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    Games & Hobbies

    Dev Game Club

    Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

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    Latest Episodes:
    DGC Ep 357: Eye of the Beholder (part two) Aug 09, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 1991's Eye of the Beholder. We talk about using what you've got, contrast it with non grid-based games like Underworld, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Thru level 4 (Tim), level 2 (Brett)

    Issues covered: Discord Game Club, getting deeper in the levels, paranoia about missing items or XP, being lost in the spinner maze, avoiding the spinners via runes, the compass flipping, leaving a clear landmark, feeling the need for the hint guide, having fewer games, older D&D puzzles, what concepts did designers use and discover level design in the process, fast traveling to the exit, systemic doors, how to give information to the player, distillation, focus, using a button in a different way, levels having multiple heights, logistically making the space work and having a rail, D&D mage lair fun, needing a little more from spatial understanding, having trouble with landmarks, using what you have for gameplay design, making opportunities out of constraints, finding your way through with a DM, advancing to more systems, how big is your flowchart, THAC0, what you choose to represent, story vs crunchy combat, giving you more options, Tim's spider problem, speedrunning to the potions, how much one saves, the lack of fun in poison and food.

    Games, people, and influences mentioned or discussed: Artimage, Mark Garcia, Ultima (series), Bard's Tale, Double Fine, Psychonauts 2, Dark Souls, Breath of the Wild, SuperGiant, Bastion, Transistor, Hades, Rogue, Adventure, The Elder Scrolls (series), Diablo, World of Warcraft, Wizardry (series), Baldur's Gate (series), James Ohlen, Chrono Trigger, Kirk Hamilton, Aaron Evers.

    Next time: More of Eye of the Beholder

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    Discord Game Club: Episode One Aug 03, 2023
    Show notes

    The first episode of Discord Game Club - The community appreciation cast for DevGameClub. In this episode, Artimage and Mark introduce themselves, touch on their gaming background, as well as how they got into the cast, before diving into some community provided content for discussion. Additional media: Kotaku Article mentioning DevGameClub: https://kotaku.com/an-insightful-look-at-why-old-final-fantasy-games-were-1777807188 Razbuten - The Problem With Mini-Maps: https://youtu.be/nmzYRT7LBQs Egoraptor - Sequelitis - Mega Man Classiv Vs. Mega Man X: https://youtu.be/8FpigqfcvlM DevGameClub Discord


    DGC Ep 356: Eye of the Beholder (part one) Jul 26, 2023
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on 1991's Eye of the Beholder, from Westwood Studios and published by Strategic Simulations Inc. We set the game in its time before exploring its primary mechanics and the feel of being in this world. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: First level or two

    Issues covered: knowing who the evil is, tactical top down Gold Box, the opening cutscene, being amazed at how much they get into the Game Boy version of a Metroid game, lots of movie tie-ins, a wide variety of machines, lack of automap, being everything one wanted for a Forgotten Realms nerd, one of the ten games, semi real-time, living inside the depths of Waterdeep, a style of play which continues today, having to rest immediately, gaining information through audio, uncovering the whole map vs racing towards the goal, tournament play, losing is fun, the only way out is through, annotating a later map, interacting with the play space, accessibility and the mouse, contextualization and abstraction in game design, having to throw weapons in the world, how cool the audio is, using items to locate yourself, creating a party, crunchy spells, shout-outs to upcoming work, difficulty in the bosses in Metroid games then and now, games influencing games, getting the green light, justifying the game via the sweet spot of trends, why not just make this a Star Wars game, how green lighting changes with bigger franchises, games that changed our perspectives.

