Games

This is their new feature?


Pokemon Go released an update. The big feature is that your team lead can advise you on the quality of your stable. Which turns out to be a set of canned phrases that are completely meaningless:

Candela: not so bright

This is looking more and more like a squandered opportunity, turning the biggest mobile-game launch ever into “remember that game we played for a few weeks?”.

(the joke here is that コイキング aka Magikarp is the most useless Pokemon of all, which is one of the very few poke-facts I know, along with what the dirty old man actually said when he saw Misty in a bikini)

[Update: this feature collided badly/hilariously with The Bloggess’ naming scheme.]

No Man's Sky


[update: based on my testing, I’d say that the typical NMS “planet” is considerably smaller than Skyrim in square footage. And, of course, NMS has far less diversity in terrain and only one biome per “planet”. One simple test is to use the “crashed-ship upgrade” trick repeatedly on your starter world, going up to orbit after each swap and returning to a completely different region; count how many times the next transmission tower directs you to your original starting location.]

Going through the forums, reviews, gameplay videos, spoilers, and rants, I’ve come to the conclusion that No Man’s Sky is the Obama of video games: dazzled by the demos and convinced by vague, evasive statements that it will fulfill their heart’s desires, people blindly pre-ordered, and now they’re stuck defending something that can never live up to its promise.

On the plus side, Steam gives refunds. :-)

Procedurally-generated review of No Man's Sky

Most disappointingly, I was right; the NMS universe really is ruled by killer robots who occupy every single planet that you “discover”. And not only is there no depth to combat, trade, or exploring, the procedurally-generated worlds are maybe 10% as cool as the cherry-picked scenes in the demos.

Bottom line, think of it as an early beta of a 3D version of single-player Starbound, with no mapping functionality and only one scripted NPC on screen at a time (plus the sub-Spore procedurally-generated animals). And what passes for an “ending” is just a hastily-added NG+.

I went in with my eyes open, and wouldn’t have played it much if I weren’t too sick (still…) to do much else. It’s compatible with codeine cough syrup. Actually, I think it helped, since I had the patience to decipher the baffling and inconsistent user interface. Seriously, in a game where you walk/fly around entire planets, there’s no autorun key; you have to hold a key/button down constantly to move at a slow walk across the mostly-desolate wilderness, and another to toggle bursts of sprint/jump. People are now begging them not to fix the glitch where you hold down “walk”, toggle “sprint”, then press “melee” and press-and-hold “jetpack” to zip forward at high speed.

What went wrong? A lot of people have started trying to put it together, but it sounds like a combination of feature creep, a cash infusion from Sony that came with PS4-shaped strings attached, a sudden need to dramatically scale back and ship the damn thing, and Sean Murray talking out of his ass at every opportunity, in the classic “hey, guys, I just promised that we already do X; can we do X?” (for many values of X). Also, the primary QA was done by a Sony team for the PS4 platform, leaving them a bit under-prepared for the 200,000+ day-one Windows users.

Evidence for the big scale-back can be found in inconsistencies all over the place, but here’s a simple one: observatories. If you walk into one and solve the (trivial) puzzle, it will add a marker guiding you to an ancient ruin located nearby on the same planet. But the flavor text when you activate it still talks about locating things in deep space. And, by the way, the markers that get added by interacting with beacons, observatories, and transmission towers never go away; they’ll clutter your display even if you’re on a different planet in the same system. The only way to dismiss them is by walking to within a few meters of the designated spot.

Not recommended if you want the game from the trailers. Not bad for what it is, although it costs three times as much as the usual paid-beta indie game on Steam.

Editing Fallout Shelter saves with OpenSSL and JQ


I’ve been playing Fallout Shelter for a while now, first on my phone (until my vault got big enough to crash the game constantly), then on an iPad Mini, and now also on Windows, where despite its tablet origin, it doesn’t support multi-touch on my Surface Pro. Fortunately, the keyboard controls are so nice that I don’t mind.

I made a few in-app purchases, because I like to pay what I think a “free” game is worth if I keep playing it. However, the items purchased are tied to a specific vault, so if you have 3 vaults and want to buy pets, you have to make three separate purchases; you can’t buy N pets and divide them between your vaults. Worse, if you delete the vault or the save file gets corrupted, you lose your purchases. For the final straw, the basic Lunchbox purchase is a total crapshoot, emphasis on the “crap”; you can spend real money and get nothing worthwhile. The only nice thing I can say is that the new Starter Packs appear to be guaranteed to have useful content, but if you buy an N-pack, they still all go to the same vault.

People quickly discovered how to read the file format and wrote a variety of tools to edit saves, but the most-recommended one runs under the Android emulator. I didn’t care about most of what the tools do, and I have an aversion to downloading anything that’s advertised as a cheat tool, because malware, so I poked around until I found the cleanest solution that used simple command-line tools. Specifically, OpenSSL and JQ.

After a little tinkering, I knocked together a simple (okay, it’s gotten rather elaborate…) bash script containing some common operations. Specifically, decrypt-and-pretty-print, convert to survival/normal mode, rename your vault, “buy” a bunch of lunchboxes and resources, and apply arbitrary JQ filter expressions from a file (for more complicated modding).

