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Thief: The Dark Project and Thief II: The Metal Age, two of the most influential stealth games ever made. Developed by Looking Glass Studios, these immersive sims dropped players into a dark, steampunk-inspired world where silence and shadows were more powerful than any sword. With open-ended level design, sound-based detection, and a story full of mystery and betrayal, the Thief series set the standard for the stealth genre. Hosted on Acast. See acast.com/privacy for more information.
Thief: The Dark Project and Thief II: The Metal Age, two of the most influential stealth games ever made. Developed by Looking Glass Studios, these immersive sims dropped players into a dark, steampunk-inspired world where silence and shadows were more powerful than any sword. With open-ended level design, sound-based detection, and a story full of mystery and betrayal, the Thief series set the standard for the stealth genre. Hosted on Acast. See acast.com/privacy for more information.
Square Roots - Episode 451 Level Up Starts at 01:27:30 We finally meet Matt's favourite friends, Thief: The Dark Project's Rat Men. Or... are they dinosaurs? This might seem like an easy question, but the more images we get of the supposed rat men, the more questions we have. Like: why do they have a forked tail? Are they monkeys? Why do they sound like Gollum? Also: Thief: The Woodsy Conspiracy The Fluffy Wuffy Sonic Boys The Coaster of the Goblin Soft Like A Woman The Terrible Results Of Our Vote This Week: Finish the game! Next Week: Finish Chapters 1 & 2 of Sonic Chronicles: The Dark Brotherhood! Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
Thief: The Dark Project Part 4 - A Very Whispery Mission Square Roots - Episode 450 Level Up Starts at 01:20:30 This time even the DLC level is pretty great in this penultimate chunker of Thief! It's an eye-poppingly good time as we infiltrate the Hammerites, do chores for a ghost, and go for a surprise night at the opera. Also: - The Gene Shallot of Video Game Hosts - Further Adventures In Jim's Spider Revulsion - Inside Your Mind - Operatic Exposition - It's Not the Lost City, It's *A* Lost City - Bonk All The Boys This Week: Finish missions ten through twelve! Next Week: Finish the game! Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
Square Roots - Episode 449 Level Up Starts at 01:19:45 This time in the sneaky Looking Glass classic game Thief, Johnny, Jim and Matthew tackle some levels! Can you guess which ones are DLC and which were in the original release? Probably? There's a chunk of the city that was lost to a cataclysm, some colour coded mages towers, and a chunk of the city also lost to a cataclysm! Also: - Feet Pix Are Classy, Scat Pix Are Nasty - The Puzzle Is Water - A Matt Situation - Earth Towers Are Easy - Good Smooth Brain Puzzles Are Easy - The Lava Lever - It Puts A Little Fire Baby In Your Tummy - The Rope is the First Real Boss of the Game This Week: Finish missions seven through nine in Thief! Next Week: Finish missions ten through twelve! Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
Square Roots - Episode 448 Level Up Starts at 01:24:20 We're all thieves, and sometimes thieves take their time and don't play to where they say they're going to. So we blasted through missions 4 through 6, which takes us through a fancy mansion, two fancy mansions connected by a sewer, and then a fancy but spooky mansion! Fortunately we make a new friend dripping with moss and friendly good intentions! What could PAWSIBLY go wrong?! Also: - Throw Mommy a Bone! - Vanessa Won't Laugh in Her Special Way - No More Bresdan Balls - Tea With Chewsdays Podcast, Innit - Microsoft Edging This Week: Finish missions four through six in Thief! Next Week: Finish missions seven through ten, unless that's too long and then nine. Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
Join Justin as he chats with role-playing and video game designer Warren Spector about his vast personal library, heroic fantasy, Space Gamer Magazine, Ultima, the dawn of Deus Ex, and more!Warren Spector bio:Warren Evan Spector (born October 2, 1955) is an American role-playingand video gamedesigner, director, writer, producer and production designer. He is known for creating immersive simgames, which give players a wide variety of choices in how to progress. Consequences of those choices are then shown in the simulated game world in subsequent levels or missions. He is best known for the critically acclaimed video game Deus Ex that embodies the choice and consequence philosophy while combining elements of the first-person shooter, role-playing, and adventure gamegenres. In addition to Deus Ex, Spector is known for his work while employed by Looking Glass Studios, where he was involved in the creation of several acclaimed titles including Ultima Underworld, Ultima Underworld II, System Shock, and Thief: The Dark Project. He is employed by OtherSide Entertainment, where he was part of the development team for the stalled System Shock 3.”Monsters, Madness and Magic Official Website. Monsters, Madness and Magic on Linktree.Monsters, Madness and Magic on Instagram.Monsters, Madness and Magic on Facebook.Monsters, Madness and Magic on Twitter.Monsters, Madness and Magic on YouTube.
Square Roots - Episode 447 Level Up Starts at 01:44:15 Now that Sea of Stars is over we can promise one thing: no more Garl puns. Now we're on to Thief: The Dark Project by Looking Glass Studios. Enjoy the intense 90s cutscenes! Revell in the developers voicing many side characters! Quiet down your steps with moss arrows! Explode some zombies with holy water! We all approach this early first person sneaker in different ways, so play along and get stealin'! Also: - Feed! That! Algorithm! - TOO GROSS! - A Dictate Guy! - Animal Crossing Means Not Okay! - The Raddest Music You've Ever Heard! - Googaws and Boobaws! This Week: Finish the first three missions of Thief! Get it for cheap on GOG today! Next Week: Finish missions four through seven! Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
Today, we're delving into the shadows to explore Thief: The Dark Project, a groundbreaking stealth game first released on December 1, 1998. We'll start by uncovering the game's origins at Looking Glass Studios, tracing its evolution from Cold War zombie concepts to Arthurian legends before settling into its unique identity as a stealth-based masterpiece. Then, we'll examine its innovative mechanics, like light and shadow as stealth tools and AI that could detect missing objects and open doors. Finally, we'll reflect on Thief's legacy, from inspiring iconic franchises like Assassin's Creed and Hitman to establishing new benchmarks in immersive gameplay. So, grab your blackjack and join us as we sneak through the corridors of gaming history on today's trip down Memory Card Lane. Find out more at https://a-trip-down-memory-card-lane.pinecast.co
Ejem… Como alguien no se entera de nuestro programa, hablaremos de la promoción, su importancia y como surgen varias historias curiosas sobre estos. Además, Alex nos roba un poco de nuestro preciado tiempo (siempre sobre moqueta) para hablarnos de Thief: The Dark Project en su HOH.
Fred and Dan chat with Ken Levine about his leadership on the BioShock series, plus his storytelling on System Shock 2, Freedom Force, and Thief: The Dark Project. Ken shares his love for The Ur-Quan Masters and Super Melee, and explains the subtle art of game feel and centering the player's story.Learn more about Ken and Ghost Story Games: https://www.youtube.com/watch?v=kOkyTvraWps0:00 - Theme music0:14 - Introductions1:52 - Super Melee5:06 - UQM combat and story15:15 - Ken and Unholy War16:40 - Game feel25:50 - Player feedback30:05 - Canon in BioShock and UQM35:52 - Graphics and the audience40:04 - Quality assurance44:26 - Ken's start in the game industry49:57 - Freedom ForceFollow us on Twitter - https://twitter.com/theurquanmasterDiscuss with us on Discord - https://discord.gg/rasVCDmYKpPlease support us on Patreon - https://www.patreon.com/pistolshrimpLearn more about Pistol Shrimp - https://pistolshrimpgames.com/ Hosted on Acast. See acast.com/privacy for more information.
