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It's like matador, but for roosters. A more exciting way to make chicken skewers. The reviews are in for South of Midnight, and boy is it shaping up to be a very special exclusive. Couple this with the reviews from Avowed, and Xbox is finally looking to be in the swing of things. Will they be able to keep up this momentum? Or will it all be undone by putting all these games on PlayStation in a years' time? Do you long for the gold ole days of RPGs, where every level up felt earned, where every item drop was a special occasion? A time before we got the dopamine riddled new hack-n-slashers? Well, you're not alone. The creator of Diablo 2, David Brevik, has shared a longing to get back to these types of games. And could Final Fantasy be coming to Xbox? New rumors are hinting that we may even see FF7 Remake and FF16 on Xbox this year! But do you care? It's been so long, and Xbox has been putting out so many great games on Game Pass - from AAA blockbuster to indie gems - that it looks to be too little too late for Square Enix. We're in the midst of #FriendlyFeb! So, make sure you've joined our Discord to enjoy the fun. Any #FriendlyFeb game reviews you put in Discord have a chance to be read out on the podcast. -- For previous episodes, our socials, community events, and more, visit ⭐THE XBOXCAST OFFICIAL WEBSITE ⭐
An unexpected event occurred early on Saturday as Sony's PlayStation Network went down for around 18 hours leaving many without the ability to play even their single-player games unless they'd remembered to set their PS5 or PS4 as their primary console beforehand. The inability to read licenses essentially left anyone wanting to play digital games twiddling their thumbs. Should everyone be singing the praises of physical media now? Or could this make Sony further lessen the PSN requirement for PC games? Do you fear the all-digital future? At least Sony seems to be taking down a lot of the Spam games. David Brevik, formerly lead programmer on Diablo II, says modern Action RPG's reward players too quickly thus "cheapening the experience" and ruining the journey. Is he correct? Or is this quickening of everything just a sign of the times? Also, Capcom showed off a little more on the latest Onimusha title, Nintendo gives hints on their basis for the still unannounced price of Switch 2, the Wonder Woman game was apparently rebooted, Rocksteady is back doing single-player Arkham games, Sean has thoughts on Tails of Iron 2 and Marc finished Sniper Elite Resistance too.You can also watch this episode in video form on the W2M Network Youtube Channel, please give us a like, comment on the episode, and give the channel a subscribe and follow as well: https://youtube.com/live/BAonPcixOq0Listen as a podcast and give us a review on these platforms... Apple: https://podcasts.apple.com/ag/podcast/video-games-2-the-max/id886092740Spotify: https://open.spotify.com/show/2wjd0u3xO7TdAm4gKRM44LAmazon: https://www.audible.com/pd/Video-Games-2-the-MAX-Podcast/B08JJPTZTWPodchaser: https://www.podchaser.com/podcasts/video-games-2-the-max-181386Podcast Addict: https://podcastaddict.com/?podId=2465904IHeart Radio: https://www.iheart.com/podcast/53-video-games-2-the-m-28438312/ Check out other W2M Network Shows Latest Otalku Cafe Episode (Anime): https://youtube.com/live/XVUTowhqCDMRadulich in Broadcasting's The Bear Season 1 Review: https://youtube.com/live/KYhvuTyNNgERadulich in Broadcasting's Star Wars Skeleton Crew Review: https://youtube.com/live/m7LVYu9dEC8Follow on X (Twitter), Blue Sky, Instagram & TiktokSean on Twitter (X): https://twitter.com/W2MSeanSean on Bluesky: https://bsky.app/profile/w2msean.bsky.socialSean on Tiktok: https://www.tiktok.com/@sgarmer05Sean on Instagram: https://www.instagram.com/sgarmer05/Marc on Twitter (X): https://twitter.com/HumanityPlagueFollow Us on all W2M Network Social Media Follow us on Twitter: https://twitter.com/w2mnetworkFollow us on Twitch: https://www.twitch.tv/w2mnetworkFollow us on Instagram: https://www.instagram.com/w2mnetwork/Follow Us on Facebook: https://www.facebook.com/W2MNetwork
Welcome to Dev Game Club, where this week we continue our series on 2009's Minecraft. We talk about it birthing the survival genre, and a bit about what that means on several levels, drive into player motivation, and talk a little bit about how our play has gone. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few more hours Issues covered: announcement about servers, the importance of iteration and innovation in game development, implementing on the basis of what you need, layering with survival in play, exploratory game-making and seeing where choices take you, not knowing the opportunities for things, spatial exploration and buildable exploration, not knowing what to do with all this copper, adding things to challenge your assumptions, setting up traps, having to do a lot of stuff to get to the nether, having a hard time sustaining an open game, digging towards a mountain, finding an abandoned mine, a minimal story that doesn't quite scratch the narrative itch, spawning a genre which explores the other gameplay spaces, loving the Viking stuff, seeking efficiency and layout goals, finding things as you dig down, the many sites of Brett D, figuring out your layout, building building building digging digging digging. Games, people, and influences mentioned or discussed: LostLake86, David Brevik, Artimage, Breath of the Wild, Annihilation, Enshrouded, Return to Moria, Lord of the Rings, Valheim, Dragon Quest Builders, The Sims, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Minecraft! Twitch: timlongojr Discord DevGameClub@gmail.com
TCW Podcast Episode 219 - Diablo 1 We explore the monumental game Diablo! Initially a collaborative effort between David Brevik, Erich Schaefer, and Max Schaefer, Diablo brought together elements from games like X-Com, Angband, and surprisingly NHL '94. The trio formed the company Condor, producing NFL games and a Street Fighter clone called Justice League Task Force for the SEGA Genesis. At CES, they discovered another company developing the SNES port of Justice League, Blizzard Entertainment. Through a series of fortuitous events, Condor was acquired by Davidson & Associates and rebranded as Blizzard North. Join us as we explore the wild history of Diablo and its impact on shaping how we play video games today! Play Diabo 1 Web Shareware Version: https://d07riv.github.io/diabloweb/ It was the best of times it was the blurst of times: https://www.youtube.com/watch?v=no_elVGGgW8 Moria (Plato Emulator): https://www.youtube.com/watch?v=_zvqgKKXAFI Angband: https://www.youtube.com/watch?v=nSiX_aoUn5s Stay a While and Listen (2 Book Series): https://www.amazon.com/dp/B087JF24VG?binding=kindle_edition Gordo 106 (AGDQ): https://www.youtube.com/watch?v=XwqlNeT9oTE Three Days of the Condor: https://www.youtube.com/watch?v=mU8tQTNlPAM Iguana Entertainment: https://en.wikipedia.org/wiki/Iguana_Entertainment MC Chris Kingdom Hearts 2 & Resident Evil 4 (EXPLICIT): https://www.youtube.com/watch?v=HZsDUSxK5Fs NHL '94: https://www.youtube.com/watch?v=ShqgmvGrxfM X-COM UFO Defense: https://www.youtube.com/watch?v=0ZJAFG0rjo0 The Digital Antiquarian - Diablo: https://www.filfre.net/2023/07/diablo/ Diablo 1 Original Soundtrack: https://www.youtube.com/watch?v=XcKmaLP-sQM Justice League Task Force (Genesis): https://www.youtube.com/watch?v=9hNrLiRxBE4 Justice League Task Force (SNES): https://www.youtube.com/watch?v=QulgjKAsRaA TCW 054 - Blizzard: Vikings and WarCraft: https://podcast.theycreateworlds.com/e/blizzard-vikings-and-warcraft/ TCW 055 - Blizzard: Hellfire and The World… of WarCraft: https://podcast.theycreateworlds.com/e/blizzard-hellfire-and-the-world%E2%80%A6-of-warcraft/ David Brevik - Making Diablo: https://www.youtube.com/watch?v=LI_CXw4x61E Diablo 1 - The Sin War: https://www.youtube.com/watch?v=UWXozMHrxrM Diablo 1 All Cutscenes: https://www.youtube.com/watch?v=0aMkkf8-i-U Kali (Software): https://en.wikipedia.org/wiki/Kali_(software) New episodes are on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Welcome to Dev Game Club, where this week we start a new series on Heroes of Might and Magic. We set the game a little in its time, talk about the way the game creates a divergent path from other tactical turn-based combat games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some tutorial, some standard, some campaign Issues covered: the multiverse/divergent evolution, a game that wasn't copied, long games, setting the game in its time, moving more to real-time combat, finite audiences, action became important for larger audiences, the experimentation in the space, the unexpected battle map, an automated complicated board game, tabletop wargaming, wondering how you get from the main series to this, SSI's path, playing the tutorial, the early game, resources and time and other elements, the city view, generating armies and garrisoning, other things that buildings provide, the hero doesn't fight, choosing your heroes and what units you get, retreating