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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

  • html color: This is the information I am looking for. This article is clear and easy to understand. I’m...
  • Grant: Thanks to the start of this video, I’ve just now noticed that during the static flickers while staring...
  • Ben: Great analysis. During the lab sequence in the Prey intro, you were looking around for tells that Morgan is in a...
  • RoboLeg: this game would be PERFECT for mobile, and I’d happily pay 10 bucks or so for it.
  • Jepp: 1) Please keep critiquing games by building new ones :) 2) The non-hand holding, simple systems integrating...
  • Rewarding Creative Play Styles In Hitman

    Postcards From Far Cry Primal

    Solving XCOM’s Snowball Problem

    Kill Zone And Bladestorm

    An Idea For More Flexible Indie Game Awards

    Teaching Heat Signature’s Ship Generator To Think In Sectors

    What Works And Why: Multiple Routes In Deus Ex

    Natural Numbers In Game Design

    Naming Drugs Honestly In Big Pharma

    Writing vs Programming

    Let Me Show You How To Make A Game

    New Heat Signature Video: Galaxies, Suction And Wrench-Throwing

    What Works And Why: Nonlinear Storytelling In Her Story

    My Idea For An ‘Unconventional Weapon’ Game

    From Gunpoint To Heat Signature: A Narrative Journey

    The Cost Of Simplifying Conversations In Videogames

    What Works And Why: Invisible Inc

    Our Super Game Jam Episode Is Out

    What Works And Why: Sauron’s Army

    Showing Heat Signature At Fantastic Arcade And EGX

    What I’m Working On And What I’ve Done

    The Formula For An Episode Of Murder, She Wrote

    Heat Signature Needs An Artist And A Composer

    Improving Heat Signature’s Randomly Generated Ships, Inside And Out

    Gunpoint Patch: New Engine, Steam Workshop, And More

    Distance: A Visual Short Story For The Space Cowboy Game Jam

    Raising An Army Of Flying Dogs In The Magic Circle

    Floating Point Is Out! And Free! On Steam! Watch A Trailer!

    Drawing With Gravity In Floating Point

    What’s Your Fault?

    The Randomised Tactical Elegance Of Hoplite

    Here I Am Being Interviewed By Steve Gaynor For Tone Control

    Heat Signature: A Game About Sneaking Aboard Randomly Generated Spaceships

    The Grappling Hook Game, Dev Log 6: The Accomplice

    A Story Of Heroism In Alien Swarm

    One Desperate Battle In FTL

    To Hell And Back In Spelunky

    Games Vs Story 2

    Gunpoint Development Breakdown

    Five Things I Learned About Game Criticism In Nine Years At PC Gamer

    My Short Story For The Second Machine Of Death Collection

    Not Being An Asshole In An Argument

    Playing Skyrim With Nothing But Illusion

    How Mainstream Games Butchered Themselves, And Why It’s My Fault

    A Short Script For An Animated 60s Heist Movie

    The Magical Logic Of Dark Messiah’s Boot

    Arguing On The Internet

    Shopstorm, A Spelunky Story

    Why Are Stealth Games Cool?

    E3’s Violence Overload, Versus Gaming’s Usual Violence Overload

    The Suspicious Developments manifesto

    GDC Talk: How To Explain Your Game To An Asshole

    Listening To Your Sound Effects For Gunpoint

    Understanding Your Brain

    What Makes Games Good

    A Story Of Plane Seats And Class

    Deckard: Blade Runner, Moron

    Avoiding Suspicion At The US Embassy

    An Idea For A Better Open World Game

    A Different Way To Level Up

    How I Would Have Ended BioShock

    My Script For A Team Fortress 2 Short About The Spy

    Team Fortress 2 Unlockable Weapon Ideas

    Don’t Make Me Play Football Manager

    EVE’s Assassins And The Kill That Shocked A Galaxy

    My Galactic Civilizations 2 War Diary

    I Played Through Episode Two Holding A Goddamn Gnome

    My Short Story For The Machine Of Death Collection

    Blood Money And Sex

    A Woman’s Life In Search Queries

    First Night, Second Life

    SWAT 4: The Movie Script

    The Completist: Far Cry

    Feh, I had another This Month in Terrible written but I’m bored of Terrible now. Terrible is over-rated. As stupid as it sounds, I’ve actually been reluctant to post here because I didn’t want to interrupt the series with something else, but didn’t feel like checking over and finding images for the final post. So, new series!

