Wed, 26 September 2012
Over the past year, Kickstarter has made a huge impact on the video game scene. Whether it's huge success stories (like Double Fine's campaign) or one of the dozens (hundreds?) of projects that never get off the ground, the crowd funding site has established a new way to create, market, and distribute games. Even so, there's still plenty of ambiguity surrounding the Kickstarter model: questions of what kinds of projects belong on the service, the way rewards are handled, and what people should expect from their investment still linger. This week, Jorge and I talk about the kinds of projects we've backed, our approach to what we invest in, and how Kickstarter may aid in the search for the perfect barbecue sauce. As always, feel free to jump into the comments with your thoughts!
Direct download: EXP_Podcast_190_-_Kickin_it_With_Kickstarter.mp3
Category:podcasts -- posted at: 10:00am PST |
Wed, 19 September 2012
Ah, remember the good ol' days? Back when you would have to blow on your games to make them work? When Battle Toads was so difficult you would cry, but keep playing anyway? When the "hottest graphics" were about as detailed as your Lego castle? Do you miss those days? Could that charming haze be the tell-tale sign of nostalgia glasses? This week on the EXP Podcast, Scott and I discuss the power of nostalgia, retro-graphics, and even mumblecore. As always, check out Leigh Alexander's inspiring article in the show notes and leave your thoughts (and your examples of nostalgia), in the comments below. Show notes: - Runtime: 34 min 21 sec - "Opinion: In Search of 'intelligent nostalgia'", by Leigh Alexander via Gamasutra - Music provided by Brad Sucks
Direct download: EXP_Podcast_189_-_Exploring_Intelligent_Nostalgia.mp3
Category:podcasts -- posted at: 10:16pm PST |
Wed, 12 September 2012
Have you ever been playing a game and suddenly come across something that is a little bit..."off?" I'm not talking about an NPC clipping through a wall or the weirdness you find in a Suda51 game; I'm talking about the little (or not so little) details that take you out of the experience. For example, Sam Machkovech wrote a recent article about how, as resident of Seattle, Deadlight's depiction of the Emerald City left him cold. We use his discussion of fictitious billboards and erroneous geography as a starting point and go on to discuss the ways in which small details impact a game's ability to foster a sense of place. Do you have an eye for detail? Have you played any games set in your hometown? Feel free to jump into the comments with your thoughts!
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Wed, 5 September 2012
The Japanese RPG as a distinct entity still exists, despite the rise and prominence of the "Western RPG" market. Some games, like Xenoblade Chronicles, might even move the genre forward while reinvigorating the joy we once had in playing the latest JRPG. This week on the podcast, Michael Abbot of The Brainy Gamer joins us to discuss "Why We JRPG". As always, thanks for listening, particularly to these longer episodes, and we encourage you to leave your own thoughts on the genre in the comments below. To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show notes: - Runtime: 55 min 53 sec - "Why We JRPG" by Michael Abbot via The Brainy Gamer - Music provided by Brad Sucks and "Main Theme" by Yoko Shimomura from the Xenoblade Chronicles Original Soundtrack
Direct download: EXP_Podcast_187_-_JRPG_Systems_and_Xenoblade_Chronicles.mp3
Category:podcasts -- posted at: 10:31pm PST |