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Welcome to RetroLogic! I'm Dan Caporello here with Sam Wagers, Shannon Eno and John Cummins, Special Guest Ryan (Games With Coffee) Intros But RetroLogic isn't just a podcast. It's a community of retro gamers! - We've got an active, friendly, and free discord. - Giveaways - Contests - AND Dive into our family of Retro podcasts! Like RetroGroove, a music history podcast, and On Topic Retro, a podcast dedicated to 1 video game per episode hosted by our very own John Cummins. - you can find everything at our website retrologic.games Housekeeping Retro Rewind : Metroid FilmLogic: Cannibal! The Musical The Price Is Retro - 13:55 If this is your first time playing Price Is Retro, here's how we play. I'm going to list off 4 or 5 games and everyone has to guess how much the lot is worth in total. Whoever is closest to the actual value wins that round! Everyone has a list and everyone guesses on each other's list. At the end, the player that won the most rounds wins the episode! But watch out for the robot Deus Guess Machina! He averages all of our guesses together for his own guess Dinosaur - Leonard - adds up original costs, retail value Ghost - Polterguest - always guesses 300 Dan's List Sam's list John's List Shannon's List Show Topic - 5 The Games of Star Wars: Classics Super Star Wars Trilogy X-Wing, TIE Fighter, etc. Knights of the Old Republic Episode 1 Racer Dark Forces/Jedi Knight Rogue Squadron (Rebel Strike, Rogue Leader, Battlefront Force Unleashed Lego Star Wars Galactic Battlegrounds Lego Star Wars Recents and Revivals: Lego Star Wars: The Skywalker Saga Battlefront 2015 Star Wars Squadrons Star Wars Zero Company Star Wars Outlaws How have star wars games specifically been affected by the closure of LucasArts following the Disney merger? Honorary mentions with fun tidbits: Star Wars Gungan Frontier: - All these gungans were canonically killed by poison gas during the clone wars. * (legends) Capcom's Star Gladiator was originally pitched as a Star Wars Fighting game, but they could not procure the license Personal Top 3 Star Wars games: Sam: KOTOR, Jedi Knight: Jedi Academy, Zero Company Community Couch Your Wallet's Ambassador — 9/23/2026 12:22 PM I had a star wars plug and play console. I don't really remember much about it, but I believe it looked like Darth Vader... Third Strongest Mole — 9/23/2026 12:27 PM probably wasn't this since it doesn't even plug in but you just resurfaced a memory for me MaddieBeth [GI], — 9/23/2026 12:29 PM LEGO Star Wars: The Complete Saga was one of my favorite games growing up. I have so many good memories playing through that game, and the humor in it is peak [GI], Your Wallet's Ambassador — 9/23/2026 1:46 PM Oh yes, I also remember playing this on my DS OctoRock_1982 — 9/23/2026 3:02 PM The first Star Wars game I ever played was Rebel Assault on CD-ROM in the early '90s. It was a mind-blowing experience at the time, with 3D rendered graphics, actual music from the films, and full motion video. The controls were extremely frustrating, but that didn't stop my friends and I from playing it over and over. The next big Star Wars game that blew my mind was Shadows of the Empire for N64. The game had impressively large levels for the time, and I liked the variety in having both vehicle combat, on-foot 3rd person shooting, and some challenging boss fights. Again, the controls could be frustrating, particularly the floaty jumping physics, but Dan and I played the crap out of this one. Last game I'll shout out is Jedi Outcast. I feel like this was the first game that really made the player feel like a badass Jedi with really powerful Force and lightsaber abilities. I actually ended up playing this one on the GameCube, which probably isn't the ideal way to experience it, but I really enjoyed it. Eric Plunk [nDAD], — 9/23/2026 3:14 PM I remember being pretty hyped for Star Wars Episode I Racer for N64 and enjoyed a rental of it. The Podracing scenes may be my favorite of the entire prequel trilogy and had excellent sound design and early CG. Thanks for listening to the RetroLogic Podcast! We are proudly part of the Nintendo Dads family of podcasts. If you like what you hear, check me out on Bluesky at @retrologicgames.bsky.social. You're also welcome to jump into our friendly and 100% non-toxic Discord Community! The link to that is in my Blusky bio. You can also find everything on our website Retrologic.games
Why don't more people talk about Metal Warriors? And why does everyone talk about Dishonored? We are confused. What We're Playing 00:47 Caitlin: Fire Emblem: Fortune's Weave (Intelligent Systems, 2026) 09:03 Mark: Fire Emblem: Path of Radiance (Intelligent Systems, 2005) 10:59 Mark: Infinity: Hexadome Tactics (BlindSpot Games, 2026) 21:30 GOOF: Metal Warriors (SNES, LucasArts, 1995) 33:04 Feature Game: Dishonored (Arkane, 2012) SHOUT 52:16 Caitlin: The Legend of Zelda: The Ocarina of Time Remake (Nintendo) 57:38 Mark: The Witcher 3 Remastered (CD Projekt RED) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Star Wars Zero Company feels like the Star Wars I grew up with. Not the movies—the LucasArts games, the X-Wing novels, the trading card game. The old Expanded Universe, where stories happened inside the galaxy instead of orbiting the Skywalkers.Zero Company is a tactical, turn-based game set during the Clone Wars, but the interesting part isn't the war. It's the crew: a scoundrel with a personal moral compass, a Separatist partisan who lectures you about Republic imperialism, a discharged clone trooper carrying the weight of the war, and a rhyming toad-bulldog prizefighter who loves opera. The game never tells you which choice is right. It just asks you to pick.In this episode of One Thing Worth A Rant, I argue that the Jedi have become the most boring part of Star Wars—not because they're bad, but because Light vs Dark always drags the story back to a struggle we've exhausted. The sequels mistook the original story for what made the original world compelling. The prequels, ironically, were reaching for something more interesting: a democracy sliding into authoritarianism through ordinary choices about order, security, and obedience.Zero Company, Andor, The Bad Batch, even Galaxy's Edge work because they point the camera down—away from the mythic, toward the everyday. History viewed from eye level. Palpatine promises order; the Rebellion creates chaos. On good vs evil we know who to root for. On order vs freedom, is it so clear cut?Star Wars isn't literally better without the Jedi. It's better when it doesn't need them to carry the whole story.CHAPTERS 00:00 Star Wars and the Old Expanded Universe 01:09 Zero Company: The Crew 03:38 World Building 05:43 The Jedi Are the Boring Part 07:29 Gritty realism 09:55 Why Zero Company Works
In this episode Greg and Joe discuss another Lucasarts made SNES game, Metal Warriors! The last game Lucasarts made for the system, this late SNES release only got a small print of 50,000 copies from publisher Konami, and therefore is one of the most expensive games to buy. Which is a shame as it's fun side scrolling platforming/action game where you drive around in a mech. We discuss the game in detail and more in this episode. Any questions, comments, etc can be left on our FB page or e-mailed to thesnespodcast@yahoo.com and as always thanks for your support! The SNES Podcast is proud to be part of the Geekade network! Please check out their fantastic gaming and non gaming related podcasts at geekade.com. Also check out their Patreon at https://www.patreon.com/geekade Find out more at https://the-snes-podcast.pinecast.co This podcast is powered by Pinecast.
Welcome to Dev Game Club, where this week we revisit our 2017 series on 1999's Legacy of Kain: Soul Reaver. We're interviewing Riley Cooper, a former colleague of Tim's who had a long career at Crystal Dynamics and worked on the title in level design and combat design roles. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:01 Interview 1:07:10 Break 1:07:40 Outro Issues covered: the Universe coming together, getting in, making terrain layers in Photoshop, moving to the next thing, working on the combat, the parts that had to be there, incorporating lateral movement for combat, applying fighting game discipline, not inventing from whole cloth, rebuilding a camera system, design as open source, defensive patents, jamming so much into levels, spectral morphing and lack of follow-ups, blind ambition coming from Amy Hennig, being two weeks from ship for one to two years, time to market vs time to quality, people simply not knowing, jumping between genres, the victory of European labor laws, knowing how to build what you're building, a vacuum of upper management, being able to just make the game, the tension between business and creation, wanting to design without interference, execs who want to play with the toys, "problems down solutions up," wanting appropriate ownership at every level, getting the same letter at the end of two different projects, the feeling at the start vs the feeling in the middle, thoughtful refactoring, starting from the right constraints, locking yourself in a room with a design problem to find the solution, gameplay goes at the speed of thumbs, a sports game that's a video game first, good places to be from. Games, people, and influences mentioned or discussed: Lord of the Rings, LucasArts, Solar Eclipse, Legacy of Kain (series), Tomb Raider (series), EA, Need for Speed (series), Sony, Atari 2600, Dave Morse, 3D0, Saturn, Noah Hughes, Amy Hennig, Silicon Knights, Denis Dyack, Seth Carus, Street Fighter 2, Super Mario 64, Jim Conrad, Andrew Hynek, Roberta Williams, Daniel Chayer-Bison, Pete Lake, Microsoft, X-COM, Fallout, Populous, Sean Vesce, Richard Lemarchand, Naughty Dog, Uncharted, Hitman, Hakan Almer, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
We like to puzzle. We like, we like to puzzle. We like to puzzle. We like, we like to puzzle. I've got something to tell ya, I've got the genre hit. Gonna put some Grog in bottle, Get ready 'cause we're solving it! Hey now, hey now, here's what I say now, Point and Click is just around the corner, Hey now, hey now, here's what I say now, Treff is there for you! The Gamescombus is coming, and everbody's jumping, Hall 10.1 to Hall 10.2, forget about Nintendo! These cogwheels are still turning, and our brains are burning, So if you like to puzzle, show us some brain cell muscle! We like to puzzle. We like, we like to puzzle.
