The game seems to be a mishmash of Oblivion, Skyrim, a pinch of Dark Souls with some pseudohistory in the lore (Annunaki and an Oblivion portal made to look like a star gate)
First sign a game is bad, when they put items on the ground at the starting point because they couldn't figure out how to spawn your character with the items. That's the first clue once gameplay begins, because a lack of opening, sound, and direction all happens before you can move. This Allotropy game is like a speedrun of what not to do. Tell students to play the first 10 seconds and see how many issues they can list.
1:33:20 Philly native here, chiming in to say that Alex is objectively correct. The Cheez Whiz people don't know what they're talking about and it genuinely baffles me. As for a specific location: Dalessandro's is excellent but being in Roxborough is a little out of the way if you're in Center City. Of the more famous locations, I remember Pat's being fine but it's been ages since I've been there, and Geno's is decent but overrated and far too expensive. I highly recommend caramelised onions on your cheesesteak wherever you should decide to go.
ask me about my "Katana Bob, Cat-Man Nabob" t-shirt * * if you want to learn more about our innovative truck bed seating accoutrements... innovative truck bed seating: "take a load off, and then take a load off!"
I am genuinely shocked that not only there was there more to that game than fighting bugs in a cave, but that it then turned into a horrible isekai in which you are one of the lost gods of the sometimes-naked cat men. And whenever I try to summarize it, I have to remember the protagonist's wife and how she was modeled. WHAT?
54:40 Man, I should've joined the stream late instead of waiting for the VoD. That way I could've said, in the moment, "all things are possible with Bob."
I just know that whenever they finally make full dive VR and we plug Alex into the best game they ever make for it, he'll be the one to finally reach the sub-ocean.
Thanks for a real quality show again, lots of laughs! A couple of points though, since it always irks me when our heroes handle the games in bad faith (even if said terrible games often are made with bad faith themselves!): - 1:08:45 You see the big baddie arriving through the portal just as in the earlier cutscene, we see no healthbar and the objective changes to "run back". We also see further enemies coming through. There are enough markers here to think that these enemies are not supposed to be beaten, but run away from. The attempted fight at 1:13:05 then also puzzles me greatly. Why not pick up on the cues faster? I offer that one can think of these things through what usually is awfully wonky in these terrible games: It's usually something the dev didn't think of or just bother to fix/code well enough. Things like the big twist at the end of their story line? They're likely to execute on it just as they wanted, and functionally adequately enough. - 2:04:06 It's not a right-to-left just-cause solution (as Graham thinks 2:04:17). The key is to read the frames top-to-bottom (as arranged on the wall), as Alex also says just before solving it.