Man, last episode I totally missed the part where two girls lift a mountain of rubble, and this episode I go on an insane rant about a totally realistic door. I was thinking of municipal breaker bars used in stuff like schools, where it’s supposed to be impossible for people to end up locked inside. However, there are indeed lots of doors that can be locked to keep people in, and if you look closely this is such a door. The vertical metal rods are basically like a really long bolt lock that goes into a little opening in the floor.
I’m off my game here. I blame it on the fact that all of this is new to me and I can’t properly watch, listen, discuss, and nitpick simultaneously. I spent the entire episode listening to half of what the cast was saying and reading half the dialog and catching other bits of dialog in audio and being completely confused.
We’re taking next week off from Spoiler Warning. (The holidays have made it so we can’t record the show.) Hopefully between now and the next time we record I can find time to watch Left Behind on YouTube so I can do my job properlyAssuming there is a “proper” way to complain about videogames. for the rest of the DLC.
Going by what we’ve seen, I’d say I like the look of Left Behind a lot more than the core game. More puzzles, more zombies, more character development, and less manshoots.
 Assuming there is a “proper” way to complain about videogames.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
The Death of Half-Life
Valve still hasn't admitted it, but the Half-Life franchise is dead. So what made these games so popular anyway?
Trashing the Heap
What does it mean when a program crashes, and why does it happen?
So what happens when a SOFTWARE engineer tries to review hardware? This. This happens.
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.