Direct link to this episode.
Thanks for the feedback last week. I know how I want to structure these posts so that the RSS feed works and is easy to find, and the built-in media player appears properly. I just need to get around to making the changes. This would be done already, but No Man’s Sky is out and its ability to fill space is matched only by its ability to eat time.
Episode edited by Mindie.
00:01:00: We talk about why we started this show and why that plan has failed.
But it must be fun, because we keep showing up every week anyway.
00:02:58: No Man’s Sky
This is the trick that doubled my framerate on the PC.
A day after recording this, and my experience with the game continues to improve. People sometimes mock Final Fantasy games for having the problem of “It gets good after ten hours”, because ten hours of lousy gaming is still ten hours you’d rather spend on a fun game. When I say “It gets good later” it’s not because I’m trying to talk you into buying the game. I’m just sharing my experience.
It’s hard to recommend this game, because while it’s a very unique and novel experience, the price tag is kind of high. $60 is a big gamble on an unknown like this.
01:03:27: Rutskan Tries His Hand at Coding Text Adventure
A video Let's Play series I collaborated on from 2009 to 2017.
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.
What was the problem with the Playstation 3 hardware and why did Sony build it that way?
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.