Jan als kuratorischer Gast im Archiv der Synapsen einer 88-jaehrigen. Die Semantik oszilliert zwischen Erinnerung und technischem Defekt. Basti klickt sich in Phantasmagoria 2 durch ein Betriebssystem und die Menues wissen mehr ueber ihn als er selbst. Ontologische Falle! Auweia! Gigi styled ein visuelles Manifest gegen die Tyrannei der hohen Aufloesung. Eins steht fest: Das alles koennen nur wahre Therapisten. Oma! Oma! Bringe man mir den Kaffee!
Epistemische Fehlfunktionen mit Messebadges. Adventures warten auf ihre Subjekte. Die Geschichte schwitzt. Jede Tapete besitzt ein Alibi. Dann erscheint Ralf Adam. Jan scoutet cozy Adventures. Niedliche Konflikte mit sauberer Dramaturgie. Basti ist inzwischen verloren. Um ihn herum tote Kinder. Das Abenteuer nennt es Atmosphaere. Die Moral schweigt aus technischen Gruenden. Spaeter verirrt sich Basti in Ruinen, aber die Steine kennen seinen Namen. Sie duzen ihn nicht. Jan derweil: Kaefig! Die gamescom endet. Ralf Adam bleibt.
Working as a travel agent in the land of the dead is boring, until something smells fishy. Today, Conner and a group of noir detectives discuss the critically acclaimed adventure game from Lucas Arts and Tim Schafer in Grim Fandango (1998). Show Notes Conner McCabe – Bluesky Produced, Edited, and Original music by Jeremy Schmidt Call Me By Your Game – Instagram - Bluesky – YouTube - TikTok Super NPC Radio – Patreon - Discord - Bluesky – Instagram – Twitch
We take a look at a genre you dont see often on this show, Point and Click. Due to friends getting passionate about this game, they convinced me to take a look. I learned something new, point and clicks are hard. Join us for an Indiana Jones game that could of been a 4th movie but instead became a cool game. Come hear what have to say about Lucas Arts gem. Starring Mike Albertin, Richard Sampson, Tyler and Cody Laveau. Cody's Tiktok - https://www.tiktok.com/@cajuncrippler Richard's Youtube - https://www.youtube.com/c/RichCale Richard's Fanfiction - https://archiveofourown.org/users/RichSkitzCale?fbclid=IwAR2MTwSgTp3bLXxK6y9g5g0PLlPkdtiH-pwkHPzVrhiTfyV6rN5Y5x7GtVs A Gamer Looks at 40 - https://agamerlooksat40.com/ Carrying My Cross - https://podcasts.apple.com/pl/podcast/carrying-my-cross-a-faith-journey-podcast/id1865524685 Phoebe's Twitch - https://www.twitch.tv/theletsplayprincess Phoebe's Podcast - https://nerdsabroadcast.podbean.com/ Zac's Podcast - https://linktr.ee/absolutelythebest Helena - https://linktr.ee/helhathfury Patreon - https://www.patreon.com/GamesMyMomFound Follow us on Facebook. Instagram - gamesmymomfound_ YouTube - https://youtube.com/c/GamesMyMomFoundPodcast Discord - https://discord.gg/ My Son's YouTube - https://www.youtube.com/channel/UC_TbjvXLN-Wd0tLcMac6MOw Indiana Jones and The Last Crusade (Film 200) - GMMF https://gamesmymomfoundpodcast.podbean.com/e/indiana-jones-and-the-last-crusade-film-200-gmmf Indiana Jones and the Temple of Doom (Film 150) - GMMF https://gamesmymomfoundpodcast.podbean.com/e/indiana-jones-and-the-temple-of-doom-film-150-gmmf Indiana Jones and the Raiders of The Lost Ark (Film 100) - GMMF https://gamesmymomfoundpodcast.podbean.com/e/indiana-jones-raiders-of-the-lost-ark-film-100-gmmf
Welcome to Dev Game Club, where this week we conclude our series on Psychonauts. We talk about how the game gates certain things on the basis of what seems optional and Brett monologues a bit about some later levels before we talk takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (B) or to Gloria (T) Issues covered: a theater level, getting and using door codes, having to remember what abilities a player might have, player types and what's critical path, trophies and missable content, different ways to push the player, playtesting to balance, what personas you support, the luxury of late full fresh-eyes playtesting, the non-linear nature of Gloria's level, brute forcing your way through the logic of the puzzle, speed-running describing the end of the game, a difficult platformer plus escort mission, talking about the musical identity, being able to do anything, giving narrative and theming to allow anything, cohesive justifications for everything, when the skill elements get in the way, meaning behind the platformer, indies to follow, science. Games, people, and influences mentioned or discussed: Final Fantasy VI, Hitman, The Witcher III, Wolfenstein: The New Order, Clint Hocking, Splinter Cell, Tim Schafer, Dave Grossman, Erik Wolpaw, Drew Barrymore/Firestarter, Ratchet & Clank, Xbox 360/PS3, Dark Souls, Microsoft, Halo, TRON, Armin Shimerman, LucasArts, Peter McConnell, Clint Bajakian, Jesse Harlin, Grim Fandango, Brutal Legend, Friendster, Lord of the Rings, Velvet Underground, mysterydip, Kirk Hamilton, Aaron Evers, Mark Garcia. TTDS: 21:20 Next time: ??! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
fWotD Episode 3373: Sam & Max: Freelance Police Welcome to featured Wiki of the Day, your daily dose of knowledge from Wikipedia's finest articles.The featured article for Thursday, 30 July 2026, is Sam & Max: Freelance Police.Sam & Max: Freelance Police was a graphic adventure video game developed by LucasArts from 2002 until its cancellation in 2004, and the final game in the company's adventure game era. Freelance Police was originally intended for release for Windows in early 2004 as a sequel to the 1993 title Sam & Max Hit the Road. The game was based on the characters Sam & Max: an anthropomorphic dog and "hyperkinetic rabbity thing" who debuted in a 1987 comic book series created by Steve Purcell. Freelance Police was announced in August 2002, and showcased at the Electronic Entertainment Expo (E3) in 2003. Like its predecessor, Freelance Police was designed as a point-and-click adventure game, but used a 3D game engine in place of the SCUMM and GrimE engines used in older LucasArts adventure games. The project's development was led by Michael Stemmle, one of the original designers for Sam & Max Hit the Road, while Steve Purcell assisted in developing the game's plot and providing artistic direction.Although the game's development appeared to be proceeding towards completion without difficulty, LucasArts abruptly canceled production of Freelance Police in March 2004, citing economic and market conditions. The game's cancellation, which was the second Sam & Max project cancelled after Plunge Through Space, was received poorly by fans of the series, Steve Purcell, and the video game industry media. Many journalists viewed this move as a culmination in the decline of the adventure game genre. LucasArts later terminated its adventure game development, and many of the Freelance Police design team left to create Telltale Games and continue development of such adventure games. Steve Purcell moved the Sam & Max franchise to Telltale Games in 2005, prompting a revival of Sam & Max video games.This recording reflects the Wikipedia text as of 00:11 UTC on Thursday, 30 July 2026.For the full current version of the article, see Sam & Max: Freelance Police on Wikipedia.This podcast uses content from Wikipedia under the Creative Commons Attribution-ShareAlike License.Visit our archives at wikioftheday.com and subscribe to stay updated on new episodes.Follow us on Mastodon at @wikioftheday@masto.ai.Also check out Curmudgeon's Corner, a current events podcast.Until next time, I'm standard Nicole.
