At fifteen minutes I was running my mouth and managed to mangle the point I was making. When you have one of those moments where you’re free to roam around and talk to everyone, the game doesn’t usually make you talk to everyone. You can often ignore people. That’s nice, although it’s not the same thing as all conversations being optional, which is kind of how I made it sound.
I made a fuss over the facial animation system, but it’s entirely possible that it’s only impressive because the art style is so… uh… stylized. The animations might not actually be better than a Bethesda / BioWare style face animation, but it looks better because it’s happening on a cartoon face and not on a photorealistic one. In any case, it really makes these conversations come to life.
Denuvo and the "Death" of Piracy
Denuvo videogame DRM didn't actually kill piracy, but it did stop it for several months. Here's what we learned from that.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
Quakecon Keynote 2013 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Joker's Last Laugh
Did you anticipate the big plot twist of Batman: Arkham City? Here's all the ways the game hid that secret from you while also rubbing your nose in it.
Games and the Fear of Death
Why killing you might be the least scary thing a game can do.