
Show Notes
The indie game space is full of creative and inspiring projects. Projects that spark joy. Projects that make you feel a sense of awe, or joy, or wonder…. and then there are some that are just plain unhinged. In this episode Bryan and Josh discuss two games that are very different, but equally unhinged: Arctic Eggs and CLICKOLDING. Arctic Eggs by the Water Museum puts you in the shoes of a nameless, faceless, drone in a post apocalyptic antarctica with but one remit: cook eggs for the people. From there it… goes places…. CLICKOLDING by Strange Scaffold was originally on Josh and Bryan’s list to cover in the Halloween timeframe but instead of being scary it was more just unsettling, so they held off to find an equally oddball game to discuss in tandem. The purpose of the game is simple: The man in the corner of your hotel room wants you to click a tally counter and he wants to watch you click it. Its a surreal and sometimes upsetting experience that takes only 40 minutes or so to complete. So sit down, have an egg, and start clicking as we talk through the deeply strange experiences of Arctic Eggs and CLICKOLDING! Three Word Reviews: Arctic Eggs Bryan - End Times Vibing Josh - A Compelling Gravity CLICKOLDING Bryan - Clicking Through It Josh - A Harsh Light
More from Pixelated Playgrounds
In this episode of Pixelated Playgrounds, Bryan and Josh make the most of the Dark Hour with Persona 3 Reload! Developed and published by Atlus, Persona 3 first arrived on the PlayStation 2 in 2006, the start of the modern Persona era for a franchise rooted in the Shin Megami Tensei series. After a trip through Persona 3 FES and Persona 3 Portable, which added “The Answer” epilogue and a female protagonist route, Reload arrived in 2024 as a full ground-up remake with updated visuals, an overhauled UI, and refined mechanics. You are the leader of SEES, the Specialized Extracurricular Execution Squad, balancing school days, part-time work, and friendships with nightly trips into Tartarus to fight Shadows. Each full moon brings a Major Arcana boss and another push toward the story’s larger mystery. Persona 3 was Josh’s intro to Persona, while Bryan comes in to complete the modern Persona trilogy. Listen in as we compare Persona 3 to Persona 4 and 5, dig into the ritual of building Social Links, and weigh how the game’s edgier imagery (coffins, guns pointed at your own head to summon a Persona, and a steady theme of self-annihilation) shapes its tone. We’ll go through the SEES roster, from Junpei’s search for purpose to Mitsuru’s burden as heir to the Kirijo Group and the Shinjiro arc, and talk through the Reload additions: extra Linked Episodes with your party, the new Theurgy mechanic, Persona fusion, and the Tartarus climb that slowly uncovers what happened years ago. Along the way we’ll share our favorite S-Links, discuss the music, and the thematically apt progression of the main story arc. So grab your Evoker, mark your calendar, and settle in!
