We get back into the action with a slew of listener-submitted questions, learn about our gameplay habits, soundtrack preferences, kickstarter regrets, and some other secrets.
Scott is supremely suspicious of nostalgia, Mac is losing his voice, Sam and Trent had it easy as kids all come up in on retrospective on retrospection. And also clones, pirates and clone pirates in this episode.
Game difficulty is a lot like whiskey, in that most people are going about them wrong. Our panel examines what and how RPGs are hard where the critical value in difficulty.
Dialogue in games is a bit like the jazz music in a few ways, mostly in that Scott is way more interested in it than the kids these days, but also in that improvisation is key but also may not matter.
We examine our personal experiences with the Final Fantasy franchise, how a major anniversary is half gone without publisher support and some E3 stuff.
The panel goes behind the curtain to explain the RPGamer review process in detail, from solicitation through to comment section. Inside baseball and anecdotes abound.
Our discussion this month is entirely self directed. Scott tries to throw down a glowing trail for questors to follow but it gets off tangents more than normal.
Nintendo has always done it's own thing, and for that we've always seen that less than successful. Apple Computers analogies, Swiitch predictions, and yelling at Scott ensue.
Sometimes the only winning move is not play, and then try to eke some trade-in value out it. The panel delves into what makes us walk away from a game.
The word 'grind' gets thrown around too often with a clear meaning. We spend an episode trying to unpack the term for our own benefit, maybe yours too.
Hallowe'en is upon us and we take an hour to explain why the hybridization of typical RPG mechanics, detracts from horror games. We also spend a lot of time parsing terminology.
The panel breaks down the moral compass of games writers only to discover it only points two directions. We ramble on that and some related topics for a while.
A multi-level examination of the ludic, narrative, and artistic elements of the JRPG and how they interact with the Western market vis a vis popularity. Also the debut of the official ATBS drinking game.
The Banter panel unpacks special pleading, ignorance and self-centred behaviour in the fandom. All while hoping for a brighter future for comment sections.
Sex is not a win-state and other romantic notions are on the slate this installment. We share all of our varied emotions about this splendid sentiment within.
We open up the old mailbag for some listener-submitted topics in rapid-fire succession. Then we get judgemental about each other. It's a Festivus miracle!
We tackle this issues faced by this benighted franchise, from both the business and creative standpoint. More importantly we attempt to decide whether we should care in the first place.
Sony's latest handheld endeavour has been struggling, or maybe it hasn't. It's a matter of perspective. Listen to our panel vigorously share theirs on the subject.
As gamers get older we begin insisting the youth of today play the games that mattered way back when, this doesn't seem to work out all that well for RPGamers. Your hosts investigate the nature of this conundrum.
We tackle the notion of evolution within a game genre via an pair of related metaphors about rare animals. Wgether or not JRPGs have to change in the face of "extinction" is left up in the air.
Immersion, engagement and a few other ten dollar words get taken to task by our panel. Both the design and marketing side of the terminology equation are weighed and measured.
In this episode our intrepid crew tackles the East/West divide, the phone/dedicated gaming device divide and the environment. Also debuting the feedback segment (with prizes).