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Gabinet terapeutyczny Bez dyskusji zawsze znajdzie czas na kolejnego pacjenta! Dziś gościmy autora "CD-Action" oraz prawdopodobnie najbardziej zapalonego badacza sceny niezależnej, jakiego można znaleźć na polskim YouTubie. Wraz z Karolem Laską przeanalizujemy długą drogę od gracza-małolata do opiniotwórczego publicysty, wszystko, jak zawsze, z olbrzymią dawką nostalgii!W odcinku będzie mowa o...12:00 – The Curse of Monkey Island (pobocznie: Książę i Tchórz oraz Baśń o Dziadku Mrozie, Iwanie i Nastce)29:00 – Rayman 3: Hoodlum Havoc (pobocznie: Kangurek Kao i Kangurek Kao: Runda 2)36:20 – Gothic - cała trylogia47:30 – World of Goo55:20 League of Legends / DOTA 2 / Heroes of the Storm01:03:30 – The Binding of Isaac: Rebirth01:20:00 – Dark Souls - pierwsza odsłona01:32:00 – Disco Elysium01:41:00 – Celeste01:54:00 – Hellblade: Senua's Sacrifice (pobocznie The Last of Us 1 i 2)kanał YT Karola: https://www.youtube.com/@LudoNarratorzyPomóż nam w tworzeniu programu – https://patronite.pl/bezdyskusjiNasz Discord: https://discord.gg/eyCGYBrx9fWpadaj na naszą grupę! - https://www.facebook.com/groups/520144846333243Chcesz nam coś kopsnąć? - https://buymeacoffee.com/bezdyskusji
Mais Dragon Quest no Galinha Viajante, finalmente! Começando as comemorações de 40 anos da franquia que fez nascer os JRPGs, Leon e Samuca recebem Kate do Gamer Como a Gente pra falar de Dragon Quest III HD-2D. Conheça mais das vocações, personagens, e do mundo com seus diferentes sotaques, e viva a história do filho de Ortega, herói de Alefgard, se não fosse por um palhaço peidão.APOIE O GALINHA VIAJANTEAcesse catarse.me/galinhaviajanteLINKS DA GALINHACatarse | Youtube | Instagram | BlueskyContato: cast@galinhaviajante.com.brAcesse nosso SITE: galinhaviajante.com.brOUÇA TAMBÉMGV#211: Final Fantasy VII (PS1)GV#201: Clair Obscur Expedition 33 GV#158: Dragon Quest XITRILHA SONORAAcross The Sea, Adventurous Journey, Alefgard, Into The Legend, Battle Theme, Fly In The Sky, Himiko's Palace, Ladutorm Castle, Overture, People In Town, Town (Dragon Quest III HD-2D OST)Battle On The Jazzy Bridge (Quasar)CITADOS NO EPISÓDIOVideogames: Legend of Zelda (NES), Star Ocean, Tales of Phantasia; Dragon Quest I, Dragon Quest II, Dragon Quest III, Infinity Strash: Adventures of Dai, Dragon Quest IV, Dragon Quest V, Ultima, Dragon Quest Builders, Dragon Quest Heroes, Final Fantasy I, Pokémon, Destiny, Dark Souls, Fire Emblem Three Houses, Ogre Battle, Diablo II Outras Mídias: Vídeo-review do Tim Rogers no YouTube, As Aventuras de Fly (Dragon Quest Dai), CAPÍTULOS00:00:00 - Abertura do Episódio00:05:59 - Nascia uma Revolução nos JRPGs00:44:03 - Batalhas, Vocações e Exploração01:31:20 - Um Mundo Vasto e Cheio de Sotaques02:03:41 - Top Dúzia Classes dos RPGs02:12:09 - Encerramento do EpisódioO Galinha vai ao ar toda semana graças aos Escudeiros da Galinha Viajante! Apoie você também o nosso projeto no Catarse e junte-se à Escudaria!Apresentado e produzido por Leon Cleveland e Samuel R. Auras.Contato: cast@galinhaviajante.com.brSupport the show
Welcome to Dev Game Club, where this week we complete our series on 1985's Ultima IV. We delve into dungeons, pilot ships all over, explore the later-game evolutions of the quest, and share some stories before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Many hours more Issues covered: the literary help on the game, requiring 64K, having a consistent voice, how long a game it is, losing a ship, the Gate spell, needing to go back to every town, talking about towns and understanding the shrine quests, locking in elevations, getting later-game quest info, influencing the Triforce, keys without keys, naming dungeons to be the antithesis of the virtues, being unable to take risks like these, rich and dense theming and intricate reinforcing design, dungeons being near the virtues they oppose, requiring a ship to get to many dungeons, using the sextant to get latitude and longitude, mapping the dungeons, dungeon features, first-person hall crawl vs battle rooms, being penalized for fleeing combat, what preconceived notions do we enter with, feeling really dungeon crawly, elaborate battle map usage, The Crypt, getting stuck in a dungeon, describing an A bug, the uselessness of winds, a cove full of pirate ships, ship to ship fighting, finding the town Cove via whirlpool travel, filling in the blanks yourself, a consistent and elegant pattern, symmetry everywhere, design by programmer, leveraging your programming constraints in your narrative, the meta, what we're not, having a point of view about ethics, a procedural rhetoric, committing to the bit, breaking the traditional structure, all the mysteries you need to pay attention to, trusting the player, accessible mysteries, an extremely packed game with layers and meaning, an impactful and relevant game, not wasting your time, a Swiss clock, potential other connections. Games, people, and influences mentioned or discussed: Dungeons & Dragons, Ultima Underworld, Legend of Zelda (series), Diablo IV, Baldur's Gate III, Minecraft, Eye of the Beholder, Final Fantasy (series), Halo, LostLake, Calamity Nolan, Richard Garriott, BioShock, Mass Effect, BioWare, J. R. R. Tolkien, Karla Zimonja, Dark Souls, A Fool's Errand, Hitman, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. TTDS: 1:10:55 Next time: Commemoration Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Met bij hoge uitzondering een alcoholische versnaperingen op tafel zetelen we ons voor een volle show. Maarten wist tussen Xcom 2 en schaken door heel wat tijden van Keez te verbreken in GameClub game Neon White, maar kwam uiteindelijk van een koude kermis thuis. Keez legde uiteindelijk twee games die hem bekoorden om tegenovergestelde redenen te ruste maar vond uiteindelijk soelaas in het warme -en door perfectie verblindende- bad van Dark Souls, dat tevens een van de twee nieuwe VGS Canon games is. Daarbovenop hield Sony een State of Play waar veel over te zeggen was. Het was gezellig, het is De Videogame Show! 00:01:24 - petje.af/devideogameshow00:02:05 - Resident Evil VIII / Resident Evil series 00:06:10 - Neon White00:09:58 - Xcom 200:14:00 - Dragon Quest 7 Reimagined / Dragon Quest Series00:15:30 - Pokemon Pokopia00:29:30 - Xenoblade Chronicles00:31:20 - Claire Obscur Expedition 3300:35:30 - Nioh 300:42:20 - Sony State of Play 00:42:20 - YouTube.com/@postvankeez01:06:45 - De Canon: Portal01:09:15 - Nights Into Dreams01:10:10 - De Canon: Dark Souls Hosted on Acast. See acast.com/privacy for more information.
