Twinfinite's Mike writes, "In the video game world we have Wolpaw's Law, named for former Gamespot writer and current Valve employee Erik Wolpaw, which states that at a certain point a bad game has sealed its fate and nothing could change its score, therefore absolving the reviewer of having to finish it. As with any rule however, there are always exceptions, and here are a few games that didn't start off that well but really turned it around at some point."
As part of the title’s 25th anniversary, that long-established glitch has now been resolved.
Been replaying this on my steam deck now that it's been updated with modern controls and is now fully verified. Have to say I'm surprised to see how well it holds up. Was a great game in 1998 and it's still a great game 25 years on.
The textures in Half-Life were seemingly only produced by a single person, as confirmed in a new in-depth documentary about the game.
Entertainium editors Andy and Gareth discuss 1998’s seminal first-person shooter Half-Life on the occasion of its 25th anniversary.
A few minutes ago I saw someone post something to the effect of, "If you hate Final Fantasy 13, you either never played the game... OR didn't play for more than twenty hours."
Nearly fell out of my chair laughing.
Anyway, this article is awful. The title implies that a "slow start" is an inherently negative thing--it's not. And then, it lists several games that didn't have slow starts at all--Mass Effect, for example, drops the player down on Eden Prime almost immediately (and both sequels have similarly fast starts, in fact, one of the more interesting bits of ME3 was cut from the game in order to get the player into the action faster).
Mario & Luigi Dream Team doesn't have a slow start, either--you get to play the game, proper, fairly quickly--it just insists on tutorializing everything... for the entire game. That's not a slow start, that's just bad game design.
....
The only game listed that managed to overcome a (BAD) slow start is Assassin's Creed.
Just rubbish, all round.