    Games, people, and influences mentioned or discussed: Gold Box games, Westwood Studios, Dune 2, A Link to the Past, Super Castlevania IV, SNES, Mega Man 4, Final Fantasy IV, Metroid II: Return of Samus (and Metroid series), Sonic the Hedgehog, Sega Genesis, Battletoads, Rare, Stamper Bros, Civilization, Another World, Space Quest IV, Monkey Island 2, Wing Commander 2, Hudson Hawk, Terminator 2, American Gladiators, Hunt for Red October, The Godfather, Amiga, PC-98, Atari ST, Commodore 64, Apple ][, Spectrum ZX, Amstrad, Questron, Disney, Legend of Kyrandia, Command and Conquer (series), Electronic Arts, Earth and Beyond, Louis Castle, Brett Sperry, Strategic Simulations Incorporated, Advanced Dungeons & Dragons, Pool of Radiance, The Ruins of Myth Drannor, Ultima (series), Wizardry (series), A Bard's Tale (series), Ultima Underworld, Dungeon Master, Dragon Warrior/Dragon Quest (series), Diablo, Wasteland, Temple of Elemental Evil, Legend of Grimrock, Etrian Odyssey (series), The Sinister Secret of Saltmarsh, The Tomb of Horrors, Infocom, Ocarina of Time, Rogue, Deluxe Paint, Baldur's Gate, Jarkko Sivula, Single Malt Apocalypse, Sierra, LucasArts, Wierd Tales, Amazing Stories, Tintin, Pippin Barr, David Wolinsky, Game Thing, The Stuff Games Are Made Of, Walker, Dark Souls, Nintendo, Skyrim, Breath of the Wild, Johnny Pockets, Mad Max, Full Throttle, Day of the Tentacle, Grim Fandango, Republic Commando, Sam and Max: Freelance Police, Bounty Hunter, RTX Red Rock, Gladius, PlayStation, Tomb Raider (series), Halo: Infinite, Quake, MYST, Lode Runner, Sabotage, Robotron 2084, Joust, Dark Forces, WoW Classic, Everquest, MUD, Ultima Online, Meridian 59, Adventure, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: more Eye of the Beholder!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 355: Metroid Prime Bonus Interview with Jack Mathews! Jul 19, 2023
    Show notes

    Welcome to Dev Game Club, where this week we add another bonus to our series on Metroid Prime with an interview with Jack Mathews, a technical lead on the title. We cover a lot of ground in this one, folks, which is appropriate for a Metroid game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 1:10 Interview 1:03:17 Break 1:03:53 Outro

    Issues covered: scanning for IP addresses, supporting QuakeWorld, bored by anything but coding, the Wild West, the Dallas studio, feeling like a Nintendo series, similarities between the glide renderer and the GameCube hardware, a central technology group, arriving to a bit of a mess, a lot of lost undirected work, taking veteran console first person success and turning MetaForce into it, cancelling titles, unhappy marriages, starting on day one, building data streaming, hardware meant for streaming, pattern AI, dynamically modifying for performance, working on a world editor, "you know, a duck," building practical things, there being a lot of fans, bucking against doing first-person, limitations of the controller, working towards accessibility on the controller, having to be 60 and having to stay there, optimizing for the worst case to avoid a hitchy mess, avoiding performance traps in specular and bump mapping, being unable to choke the memory pipelines, throwing up flashing if you went under 60 ever, taking something away to justify anything else, software is a gas that will expand, limiting the content rather than expecting technical wizardry, testing Nintendo's demos, faking specular, being consistent and polished, having a sytem rather than scriptosaurus rex, planners and not designers, limitations, being a bad engineer or a bad artist, knowing where you fit, seeing the constraints in the game, Tim's crisis of faith, Love and Lemons plug!, targeting games where we know people, giving people constraints, relying on designers too much to accomplish goals, embracing constraints.

    Games, people, and influences mentioned or discussed: GameSpy, Quake, 3dfx Voodoo, Ritual Entertainment, Retro Studios, Armature Studio, reCore, Dead Star, Bluepoint, Shadow of the Colossus, Demons's Souls, Joe Powell, Tim Cook, id Software, John Carmack, Quake World, Zoid Kirsch, glQuake, Gary McTaggart, Charlie Brown, LucasArts, PowerVR, Ion Storm, Rare, GoldenEye, Andy O'Neal, Raven Blade, Shigeru Miyamoto, MetaForce, Jeff Spangenberg, Iguana Games, Turok: Dinosaur Hunter, NFL Madden (series), Twisted Metal, Steve Baum, Steve McRay, Matt Kimberling, Akintunde Omitowoju, Frank Lafuente, Unreal, Mark Haigh-Hutchinson, Conker's Bad Fur Day, Mike Abrash, PS3, Jason Behr, Karl Deckard, Mark Pacini, Mike Wikan, Legend of Zelda, Love and Lemons, God of War: Ragnarok, Sony, Kynan Person, Dave Bogan, Daron Stinnett, Dark Forces, Outlaws, Matt Tateishi, Indiana Jones & the Infernal Machine, Jedi Knight, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: ??? Tim and I to discuss

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 354: Metroid Fusion Bonus Jul 12, 2023
    Show notes

    Welcome to Dev Game Club, where this week we add a bonus to our series on Metroid Prime by looking into Metroid Fusion, before turning to the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Almost all of it

