Thursday, November 13, 2014

The Texture Pop: Episode 15: Floppy Devil Dick (and Minor Site Update)

BTW, because I have been extremely busy these past few days, there will not be another article posted on Saturday. I apologize for this. Having said that, onto the usual shenanigans.



0:00:00 Introductions
And you get a glimpse of what it's like behind the curtain.

0:01:55 Viewer Questions
From our usual source:

"Why do so many people seem to hate Skyward Sword?"
Like I said during the cast, my opinion on the matter is purely a matter of speculation. Having said that, what I strongly suspect was the case is that the new style of play greatly affected the design.
It's a problem you see in games like Deus Ex and Dishonored. Since the design can't assume that you have certain items in your inventory (because you may or may not have any given item), it needs to be theoretically possible to beat without using any of the equipment they may or may not have obtained. They can be used to make your task easier, but it must still be possible to complete it without any of that optional equipment. Previous Zelda games make players feel like they are building their character's power over time. With this type of design, that is much more difficult to pull off.
Of course, other issues like unresponsive controls and an annoying side character would also be contributing factors, but I would posit the fundamental change in game design is the primary reason.

"Did any of you guys read Shonen Jump back in the day?"
Of man, I wish Sam was present for this discussion. He would be able to provide a more interesting conversation than either me or Garrett.

0:11:45 Chris brings up Dawngate (and its cancellation)
Though I would hardly call myself an expert, I can hardly call this surprising. The MOBA space is super competitive, and you need to make yourself stand out if you want to do well.
For the record, the incomprehensible blurb that came out of my mic was me jokingly referencing The Old Republic.

Then, we start talking about MOBAs in general. And the call dropped in the middle of our conversation.

0:23:20 Chris beings up Blizzard's new shooter, Overwatch.
After you get over the initial wave of "THIS GAME LOOKS AWESOME!", and you stop to analyze it, you wonder how good this game will be.
Blizzard has never made a shooter before. Further, this is a multiplayer-only, character-based shooter. Beyond that, the last game with such a colorful-looking initial trailer was Overstrike, aka FUSE.
This could do well, but on paper it looks like it's almost destined to fail, once you get passed the initial shock. On the other hand, Blizzard has a proven record for turning anything into a gold mine. I will be interested in how it develops over time.

0:33:30 Garrett plays Neotokyo.
Which sounds like a very fascinating Source mod. Unfortunately, I cannot comment any further.
And of course, ANOTHER Destiny reference. We're the best Destiny podcast on the interested.

0:46:00 Garrett has been getting into SMITE
And talks about how it blatantly steals from League.
Then, we discuss Adam Sandler movies. I'm not sure why.

0:56:05 I have been playing more Shin Megami Tensei IV.
And I have gotten to the point where the difficulty curve begins to level out. SMT fans know about this point, but I explained it a lot here.
I didn't say this during the cast, but I think part of why I have been enjoying the side-quests is because the game does a great job of making them available and easy to access. All you need to do is drop by a tavern every once in a while to see what's come up on the bulletin board.

0:59:50 I have been playing Binding of Issac: Rebirth
It is a major improvement over the base game in so many little ways that I really recommend it to anyone who played the original. There's also so much more content added to the game that the higher price is justified. No matter which system you get it for (PC, PS4, or Vita), you will definitely be getting your money's worth.
Having said that, it is not a game for everyone. If the old game wasn't great for you, this probably won't change your mind unless your issues were mostly technical in nature.

1:12:45 I played my first game of One Night Ultimate Werewolf.
For those who want to know more, you can watch Table Flip play the game here.

1:15:50 Chris has played more Hyrule Warriors
And we didn't talk much about it because Sam was absent.

1:18:45 Chris bought a copy of Dante's Inferno.
And I apologize to him on his behalf. No one should be subjected to that game.
On the positive side, it made the title for this episode very, very obvious. (I still think "Satan's Dick and Tongue Nipples" should have been the title, but we still chose very well.)

