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"Deep into that darkness peering, long I stood there wondering, fearing, doubting, listening to Wide Flank..."Sean and Alon are joined by three-peat guest Hayden aka Hac to dive deep into the darkness that lives eternally within us all. This month's Game Club is 2002's Lovecraftian cult classic Eternal Darkness: Sanity's Requiem, developed by Silicon Knights and published by Nintendo for the Nintendo GameCube.—Do YOU want to submit games for Game Club consideration?Subscribe to the Wide Flank Patreon to join the ranks of The High Council on Discord, TODAY!PATREON: https://www.patreon.com/wideflankDISCORD: https://discord.gg/ACbDjNhMpJTHE REST: https://linktr.ee/wideflank—Timestamps:00:00:00 - Intro00:00:56 - Admin stuff00:01:18 - What'd you think of the game overall?00:03:46 - Game overview00:05:34 - One character vs different characters00:08:07 - Repetitive areas and overdesigning00:11:40 - The different colors (ancients)00:16:26 - Going insane (diegetic insanity)00:24:19 - What makes repetition interesting in games?00:34:11 - The spell system00:47:12 - How much do you need to learn (onboarding?)00:52:12 - This is such a Video Game00:59:35 - The camera01:03:32 - The sound design and fear01:11:39 - The ending01:16:59 - Chapter 9 Boss (Black Guardian)01:23:30 - Sean Cheats01:33:33 - Mystery package at the door?01:35:01 - Another game to add insanity effects to01:39:06 - Hayden Silicon Knights story
Welcome back, gamers! This month, we played the (in)famous Too Human, a game that is a truly unique experience. nobody is doing what Silicon Knights is doing. Well, I guess Silicon Knights isn't doing much of anything these days. But we are! Tune in for Marvel Rivals and Minecraft talk, as well as Molly roasting my ass over my taste in men. Something for everyone!
Pour vous, quels sont les jeux qui peuvent être qualifiés de "maudit" ? Découvrez le récit du plus gros flop de l'histoire du jeu vidéo dans ce nouveau JV LEGENDS !Too Human est un jeu vidéo dans lequel une guerre fait rage entre les hommes et les machines. L'univers de Too Human mélange science-fiction et mythologie nordique. Livré en 2008 par Silicon Knights, Too Humain a connu une histoire assez... atypique. “Le jeu maudit, détruit, et humilié”, c'est le sujet de ce nouvel épisode de JV LEGENDS. Retrouvez tous les JV LEGENDS sur Youtube ou sur JV ! Hébergé par Audion. Visitez https://www.audion.fm/fr/privacy-policy pour plus d'informations.
Edité en 2002 par Nintendo, jeu phare sur GameCube Eternal Darkness: Sanity's Requiem est un jeu vidéo de type survival horror. Développé par le studio canadien Silicon Knights, le jeu s'inspire largement des œuvres de Lovecraft, et nous transporte dans un un univers fantastique.Rejoignez toute l'équipe PPG sur le Discord : https://discord.gg/z5avdnNSvSOn vous y attend pour échanger sur les différentes émissions, le JV en général, les machines, dire du mal de Setzer et même pour jouer en coop! Emission mensuelle des vieux briscards de l'équipe PPG dédiée au rétrogaming!Vous pouvez nous retrouver sur ITunes, Ausha, PodCloud, Deezer, Spotify, Amazon Music, Facebook, Twitter, YouTubeSi vous appréciez l'émission et que vous souhaitez nous encourager à poursuivre, merci de laisser un commentaire étoilé sur Apple Podcasts… Facebook: https://www.facebook.com/Pour-une-Poign%C3%A9e-de-Gamers-1909069955882373/Twitter: https://twitter.com/PPGlePodcast Instagram: https://www.instagram.com/ppglepodcast/ Ausha: https://podcast.ausha.co/pour-une-poignee-de-gamersYouTube: https://www.youtube.com/channel/UC9ZmfGDokSlv-8dpzENO4BQ
Did you hear that? There's some weird sounds coming from the Unlocking What Was Cool's attic in this week's episode covering one of the best horror games ever made - Eternal Darkness. A cult classic that has been stranded on the GameCube since 2002, and developed by Canadian devs Silicon Knights, Eternal Darkness is one of the most frightening games you will ever play. Neil and Mike are joined by one of their favourite guests, @Toonietwirls who talks about her first memories playing this game and the fear and anxiety it brought with it's clever and incredibly innovative sanity effects. Listen and enjoy this GameCube revisit where the boys talk about the game for more than 15 minutes this time.
Tonight we explore the underrated game Too Human and chainsaw some grunts. ________________________________________________________________________ Find Us on these platforms: https://twitter.com/_RetroRenegades https://www.facebook.com/profile.php?id=100077718475122 ________________________________________________________________________ Join this channel to get access to perks: https://www.youtube.com/channel/UCcT8wcspekw5tSzbc3qWPCg/join ________________________________________________________________________ Too Human is an action role-playing game developed by Silicon Knights and published by Microsoft Studios. It was released in August 2008 for the Xbox 360. The game's story is a science-fictional futuristic retelling of Norse mythology that portrays the Æsir, the Norse gods, as cybernetically enhanced humans, tasked with protecting mankind from the onslaught of Loki's army of machines. The player takes the role of the Norse god Baldur, who is less cybernetic than the other gods thus being "too human". ________________________________________________________________________ Grab a beer, a slice of pizza and come hang out with us. We play the greatest games from yesterday while discussing today's gaming news and reminisce on the past. A no topic, no fuks given eccentric cast. Come hang with us at 7:00PM EST | 6:00PM CST | 5:00PM MST | 4:00PM PST.. ________________________________________________________________________ TRY DUBBY FROM GAMERS TO GYM JUNKIES TO ENTREPRENEURS, OUR PRODUCT IS FOR ANYONE WHO WANTS TO BE BETTER. SAVE 10% WITH THIS LINK. https://www.dubby.gg/discount/Renegade238?ref=NePXKdCFpypc8b ________________________________________________________________________ Listen to RetroRenegades on all major podcast platforms https://anchor.fm/retro-renegades ________________________________________________________________________ Like some merch? https://www.youtube.com/channel/UCcT8wcspekw5tSzbc3qWPCg/store & https://willijay.redbubble.com ________________________________________________________________________ THE RETRO RENEGADES ARE: Graphic God Twitter: @Graphic_God Youtube: https://Youtube.com/GraphicGod Twitch: https://twitch.tv/Graphic_God SUPERSONICSTATION Youtube : https://youtube.com/user/SuperSonicSt... Twitch : https://twitch.tv/supersonicstation STINKINCORPSE Twitter: @stinkincorpse Youtube: https://youtube.com/channel/UChhVxkV0... UK Dazarus Twitter: @UKDazarus Youtube: https://youtube.com/channel/UCud_ef29... Jago Kuken Twitter: @RetroRenegade_ Youtube: https://youtube.com/channel/UCqKT2pP9... CRISPYBOMB Twitter: @Crispybomb EnFin3t Twitter: @EnFiN3t Youtube: https://www.youtube.com/c/RetroRenegades Jeepers VR Twitter: @Jeepers2u Youtube: https://www.youtube.com/channel/UCAHs-KAWDIYYN-cE5F-WiAQ DragonHeartYoby Twitter: @DragonHeartYoby Twitch: https://www.twitch.tv/dragonheartyoby Cerebral Paul | Living Differently Youtube: https://www.youtube.com/c/CerebralPaul Twitter: https://twitter.com/CerebralPaul1 DoggyDog420 Twitter: @DoggyDog420Xbox Youtube: https://www.youtube.com/user/Axle1324 ________________________________________________________________________ Music by: Judzilla Music Title: Sounds of the room Title: Closer To The Stars Find this and more at: https://www.youtube.com/channel/UCKlI... License: Creative Commons Attribution license (reuse allowed) --- Support this podcast: https://podcasters.spotify.com/pod/show/retro-renegades/support
¿Qué es una second-party y por qué este tipo de desarrolladoras han jugado un papel muy importante en la historia de Nintendo? Un repaso a la trayectoria de estudios como Rare o Silicon Knights. Presentado por Nacho Bartolomé. Sintonía y sonidos del podcast por Rubén García. Puedes contactar a través de Twitter (@nintendatos) o correo electrónico (contacto@nintendatos.com). ¡Gracias por escuchar!Fuentes y enlaces de interés:https://news.microsoft.com/2002/09/24/microsoft-acquires-video-game-powerhouse-rare-ltd/
