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Here's our review/preview of The Last Starship from Introversion Software! The game is currently in early access on Steam.
In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode was recorded on March 24, 2022.
In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia's Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon. This episode was recorded on March 22, 2022.
Like ghosts in flying space balls, floating laptops and archaic CCTV, Ben and Tao go full Wheatley, buddying up with Dr Emma Fisher to solve the mysteries of low orbital space station, Observation, and its wonky AI, SAM. The pair ask where all the decent AI games are and tease apart scifi’s genre trope of ‘space gloop’, before Tao goes full Sigmund Freud on the nature of Emma and SAM’s inter-organism, robosexual relationship. Spoilers from around half way (including one for Horizon Zero Dawn). Content Warning: PEGI 12. Occasional strong language. Doppelgangers and evil robot alien space gloop. (Yeah, we don’t know either.) Clarifications: Observation was released for Microsoft Windows and PlayStation 4 on May 21, 2019 and for Xbox One on June 25, 2020. Uplink is a simulation video game released in 2001 by the British company Introversion Software. The player takes charge of a freelance computer hacker in a fictional futuristic 2010, and must break into foreign computers, complete contracts and purchase new hardware to hack into increasingly harder computer systems. Observation was built in Unity. Actress Kezia Burrows is, in fact, also Welsh. Born in Neath, she lived in Porthcawl and then Carmarthen. She trained at RADA, graduating in Summer 2004. Anthony Howell voiced SAM and has also voiced roles in Dragon Age: Inquisition, SOMA, Vampyr, Anthem and Alien: Isolation (among others). Audio extracts: Men In Black (1997) ‘Keep Talking and Nobody Explodes’ Xbox trailer Her (2013) feat. Joaquin Phoenix and Scarlett Johansson Agatha Christie's Poirot main theme The Lord of the Rings: The Fellowship of the Ring (2001) Interstellar OST by Hans Zimmer Julie Andrews: ‘Getting To Know You’ from Disney’s ‘The King and I’ Horizon Zero Dawn OST - ‘Aloy’s Theme’ feat. Julie Elven Uplink OST - ‘Deep in Her Eyes’ Hackers (1995) Who wants to be a millionaire? Human Traffic (1999) feat. Danny Dyer and John Simm The Expanse OST, title theme by Clinton Shorter Tom Clancy’s Rainbow Six/ Splinter Cell ‘Let There Be Love’ feat. Nat King Cole ‘Stay Alive’ from Portal by Jonathan Coulton Better Call Saul theme by Little Barrie
Welcome to Dev Game Club, where this week we continue our series on 1989's Bullfrog Productions hit and originator of the God Game genre, Populous. We talk about using the mouse in 1989 and dive into particular strategies and the surprising depth of the game, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another... 5? Levels Issues covered: the tutorial just going on, restarting a conquest, having a false sense of security in the tutorial, generating more manna early in the tutorials, games being more keyboard-only at the time, evolving use of home computers for games, adventure games/text adventures and interfaces, figuring out the input interface, hard-to-use mouse input, the Taurus/Torus mix-up that gave us Bullfrog Productions, the PC platform space in 1989, RTS improvements to help navigate, keyboard controls, figuring things out on the second or third game, unanticipated phases to the game, avoiding arcadey controls by indirection, slow manna generation, the costs of raising land, the dangers of flooding, leaving a lone knight errant to decimate the enemy, the enemy flooding himself, unanticipated stories, flooding yourself to kill the enemy, the ways the AI cheats, rubberbanding of a sort, using swamps and earthquakes to disrupt the enemy, papal magnet management, the impact of the map, how to analyze a map for an RTS, developing a simple unit-based AI, the Game of Life/cellular automata approach to AI, focusing on knights, using the gather behavior to make tougher nights, how much space castles take up and the borders around them, the macro around score and how far to advance in the 500 levels of Populous, how would one speedrun Populous, modern descendants of the game, loving having Molyneux in the industry, "to think, it all started with baked beans," machine speed in DosBox, not adjusting for time in old video games, what is an honorific, honorifics and first-person identification in Japanese, observing sexism as potentially embedded in the writing alphabet, gendered particles/radicals and similarities to Romance languages. Games, people, and influences mentioned or discussed: Prince of Persia, Civilization, Ultima (series), Doom (series), Quake, King's Quest, Space Quest, LucasArts, Dark Forces, Ultima Underworld, Duke 3D, Amiga, Peter Molyneux, World of Warcraft, 22 Cans, EA, Microsoft, Fusion, SNES, SimAnt, Game Developer, Warcraft, Dune, Command & Conquer, Game of Life, John Conway, Darwinia, WarGames, Introversion Software, DEFCON, Uplink, Prison Architect, Scanner Sombre, Godus, Curiosity: What's Inside the Cube, Dungeon Keeper, Fable (series), Mr. Beast, Chris Corry, Syndicate, Johnny Pockets, Chrono Trigger, Phoenix Wright: Ace Attorney, Harry Potter, George Orwell, allthosewhowander.org, Kirk Hamilton, Aaron Evers. Next time: More Populous Link: That Italian translation article I mention Note: It is in fact possible to navigate the view window with the number pad. But the number pad does in fact control the viewport scrolling. The problem is, the number pad and the mouse are typically both controlled with the right hand. Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Video games do not have to be apolitcal pieces of art. While some developers might actively avoid overt political messaging in their games, developer Introversion Software did the opposite with Prison Architect. Minigame is a short essay podcast produced and hosted by Michael Farris. Each bite-sized episode dives into the themes or central ideas of our favorite games in 10 minutes or less. Subscribe to Minigame on Apple Podcasts, Spotify, or wherever you listen to podcasts.
