Viewing entries tagged
Xbox One

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 40: Why Bother?

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Built to Play 40: Why Bother?

Built to Play is amping up the disappointment, as we take on failure. That's a failure to play and a failure to learn, starting with why play video games in the first place. 

We suck at video games, as a species. Yes, some of us are amazing at Street Fighter, and that Chinese team won five million dollars in Dota 2, but on average most of us lose more than we succeed. In Call of Duty, you likely failed more levels than you won. In Super Meat Boy, people come close to throwing their controllers across the room in frustration. Rage-quitting is a word most players recognize and have experienced. So why do we play?

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Built to Play 22: Literary Voyeurism

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Built to Play 22: Literary Voyeurism

Daniel and Arman went to the Xbox One and PS4 launches last week and wondered why anyone would wait in the cold and rain for a new console. Chad Sapieha comes by to answer why journalists review consoles at launch, and how they evolve through the years.

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But a week before that, we went to the Wordplay festival which celebrates literary or writerly games. We had a chance to talk to its organizer, Jim Munroe, co-founder of the Hand Eye Society.

The designers of Kentucky Route Zero came in all the way from Chicago for the festival. They showcased the Oculus version of their KRZ intermission/tragedy play The Entertainment. So we pulled aside Tamas Kemenczy and Jake Elliott to talk to us about Kentucky (the state) and magical realism. 

Plus the news this week! Atlus announced Persona 5, trolling everyone in the process. Sony had a porn crisis on the PS4, so Twitch.TV banned the Playroom app. We finally have a look at the specs for the first Steam Box.  Double Fine got the rights to Stacking and Costume Quest back from Nordic Games. 

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Music this week comes from the Rho "Long Drive Home" and Michael Mlozeski "The Road North" on the Free Music Archive. Sound effects come from AugustSandberg and JMDH at Freesound. Our end theme was the "Long Journey Home" by The Bedquilt Ramblers, and is available on the Kentucky Route Zero soundtrack. Check it out on bandcamp. 

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Built to Play 21: More Choices, More Problems

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Built to Play 21: More Choices, More Problems

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This episode is all about choices! PS4 or Xbox One? Pah!

Davey Wreden, designer of the Stanley Parable, talks about the problems of marketing a game, when all the game has is choices. Kris Piotrowski, Renaud Bedard, and Marie Christine Bourdua discuss the best place to go drinking. Then author Ryan North explains how to build a choose your own adventure game without always killing the player. 

As for the news, we delved into numbers. Millions watched the League of Legends finals. A million bought the PS4. Microsoft spent millions on the Xbox One. And there are probably a million different reasons not to spend $500 on Namco High. In our Bonus Round, Daniel reveals the Newya, and the horrifying new world of the VGX.

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This episode uses audio from djgriffin at Freesound, and Dots by Mentz from the Free Music Archive.

Special thanks goes to Disasterpiece who let us use the song Home from the Fez soundtrack. For more from Disasterpiece, you can check out his website, or listen to the rest of the Fez soundtrack below.

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Built to Play 18: Tonight's the Night for Ransom

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Built to Play 18: Tonight's the Night for Ransom

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This week we Valve's online storefront, Steam, rapidly expands. Beginning with the Steam OS, the Steam Box, and the Steam Controller, it looks like Valve will be running into a console crunching future. Then there's the best looking game for the PS4, Deep Down, which is apparently free but filled with microtransactions. This is coming out of a company with only $150 million in the bank. And This Week in Xbox One News (TWIX-ON),  Microsoft continues to have bad PR, as their public relations specialists make sure everyone knew that the Xbox One isn't as capable as the Xbox 30 at launch. Lucasfilm is dreaming up an amazing future where movies will be made in real time with video game rendering technology.

This week marks the return of the bonus round, where we run through Jaffe Ghost Hunting & Co, Clang gets blunted and the Persona Countdown.

Plus an interview with three of the designers behind the River City Ransom Underground Kickstarterand how easy it is to get a 20-year-old game license. Behind the effort is Ottawa, Canada based studio, Conatus Creative. 

This week's episode uses the following songs: Are you Ready? - Patti LaBelle and Boss Theme 2 - River City Ransom OST. 

Unfortunately not featured in this episode, Tonight Tonight Tonight  - Beat Crusaders.

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