Episode 532: Devil May Care

This week’s episode takes a look at the excitement caused by Devil May Cry 5, as well as some more discussion about upcoming games.

The news includes:

  • Halo: The Master Chief Collection on PC might have just been leaked by Microsoft
  • Microsoft’s ‘Xbox One S All-Digital Edition’ leaked
  • Government official wonders how Steam can ‘get away with this kind of stupidity’ after rape game is removed
  • Rainbow Six Siege‘s next operator will be invisible to cameras, leak suggests

Let us know what you think.

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Episode 394: Paul Bravely DefaultsEpisode 394: Paul Bravely Defaults

Paul is back from being deathly ill, and joins a half-asleep Jonah and Scott, where he and Scott try to have better timing. There’s no Gaming Flashback this week but plenty of weird news.

The list of news items include:

  • Disturbing portrait of Konami corporate environment alleged
  • Deus Ex: Mankind Divided: player choices more impactful, boss fights optional
  • ZombiU drops the “U,” preps for August launch on PC, Xbox One, PS4
  • Fallout 4 fan releases schematic for 3D printed Pip-Boy
  • Vote to play coming soon for PS Plus members
  • Hitchhiking robot is decapitated, left in a ditch

There’s a new Question of the Week that wasn’t going to be the Question – listen and find out what it is.

Episode 570: Fallout: New Vegas ReduxEpisode 570: Fallout: New Vegas Redux

This week’s Gaming Flashback, Fallout: New Vegas, sets the crew on a long discussion of what made New Vegas good and Fallout 4 a failed sequel, and the inherent problems of the mainline Bethesda games as opposed to Obsidian’s take.

This week’s news includes:

  • Nintendo “investigating” reports of accounts being breached
  • Nintendo gearing up for increased Switch production following global shortages
  • COVID-19 lockdowns have led to surges in popularity for survival and sports games
  • Animal Crossing trading is being ruined by absurd trader fees

Let us know if you, too, are obsessing over the latest Animal Crossing.

Evolution of RPG’s – Gamers Don’t Want an End?Evolution of RPG’s – Gamers Don’t Want an End?

I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?