Episodes
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This week, Zak and Aaron take some time to discuss Grand Theft Auto VI, but not in the "WHEN FOR THE LOVE OF GOD WILL IT FINALLY RELEASE" way to which you may be accustomed on the internet. Instead, they dig into the industry-wide perception that Rockstar's newest will be some sort of savior for the whole business of games.
Between driving the adoption of current-gen hardware and giving the industry at large a billion-plus dollar shot in the arm, the hopes for GTA VI are sky-high. But how did we end up relying on one title to pull the whole medium out of the doldrums? And is it a good idea to do so in the first place?
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This week, Zak and Aaron take some time to discuss the newly renamed Halo Studios (so long, 343! We're sure Xbox didn't rename you because of all that bad press you've accumulated!) and chat about some of the big changes coming down the pipe for future titles. The most notable of these is the sunsetting of the Slipspace engine in favor of the shiny and ever-so-popular Unreal Engine 5, which will power all new Halo installments for the foreseeable future.
But will this fresh direction be enough to shake off the franchise's funk? Only time will tell.
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Brace yourselves for a shocking revelation: Ubisoft is in serious trouble again. Or still... or, maybe, both.
This week, Zak and Aaron sit down to discuss the newest plan to wrest control of the storied French studio/publisher away from the Guillemot family — this time at the hands of activist-investor group AJ Investments — and what that all-too-possible future may look like. They also discuss Ubisoft's many failures, a few of its more telling strategy shifts, and just how we got here in the first place.
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This week, Zak and Aaron sit down with notable Austinite John Henderson, who has shipped numerous games and made a name for himself in the local development community for hosting Game Dev Beer Night and supporting aspiring professionals as they try to make sense of their careers.
John was kind enough to share his insights on a wide range of topics from advice on finding fulfillment in your job to maintaining motivation to the state of the industry at large. A few technical difficulties during the recording may have changed the shape of this episode a bit, but John's perspective and honest opinions are well worth the listen.
Also, apparently Aaron doesn't know what the word "erstwhile" means, and he deserves your scorn and derision.
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Alas, poor Concord, we hardly knew thee.
That's right, Sony's next big foray into the wild world of live service shooters, is no more. And the real kicker? It barely lasted two weeks.
This week, Zak and Aaron sit down to discuss the unprecedented failure of Concord. In addition to enumerating some of the factors that led to the AAA game's unceremonious sunsetting (namely questionable character design and a general lack of innovation in a decade-old genre), our intrepid hosts also speculate on the title's tentative future.
Just for good measure, they also spend some time dunking on internet imbeciles who blame this mess on Concord being "too woke."
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When you look at a game like Monopoly Go!, your first thought is probably not that its marketing budget was nearly twice the annual GDP of the Marshall Islands. That's right, Hasbro and Scopley spent a borderline-obscene $500 million to get their new mobile title in front of as many eyes as possible... and it seems to have worked.
This week, Zak and Aaron sit down to talk about the cost of marketing games both huge and humble, and why the mobile sector tends to see such enormous price tags when compared to their AAA counterparts.
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Xbox Game Pass has been called the best deal in gaming, and for a while that was hard to dispute. But the times are changing, and with it comes a new era for Microsoft's subscription service - one that costs considerably more than it used to.
This week, Zak and Aaron sit down to discuss the Xbox Game Pass price hike, and why it's far more significant than it may seem at face value. Between the impact of Call of Duty, flagging growth numbers, freefalling console sales, and the full weight of the Activision Blizzard merger all in play at once, there's a lot to unpack here.
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Every few years, notoriously sadistic game studio From Software releases a new title, and with it comes a heated debate about game difficulty. Well, that time has come again with the launch of Shadow of the Erdtree, the one and only (massive) expansion for auteur director Hidetaka Miyazaki's magnum opus, Elden Ring.
So, with some people conflating the DLC's brutal skill requirements with a legitimate accessibility issue, Zak and Aaron sat down to discuss game difficulty, easy modes, artistic integrity, and the difference between impairments and impediments. Aaron also complains a lot about the Tree Sentinal. So there's that.
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Among the bombastic trailers showcased in the Xbox showcase at Not E3™ — er, I mean Summer Game Fest™ — was one particular reveal that some fans have been waiting for for the better part of a decade: Dragon Age: The Veilguard. And boy oh boy, was it ever a bewildering first look.
This week, Zak and Aaron sit down to discuss their impressions of the newest iteration of Dragon Age 4, and why it seems to feel so little like the beloved games that came before it. They also discuss what's lost when IPs that used to have a strong identity throw what made them unique by the wayside in favor of mass appeal.
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Hello, everybody, and welcome to the latest episode of Consolidation Watch - a show where we puff out our proverbial chests and celebrate all of the excellent acquisitions that mega-corporations have completed recently! This week, we've got a doozy for ya' from the world of games media, where IGN successfully ate up the Gamer Network, home of mainstays like GamesIndustry.biz and Rock Paper Shotgun!
Clearly this is all for the best, and won't in any way damage the media landscape at large by winnowing down the diversity of content on the internet until we're left with one voice and one opinion, communicated through the broken language of AI and overseen by the editorial integrity of shareholders. So join us as we celebrate this milestone and don't think or talk critically about what it means at all.
