Extra Punctuation Archives - The Escapist https://www.escapistmagazine.com/category/extra-punctuation/ Everything fun Thu, 02 Nov 2023 16:19:05 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 https://www.escapistmagazine.com/wp-content/uploads/2020/04/cropped-escapist-favicon.jpg?fit=32%2C32 Extra Punctuation Archives - The Escapist https://www.escapistmagazine.com/category/extra-punctuation/ 32 32 211000634 Where Did All the Stealth Games Go? – Extra Punctuation https://www.escapistmagazine.com/where-did-all-the-stealth-games-go-extra-punctuation/ https://www.escapistmagazine.com/where-did-all-the-stealth-games-go-extra-punctuation/#disqus_thread Thu, 02 Nov 2023 16:00:00 +0000 https://www.escapistmagazine.com/?p=165867

This week on Extra Punctuation, Yahtzee wonders where all stealth games have gone to.

Check out more recent episodes of Extra Punctuation on his love for the 2004 Spider-Man 2 game, the dreaded “Walk-and-Talk,” and AAA games needing to step up their traversal.

Extra Punctuation Transcript

I find I’ve been craving a specific dish, lately. Much as I am continually frustrated by the fact that I no longer live within easy walking distance of a McDonalds, there’s a specific flavour of gameplay I used to indulge in a lot and whose absence I now feel like a void in my gut. And that is stealth.

And oh I know what you’re going to say now, Mr. Socky. “Yahtzee, how can you possibly feel you’ve been underserved stealth by the current industry. Isn’t stealth one of the ingredients of the Jiminy Cockthroat model you’re always complaining every triple-A action adventure game has? Open world stealth action games with crafting and collectibles? And plenty of games have stealth sections at least, like in that Chants of Sennaar game you were talking about recently, and those little interlude levels in Marvel’s Spider-Man where you have to play as Mary Jane crouching behind a wall throwing bits of old tin around.”

Well, to take your points in reverse order, I can think of very few examples of mandatory stealth sections in the middle of non-stealth games that don’t suck a great big non-safety regulated tailpipe. Oh, hang on, tell a lie: I can’t think of any at all. Get the hell out of my superhero fantasy game and go risk getting fined for littering somewhere else, Mary Jane.

And as for the other point, the main characteristic of the Jiminy Cockthroat model is that there’s no focus. Every element of it has to have equal placement for maximum broad appeal. So stealth is just an option you can do if you feel inclined, and the moment you mess it up it defaults straight back to the standard combat mechanic. Besides, stealth in this context is always a little bit dreary, I find. Usually it’s the Far Cry 3 thing where there’s an enemy stronghold with five or six dudes walking short regular patrol routes, and we figure out the precise order to take them all out without any of the others noticing, which often feels more like a puzzle akin to untangling a set of Christmas lights.

Whenever I manage to pull it off and neutralize all the guards without an alert, I get this profound sense of anti-climax. All this tension has been building as I creep around unseen, and it doesn’t get a proper payoff. I dump the last body in the tall grass and dust off my hands going, “welp, that’s that.” I can only think of one game where that doesn’t happen, and it’s the game that pioneered the stealth predator mission: Batman: Arkham Asylum. The predator sections don’t get easier the more enemies you take down, no, the remaining ones get more and more scared and trigger happy, they start removing your options, the music gets more dramatic, the situation escalates. That’s how you make it work, and so few games that ape the Arkham predator system realise that. If you don’t raise the tension and enemies just keep obliviously patrolling no matter how many of their pals have disappeared gurgling into the bushes, you don’t feel like a predator, you feel like you’re tidying up.

But anyway. I suppose what I’m missing are games that are entirely built around stealth as the core, intended experience. But as the aforementioned obnoxious forced stealth sections in games demonstrate, stealth is a difficult thing to pull off. I mean, it’s not hard to set up a visibility system and make guards react to nearby sounds and all that, but the sticking point comes when you have to figure out what happens after the player screws it up. A guard spots them, what happens next?

Just game over straight away? That’s what only the suckiest forced stealth sections do. It’s like a combat system where you die in one hit, it’s whacking us around the head for making one tiny mistake. Give the player a chance to run away and hide? Like one of those chase-me-chase-me horror games in the Haunting Ground mould? Better, but that gets frustrating easily. Getting repeatedly spotted and having to keep retreating around the corner to hide in the nearest fridge kinda kills the flow.

