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Welcome to Season 2 and the rebirth of The Radical Retro Roundup. George takes the reigns as we discuss Muppet Babies and go on a few tangents. Join us as we talk what happened discuss the history and give our thoughts on the game and if it still holds up today. Feel Free to leave comments and criticisms by either joining the Facebook group or Our Discord (updated permanent link- https://discord.gg/N2QmVJcykT) https://www.facebook.com/groups/radicalretroroundup/ You can also follow the podcast on Twitter @retro_roundup or follow George @D3RPkitten on Twitter or his Twitch https://www.twitch.tv/d3rpkitten/ My Twitch is https://www.twitch.tv/joesux69 The Podcast will also be featured on my YouTube https://www.youtube.com/user/joekopel https://www.gog.com/en/game/arcanum_of_steamworks_and_magick_obscura --- Support this podcast: https://podcasters.spotify.com/pod/show/retro-roundup/support
My thoughts on the very awkwardly titled Arcanum: of Steamworks and Magick Obscura for PC. A game of elves and dwarves and men, with magic and steampunk revolvers, created by the Fallout 2 developers. As you will see, it is not all sherry and cigars in this Problematic Favorite, with special reference to a home brew D&D campaign of mine. --- Support this podcast: https://podcasters.spotify.com/pod/show/deleted-saves/support
Don thy cravat and brass monocle, it's time for peak CRPG! Join the Deep End Lads and special guest Relkin as we dive into Troika's world of zeppelins, elves, and several isms. See the entire Off The Deep Ends ranked list at http://bit.ly/otderank Find OTDE's theme music and more at https://supersex-420.bandcamp.com/ Please consider donating to the National Network of Abortion Funds: abortionfunds.org/donate If you've been enjoying the podcast, please consider supporting us at https://www.patreon.com/DeepListens If you like our new art and want to commission some of your own, reach out to Tyler at tylerorbin.net
Welcome to Dev Game Club, where this week we reflect on the year that was, looking back at the interviews and lessons we took away. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: work and long hours, how we generate our lists, more keys that aren't keys, the tangibility of character sheets, the impact of D&D campaigns, your love and fun translating into what you make, labors of love, feeling games that no one felt a spark making, feeling like your hard work paid off, cancelling projects, ideas coming up again later, maintaining the fragile connection between player and character, a perspective on the effort that it takes to deliver a great experience, trailblazing a new feature, thinking about a camera, camera design is like puzzle solving, good camera work being invisible, Uematsu loves prog rock, accessibility, "the team makes the game," sharing credit, bringing in all your players, collaboration, finishing games you hadn't before, being a finisher vs not, Master Chief as the iconic space marine, feeling like Master Chief is black, being more about the lore than the story, CW Suicide (skip 54:20 - :30), getting hooked on Halo, a game series following you through major events, the LucasArts Halo tournament, connecting with your kids through games. Games, people, and influences mentioned or discussed: Baldur's Gate, Ratchet & Clank, Brian Allgeier, James Ohlen, Michael Backus, Dungeons & Dragons, Joel Gifford, Control, Girl with a Stick, Ted Price, LucasArts, Tim Schafer, Grim Fandango, Double Fine Productions, Psychonauts, Headlander, Lee Perry, Lee Petty, Epic Games, Jon Knoles, Bounty Hunter, Blackout Club, Question Games, Bethesda Game Studios, Remi Lacoste, Prince of Persia, Assassin's Creed, Ubisoft Montreal, Donald Duck Gone Quackers, Crash Bandicoot, Nintendo, Sebastian Deken, Final Fantasy (series), Nobuo Uematsu, Halo, Sony, Microsoft, Patrice Desilets, Resident Evil 4, Ocarina of Time, Prey, Arkham Asylum, Arcanum: Of Steamworks and Magick Obscura, Jarrko Sivula, 343 Industries, Star Wars, Book of Boba Fett, The Mandalorian, Ashton Herrmann, Bungie, Half-Life, The Fellowship of the Ring, Crystal Dynamics, KB, Lia, Minecraft, Sasha/Truffles Moccachino, RE 7, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Either an interview *or* our next game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Another episode by the Classic Gaming Brothers. This week Zach and Seth go a deep dive into Arcanum: Of Steamworks and Magick Obscura and if you think that is a mouthful, you should listen to the episode! Enjoy the show! -- Send us feedback on episodes at ClassicGamingBrothers@gmail.com (and have a chance at winning a free game!), comment on our Facebook or shoot us a DM. -- Make sure to like our pages and subscribe to our podcast on your favorite streaming service we are now on most of them (iTunes, Stitcher, Google Music, Google Podcasts, Spotify, TuneIn, iHeartRadio, and apps like Podcast Addict). Our YouTube is Classic Gaming Brothers. -- If there is a service we aren't on yet that you want to hear us on, let us know. -- Check us out on Twitch at https://Twitch.tv/classicgamingbrothers and YouTube @Classicgamingbrothers. -- We have a website, it is at https://www.classicgamingbrothers.com -- Intro/Outro song is "The Little Broth" by Rolemusic from the album "The Black Dot".
