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After Eric Chahi created Another World / Out of This World, cinematic platformers were all the rage, including elsewhere in Delphine Software. As Chahi basked in the glory of his newly released masterpiece, Paul Cuisset was working on a game of his own, and one that would define his career almost the same way that Out of This Word became Chahi's claim to fame. Cuisset's game was, of course, Flasback. Learn how the game was created and whether you should still play it today, despite being over 30 years old! Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
En este episodio Fáyer y Artemio tienen de invitado a César Córdova, para platicar de Another World (Out of this World). La conversación los lleva a hablar de cómo encontraron el juego, diseño, arte e historia de su producción. Como extra también se habló de recuerdos de infancia con videojuegos, lecturas más artísticas de los videojuegos, no sólo como consumo, juegos cortos que nos tomó décadas terminar, el estilo abstracto y cinemático del juego, la idea de que los juegos pasan en la mente y no en la pantalla, juegos difíciles pero accesibles, historia de la compañía y de los creadores, como técnicamente también fue una maravilla, juegos de autor hechos con el corazón y una conversación muy clavada sobre arte. Canal de César Córdova: https://www.youtube.com/c/CesarCordova1/ Trailer del episodio en video: https://www.youtube.com/watch?v=i_0Yjz4zkGc&feature=youtu.be Sitio web: http://www.cesarcordova.com/ https://twitter.com/FayerDev https://twitter.com/Artemio --- Send in a voice message: https://anchor.fm/vidaentrebits/message
Welcome to Dev Game Club, where this week we turn to 1991's Super Castlevania IV, due to the series having its anniversary this year. We talk about quite a lot of stuff, including its arcade nature but also its nods to the home market, its tone and setting ,how it teaches stuff, an a host of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first two stages Podcast breakdown: 0:42 Castlevania Discussion 46:32 Break 47:11 Feedback Issues covered: games in 1991, the arcade nature of this title, Metroidvania, arcade elements, common approaches to design, making Simon feel heavier and different, remaking Castlevania, the different approaches of other Castlevania games, playing something so old school, learning skills along the way, learning timing, using layers in Mode 7, exploring with some depth, jumping levels and stair climbing, the cool thing you can do with the new hardware, the multiple uses of the whip, powering up the whip, discovering that you can whip the background, teaching moments, enemy design, cursing the bobbing medusa heads, ramping the difficulty on enemies, mixing up enemies by plussing them up, putting all the enemies in the manual, possible sales technique, multi-phase bosses, patterns to detect in their movement, using sprites to lengthen out a spine, fighting the boss mid-level, seeing the boss's health level throughout the level, balancing difficulty, JRPGs, your weapons of choice, using hearts as ammo, the original name Dracula Satanic Castle, satanic panic of the 80s in the US, the animated series, talking about the many entries, the many places this series has gone, a Singing Review, uses for players guides, prodding you to think, developers working with players guides, getting Mew and Mewtwo in Pokemon, Japanese development. Games, people, and influences mentioned or discussed: Link to the Past, Super Mario World, Sonic the Hedgehog, Final Fantasy IV (/II), Civilization 1, Megaman 4, Monkey Island 2, Metroid 2: Samus Returns, Streetfighter 2, Another World/Out of this World, Super Ghouls 'n' Ghosts, Neverwinter Nights, Road Rash, Tecmo Bowl, Konami, Silent Hill, Metal Gear Solid, Contra, Frogger, Pro Evo, Dance Dance Revolution, Castlevania: Symphony of the Night, GameBoy Advance/Nintendo DS, Bionic Commando, Indiana Jones, Dungeons and Dragons, Bram Stoker, Netflix, Warren Ellis, Hideo Kojima, Platinum Studios, SNES Classic, MJVogt85, Paranoid Android, Radiohead, Moby, Magnus Carlsson, MYST, Riven, John from Cincinnati, The Wizard and the Princess, Space Quest, King's Quest, Baldur's Gate, Fallout, Obduction, Infocom, Sierra, Robyn Miller, Rand Miller, David Wingrove, Dark Horse, The Witcher, Starfighter, Jedi Starfighter, Republic Commando, Fallout 3, Skyrim, The 2nd Quest, Disney, Imagineering, Jonathan Ackley, Chris Pavis, Rob Huebner, The Journeyman Project, Presto Studios, UbiSoft, ScummVM, ResidualVM, Gothic Chocobo, irreverentQ, Pokemon Sword & Shield, Unreal Engine, The Pokemon Company, Game Freak, Lightning Returns. Next time: The next three stages Links: Myst and Disney https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are beginning a new series on 1992's immersive sim classic Ultima Underworld. As usual, we situate the game in time a bit and in the Ultima series as a whole, before delving into the first few hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Level 1 Podcast breakdown: 0:40 Underworld 54:54 Break 55:22 Feedback Issues covered: Brett gets hooked, first person game and a lot of clicking, getting over the initial hump, taking a long time to finish a game, 72-hour game benders, epilepsy and flashing, firsts of their kind year, seeing the walls of the design, branching out with the Ultima series, Ultima Worlds of Adventure, adding simulation to the point of view, not being alone in the first-person space, vector