NOCLIP

NOCLIP
NOCLIP

WELCOME TO NOCLIP! We are a fortnightly, book club-styled podcast in which we attempt to go in-depth on an individual video game and figure out what makes it unique. Episodes are around an hour to an hour and a half long and primarily feature free form discussion on themes and mechanics present in each episode’s titular game. Bear in mind that we are not reviewers, so as far as we critique the games at hand, our intent is not to convince you to play any particular work. SPOILER WARNING: Given the depth at which we intend to cover the games in question, those which feature a story, plot, mechanical surprises, fun moments you may not have heard about or otherwise will be fully discussed, likely at length. Given this, it is advised that you go into each episode with the understanding that these elements will most likely be spoiled. If you are sensitive to that sort of thing, we recommend that you either play the game before listening to the podcast, or skip the episode altogether. (Though the latter option would make us all very sad!)

  1. Episode 186 - Where Sailors Hang Out - Shenmue

    5D AGO

    Episode 186 - Where Sailors Hang Out - Shenmue

    You like the podcast that much? Let me invite you to hell. Welcome back to the podcast! Today, we’re doing another community requested episode (calling it Fanbruary at this point seems a bit silly) on Shenmue. An absolute classic action/adventure game that happened to be a blind spot for both of us. Shenmue centers on Ryo Hazuki, whose father is killed in the opening cutscene in a pretty rad martial arts fight. This sets up the events for you to uncover the reason behind the murder, which you do by talking to characters, learning schedules, driving forklifts and doing a little bit of fighting yourself. The variety of activities to do in this game are what made it so unique at the time and the fact that all of your verbs aren’t based solely in combat still makes it stand out against most triple A titles released even now. That being said, it’s an older game and the number of different control schemes and things to do may feel a bit unintuitive and clunky to you now. What hasn’t aged as badly, surprisingly, are the visuals, which contain a lot more detail than you would expect from the early days of the 3D games. From character models to buildings to interior spaces, the level of fidelity on display is really impressive for the time, even if it did mean the game had to be spread out across three discs on release. Overall this game is a piece of history for good reason, even if the experience isn’t as groundbreaking if you’ve been keeping up with modern games. We’re going to be talking about the more positive aspects of schlocky elements of the game’s story and dialogue, the good and bad ways in which the game’s time-based mechanics impact the play experience, and we lament the necessity in our society to just go get a job sometimes. Thank you for listening to the podcast this week! Shenmue is a game that really works best if you are able to dedicate the time to immerse yourself in it, and as a result this episode is coming a bit late and also we maybe didn’t get the premier experience it could offer. That being said, there is a lot to like here and even more to respect for the period this game came out, so all in all I think it was worth it. Are you a diehard Shenmue fan? What did you think of our speculation on further games in the series? Let us know over on the Discord or in the comments! Next time, we’re wrapping up our suggested games for the year with Wanted: Dead, which should be a significant departure from everything else we’ve played this year, so much like Shenmue fans, I hope you’re in it for the variety, and that you join us then!

    1h 8m
  2. Episode 185 - Roast Beef, Some Chicken, A Pizza - Castlevania 64

    MAR 1

    Episode 185 - Roast Beef, Some Chicken, A Pizza - Castlevania 64

    This is not the anger of a vampire killer. This is the podcast of all humanity! Welcome back to Fanbruary! Today, we’re going to be talking about Castlevania 64, an oft maligned entry in the Castlevania series and the first to be in 3D. In classic Castlevania fashion, your goal is to infiltrate a castle and kill Dracula to restore peace to the world, so it doesn’t have a ton of innovation in that respect, but porting that formula to 3D means reworking the design of the platforming and combat, which it does surprisingly well…at times. Being on the N64, this game definitely has some amount of jank, but outside of some specifically problematic areas and letting the sometimes uncooperative camera slide, it feels better than you might imagine. Combat is very punchy, at least playing as Reinhardt, with his whip feeling satisfying to use and enemy effects like parts of skeletons falling off or heavy flinch animations giving meaningful feedback. The platforming is more hit and miss, but it’s serviceable enough that much of the early and midgame challenges feel fair and fun to get through. It hits some weird difficulty levels at points where the systems just aren’t prepared to keep up with the design, and it seems like a symptom of early 3D growing pains mixed with a team unsure how to work within the new limitations. Throw in the fact that the game hits that Castlevania cheesiness in its atmosphere and writing and the resulting game is much better than you may have been led to believe, which is to say, worth checking out, even if it isn’t the most exemplary entry in the series. We’re going to be talking about the importance of a game’s first level, the differences between playing this at the time and in the present, and we wonder if this game’s protagonist might also be a form of transportation. Thank you for joining us again this week! We’ve still got more Fanbruary coming up even though it’s technically March now, so stay tuned. This was significantly more competent than we expected given its reputation, and overall had a pretty good time with it. Are you a big fan of the series and have opinions on this entry? Did you play this (or it’s weird expanded version) on the N64 or is this the first you’ve really considered it? Let us know in the comments or over on our Discord! Next time, we’re going to be talking about Shenmue, so we hope you’ll join us for that.