El listado del disquete VOL 66 es: Presentación: 00:05:00 Autoexec.bat: 00:25:55 Juegos – Catacomb 3D: 00:27:19 Juegos – Lucas contra Sierra: 00:50:17 Publicidad: 01:48:44 Readme.txt: 02:06:24 Ese loco hardware – La API de S3: 02:54:42 Fallo General – El CMD de Windows: 03:20:27 Bonus track: 04:01:44 Recuerda que ya ha salido nuestro segundo libro de La Edad Oscura del videojuego español de los 90 a la venta en Amazon. En este programa vamos a tener un montón de juegos que comentar, primero empezamos con Catacomb 3D nuestro juego del mes, al que han estado jugando los más acérrimos seguidores del podcast, después tendremos un duro versus entre LucasArts y Sierra On Line junto a David Zoibberg, pero no como tú te lo esperas, ya verás… Pasaremos a la publicidad donde comentaremos la TV de los 80 y 90 y las colecciones de juegos de quiosco. Después leeremos los comentarios de los programas en el Readme.txt del mes. Pasaremos a las secciones Ese loco Hardware donde Martín Gamero nos hablará de las API de S3 y la nueva sección Fallo General donde Pedro RandomShaper nos explicará la vigencia del CMD de Windows. ¡Adelante programa!
Welcome to Dev Game Club, where this week we revisit our Splinter Cell conversation with a return interview with Clint Hocking. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:08 Interview 1:04:47 Break 1:05:11 Outro Issues covered: who is responsible for the MDA framework, moving to Montreal and working with New Yorkers, world-relative cameras, figuring out console cameras, the struggles with camera and controls, a game that had all the elements, neoconservative fantasy to save the world from future threats, having a team form around the ashes of disagreement, doing three jobs, clarity in the goals, design sins, having invited moments vs supporting being better than the designer, establishing a systemic language, the most complicated doors in video games, being bottom-up, negotiating all the types of doors, everyone being on board with the approach, intrinically motivated engagement, motivating the desired experience, real-world examples of what it means to get 100%, the one job, being remote vs being in the job, level design and script writing between entwined, the state of the industry. Games, people, and influences mentioned or discussed: UbiSoft, LucasArts, Valve, Amazon, Build Machine Games, Far Cry 2, Robin Hunicke, Mark LeBlanc, Robert Zubek, Doug Church, Red Storm Entertainment, Hitman, Halo, Xbox, Bounty Hunter, Jedi Knight, Metal Gear Solid (series), Resident Evil (series), The Fifth Element, James Bond, J. T. Petty, Rainbow Six, Call of Duty, Medal of Honor, EA, GoldenEye, Bloodborne, Sekiro, FromSoft, Dark Souls, mysterydip, Watch Dogs, Warren Spector, Psychonauts, Tim Schafer, Full Throttle, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish Psychonauts! (-ish) Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Though Ron Gilbert had moved on, LucasArts' Grossman, Schaefer and co were in full point and click flow by 1993. In this podcast we return to the Maniac Mansion for beloved follow-up, Day of the Tentacle. Leon, Brian, Jesse, Ryan and Patreon posters get lost in lavatorial time-loops, untangling the puzzles that worked for them and those that didn't, as well as appraising the Looney Tunes-inspired art, humour and audio.
When Doom released to the masses in the early 90s, the newly minted "first person shooter" (FPS) genre became insanely popular, with countless developers attempting to capture the lighting in a bottle that Id Software became famous for. While Doom would feature hordes of demons just waiting to be mowed down, other games took different approaches to bringing their own first person shooter experiences to the public, with one of the most surprising entrants into the FPS market being LucasArts. The adventure game behemoth decided to use its own Star Wars intellectual property to create the kind of first person shooter that simply hadn't existed up to this point in history, which is what would result in the creation of the DOS FPS classic, Dark Forces. Learn how the game was made, discover why LucasArts decided to make a first person shooter set in the Star Wars universe in the first place, and listen in as we determine whether it's still worth your time to take the fight to the Empire, FPS style, even today. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
On this Thursday bonus episode we are going to play the interview from episode 519 from March 2025 featuring VFX artist turned feature director Bryant Griffin, who left his job at Lucas Arts to make his first feature film, Young King. I thought this was a great match for Anthony Lucero from Monday because he also used to work at Lucas Films and left when he made his first feature as well. After that we play another round of You're the expert, enjoy! Don't forget to support us on Patreon! www.patreon.com/mmihpodcast Leave us a Review on Apple Podcasts! https://podcasts.apple.com/us/podcast/making-movies-is-hard-the-struggles-of-indie-filmmaking/id1006416952 Hosted by Simplecast, an AdsWizz company. See https://pcm.adswizz.com for information about our collection and use of personal data for advertising.
Welcome to Dev Game Club, where this week we continue our series on Psychonauts. We dive into (ha) the lungfish levels and the Milkman Conspiracy and talk about the tension between systems and individually scripted experiences, before turning to user questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Milkman Issues covered: a special announcement, turkeys everywhere, long digression into weird Spelunky, setting up the Lungfish, hunting down all the collectibles, an underwater bubble and moving around, consistency in levels, coming in with different player options, involving the empathy of the player, the limits of other genres in engaging empathy mechanically, the difficulty of reading the environment, the unfortunate PS4 port from the PS2, avoiding oysters, a direct lineage of creativity, becoming Godzilla, reuse of abilities when you return, every level being a genre, leading the way creatively, parallel to indie film, re-entering the levels and the tongue-in-cheek, going every direction and the costs, relearning rules each level, the cost of testing boundaries due to other mechanics, jumping between gravity spaces, describing the Milkman level, conspiracy mad-libs, being in an environment where you will fail again and again, memorable levels here and elsewhere, zingers of stingers, lines in movies vs lines in games, reinforcing them, a typical day in the life for a game designer, iterating to solve problems, getting people on board and carrying vision, people who show what's going on with the project, building consensus. Games, people, and influences mentioned or discussed: Spelunky, Andy Nealen, mysterydip, Beyond Good & Evil, Crash Bandicoot, King's Quest, Costume Quest, Headlander, Keeper, Stacking, Trenched/Iron Brigade, Tim Schafer, Daron Stinnett, LucasArts, Community, Velvet Underground, Four Weddings and a Funeral, Psychodyssey, Nintendo, Majora's Mask, Microsoft, Shadow of the Colossus, Ico, Outer Wilds, Portal, Duke Nuke'em, John Carpenter, Them, Roddy Rowdy Piper, Sasha/scarytiger, Jonno, Starfighter, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish the game? Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we start a new series on 2005's Psychonauts. We stay in the same year as our last game, and dive into a little of the prehistory of the game before diving into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Coach Oleander's Brain Issues covered: making something for someone else to own, spinning off from LucasArts, staying true to their persona, being a more open studio, documentaries about the studio, the possibility of the studio closing, how the game starts, a super stylistic game, clear identity, bringing individuality to each character, asymmetry, offending the efficient developer, hand-crafting everything, impeccable writing and voice acting, themes coming through later, trailblazing, an indie scene in San Francisco, changing guards at publishers, drawing on psychology for its setting, a cohesive and pure game, exploring two tutorial areas, customizing buckets of figments of imagination, building engine game and studio together, crunch-tastic development, a variety of action and platforming primitives, an underimplemented feel and polish, fighting the camera, systemic cameras that have trouble covering everything, a big swing, asymmetric multiplayer modes, mutators, an internal mail alias, voice over IP, what do you need to support an MP game post-launch, inventory tetris, risk to return to get a loot item, a vestigial element of games, forcing hard choices or loops, re-examining genre "defaults," informing our own work, Octavia's gadget system, giving more agency to the player, a shifting meta, a wide tunnel of known options. Games, people, and influences mentioned or discussed: Splinter Cell: Chaos Theory, Tim Schafer, Grim Fandango, Full Throttle, LucasArts, Microsoft, Ed Fries, Majesco, 2015, Metal of Honor: Allied Assault, Infinity Ward, Call of Duty, Jason West, Vince Zapella, Nihilistic, Infinite Machine, Zombies Ate My Neighbors, Phantom Menace, Dean Sharpe, Kalani Streicher, Broken Age, Unreal Engine, Kiln, Two Player Productions, Scott Campbell, Disney, Warner Bros, Studio Ghibli, Peter Chan, Day of the Tentacle, SW: Republic Commando, Beyond Good & Evil, Monkey Island (series), Spyro, Super Mario (series), Illumination, Braid, Celeste, Choice Provisions/Gaijin Games, Super Meat Boy, Team Meat, World of Goo, Crystal Dynamics, Prince of Persia: Sands of Time, Ocarina of Time, Ashton Herrmann, Unreal Tournament, Quake, Duke Nuke'em, Hunt: Showdown, Repo, Peak, Matthew, Outlaws, Aliens vs Predator, Starcraft, Matthew, Diablo, Animal Crossing, Resident Evil (series), Harley Baldwin, Halo, DOOM (1993), Maas, Project: Octavia, Troy Mashburn, Thief (series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: more Psychonauts! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
MS-DOS CLUB – Vol 65 – ¿Por qué Monkey Island no es nuestro número 1 de LucasArts? Este mes tenemos programa ligerito, hablamos de los mejores juegos de LucasArts junto a David Zoibberg, autor de los dos volúmenes de Pregúntame por SCUMM, dos sendos libros en los que va desgranando la historia y anécdotas de esa gran factoría de aventuras gráficas que comenzó sus andanzas en el Rancho Skywalker. Lamentablemente no escogeremos The Secret of Monkey Island como nuestro número uno, ¿Por qué? Pues dale al play y os lo contamos. ¡Adelante programa! Ayúdanos a mantener MS-DOS Club.
