What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways: As for me, I'm Greg Livingston, but I go by Golem. I organize things around here.

Podcasts

Viewing all podcasts for Adrian.

Episode 38: Searching for Clues
Mar 16, 2015
Players can traverse wide expanses in Superhero League of Hoboken, looking for just the right solution to the game's many point-and-click puzzles. What rules guide the player's exploration, and how do the clues come together?
Episode 37: Genre Blending
Jan 27, 2015
Superhero League of Hoboken combines point-and-click adventures with an RPG world and combat. Do the two genres blend successfully?
Episode 36: Optional Challenges
Jan 12, 2015
Using Wave Race 64, we discuss what determines whether a challenge is optional or not. Additionally, how does the game punish you for avoiding optional challenges as opposed to failing them?
Episode 35: Dynamic Challenge
Nov 29, 2014
Wave Race 64 plots its race courses on waterways full of bouncing water. How does it use water to create novel challenges?
Episode 34: Timed Exploration
Nov 9, 2014
The Firemen features plenty of space to explore, but slaps players with a time limit. How do you balance between looking around and getting through quickly?
Episode 33: Using Space
Nov 2, 2014
How is 2D space composed in The Firemen, from room design to player mechanics?
Episode 32: Out of the Frying Pan
Oct 28, 2014
Just when you thought the coast was clear, a new fire spawns in just the wrong place. How does enemy design in The Firemen trap you?
Episode 31: Every Problem is a Nail
Sep 15, 2014
Players use the flashfield constantly in Azure Striker Gunvolt, but it's always being reinvented. How does the game keep its central mechanic fresh?
Episode 30: Boss Identity
Sep 30, 2014
Azure Striker Gunvolt lends its bosses neat designs and lines of dialogue. But how does the gameplay lend them identities?
Episode 29: Sound Level Design
Sep 10, 2014
Soundvoyager largely relies on sound to convey its level design. How does it achieve variety and pacing through levels conveyed by sound?
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