S4E17 – “Handjobs In a Parking Lot” Is One Of Bono’s Finest Songs

Sometimes, you only really consider something when it’s held in front of your face. For instance, I first met my co-hosts, Troels and Gareth, on teh interwebz around 2002. While I am not completely certain as to when curt resentment turned into friendships, I do now count the two gentlemen as two of my best friends.

Shut up.

But seriously, the importance of the community in adventure game development and subsequent player enjoyment seemed like something we ought to do an episode about. Enter guests Jean-Baptiste de Clerfayt (Lancelot’s Hangover) and Francisco Gonzalez (of Grundislav Games) who joined us for a conversation about what the community means to them.

The reason for Francisco’s appearance was twofold; we’ve had a bit of a feud going because he and Ben Chandler have ruthlessly been stealing our ideas on their own podcast, Blue Cup Tools. But fighting is pretty silly, so in the spirit of reconciliation, we wanted to give him a chance to experience how it’s done.

You can experience how it’s done either on YouTube:

or below this post.

We hope you will enjoy this episode, for it is, in fact, the final one of the season. All good things must come to an end, and apparently, so must all awful things. And since we have progressively been busier and busier in our respective private lives since we kicked off the season back in January, we feel it best to wrap it up in style while we still can. A propos community, engaging with our guests and listeners for yet another round has been wonderful, and I cannot wait for the next one!

So, say goodbye, Troels. Say goodbye, Gareth. And it’s a goodbye from me as well. See you aaaaaaallllll arrrrrroooooouuuuund!

S4E16 – We Are Not Done Yet, And I Will Not Tell You Anything

I am sometimes asked what games I play by people who don’t play games. I try to explain what an adventure game is by mumbling words like “story-driven” and “object puzzles,” and often the faux-interested response is, “Like, role playing games?”

That’s around the time I suckerpunch them in the face repeatedly until their teeth sail out on a steady stream of crimson cranial fluids.

I like RPGs as a concept. I don’t like playing them. Managing stats makes me feel confused and stupid, and engaging in combat makes me aggravated and convinced that the computer is somehow cheating.

This is why Florian Kasper’s new game, Corven: Path of Redemption, has me excited. It’s an RPG at heart, but you can turn off the RPG elements and play it like a normal point-and-click adventure game.

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S4E15 – A Strange, Erotic Journey from Milan to Minsk: A Phat Paradigm Post-Mortem

One of the wonderful perks of getting noticed more and more for our juvenile microphone antics is that we sometimes get approached by actual game designers, who will ask us if we’re interested in featuring their game on the podcast. (That was essentially how last week’s episode came together, too.)

But way back before we even started featuring guests on this show, Troels had latched, leech-like, onto another gentleman, who was in the process of single-handedly creating Paradigm, a surreal comedy adventure game.

Through this parasitic interaction, we were all able to jump onto the back of one Jacob Janerka (pronounced “J’nøöœrka”), like the filthy parasites we are. Troels lured Jacob into appearing in a deliciously twisted episode of Open Crowd Source, and Jacob subsequently invited his favourite podcasting brosephinos to test his game. Incidentally, never ever call your wife or girlfriend (or both, you cheating piece of shit) “brosephino.”

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S4E14 – What Is the Safe Word?

We’re back from our mid-season break. Today, we’re interviewing Marcus, Matthias, and Tristan of Backwoods Entertainment, creators of the upcoming mystery adventure game Unforeseen Incidents.

It’s a mystery game in several ways. First of all, the story in itself is a mystery, as in it’s one of those stories you’re thrust into that gradually unfolds with twists and turns that you hopefully wouldn’t expect. Second of all, it is a genuine mystery to all of us, as the Backwoods guys didn’t want to ruin said mystery by talking about it on the show.

That makes sense, of course. But it also meant that, going in, we had no idea what the game was about. All we knew about the game was that it has very, very pretty graphics:

The sketchy art style is what caught our eyes.

Our main focus for this episode, therefore, was to talk art style. What made them go for this very stylized, hand-drawn-looking type graphics?

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S4E13 – I Quit

Startling news and revelations! One of the Back Seat Designers quits on the air! And, for some reason, we didn’t stop recording, kept going, edited, and released the episode anyway!

Well, of course it’s just a joke, because we really are quite terrible at pretending on this show. The joke about me selling t-shirts was a criticism that was hilariously levelled at me in the SpaceVenture Kickstarter comments (that I was just in it to sell crappy SQH t-shirts from my Zazzle shop — which, incidentally, I don’t make any money from). My co-hosts seemed to relish the opportunity to freely insult me for a few minutes, and it was fun to just play the sort of selfish, money-grubbing bastard I really, truly hate.

It was sort of a last-minute attempt to frame the fact that we’re going on a short two-week mid-season break from the show in a humorous context. We’ll be back on April 23rd with a new show.

What follows is what was supposed to be a short retrospective of how far we’ve come since the first season of the show — not in a self-congratulatory sort of way, but more of a “we can’t believe how lucky we are these days” kind of way. And at the same time explain the origins of the show to newcomers who don’t feel like going back and listening to the show from the beginning.

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