NOCLIP Pocket E30 - Recessive Lizard Brain - Minit

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You took that cursed podcast? Please drop by the factory ASAP.

Welcome back to NOCLIP Pocket! We’re cleaning up everything we needed to do before episode 100, and that means it’s time to play Minit, which was initially supposed to be a fun thematic companion piece to go along with A Hat in Time, but ended up stumbling into October a bit. Either way, this is an adventure game that you play in one minute chunks. You spawn in a fixed location, do as much as you can do in sixty seconds and then die, respawning in the same place unless you found another place to spawn. This does produce a bit of an illusion of depth, as things seem more complicated when you can’t think about them for more than a few seconds at a time, but the game’s overall design is actually really impressive and the illusion is about as good as the real thing. Trying to make the most of your time while traversing the map or solving a puzzle is an interesting challenge and makes each subsequent run feel like a practiced routine. When you’re working on something specific, you will know when something goes wrong and how to optimize your movement and that’s a play pattern that very rarely gets emphasized in the normal experience of playing a game. We’re going to be talking about clever level design to optimize for the consistent time limitation, the use of visuals and sound that call back to an even older era of games than indie games typically do, and, uh, economics?

Thank you for joining us this week! Next time we’re getting into the full swing of Halloween and talking about Man of Medan, the first entry in the “Dark Pictures” series from Supermassive, the developers of Until Dawn. That’s a ton of proper nouns all in a row, but the gist is that it’s a horror game in the modern dialogue-driven adventure game style with the twist that it’s designed to be played with multiple players. We will hopefully have that episode up soon-ish so we can squeeze at least one more horror game out of the month, so check back then to find out what that might be!

Five Years of NOCLIP - The Huns Hate Podcasts

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It’s internationally observed and very important holiday NOCLIP Day, meaning it’s time to comb through our old episodes, find the stuff that we didn’t think you would want to listen to then, and have you listen to it now instead! Our festivities this year are twofold, as we are celebrating not only five years of doing this podcast but also hitting 100 episodes. The numbers are lining up, the planets are in alignment, and, just as predicted in the prophecy, we’re probably going to turn into a werewolf or a bear or something. But whichever enchanted mammal we take the form of, we hope that what we’ve produced so far has at least been enjoyable for you. Today’s collection of nonsense notwithstanding.

Thank you all so much for listening! We have a lot of fun with this thing, and the fact we’ve picked up a couple of people along the way who interact with us makes it that much more fulfilling. We’re going to be making some changes in the next year, some of which you’ve already seen, and others that we’ll be experimenting with starting on our next episode. I hope you’ll all join us next time, as we talk about the Jackbox Party Pack with all of our friends and probably generate a noisy mess. Until next time.

Episode 99 - Love That Neck - A Hat in Time

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There’s only so many times my voice can handle podcasting like that. You’re taking the experience away from other people.

Welcome back to the podcast! Today, we’re going to be talking about A Hat in Time, a 3D platformer developed by Gears for Breakfast that was largely crowd funded and even published by Humble Bundle. 3D platformers are a novelty in recent years and this type of funding really speaks to how the community that wants them is underserved, and what we got was a game that really wears its inspiration on its sleeve. With a lot of design sensibility taken from other games and references sprinkled throughout, it would be easy to call this game derivative. In reality, though, the game is very earnest and genuinely does a lot to put its own spin on the genre. We’re going to be talking about the different platforming mechanics and where they feel right and wrong, how the player movement in the game informs what level designs work the best, and we try to get Andy a job.

Thank you for listening today, we had wanted to talk about this game for a while and things fell into place this time around, so I’m pretty excited to hear if any of you guys played it as well and what you thought of it, given that the genre has been in retrograde outside of Nintendo for a number of years. Next time…well, next time we’re getting started with a bigger month than we’ve had in a long time. It’s October, so we’re going to be talking about some horror games both here and over on Pocket, but next episode specifically is actually somehow really our 100th episode. We’re going to be getting JJ, Dan, Janelle and Steven back on to talk about The Jackbox Party Pack, collectively, and probably get very sentimental and nostalgic about the podcast. And before that it’s coming up on the 3rd, which, if you didn’t know, is NOCLIP day and our 5th anniversary, so we’ll have a bloopers compilation coming out then as well. And we’ll follow that up with as many horror games as we can fit in the rest of the month and maybe even bleed into November because why not? Anyway, love you all, thank you for listening, hope you have a good weekend. Have some fun.

