Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
Despite being an English word in front of a Belgian placename, the title manages to make this sound like ponderous French arthouse cinema. Really, they should have called it: In Fockin Bruges? Wit You? Continued
Not for the first time, a post I was writing – a sort of ideal TF2 patch notes – appeared on 1Blog before I could finish it. In fact, this time Chris even wrote a sequel before I was done with mine.
I agree with all the ideas Chris and his commenters propose. There are lots of small, uncontroversial improvements you could make to TF2, and I know Valve agree with at least a couple of the ones mentioned on 1Blog. The reason they haven’t been done yet is not that they’re potentially problematic, it’s just a question of time and priorities.
But I say these perfectly reasonable ideas don’t go too far enough! I got thinking seriously about my ideal patch notes when Valve admitted the Demoman is “a little out of whack”, then I finally got Kritzed under ideal circumstances, and later started to come up against more teams that field four or five Engineers on Defense.
This is an attempt to fix all the main things that bother me in TF2 with five changes. The last one’s just a good idea I stole from the Steam forums.
Update! They just did this!
– Two sub-classes that look almost identical but have crucially different health values violates the clarity and immediacy that is the soul of TF2.
– The Airblast ability is fun. You shouldn’t bribe players not to use it.
– Pyros with this unlock automatically beat Pyros without it, even in a straight fight. That’s bad Unlockology.

– The Sticky Launcher shouldn’t be an effective direct-combat weapon – it’s already superb for traps, jumps and defense.
– The Demoman’s role shouldn’t overlap with the Soldier’s.
– Engies should be able to defend their stuff from Stickies if they’re only coming in once every couple of seconds.
– I hate that there’s no visual or audio indication of when you’re allowed to detonate a Sticky you just fired. They should light up and go bling! whether this change is made or not.

– Most frustrating rounds result from impenetrable nests of three or more Sentries.
– Sentry counter-tactics aren’t effective when other Sentries are covering the first.
– Sentry clustering makes Engineers more viable the more of them there are.
– Currently a computer-controlled class does more of the killing than most of the player-controlled ones.
– This is silly.

– Time-based charge drain encourages a rush mentality, which isn’t effective when the charge offers no protection.
– It also penalises reloading classes, leaving only the same two who also make the best Ubercharge targets.
– Currently an Ubercharge is more effective in almost every possible situation, and the 10% faster charge rate is insignificant.

– The Heavy is unpopular despite being both powerful and fun, because he’s useless against Sentries at most ranges.
– Even when Ubered.

– Father_G on the Steam forums had this idea.
– I like it.

They’ve finally put together a trailer that explains the game, lightly blows the mind and is friendly to people who don’t yet know why they should care.
Will Wright also gave a typically smart, funny talk about what people have done with the Creature Creator so far, measuring their creativity in God Units with sacrilicious results.
Then Gamasutra interviewed Civ IV designer Soren Johnson, on his role trying to ensure Spore will satisfy the hardcore gamers. At length. It’s like one of my interviews before I have to cut 90% of it.
But most excitingly to those of us who already know everything it’s possible to know about the game, is a bunch of stuff we didn’t know about the game. Producer Thomas Vu falteringly reveals that Spore has eighteen different editors, including one for music.
The game footage is fantastic too. On his way to befriend a village of dinosaurs, he passes a tribe of big ugly black critters being terrorised by a single enormous Cthulhu in the background. Then the dinosaurs give him a ten! When Spore’s art style took a turn for the cutesy (a shift which Soren talks about in the Gamasutra interview), I don’t think my fears took into account the possibility that I might actually find it cute.
I’m now counting the days till I can play this properly, which happily, even the Grumblegut (above) could do on the fingers of one foot.
A few good ways to win me over, if you’re thinking of making a TV show with just me in mind:
– Female protagonist I don’t hate. Wendy Watson hereby joins the other… three.
– A character who doesn’t take half a fucking hour to get over every surprising turn of events. Writers! The stuff you’re writing didn’t really happen, so watching your characters refuse to believe it happened is not actually terribly entertaining for us!
– Conversely, disbelief at just how idiotic your plot is makes them highly entertaining.
– Max Payne references.
– Scenes where a character starts to say something about what we’re seeing, then thinks better of it.
– Ultra-mild curse words, ideally accompanied by a character who actually does swear her face off at the appropriate times. Somehow that makes the gosh-darnits seem extra mild.
– Ending an episode with a Russian Futurists song. This one was laser targeted at me.
For some reason your stupid country doesn’t let foreign superpowers like myself buy-in whoever we want to be State Representative in these ‘states’ of yours. But see if you can guess from their faces which one of these two candidates is evil.
Like everyone with a political agenda, I haven’t really looked into it and I know next to nothing about either candidate. But Sean Tevis’s XKCD homage makes a convincing case, and you don’t need to look into the other guy for long before you know he has to be stopped.
Tevis needs 3000 donations of $8.34 to out-finance the pink toad. No Kansas candidate has got more than 644 donors before, but he’s now on 2,894, so it’s not going to take much.
Update: He needed to get 3000 contributions in under two weeks – he got over 4,000 in two days. There’s now a short epilogue comic by way of thanks. Good job, the 1,107 Americans I apparently command.

