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W jubileuszowym odcinku nr 200 gościmy dwóch byłych członków podcastu, w tym założyciela.Rozmawiamy aż o 12 grach, podajemy 5 dowodów na ostateczną śmierć VRu. Omawiamy też 4 seriale i 2 filmy. Czy te liczby robią na was wrażenie? Powinny, bo gadamy długo i soczyście! Prawie przez 6 godzin. Podziękowania dla Defana za okladkę, Perki za montaż, Rudego za rozpiskę. Podziękowania dla Patronów za wsparcie, a najbardziej dla: Op1ekun, Jan Jagieła, Janomin, Łukasz M., Tomasz Herduś, Paweł G., Uki, Mateusz "Kaduk" Kadukowski z kanału Kadukowo.Discord MKwadrat Podcast- https://discord.gg/PafByaf9DU Discord akcji #PolishOurPrices: https://discord.gg/zvzvFp7qmEKanał Defana: https://www.youtube.com/@wsumiespoko/ W co ostatnio graliśmy(00:00:00) Start(00:01:45) Simplex: Dishonored 2, Zelda Echoes of Wisdom, Resistance 3, Everybody's Gone to the Rapture, 100 lat samotności, Genombrottet/Przełom(00:04:11) Perka: Ukończone: Crysis Warhead, Crysis 2, Donkey Kong Country, TLoZ: A Link to the Past, Rozpoczęte: Pizza Tower, Jagged Alliance 3, Donkey Kong Country Returns HD, CRUEL, Age of Darkness: Final Stand, Pirates VR Jolly Roger, Grimlord. Seriale/Filmy: Czarnobyl, Cunk on Life, Matki Pingwinów, Reniferek, Obserwator, Silos S2, Severance(00:17:03) Michał Broda: Path of Exile 2, Diablo IV, Alien: Romulus, Deadpool & Wolverine, Green PlanetNewsy naleśnikowe(00:19:41) Xbox Developer Direct - Doom i inne(00:28:30) Bloodborne w 60fps dzięki emulacji(00:30:36) GaaSpokalipsa w SonySprzęt(00:36:17) Switch 2 potwierdzony(00:45:44) Plotki o śmierci pudełkowych gier są przesadzone(00:47:04) Krótkie wrażenia z korzystania z R36S Retro Game Console - PerkaGry naleśnikowe(00:54:18) Dishonored 2 - Simplex(01:20:11) The Legend of Zelda: A Link to the Past - Perka(01:32:07) Path of Exile 2 - Michał Broda(01:49:20) Resistance 3 - Simplex(01:59:33) BeamNG - Michał Broda(02:09:13) CRUEL - Perka, Simplex(02:19:12) Seria Yakuza - Michał BrodaGry VR(02:27:00) Assassin's Creed: Nexus - Michał Broda, Simplex(02:36:30) Resist- Michał Broda, Simplex(02:39:30) Smash Drums - Michał Broda(02:43:33) Shattered - Michał Broda(02:48:20) Dungeons of Eternity - Michał Broda, Simplex, PerkaSprzęt VR(02:52:40) Michał opowiada o akcesoriach do Questa 3 (router, słuchawki od PrismXR)(03:03:40) Quaz recenzuje Questa 3S który jest w promocjiNewsy VR(03:06:50) Kącik VR modów: Crysis VR 1.0 z konrolą ruchową, Indiana Jones REAL VR mod(03:12:47) VR umiera: MS wbija ostateczny gwóźdź do trumny WMR, Power Wash VR nie dostanie kolejnych DLC(03:16:37) Shuei Yoshida przeprasza za PSVR2, F.Reality się zamyka, Blaira Renaul czarno widzi przyszłość VR(03:21:12) Low-Fi z datą premiery i wydawcę, news z kanału Polish Paul VR(03:23:20) GeForce Now na Queście 3, Madison VR wyszło na Questa 2 i 3(03:27:11) Boneworks wyjdzie na Questa 3, Into Black wyjdzie na PSVR2(03:33:05) Firewall Ultra zmartwychwstaje, Bulletstorm VR poleruje cenę na Steamie dzięki #PolishOurPrices(03:36:49) Arken Age podobno dobry, cena wypolerowana od premiery, Assetto Corsa EVO VR nie pykło(03:41:30) Into The Radius sprzedało ponad 800k, przychody z dwójki w EA wyniosły 3 mln $(03:44:35) Nowa wersja Quest Game Optimizer - kolejny raz polecamyKulturka(03:45:45) The Day of the Jackal/Dzień Szakala (SkyShowtime) - Simplex(03:50:30) Cunk on Life (Netflix) - Perka(03:55:24) Genombrottet/Przełom (Netflix) - Simplex(03:57:40) Baby Reindeer/Reniferek (Netflix) - Perka(04:01:33) Juror #2/Przysięgły nr 2 (Max) - Simplex(04:04:08) The Watcher/Obserwator (Netflix) - Perka(04:08:15) Heretic - SimplexSpołeczność/Publicystyka(04:11:35) Podziękowania dla Opiekun, Jan Jagieła, Janomin, Paweł G, Uki, Mateusz “Kaduk” Kadukowski z kanału Kadukowo(04:12:14) Segment reklamowy Defana(04:14:23) Rudy u Dapita z Andrzejem Muzyczukiem gadają o Alone in the Dark 2024, Damian w Granalizie(04:17:56) Recenzja odcinka, komentarze słuchaczy(04:32:50) Pożegnanie i zaproszenie na post-creditsowy bonus z gościem specjalnymKonsumpcja:MP3: https://mkw...
W tym odcinku Dapit Podcastu odwiedzili mnie NRGeek oraz Quaz, żebyśmy mogli porozmawiać m.in. o tym, jak social media zmieniły nasze postrzeganie świata i jakie jest najlepsze hotelowe śniadanie. (00:00:00) - Wstęp (00:01:29) - Kącik RetroSferowy (00:06:09) - Jak wygląda praca nad kanałami NRGeeka i Quaza (00:17:26) - Jak Krzysiek z Tomkiem się poznali (00:20:40) - Kącik VRowy (00:31:02) - Różnice pokoleniowe i łódzkie znajomości (00:39:24) - Wyrażanie swoich opinii w internecie (00:55:54) - Przenośne granie w 2023 roku (01:05:46) - Kondycja obecnych konsol, mocny rok w branży i co dalej? (01:22:33) - Czy szesnaście godzin grania dziennie to dużo (01:30:50) - Opłacalność eventów branżowych (01:37:01) - Zakończenie Dapit: YouTube - https://www.youtube.com/@Dapit Spotify - https://open.spotify.com/show/4rugJm1QxQ8yl6Ps8WtdiJ RSS - https://anchor.fm/s/a2992710/podcast/rss Facebook - https://www.facebook.com/dapit.official Instagram - https://www.instagram.com/dapit.official Twitter - https://twitter.com/dapitofficial NRGeek: YouTube - https://www.youtube.com/c/NRGeek00 Spotify - https://open.spotify.com/show/1HOr8Wg6NzPB2HKQQC9ROB Facebook - https://www.facebook.com/NRGeek Instagram - https://www.instagram.com/nrgeek00 Twitter - https://twitter.com/NRGeek00 Twitch - https://www.twitch.tv/nrgeek00 Discord - https://discord.com/invite/np7RFaEwhz Patronite - https://patronite.pl/nrgeek Quaz: YouTube - http://www.youtube.com/quaz9 YouTube ze streamami - http://www.youtube.com/quaz9live Facebook - http://www.facebook.com/quazTV Instagram - https://www.instagram.com/quaz9 Twitter - http://twitter.com/quaz9 Twitch - http://pl.twitch.tv/quaz9 Patronite - https://patronite.pl/quaz WWW - http://quaz.org Materiał Kaduka o VR z gościnnym udziałem Quaza: https://www.youtube.com/watch?v=xui36NqWWuc #nrgeek #quaz #dapit
On today's Lil Bitta Pod, Vaughan brings in a new game; The Week that Quaz! (With absolutely ZERO sound effects!)See omnystudio.com/listener for privacy information.
