Old Game Plus: Recent Episodes

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Discussion and play-along of Final Fantasy VI, with perspectives from both long-time fans and a brand new player.

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Engineering Deck--radiation tubes, scary robots, the remnants of a fight, a mysterious message, and of course, the Carbo Bays.

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Breaking into a new game! The background and history, the various concepts that come up in your first foray into an immersive sim, and our first understanding of the Many.

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Finishing Mass Effect, bonus discussion of a bit of Mass Effect 2, and of course, announcing our next game! Also Prisoners' Dilemmas, and consequences for council-killing.

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Some side questing, Virmire, and Ilos. Also: when players have to decide who to let die, and when AIs have to decide who to let die.

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Main story progress with Liara, Feros, and Noveria. Also, the gig economy for adventurers, and very fast romance.

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Back from break and starting a new game! Mass Effect's setup, character creation, and intro mission.

Penny Arcade comic mentioned by Greg

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We have done this 100 times? Join us for marveling about that, answering listener questions, and some About The Hosts on various topics we never get around to in normal episodes. Also, real thoughts on our goals with this show, FF7, and game careers.

And, announcing both a short break (4-6 weeks) and our next game!

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The 5th case added in the Nintendo DS rerelease, Rise From The Ashes, and overall concluding thoughts on Phoenix Wright. Also, balancing games using the player's time, and the Warren Court.

Also, announcing our next episode: episode 100 of Old Game Plus! Please send us any questions or topics you'd like to hear about at:

Twitter @ogpluscast

oldgamepluscast@gmail.com

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Cases 3 and 4, including the dramatic finale of initial GBA release. Also Polly vs. Polly, Nancy Grace, and rushing through more real-world lawsplainers.

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Delving into a new game, where we try to explain the weird setting and premise, and break down the tutorial and first real chapter. Also, figuring out how to discuss the constant divergences from reality.

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Finishing Shoreside Vale, closing thoughts, and the unusual choices during the ending.

And of course, announcing our next game!

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Staunton Island, with its quests for Kenji, Ray, and Donald Love (before the soft transition to the final act in Shoreside Vale). Also: the best spot for bus murder, and the problem with spanked-up madmen.

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Finishing our climb up the ranks of the Mafia, and then the events that take us to meet Asuka at Staunton Island. Also: making Spank, the Kantian ethics sections of the podcast, and the Melbourne Obelisk.

Dara O'Briain bit on Grand Theft Auto (starting at 1:30)

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We begin a new game with a lot of discussion of the systems and world, and the first few quests. Also: the parking brake, the Godfather, and how there's a lot to unpack here.

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Revisiting Metroid Prime, with a chance to discuss the game with developer Zoid Kirsch! We ask him a bunch of things that touch on: basic decisions in moving Metroid to 3D, working with tech limitations of the time, interesting details about elements like the doors and camera, and other topics.

And of course, announcing our next game!

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Finishing Mario 64! The third floor and final Bowser, and overall thoughts. Also Banjo-Kazooie, speedruns, and epenthesis.

And, announcing our next episode!

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We're back from winter break! Proceeding right along as usual with the second-floor stages of Mario 64. Also revisiting the topic of its floobly controls.

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The basement levels, reaching Bowser 2, and checking out the second floor.

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16 more Stars, while revisiting all 4 of the first-floor levels, as well as dips into Lethal Lava Land and Shifting Sand Land, and some cap stages. Also: the Archimedean principle, pilot-induced oscillation, and accounting fraud.

Article on Sierra Entertainment

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Delving into a new game! We discuss 8 stars that Melissa obtained in the first two levels, and then the first encounter with Bowser. Also: the center of mass, the velocity vector, and the pickle.

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The final rooms of Metroid Prime, and the ending. Also: some discussion of the sequels, and of course, announcing our next game!

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The Plasma Beam, the Omega Pirate, and artifact hunting. Also, the overall structure of the world map, and naming things.

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We go from the Ice Beam to the X-Ray Visor, which involves a lot of running around the world, through an underwater tunnel, and one intense combat gauntlet in the Phazon Mines. Also some discussions of oddly-paced parts of this game.

Links:

It's about to get scalding hot in The Sunchamber

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Getting the Wave and Ice Beams and Thermal Visor, and fighting Thardus. Also: reimagining Samus's beams, problematic control setups, and the smell of cordite.

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Finishing the first main exploration loop--past Flaahgra, a dip into Phendrana Drifts, and a return to the ship. Also: secrets in 3D vs. 2D games, the way the game teaches you things, and half-pipes.

