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Welcome to Dev Game Club, where this week we conclude our series on Heroes of Might and Magic. We confess that we should have learned more about this game before we tried it, and then turn to takeaways and email. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some... more? Issues covered: games we've fallen down on, the commitment, why we don't play certain genres, falling short, the possibility of finding guest hosts, game selection moving forward, having a tech tree in the manual but things we missed, board games and picking up strategy, hot seat multiplayer, modernizing the series, the limits of the audience, adding narrative, the heroes off the battlefield, June alert, whether you should do something, thinking about the computer audience, clarity and taste, how you present the information to the player in the manual, ramping up the campaign, "board games can be fun," creating your own space, learning design from board games, enjoying the tactical map, coming up with the names for things, not overthinking it, deepening and alienating people, machinima, stories from The Sims, boxes from the past. Games, people, and influences mentioned or discussed: Waypoint, Austin Walker, Patrick Klepek, Danielle Riendeau, MegaMan, GTA III, Final Fantasy Tactics, Kaeon, Dwarf Fortress, Artimage, The Sims, Street Fighter, Mortal Kombat, Smash Brothers, NES/SNES, Apple ][, Lode Runner, Wizardry, Final Fantasy VI, Ubisoft, Jurassic Park, Jeff Goldblum, Slay the Spire, Civilization, X-COM, Warhammer, Andrew Kirmse, mysterydip, Bethesda Game Studios/Zenimax, Notch, Halo, Call of Duty, Battlefield, Battlefront, Battlezone, Jeffool, Red vs Blue, Quake, Tacoma, PUBG, LucasArts, Father Beast, Margot Robbie, Barbie, Ashton Herrmann, Lords of Magic, Lords of the Realm, Stonekeep, Interplay, Day of the Tentacle, Burn: Cycle, Phantasmagoria, Tony Rowe, Trespasser, Bill Roper, Warcraft, Diablo, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: TBA! Note: I think the person Tim was thinking of is Natalie Watson. We regret our lack of memory. Also note: Philip Johnson is the architect Brett was thinking of, with his "Glass House" in New Canaan, Connecticut. Twitch: timlongojr Discord DevGameClub@gmail.com
MAMA!! *Migos voice* We did it for Tha Culture in this week's episode of The Sample! Migos just released the final album in The Culture trilogy and we'll be diving into the sample on this episode. Think you know what song Migos sampled in their hit song Avalanche? Check out the episode for more details! *ALL CREDIT FOR THESE SONGS GO TO THE ARTISTS!!!*SONGS USED:Migos - AvalancheThe Temptations - Papa Was A Rollin' StoneKeep up with the podcast on Instagram:https://www.instagram.com/thesamplepod/https://www.instagram.com/cambickley/
Heute öffne ich für Euch das zweite Mal meine Schatzkammer und entführe euch in die Welt der Rollenspiele. 1998 veröffentlichte Interplay „The Ultimate RPG Archives“ auf 5 CDs.
It Came in the Night, Part VI [Dicey Waters]The blood feud between the Ricards stands to tear the island to pieces, and the prisoners must now confront the Beast in the darkness of the Stonekeep — and decide the fate of the remnants of Stoneholm.- - - - - - - - - - - - - - - -UPDATES- - - - - - - - - - - - - - - -If we hit 75 reviews on Apple Podcasts by the end of November, we'll release a PDF of this adventure for free!- - - - - - - - - - - - - - - -CREDITS- - - - - - - - - - - - - - - -Dungeon Master -- Ryan Mossbarger, @ryan_mossb, @rnmossbargerLocke -- Patrick Brehm, @Pureriffery, @PattyIceOfficialMaeve -- Matt CanavanEdmund Blackwood -- Josh Palumbo- - - - - - - - - - - - - - - -Created by Colin Ketchen, Josh Palumbo and Ryan MossbargerEditing by Matt CanavanOriginal Music and Sound Design by Colin Ketchen
Corrective Consciousness Podcast 134 starring LotusPrince, PyroJackFrost, and Vysethebold! This week the guys talk about first-person dungeon crawlers with mentions of Legend of Grimrock, Stonekeep, the brand new Etrian Odyssey Nexus, and the upcoming Persona Q 2!
