Something went wrong. Try again later

thatpinguino

Just posted the first entry in my look at the 33 dreams of Lost Odyssey's Thousand Years of Dreams here http://www.giantbomb.com/f...

2988 602 36 134
Forum Posts Wiki Points Following Followers

The Lengthy Conclusion to a Lengthy Bet

Recently @zombiepie and I wrote a lengthy series of blogs about our experiences playing FFVIII and 90s adventure games. For months we both slowly went mad as we played our respective games and wrote up our experiences with them. @zombiepie may have gone a little bit madder than me considering he made FFVIII his game of the year, but who can really measure madness?

No Caption Provided
No Caption Provided

After our blog series completed, we recorded two lengthy podcasts to talk over the games we played in the hopes of getting some kind of closure. I needed to know how someone could appreciate the puzzles in Riven and ZP needed to know stuff like "what the hell happened at the end of the game?" and "who am I?". I posted both of the podcasts to my personal blog, but if you followed our ridiculous odyssey and wanted to know how it ended, here are the two debrief podcasts.

Myst, Riven, and Pajama Sam 90s Adventure Game Extravaganza

FFVIII Claims Another Soul

The Myst podcast is mostly a discussion of what I appreciated about the games with ZP providing context and explanation where needed. I critique some of the design of the Cyan games and praise some of the design of the Pajama Sam games, but the podcast is mostly observational. The FFVIII podcast is a 3 hour vision quest where I try to answer ZP's basic questions about FFVIII. We talk about stuff like the design of the game's combat system, whether the developers knew they were making a breakable game, the characterization flaws that litter FFVIII, the plot holes that the game fails to fill in, the jaw dropping moments of awe-inspiring earnestness, and the acid trip that is the end of the game.

This blog series was so successful that we're going to be expanding on it in some cool ways in the near future. I'll just say that this year's Community Endurance Run might have a lot of Final Fantasy in it and leave it at that.

Here's an archive of our blog posts if you missed them:

Me: Lost in the Myst: Part 1

Lost in the Myst: Part 2- I Wish I Could Save

Lost in the Myst: Part 3- Leaving the Myst

Lost in the Myst: Part 4- Riven Rysing

Lost in the Myst : Part 5- Riven is Trying to Kill Me

Lost in the Myst: Part 6- Finishing Riven

Lost in the Pajamas: Part 1- Hunting Darkness

Lost in the Pajamas: Part 2- Top 8 Things About Pajama Sam 1

Lost in the Pajamas: Part 3- The top 7 Things About Pajama Sam 2

Deepish Look: Riven: The Sequel To Myst- This Game Is The Best/Worst

ZP:

Playing My First Final Fantasy Game - Parts 1-8: Getting Use to Final Fantasy VIII

Playing My First Final Fantasy Game - Parts 9-20: Final Fantasy VIII is Breaking Me

Playing My First Final Fantasy Game - Parts 21-37: The Quest to Defeat Disc One

Playing My First Final Fantasy Game - Parts 38-55: HELP! This Game is Melting My Brain!

Playing My First Final Fantasy Game - Parts 56-72: Everyone Was Right...I Was Not Ready for Final Fantasy VIII

Playing My First Final Fantasy - Parts 73-94: When Your Story Doesn't Make Sense...Just Add SPACE!

Playing My First Final Fantasy - Parts 95-115: Is This the Real Life, or is This Just Fantasy?

Playing My First Final Fantasy - Parts 116-134: It's Over...It's Finally Over! I Am Finally Free!

ZombiePie's 2015 Anime and Video Game Award Show

20 Comments

Deep Interview: Talking Super Smash With Tohfoo

No Caption Provided

Deep Listens is a gaming podcast series I'm recording with a few of my friends. Every two weeks we pick and play a new game and then discuss it from a literary, philosophical, and game design perspective. Its kind of like a book club for videogames. We try to dig as deep as we can on an individual game every episode so check it out!

In our first interview episode we speak with competitive Super Smash Bros 4 player Tohfoo about his experiences in the competitive scene. We talk about how he started playing Super Smash Bros. and how competitive play differs from other fighting games. He also helps break down the many different things going on in a competitive player's head as he/she is playing Super Smash at a high level. Spoilers: there are a lot of things going on in there. He finishes up by explaining what a local SSB tournament looks like and what you have to bring if you want to compete.

http://deeplistens.libsyn.com/deep-interview-talking-super-smash-with-tohfoo

Start the Conversation

My Incredibly Late Top 7 Games of the Year 2015

I know this is really late, but I finally got around to writing this list up after a very busy few months. So although I missed the GOTY zeitgeist, I feel like this is a case of better late than never. I need to set the record straight on my personal feelings after the debacle that was my podcast's GOTY awards. Without further adieu, here's the list:

7. Yoshi’s Woolly World- I just started playing this game in early January, but the music and the aesthetic are so great that I felt I needed to include it on this list. In only the first world I’ve seen Monty Moles burrowed beneath fabric, yarn butterflies, and Shy Guys wielding knitting needles. On top of the look and feel, Nintendo’s excellent level design has been in full effect for the first few levels. The cuteness got me in the door and the design got Yoshi on this list.

