We got so caught up in joking around about Samara’s loyalty mission last time that I never got a chance to say that I really liked it. I like the idea of a non-combat mission. And when I objected about us not being able to shoot Morinth outright, I wasn’t saying “We should be allowed to shoot Morinth”, I was just thinking that the game didn’t really do a good job of explaining why you couldn’t. (And why using your biotics would be useless or unwise.) I bring this up because it was a minor quibble that took up a good portion of the episode.
And now we begin Jack’s loyalty mission…
I wrote 600 words on Jack’s loyalty mission back when the game was still fresh in my mind. That might be worth reading now that we’ve reached that point.
This is another place in the story where the good part of the game (loyalty missions) is at odds with the central premise of the game. The plot insists that we work with Cerberus and accept this “rogue elements” excuse, but all of the previous game and half of this one are dedicated to showing what an obviously preposterous idea that is.
1) If the “Rogue elements” excuse is a lie, we are idiots to believe it.
2) If it’s the truth, we’re idiots to trust TIM.
No matter which way you look at it, Shepard is required to behave like a moron for this plot to work.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
The Plot-Driven Door
You know how videogames sometimes do that thing where it's preposterously hard to go through a simple door? This one is really bad.
Push the Button!
Scenes from Half-Life 2:Episode 2, showing Gordon Freeman being a jerk.