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Moiya and Mischa gather around a campfire to play the video game Outer Wilds... or rather, Mischa plays and Moiya watches in fascination. Listen to hear what Moiya thinks about the game's ancient alien architecture and planet surface textures. Guest Star: Mischa Stanton is a multidisciplinary storyteller and the audio genius behind Pale Blue Pod's sound editing. Find Mischa online at mischastanton.com and check out their actual play podcast The Wandering Path and (speaking of video games) their Kingdom Hearts podcast Simple & CleanMessagesOrder our MERCH! certifiedcrucial.com/collections/pale-blue-podOrder Moiya's book, MOTHERS OF INVENTION Become a star and join the patreon at patreon.com/palebluepod!Go supernova and support Pale Blue Pod on PayPal Listen to Dreaming Against the Machine every TuesdayFind Us OnlineWebsite: palebluepod.comPatreon: patreon.com/palebluepodTwitter: twitter.com/PaleBluePodInstagram: instagram.com/palebluepodCreditsHost Dr. Moiya McTier. @GoAstroMo, Website: moiyamctier.comHost Connie Gibbs. @constar24Editor Mischa Stanton. Twitter: @mischaetc, Website: mischastanton.comCover artist Shae McMullin. Twitter: @thereshaegoes, Website: shaemcmullin.comTheme musician Evan Johnston. Website: evanjohnstonmusic.comAbout UsPale Blue Pod is an astronomy podcast for people who are overwhelmed by the universe but want to be its friend. Astrophysicist Dr. Moiya McTier and her best friend ConStar demystify space one topic at a time with open eyes, open arms, and open mouths (from so much laughing and jaw-dropping). By the end of each episode, the cosmos will feel a little less “ahhh too scary” and a lot more “ohhh, so cool!” New episodes every Monday.Pale Blue Pod is a member of the Multitude Collective.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Join Lucas and Chambers as they dive into the amazing open world sci-fi adventure game Outer Wilds! Let's find out if the game holds up after nearly 8 years! And is that DLC worth playing? Learn more about your ad choices. Visit megaphone.fm/adchoices
A changed party ventures forth into Desa's ghoul-infested marketplace. Rihva and Ira gain a new perspective, while Ay'Lish finds out how Gydeon got her reputation.--- This episode contains content warnings. Visit badheroescast.com/contentwarnings/ for more details.- Subscribe to our free Patreon tier at patreon.com/badheroes to get news and updates about the show!- Use code BADHEROES for 10% off your order of coffee for game night and tea for the tabletop from Many Worlds Tavern.--This episode features a promo from Mage Hand High Five!--Music:"Awkward Meeting", "Prelude and Action", "Inexorable" and "Right Behind You" – Kevin MacLeod"Plague" – Kai Engel"Outer Wilds", "Mysterium", "Revenant" and "Insidious" – Monument Studios"Solve the Damn Mystery" – Jesse SpillaneSound effects by craigsmith, Euphrosyyn and bevibeldesign on freesound.org.
850 bells and all's well as we talk about Lords of Waterdeep, Spider-Man: Brand New Day, Wizard of Oz at the Sphere, IMAZ, The Red Dwarf, Outer Wilds, Rick and Morty, Strange New Worlds, Planet Crafter, AI< mythology, the Outer Limits, Stephen Fry, Caesar's Palace Animatronics, Checkmate Lincolnites, EA gets owned, Action Man, Disney Plus TikTok, Robocop TV, Desperation, and Afterlife with Archie. 850! It's time for a GeekShock!
Guest Chelsea Finnie Panelist Richard Littauer Show Notes In this episode of Sustain, Richard talks with Chelsea Finnie, Chairperson of Python New Zealand and a Senior Network DevOps Engineer at REANNZ, about the serious behind-the-scenes work required to keep open source communities alive. Chelsea shares how they moved from Python conference volunteer to community leader, then walks through Python New Zealand's financial crisis after discovering improper use of funds, the legal and governance challenges that followed, and how Linux Australia helped keep the organization and Kiwi PyCon alive. It's a candid conversation about trust, accountability, burnout, community rescue, and why open source leadership is about much more than code. Press download now to hear more! [00:01:47] Chelsea explains their work at REANNZ and their role as a senior network DevOps engineer including Python-based network automation and the PANDA initiative for advancing network device automation. [00:03:08] Chelsea talks about contributing an open source “glue” service connecting Prometheus Alertmanager to Argus using Flask. [00:04:21] Chelsea takes us through how they got involved with Python New Zealand, helping rescue AV production for a Kiwi PyCon event, and realizing they might be capable of helping run a conference themselves. [00:06:58] They share the lighter side of joining the Python NZ committee, including a sea shanty lightning talk and an election promise to write a Python-based sea shanty. [00:08:35] Richard shifts into the central issue: Python New Zealand leadership had been dealing with a major financial and governance crisis and Chelsea explains discovering the budget hole, seeking legal advice, reviewing the transactions, and what happened when Linux Australia stepped in. [00:14:43] Chelsea reflects on Linux Australia's role as a lifeline and why having financially stable open source organizations matters. [00:15:46] Richard highlights the often-overlooked legal and financial responsibility that comes with serving on nonprofit or open source boards and Chelsea shares where Python NZ stands now. [00:18:26] They tell us about the new safeguards and governance checks and notes that better accounting systems, such as Xero, would likely have exposed the financial problems earlier [00:20:31] Chelsea shares how they stay motivated through heavy work and the value of open source leadership. [00:21:57] Richard points out that Chelsea was not only helping fix financial and governance issues but also continuing to lead Python New Zealand and run events. Chelsea talks about the decision to run Kiwi PyCon on the “West Island.” [00:25:08] Chelsea says one of their goals as chairperson is to identify and support the next people who will lead Python New Zealand and future events. [00:26:14] Richard closes by encouraging listeners to get involved in their local open source communities, whether Python New Zealand or any other regional group. Spotlight [00:26:51] Richard's spotlight is, The Book of Knights. [00:27:17] Chelsea's spotlight is the video game, Outer Wilds. Links SustainOSS podcast@sustainoss.org richard@sustainoss.org SustainOSS Discourse SustainOSS Mastodon SustainOSS Bluesky SustainOSS LinkedIn Open Collective-SustainOSS (Contribute) Richard Littauer Socials Chelsea Finnie LinkedIn REANNZ Python New Zealand Catalyst Danny Adair GitHub Frank Keating LinkedIn Simon Merrick LinkedIn Kiwi PyCon ponekeshantyclub Tom Eastman LinkedIn Linux Australia The Book of Knights by Yves Meynard Outer Wilds Prometheus-argus-glue Sponsor CURIOSS Credits Produced by Richard Littauer Edited by Paul M. Bahr at Peachtree Sound Show notes by DeAnn Bahr Peachtree Sound Special Guest: Chelsea Finnie.
It's baaack. That's right – a mere 20 months later, we're revisiting one of our most chaotic episode ideas, and it's one where our listeners get to play along! If you weren't here yet in November 2024, you can go back and listen to Episode 27 to familiarise yourself with our totally-original-we-swear indie game draft picking process; or you can just take my word for it that it's basically fantasy football with indie games and that Liam as ever gives a good explanation of the rules in the episode and that's why I'm glossing over that bit… honest. It's not because I'm still a bit confused or anything. This time around we've done away with the framing concept of "we're building our own consoles and choosing the launch titles" in favour of… well, honestly, we just kind of each assemble a list of great indie games based on some loose themes while yelling at each other a lot in a very friendly way, and we felt like that was probably enough? Oh, but this time around everyone gets one betrayal card, and you can imagine how that goes… As a reminder, this is one where you can go to our lovely listener Discord and vote on who you think should win – and also, if you don't want spoilers, please go and listen first and then come back to this description once you're ready. I'll wait, don't worry. … Hi, nice to see you again! Okay so here are the three "teams" – remember to go and vote for your favourite! Liam's Team: Ballistic Zen, The Beginner's Guide, Blue Prince, Crow Country, Lorelei and the Laser Eyes, Night in the Woods, Orbitals, Promise Mascot Agency, Stardew Valley, Unpacking Rebecca's Team: Bad Magpie, Camp Palut, The Cosmic Wheel Sisterhood, Mouthwashing, Outer Wilds, A Short Hike, Slay the Princess, Strange Horticulture, Thank Goodness You're Here, Tiny Bookshop Rachel's Team: 1000xRESIST, Citizen Sleeper 2, Deltarune, Gorogoa, Jump the Track, Mediterranea Inferno, The Séance of Blake Manor, Signalis, Slay the Spire, Toem We'll leave the poll open for two weeks, so listen in for the results and our reactions during our next LIVE(ish) and in-person episode, coming in August! Even though the structure of this episode is just a little difference, hyperfixations remain as our constant final segment. Rachel has – of course – been playing The Mermaid Mask at long last, so look forward to her reactions in a future episode! Rebecca has finished reading underrated dark fairytale The Curator by Owen King, and also enjoyed a feminist horror double-bill of Evil Dead Burn and Obsession at a mercifully air conditioned cinema. And Liam has been happily binging another South Korean reality show, The Devil's Plan. Our music was written and performed by Ollie Newbury! Find him on Instagram at @newbsmusic. Meanwhile, you can find us at indieventurepodcast.co.uk or wherever you listen to podcasts. Don't forget that you can now join our dedicated Discord too, and be sure to check out our new Steam Curator page if you simply still can't get enough of us!