Tonight We dive back and explore the Legacy Of Kain ________________________________________________________________________ Find Us on these platforms: https://twitter.com/_RetroRenegades https://www.facebook.com/profile.php?id=100077718475122 ________________________________________________________________________ Join this channel to get access to perks: https://www.youtube.com/channel/UCcT8wcspekw5tSzbc3qWPCg/join ________________________________________________________________________ Legacy of Kain is a series of dark fantasy action-adventure video games primarily developed by Crystal Dynamics and formerly published by Eidos Interactive. The first title, Blood Omen: Legacy of Kain, was created by Silicon Knights in association with Crystal Dynamics, but, after a legal battle, Crystal Dynamics retained the rights to the game's intellectual property, and continued its story with four sequels. To date, five games comprise the series, all initially developed for video game consoles and later ported to Microsoft Windows. Focusing on the eponymous character of Kain, a vampire antihero, each title features action, exploration and puzzle-solving, with some role-playing game elements. ________________________________________________________________________ Grab a beer, a slice of pizza and come hang out with us. We play the greatest games from yesterday while discussing today's gaming news and reminisce on the past. A no topic, no fuks given eccentric cast. Come hang with us at 7:00PM EST | 6:00PM CST | 5:00PM MST | 4:00PM PST.. ________________________________________________________________________ TRY DUBBY FROM GAMERS TO GYM JUNKIES TO ENTREPRENEURS, OUR PRODUCT IS FOR ANYONE WHO WANTS TO BE BETTER. SAVE 10% WITH THIS LINK. https://www.dubby.gg/discount/Renegade238?ref=NePXKdCFpypc8b ________________________________________________________________________ Listen to RetroRenegades on all major podcast platforms https://anchor.fm/retro-renegades ________________________________________________________________________ Like some merch? https://www.youtube.com/channel/UCcT8wcspekw5tSzbc3qWPCg/store & https://willijay.redbubble.com ________________________________________________________________________ THE RETRO RENEGADES ARE: Graphic God Twitter: @Graphic_God Youtube: https://Youtube.com/GraphicGod Twitch: https://twitch.tv/Graphic_God SUPERSONICSTATION Youtube : https://youtube.com/user/SuperSonicSt... Twitch : https://twitch.tv/supersonicstation STINKINCORPSE Twitter: @stinkincorpse Youtube: https://youtube.com/channel/UChhVxkV0... UK Dazarus Twitter: @UKDazarus Youtube: https://youtube.com/channel/UCud_ef29... Jago Kuken Twitter: @RetroRenegade_ Youtube: https://youtube.com/channel/UCqKT2pP9... CRISPYBOMB Twitter: @Crispybomb EnFin3t Twitter: @EnFiN3t Youtube: https://www.youtube.com/c/RetroRenegades Jeepers VR Twitter: @Jeepers2u Youtube: https://www.youtube.com/channel/UCAHs-KAWDIYYN-cE5F-WiAQ DragonHeartYoby Twitter: @DragonHeartYoby Twitch: https://www.twitch.tv/dragonheartyoby Cerebral Paul | Living Differently Youtube: https://www.youtube.com/c/CerebralPaul Twitter: https://twitter.com/CerebralPaul1 DoggyDog420 Twitter: @DoggyDog420Xbox Youtube: https://www.youtube.com/user/Axle1324 ________________________________________________________________________ FOLLOW OUR FELLOW #GAMERSUNITEDGUILD FRIENDS! Visit www.gamersunitedguild.com for loads of positive gaming content ________________________________________________________________________ The ORIGINAL Next Level Gaming https://tinyurl.com/2s37cte2 Retro Renegades https://tinyurl.com/atpjmr93 TXR (The Xbox Roundtable) Podcast https://tinyurl.com/mryrc69y 4GQTV https://tinyurl.com/34vs6b68 Cerebral Paul https://tinyurl.com/bdzxfc5s EverCanadian/Pack Opening Pro https://tinyurl.com/5x8as9sj https://tinyurl.com/4j9dyyx7 The Flamish Experience https://tinyurl.com/3cxd8ua6 GoGameGo https://tinyurl.com/3zp7pymx Bacon Ice Cream Productions https://tinyurl.com/4wuej4xu 108DragonsTV https://tinyurl.com/6f3nuxey Geeks with Cash/GeekStorian https://tinyurl.com/ywvhpavc https://tinyurl.com/ycs7ah74 Papa Pete https://tinyurl.com/22urkmm2 DJC Game Studios https://tinyurl.com/57t26bds Axle1324 Gaming https://tinyurl.com/36ssp2hm Spooky The Breathtaking Gamer https://tinyurl.com/yumj6hek The Rock1n' Warr10r Gamecast w/Tr1n1ty https://tinyurl.com/yscrvc8u TSWS (They Said We Said) Gaming https://tinyurl.com/yka9ur3n ________________________________________________________________________ Music by: Judzilla Music Title: Sounds of the room Title: Closer To The Stars Find this and more at: https://www.youtube.com/channel/UCKlI... License… --- Support this podcast: https://podcasters.spotify.com/pod/show/retro-renegades/support
In Episode 31 of Venture Games, my guest Denis Dyack, CEO at Apocalypse Studios, discusses his 30-year career in gaming, including founding Silicon Knights in the 90s; working with gaming industry legends including Hideo Kojima and Shigeru Miyamoto; and Apocalypse's upcoming narrative-driven Action RPG game, Deadhaus Sonata.
Vu que l'année 2022 s'est terminée dans une certaine forme de folie, avec Ride To Hell, pourquoi ne pas continuer en 2023 ? Avec cependant une forme de folie plus littéraire. Non non, pas littérale, mais bien littéraire. Puisque nous allons revenir sur Eternal Darkness: Sanity's Requiem, survival horror très inspiré de l'oeuvre de H.P Lovecraft et exclusif à la console en cube de Nintendo. Essentiellement connu pour son système d'hallucination, que reste-t-il réellement du jeu de Silicon Knights, plus de 20 ans après sa sortie ? C'est que nous allons tenter de voir ensemble. En espérant ne pas perdre de la tête durant l'exercice. Soutenez-nous sur Patreon avec des contreparties fort sympathiques! Suivez-mous sur Twitter La chaîne de Pseudo La chaîne de Plouf La chaîne Youtube du podcast pour la version vidéo
Side Quests is back and this episode's host is interior designer, video game nerd, and beneficiary looking for answers, Scoop Jessica! The game she is talking about today is Eternal Darkness: Sanity's Requiem by Silicon Knights! You can also find this episode's host on twitter here!
From the creative mind of Hideo Kojima fused with the development talent of Silicon Knights comes a remake of the 1998 Playstation classic Metal Gear Solid. Nintendo fans can finally experience Solid Snake's first adventure in the 3D space on the iconic Shadow Moses island. Completely rebuilt from the ground up with all new graphics, cutscenes, voice acting and gameplay improvements from Metal Gear Solid 2. Twin Snakes is a one of a kind experience on the GameCube and Nintendo consoles in general. Join the boys as they dive into this game, hide in their box, and talk to friends of the show Kira and Tristan to uncover the history of this unique GameCube title, and of course reminisce about the Psycho Mantis boss fight. Check out some GameCube Was Cool Podcast merch at https://www.teepublic.com/stores/neil-gilbert?ref_id=26916
Originally created by Silicon Knights in association with Crystal Dynamics, Legacy of Kain is an action-adventure series known for its outstanding narrative and involving puzzle-based gameplay. The series broke new ground with its high quality of voice-acting and engaging storyline featuring complex and often dark characters. Crystal Dynamics took over development after the release of the first game and went on to add four sequels.
Originally created by Silicon Knights in association with Crystal Dynamics, Legacy of Kain is an action-adventure series known for its outstanding narrative and involving puzzle-based gameplay. The series broke new ground with its high quality of voice-acting and engaging storyline featuring complex and often dark characters. Crystal Dynamics took over development after the release of the first game and went on to add four sequels.
Nintendo hatte, als Teil der Gamecube-Offensive mit "erwachseneren Spielen", in das Studio Silicon Knights investiert und dem Team die Entwicklung eines ambitionierten Survival-Horror-Spiels namens Eternal Darkness ermöglicht. Das fertige Spiel passte aber nicht recht in die Resident-Evil-Schablone, zu viele Ideen, zu literarisch, zu wenig Schock, zu komplexe Mechaniken. Das Spiel erschien 2002, war ein Kritikerliebling und in vielerlei Hinsicht ein einzigartiges Spiel, leider aber kein sehr großer Erfolg und ist daher ein Unikat geblieben. Aber so ein cleveres Spiel und auch heute noch mit Gewinn spielbar. Fabian und Gunnar stellen sich dem kosmischen Horror – viel Spaß beim Hören! Infos zum Spiel: Thema: Eternal Darkness: Sanity's Requiem, Juni 2002 Plattform: Gamecube Entwickler: Silicon Knights Publisher: Nintendo Genre: Action-Adventure / Survival Horror Designer: Denis Dyack, Ken McCulloch Musik: Steven S. Henifin Podcast-Credits: Sprecher: Fabian Käufer, Gunnar Lott Audioproduktion: Fabian Langer, Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Trash80.com (Musik) www.stayforever.de
Codex History of Video Games with Mike Coletta and Tyler Ostby - Podaholics
Mike and Tyler talk about Silicon Knights' Eternal Darkness: Sanity's Requiem. They discuss the development, Sanity System, and how the franchise is abandoned. The theme music is by RoccoW. The logo was created by Dani Dodge.
