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It's been nearly a decade since the original Mass Effect Trilogy ended, and now veterans and new players alike are experiencing the story of Commander Shepard and the Reapers. In this episode, we discuss what it's like to go back to a series after so long, how distance can add a new perspective to your understanding of a game, and how the controversial ending to Mass Effect 3 comes off today.
In our side quests, we discuss Ubisoft's acknowledgement of politics in Far Cry 6, how developers try to recreate games as they were years ago, and the extent to which our mode of engagement changes based on how many games we play at a single time.
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Philosopher Daniel Muñoz begins his "Wronging Oneself" with the following anecdote:
"Earlier today, without asking permission, I took a bike belonging to someone in my neighborhood and rode it to work. I later noticed that this same person, who works in my office, was looking tired. So I pinched their arm, opened their mouth, and poured hot coffee inside. As if that weren’t enough, I took some cash from their wallet to buy my lunch, and I even spent my break thumbing through their private emails.
Before you reach for any moral sanctions: this 'neighbor' of mine was me."
The question of whether we owe anything to ourselves is surprisingly controversial in philosophy because it seems as though we stand in a different relationship to ourselves than we do to other people. It also has potentially interesting implications for ethics in video games: fictionally, what do we, as players, owe to avatars—those characters whose actions we determine, through whose eyes we see the worlds of video games?
In this week's episode, Aaron sits down with Daniel Muñoz, a moral philosopher and one of Aaron's mentors and friends, to discuss the many insights that philosophy, ethics, and video-game storytelling have for one another—including how these analytical tool kits may open the way to an understanding of The Last of Us Part II that others have missed.
Later, in a side quest, Stefan shares a new article by Sky LaRell Anderson and Karen Schrier analyzing the concept of accessibility in video games, as well as the ways in which game design and game journalism approach disabilities in gaming.
(Spoiler warning for The Last of Us and The Last of Us Part II.)
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Falling through the floor, stalked by a burly viking, or plagued by boss self-destruction? Listen in as we discuss the good, the bad, the ugly, and the hilarious of glitches, trading stories and trying to determine what, if anything, makes glitches different from much more mundane divergences from authorial intent.
In our side quests, we share our impressions of the critically acclaimed Disco Elysium and admire the "immersive" engagement with literary and performative arts in Final Fantasy IX.
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Join With a Terrible Fate for a special podcast episode fully dedicated to explorations into the Kingdom Hearts series.
To many, Kingdom Hearts might initially appear to be a curious amalgamation. Its infamously complicated plot aside, the series stands out for its integration of original characters and Final Fantasy characters with the worlds and characters of Disney. In this episode, we discuss the work of our guest, media and video-game studies graduate student Anh-Thu Nguyen, who argues that Kingdom Hearts employs a tourist gaze by letting players explore a digital Disneyland.
We also join Dan Hughes in a discussion of his latest article on With a Terrible Fate, Understanding Xemnas in Kingdom Hearts II: a study in one of the most puzzling lines from the game's finale, which Dan believes sheds light on the game's themes of player agency and the plight of NPCs. We discuss the article itself, his philosophy of Kingdom Hearts, his analytical method, questions from his readership, and his plans for follow-up articles in the future.
(Spoiler warning for the Kingdom Hearts series.)
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In Episode 2 of With a Terrible Fate's new podcast, we explore the structure of origin stories in video games: where does the concept of the origin story come from, how can it help us to understand our favorite games differently, and how can the special interactive nature of video games tell alarmingly nuanced origin stories unavailable to other media?
Also on the agenda: studying the ways in which we talk about players and avatars in video games; a peek into the academic study of video-game storytelling; how video games can disrespect your time; what the PS3 and PS Vita stores tell us about the future of gaming libraries.
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Welcome to the inaugural episode of With a Terrible Fate's podcast exploring the storytelling of video games from every angle. We press start on this very first episode, introducing ourselves, the publication, and the concept of the podcast.
Further, we ponder the review discourse surrounding Returnal, the personal and cultural significance of NieR Replicant ver.1.22474487139 as a work of literature, and the implications of an economic shift towards "games as a service."
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It has been a hard secret to keep, but now we can finally lift the veil and present to you: the With a Terrible Fate podcast! Starting in May 2021, you can tune in on our weekly conversations about game studies, gaming culture, and the significance of storytelling in video games.
Feel free to hit the 'subscribe' button. And if you want to help us get this project off the ground, you can support us on Patreon and/or spread the word on social media. We would be eternally grateful!
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