Read transcriptSomewhere out there is a piece of Superman history that almost nobody remembers exists. Not because it was bad. Not because it flopped. It just… vanished off the internet one day, like it got caught in a Phantom Zone projector aimed at a server farm. That's the story of The Multipath Adventures of Superman, and we're about to dig it back up. The whole thing started life as a CD project dreamed up with actual comic book writers, including Louise Simonson and Steve Englehart, before publisher Brilliant Digital Entertainment decided the format worked better as an ongoing online series. So you got Menace of Metallo on disc, and then a sprawling, branching, multi-arc saga that lived entirely on the internet, complete with a villain who time-travels just to make everyone's life harder. And then, because this is the late '90s internet we're talking about, the entire thing quietly vanished. No re-releases, no remasters, just a bunch of dead links and a handful of people insisting this was real and they didn't dream it. So yes, this episode is a little bit of a cheat. We usually stick to games you could buy off a shelf and put in a console. This is software, distributed on a CD-ROM and later piecemeal over a dial-up connection, that you had to install a special plugin just to run. But it's a piece of Superman history that's basically slipped through the cracks of the internet entirely, and that felt worth breaking the rules for. Helping me dig through the wreckage is Chris Baker from SuperHero.vg, who has spent decades working on actual superhero games at places like Marvel and LucasArts and literally wrote the book on this stuff with WRONG! Retro Games, You Messed Up Our Comic Book Heroes! If anyone can tell us whether this lost relic deserves to stay lost, it's him. So load up the B3D Projector, brace for some early-internet voice acting, and let's see how many ways Metropolis can end before lunch. Learn such things as: What happens when a piece of officially licensed Superman media just disappears off the internet? Is watching a Choose Your Own Adventure even a game? Is anyone at DC kicking themselves now since there's probably dozens of people who want to see this? And so much more! You can find Chris over at SuperHero.vg or @cbake76 on BlueSky or Threads. Or both. And if you listened all the way to the end and want to read the review that Chris shared with me, here's the link he mentioned. If you want to be a guest on the show please check out the Be a A Guest on the Show page and let me know what you're interested in. The next episode is going to be [Episode Name Here], so get your thoughts ready and over to me if you want to hear them in the show. If you want to help support the show check out the Play Comics Patreon page or head over to the Support page if you want to go another route. You can also check out the Play Comics Merch Store. Play Comics is part of the Gonna Geek Network, which is a wonderful collection of geeky podcasts. Be sure to check out the other shows on Gonna Geek if you need more of a nerd fix. You can find Play Comics @playcomics.bsky.social on Bluesky, @playcomicspodcast on Threads, @playcomics on YouTube, or the Play Comics website. If you want to hear Chris talk with Karrington Martin about the lessons we learned from children's media and how crazy it is that we're supposed to just forget about that now that we're adults, then Sugar, Spite, and Everything is Fine is probably something you should check out. A big thanks to Gimmicks and Infinite Earths Guide for the promos today. Intro/Outro Music by Backing Track, who definitely does exist even though I've never seen physical proof with my own eyes. Support Play Comics by contributing to their tip jar: https://tips.pinecast.com/jar/playcomics Check out our podcast host, Pinecast. Start your own podcast for free with no credit card required. If you decide to upgrade, use coupon code r-89f00a for 40% off for 4 months, and support Play Comics.
What happens when someone who grew up in the Lucasfilm Games golden era decides that today's AI tools are failing creatives? Mike Levine has spent more than 30 years building at the intersection of games, XR, VFX, and interactive storytelling—and his verdict is clear: the current AI stack is a fragmented, overcomplicated mess that turns directors into prompt engineers.Mike started as a tester at Lucasfilm Games (later LucasArts), working his way into the art department on titles like Sam & Max and The Dig before helping ship live-action Star Wars games such as Rebel Assault and Jedi Knight II. He later built rotoscoping tools used across the VFX industry, collaborated with ILM and Pixar, experimented with mobile AR games for Hasbro and HoloLens, and dipped into crypto gaming—before finally co-founding MovieFlow (now FilmSpark), an AI-native production platform designed so that filmmakers, agencies, and showrunners can move from script to screen without needing a computer science degree.The AI XR news you should know: Apple taps Google Gemini to power Siri, acknowledging that building world-class LLMs in-house makes little financial sense. Meta cuts 10% of Reality Labs, right-sizing its VR bets while pivoting toward wearables. Xreal raises another $100M amid questions about Chinese state influence and data flows. Higgs Field lands $80M at a $1.3B valuation for AI cinematography tools that many filmmakers still find unreliable. Wikipedia signs licensing deals with major AI companies after years of being scraped for free. OpenAI invests $252M in Sam Altman–backed Merge Labs, raising fresh conflict-of-interest questions.Key Moments Timestamps:[00:23:02] From Boston journalist-to-be to accidental hire at Lucasfilm Games[00:26:24] The “test pit” culture at Lucas and how Nintendo experience got Mike in the door[00:28:45] Moving into the art department, learning Photoshop from early legends, and shipping Sam & Max[00:31:15] Live-action Star Wars games: Rebel Assault, Jedi Knight II, and convincing George Lucas[00:34:38] Visiting Pixar with new VFX tools and recognizing the same creative “magic” as LucasArts[00:36:24] Doug Trumbull's influence on Mike's sense of cinematic possibility and immersion[00:43:27] The urinal meeting at Magic Leap and what early spatial computing got right (and wrong)[00:49:00] Why most AI tools are “dark ages” for filmmakers: node graphs, 10+ subscriptions, no story view[00:51:00] Building MovieFlow/FilmSpark: story-first, timeline-based AI production for long-form and vertical shows[00:53:00] The Neighborhood Podcast: a 90-second vertical murder mystery as proof-of-concept for AI-native seriesWhen humans can generate shots, scenes, and even entire episodes in minutes, the bottleneck shifts from production to vision. Mike argues that the winning AI tools will be the ones that let directors see their whole story, maintain continuity, and iterate fast—without ever feeling like they left the edit bay for a dev console. His vertical drama collaboration with Charlie, The Neighborhood Podcast, is an early look at what happens when narrative craft meets AI-native pipelines instead of fighting them.This episode is brought to you by Zapar creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences. Build smarter at mattercraft.io.Watch the full episode on YouTube and subscribe to the AI XR Podcast for weekly conversations with the people building the future of AI, XR, and interactive media. Hosted on Acast. See acast.com/privacy for more information.
