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It’s a two-man show on this week’s show, as only the hosts are here to talk about all the recent happenings in the video game industry. This week, Kenneth and Eric talk the penultimate episode of Game of Thrones and the narrative failings of Atlus’ Lost Dimension. As
by Kenneth Shepard
Making a video game can be a very tiring task, sucking many hours away as each day passes. Anyone that produces a playable product deserves some credit, but if that product is total garbage upon release, no amount of hard work can rectify that. Hard works can derive respect, but
by Jay Malone
[The following is part five of our ongoing impressions of Game of Thrones. Check out our thoughts on episode four, “Sons of Winter,” here] For as much as Game of Throne’s “A Nest of Vipers” falls into TellTale’s typical penultimate episode moments of fluff and filler, the fifth
by Kenneth Shepard
Lost Dimension is, in many ways, a testament to the changes made in JRPG design over the past few years. Madness, paranoia, and a little bit of reading. Unassuming heroes from quiet towns are replaced with hardened soldiers, watching their backs against their own kind. Dungeons and grand quests are
by Eric Van AllenThere are plenty of games that include heists. Payday, Watch Dogs, and your pick of GTA’s are immediate and obvious examples. But all of these titles envision a very particular kind of heist, the kind that typically go very well- until they very violently and spectacularly do not. I’
by Lucious Barnes
As our podcasting schedule shifts again, Eric and Kenneth are joined by Josh and Ron as they talk about the current happenings of the games industry. This week we discuss Eric’s inability to understand the intricacies of Journey while also playing a game about pigeon bestiality, Josh’s infatuation
by Kenneth Shepard
It’s not uncommon to see digital implementations of board games and vice versa, but the tower defense game hasn’t been explored very often in the board game space. John Wrot of Gate Keeper Gaming decided that he wanted to rectify that situation and came up with The King’
by Keith Schleicher
Tom Jolly’s games often make us feel clever, mean, lucky, as if we’re playing alternately at the expense and at the mercy of our friends. His designs give us leeway to bend the rules either just enough to win the game or, as is more often the case,
by Paul Bauman
It’s a two-man show on this week’s show, as only the hosts are here to talk about all the recent happenings in the video game industry. This week, Kenneth and Eric talk the penultimate episode of Game of Thrones and the narrative failings of Atlus’ Lost Dimension. As
by Kenneth Shepard
Relive Atari classics in handheld form!
It’s better for newbies, but still very much an extraction shooter
This might be the perfect gaming instrument
AK Interactive updated their classic Panel Liner and the results are awesome
This one's giving Saturday morning cartoon zeerust with a whole lotta dice chuckin' nonsense.
and Auntie's Choice certified!
It’s a two-man show on this week’s show, as only the hosts are here to talk about all the recent happenings in the video game industry. This week, Kenneth and Eric talk the penultimate episode of Game of Thrones and the narrative failings of Atlus’ Lost Dimension. As
by Kenneth Shepard
Making a video game can be a very tiring task, sucking many hours away as each day passes. Anyone that produces a playable product deserves some credit, but if that product is total garbage upon release, no amount of hard work can rectify that. Hard works can derive respect, but
by Jay Malone
[The following is part five of our ongoing impressions of Game of Thrones. Check out our thoughts on episode four, “Sons of Winter,” here] For as much as Game of Throne’s “A Nest of Vipers” falls into TellTale’s typical penultimate episode moments of fluff and filler, the fifth
by Kenneth Shepard
Lost Dimension is, in many ways, a testament to the changes made in JRPG design over the past few years. Madness, paranoia, and a little bit of reading. Unassuming heroes from quiet towns are replaced with hardened soldiers, watching their backs against their own kind. Dungeons and grand quests are
by Eric Van AllenThere are plenty of games that include heists. Payday, Watch Dogs, and your pick of GTA’s are immediate and obvious examples. But all of these titles envision a very particular kind of heist, the kind that typically go very well- until they very violently and spectacularly do not. I’
by Lucious Barnes
As our podcasting schedule shifts again, Eric and Kenneth are joined by Josh and Ron as they talk about the current happenings of the games industry. This week we discuss Eric’s inability to understand the intricacies of Journey while also playing a game about pigeon bestiality, Josh’s infatuation
by Kenneth Shepard
It’s not uncommon to see digital implementations of board games and vice versa, but the tower defense game hasn’t been explored very often in the board game space. John Wrot of Gate Keeper Gaming decided that he wanted to rectify that situation and came up with The King’
by Keith Schleicher
Tom Jolly’s games often make us feel clever, mean, lucky, as if we’re playing alternately at the expense and at the mercy of our friends. His designs give us leeway to bend the rules either just enough to win the game or, as is more often the case,
by Paul Bauman