Yes, this bit is ridiculous. Let’s get that out of the way. We can defend this part of the game against many things, but against the charge of being flagrantly and excessively silly we must plead no contest.
You’re blowing up pockets of natural gas just two meters from your face so you can shatter metal and stone to open the way to your friends, who are imprisoned in an impractical container suspended off the ground. In the process of freeing them you obliterate the floor to reveal a lake of magma that – if it really existed – would have long since heated this chamber to uninhabitable temperatures. You’re doing all of this just to fling the prison cage around the room, rather than just using whatever existing equipment is used to load and unload this cage.
Having said all that – I don’t really mind all that much. We’re definitely operating in a universe driven by Nathan Drake / Indiana Jones physics. You can get away with balderdash like this as long as the game doesn’t linger on it too long. In my mind, none of this silliness is anywhere near as offensive as the previous cutscene.
The Best of 2016
My picks for what was important, awesome, or worth talking about in 2016.
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 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.
Pixel City Dev Blog
An attempt to make a good looking cityscape with nothing but simple tricks and a few rectangles of light.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.