak in Natsume’s apartment.  But since Olive Green put strychnine on them, he ends up ingesting some and very nearly dies.  The plot of this case begins with him (apparently) dead.

My problem is that Olive Green seems to deduce that Duncan was killed AND THAT SHAMSPEARE killed him on very little, almost no evidence whatsoever.  She overhears Natsume talking about how Shamspeare is weird and the apartment is haunted, and from that she concocts a scheme to kill Shamspeare.  The case when you play it implies that it was reading the note in Shamspeare’s apartment that causes her to hatch her scheme, yet she came to his apartment WITH THE STRYCHNINE so she was already planning a murder beforehand.  And she can’t have come into the apartment a second time after reading the letter because of the events of the case. 

So overall although there’s a wonderful bit of Agatha Christie-esque tragedy to the whole thing, it just feels weird to me that this lady leaped to MURDER on almost no evidence whatsoever.  The evidence she finds in the man’s apartment does prove her suspicion, but again she’d already decided on murder before even going in there.

Anyway that’s all for the plot of this case, now onto the question of gas, and I’m wondering if anyone knows the answer here: during this case, it’s revealed that Shamspeare is incredibly poor, but somehow has the money to pay for gas heating in his house every day.  In this era, you could pay for gas heating via a vending machine installed in your residence.  It’s a mystery where Shamspeare gets the coins to pay, but a further mystery is raised in that when the meterman comes to collect the money from his vending machine, it’s always empty. 

Clearly Shamspeare is stealing gas, but how? 

The only clues are a small hole drilled into the bottom of the vending machine, and a puddle of water beneath it.  The answer to this puzzle is thus: Shamspeare cuts coin-shaped depressions into bars of soap, and then leaves water in them outside to freeze in the cold London air.  What he’s left with is pieces of ice in the shape of coins that he then puts into the vending machine to pay for his gas.  The apartment he lives in warms with the gas heating, and the ice melts back into water.  Then the hole in the vending machine lets the water escape into the room, removing any evidence of his crime when the meterman comes to take the money out. 

What’s most interesting to me is that this mystery was actually lifted directly from a different book which I don’t know the name of.  I told this mystery to a family member who told me she’d read a book in which this exact situation plays out, with a poor man paying for gas using ice “coins,” but she didn’t remember the name of the book.  Does anyone remember the name?  If you do, please tell me!  In the comments below or at theusernamewhichismine@gmail.com.

More weekend venting about video games

Yesterday I talked about the first case in the second game of the “Great Ace Attorney” duology. Today I’d like to talk about the third case from that game. Yes the second case was also good but I don’t have my thoughts in order about it yet.

Once again, this is my thoughts about a murder mystery game, so total spoilers ahead!

I liked this case, 9/10.  The first day of the case built up to be better and better as it went along, although there were a few moments in this case as in case 2 where I didn’t know what evidence to give people in order to succeed.  They developers of this series have slimmed down everything in the game to give you more hints (Iris will directly tell you when you still have shit to do) but it can still be very illogical what things you have to show to which people to progress.

The investigation section for this case was incredible though.  Both days’ investigations built up so expertly to interweave so many competing threads.  Even though I guessed a lot of it early, I still had a wild ride and I didn’t guess everything.  The character work was also top notch, I found Van Zieks (the prosecutor for this series) a lot more boring during the game that preceded this one, he felt like a sub-par Godot (the prosecutor from Ace Attorney 3: Trials and Tribulations).  But getting to chat with Van Zieks face to face and hear his side of things really rounded him out, even if it’s a bit cliche that they gave him Ace Attorney Prosecutor Backstory A: dead family. 

I also think case 3 was a case where the writers sort of learned a lesson of what NOT to do from previous Ace Attorney games.  This case featured a defendant who helps the prosecutor (like Wocky Kitaki in 4-2) and a completely impossible “murder” (like Max Galactica flying away in 2-3).  And yet both of them are handled very well.  The defendant has a much better reason for “helping the prosecution” than Wocky Kitaki ever did, since this defendant truly believes his “teleportation” machine worked and that the murder that occurred was all just a tragic accident. Although he is “helping” the prosecutor by saying his machine worked, and that fact implicates him for the crime, his reason for sticking to his story are understandable. 