On this edition of The Catered Quiz, Jack Packard of Adventure is Nigh joins the show to answer questions about the Dark Souls video game series and the band They Might Be Giants. We also talk about Comedysportz, Jane Kaczmarek and Ernest Borgnine. Check out Jack's recent Improvised D&D The Sweet Sounds of Chumbawumba. For all things related to Adventure is Nigh, visit adventureisnigh.horse. The 1955 film Marty, which won four Academy Awards including Best Picture and Best Actor, is currently streaming for free on Tubi.
¡Miercoles de Podcast! En esta ocacion para las notas semanales hablamos de los anuncios en el Nintendo Direct, el aumento de precio en Crunchyroll, el anuncio de la temporada tres de The Last Of Us y el posible anime de Dark Souls 3 y por ultimo sobre la serie de Baldur's Gate 3. Adicional para el tema de la semana compartimos nuestros pensamientos sobre la segunda temporada de la serie de Fallout¡Que lo disfruten!
Welcome to Dev Game Club, where this week we continue our series on Ultima IV. We talk about the boat, we talk about dungeons (a tiny bit), we deep dive into NPCs and consequences, we talk about the quests and how everything is in the world, and answer some listener email. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of Ultima IV (Much more, in B's case) Issues covered: revisiting locations and finding new things, a game that does a lot with a little, everything existing in the world, getting to know the world, NPCs sharing sprites and being hard to remember, getting a ship and fighting your way on, broadside combat, dying to a waterspout, wanting to search the oceans, badly simulating tacking, riding a horse, being interrupted in any location, trying to replicate the tabletop experience, feeling like a "yes" game, whether what you do matters, can you be a thief, watering down a morality system, having a limited palette of options at any one time, layering frosting, taking out the friction and icky feeling, the niche audience of some RPGs, taking elements from older games and bringing them into modern games, asking questions of the player who is also the character, avoiding the uncanny valley, an aside into adventure mode, the horseshoe effect on NPCs, reaching the limits of what the human brain can contemplate, an aside into Dunbar's number, facing the same challenges, chunking chapters, feeling the anxiety of there being too much, coalescing your notes from time to time, the telescope moment and seeing the map, the lack of loot, preparing to do things, validating your assumptions, having to revisit everywhere, the friction of Pikmin, getting good controllers, handheld mode, the Wavebird, bouncing off character creation, character creation we've liked, wanting a story to wrap around a more specific character, the generic hero, having fun with a character creator, a freeing character creator. Games, people, and influences mentioned or discussed: Final Fantasy (series), Gold Box (series), Eye of the Beholder, Outer Wilds, The Witcher (series), Beowulf, Dungeons & Dragons, Wizardry (series), BioWare, Mass Effect, BioShock, Dishonored, CD Project Red, Cyberpunk 2077, Baldur's Gate III, Thief, Robin Hood, VtM Bloodlines, Undertale, Dark Souls, Land of the Lost, Dwarf Fortress, Planescape: Torment, Metroid / Castlevania, Richard Garriott, Sasha, Pikmin, Nintendo, Shigeru Miyamoto, Switch, PlayStation, Analog Pocket, Ashton Herrmann, Monkey Island, Wing Commander, Morrowind, Fallout 3, Dragon Age: Origins, Bethesda Game Studios, Blizzard, World of Warcraft, Diablo (series), Metal Gear Solid V, Hideo Kojima, Saint's Row IV, Call of Cthulhu, Asher, Cuphead, KyleAndError, Hitman, FFSZilla, MGS: VR Missions, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 38:30 Links: Majuular Ultima IV video recommended by Chris Next time: Finish Ultima IV Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
En tallrik värmande Speljunta rinner in i ditt öra. I veckans hopkok pratar generalerna om vikten av en tvåa, ett nytt spel på horizonten och om ett inferno som inte längre verkar vara on the line. När vi går igenom vad som snurrat på våra diskar berättar Anton att han tagit en för laget och gett sig i kast med spelet som vill vara allt: Highguard. Susanne har ställt sig i köket i low poly skräckisen Creature Kitchen medan Angelica inte vill sluta spela No Rest for the Wicked. På vår Patreon kan du just nu läsa om den senaste uppdateringen från Juntan och höra ropen skalla: allt ljud åt alla! Spel som nämns i avsnittet: Overwatch (2), Horizon Zero Dawn, Horizon, Horizon Hunters Gathering, Horizon Hunters Steel Frontiers, Monster Hunter, Killzone, World of Warcraft, Highguard, Rainbow Six Siege, Apex Legends, Fortnight, Creature Kitchen, No rest for the Wicked, Diablo, Path of Exile, Dark Souls, Tidskoder: (01:08) Personliga frågan (04:44) Spelnyheter (26:22) Reklam (27:20) Spelintryck
On this episode of Player Driven, Lewis and Greg are joined by Joost Vervoort, Associate Professor at Utrecht University (in the Netherlands) and Science/Impact Director at Speculative Agency. We dive into the "imagination factory" of the games industry and explore how video games can move beyond simple escapism to become tools for systemic societal change and climate activism.