The Kang Train has left the station! This week Sean is joined by Benny Scholl of Avoid to talk about the kick off to MCU's Phase 5 Ant-Man and the Wasp: Quantumania!Support Avoid!Buy Metalcore Nerds MerchSong of the Week: Freeze MF "Cold Soul"Check out the Metalcore Nerds Pull List Spotify PlaylistNerd News
In this week's episode of the Black Girl Nerds Podcast, we welcome multi-hyphenate Rodney Barnes and actor William Jackson Harper. Segment 1: Rodney Barnes is an award-winning writer, producer, and comic book creator whose vibrant and emphatic creative voice has established him as a Hollywood mainstay. From writing on Adult Swim's The Boondocks, Everybody Hates Chris to Hulu's Wu-Tang: An American Saga and HBO's Winning Time, Barnes has displayed versatility across a variety of genres in the industry's largest and most influential programs. His newly founded Zombie Love Studios, a graphic novel production studio that will both adapt and create original graphic novels, beginning with the release of his latest graphic novel, "Blacula: Return of The King". Host: Jamie and Ryanne Segment 2: William Jackson Harper, is an actor and playwright. He is best known for his role as Chidi Anagonye on the NBC comedy The Good Place, for which he was nominated for the Primetime Emmy Award for Outstanding Supporting Actor in a Comedy. He currently can be seen in Peacock's The Resort and is starring as Quaz in Marvel Studios' Ant-Man and The Wasp Quantumania. Host: Jamie Music by: Sammus Edited by: Jamie Broadnax
(00:00:00) - Wstęp (00:09:02) - #vr (00:31:40) - #steamdeck (00:44:06) - Kondycja branży gier (01:13:26) - #bringkrokietback (01:24:15) - Imprezy branżowe (01:28:41) - Gametelmeni (01:34:52) - Zakończenie Dapit: YouTube - https://www.youtube.com/c/Dapit Spotify - https://open.spotify.com/show/4rugJm1QxQ8yl6Ps8WtdiJ RSS - https://anchor.fm/s/a2992710/podcast/rss Facebook - https://www.facebook.com/dapit.official Instagram - https://www.instagram.com/dapit.official Twitter - https://twitter.com/dapitofficial Quaz: YouTube - http://www.youtube.com/quaz9 YouTube ze streamami - http://www.youtube.com/quaz9live Facebook - http://www.facebook.com/quazTV Instagram - https://www.instagram.com/quaz9 Twitter - http://twitter.com/quaz9 Twitch - http://pl.twitch.tv/quaz9 Patronite - https://patronite.pl/quaz WWW - http://quaz.org MKwadrat Podcast: YouTube - https://www.youtube.com/c/MKwadratPodcast Spotify - https://open.spotify.com/show/7e5OdT8bnLmvCahOfo4jNG RSS - https://mkwadratpodcast.pl/feed/podcast Facebook - https://facebook.com/MKwadratPodcast Instagram - https://www.instagram.com/mkwadratpodcast Twitter - https://twitter.com/mkwadratpodcast WWW - https://mkwadratpodcast.pl
Welcome to our wild sheep chase!! This week we have two children drawing in the dirt(not the children you think it'd be) and we have someone who doesn't understand riddles... We also meet my absolute favorite NPC, Lampshade. I hope y'all enjoy our one shot!! DON'T WORRY!! We will be back tot he regular campaign soon!! Life happens. And we are so grateful for your patience. You guys are the best!! Don't forget about our sponser!! Sunflower Care Packages is a company that prepares and ships custom made cancer care packages that are affordable and fill specific needs for the cancer patient. You can get colored wristbands to show your support for your loved one. There are coloring books for the children, chocolate, and crocheted beanies. Or chemo caps for those with sensitive skin. You can read more about the founder's story here. And if you use code Cookiedice22 at checkout you'll get 10% off your order. I hope you enjoy!! Thanks for listening!! We're grateful for each and every one of you, but it would help us so much if you rate and review on Apple Podcasts. We will read your reviews on the podcast AND Mara will use your name as an NPC!!! And share with your friends and family!! Email me at cookie-dice.com/contact. We also have a weekly blog at cookie-dice.com/blog. Check it out!! There's pictures, drawings, and news that you don't get on the podcast. Thanks so much!! AJ is DMing. Mara as Freedom. TK as Quaz. Kate as Velocity. Elizabeth as Adoor.
I have to say, we have never been more distracted while recording a podcast episode. We pose important questions, like, "What kind of cookie are you?" or, "Why don't fingers fing?" We also meet a new character, drag along an old character, and create a new tradition. "C.T.P: Contain, Train, Perserve - An Audio Drama" is coming out in about a month!! A teaser episode has also just come out!! I am so excited, but to continue doing what we love we need support. If you're out there listening and have any ideas for future episodes or campaigns or anything email me at famfriendlypod@gmail.com. I can't wait to hear from you!! We have a very special announcement!! We have our first sponsor of the podcast!! Sunflower Care Packages is a company that prepares and ships custom made cancer care packages that are affordable and fill specific needs for the cancer patient. You can get colored wristbands to show your support for your loved one. There are coloring books for the children, chocolate, and crocheted beanies. Or chemo caps for those with sensitive skin. You can read more about the founder's story here. And if you use code Cookiedice22 at checkout you'll get 10% off your order. I hope you enjoy!! Thanks for listening!! We're grateful for each and every one of you, but it would help us so much if you rate and review on Apple Podcasts. We will read your reviews on the podcast AND Mara will use your name as an NPC!!! And share with your friends and family!! Email me at cookie-dice.com/contact. We also have a weekly blog at cookie-dice.com/blog. Check it out!! There's pictures, drawings, and news that you don't get on the podcast. Thanks so much!! AJ as DM. TK as Quaz. Elizabeth as Diesa. Kate as Steve. Mara as Naki.
*Slight disclaimer!! There's a little animal cruelty in here, so if that's something you're squeamish of you might want to skip this one.* Welcome back, keemo'tyar, to The Tavern At The Crossroads!! Where all of our most random and hectic adventures begin. The story line today is a simple one, as you will see from the very beginning. Naki, our resident archer, is looking for his brother who had a relationship with our dwarf friend, Amber. Our other dwarf friend, Diesal, and her pet, Steve, tag along with the promise of adventure echoing in their heads. Quaz makes a new friend and tries to get waffles. Kejmur, a drunk guy who got dragged along, gets to learn the wonders of dangerous teleportation. We also learn why Scribbles is Queen Puddles General. And that my table is very musically inclined!! Next week we're going back to the normal campaign!! And stay tuned for the art contest!! We'll be announcing the details next week!! It will be coming to a close very soon so the Death Socks are coming!! If you have any ideas for what to do for the next campaign email me at cookie-dice.com!! And good news!! My sister will be joining us more often!! And next week we have another special guest, so don't forget to listen!! We can't wait!! Thanks so much for listening!! Please rate and review on Apple Podcasts, or share with your friends and family!! You can email us at cookie-dice.com/contact. You can also read the blog post and see our Fantasy Food Fail at cookie-dice.com/blog. There's a poll on Spotify!! It does not work on the web player, so use your phone. It's on the episode Faye Vibes. It will be closing in about 2 weeks, so please contribute to that!! Thanks for listening!! We really appreciate y'all!!
