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I don’t play a lot of video games these days. I got out of the habit when I fell seriously into film and TV, and when my son was born, that was pretty much the end of it. Until Christmas, we didn’t have a current-generation console in the house.

I played most of Gears of War late last year, though, at work. It seemed like a decent enough game. It didn’t wow me with its originality, but it was also pretty clear to me why it was popular.

But here’s what really bugged me: The radio voiceover kept telling me to look for something on my left or right, or to move straight ahead, or whatever, without any remote respect for which way I was facing.

How is it possible that it doesn’t occur to anyone during the production of a triple-A console title that the player might turn his character 90 degrees or more during a segment of voiceover, and that this renders relative directions nonsensical?

A modern-day game studio putting together a current-generation video game practically vomits money to assemble a depth of graphic detail that isn’t remotely necessary to create an enjoyable game, but nobody can spend 20 seconds converting “on your right” to a clause that relates the location or object in question to a non-motive element in the environment?

Can this really be rocket science?

Is this common?