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Episodes

The Bad Explanation Episode

Another confused mess is available at this link.

The show has been spread thin since our last episode.  This time, like so many other times, it’s completely my fault.  I’ve been sick from a kind of horrifying something that I ate near the beginning of the week, and that put me right out of the mood to record a show or to play a game, or even to sit up straight and eat a food or two.  I had only just recovered my senses by the time of this session, and I’m sure that’s going to be clear.

Even if everyone’s physical and mental well-being had been at a healthy level, it’s unlikely we would have done any better discussing Noby Noby Boy.  Clearly this is not the sort of thing that should be discussed without a hookah in the room, or – more realistically – without everyone present having played the game.  Maybe we worked a bit too hard to pick up what Scott was putting down (to no avail), but Jeremy and I both found as much funny in the trying as we would have in the understanding.

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Episodes

The Three Mile Turd Episode

More pointless sophomoric humor available at this link.

This evening’s show title is a direct result of a conversation about GTA 4’s new expansion-grade material, but it isn’t intended as any kind of slander.  It’s a tasteless poop-joke that we honestly struggled against using (coming, as it did, so soon after a wiener-joke), but it’s hard to talk yourself out of something that makes you laugh.   None of us has committed the money to investigate the Lost and Damned properly, but the surprising reviews are working in its favor, and it seems willing to deliver on length what it isn’t willing to compromise on cost.

There’s also mailbag to be delivered, which means a quick mea culpa for breezing past the accomplishments of Final Fantasy XI, and an enlightened description of the ridiculous Rube Goldberg process our show has to travel through to get from our board to your earbuds.  It’s going to happen this way nearly every time.  We’ve only just gotten used to the fact, so we can understand if you folks are still scratching your heads from time to time.

An extra preview-spoiler for next time: Scott and I totally didn’t play each other in Street Fighter.

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Episodes

The Everything’s a Gun Episode

Our newest episode is locked and loaded behind this link.

You’ll forgive us for spending a little time here examining games and gameplay that most of you will have long since have gotten over.  I have no personal history with the God of War series; the PS2 having already become a part of my past by the time of the first game’s release.  In fact, Scott is the only host to have played either of the games, and as a consequence they’ve never been a part of our usual dialogue.

I’d like to say that I was compelled to start playing the games because of their reputation or on a recommendation, but it has everything to do with the recently extended teaser trailer, and the guilt I will certainly feel at having been out of touch with a clearly energetic franchise when the third game makes the scene.  There’s no chance I won’t be clawing my way across that titan’s landscape, and I’d sure as hell like to know what’s going on when I do.

We’re also delivering a very special portion of an otherwise unremarkable episode today.  Jeremy has apparently decided to spawn once again, and since we’re pretty fond of him we can only be happy that he’s decided to extend his own franchise even further.  Congratulations are also in order for the little lady, since we’re pretty sure she’s going to play a significant part in this process.  Bummer about PAX, though, Becky.  Maybe next year.

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Episodes

The Phallic Force Episode

This weekend’s suggestive themes are now available for download.

Our show has a strong sense of its own past, and the strongest memories are of things we’ve done together. We share an obvious affection for games in general, but despite a deep love of multiplayer, we neglect almost every opportunity to share in the gameplay itself. We have the appropriate internet connections, potent hardware, and real human proximity, but still leave each to his own in most cases and struggle to come up with a reason why.

History tells us that City of Heroes was our last best moment together – something shared between hosts, producers, significant others, friends, co-workers and guys we met on the internet. That time didn’t end well for anyone, really, and it didn’t end all at once. We shuffled off in different directions like weary protesters, a few of us having broken our backs on the cause.

With any luck, the near-future may see that trend returning. Jumpgate Evolution has a small chance of satisfying the “Freelancer should have been an MMO” contingent among us, and Champions Online stands to amend the appalling wrong visited on the heads of our happy band, despite the platform diaspora we suffered in the wake of its collapse. If approachable gameplay meets cross-platform functionality in an MMO with shit-hot character creation, then it’s safe to say the deal is done.

As a post-script, we’d like to point out that the long overdue spoilery discussion of Prince of Persia is available after the break at the end of the episode. We’re hopeful that you can attend.

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Episodes

The Audacity of Hope Episode

We’re taking a crack at feeling better about things at this link.

