We in the media are so fond of shaking our heads, scratching our beards and looking for the "art" in videogames. Well it's time for us all to shut the hell up. This is it. It’s in this finely crafted, lovingly rendered piece of short-story literature.
In Half-Life 2: Raising The Bar, Gabe Newell mentions, when developing Half-Life 2, there was such a worry about the crate cliche that eventually the Valve Software team gave up and made a crate one of the first things the player sees and manipulates, figuring this "was the Old Man Murray equivalent of throwing yourself to the mercy of the court."
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