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Matt & Geoff are joined by TroytlePower to discuss when a game is considered to not have combat, what "combat" means, and where its presence or lack serves the gameplay experience.
The recently released Citizen Sleeper 2: Starward Vector maintains a constant sense of tension, danger, and violence without any sort of direct combat mechanic. When genre conventions are subverted all the time and there's more than one binary choice through obstacles in a game; why are we Fighting in the first place?
You can find this episode's guest on his Website and Bluesky
We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here!
You can find the show on Bluesky, Instagram and YouTube!
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Rate us on Spotify!
Wanna join the Certain POV Discord? Click here!
By Matt Storm and Geoff Moonen4.9
4646 ratings
Matt & Geoff are joined by TroytlePower to discuss when a game is considered to not have combat, what "combat" means, and where its presence or lack serves the gameplay experience.
The recently released Citizen Sleeper 2: Starward Vector maintains a constant sense of tension, danger, and violence without any sort of direct combat mechanic. When genre conventions are subverted all the time and there's more than one binary choice through obstacles in a game; why are we Fighting in the first place?
You can find this episode's guest on his Website and Bluesky
We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here!
You can find the show on Bluesky, Instagram and YouTube!
Please rate and review us on Apple Podcasts!
Rate us on Spotify!
Wanna join the Certain POV Discord? Click here!

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