ТОП-10 побочных квестов в играх лучше основного сюжета. В видео собрали самые интересные дополнительные задания из Red Dead Redemption 2, Cyberpunk 2077, The Witcher 3: Wild Hunt, TES 5: Skyrim, GTA 5, Fallout: New Vegas и из других популярных игр на ПК и консолях. Таймкоды игр, чтобы не словить спойлеры: 00:00 - Red Dead Redemption 2 01:47 - Ведьмак 3 03:00 - Cyberpunk 2077 04:29 - TES 5: Skyrim 05:46 - GTA 5 06:48 - Fallout: New Vegas 07:53 - Divinity: Original Sin 2 09:20 - Arcanum: Of Steamworks and Magick Obscura 10:33 - Planescape: Torment 11:08 - Star Wars: Knights of the Old Republic Всё о Steam Deck от Valve: характеристики консоли, цена, удобство использования - https://youtu.be/GQFoabx7Dj8 «Мы — не русский Fallout, мы — ATOM RPG»: интервью с автором постапокалиптической РПГ про СССР - https://youtu.be/bI5pZLXvm2g Наш сайт: https://vgtimes.ru Канал в Телеграм: https://t.me/vgtimes Instagram: https://www.instagram.com/vgtimesru/ Подкасты в Яндекс: https://music.yandex.ru/album/12938181 Anchor.fm: https://anchor.fm/vgtimes Facebook: https://www.facebook.com/VGTimes/ Наша группа ВК: https://vk.com/vgtimes Наш твич-канал: https://www.twitch.tv/vgtimes #Топ10 #лучшиеигры #игрыдляПК #квесты #побочныеквесты #квестыигры #игрытоп #топыигр
We head to the world of Arcanum, a world in the throes of an industrial revolution and with a dark presence threatening it from beyond. Join us as we Lore Together We're proudly part of the Boss Rush Games Network! Check them out, and the rest of the podcasts over at bossrushgames.com Music: "Perspectives" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License Errata: It's 'The Living One' not 'The Lone Survivor'
Welcome to Dev Game Club, where this week we finish our series on 2003's Prince of Persia: The Sands of Time. We talk about the unfortunate elevator sequence, the final platforming of the game, its circular story and of course, our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the Game Podcast breakdown: 0:52 Prince of Persia 56:16 Break 56:46 Takeaways and Feedback Issues covered: rewinding time, feeling bad about the elevator section, spending two hours on one combat encounter, leaning on the worst things of the combat system, tight space, companion AI, being unable to see the Prince, being able to render more stuff and having that in tension with what you want to see, the "Kung Fu Circle," using the death blossom and wanting fewer sand bubbles, taking away all the things I enjoyed about the combat, the rewind resource, feeling over-designed, "fun is challenge," the history of challenge in digital game design, tightness and the tension with other goals, being too good at your game at the end, giving a lot of verbs that are fluidly deployed via context, trying to jump away but instead running me up an enemy, help me look cool getting away, not making the lock-on specific, finding the right balance for players, advocating for how to make your enemies/systems look great, the value of a locked camera, Tim looks up the solution to an audio puzzle, more puzzle discussions, misreading a puzzle and having a good moment, long checkpoints for the final exam, flipping the difficulty, really demonstrating how far the Prince has come by holding the blade edge of the dagger, maybe missing some of the transitions, rewinding the whole story back to the beginning so he tells this wild story (tying into the failures), the grand vizier trope, the cobra staff, compressing character development, the right difficulty for the final boss, doing a deep reading of the Prince disrobing through the game, not loving the rewound smooch, Brett's Book Recommendation, those mechanics that are just Great Ideas, allowing for soft failure and experimentation, contextual traversal (and combat), making the player look awesome with gentler difficulty, distilling down/all killer no filler, allowing for games that are shorter, the excellence of the animation blending system to achieve fluidity, the