Gary Butterfield and Kole Ross read your responses to King of Dragon Pass.
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Gary Butterfield and Kole Ross read your responses to King of Dragon Pass.
Gary Butterfield and Kole Ross gird their loins to battle King of Dragon Pass.
File this one under "Gem that should have gotten more attention." It's a strategy-game-meets-CYOA, but it's so much more. It's a tale of barbarians, but not in the way you'd expect. It's a fusion of narrative and systems on a level you don't really see. Do yourself a favor, listen to this episode as a beginner's guide, and buy King of Dragon Pass for your device of choice.
Gary Butterfield and Kole Ross read your responses to Doom II: Hell on Earth.
Gary Butterfield and Kole Ross mow through Doom II: Hell on Earth.
It's time to talk smart about a game that (seems) dumb. Where did first-person shooters get their start? Well, not here. But for most of the 90s, FPSs were called "Doom Clones". Doom II saw id advancing their 3D trickery, and expanding on the success of their previous works. And it's mostly succcessful.
Gary Butterfield and Kole Ross read your responses to Paper Mario.
Gary Butterfield and Kole Ross wrap up their series on Paper Mario.
Last week, we sprinted across the finish line with gusto. Chapter 3 was one of the strongest in the game. However this week, Paper Mario hits some doldrums before ultimately coming out just fine.
Gary Butterfield and Kole Ross tear into Paper Mario.
Simplicity and charm are two things you rarely find in JRPGs, but Paper Mario has both. It takes everything you know about the Mario universe, and runs it through a filter of pure joy. Join us for our "it's technically still Summer" JRPG, as we talk about the first three chapters of Paper Mario.
Gary Butterfield and Kole Ross read your responses to Zone of the Enders.
Gary Butterfield and Kole Ross fly through Zone of the Enders.
It's not bad for a game to be simple, or for a game to be slight. It's bad for a game to feel incomplete. That's what we're up against with Zone of the Enders. We went in expecting satisfying, flashy combat, but what we found was a thin veneer of style covering mostly air. This is a game that's most well known for its demo, and that's a strange, historical anomaly.
Gary Butterfield and Kole Ross read your responses to Nine Hours, Nine Persons, Nine Doors.