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We’re back on our feet again at the following link.

We’re not entirely sure now what Destiny means to us as players, or what it might end up meaning to the game playing public at large.  There are a lot of opinions about what the game has and hasn’t done right, and there are a lot of emotions invested in those opinions.  We’re still trying to muscle through the story, such as it is; we’re hard-bitten guardians slowly fighting our way through the various ruined landscapes of the solar system.  We might be able to offer a consensus in a few days, but it’s a frustrating game to think and to talk about, even while it’s perfectly entertaining to play.

We take a break from infighting and the dispensing of career advice during the second hour to share some time with Casper Van Est of Double Dutch games, maker of SpeedRunners, the finest friendship destroyer I’ve played in ages.

 

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We’re on the mend at the following link.

Scott has, as usual, returned home from PAX bearing the gift of pox and illness for us all.  There are nearly as many strains of plague attacking his system as there were indie games and discussion panels for him to lost track of.  He had a swell time, allegedly, so I’m sure it was worth it in the end.  He has also returned having borne witness to a long list of desirable and sadly far-distant games, most of which we’d love to own and cherish right this very minute.  Until we can, rambling stories from a sick man will have to do.

 

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We have a different point of view at the following link.

There was most definitely a show last week, but there was no Scott to host it or to help it on its way from the studio to the internet.  He’s back now, and all is right with the world, so we apologize for the lateness of the post and the strangeness of the episode it contains.

 

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We’re stopping to smell the backlog at the following link.

The quiet interval between E3 and the holiday market rush really ought to be a sacred time for us who play games, even if it’s a bit dreary for those in the mood for new releases.  The doldrums don’t quite last as long as they seem, if we’re honest, and they aren’t really all that bare, either.  But the spectacle of news and marketing that immediately precedes the summer lull is matched only by the crush of new games that follows in the fall, and we spend the months in between disoriented, with our ears ringing and our nerves jangling.

As hosts, we’re forced to do what we’d have preferred to do all along, which is to talk to one another, and to you, about what we’ve played or wished we had, and how we felt about whatever we can remember.  Being starved for public relations messages, marketing hype, press releases, developer controversy, and endless other tabloid gossip is a strongly positive thing.  None of us first developed an interest in games for the drama, unless that drama was in the cartridge or on the disc.  Sadly, it takes a near total lack of triple-A news to remind us of this.  Maybe one day the lesson will stick.

 

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We’re fashionably late at the following link.

We’re spending time on things both old and new in this episode, as we invite to the long neglected interview one Karl Roelofs, co-founder of Zojoi and developer of Shadowgate in all its forms.  Karl takes us through the history of Shadowgate, and the imminent release of its newest incarnation due this summer.

Sadly, outside of hosting storied game developers and awaiting their newest wares, we’ve absolutely run out of things to say.  The passing of this years E3 and exhausting of every news item has left us with not a single healthy rumor or tabloid story to cover.  We’re within the summer doldrums again, and we expect it to be weeks before we see something worth getting in a fight about.  If this goes on long enough, we may actually have to play some games.

 

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We’re all dressed up with nothing to play at the following link.

E3′s annual blitz of showmanship and overpromises has come and gone and left a whole lot of nothing in its wake.  2015 will evidently be a good year for those of us with disposable income and a strong yen for gaming, but the outlook for this year remains tame.  There’s still a few things to look forward to, no doubt, and there’s always that backlog we’d like to address.  And, of course, it turns out that Bungie and Activision’s Destiny is turning our heads in a way we hadn’t expected.  The surprise alpha access was maybe the best thing on offer last week, and it looks like it will fill the sadly empty bill nicely this fall.

 

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We’re not remotely pessimistic at the following link.

Every one of us on the show knows better than to entertain our hopes and dreams for any particular game, or studio, or platform, or for E3 and the hobby of gaming as a whole. We know there are and always will be wonderful games to explore and a goodly number of surprises in every future, but we’ve learned what it means to maintain a wishlist and see it go unfulfilled. We’ve sworn in the past never to do it again…but that’s always been a lie, hasn’t it? It probably always will be. Every one of us is an optimistic twelve-year-old on the inside, and we’ll be damned if we let the hard shell of adulthood muffle our enthusiasm. At least not this year.

 

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We’ve crashed into a bollard at the following link.

So Watch Dogs is out, and even though we were never certain what we wanted from it, we’re pretty sure that this wasn’t it, and we’re very sure we just don’t care.  We’re actually exhausted from the effort of giving a shit about this game, and it’s neither good enough or bad enough to move us toward any particular emotion.  The only genuinely tragic thing is that it’s drowned several good ideas beneath a lot of poor story and derivative gameplay.  There’s not much here that we really want to be doing, which makes it all the more troubling that we can’t stop playing.