Nesta mordiscada falamos do pioneiro dos jogos stealth em primeira pessoa, e membro da santíssima trindade dos immersive sims, Thief: The Dark Projetc, e de por que ele possui o melhor setting de dificuldades da história dos videogames. Email para contato (por favor, mande comentários!): umeventualocultismo@gmail.com Vídeo do MandaloreGaming: https://youtu.be/UBN5k6WoG-s Participantes: Pedro Santos e Vítor Batista Músicas: Thief: The Dark Project Intro
After discussing Tenchu: Stealth Assassins, Commandos: Behind Enemy Lines, and Metal Gear Solid, we are – for the final time in the first year of Stealth Boom Boom – returning to 1998, the Year of Stealth. We're going back 25 years to look at the first-person sneaker that influenced so many that came after. We're talking Thief: The Dark Project (... or Thief Gold...)On this episode of Stealth Boom Boom, we look at the origins of Looking Glass Studios and how they started making a 6D video game based on King Arthur before landing on the video game that is beloved by many today. We also talk about some ROCKING promo music and some classic '90s (friendly) mudslinging between LGS and id Software.In our review, you'll hear some chat on moving from shadow to shadow, dropping bodies in the dark, sneaky leans and sneaky walks, Tomb Raider 2, smooth acrobatics, a magical bow that shoots magical water and moss arrows, loud tiles and quiet carpets, enemies that both whistle AND sing, quite a few mentions of Splinter Cell, the horror soundtrack, differing opinions on sword-fighting, blackjack whacking, you and Garrett scribbling notes on your map, lookalike corridors, the Gold BONUS of the Thieves Guild, how changing difficulty also changes your objectives, the platforming and trippiness of The Sword, a cocky Garrett, the believability of The City (but also the monsters of The City), some very stylish cutscenes, and a thief that actually thieves.After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether Thief: The Dark Project (... or Thief Gold...) is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Chicken Run on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS
19 years after writer Jean Van Hamme and artist William Vance created a Belgian comic that revolved around a very strong and athletic amnesiac, Ubisoft decided to create a video game adaptation of it. We're going back to 2003 to look at a stealthy first-person shooter. We're talking XIII.On this episode of Stealth Boom Boom, we look at how the comic book's story and art compare to that of what Ubisoft Paris created (and how people thought the source material was "ugly" apparently). We also make note of how the leading man and woman – David Duchovny and EVE – were feeling about XIII before it came out.In our review, you'll hear some chat on Josh's fourteen copies of the game, an advert for our podcast on the XIII remake (coming 2029), TAP TAP TAP (and how style meets function with onomatopoeic SFX), surveillance camera pop-up panels, The Bourne Identity by Robert Ludlum, whacking brooms over the heads of others, the ludicrously overpowered crossbow, varied ammo drops, BAAOOM BAAOOM, the reward for a headshot, the return of Gun Pervert Wise, enemies popping up far away and up on high, secondary fire mode, a unique grappling hook, the rush of killing a guard in between them saying "ALERT" and them setting off the alarm, "YOU CAN FLY", a bank with some dynamite in it, the undercooked individual targets of The XX, a baggy middle, that late '60s / early '70s tone, the cliffhanger for XIII 2 (or XIV), mixed-up memories, and the curious performance of David Duchovny (and his album Hell or Highwater, available in all good record shops).After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether XIII is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Thief: The Dark Project on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS
Another episode by the Classic Gaming Brothers. Today we're sticking to the shadows and staying quiet, as we explore the history of the game Thief: The Dark Project! -- Send us feedback on episodes at ClassicGamingBrothers@gmail.com (and have a chance at winning a free game!), comment on our Facebook or shoot us a DM. -- Make sure to like our pages and subscribe to our podcast on your favorite streaming service we are on most of them. -- Check us out on Twitch at https://Twitch.tv/classicgamingbrothers and YouTube @Classicgamingbrothers. -- We have a website, it is at https://www.classicgamingbrothers.com -- Intro/Outro song is "The Little Broth" by Rolemusic from the album "The Black Dot". The BWP song when used is "The Black" also by Rolemusic
Stealth Boom Boom goes all the way back to 1998 for this one, as Tenchu: Stealth Assassins celebrates a big anniversary. 1998 is often seen as the year stealth games were thrust into the mainstream, because of Thief: The Dark Project, Metal Gear Solid, and the game being reviewed today. But, does Tenchu hold up? I guess you could stop reading this and listen to find out. But, if you're gonna continue looking at the description, I'm gonna carry on typing out words into this little box.On this episode, we chat about the embryonic stages of developer Acquire and how Tenchu: Stealth Assassins very nearly never made its way to the West. In our review, we discuss the issues some of the Boom Boom Boys ran into with the draw distance and tank controls; we chat the magic of item selection (and specifically poison rice); and Josh lets us know just how much he loves that moonsault jump. We also talk about the reluctance of video games to allow you to be the baddie, some absolutely baffling voice acting, and some absolutely incredible music.Colm tests the gaming knowledge of Adam and Josh in another round of Trivia Espionage Action, and the lads give their verdict on whether Tenchu: Stealth Assassins is a Pass, a Play, or an Espionage Explosion.For those who'd like to play along at home, we'll be reviewing Penumbra: Overture, Penumbra: Black Plague and Penumbra: Requiem on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS
Another of the great pillars of stealth action game play, my thoughts on Thief: The Dark Project on PC. Step into the soft-soled shoes of master thief Garrett, as he tries to rob blind everyone who is anyone in The City and stumbles into a plot to annihilate the world as he knows it, all in first person shooter style. No pressure though. --- Support this podcast: https://podcasters.spotify.com/pod/show/deleted-saves/support
Advent day 12: Thief the Dark Project Music Music is by Chris Zabriskie: chriszabriskie.com // bandcamp // instagram // youtube
It's your typical group-of-young-adults-get-stranded/stuck-in-a-remote-location-and-then-get-hunted-down-by-the-savage-cannibalistic-locals picture but you know what? That's what makes it work! Have a seat with Melle and Jared as they discuss 2003's backwoods horror romp Wrong Turn. Our hosts get into why they each consider it foundational in their horror upbringings and why the film following a tried and true formula makes it such a palatable piece in the genre. Timestamps11:17 - Negronomicon22:41 - Crit1:11:14 - Final CurlsFind Us OnlineWebsite: www.scarycritpodcast.comTwitter: http://twitter.com/scarycritpodcastInstagram: http://instagram.com/scarycritpodcastCreditsHost and Producer: Lauren La Melle - instagram.com/laurenlamelleHost and Editor: Jared Hudson - instagram.com/blossomsandbooks93Production Intern: Andrew FernieCommunications Intern: Mikayla WellsGems from Episode 71The Walking Dead (2010)Thief (2014, video game)Thief: Deadly Shadows (2004, video game)Thief: The Dark Project (1998, video game)Scream 6 (2023)Bring it On (2000)Bring it On: Cheer or Die (2022)Winnie the Pooh: Blood and Honey (2022)Pooh's Grand Adventure: The Search for Christopher Robin (1997)King Kong: Skull Island (2017)Winnie the Pooh and Christmas Too (1991)Wrong Turn (2003)Tales from the Darkside (1983)The Twilight Zone (1959)Wrong Turn 2 (2006)The Photograph (2020)Friday the 13th (1980)Nope (2022)Halloween (1978)Hills Have Eyes (1977)The Last House on the Left (1972)Wrong Turn 2: Dead End (2007)Wrong Turn 3: Left for Dead (2009)Wrong Turn 4: Bloody Beginnings (2011)Wrong Turn 5: Bloodlines (2012Wrong Turn 6: Last Resort (2014)Wrong Turn (2021)Mighty Morphin Power Rangers (1993)Final Destination 2 (2003)The Famous Jett Jackson (1998)Buffy the Vampire Slayer (1997)Ghost Ship (2002)Riding in Cars with Boys (2001)May (2002)Air Bud (2007)The Cabin in the Woods (2011)Black Mirror (2011)Charmed (1998)Twilight (2008)House of Wax (2005)Horizon: Zero Dawn (2017, video game)The Texas Chain Saw Massacre (1974)Escape Room (2019)Psycho (2960)How to Write a Mystery: A Handbook from Mystery Writers of America (Mystery Writers of America, Simon and Schuster, 2021, Print)Final Destination 3 (2006)Thirteen Ghosts (2001)The Ring (2002)The Strangers (2008)The Conjuring (2013)Insidious (2010)Resident Evil (2002)Sleepy Hollow (1999)Harry Potter (film series) (2001)Honk for Jesus. Save Your Soul. (2022)Greenleaf (2020)Diary of a Mad Black Woman (2005)
The crew is back together this week and we play catchup on all the games we've been playing. Back 4 Blood, Far Cry 6, Resident Evil 4 VR, Outer Wilds: Echoes of the Eye, Tormented Souls, & Thief: The Dark Project all receive a close looking at. The post Episode 53 – Back 4 Blood, Far Cry 6, & Resident Evil 4 VR appeared first on Jump Crouch.
