Podcasts about fpses

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Best podcasts about fpses

Latest podcast episodes about fpses

Dev Game Club
DGC Ep 354: Metroid Fusion Bonus

Dev Game Club

Play Episode Listen Later Jul 12, 2023 96:16


Welcome to Dev Game Club, where this week we add a bonus to our series on Metroid Prime by looking into Metroid Fusion, before turning to the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Almost all of it Issues covered: the space jump boots, connectivity with the GBA, Metroid nostalgia, a hardcore game, GBA architecture, moving goalposts, kinship between Metroid and Legend of Zelda, snacking on Dread, an A bug in a final room, code save states, a limited control set and linear upgrades, having keycards/security access, Samus's lack of agency, changing what you think about the character, enjoying the setting, not knowing where to go, not thinking about space in a particular way, host origin stories, roles we've had, leaving for opportunities, burning out, a book club for games, keeping up with technology, learning languages, not being able to share what we're doing yet, how we keep going, hitting versions of writer's block, context shifting, being good with just a small amount of work, project doldrums, mental thinking, sometimes you just need idle time, gaining perspective via sharing, asking why questions, shifting between productivity approaches, disguised linearity, games where the level design pulls you along, trusting the developers and trusting your players, player empowerment, games we didn't get, not enjoying the controller for FPSes but changing later, getting revved up by programming and needing cooldowns. Games, people, and influences mentioned or discussed: Blarg42, TheSecondQuest, Game Boy Advance, Pokemon Stadium, Zelda: Four Sword, Crystal Chronicle, PacMan, Splinter Cell, Tingle Tuner, Legend of Zelda, Mercury Steam, Dead Space, Event Horizon, Team Ninja, Tomonobu Itagaki, Kyleanderror13, Republic Commando, Star Wars: Starfighter, LucasArts, Tomb Raider, Jonathan Williams, Bethesda Game Studios, Fallout 3, Mario (series), Rebel FM, Naughty Dog, Looking Glass, System Shock 2, Irrational Games, Soren Johnson, Civ 3, GamaSutra/Game Developer, Sixty Second Shooter Prime, Jamie Fristrom, PlayStation Vita, Commander Keen, Luke, RPG Maker, Bvron, Fumito Ueda, Shadow of the Colossus, The Last Guardian, Ocarina of Time, Link to the Past, Arcane Studios, Dishonored, Prey, Death Loop, Planescape: Torment, Castlevania, Dead Cells, Hollow Knight, Ori and the Blind Forest, Dark Souls, Jarkko Sivula, GoldenEye, Demon's Souls, Resident Evil, Nathan Martz, Final Fantasy (series), Dungeons & Dragons, Trespasser, Skyrim, Minecraft, Dragon Quest Builders, Valheim, Dwarf Fortress, Joel Burgess, Capy Games, Ubisoft, Watch Dogs, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com

Dev Game Club
DGC Ep 349: Metroid Prime (part one)

Dev Game Club

Play Episode Listen Later May 24, 2023 76:07


Welcome to Dev Game Club, where this week we start a new series on Metroid Prime, which we are playing via the Nintendo Switch remaster. We set the game in its time, talk a little bit about Retro, and then wall jump into the action of the tutorial area. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until you arrive on Tallon IV Issues covered: Tim's purging, Western developers making FPSes for Japanese publishers, basing things on the lock-on, a game set apart by art direction, a ban on 2002, Brett's bookend years, the Capcom 5, the games for GameCube, being in the helmet, attach rate, top sales, reminiscing about a former colleague, the transition to 3D and Mark HH to support, seeing the potential for the game beneath the engine, ripping away ownership of the FPS, returning to the 2D formula, doling out their lesser selling properties a bit at a time, starting with all the gadgets, taking notes when you play a Metroid game, adding accessibility via the lock-on, locking on without a target, scanning as the second thing, good world building and boss teasing, teaching you how to fight with a simple boss, the amazing music and audio design, getting to look through the helmet, augmenting the sense of embodiment, finding community in an MMO, design for addictiveness, having an engaging game and then making something punishing, taking a game too far, the golden mean, ethical free-to-play, game metrics, key performance indicators, costs of people who play a game too much, designing to encourage people to step away from time to time, the humble origins of the James Bond theme,  Games, people, and influences mentioned or discussed: GoldenEye 007, Splatoon, Capcom, Lost Planet, Retro Studios, Halo, Hitman 2: Silent Assassin, Eternal Darkness, Ratchet & Clank, Morrowind, Animal Crossing, Kingdom Hearts, Timesplitters 2, Medal of Honor: Allied Assault, 2015 Games, Infinity Ward, Jedi Knight 2, NOLF 2, BF1942, GameCube, Wind Waker, Resident Evil, Super Mario Sunshine, James Bond 007: Nightfire, Metroid Fusion, Dark Cloud 2, Sly Cooper & Thievious Raccoonus, Splinter Cell, Warcraft III, Neverwinter Nights, Jedi Starfighter, LucasArts, Resident Evil 4, Republic Commando, Metroid Dread, Nintendo Switch, LoZ: Tears of the Kingdom, Geist, Shadows of the Empire, Mark Haigh-Hutchinson, Jon Knowles, Shigeru Miyamoto, MegaForce, Super Mario 64, LoZ: Ocarina of Time, Wired magazine, DOOM (1993), Metroid: Samus Returns, Bandai/Namco, Metroid: Other M, Mario Kart 8, Breath of the Wild, Horizon: Zero Dawn, Arkham Asylum, Unreal, Colin "The Shots," World of Warcraft, Everquest, Marvel Snap, 343 Industries, June, Aristotle, Super Mario Galaxy, Sony, Star Wars: Galaxies, Raph Koster, Ultima Online, Calamity Nolan, James Bond, Guy Morgan, Monty Norman, Bad Sign/Good Sign, V. S. Naipaul, A House for Mr. Biswas, John Barry, Grant Kirkhope, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Check the Discord! Links: The James Bond origin track Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/h7jnG9J9lz DevGameClub@gmail.com

