And so ends another week of Half-Lifery. This entry might actually be a couple of days late. Yes, I believe it is. In fairness, I think the lion’s share of the blame should fall to Google. Partly because they’re a multi-billion dollar company and can afford to shoulder a little blame now and again, but also because it’s all their fault. I don’t know what the problem was this week. YouTube was so slow and and unreliable that I was expecting them to license the fail whale from Twitter.
This fight at the end of the core-exposing sequence is kind of interesting. I’ve died many times at that point. That exact same point. It’s amazing to see that on multiple play-throughs, players seem to run out of health at exactly the same moment.
Looking back, I think my main problem was recklessness. The earlier waves of guys were trivial. I started off playing carefully, but pretty soon I’d get impatient and start running up to the shield so I could gun them down as soon as they appeared. I’d get further and further from the supplies and shelter of where Alyx is. Then that final wave hits. It’s just a couple of extra guys to fight, but they’re tougher and they’re coming in from both sides. It’s not a huge problem if you’re ready for them, but it’s fatal if you’re in the middle of performing a Leroy Jenkins.
Fixing Match 3
For one of the most popular casual games in existence, Match 3 is actually really broken. Until one developer fixed it.
MMO Population Problems
Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?
The Best of 2014
My picks for what was important, awesome, or worth talking about in 2014.
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.
Artless in Alderaan
People were so worried about the boring gameplay of The Old Republic they overlooked just how boring and amateur the art is.