Raphael Colantonio and Peter Salnikov talk to Ken Levine (BioShock, Thief: The Dark Project, System Shock 2) about the way video games tell stories, and instruments which let the devs go deeper and bigger than in any other medium. Timing, dynamics, and keeping it simple; Smaller stories inside bigger ones; How to lead player's attention and highlight what really matters; Cut-scenes, dialogue trees, audio logs, prescripted events and their impact on user experiencs; Procedural storytelling: what the future holds. This and many more – in the fourth episode of The House of The Dev podcast. Unreal Engine Dev Contest: https://unrealcontest.ru Subscribe to our YouTube channel for video version of this podcast and more content: https://www.youtube.com/channel/UC4veWHR5m7wyk0GNWmQD8VA
Рафаэль Колантонио и Петр Сальников общаются с Кеном Левином (BioShock, Thief: The Dark Project, System Shock 2) о том, как игры подают истории, и инструментах, которые позволяют разработчикам делать сюжеты больше и глубже. Хронометраж и динамика повествования, а также необходимая простота; Маленькие истории внутри больших; Как вести внимание игрока и подчеркивать то, что важно здесь и сейчас; Заставки, диалоги, дневники и скрипты — как все это влияет на эмоции игроков; Процедурный сторителлинг: что ждет нас в будущем. Об этом и многом другом — в четвертом эпизоде подкаста The House of The Dev. Русский дубляж — Борис Репетур. Подписывайтесь на наш YouTube-канал, смотрите видеоверсию этого подкаста: https://www.youtube.com/channel/UC4veWHR5m7wyk0GNWmQD8VA
Oh boy, oh boy, oh boy - loosen your belts for this week's BUMPER episode of Our Three Cents, folks! Do you want to hear three non-gamers give their best descriptions of games they haven't played, or, in most cases, even seen? It's the ‘WAGs Opinion' Quiz Round!Do you want to hear three non-non-gamers give their best thoughts on the damp squib that was E3 2021?Do you want to hear some updated thoughts on Sp!ng? Undermine? Dariusburst? Super Mario Odyssey? Abzu? Or brand new thoughts on Beat Saber? Or Metroid Zero Mission!?Then, after all this succulent, gut-busting content, Jonathan Dunn presents a very 'Jonathan Dunn game' via his thoughts on his 5th favourite of all time, Thief 2: The Metal Age.Why is Thief 2 better than Thief: The Dark Project and Thief: Deadly Shadows, both of which have already appeared on J-Dog's list? What makes Thief 2 feel so alive, setting it apart from the majority of first person games that preceded it in the 1990s? What exactly is a taffer?...and, perhaps most pertinently in 2021, what exactly is a demo disc? Massive thanks to our Patreon subscribers Andy Smith, Gene Limbrick, CJ Anderson, Debbie Booth, Guy Lochhead, Jasper Blacketer, David Boys-Layton, Darren Hughes, Rob Wade, Dominic Kemp, Chris Walker and Alex Dunn!www.ourthreecents.co.uk— — — — — — — — — —Watch our video content on YouTube: https://bit.ly/3dZ2gmgSubscribe to our Twitch channel: www.twitch.tv/o3cpodcastHelp support us in exchange for some incredible perks: www.patreon.com/ourthreecentsBrowse all previous episodes to date: www.ourthreecents.co.ukJoin in the conversation with us: Our Three CentsFollow us on Instagram: www.instagram.com/o3cpodcastReach out to us individually:Jonathan - www.twitter.com/jonathandunnChris - www.twitter.com/Chas_HodgesMinty - www.twitter.com/clement_boo
Oh boy, oh boy, oh boy - loosen your belts for this week's BUMPER episode of Our Three Cents, folks! Do you want to hear three non-gamers give their best descriptions of games they haven't played, or, in most cases, even seen? It's the ‘WAGs Opinion' Quiz Round!Do you want to hear three non-non-gamers give their best thoughts on the damp squib that was E3 2021?Do you want to hear some updated thoughts on Sp!ng? Undermine? Dariusburst? Super Mario Odyssey? Abzu? Or brand new thoughts on Beat Saber? Or Metroid Zero Mission!?Then, after all this succulent, gut-busting content, Jonathan Dunn presents a very 'Jonathan Dunn game' via his thoughts on his 5th favourite of all time, Thief 2: The Metal Age.Why is Thief 2 better than Thief: The Dark Project and Thief: Deadly Shadows, both of which have already appeared on J-Dog's list? What makes Thief 2 feel so alive, setting it apart from the majority of first person games that preceded it in the 1990s? What exactly is a taffer?...and, perhaps most pertinently in 2021, what exactly is a demo disc? Massive thanks to our Patreon subscribers Andy Smith, Gene Limbrick, CJ Anderson, Debbie Booth, Guy Lochhead, Jasper Blacketer, David Boys-Layton, Darren Hughes, Rob Wade, Dominic Kemp, Chris Walker and Alex Dunn!www.ourthreecents.co.uk— — — — — — — — — —Watch our video content on YouTube: https://bit.ly/3dZ2gmgSubscribe to our Twitch channel: www.twitch.tv/o3cpodcastHelp support us in exchange for some incredible perks: www.patreon.com/ourthreecentsBrowse all previous episodes to date: www.ourthreecents.co.ukJoin in the conversation with us: Our Three CentsFollow us on Instagram: www.instagram.com/o3cpodcastReach out to us individually:Jonathan - www.twitter.com/jonathandunnChris - www.twitter.com/Chas_HodgesMinty - www.twitter.com/clement_boo
This week Dr. Syintist, Chump Slap, and Poppascotch talk about the original stealth action game where stealing stuff is actively encouraged, but only if you're getting paid with the franchise starting game Thief: The Dark Project!