 

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We’re holding our breath and stamping our feet at the following link.

The hype and hoopla for the now current-gen consoles was pegging the meter for the better part of a year – and still manages to raise a lot of noise –  but aside from roaring of console warriors, there doesn’t seem to be much going on.  The first year of new hardware is historically slow to deliver games, but that first year has also tended to amaze or innovate at some perceptible level.  Anymore, “next-gen” may as well mean “keeping pace”.  But these boxes aren’t going anywhere soon, and we gripe and complain when we’re hungry for first-class exclusives.  We’ll revisit the bitchiness on the eve of next year’s E3 and see if we’ve managed any progress.

 

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We’ve been spun right round at the following link.

Following the course taken by the Xbox One over the the last year has been a bewildering experience.  It’s nice, we suppose, to have a cheaper console that’s less restrictive in its policies, and there are certainly people who are ready to become One owners once these changes take effect.  But there’s also something grotesque about Microsoft’s console now, as if it’s had every offending limb hacked off and other, mismatched parts bolted into place in an effort to fit into a certain mold.

This is without a doubt the result of the healthy competition we all want from the games industry, but it’s sad that the Xbox couldn’t have been designed to meet these expectations from the beginning, rather than being hectored and beaten into compliance.  It’s been a hard year for the Xbox, and a long one, but it’s a single year, and only half of that on the market.  They’ve made more changes in that year than most consoles would make in their lifetime, so for the sake of not looking too terribly foolish in the future, we’re going to give them the benefit of the doubt and wish them the very best of luck.

 

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We’re a podcast in harm’s way at the following link.

There are apparently always going to be weeks where we absolutely cannot exercise our boundless optimism and enthusiasm, no matter how hard we try.  Those would be the weeks where the most recent Call of Duty is announced and information dumps for a much-vaunted IP fail to materialize.  It’s clearly important that we preach to the converted about the shortcomings of any particular CoD release, and I think we’ve done what’s expected.  How else would you know what a sickening travesty the franchise has become?

Our responsibilities concerning Destiny are a little less clear, as we’re divided on whether Bungie have done anything wrong.  Or anything at all, really.  An ongoing project on our show is to roll our eyes and pshaw at the incredible power of the overpromise used in nearly all official communications between videogame developers and the fans of said videogames.  We have no doubt there’s a lot on the line when you introduce your half-billion-dollar baby to the world, but there’s quite a bit going on for the guy at the end of the line as well.  Since that’s us, we’re going to bellyache until they’ve delivered the goods.

 

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We’re down to our last save-ribbon at the following link.

No matter where we look recently we feel we’re being met by a horror game of every type and kind you can imagine.  Except the kind we used to love, that is.  It’s awfully hard to scratch the Resident Evil 2 itch without actually playing RE2, and sometimes that just won’t sate the hunger.  Something modern but very much in the same spirit would be welcome.  Sadly, a plodding adventure game with tank controls that’s as much about inventory management as it is about the zombie apocalypse doesn’t seem to be everyone’s idea of a good time, though it should be because they were awesome!  Says the old man.

 

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We’re live from a galaxy far, far away at the following link.

There are any number of satisfying outcomes that could have followed Amy Hennig’s departure from Naughty Dog, and as lifelong fans of the Star Wars universe we’ve found ourselves as satisfied as could be.  There are endless numbers of people who had some other dream job or personal project in mind for her, but we’re frankly glad they didn’t get their way.  Star Wars – as a universe in general and a universe of games, in particular – has always held a special place in several of In-Game Chat’s hearts, but the quality has dropped in recent years and by no small amount.  Star Wars is in need of saving, and we expect Amy will play a part in its rescue.

 

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We’re less than the sum of our parts at the following link.

We did our level best to present a lively discussion this week, but there’s no getting past how awkward the hosts are without Scott at the helm.  He was in hospital, flat on his back and high as a kite, suffering from a gruesome affliction.  Those of us in the studio were more than a little uncomfortable, like lost children who needed an adult.  Scott made it through his ordeal, somehow, and so did we, but our typically flawless (not really) execution wasn’t to be had.  In any case, we apologize for the lateness of this posting, but it couldn’t be avoided.

 

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We’ve raised no alerts and triggered no alarms at the following link.

We take real issue with a lot of Kojima’s shenanigans, and we’ve failed completely to understand the story material behind Ground Zeroes, but there’s something curious and wonderful about playing through such an exquisitely polished…something that’s probably almost a complete game, maybe?  We don’t generally think it’s a great idea to go on the record about the value of a game, unless we’re talking about ourselves alone.  But it’s hard to imagine anyone stumbling into a game like this unawares, and even harder to imagine that well-informed gamer being displeased by what they find.

Also we played inFamous and HOLY CRAP THAT GAME LOOKS GREAT!!

 

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