In a cinematic action game, the player needs to keep moving forward because the intent of the game is to both tell a story and excite the player. Viewed as a question of design alone, difficulty that forces several replays of any section is undesirable because it gates progress and converts the game into a movie that is merely very inconvenient to watch.
Brad's back with a vengeance, smacking down accusations that he's playing The Elder Scrolls V: Skyrim incorrectly. Also: The Legend of Zelda: Skyward Sword, Corpse Party, Fate/Extra, and, at last, our semi-epic fight over Batman: Arkham City. Plus: Details on how you can win BIG in our BIG holiday contest. With Brad Gallaway, Mike Bracken, Richard Naik, and Tim "BIG" Spaeth.
This show is a new voice in the gaming journalism world. Our interviews are long-form, personal, and in-depth. You should check it out, as I don't think there's much like it on the web right now.
Our first interview is with Kellee Santiago of thatgamecompany, creators of the iconic Flow, Flower, and (the upcoming) Journey. In it, we discuss their company, their philosophies, and their first game, Cloud. If you like what you see, stay tuned: upcoming interviews will include Jonathan Blow and David Jaffe.
I am so super-excited to launch this show, as it's been a real labor of love.
Not everybody's thankful for Skyrim this week, but most of us are. We explore this latest epic entry in The Elder Scrolls quintology. Plus, what the heck is Ubisoft doing with Assassin's Creed? (Beats us.) And is it ever OK to ignore multiplayer modes when reviewing games? We think so, and we'll tell you why. Many thanks to our very special guest, the brilliant Rhea Monique! With Chi Kong Lui, Mike Bracken, Richard "Bob Dylan" Naik, Tim Spaeth, and Tim Spaeth again as the mysterious and enigmatic J. Bradford Gallaway IV.
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