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#Mike Krahulik
julandran · 7 months
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pro bono rules lawyer
[Mike has cast Jim's Magic Missle, a variant of the classic spell, which requires attack rolls.] . Jasmine: But, um… If the attack roll for a missle is a one, don't all of them miss and they blow up in your face? Mike: God dammit, Jasmine! Jasmine: It's one of my favorite spells! Anna: (to Mike) But don't you get to add the d4 for the Asmodeus blessing? Jerry: Yes. Chris: But it's still a natural 1 on the die. Anna: Aww. Jasmine: (to Mike) I'm sor–. It's just that I'm such a big fan of the spell, and that's one of its main mechanics. Chris: So, Jasmine, explain that to me? Read it aloud, please. Jerry: Jasmine, who serves the devil here, IRL? Right? Jasmine: (laugh-crying) I just really like rules! . Acquisitions Incorporated, the series — s.2, ep.3 "Not of This World" (youtu.be/2I6EaFv2GlA)
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thedakku · 1 year
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Zelda Skyward Sword Promo comic by Penny Arcade!
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vixensdungeon · 6 months
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You know how sometimes a player will come to your table, where you are running an adventuring type game, with a character who cares not for the siren call of adventure? And they then have to be dragged around because the character actually has no motivation to be on the adventure?
That sucks, don’t do that! Or, learn from cartoonist Mike Krahulik, and his character Jim Darkmajiq (not to be confused with Jim Darkmagic, though you’d be forgiven for the error). Spoilers for recent Acquisitions Inc. stuff.
Jim Darkmajiq did not want to be an adventurer. So instead he became a stage magician! And he indeed had no interest in adventure, so one Omin Dran had to trick him into joining the party under false pretenses. And they play up this deception because it’s funny, with Omin coming up with new lies as Jim sees through them. And Jim buys the new lies because Mike wants him to be along for the adventure! But more importantly, he describes Jim gradually finding a taste for the adventuring life!
So there we have it, a reluctant adventurer played by a non-reluctant player. When you play a character like this, it is your responsibility to make them engage with the game! You can work with other players to accomplish that, because it’s fun to tell collaborative stories, but in the end it’s on your shoulders.
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sniperct · 1 month
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¿¿¿¿¡¡¡¿PAX East is a Penny Arcade convention????????????????!!!!????
Yep! Since 2004!
They're still doing PAX West, PAX East, PAX Aus, and PAX Unplugged
from Wikipedia:
PAX was created in 2004 by Jerry Holkins and Mike Krahulik, the authors of the Penny Arcade webcomic, because they wanted to attend a show exclusively for gaming. The shows include a keynote speech from an industry insider, game-culture inspired concerts, panels on game topics, exhibitor booths from both independent and major game developers and publishers, a LAN partymultiplayer, tabletop gaming tournaments, and video game freeplay areas.
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The Genders were a four-man folk punk band from Vancouver, British Columbia that formed in 2007. The group's members included the members of Suburban Legends, Chord Overstreet, Mike Krahulik and Tom Cardy, who were touring as the Dorks. They formed after two of them (Mike Krahulik and Tom Cardy) saw Suburban Legends on a tour of Canada, and afterwards played together in Cardy's band, The Dorks, a punk rock side project.
"Suburban Legends are touring as the Dorks? Why can't I join the Dorks instead of the Genders? I'm such a dork"
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lasersquid · 4 months
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fallen london-ass comic
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samtheviking · 7 months
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weatherman667 · 3 months
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Lara Croft GO
The original Tomb Raider was a phenomenon that swept the Video Game industry and beyond, but, was in truth, a hot mess.
While obviously inspired by Indiana Jones, the point of Tomb Raider was to combine the adventure-platforming of Ocarina of Time with gunplay.
For those who weren't there. PS2 is where we figured out how to do shooters, but didn't really do them well. Before anyone says Bioshock, remember that the shooter aspects were okay. Bioshock is great because of it's fantastic story, and it's fantastic ability to use the medium to tell this story, not because of how good it's shooter gameplay was. The PS3 era is where we really got shooters right.