It's so pretty
It's so pretty

6. Broken Age- Broken Age Act 2 didn’t quite stick the landing, but that is only because Act 1 set the bar very high. The puzzles in part 2 were notably more obtuse than part 1 and I can’t help but think that this was the result of backer feedback. Broken Age was pitched as a return to adventure games of old and I think the first half might have incorporated too much modern knowledge about difficulty curves and puzzle solving logic for the audience that crowdfunded this game. As a result, I played the entire second half of Broken Age with a guide. I still loved the painterly art and the heartwarming story, but the gameplay shift put a damper on an otherwise great experience.

5. Until Dawn- I loved what I saw of this game in the GBeast coverage so I was very excited to give the game a try of my own. Knowing the game’s general story beats took away some of the suspense and mystery inherent in its cabin in the woods setup. However, playing after having watched a playthrough allowed me to see the different ways that your choices effect the game. While the main story is fairly inflexible, the various subtle and not-so-subtle dialog shifts really change the tone of the game. For example, Emily was nowhere near as catty in my playthrough as she was in the GBeast playthrough and my version of Matt wasn’t quite as dumb. This game’s adaptive story really made me question how much emphasis we place on whether our gameplay decisions lead to characters living or dying. Games like Mass Effect and The Walking Dead play up the fact that every choice you make can be a matter of life and death, but by escalating the importance of dialogs to that degree some subtlety is lost. Small dialog choices might not be a matter of life or death in Until Dawn, but they might be life or death for a romance or a friendship. That ended up mattering more to me than whether someone gets stabbed or not.

There's something about the juxtaposition of stone ruins with pristine metal that I like
There's something about the juxtaposition of stone ruins with pristine metal that I like

4. Massive Chalice- I backed this game at the bloodline backer level so I was looking forward to Massive Chalice for a while. I’ve enjoyed strategy RPGs since I first played FF Tactics Advanced on my GBA and the notion of playing one with my own family was hugely appealing. While Massive Chalice has a number of flaws, playing as my own family for 300 years was an experience that elevated an otherwise average strategy RPG to something more. The relics and keeps just mattered a whole lot more when they bore my family crest. I doubt Massive Chalice would rate this highly if I didn’t back the game at this level, but with that added element I couldn’t put the game down.

3. The Talos Principle- I know this game technically came out in 2014, but games that come out in late December never get any GOTY love and The Talos Principle deserves a lot of it. From the first moment the Talos Principle creates an environment like nothing else I’ve seen in a game. It’s world simultaneously made me feel like I was playing through an Old Testament parable and a high-end sci-fi story at the same time. It manages to smoothly blend robotics with Grecian, Egyptian, and English architecture while also blending artificial intelligence papers with theology and philosophy. The Talos Principle somehow brought a fresh take to the seemingly ubiquitous video game question of the moment: “can AI or robots be human”. While the puzzles didn’t beguile me, the game’s unique narrative approach elevated it above its puzzle game label. I don’t want to spoil it, but you should give The Talos Principle a try.

Stay Fresh
Stay Fresh

2. Splatoon- Splatoon is the first multiplayer shooter that I’ve enjoyed in years. Since I’m among the group of people that cannot stand random assholes with microphones in online games, multiplayer online shooters have largely passed me by since the original Xbox. Splatoon’s ability to both remove microphones from the equation and keep people focused on team-oriented goals won me over. I love successfully switching between multiple playstyles without having to coordinate with all of my teammates. One game I’ll go for kills with a paint roller, then next game I’ll dash around the map with a paintbrush, and if I want to win I’ll use a rapid-fire paint gun. All of these weapon changes drastically change how I approach levels, but they don’t completely ruin the experience for everyone else in the way that a poorly organized team would ruin a game of Team Fortress. I’ve also never been able to focus on exploring in a shooter before and laying paint changes the focus of the game so dramatically that I can dominate while playing swim and run. There is such a fundamental difference between how I enjoy the movement and splatting of Splatoon and what I enjoyed about Halo, that I don’t know how I’m going to go back to other shooters. It’s like there was this fresh world out there that I never knew I wanted.

