Exposition Break is a website and podcast dedicated to video game criticism, analysis, and wild pontification. New episodes are uploaded every two weeks. Hosts: Blake Foley & Sean Gandert
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Exposition Break Podcasts
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Each episode we discuss and explore popular video game mechanics with guests from all over the video games industry and take your comments and questions
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…By DJ Arsi
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…By DJ Arsi
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…By JShira
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STIX Project akaFLAME HOST - The Rebel ( Breakbeat Podcast 2024 ) #1
1:05:28
1:05:28
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1:05:28После долгого перерыва Вашему вниманию Podcast на битах в BreakBeat направлении ! Прокачай тачку на спидах, респект и Уважение с Донецка ! ?Понеслась !!!!Format: mp3, Podcast, CompilationPlayback time: 1:05:28Released: 27.11.2024Genre: ElectronicStyle: BreakBeatLocation: Donetsk, Russia??By I FLAME I HOST I Stix Project
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I FLAME I HOST I - Interstellar ( BreakBeat Podcast 2023 ) #1
1:02:41
1:02:41
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1:02:41Доброго времени суток друзья!)) Давно не было подкастов в BreakBeat направлении!)) Можете накручивать Волюмэ ( громкость ) и прокачаться до уровня "Гребаный гибостос " В жизни как в ломаном бите проходили испытание разбивая их безбольной битой!))By I FLAME I HOST I Stix Project
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Почувствуй мою энергию, насладись ломаными ритмамиBy Liana
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For a change of pace, we spend the episode talking about one of the biggest games of last year, Fall GuyS: Ultimate Knockout!, which we've both been playing lately and think is… pretty fine. Let's be honest, it is not a masterpiece, but on the other hand we're both highly suspicious of people who feel they're too good for the game. While it may be …
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Stepping away from our usual focus on particular games, we decided to spend the podcast talking about something much bigger: the Playstation 5. And by bigger, we of course mean in terms of size, as it's one beastly behemoth that looks weird and doesn't fit anywhere well, but Blake still managed to knab himself one despite their rarity. In our discu…
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Are you into scary games with deeply drawn characters and surprising narrative turns that will keep you captivated for hours? If so, then you should avoid Paratopic like the plague, because the subject of this episode features absolutely none of that! Instead, we talk about what it does feature, which includes pretension, boredom, and a complete la…
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Remember that scammy Nintendo compilation of 3D Mario platformers we talked about last episode? Well one of us went ahead and bought it, and you know what, that ended up being a pretty good choice despite the compilation still being a pretty shameless cash grab. Turns out the worst thing about Mario Galaxy was the Wii, and the best thing about it n…
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We take a closer look at two games we haven't played all of… though there's a pretty good reason for that in both cases. First we shine the spotlight on Baldur's Gate 3, a game that's still in early access and looks more than likely to stay that way for at least a year. None of which is to say that it's anything but an excellent game, it's just unf…
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Two years after we took a look at its progenitor, we dive into Spelunky 2, a game that's clawed its hooks deeply into our brains in the way that only a truly great title, or addictive narcotic substance, can. But don't go back to that first podcast—not just because it's bad, but also because we were completely wrong about our predictions for the se…
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Proving once and for all we care more about playing interesting games than growing an audience, we took a look at the relatively obscure Moon: Remix RPG Adventure, more frequently known as Moon, and most frequently of all known as "What are you even talking about?" An influential Japanese game from 1997, the title took more than 20 years to get tra…
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La Mulana—good game, or best game ever? That's the central question in this episode focused on the epic (yes, epic) Metroidvania puzzler, the name of which is apparently not Spanish for The Mulana, despite what everyone says. We discuss its place in the genre, as well as what makes it such a singular achievement, and along the way question whether …
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Remember a few years ago when Inside was the hottest indie title on the market and critics hailed it as the best video game since… video games? Sadly, we do too. But now, with the benefit of hindsight and a general disdain towards empty pretentiousness, we go deep, umm, inside of Inside to ask whether the game warrants so much praise or whether it'…
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We take a deep dive into Resident Evil 2: Remake, perhaps the finest remake of Resident Evil 2 to ever be released… at least, as of this recording. Blake gives us a rundown of the game's place in the series, or rather both places it occupies, and helps break apart what makes this new version so successful two decades after the original's release. S…
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While Blake continues trekking through the Resident Evil series, or at least the good ones, Sean has finally finished Dark Souls 3 and is ready to discuss it at length. Being the cranky pair they are, both hosts agree that the game is good, but think there's something missing that keeps it from being one of From Software's top-tier releases. Want t…
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Oleg Polar - Breaks Exposition 040 (Electro Acid Bass Mix) #40
59:02
59:02
