Episode 411: We Are Experiencing Technical Difficulties

This podcast is delayed due to unforeseen circumstances, but there’s plenty of banter between Jonah and Scott, and 30 minutes of the podcast were removed to be aired as an outtakes at some point. Oh, and there’s plenty of cursing and NSFW content in this particular podcast, so be warned.

The news includes:

  • Starbreeze announces it’ll build a VR arcade venue in Los Angeles
  • Mighty No. 9 unexpectedly delayed by Comcept
  • Nintendo NX set to be new face of Nintendo with busy 2016 planned
  • Five Nights at Freddy’s World pulled from Steam

Let us know what you think.

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Episode 299: Here Comes the PS4Episode 299: Here Comes the PS4

This week is heavy on content on the PlayStation 4 unveiling as the next-generation approaches for both Sony and Microsoft – there’s no room for Nintendo in this episode. Nor is there a lot of Reader, er, Listener Feedback, nor any Gaming Flashback.

This week’s major news includes:

  • Sony unveils PS4 at “See the Future”
  • Sony: Pre-owned game blockage “up to publishers” on PS4
  • Fans express outrage at offline/LAN play for console version of Diablo III
  • Rumor: Microsoft revealing next-gen console in April
  • GameSpy, UGO, 1UP say farewell
  • Activision to have “fewer” licensed games out in 2013

The Question of the Week is “What was the first videogame periodical or site you enjoyed?”

Gaming Podcast 120: Bringing The FiddleGaming Podcast 120: Bringing The Fiddle

This week we read off some of our Audience Survey Dislikes and requests while plowing through some great community comments. We self-analyze Don to see if he’s really a freak based on some community feedback while tackling some news:

We’re also taking a flashback peak at Return to Pirate Island and a bit of history on Scott Adams, the interactive fiction game developer (not the Dilbert guy). This week’s question is a reverse take on last weeks, thanks to Jonah Falcon: What games did you give up on, due to difficulty, despite wanting to see how it ended?

Game Publishers Hate RiskGame Publishers Hate Risk

It’s clear publishers like Electronic Arts hate to take risks on video games. They’re not alone in their opinion, look how many sequels we’ve got for the holidays compared to new creative titles like Little Big Planet, or how publishers push out sequels to hot titles until we can’t take it anymore; how many Guitar Hero titles will arrive before we scream “enough!”?

Speaking to rocking music, Electronic Arts may pass on the chance to pickup Brütal Legend, a title originally being published by Vivendi Games prior to the Activision Blizzard merger. The title was left without a home when the merger was complete along with other dropped titles.

Why would EA not take the chance with the game? Risk factor. Brütal Legend is a game title developed by Double Fine Productions and has been designed by Tim Schafer, with past games like Monkey Island, NES’s Maniac Mansion and the fantastic title Full Throttle. With such sweet titles under his belt, why wouldn’t a game designed by Tim Schafer be a hot commodity in the market?

The game brings music and action adventure together in a creative twist. No, it’s not Rock Band and it’s not Guitar Hero, thus, MTV and Activision don’t care about it. However, the game plot and storyline are music related and, supposedly, the main character is voiced by Jack Black, vocalist of Tenacious D and popular actor (School of Rock anyone!?)

Creator Tim Schafer has said that roadies have long fascinated him. Schafer originally thought of the game’s title over fifteen years ago. “I was riding a bus, thinking about a game that would be the complete opposite of what we were working on, The Secret of Monkey Island. And Brütal Legend leapt into my head. (wikipedia)

It appears a series of publishers have walked away from Brütal Legend without much hesitation. “I have seen it,” EA CEO John Riccitiello told Gamasutra. “I am well aware of what the game is. It’s a very significant creative risk.” (joystiq)

Where would the game be without significant creative risks? In many ways, World of Warcraft was a risk… it’s only got 9 million or more players.