1:31:20 Wrapping Up
Yep.
Remember, send us stuff at TheTexturePop@gmail.com if you want us to talk about you on the air.

Saturday, November 8, 2014

Impressions #19: Soul Calibur 2 HD

So, how did this happen? How did I go from talking nearly nonstop about Shin Megami Tensei games to an HD remake of a PS2-era fighting game? Well, I remember playing Soul Calibur II a lot as a child, and the HD remake went on sale for $5 on PSN. It really is that simple. Placing my “Season of ATLUS” on hold temporarily, I decided to take some time to reconnect with the game, looking at it from a modern perspective. In light of recent trends in fighting game releases, Soul Calibur 2 is actually a nice breath of fresh air, aging surprisingly well. This week, I will tell you why that is.

First released in 2002 for the PlayStation 2, GameCube, and original Xbox, Soul Calibur II is the direct sequel to what many had considered to be one of the best games on the Dreamcast. The basic premise of the game is that there are two very powerful swords. The first is an evil sword named Soul Edge, which takes over its wielder and devours the souls of those it kills. The second is a holy sword named Soul Calibur, which is constantly at odds with its evil twin. Fighters from all over Europe and Asia covet these blades for various reasons. Some seek to possess them, others to destroy them, and so on. This sets the stage for all of these warriors to travel across the world and fight each other over these weapons.
Each of the various consoles had a guest character join the cast as well. Tekken's Heihachi Mishima made his cameo on the PS2, since Tekken was a major Sony-exclusive at the time. Nintendo gave permission to allow Link to make an appearance in the GameCube version, because he is the most logical Nintendo character to bring to a 3D weapon-based fighter. As for the Xbox, they got Spawn because Namco and Todd McFarlane really needed to get out of that contract they had with each other. (That is not a joke.) The HD rerelease of the game, released in 2013 for both the PS3 and the 360, brought both Heihachi and Spawn to the game. Link was not present, since there is no way Nintendo would allow it. A bit of shame, since he was obviously the best of the three, but understandable.

As for the game itself, it is still as fun to play as ever. One of the things that I enjoy about the Soul Calibur series is that the mechanics themselves are relatively easy to understand, compared to other fighting games. Most of the commands are generally simple to pull off. In general, spending ten minutes or so with a given character will teach a player the basic gist of that character. Some fighters are obvious more or less difficult to use than others, but on a fundamental level it has more to do with the properties of their attacks and how their combos work, and less to do with the execution of any one move.
It is also nice to play this game when taken into context with its sequels. Many franchise fans, myself included, would say that it was the series's pinnacle. Soul Calibur III was not a bad game, but it did feel a bit like a step back. Because each character had more health, fights took longer. Furthermore, the discrepancy between the power of each individual fighter felt significantly greater. Soul Calibur IV added in the Soul Gauge mechanics, which punished more defensive playstyles. Players who continue to block attacks would get broken, which allows the aggressor to perform an instant kill. The power differences between characters in Soul Calibur III were also felt in IV as well. The ultimate culmination of this downward spiral was Soul Calibur V. SC V turned the franchise into a low-rent Street Fighter IV clone with swords. Everything about that game was awful and better left forgotten. This is one of the few franchises where “Taking a few steps back” is actually a really good thing, and Soul Calibur 2 HD best demonstrates why this is the case.

