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We’re thanking you all for 8 years and 300 episodes at the following link.

It really shouldn’t be me writing this. James does these and better than me, but he was unable to attend our 300th episode due to work commitments. I can’t say what he would write here, but I know at some point he’d thank you. And I think that’s a lot of what this episode is. As much as it’s a lot of you and our guests over the years calling in to congratulate us on 300 episodes, it’s just as much all of us involved thanking you for listening for so long and over so many bumps along the way.

We’ve gone from weekly episodes to near daily episodes all the way down to sometimes monthly and even less, but you’ve all stayed with us during that time, right back to where we are now – a weekly live radio broadcast. You can’t possibly know what that means to us because we can’t properly express our gratitude for it. What we can do is give you 2 commercial free hours of your calls, past memories, and some special guests calling in.

Some of those guests we hear from in this episode include Phil Kollar, Bobby Loertscher from Zen Studios, David Hayter, John Lowrie & his wife, Ellen McLain, Naveen Nattam from Twisted Pixel, previous host Daniel who now works at Bungie, Major Nelson, & Amy Hennig from Naughty Dog.

So, for the past 8 years, 300 episodes, location changes, host changes, surplus of episodes and lack of episodes…thanks for listening. And enjoy the show…


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We’re having the hap-hap-happiest Christmas since Bing Crosby tap-danced with Danny fucking Kaye at the following link.

It’s been a while since we’ve been on a regular schedule to do our show, so having one themed for the holidays was almost an afterthought. So, tis the season for some video game Christmas themed bumper cuts!

Dennis reunites with the show and tells us what he’s been playing for the past six months or so. As well, he and ArJay give us an update on the whole situation with SkullGirls, while Matt and myself touch a bit about our time with the first episode of season 2 of The Walking Dead – spoiler free, of course.

We also wrap up our interview with Sam Abbott from Compulsion Games, makers of Contrast. In part 2, Sam tells us about their deal with Sony for being a launch title for a next gen system, what they think of the reviews so far, and what we can expect for Contrast & Compulsion games.

Everyone at In-Game Chat hopes you all have a great Christmas and we’ll see you this Saturday for our final show of 2013!

Oh, and James comes back next week too.


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We’re not making any money off this at the following link.

It’s my own personal feelings that begin the episode, mainly dealing with how to “fix” the VGX/VGA’s. It isn’t so much a fix as it is something completely different. Something not said in the show that I will say here is that if you are looking to see the industry you enjoy so much being honored respectfully and in a way you’d probably like the VGA/X to do it – keep an eye on the two award ceremonies I mention in the show. That said, we’re toying with the idea of our own end of the year re-cap, but the way we did it once before. We’ll keep you posted.

Also in this episode you’ll find Part 1 of an interview with Sam Abbott from Compulsion Games. They made Contrast, a game you might have missed had they not gotten the opportunity to take a slot alongside Resogun for PS Plus members who also own a PS4. That isn’t the only reason you should pay attention to them, however. Sam is great to talk to and gives us some honesty and openness about the making of Contrast and how it’s been received so far. He has a lot more to say, so we hope you’ll tune in next week for Part 2 of that interview.

Oh, and Dennis comes back next week too.


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We’re all out of cringe at the following link.

Two years ago we did a live stream commentary of the VGA’s. One hour in and Arjay had to leave. He told us then it was due to a prior commitment, but he tells us now it was because of the VGA’s. We can’t really blame him for it back then and we really wouldn’t have held it against him or anyone else had they done it during this show. It helped that most of it was on mute the entire time so we really only paid attention when, you know, games were being shown. It became a distraction during the broadcast but you do get to hear (and see) genuine first look reactions to some of the big reveals as they happen.

Outside of all that, we got to speak with Twisted Pixel about their latest game for the Xbox One, LocoCycle. We cover the games genesis and evolution as well as address the review scores and that one specific card it has been dealt in particular with some reviews. Plus, there’s a glimpse to be seen of their next project – one that, only based on two images, seems to be headed in a completely different direction for the studio.


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We’re flying our whale carcass at the following link.

You might think that opening line is strange, but that would tell me you haven’t seen the trailer for WindForge yet. You should fix that. Afterwards, have a listen as we talk with Evan Hahn from Snowed In Studios about WindForge and what it takes to come up with some of the things you just saw in that trailer.

Also in this episode is a quick rundown of the latest on my Xbox One issue and we share a bit of our time (and the slightest of possible spoilers – nothing major) for Assassin’s Creed 4.


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We’re hearkening back at the following link.

The consoles are damned close now, aren’t they?  We’re near the end of a six-month campaign of speculation, spec comparisons, theorycrafting, and shit-slinging, and we’re about to enter a six-year period sure to be filled with more of the same.  It’s nice to take a quiet moment, then, and enjoy oneself by tearing through a flimsy package and liberating a fresh new toy.  For a few minutes, the PS4 was less important than its controller, and the console war less interesting than the satisfying click of a button.

In an effort to get even further away from a cynical present, we connect with a wonderful memory and speak with one of the men who helped deliver it.  Twenty years after the release of Myst, Rand Miller of Cyan, inc joins us to discuss the development of exploration and puzzle-solving game Obduction, and the history of the games that shaped a genre.


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We’re live from the great beyond at the following link.