And although teleportation obviously isn’t real, pretty much everyone in this case knows that and it’s clear that they are sort of just humoring Van Zieks, who also at least presents genuine evidence of the defendant committing the crime besides “your machine did magic.” In this way we have an “impossible” murder mystery that doesn’t stray into parody territory with genuinely impossible plot points.

I do want to say that on day 1, the only underwhelming part of the story was Herlock Sholmes (the obvious Sherlock Holmes expy).  They’ve made him a lot more like a classic Ace Attorney protagonist, in that he has money issues. 

Ask Apollo, ask Phoenix, ask Athena, the Wright Anything Agency is always going on and on about how they have no money.  In the first game I thought Sholmes was absolutely loaded with dosh. He has a massive house filled with valuable trinkets and machines, and a partner who is constantly publishing his exploits in serialized form.  He has steady income and a lot of wealth, so why would he complain about money problems?  In this case though he’s a poor scrounger and on Day 1 that made him a lot less “fun” to be around, he was less bombastic and more pitiable.  I even thought the Day 1 “Great Deduction” was underwhelming. 

I think his Day 1 great deduction should have gone differently.  The first part of the scene is proving that Tusspell smacked a man over the head with an arm when he tried to steal, the second part is proving that what Sholmes thought was a real policeman was actually wax and what he thought was wax was a real policeman.  The two contradictions together demonstrate that a famous waxwork called “the professor” was stolen from Madame Tusspell’s waxwork museum. 

But… the deduction doesn’t flow to me.  It should be flipped: the first part should be with the policemen, and finding out that the wax one has a missing arm sets up a mystery of where the arm is, while finding out the other is on the case looking for something sets up another mystery.  Then part 2 solves both mysteries, she used the arm to KO a guy and she called the cops because “the professor” was stolen.  As it stands when we saw the wax cop missing an arm, I wasn’t surprised because I already knew where the missing arm was.

Day 2’s deduction on the other hand is the single best “anything” in Ace Attorney I’ve ever played. 

Ace Attorney usually doesn’t do these kinds of scenes well, I remember in GAA1 Case 5, where Gina gives you the disc and tells you not to give it to Eggs Benedict.  Both of them are yelling at you then the game just zooms out back to investigation mode.  The whole tension of the scene is lost because you now have to click on Sholmes to progress with the Great Deduction. 

But in this case the scene worked perfectly.  You bust down Drebber’s door and see a time bomb and upturned furniture.  Everyone’s scared but Sholmes’ deductions is that the bomb isn’t real.  Then you solve his deduction and use the crossbow to find the head of the “professor.”  But the deduction isn’t over!  For the first time we get deductions part 3 and find that Drebber is in the safe.  But it still isn’t over because the bomb was real!  And Sholmes disarms it and everyone says funny stuff.  I’m not describing it well but honestly this was the best Ace Attorney anything I’ve ever played, better than using the metal detector on Von Karma, better than using the Mood Matrix on Blackquill, this was just A++++++

This case was allllllllllllmost perfect.  I think my biggest quibble besides Day 1 Sholmes was when Ryunosuke had to name the accomplice to Drebber.  It was Courtney Sithe, but she was such a minor character that by the time I got to that point I had straight up forgotten what she had done up to that point.  When I finally named her I vaguely remembered the “500 scalpels” bit in her notebook, but that was not the part of the investigation that stood out to me.  If we’re going to make her part of this case she needs to be more involved, otherwise in such a broad ranging case like that she faded into the background of my memory and I was floundering to remember who she was and why she was in this case. 

We had focused a lot on Asman (who was a con artist) and Harebrayne (who had been duped).  Either of them could have fit the description of “accomplice” with  a little tweaking.  Maybe Harebrayne was told to do things and didn’t realize he was accidentally moving the body?  Maybe Asman set up this whole get-rich-quick-scheme with Drebber but Drebber double crossed Asman at the last minute?  We had focused on them so I picked them before picking Sithe, about whom I remembered absolutely nothing aside from her short blurb in the court record. 

