No Coast @Night is a weekly podcast where NCG editors sit down, get drunk, and talk about video games (usually.) In this week’s episode we talk about: Feral cat colonies NieR: Automata Bloodborne Metal Gear Solid: Peacewalker Mass Effect: Andromeda Ballast Point Brewery Advertisements Continue reading No Coast @Night: Ep.4
As we plunge inexorably towards becoming one with the machine, here are some vignettes of how games make us recall our bodies. Hands and fingers – Voez You didn’t know that your fingers could make these shapes. They glide across the surface of your Switch and make impossible gestures. As each beat slides towards you, your eyes have less than a second to tell your brain, … Continue reading Meditations on the Human Body and its Place in Video Games
Until now, I can’t think of a game I’ve fallen in love with that was poorly received universally. That’s not because I read reviews of games and use them as a guide for how I should feel about the game, but perhaps because aggregate reviews are for the most part, a good indicator if something is well made. As review aggregates aren’t necessarily reflective of … Continue reading I think I’m the only one that likes Mass Effect: Andromeda
Quick Hits is a weekly segment at NCG that highlights games that may have been forgotten, will never be found, or otherwise deserve notice.
Continue reading Quick Hits: Biomotor Unitron
The argument of the role of the “auteur” in video games usually centers around figures like Hideo Kojima or Hidetaka Miyazaki, the creatives behind the Metal Gear and Dark Souls franchises respectively. And I think with good reason: while they both have a highly specific vision for their work, their games have reached a mainstream audience and regardless of your taste it’s hard to … Continue reading Impressions: Nier: Automata
I don’t know when we started watching The Great British Baking Show in our apartment. It feels like we may as well have been watching it since birth. If you’ve never seen The Great British Baking Show it’s quite simple. It’s follows a prototypical reality show structure. A group of people are weeded out one by one, until one winner remains, but in GBBS they’re … Continue reading Accepting Defeat: Invisible, Inc. and The Great British Baking Show
In our last episode of No Coast @Night, Garrett DeGregory posited that Guerilla’s Horizon: Zero Dawn feels like the logical extreme of a now well trodden game design structure. It follows the template that nearly every big budget game has for the past ten years. Give the player a massive world. Fill it with stuff. Put icons all over the map leading the player to … Continue reading Boiling it Down to the Essentials: The Changing Face of Game Structure