Welcome to Dev Game Club, where this week we complete our series on Tom Clancy's Splinter Cell: Chaos Theory. We talk about some of the late levels before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Battery (B) and Seoul (T) Issues covered: whether Tim is North Korea, Steam Deck support, the intimate level design of Hokkaido, nightingale floors and ninja, ninja kids, level design that wraps around, changing up the levels, timed sections, cool ideas for the space, connectivity, different types of cameras, a frustrating metric challenge, directing the player, contextual movement and tagging, telegraphing metrics, negative design metrics, finding additional story, the set-up for Seoul, contrast against Battery, escalating the dynamic objectives, the "reversal," upping the ante, getting 100%, the whistle, finding a body as a negative stat, deducing player intent, unconscious witnesses, combining states, layering tools and immersive sims, wanting more guidance to the systems and verbs the player has access to, building tutorial stuff last, executing on the tone, dynamic changes to the plan, leaning into the tech appropriately, communicating enemy AI state clearly without UI, the limited reach of this genre. Games, people, and influences mentioned or discussed: BioStats, CalamityNolan, OI Interactive, RealmSoft, Clockwork Ambrosia, Michael Patton, Nathan Hiemenz, Ian Clark, Lian Hearn, Across the Nightingale Floor, Teenage Mutant Ninja Turtles, Team Ninja, Vanquish, Platinum Games, Metal Gear Revengeance, Clover Studios, Fallout 3, Skyrim, Jedi Knight, LucasArts, Kevin Kauffman, Matt Tateishi, Jake Stevens, Knute Rockne, Prince of Persia: The Sands of Time, Mysteries of the Sith, White Men Can't Jump, Woody Harrelson, Star Wars: Rogue One, Hal Barwood, Hitman: World of Assassination, Nintendo, Majora's Mask, SW: Republic Commando, Mission: Impossible, Project: Octavia, DOOM (1993), Alien: Isolation, Kirk Hamilton, Aaron Ever, Mark Garcia. Next time: Psychonauts! Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com
About Nate HeissNate Heiss is a true game design chameleon. His 25-plus year career spans from competitive Magic: The Gathering play to designing iconic cards like Goblin Guide at Wizards of the Coast. He then took those skills into the AAA video game world, working as a designer and creative director at studios like LucasArts and PopCap on massive mobile hits like Plants vs. Zombies Heroes. Nate and I have been geeking out about game design since we met on the Magic Pro Tour in the late 90s, and now we're finally teaming up on Gundam Assemble, an upcoming tabletop skirmish miniatures game. In this episode, we dive deep into the differences between physical and digital design, the ethics and realities of free-to-play business models, and how to capture the elusive magic of discovery in an internet age. Nate delivers profound insights that will resonate with anyone building games or trying to navigate a creative career.Justin's Ah-Ha! Moments* The Shift From Player to Designer Mindset: Nate and I discuss a classic trap many pro players fall into when they start designing: trying to "beat" the players. It's easy to bring a competitive ego into R&D and focus on squashing dominant strategies to prove how smart you are. But great design isn't about winning; it's about crafting a fun experience. Once you soften that competitive edge, you realize your true goal is to empower players to make their own discoveries.* The Economics of Free-to-Play Dictate Design: We tackle the controversial topic of free-to-play games. Nate points out that companies succeeding in this space aren't necessarily making "better" games; they are mastering live service and content costs. If a studio can "turn the crank" and produce engaging content at a fraction of the cost, they gain a massive competitive advantage. It shifts the design problem from just making an great game (which is table stakes) to efficiently delivering ongoing value over time.* Roguelikes are the Modern Gold Rush: I've always wanted to recreate the feeling of opening an early Magic pack—when nobody knew the optimal strategies and everything felt like an untamed frontier. Nate brilliantly identifies that roguelikes are where this feeling lives today. By taking a core loop and exploding it into a massive, randomized possibility space on every run, roguelikes force players to adapt and experiment, capturing that communal feeling of discovery over and over again. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
May the Fourth be with you! On this episode of The Movie Podcast, Daniel, Shahbaz, and Anthony are joined by Emmy Winner David W. Collins from Skywalker Sound for a force-filled conversation on the sounds of Star Wars. David W. Collins is a veteran Sound Designer and Re-Recording Mixer whose career began as an intern on the scoring stage at Skywalker Sound. He went on to spend over a decade at LucasArts as a Sound Designer, Audio and Voice Director, later serving as Sound Design Manager at Sony PlayStation, and now works once again at Skywalker Sound. He is currently the Supervising Sound Editor, Sound Designer, and Re-Recording Mixer on Star Wars: Maul – Shadow Lord, where he also voices Spybot in the series. Watch and listen to The Movie Podcast now on all podcast platforms, YouTube, and TheMoviePodcast.ca. Try it risk-free now with a 30-day money-back guarantee! Check out our new The Movie Podcast Clips Channel! Contact: hello@themoviepodcast.ca FOLLOW US Daniel on X, Instagram, Letterboxd Shahbaz on X, Instagram, and Letterboxd Anthony on X, Instagram, and Letterboxd The Movie Podcast on X, Instagram, TikTok, Discord, and Rotten Tomatoes Learn more about your ad choices. Visit megaphone.fm/adchoices
A long time ago, in a galaxy far, far away... Those memorable words precede the start of Star Wars, one of the most well-known franchises in cinema history, a series of films that has been translated into countless games over the years. Today, we're going to tackle the very first 16-bit iteration of that classic film series, entitled simply, Super Star Wars. Learn how the game was made, discover why it took so long for LucasArts to develop their own in-house Star Wars titles, and listen in as we discuss whether it's still worth your time to dust off your blaster and grab your lightsaber to take the fight to the evil Galactic Empire, even today. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
In this Adventure Game Hotspot podcast with Joshua Cleveland Jack Allin we specifically focus on the 1990s. 1990's adventure games to be specific. From Monkey Island to King's Quest to Space Quest, get ready for some serious retro gaming nostalgia. Sierra-Online, Activision, LucasArts, etc... we discuss them all. If you love point and click adventures follow us at: Web: adventuregamehotspot.comDiscord: https://discord.gg/ZUwXg7qwseFB: adventure Game HotspotIG: adventure_game_hotspotTwitter: @aghotspotThreads: adventure_game_hotspotMastodon: @AGH@mastodon.gamedev.placeBlueSky: @aghotspot.bsky.social#adventuregame #retrogames #pcgamer
Welcome to Dev Game Club, where this week we begin a new series on 1997's Dungeon Keeper. We set the game in its team, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few levels Issues covered: fulfilling our weird needs, the iterated version of some ideas, the feel of a Bullfrog game, the impact of Bullfrog, taking bigger risks, the impact of acquisition, pulling ideas forward, the game in its time, transitioning from software to hardware rendering, the high concept, the mobile mess, trying to take out the heroes, imps flipping off the hero, describing and then destroying the towns, being a dungeon master for players who won't have a good time, the ecology of the dungeon, starting inside, audio for the digging heroes, a game you can lose, low-brow humor, building on grids, zoning spaces and generating appropriate models, a hero's dungeon, wondering what variables the minions have, hybrid direct impact to the minions, giving the player only one sort of interaction, possessing a creature and running around in first person, finding the ways for this thing to work, mixing ingredients to retain tension, what delights await me, real parties coming in, permit season, 30 years of game development, MIDI... snail game. Games, people, and influences mentioned or discussed: Populous, Syndicate, XCOM: Enemy Unknown, Square, Nintendo, Theme Hospital, Black & White, Peter Molyneux, Lionhead, EA, Microsoft, LucasArts, Glenn Corpes, Mark Healey, Ragdoll Kung Fu, Alex Evans, Media Molecule, Rare, Fable (series), The Movies, GoldenEye 007, Diablo, Castlevania, Fallout, Interstate '76, Final Fantasy Tactics, The Last Express, Age of Empires, Outlaws, Daron Stinnett, Curse of Monkey Island, Dark Forces 2: Jedi Knight, Shadows of the Empire, Wing Commander: Prophecy, Final Fantasy VII, Mario Kart 64, Gran Turismo, PlayStation, Nintendo 64, SW: Starfighter, Mark Haigh-Hutchinson, Monty Python and the Holy Grail, Afterlife, Michael Stemmle, Bastion, Justin Graham, Minecraft, LostLake86, Civilization, SimCity, Dwarf Fortress, The Sims, Ultima Underworld, Streets of SimCity, DOOM (2016), Majora's Mask, Mortimer and the Riddles of the Medallion, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Dungeon Keeper Links: 27 Years Later, LucasArts' Afterlife Is Brilliant, Brutal, and Few Know How to Beat It Note: I was incorrect, it is the Bile Demon, not the Fat Demon. Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
I vårt mest försåtsminerade avsnitt hittills går vi igenom slaget om Ortona 1943. Detta var en grisig liten batalj under Italienfälttåget som erbjöd riktigt risig SIB. Per är den som lägger ut texten den här gången och beskriver slaget. Detta inbegriper skildringar av extremt sinnrika försåtsmineringar, tysk tillika diabolisk uppfinningsrikedom, kanadensare som bara tar det och allt annat som hör till strid i bebyggelse när den blir som jävligast. Mattis roll är den här gången att ställa mer eller mindre relevanta frågor samt göra mer eller mindre relevanta jämförelser. Dessutom: ett försvar designat av Lucas Arts, jävla tyskar, vikten av kanadensiska SoldF, ren ångest, Indiana Jones-fällor i SIB, det värsta en människa upplevt, en ödelagd stad, och mycket mer!Support till showen http://supporter.acast.com/krigshistoriepodden. Hosted on Acast. See acast.com/privacy for more information.
