Jude, Kieran, and Nathan talk consider the actions of publisher Blizzard toward the end of 2019 and how much control publishers should have over what is said by players, fans, and streamers. (Oh, and please ignore the fact that this is the "fourth" episode. Don't tell the guys!)
Zachary, Jude, Kieran, and Nathan ask whether gameplay should be designed for its world or if the world should be designed for gameplay.
Zachary, Jude, and Kaiden talk about how well Hispanic and Latino characters and developers are represented in games.
Zach is still thinking about the Mad Box and Jude brings up motion controllers that maybe didn't exist.
Zachary and Jude start and start and start and start and... then talk about a new console on the horizon, the Mad Box, by Slightly Mad Studios.
Zachary, Jude and guest Eddie consider whether Fallout 76 lives up to the series' standards.
Zachary, Kailey, and Jude (in spirit) consider the possibility that Blackout can dethrone Fortnite in the Battle Royale genre.
Ian, Austin, and... I want to say Caleb? discuss the indie games that are holding their interest at the moment even as AAA games might not be.
Ian, Austin, and Connor discuss VR, where they think it is today and what they want to see.
Ian, Austin, and... wait, where's Connor? What makes a souls game, and why is Austin bringing up a typing trainer?
Ian, Austin, and Connor continue their discussion on linear games. Everyone loves Half-Life.
Ian, Austin and Connor consider Austin's proposal that video games need to have a great deal of player agency to be good - that is, you must be able to make many choices about how to play. Mr. Lydon gets involved at Austin's request.
Ian, Austin and Connor consider games that give a cross-platform advantage to keyboards or controllers.
Ian, Austin and Connor explore older games that hold up, that are worth playing even as games come out that are more technologically advanced.
Ian and new host Conner discuss the role developers and publishers should play in games produced and distributed for free by fans.
Should developers put up time-walls on content, requiring 40+ hours to unlock key components? And should you be able to buy your way through them?
This episode is actually two episodes, each an unedited recording of a topic we attempted twice. It is messy, but it still covers our topic: are some topics too sensitive for gaming to cover them?
The Coral Academy Game Club considers whether eSports are a sport, and whether or not it deserves a place in academic settings.
Where we discuss consoles in general, including revolutionary design, controllers, and the future of gaming in general
Making a podcast is hard, and this episode shows it. While there is a definite game discussion in here (somewhere), there's mostly tech problems, giggles, and distractions. This is the CoralCast uncut.
Are tutorials useful, or just a drag? Is anyone doing them well? CAN anyone do them well? These questions are the center of this episode.
Why do we have this debate? and how does the debate change? Does it, ultimately, matter?
Austin and Laura discuss how the choices designers make in the look and feel of the game affect their experience with the games themselves.
The crew talks No Man's Sky, Dark Souls, and more, considering how hype for unreleased games affects our gameplay experience.