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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 288: Halo: Combat Evolved (part one) Dec 15, 2021
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series about Halo: Combat Evolved, Bungie's seminal 2001 FPS on the Xbox. We set it in time, discuss its development history, and delve into tutorialization. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to rescuing Keyes on the Truth & Reconciliation

    Issues covered: 2001 in games, lull in PC shooters that year, Bungie history, the astonishing development, seeing the migration in the game from the units on the battlefield, betting big, other shooters on consoles, the unexpected internal hit at Microsoft, Oni's complex combat system, the seminal paper on first-person controls, aim acceleration, the big impact of being purchased, the audacity of a PC-focused developer muscling into the market, the library advantage of Sony, lack of distinguishing system sellers, the sole mascot, the enterprise/application/services mentality, the alienation of PC games, DirectX as a unifying force, friends lists and achievements, Xbox Live, politics derailing JSF being the Xbox Live launch title, orthogonal approaches like GamePass, unthawing the Chief, the usability lab, just asking you to look to establish preferences, Technical Requirements Checklist/Technical Checklist of Requirements, being rebellious, a lot of mysteries right at the beginning, sequences for health/shields, giving context, having a motion tracker, Covenant mirroring you vs grunts that don't, low morale pests, clear and different silhouettes, target prioritization, dropping the weapons they carry and enabling different decisions, being able to swap to the old graphics, hating our wokeness, dynamic ability and missability of treasure stuff in RE4, being a bit obscure, survival horror working against scouring an area, possibility of inviting a critic, indie games, the age difference between Leon and Ashley (vs the apparent difference), aging the protagonist towards your own age.

    Games, people, and influences mentioned or discussed: GTA III, Silent Hill 2, Ico, Civ III, Anachronox, Animal Crossing, Phoenix Wright Ace Attorney, Devil May Cry, MGS 2: Sons of Liberty, Super Smash Melee, Tony Hawk Pro Skater 3, Jak & Daxter, Baldur's Gate: Dark Alliance, Game Boy Advance, Advance Wars, Max Payne, Black & White, Dark Age of Camelot, Baldur's Gate II, Painkiller, DOOM 3, World of Warcraft, Everquest II, Asheron's Call, Bungie, Marathon (series), Myth (series), Mumbo Jumbo, Take Two Interactive, Apple, MacWorld, Microsoft, Ed Fries, Oni, Republic Commando, Starfighter (series), GoldenEye, Perfect Dark, Rare, Jason Jones, id Software, Epic Megagames, PlayStation, Forza, Brute Force, MechAssault, George Lucas, Bill Gates, Nintendo, Sega, Dreamcast, Star Wars, Geoff Jones, Medal of Honor, Saber Interactive, 343 Industries, Troy Mashburn, Karl Popper, Resident Evil 4, Zachary Crownover, Nick Miller, Limited Run Games, Indie Game: The Movie, Suikoden 2, Jason Schreier, MinnMax, Rebel FM, Undertale, Braid, Call of Duty (series), This War of Mine, 11bit Studios, Ben Zaugg, Resident Evil VII, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More!

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


    DGC Ep 287: Resident Evil Village Bonus Dec 08, 2021
    Show notes

    Welcome to Dev Game Club, where this add a bonus to our series on Resident Evil 4 by taking a look at Resident Evil Village. We talk about the bit of the game we played, some of the things that come with first-person and realistic rendering, and then turn to some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: The first couple hours

    Issues covered: the entrancing Lady Dimitrescu, looking forward to playing more over the break, the very different storybook introduction, whether these games are a continuation, building on things others have been doing, the way photorealism falls into an uncanny valley from even props, the way older games signify what is interactable, feeling like you're in a vision mode, knowing the baselines from your initial experience, the acceptability of something rundown, a modern update of RE4, "why does this keep happening to me," wanting to know who you are, being a cipher should maybe go all the way, age-appropriate character delivery device, the over-the-top murder of Mia, the impressive engine they are using, good claustrophobic audio and camera design, finding your sweet spot, slowing in ADS, good resource balancing, a single enemy being terrifying, the creepy guy who is like Mendez and being transported with the ringing of the bell, the systemic daughters that can be defeated in specific ways but short-term dealt with, the slower pacing, doing less with more, prioritizing the right things/focusing on the right stuff, survival horror and working through dark stuff safely, the game you had in your memory, how a game is set against the background of other games you're playing, how we deal with things that are pretty gross, calling it out, needing to be better, being open to perspectives, listening.