    Valve’s stats show that still less than half their players have made it through the four-hour first episode of their follow-up to Half-Life 2. Crytek reckoned around 20% of gamers would see the end of Far Cry, and on anecdotal evidence I’d put the actual figure at less than half that.

    If I really like something, though, I play it to death, then start again and play it back to life, and then really just mess around with its limp and compliant body of work until I get bored. So I shall, from time to time, note my thoughts on how old stuff holds up as I replay it, what the ending’s like, and how cocking hard it was. First up, Far Cry:

    What I thought at the time: Brilliant! I knew the Trigen and indoor bits would suck, but I was expecting the game to degenerate into them for the whole second half, when in fact they turned out to be sprinkled bearably throughout. I remember playing River, one of the last few missions, about twenty times over, screwing it up each time but enjoying myself far too much to try and do it sensibly. I crashed boats into buildings, jeeps into the sea, boats into other boats, jeeps into boats, boats into people’s faces, and at one point a jeep into a helicopter. Sorry Bruce, I did it first.

    What the world thought at the time (paraphrased):
    Brilliant! Unprecedented AI! Amazing graphicsability! Freeform gameplay! Ruined by Trigens!

    What the world thinks now (paraphrased):
    Less brilliant! Everyone still loves the freeformness, but love for the AI has faded somewhat and the horrible Trigens and horribler last two levels have stuck in everyone’s minds.

    What I think now: More brilliant! I don’t know why, but the Trigens hardly bothered me this time through. I actually found them pretty scary – they pounce suddenly and unpredictably, and kill in one swipe, and take a lot of shooting, so you end up having a lot of moments where you only just kill them in time, causing them to fling their own limp, bullet-ridden bloody corpse into your face.

    The two things that really stand up well today are the boats and the binoculars. Skimming that glossy rippled sea is pure joy, and crashing into a beach at a hundred and fifty miles per hour, flipping eighty foot into the air off a rock, is the only way to start a mission. At one point on Boat – a mission that has boats in it – I hit an enemy speedboat at full pelt, both of us firing, just as I took out their gunner. My boat hit the driver in the side of the head, threw me into the air, spun three times and landed the right way up in the water, just before I landed back in it and sped off. Bitches, I refer you to my wake.

    The binoculars are The Thing I Wish Everyone Would Copy. In fact, new field:

    The thing I wish everyone would copy: The binoculars. You scan an area with them and every enemy not behind anything very solid is highlighted, and their position is tracked on your radar from then on. It’s a level of intel most tactical shooters don’t dare give the player, for fear that he might be able to plan his attack, or enjoy himself. Situational awareness enables situational manipulation, and that’s where the fun always is.

    Best bit: Oh, I wasn’t supposed to be talking about the best bits yet? Because that was the best bit.

    How cocking hard is it? Not desperately, actually. Shameful admission: I actually played Far Cry on Easy mode the first time. I felt pretty smug about it, because everyone else was groaning about how hard it was even a third of the way through, and it gets a lot harder than that.

    So I grit my teeth slightly when I committed to Medium this time through, but it was fine. I got through it without cheats and only mild frustration. I don’t think the end, which I’ll talk about in a minute, is as hard as people make out, it’s just frustrating. I died more times on the Boat level than on the last two missions put together, it’s just it wasn’t really my fault when I died on those, and I lost more progress.

