This episode marks the return of the ever popular “episode long shooting sequence interspersed by tiny segments of largely irrelevant dialogue set against long, narrow corridors” segment.
To be honest, this is something that’s grated on me a little bit. For large portions of the game, I often find myself thinking of the game more as a plain old shooter rather than a “RPG Shooter.” It certainly feels like there’s more combat in this game than in the first one – and I don’t know if it’s just because I’m playing this game right now and haven’t played Mass Effect in over a year or if there is actually less “RPG stuff” and more “shooter stuff” – but it’s been bugging me all the same as we’ve progressed through the game.
Pixel City Dev Blog
An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.
Secret of Good Secrets
Sometimes in-game secrets are fun and sometimes they're lame. Here's why.
Games and the Fear of Death
Why killing you might be the least scary thing a game can do.
Quakecon Keynote 2013 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.