history of that fluidity to the original, the narrative space, trying different things in the narrative, how much we use mods, grief and games, the way games are more fixed in time, playing single player games with friends, getting streaming now, where to add quality of life improvements, asking why and what a game is about, Mister E. Dip, the sweet spot for Animal Crossing quality of life, "would fast travel help this game," being in the natural world, where the interesting friction is. Games, people, and influences mentioned or discussed: Star Wars, Brian/dontkickfood, Todd Howard, NES/SNES, Mario (series), UbiSoft, Nintendo, Troy Mashburn, Tomb Raider, Nathan Martz, Republic Commando, John Hancock, God of War, Starfighter, S. A. Chakraborty, Aladdin, Groundhog Day, Zelda (series), Dungeons & Dragons, G. Willow Wilson, Wonder Woman, Ms. Marvel, Alif the Unseen, Gears of War, Ocarina of Time, Uncharted, Shenmue, Assassin's Creed, Baldur's Gate, PixelJunk Eden, Q Games, Rez, Raiders of the Lost Ark, Alien, The Matrix, Jill Murray, Zac Katis, Anachronox, Diablo, Bethesda Game Studios, DOOM (1993), World of Warcraft, Ashton Herrmann, Morrowind, Marcel Proust, mysterydip, Civilization, Animal Crossing, Ultima Underworld, The Witcher 3, Shadow of the Colossus, Minecraft, Death Stranding, Hitman (2016), Arcanum: Of Steamworks and Magick Obscura, Kirk Hamilton, Aaron Evers, Mark Garcia. Links: Big World Setup tool for Baldur's Gate Enhanced Edition Game Setup Ashton Herrmann on sharing single-player games Next time: TBD! Notes: I call it the "Death Blossom" but the manual calls it the Power of Haste. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk about the Library, our problems with it, how we were misled, and how such things happen, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "On the Ramparts" Issues covered: the Prince as a jerk, what did you call me?, feeling hamfisted but trying for the heart, a stepping stone to better-formed relationship in a game, inter-character action in later Ubisoft games, skipping to the end puzzle of a sequence as a possible goal, misunderstanding the point of the puzzle, skipping a chunk of stuff and being thrown off mentally, having to re-run the room to understand what was going on, building the puzzle piece-by-piece instead of holistically, wanting to see a pattern when it's just a series of steps, the language of the space, Tim loves his cisterns, recontextualizing a space, being able to compare several rooms more or less back-to-back, the memorable rooms from an art standpoint vs a design standpoint, balancing against hidden health packs, feedback loops that are negative for the wrong people, aesthetic fit of the space between worlds in tension with the difficulty piece, unlikelihood of dynamic difficulty balancing, feeling like the later areas were seen less in playtesting, getting to the limits of the traversal, the inability to refill the sands out of combat, camera modes and the camera timer reset, losing track of where the stick movement will take you, breaking the 180 rule, working the level and camera design together, platformers with wider spaces, why this game didn't hit as well as God of War, the possible shadow of September 11, tone and presentation and mass appeal, everything going grim, the arcade-y nature of God of War and the power fantasy, story and video games, the balance of traversal and combat, excellence in craft in the God of War series, the roots of Western civilization and making a Greek story easier to go for, what we're streaming, Sands of Tim. Games, people, and influences mentioned or discussed: Tomb Raider, Soul Reaver, Uncharted, UbiSoft, Assassin's Creed, Naughty Dog, AC: Syndicate, Beyond Good and Evil, Prince of Persia (2008), Crystal Dynamics, Apple ][, Ocarina of Time, Perfect Dark Zero, Resident Evil, Kingdom Hearts, Remi Lacoste, Mario (3D series), Artimage, Binx: The Time Sweeper, God of War, DOOM, John Carmack, Max Payne, Jak 