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Unitevi a noi per celebrare i trent'anni del primo gioco diretto da Tim Schafer come autore unico, dedicato ai motociclisti che prendono a calci le porte e a pugni i cassonetti dell'immondizia. Buon ascolto! Soundtraccia: Odd Theme - Fabio Bortolotti / Tanaka - Alessandro Mucchi / Notti fotoniche - Fabio Bortolotti Vuoi darci una mano? Abbonati su Twitch: https://www.twitch.tv/outcastvideo Fai acquisti su Amazon: https://amzn.to/3pGObEq Fai acquisti su Fusion Retro Books: https://fusionretrobooks.com/?ref=pzxtr4vyfzsy Usa il codice outcastlive su Epic Games Store. Compra le nostre felpe e magliette: https://outcastlive.threadless.com/ Supportaci su Patreon: https://www.patreon.com/outcast?ty=h Supportaci con PayPal: https://www.paypal.com/donate/?hosted_button_id=K9TL85M7PDN4Y
Welcome to Dev Game Club, where this week we return with a bonus interview for our series on Interstate '76. We talk about shipping the game's predecessor, pulling together, and making something new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:15 Interview 1:05:22 Break 1:06:00 Outro Issues covered: introducing the guests, having fun making games, great manuals, marrying video games and Hollywood, having more video game applicable experience than you realize, having to right the ship well into development, preordering a game you ended up working on, living in the office, getting enough memory to run the games, opening up space for something new, superheroics and glue, "high polygon counts," muscle cars with guns, being ahead of the curve, sims being in the blood, engine development, come back with your tenth idea, a 28-year scoop on engine work, "I can do that," optimizing and making things up as you go along, making a game like a movie or TV show, a soundtrack that helped drive the game, a team of 12 or 13 people, the few basic bits in a vehicle sim, the players don't know what you've cut, not being arena-based, vigilantes and comic-book heroes, the tools for making the world and a scripted objective system, building from scratch, mission structure, finite state machines and AI, having an identity and character, having a bubble, sticking to your passion, working on a new car game, hearing the chemistry, TTRPGs and alternate histories, our audience maybe not being born yet when this game came out, #minecraft-realm-life. Games, people, and influences mentioned or discussed: Activision, Mechwarrior 2, 20After1, Cinemaware, Crystal Dynamics, Project Snowblind, Tomb Raider (series), E-Line Games, Never Alone, Colabee, Very Very Spaceship, Niantic, Live Aware, Jamdat, DoggyLawn, Atari 2600, David Crane, Stephen Cartwright, Commodore '64, Pitfall: The Mayan Adventure, Adventure, River Raid, Bobby Kotick, Mediagenic, Intellivision, Pong, SimCity, Alan Gershenfeld, Howard Marks, DOOM (1993), FASA Interactive, Battletech, Egghead Software, E3/CES, Tim Morten, LucasArts, Totally Games, Larry Holland, TIE Fighter/X-Wing, Star Wars: Starfighter, id Software, Epic, Julio Jerez, Airport '77, The A-Team, Third Eye Blind, Kelly Walker Rogers, Tim Schafer, Carmageddon, Twisted Metal, Watchmen, Jordan Weisman, Microsoft, Wing Commander, Falcon, Fallout, Tim Cain, Leonard Boyarsky, X-COM, Julian Gollop, Alex Garden, Homeworld, Dan Stansfield, Castle Falkenstein, Secret Weapons of the Luftwaffe, Minecraft, mors, LostLake, Kaeon, bvron, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Back to Fez Notes: Julio Jerez appears to be from Dominican Republic Twitch Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we are catching up on our mailbag! Let's face it, it's mostly about Minecraft, though we spend a lot of time on video game preservation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: the manananggal, Defeating Games for Charity, ownership of work materials, Tim's notes on the Discord Game Club interview with Phil Salvador, our own games disappearing, the value of libraries, preserving all games, copyright lawyers, the tension between corporations and preservationists, protecting children online, defending your kids, engaging with your kids over games, external references, limits on exploration interest, Tim and Brett disagree about whether Minecraft devs relied on the existence of a wiki, older version availability in Minecraft Java Edition, speedrunning Minecraft, modding and Minecraft, YouTube and Minecraft trajectories, Lego Fortnite's means of directing you, limited building or building towards story purposes, curbing anxiety, dating the Balrog. Games, people, and influences mentioned or discussed: Dungeons & Dragons, Dark Matters/X-Files, Minecraft, CalamityNolan, Video Game History Foundation, KyleAndError, Hollow Knight, Kaeon, DuckTales, Trespasser, Tower Song, Pikmin, N0isses, Rocksmith, Robotspacer, Enchanted Scepters, Mystery House, Artimage, Jedi Starfighter, Katamari Damacy, BioStats, Phil Salvador, Midway/Bally, Nosferatu (1922/2024), Prince of Persia, Warcraft, The Sims, Tony Rowe, Microsoft, Bill Roper, Wil Wright, John Romero, Leo Tolstoy, Socrates, Frank Cifaldi, Nintendo, Tim Schafer, Double Fine, Devin Kelly-Sneed (P2 programmer), Joe Lieberman, Hillary Clinton, Joe Biden, Mickey Mouse/Disney, mysterydip, Roblox, Lego Fortnite, Just Dance, Ubisoft, Club Penguin, Luke Theriault, LostLake, Dwarf Fortress, Raymond, Mojang, Factorio, Satisfactory, Father Beast, Skyrim, Ben from Iowa, Dragon Quest Builders, The Lord of the Rings Return to Moria, The Long Dark, Pacific Drive, Valheim, Final Fantasy VI, Epic Games, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our next game (whatever that may be) Defeating Games for Charity Twitch: timlongojr Discord DevGameClub@gmail.com
We rock & roll in Brutal Legend! Developer: Double Fine Productions | Publisher: Double Fine Productions | Initial Release: October 13, 2009 Jacob, Katie and special guest Roger Reichardt drive through the wasteland, fly around the battlefield on devil wings and talk to heavy metal legends. PLAYERS: Jacob McCourt (Bluesky) Katie Lesperance (Bluesky) SPECIAL GUESTS: Roger Reichardt from Gamerheads Podcast | Audio | Bluesky | YouTube Web: LeftBehindGame.Club | Twitter: @LeftBehindClub | Bluesky: leftbehindgameclub.bsky.social SHOW NOTES: 0:00 Intro 1:30 Intro to Roger 4:30 Fast Pitch 5:15 Our History with Double Fine 8:40 How We Played 10:45 Gameplay Elements 19:10 Bobby Kotick & Brutal Legend 2 21:15 Roger on Project Management 24:00 Voice Cast 28:00 Story Spoilers Begin 32:30 Licensing Minute 36:30 Brutal Legend 2 38:40 A Product Of Its Time 42:20 RTS Stuff 48:30 Solos & Rocktober 13th 52:00 Story Stuff 54:20 Troublesome Missions 56:40 Final Thoughts & Outro RESOURCES: Video Game Trivia on Gamerheads Podcast Video Game Trivia (from PAX West 2024) ft. Roger Reichardt Our past Double Fine episodes: 016: Costume Quest 053: Costume Quest: Grubbins on Ice 083: Broken Age 104: Psychonauts 156: Grim Fandango Bobby Kotick slags off Tim Schafer via Eurogamer Indie Game Awards - Crossplay Conversations College Football 25 - The Greatest Story Ever Played DISCORD: The Left Behind Game Club is a monthly game club podcast focusing on positivity & community. To talk to members of the community, join our Discord server!
