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Spieleveteranen-Episode #402 (16-2025) Besetzung: Heinrich Lenhardt und Jörg Langer Aufnahmedatum: 09.04.2025 Laufzeit: 1:59:24 Stunden (0:00:15 News & Smalltalk – 0:31:13 Zeitschriften-Zeitreise) Der Frühjahrsputz der Zeitmaschine wurde erledigt, das Duftbäumchen ist angebracht und so steht einer neuen Rundreise durch die Spielemagazingeschichte nichts im Weg. Im Bonus-Segment für Patreon-Unterstützer stoßen die Veteranen 2015 zum Beispiel auf das Erbe der Infinity-Engine-Rollenspiele. Die restlichen Jahrzehnte sind bei allen im Programm: Wir begegnen unter anderem dem Karrieregipfel eines Schleichagenten (2005), Star Wars auf Doom-Spuren (1995), einem ebenso reifen- wie nervenaufreibenden Autorennen und dem Heimcomputer Commodore 128 (1985). Vor dem Einfädeln in die Zeitströme beginnen wir die Sendung wie gewohnt mit News, Spielberichten und Hörerpost. Unterstützt die Spieleveteranen und hört das volle Programm: https://www.patreon.com/spieleveteranen 0:00:15 News & Smalltalk 0:02:15 Gemischte News: Vorbestelltrubel und Geschmacksfragen rund um die Switch 2, das legendär schlechte Rennspiel Big Rigs: Over the Road Racing kehrt auf Steam zurück. 0:14:16 Zuletzt gespielt: South of Midnight und Strategic Command: World War I (The Great Game Mod). 0:22:54 Hörerpost von Gordian Ezazi, Michael, Pat, Andreas Wanda und Felix E. 0:31:13 Zeitschriften-Zeitreise: April 2005, 1995, 1985 0:31:43 GameStar 5/2005, u.a. mit Splinter Cell 3, Brothers in Arms und Silent Hunter 3. 0:49:03 PC Player 5/1995, u.a. mit Star Wars: Dark Forces, Bioforge, Atari 2600 Action Pack und Discworld. 1:22:21 Happy-Computer 5/1985, u.a. mit Pitstop II, H.E.R.O., The Ancient Art of War und den Telarium-Adventures. Und zum 64'er-Sonderheft »Abenteuerspiele« gibt es nach 40 Jahren einen kleinen Update. 1:56:48 Abspann.
Gaurab Chakrabarti and Sean Hunt are the Co-founders of Solugen, which replaces petroleum based products with plant-derived substitutes without sacrificing affordability or performance. They met playing poker in college, kickstarted the company with $10k from an MIT pitch competition, and have since scaled the business to over nine-figures in revenue. Solugen has raised over $642 million from investors like Fifty Years, Lowercarbon Capital, Founders Fund, Refactor Capital, and Cantos Ventures. — Brought to you by Secureframe, the automated compliance platform built by compliance experts: https://bit.ly/47sxTQ0— Topics discussed: How the chemicals industry touches 25% of US GDP Why the industry is like real estate: fragmented and focused on asset utilization The reason chemicals companies have terrible NPS scores How Solugen's manufacturing process converts plants and C02 into chemicals Meeting over a game of poker while getting their PhD's Winning $10k from an MIT pitch competition to capture 10% of the float spa market in Dallas, Texas Why the first wave of Cleantech startup fail Why logistics and supply chain are the biggest problems in Chemicals Their framework for thinking big, but taking little steps to get there Running their homemade metal catalyst reactor at YC Demo Day Launching, scaling, and selling a CPG wipes company to prove their chemicals worked Building their first factory (the BioForge) on the site of an exploded wax distillery Their strategy for getting large, multinational companies to try their products — Referenced: YC Application video: https://www.youtube.com/watch?v=tItLPnLIH4o Solugen - The First Carbon Negative Molecule Factory: https://jeffburke.substack.com/p/solugen-the-first-carbon-negative Solugen - The Century of Biology: https://centuryofbio.com/p/solugen — Where to find Gaurab: Twitter: https://twitter.com/gaurabc LinkedIn: https://www.linkedin.com/in/gaurabchakrabarti — Where to find Sean: Twitter: https://twitter.com/TungstenSeanide LinkedIn: https://www.linkedin.com/in/huntsean — Where to find Turner: Newsletter: https://www.thespl.it Twitter: https://twitter.com/TurnerNovak — Production and distribution by: https://www.supermix.io —For sponsorship inquiries: https://docs.google.com/forms/d/e/1FAIpQLSebvhBlDDfHJyQdQWs8RwpFxWg-UbG0H-VFey05QSHvLxkZPQ/viewform
Some time ago I set out to find out as much as I can about the fate of „BIOFORGE PLUS“ – the official add-on to the 1995 Origin Systems‘ action title „BIOFORGE“ which, after a… Mehr
Huiiii, Jubiläumszeit – das hier ist der ganz offiziell 100. Level von „Game Not Over“! Tänze in den Straßen, jubelnde Massen überall, Sondersitzungen im Bundestag! Ich habe lange überlegt, welchem Spiel die Ehre zukommen sollte,… Mehr
Grath és Stöki retro videojátékos podcastjának kisebb vadhajtása. Az adás témája: Bioforge. Kísérőposzt itt: https://iddqd.blog.hu/2022/03/28/checkpoint_mini_180_bioforge
The Origin Systems legend had a chat with our Adrian about the many, many games he has developed. Directing Ultima Online and being QA lead for the revolutionary BioForge are just two of his countless achievements. Named regularly as one of the most influential figures in the MMO scene there's not much this guy doesn't know. Was an honour to have him on the show. Enjoy. Check out Starr's latest project Shroud of the Avatar here. All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use’ for the purposes of comment or critique.Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK or catch us on facebook.com/arcadeattackUK
A lot is owed to Origin Systems's BioForge, a weird and wonderful tale of a man turned into a cyborg seemingly against his will. It pioneered a lot of techniques used in subsequent mid-90s console gaming and is well worthy of a look. Adrian tells us all, thankfully without beating us with our own limbs (you'll see what I mean...) Ken Demarest (Origin Systems) - Interview Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK or catch us on facebook.com/arcadeattackUK All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use’ for the purposes of comment or critique.