0:00 Chris rejoins us!4:00 If I'd known that Natasha Kerensky had achieved the rank of Khan I'd have gone with a Star Trek II joke instead.16:30 A Magical High School girl, available on Steam and Switch, though neither Geremy or Tyler recommend it.22:30 The Assignment: Stonekeep. Watch this brilliant opening.37:00 Castle Ranking
0:00 Chris rejoins us!4:00 If I’d known that Natasha Kerensky had achieved the rank of Khan I’d have gone with a Star Trek II joke instead.16:30 A Magical High School girl, available on Steam and Switch, though neither Geremy or Tyler recommend it.22:30 The Assignment: Stonekeep. Watch this brilliant opening.37:00 Castle Ranking
Corrective Consciousness Podcast w/ LotusPrince, OldManStompy, and Dracologist! This week the guys talk about Stonekeep 2, Zack and Wiki, 999, Murder on the Orient Express, Rabi-Ribi, Persona 5, Amid Evil, Apocryph, Copykitty and much more!
Corrective Consciousness Podcast 093 w/ OldManStompy, LotusPrince, and Vysethebold! This week the guys discuss Stonekeep 2, Drakengard 2, Horizon: Zero Dawn, A Quiet Place, Tales of Berseria, Dominaria, and much more!
We talk to the amazing Peter Oliphant about classics like Stonekeep and Lexi-Cross, working at Mattel Electronics and life as a child actor. Thanks to our amazing donators this week: Roy Gillotti, Colin Bell, Nigel Wilkinson, Stephen O'Kane Join our Discord channel: [https://discord.gg/GQw8qp8](https://discord.gg/GQw8qp8) Our website: [http://theretrohour.com](http://theretrohour.com) Our Facebook: [http://www.facebook.com/theretrohour/](http://www.facebook.com/theretrohour/) Our Twitter: [http://twitter.com/retrohouruk](http://twitter.com/retrohouruk) Events: Ravi warming up for DJ Yoda: [https://bit.ly/2IeusRu](https://bit.ly/2IeusRu) PLAY Expo comes to London: [https://www.playexpolondon.com/](https://www.playexpolondon.com/) PLAY Expo Glasgow: [https://www.playexpoglasgow.com/](https://www.playexpoglasgow.com/) Show notes: 7th guest sequel 13th doll: [https://bit.ly/2GUyXVa](https://bit.ly/2GUyXVa) New Amiga 500 cases: [https://bit.ly/2GUCtPw](https://bit.ly/2GUCtPw) British Thames television looks at Toyko in the 80s: [https://bit.ly/2GUXj15](https://bit.ly/2GUXj15) Mini centipede replicade: [https://bit.ly/2vdkY7z](https://bit.ly/2vdkY7z)
Corrective Consciousness Podcast 090 w/ LotusPrince and Vysethebold! This week the guys talk about Drakengard, Mad Dog McCree, Thumper, Stonekeep 2, Horizon: Zero Dawn, Tengai, Part Time UFO, Punch Out and much more!