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A new game! The intro/tutorial and arrival at Tallon IV, comparisons to Super Metroid, and observations about the world. Also: games being too long, current events, and Samus being an extremely powerful lady.

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Growing our cities bigger and getting into some other game mechanics: transportation, zone layouts, rewards. Also: the Takings Clause, the Laffer Curve, and the urban planning of Canberra.

And at the end, announcing our next game!

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We begin with SimCity background, and thoughts on what made such a good game out of such a mundane concept. Also a lot of tangents about Cities: Skylines, oil futures, the Big Dig, and how SimCity 2000 relates to current events.

Links:

Maxis Business Simulations

SimRefinery is rediscovered

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We talk briefly about Final Fantasy 7, then head into the Fortress of Regrets. The engaging noncombat sequences, saving your friends, discovering yourself, and what it means to get the good ending.

And of course, announcing our next game, starting in two weeks!

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The sequence of quests from Curst all the way back to Sigil. Also, what it means to be Lawful Neutral, what it means to be Awful Neutral, and how every game has the weird rushed portion.

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The Lower Ward, Clerk's Ward, and the first trip out of Sigil, to Ravel's Maze. Also side quests, the "normal" RPG combat dungeon, and men who are on fire.

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Pharod's Quest and the Dead Nations, the Alley of Lingering Sighs, and introduction to the Lower Ward. Also various discussion of whom you can and/or should kill during this segment of the game.

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Introduction to a new game! We discuss the world, controls, and initial mysteries of Planescape: Torment, as we get to know our way around the Mortuary and the Hive.

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The last 4 normal levels and overall thoughts on the game, as well as a brief look at the secret levels, the multiplayer, cheats, and speedruns. Also, working as an evil corporation scientist, and narrowly avoiding a lecture on the Pythagorean theorem.

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Finishing the St. Petersburg arc with Archives through Train. Also, the potential energy of James's watch, the most annoying square in the game, and excessively extolling the virtues of the Nintendo Power strategy guide.

Links:

https://archive.org/details/007GoldenEyeNintendoPowerOfficialStrategyGuide/page/n99/mode/2up

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Back from our illness-induced break, we revisit Goldeneye with a focus on its middle levels: Silo through Statue Park. Also: random maps in Age of Empires, "Watch? Magnet? Attract?", Sean Bean dies, and statues of Lenin.

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We begin with the context for Goldeneye as a relatively unusual game that stands out from its time. Then discussion of the general game mechanics as we work through the first five levels.

GDC retrospective by Martin Hollis

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Turtle Rock, the Wind Fish, and the end of Link's Awakening! Also: random movies we think of while watching the ending, new additions to Mario Maker, and the occasional return of Bible references.

And of course, announcing our next game, planned to start 3 weeks from now!

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The Face Shrine and Eagle's Tower dungeons. Also the Flying Rooster quest, the random appearance of one of Jay's favorite game characters, and Melissa's new favorite dungeon.

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Angler's Tunnel and Catfish's Maw, as well the Marin quest and Ghost quest. Also, Link and Marin's understated romance, not playing the Color Dungeon, and of course, more discourse on how the dungeon maps look like things.

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The Bottle Grotto and Key Cavern dungeons, as well as their interstitial quests (rescuing BowWow and retrieving the five Golden Leaves).  Also, Jay gives a math lecture, reprising the topic of Link's left-handedness, and the use of dogs in Breath of the Wild.

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We visit the Zelda franchise for the second time on this show. Background on its place in Zelda mythology, the arrival at Koholint Island, and the first dungeon. Also, claw games, rupees, and racoons.

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In the first hour of this episode, the usual 3 hosts discuss our initial reactions to Tecmo Bowl, and its hybrid nature of football realism and arcade-style fun.  In the second hour, Jay and Melissa are joined by Brad and Nate from Tecmo Bowl vs. RBI, who talk about what they've learned playing this game in competitions for many years.

As a reminder, our next episode will be in three weeks (October 7), where we'll begin The Legend of Zelda: Link's Awakening!

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We visit an old NES/SNES obsession of Melissa's, a puzzle game where you have to move the blocks around manually. Up next: Tecmo Bowl!

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The first of our one-shot NES episodes, we discuss both the original game, and some of the changes in the recent remake Blaster Master Zero. Also: game manuals, savegames, and Francium.

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The final boss, and closing thoughts on Dark Souls! The story and endings, player challenges, and subsequent games. Also, revisiting old WoW achievements and Final Fantasy 7 spoilers.

Links:

The final 15min of Jay's no-death run, including a bit of an AI loop on Gwyn

Happyhob's clear of all 3 Souls games with no hits taken

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The DLC content, including some of the more memorable boss fights now in the game, an encounter with a dog, the fourth Great Soul, the remaining optional boss, and some miscellaneous mechanics.