    Issues covered: the space jump boots, connectivity with the GBA, Metroid nostalgia, a hardcore game, GBA architecture, moving goalposts, kinship between Metroid and Legend of Zelda, snacking on Dread, an A bug in a final room, code save states, a limited control set and linear upgrades, having keycards/security access, Samus's lack of agency, changing what you think about the character, enjoying the setting, not knowing where to go, not thinking about space in a particular way, host origin stories, roles we've had, leaving for opportunities, burning out, a book club for games, keeping up with technology, learning languages, not being able to share what we're doing yet, how we keep going, hitting versions of writer's block, context shifting, being good with just a small amount of work, project doldrums, mental thinking, sometimes you just need idle time, gaining perspective via sharing, asking why questions, shifting between productivity approaches, disguised linearity, games where the level design pulls you along, trusting the developers and trusting your players, player empowerment, games we didn't get, not enjoying the controller for FPSes but changing later, getting revved up by programming and needing cooldowns.

    Games, people, and influences mentioned or discussed: Blarg42, TheSecondQuest, Game Boy Advance, Pokemon Stadium, Zelda: Four Sword, Crystal Chronicle, PacMan, Splinter Cell, Tingle Tuner, Legend of Zelda, Mercury Steam, Dead Space, Event Horizon, Team Ninja, Tomonobu Itagaki, Kyleanderror13, Republic Commando, Star Wars: Starfighter, LucasArts, Tomb Raider, Jonathan Williams, Bethesda Game Studios, Fallout 3, Mario (series), Rebel FM, Naughty Dog, Looking Glass, System Shock 2, Irrational Games, Soren Johnson, Civ 3, GamaSutra/Game Developer, Sixty Second Shooter Prime, Jamie Fristrom, PlayStation Vita, Commander Keen, Luke, RPG Maker, Bvron, Fumito Ueda, Shadow of the Colossus, The Last Guardian, Ocarina of Time, Link to the Past, Arcane Studios, Dishonored, Prey, Death Loop, Planescape: Torment, Castlevania, Dead Cells, Hollow Knight, Ori and the Blind Forest, Dark Souls, Jarkko Sivula, GoldenEye, Demon's Souls, Resident Evil, Nathan Martz, Final Fantasy (series), Dungeons & Dragons, Trespasser, Skyrim, Minecraft, Dragon Quest Builders, Valheim, Dwarf Fortress, Joel Burgess, Capy Games, Ubisoft, Watch Dogs, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 353: Metroid Prime (part four) Jul 05, 2023
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on Metroid Prime. We discuss the visor modes, the pleasing arc of the end game, and other topics before we turn 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 face of the Metroid Prime core, reflecting the art of Samus in the environment or creatures, seventeen films in five and a half days, vision modes in games, using vision modes for boss fights and other uses, what is that sound you're hearing?, scanning to get the riddles, using this as a blueprint to figure out other things to do, using the Chozo descriptions to find the artifacts, having the sense of empowerment returning to the areas, not needing to move the goalposts, the toppled tower and other setpieces, a game about seeing, scanning the totems as an unlock, the prophecy of the chosen/Chozo one, where these games connect together, Omega Pirate adding visors to combat, love/hate and the Ridley battle, those Switch joy-cons, learning the pattern recognition, not being sure where your collision ends, finding depth in the movement system, having a final boss that's a little easier, Tim totally misses me saying "that's how we roll" in our Metroid series, translating into a new genre and going their own way, excellent art direction, making the 3D work, the importance of craftmanship, the controller matters, making a business model choice.

    Games, people, and influences mentioned or discussed: Mark Haigh-Hutchison, Marvel (film series), Star Wars, Republic Commando, Mortal Kombat (series), Arkham (series), Assassin's Creed (series), Dr. Who, Morrowind, Halo, Eternal Darkness, Brad Furminger, Everybody Switch, Nintendo Labo, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Bonus content!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 352: Metroid Prime (part three) Jun 21, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 2002's Metroid Prime. We talk a bit about some favorite moments, the suit design, the visors, a bit of a grab bag of topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: wondering which creatures were in which games, wondering if the music is your canonical music, crab hands with chords, a non-ergonomic system, using the dog-ears, kibbitzing about controllers, being pulled ahead by inherent mystery, camera direction and half pipes, Tim brings up Artorias again, the moment of fiero, charging up the half-pipe, building up momentum, seeing some things with the thermal visor vs the x-ray visor, testing the player's abilities, serving the purpose of reinforcing play modes, the primordial morph ball, retuning game play for versions, the stress of bosses, relative challenge of bosses in Zelda games vs Metroid, lack of grinding, the variety of progression blockers, the stages of water, thinking you'll drain the water, changing water into not water, not keeping track of where there's water, the first person obscuring that water will be traversable, finding a good energy tank, a bit of a bug, peeling the onion as you have additional tools, seeing the grapple points, wanting better map information, map annoyances, a well set-up "puzzle," framing the camera well in the morph ball, opening up Metroid to the Breath of the Wild, desaturated colors, not missing the dual-stick feel, being able to lock on and pay attention to other things, lock-on facilitating guns as tools.

