Damage Per Second Podcast

Jesse Bartel

A weekly newsletter about Star Wars, Video Game novels, and adjacent topics. jessebartel.substack.com

  1. FEB 3

    The BAYONETTA Podcast: The Dommy Mommy Supremacy Simulator

    Hello all! Welcome to another episode of THE DAMAGE PER PODCAST! This week, Mitch and I tackle one of my favorite series - BAYONETTA! To pull off a character like Bayonetta without it being regressive is a FINE LINE. I mean, homegirl walks around in a skintight outfit in stilettos that ALSO have guns attached to them while only shedding her clothes to punish demons? Incredible. Empowering, sexy, and badass? What a combo. While it’s obvious BAYONETTA has a male following, she has gone on to inspire cosplayers for years. All hail Bayonetta! BAYONETTA was one of the first games released by the newly formed studio PLATINUM GAMES. Consisting of CAPCOM royalty including Shinji Makami (RESIDENT EVIL) and Hideki Kamiya (DEVIL MAY CRY), PLATINUM GAMES set out to make creative, original titles in a time where that didn’t seem relegated to just the indie market. Along with MADWORLD for the Wii, they also shipped BAYONETTA in 2009 on Xbox 360, PS3 and PC with the help of publisher SEGA. The game was met with a universal “this is dope” but like every game we seem to talk about, it didn’t make its financial goal (sold over a cool million initially - it has since sold LOTS more but that didn’t help at the time). Luckily BAYONETTA (the IP) would go on to be acquired by Nintendo and we would get 2 more (and I think way better) direct sequels. I’m still not sure Nintendo was the best purchaser of the brand in terms of an audience but hey, they are great followup games. Hideki Kamiya who was the creative mind behind BAYONETTA clearly wanted to make a new versions of DEVIL MAY CRY but with what he considers his “ideal woman.” That’s a troubling quote to read as it says more about Kamiya’s psychology than it does about anything else but hey, she IS an icon now. Shout out to Mari Shimazaki for the art design and model creation. She also went on to work for POKEMON so figure that out. Replaying BAYONETTA after both 2 and 3 have graced us is less stellar than the first time around but there is personality bursting from the seams (literally). I mean licking your middle finger and sticking into the ignition of a motorcycle to get it turn on is by far the best way to sum up this game. Also can we talk about the soundtrack??? Anyway, enjoy the show! Mitch and I will be tackling VANQUISH next! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 2m
  2. 12/07/2025

    Podcasting about ASURA'S WRATH AKA That Game Where You Use A Sword in Your Mouth B/C Your Arms Were Ripped Off