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The third Great Soul, and the hidden Painted World.

Links:

Jay on "Don't Give Up, Skeleton"

Our friend Qelric with Souls-inspired art

Dark Souls art fan zine

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We tackle two of the four endgame branches and recover the great souls of Seath the Scaleless and the Witch of Izalith. Also, scallops, and the Game of Thrones effect.

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Two of most memorable levels, Sen's Fortress and Anor Londo, the notorious fight against Ornstein and Smough, and Melissa turning the corner on feeling good at this game.

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We spend most of this episode traversing the infamous Blighttown, with its perilous ledges and poison snipers. Also some talk about the approach to learning combat and bosses in this game.

Next episode, in two weeks, should go approximately through the famous boss fight against Ornstein and Smough.

Links:

Game director Miyazaki quote about creature design

A Basilisk. Note the tiny eyes just above the mouth.

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As we go from Undead Parish to the Depths, we focus more on the game's levels and early enemies. Also the humanity of rats, and how all games are variants of DDR.

Next episode, in two weeks, should take us through ringing the second Bell or slightly beyond.

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We jump into a new game with discussion that focuses mainly on Dark Souls's emotional design and what it's trying to encourage from the player, the opaque nature of its stats and systems, and the introductory areas and bosses.

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Discussing the remainder of the game's second act, some of its most notable bosses, and our overall critiques of this level and the game as a whole.  And of course, re-announcing our next game!

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Finishing Act 1 (again), this time with the secrets that unlock the game's hidden second act, and exploring what the new area looks like.

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We explore the remainder of the game's first act, including some hidden areas and items, Alucard's nightmare, and the first "ending" that can be found.

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Our initial impressions of Symphony of the Night! Background, basic movement and control, early combat, and exploring the first few areas through Underground Caverns.

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Our next project is a beloved classic that gave its name to the now-familiar "Metroidvania" game genre.  As an added twist, this the first game on Old Game Plus that none of the three hosts as played before!

Castlevania: Symphony of the Night is available:

  • The original CD on Playstation 1/2/3
  • On the PS online store, for PS3/PSP/Vita
  • On XBLA for Xbox360
  • A recent rerelease as part of Castlevania Requiem on PS4

We will begin our discussion on Feb. 11!  Because we're not familiar with the game, we can't give good guidance on exactly what our stopping point will be, but we will play for a few hours and discuss our experiences.

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Many topics in our final episode on Final Fantasy Tactics: briefly revisiting the comparison to Into the Breach, the closing battles of Chapter 4, the ending, the resolution of the major characters, mentioning the side quests, and a bit about player-made challenges.

And, in a twist--announcing our next two games!

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Brief discussion of the 2018 tactical game Into the Breach, then the bulk of Chapter 4--Limberry Castle and sealing Elmdor's gear, the brothers reunite at Igros Castle, and everyone proceeds towards a showdown at Mullonde.  The Calculator, Samurai, and Ninja jobs, the pacing and encounter design of chapter 4 as a whole, some of the game's more obscure ways of obtaining items.

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Meeting Rafa and Malak, diving into the events and battles at Riovanes Castle, and meeting up with the legendary fighter Orlandu. Also some discussion of the stats and mechanics of the game, and builds that overpower the late game.

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Meeting a Zodiac Demon, meeting Cid, meeting Olan/Orran, and setting up our upcoming discussion of the dramatic but notorious sequence of battles at Riovanes Castle.  Also some talk about the challenges of exploring the job system as a newcomer.

Ramza's face upon seeing the Aries stone speak to Wiegraf.

Twitter thread about game design choices that are hidden from players.

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Chapter 2 brings some of the most memorable characters (Agrias and Mustadio), battles (Golgorand Execution Site), and mid-game jobs to discuss (Thief, Monk, Time Mage).  Also, the Zodiac compatibility, and what happens when game developers copy and paste data.

Our next episode, in two weeks, will cover most of chapter 3 (up to, but not including, the notorious duel scene at Riovanes Castle).

Special note for anyone playing along--make sure you keep a separate save file before entering Riovanes Castle. This battle sequence is an infamous killer of FFT runs if you don't have a way to back out and change things.

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We finish chapter 1, discussing the plot and themes of the story so far (the conflict between the classes and the relationship between Ramza and Delita), as well as some of the mechanics that emerge in the early game (Gained JP UP, and early jobs like Knight and Wizard).

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We discuss the background of Final Fantasy Tactics, and the way a first-time player is introduced to the game's story and systems.