The other great aspect of Soul Calibur II, that in hindsight makes it such a great game, is its vast stores of single-player content. Weapon Master mode, with the possible exception of the campaigns in either the Mortal Kombat reboot or Injustice: Gods Among Us, is what I would call one of the best single-player campaigns in the history of fighting games. It puts the player directly into a story where they are a warrior seeking Soul Edge. During the journey, the player undertakes a series of missions, each taking the form of a battle. As they progress, they unlock new characters, weapons, and modes to play with.
However, these are not just typical battles more often than not. Usually, special conditions will be imposed on the battle. It is these constrictions which inject variety into the campaign. For example, one mission will make it so that the enemy will only take damage while he is in the air, but he will fall at a slower rate when launched upwards. Another mission will make the enemy invisible, with the exception of his weapon. Not only do these requirements add to the variety, they help teach players about the many mechanics of the game in a non-competitive, relatively safe space. Since the difficulty of these missions greatly increases the more players progress, it is safe to say that someone who gets through it all, while maybe not be the best player out there, is equipped to hold their own against other players.
Even outside of Weapon Master, there is still much that one person can do to get more out of the game. Arcade Mode is standard to fighting games, but there also options like Time Attack, where the goal is to fight through every character as quickly as possible. Other modes include Survival Mode, where players see how long they can last in a series of matches, with only limited healing between each match. Team Battle allowed players to form up to 3 character teams to fight in a series of one-on-one matches, where team members would fight in sequence. VS Team Battle allowed two players to pit teams of 8 against each other. “Extra” versions of these modes even allowed players and enemies to use the weapons unlocked in Weapon Master mode in battle. All in all, even someone who cannot regularly play with friends can get much out of the game.

While Soul Calibur 2 HD is still really good, it is far from flawless. For example, although the game now offers online play, and the net-coding is solid, it feels extremely limited. It is only possible to engauge in standard versus mode online, meaning players can only go against friends one-on-one, without using any weapons they unlocked. For a game that has such a diverse set of weapons for each cast member, and so many different modes of play like Team Battle, this comes off as overly simplistic and downright disappointing. I was hoping that my friends and I would be able to create our teams of characters and go against one another with our own custom assortments of weaponry. It would make sense to have Ranked matches be this limited, but when playing Unranked, these options would have been greatly appreciated.
Further, while the balance is much better here than in the sequels, there are some noticeable balancing issues. The people who originally purchased Soul Calibur 2 for the Xbox must have been really disappointed by Spawn. Now that I have had the chance to play him in the HD remake, I am astounded by how bad the character is. Unlike Heihachi and Link, who both fit in well, Spawn feels so much like an afterthought that I am honestly left dumbfounded. There had to be some other character they could have used. Along these same lines, the character of Necrid, who was also designed by Todd McFarlane, is also pretty terrible. Whoever in Project Soul worked on these characters seems to have a grudge against McFarlane, because his characters are some of, if not the worst in the game.


Overall, Soul Calibur 2 HD is a great game for both newcomers and veterans to the fighting game genre. Compared to many other fighters, it is very easy to learn. On top of that, there is a wealth of content available for single-players. I am sure there are those who would disagree with me on this point, but Soul Calibur 2 is my favorite fighting game. The HD remake does well to bring the game to more modern consoles. It is definitely worth your time and money.

Wednesday, November 5, 2014

The Texture Pop: Episode 14: You've Got (New) Mail

Another week, another Texture Pop podcast. This week, we attempted, and mostly succeeded, at keeping it at a manageable length.

Also, for those of you who are unaware, Sam has also been much better about posting the MP3 versions of the podcast. You will usually be able to find links to them in the descriptions of the videos from here on out. For those of you with long commutes, it might be a good idea to get some quality(?) audio entertainment.



0:00:00 Introduction
Sam lovingly lampshades my minor misanthropic tendencies.

0:00:55 Viewer Questions
BY A NEW PERSON!

"I bought a Wii U and have been playing Hyrule Warriors too. My only complaint about the Wii U is its battery life."
I don't know enough about it to comment beyond what we discussed.

"Brandon, have you ever played Shadow Hearts?"
Definitely. When I was in middle school, a close friend introduced me to the franchise. I wish another one was in the works, but I'm content with the three games that were released. For anyone looking for a quirky, unique JRPG experience, Shadow Hearts is a great game. They are also very unique in terms of settings, because if memory serves, the first two took place immediately before and during WW2, and the 3rd game takes place in Prohibition era America.
A bit of warning though: While the franchise is known for having a sense of humor, the actual story tends to get very, very dark. People who dislike more mature, dark themes may want to watch out.

