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The internet is abuzz with rumors and speculations about Nintendo's 'Project Cafe,' what most of us are calling the Wii 2. The newcomer will feature a touchpad screen on each controller, HD capability, and maybe the ability to read minds. But what about its predecessor? Are we abandoning the Wii as a failure? To help us answer this question, we are joined this week by Gus Mastrapa, who wrote a timely and provocative piece about just this subject. Join us while we discuss the high and lows of console failures, the loss of console cycle excitement, and Nintendo's history of innovation. As always, you can find original articles in the show notes. Show notes:
- Run time: 53 min 17 sec- "The Wii Was The Most Successful Video Game Failure Ever," by Gus Mastrapa via Joystick Division - "In Memory of Moon Leaps," by Sean Sands via Gamers With Jobs- Music by Brad Sucks
It is time once again to heed the call of the Elder Gods and protect Earthrealm from the evil forces of Outworld and the Netherrealm in the time-honored tradition of Mortal Kombat. Or at least that's what Wikipedia said the game was about...In any case, this week we're talking about the latest Mortal Kombat release! As an added bonus, check out the slide show Hanah made of Jorge and me playing the game. I think the pictures demonstrate the game's real strengths: much of Mortal Kombat's fun comes from sharing its the gross absurdity with friends. Fighting games, and Mortal Kombat in particular, are great spectator sports.Some discussion starters:- Mortal Kombat is one of those iconic games that most people have at least some familiarity with. What's your history with the series?- How effectively does the latest Mortal Kombat cater to both fighting game veterans and newcomers?- What does the future hold for Mortal Kombat and for the fighting genre in general?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 31 min 53 sec- Music by The Immortals
There are so many great games from the past, but do they look terrible on your huge HD television? Are those blocky polygons jarring and atrocious? Maybe we should convert them to high resolution remakes. Or maybe not. Sometimes, as Michael Abbot states, "better isn't better." This week on the EXP Podcast, Scott and I discuss the risks and rewards of HD remakes, touching upon designer intent, history lesson box-sets, contextual play, and more.
Show notes:- "When better isn't better," by Michael Abbot via Brainy Gamer -Music by Brad Sucks
We had such a good time on last week's IndieCast that we decided to do double up! This week, we welcome game designer Jason Rohrer to the show. Jason is the creator of a host of games, including such well-known titles as Passage and Sleep is Death. Most recently, he released Inside a Star-filled Sky, a top-down shooter that combines classic arcade dynamics with innovative approaches to procedural level generation and unique social aspects. Jason and his games are always thought-provoking, so Jorge and I were delighted to get the opportunity to chat with him. We cover everything from Picasso to Spelunky and even manage to touch upon lunar exploration. We hope you enjoy the show!To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally,here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 51 min 02 sec- Jason Rohrer's website- Inside a Star-filled Sky, Jason's latest game- Music provided byBrad Sucks
The Experience Point Podcast is branching out. Scott and I have decided to put on our swim trunks and wade into the world of independent games with a brand new monthly podcast dedicated to the too often overlooked members of the games industry. At least once a month, we will explore two games that have caught our eye. We will also supplement this talks, when possible, with interviews with their designers. This week on the show, Scott and I discuss the rocket-boosting madness of No Time To Explain and the infinitely recursive realm of Inside A Star Filled Sky.
When everyone else is nestled snugly in bed, the most die-hard fans are battling the elements, sleep deprivation, and mall security in hopes of being the first to procure a new console or game. This week, the tale of a man named Isaiah-Triforce Johnson came to our attention. After waiting in line for a week, he was one of the first Americans to buy a Nintendo 3DS. His quest got us thinking about the strange rituals surrounding console launches and game releases. It's a surprisingly broad topic, and we cover everything from the "first!" impulse to frostbite. As always, we'd love to hear your thoughts, as well as any of your release night stories in the comments!Some discussion starters:- Have you ever stood in line for the release of a console or game? What was your motivation?- Why is it important to play something immediately upon release? Is it even important?- Should developers incorporate release day bonuses into games?To listen to the podcast:- Subscribe to the EXP Podcastvia iTunes here. Additionally,here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 33 min 36 sec- "Waiting for Nintendot: One Man's Quest to Buy First 3DS," by Jason Schreier, via Wired- "Queer Characters: BioShock," by VorpalBunny, a.k.a. Denis Farr, via GayGamer- Music provided byBrad Sucks
Are gamers selfish? That is the question Michelle Baldwin from Pioneer Project asks herself when confronted with "the look." When some unfamiliar with games hears about your small obsession or hobby, a curious glare not uncommon. Where does this look come from? How might social games address the divide between gamers and non-gamers? And how might we contemplate selfishness that makes us better thinkers, designers and players? Join us this week as Scott and I discuss all of these questions and more in the most selfish EXP Podcast to date.
When Jorge and I found out that someone is making a Gears of War board game, we were a bit puzzled. We're both fans of the series, but Marcus and company never really seemed like the tabletop types. This week, we use this odd development as a chance to discuss the relationship between video games and board games. Topics include the cultural overlap between the board game and video game communities, the strengths of tabletop gaming, and whether the forthcoming Gears of War board game will be "SWEET!" We look forward to hearing about some of your favorite cardboard campaigns in the comments!Some discussion starters:- A Gears of War board game: terrible idea, or terribly-awesome idea?- For primarily video game folks: what keeps you away from board games and what could draw you in?- For board gaming folks: what sorts of lessons can video games learn from board games?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- - Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.
Show notes:
- Run time: 32 min 28 sec- "Gears of War Board Game Still In The Works," by Stephen Totilo, via Kotaku- "A Guide to Board and Card Games Based on Video Games (1971 to 2007)," by Yehuda Berlinger, via Jergames- Board Game Geek- Music provided by Brad Sucks
The 25th annual Game Developer's Conference has come and gone. In its wake, besides a pile of business cards, beer bottle caps, and shattered dreams, is a burning desire to make the games industry a better place. A cornucopia of panels and sessions were devoted to this very task, the vast majority of which Scott and I completely ignore in this podcast. However, we do manage to pluck out a few gems. Join us this week while we discuss the state of social and mobile gaming, Iwata's defensive positioning, Notch's funny hat, and inception-style worlds within worlds.
With the release of Dead Space 2, Jorge was finally enticed into playing the first Dead Space. I had played the game some time ago and had quite a positive experience (check out the show notes for some of my writing on the game), so I was excited to get a chance to discuss it on the podcast. As with all of our in-depth discussions on particular games, we cover everything from the rule systems to the story themes, giving folks ample warning before revealing any crucial plot points. We discuss everything from the aesthetics of hydroponics, the nature of the sci-fi genre, to signs of an extra-terrestrial Professor Layton. While no one can hear you scream in space, feel free to sound off with your thoughts in the comments!Some discussion starters:- Is there a way to balance the impulse to create a unified world that avoids becoming repetitive? Are Dead Space's sterile hallways a liability or a strength?- How does Dead Space relate to other survival horror games?- What are the benefits and drawbacks of revisiting or playing an original game before its sequel? For those of you who have already played Dead Space 2, how did your knowledge (or lack thereof) with the original affect your experience?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.- Run time: 41 min 07 sec- "Review: Dead Space's Uniquely Familiar Feel," by Scott Juster, via Experience Points- "The Real Monster," by Scott Juster, via Experience Points- Music provided by Brad Sucks
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