The hot demo drops from last Thursday did all that they were expected to do for the show.  They alleviated whatever fears may have kept us from at least a couple of the games we’d sworn ahead of time to purchase and to love and to cherish for ever.  Killzone’s still a day-one pickup, Halo Wars still looks like the first Halo game with a well-drawn story and, incidentally, we find that it really is possible to love Burnout more with every minor tweak as easily as it is with every major content infusion.

It’s also quite clear that some prayers we hadn’t even bothered to utter have been answered with a clarion call from EA.  The Battlefield franchise in 2009 is active in more ways than we (err, I) could have hoped to see.  With Heroes in late spring, 1943 in the summer and the Bad Company sequel near the end of the year, there should be scads and oodles of BF’s brand of combat to be found across all platforms.  The one dark cloud in the sky – for PC diehards, at least – is the lack of any word about a proper Battlefield 3.  All we can think is that strong support for the lineup of today may well deliver the wish list of tomorrow.  One can always hope, right?

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Episodes

The Capacity For Disappointment Episode

We’ll try not to let you down at this link.

We’re a bit down on our uppers for this show, much like the poor child featured in the introduction.  Sadly, for us, we’re not head-lolling after a righteous dose of pharmacology, but are sick after the loss of yet another 360, and at the prospect of being dramatically mislead by our own hopes for quarter one games.  It would be horrible to see this anomalous batch of major brands suffer from shoddy craftsmanship – despite the volume of letdowns we’re sure we could endure.

But don’t mind the tone.  It’s the by-product of too much natural enthusiasm.  We’ve got more to look forward to than we have to keep us occupied during this one particular evening.  It’s best to read between the lines for what we intend to have fun doing in mere days.  Besides, the future of this episode is happening as I write this, and I can already tell that at least some of what we’re hoping for will come to pass.

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Episodes

The Half Naked Episode

An unpardonably late episode of In-Game Chat is now available.

It’s my sacred duty following each episode to string together some of my own thoughts and pin them to the show file that Scott and Jeremy (and formerly Daniel) have made available before dumping the whole mess onto the webs.  This episode should have been ready for consumption many days ago, but catastrophic modem failure sent me to a dark hell of no internet for the entire weekend.  Other things also happened and so here we are.

In any case, what I’d have normally written in this space is irrelevant now, so I’d simply like to apologize for the delay, and for the bumper to bumper show delivery you’ll get this week thanks to the snafu.  We hope you enjoy what we brung you – a second shot at Mike Wilford, zombies of all sorts and a lot more attention for things that mattered last week.

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Episodes

The Wasted Herbs Episode

Wednesday’s episode is completely in your way at this link and won’t move, even if you tell it to.

Any release window with a title-density equal to that of the next six weeks is going to contain some real trash, either as a portion of one game’s content, or as a whole game unto itself.  We haven’t had to pick through anything terribly noxious just yet, but our ridiculous enthusiasm has been humbled all the same.

The first of the speed-bumps is the confirmation of quick and shallow gameplay in the Fallout 3 Anchorage campaign – quicker and shallower than was expected, and we were prepared ahead of time to be underwhelmed by its scope.  This will be a minor gripe in hindsight, but no sort of gripe is welcome at the moment.

The second, which I consider more of a speed-Himalaya to my personal enthusiasm, is the content and quality of the Resident Evil 5 demo. I should have maintained my belief that all games in the RE series are worthy of suspicion until they prove themselves worthy of devotion, as it was clearly a mistake for me to get so far out in front of the facts.

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Episodes

The Dedicated Server Episode

The Sunday funny-papers edition of In-Game Chat is now on your doorstep.

The newest American President continues, in various ways, to deliver a brand of confidence at home and abroad that many feel has been sadly under-funded by our leadership in recent years.  But as the show, we’re most inspired by his own confidence in the domain of science.  Regardless what anyone may feel about government in general or policies in particular, it emboldens us to know the most powerful man in the world loves his technology as fiercely as we love our own.

The feature presentation of this episode recalls in part the moldy topic of console vs pc multiplayer, but we remember it this time without all the fireworks and folderol.  We find that what we miss most in the otherwise very respectable world of online console gaming is the dedicated server – but as a function of community, instead of performance.  Peer to peer systems work well enough for the business of matching player to group, but the “Cheers” dynamic is largely unknown.  

