TopPodcast.com
Menu
  • Home
  • Top Charts
  • Top Networks
  • Top Apps
  • Top Independents
  • Top Podfluencers
  • Top Picks
    • Top Business Podcasts
    • Top True Crime Podcasts
    • Top Finance Podcasts
    • Top Comedy Podcasts
    • Top Music Podcasts
    • Top Womens Podcasts
    • Top Kids Podcasts
    • Top Sports Podcasts
    • Top News Podcasts
    • Top Tech Podcasts
    • Top Crypto Podcasts
    • Top Entrepreneurial Podcasts
    • Top Fantasy Sports Podcasts
    • Top Political Podcasts
    • Top Science Podcasts
    • Top Self Help Podcasts
    • Top Sports Betting Podcasts
    • Top Stocks Podcasts
  • Podcast News
  • About Us
  • Podcast Advertising
  • Contact
Not in our directory?
Add Show Here
Podcast Equipment
Center

toppodcastlogoOur TOPPODCAST Picks

  • Comedy
  • Crypto
  • Sports
  • News
  • Politics
  • True Crime
  • Business
  • Finance

Follow Us

toppodcastlogoStay Connected

    View Top 200 Chart
    Back to Rankings Page
    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!

    Advertise
    • Apple Podcasts
    • Google Play
    • Spotify

    Latest Episodes:
    DGC Ep 179: DOOM (part three) Sep 18, 2019
    Show notes

    Welcome to Dev Game Club, where we this week we complete the main game in our series on 1993's seminal FPS DOOM. We talk about the level design some more as well as the use of maps and other topics before turning to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Episode Three: Inferno!

    Podcast breakdown: 0:39 Segment 1: Inferno 57:32 Break 58:04 Segment 2: Takeaways

    Issues covered: the feel of the new levels as the descent into Hell continues, use of terrain and more Gothic elements, the arc in DOOM II, BSP-ing symbols into the walls, being unclear about landmarks vs puzzles, the Unholy Cathedral and puzzle teleporters, personal pacing then and now, Slough of Despair and the spare room, where we got our BFGs, Brett makes his first Cyberdemon/Baron of Hell mixup and keeps doing it all episode (sorry), contrasting arenas with corridors, comparing Gromesh Mines, BSP improvements, 2D topology and mapping vs fully 3D maps these days, feeling like you can lean on the map, what companies do with maps, underestimating the needs and use of the map, the map as crutch, avoiding blood-locking through good level design, blood-locking and speed, speed as score attack, death animations and audio, the exploding Pinky in alpha, mechanical information conveyed through death feedback, persistent bodies and landmarking, the memory and performance expense of dead bodies in modern 3D shooters, favorite moments, using the chainsaw, punching Barons, the rabbit ending, heads on pikes, lap claps, big steps in first-person level design, story and level design, video games growing up, bringing Hell to Earth, unapologetically being what you are, going over the top, propulsive play, the importance of technology, Tim speaks to the younger generation by bringing up Howard Hughes, being on the bleeding edge, emergent enemy behavior/orthogonal design, simple rules for enemies, simple tools for generating game play, high numbers of enemies, being able to drop an enemy anywhere.

    Games, people, and influences mentioned or discussed: Roald Dahl, Paradise Lost, Sandy Petersen, Dark Forces, Thief, Ultima Underworld, Legend of Zelda (series), Nintendo, Metroid (series), Wolfenstein 3D, id Software, Dungeons & Dragons, Quentin Tarantino, GTA III, The Ramones, Once Upon A Time... in Hollywood, Masters of DOOM, James and Dave Franco, John Carmack, Howard Hughes, Epic/Unreal, Star Wars Republic Commando, Halo, Randy Smith, Bungie, Bethesda Game Studios.

    Next time: Episode 4: Thy Flesh Consumed & SIGIL!

    Tracks: Unholy Cathedral (intro) Slough of Despair (break)

    Links: Bunny ending

    Maybe... Randy Smith talking about emergence

    Note: Dis, in Dante's Inferno, is a City and not a "plains." We regret the error.