NOCLIP Pocket E29 - Pooping in the King's Pottery - The Unfinished Swan

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We have always been much better at starting podcasts than finishing them.

Welcome to the podcast! Today, we’re going to be talking about The Unfinished Swan, an adventure game from Giant Sparrow, the team behind What Remains of Edith Finch. This is an adventure game that has a very concrete idea and it goes about expanding on that idea in an extremely fluid way. Pun intended. The game revolves around throwing balls of liquid, which change properties throughout the game, to accomplish a variety of things including revealing pathways (the mechanic on which the game markets itself ), interacting with objects and growing plants. This is a double-edged sword because the different ways to interact are all interesting in one way or another, but because of how little time you spend with any one verb, none of them feel fully explored in the way we would like to see them. This isn’t a death sentence by any means, and the accolades this game received are evidence of that, but it leaves a lot of slack to be picked up by the game’s other elements. We’re going to be talking about the implications of the game’s visual design, the experience of playing with the different forms of interaction and about the plants and how they were mushy.

Thank you for checking out the episode! This was a game that got a lot of attention from indie game circles when it was released, so it’s always been something we’ve wanted to go back to. Plus, it was recently released on PC and mobile so it’s easier than ever to play along. Next time, we’re going from a game that was pretty universally appreciated to one with a more mixed reception: Minit. So join us then for what will assuredly be the correct opinion to hold.

Episode 98 - I Don't Wanna Grind That - Tony Hawk's Series Retrospective

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Holding on to what I am, pretending I’m a podcast man,

Welcome back to the podcast! With the remastered versions of THPS 1 and 2 releasing, it seemed like the right time to go back and play all of the Tony Hawk games that started this extremely long series. Well, not all of them. The franchise started strong by giving people something I don’t think many people knew they wanted and featured a really iconic licensed soundtrack, which propelled it to household name status among the game playing population in 1999, and this success guaranteed that sequels would come. After over a decade of annual releases, the quality dwindled and the series was taken in directions it really was never meant to go, even if the core mechanics stayed generally the same. This is part of what makes this franchise interesting, not just because it hit on a really enjoyable game play loop from its very first outing, but also as a look at how even great ideas can grow and decay through enough iterations. We’re going to be talking about how level design plays an important part in killing sick lines, how the games’ humor and politics seem to be incongruous with the game’s core demographic and The Bert Slide.

Thank you for joining us this week! This was an extremely nostalgic experience and as THPS 1+2 came out yesterday (at the time of writing), that doesn’t seem to be slowing down much at all. Next time, though, we’re playing a much newer game: A Hat in Time, so be sure to check back if you’re a fan of 3D platformers. On top of that, we’re getting extremely close to episode 100, our fifth year, and Halloween time, so there’s a lot going on around these parts, so keep an eye out and maybe join the Discord to keep up to date with all the things we’re planning for.

NOCLIP Pocket E28 - The Chadegy - Plants vs Zombies

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Leave your front door open and your podcast unguarded,

Welcome back to NOCLIP Pocket this week! Today, we’re going to be talking about Plants vs. Zombies, arguably PopCap’s breakout game, a casual tower defense game with a distinct theme. But I probably don’t need to explain what this game is to you, because statistically you’ve probably played, seen, or at least heard of it before given how crazy popular it was. Revisiting the game after so many years really puts into context what about the game made it popular and how we’ve advanced in design space and that historical context makes up a lot of the discussion this week. We’re going to talk about casual tower defense game design and how the game wants to make you feel good, the attractive visual design and presentation and we go on and on about how free mobile games have become a detestable quagmire of unacceptable advertising.

Thank you for listening to us shatter our nostalgia this week! We’re trying to balance our pocket episodes between smaller titles that don’t take a long time to play and ones that can actually be played on a device that fits in your pocket, and this game is pretty emblematic of the latter. However, next time we’re sampling a little more of the former and talking about The Unfinished Swan, from the developers of What Remains of Edith Finch, so be sure to check back then.

Episode 97 - Sad Poor People - Pyre

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Whosoever would oppose our podcast is welcome to try.

