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Show #468: This Spinach Salad Is Missing Something...
  • Happy Birthday Joel
  • So now I know what a hoagie is.
  • Happy Birthday, Joel! Congratulations on another year of life (i.e., not eating a dessert hoagie). May you have many more years of not eating a dessert hoagie in your future.
  • I want to go out of this life eating a dessert hoagie. Amalores is a fun game with a dumb story which is pretty much all video games.

    Happy B-days Joel.
  • Happy birthday, Joel.

    I now have plans to make a variety of dessert hoagies. Puff pastry hoagie bun filled with ice cream, fruit, and creme fraiche, topped with shaved chocolate. Truly this is the gateway to the void.
  • ...god I could happily die eating something like that.
  • Yakov, we have a date with dessert. Destiny. Dessestiny. Whatever.

    This weekend or next week, we shall gather to create madness.
  • HIPPIE BARF DAY

    Dessert hoagie is exactly the kind of thing you'd expect from Philadelphia. I think it would go really great with Cheesesteak Sushi.

    Also, Breakfast Hoagie: Scrambled eggs, American cheese, and Scrapple on an Amoroso.
  • With regards to eating things before you pay for it. My step dad, once made a sandwich in the supermarket and ate it during checkout. So my mother paid for opened bag of bread, deli honey ham, cheddar cheese and margarine.
  • God damn. Like once I opened up a coke while I was in line because my throat was particularly dry, but that's just a whole new level of impressive.
  • Did she also pay for a bag of plastic knives? :D
  • Dave said:

    Did she also pay for a bag of plastic knives? :D


    Or did your step-dad always keep a set of plasticware on him for such occasions?
  • Either would be acceptable.
  • Happy belated b-day Joel.

  • I like the fact he bothered to butter it. If I'm rushing a sandwich i'd skip that step.
  • This was a sweet episode, but I have to mention that I recently also started replaying Mass Effect 2 and I hate the combat. Maybe it was jsut because I was playing the soldier class but ducking out from behind things and firing until my screen started turning red and then waiting until it stopped being red and then jsut rinse and repeat util everything is dead wasn't very much fun. In fact the only difficulty came from how I would get mad about how long it was taking to kill things and then I would run out form cover and get murdered.
  • I'm not really going to apologize for Mass Effect's combat. It wasn't perfect. I never had the experience you described while playing it though.
  • Nah, he alway kept a pocket knife on him. He never goes anywhere unprepared.
  • Yeah I have a feeling it was because of the class I chose, and that it was on a higher difficulty. The story is still obviously amazing and I have already bought ME3 but I guess im not a big fan of cover shooters.
  • Actually diabetes gets more serious as the numbers go down, which means he invented Diabetes Zero, and, like, glucose has replaced a key amino acid and so he has to keep eating pure sugar every day for the rest of his life or else he disintegrates.
  • Damn it, I remembered I need to replay ME2 because someone died, but maybe I'll just continue on with it? That'd be sorta ballsy. Mass Effect 1's combat had some serious issues, but I've forgotten all the terrible parts and I remember only two positive things:

    1) Staring down a beam rifle scope as a Geth Juggernaut charged my party, knowing I'd have only one shot with the overload damage buff to kill it.
    2) Not watching my back, and grimacing in preparation for a bunch of mercenaries to flank me... only to turn and see them all super wiggly in a singularity as Wrex blasted them with his shotgun like a skeet shoot.

    Dave, you forgot to mention the best part of the Vanguard class: the distorted slowdown voices of your party members as you engage the charge dash. Chris was playing it and we had to pause because we were laughing so hard when in the middle of battle, we heard Grunt say:

    "Yeah! Right on your aaaaAAAAAAAAAAAAAA--
    (charge dash, kill last enemy)
    ...ass."
  • It's true. I love the generic "dooooooo-WOP" as time slows down for a second then immediately speeds up. It's especially satisfying if you do a melee that falls on both the slow and fast side of the teleport. I really miss the time dilation in ME3's multiplayer, but it's made about even because my guy goes GRRRARRRARRRARERRRR when I hold down the melee button and they make a purple energy fist punch.
  • Why is continuing with a dead character ballsy? This is something I'm genuinely interested in. Peoples desire for the perfect play through and not the one they earned from the choices they made.
  • I would argue the choices at the end are not necessarily the result of logic, and thus not really "earned." Whether or not someone survives is directly dependent on how much 'loyalty' they have with you, i.e. how much they like you. This is a very "Bioware" conceit, but it does not make logical sense. Also, apparently doing side missions after you activate the "endgame" state of the Omega 4 Relay can also result in the death of characters. This is a very "RPG" conceit, and does not make logical sense. While you're technically right that the endgame is the result of choices the player made (in the sense that they're not random), you're being held to the effects of game mechanics that are counterintuitive, so I wouldn't say you "earned" them. It's true, you DO have to choose someone with an appropriate specialization, so that makes sense, but a "disloyal" expert will die, and a woefully underleveled character will survive just fine.