    Games, people, and influences mentioned or discussed: Metal Gear Solid (series), Brainy Gamer podcast, Switch, Castlevania, Hollow Knight, Super Metroid, Dark Souls, Dead Cells, David Wolinsky, Pippin Barr, GameThing, Nintendo, Legend of Zelda (series), Link to the Past, Super Mario World, Alex Neuse, LucasArts, Metroid Fusion, Ernst Lubitsch ("Let the audience add up two plus two. They'll love you forever."), Breath of the Wild, Nintendo Wii, Dungeons & Dragons, The Dungeon Run, Steve Martin, Billy/The2ndQuest, Halo, Jonny Quest, Flight of the Conchords, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More Metroid Prime!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 351: Mailbag Catch-Up Jun 14, 2023
    Show notes

    Welcome to Dev Game Club, where this week we take a short break from our series on Metroid Prime to catch up on the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: GoldenEye, Republic Commando influences, tracking data in games, informing your decisions, figuring out what to do with your data, Arecibo radio telescope, feeling like we're in the game, a favorite multiplayer mode, socially playing GoldenEye, choosing weapons for Dead Space, keeping your enemies closer in Dead Space for tension, what's with all the remakes, why you might do a remake, not enjoying older media, training your new generation of creators, likening GoldenEye 007 to a heist, quicktime events, systemic approaches to spectacle, players knowing they are playing a boring game, feedback through animation, "breaking the game," acceptable frame rates, not feeling the 60Hz, picking a goal and sticking with it, taking a village to fix frame rate, finding the frame rate that makes sense for your game, new funding models, GamePass and 150 million monthly active users, hidden objectives in games, the fun of discovering an objective, cost accessibility and game sales.

    Games, people, and influences mentioned or discussed: GoldenEye 007, gonsalet, DOOM (1993), Quake, MDK, Outlaws, Nintendo 64, Nintendo Switch, Republic Commando, Halo, Rainbox Six: Rogue Spear, SWAT 4, Irrational Games, Ken Levine, Freedom Fighters, IO Interactive, Star Wars, Unreal, Alex Epton, Deus Ex, The Walking Dead, The Art of Live Ops, Maple Story, World of Warcraft, Steve Meretzky, Infocom, Sam Bates, Sean Bean, Contact, Assassin's Creed, Brett Baptist, Blarg42, Dead Space, Capcom, Resident Evil, Silent Hill, System Shock, Callisto Protocol, Ian Milham, Shadow of the Colossus, Medi-evil, Link's Awakening, Call of Duty, Daron Stinnett, Electronic Arts, Michael, Arkham Asylum, God of War, Dark Souls, From Russia With Love, Hidetaka Miyazaki, Warzone, Fortnite, Rare Studios, Grant Kirkhope, mysterydip, Tears of the Kingdom, Skyrim, Eric Johnston, Starfighter, Breath of the Wild, Microsoft, Activision/Blizzard, Bobby Kotick, Artimage, Jedi Starfighter, TimeSplitters 2, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Back to Metroid Prime

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 350: Metroid Prime (part two) Jun 07, 2023
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Metroid Prime. We discuss the particular alchemy of combining Metroid's formula with the shooter format in a Nintendo vein, with comparisons to other shooter lineages and discuss what it means for level design, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to Thardus (in theory)

    Issues covered: getting a power-up and not thinking the ball shape should work, being boneless, structuring the space as a first-person game, the see-lock-discover-power-revisit-lock loop, opening the map too much, both of us having hives, turning off hints, making notes, not hiding secrets in the same way as the 2D games, making the challenges visible, using the map to find negative space in 2D, scanning when you come into a room, the trauma of working on Nintendo, the capabilities of the GameCube and its media, the game holding up very well, managing the art direction, world continuity, gun dimensionality, looking at the world in one way, other shooters that have maybe the one thing, making a shooter that fits the franchise and not following others, going their own way, owning the space, making a system seller, translating enemy archetypes, translating the morph ball into a sort of 2D space, morphing back into Samus and moving the camera, first-person dive rolling, a digression on the music and translating it to a higher quality way, be inspired to play the games from the 'cast, cardboard shenanigans.

