Episode 83 - He Is Now A Preteen - Super Mario Maker 2


We’re here to rebuild Princess Peach’s Podcast.

Welcome back to the show this week! Maybe this content isn’t so original at the moment, but we’re going to be covering Super Mario Maker 2. A game focused on user-generated content is particularly difficult to cover holistically, so we’re going to be looking at the elements of the game that are not focused on specifically playing people’s levels. Presentation, the robustness of the editor and how building and playing levels makes you feel are our focus and in some respects, are the real focus of the game as well. Everything in Mario Maker is expressive, colorful and fun to use and look at, and what lies beyond that is really up to your personal ability in platformers. We’re going to be talking about the satisfaction of seeing people playing your creations, the variability in playstyles forced by the possibilities present in the available tools and that nagging feeling you missed some cheese, and some 14 year old kid on the internet is going to comment that Bowser Jr. “EASY” sticker, and you are just GOING TO LOSE YOUR MIND DAMN IT JOHNNY JUST ENGAGE WITH THE LEVEL AT FACE VALUE I’VE HAD IT WITH YOU!

…thanks for listening! This is one of those games that just keeps on giving as far as new and interesting stuff to do goes, so I’m sure those of you who are playing it will likely still be playing for some time. But we are moving from one genre pioneer to another, and talking about Castlevania, Symphony of the Night on the next episode, the game that pushed the Castlevania franchise in a new direction, melding with the groundwork set out by Metroid and creating a new genre.

And if you want to play our levels, or on the flip side, have us play your levels, head on over to our discord, where you can submit codes for us or just talk about how every level you get in Super Expert is a big troll.

NOCLIP Pocket E14 - Type "Sweet Love" - Only If


I’m listening to the podcast. The one with the anime painting.

Welcome back to NOCLIP Pocket! Today we’re talking about Only If, which is a free PC Adventure game that dedicates itself to doing things that are strange and interesting. While the inexperience of the team holds the game back from completely accomplishing its goals, what this game does provide is a great snapshot of the things indie game developers were trying to accomplish at the time in a very accessible package. There are some really good ideas here, and some of the elements (using the keyboard to type responses, surreal landscapes, a unique mishmash of mechanics) are ones we have previously praised in other games because they do such a good job of keeping the player on their toes and subverting expectations. These combine with some genuine creativity to make something that is worth the low bar of investment to experience despite the game’s relative lack of polish and narrative shortcomings. We’re going to talk about the search for weird indie titles, characters that are both really good and really very bad, and we design a hypothetically really bad Metroidvania that’s all about green pots.

Thank you for joining us again this week! This game kind of represents a desire for us to tackle some smaller titles on Pocket and look at some of the weirder elements experimented with in games. In a similar vein, next time we’re talking about Device 6, a very much text-based puzzle game from the developer of Year Walk, so be sure to check us out then.

Did you like this episode and want us to do more in the same style? Did you think this was a stupid idea and we should go back to covering Game Boy games from the early 90’s? Are you still angry that we didn’t like Detective Pikachu? Let us know, and maybe drop us some suggestions for what you’d like to see us cover in our discord!

Episode 82 - Front Gatekeepers - Baba Is You


Podcast Is You And Podcast Has Bad Jokes

Welcome back! I hope you’ve been enjoying the scorching summer months as we pack into a single air-conditioning-less room to record a new episode on Baba Is You. This is an indie puzzle game with an incredibly unique concept, namely, being able to push around words that define the rules of the puzzle. The primary mechanic set of each level is then to manipulate these rules to provide a clear passage for whatever object you happen to be inhabiting at the time to reach whatever object represents the goal. Sound abstract? We think that’s kind of the point. We’re going to be talking about puzzle game accessibility, face-value readability in a game with a lot of moving parts, and how maybe, deep down, there’s a creepypasta in here somewhere.

Thanks for joining us again this week! We’re encouraging some viewer participation on our next episode as we’re discussing Mario Maker 2! Have a level you’re proud of? Or a level you think will make us pull our hair out? Send it to us! Leave a comment wherever you’re listening to the podcast (or on our Discord at https://discord.gg/tRNNSJ6 ) or send us an email at NOCLIPPodcast@gmail.com and we’ll probably give it a shot!

