A Plague Tale: Requiem

Martin · 2 years

It took me a long time to try out Plague Tale: Innocence, even though it was on my radar, and in my game library, for a while. I remember looking at screenshots and thinking they looked pretty neat, and I even bought the game once it went on sale, but kept it on the back-burner as I worked on other games. When it hit Game Pass, a friend of mine played through it and recommended it to me, and I finally played it - and instantly regretted putting it off for so long.

I've grown a bit wary of games with grim settings, and so that was one thing keeping me from trying the game. I don't mind that stuff, but it just feels tiring to enter one bleak virtual world after another, each one befallen by a different catastrophe, but with the same dirty, dull end-point. APT:R is full of color, however, and the levels are varied enough that you never feel like you're covering the same ground again.

I think, also, I just wasn't sure what type of game APT:R would be. It turned out to be mostly a stealth game, with some puzzle elements, quicktime sequences, and boss fights thrown in. The skill level for the game was tuned just right, in my opinion, and I breezed through it, enjoying just about every moment. I'm glad the focus wasn't on combat, most of the time, because it would have betrayed the powerlessness the child protagonists were meant to feel.

That Asobo used a custom game engine for the game is remarkable - I assumed it was an Unreal 4 game until I found out otherwise. They put real-world scanned assets to great use, making the game world lush and believable (while simultaneously alleviating their artists from a lot of grunt work). The swarms of rats that act as the game's ever-present menace are also a technical feat.

Anyway, that's a lot of words for the short message I mean to convey here: I'm looking forward to A Plague Tale: Requiem, the sequel to Innocence!

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Today, I released the first update to gamemaker-3d-io, a Blender addon I created to help get 3D models from Blender into GameMaker Studio 2.

This update brings some new functionality to the addon: in addition to triangle lists, it can now also export line lists and point lists. Some neat effects can now be achieved!

I also refactored the addon a bit, splitting out the data prep and output-building functions into their own modules. And I cleaned up the export menu to be more organized in a better way.

Get the addon at the link above, or at Github. If you happen to use this addon for your game, be sure to leave me a note and let me know what you think!

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Psychonauts 2

Martin · 2 years

So Psychonauts 2 is coming later this year, and it looks a lot like the first game, with eccentric characters, zany levels, and a number of twists and turns in how each zone plays out. The original game came out 16 years ago, and it's a testament to the game's creativity that anyone still remembers it.

Part of my memory of the original game is complete frustration; the final sequence, in particular, had a number of tricky jumps and it took me many tries to complete it.

Most everything else I remember of Psychonauts is pleasant, so I'm hopeful that this sequel smooths over those difficult moments somewhat, as Double Fine creates such amazing experiences, it feels extra bad when you can't muster the skill to see all of it.

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The Outer Worlds 2

Martin · 2 years

There wasn't much to show for The Outer Worlds 2 at 2021's E3, but that didn't stop Microsoft/Bethesda from dropping a bombastic trailer for it. I watched this directly after Redfall's trailer, so it almost felt like a dig at the rest of the show - but that's very much in line with the humor of The Outer Worlds franchise.

Is it a franchise yet? I guess it might be, after a successful second game, anyway. Obsidian created such a fun world to explore with the first game, I can't wait to see what's next.

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Redfall

Martin · 2 years

It seems like the world is awash with multiplayer looter-shooters these days, so I was surprised that Redfall grabbed me the way it did. I like that the setting/enemies are a bit different from the norm, and that the game doesn't seem to take itself too seriously, which is nice for a multiplayer experience.

Granted, we haven't seen any actual gameplay yet, but if things are anything like this slick trailer, I'm in.

I'm still slowly churning through all the E3 2021 announcements I'm excited about here, bear with me please!

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I played the new Microsoft Flight Simulator very briefly on my computer last year, and it was impressive. Flying around Sacramento was really neat, and the ability to change the flight conditions and see things look just about how they do in person was incredible.

Still, it ran a bit poorly, and after an update or two, the game wouldn't load and needed to be re-downloaded to get fixed. Not wanting to pull down another 100GB, I figured I'd try the game again once it was released on console - which I assumed would be a more stable, if less graphically intense, experience.

