Fun Size Episode 10 – Jodorowsky’s Still Alive

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Mike and Casey sit down with Kinsey Burke, Patrick Johnson, and Sam Mulvey to bat around a contentious and complicated topic: adaptations, reboots and remakes.

How faithful should a work be to its source material when it’s adapted from one storytelling medium to another? What happens when it deviates over time? What about when a beloved past work is rebooted in ways we cannot stand? Is it really worth getting worked up about, now that the floodgates are open?

And can a bad adaptation transcend the source material and become a wonderful hypnotic disaster? Is it time to make peace with changes to Game of Thrones, and the Ghostbusters remake?

Also, Mike fights — against all odds —  to protect a young friend from a 43 year-old movie spoiler.

Episode 27 – The World Doesn’t Look Bright for Us Completionists

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“I was an adventurer like you, then I took an arrow in the knee.”

Mike and Casey completely abandon their quests to consolidate their pixelated criminal empires and save the kingdom from dragons, so that they can play darts and brew potions with video game journalist and YouTuber Kinsey Burke, and returning panelist Patrick Johnson.

Our non-essential side quest? To dig into the massive phenomenon of Open World Video Games. From Fallout 3, to Skyrim, to Grand Theft Auto V,  there is an video games where the storyline is optional and immersive player-initiated exploration are their biggest sell points.

What is the appeal of a game that lets you make your own agenda in a fictional city, or epic fantasy realm or post-apocalyptic future? What are the limits of a game that aspires to let you be and do anything you want?

And why are these games so damned buggy?

Music: 
“Welcome to Los Santos” from Grand Theft Auto V by Oh No

Episode 22.5 – A Loud, Brown Blur

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On the tail of our BioShock panel, Mike and Casey continue our conversation with Patrick Johnson and Carlos Rodela, to delve deeper into the strengths and weaknesses of this game series in particular and gaming in general.

How big and dense can — or should — a video game’s world be? How much should the player be directing the story, as opposed to the game’s designer? How often should video game franchises release sequels, especially when new installments have only small incremental changes?

Plus, random musings on Star Wars and M. Night Shyamalan.

Episode 22 – Being a Selfish Asshole Is the Best Thing You Can Be

bigdaddy“A man chooses… a slave obeys…”

Mike and Casey pile into a bathysphere and flee the surface world, and the clawing hands of Big Government and the Parasites to reserve their tables at the Kashmir Restaurant with first panelists Patrick Johnson, and Carlos Rodela of the Video Game Break Podcast. Our topic, the revolutionary 2007 video game, BioShock and its sequels.

We explore the immersive game world of Rapture, the failed undersea utopia inspired by the free-market Objectivist philosophy of Ayn Rand. We look at whether video games can transcend the reputation of being a fun distraction, and whether they can truly be works of art in their own right. And finally, we contemplate the limitations and possibilities of player choice in games, and whether complex storytelling is at odds with the agency to make character decisions.

Music: 
“The Ocean On His Shoulders/Welcome To Rapture” from BioShock by Garry Schyman