Então tá... tá difícil. Eu não tenho certeza se eu vou conseguir pegar esse Doki Doki [Literature Club] não. Eu só joguei o Dark Souls porque ele já tava lá e se eu enrolar muito é que eu não vou jogar nunca mesmo. E eu quero jogar o Okami, né? O Okami eu também tenho. E queria jogar pelo menos esses dois. Então talvez eu fique jogando esses dois ao invés do jogo do mês. Vamos ver. Não sei. Não sei. O futuro é do Diálogo infinito sobre games via WhatsApp. Com João Varella, Alexandre Sato, Thomas Kehl, Marcos Kiyoto, João R e Marina AndreoliDois Analógicos - Listen on Spotify - Linktree
¡Apoya Reconectados, escucha programas exclusivos y participa en todos los sorteos! ✅ Patreon: https://www.patreon.com/reconectados ¡Déjanos una reseña en esta plataforma y ayúdanos a seguir adelante! Venimos con un nuevo programa cargado de algunos de los juegos más importantes de esta primera parte del 2026. Empezamos por Nioh 3, al que hemos podido jugar ya bastantes horas, y os comentamos en qué radica su evolución con respecto a las anteriores entregas, y todo apunta a que el sistema de combate ha dado un gran paso hacia adelante y asume riesgos. También jugamos a Cairn, que además de ser muy bonito y agradable, parece que logra que un juego de escalada sea realmente purista y físico, pero con matices. Hablamos un poco más de Dragon Quest VII Reimagined y de las decisiones de agilidad y facilidades que toma en su nueva transformación dentro de un apartado visual radicalmente encantador. Por último, comentamos noticias interesantes de la semana, como la aparición de la IA de Google Genie 3 capaz de "generar" videojuegos, los resultados económicos de Take-Two con novedades de GTA 6, los polémicos informes financieros de Xbox o la nueva patente de mando para PlayStation con pantallas táctiles y sin botones. ¡Nos escuchamos la próxima semana y os leemos en comentarios! Time stamps: (00:00:00) - Introducción y ganadores sorteos (00:06:35) - Dragon Quest VII nos lleva demasiado de la mano (00:37:28) - Nioh 3, desafiante pero repetitivo (01:13:35) - Cairn, más que un Dark Souls de escalada (01:27:34) - Noticias candentes de la semana (01:56:19) - Despedida y ¿State of Play en el próximo programa? Compra más barato en nuestro enlace de Instant Gaming: https://www.instant-gaming.com/es/?igr=reconectados ¡Apoya Reconectados, decide y participa en todos los sorteos! ✅ Patreon: https://www.patreon.com/reconectados ¡Sigue nuestro canal de Twitch! ✅ Suscríbete a Twitch: https://www.twitch.tv/reconectados ¡Únete a nuestro grupo de Telegram de ofertas! ✅ Canal de ofertas: https://t.me/ofertasvideojuegosreco ¡Escucha Reconectados cada semana: Jueves 07:00am! Ivoox: https://www.ivoox.com/podcast-reconectados-videojuegos_sq_f1467878_1.html Spotify: https://open.spotify.com/show/0TzgUfUZppavUlKeRreIXL Apple: https://podcasts.apple.com/es/podcast/reconectados-videojuegos/id1304330116 ¡Síguenos en redes sociales! X-Twitter: @ReconectadosPod Jabote: @Jabote22 Manu: @ManuGmn Paula: @paulacroft02 Borja: @borjaruete TikTok: https://www.tiktok.com/@reconectadospod Facebook: https://www.facebook.com/ReconectadosPodcast/ Instagram: https://www.instagram.com/reconectadospod/
We review Dark Souls games and the power of Big Macs
Hoje é dia de comemorar 40 anos de The Legend of Zelda lá do Famicom! O primeiro jogo dessa franquia absoluta dos videojogos é o assunto do episódio de hoje. Samuca e Leon trazem o Bruce pra falar desse clássico que surpreende porque, muito além de ter um significado histórico gigante, ainda é um jogo muito bom até hoje. E obrigado Ágata do Buraco Atrás do Pôster pela participação especial na narração do texto do manual do jogo!APOIE O GALINHA VIAJANTEAcesse catarse.me/galinhaviajanteLINKS DA GALINHACatarse | Youtube | Instagram | BlueskyContato: cast@galinhaviajante.com.brAcesse nosso SITE: galinhaviajante.com.brOUÇA TAMBÉMGV#220: Metroid PrimeGV#209: Super Mario OdysseyGV#197: Top Dúzia Jogos do SwitchTRILHA SONORATitle Screen, Overworld of Hyrule, Dungeon Theme (The Legend of Zelda OST)Legend of Zelda Main Theme (Super Smash Bros Brawl OST)Legend of Zelda Main Theme (Super Smash