Alice Henderson discusses the challenges of writing thrillers set in nature, her adventures in plotting, and how listeners can contribute their own regional climactic observations to ecological research. Plus, she offers a preview into the latest installment of her Alex Walker thriller series, Storm Warning. Alice Henderson's love of wild places inspired her new thriller series, which begins with A Solitude of Wolverines, as well as her novel Voracious, which takes place in Glacier National Park. Alice is a dedicated wildlife researcher. Using a variety of methods including bioacoustic studies, she undertakes wildlife surveys to determine what species are present on lands that have been set aside for conservation. There she ensures there are no signs of poaching and devises ways to improve habitat. Using geographic information systems (GIS), she also designs wildlife corridors and builds habitat suitability models and species distribution models. She has surveyed for the presence of grizzlies, wolves, spotted owls, wolverines, jaguars, endangered bats, and more. She has also written media tie-in novels, including official novels for the TV shows Supernatural and Buffy the Vampire Slayer. While working at LucasArts, she wrote material for several Star Wars video games. She was selected to attend Launchpad, a NASA-funded writing workshop aimed at bringing accurate science to fiction. She holds an interdisciplinary master's degree. Learn more at alicehenderson.comMore information about the topics Alice discussed: US Phenology NetworkNature's NotebookAmerican PikaNorth American Pika Consortium Irina ShapiroJames RollinsGraham Brown / Clive CusslerSpecial thanks to NetGalley for early novel previews. Intro reel, Writing Table Podcast 2024 Outro RecordingFollow the Writing Table: @writingtablepodcastEmail questions or tell us who you'd like us to invite to the Writing Table: writingtablepodcast@gmail.com.
In this Adventure Game Hotspot podcast with Joshua Cleveland Jack Allin we specifically focus on the 1980s. 1980's adventure games to be specific. From Zork to King's Quest to Maniac Mansion, get ready for some serious retro gaming nostalgia. Sierra-Online, Activision, LucasArts, etc... we discuss them all. If you love point and click adventures follow us at: Web: adventuregamehotspot.comDiscord: https://discord.gg/ZUwXg7qwseFB: adventure Game HotspotIG: adventure_game_hotspotTwitter: @aghotspotThreads: adventure_game_hotspotMastodon: @AGH@mastodon.gamedev.placeBlueSky: @aghotspot.bsky.social#adventuregame #retrogames #pcgamer
[ Vota Atariteca tramite la app di Spotify ] In cui l'Omone e Diduz vi spiegano come si fanno le avventure grafiche come Labyrinth - The Computer Game, parrucche comprese#labyrinth #commodore64 #lucasarts #lucasfilmgamesIL SITO DI DIDUZ: https://www.lucasdelirium.it/ IL CANALE DI DIDUZ: https://www.youtube.com/@Diduz76Se desiderate supportarmi: https://ko-fi.com/ataritecapodcastIl gruppo Telegram del Vintage People NetworkIl canale YouTube dei Vintage People La sigla di Atariteca è stata gentilmente offerta dai SYRIANPer tutto il resto c'è il sito di ATARITECA### CONTRIBUISCI ALL'ATARITECA ###### ISCRIVITI ###Omone su InstagramOmone su MastodonSpreakeriTunesYoutube MusicSpotifyFeed
Last season, 8-Bit Alchemy and Parasite Steve devoted some playtime and one whole episode to the classic Lucas Arts point and click adventure game, Maniac Mansion. Now they dive into the sequel! Day of the Tentacle is a true classic of the genre, but these guys are playing it for the first time! So stock up on some exploding novelty cigars, hop into your Chrono-Johns, and prepare for a far out trip through time because we have to stop that purple MANIAC from enslaving humanity! RETRO RIDOCTOPUS is ----------------------------------- "Parasite Steve"...... AKA Steve Van Samson (read) "8-Bit Alchemy "...... AKA Tim Krikorian (listen) "Coopster Gold"...... AKA Justin Cooper (subscribe) ------------------------------------------------------------------------- Retro Ridoctopus is a proud member of The Dorkening Podcast Network and is brought to you by Deadly Grounds Coffee. Podcast intro and all heavy metal interstitials by Enchanted Exile.
Anna and Paul each choose their personal favorite top 10 LucasArts game, and then declare a winner! Tune in to see what game reigns supreme!* Mangia! As promised a link to this awesome article The Secrets of Monkey Island's Source Code by Frank Cifaldi Play our adventure game! The Phantom Fellows is out now! GOG Steam itch.io Fireflower Mac App Store The Phantom Fellows Pin/Magnet by CanvasQuest! The Phantom Fellows Players Companion (Guide to Must-See Moments!) Grab a Phantom Fellows shirt or mug at AdventureGameMerch.com ! Shek out our friends in the Adventure Game Hotspot Network: Space Quest Historian's No more Early Access! SpaceVenture is officially released Adventure Game Geek's Spud! The So-Bad-It's-Really-Bad Christmas Adventure OneShortEye's Why (almost) No One Solves This Game Adventure Game Hotspot's Sierra Days Panel Conversations with Curtis' Paul Korman & Daniel play The Phantom Fellows! & Daniel plays Return to Monkey Island with Anna & Paul from the Classic Gamers Guild Podcast Tech Talk with Daniel Albu's Mark Seibert: The Sound of Sierra On-Line
Welcome to Dev Game Club, where this week we continue our series on 1985's Ultima IV. We talk a lot about the mysterious sense of the game, the talking interface and mechanics, and dive a bit into combat before turning to reader mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another number of hours Issues covered: missing out on talking to someone, sleeping sprites, having a talk prompt and fallbacks, having generic topics per town, putting together with nouns and verbs, adding to world-building, introducing riddles and puzzles, having a sense of what's going on under the hood, exploring through talking, the technical implementation issues, the letter limits, likely implementation details, iterating on a design, fast travel, the many eights, explaining the moon gates, fleeing a boat, the ways you can pause the game, how the moon states work, the persistence of the world, the long table, more arguments for the persistence of the world, getting into combat, the zoomed in battlefield, strategizing around leveling up characters, readying/switching weapons, anticipating dungeon combat, the combat soundscape and understanding the battle, using every key on the keyboard, how many monsters there are, leveling combat, leveling up by talking with Lord British, non-linear XP table, reinforcing the relationship with both Lord British and Richard Garriott, having the cycle of leveling up, the surprise of discovering Magincia, a question of controllers, swapping between screens, distinctions between different Pikmin games, our favorite Pikmin types, charity unlocks, capybara attacks. Games, people, and influences mentioned or discussed: Sierra, King's Quest (series), LucasArts, Dungeons & Dragons, Larian, Baldur's Gate (series), Eye of the Beholder, The Outer Wilds, Her Story, Sam Barlow, Deadly Premonition, Ultima Underworld, Final Fantasy Tactics, The Elder Scrolls (series), Serious Sam, Richard Garriott, Ultima Online, Darren Johnson, Star Wars (obliquely), Pikmin, Dark Souls, Missile Command, MysteryDip, PlayStation, Xbox, Nintendo, Calamity Nolan, Virtual Boy, Okami, The Simpons (obliquely), Asher, FSSZilla, Cuphead, Hitman, Metal Gear Solid, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 59:13 Next time: More Ultima IV! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we begin a series on 1985's Ultima IV. After talking about the recent Defeating Games for Charity, we set the game in its time, talk about our encounters in the past with the series, and then dive into the manuals and the start of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first couple of hours and the manuals Issues covered: Defeating Games for Charity, the first pancake, our experiences with this series, an opaque franchise, mainlining a game, opacity being part of the point, performance characteristics of the PCs of the time, the importance of the manuals, entering the world as yourself, using the manual to reinforce the role-play, not requiring graphics, priming the player, describing the geography of different areas, imposing importance on a handful of pixels, the quest of the game, sublimating the quest of the game, a less traditional RPG experience, after reading the manual, the deep questions/dilemmas, tournament structure, choosing your most important virtue, getting the bard, series characters who can join your party, reflecting your beliefs, getting different dilemmas, the Venn diagram of virtues, the Tinker profession, symmetry in design, Buddhism and the Eightfold Path, countering the cultural zeitgeist, the Avatar and Hinduism, a deity's manifestation on Earth, finding your way into swamps, both hosts being poisoned and dying, death and rebirth, being unable to recruit early. Games, people, and influences mentioned or discussed: Dwarf Fortress, BioStats, KyleAndError13, Silksong, GreyFiery, Hollow Knight, Untitled Goose Game, Kaeon, Hitman, N0isses, Hades, Phil Salvador, MYST, RobotSpacer, Shadowgate, Unpacking, Kendrama, CalamityNolan, Splatoon 2, Typing of the Dead, Dark Souls 2, Nitro, Metal Gear Solid, Resident Evil, LostLake, Minecraft, Super Mario Bros Shuffler, Devil May Cry, MegaMan X, Belmont, NES, Atari 2600, Ultima Underworld, A Bard's Tale, Eye of the Beholder, Magic: The Gathering, LucasArts, Super Mario 64, Space Harrier, Gauntlet, Ghosts n' Goblins, Gradius, Super Mario Bros, Tetris, Where in the World Is Carmen Sandiego, Spy vs Spy (series), Oregon Trail, King's Quest II, The Goonies, Gremlins, A View to a Kill, Rambo, Temple of Doom, The Empire Strikes Back, SEGA Master System, Sonic (series), Wizardry, Apple ][, Commodore 64, Civilization III, The Sims, Bill Roper, Warcraft, The Elder Scrolls: Morrowind, Reed Knight, Pool of Radiance, Dungeons & Dragons, Warren Spector, Ultima Adventures, Outcast, Fallout, Wasteland, A Connecticut Yankee in King Arthur's Court, Harley Baldwin, Richard Garriott, the Ramayana, Ed Fries, Benimanjaro, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 06:25 Next time: More Ultima IV Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