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 178: DOOM (part two) Sep 11, 2019
    Show notes

    Welcome to Dev Game Club, where we this week we continue our series on 1993's seminal FPS DOOM. We spend some time especially on level design and the environments and specifically how they feel different from the first, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Episode two!

    Issues covered: figuring out where we actually are, Hell bleeding through, chaotic and asymmetric geometry, non-critical path key use, additional exploration, pace of play then and now, Tim uses the "I-word" on a non-explicit podcast, immersion then and now, speed of play in the 2016 sequel, cover and higher lethality in modern shooters, reasons shooters slowed down, getting use out of smaller amounts of play-time, the authoring of levels then and now, expectations of differing business models, wanting to live in the space for longer, using the keys to get weapons rather than just to get to the exit, communicating change to the player, setting and rules surprises, cosmic horror influence, specialization of level design, holistic differences, teleporter and stair and platform use, where you got your shareware in 1993, Steam collecting data on cards and such vs Quake_Test, simple puzzle, dungeon master influence, using lighting for effect, AI rules, emergent behavior, escalation of clutter from human body parts to demon body parts, knockback, having additional sprites/frames, communicating AI state visually, closing the Pokemon Pandora's Box, diving deep on EVs and IVs and fans finding a way, high degrees of systems plus social equals success?, slimness of Nintendo UI, Nintendo patching glitches out, Marathon on modern systems, pitch-counting your Pokemon battles, areas to run through in games that are okay.

    Games, people, and influences mentioned or discussed: John Romero, Sandy Petersen, Wolfenstein 3D, Call of Cthulhu, Quake, Half-Life, Tomb of Horrors, Tom Hall, Anachronox, Predator, Splinter Cell, Nintendo, fulltilted, Bard's Tale Remastered, Prey, System Shock 2, Deus Ex, Eye of the Beholder, King's Quest, Wizard and the Princess, Pokemon, Gothic Chocobo, Mario Maker 2, Patrick Klepek, Waypoint, Smash Bros, Marathon, Alelph One, Ultima Underworld, System Shock, Daggerfall, Chris Mead, Ben Zaugg, minatorrent, Tomb Raider, Metroid: Samus Returns.

    Next time: The final episode!

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 177: DOOM (part one) Aug 28, 2019
    Show notes

    Welcome to Dev Game Club, where we this week we begin a new series on 1993's seminal FPS DOOM. We talk briefly about the year in games before digging into the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: First Episode!

    Issues covered: where the game takes place, adventure games at a good spot, hard drives and CD-ROMs, designing for efficiency, polar opposite of rendering presentation from MYST, first-person perspectives, tone and subject matter, how each host met up with the game, Brett's hoarding problem, "things have changed," shareware model, how you could write from/to a disk, "free to play," levels becoming more organic, pushing technology, avoiding drawing pixels multiple times, simplicity of rooms and limited enemies, having a better sense of place, adding a map (which ten years before would have been the game), moving in the map, comparing goals of different FPSes, abstract levels vs grounded ones, trying to find the first-person formula and simplifying down, limited enemy types in the first episode, dealing with enemies in a mix, hearing before you see, high school aesthetic, the whole aesthetic in the cover, gore, leaning into what your technology can do, contrasting themes in first-person games, falling into the game, getting your skills back, developing your vocabulary, we totally get the dates wrong on a couple games, playing with a mouse and keyboard vs sticks, speed speed speed, weird choices for sprites, the pacing of the intro, having a horror intro the overshadows, organic bits of design, being able to see across spaces, feeling exploratory, having a sense of place through vistas, addressing an elephant in the room, professionalism in development, Blast Processing, a faster memory pipeline, design beating technology, Riven and Metroidvania, looking across spaces to an exit and being spit out near it later, stat experience and Pokemon (as well as other stat stuff), players figuring stuff out, the game making an argument to you, how does a player reason about a thing and letting a player intend to do a thing, non-exposed systems, Tim guesses who is who.