Bros Ultimate OST)DLC 2 Medley, Trailer Music (Zelda BOTW OST)Legend of Zelda Main Theme Jazz Cover (Multiplayer Big Band)Battle On The Jazzy Bridge (Quasar)CITADOS NO EPISÓDIOVideogames: Metroid Prime 4, Animal Crossing, Smash Bros., Mario, Castlevania 3, Dragon Quest, Battletoads, Ultima, Zork, Tower of Druaga, Xanadu, Ys, Tunic, Pegglin, Dragon Slayer, Hydlide, Returnal, Dark Souls, Hob, Oceanhorn, Fable, Darksiders, Okami, CrossCode, Castaway, The Binding of Isaac, Moonlighter, Genshin Impact Outras Mídias: The Big Bang Theory, Bolero (Maurice Ravel) CAPÍTULOS00:00:00 - Abertura do Episódio00:06:51 - As Origens da Lenda00:47:40 - Explorando a Primeira Hyrule01:42:36 - 40 Anos de Legado01:52:18 - Top Dúzia Jogos Zelda-Like02:03:44 - Encerramento do EpisódioO Galinha vai ao ar toda semana graças aos Escudeiros da Galinha Viajante! Apoie você também o nosso projeto no Catarse e junte-se à Escudaria!Apresentado e produzido por Leon Cleveland e Samuel R. Auras.Contato: cast@galinhaviajante.com.brSupport the show
Welcome to Dev Game Club, where this week we continue our series on 1985's Ultima IV. We talk a lot about the mysterious sense of the game, the talking interface and mechanics, and dive a bit into combat before turning to reader mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another number of hours Issues covered: missing out on talking to someone, sleeping sprites, having a talk prompt and fallbacks, having generic topics per town, putting together with nouns and verbs, adding to world-building, introducing riddles and puzzles, having a sense of what's going on under the hood, exploring through talking, the technical implementation issues, the letter limits, likely implementation details, iterating on a design, fast travel, the many eights, explaining the moon gates, fleeing a boat, the ways you can pause the game, how the moon states work, the persistence of the world, the long table, more arguments for the persistence of the world, getting into combat, the zoomed in battlefield, strategizing around leveling up characters, readying/switching weapons, anticipating dungeon combat, the combat soundscape and understanding the battle, using every key on the keyboard, how many monsters there are, leveling combat, leveling up by talking with Lord British, non-linear XP table, reinforcing the relationship with both Lord British and Richard Garriott, having the cycle of leveling up, the surprise of discovering Magincia, a question of controllers, swapping between screens, distinctions between different Pikmin games, our favorite Pikmin types, charity unlocks, capybara attacks. Games, people, and influences mentioned or discussed: Sierra, King's Quest (series), LucasArts, Dungeons & Dragons, Larian, Baldur's Gate (series), Eye of the Beholder, The Outer Wilds, Her Story, Sam Barlow, Deadly Premonition, Ultima Underworld, Final Fantasy Tactics, The Elder Scrolls (series), Serious Sam, Richard Garriott, Ultima Online, Darren Johnson, Star Wars (obliquely), Pikmin, Dark Souls, Missile Command, MysteryDip, PlayStation, Xbox, Nintendo, Calamity Nolan, Virtual Boy, Okami, The Simpons (obliquely), Asher, FSSZilla, Cuphead, Hitman, Metal Gear Solid, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 59:13 Next time: More Ultima IV! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
This week, we're giving you more tales from the backlog! Join us as we go through the highs, the lows, and tell you which of these games you need to play. Timestamps below!Timestamps:00:00:00 - Intro00:06:00 - Final Fantasy 1500:30:00 - Dark Souls 00:46:00 - Persona 5 Tactica00:54:00 - Far Cry 401:02:30 - Hyrule Warriors Age of Imprisonment01:12:30 - Ethan's Rapid Fire01:21:30 - Urban Myth Dissolution Center01:00:00 - OutroRemember to follow us on twitter at @hotgamersonly and subscribe to our youtube channel for the video version at youtube.com/hotgamersonly. You can also follow the boys on twitter/bluesky: Ethan @ChaoticAether, Hunter @ReaperHunter23 and Kyle @KDavisSRL.Be sure to also follow us on your favorite podcast service and we greatly appreciate anyone who leaves a review!
