I’m starting to suspect this was a deliberate design choice for classic BioWare:
- Have a game of modest difficulty. After all, it’s “all about the story”!
- Give the player frequent auto saves.
- At the end, have a sequence of wall-to-wall combat for a solid hour.
- Remove 90% of the auto-saves.
- Throw in a couple of surprise difficulty spikes.
- LOL YOU DIED AND GET TO REPEAT THE LAST 15 MINUTES OF BORING COMBAT.
I’m convinced that stuff like this is how gamers end up with immersion-shattering, flow-breaking, OCD-driven quicksave habits.
The next episode will wrap this series up.
Why I Hated Resident Evil 4
Ever wonder how seemingly sane people can hate popular games? It can happen!
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 Lack of Vision and Leadership
People fault EA for being greedy, but their real sin is just how terrible they are at it.
Silent Hill 2 Plot Analysis
A long-form analysis on one of the greatest horror games ever made.
Final Fantasy X
A game about the ghost of an underwater football player who travels through time to save the world from a tick that controls kaiju satan. Really.