Fair warning: This episode is bound to be an instant classic. It starts off with some armchair game design, loses its way, makes a bunch of inside jokes, and then goes off-topic, while unendurable ages of indistinguishable combat roll on. Then we discover we came all this way for nothing, before it’s revealed that we REALLY came all this way for NOTHING.
That’s a really strange ending for a AAA game, even in 2003. It lacked closure. Oh well. Next up I think we’re going to play Dragon Age: Origins: The Deep Roads: Maximum Difficulty: Solo Run.
See you there.
C++ is a wonderful language for making horrible code.
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
Bad and Wrong Music Lessons
A music lesson for people who know nothing about music, from someone who barely knows anything about music.
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.
A video discussing Megatexture technology. Why we needed it, what it was supposed to do, and why it maybe didn't totally work.