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  • Episode 192 - Life Isn't Worth Living - To the Moon
    Don’t tell anyone, but I always thought they were podcasts. Welcome back to NOCLIP! Today, we’re going to be talking about To the Moon, a narrative game focused around learning about characters through one’s memory. I imagine this description will be quite short, because there isn’t a lot I can cover without spoiling the plot. While technically a sci-fi story, the game revolves around one character’s past, so those elements fall more into the background during the meat of the gameplay. The result is that despite the fantastical premise, the majority of the game feels very mundane which has the effect of making it easier for the player to relate to the characters in the story, and it’s very effective because the game operates on a personal level. As you learn more about each of the primary characters, you can start to see the depth they have and that characterization and what you think about their actions and motivations will influence the way you perceive the overall story. It kind of sounds like I’m just describing how to read a story, but engaging with this game the way you would a book or a movie will probably do you better than coming into it like it was Chrono Trigger. This is an extremely well written story with very little interactivity, and it’s well worth checking out if you’re in the mood for something simple. We’re going to be talking about what being a game brings to the table for this experience, how the game goes handles its characters, and we speak ill (and not so ill) of the dead. Thank you for joining us again this week! We’re on the last of our Mystery May games after this, and it’s so far been a year for actually covering the games that have been on our list for a long time. The tragedy of this game, aside from Johnny’s story itself, is that we waited so long to play it that it feels to me almost obsolete as a game, though not as a narrative, which still feels very well written. Did you feel similarly to me, or were you more engaged due to the interactivity? Let us know in the comments or over on our Discord! Next time, we ended up rolling a game that is has been on the list for less time than the other games this year, but one we’re excited for anyway, Spiritfarer, so we hope you’ll join us then!
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  • Episode 191 - That Might Be A Pokémon - Half-Life
    Forget about Freeman, we’re abandoning the podcast. Welcome back to the podcast! We may be into June, but we’re in the ides of Mystery May right now, and the fates have deigned we play Half-Life, and I am not one to argue with the fates. Half-Life is one of the most influential FPS games of all time, and part of that comes down to the way the game builds a really impressive world for you to play through. Black Mesa feels as vast in some places and stifling in others as it needs to in order to create a tone that is full of anxiety as you conserve ammunition while fighting enemies with genuinely great creature design. It’s part FPS, part horror title, like Doom was, but with this added environmental element that really pushes it to the next level. The other part of its influence is really just about how good the game was when it came out. Levels are mostly well paced, even from a modern perspective, movement through them feels fluid and like you’re using all the parts of your toolbox, and the aforementioned ammo conservation feels well thought out. This one is an easy game to go back to despite it’s age, and it’s still just as moody while still having that over-the-top 90s sci-fi edge to it. We’re going to be talking about Source Engine movement, the pros and cons of Xen, and whether we were or were not excited to turn on pumps. Thank you for joining us again this week! We’ve been consistently hitting the games that have been on our list for the longest this year, and Half-Life is one we’ve been dancing around for a little too long. This game still rules, particularly if you are a fan of its descendants, so if you haven’t given it a shot yet, I recommend doing so. And then let us know what it was like over on our Discord, or in the comment section! Next time, we’re going to be talking about To The Moon, which is not about the stock exchange, so we hope you’ll join us then!
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  • Episode 190 - Goth Mommies - The Wolf Among Us
    No, I’m Pod. He’s Cast. Welcome back to the podcast! Today, for the second episode of Mystery May, we’re going to be talking about The Wolf Among Us, a narrative adventure game from Telltale. Telltale’s style of design really exploded with the Walking Dead, and has since led to a number of choice-based adventure games that would cite it as inspiration, but The Wolf Among Us sits in a unique position in their catalogue as the last indie property they would make a game out of following the studio’s previous success. Because Fables, the series that the game is based on, is relatively niche, many of the players for this game were fans of Telltale’s games specifically. This has led to the game having a particularly outspoken following, and a very positive reputation. And one it’s earned, we think. The game centers around a murder mystery, placing you in the shoes and paws of Sheriff Bigby Wolf trying to identify the killer. And this mystery is very well written, with pacing that makes the game’s five episode structure flow surprisingly well even when playing through the game all at once and characters that are deep enough to make sense of their motivations and, importantly, predict their reactions to your choices. Some of the mechanics show their age, with Telltale’s usual reliance on QTEs and truncated dialogue choices introducing a little bit of friction, but if these are things you can deal with, this may be the best example of what Telltale can do out there. We’re going to talk about the audience expectation that comes with writing a story using preexisting characters from two different mediums, managing tone with a mature premise but a silly pretense, and we revel in our success as podcasting magnates. Thank you for joining us again this week! As we’ve mentioned on the last two episodes, it’s kind of crazy we hadn’t talked about a Telltale game up to this point. We have different histories with the studio, but we both like the games inspired by them and have played multiple games from them in the past, so it was honestly a matter of time. Do you think The Wolf Among Us is The Wolf Among the best games Telltale has released? Do you jive with the general structure and mechanics of this now twelve year old game still? Let us know in the comments or over on our Discord! Next time, the fates have deigned we talk about Half-Life, so be sure to join us for that!
