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    <title>Press Play</title>
    <description>Press Play is a long-form documentary podcast from website Play Diaries (playdiaries.com), delving into games and games culture.</description>
    <copyright>2020-2022 Play Diaries</copyright>
    <language>en</language>
    <pubDate>Fri, 31 Dec 2021 16:55:02 +0000</pubDate>
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    <itunes:summary>Press Play is a long-form documentary podcast from website Play Diaries (playdiaries.com), delving into games and games culture.</itunes:summary>
    <itunes:author>Play Diaries</itunes:author>
    <itunes:explicit>yes</itunes:explicit>
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    <itunes:keywords>games, gaming, nintendo, pc, playstation, videogames, xbox</itunes:keywords>
    <itunes:owner>
      <itunes:name>Play Diaries</itunes:name>
      <itunes:email>johnny@playdiaries.com</itunes:email>
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      <title>#18 - A Look Back at 2021 (Part Two)</title>
      <description><![CDATA[<p>Following on from part one's release yesterday, part two of our retrospective look back at 2021 takes a look back at the second half of the year, including the breaking of the biggest story of the year <a href="https://www.playdiaries.com/activision-blizzard-sued-state-of-california/">with Activision Blizzard embroiled in serious allegations of toxic misconduct, sexism and a lot more within the latter</a>.</p><p>And it gets worse for the company over the course of the year before the bombshell report by the Wall St Journal<a href="https://www.playdiaries.com/activision-blizzard-walkout-kotick-allegations/"> that sees Activision Blizzard chairman and CEO Bobby Kotick pointed at for allegations against him as well as Activision</a>. A story that continues to roll on and one that, despite numerous calls for his resignation, has not forced Kotick from the company as of this episode going out.</p><p>The second half of the year was also jampacked with numerous showcases, including big ones from <a href="https://www.playdiaries.com/playstation-showcase-everything-that-happened/">Sony</a> and <a href="https://www.playdiaries.com/nintendo-direct-september-2021-roundup/">Nintendo</a> as well as <a href="https://www.playdiaries.com/the-game-awards-2021-winners-and-roundup/">The Game Awards</a> and massive releases including Deathloop, <a href="https://www.playdiaries.com/critical-analysis-the-artful-escape/">The Artful Escape</a>, Forza Horizon 5, Halo Infinite and a lot more.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a>|<a href="https://www.patreon.com/playdiaries" target="_blank"><strong>Patreon</strong></a></p>
]]></description>
      <pubDate>Fri, 31 Dec 2021 16:55:02 +0000</pubDate>
      <author>johnny@playdiaries.com (Johnny Cullen, Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-a-look-back-at-2021-part-two/</link>
      <content:encoded><![CDATA[<p>Following on from part one's release yesterday, part two of our retrospective look back at 2021 takes a look back at the second half of the year, including the breaking of the biggest story of the year <a href="https://www.playdiaries.com/activision-blizzard-sued-state-of-california/">with Activision Blizzard embroiled in serious allegations of toxic misconduct, sexism and a lot more within the latter</a>.</p><p>And it gets worse for the company over the course of the year before the bombshell report by the Wall St Journal<a href="https://www.playdiaries.com/activision-blizzard-walkout-kotick-allegations/"> that sees Activision Blizzard chairman and CEO Bobby Kotick pointed at for allegations against him as well as Activision</a>. A story that continues to roll on and one that, despite numerous calls for his resignation, has not forced Kotick from the company as of this episode going out.</p><p>The second half of the year was also jampacked with numerous showcases, including big ones from <a href="https://www.playdiaries.com/playstation-showcase-everything-that-happened/">Sony</a> and <a href="https://www.playdiaries.com/nintendo-direct-september-2021-roundup/">Nintendo</a> as well as <a href="https://www.playdiaries.com/the-game-awards-2021-winners-and-roundup/">The Game Awards</a> and massive releases including Deathloop, <a href="https://www.playdiaries.com/critical-analysis-the-artful-escape/">The Artful Escape</a>, Forza Horizon 5, Halo Infinite and a lot more.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a>|<a href="https://www.patreon.com/playdiaries" target="_blank"><strong>Patreon</strong></a></p>
]]></content:encoded>
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      <itunes:title>#18 - A Look Back at 2021 (Part Two)</itunes:title>
      <itunes:author>Johnny Cullen, Play Diaries</itunes:author>
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      <itunes:duration>00:55:37</itunes:duration>
      <itunes:summary>July-December sees Activision Blizzard go into turmoil, Bobby Kotick comes to his day of reckoning and big releases and showcases.</itunes:summary>
      <itunes:subtitle>July-December sees Activision Blizzard go into turmoil, Bobby Kotick comes to his day of reckoning and big releases and showcases.</itunes:subtitle>
      <itunes:keywords>gaming 2021, 2021 in gaming, games in 2021, 2021 games, games 2021, gaming in 2021</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <title>#17 - A Look Back at 2021 (Part One)</title>
      <description><![CDATA[<p>2021 has been <i>a</i> <i>year</i>, shall we say.</p><p>There is way too much to go over in text form what has happened, but to name a few: <a href="https://www.playdiaries.com/ubisoft-to-make-new-open-world-star-wars-game/">Ubisoft and Star Wars</a>, <a href="https://www.playdiaries.com/indiana-jones-bethesda-machinesgames/">Bethesda and Indiana Jones</a>, <a href="https://www.playdiaries.com/microsoft-bethesdas-union-becomes-official/">Bethesda and Microsoft</a>, closures of <a href="https://www.playdiaries.com/sony-winding-down-japan-studio-development/">Japan Studio</a> and <a href="https://www.playdiaries.com/google-shuts-down-internal-stadia-dev-studios/">Google Stadia’s first-party unit</a>, <a href="https://www.playdiaries.com/nintendo-direct-february-2021-catchup/">the return of Nintendo Direct</a> and releases of the likes of Hitman 3, Returnal, Resident Evil Village, <a href="https://www.playdiaries.com/criticalanalysis-mass-effect-legendary-edition/">Mass Effect: Legendary Edition</a> and more.</p><p>Oh, and the return of E3. And that is just between the period between January and June. And before everything hits the fan the following month.</p><p>The first of a two-part feature-length Press Play goes over the year, the biggest news stories and biggest releases of the year within the first half of 2021.</p><p>Part two will feature July through to December, including the Activision Blizzard stuff that has happened over the majority of the second half of the year as well as in August and September, release silly season and more.</p><p>That will go live publicly tomorrow at the same time as this is now, 5pm GMT, but you can listen to part two right now if you become a $2 podcast early access tier to our Patreon <a href="https://www.patreon.com/playdiaries" target="_blank">here</a>.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a>|<a href="https://www.patreon.com/playdiaries" target="_blank"><strong>Patreon</strong></a></p>
]]></description>
      <pubDate>Thu, 30 Dec 2021 16:55:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Johnny Cullen, Play Diaries)</author>
      <link>https://press-play.simplecast.com/episodes/17-a-look-back-at-2021-part-one-6SR1W0sL</link>
      <content:encoded><![CDATA[<p>2021 has been <i>a</i> <i>year</i>, shall we say.</p><p>There is way too much to go over in text form what has happened, but to name a few: <a href="https://www.playdiaries.com/ubisoft-to-make-new-open-world-star-wars-game/">Ubisoft and Star Wars</a>, <a href="https://www.playdiaries.com/indiana-jones-bethesda-machinesgames/">Bethesda and Indiana Jones</a>, <a href="https://www.playdiaries.com/microsoft-bethesdas-union-becomes-official/">Bethesda and Microsoft</a>, closures of <a href="https://www.playdiaries.com/sony-winding-down-japan-studio-development/">Japan Studio</a> and <a href="https://www.playdiaries.com/google-shuts-down-internal-stadia-dev-studios/">Google Stadia’s first-party unit</a>, <a href="https://www.playdiaries.com/nintendo-direct-february-2021-catchup/">the return of Nintendo Direct</a> and releases of the likes of Hitman 3, Returnal, Resident Evil Village, <a href="https://www.playdiaries.com/criticalanalysis-mass-effect-legendary-edition/">Mass Effect: Legendary Edition</a> and more.</p><p>Oh, and the return of E3. And that is just between the period between January and June. And before everything hits the fan the following month.</p><p>The first of a two-part feature-length Press Play goes over the year, the biggest news stories and biggest releases of the year within the first half of 2021.</p><p>Part two will feature July through to December, including the Activision Blizzard stuff that has happened over the majority of the second half of the year as well as in August and September, release silly season and more.</p><p>That will go live publicly tomorrow at the same time as this is now, 5pm GMT, but you can listen to part two right now if you become a $2 podcast early access tier to our Patreon <a href="https://www.patreon.com/playdiaries" target="_blank">here</a>.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a>|<a href="https://www.patreon.com/playdiaries" target="_blank"><strong>Patreon</strong></a></p>
]]></content:encoded>
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      <itunes:title>#17 - A Look Back at 2021 (Part One)</itunes:title>
      <itunes:author>Johnny Cullen, Play Diaries</itunes:author>
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      <itunes:summary>Looking back at January-June, including the official union of Microsoft and Bethesda as well as E3.</itunes:summary>