Welcome back to the podcast! We’re going to be talking about Supergiant’s Pyre, a fantasy sports RPG, which feels like the description of a very boring game where orcs sit around making roster adjustments on their phones, but I swear to you that isn’t this. Instead, this game follows a growing band of exiles as they participate in “The Rites,” a ritual that makes up the “action” part of this game. The Rites themselves are interesting and can be strategically quite deep, but they are broken up by character-centric segments that help your attachments grow and provide stat boosts and items to aid you as you progress through the game. These two elements create the back and forth loop of Pyre and your enjoyment of these two things will largely determine how much you will like the game overall. We’re going to be talking about developing character stories and how they force you to make hard choices, the depth of the systems we couldn’t hope to fully explore, and we compare a character in this game to the star of a classic nineties adventure game. Which one it is WILL SHOCK YOU.

Thank you for listening this week! We had a grand time playing through this game, despite both having some reservations going in, so I hope your experience was at least as enlightening. Next time, we’re taking on a Superman-worthy endeavor and grinding through as many classic Tony Hawk’s Pro Skater games as we can (specifically THPS 1, 2, 3, 4, THUG, THUG2, and THAW if those acronyms mean anything to you) to provide a series retrospective, pitting one host’s extremely long running experience with the franchise against a relative newcomer, so we hope you’ll join us for that.

NOCLIP Pocket E27 - Chewy and Stringy - Dujanah

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*Sniff Sniff*, I podcast best when my bladder is full,

Welcome back to the podcast! Today we’re going to be talking about Dujanah, which is a tough game to describe. With an art style predominately defined by claymation, randomized events that mean no two playthroughs of the game are entirely alike, and a sensibility somewhere between jokes and universal emotional truth, the game runs the gamut of moods and tones. The game is far from meaningless, however. The majority of interactions play into the game’s larger themes, and deciphering that is the main puzzle the player is presented with. The idiosyncratic characters and disjointed scenes serve their own purposes and which things you focus on will affect your takeaways from the game. And despite all these art-game pretensions and ruminations on death and consciousness, Dujanah has an understanding of play, and still makes sense as a game, even if what game that is takes a lot of forms over its short runtime. We’ll be discussing the parts of the game that we individually found most effective in communicating its themes, whiplash inducing tonal change, and whether or not we thought the game would show us an anus.

Thank you for joining us this week! We had a good time with this weird game, and it fits well within our range of tastes when it comes to indie titles. But weird games don’t get the clicks, baby, so next time join us as we talk about the original mobile tower defense vegetation sensation, Plants Vs. Zombies.

Episode 96 - The Snail Slide! - The Last of Us Part II

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Why don’t you do whatever podcast you’ve got rehearsed and get this over with?

Welcome back to the podcast! Today, we’re going to be talking about The Last of Us Part II, which was the (surprisingly, since we’re talking about it) highly anticipated sequel to one of, if not the most popular game from the PS3. This game is a pretty straightforward followup to the original, picking up where it left off just a few years down the road, and the story has a similarly dark tone. While the original game was mostly driven by it’s characters as well, the state of the world is taken as more of a given here in the sequel, and that bleakness permeates every interaction you have. Underneath the game’s plot, it functions much like it’s predecessor. Arguably too much. It’s a stealth action game where you scavenge items along the way to use to make decisions of what items you want or need in the game’s crafting system and you perform combat where you employ stealth to even the odds against an enemy force that outnumbers you by a significant margin. And all of this is backed up by a signature level of high-fidelity visuals and world design that can be frankly quite breathtaking. We’re going to be talking about controversy surrounding large scale releases, overbearing mechanical similarities, and how your monkey brain feels about whether characters live or die.

Thank you for joining us this week! This was an easy choice for us because our thoughts on the original game were so mixed, the franchise has a really interesting give and take in our minds. What did you think about the game? Did it live up to your expectations? Were you one of the people who thought the game’s plot wasn’t up to snuff? Did you skip the game for one reason or another, and if so, what did listening to the episode make you imagine the game was like? I want to play that game. Imagination games sound nice. Anyway, I hope you enjoyed the episode, and be sure to check back in next time, as we’ll be talking about Pyre!

