It’s been a long time since we failed this much in a single episode. We failed at navigating, at platforming, and puzzle-solving. Josh usually takes the blame when this sort of thing happens, but the truth is that Chris and I did’t know what to do either. If you had asked me before the episode if I knew where we were going and what we were doing, I’d have laughed. I’ve done this three times now! OF COURSE I’ll remember it. Yet when the moment came I couldn’t remember a dang thing, not even the solution to this very easy tutorial puzzle.
The frustrating thing is that this is the best stuff in the game, and we’re not exactly selling that idea. The game has given us a break from playing Whack-A-Mook to finally deliver some long-overdue characterization. Then is lets us enjoy the platforming and puzzles while we take in some really solid environmental design.
Like others have already said: Some of the early combat in this game ought to have been cut down or pushed back so we could get here sooner. Up until now the player has been stuck on linear paths, and mostly talking to unknown characters on the radio. We needed to establish Roth and get the player to this little playground so they can enjoy the mechanics.
Linux vs. Windows
Finally, the age-old debate has been settled.
Why I Hated Resident Evil 4
Ever wonder how seemingly sane people can hate popular games? It can happen!
A Star is Born
Remember the superhero MMO from 2009? Neither does anyone else. It was dumb. So dumb I was compelled to write this.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
The Disappointment Engine
No Man's Sky is a game seemingly engineered to create a cycle of anticipation and disappointment.