2, Brian/dontkickfood, Hitman (2016, series), Death Stranding, Metal Gear (series), Hideo Kojima, Lea Seydoux, Lyndsay Wagner, Arcanum: Of Steamworks and Magick Obscura, Fallout (series), Troika, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish the Game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we return to our series on Baldur's Gate with an interview with James Ohlen, who was lead designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:50 Interview 52:50 Break 53:21 Outro Issues covered: starting a comic book store at 19 right before the market crashed, the origin of Minsc, starting at BioWare, building an IP bible as a way to start, working the killer hours and becoming the lead designer, putting in the 25000 hours, getting lucky and selling millions of copies, the impossibility of faking love, the choice between real-time and turn-based leading to pause-and-play, being delayed by Diablo, having contributions from everyone for design, sharing credit, feeling of playing D&D more important than perfect translation, balancing being easy due to so many party members, feeling smart, finding patterns in your party, relying on save and load, random numbers, the team testing the game, using characters from the binder, finding the voice for Minsc, writers taking ownership of voice, the passing of a player, bringing in characters from more players, growing the Sword Coast, staying away from the main space others were used, the perks of working for Wizards, four types of player, learning to respect player types, the end of a game being less tested, fighting the "dumbing down" due to overplay, engaging with the community, Karzak the Half-Orc and Gromnir and criticism, incorporating another player's character in to some coming work, caring so much for the license, being able to put infinite hours in. Games, people, and influences mentioned or discussed: Ray Muzyka, Greg Zeschuk, Neverwinter Nights, Jade Empire, Knights of the Old Republic, Dragon Age: Origins, Star Wars: The Old Republic, Arcanum Worlds, Odyssey of the Dragon Lords, Wizards of the Coast, Kevin Martens, Image Comics, Magic: The Gathering, Cameron Tofer, Augustine Yip, Warcraft, Doom, Dungeons & Dragons, Shattered Steel, Scott Grieg, Malcolm Gladwell, Fallout, Civilization, Gold Box (series), TSR, Interplay/Black Isle, Chris Avellone, Chris Parker, Feargus Urquhart, Blizzard, Diablo, David Brevik, Prince of Persia: Sands of Time, Michael Backus, Chris King, Lukas Kristjanson, Gary Gygax, Ross Gardner, Dean Anderson, Icewind Dale, Trent Oster, Beamdog, Richard Bartle, David Gaider, Drew Karpyshyn, LucasArts, Starfighter, Mark Garcia, Sands of Tim/Brett-e Davis, Hitman 3, Arcanum: Of Steamworks and Magick Obscura, Troika, Kirk Hamilton, Aaron Evers. Next time: More Prince of Persia! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk a bit about combat and especially the way the baths area expands the level design, despite a few visual language missteps. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Soldier's Mess Hall Issues covered: the physics of ponytails, trying to make the palace feel like a real place, deathtraps, major locations, a thin narrative, establishing a relationship between the Prince and Farah, who he's telling the story to, a charming rogue, differences with other similar heroes, the upcoming elevator scene, a companion character that is genuinely helpful, the scripting of Farah to be helpful, Farah as an element of the combat space, having different voice lines for small changes in order, the availability of further linearization, making your small choices make an experiential impact, not being forced to learn by trial and error, not refreshing mechanics for players, the cadence of mechanics to reinforce learning, level design and design jokes, the bath house room, going between two spaces, recontextualizing a space, environmental storytelling misleading the player, symmetry getting in the way, macro goals