I don’t often dribble about unreleased games here, except when they’re by Valve or a cool part of them has just been released or I’ve played them and can’t tell you anything useful. But I am in love with Mirror’s Edge.
The first trailer is a thing of wordless and tinglingly scored beauty. The DICE team have shown only hints of this artistic muscle before – both of the last Battlefield games were crisply depicted, but even 2142 only had a few properly striking scenes. Mirror’s Edge is fearlessly clear in its art direction, dazzingly stark and bleach-clean throughout. Like only the best oppressive dystopias, I want to live there.
It makes me laugh, and then feel sad, when people say that Gears of War 2 looks good. It looks like an ashtray.

GameTrailers did an uncharacteristically excellent recut of that first footage, halting to extrapolate the implications of every detail shown. I hope they eventually do the same for the new Leap of Faith footage (which isn’t the same as the stuff shown in the developer talkthrough).
Together, the three suggest an energetically tactile, flexible and powerful mode of movement. I love, love the notion of being able to cling onto something, then look freely around behind me and leap in the direction of my choice. It’s the antithesis of the hopelessly vague dictionary of airy, hands-free movement verbs we have access to in every other first-person game.

All three show combat in some form, and for the most part I really like the quick, linked series of light blows you can use to disarm or incapacitate people. But I don’t see how you get to them. In the demos, the player simply lets herself get shot to hell – they’ve got God mode on, so it has no effect, but it raises a pretty big question.
My answer to it, which they clearly haven’t gone for, would be a system of automatically triggered bullet-time. For the most part, you’re dashing around in real-time and bullets ping around you – your enemies should have Stormtrooper Aiming Syndrome, of course.
But whenever a bullet is fired that’s on track to hit you, extreme slow-mo is activated and a line of air-ripples shows the path the bullet is on. The more accurate the shot, and the closer the range, the further you’ve got to move your body in the shorter the space of time. Realtime resumes the second you’ve moved yourself out of danger.

It would be redundant to argue that the game would be better off without a plot; no-one could put that argument more eloquently or forcefully than the first trailer itself – especially in light of the groan-worthy second. Look at her:

She doesn’t have a sister. She’s too cool to be born.
After proudly announcing a return to normal programming, I studiously wrote the first line of eight different posts and then watched Futurama until I passed out. I’ve been working for fifteen consecutive days at this point and I don’t sleep for long, so you might have to bear with me a bit.
This needs blogging about urgently, though, because it’s an online televisual event that will happen at an actual time! Tomorrow! Written by Joss Whedon and some other people, starring Nathan Fillion, Neil Patrick Harris and my close personal friend Felicia Day, it has two things in common with Firefly, and it’s about a supervillain, and it’s got Felicia Day, who is interviewed in the issue of PC Gamer on-sale in two weeks. Run, don’t walk, to your newsvendor. But run slow enough that you get there around the end of July.
It’s also a musical, and admittedly I haven’t liked one of those since Dancer In The Dark, but still. The three acts go up Tuesday, Thursday, Saturday, and stay up till Sunday, but I’m particularly keen on watching it as it comes out, because I am as mentioned in love with the idea of international premieres.
The premiere is something the internet’s sort of destroying and recreating at the same time: movies are splattered across the release schedule as people pirate them early, wait for the DVD, or wait to pirate the DVD. TV is Tivo’d and DVD sets are Netflixed bit by bit, but increasingly significant things are getting put out as webisodes. And in that, we’ve got the communal excitement of every fanatic devouring new content at the same time, world-wide instead of country-wide.
…
S’cool.
Update! Spit! This thing is the exact opposite of what I just said! It’s being broadcast via the evil Hulu, which is US-only. Way to defeat the whole spirit of the thing, jerk-wads!
Nevertheless, it is live now, and if you just grab Hotspot Shield or another sneaky proxy service of your choice, you can disguise yourself as an American and watch. Think of it as a baseball cap and a few extra pounds for your browser.
Update! It’s good! But doesn’t get very far in its 14 minutes. I now advise waiting till it’s all out on Saturday and watching then, since someone blew the whole worldwide premiere idea. Felicia suggests non-US people wait ‘a bit’, and adds a smiley face. Make of that what you will.
Update! As Iain and Graham note, the US-only restriction seems to have been removed.
Update! Act 2 is out and even better! Also, the whole thing is getting crazy popular, which is awesome. Provided they can refrain from fucking up the region thing, more of this sort of thing!
Update! It’s over! What did you think? Spoilerific comments below. I thought it went from good to great and back to good. The end seemed to be leveraging an emotional investment that I didn’t really have. I was there for the lols.

Fluxblog’s just totally saved my ass for slacking on Music Week by posting the exact same Alphabeat song I was going to write about tomorrow. His write-up is also better than I was planning to make mine. I was just going to phone it in.
James commenter Dave McLeod – who’s probably done other stuff in his life, but that’s the highest possible accolade here – was sat next to me in the office the other week when Alphabeat came up on a Muxtape I was listening to.
“I don’t think I’ve ever met another male Alphabeat fan.”
“At least not a straight one, I guess?”
Since I realised they were saying “Weltpolizei” and not “The bullets fly” (the next line is “Twenty-four seven”), all I can picture when I listen to it is an episode of Thunderbirds where they all have moustaches and perpetuate German stereotypes.
In other news, I’m bored of Music Week now and I’ve got lots of other stuff I want to talk about, so James will return to normal programming shortly.

Eldridge Rodriguez is a bit of a discovery for me. I half-listen to a lot of net radio when I’ve forgotten to bring my MP3 player cable to work, and every now and then something catches my ear enough for me to extract my absent mind from what I’m writing and e-mail myself the track name. This saves me looking them up, buying anything of theirs or ever thinking about them again: I’ve got them on file now, no further action is required. But during this song:
I found myself performing the whole charade three times in a row.
“Ooh, I like this. Who is it? Eldridge Rodriguez, Get What You Want. Got it.”
“Man, I like this song too, who’s this? Still Eldridge Rodriguez, Get What You Want. Okay, I’ll write it down this time.”
“Oh wow, what’s this one? Still Eldridge Rodriguez, still Get What You Want. Okay, okay, I’m buying it.”
He was apparently in a band some people have heard of, called The Beatings, but what I’ve heard of theirs doesn’t grab me the same way. To me, his value is in answering the burning question: What would it sound like if Jarvis Cocker joined A Silver Mt Zion?”

This is an odd one for Ladytron – they’re not usually this atmospheric, and the warbling male vocal is a new one on me. But it has a curious feel to it that I can’t shake, so it’s the one I keep coming back to on the new album. Even though I have no idea what the hell it’s about. Kitten versus rain?
Ladytron are one of those bands that produce a thick, inimitable texture of sound, to the extent that they don’t really need to do anything new. It’s enough just to hear that satisfying stream of smooth booming noise again, with a few different inflections.
I mention I have no idea what Versus is about because the other track I was thinking about posting is one of the few comprehensible Ladytron tracks: Burning Up. I’ve uploaded it anyway to make up for missing yesterday.

A geek anthem for the summer if ever there was one. I usually only find out what bands look like when I write about them here, and scour Last.fm for something to draw attention away from this stretch of dry text, so I was amused to find that Born Ruffians look about twelve. Here’s what they sound like:
I suspect staring at this image while you listen probably won’t add to the experience the way it has with the last two posts.