NOCLIP Pocket E13 - #Only90%ofKids - Pokémon Trading Card Game


Dueling is more fun than just listening to podcasts!

Welcome back to NOCLIP Pocket! This episode, we’re going to revisit a childhood favorite of, I think, every single kid who grew up in Pokémon’s heyday. Even more than an adaptation of the card game everyone was playing and collecting at the time, the game seemed almost like a full-fledged Pokémon game, with a similar conceit and art style. While that seemed good at the time, almost too good to be true, in fact, reflecting on the game in the current landscape of Pokémon the way that it is colors our opinion a little. Still, the game is still the same, being based on a TCG means that the rules are close to timeless and the things it did well in adapting a card game to the limited hardware of the Game Boy are still impressive to this day. We’re going to talk about our experiences with this and other physical card games, the narrative aspects of the game that would go largely overlooked in a modern TCG adaptation, and debating the voracity of the most prevalent of urban myths: can you just press “A” when the coin is heads up to win every flip?

Thank you for joining us again this week, and hopefully you will proceed to absolutely JAM to this game’s soundtrack over the next few days like we have been since we started playing it. Next time, we’re going to be talking about Only If, which is currently still free to play on Steam as of this writing.

Got a sweet deck list for Pokémon you want to share? Want to tell us that games from 1998 should stay in the ground where they belong? Join our Discord to have conversations about all this and more!

Episode 81 - The Birth Pillar - God of War


There is one unavoidable truth you will never escape: you cannot change. You will always be... a podcast.

Welcome back to the show, where today we’re going to take a look at the return of the God of War franchise with the, uh, aptly titled “God of War.” We meet Kratos this time around on a much more somber mission than in previous games, with him setting out with his son to scatter his wife’s ashes on the highest peak in the realms. This is of course swiftly interrupted and the journey continues but with more of a focus on the action combat the series is known for. This isn’t to say that the gameplay is unchanged, as the polish here has gone into smooth, satisfying animations and really tremendous visuals which help make the fighting feel, for the most part, fluid and satisfying. Yet, despite this polish and despite the budget, there is some niggling feeling that something else could have been done and we discuss what it is that makes this feel like maybe a little less than the triumph it was largely sold as. We’re going to talk about the value of iteration over innovation, implementation of RPG elements in seemingly every game, and what is truly the genre-defining title in the arms (big beefy arms)-race that is Buff Guy Games.

Thanks for joining us again this time, it’s a few days late but there were some holidays and some driving and stuff that prevented us from finding a convenient time to record so we hope you’ll forgive us. Next time we’re going to take a step in a decidedly different direction to talk about Baba Is You, an indie puzzle game that works on the very abstract formula of moving words and objects around the screen to change the rules that govern how you interact with the world. It’s fascinating, and we hope you’ll join us for it.

And hey, maybe you’re wondering “NOCLIP, why are you talking about this game that released last year and most people don’t really consider to be that relevant anymore? Also, why don’t you like anything? Jesus. Consider yourself uninvited from all future parties we might hypothetically have cause, honestly? Honestly? You’re bringing everyone down.” Well, for one, harsh. And for two, maybe the relevant games discussion you’re looking for can be found on our Discord server, where we have a great group of people with whom we recently live-reacted to E3 and are always up to talk about the recent developments and old favorites. Come join us!


Episode 80 - Only Idiots Drown - Return of the Obra Dinn


Those ungodly hosts carry a curse! Throw the podcast back or doom us all!

Thank you, once again, for joining us today on the NOCLIP Podcast! Today, we’re going to be wrapping up Mystery May in a (hopefully) satisfying manner by talking about Return of the Obra Dinn with help from our guest Dan, who you may remember, and at this point you probably do remember, from past episodes. Obra Dinn was developed by Lucas Pope and like his previous game, Papers Please, has a unique style that has made it the source of a lot of conversation. Maybe the truest “mystery” game we’ve played for our mystery-themed month, the game tasks you with figuring out the names and causes of death of everyone who was present aboard the Obra Dinn, using a stopwatch that lets you view the moment of death of any corpse you happen across. It doesn’t take too long for the player to become accustomed to this, all things considered, pretty radical mechanic set and this game boasts some of the most rewarding puzzle solving of any we’ve played. We’re going to talk about visual style and aesthetic substance, logical deduction and leaps of faith, and what we’ve all learned by reading the Job Dictionary.