    Games, people, and influences mentioned or discussed: Dungeons & Dragons, Metroid Fusion, Halo, God of War, Dark Souls, Wolfenstein 2: The New Colossus, Doom, Quake, idTech, Prey, Half-Life 2, Dead Space, Breath of the Wild, The Witcher (series), Assassin's Creed (series), Retro Studios, Super Metroid, Ocarina of Time, TimeSplitters, Turok, Medal of Honor, Call of Duty, Rare, Super Mario Sunshine, Wind Waker, KillZone, Luigi's Mansion, Beyond Good and Evil, Crystal Chronicles, Four Sword Adventure, Obi-Wan, Metal Gear Solid, Star Wars, Super Mario Odyssey, Koji Kondo, Megaman 2/X, DaveK_Says, Morrowind, Warcraft, spock_thoughts, GoldenEye, Calamity Nolan, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Find out in our Discord!

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com


    DGC Ep 349: Metroid Prime (part one) May 24, 2023
    Show notes

    Welcome to Dev Game Club, where this week we start a new series on Metroid Prime, which we are playing via the Nintendo Switch remaster. We set the game in its time, talk a little bit about Retro, and then wall jump into the action of the tutorial area. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Until you arrive on Tallon IV

    Issues covered: Tim's purging, Western developers making FPSes for Japanese publishers, basing things on the lock-on, a game set apart by art direction, a ban on 2002, Brett's bookend years, the Capcom 5, the games for GameCube, being in the helmet, attach rate, top sales, reminiscing about a former colleague, the transition to 3D and Mark HH to support, seeing the potential for the game beneath the engine, ripping away ownership of the FPS, returning to the 2D formula, doling out their lesser selling properties a bit at a time, starting with all the gadgets, taking notes when you play a Metroid game, adding accessibility via the lock-on, locking on without a target, scanning as the second thing, good world building and boss teasing, teaching you how to fight with a simple boss, the amazing music and audio design, getting to look through the helmet, augmenting the sense of embodiment, finding community in an MMO, design for addictiveness, having an engaging game and then making something punishing, taking a game too far, the golden mean, ethical free-to-play, game metrics, key performance indicators, costs of people who play a game too much, designing to encourage people to step away from time to time, the humble origins of the James Bond theme,

    Games, people, and influences mentioned or discussed: GoldenEye 007, Splatoon, Capcom, Lost Planet, Retro Studios, Halo, Hitman 2: Silent Assassin, Eternal Darkness, Ratchet & Clank, Morrowind, Animal Crossing, Kingdom Hearts, Timesplitters 2, Medal of Honor: Allied Assault, 2015 Games, Infinity Ward, Jedi Knight 2, NOLF 2, BF1942, GameCube, Wind Waker, Resident Evil, Super Mario Sunshine, James Bond 007: Nightfire, Metroid Fusion, Dark Cloud 2, Sly Cooper & Thievious Raccoonus, Splinter Cell, Warcraft III, Neverwinter Nights, Jedi Starfighter, LucasArts, Resident Evil 4, Republic Commando, Metroid Dread, Nintendo Switch, LoZ: Tears of the Kingdom, Geist, Shadows of the Empire, Mark Haigh-Hutchinson, Jon Knowles, Shigeru Miyamoto, MegaForce, Super Mario 64, LoZ: Ocarina of Time, Wired magazine, DOOM (1993), Metroid: Samus Returns, Bandai/Namco, Metroid: Other M, Mario Kart 8, Breath of the Wild, Horizon: Zero Dawn, Arkham Asylum, Unreal, Colin "The Shots," World of Warcraft, Everquest, Marvel Snap, 343 Industries, June, Aristotle, Super Mario Galaxy, Sony, Star Wars: Galaxies, Raph Koster, Ultima Online, Calamity Nolan, James Bond, Guy Morgan, Monty Norman, Bad Sign/Good Sign, V. S. Naipaul, A House for Mr. Biswas, John Barry, Grant Kirkhope, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Check the Discord!

    Links: The James Bond origin track

    Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/h7jnG9J9lz DevGameClub@gmail.com


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