This episode was recorded AFTER our Spoiler Warning session this week, but it’s being released first. We were a little tired and a couple of hosts short by the time we got to this point.
1:00 Shamus is playing Elder Scrolls Online and EVE Online.
28:00 We move on from EVE and talk about space games more broadly.
Like I said in the show, there are a lot of space games on the way. Check it out: Blockade Runner, Elite: Dangerous, Felix Vast, Kerbal Space Program, Kinetic Void, Limit Theory, The Mandate, No Man’s Sky, Pulsar: Lost Colony, Rodina, Space Engineers, Star Made, Starbound, Star Citizen, and Starpoint Gemini 2.
Did I miss any?
34:00 Chris is playing Call of Juarez: Gunslinger.
We only cover this briefly. Not because there’s nothing to talk about, but Rutskarn already went over this a couple of months ago.
38:30 Chris is also playing The Bureau: XCOM Declassified
Here’s the rant (and comic) that I wrote about this game way back in 2010, when it was still in development. Here’s the Polygon Article Chris mentioned: The many faces of the bureau: xcom declassified: from 2006 to 2013
This conversation got sidetracked into…
43:00 Another Mass Effect rant? Really? REALLY?
I blame Chris.
We talk about Tomb Raider: Definitive Edition and about Steam Early Access program and the difficulties of defining when a game is “done”.
Request: When you send us a question (the address is in the splash image at the top of the post) please put “Diecast” in the title so Josh can find them when we finally get around to reading them.
I Was Wrong About Borderlands 3
I really thought one thing, but then something else. There's a bunch more to it, but you'll have to read the article.
Starcraft: Bot Fight
Let's do some scripting to make the Starcraft AI fight itself, and see how smart it is. Or isn't.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
In Defense of Crunch
Crunch-mode game development isn't good, but sometimes it happens for good reasons.
A Telltale Autopsy
What lessons can we learn from the abrupt demise of this once-impressive games studio?