I hope you enjoyed our selections for this month of interactive head-scratchers. As is (somehow) a tradition, we are marching steadfastly from Mystery May into Wah-June where we will be talking about 2018’s God of War. We hope you’ll join us then.

…and we hope you’ll join us NOW, over on our Discord server to discuss the game, offer suggestions and debate what qualities make a Dark Souls game the best first Dark Souls game.

NOCLIP Pocket E12 - Capricious Genie - Simulacra



Welcome back! I hope everyone is having a properly mystifying Mystery May so far. For our pocket episode this month we’re going to be tackling a phone game that takes its platform quite seriously. Simulacra is a mystery/horror adventure game where you take on the role of a faceless bystander trying to solve a disappearance with access only to the victim’s phone. An iteration on a similar, if not identical, concept explored in this developer’s previous work “Sara is Missing” (or SIM, as a very pointed acronym), the game’s interface is really what sells its concepts and it is well designed enough to compensate for Simulacra’s less adept areas. While less transformative than its Black Mirror facade, literally and figuratively, would have you believe, it is stylish enough to maintain a surprising amount of suspense throughout its short runtime and qualify it as a gem. A diamond-studded Motorola Razr in the rough. We talk about the highs and lows of jump scares, the surprisingly diverse play environment allowed by a smartphone home screen, and how for the first time ever, a piece of writing could have been saved by more liberal emoji use.

Thanks for listening to the podcast this week. I’m kind of in love with the whole “Mystery May” concept, even though it is incontrovertibly stupid, so I hope you’re getting as much of a kick out of our more guided game selections as we are. We’re finishing up the theme on the next full episode with Return of the Obra Dinn, which you should absolutely play because having it spoiled would be kind of tragic, but Pocket returns next time with the Pokémon Trading Card League. I hope you’ll join us then, and remember to join our Discord to puzzle these games out with us and other members of the community!


Episode 79 - This Burmy Can Hold Grudges - Detective Pikachu


How could your podcast take place entirely in the library? Here’s a hint, it can’t!

Thanks for joining us on the podcast again this week. We’re kicking off Mystery May with Detective Pikachu. With the movie releasing recently this IP has been in the public eye, but the film’s inspiration is comparatively less known. Now that we’ve played it, we’re here to…well, tell you why that is, unfortunately. The game follows a tried and true structure of setting up environments full of clues and witnesses to help you find solutions using logic, but the game is tuned to be accessible to Pokémon’s main demographic, which may be too young to make this title appeal to a wide variety of players. Still, the game is well made, and the aesthetic elements are charming to fans of the series so the novelty inherent in its off-the-wall-for-Pokémon-at-least design could very well be enough to hold your attention. We’re going to talk about helper mechanics for inexperienced players, how the game and movie interact in the landscape of popular culture, and who does and does not have a ponytail.

Hopefully you enjoyed the episode, though it was maybe one of the least mysterious games tackled for May so far. Next time, we’re dipping into the cold waters of Return of the Obra Dinn so prepare for a pretty dramatic shift in tone.

Join our Discord so you can discuss new episodes, strategize your approach to Sekiro and help us build out the lore of Thorpo Fantasy!

NOCLIP Pocket E11 - Big Yeets - Accounting+


What are you doing in my podcast? This is my podcast!

Welcome back to NOCLIP Pocket, and on this episode we’re going to be talking about Accounting+. This game is a VR experiment that is full of absolutely off the wall scenarios and an abrasive sense of humor that really takes advantage of the medium to make things extra uncomfortable for the player. A kind of escape room game, it ushers you between scenes where you solve puzzles or just generally do whatever you feel like while commenting on your actions with an unending waterfall of dialog. If this sounds overwhelming, that’s probably what they were going for. We’re going to talk about exploration of game worlds, meta narratives and metatextual content, and turds. Turds everywhere.

Thanks for checking out the episode, and if you don’t have a VR setup, I either hope these past episodes have helped you experience the technology vicariously or am sorry that we’ve just been entirely impossible to engage with during this theme. But from a high barrier to entry to a very low one, our next Pocket episode, following suit with Mystery May, is going to be on Simulacra! We hope you’ll join us then.