Grath és Stöki retro videojátékos podcastjának kisebb vadhajtása. Az adás témája: Stonekeep. Kísérőposzt itt: http://iddqd.blog.hu/2018/03/08/checkpoint_mini_67_stonekeep
Welcome to Dev Game Club, where we are beginning a new series on 1992's immersive sim classic Ultima Underworld. As usual, we situate the game in time a bit and in the Ultima series as a whole, before delving into the first few hours of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Level 1 Podcast breakdown: 0:40 Underworld 54:54 Break 55:22 Feedback Issues covered: Brett gets hooked, first person game and a lot of clicking, getting over the initial hump, taking a long time to finish a game, 72-hour game benders, epilepsy and flashing, firsts of their kind year, seeing the walls of the design, branching out with the Ultima series, Ultima Worlds of Adventure, adding simulation to the point of view, not being alone in the first-person space, vector wireframe rendering in the first Ultima dungeons, feeling the presence of the developer, exploration of controls, limited verbs in FPSes, free look, overdesigned mouse interface, not reading the manual, coming full circle to analog controls in the modern day, fine-tuning movement, "this will never catch on," clarity in input, instinct was right but implementation was wrong, poll rates, mechanical mice vs optical mice, Trish the Bard, 80s looking character portrait, innovating on taking a thing from world and dragging into the inventory, the Trello of inventory systems, adding too many things to a bag, UX nightmare, convergence game with systems coming together, top-down design vs bottom-up design, RPG differences between player skill and character skill, gesture-based combat, idea to implementation, fewer barriers to implementation, lack of level designers, taking more risks because of lower costs, dark side of games, using a key in a door, verbs and similarity to adventure games, where the three hours went for Brett, fearing dropping something that you'll need later, traipsing all over, jumping difficulty, factions as an underpinning of the underground society, lack of quest log/journal, does dialogue hint at actions you can take, clarity of the rules, fading fortunes of SSI, playing MGS vs remembering MGS, coloring what follows a good moment, CGI cutscenes painting in the player's impressions of fidelity, the legacy of Lara Croft's portrayal, avoiding blind spots through diverse representation in your development team, preferring Twin Snakes. Games, people, and influences mentioned or discussed: The Chronicles of Narnia, Wolfenstein 3D, DOOM, Origin Systems, EA, Ultima (series), Richard Garriott/Lord British, Wizardry, Dungeon Master, Gold Box, Eye of the Beholder, The Bard's Tale, Dark Corners of the Earth, Elder Scrolls (series), Looking Glass Studios, Warren Spector, Doug Church, System Shock, Marc MAHK LeBlanc, Tim Stellmach, Deus Ex, Harvey Smith, Randy Smith, Prey, Dishonoured (series), Paul Neurath, Underworld Ascendant, Dune II, Warcraft, Ultima VII, Indiana Jones and the Fate of Atlantis, Hal Barwood, Ecco the Dolphin, Super Mario Kart, Mortal Kombat, Night Trap, Alone in the Dark, Resident Evil, Flashback, Another World/Out of this World, Martian Dreams, Savage Empire, Quake, Wing Commander, Space Rogue, id Software, Stonekeep, Final Fantasy (series), Dragon Warrior/Dragon Quest (series), Ogre, Quake, DOOM 2, Terminator, Planescape: Torment, SoundBlaster, Fallout 2, Elder Scrolls: Arena, SSI, Thief, Kupo1256, Christian Schuster, Metal Gear Solid (series), Fallout 3, Todd Howard, Jonah Lobe, Silent Hill 2, Final Fantasy VII/IX, Travis Grasser, Symphony of the Night, Tomb Raider (2013), Rise of the Tomb Raider, Jason Schreier, Kirk Hamilton, Michael, Final Fantasy XV, Christianne Meister, Skyrim, Jeff Buttaccio, GameCube, MGS: Twin Snakes, Shigeru Miyamoto. Next time: Levels 2 and 3 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our fifth and final episode examining 1997's classic RPG Fallout. We are lucky enough to interview Tim Cain and Leonard Boyarsky, Producer/Lead Programmer and Art Director respectively on Fallout as well as two of the three founding members of Troika Games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:38 Interview with Tim Cain and Leonard Boyarsky! 