In a surprise turn of events, we aren’t sick to our stomachs over a David Cage game.  We’re divided, but that alone is saying something considering our feelings about Heavy Rain.  We are not divided, however, about how much we’d like to see the Kickstarter success of Undead Overlord.  We speak with Cameron Petty & Martin Smith of Jumpcore Productions about changing our perspective on zombie gameplay.


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We’re welcoming our 64-bit overlords at the following link.

We had expected the new consoles to deliver benefits to PC gamers at some point, but we’re happy to see a few of those changes arrive early.  We’re incredibly excited about the prospect of games that finally know what to do with all the RAM and CPU cores we’ve got laying around, and we can’t stop talking about it.

We’re also excited to spend a half-hour with Sanya Weathers of Undead Labs, creators of the damn fine zombie-apocalypse-survival-simulator State of Decay.


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Season 7, Episode 5 is available here.

In addition to fielding live call-ins (which have yet to materialize), we’re also once again hosting interviews with developers, producers, performers, and other notable members of the games industry.  It’s a joy to reach out to the men and women who craft the intricate, beautiful, and rousing experiences we spend so very much of our time and money trying to absorb.  We like to think the interviews help our subjects in some small way, and that you enjoy them as much as you can, but we know for sure how good they are for us.  We greatly appreciate the time and attention of anyone who’s  given us theirs, and we hope to appreciate a lot more people in the future.

Thanks very much to Neil Sorens, creative director at Zen Studios, for joining us on tonight’s broadcast.



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We’re finding out new things about Twisted Pixel at the following link.

You could call this an interview but given the relationship we have with Josh Bear and Michael Wilford from Twisted Pixel, it feels more like we’re just catching up and having fun.

We’ve got a lot to do of both, actually, as it’s been a while since we’ve spoken to the guys at TPG. In that time they’ve released Comic Jumper (complete with a mention of us in the credits and a big ol’ picture of Jackel as an unlock-able), announced Ms. Splosion Man, and have been working on two brand new IPs we should be hearing more about in a few months.

This is as unorthodox an episode and interview you’ve probably ever gotten from us, so enjoy, and thanks for listening.


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The most recent in our series of interviews with people who are too good for us is available here.

The show counts itself among the very lucky this week, as Amy Hennig and Neil Druckmann (profoundly well-behaved Dogs, both) have agreed to share a generous portion of their vacation time discussing the development and reception of Uncharted 2, as well as answering the many questions presented by our audience.

The powerful affection for the Uncharted series is evident in its sales figures, its review scores and the forum discussions of its player-base, and Naughty Dog are deserving of all the praise they’ve received.  Their success in this medium is the result of a first-class work ethic and attention to detail, and in no small part to a practical genius they’d likely never admit.

We’d like to thank Amy and Neil once again for enduring our praise, and for soliciting the unusual discussion you’ll hear on the back half of this interview.  Enjoy.


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Click here for 90 minutes of awesome.

It’s Mark Hamill.

I mean really, come on….what else could you possibly need to know?


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Decide for yourself what we really meant by visiting this link.

We begin this evening with the not-unfamiliar sound of a last minute interview at IGC; in this case with Josh Bear, President and CCO of Twisted Pixel, purveyors of The Maw and ‘Splosion Man, TP’s newest brand of XBox Live genius, and one which involves meat to hilarious effect.

These are typically the sorts of things Scott knows to be a possibility ahead of time, but which only appear as a fact a few moments before we walk in the door.  For this reason, he’s often the only one prepared with any sort of material, and why one or more of us is left in the lobby cramming on news.  Yes, or talking about Warcraft.

As for everything else, it’s surprising how easy it can be to stretch a thin blanket of news across several hours of programming.  It’s no trouble at all, in fact, when the twitter-mailing-posting subset of our listener base is so astute.  Keep the information stream active, folks.  There’s no telling what we’d resort to without you.


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It looks like rocket number nine can just make out our newest episode behind this link.

Our usual soft intro gives way to a refreshingly cold open in this episode.  Feel free to cast an image of the Satellite of Love in your mind’s eye this week and enjoy the impromptu comic stylings of Kevin Murphy and Bill Corbett – genius jokers and puppeteers, formerly of Mystery Science Theater 3000, now on the media trail for their new RiffTrax DVD release.  They were kind enough to submit to an interview by us, and in return for their kindness we act like junkie fanboys.  This may or may not have come across in the examination.  Regardless, we promise not to tell anyone if you choose to act the same.

As for game coverage…who gives a shit?  We talked to Tom Servo and Crooooow!  In actuality, there was quite a bit of jibber-jabber goin ’round this week.  The news was an understandably weak tea following the E3 expo, but there’s been plenty of speculation to follow, as well as thoughtful counterpoint from within the studio as well as without.  We’re short one certified, card-carrying cynic this week (sorry Jerm!) so our redactions have come from the eagle-ears of the listener base, instead.  Good on ya, listeners!


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Space Invaders Extreme invading your space….extremely. Yeah, just click here.

In this interview episode, we talk with Sandra Lew from Foundation 9, parent company of Backbone Entertainment, developers of “Space Invaders Extreme” for Xbox Live Arcade.

If you’re curious how an idea comes about to take a classic game like “Space Invaders” and do to it what Backbone did, you’ll want to take a listen. From the idea to integrate music into the attacks to what it takes when making the transition into High Definition. Not only that, but we find out how those collectible prints came about and what games we’d like to see get a revision (Hint: @!#?@!).


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