Welcome, keemo'tyar, to the Tavern At The Crossroads. Where bards sing, hero's tell stories, and dwarves enjoy a good drink before heading off to... do whatever dwarves do. It's always been a busy, bustling place. Until now. Something in the neighboring towns is taking the townsfolk. And Ta'chala is determined to stop it. Because he wants money. Joining him is Naki, Quaz, Steve the stan snot spider, and Diesa(l) to explore deep into the forest and meet a few new friends. Or not friends. Today we meet two new creatures. Their information will be posted at cookie-dice.com. So!! You might be saying, "Hey, AJ? What's with this weird inbetween episode?" And I would say to you, don't worry!! The main campaign will be back. We've had some scheduling conflicts so we had to work a few things out. Just give us a couple weeks and we'll be back to normal. Sorry for the inconvenience. But this episode was both an absolute train wreck and really fun, so... hope you enjoy!! A big thanks to my amazing sister who came in to help us!! If you enjoyed her, leave a review on Apple telling her how amazing it was. Or email us!! Or go out on the rooftops and shout it to your neighborhood. No guarantee we'll hear it, but you can try!! And let me know if you liked the new characters!! Everyone is a little different now and I love to see my table stretch their acting in different directions. I think it went very well. In Fantasy Foods we had Heartland Rose Apple Pie. It was sooooooooooo good!! There's a picture on the website. Next week we're doing something simple so Mara, Kate, and I aren't running around like we were this week. You should go check out our weekly blog. cookie-dice.com/blog. Or rate and review on Apple Podcasts. There is a poll on Spotify!! Go look at it!! It's in the Faye Vibes episode!! Thank you!! You can contact us if you go to cookie-dice.com/contact!! You can email us anything!! Share with your friends, family, your d&d table, your mailman, your neighbors, your co-workers, etc, etc. A very happy Valentine's to you!! I was going do something special... and then I didn't. Sorry. But this was a fun episode without it!!
This week: the Quaz. Also a lot of discussion about how close we are to the end with still no idea why. Of note: this week, Shout Factory released the entire series (https://www.shoutfactorytv.com/series/kamen-rider-ryuki-series) on their TokuSHOUTsu streaming service. It's free to watch and linked above! If you want to see what the hell we've been discussing for a year now, this is the way.
More questions answered! Plus, what do dreams mean?See omnystudio.com/listener for privacy information.
More questions answered! Plus, what do dreams mean?
Renowned gamer Poopie Mempie, known hacker and mafioso Blank Hank, and college freshman Ethan D. rate eight brand-new cartoon ideas from best to worst.Cast:Holiday, Memphis, Hank the Blank, The Quaz, and Ethan D.Editors:HolidayMedia Used:Jojo's Giorno ThemeFairly Odd Parents IntroMission Impossible ThemeA Side/ B Side by Tipling RockThumbnail art by DavidIf you want to hear more or listen on a different platform, check out Indignant Cast on Apple Podcasts or Spotify and follow Indignant Cast on Instagram. Share to your pastor, your family, but most of all your pastor.
Episode 40 | Quaz (Hip Hop Artist) Interview | Talking his music brand & more.Support the show (http://www.buzzsprout.com/246142)
Quaz Amir , also known as DJ Woolbeanie is the Founder and CEO of The Collab PDX. He is from the city of brotherly love and prefers pop tarts over toaster strudels (all cap). Quaz is someone that understands that the POWER is with the PEOPLE and he makes sure that everyone around him feels empowered to speak their truth. --- Support this podcast: https://anchor.fm/openingpresence/support
Steve interviews Jeff Pearlman (00:04:55) one of the best authors of sports books on the planet. Jeff and Steve have one of their classic hangs where they just turn on the microphones and start talking about shit. The talk about Steve being on the Quaz, parenting, politics, and Jeff and Steve share a story about Black. Jeff announces a new project, gives an update on his upcoming Lakers book, and talks about having Jane Leavy on his podcast. Also, Albert Chen(01:21:16) from Sports Illustrated is on the program. Albert talks about being a senior editor at SI, the future of the magazine, and how things have changed since the most recent sale of Sports Illustrated. Albert also talks about his book about Draft Kings and Fan Duel. Albert explains why he wrote the book, what he thinks the future of the companies is, and his personal gambling habits. Steve starts the show by admitting it's really fucking late. The book club talks about the strange case of the missing Bob Stoops book. The show ends with one last thing about buying the new iPhone and Steve's brother Greg. For more information follow the podcast on twitter @sports_casters Email: thesportscasters@gmail.com
The definition of a real Independent artist!!! Quaz passes through da Podcast and is dropping Gems, great insight into what it takes to maximize your potential as an independent artist. Follow him on IG: @quazmusic Like, Comment . Share this episode
Steve interviews Michael Lombardi (00:09:47) from The Athletic and the GM Shuffle podcast. Michael joins us for the first time since 2012 to talk about The Sopranos, Bruce Springsteen on Broadway, and other pop culture tidbits. After the television talk, Steve and Michael get serious about football. Michael shares his thought on the importance of pass rushers, tells us how he would stop Patrick Mahomes and explains why he doesn't get carried away with news coming out of OTA's or training camps. Also, Freddie Coleman(00:35:19) from ESPN Radio joins us to talk about hosting a national sports radio show in the age of the podcast. Freddie starts us off by telling his side of the story about when he was going for the same job at ESPN Radio as Mike Schopp. Freddie explains the art of interviewing under the gun, tells a story about the time he went long with Venus Williams, and projects the future for sports talk on terrestrial radio. Steve starts the show thanking everyone who helped with the reboot and plugs his QUAZ one last time. The book club throws a book into the trash and announces another. The show ends with one last thing about Game of Thrones (spoilers). For more information follow the podcast on twitter @sports_casters Email: thesportscasters@gmail.com
Steve interviews Mike Schopp (00:04:04) from WGR 550 in Buffalo. Mike and Steve start things off by reacting to the Sabres decision to hire Ralph Krueger as their new head coach. Next, Steve and Mike chat about sports radio in the age of the podcast. Mike explains how his show is or isn't different since the rise of podcasts. Mike also explains where he sees sports radio in five years and shares a story about the time he was going for the same job as our other guest, Freddie Coleman. Also, Freddie Coleman(00:35:19) from ESPN Radio joins us to talk about hosting a national sports radio show in the age of the podcast. Freddie starts us off by telling his side of the story about when he was going for the same job at ESPN Radio as Mike Schopp. Freddie explains the art of interviewing under the gun, tells a story about the time he went long with Venus Williams, and projects the future for sports talk on terrestrial radio. Steve starts the show thanking everyone who helped with the reboot and plugs his QUAZ one last time. The book club throws a book into the trash and announces another. The show ends with one last thing about Game of Thrones (spoilers). For more information follow the podcast on twitter @sports_casters Email: thesportscasters@gmail.com
We talk to Bullfrog and Lionhead legends Gary Carr and Mark Webley about the design of PC cult classic Theme Hospital, and how their careers twisted and turned to see them return to create a spiritual successor. Learn more about Two Point Hospital: https://www.twopointhospital.com/ Play Theme Hospital: https://www.gog.com/game/theme_hospital Download CorsixTH: http://corsixth.com/ iTunes Page: https://itunes.apple.com/us/podcast/noclip/id1385062988 RSS Feed: http://noclippodcast.libsyn.com/rss Google Play: https://play.google.com/music/listen?u=0#/ps/If7gz7uvqebg2qqlicxhay22qny Spotify: https://open.spotify.com/show/5XYk92ubrXpvPVk1lin4VB?si=JRAcPnlvQ0-YJWU9XiW9pg Episode transcription: http://noclippodcast.libsyn.com/02-the-return-of-theme-hospital Learn About Noclip: https://www.noclip.video Become a Patron and get early access to new episodes: https://www.patreon.com/noclip Follow @noclipvideo on Twitter Hosted by @dannyodwyer Funded by 4,197 Patrons. -------------------------------------------------------------- TRANSCRIPTION; - [Danny] Hello and welcome to Noclip, the podcast about video games and the people who make them. On today's episode, we pay a much needed visit to the video game doctor, as we celebrate the return of a PC cult classic. Bullfrog are synonymous with a wonderful period in time for games development in the United Kingdom. Producing many cult classics including Populus, Dungeon Keeper, Syndicate, and Theme Park. But to me, the jewel in Bullfrog's crown has always been their lesser-known follow up to the theme park management game. While becoming an instant classic in the UK, Theme Hospital is much lesser known here in the United States. So it was quite the surprise to me when, on a date with an American, the girl across the table from me mentioned it as one of her favorite games ever. I think that was the moment I decided I wanted to marry you, was when you mentioned you liked Theme Hospital. - [Lindsay] Oh yeah, that's, like, an important aspect of our relationship. - [Danny] Yeah, what do you remember about that game? - [Lindsay] I remember all the little goofy components of it, like