Entries in Mortal Kombat 11 (2)

11:39AM

PPR 118

hange is good, right?—it’s scary sure, but if we don’t give the chance to try something different, then how can we really say that we’ve grown?

In this episode of Press Pause Radio, we’ll be debuting a new format that’s going to be different from the one we’ve done the last ten years. Instead of catching up on all the news and games that have happened between shows before the chosen featured topic, we have decided to release each of these segments as a dedicated episode in their own right, including the featured topic, with a projected weekly schedule in mind.

This new direction will not only cut down the average length of a Press Pause Radio episode from 2-3 hours down to a little over an hour at most, but it’ll also allow us to produce more content for you guys more seamlessly. We hope that this change will allow us to be the best version of what we aspire to be, because as it stands now, publishing episodes in the giant clusters that we have the last few years or so hasn’t done us, or you guys any favors.

So to start off, we’re starting Episode 118 with the news; we’ll be discussing the Super Mario Sunshine rumors, PS5 Patent reveals, various gameplay reveals at this past Gamescom, Bathwater Pyramid schemes, and a whole lot more.

Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on Twitch page and Twitter, and finally take part in our Facebook and Steam group!

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1:28PM

PPR 115

eing told that you’re not good enough to do something sucks; there’s no “if’s”, “and’s”, or “but’s” about it—it’s an incredibly damaging thing to hear, and an even shittier thing to say.

Yet, even though it’s a topic that’s been discussed ad nauseam, it’s still a conversation that the industry and culture of Video Games is struggles with in terms of a mutual resolution that could benefit all parties. To be clear; scaling the difficulty of a game’s challenge in the interest of accessibility has not, and never will, dilute the appeal of game’s charm, or the intended experience—at least when it comes to example of what a GOOD game is anyway.

So why is it that developers like From Software feel the need to clutch at their pearls, and dismiss any discourse surrounding the inclusion of “easy mode” as a misunderstanding of their design fundamentals? Why is it that in the year 2019 that Microsoft is the only leading force behind a customizable controller that can be configured to accommodate a large number of physical impairments for the differently abled? Bizarrely enough, why we still seeing developers throw up flashing epilepsy warnings for their title as it were some sort of backhanded slap to those who’re affected by this debilitating condition?

Join us Press Pause Radio for this important episode as we talk at length about the state of accessibility for player difficulty, and why the demographic for video games can’t just be aimed at the kid who can snipe posers with 360°-No-Scope action. We talk about Sekiro: Shadows Die Twice, The Division 2, Geppy X, Yoshi’s Crafted World, the Next-Generation Sony console, the NEC Super-Grafx console, Astroneers, Mortal Kombat 11, Raiden, the frightening concept of the Easter Bunny, and more!

Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on Twitch page and Twitter, and finally take part in our Facebook and Steam group!

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