    It's "ballsy" because it's one step under a permadeath run. That's deletion of main character, this is essentially deletion of an important NPC that's part of your party.
  • Happy belated Joel.

    On the subject of not using eggs for baking, my wife once forgot to add the egg replacer for a cake and it also came out pretty hard and apparently I'm the only one who didn't have a problem with it (which meant more cake for me). I feel like this should be a thing that gets sold, rock hard sweets made to be eaten with milk or ice cream.

    Also on the ice cream topic, I've gotten to the point where eating ice cream with a spoon is too much work and I just put it in a blender to drink it, most of the time with PB in it.
  • Not having them loyal is a product of your actions, or lack of them. The omega relay is, "shit just got real" but let's go see what's going on over at the citadel? It's a gaming conceit that people always gripe about. The world is ending but can you get me 10 monkey eyes? ME2 had the balls to make the sky is falling actually mean something.

    I much preferred the way 2 handled party death than 1 did. Choosing one or the other because someone has to die for our story progression is pretty weak. Same with how they handled Wrex.

    I think the loyalty based deaths are limited to the the normandy attack right? Does it matter why they died? If Miranda just ate a reaper laser to the face, while running down the corridor, and you didn't look up why on the internet couldn't it have always been scripted? Like Wash's death in Serenity which I know people praise Whedon for. That whole mission is played up as a suicide run for hours, people should expect characters to not walk away from it.

    How is my Legion's death different from Aerith's? Mordin? I loved that guy and he's gone. His death was revealed to me in a camera pass over a battlefield where my crew expected to die. I didn't know why until talking with people who were following my progress.

    I complain about ME2's combat because I can see the seams and it seems people complain about this aspect because they can't.
  • Squirrel said:

    Not having them loyal is a product of your actions, or lack of them.



    Agreed, but loyalty (which is really "how much they like you") shouldn't have any direct relevance on whether or not they survive, but it does. This creates a sort of guilt on the part of the player because other, seemingly irrelevant decisions now play heavily in NPC survival.

    The omega relay is, "shit just got real" but let's go see what's going on over at the citadel? It's a gaming conceit that people always gripe about. The world is ending but can you get me 10 monkey eyes? ME2 had the balls to make the sky is falling actually mean something.


    But it didn't, though. Don't you get to activate the Omega 4 Relay whenever you want?

    Squirrel said:

    Choosing one or the other because someone has to die for our story progression is pretty weak. Same with how they handled Wrex.



    It's the Kobayashi Maru no-win scenario. ME1 gave you a choice you couldn't min/max your way out of. Wrex was also: are you willing to stick to your choice even if it means sacrificing one of the most valuable allies in the game? I thought that added weight from a gameplay perspective, not just a story perspective. Compare that to Bioshock, where the "moral decision" has little gameplay impact and is a non-choice.

    Squirrel said:

    Does it matter why they died? If Miranda just ate a reaper laser to the face, while running down the corridor, and you didn't look up why on the internet couldn't it have always been scripted?



    Because that's not how the game is set up to work. I'm not saying your way of playing is not valid, just that it's not the game as designed. I can't credit them for something that you added yourself. Far Cry 2 Permadeath run is far more interesting than the normal mode, but that's a self-imposed design choice the player made, not the designers.

    Squirrel said:

    Like Wash's death in Serenity which I know people praise Whedon for.



    I certainly don't. It's like he forgot he made a silly show about rootin-tootin space cowboys.

    Squirrel said:

    That whole mission is played up as a suicide run for hours, people should expect characters to not walk away from it.



    That's a valid statement, but if they actually had made it semi-random, I'd be agreeing with you.

    How is my Legion's death different from Aerith's? Mordin?


