I apologize in advance for how this devolves into a mess. We probably would have called a do-over on this episode if not for the fact that we needed to wrap up the session because I needed to get going.
Fun fact: I had no idea that the game re-rolled conversations until this week. I thought the solution to a conversation would be the same for all playthroughs.
I count four ways into the alley behind the police station:
- The lightning alley, which requires the lightning-proof aug. (EMP shielding, I think?)
- The chain-link fence, which requires the Mario Jump aug to get over, because it’s impossible for Jenson to climb a chain-link fence. I consider this to be an egregious oversight. You can also use the super-strength mod to stack up dumpsters and crates, although the stacking physics are, like most videogames, horrible fiddly.
- Sewer. Sigh. The sewers are filled with armed foes and traps because hey, videogame.
- Speech-check (or murder) your way into the police station, and then exit through the side door.
It’s pretty screwy, but the thing that bugs me is that there are quest-relevant people back in that alley. How did they get there?
The Game That Ruined Me
Be careful what you learn with your muscle-memory, because it will be very hard to un-learn it.
Pixel City Dev Blog
An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
Silent Hill 2 Plot Analysis
A long-form analysis on one of the greatest horror games ever made.
Two minutes of fun at the expense of a badly-run theme park.