getting in the way of the level design, the possibility that these were solutions that needed further refinement, being able to rewatch the vision as a band-aid, loving the ability to climb up through swinging and jumping, having the heavy sword as a key, not cuing that the sword is going to go through the wall well, the rewind time mechanic, using the sands as a resource, the cooldown mechanic, an additional health bar for combat and not caring about your health as much, painless experimentation without reloading, learning combat by rewinding to the moment of pain, crowd combat and finding gaps to escape through, finding ways to make traversal less punishing in more modern games, not needing the sands to be a resource, needing to refill the bubbles by killing enemies, the grittier sequels, our lack of cussing, narrative reactivity, our streaming lives. Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider (series), Chris Hecker, The Three Stooges, Mass Effect, Half-Life, Uncharted, Tangled, Firefly, Nathan Fillion, Aladdin, Republic Commando, Captain America, Mark of Kri, Rise of the Kasai, God of War (2018), Resident Evil 4, Ico, Dark Souls, Devil May Cry, Legend of Zelda: Breath of the Wild, JS Bach, the Crab Canon, Assassin's Creed, Super Meat Boy, Arkham (series), Jonathan Blow, Braid, Remi Lacoste, Frost Raven, John Romero, mysterydip, Finding Dory, Maximum Super Dip Land, Bastion, Supergiant, Logan Cunningham, The Crow, Arcanum: Of Steamworks and Magick Obscura, Baldur's Gate, Vampire: The Masquerade, Troika Entertainment, Icewind Dale, Hitman 3, Knives Out, Sherlock Holmes, Clue, Kirk Hamilton, Aaron Evers. Errata: The word for a story that is the story of its own making is poioumenon. We regret the error. Links: Tomb Raider: Cameras and Emotion Next time: A Bonus! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Linda Kiby Zetterman är en industriveteran som har jobbat på både Avalanche och Paradox. 2016 grundade hon Warpzone Studios tillsammans med sin man Fredrik och den 27 oktober släpper de sitt debutspel Hammerting. I avsnitt 297 av Tredje Gången Gillt pratar hon om indie, spelmotorer, Horizon: Zero Dawn, Arcanum: Of Steamworks and Magick Obscura och obehagliga Silent Hill-upplevelser.
Welcome to Dev Game Club, where this week we return to our annual tradition: a series on a horror-themed game. This year we look at 2004's Vampire the Masquerade: Bloodlines, the last game from RPG developer Troika. We set the game in its time (and its crowded month) and talk about its license, how that compares with D&D in particular, and the opening moments of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into Santa Monica Issues covered: our interview with Glenn Corpes, 2004 and especially November of that year, stiff competition, shipping on an untested engine, what engine support one can expect, the costs of building your own engine, delays in engine/game development, shipping Steam at the same time, why Valve isn't more of an engine company, founding and fall of Troika, the studio's earlier games, the full implementation of D&D 3.5, save-scumming through a final battle, the consolidation of RPGs under Microsoft Game Studios, southern California game developers, a differing style of tabletop RPG, lesser emphasis on statistics, heavier melodrama with more role-play focus, politics and diplomacy, ending the world of White Wolf, a modern setting, vampires living among us, "classic" settings in D&D, Dark Sun/Eberron side settings, a question of being less timeless, tying into a very specific aesthetic and time and place, anti-heroic settings and edginess, the Storyteller System, mission goals for small numbers of XP rather than around skill uses and cleverness, cinematic combat in tabletop, focus on intrigue, Greyhawk/The Forgotten Realms, timelessness in settings, the White Wolf MMO, the options for character creation, multiple-choice questions, vampire clans/archetypes, dancing around what we were