NOCLIP Pocket E26 - Astral Trail of Vomit - Sayonara Wild Hearts

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There is no place for me on the podcast of a starway,

Welcome back to NOCLIP Pocket! Today, we’re talking about Sayonara Wild Hearts, the most recent game from Simogo, and it once again feels like nothing they’ve done before. Sayonara takes elements from infinite runners, rhythm games, shoot ‘em ups, and others to create a constantly changing, but smooth, play experience. The real stroke of genius here though is paring it with a dynamic electropop soundtrack that, if it speaks to you, will have you absolutely spellbound when combined with the abstract colorful visuals. It, at times, is an overwhelming sensory experience, but one that is extremely focused. If you can get over the short length, or you’re the type to chase high scores, this comes highly recommended. We’re going to talk about genre conventions in a game that’s hard to define, how music and visuals combine to bring about a flow state, and being accosted by magicians.

Thank you for listening again this week! Going in not knowing much about this game is a real jarring experience, and I hope at least some of you got to have that. And speaking of not knowing much about a game, next time we’re going to be talking about Dujanah, which is a game it’s almost impossible to understand before playing. We hope you’ll join us then.

Episode 95 - Conway West - Kentucky Route Zero

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About fifteen percent of patients report a generalized sensation of “podcasts.”

Welcome back to the podcast! Today, we’re going to be talking about Kentucky Route Zero, because the whole thing is finally released. Starting with a Kickstarter campaign nearly a decade ago, this game released in “Acts” periodically in the ensuing years and is now available as a complete package along with all the interstitial segments playable as a single experience. Can you tell I’m stalling? This game is hard to talk about. Ostensibly, KR0 is an adventure game, but it’s difficult to draw comparisons to other games in the genre. The central mechanical engagement of the game is in the form of making dialogue choices, but the characters and stories don’t really change based on what your choices are. Largely, these only serve to influence your perspective on the story and the players within it. And that probably sounds highfalutin, but the game resists the kind of analysis we usually use for games and honestly that’s what makes it so unique. We’re going to be talking about natural versus supernatural interpretations of events, character and narrative development across a decade-long timetable, and whether you can identify more with an old-fashioned hipster or one of these newfangled millennial hipsters.

Thank you for joining us this week! For a game we held off on playing for so long, it was a real blast finally getting to experience the entire story from beginning to end. If you played the game, how did it strike you? Is this kind of weird choice based story up your alley, or would you prefer to take a more active role in your video games? If so, I bet you’ve already started playing The Last of Us Part 2, which is good, because next time, we’re going to be talking about The Last of Us Part 2, so please join us then!

NOCLIP Pocket E25 - Well Made Plays - Her Story

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So, did you figure out why she did it? Recorded the podcast?

Welcome back! Today, we’re going to be talking about Her Story, Sam Barlow’s desktop simulator mystery game, which has you searching terms in a database of interviews to find clips that each tell small parts of the story, and assembling the answers from those. Of all the games we’ve played for Mystery May (or Nancy June, this year), this game relies the most on your own ability to figure out what’s going on and only rewards your intuition with terms that provide progressively more context. The game doesn’t even have a traditional ending, instead allowing the player to determine when they are satisfied with what they know. All this adds up to one of the most unique games we’ve talked about and one that is actually pretty difficult to analyze in our usual way. We’re going to talk about design in a game where the player has complete freedom within its mechanics, how the premise is sold on aesthetic and great acting, and about a horrible CG lady.

Thank you for listening to NOCLIP Pocket this week, and we hope you’ve enjoyed our choices for mystery games this year. This is one we’ve considered doing for years now, but it’s surprisingly intimidating to talk about a game that we like this much for reasons that are so unusual. Next time we’re going to be talking about Sayonara Wild Hearts, so we hope you’ll check it out then.

Episode 94 - Who Are Ray's Parents? - Ghost Trick: Phantom Detective

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Podcasting is a criiiiiiime, baby!

Welcome back to NOCLIP! Today, we’re dusting off our DS to play Ghost Trick: Phantom Detective, an underappreciated adventure game by the team responsible for Ace Attorney. As a very narrative-driven game, Ghost Trick comes off as wordy at times, particularly since the game uses no voice acting, but with the dialogue comes a lot of wit and charm that give the game its personality. The counterpoint to these sequences of dialogue are the actual puzzles, which see you manipulating objects in the environment to change the sequences of events leading to someone’s death. Due to your limited range of motion, only being able to jump between objects that are a short distance away, it gives a sense of urgency to the game’s sort-of-timed gameplay segments and creates a mechanical experience that is genuinely unique. The combination of these factors gives you a game that is exceedingly weird coming from a developer like Capcom, but also one that is interesting for all the right reasons. We’re going to be talking about the strange narrative conceit, expressive animation, and why your oral fixation could cause you to lose several DS styluses.