It's time to get tough on crime in Prison Architect. Catherine is back this week as we build to maximum security in the 12th episode of the podcast. Can Dan handle the solitary? Does Charles rule with an iron fist? Listen and discuss the Game Club game of the week: Prison Architect. Join the Game Club Facebook Group Show your thanks to Non-Fiction Gaming for this episode by becoming a Non-Fiction Gaming Patron at Patreon.com/nfglive. It will help ensure Game Club continues far into the future! In this Episode – Building the Prison System Intro – 0:00 Nerd Week – 1:42 Gaming News – 13:20 Prison Architect Discussion – 29:56 Game Recommendations – 1:02:24 Prison Slang Quiz – 1:09:00 Next Week on Game Club – 1:15:13 Nerd Week - Charles - Wargaming Association Cell in Melbourne with terrain coming, Samsung Gear with new S8, Board Game development redesign, 30th Birthday Presents (Nerd stuff), Sweet Han Solo trade Daniel - Babysitting for my sisters kids, pulled out the Wii U. Turns out the console is successful at one thing. Back into Guild Wars 2 - New expansion coming out soon. Got invited to partake in a Gaming Marathon for charity. Catherine? VR @ MIFF, Deep Space Puzzle Room, Work, flew to Canberra, flew to Sydney News Daniel - Gamescom - Age of Empires 4, Angela Merkel playing Minecraft and Farming Simulator Catherine - VR Port https://www.kotaku.com.au/2017/08/report-skyrim-vr-port-is-a-complete-dumpster-fire/ Charles - Gencon News! (Rising Sun available to play/Star Wars Legion), Top 10 Boardgames at the link in the shownotes https://www.pastemagazine.com/articles/2017/08/gen-con-2017-the-best-games-and-more.html Game Club - Prison Architect Prison Architect is a private prison construction and management simulation video game developed and published by Introversion Software. Initial release date: 6 October 2015 Designer: Chris Delay Genre: Construction and management simulation Awards: BAFTA Games Award for Persistent Game Developers: Introversion Software, Double Eleven Platforms: PlayStation 4, Xbox One, Microsoft Windows, Xbox 360, Linux, Macintosh operating systems
Mark Morris is the Managing Director of Introversion Software a highly respected independent game developer and publisher. Since launching in 2001 they've brought 5 critically acclaimed video games to market – including the BAFTA award winning Prison Architect, which has sold over 2 million copies to date. This podcast uses the following third-party services for analysis: Chartable - https://chartable.com/privacy
Introversion Software was founded in 2001 by three friends not long out of university. Together, Chris Delay, Mark Morris and Tom Arundel pooled their varied skill sets and talents to help fuel the creative process and to enter a competition to write a business plan, the grand prize for which was £10,000. It was to prove a pivotal moment in the fledgling company’s history. While they didn’t win the competition, it did enable the founding members to begin to establish the creative and managerial blueprint they would use over the next decade and a half. In that time, Introversion Software has grown through the many lows and highs of independent game development against the ever changing backdrop of this creative medium. Here, Mark Morris talks about Introversion’s outlook on game creation, the dangers of design by committee and how the company’s greatest strengths have come to light over time. He first outlines the company’s early days and how the roles of the three founders, alongside that of company co-director John Knottenbelt, were hashed out in the early 2000s. Later, he discusses how the success of Prison Architect was as a result of the team’s experience and willingness to persevere as a team. Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers. Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign Music by Ben Prunty. See acast.com/privacy for privacy and opt-out information.