Welcome to Dev Game Club, where this week we begin a new series about Baldur's Gate, the 1998 CRPG from BioWare that revitalized the genre. We situate the game in time, talk about BioWare as a company, and then turn to a lot of Dungeons & Dragons nerdery. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 1 Issues covered: explaining Brett's intro, flashbacks, 1998: a great year in games, the setting, 2nd edition AD&D, founding BioWare and "the doctors," different flavors of CRPGs, how the backgrounds hold up, feeling like your way through an explorable world, talking a little bit about methodical combat, hiding some of the complexity of combat scheduling, the varieties of turn-based combat, how they might have gotten to the combat, how we're using combat, scripted AI characters, the (new?) tutorial, THAC0 explained, table-driven combat and war-games, discussing the difficulty levels in this and the other games, having to reload, statistical difficulty vs statistical gentleness, player expectations in early D&D modules, leaning more towards role-playing, BioWare and dialogue/ethics systems, mixing in other genre elements, evolving towards loyalty quests, feeling like the tabletop, having all the text, party members not meshing, changing perspective, being banned from Candlekeep, classic characters, death of a dad figure, reinforcing the main quest, building up a party, multi-classing vs two classes, potential party members, kicking party members out for roleplaying reasons, letting characters die, characters not interacting well, including VO, VO and character, needing to gather a party before venturing forth, playing evil characters, the affect of game-making on mood, animating the deaths of children, abstraction and craft, having to deliver, project rhythms, sense of flow, playing "right" vs efficiently, incentivizing the player, intrinsic vs extrinsic rewards, achievements as a psychological motivator. Games, people, and influences mentioned or discussed: Planescape: Torment, Dungeons & Dragons, LoZ: Ocarina of Time, BioWare, Shattered Steel, Half-Life, Metal Gear Solid, Grim Fandango, Resident Evil 2, Starcraft, Unreal, Thief: The Dark Project, Tom Clancy's Rainbow Six, Xenogears, Tales from the Sword Coast, Icewind Dale (series), Forgotten Realms, Wizards of the Coast, TSR, Magic: the Gathering, Hasbro, Ray Muzyka, Greg Zeschuk, EA, Mass Effect (series), Dragon Age (series), Diablo, Blizzard, Fallout (series), Black Isle, Obsidian Entertainment, inXile Entertainment, David Brevik, Temple of Elemental Evil, GDC, GURPS, Shadowrun, Storyteller, Call of Cthulhu, Dark Souls, Cyberpunk 2077, "etcetera,etcetera," Sam, Lani Lum, Nintendo, Tomb Raider, Bethesda Game Studios, Pete Hines, Starfighter (series), Republic Commando, Soren Johnson, Michael, Halo, The Witness, Assassin's Creed: Origins, Chris Hecker, Christian Bale, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Through Chapter 3 Errata: Apparently, Shattered Steel was *not* a Windows 95 title. We regret the error. Twitch: brettdouville/timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Happy Halloween from your friends at the Daydreamcast! Timely as ever, despite our one week break, we indulge in seasonal musings as we explore the philosophy of modern horror games, the horrors of being a completionist, as well as the most horrific creature known to man: the Pac-Man reimagining from Pac-Man & his Ghostly Adventures. We refuse to move on, however, before tackling the real reason for the season: more F2P gacha games! Please pray for Brogan's recuperation, but not until listening to our deep dive on the daddy of modern stealth games, Thief: The Dark Project. Thief focuses on providing the player with a toolset within a rule set and going: "Your move", pioneering emergent gameplay and many more staples of the stealth genre we take for granted now. Complete with a dense atmosphere, an amalgamation of medieval and steampunk, and that Y2K edge™, the game warrants (and rewards) thorough re-examination. Halloween Vile wishes you and your family blessed holidays. Timestamps: Whatcha Playing 00:00 Pac's Scary Halloween (2016) 06:30 Five Nights at Freddy's (2014) and the modern horror game 19:40 Downwell (2015), a completionist's lament 26:24 Looney Tunes: World of Mayhem (2018), Rockman X DiVE (2020) 35:15 Hot Take Central (also known as The Hot Take Minute) Featured Game 45:11 Thief: The Dark Project
Dillon Rogers is the developer of Gloomwood, an upcoming imsim/survival horror/retro FPS being published by New Blood Interactive. The game is inspired by hallmark titles like Deus Ex, Thief and Resident Evil so we’ll be doing a lot of digging into what will make Gloomwood stand out while still honoring its storied heritage. // Artwork by Haducant/Spaced // Music: https://immorpher.bandcamp.com/ // Gloomwood: http://gloomwood.com/ // The Keep: http://inthekeep.com/ // Support the show (https://www.patreon.com/InTheKeep)
Uutisotsikoissa juttua mm. Flash pelien pelastusoperaatiosta ja viimeisimmistä Switch Online retrolisäyksistä. Jakson pääaiheena Looking Glass Studiosin kehittämä Thief: The Dark Project vuodelta 1998. 33:27 Uutisotsikot 1:07:13 Jakson pääaihe
Welcome to Episode 10 of Quick Save Club!The Quick Save Club is a spin off of the Cartridge Club that focuses on PC Games. Every month we choose a Retro, Classic, or Indie PC game to play. We play it together as a community, then record a podcast talking about our experiences with the game!This Month we talk about Thief: The Dark Project aka Thief Gold, a stealth action first person game that's exclusive to pc!Hosting this month we got Josh @FranticSociety, Kevin @Buried_On_Mars and Ryan @Retrogamerrantn!!Leave feedback on twitter @QuickSaveClub or on the Cartridge Club forums here: http://www.cartridgeclub.org/forum/viewtopic.php?f=45&t=2233Join our discord: bit.ly/quicksavediscordAlso leave us reviews on Apple Podcasts or wherever you listen to the show it helps us out a ton!download link here!