0:15:15 Chris brings up Avengers 2 (and Marvel's plans)
And we all agree that it's AWESOME!
DC still sucks though, at least in terms of movies. We also learn a lot about comics in this segment.

0:29:40 I played Shin Megami Tensei IV
I haven't finished it yet, but it is interesting to compare this game to previous entries like Nocturne. Through it is significantly more user-friendly than Nocturne, as an example, SMT IV is feels a lot harder than Nocturne did.
At the same time, this difficulty is almost like a Dark Souls game, where it is designed to both reward skillful play and punish those who do not learn their lessons.

0:38:10 I played Soul Calibur 2 HD.
It is really nice to play what I consider to be my favorite fighting game of all time again. Compared to a lot of other fighting games, I have found that SC 2 is much more forgiving to new players than other fighters. While it has issues, it is great for both single and multi-player oriented play sessions.
Also, another reason I love the game is that, through mission variety in the single-player mode, it teaches you all you need to know about the mechanics. Weapon Master mode really is one of the best I've played in a fighting game.
This gave me license to bitch about both Soul Calibur V and Lost Swords, which were both some of the worst fighting games I've ever played. I could not stand those games, and would never recommend them.

0:49:00 We wait for Garrett to get back so he can talk about League.
Please stand by for technical difficulties. Also, this might have been our first warning.

0:51:00 Garrett has been going to Best Buy to look at computer parts.
And I just let Sam and Garrett talk about a subject I know little about.

0:54:00 Garrett played the Evolve Alpha.
While I am interested in Evolve, I take this time to bitch about the game industry misusing the words "Alpha" and "Beta" incorrectly.
Then, we actually discuss the Alpha.

0:56:30 Garrett talks about Curse Chat?
Which leads to us discussing audio software... while we are recording an audio podcast... on Skype.

0:59:55 I get Sam to explain the title of the last episode 
Because I had no idea where it came from.
"I can't explain Spoopy. I can't even attempt to." - Brandon Carey
"[Spoopy] sounds like something my mom would say."- Brandon Carey

1:02:50 Chris has been playing more Hyrule Warriors
And it's definitely.... a conversation.

1:07:15 Chris was playing Borderlands: The Pre-Sequel.
The bottom-line is that it is more Borderlands. If you like Borderlands, you will like the Pre-Sequel. Otherwise, you won't care. There isn't anything radically new enough that your opinion on the matter can be swayed.
As for me, I could barely tolerate Borderlands 2. I really liked the friends I played with, the writing, and the characters. However, the act of playing in a session of Borderlands is just so painfully dull to me. Because of this, I have no reason to pick up the Pre-Sequel.

1:25:50 Sam thinks he's been working, but isn't sure.
I did not know Halloween was so busy for a pizza shop. The things you learn.
Though his shift was much worse than anything I faced, I certainly know the pain of a last minute customer. "That guy" is always a dick. Nobody likes "that guy."

1:30:50 Sams tells us about politics in fan-subbing anime.
And I've never thought about this before the recording.

1:32:50 We talk about talking about games with friends and strangers.

1:35:30 Sam talks about The Evil Within and Alien: Isolation.
I mentioned Errant Signal's episode on Alien: Isolation, which can be found here. I would recommend watching it if you haven't already. The comments made regarding the feel of the game and its use of save systems to invoke emotions is interesting.
I think it speaks wonders to how much more engaging a game can be when the player does not feel almighty, like most games are want to do. Limiting player power can lead to much more creativity, which can make a game so much more interesting when done correctly.
One thing that comes to mind now, when I think about how save systems make you feel is Hitman: Blood Money. Though you can save anywhere in a mission, you only have a finite number of saves (unless you play on Easy). Harder difficulties limit this even further. In this way, saves are just as much a finite resource as your other tools. As a result, you need to plan your use of them in much the same way you plan for everything else. To some, this detracts from the game. To others, it adds to it.

1:41:45 Sam bought Lords of the Fallen.
Which further adds to our save game discussion from earlier.
It's also a good game for Sam to talk about more than me, since he's much more familiar with Dark Souls.

