I’d like to point out that of the 6 episodes of Arkham Asylum so far, only half of them directly refer to “ass” or “balls” in the title. And at the top of the episode we go over four minutes without making jokes about drawing dicks on things. This is all part of our efforts to deliver you the most analytical and highbrow videogame show on the internetBUTTS!.
I know I jump in and out of “reflexive fanboy defense” mode when Josh says he doesn’t like the combat. For the record, in a non-joking way: The combat in this game falls somewhere between serviceable and dull. If you find yourself playing the game, I suggest putting the game on easy and enjoying it as a breezy power fantasy. As someone who didn’t have a lot of experience with these kind of games in the past, “easy” felt “just right”.
The next game is much better, but I don’t want to over-hype it. There are still things about it that feel stiff and awkward, and the camera is still the main villain if you find yourself fighting in a small space. I’ve managed to fall in love with it anyway, but that’s because I’ve learned to tolerate or ignore the faultsTwice butts!.
 Twice butts!
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.
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
Quakecon 2012 Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
Starcraft: Bot Fight
Let's do some scripting to make the Starcraft AI fight itself, and see how smart it is. Or isn't.