Unlimited Hyperbole is a short games podcast. Each episode profiles a single guest and discusses a topic set for a season of five episodes. At 15 minutes long, episodes are trimmed from much longer interviews to give a focused insight that respects your time and cuts out waffle.
The show is produced by Joe Martin and Harriet Jones.
Unlimited Hyperbole S4 - Episode Four
These days, publishers and journalists love to talk about how big a business games are. Just a single big title can bring in billions of pounds and keep thousands of employed, for example, while even indie developers can succeed admirably. The less talked-about side effect of all this though is that when games do fail, they fail hard.
Our guest this episode knows this all too well. In addition to working on the usual spate of cancelled games, Nicoll Hunt also worked on one of the biggest gaming flops ever, APB. Now, Nicoll discusses what that collapse looked like from the inside and why Realtime Worlds went out of business.
Unlimited Hyperbole S4 - Episode Two
They say there’s more than one way to skin a cat and, likewise, I say there’s more than one way things can get away from people too. They can slip away slowly and quietly, for example, or they can be taken in a sudden tragedy - and this episode covers a bit of both.
This week journalist David Brown talks about the closure of PC Zone Magazine. Once home to the likes of Charlie Brooker, Jon Blyth and Will Porter, PC Zone was a bastion of irreverence that was edged out by the realities of print publishing. As the last writer left on the team, David talks about the final days and how they shaped his opinion of journalism as a whole.
Unlimited Hyperbole S3 - Episode Five
It's not unusual for fans of any medium to have favourites, but in gaming we sometimes seem to take that idea a little bit further than most and can end up defining ourselves by our views on particular games or ideas. In this way, games can sometimes end up defining our own characters as we label ourselves based on the games we love and loathe.
Darren Delay is many things - an independent developer, a student, a programmer - but just as important as these labels is that he's a fan of platform games too. Characters such as Sonic the Hedgehog have ended up having a huge impact on how he approaches all sorts of games, he says. In the final episode of our third season we talk to Darren about Sonic, his love of mechanics over narrative and why God of War tells a better story than Braid.
Unlimited Hyperbole S3 - Episode Three
There are certain characters who loom large over the industry and are uniquely able to reveal how the medium has changed over the years. Duke Nukem is arguably the foremost of them all, having gone from being an unknown, silent hero to a first popular, then ostracised character known across the world.
In order to understand how Duke's changed over the years and where the line falls between personality and reality, we talk to Jon St. Jon, who's been providing Duke's voice since 1995 and who knows Duke better than anyone. We discuss how Duke's legacy has defined Jon's career for better and worse and what Jon thinks of Duke's more controversial quips.
Unlimited Hyperbole S3 - Episode One
As Season Three of Unlimited Hyperbole is focused on matters of character in videogames, talking to a writer such as James Swallow only makes sense; in addition to being a New York Times bestseller James has also worked on games such as Deus Ex: Human Revolution, Killzone 2 and Fable: The Journey.
In this first episode for Season Three James talks about the process of writing for a game, how Eidos Montreal built a convincing cast for Deus Ex: Human Revolution and how writers are able to contribute to far more than just the character dialogue.
Unlimited Hyperbole S2 - Episode Five
As the Writer and Narrative Designer behind titles such as horror classic Penumbra, FTL and the recently announced The Swapper, you'd expect Tom Jubert to emphasise the importance of writing in scary games. In fact though, that couldn't be further from the truth.
In the last episode of Season Two, Tom explains why he thinks interactivity and plausible environments add so much more than a few lines of dialogue, while also explaining what narrative design is and why games such as To The Moon misunderstand what it means to be a game.
Unlimited Hyperbole is a weekly podcast about videogames and the stories we tell about them. The show is divided into seasons of five episodes, each with a topic that’s used as a prompt when interviewing special guests. This season we’ve been talking about “Fear Itself” – to find out what we'll be talking about next season, check www.joemartinwords.com
I love this podcast, really insightful stuff, edited down to the important points.
Nice, calm and insightful debate. Could easily be on radio 4. Sent here from den of geek btw.
I love Joe
Joe is amazing. His hair is delightful. The way it looks in a gentle breeze reminds me of the beautiful Welsh coast beaches in the spring.