MisanthroPlay Season 4 - Episode #61 The Year is 201X

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We kick off MisanthroPlay Season 4 the only way we know how: hurriedly trying to cram 35 games of 2017 into an hour and forty-five minute podcast. Happy New Year, from us to you!

The Games of 2017: ARMs, Assassin's Creed Origins, Cuphead, Danganronpa V3, Dead Cells, Destiny 2, Detention, Dropmix, The Evil Within 2, For Honor, Hellblade, Golf Story, Gravity Rush 2, Horizon: Zero Dawn, Injustice 2, The Legend of Zelda: Breath of the Wild, NieR Automata, Night in the Woods, Nioh, Observer, Persona 5, Prey, Pyre, Resident Evil 7, Ruiner, Shadow of War, Super Mario Odyssey, Tekken 7, WhiteDay: A Labyrinth Named School, Wipeout Omega Collection, Wolfenstein 2: The New Colossus, Xenoblade Chronicles 2, Yakuza 0, Ys VIII

Listen to it here, and be sure to check in with episodes 58-60 if you haven't already!

MisanthroPlay Episode #57 Interview with Rani Baker

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We talked about the striking games of witchy Portland-based developer Rani Baker back in Episode #51, so we thought it was about time to just have her on the show! Rani Baker joins Alva and Robert to discuss her games, her creative process, her inspirations, and haunted technology.

You can find Rani's work at Itch.ioGameJoltBandcamp, and Cracked, among other places. Be sure to check out her upcoming game DEATH SWORD, which you can currently help to crowdfund, and please consider supporting her on Patreon.

Listen here!

MisanthroPlay Episode #55 Jeremy Blaustein on the Art of Localization

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Robert and Alva sit down with the multi-talented Jeremy Blaustein (Metal Gear Solid, Snatcher, Silent Hill 2, Shadow Hearts Covenant) to discuss his twenty-five year career in the Japanese games industry. We discuss the ups, the downs, the role of the translator as creator, the dilemma of translating Trump, and kiboshed Snatcher remakes and sequels.

Listen to the episode here.

Check out Jeremy's localization company at Babydragon.jp.

October Terror Story #15 Super Mario Bros. 3

by Alva Chua

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Super Mario Bros. 3
Nintendo Entertainment System

The Super Mario Games are tautly structured sets of rules. That’s what makes them enjoyable and even beautiful at times.

You see objects you can jump over them. Blocks you can smash. Enemies that affect other enemies. Within minutes, the order of things is set.

You’re bounding through a world of systemic cartoon beauty. Every symbol is clear to you--if something has eyes, it’s probably sentient, and although that’s disturbing in its own way, it fits into the world and you move on.

It’s a desert. You can tell it’s a desert because of the sun that is literally glaring down at you, frowning. You can tell the desert is hostile because even the sun hates you. Cartoon logic made manifest. There are rules, after all.

There are supposed to be rules.

Rules that are willfully broken when the sun itself untethers itself from its perch in the sky, and defying perspective and logic, charges at you. It hunts you, and kills you with its deadly touch.

There are many moments of tension in the Mario games. But for the mind-bending terror of a celestial body bringing things to a personal level, few things in the 8-bit era match this moment for terror.

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October Terror Story #14 In the Friend Zone

by Robert Fenner

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In the Friend Zone
Get it at Itch.io

You wander dazed through a decimated cityscape. Twisted asphalt rises up in all directions. Past the highway and over a chainlink fence lies a worn-down old church. Inside, they worship blue balls. You make your way to a nightclub, the bass reverberates within your ears. The dancefloor is an unusable wreck; mostly deserted, save for a scattered simpering sausage party, its patrons crawling over each other, using each other, begging for the ability to change their lot.

They wait their turn to be called. You wait your turn. Their turns do not come. Your turn does not come. Not ever.

Entitlement has banished you to the Friend Zone. And you deserve it.

In the Friend Zone is like Lovecraft's Dagon for """nice guys""".