Judging from the video of the game shown during Xbox's E3 event this year (above), this might be the best of both worlds. The game looks beautiful, and is being heavily optimized for the upcoming console release. I can't wait to take to the skies again!

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Blender addon update

Martin · 2 years

It's been out for a few days, but in case you haven't seen it, I've finally updated my addon for Blender, which allows you to output 3D models to GameMaker Studio 2. The latest iteration of the addon will output models to GameMaker's vertex buffer format, so you can load the files natively, without including a bunch of scripts in the game.

You can read more about the addon here: https://martincrownover.com/blender-addon-gm-vertex-buffers/

Or you can go straight to the Github page, here: https://github.com/massivecatapult/gamemaker-3d-io

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Thoughts on Mass Effect

Martin · 2 years

Last night, I finished the first Mass Effect, as part of the Mass Effect Legendary Edition remastered re-release of all three of the original games. I'm sort of an opportunistic completionist, so I made sure to do all the achievements. It all took me around 46 hours.

I've played the original game from start to finish a few other times before, but it has been a while, so I didn't remember much outside of the main story beats. I had a lot of fun re-experiencing it, and there were still a few things that I found surprising and noteworthy as I replayed the game.

My biggest surprise was how few mainline missions there are. The number of missions that advance the story and lead you to the end of the game is surprisingly low. They ran longer than I remembered, though, so that was nice. One early mission took me around 2-3 hours as I explored the entirety of the map and completed all the objectives. As I get older, I find it harder to devote that kind of time to games - at least, not without interruptions - so some of the missions took me multiple sessions to finish.

I was also a bit stunned at how clunky - and in the early game, strangely challenging - the combat is. If there is any part of this remastered Mass Effect that cannot hide its age well, it's the combat. Enemies are extremely basic, sliding into cover by just running into it feels weird, and the balance is off; your AI-controlled teammates either require constant babysitting or are an unstoppable force of combat and biotic abilities.

A good portion of the game is the combat, so luckily it doesn't take much time to get used to its eccentricities. But at times I wondered how this game was able to overcome how weird the combat is and become the beloved property that it is today.

If you've played the game using the default male Shephard, or you're familiar with the various promotional materials, you might be wondering who that odd-looking bald man is in the screenshot at the top of this post. Well, I was delighted that BioWare added the option to use a character code to import your old characters from previous play-throughs, and so that's how the game's hero, Shepard, looks in my game.

He is the result of me firing the game up when it first arrived 14 years ago, and in my rush to play, anxiously mashing through the character creator. I figured, once I got a taste of the game, I'd start over with a proper character that looked a bit more like me. But the game was so engrossing, I ended up not wanting to start over, and got used to the way he looked. Now I cannot hear male Shepard's voice without automatically thinking of this weird dude. I like him!

It was nice that BioWare added the option to use a custom character code at the beginning of the first game, so I could easily import this guy from my original play-throughs. It had one odd quirk, in that the skin color was wrong when I entered it the first time, but that was easily sorted out.

My experience with the Legendary Edition is limited to the first game so far, but it's been a good one. The game looks and runs great on my Xbox Series X, and was a joy to experience once more. There were certainly parts that I wish could have been touched a little more heavily by the remaster team, and a few bugs here and there, but despite all that, it's quite easy to get caught up in the sci-fi world of Mass Effect BioWare created.

On to Mass Effect 2 now, I suppose!

Forza Horizon 5

Martin · 2 years

After you've played one or two Forza Horizon games, the experiences all sort of just meld together. They all follow the same general formula, so you know what expect - but they're fun games with lots to do, so I'm still looking forward to the fifth game in the series, which was announced at E3 this year. It looks incredible!

Taking up the wheel in Mexico is going to be a blast!

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Advance Wars!

Martin · 2 years

2021 marks another virtual E3 with a week of exciting-ish announcements for the world of video games. I do my gaming on Xbox, PC, and occasionally Switch, so that's the news I've been taking a very passive approach to following. So what am I excited about?

Not much that's out soon, it turns out. But one game I'll be blowing the dust off my Switch for is Advance Wars 1+2: Re-boot Camp.

I'm a little sad the cartoon sprites from the original game are going away, but the 3D models look alright, and that music - man, I hope it makes it into the final games!

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