how the people look, and how you can pop heads, and how you can deal with a million Elvis' and the helicopter comes in and has a thousand people on it, and the fancy man comes around with his top hat. - [Danny] Oh yeah, I forgot about the VIP. - [Lindsay] The fancy man. - [Danny] Yeah. And you had to make sure that he didn't, like-- - [Lindsay] See all your rats and shit, like-- So you be, like, "This way, Sir." - [Danny] Or somebody would get sick right in front of him. He kind of looked like the Monopoly man. - [Lindsay] Yeah, he was so fancy. And he, remember when he stopped by all the wards and looked in all the windows, he peaked in. He'd be like, "Oops, not that one, "no one works in there." - [Danny] I wonder how much it mattered. Because when he was walking around, I always thought, oh, I better make sure that wherever he walks we have fire extinguishers. - [Lindsay] Totally. - [Danny] But I bet it was just, like-- - [Lindsay] It was predetermined before he even landed on his helicopter or however he got there. - [Danny] I think this might be the first time I've ever worked on a Noclip project which is a game that you care about? Is that true? I guess Rocket League you liked. - [Lindsay] Rocket League I liked for a few minutes. None of the other video games you've ever done a podcast on, I mean done a documentary on, I've ever even heard of. - [Danny] Yeah. You're not a final fan of C14 fan? - [Lindsay] I've heard of Final Fantasy. I didn't know there were 14 of them, but-- - [Danny]There's way more than 14 of them. - [Lindsay] I've heard of it. Oh, really? - [Danny] Yeah. And since it is the first time I've kind of worked on something that you actually have a deep knowledge of-- - [Lindsay] Oh, I'm excited. - [Danny] If you had any questions, let me be those sort of the translator between you and the developers. What would you ask if you had any questions? - [Lindsay] Well my big question is when they are going to make a sequel. Because as fun as it is to play that pixelly thing, they better make a sequel. My real questions are about the silly things, like how the handyman could smell cabbage or just little silly components that they put in there. - [Danny] It's the doctors, isn't it, it smells faintly of cabbage. - [Lindsay] It smells faintly of cabbage, yeah. - [Danny] When you were hiring them. Oh yeah, I guess the handyman, too. - [Lindsay] Anybody could smell like cabbage in real life. Anyone could smell like cabbage. So I had that question, and also about shooting rats. Like, what that's about and sometimes you could unlock that secret level where it was just rat shooting. And that was really cool. - [Danny] It was kind of random, though. - [Lindsay] Yeah yeah, it was just like-- - [Danny] Like, why does this happen? - [Lindsay] Right, I have some experience in hospitals and I've never once shot a rat, but they thought it was important that we have that component. - [Danny] I can answer the first question. - [Lindsay] Oh, when the sequel's coming out? - [Danny] Yeah, so I decided I wanted to do this a while back, and it took a while for me to hunt down the two main dudes who worked on Theme Hospital. It turns out both of them ended up having really prolific careers and getting to the top of Lionhead Studios, who made a bunch of games. - [Lindsay] The Movies. - [Danny] They made The movies, I remember you love, which is so funny, you love The Movies because it's probably Lionhead's most obscure game. - [Lindsay] The Movies was really hard. I've never made any progress at all in that game. I think I'm doing something wrong, actually. - [Danny] And the guys who, I think both of them actually worked on The Movies as well. - [Lindsay] Well then I have further questions for them of how you achieve anything in that game. - [Danny] We'll have to leave that for another podcast. - [Danny] But I ended up finding them because they're working on a spiritual successor. So after, I think it's been eight, 19 years? Around two decades, and finally you can play a new hospital management game, it's coming out really soon, so-- - [Lindsay] Yes. - [Danny] Let me ask the questions and I'll get back to you. - [Lindsay] Report back. - [Danny] Like report back to you-- - [Lindsay] Thank you. - [Danny] On the condition of our patient. - [Lindsay] Of our fair game. - [Danny] Yeah. - [Mark] Yeah, I'm Mark Webley, I'm one of the founders and I guess I'm game director at Two Point Studios. - [Gary] I'm Gary Carr, I'm also a founder and I'm creative director at Two Point Studios. - [Mark] I kind of heard about Bullfrog, I didn't really know that much about them until I saw this EA poster, a friend of mine worked at EA, and it was a poster with all their games on, it kind of looked like interesting games. You saw this one in the middle, which is, looks incredible, I said, "What the hell was that?" And it was Populus, and I thought, wow that just looks insane, I mean, you kind of looked back at it and you might not see it, but at the time it was, in my view, whoa that looks so different and cool. - [Gary] I think I started a couple years before Mark, I think I started in 89. - [Mark] Yeah, you were definitely before me. - [Gary] So I done my first game at Bullfrog was Powermonger, I was there at the back in the Populus and I did a little bit on the data disks but not very much if I'm honest. I did a little bit actually on Syndicate, but it was called Cyber Assault when I worked on it. - [Mark] I thought it was called Quaz at one point. - [Gary] It was called Bub as well. - [Mark] Bub? Yeah. Just something easy to type. - [Gary] That's the game that we could never actually decide what it was going to be. It was in production forever. - [Danny] Back in the early 90's, the team at Bullfrog was only around eight people led by the excitable hand of a man called Peter Molyneux. The studio operated out of a makeshift office crammed into an attic above a stereo shop and a flat occupied by a chain-smoking old lady. Peter had used his charm to persuade Commodore to lend them a suite of Amiga's and it was on these computers that the team worked on games, games like Powermonger, Syndicate, Magic Carpet, Flood, and Dungeon Keeper. Gary, an artist, left for a time after they had completed the iconic Theme Park. He went to work at famed UK developers the Bitmap Brothers for a number of years before being tempted back to Bullfrog by a devilish dungeon keeper. - [Gary] Yeah, Peter has got a great way of, kind of, sort of making people believe that these things are going to be what they want them to be and he's brilliant at that and I loved the guy for it. But I wanted to come back and do something that wasn't Theme, so I kept saying, "Could the game idea possibly be a dungeon-y game?" And he sort of said, "Could be." What he meant was it could be, but it's not. So I came back, but actually it was the best decision of my life, it really was because it was great to work with Mark. We're very different people, and we both have sort of different things we bring together and we had-- - [Mark] We argue a lot. - [Gary] We argue a lot and we had total freedom. I mean, back then there was only about three or four people that had the luxury to sort of take an idea and own it, and we were one of those few. So it was a great time in our careers, we were at the right time, I think, to sort of build a team together and make that game. When Mark and I were probably at similar age and different types of experience, I'd had a bit more games experience at the time, Mark had had a lot more management experience at the time. - [Mark] But I was a lot smarter. - [Gary] Yeah, I think so. But at this point in time, I think it was when Bullfrog was splitting up into creating teams within Bullfrog because we'd gotten a little bit bigger. So Mark kicked off what was called Pluto, believe it or not, which was the design and series team that was gonna do all the theme games and I was brought in to sort of partner with Mark on this game, we had no idea what was going to be coming and it ended up being Theme Hospital. - [Mark] Well at that time, it was just me and you to start with, it was just, I mean, the team at its maximum size was probably about five or six. So it was pretty small teams, there's no producer, there's no designer, so I was programming, Gary as doing the art and-- - [Gary] And we were kind of making it up as we went along so that process kind of carried on for a while and I think that kind of originally it was a game about a hospital, a game about a theme park was kind of great, you got rides and exciting things and lots of fun just without even having to go outside the box. - [Gary] Try too hard. - [Mark] And then afterwards it was different. We kind of thought about the flow of the game the patient, the diagnosis, and the treatment of patients, but the sticking point was after. In fact, we were on the research back in Gilford, it's right next to the hospital, so we'd often spend out lunchtime walk around Dart U we'd probably get choked out now. - [Gary] Trying to get inspiration, weren't we? - [Mark] Yeah, just walking around the corridors, and just kind of seeing what's in the hospital. We're going to have lunch in the cafeteria and it was, it came to a point where I think you just, you said, "This is it, isn't it. "There's nothing more, it's just "boring corridors and plain walls." - [Gary] They're all very similar, it doesn't matter if it's the US or the UK, I think hospitals share, they always have the same floor tiles. They have these slightly curved floors where obviously they're easy to wash in up corners so the floors slightly curve, they have this kind of shiny, painted up to about waist-high where I think that can be washed down as well. - [Mark] Hosed down. - [Gary] Hosed down. And they have a few machines with little screens on them and they all sort of makeshift beds