1999 role-playing video game
POPULARITY
Welcome to Dev Game Club, where this week we begin a new series on 1999's Outcast, from Appeal and Infogrames. We first talk about this past weekend's charity event, before setting the game in its time and discussing its early presentation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through tutorial Issues covered: Defeating Games for Charity, variety of streamers, offerings to the foundation, the speedrun seed, commenting on our own game, more memories of Jedi Starfighter, how a developer sees a game vs a player, a big doodyhead, the crossover of European games, setting the game in its time, not fitting in with others of its time, a weird company in gaming history, not being sure what's in the game, a parody of 1980s action heroes, pop culture origins, proper noun soup and a lexicon, waking up in another place, doling out too much worldbuilding at once, othering non-Western cultures, building on golden era science fiction, exploring the starting area, lots of verbs, discovering by exploring, technically first person, lack of quest markers, manipulating voxel density, using voxels differently, using voxels as rendering and simulation vs rendering only, ray-tracing, advances in hardware and looking back on old research, constructive solid geometry and tessellation, finding limitations, popularity in other regions, big in Japan. Games, people, and influences mentioned or discussed: CalamityNolan, LostLake86, Robotspacer, N01sses, Sierra On-Line, Mystery House, Enchanted Scepters, Video Game History Foundation, Trespasser, Tower Song, Omega Intertainment, RPG Maker, Kerbal Space Program, Sol10, Kaeon, KyleAndError, Might and Magic, AgelessRPG, Minecraft, NES, Spelunky, mysterydip, Belmont, Andrew Kirmse, Chris Corry, SW: Starfighter (series), Daron Stinnett, June, Valheim, Dark Souls, Delta Force, Shenmue, System Shock2, Legacy of Kain: Soul Reaver, Planescape: Torment, Homeworld, Johnny "Pockets", Civilization, Populous, Tomb Raider, Nintendo, Mario 64, Ocarina of Time, Anachronox, Metal Gear Solid, Atari, GT Interactive, Microprose, Hasbro Interactive, Unreal, Rollercoaster Tycoon, Asteroids, Franck Sauer, Yann Robert, Yves Grolet, Lennie Moore, Beyond Good and Evil, Armageddon, Arnold Schwarzeneggar, Sylvester Stallone, The A-Team, Flash Gordon, John Carter of Mars, Edgar Rice Burroughs, David Lynch, Dune, Mass Effect, Stephen Donaldson, Octavia Butler, Star Wars, DOOM (1993), Morrowind, Stargate, Pat Sirk, Spore, The Lord of the Rings: Return to Moria, Red Faction, TRON, Enshrouded, Unity, Claudiu, Heroes of Might and Magic, LucasArts, Insomniac, Metroid (series), StarCraft, Uncharted 2, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: The term I was looking for and remembered at 2 in the morning was "metaballs" Next time: More Outcast Twitch: timlongojr Discord DevGameClub@gmail.com
Which way will these tides turn? At the behest of the Xbox Game Pass "Surprise Me" button, our hosts engage with an isometric turn-based RPG developed by inXile Entertainment and published by Techland Publishing. Set in the universe of the tabletop RPG Numenera, this title may not be a licensed sequel to the beloved Planescape: Torment, but it shares a lot of that DNA, right down to the people involved in its manufacture. That clout saw it fully funded on Kickstarter very quickly and likely plays a role in its strong aggregate reviews. Putting all that aside, what will Tom and Chris make of this game? Like the protagonist, they approach this as a blank slate, ready to be molded by the fresh experience. Will the first hour leave them eager for more or ready forget the whole endeavor? Let's find out! What do you think? Let us know! Hit us up on Twitter at https://twitter.com/tc1h1d Or on Threads at https://www.threads.net/@tc1h1d Drop us an email at tc.1h1d(at)outlook[dot]com Follow us on Goodpods @1h1d Check out our fancy site: https://quitthebuild.com/1h1d Watch the video: https://bit.ly/1H1DYT Thanks for taking this ride with us :-)
En el episodio de esta semana, que coincide a propósito con la víspera del día de los Santos (de Muertos en México) y, por consiguiente, con la Noche de Halloween, vamos a profundizar en algunos de los aspectos conceptuales que dieron lugar a diseños sonoros tan fascinantes e innovadores en su tiempo como son los que se aplicaron a las dos primeras entregas de la saga Silent Hill. En este programa, recorremos la vida de Akira Yamaoka, el autor del apartado sonoro al completo en todas las entregas de Silent Hill hasta “Revelations”. De igual modo, reflexionamos brevemente sobre qué impacto tiene el diseño musical en la desorientación del individuo cuando este debe valerse de las señales acústicas para avanzar por un terreno que le está vedado a la vista. Véanse, las neblinosas calles del tenebroso pueblo de Silent Hill. Pero además, hablamos sobre la cuestión del tiempo; sobre cómo las señales acústicas pueden distorsionar la percepción temporal del jugador durante la partida. Algo realmente terrorífico en juegos del género survival horror. Ya en la última sección del episodio, ofreceremos una perspectiva un tanto arqueológica sobre el sonido de Silent Hill: tratamos la cuestión de los ya descatalogados CD`s de samples que contuvieron los sonidos que identificamos con una estética afincada en la década de 1990. Por último, pero no por ello menos importante, como es habitual Pablo Naop nos acompaña con un Covermanía que pone el mundo patas arriba… Como casi todo lo que ocurre en Silent Hill. ¿Nos acompañas? Enlaces: «Cómo se hizo la música de Silent Hill (samples, loops, sounds, libraries, beats, análisis y más)», vídeo de Youtube, 39:59, subido por Avith Ortega el 14 de abril de 2019, https://www.youtube.com/watch?v=ygAwlFZN8Hg «Eric Persing: Creating Spectrasonics», soundtosound (web), publicado el 14 de julio de 2000, https://www.soundonsound.com/people/eric-persing-creating-spectrasonics «Silent Hill - 1999 Developer Interview», shmuplations (web), último acceso el 31 de octubre de 2024, https://shmuplations.com/silenthill/ Bibliografía: Carr, Diane. «Play Dead. Genre and Affect in Silent Hill and Planescape Torment». Game Studies (web), acceso el 29 de octubre de 2024, https://www.gamestudies.org/0301/carr/ Perron, Bernard. Silent Hill: The Terror Engine. Michigan: University of Michigan Press, 2012.
Disket Kutusu'nda yeni vs. eski oyuncu kapışması başlıyor, yaşların denk geldiği oyun dönemleri masaya yatırılıyor. Planescape Torment, GTA: San Andreas ve Half-Life derken eski ve yeni oyunlar mercek altına alınıyor. KUŞAK KAPIŞMASI BAŞLIYOR!