      <itunes:subtitle>Looking back at January-June, including the official union of Microsoft and Bethesda as well as E3.</itunes:subtitle>
      <itunes:keywords>gaming 2021, 2021 in gaming, games in 2021, 2021 games, games 2021, gaming in 2021</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <title>#16 - The Wholesome Games Movement</title>
      <description><![CDATA[<p>Over the past few years, but especially since the pandemic began and has gone on, an emerging trend has appeared within the games industry: cosy, wholesome games. These games have existed long before 2020, but in a time where the world has become a lot more cynical and scary thanks to outside events and in need of something comforting while we’ve been stuck inside for the better part of two years at this point, they’ve become a lot more prevalent.</p><p>But outside of games like Animal Crossing or other bigger games within the area, a subspace of smaller games in the wholesome space from independent developers was mainly overlooked. That was until a Twitter account started profiling these titles and grew a following off the back of it to the point where it now hosts online showcases showing them off, including its yearly annual Direct presentations during E3.</p><p>"I think that's like so one of the best things about the online showcases is that sort of accessibility," said Wholesome Games co-founder James Tillman on the advantages of hosting an online showcase like its headline Wholesome Direct event.</p><p>"It costs a fortune to come from Ireland or anywhere else to the US and there are passport issues and all these other things for showcasing in-person. Online, it's a way more level playing field - like there are language gaps sometimes, there's definitely time zones that are a problem. But it's something we really try to be mindful of."</p><p>Adds Ben Wassler of Ooblets developer Glumberland, itself a key game within the scene, on how Wholesome Games has helped shine a spotlight on these games: “That group of folks has been super supportive and kind to us and they work really hard to uplift game developers and support the community.</p><p>“We've been participating in their events and stuff since the beginning, but the key pillars of the movement are the individuals on their team”</p><p>In <a href="https://www.playdiaries.com/press-play-hour-plus-ep-wholesome-games/">a special 90 minute long episode of Press Play</a>, developers of wholesome games as well as key figures within Wholesome Games the community including co-founders Matthew Taylor, James Tillman and Wholesome Direct host Jenny Windom talk to Play Diaries on delving into the area, its growth, what comes next and a movement that could arguably become a full-blown genre in its own right, if not already.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a>|<a href="https://www.patreon.com/playdiaries" target="_blank"><strong>Patreon</strong></a></p>
]]></description>
      <pubDate>Wed, 10 Nov 2021 13:25:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Johnny Cullen, Matthew Taylor, James Tillman, Jenny Windom, Ben Wassler, Ryan Woodward, Shandiin Woodward, Megan Fox, Ricardo Escobar, Fernando Melo, Trent Garlipp, Lukas Steinman, Annie Macmillan, Weichin Lin, and Jordan Bradley)</author>
      <link>https://www.playdiaries.com/press-play-the-wholesome-games-movement/</link>
      <content:encoded><![CDATA[<p>Over the past few years, but especially since the pandemic began and has gone on, an emerging trend has appeared within the games industry: cosy, wholesome games. These games have existed long before 2020, but in a time where the world has become a lot more cynical and scary thanks to outside events and in need of something comforting while we’ve been stuck inside for the better part of two years at this point, they’ve become a lot more prevalent.</p><p>But outside of games like Animal Crossing or other bigger games within the area, a subspace of smaller games in the wholesome space from independent developers was mainly overlooked. That was until a Twitter account started profiling these titles and grew a following off the back of it to the point where it now hosts online showcases showing them off, including its yearly annual Direct presentations during E3.</p><p>"I think that's like so one of the best things about the online showcases is that sort of accessibility," said Wholesome Games co-founder James Tillman on the advantages of hosting an online showcase like its headline Wholesome Direct event.</p><p>"It costs a fortune to come from Ireland or anywhere else to the US and there are passport issues and all these other things for showcasing in-person. Online, it's a way more level playing field - like there are language gaps sometimes, there's definitely time zones that are a problem. But it's something we really try to be mindful of."</p><p>Adds Ben Wassler of Ooblets developer Glumberland, itself a key game within the scene, on how Wholesome Games has helped shine a spotlight on these games: “That group of folks has been super supportive and kind to us and they work really hard to uplift game developers and support the community.</p><p>“We've been participating in their events and stuff since the beginning, but the key pillars of the movement are the individuals on their team”</p><p>In <a href="https://www.playdiaries.com/press-play-hour-plus-ep-wholesome-games/">a special 90 minute long episode of Press Play</a>, developers of wholesome games as well as key figures within Wholesome Games the community including co-founders Matthew Taylor, James Tillman and Wholesome Direct host Jenny Windom talk to Play Diaries on delving into the area, its growth, what comes next and a movement that could arguably become a full-blown genre in its own right, if not already.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a>|<a href="https://www.patreon.com/playdiaries" target="_blank"><strong>Patreon</strong></a></p>
]]></content:encoded>
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      <itunes:title>#16 - The Wholesome Games Movement</itunes:title>
      <itunes:author>Johnny Cullen, Matthew Taylor, James Tillman, Jenny Windom, Ben Wassler, Ryan Woodward, Shandiin Woodward, Megan Fox, Ricardo Escobar, Fernando Melo, Trent Garlipp, Lukas Steinman, Annie Macmillan, Weichin Lin, and Jordan Bradley</itunes:author>
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      <itunes:duration>01:27:15</itunes:duration>
      <itunes:summary>Wholesome Games’ Matthew Taylor, James Tillman and Jenny Windom plus the likes of Megan Fox, Jordan Bradley, Fernando Melo and more talk of the growing scene in a special feature-length episode.</itunes:summary>
      <itunes:subtitle>Wholesome Games’ Matthew Taylor, James Tillman and Jenny Windom plus the likes of Megan Fox, Jordan Bradley, Fernando Melo and more talk of the growing scene in a special feature-length episode.</itunes:subtitle>
      <itunes:keywords>glumberland, matthew taylor, max inferno games, fernando melo, meowza games, megan fox, behind the frame, oooblets, double blit games, ambertail games, weichin lin, james tillman, wholesome snack, jenny windom, silver ling studio, wholesome direct, trent garlipp, lukas steinman, ryan woodward, button city, skatebird, wholesome games, mineko&apos;s night market, shandiin woodward, game director story, subliminal gaming, ricardo escobar, jordan bradley, a little to the left, annie macmillan, glass bottom games, moon lagoon games, a walk with yiayia, amber isle, loddlenaut, wholesome snacks</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>16</itunes:episode>
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      <title>#15 - Demon Turf: A Love Letter to the Platformer</title>
      <description><![CDATA[<p>Fabraz's Demon Turf is a love letter in numerous ways.</p><p>It’s a love letter to the platforming genre. It’s a love letter of self-expression through the art of gameplay. And more than anything else, Demon Turf is a love letter of telling slapstick humour while telling a serious story of its main character finding confidence in herself to become ruler of the demon kingdom (even when she is still a smartmouth even then).</p><p>"For example, the first boss [in Demon Turf] is this very big pig demon. And she literally refers to him within five seconds as bacon boy," says Demon Turf game lead Fabian Rastorfer. "She has that crazy approach to all of this, but it's just so endearing somehow and I think a lot of people have really clicked with her.</p><p>"But there's also a bigger reason for it because it's part of that narrative drive of friendship because at her core, she actually somewhat lacks confidence. She makes up for it with her bratishness, but she's actually lacking confidence and really is in search of recognition. When she says she's going to do something and nobody believes her, that really gets at her core."</p><p><a href="https://www.playdiaries.com/playtonic-published-demon-turf-release-date/">Ahead of its release next week</a>, Rastorfer talks of its aims and goals for Demon Turf and how players will hopefully walk away with a better understanding of the genre.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></description>
      <pubDate>Tue, 26 Oct 2021 08:55:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Johnny Cullen, Fabian Rastorfer, Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-demon-turf-a-platformer-love-letter/</link>