As mentioned, our Discord channel can be found here:

Episode 78 - Bad For My Tum Tum - Déraciné


Faeries are wondrous creatures who podcast in the place where time stands still,

Welcome back from the viiiiirtual woooooorld, where today, in this humdrum realm we call reality, we’re going to be talking about Déraciné. The first VR title from FROMSOFTWARE, Déraciné is a much different experience than the games that put the developer on the map. With no combat, no bosses and no constantly clanging armor sounds, we’re in for a much more subdued game, though still full of the exploration and obtuse storytelling you’ve come to expect. Playing as a faerie in a world you can only manipulate in limited ways seems like a good fit for VR, but how the hardware jives with the rest of the game is a contentious topic. We strap in to see how this experiment pans out and how one of our favorite developers can turn “interacting with orphans” into an engaging experience. We talk about VR and how it interacts with the human body, morose tone and character writing, and the unique feeling of childlike joy and very sad sadness.

Thanks for joining us today even though this episode is a little exclusionary, given its platform. If you’ve read this far, and haven’t been able to play the game, we do talk for about 20 minutes on just what we think of VR after getting our sea legs without spoiling the game if you’re interested at all in that. Next time we’re reentering the labyrinth that is… well, May. Mystery May is back, baby, and we’re kicking it off with Detective Pikachu!

As promised, the link to our brand new Discord server:

We’ll be using this to hopefully stir up some discussion about games, take suggestions and feedback, and maybe even build up a little community. Join us if you’re interested in any of that or just helping us grow.

NCP Deltarune Episode 1 - Rudy's Got the Chalk


This podcast is fueled by EVIL! ...and friendship!

Welcome back to the podcast, where after announcing the series seemingly one million years ago, we’re finally tackling the first release of Deltarune, the episodic followup to Undertale. Set in a world with familiar characters and musical motifs, Deltarune does a lot to change, and dare I say, improve the design set forth in its predecessor. With a party involved, battles are a lot more dynamic and the look and feel of the game overall has been changed significantly. The plot also makes its deviations from the original, putting the mystery of the world at the forefront while still presenting a complete narrative even in this first episode. The question we look to answer here is: how does all this come together? And of course, we can’t help but wonder what the remaining episodes have in store for us. We discuss the narrative potential of having the character arcs of multiple party members play out simultaneously, the mechanical implications of antagonistic friends, and the physical experiences possible once you unslide the Switchies.

Thanks again for joining us today, and be on the lookout for the next entry in this series soon after the next episode releases. On the topic of this series, do you like this format? Would you like to see a dedicated series comparing and contrasting other franchises, either here or on the main podcast? Does anyone actually read the descriptions? Am I trapped typing out a paragraph of notes for every episode in a Sisyphean effort to fill space in a text block that I’m required to populate, but says nothing of value by its own nature to keep the content of the episode itself a surprise? Are we all this lonely? Like, comment…and subscribe?

Episode 77 - Miyamono's Bono - Katamari Damacy


Huh, it's pretty big. We imagine it'll make a pretty podcast. If it were Ours, We'd make it much bigger.

Welcome back to the podcast! We’re finagling the release schedule a little to meet some time sensitive goals (hopefully you’ll be equally shocked and gleeful at the results), but that doesn’t mean we ROLLED out this episode without putting our usual SPIN on it. Eh? What I mean to say is that this week we’re talking about Katamari Damacy, the delightfully weird roll ‘em up from Namco that can spark childhood joy in even the lamest of people. Originally a PS2 title, the series proved itself worth a remake with Katamari REROLL and we figured there was no better time to talk about the game. The logic-defying aesthetic and almost serene mechanic set make this game both unusual and unforgettable and it exemplifies the kind of experience you really need to play to understand. We talk about outlandish music direction, stupid sexy controls, and the alternative religion Katamari clearly intends to propagate through the impressionable youth…of 2004.

Thanks for joining us again this week, and if you’ve got reasonably deep pockets and brand loyalty to Sony (or just happen to want to hear us talk about the game without necessarily playing it) join us next time when we talk about Déraciné! This will be our first examination of a VR title, and it’s FromSoftware, so expect us to enthusiastically reference Dark Souls even more often than usual.

