At the three minute mark, I just have to say that particular cutscene failure is completely idiotic. You’re using the turret, and then suddenly you’re standing in FRONT of the turret, doing nothing and taking no action. Then you fall down like a derp. So you’re standing in a place that makes no sense and suddenly incompetent. This really is cutscene making according to the Resident Evil playbook of blatant and infuriating cutscene shenanigans.
Writers: You have command of the very fabric of reality and every other character that inhabits it. You can create objects off-screen and insert characters with whatever motivations you like. You can make walls crumble, things explode, ships crash, and anything else you need to put the player where the story demands. If you can’t make a single cutscene work without contriving a sequence where my character has their pants fall down and they trip head-first into a vat of Brute urine, then you really are shameful hacks. This happens again and again in this game, where I fail not because the enemy has a good plan, but because “Whoops I tripped”.
And it will get so much worse.
And speaking of Brutes, how many games DO have an enemy named Brute? I’m curious, so let’s crowdsource this. Chris or Randy mentioned Tribes. I was just playing Saints Row: The Third, and I’m pretty sure the Oleg clones are called Brute. In Borderlands, Bruisers are called Brutes on the second playthrough.
Okay, so list as many games with foes specifically named Brute. Go!
The Best of 2013
My picks for what was important, awesome, or worth talking about in 2013.
Marvel's Civil War
Team Cap or Team Iron Man? More importantly, what basis would you use for making that decision?
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
What is Vulkan?
There's a new graphics API in town. What does that mean, and why do we need it?