picking, ending as Nosferatu, vampires as an analogy for disease, being staked and stunned, a big world-building moment, Camarilla vs Sabbat, a theater of the undead, the niche nature of the World of Darkness, not necessarily wanting to pick a Nosferatu, possibly feeling like a different game based on clan, the horror of becoming like Tim, designing a question system for RPG character creation, tournament selection and classes, points-based questions and answers, attributes: physical/social/mental, abilities: talents/skills/knowledges, feats as combinations of attributes and abilities, vampire magic as disciplines, experience points as skill trees purchases, not being able to have it all, the high quality of Smiling Jack as a focus and as a world-builder, various skills to introduce, learning powers and having multiple tutorial paths based on clan, simple passive tutorializations, watching a loop of the TV or listening to the radio, how much we both love LA. Games, people, and influences mentioned or discussed: Glenn Corpes, Populous, Kotaku Splitscreen, LucasArts, KotOR 2, Doom 3, Fable, Sly 2, Spider-Man 2, Ratchet & Clank: Up Your Arsenal, Jak 3, Pikmin 2, Paper Mario: The Thousand-Year Door, Beyond Divinity, Baldur's Gate 3, Medal of Honor: Pacific Assault, Everquest II, World of Warcraft, Half-Life 2, Halo 2, Metroid Prime 2: Echoes, Metal Gear Solid 3: Snake Eater, Counterstrike (Source), Legend of Zelda: Minish Cap, Rollercoaster Tycoon 3, Bejewelled 2, Epic, Unreal, Valve, Respawn, id Software, Deus Ex, Troika, Tim Cain, Leonard Boyarsky, Fallout (series), Interplay, Jason Anderson, Temple of Elemental Evil, Arcanum: Of Steamworks and Magick Obscura, Bethesda Game Studios, TES V: Skyrim, Andrew Meggs, Shadowrun, Dungeons & Dragons, Obsidian Entertainment, The Outer Worlds, inXile, Wasteland 2, Brian Fargo, The Bard's Tale, The Village of Hommlet, White Wolf, John Stafford, Crystal Dynamics, Call of Cthulhu, Werewolf: The Apocalypse, Mage: The Ascension, Wraith: The Oblivion, Mummy: The Resurrection, Gary Gygax, Lord of the Rings, Anne Rice, Wizards of the Coast, Twilight (series), The Matrix, Ray Gresko, Richard Garfield, CCP, Ultima (series), What We Do in the Shadows, Nosferatu, System Shock 2, Ubisoft, Far Cry, Assassin's Creed, Horizon: Zero Dawn, Danny Trejo, Tom Cruise, Interview with the Vampire, AwwwwwYeeeaah, Kirk Hamilton, Aaron Evers. Next time: Through Downtown Note: White Wolf Publishing became defunct in 2018. We were unaware, which may speak to its niche nature. Errata: Nosferatu was 1922 and it is Count Orlok. Count Orloff/Orlov is a figure in Russian history. Twitter: @timlongojr and @devgameclub, Twitch: brettdouville, instagram:timlongojr, DevGameClub@gmail.com
Having rescued Anthilda and guided the rest of the colony back to the mice-herders from the Guild of Colony Conductors, our Beastly Heroes now find themselves a tad lost... Sponsored as part of the Roll20 Spotlight program. Go to roll20.net/start/doad to make a free account and try out the Adventures on a Dime rules we're playing with! Background music from Arcanum: Of Steamworks and Magick Obscura and Ghost of a Tale
¡¡¡Hola a todos!!! ya tenéis a vuestra disposición una hora de entretenimiento con nuestro podcast y lo mejor de todo, es gratis. En este programa encontraréis secciones como: Top 5, desvelamos la pregunta ¿Cuánto estarías dispuesto a pagar por la nueva PS5? Xenotertulia Reseña de Hellblade Senua's Sacrifice por Noemi Buscando reliquias, Arcanum: Of Steamworks and Magick Obscura Now Playing No olvidéis dejarnos vuestros comentarios de que os ha parecido el podcast.¡¡¡A disfrutarlo!!!
The Golden Joystick Awards have announced their winners including the controversial decision for best game of the year. Bobby checks out Spellbreak, the upcoming Battle Royale, Emilio gets deep into Fallout 76 and prefers Battlefield V over Call of Duty: Black Ops 4. ON THE RADAR Core POC, Artifact, Sunset Overdrive, Arcanum: Of Steamworks...
