Podcasts about Ion Storm

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Ion Storm

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Best podcasts about Ion Storm

Latest podcast episodes about Ion Storm

Stay Forever
Deus Ex: Wusstet ihr eigentlich ...?

Stay Forever

Play Episode Listen Later Dec 21, 2024 92:07


(Weihnachtswoche, Tag 4) "Wusstet ihr eigentlich …?" ist unser Name für "Zusatzfolgen" zu großen Podcasts. In ihnen kommen alle Infos, Anekdoten, O-Töne und andere Dinge unter, die in der Hauptfolge keinen Platz hatten, vergessen wurden oder uns zu spät eingefallen sind. Das Format ist eines unserer beliebesten und häufigsten Unterstützerformate: Allein in diesem Jahr gab es (mit dieser) 16 Ausgaben davon. 6 davon bezogen sich auf SF-Folgen, 7 auf SSF und 3 auf SFT. Diesmal geht es um Deus Ex, das ist keine Wiederveröffentlichung aus dem Steady- oder Patreon-Feed, sondern eine brandneue Folge! Darin besprechen wir… … das Geheimnis des fehlenden Empire State Buildings … warum die Leitern im Spiel so schlecht funktionieren … den Besuch der Matrix und der Ion-Storm-Büros via Deus Ex … kuriose Bugs und zwei NPCs auf der Suche nach Sitzgelegenheiten Und als Bonus erklärt uns Verschwörungsexperte Christian Beuster die Wahrheit hinter zwei Verschwörungsmythen des Spiels.

Stay Forever
Deus Ex (SF 148)

Stay Forever

Play Episode Listen Later Nov 10, 2024 143:33 Transcription Available


Im Jahr 2000 veröffentlichte das Studio Ion Storm mit Deus Ex einen Titel, der ambitioniert die Grenzen zwischen Rollenspiel, Shooter und Schleichspiel verwischte – und dabei einen Meilenstein der Spielegeschichte setzte. In einer düsteren Cyberpunk-Zukunft übernimmt der Spieler die Rolle von JC Denton, einem biomechanisch augmentierten Agenten, und taucht ein in eine Spielwelt voller Gewalt, ethischer Dilemmata und... spielerischer Freiheit. Christian und Gunnar sprechen in dieser Folge über die Entstehung des Spiels unter der Leitung von Warren Spector, analysieren die Mechanik und diskutieren, wie richtungweisend Deus Ex damals war und wie es seine Versprechen einlöst. Ein Blick zurück auf ein hochdekoriertes Spiel, das trotz seines Alters immer noch als Maßstab für interaktives Storytelling gilt. (Hinweis: Wer uns auf Patreon/Steady unterstützt, erhält in Kürze noch eine zusätzliche Folge, in der eine Reihe von Sachen untergebracht ist, die hier nicht mehr reingepasst haben oder zu spät fertig wurden.) Diese Folge ist ein "Remake", wir haben 2011 in Folge 2 schon mal über Deus Ex gesprochen, in einem kurzen und, uh, launigen Anekdotengespräch, in dem es mehr um die Firma Ion Storm als um das Spiel ging. Stay Forever war damals ein ziemlich anderer Podcast... Egal, unsere Unterstützer(innen) haben sich eine Neuauflage gewünscht, hier ist sie. Infos zum Spiel: Thema: Deus Ex Erscheinungstermin: 23.6.2000 Plattform: Windows Entwickler: Ion Storm Austin Publisher: Eidos Interactive Genre: Immersive Sim Designer: Warren Spector, Harvey Smith, Chris Norden u.a. Musik: Alexander Brandon Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott Audioproduktion: Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik) www.stayforever.de

The Fourth Curtain
Warren Spector Gets the Keys to the Kingdom

The Fourth Curtain

Play Episode Listen Later Sep 26, 2024 89:23 Transcription Available


Our guest Warren Spector is the creative producer behind vastly influential games like Ultima Underworld, System Shock, Deus Ex and many others. Now working on (working title) Argos, he joins us to talk about the birth of the immersive sim, having amazing mentors and ways to start a game, this week!The conversation dives deep into Warren's career, discussing his design philosophy around player agency and choice, the history behind some of the most influential immersive sim games, and his experiences working at companies like Origin Systems, Ion Storm, and Disney. Warren shares behind-the-scenes stories about the development of Deus Ex, his transition from tabletop gaming to video games, and his collaborations with industry legends like Doug Church and John Romero. The episode also touches on Warren's current work with OtherSide Entertainment and his ambitious, upcoming project, Argos.Timestamped Highlights:[00:01:00] Warren discusses his design philosophy: player choice and agency.[00:02:30] Alex recalls working with Warren at Junction Point on Epic Mickey.[00:03:50] Aaron shares a humorous story about flubbing an interview with Warren during his early career.[00:10:00] Warren talks about his early work with TSR and Steve Jackson Games in the tabletop space.[00:12:00] Working on System Shock and the role of Looking Glass Studios.[00:18:00] Warren's transition from tabletop to video games and his early days at Origin Systems.[00:20:00] The creative process behind Deus Ex and Warren's work with Ion Storm.[00:24:00] Story of how John Romero offered Warren creative freedom at Ion Storm to make Deus Ex.[00:31:00] Warren shares his love for board games and his extensive library of books and car magazines.[00:39:00] Growing up in New York and his passion for film, leading to his career shift.[00:46:00] Warren's first exposure to Dungeons & Dragons in 1978, which profoundly influenced his game design philosophy.[00:53:00] His critique of games that lack meaningful player choice and why he strives to offer alternative solutions in his games.[01:00:00] A sneak peek into his new project at OtherSide Entertainment, Argos, though much remains under wraps.[01:05:00] Discussion about working with Disney and the creative challenges of designing Epic Mickey.[01:09:00] Alex and Warren reflect on their experiences working within Disney and the corporate dynamics.This episode is packed with gems on game design, industry insights, and entertaining stories from one of gaming's most celebrated designers.Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainEdited and mastered at https://noise-floor.comFeaturing the music track Liberation by 505

The House of the Dev
S2E8. Том Холл, сооснователь id Software и Ion Storm

The House of the Dev

Play Episode Listen Later Sep 20, 2024 70:45


Подойдет ли игровой индустрии дистрибуция в стиле Netflix и Spotify? На каком этапе следует запускать краудфандинг? К Рафаэлю Колантонио и Петру Сальникову присоединился Том Холл, легендарный разработчик, соавтор Wolfenstein 3D, Doom, Commander Keen и Anachronox. 37 лет в индустрии: старые трюки и новые уловки; Немного об Anachronox — одной из самых классных и необычных игр в истории;  Game Pass и потенциальный ущерб для разработчиков от модели дистрибуции Spotify/Netflix; Неоднозначная роль ИИ в настоящем и будущем игровой разработки; Опыт, вынесенный из неудачных краудфандинг-кампаний.  Смотрите первый сезон целиком: https://www.youtube.com/playlist?list=PLZU6dd_qQ48OqWMwdBEYIa4dghdeyx1rr Или слушайте во всех аудиосервисах: https://podcast.ru/1573401071   

Deep Listens
Off the Deep End Episode 49: Anachronox

Deep Listens

Play Episode Listen Later Jul 31, 2024 69:46


When you think about the most important RPGs from 2001, what do you think of? Final Fantasy X? Arcanum? Throne of Bhaal? Well, Braden "ArbitraryWater", Chris "ZombiePie", and Adam "Borgmaster" REDACTED covered none of those this week. Instead, they covered Ion Storm's Anachronox. Did Tom Hall's contribution to the ill-fated development studio avoid Daikatana's fate? How much did our intrepid hosts laugh at the game's *very funny* jokes? Why not tune in and find out? There's even a tangent about Rise of the Triad in there, as a treat. Please consider donating to the National Network of Abortion Funds: abortionfunds.org/donate If you've been enjoying the podcast, please consider supporting us at https://www.patreon.com/DeepListens If you like our new art and want to commission some of your own, reach out to Tyler at tylerorbin.net

The Retro Hour (Retro Gaming Podcast)
439: Secrets of id Software Marketing: Mike Wilson's Insider Stories - The Retro Hour EP439

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later Jul 26, 2024 96:40


In this week's episode, we chat to the legendary Mike Wilson, the business mind behind id Software's biggest titles like Doom and Quake. From his early days revolutionising multiplayer gaming with DWANGO to founding iconic companies like Ion Storm, Gathering of Developers, and Devolver Digital, Mike shares insider stories and reveals the secrets behind some of the most influential moments in gaming history. Contents: 00:00 - The Week's Retro News Stories 41:28 - Mike Wilson Interview Please visit our amazing sponsors and help to support the show: Bitmap Books - https://www.bitmapbooks.com/products/the-art-of-the-box We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ Twitter: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Twitch: https://www.twitch.tv/theretrohour Show notes: Sega Saturn online RPG 'playable' again: https://tinyurl.com/5yzay77v Windows 3.1 saves the day: https://tinyurl.com/etexadbb Kawaii: https://tinyurl.com/ymnrtpfp Halo on Game Boy: https://tinyurl.com/wxhe256p TinyPod for Apple Watch: https://tinyurl.com/4ubjfm3n

Hardcore Gaming 101
Final Fantasy IV

Hardcore Gaming 101

Play Episode Listen Later Jun 14, 2024 70:37


JUNE-JULY OF JRPG RETURNS! Join the HG101 gang as they discuss and rank the first Final Fantasy to successfully "go back to basics". This weekend's Patreon Bonus Get episode will be ANACRHRONOX — Ion Storm's 2001 role-playing game! Donate at Patreon to get this bonus content and much, much more! Follow the show on Bluesky to get the latest and straightest dope. Check out what games we've already ranked on the Big Damn List, then nominate a game of your own via five-star review on Apple Podcasts! Take a screenshot and show it to us on our Discord server! Intro music by NORM. 2024 © Hardcore Gaming 101

Dev Game Club
DGC Ep 383: Homeworld Bonus Interview with Alex Garden

Dev Game Club

Play Episode Listen Later Mar 20, 2024 78:28


Welcome to Dev Game Club, where this week we return to our series on Homeworld with an interview with special guest Alex Garden, who co-founded Relic and directed the title. We talk about the inception of the idea to the implementation difficulties and much more. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:52    Interview 1:03:49 Break 1:04:24 Outro Comments Issues covered: the history of our guest, distributing pirated games, the cold intro, testing games, dropping out of high school, selling the company and working for some years, fixing someone else's bugs, the crystal sphere, "Spaghetti Ball," the lightning bolt, focusing on the loss, pulling together the team, a 50000-line demo, starting with multiplayer to demo, demoing for gods, "this has changed how I'll make games," not knowing how to tell stories in space, creating a reference for the ships, believing you can overcome the difficulties, finding your home and knowing you were in the right, the gravity of the situation and losing people, every life being precious, you are not the target audience, making the story and the gameplay the same, lack of dynamic range, one revolution multiple evolution, changing the licensor, ships with fantastic shapes and colors, the main ship and why it has that design, ship scale on LODs, a frequency domain audio engine, doing a lot procedurally, clock radios, joining the rebellion, what sticks with you today, trusting your vision, expectations smashed, the new game gods, trying to make designers rock stars, knowing your collaborators. Games, people, and influences mentioned or discussed: Madden (franchise), Triple Play, The Divide, PlayStation, Impossible Creatures, Warhammer 40K: Dawn of War, Company of Heroes, Nexon, Xbox Live, Zune, Zynga, US Robotics, Distinctive Software, Chris Taylor, Don Mattrick, Omar Sharif On Bridge, Where in the World is Carmen Sandiego, Sega Genesis, Beavis and Butthead, Conceptual Interface Devices, Luke Moloney, Radical Entertainment, Electronic Arts, NASA/JPL, Ptolemy, Battlestar Galactica, Jon Mavor, Greg McMartin, Scott Lynch, Sierra, Valve, Erin Daly, Rob Cunningham, Aaron Kambeitz, Jane Jensen, Rob Lowe, Roberta and Ken Williams, Peter Molyneux, Black & White, Wing Commander, Chris Roberts, Star Citizen, The Breakfast Club, Blizzard, Starcraft, Republic Commando, Games Workshop, Blur Entertainment, Chris Foss, Peter Elson, Monkey Island, Shane Alfreds, Deus Ex, Warren Spector, Harvey Smith, Tim Cain, Fallout, Ion Storm, Ken Levine, Cliff Bleszinski, Killcreek (Stevie Case), John Romero, Hal Barwood, Wil Wright, Tim Schafer, Larry Holland, Gabe Newell, American McGee, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: ??? Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com

The Duras Sisters Podcast
TOS: Where's Your Beard?!