that seems to be some sort of crash unit near it. And that's it, and we just suddenly thought, Oh my God, how does this compete with things like roller coasters, and water fluids, and all that kind of color? And we got really scared and we also spent about, and this has been said many times, but we spent about a month in different hospitals trying to do some research, trying to find a game out of all that. - [Mark] Integrate on the street. - [Gary] On the street, we went to Brimley and Rolsory, and we just spent time in all these hospitals and we just kind of got so weary. - [Mark] Gary even got circumcised. - [Gary] No, I didn't. We viewed operations, we were invited to go and look around the morgue and we went into business meetings about how one hospital could strategically beat another hospital to people that have been in injuries. And it just sounds like, oh god this is so grim. - [Mark] We were setting up the ambulance. - [Gary] That's right. Do you remember that? - [Mark] Yeah yeah. - [Gary] And then we sort of went for lunch and again in the canteen that looked very much like a real canteen, they have lots of really unhealthy food. And, uh, we just suddenly I think just landed on this idea at the same time to sort of just let's just make it up. Because we actually knew nothing about hospitals, we didn't know how they really worked. - [Danny] Mark and Gary did their game design due diligence and visited hospitals all around the Greater London Area. They were kicked out of an operation for distracting a surgeon once, and almost visited a morgue before losing their nerve. It was these experiences that brought the boys to the conclusion that they were better off distancing themselves from the grim reality of hospitals as much as they could. They knew that the subject matter wasn't really the focus of the gameplay experience. It wasn't like people who played Theme Park all wanted to run Theme Parks, and the same could be true here. Through their experience they understood that the drive of this game came from the problems players would encounter and the ways in which they would solve them. So they didn't have to make a game about running a real hospital, they just had to make a game that was fun and challenging. It was around this time that Bullfrog was acquired by Electronic Arts. And when their new bosses turned up to see what the team was working on, they were, a bit confused. - [Gary] And when they'd come to the studio and have a look at all the games, it's kind of like, a hospital game? No, I don't get it. It's like, oh, think about ER and things, we were trying to jazz it up. It's actually a really popular, exciting show. They'd say, "But this isn't like ER, is it." - [Mark] I guess that's the problem. I think everybody probably would assume science fiction or fantasy-- - [Gary] Or killing or blowing up. - [Mark] Making some sim game around that would be the best possible subject matter, but I think coming up with, if we stay in kind of reality, and relatable subject, but then you twist that into something else is, makes it way more interesting. - [Danny] EA was right. It wasn't really ER. For one, Theme Hospital didn't have any real illnesses. The people in this world suffered from conditions like Slack Tongue, Bloaty Head, Kidney Beans and Third Degree Sideburns. One condition originally called Elvitus had to be changed when Elvis' estate got wind of it. The character art, which did look a lot like Elvis, was slightly changed, and the condition was renamed King Complex. Another legal faux-pas came with the original box-art of Theme Hospital, which carried a red cross. The Red Cross wasn't too happy about that, so they changed it to a green star. The guys were starting to warm up so I figured it was probably about the time to ask Lindsay's questions. First of all, what was with all the doctors that smelled faintly of cabbage? Who wrote this stuff? And why did Theme Hospital have a rat shooting mini game? - [Gary] One thing I think Lionhead and Bullfrog haven't probably promoted enough is the great writers who have actually made us look even, well, made us look way better than we actually are. Because it's actually, it's interesting, there wasn't that many visual illnesses in Theme Hospital, but a lot of people remember the wonderful names and they paint their own pictures. - [Mark] Yeah, and the descriptions of how they're contracted, so. - [Gary] So I think, but the writing was really important to us. - [Mark] There was a guy called James Leech. - [Gary] But James Leech did the original, but James also worked with a guy called Mark Hill throughout, on and off through the Lionhead days, and that was something we wanted to bring, keep that consistency of writing. So, it was probably Mark, probably is, he's really strong. - [Mark] Yeah, if you've got enough, if you've shot enough rats in a level, you could unlock a secret in between levels, you rat shoot. And it was basically just a lot of rats. You had a certain amount of time to kill as many as you can, and if you kind of chain them together, if you've got enough, if you've got a streak as it were, you could level up your weapons. - [Gary] That's right. - [Mark] And they were really difficult, I think the rat was two by one pixels, you know it was some of my best work, and you had to get a headshot. So you literally had to be almost pixel perfect, certainly in the harder levels. - [Gary] It was hard, yeah. - [Mark] And it's weird, things like that used to happen because we didn't have design documents. We didn't have, you know, we weren't scheduled to do, this week we're on this, next week we're on that. So, you know, this is just when developers just start dicking about really. - [Voiceover] Could people please try not to be sick in the corridors. - [Danny] Theme Hospital was a critical and commercial success, but once they were done post-acquisition Bullfrog saw an exodus of developers as Peter Molyneux left to form a new studio, Lionhead. Mark followed his old boss to Lionhead while Gary was part of another group that founded the studio Mucky Foot. There, he worked on the art for Urban Chaos, Startopia, and Blade 2, and left once the studio closed in 2003 whereupon he joined Lionhead to work on The Movies. By this stage the two friends found themselves in lead positions at the company. They shepherded many games through the studio during this time including Black and White, Fable, Kinect Sports, and unreleased projects such as Project Milo and "BC". They worked together at Lionhead for a decade, but as time passed the job became less like the good old days. Microsoft had acquired Lionhead in 2006 and the now 200 person studio had run into financial difficulty. So as the years wore on, the influence of their parent company was having an erosive effect on the team's creativity. Gary found it especially difficult to get his ideas to gain traction, and so he decided to leave. - [Gary] I guess the thing I enjoyed most of the Bullfrog era was definitely Theme Hospital. It just was, because it was a point when I was ready to do more than just the artwork on a game. So I felt I was much more stepping into being a kind of a co-creating role rather than just making things look as pretty as I could. Then, I enjoyed my period with Mucky Foot, which was a company I sort of helped formulate, and we had some great years there. Lionhead, I guess the challenges were always working with Peter on such ambitious ideas because Peter would, I was in a team that wasn't Fable, so my part of that was Peter would throw some incredibly outlandish ideas around and it was kind of my job to get a little group of people together to try and realize that ambition. And it was really exciting, I mean, we literally went from making things on Kinect or things like Milo and Cabige, which was a bit nice for a while, it was just weird and wonderful opportunities to try and make a difference and do something strange and interesting, so I enjoyed that, too. - [Danny] By the time Mark's tenure was coming to a close, Peter Molyneux had long left the company and Mark was creative director of Lionhead. His final act at the studio was to help get Fable: Anniversary out the door, and it was then that he stepped away from a job where he'd spent most of his adult life. - [Mark] Yeah, I mean, I was there from the beginning, and my tenure was 15 to 16 years. - [Gary] It was 16 nearly, I think. - [Mark] Yeah, I left in the beginning of 2013. But it was a long and anxious period that I was kind of working through. I mean things had changed, obviously Peter had gone, and the kind of vision for Lionhead was, well, a vision for the Europe Microsoft was free to play console stuff and it wasn't really, I wasn't really enjoying it anymore. I think that's the best thing to say. You know, I kind of, if I was going to do it again, I wanted to fall back in love with making games and-- - [Gary] You're quite an emotional person, if you don't like something, you let people know about it. - [Mark] And I sulk about it. - [Danny] Mark and Gary were free agents and worked odd jobs here and there for old friends. They enjoyed the easier workload after years of grind at the top of one of the UK's largest developers. Perhaps it was then, given the benefit of hindsight, that the two remembered just how much fun they had had working on those old games together. So it was then, one evening, when Mark was picking up pizza, Gary pitched him an idea about starting a small, independent studio, and working on games sort of like they used to, in a cramped old flat stuck above a stereo shop and a chain-smoking old lady. - [Gary] Yeah, I kind of didn't think. I thought, well who'd be interested in, you know, revisiting-- - [Mark] Two old farts you know, making old games, who's interested in it? And I think that was kind of-- - [Gary] We had to go on a