    1h 16m
  3. Episode 184 - Bring Me the Cellos - Darkest Dungeon

    FEB 15

    Episode 184 - Bring Me the Cellos - Darkest Dungeon

    In time, you will know the tragic extent of my podcast, Welcome to Fanbruary! For our first listener suggested title this year, we’re talking about Darkest Dungeon, an RPG with Lovecraftian themes and light roguelike elements. Darkest Dungeon is known to be a difficult game, and it sticks to this design ethos with a commendable level of commitment. Depending on who you are, maybe too much commitment. With a large number of random factors affecting everything from what characters you get offered, the results of looting and in-combat effects, playing through the game’s dungeons feels like a Rube Goldberg machine of quirks, diseases, attacks and more triggering in a sequence that is almost always bad for you. This makes the climb for upgrades and ever-higher-leveled characters slow, but (I imagine) rewarding for dedicated players. And if you’re looking to become one of those dedicated players, don’t despair, or do despair, I guess, because the game’s non-gameplay elements do a great job of selling an atmosphere of hopelessness and fear, underscored by a charismatic and slightly shmaltzy narrator. This game has a lot going for it, but your enjoyment is ultimately going to be decided by your level of patience and how much you like turn based combat. We talk about the game’s difficulty and what parts of it we felt we could adequately prepare for, our biggest tribulations, and we discuss how part of the game could have been better if it was more like a pretzel. Thank you for joining us again this week, and thank you for all your submissions for Fanbruary! I’m sure this is starting to sound like a thing I just say every episode, but as usual, we are running a bit behind this month, but we will get four episodes out for Fanbruary that just might bleed a bit into March. This game tried and successfully defeated us, unfortunately, but I’d be curious to hear from more long-term players if they’ve found consistent strategies or what high level play actually looks like, given that I only exhibited low level play. Let us know in the comments or over on Discord! Next time, we’re going to be talking about Castlevania 64, another game with a bit of a dismal atmosphere, but perhaps lightened by the jank of early 3D games, so we hope you’ll join us then.