    Games, people, and influences mentioned or discussed: Day of the Tentacle, MYST, Link's Awakening, Syndicate, Mortal Kombat II, X-Wing, TIE Fighter, Masters of Orion, The 7th Guest, Eye of the Beholder, Ultima VII, Wizardry (series), Dark Forces, LucasArts, Chris Corry, Commander Keen, Castle Wolfenstein, Space Quest, Daron Stinnett, Andrew Kirmse, George Lucas, Star Wars, Matt Tateishi, Quake, Dune 2000, Marathon, System Shock, Ultima Underworld, Diablo, Beavis & Butthead, Frank Frazetta, Mysterious Island, Marvel, DC, Spider-Man, Batman, Mario (series), Thief, Nick Foster, Outlaws, Skyrim, Legend of Zelda: Breath of the Wild, DOOM (2016), Halo Infinite, 343 Industries, Fallout 4, Sam Thomas, SNES, SEGA, Super Mario Kart, Secret of Mana, Final Fantasy, Dreamcast, Saturn, PlayStation, Steve Race, Walker Ferrell, Castlevania, GoldenEye 007, Nier: Automata, Riven, FF6, EarthBound, Chrono Trigger, Pokemon, Gothic Chocobo, Shigeru Ohmori, SimCity, Nintendo Power, World of Warcraft, Rich Davis, Derek Achoy/Speakyclean, Jackbox.

    Next time: Second Episode!

    Links: https://www.youtube.com/watch?v=zlulSyBI2aY

    Formulae: Change in Stat = floor{ min{ ceiling[ sqrt(Stat Exp.) ], 255} * Level / 400 }

    Correction: Steve Race was the director of development for Sony America, not its President. He left three months or so after his announcement at E3 1995. The Sega Saturn was $399, and the PlayStation debuted at $299.

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 176: SNES Classic One-Off Aug 21, 2019
    Show notes

    Welcome to Dev Game Club, where we this week the podcast does something a little bit different and takes a quick side-turn into the SNES Classic. After playing two games off-cam and two games on, the hosts talk about each game in turn. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A bit of a number of SNES Classic Games

    Issues covered: the difficulty of Contra games, old school punishing difficulty, power-ups, memorization, eating quarters, shooters and brawlers, reflex-based games, playing on d-pads, putt-putt golf, unlocking where the hole is, more interactions than golf, politics and interfering with other players, screen-watching and Kirby's Dream Course, bards and paladins, physics and ricochet prediction, playing defensively, having a number of shots before being tired, forward feedback loop, the other Kirby game on the Classic, discussion of various other consoles of the time, down the rabbit hole of other consoles of the time, seeing the depth of fighting games right there on the screen, more quarter plugging, move discovery, the beauty of Street Fighter IV, fighting game sticks and cheating, dabbling in fighting games, knowing you could systematically improve, labor practices, story modes in fighting games, covering e-sports and fighting games, raising your game to a higher level of play through muscle memory, obsession, EVO, Nintendo being tentative about their fighting games, lack of player support, racing games and digital control time, casual racing games that you can get good at, solo joy-con play, getting demolished, getting better at racing games over time, rubber-banding and other balancing, getting better power-ups in the back, balancing difficulty dynamically, trying to incorporate both a child and a parent, clearing up Brett's confusion about the time that has elapsed between Rondo of Blood and Symphony of the Night, Castlevania in the future, the rug that looks like the Himalayas, getting tons of upgrades to change the feel of a Metroidvania, the pure moment-to-moment enjoyment in Castlevania, first-person retreading spaces, completion and percentages, having a parry in Return of Samus, learning by failure, being constantly focused, appreciating just moving your character around, solving various additional problems, twin-stick control, more inviting combat, a bug in TR Anniversary revealed, collecting souls and shards, being able to grind for what you like, having the ability to customize Pokemon abilities, using crafting to better ends, unavailability of Castlevania DS games, chipset emulation, what we're playing next.

