The headache stabbed me in the brain. And then I wrote a novel. Sounds about right.
Let’s see: Goofy puzzles. Occasionally awkward dialog. A wall between story and gameplay. A seemingly boring jerk for a protagonist. Repetitive foes. Terrible lip sync. Checkpoint saves.
We’ve accused Alan Wake of all of these, and I don’t think we’re wrong. But I think all of those problems are even worse in Silent Hill 2, which I still regard as one of the more powerful games I’ve experienced. I’m still gnawing on this, and I can’t speak for the rest of the cast, but I suspect that if the game had connected with me on an emotional level (dread, sorrow, anger, whatever) then I wouldn’t be focusing on these problems.
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.
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Crunch-mode game development isn't good, but sometimes it happens for good reasons.
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My picks for what was important, awesome, or worth talking about in 2016.
Trusting the System
How do you know the rules of the game are what the game claims? More importantly, how do the DEVELOPERS know?
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.