NOCLIP Pocket E27 - Chewy and Stringy - Dujanah
*Sniff sniff*, I podcast best when my bladder is full.
59 Minuten
Podcast
Podcaster
Beschreibung
vor 5 Jahren
*Sniff Sniff*, I podcast best when my bladder is full, Welcome back
to the podcast! Today we’re going to be talking about Dujanah,
which is a tough game to describe. With an art style predominately
defined by claymation, randomized events that mean no two
playthroughs of the game are entirely alike, and a sensibility
somewhere between jokes and universal emotional truth, the game
runs the gamut of moods and tones. The game is far from
meaningless, however. The majority of interactions play into the
game’s larger themes, and deciphering that is the main puzzle the
player is presented with. The idiosyncratic characters and
disjointed scenes serve their own purposes and which things you
focus on will affect your takeaways from the game. And despite all
these art-game pretensions and ruminations on death and
consciousness, Dujanah has an understanding of play, and still
makes sense as a game, even if what game that is takes a lot of
forms over its short runtime. We’ll be discussing the parts of the
game that we individually found most effective in communicating its
themes, whiplash inducing tonal change, and whether or not we
thought the game would show us an anus. Thank you for joining us
this week! We had a good time with this weird game, and it fits
well within our range of tastes when it comes to indie titles. But
weird games don’t get the clicks, baby, so next time join us as we
talk about the original mobile tower defense vegetation sensation,
Plants Vs. Zombies.
to the podcast! Today we’re going to be talking about Dujanah,
which is a tough game to describe. With an art style predominately
defined by claymation, randomized events that mean no two
playthroughs of the game are entirely alike, and a sensibility
somewhere between jokes and universal emotional truth, the game
runs the gamut of moods and tones. The game is far from
meaningless, however. The majority of interactions play into the
game’s larger themes, and deciphering that is the main puzzle the
player is presented with. The idiosyncratic characters and
disjointed scenes serve their own purposes and which things you
focus on will affect your takeaways from the game. And despite all
these art-game pretensions and ruminations on death and
consciousness, Dujanah has an understanding of play, and still
makes sense as a game, even if what game that is takes a lot of
forms over its short runtime. We’ll be discussing the parts of the
game that we individually found most effective in communicating its
themes, whiplash inducing tonal change, and whether or not we
thought the game would show us an anus. Thank you for joining us
this week! We had a good time with this weird game, and it fits
well within our range of tastes when it comes to indie titles. But
weird games don’t get the clicks, baby, so next time join us as we
talk about the original mobile tower defense vegetation sensation,
Plants Vs. Zombies.
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