Blog 606: The Vagaries of Control

You know why my aim is so rubbish in all those demo videos I’ve been posting of my game? Subtlties of cursor-following rotation and dual wielding, that’s what.

A bad workman always blames his tools, yes, but I programmed this… so I have the right to complain — and the right to fix it.

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Aside 51: Three-Letter Acronym


I woke up today to find that somebody had left a comment on Project Y4‘s map page on the Hive Workshop. It read:

WTF is this!?

I guess the reason it hardly gets any downloads is the fact its description and all those screenshots aren’t indicative enough of what the map is actually about? Ah well, the more you know!

Blog 604: Invisible Endings

That Invisible War, eh? I just couldn’t put it down, even when the dreaded black screen crashes started blitzing the immersion even worse than the lengthy loading screens already did (the fix seems to be to End Task on DX2Main but not Ion Loader; after a minute or two, it will spontaneously relaunch the game, loading where you left off).

So, we could have established that maybe Invisible War might not actually be all that bad after all, but it definitely does get ugly as the finale approaches. Thematically ugly, that is; the gameplay remains consistent.

Considerable spoilers this time.

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Blog 603: Invisible Phwoar

I don’t know if I’m going mellow in my old age, or if it’s a symptom of inevitable brain decay, but I am feeling forced to admit that there is something compelling about the ill-advised Deus Ex sequel Invisible War. (My previous examination of the game was hardly complementary. Was I really so angry back then? … What do you mean, “you still are”?)

My biggest concern is that it is beginning to feel somehow more compelling than the ill-advised prequel, which was at least a pretty good game even if it was painful in a lot of other aspects.

I need to try to nail this feeling down and contain it before I end up doing something stupid like conceding that Invisible War actually exists.

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