The Duras Sisters Podcast

Play Episode Listen Later Dec 5, 2023 108:15


Episode 1: Mirror Universe Series Are we closer to the utopian version of Starfleet or the Mirror universe in the 21st century? What is Mirror Kirk really like? How does the cycle of power keep the Empire functioning? Who is closest to their mirror counterpart? Why does Spock find the “flower of humanity” so refreshing? Join sisters, Ashlyn and Rhianna as we discuss the episode “Mirror Mirror” in The Original Series. SPOILER ALERT: All of the Original Series. This is the first episode of our Mirror Series, where Ashlyn and Rhianna talk about all the episodes that take place in every Star Trek show, from The Original Series to Strange New Worlds. Find an Ion Storm, jump in the agony booth, and hang out with us next week as we discuss all the Mirror Episodes in The Deep Space Nine. DISCLAIMER: We do not own any of the rights to Star Trek or its affiliations. This content is for review only. Our intro and outro is written by Jerry Goldsmith. Rule of Acquisition #55: “Take joy from profit. Take Profit from joy.” Please check out our Patreon and donate any $1, $6, $12, or $23 per month to access exclusive episodes of trivia, Galaxy Quest, and reviews of every episode of The Animated Series, the first season of Lower Decks and our current review of season 2 of Lower Decks. https://www.patreon.com/thedurassisterspodcast

The Worst of All Possible Worlds

To celebrate their 100th episode, the lads decide to take some zyme and augment their vision as they finally cover what many people (including Josh) consider to be one of the greatest video games ever made: Ion Storm's Deus Ex. Topics include the variety of gameplay styles, the forever-memed dialogue, and the legacy of the first PC game that let you kill a guy with your legs. Want more TWOAPW? Get access to our full back catalogue of premium/bonus episodes and add your name to the masthead of our website by subscribing for $5/month at Patreon.com/worstofall! Media Referenced in this Episode: Deus Ex: Game of the Year Edition available on Steam Warren Spector's GDC Speech on Deus Ex Great Moments in Video Game Voice Acting: Deus Ex (Hong Kong) Great Moments in Video Game Voice Acting: Deus Ex (Paris) TWOAPW theme by Brendan Dalton: Patreon // brendan-dalton.com // brendandalton.bandcamp.com Commercial: “A Message from UNATCO and the NYC Tourism Board” feat. Jay Anthony Franke as “J.C. ‘Cramble' Denton”. Jay Anthony Franke: Cameo // Instagram

Trend Following with Michael Covel
Ep. 1202: John Romero Interview with Michael Covel on Trend Following Radio

Trend Following with Michael Covel

Play Episode Listen Later Jul 31, 2023 46:26


My guest today is John Romero, a renowned figure in the video game industry, known for co-creating the influential and widely popular game Doom. He developed a passion for computers and video games from an early age. Throughout his career, he has been involved in various game development projects and ventures. In addition to his game development work, Romero has also been involved in entrepreneurial endeavors, founding companies such as Ion Storm and Loot Drop. He continues to be active in the gaming industry, working on new projects and sharing his insights and experiences through interviews and public appearances. The topic is his book Doom Guy: Life in First Person. In this episode of Trend Following Radio we discuss: His early life and family perspective Career and success in the gaming industry Collaboration and dynamics within development teams Game development techniques and innovation Current trends and recommendations in the gaming industry Entrepreneurship and entrepreneurial ventures Jump in! --- I'm MICHAEL COVEL, the host of TREND FOLLOWING RADIO, and I'm proud to have delivered 10+ million podcast listens since 2012. Investments, economics, psychology, politics, decision-making, human behavior, entrepreneurship and trend following are all passionately explored and debated on my show. To start? I'd like to give you a great piece of advice you can use in your life and trading journey… cut your losses! You will find much more about that philosophy here: https://www.trendfollowing.com/trend/ You can watch a free video here: https://www.trendfollowing.com/video/ Can't get enough of this episode? You can choose from my thousand plus episodes here: https://www.trendfollowing.com/podcast My social media platforms: Twitter: @covel Facebook: @trendfollowing LinkedIn: @covel Instagram: @mikecovel Hope you enjoy my never-ending podcast conversation!

Michael Covel's Trend Following
Ep. 1202: John Romero Interview with Michael Covel on Trend Following Radio

Michael Covel's Trend Following

Play Episode Listen Later Jul 31, 2023 46:26


My guest today is John Romero, a renowned figure in the video game industry, known for co-creating the influential and widely popular game Doom. He developed a passion for computers and video games from an early age. Throughout his career, he has been involved in various game development projects and ventures. In addition to his game development work, Romero has also been involved in entrepreneurial endeavors, founding companies such as Ion Storm and Loot Drop. He continues to be active in the gaming industry, working on new projects and sharing his insights and experiences through interviews and public appearances. The topic is his book Doom Guy: Life in First Person. In this episode of Trend Following Radio we discuss: His early life and family perspective Career and success in the gaming industry Collaboration and dynamics within development teams Game development techniques and innovation Current trends and recommendations in the gaming industry Entrepreneurship and entrepreneurial ventures Jump in! --- I'm MICHAEL COVEL, the host of TREND FOLLOWING RADIO, and I'm proud to have delivered 10+ million podcast listens since 2012. Investments, economics, psychology, politics, decision-making, human behavior, entrepreneurship and trend following are all passionately explored and debated on my show. To start? I'd like to give you a great piece of advice you can use in your life and trading journey… cut your losses! You will find much more about that philosophy here: https://www.trendfollowing.com/trend/ You can watch a free video here: https://www.trendfollowing.com/video/ Can't get enough of this episode? You can choose from my thousand plus episodes here: https://www.trendfollowing.com/podcast My social media platforms: Twitter: @covel Facebook: @trendfollowing LinkedIn: @covel Instagram: @mikecovel Hope you enjoy my never-ending podcast conversation!

Dev Game Club
DGC Ep 355: Metroid Prime Bonus Interview with Jack Mathews!

Dev Game Club

Play Episode Listen Later Jul 19, 2023 76:24


Welcome to Dev Game Club, where this week we add another bonus to our series on Metroid Prime with an interview with Jack Mathews, a technical lead on the title. We cover a lot of ground in this one, folks, which is appropriate for a Metroid game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:10 Interview 1:03:17 Break 1:03:53 Outro Issues covered: scanning for IP addresses, supporting QuakeWorld, bored by anything but coding, the Wild West, the Dallas studio, feeling like a Nintendo series, similarities between the glide renderer and the GameCube hardware, a central technology group, arriving to a bit of a mess, a lot of lost undirected work, taking veteran console first person success and turning MetaForce into it, cancelling titles, unhappy marriages, starting on day one, building data streaming, hardware meant for streaming, pattern AI, dynamically modifying for performance, working on a world editor, "you know, a duck," building practical things, there being a lot of fans, bucking against doing first-person, limitations of the controller, working towards accessibility on the controller, having to be 60 and having to stay there, optimizing for the worst case to avoid a hitchy mess, avoiding performance traps in specular and bump mapping, being unable to choke the memory pipelines, throwing up flashing if you went under 60 ever, taking something away to justify anything else, software is a gas that will expand, limiting the content rather than expecting technical wizardry, testing Nintendo's demos, faking specular, being consistent and polished, having a sytem rather than scriptosaurus rex, planners and not designers, limitations, being a bad engineer or a bad artist, knowing where you fit, seeing the constraints in the game, Tim's crisis of faith, Love and Lemons plug!, targeting games where we know people, giving people constraints, relying on designers too much to accomplish goals, embracing constraints. Games, people, and influences mentioned or discussed: GameSpy, Quake, 3dfx Voodoo, Ritual Entertainment, Retro Studios, Armature Studio, reCore, Dead Star, Bluepoint, Shadow of the Colossus, Demons's Souls, Joe Powell, Tim Cook, id Software, John Carmack, Quake World, Zoid Kirsch, glQuake, Gary McTaggart, Charlie Brown, LucasArts, PowerVR, Ion Storm, Rare, GoldenEye, Andy O'Neal, Raven Blade, Shigeru Miyamoto, MetaForce, Jeff Spangenberg, Iguana Games, Turok: Dinosaur Hunter, NFL Madden (series), Twisted Metal, Steve Baum, Steve McRay, Matt Kimberling, Akintunde Omitowoju, Frank Lafuente, Unreal, Mark Haigh-Hutchinson, Conker's Bad Fur Day, Mike Abrash, PS3, Jason Behr, Karl Deckard, Mark Pacini, Mike Wikan, Legend of Zelda, Love and Lemons, God of War: Ragnarok, Sony, Kynan Person, Dave Bogan, Daron Stinnett, Dark Forces, Outlaws, Matt Tateishi, Indiana Jones & the Infernal Machine, Jedi Knight, Kirk Hamilton, Aaron Evers, Mark Garcia.  Next time: ??? Tim and I to discuss Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com

A Trip Down Memory Card Lane
Ep.147 – 21st Century Dystopia

A Trip Down Memory Card Lane

Play Episode Listen Later Jun 22, 2023 58:18


Today, we're going to tell you the story of Deus Ex, the action role-playing game originally released in June 2000. As part of its story, we'll follow the career of its creator, Warren Spector. We'll also look at the rise and fall of its development studio, Ion Storm. Finally, we'll talk about the game itself, and look at where everyone involved can be found today. Stick around and join us for today's dystopian trip down Memory Card Lane.

Inside at Last
38 T2X/TDS/Inverted Manse f. DAVID "RAEN" RIEGEL, BRETHREN & RANDOM TAFFER

Inside at Last

Play Episode Listen Later Feb 25, 2023 158:27


We start the 2023 season with another treat. Another infamous early FM-Author that made it into the games industry and actually worked on Thief: Deadly Shadows. David Riegel is our guest and we discuss his work on the outstanding T2X campaign, his early 2000s TG FM "Inverted Manse" and of course his work at ION STORM for TDS. Brethren and Random_Taffer have been my cohosts on this episode, thank you guys for your contribution.

Out of Play Area
Kent Hudson | Designer Director @ Brass Lion Entertainment | Ep 33

Out of Play Area

Play Episode Listen Later May 23, 2022 148:19 Transcription Available


Kent Hudson is a fellow Midway Austin colleague who now serves as a Design Director for Brass Lion Entertainment.  We talk about his start at Ion Storm on Deus Ex in Austin TX, then his jump to 2K Marin on Bioshock 2, and end with his indie hit The Novelist and everything in between. Chapters: (00:00) Who is Kent Hudson (15:38) Ion Storm  (24:12) Shipping Deus Ex (39:09) Midway Austin Criminal (51:23) Leaving for 2K Marin (01:06:10) Bioshock 2 (01:34:06) Going Indie The Novelist (01:57:36) Contract Advice (02:07:55) Brass Lion Entertainment (02:17:39) Final Round (02:23:29) John's Outro Links: Follow Kent on Twitter: https://twitter.com/KentInPublic Kent's MobyGames: https://www.mobygames.com/developer/sheet/view/developerId,70322/ Connect with the host: http://elkingpin.com  Come On The Show: https://outofplayarea.com  Learn more about Brass Lion Entertainment: https://brasslionentertainment.com/careers/ Apple Podcast: https://podcasts.apple.com/us/podcast/out-of-play-area/id1550421307  Spotify: https://open.spotify.com/show/0Da0qLAOBi6rV6ccSzx1gX?si=043f4ec5a6034bf0 Follow @outofplayarea & @elkingpin on Twitter Fast Company Article on Epic Games CEO Tim Sweeney - https://www.fastcompany.com/90741893/epic-games-ceo-tim-sweeney-talks-the-metaverse-crypto-and-antitrust

Star Trek: Age of Discovery
Star Trek: Strange New Worlds S1, E3 - "Ghosts of Illyria"

