Tag Archives: DooM

Ep. 32: Mysterious Grandpa

  • Quick hits! (sort of kind of not really)
  • Dead Cells is great, but is it a Metroidvania?
  • Deck assembly vs. dice rolling in Slay the Spire and Dicey Dungeons
  • Void Bastards is great, full stop
  • Days Gone was better than people acted
  • (Deacon St. John is a worse name than people acted, and people acted like Deacon St. John is a terrible name)
  • The various slight but satisfying mechanics of Ni No Kuni 2
  • The *roundness* makes Frostpunk special
  • Puppeting a body along the ocean floor in In Other Waters
  • “Two sentences” about Yakuza turns into 15 minutes
  • You know what we could talk about, though? Puss
  • The mechanical improvements (and narrative disappointments) of Doom Eternal

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. 10: He Was Bones

  • Freedom Wars gets explicit about unlocking gameplay features
  • Dante’s Inferno: Hell doesn’t have to be this boring
  • Adam grows as a person and faces his responsibilities
  • Shirts and skins
  • What’s up, Nick?
  • Destiny takes off-putting lore encyclopedias to a whole new level
  • Xenogears: Disc 2
  • Player level imbalances versus asymmetrical multiplayer design
  • Loving the loot grind or breaking the game
  • RPG real estate