    Hello all, Back at it with another podcast this month about a game that blew my mind in 2012 and all these years later, it still blows my mind. There is nothing quite like ASURA’S WRATH - it’s a game, an anime, and all around rage simulator. You watch it more than you play it and clocking in at about 6 hours, it strikes prefect balance. The game also sections itself out into episodes with breaks and catch-up vignettes. It’s refreshing to this day with great pacing and characters who you are invested in even with all the silly over-the-top anime tropes. ASURA’S WRATH was a Gamefly rental for me back in 2012 and I went in blind. Artistically, it looked like a game I would vibe with. But little did I know I would take part in absolute cinema - a game where a fight has a sword go through a moon and for the titular character Asura has to stop the sword with his HANDS. Outrageous. But as beloved as the game was by folks who did play it, it didn’t sell well. A tale as old as time, I know. Capcom, who published it, didn’t see the need to expand on this formula and Cyberconnect 2, the developers, went back to making games for NARUTO and DRAGONBALL. There are a couple of smoking guns here. It was hard to sell a $60 game that was over in 6 hours and didn’t require that much playtime from the player. It was also an original IP and public awareness on WHAT this game entailed felt muddy. Was it a brawler? sorta. Was it an area fighter? sorta. Was it an interactive anime? sorta. It failed to find a wide market instead it rocket-punched its way to niche. The other issue was the DLC. The REAL ENDNG could be unlocked if you payed more money for the other episodes. Yay! That’s what consumers want to hear. I’ve heard there was development issues getting the game done in time but with Capcom at the wheel in 2012 one can assume they were interfering. Many reviewers at the time agreed that this might’ve flourished as a digital purchase where you could buy chapters at a clip. It would’ve been a better format. And then later follow up with a physical release of EVERYTHING included. As such, ASURA’S WRATH is now relegated to popping up on HIDDEN GEM lists and WHY DIDN’T ANYONE TELL ME ABOUT…videos. As long as it keeps finding an audience, I can’t be mad but I wish my boy Asura wasn’t done so dirty. I watched this fun video on YouTube which I’ll post below and in the comment section, there was a great summation of the game that I found so sidesplitting hilarious, I’ll share with you. Let me get this straight. Asura got framed for murdering the emperor, his wife got murdered and his daughter got kidnapped, then he got sent to hell for 12,000 years just because he wasn’t ok with the deities using his only child, and then he climbed back out so casually out of hell, punched a planet-sized person’s finger so hard he exploded, got killed again for another 500 years, crushed an old guy in his escape shuttle, spent time with baddies in a hot spring and fought his master on the moon, whose katana can go through the planet, got so angry over a little girl’s death he pulled his devil trigger so hard that he destroyed a bunch of spaceships and slashed the queer Shakespeare in half, while his voice actor screamed so hard that he started coughing blood(thank you for your sacrifice,) teamed up with the intentionally blind guy to break into the planet sized man that is actually a machine and proceed to flip Zeus with nunchucks like Two-face’s coin and kills him with a DBZ blast, killed the lava earth kraken who used the earth as his crab shell, and killed the devil lookin dude in control who copied Asura’s giant arms, then payed DLC to watch a spider kill the simp woman and possessed his daughter to become god, who I originally thought was a woman, then Kratos but more powerful became the size of the planet, flies to the center of the universe as his wife and victims cheer him on, and “god” wipes out reality and fights Asura in the void and turns into a freak, then Asura got his daughter back and he punched the fraud god so hard he fades out of existence, and somehow all of this inspires Mortal Kombat before Mortal Kombat. Why would he do all of this? They made his daughter cry. This is from user hottopichotsauce who we will give all the credit to. We are taking a break this month for the holidays and will return at the end of January to talk about an absolute banger from Platinum Games. Stay Tuned! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 28m
  3. 09/15/2025

    Damage Per Podcast: HEAVENLY SWORD or the Andy Serkis Makes Funny Faces Game

    Hello all, Quick note: Sorry for swapping Ninja Theory and Team Ninja several times in the podcast. Ninja Theory are the developers! This month, Mitch and I went back in time to 2007 when video games were embracing GRAPHICS and SCALE. Unfortunately for the PS3, it was a struggle for most of the software in the early days. And HEAVENLY SWORD is no exception! Ninja Theory was tasked with an ambitious project to create a cinematic 3rd person action game in the vein of GOD OF WAR. To their credit, Tameem and company pulled it off..mostly. When the game came out about a half a year after the release of the PS3 console, it showed off the capability of Sony’s ability to throw dozens of enemies on screen at once and also the integration of motion capture. The problem were and still are the awful frame rates and screen tearing. The inclusion of motion controls also was a silly choice but hey, you can turn those off! But AT THE TIME, HEAVENLY SWORD was remarkable and I loved it because it did show what the PS3 COULD do. Plus, the game is badass! All these years later, I still enjoy the hell out of it even if performance can ruin momentum. The big takeaway for me all these years later is the motion capture technology. If you remember Mitch and I revisiting ENSLAVED: ODYSSEY TO THE WEST, Serkis was an important part of that game’s charm and quality. With HEAVENLY SWORD, this is Ninja Theory’s first collab with WETA and their motion capture team. Serkis steals the show as Bohan but all the villains cheese it up so much that you can’t wait to see them on screen again. Here is some footage of those motion capture sessions: HEAVENLY SWORD moved about 1.5 million units and while that’s pretty good in 2007 for a video game, it failed to make back its budget. A sequel was planned but after a couple of false-starts, never got off the ground. There is a great Reddit post when early concept art for the sequel and you can look at that HERE. Enjoy the show and share your HEAVENLY SWORD memories! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 12m
  4. 08/01/2025

