
Sign up to save your podcasts
Or


Peter channels spirits into a courtroom through a Divination Séance in Phoenix Wright: Ace Attorney - Spirit of Justice and Joe inverts gravity to avoid jumping into spikes with Magnus Pålsson's work in VVVVVV.
Joe dives into a world of collaboration between Level-5 and Studio Ghibli in Ni no Kuni: Wrath of the White Witch and Peter wakes up on Koholint Island to free the Wind Fish with Minako Hamano's work in The Legend of Zelda: Link's Awakening.
Peter revs up the chainsaw in his Lancer rifle to deal with the Locust horde in Gears of War and Joe harnesses his latent psychic abilities to stop the apocalypse with Keiichi Suzuki's work in Earthbound.
Joe becomes the night by gliding over Gotham and dealing with an open villain prison in Batman: Arkham City and Peter uses double hidden blades to stab through Italian treachery with Jesper Kyd's work in Assassin's Creed II.
We talk to video game composer Darren Korb (Bastion, Transistor, Pyre, Hades) and ask about his origin, creative process, and favorite tracks. Also, what does he think of the Critical Five tracks from our Bastion episode?
Peter embraces the positive jumping energy within the last game of its kind in Paper Mario: The Thousand-Year Door and Joe weaves a web of consequences in a high-school slasher adventure with Jason Graves' work in Until Dawn.
Joe travels through time to present one of the most revered games and soundtracks ever made in Chrono Trigger and Peter mulls over the consequences of the butterfly effect through a high school lens with Jonathan Morali's work in Life Is Strange.
Peter looks into how a TV bounty hunter's adventures inspired the score for a globe-trotting video game hero in Uncharted 3: Drake's Deception and Joe reflects on the synergy between climbing a mountain and overcoming your inner struggles with Lena Raine's work in Celeste.
Joe investigates how game jams and paying it forward changed the indie scene for the better in World of Goo and Peter hypothesizes about the way monochromatic rotoscoping cuts through colored brushstrokes with Satoshi Okubo's work in Hotel Dusk: Room 215.
Peter dissects the struggles of a difficult fighting game launch under tremendous expectations in Street Fighter V: Arcade Edition and Joe praises the ideal realization of his favorite anime of all time with Toshiyuki Kishi's work in Dragon Ball FighterZ.
From the publisher's feed