Writing on Games
Is Hitmans Episodic Nature Actually Beneficial to the Game? - Writing on Games
updated
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Ever since the Game Awards, I've seen a lot of people curious about how similar the recently revealed Armored Core 6: Fires of Rubicon was going to be to developer From Software's Souls games, mainly because Elden Ring was so successful, and partially because Armored Core has never quite reached that level of mainstream appeal. I was one of those curious people, and so I decided to play each numbered Armored Core entry as well as a few of the spin-offs, to get an idea of what this series is all about.
With its weighty combat, extensive customisation options and compelling worldbuilding that I'm sure had an influence on the Souls games, it has been a while since a series has engrossed me quite like this. In this series retrospective/Armored Core analysis, let's talk about why you should be excited for Armored Core.
0:00 - Intro Plug
0:17 - The Rebirth of Armored Core and the Fires of Rubicon
8:34 - Armored Core's Systemic Dystopia
18:50 - Armored Core is really, really fun
27:21 - Armored Core 2
36:10 - Armored Core 3
42:11 - Armored Core Nexus and Silent Line
48:10 - Armored Core 4
55:40 - Armored Core For Answer
1:05:56 - Armored Core V
1:14:02 - Armored Core Verdict Day
1:16:17 - Will Soulsborne Players Enjoy Fires of Rubicon?
1:22:05 - Outro
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Thumbnail by HotCyder - http://twitter.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
This video is spoiler-free (bar one very light plot point from the first twenty minutes briefly brought up at around the five minute mark, click to 5:21 to avoid it).
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Forspoken has so, so many problems. For so, so many hours, its characterisation and dialogue seems downright irredeemable. Its combat systems feature so much extraneous fluff, all hampered by an unhelpful camera. Protagonist Frey is occasionally finicky to control, and her incessant banter with her travel "buddy" Cuff is unbelievably cringey. But just leaving it at that isn't what we do here on this channel—is there anything to like about Forspoken? Maybe? I think? Even if the answer is yes, you sure have to dig through a lot of unnecessary nonsense to get to it. And that's what I'm attempting to do in this review of Forspoken.
0:00 - Intro
0:12 - It took me a long time not to hate Forspoken
1:28 - The problems with Forspoken's dialogue and characters
5:30 - The gameplay
6:55 - Endless systems
7:48 - It's all needless fluff
8:51 - Why I don't hate Forspoken anymore
12:00 - Even Frey isn't all bad
13:59 - Forspoken is Final Fantasy XV
16:22 - Outro
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Text intro by Isaac Holland - http://twitter.com/drazgames
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2022 was the year I started living again—of course, this was always going to have an effect on how games as a whole resonated with me. As such, this list probably won't be structured how you expect, but that's the fun of this kinda thing, right?
Will Elden Ring take the crown? Did God of War Ragnarok or Horizon Forbidden West impress me to the point that it made the list? What the hell is Vampire Survivors? Only one way to find out—join me as I list out the Writing on Games Top Five Games of 2022!
Channels shouted out:
@inframeout
@LambHoot
XCommanderless VODs - youtube.com/@tehstreamerer4895
@Tehsnakerer
@hotcyder
@WebstersYouTube
Bullet Time Podcast - youtube.com/watch?v=Vc-f2S12dG8
@GMTK
@VideoGameAnimationStudy
@VideoGameStoryTime
@ArtistMarkFlynn
Also feel like I should credit Tom Scott for the line "history is fractal" I use when discussing Pentiment. Saw him use it in a couple of his vids and the phrasing really stuck with me.
TIMESTAMPS
0:00 - Intro
6:24 - Game 5
11:22 - Game 4
17:27 - Game 3
22:03 - Game 2
27:57 - Honourable Mentions
34:46 - Game of the Year 2022
45:03 - Creator Shoutouts
50:11 - Outro
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Text intro by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
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I like to think of myself as pretty au fait with all things video games, but recently I watched something that truly reminded me of how I'm getting older; of how quickly time is marching forward, and how I'm losing touch with a medium I love. On a recent family trip, I watched my nephew play a match of Fortnite—a game that has changed so much in the years since I last played it, that I could barely tell what I was looking at.
Rather than make me sad though, this got me thinking about all kinds of things—the potential for games to help people bond; the wild path of this industrial titan of a video game; how my parents felt watching me play games like Metal Gear Solid as a kid and the mechanical abstractions within; the dangers of growing up with games like Fortnite, hellbent on getting you to buy your way to popularity, and how my experience with similar crazes might help guide my nephew through the scarier aspects of this industry. Let's talk about how this daft game sent me into an existential spiral, and reminded me how much I love this medium.
0:00 - Intro
0:21 - Getting older and video games
2:44 - The rapidly shifting nature of Fortnite
3:48 - Old man can't make sense of Fortnite
5:19 - Building in Fortnite is WILD now
7:19 - The match's explosive finale
8:36 - Old man is no match for John Wick
9:40 - How did my parents feel watching me play games?
11:03 - I don't understand, and why that's thrilling
12:37 - What were the crazes of my own youth like?
13:26 - The darker side of Fortnite
15:31 - Conclusion
16:18 - Outro
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Thumbnail by hotcyder - http://twitter.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
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FEATURE REVEAL MENTIONED IN DESCRIPTION, DON'T READ IF YOU WANT TO FIND IT FOR YOURSELF
Playing as Atreus in God of War Ragnarok absolutely rules. Now that God of War Ragnarok has been released, I finally get to analyse/discuss a feature I couldn't talk about in my original review—analysing a reveal that not only surprises from a gameplay perspective, but ends up marrying Ragnarok's mechanics and narrative/story themes (especially to do with Atreus and his relationship to Kratos) in a way that elevates it above 2018's game for me—it's the fact that you now get to play as Atreus. Let's break it down why the ability to play as Atreus is so narratively important, in this story/spoiler analysis of God of War Ragnarok!
