Connecting to Game Podcast
A belated upload, but it’s here nonetheless! Andrei and Marc gather for a post-TGAs discussion about the 2024 ceremony, and the wider project of the awards, amid the broader field of awards shows drawing on film and TV.
Changing up the usual pace, Andrei and Marc are joined by Renee Leblanc and Jules Maier-Zucchino to chat about the videogame adaptation megahit from last year: Super Mario Bros.
This week, Andrei and Marc discuss the ill-fated release of Concord, and the pitfalls of live service games, how they’re built and launched, and the challenges they face. From Destiny, to World of Warcraft, and even Diablo and Path of Exile, it's the live service chat!
Sonic Subcultures
When Staind’s Break the cycle dropped in 2001, it was a massive nu metal success, topping the Billboard charts and producing anthems of frustration and self-loathing. But in 2025, Staind’s cultural legacy feels different, especially with frontman Aaron Lewis now making headlines as a conservative country artist.
In this episode, Marc Lajeunesse and Safa Hachi break down the album’s themes, Staind’s place in nu metal history as well as why Gen Z isn’t embracing the band’s legacy like they have for Limp Bizkit and Rob Zombie. From its emotional weight to its ideological contradictions, we explore whether Break the Cycle was always leading to this moment.
Rob Zombie’s Hellbilly Deluxe (1998) blended nu metal, industrial and horror aesthetics, influencing music and pop culture beyond its release. Marc Lajeunesse and Safa Hachi discuss how horror, rebellion and theatricality define the album’s impact, and why its energy is being revived in today’s music.
From Playboi Carti’s Opium collective to Megan Thee Stallion’s metal collaborations, this episode connects nu metal’s past to its surprising influence on Gen Z’s music landscape.
In July 2021 - amidst a seemingly endless barrage of pandemic misinformation and American political turmoil - an unexpected topic began trending on Twitter: Limp Bizkit. Twenty-two years after their first Billboard number one album Significant Other, the flagship act for turn-of-the-millennium disgruntled youth returned with surprising fanfare and cultural relevance. After nearly two decades of popular media obscurity, Limp Bizkit was the standout act of Lollapalooza 2021, one of the most popular music festivals in the United States. Band frontman Fred Durst, wearing a grey wig accompanied by a dusty handlebar mustache and pink-shaded aviator glasses, refers to himself as ‘Dad’ as the crowd goes wild. Durst’s presentation alongside the energetic crowd transforms what might otherwise be a flaccid nostalgia act into something surprisingly self-aware and curiously resonant for a young modern audience.
How did we get here? How did a genre as maligned as nu metal reenter the cultural moment? Sonic Subcultures Season One looks at nine nu metal records to understand what nu metal even meant in the first place, and how the genre has found renewed cultural relevance.
Have You Played?
This week, Marc and Andrei talk about how to even talk about World of Warcraft (0:00) and when they came to the franchise (5:05). Stick around if you want to hear about raiding (25:07), classes (38:51), and some of our favorite parts of the era (52:56).
Today it’s time to join the serpent king as family as Marc and Andrei reminisce about that time 10 months ago when they played Elden Ring.
Marc and Andrei rank the first 8 games of the Have You Played? Podcast for an impending tournament of our most memorable and cherished games.
Our Hylian chickens have come home to roost! Michael Iantorno joins us to talk about a beloved SNES classic! As usual, we go over how we got into the series (0:00), emulators and randomizers (25:14), segments (35:47), and Marc’s patented rankings (48:05)!
It’s time to talk Tomb Raider!
Courtney Blamey joins Marc and Andrei to talk all things Lara Croft this week.
As always, we talk about our first contact with the games (0:00), the broader franchise’s place in the in the treasure hunter media genre (24:15) and some of our segments (40:31)
Marc, Andrei, and our super special guest Scott talk about the highs and lows of our time playing the various Smash games. From our origins stories (3:55), we talk through the installments in the franchise (13:49), before settling on our favorite and hated characters (49:00).
