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A very silly self-guided tour through the history of videogames, from Advance Wars to Zork. Except chronologically. So it would be the other way around. Join Nate, Sebastian, and Ryan as they play a new game every other week and attempt to distill that game's essence.
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The end has come! Nate, Sebastian, Jordan, David, and Ryan all convene to discuss the games that surprised them on their seven-year podcast journey, the games from our chronology that they MOST recommend everyone try, and some games which we didn't touch on but which we couldn't finish out our tour without at least mentioning. Along the way, we're …
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Nate, Ryan, Jordan, and David gather for the last game on our whirlwind tour of game history -- Supergiant Games' 2020 rogue-like HADES, about a young god just tryin' to get out from his father's shadow. We discuss synergy, sexy deities, incredible jams, and the magic trick of a persistent narrative doled out in pieces in a run-based structure. Nat…
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Nate, Sebastian, Ryan, and Jordan gather to discuss KENTUCKY ROUTE ZERO, Cardboard Computer's surreal trip through an America haunted by debt, loss, regret, and hope. The first episode released in 2013, but our timeline places it at the journey's conclusion, which only emerged in 2020. We talk theater, symmetry, literature, and whether it's worth i…
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Nate, Sebastian, Ryan, Jordan, and David all convene to discuss DISCO ELYSIUM, ZA/UM's 2019 surreal detective adventure. We talk about evocative prose, political vision quests, and what kinds of cops we would be, if we were forced against our will to be cops. Nate fantasizes about being bench-pressed by China Mieville, Sebastian brings a cavalry sa…
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Nate, Sebastian, Jordan, and Brock gather to discuss PATHOLOGIC 2, the "open-world horror RPG" developed by Ice-Pick Lodge and released in 2019. We discuss brutality both thematic and mechanical, folk horror, and starving to death on the steppe. Nate becomes an evangelist for a game he wasn't sure he'd like, Brock gets to know his co-workers in the…
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Nate, Sebastian, and Jordan all gather to discuss RED DEAD REDEMPTION II, Rockstar Games' Western open-world epic from 2018. We talk the problematic circumstances of its production, the surprising subtlety of its storytelling, and the complexity of its systems and controls. Sebastian makes bold claims about Westerns, Nate gushes over the music, and…
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Nate, Ryan, David and Max all gather to discuss FORTNITE BATTLE ROYALE, the 2017 smash sensation that enthralled teens the world over. We discuss the game's quick pivot away from a PvE mode to chase a trend, its nature as "pop culture as a service," and how maybe, just maybe, we owe teenagers everywhere an apology. Ryan gushes about being able to u…
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Nate, Jordan, Max, and new guest Pamela gather to discuss THE LEGEND OF ZELDA: BREATH OF THE WILD, Nintendo's 2017 reinvention of the open-world genre. We discuss systems that interact with each other, memory and reimagination, and joyful discovery. Nate likes being in the dark, Jordan embraces his inner Dark Souls sicko on Eventide Isle, and Pam e…
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Nate, Sebastian, David, and newcomer Dan all convene to discuss SID MEIER'S CIVILIZATION VI, Firaxis's strategy masterpiece from 2016. We discuss the complex, layered systems, our favorite ways to let the game challenge us, and the problematic nature of tossing all the world's cultures into the same expansionist melting pot. Sebastian survives the …
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Nate, Sebastian, Ryan, and David all gather to discuss NO MAN'S SKY, 2016's procedurally-generated space exploration and survival game from Hello Games. We discuss the game's awe-inspiring trailers, its turbulent launch and reception, and the incredible strides it's made in the years since. Nate points out the importance of having two moons in the …
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Nate, Ryan, and David are joined by newcomer Jenn to discuss POKEMON GO, Niantic's AR-enhanced monster-collection extravaganza from 2016. We discuss how a live service game can change and evolve over a seven-year lifespan, the intricacies of catching pocket monsters, and how Eevee is just the darn cutest. Jenn relates a nice dream about what happen…
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Nate, Ryan, and David gather to discuss UNDERTALE, Toby Fox's RPG(?) from 2015 in which you do not have to destroy anyone. We discuss lo-fi aesthetics, the teenage desire to experience darkness in stories, and choices that matter. Nate keeps a Spider Donut for a convenient moment, Ryan commits some accidental murders, and David bristles at permanen…