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Ratchet and Clank Rift Apart Clank footage from Trophygamers - youtube.com/watch?v=G_d2QF4VpkY
Text intro animation by Isaac Holland - twitter.com/drazgames
#godofwarragnarok #godofwar #atreus
0:00 - Intro/housekeeping
0:09 - Dancing around Ragnarok's new secret
0:31 - God of War Ragnarok's new gameplay feature
1:24 - Playing the sidekick
2:49 - Playing as Atreus kinda rules
3:56 - Not just the sidekick anymore
4:56 - The teenage experience as gameplay
7:20 - Atreus and Kratos are lost without each other
8:53 - In controlling Atreus, Kratos loses control
10:00 - Outro
In this review/analysis of God of War Ragnarok, I discuss my previous, not-so-favourable biases towards the 2018 sad-dad continuation of the God of War timeline... which is why it's so surprising to me that, having spent dozens of hours with its sequel God of War Ragnarok, I've enjoyed said sequel a whole lot. In this review/analysis, let's break down some of the themes and characters (minus spoilers of course), the combat and the game's beautiful world that led me to this conclusion.
God of War Ragnarok releases on November 9th for PS5 and PS4.
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0:00 - Intro/housekeeping
0:24 - Acknowledging my negative biases
1:40 - Why did I end up loving Ragnarok?
2:34 - An evolved father son relationship
6:41 - God of War Ragnarok is BEAUTIFUL
7:37 - DualSense implementation
8:34 - Combat
10:11 - God of War Ragnarok isn't perfect
10:37 - The RPG and stat game isn't great
12:16 - Pacing issues
14:19 - God of War Ragnarok is messy, like family is messy
16:56 - So how did God of War Ragnarok win me over?
17:50 - Outro
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Text intro by Isaac Holland - twitter.com/drazgames
#godofwarragnarok #godofwar #ps5 #godofwarragnarokreview
Support the show on Patreon - http://patreon.com/writingongames
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Call of Duty Modern Warfare 2 is back, baby, and I'm here to talk about it. Despite a couple of missions that serve as series highlights thanks to their emphasis on flexible gameplay over its trite narrative, Modern Warfare 2's otherwise lacklustre campaign fails to sell a narrative that's as nonsensical as it is downright hypocritical. In this analysis/review of the Call of Duty Modern Warfare 2 (2022) campaign I discuss how, in the game's skewed view of what it means to be "critical of war," as with 2019's predecessor, the ends always (apparently) justify the means.
0:00 - Intro plug
0:11 - "De-escalation"
2:33 - Don't worry, you're still the Good Guys
3:53 - MW2 takes itself too seriously
5:14 - Most missions are dull too
6:44 - Breaking down the best mission in the game (Recon By Fire)
9:19 - Actual, subtle storytelling
11:21 - The other good mission in the game (Alone)
12:50 - The worst mission in MW2
14:23 - MW2 is less gritty conflict, more Crash Bandicoot
15:26 - Outro
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
#callofdutymodernwarfare2
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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After playing through IMMORTALITY, trawling through and analysing its hours of filmed footage relating to the life and times of promising young actress Marissa Marcel, I'm not sure I'm any closer to answers to the questions it made me ask. As with Sam Barlow's other work, however, the answer is never the point—very few artistic works have gotten me to question the very nature of art itself like IMMORTALITY has. If that's not high praise, I don't know what is. It's short, amazing and on Game Pass—play it.
Her Story was the game that ultimately started this channel back in 2015, so it feels nice to talk about Sam Barlow's latest release.
0:00 - AN AUTEUR WARY OF AUTEURS
2:57 - MECHANICAL STORYTELLING
5:12 - DESTABILISING HORROR
8:19 - AN IMPERFECT GAME
9:10 - THE "CORRECT" REALITY
11:20 - ART, CONTROL AND YOU
14:33 - WHAT HAPPENED TO MARISSA MARCEL
15:25 - A SINGULAR VISION COLLABORATED UPON
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Thumbnail by Hotcyder - http://twitter.com/hotcyder
Text intro animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
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This is a review/analysis of The Last of Us Part 1, the remake of the 2013 classic, is contentious not only for its high $70 price point for an already-remastered game released less than a decade ago, but developer remarks stating that the upgrades would merely be visual and technical in nature—its panicked stealth action gameplay would remain untouched. However, when so much of the original The Last of Us' narrative strengths lay in Naughty Dog's unparalleled technical prowess in facial animations and the like, with said technical upgrades being so substantial in nature, they fundamentally alter how you experience that still gripping narrative. If you can (and there are valid reasons why you might want to hold off), this is now the definitive way to play The Last of Us.
0:00 - The Last of Us is defined by its tech
1:25 - The $70 backlash
2:31 - Next-level facial animation
3:53 - Tech changes how you play
4:48 - DualSense implementation
6:21 - Graphical fidelity
7:06 - No really, the facial animation is unbelievable
8:25 - The personality of environments
9:06 - Why you shouldn't buy The Last of Us Part 1
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Extra footage from Marvelous Man - youtube.com/watch?v=yfgImAiCXdo
Intro text animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
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For many reasons, the many attempts to adapt Tekken to another medium outside of games have ranged from boring to downright unwatchable. Enter Tekken Bloodline—a six episode anime recently released on Netflix that attempts to solve the franchise's key problems, and ends up being just as fascinating for its failings as it does its successes. In its telling of the Jin Kazama backstory and the King of Iron Fist Tournament of Tekken 3, Tekken Bloodline illustrates the potential for future iterations to bring life to the wild lore of this fighting game behemoth, but perhaps at the expense of actually realising that potential itself.
