464 - Dead Dog
What can we learn about the corporate game development life cycle from Guitar Hero 7? How awesome is the New Super Mario Bros. U challenge mode? Is it OK to limit the number of times a demo can be played?
What can we learn about the corporate game development life cycle from Guitar Hero 7? How awesome is the New Super Mario Bros. U challenge mode? Is it OK to limit the number of times a demo can be played?
Listen to Ara's talk on Game Depth at http://x.co/arastalk -- In this episode, we learn that people don't like it when you honk at them, Sportsfriends got funded (!), Nintendo's network got weirder, and low prices might actually hurt us.
Ara will be speaking at the IGDA meeting in a couple days. The topic is depth in games. Details are at http://igdaphoenix.wordpress.com - if you're in Phoenix, he wants you to come. He brings a bit of that talk into this episode, and Alon derails it with a story about installing a NewerTech USB outlet and kind of enjoying Double Dragon Neon game.
Ara finally gets his hands on a Wii U, and it turns out he has good things to say about it. We also laugh a bit about the Tolkien estate and debate the viability of a pay-for-time karaoke game.
Ara recalls an amazing story of overcoming great hardship, a listener asks about inversion, and Wii U... they all Wii U about the Wii U and how Wii U it is.
Alon relives a recent death race experience for you and tells the tale of how he snuck into the front of the Halo 4 line. He also begs you to help with the Sportsfriends (read, Johann Sebastian Joust) Kickstarter project. Ara dives a bit further into the connection between difficulty, learning, and reward.
Ara seems surprised that his $5 copy of The Need For Speed The Run isn't a perfect game playing experience. Alon finally manages to reserve a Wii U Deluxe. American Express is running a truly interesting promotion for Halo 4. Ara dissects Pid.
Ara gives his last pickup play-by-play and tells of a listener who put our tips into practice. We review the Rab Florence and Eurogamer contraversy which, coincidentally, has ties back to ChatterBox from years ago.
Alon laments the Wii U release plans (again) and Nintendo's refusal to simplify online interactions, Alon interviews Ara about the history of his development work, and Ara shares his thoughts on forcing a player to suffer.
By popular demand, Ara's got more stories from the Red Light. We also laugh about EA's big Origin giveaway, and Alon tries to pull his jaw off the floor after seeing a Vizio product that looked good.
Ara's learning a whole new game these days, so saddle up and get ready for a story. Also, freshen up on the current state of politics, World of Warcraft, and PlayStation Home (Beta).
Alon's concerned about game marketing in the digital age, Ara makes a cooking game sound fun, and they both complain about Hell Yeah!!
Alon upgraded his MacBook Pro with a Samsung 830 SSD, Ara listened to some student game pitches and officially unveiled his new Epic Mickey game, we talk a bit more about digital resale, and the Wii U release plans hurt Alon's soul.
OK, this time we really talk about the demos we've been playing. Ara loves stacking blocks in Art of Balance Touch (not Art of Touch), Alon likes Mark of the Ninja. They also cover Rock Band Blitz and how it differs from your ordinary music rythm game.
We've been playing a lot of demos, so that's what we're talking about, along with digital distribution and a revolutionary new system we developed on the fly to make digital more acceptable to the masses AND more lucrative for publishers.
Outland is free to PlayStation Plus members right now, and it's really good. Ara had another life-defining moment with Gran Turismo 5. We don't know Luke Plunkett, but Alon's decided he's a bit of a moron.
Ara's back and has stories to tell. For his return, we discuss Japanese taste for the female form as well as the current trends we see carrying over into the next generation of hardware.
The Last Story's marketing credits its famous designer but still doesn't sell well. American gamers can't handle failure. New Super Mario Bros. 2 hasn't proven interesting to all Mario fans.
Tim describes Super Smashed Bros., an old game of his, available at TwinSkyGames.com. By the way, it's genius... you really should go play it. Friend, Justin, comes on the show in defense of the modern-day cinematic gaming experience and to divulge the secrets of Sword Quest.
Tim treats us to a story about Paperboy, we fantasize about a perfect list of good design elements, and we talk (again) about modern games exchanging gameplay for cinema.
Tim's with us again. We give you a look inside his gaming manor while chatting about game branding and localization, game dev jam sessions, why you're more nostalgic for easy games, and the apparent fact that Japanese gamers actually enjoy frustration.
Tim Winsky cohosts. He describes the subtleties that made The Legend of Zelda II and Bubble Bobble two of the greatest games of their time.
Ara's very excited about finding a cheap game. Very excited. We spend most of the show talking about Ouya and freemium game design.
Milk, PSN, and Spelunky
Alon and Ara try to enjoy Steel Battalion, they're thrilled by a recent law passed in the EU but scared of the inevitable pre-emptive backlash in the US, and they hear an argument for Diablo 3's persistent internet connection.
Why we don't like Dragon's Dogma, what we think game designers should do after realizing most people won't make it to the end of their entire games, and how we feel about DRM in a game we've never played.
Ara continues his efforts to become the world's fastest virtual driver. While not playing GT Academy, he and Alon visited Dave and Buster's. One game was particularly awesome, even if it did break their hands. They also concern themselves with the devolving nature of gameplay in arcade games.
E3 wrapup - How were the press conferences, how awesome is the Wii U, will boobs entice you to play a game, what defines the gaming experience??? All these questions, and maybe some answers, await you. Also, how Alon almost died.
Eric, Molly, Cory, and Alon go over what they've learned at E3 so far. Mostly, that there's nothing impressive at the show and that everything Ubisoft puts out looks the same. There's also concern that Nintendo has destroyed the dreams of the younger generation by allowing the Wii to suck too much.
We Journey into discussion of artistic games that fail to offer artistic experiences. We also lend an opinion of Trials Evolution, EA's move to help indie devs, and the inevitable fate of 38 Studios.