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Nate, Sebastian, and Jordan gather to discuss UNTIL DAWN, Supermassive Games' 2015 horror adventure classic. We talk about branching narrative, the surfacing of information to the player (or the obscuration of it!), fiction which is genre-aware, and horny teens. Nate extols the virtues of 1999 cannibal thriller RAVENOUS, Sebastian marvels that a sl…
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Nate, Sebastian, Ryan, and David convene to discuss THE WITCHER III: WILD HUNT, a 2015 open-world RPG from CD Projekt Red which instantly became the benchmark against which other open-world RPGs were measured. We discuss renaissaince festivals, open-world bloat, and the difference between polish and Polish. Nate describes the game as "a Mass Effect…
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Nate, Sebastian, Jordan and Ryan all gather to discuss HER STORY, Sam Barlow's "database thriller" from 2015. We discuss the untapped potential of real acting in games, the joys of discovery, and how difficult it is to make a player feel like a detective without them getting lost. Nate recommends a way NOT to play the game, Sebastian takes too many…
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Nate, Ryan, Jordan, and Brock gather to discuss P.T., the "playable teaser" from 2014 which was delisted a few months after its release when the game it was a preview for was canceled before development really got underway. We discuss what a weird piece of ephemera this is in the story of videogames, jump scares, and hallways. Jordan admits to shri…
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Nate, Sebastian, Jordan, and David gather to discuss GONE HOME, Fullbright's first-person exploration game from 2013. We discuss the novelty of introducing new narrative genres to familiar mechanical interfaces, what the game inherits from its immersive sim predecessors, and spooky old houses. Jordan misremembers someone else's high school theater …
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Nate, Sebastian, and Ryan are joined by newcomer Chris Carr to discuss THE LAST OF US, Naughty Dog's grim tale from 2013 of a trip westward across the ruined United States amidst a fungal zombie plague. We discuss naturalistic dialogue, scrappy combat, and parallels to Children of Men. Sebastian praises the game's Western influences, Chris apprecia…
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Nate, Sebastian, Jordan, and Max all gather to discuss SPELUNKY, or at least the HD remake of it, the procedurally-generated platformer from 2012. We discuss the perils and promises of proc-gen elements in games, how dangerous complexity can arise from beautiful simplicity, and whether it's okay to use a pug to trigger an arrow trap. Nate relates s…
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Nate, Sebastian, Ryan, and Brock gather to discuss SPEC OPS: THE LINE, Yager's 2012 deconstruction of the military shooter genre. We discuss unreliable narrators, war crimes, and slammin' your back into some cover to shoot some guys. Nate watches Ryan commit a real Geneva Convention no-no over livestream, Sebastian wonders if the game doesn't sprea…
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Nate, Sebastian, and Jordan gather to discuss Telltale Games' THE WALKING DEAD, or at least the first season of it -- a resurgence of the adventure game genre and episodic storytelling. We discuss how episodic games mimic episodic TV, the difficulties with post-apocalyptic fiction, and the different ways in which player choice can affect the plot a…
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Nate, Sebastian, and Andrew convene to discuss JOURNEY, thatgamecompany's stunning example of minimalism and symphonic splendor from 2012. We discuss anonymity and fleeting, digital human interaction, "art" games, and how videogames are, at heart, about a little guy goin' around. Nate and Andrew share parallel experiences of finding solace in art g…
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Nate, Sebastian, Ryan, and David all gather to discuss THE ELDER SCROLLS V: SKYRIM, Bethesda's open-world RPG from 2011. We talk about big games, scrounging, and the mechanics of pickpocketing. Nate enjoys his first trip to Tamriel, Ryan calls people "milkdrinker," and Sebastian feels like maybe he's had enough Skyrim for one lifetime.…
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Nate, Ryan, and Jordan are joined by new guest Andrew Elmore to discuss DARK SOULS, FromSoftware's 2011 cult classic action RPG. We discuss difficulty versus approachability, grim fantasy aesthetics, and what it means for something to be called "the Dark Souls of [X]." Jordan gets lost in the narrative weeds, Ryan and Andrew discover a mutual love …