I haven’t even mentioned this game’s style yet, but it is 100% up my alley. It’s all great: from the fish puns to the squidified versions of Japanese clothes. I listened to the soundtrack to the point that my significant other put up a ban on all Splatunes in our home. I love the way all of the NPCs look, animate, and speak. I even enjoy the small changes that happen to the shop music when you move from store to store. Seeing new Inklings in the game’s main plaza also manages to make the world feel alive in a way that a shooter lobby usually doesn’t. I love getting to see the weird Miiverse scribblings that people have chosen to feature on their accounts. Its one thing to see a person’s name and loadout, but it’s quite another to see what they think is funny or beautiful. And at the end of it all there’s DJ Octavio. Man I love Splatoon.

1. Undertale- I loved almost everything I played of Undertale, but the reason that it’s at the top of my list is that it answered a few of the problems that I have with RPGs and games in general. Undertale attempted to fix a longstanding issue I have with RPGs. Most modern RPGs either rely on the tried and true menu based system popularized by games like Dragon Warrior and Final Fantasy or they veer the other way and become action adventure games with an elaborate skill tree. I haven’t seen many RPGs, indie or otherwise, attempt a different gameplay system outside of the Puzzle Quest family of games. Undertale not only blends RPG and bullet-hell gameplay, but it also manages to utilize its bullet-hell elements to develop characters and tell stories. Undertale doesn’t just staple some stats to an otherwise unrelated system, it makes the bullet-hell/RPG fusion work on multiple levels.

...to the top of my GOTY list!
...to the top of my GOTY list!

Undertale also manages to be a game without being a toy. Video games so often allow players to explore every inch of their possibility space without commenting on whether players should. Grand Theft Auto IV doesn’t care that players can ruin the tone of Niko’s story by going on a killing spree. Crackdown doesn’t care that a super soldier shouldn’t be punting parked cars for no reason. The stories of so many games are secondary to the mechanical systems that players love to toy with. The two counterexamples that I can think of are the chickens in the Legend of Zelda and the desynch that happens in Assassin’s Creed when you kill civilians. However, neither of those games make examining the negative possibility space as central to their design as Undertale does. I love that Undertale actually acknowledges a problematic possibility space within its structure and accounts for it in a major way. I don’t want to spoil the game, but this element of its design moved me.

On top of those two great design decisions the game also featured a memorable cast of characters, an excellent soundtrack, and a main storyline that sticks with you. There were a lot of games that I enjoyed this year, but no game changed the way I think about game design in the way Undertale did. There is no game that influenced my own game designs as much as Undertale did. So at the end of the day, Undertale wins my GOTY award.

11 Comments

Deep Listens: Episode 17: Oddworld: Stranger's Wrath, Blending Genres, and Environmentalist Overtones

No Caption Provided

Deep Listens is a gaming podcast series I'm recording with a few of my friends. Every two weeks we pick and play a new game and then discuss it from a literary, philosophical, and game design perspective. Its kind of like a book club for videogames. We try to dig as deep as we can on an individual game every episode so check it out!

In Part 1 we are joined by special guest @dankempster to talk about Oddworld: Stranger's Wrath. In this first episode we discuss where Stranger's wrath fits in the larger pantheon of Oddworld games, how the game blends first-person shooting with 3D platforming, and how the game uses it's bosses to force players to utilize all of it's mechanics.

In Part 2 we are still joined by @dankempster to talk about the second half of Oddworld: Stranger's Wrath. Spoilers abound as we discuss the big twist that happens halfway through the game and how that twist completely recontextualizes the story and the gameplay of Oddworld: Stranger's Wrath. Come for the hybrid shooter/ platformer gameplay and stay for the heavy-handed environmentalist metaphors.

Episode 17 Part 1: Oddworld: Stranger's Wrath and Blending Genres

Episode 17 Part 2: Oddworld: Stranger's Wrath and Environmentalist Overtones

If you want to check out Dan's blog on Oddworld: Stranger's Wrath you can find it here: http://www.giantbomb.com/oddworld-strangers-wrath/3030-21431/forums/when-moolah-is-no-object-some-thoughts-on-oddworld-1790563/#11

Start the Conversation

Deep Listens Crossover Episode Part 2: What is Going on in Her Story?

This week the rest of the Deep Listens crew and I recorded two crossover podcasts with the cast of Worst Friends Forever. We spent the two podcasts discussing Her Story from top to bottom. The first episode is currently up on the Worst Friends Forever podcast feed.

No Caption Provided

In this episode we are joined by the cast of the Worst Friends Forever podcast to discuss the story of Her Story. We discuss how the game's story opened up for each of us and what we thought was actually happening in the game. We also discuss how the role of the player changes throughout the game. After trading theories and analyses for about 40 minutes, Billy climbs on his soap box and explains why he would give Her Story a 5 out of 10. We close up by reevaluating our initial conceptions of what is happening in Her Story. Thanks again to the cast of Worst Friends Forever for the great discussion!

WFF Crossover Episode: What is Going on in Her Story?

Start the Conversation

Deep Listens Crossover Episode Part 1: Her Story Talk Minus the Spoilers!