Dev Game Club
DGC Ep 348: GoldenEye 007 (part four)

Dev Game Club

Play Episode Listen Later May 17, 2023 68:33


Welcome to Dev Game Club, where this week we complete our series on GoldenEye 007 by diving a bit into the multiplayer and discussing our overall takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Multiplayer (for about an hour) Issues covered: getting the good old Rare stories, writing music for the Nintendo 64, finding the Donkey Kong pitch, how remarkably easy it was to play it multiplayer, privacy concerns and game services, car horns and dogs, motion sickness, picking the guns, weapon placement, modes versus mutators versus picking your guns, asymmetrical play, house rules, a social multiplayer experience, lower stakes, not shooting if the other person doesn't have a gun, bullet penetration, more depth than anticipated, feeling the depth, rocket explosion use, a feature under the radar, ease of use, convincing the publisher, a humorous multiplayer, breaking the rules of FPSes, a historical development branch, seeing the one-upmanship in action, the multiplayer dark horse, the multiplicity of the modes, a cinematic FPS that uses the license really well, good characterization and escort missions that don't bug you, spending time makes characters matter, friendly AI at the time, objectives and level of difficulty, learning on the easy difficulty so you can play on the more difficult levels, drowning in nostalgia, building the realistic levels, the limitations of the tech and how it helped, the spookiness of fog. Games, people, and influences mentioned or discussed: Grant Kirkhope, Neill Harrison, Stamper (family), Donkey Kong Country, Bill Roper, Calamity Nolan, Switch, DOOM (1993), Halo, Unreal Tournament, Outlaws, Quake, Artimage, Biostats, LucasArts, Clorf, Starfighter, Noclip, Gran Turismo, Pete Brubaker, id Software, Time Splitters, Sid Meier, Peter Molyneux, Starsiege: Tribes, Rogue Spear, Mario Kart 64, Steve Ash, Chris Klie, Alan Cumming, Drew, Minnie Driver, No One Lives Forever 2, The 002nd Quest, Shadows of the Empire, Silent Hill 2, Turok, Dead Space, Dark Souls 2, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: Our next game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com

Dev Game Club
DGC Ep 344: GoldenEye 007 (part one)

Dev Game Club

Play Episode Listen Later Apr 12, 2023 69:34


Welcome to Dev Game Club, where this week we begin a new series on 1997's Rare classic, GoldenEye 007. We set the game in its time before getting down to brass tacks, including comparing the experience to the film. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First full mission (three levels) Issues covered: the license, a bit about the film and the film series, 1997 in games, the flourishing of the first person shooter, late in a console cycle, disparity between PC FPSes and console FPSes, Rare with a lot of games and a lot of further game studios, missing the original controller, remapping shenanigans, threading the needle on a film adaptation, filling in gaps in the license, choosing your exciting set piece, wide level design, the triple cut, Hong Kong cinema, cinematic choices, contrasting with later cinematic games, how many mechanics will you incorporate, chasing this game, choosing different presentation, showing death the character death, an era of accessibility needs recognition, at last listening to our hate mail. Games, people, and influences mentioned or discussed: Nintendo, Fatal Frame, PlayStation, Pierce Brosnan, Nintendo 64, Sean Bean, Famke Janssen, Alan Cumming, Judi Dench, Desmond Llewelyn, Ralph Fiennes, Daniel Craig, Skyfall, Diablo, Castlevania: Symphony of the Night, Fallout, Quake, SW: Jedi Knight: DF2, Blood, Outlaws, Turok, Shadow Warrior, Hexen II, Raven Software, 3D Realms, GT Interactive, Duke Nuke'em, Postal, Curse of Monkey Island, Age of Empires, The Last Express, Final Fantasy VII, Colony Wars, Wing Commander: Prophecy, Riven, MYST, XvT, Interstate '76, Mario Kart 64, OddWorld, Grand Theft Auto, Gran Turismo, Diddy Kong Racing, The Stamp brothers, NES, Slalom, Wizards and Warriors, Battletoads, Killer Instinct, Perfect Dark, Microsoft, Viva Pinata, Banjo Kazooie (series), Donkey Kong Country, Silicon Graphics, Timesplitters, Free Radical, John Romero, Majora's Mask, Minish Cap, Metroid Fusion, The Fugitive, Harrison Ford, Mission: Impossible, John Woo, Hard Target, Broken Arrow, Face Off, Metal Gear Solid, Conker's Bad Fur Day, Alpha Protocol, Telltale Games, IO Interactive, Machine Games, Colin "The Shots," Devil May Cry, Dark Souls, Celeste, Luke Harris, Tetris 64, Starfighter/JSF, 343 Industries, Kingdom Hearts (series), Republic Commando, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More GoldenEye 007 Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Tanked Up
Tanked Up 291 – Two guys, Some Beer, and a Dino Park