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Nate, Jordan, Ryan, and Brock gather to discuss AMNESIA: THE DARK DESCENT, Frictional Games' adventure-horror game from 2010. We jaw about disempowerment in horror, physics objects in games, and whether invisible monsters are scarier or not as scary as visible monsters. Nate talks about the fragility of interactive horror, Ryan gushes about Call of…
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Nate, Sebastian, and Jordan gather to discuss UNCHARTED 2: AMONG THIEVES, the second in Naughty Dog's globetrotting pulp adventure serial. We talk shooting many men, blockbuster games' desire to imitate blockbuster films, and cracking wise. Nate is excited to play a game with a protagonist that shares his name, Jordan wishes the enemies weren't qui…
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Nate, Ryan, and David are joined by new guest Kate Blue to discuss MINECRAFT, the global sensation. We discuss the incredible things folks have built in-game, the fastest ways to get to The End, and how the game is more than simple "virtual Lego." Nate feels like an old man, David explains why his Stardew Valley playthrough was cut short, and Kate …
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Nate, Sebastian, Jordan, and Ryan gather to discuss FAR CRY 2, Ubisoft's 2008 first-person shooter set in a mercenary playground somewhere in Africa. We discuss the game's emergent systems, how its politics compare to its contemporaries in the genre, and "engaging friction." Sebastian promises to get worse in the new year, Jordan nearly kills his P…
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Nate, Sebastian, Jordan, Ryan, AND returning guest Andrea all congregate to discuss MASS EFFECT, BioWare's space opera RPG from 2007. We discuss pushing yourself to grow as a player of games, the incredible worldbuilding lift the game accomplishes, and how the Mass Effect trilogy is a special product of its time and isn't likely to be replicated an…
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Nate, Sebastian, and Ryan gather to discuss CALL OF DUTY 4: MODERN WARFARE, Activision and Infinity Ward's cinematic shooter from 2007. We discuss the game's ugly politics, power imbalances, and fetishization of expensive military technology. Nate posits an "uncanny valley of virtual combat," Ryan dazzles with his encyclopedic knowledge of videogam…
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Nate, Sebastian, and Jordan gather to discuss SUPER MARIO GALAXY, Nintendo's cosmic trip from 2007. We discuss linearity vs. non-linearity in 3D level design, which powerups we hate (Spring Mario) and where the plumber could possibly go from here. Jordan checks in via FaceTime regularly with his friend Mario to check in on his mental health, Sebast…
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Nate and Ryan are joined by special guest Max Glenn to discuss PORTAL, Valve's puzzle-shooter gem from 2007. We discuss malicious AI, superb level design, and rethinking our relationship to 3D space. Nate has to explain the moral complexities of the Companion Cube to his kids, Max describes GLaDOS as "like if SHODAN were crossed with Clippy," and R…
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Nate, Sebastian, and David are joined by special guest Mark Soloff to discuss BIOSHOCK, 2K Games' pulp shooter from 2007. We discuss the game's critical reception, its incredible atmosphere, and how its politics look 15-odd years later. David posits the existence of "Jnco Splicers," Sebastian proposes a period-appropriate fan-casting of a filmic ad…
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Nate, Sebastian, and David gather to discuss DESKTOP TOWER DEFENSE, Paul Preece's Flash game from 2007. We discuss our experiences with Flash games in the heady days of the late aughts, playing tower defense mods for Warcraft III, and which tower defense games are worth revisiting. Sebastian revisits and unhealthy addiction to Nanaca Crash, David s…
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Nate, Jordan, Ryan, and Brock all gather to discuss WII SPORTS, Nintendo's 2006 pack-in that took the world by storm. We discuss why seemingly everyone and their grandmother (perhaps especially their grandmother) was bowling virtually, the legacy of the Wii as a console, and our own personal histories with sport. Nate reveals that his Wii was full …
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Nate, Sebastian, Jordan, and Ryan all gather (appropriately, as a foursome) to discuss GEARS OF WAR, Epic Games' third-person cover shooter and chainsaw extravaganza from 2006. We discuss the wealth of co-op games in the XBox 360 / PS3 generation, active reloads, chest-high walls, and why Marcus and Dom complete each other. Find out which Ninja Tur…
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Nate, Sebastian, and Jordan gather to discuss GEOMETRY WARS: RETRO EVOLVED, and the broader swath of games available on XBox Live Arcade. We discuss the sea change wrought by this new venue for digital downloads, all of the wild, weird titles put out by small teams, and Doritos: Dash of Destruction. Nate demands that someone bring back 1 vs. 100, S…
