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This week we learn that pressing circle to meow, when coupled with an interesting if well worn post-humanity story, is more than enough to keep Chamberlain invested in a game. The cat shenanigans of Stray are not enough for Chance. He requires more to be amused, like sticking people with pulse bombs in a new game, or sticking people with pulse bombs in an old game. And Alex doesn't have the time to get to a casino so he is putting hours into Tiny Tina's Wonderlands, a digital slot machine with impossible odds but some clever writing.
By Jim Canapa5
11 ratings
This week we learn that pressing circle to meow, when coupled with an interesting if well worn post-humanity story, is more than enough to keep Chamberlain invested in a game. The cat shenanigans of Stray are not enough for Chance. He requires more to be amused, like sticking people with pulse bombs in a new game, or sticking people with pulse bombs in an old game. And Alex doesn't have the time to get to a casino so he is putting hours into Tiny Tina's Wonderlands, a digital slot machine with impossible odds but some clever writing.