• Esoteric Ebb
    Jun 30 2026
    Video Game book Club by Pixelated Playgrounds covering Esoteric Ebb by Christoffer Bodegård.
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  • Dispatch
    Jun 15 2026

    In this episode of Pixelated Playgrounds, Bryan and Josh suit up for Dispatch, the 2025 superhero workplace comedy developed and published by AdHoc Studio, originally released on PlayStation 5 and Windows. Founded by Telltale Games alumni including Michael Choung, Nick Herman, Dennis Lenart, and Pierre Shorette AdHoc brings their episodic storytelling DNA to a story about Robert Robertson, a powerless third-generation hero who, after the destruction of his Mecha Man suit, lands a job as a dispatcher for the Superhero Dispatching Network, managing a team of dysfunctional, reformed villains known as the Z-Team. It's a tale as old as time featuring a group of screw-ups slowly becoming a found family, but Dispatch pulls it off with so much craft and confidence that it feels fresh all over again.

    We dig into what makes Dispatch tick as both a game and an interactive series, examining its tight episodic structure, its gorgeous animation, and the way its licensed needle drops lend it the rhythm and credibility of a prestige streaming show. We also talk through the tension at the heart of the experience: this is a game that is, at times, less played than watched, and we explore whether the dispatching mini-game with its spiderweb stat graphs, skill-matching, and ongoing mission storylines does enough to make you feel meaningfully invested in the heroes you're sending into the field. Standout voice performances, particularly Aaron Paul's restrained but surprisingly expressive take on Robert Robertson, and a genuinely well-written ensemble help carry the load. The humor occasionally veers crude or cliché, but that's half the charm. So clock in with Bryan and Josh as we take the call on AdHoc's confident, polished, and wonderfully familiar Dispatch.

    Three Word Reviews:

    Bryan — Clichés Executed Flawlessly

    Josh — Its Super Effective

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    Less than 1 minute
  • Death Howl
    May 30 2026

    In this episode of Pixelated Playgrounds, Bryan and Josh journey through the afterlife in Death Howl! Developed by The Outer Zone and published by 11 Bit Studios, Death Howl is a deckbuilder that merges deliberate exploration, demanding combat, and stark, minimalist storytelling. Set in Mesolithic Scandinavia, the game features a mother named Ro who ventures into the spirit world to reclaim her lost son. Death Howl sets its self apart aesthetically with a rough, impressionistic pixel art and vibey sound design to its layered mechanics and themes. Interestingly its often billed as a “souls-like deckbuilder” a label that originated with the community rather than the developers. As ambiguous as the ‘souls-like’ term can be the game captures the spirit of the genre in meaningful ways: its bonfire-like sacred groves, its tense death mechanics that are both punishing and forgiving, and its constant encouragement to explore every corner for secrets and advantages, among other things.

    With tense combat focused on positioning, deckbuilding strategies, and the satisfaction of repeatedly crafting powerful synergies rather than settling into just one, Death Howl also succeeds on a mechanical level. The aesthetics and mechanics all stand in service to a game that is telling a story about death, loss, and what it means to confront sorrow. By blending its aesthetic and mechanical strengths to suit this story, Death Howl leaves a lasting emotional impression. So listen in as we go on a journey worth remembering in Death Howl!


    Three Word Reviews:

    Josh - Constrained Card Crafter

    Bryan - Soulslike, Not Derogatory

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    Less than 1 minute
  • Resident Evil Requiem
    May 15 2026

    In this episode of Pixelated Playgrounds Bryan and Clint are diving into Resident Evil Requiem, and coming at it from two angles: Bryan jumped on board with the series starting at Resident Evil 7, while Clint has been a lifelong devotee. Developed and published by Capcom, the game showcases a studio operating at full strength. We were struck immediately by the visual fidelity and the sound design, which is as tense and reactive as anything in the genre. The story follows FBI analyst Grace Ashcroft and returning series icon Leon S. Kennedy as they investigate deaths tied to Raccoon City, and right away we get a sense of the game’s defining idea: two protagonists, two playstyles, and a deliberate split between survival horror dread and full-throttle action.

    Its a novel approach to solving the problem that often causes Survival horror games to fall flat as the player becomes more powerful. Grace’s sections lean into vulnerability, limited resources, puzzle-solving, and slow, nerve-wracking exploration, while Leon’s segments let us cut loose with bigger weapons and chaotic combat. That push and pull gives the game a rhythm we found incredibly compelling, constantly resetting tension and payoff. Resident Evil Requiem doesn’t reinvent the series so much as perfect its modern form, elevated zombie camp executed with precision, and a reminder that Capcom has been quietly mastering this formula for years.


    Three Word Reviews:

    Clint - Old Meets New

    Bryan - Elevated Zombie Camp

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    Less than 1 minute
  • Lorelei and the Laser Eyes
    Apr 30 2026

    In this episode, Bryan and Josh check into the Hotel Letztes Jahr to discuss Lorelei and the Laser Eyes. Developed by Simogo and published by Annapurna Interactive, the game marks a clear step in the studio’s evolution from mobile hits like Sayonara Wild Hearts toward a slower, more contemplative experience inspired by survival horror and art-house cinema. Following Lorelei Weiss through the hotel’s labyrinthine halls, we dig into its nonlinear progression, dense numerical puzzles, and layered storytelling. From the intricate mansion layout to its striking black, white, and magenta aesthetic (and the unsettling presence of the maze men) the game creates a constant sense of discovery as each puzzle leads to several more.