journey of discovery. And actually it was when we started sort of talking to some people when we were still trying to find a partner to make this, we certainly realized there was a lot of interest. - [Mark] We did a tour, didn't we? - [Gary] We did a tour, we sort of went on the roads, and met up with a bunch of either, we were looking to either sell publish, initially, maybe do a kickstarter, or partner with a small publisher. We didn't know, you know, who would go for this. So we just sort of started looking into it. And we just literally got in the car, booked into a sort of cheap hotel, motel-type places, and just knocked on doors and that's how we started. Which was great fun because this was a couple of 50 year old guys, basically in a band back together again. - [Mark] And going on tour, so we just, our wives probably thought, look at them, they're pathetic. What do they think right now? - [Danny] Mark and Gary thought there might still be a thirst for their old sim games. The classic Bullfrog titles were still selling well over on GOG and new games like Prison Architect and City Skylines were creating a whole new generation of fans. They had considered crowdfunding the project at one point, but they were warned away by some of the developers they talked to during their road-trip. So, they wrote a pitch for a new hospital game that would evolve the ideas of a game they had made almost two decades earlier. They knew they needed financial help. The guys were experienced and understood the type of game they wanted to create would require more money and time than they personally had. They shot the pitch around to publishers, and while some were receptive, there was one in particular that seemed very keen: SEGA. They negotiated terms with SEGA from the end of 2015 right up to the summer of 2016. And as it happens, right as the deal was signed, news broke that Microsoft would be closing Lionhead Studios. So, somewhat ahead of schedule, Gary and Mark rushed to hire their new team. - [Gary] We kind of imagined we'd take them over a period of time, but Lionhead closed, and it was suddenly these brilliant people were out of work. - [Mark] Tons of brilliant people. - [Gary] And they weren't around for long. - [Mark] No, we were going to lose them. - [Gary] Companies were coming to Gilford doing presentations just going, "You should come work for us." And we, you know, we had to kind of promise-- - [Mark] That was a risky thing to do. Because obviously we had to sort of lay out a huge amount of our expenditure earlier than we would ordinarily do it, but the point thing is we made a huge advancement in the development in the game and also this team, I wouldn't swap them for the world. They're amazing bunch of people. - [Gary] Some of them have worked with us for over twenty years. But Alan, who's sat behind Mark right now, I think he was your best mate at school, wasn't he? - [Mark] Pretty much. I mean Pram, Pram reminds me of Chris. Pram literally knocked on the door, and one of the guys we've worked with for over twenty years, I hired him out of college. And now he's absolutely integral to this team. So that's the kind of things we like to do. It's to build those relationships. - [Danny] Mark and Gary founded Two Point Studios, and over the coming years built a team of 16 people to help make this game. Some were old friends and colleagues, others new kids on the block. Their game was going to be called Two Point Hospital. The spiritual successor to a Bullfrog classic. But it wouldn't be enough to simply re-make an old game. For one, Theme Hospital was a 2D game. When Edge Magazine came to visit the studio in the mid 90's, they barely took notice of it, as gamers were far more interested in 3D screenshots of games like Dungeon Keeper. But time would prove to be kinder to Theme Hospital. While those early 3D games aged quickly as 3D technology improved, 2D games have a sort of timeless, inviting quality to them. Plus, to create these sophisticated sandbox they were aiming for, Two Point Hospital would have to be in 3D. - [Gary] We knew how Theme Hospital had done better over 20 years and some of it's contemporary. - [Mark] So we needed to come up with a style which incorporated something that felt like it was fresh and up-to-date, but we felt if the game does have legs, if people do love this game and we can keep it around for long enough, won't look out of sorts in two, three, four years time. So, we went for something quite organic feeling, it doesn't feel like it's rendered, it feels more like it's made of clay or plasticine, and it feels drawn rather than engineered, - [Gary] And I think also that that art style back then was, with was certainly Theme Park and Theme Hospital had, we had quite a big proportion of female players, which back then was certainly unheard of for our types of games. Obviously something like the sims, which came later, it just blew their market wide open. But I think we didn't have an art style that was-- - [Mark] Exact not footing. - [Gary] Yeah, it kind of, it was accessible, I'm not going to be patronizing and suggest that, you know, we made something that was appealing to girls, Because I wouldn't even have a clue how that would, you know-- - [Mark] I think it felt accessible, it felt like it wasn't aimed at any particular type of gamer. - [Gary] Because you're looking at the game not from a fixed angle, you could be above or sort of, like, low down, you could kind of twist the camera. So a lot of these kind of considerations were kind of worked through and then, - [Mark] And then the US, is it Where's Wilbur in the US? Where's Wally? - [Danny] Oh yeah, Waldo they say over here. - [Gary] Waldo, that's it. And we, you know, to make something readable when you've got so much on screen, and I don't know if you need a screenshot with some of the later levels where you've got absolutely vast marks with hundreds of people on screen. To get a clean read and not get it to look noisy and kind of, I don't know, slightly put you on edge because everything's moving and they've been shimmering because everything's trying to fight for your attention was a real consideration for us. In fact, I've seen some footage that's just gone out last night, and the guy's captured all his footage top down. - [Danny] Right. - [Gary] Imagine being a designer or an artist trying to design a game that looks good from anything possible conceivable angle. It's really difficult. - [Danny] Theme Hospital was accessible, not just with both men and women, but with gamers and non-gamers, and young and old too. It was one of those games that was effortless to pick up. But after the first few missions, Theme Hospital's rough edges began to show. First of all the game got rather hard really quickly. And secondly, there just wasn't any interesting progression. Each level in Theme Hospital was almost identical to the previous one. So to combat this, the team created a world where each hospital takes places in a unique region with its own biome and its own unique needs. - [Gary] Because the regions are very different, the people in that area are very different, some are rich, some are poor regions, and some of the challenges are different. In some cases, you may be running a hospital that's actually funded rather than you get paid for curing people from the individuals, they don't pay, you just get a budget at the beginning of the level. And that just makes the plagues spin completely different, so we wanted to kind of make it stay fresh as much as possible. And also give people the opportunity to circle back and go back and do things that they probably struggled earlier on and keep that fresh by putting new challenges in there. - [Mark] And you have the ability to progress through the county reasonably easy. But if you really want to max out the game, you can kind of return to earlier hospitals, you can unlock things in later levels, you can do research, maybe unlock certain qualifications, come back to one of the earlier hospitals and train the staff in those things, upgrade those machines. - [Gary] So the game doesn't have that pinch point, which the original game had where it just got too hard for me, I think I got to about level seven and would find it a real struggle. And we didn't want to do that again. - [Danny] When I ask the guys about the features that excite them most, there's one that immediately stands out. Two Point Hospital features characters with a variety of personality traits that are not only affected by the world around them, but also by the people around them. They want you to care a lot more about your employees in this game, but more than that, this system has the ability to create wonderful emergent moments as doctors and patients clash with both each other, and the rules of the world. M This is what's real new cutting edge stuff is we've got this, the brains the little people now, is they've got these traits and of course they also have the conditions they're under combined to make quite unique animation blends, which means they do things, they react almost uniquely. It doesn't feel like it's pre-canned. You see somebody walk up to somebody and they'll respond completely different to the next person based on how those two people feel about each other. - [Danny] Could you give an example? Like is it, if two doctors don't like each other, or if they have a tough patient, or how does that sort of manifest? - [Gary] It's just patient is a good example, I mean, they as well as the personality traits, the things that are going on, if doctors has just treated a patient and they die, that has an effect on their happiness, they go on a break to the staff room, and that could end up in an argument with another doctor, and then just that argument could just-- - [Mark] And it's not all emotional, sometimes it's just that the habitual