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
[Rediffusion de l'épisode 12 du 05/09/2019]Alors que l'été se termine, nos héros sortent de leurs tanières, marques de bronzage apparentes, pour une saison 2 qui, à coup sur, fera date. Jugez sur pièce : on y débrief la Gamescom, on y parle de nos jeux de l'été, on évoque les délicieux Outer Wilds, Super Mario Maker 2, Dicey Dungeon et Fire Emblem : Three Houses et Nico débrief son été placé sous le signe du foute avec FIFA 18. Ne vous en faites pas, vous vous sentirez à la maison avec nos rubriques habituelles, le quiz, les ploucs, le viseur et la piscine. Bref, 3 heures que vous ne verrez même pas passer tant les gags et les rires en cascade fusent dans cet épisode.-----------------------------------------------------Le site - www.coopetcanap.comTwitch - https://twitch.tv/coopetcanapTwitter - https://twitter.com/CoopEtCanapDiscord - https://discord.gg/eUTA6CB2hKMusic by Adhesive Wombat - www.soundcloud.com/adhesivewombat Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.
What are the most spiritual games you've ever played? What does spirituality mean to you? Have you ever had a transcendent experience while playing a game? In this episode, we break down some of our most profound experiences playing games — games that weren't just emotional but deeply spiritual. This includes games like Xenogears, Ico, Journey, Terranigma, Death Stranding, Outer Wilds, and many more. What are some of your picks? Let us know in the comments below! Time Codes: 01. Intro (0:00) 02. What Does Spirituality Mean? (01:29) 03. Honorable Mentions (08:49) 04. Casen's First Pick: Ico (26:51) 05. A Couple More Honorable Mentions (37:20) 06. Mike's First Pick: Terranigma (39:10) 07. Casen's Second Pick: Death Stranding (48:45) 08. Mike's Second Pick: Journey (1:01:23) 09. Casen's Third Pick: Wind Waker (1:08:53) 10. Mike's Third Pick: Outer Wilds (1:25:01) Discord Link: https://discord.gg/RFMF6gpHr Patreon Page: https://www.patreon.com/resonantarc Subscribe Star: https://www.subscribestar.com/resonant-arc Twitter: https://twitter.com/resonantarc Facebook: https://www.facebook.com/resonantarc Instagram: https://www.instagram.com/resonantarc TikTok: https://www.tiktok.com/@resonantarc
Like branches in the tree of fate, our heroes' paths part ways as a looming prophecy changes everything. --- This episode contains major content warnings. Visit badheroescast.com/contentwarnings/ for more details.- Subscribe to our free Patreon tier at patreon.com/badheroes to get news and updates about the show!- Use code BADHEROES for 10% off your order of coffee for game night and tea for the tabletop from Many Worlds Tavern.--Music:"Awkward Meeting", "Darkest Child", "Night Vigil" and "Lost Time" – Kevin MacLeod"Cobweb Morning" and "Seeker" – Kai Engel"Mysterium", "Moonless", "Outer Wilds", "Piano Atmos", "Pensive Darkness", "Emotional Atmos C", "Solo Piano II", "Grasslands B", "Piano Abstractions", "Improvisation for Harp", "Dark Emotional Piano" and "Passion" – Monument Studios"Solve the Damn Mystery" – Jesse Spillane
We are back with our 800th (numbered) episode! This week on the show, we celebrate the only way we know how - talking about video games. This time we round out the Polaris List with debrief on Slay the Spire and Outer Wilds, then go for a ride with Donkey Kong Bonanza and Pragmata. A heartfelt thanks to everyone who has been listening to us over the years. We see you and we appreciate you! Show Notes: Music by Brad Sucks
Welcome to Dev Game Club, where this week we complete our series on The Legend of Zelda: Majora's Mask. We talk about the demoralizing effect of a crash, hear about the notebook and time manipulation, and also turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Zora Boss (T), through Goron Dungeon (B) Issues covered: the giants sequence, dealing with a crash or its demoralizing effects, tools stability, puzzling out what your systems can do, convoluted dungeon designs, learning a lot from building the game, having clues to aid the player who has to come back, a vague map, a design getting away from you, having too many tools for the interface, having more time to smooth it out, constraints on a team, not knowing if the rewards would be worth the effort of doing things, having a loop as a player, feeling protected in save systems, people slowing down when you slow down time, memorable vs unmemorable NPCs, the amount of dialog you have increasing depth and motivation, making one location really deep, having NPCs come back to help the player, enriching Clock Town, the alien defense and its reward, the Pied Piper of Romani Ranch, the chick magnet and a great pay-off, having theories, getting stuck on a boss but being able to move on, being more than the sum of its parts, swinging for the fences, layering onto the world, being able to independently develop things into the game, a man's reach should exceed his grasp, usability not quite getting there, getting that audio mix right, remaking Ocarina and this game. Games, people, and influences mentioned or discussed: SW: Starfighter, Jesse Moore, Dark Souls, Unreal, Outer Wilds, Indiana Jones and the Infernal Machine, Groundhog Day, CalamityNolan, Baldur's Gate III, The Matrix, Spider-Man 2, Hollow Knight, Blizzard Studios, Metroid/Castlevania, Robert Browning, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. TTDS: 9:00 Next time: ?? Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Du bist 10 Jahre alt und in 20 Minuten geht die Welt unter. Was wirst du tun?Eternal Afternoon hat eine ungewöhnliche Ausgangslage und nutzt diese für ein poetisches, ruhiges Walking‑Sim‑Erlebnis, in dem du als Kind deine Heimatstraße erkundest, während am Horizont schon eine gigantische Welle zu sehen ist, die alles mitreißen wird. Das auf den persönlichen Erinnerungen beruhende Indie-Spiel von Alex Klexber ist eine melancholische Mischung aus Nostalgie, Kinderalltag und der unterschwelligen Angst vor dem Unvermeidlichen - und schafft genau deshalb den Raum, über viel mehr zu sprechen als nur über das Spiel selbst.Micha tauscht sich mit Pumkin über diese besondere Atmosphäre aus; darüber, wie Eternal Afternoon Erinnerungen an den eigenen Kindersommer aktiviert und welche Erfahrungen beide mit Spielen teilen, die leise, aber nachhaltig mit uns arbeiten. Wenn ihr neugierig darauf seid, wie sich Panik, Langeweile und eine kleine, fast schon alltägliche Apokalypse in einem Spiel vermischen können, dann ist diese Episode euer Einstieg. Oh, und auch wenn ihr Outer Wilds mochtet. Hosted on Acast. See acast.com/privacy for more information.