“BIOFORGE” – das habe ich ja bereits in Level 21 in aller Ausführlichkeit besprochen. Und weil’s so schön war, gibt es jetzt gleich noch mehr Informationen dazu! Es folgt nämlich das erste Add-On in der… Mehr
Wie viele Spiele kennt ihr, in denen man einen Gegner mit seinem eigenen, abgerissenen Arm verprügelt? Mir fällt in erster Linie „BIOFORGE“ ein – das sich nicht nur, aber auch deswegen in mein Gedächtnis eingebrannt hat.… Mehr
Welcome to Dev Game Club, where we are beginning a new series about 1995's Star Wars: Dark Forces. We situate the game in its time a bit and then turn to the first three levels of the game, specifically talking about its level design and a bit about squeezing Star Wars into games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through The Subterranean Hideout Podcast breakdown: 0:46 Segment 1: Dark Forces 49:50 Break 50:25 Segment 2: Feedback Issues covered: Star Wars character class, Bothan spies, Tim as Dark Forces tester, PlayStation version, credits up front, lots of adventure games in 1995, fond memories of DF, faking co-op by phone, project leader Daron Stinnett, prior Star Wars games, level design, not a discipline, innovating beyond DOOM, grounding the level design in architecture, creating a sense of place, increased complexity, verticality, auto-aim, ducking and jumping, lighting, scale of rooms and levels, grounded vs abstract levels, Star Wars economics, using more detail in rooms being visited multiple times, characters and story lines fitting into Star Wars, hunger for new Star Wars stories, loving and respecting Star Wars, building characters on Star Wars archetypes, bringing in Star Wars elements and fitting them into the game, Crix Madine, flexibility with using a new character, mechanics, vertex lighting, enemies who aren't facing your way, reimagining the Williams aesthetic, seeing Star Wars a bunch of times, controls, differences between GOG and Steam versions, Brett's weird keyboard configuration, sliding movement, pace of play, cover shooters, seeing canonical characters in mission briefings, seeing the hive of scum and villainy side of things, leaning on the existing world-building of Star Wars, polygonal Moldy Crow, fixed point and floating point math, seeing a thing in a cutscene and then in-game, levels getting bigger, resources carrying between levels, Brett delivers a punk serenade to the audience, Tim mispronounces "proliferation," pitch docs, DVD-style commentary on Jedi Starfighter, surfacing unreleased content, lack of bang for buck, not showing things that aren't complete, saving stuff for a sequel. Games, people, and influences mentioned or discussed: George Lucas, X-Wing vs TIE Fighter, Day of the Tentacle, Full Throttle, Sierra, The Dig, Phantasmagoria, The Beast Within, The 11th Hour, I Have No Mouth and I Must Scream, Warcraft 2, Blizzard Entertainment, TIE Fighter, Command and Conquer, Flight Unlimited, Looking Glass Studios, Chrono Trigger, Square, Enix, King Arthur and the Knights of Justice, Descent, Marathon 2, Hexen, DOOM, Daron Stinnett, Starfighter (series), Republic Commando, Outlaws, Jedi Knight, Bioforge, D, Super Star Wars, Rebel Assault I & II, Myst, Reed Knight, Darren Johnson, Kevin Schmidt, Ingar Shu, Matt Tateishi, Ultima Underworld, Anachronox, Mysteries of the Sith, Empire Strikes Back, Clint Bajakian, Half-Life, Amy Hennig, DOOM 3, Wolfenstein, Quake, id Software, Unreal, Descent, Brian Taylor, Buttercup Scratchnsniff, The Ramones, The Platters, Bing Crosby, God of War, Daniel C, Andrew Kirmse, Nathan Martz, Doug Modie, Troy Mashburn, Rich Davis, Halo 5, Arkham (series), Fallout 3. Next time: Through The Death Mark @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Today, Katey talks with Ryan Ike, Akash Thakkar, and Jacob Pernell about some of the most ridiculous games they've ever played - and why they love them. In this podcast: Katamari Damacy, God Hand, Metal Gear Rising: Revengeance, Bioforge, and more!
1995, als 8 MByte noch ein großzügig dimensionierter Hauptspeicher war, erschien BioForge, ein ambitioniertes Action-Adventure von Origin.
We tracked down BioForge director, programmer, and producer Ken Demarest to discuss the origins, development, and legacy of his 1995 game.