Tanked Up

Play Episode Listen Later Nov 26, 2021 104:46


It's just Ben and Aadil on a Will-Smithisode, with Lucy out with a mysterious (non-COVID) illness. Aadil played a fair few hours of the latest Jurassic Park (World Evolution 2) game and both compared it to their experiences with the first. Mostly positive stuff, quite an deep dive on this one. Ben's been busy with life, but did get through part of Act two of Inscryption. Activision is more shit than we knew, surprising very few. The boys talk about games they are looking forward to and the dearth of advertising around the latest multiplayer FPSes. Aadil starts with Frank the Tank DDH Pale Ale from Bullhouse and followed it up with Northern Monk's Don't Mess With Yorkshire series' Stout entry. Ben picked up some beers from M&S, the High Hopes West Coast Pale Ale from Burnt Mill, as well as Arbor's Salted Caramel Billionaire's Stout. Join The Discord: https://discord.gg/JwY25Kv Visit Us On Facebook: https://www.facebook.com/outoflivesnetwork Please like comment and subscribe and if you can share it! Want to be part of the team, contact us!

Ultimate Audio Bang
Do FPS Games Still Need A Campaign?

Ultimate Audio Bang

Play Episode Listen Later Nov 12, 2021 60:07


This time, I've returned from a trip to Devon having spent too much time ignoring my friends and playing Hollow Knight instead. But what about FPSes? Well, I didn't play any of those. Thankfully Imogen has all of us covered on this week's episode of the Ultimate Audio Bang, with a news segment rammed with lots of exciting announcements. Namely, Apex Legends gets a new Legend and map, Halo Infinite sees a new trailer, and Call Of Duty's new anti-cheat Ricochet leaks early. I arrive at this episode of the Ultimate Audio Bang thoroughly shootered. Both big FPS releases of the month, Call Of Duty: Vanguard and Battlefield 2042 have been at my fingertips this week and I've got some thoughts. Of course, Imogen hits us with news too. Valorant has another new character coming out, Fortnite pulls Travis Scott, and Imogen gives us the lowdown on just how much she's enjoying Apex Legends' latest season. This week's theme is Call Of Duty: Vanguard flavoured, namely thanks to the campaign mode I reviewed early in the week. We question whether FPS games with a strong multiplayer focus need story modes anymore. What do you reckon? And to round things off, I look at a random site with suggested CoD names under different categories: funny, cool, and clan. Turns out they all don't quite fit into any of their categories and are, in fact, a bit naff.

Ultimate Audio Bang
Weird And Wonderful FPS Vocab

Ultimate Audio Bang

Play Episode Listen Later Oct 29, 2021 64:23


This time, I've returned from a trip to Devon having spent too much time ignoring my friends and playing Hollow Knight instead. But what about FPSes? Well, I didn't play any of those. Thankfully Imogen has all of us covered on this week's episode of the Ultimate Audio Bang, with a news segment rammed with lots of exciting announcements. Namely, Apex Legends gets a new Legend and map, Halo Infinite sees a new trailer, and Call Of Duty's new anti-cheat Ricochet leaks early. For this week's theme, we're tackling all the weird and wonderful vocab we use when playing FPSes. To communicate efficiently, it's far easier to name map locations after body parts and fruit, as opposed to saying what they actually are. From now on, I am referring to my local supermarket as "Basket". And to top things off, Imogen hits us with some player names she's encountered in her Valorant travels, and this time they're a bit more chill than usual. This doesn't mean they're any less thought-provoking, though.