Star Trek: Age of Discovery

Play Episode Listen Later May 23, 2022 42:39


Star Trek: Age of Discovery is a fan podcast for the Star Trek Universe including Classic Trek as well as the Paramount + shows STAR TREK: DISCOVERY, STAR TREK: PICARD, STAR TREK: SHORT TREKS, STAR TREK: LOWER DECKS, STAR TREK: PRODIGY and STAR TREK: STRANGE NEW WORLDS.Subscribe to Star Trek: Age of Discovery in Apple Podcast by CLICKING HERE. Also, the show is available on Amazon Music, Google Podcast, Spotify, Stitcher, TuneIn, and iHeartRADIO.Email the show at startrekaod@gmail.com. Follow us on Twitter and Instagram @StarTrekAoD and Facebook at https://www.facebook.com/StarTrekAoD/. Visit our website at http://startrekaod.net where we offer additional articles on Star Trek canon, interesting sidebar issues, and aspects of the show.How to watch Star Trek: DiscoveryStar Trek: Discovery is available exclusively in the USA on Paramount +. It airs in Canada on CTV Sci-Fi Channel and streams on CraveTV. Paramount + launch on Sky in the U.K., Ireland, Italy, Germany, Switzerland and Austria sometime in 2022.How to watch Star Trek: PicardStar Trek: Picard is available exclusively in the USA on  Paramount +. It airs in Canada on CTV Sci-Fi Channel  and streams on CraveTV. It is available on Amazon Prime everywhere else in the world.How to watch Star Trek: Strange New WorldsStar Trek: Strange New Worlds is available exclusively in the USA, Latin America, Australia, and the Nordics on Paramount +. It airs in Canada on CTV Sci-Fi Channel and streams on CraveTV. Strange New Worlds will arrive via Paramount+ in select countries in Europe later this year as well as in South Korea. The launch of Paramount+ in the UK is expected this summer with a date expected to be announced in the near future.How to watch Star Trek: Lower DecksStar Trek: Lower Decks is available exclusively in the USA on Paramount +. It airs in Canada on CTV Sci-Fi Channel and streams on CraveTV. Currently, it isn't available anywhere else in the world.How to watch Star Trek: ProdigyStar Trek: Prodigy is available exclusively in the USA on Nickelodeon after a premier run on Paramount +. It airs in Canada on CTV Sci-Fi Channel and streams on CraveTV. Currently, it isn't available anywhere else in the world.2022 © Star Trek: Age of Discovery

The Cult of Tea And Dice Podcasts
Star Trek – Rescue at Xerxes IV – Session 1

The Cult of Tea And Dice Podcasts

Play Episode Listen Later Jan 2, 2022 68:15


Episode 398 We begin a new game, this time Star Trek! The crew of a Runabout hear a plaintive distress call just moments before hitting an Ion Storm and crashing. With a Human, a Vulcan, a Beatazed, and a Child of Tama they are the best of the best that Star Fleet can offer. Surely […]

Podcasting is Praxis
Episode 62 - Bezos has found you!! Run while you can!!

Podcasting is Praxis

Play Episode Listen Later Jan 15, 2021 80:43


Content Warning: One mention of rape in the spycops discussionDistinctly short on Jameses, the pod shares half a pepper to talk food parcels, Elon Musk’s space feudalism, the failed attempt to rein in the new Spycops bill (thanks Kieth!), but we spend most of our time talking about the US Capitol Chicken Coup and the future of our online politics and the platforms we all love. Please don’t delete us. Our platform presence: @PraxiscastLinks to worthy things:British Gas strike fund: https://www.crowdfunder.co.uk/british-gas-strike-fund Food support: https://fareshare.org.uk Podcrew: Rob @CountRtheElijah @KlezmerRougeSeb @PCSocialism Xander @XJMaw Deus Ex music by Alex Brandon, Ion Storm (1999)

Rock i Borys
Cyberpunk jest niszowy w grach

Rock i Borys

Play Episode Listen Later Dec 2, 2020 49:59


00:00 Co tam u nas słychać? 09:36 Najlepsze gry cyberpunkowe Ranking z grupy Rock i Borys na FB 1. Deus Ex: Bunt ludzkości 2011 (EIDOS) 2. Detroit: Become Human 2018 (Quantic Dream) 3. Ghostrunner 2020 (One More Level SA) 4. Deus Ex: Rozłam ludzkości 2016 (Eidos) 5. Mirror's Edge 2008 (EA DICE) 6. CyberTaxi 2020 (Projects from Basement) 7. Deus Ex 2000 (Ion Storm) 8. Observer 2017 (Bloober Team) 9. Syndicate 1993 (Bullfrog Productions) 10. Remember Me 2013 (Dontnod Entertainment - life is strange, vampyr) 11. Blade Runner 1997 (Nightdive Studios, Westwood Studios) Gry od Rocka Anarchy Online i Shadowlands Neocron Gry od Borysa Oni Quarantine Transistor Grupa Rock i Borys na FB - https://www.facebook.com/groups/805231679816756/ Słuchaj nas na Lectonie: https://lectonapp.com/p/rckbrs Słuchaj nas na Spotify: https://spoti.fi/2WxzUqj Słuchaj nas na iTunes: https://apple.co/2Jz7MPS Program LIVE w niedzielę od osiemnastej - https://jarock.pl/live/rock Rock i Borys to program o grach, technologii i życiu

In The Keep
John Romero @ Realms Deep 2020

In The Keep

Play Episode Listen Later Sep 6, 2020 77:30


Father John Romero sits down with Fred Schreiber (3D Realms) & Jehar (Tastyspleen.tv) to take a verbal stroll through his life as an innovator in the gaming industry. From coding in his bedroom as a kid & working with Softdisk to co-founding id Software & creating Commander Keen, Wolfenstein 3D, Doom & Quake, John was a rock star in the world of game development when he co-founded Ion Storm & created the now infamous Daikatana. Nowadays Father John is still hard at work having released several mobile games, 2019’s Sigil & currently working on the upcoming Empire of Sin with his lovely wife Brenda. // John Romero: https://www.romerogames.ie/ // Fred Schreiber: https://twitter.com/Freschism // Editing by Haducant, Vince Steel, RedEyesGreenDragon // The Keep: http://inthekeep.com/ // Realms Deep 2020: https://www.realmsdeep.game/ // Support the show (https://www.patreon.com/InTheKeep)

This Is A Disaster
Episode 32: Daikatana

This Is A Disaster

Play Episode Listen Later Jul 8, 2020 93:54


John Romero went from arcade wizard, to programming prodigy, to visionary responsible in large part for classic games like Doom, Doom 2, and Quake.  Unfortunately, there's only really one way to go when you're at the top...  id Software, an Ion Storm, a Deus Ex, a too-expensive-and-impractical office, and one big sword.  Daikatana.   Masters of Doom by David Kushnerhttps://www.amazon.ca/Masters-Doom-Created-Transformed-Culture/dp/0812972155   Andy's song pick:: Self-Obsessed and Sexxee by Sonic Youth https://open.spotify.com/track/06PgAfrRjbjtybZjT6257o?si=7DOKqYfuT3Kme37P5LHhYA   Leigh's song pick:: 747 by Blind Idiot God   Peter's song pick:: Adios by KMFDMhttps://open.spotify.com/track/3fvw80ajmq6CbF0xXFM3ZG?si=yrNrgN5CTESbwXFvj3UqNw   If you like what you hear, please subscribe and leave a review!Also, tell your friends!Tell your enemies too, we're not picky.   Become a patron, get exclusive content, help us make more disasters!www.patreon.com/thisdisasterpod   DRAW!  Tell the world to listen to our podcast while tagging us on social media, and get entered into a draw for some super sweet (and exclusive) merch!Contest ends August   Instagram/Twitter/Facebook: @thisdisasterpod www.thisdisasterpod.com   Theme song by Blank Sun: https://blanksun.bandcamp.com

Video Game Newsroom Time Machine

Coleco does what Mattel-don't! Nintendo misfires with DragonQuest! Big Money sees big future for the Playstation 2! These stories and many more on this month's episode of the Video Game Newsroom Time Machine This month we will look back at the biggest stories in and around the video game industry in November of 1980, 1990, 2000. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events.. Send comments on twitter @videogamenewsr2 Or videogamenewsroomtimemachine@gmail.com And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/user?u=7594060 Show Notes: 1980: Gottlieb announces their System 80 Pinball platform Replay, Feb. 1980, pg. 27 We mistakenly talk about "Mystery House" instead of "Haunted House" from Gottlieb in this piece. https://www.youtube.com/watch?v=VPcjOVUq4Do Atari abandons pinball https://archive.org/details/Atari_Coin_Connection_Volume_4_Number_2_February_1980 https://atarimuseum.nl/atari-pinball/ Sega/Gremlin continue their push for multi-game cabinets Replay, Feb. 1980 pg. 58 https://segaretro.org/Sega_VIC_Dual Gary Stern calls for changes to deal with inflation Replay, Feb. 1980, pg. 25 Holiday sales strong after slow start Playthings Feb. 1980, p. 50 Toys, Hobbies & Crafts, Feb. 1980 p. 51 Atari blasts the airwaves Playthings Feb. 1980 Michael Katz moves from Mattel to Coleco Toy and Hobby Jan. 1980 Toys, Hobbies & Crafts, Feb. 1980, p. 44 Coleco dares to compare https://www.youtube.com/watch?v=93u6POODKQY https://tinyurl.com/ut7r89x https://tinyurl.com/tnos93q Toy & Hobby World Jan 1980, p. 4 Plaything Feb. 1980 p. 29 Tiger Electronics goes solo Playthings Feb. 1980, p. 29 IBM introduces the 5120 https://www.nytimes.com/1980/02/06/archives/a-desktop-computer-by-ibm-giants-converge-on-tiny-market.html?searchResultPosition=11 https://en.m.wikipedia.org/wiki/IBM_5120 NY Times profiles new trend in the publishing business https://www.nytimes.com/1980/02/28/archives/technology-small-computer-software-gains.html?searchResultPosition=6 Broderbund is founded https://twitter.com/tcwpodcast/status/1227957826087247872?s=20 1990: Kasparov beats Deep Thought https://archive.org/details/1990-02-compute-magazine/page/n8 https://en.wikipedia.org/wiki/Deep_Thought_(chess_computer) https://en.wikipedia.org/wiki/Deep_Blue_(chess_computer) Turtle Mania is coming... https://archive.org/details/ACEIssue29Feb90/page/n7 https://www.youtube.com/watch?v=cTcwZ6gRXnQ https://www.youtube.com/watch?v=Fujd94i3EYs https://www.youtube.com/watch?v=jo6R6LqpNNY https://www.youtube.com/watch?v=Bv1M5SSk7f8 Winter CES brings the games.. https://archive.org/details/Computer_Gaming_World_Issue_68/page/n37 Nintendo misfires with Dragon Warrior https://archive.org/details/Computer_Gaming_World_Issue_68/page/n9 https://en.wikipedia.org/wiki/Dragon_Quest_(video_game)#1989_North_American_localization https://www.nytimes.com/1989/12/24/business/investing-nintendo-as-nemesis.html?searchResultPosition=1 VGA will save us from 16 bit consoles! https://archive.org/details/Computer_Gaming_World_Issue_68/page/n37 https://www.mobygames.com/game/wing-commander And sound is a bit trickier... https://archive.org/details/Computer_Gaming_World_Issue_68/page/n38 Cinemaware announces TG16 version of It Came From the Desert https://archive.org/details/Computer_Gaming_World_Issue_68/page/n38 https://www.filfre.net/2016/12/a-time-of-endings-part-1-cinemaware/ New World Computing has shipped Nuclear War https://www.mobygames.com/game/nuclear-war http://amiga.lychesis.net/artist/AvrilHarrison.html https://archive.org/details/Computer_Gaming_World_Issue_68/page/n46 Software Toolworks buys Mindscape https://archive.org/details/vgmuseum_questbusters_qbustersVII2/page/n1/mode/1up https://www.latimes.com/archives/la-xpm-1988-08-09-fi-171-story.html https://en.wikipedia.org/wiki/Datasoft https://en.wikipedia.org/wiki/Mindscape https://en.wikipedia.org/wiki/The_Software_Toolworks Michael Cranford leaves Interplay https://archive.org/details/vgmuseum_questbusters_qbustersVII2/page/n1/mode/1up https://www.linkedin.com/in/michaelcranford/ https://www.mobygames.com/developer/sheet/view/developerId,11314/ Domark goes 3D https://archive.org/details/ACEIssue29Feb90/page/n6 https://archive.org/details/commodore-user-magazine-77/page/n6 https://www.youtube.com/watch?v=PSzcoG7k2FI Magnetic Scrolls signs up with Virgin Mastertronic https://archive.org/details/ACEIssue29Feb90/page/n7 https://www.mobygames.com/game/wonderland Apparently its not cool to give games bad grades https://archive.org/details/ACEIssue29Feb90/page/n12 http://amr.abime.net/review_7375 https://www.mobygames.com/game-group/ghostbusters-licensees French Zombies are coming https://archive.org/details/commodore-user-magazine-77/page/n8 https://www.mobygames.com/game/zombi/release-info https://www.mobygames.com/game/zombiu 2000: Sega announces downloadable game service for Dreamcast http://www.thedreamcastjunkyard.co.uk/2017/11/dream-library-dreamcast-foreunner-to.html https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20127%20%28February%202000%29#page/n33/mode/1up Nuon to be shown at winter CES https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20127%20%28February%202000%29#page/n33/mode/1up https://www.youtube.com/watch?v=OS9alQbHHPk http://www.8-bitcentral.com/miscellaneous/logitechNuon.html Samsung announces Extiva DVD players https://www.samsung.com/us/news/newsPreviewRead.do?news_seq=403 https://archive.org/details/MicromaniaTerceraEpocaSpanishIssue61/page/n5/mode/1up https://www.youtube.com/watch?v=9cTcqQsLXzU#action=share https://en.wikipedia.org/wiki/PlayStation_2 https://www.amazon.com/Samsung-DVDN2000-DVD-Player/product-reviews/B00004WI43 https://www.ign.com/articles/2019/10/30/top-15-best-selling-video-game-consoles-of-all-time Merrill Lynch predicts big things for PS2 https://archive.org/details/NextGen62Feb2000/page/n21 https://en.wikipedia.org/wiki/PlayStation_2_sales https://www.ign.com/articles/2019/10/30/top-15-best-selling-video-game-consoles-of-all-time Nintendo is sticking to its 2000 release date for Dolphin https://archive.org/details/NextGen62Feb2000/page/n8 Resident Evil Zero dropped from N64 and moved to Dolphin https://archive.org/stream/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20127%20%28February%202000%29#page/n39/mode/1up Resident Evil the Ride hits Japan https://archive.org/details/NextGen62Feb2000/page/n13 https://youtu.be/iahPKDCQZsc Hasbro lays off Microprose devs https://archive.org/details/Computer_Gaming_World_Issue_187/page/n37 https://archive.org/details/PC-Player-German-Magazine-2000-02/page/n10 Sierra defends itself https://archive.org/details/Computer_Gaming_World_Issue_187/page/n37 Codemasters buys Sierra Yosemite studio https://en.m.wikipedia.org/wiki/Codemasters https://archive.org/details/NextGen62Feb2000/page/n13 https://opencorporates.com/companies/us_ca/C2172750 https://www.mobygames.com/company/yosemite-entertainment MMO mania continues https://archive.org/details/Computer_Gaming_World_Issue_187/page/n38 https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Online https://en.wikipedia.org/wiki/Neverwinter_(video_game) https://en.wikipedia.org/wiki/Neverwinter_Nights_(1991_video_game) https://en.wikipedia.org/wiki/Neverwinter_Nights https://en.wikipedia.org/wiki/Neverwinter_Nights_2 eidos buys 51% stake in Ion Storm https://archive.org/details/Computer_Gaming_World_Issue_187/page/n38 ...and the top selling computer game of Xmas 1999 was... https://archive.org/details/NextGen62Feb2000/page/n13 Roger Wilco brings voice to online gaming https://archive.org/details/PC-Player-German-Magazine-2000-02/page/n18 https://en.wikipedia.org/wiki/Roger_Wilco_(software) Back2Roots is trying to make emulation legit https://archive.org/details/PC-Player-German-Magazine-2000-02/page/n19 https://web.archive.org/web/20130715101947/http://www.back2roots.org/ Tim Schafer leaves Lucasarts https://archive.org/details/MicromaniaTerceraEpocaSpanishIssue61/page/n3/mode/1up https://en.wikipedia.org/wiki/Tim_Schafer Recommended Links: They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/ The History of How We Play: https://thehistoryofhowweplay.wordpress.com/ Sound Effects by Ethan of History of How We Play.