      <content:encoded><![CDATA[<p>Fabraz's Demon Turf is a love letter in numerous ways.</p><p>It’s a love letter to the platforming genre. It’s a love letter of self-expression through the art of gameplay. And more than anything else, Demon Turf is a love letter of telling slapstick humour while telling a serious story of its main character finding confidence in herself to become ruler of the demon kingdom (even when she is still a smartmouth even then).</p><p>"For example, the first boss [in Demon Turf] is this very big pig demon. And she literally refers to him within five seconds as bacon boy," says Demon Turf game lead Fabian Rastorfer. "She has that crazy approach to all of this, but it's just so endearing somehow and I think a lot of people have really clicked with her.</p><p>"But there's also a bigger reason for it because it's part of that narrative drive of friendship because at her core, she actually somewhat lacks confidence. She makes up for it with her bratishness, but she's actually lacking confidence and really is in search of recognition. When she says she's going to do something and nobody believes her, that really gets at her core."</p><p><a href="https://www.playdiaries.com/playtonic-published-demon-turf-release-date/">Ahead of its release next week</a>, Rastorfer talks of its aims and goals for Demon Turf and how players will hopefully walk away with a better understanding of the genre.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
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      <itunes:title>#15 - Demon Turf: A Love Letter to the Platformer</itunes:title>
      <itunes:author>Johnny Cullen, Fabian Rastorfer, Play Diaries</itunes:author>
      <itunes:duration>00:26:49</itunes:duration>
      <itunes:summary>Demon Turf game lead Fabian Rastorfer talks of its platform inspirations, kookiness and humour and more.</itunes:summary>
      <itunes:subtitle>Demon Turf game lead Fabian Rastorfer talks of its platform inspirations, kookiness and humour and more.</itunes:subtitle>
      <itunes:keywords>slime-san, xbox, playstation, demon turf, pc, banjo-kazooie, fabraz, super mario 64, fabian rastorfer, yooka-laylee, playtonic friends, nintendo switch, rare, playtonic</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:episode>15</itunes:episode>
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      <title>#14 - Loddlenaut, Venice 2089 and Saving the Planet</title>
      <description><![CDATA[<p><a href="https://store.steampowered.com/app/1644940/Loddlenaut/" target="_blank">Loddlenaut</a> and <a href="https://store.steampowered.com/app/1508000/Venice_2089/" target="_blank">Venice 2089</a> are two very different games. Loddlenaut is an aquatic survival game where you look after creatures on the ocean floor. Venice 2089 is a 2.5D adventure game where you ride a hoverboard around a ruined Venice.</p><p>Both games are from different teams: Loddlenaut comes from a team led in the States, while Venice 2089 is from a team set in Italy (shocker).</p><p>And both Loddlenaut and Venice 2089 have different play styles.</p><p>But what unites both games together is their message of global warming and climate change and how those play a factor in them.</p><p>Here, Safe Place Studios' Giacomo Checchin and Matteo Brentegani as well as Moon Lagoon's Ricardo Escobar talk of both games and what they want their games to be in their messaging on those and more.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p><p> </p>
]]></description>
      <pubDate>Tue, 12 Oct 2021 11:50:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Matteo Brentegani, Play Diaries, Giacomo Checchin, Johnny Cullen, Ricardo Escobar)</author>
      <link>https://www.playdiaries.com/press-play-loddlenaut-venice-2089/</link>
      <content:encoded><![CDATA[<p><a href="https://store.steampowered.com/app/1644940/Loddlenaut/" target="_blank">Loddlenaut</a> and <a href="https://store.steampowered.com/app/1508000/Venice_2089/" target="_blank">Venice 2089</a> are two very different games. Loddlenaut is an aquatic survival game where you look after creatures on the ocean floor. Venice 2089 is a 2.5D adventure game where you ride a hoverboard around a ruined Venice.</p><p>Both games are from different teams: Loddlenaut comes from a team led in the States, while Venice 2089 is from a team set in Italy (shocker).</p><p>And both Loddlenaut and Venice 2089 have different play styles.</p><p>But what unites both games together is their message of global warming and climate change and how those play a factor in them.</p><p>Here, Safe Place Studios' Giacomo Checchin and Matteo Brentegani as well as Moon Lagoon's Ricardo Escobar talk of both games and what they want their games to be in their messaging on those and more.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com/" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p><p> </p>
]]></content:encoded>
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      <itunes:title>#14 - Loddlenaut, Venice 2089 and Saving the Planet</itunes:title>
      <itunes:author>Matteo Brentegani, Play Diaries, Giacomo Checchin, Johnny Cullen, Ricardo Escobar</itunes:author>
      <itunes:duration>00:33:20</itunes:duration>
      <itunes:summary>Developers Safe Place Studios and Moon Lagoon talk of their upcoming works with Venice 2089 and Loddlenaut respectively, how each talk of climate change and more.</itunes:summary>
      <itunes:subtitle>Developers Safe Place Studios and Moon Lagoon talk of their upcoming works with Venice 2089 and Loddlenaut respectively, how each talk of climate change and more.</itunes:subtitle>
      <itunes:keywords>climate change, safe place studios, climate control, giacomo checchin, venice 2089, games, videogames, gaming, matteo brentegani, moon lagoon, loddlenaut</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <title>#13 - Skatebird (or How One Skatebirb is Leading Gaming’s Skating Resurgence)</title>
      <description><![CDATA[<p>Nearly four years since it was first announced as an actual game after some initial inspiration seeing a GIF of an actual bird skating, today, Skatebird finally arrives on PC, Xbox (including Xbox Game Pass) and Nintendo Switch. Even with a last-minute delay from <a href="https://www.playdiaries.com/skatebird-launches-august-12/">an August release</a> to <a href="https://www.playdiaries.com/skatebird-delayed-to-september-16/">today’s rearranged release date</a>, the game could not have come at a better time for the skating renaissance that is building with the launches of Skater XL and Tony Hawk’s Pro Skater 1+2 as well as the early access launch of session and the <a href="https://www.playdiaries.com/skate-wont-be-at-ea-play-live-this-week/">impending return of EA’s Skate</a>.</p><p>Even with its chill nature, Glass Bottom Games’ Megan Fox is ready for Skatebird’s absurdity to release onto the world and what players do with it as they roll it out. Now that it is out, how does it fit into the skating renaissance in games, find itself revisiting the skating boom of the early 2000s and more as well as what comes beyond Skatebird?</p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></description>
      <pubDate>Thu, 16 Sep 2021 12:50:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Megan Fox, Play Diaries, Johnny Cullen, Xalavier Nelson Jr)</author>
      <link>https://www.playdiaries.com/press-play-skatebird-glass-bottom-megan-fox/</link>
      <content:encoded><![CDATA[<p>Nearly four years since it was first announced as an actual game after some initial inspiration seeing a GIF of an actual bird skating, today, Skatebird finally arrives on PC, Xbox (including Xbox Game Pass) and Nintendo Switch. Even with a last-minute delay from <a href="https://www.playdiaries.com/skatebird-launches-august-12/">an August release</a> to <a href="https://www.playdiaries.com/skatebird-delayed-to-september-16/">today’s rearranged release date</a>, the game could not have come at a better time for the skating renaissance that is building with the launches of Skater XL and Tony Hawk’s Pro Skater 1+2 as well as the early access launch of session and the <a href="https://www.playdiaries.com/skate-wont-be-at-ea-play-live-this-week/">impending return of EA’s Skate</a>.</p><p>Even with its chill nature, Glass Bottom Games’ Megan Fox is ready for Skatebird’s absurdity to release onto the world and what players do with it as they roll it out. Now that it is out, how does it fit into the skating renaissance in games, find itself revisiting the skating boom of the early 2000s and more as well as what comes beyond Skatebird?</p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></content:encoded>
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      <itunes:title>#13 - Skatebird (or How One Skatebirb is Leading Gaming’s Skating Resurgence)</itunes:title>
      <itunes:author>Megan Fox, Play Diaries, Johnny Cullen, Xalavier Nelson Jr</itunes:author>
      <itunes:duration>00:38:17</itunes:duration>
      <itunes:summary>Glass Bottom Games’ Megan Fox on being part of the gaming skating renaissance currently taking place.</itunes:summary>
      <itunes:subtitle>Glass Bottom Games’ Megan Fox on being part of the gaming skating renaissance currently taking place.</itunes:subtitle>
      <itunes:keywords>skate, megan fox, jackass, xalavier nelson jr, skating, skate 4, skatebird, tony hawk&apos;s underground 2, tony hawk&apos;s pro skater, tony hawk, glass bottom games, skateboarding</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>13</itunes:episode>
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      <title>#12 - Behind the Frame of Behind the Frame</title>
      <description><![CDATA[<p>When Behind the Frame debuted for the first time earlier this summer during E3 and <a href="https://www.playdiaries.com/summer-game-fest-kickoff-livestream/">the summer</a> <a href="https://www.playdiaries.com/wholesome-direct-2021-livestream/">showcases held</a> <a href="https://www.playdiaries.com/future-games-show-e3-2021-livestream/">during it</a>, it had an immediate thing in its favour: a massive influence from Studio Ghibli. It wears on its sleeve what the Japanese animation powerhouse has brought to the world with glee.</p><p>But art director and lead writer Weichen Lin wants Behind the Frame to be more than its Ghibli-inspired looks. It wants to provide something cozy, something challenging and something that is endearing to the player.</p><p>Ahead of its release today as of this episode going out, this is how Behind the Frame intends to show it’s a lot more than what it appears to be on the surface.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></description>