Join Arnie, Paul, and special guest Benja of indie review site, Welcome To Last Week (@frau_lametta on Instagram) for the second quarter-final match in our King Of Games 98 tournament! Does anyone have patience for Thief: The Dark Project anymore? Is Pokemon actually responsible for all millenials' problems? Which of these games will advance? Listen and find out on this borderline ridiculous episode! Talk to us! Instagram @regionfreegamerspodcast Twitter @regionfreegamer Email regionfreegamers at gmail.com Visit us! www.regionfreegamers.com Music Pokemon Red/Blue - Opening Collegehumor Pokerap
Welcome to Dev Game Club, where we this week we turn to the start of our bonus content about DOOM. We look at 2016's re...boot? Reimagining? Re...launch? of DOOM and talk about its modernization of mechanics and its resource loop, before turning to catch up on the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few levels Podcast breakdown: 0:41 DOOM talk 40:30 Feedback Issues covered: Tim likes to get into the lore and how this supposedly ties all the DOOMs together, Tim's free time, what it's like rebooting something, how do you deliver a modern version of a classic game, infinite interconnected positive reinforcement resource skill loops, drawing you in with glory kills, combat stats and finite enemies, how DOOM feels visceral, risk/reward in the glory kill mechanic, the limits of long-range combat in other shooters, dealing with the Hell Knights and being forced retreat, orthogonal enemy design, being put off by the demo, leaning into the heavy metal, corridor/arena design and length, having characters to interact with, thinking about the game when you're not playing, difficulty, how the game improves as level design starts to get more abstract, being a little at odds with itself, lack of aim-down-sites, lower maximum ammo, appreciating tight tuning, the NPC similarities, influence of art direction, having a space make sense as a place you've been, not stopping to think, playing as a designer, Tim vs Brett as how they play and disconnect if they can, WASD becoming a thing, what control schemes and controllers might work, VR controls, MOBAs and ability triggering, naturally using your hands, eye-tracking as another improvement in interfaces, finding the one game that encapsulates all sorts of play, player-created narrative vs authored narrative, "welcome to the Nether," teaching game design, using analysis to get at mechanics and their connection to dynamics and aesthetics, source ports, multiplayer being important to a campaign, being in communication with players through knowledge vs social media, the uniqueness of SIGIL, games as products, having multiple player types, figuring out your relationship with players, .plan files, designer/developer interaction through plan files, Usenet, art and games as a gift, being able to give more to your players, Brett's Book Recommendation, expansion and contraction in game design, the natural rhythm of play matching breathing, natural pacing, AI story direction to manage tension, focusing on a single enemy as a contraction. Games, people, and influences mentioned or discussed: id Software, Prey, Dishonored, Call of Duty, Zenimax/Bethesda Game Studios, Republic Commando, Rage, Quake (series), Wolfenstein (series), Machine Games, Raven Software, Half-Life 3, Bioshock, Terminator 2, Total Recall (1990), Viktor Antonov, Unreal Engine, Cry Engine, The Evil Within, Resident Evil, Tacoma, Gone Home, System Shock 2, Austin Powers (series), Logan's Run, Michael York, Gilmore Girls, LucasArts, Daron Stinnett, Tomb Raider, Mike Vogt, Apogee, Dark Forces, GOG, Ingar Shu, Valve Software, Kinect, DoubleFine Studios, StarCraft, WarCraft, Facebook, Oculus, Horizon Zero Dawn, Mass Effect, Mikkel Lodahl, Minecraft, Nintendo, Legend of Zelda (series), Mario (series), Metroid (series), Disney Infinity, Project Spark, Little Big Planet, This War of Mine, Sam Thomas, SIGIL, Unreal Tournament, LEC-Quake, Ryan Troock, John Romero, Mario Maker, Halo (series), Ken Levine, John Carmack, SiN, Levelord, George Broussard, 3DRealms, John Yorke, Masters of DOOM, James Franco, The Disaster Artist, Tom Bissell, Paul Reiser, Mad About You, Oscar Fiasco, Link's Awakening, Day9, Super Mario 64, Starfighter, Left 4 Dead, Silent Hill 2, Thief: The Dark Project, Eternal Darkness, Nathan Martz, Alan Wake, Control. Next time: Either a guest... or a bit of Eternal Darkness, check your local listings (i.e. Twitter) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Episode 26: You guys ever heard of Mixer? Forgot about that. Will has been adventuring in what he calls "Stealth Souls," or Sekiro. We break down how effective Sekiro's stealth system is, then reminisce on Thief: The Dark Project's challenging but rewarding stealth mechanics, and wish more games would treat stealth with the depth it deserves. Also, we reflect on mobile, idle tie-in games like Mass Effect Datapad and the Black Flag Companion App. Games discussed: Sekiro: Shadows Die Twice, Kind Words: Lo Fi Chill Beats to Write To, Thief: The Dark Project, Splinter Cell, Dishonored Keep up with the show and send us your questions on Twitter! Hitpoint Pals features the voices of our host William Suitt, Rebekah Markillie, Caleb Warwick, and our producer Travis Lien. --- Send in a voice message: https://anchor.fm/hpp/message
Stealth games trade away much of the action in action games in order to achieve a much greater feeling of suspense. From hiding in the shadows to observing a patrolling guard, mastery is obtained through the art of patient planning. Back in 1998, Looking Glass Studios released Thief: The Dark Project , a game where you were terrible at killing but great at hiding and well, being a thief. Released to critical acclaim, Thief quickly rose to prominence and forever cemented the stealth genre’s place in the market. But can Thief hold up to the spotlight over two decades later, or has it been overshadowed by more modern takes on the genre?On this episode, we discuss:How well put together is Thief’s level design? Does maze-like = good, or is it a lot more complicated than that?How does Thief approach its different difficulty levels, and what can modern stealth (or all) games learn from it?Is this opera singer the worst character in any game ever? Somehow, Pat and James disagree on this one...We answer these questions, and many, many more (seriously, it's a super long episode) on the 15th episode of the Retro Spectives Podcast!If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening!Link to the Windows 10 Thief Fix here!
In which we discuss the arcane nature of Prince the performer, then dive deep into the darker places of the world bringing up games like Vampire the Masquerade, Spycraft 2.0 and Thief: The Dark Project. Games discussed this Episode: Vampire the Masquerade, a table top RPG Exalted, a table top RPG Spycraft 2.0, a table top RPG Dungeons and Dragons, a table top RPG Thief: The Dark Project for PC Hitman for PC Tenchu: Stealth Assassin for Playstation Quake for PC Langrisser for Mobile Devices War Groove for Everything (almost) Anthem for PS4, Xbox One and PC Apex Legends for PS4, Xbox One and PC Super Mario Bros U Deluxe for Nintendo Switch Into the Breach for Switch and PC Destiny for contemporary consoles Warframe for contemporary consoles Fortnite for contemporary consoles Items discussed in What we Learned this Month: In a truly rare display (for 2019) Ubisoft makes money and doesn’t lay people off: https://www.pcgamer.com/ubisoft-makes-strong-profits-doesnt-fire-800-people/ Activision/Blizzard makes record highs in revenue then fires almost 800 people: https://www.polygon.com/2019/2/12/18222096/blizzard-layoffs-february-2019 The time a AAA Games Executive (Satoru Iwata) took a pay cut in solidarity with his employees to ensure they would continue working: https://kotaku.com/nintendo-boss-is-taking-a-huge-pay-cut-because-of-the-1511382834 Extra Credits video comparing Destiny and Warframe: https://www.youtube.com/watch?v=ERepKk7dZSc Shoutouts: Thanks to Joe Gottli for doing our art! Thanks to Dmitry for doing our intro/outro music! Chase Shoutouts to Onyx Path Publishing: http://theonyxpath.com/
In this episode, Madelyn and Emma discuss Thief: The Dark Project and Days Gone and are very grateful for their names all of a sudden. Also featuring half-hearted attempts to not say zombie, our Squeenix overlords, and the difficulty of making stealth games.
Join the HG101 gang as they discuss and rank Looking Glass's 1998 "first-person sneaker". This weekend's Patreon bonus game will be Civil War 2 - Generals. Intro music by NORM. Follow xerxes and HG101 on Twitter. Check out what games we've already ranked on the Big Damn List, then vote for a game of your own.If you really can't get enough HG101 podcast, listen to the classic Game Club 199X episodes.
Gathered in the Our Three Cents towers, the boys dissect some revolutionary first-person video games, Chris waves the pixellated flag of an indie game, Jonathan comes to terms with his harrowing freemium game addiction, and Minty goes on a trip down memory lane, a long time ago… far, far away… (insert better Star Wars reference here). This episode is so chock full of succulent detail and rich metaphysics that an art critic would deem it ‘satisfactory'.
Gathered in the Our Three Cents towers, the boys dissect some revolutionary first-person video games, Chris waves the pixellated flag of an indie game, Jonathan comes to terms with his harrowing freemium game addiction, and Minty goes on a trip down memory lane, a long time ago… far, far away… (insert better Star Wars reference here). This episode is so chock full of succulent detail and rich metaphysics that an art critic would deem it ‘satisfactory’.