Third option: have a combat system, so if you’re spotted you can fight your way out. Which I know feels like surrender. We wanted to avoid this. We went into this wanting to focus on stealth and we’ve ended up having to come up with a combat system anyway. I did say it’s hard to pull off. I think the best compromise is to have combat, but have it kinda suck. Again, the best example of stealth that works is the game that arguably pioneered it, Thief: The Dark Project. You’re supposed to creep around the shadows bopping guards on the head, but there is a direct combat system, in which Garrett waves his sword around like there’s a dog turd on the end and is completely screwed if he ever has to fight off more than one dude at a time.

And Thief makes no bones about not wanting you to fight dudes. If you play on expert level difficulty you flat out fail the mission if you kill anyone. But that intrinsic motivation aside, you don’t want to kill people anyway. You want to feel like a smooth master thief, you want to imagine all the guards waking up the next day to find no valuables and a calling card at which they can only shake their fists in impotent rage. Having to kill any of them feels very un-classy.

I think part of why we don’t see that kind of focused stealth game much anymore is that the notion of deliberately making an aspect of your game suck doesn’t really compute in today’s triple-A production mindset. It’s a hard thing to explain to the design committee. Why are we making combat that sucks? We don’t want our game to suck. Make it suck less. Why are we wasting the publisher’s millions developing a combat system that we flat out don’t want the player to use? Explain this to me, I am very important.

As I said, the Jiminy Cockthroat model is characterised by lack of focus, because it’s terrified of telling the user that they’re playing it wrong. Stealthing, direct combat, showing up to the battle on their hands and knees with a corncob balanced on their left buttock, take whatever approach you want, our aim is to appeal to as many people as possible. But there’s a reason why you don’t buy neapolitan ice cream if you’re in the mood for chocolate. Thief 4 was an execrable pile of seagull plop, for many reasons, one of which was that it no longer had the balls to fail you for killing people. You’d butcher your way through a mansion full of screaming guards and the game goes “Well done for playing the way YOU want to play! Why not buy some of these skill tree upgrades that will make you even better at clumsy murdering?”

Big money game dev also has trouble understanding the benefits of being understated. As we know, it’s all about spectacular graphics and putting the money on screen, and very little of classic Thief’s trademark slowly tip-toeing down lonely darkened corridors would cut together into an interesting trailer. But it was second to none for slow-burn atmosphere building.

The other way Thief 4 ruined things was by following the ghost train ride route of having every encounter be an enclosed stealth challenge, handfuls of guards in tight clusters of rooms who all have short patrol routes going from one end of a corridor to the other. What I loved about Thief 2 was that the levels were huge and persistent and you had to consider the mansion as a whole. Some guards would have patrol routes that go around the entire building, and you’d never know when they might burst in and catch you lifting a candlestick or dumping an unconscious carcass into the spare toilet or whatever- You know, now I’ve sounded it all out, I think I’ve finally realised that I’m not so much hankering for more well-designed stealth games as I am hankering to play through Thief 2 again. So… I guess I’ll go do that. Yes, good idea. Thanks for listening.

]]>
https://www.escapistmagazine.com/where-did-all-the-stealth-games-go-extra-punctuation/feed/ 0 165867
Why Spider-Man 2 (2004) Is One of My Favorite Games – Extra Punctuation https://www.escapistmagazine.com/why-spider-man-2-2004-is-one-of-my-favorite-games-extra-punctuation/ https://www.escapistmagazine.com/why-spider-man-2-2004-is-one-of-my-favorite-games-extra-punctuation/#disqus_thread Thu, 19 Oct 2023 16:01:33 +0000 https://www.escapistmagazine.com/?p=162732

This week on Extra Punctuation, Yahtzee discusses the Spider-Man 2 game…no, not that one, the other one.

Check out more recent episodes of Extra Punctuation on the dreaded “Walk-and-Talk,” AAA games needing to step up their traversal, and BioShock‘s incredible opening.

Extra Punctuation Transcript

So, a sequel to the not unentertaining Sony’s Marvel’s Spider-Man is coming out soon – actually, will presumably already be out by the time you watch this – and maybe it’ll be something to celebrate or maybe not, precedent in the world of Spider-Man adaptations has shown that the introduction of Venom to the formula tends to be the point when things go to shit, but for me the real tragedy is that the new game will add yet another to the enormous pile of entities one could refer to as “Spider-Man 2.” Thus making it all the more likely to bury the good Spider-Man 2 in the folds of history.