and surrendering, leveling your heroes, not being expected to win the first game, the world map, exploring and watching the world map progress, considering multiplayer, metaphors for humanity (computing, industry, alignments, attributes), grinding, wanting cinematography controls in in-game cutscenes, deleting the chip bag, giving the cheats, #PecsAndGlutesForLyfe. Games, people, and influences mentioned or discussed: Ubisoft, New World Computing, Jon Van Caneghem, Final Fantasy Tactics, X-COM, Populous, Black & White, Marvel Midnight Suns, Freedom Force, Wildermyth, Civilization, Richard Garriott, Kaeon, NES/SNES, Chrono Trigger, Dark Forces, Full Throttle, Jagged Alliance, Dragon Quest VI, Rayman, Hexen, Suikoden, PlayStation, Warcraft 2, The Dig, Twisted Metal, Kings Field 2, Command & Conquer, Total Annihilation, World of Warcraft, Fallout, Firaxis, Final Fantasy (series), Baldur's Gate, Diablo, David Brevik, Archon, Gary Gygax, Dave Arneson, Chivalry, Dungeons & Dragons, Fallout Tactics: Brotherhood of Steel, Commandos, SSI, Ultima (series), Eye of the Beholder, Cinemaware, Defender of the Crown, Taylor, The Sims, Majora's Mask, GURPS, Baron, Shadow Tactics, Tacoma, Assassin's Creed: Valhalla, Metal Gear Solid (series), Halo, Prince of Persia: Sands of Time, Braid, Quake, Daron Stinnett, Celeste, Jeffool, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of HOMM! Twitch: timlongojr Discord https://t.co/h7jnG9J9lz DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we catch up on our mail bag and tackle a ton of different topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: catching up on the mail bag, kind words, jumping down onto back of a Chardalyn Dragon, the most important bowling bowl in the universe, frames for playing games, when are you playing the game, going deep on a game and joining its community, moments of discovery, reflections on the 'cast, how we approach our play, what you miss when you play and what you look up later, communities around game, responsive move sets, where you put your investment in development, learning the move sets, invading and being invaded, having a manager, getting way deeper into the game, the stress levels of the game, adventure mode, the Very Pouty Bard, the stress levels of this game, sunk cost fallacy, the weight of continuing a game, expecting not to get too deep in the game. Games, people, and influences mentioned or discussed: Dwarf Fortress, Kodie Martin, Super Mario 64, John Romero, Vampire: The Masquerade, Brian Mitsoda, Collin "The Shots" James Tiberius Tsougas, Diablo, EverQuest, PlayStation, David Brevik, Dungeons & Dragons, Troy Mashburn, 343 Industries, Brian Taylor, Alien, Final Fantasy IX, Nier: Automata, OliverUV, Jason Grinblat, Freehold Games, Boatmurdered, Dark Souls, Kruggsmash, Tarn and Zach Adams, Eve Online, Frog Fractions, Brenda Romero, Train (board game), Sea of Thieves, Valheim, Roll20, Johnny "Pockets" Grattan, Minecraft, Legend of Zelda, Jeff Cannata, World of Warcraft, The Dungeon Run, LucasArts, Game Theory Group, Harley Baldwin White-Wiedow, The Walking Dead, Videogame Atlas: Mapping Interactive Worlds, Assassin's Creed, Luke Caspar Pearson, Sandra Youkhana, Keza MacDonald, Jason Killingsworth, YOU DIED, Michael Justice, FROM Software, Namco Bandai, Skyrim, Jeffool, Artimage, X-COM, Pong, Kingdom Hearts, Demons's Souls, Civilization, Magic: The Gathering, Flight of the Conchords, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: New game series! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Featuring: Ashgar, Belghast, Kodra, and Thalen We have one of our smallest shows in a really long time as we are down an Ammosart, Grace, Tamirleo, and lose Kodra about halfway through the show. This leads to a bit of an odd feeling show. Tonight we burn through a bunch of small topics starting with congrats to ChainChompBraden who beat a Mario Maker 1 map they built seven years ago… and have been grinding away on for thousands of hours. From there we talk about the Donkey Kong Adventures DLC for Mario and Rabbids. We talk about what appears to be the endless spoiler season of magic these days as Warhammer 40k, Dominaria United, Unfinity, and Brothers War fade into each other. We talk a bit about Rhythm games and while not inspired by Trombone Champ we talk a bit about that game as well. Bel talks about the early woes with Torchlight Infinite and how they appear to be buying legitimacy by hiring David Brevik as a consultant. Finally, we talk about what appears to be the second death of G4 Television. Topics Discussed Congratz to ChainChompBraden Goodbye Stadia The Future of Cloud Gaming Mario and Rabbids Donkey Kong Adventures Endless Magic the Gathering Spoiler Season Rhythm Games Trombone Champ Torchlight Infinite Buying Legitimacy David Brevik Consultancy The Second Death of G4
In this episode, I mentioned Microsoft and the Activision Blizzard King acquisition, David Brevik, a blog about color coded loot, and Twitch’sRead More
Maddy, Kirk, and Jason are playing Blizzard's new game Diablo Immortal and wondering... what about this is fun? Is it really all that appealing to keep collecting shiny things and watching our bars go up? From there they start wondering about loot in video games. What is it about items that get players so excited? What makes a good loot system? A bad one? And is Diablo inherently corrupt?One More Thing: Kirk: Star Trek: Strange New WorldsMaddy: Moon KnightJason: The QuarryLinks:Maddy's article about Diablo Immortal: https://www.polygon.com/23152323/diablo-immortal-mobile-free-to-play-microtransactions-addictiveNu-Splitscreen's interview with David Brevik and Erich Schafer: https://kotaku.com/why-video-game-loot-is-so-addictive-according-to-the-c-1846695147Support Triple Click: http://maximumfun.org/joinBuy a Triple Click t-shirt: https://topatoco.com/collections/maximum-fun/products/maxf-tc-tclogo-shJoin the Triple Click Discord: http://discord.gg/tripleclickpodTriple Click Ethics Policy: https://maximumfun.org/triple-click-ethics-policy/
In today's Daily Fix, CD Projekt have hired a few prominent Cyberpunk 2077 modders to work on "various projects related to the Cyberpunk 2077 backend and the game's modding support." Cyberpunk has gotten some significant updates and patches since it's much-maligned launch last year. If you somehow forgot, the game was in such a bad way on the PlayStation side, that Sony pulled the game from the PS Store for 6 months. The console version of the game has largely improved since then, and the PC version remains the best way to experience it (provided you have the right rig), but this news that modders are working on the game in an official capacity is welcoming. Here's to hoping that CDPR is listening to what fans want in the game and are working toward more active engagement with the community. In other news, David Brevik, the game designer who basically co-created the Diablo franchise, has no plans to play the upcoming Diablo 2: Resurrected. The game is a remaster of Brevik's Diablo 2, but while you'd think the original designer would be curious how a remaster of his game would look and play, Brevik is staying far away from Diablo and Blizzard Entertainment. Blizzard is currently mired in a lawsuit filed by the State of California, alleging sexual harassment and other violations at the Blizzard workplace. Many other stories from current and former employees have since surfaced, leading to a walkout demonstration by employees and many other resignations. And in more lighthearted news, Twitter user Siberian_644 used a Google Algorithm to recreate Street Fighter characters in a more photo realistic manner...and they look...great? Really you should take a look for yourself. It's your Daily Fix!
Diablo II Diablo II is an action role-playing hack-and-slash computer video game developed by Blizzard North and published by Blizzard Entertainment in 2000 for Microsoft Windows, Classic Mac OS, and macOS. The game, with its dark fantasy and horror themes, was conceptualized and designed by David Brevik and Erich Schaefer, who, with Max Schaefer, acted as project leads on the game. The producers were Matthew Householder and Bill Roper. The game was developed over a 3 year period, with a crunch time of 1.5 years long Search for "Registry patch diablo 2", "borderless gaming diablo 2" PlugY PlugY is a mod whose primary purpose is to increase the stash size for Diablo II characters. Over the years it has grown to include numerous other useful functions, such as enabling Ladder Only Rune Words outside of the Battle.net Ladder, enabling the Uber quests outside of Battle.net and various other small tweaks and additions. PlugY is not a conversion of the original Diablo, and it doesn't alter gameplay by changing monster stats, skills, maps or items. median xl The most popular Diablo II overhaul modification, Median XL is an action RPG with extensive endgame content, deep character customisation and challenging gameplay. It offers thousands of new items, new skills for all classes, and multiple improvements to the Diablo II engine.