Wide Flank
Doom (2016) - Gameclub

Wide Flank

Play Episode Listen Later Jul 21, 2021 87:40


Alon, Danny, and Teddy play Doom (2016). They went to Mars, they went to Hell, and they ripped and they teared along the way. But first they had to put on the Doomguy mask and become the Doom Slayer. Doom in 1993 both defined and challenged the idea of what a First Person Shooter is, was, and should be. Doom in 2016 did it again. And it fuckin' rocked. - 00:00 - Technical difficulties and we started a Patreon! https://www.patreon.com/wideflank - 03:37 - Intro - 04:17 - Doom (2016) background. - 06:09 - id Software and the Two Johns. - 07:17 - Is this a good game? - 10:54 - The opening and then learning how the game works (if you stop moving you die). - 13:39 - Growing your arsenal and how it opens up combat. - 14:38 - Movement: “Bruce Lee on a skateboard with a shotgun.” - 17:46 - Robert Yang. - 19:00 - Lack of sprint and always having your gun up. - 19:57 - Glory Kills and the Chainsaw as essential mechanics. - 28:36 - Not a reboot, an homage, and questioning what makes a shooter engaging. - 32:15 - Hitscan vs Projectiles, proven by paintball vs laser tag. - 35:07 - What is a first person shooter? - 36:14 - You ARE the Doom Guy. - 40:10 - The Story: was it needed? - 48:59 - The game's sense of humor (turkey punching). - 53:47 - We need more projectile shooters. - 56:25 - Examining the FPS genre and perspective. - 1:01:15 - Sound Design and FX and the INCREDIBLE music. - 1:07:35 - Deeper into level and map design. - 1:10:15 - This game is too easy? Is that a bad thing? - 1:13:00 - Would Doom be better with split-screen co-op? - 1:17:40 - Single player games are lonely, but some are lonelier than others. - 1:20:00 - Why are we discussing exclusively single player games? Join our discord!!! https://discord.gg/ACbDjNhMpJ Show Notes: - GDC talk “Embracing Push Forward Combat in DOOM” - https://www.youtube.com/watch?v=2KQNpQD8Ayo - Robert Yang games: https://debacle.us/ - Noclip doc “To Hell & Back” - https://www.youtube.com/watch?v=PS6SBnccxMA - Greg Kasavin (from Supergiant Games) “Doom is asking important questions that other FPSes aren't” - https://www.pcgamer.com/doom-is-asking-important-questions-that-other-fpses-arent/ We're also on: - Patreon: https://www.patreon.com/wideflank - Substack: https://wideflank.substack.com/ - YouTube: https://www.youtube.com/channel/UCzdUM7zORz65-cDDaO7xFaA - Anchor: https://anchor.fm/wideflank/ - Spotify: https://open.spotify.com/show/3LQtbRaD7u5cl1gaJCMzS3 - Apple Podcasts: https://podcasts.apple.com/us/podcast/wide-flank/id1572726441 - Google Podcasts: https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy81OWIwNzZlOC9wb2RjYXN0L3Jzcw== - RSS Feed: https://anchor.fm/s/59b076e8/podcast/rss - Instagram: https://www.instagram.com/wideflank/ - Twitter: https://twitter.com/WideFlank

UltraChenTV
Tuesday 10.5 - Maximilian Dood Drops By UCTV, Guilty Gear StrIVe New Info, Etc. (2021-02-09)

UltraChenTV

Play Episode Listen Later Feb 10, 2021 173:20


Tuesday Show 10.5, 2021 02-09 == TIME STAMPS == 0:00:00 Introduction 0:03:09 Guilty Gear Strive News & Footage 0:27:12 SFV Winter Update Expectations & Desires 0:48:25 Iori in KOF15, KOF2002UM on PS4, SNK vs Capcom on Switch 0:58:07 Interview: Maximilian on Twitch Rivals -- 1:00:00 On Twitch Rivals UMvC3 -- 1:20:44 On Twitch Rivals Killer Instinct -- 1:43:42 On Fatherhood 1:52:52 5/5 Matchup -- 1:53:11 Viewer Questions -- 1:55:17 Can the FGC's idolizing of past games shackle developers? -- 2:04:30 Should fighting games have matchmaking systems like MOBAs & FPses? 2:10:11 Other Game / Community News -- 2:10:17 Killer Instinct On Sale: https://www.microsoft.com/en-us/p/killer-instinct-definitive-edition/9NBLGGH51BMC?activetab=pivot:overviewtab -- 2:11:09 PS5 Selling Well -- 2:14:57 CPT 2020 Season Final Blog Post: https://capcomprotour.com/capcom-pro-tour-2020-season-final-preview-blog/ 2:18:08 Tournament Results -- 2:18:12 SFL Pro JP Finals -- 2:22:25 MPKP NA 3 2:24:40 Upcoming Events -- 2:24:57 DMC 3v3 Killer Instinct Tournament: https://twitter.com/DevilMayCare4/status/1358897531527307268 -- 2:30:09 Pyramid of Power Mortal Kombat 11: https://twitter.com/BlakLvesMatter/status/1355251310883450881 -- 2:31:18 Tropikal Kombat Mortal Kombat 11: https://twitter.com/Ragnarok_FGC/status/1355205337171820544 -- 2:31:36 GFuel Energy Games Mortal Kombat 11: https://twitter.com/GFuelEnergy/status/1359296037563809796 -- 2:32:05 Killer Instinct Insurrection Qualifier 4: https://twitter.com/NickyFGC/status/1358851950792617992 -- 2:32:30 Versus Corona TvC & UMvC3: https://twitter.com/WillEnglishIV/status/1358630975933210625 2:34:29 Mailbag! Join the UltraChenTV Discord server: https://discord.gg/VAmkUdp Please consider supporting our Patreon! http://patreon.com/ultrachentv YouTube - https://www.youtube.com/watch?v=m-W0-hJlfDY Soundcloud - https://soundcloud.com/ultrachentv/tuesday-10-5 Spotify - http://tinyurl.com/UCTVSpotify Twitch stream - http://twitch.tv/ultrachentv Website / Blog - http://ultrachentv.com Twitter - http://twitter.com/ultrachentv UltraDavid - http://twitter.com/ultradavid James Chen - http://twitter.com/jchensor TuboWare - http://twitter.com/TuboWare