Wo wenn nicht im Weißbräuhaus treffen sich barbarische Kameradschaft und untote Lebensweisheiten? Wir lassen eine unerwartet beschwingliche Trash-Serie Revue passieren und entwerfen ein Lifecoaching-Konzept auf Basis von unmenschlich schweren Videospielen.Lasst eure Atlantisschwerter und Lightning Zweihander +10 kurz ruhen und setzt euch zu uns an den Stammtisch!00:00:00 Zwoa Weizen bitte00:00:30 What is best in life?00:40:15 Dark Souls und das LebenMehr Zeug von uns:https://linktr.ee/overthehillspodcast
In questo secondo atto della nostra odissea a Lordran, le crepe nel marmo divino si fanno voragini. Non è più solo la cronaca di un regno caduto, ma un'indagine sulla "Nobile Menzogna": un'opera di raffinata ingegneria teologica costruita per convincere l'umanità che la propria immolazione sia un atto di gloria e non un semplice sacrificio per alimentare artificialmente il calore del mondo.L'illusione brilla ancora sulle guglie della capitale, ma i rintocchi delle campane hanno attivato un meccanismo di selezione spietato. Le pedine sono in marcia verso un patibolo travestito da leggenda, ignare che il prestito del tempo è ormai scaduto.Musiche a cura di:Motoi Sakuraba (Colonna sonora originale di Dark Souls)Ross Bugden
Dark Souls no es dificil. Ya lo dijo Muzska, ¿os acordáis de Muzska? ¿no? joder, me estoy volviendo demente como un maldito Hollow del Undead Asylum. Y es que hoy va todo de Dark Souls. Anastasia nos deleita con su exquisito HOH de este juego, tertuliamos en la GG del género Souls-like, nos vamos en un par de pequeñas tangentes, y cerramos el telón con nada más y nada menos que la cuarta edición de… LA ISLA DE LA VIOLENCIA. Música original por: hapi https://linktr.ee/hapidev
Welcome to Dev Game Club, where this week we begin a series on 1985's Ultima IV. After talking about the recent Defeating Games for Charity, we set the game in its time, talk about our encounters in the past with the series, and then dive into the manuals and the start of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first couple of hours and the manuals Issues covered: Defeating Games for Charity, the first pancake, our experiences with this series, an opaque franchise, mainlining a game, opacity being part of the point, performance characteristics of the PCs of the time, the importance of the manuals, entering the world as yourself, using the manual to reinforce the role-play, not requiring graphics, priming the player, describing the geography of different areas, imposing importance on a handful of pixels, the quest of the game, sublimating the quest of the game, a less traditional RPG experience, after reading the manual, the deep questions/dilemmas, tournament structure, choosing your most important virtue, getting the bard, series characters who can join your party, reflecting your beliefs, getting different dilemmas, the Venn diagram of virtues, the Tinker profession, symmetry in design, Buddhism and the Eightfold Path, countering the cultural zeitgeist, the Avatar and Hinduism, a deity's manifestation on Earth, finding your way into swamps, both hosts being poisoned and dying, death and rebirth, being unable to recruit early. Games, people, and influences mentioned or discussed: Dwarf Fortress, BioStats, KyleAndError13, Silksong, GreyFiery, Hollow Knight, Untitled Goose Game, Kaeon, Hitman, N0isses, Hades, Phil Salvador, MYST, RobotSpacer, Shadowgate, Unpacking, Kendrama, CalamityNolan, Splatoon 2, Typing of the Dead, Dark Souls 2, Nitro, Metal Gear Solid, Resident Evil, LostLake, Minecraft, Super Mario Bros Shuffler, Devil May Cry, MegaMan X, Belmont, NES, Atari 2600, Ultima Underworld, A Bard's Tale, Eye of the Beholder, Magic: The Gathering, LucasArts, Super Mario 64, Space Harrier, Gauntlet, Ghosts n' Goblins, Gradius, Super Mario Bros, Tetris, Where in the World Is Carmen Sandiego, Spy vs Spy (series), Oregon Trail, King's Quest II, The Goonies, Gremlins, A View to a Kill, Rambo, Temple of Doom, The Empire Strikes Back, SEGA Master System, Sonic (series), Wizardry, Apple ][, Commodore 64, Civilization III, The Sims, Bill Roper, Warcraft, The Elder Scrolls: Morrowind, Reed Knight, Pool of Radiance, Dungeons & Dragons, Warren Spector, Ultima Adventures, Outcast, Fallout, Wasteland, A Connecticut Yankee in King Arthur's Court, Harley Baldwin, Richard Garriott, the Ramayana, Ed Fries, Benimanjaro, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 06:25 Next time: More Ultima IV Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Want more Dark Souls 2 podcasts? Support my work on Patreon- https://patreon.com/realdavejackson Join the Tales from the Backlog Discord server- https://discord.gg/kAqSBb6jH2 Buy me a coffee on Ko-fi- https://ko-fi.com/realdavejackson Every beloved series has its black sheep- Mario has Sunshine, Zelda has the DS games, and Dark Souls has Dark Souls 2. But to me, the things that make Dark Souls 2 divisive are the things that make it interesting. Not every new decision is a home run, but they're all ripe for discussion. And hey, good thing we have this podcast! And it's episode 200! Guest info: Ryan Batie (they/them) Check out the Pitch Drop Network https://pitchdrop.net/ Get bonus Pitch Drop shows via their Patreon https://www.patreon.com/c/pitchdrop TIMESTAMPS 0:00 Title Card 0:15 Introductions 7:18 Our Histories with Dark Souls 11:19 Opening Thoughts about Dark Souls 2 18:51 Story and Themes Setup- Memory, Hollowing, World Design 30:26 More Theme Setup 35:51 Vibes, Atmosphere and Music 43:37 Examining Gameplay Changes 1:22:18 DLCs, Multiplayer and Comedy 1:31:42 Closing Thoughts and Recommendations 1:34:25 Lightning Strikes Thrice Podcast & Pitch Drop Network 1:39:33 Spoiler Wall and Patron Thank-Yous 1:41:18 Spoiler Section- Trouble Areas 1:52:00 Spoiler Section- Vendrick's Story and Connections to Dark Souls 2:11:59 Spoiler Section- Aldia and The First Sin 2:21:56 Lucatiel and the Giants Music used in the episode is credited to Motoi Sakuraba, unless otherwise noted. Tracks used: Main Menu, Majula, Ruins Sentinel (Yuka Kitamura), Milfanito, Fire Keepers, Fume Knight, Remains Social Media: BlueSky- https://bsky.app/profile/tftblpod.bsky.social Instagram- https://www.instagram.com/talesfromthebacklog/ Cover art by Jack Allen- find him at https://linktr.ee/JackAllenCaricatures
Featuring: Michael "Boston" Hannon, Paul "Moonpir" Smith, and Alexander "TheNimp" Jolly Running Time: 2:15:52 Music by MusiM: Homepage | Bandcamp Livestream Archive: YouTube This week on That Video Game Podcast (TVGP) we chat about One Button Games 5-in-1 Vol. 1, Scratch: The Painter Cat, RV There Yet?, Arc Raiders, Parasite Mutant, Legend of Heroes: Daybreak 2, Dark Souls 2, Dragon Age: The Veilguard, Darkest Dungeon 2, Abyssus. Ubisoft announces a company reset Become a patron of TVGP for just a few dollars a month at E1M1's Patreon Page! Get two month early access to Critical Misses, uncensored outtakes, and much more for just $5/month!