Diablo II is an action role-playing hack-and-slash computer video game developed by Blizzard North and published by Blizzard Entertainment in 2000 for Microsoft Windows, Classic Mac OS, and macOS. The game, with its dark fantasy and horror themes, was conceptualized and designed by David Brevik and Erich Schaefer, who, with Max Schaefer, acted as project leads on the game. The producers were Matthew Householder and Bill Roper. The game was developed over a 3 year period, with a crunch time of 1.5 years long.[3] Set shortly after the events of Diablo, the player controls a new hero, attempting to stop the destruction unleashed by Diablo's return. The game's 5 acts feature a variety of locations and settings to explore and battle in, as well as an increased cast of characters to play as and interact with. Building on the success of its predecessor, Diablo (1997), and improving the gameplay, both in terms of updated character progression and a better developed story[4] Diablo II was one of the most popular games of 2000[5] and has been cited as one of the greatest video games ever made. Major factors that contributed to the game's success include its continuation of popular fantasy themes from the previous game and its access to Blizzard's free online play service, Battle.net.[6] An expansion to the game, Diablo II: Lord of Destruction, was released in 2001 --- Support this podcast: https://podcasters.spotify.com/pod/show/retro-renegades/support
This week we're talking loot boxes. First, we kick things off with a conversation with Diablo game designers Erich Schaefer and David Brevik who discuss how their loot boxes came to be. Then, the gang discusses their hot takes about loot boxes, and finally, Fahey makes us a very special loot box.
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
Today we will be speaking about the future of PC Gaming. Here with us to talk about this are 3 incredible speakers - David Brevik, Famous of course for founding Blizzard North and for Diablo but then also founding other game studios including Gazillion and now as President of Skystone Games - Sean Haran who’s held senior executive roles at 20th Century Fox, Marvel, Riot, and now as Chief Business Officer at Gearbox - Tim Morten who was at Activision, was CEO of Savage Entertainment, held exec positions at EA, Santa Monica and Blizzard before starting Frost Giant as CEO. Host: - Joseph Kim, CEO of LILA Games --- Support this podcast: https://anchor.fm/deconstructoroffun/support
Welcome to Dev Game Club, where this week we begin a new series about Baldur's Gate, the 1998 CRPG from BioWare that revitalized the genre. We situate the game in time, talk about BioWare as a company, and then turn to a lot of Dungeons & Dragons nerdery. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 1 Issues covered: explaining Brett's intro, flashbacks, 1998: a great year in games, the setting, 2nd edition AD&D, founding BioWare and "the doctors," different flavors of CRPGs, how the backgrounds hold up, feeling like your way through an explorable world, talking a little bit about methodical combat, hiding some of the complexity of combat scheduling, the varieties of turn-based combat, how they might have gotten to the combat, how we're using combat, scripted AI characters, the (new?) tutorial, THAC0 explained, table-driven combat and war-games, discussing the difficulty levels in this and the other games, having to reload, statistical difficulty vs statistical gentleness, player expectations in early D&D modules, leaning more towards role-playing, BioWare and dialogue/ethics systems, mixing in other genre elements, evolving towards loyalty quests, feeling like the tabletop, having all the text, party members not meshing, changing perspective, being banned from Candlekeep, classic characters, death of a dad figure, reinforcing the main quest, building up a party, multi-classing vs two classes, potential party members, kicking party members out for roleplaying reasons, letting characters die, characters not interacting well, including VO, VO and character, needing to gather a party before venturing forth, playing evil characters, the affect of game-making on mood, animating the deaths of children, abstraction and craft, having to deliver, project rhythms, sense of flow, playing "right" vs efficiently, incentivizing the player, intrinsic vs extrinsic rewards, achievements as a psychological motivator. Games, people, and influences mentioned or discussed: Planescape: Torment, Dungeons & Dragons, LoZ: Ocarina of Time, BioWare, Shattered Steel, Half-Life, Metal Gear Solid, Grim Fandango, Resident Evil 2, Starcraft, Unreal, Thief: The Dark Project, Tom Clancy's Rainbow Six, Xenogears, Tales from the Sword Coast, Icewind Dale (series), Forgotten Realms, Wizards of the Coast, TSR, Magic: the Gathering, Hasbro, Ray Muzyka, Greg Zeschuk, EA, Mass Effect (series), Dragon Age (series), Diablo, Blizzard, Fallout (series), Black Isle, Obsidian Entertainment, inXile Entertainment, David Brevik, Temple of Elemental Evil, GDC, GURPS, Shadowrun, Storyteller, Call of Cthulhu, Dark Souls, Cyberpunk 2077, "etcetera,etcetera," Sam, Lani Lum, Nintendo, Tomb Raider, Bethesda Game Studios, Pete Hines, Starfighter (series), Republic Commando, Soren Johnson, Michael, Halo, The Witness, Assassin's Creed: Origins, Chris Hecker, Christian Bale, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Through Chapter 3 Errata: Apparently, Shattered Steel was *not* a Windows 95 title. We regret the error. Twitch: brettdouville/timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Join me, Professor RPG, as I sit down with friends, colleagues, and special guests, as we reminisce and discuss Role-Playing games that left their mark on us. Expect to see all sorts, Western-style, Japanese, even tabletop! Stay awhile and listen, and let us TRIGGER those memories of TALES long since completed. Relive that FANTASY you hold dear and come along with us, adventurer, on this QUEST into the past. Welcome, to the RPG University. Having such a unique opportunity to talk with David Brevik couldn't be squandered, so he's back for the second episode in a row! This time things are a bit different as I sit and talk with David about working on Diablo 2, and asking him some questions that you fans submitted! Professor RPG was an incredible awe-struck talking to such an icon in the RPG world. Enjoy this special episode! Remember to please rate and review RPG University, and if you have a RPG or a guest you would like to see featured on an episode, tweet @IrrationalPod with the game with the hashtag #RPGU and let us know!