    Games, people, and influences mentioned or discussed: Calamity Nolan, Metal Gear Solid, Inside, Limbo, Last of Us 2, Gone Home, Dear Esther, Who's Afraid of Virginia Woolf, What Remains of Edith Finch, P.T., Metal Gear (series), Half-Life, Alien: Isolation, Monster Hunter World, Capcom, Artimage, God of War (2018), Sasha Visari/Truffles Mochacchino, Wii, Ratchet & Clank, BioShock, Ocarina of Time, Hitman 2, Trespasser, Reed Knight, Seamus Blackley, JJ, Karl Popper, RockStar, GTA III, Activision/Blizzard, Chris Corry, Xbox Live, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: ???

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


    DGC Ep 286: Resident Evil 4 (part six) Dec 01, 2021
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on Resident Evil 4. We talk about various set pieces at the end, a bit about ammo types and balance, and of course, 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: having more cutscenes and quotable lines, set piece stuff that reminds you of other series, tying back to the series, parallels with Metal Gear Solid, being campy vs leaning into camp, new enemy types, whether an enemy was skippable, feeling resource poor, weapon choices, conserving resources as much as you can, losing resources to being unable to line up enemies, making ammo more powerful via upgrades, killing parasites with flash grenades, whether resource constraints are balanced for all players dynamically, leaning more heavily on QTEs, replacing mechanics with QTEs, forcing exposition, camera authoring, uninteresting skill challenges, Ashley driving and the rail-shooting, being more action-y than survival horror, wish fulfillment/power fantasy, where you can kill enemies, Krauser and backstory, leaning on prior character knowledge, feeling like the Saddler battle doesn't pay off, not having the right location, the eye in the mouth, the series going darker, replaying the jetski scene again and again, controller problems, planned obsolescence, the rainbow proposition, sturdier controllers, credits story time, ending with a bit of a whimper, Mike we hardly knew ya, Brett's Book Recommendations, the commitment to design tension, the pacing of combat, linear macro design with arena sections, agency in level flow, the AI states and how they work everywhere, the great balancing across the whole game, balancing a game you can't change, pushing your game further but not too far, adding the right things and leaving the right things behind.

    Games, people, and influences mentioned or discussed: Metal Gear Solid, Konami, Capcom, Die Hard (obliquely), Killer 7, Grasshopper Interactive, Suda51, Fatal Frame, Hideo Kojima, Dark Souls, 28 Days Later, Gamecube, PS4, Nintendo, Deus Ex, Sylvia Moreno-Garcia, Mexican Gothic, Julian Gollop, X-COM, Soren Johnson, Civilization III, Control, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Good question! Thought you might ask!

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


    DGC Ep 285: Resident Evil 4 (part five) Nov 24, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We take a little sidestep into the things that aren't mentioned in the manual, and then work through Chapter 4. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through the end of Ch 4!

    Issues covered: things we didn't notice about the game, target practice, going to apparent side tracks first, extending play to try to slow trade-in, collectibles, gacha mechanics, needing to enjoy the core thing, a precursor to lootboxes, expanding to other types of players, ways to expand the mechanics, upgrading treasures, having the nagging idea that you might need to go back, hidden mechanic that extends play, adding discovery, Eastern vs Western design philosophies, misreading the thing they wanted from the El Gigantes, the dragon room, having to come back to a side room, leaving Ashley behind, the layers of history of Europe vs Japan, looking for locations and ideas that can support a lot of varied fictional, differences between systems and level design and parallels with programming, the creature that seems unkillable, being unable to read the boss' states, the Salazar bot and Salazar as an enemy (versus others), the mine car section and its tensions, failing the QTE at the end, wanting an indication that a QTE is coming, feeling unfair, Brett makes a plan, the problem with setpieces, matching expectations, insta-killed by being grabbed by a lava gigante, dropping barrels on your enemies, fighting in close quarters, being absorbed into a giant plant, jumping down to avoid QTEs, turning and running and fighting the design, Your Princess is in another castle, giving a little bit of thanks.

