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And Welcome To In-Game Chat

Seven years and we’ve barely ever used this space for anything other than an official place to put our shows. We gave it some thought and figured we should change that and give writing a shot and put our voices to…screen, as it were in between the times we do those shows.

I can’t guarantee we’ll do this as scheduled every day of every week (except Saturdays & Sundays). But we’ll try.

This past weekend both Batman games were on sale on Steam, in what I can only guess was a celebratory manner for having both titles stripped of the GFWL brand and soothed over with the cooling aloe of Steamworks. Not only that, but those who’d previously bought the two games on Steam had their copies upgraded (both of them) to the “Game Of The Year” editions with all the extra content added in.

All this did was remind me that since the time I’d bought these games on my PC, I’d recently rebuilt my machine and made the switch from an AMD graphics card to NVIDIA – almost for the singular reason of PhysX. I’d been with an AMD card for quite a few previous builds of my machine and had watched, almost with heartbreak for me, the videos of games come and go that were using the PhysX stuff in NVIDIA cards. Finally, I could play a game I have a distinct recollection of watching back when I didn’t have the proper equipment to see all of its bells and whistles with PhysX – Batman: Arkham City.

So far it’s been fun. The game that is. I’ve barely noticed the really great ways fog moves, curtains flow, and papers fly around when you walk over them. I mean, sure, they’re there and I’ll take notice occasionally, but for the most part, I’m just too focused on being Batman to really pay attention. Then again, I’m not very far into the game so maybe there’s more of it later on I’ll actually start to see. Still, it’s a bit comforting to know that whenever NVIDIA does release videos of upcoming games using their tech of physics, I’ll know I can play that game and see exactly what they are showing me.

That said, they’ve really been showing off what their cards and tech can do in the next Batman game releasing on Friday – Arkham Origins. The game hasn’t really snuck up on me, but my anticipation for it has. Just a week or so ago I knew it was coming out, but I was very…meh on the issue. Not disappointed or thinking it wasn’t going to live up to the previous games, but just, well…neither here nor there on it. However, since replaying Arkham City over the weekend I’ve gotten more and more excited for Origin’s release. I’ve been reading forums and subreddits, watching videos (even the most recent walkthrough done by someone who got their hands on an early copy), and I’m even listening to the soundtrack sample as I write this*. It’s rare I get this enthusiastic for the release of a game to drown myself in its media and hype, but here I am…wallowing in it, soaking it all up.

I’m not even really worried about the reviews. I’ve only played a bit of the game at PAX and it really plays EXACTLY like Arkham City. Yeah sure, it isn’t Rocksteady making the game, but the guys at WB Montreal seemed to have done a fantastic job mimicking their every move. I find that to be good and bad, in a way. This is good because it means they don’t stray too far from a formula that works and bad in the sense that they aren’t really carving a place for themselves. I mean, the sections of Gotham that were in Arkham City look very familiar, as they should, and it means the team had more time to work on other aspects of the game. Having it set yet again in the winter means most of the areas affected by the weather could go unchanged (that pool on the highrise is still frozen over). Setting it on Christmas Eve and added the element of a terrible blizzard and that keeps them from making Gotham as busy as a city like it would be on the streets – keep in the tone of a locked away prison playground as it was used in the game before. And maybe they don’t have to stand out for themselves. Maybe coming away with a win on a Batman game means they’ve shown they can make things work and build the confidence to work on their own stuff and not be held to a standard of another studio. Maybe. We’ll see when the game releases on Friday.

In fact, I think I’m going to finish this up and get back into Arkham City for a bit. Getting all the DLC in the recent PC upgrade from Steam means I have new content to explore. Speaking of which, I think I’ll stream my playthrough of the “Harley’s Revenge” DLC.

*Check out 10:14, 14:00, & 17:51 for my favorites so far

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Episodes

Season 7, Episode 14

We’re going over our buyout contract with Disney at the following link.

It’s the final time that you’ll be hearing us pre-taped as we recorded the show about six hours earlier. Next week sees us back live on the air again and, hopefully, with you in the chat room making sure we have our facts straight. In the meantime, we still cover some of the rumors concerning Microsoft’s next console, talk about what it means for EA to make games for the Star Wars franchise while Disney lords over their shoulders, and we try as best we can to tell you just what is happening with this whole Silicon Knights & Precursor Games situation.