Pop Culture Climate
Top of the Flops EP.006 - ION Storm failed to make us it's b****

Pop Culture Climate

Play Episode Listen Later Feb 20, 2020 59:36


No name was more synonymous with gaming in the '90s to early 2000s than John Romero; in particular his work on first-person shooters or FPS's for short. Such as Doom, Quake and his spectacular failure Daikatana. Most people have heard of him and the game, especially after the marketing campaign that said "John Romero is going to make you his b****" and the huge promises he made about what you'll be able to do in Dakaitana. What most people don't know is the story going on behind the scenes that seems more game of thrones than game development. Without a clear hierarchy and a battle for the Iron Throne (CEO role) can we really blame John Romero of was he doomed from the start. Have a listen to find out as we take a deep dive into the History of ION Storm and in particular the Dallas office. Want to listen live? Join us at Phoenix 98FM on Sundays Nights 9 till 11 find us on Facebook, Twitter and Instagram.

Go Back and Play
Episode 86 - Deus Ex

Go Back and Play

Play Episode Listen Later Dec 16, 2019 63:27


Nate, Sebastian, David, and Ryan all gather to discuss DEUS EX, Ion Storm's millennial game of conspiracies, nanomachines, and near-future cyberpunk wackiness. We discuss the wealth of different approaches the game makes possible, the difference between conspiracy theories of today and twenty years ago, and slicing dudes in half with a nanotech sword. Sebastian makes a ribald joke about Harry Belafonte, David tries to atone for his cruelty toward Sims with a non-lethal playthrough, and Ryan is in the harbor, killing many men. 

Dev Game Club
DGC Ep 186: DOOM Bonus Interview with John Romero

Dev Game Club

Play Episode Listen Later Nov 14, 2019 114:29


Following on from our DGC series on 1993's DOOM, we've been lucky enough to get connected with John Romero to talk about his early career and how id and DOOM came to be. We hear all sorts of stories about those early days, and we hope you enjoy it. Podcast breakdown: 0:42 Interview segment 1:40:30 Break 1:41:00 Next time Issues covered: a brief history of John Romero, playing games at the arcade and on a mainframe, programming without being able to save them, living with hyperthymesia, learning BASIC and 6502, hand-assembling without a computer, bailing from college, selling games to a bartender, meeting a fellow programmer for the first time, zeroing in on Origin Systems, co-opting a demo PC, Origin in New Hampshire, overlapping between John and Brett, being up against other Commodore programmers, killing the interviews, making every life change at once, making your own hardware and writing your own protocol, getting your first raise, the death of 8 bit, learning PC and moving house, missing out on your chance to make a great 8-bit game, wanting to make games all day, hiring an artist based on musical taste, knowing a coder from the game, Carmack renting a PC to port his own RPGs, getting your own room and making your own games, two games in a month, becoming the game everyone in Pakistan and India played, dividing up the work, vertical scrolling vs smooth horizontal scrolling, getting stuff done in a night, knowing when it's time to move on, pitching a game to Nintendo, mistaking fan mail, making deals through the mail, making bank and cutting a deal to avoid a lawsuit, nearly selling the company, shareware just taking off, moving into the black cube, writing a... strong press release, riding the rocket, being fluent in code and creativity at the same time, multi-user editing, breaking out of a rectilinear world, getting out of the intellectual model, no room could have been made in the prior game, having to solve unknown problems, coding everything into the editor and coming up with the needs, programming all sorts of wild secrets, goals for SIGIL, coming up with new ideas that are reasonable extensions, someone stealing your thunder, flipping switches to get from multiplayer to single player, loving designing stuff, the Empire RPG, dream game with the dream team, spending time with John Romero, working on 90 games, working solo, the history of games in one man's head, June calls out, we talk our next game, SWotH. Games, people, and influences mentioned or discussed: Sigil, Origin Systems, Softdisk, John Carmack, Adrian Carmack, Tom Hall, id Software, Commander Keen, Wolfenstein 3D, Quake, ION Storm, Daikatana, Deus Ex, Anachronox, Monkeystone Games, Midway, Slipgate Ironworks, Gazillion, Loot Drop, Brenda Romero, Romero Games, Empire of Sin, Poison Cookie, Hunt the Wumpus, Nim, Adventure, Robert Lavelock, Will Wright, Dr. Cat (David Shapiro), David Crane, Capital Ideas Software, Apple ][, Nibble Magazine, Scout Search, InCider Magazine, AppleFest 1987, UpTime, Jay Wilbur, Cocktail, Epic Software, Lane Roathe, Ultima I, ManPower, John Fachini, Denis Loubet, Robert Garriott, Ultima Underworld, Mapping the Commodore 64, Inside Out Software, Might & Magic 2, Tower Toppler/Nebulous, Epyx, Lynx, Crush Crumble Chomp, Temple of Apshai, Alien, Dark Castle, Ideas from the Deep, Al Vekovius, Karateka, LodeRunner, Choplifter, PlayStation 2, LucasArts, Gamer's Edge, Sub Stalker, Tennis, Mark Crowe, Paul Lutus, GraFORTH, Catacomb, SuperNES, Mario, Zelda, Dangerous Dave, Solitaire, Minesweeper, Slordax, Michael Abrash, Captain Cosmic, Nintendo, Scott Miller, Kingdom of Kroz, Commander Keen, Aliens Ate My Babysitter, FormGen, Sierra, Ken and Roberta Williams, Wolfenstein 3D, Spear of Destiny, Kevin Cloud, NextSTEP, Wizardry, REKKR, Civilization, Paradox, The Irishman, Martin Scorcese, Francis Ford Coppola, Skyrim, World of Warcraft Classic. Next time: World of Warcraft Classic (up to level 5) Links: Making of SIGIL https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Video Game Newsroom Time Machine