WERBUNG | 1.) Serious about pleasure - PEUGEOT entdecken auf [Link weiter unten] 2.) Spiele Silberheim Evolving Card Game schon vor Release! Nimm ab jetzt am Beta-Test teil und sichere dir die Chance auf einen von zehn 100€ Steam-Gutscheinen: [Link weiter unten] ist ein taktisches Kartenspiel mit CCG-Elementen und einzigartigen Spielmechaniken. Tritt gegen andere aufstrebende Seelen an, schalte Fragmente frei und entwickle dich, deine Karten und die Welt um dich herum. Kämpfe um ein neues Leben auf dem Planeten Midoa und entdecke eine neue, große Fantasy-Welt, die weit über das Spiel hinausgeht. /WERBUNG Tim hat SAROS gespielt! Wie das ist? Erzählt er heute! Außerdem zocken er und Matthias SLAY THE SPIRE 2. Gregor hat sich derweil das kommende Action-RPG WYLDHEART angeschaut, holt außerdem RETURN OF THE OBRA DINN und OUTER WILDS nach. Fabian hat das knuffige DARWIN'S PARADOX durch, CAPCOM die nächste Compilation MEGA MAN STAR FORCE LEGACY COLLECTION im Angebot. Emotionale Diskussionen über ein mögliches Remake von THE LEGEND OF ZELDA: OCARINA OF TIME und das Comeback von STAR FOX runden diesen GAME TALK ab. Viel Vergnügen! Rocket Beans wird unterstützt von Peugeot & dem Team hinter Silberheim. Learn more about your ad choices. Visit megaphone.fm/adchoices
Welcome to Dev Game Club, where this week we continue our series on Majora's Mask. We finally get into a dungeon and also talk more about tone, weirdnesses in the save system, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Past the Swamp Dungeon Issues covered: the horror of becoming a deku, the Lynchian lens, production realities and narrative, liminal spaces, archetypes, Nordic or Tolkienesque influences, turning down the audio, thinking about other Zeldas, being exposed to something edgy as a youngster, parenting influences, being unclear about how one beat a boss, not teaching the player, feeling punished, overindexing on character, trying not to blame the player, feeling the time pressure, layering gameplay on the world, the strange ways the faeries are hidden, discussing what persists, the notebook and the perfect day, being weird that you can leave and not knowing the rules, having to make a 60 hour game, revisiting the save owls, fast traveling (and a little diversion into game history). Games, people, and influences mentioned or discussed: American Werewolf in London, Twin Peaks/David Lynch, Drew, Jim Henson, Dr. Seuss, God of War: Ragnarok, Lord of the Rings, Stephen King, CalamityNolan, Outer Wilds, Groundhog Day, Death Loop, Deadly Premonition, Ultima (series), Dragon Quest (series), Hitman, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Majora's Mask! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Outer Wilds x Genesis 1:26-28Your daily crossover of faith and fandom! Experience daily Biblical encouragement from nerdy Christian podcasters, bloggers, and content creators. Join the Nerd of Godcast community at www.NOGSquad.com
00:00:00 - Intro 00:03:56 - AI: The Somnium Files - Nirvana Initiative (Chris) 00:18:14 - Citizen Sleeper (Heath) 00:28:44 - Stardew Valley (Heath) 00:31:14 - Subnautica (Chris/Heath) 00:46:10 - Reacting to Samantha's Clair Obscur: Expedition 33 Thoughts 00:54:58 - The Hundred Line: Last Defense Academy (Chris) 01:01:20 - Slay the Spire 2 is Out in Early Access 01:02:43 - Surprising News Roundup (Bluepoint Shutdown, Phil Spencer Retires, PS5 Exclusivity Comeback, Project Helix Plays PC Games) 01:15:24 - Mobius Tubes Required Reading List 2026 01:47:13 - Closing Statements Send us an email at mobiustubespodcast@gmail.com Original release date: March 22nd, 2026 Mobius Tubes Required Reading List (2026) Hades Deltarune Inscryption Outer Wilds Prey (2017) Nier: Automata Into the Breach Red Dead Redemption 2 Return of the Obra Dinn Mass Effect Legendary Edition
Welcome to Dev Game Club, where this week we continue our series on Majora's Mask. We talk a bit about getting stuck, the structure, and do some extended catch-up on email. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Swamp Dungeon Issues covered: making it feel different, long-winded save mechanics, interrupting your play, expecting it to be okay to let the world end, the threatening moon, how games hold up, the usual strategy for reuse: more of the same, making the main mechanic out of a minor Ocarina mechanic, recontextualizing models and similar locations, the groom mask and the new interactions, constraining locations you can reach, the audio mix, being able to control for when certain events happen or not, being unclear on whether the water is poison, searching high and low for a bottle, a non-Nintendo moment, implying that the player could have been prepared, looking forward to more masks, reusing your engine, platform architecture converging, changing goals requiring changing programs, a podcast guidebook, Tim's annotated notes, finally having a list, recency bias, convergence of mechanics in AAA games, a story of a dev inspired by events and the podcast, asset flips, Majora's Mask inspiration. Games, people, and influences mentioned or discussed: CalamityNolan, Outer Wilds, Melancholia, Stranger Things, Wind Waker, Ultima, Hitman, GameCube, Oddberry Games, Vitor, Eye of the Beholder (series), Doom (series), Fallout (series), Monkey Island (series), Warren Spector, Origin Systems, Apple ][, PlayStation, Xbox, Unreal, Republic Commando, Call of Duty, Medal of Honor, Mystery Dip, Carlos, Dark Souls, Deadly Premonition, Hollow Knight, Ubisoft, Anthony Vaccaro, Synersteel Studios, Eric Heimberg, Sandra Powers, Nicholas Vaccaro, Maria Vaccaro, Valley of Shadow, What Remains of Edith Finch, The Witness, The Talos Principle, Raymond, Drew, David Lynch, Takashi Tezuka, Twin Peaks, Link's Awakening, Dwarf Fortress, Mors, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Majora's Mask Links: Valley of Shadow via Steam Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com mailto://devgameclub@gmail.com
Welcome to Dev Game Club, where this week we begin a new series on The Legend of Zelda: Majora's Mask. We of course set the game first in its time and at Nintendo before turning to the opening and the feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the first Clock Tower entry Issues covered: our ten-year anniversary, 2000 in games, a little timeline of Zelda, making a sequel on a short development cycle, reusing engines and making a better version of your game, reusing technology, switching from cartridges to optical media, asset reuse for characters, pricing changes and getting your money's worth, falling into the warm bath, consumptive conservatism, the strange opening and some title cards, us not remembering things about Navi, choosing the legend based on the hardware or the design idea, fitting the legends together, a continuation of Ocarina, film analogues, wanting to be in the room where it happened, presenting a known quest fabric to present you with not knowing very much, getting your ocarina back to reuse a mechanic, Skull Kid as marionette, getting new masks and therefore new powers, a diversion into a film, an unsettling feel to conversations, talking about RPGs and feeling the pressure of the main plot (or not), a lower-priority feature, thinking about your audience and what types of players you have, writing quality to support your main quest, admitting you're a video game, a debatable priority, building it into your character, how we play games heroically or not, where's the wish fulfillment. Games, people, and influences mentioned or discussed: PlayStation 2, The Sims, Deus Ex, Final Fantasy IX, Diablo II, Baldur's Gate II, RE: Code Veronica, Chrono Cross, Pokemon Yellow, Thief II, SEGA DreamCast, Spyro: Year of the Dragon, Vagrant Story, SSX, Skies of Arcadia, Rayman 2: The Great Escape, Paper Mario, No One Lives Forever, Donkey Kong Country (GBC), Crazy Taxi, Soul Calibur, Jet Set Radio, Star Wars: Starfighter (series), Smuggler's Run, Eiji Aonuma, Shigeru Miyamoto, Uncharted 2, Mass Effect 2, Ultima (series), Warren Spector, Richard Garriott, Ultima Underworld, Jedi Knight, Outlaws, Full Throttle 2, RTX Red Rock, Gladius, SquareSoft, Nintendo 64/GameCube, Twilight Princess, Roblox, Fortnite, Minecraft, LEGO, Capcom, Groundhog's Day, Outer Wilds, Rogue, Run Lola Run, A Trip to the Moon, Georges Méliès, Breath of the Wild, King of Masks, ColonelKovalyo, Morrowind/TES (series), Fallout (series), Metal Gear Solid, Republic Commando, Halo: Infinite, Paul Crocker, Troy Mashburn, Justin Dinges, Richard Lemarchand, Clint Hocking, Naughty Dog, Crystal Dynamics, Insomniac, Spider-Man (series), Sucker Punch, Ghosts of Tsushima (series), Sasha, Symphony of the Night, Lani Lum, Hitman (series), Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Majora's Mask! Notes: The word Brett was searching for was "optical" media. We regret the brain fog and blame the cold medicine. Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Our website: https://www.itstwobrothers.com/ Discuss this episode at reddit.com/r/ItsTwoBrothersPodcast The episode in which Jason is super burnt out and sick. But we soldier on with some great albums and learn that the kazoo is a powerful instrument! Asal - Missing Something Rainh - Ether Luminifer Imogen Heap - Speak for Yourself Melt-Banana - Fetch Also in this episode: Steven is on an amazing title streak. Harshly judging marching bands. Radio vastly improves Outer Wilds 2. Jason cannot avoid making too much food. Do cannoli count as a light dessert? Makin history for Christmas dinner (pic of one of the Cornish hens) PLUR1BUS - Join Us! Steven is playing Ocarina of Time and Bloodborne wrong. Jason is gonna be in a cartoon! Dr. Apples Lazy Lounge, coming in 2026! (me at 43 seconds!) Future Diary (Mirai Nikki) is a trip. Death Parade is amazing and Steven doesn't watch good anime apparently. Super dated VR news! 2026 State of the Podcast Address. Some other links from our various tangents: Hide and Seek live version Next time we're doing a live listen! But if you want to listen ahead of time, here is what we picked! Sweet Pill - Where the Heart Is The Necks - Bleed Support It's Two Brothers by contributing to their tip jar: https://tips.pinecast.com/jar/itstwobrothers This podcast is powered by Pinecast.