    How long is it? Fairly. You could cut out all the indoor sections – around 30% of the game – and it’d still be a good game-length. You should probably do that. They’re not terrible, they’re just no better than most shooters.

    Jumps the shark: Not right until the end, actually – the mission where you start with an M4 and ten bullets, and there are a million Trigens. That was dumb. I didn’t cheat, but I did install the quicksave mod. I foxed that first Trigen by waiting for him to pass a boulder on his way to me, and passing it myself on the other side. PSYCH!

    At that point I jumped off the waterfall, on a motorbike.

    What’s the end like? After that you’ve got a drive through instakill magma rivers with five hundred Big Trigens – WEAK – an assault on a large complex full of well-armoured commandos without much health or ammo – WEAK – the fight with Dr Krieger, who is tough and irritating and surrounded by lots of guys and there’s nowhere to hide – WEAKNESS ITSELF – then the infamous dust bowl of four hundred Big Trigens – NOT AS WEAK AS PEOPLE MAKE OUT BUT STILL PRETTY GODDAMN WEAK GUYS.

    What’s the ending like? Abysmal.
    Doyle: You don’t understand, Jack, they sent me, you can’t change the future!
    Jack: Probably not! But I can make sure you’re not a part of it! LOL! (shoots Doyle)
    Jack, that is totally changing the future you dick. Also stop talking like a barbecue salesman.

    More

    Jason L: I'm on an island! Cool! I'm in the water! Cool! The guns feel good! Cool! I'm in a beached aircraft carrier! Cool! I walk through a door and get capped from above by a guy sited straight up in an armoured balcony, then spend thirty minutes of trial-and-reload until I happen to spin to his exact pixel quickly enough to only take some damage! Not so cool! Quit shortly after.

    RogueSoul: I, along with a few other, did an endurance of this a few days ago. Stayed up till 5am, kicking Trigen arse, managing to get to Swamp. I particularly remember dying an insane number of times from a rocketeer on a huge white silo. Still, outdoor shenanigians FTW.

    Davd H west: i do have to say the the farcry for the pc was the best version i did not mind trigens im waiting for far cry 2 but ill miss jack carver but he will live on :)

    DemonDoll: I liked the understated ending of Far Cry. Sure Doyle was the douche orchestrating all this madness, but he's just a man. He's not a lunatic like Krieger, and obviously saw value in preserving his own humanity. I think the one single bullet that it takes to end the game really puts the rest of the awesome shit you do in perspective.
    The first time I played was on Veteran and second was on Realistic (unmodded). The volcano is daunting because there is a serious risk of running out of ammo long before you run out of Big Daddies (since good aim doesn't mix with dodging rockets).
    I love games that have bits where you get stripped of your equipment (many of them these days) because it lets you play with the underpowered and/or less popular weapons now that you have more skill than at the start of the game (when they were pushed on you). I think it's a huge error for a game to do this sort of mission and then just give you your stuff back 5 minutes later - that's such a wasted opportunity. Far Cry does it perfectly, giving you many different weapons on that level with very little ammo forcing you to use them all and use them well (or sneak around... WHICH I HATE!).
    It is an amazing game because it allowed me to utilize the full range of my tactical skills without regret. In many games it feels like I'm depriving myself of fun when I snipe everyone in a mercenary camp or toss a grenade to wipe out a group of guys because I probably could have had more fun attacking them head-on. This is because it is just so trivial when the enemies respond to sniper fire by running at you without shooting, for example. While most games present the head-on approach as suicide, it is generally far from it; not so in the case of Far Cry. The necessity of using tactics which might be 'cheap' or 'unfair' (to the pathetic AI) in other games makes Far Cry a very rewarding experience.
    As a side note, despite the many backwards steps that Far Cry 2 takes, sniping is still extremely rewarding. Sniping also continues to be unfun in most other games of this decade as enemies continue to think that their bullets are unable to travel more than 25 feet or so and choose hiding places where the tops of their heads are exposed.