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?
Shamus Plays WOW
Ever wondered what's in all those quest boxes you've never bothered to read? Get ready: They're more insane than you might expect.
Push the Button!
Scenes from Half-Life 2:Episode 2, showing Gordon Freeman being a jerk.
Steam Summer Blues
This mess of dross, confusion, and terrible UI design is the storefront the big publishers couldn't beat? Amazing.
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?
Quakecon 2012 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.