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.
Chris Suellentrop and guest critic Laura Hudson–a contributor to Wired, Slate, The New York Times, and more–talk about “Dream Daddy,” the dad-dating sim that hit No. 1 on Steam.
Chris Suellentrop and guest critic Chris Plante–now the culture editor of The Verge, soon to be executive editor of Polygon–talk about “Tacoma,” Fullbright’s follow-up to “Gone Home.” No spoilers! We’ll save those for when JJ returns next week.
Two divine beasts down, two more to go. Could we play this game forever? Also, some E3 ranting.
Is the new “Zelda” being graded on a curve? Or is JJ playing it wrong? Can you even play it wrong? Does it matter that there isn’t much of a story? Will Chris ever stop bringing up “Horizon: Zero Dawn”?
At last, we have new Nintendo consoles. Our playthrough of “Breath of the Wild” begins, followed by a spoilercast on the end of Arkane’s “Prey.”
We’re almost finished with Arkane’s “Prey.” Before we gripe about an otherwise excellent game, we answer a listener mail about our “first favorite” video games.