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Some Games Shouldn't Be Games | Windbreaker Podcast

Sep 22, 2026 · 1h 21m

Summary

In this episode, the Windbreakers discuss games that might work better in other media, such as TV or film. Jay argues that narrative-heavy titles like God of War 2018 and Wolverine suffer from "ghost train ride" pacing where gameplay feels like a token interruption to the story. Marty counters by defending visual novels and 13 Sentinels, suggesting that interactive choices provide unique narrative context that static media cannot replicate. The group debates the definition of a game, the utility of QTEs, and whether hybrid formats like Dispatch or Quantum Break succeed in blending gameplay …

Topics discussed

Sponsor: American Horror Story 13 Introduction and host introductions Thesis: Games that work better in other mediums God of War 2018: One-shot narrative delivery Critique of corridor combat and 'ghost train' pacing Defining the 'ghost train' ride concept Filmic language vs. unique game storytelling Marvel's Wolverine: Structure and traversal The balance of gameplay and narrative moments Dispatch: A game that could be a cartoon QTEs and the value of cutscenes Onomusha and Metal Gear: Gameplay vs. Story Visual novels and the definition of a game Semantics of media and failure states Super Chats: Guitar Hero, Driver 3, and GTA 5 Quantum Break and FMV games Sponsor: American Horror Story 13 Heavy Rain, Fahrenheit, and David Page's writing Mystery genres and Last of Us adaptations Silent Hill, Resident Evil, and Journey Death Stranding and Saints Row as TV series Firewatch and gameplay-focused games with bad story Disco Elysium and the value of reset mechanics Stephen King's Dark Tower and Mirror's Edge mod Gator Golf, Hellraiser, and upcoming horror games Outro: Upcoming episodes and final thoughts
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