Tag Archives: Left 4 Dead

Ep. 21: It’s December 11th

  • Destiny: it got better!
  • …but it’s still an MMO, so, you know; grind
  • Choice and idiosyncrasy versus balance in competitive multiplayer
  • Immediate satisfaction versus participation awards in Overwatch
  • How Overwatch’s varied roster leads to different forms of play
  • Please support Titanfall 2 and its rad mobility
  • Does DooM’s arena-based structure get boring?
  • Are repetition and fatigue necessary to all games?
  • Stealth as empowerment and disempowerment
  • Nonlethal playthroughs and self-imposed limitations
  • Managing pacing through episodic releases
  • HARD RESET IS DESIGNED BETTER THAN DOOM AND WOLF GODDAMMIT PLEASE POST SOMETHING LIKE THIS OR ADD IT TO YOUR OUTRO ON MY BEHALF –Matt

Ep. 17: Soft Mode

  • Dying Light: Dead Island but better
  • …although Adam has a weird tolerance for Dead Island
  • Audio and control feedback for melee combat
  • Parkour!
  • Down with fast travel
  • Time-sensitive tasks in open world games
  • Left 4 Dead special infected are getting tired
  • Why have zombie stories become dull?
  • Seduction continues in The Witcher 2
  • Creepy, pervy achievements
  • A Dragon Quest fan loves Dragon Quest Heroes
  • Zelda’s cowardice

Ep. 9: I Have a Sword

  • PlatinumGames and The Wonderful 101
  • Hardcore shape drawing action
  • Player grading systems and mastery
  • So, how’s Evolve?
  • Progression systems and balance in competitive FPS games
  • Getting something from your loss
  • DLC, pre-order bonuses, and season passes
  • “Journalists” and their incessant hype engines
  • Matt, change your goddamned smoke detector battery