Visiting a named server is alike to visiting a known locale, with all of the rules and idiosyncrasies and (most importantly) personalities found to apply in that sovereign space.  We’re not offering suggestions on how to migrate a generation of hardware away from peer-hosting, of course.  We’d just like to give a nod to the differences, and to point out how nice it is when everybody knows your name.

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Episodes

The Non Sequitur Episode

IGC’s late-middle-week episode is now online.

We’ve got a thing, you know, for relying on tangent conversations completely unrelated to the topic at hand to get us through an episode.  We grind our gears terribly sometimes, and tonight’s episode is different only in how much more frequently it seems to happen.  We hope all can be forgiven, since it allowed us to deliver our (now weekly) comment on the Wrath of Khan.

With fewer new releases occupying our time, we look to actual news for what to cover, and we’ve found a momentary source of rich stuff in the news feeds.  Kaz Hirai gets some attention, of course, but we’re just as happy to know that 5-dollar plastic nubs, the Presidential Inauguration, and Capt. Sully’s miracle Hudson landing all have reason to be together in a show about games.

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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

The Ad Nauseam Episode

A very long episode can be found here.

Maybe it’s more than a little unfair to load the front-end of a new episode with tired talk about something so old, but I’ve been waiting these longs months to know where, precisely, Jeremy would come down on our newest Metal Gear.  I got what I came for, but I can’t promise the conversation will do anything for you, dear listener, though you’re welcome to subject the not-quite-goty to whatever mix of hot and cold emotions suits you while we keep you pinned to the memory.

Apart from their obvious role in consumer confidence, the endless nauseam of sequels seems to us to be a much greater drag than it should be.  Perhaps, we say, it would be better to label all but the strictest examples of continuity with a subtle title change in lieu of simple numbers – the numbers being a source of great anguish for some and, possibly, a great distraction for the stewards of games fortunate enough to spawn.  As always, these (and many other) comments were developed in real-time, right before your ears, and don’t represent any sort of forethought whatsoever.

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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.

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Episodes

The Slap Chop Episode

The final show of the year is now available for all.

The freshly diminished crew of IGC are offering an unexpectedly long year-end extravaganza tonight.  It’s a 2-hour show, which can either be halved and digested in parts for our brevity-loving listeners, or taken altogether if that happens to be your thing.  We’re as far from having a distinct topic as ever, but with a lopsided number of hosts available we’ve chosen to rest some of our weight on the familiar crutch of year-end/new year game topics.  

We are well pleased with the growth of our hobby of late, and we’re unanimous in our belief that 2009 will conspire to be as rich in gameplay as ’08 was before it, or ’07 before that.  Though what may be most difficult to believe is how quickly it can all get started again, because the time for pre-ordering or ear-marking for spring titles is just around the corner.  Our fingers are crossed that it’ll be worth the ride again.

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Episodes

The Gesture of Kindness Episode

The penultimate episode for 2008 is available now.

If this week’s title had any relationship to the spirit of the holiday season, I can’t say we were aware of it.  This is our sole podcast offering for the week – Christmas-ey things having eaten up all of our available time – so we’ve let it run a bit long.  I’m not sure I can detail the topics discussed because they don’t make much sense to me in hindsight.  We’ve run clear through the fourth-quarter glut, and without a list of games to focus on our minds are invariably going to wander back and forth, as they’ve done here and before.  I can only really remember a passionate but inexpert discussion of Batman, and that when talking about Arkham Asylum, I clearly meant to compare it to a souffle and not a quiche.

Off-topic, but certainly pertinent, we say goodbye to two of our stalwart companions for these many months – Daniel, and Jeremy’s hair.  The hair had a price on its head of five thousand dollars.  That amount having been reached in the CoG Child’s Play charity drive, Jeremy followed through with his promise to chop everything off.  We have pics, so it definitely happened.  Less funny is that Daniel has been given marching orders by his boss The United States Air Force, so he’s leaving for Texas to learn how to do some other pointless thing at what I’m sure is a great expense.  He’ll be around in text format, and from time to time as our correspondent from the Lone Star state, but we’ve nevertheless got one more empty chair in the studio now.  This honestly makes things harder than you’d imagine.

Finally, stick around for the holiday-greetings community outro at the end of the program tonight. Thanks to everyone who listens and to all who contributed. We appreciate your support more than you can possibly know. Have a safe and happy holiday from everyone at IGC.