things, like you have a fantastic doctor who may just never wash his hands when he goes to the toilet. - [Gary] Right, now that has an impact on the game. It's not just funny, it actually has an impact and in fact, there was somebody who was showing the game to in San Francisco the other week, and this person has an amazing hospital, doing really well, but when you put the filter on to look at hygiene, the hospital is really clean, but all the staff are really filthy, and I mean you couldn't work it out, and she'd built this massive facility with a toilet which only had two cubicles and she put no sinks in it and no hand dryers and put no sanitizer units anywhere in the hospital. So all these doctors were working on all these patients, filthy. And we put this kind of filter over it and showed her all the instants of filth trails in the game, and Mark just went, I can see your problem. He said, "Do you ever wash your hands "when you go to the toilet?" And this girl was just so embarrassed and immediately went and put this bathroom, a sink into the bathroom, to the toilet. And all the staff just ran to cure, to wash their hands, it's that stuff. - [Mark] Everything in the game affects something else so the people, the machines, the way and the sick, and everything in your world is important. - [Gary] If you have a brilliant surgeon but he's an angry man or woman, right, your job is to try and work out how to diffuse that situation to get them to do even better. And that's kind of the fun depth that the game has. Maybe this person just needs more caffeine in their life. Maybe this person needs more weird executive toys in the office. Those kind of things, it's just you getting that extra ten percent out of their performance which is the real depth I think this game supports. - [Danny] As Gary just said in Two Point Hospital you can have an angry surgeon, man or woman. Another evolution from games past that shows not only just how far games have come in terms of representation, but also in terms of technology. If there's one thing I keep hearing when I interview designers today, it's that technology provides, it provides answers. Many design problems that used to exist in the past have been rendered moot by the advancement of technology. And Two Point's character variety is a perfect example of this. The original Theme Hospital had four main character types: A nurse who was a women, a doctor who was a man, a receptionist who was a woman, and a janitor who was a dusty-looking old man. So I asked Mike and Gary, why? - [Mark] It covered respective times people have said that we made a sexist game, but we had to make the game run in four megabytes. I mean, it was a time and memory, and it wasn't a question of, like, well doctors are just men and nurses are just women, it was just a question of like, we had to make a call with it, and I think you had new, you had different heads, but it was pretty much the same body, different jackets and stuff, and we couldn't have made-- - [Gary] I was really keen on skin tone was important. I did not want to have a particular skin tone, but we just did not have the time or the memory, mainly the memory. - [Mark] The character variation was important to us back then, and it was only 21 years ago but you very rarely got very different clothing variations and we did manage to get an element of that in. But the basic model of the man and the woman, that was the huge memory part of this. You know, so rightly or wrongly, I could have made a male nurse and a female doctor, I could have made a young janitor, I could have made a male reception administration staff. All of those things are absolutely true. You know, 20 odd years down the line it just seems critically incorrect but it wasn't our intention, I'd like to think we're quite right on. But the decision was made that the doctors were male and the nurses were female, rightly or wrongly, it was a call I made but I certainly didn't mean the offend anybody. - [Danny] But it sounds like that's something that's been changed for Two Point? - [Mark] Totally. - [Gary] Absolutely. I mean, you know, that would have, that's absolutely goes without saying, he's not trying to correct anything, it's just that we had no choice back then to make a decision, rightly or wrongly, but it was just never going to be a situation. I mean, we've got so many more other types now of staff anyway, and what they do is very different. I mean, and thank God our initiative stuff in this game do all sorts of things, they're not just manning, I mean the little bit of footage you've probably seen, it may look like, oh look, there's somebody on the reception desk again. They do all sorts of different roles. - [Mark] Yeah so we've got a marketing department which you open up later in the game, so the assistants can work, if they have the qualification, they can work in marketing, - [Gary] They're kind of civil-servant-y type people, aren't they. They do a cross of different things, but the other things is we've taken a variation to a ridiculous level now. You can have hundreds of people, in fact, somebody took a fantastic screenshot within the studio, it's on our Twitter feed, and it's just about three hundred people just jammed into section and no two, they're all completely different characters. We've got this amazing modular system which puts on things such as steam goggles if it wants to, you know, boots, every component can be different and it just randomly generates them. So you really are lucky if you see two characters that look vaguely similar. Certainly more similar people in Yorkshire than there are in our game. - [Danny] What excites me most about Two Point Hospital isn't replaying a style of game that I enjoyed in my youth, it's that this game seems to be free of the technological restrictions of its predecessor. It's full of neat little features like teaching janitors to vacuum up gDannys. So even that old dog has a new trick. The guys are busy finalizing the game so I didn't want to take too much more of their time. But before they left, I had to ask them the most important question: What new illnesses could we look forward to treating in Two Point Hospital? - [Mark] Turtle Head is an affliction where the head shrinks down to a very small and it has to be a, I'm only saying that because I know it's on our website. - [Gary] There's another one where the guy's foot is like a camel's foot and it's called Camel Toe and that has to be, that's not in there, it's just hardly been-- - [Mark] That was one of my favorites ones. I thought you liked it. - [Gary] Mark, he's trying to get that in the game. I have to say as well-- - [Mark] I say we've talked about it now in the press, so we have to put it in. - [Danny] Lads, you sound like you're having a great laugh. This sounds like a very professionally exciting period in your lives. Is that fair to say? - [Mark] I mean, 21 years ago, releasing Theme Hospital, that was an amazing time. We had such good time, and just kind of starting a studio and going "Wouldn't it be cool to be able to "recapture some of that kind of--" - [Gary] Actually we started our families. I mean, we both got married, you might have been before me. Side having your family at the beginning, I think-- - [Mark] Yeah, I hear you, Sam was born just as we started. - [Gary] There's a story: Sam actually worked with us here. Sam's Mark's firstborn, was born right at the beginning. - [Mark] Pretty much as we started. - [Gary] As we started, and he's one of the engineers and creatives on this, it's very odd, it's very strange, but that's what makes it fun, right, because we got to a stage in our careers where we just want to actually enjoy coming into work, not have to be some, the problem with games is you get promoted, that's the problem with games. And when you get promoted, you stop making games. You start becoming that person nobody likes. You have to get a game done, and it has to be done like this, and nobody likes people telling people what to do. So we've basically set up this company so nobody, we don't have to tell people what to do and no one tells us what to do and yeah, it's great fun coming into work everyday. I don't think we've had one day where I haven't felt this is the best thing I've done in my life. - [Danny] Two Point Hospital should be available to purchase on PC, Mac, and Linux around the time you hear this podcast. You can learn more about the game at twopointhospital.com. If you're interested in playing the original Theme Hospital and you should be, it's really good, it's available on GOG.com. If fact, if you're a fan of GOG, you should check out our documentary on the company and their game preservation efforts over on our YouTube channel: YouTube.com/Noclipvideo. I'd also like to recommend a patch for that game: Corsix TH. It's a tremendous community-created wrapper that updates the GOG version of Theme Hospital to work with modern resolutions with sharper graphics and updated menus. A wonderful testament to the fan passion that has surrounded this game for 19 years. As ever thanks to our Patrons for supporting our work. You can support our documentaries, this podcast, and more by joining up at Patreon.com/Noclip. You'll also get access to this podcast early via a special RSS feed. Thanks so much to Gary and Mark for their time, Lauran Carter over at SEGA for setting the whole thing up, and my wonderful wife for chatting to me about one of our favorite games. Sorry for the delay in getting this episode number two out. It was supposed to be up about six weeks ago, But then my baby girl decided to come a couple of weeks early. So we've been rather busy here in the O'Dwyer household. We have a bunch of fun podcasts planned for between now and the end of the year, so of course, keep this feed running. Until then, play some games. We'll talk again soon.
