Jon is Editorial Director of GamesIndustry.biz. He has previously managed a lot of games websites and worked at a lot of live events. He contributes to Jank in his spare time and doesn't cover anything here that he's covered at work.
It's been another week on Jank, and a surprisingly soggy one. Brendy celebrated the particularly alluring appeal of watersports walking simulator Pools:
Have you ever noticed how nervousness and excitement are the same feeling? I mean bodily, when you stop and examine what's going on in your belly and on your skin and to your breathing. It's all the same response: something is about to happen. Pools makes me feel that way. For this reason, you could chalk the game up as a damp squib - after three hours of anticipation, nothing does happen. But it doesn't matter to me. Just to live in that feeling of butterfly belly and to walk through this soggy maze wondering what's around the next corner is enough.
I have fond memories of battling the tide with sand as a kid, trying to keep a fort from crumbling, piling up new walls like the sea is an invading army, and secretly revelling in the collapsing facades, relishing my losing fight. Is this what Dwarf Fortress is like for Nate? Sandcastle captures that feeling with
Total Playtime is now the official Jank podcast, and is produced thanks to the support of our paying subscribers (and formerly ourbackers on Patreon). This week's episode is exclusive to paying subscribers: you may join them bysubscribing here, and you can findall previous episodes here.
This week's slightly-delayed, subscribers-only Total Playtime is a Dwarf Fortress special, as Nate glories in the 20th anniversary by challenging Alice and Brendy to answer 20 questions on his favourite PC game. Due to the nature of Dwarf Fortress, the episode sounds like high-concept fiction but this is all genuinely the stuff of patch notes.
Join them to learn all sorts of variously horrifying and/or tedious trivia, including Nate's claim on being the Forrest Gump of Dwarf Fortress, every form of gibbons, and lungfish who fly for no reason anybody understands. You can listen to the episode right here, or on Spotify and other podcatching apps (click the Account button at the top right of the page to find the link for your membership podcast feed).
It’s been another week in PC gaming, plus an extra day because I had some family business so apologies for the late running. Jeremy Peel kicked things off by explaining that Microsoft has always been a problem for PC gaming so we should not expect it to change now. Yes, they gave us DirectX, but they also gave us Games For Windows Live.
It was never clear what value GFWL offered players. Nobody wanted its achievements, Gamerscore or messaging functionality, since the social hubs of PC gamers existed elsewhere. The much-vaunted crossplay between Windows and Xbox 360 barely materialised. And of course, it was the home to plenty of clumsy DRM, a role that sealed its fate in the court of public opinion. GFWL was there to police players rather than to help them.
Graham somehow curated good game writing without even being here. Upon his return he reviewed Emuurom and wants you to know that while it contains vast and complex depths you can still enjoy it for much simpler reasons.
If you love Animal Well and Blue Prince, I think Emuurom could be your new favourite game. Someone less dummy than me might therefore
Total Playtime is now the official Jank podcast, and is produced thanks to the support of our paying subscribers (and formerly ourbackers on Patreon). This week’s episode is free, but subscribers get additional episodes every other week. You may join them bysubscribing here, and you can findall previous episodes here.
It’s a free-to-all episode this week, so Alice, Nate and myself turned ourselves to the major issues of the day: Xboxes are really expensive, how a Skyrim username error can get you wrongly imprisoned for soliciting minors, a new Thimbleweed Park and a very detailed explanation of how good the Space Marine x Helldivers 2 partnership is.
Join us for a detailed overview of the Astra Militarum, a half-remembered summary of the Xbox P&L and a fleeting cameo from Alice’s dog. Plus: children who chew on cigars from birth, engaging worm protocol, and clown husbandry.
Our music is by God Ribbon, our art is by Marsh Davies and this week our editing is by Dave of the Sonic The Comic podcast who did a banger job even with limited guidance. Thanks to backers of Jank (formerly
Total Playtime is now the official Jank podcast, hosted by Alice Bell, Jon Hicks, Brendan Caldwell and Nate Crowley. Text Adventure is our videogame book club, in which we read a videogame novelisation and try very hard to like it. Ahead of the imminent arrival of Season 2 of Text Adventure, we’re finishing up our summaries of the first season.
This article series has not matched the broadcast order because I wanted to end here, with Andrzej Sapkoski's The Witcher: The Last Wish: a collection of short stories that is more-or-less (the publishing order is somewhat haphazard) the first time that anybody encountered roving monster slayer Geralt of Rivia. It is by some distance the best book we read, and unfortunately I must assume that is because it was written as standalone prose rather than something that was backed out of a game world.
And yet, like, there is something here, flittering about the halls of its hilariously brazen necropolis of zombie inspirations like a moth caught in a packet of moth-flavoured crisps. Do I dare call that something soul?
Eventually, I discover an asteroid, a planet, and a white dwarf. A few weaker signals dissolve before I can even readjust the satellites to look at them. My bosses are not impressed and they routinely pay me less than my daily wage because I have not fulfilled their exact orders in the emails. You are supposed to go outside and hike or bike
Total Playtime is now the official Jank podcast, formerly funded by Patreon. Every two weeks we publish a backer-only episode hosted by Alice Bell, Nate Crowley, Jonty and Brendan. You can listen to this and all previous Patreon-exclusive episodes by subscribing to Jank.
This week’s supporter-exclusive episode is a little piece of history, because it was recorded last month only a few hours after Alice had started reading Dungeon Crawler Carl for the first time. It therefore captured the first few moments of burning contempt, like a building collapse caught by a passing dashcam, that would ultimately result in the Dungeon Crawler Carl review.
Total Playtime is the official Jank podcast, hosted by Alice Bell, Jon Hicks, Brendan Caldwell and Nate Crowley. Text Adventure is our videogame book club, in which we read a videogame novelisation and try very hard to like it. Ahead of the imminent arrival of Season 2 of Text Adventure, we’re summarising the episodes of the first season, which aired while Total Playtime was still Patreon-funded.
In this episode, we considered it appropriate to review a book about a malignant spirit haunting a former workplace by summoning former colleague Matthew Castle, now of The Back Page podcast, who joins as our guest and was able to offer both incisive judgement and additional deep Castle lore for fans of the old RPS podcast.
The warning is there right in the author’s bio, which says of series creator Scott Cawthon that “while he is a game designer by trade, he is first and foremost a storyteller at heart”. This description indicates both a strong self-regard and tendency towards over-writing, which explains quite a lot about the hundreds of pages that follow.
Cawthon has since stepped away from the simple but very effective survival horror series that made him extremely rich, but back in 2015 he was still closely involved in everything that carried the name. This included co-writing the first novelisation alongside Kira Breed-Wrisley, a professional ghostwriter who went on to become the go-to FNAF novelist for a time: looking at the voluminous list of rewrites and departed collaborators on the movie, one suspects she was blessed with a supernatural patience.
There are traces here of something that could have been an average-to-good genre piece - a Goosebumps-plus teen horror story or a functional B-movie. The protagonist, Charlie, has a functioning inner life; there is an understanding of young lives and young obsessions, there are sometimes whole paragraphs of evocative prose. There is also, unfortunately, a non-negotiable requirement to spend five nights in a location where no sane person would spend five minutes, and that is merely one element of an increasingly incoherent morass of narrative elements that one suspects were dropped in throughout the writing process.