Tomb Raider is from the PS1 era. And this is why people need to understand I'm not insulting Tomb Raider, as Tomb Raider was completely unprecedented. The PS1 / N64 era was where we were figuring out 3D games. Some things worked well. Some did not.
All of the gameplay elements of Tomb Raider were okay, which was fantastic for it's day, but none of them were especially good, if we use hindsight. One of the problems they had with the puzzle aspect was that their engine finally let them move your cube in a 3 dimensions. The problem is that this makes put-the-cube-in-the-hole extremely taxing, as you have to get the cube oriented perfectly, by slightly nudging it on the corner.
Lara Croft GO takes the puzzle aspects, and simplifies the controls, leaving just the puzzle. Movement is grid-based, and every time you move, the enemies and environmental hazards move with you, (don't ask why the ancient temple has working buzz saws). As for Lara, she moves and acts like Lara SHOULD move. She is confident, bold, dynamic. You will kill any enemy who's square you move into, but if you stand in front of an enemy, it will kill you. Lara will vault over their head, do a shooting slide, and all of the things Lara should do.
The original even gave you a control to do a 180˚ turn, which is done with a quick roll. If you turn 180˚s in Lara Croft Go, she uses the same movement.
The puzzles are fun an intuitive, with the game only telling you things it needs to tell you.
The newer Laura Croft games decide to copy Metal Gear Solid, and add a bunch of scenes where you lose control, and can barely move. The problem is they have no idea how MGS does them well. They also remove all of the positive traits Lara Croft had, in the name of female empowerment. Somehow.
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What this means is that we simply did not get to see what Tomb Raider could do with modern hardware and gaming conventions.
Now, Lara Croft GO certainly doesn't do this. But, it is fun, and while limited, it's limited gameplay is incredibly well implemented, making it the first good Tomb Raider game we've had in... 15-20 years?
We had a revival with Uncharted: Drake's Fortune, but, unfortunately, they decided to double down on the shooter aspects. While the shooter aspects were well done in Uncharted, they were simply one part of the game. As the Uncharted series continued, it started taking over the whole game. This lead to Serial Escalation, from entirely myopic developers.
I.e. you end up with snipers with highly visible laser sights and big guys in ridiculous armour with gatling guns. Instead of having Nate have to take a machine gun nest, which is not easy, and something that could allow his climbing skills to solve the problem, you have epic John Woo gunfights... against increasingly boring enemies.
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geeky-fuckery · 8 months
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fipindustries · 2 years
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Apparently people are being suspended from Twitter because they changed their names to Elon Musk, and there's some kind of thing with checkmarks - you can buy them apparently, but only so long as you don't change your name? Or something? I'm given to understand that this is all very amusing and ironic, and wry, and low-key revolutionary, because we're so above it all. You aren't above shit. You're up to your fucking neck in it. This is the circus portion of Bread and Circus, and I think our masters have been delighted to learn that only circuses are required. They never could have imagined that we'd run the circus for them, too.
mike krahulik - penny arcade
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zachsgamejournal · 1 year
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PLAYING: Oddworld: Munch's Oddysee
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It's taken me some time to start the game. I'm enjoying it without being super impressed.
I love Oddworld Abe's Oddysee on PlayStation 1. Its' perfect in every possible way. Even load times. How? because the load screen tells the player to get over it. Anyway, knowing that the series was intended to be a Star Wars-esque universe of unique stories and characters, playing Abe's Oddysee really pumps one up for that vision (New 'n' Tasty, not so much). Munch's Oddysee, so far, fails to carry us forward on that promise.
The original Abe's Oddysee made a claim that each game would feature a unique protagonist. But the success of the game led to a request for a direct sequel with a short turn around time. Enter Abe's Exodus. The game expands on the familiar formula with good feature updates but also breaks the promise of a unique story/experience. I kinda enjoyed it, from what I remembered, but in the same ways the themes, characters, and gameplay was reused--so was the humor. Instead of being a succinctly perfect experience, it was an overlong encore. It's been decades since I've played it, so my memory could be way off.