"Having power makes the ones you love vulnerable." Rich, James and Jon are joined by Sean Bell of The Computer Game Show as they come together to discuss Inxile Entertainment's spiritual successor to Planescape: Torment , 2017's Torment: Tides of Numenera. http://media.blubrry.com/caneandrinse/caneandrinse.com/podcast/cane_and_rinse_issue_621.mp3 Music featured in this issue: 1. Main Title by Mark Morgan2. Final Confrontation by Mark Morgan edited by Jay Taylor You can support Cane and Rinse and in return receive an often extended version of the podcast four weeks early, along with exclusive podcasts, if you subscribe to our Patreon for the minimum of $2 per month (+VAT). Do you have an opinion about a game we're covering that you'd like read on the podcast? Then venture over to our forum and check out the list of upcoming games we're covering. Whilst there you can join in the conversations with our friendly community in discussing all things relating to videogames, along with lots of other stuff too. Sound good? Then come and say hello at The Cane and Rinse forum
Planescape: Torment is a remarkable achievement in the realm of video game storytelling. Its richly detailed world, complex characters, and thought-provoking themes make it a true masterpiece of the genre. It is a game that resonates with players long after they have completed it, leaving them with a sense of awe and wonder at the vastness of the universe and the mysteries that lie within it. Planescape: Torment is a work of art, a journey through the planes of existence that is both unforgettable and profound. --- Support this podcast: https://podcasters.spotify.com/pod/show/ongamecast/support
This game has been a blast. Thanks for watching! **We're Now On Spotify**: https://open.spotify.com/show/4gIzzvT3AfRHjGlfF8kFW3 **Listen On Soundcloud**: https://soundcloud.com/resonantarc **Listen On iTunes**: https://podcasts.apple.com/us/podcast/state-of-the-arc-podcast/id1121795837 **Listen On Pocket Cast**: http://pca.st/NJsJ 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
What can change the nature of a man? Final episode will be up next week! This game has been a blast, and we're excited to jump into a few new ones soon. Xenosaga 2 and Journey are next up on the docket. **We're Now On Spotify**: https://open.spotify.com/show/4gIzzvT3AfRHjGlfF8kFW3 **Listen On Soundcloud**: https://soundcloud.com/resonantarc **Listen On iTunes**: https://podcasts.apple.com/us/podcast/state-of-the-arc-podcast/id1121795837 **Listen On Pocket Cast**: http://pca.st/NJsJ 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
Slake is such a dope word. It sounds so intense. This game gives us such an endless stream of things to talk about. We hit the lower ward and the clerks ward here. Don't forget, the world is founded on belief. Use it well! **We're Now On Spotify**: https://open.spotify.com/show/4gIzzvT3AfRHjGlfF8kFW3 **Listen On Soundcloud**: https://soundcloud.com/resonantarc **Listen On iTunes**: https://podcasts.apple.com/us/podcast/state-of-the-arc-podcast/id1121795837 **Listen On Pocket Cast**: http://pca.st/NJsJ 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
In this week's episode, I answer a reader's question about whether or not I will use KDP's new Virtual Voice program to create AI-narrated audiobooks. This coupon code will get you 50% off the audiobook of DRAGONSKULL: SHIELD OF THE KNIGHT (as excellently narrated by Brad Wills) at my Payhip store: SPRINGSHIELD The coupon code is valid through April 30th, 2024. So if you need a new audiobook for spring, we've got you covered! TRANSCRIPT 00:00:00 Introduction and Writing Update Hello, everyone. Welcome to Episode 196 of the Pulp Writer Show. My name is Jonathan Moeller. Today is April the 12th, 2024 and today we are talking about whether or not I will use Amazon Virtual Voice to produce audiobooks. Before we get to our main topics, we will have Coupon of the Week, some writing updates, and then a few random questions from readers. First up, let's do Coupon of the Week. This episode will go live on Tax Day in the US, so let's have a discount on an audiobook. This week's coupon code will get you 50% off the audiobook of Dragonskull: Shield of the Knight, as excellently narrated by Brad Wills, at my Payhip store. That code is SPRINGSHIELD and that is SPRINGSHIELD again and that of course will be available in the show notes. This coupon code is valid through April 30th, 2024, so you need a new audiobook for spring, we have got you covered. Now let's have some updates on my current writing projects. I am very nearly almost done with Wizard-Thief. I'm hoping to finish up edits shortly and actually publish it on either April the 15th or April the 16th. So when this episode goes out, I may be publishing it literally as you are listening to this. This book, like Half-Elven Thief, will be available on Amazon and Kindle Unlimited. Next up, my next main project after Wizard-Thief is published, is going to be Cloak of Titans, the 11th book in the Cloak Mage series. It's not the end of the series; I'm planning that there's probably going to be about 15 books with four more after this one. But we are going to be blowing up a lot of the subplots in this book. So while this is not the end of the series, it will definitely have the feel like the end of a lot of plot arcs. I'm 22,000 words into it, and if all goes well, I'm hoping it will be out sometime toward the end of May and will be available on Amazon, Barnes and Noble, Kobo, Google Play, Apple Books, Smashwords, and Payhip. In audiobook news, recording is underway for Ghosts in the Veils and if all goes well, that should be out sometime toward the end of May. So those are the updates on my current writing projects. 00:02:09 Reader Questions and Comments/Question of the Week Before we get to the Question of the Week, let's have a couple of unrelated questions from readers. Cameron wrote in to ask: I'm just interested in knowing how the name Calliande came about and does it have any meaning? I originally thought up the name Calliande because I wanted a unique and distinctive sounding name for the character, and so I was looking at various French and Welsh names that started with C and were about that length. I was rearranging the letters and swapping the vowels out and I came across that name and I thought, you know, that works, we're going with that. Amusingly, when I first wrote Frostborn, in my head it was pronounced Callian-DAY. But then when I did the first couple of Frostborn audiobooks from Podium way back at the end of the 2010s, Steven Crossley, the narrator pronounced it Calli-AND and ever since then, because that's where the direction he went, the official pronunciation has been Calliande and that's been the way it's been pronounced in all subsequent audio appearances of that character. Our next question is from Scott, who asks about a screenshot of the PC game Pillars of Eternity I posted on Facebook the other day. Scott says: that's on my Steam Wish List, but I haven't gotten to it yet. What do you think of it? I like it. I am enjoying it. I've had it since 2014, but I've decided the time has finally come to buckle down and finish it. If you played the original Baldur's Gate back in the ‘90s or Knights of the Old Republic or Icewind Dale or Planescape: Torment back in the ‘90s, then you will enjoy Pillars of Eternity. It's definitely worth playing. It's also an old enough game now that should work on most systems, and if you have Xbox Game Pass, the game's owned by Microsoft now, so you have Xbox Game Pass so you can play it as part of your subscription on your Xbox. Now it's time for Question of the Week, which we ask to have interesting discussions and maybe find out some good suggestions for things we might not have thought of otherwise. And so this week's question: if you listen to podcasts, what podcasts do you listen to most frequently? No wrong answers, obviously. MacKenzie says I have four podcasts on consistent subscription: The Art of Manliness, The Black Pants Legion, A Delta Green actual play podcast (content warning for very dark humor), and of course The Pulp Writer Show. Thanks, MacKenzie. Maaike says: currently just one, Kick in the Creatives posted by Sarah Busby and Tara Roskell. Through them I discovered a few more, but I haven't really found the time to really listen to them just yet. I don't know whether I can write or not, but I do know I can draw and paint, so that's what I'm focusing on. Thinking of doing NaNoWriMo though to see how my writing is. It's definitely worth trying NaNoWriMo just for once for the experience so you can see how you enjoy it or not. Michael says only two regularly, The Pulp Writer Show (thanks, Michael!) and the Legend of the Bones, which is an epic, gritty D&D solo play narrative where the dice rule. Perry says The Pulp Writer Show (not sure if you've heard of it) and The Self-Publishing Show (currently on episode 33 of 400 plus). Anne Marie says Cabinet of Curiosities by Aaron Mahnke. Jesse says: mostly Critical Role. Justin says: I didn't start listening to podcasts until I went full time with my current job in 2021. I listen to a bunch now, but most of my regular listens are The Glass Cannon Network, What Culture Wrestling, What Culture Gaming, and Adeptus Ridiculous. It's interesting how I actually haven't heard of most of these podcasts, which I guess goes to show how diverse and widespread the podcast ecosystem is, where if you have a podcast that can be very famous in a specific niche, it might be like THE podcast in that niche, but anyone who's not familiar with that particular subject of interest may have never heard of the podcast. For myself, I did not really start listening to podcasts until 2019, which is when I started listening to some of the self-publishing ones. In the past few years. I have also discovered retro video game podcasts. In that time, I've mostly listened to The Sell More Books Show and the Remember The Game podcast about retro video games, which is quite funny (but it does have some foul language, so if you check that out, be aware of it). 