As for moving the files around, the PC version puts them in a quite sensible location. The iOS version is only accessible if you’ve enabled iCloud sharing, and then you have to go hunting in obscure sub-directories to copy a save from your iDevice, and to sync it back, the only way I’ve found is to copy it somewhere else, delete it from inside the game, copy it back (possibly increasing the last few digits of the filename), and then click the iCloud checkbox on the now-empty save slot (waiting a bit to give iCloud time to copy back and forth).

If I get motivated enough, I’ll sort through the Dweller data and make a tool to batch-rename them and sort out their relationship data (the game prevents direct incest, but after playing for a few months, I haven’t the slightest idea who bred with who). [update: turns out they don’t accurately track parentage. If a parent dies or is kicked out of the vault, the next person to arrive will inherit their id number, effectively adopting any children.]

Gotta gold-farm ’em all


  1. Create gmail account.
  2. Use it to sign into Pokemon Go.
  3. Power-level using a GPS-spoofer to constantly "visit" areas densely populated with pokestops.
  4. Sell account.
  5. Profit!

It looks like the folks at Niantic didn’t have anyone onboard with experience at handling the inevitable issues with running an MMO. Besides just trying to reliably run a 24x7 online service for the biggest mobile game launch ever, there’s “my friends started at launch, and if I want to train at gyms and take them over for my team, I need a well-stocked high-level character”. People foolish enough to start playing the game now cannot compete (you get nothing if you can’t win a fight, and you can’t beat critters with 10x your combat points), which means the only portion of the game open to them is the basic “gotta catch ’em all”. Which they made more difficult in the latest release, rapidly using up your precious supply of pokeballs, primarily acquired through microtransactions (2.76-5 cents per ball).

If you’re near an area with a lot of pokestops (or spoof GPS to visit them…), you can pick up balls and other goodies for free, but there’s nothing even vaguely fair about their distribution around the world. It more or less comes down to how many people in your area tagged locations in Niantic’s previous game, Ingress. In my neighborhood, that means a handful of badly-painted transformer boxes, fountains (one of which is allegedly in the changing room at Marshalls), entrance signs for public parks, a sandwich shop, and some benches at a golf course. In downtown Palo Alto, it means “at least three pokestops per block”.

The team has promised that Real Soon Now they’ll be introducing inter-player trading, which means even more opportunities for professional farmers running on hacked platforms. Hopefully before that gets too far out of hand, Niantic will hire a few clued-in MMO veterans with the estimated $10,000,000/day they’re grossing.

I've got a Good Robot...


…and I’m not afraid to use it. Shamus Young’s Good Robot is now available on Steam.

[Update: buy the version that comes with the soundtrack; it makes great background noise at work, and reminds you to get home as soon as possible so you can kill robots.]

DOTT Returns...


Day of the Tentacle Remastered is out now on GoG, Steam, etc.

Dott remastered

Coming in 2017: Full Throttle Remastered.

Skyrim versus Fallout 4


Skyrim is an open-world RPG with a story, Fallout 4 is a story-driven RPG with an open world.

The first time I finished the main story in Skyrim, I really just wanted to clean it out of my quest log. I was massively over-leveled for it, having done lengthy quest chains for multiple factions, as well as an insane number of one-off quests and general explorations. When I finished saving the world, I still had at least a dozen quest chains queued up, plus another dozen miscellaneous quests. And I knew about a bunch more that I hadn’t even started.

The first time I finished the main story in Fallout 4, it was because I really didn’t have any other quests to do. There were the randomly-generated “cleanup on aisle one” quests from Preston, the occasional chatty NPC handing out tips, and a few location-dependent radio signals, but the vast majority of them were isolated quests in a single location. Some have multiple stages, like the town of Covenant or helping Travis, but they’re still pretty short. Even the main faction quest lines are pretty short and straightforward, and there are fewer factions to choose from, which largely become exclusive after you reach a certain point in the story (“if you accept this quest, you will become enemies with faction X”).

Recording voice for every quest option, for both PC and NPCs, is likely the main reason there are fewer quest chains, but the quests that do exist also tend to be less discoverable. For instance, I was inside a building when the (spoiler) crashed, and had no idea what Nick was chattering about. I wouldn’t have gone looking for it if I hadn’t seen it mentioned on the forums. Ditto the full suit of the best power armor, the gun that doesn’t need reloading, Vault 75, etc, etc. I still haven’t made it to the Atom Cats garage or the USS Constitution.

Bottom line, Fallout 4 works pretty hard to keep the main story moving, and if you stay on the rails, you may not even know how much content you’ve overlooked. Skyrim, even before the DLC, gives you so much to do that you may not even remember that there is a main quest.

Threat or party?


From a recent roadside encounter in Fallout 4:

"You can tell yourself whatever you want, but you're leaving here naked or horizontal. Your choice."
    --- Brother Andrew

He demanded that I hand over all of my possessions, so I started with the bullets.

“Need a clue, take a clue,
 got a clue, leave a clue”