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The Longest Journey was one of the earliest games we covered for this show, way back in the winter of 2011. We'd intended to hit up its sequel, Dreamfall, because we heard good things. Now, finally, we've gotten around to playing it and... we're not impressed. The game's very strong opening gives way to a muddled story, and the shift away from a more standard point and click adventure game toward a 3D action adventure scheme does not serve it well. So, this one turns into kind of a dunkfest.
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Kole, Ben, Dennis, and David talk about Minecraft Dungeons, how scary and uncertain things are right now, and we ask you to wish games into and out of existence.
The Grind:Everything To Guppy is a bite-sized, four-times weekly comedy/gaming podcast in which Nick Glauber (Check It Out Comrade) and Brayton Cameron (shoes) attempt to analyze every single item, boss, character, and concept in the rogue-lite video game The Binding Of Isaac. They manage to pull it off only slightly less than 50 percent of the time.
One plausible explanation for why there are three episodes of MIMP per week.
(Astonishing X-Men #2)
Reminder that you can read along with and ahead of the show by subscribing to Marvel Unlimited (we don't get paid for you doing that, so it's not an ad, it's just a cool service). You can also use Comixology, or buy the trades from your local comic book shop (the preferred method, if we're being honest). Be sure to check with your local library to see if they have them there!
Music by Gary, podcast art by our friend Wayne
Everything To Guppy is a bite-sized, four-times weekly comedy/gaming podcast in which Nick Glauber (Check It Out Comrade) and Brayton Cameron (shoes) attempt to analyze every single item, boss, character, and concept in the rogue-lite video game The Binding Of Isaac. They manage to pull it off only slightly less than 50 percent of the time.
We were excited to play a band simulator, but all we got was Lemonade Stand plus puns.
This week, we read your very mixed responses to The Surge. Some are down with the combat and level design, while others cannot get over the game's lack of identity. Who will you agree with!?!?
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