Thank you for joining us today for the first full episode in this year’s Mystery May replacement series Nancy June. We’ll be back at the end of the month, assuming the stars align, with Kentucky Route Zero, a game we’ve been waiting literally years to finish.

NOCLIP Pocket E24 - Miner 49er Death Maze - The Vanishing of Ethan Carter

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You’re always in here, writing your weird little podcasts.

Welcome to NOCLIP Pocket! And welcome to “Nancy June,” our Mystery May replacement for the year where everything seems to have gone wrong. Today, we’re going to be talking about The Astronauts’ The Vanishing of Ethan Carter. This is a walking simulator type adventure game, where you play the part of a psychic detective tasked with finding Ethan Carter, a boy who wrote to you and then, well, vanished. The game itself focuses largely around environmental exploration and puzzle solving to uncover the events that led to Ethan’s present circumstance. The beauty of this game is its presentation; set in the woods and with a striking use of visuals, the game succeeds in drawing the player into its world and never putting up quite enough of a speed bump to pull them back out. We’re talking about memorable puzzle set pieces, graphical fidelity lending a sense of atmosphere to an environment, and how this game is seasoned with just a peppering of ancient sci-fi secrets.

Thank you for listening this week, and hopefully you weren’t thinking like “oh man, thank god they dropped that stupid Mystery May garbage. That was the dumbest and worst thing they ever did,” because we’ll be back next time talking about Her Story to cap off this enigmatic month and we’re very excited about it.

Episode 93 - Regenerating Biofoam - Halo: Combat Evolved

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Did you sleep well? No thanks to your podcasting, yes.

Welcome back to a moderately special episode of NOCLIP! JJ has returned to discuss Halo: Combat Evolved. The first game in one of the unarguably largest game franchises in history, Halo really brought the first person shooter to consoles in a way that managed to popularize the genre much more universally than had been accomplished in the past. While this growth really hit a fever pitch with the accessibility of online multiplayer through Xbox Live, the single player campaign mode was still an expected and important part of a console game experience, and Halo delivered on that front and was probably most known for its creature design, protagonist and stunning outdoor vistas before the ubiquity of team deathmatch really took hold. And this is what we’re going to be talking about today. How does the campaign hold up under a modern lens, and what elements of design did they get so right to spawn such a monumental series? We’re going to be talking about the game’s presentation of it’s sci-fi plot through visuals and dialogue, the way the game diversifies its encounters with enemy AI and weapon availability, and discuss the existential horror of being caught in a “Womp loop.”

Thank you so much for joining us today. Halo is a game that has been looming as one of the “must talk about” games since the beginning (along with a few others I’m sure you’re thinking of we haven’t covered yet), and I’m really happy with how it turned out. What do you think about Halo? Does it hold up to modern games, or even other entries in the same series? Do you feel like a badass because you have grenades that stick to stuff and have a twenty foot tall vertical leap? Join us in discussing the game on our Discord, or leave us a comment on YouTube, and make sure to subscribe, because we’re heading into Mystery May in June, Nancy June, next time when we talk about Ghost Trick: Phantom Detective.

NOCLIP Pocket E23 - Squinched Face - Zeno Clash

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Pig? No, it’s not just a pig. It’s my podcast.

Welcome back to NOCLIP Pocket! Today, we’re going to be talking about Zeno Clash, which is an episode idea that started as legitimate suggestion, to a running joke, and finally to reality. The game is a first person game that switches between shooting and melee combat, but definitely gives the brawling the lion’s share of attention when it comes to depth. And while the combat is interesting, the aesthetic design is what really brings the game together and makes it a unique, weird kind of game we think is worth playing. We’re going to talk about how the game balances between melee and ranged combat, the strength of indie games for unusual and creative designs, and the graphical differences between a sofa and a picture of a sofa.

Thank you for joining us again this week. This is the kind of game I feel like is intriguing when described, so if you did end up playing it, I hope you enjoyed yourself. That intrigue is exactly why it’s stayed in my mind for as long as it has. And speaking of intrigue, we realize that Mystery May is already halfway over and we haven’t done anything explicitly mysterious, but we are correcting that next time when we talk about The Vanishing of Ethan Carter. I hope you’ll tune in for that!