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This week, Zak and Aaron chat with Josh Bowlby, a UI/UX designer (user interface and user experience, for the neophytes out there) who has experience at companies like Virtuix and Wayfinder developer Airship Syndicate, among others.
Not only was he kind enough to speak on some of his experiences in that space, but also his active role in the Austin, TX, game development community. From tips on networking to thoughts on how to get through a rough layoff, Josh proved to be a font of wisdom and good advice.
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War. War never changes... but the media landscape sure does. With Amazon's new Fallout show dominating headlines and streaming charts alike, Zak and Aaron returned to the vault this week to dust off an old favorite topic: video game adaptations.
This time, the question at hand isn't the program's quality (spoilers: it's pretty good), but rather what its success means for the future of some of your favorite IPs. Namely, are we moving towards a world where successful games will be forced to operate as multimedia franchises to maximize profit? And how will that ultimately impact the already troubled world of AAA development?
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Ahh, Apple. Creators of the smartphone, pioneers of industry, the gold standard for excellence, the last bastion of inspiration in a world that's gone dull, and... an illegal monopoly? That's what a recent set of lawsuits allege - and they're gaining traction.
Between an all-out assault from Epic Games' Tim Sweeney and an 88-page treatise on illegal practices from the US Department of Justice, Apple's lawyers almost certainly have their briefcases full to the brim. But what does any of this mean for the games industry and the future of the platforms you use every day? Maybe everything.
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Editor's Note: Episode 69. Nice.Listen to Beach Girl on Spotify
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Rejoice, RPG fans, for Dragon's Dogma 2 is finally here! The reviews are in, and the consensus is... well, complicated as hell. While critics are stoked overall, fans seem to have some grievances — and they're quite happy to share them.
This brings Zak and Aaron to the ever-relevant topic of review bombing, or the practice of leaving droves of negative reviews on a product as a response to some real or perceived slight at the hands of its makers. The whole endeavor is a political, economic, and ethical mess, but does it ever actually work? And while we're at it, is the term "review bombing" even useful as a catch-all for several vastly different forms of feedback? There's only one way to find out.
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When you think of AAA games, does your mind fill with excitement imagining what spectacular worlds dedicated artists have crafted for you with the benefit of near-limitless resources? Or do you imagine boardrooms filled with disinterested people demanding endless compromises in pursuit of maximum profit?
This week, Zak and Aaron sit down to politely inform you that option A is likely a nice dream you once had, while option B may very well be playing out somewhere right now. With high-profile failures like Suicide Squad: Kill the Justice League and Ubisoft's AAAA fumble Skull and Bones simultaneously generating disastrous headlines and serving as the model for future "safe investments," there's a lot to talk about.
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At this point, trying to find a new or clever way to say that the games industry is in turmoil is a profound exercise in futility. There is no one way to "fix" the problems that seem to follow developers from studio to studio, but there's one pretty clear step in the right direction: unions.
This week, Zak and Aaron sit down with former union organizer and current Austin, TX City Council candidate Adam Powell to chat about — you guessed it — unions. How do they benefit workers? What makes them so offensive to businesses at large? Where do you start if you feel it's time to organize at your workplace? And, most relevant to us, can they help get us closer to the industry devs deserve?
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If you've spent any time on the internet as of late, odds are you've stumbled across something about a new game called Palworld - otherwise known as "Pokémon with guns." Hell, with north of 19 million downloads and record-breaking player counts on Steam, it's easily set to be one of the biggest games of the year. But what is it, really?
This week, Zak and Aaron talk about the nitty-gritty of Palworld, from its borderline-plagiaristic use of Pokémon designs to its disjointed art style to its... surprisingly competent gameplay? They also try to quantify the fine line between inspiration and imitation and nail down why this particular mashup was such a runaway success.
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Hello, everybody, and welcome to season three of Some Patches Required! Our intrepid hosts have been away for a while, but the games industry certainly didn't take a break with them, as mass layoffs, leaks, hacks, studio closures, and more dominated the headlines.
This week, Zak and Aaron tackle the messy topics of true early access and the recent boom in paid "early" access as a pre-order bonus. Long story short, one is a frequently misused tool with incredible potential and the other one is the laziest money-making scheme in recent memory. You can guess which is which.
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Have you ever felt exhausted by the neverending onslaught of updates, microtransactions, generic mechanics, and performance issues that seem to define modern AAA games? Well, do we ever have a new title for you!
This week, Zak and Aaron discuss the myriad ways that the newly released Baldur's Gate 3 - and Larian Studios - break the mold established by the major players in the AAA game market. They even dip into some AA and all-indie examples for a healthy dose of contrast.
You'll hear them again (with a few exciting new guests) next season! In the meantime, please enjoy some exquisite music, incredible art, and a few fun, insightful podcasts.
To be continued...
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Listen to: Triple Click
Listen to: The Besties
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The world is changing, and media is changing with it. What do you own? What does renting even mean in the era of subscription services and online storefronts? More importantly, what happens to a work of art when it's lost to time?
This week, Zak and Aaron dive into the topic of game preservation in the (Alan) wake of several high-profile games going exclusively digital and try to dissect the importance of preserving games for both entertainment and education.
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