00:06:40 Main Topic: Amazon Virtual Voice Audiobooks Now on to our main topic of the week: Amazon Virtual Voice audiobooks. This was prompted by a question from Reader PML, who wrote in to ask: several of my favorite authors have opted to use AI Virtual Voice to release some of their older titles in audio format. I emailed you a while back hoping for more audio releases for Caina and Nadia. You indicated that audio publishing is expensive and you preferred to release the titles that were not short in length. I totally understand, but I wondered if you have considered releasing your back titles using Virtual Voice. The performance is not bad and I would really enjoy listening to all the books featuring Caina and Nadia. I don't know what the pricing scale is, but it's probably quite a bit less than a live reader. So thank you, PML for that question and for listening to all those audiobooks. If you are not familiar with the term, Virtual Voice is Amazon's new program for creating AI narrated audiobooks. Will I be using Virtual Voice to turn some of my older titles to audiobooks? No. Why? So there's three levels to my answer here. One, is it ethical to use AI for audiobook narration? Two, is AI narration good enough for audiobook narration? Three, does this help visually impaired listeners? I should mention that I have in fact experimented quite a bit with AI narrated audiobooks. Part of the reason I did this was because I wanted to understand the technology so I had an informed opinion about it. Google Play beat Amazon to the punch about two years ago, and I experimented with turning the Silent Order series into audiobooks with their technology, since I don't think the Silent Order series sells well enough to support audiobooks. After that experiment, I didn't think the AI generated audiobooks were good enough to sell in good conscience and just because you're selling something doesn't mean anyone will buy it. More on that to come. So instead, I put those AI narrated audiobooks on YouTube for free. That said, I did turn on AdSense for the audiobooks, so I made a satisfactory, if small bit of money from YouTube ads in 2023. Overall, the response from people who listen to those audiobooks seemed to be that they loved the story (thanks, everyone!), but they hated the artificial voice. Like if they had actually paid for it instead of listening to it for free on YouTube, I could just imagine the complaints. I think a lot of the authors who create Virtual Voice audiobooks and audiobooks using similar products from Google Play or other companies will be disappointed by the response they get for those audiobooks. Like I've said before, audiobooks are basically self-publishing on hard mode. But if you're coming to the market with an AI generated audiobook, it will be even harder to sell than one voiced by a human who knows what he or she is doing. So with that sort of background in mind, let's go on to the details for the answer to my question. One: is it ethical to use AI for audiobook narration? Ethics in AI is a bottomless quagmire of an Internet discussion. Overall, in my personal opinion, I think AI technology creates vastly more problems than it solves and is really nothing more than a very fancy autocomplete. I also suspect there's a bit of a speculative bubble to AI technology like there was with cryptocurrency and NFTs. For a while, all the Galaxy Brain influencer people thought crypto and NFTs were the future, and then the bubble burst and a significant portion of everything connected to crypto and NFTs turned out to be a big old scam and all the Galaxy Brains migrated over to touting AI. I suspect a lot of the AI technology rushed out now has the same speculative bubble effect and when the bubble bursts, some companies are going to be out billions since they spent all that money building infinite crap generators. A lot of people are rushing to shove AI into stuff because it's trendy and not because it's useful, like how (this is a 100% true story), the Washington State Lottery decided for whatever reason to put an AI image generator on its site, which it had to pull down hastily when that image generator started creating deepfake nude images of its users. It is also amusing how some of the really pro-AI Galaxy Brains like to say that the US needs to develop AI or else the Chinese will get it first, as if having an infinite crap generator to make deepfake nudes will somehow determine geopolitical dominance in the 21st century. But all that said, I don't think AI is going to go away. The US courts seem (so far at least) consistent in their opinion that AI is in plagiarism but isn't copyrightable, and there's a wide range of useful activity in the not copyrightable but not plagiarism space. This might change if something gets all the way up to the Supreme Court or if Congress passes some legislation on that or the EU puts out new regulations that the companies have to follow because the EU is such a big part of their market. But for now, that seems to be the position. AI can do useful things that crypto and NFTs can't. Like for example, suppose you're applying to 40 different jobs and you can use ChatGPT or Microsoft Copilot to crank out 40 different customized cover letters for your job applications. Given how messed up the job market is at the moment, I could hardly blame someone for doing that. And you see examples of people using generative AI not to create artwork, but to handle data processing type chores (like the cover letters) in clever ways that don't seem to cross any moral or ethical boundaries. So I suspect everyone will have to examine their own consciences and decide where their own line is for generative AI. For me, I decided I'm not going to sell anything that I didn't make myself, or in the case of an audiobook, was made by a human I hired. If I'm selling something, it was 100% written by Jonathan Moeller or 100% narrated by a human I hired, and the cover image doesn't include any AI generated art elements. This is also true of books and stories I give away for free, like my permafree series starters. That's where I've decided my line is going to be with AI usage. I have used AI images for Facebook ads, since ads are low resolution anyway and you often have to change out the image every week or so. Ad images are essentially disposable, and I've heard people say AI art is also disposable, so why not use the disposable products of AI art for ad images? Number two, is AI narration good enough for audiobook narration? All of my criticisms of AI aside, AI voice or Virtual Voice isn't a new technology. It's just improved text to speech synthesis technology and text to speech has been around since the late 1960s. The AI part just makes the synthetic voice sound closer to an actual human voice than the more obviously artificial tones of older technology. It's also pretty good at imitating the real human voice by now, which is why you can go on YouTube and see comedy videos of President Biden trying to make his way through Skyrim or something. Is this AI narration good enough to support creating a paid audiobook? Well, kind of, sorta. It's good enough now that it creates a near perfect imitation of a human voice. The trouble is that the voice is so perfect that it triggers the uncanny valley effect, which is when you encounter something that almost seems human but isn't. It's also really bad at emotion. The best narrators make it sound like they're telling a story, and that means varying the emotion of the voice at appropriate times, even if you're not trying to create a distinctive voice for each character. Text to speech simply isn't very good at that. That's part of the reason I won't use Virtual Voice. I don't feel the end product is of high enough quality to sell. Give it away for free on YouTube? Sure. But sell? Definitely not. It would be good enough for very dry nonfiction things like legal casebooks, geological and oil surveys, that kind of thing. A nonfiction book that required varied emotion like a war memoir, for instance or comedic travelogue would not work at all well with AI narration. And finally, number three: does this help visually impaired listeners? While I don't want to use AI nourish and create paid audiobooks, I would like to see the technology become more ubiquitous and more integrated with ereader apps and operating systems. I think the mission of technology is to help us overcome or ameliorate the inherent frailties of the human condition. That is the best and most ethical use of technology. So I would like to see AI narration eventually become just a button in the ereader app for visually impaired listeners. Like you hit the read aloud button and then the computer reads to you in a voice of your choosing. You'll still have the option to buy a human narrated audiobook if available, but the option to have the device read to you would be there if you want or need to use it. We're already kind of there, technology-wise. All the major operating systems for computer and mobile have read aloud functions. It's just not implemented consistently across the platform and the voices aren't always very good. I won't use Virtual Voice or AI narration to create any audiobooks for sale. Unless something drastically changes in the field, I don't think I'm going to change my mind on that, though of course anything is possible. In the spirit of full disclosure, as of right now (as of this recording on April 12th 2024), I have agreements with four different narrators to produce four different audiobooks, so I think I am literally putting my money where my mouth is. So that is it for this week. Thank you for listening to The Pulp Writer Show. I hope you found the show useful. A reminder that you can listen to all back episodes on https://thepulpwritershow.com. If you enjoyed the podcast, please leave a review on your podcasting platform of choice. Stay safe and stay healthy and see you all next week.