Anyway, Munch's Oddysee seemed like an opportunity to put us on track. Originally the game was advertised for PS2. I have recently learned that PS2 "tech demo" was a pre-rendered visualization of what the game could be. It presented itself as a tech demo showing off features, when it was actually a publicity stunt to secure funding. Either way, I was excited by the visualizations promise: a fully 3D game with new ways to play. I was less excited by the return of Mudokons. Don't get me wrong, I love Abe and his people--but I had hoped we were moving beyond that, as promised.
The game half-way delivers on that promise in that you switch between Abe and Munch. This potentially allows us to explore new ways to use familiar Mudokon gameplay mechanics in a 3D space while also trying to branch out. We'll see how well that succeeds.
I'm also going into this game with some baggage. Oddworld Inhabitants betrayed their PS2 fan base to make their game an Xbox exclusive. The assumption at the time was they got paid-off:
Given the original vision of Oddworld, I could see where you'd want the extra cash to provide exceptional storytelling and production value. But it also means that this game deserves extra scrutiny. Personally, I think abandoning the most successful home game console in history (and the established fan base) set Oddworld on a path of ambiguity and failure that has seen the franchise struggle to meet its promise and potential. And as I play it now, I'll be considering:
Could this have been possible on PS2?
Does the Xbox provide anything the PS2 couldn't?
Did Microsoft's cash lead to a well produced product?
My hypothesis is 1) Yes, 2) not really, 3) No.
The opening scenes are very reminiscent of Abe's Oddysee. That's good wink to the fans, but once again chains this game to a more original experience. Familiarity is comfortable, but it's also a little unexciting. Kind of like how many of the new Star Wars films/shows try to maintain that 80's aesthetic. It's instantly familiar and recognizable, but also boring. Episode 1 did a great job changing the design to feel different based on the new species and planets featured, but also recognizing that this was a different decade and era--things are not going to look the same. It's really sad that no other branch of Star Wars has been able to outgrow this narrow view of Star Wars design.
Anyway, same for Munch's Oddysee. It looks like 3D Abe's Oddysee. The fact that it features Abe and Mudokons means that's probably how it needs to be, but fails to deliver on the promise of fresh experiences.
Now the opening story (yeah, we're still at the beginning), the story follows the environmental themes of the original: good. But the pacing is horrible. I'm not sure what happened because Abe's Oddysee was near perfect. The little cut scenes were well timed, the visuals were engaging, and Abe told a good story...that rhymed. Every shot in Munch's Oddysee overstays its welcome. Once Munch gets trapped, screen direction tells us that he's looking at an approaching light overhead--but the edit shows that this light is actually far away. Someone didn't take film courses before being in charge of editing.
Next, we cut to Abe hearing about Munch's plight. the creature telling the story is a great, new thing, weird and wonderful in an Oddworld-way. But the fact that we switch to Abe here once again removes us from this being Munch's story. It's once again the Abe-show and failure to deliver on the original's promise. Next, the creature falls asleep and many Mudokons moan as they walk off. Once again the shot overstays its welcome and there's no significant story beats or clever humor that makes the stay worth it. It likes comedic punch. It's like All That during the final seasons--no ideas and just wearing silly clothes as though that "counts" for comedy. I think the problem is the game is trying to make you laugh while Abe's Oddysee was trying to tell a story. AO could have lacked all humor and been a great story still. It wasn't the humor that made that experience. Instead, it was the great story and production value that made the humor work. It reminds me of Edgar Wright films. Those movie's best comedic moments come from telling a story, and not bending over backwards to create ridiculous situations.