0:00 - There has never been a good Tekken adaptation
1:30 - What is Tekken Bloodline?
3:30 - What's up with Bloodline's shadows/visuals?!
5:09 - The personality and storytelling of Bloodline's combat
8:04 - Framing the tragedy of Jin Kazama
10:54 - Tekken Bloodline's biggest problem
12:38 - The wasted potential of Tekken Bloodline's other characters
14:44 - Can there be a truly great Tekken adaptation?
15:29 - Who is the intended audience of Tekken Bloodline?
17:49 - Outro
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Thumbnail by HotCyder - http://twitter.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
#tekkenbloodline #tekken8
Support the show on Patreon - http://patreon.com/writingongames
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I recently got the chance to play through and analyse Spider-Man Remastered on PC, four years after the original PS4 release in 2018 blew me away with the focus of its open world design—a rarity in the genre. Not only was it a blast to play, but this focus meant that every single element of the game was used to convey some element of Spider-Man/Peter Parker's character, right down to the load screens—which now, thanks to SSDs and the PC release, some players might never see. Thankfully, as this analysis/review will go into, Spider-Man Remastered is so mechanically and narratively robust that, even four years later, it remains a high watermark for not just open world design, but Spider-Man as a whole.
A WORD ON SPOILERS: This Spider-Man Remastered analysis discusses certain plot points and characters (including DLC), so viewer discretion is advised. Maybe play the game then come back if you want to go in blind.
0:00 - Intro
2:40 - Spider-Man Remastered Absolutely Rules
3:34 - Completion
5:48 - Storytelling Through Combat
8:57 - The Crushing Inevitability of Doctor Octopus
11:22 - The Emotional Rollercoaster of Act 3
13:53 - Mary-Jane Watson
14:25 - The Unbearable Stealth Missions
15:46 - DLC: The Good!
17:56 - DLC: The Bad!
19:35 - Was Spider-Man Always Good?
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Thumbnail by HotCyder - http://twitter.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Hitman GO is a game that, on paper, shouldn't work. It takes a series known for the freedom of approach it offers players, and instead opts for the rigidity of a grid-based board game format... on mobile no less! And yet, against all odds, Hitman GO manages to capture almost every aspect of what makes Hitman the series it is today—a fact made all the more impressive given the context of its production and release. Let's talk about why you should take this overlooked gem seriously!
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Twitch - http://twitch.com/writingongames
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Elden Ring is, deservedly, widely considered to be the peak of developer From Software's creative output—featuring the most fluid combat and the most densely packed, deeply interconnected world yet. This got me thinking—with these obvious refinements, wouldn't it be fairly difficult to go back to the early days of this franchise, with all the clunkiness (both technical and inherent to the game's design) that comes with it? Well, I decided to go back to 2011's Dark Souls—analysing boss and world design, levelling, combat mechanics, etc.—to find out. Interestingly, it turns out that while both games share obvious visual and mechanical DNA, they could not feel more different from one another—a revelation that has further complicated my views on both an old favourite, and a new classic.
0:00 - Intro
0:22 - Context
1:50 - Why I went back to Dark Souls
4:51 - The evolution of speed and aggression
7:43 - Stamina
9:57 - Tactical play and i-frames
11:33 - Boss battles
13:28 - "Playing the right way" and exploits
16:31 - My problems with Elden Ring's bosses
20:17 - The problem with more options
22:11 - Elden Ring's late game
23:48 - Gaming the numbers
27:11 - Exploration, world design and purpose
34:50 - Bonfires and Lost Grace
36:48 - Elden Ring is shockingly streamlined
37:51 - Conclusion
39:25 - Outro
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Thumbnail by hotcyder - http://twitter.com/hotcyder
http://youtube.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Twitch - http://twitch.tv/writingongames
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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This video is a follow up on my initial review of Gran Turismo 7—what I initially thought of as one of the best racing games of all time, only for the game to actually release and suddenly its hellish microtransaction/always online nature was revealed to everyone (pre-release critics included), in a way that catapulted any goodwill they'd built up into the sun. That said, given the statements made by the game's director, combined with the game's obsessive dedication to every aspect of the car ownership experience, there is a throughline to be drawn to where the game currently is now. To be clear, this is not a defence of this exceedingly stupid, broken economy, but to say the situation emerged from sheer money-grabbing malice might not be telling the whole story.
Review copy of Gran Turismo 7 provided for PS5 by PlayStation.
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Thumbnail by hotcyder - http://twitter.com/hotcyder
http://youtube.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
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The original Judgment was my game of the year in 2019, but with its standalone nature largely solving the internal struggle of its protagonist Yagami, I felt like last year's Lost Judgment was left searching for that human anchor to ground the wild events of its plot. Well, after playing through the recently released Kaito Files DLC and becoming utterly engrossed with it, it's clear that the answer was staring us in the face all along—the titular Masaharu Kaito. In this analysis, let's talk about the hidden depths of this burly ex-yakuza's character, and why he may have been the series' biggest strength all along.