Die While You Still Can W/@maxderrat | Planescape Torment Analysis (Ep.2) by Resonant Arc
Welcome back to a new episode of Off Center. In this episode Scott Rettberg is joined by Kristine Jørgensen, professor of media studies and PI at the Center for Digital Narrative. They talk about male gaming culture, transgressive games, and understanding male gamers. Sign up for the CDN newsletter here. References (in order of appearance) Espen, Aarseth. 1997. Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press. Smith, Paul, & Howard, Steve. 1987. Bride of Frankenstein. 39 Steps. US Army. 2015. America's Army: Proving Grounds. US Army. https://store.steampowered.com/app/203290/Americas_Army_Proving_Grounds/. 11 Bit Studios. 2014. This war of mine. 11 Bit Studios. https://store.steampowered.com/app/282070/This_War_of_Mine/. Destructive Creations. 2015. Hatred. Destructive Creations. https://store.steampowered.com/app/341940/Hatred/. DMA Design. 1997. Grand Theft Auto. BMG Interactive. Mortensen, Torill Elvira & Jørgensen, Kristine. 2020. “The Carnivalesque Aesthetics of Games” In The Paradox of Transgression in Games. Routledge. Den Norske Forfatterforening. February 8, 2024. “Enighet om KI-appendiks" Den Norske Forfatterforening, retrieved on April 3, 2024, from https://www.forfatterforeningen.no/artikkel/enighet-om-ki-appendiks/. Bjørkelo, Kristian, A. 2020. “Elves are Jews with Pointy Ears and Gay Magic”: White Nationalist Readings of The Elder Scrolls V: Skyrim. The International Journal of Computer Game Research, 20(3). https://gamestudies.org/2003/articles/bjorkelo. Bethesda Game Studios. 2011. The Elder Scrolls V: Skyrim. Bethesda Softworks. Blizzard Entertainment. 2004. World of Warcraft. Blizzard Entertainment. https://worldofwarcraft.blizzard.com/en-us/. Black Isle Studios. 1999. Planescape: Torment. Beamdog. https://planescape.com/.
Max Derrat @maxderrat https://www.youtube.com/@maxderrat has joined us to discuss Planescape Tormentäs development history. This game had some fascinating things happen behind the scenes that most people are entirely unaware of. Also, big huge thank you to Mr Edders 123 @MrEdders123 https://www.youtube.com/@MrEdders123 for being such a beast. Check out how wild this game was to make as we step into the first act of the game next week. Enjoy the comments! Time Codes: 1. **We're Now On Spotify**: https://open.spotify.com/show/4gIzzvT3AfRHjGlfF8kFW3 **Listen On Soundcloud**: https://soundcloud.com/resonantarc **Listen On iTunes**: https://podcasts.apple.com/us/podcast/state-of-the-arc-podcast/id1121795837 **Listen On Pocket Cast**: http://pca.st/NJsJ 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
Planescape Torment. We have finally arrived. The moment you've been waiting for is... almost here. We'll actually do Dev history next week, but for now enjoy this introductory primer to Planescape Torment! Beware, there are spoilers after 27:29. Time Codes: 1. Intro (0:00) 2. Analysis (5:28) 3. SPOILERS! (27:28) 4. The End. (1:16:52) **We're Now On Spotify**: https://open.spotify.com/show/4gIzzvT3AfRHjGlfF8kFW3 **Listen On Soundcloud**: https://soundcloud.com/resonantarc **Listen On iTunes**: https://podcasts.apple.com/us/podcast/state-of-the-arc-podcast/id1121795837 **Listen On Pocket Cast**: http://pca.st/NJsJ 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
The world-building in Planescape: Torment is nothing short of extraordinary. The diverse array of bizarre creatures, enigmatic factions, and otherworldly locations create an immersive and enthralling environment that keeps you hooked from start to finish. --- Support this podcast: https://podcasters.spotify.com/pod/show/ongamecast/support
Welcome to Dev Game Club, where this week we start a new series on 1999's Homeworld, from Relic Entertainment. We set the game in its time and then turn a little bit to the opening moments and the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First couple of levels + tutorial Issues covered: a layered intro, our history with RTSes, the music hitting, transitioning to a console player, console RTSes, a new timeline, setting the game in its time, going against the norm, Relic and its RTS series, the big genre of the time but one that never grew, grognard capture, the appeal of online games, early e-sports, popularity in Korea, the feel of a space sim, checking all the boxes, how 3D it really is, switching views to elevate a target point, mouse and keyboard, doing their own thing with hotkeys, evolution working on games, presentational advantages, a graphics benchmark game, economical game development, elegant ship design, great silhouettes, maybe tessellating, editors that look like RTSes, spending budget on contrails, using specific things on PCs vs the graphics cards, camera and control, mining everything you can and building as you go, replacing inferior ships with new ones, finite people and resources reflecting themes, elegance in design, framing the camera well, the great use of the fleet commander and the magic of moving the camera, WWII space physics vs more accurate space physics, interestingly bad video games, finding those bad games, moon shots, imagining a deeper ecology, speedrunning Trespasser, a diversion into speedrunning. Games, people, and influences mentioned or discussed: Starfighter, Starcraft (series), Total War (series), Warcraft (series), Quake, Halo, Battlestar: Galactica, DOOM, Diablo, PlayStation, Age of Empires (series), Pikmin, Brutal Legend, Tim Schafer, Johnny "Pockets", System Shock 2, Legacy of Kain: Soul Reaver, Planescape: Torment, Shenmue, Owen Wilson, Command and Conquer (series), Westwood, Tim Curry, Sid Meier's Alpha Centauri, Final Fantasy VIII, Chrono Cross, Silent Hill, Rayman 2: The Great Escape, Quake III Arena, Omikron: The Nomad Soul, David Cage, Asheron's Call (series), D&D Online, LotR Online, Turbine Entertainment, Derek Flippo, Sega, Creative Assembly, Blizzard, Ensemble Studios, Total Annihilation, Impossible Creatures, Dawn of War, Company of Heroes, Warhammer: 40K, Myth, Bungie, Call of Duty (series), LucasArts, Galactic Battlegrounds (series), Force Commander, Andrew Kirmse, TIE Fighter (series), Descent: Freespace, Wing Commander, Colony Wars, Elite, Star Citizen, Star Wars: Squadrons, Star Trek: Wrath of Khan, GoldenEye: 007, Metroid Prime, Resident Evil (series), Eric Johnston, X-COM, Julian Gollop, Baldur's Gate, Troy Mashburn, Trespasser, Biostats, Belmont, Reed Knight, Dragon's Dogma, Bethesda Game Studios, D&D, Black and White, ARK: Survival Evolved, Valheim, Half-Life 2, GameThing, Dave Wolinsky, Pippin Barr, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: A few more levels! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Intro: 00:00 Overview and Dissent: 3:50 Reviewing a game and issues: 6:45 Unhinged rant versus levelheaded discussion of a perfect game 13:30 2024 game challenge 49:00