1:45:50 Sam teases his Wii U discussion for next week,

1:46:15 Wrapping up.
My Nocturne impressions are here.
Our e-mail is also thetexturepop@gmail.com , so please send us your questions, comments, and feedback.




Saturday, November 1, 2014

Impressions #18: Shin Megami Tensei: Nocturne

Lately, I have been going back and playing old Shin Megami Tensei RPGs that I, for various reasons, missed back in the day. Dubbed the “season of ATLUS” by yours truly, this has been dominating much of my free time. The most recent game I completed in this process is Shin Megami Tensei: Nocturne. Released in 2003, Nocturne (Lucifer's Call in Europe) in pretty infamous in the JRPG community, with a very noticeable cult following. Like other SMT games, it has cultivated a reputation for difficulty. Though some will find it more or less difficult than others, my experience lends more credence to this reputation than other SMT games that I have played.

But before we get into any of that, I want to take a minute to discuss the game's plot and premise. A shadowy organization has decided that the current direction taken by humanity has resulted in a bleak and depressing existence. To that end, they take steps to end the world, using it as a basis to form a new one, in an event referred to as The Conception. This is where the protagonist comes in. The player assumes the role of a Japanese high school student who, by some blunder of fate, managed to survive The Conception. Afterwards, Lucifer (Yes, THAT Lucifer) takes an interest in him, and implants in him what is known as a Magatama, a parasitic life form comprised of pure demonic power. As a result, the protagonist is transformed into a half-human, half-demon entity called the Demi-Fiend.
In the Vortex World created by The Conception, demons are allowed to roam freely. There are only a few lucky humans who remained alive. It is these humans who have the ability to create the new world. In order to do this, certain steps need to be taken. First, they must resolve themselves to a philosophy on which the new world will be based on. This Reason, as it is known, can be taken from another person or conceived as an original belief. Then, enough creation energy must be gathered by them in order to summon a deity, to represent that Reason. After every represented Reason has battled it out, the winning belief will be used to create the new world.
Since the protagonist is a demon, he cannot create a Reason of his own. However, he is free to choose to support or oppose any Reason that has already been established. The player, in this capacity, will determine which, if any, of the Reasons will emerge victorious. Through the choices made, and the alliances formed, they gain and lose reputation with the various three factions, each representing their own Reason. At the end, it is this which determines whether or not the protagonist is in support of any Reason. Should the player decide to reject all three reasons, then their personality, as represented by their choices, is what will determine the new world.
While this may have been an interesting concept in 2003, most modern gamers are already extremely familiar with the concept of narrative choice. It worked, but it honestly was not all that interesting. This was from a time when such ideas had been relatively unexplored, so this is to be expected. Still, people playing Nocturne from a modern perspective might find this whole plot disappointing. Even the characters are not really that well written. Most of them are jerks and most of them have absolutely no reason to be. The story had potential to go in some really interesting directions, but failed to do so. Ultimately, while there are some interesting elements, the plot is mainly used to justify the gameplay and dungeon crawling, barely able to stand on its own.

As for the combat, SMT: Nocturne was the very first game to utilize the Press Turn System that most SMT games would come to utilize at some point. I have already detailed the basics of this system in my Digital Devil Saga Impressions articles. Playing this game, it becomes apparent that this is only the start of a system that would be greatly refined and reinterpreted in many ways. Unlike Digital Devil Saga, turn order is determined purely by the Agility stat, with the fastest going first and so on. Further, the combination attacks that proved so useful in Digital Devil Saga were noticeably absent here. Aside from that, I have discussed the system enough, and have no real need to talk more about it. Nocturne served as a great proof-of-concept for the system, which would later become a fundamental groundwork for combat in ATLUS RPGs.