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#sponsored #lostjudgment #kaitofiles #yakuza #sega
0:00 - Intro plug
0:22 - The Most Exciting Discovery in Elden Ring
2:00 - The Interconnected Open World... but Massive
4:19 - The Importance of the Erdtree
6:04 - Elden Ring's Size Tells a Story
6:51 - Exploration is Still Tense
8:14 - The Sightseeing Tour of Elden Ring
9:10 - Outro
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Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
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Animated text intro by Isaac Holland - http://twitter.com/drazgames
Gran Turismo has had a pretty rocky go of it the last couple of console generations, going from racing powerhouse on the PS1/PS2 to fading curio on the PS3/PS4. Now the series is back with its first numbered entry in almost a decade on the PS5, and while it may not quite be the visual powerhouse you'd expect from a flagship console racing game, its still unbeatable sim-racing action combined with all the straight-faced zaniness you've come to expect from a GT experience. Let's talk about all this in my review/analysis of Gran Turismo 7!
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
Fighting game stories are immensely daft, none moreso than Tekken's—a decades-spanning spiral of Heihachi and Kazuya Mishima throwing each other into volcanoes, and bodyguard bears doting after pandas. But it's the dedication to its wild lore over seven numbered entries, the pace at which you uncover said lore in its amazing ending cutscenes, and the series' consistent willingness to mess with our ideas of canon, that all elevate Tekken's story above most other games in its genre—weaving a tapestry that's equal parts hilarious, campy, heartfelt and mysterious. Time to join the King of Iron Fist Tournament—enter the Tekken.
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0:00 - Intro
1:19 - Explaining the Tekken timeline
2:59 - How Tekken is different
3:42 - What if Kuma wins the tournament?!
4:59 - Tekken is a choose-your-own-adventure
6:20 - The Paul timeline
7:14 - The tragedy of Wang Jinrei
8:14 - Tekken is far from perfect
8:38 - The failure of Tekken 7
9:29 - The Mishimas are not sympathetic
10:36 - Conclusion
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Text intro animation by Isaac Holland - http://twitter.com/drazgames
Extra footage from videogamedunkey, The Gaming Restoration and THE MXG PLAYER. Thanks a lot!
#tekkenbloodline #tekken8
Going into this review and analysis of Horizon Forbidden West I expected nothing from the upcoming open world game, having been so burned out on the genre and Sony's big budget prestige cinematic action titles in equal measure. At some point in the review process, however, something clicked and I had to make and abundant beauty, Horizon Forbidden West ended up rekindling my love of a genre—the most enthralling open world I've played since Breath of the Wild. Let's talk about it in this review/analysis!
Horizon Forbidden West releases on 18th February for PS5 and PS4.
0:00 - Is it pointless to review Horizon Forbidden West?
1:52 - The moment it clicked
3:23 - Mechanical freedom and BotW influence
4:28 - Forbidden West is jaw-droppingly gorgeous
5:07 - The wonder of going off the beaten path
6:14 - The beauty of getting lost
7:23 - Worldbuilding through mechanics
10:36 - The problems with HFW's story
12:40 - Your own stories are more interesting
13:45 - Conclusion/an astounding achievement
15:09 - Outro
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Support the show on Patreon so I can keep making these videos - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Text intro by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Hitman 3's VR mode is about as far from an ideal or even competent PCVR experience as you can possibly get, but despite its vast array of problems, it might very well be the most Hitman version of a virtual reality mode I could possibly imagine. In this analysis, let's talk about my love/hate relationship with Hitman's weird, fascinating virtual reality mode.
Timestamps:
0:00 - Hitman 3's second catastrophic launch
2:35 - The many, many problems with Hitman VR
7:42 - ...why I still enjoy Hitman VR
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
When PR for developer NotGames' Not For Broadcast reached out to see if I would make a dedicated paid video on their game, I was sceptical for a number of reasons. That is, until I realised they basically wanted me to check out the game and create a normal video. Not simply promotion, no pressure to spin anything, complete freedom of opinion—not only does this speak to a real confidence they have in their game, it's fitting for a title whose outward wackiness cloaks a much more measured examination of the insidious nature of dystopia and governmental control than you might expect.
I say all this because, after playing, there's a part of me that wishes I wasn't being paid so I didn't have to couch my genuine positive opinion in all this disclosure stuff. Take this with whatever grain of salt you have to. I strongly encourage you to seek out other coverage of the game as well, or hell, try out the free prologue for yourself. Either way, I was not expecting to love Not For Broadcast quite like I ended up doing. Let's talk about why.
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Timestamps:
0:00 - Intro/disclosure
1:19 - Mechanical storytelling
4:03 - Story and tone
6:59 - The nature of dystopia
9:24 - Outro
Intro text animation by Isaac Holland - http://twitter.com/drazgames
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It didn't feel right plugging the Patreon at the end of a video like this, but if you do want to support my other work you can do so here: http://patreon.com/writingongames
In revisiting Red Dead Redemption 2 recently, I found myself shocked at how little I was following the main plot this time around. Instead, I found myself spending hours and hours just wandering the plains of this open world—immersing myself in the most minor of side missions, the smallest of tasks, gleefully seeking out any minor encounter I could and loving every minute of it. The reason? The stakes in these scenarios was usually so much higher than anything found on the critical path—massive amounts of effort could amount to nothing—and this ended up speaking to the absurdist brutality of this world in a way that I found incredibly compelling. That is to say, in order to win, sometimes you've gotta lose.
TIMESTAMPS:
0:00 - Sponsor
1:03 - A Story of a Bear
3:03 - Losing a Winning Mission
5:14 - Subverting Open World Mission Design
6:27 - The Absurdist Chaos of RDR2's World
8:24 - Is RDR2 Frustrating?
9:03 - Sometimes to Win, You've Gotta Lose
10:57 - Outro/Thank you!