I feel although there isn’t anything totally illogical about who you’re supposed to finger for the crime, but I just had so little to go on that there isn’t a compelling reason to pick the character you’re “supposed” to pick.  Sure it works as a shocking swerve, but it isn’t as compelling in a narrative sense.

I also find Sithe as the accomplice incredibly lazy.  I’ve noticed a trend in AA games (and other mysteries) wherein making one of the cops or lawyers part of the guilty party gives carte blanche to explain away any and all inconsistencies with “well the people investigating the crime covered up their own misdeeds.”  My challenge to mystery writers (and Ace Attorney writers in particular) is to make an entire narrative where the law enforcement is never part of the crime. 

Using them to upend the entire mystery isn’t out of the realm of possibility, there have been real detectives who used their position to cover up their own crimes, but narratively it lets you ignore all the “impossibilities” that had been driving the case up to the point the law enforcement is indicted.  GAA1-5 was a great case, but it also did this.  As did Rise From the Ashes, which this case in some way mirrors.  It starts to get a little predictable when at least once a game they need to make law enforcement be the villain so as to allow themselves to change up the evidence of the case half-way through.  There are other ways this can be done, law enforcement wasn’t evil in 1-3 (Steel Samurai case) but the facts of the case changed naturally as the thing built up, without ever contradicting themselves or needing to bring in “someone changed the evidence.”

Final thought: this is the ONLY time so far that I have truly liked the Jury in these cases.  In GAA1-5 I thought they were acceptable, but this is the first time I’ve LIKED them.  On day 1 at least.  Day 2 they again just get in the way, but on day 1 they actually add to the trial in a dynamic way.

Weekend venting about video games

Ace Attorney is a wonderful series of murder mystery games that I’ve enjoyed for years now. A while ago they brought their “Great Ace Attorney” duology to Steam, with 2 games set in Victorian London/Meiji Era Japan. I really really liked the games overall and I urge anyone who’s a fan of murder mysteries to pick them up. But the first case of the second game really really bugged me and so I’d like to write about why.

Note: total spoilers ahead! This is a mystery game so read only at your own risk

The day after I finished Great Ace Attorney 1, I started Great Ace Attorney 2.  I really loved GAA1 and wanted to dive right in, but the first case of GAA2 was just so damn frustrating, that I left and didn’t return to it until months later.  I’ve pulled up the notes I wrote on this case, both months ago and today.  I enjoyed the characters, the main character (Rei) and her friend (Susato) had a great dynamic going, and I think Susato is a great character to play as, perhaps better than Ryunosuke (main character from the first game).  Buuuuuuuuuuuuuuuut…

I predicted this entire case from about minute 1.  The moment I saw the photographer taking pictures of the writer, I blurted out “are you the fucking killer?!”.  The moment I was allowed to inspect the fountain pen, I knew it had been used to administer the poison.  The moment I saw the first picture of the hut, I knew the victim was stabbed from outside it. It’s just that I felt a lot like this awkward zombie comic, which I never have felt much like before.

Normally I do not do a good job predicting these cases.  I get taken for a ride by the story and am as shocked as the characters when twists happen.  So I’m perfectly fine with being misled in a murder mystery story.  What I do not enjoy is being punished for being correct.  As soon as you are allowed to examine the fountain pen, you need to use it as evidence make a contradiction about the facts of the case. 

I tried to use the pen as a contradicting piece of evidence because I knew it was used to administer poison. However, because the game wasn’t ready for it to be used as evidence, I was punished for being correct even though I was correct.  I haaaaaaaaaaate when mysteries punish you for being correct, it’s one of the big reasons I hate LA Noire and do not at all consider it a good mystery game.  All mysteries want to have that moment like in the very first Ace Attorney game with the metal detector, where you go “aha!  this seemingly useless piece of evidence turns the whole case around!” but when the evidence is too obvious, then the player realizes what is happening long before the game is ready for it, and the players’ attempts to honestly answer the game with their knowledge turn into the game saying “no you’re wrong.”

