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Monday, Dec 9, 2013
David Cage's Beyond: Two Souls may just be "an evolution of the point-and-click adventure game that never happened".

Known for innovation in mechanics and storytelling, an interest in games that ally themselves with the language and beats of cinema, and a sometimes greater commitment to artistic ambition than to perfect execution, David Cage and Quantic Dream have returned with another somewhat controversial title built on their vision of the modern adventure game, Beyond: Two Souls.


This episode Nick Dinicola, Eric Swain, and Jorge Albor discuss the game and how it might be “an evolution of of the point-and-click adventure game that never happened”.


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Monday, Nov 25, 2013
Telltale Games returns with a game of choices and consequences, but this time out those hard decisions are embedded in the completely fantastic world of Fables, not the relative social realism of a zombie apocalypse.

Telltale Games returns with a game of choices and consequences, but this time out those hard decisions are embedded in the completely fantastic world of Fables, not the relative social realism of a zombie apocalypse. The question is does this formula work with new material?


The Wolf Among Us is a bit more action oriented than Telltale’s version of The Walking Dead. It is at once made familiar through its use of fairy tale and folklore and less familiar due to its heavy reliance on a media property with a complex background and back story that is less familiar to the casual player new to the game’s source material.


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Monday, Nov 11, 2013
Killer Is Dead is a little punk, a little noir, a little James Bond, and a whole lot of crazy.

They may never be financial successes, but Suda51 titles rarely fail to leave an impression. Killer Is Dead is a little punk, a little noir, a little James Bond, and a whole lot of crazy.


This week we consider the relative value and possible meanings of Suda51’s most recent digital provocation.


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Friday, Nov 1, 2013
I Have No Mouth and I Must Scream's horrors develop, not so much via gore or titillating jump scares, but around the possibility of the kinds of evil that it suggests really lurk in the human heart. This game's monsters too often resemble ourselves.

Nick Dinicola and Eric Swain return this week to October 1995 to revisit a horror classic, The Dreamers Guild’s expansion of Harlan Ellison’s short story “I Have No Mouth and I Must Scream.”


The game, co-written by Ellison himself, develops the back stories of five victims tortured for over a century by the malevolent super computer AM. Its horrors develop in the game, not so much via gore or titillating jump scares, but around what it suggests might really lurk in the human heart, a malevolence and cruelty that matches that of the horrific super computer that humanity is responsible for designing.


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Monday, Oct 21, 2013
Kentucky Route Zero:Episode Two insists on continuing to get us lost and of reminding us of what has been lost in a world comprised of display, empty representation, and endless highways to nowhere.

Having found the on ramp to the Zero, Kentucky Route Zero: Episode Two proceeds to immediately disorient the player and distort the world that we are attempting to explore even further.


This week we discuss further the game that seems insistent on getting us lost and of reminding us of what has been lost in a world comprised of display, empty representation, and endless highways to nowhere.


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