La storia dello sviluppo di The Secret of Monkey Island entra nel vivo nella seconda puntata. Con un Ron Gilbert in piena crisi creativa, a dargli una spinta nella giusta direzione ci pensano una pausa forzata per occuparsi di tutt'altro e un libro dal titolo Mari Stregati. Forte di un protagonista e di un antagonista che finalmente funzionano, Ron ha solo bisogno di una vera squadra di sceneggiatori per partire. Nascono così gli "scummlets", le nuove reclute destinate a imparare a programmare con uno SCUMM sempre più snello e completo. Tim Schafer e Dave Grossman, all'epoca ventenni e senza nessuna esperienza lavorativa, si presentano allo Skywalker Ranch come una scolaresca in visita, e ben presto si trovano catapultati nell'assurdo mondo di pirateria e nonsense partorito dalla mente di Ron. Da qui è tutto un susseguirsi di inaspettate intuizioni e colpi di genio, mentre al Ranch arriva anche un certo Michael Land, pronto a mettere la sua esperienza di compositore al servizio dei temi caraibici richiesti da Ron. E proprio quando le cose sembrano andare per il meglio, LucasFilm Games si trasforma velocemente in LucasArts, e tutto cambia. Tutto questo e molto altro nella seconda e ultima puntata della storia dello sviluppo di The Secret of Monkey Island. Se desiderate supportarmi: ko-fi.com/storiedivideogame Telegram @storiedivideogame Instagram @storiedivideogame email: storiedivideogamepodcast@gmail.com Bibliografia e disclaimer: https://medium.com/@storiedivideogamepodcast Learn more about your ad choices. Visit megaphone.fm/adchoices
What possible harm could an insane, mutant tentacle do? Day of the Tentacle was a tentpole release in LucasArts's excellent run of classic adventure games from the late 1980s through the late 1990s, and its very specific dialog, puzzle logic, and sense of humor made it a cult classic. But how do two Day of the Tentacle longtime fans and one relative newcomer feel about this struggle of teenager versus tentacle in 2024? Listen to find out, in our final episode of Retro Encounter's September of Adventure! Featuring: Michael Sollosi, Hilary Andreff, Jonathan Logan; Edited by Jonathan LoganOpening and ending music by Miles MorkriGet in Touch:RPGFan.comRPGFan ShopEmail us: retro@rpgfan.comTwitter: @rpgfancomInstagram: @rpgfancomThreads: @rpgfancomFacebook: rpgfancomTwitch: rpgfancomDay of the Tentacle on RPGFan
Welcome to Dev Game Club, where this week we complete our series on Beyond Good and Evil. We talk about the end parts of the game and the variety of the experiences you can have, before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: the bad guy, the end of game battles, the risk of forgetting when you do a lot of side content, misremembering the game, being delighted, smoke and mirrors, wanting the spaceship to be the lighthouse, the various tricky bits of the slaughterhouse, being taught how to get rid of electricity, one of the most memorable characters of all time, saying yes until the end, the jumping enemies, supporting the inventory, reflection puzzles, an annoying trigger for a cutscene, wanting more time with Pey'j, the Chosen One, many breadcrumbs at the end, diluting narrative, optional content being part of gameplay content, getting all the animals or not, flawed gem, a good looping track section, escalating the General's ship, religion coming in at the end, intriguing questions, nailing the tropes, improving user experience, put a moat around it, less stressful reintroductions of mechanics, the teleporting boss, touching moments, earning the sweet moments, looking at the prequel, the world-building of it all, subtle ways to reinforce the world-building, don't underestimate the camera, saying yes maybe too much, being uncategorizable, keeping the surprises coming, standing apart in its era, "it's the way to Gao, anyway." Games, people, and influences mentioned or discussed: Apocalypse Now, Nintendo, Ocarina of Time, Michel Ancel, Mark Haigh-Hutchinson, Tim Schafer, Uncharted (series), Star Wars, Metal Gear (series), Assassin's Creed, Ghost of Tushima, Far Cry, Anachronox, Final Fantasy IX, Ratchet & Clank: Rift Apart, Final Fantasy VI, Biostats, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ??! Notes: It's General Kehck Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord https://t.co/h7jnG9J9lz DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on Beyond Good & Evil. We talk about a number of the game's systems, compare it with Zelda, and engage with the level design and characters. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Past the Factory Issues covered: who said that line, characterization and Frenchness, aesthetics, cosmic horror and the Domz, Hub, lacking symmetry to promote alienness, diagetic design in its systems, the first trailer, a world you want to hang out in, quirky aesthetic, the camera and when you get control, night and day between two camera systems, the PC port, the "Zelda bucket," modularity and object-orientedness in Zelda games, clockwork, the photojournalism of it, doing things because the narrative demands it and not systematically, stealth vs combat, giving your companions power-ups, companions in combat, two-heart buddies, lock and key enemies, being able to bolt on mechanics, air hockey, keys that aren't keys through the characters, committing to the characters, The Myth of Zelda, making real statements, forgiving and fail-forward stealth, great camera framing, photojournalism as heroic act, the themes of information control and propaganda, what's with Alpha Section, keys that you can use in the inventory, Ubisoft and politics (Cuba, Myanmar and... Montana), tackling universal themes with story specifics to avoid preachiness. Games, people, and influences mentioned or discussed: The City of Lost Children, Jean-Pierre Jeunet, Zootopia, Star Wars, Rayman, Jean-Luc Godard, Jerry Lewis, Artimage, Starfield, No Man's Sky, Spider-Man 2, Double Fine, Mario 64, Tomb Raider, Prince of Persia: The Sands of Time, Remi Lacoste, Mark Haigh-Hutchinson, Final Fantasy IX, Psychonauts, Tim Schafer, Mortal Kombat, Grim Fandango, Shufflepuck, Anachronox, George Orwell, 1984, The Last Express, Omikron: The Nomad Soul, David Cage, Metal Gear (series), Aleksandr Solzhenitzen, Andrei Sakharov, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Mark HH's (Agent HH!) camera book did not debut until 2009 Next time: Past the Slaughterhouse Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we return to our series on Homeworld with an interview with special guest Alex Garden, who co-founded Relic and directed the title. We talk about the inception of the idea to the implementation difficulties and much more. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:52 Interview 1:03:49 Break 1:04:24 Outro Comments Issues covered: the history of our guest, distributing pirated games, the cold intro, testing games, dropping out of high school, selling the company and working for some years, fixing someone else's bugs, the crystal sphere, "Spaghetti Ball," the lightning bolt, focusing on the loss, pulling together the team, a 50000-line demo, starting with multiplayer to demo, demoing for gods, "this has changed how I'll make games," not knowing how to tell stories in space, creating a reference for the ships, believing you can overcome the difficulties, finding your home and knowing you were in the right, the gravity of the situation and losing people, every life being precious, you are not the target audience, making the story and the gameplay the same, lack of dynamic range, one revolution multiple evolution, changing the licensor, ships with fantastic shapes and colors, the main ship and why it has that design, ship scale on LODs, a frequency domain audio engine, doing a lot procedurally, clock radios, joining the rebellion, what sticks with you today, trusting your vision, expectations smashed, the new game gods, trying to make designers rock stars, knowing your collaborators. Games, people, and influences mentioned or discussed: Madden (franchise), Triple Play, The Divide, PlayStation, Impossible Creatures, Warhammer 40K: Dawn of War, Company of Heroes, Nexon, Xbox Live, Zune, Zynga, US Robotics, Distinctive Software, Chris Taylor, Don Mattrick, Omar Sharif On Bridge, Where in the World is Carmen Sandiego, Sega Genesis, Beavis and Butthead, Conceptual Interface Devices, Luke Moloney, Radical Entertainment, Electronic Arts, NASA/JPL, Ptolemy, Battlestar Galactica, Jon Mavor, Greg McMartin, Scott Lynch, Sierra, Valve, Erin Daly, Rob Cunningham, Aaron Kambeitz, Jane Jensen, Rob Lowe, Roberta and Ken Williams, Peter Molyneux, Black & White, Wing Commander, Chris Roberts, Star Citizen, The Breakfast Club, Blizzard, Starcraft, Republic Commando, Games Workshop, Blur Entertainment, Chris Foss, Peter Elson, Monkey Island, Shane Alfreds, Deus Ex, Warren Spector, Harvey Smith, Tim Cain, Fallout, Ion Storm, Ken Levine, Cliff Bleszinski, Killcreek (Stevie Case), John Romero, Hal Barwood, Wil Wright, Tim Schafer, Larry Holland, Gabe Newell, American McGee, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ??? Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
A new Xbox Partner event is happening and Blessing and Roger are here to break it all down. Run of Show - - Start - Housekeeping A new WWE 2K24 let's play is up right now with Greg and the New Day. Youtube.com/KindaFunnyGames ICYMI: A new Game Showdown is up right now with Tim Schafer, Andrea Rene, and Greg Rice. Youtube.com/KindaFunnyGames The Roper Report - - Microsoft will stream an Xbox Partner Preview event this week - The Fallout TV Show is ‘A Non-Interactive Version' of Fallout 5, Says Jonathan Nolan - Ad - Luigi's Mansion 2 HD and Paper Mario remake news could be coming this week - Microsoft Made a SpongeBob SquarePants Xbox Series X - Wee News! - SuperChats - You‘re Wrong Tomorrow's Hosts: Bless & Andy Learn more about your ad choices. Visit megaphone.fm/adchoices
Today we're joined by special guests Greg Rice of Day of the Devs, Tim Schafer of Double Fine, and Andrea Rene of What's Good Games! https://twitter.com/andrearene https://twitter.com/TimOfLegend https://twitter.com/GregRicey Season 1 Ep .8 Run of Show - - Start - Housekeeping - Kinda Feudy - Round 1 - Round 2 - Ads - Round 3 - Round 4 - Round 5
Ep 409 - We examine what the future could hold if Xbox starts porting first party games to PS5 and Switch, Tim Schafer stops in to tell us what's new with Day of the Devs, and we've got fresh impressions of some recent and upcoming releases. (0:00) - Opening (1:51) - The Wrong Question (5:41) - Is Xbox Done with Exclusives? (32:50) - Tales of Kenzera: ZAU Impressions (39:53) - Tim Schafer Day of the Devs Chat (55:55) - Nintendo Financial Report (1:07:50) - A Word From Our Sponsors (1:09:53) - Lysfanga: The Time Shift Warrior Impressions (1:19:02) - Suicide Squad Check-In (1:23:23) - Like a Dragon: Infinite Wealth Check-In (1:28:51) - Also This Week (1:43:12) - L&R: Lost Media (1:50:27) - L&R: Subscription Usefulness (1:59:55) - L&R: The Expense of Exclusivity (2:03:49) - Bets (2:11:03) - Closing Go to https://www.shopify.com/allies for a one-dollar-per-month trial period to grow your business–no matter what stage you're in.
