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Monday, Nov 19, 2012
Nearly at our final destination, our podcasters try to figure out how each of us has arrived over the course of a game that challenges gamers constantly with decisions great and small.

With the final episode of The Walking Dead slated to appear this week, it seemed a good time to discuss the penultimate episode in preparation for that impending release.


Despite all of us ending up in Savannah in episode four, this episode Nick, Jorge, and I discover that each of our versions of the game’s protagonist Lee are really in very different places from our own perspectives.  A lot of decisions have defined this character and his relationship to the group in very different ways.  So, we consider how we each have arrived via different character paths at this near final destination.


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Monday, Nov 5, 2012
Gearbox hasn't reinvented the wheel with Borderlands 2, but they have managed to improve the wheel in just about every way.

Gearbox hasn’t reinvented the wheel with Borderlands 2, but they have managed to improve the wheel in just about every way.


This week our podcast crew discusses how tweaking a title in even the smallest ways can result in some generally pretty appreciable advances.



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Monday, Oct 8, 2012
The new episode of The Walking Dead suggests that, perhaps, we have less control over the outcomes of this game known now for its commitment to player choice. We consider this week what the impact of losing control is on the player's experience.

The new episode of The Walking Dead suggests that, perhaps, we have less control over the outcomes of this game known now for its commitment to player choice.  We consider this week what the impact of losing control is on the player’s experience.



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Monday, Sep 24, 2012
Is the design of Sleeping Dogs's open world vision of Hong Kong a sufficiently unique experience by comparison to its forerunners?

In many ways, 2012 seems to be shaping up as the year of the little game. While the holiday glut from the big publishers has yet to be seen, those games that build massive worlds to play around in have largely been absent from the shelves this year.


We decided this week to take a look at one of the few games of the summer that attempted to fill the open world void, United Front Games’s Sleeping Dogs.


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Monday, Sep 10, 2012
When is a game a clone and when is it simply an example of a genre?

When is a game a clone and when is it simply an example of a genre?  In some sense, this is the question that begins our discussion of that ubiquitous example of the medium: the game clone.


From Torchlight to Saints Row and beyond, some games seem like a deliberate aping of intellectual properties that have gone before.  What makes a clone a clone?  And why do we sometimes really feel a kinship to clones despite their cloying adherence to a formula created by someone else?



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