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For our next game, we go to a much-loved PS1 classic: Final Fantasy Tactics!

For those wanting to play along:

You can play the original PS1 version on a PS1 or PS2, or download it from the online store for PS3, PSP, or Vita.

You can download a remaster from the online store for PSP or Vita.

You can also play the remaster on iOS.

Note: Due to the length of the game and complexity of the story, we may not cover the entire game in full detail. Further updates once we get through the first part of the game.

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We have a guest! Jay's sister Sabrina, who is a huge fan of this game.  We discuss the remainder of the game, including both branches and the ending variants.

And of course, we announce our next game!

Links:

Google Books on Ali Zebu

The Girl in the Tower

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We progress past the Catacombs and into the "long path" branch of the game, where Alexander uses spells to travel to new areas of the Land of the Green Isles.

The Guidebook once again, since we discuss it more in this episode.

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We begin our adventure in the Land of the Green Isles. Meeting the major characters, beginning to learn our way around the four islands, and collecting items to prepare for a major set piece of the game: the Catacombs.

Links:

The "Guidebook to the Land of the Green Isles", necessary for some parts of the game.

TvTropes not only has an entry for games where you can get into an "Unwinnable" state, but has a sub-page specific to Sierra games.

Getting help when you were stuck in a game in 1988.

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King's Quest is often described as a pinnacle of the classic adventure game era, and KQ6 as a pinnacle of King's Quest. Join us as we discuss it for our next game!

The game is currently available for Windows on GOG.

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The second half of the game, including the extremely hard 7-1 and 7-2, difficulty in old games in general, the concept of limited lives, and other topics.

And we announce our next game, to begin discussion in two weeks!

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We discuss the background, characters, mechanics, and some of the bosses of Super Mario Bros. 2.  Next episode, in two weeks, will complete the game!

Super Mario Bros 2 manual

The Year of Luigi

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Our next episode, On July 30 (note the 1-episode break), will begin discussion of Super Mario Bros. 2!

The game is available on NES (and NES Classic), on SNES in the form of Super Mario All-Stars, and on Game Boy Advance in the form of Super Mario Advance.

This will be short run (1-2 episodes), so we expect to have finished the game by the time we discuss it.

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The final encounters and ending of Metal Gear Solid, discussion of the story and ending, and the series as a whole. Also: The Selfish Gene, the mystery of Gulf War Syndrome, and something called the Super Baby Method.

And, announcement of our next game! Discussion will begin in our next episode in four weeks.

Links:

Localization analysis of FF6

Steamed Hams but it's MGS

Video with some history about the game

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The beginning of the final sequence: the underground base with Metal Gear REX, the PAL key, various story revelations, and the titular boss fight.

The next episode, in two weeks, will complete the game! (The remaining segment of gameplay is very short).

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Three more bosses, two fights on elevators, and whether love can bloom on the battlefield.

The next episode, in two weeks, will go through the Metal Gear Rex boss fight.

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The boss battles with Psycho Mantis and Sniper Wolf, and the torture and cell sequence.  The hosts ramble about science issues at various points, and Greg and Melissa both misuse the Ketchup in very different ways.

The next episode, in two weeks, will cover through the boss fight in the frozen warehouse (just after the blast furnace).

Waypoint article about the torture/cell sequence.

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The fights against Vulcan Raven in the tank, Cyborg Ninja, and Psycho Mantis, and meeting Meryl and Otacon.

The next episode, in two weeks, will cover through the ascent up Comm. Tower A.

Liz England explaining game design using doors.

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We begin other game! Background and introductory elements of Metal Gear Solid, and the beginning of the story: meeting the two hostages (the DARPA Chief and the ArmsTech President), and the encounter with Revolver Ocelot.

The next episode, in two weeks, will go through the fourth boss fight (In the Commander's Room).

Links:

Dara O'Briain on Metal Gear Solid

Revolver Ocelot

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For those who didn't hear in yesterday's episode, on 4/23 we will be beginning our discussion of Metal Gear Solid!

For those looking to play along:

The original version can be played on a PS1, PS2, or PS3.

It can be bought on the PSN store on a PS3 or PSP, or via the MGS Legacy Collection on PS3.

The PC version is sadly not available digitally, but if you find it, you can play using a fan patch on modern machines.

The remake for Gamecube using the MGS2 engine should be close enough for discussion as well.

The first episode will take us through the first boss (in the armory).

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Wawka Shrine, the Ark of Yamato, and the end of the game.

And of course, announcing our next game, starting as usual in our next episode in two weeks!