Sesja z patronami naszego kanału. Przejdziemy się uliczkami Miasta drzwi. Może dostaniemy audiencję u Pani, a może pójdziemy w labirynty? Gramy przed okresem Wojny frakcji, co znaczy, że stronnictwa są jeszcze w rozkwicie, a jedyni zakazani prawnie to Anarchiści… Timeline:
Martins prioriteringar är det något fel på. När hela världen sitter fast i Baldur's Gate 3 sitter han istället och harvar i 1999 års Planescape: Torment. Vad håller han på med? Som tur är finns resten av panelen där för att plocka ner diskussionerna på jorden. Vi diskuterar framtiden för Assassin's Creed-serien i samband med släppet av nya spelet Mirage. Dessutom har Johan brädspelsspecial och bjuder på sin personliga FAVORIT i form av Brass Birmingham. Till sist myser vi med en riktig klassiker: Wallace & Gromit. 14:11 - Intro 15:31 - Assassins Creed: Mirage, inför släppet 29:09 - Brass Birmingham/Lancashire 48:56 - Planescape Torment 01:10:52 - Wallace & Gromit 01:18:52 - Tre Snabba Lyssna på avsnittet på Spotify, Soundcloud eller där du hittar dina podcasts. Du hittar allting samlat på: linktr.ee/medisradio (länk finns i bion). Har DU något att säga till oss? Tips på något att prata om, åsikter om något vi sagt eller vill kanske bara säga hej? Skriv till oss på Facebook, följ oss på Instagram @medisradio och mejla till oss på medisradio@gmail.com. Vill ni se oss spela spel på Twitch så följ oss på @MedisRadioTV. Musik: Pontus Ljung
Welcome to Dev Game Club, where this week we add a bonus to our series on Metroid Prime by looking into Metroid Fusion, before turning to the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Almost all of it Issues covered: the space jump boots, connectivity with the GBA, Metroid nostalgia, a hardcore game, GBA architecture, moving goalposts, kinship between Metroid and Legend of Zelda, snacking on Dread, an A bug in a final room, code save states, a limited control set and linear upgrades, having keycards/security access, Samus's lack of agency, changing what you think about the character, enjoying the setting, not knowing where to go, not thinking about space in a particular way, host origin stories, roles we've had, leaving for opportunities, burning out, a book club for games, keeping up with technology, learning languages, not being able to share what we're doing yet, how we keep going, hitting versions of writer's block, context shifting, being good with just a small amount of work, project doldrums, mental thinking, sometimes you just need idle time, gaining perspective via sharing, asking why questions, shifting between productivity approaches, disguised linearity, games where the level design pulls you along, trusting the developers and trusting your players, player empowerment, games we didn't get, not enjoying the controller for FPSes but changing later, getting revved up by programming and needing cooldowns. Games, people, and influences mentioned or discussed: Blarg42, TheSecondQuest, Game Boy Advance, Pokemon Stadium, Zelda: Four Sword, Crystal Chronicle, PacMan, Splinter Cell, Tingle Tuner, Legend of Zelda, Mercury Steam, Dead Space, Event Horizon, Team Ninja, Tomonobu Itagaki, Kyleanderror13, Republic Commando, Star Wars: Starfighter, LucasArts, Tomb Raider, Jonathan Williams, Bethesda Game Studios, Fallout 3, Mario (series), Rebel FM, Naughty Dog, Looking Glass, System Shock 2, Irrational Games, Soren Johnson, Civ 3, GamaSutra/Game Developer, Sixty Second Shooter Prime, Jamie Fristrom, PlayStation Vita, Commander Keen, Luke, RPG Maker, Bvron, Fumito Ueda, Shadow of the Colossus, The Last Guardian, Ocarina of Time, Link to the Past, Arcane Studios, Dishonored, Prey, Death Loop, Planescape: Torment, Castlevania, Dead Cells, Hollow Knight, Ori and the Blind Forest, Dark Souls, Jarkko Sivula, GoldenEye, Demon's Souls, Resident Evil, Nathan Martz, Final Fantasy (series), Dungeons & Dragons, Trespasser, Skyrim, Minecraft, Dragon Quest Builders, Valheim, Dwarf Fortress, Joel Burgess, Capy Games, Ubisoft, Watch Dogs, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
Pour ce premier épisode, Thomas et Thomas (non, ce n'est pas une blague) démarrent leurs sessions de rattrapage de jeux vidéo sous le signe du RPG : japonais d'un côté avec Final Fantasy, occidental de l'autre avec Planescape: Torment. [00:00] Intro & présentation du podcast [15:44] Final Fantasy Pixel Remaster (1987 / 2021) [44:56] Planescape: Torment - Enhanced Edition (1999 / 2017) [01:24:16] Ça joue ou bien ? Titre d'intro : RETRO RACE, Barry Leitch (Audio Studios) Titre d'outro : 2ND BOSS, Unas, 8-bit Rnr (Antisocial) Une génération de retard est un podcast de Thomas et Thomas hébergé par Semper Ludo.
Cast:Miztli Rose,Lindsey Huebner,Benjamin Chandler#planescape #planescapetorment #dnd #audiodrama #podcastListen along to the story of the Nameless One and his companions in this audio drama/podcast style re-telling of this amazing game.First chapter will release on January 14th '23 where ever you get your podcasts. Get bonus content on Patreon Hosted on Acast. See acast.com/privacy for more information.
This week continues the Last Castoff's journey, as they continue seeking out answers for what the Changing God was up to with his resonance chamber... The one we crashed into like a big ol' meteor. We head through the Valley of Dead Heroes and the Sanctuary at Miel Avest before ending up at The Bloom, a city within a dimension-spanning organism. We talk about the rest of the game, highlighting as many side quests as we found, and end up discussing how this game measures up to its predecessor. Is it fair to hold anything to the standard set by Planescape: Torment? Does treating that game as unassailable mean that CRPG storytelling peaked in 1999? Listen to find out! This week's highlighted project is Coming Out With Lauren and Nicole (https://www.comingoutpod.com), a podcast that hosts various LGBT+ folks to hear their coming out stories, using them as a launch pad for discussions on various related issues. Check them out!