    The conversation also explores the game’s deeper structure and themes, including its puzzle design, the necessity (and chaos) of note-taking, and the friction created by its one-button interface. More than just a puzzle game, Lorelei and the Laser Eyes emerges as a meditation on art itself, particularly the tension between creative expression and commercial pressure. So listen in as we reflect on an experience defined by confusion, discovery, and creeping unease… a discussion that aims to be as thoughtful and layered as the game we’re unpacking.

    Three Word Reviews:

    Josh - Fractal, Fracture, Forgiveness

    Bryan - Puzzles Beget Puzzles

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    Less than 1 minute
  • Cairn
    Apr 15 2026

    In this episode of Pixelated Playgrounds, Bryan and Clint begin our ascent with Cairn, the 2026 climbing survival game from The Game Bakers. Drawn in by early buzz, we both quickly found ourselves absorbed in its uniquely demanding approach to traversal, one that treats climbing not as spectacle, but as a deliberate, moment-to-moment act of decision-making. At the center of this unexpectedly introspective game is Aava’s ascent of Mount Kami, a journey defined by precise limb placement, resource management, and a constant negotiation between control and chaos. The game’s tactile mechanics balancing grip, stamina, and positioning create an intense gameplay loop that feels both physically and mentally immersive, often pushing players into a near-meditative flow state.

    We also talk through Cairn’s effectiveness as a narrative and thematic experience, examining its sparse storytelling and emotionally distant protagonist. Aava’s motivations, her strained relationships, and the ambiguity surrounding whether her climb is driven by ambition, obsession, or something closer to depression kept us guessing. Cairn is a powerful meditation on freedom and control, but the game’s greatest achievement is how it makes the player’s personal journey inseparable from Aava’s, turning every slip, recovery, and decision into a story that feels uniquely your own. So climb up to the existential peaks of Kami with Clint and Bryan as we plot our route through the harrowing journey that is Cairn.


    Three Word Reviews:

    Clint - Can’t Stop Now

    Bryan - Control and Freedom

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    Less than 1 minute
  • Donkey Kong 94
    Mar 30 2026

    In this episode of Pixelated Playgrounds, Bryan and Josh dive into Donkey Kong (1994) for the Game Boy, a game that begins as a nostalgic homage to the original arcade classic before quickly transforming into something far more ambitious. After briefly revisiting the familiar opening stages from the 1981 Donkey Kong, the hosts explore how the game expands into a sprawling puzzle-platformer with nearly one hundred additional stages across nine distinct worlds. What makes Donkey Kong ’94 unique is Mario’s surprisingly expansive moveset and the game’s inventive level design. From handstands and backflips to wire spins and careful key-carrying mechanics, we examine how the game encourages experimentation and player expression long before such ideas became common in platformers.

    Each world introduces new mechanics such as ropes, switches, wind, slippery ice, or environmental puzzles; while intermittent boss encounters with Donkey Kong echo the arcade roots of the series. Its an early expressive platformer and its emphasis on movement mastery and player creativity foreshadows later titles like Super Mario 64. So listen in as we reflect on the legacy of Donkey Kong 94 as a quietly foundational handheld title and a fantastic experience even three decades later.


    Three Word Reviews:

    Josh - Bingeable Harbinger Platformer

    Bryan - Expressive Platformer Blueprint

    Show Notes:

    90’s advertisement for Donkey Kong 94

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  • Astro Bot
    Mar 9 2026

    In this episode Bryan and Clint dive into Astro Bot, the 2024 PlayStation 5 platformer developed by Team Asobi and published by Sony Interactive Entertainment. Building on the foundation of the pack-in hit Astro's Playroom, the studio expands the concept into a full-scale adventure that celebrates three decades of PlayStation history. The guys explore how the game blends inventive platforming, playful level design, and clever uses of the DualSense controller into a tightly paced quest where players rescue lost robots and rebuild their PS5 mothership so the Astro Bots can get their interstellar dance party back on track.

    Astro Bot balances nostalgia with accessibility, appealing to longtime gamers while remaining instantly readable for kids and newcomers. Listen in as we revisit the game’s joyful structure, colorful hub worlds, creative abilities, spectacular boss battles, and homage levels inspired by iconic PlayStation franchises like God of War, Horizon Zero Dawn, Uncharted, and Ape Escape. Astro Bot is a rare AAA platformer bursting with wonder, a game that captures the pure joy of play and bridges generations of players through curiosity, creativity, and delight.

    Join for the dancing robots, stay for the testimonials from budding, young gamers (AKA Clint’s sons)!

    Three Word Reviews:

    Clint - Pure Gaming Joy

    Bryan - Wide Eyed Wonder

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    Less than 1 minute