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The elaborate Oni Island dungeon, and the long quest sequence that takes us through Kamui, Wep'keer, Yoshpet Forst, Ponc'tan, and the Spirit Gate.

The next episode in two weeks will conclude Okami and announce our next game!

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The adventure in the Emperor's garden, North Ryoshima Coast, the Dragon Palace, and the story of Queen Himiko and Priestess Rao.

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The Moon Cave and the midboss of the game, the festival in Kamiki Village, and the path forward to Sei-an City and the Sunken Ship.

Links:

RPG Book Club's Patreon

Jay's paper drawing from the Moon Cave

Explanation of why there are two high tides on the Earth at any time

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Proceeding apace with the next outdoor area, Taka Pass and the quests in the surrounding villages, and into the Gale Shrine dungeon.

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We continue on to the first "real" dungeon, Tsuta Ruins, its boss, and some of the surrounding area and quests.

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We're back from our break and starting a new game!  We briefly review some thoughts on 2017 games, then jump into Okami with a short segment of the game.  This segment goes through the long introductory cutscene and tutorial sequence, through the end of the Hana Valley tutorial dungeon.

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The show will be back with new episodes when we post our first discussion of Okami on January 15!  Just a quick update since we hadn't given a date yet.

For those playing along with us, we'll be covering through the introductory dungeon Hana Valley.

And if you're not, consider picking up the newly-available HD remake!

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With all other matters taken of, Melissa goes to challenge the Black Omen and Lavos. We discuss the closing fights of the game, the ending, and step back for some thoughts on Chrono Trigger as a whole.

We hope you enjoyed this Chrono Trigger interlude.  Usual episodes will be returning shortly, where we'll begin our discussion of Okami!

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We discuss all 6 of the side quests presented by Gaspar at the Fated Hour: The Sun Stone, the ghost of Cyrus, the Rainbow Shell, the origin of machines, Ozzie’s Fort, and saving the forest. The quests provide a lot of opportunity to discuss the game’s story as a whole, including significant story closure for various party members, musing on the meaning of the adventure as a whole, and catharsis for lingering feelings about the Trial.

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As mentioned in an earlier show, our next game is Okami!

Okami was originally released for Playstation 2 in 2006, but received an HD remaster last week on Windows, Playstation 4, and Xbox One: (Link) .  It's also been released for Wii and Playstation 3.

We'll begin discussion in January; grab the new remake (or any other version) and join in, or just listen!

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Major story revelations unfold in a segment that includes the Blackbird escape, the confrontation with Magus at North Cape, and the quest to take the Chrono Trigger to Death Peak to undo what had been done at Ocean Palace.

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As expected, the initial arrival at Zeal, even though it’s mostly a few minutes of talking to NPCs and looking around, has a huge amount to unpack. We carry on through being exiled from Zeal, going to Keeper’s Done in 2300 AD to find a way back to the past, and end with the dramatic scene that takes place at Ocean Palace.

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Even though this segment has only Magus’s castle and Tyrano Lair, there is a lot to discuss. We revisit the personalities of Frog and Ayla, learn about the overall structure of the game, and witness the arrival of Lavos. Jay can’t resist building up the upcoming segment a bit.

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A segment covering a lot of material including the arrival at Medina Village, Heckran Cave, the war in 600 AD, reuniting with Frog, and a visit to 65,000,000 BC. Along the way we discuss the combat mechanics, and what we’ve learned about the personalities of Frog and Ayla.

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The prison escape, the Future, and the End of Time. In particular, we stop for a while on Melissa's reactions to powerful moments in Arris Dome, when the reality of what the future holds is revealed, and in the Factory, upon witnessing the persecution of Robo.

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While we're on break, going back to a previous series Jay and Melissa did before the three of us started this podcast.  It's a discussion of Melissa's first playthrough of Chrono Trigger, in similar style to everything we've been doing on OG+.

We plan to post one episode of Chrono Trigger each week until the show resumes as usual in January.  These episodes were originally recorded and posted in May through July 2016.

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The end of the story takes us through Bowser's Keep and the Factory, with interspersed discussion about our thoughts on the game as a whole.

Our next episode is not in two weeks as usual--we are going on break for the holidays and will return in January with the start of the next game!

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Bean Valley, the political intrigue of Nimbus Land, and the memorable music and boss fights of Barrel Volcano.

In the next episode in two weeks, we are planning to have finished the game!

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The Sunken Ship, the truth about Seaside Town, and the expedition through Land's End.  Also, weird physics, Group Hugs, and the importance of blocking in this game.

In the next episode in two weeks, we're currently planning to play through the sixth star.

Image Gallery for this episode.