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  • Episode 189 - For Your Daddy - Monster Hunter Wilds
    The guild authorizes you to hunt this podcast. Welcome back to NOCLIP! Today, we’re going to be talking about Monster Hunter Wilds, the latest mainline entry in the series and the game that turned many peoples’ computers into puddles of acid. Wilds is a follow up to Monster Hunter World both in that it was made by the same team and that it mechanically doesn’t stray too far from the systems that World established. This is a good and a bad thing, because it means that the combat in Wilds is much more straightforward than it was in Rise, allowing you to establish a flow with each weapon and understand the basics fairly quickly. On the other hand, it also doesn’t feel like it has innovated much, particularly in the ways the game seemed to advertise itself on. Focusing on the larger environments, Wilds seems to have overstepped its own capabilities a bit, making the new areas harder to traverse, and without your mount, taking a long time to do. Additionally, much of the tracking mechanics have been stripped out, meaning you generally know what you’re hunting and exactly where it is when you set off, making the more-open world basically a nonfactor in gameplay. If you’re a fan of the series mostly because of the combat mechanics, none of these things will be deal breakers, and the new focus mode and wound system changes the texture of fights enough to make them feel fresh again, but there is a lot of truly unnecessary artifice surrounding the game that can detract. We’re going to be talking about what the story does(n’t) bring to the table, the wonderful new monster designs, and the horror that is palicos talking. Thank you for joining us again this week! Monster Hunter Wilds was one of my most anticipated games this year, and despite what we talk about in the episode, I think it still holds up as a fun entry in the series, even if it isn’t substantially close to some of the previous games for me. How did you feel about the game? Did you manage to muscle through the first 10 or so hours to get to where the game opens up for you, or did you bounce off of it? If you were a new player, did you find this an accessible game? Let us know in the comments or over on our Discord server! Next time, we begin Mystery May, where we roll a die to determine our next episode based on our tables (which you can view on our website if curious!). We’re starting with a “short” game (formerly “Pocket”), The Wolf Among Us, so we hope you’ll join us for that!
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  • Episode 188 - Pretty Cute - Immortality
    Artists create, podcast, and destroy. Welcome back to the podcast where today we’re going to be talking about Immortality. Immortality is a game from Sam Barlow, creator of Her Story and Telling Lies and it follows in the same tradition as those games. Largely player-directed, the game involves watching clips of three films and footage associated with them in order to gain an understanding of what happened to the people involved. There is a set point at which the game shows you its credits, but whether you feel done at that point is largely up to you. Differing from the previous games, rather than inputting text to find clips, you click on elements in scenes to cut between them, following actors or props or other elements to see new things, and you can control the speed of playback and even play in reverse. Your understanding of these mechanics and how the internal logic of the match cuts works really determine what kind of agency you can exercise in solving the mysteries, so your milage may vary depending on how much you liked the core loop of Her Story in comparison to this one. Even so, the technical prowess on display here is still incredible, with a surprising dedication to capturing the feel of the eras of film each of the game’s three movies represent and performances that don’t feel like an imitation so much as part of film canon themselves. We’re going to be talking about the feeling of playing Immortality as compared to other games, the surprising directions the narrative takes and how it differed from our own interpretations, and in a spiritual successor to Haunting Those ROMs, we discuss what may be haunting THIS footage. Thank you for joining us again this week! Immortality has been on the list for a while because we have a particular soft spot for Her Story and how different that game felt to anything else, and while this is more refinement than innovation, it’s still a really impressive title and would probably give you a similar feeling to us if it is the first of Sam Barlow’s games you’ve played. Did you pick up on the game’s secrets? Did you struggle to rewind because you were playing with a mouse? Let us know in the comments or over on our Discord! Next time, we’re going to be talking about Monster Hunter Wilds, so I hope you join us then and that you have some free time in the coming weeks.
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WELCOME TO NOCLIP! We are a fortnightly, book club-styled podcast in which we attempt to go in-depth on an individual video game and figure out what makes it unique. Episodes are around an hour to an hour and a half long and primarily feature free form discussion on themes and mechanics present in each episode’s titular game. Bear in mind that we are not reviewers, so as far as we critique the games at hand, our intent is not to convince you to play any particular work. SPOILER WARNING: Given the depth at which we intend to cover the games in question, those which feature a story, plot, mechanical surprises, fun moments you may not have heard about or otherwise will be fully discussed, likely at length. Given this, it is advised that you go into each episode with the understanding that these elements will most likely be spoiled. If you are sensitive to that sort of thing, we recommend that you either play the game before listening to the podcast, or skip the episode altogether. (Though the latter option would make us all very sad!)
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