We’re busy with “Super Mario Odyssey” this week–which we’ll talk about on next week’s show–so we’re sharing this Patreon members-only mailbag with the wider listening public. Try it! It’s good!
Is there joy in Fort Joy?
We would rather Switch than fight.
A divisive game divides us against ourselves.
Surely the only podcast on this game that delves into Shigeru Miyamoto’s reflections after the Sandy Hook massacre.
Someone liked this game. Someone else didn’t. Someone gets angry. Someone else says, “But it’s ‘Uncharted’!”
Steve Gaynor, the designer and writer of “Gone Home” and 2017’s “Tacoma,” talks about why “Tacoma” was so hard to make, what he learned by working with Ken Levine on “BioShock Infinite,” and whether he sees his work as part of a video-game movement.
Chris and JJ agree, more or less, about Ninja Theory’s “Hellblade” and then disagree, vehemently, about Fullbright’s “Tacoma.”
Zach Gage, the designer of mobile games like “SpellTower,” “Really Bad Chess,” “Sage Solitaire,” and 2017’s “Typeshift,” talks to Chris and JJ during a live show from the Play NYC convention. Plus, JJ’s “Tacoma” mini review.
Ian Dallas, the creative director of Giant Sparrow, talks about whether Molly starved to death, how he wrote a headline for The Onion that became a self-fulfilling prophecy, and why he wishes he had made an “Edith Finch” level with Weird Al Yankovic.
This is an extended audio version—close to uncut—of Chris’s Rolling Stone interview with Dallas.