And I’ve brought that game up often enough in casual conversation that it’s high time I did a video going into detail. I’m referring to the Spider-Man 2 game based on the Sam Raimi movie that came out in 2004 on PS2, Gamecube and Xbox, developed by Treyarch who these days spend their time keeping the Call of Duty train a-rolling until the heat death of the fucking universe, apparently. I am absolutely not talking about the PC game, that came out at the same time with the same box art, but was an entirely different, much shittier game developed by some mysterious entity named “The Fizz Factor.” Gosh, remember those days, when versions of games might be completely different from one system to another? That was great fun. Asking your grandma for a game for Christmas was like playing Russian Roulette.

But anyway. Spider-Man 2 on the Gamecube was one of my favourite games in the pre-professional game reviewer phase of my life. I could play that all day, must’ve gone through it at least fifty times. Well, I didn’t have very many other games, but still. I can distinctly remember how the TV adverts played it up as the game where you can go anywhere in the city. Because of course, this was back when sandbox gameplay was relatively new, superhero sandbox gameplay even more so, and what made Spider-Man 2 so ahead of its time was the interesting traversal, as discussed in my previous EP on the subject. Timing your swings to maximise acceleration was a constant test of skill, and the game was loaded with challenges that made the most of that.

The new Spider-Man games are good, and obviously look a hell of a lot better than Spider-Man 2, but to my mind suffer a little from trying to divide the gameplay as broadly as possible, giving equal focus to traversal, combat, and various other mechanics. Which is fine, and swinging through the streets still offers the catharsis of fun traversal, but it’s got all this other stuff packed around it like styrofoam peanuts. It always feels like a mistake when a Spider-Man game has you spend too much time in combat. More specifically, it annoys me how so many modern Spider-Man games try to ape the Batman Arkham games, with reaction-based fighting and stealthy predator missions. Seems like if Spider-Man was meant to be stealthy he wouldn’t go around dressed like a really enthusiastic supporter of the Haitian national football team.

Spider-Man 2’s developer Treyarch helped out with porting some of the Tony Hawk games back in the day, and apparently they brought some of that experience forward, because Spider-Man 2 treats the webswinging like the core of an extreme sports game. Most of the side missions, races, stunt challenges, taking pictures, delivering pizzas to possibly the most iconic video game music track of the 2000s, all focus on mastering the web traversal mechanics. Yes, there is combat, and yes, it mostly sucks greasy vegetarian bum, but most of the boss fights at least take place in massive arenas in which webswinging can still be a factor. And it is quite amusing if you get in a fight with street thugs to web swing them up to the top of the Empire state building and fling them off. Pull that punch, asshole.

The point being, any old superhero can punch dudes, there are no end of video games that explore that, but what makes Spider-Man great video game fodder is that he’s got this unique core movement mechanic fucking baked into his wrists, so why the hell would you force it to budge up for more combat arenas and missions where you have to play as Mary Jane crouching behind a desk?

So that’s the gameplay, what about story? It didn’t hurt that I also quite liked the movie it’s based on, always had a soft spot for Sam Raimi’s directorial style and Alfred Molina’s a delight, but there was a lot in the movie that wouldn’t have adapted well. Namely, the whole prolonged subplot in which Peter Parker wants to stop being Spider-Man. Doesn’t exactly gel with the video game pitch. “You can be Spider-Man! Whoops! Being Spider-Man sucks!” So for the game they chuck that entire element in the bin and replace it with a load of pillocking about with Black Cat and Shocker and Mysterio.

What remains of the movie’s plot exists a little tokenly at best. You’ve got the movie’s actors doing the voices for better and worse, Doctor Octopus as the main villain checks in three or four times, and there’s an amusing scene early on where Peter Parker meets up with Harry Osborn and within one line of dialog he goes from “Hi Pete, how’s tricks,” to “SPIDER-MAN MURDERED MY FATHER AND I WILL NOT REST UNTIL I HAVE MY REVENGE.” Sort of the speed version of that character arc. But all the new stuff the developers made up for the game reflects surprisingly strong writing chops.

The whole Mysterio plotline is great fun, and ends with a pseudo-final boss encounter that I held up at the time as one of the finest subversives gags in video games, because, as mentioned earlier, I hadn’t played as many. But the Black Cat arc is really well done too, Peter has genuine chemistry with Black Cat as she shifts from redoubtable possible-villain temptress figure to manic pixie dream girl type with nothing better to do than help a shy nerdy boy work through his personal problems. And how could we move on without acknowledging the ever-sublime Bruce Campbell, brought on to reprise his role from the first movie adaptation as the narrator-cum-tutorial voice. Who spends about half the time gleefully taking the piss out of the player for following his instructions.

