You think this is frustrating to watch? It was worse to be a part of. I heard the crying and I knew we should be looking at the mirror, but with everyone talking over the sounds and giving conflicting advice, I knew that shouting yet another set of directions at Josh would only add to the chaos. This resulted in about ten minutes of us staring at the Wrong Things.
In our defense: Josh could only hear the game in one ear. Chris was reading from directions that were out of date and incomplete. And everyone but Josh was seeing everything on a six second delay.
Hopefully this is still amusing on some level. I’m not a huge fan of these kind of mystery teaser shenanigans, so I wasn’t really motivated to unravel this puzzle. All I wanted was for us to have interesting things to see and comment on, which this “stare at a haunted object” gameplay kind of defeated. For the record, if you unravel all the mysteries you end up seeing the teaser trailer for the actual game they’re working on, which looks so unlike what we’ve seen so far that we’ve learned nothing.
If you’re curious about how the mystery worked, it looks like players have managed to solve the whole thing:
While the P.T. demo wasn’t as entertaining as we’d hoped, it did make for a good proof-of-concept that we can cover console games. So now is a good time to announce the next season:
We’re probably going to finish up Marlow Briggs first. Josh is still waiting on a monitor so he doesn’t have to lug his TV into the office every time we record. The Last of Us should start in early September.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
Shamus Plays LOTRO
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.
Silent Hill Turbo HD II
I was trying to make fun of how Silent Hill had lost its way but I ended up making fun of fighting games. Whatever.
Quakecon 2011 Keynote Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
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.