I ended up playing this game in such a way where I always second guessed what I was saying, not because I thought I was wrong, but because I wasn’t sure if the game was ready for me to be right yet.  “This contradiction seems obvious, but the last obvious contradiction gave me a penalty, so is the game ready for me to be right yet?” is not a fun way to play. 

Finally I just didn’t think the mystery in this case logically flowed.  A lot of the contradictions they used to meander around (before finally letting us use the fountain pen) weren’t actual contradictions, and at one point I’m pretty sure the game contradicts itself.  It says that the victim in the case mentioned the poison while visiting a University, and the witness Soseki then demanded to see the poison.  Another witness, Professor Mikotoba said ok and showed the poison to them, but the reporter Menimemo was not allowed to go in and see the poison since access to it was restricted.  However later in the case it is necessary information that Menimemo DID go in to see the poison, because that was when he stole it in his fountain pen.

So in the end I was correct, the photographer killed her, he used his fountain pen for the poisoning and the characters were all great.  10/10 characters, -5 for case logic and general gameplay flow.  5/10 overall.  When I put down the case I would have said it was the worst case I’ve ever played, because no case before has ever made me put it down in frustration like that, but after replaying and finishing it, it’s ok just really clumsy.  A shame since as I said I really like Susato as a lawyer, and this is probably the only time we’ll see it unless Ryunosuke gets Maya’d (kidnapped) in the final case.

Update: I’m learning Unity

I’ve always enjoyed video games and wanted to create my own.  I may never actually make one but at least this is a way to exercise my creative side.  My wish is to make a game called something like “Build the Biggest Boom.”  It would be a game all about the chemistry of fire and explosions.  It would start by teaching the player how explosions work, how they can be shaped to send their force in a specific way, and why some compounds explode while others don’t.  There would also be an element of simple engineering to create the devices which would how explosive charge and to detonate.  The game would proceed similarly to Kerbal Space Program where instead of trying to build rocket ships to go to the moon, you build bombs to create the biggest boom.  You do simple research which teaches you the basic chemistry of explosions and then put parts and molecules together in such a way to create bigger and bigger booms, both by creating better explosive materials (for instance nitroglycerin instead of gunpowder) or by making things explode more effectively (ex the shape of the bomb).  There could also be an element of designing explosives to fulfill a specific purpose, such as proximity fuses to only explode when near something or waterproof fuses to explode underwater.

That’s all well and good, but so far I’ve done only the following:

-Make a cube that goes up when space bar is pressed

-Make a box that creates cubes when return is pressed

-Spawn a bunch of going-up cubes with return, then send them up with space bar

-Created a ceiling to stop things from going up too far.  Turns out that to create a ceiling, you have to create a floor upside down.  Who knew

So I want each “cube that goes up” to eventually be a particle in an explosive reaction.  Instead of just going “up” I want them to gain a force proportional to all the other particles near them (as an analogy for every molecule releasing explosive energy) and therefore “explode” outward when the space bar is pressed.  From there I can do the stuff of having different particles have different explosive energies, and having shape charges and stuff.

Game design: should AIs play to win, or play for the player to lose?

I’ve been playing a lot of Sid Meier’s Civilization recently and have thought about this conundrum: should AIs in video games play to win, or just play to make the player lose?  These are two different strategies mind you, if each AI is playing to win they will act in their own rational self-interest to pursue their own goals.  But if they are just playing for the player to lose, they may instead act against their own self-interest in order to hurt the player.  I feel like I see this “play for the player to lose” strategy a lot in games against the AI but I don’t know if it’s accurate or just my imagination.

Consider for instance the early phase of the game: settling.  The player and AIs all are scouting and settling in an attempt to claim as much land as they can to grow and become stronger.  I often appear to see AIs make baffling settling decisions, settling on terrible land with zero fresh water, and their decisions only seem to make sense if they are simply trying to box the player in, not actually win themselves.  Settling is an expensive process requiring a lot of food and production, so you want to settle as good a city as you can.  On the other hand giving the player a lot of land for themselves lets the player grow stronger and be more likely to win as a result. 

