“Hey, bring some more soda!” “Sir, I think you’ve had enough sugar today.” -Chrono Trigger (US localization)
After a long stressful week, you’ve earnd this beer! *gulp* Oops, you just earned yourself a -5 Constitution debuff. Alcohol is a tricky subject in real life and it’s even trickier in video games. How do you represent it? How far will censorship go to blur the line? How can game designers offer us a different perspective on our most intimate poison? Today, Big Words introduces a more lively and active dialog between its two hosts as they discuss alcohol, on the screen and in front of it. 100% hangover-free.
Examples discussed: Phantom Brave, Red Dead Redemption, Catherine, Grand Theft Auto V, VA-11 HALL-A: Cyberpunk Bartender Action, The Witcher, Yakuza
Games we’re playing: No Man’s Sky (Pathfinder Update), Undertale, Nier: Automata
“In my restless dreams, I see that town…” -Mary (Silent Hill)
You arrive at a new town in an RPG. Do you B line for the weapons shop to scoop up that new sword and be on your way? Or do you linger? Take in the sights. Talk to some NPCs. Enjoy that one song you can hear only here. Learn what makes the town tick. What are the elements that make a town or city feel memorable in games? We try to name a few of our favorites.
“A beginning is a very delicate time.” – David Lynch’s Dune
Contemplating the recipe for an impactful start to some of our favorite games seems like a fitting place to begin “Big Words”, a podcast devoted to breaking down our favorite aspects of games. Plot exposition, tutorials, learning your environment… It can be a lot to take in for any first-timer. With this in mind, we hope you show us the same level of patience you might when starting out and an adventure of your own.
Examples discussed: Final Fantasy X, Final Fantasy VIII, SMT III: Nocturne, Deus Ex, Demons’ Souls & Dark Souls
Games we’re playing: Don’t Starve, DOOM, Resident Evil VII