In which we spend about two-thirds of an episode lost, stuck, going the wrong way, or unsure of what the game wants from us. On the upside, we spend some of the time passive-aggressively insulting the Bethesda art design by praising this DLC.
Just two episodes left. If you’re following the drinking game, then you’ll remember that we’re keeping track of how many people the drinking game would have killed. (Every time the drink count is high enough to produce fatal alcohol poisoning, a fresh player is introduced.) As of the start of this episode, victim #6 is just reaching the point of severe motor impairment. I’m really hoping we can kill them quickly and perhaps kill one more before this season ends. It might be a bit of a stretch, but I’m pretty sure the final episode is an extra-long one.
My hope is that through perseverance and virtuous industry, Josh’s potty mouth can end the life of that sad seventh bastard.
The Death of Half-Life
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?
What is Vulkan?
There's a new graphics API in town. What does that mean, and why do we need it?
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.
Dear Hollywood: Do a Mash Reboot
Since we're rebooting everything, MASH will probably come up eventually. Here are some casting suggestions.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.