The market place is teeming with vibrancy and life to a point where you actually feel you’re in 11th century Jerusalem. However being an assassin in such troubled times means only one thing, you’re in the city on business. Your target, a town preacher with a hidden agenda.
You wait, watching from the roof tops as he makes his way to a secluded spot after spewing his half-baked propaganda. As soon as he’s alone, you descend from the sky, his back facing you as you hurl a few punches at him, beating him into submission. No one said this would be non-violent, or so god damned involving.
While he puts up a feeble resistance to your super-human combat skills, the trees sway, creating shadows that dance across the stone buildings in the mid-day sun, you can almost feel the breeze. The city crier concedes and vital information changes hands. You draw your sword to reschedule his appointment with god.
All seems well, until, from absolutely nowhere, a burly man decked in 11th century couture decides to amble down this lonely spot and manages to miraculously walk in between your blade and the victim. And come out unscathed. David Copperfield’s ancestor perhaps?
It’s amazing how an anomaly can reduce an experience like this to the rank of a mere video game with flaws et al.

The episodic experiment began in mid-2006 with Half-Life 2: Episode One and SiN: Episodes - Emergence. Grand stories were told about how episodic gaming would mark a major shift in the way games are developed and delivered. All fine and dandy, but a year and a half since all the grand posing, where exactly do we stand?
WARNING (and Disclaimer): Personal opinions, long sentences and an abrupt ending to follow!