    Aerith dies as a result of story progression. If whether she died or not was based on if you completed the Mog arcade game in the Golden Saucer or if you agreed to buy her flowers at the beginning of the game, I'd have the exact same gripe. If the player has the ability to influence the course of a game's story, I think it needs to either be obvious or logical. Again, I'd be fine if who made it back was not something the player could influence.
  • I don't think I added anything. My point is that all the things you're not happy with, you wouldn't know without outside information or multiple playthroughs. Playing the game, as presented, no deaths would feel like they weren't supposed to happen.
  • I don't have the time or investment of thought to add a lot of detail, but I side with Squirrel on this. I've only played Mass Effect 2 once; I invested enough effort into it that all of my companion characters survived, but virtually none of my crew did. Knowing what I do now about the internal mechanics of the system, I might approach the whole game with more emotional detachment on a second playthrough, but the first time - when the details were obscured, and I was having to make heat-of-the-moment decisions on who to send on which missions - was really gripping, and the loss of my crew in particular felt like a natural consequence of the decision I made to thoroughly sweep the galaxy before hitting the Omega 4 relay.

    The ME1 Ashley/Kaiden choice was good, too, but it felt more artificial to me. Here's an A-B choice; you get to feel responsible for this choice, but not for the circumstances that led up to it.

    I think the key is that, absent the detailed mechanical knowledge people dug up on how ME2's ending worked, ME2 worked better for me. It put more responsibility into your hands, hinted but didn't tell you clearly how best to use it, and gave me just enough verisimilitude to take it seriously.
  • I'm almost willing to allow "you wouldn't know without a guide." But come on, excluding "multiple playthroughs" is absolutely something you're adding.

    This is the sort of thing that ludonarrative dissonance was coined to describe. The entirety of the game, survival is based on gameplay choices, but in the final suicide mission, survival is based (partly) on dating-sim affinity choices. Saying that this is not apparent if you put single-playthrough blinders on is not a realistic mode for experiencing a game. You added that particular constraint yourself, and while I don't doubt it improved your experience, I still get to call it out as a BS game design decision.
  • Fine, even with multiple playthroughs, I'm willing to bet it wouldn't be apparent just what, of the things you did different, changed the outcome.

    I've been seeing this, go back and fix my save, thing a lot and it feels power gamey as hell in a series so narrative focused.

    Yes, I played it once, saw my story, ejected the disc and walked away. Content. Playing it again to see the differences is asking to see the man behind the curtain. Of course you're going to be upset when it's a short old dude and smoke.

    I'll give you the BS design decision because I have my own hang ups with the combat but I definitely disagree. It's a conceit made to tell an interactive story and I don't know if anyone who has done better.
  • I'm surprised you felt emotionally vested, Nth. I wasn't excited about the choices I had to make because every choice was preempted with "I think we should send [the best character for the job] to do this."

    In fact, unless you really like having Zaeed and Grunt in your squad at the end of the game, statistically if everyone is loyal (and why wouldn't they be) everyone probably lived anyway. Maybe you lost Mordin. It's Wrex all over again. If you cared enough about Wrex to talk to him a lot and do his sidequst, Wrex doesn't die. Likewise: if you cared enough about characters in this game to do their sidequests, generally they didn't die either. Loyal characters CAN'T die in the final fight until all the unloyal ones are dead.

    I would've been a lot happier with more failure states, as we stated in a different thread, and I was looking forward to a bunch of complex choices not "We need a tech specialist" followed by Tali and Legion going "Beeboop we are the best at tech." My first playthrough I lost only Tali, who was not loyal because of the Tali/Legion fight. My second playthrough, I wanted to try the game on Insanity, I lost nobody. And this is before I knew anything about the systems at work, I simply did everything in the game.

    I bet more people lost their crew than lost a significant amount of teammates and that's only because the game kind of pulls of a fast one on you. It's like, hey in this video game there is a ship that is crashing into a planet LITERALLY FOREVER until you get to it and the 5 minute timer starts. Likewise, those terrorist missiles will hang suspended into mid-air until you get around to landing on that moon and diverting them, but THIS choice, this is the one with a time limit. Things like that should be consistent.

    It's probably irrelevant anyway. I'm betting most characters from 2 will only have bit parts in 3. The only decision I really struggled with this time around was Samara v. Morinth. I really wanted to go for Morinth, as I did in my Insanity playthrough, but in the end my guilt won me over and I picked Samara. Mostly, I just want to see what Morinth would do in ME3. I don't give a shit about Samara, she's probably the most boring of the ME2 cast, I just let my weird videogame morality beat me into submission and let her live.
  • Yeah, I'm leaning towards the majority of the characters having small roles but I like to think not having Legion is going to mean a lot when dealing with the Geth.