    Games, people, and influences mentioned or discussed: Street Fighter II, Super Mario Kart, Castlevania: Symphony of the Night, Contra III: The Alien Wars, PS2, Andrew Kirmse, Streets of Rage, Double Dragon, Teenage Mutant Ninja Turtles, X-Men, Xbox 360 controller, Bloodstained, Nintendo Switch, Kirby's Dream Course, Marble Madness, Super Mario World, Link to the Past, Final Fantasy VI/III, Sega Genesis, Atari 2600, Nintendo 64, Sega Saturn, Sega Dreamcast, Metal Gear (series), Intellivision, Dungeons & Dragons, Shamus, Adventure, Street Fighter movie, Mortal Kombat (series), Crystal Dynamics, Tekken Tag Tournament, Battle Area Toshinden, Virtua Fighter, Soulcalibur, NetherRealm Studios, Injustice (series), Maddy Myers, Kotaku Splitscreen, Compete, Smash (series), Mario Party (series), Mario Maker, Nintendo DS, Steve Ash, Chris Klie, Daron Stinnett, Forza, Mario Kart Double Dash, Mario Kart 8, Nintendo Wii, Donkey Kong Country, Secret of Mana, Super Mario Galaxy, Ben "from Iowa" Zaugg, Aria of Sorrow, Dawn of Sorrow, Pokemon: Red/Blue, Gothic Chocobo, Dave Wisecarver, Metroid Prime, Arkham Asylum, Arkham City, Return of Samus, Dark Souls, Dead Cells, Platinum, Bayonetta, Halo, Skyrim, Twilight Princess, Tomb Raider: Anniversary, Nolan Filter/irreventQ, Castlevania 64, Portrait of Ruin, Order of Ecclesia, Giant Bomb, Konami, Virtual Console, Koji Igarashi, Shenmue, Seaman, DOOM, Bethesda, John Romero, Sigil, DOOM Eternal, Half-Life, System Shock 2, Deus Ex, Thief, Dark Forces, Ultima Underworld.

    Note: Brett indeed also played Earthbound on the SNES Classic but forgot in the heat of podcasting

    Next time: DOOM (Whole first episode)

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 175: Bloodstained ROTN Bonus! Aug 14, 2019
    Show notes

    Welcome to Dev Game Club, where we this week take a little time to talk about Bloodstained: Ritual of the Night, in our bonus episode for the series. We talk about how much of a Castlevania game it is as well as a number of other topics in a free-flowing discussion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: The first few hours

    Issues covered: being pierced by shards, feeling the beat, blood pools, the many similarities with Castlevania: SOTN, introducing characters and having a ton of little conversations with them, having quests and such, crafting and other additions, Kickstarter history of the project, the simple mechanics of the quest system, upsides to the shards and powers and farming, permanent buffs from eating food the first, the prime factorization of Todd's hair cut curse, mastery bars for button sequenced techniques, having to replay bosses and learn their patterns, powering lots of things up, adding different layouts of equipment, whether the bosses measure up, using the first boss to teach you to read the attacks, the transition to 3D, dynamic camera, 3D vs pixel-perfect collision, getting stuck on collision simplifications, not being as clear with collision, splitting attention in projectile-based Metroidvanias, touching on the show, bringing in characters and setting a new tone, consistency of voice work, David Hayter's performance, adding the compendium, switching to 3D for the main series and maybe keeping with the pixel art, we noodle around the Zangetsu talk and are wrong about many things, Brett's Book Recommendation, some comparisons between Dark Souls and Castlevania, styles of RPG influence, enemy scale, getting more out of Symphony of the Night than your friends, cultural issues and localization and a more global audience, requiring a good writer for translation, providing for fan translation in the indie space, the difference between trying different abilities in Pokemon vs Diablo, acquisition costs for spells in Diablo vs Pokemon, combos vs motions with respect to button... sequences, gamer use of combo vs dev use.