Square Roots - THE Classic RPG Podcast
Fable II Part 1 - Dog Box, You'll Call It

Square Roots - THE Classic RPG Podcast

Play Episode Listen Later Nov 9, 2020 130:51


By harnessing the power of the Xbox 360, we move into Lionhead Studios' wacky, Discworld-esque Fable II. Topics touched on today: Blast Corps memories, travelling back to the Willenium, more Molyneux talk, the fine details of fridging, Fable 1 Nermal Edition, and Vanessa gambles on changing the podcast to cover FPSes. Will Sierra Roots ever return? FIND OUT! This Week: We start The Ritual quest, your first Hero mission in Fable II. Next Week: We reach The Spire! Our Patreon: http://patreon.com/squarerootspodcast Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com

Vernacular Games
Vernacademia 06 -- Early ID FPSes

Vernacular Games

Play Episode Listen Later Oct 22, 2020 24:18


Sientir speaks a bit on his experience with ID's earlier first person shooter games and other tangentially related things Our Website: https://www.vernaculargames.com/ Our Subscribestar: https://www.subscribestar.com/vernaculargames Our Patreon: https://www.patreon.com/VernacularGames Our Minds: https://www.minds.com/vernaculargames/ Our Facebook: https://www.facebook.com/VernacularGames/ Our Twitter: https://twitter.com/VernacularGames?lang=en Our Soundcloud: https://soundcloud.com/redcoatvernac Our Audius: https://audius.co/vernaculargames Cliff Notes: 00:03 Introduction 00:52 What did Sientir like about FPS games? 01:37 How do you compare current FPS to old school FPS? 02:33 What pushes him away from current FPS games? 03:39 How did FPS impact Sientir's design sensibilities? 04:22 Impact of Player Speed 04:57 Old school color compared to new school 05:57 Worlds designed for fun rather than to imitate reality 06:38 Opinions on Doom 2016 07:04 Graphical Stylization vs. Realism 08:16 GI-Joe style 08:39 ID and Arcade play 09:51 Weapon Limitations and unreality 10:41 Demon Souls to Dark Souls and Encomberance 11:27 Weapon Selection and the weapon dial 12:04 Environment Exploration, Speed to world size 13:55 Interesting Traversal in games 15:05 Alternative Movement, Ocarina of Time 15:42 Quake and Environment Design 16:02 Hexen and Environment Design 16:32 Dark Souls 2 and area resonance and implementation 18:59 The dying creepy forest aesthetic 19:40 The Aesthetic feelings that stuck with Sientir 21:33 Projectile Design that allows the player to interact with it 22:44 Encapsulating Thoughts 24:31 Sign Off

Full Tech Podcast
Three Years of Quake Champions – Episode 33

Full Tech Podcast

Play Episode Listen Later Jul 6, 2020 31:34


The first real QF Episode of the Summer and more to come! Smango returns bringing new life to the QF Radio! Hopefully, this direction will work better and we will get more listeners! In this episode, I talk about the last 3 years with Quake Champions. Some of the latest FPSes coming out, the year […]

QuakeFans Radio
Three Years of Quake Champions – Episode 33

QuakeFans Radio

Play Episode Listen Later Jul 6, 2020 31:34


The first real QF Episode of the Summer and more to come! Smango returns bringing new life to the QF Radio! Hopefully, this direction will work better and we will get more listeners! In this episode, I talk about the last 3 years with Quake Champions. Some of the latest FPSes coming out, the year […]

Dev Game Club
DGC Ep 177: DOOM (part one)