Episode 92 - The Worst Penthouse Forum - Divinity Original Sin 2

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Podcasting is a moral imperative. But I think you've moved beyond podcasting and into madness!

Welcome back to the podcast! Chad will be sitting out of todays episode and in his place Andy will be joined by special guests, Daniel, Janelle, and Steven. This week we’re taking a look into the world of CRPGs with Divinity Original Sin 2. We discuss our experience of playing through the entire game in co-op, the importance of well implemented customization options, and the joy we find in eating body parts for a glimpse into the memories of their owners.

Thank you for listening to NOCLIP this week! We hope you'll join us next time for a discussion of Halo: Combat Evolved.

NOCLIP Pocket E22 - All Kinds of Jars - Tick Tock A Tale for Two

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You know that podcast that went missing? This one’s even better. It cannot die.

Welcome back to the show! Today, we’re going to insist you have friends, because we’re talking about Tick Tock A Tale for Two. The title isn’t all onomatopoeia and alliteration though, this game requires two players on two separate devices to play. While that is a little cumbersome, there’s something really convenient about not having to connect over the internet. The two games both function entirely on their own, but progress is gated by information that one player will have but not the other, creating a uniquely cooperative puzzle solving environment. This is basically the prescribed version of playing an adventure game with your friends, and as lovers of the genre, that makes this a truly novel experience. We’re going to talk about puzzle solving with two people, the good and bad of overloading a player with details, and we finally discuss the elusive definition of the word “attic.”

Thank you for joining us this week! This was sort of an unexpected game we ran across during a bored moment, and we wanted to talk about it just to do it. In stark contrast to this, next time we’re talking about a game that has been in the back of my mind for over a decade: the ever questionable first person brawler Zeno Clash. Expect some more outlandishness on that episode, and I hope you’ll join us!

Episode 91 - Weed Economist - Life is Strange 2

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Time to take the microphone, dude.

Welcome back to the podcast this week! Today we’re vising the world of Life is Strange again to cover the sequel, but things are a little different this time. First, we have two guest hosts today, returning favorites Dan and Janelle. And second, this time around things are a lot less “go ape” and more “go see a therapist.” The second full season of Dontnod’s premier adventure series does a lot of things right, and it tackles larger, more immediately relevant points than broached in its predecessors. There is a lack of subtlety in approach, though, and the messages it sends don’t always succeed in being as profound as the personal lessons taught by the first game. Find out more as we talk about the cast of characters and narrative structure, how you can play too safe with politics, and see why we compare Life is Strange 2 to books you’re assigned to read in class.

Thank you all for sitting down with us today! Fun fact: this is the longest ever episode of the show, but I suppose that’s kind of to be expected when we have twice any many people on as we’re used to recently… Still, I think this is some of our most valid critiquing we’ve done in a while, and I hope the length didn’t wear you out of Dan and Janelle, as they’ll be back next time to talk about Divinity: Original Sin 2. Hope you’ll check it out!

NOCLIP Pocket E21 - Summertime, Bitch - Harvest Moon GBC

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I can not podcast, for I am a spirit.

Welcome back to NOCLIP Pocket! Today, we’re going to be talking about the first portable entry in the Harvest Moon series. The GameBoy feels like the most appropriate console for a game like Harvest Moon, with the success of later entries in the series as well as things like Animal Crossing excelling on portable platforms. Being able to quickly go through a couple days of checking on your crops and performing daily chores while on the go seems like it would comprise a simple and relaxing gameplay loop to perform with the convenience of a handheld. However, given how new the series was to the limited hardware, the game ends up with some hiccups that make the experience oscillate awkwardly between incredibly stressful and exceedingly boring. There’s just something missing from this installment (or a lot of somethings, in some cases) that fails to meet expectations, even for fans of the genre. We’re going to talk about stamina management on both the side of the player and developer of the game, how this game makes us long for the tutorials of modern games like the caress of a long lost lover, and whether clearing out the tunnel in the tool shed in this game would net you marvelous secrets, or just a “thank you” from a harvest sprite.

And call me a harvest sprite, because thank you for listening to NOCLIP Pocket this week! Twenty-one is an exciting birthday, but this was kind of a boring game, so to make up for that lack of thematic consistency, for episode twenty-two we will be playing Tick Tock: A Tale for Two, so be sure to come check that out.