So now we start playing as Abe. First of all--fuck the movement. Abe moves at a brisk pace. There's also a run button. But if you're moving down hill, Abe picks up a LOT of speed. This could kinda make sense from a physics perspective, but 99.99999% of all 3D platforms do not change your character speed while moving downhill (or not significantly). So there was a real struggle to get used to the sudden speed changes. Next--the jumping is awkward. Abe leaps pretty high into the air, but gravity is such that he doesn't get much hang-time. Most 3D platforms are a tiny bit more floaty--which allows the player land their jumps more accurately. It gives you time to think about your next move after you land. So far, it's not been a huge issue, but I don't love it.
The game also introduces collectibles: Spooceshrubs. They're green fungus looking things that grow on the surface. Except they don't look natural at all They look like designer put them in very specific places. This is disruptive for a couple of reasons: 1.) it looks totally unnatural and so reminds us that this is a game with rules and currencies. 2.) it adds a tedious layer to the experience not present in the previous game. Truly, why is this time of currency necessary? I sit because you couldn't think of interesting things to give the player to do, so you forced a basic, decades old collection mechanic on them? Collection like this (Mario's coins, Banjo's Notes, Crash's Wumpa Fruit, and Spyro's gems) are all about moving the player around the environment: to challenge you to explore. Abe didn't collect coins, though, he collected Mudokons. A mechanic that's very much at play already. So there's no need for this.
A matter of fact, the better collection mechanic is shown in the game. Abe has to enlist the help of Mudokons to open barriers. He needs three mudokons to chant a gate open, Mudokons to fight off enemies, and Mudokon to activate electrical currents. Exploring the environment to find Mudokons is sufficient to challenge the player to explore, and collecting "enough" mudokons to open gates is enough currency. If a mudokon dies, you can resurrect them by paying spooceshrubs--but why put the player through that? It's a waste.
Now let's touch on graphics and level design...
The graphics and level design appeared to be tied together in mutual self-destruction. Like Jack and Rose both trying to bet on the piece of wood after the Titanic sank, but because neither will sacrifice themselves for the other, they both struggle to get out of the water and die. See, this is where the BS around focusing on Xbox starts to infuriate me...
Being that this Oddworld Inhabitants first fully 3D game, I'm not surprised that they didn't knock it out of the park--but I am very disappointed. Firstly, there's fog. FOG!!!
The purpose of fog is to hide pop-in. PlayStation 1 fans are very familiar. It was also present on N64, but less so. And even games without fog would still have character/object pop-in (Banjo Kazooie). The move to PS2 was meant to be a move beyond the limitations for PS1. Not every game could achieve that (Dynasty Warriors), but there was a concerted effort from the best studios at the time. The reason I hold MO accountable to the fog issue is because so many great 3D adventure games on PS2 avoided fog. Grand Theft Auto 3 for example. Here was a giant open world with three islands. You could stand on one island and look all they way across to the other. This islands are pretty big too! While there was vehicle and character pop-in, there wasn't much in the way of environmental pop-in--which helped the world feel large. Also, Jak & Daxter featured a semi-open world--and they were able to show off environments that were very far away. They did it through some clever placement of walls and mountains and reduced detail, but they avoided fog for levels as big as or bigger than MO. So I'm having a hard time accepting that fog was necessary. It just shows a lack of technical and graphical fine tuning that takes a major hit on the production value of the game and makes me question what going to Xbox exclusive actually provided on a technical level.
Maybe it wasn't the performance of the P2, but performance of the development.
That's kinda harsh--but also kinda true. I'm sure the team was doing their best, but this was simply new territory and they were not prepared. In a sense, they set themselves up for failure. Look at Naughty Dog's Crash Bandicoot. For the time, that was a great looking game (and the design still holds up). But the programmers had to pull out every trick in the book, and invent some of their own, to get this very simple game to look as good as it did. That's production value. That's saying, "Our game looking, playing, and feeling good on the surface is key to making it great". Crash Bandicoot is also fun. All the prettiness would have been meaningless if it wasn't fun. But there's a balance, and they walked it perfectly. And you saw through the franchise how they grew in both gameplay and graphics--always balancing fun and production value.