    Games, people, and influences mentioned or discussed: Koji Igarashi, DeBarge, Rhythm of the Night, Unreal Engine, Gothic Chocobo, Sony, Shenmue, World of Warcraft, Dark Souls, Sekiro: Shadows Die Twice, Fez, David Hayter, Shadow Complex, Samus Returns, MGS V (or V), Devil May Cry, The 7 1/2 Deaths of Evelyn Hardcastle, Stuart Turton, Infocom, Deadline, Witness, josh (if that is his real name), Hidetaka Miyazaki, Alex Neuse, Halo 5 / Infinite, Rômulo Santos, Pokemon, Monster Hunter (series), Le Ton Beau de Marot, Gone Home, Tacoma, Shawn, Diablo, clorf, Street Fighter, Kirby Dream Course.

    Next time: Catching up on the mail bag at last

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 174: Castlevania SOTN (part four) Aug 07, 2019
    Show notes

    Welcome to Dev Game Club, where we this week complete our Castlevania discussion with the beloved PlayStation classic. We talk about actually finishing the game, the size and scope of the thing, character movement, enemy variety, and a host of other topics including our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the game!

    Podcast breakdown: 0:38 Castlevania SOTN discussion 52:30 Break 53:07 Takeaways and Feedback

    Issues covered: the end dialog of a game this gothic and melodramatic, the Japanese lens, localization in the 90s, various early memes, ideogram languages and translating into small amounts of space, translation as an art, the reward for getting a greater percentage of the game, finding your way to the inverted castle, having a 3D bias, following industry trends, Tim's mea culpa, the fully inverted castle and how big it is, whole new enemies and placements, wondering how they came to invert the castle and make the changes they did, the nightmare of mirroring or copying geometry, having the transformation buttons easily accessible, mapping where the bosses show up and whether there are more, Alucard and being both a hero and a vampire, not being familiar with these games, familiars and their various identities, challenging yourself to play different ways, the various sub-weapons, comparisons to Metroid, fitting together sprites for larger characters, managing pixel density, the availability of Redbook audio on a PlayStation, making changes in the CD hallways, getting the most out of memory, precise character animation, avoiding stun lock and when you are committed to a move, the huge space of the RPG elements, giving a look at Richter, gothic theming, video games are Hawaiian shirts, in Transylvania it's always the 15th century, how much of it is there is and player choice, wanting the player to miss stuff, exploration in space and systems, the ability to miss the big change, loving the bosses, seeing bosses again and in number, big bosses, committing to movements, grounding the character to match the groundedness of the space, motion blur on the character, full-screen effects, a first meetup for the podcast, emulation QoL improvements and auto-attacks, changing the feel of a game with QoL improvements, playing the unimproved Dragon's Dogma, leaning on fast travel, licensed titles, living in the worlds others have created, managing fan expectations, lack of consistent voices, reaching niche markets, using the Star Wars IP and bringing it to genres, Brett identifies his perfect license.

    Games, people, and influences mentioned or discussed: Zero Wing, Resident Evil, Starfighter (series), Douglas Hofstadter, Le Ton Beau de Marot, Siskel & Ebert, Metroid (series), Stranger Things (obliquely), Alex Neuse, Final Fantasy IX, Final Fantasy Tactics, Tomb Raider, LucasArts, Bob Dylan, Grim Fandango, Aliens, Castlevania: Harmony of Dissonance, Indiana Jones and the Infernal Machine, Ray Harryhausen, God of War (series), PlayStation/Xbox, Dead Cells, Super Mario World, Dark Souls, Legend of Zelda (series), Diablo, Metal Gear (series), Hal Barwood, Universal Monsters, Edgar Allan Poe, Metal Gear Solid, Thief, Shadow of the Colossus, Fumito Ueda, Ico, Hideteka Miyazaki, Contra, SNES Classic, Devil May Cry, Bloodstained, Koji Igarashi, Warren Linam-Church, Chrono Trigger, MYST, Breath of the Wild, Final Fantasy XII, Dragon's Dogma, The Witcher III, Elder Scrolls (series), Morrowind, Ashton Herrmann, Xbox 360/Arcade, Shadow Complex, Chair Entertainment, Epic Games, Gothic Chocobo, Hollow Knight, Star Wars, Daron Stinnett, Justin Chin, Matt Tateishi, Dark Forces, EA, Lord of the Rings, James Bond, The Godfather, Goodfellas, Fallout, No Mutants Allowed, Wasteland 2, TIE Fighter, X-Wing, Ingrid Bergman, Konami.