A judgment has been handed down in the Apple Vs Epic lawsuit. Now Apple has to allow third party payment systems. This could be the foot in the door to breaking Apple's monopolistic tactics.Concrete made from Astronaut blood is a potential solution to building on Mars. Let's hope it never gets to the point of keeping people locked up and farming them for building materials.Denis Villeneuve has joined the battle against Marvel movies turning everybody into zombies. A bit dramatic, but he's really not a fan. And his Dune movie is getting great reviews, so maybe he knows a thing or two.The Apple App Store Lawsuit : The Epic Conclusion & Star Grift Drama- https://www.gamesindustry.biz/articles/2021-09-17-the-epic-vs-apple-judgement-leaves-much-undecided-opinion- https://www.gamesindustry.biz/articles/2021-09-09-cloud-imperium-receives-asa-warning-over-marketing-concept-ships-in-star-citizenFrom the makers of Soylent Green comes Bloodcrete.- https://www.sciencedaily.com/releases/2021/09/210913135713.htm?fbclid=IwAR1Z3_WegQ3pQPBq7EZuZCP3KSTTy9l4H5mDsZCAR5kwcrXIKluLTbPuQBMAnother Director Slams Marvel Movies- https://thedirect.com/article/marvel-denis-villeneuve-movies-zombiesOther topics discussedSouth Korea bans Apple, Google from blocking third-party payments- https://www.gamesindustry.biz/articles/2021-08-31-south-korea-bans-apple-google-from-blocking-third-party-paymentsEpic Games v. Google (The events and initial actions on Epic's lawsuit against Google were brought on the same day as Epic's suit against Apple, but Google stressed the legal situation around their case is far different.)- https://en.wikipedia.org/wiki/Epic_Games_v._Apple#Epic_Games_v._GoogleEpic Games v. Apple (a lawsuit brought by Epic Games against Apple in August 2020 in the United States District Court for the Northern District of California, related to Apple's practices in the iOS App Store.)- https://en.wikipedia.org/wiki/Epic_Games_v._AppleFortnite - Nineteen Eighty-Fortnite - #FreeFortnite- https://www.youtube.com/watch?v=euiSHuaw6Q4Duke Nukem Forever (a first-person shooter video game developed by 3D Realms and published by 2K Games for Microsoft Windows, Mac OS X, PlayStation 3, and Xbox 360.)- https://en.wikipedia.org/wiki/Duke_Nukem_ForeverSilk Road (marketplace) (an online black market and the first modern darknet market, best known as a platform for selling illegal drugs.)- https://en.wikipedia.org/wiki/Silk_Road_(marketplace)alyankovic - "Weird Al" Yankovic - White & Nerdy- https://www.youtube.com/watch?v=N9qYF9DZPdwStar Citizen on Kickstarter- https://www.kickstarter.com/projects/cig/star-citizenElite Dangerous (Braben had previously discussed crowdfunding as a possible solution in April 2012. Public fundraising commenced in November 2012 using the Kickstarter website, the campaign lasting 60 days, with the aim being to raise £1.25m and deliver a finished game by March 2014. Braben described the campaign as a way of "test-marketing the concept to verify there is broader interest in such a game", in addition to raising the funds.)- https://en.wikipedia.org/wiki/Elite_Dangerous#FundingList of most expensive video games to develop (The following is a list of the most expensive video games ever developed, with a minimum total cost of US$50 million and sorted by the total cost adjusted for inflation.)- https://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_developThe Great British Bake Off (a British television baking competition, produced by Love Productions, in which a group of amateur bakers compete against each other in a series of rounds, attempting to impress a group of judges with their baking skills. One contestant is eliminated in each round, and the winner is selected from the contestants who reach the finals.)- https://en.wikipedia.org/wiki/The_Great_British_Bake_OffI Made Meringues Out of My Own Blood and Ate Them- https://www.vice.com/en/article/7xgq4e/i-made-meringues-out-of-my-own-blood-and-ate-themThe Cask of Amontillado (a short story by American writer Edgar Allan Poe, first published in the November 1846 issue of Godey's Lady's Book.)- https://en.wikipedia.org/wiki/The_Cask_of_AmontilladoSoylent Green (a 1973 American ecological dystopian thriller film directed by Richard Fleischer, and starring Charlton Heston, Leigh Taylor-Young and Edward G. Robinson in his final film role.)- https://en.wikipedia.org/wiki/Soylent_GreenImmurement (a form of imprisonment, usually until death, in which a person is sealed within an enclosed space with no exits.)- https://en.wikipedia.org/wiki/ImmurementScott Dickerson's tweet about Marvel movies- https://twitter.com/scottderrickson/status/1438679063036502020?s=19&fbclid=IwAR22tA8qShtHB_WGGgMTU6tfaUi3PZnb2hYYYIfP0j1otOinqlwtkTFCMqQHot racking (the sanctioned practice within military organizations of assigning more than one crew member to a bed or "rack" to reduce berthing (sleeping) space.)- https://en.wikipedia.org/wiki/Hot_rackingWii (a home video game console developed and marketed by Nintendo. It was first released on November 19, 2006, in North America and in December 2006 for most other regions. It is Nintendo's fifth major home game console, following the GameCube, and is a seventh generation home console alongside Microsoft's Xbox 360 and Sony's PlayStation 3.)- https://en.wikipedia.org/wiki/WiiPissed Off Video Gamer Archive - Nintendo Shitcube Review (Original)- https://www.youtube.com/watch?v=2asDPQrv0Nw&t=140sCartoon Time Machine (TNC Podcast)- https://anchor.fm/cartoontimemachineShout Outs 10th September 2021 – Spider-Man's First Appearance In Amazing Fantasy #15 Sells For Record-Setting Comic Book Price Of $3.6 Million - https://comicbook.com/marvel/news/spider-man-first-appearance-amazing-fantasy-15-record-setting-sale/Spider-Man is now the hero behind the biggest comic book sale in history. While Batman and Superman previously set records with the sales of their debut comics, Spider-Man has officially taken the crown, thanks to a recent sale by Heritage Auctions. Amazing Fantasy #15 is the first issue in which Spider-Man, Marvel's most iconic superhero, appeared in comics. A copy of the original issue was sold this week for a whopping $3.6 million, making it the most expensive single comic issue of all time. The 1962 Marvel Comics issue breaks a record that was set by DC's Superman debut earlier this year. An issue of Action Comics #1, which debuted in 1938, previously sold for $3.25 million, which was the biggest sale at the time. The issue of Amazing Fantasy #15 that broke the sales record this week is one of the highest-graded issues of that comic in the entire world. That specific issue is graded CGC 9.6, meaning it's in near mint condition. It is one of only four issues to receive that grading. There are no copies graded CGC 9.8, the next-highest grading on the scale.14th September 2021 – 20th anniversary of Gamecube released in Japan - https://www.kotaku.com.au/2021/09/the-nintendo-gamecube-turns-twenty-today/On September 14, 2001, the GameCube first went on sale for the first time in Japan. Two months later, on November 18, the console was released in North America. Facing off against the PlayStation 2 and the Xbox, the GameCube was the first Nintendo console to use optical discs — though, the console wasn't designed to play DVDs or CDs like its rivals could. While the console was no all-inclusive living room entertainment hub, the GameCube did the video gaming part extremely well and boasted a solid library, including Super Smash Bros. Melee, Metroid Prime, Pikmin, The Legend of Zelda: The Wind Waker, Super Mario Sunshine, Luigi's Mansion, Chibi-Robo!, and The Legend of Zelda: Ocarina of Time, among many others, such as third party exclusives like Star Wars Rogue Squadron II: Rogue Leader as well as Metal Gear Solid: The Twin Snakes, which was a Metal Gear Solid remake co-developed by Silicon Knights that featured new cutscenes by filmmaker Ryuhei Kitamura of Godzilla: Final Wars fame. One of the most last legacies of the GameCube has been its controller. This is a controller design so good — so perfect — that Smash pros were getting their old ones repaired and that Nintendo even re-released it just for Super Smash Bros. Ultimate for Nintendo Switch. Nintendo launched the Wii in 2006 and a year later, the previous gen console was discontinued. It wasn't the success that Nintendo hoped, but it occupies an important place in game console history.16th September 2021 – 100th anniversary of Sir Norman Brearley's first scheduled air service - https://www.abc.net.au/news/2021-09-16/brearley-commemorative-flight/100463236 A century after an accomplished young pilot made his mark on aviation history, 55 people have boarded 23 planes for a flight to commemorate his daring feat. The fleet departed Geraldton today as part of a tour following the route of Australia's first scheduled air service, which left the city for Derby on December 5, 1921, under the leadership of Major Norman Brearley. Later knighted for his services to aviation, Major Brearly had returned from the aerial battlefields of World War I with a swag of awards for bravery. He had survived being shot down in no man's land during the war and crawling back to English lines with bullet holes in both lungs. But the experience did little to dampen his enthusiasm for flying, and after the war he won a contract to launch the first scheduled air service in the country. The service was to change the lives of remote West Australians who had previously relied on boat and rail for mail and passenger transport.17th September 2021 – Home computing pioneer Sir Clive Sinclair dies passes away at 81 - https://www.theguardian.com/technology/2021/sep/16/home-computing-pioneer-sir-clive-sinclair-dies-aged-81 Sir Clive Sinclair, the inventor and entrepreneur who was instrumental in bringing home computers to the masses. Sinclair invented the pocket calculator but was best known for popularising the home computer, bringing it to British high-street stores at relatively affordable prices. Many modern-day titans of the games industry got their start on one of his ZX models. For a certain generation of gamer, the computer of choice was either the ZX Spectrum 48K or its rival, the Commodore 64. Elon Musk, the Tesla and SpaceX chief, commented on Twitter on an article calling Sir Clive the father of the ZX Spectrum: “RIP, Sir Sinclair. I loved that computer.” In the early 1970s he designed a series of calculators designed to be small and light enough to fit in the pocket at a time when most existing models were the size of an old-fashioned shop till. “He wanted to make things small and cheap so people could access them,” his daughter said. His first home computer, the ZX80, named after the year it appeared, revolutionised the market, although it was a far cry from today's models. At £79.95 in kit form and £99.95 assembled, it was about one-fifth of the price of other home computers at the