Welcome to Dev Game Club, where this week we return to our series on Alan Wake with a special interview with Sam Lake, Creative Director at Remedy Entertainment. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:52 Interview 1:02:20 Break 1:02:50 Outro Issues covered: getting started with PCs and TTRPGs, starting out as a writer, starting with a positive audience, Greyhawk/Temple of Elemental Evil, coming out of the demoscene, teaming up with Apogee, finding ways to insert story into games, selling the IP due to its success, knowing they'd have the ability to make something new, second album syndrome, concepting tons of ideas to make the dream game, themes that stuck around, wanting a flawed main character whose not an action hero, writing a story about the creative process, inspirations, post-modern writing and games, how to work within the grab bag of design elements, the sauna crew, making hard decisions, a sense of relief, retaining the story and thematic elements, pulling out a victory, having a different feel because of all the extra built stuff, supporting conflict and action, keeping character motivations in sync with player expectations, early game management, adding transmedia elements and tools, using voiceover to guide the player, integrating more video, the talk show, blending those elements well to expand the game world and character, extending the value of the Easter egg, making the connection between the games a surprise, the Remedy-Connected Universe, dreaming up characters with the actor in mind, the musical number, leveraging Easter eggs, Tim's streaming commitments. Games, people, and influences mentioned or discussed: Death Rally, Max Payne, Control, Commodore 64, Petri Järvilehto, Dungeons & Dragons, Apogee/3DRealms, Duke Nuke'em, George Broussard, Scott Miller, Dark Justice, Rockstar, Janos Flosser, Hitman, IO Interactive, Stephen King, On Writing, David Lynch, Twin Peaks, Paul Auster, Bret Easton Ellis, LOST, Hideo Kojima, Quantum Break, Matthew Porretta, Courtney Hope, Illka Villi, James McCaffrey, Old Gods of Asgard/Poets of the Fall, Tim Schafer, Ken Levine, BioShock, FireWatch, Gone Home, Sam & Max, David Wolinsky, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ??? Notes: I did not edit out GameThing's Season 8 theme, since they have apparently already let people know that was what is coming next. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Welcome back to The MinnMax Show! On this week's episode, Ben Hanson, Kyle Hilliard, Jacob Geller, and Janet Garcia unpack the highlights from Sony's big State of Play where they showed new trailers for Death Stranding 2: On The Beach, Rise of the Ronin, Silent Hill 2, Metro in VR, and a ton more. Then we're joined by the founder of Double Fine Tim Schafer to talk about Day of the Devs and then we answer questions submitted on Patreon by the community and award the iam8bit question of the week! You can win a prize and help make the show better by supporting us on Patreon and leaving a question! https://www.patreon.com/minnmax Watch and share the video version - https://youtu.be/M8mv2ly7z5U Support Day of the Devs as a nonprofit event and get some great games/goodies! https://www.dayofthedevs.com/ Help support MinnMax's supporters! https://www.HelloFresh.com/minnmaxfree https://www.iam8bit.com - 10% off with Promo Code: LEAPFROGYEAR To jump to a particular discussion, check out the timestamps below... 00:00:00 - Intro 00:03:50 - Prince of Persia: The Lost Crown 00:07:55 - Suicide Squad: Kill The Justice League 00:13:09 - Sony's State of Play 00:13:55 - Death Stranding 2: On The Beach 00:26:33 - Metal Gear's spiritual successor on the PlayStation 6 00:30:38 - Silent Hill: The Short Message 00:32:15 - Stellar Blade 00:36:24 - Judas 00:38:57 - Metro Awakening VR 00:40:57 - Until Dawn on PS5 and PC 00:42:29 - Rise Of Ronin 00:46:38 - Thanking MinnMax's biggest supporters 00:50:28 - Tim Schafer on Day of the Devs 00:55:06 - Community questions 01:39:36 - Get A Load Of This Jacob's GALOT - https://filmmakermagazine.com/124994-film-look-35mm-holdovers-emulation/ Janet's GALOT - https://www.tiktok.com/@metmuseum/video/7312616929229868330?_r=1&_t=8jVRw0YuqKM&social_sharing=1 Hanson's GALOT - https://www.npr.org/2024/01/16/1197961744/fresh-air-draft-01-16-2024 Tim Schafer's GALOT - https://theweek.com/music/1008001/5-heady-facts-about-late-monkees-singer-songwriter-michael-nesmith Community GALOT - https://vxtwitter.com/jtimsuggs/status/1750588944570552699?s=20 Disclosure - Games discussed on MinnMax content are most often provided for free by the publisher or developer. Follow us on Twitch - https://www.twitch.tv/minnmaxshow Subscribe to our YouTube channel - https://www.youtube.com/minnmax Subscribe to our solo stream channel - https://www.youtube.com/@minnmaxstreamarchives Support us on Patreon - https://www.patreon.com/minnmax Buy MinnMax merch here - https://minnmax.com/merch Follow us on Twitter - https://twitter.com/minnmaxshow Follow us on Facebook - https://www.facebook.com/minnmaxshow Go behind the scenes on Instagram - https://www.instagram.com/minnmaxshow Become a Game Champion by supporting MinnMax at the $50 tier on Patreon and lock in the game of your choice! https://www.patreon.com/minnmax Super Smash Bros. Melee - thewholehamdamily Tokyo Jungle - Michael Berry Freedom Fighter - RabidLime Marvel's Midnight Suns - Joshua Ayers Luck Be A Landlord - TrampolineTales Hell's Kitchen - Jake Standley Ghost Of Tsushima - ProcyonNumber6 Time Travel Adventures - Bezlo Scarlet Hollow - Julie Wilcox Gravity Circuit - Malcolm Holliday Dark Cloud - Andres Silva Lost Magic - Pretty Good Printing Child Of Light - Jessica-Star Super Puzzle Fighter II Turbo - Patrick Polk This podcast is powered by Pinecast.