Let's chat magic in games! What are our favourite spells? Should magic be chaotic? Or should it be arranged in an orderly tome? Alice likes the competing forces of technology and magic in Arcanum: Of Steamworks and Magick Obscura, while Matthew tells us about a Japanese import of Ni No Kuni on Nintendo DS which came with a real spellbook. But we’ve been playing stuff too. Alice has been shouting at gravity in anti-platformer Youropa, and Matthew has been trying to cope with the size of Egypt in Assassin’s Creed Origins. A special thanks to Chris McDowall for the theme suggestion. May your life be full of good magic and only a moderate amount of chaotic magic. If you want to suggest a theme for a future episode, please email podcast@rockpapershotgun.com. Links: Arcanum: Of Steamworks and Magick Obscura: https://en.wikipedia.org/wiki/Arcanum:_Of_Steamworks_and_Magick_Obscura Final Fantasy XV is so magical: Two Worlds was a game: https://en.wikipedia.org/wiki/Two_Worlds_(video_game) Sorcery was our best RPG of 2016: https://www.rockpapershotgun.com/2016/12/03/best-rpg-2016/ The cannon spell from Planescape Torment: https://www.youtube.com/watch?v=OKZZEPoVb4c Ni No Kuni’s magic spell book on DS: https://youtu.be/HQtH4eQI7sA?t=1m8s BioShock Infinite was pretty different in early demos: https://youtu.be/6WUt5dEMt_Y?t=4m22s Have you played… Else Heart.Break()? https://www.rockpapershotgun.com/2017/02/20/have-you-played-else-heart-break/ The Earthsea books: https://en.wikipedia.org/wiki/Earthsea The Knightmare TV show: https://www.youtube.com/watch?v=eU5pdZOA9vc Knightmare Live: https://www.youtube.com/watch?v=XC_46fJIySw Have you played… Encarta Mindmaze? https://www.rockpapershotgun.com/2017/04/04/have-you-played-encartas-mindmaze/ Gravity works differently in Youropa: https://www.youtube.com/watch?v=2_t3XUurm6Q Our Assassin’s Creed Origins review: https://www.rockpapershotgun.com/2017/11/01/assassins-creed-origins-review-pc/
Welcome to Episode 87 We start off with TheSuffolkRam trying to not talk about Farcry 5 but hes end up doing so anyway. Bard then kick us off property with discussing two CRPG: Arcanum and Divinity original sin 2. First up is Arcanum: Of Steamworks and Magick Obscura. A Victorian era steampunk, where you can play as a special person. We talk about the beautiful music and how to do a steampunk in a world properly. Skazz talks about Nier Automata, previously discussed by Middlemeister, Skazz misses the fact he is unfortunately not able to shout at him about the game. He gives a different view on the game by discusses how the story didn’t effect him and how and the characters throughout didn’t work for him. Bard then carries on with talking about his other CRPG hes been playing Divinity Original Sin 2. He talks about the strange cast of characters such as an undead skeleton called Fane and a human with a deamon in her head. He talks about the depth and complexity of the story and the way characters can interact with each other. We then move onto Skazz talking about Gal*Gun 2, the sequel to the very serious, hard hitting, in depth on rails shooter about being shoot by cupid and getting charged at by hundreds of girls. He talks about the change of mechanics in the sequel, and how it feels like it should by a VR game. Bard revives and old section by playing a recently released board game called rising sun , set in feudal japan a game about political intrigue and back stabbing your friends. We discuss other similar games like Battlestar Galataca. We also talk about the various episodes we’ve missed and the various ways to listen to us. We discuss the recently released Kingdom Come Deliverance without any of us having playing the final release and also Skazz’s dinner Notes: Like victorain steam punk and fantisy? have a look Arcanum: Of Steamworks and Magick Obscura Previous discussed with different view points: Nier Automata Another more modern CRPG but also very good with Divinity: Original Sin 2 Only play if you can handle deeply serious subject matters with Gal*Gun2 Betray your mate and form uneasy alliances with Rising Sun Follow us on twitter Like us on facebook Subscribe to our YouTube channel Join us on google+ Join our Steam Group Why not come join us for our next live stream? See our YouTube channels for details Cheers TheSuffolkRam, Skazz, Middlemeister and Bard
Welcome to Episode 87 We start off with TheSuffolkRam trying to not talk about Farcry 5 but hes end up doing so anyway. Bard then kick us off property with discussing two CRPG: Arcanum and Divinity original sin 2. First up is Arcanum: Of Steamworks and Magick Obscura. A Victorian era steampunk, where you can play … Continue reading "Rand(Nerds); Episode 87"
E3 on ihan nurkan takana ja pojat ovat ihan innoissaan uudesta Tekkenistä, voi juku. Valtteri leikkii vankiluolan mestaria, Kristianilla on sanottavaa uudesta Pokemon-pelistä ja Jesse päristelee menemään itäeurooppalaisissa metsissä. Kuukausittaisen pelikerhon peli on Arcanum: Of Steamworks and Magick Obscura.