Chuck E. Cheese is still alive, and so is the analytics-to-product pipeline. @Amanda Cesario analytics lead turned product leader, joins @Phillip Black, Eric, and @Christopher Kaczmarczyk-Smith argue for embedded analytics, sharper language, and game systems that actually produce cooperation instead of a cosplay community. We discuss: • The missing vocabulary for economy design in live service, and how it's harmed the entire industry• Why office ball pits best start-up ping pong tables • The analyst's real job: explaining “why,” then realizing the only way to fix it is to own the lever • Embedded analytics vs centralized service orgs; who beats who • Roblox as a laboratory: aspirational visibility, server “neighborhoods,” and system norms that communicate more than art • Iterated Prisoner's Dilemma, Axelrod's tournaments, and why tit-for-tat is a design principle • Monopoly Go partner events as rare, genuine, cooperation-through-repeated-interaction design • Why Discovery Zone died, but Chuck E. Cheese prints money anyway Chapters (00:00:00) - In the Elevator With Chuck E. Cheese(00:00:52) - The Ball Pit(00:03:23) - How to Turn From Analyst to Product Designer(00:05:02) - Peter Feuerstein on Becoming Product Manager for Madden(00:13:09) - What Do Data Scientists Need to Know to Be a Product Manager?(00:15:07) - Have You Got What it Takes to Lead an Analytics Team?(00:20:16) - Analytics and Product Incentives(00:22:11) - Bee Swarm Simulator(00:28:38) - Roblox's Impact on the Game Industry(00:34:35) - Game Money vs. Positive Monetization(00:36:48) - Have We Reached a Turning Point in Video Gaming?(00:40:01) - Iterated Prisoner's Dilemma(00:45:14) - Tick for Tat in Minecraft(00:51:51) - Dark Souls 2(00:55:29) - How to Design a Board Game(00:58:42) - Board Games: Found Your Love of Gaming(01:03:57) - Game Economy in a Vocabulary(01:10:13) - Amanda Zario on Game of Economics
Warmest of Welcomes everyone This month on the Mooglecast myself (Max) and Zac are joined by Trophy Room patron Katieeee to talk about all things 2026 but not without first feeling our bones ache by acknowledging some of the great games that turn 10 years old this year! So happy birthyear Dishonored 2, Dark Souls 3, Overwatch, Final Fantasy XV and Pokemon GO. For the preshow Katie kicks us off by sharing her experiences and approach to streaming, followed by our usual run of platinum shoutouts and a series spotlight on DOOM, from there we insert a new segment into the show titled Cactuar Vs Tonberry where myself and Zac kick off our friendly comp for the year. The main Meat & Potatoes of the show are taken up by what we've been playing and of course our main topic discussing our top 5 most anticipated games of 2026. Enjoy the first show of 2026 and we'll see you next month, but until then... be excellent to each other. Max
With time, any game could be the coolest ancient artefact. Welcome to the first ever Scribies, an award show and definitely not an itchy reaction to a species of mite: that would be Scabies. In the Scribies, we choose winners for myriad categories from the pool of games that we have played and talked about for the podcast this year. We've brought back some fan favorite categories like Least Likely to be Compared to Dark Souls and The Newlywed Game, as well as introduced some new classics such as “The Dad Award,” so there's a lot to look forward to and a great variety in the nominations to be made. The best news is that if you have award fatigue after so many years-end celebrations across so many industries, you can rest assured our awards specifically target a sample population that has extremely limited relevance and only has like three qualitative categories! It's basically meaningless in the grand scheme of things! What isn't meaningless however, is how much we appreciate everyone who listens to podcast and these year end wrap up episodes. We just entered our first year with the new name, so we do want to shout out everyone who has stuck around. However, we also appreciate+, an extra premium tier of appreciation, anyone who has or will submit game suggestions for Fanbruary, which is rapidly approaching. Next time, we're going to be talking about That Which Gave Chase, a short but frigidly cold wintertime horror title, and Fanbruary begins immediately after that, so we hope you'll join us then and hope that we can choose from among some of your favorite games when Fanbruary rolls around!