This week the rest of the Deep Listens crew and I recorded two crossover podcasts with the cast of Worst Friends Forever. We spent the two podcasts discussing Her Story from top to bottom. The first episode is currently up on the Worst Friends Forever podcast feed. The second half of our crossover will be up on our feed on Monday.

No Caption Provided

In this episode we start out by providing some background on our relationships with games. We then give some shoutouts to cool stuff like AGDQ and Psychonauts 2. After that we talk about the mechanics of Her Story and some of the ways you can manipulate the searching system. Billy even breaks down his own personal Dewey Decimal System. We close out by rating the game on a scale from 1-10 and share our guesses at what is actually going on in Her Story.

You can find the Worst Friends Forever podcast feed here: https://itunes.apple.com/us/podcast/worst-friends-forever/id983803482

Start the Conversation

Deep Listens: Episode 16: Mark of the Ninja, Stealth Mechanics, and Modernizing the Ninja Way

No Caption Provided

Deep Listens is a gaming podcast series I'm recording with a few of my friends. Every two weeks we pick and play a new game and then discuss it from a literary, philosophical, and game design perspective. Its kind of like a book club for videogames. We try to dig as deep as we can on an individual game every episode so check it out!

We're trying a slightly different structure for the podcast this week. We've broken the podcast into two halves, the first half is spoiler free and the second half is spoilerful. Each half is roughly one hour long.

In the first half of our Mark of the Ninja discussion we break down the mechanical innovations that make Mark of the Ninja one of the most fun and deep stealth games in recent memory. We break down the game's various items and systems and highlight the different play styles that the game encourages. Billy also treats us to some insight on how he made it to the top 1% of the game's leaderboards.

In the second half of the podcast we discuss the story of Mark of the Ninja in all it's glory. We discuss what playing as a ninja who is slowly losing his mind does to the story as well as how western culture has romanticized ninjas and other historical warriors. We finish up by discussing how the pursuit of high scores effected Billy's experience with the game.

Episode 16 Part 1: Mark of the Ninja and Stealth Mechanics

Episode 16 Part 2: Mark of the Ninja and Modernizing the Ninja Way

2 Comments

Deep Listens: Game of Our Year 2015

Deep Listens is a gaming podcast series I'm recording with a few of my friends. Every two weeks we pick and play a new game and then discuss it from a literary, philosophical, and game design perspective. Its kind of like a book club for videogames. We try to dig as deep as we can on an individual game every episode so check it out!

In this podcast we have our first annual Game of Our Year discussions in which we bestow a series of awards on the games we played on the podcast this year! The awards are: Game of The Year, Character of the Year, Best Comedy, Best Drama, Best Adventure, Best Soundtrack, The Grindfather Award, The Alan Touring Memorial: Fight Against Anthropocentrism Award, The Award for Excellence in Elegant Game Design, Worst Story, Best Mechanic, Worst Mechanic, Best Twist, Prettiest Game, Best Post-Apocalypse, Least Game, Best Coming of Age Story, and Game of Our Year. Feelings get hurt in this one.

He should have been character of the year!
He should have been character of the year!

http://deeplistens.libsyn.com/game-of-our-year-2016

2 Comments

Deep Listens: Episode 15: Undertale and Exploring What Makes Games Unique

Deep Listens is a gaming podcast series I'm recording with a few of my friends. Every two weeks we pick and play a new game and then discuss it from a literary, philosophical, and game design perspective. Its kind of like a book club for videogames. We try to dig as deep as we can on an individual game every episode so check it out!

No Caption Provided

In this episode of Deep Listens we are joined by a special guest to talk about the hot new indie game, Undertale. We first answer some audience feedback about Until Dawn and then proceed to discuss the slow beginning of Undertale. We talk about the game's characters, how the game breaks the 4th wall, how the game deals with player agency and choice, and how the game's multiple endings shape our understanding of what games are capable of.

http://deeplistens.libsyn.com/episode-15-undertale-and-exploring-what-makes-games-unique

Start the Conversation

Deep Listens: Bonus Episode: FFVIII Claims Another Soul

No Caption Provided

Deep Listens is a gaming podcast series I'm recording with a few of my friends. Every two weeks we pick and play a new game and then discuss it from a literary, philosophical, and game design perspective. Its kind of like a book club for videogames. We try to dig as deep as we can on an individual game every episode so check it out!

No Caption Provided

In this much awaited episode @zombiepie and I discuss his end of our video game bet and his experience playing FFVIII. We discuss his decent into madness and I try my best to make sense of the chaos that is FFVIII's gameplay and story. We cover everything: every gameplay mechanic (even chocobo world), every location, every story beat, every character, we even talk about songs. This is truly the deepest of listens.

http://deeplistens.libsyn.com/bonus-episode-ffviii-claims-another-soul

7 Comments