Another interesting note of comparison lies in the way character and party development works in Nocturne, compared to other SMT games. Unlike Digital Devil Saga (but like most), the player party consists primarily of demons. In order to get these demons to join the party, it is necessary to negotiate with them. During the course of the battle, on the turn of either the protagonist's or a demon with a conversation skill, the player can attempt to talk to a demon in the enemy party. In the first phase of the conversation, the player will need to convince the demon to like him. Should that be a success, then the demon will make requests. Appease it, and it will either join the player, give an item, or retreat from battle. Failure will result in an enraged demon, causing the enemy's turn to start. In this way, there is always an element of risk involved with negotiations. Mitigating and accepting this risk by eliminating enemies before striking up conversation is as important as the actual act of talking.
Having said that, the demons gained through conversation are still pretty weak. The true way to gain a powerful party is through Fusion. At special locations referred to as Cathedrals of Shadow, the player can combine two demons into a new one. The result will have their own skills, but will also inherit some of its predecessors'. During specific times, a Sacrificial Fusion can also be done. Along with the original two demons, a third can be sacrificed. Depending on the strength of the third, the result will rise in power. Skills from this final demon can also be inherited by the result. Like in other SMT games, this process of Fusion is the key to maintaining a strong party throughout the game.
However, there are elements that clearly demonstrate the dated nature of this particular beast. For example, as earlier SMT games were known to do, Nocturne tends to rely far too heavily on random number generators. The specific skills that a fused demon will inherit is determined by a roll of the dice. I often found myself deselecting and reselecting fusions over and over in order to attempt to get the skills I wanted on my party member. Old SMT gamers probably will not mind that. On the other hand, people who have grown accustom to selecting inherited skills in games like Persona 4 Golden might be less inclined to go back. For better or worse, it is a very noticeable throwback.

As a demon, the protagonist also develops his own skills, albeit at a much faster rate than others. However, he does it differently. Throughout the game, players will acquire different Magatama, which confer different resistances and skills to the protagonist. Upon level up, should the protagonist be at a sufficient level, he will learn a skill from the Magatama. Like other SMT games, only 8 skills can be equipped at a time. To learn a new skill, one of the previous ones needs to be forgotten. Unlike Digital Devil Saga, there is no going back. Once a skill has been unequipped, it cannot be relearned. This can often result in making difficult decisions, because making the wrong choices on not only what skills to keep, but in what order they are learned, can quickly put the player at a disadvantage. The freedom to choose from any previously learned skills did not yet exist. Again, the dated-ness of the design very clearly shows.


And that is the ultimate problem with Nocturne. While it was a fantastic game at the time, and still continues to be very fun, it has been succeeded quite thoroughly by later works from ATLUS. It is a game that over 10 years old. Showing that age, it serves as an interesting data point to compare other JRPGs with. Moreover, classic SMT fans, eternally looking for challenging and varied battles against demons, would be well served playing Nocturne. I myself would be lying if I said that I hated the game. I enjoyed my 60 hour playthrough. Though a second playthrough seems unlikely, I would not completely rule it out. That said, people who have come to know the modern conveniences of ATLUS design in games like Persona 4 Golden might be put off from the old school design philosophies that went into it. This is what one would refer to as a “niche” game, even by ATLUS standards. Keep that in mind if you intend to try it out.

Thursday, October 30, 2014

The Texture Pop: Episode 13: Spoopy

As the Halloween episode, we considered it very important that we don't talk at all about Halloween and act like the holiday doesn't exist.

Instead, we decided to do our usual antics.



0:00:00 Introductions
We never did discover Chris's joke. It was probably about ethics in game journalism.
As a podcast about gaming should, we begin by talking about Mountain Dew and Doritos (and Soulless Geoff Keighley). Literally 10 minutes were spent on this topic.
Call of Duty also comes up in this conversation.

0:10:05 Garrett saw Gone Girl.
It was super good. I don't know movies very well. Also, we make fun of Tyler Perry.

0:12:10 Garrett apparently went to his sister's school.
We're not sure if it was, in fact, his sister's school, but there is a high likelihood.

0:14:45 Garrett plays more League of Legends.
Which I'm sure none of you are surprised by.

0:16:50 Garrett talks Game Design Class.
And I don't have more to say about it.

