This episode marks the return of the ever popular “episode long shooting sequence interspersed by tiny segments of largely irrelevant dialogue set against long, narrow corridors” segment.
To be honest, this is something that’s grated on me a little bit. For large portions of the game, I often find myself thinking of the game more as a plain old shooter rather than a “RPG Shooter.” It certainly feels like there’s more combat in this game than in the first one – and I don’t know if it’s just because I’m playing this game right now and haven’t played Mass Effect in over a year or if there is actually less “RPG stuff” and more “shooter stuff” – but it’s been bugging me all the same as we’ve progressed through the game.
Skyrim Thieves Guild
The Thieves Guild quest in Skyrim is a vortex of disjointed plot-holes, contrivances, and nonsense.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
Bethesda felt the need to jam a morality system into Fallout 3, and they blew it. Good and evil make no sense and the moral compass points sideways.
C++ is a wonderful language for making horrible code.
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.