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?
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
Top 64 Videogames
Lists of 'best games ever' are dumb and annoying. But like a self-loathing hipster I made one anyway.
Pixel City Dev Blog
An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.
The Terrible New Thing
Fidget spinners are ruining education! We need to... oh, never mind the fad is over. This is not the first time we've had a dumb moral panic.
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.