Rutskarn made a good point about the car animation giving the place a sense of scale. The old fast travel kiosks on the Citadel in Mass Effect 1 were supposed to be taxi stands. They even had a car parked beside them. (Sometimes.) But I never felt like “I am going to take a taxi to my destination” when I used them. I always felt like “I am going to push the teleport button”. I suppose it would have helped if we had been able to see cars flying around even when we weren’t going anywhere. Having a cut showing you flying away in a car makes the city seem more like a living place and less like a series of corridors with connecting teleporters.
I don’t know why the USB thumbdrives of the future are the size of hand grenades and covered in flashing red danger lights. Can you imagine how annoying it would be if you had several of them? Maybe you got one for games, another one for school, and another couple for your Asari porn. Then you open the drawer to get one and it looks like a pile of flashing Christmas lights.
Dead or Alive 5 Last Round
I'm not surprised a fighting game has an absurd story. I just can't figure out why they bothered with the story at all.
Mass Effect Retrospective
A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.
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.
Juvenile and Proud
Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.
Spec Ops: The Line
A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?