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Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
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Raz's video on frustration in RDR2 - youtube.com/watch?v=xMNTNDRcQJI
Text intro by Isaac Holland - http://twitter.com/drazgames
An update reflecting on some of the most fun I've had making a video in ages, how it highlighted to me just how exhausted I am with the platform and the surrounding nonsense one has to deal with to keep the lights on (namely sponsors), if there is a future in all of this, the unhealthiness of working seven days a week, and how you can help things continue.
TIMESTAMPS
0:00 - Intro
1:59 - Why I'm tired of YouTube/sponsors
4:55 - Is there a future in this?
6:46 - My vision for the channel
7:20 - What's in it for you!
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If you don't feel like pledging to me, here are a few other creators you might want to check out and support financially:
HeavyEyed:
youtube.com/channel/UCutGiN7c5-CEFwm_ccixR3g patreon.com/heavyeyed
In/Frame/Out:
youtube.com/channel/UCJxAk5DKwJFwaFGT1BY2V5w patreon.com/inframeout
Lambhoot:
youtube.com/user/LambHoot
patreon.com/LambHoot
Liam Triforce:
youtube.com/user/Darkmario1LPs
patreon.com/liamtriforce
minimme:
youtube.com/channel/UCPIBtu2SBuW_VFHwKwDOtYg patreon.com/minimme
eurothug4000:
youtube.com/c/eurothug4000
patreon.com/eurothug4000
There are plenty of others of course and I couldn't possibly fit them all here, apologies to those I missed!
Support the show on Patreon - http://patreon.com/writingongames
Check out the podcast where we just posted 10 hours of our own GotY deliberations! http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Well, another year, another Game of the Year roundup. Found it pretty difficult to get excited about many big releases this year, but the ones that did speak to me, really spoke to me. So prepare for twists and turns aplenty as we dive into the Writing on Games Top Five Games of 2021 List!
TIMESTAMPS:
0:00 - Intro
3:49 - Game 5
7:05 - Game 4
10:20 - Game 3
14:49 - Game 2/Runner Up
18:00 - Honourable Mentions
22:30 - Game 1/Game of the Year
27:02 - Outro
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Text into
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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My channel normally focuses on video game design and narrative. Today though, I want to talk to you about Dutch drummer Han Bennink giving it his all on a kit made of cheese and how that's like Resident Evil 2, improvisers being made to turn against each other by avant-garde saxophonist John Zorn and people hitting blocks of wood for several minutes at the behest of minimalist juggernaut Steve Reich. What do these weird and wild events have in common? Well, let me take this time to explain why they are all games in their own right—and how one might go about creating a game out of performing music.
Thank you for indulging me in this experiment—it's the most fun I've had writing a video in a long time. Hopefully that comes through for you watching.
Watch the Han Bennink performance here - youtube.com/watch?v=JL9BrZ-zUpQ
TIMESTAMPS:
0:00 - Intro
1:42 - The cheese kits
3:33 - Some personal context
6:53 - Bennink's absurd power
7:44 - The game
10:20 - It's kinda like Resident Evil 2, in a way...?
11:10 - Bennink plays the game
14:55 - John Zorn, Cobra, and power
17:22 - Steve Reich and Music for Pieces of Wood
20:40 - Outro/conclusion
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Thumbnail photo credit - Camilla Singh (http://www.camillasingh.com)
Thumbnail by HotCyder - http://twitter.com/hotcyder
Intro text animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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THIS VIDEO CONTAINS SPOILERS FOR METAL GEAR SOLID 2: SONS OF LIBERTY.
Metal Gear Solid 2: Sons of Liberty is a terrifying game to write about. It's been torn apart and looked at from every conceivable angle since it released 20 years ago, and with good reason. That said, I've decided to put my anxieties regarding reaching some kind of "profundity" with this to one side. I'm treating this as a love letter to one of my top three all-time favourite games (even if most seem to suggest that MGS3: Snake Eater is superior). Let's dig into why MGS2 is my favourite Metal Gear Solid game!
0:00 - Sponsor
1:12 - Sons of Liberty is My Favourite Metal Gear Solid Game
4:53 - The Mechanical Comfort of MGS2
7:26 - A Distant, Disquieting Story
11:33 - How MGS2 Shaped Me
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
---
The current generation of consoles—marked by the release of the PS5 and Xbox Series X in 2020—is less about what games you're playing, and more to do with how you play them. In PlayStation's case, it's all about the tech—the SSD, 3D Audio and the like—all designed to get you more deeply invested in any given experience. The true game changer, however, has ended up being none other than the controller, the DualSense. One year post release, let's examine some of the games released on the system (including Returnal, Ratchet and Clank, and even Death Stranding) to see how developers have utilised the haptic feedback and adaptive triggers of the DualSense, what could be improved, and if the tech's potential to shift our view of entire genres of game will be realised in the future.
0:00 - Intro and Context
5:00 - Astro's Playroom
8:12 - Returnal
12:30 - Ratchet and Clank: Rift Apart
15:12 - Re-releases and Ghost of Tsushima
20:50 - Death Stranding Director's Cut
25:16 - Third parties
26:22 - Demon's Souls Remake
27:49 - Spider-Man Miles Morales
30:09 - Hell Let Loose
32:24 - Conclusions
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For disclosure, Sony sent me a PS5 at launch back in November 2020. They then decided to send me two further DualSense controllers a few months later and a Pulse3D headset a few weeks ago. My policy with anything like this, whether it's hardware or a review code, remains the same—I do not feel in any way entitled to it, nor do I care if a company decides not to send me anything else in the future if they dislike my coverage. I don't let that cloud my judgment of something I'm covering. If my honesty covering something results in losing future access to a company's releases, so be it.