Welcome to Dev Game Club, where we in this episode we conclude our discussion of 1998's Thief: The Dark Project. We talk a bit about equipment and gadgets, the story and enemy shifts that happen late in the game, the commitment maybe to story over what was working, and as always, our takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the end! Podcast breakdown: 0:45 Segment 1: Thief discussion 54:53 Break 55:20 Segment 2: Thief takeaways, Brett's Book Minute, and Feedback Issues covered: good ending dialog, using the whole toolkit, kiting enemies to a trap, firing off gadgets immediately on acquisition, gas and fire arrows, having trouble on Escape, leaning away from the core fantasy, being a little too story-forward, other directions that might have worked, an easier last level, having to experiment to take down enemies, making good extensions to the enemy mix vs bad, finding an in-game way to give you information about your tools, the Hammerite mythology and technological disruption, conflicts between technology and nature, Hammerites and the Brotherhood of Steel, the texts before the cutscenes, setting tone, using first-person tools for storytelling, not being able to rely on lore, usability and testing, being a developer and being too good at your game, enjoying little loops of locations and story, missing subobjectives and having to go back, kicking the hornet's nest and having to go back, moving the goalposts too many times, the frustrating Escape level, returning to the Hammerite cathedral and having it changed, one-way gating your way through the final level (vs stealth), changing the tone of the game, how do you end a game?, going to an otherworldly place, Garrett talking to himself, listening to the Trickster do his summoning, heist/switching the idol, committing to the thief fantasy, technology as a feature, writing their own engine, focusing on simulation and systems in first-person, rope arrows and surface types, designing ancillary systems to support your core experience, consequential map, lockpicking vs a minigame, inventory and the store, horror beats, Garrett as a character, Brett's Book Minute, a correction, quiet and loneliness in Tomb Raider, loner vs loneliness, the golden age of the immersive sim, the genre as a success or not, expense of making AAA, level designers' ability to make whole levels, immersive sims at the indie level and procedural elements, flesh levels. Games, people, and influences mentioned or discussed: Looking Glass Studios, Everquest, Edge of Tomorrow, Fallout, Monty Python, The Princess Bride, Gone Home, Dear Esther, D&D, JRR Tolkien, System Shock 2, Indiana Jones/Raiders of the Lost Ark, Baldur's Gate, ION Storm, Ultima Underworld, Deus Ex, Thief (2014), Tomb Raider, Tony Cliff, Delilah Dirk (series character), Timothy Hallinan, Junior Bender (series character), Ethan Johnson, Greg LoPiccolo, Vijay Lakshman, Elder Scrolls, Alex Rigopulos, Eran Egozy, Tim Dore, Half-Life, Dan Hunter, Dishonored, Prey, TIE Fighter, Daron Stinnett, Bethesda Game Studios, Zenimax, Arkane Studios, Kotaku, Neon Struct, We Happy Few, The2ndQuest, Contra, Aliens, Predator, Abadox, Alien Syndrome, Halo, Eric Bartoszak, Jill Murray. Next time: Next time we expect an interview! Keep your eyes peeled. Links: Fansy the Famous Bard (CW: homophobia, probably other chat grotesqueries, MMO chat can be ugly) Brett's Twitch Channel Stealth Docs YT Channel (recommended by a listener) Podcast with Looking Glass folks @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are in the midst of series discussing 1998's Thief: The Dark Project. We talk about map trade-offs, enemy diversity and choices, the levels we played, music and objectives, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Undercover Issues covered: "disco is my life," longer Thief: Gold levels, DLC before DLC existed, technical issues and level design, experimenting with what direction to take next, being unable to connect the dots, making assumptions about what the sim is saying, satisfying objectives unsatisfactorily, feeling like you'll be able to pick up the collectibles later, making the optional mandatory, intrinsic reward of economy and core fantasy, scaling difficulty being different in modern designs, unnecessary tension, changing up strategies due to the mission preparation screen, identity and tone in the music and audio design, impact of horror film genre on soundtrack choices, NPC dialog, cinematics as reward vs dialog, reward for slow player pace, variety of player choice encouraging stealth in NOLF, using dialog and timing to locate enemies and get into position, NPC dialog as a timer, having all the enemy types in The Lost City, the variety of enemy types, using water arrows on fireballs, crossing a valuable resource over, motivation of enemy designs, reuse of animation and models, technical limitations, character realism vs other games, co-op in SS2, choices in the map, map as opportunity for strategy, an inaccurate map, maintaining the fantasy with the map, map as puzzle, needing to use the compass to get your bearings, the many approaches of the map, flexibility in the uses of the map, seeing the lineage to Dishonored, finding maps as you play, map in an exploration game vs a target game, playing to your game's needs, map as a microcosm of design choices, getting an opportunity to be in disguise, the Eye talking to you, bleeding the natural through the mechanical thematically, MIT Gambit lab podcasts. Games, people, and influences mentioned or discussed: Earth, Wind, and Fire, Eric Brosius, Red Dead Redemption, Kirk Hamilton, GB Buford, Jaws, Frictional Games, Amnesia, SOMA, The Chinese Room, No One Lives Forever, Cthulhu, System Shock 2, Soul Reaver, Tomb Raider, Quake, Hitman, Unreal, Doom, Far Cry 2, Miasmata, Firewatch, Prey, Dishonored, Tim Dore, Dan Hunter. Links: Kotaku on the RDR soundscape Podcast with Looking Glass folks Next time: Finish the game! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we look back to Shadows of the Tomb Raider for a special bonus episode featuring Lead Writer Jill Murray. We talk about how the writing gets done -- spoilers, there's a lot more planning than writing -- as well as all sorts of topics that grow from that. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: lacking access to technology, Jill's early career in visual arts/music/theater, staging a big musical, web development and a mismatch of needs, being non-distracted by the Internet, realizing that someone is writing these things, getting in, having to generate a lot of AC in a short time, the roles of writers, the meaning of a lead writer, leading a team vs being a principal writer, focusing on character and voice, writers holding multiple roles, writers working alongside one another vs a writers room, working with designers vs writers, splitting content responsibilities up, sharing a few systems, accommodating multiple styles, the team still tells the story, the impact of the team on the storytelling, choice of verbs impacting possible stories, lack of authorial control, having no sense of the size of a team, out-sourced studios enlarging the team, pros and cons of working with big teams, working with actors, the luxury of performance capture, security of the company being your security, production and collaboration style driving lifestyle, combative styles, smaller games less reliable, working out collaboration afresh, broader responsibilities, figuring out how everything fits to drive the actual sitting down and writing, lots of meetings, working on animatics, prepping for performance capture, multiple revisions with critiques of up to a dozen people, planning to prepare due to cost, attending performance capture shoots, going over the scripts again and again, having a full crew to move equipment/manage cameras/aid talent/feed everyone/set up mocap, observing as a writer, talking with the performance director to avoid getting in the way of the actor/director relationship, read-throughs, doing the cinematography afterwards, having a little more freedom with the character, reaching the end of this first journey, strength in vulnerability, leaning into awkwardness in a scene, being limited in what we're allowed to choose because it having to be badass, adding dimensionality to characters, expanding the medium into new audiences, audience not realizing what they want, community management and development, how game writing is like Gatorade, audience empathy, your responsibility to the player, provoking anger and fear, aftercare, thinking about how we care for a player after we've provoked strong, games as services, seeing yourself represented, being someone else, making games not just for ourselves, bringing other voices into the room, reaching the status of a Lara Croft, dating in a seniors residence, the Star Trek holodeck. Games, people, and influences mentioned or discussed: UbiSoft, Assassin's Creed (series), Writer's Guild of America, Kitfox Games, Moon Hunters, Minority Media, Time Machine VR, Lawbreakers, Tomb Raider, Montreal Fringe Festival, Minesweeper, Xbox, Mass Effect (series), Ann Lemay, WB Games, Your Shape: Fitness Evolved 2012, Richard Farrese, Republic Commando, Jedi Starfighter, Bethesda Game Studios, Darby McDevitt, Eidos, Camilla Luddington, Gray's Anatomy, Virginie Costa, David Hubert, Crystal Dynamics, Gatorade, Kotaku, Skyrim, Kirk Hamilton, Evan Narcisse, James Bond, Batman, Bloom Digital, Later Gators, DreamDaddy, Golden Girls, Star Trek: The Next Generation, Boyfriend Dungeon, Meagan Marie, Women in Gaming: 100 Professionals of Play, Chinese Independent Game Developers Association Conference. Next time: Next time we return to Thief: The Dark Project, through "Undercover" Links: You can find Jill on Twitter at @disco_jill and via her company website, https://discoglo.be. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
We're back! We're late! And we went long somehow! It's another all suggestions episode, and we ended up with more than a few gems. Not to mention thousands of Neopoints! As for guests, Marl returns and Frankie makes their debut! Chelsea quiets down and Luke's dog is nowhere to be found. Well, i mean, on the episode. Barkley is fine, don't worry! Anyway, YOUR GAMES THIS WEEK ARE: SimAnt: The Electronic Ant Colony, for SNES and PC; Resident Evil, for Playstation, SEGA Saturn and PC; Neopets, for PC; Lollipop Chainsaw, for Playstation 3 and Xbox 360; and Thief: The Dark Project, for PC. You can find the up-to-date list of placed games at bit.ly/letsplace.
