Thanks, Jen. We'll have much more in-depth game coverage to come, but the goal was to convey a sense of "being there" with these articles. I guess that's easier to do with someone who has been!
That darn hallway wouldn't be so long if not for all the people clogging it up.

And I'm pretty sure whoever configured the display areas was a student of the "modern chaos" school of architecture. Yeesh.
AT, that's interesting about Luckless John. We were forewarned it had a variety of action elements, but without knowing what the balance was throughout the game, we were prepared to give it the benefit of the doubt. The parts we saw looked pretty darn adventure-ish.