Blessing is joined by Tim Schafer of Double Fine to talk about Day of the Devs, Persona 3 Reload reviews, and Celeste 64! Run of Show - - Start - Housekeeping Our Persona 3 Reload review is up right now on PS I Love You XOXO. Youtube.com/KindaFunnyGames A new Kinda Funny Podcast is up all about the Super Bowl. Youtube.com/KindaFunny The Roper Report - - Day of the Devs is now 100% non-profit - Persona 3 Reload Review Round Up - Ad - Celeste 64 has been announced AND released - Universal has shown the first images of Super Nintendo World Orlando - A group of former Volition staff have formed a new studio - Spec Ops: The Line has been removed from Steam - Wee News! - You‘re Wrong Tomorrow's Hosts: Greg & Bless Learn more about your ad choices. Visit megaphone.fm/adchoices
Welcome to Dev Game Club, where this week we start a new series on 1999's Homeworld, from Relic Entertainment. We set the game in its time and then turn a little bit to the opening moments and the tutorial. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First couple of levels + tutorial Issues covered: a layered intro, our history with RTSes, the music hitting, transitioning to a console player, console RTSes, a new timeline, setting the game in its time, going against the norm, Relic and its RTS series, the big genre of the time but one that never grew, grognard capture, the appeal of online games, early e-sports, popularity in Korea, the feel of a space sim, checking all the boxes, how 3D it really is, switching views to elevate a target point, mouse and keyboard, doing their own thing with hotkeys, evolution working on games, presentational advantages, a graphics benchmark game, economical game development, elegant ship design, great silhouettes, maybe tessellating, editors that look like RTSes, spending budget on contrails, using specific things on PCs vs the graphics cards, camera and control, mining everything you can and building as you go, replacing inferior ships with new ones, finite people and resources reflecting themes, elegance in design, framing the camera well, the great use of the fleet commander and the magic of moving the camera, WWII space physics vs more accurate space physics, interestingly bad video games, finding those bad games, moon shots, imagining a deeper ecology, speedrunning Trespasser, a diversion into speedrunning. Games, people, and influences mentioned or discussed: Starfighter, Starcraft (series), Total War (series), Warcraft (series), Quake, Halo, Battlestar: Galactica, DOOM, Diablo, PlayStation, Age of Empires (series), Pikmin, Brutal Legend, Tim Schafer, Johnny "Pockets", System Shock 2, Legacy of Kain: Soul Reaver, Planescape: Torment, Shenmue, Owen Wilson, Command and Conquer (series), Westwood, Tim Curry, Sid Meier's Alpha Centauri, Final Fantasy VIII, Chrono Cross, Silent Hill, Rayman 2: The Great Escape, Quake III Arena, Omikron: The Nomad Soul, David Cage, Asheron's Call (series), D&D Online, LotR Online, Turbine Entertainment, Derek Flippo, Sega, Creative Assembly, Blizzard, Ensemble Studios, Total Annihilation, Impossible Creatures, Dawn of War, Company of Heroes, Warhammer: 40K, Myth, Bungie, Call of Duty (series), LucasArts, Galactic Battlegrounds (series), Force Commander, Andrew Kirmse, TIE Fighter (series), Descent: Freespace, Wing Commander, Colony Wars, Elite, Star Citizen, Star Wars: Squadrons, Star Trek: Wrath of Khan, GoldenEye: 007, Metroid Prime, Resident Evil (series), Eric Johnston, X-COM, Julian Gollop, Baldur's Gate, Troy Mashburn, Trespasser, Biostats, Belmont, Reed Knight, Dragon's Dogma, Bethesda Game Studios, D&D, Black and White, ARK: Survival Evolved, Valheim, Half-Life 2, GameThing, Dave Wolinsky, Pippin Barr, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: A few more levels! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
Our Patreon podcasts are FINALLY available on Spotify! You can browse the entire catalog by searching for 'Remember The Game? Industries' on Spotify now! Are you on social media? Of course you are. So follow us! Twitter: @MemberTheGame Instagram: @MemberTheGame Twitch.tv/MemberTheGame Youtube.com/RememberTheGame And if you want access to hundreds of bonus (ad-free) podcasts, along with multiple new shows EVERY WEEK, consider showing us some love over at Patreon. Subscriptions start at just $3/month, and 5% of our patreon income every month will be donated to our 24 hour Extra-Life charity stream at the end of the year! Patreon.com/RememberTheGame I've said it a thousand times and I'll keep beating the drum: video games are art. And Psychonauts is as artistic as any game I've played for this podcast. A funky ass platformer starring a kid with psychic powers that scapes the circus and runs off to psychic power summer camp. The levels take place in the minds of the people at this camp, and you do stuff like battling Napoleon in a board game, crushing a fish city Ala Godzilla, and solving the age old question of "who is the Milkman?" This game came out on top of our Xbox Patreon Poll back in October, and I have to say, I'm glad it has the cult following that it does, because I'm drinking the kool-aid. Minus that last level. Fuck that level. My buddy Patrick agrees, as you'll hear when you listen in on the phone call we had about Tim Schafer's Psychonauts. And before we find the milkman, I use my powerful brain to put together another edition of the Infamous Intro! This week, someone asks if indie games have overtaken AAA games from a quality standpoint? Do I ever check out the speed run charity events? And since we're talking Psychonauts, what psychedelics have I played with in the past? Plus we play another round of 'Play One, Remake One, Erase One', too! This one features 3 OG Xbox games: Jade Empire, Ninja Gaiden, and Jet Set Radio Future! Learn more about your ad choices. Visit megaphone.fm/adchoices
Martin from Soupmasters, the lead designer of Big Boy Boxing joins Ben this week to talk about game development as it relates to this week's word! First the hosts talk about what they are up to. Martin is moving offices, coding facial expressions, and not playing recently purchased games (but maybe next week). Ben… he is trying to contain his excitement about his recent pre-order for a game inspired by a Paul Verhoeven cult movie classic! Then it's on to the definition and coincidentally learning two Swedish words in the process. Next, Ben has lots of questions for Martin about his cartoon, movie, and video game inspirations. Finally, they engage in a side conversation about their favorite Christopher Nolan movie Tenet, and leave a mystery unsolved… for now. 00:00:30 - Introducing Martin, moving, and the importance of desk tchotchkes and large TVs 00:02:55 - Adding more character expressions, Super Mario Wonder, and SpiderMan 2 00:05:02 - Ben's favorite Red Dead Redemption bug, and thoughts on RoboCop: Rogue City 00:08:15 - The better RoboCop, throwing away scripts, and Martin is nostalgic about Nintendo 00:10:11 - Franchise exclusives, more of a PC guy, the joys of Minecraft, and meeting Ludvig 00:13:37 - Developing characters, story, and levels using the iconic “Punch-Out!!” formula 00:16:28 - Getting in to the word, thank you Google-machine, and Swedish pronunciations 00:18:40 - The characters of Big Boy Boxing, technical feats on the NES, and animation fluidity 00:20:20 - About the BBB animating process, and working with talented professional artists 00:22:01 - Kineographs, “Captain Underpants” by Dav Pilkey, and bonding over “Hot Fuzz” 00:24:55 - A pun, Cuphead, Pizza Tower, Skullgirls, Indivisible, and Them's Fightin' Herds 00:28:11 - Being juggled, “Super Smash Bros.” annoyances, and characters over balancing 00:29:40 - Inspiration from Disney, “Treasure Island” the Russian 1988 film, and modern shows 00:32:15 - Rick and Morty Season 1, Episode 7 and the numerous Zardoz references therein 00:34:45 - Martin enjoys the “Death Note” animation style, and favorite animated movies 00:37:55 - Nelvana Enterprises' decision to work on “Rock & Rule” instead of “Heavy Metal” 00:42:28 - The works of Don Bluth, Lucas Arts games of the 90s, and Tim Schafer's games 00:44:48 - Psychonauts and Psychonauts 2 development and respective publishing dramas 00:46:21 - “Inception” connections to the Psychonauts games, and the amazing movie Tenet 00:49:45 - Ben's bittersweet memories, and the importance of connecting with the protagonist 00:53:45 - Closing but saving the Minecraft inspired company name origin for the next time Keep up to date on the progress of Big Boy Boxing development at the Soupmasters website https://soupmasters.com/ ! Be sure to add Big Boy Boxing to your Steam wishlist… and while your at it, download and play the demo! https://store.steampowered.com/app/1680780/Big_Boy_Boxing/ Follow Two Vague on… Our website: http://www.twovaguepodcast.com On Instagram: https://www.instagram.com/two_vague_podcast On YouTube: http://www.youtube.com/@twovaguepodcast On X-Twitter: https://twitter.com/TwoVaguePodcast For show appearance and other inquiries, contact us at: twovaguepodcast@gmail.com #PAX2023, #soupmasters, #bigboyboxing, #twovaguepodcast, #DIYpodcasting, #podbean, #podernfamily, #videogames
In 1998, Tim Schafer decided to leave LucasArts on a high note with Grim Fandango: the Day of the Dead-themed adventure game that leaves pointing-and-clicking in the past—for better or worse. This one-of-a-kind experience mixes the trappings of film noir with Mexican mythology, resulting in one of the greatest gaming backdrops of all time. But after 25 years and despite the endless acclaim, it's hard to ignore the fact that Grim can't help but stumble over itself in its desire to innovate. On this episode of Retronauts, join Bob Mackey, Kole Ross, and Everdraed as the crew lights their totally-safe-for-skeletons cigarettes and sinks into the moody, pulpy vibe of Grim Fandango. And if you'd like to order Bob's Day of the Tentacle book, head on over to Boss Fight Books! Retronauts is a completely fan-funded operation. To support the show, and get two full-length exclusive episodes every month, as well as access to 50+ previous bonus episodes, please visit the official Retronauts Patreon at patreon.com/retronauts.