Welcome to Dev Game Club, where this week we continue our series on Ultima IV. We talk about the boat, we talk about dungeons (a tiny bit), we deep dive into NPCs and consequences, we talk about the quests and how everything is in the world, and answer some listener email. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More of Ultima IV (Much more, in B's case) Issues covered: revisiting locations and finding new things, a game that does a lot with a little, everything existing in the world, getting to know the world, NPCs sharing sprites and being hard to remember, getting a ship and fighting your way on, broadside combat, dying to a waterspout, wanting to search the oceans, badly simulating tacking, riding a horse, being interrupted in any location, trying to replicate the tabletop experience, feeling like a "yes" game, whether what you do matters, can you be a thief, watering down a morality system, having a limited palette of options at any one time, layering frosting, taking out the friction and icky feeling, the niche audience of some RPGs, taking elements from older games and bringing them into modern games, asking questions of the player who is also the character, avoiding the uncanny valley, an aside into adventure mode, the horseshoe effect on NPCs, reaching the limits of what the human brain can contemplate, an aside into Dunbar's number, facing the same challenges, chunking chapters, feeling the anxiety of there being too much, coalescing your notes from time to time, the telescope moment and seeing the map, the lack of loot, preparing to do things, validating your assumptions, having to revisit everywhere, the friction of Pikmin, getting good controllers, handheld mode, the Wavebird, bouncing off character creation, character creation we've liked, wanting a story to wrap around a more specific character, the generic hero, having fun with a character creator, a freeing character creator. Games, people, and influences mentioned or discussed: Final Fantasy (series), Gold Box (series), Eye of the Beholder, Outer Wilds, The Witcher (series), Beowulf, Dungeons & Dragons, Wizardry (series), BioWare, Mass Effect, BioShock, Dishonored, CD Project Red, Cyberpunk 2077, Baldur's Gate III, Thief, Robin Hood, VtM Bloodlines, Undertale, Dark Souls, Land of the Lost, Dwarf Fortress, Planescape: Torment, Metroid / Castlevania, Richard Garriott, Sasha, Pikmin, Nintendo, Shigeru Miyamoto, Switch, PlayStation, Analog Pocket, Ashton Herrmann, Monkey Island, Wing Commander, Morrowind, Fallout 3, Dragon Age: Origins, Bethesda Game Studios, Blizzard, World of Warcraft, Diablo (series), Metal Gear Solid V, Hideo Kojima, Saint's Row IV, Call of Cthulhu, Asher, Cuphead, KyleAndError, Hitman, FFSZilla, MGS: VR Missions, 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: 38:30 Links: Majuular Ultima IV video recommended by Chris Next time: Finish Ultima IV Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
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 return to our series on Pikmin. We talk about returning to the game after a break, the macro structure and persistence of the levels, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Several more hours Issues covered: Defeating Games for Charity, relearning the controls, figuring out what you were trying to accomplish, naming buttons, persistent units and worlds, exploratory sandboxes, reinforcing replay, Nintendo creating something new, things that are hard to classify into genres, the order of operations, plate-spinning and de-stressing, gameplay paradigms, not knowing when you have the right tools, the ticking timers, limited knowledge to find, the puzzly boss, learning how well you can recover, gentle fail states, not telling you everything you might want to know, the un-Nintendo timers, day/night cycles, hitting enemies out of the air, loss aversion, Olimar salting the wounds, leading plant people, delightful music, finding where you can review our podcast, settings in games, trying to preserve an experience, console hardware revs, different forms of remake, ideal versions of settings, not opening up the settings, prerendered cutscenes, motivated choices due to hardware, remembering your audience. Games, people, and influences mentioned or discussed: Video Game History Foundation, Dwarf Fortress, Project Octavia, Hollow Knight, KyleAndError, Unreal, Homeworld, Starcraft, Warcraft, Splatoon, Breath of the Wild, Tears of the Kingdom, Incredible Machine, WarioWare, UFO 50, Metroid, Majora's Mask, Outer Wilds, Apocalypse Now, Hajime Wakai, Benimanjaro, mysterydip, Silent Hill 2, Rogue, Resident Evil, Halo, Saber Interactive, Hitman, Final Fantasy (series), PS1, Chrono Trigger, Blizzard Entertainment, World of Warcraft, Tomb Raider, Quake, Minecraft, Ed Fries, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish Pikmin! Links! Defeating Games for Charity Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we revisit our series on Portal with another bonus interview with Kim Swift. We get a look at the game from which it came before hearing about the development proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:23 Interview 1:03:02 Break 1:03:25 Outro Issues covered: Kim's history, deciding where to go to college, learning to program, working with a team over multiple years, pitching each other, mixing interests, learning to work together, figuring out collaboration, the student showcase, showing to Valve, a sudden audience of twenty, walking away with a job offer, taking away only the ideas, showing at the IGF while building the new game, acquiring in Valve, a six month tech demo, borrowing the art direction, a useful constraint, extending six months more, the everyday feeling and being able to have fun, getting another year to go in the bundle, adding the behind the scenes stuff, the writing and level-building process, evaluating player progression and feeling, post-processing and robotizing your voice actress, mapping out the levels in little triples, responding to the player, a master class in tutorialization, iteration through playtesting, celebrating just shipping... and then, testing the games, focusing on your own stuff, always learning, going back to the roots, brand management, getting to do lots of new things, a game that reflected its own making, games being hard enough to make, feeling the joy, a great constraint, growing the world-building, no macro plan, how games reflect their making, explaining SKUs. Games, people, and influences mentioned or discussed: Narbacular Drop, DigiPen, Valve, Gabe Newell, Erik Wolpaw, Left 4 Dead, Airtight Games, Quantum Conundrum, Amazon Games, EA Motive, Google Stadia, XBOX, NEAR Studios, Game Boy Advance, Super Nintendo, Tim Schafer, EverQuest, Jeep Barnett, Garrett Rickey, Dave Kircher, Lost Vikings, Robin Walker, Team Fortress 2, Crystal Dynamics, Realm Lovejoy, Human Head, Prey, Half-Life (series), Randy Lundeen, Chet Faliszek, John Guthrie, The Orange Box, Heather Cerlan, Hawthorn, Pikmin, Outer Wilds, Calamity Nolan, Final Fantasy IX, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Pikmin? Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
We didn't want to go 2 weeks without putting something out some come listen to us read your messages, talk about books, Outer Wilds, and go over the podcasts Spotify Wrapped!