      <pubDate>Wed, 25 Aug 2021 12:20:23 +0000</pubDate>
      <author>johnny@playdiaries.com (Johnny Cullen, Weichin Lin, Chris Nguyen)</author>
      <link>https://www.playdiaries.com/press-play-behind-the-frame/</link>
      <content:encoded><![CDATA[<p>When Behind the Frame debuted for the first time earlier this summer during E3 and <a href="https://www.playdiaries.com/summer-game-fest-kickoff-livestream/">the summer</a> <a href="https://www.playdiaries.com/wholesome-direct-2021-livestream/">showcases held</a> <a href="https://www.playdiaries.com/future-games-show-e3-2021-livestream/">during it</a>, it had an immediate thing in its favour: a massive influence from Studio Ghibli. It wears on its sleeve what the Japanese animation powerhouse has brought to the world with glee.</p><p>But art director and lead writer Weichen Lin wants Behind the Frame to be more than its Ghibli-inspired looks. It wants to provide something cozy, something challenging and something that is endearing to the player.</p><p>Ahead of its release today as of this episode going out, this is how Behind the Frame intends to show it’s a lot more than what it appears to be on the surface.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></content:encoded>
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      <itunes:title>#12 - Behind the Frame of Behind the Frame</itunes:title>
      <itunes:author>Johnny Cullen, Weichin Lin, Chris Nguyen</itunes:author>
      <itunes:duration>00:25:43</itunes:duration>
      <itunes:summary>Art director and lead writer Weichen Lin talks of the Ghibli influences and what initially inspired the game.</itunes:summary>
      <itunes:subtitle>Art director and lead writer Weichen Lin talks of the Ghibli influences and what initially inspired the game.</itunes:subtitle>
      <itunes:keywords>disney, behind the frame, the aristocats, studio ghibli, press play</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>12</itunes:episode>
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      <title>#11 - A Game Director&apos;s Story</title>
      <description><![CDATA[<p>When you’re in AAA, you usually go from one game to the next. It’s a cycle that lasts every four or five years, if not longer.</p><p>At BioWare Edmonton, Fernando Melo was coming off the back of working on Mass Effect: Andromeda and hopping on to <a href="https://www.playdiaries.com/dragon-age-bioware-the-game-awards-2020-teaser/">the next Dragon Age game currently being made</a>. But as production wore on, he started questioning whether another four or five-year cycle was worth it anymore.</p><p>“When we got to EA’s greenlight towards the end of pre-production [of the next Dragon Age], things are looking pretty good. That went through, that wasn’t a problem or anything,” says Melo.</p><p>“But it’s when it really kind of hit me if I was prepared to sign on for another four or five-year dev cycle. And I realised that my heart just wasn’t quite into that as much as I think it needs to be to take on something like that.”</p><p><a href="https://www.playdiaries.com/long-time-dragon-age-producer-fernando-melo-leaves-bioware/">He decided to up sticks in 2019</a> to break out from the AAA mould, start a new studio and pour his – and other people’s – experiences from the AAA scene into Game Director Story.</p><p>Here, Melo talks of the pressures of the AAA scene, how he’s putting those into Game Director Story and how he hopes players will come away from Game Director Story with a better understanding of what game development is actually like.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></description>
      <pubDate>Wed, 18 Aug 2021 17:50:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Fernando Melo, Johnny Cullen)</author>
      <link>https://www.playdiaries.com/press-play-a-game-directors-story/</link>
      <content:encoded><![CDATA[<p>When you’re in AAA, you usually go from one game to the next. It’s a cycle that lasts every four or five years, if not longer.</p><p>At BioWare Edmonton, Fernando Melo was coming off the back of working on Mass Effect: Andromeda and hopping on to <a href="https://www.playdiaries.com/dragon-age-bioware-the-game-awards-2020-teaser/">the next Dragon Age game currently being made</a>. But as production wore on, he started questioning whether another four or five-year cycle was worth it anymore.</p><p>“When we got to EA’s greenlight towards the end of pre-production [of the next Dragon Age], things are looking pretty good. That went through, that wasn’t a problem or anything,” says Melo.</p><p>“But it’s when it really kind of hit me if I was prepared to sign on for another four or five-year dev cycle. And I realised that my heart just wasn’t quite into that as much as I think it needs to be to take on something like that.”</p><p><a href="https://www.playdiaries.com/long-time-dragon-age-producer-fernando-melo-leaves-bioware/">He decided to up sticks in 2019</a> to break out from the AAA mould, start a new studio and pour his – and other people’s – experiences from the AAA scene into Game Director Story.</p><p>Here, Melo talks of the pressures of the AAA scene, how he’s putting those into Game Director Story and how he hopes players will come away from Game Director Story with a better understanding of what game development is actually like.</p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></content:encoded>
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      <itunes:title>#11 - A Game Director&apos;s Story</itunes:title>
      <itunes:author>Fernando Melo, Johnny Cullen</itunes:author>
      <itunes:duration>00:35:03</itunes:duration>
      <itunes:summary>Double Bilt Games’ Fernando Melo on leaving the AAA space with BioWare and putting his experiences into something new.</itunes:summary>
      <itunes:subtitle>Double Bilt Games’ Fernando Melo on leaving the AAA space with BioWare and putting his experiences into something new.</itunes:subtitle>
      <itunes:keywords>play diaries, fernando melo, mass effect, the dread wolf rises, double blit games, dragon age origins, bioware, mass effect 3, mass effect andromeda, game director story, dragon age inquisition, dragon age 2, dragon age 4, press play</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <title>#10 - Button City and the Power of Friendship</title>
      <description><![CDATA[<p>If you only go in from the outset of Button City thinking its core theme is being a love letter to games, you wouldn’t be that far off. Subliminal Gaming co-founders Ryan and Shandiin Woodward certainly helped shape Button City with that motif in mind. But there’s another aspect too that feels instrumental to what Button City is about at its core: friendship.</p><p>“A lot of their tactics to try to save the arcade just don’t fully help, honestly,” says Ryan Woodward. “I think that was something that we kind of wanted to be like, ‘Hey, sometimes, things are a little bit bigger than just you, you know’. But I think it’s really more about the friends you made along the way or something like that.”</p><p>Adds Shandiin Woodward: “I hope people are able to see the characters and find characters that they resonate with. We tried to really make a very colourful, diverse cast. People with different family structures, characters with disabilities, characters with different personalities and dynamics. And I hope people find someone that they can relate to or latch on to.”</p><p>Several years after development began, next week, Button City will release into the world. Here, the Woodwards go into detail about how it was shaped, its themes of friendship, the slice of life influences and more and how the power of friendship shines through the game.</p><p><i>[NOTE: This is a change in a previously-advertised episode on Skatebird. That will, however, arrive next month just before the game launches]</i></p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></description>
      <pubDate>Thu, 5 Aug 2021 09:00:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Johnny Cullen, Ryan Woodward, Shandiin Wooward)</author>
      <link>https://www.playdiaries.com/press-play-button-city-and-power-of-friendship/</link>
      <content:encoded><![CDATA[<p>If you only go in from the outset of Button City thinking its core theme is being a love letter to games, you wouldn’t be that far off. Subliminal Gaming co-founders Ryan and Shandiin Woodward certainly helped shape Button City with that motif in mind. But there’s another aspect too that feels instrumental to what Button City is about at its core: friendship.</p><p>“A lot of their tactics to try to save the arcade just don’t fully help, honestly,” says Ryan Woodward. “I think that was something that we kind of wanted to be like, ‘Hey, sometimes, things are a little bit bigger than just you, you know’. But I think it’s really more about the friends you made along the way or something like that.”</p><p>Adds Shandiin Woodward: “I hope people are able to see the characters and find characters that they resonate with. We tried to really make a very colourful, diverse cast. People with different family structures, characters with disabilities, characters with different personalities and dynamics. And I hope people find someone that they can relate to or latch on to.”</p><p>Several years after development began, next week, Button City will release into the world. Here, the Woodwards go into detail about how it was shaped, its themes of friendship, the slice of life influences and more and how the power of friendship shines through the game.</p><p><i>[NOTE: This is a change in a previously-advertised episode on Skatebird. That will, however, arrive next month just before the game launches]</i></p><p><strong>Links: </strong><a href="https://www.playdiaries.com" target="_blank">Play Diaries</a>|<a href="https://twitter.com/PlayDiaries" target="_blank">Twitter</a>|<a href="https://www.facebook.com/PlayDiaries/" target="_blank">Facebook</a></p>