Introversion Software was founded in 2001 by three friends not long out of university. Together, Chris Delay, Mark Morris and Tom Arundel pooled their varied skill sets and talents to help fuel the creative process and to enter a competition to write a business plan, the grand prize for which was £10,000. It was to prove a pivotal moment in the fledgling company's history. While they didn't win the competition, it did enable the founding members to begin to establish the creative and managerial blueprint they would use over the next decade and a half. In that time, Introversion Software has grown through the many lows and highs of independent game development against the ever changing backdrop of this creative medium. Here, Mark Morris talks about Introversion's outlook on game creation, the dangers of design by committee and how the company's greatest strengths have come to light over time. He first outlines the company's early days and how the roles of the three founders, alongside that of company co-director John Knottenbelt, were hashed out in the early 2000s. Later, he discusses how the success of Prison Architect was as a result of the team's experience and willingness to persevere as a team. Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers. Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign Music by Ben Prunty. See acast.com/privacy for privacy and opt-out information.
Notre avis sur le jeu de gestion Prison Architect (Windows, Mac, Linux) d’Introversion Software, l'extension toujours aussi exigeante Bloodborne The Old Hunters (PS4) de From Software, la sortie de Pokémon Picross qui nous amène à réfléchir sur la place du free-to-play dans le paysage vidéoludique d'aujourd'hui et le reste de l'actualité de la semaine (l'annonce de Ni No Kuni 2 : Revenant Kingdom, le système de combat temps de réel de Final Fantasy VII remake...)
On this episode of the Emotive Pixels podcast, we discuss the 2002 PC classic "Uplink", a game which Will persuaded Brian, Alberto, and Nate to play. Despite possessing a bevy of thoughts about the game, we ultimately come away with a surprisingly expectation-defying set of ratings, none of which will be spoiled here.There's considerable banter about the amount of time we spend playing the game, and our deepest conversational stride (and the point where Will's opinion wavers in silence) occurs when we ponder what a present-day (2015) version of Uplink would look like - this on the tail of our trivia about Introversion Software's latest releases.
On this episode of the Emotive Pixels podcast, we discuss the 2002 PC classic "Uplink", a game which Will persuaded Brian, Alberto, and Nate to play. Despite possessing a bevy of thoughts about the game, we ultimately come away with a surprisingly expectation-defying set of ratings, none of which will be spoiled here.There's considerable banter about the amount of time we spend playing the game, and our deepest conversational stride (and the point where Will's opinion wavers in silence) occurs when we ponder what a present-day (2015) version of Uplink would look like - this on the tail of our trivia about Introversion Software's latest releases.
I attend State of Play 2013 and get the buzz from the Irish game development scene and indie development in general. Interview with Vanya Mutafchieva of Undersea Pirate Quest; Interview with Sophia Eboatu-Reuben, Ali Milne, Joe Chu of Super Rush Boy. Talks by: David McCabe; Paul MacAodh; Owen Harris of BitSmith Games; David Johnston of Smudged Cat Games; and Mark Morris of Introversion Software.
In which I play the full version of my intro theme and give a long overdue explanation of indie games as well as play a very long tune from an early indie game. Bouncer by Seth 'Beatfox' Peelle; The Blue Valley by Karsten Koch from from Uplink by Introversion Software; and Katamari on the Rock by Yu Miyake from Katamari Damacy by Namco.
This week, all five of our hosts are around talking about their experiences about making games as students both for classes and in their free time. There are a great variety of projects from flash games to mods to full games, 2d to 3d and team sizes, from 2-20 people. After this discussion is an interview with Mark Morris of Introversion Software. Later is an interview with Tim Schafer of Double Fine. As usual, we also talk about what we have been playing, some gaming news, and what we are looking forward to. The theme music was written and performed by The Dave Morris Hostage, Andrew Bowerman, and Adhesion. Outro Music was music was written and performed by 2nd Mouse. This weeks break music was "Less Than Seven" written and performed by 37hz. The Defrag Podcast and all music played on this show are protected under Creative Commons License. For more inforemation about DeFrag or to subscirbe to this podcast visit http://defrag.depaul.edu/podcast/. Direct questions or comments to podcast@defrag.depaul.edu or call the voicemail line at (206)984-3527. The Defrag Podcast is a production of Clockwork Dragon Studios. For more information you can visit the website at http://www.clockworkdragonstudios.com/ or e-mail Michael@clockworkdragonstudios.com .