Welcome to our first episode in our series examining 1997's Fallout. We talk a bit about the RPG renaissance it seemed to kick off and then delve into the first few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until you reach Junktown Podcast breakdown: 0:37 Segment 1: Relevance 32:11 Break 32:36 Segment 2: Towards Junktown 1:08:46 Break 1:09:17 Segment 3: Listener feedback, next time Issues covered: Brett's workshopping and quotes collection, RPG resurgence in the late '90s, Interplay and other RPG-maker troubles, a new direction for Western RPGs, getting away from the high fantasy setting, accessible turn-based combat, supporting text, return to apocalypse, enabling a variety of settings, tabletop RPGs, hexagonal and rectilinear grids, maturity, relatability, gruesome deaths, archetypes, humor, RPGs vs RPG elements, numerical traits and skill systems, player agency over character destiny, filling out the trees, flexible specialization, progression vs role-playing, character creation anxieties, watercooler talk, grim humor in the introduction, bravery and commitment in world-building, licensed titles, 1950s optimism taken forward, the pleasantly clicky UI, encountering Shady Sands en route to Vault 15, two-headed cows, the emergence of voice, the little pocket DM, finding ropes, feedforward loops, barter is broken, Tim's uphill battle, speedrunning Super Metroid, secrets. Games, people, and influences mentioned or discussed: Star Wars, Mortimer and the Riddle of the Medallion, Ultima series, JRPGs, Gold Box series, Interplay, Wasteland, Tim Cain, Stonekeep, Eye of the Beholder, Troika Interactive, Arcanum: Of Steamworks and Magic Obscura, Atari, Sierra, Gathering of Developers, Leonard Boyarsky, Jason Anderson, Mad Max, Diablo series, Bard's Tale, Dungeonmaster, Sherlock Holmes Consulting Detective, Brian Fargo, The Walking Dead, Fury Road, Baldur's Gate series, Fallout 2, Icewind Dale series, Planescape: Torment, Lionheart, Temple of Elemental Evil, Vampire: Bloodlines, Dungeons and Dragons, GURPS, J. R. R. Tolkien, Call of Duty series, Bethesda Game Studios, DOOM, Skyrim, Assassin's Creed series, Far Cry 3/4, World of Warcraft, Batman: Arkham series, Prototype 2, LucasArts, Day of the Tentacle, Grim Fandango, Ken Rolston, Elder Scrolls series, Liam Neeson, Patrick Stewart, Raiders of the Lost Ark, Super Metroid, Jeremy Fischer, Phil Rosehill, Doug Thorpe, BattleTankBob, Daniel Johansson, Chase Chamberlain. Next time: Play until you have resolved the water chip quest Links: Tim Cain in the GDC Vault (how appropriate!) Super Metroid Speed Runs: Super Metroid - 100% run in under 80 minutes Super Metroid - any% race (4 runners - ~44 minutes) Super Metroid - any% - 2 players, 1 controller Super Metroid - any% - Reverse Boss Order Another 100% run @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
We got a review! Also we are sorry for the late show. This week on The RPG Show, the guys review Arcanum of Steamworks and Magick Obscura.
the 3rd episode of our campaign based on "Arcanum: Of Steamworks and Magick Obscura"
(Thanks to ALONE IN THE CHAOS for the show’s theme music, via the Creative Commons license). Mosenbread the special half-ogre storms the world of steampunk. Also: Top 5 Nintendo 64 games