    Next time: Some of Bloodstained: Ritual of the Night

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 173: Castlevania SOTN (part three) Jul 31, 2019
    Show notes

    Welcome to Dev Game Club, where we are continuing our Castlevania discussion with the beloved PlayStation classic. We talk about "finishing the game," various bosses, and how the whole game provides exploration in all its systems, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: To the castle inversion

    Issues covered: finishing the game without finding all of it, feeling like you had gotten enough, Richter living more than 100 years, being told you are passing the point of no return, finding what you'll find and playing how you'll play, being locked in a boss battle, an anticlimax that makes you think there's more to a game, it's always Dracula, knowing that there's more to the game, Olrox the reptiloid, level design flowing towards the boss rooms, fighting Scylla versions 1 and 2, elaborate boss designs, using buffs and potions in boss battles, reaching in desperation, lacking information about when you need to use a potion, the cumbersomeness of using a potion, familiars using your resources, familiars in other games, familiars finding stuff for you, having AIs that fail you, items that are only used by familiars, leveling familiars, the enormous play space of the game, combo vs sequences of keys, being able to replenish at the Librarian, the Librarian gaining more stuff, spells and rolling the buttons, the additional abilities to the forms, the game-changing nature of the bat, wolf underutilization, using the toggle for the familiar relics, nice custom moments and behaviors, where the Easter Eggs might be, reinforcing the sense of place, addressing feedback, thinking about games the other has worked on, the amount of effort that goes into the 'cast, lack of planning, discovering a game like the audience might have, the history of the singing review, overpowering the Elite Four, games that made good transitions from 2D to 3D, having max abilities and then losing them.

    Games, people, and influences mentioned or discussed: Steve Gaynor (obliquely), Tacoma, Metroid (series), Persona 3, Nintendo, Kingdom Hearts, Rise of the Kasai/Mark of Kri, PlayStation, PC-Engine/Turbo-Grafx 16, Alex Neuse, Netflix, Logisverð, Pokemon, GameBoy, Ben Zaugg, Gothic Chocobo, Boris of Alzey, Star Wars: Starfighter, Indiana Jones, Chris Williams, Eric Koz, Nickname_Placeholder/Makendi, Stealer Wheels, Stuck in the Middle with You, Purple Rain, Reservoir Dogs, Tom Waits, Radiohead, Prince, Elvis, Jamie Zucek, Omega Ruby/Alpha Sapphire, Pokemon Go, Zelda, Mario, Super Mario Odyssey/Galaxy, Contra, Fallout (series), Chrono Trigger, Diablo (series).

    Next time: Finish the game...??

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 172: Castlevania SOTN (part two) Jul 24, 2019
    Show notes

    Welcome to Dev Game Club, where we are continuing our Castlevania discussion with the beloved PlayStation classic. We talk about how the structure encourages a natural and player-led exploration as well as some deep diving into weapon mechanics, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to Olrox (in theory)

    Issues covered: bosses that feel optional, getting health or heart-ups, the tightness of the Metroid structure vs the more explorative Castlevania, feeling like your order is the natural and correct one, picking your rabbit holes, looking at the map and combing over spaces you weren't able to get, being unable to figure out a room, warp points and mysteries of the game, fighting area fatigue by warping other places, avoiding wall levels/missions, hitting a rough area and returning to it, the shared lineage with the Dark Souls games, difficulty differences, the depth of gearing up your character, the depth of some weapons and surprises, analysis/paralysis, picking the obvious dumb thing, respec-ing, flexibility of approach, streamlining combat in Diablo vs this, getting so pulled in, seeing why the Metroidvania term exists, little enemy surprises, comparing play time and level, rock-paper-scissors combat in Metroid vs Castlevania, leveling/grinding for health and heart-ups, having specific constraints you know will be true of the player or not, comparing Metroid to a Rubik's Cube and Castlevania to a jigsaw puzzle, the Librarian and the training videos, grinding resources or not, not looking at the numbers, caring about your goals and not caring about XP, always hitting the candles, the inherent fun of the play, blowing your time constraints for this game, software emulation and memory mappers, cartridges and emulation, cut-away buildings, adding three-dimensional depth to a two-dimensional game, nuance in level design, an easier entry in the series due to character controllability, grounding a character's animation, reading the effing manual, callbacks in the TV show, Easter eggs, the confessional, the grave keeper, feeling a connection with a real place vs a fantasy place.