1:01:10 Break 1:01:35 Geek-outro Issues covered: the Wild West of early studio game development, the meta-installer, making engines in your spare time, tabletop after-hours, abstracting the operating system, GURPS character generator, working you way up, pizza and game dev, RPG renaissance, bold theme choices, filtering passionate ideas, making your dream game, career paths into game development, clubhouse Interplay and a creative atmosphere, business incursion, from the garage to the office park, right place right time, QA preferring your game over being paid, By Gamers For Gamers, making your colleagues laugh, companions in scripting, wearing multiple hats, making a Tarrasque into a Death Claw, making heads from clay and digitizing, cavalier oblique and making the tools work, bringing various sensibilities to the game, throwing a party for your return, a family of talking raccoons, finding your creative partners, system and story *should* work together, what makes good level design, digging yourself a big hole, exposing variables and state to designers, managing teams of small size, ambient music, art influences, Vault Boy instead of icons, voice talent, everything coming together, consequences, "games should be fun," freedom, setting the world on fire, Tim Cain's grandfather and mother, constraints and necessity, Fallout DNA. Games, people, and influences mentioned or discussed: Interplay, Maxis, Stonekeep, Troika Games, Arcanum, Vampire: The Masquerade, Blizzard, Diablo III, Obsidian Entertainment, Grand Slam Bridge, EA, Star Trek: 25th Anniversary, Jason Anderson, Carbine Studios, Wildstar, Rags to Riches, Lord of the Rings, D&D, GURPS, Earthdawn, Baldur's Gate, Icewind Dale, Black Isle, Wasteland, Tolkien, Mad Max, Doom, Nintendo, David Byrne, How Music Works, CGBG, LucasArts, Super Metroid, Star Wars, The Simpsons, Chris Taylor, BioShock, Ken Levine, Ambient Isolationism, Aphex Twin, Brian Eno, Depeche Mode, Monopoly, Richard Dean Anderson, Richard Moll, Tony Shalhoub, Ron Perlman, David Warner, CCH Pounder, Night Court, Monk, Wings, Fallout 2, The Inkspots, Butch Cassidy and the Sundance Kid, Dr. Strangelove, Fallout 3, Jonah Lobe, Temple of Elemental Evil. Next time: Resident Evil! Play up until the Residence (past the shed). @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to our first episode in our series examining 1997's Fallout. We talk a bit about the RPG renaissance it seemed to kick off and then delve into the first few hours. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until you reach Junktown Podcast breakdown: 0:37 Segment 1: Relevance 32:11 Break 32:36 Segment 2: Towards Junktown 1:08:46 Break 1:09:17 Segment 3: Listener feedback, next time Issues covered: Brett's workshopping and quotes collection, RPG resurgence in the late '90s, Interplay and other RPG-maker troubles, a new direction for Western RPGs, getting away from the high fantasy setting, accessible turn-based combat, supporting text, return to apocalypse, enabling a variety of settings, tabletop RPGs, hexagonal and rectilinear grids, maturity, relatability, gruesome deaths, archetypes, humor, RPGs vs RPG elements, numerical traits and skill systems, player agency over character destiny, filling out the trees, flexible specialization, progression vs role-playing, character creation anxieties, watercooler talk, grim humor in the introduction, bravery and commitment in world-building, licensed titles, 1950s optimism taken forward, the pleasantly clicky UI, encountering Shady Sands en route to Vault 15, two-headed cows, the emergence of voice, the little pocket DM, finding ropes, feedforward loops, barter is broken, Tim's uphill battle, speedrunning Super Metroid, secrets. Games, people, and influences mentioned or discussed: Star Wars, Mortimer and the Riddle of the Medallion, Ultima series, JRPGs, Gold Box series, Interplay, Wasteland, Tim Cain, Stonekeep, Eye of the Beholder, Troika Interactive, Arcanum: Of Steamworks and Magic Obscura, Atari, Sierra, Gathering of Developers, Leonard Boyarsky, Jason Anderson, Mad Max, Diablo series, Bard's Tale, Dungeonmaster, Sherlock Holmes Consulting Detective, Brian Fargo, The Walking Dead, Fury Road, Baldur's Gate series, Fallout 2, Icewind Dale series, Planescape: Torment, Lionheart, Temple of Elemental Evil, Vampire: Bloodlines, Dungeons and Dragons, GURPS, J. R. R. Tolkien, Call of Duty series, Bethesda Game Studios, DOOM, Skyrim, Assassin's Creed series, Far Cry 3/4, World of Warcraft, Batman: Arkham series, Prototype 2, LucasArts, Day of the Tentacle, Grim Fandango, Ken Rolston, Elder Scrolls series, Liam Neeson, Patrick Stewart, Raiders of the Lost Ark, Super Metroid, Jeremy Fischer, Phil Rosehill, Doug Thorpe, BattleTankBob, Daniel Johansson, Chase Chamberlain. Next time: Play until you have resolved the water chip quest Links: Tim Cain in the GDC Vault (how appropriate!) Super Metroid Speed Runs: Super Metroid - 100% run in under 80 minutes Super Metroid - any% race (4 runners - ~44 minutes) Super Metroid - any% - 2 players, 1 controller Super Metroid - any% - Reverse Boss Order Another 100% run @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com