Yellow flags, bacon Macs and entertainment experiences in this week's episode! @TimOfLegend joins us to talk about his long list of epic games, starting with The Secret of Monkey Island. Grabbing beers, dragons from the moon and writing for the trash can with another great #gamedevThank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainFeaturing the music track Liberation by 505Please consider supporting the show by pre-registering for our Season Two Kickstarter at www.thefourthcurtain.com/kickstarter
Happy Fourth of July! Well the FTC v Xbox case ended, and yeah, the FTC doesn't know what they are doing. The Sims could be the next game to go F2P, and Stray is finally coming to Xbox, and Ubisoft is remaking Black Flag just in time for Skull n Bones. Jon Favreau opens up about Din Djarin, Kevin Bacon heads back to TV and Netflix seems to be getting HBOs best hits? All hail the rise of Barbenheimer, Indy makes a small whip in the box office, and stop asking Russel Crowe about Gladiator 2. Plus we have a spoiler filled review of Indiana Jones and the Dial of Destiny. Indiana Jones Ranked: 1.Indiana Jones and the Last Crusade 2.Raiders of the Lost Ark 3.Indiana Jones and the Dial of Destiny 4.Indiana Jones and the Kingdom of the Crystal Skull 5.Indiana Jones and the Temple of Doom
Malgré des résultats commerciaux décevants à l'époque, Psychonauts fait partie de ces jeux devenus cultes avec le temps. C'est ce qui a poussé Tim Schafer et Double Fine à se lancer en 2015 dans la création d'une suite, avec l'ambition de faire mieux tout en respectant le matériau d'origine. S'en suivront 7 années de développement compliquées, entre décisions créatives floues et soucis organisationnels. Une production éprouvante qui laisse forcément des traces sur ce Psychonauts 2, dont certains fondamentaux semblent absents. Et pourtant, la magie opère, grâce à un univers toujours surprenant et une écriture qui tape juste, traitant de sujets sérieux avec autant de légèreté que de gravité quand il le faut. Un jeu sur la nécessité d'être empathique, d'accepter ses faiblesses et celle des autres. C'est tout ce qu'on souhaite à Double Fine pour la suite de leurs aventures.Merci à nos patreotes qui financent l'émission sur https://www.patreon.com/findugameRejoignez le club de lecture sur Discord : https://discord.gg/YTGbSkN
ROCK AND ROLL! Brendan discusses visions of the future, Murph talks about the best Yakuza game yet, and Brogan schpiels about Tears of the Kingdom with the others for like an hour.Then, we cover famous licensed needledrops in games, then we cover our game of the week: Brutal Legend. Double Fine, Tim Schafer, Jack Black. The list goes on, but this is one epic tour. Be sure to tear down that shitty merch booth on your way out.
Those who oppose these practices argue that distribution denies the copyright holder potential sales, in the form of re-released titles, official emulation, and so on. Likewise, they argue that if people can acquire an old version of a program for free, they may be less likely to purchase a newer version if the old version meets their needs. From game developers with sympathy with abandonware. Some game developers showed sympathy for abandonware websites as they preserve their classical game titles. In this quote Richard Garriott states, “Personally, I think that sites that support these old games are a good thing for both consumers and copyright owners. If the options are (a) having a game be lost forever and (b) having it available on one of these sites, I'd want it to be available. That being said, I believe a game is 'abandoned' only long after it is out of print. And just because a book is out of print does not give me rights to print some for my friends.” In this quote Tim Schafer states, “Is it piracy? Yeah, sure. But so what? Most of the game makers aren't living off the revenue from those old games anymore. Most of the creative teams behind all those games have long since left the companies that published them, so there's no way the people who deserve to are still making royalties off them. So go ahead—steal this game! Spread the love!” In this quote Chris Taylor states, “If I owned the copyright on Total Annihilation, I would probably allow it to be shared for free by now (four years after it was originally released)” Law. In most cases, software classed as abandonware is not in the public domain, as it has never had its original copyright officially revoked and some company or individual may still own rights. While sharing of such software is usually considered copyright infringement, in practice copyright holders rarely enforce their abandonware copyrights for a number of reasons – chiefly among which the software is technologically obsolete and therefore has no commercial value, therefore rendering copyright enforcement a pointless enterprise. By default, this may allow the product to de facto lapse into the public domain to such an extent that enforcement becomes impractical. Rarely has any abandonware case gone to court, but it is still unlawful to distribute copies of old copyrighted software and games, with or without compensation, in any Berne Convention signatory country. Enforcement of copyright. Old copyrights are usually left undefended. This can be due to intentional non-enforcement by owners due to software age or obsolescence, but sometimes results from a corporate copyright holder going out of business without explicitly transferring ownership, leaving no one aware of the right to defend the copyright. Even if the copyright is not defended, copying of such software is still unlawful in most jurisdictions when a copyright is still in effect. Abandonware changes hands on the assumption that the resources required to enforce copyrights outweigh benefits a copyright holder might realize from selling software licenses. Additionally, abandonware proponents argue that distributing software for which there is no one to defend the copyright is morally acceptable, even where unsupported by current law. Companies that have gone out of business without transferring their copyrights are an example of this; many hardware and software companies that developed older systems are long since out of business and precise documentation of the copyrights may not be readily available. Often the availability of abandonware on the Internet is related to the willingness of copyright holders to defend their copyrights. For example, unencumbered games for Colecovision are markedly easier to find on the Internet than unencumbered games for Mattel Intellivision in large part because there is still a company that sells Intellivision games while no such company exists for the Colecovision. --- Send in a voice message: https://podcasters.spotify.com/pod/show/law-school/message Support this podcast: https://podcasters.spotify.com/pod/show/law-school/support
Welcome to Dev Game Club, where this week we insert a bonus interview into the middle of our series on GoldenEye 007. We speak with Grant Kirkhope, one of two composers on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:58 Interview 1:03:57 Break 1:04:32 Outro Issues covered: starting at Rare in '95, composing in hex, the imposing approach to programming, fitting in 1 Mb, making a clarinet from one note, limiting your palette, looping your cymbal decay, working within your limits, downsampling from 44.1 kKz and using the EQ, working from good tunes rather than a huge palette, getting a degree in trumpet and living the musician life, the dole and mom's house, sending in casette tapes, having a meg of memory to play with, going to Disneyland, a farm in the middle of nowhere with teams in stables, a family affair, GameBoy in the morning and GoldenEye in the afternoon, limiting who could be in what building, a culture of friendly rivalry, taking ideas and building on them, brilliant bosses, being into the Bond films, the best film releases of every year, not knowing what you're doing, working on the multiplayer in secret, "not pleasing anyone a lot but pleasing a lot of people a little bit" these days, coming up with the idea in the morning and doing it in the afternoon, the indie spirit, small teams, making the engine you need and no extraneous bits, building games like Nintendo, working from two or three sentences, how does this thing sound (spiky things vs forest things), messing around until you hear what you like, instinctual, developing from an emotional sense, delving into Statue Park, trying to find the John Barry magic, being afraid you're going to get fired and instead moving on to another project, getting a chance to film all the sets, having the magic destroyed, a game that just kept selling and selling, the godfather of trap music, pause music becoming the soundtrack of the game, falling into games without training, music living on when the games don't necessarily, things that get into your head as a child, remembering what you've done, making someone's favorite game, having quite a journey, games as not a destination for composers, having a scene. Games, people, and influences mentioned or discussed: Donkey Kong, Graeme Norgate, Rare, Banjo-Kazooie, Perfect Dark, Viva Pinata, Kingdoms of Amalur, Civilization: Beyond Earth, Mario + Rabbids, The King's Daughter, Pierce Brosnan, Edinburgh, Nintendo, Blast Corps, Ken Griffey Baseball, Dave Wise, Robin Beanland, Bon Jovi, Billy Idol, Van Halen, Killer Instinct, Keybase, Atari ST, Tim and Chris Stamper, Donkey Kong Country, Microsoft, Mortal Kombat, Faith No More, Duran Duran, Martin Hollis, Shigeru Miyamoto, Captain America, Monty Norman, John Barry, Gregg Mayles, Pinewood Studios, The World Is Not Enough/Tomorrow Never Dies, Sea of Thieves, Thunderbirds, Sting Ray, Tim Schafer, Psychonauts 2, Chris Woods, David Byrne, How Music Works, Velvet Underground, DOOM, Dark Forces, Neill Harrison, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Multiplayer and takeaways Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com Discord Invite