Huge news for Xbox and Nintendo fans: Final Fantasy VII Remake Intergrade is officially breaking away from PlayStation exclusivity on January 22, 2026. Eammonn Dignam breaks down what this means for the trilogy and the upcoming Switch 2. Plus, we look at the surprise success of the survival climber Cairn. With a demo that's already racked up 600,000 players, the "simulation of the impossible" on Mount Kami is proving that hardcore survival is reaching new heights. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Press XJoin the Press X Discord: https://discord.gg/MAXtvmv2rwTopics:Making Metroid Prime 4 was originally a request from Nintendo of America; when Retro Studios took over its development, they no longer had the structure to make a MP game and had to rebuild https://nintendoeverything.com/metroid-prime-4-developer-interview-origins-challenges/Its open-world hub was a concession to old pleas from fans for an open-world Metroid that it became too late to change course on later as people's attitudes towards open-world games changed https://nintendoeverything.com/nintendo-discusses-its-approach-to-metroid-prime-4-and-why-it-isnt-open-world/Pikmin 3 Deluxe rated for Switch 2 in Europe https://www.gematsu.com/2025/12/pikmin-3-deluxe-rated-for-switch-2-in-europeJez Corden: First Call of Duty Switch version "is nearly done and launching in a few months" https://x.com/JezCorden/status/2003171421879460027NateTheHate: The Switch 2 “devkit delivery situation has largely been resolved” (in other words, it looks like devs getting a Switch 2 devkit isn't a problem anymore) https://mynintendonews.com/2025/12/29/natethehate-nintendo-switch-2-dev-kit-availability-has-largely-been-resolved/ Questions from Discord: Joe: What are your biggest disappointments of the year? For me it honestly might be the Switch 2. I just think outside of Donkey Kong the first-party titles aren't the best so far. Plus, the high price of the system, charging $80 for a Mario Kart with less content than the previous title, key cards, etc. Also, Microsoft, fuck ‘em.Campfire_knight: Here's a fun question: What is your annual game(s) that you replay? For me, I probably replay Ocarina of Time, Majora's Mask, and Dark Souls 3 the most of any of the games I own. They are just so near and dear to my heart.
Het is weer zover: we gaan de belangrijkste gameverjaardagen van 2026 bespreken! En de lijst is absurd: van Zelda en Pokémon tot Dark Souls en Dragon Quest. Samen met Willem bespreekt Jacco waarom al die games belangrijk waren en wat we kunnen verwachten van elke verjaardag.Kom bij onze Discord! Via deze link kan je met ons en andere luisteraars kletsen over games, deals, nieuws en meer.Wil je zelf ook een vraag insturen of heb je iets leuks om te melden? Dat kan! Stuur een mailtje naar bonuslevelcast@gmail.com (of bonuslevelkast@gmail.com of bonuslevelqast@gmail.com) en wellicht hoor je jezelf terug in de volgende aflevering!
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
Dr. K joins Ludwig and Squeex in the middle of an intense Dark Souls marathon to unpack a growing tension that goes beyond the game. What starts as frustration over skill differences quickly turns into a deeper conversation about resentment, competition, validation, and what happens when collaboration turns into comparison. As the conversation unfolds, Dr. K walks them through real relationship dynamics in real time. They explore how cycles of blame form, why arguing over who is “right” often makes things worse, and how resentment quietly builds when people feel unheard or undervalued. The episode becomes a live breakdown of how to move from winning arguments to actually repairing trust. Topics include: Why focusing on “the truth” can damage relationships How resentment builds between teammates and collaborators Competition vs cooperation in close partnerships Feeling respected versus feeling understood Why validation matters more than being right Breaking cycles of blame and escalation How to repair tension without keeping score HG Coaching : https://bit.ly/46bIkdo Dr. K's Guide to Mental Health: https://bit.ly/44z3Szt HG Memberships : https://bit.ly/3TNoMVf Products & Services : https://bit.ly/44kz7x0 HealthyGamer.GG: https://bit.ly/3ZOopgQ Learn more about your ad choices. Visit megaphone.fm/adchoices
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
William Hope Hodgson's The Night Land (1912) is a staggering piece of early weird fiction — an immense, apocalyptic vision set millions of years in the future, after the sun has died. Humanity survives in the Last Redoubt, a titanic metal pyramid lit by internal power, surrounded by eternal darkness and monstrous forces that hunger for the light within. The protagonist, a telepathic man of that far-future world, senses the spirit of his long-dead love calling from another human fortress — the Lesser Redoubt — now besieged in the black wilderness. Driven by love and duty, he ventures into the Night Land: a desolate, monster-haunted plain where the Earth's surface is stalked by “Watchers,” “Silent Ones,” and colossal horrors that defy comprehension. It's equal parts cosmic horror, doomed romance, and proto-science-fantasy. Hodgson's prose is archaic, deliberately medieval in tone, which makes the book feel like an illuminated manuscript describing a dream of the end of time. Modern readers often find it dense, but it rewards endurance — this is an early ancestor of Lovecraft, Clark Ashton Smith, and dark science fiction from Dune to Dark Souls. Check out DB Spitzer's newest book, a love letter to cyberpunk and bartending. FInd us on... INSTAGRAM Facebook YouTube Apple
