I’d have to say that a room full of freshly murdered people is an odd place to have a job interview. Also, “how long can you stare at the sun” is a pretty unconventional interview question.
Thankfully, the writers showed us that we can just dismiss Nasana’s (I’m sure you’ll let me know if I spelled that wrong) entire personal guard as animals worthy of butchering. Shepard gets to her office and admits she gunned down everyone just so she could get here and talk to Thane. This had to be an awkward moment, being told that the person who just killed your entire workforce isn’t even here to talk to you. Imagine how the conversation would have gone if Thane hadn’t dropped in at that moment. What do you do in that situation? Talk about the weather?
“So… did you try that new Elcor seafood place downtown?”
“No actually we just got here. Haven’t had time to… you know how it is.”
“Oh. Tried it last night. Good bread.”
“Yeah. Elcor always have good bread.”
“Although, they do that just so you’ll fill up.”
“So… you said this guy was coming to kill you? Do know when he’ll… no, I guess you wouldn’t. I wonder if we should go, and come back later, or? Are you going to be here all night? I mean, assuming you don’t die horribly?”
This is one of those situations where it’s fun to look at a quest setup in an RPG and play “what did this place look like yesterday?” You know, before the player character marched in and began their aggressive headcount reduction: There would have been fifty dudes with automatic weapons and rocket launchers, all clanking around a posh office tower comprised entirely of corridors and warehouses. Nasana had a headache from trying to do office work in a dark room, again. Maybe installing the red lights in here was a bad idea. Sure, it gave the place that certain… severity that she liked to project, but it was murder trying to read the daily reports about the new and dangerous enemies she’d acquired. And the sun! Every time she looked away from her amber monochrome monitors she wound up staring directly into the sun. Sometimes it made her so angry she thought about hiring a council spectre to assassinate one of her close relatives. Downstairs, her Salarian minions sat around the unfurnished warehouse, talking about how much they loved their job. Sure, the hours were crap and there was nothing to do but stare at the sun all night (?!?) but they never had any responsibilities and nobody ever tried to kill them.
And yes: We’re doing the Shadowbroker DLC. We actually did the entire DLC in one long session, and the episodes will run to the end of next week. We usually only do one week at a time, but we were compelled to keep going and unravel the mystery. That, and we were in the middle of a firefight at the end of every episode and couldn’t stop to save the game.
The Best of 2011
My picks for what was important, awesome, or worth talking about in 2011.
Project Button Masher
I teach myself music composition by imitating the style of various videogame soundtracks. How did it turn out? Listen for yourself.
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
The Biggest Game Ever
How did this niche racing game make a gameworld so massive, and why is that a big deal?