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Describing The Skybox
Describing The Skybox
300 episodes
1 week 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 197 - All Day I Dream About Sony - Astro Bot
Describing The Skybox
1 hour 8 minutes 21 seconds
2 months ago
Episode 197 - All Day I Dream About Sony - Astro Bot
Live in your world, podcast in ours. Welcome back to the podcast! Today, we’re going to be talking about Astro Bot, a 3D platformer and a PS5 exclusive. When it comes to console exclusivity, I would usually argue against it, as it restricts people’s access to games and tend to only benefit established developers and publishers who already have a lot of clout in the industry. This game, however, really wouldn’t exist without it. Set in a very Sony-themed world where your lead character travels through space inside a PS5 and flies between levels on a DualSense 5 controller, your goal is to complete levels in order to regain the internal components, fan, GPU, etc., of the PS5 and rebuild it. The main collectibles for progression are robot representations of games that Sony has had a hand in over the years and the lead up to the final boss involves fighting atop a PS Vita. I’d be lying if I said it didn’t feel a little dystopian. It is cute, to some extent, and the game’s levels are well designed and rotate between a variety of interesting powerups, so I wouldn’t fault you for enjoying the game in spite of the branding, but I might look at you a little funny if you enjoyed it because of it. We’re going to be talking about the use of the unique hardware of the PS5, how motivational the collectibles are, and what you could and could not consider to be a box. Thank you for joining us again this week! This was a pretty smooth game to play, all things considered, and there’s something to be said for that. Sometimes you’re just in the mood for something that doesn’t throw up too many roadblocks, and this fills that niche pretty well, being not too challenging but very visually vibrant and playful. Were you looking forward to this game after the previous Astro titles, or did you get this game because of a lack of other titles on the PS5? Let us know in the comments or over on our Discord server! Next time, we’re going to be talking about Life is Strange: Double Exposure, so we hope you’ll join us for that.
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!