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Nate, Jordan, and Ryan gather to discuss GUITAR HERO, Harmonix and Red Octane's peripheral-enabled rhythm action game from 2005. We discuss the player as both performer and audience, the legacy and seeming absence of guitar games in 2021, and kicking your leg out into the air when you activate your star power. Nate reveals his sad freshman year of …
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Nate, Sebastian, Jordan, and Brock gather to discuss SHADOW OF THE COLOSSUS, Team Ico's sophomore effort for Sony Japan Studio, which released in late 2005. We discuss realism in animation, videogames as a particularly poignant vehicle for tragedy, and minimalism in design. Sebastian joins a climbing gym, Jordan gets miffed when people misspell his…
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Nate, Sebastian, Jordan, and David gather to discuss PHOENIX WRIGHT: ACE ATTORNEY, Capcom's courtroom adventure game from 2005. We discuss visual novel aesthetics coming to the West, linearity in adventure games, and how flawless pacing and a brilliant localization can carry a game so far. Sebastian leaves a traffic court judge speechless, David wi…
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Nate, Sebastian, Jordan, and Ryan gather to discuss -- or try to discuss, anyway -- NINTENDOGS and BRAIN AGE: TRAIN YOUR BRAIN IN MINUTES A DAY, two early titles from the Nintendo DS library. We talk about the unique features of the DS hardware, how Nintendo broadened the scope of who might buy a handheld gaming system, and some of the other DS gam…
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Nate, Sebastian, and Ryan gather to discuss GOD OF WAR, Sony Santa Monica's 2005 spectacle of violence and brutality. We discuss excessive nudity, stunted narrative, and flowing combat. Can a murderman like Kratos ever be redeemed, or is he doomed to continue endlessly brutalizing enemies with sick finishing moves? Ryan has what he describes as "th…
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Nate, Sebastian, Jordan, and Ryan gather to discuss RESIDENT EVIL 4, Capcom's survival horror reinvention from 2005. We rag an awful lot on the corny storytelling of a game we love, discuss the many games influenced by RE4's perspective change, and marvel at the subtlety and effectiveness of the game's adaptive difficulty. Nate explains how much be…
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Nate, Sebastian, Ryan, and David are once more joined by friend of the podcast Reb Valentine, this time to discuss WORLD OF WARCRAFT, Blizzard Entertainment's massively successful MMORPG from 2004. We discuss all the different ways a player can approach a game, and how WoW offers folks dozens of different ways to engage, from social to anti-social.…
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Nate, Sebastian, and Jordan gather to discuss HALF-LIFE 2, Valve's 2004 sequel shooter with a gun that throws heavy objects. We discuss the limits of narrative in first-person shooters, the shifting boundaries of the uncanny valley, and how every NPC in the game can't stop talking about what a big, strong man Gordon Freeman is. Nate admits to final…
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Nate, Sebastian, Kari, and Lucy gather to discuss KATAMARI DAMACY, Namco's quirky rolling ball extravaganza from 2004. We try to communicate in a conversation the unique aesthetic and exuberant mood of one of the best, purest games of all time. We discuss scale, the sorting and categorizing of Earth's many things, and the King of All Cosmos as an a…
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Nate, Sebastian, and David gather to discuss BEYOND GOOD & EVIL, Ubisoft's 2003 adventure game about uncovering a government conspiracy through the power of investigative journalism. We discuss the early-aughts "Titan A.E." sci-fi aesthetic, clumsy but good-hearted attempts at multiculturalism, and how weird it feels to have a populous roused to re…
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Nate, Jordan, and Ryan gather to discuss PRINCE OF PERSIA: THE SANDS OF TIME, Ubisoft's 2003 time-rewinding parkour extravaganza. We discuss the game's similarities to ICO (a game we covered earlier this year), the superb level design, and how the titular Prince reads as quite a bit creepier in 2020. Ryan lauds how influential the game's combat see…
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Nate, Sebastian, Ryan, and David all gather to discuss STAR WARS: KNIGHTS OF THE OLD REPUBLIC, BioWare's 2003 RPG epic set a long, long, LONG time ago in a galaxy far, far away. We discuss RPG combat systems, moral choices, and the pleasure of new looks at familiar terrain. Ryan gives us a peek into the history of Star Wars tabletop games, Nate pos…
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