    Games, people, and influences mentioned or discussed: Shenmue, Arkham Asylum, Metal Gear (series), Dark Souls, Demon's Souls, Assassin's Creed, Legend of Zelda (series), Arkane, Dishonored (series), Prey, Mass Effect, Fallout 3, Ico, Dragon's Lair, Republic Commando, God of War, Uncharted: Drake's Fortune, Donkey Kong, The Thing, Control, Kirk Hamilton, Aaron Evers, Mark Garcia, Temple of Doom.

    Next time: Finish the game!

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


    DGC Ep 284: Resident Evil 4 (part four) Nov 17, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk about the ecology of the monsters, defense sequences, and bobbing and weaving. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to the end of 3-4

    Issues covered: sagacity and gardens, finding the PS4 to be a slightly easier platform, the enemy count, the easier tram ride as a setpiece, running out of ammo in the town on replay, being thoughtful of ammo use and switching to the knife, the suplex, the retinal scanner, Mendez taking the stylized symbol shape, the ecology of the parasite, the dev-evolution of the parasites, feeling like a cohesive setting, a place that used to be a place, Saddler's insectoid form under the robes and his cosmic horror staff, the creep Salazar, gunning and running, taking advantage of AI slowness, higher breeds of hybrids, using the sandbox in interesting ways, having to defend Ashley when separated, having the final exam with Ashley and changing up the challenges, Brett discovers that Tim didn't get the turret gunner, getting a lot out of spaces, the back and forth with Ada Wong, localization issues, another test of the player, Ashley's contextual attacks, the camera closing in and Ashley sticking super close, avoiding the hard thing, noticing the weirdness, poor localization choices, investing in decisions you make (especially when it comes to cultural sensitivity), justifying the investment, othering and foreignness, screaming at Leon, playing RE4 more as a strategy game, pacing and a strategic spectrum, using games to do games stuff.

    Games, people, and influences mentioned or discussed: PS4, Zach, Dungeons & Dragons, James Bond, Alien, Benjamin Button, Tomorrow Never Dies, Michelle Yeoh, Kumail Nanjiani, Call of Duty, David Cage, Fahrenheit, Heavy Rain, Metal Gear Solid: Peace Walker, Max, Guillermo del Toro, Akira Kurosawa, Ghosts of Tsushima, The Seven Samurai, Sony, Stephen, Xbox, X-COM, Alien: Isolation, DOOM (1993), Control, Alan Wake, Reed Knight, Indiana Jones and the Infernal Machine, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: All of Ch 4

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


    DGC Ep 283: Resident Evil 4 (part three) Nov 10, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk about the new horror in the game, our systematic companion and the other NPC, look at the choice of paths, and then take the tram. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To Chapter 3

    Issues covered: remembering the game, recovering the map, El Gigante reveal, stabbing the creature in the back, getting to no health but being allowed to recover, taking big swings early, foreshadowing traps and the dog, the systematic companion, the church and navigating to Ashley, the quality of the puzzles and being more grounded, the emergence of the Las Plages virus, introducing the enemies, reuse of gameplay objects in the siege, ugh-inducing achievement names, losing Ashley to the Gigante, the many ways Ashley interacts with the game, mechanical/narrative consonance, being introduced to interactions before you have Ashley to interact with them, being able to plan and having accommodations for the plan and executing the plan, maximizing the amount of play you can get from a space, having an apparent plan but being unable to pay it off because of camera movement, changing the camera to be lower in the El Gigante fights, the difficulty of the tram section, the accuracy of the Wii version, another potential way to play BioShock, the soft way BioShock reinforces whether you should deal with the Little Sisters, systems and endings, the interconnectedness of RE4, modality of fire and move at the same time being key to the pacing, finding all the little things in a game you love, tapping A once or twice for slow or fast doors, returning to Ordinary,

    Games, people, and influences mentioned or discussed: Zachary, God of War, Ico, Shadow of the Colossus, Leon: The Professional, DayOfTheDan, The Lonely Island, Andy Samberg, Popstar: Never Stop Never Stopping, Mark Garcia, BioShock, Dishonored II, Wildermyth, Janine Hawkins, Walker Farrell, David Graeber, Debt: The First 5000 Years, Zachary Crownover, Sam, Grim Fandango, Silent Hill, Control, God of War (2018), Kirk Hamilton, Aaron Evers.