So the writing’s both funny and, more importantly, genuine. And all in all, Spider-Man 2 is one of maybe two or three examples in the entire history of gaming of a game made to tie in with a specific movie and come out at around the same time, being a superb game in its own right.

Cliched as this may sound, you couldn’t get something like Spider-Man 2 today. For one thing, as we were talking about in Slightly Something Else recently, movie adaptations in AAA gaming have kinda stopped being a thing. Adaptations made to tie-in with the release of specific films, at any rate, probably because games take so long to make these days trying to sync up the release dates. But what you also can’t recreate is Spider-Man 2’s freshness, and its place in the earliest days of sandbox gaming. Obviously it looks primitive from a modern standpoint, but it’s infused with an experimental feel, not weighed down by all the bells and whistles triple-A gaming has come to expect from this kind of thing. The skill tree, the collectibles, the map splattered with icons like the floor of a novelty pasta factory. As such, it may seem a trifle stripped down to a modern audience. But sometimes, like a rabid Tom Holland fan with the horn, a stripped down Spider-Man is what you want.

]]>
https://www.escapistmagazine.com/why-spider-man-2-2004-is-one-of-my-favorite-games-extra-punctuation/feed/ 0 162732
The Dreadful ‘Walk and Talk’ Sequence – Extra Punctuation https://www.escapistmagazine.com/the-dreadful-walk-and-talk-sequence-extra-punctuation/ https://www.escapistmagazine.com/the-dreadful-walk-and-talk-sequence-extra-punctuation/#disqus_thread Thu, 05 Oct 2023 17:00:40 +0000 https://www.escapistmagazine.com/?p=160029

This week on Extra Punctuation, Yahtzee discusses why AAA games need to step up their traversal.

Check out more recent episodes of Extra Punctuation on AAA games needing to step up their traversalBioShock‘s incredible opening, and Baldur’s Gate 3‘s wonky romance systems.

Extra Punctuation Transcript

I feel buoyed with confidence after the video I did on games that make you pause to listen to audio logs. I was so glad to see the agreement in the comments. There are moments in the life of a game critic where one might start doubting one’s sanity. Sometimes it seems like every major game publisher is doing something completely terrible, but no one else has called it out, and surely such companies are fully peopled with highly educated professionals, who am I, lowly masturbator and made up swear word wrangler, to claim that I know best? Am I the weird one? Does everyone else think that a game having us pay 4.99 additional dollars so your character can have a shinier hat is an extremely desirable feature that massively enhances the experience?

Well, since we did find common ground on the audio log thing, let’s try another one, also from the world of dialogue and conveying story elements to the player. There’s another common practice in triple-A video games that I’ve been getting increasingly annoyed by lately. And I have a funny feeling that in just three words you’ll know exactly what I mean, and will agree that it’s annoying. You ready? “Walk and talk.”

Never let it be said that video games don’t learn. Players don’t appreciate being forced to watch endless cutscenes in what is ostensibly an interactive narrative, and the spectre of Bioware Face has loomed blank-eyed over video game dialogue for a long time, so some visionary said “Why interrupt the interactivity for dialogue? Let’s just let the player stay in control while all the talking’s going on and they can amuse themselves by inspecting the environment and crawling around under the furniture if they really must.” Fine in theory. But then someone got a bit antsy. “Hmm, well we still need players to hear the dialogue, it’s important. I know! Let’s oblige them to walk very slowly behind an NPC as they gab away and hold up the whole game until they do so.” Which is somehow the worst of all possible worlds.

Walk and talk has been with us for a while, but I only recently started seriously turning against it when I played the start of Zelda: Tears of the Kingdom. See, its predecessor Breath of the Wild had an extremely strong opening – Link wakes up in a box and steps out into a world of beauty and adventure in just his boxer shorts. And I was interested to see how Tears of the Kingdom was going to top that. Imagine my disappointment when the first thing you have to do is walk slowly behind Princess Zelda for five minutes as she talks very enthusiastically about a brick wall.