With that said, Sony had zero influence in this video—this is not an ad. I just figured that given the high price and disappointing scarcity of some of this gear, you should absolutely bear in mind that I did not have to pay for it.
---
Text intro by Isaac Holland - http://twitter.com/drazgames
This video is sponsored by Skillshare
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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The moment the embargo dropped for Marvel's Guardians of the Galaxy and those 8s and 9s started rolling in, calling it the game Avengers should have been, my stomach dropped—my experience with the game was nowhere near as positive as that. Let's talk about why that was, why that's fine, as well as discuss the weird critical landscape games exist in, where going against popular opinion becomes such a nerve-racking prospect.
Review code for Guardians of the Galaxy provided by Square Enix.
0:00 - The Anxieties of Reviewing Popular Stuff
1:43 - ...I Didn't Like Guardians of the Galaxy
3:35 - Structural Issues
4:11 - Combat
5:42 - The Rest of the Gameplay
7:34 - My Issues with Story and Characters
12:08 - Does Guardians of the Galaxy Fix Avengers?
12:52 - Conclusion/Critical Context
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
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A Different View of Guardians of the Galaxy (Review)
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
---
Review code for Road 96 provided by publisher PR.
I've been playing Twelve Minutes and Road 96 lately, and both are incredibly odd. Road 96's stilted, robotic voice acting left me genuinely surprised it wasn't hastily stitched together by some AI, which should have left it in the dust of Twelve Minutes' Hollywood vocal talents of Willem Dafoe, James McAvoy and Daisy Ridley. But for some reason, I found the chaotic, less coherent atmosphere of Road 96 more compelling than 12 Minutes' rigidly trying to control everything as a director of a Hollywood film might. In this review/analysis/critique, let's talk about why atmosphere in games is such a different beast than in other media, and why nailing it is more complicated than you might think.
#twelveminutes #road96
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Spoiler-free. Review code provided by Sega PR. PS5 unit provided by Sony.
Lost Judgment is the sequel to my favourite game of 2019—continuing the spin-off of the Yakuza franchise—and on the surface it may seem like a distinct improvement in almost every way to the original. And while its main narrative hits some stumbling blocks that just keep it from quite reaching those lofty highs of the original Judgment, fumbling some of its more delicate subject matter, the heart of the game still shines through.
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Text intro animation by Isaac Holland - http://twitter.com/drazgames
#lostjudgment #yakuza
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
---
It's hard to believe that No Man's Sky came out over half-a-decade ago now. After playing through the game multiple times, I thought I was done after my last video back in 2018. To mark the game's five year anniversary, however, I stepped back in for one more trip to the galactic core, and was very pleasantly surprised by what I found. In this retrospective critique/analysis, I discuss the frustrations I had had with the game up to this point, as well as the technical and artistic changes made to the game over numerous updates that have turned me into a full-blown fan of the game. No Man's Sky, after five long years, makes sense to me now. Thank you Hello Games for your dedication to such a special title.
Timestamps:
0:00 - Intro
4:39 - My Frustrations Up to This Point
9:39 - No Man's Sky is Really Good Now
16:01 - The Real Game Changer is VR
19:36 - The Metanarrative
23:42 - Why No Man's Sky Makes Sense to Me Now
33:00 - Conclusion/My Own Shortcomings
#nomanssky #hellogames #frontiers
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Text intro by Isaac Holland - http://twitter.com/drazgames
The thumbnail for this video was inspired by/intended as tribute to the incredible mock-ups of retro-futurist paperback that circulated around the game's launch. I always had in my head that they were official art, but after making the thumbnail and trying to find the source for the paperback art, I found that they were actually fan-made! I'm not sure how to reach ichtyander, but I just wanted to thank them for making such cool, inspirational art, and apologise for unintentionally stepping on any toes. pushsquare.com/news/2016/07/these_alternate_no_mans_sky_ps4_covers_look_just_like_classic_sci-fi_books
Also, if you want a truly amazing video about No Man's Sky, Noah Caldwell-Gervais' piece released a few years back remains the definitive piece about the game as I see it - youtube.com/watch?v=o0LJdhXr7L0
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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This one takes a look at Trackmania 2020—a game I described last year as having all the potential to be the most successful racing game on the planet, that unfortunately keeps bumping up against some truly baffling business decisions. One year on, and the way this game has evolved has only complicated my views on it.
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Text intro animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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This video takes a look at Descenders—a curious little title that I tried out on Game Pass on a whim. I'm so glad I did, because Descenders is quickly becoming a new favourite of mine that I'd highly recommend you try out if you have access to Microsoft's subscription platform. A delightfully pure mechanical core allowing for a procedural-but-structured experience that allows you to take things on your own terms; simultaneously deeply relaxing and utterly terrifying in its sheer speed.
---
Text intro animation by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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It's rare that I pay much attention to Google Doodles—the little panels that appear on the site's homepage to coincide with some event or anniversary. However, lining up with the opening of the Tokyo 2020 Olympic Games, the site released a full blown game with several sport-adjacent minigames to try out and a full world to explore, topped off with gorgeous anime cutscenes from Studio 4°C that at least got me curious enough to check out the full thing. Let's analyse and discuss the games available, their novel use of Japanese folklore and their function as an advert for the larger Olympics!
PLAY THE DOODLE - google.com/doodles/doodle-champion-island-games-july-24
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Text intro animation by Isaac Holland - http://twitter.com/drazgames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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In this review/analysis of Lego Builder's Journey (recently ported to PC and Nintendo Switch from Apple Arcade and perhaps the best looking game I've ever played) I discuss how it captures the joy of creativity and imagination I so closely associate with the toy from my youth, in a way that no other game bearing the brand name has been able to achieve... even if it does have its share of problems.
