RPG Backtrack 228: Hedgehog Age
BioWare was on top of the world in the late 2000s. Then it got the bright idea to make a portable game with a certain blue hedgehog, and the internet rejoiced… or did it?
BioWare was on top of the world in the late 2000s. Then it got the bright idea to make a portable game with a certain blue hedgehog, and the internet rejoiced… or did it?
Our hiatus ends by airing the last recording we have with Michael Cunningham. The panel goes over how games confront difficult topics including, loss, mental illness, and so much murder.
We get back into the action with a slew of listener-submitted questions, learn about our gameplay habits, soundtrack preferences, kickstarter regrets, and some other secrets.
Scott is supremely suspicious of nostalgia, Mac is losing his voice, Sam and Trent had it easy as kids all come up in on retrospective...
Game difficulty is a lot like whiskey, in that most people are going about them wrong. Our panel examines what and how RPGs are hard...
Dialogue in games is a bit like the Jazz music in a few ways, mostly in that Scott is way more interested in it than...
We examine our personal experiences with the Final Fantasy franchise, how a major anniversary is half gone without publisher support and some E3 stuff.
The panel goes behind the curtain to explain the RPGamer review process in detail, from solicitation through to comment section. Inside baseball and anecdotes abound.
Our discussion this month is entirely self directed. Scott tries to throw down a glowing trail for questors to follow but it gets off tangents...
Nintendo has always done it’s own thing, and for that we’ve always seen that less than successful. Apple Computers analogies, Swiitch predictions, and yelling at...
We stand at the cusp of having to buy new consoles (maybe) to get the most of “core gamer lifestyle.” But is that worth anything?
No year-end navel gazing here. Just coasting the through the season on some user-submitted content.
We yell about class systems, job boards and mid-game specializations. Scott sneaks two tabletop rants in.
The Game of the Book of the Movie is finally out. We examine the peculiarities of confronting tie-in rpgs.
Sometimes the only winning move is not play, and then try to eke some trade-in value out it. The panel delves into what makes us...
The word ‘grind’ gets thrown around too often with a clear meaning. We spend an episode trying to unpack the term for our own benefit,...
Does spending money on games before they are out even make sense anymore? We delve into the business and cultural factors of the pre-order problem.
The panel tackles the nature of localization and the methods behind it.
When we look at a game, how much of what is not the game proper do we take into account. Or “I came to play,...
Looking at the 2016 release calendar we find ourselves faced with an unprecedented market saturation. We share our concerns about that fact.
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