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Describing The Skybox
Describing The Skybox
300 episodes
2 weeks ago
Listen to this podcast. I’ll show you what this mouth can do. Happy Halloween oooooooooooooooh! and welcome back to the podcast. Today, we’re going to be talking about Slitterhead, an action horror title, and the first game from developer Bokeh Game Studio, founded by one of the creators of Silent Hill. In Slitterhead, you play as a kind of spirit entity with the ability to possess regular people. Some of these people are more special than others, “rarities,” and they mostly act as your main playable characters throughout the game. While possessed, characters can attack and use skills and you can swap between people with very few restrictions. This allows you to cover distance quickly, make it harder for enemies to hit you, as well as more specific tech like “avoiding” fall damage and setting traps with certain skills. This is a really cool concept for a combat system and an even cooler concept for the tone and narrative of the game. Unfortunately, that’s about the best that Slitterhead gets. The whole game is designed in a very dated way, with disconnected missions that need to be replayed multiple times with little to no variation, a lack of enemy types to flesh out the combat system which could have been fairly deep, and generally shows a lack of polish that could have really helped it sing. What is there can still be cool, if you’re particularly nostalgic for that sixth or seventh generation design, but it requires some patience and the ability to appreciate the ideas the game has despite its flaws. We’re going to be talking about the classifications of rarities and what we think the game was trying to accomplish with its systems, the frustration of being forced to play through a section multiple times, and we lament the state of development that makes games so expensive. Thank you for joining us again this week! This is one of those games that feels like it has such a good idea that it just wasn’t quite capable of delivering on that makes the finished product more disappointing than anything, but still, I’ve seen the game has its fans. If that’s you, let us know what it is you like about it in the comments or over on our Discord. I’m sure some things that were a big deal for us might not be for you, and some of our negatives are positives in your eyes, it’s all subjective. Next time, however, we’re going to be talking about Silent Hill f, so we hope you’ll join us then!
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Listen to this podcast. I’ll show you what this mouth can do. Happy Halloween oooooooooooooooh! and welcome back to the podcast. Today, we’re going to be talking about Slitterhead, an action horror title, and the first game from developer Bokeh Game Studio, founded by one of the creators of Silent Hill. In Slitterhead, you play as a kind of spirit entity with the ability to possess regular people. Some of these people are more special than others, “rarities,” and they mostly act as your main playable characters throughout the game. While possessed, characters can attack and use skills and you can swap between people with very few restrictions. This allows you to cover distance quickly, make it harder for enemies to hit you, as well as more specific tech like “avoiding” fall damage and setting traps with certain skills. This is a really cool concept for a combat system and an even cooler concept for the tone and narrative of the game. Unfortunately, that’s about the best that Slitterhead gets. The whole game is designed in a very dated way, with disconnected missions that need to be replayed multiple times with little to no variation, a lack of enemy types to flesh out the combat system which could have been fairly deep, and generally shows a lack of polish that could have really helped it sing. What is there can still be cool, if you’re particularly nostalgic for that sixth or seventh generation design, but it requires some patience and the ability to appreciate the ideas the game has despite its flaws. We’re going to be talking about the classifications of rarities and what we think the game was trying to accomplish with its systems, the frustration of being forced to play through a section multiple times, and we lament the state of development that makes games so expensive. Thank you for joining us again this week! This is one of those games that feels like it has such a good idea that it just wasn’t quite capable of delivering on that makes the finished product more disappointing than anything, but still, I’ve seen the game has its fans. If that’s you, let us know what it is you like about it in the comments or over on our Discord. I’m sure some things that were a big deal for us might not be for you, and some of our negatives are positives in your eyes, it’s all subjective. Next time, however, we’re going to be talking about Silent Hill f, so we hope you’ll join us then!
Show more...
Video Games
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Episode 200 - Cultural Osmosis - Minecraft
Describing The Skybox
1 hour 25 minutes 57 seconds
1 month ago
Episode 200 - Cultural Osmosis - Minecraft
Did you know you can hold a podcast in your off hand? Welcome to the 200th and (kind of) final episode of NOCLIP! With it being both the 200th episode and our tenth anniversary, we figured now would be as good a time as any to finally play Minecraft, one of the most popular and the best selling game of all time, which neither of us had actually played before. Minecraft popularized the previously niche genre of survival games, captivated a huge number of people, and to some degree altered the landscape of online content creation, all while being a procedurally generated game full of blocks created predominately by one guy. Reputation of that one guy aside, it’s impressive what this once small game accomplished and the culture it developed. The simplicity of its design allows for more complexity in its systems, with hundreds (probably? Thousands maybe?) of items to craft and a huge world to plumb for resources. The game is also very self-directed, allowing for a lot of player creativity if it does leave you a little directionless at times. The world is equal parts hostile and enticing due to unforgiving enemy spawns and procedural generation, so it is up to the player to determine where and how far they want to go given their current gear and needs. We’re going to be talking about the ubiquity of Minecraft in modern culture, the ups and downs of the open nature of the game, and how Minecraft is about two inputs away from a dissociative experience. Thank you for listening this week and for the last, shockingly, ten years. Minecraft is probably the biggest milestone type game we haven’t covered yet, and for those of you who have been playing this game for a decade or more, we probably only embarrassingly scratched the surface, so be sure to let us know in the comments or over on our Discord. We have a lot of changes coming soon, the biggest of which is that we are changing the name of the podcast (same great taste though, we aren’t changing the format or the contents), so keep an eye on things and don’t be shocked when elements of our branding change. Additionally, to celebrate both occasions, we have released a list of my top 100 games of all time, something I’ve personally wanted to do since I was a kid, so give that a read here (splattershot.pro/top100) if you’re interested! Next time, and for the first episode of Describing the Skybox, we’re going to be talking about Mouthwashing to kick off the Halloween season! We hope you’ll join us then.
Describing The Skybox
Listen to this podcast. I’ll show you what this mouth can do. Happy Halloween oooooooooooooooh! and welcome back to the podcast. Today, we’re going to be talking about Slitterhead, an action horror title, and the first game from developer Bokeh Game Studio, founded by one of the creators of Silent Hill. In Slitterhead, you play as a kind of spirit entity with the ability to possess regular people. Some of these people are more special than others, “rarities,” and they mostly act as your main playable characters throughout the game. While possessed, characters can attack and use skills and you can swap between people with very few restrictions. This allows you to cover distance quickly, make it harder for enemies to hit you, as well as more specific tech like “avoiding” fall damage and setting traps with certain skills. This is a really cool concept for a combat system and an even cooler concept for the tone and narrative of the game. Unfortunately, that’s about the best that Slitterhead gets. The whole game is designed in a very dated way, with disconnected missions that need to be replayed multiple times with little to no variation, a lack of enemy types to flesh out the combat system which could have been fairly deep, and generally shows a lack of polish that could have really helped it sing. What is there can still be cool, if you’re particularly nostalgic for that sixth or seventh generation design, but it requires some patience and the ability to appreciate the ideas the game has despite its flaws. We’re going to be talking about the classifications of rarities and what we think the game was trying to accomplish with its systems, the frustration of being forced to play through a section multiple times, and we lament the state of development that makes games so expensive. Thank you for joining us again this week! This is one of those games that feels like it has such a good idea that it just wasn’t quite capable of delivering on that makes the finished product more disappointing than anything, but still, I’ve seen the game has its fans. If that’s you, let us know what it is you like about it in the comments or over on our Discord. I’m sure some things that were a big deal for us might not be for you, and some of our negatives are positives in your eyes, it’s all subjective. Next time, however, we’re going to be talking about Silent Hill f, so we hope you’ll join us then!