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59:02Лучший Брейкс саунд в микс-серии Breaks Exposition!Друзья, Брейкс Экспозиция расширяет свои горизонты!Поэтому новый эпизод будет значительно отличаться от всех предыдущих.В нем мы отойдем от привычного атмо и прог брейкс звучания инемного поэкспериментируем, окунувшись в полный андеграунд,а именно в мир техно-электро-брейкс саунда. Подобное звучани…
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While Sean is still stuck in Miyazaki-land with Dark Souls 3, Blake has ventured onward from Sekiro: Shadows Die An Undetermined Number of Times to begin Final Fantasy XII: That One You Probably Skipped. That's right, for once Blake is playing the older game, and to keep up with this opposite-world trope it's one Sean has actually played before. Wh…
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Do you like Hidetaka Miyazaki games? Of course you do. Everyone likes Miyazaki's games, because not liking them is to not like games at all—or at least to have bad taste. In any case, both of us have been delving into his last real (i.e. non-VR) titles, Sekiro: Shadows Die Twice, and Dark Souls 3, and we take the incredibly controversial position t…
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After a recording break of… well, longer than we care to think about, we’ve returned to the realm of podcasting just in time for the world to fall apart around us. Nice. Anyhow, for the first episode of our hopefully more-consistent second try at this whole podcasting business, we got down to business and spent most of our time catching up on the g…
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By Jarrod Bruner
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Special Guest: Mike Bithell is the Director of John Wick Hex and in this episode he guides us through designing escort missions in games. What makes escort missions bearable? Are there games that get away with it more than others and what if I was the escort mission all along? Send your feedback to [email protected] or reach out @Gbfeature on T…
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Special Guest: Jeff Larkin is a VFX Artist at Gunfire Games, the studio behind Remnant: From the Ashes. He spontaneously rolls his way into a discussion about random number generation in games. Why do we use so much RNG in game design? How fair to the player is RNG? What does randomness mean and is anything in the Universe truly random? Send your f…
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Special Guest: Nina Freeman is a designer behind games like Cibele and Tacoma and she chose to talk with us about her philosophies on Dialogue Options in games. What sense of agency does this give the player? What are our expectations of consequences from our choices and how long before we start having full conversations with AI? Send your feedback…
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Special Guest: Xalavier Nelson Jr. is an IGF-nominated developer here to run with the topic of climbing and free-running in games. Is this mechanic a product of popular culture or is it here to stay forever? How does this dynamic traversal affect game design? And has Mario, in fact, been doing parkour this whole time? Send your feedback to podcast@…
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Steve and Jarrod tackle issues with some of video games’ minor mechanics such as, Ladders: How do they work? Metroidvania: Guess who’s back and Closets: What lives in yours? We also discuss the state of the show and exciting new possibilities for Gbfeature moving forward. Send your feedback to [email protected] or reach out @Gbfeature on Twitte…
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Special Guest: Carolyn Petit is the Managing Editor at Feminist Frequency and on this episode we’re on the case of Detective Vision in games. Why have we seen so many recent games use this mechanic? Does it change the way a player perceives the world that they’re in? And how many episodes in a row can we talk about Metal Gear? Send your feedback to…
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Special Guest: Chandana Ekanayake is the creative director with Outerloop Games, the team behind the VR game Falcon Age. He soars his way over a discussion about Crafting systems in games. How does crafting tie into the rest of a game’s mechanics, what does it mean to create in order to destroy and why did video games peak back with the MMO Star Wa…
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Special Guest: Daanish Syed is a developer at NetherRealm Studios and host of the podcast Someone Should Make This. He stops for a quick interlude on the subject of Cutscenes in games. What makes narrative delivery in games unique to other art forms? Are cutscenes the most effective way of quickly providing story, and who at NRS gets to decide whic…
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Special Guest: Doc Burford is a game developer on Paratopic and is the author of the blog, Stomp. We discuss the good, the bad and the ugly of Karma and Morality systems in games. Why do we see these systems so often in games? What does a karma meter actually represent and what emotions is that supposed to solicit in the player? Send your feedback …
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Special Guest: Juan Vaca is a narrative designer with Endless Entertainment and a Latinx in Gaming co-founder and we’re talking about video games that are adapted from other IPs. How do video game licenses work? Who truly gets to keep the rights and what are some of the creative implications of working around already established media? Send your fe…
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Special Guest: Amanda Farough is the managing Editor at GameDaily.biz and she makes a house call for a regular check up to discuss health and HP mechanics in games. What does HP represent? How has healing changed over time and what is the meaning of life? We solve all of these problems while creating a few new ones on this existential crisis of an …
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Special Guest: Will Lewis is the Co-Founder of Rose City Games and lead community organizer of the Portland Indie Game Squad. He holds our hand through a discussion about different approaches to onboarding in game design. When is tutorialization a resounding success? What makes for a bad onboarding experience? How do I interact with the door to lea…