If you keep up with these kinds of things – Norwegian electro-pop – you’ve probably already heard Annie’s obnoxiously infectious I Know Your Girlfriend Hates Me. While that was getting its deserved round of blog applause, I was only just discovering her four-year-old first album. It’s almost cockily smart, sharp, sugar-crusted pop, anomalous in a debut. Amusingly, I now discover she’s billed as “The Kylie it’s cool to like”.
With this track, it’s all about the speed-rhyming spellouts, and to a lesser extent the cute anachronisms of the chorus. I think I could like hip-hop more if the lyrics were about people ringing one another’s bells.

When, inevitably, I become a super-villain (I find myself buying a lot of black clothing with high collars lately), this is how it’ll end. When my swarm of Gogglesharks march on Beijing, when my jetpack drops me gently in the thick of the clash of Tian’anman Square, bullets pinging off my power-armour, the sky black with my aerial drones, my image burned in phosphor over that of Chairman Mao, China’s Segway-surfing police force shredded like crispy duck.
Someone – probably called John or Jack – will urgently command their technically minded sidekick to Google me, + “fatal weaknesses”, snapping that “There’s got to be something!” The sidekick, who will have spiky hair, a differently coloured shortsleeve outside his longsleeve and a name like ‘Skeeter’, will find this post.
“I think I’ve got it! Routing it through the local police band… now!” And he’ll hit this play button:
The Gogglesharks will stop, mid-chomp, and point their eyeball arms quizzically to me. It will rain deactivated silver drones. Everything will stop dead for three minutes and twenty-seven seconds, forty hectares of carnage shakily frozen like the closing credits of a macabre sixties sitcom, the only sound the opening track from the latest Mates of State album Re-Arrange Us, the groans of the dying and the slightly squeaky wheel of a broken Segway whirring away. When it finishes, I will hang my head slightly and mutter “Okay, I’ll be good.”
So begins music week on James! I’ve got a ridiculous amount of new stuff I’m listening to at the moment, so I’m picking a track from each a day and posting it here until I get bored or you get bored or I forget or the week ends.
And just so you know, Jack and Skeeter, I foresaw this.
In a thinly disguised plea for inspiration, Robin Walker’s new post over at the official TF2 blog I carefully avoided mentioning here so you don’t leave and never come back sets out the criteria for a good unlockable weapon for the Heavy – whose achievement/weapon pack is next, by the way. We are then encouraged to put forward our own ideas, although since the official TF2 blog doesn’t actually allow comments, you’re pretty much stuck with James, 1Fort and the Steam forums to vent those.
Update: Heavy to get “balancing additions” as well as his unlockables, suggests a new post by Jakob Jungles at the TF2 blog. Also, alternative idea added below.

I summarise the rules here because Robin phrases them as an onslaught of questions, and on first reading I wasn’t always sure if “Yes!” or “N- no?” was the right answer. Also, the Steam thread on this misquotes one of the rules.
And they only want one from you. I suspect they have several goals for the class, and try to come up with one unlockable to achieve each.

Obviously, the difficulty a Medicless Heavy has relative to a Medicked one is a lack of healing. He’s most effective against a group of opponents at close range, where the damage he can’t avoid wears him down quickly. So the simplest suggestions revolve around some form of health regen, health-stealing or, in one case, a really big sandwich to replace the shotgun. But I think any self-heal steps on the Medic’s toes: restoring hitpoints should be exclusively his domain. And, sandwich excluded, most of these don’t gel well with his personality or concept.
Like everyone asked to come up with one idea, I have two. I’d like a Minigun that sacrifices its crit chance for an absorb chance: your crit probability while firing instead becomes the chance that the next shot that hits you will trigger a second of Uber-like invulnerability. Only while firing. For those who don’t know, your crit chance is a factor of how much damage you’ve done in the last twenty seconds: 5% if you’ve done none, 20% if you’ve done over 800.
The essence of the Heavy, for me, is that “GRAAAHAAHAAAHAAAAA!” moment, when you’re just… killing… everything… This intends to prolong it, reward it and improve survivability. For the Heavy, the primary use of crits is to own at range: you already own close-up. So this unlock is great for close-range work like most parts of 2Fort, which is also where you take the most damage, but hurts your flexibility in big open areas like most parts of Dustbowl.