In this episode our resident RPG experts, Mads and Chris, give the chant on the Black Isle 1999 classic, Planescape: Torment. Like the stunning artwork on this episodes cover? It's by Sergio Strano. Checkout Sergio's work on his Instagram page: https://www.instagram.com/sergio.strano/?igshid=YmMyMTA2M2Y%3D Thanks to all of our Patreon's who made this episode possible. Nick Smith Pete Rogers Rune P New Game Old Flame - Podcast Christopher Bolton Damon Crockett Dylan D'Arch Bitmap Soft Alec Plint Mikes Retro Tech Derek Young Dave Velociraptor Nik Howard Price Matthew Turner SiEC Adam Hinde Chris O'Regan James Dunn Hans Crombeen Roushimsx Guto Threadbare Chris Atwill Axeman Harvey Watson Martyn Jones Tim TJ Walker Ricardo Engel HeavyMetalDon James Bentley Tony Parkinson Gaz H Mal Woods Red-Crested Breegull Cane and Rinse LamptonWorm Salvio Calabrese Mitsoyama Rhys Wynne Clint Humphrey Mark Bylund Paul Ashton Chris Rowe Jon Sheppard Laurent Giroud Deadl0ck Aaron Maupin Jim-OrbitsIT Jon Veal Thomas Scoffham Andy Marsh Patrick Fürst Laurens Andrew Gilmour Stephen Stuttard Matt Sullivan Darren Coles Garry Heather Edward Fitzpatrick Nick Lees Blake Brett Looking for some MiSTer FPGA accessories? Give https://misterfpga.co.uk/ a visit and use the code retroasylum to gain a 6% discount. Looking for some new games for your favourite retro system? Then checkout https://www.bitmapsoft.co.uk/ Help support the Retro Asylum by becoming a patron: https://www.patreon.com/retroasylum Retro Asylum on Facebook: https://www.facebook.com/retroasylum/ Retro Asylum YouTube Channel: https://www.youtube.com/channel/UCfCC9rIvCKoW3mdbuCsB7Ag Retro Asylum on Instagram: https://www.instagram.com/the_retro_asylum/ Retro Asylum on Twitch:https://www.twitch.tv/theretroasylum Twitter: @theretroasylum Retro Asylum Merchandise: https://retroasylumstore.myspreadshop.co.uk/
About this episode: Colin McComb (Fallout 2, Planescape:Torment and Wasteland 2) who is Creative Lead on Broken Roads. Craig Ritchie - Game Director and Drop Bear Bytes co-founder & Leanne C. Taylor-Giles, Narrative Director talks about what they're bringing to the table and how inclusivity in relation to Australia's history is playing a huge part in their design approach. https://www.brokenroadsgame.com/ https://store.steampowered.com/app/1403440/Broken_Roads/ https://discord.gg/W9UZzrk https://twitter.com/BrokenRoadsGame https://www.instagram.com/dropbearbytes/?hl=en Connect with us: •
Omówienie i analiza gier komputerowych pod kątem stołowych gier fabularnych!Jak PLANESCAPE: TORMENT (Planescape: Udręka) wyglądałoby jako kampania RPG?Czego możemy się z niego nauczyć?---------- Nasze kanały YouTube ----------
Das perfekte Rollenspiel existiert nicht - noch nicht. Mit PhunkRoyal und Manu von Insert Moin nähen wir unser Traum-RPG aus Gothic, Dragon Age, KotOR & Co.
Last Game Standing ist der dumme Podcast für schlaue Leute!
Last Game Standing ist der dumme Podcast für schlaue Leute!
W dzisiejszym odcinku wracamy pod Wrota Baldura! Legendarny Baldurs Gate był jedną z pierwszych gier, która wciągnęła nas AŻ TAK przed komputer w latach 90. Wspominamy też Icewind Dale czy Planescape Torment. A na początku odcinka zastanawiamy się co wyjdzie z serialu Władca Pierścieni szykowanego przez Amazon. Zapraszamy!
Recently a recipient of the Hudson River Drowned Rat Award for Excellence in Noise, Broken Campfire consists of Andy, Flask, Greg, John, and Vito chattering about Ghoulies, Nobody Saves the World, Station Eleven, Death's Door, Inscryption, Ready or Not, Planescape: Torment, Vampire Survivors, Wordle, Katana Zero, Windjammers 2, Evil Dead, Lost in Random, Hidden Deep, Respawn's 3 Star Wars titles, Sony buy Bungie, the New York Game Awards, Miyazaki's love of poison swamps, Avalanche Software, and more! Find out more at https://broken-campfire.pinecast.co
Welcome to Dev Game Club, where this week we begin a new series on The Elder Scrolls III: Morrowind, Bethesda Game Studios RPG classic from 2002. We situate it in time and then dive right in, having been released from imprisonment and sent on a specific mission. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of play Issues covered: 2002 in games, Todd Howard's first mainline game as director, a little about Bethesda, Tim's history with the series, early games feeling open world, finding the titles generic, Brett confesses, not playing just the main quest, directing the player via POIs, self-motivated quests, interview homework, the prophecies, something is going on in Vvardenfell, name/job, situating you in the world with character creation, the census bureau, the clever setups, tutorial and usability, the death of Ultima as a franchise, Brett the battlemage, being able to pick up anything, we try to find the names of the elven races, all the skills and accidentally thieving, sleeping in the wrong bed, having laws enforced, not being able to barter because of contraband, thoughtful world-building, imagining a bigger world from small interactions, playing the good assassin, being opposed to the outlanders, coming up with concepts from the real world, coding the Khajiit as shifty Arabs, homebrew and archetypal sources, steering away from making particular races evil, slavery in RPGs, walking to Balmora, doing some quests, different architecture, Tim's sidequest to woo a Dunmer, directions to get to a quest, what is the arc of the game?, feeling like you have chapters even when a game doesn't have progression or leveling up, the small decisions you make all the time in game design, the crosshairs in Halo. Games, people, and influences mentioned or discussed: Jonah Lobe, Jean Simonet, Andrew Kirmse, Republic Commando, Oblivion, Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Ratchet & Clank, Xbox, Metroid Prime, Splinter Cell, Medal of Honor: Allied Assault, Sly Cooper, Legend of Zelda: Wind Waker, Jedi Starfighter, Battlefield 1942, Age of Mythology, Jedi Knight II, Warcraft III: Reign of Chaos, Neverwinter Nights, Bioware, Jade Empire, Knights of the Old Republic, Todd Howard, Redguard, Tomb Raider, Indiana Jones, NHL series, Terminator, Fallout (series), Starfield, The Witcher III, Reed Knight, Ultima Underworld, Arena, Daggerfall, Patrick Stewart, Firaxis, MechAssault, DoubleNegative (youtuber), Liam Neeson, Fallout: New Vegas, Underworld Ascendant, Paul Neurath, Baldur's Gate, Tyranny, Planescape: Torment, Pillars of Eternity, Dungeons & Dragons, Star Wars, WoW Classic, Infinity Engine, Sea of Thieves, Ifthatisyo U'rerealname, Halo, RE VII, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More hours? Links: You're Finally Awake Errata: The game we referred to as the spiritual successor to Ultima Underworld was Underworld Ascendant and not Ascension (which was the subtitle to Ultima IX). We regret the error. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Lost audio from the fall. Apologies, all, for the lateness! Video Game Academy is not dead, we've just been on hiatus what with school and everything. https://videogameacademia.org/
What do Planescape Torment, Baldur's Gate, Fallout, Knights of the Old Republic 2, Neverwinter Nights 2, Pillars of Eternity, and The Outer Worlds all have in common? Well that's simple, it's @Feargus Urquhart Rarely is an individual as synonymous with a genre as Feargus Urquhart, Co-founder of Obsidian, is with RPGs. This week on The Game Dev Show, Feargus takes us through his story, all the way from Interplay to founding Black Isle, and the eventual creation of Obsidian. We also dive deep on isometric RPGs, D&D, character creation, game design!