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***Producer’s Note: We had some technical issues on Steve’s mic that gets worse over time. You may hear some clicking and popping towards the end that we were unable to get out. The problem has been fixed for future episodes. We apologize for the inconvenience.*** Returning Guests: Kim Belair & Ari MacGillivray are game designers and they step off …
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Returning Guest: Matthew Burnside certifies our discussion on how the QA process works for video games. Why do we have so many Day 1 patches these days? Is the QA team considered developers? How many hours does it take to ship a game? He helps us answer all those questions and more on this week’s GBF! Send your feedback to [email protected] or …
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Special Guest: Dr. Anthony Bean (aka The Video Game Doc) is a clinical psychologist and author. He makes a house call to walk us through daily and weekly quest design in video games. Do those quests deliver effective or meaningful expereinces? And; what’s the psychology of adding daily quests to your game? Send your feedback to [email protected]…
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Returning Guest: Kahlief Adams from Spawn on Me dances his way into a discussion about emotes in video games. What are the origins of emotes in games? How have emotes worked their way into game mechanics? Who owns the IP of an emote? How to floss dance? Send your feedback to [email protected] or reach out @Gbfeature on Twitter Guest: Kahlief Ad…
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Special Guest: Elaine Gómez is a game designer at E-Line Media and content developer for Make Room. She schools us on the topic of Educational video games. What’s more effective: A game where you learn through mechanics or a game that identifies itsellf as an “educational game” from the start? What kinds of lessons are games effective at teaching? …
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Special Guest: Osama Dorias is the senior game designer at Warner Bros. He stopped by to piece together how puzzles mesh with the rest of the game. What defines something as puzzle game? How has the internet changed the nature of puzzle design? How can we get the license to Clue and who can connect us with Tim Curry? Send your feedback to podcast@g…
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Special Guest: Tristan Moore is the co-founder and lead designer at Broken Widow Studios. He accepted a sidequest from a message board and ended up walking us through Open World game design and theory. We’re back after our short hiatus to ask: What are some of our first open world game experiences? How have open worlds changed over time? And where …
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It's the season of the witch, so we decided to focus our entire episode on scary video games, be they traditional horror titles or simply games that gave us chills. For help with this endeavor, we enlisted the service of horror connoisseur Kate Currie, one half of The Library Ladies' blog. Along the way, we touch on Left 4 Dead, P.T., Night in the …
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What with all the talk (and a less-than-stunning trailer) of a sequel on the horizon, we decided to take on Spelunky and give it as close to a well-rounded discussion as we could manage. It's a game that has the honor of being both one of the greatest titles ever created, and also something neither of our hosts have been able to beat despite dozens…
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Steve and Jarrod take a moment to discuss how Aging Games are holding up with a modern context. Is it important to play games in their day? Does Half-Life 2 hold up? Does games-as-a-service mean the doom of a huge portion of gaming history? Send your feedback to [email protected] or reach out @Gbfeature on Twitter…
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The Legend of Zelda: Breath of the Wild
1:25:09
1:25:09
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1:25:09Remember way back in 2017, when all anyone wanted to talk about with video games was how The Legend of Zelda: Breath of the Wild was the best Zelda ever, the best game ever, and quite possibly the best thing ever made? Well it's now a year and a half since BotW dropped, so we felt it was about time to take stock of the title with a more nuanced, da…
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In the first of our podcasts focused on a single game, we decided to outdo ourselves and actually cover three games instead: the entire Mass Effect Trilogy. That's right, we go all the way from the first game, with its terrible-yet-for-some-reason-beloved-by-Blake Mako controls, to the second game, filled with more crew members and relationships th…
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Special Guest: Victoria Tran is a community developer at KitFox Games and currently working on Boyfriend Dungeon where you get to date your weapons. She helps guide us through the lovestruck world of Romance in video games. How do you fit human relationships into an algorithm? How does Romance in games often fall short and when will we get an AI li…
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Special Guest: Dany Peña, founder of Gamertag Radio, throws in his two cents about how Community Feedback is considered in the game development process. How do we interpret an influx of opinion and implement it in an actionable manner? How do we get developers to support their employees? Send your feedback to [email protected] or reach out @Gbf…
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Special Guest: Caleb Grace, the Lead Designer on The Lord of the Rings LCG, joins us for a non-stop thrill ride through our attempts to define tension as a mechanic in video game design. What types of things do designers use to create tension? Is tension a prerequisite to qualify something as a game? Send your feedback to [email protected] or r…
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Well another year's E3 has come and gone, and the future looks bright indeed. With that in mind, in the latest podcast episode we focus on the games that have us the most excited, and discuss how the show seems to be growing up and moving away from its smoke and mirrors of vaporware and empty surprises. All of which is to say that we spend a lot of…
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