Everyone has different standards for verisimilitude. I’m often amused by the anecdotes from other players who inhabit crazy gameworlds that are bursting at the seams with preposterous creatures. They think nothing of doing a dungeon where an Ogre will inhabit an unadorned room next to a Black Pudding, who both live next door to a Dire Bear and an Earth Elemental. Stories like this make me laugh because I can’t help but picture what life must be like for these monsters in the dungeon as they sit around waiting for adventurers to show up. Talk about “The Odd Couple”. Actually, that’s a pretty cool idea for a comic: A sitcom-styled story about a bunch of freakish monsters who inhabit a trap-and-treasure laden dungeon, learning to love and laugh… together.
A wild game filled with wild ideas that features fun puzzles and mind-blowing environments. It has a great atmosphere, and one REALLY annoying flaw with its gameplay.
The Best of 2011
My picks for what was important, awesome, or worth talking about in 2011.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
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.
Grand Theft Auto Retrospective
This series began as a cheap little 2D overhead game and grew into the most profitable entertainment product ever made. I have a love / hate relationship with the series.