Dev Game Club

Play Episode Listen Later Aug 28, 2019 77:09


Welcome to Dev Game Club, where we this week we begin a new series on 1993's seminal FPS DOOM. We talk briefly about the year in games before digging into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First Episode! Issues covered: where the game takes place, adventure games at a good spot, hard drives and CD-ROMs, designing for efficiency, polar opposite of rendering presentation from MYST, first-person perspectives, tone and subject matter, how each host met up with the game, Brett's hoarding problem, "things have changed," shareware model, how you could write from/to a disk, "free to play," levels becoming more organic, pushing technology, avoiding drawing pixels multiple times, simplicity of rooms and limited enemies, having a better sense of place, adding a map (which ten years before would have been the game), moving in the map, comparing goals of different FPSes, abstract levels vs grounded ones, trying to find the first-person formula and simplifying down, limited enemy types in the first episode, dealing with enemies in a mix, hearing before you see, high school aesthetic, the whole aesthetic in the cover, gore, leaning into what your technology can do, contrasting themes in first-person games, falling into the game, getting your skills back, developing your vocabulary, we totally get the dates wrong on a couple games, playing with a mouse and keyboard vs sticks, speed speed speed, weird choices for sprites, the pacing of the intro, having a horror intro the overshadows, organic bits of design, being able to see across spaces, feeling exploratory, having a sense of place through vistas, addressing an elephant in the room, professionalism in development, Blast Processing, a faster memory pipeline, design beating technology, Riven and Metroidvania, looking across spaces to an exit and being spit out near it later, stat experience and Pokemon (as well as other stat stuff), players figuring stuff out, the game making an argument to you, how does a player reason about a thing and letting a player intend to do a thing, non-exposed systems, Tim guesses who is who. Games, people, and influences mentioned or discussed: Day of the Tentacle, MYST, Link's Awakening, Syndicate, Mortal Kombat II, X-Wing, TIE Fighter, Masters of Orion, The 7th Guest, Eye of the Beholder, Ultima VII, Wizardry (series), Dark Forces, LucasArts, Chris Corry, Commander Keen, Castle Wolfenstein, Space Quest, Daron Stinnett, Andrew Kirmse, George Lucas, Star Wars, Matt Tateishi, Quake, Dune 2000, Marathon, System Shock, Ultima Underworld, Diablo, Beavis & Butthead, Frank Frazetta, Mysterious Island, Marvel, DC, Spider-Man, Batman, Mario (series), Thief, Nick Foster, Outlaws, Skyrim, Legend of Zelda: Breath of the Wild, DOOM (2016), Halo Infinite, 343 Industries, Fallout 4, Sam Thomas, SNES, SEGA, Super Mario Kart, Secret of Mana, Final Fantasy, Dreamcast, Saturn, PlayStation, Steve Race, Walker Ferrell, Castlevania, GoldenEye 007, Nier: Automata, Riven, FF6, EarthBound, Chrono Trigger, Pokemon, Gothic Chocobo, Shigeru Ohmori, SimCity, Nintendo Power, World of Warcraft, Rich Davis, Derek Achoy/Speakyclean, Jackbox. Next time: Second Episode! Links: https://www.youtube.com/watch?v=zlulSyBI2aY Formulae: Change in Stat = floor{ min{ ceiling[ sqrt(Stat Exp.) ], 255} * Level / 400 } Correction: Steve Race was the director of development for Sony America, not its President. He left three months or so after his announcement at E3 1995. The Sega Saturn was $399, and the PlayStation debuted at $299. https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 167: Obduction Bonus

Dev Game Club

Play Episode Listen Later Jun 12, 2019 84:52


Welcome to Dev Game Club, where this week we aren't quite ready to say good-bye to MYST and devote a bonus episode to the 2016 Cyan game Obduction. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours for Tim, the whole game for Brett Issues covered: being down the rabbit-hole for Brett, talking about the opening of Riven, losing the framing of the placed cameras, a game where you can't die, the MYST formula, getting lost without a map, the addition of photographs, having theories and testing them, mechanically consistent, being on a separate track from the rest of game development, technology and design and VR, natural evolution, recreating levels on later technologies, designing around limitations, learning to read the language, adventure games start-up cost, adding fluency as you played FPSes, mouse-look, the odd navigation on a phone, new interface/new game, ways that analog bits are bleeding into the design, no systems in the game, finding MYST Easter Eggs, physically fully rendered puzzles, not always pointing the camera in the right direction, camera and level design, Mew under a truck, saving Aerith, secrets in the age of arcade, closing and opening doors in Cyan games, modern accessibility and having automated animations, having our predecessors lay the groundwork for a later game, what makes a good MYST puzzle, Channelwood and the water pipes, the Selenitic Age, making the games for ourselves, larger teams meaning more eyes, timing puzzles and variety, our next game. Games, people, and influences mentioned or discussed: MYST (series), Cyan, Unreal, Riven - The Sequel to MYST, realMYST, Rand Miller, Robyn Miller, Dungeons and Dragons, Super Mario Bros, Minecraft, Little Big Planet, Dreams, Pong, Asteroids, Space Invaders, Arkanoid, Metal Gear Solid, Star Wars, Uncharted, Fallout, Tacoma, William Shakespeare, Romeo and Juliet, LucasArts, King's Quest, Space Quest, Day of the Tentacle, Half-Life, DOOM (1993), Duke Nuke'm 3D, Quake, Morgan Gray, Nick Foster, Gone Home, Nintendo, Switch, Wii, Super Mario Run, Red Faction Guerrilla, Gears of War, MJVogt85, Cory Potomis, Pokemon Red/Blue, Final Fantasy VII, Square Enix, Mortal Kombat 2, Waypoint, Tron, Pac-Man, Burger Time, Food Fight, Dig Dug, Nolan Filter/irreverentQ, Zimmy Finger, Mark Crowe, Diablo, John Romero, Bethesda Game Studios, Jak & Daxter, Super Castlevania IV, Castlevania Anniversary Collection, Konami, SNES/NES, Metroid, Symphony of the Night, Radiohead, Moby. Next time: The first two levels of Super Castlevania IV Link: That Time Some Players Thought Mew Was Under A Truck https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Nerds And Cool Kids
37. Boots On The Ground

