I just want to point out that Chris (of all people!) is responsible for the title of today’s episode.
“These people really don’t know what they’re doing.”
Like Rutskarn said, this part of the game is shockingly amateurish. The concept of exploring someone’s brain for exposition is good, but just about every part of it is wrong, broken, or executed poorly. It’s over-written, making the dialog ponderous. The timeline doesn’t make sense because Kellogg magically didn’t age for 60 years. It doesn’t fill in any other details of the world, just Kellogg. Kellogg calls two different characters “Old Man”, which is flagrant writer cheating to protect an obvious twist through obfuscation. Same goes for the idea of having Kellogg take care of robo-Shaun to act as “bait” for your character.
It’s boring and frustrating when you play through it, and then frustrating and nonsensical when viewed in retrospect.
A programming project where I set out to make a gigantic and complex world from simple data.
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?
Denuvo and the "Death" of Piracy
Denuvo videogame DRM didn't actually kill piracy, but it did stop it for several months. Here's what we learned from that.
Here is a 13 part series where I talk about programming games, programming languages, and programming problems.
What did web browsers look like 20 years ago, and what kind of crazy features did they have?