Unqualified Game Chat

Unqualified Game Chat

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Unqualified Game Chat episodes

  • Summer Game Fest, Anime Expo Prep, and Bad Movie Takes

    After a short break, Unqualified Game Chat is back with Episode 139, and Spencer Legacy joins me to catch up on everything that happened while we were buried under Summer Game Fest coverage, Anime Expo planning, reviews, and the usual Noisy Pixel chaos.

    This episode starts with a detour into movies, including our thoughts on the new Scary Movie, why some comedy already feels dated by the time it hits theaters, and how legacy sequels can fall into the trap of chasing nostalgia without earning it. We also talk about recent theatrical releases, Weapons, Naked Gun, Austin Powers, and whether some comedy franchises can survive being dragged into 2026.

    From there, we get into Summer Game Fest, including the games that stood out the most to us. Spencer talks about Tomb Raider and Star Wars Galactic Racer, while I explain why Phantom Blade Zero ended up becoming my game of the show. We also discuss how some action games still struggle with basic combat feel, why Resonance: A Plague Tale Legacy left me concerned, and why games like Banishers and Immortals of Aveum deserve more attention.

    Spencer also shares early thoughts on The Adventures of Elliot: The Millennium Tales, including its HD-2D style, its fairy companion Faye, and why new IP adventures still feel special. We somehow end up talking about Star Fox, Toy Story, Pixar’s sequel problem, and why nostalgia can make some games or movies harder to judge honestly.

    To close things out, I talk about reviewing Dead or Alive 5 Last Round, why the lack of rollback netcode is frustrating, and my plans for Noisy Pixel’s upcoming after-hours show as we continue the road to 100,000 subscribers. Episode 139 is available to everyone, but starting with Episode 140, new episodes will return to Patreon first before going public.

    45 min
  • DLC Fatigue, Lost Game Secrets, and Why Pixel Art is Still Kew

    In this episode, we talk about how older games handled secrets, cut content, and unfinished ideas compared to how modern DLC works today. That turns into a bigger discussion about project scope, why some games feel overbuilt, and how smaller experiences still hit harder. We also get into pixel art, JRPG nostalgia, and why people care way too much about how others enjoy anime and games.

    47 min
  • Xbox Leadership Shakeup, Live Service Burnout, and Sony's Remake Problem

    In this episode, Spencer and I end up talking through the Xbox leadership changes and what that could mean for where Microsoft is headed. That turns into a bigger conversation about live service fatigue, Sony sitting on its legacy catalog, and why some companies treat preservation like it matters while others don’t. It’s one of those episodes where we start in one place and gradually realize what we’re actually frustrated about.

    55 min
  • State of Play, Journalism Ethics, and Paid Fly-Ins

    In Episode 133, Spencer and I break down the latest State of Play, talk through what worked, what felt safe, and where Sony might be playing it too cautiously. The conversation shifts into remake fatigue, nostalgia-driven marketing, and how publishers lean on familiarity instead of risk. It’s a grounded discussion about expectations, audience memory, and what actually moves the industry forward.

    00:00 – Intro and catching up
    02:48 – State of Play overall impressions
    06:32 – Specific showcase highlights and misses
    12:14 – Remake fatigue and audience expectations
    18:07 – Nostalgia marketing and why it works
    24:36 – Risk vs safety in modern publishing
    31:18 – Live service hesitation and platform strategy
    37:42 – Wrapping up thoughts on Sony’s direction

    49 min
  • Stylized Games, Dragon Quest Remakes, and Why Realism Isn't Always Better

    In Episode 132, Spencer and I start by talking burnout, workload, and taking on too much before shifting into Pokémon nostalgia and early favorites. The episode turns into a bigger discussion about realism in modern games, why stylization matters more than ever, and how Dragon Quest VII Reimagined nails its charm. We also revisit our PAX Kingdom Hearts panel and close on how we handle comments and community feedback.

    43 min
  • Dragon Quest Comfort, Indie Media Burnout, and Why

    In Episode 130, Spencer and I settle into a long, thoughtful conversation about Dragon Quest VII, why comfort and tradition still matter in JRPGs, and how remakes should evolve without losing their identity. From there, we talk candidly about indie coverage, media burnout, Square Enix’s struggles with smaller games, and how traffic incentives quietly shape what gets covered. It’s a loose, reflective episode about taste, responsibility, and loving games for the right reasons.

    39 min
  • Dragon Quest Downtime and Sony AI Patent Player Bot

    In the first episode of the year, Spencer and I ease back in by talking about holiday games, including Dragon Quest I & II HD-2D and revisiting classic Final Fantasy. From there, the conversation turns into a long discussion about AI tools in games, Sony’s rumored AI player bot, and why accessibility options don’t need to threaten how anyone else plays. It’s a relaxed but thoughtful episode about time, burnout, and what players actually want from games in 2026.

    41 min
  • Growth, Gatekeeping, and a Messy Night at The Game Awards + 007 First Light Interview

    In episode 128 of Unqualified Game Chat, Spencer and I start in a reflective place, talking about personal growth, burnout, confidence, and learning how to stop catastrophizing your own success. From there, the episode shifts into a long, unfiltered breakdown of attending The Game Awards—what worked, what didn’t, and why the show continues to miss opportunities to support the developers who need it most. The episode closes with an on-site interview I conducted with IO Interactive during The Game Awards, focused on 007 First Light.

    1 hr 16 min
  • Remember Death Stranding 2? and Final Fantasy Figuring Itself Out

    In episode 125 of Unqualified Game Chat, Spencer and I get real about how Death Stranding 2 fell off the radar fast and what that says about how single-player games survive in today’s cycle. We talk about Kojima’s influence, why studios invest in his work beyond sales, and how remakes are teaching tools for younger developers. We also dig into the Final Fantasy series—what went wrong, what still works, and which entries hold up best.

    34 min
  • Pokémon Needs a Reset, Ninja Gaiden 4 Review, Dragon Quest's 2D Comeback

    In Episode 124 of Unqualified Game Chat, Spencer and Jesse dissect Ninja Gaiden 4’s questionable story DLC rollout, celebrate the Dragon Quest I & II HD-2D remake’s stunning improvements, and debate why modern Pokémon feels like it’s lost its soul. With plenty of tangents on developer legacy, remake fatigue, and Game Freak’s 3D struggles, this one’s a must-listen for anyone passionate about where gaming is headed.


    0:00 – Intro & catching up on PAX videos and Noisy News Week
    4:50 – Ninja Gaiden 4 talk: story DLC frustrations and gameplay praise
    14:00 – Dragon Quest I & II HD-2D remake impressions and improvements
    27:00 – Game Freak’s 3D problem and why Pokémon needs HD-2D
    34:18 - Yay or Nay light

    49 min

About Unqualified Game Chat

From the publisher's feed

Hello and welcome to Unqualified Game Chat. This is where two friends, Azario and Spencer talk about games they are playing and the most requested gaming news.