wireframe rendering in the first Ultima dungeons, feeling the presence of the developer, exploration of controls, limited verbs in FPSes, free look, overdesigned mouse interface, not reading the manual, coming full circle to analog controls in the modern day, fine-tuning movement, "this will never catch on," clarity in input, instinct was right but implementation was wrong, poll rates, mechanical mice vs optical mice, Trish the Bard, 80s looking character portrait, innovating on taking a thing from world and dragging into the inventory, the Trello of inventory systems, adding too many things to a bag, UX nightmare, convergence game with systems coming together, top-down design vs bottom-up design, RPG differences between player skill and character skill, gesture-based combat, idea to implementation, fewer barriers to implementation, lack of level designers, taking more risks because of lower costs, dark side of games, using a key in a door, verbs and similarity to adventure games, where the three hours went for Brett, fearing dropping something that you'll need later, traipsing all over, jumping difficulty, factions as an underpinning of the underground society, lack of quest log/journal, does dialogue hint at actions you can take, clarity of the rules, fading fortunes of SSI, playing MGS vs remembering MGS, coloring what follows a good moment, CGI cutscenes painting in the player's impressions of fidelity, the legacy of Lara Croft's portrayal, avoiding blind spots through diverse representation in your development team, preferring Twin Snakes. Games, people, and influences mentioned or discussed: The Chronicles of Narnia, Wolfenstein 3D, DOOM, Origin Systems, EA, Ultima (series), Richard Garriott/Lord British, Wizardry, Dungeon Master, Gold Box, Eye of the Beholder, The Bard's Tale, Dark Corners of the Earth, Elder Scrolls (series), Looking Glass Studios, Warren Spector, Doug Church, System Shock, Marc MAHK LeBlanc, Tim Stellmach, Deus Ex, Harvey Smith, Randy Smith, Prey, Dishonoured (series), Paul Neurath, Underworld Ascendant, Dune II, Warcraft, Ultima VII, Indiana Jones and the Fate of Atlantis, Hal Barwood, Ecco the Dolphin, Super Mario Kart, Mortal Kombat, Night Trap, Alone in the Dark, Resident Evil, Flashback, Another World/Out of this World, Martian Dreams, Savage Empire, Quake, Wing Commander, Space Rogue, id Software, Stonekeep, Final Fantasy (series), Dragon Warrior/Dragon Quest (series), Ogre, Quake, DOOM 2, Terminator, Planescape: Torment, SoundBlaster, Fallout 2, Elder Scrolls: Arena, SSI, Thief, Kupo1256, Christian Schuster, Metal Gear Solid (series), Fallout 3, Todd Howard, Jonah Lobe, Silent Hill 2, Final Fantasy VII/IX, Travis Grasser, Symphony of the Night, Tomb Raider (2013), Rise of the Tomb Raider, Jason Schreier, Kirk Hamilton, Michael, Final Fantasy XV, Christianne Meister, Skyrim, Jeff Buttaccio, GameCube, MGS: Twin Snakes, Shigeru Miyamoto. Next time: Levels 2 and 3 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
In this special one-off edition of In This Thread, we talk to Eric Chahi and Guillame Brunier about From Dust, their upcoming simulation game on the way from Ubisoft. Chahi was also the creator of the groundbreaking action-adventure Another World (Out of This World), as well as the 1998 platformer Heart of Darkness. We discuss those early days with Chahi, as well.
In this special one-off edition of In This Thread, we talk to Eric Chahi and Guillame Brunier about From Dust, their upcoming simulation game on the way from Ubisoft. Chahi was also the creator of the groundbreaking action-adventure Another World (Out of This World), as well as the 1998 platformer Heart of Darkness. We discuss those early days with Chahi, as well.
On this episode of Sega Saturn Shiro, we feature some updates in the fan community, and the popularity of fan-lation projects On top of that, we'll be dropping information on the new Retro-Bit controllers, Retro Fighters BrawlerGen controller, and much more! Retro-Bit Controllers: [https://castlemaniagames.com/shop?keywords=Saturn&olsPage=search](https://castlemaniagames.com/shop?keywords=Saturn&olsPage=search) Retro Fighter's BrawlerGen: [https://castlemaniagames.com/shop?keywords=Saturn&olsPage=products%2Fbrawlergen-sega-genesis-sega-saturn-controller](https://castlemaniagames.com/shop?keywords=Saturn&olsPage=products%2Fbrawlergen-sega-genesis-sega-saturn-controller ) Ninpen Manmaru Ninja Penguin: [http://ppcenter.webou.net/trans/ninpen/](http://http://ppcenter.webou.net/trans/ninpen/) [http://segaxtreme.net/threads/ninpen-manmaru-english-patched.24159/page-2](http://segaxtreme.net/threads/ninpen-manmaru-english-patched.24159/page-2) Another World / Out of this World: [http://segaxtreme.net/threads/raw-another-world-for-sega-saturn.16594/ ](http://segaxtreme.net/threads/raw-another-world-for-sega-saturn.16594/ ) Lunar Silver Star Story / Magical School: [https://www.lunarthreads.com/viewtopic.php?t=5940](https://www.lunarthreads.com/viewtopic.php?t=5940) Grandia: [https://www.romhacking.net/forum/index.php?topic=27028.0](https://www.romhacking.net/forum/index.php?topic=27028.0) Sakura Wars: [http://sakurawarstranslation.com/Forum/viewtopic.php?f=1&t=36](http://sakurawarstranslation.com/Forum/viewtopic.php?f=1&t=36) Follow us on our social media sites: Facebook: [https://www.facebook.com/PlaySegaSaturn/](https://www.facebook.com/PlaySegaSaturn/) Twitter: [https://mobile.twitter.com/playsegasaturn](https://mobile.twitter.com/playsegasaturn)