    1h 24m
  4. Episode 183 - Drive-By Nap - The Legend of Zelda: Echoes of Wisdom

    JAN 25

    Episode 183 - Drive-By Nap - The Legend of Zelda: Echoes of Wisdom

    So this is the podcast energy. I’m overflowing with power! Welcome back to the podcast and to the first full episode this year! We’re back from our now-traditional January break and talking about The Legend of Zelda: Echoes of Wisdom. This is the first full game in the series where you play as Zelda herself since the CD-i, which really did need to happen so we could finally stop pointing to The Wand of Gamelon as a standout of anything. This means that while the game hits a lot of the usual Zelda game beats, you interact with the world in a slightly different way. Link’s tools are still available to you in the form of sword, bombs, arrows, but it is tied to a resource meter so you can’t play the whole game in that way. Instead, you have the ability to spawn objects and enemies for a more open-ended approach to combat and puzzle solving. This is objectively cool, allowing you to use clever use of resources to bypass obstacles and come up with clever solutions and makes combat feel differently to other games in the series. However, this does also impact design in a major way with puzzles needing to be more open-ended and generic in order for you to have multiple ways of solving them, and it can get a little samey. How the game strikes the balance between novel, emergent gameplay and satisfying puzzle design is largely going to come down to taste, but it’s at least an interesting thing to have tackled by Nintendo. We’re going to be talking about the similarities between this and other Zelda games (and whether there are too many of them), how the more freeform design impacts dungeons, which are the meat and potatoes of the gameplay, and we test out a few new game design mantras about substituting Bigfoot in for content you couldn’t finish. Thank you for joining us again this week! We’re back and extremely ready to tackle Fanbruary in the coming weeks, with this game being one of those that came out last year that we just sort of missed. We have taken the longest hiatus from talking about Zelda games we ever have, which is maybe too much of a dedication to the series because it’s only been a bit over a year, but it’s always interesting to see what this particular pillar of the industry is trying to do. Do you agree this game feels like it might be more of a cult hit? Did you find it too similar to other Zelda games and wish they had done more to change it up? Let us know in the comments or over on our Discord! Next time, we begin Fanbruary by talking about Darkest Dungeon, the turn based RPG roguelike, but don’t worry if you haven’t gotten a submission in and would like to. We still have a couple slots undecided, so let us know what you’d like to see us play!

    1h 15m
  5. NOCLIP Awards 2024 - Public Intellectuals

    JAN 1

    NOCLIP Awards 2024 - Public Intellectuals

    The Smashiest balls were the friends we made along the way. The NOCLIP Awards are back again this year with all their usual prestige. I know you are all waiting with baited breath to see what games are getting the nod, while knowing full well that the games that released this year are of no object when you compare them to the games that we chose to play this year, which are the true contenders. When it is finally realized that we should be the true arbiters of taste, these awards will defeat all others in the public consciousness and weird new Elden Ring games will be announced on our podcast. This is the world I truly want to live in. One thing you will learn after listening this year though, is that this was quite a varied year. Which, admittedly we do try to do, but it comes out in the variety of games represented. It’s a thing that always makes me feel good looking back through all the episodes we did and seeing the different experiences we had this year and seeing both how the medium is changing as well as the wealth of games from the past that are still unique and worth revisiting. I hope we’ve influenced you to check out something out of your usual comfort zone, and that this show can make you reflect on the experiences that you had. Thank you, as always for joining us for another year of NOCLIP and our dumb awards thing. We’re taking a short break, but will be back mid-to-late January with an episode on The Legend of Zelda: Echoes of Wisdom. And please don’t forget to get submissions in, through whatever channel you want (Discord, comments, email, twitter, whatever), for Fanbruary!

    1h 11m
  6. Episode 182 - Starring Adam Sandler - Slay the Princess

    12/21/2024

    Episode 182 - Starring Adam Sandler - Slay the Princess

    I need to see how handsome I am. Welcome back to the podcast! Today, we’re talking about Slay the Princess, a narrative focused “collect the endings” game that has a truly impressive amount of writing to account for all of a player’s possible choices. The numerous endings, scenes and dialogue choices within those scenes, all voice acted by two people no less, are the player’s primary motivation to try new things and follow new paths. Fortunately for the game, though, the quality of that writing is also surprisingly good. The tone runs the gamut between horror, comedy and romance, in part reactive to the player’s decisions but also in service of a greater narrative, that is largely up to the player to interpret. The fact that the game ends coherently at all, let alone with the possibility of something with real emotional resonance is a testament to just how well put together the game is. We’re going to be talking about the special something the game’s visuals possess that gives it a familiar, appealing quality, the way your initial experience will shape the way you progress through the game, and we misinterpret the game as getting a little…steamy. Thank you for joining us again this week! We wanted something short and simple to end the year, and while this kind of filled that role, I don’t think we were prepared for the surprising amount of depth on display here. We’re also surprised the game came out as long ago as it did. Did you play it back then? How literally did you interpret the title? Let us know in the comments or over on our Discord! Next time, we’re coming back with The NOCLIP Awards, so we hope you’ll break out the champaign for us next time, and don’t forget to get your suggestions in for Fanbruary!