Welcome to Dev Game Club, where this week we try something a little different. Unattached to any particular game, we chat with Ed Fries, a long-time video game developer most well-known for his work shepherding the early days of Xbox and Microsoft Game Studios. We talk about five games of his early years that particularly affected him. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:16:35 Break 1:16:48 Outro Issues covered: a new model for interviews, productivity software wars, a child of engineers, Lunar Lander on a calculator, 6800-based kit computer and programming in assembly, cardboard computer, jumping from BASIC to assembly language, using a print terminal, modem sounds, competitive Asteroids, the first real video game, oscilloscopes and radar, complaining to the dentist, inspiring a generation of programmers and engineers, learning by typing from magazines, the 8-bit microprocessor, getting a 6502 square root routine from Woz, using a computer terminal, an intro to Rogue and its procedural elements, a things-going-wrong simulator, "there were not that many games in the world," building a game for different player types, the D programming language and other alphabetic languages, a short remembrance of Dani Bunten Berry, Multiple Use Labor Elements, how M.U.L.E. plays, screwing your buddies, similarities to Euro strategy games, the auction phase, crystite mining, a literary game, the first original IP character in a video game, moving from real caves to fantasy, some connections, album covers from EA, expensive personal computers. Games, people, and influences mentioned or discussed: Frogger, ROMox, The Princess and the Frog, Ant Eater, Sea Chase, Tom and Ed's Bogus Software, Tom Saxton, Sucker Punch, Microsoft, Ender's Game, Phil Spencer, Xbox, Bungie, Ensemble Studios, Rare Limited, World of Warcraft, Gabe Newell, Atari 2600, Halo, 1Up Ventures Fund, Psychonauts, Keeper, Tim Schafer, Boeing, Digital Equipment Corporation, Lunar Lander, CARDIAC, Nintendo Labo, Apple ][, Atari 800, Space Wars, Asteroids, Nolan Bushnell, Ampex, Ted Dabney, Computer Space, Nutting Associates, Computer Trivia, Pong, Homeworld, Steve Wozniak, Rogue, Defeating Games for Charity, Dark Souls, HACK, PDP-11/VAX, Epyx, Walter Bright, Sid Meier, Civilization, Bruce Shelley, Age of Empires, M.U.L.E., Dani Bunten Berry, Seven Cities of Gold, Settlers of Cataan, Diplomacy, AJ Redmer, Maxis, Will Wright, Dungeon/Zork, Don Daglow, Tim Anderson, Colossal Cave Adventure/Advent, Infocom, Frank Cifaldi, Video Game History Foundation, Kate Willaert, Will Crowther, Don Woods, Mike Haas, Andrei Alexandrescu, 2001: A Space Odyssey, Populous, The Bard's Tale, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! or more Pikmin TTDS: 40m 6s Links: Ant Eater source Princess and Frog source Sea Chase source Nitro source Errata: I misspoke with respect to the co-inventor of D, it was Andrei Alexandrescu. We regret the error. Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
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
Michael and Eric return for another episode of State of the Save, diving deep into two wildly different retro experiences. Michael takes on Metal Gear Acid for PSP—a tactical, card-based spin on the Metal Gear Solid series with a plot twist no one will see coming. He also celebrates rolling credits on Final Fantasy Tactics: The Ivalice Chronicles and admits to falling into Monster Hunter Generations Ultimate thanks to some questionable impulse control.Meanwhile, Eric embraces the Halloween spirit with Haunting: Starring Polterguy, a Sega Genesis cult classic full of ghoulish humor and haunted hijinks. He also shares his thoughts on Ninja Gaiden 4, exploring how it stacks up to the series' legendary past.To close out the episode, the duo trade picks once again—this time featuring a spooky ghost-ship mystery and a game from one of Eric's favorite series.Follow @StateOfTheSave on Instagram and Bluesky for show updates. Watch full episodes, clips, and live playthroughs on YouTube, Twitch, and TikTok. Don't forget to subscribe and leave a review—every rating helps more gamers discover the show.Timecodes: 0:00 - Intro3:03 - Final Fantasy Tactics: The Ivalice Chronicles13:30 - Monster Hunter Generations Ultimate16:55 - Ninja Gaiden 427:05 - Outer Wilds 2 looks interesting/Obsidian Games35:22 - Mass Effect Andromeda40:19 - Haunting: Starring Polterguy58:30 - Metal Gear Acid1:13:35 - Eric's Pick with Michael1:23:28 - Michael's Pick for Eric
We're joined by Brandon Adler and Matt Singh from Obsidian Entertainment to chat about the evolution of the Obsidian RPG and where the studio goes from here. In the news: Amazon shutters Amazon Games Studio and ending the MMORPG New Worlds after a 15 years attempt at dethroning Steam to shift to AI. Is Twitch on the chopping block as well? A remake of Halo CE was announced for Playstation (and XBOX.) We try to understand Digimon, Arc Raiders is fun, Path of Exile drops a peak league, we glaze Dispatch and more! 0:00 - Intro1:20 - Halloween10:00 - New World gets shuttered16:00 - Amazon trying to compete with Steam32:00 - Halo: Campaign Evolved37:50 - Ball x Pit42:20 - 20k bot47:50 - Digimon Story: Time Stranger1:00:25 - Obsidian interview1:01:00 - Outer Wilds 2 or The Outer Worlds 2?1:16:00 - Flaws1:34:20 - Difficulty1:58:00 - Trails in the Sky FC2:05:40 - Arc Raiders2:13:10 - Silksong2:24:00 - Path of Exile 12:26:40 - Dispatch2:30:10 - Keeper2:34:00 - Ire: A Prologue2:39:30 - November releases2:41:20 - Tormented Souls 22:45:50 - RV There Yet2:56:20 - ShoutoutsSee omnystudio.com/listener for privacy information.
This week we're checking in on Battlefield 6, Justin (not) playing Genshin Impact's new Roblox mode, and Nicco playing Outer Wilds without spoiling it. Also, RIP Limp Bizkit guy?MORE PLACES TO FIND USCrubscribe ► https://bit.ly/CrubcastGet the show early and get exclusive content at our Patreon ► https://www.patreon.com/crubOur Crubcasts are recorded LIVE at https://www.twitch.tv/crub_official every Tuesday at 7pm Eastern, with EXCLUSIVE Pre- and Post-ShowsJoin our Discord ► https://crub.org/joinBlueSky ► https://bsky.app/profile/crub.orgCome join our Steam group ► https://steamcommunity.com/groups/crubclubPodcasts are available on Apple, Google, Spotify, and other platforms are available at ► https://crub.orgSHOW NOTESThis is the band Nicco mentions at the end:https://en.wikipedia.org/wiki/The_Callous_DaoboysTODAY'S CRUBCAST HOSTSChris: https://www.youtube.com/@MykonosFanJustin: https://www.youtube.com/@WorldFamousJtart9Moriarty: https://www.youtube.com/@reallycoolNicco: https://www.youtube.com/@allhailbucketsCHAPTERS00:00 How's Battlefield 6 been?19:10 A very quick Pokemon Legends Z-A check-in21:19 Justin's played Genshin, but not the new content26:43 And a quick anime check-in29:15 Nicco talks about his first Outer Wilds playthrough, no spoilers just vibes36:07 "So I started listening to the entire Limp Bizkit discography..." ★ Support this podcast on Patreon ★
Welcome to the Backlog Busters, Season 8 - Episode 41. Mathman, Hootz, and BlazeKnight discuss playing new games, birthday celebrations, silent auctions, and children getting married. At the end of the episode, we dish out top secret tips for Mega Turrican and Jeopardy! Sports Edition for the Genesis. We also played some games...Hootz - Carrion, Monster Hunter: Wilds, Outer Wilds, Pokemon Legends Z-AMike - Mega Man 6, Castlevania IV, Gain Ground, Bravely Default IIRyan - No Man's Sky, a ton of arcade games...If you were a patron, you would hear all the stuff we talk about before and after the theme music. You never what you'll hear!If you would like to have more of the Backlog Busters in your life, head on over to the socials and follow these fine folks:Blue SkyBacklog BustersMathman1024BlazeKnightSkinnyMattAlso, don't forget to join the Discord and be part of the fun.Patreon link -->patreon.com/BacklogBustersSkinnyMatt's Extra Life page --> here
Support my work on Patreon- https://patreon.com/realdavejackson Join the Tales from the Backlog Discord server- https://discord.gg/kAqSBb6jH2 Buy me a coffee on Ko-fi- https://ko-fi.com/realdavejackson As I said way back in The Outer Wilds episode, I respect the hell out of that game and think it's a miracle, but I didn't love it as much as others, and I kind of wish I could Eternal Sunshine that game out of my mind and try again. But as it turns out, the Echoes of the Eye expansion gave me just that chance. Did lightning strike twice? Did the game that "you can only truly play once" work again? Listen in and find out. Guest info: Rick Firestone (he/him) * Check out Pixel Project Radio https://linktr.ee/pixelprojectradio * Follow Rick on Bluesky https://bsky.app/profile/pixelprojectradio.bsky.social TIMESTAMPS * 0:00 Title Card * 0:23 Introductions * 6:08 Thoughts About Outer Wilds * 9:11 Thoughts About Echoes of the Eye * 24:14 Pixel Project Radio Podcast * 26:42 SPOILER WALL and Patron Thank-Yous * 28:40 Spoiler Section- Initial Discoveries * 48:05 Spoiler Section- A New World to Explore * 1:24:00 Spoiler Section- Story Analysis and Endings Music used in the episode is credited to Andrew Prahlow. Tracks used: The River, River's End, Elegy for the Rings, Echoes of the Eye, Departure Check out Dave on Retro Hangover's King of Games '99 series: https://linktr.ee/retrohangover Check out Dave on The Tiny Game Chronicles: https://tinyurl.com/m5jhfat9 Social Media: BlueSky- https://bsky.app/profile/tftblpod.bsky.social Instagram- https://www.instagram.com/talesfromthebacklog/ Cover art by Jack Allen- find him at https://linktr.ee/JackAllenCaricatures
We're back to our hopscotching ways, as we land upon Sonny Boy, an overlooked original anime from 2021, thanks to a Patreon pledge. Does it deserve another look? Take a listen and SEE
Jake, Tony, and friend of the show Bora talk about the wonderfully weird Brave Fencer Musashi on the PS1. Bora makes rad music! Check out Cojum Dip!We also talk about Total Warhammer 3, Warhammer 40K Dawn of War Definitive Edition, Shape of Dreams, Outer Wilds, The Bazzar, Peak, Aethermancer, FINAL FANTASY TACTICS - The Ivalice ChroniclesGot a game suggestion? Reach out to us via Email or Twitch! Email: heyilikethatgame@gmail.comTwitch: twitch.tv/heyilikethatgameHeyilikethatgame.rocks #propagatethepod
Welcome to the Backlog Busters, Season 8 - Episode 39. Mathman, BlazeKnight, and Hootz discuss the new LEGO GameBoy set, birthdays, mini golf, and spending time with our children. We then take a moment to discuss the price hike of Xbox Game Pass... At the end of the episode, we dish out top secret tips for Super Smash T.V. and The Addams Family (SNES). We also played some games...Mike - Oracle of Seasons, Bloodstained: Curse of the Moon 2, ComixZone, Ducktales: Remastered, Baldur's Gate 3Hootz - Tempopo, Carrion, Monster Hunter: Wilds, Outer Wilds, Welcome TourRyan - Chained Echoes, Doki Doki Literature ClubIf you were a patron, you would hear all the stuff we talk about before and after the theme music. You never what you'll hear!If you would like to have more of the Backlog Busters in your life, head on over to the socials and follow these fine folks:Blue SkyBacklog BustersMathman1024BlazeKnightSkinnyMattAlso, don't forget to join the Discord and be part of the fun.Patreon link -->patreon.com/BacklogBustersSkinnyMatt's Extra Life page --> here
Hello, Storygoers! Welcome back to another video Episode!! We hope you are enjoying this new format for our bigger monthly stories. Join us as we dive into the beautiful and sometime overwhelming world of Outer Wilds. A story about the universe and our place in it. So come join us as we maybe find the meaning of life! Let us know what you think of our bedtime stories on our Instagram or by emailing us at tal3sfromth3cartridg3@gmail.com. You can also find us on Instagram by dming us, commenting on our posts, or commenting under this episode on Spotify in our posted question. We'd love to know what you like and don't like, and the stories you'd like us to cover next.