Join me, Professor RPG, as I sit down with friends, colleagues, and special guests, as we reminisce and discuss Role-Playing games that left their mark on us. Expect to see all sorts, Western-style, Japanese, even tabletop! Stay awhile and listen, and let us TRIGGER those memories of TALES long since completed. Relive that FANTASY you hold dear and come along with us, adventurer, on this QUEST into the past. Welcome, to the RPG University. We start Season 2 of RPG University off with a bang, welcoming David Brevik, one of the creators of the legendary Diablo series and founder of Graybeard Games, to talk about a game that many wouldn't think is beloved by David, Paper Mario: The Thousand-Year Door. Want to check out even more memories people have of this great game? Check out our talks with other fans with the links below!! https://www.reddit.com/r/nintendo/comments/hzpvr1/what_are_your_fondest_memories_and_favorite/ https://www.reddit.com/r/papermario/comments/hzq0ia/what_are_your_fondest_memories_and_favorite/
Welcome to Dev Game Club, where this week we engage in a little bonus talk about 2014's Sid Meier's Civilization: Beyond Earth. We talk about the game's strengths and iterations over Civ III and also the things that particular work for the hosts in the game, before turning to a brief celebration of our episode 200 and some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of Beyond Earth (9 for Brett, 15 for Tim) Podcast breakdown: 0:57 Beyond Earth Discussion 40:31 Break 41:16 Ep 200 and Feedback Issues covered: how much Beyond Earth we played, getting its hooks in, knowing you've lost, many types of victories, pursuing victory types, not stacking units, board game simplicity, being mocked by other leaders, having a good set-up for interest if not for victory, being condemned for violence against aliens, getting over the hump, the huge benefit of tooltip additions, integrating advisors into the UI, the web of technology rather than the linear development, more visually parsable tech web, colorblind settings in Civ III, affinity colors and positions, exploring the tech web, adding RPG elements/progression to units, expanding your city, preferring the tone and setting, putting money into an opening cinematic, Brett's Book Recommendations, 200th episode surprises, the castle flip, being into the JRPG nonsense, our good fortune in interviews, spending time with immersive sims, Brett unwraps a thing, our poster with six Easter Eggs (true video game fashion), a heartfelt thank you from a listener, our own thank you to our listeners, some gentle ribbing about our ability to count, whether designers should be programmers, not being held back by what you know to be possible, being able to communicate clearly between design and engineering, the value of communicating and terminology, Caveman Tim, finding a way to say yes as an engineer, laying out logical steps for programmers, following up on older episodes, why Shenmue contracts down to having a job, autobiography in Shenmue, the Civilopedia being what you can do and not what you should do, Civilopedia as a legacy feature, a fantasy Civ. Games, people, and influences mentioned or discussed: Sid Meier's Alpha Centauri, Jurassic Park, Dark Souls, Confucius, Boris Johnson, Shenmue, Simon Parkin, A Game of Birds and Wolves, The New Yorker, Metroid (series), Castlevania (series), Alex Neuse, SNES, PlayStation, Kingdom Hearts (series), Disney, MYST (series), Final Fantasy (series), Persona 5, Prey (2017), David Brevik, Robyn Miller, Ken Levine, Bill Roper, King's Quest, Space Quest, Mark Crowe, DOOM (1993), Diablo, Quake, System Shock II, Hitman 2, Deus Ex, Thief, Ultima Underworld, Arkane Studios, Dishonored (series), Giant BeastCast, Vinny Caravella, Aaron Evers, Mark Sean Garcia, Devil May Cry, Mario 64, Halo, Skyrim, Fallout, Gothic Chocobo, Pokemon, Game Maker's Toolkit, Johnny Grattan, John Romero, Murray Lorden, Roberta Williams, David Perry, Shiny Entertainment, Republic Commando, MDK, Ben "from Iowa" Zaugg, Warcraft (series), Jedi Starfighter, GTA III, Bill & Ted Face the Music, Yu Suzuki, Björn Johannson, Magic: The Gathering, Warren Linam-Church, Mikael Danielsson, Master of Magic, GOG.com, MicroProse, Ultima VII, SimTech, Master of Orion, Wargaming, Star Control II. Brett's Book Recommendations: For Civ III: A Game of Birds and Wolves by Simon Parkin For Shenmue: What I Carry by Jennifer Longo Next time: more Civ bonuses! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
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http://www.itlurksbelow.com/ https://twitter.com/davidbrevik https://www.graybeardgames.com/ --- Send in a voice message: https://anchor.fm/143/message Support this podcast: https://anchor.fm/143/support
Welcome to Dev Game Club, where we this week we start a new series with a bit of a different goal: a game we'll play for an initial couple of episodes and then return to from time to time. We discuss 2004's seminal and crowning MMORPG World of Warcraft, discussing the year in which it came out, a history (personal and not) of MMOs, and then dig a bit into the initial hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until level 8 Issues covered: revisiting our chat with John Romero, looking at 2004 in games, a live game model in EverQuest, self-cannibalization, early history of MUDs, a sad discovery, reflecting on Brad McQuaid's career, sharing games as source, MUDs and theming, talking through the history of a number of MMOs, talking about the market and approachability of other MMOs, peak users, the influence of other Blizzard games on WoW, Brett's confession, introducing characters through the RTS, modding and Warcraft III, launch and WoW, pulling the games from the shelves, server queues, revenue gross, Brett does some on-the-fly math, Activision-Blizzard merger, the starting area for gnomes and dwarves, inviting you into the world like a DM, learning the design language of the game, usability of the quest system, shifting the focus to quests (vs combat grinding), doing multiple things with the quests and rewards, changing your character's look, each race having its own animation set, differentiating races strongly, pre-rendered introduction, RTS influence again, seeing your first human (on a horse), simplifying WoW in the modern version, having to read the text to understand where to go, adding user interface mods, increasing intrinsic reward through difficulty, managing your own grouping, growing the scale of what you see, scale of towns and villages, growing up with the world through exploration, experience ramp. Games, people, and influences mentioned or discussed: John Romero, LucasArts, Republic Commando, God of War, Shadow of the Colossus, Half-Life 2, DOOM 3, Metal Gear Solid 3, Fable, Halo 2, Far Cry, Chronicles of Riddick, Katamari Damacy, Vampire: The Masquerade: Bloodlines, Source Engine, Troika Entertainment, Tim Cain, Leonard Boyarsky, The Outer Worlds, EverQuest & EverQuest II, 989 Studios, Sony Online Entertainment, Rob Pardo, MUD, Roy Trubshaw, Richard Bartle, DikuMUD, Brad McQuaid, Zork, Adventure, MOO, Pantheon, Saga of Heroes, Habitat, LucasFilm Games, Randy Farmer, Chip Morningstar, Meridian 59, Ultima Online, Dark Age of Camelot, Asheron's Call, Raph Koster, Star Wars Galaxies, Ultima Underworld, Turbine Entertainment, Lord of the Rings Online, Mythic, EA, Star Wars: The Old Republic, Blizzard, Warcraft: Orcs and Humans, Bill Roper, Diablo, David Brevik, Warcraft III, Chris Metzen, DotA, Icefrog, Riot Games, Dark Souls. Next time: To level 20 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are in our second discussion of Super Castlevania IV. We talk about the difficulty of the game and "fairness," Mode 7 shenanigans, and how the game quickly teaches things and moves on. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To/through Stage VIII Issues covered: the Myst-like rabbit-hole, leaning into the affordances of the SNES Classic, difficulty of Stage IV, the question of fairness and difficulty, throwing a lot at you, ramping up difficulty quickly, not a lot of soft landings or player help, play style, how to double jump across two spinning platforms, hard failures vs safe failures, having to put a game in its time, hard games in their time, challenge as fun, having release valves for difficulty, lacking time to explore with a timer game, getting into the designer's head, the world disappearing when you can't see it, finding every bit of memory or performance, having the hardware for less time, boldly leaning into Mode 7, the swinging chandeliers, slowly moving the character while the level rotates, letting the player deal with small issues and compromises, the Golem boss and shrinking the character, a great moment with the enemy design, learning how much time various actions take, being punished for slow reactions, multiple enemy states, wanting more helpful pickups, secondary/sub-weapons, moving up in levels, the navigation challenge of the stairs, analog stick vs d-pad, sticky surfaces in cover games, ladders in late 90s/early 00s games, bad publishing deals, physical game production, walking backwards up stairs, being able to think about the game when you're not playing it, genre death and rebirth, tension and boss placement. Games, people, and influences mentioned or discussed: Myst III: Exile, Obduction, Riven: The Sequel to Myst, The Book of Atrus, Warcraft, SNES Classic, Braid, Prince of Persia: Sands of Time, Super Mario World, Super Metroid, Mortal Kombat II, Sekiro: Shadows Die Twice, Dark Souls, The Six Million Dollar Man, Indiana Jones and the Last Crusade, Legend of Zelda, Nintendo Switch, Kingdom Hearts, Nicholas McCormick, Robyn Miller, Cyan Worlds, David Brevik, Diablo, Blizzard, LucasArts, Daron Stinnett, Sony, Microsoft, Nintendo, Sega, Zimmy Finger, Mike Vogt, Radiohead, Bohemian Rhapsody, Return of the Obra Dinn, Lucas Pope, Papers Please, Unreal Engine, Presto Studios, The Journeyman Project, Disney's Haunted Mansion, Ready Player One, The Shining. Next time: Finish the game! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
This week we interviewed David Brevik you can check out his new game at http://www.itlurksbelow.com/ Intro and outro music by Stemage at http://www.metroidmetal.com Follow us on Twitter https://www.facebook.com/budgetarcade Join our discord https://discord.gg/3UK26UV Any suggestions email us at budget.arcade@gmail.com --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/budgetarcade/message
GrinCast - a podcast about videogaming and games from GameGrin
With special guest David Brevik. Welcome to the GrinCast, your guide to the world of gaming news from the past week. This week Ace hosted and was joined by Nikki and Ziegsy, with a special guest David Brevik. This week we talked about PlayStation Plus price is increasing and Ghostbusters Remastered was announced. We also discussed Call of Duty Modern Warfare's had a reveal trailer and Shenmue 3 has been delayed. Our main topic was: It Lurks Below has left Early Access! Remember, if you want to chat to us, just leave a comment on the GameGrin site, or chat to us on Twitter at @GameGrin If you fancy us on the go, you can subscribe to the podcast on iTunes (for iPhones) and Stitcher (for everyone else). We are now on Spotify as well! Don't forget to check out our Twitch channel every evening at 8pm UK time, and our YouTube channel for more great GameGrin content.