The compromise seems to be that in games I have played, the AIs nearest the player will settle on marginal lands in the direction of the player, boxing the player in and preventing them from expanding.  Other AIs will then have more room to settle good land and actually attempt to grow stronger and win the game.  In this way the game becomes more difficult for the player, even though some AIs are making choices that aren’t actually in their own rational self-interest.

To be blunt, I don’t like this.  I think AIs make the most sense when they act in their own self-interest, rather than having a secret alliance against the player in particular, I think it makes the most sense and more accurately represents how a player would play as well.  But like I said I don’t have any hard evidence that the AIs act this way, maybe they settle bad spots because they’re just poorly coded in general.  But it sure does feel like they’re all in on it.

I can tell you a game that DEFINITELY has an anti-player bias and that’s the Total War series, which is part of why I stopped playing them.  In the Total War series, every AI that borders the player in any way is just a short step away from war.  This was fine and fun in Rome and Medieval Total War, where the economics of the game made world conquests like this fun, but in Empire and later Warhammer Total war it just gets tiring and unfun. 

To give an example: Empire Total War takes place starting in 1700s Europe.  France and England both have colonies in North America, and there’s a Native American tribe, the Huron-Wyandot in central Canada.  If the player plays as Britain, this tribe will inevitably attack Britain and stay peaceful towards France.  If the player plays as France, this tribe will attack France and stay peaceful with Britain.  This again isn’t so fun.  Like I said, the economics of this game make world conquest a boring slog rather than a fun romp like in previous interactions, but also this is a historical strategy game that in certain ways does attempt to model diplomacy and agency of historically relevant peoples and nations.  Shouldn’t it be possible for France to attempt an alliance with Native American peoples to counter Britain, just as France did in real life?  I think the game would be a lot more fun that way instead of being railroaded into an “everyone against the player” scenario no matter what country you play as.

Anyway those are my thoughts on AIs, anyone else know of a game that seems to have a strong anti-player AI?

I’ve been playing Pillars of Eternity, and I just wanted to tell someone about it.

Pillars of Eternity (1 and 2) is a fantasy RPG duology made by Obsidian.  Now everyone I’ve known always tells me Obsidian always has the best writing, but honestly I’ve never seen it to be true myself.  I remember booting up Fallout:NV (seen by some as their magnum opus) and thinking “THIS is the bad guy factions?  A bunch of technologically illiterate spear-wielding Roman cosplayers is supposed to be a scourge of the wasteland?”  And the game never did enough to justify to me that these cosplayers were indeed deserving of their status as world-conquerors in a universe where GUNS are plentiful. Instead the game just wants to go into excruciating detail of their evil deeds like it’s written by an edgy teenager, and then I read afterwards in interviews and the like that Fallout:NV was supposed to be “morally gray,” like wtf? 

So I’ve never played an Obsidian game for the writing, the way I’d play an Atlus game for the writing or a Bioware game for the writing.  Obsidian to my mind is best at making interesting systems and gameplay loops that I want to interact with, OR by using someone else’s assets to make a follow-up sequel. They’re good at those, but I don’t expect them to be the best writers.

So with Obsidian’s first wholly new IP since Alpha Protocol (criminally underrated and overrated simultaneously) I jumped into Pillars of Eternity.  How would Obsidian fair when they don’t have a publisher breathing down their neck? 

It turns out publishers aren’t evil and all Obsidian’s bad habits reared their ugly heads.  Let me start by saying I do like this game (I’m replaying it) but I don’t think anyone besides me would ever like it and I can’t think of a single person I know who I’d recommend the game to.  I like it because it is an extensively deep Dungeons and Dragons-type game with real-time-with-pause combat.  I LIKE that. 

But there’s FOUR different saving throws and EIGHT different damage reductions, plus about two dozen weapons and a hundred different status ailments that can occur to your character.  Are you charmed?  Confused?  Dominated?  Those are all different.  Are you hobbled, dazed, dizzy, sickened, weakened, fatigued? The list goes on and on and each one does a different thing using a different skill targeting a different saving throw. 