Episode 76 - A Honker of Steak - Kingdom Hearts 3


To strike down Xehanort, we need the podcast Mickey spoke of in his letter!

Welcome back to the podcast! This work has been a long time coming and fans of the series probably never thought it would come out at some points. After delays and issues in making it, it finally released to droves of ravenous fans. I’m talking, of course, about this episode of the NOCLIP Podcast on Kingdom Hearts 3. Kingdom Hearts is one of those franchises that earned a lot of die hards and the third main series game being the conclusion to the story arch that began in the first Kingdom Hearts meant that a lot of people were understandably excited for it. Now that it has released, though, the reception has been decidedly mixed, particularly among those most enthusiastic about the series. We break down the game mechanically and narratively to figure out why that is, as well as to express our own points of interest and disappointment. We’re going to talk about combat flow, the value of visual spectacle, writing consistency, emotional character moments and what definitely is and is not a boat.

Thanks for bearing with us on the not-quite-13-year development cycle of this episode. Given our history with the series and the monumental nature of this release as well as the indecision around it we wanted to make sure what we released was at our standard of quality. We hope you enjoyed the episode, and join us next time when we talk about Katamari Damacy!

NOCLIP Pocket E10 - Find the Game By You - Hidden My Game By Mom


Get Hint! by listen podcast

Surprise! We’ve had some delays in recording the last few weeks, so to compensate we decided to cover a podcast favorite mobile game, Hidden My Game By Mom! This unassuming iOS and Android title hides a massive amount of personality in its design and is a consistently surprising experience. A puzzle game by nature, the real appeal here is in the comedic tone and absolutely wacky logic that is required to solve its levels. Assuming you gel with the game’s offbeat humor, this is a totally free, entertaining and leisurely experience we recommend to everyone. We talk about intentional versus unintentional humor, minimalist visual design and the psychological onslaught that is this series’ soundtrack”

Thanks for being patient with us, and we’re sorry it’s been so long since our last upload, but we should be getting back on track in the coming weeks. Check us out on our next episode of NCP where we’re going to finally discuss Deltarune Episode 1 and our Kingdom Hearts 3 episode will drop in just a couple days.

Bonus Episode - Xehanort's Day Off - The Story of Kingdom Hearts


Got it memorized?

Welcome to a very special bonus episode, where today we’re going to cover the plot of Kingdom Hearts in an attempt to get everyone up to speed before we talk about Kingdom Hearts 3 next week. Sit down with Chad (who knows nothing about anything) and Andy (who has always known he has two hearts inside of him) as they go game by game and give you a recap and summary of the important points and connections of the entire franchise. Whether you’ve only played the numbered games or you’ve been playing each iteration as they’ve released, we help you understand the characters, their amnesia, time travelling escapades and trips to the Realm of Darkness. We talk about key plot points, key blades and χ blades.

Thank you for joining us and listening to us spoil a record number of games in one episode. We’ll be back for the next main episode to talk about Kingdom Hearts 3 and hopefully make Master Yen Sid proud, so stay tuned!

Episode 75 - Chaotic Mild - The Legend of Zelda: The Minish Cap


I suppose a boy like you has much to learn about podcasting,

Welcome back to NOCLIP! Today we’re going tackle one of our oldest requests and talk about The Minish Cap. The Minish Cap is an odd Zelda game that was developed by Capcom for the Game Boy Advanced, but despite this, stays true to the elements of 2D Zelda games that make them work as well as they do. Whether this is a good or bad thing is going to come down pretty strongly to if you are the kind of person who loves Zelda’s tropes and mechanics. Regardless, Minish Cap’s absolutely has its strengths, and whether it’s aesthetic choices or dungeon design, the game surpasses expectations for a non-Nintendo developed entry in the series, and in some elements surpasses some first-party offerings. We’re going to talk about repetition in Zelda games, uses and variability of items, and the weird bed that had the potential to go so wrong.

Thanks for tuning in! Next episode is going to be an exciting one for us, as we celebrate the end of more than a decade of waiting by talking about Kingdom Hearts 3! That episode will release in a few weeks, but in case you’re a little rusty on what Sora and pals have been up to in the interim, keep an eye on the feed for a bonus episode in which Chad gets educated on the story so far. Well, either educated or put into a coma, we’ll find out soon enough.

