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Which you can you trust? Prey is a rare creature: an immersive sim that's more like System Shock 2 than Bioshock. You are Morgan Yu, an amnesiac on a space station overrun with shapeshifting monsters, and you have to use everything at your disposal to fight overwhelming odds to stop the threat from reaching Earth. It's a strange game with an ambitious story and unique retro-future aesthetic, and we think you should play it.
Thank you I See Spiders!
We all know defenestrating is one of the coolest things you can do in video games. But what if you could do that... in space? With a near best in class group of gadgets and weapons, In an immersive proc gen ludic playpen with real time pause? You'd get Heat Signature, quietly one of the coolest games we've done for the show. Check it out!
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The Stanley Parable is a short game with a lot to say about games. You play as Stanley, an office worker with a pointless job who finds himself being ordered around by an omniscient narrator. By deciding whether or not to obey him, you stumble into stories that critique and explore the nature of choice in games, and choice in real life.
Because this is primarily a comedy game, we recommend playing the Stanley Parable before listening to this episode, because we will ruin the jokes for you.
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It's rare to be surprised by a sci fi twist, and this AAA action adventure genuinely surprises. Throw in some engaging combat and not even an electronic T-Rex sized barrel of bloat can hold it back.
Thanks Doug!
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This month's special topic is a discussion about RPG progression. What kinds of character upgrades are satisfying, which ones aren't, and why has there been a broader trend of games getting more bloated with bad RPG systems?
We also answer your questions, and read your responses to June's games: Hotline Miami, The Witness, and Super Mario 3D World.
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This week we play the opinionated magnum opus of an opinionated creator. The Witness, created by Jonathan Blow, attempts to use puzzles and geometry to change the way you see the world, and create an engine for repeating the "a-ha!" moment over and over again. It ties one hand behind its back by communicating its mechanics in an entirely nonverbal fashion. Does it succeed at its lofty goals? Listen in to find out.
Thanks, Simon!
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This delightful nugget of a game is bursting with imagination. Almost no ideas are repeated in this colorful, generous buffet of a game. Also, we talk briefly about the very, very good Bowser's Fury.
Thanks Joelle!
Do you like hurting people?
Who is leaving messages on your answering machine?
Where are you right now?
Why are we having this conversation?
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This month we have a little love fest for strategy guides, talking about the roles they've filled for us over the years, and what scratches that itch for us nowadays. We also answer your questions and read your responses to Hitman 3, RollerCoaster Tycoon, and Metal Gear Rising: Revengeance.
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