Munch's Oddysee is more focused on fun (I think). The team just couldn't deliver on graphics (whether it was time, money, or talent--I don't know). So to be the next step in the Oddworld franchise and basically presenting a weak tech demo as a finished project--it's quite disappointing. This is almost like going from Starship Troopers 1 to Starship Troopers. Now that's kinda not fair, because jumping from 2D to 3D brought unlimited challenges--but not being prepared to mitigate those challenges and present one of the best looking games of that console era meant letting down the spirit of the franchise.
And I feel confident the team could have done better. I watched some raw-ps2 playthroughs of Jak & Daxter and Just Cause 1. JC1 is a huge, open world game. It doesn't look beautiful, but the draw distance on the environments is massive. You can see for miles. I think the game opens with a sky-dive and you can faintly see all the islands of this huge world from hundreds of feet up. That means fog shouldn't have been necessary. While Jak & Daxter may not attempt the gameplay depth of MO, it does have great animations and design. The cliff walls are not flat surfaces, but bumpy blocks that take up dozens of polygons per squar meter. Whlie Oddworld features very rough, unnatural walls acting as obviously constraints to guide the player. There was an attempt to make the ground walls not so flat by stretching a few vertices into odd angles. But unfortunately it also stretched the pixels, which once again hurts the production value.
Really, the team just needed to redesign areas to hide the draw distance and other limitations. Naughty Dog is great about using the environment to hide draw distance limitations and it makes the game feel more impressive--even if it's a little more claustrophobic. Another issue while playing as Abe, we seemed to be up in some mountains. And instead of showing us a distant valley, kind of like Halo, they put ugly clouds/mist just below the cliffs. It's not only obviously hiding limitations, but it's ugly.
Gameplay wise--this area was ok. It's a training area, so hardly challenging. You collect enough Mudokons to chant barriers out of your way. Basically finding a key to unlock a door--if the key were broken into 8 pieces and each was able to talk.
After the Abe Training I did the Munch training. This started with a really bad video explaining how Munch was equipped with sonar so he could fetch captured critters for the badguys. The seen was irreverent way over stayed its welcome. Once again, the developers were trying to be funny instead of just telling a story. So it was cringy and a waste of time.
But once I started playing as Munch, I felt the graphic designs had improved. The team is better at making rusty, industrial interiors than organic outdoors. This is unfortunate. I think taking lessons from Jak & Daxter would have helped. Like the wooden structures in Jak feel like they're made up of individual logs of various size and shape. It's simple detail that took a lot of time to do, but makes the game more engaging and immersive. While Munch's Oddysee has a flat rectangle with log-texture painted onto it. So when you look at it, you think: "That want me to see this as a wooden ramp". But you don't buy it as a ramp--you just accept it. The Jak games do a much better job here.
Alright--that was a lot. I probably only played an hour or two, but I've spent more time writing this. There was some things I wanted to say that I don't hope to repeat. So far, I just don't think Oddworld Inhabitants were up to the task they set for themselves. They likely either needed more money/support, or to focus on a smaller experience. Fully breaking from Abe and Mudokons might have helped--since the designs wouldn't be compared, even subconsciously, to the great work in Abe's Oddysee.
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eoinb · 2 years
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I'm a huge penny arcade fan and in mike krahulik has been a huge artistic influence on me (I hope it shows!) If it wasn't for stripsearch I don't think I ever would have started a comic! But seeing the strip turned 24 years old yesterday prompted me to do my first fanart of #gabe and #tycho https://www.instagram.com/p/ClOU3nwKsB9/?igshid=NGJjMDIxMWI=
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michelada12 · 1 year
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Automata (2017) || by Vanalan Film
Where a private investigator and his robot partner solve a series of crimes in this sci-fi noir film.
Short series adaptation from the 2009 web-comic by Mike Krahulik and Jerry Holkins of Penny Arcade.
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thehydromancer · 8 days
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Cowards!
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twitchytyrant · 1 month
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prescient
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alexr-fightgames · 1 year
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Penny Arcade on AI experts Who Should Know Better.
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