It's high time we returned to the wonderful world of LucasArts and classic PC adventure games. Grim Fandango marked both the ending of an era while also ushering in 3D graphics for the genre. But it's too hard for us to unpack the weight of this game without consulting some of the people who were there. First, friend of the show Ezra Fox is here to share his experience growing up with this game and spending a lot of time with his dad, David Fox, at LucasArts. And Ezra was kind enough to call in industry legend and Grim Fandango writer and director Tim Schafer to join us for a quick chat and a chance for the two of them to stroll down memory lane. To see the most up to version of the list and this season's schedule, visit https://docs.google.com/spreadsheets/d/194Zs7HY9o2y4dgOQLsQXT0Q0cBW_Q1WZzkwqG-ALqi0/edit?usp=sharing. THIS CONTAINS SPOILERS IF YOU ARE LISTENING TO OLDER EPISODES. Music by nightcorey. https://soundcloud.com/nightcorey Consider contributing to our show on Patreon. (https://www.patreon.com/oldgamersalmanac) Email us your thoughts on the ongoing list at oldgamersalmanac(at)gmail(dot)com. Or come talk to us on our Discord. (https://discord.gg/ASG2YpyfPx)
In this episode of the MADEcast we hear from the museum's event director Criss about our exhibits on display at the 2023 Game Developer's Conference in San Francisco. We also rebroadcast a previous interview from 2021 with Tim Schafer of Double Fine Productions. We'll be back in a couple weeks with new conversations!
What is up everyone and welcome to Project XTalk: An Xbox Podcast! Your weekly podcast all about Xbox and gaming from Save The Game Media. Join us LIVE every Thursday and listen while Kevin and Ethan break down the biggest gaming news of the week. Who knows what special guest may stop by. If you like that make sure to like, share and subscribe! If you want to support us further, check out our Patreon: https://www.patreon.com/SaveTheGameMedia This week we finally have the long awaited release date for Xbox's biggest title of the generation so far, Starfield - along with it, comes the date for a Starfield Direct. We have more details about Redfall multiplayer, Tim Schafer from DoubleFine gives an interview and PlayStation in UNHAPPY with the Call of Duty Deal. Much to discuss. Follow Us: https://twitter.com/SaveGameMedia https://twitter.com/TheMuff1nMon https://twitter.com/WhiteSeaDeer1 Audio: https://anchor.fm/project-xtalk Join our Discord: https://discord.gg/89rMmfzmqw Our Website: https://savethegamemedia.weebly.com/ All music created by the amazing Purple Monkey: https://linktr.ee/pme.jib #Xbox #Starfield #Redfall #Bethesda #XboxPodcast #StarfieldDelayed
Monkey Island 2 gilt, insbesondere im Adventure-verliebten Deutschland, als eines der besten Adventures aller Zeiten. Der Titel erschien 1991, nur ein Jahr nach Monkey Island 1, erschaffen vom gleichen Team unter Führung von Ron Gilbert – und markierte dann auch direkt das Ende von Rons Zeit bei LucasArts. Für die nächsten Teile waren andere zuständig und es dauerte bis 2022, ehe Ron mit Return to Monkey Island zu "seiner" Serie zurückkehrte. Christian und Gunnar sprechen in diesem Podcast ausführlich über den zweiten Teil von Monkey Island, das Gameplay, die Musik und die (kurze) Entwicklungsgeschichte. Hinweis: Für Unterstützer auf Steady/Patreon gibt es in Kürze eine spannende „Wusstet ihr eigentlich …?“-Bonusfolge mit Trivia zum Spiel. Thema: Monkey Island 2: LeChuck's Revenge, 1991 Plattform: MS-DOS, später Amiga, Macintosh, FM Towns Entwickler: LucasArts Publisher: LucasArts, Softgold, US Gold Genre: Point&Click-Adventure Designer: Ron Gilbert, Tim Schafer, Dave Grossman, Steve Purcell, Larry Ahern Musik: Michael Land, Clint Bajakian Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott, mit einem O-Ton von Ron Gilbert Audioproduktion: Fabian Langer, Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik)
Welcome to Dev Game Club, where this week we continue our series on Plundered Hearts, the pirate romance text adventure, and also turning to a short bonus discussion about Twine games. We mostly discuss our takeaways before turning to the bonus discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:18 Takeaways 51:02 Break 51:12 Bonus Discussion Issues covered: text adventure length, an introductory adventure and the audience it sought, being unable to market, a diversion to Rogue Legacy 2, finding a parser bug, game pack-ins, losing a thing to the parser, a garter on a crocodile, waiting and responding to player choice, playtesting internally, not knowing to wait, inventory combination vs revisiting every location you've missed, failure-driven games, piecing clues together through trial and error, choosing your verbs carefully, whether there are multiple solutions, the hostility of a trial-and-error design, subverting your genre through mechanics, Tim's life as a series of flow charts, a structure still used today, flow charts for puzzle steps, working back from a problem to the solution, responding to your players, using good writing to provide a rich experience, interesting work coming from diverse sources, being playful with text, Twine as an environment, what you can do with good writing and simple tools, text effects, the approachability of the tools, personal games, an experimental game and interpretation, the structure of "howling dogs," simulation aspects, commentary on games, the default response and the "that's interesting," poetic/evocative/allusive tone, being in a browser and the affordances, a commentary on the games industry, the anxiety-provoking games, feeling seen, being exactly spot-on, a learning tool, the value of constraints. Games, people, and influences mentioned or discussed: Dark Souls, Zork, Infocom, Byte, Nibble, EGM, Nintendo Power, Rogue Legacy 2, Halo, LucasArts, Day of the Tentacle, Emily Short, Counterfeit Monkey, Tim Schafer, Dave Grossman, Dungeons & Dragons, MYST, Space Quest, King's Quest, Reed Knight, Ron Gilbert, Peter Pan, Errol Flynn, Geena Davis, Cutthroat Island, Matthew Modine, Activision, A Series of Unfortunate Events, Chris Klimas, Hypercard, howling dogs, Porpentine, The Writer Will Do Something, Matthew Seiji Burns, Tom Bissell, Game Developer magazine, Magical Wasteland, IF Comp, Andrew Plotkin, Meg Jayanth, Richard Hofmeier, Papers Please, Hot Pockets, Mountain Dew, Warhammer, Frog Fractions, Universal Paperclips, Frank Lantz, HP Lovecraft, Melville, Shakespeare, Mark Laidlaw, Eliza, Zachtronics, Kirk Hamilton, Aaron Evers, Mark Garcia. Errors! It was not Papers, Please (which is also excellent and by Lucas Pope), but Cart Life that was by Richard Hofmeier Links: When You Say One Thing and Mean Your Motherboard Next time: ...?! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our mini theme of the flexibility of text. We examine the Infocom era by playing a late title, Plundered Hearts. We discuss some of the rougher aspects of the game and the mechanics of text adventures, including the facilities of the language and some of its modern descendants. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Tim (all), Brett (the first section) Issues covered: setting the game in its time, graphic adventures in the time, the death of Infocom, the variety of Infocom's game, Tim pulling his hair out, the cinematic nature of the game, some digressions on Deadline, extending the play through difficulty, saving the game, puzzles and wordplay, exploring the parser, accommodating the player, playing with tropes, Tim misses the boat, a bit of description of the parser and virtual machine, rooms and inventory, fore and aft vs north and south, abstraction and flexibility, restrictions, great graphics via visualization, the perfect run and the perfect score, the modern text adventure market, trigger warning for adult themes, a female protagonist, failure states, "a fate worse than death," a commentary about the dangers for women in the world, a game that she wanted to play, the context of the medium and the inherent danger of the world, having an impactful victory, Vermin's SL1 of Dark Souls, Pippin Barr and experimental games, Break Out and performance art, from Rogue to Diablo. Games, people, and influences mentioned or discussed: Rogue, Calamity Nolan, Reed Knight, TIE Fighter, Aaron Reed, Maniac Mansion, Sierra Online, Space Quest 2, Police Quest, Leisure Suit Larry, Nintendo/NES, Punch-Out, Final Fantasy, Sid Meier's Pirates!, Metroid, Legend of Zelda, Day of the Tentacle, Cornerstone, Zork, Deadline, Deathloop, The Lurking Horror, Ballyhoo, Moonmist, Leather Goddesses of Phobos, Hitchhiker's Guide to the Galaxy, Activision, Sea of Thieves, Amy Briggs, Agatha Christie, Murder She Wrote, Sleep No More, Colossal Cave Adventure, Apple ][, Volkswagon, Tim Schafer, Dave Grossman, Dark Souls, Tomb Raider, Choose Your Own Adventure, Fighting Fantasy, Sir Ian Livingstone, Ink/Inkle, Around the World in 80 Days, Sorcery (series), Heaven's Vault, I Have No Mouth and I Must Scream, Suspended, Brian Moriarty, A Mind Forever Voyaging, Dark Souls, Emily Short, Elsinore, Pirates of the Caribbean, verminthewepper, Pippin Barr, David Wolinsky, Marina Abramovich, The Artist Is Present, Kill.Screen, GameThing, Breakout, don't die, Father Beast, Diablo, Ragnarok Valhalla, Glenn Wichman, The Eggplant Show, Dave Brevik, Moria, Nethack, Oliver Uv, Brogue, Caves of Qud, Cogmind, Rogue Legacy 2, Mark Garcia, Kirk Hamilton, Aaron Evers. Next time: A bit of a bonus and takeaways! Errata: It's a babelfish, I can't believe I couldn't remember that Brett confused Astrologaster with Heaven's Vault (he was referring to the latter) Links: Interactive Fiction Database GameThing podcast! Pippin Barr's site Don't Die by David Wolinsky Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we conclude our bonus episodes about Dead Space by chatting with Ian Milham, who was a former LucasArts colleague of the hosts and the Art Director on the space horror classic. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 00:47 Interview 1:15:32 Break 1:16:02 Outro Issues covered: the cost of getting in, the set top box, an homage, getting an internship on the basis of a lie, getting in on the appeal of LucasArts, having the timing, having opportunities, getting the parts to make something for Xbox, learning on licensed titles, having to prove yourself right away, being paranoid, making lots of key art, living survival horror, living and breathing your game, promoting yourself to avoid cancellation, building with the team you have, complementary skills, "tomorrow is a good idea," the alchemy and identifying how people work together, deferred rendering, finding the compelling aspect of the world, finding the tone, using gothic churches and buttresses to hold the world together, requiring interesting surfaces for the lighting, removing the scares with UI, making the UI cool because of the warmth of the environment, getting fixated on the solution you want and finding something better, the game telling you what it is, keeping the train on the track with real-time Stagecraft, adding a cloud in the sky, problem-solving in the moment, getting to know what the team can do together, being fine with a remake, "the team makes the game," working within the constraints of technology or that you set for yourselves, end of year show. Games, people, and influences mentioned or discussed: Microsoft, WebTV, Shadow Madness, LucasArts, Star Wars: Obi-Wan, Star Wars: Bounty Hunter, Episode III: Revenge of the Sith, EA, From Russia With Love, Battlefield: Hardline, Crystal Dynamics, Industrial Light and Magic, The Mandalorian, Thor: Love and Thunder, Disney Animation, The Little Mermaid, Bomberman, Bad Bad Bunnies, PlayStation, Final Fantasy VII, Annabella Serra, Renderman, Nintendo, Rogue Squadron, Grim Fandango, Tim Schafer, Infinite Machine, Nihilistic Software, Dan Connors, Chris Ross, Xbox, Rosie Katz, The Two Towers (game), Everything or Nothing, LotR: Battle for Middle-Earth, Glenn Schofield, Striking Distance, Callisto Protocol, Road Rash, The Simpsons, Godfather, Renderware, Ben Wanat, Sledgehammer, Chi Wai Lao, John Bell, Back to the Future, Jurassic Park, Bioshock, Texas Chainsaw Massacre, Unreal, Tron, No One Lives Forever 2, Dark Souls, Calamity Nolan, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: End of year roundup! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Our special podcast series The Five Games Of returns with Tim Schafer, founder, CEO and president of Double Fine Productions. And the episode is available to download now. For those who may have missed past episodes, this is a series of interviews in which we explore how the games industry has changed over the course of five games from our guest's careers: their first, their latest, and three of their choice. In this episode, Schafer shares how he came to work at LucasFilm Games, the evolution of the adventure genre that the studio was best known for, the transition to early 3D graphics, the complexities of music licensing, and the changing attitudes towards comedy in games.
Broken Age is a stunningly beautiful coming of age story. Beyond the narrative itself, its Kickstarter-fairytale-turned-cautionary-tale development cycle has been entertainingly and meticulously documented and helped chart the frontier of large-scale crowdfunded videogame projects. Listen to the Autumn of Adventure panel muse on this, the Double Fine Adventure documentary detailing this game's development, and the amazing characters while we retrace our experience through this incredibly framed story. Which robot pal of Shay's is best robot pal?Also, plot twist: Broken Age has a wolf! Adventure game month is almost entirely wolf month.Featuring: Hilary Andreff, Jonathan Logan, Michael Sollosi; Edited by Jonathan LoganOpening and ending music by Miles MorkriGet in Touch:RPGFan.comRPGFan ShopEmail us: retro@rpgfan.comTwitter: @rpgfancomInstagram: @rpgfancomFacebook: rpgfancomTwitch: rpgfancomRelated Links:Broken Age on RPGFan
One of LucasArts' last ever adventure games, Grim Fandango was equal parts critical acclaim and commercial failure. You can play it on literally any platform but is it worth a look? Keith and Adrian take the opportunity to wax lyrical about Tim Schafer's masterpiece. Dyl is less impressed... Please consider supporting us today on Patreon at: www.patreon.com/arcadeattack Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK and catch us on Facebook or Instagram. All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use' for the purposes of comment or critique.
Welcome to the first episode of Retro Encounter's Adventure Game Month! Throughout October, we're looking at four adventures across several eras of gaming. First up, the seminal point-and-click classic, The Secret of Monkey Island!SoMI is a foundational game for LucasArts. Under Ron Gilbert's direction, it brought in many of the conventions that would define the point-and-click genre moving forward, including a refined verb interface, dialogue trees, and an inability to die (unless you try REALLY hard). In this week's Retro, Jono, Hilary, and Mike will sail through the Caribbean-flavored adventure filled with witty sword fights, scurvy ghost pirates, and at least one three-headed monkey!Featuring: Jono Logan, Hilary Andreff, Michael Sollosi; Edited by Jono LoganOpening and ending music by Miles MorkriGet in Touch:RPGFan.comRPGFan ShopEmail us: retro@rpgfan.comTwitter: @rpgfancomInstagram: @rpgfancomFacebook: rpgfancomTwitch: rpgfancomRelated Links:The Secret of Monkey Island: Special Edition ReviewRandom Encounter 247 – Random Book Club – The Art of Point-and-Click Adventure GamesSnacks Are Better When They Fall – The Best Vending Machines in RPGsReturn to Monkey Island Review
Full Throttle is a graphic adventure video game developed by LucasArts and designed by Tim Schafer. The game was released on April 30, 1995, for MS-DOS, Microsoft Windows and Mac OS. --- Send in a voice message: https://podcasters.spotify.com/pod/show/tradepaperbacks/message --- Send in a voice message: https://podcasters.spotify.com/pod/show/rangerryan/message
Full Throttle is a graphic adventure video game developed by LucasArts and designed by Tim Schafer. The game was released on April 30, 1995, for MS-DOS, Microsoft Windows and Mac OS.