Fairchild gets out of gaming PC sound is going to get blasted and Sega cans Bernie Stolar This month we will look back at the biggest stories in and around the video game industry in October of 1979, 1989, 1999. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events.. Send comments on twitter @videogamenewsr2 Or videogamenewsroomtimemachine@gmail.com And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/user?u=7594060 Show Notes: 1979: Tandy announces development of the TRS-80 Color Computer https://books.google.de/books?id=Kz4EAAAAMBAJ&lpg=PA1&dq=infoworld%201979&hl=de&pg=PA3#v=onepage&q=rumor%20mill&f=false Apple II+ released https://archive.org/details/kilobaudmagazine-1979-10/page/n7 Sublogic is advertising their 3D graphics software https://archive.org/details/byte-magazine-1979-10-rescan/page/n137 http://www.sublogiccorp.com/ Heathkits land at Zenith https://shop.heathkit.com/shop Does the S-100 bus still have a future? https://archive.org/details/byte-magazine-1979-10-rescan/page/n110 Ted Lewis formulates the laws of personal computing https://archive.org/details/byte-magazine-1979-10-rescan/page/n189 https://blog.ubiquity.acm.org/author/ted-lewis/ Q&A is at the end of the show notes TI tries to convince the FCC to change its regulations https://archive.org/details/byte-magazine-1979-10-rescan/page/n110 The race to develop optical storage media is on https://archive.org/details/byte-magazine-1979-10-rescan/page/n111 The digital imaging era is here... sorta https://archive.org/details/creativecomputing-1979-10/page/n28 https://books.google.de/books?id=ziOMgcvgXnYC&pg=PA54&lpg=PA54&dq=periphicon+company&source=bl&ots=TKPNcrIA3H&sig=ACfU3U2Au8ufHokIOREj0wAj5jdPqGcHsg&hl=en&sa=X&ved=2ahUKEwjVt4aUpfDkAhXCIlAKHVp8CmIQ6AEwCnoECAkQAQ#v=onepage&q=periphicon%20company&f=false Channel F is dead https://archive.org/details/creativecomputing-1979-0/page/n9 https://en.wikipedia.org/wiki/Fairchild_Channel_F https://www.zircon.com/ 1989: Plessey introduces in-flight computer entertainment at Paris Air Show https://www.gracesguide.co.uk/GEC-Plessey_Avionics https://archive.org/details/ACE_Issue_25_1989-10_Future_Publishing_GB/page/n9 https://www.cbronline.com/news/plessey_seeks_fortune_with_in_flight_communications_fun/ Sega introduces the System 24 board https://archive.org/details/ACE_Issue_25_1989-10_Future_Publishing_GB/page/n21 https://www.system16.com/hardware.php?id=708 Creative announces the Game Blaster and the Killer Kard https://archive.org/details/1989-10-compute-magazine/page/n11 https://en.wikipedia.org/wiki/Sound_Blaster#Game_Blaster https://www.youtube.com/watch?v=-0TAU35QS-8 Access Software announces RealSound https://archive.org/details/1989-10-compute-magazine/page/n9 https://www.youtube.com/watch?v=wivtSeGr_T8 https://en.wikipedia.org/wiki/RealSound Orson Scott Card announces that he'll be working with LucasFilm Games https://archive.org/details/1989-10-compute-magazine/page/n105 https://www.mobygames.com/developer/sheet/view/developerId,2865/ https://www.quora.com/Orson-Scott-Card-was-credited-in-the-LucasArts-game-Loom-What-was-his-contribution https://www.youtube.com/watch?v=y92k0Lakq04 EA goes public https://archive.org/details/Computer_Gaming_World_Issue_64/page/n9 https://www.acquired.fm/episodes/the-electronic-arts-ipo-with-trip-hawkins https://www.encyclopedia.com/social-sciences-and-law/economics-business-and-labor/businesses-and-occupations/electronic-arts-inc Sierra acquires Dynamix 3D tech https://archive.org/details/Computer_Gaming_World_Issue_64/page/n9 https://www.youtube.com/watch?v=usme3xqyBBg Commodore cancels Commodore Magazine https://archive.org/details/thegamesmachine-23/page/n13 https://archive.org/details/34-commodore-magazine 1999: Sega takes the Dreamcast Online https://archive.org/details/NextGen58Oct1999/page/n23 https://www.retromags.com/files/file/3960-gamepro-issue-133-october-1999/ page 32 Bernie Stolar gets booted from Sega https://archive.org/details/NextGen58Oct1999/page/n13 https://www.retromags.com/files/file/3960-gamepro-issue-133-october-1999/ page 32 https://www.polygon.com/features/2017/7/10/15923640/sega-dreamcast-history-games-bernie-stolar https://nypost.com/1999/08/13/president-is-out-in-sega-shake-up/ https://segaretro.org/Bernie_Stolar SNK's NeoGeo Pocket will have Dreamcast connectivity https://www.retromags.com/files/file/3960-gamepro-issue-133-october-1999/ page 32 https://segaretro.org/Neo_Geo_Pocket/Dreamcast_Setsuzoku_Cable Both Sony and Nintendo drop the price of their consoles https://archive.org/details/NextGen58Oct1999/page/n23 https://www.retromags.com/files/file/3960-gamepro-issue-133-october-1999/ page 32 https://en.wikipedia.org/wiki/Final_Fantasy_VIII Sony enveils the Playstation 2 at the Tokyo Game Show https://archive.org/details/MicromanaTerceraEpocaSpanishIssue57/page/n3 Dreamcast launch in Europe pushed back to October 14 https://archive.org/details/MicromanaTerceraEpocaSpanishIssue57/page/n25 https://www.computerworld.co.nz/article/515494/sega_bt_offerf_free_internet_via_dreamcast_console/ Nvidia launches "the world's first GPU" https://archive.org/details/MicromanaTerceraEpocaSpanishIssue57/page/n29 https://www.nvidia.com/object/IO_20020111_5424.html Microsoft is developing a console https://archive.org/details/NextGen58Oct1999/page/n10 https://en.wikipedia.org/wiki/Xbox_(console) Developers grumble about the high cost of PS2 development https://archive.org/details/NextGen58Oct1999/page/n19 Wizards of the Coast reveals D&D 3rd Edition at GenCon together with Bioware's NeverWinter Nights https://www.retromags.com/magazines/usa/nextgen/nextgen-issue-58/ page 22 https://en.wikipedia.org/wiki/Neverwinter_Nights Another Daikatana developer leaves Ion Storm https://archive.org/details/PC-Player-German-Magazine-1999-10/page/n9 https://www.gamasutra.com/view/news/343443/Obituary_Veteran_programmer_Stephen_Ash_has_passed_away.php https://www.mobygames.com/developer/sheet/view/developerId,3208/ Charlie Brooker foretells Let's Plays https://archive.org/details/PC_Zone_Issue_081_1999-10_Dennis_Publishing_GB/page/n145 Ted Lewis Q&A: >1. How did this article come about? I was a young professor at Oregon State University in 1979 and the personal computer industry was just getting started. Apple computer gave me an Apple ][e to play with, which started a long relationship and thinking about the disruptive nature of PCs. I began writing books and articles about them, eg How To Profit From Your PC, and The Mind Appliance. I think they were the first books on the topic. > Did you submit it or was it requested by the magazine? I don’t recall but probably it was unsolicited. I think it was little high-brow for Byte. > > Was it part of a larger research project? No. Back then, PCs were considered toys unworthy of academic study. Everyone else used the mainframe on campus. By 1985 I had a lab of 20-30 Macs for Master degree students to do their research on. It was a robust effort at that time and for OSU. > > > 2. Which "personal computers," according to your definition in the article, were you using at the time? > Like I said, Apple ][e, but before that I had a kit computer from North Star, which went out of business. But it had a disk operating system and BASIC burned into ROM. That was 1977. But when the Apple came out, it took over the market. > > 3. Your fourth law, concerning the high cost of producing software, seems prescient of the need for standardized hardware architectures. Were you imagining at the time that such a universal standard might be possible? Were you thinking that the S-100 was such a standard? How long did you think a standard in personal computing could last? > > Well you are right - the S-100 was a standard as well as Bill Gate’s BASIC. But I was thinking more in terms of what is now FOSS. Also, I was enamored by p-code UCSD Pascal. Boy was I wrong! > > 4. In laws 5 and 6, you talk about the usability of a personal computer as well as the service required to make that usability understandable to the consumer. Did you consider the existing machines you named in the piece as "simple" enough to be successful on the mass market at the time without the need to have the consumer to be held by the hand by a human service person? (aka you didn't need a human to explain a simple calculator but you did for most software packages at the time) > I completely missed the importance of GUIs until we got some Xerox Parc windows machines and then the Macintosh came out. They were so easy to use, you didn’t even need a manual. Totally surprising. I missed this again when the iPhone came out. I was right about ease of use, but totally missed the impact of GUIs. > > 5. Had you already seen Visicalc at the time of writing this piece and, if not, would it have changed any of your views concerning interface and usability? I wrote the first book on spreadsheets, 32 VisiCalc Spreadsheets, soon after. It paid off my mortgage! But I never thought of it as a GUI. And of course it was. It was an example of ease of use. I was stuck in a BASIC paradigm, were the language was the interface. There had to be better interface, but I was stuck in the command line interface. > > 6. Law 8 makes a rather bold statement concerning operating systems. Do you think this statement was true at the time, and if so, what changed in the technology or the market place to make operating systems as ubiquitous as they are today? I am sad to say that operating systems are still too primitive. We are stuck with Unix and it’s derivatives. I consider Unix (Circa 1976) to be a major misstep in computing, akin to the original sin. It stripped out the security of Multics and usability of VMS. Much of what is wrong with computing today is traceable back to Unix and Linux. Nuff said. > > 7. Law 10 seems to sound an ominous warning for the future. How has the propagation of personal computing over the last 40 years differed from the way you imagined it at the time? (yes, I know, a very narrowly crafted question) :) Well the more time that passes, the less accurate become predictions. Wireless internet has changed everything. Mobile computing and cloud are the result. The future is probably wireless 5G with a computer in everything down to light bulbs and toothbrushes. When quantum computers take over, the Internet and its computers will have to be reinvented. > > I hope this isn't asking too much. I really found the article fascinating and trying to put such things into a proper historical context is the main goal of our show. No problem. Thanks for reminding me that I wrote the article 40 years ago.   Recommended Links: They Create Worlds: https://tcwpodcast.podbean.com/ Digital Antiquarian: https://www.filfre.net/ The Arcade Blogger: https://arcadeblogger.com/

LOLbua
LOLbua 272 - Fire kommunevalg og et venstrebryllup

LOLbua

Play Episode Listen Later Aug 27, 2019 67:56


Ukens gjest er Venstre-politiker Grunde Almeland. Han er blant de mest dataspillinteresserte på Stortinget. Vi snakker spillpolitikk, får innblikk i Grundes nerdebakgrunn, en rapport fra Jon Catos reise til Gamescom i Tyskland, anmelder det kontroversielle retroskytespillet Ion Storm og anbefaler bøker, filmer og tv-serier. LOLbua lages uten noen form for støtte annet enn den vi får fra deg, vår lytter. Hvis du vil bidra, så kan du gjøre det på www.patreon.com/lolbua der vi blir glade for hver eneste krone som gis. Tilbake kan du få brev fra Jon Cato, en eksklusiv podkast og andre greier. Ps. Du finner oversikt over musikken vi spiller og video-opptak av podkasten på hjemmesiden vår. Bli med i vår Discord-kanal: discord.gg/yScbdHP Følg vår facebookside: www.facebook.com/lolbua2000/ Bli med i vårt community LOLbua Entourage: www.facebook.com/groups/930773487035216/ Følg oss på Twitter: twitter.com/lolbua Instagram: www.instagram.com/lolbua Vår hjemmeside: www.lolbua.no Takk til våre produsenter, Cobrakar84, TTMXMP og Rolf Helge Øvergaard Ingebrigtsen og alle dere andre som støtter oss. Takk til Inger Emilie Solheim for illustrasjonen.

LOLbua
LOLbua 272 - Fire kommunevalg og et venstrebryllup

LOLbua

Play Episode Listen Later Aug 27, 2019 67:47


Ukens gjest er Venstre-politiker Grunde Almeland. Han er blant de mest dataspillinteresserte på Stortinget. Vi snakker spillpolitikk, får innblikk i Grundes nerdebakgrunn, en rapport fra Jon Catos reise til Gamescom i Tyskland, anmelder det kontroversielle retroskytespillet Ion Storm og anbefaler bøker, filmer og tv-serier. LOLbua lages uten noen form for støtte annet enn den vi får fra deg, vår lytter. Hvis du vil bidra, så kan du gjøre det på www.patreon.com/lolbua der vi blir glade for hver eneste krone som gis. Tilbake kan du få brev fra Jon Cato, en eksklusiv podkast og andre greier. Ps. Du finner oversikt over musikken vi spiller og video-opptak av podkasten på hjemmesiden vår. Bli med i vår Discord-kanal: discord.gg/yScbdHP Følg vår facebookside: www.facebook.com/lolbua2000/ Bli med i vårt community LOLbua Entourage: www.facebook.com/groups/930773487035216/ Følg oss på Twitter: twitter.com/lolbua Instagram: www.instagram.com/lolbua Vår hjemmeside: www.lolbua.no Takk til våre produsenter, Cobrakar84, TTMXMP og Rolf Helge Øvergaard Ingebrigtsen og alle dere andre som støtter oss. Takk til Inger Emilie Solheim for illustrasjonen.

