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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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Monday, Oct 7, 2013
'Gone Home' affords players the opportunity to practice a little archaeology on a late twentieth century American home. And maybe to exorcise a few ghosts from that period as well.

The Moving Pixels blog has committed its share of virtual ink to the discussion of this summer’s “It game,” Gone Home. So, we figured it was time to discuss as a group our impressions of this study in environmental storytelling and exploration.


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Monday, Sep 23, 2013
The first episode of Kentucky Route Zero's mines, maps, and madness all beg to be explored, which is exactly what we attempt to do in this week's podcast.

A strange little indie release early this year took us all by surprise. Mesmerizing in its absurd presentation and deeply indebted to text adventures of days past, Kentucky Route Zero presents a world in decay, begging to be excavated.


Of course, the first episode of the game’s mines, maps, and madness all beg to be explored in some depth, which is exactly what we intend to attempt in this week’s podcast.


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Monday, Sep 9, 2013
Rogue Legacy may have more to say than its seemingly retro mechanics and retro aesthetics imply. This week we talk about the game and the implications of its economic systems and financially motivated play.

Rogue Legacy initially feels merely like a blast from the past with its 16-but sensibilities and imagery.


This week, though, we talk about the game and the possible implications of its economic systems and financially motivated play.


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