]]></content:encoded>
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      <itunes:title>#10 - Button City and the Power of Friendship</itunes:title>
      <itunes:author>Johnny Cullen, Ryan Woodward, Shandiin Wooward</itunes:author>
      <itunes:duration>00:30:32</itunes:duration>
      <itunes:summary>Subliminal Gaming’s Ryan and Shandiin Woodward talk of the making of the platformer ahead of its release next week.</itunes:summary>
      <itunes:subtitle>Subliminal Gaming’s Ryan and Shandiin Woodward talk of the making of the platformer ahead of its release next week.</itunes:subtitle>
      <itunes:keywords>play diaries, slice of life, whisper of the heart, jackass, splatoon, ryan woodward, button city, shirobako, shandiin woodward, subliminal gaming, studio ghibli, yakuza, press play</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <title>#9 - Tunic’s Secret Legend</title>
      <description><![CDATA[<p>In 2017, an adventure game was shown to the world for the first time at The PC Gaming Show at that year’s E3. Then initially known as Secret Legend – shorthanded by certain players as ‘Fox game’ – it was given new life under the name of Tunic. Numerous showings of Tunic at various events and multiple trailers have given it many comparisons to The Legend of Zelda with an adorable fox.</p><p>But Tunic director Andrew Shouldice wants you to come away with the thought that it’s more than merely just its Zelda inspiration.</p><p>“Occasionally, you’ll see someone say like, ‘Oh, I sat down to play this cute game and I was pleasantly surprised that it was not what I was expecting,” says Shouldice. “‘It is challenging, it is mysterious, it is not putting all its cards on the table at once’. And that’s great. That’s what we want.</p><p>“Occasionally, people will see it and be like, ‘Oh, I thought that this would be a game that I could sit my four-year-old in front of and just have them have no problem with it’ and they might be a little bit disappointed about that.</p><p>“I wonder if people will see it and think, you know, ‘breezy Zelda clone’. And what I hope is that they are able to experience it on its own merits and be excited to explore a challenging, mysterious world full of secrets around every corner.”</p><p>Ahead of its impending launch soon…ish – a release timeline isn’t forthcoming when we talk – Shouldice talks in part of how Tunic intends to charm the world through adventure, mystery and more.</p>
]]></description>
      <pubDate>Thu, 29 Jul 2021 10:50:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Andrew Shouldice, Johnny Cullen)</author>
      <link>https://www.playdiaries.com/press-play-9-tunics-secret-legend/</link>
      <content:encoded><![CDATA[<p>In 2017, an adventure game was shown to the world for the first time at The PC Gaming Show at that year’s E3. Then initially known as Secret Legend – shorthanded by certain players as ‘Fox game’ – it was given new life under the name of Tunic. Numerous showings of Tunic at various events and multiple trailers have given it many comparisons to The Legend of Zelda with an adorable fox.</p><p>But Tunic director Andrew Shouldice wants you to come away with the thought that it’s more than merely just its Zelda inspiration.</p><p>“Occasionally, you’ll see someone say like, ‘Oh, I sat down to play this cute game and I was pleasantly surprised that it was not what I was expecting,” says Shouldice. “‘It is challenging, it is mysterious, it is not putting all its cards on the table at once’. And that’s great. That’s what we want.</p><p>“Occasionally, people will see it and be like, ‘Oh, I thought that this would be a game that I could sit my four-year-old in front of and just have them have no problem with it’ and they might be a little bit disappointed about that.</p><p>“I wonder if people will see it and think, you know, ‘breezy Zelda clone’. And what I hope is that they are able to experience it on its own merits and be excited to explore a challenging, mysterious world full of secrets around every corner.”</p><p>Ahead of its impending launch soon…ish – a release timeline isn’t forthcoming when we talk – Shouldice talks in part of how Tunic intends to charm the world through adventure, mystery and more.</p>
]]></content:encoded>
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      <itunes:title>#9 - Tunic’s Secret Legend</itunes:title>
      <itunes:author>Andrew Shouldice, Johnny Cullen</itunes:author>
      <itunes:duration>00:36:47</itunes:duration>
      <itunes:summary>Game director Andrew Shouldice talks of the making of the upcoming adventure game in the first Press Play of 2021.</itunes:summary>
      <itunes:subtitle>Game director Andrew Shouldice talks of the making of the upcoming adventure game in the first Press Play of 2021.</itunes:subtitle>
      <itunes:keywords>tunic, finji, andrew shouldice, secret legend, fox game, dicey</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>9</itunes:episode>
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      <title>#8 - The Road to PlayStation 5</title>
      <description><![CDATA[<p>It all starts again for Sony tomorrow.</p><p>By the time this goes out, PlayStation 5 will launch in two waves, starting tomorrow in North America, Japan and other countries (in fact, it's already rolling out in Australia and New Zealand) - but not the EU and UK. That’ll come next Thursday. With those two launch waves and the global launch of Xbox Series S and Xbox Series X yesterday as this goes out, it marks the end of another transition between the now outgoing-gen and the just starting next-gen.</p><p>By right of being the more successful first-party from what we’ll now refer to here as the last-generation, Sony should be going into this incoming generation with PlayStation 5 the market leader. But despite that, it also faces a more game (no pun intended) Microsoft this time round with Xbox Series S/X who’ve not put a foot wrong in the build-up to this generation unlike last time with Xbox One or even Sony’s past mistakes with PlayStation 3. And even this time round, Sony has slipped up in one or two big ways.</p><p>With PlayStation 5 24 hours from release at this point, the second of two episodes of Press Play this week takes a look at how we got to this point in time as we head towards tomorrow's first launch wave and then the second wave next Thursday.</p>
]]></description>
      <pubDate>Wed, 11 Nov 2020 14:51:06 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-the-road-to-playstation-5/</link>
      <content:encoded><![CDATA[<p>It all starts again for Sony tomorrow.</p><p>By the time this goes out, PlayStation 5 will launch in two waves, starting tomorrow in North America, Japan and other countries (in fact, it's already rolling out in Australia and New Zealand) - but not the EU and UK. That’ll come next Thursday. With those two launch waves and the global launch of Xbox Series S and Xbox Series X yesterday as this goes out, it marks the end of another transition between the now outgoing-gen and the just starting next-gen.</p><p>By right of being the more successful first-party from what we’ll now refer to here as the last-generation, Sony should be going into this incoming generation with PlayStation 5 the market leader. But despite that, it also faces a more game (no pun intended) Microsoft this time round with Xbox Series S/X who’ve not put a foot wrong in the build-up to this generation unlike last time with Xbox One or even Sony’s past mistakes with PlayStation 3. And even this time round, Sony has slipped up in one or two big ways.</p><p>With PlayStation 5 24 hours from release at this point, the second of two episodes of Press Play this week takes a look at how we got to this point in time as we head towards tomorrow's first launch wave and then the second wave next Thursday.</p>
]]></content:encoded>
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      <itunes:title>#8 - The Road to PlayStation 5</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:image href="https://image.simplecastcdn.com/images/e48b196c-207c-4338-8f02-6aa1b1ed487e/bd7a29e8-de4e-4ed5-bc84-7036d98e0f33/3000x3000/press-play-ps5-cover.jpg?aid=rss_feed"/>
      <itunes:duration>00:52:18</itunes:duration>
      <itunes:summary>In the second of two episodes this week, an audio overview of how Sony got to PlayStation 5.</itunes:summary>
      <itunes:subtitle>In the second of two episodes this week, an audio overview of how Sony got to PlayStation 5.</itunes:subtitle>
      <itunes:keywords>xbox series s, xbox, playstation, xbox series x, sony, microsoft, playstation 5, games, ps5, videogames, gaming, playstation 4</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <title>#7 - The Road to Xbox Series X|S</title>
      <description><![CDATA[<p>For the past few months, we’ve been maintaining chronological guides on how both <a href="https://www.playdiaries.com/the-road-to-playstation-5-timeline-guide/">Sony</a> and <a href="https://www.playdiaries.com/the-road-to-xbox-series-xs-timeline-guide/">Microsoft</a> have gotten to the launches of the next-gen machines launching this week (and in PS5’s case, Europe and the UK next week).</p><p>But in the first of two episodes of Press Play coming this week – and after fixing some massive technical hurdles – we go over how Microsoft went from the failed unveil and release of Xbox One to build itself back up with Xbox Series X and Xbox Series S under Phil Spencer’s leadership as well as the introduction of Xbox Game Pass and bolstering its first-party through acquisitions.</p><p>And <a href="https://www.playdiaries.com/microsoft-bethesda-acquisition-op-ed/">that little matter of buying Bethesda</a> for $7.5 billion roughly two months out from the launch of both Xbox Series X and Xbox Series S.</p>
]]></description>
      <pubDate>Mon, 9 Nov 2020 19:20:40 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-the-road-to-xbox-series-x-s/</link>