Video Game Newsroom Time Machine

CompuServe brings online services to the masses! The Battle for Tetris begins in court! Sega flounders heading into the Dreamcast launch! These stories and many more on this month's episode of the Video Game Newsroom Time Machine. This month we will look back at the biggest stories in and around the video game industry in August of 1979, 1989, 1999. As always, we'll mostly be using magazine cover dates, and those are of course always a bit behind the actual events.. Send comments on twitter @videogamenewsr2 Or videogamenewsroomtimemachine@gmail.com And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/user?u=7594060 https://www.youtube.com/channel/UCI1ZIIOfQRZ_Uh-blNiQORw Show Notes: 1979: Summer CES in Chicago oversahdows the National Computer Conference https://archive.org/details/CreativeComputingbetterScan197908/page/n21 APF Electronics introduces the Imagination Machine https://archive.org/details/CreativeComputingbetterScan197908/page/n23 http://www.old-computers.com/museum/computer.asp?c=584 http://hcvgm.org/APF_Imagination_Machine.html https://en.wikipedia.org/wiki/APF_Imagination_Machine https://www.fastcompany.com/3063298/ed-smith-and-the-imagination-machine-the-untold-story-of-a-black-vid Mattel shows off the Intellivision... sort of https://archive.org/details/CreativeComputingbetterScan197908/page/n25 https://en.wikipedia.org/wiki/Intellivision https://en.wikipedia.org/wiki/Intellivision#Keyboard_Component https://web.archive.org/web/20170629111841/http://www.intellivisionlives.com/bluesky/hardware/keyboard_tech.html RCA follows up their COSMAC VIP with the VIP II https://archive.org/details/CreativeComputingbetterScan197908/page/n27 http://www.cosmacvip.com/VIP2/VIP2.php Texas Instruments enters the home microcomputing game https://archive.org/details/CreativeComputingbetterScan197908/page/n23 Atari gets FCC approval for the 400 and 800 computers https://books.google.com.au/books?id=Ij4EAAAAMBAJ&lpg=PA1&hl=de&pg=PA4#v=onepage&q&f=false Softside warns: there’s no money in software https://archive.org/details/softside-magazine-11/page/n3 CompuServe begins offering its services to home microcomputer users https://books.google.com.au/books?id=Ij4EAAAAMBAJ&lpg=PA1&hl=de&pg=PA18#v=onepage&q&f=false BYTE talks about the tech of the future https://archive.org/details/byte-magazine-1979-08-rescan/page/n91 https://obsoletemedia.org/data/disk/ 1989: Battle between Mirrorsoft and Nintendo starts https://archive.org/details/CommodoreUserIssue711989Aug/page/n97 https://www.youtube.com/watch?v=_fQtxKmgJC8 https://archive.org/details/ACEIssue23Aug89/page/n129 https://www.filfre.net/2017/07/a-tale-of-the-mirror-world-part-7-winners-and-losers/ https://player.fm/series/they-create-worlds/the-complete-tetris-story Atari and Gameboy shown off at CES. https://archive.org/details/thegamesmachine-21/page/n13 Nintendo and Atari both debut their handhelds at the Summer CES in NY https://archive.org/details/1989-09-compute-magazine/page/n9 Atari announces the STE https://archive.org/details/ACEIssue23Aug89/page/n8 https://en.wikipedia.org/wiki/Atari_ST#STE_models Atari shows off the STacy and the Portfolio https://archive.org/details/1989-08-compute-magazine/page/n61 https://archive.org/details/1989-08-compute-magazine/page/n78 https://en.wikipedia.org/wiki/Atari_STacy https://web.archive.org/web/20071126105942/http://www.atari-portfolio.co.uk/aboutpf/ta-aboutpf.html https://www.youtube.com/watch?v=3cfQKxUffqA Rainbow Arts releases first game compilation on CD for the C64! https://archive.org/details/CommodoreUserIssue711989Aug/page/n7 https://www.c64-wiki.com/wiki/1st_CD-Edition_(Collection) Broderbund shows off SimCity https://archive.org/details/ACEIssue23Aug89/page/n27 Microprose jumps into arcade development https://archive.org/details/thegamesmachine-21/page/n19 https://www.arcade-museum.com/game_detail.php?game_id=7746 https://www.youtube.com/watch?v=RQfcLl0poOA Battletech centers announced at CES https://archive.org/details/thegamesmachine-21/page/n19 https://www.youtube.com/watch?v=jdJA5C_Po4U 1999: BLEEM! Comes to Germany (and everywhere else... thanks Internet!) https://archive.org/details/PC-Player-German-Magazine-1999-08/page/n10 https://www.youtube.com/watch?v=UGHul1PrXCE https://en.wikipedia.org/wiki/Bleem! Nintendo reverses corse on Dolphin strategy https://archive.org/details/NextGeneration56Aug1999/page/n11 https://money.cnn.com/2001/05/21/companies/gamecube/ Yamauchi to step down https://archive.org/details/GamePro_Issue_121_August_1999 page 28 https://en.wikipedia.org/wiki/Hiroshi_Yamauchi Will Nintendo's hold on the handheld market finally be broken? https://archive.org/details/NextGeneration56Aug1999/page/n13 https://www.ign.com/articles/2019/07/30/top-15-best-selling-video-game-consoles-of-all-time Microsoft buys Shadowfactor https://archive.org/details/PC_Zone_79_August_1999/page/n29 https://de.wikipedia.org/wiki/Gamevoice EA is prepping the launch of a little game called The Sims https://archive.org/details/PC_Zone_79_August_1999/page/n45 Firaxis to develop Civilization sequel https://archive.org/details/Computer_Gaming_World_Issue_181/page/n169 Interactive Magic abandons physical media https://archive.org/details/NextGeneration56Aug1999/page/n13 https://finance.yahoo.com/news/microprose-ientertainment-network-inc-announce-152100191.html More firings at ION Storm https://archive.org/details/Computer_Gaming_World_Issue_181/page/n33 https://www.mobygames.com/developer/sheet/view/developerId,26588/ https://www.mobygames.com/developer/sheet/view/developerId,492/ Ed Boon promises a radical departure for the Mortal Kombat Series with part 5 https://archive.org/details/GamePro_Issue_121_August_1999 https://www.mobygames.com/game/mortal-kombat-deadly-alliance Sega lowers the price of Dreamcast in Japan https://archive.org/details/NextGeneration56Aug1999/page/n13 Sega losses pile up https://archive.org/details/NextGeneration56Aug1999/page/n15 Sony announces production of the Emotion Engine https://archive.org/details/NextGeneration56Aug1999/page/n13

Points of Articulation (POA)
POA 207: SDCC 2019

Points of Articulation (POA)

Play Episode Listen Later Jul 21, 2019 97:55


Recorded on July 20, 2019 On this episode: Haslabs Transformers: War for Cybertron Unicron https://hasbropulse.com/products/transformers-war-for-cybertron-unicron Transformers: War for Cybertron Siege Galactic Man Shockwave https://news.tfw2005.com/2019/07/17/transformers-generation-selects-galactic-man-shockwave-in-hand-images-391792 Transformers: War for Cybertron Siege Reconnaissance Team (Refraktor) https://news.tfw2005.com/2019/07/18/san-diego-comic-con-2019-product-panel-392048 https://news.tfw2005.com/2019/07/18/san-diego-comic-con-2019-hasbro-preview-breakfast-391913 Transformers: War for Cybertron Siege Rainmakers 3-Pack (Nova Storm, Acid Storm, and Ion Storm) and Micromaster 10-Pack https://news.tfw2005.com/2019/07/19/san-diego-comic-con-2019-siege-rainmakers-3-pack-micromaster-10-pack-images-392454 Transformers: War for … Continue reading POA 207: SDCC 2019

Big Box PC Game Collectors PodCast
Special Guest: John Romero

Big Box PC Game Collectors PodCast

Play Episode Listen Later Apr 24, 2019


On this episode, we welcome a very special guest: John Romero of id Software and Ion Storm fame! John spent some time with us talking about his vintage Apple II game collection and the developers who made them, including Nasir Gebelli and Synergistic Software.We also discussed the pros and cons of emulation with classic PC games, and the struggles of playing these games on classic hardware.

Dev Game Club
DGC Ep 137: Interview with Lulu LaMer

Dev Game Club

Play Episode Listen Later Nov 7, 2018 77:34


Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Lulu LaMer, who started out her career at Looking Glass as QA on Thief, and went on to be a producer, including on some of the Tomb Raider games at Crystal Dynamics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:00:39 Interview 1:10:24 Break 1:10:48 Next time Issues covered: a quick list of the uses of a degree in French, quitting your job and bleaching your hair and tossing your business casual, early introduction to games, getting away from games and coming back, QA as an engineering discipline and player advocacy, buying into the development philosophy, becoming QA, level designer differences and tester differences, pairing designers and testers, moving to full play-throughs with specific builds, being a sympathetic tester/regulatory capture, naming a play style for forum users, too much intimacy with forum users, influencing the game's economy, the benefits of Looking Glass on a résumé, the help of data-driven design, inheritance and object model, a lot of territory to cover, trying to get outside the level, Randy's voice acting, ignoring a player who's being a dick, transitioning to associate producer, lack of communication at LG, going on press tour, having unsympathetic press, going to the pub, having a company abruptly close, the role of a producer, having a core of people to work on Thief: Deadly Shadows, taking an engine and trying to make it work for their sort of game, using Unreal to make levels, lacking shared understandings, needing to create a culture, lacking direction and mentorship, the abstraction of being a producer, avoiding micromanagement, quitting to become a midwife, "you don't deliver the baby, the mom delivers the baby!", coming back into the fold better prepared for the job, feeling you had been terrible at the job, the last game she played as a Tomb Raider, the sense of being in a place, additive vs subtractive rendering and tools, moving from a story game to a more systemic game, having trouble communicating the ideas, Uncharted taking a big leap forward, distilling down Tomb Raider's essence, remaking vs remastering, preferring the updated levels, a schedule all of out of whack, playing through the levels and streamlining, distillation of memory and emotion, building to alpha and then moving to agile, triage, ranking what needs to be fixed, compromise and choices, ending pressure, guidance for players, Daydream the "product area," augmented reality project, Immersive Arts, augmented reality, spaces and games and reading and space. Games, people, and influences mentioned or discussed: Looking Glass Studios, Thief (series), System Shock 2, Flight Unlimited, ION Storm, Crystal Dynamics, Tomb Raider: Legend, Tomb Raider: Anniversary, 2K Games, Spec Ops: The Line, Borderlands, Bioshock: Infinite, Borderlands 2, Funomena, Robin Hunicke, Daydream Studios, Google, Randy Smith, Pong, Vic 20, NES, Bethesda Studios, Dorian Hart, LucasArts, Greg LoPiccolo, Marc (Mahk) LeBlanc, Harmonix, PC Gamer, Kieron Gillen, Eidos, Telltale Games, Jon Chey, Irrational Australia, Warren Spector, Emil Pagliarulo, Terri Brosius, Doug Church, Freedom Force, Chris Carollo, Tom Leonard, Deus Ex, Unreal, Tim Sweeney, Epic, Game Developer's Conference, Tomb Raider, Soul Reaver, Uncharted, Richard LeMarchand, Naughty Dog, Jason Botta, Ratchet and Clank, Project Snowblind, Nate Wells, Nate Schaumberg, Kyle Mannerberg, Google Pixel, Playground, Iron Man, Kindle, GTA III, GTA Vice City, Resident Evil VII, Thief (2014). Next time: GTA III, the first several missions @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 136: Interview with Randy Smith and Greg LoPiccolo

Dev Game Club

Play Episode Listen Later Oct 31, 2018 67:46


Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Greg LoPiccolo, project lead on Thief, and Randy Smith, who was a level designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview 1:00:08  Break 1:00:50  Feedback Issues covered: World Series, how Randy got his start, psychology and programming as substrate for game design, "Suck it down" and toxic masculinity, cold-calling, the attraction of LG games, how Greg got in, the origins of Thief, competition, seeking limited but rich interaction, being weak, controlling the world from observation, AI with sense perceptions, the success of Thief, working counter to the prevailing winds, writing documentation to think about the space, commodities of space: loud/quiet and light/dark, tools support or lack thereof for those spaces, carving shapes, spaces that are hard to read, the level Escape, experimentation to find how to make a level, inventing sound propagation, dynamic lights impacting game play, player reading the lighting of a space, optimization, pulling back on combat in Thief II, "winging it and doing our best to survive," having nothing until you had everything, "like digging the Chunnel," polygon limitations, how do you build a cathedral with that?, the Emil vs Randy systems of building, designers having to be artists at the same time, putting the systems first, systemically reading space rather than tagging it, leading the team without having the tech yet, directing the narrative, writing lots of narrative to provide background and use it sparingly, people making their own stories, high quality voice acting, the bear pits, dialog as part of the game play loop, witty characters poking through, having to learn how to build a GANTT chart, repossessing the plants, the role of a leader, deep backstory, starting from a 1-4 page document, making up cool ideas and running with them, not being aware you couldn't do a thing, the trend of risk aversion in the industry, the indie spirit, an attempt to be more commercial, object hierarchy of inheritance, being in a submarine in the cold war, debugging console, the fundamental trick of game design: player brain and designer brain, starting testing much earlier, empathy as a design skill, overcoming doubt when innovating, saying yes to everything -> saying no to everything -> it's hard but we can do it, what the guests are doing next, having taste in game design and finding that audience, feeling like a musician vs being a musician, a touching father/daughter story. Games, people, and influences mentioned or discussed: Looking Glass Studios, Thief (series), ION Storm, Electronic Arts, Steven Spielberg, Edge Magazine, Tiger Style, Spider: The Secret of Bryce Manor, Spider: Rite of the Shrouded Moon, Sega Genesis, Bimini Run, Nuvision Entertainment, System Shock, Flight Unlimited, Harmonix, Frequency, Rock Band VR, Tribe, Waking Mars, Nate Blaisdell, MYST, Tim Schafer, Eric Brosius, Rex Bradford, Activision, Tim Ries, Doug Church, Dan Schmidt, Ned Lerner, Terra Nova, Terri Brosius, 2001: A Space Odyssey (obliquely), DOOM (1993), Paul Neurath, Metal Gear Solid, Ultima Underworld, id Software, Tim Stellmach, DromEd, Unreal, Emil Pagliarulo, Bethesda Game Studios, Marc LeBlanc, Stephen Russell, Ken Levine, Tom Leonard, Red Dead Redemption 2, Game Developer's Conference, Kevin Brown, Halo: Combat Evolved, Far Cry 5, Andrew Kirmse, Star Wars: Starfighter. Next time: Another interview! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 135: Thief (part four)