In this episode of Pixelated Playgrounds, Bryan and Josh flock to Wingspan! Originally released as a board game in 2019, Wingspan was designed by Elizabeth Hargrave and published by Stonemaier Games, the St. Louis studio behind Viticulture and Scythe. Hargrave built the game after visits to Lake Artemesia near her Maryland home, choosing birds as a theme because, in her words, there were already too many games about castles and space. In 2020, Monster Couch adapted the tabletop hit into a digital version for Windows and Mac, translating its engine-building card game into a lush, birdsong-filled interactive space. Players take on the role of birders assembling a network of wildlife preserves, laying bird cards across forest, grassland, and wetland habitats to rack up the most points over four rounds. What starts as simple card collection quickly becomes layered engine-building: birds already on your mat trigger powers that make later turns in that habitat stronger, so early choices snowball as the game goes on. Listen in as Bryan and Josh talk through Monster Couch's digital presentation (hand-drawn artwork from Ana Maria Martinez Jaramillo, Natalia Rojas, and Beth Sobel, plus bird calls and Cornell Lab-sourced trivia), compare Wingspan to other board game adaptations, and dig into whether a "bird bureaucracy" simulator can really carry the same tension as more traditional game theming. Habitat specialists, bonus-card drafters, and egg-laying completionists all get their say, so grab your binoculars and settle in. Show Notes: Bird-Watching Will Blow Your Mind | PTFO Three Word Reviews: Bryan - Ornithology and Chill Josh - Beautiful, Bountiful Birds
In this episode of Pixelated Playgrounds, Clint and Bryan strap back into the Arwing for Star Fox, Velan Studios' remake of the 1997 N64 classic, released for the Nintendo Switch 2 in June 2026. Velan built the game on their own in-house Viper engine, and it's a studio with real pedigree hiding in its origin story: founders Karthik and Guha Bala previously ran Vicarious Visions (GBA ports, Spider-Man, Tony Hawk, Skylanders) before it was folded into Blizzard, where it went on to work on Call of Duty and Diablo 4. Here, they've taken the original Star Wars-inflected premise, animal mercenaries running trench runs through the Lylat System and rebuilt it with a new art style while keeping the level design, story, and rail-shooter structure fully intact. We talk through what's changed and what hasn't: the new cutscenes, the recut voice work that gives Fox and Falco a little more edge without losing too many of the iconic one-liners, and how well those three-minute, branching missions fit the Switch's ability to succeed with games that allow for a short, staccato pace. The Arwing still flies exactly like you remember, snappy and arcade-tight, and the mission variety, planet-side runs, all-range dogfights, subs, tanks, memorable boss fights, still hold up. We also dig into where the age shows and why the game keeps pulling us back anyway. It's not an experience that reinvents Star Fox 64 so much as it lovingly restates it, and we get into whether that's exactly the right call. Three Word Reviews: Clint - Switch 2 Seller Bryan - Nostalgia, Locked On
In this episode Josh and Bryan are talking about Hades II, developed and published by Supergiant Games and released in September 2025 for Windows and Mac, alongside Nintendo Switch and Switch 2, with PlayStation 5 and Xbox Series X/S versions following in April 2026. Picking up after the events of the original Hades, the sequel casts players as Melinoë, Princess of the Underworld, as she trains to take down Chronos, the Titan of Time, and restore her fractured family. Where the first game asked you to escape the Underworld, this one asks you to defend it and the surface world above across two distinct paths, each stacked with new weapons, boons, and a crafting system deep enough to make the Crossroads feel like its own small civilization. With Jen Zee's art, Darren Korb's music, and Greg Kasavin's writing all operating at full strength, Hades II is Supergiant leaning into more of everything that made the original a phenomenon. Join us as we dig into the game's run-based structure, its sprawling cast of gods and companions, the effectiveness of its story, and whether "more" is always the right way to follow up a masterpiece. Death to Chronos! Three Word Reviews: Bryan - Compelling, Cluttered Homecoming Josh - Back for Seconds
In this episode of Pixelated Playgrounds, Clint and Bryan are strapping in for their first mission with the world's most famous spy, tackling IO Interactive's origin story reboot, 007: First Light. Developed and published by IO Interactive, the studio best known for the modern Hitman trilogy, First Light rewinds Bond's story to age 26, when he's still a hotheaded Royal Navy recruit, voiced and performed by newcomer Patrick Gibson. We were curious to see how much of the Hitman DNA would carry over, and the answer turned out to be a lot, in the best way: sprawling, densely detailed levels built for multiple approaches, whether players want to talk, sneak, or shoot their way through. Where the game really won us over was in the smaller character beats between the big set pieces, the training compounds, the casinos, the rooftop chases, all of it stitched together by a Bond who's still learning what kind of spy he wants to become. It's not a flawless espionage thriller, and we get into where the pacing and mechanics stumble a bit, but as a reintroduction of 007 to games after a long absence, First Light earns its number. We also talk about what a sequel could build on if IOI gets another shot at Bond. Three Word Reviews: Clint - A New Trick Bryan - Bond Is Back