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Built to Play 51: Addendum

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Built to Play 51: Addendum

An extra piece of fun cut off from Built to Play 51

In episode 51 we mentioned that we'd talked about the anniversary of the Nintendo DS. We actually got the whole thing on tape, and it's not half bad. We're still hard at work on the remaining episodes of Built to Play this year, and trust me they're going to be incredible. But until then, here's a few pieces of Built to Play 51: Our Objective is To Win the War that didn't make the cut.

If you haven't listened to that episode I recommend you check that out first, but hey, I'm not your dad. Do what you want. We talk about Mr. T, World of Warcraft, the Nintendo DS and Bob Tarantino tells us whether it's a good thing there aren't many Canadian copyright suits.


From the Free Music Archive, we Used "Hungaria" by Latch Swing. 

BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED AND EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN.

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Built to Play 43: Trapped in Space

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Built to Play 43: Trapped in Space

THIS TIME ON BUILT TO PLAY, DANIEL VISITED XBOX CANADA AND ARMAN DISCUSSES CANADIAN GAMES AND THE GREAT OUTDOORS.

The Built to Play staff doesn't make it outside often. Sure we can see the outside from the windows in our studio, but we rarely experience it. Just kidding. Our studio doesn't have windows. Anyway, Daniel actually left the studio to talk to play some upcoming Xbox One games, while Arman talked to game designers about why they liked the outside. For Arman, it's baby steps.

At X14, Daniel played Sunset Overdrive, Fable Legends, The Evil Within, Mortal Kombat X and Alien: Isolation. Here's a couple samples of what he found:

Sunset Overdrive:

The problem mostly comes in when your weapon variety starts to show up. I had a flaming  gential-themed shotgun, a disc gun that fired vinyl records, and a massive hand cannon called the Dirty Harry. None of these guns really favoured the high speed, far away combat style that the grind-rails encouraged. The shotgun worked great for enemies nearby, and the hand cannon was perfect when I slowed myself down and focused on enemies, but otherwise, the disc gun’s bouncing records was the only weapon that worked at the high speeds the game wanted me to move at.

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Built To Play 20: So Spooky. So Scary.

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Built To Play 20: So Spooky. So Scary.

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This week on Built To Play, we went all out with the jump scares. Daniel and Arman are hiding right behind you! Did you look? We move too fast for human eyes. Also too fast for human eyes is the speed at which Sony is removing features from the PS4. Not to mention the speed at which the price of the PS4 increased in Brazil.

Then there's DriveClub and Watch Dogs' vanishing act, which are delayed into well into next year. In the background, Canada is now looming over the video game economy, with wide and hungry as it becomes the third largest centre for game development.

Meanwhile Nintendo had some false optimism about the Wii U and were spooked by the surprising numbers. 

Plus this week, we have three guests to match the spooktacular tone. After we play a little Clock Tower, I talk to two the creators of the audio only iOS game, Vanished, about the importance of sound design.

Next up is one of the lead designers of Outlast, David Chateauneuf, on why we love horror, how to make it, and what modern games are lacking.

We finish off with the terrifying Ghost Arcade, and its curator Skot Deeming, who revels in the bootleg, hacks and forgotten corners of video game's history. Skot Deeming is doctoral student at Concordia University in Montreal and a researcher at Concordia's Amplab.

The end theme in this week's episode comes from the Free Music Archive: Somewhere Off Jazz Street - Ghost. Thanks to Freesound users: SoundCollectah, tuben, and eliasheunick. We also have music from the soundtrack of Clock Tower for the Super Famicom, which you can check out below. Or buy the Clock Tower 3 soundtrack here.  

 

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