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In this episode Billy, Pete, and Gino discuss Thumper and the many elegant ways it teaches and utilizes it's mechanics. We discuss how the game slowly builds up it's hand-full of rhythm mechanics alongside it's slowly increasing tempo both to it's benefit and detriment. Pete also leads a discussion of cosmic horror and how Thumper fits into the genre. We finish up with Billy and Gino discussing the subtle differences in difficulty between Furi and Thumper and why their opinions were diametrically opposed on each game.
In this episode, the Deep Listens crew discuss their experiences with role-playing games and how the two central schools of video game roleplaying, Western RPGs and Japanese RPGs, differ. We discuss the various games we've played from each RPG school and try to extrapolate out what makes those two styles of RPG feel so different. We discuss differences in the position of the player, ensemble casts, open narrative vs. authored narrative, and the different gameplay experiences that have come to define both sub-genres.
In this episode Gino made a terrible decision about what game to play and the whole podcast team must suffer it's consequences. We struggle for the entire podcast to find positive things to say about Sonic Chronicles: The Dark Brotherhood and mostly gripe about its design on multiple levels. We have issues with the combat, the story, the navigation, and even the Sonic-ness of it all. Gino had to know why this game existed and, as H.P. Lovecraft warned, some knowledge is better left unknown.
In this episode Pete, Billy, and Gino discuss their changing relationships with mobile games and what those attitudes might say about the Nintendo Switch. We start by by discussing our history with mobile games and how we experienced the evolution of mobile games. then we discuss how different mobile consoles and games occupy different spaces in our lives. We finish up by discussing the Nintendo Switch and how it might finally fulfill the PSP and PS Vita's promises of console-quality mobile games, except with games people will actually want to play on the go.
In this episode of Deep Listens, Billy and Gino discuss the indie puzzle game Tengami and it's unique pop-up-book style. We discuss what elements of the game's visual and auditory style drew our attention and which elements of the game's design left us wanting more. This episode is short and sweet, just like Tengami!
In our second episode of our continuing series of podcasts on FFIX Gino, Pete, and hostage... I mean guest, Chris "Zombiepie" -REDACTED- discuss disc 2 of FFIX. We start out by discussing our ongoing issues with the ATE system and the combat system. After that, we cover every major plot point on disc 2 including deep dives into Cleyra, Lindblum, the Black Mage Village, and the last scene of disc 2. Has the game passed the hump for Pete and ZP or will Gino be on his own? Well, the answer is complicated.
Billy and Pete carry on without Gino to discuss Ori and the Blind Forest. They discuss what makes a Metroidvania game, where Ori fits in that legacy, and what makes the game stand out. In this instance, what stands out is the game's mobility and combat systems.
In this experimental episode, Gino, Billy, and Devin discuss Kaladesh, the new Magic: the Gathering set. They start off by going over the very basics of Magic and a run down of their histories with the game. They then delve into the particular mechanics of Kaladesh and their opinions of those mechanics. They wrap up by discussing some of the design decisions that might shape the coming Standard format, pointing out out their favorite cards, and listing some of their hopes for Aether Revolt.
In this episode Billy takes over the show with infrequent guests John, Tyler, and Devin to talk about Dark Souls. In the absence of Gino's seething hate, they are free to discuss the game's story and design. Listen to three Dark Souls fans geek out with Billy about one of their favorite games.
In this week's episode we discuss the many triumphs and failings of Silent Hill 4: The Room. We start out by covering the various mechanical departures that help differentiate Silent Hill 4 from it's predecessors, including it's use of the first person perspective, a limited inventory, and a consistent "home base". We then venture into the game's story and discuss how the apartment factors into the game's aesthetic and narrative, much to the game's benefit. Unfortunately, we also discuss how the game's larger ties to the Silent Hill mythos serves to undermine some of it's otherwise great ideas.
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