Home Artists Posts Import Register
The Offical Matrix Groupchat is online! >>CLICK HERE<<

Downloads

Content

Guest host and frequent dirtbag Colin AKA MoxBagel keeps the panel in order as they discuss the definition of “visual novel,” fighting games, and, finally, Fortnite.

Questions this week:

  1. What is your “The Last Starfighter” game? (05:20)
  2. How would you redesign pinball to be more of a 30 minute experience than a five minute experience?(11:25)
  3. What fighting game has the most creative single player campaign?(18:57)
  4. If Capcom made a Mega Man Legends every year since 1997, what would it be like now? (24:43)
  5. What game would have flourished with the amount of post-release support that No Man’s Sky has? (32:26)
  6. What is your favorite novel gameplay mechanic or moment in an otherwise unremarkable game? (40:23)
  7. What is the best video game to play in fifteen minute sessions? (47:17)

LIGHTNING ROUND: World of Lords (54:22)

A SMALL SELECTION OF THINGS REFERENCED:

Recommendations:

Frank: Metroid Prime: Remastered, the DigitalFoundry video on Metroid Prime Remastered

Brandon: When buying coconut milk and other coconut products, watch out for companies that use monkey slaves. Go to Digikey.com for purchases of electrostatic bags. Stick the stems of limp vegetables in water to refresh them.

Colin: The Taste of Tea (2004)

DIRTBAGS: You can submit your questions to the show using this form. And, thanks!


Comments

golok

mox!!!!

Anonymous

YEAAAAAAH

MVB

I think it's cruel we make game critics think about visual novels because they're actually a kind of ebook. (Also Japan doesn't use the term "visual novel", on the other hand they call a lot of them "adventure games" even if they don't got gameplay. You knew that though.)

Clancy Bundy

The question was “fighting game”… so I’m gonna humbly put DEF jam fight for New York in the running for the best fighting game with a creative single player experience

Clancy Bundy

You get to go to the gym and learn new move sets from Henry Rollins, your fighting style metamorphs as you pick up different archetypes, Snoop Dogg sets Danny Trejo on your ass, levels have MK style environmental hazards (subway insta kill), all while you’re continually earning cash to augment your custom fighters looks. Carmen Electra will even fight your girlfriend to be your girlfriend (and you play as your girlfriend)… It’s incredibly tasteless in that “Fast &amp; the Furious”, Ludacris-era way… but it coalesces into a pretty darn fun fighting game with an above average story. *Side note: Tim was kinda right. Cranston did the voice over of a couple side bosses in Power Rangers, just not Zordon.

Dustin Reno

Great work guest-hosting, MoxBagel! This was a fun episode with some fun questions to consider. Not sure if I would still hold as much of a positive opinion now, but I remember enjoying Never Dead much more than the general sentiment around it seemed. The mechanic of having a character that could be sliced apart and leaving you playing as a head while trying to piece yourself back together during enemy encounters amused me greatly. The game itself isn't especially clear in my memory, so I think that works well enough for the prompt!

Andrew O.

In Sega's classic Virtual On, the arcade cabinets were "remotely operating" the Virtualoids. The cabinets were made as backups for lack of pilots and half the game is training for the mission on the moon. Also, I have fond memories of Street Fighter Alpha 3's World Tour mode. Dang shame it was excluded from the collection.

insert credit

(brandon:) the director, shinta nojiri, was very nice - he was kojima's right hand for ages, but konami made him in charge of the "international" projects suddenly, and he couldn't reach an accord with the studio on neverdead, and was really disappointed with the final product. I haven't played it yet for this reason but I've wanted to since 2007 or whenever! I will do it soon!!

Dustin Reno

That's too bad. Definitely not a situation anyone wants to find themselves in. It sure was a game with a lot of ideas with some better or more realized than others. Hopefully they and their team are able to look back on it now fondly and feel proud they got it made and out there! I should take another look at it again, been a very long time.

Zack Daigle

Ladies and gentlemen, this is Tobal Number 2!

Waltimedes

Yeah Mox!!

gaijinking

It's always extra exciting for me to hear a pinball topic on the show, since you guys seem to actually show an appreciation for it, unlike some retro video gaming podcasts I listen to. For me, one of the things that I love most about real pinball is that game times are generally short &amp; satisfying. I like that I can play a handful of quick games and leave wanting more, rather than feel overwhelmed by the serious time commitment most other forms of gaming requires. I would also say that when I play in league, with 4 players, there are a handful of games that are notorious for extra long ball times, like Stern's Lord of the Rings, that I actually go out of my way to avoid choosing. In multiplayer pinball, there's nothing worse than being up to play after someone has a really long ball and a huge score above yours. However, maybe in a home setting, since the collector market is what seems to be keeping pinball manufacturing alive today, players do want depth that they can constantly dig into and chip away at. But 30 minutes of keeping the ball alive can be exhausting, especially for a single player. As far as pinball in the arcade that makes me want to walk away mid game, I think Data East pinball may be resposible for much of this. In the mid 90's when pinball was still competing for quarters in the arcades, some DE games would "reward" novice players with a guaranteed multiball on the 3rd ball, along with an extended ball save. Which, I think did more to confuse novice players than encourage them. Brandon, I'm curious what you thought of Aliens pinball? It's known for being a brutally difficult game. The game most frequently displays a "You have failed!" message for even seasoned players.

insert credit

(brandon:) I think I'm probably too much of an amateur to feel the brutality? to me it seemed pretty standard, maybe it gets tougher at higher levels? but I should say with my wrist still being injured I only played two games before I realized it was a really bad idea. each game lasted a few minutes which seemed good enough for me? I will say there were some shots I wasn't sure I'd ever be able to make except through luck, if that's what you mean - some real tough angles on there. but in terms of just playing around, I didn't find it particularly punitive.

gaijinking

sorry to hear that your wrists are still bothering you. That sucks. Maybe this was really a loaded question, since I worked on that game. I did all the animations &amp; analog CRT looking motion graphics for the LCD scoring display. But I guess I'm glad you didn't have anything too harsh to say about it. LOL! FYI all the original music and sound effects on the game were done by the legendary David Thiel, who is best known for creating Q*Bert's memorable swearing sound FX.