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:
- Register on the forums. This is where we organize events and pick games.
- Reach us by email at vgcommune *A*T* gmail *D*O*T* com.
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Podcasts
Viewing all podcasts for Golem.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?
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?
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?
Nov 2, 2014
How is 2D space composed in The Firemen, from room design to player mechanics?
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?
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?
Sep 30, 2014
Azure Striker Gunvolt lends its bosses neat designs and lines of dialogue. But how does the gameplay lend them identities?
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?
Aug 24, 2014
We're not used to finding our way through space using only our ears. What variety does Soundvoyager find in that challenge, and how do we overcome it?
Aug 10, 2014
Terranigma's combat has a great deal of variety. How is it organized?