Hatin' Ass Jones gives you an update on the relationship with his estranged father. Makes new connections as he meets with his long lost sisters and cousins. The 757 is a small place be careful who you talk to, talk about, date, and sleep with. Can men ever truly win in a relationship? What do women really want from men? Join the conversation in episode 6 of the #JustSaying podcast. Special shout out to hottest artist in Charlotte, NC my main mans 50 grand Quaz for allowing us to feature his song "Rose Garden" from his album "In My Mind". Follow him on Instagram @Quazmusic. Download the album or stream it on Itunes, TIdal, or Spotify. As for the podcast, like, comment, share, and subscribe.
Hatin' Ass Jones gives you an update on the relationship with his estranged father. Makes new connections as he meets with his long lost sisters and cousins. The 757 is a small place be careful who you talk to, talk about, date, and sleep with. Can men ever truly win in a relationship? What do women really want from men? Join the conversation in episode 6 of the #JustSaying podcast. Special shout out to hottest artist in Charlotte, NC my main mans 50 grand Quaz for allowing us to feature his song "Rose Garden" from his album "In My Mind". Follow him on Instagram @Quazmusic. Download the album or stream it on Itunes, TIdal, or Spotify. As for the podcast, like, comment, share, and subscribe.
Quaz comes by and talks music with Vonyetta during Middays. The post Quaz Talks Music, Life, & Love With Vonyetta appeared first on Power 98 FM.
Quaz is a musician, yoga instructor, filmmaker, & someone who cares about the truth in every moment. Check out his music, documentary project, and news at www.heyquazzy.com
I stopped by The Collab PDX, to talk to DJ Quaz Amir. We chatted about creative process, maintaining the fire to keep grinding, treating people as people, as well as the Undrcats collective and Quaz's new work space The Collab PDX (521 NE Davis St). The episode plays out with one of Quaz's many soundlcoud mixes. To keep up with Quaz, Undrcats, The Collab PDX, or the Dan Cable Presents Podcast, please check out the links below. It's a progrum! http://www.thecollabpdx.com/ http://www.undrcats.co/ https://soundcloud.com/quazamir www.dancablepresents.com
Mateusz Górski jest przewodnikiem wszelkiej maści artystów i zgodził się opowiedzieć, jak finansować swoją pasję dzięki społeczności Patronite.pl Gdy kilka miesięcy temu zamieniłem z nim kilka słów przez telefon, zorientowałem się że musiał pracować w radio. Okazało się, że trafiłem bezbłędnie. Rzeczywiście jest miłośnikiem słów, zafascynowanym dobrze skonstruowanym komunikatem. Jako dziennikarz współpracował z kilkoma stacjami radiowymi, by następnie porzucić fale eteru dla marketingu. Jest aktywnym lektorem, eksperymentuje głosem ze słyszalną przyjemnością. Dlatego dowiecie się m.in w audycji, co to takiego akcent zdaniowy? Nałogowo pije yerba mate, poszukując coraz to dziwniejszych gatunków i mieszanek.https://www.youtube.com/watch?v=RjEdoMaMjm0 "Jesteśmy już na tyle dojrzali, jako społeczeństwo i społeczność internetowa, żeby zacząć płacić za wartościowe treści, z własnej woli. Nie dlatego, że jesteśmy zmuszani, bo jakieś wartościowe treści ukryte są za "paywallem". Tylko wskrzeszając ideę mecenatu, jesteśmy w stanie dobrowolnie płacić za wartościowe treści, które uprzyjemniają nam życie, które towarzyszą nam podczas jedzenia obiadu. Tak jak np większość widzów Krzysztofa Gonciarza ogląda go do obiadu, czy do kolacji." Mateusz w Patronite.pl dba o twórców i wprowadza ich w świat cyfrowego patronatu. Czegoś, co stosunkowo niedawno wkroczyło na Polski rynek i nie jest tak znane, jak crowdfunding. Sam przekonałem się do tej formy poszukiwania wsparcia ze strony moich słuchaczy i mam już własnych patronów, którym ogromnie dziękuję i oferuję w zamian rzeczy i usługi, o których można przeczytać na moim profilu Patronite, stworzonym własnie dzięki niezastąpionej asyście mojego dzisiejszego gościa.Kliknij obrazek, żeby zobaczyć profil Podcastu Lepiej Teraz na Patronite.pl!Mateusz zajmuje się obsługą autorów, patronów, elementami kreatywnymi, tworzeniem bazy wiedzy na blogu, czyli informacjami, takimi jak: tworzyć profil, wpłacać i wypłacać pieniądze i ja wykorzystać jak najbardziej efektywnie Patronite.Z wywiadu dowiecie się m.in: * Jak wygląda dobry profil na Patronite? * Jak umiejętnie prosić fanów o wsparcie? * Czy warto mieć profil na Patronite? * Czy internauci chcą płacić za treści? * Dlaczego Kasia Czajka angażuje fanów do wsparcia? * Jak niewielkie wpłaty generują duże kwoty? * Jakie kwoty stanowią 80% wpłat? * Dlaczego ważne jest znalezienie pierwszego patrona? * Jak należy odwdzięczyć się patronom za wsparcie? * Dlaczego autorzy boją się dołączyć do Patronite? * Jakie wsparcie poza finansowym uzyskuje twórca od patronów? * Jak słuchacze uratowali Radio Kontestacja dzięki Patronite? * Czy youtuberzy i blogerzy pownni prosić fanów o wsparcie? * Za jakie treści fani chętnie płacą? * Dlaczego Gonciarz osiągnął sukces na patronite? * Jak Tomasz Drabik vel Quaz buduje wewnętrzny krąg patronów? * Dlaczego Mateusz zaprosił Trollskiego, który robi noże do założenia konta na Patronite? * Jak Agent Tomasz utrzymuje podcast dzięki Patronite? * Jak można zarobić dzięki fanom? * Jak blogerzy zarabiają na wsparciu swoich czytelników? * Jak twórcy sprawdzają gotowość fanów do płacenia za treści? * Czy zarabianie na hobby to grzech? * Jak to się stało, że Gonciarz nagle dostaje od internautów co miesiąc ok 25 tys. zł miesięcznie? * Czym się różni mecenat patronów od crowdfundingu? * Skąd wziął się pomysł na mecenat online w Polsce? * Co zrobić,
Adam and Recks sit down with actress, model and singer Ashton Swinford. We discuss New York, Toussaint Morrison’s Hip Hop theater, acting styles, dealing with anger, Robyn Lee, In the Moment: The Art of Being, Invisible Theatre, Flash Mobs, Love Requim, The New Girl, Improv and her music as Quazár.… Continue reading