We spent most of this week pointing out the ridiculous contrivances with regards to the Sierra Madre Gas Chamber & Casino. A few of you are offended because there are in-game explanations for some of these things. I’ve seen the end of the DLC now, and I’m not so sure. Yes, the place was designed to be a trap, but… this? Why were we gassed when we came in the front door? Why were we dragged to different areas of the Casino? Why weren’t we simply killed? Who dragged us? Where did they go? Why can’t Dean go through a curtain? Why didn’t he knock out that holo-emitter? Allowing for the fact that the vault itself is a trap, why is the rest of the building designed like Jigsaw’s summer home? Where do all these ghost men come from? Why does the “one collar goes off, they all go off” feature seem to come and go without explanation? And so on.
But since I didn’t play the DLC, I’ll allow that maybe all of these seeming absurdities are explained on a terminal or something somewhere. Josh was fairly thorough with the dialogs, but maybe there were characters we missed or questions that he glossed over somewhere. Even so, you need to have a heart of inert concrete to not be able to enjoy the supreme absurdity of the situation the player is in.
Mel Brooks once said: Tragedy is when I cut my finger. Comedy is when YOU fall in a sewer and die. (paraphrase) If that’s true, then the Sierra Madre is a Fortress of Timeless Comedy. Even if it’s all explained, it’s still a hotel designed to lock the doors, gas everyone, and then send in holographic Tron guys to gun down the stragglers. If you don’t find that funny then we can’t be friends.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
Why I Hated Resident Evil 4
Ever wonder how seemingly sane people can hate popular games? It can happen!
There are two major schools of thought about how you should write software. Here's what they are and why people argue about it.
A programming project where I set out to make a gigantic and complex world from simple data.
A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.