What happens when someone who grew up in the Lucasfilm Games golden era decides that today's AI tools are failing creatives? Mike Levine has spent more than 30 years building at the intersection of games, XR, VFX, and interactive storytelling—and his verdict is clear: the current AI stack is a fragmented, overcomplicated mess that turns directors into prompt engineers.Mike started as a tester at Lucasfilm Games (later LucasArts), working his way into the art department on titles like Sam & Max and The Dig before helping ship live-action Star Wars games such as Rebel Assault and Jedi Knight II. He later built rotoscoping tools used across the VFX industry, collaborated with ILM and Pixar, experimented with mobile AR games for Hasbro and HoloLens, and dipped into crypto gaming—before finally co-founding MovieFlow (now FilmSpark), an AI-native production platform designed so that filmmakers, agencies, and showrunners can move from script to screen without needing a computer science degree.The AI XR news you should know: Apple taps Google Gemini to power Siri, acknowledging that building world-class LLMs in-house makes little financial sense. Meta cuts 10% of Reality Labs, right-sizing its VR bets while pivoting toward wearables. Xreal raises another $100M amid questions about Chinese state influence and data flows. Higgs Field lands $80M at a $1.3B valuation for AI cinematography tools that many filmmakers still find unreliable. Wikipedia signs licensing deals with major AI companies after years of being scraped for free. OpenAI invests $252M in Sam Altman–backed Merge Labs, raising fresh conflict-of-interest questions.Key Moments Timestamps:[00:23:02] From Boston journalist-to-be to accidental hire at Lucasfilm Games[00:26:24] The “test pit” culture at Lucas and how Nintendo experience got Mike in the door[00:28:45] Moving into the art department, learning Photoshop from early legends, and shipping Sam & Max[00:31:15] Live-action Star Wars games: Rebel Assault, Jedi Knight II, and convincing George Lucas[00:34:38] Visiting Pixar with new VFX tools and recognizing the same creative “magic” as LucasArts[00:36:24] Doug Trumbull's influence on Mike's sense of cinematic possibility and immersion[00:43:27] The urinal meeting at Magic Leap and what early spatial computing got right (and wrong)[00:49:00] Why most AI tools are “dark ages” for filmmakers: node graphs, 10+ subscriptions, no story view[00:51:00] Building MovieFlow/FilmSpark: story-first, timeline-based AI production for long-form and vertical shows[00:53:00] The Neighborhood Podcast: a 90-second vertical murder mystery as proof-of-concept for AI-native seriesWhen humans can generate shots, scenes, and even entire episodes in minutes, the bottleneck shifts from production to vision. Mike argues that the winning AI tools will be the ones that let directors see their whole story, maintain continuity, and iterate fast—without ever feeling like they left the edit bay for a dev console. His vertical drama collaboration with Charlie, The Neighborhood Podcast, is an early look at what happens when narrative craft meets AI-native pipelines instead of fighting them.This episode is brought to you by Zapar creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences. Build smarter at mattercraft.io.Watch the full episode on YouTube and subscribe to the AI XR Podcast for weekly conversations with the people building the future of AI, XR, and interactive media.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Originally released on the Now We Know Patreon feed on February 22, 2022 —yet no doubt new to so many of you — we look back at the ill-fated cartoon pilot Defenders of Dynatron City, which boasted the vocal talents of Whoopi Goldberg and Tim Curry, and almost Christopher Walken, until the producer absurdly decided he wanted a "more cartoonish" voice. Part of a cross-platform multimedia rollout, the pilot's release coincided with a very bad video game (atypical of the golden age of LucasArts games) and a six-episode comic series, making it... a proto-Shadows of the Empire, perhaps?
The original is still there under the hood!If you thought the last episode was a throwback, get ready because this episode covers a remake of a beloved point and click adventure game that was originally released by LucasArts in 1993! Would you believe that despite his love of the aforementioned studio, Tom has never actually played the original game? Gasp! Well this remaster developed by Double Fine was released in 2016, so it may be old enough to be considered a classic on its own. In any event, the Xbox Game Pass "Surprise Me" button has determined that it's time for our hosts to give this game the old college try, so they have booted up their respective devices and given it a go. Will it deserve its cult classic status? Will they keep playing after the mandated hour is complete? Join them as they make their decisions!What do you think? Let us know!Check out all our links here:https://linktr.ee/tc1h1dThanks for taking this ride with us :-)
A First-person shooter developed by LucasArts for MS-DOS using an in-house game engine. Introduces mercenary Kyle Katarn and the Imperial Dark Trooper project. Features mission-based FPS gameplay, environmental objectives, vertical level design using the Jedi Engine, and an arsenal of Star Wars weapons. Later ported to Macintosh and PlayStation. Hosted on Acast. See acast.com/privacy for more information.
A First-person shooter developed by LucasArts for MS-DOS using an in-house game engine. Introduces mercenary Kyle Katarn and the Imperial Dark Trooper project. Features mission-based FPS gameplay, environmental objectives, vertical level design using the Jedi Engine, and an arsenal of Star Wars weapons. Later ported to Macintosh and PlayStation. Hosted on Acast. See acast.com/privacy for more information.
If your purple tentacles are tingling, that might just be because our pal Nintenjoe joined us for NUMEROUS playthroughs of the classic LucasArts point and click adventure game Maniac Mansion! Seriously, this one has a ton of different ending and we got almost all of em! So watch out for falling meteors and get that hamster in the microwave because things are about to get WEIRD. ---------------------------------------------- Retro Ridoctopus is: • Parasite Steve (read) • 8-Bit Alchemy (listen) • Coopster Gold (party) • Nintenjoe (subscribe) ---------------------------------------------- All original heavy metal music by Enchanted Exile
If you're a leader in game dev who feels stuck, there is a path forward that levels up your leadership and accelerates your team, game, and career. Sign up here to learn more: https://forms.gle/nqRTUvgFrtdYuCbr6 Leadership in game dev is hard, but choosing to ignore the biggest technological shift of our generation is a high-stakes gamble. In this episode, we talk with Benjamin Chevalier, Chief AI Officer at Mighty Bear Games, who has a uniquely informed perspective as an Art Director turned tech leader who has spent two decades building games for Ubisoft, Disney, LucasArts, and King. Ben Chevalier outlines his pragmatic, principled approach to embracing AI: using it to cut through market saturation, accelerate team output, and manage risk without compromising creative integrity. From the moral and legal controversies surrounding AI training data to the cultural shifts required for engineers and artists to build their own tools, this conversation reveals the mindset and strategies a leadership team needs to not just survive but thrive in the new AI-accelerated development landscape. What You'll Learn In This Episode: Why AI may be an existential business decision Why governments won't halt AI development How "agentic" tools are reshaping studio culture How game dev leaders can get team buy-in on AI What others might think of you just for using AI If you're a game dev leader thinking about how AI might help your team, this episode gives you a pragmatic playbook for adopting AI. Ben Chevalier lays down clear ethical guardrails and shows how AI can speed up prototyping, live ops, and decision-making—so you can level up your leadership and accelerate your team, game, and career. Connect & learn more about Ben Chevalier: LinkedIn: https://www.linkedin.com/in/benjaminchevalier/ Medium: https://medium.com/@benjamin.chevalier Studio Website: https://www.mightybeargames.com/ GOAT Gaming Platform Website: https://goatgaming.com/ YouTube: https://www.youtube.com/@mightybeargames Connect with us:
Side Quests is back and so is host Charles Harte! He is an associate editor, writer, podcaster and secret Sith apprentice! The game he is talking about today is Star Wars: The Force Unleashed by LucasArts and Krome Studios. You can also find all his work here! We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
