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

Level Design Discussion
Dec 17, 2015
This discussion of Super Mario Land 2 covers four unique approaches to level design.
Nonlinearity
Dec 4, 2015
You can approach Super Mario Land 2 in any order you like! How does that influence the game's identity?
What Makes a Metal Black?
Dec 1, 2015
A review of the shot systems that make Metal Black unique.
Episode 53: Stage Identity via Enemy Identity
Nov 26, 2015
Enemy design in Metal Black dictates how each stage plays.
Episode 52: Maze Construction
Oct 28, 2015
When are you not lost in Realms of the Haunting? And, more to the point, how do you get unlost?
Episode 51: Cohesion
Sep 12, 2015
As an early FPS, Realms of the Haunting has novel approaches to controls and story.
Episode 50: Slippery Slopes
Sep 10, 2015
Splatoon contains several multiplayer modes. Can it keep competition even in all of them?
Episode 49: Ink
Aug 28, 2015
Splatoon's ink system promotes an indirect sense of interplay--instead of just shooting at each other, you can also shoot at something between the two of you.
Episode 48: Interpreting the Environment
Aug 22, 2015
Aren't you glad I didn't call it "Ink-terpreting the Environment"?
Episode 47: Balance
Aug 8, 2015
As an action RPG, Popful Mail must balance real-time combat, as well as equipment.
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