Il 30 novembre del 1998 venne pubblicato Thief: The Dark Project, un videogioco diventato un cult e che ha influenzato pesantemente il genere degli stealth. In questo filmato, che riproponiamo su YouTube, ripercorriamo la storia del gioco e dei suoi autori in Looking Glass Studios.
Welcome to Dev Game Club, where we are beginning our new series on 1998's Japanese stealth classic Metal Gear Solid. We first situate the game in its time, including some personal reminiscences of how we first came to the title, before turning to the stealth gameplay, the cutscenes, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Revolver Ocelot Podcast breakdown: 0:48 Segment 1: MGS in time, Beginning of game 1:03:54 Break 1:04:27 Email/Feedback Issues covered: crawling around in ducts, constantly reaching for your phone, previous games in the series, Brett's first year in the industry, good years in games, influences in American film and TV, melodrama and pulp, wholesale commitment to stealth, demo disc for the gaming, preferring systemic games, pre-rendered cutscenes vs in-engine, Carpenter influences (percussion, minimalistic, and synthy), constant camera movement in the cutscenes, choosing CGI vs in-engine (pros and cons), design considerations for streaming video, pixel density/differences in cutscene vs gameplay, being able to tweak a cutscene until right before you ship, setting mood and art direction, camera choice and having a sense of your surroundings, fitting the map to the camera, comparisons with Thief, tactical espionage and choosing the camera to fit, committing to stealth as a primary mechanic, creative risk in the commitment, high lethality and bouncing off, softening failure, unfortunate sexism, Asian influence as far as character choices, introducing the Cold War/extended peace issues, melodrama and big story choices, divisiveness of exposition, tapping walls as a mechanic, good level design choices, out-sized boss characters, solid introductions, allowing the industry to ask whether we can put ourselves forward in this way, breaking the fourth wall puzzle for the CD case, level design writing checks that your camera can't cash, nostalgia as a factor in appreciating a game, hunting through history for Brett's crazy memory, the cut worlds from Anachronox. Games, people, and influences mentioned or discussed: Die Hard, Hideo Kojima, NES, Alex Neuse, PlayStation, Half-Life, Starcraft, Fallout 2, LoZ: Ocarina of Time, Banjo-Kazooie, Rogue Squadron, Thief: The Dark Project, Rainbow Six, Spyro the Dragon, Final Fantasy Tactics, Kotaku Splitscreen, Kirk Hamilton, Kurt Russell, Michael Biehn, Terminator, Randy Smith, Ken Levine, Daron Stinnett, Atari, Sega, Nintendo 64, Final Fantasy VII, Tomb Raider (1996), Anachronox, LucasArts, John Carpenter, The Thing, Jackie Chan, Alan Stevens, Super Mario 64, Super Mario Odyssey, Super Mario Sunshine, Game Informer, Aaron Evers, Tom Hall, Planet Anachronox, GameSpy, Jake Hughes, Ronald Railgun, Phil Rosehill, Awesome Games Done Quick, MGS: Twin Snakes, GameCube. Links: Promo video for Anachronox Speedrun description of Anachronox Speedrun of PC MGS Errata The PS1 did indeed have some hardware support. Next time: Through the first Sniper Wolf encounter @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are beginning our new series on 2001's quirky Western-built Japanese-style RPG Anachronox. We set it in its time, and discuss how we decided to play it and then spend a lot of time on its world-building. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Bricks Podcast breakdown: 0:40 Anachronox in time, Initial discussion 38:36 Break 39:04 Thanks and feedback Issues covered: Games of the Year, how we came to choose Anachronox, 2001 in PC games, mash-ups, lack of character creator, is the character a Chosen One, possible character antecedents, world-building in simple ways and picking up things as you go, avoiding the lore bombs, dialogue trees vs continuing dialogue, progenitor race tropes, technology we don't understand but make use of, more character antecedents, film noir tropes, Boots as sad sack, layout of the introductory area and not getting lost, mix of architectural styles, moving city blocks around, putting ideas into games more quickly, investing in mechanics to make them pay off multiple times, boat action sequence, mini-games, shifting audience expectations, less forgiving audiences, changing suspension of disbelief, character names, a codex with all the names of stuff, potential fragility of scripting, thank yous, German B-thing, Tim's phone audio, musical touches in Mario 64, Brett's favorite Mario 64 levels, games we replay, Brett and Freud, picking games and timing, interviews, difficulty in getting Japanese devs, next time. Games, people, and influences mentioned or discussed: Alien Isolation, Nintendo Switch, What Remains of Edith Finch, Breath of the Wild, Super Mario Odyssey, Horizon: Zero Dawn, Assassin's Creed Origins, AC Unity, AC Syndicate, id Software, Quake II, Mass Effect, Silent Hill 2, Max Payne, Clive Barker's Undying, Oni, Bungie, Soul Reaver 2, AVP, Star Wars: Starfighter, Halo, Final Fantasy, Deus Ex, Blade Runner, Omikron: The Nomad Soul, David Cage, David Bowie, Starcraft, Isaac Asimov, Poul Anderson, Gateway, Rendezvous with Rama, Babylon 5, Geoff Jones, Frederick Pohl, J. Michael Straczynski, Firefly, Sam Spade, Bob Hoskins, Who Framed Roger Rabbit?, Grand Theft Auto III, Dark City, City of Lost Children, Alex Proyas, Rufus Sewell, Unreal, Half-Life, Dario Casali, John Romero, DOOM, Chase Thompson, Super Mario 64, Aaron Evers, MDK, Giants: Citizen Kabuto, Good Old Games, Metal Gear Solid, Mark Garcia, Gamer Lawyer, Skyrim, Fallout (series), Bioshock (series), Hitman (series), Grim Fandango, Full Throttle, Mario Kart, World of Warcraft, Tim Dore, Sigmund Freud, Thief: The Dark Project, Bullfrog, Dungeon Keeper, Theme Hospital, Silent Hill 2, Portal, TIE Fighter, Star Wars: Rogue One, Legend of Zelda: Link to the Past, System Shock 2, X-COM: Enemy Unknown, Oddworld: Abe's Oddyssey, Ashman86, Jason Schreier, Kotaku: Splitscreen, Republic Commando, Chris Avellone, Julian Gollop, Marc Laidlaw, Reed Knight, Darren Johnson, Larry Holland, The Phantom Menace, AddictArts. Next time: Up to (and possibly through) Votowne Corrections: Arthur C. Clarke wrote Rendezvous with Rama. We regret the error. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Today we discuss the game Card Thief! - Home Page: http://www.card-thief.com/ - Google Play: https://play.google.com/store/apps/details?id=com.tinytouchtales.cardthief&hl=en - iTunes: https://itunes.apple.com/us/app/card-thief/id1186226470?mt=8 Other games mentioned: - Card Crawl: https://play.google.com/store/apps/details?id=com.tinytouchtales.cardcrawl&hl=en - Miracle Merchant: https://play.google.com/store/apps/details?id=com.tinytouchtales.alchi - Thief - The Dark Project: http://store.steampowered.com/app/211600/Thief_Gold/ - Friday: https://boardgamegeek.com/boardgame/43570/friday - Spelunky: http://www.spelunkyworld.com/ - Nethack: http://www.nethack.org/ - Puzzle Strike: https://boardgamegeek.com/boardgame/123607/puzzle-strike-third-edition - Android - Netrunner: https://boardgamegeek.com/boardgame/124742/android-netrunner - Dinofarm Forums: http://www.dinofarmgames.com/forum/index.php
Today we discuss the game Card Thief! - Home Page: http://www.card-thief.com/ - Google Play: https://play.google.com/store/apps/details?id=com.tinytouchtales.cardthief&hl=en - iTunes: https://itunes.apple.com/us/app/card-thief/id1186226470?mt=8 Other games mentioned: - Card Crawl: https://play.google.com/store/apps/details?id=com.tinytouchtales.cardcrawl&hl=en - Miracle Merchant: https://play.google.com/store/apps/details?id=com.tinytouchtales.alchi - Thief - The Dark Project: http://store.steampowered.com/app/211600/Thief_Gold/ - Friday: https://boardgamegeek.com/boardgame/43570/friday - Spelunky: http://www.spelunkyworld.com/ - Nethack: http://www.nethack.org/ - Puzzle Strike: https://boardgamegeek.com/boardgame/123607/puzzle-strike-third-edition - Android - Netrunner: https://boardgamegeek.com/boardgame/124742/android-netrunner - Dinofarm Forums: http://www.dinofarmgames.com/forum/index.php
Today we discuss the game Card Thief! - Home Page: http://www.card-thief.com/ - Google Play: https://play.google.com/store/apps/details?id=com.tinytouchtales.cardthief&hl=en - iTunes: https://itunes.apple.com/us/app/card-thief/id1186226470?mt=8 Other games mentioned: - Card Crawl: https://play.google.com/store/apps/details?id=com.tinytouchtales.cardcrawl&hl=en - Miracle Merchant: https://play.google.com/store/apps/details?id=com.tinytouchtales.alchi - Thief - The Dark Project: http://store.steampowered.com/app/211600/Thief_Gold/ - Friday: https://boardgamegeek.com/boardgame/43570/friday - Spelunky: http://www.spelunkyworld.com/ - Nethack: http://www.nethack.org/ - Puzzle Strike: https://boardgamegeek.com/boardgame/123607/puzzle-strike-third-edition - Android - Netrunner: https://boardgamegeek.com/boardgame/124742/android-netrunner - Dinofarm Forums: http://www.dinofarmgames.com/forum/index.php
Welcome to the Rand(Nerds); Podcast episode 45 Welcome to a special podcast. Last episode, Skazz set both Ram and Bard a challenge to pick their top 3 games of the late 90s and early 2000s. In this episode they present their choices to him for his approval and try to convince him why 1997-2004 was the greatest period in gaming. Notes: TheSuffolkRam’s 90s choices MechWarrior 3 (intro) Thief: The Dark Project (Intro) Half life (Intro) Bard’s 90s choices Discworld (intro) Dungeon Keeper 2 (intro) Diablo (intro) TheSuffolkRam’s early 2000 choices Operation Flashpoint (now know as ArmA: Cold War Assault) Rainbow Six: Raven Shield (intro) Deus Ex (Intro) Bard’s Early 2000 choices Baldurs Gate 2 (intro) Thief 2 (Intro) Vampire The Masquerade: Bloodlines (intro) Anything you think we should talk about? Weird news to blow Luke and Bard’s mind with? Or just want to ask us a question? You can email us here. Follow us on twitter Like us on facebook Subscribe to our YouTube channel Join us on google+ Join our Steam Group Why not come join us on our next livesteam? See our YouTube channels for details Cheers TheSuffolkRam, Skazz and Bard
The Gaming Marathon crew is proud to present the 2015 Gaming Spooktacular, just in time for Halloween! This week the guys discuss Halloween memories, Asad's close encounter of the third kind, Aaron's BFRO Sasquatch adventures, Aaron and Dennis' obsession with the Teenage Mutant Ninja Turtles and much more from our 2015 spooky news segment. Finally, the guys wrap up the show with a series of scary game reviews including Jaws on the NES, Thief: The Dark Project for PC as well as the sleeper hit of the year, Until Dawn for the PlayStation 4. We'll see you next week boys and girls, until then, have a very ghoulish Halloween!
It's episode 36 where we discuss the 1991 Psygnosis action puzzler, Lemmings. The news: GoG.com has released their indie portal where devs can go to submit their games for sale. EA and Mythic are developing a new version of Dungeon Keeper for Android and iOS. it will be free to play with in-app purchases. The Bureau: X-COM Declassified has released to middling reviews. SimCity for Mac launched, it didn't go well. The first preview of Star Citizen, the Hangar module, has released. We then get to the main topic, the Lemmings series. We discuss the gameplay and dev story in detail and then talk about all the official sequels as well as read some great listener emails. Play Lemmings online: http://www.elizium.nu/scripts/lemmings/ Download the Lemmings shareware demo: http://www.classicdosgames.com/game/Lemmings.html Next week, we'll be moving to the tail end of the time frame of the show with the 1998 stealth action game, Thief: The Dark Project.
This week Unlimited Hyperbole talks to Brendon Chung, the designer of Atom Zombie Smasher and Gravity Bone, about his favourite game and the very definite effect it had on him as both a fan and an independent game developer. Released in 1998 by Looking Glass Studios, Thief: The Dark Project has been repeatedly hailed as not just one of the first true stealth games, but also one of the best games ever made. Looking back, Brendon discusses both what makes Thief such a triumph of world design, but also the effect it had on shaping his own games more than a decade later. Unlimited Hyperbole is a weekly podcast about videogames and the stories we tell about them. The show is divided into seasons of five episodes, each with a topic that’s used as a prompt when interviewing special guests. This season we’re talking about “My Favourite Game”.