This video just missed the 6 year anniversary of the channel—wild to think it's been that long. Thank you so much for your continued support over the years!
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Thumbnail art by hotcyder - twitter.com/HotCyder
youtube.com/channel/UC_r8gFeezEBZVnazvbv75pQ
Intro text animation by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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E3 2021 has been and gone, and in many ways it was weirder than ever! Let's discuss the press conferences of 2021's all-digital event, and why the weirdness was less in the meme-worthy moments of previous years, and more baked into the show's foundations. Further, let's talk about why, of all the big game reveals and release dates talked about during the conference, the show I enjoyed most of E3 2021 was none other than... wait, Intellivision?!
Also, I became aware after this was uploaded that, when mentioning the Amico console, I call it the "Amica" a couple of times for some reason—sorry!
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Text intro animation by Isaac Holland - http://twitter.com/drazgames
Resident Evil Village (or 8 I guess) is a grand, theatrical rollercoaster of scares, which makes it odd that its most memorable sequence is so comparatively understated, at least initially. House Beneviento is arguably one of the most terrifying levels I've ever played in a video game—in this analysis, lets break down how its visuals, sound design, mechanics and timing all contribute to making this dollhouse of horrors as unsettling as it is.
Spoilers for House Beneviento—no other major story spoilers.
PS5 code provided by Capcom. I also bought the PC version.
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Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Here's a link to the excellent video I mentioned by Ben Plays Games, which I stumbled upon while editing this video - youtube.com/watch?v=BcIrXVDPczw
Text intro by Isaac Holland - http://twitter.com/drazgames
After months of requests, it's finally here—my in-depth analysis of every level/mission from Hitman 3 (2021), the thrilling conclusion of IO Interactive's World of Assassination trilogy. I go deep on each location's design, secrets and yes, the story (full spoilers). This is yet another big one—strap in.
INTRO - 0:00
DUBAI - 8:36
DARTMOOR - 15:45
BERLIN - 22:38
CHONGQING - 31:33
MENDOZA - 37:27
CARPATHIAN MOUNTAINS - 42:04
STORY - 44:39
---
Link to the other videos in this series! bit.ly/3ALu1t7
Support the show on Patreon for completely ad-free uploads - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Intro text animation by Draz - http://twitter.com/drazgames
It's been a while since a game left me as conflicted as Oddworld: Soulstorm. With feelings ranging from intrigue and fascination to frustration and confusion, making me question my preconceived notions about an entire series and genre, I guess I just have to talk you through this journey to make sense of it myself. Strap in folks, this is going to be a long one.
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Podcast - http://anchor.fm/writingongamescast
Twitch - http://twitch.tv/writingongames
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Ars Technica interview with Lorne Lanning (three genuinely fascinating hours) - youtube.com/watch?v=BNgPNeCVo30
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Text intro by Isaac Holland - http://twitter.com/drazgames
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MAJOR SPOILERS for both NieR Replicant Ver.1.22474487139 and NieR: Automata ahead. You have been warned!
When NieR Replicant Ver.1.22474487139... was announced last year, I don't think anyone could have foreseen that this rerelease of a decade-old cult classic would receive something as substantial as a whole new playable ending—especially not one as good as this. Let's take a look at how, through tying the events of the new Ending E so closely to the game's sequel, Automata, series creator Yoko Taro forces us to re-examine features and mechanics of this universe we previously thought to be true. In doing so, he creates what feels like the thematic conclusion of the entire series.
Thank you to Square Enix PR for providing early review code!
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Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Twitch - http://twitch.tv/writingongames
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Text intro by Isaac Holland - http://twitter.com/drazgames
Drakengard footage from Game Archive - youtube.com/watch?v=6OPW-RdzStA
Microsoft Flight Simulator 2020, played as intended, is absolutely fantastic—its 1:1 recreation of earth is a technical masterwork. That said, I was interested in actually exploring that world beneath its beautiful cloud formations—what I found was absolutely not what I expected. Here's the story of how I accidentally managed to turn Flight Simulator into a walking sim—how a seemingly simple shift in perspective led me on one of the wildest journeys I've had with a game in some time, uncovering things about Flight Simulator that I never thought I'd find. It also got me thinking about intended play, game preservation, speedrunning and, well... my own place in the universe.
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Support the show on Patreon - http://patreon.com/writingongames
Twitch Channel - http://twitch.tv/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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The House on Blue Lick Road (Andy Baio, Waxy) - waxy.org/2020/10/the-house-on-blue-lick-road
Police discover thousands of stolen items in former church (Ann Bowdan, WLKY) - wlky.com/article/police-discover-thousands-of-stolen-items-in-former-church/3752641
DOOM speedrun footage from Games Done Quick - youtube.com/watch?v=T4j9RSNbssU
youtube.com/watch?v=ZDU7Lu6bbkE
Developer interview footage from Noclip - youtube.com/watch?v=0w7q1ZFfsxs
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Text intro by Isaac Holland - http://twitter.com/drazgames
This video was sponsored by Skillshare
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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I went into the absurdly titled Call of Duty: Black Ops - Cold War with low expectations. Not only was 2019's reboot of Modern Warfare ultimately pretty forgettable but the talk I'd seen surrounding 2020's game was lukewarm at best. I certainly did not expect, then, to come away from Cold War thinking it was by far the most tightly-paced, varied and fun CoD campaign I've ever played. As a result, it also ends up becoming, however unintentionally, a far more convincing portrayal of the evils of conflict than its self-serious predecessor ever could. There's perhaps more to Call of Duty: Black Ops - Cold War than you might think.