Go to https://www.graybeardgames.com/ and check out It Lurks Below! --- Support this podcast: https://podcasters.spotify.com/pod/show/runjumpstomp/support
David Brevik, creator of Diablo and founder of Graybeard Games, takes NGP subterranean with the show's first non retro game in Episode 182: It Lurks Below. Discover what David is doing at www.graybeardgames.com. Intro and outro music by Kubbi at kubbimusic.com. Follow NPG on Twitter: twitter.com/ngppodcast Like NGP on Facebook: www.facebook.com/NGPpodcast Support NGP on Patreon: www.patreon.com/NGPpodcast Chat with the NGP family on Discord: discord.gg/z7fdR6W
Welcome to Dev Game Club, where this week we take a bonus trip to discuss a more modern game in Devil May Cry 5. We especially note how much they capture the feeling of the original game, despite modernizing some aspects. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first few hours Issues covered: cramming everything Devil May Cry into Devil May Cry 5, iterating on a formula and delivering the same feel, pulling the Resident Evil series along, iterations in camera, having the same feeling of play but with lower effort, feeling cool even outside the cutscenes, the reward of spectacle, risk/rewards and timing and breakers, translating enemies to the modern era, the addition of the grapple action of a breaking arm, teaching you to grapple and incorporating it into a boss fight, the story catch-up at the main menu, going back and forth in time, fighting with a motorcycle, opening credits sequence, tight franchise identity, being happy with the sequel, high level of craft, lack of maturity in the women characters, Barbie-Dolling the bodies, being careless with stereotypes and archetypes, lock and key and self-awareness, Dante's styles, fan service, Brett's Book Minute, using difficulty to train the player for higher difficulty levels, different ways to address turn-based vs real-time goals, trading off the cerebral for the immediate or vice versa, being too nit-picky about the details. Games, people, and influences mentioned or discussed: William Blake, The Force Awakens, God of War, Resident Evil (series), The Raid: Redemption, A Star Is Born, Adam Driver, Hideo Kojima, Metal Gear Rising: Revengeance, Platinum Studios, Vanquish, Bayonetta, Ninja Theory, Metroid: Other M, Team Ninja, Heavenly Sword, Hellblade, Microsoft Game Studios, Diablo III, Kingdom Hearts 2, Jak & Daxter, Takashi Miike, Ryu Murakami, In the Miso Soup, Book Riot, Horrorstör, Grady Hendrix, Mike Vogt, Sekiro: Shadows Die Twice, Johnny, David Brevik, War and Peace, X-COM, Fallout, Final Fantasy 9, FTL, Into the Breach, Temple of Elemental Evil, Tim Cain, Mario + Rabbids: Kingdom Battle, MYST. Next time: MYST (check Twitter for how much) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we begin a new series on 2001's Devil May Cry, an action beat-'em-up from Capcom. We situate the game in its time and talk about its evolution from the Resident Evil series with its action. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First four missions Issues covered: gaming in 2001, the origins of the title as Resident Evil 4 and making it into a new franchise, leaning into the tone, the beginning of the Clover legacy, distilling down to God of War, camera changes, we riff on the ranks, evolving the camera from Resident Evil, branching off the controls, dealing with the stick when moving from screen to screen, the Capcom 5, many takes on Dante's Inferno, "Devil May Care," dripping with style, style *is* substance, a game that wants you to dive in and get good, switching to be more aggressive to fight the first boss, where you can run from the return of that boss, the presentation of easy mode, learning to read a hard game, trying different third-person cameras at this time, facing difficulty and having to figure it out, change in game tastes in the last two decades: repetition vs continuing spectacle, physical limitations, grinding for consumables and the store, how does scoring work, taking a weird detour into watery skulls, how this series evolved to present day and greater generosity, procedurally generated emails, Diablo's shrines, the strategy of allowing a shared copy of the game actually driving sales, virality, generosity driving sales, hacks and cheats and the difficulty of preventing them. Games, people, and influences mentioned or discussed: Capcom, Jedi Starfighter, Ico, Grand Theft Auto III, Anachronox, Silent Hill 2, Resident Evil (series), Halo: Combat Evolved, Metal Gear Solid 2, Max Payne, Baldur's Gate Dark Alliance, Diablo, Conker's Bad Fur Day, Onimusha: Warlords, Nintendo GameCube, Super Smash Bros. Melee, 007: Agent Under Fire, PlayStation 2, Jak & Daxter, Twisted Metal Black, Andrew Kirmse, Pikmin, Luigi's Mansion, Hideki Kamiya, Shinji Mikami, Clover Studio, Platinum Games, Viewtiful Joe, Okami, Bayonetta, Metal Gear Rising: Revengeance, Dark Souls (series), God of War, PN 03, Killer 7, Dead Phoenix, Dante's Inferno, Patrick Klepek, Kingdom Hearts, Sekiro: Shadows Die Twice, Full Throttle 2, Star Wars: Bounty Hunter, Tomb Raider, Indiana Jones and the Infernal Machine, Mr. Beast, DOOM (1993), Eric Fox, David Brevik, Quake, GOG, Alpha Protocol. Next time: Through Mission 10 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we look in this bonus episode at Diablo III to discuss the game's impact and systems, while also touching on a Kingdom Hearts update and getting into a ton of listener feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Kingdom Hearts 2 side/end game stuff, the inventive choices you have to make to do side stuff in JRPGs, figuring out constraints and min/maxing against them, generosity in game design and development, finding ways in development to layer on more stuff, adding more to a game, being good at making the game you make and losing that institutional knowledge, sticking together and iterating, thinking outside the box for a platform, business model and the endless game, not caring about the campaign, being able to drop into certain types of game, soaking in the endorphins, having quest randomness in the first game and in adventure mode in Diablo III, hero rooms in Republic Commando, having areas become memorable through repeated play, games as a service, encouraging and cross-pollinating classes, Diablo and WoW influencing one another, incorporating the auction house and gray market sales in Diablo II, going against player expectations, purchasable cosmetics as a revenue stream, being generous with your success, vicious and virtuous cycles in revenue models, anticipating Diablo IV, establishing your game's reputation, procedurality and generosity, shooter-looters and the expense of making new content, embracing rogue-likes as a way to leverage a small team, making a lot of content and having players chew through it, procedural board game generation and fitting together worlds, lore through-lines from the first game in campaign mode, bringing in new characters to bring in both new and old fans, having to establish a character as interesting in their own right, leveraging 3D for more variety and efficiency, every character having spell-like abilities, couch co-op is more about the couch, reflecting on the Brevik interview, gold taking up space in inventory, weird multiplayer friction with gold taking up space, high value resources and gold forcing you to spend money, disarm trap skill, mechanics in conflict with the game, low lethality of traps, bosses in Diablo, difficulty of making boss battles interesting, experimenting with traps as a boss battle design, limiting to one mouse button for the Mac, Blizzard having a lot to answer for with our nation's youth, the cost of connecting to the Internet in the late 90s, video games pushing technology, the changing expenses of telecommunications, digitizers, skill and technology gaps for 3D modeling, even making stuff in 2D on a computer was hard and slow, getting into the industry, growing the developer tent to include economists and psychologists, grit and streamlining, knowledge vs design grit, grit as a side effect of development style, adding grit to the development process, adding in only what you need. Games, people, and influences mentioned or discussed: Kingdom Hearts 2, Lore Reasons/Waypoint, Square, Final Fantasy IX, Republic Commando, Crystal Dynamics, Rise of the Tomb Raider, Nintendo Wii, Tomb Raider Anniversary, Diablo (series), Nintendo Switch, Dominion, Borderlands 3, Blizzard, World of Warcraft, Guild Wars, Reed Knight, Dead Cells, Jason Schreier, Maddy Myers, Into the Breach, FTL, Andrew Kirmse, Meridian 59, Destiny, Star Wars, Baldur's Gate Dark Alliance, A Way Out, David Brevik, Anthony Gallegos, Marvel Heroes, RebelFM, LamestarGames, Journeyman2011, Raymond Cason, Good Old Games, Derek Achoy/speakyclean, Shenmue, DreamCast, Sean Richards, Super Mario Galaxy, Bungie, StarCraft, LucasArts, Zimmy Finger, Out of This World, Portal, Jon Knowles, Turn 10, Forza Horizon, Super Star Wars, SNES, Dark Forces, Mark Crowe, BakedPotato, Jesse Morgan, Aaron Evers, Mark Wahlberg, Invincible, Halo, Mike Vogt, Devil May Cry, Resident Evil, Monster Hunter (series), Capcom, Dark Souls, Bethesda Game Studios, Daron Stinnett, Starfighter, Unity, Unreal, Shigeru Miyamoto, Peter Baumgartner, Dark Crystal. Next time: Devil May Cry -- First 4 Missions! Links: The Making of Final Fantasy IX https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we extend our time with 1996's Diablo with an interview with Condor/Blizzard North co-founder and Diablo lead programmer and designer David Brevik. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39 Interview 1:21:19 Break 1:21:51 Wrap-up Issues covered: falling in love with games as a young person, learning how to program, finding out you could make a living making games, typing in programs from magazines, sticking with games, clip-art discs, founding Condor, Diablo pitch document, meeting people at CES, genre calcification and RPGs, working on a fighting game and finding out the SNES and Genesis games were being developed independently, switching to PC games, having the whole gang up to get a pitch, starting with Rogue and adding graphics, the short life of claymation-based graphics, signing as turn-based but Blizzard wanting real-time, getting a 3D0 contract for a football game on the M2, a side distraction into baseball and other sports, cutting turns up fractionally, being all-in on the turn-based/permadeath nature of Rogue-likes, strategy games going to real-time, squeezing more money out of the publisher, getting real-time running in a couple hours, stealing from X-COM's graphics, having a moment when the clouds part and the angels sing, democracy works, having an "I've never seen this before" moment, moving away from D&D tropes and getting darker, having internal hockey tournaments, lowering "time to killing monsters," removing complexity from potions and also verbs, pen and paper requiring character development and games less so, stealing the attributes/requirements loot properties from Angband, getting away from Tolkien and towards the Gothic from the art direction, the contribution of music to the tone, trading player-oriented drama for immediacy, constraints leading to a cornerstone of the series, simplification of the good and the evil, having the stories you get from playing rather than from dialog and designer-written story, running around in multiplayer, getting owned by The Butcher, tackling lots of big new programming stuff on Diablo including networking, having a tutor in Pat Wyatt, inventing Battle.Net, coming in with the multiplayer very late, peer-to-peer model and notifying others, non-deterministic model and rampant cheating, erring on the side of being generous, uniting people on the Internet, the huge impact of Diablo's designs on gaming as a whole, David's latest project, going from CEO to a one-man-show, the huge impact David's had on the industry, transformative games. Games, people, and influences mentioned or discussed: Iguana Entertainment, Condor/Blizzard North, Flagship Studios, Hellgate: London, Gazillion Entertainment, Marvel Heroes, Graybeard Games, It Lurks Below, Pong, Apple ][+, Richard Garriott, Ultima, Inside (magazine), Intel, FM Wave, Tramiel family, Atari/Atari Lynx, Gordo 106, Sunsoft, Acclaim, 3D0, Justice League Task Force, SNES, Sega Genesis, Silicon & Synapse, Warcraft, Davidson & Associates, Math Blaster, Reading Blaster, Allen Adham, Mike Morhaime, Pat Wyatt, Chris Metzen, Rogue, Nethack, Moria/UMoria/Angband, Primal Rage, Dune 2000, Baldur's Gate, X-COM, Starfighter, Mortimer and the Riddle of the Medallion, J. R. R. Tolkien, Dungeons & Dragons, NHL '94, DOOM (1993), Erich and Max Schaefer, Matt Uelmen, Dragon magazine, Amazon, Total Entertainment Network, Daron Stinnett, Dark Forces, Loderunner, Terraria, Starbound, Zork, Don Tomassello (now that's random), Planescape: Torment, PS4, Nintendo Switch, Bill Roper. Next time: An additional bonus episode with Diablo III! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we finish our main discussion of Blizzard Entertainment's 1996 classic Diablo. We cover level design in a procedural world, how the tone of the game darkens further in this final segment and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Killed Diablo! Issues covered: quoting oft-repeated lines, last two levels as a more authored experience, strategy for the final levels and killing Diablo, the final cutscene and tying to Diablo II, exposition delivery, over-the-top font, going after Lazarus, missing quest pieces without Leoric, missing exposition when you kill a character out of order, random teleportation stuff, "co-opetition," missing major quests with the random quest selection, lack of in-game messaging about random quest generation, possible complaints if seen as a single-player game, getting the itch to play again because of multi-player, level design and macro tiles, fitting a set up tiles together, seeing the algorithm, having more authoring capability from bigger pieces, purely algorithmic generation, following a table-driven approach, feeling like a real place and good environment choices, not getting drops that fit your character, innovation in loot drops to encourage other styles of play, getting an unique item, procedural everywhere, shifting to real-time, the influence of this loot system, giving an identity to your loot, the cool lighting model, constraints breed creativity, simplicity of the game, multiplayer as a key element of the game, trading in multiplayer, our upcoming bonus episodes. Games, people, and influences mentioned or discussed: Star Wars, Jonah Lobe, Bethesda Game Studios, Mario (series, obliquely), Kingdom Hearts (series), Borderlands (series), Planescape: Torment, Gold Box (series), Eye of the Beholder, Might and Magic, Ultima, Spelunky, Castle Ravenloft, Betrayal at the House on the Hill, Rogue, Nethack, Dungeons & Dragons, World of Warcraft, Warcraft, Everquest, MUD, Carl Sagan, David Brevik, Path of Exile, Blizzard North, Tanarive Due, The Good House, Stephen King. Next time: An interview! And your feedback! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Claim your FREE copy of The Economist – Text RETRO to 78070Thanks to our amazing donators this week: Karl Kuras, Stuart Marshall, Paul Edwards, Richard Pemberton Claim your FREE case of craft beer from our sponsor Beer52 here: https://beer52.com/retroAudioboom new channel: https://audioboom.com/channel/theretrohourAudioboom RSS feed: https://audioboom.com/channels/4970769.rssJoin our Discord channel: https://discord.gg/GQw8qp8Our website: http://theretrohour.comOur Facebook: https://www.facebook.com/theretrohour/Our Twitter: https://twitter.com/retrohourukOur Instagram: https://www.instagram.com/retrohouruk/Events we'll be at:Amiga Ireland Meetup: https://www.eventbrite.ie/e/amiga-ireland-2019-tickets-42178857097PLAY Expo Manchester: https://www.playexpomanchester.com/ Show notes:The History of Hacking with Captain Crunch - https://bit.ly/2CaPz7aMidway Arcade to Raven Software with Jake Simpson - https://bit.ly/2EgCJpoBlade Runner & Command & Conquer with Louis Castle - https://bit.ly/2LcTbbwBad Influence! with Andy Crane - https://bit.ly/2rBRoE5Early Internet Adventures with Michael Lawrie - https://bit.ly/2QRRjueBullfrog: The Inside Story with Glenn Corpes - https://bit.ly/2UEu3PiBlizzard, Diablo and Warcraft with David Brevik - https://bit.ly/2zSVQ5OActivision: The Inside Story with David Crane - https://bit.ly/2LfmgDlSee you next week the the Christmas retro gaming superquiz!
On this week’s show, Bree and Justin get dirty with Blizzard, weird with Elite: Dangerous, and hopeful with Legends of Aria. Really, sea cow madness has taken over much of Massively OP right now and you should probably ignore like 98% of it. It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so. Show notes: Intro Adventures in MMOs: LOTRO, Fallout 76, Bree's new computer News: Blizzard under fire from David Brevik and anonymous employees News: Is H1Z1 imploding? News: Star Citizen remains ambitiously bold News: Modders reconstruct City of Heroes maps News: Elite: Dangerous and sea cows News: Legends of Aria briefly opens its doors to all Mailbag: Gaming computers Outro Other info: Podcast theme: Frameshift drive from Elite: Dangerous Your show hosts: Justin and Bree Listen to Massively OP Podcast on iTunes, Stitcher, Player FM, TuneIn, Google Play, iHeartRadio, Pocket Casts, and Spotify Follow Massively Overpowered: Website, Twitter, Facebook, Google Plus, Twitch If you’re having problems seeing or using the web player, please check your flashblock or scriptblock setting.
Any Diablo fans in the house? I thought so! We're fans too and it's great to be able to introduce Adrian's chat with Blizzard North's co-founder (and gaming hero) David Brevik! 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.
