on Jul 28, 2013
I give BioShock a hard time about it’s plot doors, but pretty much all games are based on plot doors. Sure, sometimes the door is a drawbridge with improbably inaccessible controls and sometimes it’s a subway in need of power and sometimes it’s an elevator in need of repair. Any game more complex than “run forward and murder everyone not on your side” is going to have some sort of structured obstacles for you to overcome. I don’t mind that plot doors exist. I mind when they are so poorly justified that they take you out of the experience.
Sander Cohen’s door works well enough, plot-wise. Much better than the next door, I think.
(This is a re-post. For the 2010 original, look here.)