It’s obvious I’m a fan of long-form game analysis, particularly story-based. I love to write about games, read about games, watch reviews of games, and talk about games. In a way, the retrospective is just another stage of the experience.
This is producing a strange side-effect where I’m starting to feel glad that the Mass Effect 3 ending was so completely awful in every way, lacking in both coherence and closure, and completely discarding core themes in the last minutes of the game. Sure, a high-profile series ended in a train wreck and a great chunk of lore-rich world-building has been reduced to pretentious mush, but the resulting conversations and deconstructions have been more interesting to me than the game itself. I enjoyed assembling my own list of objections, and I’m still collecting new objections to my running mental tally.
Here is yet another person stepping up to deconstruct the ending. Yes, they lead off with a nod to Red Letter Media, but the review doesn’t go that way. This is actually the most highbrow one I’ve found so far, and the author plays things very straight.
The bit about the Socratic exercise really resonated with me. Yes, this is the thing I love most about sci-fi.
I’ll actually be glad when people stop saying, “You’re ripping off Red Letter Media!” when someone does a long-form analysis. There’s a lot of room for different approaches in this gig, and the more the merrier.
Skyrim Thieves Guild
The Thieves Guild quest in Skyrim is a vortex of disjointed plot-holes, contrivances, and nonsense.
A horrible, railroading, stupid, contrived, and painfully ill-conceived roleplaying campaign. All in good fun.
The Biggest Game Ever
How did this niche racing game make a gameworld so massive, and why is that a big deal?
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
A programming project where I set out to make a gigantic and complex world from simple data.