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The key thing this podcast might help you with, oh previous player of Bastion, is a far more comprehensive understanding of the story, which our friend Matt knows a suspicious amount about. Listen up!
Also featured are extensive recommendations, some of them strange, based on what we feel are similar or precursory games to Supergiant's first. And somehow, zero spoilers for Transistor!
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Editor's note: But what would I know? I didn't get to play it because it wasn't on the more open platform.
Editor's successive note: Turns out now it's on Android, as of August [2015]! Huzzah! Here's a podcast to commemorate the occasion of actual global accessability!
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This is a super-spoilery kind of episode, even more than normal, possibly even moreso than our Spec Ops: The Line cast. Which you should totally check out because it had a social worker dad in it. Ok so yeah, only listen if you're immune to spoilers (there's not much point to playing this game if you know the plot!) or you've played it already. Got it?
Her Story is an indie detective 'game' (it's an FMV game fosho) by Sam Barlow, a British fellow, with acting talent of one singular person: a femme fatale rockstar, Viva Seifert, who's damn good. Wiki says it is "about a set of fictional police interviews from 1994", and I see no reason to either disagree or expound upon that considerably other than to say that you play the role of a hip and more-protagonist-y-than-you'd-expect databaser querier who is tasked with querying a database per the direction of you, the player. Search for clips by their audio transcription, 5 at a time, and understand what happened in this woman's life.
Her Story draws heavy influences from things like L.A. Noire and Phoenix Wright in some ways, and we liken it to Papers, Please in that it is effectively a game about you doing the mundane to receive story. This is a game that is utterly new and we all appreciate that about it, just like the critics I'm sure you haven't been able to avoid scrounging the floor for something positive that hasn't already been said. This game is emotional and brave, and though it's written by a man, there's some really compelling female narrative here; some of the best I've seen. (Cue angry folks asking why a woman didn't write it - that's discussed in the interview linked below, so don't blame us for not mentioning it.)
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URL OF THE YEAR EDITION
Play this (Flash) game now here before continuing.
Seriously, play this game.
It's about 5 to 10 minutes long,
it's free,
and it plays in your browser.
(Don't play on your phone though, it's Flash and Apple killed that.)
Definitely do that.
Okay?
Frog Fractions is an edutainment game, and it is an invaluable part of your toolkit as either a present-day or future parent. Not only will it teach the young people surrounding you, it might make you a bit smarter, too!
Frog Fractions is a one-man production by Twinbeard, a.k.a. Jim Crawford. Ostensibly, it is a Flash-based Missile Command-esque edutainment 'title' that focuses upon fractions and general non-integer values. But if you look at it just right, it might let on to more than it initially appears...
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Topics include which FFs are our favorite, which we [haven't] played, which ones have the best OSTs, which videogame music podcasts you should listen to (just kidding, we didn't talk about this but I have a couple), and which games we want to play just based on the FMVs we saw as each game was being showcased behind the orchestra - a question we were inspired to ask by having seen Zelda performances elsewhere.
These truly are some master works, some of the defining works that will last beyond many other pieces of the medium's finest productions, perhaps even outliving a world in which "Final Fantasy" is a common household franchise to namedrop. Some say Uematsu is regarded as a celebrity in Japan, and some of these pieces - especially some of the earlier ones, say some in our group - really bring that point home.
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The game plays with a mild illusion of choose your own adventure, but doesn't quite work out that way by the end. Our host this week, Nate, has a lot to say about the parallels between this game and ergodic literature (a form of literature that requires more out of the reader than basic text); Nate's most prominent example being Mark Z. Danielewski's seminal 2000 work House of Leaves, a book that attempts to answer the questions and fantasies of early media experts prophesizing about what the internet would do to the written word. That is to say, reading House of Leaves is crazy; its text is constantly in changing styles, with some passages being backwards, upside-down, laid out in spirals, or told through margin liners of someone else's inane notes and scraps, for the most part in immersion-constructing ways. And from this, there are some clear but toned-down inspirations in the 'interface' of Device 6, Nate thinks, and we'll talk a bit about that and why that book might interest you if you liked aspects of this game (and vice-versa), in addition to the J.J. Abrams contribution to the world of the ergodic.
It isn't just about books this week though, as we ponder the puzzles in Device 6, their difficulty, the story of the 'game', the divide between reading and playing, and just how similar this is after all to Fullbright and Emotive Pixels both's classic Gone Home.
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This week we peek at all 9001 bits of retro glory 2D sidescrolling platformer Shovel Knight, a Yacht Club Games production funded via Kickstarter and initially released in 2014. The game is a standout selection for many reasons, not the least of which is its absolutely jammin' chiptune soundtrack arranged by Dearest 'virt' to fit and match the capabilities of the sound card expansion to the SNES console. Didn't know there was a sound card expansion? Well, it was Japan-only, and late in the console's life, but it's a real thing, and armed with that bit of knowledge you'll understand the level of love and care that went into crafting such a beautiful homage to the classics of the 80s and 90s.
We discuss how, thankfully for some of our peasant cast, you don't need to be "in the know" about all these references to really love this game; none of them are too overt or heavy-handed; they're just there if you think to look for them. That being said, comparisons both graphically and mechanically abound, and just some of the ones we can think of off the tops of our heads include Final Fantasy (the early ones), Super Mario Brothers for the overworld map, Duck Tales [Remastered] for just about the entire game, Castlevania for several weapons and the like, and Mega Man - again for just about everything.
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From my humble origins pecking around Beyond Earth, it immediately became clear that something else would be necessary for my full step forward in the 4X sphere, and Rock, Paper, Shotgun's GoTY '14 awards happened to make it very clear just where that fix might be, a potential diamond in the rough from indie developer Amplitude Studios, a tiny ex-Ubisoft Parisian team working one indie darling after another through the Unity framework, and tying together all of their games' lore no less. That gem is indeed late 2014's Endless Legend, released just one month prior to Beyond Earth to quiet rave acclaim, and its subsequent minor add-on, Guardians in 2015.
From the moment I first loaded up EL, it was clear these two games were meant to be contrasted, from their combat to their tech trees to their soundtracks, and that's exactly what we're here today to do; in a somewhat messy and mildly unorganized fashion, we sit down and talk about exactly what makes these two games. You'll benefit most from a passing knowledge of the Civilization series, but it isn't required, and knowledge of Endless Legend is absolutely not required whatsoever - it is new, after all!
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In these episodes, we follow Clementine through more harrowing guts-strewn throngs of zombies on through even more awkward and profound emotional moments and, as our cast is wont to point out, intolerable humans. We get into the conclusion of the series quite deeply and really rue the things we felt we've missed with our endings (especially as they relate to our mostly-merciless treatment of Kenny). We talk about how much Bonnie is no good, the fine balance beam Telltale is walking with their action-to-cutscene ratio, statue quotes, dream sequences neverending, and niche Hotline Miami references.
It's an exciting week, and an older episode serves as an excellent reminder of the thrills that are only possible when you rate games. Remember when we did that?
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Shameless plugs! (quality warning)
From the publisher's feed