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

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?
Episode 28: Sound as Challenge
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?
Episode 27: Combat Space
Aug 10, 2014
Terranigma's combat has a great deal of variety. How is it organized?
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