Welcome to Dev Game Club, where this week we try something a little different. Unattached to any particular game, we chat with Ed Fries, a long-time video game developer most well-known for his work shepherding the early days of Xbox and Microsoft Game Studios. We talk about five games of his early years that particularly affected him. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:16:35 Break 1:16:48 Outro Issues covered: a new model for interviews, productivity software wars, a child of engineers, Lunar Lander on a calculator, 6800-based kit computer and programming in assembly, cardboard computer, jumping from BASIC to assembly language, using a print terminal, modem sounds, competitive Asteroids, the first real video game, oscilloscopes and radar, complaining to the dentist, inspiring a generation of programmers and engineers, learning by typing from magazines, the 8-bit microprocessor, getting a 6502 square root routine from Woz, using a computer terminal, an intro to Rogue and its procedural elements, a things-going-wrong simulator, "there were not that many games in the world," building a game for different player types, the D programming language and other alphabetic languages, a short remembrance of Dani Bunten Berry, Multiple Use Labor Elements, how M.U.L.E. plays, screwing your buddies, similarities to Euro strategy games, the auction phase, crystite mining, a literary game, the first original IP character in a video game, moving from real caves to fantasy, some connections, album covers from EA, expensive personal computers. Games, people, and influences mentioned or discussed: Frogger, ROMox, The Princess and the Frog, Ant Eater, Sea Chase, Tom and Ed's Bogus Software, Tom Saxton, Sucker Punch, Microsoft, Ender's Game, Phil Spencer, Xbox, Bungie, Ensemble Studios, Rare Limited, World of Warcraft, Gabe Newell, Atari 2600, Halo, 1Up Ventures Fund, Psychonauts, Keeper, Tim Schafer, Boeing, Digital Equipment Corporation, Lunar Lander, CARDIAC, Nintendo Labo, Apple ][, Atari 800, Space Wars, Asteroids, Nolan Bushnell, Ampex, Ted Dabney, Computer Space, Nutting Associates, Computer Trivia, Pong, Homeworld, Steve Wozniak, Rogue, Defeating Games for Charity, Dark Souls, HACK, PDP-11/VAX, Epyx, Walter Bright, Sid Meier, Civilization, Bruce Shelley, Age of Empires, M.U.L.E., Dani Bunten Berry, Seven Cities of Gold, Settlers of Cataan, Diplomacy, AJ Redmer, Maxis, Will Wright, Dungeon/Zork, Don Daglow, Tim Anderson, Colossal Cave Adventure/Advent, Infocom, Frank Cifaldi, Video Game History Foundation, Kate Willaert, Will Crowther, Don Woods, Mike Haas, Andrei Alexandrescu, 2001: A Space Odyssey, Populous, The Bard's Tale, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! or more Pikmin TTDS: 40m 6s Links: Ant Eater source Princess and Frog source Sea Chase source Nitro source Errata: I misspoke with respect to the co-inventor of D, it was Andrei Alexandrescu. We regret the error. Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
テクノロジーが日々進歩する中で、古典的なゲームデザインは変わらずにいてほしい、という意見もある。ゲームは新しい要素や革新的なものを貪欲に取り入れるべきなのか?「ポケモン」や「ドラクエ」や「バイオハザード」といったゲームから考える。 ■ゲーム&映画グッズ専門店「IGN JAPAN STORE」 https://ignstore.jp/ 00:00 オープニング 07:24 テーマ:ゲームは進化すべきなのか? 55:32 コメントコーナー ■出演 クラベ・エスラ 今井晋 福山幸司(フリーライター) IGN JAPAN編集部のスタッフが、長々とゲーム雑談をする“ながら見”推奨番組「しゃべりすぎGAMER」。 コメントコーナーではみなさんからいただいたコメントを紹介したり、返答したりします。ぜひコメントを残してください! ■「しゃべりすぎGAMER」再生リスト https://www.youtube.com/playlist?list=PL5dP0ylcT42dJXN_5KJECJ8cI9hK690_e ■ポッドキャスト版 iTunes https://podcasts.apple.com/jp/podcast/ign-japan-%E3%81%97%E3%82%83%E3%81%B9%E3%82%8A%E3%81%99%E3%81%8Egamer-%E3%83%9D%E3%83%83%E3%83%89%E3%82%AD%E3%83%A3%E3%82%B9%E3%83%88/id1258418439 Spotify https://open.spotify.com/show/4AKK4MIlRk3Zfj8my703D8?si=x1_N0RZnTWiagXspsoIUkA ■一部使用楽曲 MusMus:http://musmus.main.jp/
Inspired by Silent Hill f's "optional" ending that requires 4 playthroughs, we decided to dig in on what "optional" really even means. To the point that, actually, we're not sure we even know! MORE PLACES TO FIND USCrubscribe ► https://bit.ly/CrubcastGet the show early and get exclusive content at our Patreon ► https://www.patreon.com/crubOur Crubcasts are recorded LIVE at https://www.twitch.tv/crub_official every Tuesday at 7pm Eastern, with EXCLUSIVE Pre- and Post-ShowsJoin our Discord ► https://crub.org/joinBlueSky ► https://bsky.app/profile/crub.orgCome join our Steam group ► https://steamcommunity.com/groups/crubclubPodcasts are available on Apple, Google, Spotify, and other platforms are available at ► https://crub.orgTODAY'S CRUBCAST HOSTSChris: https://www.youtube.com/@MykonosFanJustin: https://www.youtube.com/@WorldFamousJtart9Moriarty: https://www.youtube.com/@reallycoolNicco: https://www.youtube.com/channel/UCl56kbl3tb-KiGEHT7MUGUgCHAPTERS00:00 We promise you will be confused too07:31 We begin to talk ABOUT optional content instead of the term itself12:34 On the utility of "secret" (missable) endings in games20:00 Bringing it back on track to what "optional" means27:06 Is the apex of challenge the point in Dark Souls? Or are the credits the point?34:34 To put it another way, if the hardest challenge is up front, what's he point in the rest of it?41:22 We just need better terms, perhaps48:32 Power Stars versus Far Cry waypoints51:33 Who would win, Crub or the 1994 Birmingham Barons? (Chef Kilo) ★ Support this podcast on Patreon ★