time. It sold 50,000, units while its successor, the ZX81, which replaced it, cost £69.95 and sold 250,000. Many games industry veterans got their start typing programs into its touch-based keyboard and became hooked on games such as as 3D Monster Maze and Mazogs. Sinclair became a household name as his products flew off the shelves and was awarded a knighthood in 1983. But he would also become synonymous with one of his less successful inventions – the Sinclair C5 – which would cost him financially. He died from an illness related to cancer that he had for over a decade, in London.Remembrances14th September 1712 – Giovanni Domenico Cassini - https://en.wikipedia.org/wiki/Giovanni_Domenico_CassiniAn Italian (naturalised French) mathematician, astronomer and engineer. Cassini was born in Perinaldo, near Imperia, at that time in the County of Nice, part of the Savoyard state. Cassini is known for his work on astronomy and engineering. He discovered four satellites of the planet Saturn and noted the division of the rings of Saturn; the Cassini Division was named after him. Giovanni Domenico Cassini was also the first of his family to begin work on the project of creating a topographic map of France. The Cassini space probe, launched in 1997, was named after him and became the fourth to visit the planet Saturn and the first to orbit the planet. Cassini observed and published surface markings on Mars (earlier seen by Christiaan Huygens but not published), determined the rotation periods of Mars and Jupiter, and discovered four satellites of Saturn: Iapetus and Rhea in 1671 and 1672, and Tethys and Dione (1684).Cassini was the first to observe these four moons, which he called Sidera Lodoicea (the stars of Louis), including Iapetus, whose anomalous variations in brightness he correctly ascribed as being due to the presence of dark material on one hemisphere (now called Cassini Regio in his honour). In addition he discovered the Cassini Division in the rings of Saturn (1675). He shares with Robert Hooke credit for the discovery of the Great Red Spot on Jupiter (ca. 1665). Around 1690, Cassini was the first to observe differential rotation within Jupiter's atmosphere.Cassini initially held the Earth to be the centre of the Solar System, though later observations compelled him to accept the model of the Solar System proposed by Nicolaus Copernicus, and eventually that of Tycho Brahe. "In 1659 he presented a model of the planetary system that was in accord with the hypothesis of Nicolaus Copernicus. In 1661 he developed a method, inspired by Kepler's work, of mapping successive phases of solar eclipses; and in 1662 he published new tables of the sun, based on his observations at San Petronio." Cassini also rejected Newton's theory of gravity, after measurements he conducted which wrongly suggested that the Earth was elongated at its poles. More than forty years of controversy about the subject were closed in favour of Newton's theory after the measurements of the French Geodesic Mission (1736 to 1744) and the Lapponian expedition in 1737 led by Pierre Louis Moreau de Maupertuis Cassini was also the first to make successful measurements of longitude by the method suggested by Galileo, using eclipses of the Galilean satellites as a clock.Attracted to the heavens in his youth, his first interest was in astrology. While young he read widely on the subject of astrology, and soon was very knowledgeable about it; this extensive knowledge of astrology led to his first appointment as an astronomer. Later in life he focused almost exclusively on astronomy and all but denounced astrology as he became increasingly involved in the Scientific Revolution.In 1653, Cassini, wishing to employ the use of a meridian line, sketched a plan for a new and larger meridian line but one that would be difficult to build. His calculations were precise; the construction succeeded perfectly; and its success gave Cassini a brilliant reputation for working with engineering and structural works.In the 1670s, Cassini began work on a project to create a topographic map of France, using Gemma Frisius's technique of triangulation. The project was continued by his son Jacques Cassini and eventually finished by his grandson César-François Cassini de Thury and published as the Carte de Cassini in 1789 or 1793. It was the first topographic map of an entire country.Famous Birthdays14th September 1921 – Paul Poberezny - https://en.wikipedia.org/wiki/Paul_PobereznyAmerican aviator, entrepreneur, and aircraft designer. He founded the Experimental Aircraft Association (EAA) in 1953, and spent the greater part of his life promoting homebuilt aircraft. Poberezny is widely considered as the first person to have popularized the tradition of aircraft homebuilding in the United States. Through his work founding EAA and the organization's annual convention in Oshkosh, Wisconsin, he had the reputation of helping inspire millions of people to get involved in grassroots aviation. Many attribute his legacy with the growth and sustainment of the US general aviation industry in the later part of the 20th century and into the early 21st. For the last two decades of his tenure as chairman of the EAA from 1989–2009, he worked closely with his son, aerobatic pilot and former EAA president Tom Poberezny, to expand the organization and create several new programs within it, including an aviation education program for youth and the EAA Museum, among other initiatives. Poberezny was inducted into the National Aviation Hall of Fame in 1999, received the Wright Brothers Memorial Trophy in 2002, and was ranked fourth on Flying's list of the 51 Heroes of Aviation; he was the highest-ranked living person on the list at the time of its release. Poberezny founded the Experimental Aircraft Association out of his Hales Corners, Wisconsin home in 1953. It started as predominately an aircraft homebuilding organization in his basement, but later went on to capture all aspects of general aviation internationally.Poberezny flew over 500 aircraft types, including over 170 home-built planes throughout his life. He was introduced to aviation in 1936 at the age of 16 with the gift of a donated damaged WACO Primary Glider that he rebuilt and taught himself to fly. A high school teacher owned the glider and offered to pay Poberezny to repair it. He hauled it to his father's garage, borrowed books on building/repairing airplanes, and completed the restoration soon after. A friend used his car to tow the glider into the air with Poberezny at the controls; it rose to around a hundred feet when he released the tow rope and coasted to a gentle landing in a bed of alfalfa. A year later, Poberezny soloed at age 17 in a 1935 Porterfield and soon co-owned an American Eagle biplane.After returning home from World War II, Poberezny could not afford to buy his own aircraft, so he decided to build one himself. In 1955, he wrote a series of articles for the publication Mechanix Illustrated, where he described how an individual could buy a set of plans and build an airplane at home. In the magazine were also photos of himself fabricating the Baby Ace, an amateur-built aircraft (and the first to be marketed as a "homebuilt") that he bought the rights to for US$200 a few years prior. The articles became extremely popular and gave the concept of homebuilding worldwide acclaim.He designed, modified, and built several home-built aircraft, and had more than 30,000 hours of flight time in his career. Aircraft that he designed and built include:Acro Sport I & II"Little Audrey"Poberezny P-5 Pober SportPober Jr AcePober PixiePober Super AceHe was born in Leavenworth County, KansasEvents of Interest14th September 1914 – HMAS AE1, the Royal Australian Navy's first submarine, is lost at sea with all hands near East New Britain, Papua New Guinea. - https://en.wikipedia.org/wiki/HMAS_AE1#Deployment_and_loss At 07:00 on 14 September, AE1 departed Blanche Bay, Rabaul, to patrol off Cape Gazelle with HMAS Parramatta. When she had not returned by 20:00, several ships were dispatched to search for her. No trace of the submarine was found, and she was listed as lost with all hands. The disappearance was Australia's first major loss of World War I. After the discovery of the submarine in December 2017, Rear Admiral Peter Briggs, retired, said the likely cause of its loss was a diving accident. He added: The submarine appears to have struck the bottom with sufficient force to dislodge the fin from its footing, forcing it to hinge forward on its leading edge, impacting the casing. On 14 September 2018, a team of researchers headed by the National Maritime Museum director Kevin Sumption concluded their investigation into the sinking of AE1. They concluded that a ventilation valve, which was likely open to make the tropical conditions a little more bearable while the submarine was cruising on the surface near the Duke of York Islands, was insecure when the submarine dived, causing a flood of the submarine's engine room and total loss of control of the AE1. The submarine subsequently sank below 100 metres and imploded, killing everyone on board instantly.14th September 2007 – The Dark Hour premiered in Spain - https://www.imdb.com/title/tt0484273/ On this day in 2007 (in Spain), The Dark Hour enjoyed its theatrical release. The SciFi/Horror starred Omar Muñoz and Pepo Oliva, and here's the plot summary : "The eight year old boy Jesús has been living in a crumbling underground facility since he was born with eight survivors of an apocalyptic war: the leader Maria and her lover Pablo; the gays Lucas and Mateo; the astronomer Magdalena and the teenager Ana; the soldier Pedro and the lonely Judas. They are permanently under surveillance, threatened by the contaminated mutants The Strangers and once a day they have to lock themselves in their rooms without heating to protect against the dangerous ghosts The Invisibles that attack in the Cold Hour. They cannot go to the surface, destroyed by a nuclear war. When they need supplies, medications and ammunition, they organize expeditions to a store. When the menace of The Invisibles affects the safety of the group of survivors, they need to reach the surface."IntroArtist – Goblins from MarsSong Title – Super Mario - Overworld Theme (GFM Trap Remix)Song Link - https://www.youtube.com/watch?v=-GNMe6kF0j0&index=4&list=PLHmTsVREU3Ar1AJWkimkl6Pux3R5PB-QJFollow us onFacebook- Page - https://www.facebook.com/NerdsAmalgamated/- Group - https://www.facebook.com/groups/440485136816406/Twitter - https://twitter.com/NAmalgamatedSpotify - https://open.spotify.com/show/6Nux69rftdBeeEXwD8GXrSiTunes - https://itunes.apple.com/au/podcast/top-shelf-nerds/id1347661094Instagram - https://www.instagram.com/nerds_amalgamated/Email - Nerds.Amalgamated@gmail.comSupport via Podhero- https://podhero.com/podcast/449127/nerds-amalgamated See acast.com/privacy for privacy and opt-out information.