    1h 3m
  7. Episode 181 - It's Jar Jarring - Star Wars Episode 1 Racer

    12/14/2024

    Episode 181 - It's Jar Jarring - Star Wars Episode 1 Racer

    Do goola podcast sa bantha poodoo. Welcome back to the podcast! As we near the end of the year, we like to look back on a game or two that are more nostalgic for us, and Racer somehow got overlooked until now. Racer is maybe the first of our nostalgia picks that really holds up, at least in our opinion. This is a very straightforward video game, all the things considered, but the focus makes for a surprisingly solid racing experience. True to the movie, podracing in the game is extremely fast and almost 100% guaranteed to end with a lethal explosion. The tracks lose a bit of their focus as the game goes on, but the core mechanics are skill testing in an enjoyable way and the game is short enough that you can get to the point where you’re playing it to improve very quickly. It’s very mechanics first, but it being Lucasarts, due is paid to making sure that the world, characters and sound design fits with the movies. The presentation suffers in some ways, but the worlds of the game are well realized for the time and also Watto is there, which is great. We’re going to talk about the feeling of playing the game for the first time and once you get used to it, the mechanics we did and did not remember using as children, and we spend a decent amount of time just complaining about the prequel trilogy. Thank you for joining us again this week! This is a great palette cleansing game after what has a been a heady year and one that I was really surprised by. I’ve come to expect the games we liked as kids to pretty much always be worse than you remembered, so for this to hold up as well as it does was pleasant, at worst. If you haven’t played this game in a while, or god forbid, not at all, it’s surprisingly accessible with a recent remaster and the original PC version on Steam, so maybe give it a look. Post your fond recollections of the N64 in the comments or over on our Discord. Next time, we’re going to be talking about Slay the Princess, so we hope you’ll join us for that.

    1h 8m
  8. Episode 180 - Your Murderous Urges - Loretta

    12/07/2024

    Episode 180 - Your Murderous Urges - Loretta

    I won’t reach the truth with podcasts. They can’t give it shape. Welcome back to the podcast, and as we finally finish the theme (and catch up on episodes in general after a hectic October) of Games Titled After Women’s Names That Begin With “L.” Loretta is an adventure game in the technical sense; it leans heavily on narrative and player choice, with your actions dictating the events of your playthrough. Most of these choices revolve around how many people you do or do not murder. The story revolves around Loretta, the player character, having killed her husband and the fallout of that action. Whether that is justified or even a positive action is determined by your choices going forward, and Loretta has a personality that stays pretty consistent throughout. The game does feature a few gameplay elements outside of this, but they are honestly barely worth mentioning in a format like this. You’re playing this game for its narrative and everything else is just around for the sake of variety. We’re going to be talking about the fact the game needs to put you effectively in the shoes of a killer before being able to explore its narrative branches, the unusualness of the setting adding to the uncanny atmosphere and being a point of interest in and of itself, and murder. We say “murder” more on this episode than we ever have and probably ever will. Thank you for joining us! Loretta falls pretty comfortably in the realm of those games we specifically like, so we were fortunate it fell into this narrow theme and one that we’re glad we could end it on. Was this game on your radar or was this the first time you’re hearing about it? Did you choose to murder every person you saw in the game? Let us know in the comments or in our Discord server! We’ve pretty much caught up with our outstanding episodes at this point and will be hopefully bringing in some more variety in the upcoming months (though Fanbruary is on you guys). Next time, we’re going to be talking about Star Wars Episode I: Racer, following the vague tradition we have of playing more nostalgic games around the holidays, so we hope you’ll join us then, which you probably will if we’ve narrowcasted enough to pretty much only appeal to people our own age.

    53 min
4.4
out of 5
13 Ratings

About

WELCOME TO NOCLIP! We are a fortnightly, book club-styled podcast in which we attempt to go in-depth on an individual video game and figure out what makes it unique. Episodes are around an hour to an hour and a half long and primarily feature free form discussion on themes and mechanics present in each episode’s titular game. Bear in mind that we are not reviewers, so as far as we critique the games at hand, our intent is not to convince you to play any particular work. SPOILER WARNING: Given the depth at which we intend to cover the games in question, those which feature a story, plot, mechanical surprises, fun moments you may not have heard about or otherwise will be fully discussed, likely at length. Given this, it is advised that you go into each episode with the understanding that these elements will most likely be spoiled. If you are sensitive to that sort of thing, we recommend that you either play the game before listening to the podcast, or skip the episode altogether. (Though the latter option would make us all very sad!)

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