It's been a while since the last podcast and there are a ton of games we should probably be discussing, so of course we spend the equivalent of a feature-length film talking about, well... feature-length films and TV shows we've watched. Why Nico was so disappointed by The Many Saints of Newark (as well as Hamish's first full foray into The Sopranos), Spider-Men both Raimi and Recent, Jackass 3D because of course we have to talk about Jackass some more, why Pig is amazing and Nicolas Cage is a fantastic actor, 12 Angry Men's send up of people who don't like sports, Al Pacino going mental in Glengarry Glen Ross, the fraught relationship between Werner Herzog and Klaus Kinski, and Norm Macdonald's comedic legacy. Oh, I guess we also talk about Deathloop's mediocrity, why Planescape Torment might be Nico's new favourite game, dismantling a car as you're taking The Long Drive in it, the Dread X Collection, and a lengthy reflection on being confronted by the people who made a thing you've criticised. Don't worry, the soundboard is still here too! --- Support this podcast: https://anchor.fm/writingongamescast/support
Ein weiterer Rückblick in unsere Podcast-Geschichte. Damals hatten wir den talentierten Spielentwickler Stephan Hövelbrink zu Gast um mit Fabian über eines seiner absoluten Perlen der Rollenspiele zu reden. Planescape gilt als eine Kampagnenwelt der Dungeons&Dragons Reihe die 1999 eingestellt wurde. Noch im selben Jahr erschien im englischsprachigen Raum der digitale Ableger, der die Latte für Geschichtenerzählung, Welt- und Charakterdesign höher legte. Nicht umsonst wurde das Spiel 2000 zum Spiel des Jahres ausgezeichnet. Viele weitere Auszeichnungen gab es für das Design, den Hauptcharakter, das Drehbuch und der Charakter Morte! Zudem werden Fragen aufgeworfen wie: "Was ändert die Natur des Menschen?", "Was ist Fabians innerster Trieb?" und "Wer ist dieser charismatische Dickkopf Morte überhaupt? Dies und mehr erfahrt ihr in dieser Episode von "Good Game To Go - Vinyl" Leuchttürme 00:00:00 - Intro by Fabian 00:00:53 - Podcast Planescape Tornment 03:07:52 - Outro Stephan Hövelbrinks Spiel "Death Trash" gibt es auf GOG.com, Steam, itch.io und Epic Games Store Wie ihr uns erreichen könnt: Fabians Twitter Ankos Twitter Ankos Reviews Unsere Mail Unser Discord Lasst ein Feedback da, gebt uns Rückmeldung und fühlt euch unterhalten! Unsere Intromusik wurde von dem talentierten Gary Butterfield kreiert, zu finden auf Duckfeed.
Ein weiterer Rückblick in unsere Podcast-Geschichte. Damals hatten wir den talentierten Spielentwickler Stephan Hövelbrink zu Gast um mit Fabian über eines seiner absoluten Perlen der Rollenspiele zu reden. Planescape gilt als eine Kampagnenwelt der Dungeons&Dragons Reihe die 1999 eingestellt wurde. Noch im selben Jahr erschien im englischsprachigen Raum der digitale Ableger, der die Latte für Geschichtenerzählung, Welt- und Charakterdesign höher legte. Nicht umsonst wurde das Spiel 2000 zum Spiel des Jahres ausgezeichnet. Viele weitere Auszeichnungen gab es für das Design, den Hauptcharakter, das Drehbuch und der Charakter Morte! Zudem werden Fragen aufgeworfen wie: "Was ändert die Natur des Menschen?", "Was ist Fabians innerster Trieb?" und "Wer ist dieser charismatische Dickkopf Morte überhaupt? Dies und mehr erfahrt ihr in dieser Episode von "Good Game To Go - Vinyl" Leuchttürme 00:00:00 - Intro by Fabian 00:00:53 - Podcast Planescape Tornment 03:07:52 - Outro Stephan Hövelbrinks Spiel "Death Trash" gibt es auf GOG.com, Steam, itch.io und Epic Games Store Wie ihr uns erreichen könnt: Fabians Twitter Ankos Twitter Ankos Reviews Unsere Mail Unser Discord Lasst ein Feedback da, gebt uns Rückmeldung und fühlt euch unterhalten! Unsere Intromusik wurde von dem talentierten Gary Butterfield kreiert, zu finden auf Duckfeed.
Welcome to Dev Game Club, where this week we continue our series on BioShock. We talk about Fort Frolic and the arc of what's coming, guns and plasmids and a bit about their crossover, crafting, and gene tonics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Fort Frolic Issues covered: hitting the best beats of the game, having the future be a little blurry, Cohen's theatricality, using the camera purely as a framing camera artistically, the multiple payoffs of the camera, critical path integration of the camera, time-delayed gratification, a bottle episode, the statue splicers, using spotlights theatrically, how do you produce oxygen and filter out carbon dioxide, riffing on space games, putting crafting on the critical path, not having inventory as a presented system but having it underneath, not a lot of difficult decisions, always being able to get enough stuff through grinding, minimal benefits to adding crafting stations, only just getting better plasmids and tonics (not spending to improve them), the changing approach to respecs in modern design, wanting to ground systems in the world, categorizing tonics as a sop to balancing, Trojan Horsing the immersive sim, alienating a smaller audience in favor of a larger one, Jack's mother and father, themes of family in the series, getting a lot of mileage from the narrative setting, the uselessness of the map and the way the objective marker can put you on the rails, not having decisions that mean a lot, the greater impact of the older games, the rise of blogs and critical outlets, explosion of other outlets around the time. Games, people, and influences mentioned or discussed: Pokemon Snap, Dead Rising, Xbox, Unreal Engine, System Shock, Thief, The Chronicles of Riddick, Repblic Commando, Prey, Dishonored, Fallout 3, Tomb Raider (2013), Ayn Rand, Resident Evil, Peter, Planescape: Torment, Control, Blarg42, Twin Suns Corp, Batman (film series), Calamity Nolan, Airplane!, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: To Apollo Square Links: 1998: Why it's (probably) the Greatest Year Ever in video games Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
We take a trip to a strange carnival outside the mining town of Nashkel, in search of things lost long ago...Join Jenny, Craig and Mattiaz for this oneshot based on the Dungeons & Dragons module "The Wild Beyond the Witchlight: A Feywild Adventure" that is available in stores today.Music by: Michael Hoenig and Mark Morgan from Baldur's Gate 1 and 2 as well as Planescape: Torment. Used with permission from Beamdog.Our Champions of the Red Moon: Martin Heuschober, Nastasia Raulerson, Simon Cooper, David, Julia, Camilla, Ludwig Manford, Bob de Lange, Julián and Cameron.Web: https://www.redmoonroleplaying.comiTunes: http://apple.co/2wTNqHxAndroid: http://bit.ly/2vSvwZiYoutube: https://www.youtube.com/RedMoonRoleplayingSpotify: https://spoti.fi/30iFmznRSS: http://www.redmoonroleplaying.com/podcast?format=rssPatreon: https://www.patreon.com/RedMoonRoleplaying
We kick back with Ebb Creakknees and stack our coppers, saving up for a new tattoo from Fell. You know, the only one of the Lady's servants who when he walks, like Shakespeare's dark lady of Sonnet 130, treads on the ground. https://videogameacademia.org/ Music from the OST.