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Episodes

Season 7, Episode 13

We’re polishing up our crystal ball at the following link.

Time is closing in on Microsoft for the reveal of their next console and that only leaves us with a few weeks left to predict and speculate on what they’ll deliver. It starts with going over game release dates, but like we always do, that spirals into a much larger conversation of how we’re taking the release of new consoles. Also, Jeremy took to Zeno Clash II this week and gives us his take on the “first person fister”. Outside of next-gen talk and what Zeno Clash II actually is, we cover the lawsuit filed over false advertising and our hopes (however unlikely) that it might change the way we’re presented with early game footage.

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Episodes

Season 7, Episode 12

Our latest episode is up for auction at the following link.

We’re not exactly sure how auctions work, or, more specifically, how the auctioning off of THQ works, but we know some of how Gearbox works and we haven’t yet come to terms with them holding onto the IP of Homeworld. Beyond the discussion of all the titles Nordic Games grabbed from THQ, we received an interesting email with an idea of a new mode developers could provide for gamers who want to get the experience of a game, but without experiencing the parts that exist to extended the length of one. It provides an interesting concept, and we’d be curious to know what you think in comparison to our thoughts on the subject.

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Episodes

Season 7, Episode 11

In-Game Chat was taped before a live studio audience (that was empty) at the following link.

Microsoft takes center stage for this episode. The first hour is covering their recent rumors of being always online, subscription model pricing, their media focus, and a number of other things pouring out of the mill the past two weeks. Still, Microsoft remains silent on the issue, but time waits for no one and soon…we should have a lot more to say on the subject with some amount of actual concrete facts. The second hour of the show gives us time to step into the mailbag and respond to some of it that has been piling up over the past few weeks or so.

A show note: This episode and the next few will be pre-taped. We record them live the morning of the show due to scheduling and then have it play back during its regular time slot. You can still listen to the episode as it airs, but it will also be available to download at the same time. We’re sorry for any inconvenience this may cause, but hope you will bear with us for the next few weeks until our own personal schedules get back on track.

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Episodes

Season 7, Episode 01

Amazingly we were renewed for another season.

This first episode of our 7th year wastes no time in getting into the speculation of what’s going on with new console releases and how the year is shaping up. In that part of the show where we talk about upcoming releases, there’s a void at the end of that calendar. A big chunk of nothing. We all know it’s coming. We don’t know what it will look like or what it will do, and, more importantly, what it will cost, but we know it’s coming. With the exception of Nintendo, the current consoles have been around as long as our show has and Microsoft & Sony are set to go head to head this year. They’ve had quite a long time to figure out how these things work and what NOT to do. Now we’re just waiting to see WHAT they do.

Welcome to Season 7. Thanks for listening and enjoy the show.

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Episodes Interviews

The Eleven Inches Episode

We’re finding out new things about Twisted Pixel at the following link.

You could call this an interview but given the relationship we have with Josh Bear and Michael Wilford from Twisted Pixel, it feels more like we’re just catching up and having fun.

We’ve got a lot to do of both, actually, as it’s been a while since we’ve spoken to the guys at TPG. In that time they’ve released Comic Jumper (complete with a mention of us in the credits and a big ol’ picture of Jackel as an unlock-able), announced Ms. Splosion Man, and have been working on two brand new IPs we should be hearing more about in a few months.

This is as unorthodox an episode and interview you’ve probably ever gotten from us, so enjoy, and thanks for listening.

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Episodes

The Maddeningly Matt Episode

To find out Matt’s definition of an MMO, four of you should click here.

We hope you’re enjoying the more frequent output of episodes. We’re kind of on a direction to keep these coming at a consistent pace. We’ll see how well that turns out.

This is one of our shorter episodes, but we still cover quite a bit, directed, as usual of course, by your correspondence. You guys can come up with some interesting questions and comments, but no matter, we still address them – some of us better than others.

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Episodes

The Female Ferrets Episode

We apologize for our delay without giving any reason at the following link.

It’s been over a month since we’ve done one of these and quite a bit has taken place, both in the show’s life, our lives, and gaming in general. As my writing of this show post and the content of this episode indicates, we’ve sadly lost James. He’s alive, to be sure, but his day (and as it were, his night) job has taken firm hold upon his time.

