Deep Listens

Deep Listens

By Deep ListensLeisureVideo GamesGames
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Deep Listens episodes

  • Episode 26 Part 1: Mirror's Edge and Erratic Gameplay

    In part one of our discussion of Mirror's Edge, we talk about the game's mechanics, soundtrack, and artistic design. We cover how the game controls, how much we enjoyed the game's rooftop runs, and how much we disliked the game's combat. We also delve into our issues with some of the mechanics in the game's later levels. 

    FYI, our next game will be Firewatch, so look forward to that!

    1 hr 1 min
  • Deep Interview: Kelli Dunlap, Psy.D. on Mental Illness in Games

    In this episode, we finally take a proper look at mental illness in games. Kelli Dunlap, Psy.D. joins us to examine troubles, tropes, and trends surrounding mental illness in video games. Some points include the use of mental illness to develop characters, advance plot, and shape environments. We recall a few examples from games we have talked about in the past before Kelli shares some of her own research findings. We also discuss some of the motives that drive players to play games and how video games allow players to actualize their true selves. Read more of Kelli's research on her personal website and follow her on Twitter!

    https://dunlappsyd.com/

    https://twitter.com/kellindunlap

     

    1 hr 20 min
  • Episode 25: Barkley, Shut Up and Jam: Gaiden and the Wonders of Copyright Infringement

    In this episode the crew delves into the madness of Barkley, Shut Up and Jam: Gaiden. We discuss the slamming and the jamming. The Hoopz and the scoopz. The swishing and the dishing. We also discuss what Billy learned about b-ball from the most cannon of b-ball games, the game's ridiculous setting, and it's kinda shitty status effects. We also spend an inordinate amount of time analyzing what types of games a more friendly copyright environment might allow. It's slam time!

    1 hr 36 min
  • Final Fantasy Seventh Heaven: Part 2

    In this episode Gino is joined once again by Chris "ZombiePie" -REDACTED- to discuss Final Fantasy VII. In this episode they start their discussion at Nibelheim and cover every event trough the end of disc one. They discuss the nonsense in Wutai, the lovely Rocket Town, the inconsistent characterization of Shinra operatives, the terrible Temple of the Ancients, and the still deeply affecting -THING THAT HAPPENS AT THE END OF DISC ONE-. Come, reminisce and join the fun.

    2 hr 26 min
  • Episode 24: Jotun and the Value of Authentic Cultural Storytelling

    In this episode we discuss Jotun and it's Norse mythological themed world. We talk about the game's hack and slash gameplay and how it's subtle tweaks to established mechanics make for a markedly different playstyle than other isometric action games. We debate our favorite powers and levels as well as our favorite level-specific mechanics. We finish up by deliberating over where video games fit into mythological traditions and whether they can or should be beholden to their source material. Should authenticity be a key factor in a game which appropriates a specific cultural legacy? 

    1 hr 51 min
  • Final Fantasy Seventh Heaven: Part 1

    We begin yet another Final Fantasy Odyssey courtesy of Chris "ZombiePie" -REDACTED-, this time we discuss the beginning of Final Fantasy VII.  ZombiePie is on another FF vision quest and in this episode we discuss his experiences from the beginning of Final Fantasy VII up until Cosmo Canyon.  We talk about his experience with the combat system, the game's exceptional opening, it's harsh tonal shifts, and it's odd tone.  It sounds like ZP isn't having a terrible time so far, but as Gino warned him during the episode, he ain't seen nothing yet.

    2 hr 15 min
  • Episode 23: Viewtiful Joe, Difficulty, and the Permanence of Media

    In this episode we discuss Viewtiful Joe, the first game that was so difficult that multiple co-hosts couldn't finish it!  We talk about whether we enjoyed the game and whether the difficulty helped or hindered the game.  We also discuss how the game's different cinema mechanics add to the game's great sense of flow when everything comes together.  In our spoiler-filled second half, Pete leads some surprisingly deep discussions about the permanence of media and our favorite Viewtiful Joe boss names.

    1 hr 10 min
  • PAX East 2016 Debrief

    In this episode Pete steers the show as Gino and Billy recount their experiences at PAX East 2016.  They discuss the most interesting games they saw, the best conversations they had, and the coolest panels they saw.  They also share their pro-tips for enjoying PAX and highlight some of the less flashy elements of Boston's premier gaming convention.

    1 hr 6 min
  • Episode 22: Devil Daggers and Friendly Competition

    In this episode of Deep Listens, Gino geeks out about FFIX coming out on PC and Pete celebrates Sam Hinkie leaving the 76ers.  Eventually we talk about Devil Daggers and how it manages to vary up it's gameplay while having only a single environment and a limited enemy set.  We also cover how Devil Daggers educates it's player base by sharing sharing footage of high score runs.  We finish up by covering how the game manages to foster a competitive spirit without devolving into a chest beating contest.

    1 hr 7 min
  • Deep Interview: Learning About Games From a Retailer's Perspective with Lindsay

    In this episode of Deep Listens Billy flies solo to interviewLindsay "The Destroyer" from Bits and Pixels, a local game store inRichmond, Virginia.  They discuss Bits and Pixels contributionto the Giantbomb Community Endurance Run, how a local game storecan differentiate itself from big box stores, and how local artistscan be incorporated into a video game store. They also delveinto various nerdy pursuits like cosplay, retro-gaming, GrantKirkhope music, and Creatures. There is way more discussion ofCreatures than that game deserves.

    43 min

About Deep Listens

From the publisher's feed

A bi-weekly video game book club that takes a deep look at one game every episode. We discuss the literary elements, philosophical ideas, and game design decisions that make games great while keeping…

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