Nerds And Cool Kids

Play Episode Listen Later Apr 2, 2019 114:24


The Dark Nerd Illuminati discuss the topic of FPSes and if you’d prefer them with or without a single player campaign. The Dark Ones also review Netflix’s Triple Frontier. The crew decides to finish with #TopForTheTeam2019 (ayooo) as they countdown their top 5 military related games. Did yours make the list? Tune in and find out!-Review segment is lead by @AyE_3yE-Comic/Series News is lead by @ero0senin-Movie News is lead by @BI99A5_-Gaming News is lead by @DoubleOhStatus. See acast.com/privacy for privacy and opt-out information.

Simon Miller's Gaming Show
Eps 28 - Doom Eternal - The Best Game Of 2019

Simon Miller's Gaming Show

Play Episode Listen Later Aug 14, 2018 50:40


Bethesda has shown off Doom Eternal for the first time and good grief does it look good. Well, it looks the same as Doom from 2016 but that's no bad thing considering that was one of the best FPSes in the last decade. This and everything from QuakeCon 2018 as well as Overcooked 2 which, somehow, is a really good video game. Please also support the podcast at http://www.patreon.com/simonmiller316.

Game O'Clock
Episode 13-4 - The Future of Modern FPSes

Game O'Clock

Play Episode Listen Later May 4, 2018 22:53


Rudy, Alex, and Andrew discuss where they think the future of the Modern FPS will go, and where they HOPE it will go.

Game O'Clock
Episode 13-4 - The Future of Modern FPSes

Game O'Clock

Play Episode Listen Later May 4, 2018 22:53


Rudy, Alex, and Andrew discuss where they think the future of the Modern FPS will go, and where they HOPE it will go.

Dev Game Club
DGC Ep 101: Ultima Underworld (part one)

Dev Game Club

Play Episode Listen Later Feb 21, 2018 85:01


Welcome to Dev Game Club, where we are beginning a new series on 1992's immersive sim classic Ultima Underworld. As usual, we situate the game in time a bit and in the Ultima series as a whole, before delving into the first few hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Level 1 Podcast breakdown: 0:40    Underworld 54:54  Break 55:22  Feedback Issues covered: Brett gets hooked, first person game and a lot of clicking, getting over the initial hump, taking a long time to finish a game, 72-hour game benders, epilepsy and flashing, firsts of their kind year, seeing the walls of the design, branching out with the Ultima series, Ultima Worlds of Adventure, adding simulation to the point of view, not being alone in the first-person space, vector wireframe rendering in the first Ultima dungeons, feeling the presence of the developer, exploration of controls, limited verbs in FPSes, free look, overdesigned mouse interface, not reading the manual, coming full circle to analog controls in the modern day, fine-tuning movement, "this will never catch on," clarity in input, instinct was right but implementation was wrong, poll rates, mechanical mice vs optical mice, Trish the Bard, 80s looking character portrait, innovating on taking a thing from world and dragging into the inventory, the Trello of inventory systems, adding too many things to a bag, UX nightmare, convergence game with systems coming together, top-down design vs bottom-up design, RPG differences between player skill and character skill, gesture-based combat, idea to implementation, fewer barriers to implementation, lack of level designers, taking more risks because of lower costs, dark side of games, using a key in a door, verbs and similarity to adventure games, where the three hours went for Brett, fearing dropping something that you'll need later, traipsing all over, jumping difficulty, factions as an underpinning of the underground society, lack of quest log/journal, does dialogue hint at actions you can take, clarity of the rules, fading fortunes of SSI, playing MGS vs remembering MGS, coloring what follows a good moment, CGI cutscenes painting in the player's impressions of fidelity, the legacy of Lara Croft's portrayal, avoiding blind spots through diverse representation in your development team, preferring Twin Snakes. Games, people, and influences mentioned or discussed: The Chronicles of Narnia, Wolfenstein 3D, DOOM, Origin Systems, EA, Ultima (series), Richard Garriott/Lord British, Wizardry, Dungeon Master, Gold Box, Eye of the Beholder, The Bard's Tale, Dark Corners of the Earth, Elder Scrolls (series), Looking Glass Studios, Warren Spector, Doug Church, System Shock, Marc MAHK LeBlanc, Tim Stellmach, Deus Ex, Harvey Smith, Randy Smith, Prey, Dishonoured (series), Paul Neurath, Underworld Ascendant, Dune II, Warcraft, Ultima VII, Indiana Jones and the Fate of Atlantis, Hal Barwood, Ecco the Dolphin, Super Mario Kart, Mortal Kombat, Night Trap, Alone in the Dark, Resident Evil, Flashback, Another World/Out of this World, Martian Dreams, Savage Empire, Quake, Wing Commander, Space Rogue, id Software, Stonekeep, Final Fantasy (series), Dragon Warrior/Dragon Quest (series), Ogre, Quake, DOOM 2, Terminator, Planescape: Torment, SoundBlaster, Fallout 2, Elder Scrolls: Arena, SSI, Thief, Kupo1256, Christian Schuster, Metal Gear Solid (series), Fallout 3, Todd Howard, Jonah Lobe, Silent Hill 2, Final Fantasy VII/IX, Travis Grasser, Symphony of the Night, Tomb Raider (2013), Rise of the Tomb Raider, Jason Schreier, Kirk Hamilton, Michael, Final Fantasy XV, Christianne Meister, Skyrim, Jeff Buttaccio, GameCube, MGS: Twin Snakes, Shigeru Miyamoto. Next time: Levels 2 and 3 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Rated G for Gamers
Episode 83 - Gotta Go Fast with Special Guest Anthony Micari