As for not letting it combine with a Medic’s healing, a doctor’s healing beam would visibly falter once the Heavy starts firing, and healing is suspended until he stops. But it doesn’t break the beam, and the Medic still builds Uber while it’s active. I don’t believe in these suggestions where the Medic is punished or discouraged from trying to help the Heavy: the rule is to stop the pair becoming overpowered, not to file for divorce.
By my count, this has a decent stab at the goal, stays within the three constraints (it’s not reliable enough to be used for any of the things the Medic’s Uber is good for), but doesn’t fare well in three of the five bonus considerations. Its main strengths are that its cheap, simple and easy to understand: the uber-sheen is already in there, and everyone knows what it means. So that’s what I’d be suggesting if I was sensible.
But of course, what I really want is expensive to implement, difficult to understand and stupid. It’s a Quick-Release Bandolier. I guess it would be an unlock for the Fists slot, so you’d switch to Fists, hit alt-fire and you’d drop everything: Sasha, shotgun, ammo. In return, you can run at the speed of a Demoman.

It’d solve a recurring problem I have as a solo Heavy: I can often accurately guess how long I’ve got before I’ll be dead, but I don’t know how long it’s going to take me to escape. I’m at the whim and determination of whomsoever chooses to pursue. Obviously messing with the Heavy’s speed is a big deal, but since he can’t do anything but punch until he gets his weapons back, it doesn’t really change his role. He can only get Sasha and co back by fetching them from where he dropped them, or returning to a storage locker.
The point, of course, is only partly tactical: there’s also the humour value of pummeling a Heavy so hard that he eventually drops his gun, turns tail and runs. An exaggerated jogging animation for a ‘naked’ Heavy would communicate the fact that he’s vulnerable and fleeing, but would of course be a silly amount of work for such a ridiculous concept. But it would be a shame, at the suggestions stage, to limit ourselves to things that are actually a good idea.
Moar: I have an alternative version of this idea that solves a few of the conceptual problems I have with the Bandolier (primarily, why do I need an unlock to be able to drop my gun?), but is a bit more far-reaching.
It’s an unlockable minigun that’s really a big cluster of shotguns taped together. It fires about two blasts a second, the same maximum damage per second as Sasha, but you hit everything in its cone of fire with every shot. Kind of a rapid BOOMBOOMBOOM rather than constant DAKADAKADAKA. The spread makes it even less effective than Sasha at medium-long range.
It’s much the same shape as Sasha, but when it’s out of ammo, it’s light enough to hold by the barrel and use as a club (left mouse) or throw at your enemy (right mouse). The Heavy automatically switches to club/throw mode when you run out of shells. It’s slow to swing, naturally, but does a hefty amount of damage: 90 points or so. When thrown, it goes about as far as a Sticky fired parallel to the ground, and does about half that.

It crackles with electricity while it’s lying on the ground, and mildly zaps anyone running over it. As with the Bandolier idea, you run at the speed of a Demoman once you’ve chucked your gun, and you can either grab it from the ground where you left it, or get a new one from a Supply Closet – whereupon your old one vanishes. Because it uses shotgun shells and is only throwable when you’re out of them, you’re always left with just your fists after you’ve tossed it.
Part of the idea is to encourage the Heavy to just keep blasting until he runs dry – because that gives him a weapon and an escape method, rather than just leaving him screwed. That’s always fun for the Heavy and dramatic for his enemies, and the running-dry CLICKCLICKCLICK is invariably entertaining. When followed by having the big fellow simply chuck his firearm at you, turn tail and run, even more so.
Over at the PCG blog again, a Mr Half Loaf 2 sent this in, and I spent the remaining ten minutes of my lunch insensible with hysterics. And it’s four minutes long.
This whole clip just incapacitates me every time. The timing is perfect, Bob Page and Harley Filben both take on magnificently surreal new roles. Walton Simons is still kind of a dick. It even ends beautifully.
There’s a Malkavian mod for Deus Ex that messes with the dialogue similarly, but it errs on the side of purely surreal which makes it slightly less funny to me. Still, it looks like it turns Deus Ex into one of the most hilariously bizarre adventure games ever. Manderly is a pigeon, and the drinks machine is Agent Orange.
The ominous silence for a while here was because I’m tinkering with a dark, lengthy and ancient post from my drafts folder that I’ll hopefully put up this week.