    Spin Around and Reload Ur Gunz for MAX PAYNE 2

    Hello all! We are here this episode to talk about our buddy Max again. As we finish up our Remedy-developed run of games, we end on a high note (though Remedy never truly misses except that one military shooter that we are going to ignore). Mitch and I returned to MAX PAYNE 2 to find an even more enjoyable experience some 23 years later since we both last played it. Reflecting on what makes MAX PAYNE stand the test of time is that it built on what made MAX PAYNE great and didn’t get lost in the sauce of pressures of a follow up. MAX PAYNE 2 shows the jump in writing and level design (even if the levels repeat locations several times) that would make its way over to ALAN WAKE which would be their next venture. And honestly, I’m amazed that they were able to pull this game off in a 2 year development window. And the game just oozes charm to this day. Lots of the ambient dialogue is a joy to overhear and encourages the player to sit still and listen. One such example is in the police office. Listen in this video: The Havok physics engine also made for some HAHAHA HOLY S**T THAT’S FUNNY moments when bodies cartwheel around after getting hit with a grenade. Stuff like this has been filtered out of game development for various boring reasons and I just miss it! I also recently posted about the manual art of MAX PAYNE 2 and how wonderful it is - you can read about that HERE. And make sure to listen to our other podcasts on MAX! MAX PAYNE 1 and MAX PAYNE 3 And please enjoy more Sam Lake! Next month we are tackling a Ninja Theory game we have been meaning to revisit, HEAVENLY SWORD. We are turning those f**k-awful Sixaxis controls off, though. We are not ANIMALS. Thanks for listing and we hope you enjoy the show! Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1h 16m
  5. 07/08/2025

    Slow Mo Jump Diving Back Into MAX PAYNE (2001)

    In 2001, I was 13 years old and Max Payne’s grimace in marketing material for the game MAX PAYNE looked badass and the Xbox? It looked even more badass. MARIO KART? Hell no I wanted man in leather coat dive into rooms and shoot people game. It would take about a year for me to secure an Xbox on my birthday and for a while, I had SEGA GT, JET SET RADIO FUTURE and HALO. I already had a job working retail in a local pharmacy so I was getting my own money and eager to spend it on games for my shiny new system. All it took was for me to go to GameStop and for a disaffected employee to sell me an M rated game way before I was able to do so. Thank you, bad employee! I was already familiar with the mechanics of the game because I had played the demo on one of those Xbox Magazine Demo Discs. What good times. Did you know those magazines were only like $8?? And you got all that content?? Anyway, I had played the subway level and was in love with the “bullet time” function and the ability to dive around like a total lunatic. As a fan of THE MATRIX at a young age, this game clicked with me. But to play the entire game? What a rush. To this day I don’t know how I was able to complete the game on the hardest difficulty. I wouldn’t be able to do that now! Popping MAX PAYNE in again and playing those opening levels still brings me back to that moment in my life. A simpler and quieter time when video games were comically violent and time wasn’t something I needed to keep my eye on all the time. I didn’t have obligations eating away at my free time. Sigh. Anyway, Mitch and I have decided to rewind time and tackle Remedy’s earlier series, MAX PAYNE. We are no strangers to our noir-soaked hero as we previously podcasted about MAX PAYNE 3 which you can listen to HERE. MAX PAYNE was the work of a young team embracing 3D technology - to make 3rd person action games like TOMB RAIDER but with good controls. The tank-like controls of Lara were frustrating even in those early days for players no matter how great the game was. While they shot for a 1999 release year, the game was pushed back until 2001 which made it seem like they ripped off THE MATRIX with the “bullet time” mechanic. The game was in development with that idea before the movie arrived but instead of fighting comparisons, Remedy embraced them. Obviously MAX PAYNE was a success on PC and the home console market. The sad thing is we never saw the Dreamcast edition get released as the console was shut down as MAX PAYNE was about to be released. All we have left is like 240p video quality of that build: MAX PAYNE laid down the framework of what we would see later on from Remedy as well in terms of building their own game engine (MAXFX for this and later NORTHLIGHT) and just storytelling devices. The meta TV shows to the surreal Lynch-like dream sequences, this is still what you see in games like ALAN WAKE 2. Enjoy the new episode and let us know what you think! We will be tackling MAX PAYNE 2 next and even though that’s a short game, you can see where Sam Lake’s writing style began to grow. Get full access to Damage Per Second at jessebartel.substack.com/subscribe

    1 hr

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A weekly newsletter about Star Wars, Video Game novels, and adjacent topics. jessebartel.substack.com