You can specialize in 1-handed weapons, sword n board, two handed weapons, and dual-wielding and they will all force you to build your character a little different.  And if you want to play a barbarian I hope you know that Intelligence increases the range and duration of ALL abilities meaning a dumb barbarian will rage for mere seconds and then get slaughtered while a barbarian with a PhD in Barbarity can rage for days slaughtering his enemies before him.  Obsidian doesn’t like dump stats so every single stat does something for everyone, a wizard needs high Strength or his spells do no damage, a priest needs high Strength or his heals heal almost nothing, etc.

With all that said it’s the type of game that takes hours just to understand the combat systems and if you’re not the type of person who will read every tool-tip and check both the in-game manual AND the forums to understand how everything fits together, then you are going to have a rough time of it and won’t even know why you’re losing battles until you’ve already replayed them a dozen times. So while I like the combat I can’t imagine how most people would.

But the writing in this game is just not good.  There’s too much of it and every character will talk your ear off at the slightest opportunity without saying much more than “our village of Schitzville is so morally gray that by solving all our problems you’ve just creating new ones.”  The game is a lot less smart than it thinks and that runs through both the first game and it’s sequel. 

It also feels like a game written by teenagers that is so desperate to show you how mature it is that in the sequel half the characters will end every one of their sentences with a sex joke or innuendo.  I’m an adult, most of my friends are adults, sex has not been a common topic of conversation since we were teenagers (or when most participants are blackout drunk).

Finally it makes me sad that although I like Pillars of Eternity 1, Obsidian basically made me never want to play another Obsidian game when they released Pillars of Eternity 2. 

For as long as I’ve known them, fans of Obsidian have said that Obsidian makes the best games but gets screwed by publishers and forced to release buggy, unfinished messes.  Well Obsidian was given a big crowd-funded budget with no publisher to answer to, and they were tasked to follow up on their own IP. And in the end, they made a buggy, unfinished mess.  Combat just didn’t work, the story went nowhere and was a blatantly unfinished sequel hook to drum up interest for a third game that will now never come.  I remember getting to the end and audibly said “that’s it?” when the credits rolled.  Nothing happened and nothing mattered, and now I just don’t care to play new Obsidian games.

Random thought: I prefer real-time-with-paused to turn-based in my party RPGs

It feels like the world has passed me by on this one.  I have always held Baldur’s Gate up as being basically exactly what I want in the feel of a party-based RPG, and yet every discussion online I’ve seen has been the opposite.  When Pillars of Eternity 2 came out, it sold terribly.  I have my own opinions on that but one explanation that was making the rounds was “turn based is a far more tactical feel for an RPG, real time with pause is outdated, that’s why Divinity 2 sold so well and Pillars 2 sold so poorly.”  The devs even seemed to believe this, as after I left Pillars 2, they patched in a turn-based mode for the game.  Well I played some of Divinity 2 and I have to say I truly truly wish this were real-time with pause.

Divinity’s system relies a lot on the minute positioning of spells.  One pixel off can mean the difference between incinerating your enemies vs your allies.  The maps contain plenty of pillars and Line-of-sight blockers to force you to consider positioning, and yet I feel like the positioning is just not fun to engage with.  There are two archers and a warrior at the end of the hall,I want to hide my mage so they can hit the warrior but not get hit by the archers.  How far behind the pillar do I need to be?  I sit in a spot that looks good and… nope.  A little off, I cannot hit the warrior.  Well now I have to spend more AP in order to finagle my positioning just right.  In Real time (Pillars), this would take about a second, which is nothing in the timescale of the battle.  I unpause, move a bit, check, and yep it’s fine.  But here that 1 AP is 25% or 20% of my total for this turn, which can easily mean the difference between getting the spell off or not.  The worst is how intuitive it can sometimes be, a lot of iron stuff lying around has big gaping holes in it (think like the iron bars of a cell).  Can I fire stuff through or does this count as solid so I should instead hide behind it?  Infuriatingly it depends.