    Games, people, and influences mentioned or discussed: Metroid (series), Day of the Tentacle, Dark Souls (series), X-COM, Mario and Rabbids Kingdom Battle, Diablo III, PlayStation, Steam, Nintendo Switch, Rubik's Cube, The 2nd Quest, Pokemon, Castle (book by David Macaulay), Scott Schneider, Tomb Raider, Alex Neuse, Choice Provisions, Bit.Trip (series), Gaijin Games, Warren Ellis, Bloodstained, Dragon's Dogma.

    Next time: Up until the flip

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 171: Castlevania SotN (part one) Jul 17, 2019
    Show notes

    Welcome to Dev Game Club, where we continue our Castlevania discussion with the game that renamed a genre. We talk about the year it came out, the structure of the game, and then delve into its many surprising RPG elements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A few hours in

    Issues covered: games of 1997, the PlayStation cycle, where this game fits on the Castlevania history, sticking with 2D, pushing the transition to polygons, similarities with Super Metroid, the large number of relics, lacking map markers of any kind, needing to have made a map, spending a lot of time covering the map again, reasons why QoL doesn't get in, being primarily melee, adding action feel through melee, using the ranged subweapons, new subweapon mechanics for switching, changing into a wolf or bat (vespertilionize: a real word), being able to turn off relics, giving the player more options to customize the experience, offering too many options for player attention, the opening battle against Dracula, switching up characters, connecting the games, having slots for armor, leaning into the gothic with character design, being able to cast spells with combos, customization options that feel like classes, effects of leveling up, the history of adding RPG elements to games, RPG elements vs progression mechanics, making interesting choices about character, why the structure of Metroidvanias works for Tim, unification and motivation of mechanics and exploration, contrasting with open world games with lots of exploring, acquiring more verbs and designing to the addition of verbs, the resilience of the genre, mixing in these mechanics can work, the game you imagine vs the game you get, the reality of budgets, finding new features that weren't in the first game of a series, business forces, not living up to expectations, the expenses of development, wanting the developers to be excited about what they're doing, FPGAs vs software emulators and clone consoles, ultra-hobby options, having a wealth of options to play, preserving history, companies being poor at preservation.

    Games, people, and influences mentioned or discussed: Fallout, Goldeneye, Gran Turismo, Ultima Online, Jedi Knight, Mario Kart 64, Tekken 3, Harvest Moon, Myth: The Forgotten Lords, Final Fantasy VII, Riven: The Sequel to MYST, Dungeon Keeper, Final Fantasy Tactics, Curse of Monkey Island, Total Annihilation, Colony Wars, Age of Empires, Blade Runner, Westwood Studios, X-Wing vs TIE Fighter, PlayStation, Tomb Raider, Soul Reaver, PSP, SNES, TurboGrafx-16, Virtual Console, Wii, Koji Igarashi, Bloodstained: Ritual of the Night, Super Metroid, Metroid Prime (series), The Return of Samus, Nintendo 3DS, Metal Gear Solid 2, Arkham Asylum (series), Assassin's Creed, Dead Cells, Guacamelee, Axiom Verge (obliquely), Darksiders, Gothic Chocobo, Yooka-Laylee, Banjo-Kazooie, Mighty Number 9, Mega Man, Pokemon, Game Freak, Capcom, Jeff Gerstmann, Giant Bomb, Pink Gorilla, Starfighter, Star Wars: Racer, Eric Johnston, Jedi Starfighter, Republic Commando, Steve Dykes, Game Makers Toolkit, Mark Brown.