Pez, Court and Wabba are joined by industry veteran and video game art professor Kevin Gordon (@kgordon077) where we discuss games from a developer perspective. We talk about Kevin's time at Silicon Knights and his games produced there (Eternal Darkness is awesome!) and his experience working with Konami and Kojima on Metal Gear's Gamecube title!If you want a perspective on current gaming mixed with old school/retro games from three gamers with plenty of experience, this show is for you. You will also hear about our stories of bringing our kids up with games, and some of the ways we balance family life and gaming.Grab a controller, pull up a chair, and join us on our new adventure with Three Dads and a Console! Also find us on Twitter: @ThreeDadsPod or email any questions for the next episode at threedadsandaconsole@gmail.com
In this episode Kiaran takes on the original PlayStation 1 version of Hideo Kojima's classic Metal Gear Solid while Adam takes on the GameCube remake Metal Gear Solid The Twin Snakes from now-disgraced developer: Silicon Knights. As well-known stealth un-enthusiasts what did they think of the gameplay for the title that popularised the stealth espionage genre? and more importantly, what did they think of the story? Tune in to find out.
We are really excited to present this special episode which is a bit outside our normal content. Turns out Adam's brother AJ worked for years at Silicon Knights, and he was somehow able to stomach a conversation with us for almost two solid hours to tell us all about the peak and fall of this famous development studio. You'll hear about Too Human, X-Men Destiny, and the fallout that caused the cancellation of the Eternal Darkness sequel that never saw the light of day. This is hands down one of our favorite episodes, hope you dig it, too!To read up on the history of Silicon Knights, check out this link: https://en.wikipedia.org/wiki/Silicon_KnightsMake sure to check out all the other great Podcasts in the ForthHand network at http://forthhand.com/shows/. Thanks for listening!
Trick or Treat.
The next horror game we cover on our October run through scary games is one propped up by a flurry of gimmicks that all sort of worked out in Silicon Knights' favor. The right console at the right time with the right type of coverage gave birth to a gaming classic in Eternal Darkness: Sanity's Requiem. One of the few shining gems in the Gamecube library. We also discuss: NBA 2K21 Phasmophobia Genshin Impact
Nate, Sebastian, Ryan, and returning guest Brock discuss Nintendo and Silicon Knights' 2002 horror adventure ETERNAL DARKNESS: SANITY'S REQUIEM. We talk trying to sort the wheat (cosmic horror) from the chaff (appalling racism) in adapting the works of H.P. Lovecraft, the excitement and eye-rolling corniness of "sanity effects," and how we wish there were more anthology games with ensemble casts. Brock makes an excellent pun, Ryan uses "squamous" very effectively, and Nate compares the game's "store brand Cthulhu mythos" to Mr. Pibb. Sebastian describes the power of arcane conjurations of eldritch magick by comparing them to Starbucks cup sizes, and our sanity meters are depleted.
Following on from our DGC series on 2002's Eternal Darkness, we talk with designer Brad Furminger, who got his start at Silicon Knights working on Eternal Darkness and an earlier version of Too Human. We talk about design choices on Eternal Darkness and get lots of little stories. Podcast breakdown: 0:42 Interview segment 1:03:35 Break 1:04:06 Feedback Issues covered: getting in with geographical luck, progressively getting into deeper discussions with a future employer, becoming second party with Nintendo, being at a teaching developer, diversity of background and interests, structuring for various characters, studying the game bible, working with tough tools, the "glamour" of game development, having an intense crunch, what doesn't kill you makes you stronger, not being able to show fear, having a learning moment that lasts, a four-room prototype, meeting ED, building worlds and universes and not just individual games, a universe with mystery, diversity of characters, a strong positive female role model, the ancient ones and their machinations, establishing the importance of places in the world, building and rebuilding the world, returning to a place and knowing where to go, blending the player and character experience, the meta effects, the adventure game beginnings, sanity effects coming from the whole team, incorporating good ideas as a designer, Brad's favorite meta sanity effect, the difficulty of going low sanity, "You need keys that aren't keys," illustrative koans, finding ways to connect Alex through the chapters as keys, teaching the player to navigate the unknown, Nintendo's excellent QA department, finding a weird.... hardware bug?, PEBCAC, sacrificing a feature to make the game a little more approachable, seeing the flaws in our own work, making not enough use of the body part targeting, having to change to Pargon for Japanese, the magic system, developing around four plays, the percentage of people who finish a game having started it, hoping rather than expecting people would play more than once, making changes that cut down on differentiation of playthroughs but benefited QA, getting into teaching, getting experimental in classes, the impact of 9/11 on Eternal Darkness, Bush invoking the Crusades, incorporating development lessons into teaching, a game recommendation, the impact of fans in keeping games alive and playable, usability testing and playtesting, getting information about the whole player, blind testing, having that discomfort and not saying anything about play, getting a sense of what the player is experiencing, giving voice to what you're playing, pushback on playtesting, using different departments to playtest, seeing and not reading, usability issues again. Games, people, and influences mentioned or discussed: World of Warcraft, Silicon Knights, Metal Gear Solid: Twin Snakes, Too Human, Bedlam Games, D&D: Daggerdale, George Brown College, Toronto Film School, Denis Dyack, Legacy of Kain: Blood Omen, Full Sail, DigiPen, Sandbox Studios, Digital Extremes, PlayStation 1, Nintendo 64, GameCube, Nintendo, Ted Travor, Sierra, King's Quest, Space Quest, Robyn Miller, MYST, Lovecraft, Shigeru Miyamoto, Trevor Fencott, Runbow, 13AM Games, Jedi Starfighter, DLC Podcast, Jeff Cannata, Christian Spicer, Alynne O., FromSoft, Shadow Tower Abyss, Metroid Prime, Half-Life 2, King's Field, Dark Souls/Bloodborne, Owen Lawson, TIE Fighter, X-Com, Dark Forces, Planescape: Torment, Star Control 2, Stardock, Lucas Rizoli, Microsoft, Republic Commando, Michael Abbott, Valve, Blizzard, Jeffrey Sondin-Kung (Pinecone), LEC-Game Theory, Zachary Crownover, Johnny Pockets, John Romero, Persona 5. Links: Patrick Klepek on Mizzurna Falls Next time: Up to level 20 (?ish) in World of Warcraft https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
When things go bump in the night… when statues and paintings have wandering eyes… when our sanity drops to dangerously low levels, how can we know what’s real, and what isn’t really happening? Set the clock to 3:33 and enter the secret room… sit down at the ancient desk and peer inside the tightly-bound pages as we examine one of the strongest women in video game terror, Alexandra Roivas, in part 4 and our epic conclusion to the 2019 STS Halloween Spooktacular. This is… The Tome of the Eternal Darkness… on STORIES TELLING STORIES.