And what cemented my newfound searing antipathy for walk and talk was that Starfield, another very recent game, did pretty much the exact same thing. Which means lessons apparently aren’t getting learned. Whatever merits are to be found once you start exploring Starfield and blowing off the critical path, it still starts with having to walk slowly behind an NPC through a grey-brown tunnel while they explain to you how boring mining is and how boring your life is now because of it. Doesn’t exactly fire me up. First impressions matter, people. Because even after having tasted what the rest of the game had to offer, when it came to write about Starfield later my first thoughts were “Oh yeah, that game with the really boring start.”

But I digress. When I talk about walk-and-talk, I’m not denigrating any instance of dialogue playing over gameplay, I’ve already complained about being forced to pause the game or stay in one place to listen to dialogue and I’m not THAT impossible to please. It’s specifically instances of it where you have to walk slowly behind an NPC and the plot won’t move on until that NPC finishes walking to the destination. So there’s no escape even if you run on ahead to the exit door like an eager dog with a full bladder. Lose another point if the NPC stops dead if you lag behind or run ahead too far and refuses to continue until you’re close enough again. Now I’m having to be a consenting party to my own torture. Like a child being forced to choose the stick with which they will be beaten.

Oh, and lose another billion points if the NPC’s walking speed is slightly slower than the player character’s walking speed, meaning you have to keep stopping and starting. If you’re so bent on playing out this monologue, I’d honestly prefer you just do it as a cutscene. Something like the opening of Deus Ex: Human Revolution where Adam Jensen automatically moves through the walk and talk sequence like he’s got roombas strapped to both feet. Or that thing in Red Dead Redemption where you can press a button to make your character automatically keep pace with the speaking NPC. At least then you can pass the time looking around at the pretty scenery. Or, you know. Just press skip.

Come to think of it, it’s not even the fact that we’re obliged to press forward and tag along with the walk and talk to continue it that makes it obnoxious, because I never had a problem with the opening sequence of Batman: Arkham Asylum, in which Batman walks alongside the Joker’s entourage and, controversially, talks. I group it with the opening train ride from Half-Life. In both cases I don’t mind it so much because we’re being shown things as well as told things. We set up the environment, build tension, foreshadow a few events, say hi to Killer Croc. Also, Batman can’t walk faster than the NPCs so it’s easy to just hold forward and zone out.

So on reflection, walk and talk can work. As long as keeping pace with the NPCs isn’t annoying to control, as long as there’s something fun to look at, and as long as we’re being told something that’s actually important and relevant. Which I would assume would generally be the case if you’re insisting we stick around to hear it, but the whole sequence in the mine at the beginning of Starfield is nothing to do with the rest of the game. At best it shows you how to mine rocks. And a sodding tutorial window could’ve done that.

Besides, however important and relevant the dialogue you’re insisting on forcing us to hold forward to listen to like we’re slowly squeezing toothpaste out of a tube, you also have to consider that this might not be our first playthrough, and we already know all this bollocks and we’d really rather just skip to the monster shooting. So yeah, a skip button would be lovely. But why not have fun with it? This is supposed to be interactive narrative, after all. I wish more games would put more effort into interpreting the player’s actions and responses on the ground level. Like that bit in Half-Life 2 Episode 1 where you pass through an apartment where a TV show’s playing, and if you pick up the TV and fling it out the nearest window, Alyx Vance says something like “Yeah, suppose you’re right, we don’t have time to sit around staring at the goggle box.” It’s always a fun surprise when developers include these little allowance. It’s nice to know that the player is being considered as an active participant, not just a camera on moving dolly with an inconvenient mind of its own. How flattering that the developers remembered that I possess basic sentience.

So if you were stuck in a walk and talk but attempted to sprint ahead to the end of the corridor, the NPC could say “Oh, sorry, I seem to be boring you, shall we skip ahead?” Wouldn’t even be that hard to implement and it would mean you can skip without breaking your immersion.

The closest example to something like that I can think of is in the 2009 Bionic Commando remake. In the final boss fight, you have the option of skipping the villain’s opening dialogue, and if you do so, your character interrupts the villain to go “SHUT THE FUCK UUUP” and start decking them in the face. Not the best game overall, but blimey I’d love if every game had that feature. One button permanently bound to “shut the fuck up.” Think of all the applications. Muting randos in Fortnite. Responding to Navi in Zelda: Ocarina of Time. Better yet, they should work it into the controller hardware, like the PS4 Share button. A dedicated control for shut the fuck up. Then we could all hold it up and symbolically press it during the E3 presentations.