This week, Andrei delves into the deep lore of the Ogre Battle franchise as Marc listens patiently and respectfully.
From a series overview (0:00), to a point form discussion that runs through the episode (10:30), and more focused look at Yasumi Matsuno’s career (17:37) in the middle. Plus, some segments (52:25)!
This week, we tackle Final Fantasy VIII, as Marc totally convinces Andrei that it’s the best in the franchise.
As usual, we start off with where we were at when the game released, and the the JRPG field at the time (0:00). Then, Marc makes a thorough case for FFVIII’s merits (21:00), before Andrei steps in, shares his rebuttal and discussion opens up towards the franchise more generally (39:00).
It’s Diablo III! This week, we look back at how we came to the franchise, where this game fits in and how the game has felt to us over the years.
This week, we’re talking about Pokémon! We talk about how diverse folks’ first contact with the franchise has been, from the anime, to the card game and the games themselves.
Welcome to Have You Played, a Connecting to Game podcast that dives into the games we all love or, at times, love to hate.
This week, we’re coming to you from the Moon! It’s Destiny!
Humour and Games
On the second episode for this season, we sat down with Nele Van de Mosselaer, and got a chance to hear about their chapter, Comedy and the Dual Position of the Player in Video Games and Comedy (Palgrave Macmillan, 2022).
Welcome back for the final season of the Humour & Games podcast series!
For this last run, we’re releasing full length discussions with the authors featured in Video Games and Comedy (Palgrave Macmillan, 2022). For this first episode, we speak with Krista Bonello Rutter Giaponne, Tomasz Z. Majkowski & Jaroslav Švelch, the editors of the book, about their formative experiences with comedy in games, and what led them to work on this book.
This week, we have our final full interview for this batch of episodes, with Dr. Carly Kocurek. We had the chance to learn more about the interplay between humour, game technologies and moral panics.
Another week, another episode. This time around, we have our full interview with Karina Popp. Tune in to learn more about how humour in games crosses over with capitalism, irony and dolphins.
This week, we’ve got our interview with Dr. Aaron Trammell!
We had the chance to hear more about the differences between digital and analog games, the challenges of humor in tabletop and the power dynamics in those spaces.
Today we chat with Jamie MacDonald about Nordic Larp, Feminist Comedy Clubs, and Type 2 Fun!
This week, we have our full interview with Dr. Jaakko Stenros on Nordic Larp and the role of humour in dark or transgressive play.
This week, building on last week’s foundation, we take a look at how the form and impacts of humour can shift as games themselves can change. From digital to analog technologies, individual to group play, and the market considerations that can impact those changes.
Humour and Games is back with a new season!
This time around, we turn to the serious and silly uses of humour in social activism and pedagogy.
In this special episode of the podcast, we talk with Allison Kyran Cole & Dora Rogers about their upcoming game Alchemistresses!
Allison and Dora discuss the game’s design, as well as the ins and out of the specific kinds of laughs that come from self-discovery, feelings and the wacky scenarios that come from reincarnating as a magical-girl who might need to pose just right to get that special move off.
After a long break, we’re back with the final episode of season one. Audio issues won’t stop us from delivering. In this season finale, we’ve got our full interview with Osama Dorias!
Osama is a Senior Partner Relations Manager at Unity. He's also a game design teacher at Dawson College and a co-host of the Habibis podcast. Osama loves to empower people in expressing themselves through game making.
In this penultimate episode of the season, we’re thrilled to bring your our interview with Dr. Ida Toft!
Ida is a media artist who works with games and game-like sculptures, especially games that cater for not-quite-human and cross-species environments.
This week, we have the privilege of featuring our interview with Dr. Kishonna Gray!
Dr. Gray is an interdisciplinary, intersectional, digital media scholar whose areas of research include identity, performance and online environments, embodied deviance, cultural production, video games, and Black Cyberfeminism
Back for another episode! This week, we have an interview with Eva Toker!