Welcome to Dev Game Club, where we this week we turn to the start of our annual spooky game content by looking at 2002's GameCube horror adventure Eternal Darkness: Sanity's Requiem. We situate the game in time a bit and talk about its critical and commercial reception, as well as the GameCube, before turning to the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first three levels Issues covered: how names appear backwards, our horror tradition, this year in games, Nintendo and close third parties, the mythology around a good GameCube game that disappeared, moderate sales but critical success, the Nintendo horror gap, Japanese lens on sales, understanding the mind of Nintendo, finding the comic spookiness rather than true horror, avoiding mature stuff for first party, cosmic horror, not connecting with Lovecraft, Mantorok the Corpse God, paying plenty homage to Lovecraft, Brett's tax on game lore, taking itself seriously, minimal insanity effects, Brett's never-empty bar, Tim describes an insanity effect, describing the initial experience, reading the Tome of Eternal Darkness and as a result playing the game, writers and writing and their madness, ancient history and its influence on modern day, using libraries to find information and history books, seats of American academia, delving into memory, using an Animus vs a book version, the Necronomicon, changes to Alex as to whether she's astrally projected, having multiple interpretations, Pious Augustus's transformation, making an uninformed choice, making better informed choices in Kingdom Hearts, starting to see the structure, being in the same location across multiple time periods, whether or not one required a manual, the forces for and against manuals, slowly adding mechanics in a Nintendo way. Games, people, and influences mentioned or discussed: Resident Evil, Silent Hill 2, Thief, Nintendo GameCube, Metroid Prime (series), Resident Evil 0, Legend of Zelda: Wind Waker, Animal Crossing, Super Mario Sunshine, Kingdom Hearts, Hitman 2, Splinter Cell, Ghost Recon, Jedi Starfighter, Ratchet and Clank, Sly Cooper and the Thievious Raccoonus, Warcraft III, PlayStation 2, LucasArts, Silicon Knights, Denis Dyack, Tatsuya Hishida, Hiro Yamada, Shigeru Miyamoto, Satoru Iwata, Resident Evil 4, Capcom, Retro Studios, Nintendo Switch, Mother 3, Kirby Dream Course, SNES Classic, Disneyland, Haunted Mansion, Luigi's Mansion, Devil May Cry, Bayonetta (series), Cthulhu, HP Lovecraft, Edgar Allen Poe, In the Mouth of Madness, Assassin's Creed, Evil Dead 2, Alan Wake, Dungeons & Dragons, Kingdom Hearts, MYST, Super Mario Bros, Bill Roper, Lurking Horror, Infocom. Next time: The next three levels (until Lurking Horror) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
On this episode of our monthly interview show IGN Unfiltered, veteran game creator Denis Dyack talks about his wild career that started at Silicon Knights, from convincing Nintendo not to nix Eternal Darkness's sanity effects to working with Hideo Kojima to suing Epic Games, and more!
David vs Goliath. Rocky vs Ivan Drago. The 1980 US Men's Hockey Team vs Russia. History is full of stories where the underdogs come out on top. This is not one of them. Today on Hot Button, we are looking into the legal battle between Silicon Knights and Epic Games, over the use of Epic's Unreal Engine 3. Listen in to find out how David died, and Goliath went on to make Fortnite.
Remembering one of the best games to come out on the gamecube. Also where Silicon Knights ended up as a company and the unfortunate stagnant future of the game. Twitter: https://twitter.com/Pdcst4TwoPeople Instagram: https://www.instagram.com/podcast4twopeople/ Facebook: https://www.facebook.com/podcast4twopeople/ Patreon: https://www.patreon.com/podcastfortwopeople Teespring: https://teespring.com/stores/podcast4twopeople
Welcome to Dev Game Club, where we are are just finishing our series on 1998's Japanese stealth classic Metal Gear Solid. We talk about the end of the game and some narrative choices there that we like and then discuss our pillars for the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To the end! Podcast breakdown: 0:41 End of MGS 1:00:48 Break 1:01:22 Pillars and feedback Issues covered: 100 episodes, Tim moving out, extravagant endings in the series, intercutting action scenes, turning codecs into cutscenes later, economic storytelling through codecs and audio diaries, conversational audio diaries, utilizing VO in interesting ways, Brett's new keyboard, the interesting dynamics of the Vulcan Raven battle, cat and mouse, Brett forgets the word "claymore," multiple ways of defeating Raven, using the AI's rules against them, boss/level design/camera synergy, Brett skips a cutscene and has to redo the battle, backtracking and stretching time, cool alloys, keeping a balance between being cool and usability, camera shot of Revolver noticing that Solid is outside the room (sort of a double reversal on the player), hanging out in the cold or hot rooms, Master Miller and throwing Naomi under the bus and yet still being Liquid, Tim recants his feeling that there should be a MGSVI, small universe problem, Chewbacca effect, Naomi and Gray Fox, the Ocelot effect, Ocelot and Liquid reunited, Liquid monologuing outside of Rex, going toe-to-toe with Rex, RoboCop vs ED 209, forcing you to be bold, Liquid as the boss who never dies, Gray Fox confessing his sins, hand-to-hand fighting with Liquid on top of Rex and the uncertain fate of Meryl, the reveal about FoxDie, cloning and the relationship between multiple characters, Dolly the cloned sheep, being the soldier of the century, James Bond themes, Snake Eater, The Man Who Saved The World, two more monkeys jumping on the bed, differences in the endings, jeep battle, low turn rate, tracers, having a third big battle, end-game balance for normal difficulty, Jim Harrison (the politician behind it all), Meryl and Snake riding off into the sunset on their snowmobile, wrapping up themes of love blooming on the battlefield, different endings, juxtaposing the scientific/techy stuff with the philosophical talk, Hal and Dave (joking at the end), post-credits sequence and the Iditarod, writing yourself into corners and cliffhangers, retconning to fit story stuff together, comic book writing and story structure for serialization, commitment to narrative and cinematic presentation, in-engine cutscenes, hardware-acceleration on the PS1, bilinear filtering, best B movies, letting your freak flag fly, all of ones loves and fears being in a game, being generous as an artist, committing to stealth gameplay, high lethality, voice acting, fictional context, experimentation with mechanics, bringing you back through the evolution of mechanics, adding mechanics from a competing or more recent game into a remake, upsetting the balance, new game plus mechanics, new game plus plus and a tuxedo, immersive sims. Games, people, and influences mentioned or discussed: System Shock 2, Metal Gear (series), James Bond, Star Trek, Ron Gilbert, Star Wars, RoboCop, Halloween (Michael Myers), Spy Who Loved Me, The Last Samurai, 2001: A Space Odyssey, George Lucas, Indiana Jones (series), Empires Strikes Back, Final Fantasy VII, Voodoo hardware, Anachronox, Thief, Death Stranding, Guillermo del Toro, Silent Hills, Silent Hill 2, P.T., LeraAtwater, Michael Baker, Silicon Knights, Shigeru Miyamoto, Denis Dyack, Ben "from Iowa" Zaugg, Christian, Travis, Michael, Ultima Underworld: The Stygian Abyss, Looking Glass, Origin Systems, Warren Spector, Doug Church, Ultima VII, Good Old Games, Prey, The Elder Scrolls: Arena. Next time: Ultima Underworld Level 1 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Syrg joins us to talk about the infamously bad Silicon Knights game "X-Men: Destiny". We are not taking offers for debates at this time.
In Episode 10 of Beyond Beta Podcast, Steve continues speaking with Denis Dyack about his run-ins with the Press, Gamergate, and the Perimeter Institute. Denis also opens up on the painful experience of having to shutter the doors on Silicon Knights, and what it's like to be a leader...and more. (Part 2 of 2)
In Episode 9 of Beyond Beta Podcast, Denis Dyack speaks about founding Silicon Knights, Blood Omen: Legacy of Kain, Eternal Darkness, and his relationship with Nintendo. (Part 1 of 2)
From the despair of developing a licensed flop to the glory of indie success, we chat with Julian Spillane about his unique path from X-Men Destiny and Silicon Knights’ fall to Use Your Words’ innovative fun! DOWNLOAD This show is brought... Read more
Fred and Jam sit down and dissect Silicon Knights' 2002 Gamecube title Eternal Darkness: Sanity's Requiem. After discussing the lineage of Silicon Knights and it's history, the two delve into the campaign of a game that literally messes with you.
Denis Dyack of Silicon Knights and Quantum Entanglement Entertainment sits down with Tony to discuss Video Games, the game development process, the threat to Triple A games, cool board games, literature as inspiration in games.and where his journey in games started. What does 30 years of industry experience add up to? A wealth of knowledge Quantum Entanglement Entertainment Denis Dyack on Twitter Tony Spears on Twitter Binary Gamer on FaceBook
Welcome to the first episode in our series exploring PS1 and PC 3rd person action-adventure game Legacy of Kain: Soul Reaver. We situate the game in time a bit and then turn to its storytelling style, its early game, and its primary mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until the first boss Podcast breakdown: 0:37 Segment 1: Intro to Soul Reaver 55:45 Break 56:07 Segment 2: Feedback and next time Issues covered: horror influences and origins, historical context, light touch of the storytelling, IP ownership, character motivations, additional powers as rewards rather than as keys or enablers, worldbuilding of Nosgoth as a feature, Kain as twisted god and reflecting Paradise Lost, moving past tank controls and grids, differentiating the two realms visually, reaving souls, two ways to view the world/environment, mechanical consonance of reaving with walking between the realms, revenge and propulsion/being driven, relating character motivations to mechanics, an era of increasing production values but risk-taking, material world interactions and losing them in the spectral realm, combat depth, using the environment to grapple and dispose of enemies, camera difficulties, warp gates as fast travel, warp gates as save mechanic and persistent objects/replenished enemies, Brett explains what 'oracular' means, Tim gets lost through the warp gates, building a level that works with your camera, camera development, PC configuration, expecting the camera to help you, using landmarks to navigate the world, camera confusion in boss battle, blaming the camera for usability, going to first-person camera mode, mantling and character collision, Foley support, figuring out influences of a modern game, keeping current, being careful of being too critical of peers. Games, people, and influences mentioned or discussed: HP Lovecraft, Amy Hennig, Crystal Dynamics, Tomb Raider (series), Marvel, Naughty Dog, Evan Wells, Richard Lemarchand, Uncharted, Silicon Knights, Eternal Darkness, Dennis Dyack, Eidos Interactive, Max Payne, George Broussard, 3DRealms, Cthulhu, Legend of Zelda, Super Metroid, Siri, Darksiders, Vigil Entertainment, THQ, Kill Bill, Diablo, Paradise Lost, PlayStation, Dreamcast, Indiana Jones and the Infernal Machine, Metroid Prime series, John Wick, Fumito Ueda, Shadow of the Colossus, Devil May Cry, Ninja Gaiden, Republic Commando, Mario series, Metal Gear Solid, MediEvil series, Nick Tapalansky, The Last Guardian, Evil Within, Oxenfree, Bethesda Game Studios, Luke Thériault, Final Fantasy IX. Links: Ico novel in English Next time: Up until the boss "Zephod" @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
One more guest show before I'm back in episode 100. This time around my good buddy Troels, the Space Quest Historian is here with a hidden gem, the 1992 Silicon Knights action/strategy game Cyber Empires (or Steel Empire in Europe). Not only does Troels do a great job with the show, he also interviews the game's creator, Denis Dyack! This episode contains an abridged version of the interview, for the whole thing, check out Troels' mixcloud: https://www.mixcloud.com/SpaceQuestHistorian/space-quest-historian-interviews-denis-dyack-silicon-knights-about-steel-empirecyber-empires/ Watch Troels play Cyber Empires: https://www.youtube.com/watch?v=8ckYzIeIfTQ&list=PLeuPHRWonRSTUuE_0uFCX6Cdt1AwHMXwc You can also find Troels on Twitter at https://twitter.com/sqhistorian Also check out his awesome YouTube channel over at https://www.youtube.com/spacequesthistorian Next time, for episode 100 I will be back for good with the long awaited Final Unity episode.