Dev Game Club

Play Episode Listen Later Oct 24, 2018 95:47


Welcome to Dev Game Club, where we in this episode we conclude our discussion of 1998's Thief: The Dark Project. We talk a bit about equipment and gadgets, the story and enemy shifts that happen late in the game, the commitment maybe to story over what was working, and as always, our takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the end! Podcast breakdown: 0:45 Segment 1: Thief discussion 54:53 Break 55:20 Segment 2: Thief takeaways, Brett's Book Minute, and Feedback Issues covered: good ending dialog, using the whole toolkit, kiting enemies to a trap, firing off gadgets immediately on acquisition, gas and fire arrows, having trouble on Escape, leaning away from the core fantasy, being a little too story-forward, other directions that might have worked, an easier last level, having to experiment to take down enemies, making good extensions to the enemy mix vs bad, finding an in-game way to give you information about your tools, the Hammerite mythology and technological disruption, conflicts between technology and nature, Hammerites and the Brotherhood of Steel, the texts before the cutscenes, setting tone, using first-person tools for storytelling, not being able to rely on lore, usability and testing, being a developer and being too good at your game, enjoying little loops of locations and story, missing subobjectives and having to go back, kicking the hornet's nest and having to go back, moving the goalposts too many times, the frustrating Escape level, returning to the Hammerite cathedral and having it changed, one-way gating your way through the final level (vs stealth), changing the tone of the game, how do you end a game?, going to an otherworldly place, Garrett talking to himself, listening to the Trickster do his summoning, heist/switching the idol, committing to the thief fantasy, technology as a feature, writing their own engine, focusing on simulation and systems in first-person, rope arrows and surface types, designing ancillary systems to support your core experience, consequential map, lockpicking vs a minigame, inventory and the store, horror beats, Garrett as a character, Brett's Book Minute, a correction, quiet and loneliness in Tomb Raider, loner vs loneliness, the golden age of the immersive sim, the genre as a success or not, expense of making AAA, level designers' ability to make whole levels, immersive sims at the indie level and procedural elements, flesh levels. Games, people, and influences mentioned or discussed: Looking Glass Studios, Everquest, Edge of Tomorrow, Fallout, Monty Python, The Princess Bride, Gone Home, Dear Esther, D&D, JRR Tolkien, System Shock 2, Indiana Jones/Raiders of the Lost Ark, Baldur's Gate, ION Storm, Ultima Underworld, Deus Ex, Thief (2014), Tomb Raider, Tony Cliff, Delilah Dirk (series character), Timothy Hallinan, Junior Bender (series character), Ethan Johnson, Greg LoPiccolo, Vijay Lakshman, Elder Scrolls, Alex Rigopulos, Eran Egozy, Tim Dore, Half-Life, Dan Hunter, Dishonored, Prey, TIE Fighter, Daron Stinnett, Bethesda Game Studios, Zenimax, Arkane Studios, Kotaku, Neon Struct, We Happy Few, The2ndQuest, Contra, Aliens, Predator, Abadox, Alien Syndrome, Halo, Eric Bartoszak, Jill Murray. Next time: Next time we expect an interview! Keep your eyes peeled. Links: Fansy the Famous Bard (CW: homophobia, probably other chat grotesqueries, MMO chat can be ugly) Brett's Twitch Channel Stealth Docs YT Channel (recommended by a listener) Podcast with Looking Glass folks @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 125: Prey Bonus

Dev Game Club

Play Episode Listen Later Aug 1, 2018 69:56


Welcome to Dev Game Club, where in this bonus episode we've turned to a clear descendant of Deus Ex, 2017's Prey. We talk about the first few hours of the experience and note some of its systems and world-building, among other thoughts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: At least up to the lobby Issues covered: post-it notes, allowing mimics, Tim gets excited, another potential forerunner, using the Goo Gun to get to an apparently unreachable area, analysis paralysis, not knowing which way to go, being surprised that the payoff was delayed, trying to reach beyond the normal market (and people who understand the tropes), the erased whiteboard code, psi hypos in the safe, surprise CryEngine, looking at the map, setting up Alex as a villain, waking up again, room inside a room, commitment to first-person presentation, visual design of the PDA, putting in the neuromod, contextualizing neuromods, use of body horror, mimic design and creepiness, mod for inhabiting any prop, using audio design to enhance creepiness, breeding paranoia, wanting to look at and enjoy the world but anything could be a threat, fighting the bigger typhon, being less inclined to stealth because combat is expected, themes, choice of gender here, going wide vs deep in skill choices, the resource collection mechanics, what can you scavenge, crafting and how far you go in the resources, the origin of 0451 and immersive sims, the A113 Easter Egg, alternate histories, clear lineage in immersive sims, the rough road for immersive sim makers, importance of setting, critical vs commercial appeal, what genre do you put this game in critically, production design choices, living in-between and pushing other genres forward, Hong Kong the shelf-level event, the killswitches, being old as dirt, wanting more guns, maintaining tension through resource levels, hoarding weapons, FOMO. Games, people, and influences mentioned or discussed: Legend of Zelda, Arkane Studios, Bethesda Game Studios, ZeniMax, Bioshock, System Shock 2, Deus Ex, Looking Glass, Half-Life, Portal, Dishonored (series), CryEngine, id Software, Raphael Colantonio, Harvey Smith, Groundhog Day, Mission: Impossible, Dead Space, Chronicles of Riddick: Escape from Butcher Bay, Republic Commando, Counterstrike, Garry's Mod, Team Fortress II, Source Engine, Alien: Isolation, Fallout 4, Tacoma, Fahrenheit 451, Pixar, Disney, Battlezone, Ricardo Bare, Dark Messiah of Might and Magic, Origin, ION Storm, Irrational Games, Uncharted, Tomb Raider, Viktor Antonov, Philip Staffetius, Kevin Brown, Halo, Wumpus, Hammurabi, Sanders Associates, Ralph Baer, ADVENT.EXE, Pipe Dream, Thief, Resident Evil. Corrections: Turns out, Dishonored II was idTech 5 Next time: For those looking at the show notes, advance notice: We'll be playing 1996's Tomb Raider, the first four levels (Peru). (Looking out for you show notes readers. My people. -B) @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 122: Deus Ex (part three)

Dev Game Club

Play Episode Listen Later Jul 11, 2018 71:43


Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our third episode in the series, we talk about the RPG aspects as far as story goes as well as some obvious influences. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Paris Cathedral Issues covered: mispronouncing the title of the game, bringing in all the story as you get to Hong Kong, level geometry in Hong Kong and getting lost the first time you played it, hearing the proper nouns, the gigantic conspiracy smoothie, pushing conspiracy theories 75 years forward, not being sure who you can trust, can you even trust Tracer Tong, hitting all the technology paranoia (clones, nanomachines, viruses and cures), having time still running while you're hacking/lockpicking, the final destiny of Maggie Chow, cutscenes and enemy AI, mini-games in hacking and lockpicking, player vs character skill in mini-games in BGS games, when mini-games pull you out of the game and when they don't, making hard decisions thematic resonance with hacking/lockpicking, "knucklehead stealth," giving the player lots of options even just to hack and player agency, getting captured by MJ12 in Brett's version and in Tim's, Anna Navarre and "I can see you," forced greets, procedural camera placement, dialog cutscenes in Mass Effect, revealing that you've been in the UNATCO base the whole time, forking level assets, how Alex and Jaime join back up with you if you choose to have them, finding killswitch codes for others, avoiding lethality, reuse of space, having to propagate fixes to multiple spaces, placing your RPG in the real world, connecting the world, globalization and fear and paranoia, naming post-apocalyptic cities, Tim outs my film choices on the podcast, contextualizing the make-up of the world, replaying games and length, engaging with backstory, what we're on about here. Games, people, and influences mentioned or discussed: Harry Truman, The X-Files, Millennium, Deus Ex (rest of series), Assassin's Creed (series), Leonardo da Vinci, The Matrix, Cyberpunk 2020, Shadowrun, Thief, Bioshock, Fallout 3/4, Skyrim, Dark Souls, Pipe Dream, LucasArts, Anthony Gallegos, RebelFM, Mass Effect, Anachronox, ION Storm, Eidos, Dishonored 2, Tomb Raider, Fallout 1 & 2, Lord of the Rings (films), Obsidian Entertainment, Alpha Protocol, Metal Gear Solid 2, Darren, Konrad the Canadian. Next time: Finish the game! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 120: Deus Ex (part one)

Dev Game Club

Play Episode Listen Later Jun 27, 2018 55:04


Welcome to Dev Game Club, where we are finally turning our attention to 2000's Deus Ex. In our first episode in the series, we set the game in its time but also talk about its many connections to other games we've played here on the 'cast. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Airfield Issues covered: ten hours of driving, convergent point in games, early indie dev mentality, formative early career game, a game that became a verb, commitment to multiple paths, merging RPG and action and other systems, branching skill trees, lack of classes, connecting to a more grokkable understanding, creating a subgenre, listening to E3 recaps, setting the game in time, a bunch of engine discussion, multi-route play and accommodating play styles, narrative beats that you can influence, supporting player choice, going super-lethal and being disincentivized, RPGs not tying choices together/mere mechanics, knucklehead stealth, linear tutorial, putting all the plants in the tutorial rooms, bulletproofing a level, blowing off your legs, supporting all the various possibilities, GDC post-Deus Ex, emergent gameplay, supporting a wide variety of player stories in emergent design, engineering around sources generally instead of specific things. Games, people, and influences mentioned or discussed: Ion Storm, Ultima (series), Irrational Games, Looking Glass Studios, Warren Spector, Harvey Smith, Anachronox, System Shock, Arkane Studios, Ricardo Bare, Prey, Dishonored II, Austin Grossman, Reed Knight, System Shock 2, Mass Effect (series), Junction Point, Origin Systems, Cyberpunk 2077, The Witcher, CD Project Red, Diablo II, Baldur's Gate II, Infinity Engine, Icewind Dale, The Sims, Hitman: Codename 47, Final Fantasy IX, Rainbow Six, Quake III Arena (DreamCast), Daikatana, PS2, Dark Cloud, SSX, Nintendo 64, Perfect Dark, Majora's Mask, Shenmue, Timesplitters, Soldier of Fortune, Elite Force, Bioshock, Escape from Monkey Island, Thief II, Unreal, Half-Life, id Software, Eidos, other Deus Ex titles, GO series, Planescape: Torment, Chris Avellone, Grand Theft Auto 3, Breath of the Wild, Oblivion, Dabominic, The2ndQuest, Link to the Past, Super Mario 64. Next time: Check Twitter for details @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Bonus Barrel - Gaming Pod
Bonus BB 09 - Nasirenes

Bonus Barrel - Gaming Pod

Play Episode Listen Later Jun 14, 2018 28:48


This week in Bonus BB, a small tribute to the genius game programmer, Nasir Gebelli. This episode couldn't really have been possible without the one interview John Romero uploaded to this youtube channel (https://www.youtube.com/channel/UCtN2A8bFL_NoxClFyklbMRQ) so please check his channel for more information. The music featured in this episode was made by these talented internet creators (check them and support them if you can!): "Prelude (Final Fantasy 6)" (tael, https://soundcloud.com/t_a_e_l/prelude-final-fantasy-6) "John Romero, Maker Of Bitches" (「NvRΩ TΩχχγN」, https://soundcloud.com/nurotoxxyn/john-romero-maker-of-bitches-first-mix) "FINAL FANTASY VAPORWAVE より良い翻訳者を使用してください。(BloodyThumbsDown, https://youtu.be/wKydwMlUz6I) "Phantom of the Rose" (BKNAPP, https://soundcloud.com/bknappbeats/phantom-of-the-rose) "Night Driver" (From Grove, https://soundcloud.com/fromgrove/night-rider) Video Sources: "Interview with Steve Wozniak - Apple II" (https://youtu.be/VQlaoosqr68) "Nasir Gebelli Interview at Ion Storm, 1998" (https://youtu.be/LGzd7JRbxL0) "Hironobu Sakaguchi Panel - Final Symphony 2016 San Diego" (https://youtu.be/wMJtB-UsIRc) Other sources: http://allincolorforaquarter.blogspot.com/2015/08/nasir-gebelli-and-early-days-of-sirius.html

Tone Control
Tone Control 19: Harvey Smith

Tone Control

Play Episode Listen Later Feb 1, 2018 105:16


Harvey Smith is a mensch. Not only has he been a lead or director on some of the most inspiring and foundational Immersive Sim games of the last 20 years, he's also just a sweet, friendly, thoughtful guy who's great to talk to and has a wonderful southern accent. And lucky you, last time I talked with him, I had my recorder turned on! Hear insight on everything from the advent of the System Shock and Deus Ex series, up through modernizing those concepts into Dishonored, and beyond.

