Drinking game: Take a drink whenever Josh accidentally throws a desired item on the floor. (It’s been nice knowing you.) Receiver is the QWOP of firearm usage.
I reviewed this game last year. It’s a complete gigglefest for sure.
I really like the complex gun mechanics. I’d love to have another game with a similar system, only perhaps:
- Not quite so user-unfriendly. I think a lot of the myriad inputs could be condensed. Maybe use the same button to insert or eject a mag, for example. And I think things like “un-equip your gun so you can load the mag” could be implicit. We should focus on simulating the complexities of the firearm, not the complexities of hands. (Especially in a game where you can’t see your hands.)
- Maybe not so murderously unforgiving. There’s nothing wrong with roguelike games in principle, but as a matter of taste I’d rather learn something new and difficult in a system of positive feedback than one based on negative feedback.
Still, it’s phenomenal what the developer accomplished with limited time and resources.
Let's ruin everyone's fun by listing all the ways in which zombies can't work, couldn't happen, and don't make sense.
What was the problem with the Playstation 3 hardware and why did Sony build it that way?
The Truth About Piracy
What are publishers doing to fight piracy and why is it all wrong?
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.
Quakecon 2012 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.