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Walking Simulator is the one genre that resists being absorbed into a hyphenate. Its mechanics are defined by exclusion. You wouldn't have an infinite runner walking sim, for example, because the genre conventions are polar opposites. Endless runner = go fast, avoid objects. Walking Sim = go slow, explore objects. But even less absurd pairings aren't​ really possible. You couldn’t have an RPG walking sim or an action adventure walking sim, and this is the case primarily because a defining characteristic of a waking sim is the absence of a lose condition. The only option is completing the game.

I’ve been looking forward to Prey for a while, so when a demo comes along, I must play it. I don’t do very many Let’s Plays on this channel, but I’ve made the decision that should I do any more Let’s Plays on this channel, they will likely only be demos. Why? Implicit brevity.  

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Hey future Caleb, so you found your copy of Yooka-Laylee buried in a box in your attic and you wonder what your past self thought of it. The magic of the internet (with a helpful dollup of camera technology) allows you to relive such opinions.

Hey past, current, and future viewers. I take a few minutes to talk with my future self about the longevity and legacy of the Nintendo Switch. Give me your thoughts in the comments below. Does the Switch have lasting power?

I compare the intros to Blaster Master (on the NES) to Blaster Master Zero (on the Switch), two games with decades of technological advances between them. Also, I know that Blaster Master is a localized version of the Japanese Famicom game, Chô Wakusei Senki Metafight. This localization likely explains the problems with the NES story. Still, I’ve got to go with what’s given to me.

I’m simply too excited to Yooka-Laylee to sit idly by and not direct that excited energy into something. So, I bring you another episode of 6 Degrees of Pixelation. This time I connect Yooka-Laylee with Amanda Palmer (and I never once mention that Amanda Palmer plays the ukulele! I’m either an idiot or a king of self-control). Like many other episodes in this series, I’m basically taking things I like and trying to find a way to make them exist in the same universe. If you don’t like the things I like, that’s okay. I still love you. You know that social theory that everyone on earth can be connected to anyone else by no more than 5 intermediaries? They call that 6 Degrees of Separation. I do the same thing here, except I connect video game topics in strange ways using 6 Degrees of Pixelation. Click here to access…

  Welcome to The One Thing, a video game review series that does something a bit different. Rather than try to touch on all the features that make a game great, I attempt to distill a game down to a single element that I believe is integral to the experience of the game. This may not be the only thing that makes a game great, but if someone asked me to tell them why Shantae works, specifically games 2 and 3, I’d start with The One Thing. What is the one thing? With Shantae, it is the consistent attention paid to retro platformer details while respecting the modern gamer. The game plays well, has great characters, oozes charm, and encourages exploration--all very important to platformers of my youth. And while doing this the game also embraces modern elements such as a refreshingly gradual difficulty curve, plenty of save points, unlimited…

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