Rutskarn is correct, the subtitle did indeed have a glaring error: “I saved you’re ass from that clicker last week.” This is all the more alarming when you realize this is the remastered edition of the game. Either nobody noticed it, or people noticed it but nobody bothered to fix it. Strange.
At the two and a half minute mark, the vehicle outside sees movement inside the building and instantly begins pumping turret fire into the room, despite the fact that their own guys are also in the room. That turret is flagrantly robotic, to the point where it has no regard for friendly fire or ammo conservation, and continues to track the player even when they are out of view. Oh, videogames.
This “leaving Pittsburgh” thing is starting to feel like that one plot door in Neverwinter Nights 2 where a significant percent of the running time is expended doing something that feels like it should be simple. Our only goal is to get away from these idiot raiders. If they were just a group of a hundred tightly-packed guys then it should be easy to get away from the area where they patrol. The way they infest every building and parking lot – and the fact that they ambushed Sam’s party earlier in a different part of the city – makes it feel like they are everywhere. Are there ten thousand raiders downtown? Is this a city where ten thousand adult men do nothing but drive around their own desolate town looking for random people to gank?
We entered Pittsburgh at the end of episode 12. We’re now on ep 18. A full third of our running time has been spent trying to leave this town, and we’re still not close to done.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
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My picks for what was important, awesome, or worth talking about in 2017.