“Where'd you learn how to make pancakes?” A long-awaited podcast sequel for a long-awaited game sequel, in the year 2022 we re-enter Tim Schafer's mind in order to analyse Double Fine's Psychonauts 2. Leon, Leah, Tony, guest Peter Scheffer (@retrogamepapa) and community correspondents intern in the psychonauts programme. http://media.blubrry.com/caneandrinse/caneandrinse.com/podcast/cane_and_rinse_issue_528.mp3 Music from Psychonauts 2 featured in this issue: 1. Main Theme by Peter McConnell2. Cosmic I/Smell the Universe (Credits Version) by Peter McConnell & Jack Black edited by Jay Taylor You can support Cane and Rinse and in return receive an often extended version of the podcast four weeks early, along with exclusive podcasts, if you subscribe to our Patreon for the minimum of $2 per month (+VAT). Do you have an opinion about a game we're covering that you'd like read on the podcast? Then venture over to our forum and check out the list of upcoming games we're covering. Whilst there you can join in the conversations with our friendly community in discussing all things relating to videogames, along with lots of other stuff too. Sound good? Then come and say hello at The Cane and Rinse forum
This month, I sat down with Doublefine's Tim Schafer to talk about his 30 year career in video game writing.
Tami Borowick made a huge name while working at at LucasArts and worked on both The Secret of Monkey Island and Monkey Island 2: Le Chuck's Revenge. Learn how Guybrush Threepwood was bought to life and how Tami had a huge impact on these classic titles. Tami shares some great development stories never shared before. Learn all about how these adventure classics were made and what it was really like working with Ron Gilbert, Dave Grossman and Tim Schafer. Tami also reflects on the culture and opportunities at LucasArts and while she left to work with Ron Gilbert at Humongous Entertainment. Tami also discusses what it was like being a woman within the video game industry and what direction the industry needs to take. This is an interview you do now want to miss! Like what we do? Please consider supporting us on Patreon. Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK and catch us on Facebook or Instagram. All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use' for the purposes of comment or critique.
We dive into the headspace of Tim Schafer as we stand divided over the Gruloat-ness (oof) of Psychonauts 2.
We look back at Psychonauts, released for Microsoft Windows and Xbox in April of 2005. As part of its history, we look at the career of its creator, Tim Schafer. We learn all about Tim's early career at Lucasfilm Games, and follow him through the creation of Double Fine Studios, and the development of Psychonauts. Our discussion includes critic and user reviews of Psychonauts, before we close it out talking a bit about its popularity to modern gamers. Join us for a mind-bending trip down Memory Card Lane.
On this episode of Way Too Interested, video game designer Tim Schafer (Psychonauts, Grim Fandango) joins Gavin Purcell to talk about his obsession with rubber stamps. They also discuss how Tim got into game design and how his young mind was blown by the digital "rubber stamp" tool on early Macintosh computers. Then, they're joined by Roberta Sperling, a.k.a. Rubberta Stampling, the editor and owner of the website and magazine https://rsmadness.com/ (Rubber Stamp Madness). She explains the history of the publication, the creative diversity of the stamp enthusiast community, and how stamps became art themselves, as well as tools for creating art. Please follow or subscribe to Way Too Interested https://pod.link/1588020251 (in your podcast app of choice)! And if you liked this episode, then tell a friend to check it out. Also ... Follow Gavin on Twitter https://twitter.com/gavinpurcell (@gavinpurcell) Follow Tim on Twitter https://twitter.com/Timoflegend (@Timoflegend) Subscribe to https://rsmadness.com/ (Rubber Stamp Madness)
Psychonauts 2 has just dropped, so there's no better time to drop back in to Raz's world, and you best do it quick before Elon Musk's robots play all the […]
Go to http://betterhelp.com/kindafunny and take care of yourself. Go to http://expressvpn.com/kindafunny to get an extra 3 months FREE! Go to http://upstart.com/KINDAFUNNY to find out how Upstart can lower your monthly payments today! Go to http://creditkarma.com/winmoney to sign up for free and start winning Instant Karma. Mike, Parris, and Barrett got to preview Psychonauts 2 and shared all of their thoughts on what they played! AFTER, Mike and Parris were joined by Tim Schafer to talk about making Psychonauts 2, working from home, and working on a Turkey Farm! FOLLOW: https://twitter.com/SnowBikeMike https://twitter.com/vicious696 https://twitter.com/SadBoyBarrett Time Stamps: 00:00:00 - Start 00:09:12 - Housekeeping 00:10:30 - Mike's Journey with Psychonauts 00:19:49 - Psychonauts 2 Preview 01:01:33 - An Interview with Tim Schafer
This week we rock with Double Fine's Tim Schafer and talk about the upcoming game Psychonauts 2, this year's E3 with Day of the Devs, and Tim shares thoughts about the growth of Double Fine over the years. Check out all of our work and follow us on IG, Twitch, and Youtube - https://campsite.bio/spawnonme Learn more about your ad choices. Visit megaphone.fm/adchoices
Alex and Derek bust out a tasty guitar riff while headbanging alone to the Double Fine heavy metal game, Brutal Legend. Learn about Tim Schafer's decade long passion project come to life with the likes of Jack Black, Ozzy Osbourne, and more! Have you had the chance to play Brutal Legend? What is your opinion on the switch in gameplay? Catch us on Twitch!! twitch.tv/Sourman70 PATREON! - If you would like to support the podcast and gain additional content such as post shows and bonus episodes, be sure to check it out at www.patreon.com/finishthefight PRINT SHOP! - www.etsy.com/shop/FinishTheFightStore MERCH STORES shop.spreadshirt.com/FinishTheFight/ shop.spreadshirt.co.uk/FinishTheFight/ Join our Discord! - discord.gg/tmrN9Gk Follow us on: Instagram: @Finishthefightpodcast Twitter: @FTFGamecast Facebook: www.facebook.com/FinishTheFightCast Youtube: www.youtube.com/c/finishthefightagamingpodcast Shout outs to our amazing Patrons! - Alex Jarper - Big PapaSemechki - Brandon Reshetar - Cameron Collier - ClimbingSpork - Cowyn Fong-Feliciano - Dust Storm - Grant Dillon - Harvey Chong - Herby Spicy - Jamie Sneed - Jonas - JWLS - Li Tom-Jon - McChief - McCrae Austin - Mega - Mister Chofe - mr1898 - MrT00t - Nick Heimann - Pixel Phreaks - QuantumEasy - Richard Scanland - Sky The Bear - Snide TBIRD - Taqtix - thatLIgamerguy - Tom Goulding - TUNA0317 - William Krull --- Support this podcast: https://anchor.fm/finish-the-fight/support
Today we continue with the classic MADEcast format, and what a treat we have for you! Alex talked to the legendary Lucasfilm Games alum Tim Schafer about his commitment to designing intuitive, beautiful adventure games, whether or not they were profitable. Plus, Red tried to come up with a new jingle for the podcast which... well, you'll just have to listen to it to see how it goes.
Gotta Fro Grast, Randomize your Chicken, and head on down to OnlyFranks.com on this week's Insert Credit. Questions this week: Jigsaw puzzles (05:36) The Next Video Game Animal Star (11:24) Universal Standard Game Length Time (17:37) Soundtracks to Dance To (24:25) The Improv Zone: Magazines, YouTube, & Insert Credit (30:19) The Velvet Underground and Nico of Video Games Question by Patreon Supporter Esper (36:06) Video Game Offices (The Mortal Kombat Ad) (42:36) Localizing American Video Games (48:08) Video Game Characters on TikTok (54:14) Ranking the Decades (1:00:03) LIGHTNING ROUND: Flavor of the Month (1:06:24) Edited by Blaine Brown. Music ‘Intro' From Digital Pinball - Last Gladiators and ‘Dunes' from Xeno Crisis.