Silicon Knights- Once a well-loved and accomplished development team; There was once a time where the mere mention of their name evoked anticipation and confidence that whatever they were working on wasn’t just going to be good- it would likely be GREAT. That is, until 2006, when Too Human finally demoed at E3 that year and was almost unanimously panned by critics, prompting studio head Denis Dyak to speak out against the game outlets who judged it harshly and against the concept of previewing unfinished work altogether, saying it “does not work” anymore. Fast forward through 5 years, the critical and commercial flop that was Too Human, and dozens more scathingly critical statements from Dyak about the games press, we have their next game: X-Men Destiny, the latest release from a once proud developer that at best can be called mediocre and at worst unfinished- the very thing Dyak himself was railing against. So what happened? This week we’ll discuss what led up to these events and pose that very same question.
“This one red hour will make your reputation or mine… are you right with your maker?” Silicon Knights‘ 2008 Xbox 360 exclusive, Too Human, was supposed to be the first in a trilogy of games. […] The post Too Human – Cane and Rinse No.178 appeared first on Cane and Rinse.
Jon returns from his trip to MAGfest as well as a new addition to his family! Congrats to them. Sean enters the US and is now an ambassador. Nathan sits at home playing Cook, Serve, Delicious!We discuss the new Humble Bundle, PlayStation Now and the final chapter for Silicon Knights.
The latest court ruling was handed down earlier this week, and Law 360 reporter Michael Lipkin's here to explain why it's likely the end of the road.
It's a genius plan. The Married Gamers will never see it coming. What evil deeds are we planning? You'll just have to listen. In the meantime, you might also want to check out our news and reviews from hosts Holy Goalie, Edie Sellers, and Nick Dinicola. Topics include: Reviews, previews, and ongoing issues of ,, , , , (Xbox 360), Gears of War 3, ; Microsoft for E3. That will fix all that bad press, right?Is the Wii U basic on its way out? Nintendo asking for to the company; Zynga and shuts several of its offices, including OMGPOP of Draw Something fame; The will be on mobile and/or PC; Crowdfunding for Shadows of the Eternals, the proposed game from ex–Silicon Knights employees, this week; The things the Microsoft has done wrong with the Xbox 360. Are they indicative of the culture that's driving Xbox One? Enjoy.
Before you sit down to devour your weekly PB & Jason, make sure you have an hour and fourty minutes on your plate! PB & Jason 124 part two tackles all the topics left after last Thursday's first part: The various game ideas based on somewhat random audience suggestions; the aftermath of the Xbox One unveil, specifically the console's somewhat confusing used games policy; the Nintendo Direct from the middle of May; and the confusing situation behind Precursor Games kickstarter projects, including their relationship with Silicon Knights and Denis Dyack. Also, click this sentence for the NeoGAF thread I mention in the latter half of the podcast. Enjoy!
Before you sit down to devour your weekly PB & Jason, make sure you have an hour and fourty minutes on your plate! PB & Jason 124 part two tackles all the topics left after last Thursday's first part: The various game ideas based on somewhat random audience suggestions; the aftermath of the Xbox One unveil, specifically the console's somewhat confusing used games policy; the Nintendo Direct from the middle of May; and the confusing situation behind Precursor Games kickstarter projects, including their relationship with Silicon Knights and Denis Dyack. Also, click this sentence for the NeoGAF thread I mention in the latter half of the podcast. Enjoy!
[News] As it is Christmas we are bringing you a bumper double-length edition of the news. Gary, Chris and special guest Joystiq's Sinan Kubba look back on the biggest news stories of the year and give our less-than-expert analysis: including, trouble at GAME, the PS Vita, Mass Effect 3 changing its ending, studio closures, Kickstarter crowd funding, Silicon Knights vs Epic and much more.. www.gameburst.co.ukpod@gameburst.co.uktwitter.com/gameburstfacebook.com/gameburst
We call it our library, our collection, our pile of shame. They are games we meant to play, meant to finish, or even just meant to take out of the shrink wrap. We had to own them, had to experience them, and yet there they sit collecting dust. Gamers call it their backlog. We call it a problem, and we aim to deal with this problem one meeting at a time. Welcome to Backloggers Anonymous a program dedicated to dealing with this problem by checking these games off our list one title at a time. For the next few weeks, we'll be dealing with a title that had garnered some infamy for a few different reasons: Silicon Knights' Too Human. After multiple revisions, platform changes, delays, and even an engine change, Too Human was released in August of 2008 to some less than positive reviews, causing some purchasers to shelve their copies in favor of other titles. Once intended to be the start of an epic Xbox 360 exclusive trilogy, the series seemed destined to be forgotten by all but it's most dedicated fans and supporters. Unfortunately, Too Human once again is in the news, and once again, that news isn't good. After being sued by Epic who stated they illegally used their Unreal technology in their games, a judge has ruled that all unsold copies of two of their games are to be recalled and destroyed in December. Too Human is one of those titles. Needless to say, if you want a new copy, you better move fast! If you are one of those people who never got around to playing this game, or if you're just interested in rescuing one wayward disk before it hits an industrial shredding machine, feel free to join, Julian, Joaquim, and myself as we experience this title for ourselves, and let us know what you think in the comments below. See you in a couple of weeks for part two!
We call it our library, our collection, our pile of shame. They are games we meant to play, meant to finish, or even just meant to take out of the shrink wrap. We had to own them, had to experience them, and yet there they sit collecting dust. Gamers call it their backlog. We call it a problem, and we aim to deal with this problem one meeting at a time. Welcome to Backloggers Anonymous a program dedicated to dealing with this problem by checking these games off our list one title at a time. For the next few weeks, we'll be dealing with a title that had garnered some infamy for a few different reasons: Silicon Knights' Too Human. After multiple revisions, platform changes, delays, and even an engine change, Too Human was released in August of 2008 to some less than positive reviews, causing some purchasers to shelve their copies in favor of other titles. Once intended to be the start of an epic Xbox 360 exclusive trilogy, the series seemed destined to be forgotten by all but it's most dedicated fans and supporters. Unfortunately, Too Human once again is in the news, and once again, that news isn't good. After being sued by Epic who stated they illegally used their Unreal technology in their games, a judge has ruled that all unsold copies of two of their games are to be recalled and destroyed in December. Too Human is one of those titles. Needless to say, if you want a new copy, you better move fast! If you are one of those people who never got around to playing this game, or if you're just interested in rescuing one wayward disk before it hits an industrial shredding machine, feel free to join, Julian, Joaquim, and myself as we experience this title for ourselves, and let us know what you think in the comments below. See you in a couple of weeks for part two!
Jeremy Meyer and Jonathan Miley chat with former-Silicon Knights employee Ryan Vandenyck. They talk about everything from life at Silicon Knights to Ryan's most recent game Waveform. This is an archived episode of DarkCast Interviews that originally appeared on Darkstation.com
We are back! Sorry for the late show, there was an upload problem, and Alex had to re-edit the podcast! But it is here for you now! Breakdown: We have Alex, Tony, Scott, and Evan. Greg was supposed to join us, but it didn't end up happening! This week is totally uninteresting, so we get to the video games part quickly. Professor Layton, Halo 4, XCOM, and more! So much good stuff, plus a huge portion on AC3. We take a huge first break, but you don't know that, and we come back, only this time we are talking via Google Hangout! It's neat, but Tony and Scott keep making sound effects that you'll never hear through Google Hangout! Sorry guys! Nabeshin joins us in the news, of course. We talk Silicon Knights, bad news with them, and plenty of GTA V in news. New releases introduces a bunch of WiiU things. That's the show! Check out our website, http://IrrationalPassions.com. Send us emails at Alex/Evan/Scott/Joseph/Tony/Artist@IrrationalPassions.com or general mail to our mail sack: MailSack@irrationalpassions.com. Follow us @ALFighter27 (Alex), @stickerglue (Evan), @wuttehchuz (Scott), @TonyHorvath (Tony), @Nabeshin186 (Nabeshin) and please follow the show @IrrationalPod. Please check out our new Youtube channel and subscribe at http://www.Youtube.com/IrrationalPassions. Follow the streams! We are live almost all week, every night! http://Twitch.TV/IrrationalPassions Leave us a google voice voicemail at (404) 590-1337 [its like leet, 'cause it is] Standard long distance fees apply! Join the forums at Retroids.com and follow @Retroids! Like us on Facebook! Reviews us on iTunes! Buy our iPhone App!