Welcome to the Backlog Busters, Season 8 - Episode 37. Mathman, Hootz, and special guest, Nate, discuss finding childhood toys, finishing books, playing golf with friends, and soccer games against a friend's team. At the end of the episode, we dish out top secret tips for Gaiares (Genesis) and Ikari 3 (NES). We also played some games...Nate - Super Mario Bros. 2, Skate, Tears of the Kingdom, Trails in the Sky, Madden 26, Fire Emblem: AwakeningHootz - Nintendo Switch 2 Welcome Tour, Outer Wilds, Doom: EternalRyan - Chained EchoesIf you were a patron, you would hear all the stuff we talk about before and after the theme music. You never what you'll hear!If you would like to have more of the Backlog Busters in your life, head on over to the socials and follow these fine folks:Blue SkyBacklog BustersMathman1024BlazeKnightSkinnyMattAlso, don't forget to join the Discord and be part of the fun.Patreon link -->patreon.com/BacklogBustersSkinnyMatt's Extra Life page --> here
Welcome to Dev Game Club, where this week we complete our series on Portal. We talk about the ending part of the game, the increasing difficulty, the cake, and the boss and declare ourselves Still Alive. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: puzzle hockey stick, having puzzles cross through multiple rooms, mechanical additions to the sequel, limiting the additional portal mechanics, having to think about getting across rooms, timing puzzles, how the portals line up, not supporting the twitch elements well, is Chell an android? (she is not -B), the feeling of escape, test subjects getting behind the walls, tactical freedom vs strategic freedom, the importance of context, the meta aspect of these narratives, the subtlety of the cake (until it isn't), "now I'm in Half-Life," competing with Black Mesa, the boss fight, thinking in portals, the final exam and having all the tools, timers as a crutch, the perfectly balanced end point, seeing the outside and being in the Half-Life world, the cake room, the character of GLaDOS as an amalgam of personality modules, triumphant GLaDOS, "the cake is a lie," the game hitting in a different way, the Weighted Companion Cube, having to be interactive, using games as a substrate for "non-interactive" entertainment, the grungy environment vs what's going on, a better show than a game (except maybe a couple of scenes), freeing your mind, the limits of new mechanics, being just one idea with some small sub-ideas, lean/no fat, really great onboarding, a light touch with narrative, everything coming together and artistic cohesion, a meta moment about the SteamDeck, portals!, safety in the portals, portal-based renderers, the one game that brought you in, another very kind review that we sometimes live up to. Games, people, and influences mentioned or discussed: The Stanley Parable, BioShock, Half-Life, President Obama, Claire Danes, Chris and Susan McKinley Ross, Jonathan Coulton, Ellen McLain, The Office, Office Space, Fallout, Saw, Ex Machina, Alex Garland, The Last of Us, Giovanni Giorgio Morodor, Diana Ross, Daft Punk, Fez, Fumito Uedo, Keita Takahashi, J. K. Simmons, Stephen Merchant, Jacques Rivette, Valve, Aperture Desk Job, Erik Wolpaw, Calamity Nolan, BioStats, Endofunctor, Morrowind, Halo CE, Paolo, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we kick off a short series on 2007's Portal. We talk about the year it came out, a bit about Valve and the Orange Box, before talking about the game's development history and then some topics about the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to/through Test 12 (because Tim can't follow directions) Issues covered: 2007 in games, motion-controlled archaeology, the box of goodies that was The Orange Box, Team Fortress 2 and hats, connecting console accounts to Steam, Steam history and digital copies, "introducing Portal," long development time on TF2, character silhouettes, The Most Perfect Video Game, not knowing what you have, a killer first game, deep dives, giving permission to not shoot things, building up knowledge in puzzle games, Match 3 puzzle games, not seeing the game coming, the sequel, gating progress on mechanical knowledge, stepping through understanding portals, "this is impossible," subverting the player, learning without realizing it, increasing complexity, the magical opening portal moment, the infinite regress, whether you'd still take that deal, simple UX methods to help players get over the first-person thinking, embedding information in the world and fiction, narrative design vs writing, the voice of GladOS, where lore works for Brett, expanding the world of Half-Life. Games, people, and influences mentioned or discussed: BioShock, Halo 3, Super Mario Galaxy, God of War II, Mass Effect, Metroid Prime III, Tomb Raider: Anniversary, Tomb Raider: Legend, Crystal Dynamics, Wii, Jason Botta, Eidos/Square, CoD4: Modern Warfare, Crysis, Uncharted, Assassin's Creed, The Witcher, Rock Band, Nintendo DS, Phantom Hourglass, Hotel Dusk, Cooking Mama, STALKER (series), Metro (series), Trespasser, Half-Life (series), Mark Laidlaw, Dario Casals, Gabe Newell, The Orange Box, Team Fortress 2, PlayStation, The "Black Box," Quake, Pixar, Steve Meretzky, Norm MacDonald, Skyrim, Claire Danes, Narbacular Drop, My So-Called Life, Baz Luhrmann, Strictly Ballroom, Nuclear Monkey Software, Kim Swift, Jeep Barnett, Tacoma, Little Women, Greta Gerwig, DigiPen Institute of Technology, 343 Industries, Firewatch, Campo Santo, Outer Wilds, The Stanley Parable, The Talos Principle, Antichamber, Gone Home, The Witness, Zelda, MYST, PopCap, Puzzle Quest, Bejewelled, Fez, Homeland, Chet Faliszek, Eric Wolpaw, Old Man Murray, 2001: A Space Odyssey, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Finish Portal and Takeaways! Links: The Most Perfect Video Game (Note: I remembered this as longer, especially after the switch, but it's great) Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com
Outer Wilds is a cozy adventure game about the thrill of exploration and the triumph of curiosity. You walk in the footsteps of a long-gone civilization to find your way out of a deadly time loop, ultimately triumphing and being reborn. The game's expansion, Echoes of the Eye, takes a bit of a darker tone. You explore an artificial world haunted by precursors who aren't quite as gone as you've been led to believe. There are some real design missteps here, and we talk about them, but also talk about what makes Outer Wilds in general work for us in spite of them.