      <content:encoded><![CDATA[<p>For the past few months, we’ve been maintaining chronological guides on how both <a href="https://www.playdiaries.com/the-road-to-playstation-5-timeline-guide/">Sony</a> and <a href="https://www.playdiaries.com/the-road-to-xbox-series-xs-timeline-guide/">Microsoft</a> have gotten to the launches of the next-gen machines launching this week (and in PS5’s case, Europe and the UK next week).</p><p>But in the first of two episodes of Press Play coming this week – and after fixing some massive technical hurdles – we go over how Microsoft went from the failed unveil and release of Xbox One to build itself back up with Xbox Series X and Xbox Series S under Phil Spencer’s leadership as well as the introduction of Xbox Game Pass and bolstering its first-party through acquisitions.</p><p>And <a href="https://www.playdiaries.com/microsoft-bethesda-acquisition-op-ed/">that little matter of buying Bethesda</a> for $7.5 billion roughly two months out from the launch of both Xbox Series X and Xbox Series S.</p>
]]></content:encoded>
      <enclosure length="47185735" type="audio/mpeg" url="https://cdn.simplecast.com/audio/ee92f94f-f13b-441d-8f37-c3b058036759/episodes/35c9f44a-435b-4121-8e0e-f1c134177dcc/audio/7680d3c2-86a2-4d34-b3ea-28f5f69e5544/default_tc.mp3?aid=rss_feed&amp;feed=OzuV4Tju"/>
      <itunes:title>#7 - The Road to Xbox Series X|S</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:image href="https://image.simplecastcdn.com/images/e48b196c-207c-4338-8f02-6aa1b1ed487e/b338ad71-9a3b-447a-926b-ce3523a231df/3000x3000/press-play-xbox-cover.jpg?aid=rss_feed"/>
      <itunes:duration>00:49:09</itunes:duration>
      <itunes:summary>In the first of two episodes this week to celebrate the launch of the new next-gen consoles, an audio overview of how Microsoft got to Xbox Series X|S.</itunes:summary>
      <itunes:subtitle>In the first of two episodes this week to celebrate the launch of the new next-gen consoles, an audio overview of how Microsoft got to Xbox Series X|S.</itunes:subtitle>
      <itunes:keywords>phil spencer, xbox series s, xbox, xbox series x, xbox one, microsoft, bethesda, xbox 360</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>7</itunes:episode>
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      <title>#6 - Grand Theft Auto 5’s Successful Long Legs</title>
      <description><![CDATA[<p>Seven years since its release and ten years since its reveal as of October next year, Grand Theft Auto 5 thrives.</p><p>As of a few weeks ago, it's seven years since Grand Theft Auto 5 launched to massive anticipation and excitement on PlayStation 3 and Xbox 360. But even with the last-last generation version's launch and how successful that was with an $800 million launch in its first 48 hours and $1 billion in its first 72 hours, the fact it has still been able to be successful, although unsurprising, is still insane. An insane achievement, but insane all the same.</p><p>So, the question is... how?</p><p>The latest episode of Press Play delves into the success of the franchise from Grand Theft Auto 3 onwards to now with Grand Theft Auto 5 as well as GTA Online, how it will continue onto the next-generation consoles next year and how Rockstar will carry that momentum into the inevitable Grand Theft Auto 6.</p><p>All of this is discussed with Ampere Analysis' Piers Harding-Rolls, DFC Intelligence's David Cole and GameDaily.biz editor-in-chief Sam Desatoff.</p>
]]></description>
      <pubDate>Thu, 1 Oct 2020 15:32:08 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-the-long-legs-of-grand-theft-auto-5/</link>
      <content:encoded><![CDATA[<p>Seven years since its release and ten years since its reveal as of October next year, Grand Theft Auto 5 thrives.</p><p>As of a few weeks ago, it's seven years since Grand Theft Auto 5 launched to massive anticipation and excitement on PlayStation 3 and Xbox 360. But even with the last-last generation version's launch and how successful that was with an $800 million launch in its first 48 hours and $1 billion in its first 72 hours, the fact it has still been able to be successful, although unsurprising, is still insane. An insane achievement, but insane all the same.</p><p>So, the question is... how?</p><p>The latest episode of Press Play delves into the success of the franchise from Grand Theft Auto 3 onwards to now with Grand Theft Auto 5 as well as GTA Online, how it will continue onto the next-generation consoles next year and how Rockstar will carry that momentum into the inevitable Grand Theft Auto 6.</p><p>All of this is discussed with Ampere Analysis' Piers Harding-Rolls, DFC Intelligence's David Cole and GameDaily.biz editor-in-chief Sam Desatoff.</p>
]]></content:encoded>
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      <itunes:title>#6 - Grand Theft Auto 5’s Successful Long Legs</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:duration>00:35:20</itunes:duration>
      <itunes:summary>How after seven years, Rockstar&apos;s magnum opus has managed to keep going</itunes:summary>
      <itunes:subtitle>How after seven years, Rockstar&apos;s magnum opus has managed to keep going</itunes:subtitle>
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      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>6</itunes:episode>
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      <title>#5 - Being Queer in the Games Industry</title>
      <description><![CDATA[<p>So I’ve not really talked about this aspect of myself on the site a whole lot, if at all, since Play Diaries launched back in January. But I am a queer-identifying person.</p><p>And there are a lot of queer-identifying people in the LGBTQIA community within the games industry. Representation with games, both the actual games and the people who make them, is finally starting to catch up, albeit slowly. But just in the past month alone, let alone this hellscape of a year, representation has picked up in a massive way through one of the biggest AAA releases of this year, The Last of Us: Part 2.</p><p>In October of last year, I hosted a panel about being queer in the games industry at EGX (remember when physical shows were a thing?) featuring five fellow folks in the UK games industry among various disciplines from development to comms to streaming and social media to talk of being queer and their experiences.</p><p>Them being Izzy Jagan (Junior Global PR Manager for Life is Strange, Square Enix), Hannah Flynn (Director of Communications, Failbetter Games), Charleyy Hodson (Head of Social Media, Xbox UK and Ireland and one of the on-air personalities for Xbox On),  Els White (Game Director, Spider Lilly Games) and Ed Fear (Game Director, Mediatonic).</p><p>In this episode, we discuss first coming across queer content in games (spoiler: The Sims is a popular answer), how far queer representation has come along in games, what work remains in bringing representation forward, how they can be achieved and more as we do an hour-long panel that is hopefully enlightening, entertaining and fun.</p>
]]></description>
      <pubDate>Wed, 15 Jul 2020 13:00:08 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-being-queer-in-the-games-industry/</link>
      <content:encoded><![CDATA[<p>So I’ve not really talked about this aspect of myself on the site a whole lot, if at all, since Play Diaries launched back in January. But I am a queer-identifying person.</p><p>And there are a lot of queer-identifying people in the LGBTQIA community within the games industry. Representation with games, both the actual games and the people who make them, is finally starting to catch up, albeit slowly. But just in the past month alone, let alone this hellscape of a year, representation has picked up in a massive way through one of the biggest AAA releases of this year, The Last of Us: Part 2.</p><p>In October of last year, I hosted a panel about being queer in the games industry at EGX (remember when physical shows were a thing?) featuring five fellow folks in the UK games industry among various disciplines from development to comms to streaming and social media to talk of being queer and their experiences.</p><p>Them being Izzy Jagan (Junior Global PR Manager for Life is Strange, Square Enix), Hannah Flynn (Director of Communications, Failbetter Games), Charleyy Hodson (Head of Social Media, Xbox UK and Ireland and one of the on-air personalities for Xbox On),  Els White (Game Director, Spider Lilly Games) and Ed Fear (Game Director, Mediatonic).</p><p>In this episode, we discuss first coming across queer content in games (spoiler: The Sims is a popular answer), how far queer representation has come along in games, what work remains in bringing representation forward, how they can be achieved and more as we do an hour-long panel that is hopefully enlightening, entertaining and fun.</p>
]]></content:encoded>
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      <itunes:title>#5 - Being Queer in the Games Industry</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:duration>01:22:22</itunes:duration>
      <itunes:summary>Six people discuss being queer in the games industry, how much the industry has evolved with the LGBTQIA community and the work that needs to continue to improve it.</itunes:summary>
      <itunes:subtitle>Six people discuss being queer in the games industry, how much the industry has evolved with the LGBTQIA community and the work that needs to continue to improve it.</itunes:subtitle>
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      <itunes:explicit>yes</itunes:explicit>
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      <title>#4 - Run for the Border</title>