]]>
https://www.escapistmagazine.com/the-dreadful-walk-and-talk-sequence-extra-punctuation/feed/ 0 160029
AAA Games Need to Step Up Their Traversal – Extra Punctuation https://www.escapistmagazine.com/aaa-games-need-to-step-up-their-traversal-extra-punctuation/ https://www.escapistmagazine.com/aaa-games-need-to-step-up-their-traversal-extra-punctuation/#disqus_thread Thu, 21 Sep 2023 16:00:07 +0000 https://www.escapistmagazine.com/?p=157528

This week on Extra Punctuation, Yahtzee discusses why AAA games need to step up their traversal.

This episode is sponsored by RAID: Shadow Legends. Install Raid for free on Mobile and PC, and get a special starter pack with an Epic champion Knight Errant. Use the Promo Code JTSKIN before October 7th to get both the Epic Champion Stag Knight and Gilded Glider Custom Skin! You can redeem the Promo Code either via this site or inside RAID: Shadow Legends itself if you are playing via an Android device or on Plarium Play.

Check out more recent episodes of Extra Punctuation on BioShock‘s incredible opening, Baldur’s Gate 3‘s wonky romance systems, and not wanting to save the world anymore.

Extra Punctuation Transcript

In my old Dev Diary series I frequently talked about my adherence to the philosophy of game design that focuses on the primary gameplay loop, or the moment to moment, second to second experience. But we’ve been seeing a lot of big games lately where the primary gameplay loop appears to be, well, a secondary concern. For all the merits or demerits of Starfield and Baldur’s Gate 3 that I’m sure we could argue over until the Metacritic scores come home, neither game would look particularly enticing if you randomly clipped a few seconds of an average runthrough. The Starfield clip would probably just be a mid-conversation staring contest with a dead-eyed NPC and the Baldur’s Gate 3 clip would be me yelling at that bloody Astarion for not automatically jumping over a chasm the way all my other children did.

These games are unapologetically focused on the big picture. It’s usually with these epic-scale RPGs and suchlike that the primary gameplay loop philosophy breaks down. They’re supposed to be about your long term goals, reaching the end of the journey, telling a grand narrative that unfolds over hours upon hours of play. But is that any reason NOT to have a strong primary gameplay loop? Maybe you like Baldur’s Gate, but imagine if you had the option of traversing that game’s maps on the back of a purring motorbike.

]]>
https://www.escapistmagazine.com/aaa-games-need-to-step-up-their-traversal-extra-punctuation/feed/ 0 157528
BioShock Has the Best Beginning of Any Game Ever – Extra Punctuation https://www.escapistmagazine.com/bioshock-has-the-best-beginning-of-any-game-ever-extra-punctuation/ https://www.escapistmagazine.com/bioshock-has-the-best-beginning-of-any-game-ever-extra-punctuation/#disqus_thread Thu, 07 Sep 2023 15:38:53 +0000 https://www.escapistmagazine.com/?p=155327

This week on Extra Punctuation, Yahtzee discusses what makes a good video game opening by looking back on the original BioShock.

Check out his recent episodes on Baldur’s Gate 3‘s wonky romance systems, not wanting to save the world anymore, and the problem with BioWare Face.

Extra Punctuation Transcript

We recently passed the sixteen year anniversary of Bioshock’s release in 2007. Not a huge occasion, but worth marking. Maybe send Ken Levine a nice card. Bioshock’s a great game. It was one of the last cherries to be placed on top of the golden age of first person PC immersive sims that ran from the late 90s to the mid-2000s.

Not that it’s above criticism, if there were any game that would seriously benefit from being forcibly held down and having its last two hours sawn off. And the less said about its binary moral choice bollocks the better. What, I can save every bloody little girl in this entire ill-advised social experiment cum gated community and be a great big hero, but then I kill just one of the little buggers, just to see what would happen, just a special treat for me, and suddenly I’m an irredeemable bastard? Talk about political correctness gone mad.

]]>
https://www.escapistmagazine.com/bioshock-has-the-best-beginning-of-any-game-ever-extra-punctuation/feed/ 0 155327
Baldur’s Gate 3 Romance Just Isn’t Interesting – Extra Punctuation https://www.escapistmagazine.com/baldurs-gate-3-romance-just-isnt-interesting-extra-punctuation/ https://www.escapistmagazine.com/baldurs-gate-3-romance-just-isnt-interesting-extra-punctuation/#disqus_thread Thu, 24 Aug 2023 16:00:24 +0000 https://www.escapistmagazine.com/?p=153530

This week’s episode of Extra Punctuation is brought to you by Polaroid: Pieces of Memory. Wishlist the game on Steam today ahead of its early access launch.

