We talked about the vault-boy images in this episode. For reference, here is the image for the bloody mess perk:
And here is the one they removed from Fallout 3 for “baby killer”:
(Or maybe it was child killer?)
My question is: What was “baby killer” for? Where would it appear in the interface? Was it a perk you could obtain? That doesn’t make a lot of sense. What would it give you? Plus 5% damage to kids? In the original game a note was added to your karma window if you killed a kid. (Which is why I always re-loaded the game if I killed one by accident.) There isn’t a karma window in these newer games. Although, a karma / reputation display would be nice. I’d like to see a run-down of what my reputation is in each town.
End of episode observation: A brand-new incredibly heavy gun for which we have no ammunition or skill points, and which is about as likely to cripple or kill the user as the enemy! Yay. At the end of this series I’d love to see how many total hours were spent scrolling through inventory screen because we’re overweight. You know, just before I kill myself.
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 Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
The Death of Half-Life
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?
Quakecon 2011 Keynote Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Internet News is All Wrong
Why is internet news so bad, why do people prefer celebrity fluff, and how could it be made better?