Eva is the Chief Creative Officer at Rogue Harbour Game Studio. She has over a decade of experience in the entertainment industry and is a lifelong enthusiast for video games, art, and storytelling.
This week, we have someone close to the Concordia University community! It’s Dr. Pippin Barr!
Pippin Barr is a videogame maker, educator, and critic who lives and works in Montréal. He is an Assistant Professor of Computation Arts at Concordia University and the Associate Director of the Technoculture, Art, and Games (TAG) Research Centre.
Episode 11, up now! Listen to our full interview with Montreal-based game maker narF.
narF is a game designer by day and a podcaster by night. Interested in the decentralized web, planning the demise of the internet giants and making weird sounds with virtual synths on a Raspberry Pi.
Welcome back for another interview! Up to bat this week is Kyler Kelly-Tan from Cleaver Endeavor, the studio responsible for Ultimate Chicken Horse and many evenings of raucous laughter.
He grew up wanting to be a physicist, but discovered 3D animation in his teens, which led him to study art and animation in university
This week, we have another episode with a games studies academic, who is also a game designer and comedy aficionado. It’s Dr. Dan Staines!
Dr. Dan Staines is a game scholar and critic from Sydney, Australia.
Welcome back for another amazing interview with one of our contributors. This week is the full interview, featured in previous episodes, is with Dietrich Squinkifer.
Dietrich Squinkifer, aka Squinky, is a transgender and neurodivergent new media artist who makes weird videogames about feelings while somehow continuing to survive in a late capitalist cyberpunk dystopia.
As mentioned in last week’s episode, we’re switching to full interviews from our collaborators! This week is the full interview, featured in previous episodes, with Dr. Brendan Keogh.
Dr. Brendan Keogh is a Brisbane-based critic, journalist, and academic. He is currently a Research Fellow in the Digital Media Research Centre at Queensland University of Technology.
Connections
Through an analysis of this emergent phenomenon, this paper argues that Superstar Indies transcend the traditional videogame company categorizations of AAA and Indie.
Bites
On the day I write this, we are only days away from the release of Palworld. The premise of Palworld is simple: Pokémon meets survival/farming game meets heavy munitions. I concede that Palworld might look like a gimmick, but I can’t help but feel that we teeter collectively on the cusp of something truly remarkable: the defining game of our lifetimes.
This special podcast is brought to you by Mariah Warriner. Mariah looks at a small community of older card players from a small town in rural Saskatchewan, known as the Merrymakers.
As a Canadian child of the early 2000’s I still remember the excitement of getting to boot up the classroom computer and play Oregon Trail. A quest only obtained if you had completed your work before, recess was indoors, or earned as some reward. No matter what, getting to spend 15 minutes of my school day guiding a migrating family through America to eventually die of Dysentery was weirdly a highlight.
I should preface the story I’m about to tell you by saying that Elden Ring is an achievement in game design. It is worth a look at the very least! Everything that follows is from my experience and where I landed on the game over the course of some 80 hours split across two playthroughs
In the leadup to the release of World of Warcraft’s latest expansion I found myself experimenting with new classes. I gravitated towards the hunter, a class that has the ability to tame the wild beasts that roam WoW’s wilderness. While there are a bunch of common animals ready for the taming, there are a few of exotic pets that a hunter can tame.
Friendship has always felt challenging to pin down conceptually. We know when we have one but they are so often implicit and rarely declared. Some are fleeting while others are lasting, some friendships are a gentle breeze over a calm ocean while others are unmitigated disasters that thrive on turbulence.
Melee has been a recurring issue for Grinding Gear Games’ Path of Exile (2013) since its release more than a decade ago, and it seems like that may still be the case for this new entry, though in altogether new ways that dredge up old discussions of gameplay feel, difficulty and time investment. What follows is a fairly technical, but not probably not in-depth enough discussion about melee, warrior, maces, armour, and the issues facing players, especially newer ones when first prompted with the class-selection screen.