Konstantinos Dimopoulos comes onto the show to discuss virtual architecture, their book Virtual Cities, and impossible architecture. We dive deep into intergenerational interpretations of liminal virtual spaces, how VR & AR portray architecture, and the reception of virtual environments by non-gaming audiences.
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The mind behind My Work Is Not Yet Done, Spencer Yan sits down with us to talk about his new game, thoughts on the medium, and the state of video games.
We sit down with James Interactive to talk about The Legend of Bum-bo, the upsides of the indie development community, game stores, the importance of itch.io, James’ career, the importance of having interests beyond video games, parallels with the maker community, and art house games!
We sit down with Russell Lees, creative director / writer on Inscape’s The Dark Eye to talk about his career with Ubisoft, anecdotes about working with William S. Burroughs, and how Inscape and the game came to be in the first place. Don’t miss this one, folks!
Johnnemann Nordhagen joins us to talk about Where The Water Tastes Like Wine and its intersection with Folk culture, the Great Depression, Kentucky Route Zero, Labor in games, Indiepocalypse, the commercial realities of narrative games, A historical look at Gone Home, and the changing media landscape.
Nina Freeman joins us to talk about narrative driven games & the performance arts, her career, the Haunted PS1 Demo disc, poetry, cult of personality, and the language of indie games.
For a very special episode, we’re joined by guest Cameron Kunzelman, former writer of Postscript column for VICE and Co-host Matthew Seiji Burns of Zachtronics, writer behind their recent release Eliza
We deep dive on the Apocalypse in fiction, why it’s so prevalent, and what makes it work or in many cases not work.
On this episode, we sit down with Kyle Kukshtel, developer of Cantata and host over at the SuperCulture network. We talk about what they’ve been up to, their pivot into game dev, time spent at Killscreen, the state of Games Journalism, and the language we use to critique work. We also talk about the legacy of film critique on games through the lens of Cahiers Du Cinema, Critical Code Studies, Goose Game, and Disco Elysium.