Yeah, we’ve reached the part of the season where we’re all just phoning it in and recycling the stuff we’ve done before. (Although be sure to check out Rutskarn’s freestyle Skyrim Draugr fanfiction at the 15 minute mark.)
In fairness, Skyrim is just as out of ideas as we are. This is a parade of missed opportunities and disappointments. We capture a dragon, which sounds dangerous and audacious but ends up being awkward and stilted. We speak with it, but it just info-dumps on us with no character development, worldbuilding, or player agency. Then we “ride” the dragon, but it’s just a scripted fast-travel. It carries us to the ends of the earth, but it looks exactly like the places we’ve already visited. We arrive at the home of the big bad, but it’s just another mook maze filled with the most-overused monster in the game. We enter his lair, but it’s the same dungeon assets, sounds, and foes we’ve seen dozens of times already. There are puzzles, but they’re all recycled from earlier in the game.
Even if you’re criminally unambitious and lazy, you could still decorate the dungeon with red lights for zero cost, so the place feels somehow different from all the others.
The next episode will finish off Skyrim for good.
Even allegedly smart people can make life-changing blunders that seem very, very obvious in retrospect.
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.
A screencap comic that poked fun at videogames and the industry. The comic has ended, but there's plenty of archives for you to binge on.
Batman v. Superman Wasn't All Bad
It's not a good movie, but it was made with good intentions and if you look closely you can find a few interesting ideas.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.