In studio: Razor and Candi Payne
We’re joined by digital artist Alinta Krauth, as we chat about her interactive art piece An Argument In Parallel Incompleteness that will be on show at the Queensland Poetry Festival August 28-30.
Jessica Merceica interviews three indie games developers attending this year’s Gamma Con: Cardboard Keep. Shy Kids Club and Siege Sloth.
Aired 22 July 2015
In studio: Lee, Razor and Jody Macgregor.
The two equally powerful forces of LEGO and dinosaurs collide to form LEGO Jurassic World. Jody and Razor provide their impressions of the game, which includes all four Jurassic Park films. Regency Solitaire offers a twist on the classic card game, with a historic London setting and a romantic storyline.
Aired 15 July 2015
In studio: Candi Payne, Jody Macgregor and Razor.
One of the most refreshingly different games of the year, “Her Story” has you trawling through the police interview archives, following clues to discover the secrets of a long dormant police investigation.
Fallout Shelter is a free to play mobile game where you must micromanage a fallout shelter after a nuclear holocaust. Hear about how the sadistic Candi Payne handles life/death decisions while ruthlessly managing her fallout shelter.
Aired 8 July 2015.
In studio: Lee, Jody Macgregor, Candi Payne, Razor and Alanah Pearce.
The dark knight returns for one last romp around Gotham City in Batman: Arkham Knight (PS4/XB1/PC). Alanah Pearce returns from self-imposed exile to help Lee and Razor review the concluding chapter of Rocksteady’s “Arkham” series. Jody reviews BiT Evolution , a retro 2D platformer that pays homage to the evolution of video games.
Aired 1 July 2015.
In studio: Razor, Lee, Candi Payne and Jody Macgregor.
The lads talk about Blizzard’s new “Hero brawler”, Heroes of the Storm (PC).
Giveaway! if you want to check out Space Sleuth, we have codes to give away! Get in touch via FB or email (or leave a comment) if you want one.
Aired 24 June 2015.
In studio: Jody Macgregor, Lee May & Razor.
The team discuss the game reveals and announcements from E3 2015, held in Los Angeles California 16-18 June 2015 – including news about Fallout 4, Final Fantasy 7 Remake, The Last Guardian and more. Jody and Lee review You Must Build A Boat (PC/mobile)
Aired 17 June 2015.
Platform: PC, Mac, Linux
Developer: Dylan Fitterer
Australian rating: Unrated
You know those visualisation things you get with music software like Windows Media Player? The ones that accompany whatever song is playing with geometric patterns, rising and falling and changing colour in time with the music, sort of like what 1990s movies thought cyberspace looked like? Audiosurf takes that idea and makes a video game out of it. Feed it an mp3 (or, new in this sequel, a stream from SoundCloud) and its algorithm analyses the music’s tempo and beat and changes in intensity and then maps them to a rising and falling rollercoaster/racecourse hybrid, which you fly across in a spaceship.
Still with me? Good, because there’s more. While the speed you travel is entirely at the mercy of the BPM you can flit left and right across three lanes on that track to hit certain blocks while dodging others, collecting them in a grid beneath you and earning points. Audiosurf is two games in one – both a score-attack game of reflexes and careful choices about which blocks to grab, and a transformative experience that can turn your favourite music into a physical space and then pull you across it.
In studio: Lee, Razor, Candi Payne & Jody Macgregor.
This week, Don Kirkland and Rupert Jones of Geek Brain Games join us for an chat about their new iOS game Star Squad Space Rescue and their experience in the video game industry. Lee, Jody and Razor provide some first impressions of pot-apocalyptic arena game Dirty Bomb (beta).
Aired 10 June 2015.
There are jobs monkeys can do, and then there are jobs you can’t give to a monkey because the soul-smashing tedium would be considered a form of animal cruelty. Scanning the items on supermarket shelves to make sure they all have the right price was one of those soul-smashing tedium jobs – just empty aisles and buzzing fluorescent lights until nine p.m. rolled around and I could go home.
On the walk home I normally didn’t see anyone. But on this night the lights were on in a home entertainment store where a friend of mine sold expensive car stereos and huge TVs. He was still in there, working late on the books when I went in to say “hi”. Too busy to talk, he said he had something to show me and shoved me into the back room and out of his way. There was a projector hooked up to a PlayStation back there, and a new game I apparently had to try. Then he went back to his books.
That was how I played Silent Hill for the first time. Head fuzzy from a job that used such a small slice of brain the rest shut down in despair, alone in the dark, holding a controller that burred and thudded in time with the heartbeat of the game’s protagonist as he ran through the streets of an abandoned town. The locations were ordinary – a school, a hospital, shops – the kind of public places it feels wrong to be in when the rest of the public aren’t.
Afterwards, I walked the rest of the way home flinching at every flicker of a streetlight.
Two years later I bought my own copy second-hand. I immediately caught the flu and spent the next three days lying on the couch, coughing and sneezing and playing while not sure what was real and what was feverish hallucination.
I remain convinced Silent Hill dislikes being played in a normal frame of mind.