Rated G for Gamers

Play Episode Listen Later Aug 22, 2017 141:23


We got a good one today! You may of heard of the eBay sale of John Romero's personal copy of Doom II, well that went to our good friend Anthony Micari. We talk Doom, FPSes, and which game is better, SMB3 or SMW. In the news, Amazon amends their Prime 20% game discount. a soceer player sues League of Legends developer Riot Games and wins, and Crackdown 3 gets delayed till Spring 2018. Also, Dave hits the Nintendo Summer of Play event in Brooklyn, Danny sees the Mets win, and more.

Dev Game Club
DGC Ep 20: Warcraft: Orcs & Humans

Dev Game Club

Play Episode Listen Later Jul 20, 2016 77:59


In this first episode of our series discussing Warcraft: Orcs and Humans, we examine the relevance of the original game to the series as a whole and its genre in particular and begin delving into the mechanics on display in the first few levels of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First two levels of each campaign: H1, O1, H2, O2 Podcast breakdown: 0:32        Intro and segment 1 (relevance, personal and industry wise) 33:55      Break 1 34:23      Dev and mechanics talk 1:07:05   Break 2 1:07:32   Quick additional topic and next time Issues covered: committing to the division of Orcs and Humans, reading the freaking manual, what went into manuals and not, training the player and avoiding the manual, credits in the PS2 era, what did you need a manual for, the Indie Box, tooltips and in-game instruction, story development inside of Blizzard games vis a vis Westwood, CD-ROM and FMV, mission type variety, mods as aid to development, unit grouping count, small squads vs large armies, moving towards hero focus, MOBAs born from heroes, prioritizing even derivative lore and the potential benefits, reading 8 to 10 Warcraft novels, beneficial aesthetics, humor, self-seriousness and camp, playing with your toys, discovering games on shared computers, multiplayer culture in RTSes and FPSes, using multiplayer for develop, pathfinding and the Dining Philosophers problem, lack of formation, micromanagement for tactical gain, counting frames and managing combat closely, unsignaled progress, energy and efficiency, levels of fog of war and the Eye of Kilrogg, the weight of individual units, build speeds, deliberate pacing (lack of click-to-move), contextualization and automation debates in the mid-90s, "the game playing itself," automating those things which are not the focus, stylization and exaggeration in visual design, minimum spec. Games, people, and influences mentioned or discussed: Dave Grossman, Tim Schafer, Uncharted 4, Day of the Tentacle, LucasArts, Starfighter, Dark Souls, Gone Home, Dune 2, XCOM, Westwood, Command & Conquer, Starcraft, Wing Commander, The 7th Guest, Rebel Assault, Starcraft 2, Warcraft 3, Sid Meier, Dawn of War II, Company of Heroes, Relic Entertainment, Defense of the Ancients, J. R. R. Tolkien, Gary Gygax, Bill Roper, Chris Metzen, Samwise Didier, Michael Morhaime, World of Warcraft, Hearthstone, Games Workshop, Dungeons and Dragons, Patrick Stewart, Dark Forces, DOOM (original and 2016), Castle Wolfenstein, Prince of Persia, Myth: The Forgotten Lords, Bungie, Starcraft 2: Legacy of the Void, Starship Troopers, Little King's Story, Legend of Zelda: Ocarina of Time, Wayne Cline, Ultima IX, Tomb Raider, Super Mario 64, Indiana Jones and the Infernal Machine, Hal Barwood, Overwatch, Diablo III, Disney, Nintendo, Pokemon Go. Next time: Play four more from each campaign, still alternating Humans and Orcs! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Hyper-Bolic Game Chamber
Episode 6- Wolfenstien TNO Part 1

Hyper-Bolic Game Chamber

Play Episode Listen Later Oct 12, 2015 69:16


Our game today is one of the best FPSes in recent memory. The New Order manages to excell at both new and interesting elements, while still paying homage to it’s iconic ancestors. We rejoin the original FPS hero, BJ Blazkowicz, as he faces his old enemy, General Deathshead, and the Nazi regime in a whole new arena: THE FUTURE! Well, 1960, but its the future to BJ. Developers MachineGames (who I incorrectly refer to as “Machine Head”) use the new setting and returning characters to tell a surprisingly moving story.

future nazis bj fps new order machine head wolfenstien fpses bj blazkowicz