    Next time: More RE4!

    Links: "Play" in evolutionary science

    Death animations in RE4

    Sam Thomas's RE4RL game and trailer

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


    DGC Ep 282: Resident Evil 4 (part two) Nov 03, 2021
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk a bit about the modern mechanics it introduces to the series and consider how it maintains its balance despite it. And, of course, we take a peaceful boat ride across a lake. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up past the lake

    Issues covered: quoting the merchant, how the chain saw Ganado appears in the opening section, approaching the town in a particular way, bottlenecking, the dynamism of the enemies, knifing enemies, integrating the merchant into play, art object collection and the economy, trends in 2005, player agency not working against survival horror, the risk of breaking your economy, wondering if they tune for money drops, wanting to find all the things, tuning dynamic difficulty, navigation puzzles, paths to be able to run away, the canyon area, the ups and downs of the series, excellent and non-excellent helicopter rides, QTEs and non-repeatability, maybe being generous in the remaster, attracting you to the collectible, the peasants just farming, keeping performance up with lots of characters, not using tons of tricky spawning, film grain look plus feeling color graded, the lake creature being a cryptid and not just a big alligator, having more characters, introduction of Ada Wong, the scale of the first big monster feeling so overwhelming, getting tossed from the boat in the lake, upgrading weapons and carrying a lot of grenades, are guns worth more after being upgraded?, obsolete upgrades, ideology and abstraction, how the DLC recontextualizes BioShock Infinite, maybe giving BioShock too much credit for its themes, are there horror games that fill us with dread, being scared at a young age, psychological horror getting to you, the importance of audio, power dynamics and increasing tension.

    Games, people, and influences mentioned or discussed: Zachary, Ben "from Iowa" Zaugg, Rage, id Software, Designers Notebook, Left 4 Dead, God of War, Lord of the Rings, Devil May Cry, Tobe Hooper, Texas Chainsaw Massacre, Tim, BioShock, Marshall McLuhan, The Medium is the Message, Baron/Daniel, Tanner, Fatal Frame/Project Zero, WiiU, PT, Alien: Isolation, The Exorcist, Mortimer and the Riddles of the Medallion, Minecraft, Valheim, Dragon Quest Builders, Control, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Find out on Twitter, maybe, if I remember :)

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


    DGC Ep 281: Resident Evil 4 (part one) Oct 27, 2021
    Show notes

    Welcome to Dev Game Club, where this week we start a new series on 2005's Capcom horror classic, Resident Evil 4. We place it in its time and then talk immediately about how it really kicked the third-person action-adventure game into higher gear. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to the second typewriter

    Issues covered: the Capcom 5, having some trouble getting the game off the ground, success of the remake, a really different feel, relying on establishing POV shots from slashers, horror movie touchpoints, moving away from straight-up zombie games, differences between Chris and Leon, meeting Hunnigan via the Codec, popularizing the third-person shooter, hold-overs from the older controls, fighting the controls, embodying the character, disempowerment, pick a spot and stand your ground, jerky enemies, shooting a weapon out of the air, opening up the level design to multiple paths, the gun-and-run, Leon's better tactics, "various awesome actions," moving saves away from being a resource, a more revealed map, having people coming at you with pitchforks and torches, can you get the chainsaw guy?, disconnects with marketing, getting lucky to have marketing departments who got it, moral choices and the morally objectionable, motivating the character choices for evil, coloring the tone of dialog to reflect your choices, what weapons we chose with BioShock, talking about the wrench kill, loving crossbows, style over substance in Control.