Welcome to Dev Game Club, where this week we complete our series on a pair of empathy games, Papers, Please and Cart Life. We spend some more time with Melanie and her coffee hut before turning to our takeaways, shared between both games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Several days of Cart Life Issues covered: the tutorialization in the Melanie story, a whole functioning town, replaying the first few days, real world flexibility, entering a potential failure state, adding parenting into the mix, encountering a bug, reading deeply into the simulation, having a meaningful experience without a systemic backing, supporting the illusion of systems, being forced to have your daughter go to her dad's, bugs and not being sure, losing Andrus's cat, dream sequences, having trouble wanting to play the game, adventure game topics and language, high pressure time, topics in other games, keywords, production economy, words as an inventory, life under capitalism vs authoritarianism, depriving a character of connection, choosing coffee due to life choices, not taking baristas for granted, useful friction and life, min/maxing the simulator vs trying to experiment with it, the horror of retail, opportunities for connection, making the game or life go more quickly, getting OCD with espresso, the physical repetitive tasks, "playing anything," what motivates play and games, being naturally empathetic with the character, choosing an abstract aesthetic, production techniques for lo-fi heart and enabling creativity, being glad that such games exist, tactility of game elements, abstraction and QTEs, Easter eggs. Games, people, and influences mentioned or discussed: BioStats, CalamityNolan, Samuel Jackson, Pulp Fiction, Twine, The Walking Dead, David Lynch, Dark Souls, Ultima (series), Her Story, Sam Barlow, Hal Barwood, Return of the Obra Dinn, Mad Libs, howling dogs, WarCraft, Gilmore Girls, The Sims (series), Skyrim, Typing Tutor, Sabrina Carpenter, Receiver, Ian Bogost, Play Anything, Power Washing Simulator, Kim Jung Gi, Sierra, The Last of Us, Cleo 5 to 7, Jeanne Dielman, Chantal Ackerman, David Cage, God of War, Outer Wilds, Passage, Brad, Jason Rohrer, N. K. Jemisin, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: BioStats and CalamityNolan's interview with another host Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on empathy games, returning to discuss a little more about Papers, Please before digging into Cart Life a bit. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A bit more of Papers, Please and a little bit of Cart Life Issues covered: thanks for the interview, a bit about Twin Suns Corp, showing earlier versions of the game, a vertical slice with all the game play, getting fired, building up through the systems, was this my run, tactility in games, citations and the space they take, space economy, inventory management by comparison, encumbrance, restriction on space, card games and space, making citations bigger, where's the money coming from, thinking about decisions, the save system, leveraging the save system to have space for warnings, a generous save system, you have to make the whole game, the spread of subversion, not playing through multiple times, an unfortunate bug, GDC and the IGF, festival games on the show floor, a history of game issues, the two storylines we're playing, a dark story of divorce, differences between the cart stories, more adventure game than expected, having a hard time getting a cart and also being too late to pick up your daughter, difficulty and opacity, a film equivalent, Brett's fantasy recs, Papers Please and authenticity, controlling your population in authoritarian regimes, stereotypes in games. Games, people, and influences mentioned or discussed: CalamityNolan, BioStats, Kaeon, KyleAndError, Project Octavia, Harley Baldwin, Republic Commando, Choose Your Own Adventure, Mark Garcia, The Room, SpaceTeam, Gorogoa, The Elder Scrolls, Marvel: Snap, Magic: The Gathering, Yu-Gi-Oh, Netrunner, Prince of Persia: Sands of Time, The Last Express, Nier: Automata, Spelunky, The Walking Dead, Richard Hofmeier, howling dogs, Porpentine, itch.io, Ad Hoc, Telltale, The Wolf Among Us, Adventure Game Studio, The Sims, Tow, Rose Byrne, Max, Chronicles of Thomas Covenant the Unbeliever, Raymond Feist, Riftwar saga, Piers Anthony, The Belgariad, David Eddings, Wheel of Time, Robert Jordan, Song of Ice and Fire, George R.R. Martin, Dave Duncan, Ursula K. LeGuin, Tales of Earthsea, Robert Jackson Bennett, Divine Cities trilogy, Founders trilogy, Terry Pratchett, Discworld, Adrian Tchaikovsky, Shadows of the Apt, Robin Hobb, Farseer trilogy, Martha Wells, Murderbot Diaries, Books of the Raksura, Lois McMaster Bujold, Vorkosigan saga, J. R. R. Tolkien, The Hobbit, The Lord of the Rings, John LeCarré, Lee Child, Jack Reacher, Claudiu, Chernobyl, Outer Wilds, Kirk Hamilton, Aaron Evers. Next time: More Cart Life Oops: What I was going to say at the end there is that This War of Mine caught some flak for not accurately representing how people would come together in times of strife (though generally the critical reception was very positive) Links: First look stream of Project Octavia Twitch: timlongojr and Twin Suns Corp Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on indie games, by looking at Papers, Please. We talk a bit about Lucas Pope, its creator, and then turn to the game's mechanics and themes. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: One or two playthroughs Issues covered: tactile job simulation games, empathy and commentary, tactility and user interfaces, how it plays, the mechanics post-day, plate-spinning, all the various things you have to check, a nerve-wracking experience, stamping passports, turning the screws, paying vs not paying for things, stereotypical regimes, indie games coming up with new interesting mechanics and AAA borrowing them, justifying denial of entry, having your options limited by bureaucracy, ways that days can end, the timer pressure, dehumanizing the process, describing the board game Train, opportunities for subversion, coins, being recruited for espionage, a precedent for weapon power mechanics. Games, people, and influences mentioned or discussed: Shirley Jackson, The Lottery, Cart Life, Persuasive Games, Ian Bogost, Fez, Naughty Dog, Helsing's Fire, Return of the Obra Dinn, Moida Mansion, Playdate, Mars After Midnight, The Lives of Others, Fumito Ueda, Uncharted 2, Balance of Power, Chris Crawford, Seamus McNally, Train, Brenda Romero, Keita Takahashi, Katamari Damacy, To A T, Pidy Retsym/Mystery Dip, Quoggim Logglehoggle, NES, Cave Story, Blaster Master, Daisuke Amaya, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Twitch: timlongojr Discord DevGameClub@gmail.com (show notes updated to attempt to force AP to update)
We're joined by Billy Basso (Animal Well), Ben Wilson (Saltsea Chronicles), Kayin (I Wanna Be The Guy), and Adam Conover (Adam Ruins Everything) to discuss Mini & Max, the 45th game in the UFO 50 collection. “Mini and her dog Max are locked in the storage room. Harness the magic of shrinking to escape!” Next week: Combatants Audio edited by Dylan Shumway Discussed in this episode: Animal Well Triple Physical Release https://www.youtube.com/watch?v=vjRxh0v08yo The Legend of Zelda: Tears of the Kingdom https://www.nintendo.com/us/store/products/the-legend-of-zelda-tears-of-the-kingdom-nintendo-switch-2-edition-switch-2/ Outer Wilds https://www.mobiusdigitalgames.com/outer-wilds.html Spelunky https://www.spelunkyworld.com/index.html Uurnog: Uurnlimited https://rawfury.com/games/uurnog-uurnlimited/ Everything https://www.doublefine.com/games/everything Tux and Fanny https://www.gog.com/en/game/tux_and_fanny Tinykin https://www.tinykingame.com/ Caves of Qud https://www.cavesofqud.com/ Adam Conover Live Tour https://www.adamconover.net/ Zero Fifty One zerofiftyone.net https://www.youtube.com/eggplantshow http://discord.gg/eggplant https://www.patreon.com/eggplantshow
Welcome to Dev Game Club, where this week we continue our series on indie games with an interview with William Pugh of Crows Crows Crows, one of the principal developers of The Stanley Parable. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:06 Interview 1:04:15 Break 1:04:49 Outro Issues covered: his way in, modding for Mario and fan games, blaming our parents, planning to work for Valve, seeing a format for drama and small teams, turning "we'll see" into "whoopie!", being young when you start, early success and having to learn, being your own boss in indie, watching others, therapy, the crush in the industry, market share and Steam, misguided and unsustainable investment, hoping you can ride your past success after gaps in release, mansion success vs terrace house success, remote development living at home, using... nontraditional game development tools, production: the hardest part, a negative learning experience, killing yourselves for the game, "indie developers are certifiably nuts," intelligence and humor, working for the flowchart of it all, going from a console port to adding more and more content and expanding out to be a multi-platform release, a check that's difficult to cash, finding ways to subvert and surprise, a great trailer and setting a trend, day to day iteration on an anthology, not locking things behind meta gates but changing that up in the sequel, bringing in the bucket, maintaining the original and lovingly adding using the parts you have, having confidence, drawing the line when co-creators are happy, validating your own feelings through playtest, trusting in your own taste, team dynamics and having team members get a say, building and having to throw away, the pressure of the first 15 minutes, grabbing attention and compelling to play more... across the game, subverting the mental map, the impact on future work, edging into new areas, having to overdeliver on expectations and at a high level, needing to hit by the time it arrives, reverse-engineering the game development career, getting good advice, spending the time for the quality, seeing the player, not knowing how you'd extend it, really knowing their parameters, interpreting player feelings, the uselessness of focus-testing, overdoing it on the risk aversion. Games, people, and influences mentioned or discussed: Team Fortress 2, Portal, Davey Wreden, Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald: A Whirlwind Heist, Accounting/Accounting+, Valve, Left 4 Dead, Mario (series), Nintendo, Macromedia Director, Garry's Mod, Narbacular Drop, DigiPen, The Lord of the Rings, Microsoft, Sonic the Hedgehog, Fez, Spelunky, Skype, Dropbox, MSPaint, Google Docs, Chet Faliszek, Indie Game: The Movie, Mark Rein, PlayStation 4, Karla Zimonja, LucasArts, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ... TBA! Twitch: timlongojr Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we revisit our series on Gone Home and walking simulators with an interview with Karla Zimonja. We talk about Karla's early career before transitioning to talking about Minerva's Den and get a lot of great gems from the development of Gone Home. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 01:02 Interview 1:21:00 Break 1:21:30 Outro Issues covered: early life and education, stop motion animation and puppetry, Squigglevision, no usual paths into games, transitioning to 3D animation, getting on the content mill, getting in, repetition and burnout, doing tons of research and visual design, picking the soundtrack and working on voice, a small team covering a lot of stuff, putting together clipped out letters, covering all the bases for graphic design/props/and more, digital hoarding, moving to Portland, having a great production, making the bros cry, getting onto Steam, critical acclaim getting you to market, taking out the combat, removing rather than replacing, environmental storytelling, setting the game in the 90s, being aware of the world and having no cellphones, setting yourself up for rigor, pacing, tying together time and space, knowing where the player will go, going to the second floor vs the first floor, putting chunks together, a mind map, callbacks between props, forgetting you're in a video game, the story doesn't exist without the player putting things together, the IKEA effect, situating the journal in Sam's perspective, audio logs, Katie knowing what her sister's voice would be like, not being a little game designer, avoiding artifice, avoiding goofiness, three parter audio logs, cutting out logs you didn't need, not holding the player's hand, dumbing down too far vs letting people be uncomfortable, finding the voice via research, being able to generalize from the highly detailed specifics, getting handwriting, magic and Unicorn Cloud 7, being just as easy to put in the supernatural story but resisting that, wanting the fantasy, how to think about game structure, "the team makes the game," putting story in the ephemera, constraints and applying them to generate the tension, award-winning, the indie space and the blogs, indies banding together, thinking about a game when you're not playing it. Games, people, and influences mentioned or discussed: Asheron's Call 2, Zoo Tycoon 2, 2K Marin, Bioshock 2, Minerva's Den, Fullbright, Tacoma, Open Roads, Wanderstop, Sonderlust Studios, Generation Exile, EA, Comedy Central, Cartoon Network, Olive Jar Animation, MTV, The Critic, Nightmare Before Christmas, Tom Snyder, Soup to Nuts, Dr. Katz, Home Movies, Mitch Hedberg, Trainspotting, Animator Pro, Turbine Games, Lightwave, The Last of Us, Something Awful, Fallout (series), Bob Hope, Maya, Johnnemann Nordhagen, Karina Veronica Riesgo, Inkscape, Steve Gaynor, Rachel Gaynor, Steam Greenlight, Independent Games Festival/IGF, Dear Esther, Call of Cthulhu, Street Fighter, NES/SNES, IKEA, William Goldman, Alien: Isolation, Kate Craig, Final Fantasy VII, Horse Master, Carl Lumbly, Alias, John Wick, Lance Reddick, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia, Bratmobile. Next time: TBA! Twitch: timlongojr Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we complete our series on 2D indie platformer-ish things with our final episode on Spelunky. Tim talks a little bit about Derek Yu's book, the rigor and how the game just plays different, as well as Brett dipping into spoiler territory for Tim's benefit, before we turn to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Ice Mines (Tim) Podcast breakdown: 00:00:47 Game discussion 59:05 Break 59:45 Takeaways Issues covered: the opening song, music in later levels and its fitness, applying movement mechanics to different challenges, procedural metrics, fall distances, hanging vs standing in one state, getting into the mental state of what your equipment is, not panicking, playing with a heart monitor, living in present vs future, the specialness of the daily challenge, reps and exercise, fighting games and muscle memory, consistency of the rules, using ropes to drop from your height, always be carrying, getting right up to the edge and dropping your carry, getting into the book, making all objects consistent, sacrifice spoiler talk, golden path spoiler talk, turkeys, going beyond your genre, what's a roguelike/lite, personality coming through, unleashing creativity, pursuing consistency throughout, games that say yes/and or yes/but, embracing a roguelite's purity, trusting the game and not minding failure, getting to depth, choosing the right run length, the risk of dilution. Games, people, and influences mentioned or discussed: Nintendo, Indiana Jones, Prince of Persia, Final Fantasy (series), Dark Souls (series), Clint Eastwood, Unforgiven, KyleAndError, Hollow Knight, Calamity Nolan, Quake, Artimage, Boss Fight Books, Nick Suttner, Shadow of the Colossus, Sebastian Deken, Aquaria, Dwarf Fortress, The Evil Dead, PlayStation Vita, Fez, Cave Story, Daisuke Amaya, Earthbound, Pokemon, Derek Yu, mossmouth, Super Mario Bros, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA Twitch: timlongojr Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Spelunky, part of a larger series on independent games. Tim uses the B word about the game, and we talk about the rigor with which one approaches the game, as well as some best practices for play, among other topics and listener mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into the Jungle (Tim) Issues covered: relative lack of text but narrative, blending between levels, the Tunnel Man, the gold key and the chest, triggering the golden path, bouncing off the game originally, practice and rigor, in the learning/knowledge phase, a platformer Tim would play, embracing the process, how you spend the time and how to learn, learning from deathly mistakes, Always Be Carrying, looking down, the brilliance of breaking the platformer mold, "this could be the run," the patterns of Spelunky, learning to play Chess, remembering in chunks, slipping into flow and staying, dying to the shopkeeper in a new way, stepping back with the analytical brain, how to use ropes, everything's physical, building up the things you can do, the Polaroid simulating after you die, similarities to Outer Wilds, sacrificing on the altar, the safe space of a coffin, making a choice, running vs not running, the exception that proves the rule, how the random seed works, animating a sprite on a curve, the first commercial game, frying a video card. Games, people, and influences mentioned or discussed: Rogue, Rogue Legacy (series), Dark Souls (series), Mario (series), Andy Nealen, Outer Wilds, Hollow Knight, Remnant II, Chess, LostLake86, Legend of Zelda, Cave Story, Sasha/scarytiger, Daisuke Amaya, Wii, Nintendo Switch, Luke Theriault, Derek Yu, Aquaria, Alec Holowka, Bit Blot, World of Goo, Gish, Edmund McMillen, Lugaru HD, Wolfire Games, Humble Bundle, Penumbra, Frictional Games, Amnesia, Ori and the Blind Forest, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Spelunky! Errata: The eye is in fact called the Udjat Eye. And yes, it is in fact Edmund McMillen. Twitch: timlongojr Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our major series on various indie games, now looking at some 2D action games with Spelunky. We talk very briefly about its director and then Tim marvels over a dynamic level design that nonetheless feels just right. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into the Jungle (Tim) Issues covered: walking over the sands, a little history of the game, a legendary game, precise platforming, procedural and dynamic, how the level generation works, rules-based generation, eschewing precise level design, not being able to know the level, having many verbs, having to learn the skills, the wind-up of the whip, a game where you have to be focused, not seeing an obstacle due to focusing, focus meditation, the Spelunky daily challenge, similarities to theater, taking a risk with design, not knowing what other players will do, opponents dictating skill ceilings, matchmaking as the balancing feature, consistency of behaviors, not rushing, gaining knowledge in games, the ghost and fear, practicing via the tunnel man, whether it's helpful to skip ahead, the speed-run achievement, spending time on each level, getting abilities in the stores vs equippables, the eggplant and the ball-and-chain, Derek's book, learning by death. Games, people, and influences mentioned or discussed: Tiny Subversions/Darius Kazemi, Fez, Derek Yu/mossmouth, Andy Hall, UFO 50, PS Vita, World of Warcraft, Cave Story, Diablo, Dead Cells, Minecraft, Kaeon, MegaMan, Contra, Super Mario Bros., Hunt: Showdown, Overwatch, Fortnite, Halo (series), Dark Souls, Andy Nealen, Zelda (series), Elden Ring, Bloodborne, Olmecorox, Half-Life 2, TIGSource, Demons's Souls, Dark Souls 2, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Spelunky! Twitch: timlongojr Discord DevGameClub@gmail.com
We're back from Boston, which means Janet is back, too! The absolutely wild resolution to the unrest at Giant Bomb kicks off the podcast, with Patrick, Rob, Janet, and Chia celebrating Giant Bomb's newfound independence, contrasting it with their own breakup with Vice, and more. We also chat about the Fallout TV show's second season premiering later this year, the developers behind Outer Wilds making a new game, and a bunch of actual games, including (of course) Clair Obscur, Shotgun Copman, Despelote, Bionic Bay, MechWarrior 5, and a few others.Discussed: Giant Bomb is Back and Worker Owned 1:04.374, Valnet trying to re-hire for Polygon 21:28, Fallout Season 3 Gets Announced before Season 2 is out 49:06, Balatro 1:12:06, Mechwarrior 5 1:14:06, Bionic Bay 1:22:54, Clair Obscur 1:31:26, Despelote 1:51:26, Shotgun Copman 1:58:44, The Question Bucket 2:06:52See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.