#46 Substitution
In a narrative sense, we’re entering the absolute worst part of the game. The gameplay is fine, but these next couple of cutscenes are a disaster of frustration and annoyance in terms of story.
Spider-Man heads to the secret lab where they’re cooking up the Devil’s Breath antiserum. When he arrives, he finds that Martin Li has already taken over. Martin’s Demon gang steamrolled the Sable guardsHow can these guys possibly suck THIS BAD? The Demons wear suits and use swords, and Sable goons wear body armor and carry automatic rifles..
Spider-Man webs up the Demons, and is about to head inside when more Sable guys arrive. He tries to make peace with them, but their bloodlust is only exceeded by their breathtaking ineptitude. He adds them to the pile of snoozing Demon guys and chases after Martin.
Continue reading 〉〉 “Spider-Man Part 23: Smarten Li”
Three months ago someone gifted me a gaming PC. I mentioned it on the podcast, but I know not everyone listens to the podcast. So I thought I’d give the machine a proper write-up.
The machine in question is a Corsair One. This is a pre-built gaming PC with a custom case. This machine is a first for me in a lot of different ways:
Continue reading 〉〉 “The New Computer”
During the show, I talk about the Amazon comic book adaptation of The Boys, which just released. I talk about the ending and a twist I saw coming, but I want to make it clear that I didn’t spoil the real ending. The example I gave is a placeholder / red herring.
Show notes: Continue reading 〉〉 “Diecast #267: RoboRosewater, The Boys, Mailbag”
Here is a 13 part series where I talk about programming games, programming languages, and programming problems.
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Cities: Skylines is bound to have a sequel sooner or later. Where can this series go next, and what changes would I like to see?
What does it mean when a program crashes, and why does it happen?
No, self-aware robots aren't going to turn on us, Skynet-style. Not unless we designed them to.
The true story of three strange days in 1989, when the last months of my adolescence ran out and the first few sparks of adulthood appeared.
I wanted to take the file format of a late 90s shooter and read it in modern-day Unity. This is the result.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
This version of Silver Sable is poorly designed, horribly written, and placed in the game for all the wrong reasons.
Do you like electronic music? Do you like free stuff? Are you okay with amateur music from someone who's learning? Yes? Because that's what this is.