
PG-13? Fuck.
We talked a lot about the wide road theory of game design when putting together Immortal Throne. That is: we're building a road, or a strictly linear game. Essentially the player travels the road and sees the things you've set up, and fights the battles you've placed in his way. The wider you make the road, the more it feels like the player actually chooses his own experience, when actually, all he's choosing is whether to travel down the left side of the road or the right side. Half-Life isn't a very wide road. In fact, mostly the road is a corridor wide. It's relentlessly linear, and everyone who's played it has had basically the same experience. So why is it hailed as a huge step forward in game design?
Everything happens from your POV. Scientists get sucked into vents, and if you see it, then you saw it. If you've turned away, then you might hear it. You might see it out of the corner of your eye (or screen, in this case), or you might just catch a glimpse of it as you're turning to look at something else. The story is told by the environment, with the occasional lapse into "you have to get to the lambda complex!" not from some disembodied voice in your ear, but from a terrified scientist who isn't willing to leave the safety of the corner he's found. We know a little bit about what happened, but we piece together the events of that day from the things we see, not what's told to us.
That's a great lesson for all game writers. Trust the audience. If you spell everything out in minute detail, your audience has probably already figured it out. If they don't get every little nuance of your world, so be it. It's their world now anyway. I'm not sure exactly what happened at Black Mesa, but I don't think Gordon Freeman or anyone involved it. I'm not exactly sure why I launched some satellite on the way to the Lambda Complex, but I figure someone will tell me eventually, or maybe not. Maybe it was the first step in bringing Breen to power, or maybe Breen was in power all through Half-Life and it was just another day at the office away from City 17, or 15, or 2.

It's all very creepy, and it's an old game-- four years old, in fact. It relies heavily on websites and even email in order to tell its story, so it's a good test of whether a persistent ARG can work.Wow. Who goes through crafting such a complete and helpful walkthrough for a game they hate? It's just one of the many mysteries of Missing.
In closing, the greatest pleasure I received from this game was ending it. It was frustrating, for the most part, exceedingly monotonous, and the constant interruptions of having to check for clues online makes one feel annoyed throughout the entire game. The ending of the game leaves room for a sequel to In Memoriam; hopefully, however, that will never happen. The ending of this game, after all of the hard work the player goes through to see what happens at the end is inexcusable I feel. After all of the build-up and torment (playing this game), it is as if the developers hand you a a piece of garbage and say: "Here, this is for your efforts." The on-scene locations, via video clips, were nice to watch although each were very brief. The graphics were nice, and the story keeps the player interested enough to want to see what happens at the end. Aside from the aforementioned good points of the game, everything else is awful. I'd recommend reading through my walkthrough (e-mails, messages from the Phoenix, spoilers, etc) for an almost complete understanding of the game. Without playing the game, and merely reading this walkthrough, you will just miss out on the frustration and annoyances of the gameplay, and the several mini-videos throughout. Ultimately, you aren't missing much in my opinion.


This is, perhaps, the most difficult section of the entire Meat Circus. To make things easier on yourself, once you are on the first fence, try to jump to the inside of the second fence and then stay on the inside of the fences. You'll need to use double-jumps and a bit of floating to get between each fence. Be sure to constantly rotate your camera to allow yourself the most direct view of each jump.And the other FAQ:
Get as high as you can before you DOUBLE-JUMP and glide to the second screen, then shimmy left some more and do similar jump to reach the third screen [this is a hard jump].Ya gotta love the stoic calm of the FAQ-writer.




So over the weekend I finally played a little game from the Independent Games Festival called De Blob. This was the entry from the Hogeschool van de Kunsten in Utrecht, Netherlands in the student competition. It's a great little game where you play an alien blob that rolls around absorbing people of different colors, changing colors yourself, and painting buildings whatever color you happen to be at the moment. You start with an entirely gray city, and end in a riot of colors. There are specific targets to hit, and coins stashed in out of the way places that you can collect. It's half Katamari-Damacy and half Marble Madness.