    Games, people, and influences mentioned or discussed: God of War, Shadow of the Colossus, SW: Republic Commando, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, Splinter Cell: Chaos Theory, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Xbox 360, Capcom, GameCube, PN 03, Vanquish, Viewtiful Joe, Suda51, Killer 7, Clover Studio, Hideki Kamiya, Dead Phoenix, Panzer Dragoon, PlayStation 2, Devil May Cry, PT, Game Developer Magazine, Friday the 13th, Halloween, A Nightmare on Elm Street, Evil Dead, Army of Darkness, Godzilla, Classic Monsters, The Hills Have Eyes, 'Salem's Lot, The Omen, The Exorcist, Texas Chainsaw Massacre, Living Dead, Shawn Cassidy, Silent Hill, Gears of War, Metal Gear Solid, Frankenstein, Deathloop, Sam Thomas, BioShock, The Green Knight, David S. Lowery, Ghost Story, Jarkko S, Dishonored, Metro, Hitman, Control, Aki Kaurismaki, The Last of Us Part II, Ryan, Deus Ex, No More Heroes, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Check Twitter!

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


    DGC Ep 280: BioShock 2/Infinite Bonus Oct 20, 2021
    Show notes

    Welcome to Dev Game Club, where this week we add a little splice to our series on BioShock by revisiting and discussing its sequels, somewhat vaguely. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Issues covered: whether Elizabeth is a grown-up Little Sister, getting a chance to revisit Rapture, breaking cycles and circles, overstuffing the narrative space, the mechanics, Skyline rollercoasters, kitchen sink combat, trapping with vigors, combining vigors, being on the nose, dehumanizing the enemies and putting that next to more serious topics, a creator revisiting previous work, friction between teams, wanting more BioShock, "it is a big ole TWO," being able to use both types of weapons at the same time, simplifying hacking, finding new types of puzzles, fleshing out Rapture, paying off on a wish fulfillment you didn't know you have, "getting the franchise," going deeper, the difficulty of seeing someone else work on your work, the weirdness of the DLC, what would they do with a sequel, earning the ending, having more fun via creativity.

    Games, people, and influences mentioned or discussed: The Lottery (Shirley Jackson), Dishonored, Fallout 3/Fallout New Vegas, Alien: Isolation, Prey, Halo (series), Daron Stinnett, Star Wars, George Lucas, Escape from New York, Arkham (series), UbiSoft, Death of the Outsider, Deathloop, Resident Evil 4, GameCube, Tantuar, Drew, The Prestige, Hannah Arendt, Ken Levine, Sunset Overdrive, Ratchet & Clank, Insomniac, Control, Todd Howard, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Notes: The quote is "There's always a lighthouse, there's always a man, there's always a city." We regret the error.

    Next time: Resident Evil 4!

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


    DGC Ep 279: BioShock (part five) Oct 13, 2021
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on BioShock. We delve into the end and endings of the game, and of course address 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: Brett's terrible fathering, Big Daddy issues, developing Suchong more as a character, Yellow Peril, leaning into pulp, being like a ship, turning the lower classes via demogoguery, leaning on the Irish, tracing the arc of Diane McClintock, using abstraction to hide real harm, character dualities, turning you into a Big Daddy, seeing the evolution and development of the program, putting the big boots on, fully integrating the backstory into the level and narrative design, redesigning to support the movement of the Big Daddy, changing the perspective, moving from alien camera views to first-person perspective, forcing the section where you protect the Little Sister, being paranoid about keeping the Little Sister alive, playing this section on Hard, BioShock 2 as a better-playing game, handing you the syringe, also becoming a Little Sister, where the series goes from here, the specificity of the series, how to adapt the themes of the series repeatedly, the point of no return, the boss working on paper and maybe not in-game as much, Fontaine being under-developed, still getting Ryan's story after his death, not knowing enough about Fontaine before meeting Ryan, the binary that drives the bad ending, becoming like your fathers, unmotivated world monstrosity, the good ending, doing something other games hadn't, BS jobs, failures of capitalism, a shooter with the heart of an immersive sim, greater approachability, two senses of place (sight and sound), high production values, ease of use/play how you like to/forgiving design.

    Games, people, and influences mentioned or discussed: Fu Manchu, Titanic, Ratchet & Clank, Revenge of the Jedi, 2K Games, Cloud Chamber Studios, Activision, Call of Duty, Fallout, Star Wars, Metroid, Prometheus, Alien, Six Feet Under, The Fountainhead, Ayn Rand, Bullshit Jobs, David Graeber, Debt: The First 5000 Years, Occupy Wall Street, Dishonored 2, Prey, God of War (series), Portal, Control, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Bonus: the sequels!

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


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