We talk to Diablo creator David Brevik to get the inside story on Blizzard, Warcraft and his return to retro gaming! Graybeard Games: [https://www.graybeardgames.com/](https://www.graybeardgames.com/) Thanks to our amazing donators this week: Robinson Technologies, Simon Pilgrim, Raymond Montalban, Ian Poynter Join our Discord channel: [https://discord.gg/GQw8qp8](https://discord.gg/GQw8qp8) Our website: [http://theretrohour.com](http://theretrohour.com) Our Facebook: [https://www.facebook.com/theretrohour/](https://www.facebook.com/theretrohour/) Our Twitter: [https://twitter.com/retrohouruk](https://twitter.com/retrohouruk) Our Instagram: [https://www.instagram.com/retrohouruk/](https://www.instagram.com/retrohouruk/) Events: PLAY Expo London: [https://www.playexpolondon.com/](https://www.playexpolondon.com/) PLAY Expo Blackpool: [https://www.playexpoblackpool.com/](https://www.playexpoblackpool.com/) Show notes: More Vega+ problems: [https://bit.ly/2OYXUzl](https://bit.ly/2OYXUzl) Nintendo takedown emulator: [https://bit.ly/2vSqt8F](https://bit.ly/2vSqt8F) Amstrad PCW8512 still printing festival tickets: [https://bit.ly/2MduBu8](https://bit.ly/2MduBu8) General Magic the movie: [https://www.generalmagicthemovie.com/](https://www.generalmagicthemovie.com/)
Das 1996 erschienene Diablo, oder wie Gunnar früher immer sagte, „Diabolo“, hat dem Rollenspiel ein populäres Subgenre hinzugefügt: das Action-Rollenspiel. Auch Hack & Slay genannt. Oder Hack’n’Slash. Oder, wie die deutsche Packungsrückseite von Diablo 1 es ausdrückte: „Echtzeit-Rollenspiel mit zahlreichen Action-Elementen“. Chris und Gunnar sprechen in der bisher längsten Folge von Stay Forever ausführlich über die Entstehungsgeschichte, die Spielmechaniken, die historische Bedeutung und vieles mehr. Thema: die Diablo-Serie (Diablo, 1996; Diablo II, 2000) Genre: Action-Rollenspiel Entwickler, Publisher: Blizzard North, Blizzard Entertainment Designer: Bill Roper, David Brevik, Chris Metzen, Erich Schaefer Credits: Sprecher: Christian Schmidt, Gunnar Lott Audioproduktion: Fabian Langer, Christian Schmidt Titelgrafik: Paul Schmidt Intro: Nino Kerl (Ansage); Chris Hülsbeck (Musik); Impossible Mission (Sample) Outro: Chris Hülsbeck (Musik) Unterstützung: Christian Beuster Chronist: Herr Anym
This week Joe talks about super ultra-wide monitors, Kingdom Come: Deliverance, and interviews David Brevik, the creator of Diablo. Be sure to join our Discord server to interact with like-minded geeks: https://discord.gg/gww
Joining Liam this week to join the other accursed games industry members is former Blizzard North President and the creator of Diablo, the lovely Mr. David Brevik. In this episode, David talks about the 8 games he would take, a very varied and eclectic list it must be said! As well as teaches Liam how to play Solitaire and talks about his long an storied career in the video game industry. Please enjoy this new episode of FG! :D Don't forget to follow on Soundcloud and leave a comment about what you thought of David's choices! We'd love to hear what you the listeners think of the guest's choices and let's have a lovely discussion :) You can also download this show on iTunes as well, just search for "Final Games". Please rate and review the show! apple.co/1QP0ciS David Brevik: @DavidBrevik Please go check out Craig's excellent music on Soundcloud! Thank you to him for his excellent intro! @windmills-at-dawn @craigedycraig If you'd like to contact the show or Liam, or if you have any feedback please check out: @LiamBME @FinalGamesShow finalgamespodcast@gmail.com Final Games is hosted on Soundcloud at: @finalgamespodcast But is also available on iTunes, aCast and Stitcher!
Diablo creator David Brevik recounts his fascinating career making games, including how a Justice League game led to Diablo, the meteoric success of Diablo and Diablo II, his years at Blizzard, and what he's up to now.
152: Wolfenstein DLC, Monster Hunter World, And The Red Strings Club Gary: Super Mario Odyssey, Genital Jousting, Wolfenstein DLC, and The Red Strings Club Stephen: What Remains of Edith Finch Brian: Celeste Anthony: DBZ Fighters and Monster Hunters World The Drunken News Square Enix Montreal cancels game led by Hyper Light Drifter's Teddy Dief What could possibly go wrong? Microsoft may be looking to buy EA, Valve and PUBG Star Wars: Battlefront 2 Underperforms, Microtransactions Coming Back Nintendo Announces Third Quarter Financial Results: Switch Officially Outships Wii U EA CONFIRMS NEW BATTLEFIELD FOR 2018, ANTHEM OFFICIALLY COMING IN 2019 Hulu SVP Comments on Working with Nintendo, Bringing Touch Controls to Switch RESPAWN'S STAR WARS GAME COULD BE RELEASED BY MARCH 2020, EA UNSURE WHEN BATTLEFRONT 3 WILL BE RELEASED PlayStation Plus: Free Games for February 2018 Nintendo will bring 'Mario Kart Tour' to smartphones by March 2019 Switch Online Service To Launch In September Nintendo Officially Partners with Illumination for New Mario Movie Diablo creator David Brevik is back with a new game, It Lurks Below RED DEAD REDEMPTION 2 IS COMING OCTOBER 26TH 2018 NINTENDO WANTS TO EXTEND THE SWITCH’S LIFESPAN TO OVER 6 YEARS Extras Creep us on Facebook Stalk us on Twitter Watch us on YouTube Or throw us that review on iTunes or Stitcher Questions, comments, concerns? E-mail us: brian@pxlpts.com And be sure to check out what we're doing at our website: Pixelated Points Theme music: 'My Lady Carey's Dompe' performed by Jon Sayles
GrinCast - a podcast about videogaming and games from GameGrin
With special guest David Brevik! This week on the GrinCast, we talked about Runescape Mobile, [profile game="1229" title="Gigantic"] shutting down, and with our special guest David Brevik about It Lurks Below. We also chatted about Monster Hunter World's sales figures and which games will soon be in Freebie Feelers. David Brevik will be streaming It Lurks Below on his Twitch channel here, this weekend at the below times: Friday, Feb. 2nd: 9pm – 11pm PSTSaturday, Feb. 3rd: 3pm – 5pm PSTSunday, Feb. 4th: 10am – Noon PSTMonday, Feb. 5th: Noon – 2pm PST David also promises to randomly surprise beta players who are checking out the game, so there’s no telling where else you’ll see him pop up! Remember, if you want to chat to us, just leave a comment on the GameGrin site, or chat to use on Twitter at @GrinCast. If you fancy us on the go, you can subscribe to the podcast on iTunes (for iPhones) and Stitcher (for everyone else).
David Brevik is a video game designer, producer and programmer known early on as the Lead Developer on Diablo. Today he's the primary at Greybeard Games. He talks to Scott about game design then and now!