Welcome to Dev Game Club, where this week we begin a new series on 2001's Pikmin. We set the game in its time and then spend a lot of time talking about putting Nintendo's spin on the RTS on a console. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first few days Issues covered: a well-trod year, some MMO history, the GameCube at LucasArts, playing PC vs console, playing PC RTSes of the time, history with Pikmin, keeping an eye on Nintendo making and entering genre spaces, making a thing on controller first rather than jamming in a KBM game, Tim talks about his favorite controller again, inspirations, being embodied in the world vs the god's-eye view, the simplicity of the ship pieces and setup, Nintendo's open world game, meteors vs meteoroids, the puzzle RTS, making the environment more of the enemy than the creatures, lightly building an army, trading pikmin for time vs the heavy pieces, task-based challenges, spreading your army but limitations due to movement and level design, the Forest's Navel, moving to avatar-based RTSes and MOBAs, wanting to play the prototypes, forks in strategy games this year, the simplicity of verbs due to Olimar's centrality, limiting your verbs due to the controller, the cognitive overload of the PC RTS, diversions into Valve, where we're playing, letting go of accuracy and min/maxing, chunky buttons. Games, people, and influences mentioned or discussed: Calvin & Hobbes, Reed Knight, Halo: Combat Evolved, GTA III, Silent Hill 2, Ico, Civ III, Anachronox, Animal Crossing, Phoenix Wright Ace Attorney, Devil May Cry, MGS 2: Sons of Liberty, Final Fantasy X, Baldur's Gate: Dark Alliance, Super Smash Melee, Tony Hawk Pro Skater 3, Jak & Daxter, Game Boy Advance, Advance Wars, Max Payne, Black & White, Dark Age of Camelot, Everquest, Matt Firor, Zenimax Online Studios, Shigeru Miyamoto, Eternal Darkness, Baldur's Gate II, Andrew Kirmse, StarCraft, Blizzard, Halo Wars, Ensemble Studios, Microsoft, Homeworld, Paul Pierce, Haden Blackman, Behind the Magic, Starfighter (series), Republic Commando, Nintendo64, Warcraft (series), Legend of Zelda, Super Mario 64, Splatoon, Metroid Prime, Shadows of the Empire, Rogue Squadron, GoldenEye, Nintendo Switch, Deadly Premonition, Blade Runner, Alien, Star Wars, X-Files, Twin Peaks, Breath of the Wild, The Witcher III, Assassin's Creed, Command & Conquer (series), Company of Heroes, Orcs Must Die, Dynasty Warriors (series), Calamity Nolan, Satoru Iwata, Peter Molyneux, Populous, Total Annihilation, DotA, Valve, IceFrog, Chet Faliszek, Wii, Chris Hecker, Outer Wilds, Far Cry 2, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Pikmin (or possibly something else) Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we enjoy a bonus conversation capping our series on Portal. We talk Portal 2, the tension between story and gameplay, its length, and yes, even some co-op. And we do it all live on Twitch. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Much of SP, all of Co-op Issues covered: recording on video, our history with Portal 2, being surprised that Portal 2 was a thing, the Valve employee handbook release, wanting a different sequel, a long campaign with many puzzles and mechanics, following up a perfect game, not cashing in, adding mechanics and the puzzles that teach you, character development and delivering more lore perfectly, a miracle, the progression of the Cave Johnson story, worldbuilding conflicting with gameplay, breaking out with Wheatley, cognitive dissonance, seeing all the behind the scenes, being re-tested, potato GladOS, the magic of how narrative connects, the chicken and the egg, a successful length for the format, a whole Portal inside the penultimate chapter, embedding lore successfully, back-propagating story, sympathy for the devil (i.e. GladOS), 2 + 2 = 4, being drawn to the financially productive projects, killer app for VR, the loss of single player, VR problems for consumers, adding portals to their hero-based MOBA shooter, lack of narrative progression in the co-op campaign, co-op for the sake of co-op?, helping the player vs not helping the player, not aligning well for a controller, more portals plus more mechanics become untenable, doing the impossible alongside the possible, potential solutions for portal confusion, playtesting and confidence in your solutions, specific buttons, the doorway effect, shape language, police procedure vs police procedural, inspecting tires, bread and butter TV format, empty JRPG chests and meaningless clues, the salience problem, getting the reward as if you had the skills. Games, people, and influences mentioned or discussed: Defeating Games for Charity, PANCAN, Kermit the Frog, Yoda, GoldenEye, Grant Kirkhope, Erik Wolpaw, LucasArts, Reed Knight, TIE Fighter, Orange Box, Half-Life (series), Brad Muir, Campo Santo, Marc Laidlaw, Dario Casali, J. K. Simmons, Stephen Merchant, Control, Uncharted, Spider-Man, Deadlock, Paragon, Tim Roth, Four Rooms, SplitGate, Halo, Chet Falisczek, Aperture Desk Job, Sony/PlayStation Studios, Naughty Dog, Insomniac, Sucker Punch, Miss Stir Heed Hip/mysterydip, Spelunky, Calamity Nolan, Nintendo GameCube, Deadly Premonition, Pablo, Police Quest, Duncan Fyfe, L. A. Noire, Twin Peaks, X-Files, Heavy Rain, Rock Band, Return of the Obra Dinn, Golden Idol (series), Nancy Drew (series), Sherlock Holmes (series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Deadly Premonition wrap Links: N0isses Twitch channel Pancreatic Cancer Action Network Apply for Defeating Games Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
For this "Rebroadcast", Karl & Will share their episode originally released way back in July of 2014- "Adventure!" (#120)!" In this blast from the past, the guys share some of the best music from both classic point-and-click adventure games from the likes of Lucasarts and Sierra, but also other kinds of adventure games too. Enjoy!
Welcome to Dev Game Club, where this week we begin a new series on 2010's Deadly Premonition. We first set the game in its time, and talk a bit about Japanese creators breaking out and establishing more auteurist inclinations, before turning to the first part of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to/through the police station Issues covered: announcement of our October schedule, singing reviews, 2010 in games, horror games or things in the space, the place in the console cycle, Tim's understanding of the game going in, an indie-developer feel, amortizing investment to earn out, a shift in Japanese development, a surprising game coming out of nowhere, the blogosphere, American pop culture, a difficult creator to follow, Dark Cooper, the HD transition and switch to widescreen, making UI for HD, the victim in the tree and all its symbology, the discipline of the first scene, quick cutting in cinema, York and Zach talking about Tom and Jerry, holding on uncanny valley faces with the la la song, chasing photorealistic faces, stereotypes, the long table beautifully framed, the difficulty of sustaining a Lynchian show, an open world game with driving, a schedule of events and a populace with routines, the connections between characters, a "yes" game, a town being a character, the frustration of the schedule, an open world town vs an open world forest, something being best as a game, making choices and the feelings you have making them, walking simulators and systemic richness, Brett and Tim differ, portals being aligned for you, level and systems design not talking. Games, people, and influences mentioned or discussed: Erik Wolpaw, Portal/Portal 2, Defeating Games for Charity, Alan Wake (series), Resident Evil 5, God of War III, BioShock 2, Halo: Reach, Super Mario Galaxy 2, Fallout: New Vegas, Civ V, Dead Rising 2 (and series), Metal Gear: Peacewalker, Starcraft II, Amnesia: Dark Descent, Limbo, Assassin's Creed: Brotherhood, Mass Effect 2, Red Dead Redemption, Darksiders, Heavy Rain, Danganronpa: Trigger Happy Havoc, Battle Royale, Swery65, Hidetaka Suehiro, Access Games, David Lynch, Twin Peaks, Aksys Games, Stephen King, Control, Remedy Entertainment, Fatal Frame, Suda51, Grasshopper Manufacture, 2K Games, Ken Levine, The Elder Scrolls (series), Neo Geo SNK, Hideo Kojima, Konami, Hironobu Sakaguchi, Shenmue, Clover/Platinum, CapCom, Killer 7, Viewtiful Joe, Gathering of Developers, Ion Storm, Shinji Mikami, Ninja Gaiden Black, Giant Bomb, PlayStation, Interstate '76, Naomi Watts, Beyond Good and Evil, Crystal Dynamics, Tom and Jerry, Quentin Tarantino, Top Gun, Sleep with Me (obliquely), Gilmore Girls, The Last of Us, Ashley Johnson, Juno, Elliot Page, The Shining, Batman, Northern Exposure, Mark Frost, The X-Files, Ashton Herrmann, The Red Strings Club, LucasArts, The Walking Dead, Gone Home, Dear Esther, No Man's Sky, Mike, Quake, Spelunky, Calamity Nolan, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of Deadly Premonition! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
We're back with more Light and Magic! Our stuff! bio.link/thesidebarcantina Special shout out to those who participate in our live chat! The chat is most definitely where it's at! And all of our Patreon supporters! YOU are the reason why we do this! Support our Sidebar Family: ATSW The Escape Pod: Wednesdays live on YouTube at 1905 EST. https://bio.link/atswtheescapepod Support the official Sidebar Cantina band, TILTHEEND! https://tiltheendofficial.bio.link Layman's Terms! On YouTube https://www.youtube.com/@laymansterms3150 The Orange and Fett Show! On Spotify https://open.spotify.com/show/3XJdyJWBtAtM4dy1a5V4So?si=08dd3e9e7b5e400c