The final rooms of Metroid Prime, and the ending. Also: some discussion of the sequels, and of course, announcing our next game!
The Plasma Beam, the Omega Pirate, and artifact hunting. Also, the overall structure of the world map, and naming things.
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.
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It's about to get scalding hot in The Sunchamber
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.
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.
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.
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!
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.
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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!
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.