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.
What is Vulkan?
There's a new graphics API in town. What does that mean, and why do we need it?
Overused Words in Game Titles
I scoured the Steam database to figure out what words were the most commonly used in game titles.
The product of fandom run unchecked, this novel began as a short story and grew into something of a cult hit.
Another PC Golden Age?
Is it real? Is PC gaming returning to its former glory? Sort of. It's complicated.
A programming project where I set out to make a gigantic and complex world from simple data.