0:18:45 Garrett is getting into Magic: The Gathering.
Which leads into a conversation about TCGs and video games. When you think about it, it is amazing how much money is being made off of what is essential small pieces of cardboard.
Even if I wanted to get back into Yu-Gi-Oh, I fear that the game has evolved so much that I wouldn't be able to keep up. Like Chris, I would pretty much only go for a digital/virtual card game nowadays. It is the only way to keep my costs down.
Man, I spent way too much of my parent's money on Yu-Gi-Oh in retrospect.

0:25:00 Garrett discusses his 360 exploits.
And brings out Sam's PC elitism by mentioning that he plays better on a controller than a KB&M. It's adorable.
I love that you can't see the visual joke on our audio-only podcast.

0:31:15 Viewer Questions
And the fact that Sam is no longer the only one to have access to the e-mail is confusing him.

"Have you guys heard about the controversy over the indie game, Hatred?"
Yes, I have. It looks so pointless. I just don't get it, and have nothing further to say on it beyond what was said on the podcast. Having said, this game came out at a terrible time, when the industry's reputation has been shot by recent events. We need to rebuild our credibility, not shatter it further.

"Have any of you guys played the old Ninja Gaiden games?"
I have, but I am really bad at them. The only game I played in the franchise is Ninja Gaiden Sigma. I died... a lot.
Chris is in a much better position to talk about them than I would be.

0:45:20 I played Shin Megami Tensei: Nocturne.
After all of the SMT games that I have played in the past few months, it is of no surprise that the other guys are getting confused by all of them.
An impressions piece on Nocturne will be released in the next few days. Expect an impressions piece on it in the next few days. My explanations on the cast we're great, so I hope that piece will better clarify my thoughts.
Yeah. Interesting, if niche, game.
The article on Persona 3/4 that Sam is referring to is this one that I wrote.

1:01:00 I played Shin Megami Tensei IV.
The big thing I am noticing in SMT IV is that ATLUS has finally been clued in to the fact that literally no one liked how fusion was strongly linked to needed to deal with the random number gods.
Which is a good thing. It saves the player a lot of time and patience.
Having said that, this is still an SMT game. Do not expect the game to give a shit about your pansy ass.
That comment on Persona being SMT-lite really isn't a joke. The original intention behind the Persona franchise was to make a more beginner-friendly SMT game. It did not succeed.
Technical difficulties were experienced.

1:11:50: Chris has been playing Hyrule Warriors.
And, very briefly, goes into a rant about how Dynasty Warriors gets a bad rap. I tend to agree with him on that, personally. Yeah, the Warriors games are stupid fun, but stupid fun is fun nonetheless. I even find myself enjoying them when I play them, as rare as those occasions are.
I sincerely wonder if Ganondorf being the bad guy is a spoiler. It is a lot like Mario and Bowser, where it would be more surprising to not have him as the villain. At the same time, some people might be upset at finding that out.
Aside from that, I have not much more to add to the conversation in the cast.

1:30:10 Sam was selling furniture.
Which gives me a pun opportunity.

1:32:10 Sam plays Adventure Express (by Adult Swim Games)
And it's freemium. Interestingly enough, it reminds me of Marvel Puzzle Quest.

1:33:50 Sam tried a game called Out There.
Not much to say.

1:35:50 Sam played a game called Device Six.
Again, not much more to add beyond what was said.
The trailer Sam was referring to is here.

1:42:50 Sam picked up Shadow of Mordor.
One of the rare times where you'll hear negative critiques of the game.

1:47:30 Sam talks with my game design buddies about indie games.
I honestly did not know my friend Javy was designing his own games. One of the ones Sam was talking about is this one. The site Sam says Javy referring him to was this one.

Javy himself is a pretty cool dude, that I talk games with all the time. You can follow him on Twitter. When Bioshock: Infinite was released, I did a Spoiler-Cast with Javy and our mutual friend Marc Price after we had all finished it. You can find that here.

1:53:00 Wrapping up.
My Impressions of Project X Zone are here.
And Sam's website is here.