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Text intro by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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I tend to bounce off of JRPGs for a number of reasons, so by all accounts I shouldn't adore Yakuza: Like a Dragon as much as I do. In this piece I break down why the shift from brawler to JRPG works so well, why new protagonist Ichiban Kasuga ends up so damn loveable, and why the genre might be the most effective means of presenting the game's themes of kinship, forgiveness and solidarity against a hypocritical and unfair society.
Review code was provided at launch by SEGA PR.
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Text intro by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Dishonored (2012) by Arkane and Bethesda already makes walking its streets of Dunwall a pretty grim (if beautiful) experience, but despite still being a ton of fun mechanically, playing it in 2021 adds a whole other level of darkness to proceedings.
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Text intro by Isaac Holland - http://twitter.com/drazgames
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PlayStation 5 provided by Sony. Review copies for Game 5, Game 2 and Honourable Mentions 2, 3 and 5 provided by respective publishers.
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Support the show on Patreon - http://patreon.com/writingongames
Podcast (including our separate 12-hour GotY deliberations!) - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Channels shouted out at the end:
Games & Culture - youtube.com/channel/UCyJMscGeNMz-iCU8QqcQccw
In/Frame/Out - youtube.com/channel/UCJxAk5DKwJFwaFGT1BY2V5w
FrameWork - youtube.com/channel/UCFvkUH06pQYxzt-VbBM0JAw
Leonardo Da Sidci - youtube.com/channel/UCujjLOPLW92zVBlhaL8wxPg
ThorHighHeels - youtube.com/user/ThorHighHeels
Action Button - youtube.com/user/ActionButtonDotCom
LambHoot - youtube.com/user/LambHoot
---
TIMESTAMPS:
Game 5 - 4:18
Game 4 - 6:28
Game 3 - 8:51
Runner-up - 13:27
Honourable Mentions - 16:48
Game of the Year 2020 - 21:37
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Text intro animation by Isaac Holland - http://twitter.com/drazgames
Cyberpunk 2077 is kind of a mess. It's been on the receiving end of the internet's ire since its shambolic release—even on my beefy PC, the bugs and glitches put recent Fallout titles to shame, with developer CD Projekt Red's shenanigans with console review code just the cherry on top of this whole affair. People are rightly angry—and I still kinda had a blast with it. Breaking down one side mission in particular, I want to exemplify that while CDPR's business side might be in a turbulent state right now, the developers have lost none of the spark that made the side missions in The Witcher 3 so legendary.
Review code was sent to me on launch day, but I'd already bought the game by that point and with CDPR's review tomfoolery, I figured I'd rather not accept it. Basically my money was on the line here.
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Support the show on Patreon - http://patreon.com/writingongames
Check out our bumper eleven-hour Game of the Year deliberations on the Writing on GamesCast! http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Text intro by Isaac Holland - http://twitter.com/drazgames
Support the show on Patreon - http://patreon.com/writingongames
Check out the Writing on GamesCast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Bluepoint's remake of Demon's Souls on PS5 is, much like the decay and sorrow hanging over its world of Boletaria, a melancholic indicator of just how much time has passed since 2009, how dramatically the world of games has shifted in that period, and how the Souls series has become such a driving force of that change—and it all amounts to a truly staggering experience.
PlayStation 5 and review copy provided by Sony.
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Intro text animation by Isaac Holland - http://twitter.com/drazgames
This video was sponsored by Skillshare
Astro's Playroom is a joyously sincere celebration of all things PlayStation, with an oddly melancholic but comforting heart.
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Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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PS5 and review copies provided by PlayStation.
Astro's Playroom may not look like much on the surface—it's a fairly standard 3D platformer designed as a tech demo for the PlayStation 5's new DualSense controller. That said, despite enjoying my time with other next gen titles like Demon's Souls and Spider-Man Miles Morales, I've been utterly blown away by the joy, excitement and, oddly, melancholic nostalgia of this incredibly charming experience—fully convincing me of the power of the PS5's new features, as well as allowing me to reflect on the games of my youth and the people I played them with in a way I did not expect.
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Intro text animation by Draz - http://twitter.com/drazgames
This video was sponsored by Skillshare
Support the show on Patreon - http://patreon.com/writingongames
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Review code provided by publisher.
Watch Dogs Legion's most unique feature is arguably also the source of most of its problems. The much-touted recruitment feature, whereby you can recruit any NPC to the Dedsec cause as a playable character, should tie together every aspect of Legion's story and gameplay, but in actuality ends up doing the complete opposite thanks to its awkward implementation—shining a light on the most significant issues of both and, unwittingly, creating perhaps the most dystopian method of "fighting the power" I could possibly think of.
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Text intro by Draz - http://twitter.com/drazgames
More information about NordVPN youtube.com/nordvpn
Podcast - http://anchor.fm/writingongamescast
Second Channel - youtube.com/channel/UC1xxfS_HILi09yaELQdmV1A
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Star Wars: Squadrons is a perfectly competent dogfighter on its own, that thanks to VR on my Oculus Quest via Link, has had me playing the campaign for weeks where most take hours. In this video I discuss how, despite its uneven nature, Squadrons' VR component has shown me some important things about how virtual reality might fit into people's gaming lives in the future—how it might not be an everyday thing for most, but that might make the experiences found on the platform vastly more meaningful. VR completely transforms how you play Star Wars: Squadrons—will Squadrons transform how we view VR?
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Text intro by Draz - http://twitter.com/drazgames