Log in

goodpods headphones icon

To access all our features

Open the Goodpods app
Close icon
headphones
Press Play

Press Play

Play Diaries

1 Creator

1 Creator

Press Play is a long-form documentary podcast from website Play Diaries (playdiaries.com), delving into games and games culture.
bookmark
Share icon

All episodes

Best episodes

Top 10 Press Play Episodes

Goodpods has curated a list of the 10 best Press Play episodes, ranked by the number of listens and likes each episode have garnered from our listeners. If you are listening to Press Play for the first time, there's no better place to start than with one of these standout episodes. If you are a fan of the show, vote for your favorite Press Play episode by adding your comments to the episode page.

Press Play - #17 - A Look Back at 2021 (Part One)
play

12/30/21 • 47 min

2021 has been a year , shall we say.

There is way too much to go over in text form what has happened, but to name a few: Ubisoft and Star Wars, Bethesda and Indiana Jones, Bethesda and Microsoft, closures of Japan Studio and Google Stadia’s first-party unit, the return of Nintendo Direct and releases of the likes of Hitman 3, Returnal, Resident Evil Village, Mass Effect: Legendary Edition and more.

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.

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.

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.

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 here.

Links: Play Diaries|Twitter|Facebook|Patreon

bookmark
plus icon
share episode
Press Play - #4 - Run for the Border
play

04/01/20 • 64 min

Mid-January

I’m on my way from my home in Derry, Northern Ireland – literally four days after launching Play Diaries – 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.

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.

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.

Not to mention, chatting and nattering over a few drinks and a few slices of pizza. All that good craic.

“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.

“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.”

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.

“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.”

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 (as already written about here, though this episode has more details and background than what’s in the piece), how Brexit will affect the scene and how both the North and South can collaborate together among several subject matters.

bookmark
plus icon
share episode

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 an August release to today’s rearranged release date, 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 impending return of EA’s Skate.

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?

Links: Play Diaries|Twitter|Facebook

bookmark
plus icon
share episode
Press Play - #5 - Being Queer in the Games Industry
play

07/15/20 • 82 min

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.

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.

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.

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).

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.

bookmark
plus icon
share episode

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.

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.

Executive producer Derek Neal describes how those games help bring together a fusing of Columbian and Japanese cultures.

“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.

"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.”

bookmark
plus icon
share episode
Press Play - #1 - The Making of Tick Tock: A Tale for Two
play

01/14/20 • 31 min

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.

“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.

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.”

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.

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.

bookmark
plus icon
share episode
Press Play - #12 - Behind the Frame of Behind the Frame
play

08/25/21 • 25 min

When Behind the Frame debuted for the first time earlier this summer during E3 and the summer showcases held during it, 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.

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.

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.

Links: Play Diaries|Twitter|Facebook

bookmark
plus icon
share episode
Press Play - #11 - A Game Director's Story
play

08/18/21 • 35 min

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.

At BioWare Edmonton, Fernando Melo was coming off the back of working on Mass Effect: Andromeda and hopping on to the next Dragon Age game currently being made. But as production wore on, he started questioning whether another four or five-year cycle was worth it anymore.

“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.

“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.”

He decided to up sticks in 2019 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.

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.

Links: Play Diaries|Twitter|Facebook

bookmark
plus icon
share episode
Press Play - #10 - Button City and the Power of Friendship
play

08/05/21 • 30 min

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.

“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.”

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.”

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.

[NOTE: This is a change in a previously-advertised episode on Skatebird. That will, however, arrive next month just before the game launches]

Links: Play Diaries|Twitter|Facebook

bookmark
plus icon
share episode
Press Play - #9 - Tunic’s Secret Legend
play

07/29/21 • 36 min

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.

But Tunic director Andrew Shouldice wants you to come away with the thought that it’s more than merely just its Zelda inspiration.

“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.

“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.

“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.”

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.

bookmark
plus icon
share episode

Show more best episodes

Toggle view more icon

FAQ

How many episodes does Press Play have?

Press Play currently has 18 episodes available.

What topics does Press Play cover?

The podcast is about Playstation, Society & Culture, Videogames, Games, Nintendo, Gaming, Documentary, Podcasts, Technology and Xbox.

What is the most popular episode on Press Play?

The episode title '#13 - Skatebird (or How One Skatebirb is Leading Gaming’s Skating Resurgence)' is the most popular.

What is the average episode length on Press Play?

The average episode length on Press Play is 44 minutes.

How often are episodes of Press Play released?

Episodes of Press Play are typically released every 22 days.

When was the first episode of Press Play?

The first episode of Press Play was released on Jan 14, 2020.

Show more FAQ

Toggle view more icon

Comments