NCP Deltarune Episode 0 - Twee Wave


Undertale’s real, right?

Welcome to a very special prologue/epilogue episode of NOCLIP Pocket! Today, we’re going to be revisiting Undertale, the indie game that has so completely saturated the Internet, that the sequel/spinoff game needed to be made into an event. While we’re going to be covering each episode of Deltarune as it is released, this episode should serve as a primer to get you familiar with where we stand on the beginning of the series proper. Therefore, this episode will focus on the larger themes of Undertale as well as the impressions the game made on us and on the landscape of games as a whole, so we recommend being somewhat familiar with the game going in. We’re going to talk about how Undertale affects the player and reflects on their choices, the game’s strengths and weaknesses and discuss the upcoming campaign for Game President 2020.

Thank you for listening to NOCLIP Pocket this week. We’re continuing with the special episodes next time as the next episode of NCP will be the first in our Deltarune series talking about Episode 1, so join us then and we hope you enjoy!

The NOCLIP Awards 2018 - Non-Philosophical Content For Gamers


“In the spirit of continually doing new and dumber things…”

Consider this your invitation to the hottest and most exclusive awards show of the new year. Join us at the NOCLIP Awards, where we consider every game we recorded an episode on this year for myriad categories that range from legitimate judgments of quality to asinine judgments of minor features. While other awards shows hit you with nominees and winners, a cool verdict, an unquestioned decision, deliberated behind closed doors for the purpose of knowing what you need to spend two hours watching to hold a shallow conversation about cinematic quality over glasses of 10 dollar wine, the NOCLIP awards present you our arguments, runners up and decision making process as we roast each other over our choice for Smashiest Balls. Now with real envelopes.

We hope you enjoy this exercise as much as we did recording it. We’ll be back with a real episode about a real game (feels like forever, I know) in three weeks and we’re going to be talking about The Legend of Zelda: The Minish Cap!

For your consideration: Mr. Game.

For your consideration: Mr. Game.

NOCLIP Pocket E09 - Abstract Poems From Afar - Splatoon 2: Octo Expansion


Three friends talk about a game,
They speak of squids but make no quid.
”Welcome to NOCLIP!” they exclaim.

Welcome back to the pocket podcast this week! Today JJ makes a guest appearance because we’re talking about Splatoon 2, a favorite of the show, and more specifically diving into the Octo Expansion DLC. As an amped up single player campaign, the expansion does a lot to increase the challenge and variety from the base game’s single player and riffs on the mechanics that make Splatoon unique compared to other shooters. Whether this is done by limiting your ink capacity or by sticking you in a hamster ball for an entire level, the differences in kind really shine here and the difficulty lives up to the DLC’s darker, yet vaporwave-y, aesthetic. We’re going to be talking about challenge-based level design, tone and writing in a multiplayer shooter, and T H A N G S.

Thanks for joining us this week, and be sure to check back with us next time as we kick off our multi-part indefinite length-and-quantity series on Deltarune with an episode revisiting Undertale!

Episode 74 - White Fan Company - Super Smash Bros. Ultimate


We’ll bear this torch against the cold of the night, search our souls and podcast for the undying light,

The Smash Bros. theme with lyrics is kinda weird, isn’t it? Welcome back to NOCLIP! Today, we’re going to be talking about what is one of the most anticipated games of the year, Super Smash Bros. Ultimate. Officially announced at E3 and then released in December, we had half a year full of mechanical discoveries, live demonstrations and surprisingly convincing leaks brought to you by Dr. Seuss characters. Now that the game is out, how does this game compare to previous entries in the series? There is a massive, sprawling single player mode, online functionality that is in a controversial state of flux and the largest roster the series has ever seen with every playable fighter returning alongside new and varied characters both unexpected and longtime requests. Will this be the game to get the community to put down their GameCube controllers? Or at least plug them into an adapter? We’re going to be talking about the variable design of World of Light, debating the optimal ways of playing in multiplayer, and puzzling over Simon Belmont’s shaved armpits.

Thank you for listening to the podcast and we hope you have a smashing New Year. We’ll be back at the beginning of 2019 with the first (and likely only) NOCLIP Awards show, where we’ll be categorizing the design achievements of the games we’ve covered this year in strange and interesting ways!