      <description><![CDATA[<p><i><strong>Mid-January</strong></i></p><p>I’m on my way from my home in Derry, Northern Ireland – literally four days <a href="https://www.playdiaries.com/a-letter-from-the-editor-this-is-play-diaries/">after launching Play Diaries</a> – for a three hour trip across the border to the Republic of Ireland. Depending which way you’re going from in Derry, if you head east, you can be heading across into the border into Bridgend in Co Donegal within 15-to-20 minutes or Lifford – also in Donegal – in 45 minutes if you head south via the town of Strabane in Co Tyrone.</p><p>However, for this adventure, we’re having to go through Belfast to Dundalk for Run for the Border, a meet up between the Irish game development communities in both countries.</p><p>The event takes place in the shadow of Brexit two weeks after, but unbeknownst to what would happen months down the road with the worldwide Covid-19 outbreak. But before all of that, the event sees a jovial and friendly crowd as it hears from a pack of speakers on their respective works: how to make and publish your own boardgame, the experiences from funding some of Northern Ireland’s games scene, making 3D art on a budget and how the idea for Northern Ireland’s biggest games production ever came to be respectively.</p><p>Not to mention, chatting and nattering over a few drinks and a few slices of pizza. All that good craic.</p><p>“The mentality behind it was that we all became aware that the Northern Irish and the Republic of Ireland rarely get together on the island,” says Run for the Border lynchpin and Italic Pig boss Kevin Beimers. “We might go to San Francisco and bump into a few familiar faces at GDC, might do the same thing at gamescom, but in terms of the North going down to State of Play or the South coming up to the Belfast Media Festival, there’s not a lot of transfer there.</p><p>“It’s almost like it’s just a little bit too far away to spend a day on it, you save your money for another bigger event. So we thought if we could get the two teams together, we’re so close, it’s a two hour drive the there might be partnerships, there might be ways that different funds could be used against each other.”</p><p>Adds Vicky Potts, co-founder of Belfast-based Murder at Malone Manor developer Whitepot Studios: “The general vibe for Run for the Border, like it’s really got that kind of friendly, you know, everyone’s really excited to see each other type thing. When you arrive, you get these unrelated sort of trading cards almost. So it’ll be like different names for different games or TV shows and you have to sort of swap with other people to try and collect all of the same set.</p><p>“It’s got that sort of feel when you’re starting a new year at school or whatever, and you’re trying to find someone to trade Pokemon cards within the playground. Yeah, it’s good. It’s fun, friendly.”</p><p>In a special feature-length episode of Press Play, we delve into Run for the Border, how Northern Ireland’s biggest games production ever in Paleo Pines came into existence but almost didn’t (<a href="https://www.playdiaries.com/the-story-of-paleo-pines-existence/">as already written about here, though this episode has more details and background than what’s in the piece</a>), how Brexit will affect the scene and how both the North and South can collaborate together among several subject matters.</p>
]]></description>
      <pubDate>Wed, 1 Apr 2020 11:05:07 +0000</pubDate>
      <author>johnny@playdiaries.com (Vicky Potts, Jordan Bradley, Donal Phillips, Rosie Le Garsmer, Play Diaries, Johnny Cullen)</author>
      <link>https://www.playdiaries.com/press-play-4-run-for-the-border/</link>
      <content:encoded><![CDATA[<p><i><strong>Mid-January</strong></i></p><p>I’m on my way from my home in Derry, Northern Ireland – literally four days <a href="https://www.playdiaries.com/a-letter-from-the-editor-this-is-play-diaries/">after launching Play Diaries</a> – for a three hour trip across the border to the Republic of Ireland. Depending which way you’re going from in Derry, if you head east, you can be heading across into the border into Bridgend in Co Donegal within 15-to-20 minutes or Lifford – also in Donegal – in 45 minutes if you head south via the town of Strabane in Co Tyrone.</p><p>However, for this adventure, we’re having to go through Belfast to Dundalk for Run for the Border, a meet up between the Irish game development communities in both countries.</p><p>The event takes place in the shadow of Brexit two weeks after, but unbeknownst to what would happen months down the road with the worldwide Covid-19 outbreak. But before all of that, the event sees a jovial and friendly crowd as it hears from a pack of speakers on their respective works: how to make and publish your own boardgame, the experiences from funding some of Northern Ireland’s games scene, making 3D art on a budget and how the idea for Northern Ireland’s biggest games production ever came to be respectively.</p><p>Not to mention, chatting and nattering over a few drinks and a few slices of pizza. All that good craic.</p><p>“The mentality behind it was that we all became aware that the Northern Irish and the Republic of Ireland rarely get together on the island,” says Run for the Border lynchpin and Italic Pig boss Kevin Beimers. “We might go to San Francisco and bump into a few familiar faces at GDC, might do the same thing at gamescom, but in terms of the North going down to State of Play or the South coming up to the Belfast Media Festival, there’s not a lot of transfer there.</p><p>“It’s almost like it’s just a little bit too far away to spend a day on it, you save your money for another bigger event. So we thought if we could get the two teams together, we’re so close, it’s a two hour drive the there might be partnerships, there might be ways that different funds could be used against each other.”</p><p>Adds Vicky Potts, co-founder of Belfast-based Murder at Malone Manor developer Whitepot Studios: “The general vibe for Run for the Border, like it’s really got that kind of friendly, you know, everyone’s really excited to see each other type thing. When you arrive, you get these unrelated sort of trading cards almost. So it’ll be like different names for different games or TV shows and you have to sort of swap with other people to try and collect all of the same set.</p><p>“It’s got that sort of feel when you’re starting a new year at school or whatever, and you’re trying to find someone to trade Pokemon cards within the playground. Yeah, it’s good. It’s fun, friendly.”</p><p>In a special feature-length episode of Press Play, we delve into Run for the Border, how Northern Ireland’s biggest games production ever in Paleo Pines came into existence but almost didn’t (<a href="https://www.playdiaries.com/the-story-of-paleo-pines-existence/">as already written about here, though this episode has more details and background than what’s in the piece</a>), how Brexit will affect the scene and how both the North and South can collaborate together among several subject matters.</p>
]]></content:encoded>
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      <itunes:title>#4 - Run for the Border</itunes:title>
      <itunes:author>Vicky Potts, Jordan Bradley, Donal Phillips, Rosie Le Garsmer, Play Diaries, Johnny Cullen</itunes:author>
      <itunes:image href="https://image.simplecastcdn.com/images/e48b196c-207c-4338-8f02-6aa1b1ed487e/fa28f1ee-6b75-49dd-9f52-daaf91d8163a/3000x3000/press-play-rftb-cover.jpg?aid=rss_feed"/>
      <itunes:duration>01:04:39</itunes:duration>
      <itunes:summary>A look at the Irish games industry and event Run for the Border amid the arrival of Brexit and a pandemic.</itunes:summary>
      <itunes:subtitle>A look at the Irish games industry and event Run for the Border amid the arrival of Brexit and a pandemic.</itunes:subtitle>
      <itunes:keywords>irish games industry, empire of sin, ambertail games, larian studios, baldur&apos;s gate 3, paleo pines, murder at malone manor, jordan bradley, whitepot studios, republic of ireland, run for the border, romero games, northern ireland, amber isle</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>4</itunes:episode>
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      <title>#3 - Delving Into Eastshade</title>
      <description><![CDATA[<p>Six years ago, Danny Weinbaum decided to leave his job as a 3D environment artist at Sucker Punch. just as the studio was on the cusp of launching inFamous: Second Son for PlayStation 4 as well as continued development on inFamous: First Light and begin pre-production on a new IP we now know as Ghost of Tsushima.</p><p>He had an itch to make his own game, known as Eastshade, an adventure game where you explore the island of Eastshade as an artist. But he had given himself a two-year deadline to make the game and if it still wasn’t out by then, he’d go back to a job.</p><p>“It’s funny when two years came around. I was like it wasn’t even a consideration,” said Weinbaum. “Really stop. It was like, ‘I’m just gonna spend every penny I have to finish this game. It was a no brainer. It wasn’t even a difficult decision.”</p><p>This is the story of how it came to be, making comfortable and wholesome games and what it has planned next (spoilers: not Eastshade 2).</p>
]]></description>
      <pubDate>Thu, 26 Mar 2020 09:45:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/delving-into-eastshade/</link>
      <content:encoded><![CDATA[<p>Six years ago, Danny Weinbaum decided to leave his job as a 3D environment artist at Sucker Punch. just as the studio was on the cusp of launching inFamous: Second Son for PlayStation 4 as well as continued development on inFamous: First Light and begin pre-production on a new IP we now know as Ghost of Tsushima.</p><p>He had an itch to make his own game, known as Eastshade, an adventure game where you explore the island of Eastshade as an artist. But he had given himself a two-year deadline to make the game and if it still wasn’t out by then, he’d go back to a job.</p><p>“It’s funny when two years came around. I was like it wasn’t even a consideration,” said Weinbaum. “Really stop. It was like, ‘I’m just gonna spend every penny I have to finish this game. It was a no brainer. It wasn’t even a difficult decision.”</p><p>This is the story of how it came to be, making comfortable and wholesome games and what it has planned next (spoilers: not Eastshade 2).</p>