Instead of the interview focus we mentioned in our last episode, we take this time to catch up on all our correspondence, catch each other up on all we’ve done in the down time, and randomly diverge into discussions that have nothing to do with gaming, but those are minimal.

We would like to again apologize for such a delay, especially following an episode where we’d just done that. But it still stands that we cannot thank you all enough for continuing to listen to the show, writing in to us, calling us, and reminding us that you all still want more of what we do. We appreciate it more than you know.

Thanks for listening.

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Episodes

The Deer Melting Episode

We interrupt your show at the following link.

We’ve gone on long enough about Modern Warfare 2 and we hope to put that topic to bed with one final installment as a few others on the show, myself included, finish the main campaign with a dip into the multiplayer.

On the other hand, we have Assassin’s Creed 2. A game we’re not likely to wrap up talking about for some time, and one during the recording of this episode that we’ve not even scratched the surface of.

And then there’s Left 4 Dead 2.

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Episodes Interviews

The Mark Hamill Episode

Click here for 90 minutes of awesome.

It’s Mark Hamill.

I mean really, come on….what else could you possibly need to know?

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Episodes

The Adult Check Episode

To find out if you’re an adult, click here.

We’ve got a full house plus one for this episode with our special guest Ryan, also known as Suave Peanut on the forums, rounding out the 6 of us. We go over all of what we played since the last episode and for one us in particular, they got a slightly used Wii console to try out, putting it to good use to give us his impressions of The Conduit. We’ve also got more impressions of Prototype from Jeremy. And we continue our discussion of adventure gaming in its prime.

We’re directed in our conversation once again by both Twitter and emails and the discussion is lead into Starcraft 2’s lack of LAN play and what that may mean for future Blizzard releases. And finally we go over our impressions of seeing Transformers: Revenge Of The Fallen coming to a conclusion on it that you might not expect.

Enjoy the show. And thanks for listening.

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Interviews

The Space Invaders Extreme Interview

Space Invaders Extreme invading your space….extremely. Yeah, just click here.

In this interview episode, we talk with Sandra Lew from Foundation 9, parent company of Backbone Entertainment, developers of “Space Invaders Extreme” for Xbox Live Arcade.

If you’re curious how an idea comes about to take a classic game like “Space Invaders” and do to it what Backbone did, you’ll want to take a listen. From the idea to integrate music into the attacks to what it takes when making the transition into High Definition. Not only that, but we find out how those collectible prints came about and what games we’d like to see get a revision (Hint: @!#?@!).

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Episodes Interviews

The Maw Episode

Your weekend dose of gaming conversation begins now.

It isn’t often that we interview many game developers without having played their game, much less without their game even being released yet.  But that’s just what we do with a couple of guys from Twisted Pixel, developers of next week’s Xbox Live Arcade release, The Maw.

Due to their schedules (flying out to LA for a G4 taping) and our schedules (Jeremy having a previous engagement and James having to work), I was the only one available to talk to Mike Wilford, producer of The Maw, and Josh Bear, creative director of The Maw. And while we talk about the game itself, we also bring up the subjects of how The Maw came to be, the importance of the PAX 10, working with Microsoft, and what’s next for the Twisted Pixel team.

It’s not a particularly long episode, not that it needs to be, but we hope it tides you over for the weekend and as always…thanks for listening.

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Episodes Interviews

The 1UP Episode

The first episode of 2009 is now available.

There wasn’t supposed to be an episode for you this week. Scheduling conflicts and sickness among the group just caused too many problems.  Then Tuesday evening happened.  And we really wish it hadn’t.

The news of UGO buying 1UP had been rumored for some time and along with that the end of EGM. There were, however, no proceeding rumors of the massive cuts that ended up being made that night. One of those cuts happens to be a very good friend of ours. Philip Kollar, the former news editor for 1UP, joins us tonight and gives us some insight into just what exactly happened, how it happened, why, and what’s next.

It’s safe to say that after our talk with Philip we’ve got no worries about his future and we’re equally confident  with everyone else involved as well. It’s never good when things like this happen, but when they happen to a group of people like this, there can be nothing but good things for them in the near future.