09 – Loss

“The body I’ve lost… the comrades I’ve lost… won’t stop hurting… It’s like they’re all still there. You feel it, too, don’t you?”

Metal Gear Solid V: The Phantom Pain

You had it all. And then, in a fraction of a second, it vanishes. Poof, just like that. Maybe it was a mistake on your part, or maybe the universe conspired against you but the end result is the same: it’s not “there” anymore and it hurts like a truck. How can games recreate the sensation of losing something important – whether a character, an item or experience points. How do developers engineer that horrible feeling, or maybe even fail to do so?

In this episode, Roy and Thomas reminisce about their painful memories about gaming loss. Trigger Warning: Dark Souls babbling incoming.

Examples discussed: Pyre, Final Fantasy VI, Final Fantasy VII, DayZ, Baten Kaitos, Metal Gear Solid 3, Operation: Flashpoint, Yakuza: Kiwami

Games we’re playing: No Man’s Sky, Pyre, Hollow Knight

07 – Morality

“Lesser, greater, middling, it’s all the same. Proportions are negotiated, boundaries blurred. I’m not a pious hermit, I haven’t done only good in my life. But if I’m to choose between one evil and another, then I prefer not to choose at all.”
-The Witcher

No good deed goes unpunished. It might be true in real life, but in video games, being “good” might just be the key to gaining more experience, items or simply unlocking the best ending. Can you define “good” in a virtual environment where your actions do not hold any real consequences? Or maybe they do?
On today’s episode, Roy & Thomas reveal the best (or the worse) of themselves and discuss the tricky subject of morality in games.

Listening to this podcast will give you +5 karma points. Subscribing +30 karma points.

Examples discussed: Mass Effect, Shin Megami Tensei, The Witcher, Knights of the Old Republic, Fallout 3, Fallout: New Vegas, DayZ, Bioshock

Games we’re playing: Horizon Zero Down, VA-11 HALL-A: Cyberpunk Bartender Action