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      <itunes:title>#3 - Delving Into Eastshade</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:duration>00:29:35</itunes:duration>
      <itunes:summary>Danny Weinbaum on making the transition from AAA to indies, wholesomeness and planning for a non-Eastshade future.</itunes:summary>
      <itunes:subtitle>Danny Weinbaum on making the transition from AAA to indies, wholesomeness and planning for a non-Eastshade future.</itunes:subtitle>
      <itunes:keywords>arenanet, sucker punch, eastshade, danny weinbaum, infamous, eastshade 2, guild wars, eastshade studios</itunes:keywords>
      <itunes:explicit>yes</itunes:explicit>
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      <itunes:episode>3</itunes:episode>
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      <title>#2 -  Cris Tales: From Japan to Colombia, With Love</title>
      <description><![CDATA[<p>When Final Fantasy 4 released in 1991 in Japan, it marked the beginning of one of the most influential periods in the JRPG genre and signaled one of Square Enix’s – or SquareSoft as it was then – most successful periods ever. Not only with FF4, but with 1994’s Final Fantasy 6 and 1995’s Chrono Trigger. Now, nearly 30 years on since it began, that successful trifecta of games will influence an upcoming JRPG with massive promise. The kicker? It’s coming from a small indie team in South America.</p><p>Cris Tales, announced last summer at E3, is a homage to some of the most famous JRPGs of all time. You play as Crisbell, a heroine who’s had recently awakened time powers and must save the world with her fellow companions Cristopher and, wait for it, Matias the frog. Seriously. But the big twist isn’t within the game, but outside it. Cris Tales is not your usual JRPG. This is not being made in Japan, but rather in South America. Specifically, Colombia. It’s an odd mix when you think about it, but it’s definitely different and unique.</p><p>Executive producer Derek Neal describes how those games help bring together a fusing of Columbian and Japanese cultures.</p><p>“You know, my favorite games from history are things like Final Fantasy 4 and 6, Chrono Trigger, Secret of Mana, these kind of SNES classics from my childhood. Again, I basically had played all of the same games and had a very strong passion for them. And they really wanted one of the things that we both sort of feel is that modern RPGs have strayed very far from those roots. Like there’s been lots of interesting evolutions and changes to the genre over time.</p><p>"But we were nostalgic just for the experience that we had back when we were kids working on those games. And so, [studio head of developer Dreams Unincorporated] Carlos [Rocha Silva] really wanted to bring that to people, the RPG fans of today and kind of create something that was, you know, a more direct evolution of those formative experiences from our childhoods.”</p>
]]></description>
      <pubDate>Tue, 11 Feb 2020 16:30:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-cris-tales-from-japan-to-colombia/</link>
      <content:encoded><![CDATA[<p>When Final Fantasy 4 released in 1991 in Japan, it marked the beginning of one of the most influential periods in the JRPG genre and signaled one of Square Enix’s – or SquareSoft as it was then – most successful periods ever. Not only with FF4, but with 1994’s Final Fantasy 6 and 1995’s Chrono Trigger. Now, nearly 30 years on since it began, that successful trifecta of games will influence an upcoming JRPG with massive promise. The kicker? It’s coming from a small indie team in South America.</p><p>Cris Tales, announced last summer at E3, is a homage to some of the most famous JRPGs of all time. You play as Crisbell, a heroine who’s had recently awakened time powers and must save the world with her fellow companions Cristopher and, wait for it, Matias the frog. Seriously. But the big twist isn’t within the game, but outside it. Cris Tales is not your usual JRPG. This is not being made in Japan, but rather in South America. Specifically, Colombia. It’s an odd mix when you think about it, but it’s definitely different and unique.</p><p>Executive producer Derek Neal describes how those games help bring together a fusing of Columbian and Japanese cultures.</p><p>“You know, my favorite games from history are things like Final Fantasy 4 and 6, Chrono Trigger, Secret of Mana, these kind of SNES classics from my childhood. Again, I basically had played all of the same games and had a very strong passion for them. And they really wanted one of the things that we both sort of feel is that modern RPGs have strayed very far from those roots. Like there’s been lots of interesting evolutions and changes to the genre over time.</p><p>"But we were nostalgic just for the experience that we had back when we were kids working on those games. And so, [studio head of developer Dreams Unincorporated] Carlos [Rocha Silva] really wanted to bring that to people, the RPG fans of today and kind of create something that was, you know, a more direct evolution of those formative experiences from our childhoods.”</p>
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      <itunes:title>#2 -  Cris Tales: From Japan to Colombia, With Love</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:duration>00:27:23</itunes:duration>
      <itunes:summary>Insight into one of the most exciting games of 2020.</itunes:summary>
      <itunes:subtitle>Insight into one of the most exciting games of 2020.</itunes:subtitle>
      <itunes:keywords>final fantasy 6, cris tales, games, chrono trigger, videogames, gaming, final fantasy 4</itunes:keywords>
      <itunes:explicit>no</itunes:explicit>
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      <title>#1 - The Making of Tick Tock: A Tale for Two</title>
      <description><![CDATA[<p>Tanja Lind Tankred and Mira Dorthe met as students at the IT University of Copenhagen in Denmark. Both came from a bachelor’s literary background. Tankred a bachelor in comparative literature, Dorthe a bachelor in creative writing and linguistics. At uni in Copenhagen, they both studied a masters in game design. It’s there they first meet at a Magic The Gathering event.</p><p>“I remember coming over to Mira very carefully, a little nervous, saying, ‘should we maybe write a thesis together?’ because we were interested in the same things, we both really loved narrative in games,” says Tankred.</p><p>Adds Dorthe: “I wasn’t so sure at the start. None of us had written anything with anyone else before. Very lone wolf people in that regard, so we were just like, ‘okay, we should just try this’ and then we just had the same vision from the start which was really cool that we came up with the idea of the game we just released.”</p><p>In the mid 2010s, two women met at uni and worked on a joint thesis on how to make a game featuring narrative that allowed for two players to share within the same narrative without being online across two devices. What it turned into was Tick Tock: A Tale for Two, a game designed around two players that could be played on two devices and inspired by escape rooms as well as the fairytale stories of Hans Christian Anderson.</p><p>This is the story of how Other Tales Interactive found its footing with Tick Tock and how it was learning to make a game as it went on.</p>
]]></description>
      <pubDate>Tue, 14 Jan 2020 14:00:00 +0000</pubDate>
      <author>johnny@playdiaries.com (Play Diaries)</author>
      <link>https://www.playdiaries.com/press-play-the-making-of-tick-tock/</link>
      <content:encoded><![CDATA[<p>Tanja Lind Tankred and Mira Dorthe met as students at the IT University of Copenhagen in Denmark. Both came from a bachelor’s literary background. Tankred a bachelor in comparative literature, Dorthe a bachelor in creative writing and linguistics. At uni in Copenhagen, they both studied a masters in game design. It’s there they first meet at a Magic The Gathering event.</p><p>“I remember coming over to Mira very carefully, a little nervous, saying, ‘should we maybe write a thesis together?’ because we were interested in the same things, we both really loved narrative in games,” says Tankred.</p><p>Adds Dorthe: “I wasn’t so sure at the start. None of us had written anything with anyone else before. Very lone wolf people in that regard, so we were just like, ‘okay, we should just try this’ and then we just had the same vision from the start which was really cool that we came up with the idea of the game we just released.”</p><p>In the mid 2010s, two women met at uni and worked on a joint thesis on how to make a game featuring narrative that allowed for two players to share within the same narrative without being online across two devices. What it turned into was Tick Tock: A Tale for Two, a game designed around two players that could be played on two devices and inspired by escape rooms as well as the fairytale stories of Hans Christian Anderson.</p><p>This is the story of how Other Tales Interactive found its footing with Tick Tock and how it was learning to make a game as it went on.</p>
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      <itunes:title>#1 - The Making of Tick Tock: A Tale for Two</itunes:title>
      <itunes:author>Play Diaries</itunes:author>
      <itunes:duration>00:31:04</itunes:duration>
      <itunes:summary>How two newcomers made their first title without a lick of knowledge of making games.</itunes:summary>
      <itunes:subtitle>How two newcomers made their first title without a lick of knowledge of making games.</itunes:subtitle>
      <itunes:keywords>tanja lind tankred, other tales interactive, tick tock: a tale for two, tick tock, mira dorthe</itunes:keywords>
      <itunes:explicit>no</itunes:explicit>
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      <itunes:episode>1</itunes:episode>
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