Due to what I can only assume is an editing error, Josh has accidentally put the audio from our eventual Mandkind Divided series on the footage for Fallout 4. I’m going to talk to Rutskarn and Chris about their flagrant efforts to make the show topical and relevant instead of focusing on their mandate of beating a dead horse.
Rutskarn calls the proliferation of flavors of Nuka-Cola “the most Bethesda thing in the game”. Allowing for the fact that somehow every part of the game is the most Bethesda part of the game, I have to agree. The further we get from D-day, the greater the variety of pre-war sodas. It’s like anti-worldbuilding. Instead of rounding out the world with detail and depth, they latch onto a few key elements and intensify them, hyper-flanderizing the entire setting in the process.
Q: 210 years after the world was consumed in nuclear fire, what kind of society would emerge from the ashes? What kind of challenges would they face and what kind of conflicts would arise from these challenges?
A: Uh… I bet they would drink a lot of pre-war soda!
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?
id Software Coding Style
When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.
What is this silly word, why did some people get so irritated by it, and why did it fall out of use?
Silent Hill Origins
Here is a long look at a game that tries to live up to a big legacy and fails hilariously.
Mass Effect Retrospective
A novel-sized analysis of the Mass Effect series that explains where it all went wrong. Spoiler: It was long before the ending.