    Links: Super Mario 3D World's 4 Step Level Design Analysing Mario to Master Super Mario Maker The World Design in Castlevania: Symphony of the Night

    Next time: Through Olrox

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 170: Super Castlevania IV (part three) Jul 10, 2019
    Show notes

    Welcome to Dev Game Club, where we are in our second discussion of Super Castlevania IV. We discuss the ways the game mixes up its mechanics in the late game as well as its music and a few other topics before we turn to your feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished....? the game?

    Issues covered: monsters and bosses, Universal monsters movies, the difficulty of these final levels, imagining someone playing at the time, linearity and difficulty spikes, arcade legacy, the modernization of playtesting, clunkiness of the platforming, level design in comparison with Nintendo, learning through failure, positive vs negative reinforcement in design, having fun even when it's hard, inconsistency of frame rate, emulation and slowdown, the hilarity of the enemy health bar, the terror of the bone bird, consistency of tone, the feeling of immersion in a location, reading the boss, the stages of Dracula, giving you help after you complete the challenge, do you need to complete the challenge, retracing your steps vs seeing everything "once," gaining capabilities over a game vs not, was the game made for fans of the series, mixing mode 7 throughout vs set pieces, bumping your head/feeling less heroic, Brett digresses into French history, having to practice, platforming on the stairs, jumping to blocks that would appear in time, learning what the design rules lead to, a screen scrolling down, the leading camera, interactions with the stair rules, questions of taste, steering the course of the industry, modifying rules when conflicts happen, iterating with the next game, shorter development times, Nintendo shipping its prototypes, investing so heavily in stairs, music in the names of the games, Gothic music, melodrama and space, SNES audio hardware, memorable and iconic music from the era, Tim can't find the melody, emulation and effects on play, display sizes, CRTs, controllers, some technical concerns in emulation, vinyl vs digital, emulating more modern series, remastering from film vs video.

    Games, people, and influences mentioned or discussed: Universal, Pokemon, Dracula, Frankenstein, The Mummy, Super Mario World, Maximo: Ghosts to Glory (obliquely), Nintendo, Metroid (series), Dungeons & Dragons, Legend of Zelda (series), GameBoy Advance, Konami (obligatory: FK), Contra (series), Dark Souls, Metal Gear (series), Charles I/VIII, Academie française, SWAT IV, Guacamelee, LoZ: Link Between Worlds, Breath of the Wild, LoZ: Skyward Sword, Masanori Adachi, Taro Kudo, Star Wars, X-COM, Ha-Drew-ken!, DLC podcast, Ken Levine, Jeff Cannata, Christian Spicer, Drew from Scotland, Purple Rain, Prince, Logan Brown, Star Trek, Mario 64, Andrew Kirmse, Chris Kirmse, MAME, Batman '66, The Wire, Dragon's Dogma, MYST IV.

    Next time: Some of Castlevania: SotN

    https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    Previous 1 32 33 34 35 36 52 Next

    Related Podcasts

    The Joe Rogan Experience

    1

    The Joe Rogan Experience Comedy
    Casefile True Crime

    2

    Casefile True Crime Games & Hobbies
    Reply All

    3

    Reply All Games & Hobbies
    You Must Remember This

    4

    You Must Remember This Games & Hobbies
    Real Time with Bill Maher

    5

    Real Time with Bill Maher Games & Hobbies
    Last Podcast On The Left

    6

    Last Podcast On The Left Comedy
    footer-logo

    Contact Us

    Toll Free: 844-670-7747

    Links

    • Home
    • Top Charts
    • Networks
    • Apps
    • Independents Podcasts
    • Podcast Advertising
    • Podcast News
    • Contact Us
    • About Us
    • Analytics & Insights

    Stay Connected

      Privacy, Terms of Use & Our Code of Ethics Protecting Content Creators Copyrights