Il club del (retro)videogioco di Outcast riapre con un capolavoro di fine anni Novanta come Planescape: Torment, su cui Andrea Maderna, Luca Cerutti, Andrea Giongiani, Francesco Stella e Giuseppe Colaneri scaricano un'ora e mezza di gioia, amore e nostalgia. Buon ascolto! Soundtraccia: Tanaka - Alessandro Mucchi
We get acquainted with Sigil, meet some friendly denizens and fellow wanderers, and consider some of the factions vying for our services. http://videogameacademia.org/courses/planescape-torment/ Music from the OST
What makes us think this life is real? Well, we spot Bob the skull--I mean Morte--, Willem Dafoe--er, The Nameless One--, and, on the heels of Deionarra the ghost, Corey! And Mike joins us to provide some lore on the background for the OG Planescape: Torment, including World of Darkness and the Outer Planes of D&D. Dusties, zombies, etc. look out! https://videogameacademia.org/courses/planescape-torment/
Anketimize katılarak podcastimizi iyileştirmemize yardımcı olabilirsiniz:https://goo.gl/forms/6Iuf3pAtyuZizjsG3Bu bölümde en çok utandığımız çocukluk anılarımızdan bahsettik ve utandığımız konuların Anytown oynanışına nasıl etki ettiğini irdeledik.Hazırsanız başlıyoruz!Cue List:01 dk 10 sn: Güncel Haberler04 dk 50 sn: Apple'ın ve Steam'in İçerik Kısıtlama Politikaları07 dk 43 sn: Onur 'un Çizgifilm Anısı13 dk 54 sn: Çocukluk ve Cinsel Kimlik18 dk 37 sn: GamerGate, Blizzard, Bağımsız Oyunlar ve Toksik Maskülinite23 dk 49 sn: Can'ın Tükürme Anısı25 dk 22 sn: Ayça'nın Kombo Anısı28 dk 28 sn: Anytown'da Tuvalet ve Cinsel Kimlik32 dk 05 sn: Planescape Torment ve Oyun Geliştirme Metaforu34 dk 24 sn: Bilişsel Çeşitlilik ve ToplumCensorship by Applehttps://en.wikipedia.org/wiki/Censorship_by_Apple GTFO: Get the F% Out (2015 - Documentary)https://www.youtube.com/watch?v=57iCyoVDdQABlizzard Cosby Suite Controversyhttps://www.youtube.com/watch?v=Hj5PHXhtDooHannah Gadsby: Nanette (2018 ‧ Standup Comedy)https://www.netflix.com/title/80233611
Nueva semana de Malditos Games con tres juegos más que interesantes. El plato fuerte le corresponde a Back 4 Blood y nuestro experto en zombies, Joaco Frere, nos cuenta todo sobre la nueva apuesta de Turtle Rock. Guillo estuvo probando un metroidvania 2D con elementos de souls más que interesante llamado GRIME. Por último, Flor nos habló sobre Death Trash, un juego muy inspirado en los Fallout originales y en Planescape: Torment que va a dar que hablar.
ТОП-10 побочных квестов в играх лучше основного сюжета. В видео собрали самые интересные дополнительные задания из Red Dead Redemption 2, Cyberpunk 2077, The Witcher 3: Wild Hunt, TES 5: Skyrim, GTA 5, Fallout: New Vegas и из других популярных игр на ПК и консолях. Таймкоды игр, чтобы не словить спойлеры: 00:00 - Red Dead Redemption 2 01:47 - Ведьмак 3 03:00 - Cyberpunk 2077 04:29 - TES 5: Skyrim 05:46 - GTA 5 06:48 - Fallout: New Vegas 07:53 - Divinity: Original Sin 2 09:20 - Arcanum: Of Steamworks and Magick Obscura 10:33 - Planescape: Torment 11:08 - Star Wars: Knights of the Old Republic Всё о Steam Deck от Valve: характеристики консоли, цена, удобство использования - https://youtu.be/GQFoabx7Dj8 «Мы — не русский Fallout, мы — ATOM RPG»: интервью с автором постапокалиптической РПГ про СССР - https://youtu.be/bI5pZLXvm2g Наш сайт: https://vgtimes.ru Канал в Телеграм: https://t.me/vgtimes Instagram: https://www.instagram.com/vgtimesru/ Подкасты в Яндекс: https://music.yandex.ru/album/12938181 Anchor.fm: https://anchor.fm/vgtimes Facebook: https://www.facebook.com/VGTimes/ Наша группа ВК: https://vk.com/vgtimes Наш твич-канал: https://www.twitch.tv/vgtimes #Топ10 #лучшиеигры #игрыдляПК #квесты #побочныеквесты #квестыигры #игрытоп #топыигр
It's the Sunday afternoon of the year, and we're setting up plans for the coming semesters. That means a little Planescape: Torment, a smidgeon of Shadowrun: Dragonfall, and maybe some Undertale and Stardew Valley. Help us with our follow-through? We'd love to hear from you. https://videogameacademia.org/2021/08/15/the-sunday-afternoon-of-the-year/
McCormick tackles Rockstar's troubled N64 shooter Body Harvest, Andy compares Alien Storm to the game that shall not be named and Mick discovers what can change the nature of a man when plays (reads?) the legendary Planescape Torment
Welcome to Dev Game Club, where this week we continue our series on 2002's Insomniac action shooter platformer Ratchet & Clank. This week we talk about the weapons systems, watching a game evolve over a few years, level design, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Blarg Station Nebula G64 or thereabouts Issues covered: propulsion, stretch and squish, humor along the lines of Warner Bros, comedy and timing, matching comedy style to the game, weapon upgrade systems and the many levels of weapons, contextualizing upgrades and gadgets, the zaniness of weapons, gold bolts, having help with the collectibles, getting a lot of trophies, the ways gadgets improved, improving usability, third-person shooting on consoles, early 3D still, filling in the gaps for Nintendo, collection-focused mechanics vs generosity of bolts, failing forward, channels of reward, skill-based leveling systems, adding behaviors to weapons as they level, the variant gameplay forms, looping back to the beginning of sections in level design, taking over Clank, ordering a small squad of robots, a series that blends together, Ratchet being a little irritating, good enemies, music with zany sci-fi, world-building on the nose in a good way, why Gau is a great character, CRTs vs monitors, picking favorite RPG characters, hidden mechanics, an announcement of Brett and Tim working together again. Games, people, and influences mentioned or discussed: Marvin the Martian, Warner Bros., Disney, Hanna Barbera, Jackass (film series), the 1619 Project, Nintendo, Oddworld, Stranger's Wrath, The Mask, Sly Cooper, LucasArts, Crash Bandicoot, Spyro, LEGO Star Wars, Elder Scrolls (series), Ready at Dawn, High Impact Games, Full Throttle, Anachronox, Space Quest, The Incredibles, Michael Giacchino, David, Bergeaud, Disruptor, Resistance, mysterydip, Final Fantasy VI, Pokemon, zachary, SNES Classic, Blarg42, Chrono Trigger, Dragon Quest, Dragonball, Sebastian Deken, BioWare, Planescape: Torment, Mass Effect, Dragon Age (series), Ni No Kuni, Freddy Prinze Jr, Baldur's Gate, Dungeons & Dragons, JRR Tolkien, Mikael Danielsson, Gears of War, Starfighter, Republic Commando, Jak & Daxter, Resident Evil (series), Death Stranding, Calamity Nolan, Twin Suns Corp, Harley Baldwin, Greg Knight, Paul Pierce, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Up through the Bomb Factory! Link: CRT vs Monitor in Pixel Art Hidden Mechanics Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
History of Awesome is an epic 38-part trip down memory lane - each episode we're covering a new year's most important, influential, or just-plain-awesome movies, games, TV shows, comics, and more. Up next is 1999. We were all distracted by Y2K thanks to massive movie-going events like The Matrix and the return of Star Wars with The Phantom Menace. In video game land, the Sega Dreamcast gave us hope and Planescape: Torment made us think. Other discussion topics include Tony Hawk's Pro Skater, Counter-Strike, Fight Club, The Blair Witch Project, The Daily Show, Family Guy, and The Sopranos.