So while position matters a whole lot, I generally ignore it because it’s not fun to engage with.  When you’re trying to get something just right, the difference between success and failure is very minuscule, and the AP system means those minute adjustments cost action points, so while a mistake in positioning in Pillars costs me a couple of seconds to fix, a mistake in positioning in Divinity can cost me my entire turn.  And because the mistakes are so punishing, the system is opaque, and I’m not yet feeling any situations where a perfectly executed fireball won the battle, I feel no compulsion to “get good” at this system, and I don’t have much fun trying.

Faulkner is disappointing in Pokémon HeartGold

I’m playing through Pokémon HeartGold and I have to say I’m kind of disappointed with Gym Leader Faulkner. 

So I played Pokémon Gold on a gameboy color back in the 90s, and I remember thinking Faulkner was a kind of clever gym leader.  He used flying type Pokémon, which are weak against both rock-types and electric-types.  Funnily enough Pokémon of those types are available within a short walk of his gym, so it seems like he should be easy to beat, right?  Just catch a rock-type (geodude) or electric-type (mareep) Pokémon and you can waltz in and beat him.  But Faulkner had a trick up his sleeve, his Pokémon knew mud-slap, a ground-type move that was super effective against both rock-type and electric-type Pokémon.  So you’d walk in with a geodude and a mareep and he’d completely demolish you.  In-universe I’m sure a lot of 10-year-olds ran out of his gym crying.

It was cool to me because it makes sense why he would have that move.  He wants to win but has to use flying-types which are weak to rock and electric moves.  So he devises a way to turn the tables on anyone using those types against him.  But apparently the move mud-slap wasn’t actually any good, because in HeartGold he no longer uses it.  Now you *can* beat Faulkner easily with a nearby mareep or geodude, and it just makes him seem less clever to me, even if the move that replaced mud-slap is probably a better move overall.

Capitalism 2: A game that makes you appreciate loans

I’ve played a lot of video games in my time, and let me tell you Capitalism 2 is a doozy.  You can get it on the Steam store for about 10 dollars and that’s about what it’s worth because it’s decades old and the UI is painful.  Still, I’ve played a lot of it and it does help you appreciate some nifty real-world concepts.

For those of you who have never played it (ie everyone), Capitalism 2 is a game in which you take control of a large corporation with nothing more than a few million dollars and a dream of riches.  You then use that money to try to turn a profit by manufacturing and selling one or more of the games 50 or so unique goods.  There’s food items, furniture, electronics, cars, and they all have their own production chains and sales strategies for you to manage.  Food items are all about quality and price so you just need to invest a lot into your farms and try to outcompete your competitors.  Designer clothes are all about branding, so you need to spend millions of dollars on advertising to gain market share.  While electronics require investment into R&D before you can even begin to try making them.  It’s kind of fun to throw down with a few AI companies and compete to turn $1 million into $1 billion, but if the game has taught me one thing it’s that loans are overpowered.

A loan, both in game and in real life, is a way to get money now in exchange for money later.  While the total amount you’d have to pay back is greater than the face value of the money you get loaned to you, you can do a lot of things with money now to make that be a net gain.  You can invest it, start a company, build a factory (if you’re a corporation), and all those things can net you a bigger gain than the interest and principle you will need to pay back.  The difficulty is of course that the real world is a world of uncertainty, you don’t know for sure if your investments will pan out or your factory will work, you’re taking a risk and that risk includes a downside.

In Capitalism 2 however there is near perfect information so most of the risk doesn’t exist.  You know instantly what the price of every good on the market is and how they will change in the future.  You know exactly who your competitors are and usually you know what they’re building.  With perfect information there is almost zero risk, and with zero risk there is never a reason not to max out your available loans to build new factories to make new profits.  The AIs in this game by the way don’t seem to be programmed to ever take loans, they wait until they have the cash in hand before ever buying something, so this is a technique only available to the player.  But as I said pretty much any investment is a certain success, so loans are just free capital for the player.  And that’s why they’re so OP in Capitalism 2.