    My whole thing is wanting more fail states, but from what I've seen a lot of payers can't handle that. Not saying you Spanks, because you have a more thought out issue than "I need the perfect save". Having more "you fucked up somewhere, suck it up and keep moving" moments are something I look forward to and I applaud them for trying even if mechanically it's flawed.
  • Dave said:

    Maybe you lost Mordin. It's Wrex all over again. If you cared enough about Wrex to talk to him a lot and do his sidequst, Wrex doesn't die.



    I lost Mordin, but I thought he was loyal? I'm still not sure why, which is why I'm thinking about going back and replaying it.

    Squirrel, your method is a perfectly valid way to play the game, but Mass Effect's persistence complicates the idea of the narrative. They've largely dodged around this issue so far, but imagine if season 2 of a show went one way for you and another way for your friend. Then, as a consequence, a character you liked was dead and didn't show up in season 3, but did for your friend, and you think you'd have liked theirs better. This is why permadeath runs (which is essentially what you did) are a niche; you gain some things and you lose others-- you deliberately only experience one facet of the content and seek to increase the weight of that facet by excluding the others.

    I'm with Dave, though, I'll bet most ME2 characters will have bit parts in 3 because basically every character, including Shepard can die in the final mission, right?
  • I guess I'm more willing to credit them for what I see as a step forward from ME1's "now, CHOOSE" or "kill him / don't kill him (you asshole)" than to criticize them for not taking it even further. You're right in that for each one, the goal was to pick the best character for the job, but at the time, in the moment, I felt a real sense of pressure to make sure I was actually making the best call, and I appreciate that the game successfully put me in that mental state. (It's like we were discussing a while ago re: DXHR; I had been playing nonlethally up to a point, but when I first came across the mercenaries that tried to murderize you and your coworkers at the start of the game, I lost all interest in the "nonlethal!" achievements and the gloves came right the fuck off.)

    Part of the difference here may be that Mass Effect 2 had a particular effect on me, in that I loved every minute of it while I was playing, and when I finished I had NO desire to replay it. It felt like it would weaken the impact of the particular path my playthrough had taken. I certainly recognize that I don't share that experience with everyone.

    I can definitely see the argument that the system should hold up even once you've seen all of the moving pieces underneath, and once you already know what's coming. I think that's still really hard to pull off - too complex and it's effectively random, and people will cry foul. Too simple, and it becomes trivial to game.
  • I don't see the perma death comparison at all. I played the game, the way they made it, to completion. I get your TV show analogy but the idea, which I may be adding as you put it, that my experience is different than yours is what makes it what it is. Is yours or mine better? Doesn't matter. That we can have a conversation about the differences does. Isn't that the whole thing the internet goes into a tizzy about Bethesda games for? It's what makes Mass Effect different from Uncharted.
  • It matters if I would have liked your version better, but elect not to go back and attempt to see that content. You clearly value the impact that player choice can have in the story above all. I value the quality of ME2's writing too much not to want to see it all. I'm not saying your way is wrong, just that you can't claim "I played the game the way they made it." You're playing the game a very specific way.

    "that my experience is different than yours is what makes it what it is": I do not value that uniqueness above the quality of the story itself.

    The game, "the way they made it," is on an optical disc. Your mode of play, while not invalid, is not necessarily mainstream. Movies aren't made to be watched once, even ones with twist endings.
  • That's the other issue. If someone's dead it's probably not going to spawn a new plot arc, so by leaving people dead you're putting a full stop on certain avenues of content. It's metagaming, yeah, but I want to see all those story threads, even down to the niggling little ones that only show up as one sentence news broadcasts.
  • I guess the "way they made it" comes off a bit strong. I meant that I played it the same way you did, the only difference was after the credits I was sated, you weren't. Understandable. I'm not denouncing going back, I was/am curious about the need for a perfect run which Dave just nailed, while contradicting the desire for fail states =P. I just disagree with bashing the mechanic they used to make the smoke and mirrors, for not giving you a clear reason for the imperfect run. Or at least being a dumb reason once you pulled it apart.
  • This is good, I think that we've identified the core discrepancy here. I don't actually care about seeing all of the game content; I might check YouTube for a few particulars, but I place a higher value on the particular "shape" of my one, personalized playthrough, and I'm generally fine if that means that certain pieces of content are cut off from me at a later point. It feels more authentic to me that way.
  • All I know is that whatever ME3 is like, I'll probably buy it without checking the system specs and then either buy a new computer to run it (ME1) or sell my copy to Dave (ME2).
  • Anyone going to play it with kinect? I know I will. ;-)

    Voice commands...
  • http://www.1up.com/do/blogEntry?bId=9096670

    A blog entry about my Mass Effect "ideal save" question. Shame the comments are dead.