Dev Game Club
DGC Ep 096: Tom Hall Interview

Dev Game Club

Play Episode Listen Later Jan 17, 2018 78:31


Welcome to Dev Game Club, where we present our interview with Tom Hall, Project Lead of 2001's quirky Western-built Japanese-style RPG Anachronox. We talk about the team, the labor of love, what got left on the cutting floor, and various other bits and bobs. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:35    Interview segment 55:28  Break 56:00  Mail/outro Issues covered: the game's science fiction underpinnings, JRPGs and adventure games, the surprise of having the adventure game elements, the lore bible and map of the Universe, generating the background information to make characters sound consistent, creating alphabets, the black and white pirate world, PAL-18's digital home world and cel-shading, knowing what happens next, writing and cinematic direction with tools (PLANET), programming the mini-games (APE), in-depth cinematics and facial animation and mitten hands, getting a story in the bathroom (and starting with the name), talking process with Terry Gilliam, little ideas coming together to unite a concept, having a poisoned past, Nick Danger and radio plays, coming up with the most surprising things you could think of, Democratus having its origins in John Carmack's D&D campaign, a planet walks into a bar, playing with expectations, feeling episodic, making characters come first to drive those episodes, loyalty missions in Mass Effect, hidden content, having different levels for different choices, renaming characters, origin of Paco's and Rho Bowman's names, Stiletto Anyway's origins, crunching too much and team size, team cohesion, structure of ION Storm, Dream Design, doing one take of Walton Simmons, thirty years into the industry, being just a bit ahead of time for mobile, directing Gordon Ramsay, missing the big references to Hitchhiker's Guide, talking about the black and white world, talking crunch, potential achievements for Anachronox, adding achievements to remastered adventure games. Games, people, and influences mentioned or discussed: Tom Hall, SoftDisk, John Carmack, John Romero, id Software, Commander Keen, Wolfenstein, DOOM, Apogee, Rise of the Triad, Terminal Velocity, ION Storm, Monkeystone Games, Hyperspace Delivery Boy, KingIsle Entertainment, Loot Drop, PlayFirst, Hitchhiker's Guide to the Galaxy, Chrono Trigger, Secret of Monkey Island, Lee Perry, Epic, Fornite, Jet Set Radio, Borderlands, Richard Gaubert, Jake Hughes, Joey Liaw, Brian Eiserloh, Crystal Dynamics, Watchmen, Terry Gilliam, Monty Python, Brazil, Firesign Theater, Dungeons and Dragons, Star Trek, Doctor Who, Game of Thrones, Mass Effect, Chrono Cross, Final Fantasy IX, Peter Marquardt, El Mariachi, Robert Rodriguez, Band of Brothers, Eidos, Deus Ex, Murder One, Daniel Bengali, ngmoco, JAMDAT, gluMobile/PlayFirst, Cooking Dash/Restaurant Dash with Gordon Ramsay, Diner Dash, Eric Zimmerman, Jeff Green, Marc Laidlaw, Half-Life, Valve Software, Quake 2, Jedi Starfighter, MaasNeotekProto, Day of the Tentacle, Aaron Evers, Metal Gear Solid, Thief, Revolver Ocelot, PlayStation, Hideo Kojima, Peacewalker, PSP, Brandon Fernandez. Next time: Metal Gear Solid: Up thru Revolver Ocelot @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 095: Anachronox (part four)

Dev Game Club

Play Episode Listen Later Jan 10, 2018 68:38


Welcome to Dev Game Club, where we are having our fourth and final discussion about 2001's quirky Western-built Japanese-style RPG Anachronox. We talk quite a bit about the specifics of the end of the game, with a diversion into ION Storm, and then talk about our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through to the end! Podcast breakdown: 0:42 Anachronox! Issues covered: that final battle, splitting up the party, Rho Bowman's adventure on Democratus, Stiletto Anyway's adventure on Democratus, Tim mansplains Star Wars to Brett, we do no work in figuring out the Elementor, Paco's adventure makes a mockery of the military, locks and keys through a million variations, Paco's minigame, party variety, why have unique levels for party members, end of the credits sequence, replayability as an issue in early 2000s games, ION Storm history, splitting off to be a rebel developer, how did this get made, game development rock stardom, Brett's film nerddom, going to Limbus and getting historical and religious context for the whole Chaos/Order thing, character design on Limbus, going to talk to Rowdy, circularity in the story, facial animation system, splitting up the party, heist movie, long car chase scene and Fatima's death, Kuleshov effect, what can and should games notice about player behavior, the final battle, how the Elementor crosses over or whether it does, area effect abilities, post-battle walk out scene, letting your freak flag fly, keeping players guessing, focus on writing and characters, being more playful, humor in games. Games, people, and influences mentioned or discussed: Aaron Evers, Legend of Zelda, Tomb Raider, Star Wars, Return of the Jedi, Tom Hall, Quake, Warren Spector, Deus Ex, ION Storm, Daikatana, John Romero, Unreal, Image Comics, DC Comics, Marvel Comics, Todd MacFarlane, Jim Lee, Rob Liefeld, Eidos Interactive, EA, Gathering of Developers, Masters of DOOM, New York Times Magazine, id Software, Epic Megagames, Peter Lorre, M., Fritz Lang, Dark Crystal, Time Machine, Die Hard, Sly Cooper (series), Max Payne, Metal Gear Solid (series), Reservoir Dogs, Star Trek, Moby Dick, Christopher Nolan, Batman, Jeff Green, Computer Gaming World, MaasNeotekProto. Links: Computer Gaming World issue where Jeff Green talks about the company and game Next time: Interview...? (If not, see the Twitter account) @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Bullet Points
Bullet Points Episode 32: Daikatana

Bullet Points

Play Episode Listen Later Jan 15, 2017 71:45


Ed, Patrick, and Reid suck it down - Daikatana, that is, as they discuss the mythically panned shooter from Ion Storm.

Cane and Rinse
Deus Ex – Cane and Rinse No.209

Cane and Rinse

Play Episode Listen Later Feb 21, 2016 116:51


“No, I wanted orange! It gave me lemon-lime.” In the year 2000, Ion Storm released the cyberpunk-themed action role-playing game Deus Ex to universal acclaim. James, Ryan, Joshua and Karl look back on this award […] The post Deus Ex – Cane and Rinse No.209 appeared first on Cane and Rinse.

My Favourite Game
Deus Ex, by Tom Francis

My Favourite Game

Play Episode Listen Later Nov 25, 2015


“Jesus Christ, JC!” If there was a game that let players come up with and combine different kinds of playstyles, it was Deus Ex. At least certain, the Ion Storm-made stealth title was the first well-known game – at least from my era of games – that let players mix and match on the fly. […]

Giant Bomb Presents
Giant Bomb Presents: Devolver Digital Just Wants to Help

Giant Bomb Presents

Play Episode Listen Later Apr 11, 2014 19:30


Co-founder Mike Wilson has been around the gaming block a few times: id Software, Ion Storm, Gathering of Developers. With Devolver Digital, he wants to empower developers by helping them only where they need it.

Cane and Rinse
Deus Ex: Human Revolution – Cane and Rinse No.11

Cane and Rinse

Play Episode Listen Later Dec 12, 2011 70:08


Leon, James, Josh, Sean and Ready-Up’s Dan Bendon return to review Square Enix’ late summer 2011 smash, Deus Ex: Human Revolution. Did Eidos Montreal’s prequel do justice to the legacy of Ion Storm’s seminal 2000 […] The post Deus Ex: Human Revolution – Cane and Rinse No.11 appeared first on Cane and Rinse.

1UP.com - Retronauts
Retronauts Live Episode 18

1UP.com - Retronauts

Play Episode Listen Later Aug 12, 2011 100:36


With the release of Deus Ex: Human Revolution on the horizon, Retronauts host Bob Mackey sits down with Thierry "Scooter" Nguyen, Ryan Winterhalter, Scott Sharkey, and Mike Nelson to talk about Ion Storm's groundbreaking franchise -- and since Metroid's 25th anniversary just passed us by, there's talk of that as well. This episode truly has something for everyone, except for people who don’t care about Deus Ex or Metroid.

1UP.com - 1UP Radio
Retronauts Live Episode 18

1UP.com - 1UP Radio

Play Episode Listen Later Aug 12, 2011 100:36


With the release of Deus Ex: Human Revolution on the horizon, Retronauts host Bob Mackey sits down with Thierry "Scooter" Nguyen, Ryan Winterhalter, Scott Sharkey, and Mike Nelson to talk about Ion Storm's groundbreaking franchise -- and since Metroid's 25th anniversary just passed us by, there's talk of that as well. This episode truly has something for everyone, except for people who don’t care about Deus Ex or Metroid.

1UP.com - Retronauts
Retronauts Live Episode 18

1UP.com - Retronauts

Play Episode Listen Later Aug 12, 2011 100:36


With the release of Deus Ex: Human Revolution on the horizon, Retronauts host Bob Mackey sits down with Thierry "Scooter" Nguyen, Ryan Winterhalter, Scott Sharkey, and Mike Nelson to talk about Ion Storm's groundbreaking franchise -- and since Metroid's 25th anniversary just passed us by, there's talk of that as well. This episode truly has something for everyone, except for people who don’t care about Deus Ex or Metroid.

1UP.com - 1UP Radio
Retronauts Live Episode 18

1UP.com - 1UP Radio

Play Episode Listen Later Aug 12, 2011 100:36


With the release of Deus Ex: Human Revolution on the horizon, Retronauts host Bob Mackey sits down with Thierry "Scooter" Nguyen, Ryan Winterhalter, Scott Sharkey, and Mike Nelson to talk about Ion Storm's groundbreaking franchise -- and since Metroid's 25th anniversary just passed us by, there's talk of that as well. This episode truly has something for everyone, except for people who don’t care about Deus Ex or Metroid.

This Day in Gaming
085 - 07/19/07 This Day in Gaming

This Day in Gaming

Play Episode Listen Later Jul 21, 2007 3:52


This Day in Gaming for July 19th: Metal Gear 2: Solid Snake, Final Fantasy IV, John Romero and Tom Hall leave Ion Storm.

Ludus Novus
Ludus Novus 006: False Narrativism: Walking Away

Ludus Novus

Play Episode Listen Later Oct 14, 2006


The game Walking Away: In what ways does it succeed at what it attempts? The music for this episode is “Criminal” by Peter Toh, used with permission. References: Deus Ex by Ion Storm and published by Eidos Interactive Grand Theft Auto III by Rockstar Games Postal 2 by Running With Scissors The next episode will … Continue reading Ludus Novus 006: False Narrativism: Walking Away →