This week on Extra Punctuation, Yahtzee digs into Baldur’s Gate 3’s romance systems, and why it misses the mark for him.

Check out his recent episodes on not wanting to save the world anymore, the problem with BioWare Face, and game ownership in 2023.

Extra Punctuation Transcript

So as I mentioned in my ZP review, I’m not entirely sure the surprise popularity of Baldur’s Gate 3 is more to do with its individual merits or just good timing, with audiences starved for solid design-focussed single player RPGs and DnD gaining popularity, at least judging by all those Actual Play shows that have popped up. And on that subject I was trying to play Baldur’s Gate 3 as my character from Adventure Is Nigh, the Escapist’s own Actual Play series, Mortimer the conniving conman and bastard who’s charisma is so ridiculously high no one can stay mad at him.

]]>
https://www.escapistmagazine.com/baldurs-gate-3-romance-just-isnt-interesting-extra-punctuation/feed/ 0 153530
I Don’t Want to Save the World Anymore – Extra Punctuation https://www.escapistmagazine.com/i-dont-want-to-save-the-world-anymore-extra-punctuation/ https://www.escapistmagazine.com/i-dont-want-to-save-the-world-anymore-extra-punctuation/#disqus_thread Thu, 10 Aug 2023 15:00:42 +0000 https://www.escapistmagazine.com/?p=152220

This week on Extra Punctuation, Yahtzee unpacks the trope of RPGs culminating in its characters using the power of friendship to save the world.

Check out his recent episodes on the problem with BioWare Face,  game ownership in 2023, and the fallacy of replay value.

Extra Punctuation Transcript

I’ve been picking up vibrations through the old general internet discourse banjo string that JRPG may no longer be an acceptable term? Like it’s racist, or something? Because it’s got the word Japanese in there? I don’t know if I’d go along with that. Maybe if it was being used in a derogatory context, but for me it just refers to a particular kind of RPG characteristic of many classic games that have come out of a specific country. I wouldn’t think it was any more racist than saying “Italian horror movie” or “Parisian style street cafe.” Still, I’m over forty as of this year, preparing to spend the rest of my life uselessly taking up space in the world I’m leasing from the next generation, so probably not my place to decide these things.

]]>
https://www.escapistmagazine.com/i-dont-want-to-save-the-world-anymore-extra-punctuation/feed/ 0 152220
Final Fantasy XVI and the Problem with ‘BioWare Face’ – Extra Punctuation https://www.escapistmagazine.com/final-fantasy-xvi-and-the-problem-with-bioware-face-extra-punctuation/ https://www.escapistmagazine.com/final-fantasy-xvi-and-the-problem-with-bioware-face-extra-punctuation/#disqus_thread Thu, 27 Jul 2023 16:00:38 +0000 https://www.escapistmagazine.com/?p=150701

This week on Extra Punctuation, Yahtzee explores the existence of “BioWare Face” in Final Fantasy XVI.

Extra Punctuation Transcript

So, I did Final Fantasy 16 recently, starring the sea urchin that walks like a man, and like many RPGs, there’s a lot of talking in it. Ho yes, you can’t just have support character du jour point at a distant crystal mountain and say “Hey, Clive, go break that, and then kill whatever comes out.” No, this is grand epic storytelling spanning decades, you’ve got to go around the houses a few times.

]]>
https://www.escapistmagazine.com/final-fantasy-xvi-and-the-problem-with-bioware-face-extra-punctuation/feed/ 0 150701
It’s Time to Bang the Game Ownership Drum Again – Extra Punctuation https://www.escapistmagazine.com/its-time-to-bang-the-game-ownership-drum-again-extra-punctuation/ https://www.escapistmagazine.com/its-time-to-bang-the-game-ownership-drum-again-extra-punctuation/#disqus_thread Thu, 13 Jul 2023 16:00:51 +0000 https://www.escapistmagazine.com/?p=149477

This week on Extra Punctuation, Yahtzee talks about the significance of actually owning your video games. Thank you to Robot Cache for sponsoring this video. Download Wasteland 3 for free courtesy of Robot Cache using this link: https://bit.ly/extrapunctuation

Extra Punctuation Transcript

With recent news stories on upcoming games like Starfield and Alan Wake 2 not having physical releases – although I think Starfield backpedaled on that one, that’s the 24-hour news cycle for you – perhaps it’s a good time to bang the old game ownership drum again. Churlish as it may seem to keep complaining considering that the vast majority of game purchases are digital only these days. Publishers do keep creeping up the price of new games and riddling them with illicit moneymaking schemes ostensibly to match the rising cost of game development so I suppose no longer having to print and ship fifty million plastic cases around the world has got to knock a chunk off the publishing budget.