On the ninth episode of Indie Insider, host Logan Schultz sits down with none other than David Brevik, best known as the creator of the Diablo series. The two chat about David’s 25-year history in the video game industry, his thoughts on indie games, his advice for others, and even how he really feels […]
Podcast Topics: 00:02:57 - Gears of War 4 00:08:29 - Shadow Warrior 2 00:14:42 - Thumper 00:24:40 - Playstation VR 00:34:08 - Nintendo Switch 00:52:30 - A Not-So-Secret E-Mail 00:56:12 - Red Dead Redemption 2 01:05:05 - Wolfenstein: The New Colossus rumor 01:07:55 - Persona 5 English Cast 01:11:15 - SAG Aftra Strike 01:21:12 - David Brevik joins Path of Exile team 01:24:25 - New additions to Steam 01:25:42 - Delayed Games Or follow the hosts on twitter at: Or follow the hosts on twitter at: Craig - https://twitter.com/SearosCanoel Paul - https://twitter.com/pomorales Pete - https://twitter.com/HalfTuckPete Zac - https://twitter.com/AronZacField Mixed by Zachary Field Music Provided by Kevin MacLeod https://www.youtube.com/watch?v=pcV-uoNGsz4 Song: Cyber Ninja https://www.youtube.com/watch?v=yJEPTk7FLmk Song: Pamgaea Check out more of Kevin MacLeod over at http://incompetech.com/
In which we chat with the man, the money, the epic David Brevik. VS S03E18
Nude Clan: A Video Game Podcast | Part of the [Nude]Clan gaming network
Diablo II Kaleb Schweiss Diablo II is an action based, hack +-and slash rpg by Blizzard north. The game was published in 2000 for Windows and Mac. The game’s design was done by David Brevik and Erich Schaefer, who acted as a project lead for the game. Diablo II built on the success of the first game in the series, and was one of the most popular game of 2000. The continuation of it’s fanatsy themes from the first entry, and the access to Blizzard’s free online play service through Battle.net were a major factor in it’s popularity. The servers are still available through Battle.net, and they even had a major patch release in March of 2016. There was an expansion for Diablo II, titled Lord of Destruction released in 2001, of which I have played about half of. The game progresses through four portions, divided up into acts. Each one follows a set of objectives, but still holds true to the random generated areas of the first game. Diablo II also introduces more side quests, mainly in the form of optional dungeons with an uber loot chest at the end. Diablo II has much more variety in environments, where Diablo I only had the floors in, and below, the monastery. Diablo II also introduces three difficulty levels. Normal, Nightmare, and Hell are unlocked once the game is beaten on normal. Higher difficulty means harder enemies, and less resistances, but it also means better loot. The player can return to a lower difficulty at any time. Diablo II brings a couple more character selections to the table. You can play as an Amazon, Necromancer, Barbarian, Sorceress, and Paladin. Lord of Destruction also added the Druid and Assassin classes. Diablo II’s story begins right after the events of Diablo. The great and powerful warrior, Husk, defeated Diablo in the first game, and tried to contain his essence within his body. Since then, Husk has become corrupted by the demons spirit, and has caused demons to enter the world. Stories begin to be told in reference to this “Dark Wanderer”. We later find that the soulstones were originally designed to capture the Prime Evils who were banished to the mortal realm after being overthrown by their lessers. When Diablo’s soulstone became corrupted, the demon was able to control the Dark Wanderer. THe soulstone of Baal, another demon, was united with the mage Tal-Rasha, who volunteered to absorb the spirit into his body and be imprisoned. The story is told from the perspective of a drifter named Marius. Marius is following the Dark Wanderer, and finds that he means to unite with the other Prime Evils. Act I: Rescue Cain from Tristram, follow Dark Wanderer. Wanderer gets Andariel to corrupt the Sisters of the Sightless Eye and take over their monestary. Overcome, yada yada. Act II: You head east, in search of Tal Rasha’s tomb. Marius and the Dark Wanderer get there first, and Marius is deceived into removing Baals soulstone from Tal-Rasha, and Tyrael, an Archangel, orders Marius to take the soulstone to hell to destroy it. THe dark wanderer joins Mephisto and Ball, opens a portal to hell, and sheds his skin to become Diablo. Act III: Mephisto is killed guarding the entrance to The Temple of Kurast. The character takes his soulstone, and goes to Hell. Act IV: Slay Diablo, and destroy the soulstones of Mephisto and Diablo on the Hellforge, preventing their return. Kaleb Schweiss Joe Story 8 8 Gameplay 10 10 Design 10 10 Music/Sound 10 10 Replayability 10 10
Jeff and Christian welcome the co-founder of Night School Studio, Sean Krankel, whose game Oxenfree releases on Xbox One and Steam this Friday. They talk about the Oculus Rift pre-order price, David Brevik leaving Gazillion, the new products from Razor that may revolutionize PC gaming, Awesome Games Done Quick, and more! In the Playlist, the guys discuss Oxenfree, Disney Infinity 3.0, You Must Build a Boat, Magic the Gathering: Puzzle Quest, and CES impressions of the Vive, the Omni, and more. For Tabletop Time, Jeff discusses T.I.M.E. Stories: The Marcy Case, Sean discusses Android Netrunner, and Christian is playing Zingo with his daughter.
Jeff and Christian welcome the co-founder of Night School Studio, Sean Krankel, whose game Oxenfree releases on Xbox One and Steam this Friday. They talk about the Oculus Rift pre-order price, David Brevik leaving Gazillion, the new products from Razor that may revolutionize PC gaming, Awesome Games Done Quick, and more! In the Playlist, the guys discuss Oxenfree, Disney Infinity 3.0, You Must Build a Boat, Magic the Gathering: Puzzle Quest, and CES impressions of the Vive, the Omni, and more. For Tabletop Time, Jeff discusses T.I.M.E. Stories: The Marcy Case, Sean discusses Android Netrunner, and Christian is playing Zingo with his daughter.
Join us as we celebrate our 200th milestone episode with special guest hosts, David Brevik and Keir Miron. Also the full cast of the games podcast from Press Any Key and Geeks With Wives. All this and more on this special live! episode of the Games Podcast.
We've made it to week 20 of the the show, and it's another great one, packed with TV News, UK TV Updates & Air Date Info, and an interview with gaming legend David Brevik. David is the visionary creator behind Diablo I and II and currently the founder and CEO of Gazillion Studios and the excellent Action MMORPG - Marvel Heroes 2015. When it launched two years ago, the game had a number of launch issues and received a mauling from critics, with a metacritic average score of 58%. Since then David and the team have turned Marvel Heroes around pulling it's Metacritic score up to 81. The game gets regular new content, including the recent Age of Ultron update that was one of the biggest content launches the title has had so far and allowed players to play as any of the core Avengers for free. In this weeks show: We take a look at the tv shows we’ve been watching last week, including some non-spoilery chat about last nights Game of Thrones! All the latest TV news, including some... See acast.com/privacy for privacy and opt-out information.
David Brevik joins Kat to talk about the evolution of Marvel Heroes, remember his days with Blizzard North, and share his updated feelings on Diablo III.
SPECIAL BONUS DOUBLE LENGTH EPISODE!! Jeff and Christian welcome David Brevik, the creator of Diablo and Marvel Heroes to the show this week to discuss Valve allowing paid mods on Steam, Konami axing Silent Hills, Call of Duty Black Ops 3, Telltale Doing Marvel, and much more! In the Playlist, David has been playing Cities: Skylines, Hearthstone on his phone, Don't Starve, and MLB: The Show, Christian has gone back to Batman: Arkham Origins, and Jeff is hooked on Doesn't Commute on iOS. Plus, Jeff gives his report on the Heroes of the Dorm finals. For Tabletop Time, David has been playing a ton of new games on his awesome Geekchic table, including Arkham Horror, Flashpoint: Fire Rescue, Love Letter, and Pandemic The Cure. Jeff and Christian describe Mascarade, and Christian introduces board games to his daughter. AND THERE"S MORE! Extra, bonus content this week as Jeff interviews Dustin Browder and Kaeo Milker from Blizzard about the upcoming release of Heroes of the Storm!
SPECIAL BONUS DOUBLE LENGTH EPISODE!! Jeff and Christian welcome David Brevik, the creator of Diablo and Marvel Heroes to the show this week to discuss Valve allowing paid mods on Steam, Konami axing Silent Hills, Call of Duty Black Ops 3, Telltale Doing Marvel, and much more! In the Playlist, David has been playing Cities: Skylines, Hearthstone on his phone, Don't Starve, and MLB: The Show, Christian has gone back to Batman: Arkham Origins, and Jeff is hooked on Doesn't Commute on iOS. Plus, Jeff gives his report on the Heroes of the Dorm finals. For Tabletop Time, David has been playing a ton of new games on his awesome Geekchic table, including Arkham Horror, Flashpoint: Fire Rescue, Love Letter, and Pandemic The Cure. Jeff and Christian describe Mascarade, and Christian introduces board games to his daughter. AND THERE"S MORE! Extra, bonus content this week as Jeff interviews Dustin Browder and Kaeo Milker from Blizzard about the upcoming release of Heroes of the Storm!
Show host Chris O'Regan first encountered David Brevik, the CEO of Gazillion Entertainment at Gamescom 2012 where he was showing off Marvel Heroes, a brand new Action RPG MMO that he was on the brink on releasing it to the unsuspecting public. It wasn't quite ready when it did arrive and in response to this Gazillion Entertainment went to its player base and asked them what they could do to fix it. In this unprecedented move Gazillion Entertainment made Marvel Heroes into Marvel Heroes 2015 and it is a very different game from when it first appeared. Topics covered in this episode Davids time at Blizzard and how he made Diablo and Diablo 2 as well as a bunch of indie games including Dream Quest on iOS. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode66.mp3 The Sausage Factory 66 was edited by Chris O'Regan
Brian Tyler and Jonathan Miley spoke with David Brevik, co-founder of Blizzard North, CEO of Gazillion Games and lead designer on the newly christened, Marvel Heroes 2015. For more information on how you can get your hands on some free character codes for Marvel Heroes, listen to the podcast! This is an archived episode of DarkCast Interviews that originally appeared on Darkstation.com
Ryan and Marc talk with President and COO David Brevik and Senior Designer Peter Hu of Gazillion Entertainment about the highly anticipated game Marvel Heroes!