Listen to Troy and Reece talk about the worst-bad news for Silicon knights, Troy's utter lack of watching Movies and what the Yank's do with an inherently British story.
Episode 120, we discuss: Silicon Knights vs Epic Games, Mass Effect 3, Female Turians, unsatisfying endings, GTA V, Metal Gear Solid, questions and much more! Episode 120 Music during break and outro by: Pilotpriest: http://pilotpriest.bandcamp.com/ “Episode 120” to listen there or right click and “save as” to download it […]
“You too will come to understand fear, as I have.” In 2002 Silicon Knights produced Eternal Darkness: Sanity’s Requiem, a GameCube exclusive survival horror yarn. Leon, Tony, Karl and Darren Gargette return to the Roivas […] The post Eternal Darkness: Sanity’s Requiem – Cane and Rinse No.30 appeared first on Cane and Rinse.
American born all around nice guy Brad Heitmeyer, has been working in the gaming industry for more than 18 years. We were lucky enough to have him sit down with us and talk about the journey he went through. From starting out back in the early days of video gaming and working throuh some big names in the business, Terminal Reality, INC., Silicon Knights, Rockstar Games Toronto, Ubisoft, Bedlam Games, to his most recent and personal projects, Brad shares his words of wisdom along with a great story about his career to date!Learn more about Brad Heitmeyer through these links!http://bradheitmeyer.com/Brad's Twitter
Journey, Mass Effect 3, SSX, South Park: The Revenge of Scott Tenorman, Draw Something, The Last Story, DrawRace 2 HD, Dark Meadow: The Pact. News - The Game Group update, more next generation console rumour and speculation, suggestions of an Xbox Lite, Silicon Knights going back to their roots, Fez coming out on Xbox Live, FIFA and the art of DLC, Baldur's Gate coming to the iPad and OSX and Legend of Grimrock coming to the PC
¡Viernes! Fin de semana y MG Podcast, amigos y amigas. Con ustedes la décimo cuarta entrega de nuestro programa de radio en lata, esperamos que lo disfruten. ¿Lo más importante de la presente edición? ¡Vuelve Diego! Y lo que nos trae desde el Reino Unido es sumamente interesante. A qué estamos jugando: @TonichanPiedra está jugando a Ultimate Marvel VS Capcom 3, Lumines, Mass Effect 3 y el primer Larry de Sierra para ir del palo en el próximo El Club Vintage. @VicJunquera sigue dándole a Kid Icarus como si no hubiese un mañana. Diego (@SilentChan) ha tenido una semana loca con mucho trabajo y ha catado Risen 2, Star Wars Kinect, Ghost Recon Future Soldier, Max Payne, Max Payne 2 y Max Payne 3, que será parte del tema de la semana. @AlvaroOndina ha estado disfrutando del nuevo Ridge Racer y Twisted Metal. Noticias de la semana: Las palabras de Silicon Knights sobre la segunda mano y el canibalismo, Epic Mickey 2 y lo mucho que nos gusta lo que se va sabiendo de él y analizamos las palabras de Vigil Games y Ubisoft sobre WiiU, que hacía mucho tiempo que no hablábamos de ella. Tema de la semana: Toni nos habla maravillas de Inazuma Eleven 2 y Diego del multiplayer de Max Payne 3, que lo ha probado en tierras inglesas.
There's something to be said for a game missing its release to make it more awesome, but after a while there's the law of diminishing returns. Then there's also the trap of trying to make everything SO MUCH MORE awesome than anything else out there, you keep changing things -- even things that have or should be long since settled -- that you enter the inferno known as "development hell" where ideas both good and bad go to eternally torment fans and developers alike. Sean and Vinnk discuss Duke Nukem, the fate of Silicon Knights and their dedication to Too Human that took them under, and how Rare going to Microsoft Studios changed the company forever. "RPG" theme song by the Imari Tones: http://imaritones.net This podcast is brought to you by the Famicom Dojo Video Series. Train Your Game at https://youtube.com/famicomdojo.
There's something to be said for a game missing its release to make it more awesome, but after a while there's the law of diminishing returns. Then there's also the trap of trying to make everything SO MUCH MORE awesome than anything else out there, you keep changing things -- even things that have or should be long since settled -- that you enter the inferno known as "development hell" where ideas both good and bad go to eternally torment fans and developers alike. Sean and Vinnk discuss Duke Nukem, the fate of Silicon Knights and their dedication to Too Human that took them under, and how Rare going to Microsoft Studios changed the company forever. Check out what Dinosaur Planet looked like before it became Star Fox Adventures, the Great Mighty Poo, and more in our show notes: https://famicomdojo.tv/podcast/42 This episode is brought to you by the Famicom Dojo web series. Head over to FamicomDojo.TV your copy of the Season 1 DVD today!: https://famicomdojo.tv/store/fdojos1.php
Hendrix likes Battlefield 3 a lot. Certainly a lot more than his digestive system does for White Castle burgers. Alphabox shares his experiences with Dark Souls briefly before he goes off to pick up a second hand Xbox 360 steering wheel. Tara meanwhile is squealing over the news that there is to be a new Rainbow 6 game. Running time: 01:06:25
Headset Abuse: 02/11/11 This week we get on our soapboxes to talk about Battlefield 3... or our attempts to actually play the game. We also talk Batman, the rumours surrounding Silicon Knights and ask whether £64,000 is a reasonable price for a Burrito.
Alphabox starts off the show with his experiences on the new Call of Duty Black Ops zombie map and marvels at its complexity and size. Next Kropotkin talks about Jeff Minter games on the iOS platform, much to the bemusement of the rest of the hosts, Hendrix tells us about his time with Dungeons of Dredmore and BloodShot Robot continues to plough his way through The Witcher 2. Talk about a game that keeps on giving! We sign off with news on Dust 514, Silicon Knights, World of Warcraft and new PS3 models.Running time: 01:12:37
Denis Dyack is the founder and president of Silicon Knights. In this capacity, he oversees the creation and development of games, and continues to further the growth of the company. Dyack is a noted authority on interactive software development and offers valuable insight into the process of designing next-generation games that appeal to the masses. Under Dyack’s direction, Silicon Knights has evolved into one of the top independent interactive software developers in the world. Dyack (B. Phed, H. B.Sc, M. Sc.) founded Silicon Knights in 1992 after publishing Cyber Empires in 1991. Since that time, Silicon Knights has moved from creating PC games to premiere AAA console titles, such as Blood Omen: Legacy of Kain for the original PlayStation. Working with Nintendo as a second party, Silicon Knights created the critically acclaimed Eternal Darkness. Together with Nintendo, Silicon Knights worked with Konami to create another critically acclaimed game, Metal Gear Solid: Twin Snakes. Dyack and his team are currently working with Microsoft on the Too Human trilogy for the Xbox 360, and developing an exciting new game for Sega of America.
Hosts: Michael "Boston" Hannon and Brad Fellers Special Guest/Cameraman: Ryan Pratt Running Time: 54:40 Music: Warcraft 2 (PC) Add some more members to your Rock Band!! Mass Effect hooplah: A Fox News appearance turns out badly EA strikes back EA Strikes back again Keighly gets fired up And someone didn't even play the game Silicon Knights goes subpoena crazy. Yet anoth er PS3 version? GT5 ( Prologue) dated and priced. Crytek wants to destroy our consoles too... Skype is calling us out on the PSP. SSF2HDR needs more spaces on our 360's. SPOILER SECTION: Smash Bros Brawl Spoilars!
The show's awesome attendees this week are Brad, Aaron, John, and for the first time, Russ, as we talk about more console problems, more company bragging, and the possible end of an old familiar hand held gaming line.Episode 13Microsoft doing better than Sony in Japan, says MoorePS3 selling out in some storesSilicon Knights suing Epic GamesMicrosoft reports $1.9 billion lossXbox 360 scratching disks, Microsoft suedNintendo retiring Game Boy line?Wii winning with exclusivesWoW surpasses 9 million subscribersHalo for the DS a possibilityEtch-a-Sketch game in development
The unreliable narrator: how do you use this technique when the narrator is usually the player character? The music for this episode is “Noite de Carnaval” by Code, and is available under a cc by-nc 2.5 license. References: The Silent Hill series from Konami Eternal Darkness: Sanity’s Requiem by Silicon Knights and published by Nintendo … Continue reading Ludus Novus 002: Telling It Like It Is →