I apologize in advance for how this devolves into a mess. We probably would have called a do-over on this episode if not for the fact that we needed to wrap up the session because I needed to get going.
Fun fact: I had no idea that the game re-rolled conversations until this week. I thought the solution to a conversation would be the same for all playthroughs.
I count four ways into the alley behind the police station:
- The lightning alley, which requires the lightning-proof aug. (EMP shielding, I think?)
- The chain-link fence, which requires the Mario Jump aug to get over, because it’s impossible for Jenson to climb a chain-link fence. I consider this to be an egregious oversight. You can also use the super-strength mod to stack up dumpsters and crates, although the stacking physics are, like most videogames, horrible fiddly.
- Sewer. Sigh. The sewers are filled with armed foes and traps because hey, videogame.
- Speech-check (or murder) your way into the police station, and then exit through the side door.
It’s pretty screwy, but the thing that bugs me is that there are quest-relevant people back in that alley. How did they get there?
Crysis 2 has basically the same plot as Half-Life 2. So why is one a classic and the other simply obnoxious and tiresome?
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.
A programming project where I set out to make a Minecraft-style world so I can experiment with Octree data.
Zenimax vs. Facebook
This series explores the troubled history of VR and the strange lawsuit between Zenimax publishing and Facebook.
Grand Theft Railroad
Grand Theft Auto is a lousy, cheating jerk of a game.