I know I’ve been kind to dear old Mass Effect this second time around, but this thing with the Mako magically appearing in the garage is bonkers. I can’t believe nobody took the time to justify or lampshade this. In fact, it kind of reminds me of Ye Olde Plot Door Rant, where there’s a pointlessly obstructionist NPC who controls access to a painfully contrived locked door. You have to do this long, roundabout quest to get the door open, and when it’s over you discover that the door lock only ever applied to you.
This could have been done better.
Also, when the VI pops up and says, “It looks like you’re trying to restore the facility”, it really makes me think of Clippy The Office Assistant. I never noticed it before, but now I can’t escape the notion that this must have been intentional.
This Scene Breaks a Character
Small changes to the animations can have a huge impact on how the audience interprets a scene.
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?
Revisiting a Dead Engine
I wanted to take the file format of a late 90s shooter and read it in modern-day Unity. This is the result.
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.
The Gameplay is the Story
Some advice to game developers on how to stop ruining good stories with bad cutscenes.