]]>
https://www.escapistmagazine.com/its-time-to-bang-the-game-ownership-drum-again-extra-punctuation/feed/ 0 149477
The Fallacy of ‘Replay Value’ – Extra Punctuation https://www.escapistmagazine.com/fallacy-of-replay-value-video-games-extra-punctuation/ https://www.escapistmagazine.com/fallacy-of-replay-value-video-games-extra-punctuation/#disqus_thread Thu, 29 Jun 2023 16:00:24 +0000 https://www.escapistmagazine.com/?p=148565

This week on Extra Punctuation, Yahtzee discusses the fallacy of replay value in video games.

The Fallacy of Replay Value in Video Games – Extra Punctuation Transcript

So I did Amnesia: The Bunker in ZP recently, which if you haven’t watched, why the hell not, it’s like five minutes of your time, what else were you gonna do with it? Oh, you want an even shorter version, do you? Look at Mr. Jetsetter here. It’s a very effective horror game doing some interesting things with organic open-ended moment to moment gameplay, in strong contrast to its rather linearly laid out predecessors, but it seems to be very overtly trying to encourage replays. In fact the end credits are barely finished rolling before a big old text box comes up saying “Why not play again?! It won’t be the same! Well it will, mostly, but we’ll move all the traps and first aid kits around!”

]]>
https://www.escapistmagazine.com/fallacy-of-replay-value-video-games-extra-punctuation/feed/ 0 148565
Tears of the Kingdom and Meaningless Review Scores – Extra Punctuation https://www.escapistmagazine.com/zelda-tears-of-the-kingdom-meaningless-review-scores-extra-punctuation/ https://www.escapistmagazine.com/zelda-tears-of-the-kingdom-meaningless-review-scores-extra-punctuation/#disqus_thread Thu, 15 Jun 2023 16:00:25 +0000 https://www.escapistmagazine.com/?p=147246

This week on Extra Punctuation, Yahtzee discusses The Legend of Zelda: Tears of the Kingdom, rabid fanboys being protective of and/or hostile to review scores, and the subjective, sometimes meaningless nature of reviews. Additionally, check out our beautiful, brand new Adventure Is Nigh! dice, including a set themed after Yahtzee’s Mortimer, available to buy now at Dice Envy!

Extra Punctuation Transcript

So you might not have heard, but a new Zelda came out recently, and a lot of people seem to like it. In fact, some people are very very passionate about how much they like it. To the point that they send death threats and downvote bombs to any media outlet that gives it anything below 10 out of 10. Not just the lukewarm reviews – 8 and 9 out of 10s as well, very strong recommends in game review parlance.

]]>
https://www.escapistmagazine.com/zelda-tears-of-the-kingdom-meaningless-review-scores-extra-punctuation/feed/ 0 147246
The Science of Video Game Healing – Extra Punctuation https://www.escapistmagazine.com/the-science-of-video-game-healing-extra-punctuation/ https://www.escapistmagazine.com/the-science-of-video-game-healing-extra-punctuation/#disqus_thread Thu, 01 Jun 2023 15:30:27 +0000 https://www.escapistmagazine.com/?p=145864

This week on Extra Punctuation, Yahtzee discusses the science of healing and health bars in video games.

Thanks to Bespoke Post for sponsoring this episode of Extra Punctuation! New subscribers get 20% off their first box of awesome — go to https://bespokepost.com/escapist20 and enter code ESCAPIST20 at checkout.

Extra Punctuation Transcript

So last time I was talking about realism in graphics and how it’s an albatross the games industry mysteriously insists on wearing around its neck, but realism is something that video games have sought in more than just its visual aspects. From the high calibre guns firing with realistic sounds to the realistic physics with which the target’s jawbone detaches and splats gorily against the kitchen wall. And realism in game mechanics, too; the survival game with its realistic hunger and thirst meters, the immersive sim with the NPCs realistically turning hostile because the player broke into their apartment and stole a chocolate bar off their desk.

]]>
https://www.escapistmagazine.com/the-science-of-video-game-healing-extra-punctuation/feed/ 0 145864