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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 129: Tomb Raider (part four) Sep 12, 2018
    Show notes

    Welcome to Dev Game Club, where we celebrate the triumphant return of co-host Tim Longo with... a discussion of the rest of 1996's Tomb Raider. We once again discuss the levels themselves, but also discuss traps, puzzles, and the use of voice to characterize action adventure avatars in more recent games, before turning to takeaways and your questions and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finishing the game (Egypt and Atlantis)

    Podcast breakdown: 0:40 Segment 1: Levels and other discussion 1:04:40 Break 1:05:12 Segment 2: Takeaways and feedback

    Issues covered: cumbersome controls, traversal-based exploration vs skill-based exploration, traps as playing against expectations in traversal, varying threats with traps, lower stress approach than combat, puzzles, block moving, levels as puzzles, evolving the puzzles and mechanics over multiple games, feature iteration over a series, voice acting in cutscenes vs in-game, preferring solitude, not having a plan for Lara the character, losing the ability to see yourself in the character, using cutscenes as reward, blurring the line between cinematic and game, using FMV instead, thinking of the first two Egypt levels as one level, interconnectedness of the Obelisk, seeing everything you need to do in one room, breaking their rules, climbing all around the side of the Sphinx room, navigation as puzzle, sense of scale, showing you the destination and making you figure out how to get there, water puzzles, contextualization, having your input read in in-engine cutscenes, doors that open and stay open, motivating your puzzles and switches, ancient stuff vs modern, building new mechanics late in the game, central pyramid room, ending in flesh, leaning into a problem, paying off on doing something denied you in a cutscene, leaning into exploration, naming your enemies and therefore making them more important, level as puzzle, strong character design, animation with weight and wind-up, the move set as puzzle, learning the move systems, white paint, branching paths, inescapable abstraction, give me guardrails to find the fun, balancing freedom against direction, MDA framework, interaction of the mechanics with the dynamics, abstraction in AI and physics and other systems, merging mechanics and narrative, VR as an interesting place for this, innovation moving to the mainstream, horror.

    Games, people, and influences mentioned or discussed: Indiana Jones, Resident Evil, Soul Reaver, Stephen's Sausage Roll, Monument Valley, A Good Snowman is Hard to Build, Core Design, Indiana Jones and the Infernal Machine, Uncharted (series), God of War (2018), Jedi Knight, Westwood, Tim Curry, Mark Hamill, Wing Commander, Half-Life, System Shock 2, Doom, Cthulhu, Metal Gear (series), Eidos Montreal, Starfighter (series), Republic Commando, Assassin's Creed, Deus Ex, Michael, LonelyBob K, Tim Dooley, Breath of the Wild, Horizon: Zero Dawn, Jonathan Haidt, The Righteous Mind, Zachary Crownover, Zimmy Finger, Brothers: A Tale of Two Sons, Papers, Please, Limbo, Prince of Persia: Sands of Time, Inside, Cart Life, Memento, Sex, Lies, and Videotape, Switchblade Sisters, Sera Gamble, April Wolfe, Being John Malkovich, Lost, The Magicians, Supernatural, Sharp Objects, Hereditary, American Horror Story, The Endless, Resolution, Thief.

    Links: Play Tomb Raider in a browser

    31 Nights Streaming Screaming

    Next time: We look a bit at Shadow of the Tomb Raider!

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 128a: Flösser Interview Revisit Aug 29, 2018
    Show notes

    No show notes this week as we revisit our 2016 interview with guest Janos Flösser; you can find those notes on the website. However, Brett does take a moment to answer a reader email before the show and to talk about next week afterwards.


    DGC Ep 128: Tomb Raider (part three) Aug 22, 2018
    Show notes

    Welcome to Dev Game Club, where we have been playing 1996's Tomb Raider. We spend more time on the levels themselves as well as diving into the AI for human enemies, the sense of space and of pace, and having no idea what to do to find a key. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Egypt, in theory

    Podcast breakdown: 0:41 Tomb Raider 1:00:17 Break 1:00:47 Feedback

    Issues covered: plumbing, level and puzzle size, nonsensical space and St Francis's Folly, suspending disbelief, squinting and seeing the modern version of a puzzle, erosion of geometry, integrating player knowledge to game knowledge, preparing the player for challenges, knowing your mythology, knowing less mythology in Egypt, having preconceived notions due to myths, climbing down and up the tower, complications and confusions, situational awareness of levels, consistent themes across whole levels, motivating animals, scouring the space, level scale, emphasizing the sense of being underground with clip distance and fog, trusting the player to understand the space, hardware fogging lending to mystery, jumping on the hand of Midas, gruesome deaths and a protective instinct, ratcheting up tension psychologically, justifying playing a female character, the patriarchy, more realistic deaths being more problematic, cartoon plumbers, not relating to characters, hinting at what you're supposed to do, missing areas and not being directed well, industry learning how to naturally direct a player, cutscenes to show what happens, composition replacing cutaways and tracking cameras, order of operations puzzles, coming out at a place you've seen before, tantalizing glimpses of where you might get next, non-linearity vs linearity in levels, lower friction in level/dungeon design, Tim reveals a favorite level of all time, mind-blowing ability to change the level of the water, getting stuck on the shimmy, missing a key and being terrified, matching player motivations to puzzle logic, a realistic functioning space, a thrown switch only needs to be thrown once, making it clear why you should raise and lower a switch, spending a long time in a level, imagining leaving the Cistern for a week, avoiding usability problems by making solutions irreversible, disconnected levels, bursting centaurs, avoiding an unnecessary fight, bringing in the supernatural and Atlantis elements, descending deeper and deeper underground through multiple levels, taking an enemy down with two shots, humans vs animals as enemies, the guy who gets away, "white paint" and usability and directing the player, watering down the sense of exploration, difficulty settings in the new TR, putting more on level design to direct the player, maps making a game into "a map game," composition/visual design/environment art, camera and animation to direct the player, telegraphing where you can go, keeping titles current or revisiting them.

    Games, people, and influences mentioned or discussed: Indiana Jones, Jenga, God of War, Quake, Crystal Dynamics, Mario (series), Uncharted (series), Skyrim, Fallouts 3 & 4, Oblivion, TR Anniversary, Dark Souls, La Bamba, Tomb of Horrors, fulltilted, Deus Ex, Michael, Fable, Andrew Kirmse, Naughty Dog, LonelyBob K, Daron Stinnett, TIE Fighter, XvT, Dark Forces, Tim Dooley.

    Links: TR in the browser:

    Next time: Finishing the game! (Always, always, in theory)

    Program note! We will be taking a little time off so Tim can go explore the real world.

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 127: Tomb Raider (part two) Aug 15, 2018
    Show notes

    Welcome to Dev Game Club, where we have been playing 1996's Tomb Raider. We specifically dive into level design, Lara's move set, combat, and a bit about technology here and there. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Greece, theoretically

    Issues covered: dinosaurs in film in books, level size, level design and events to direct the eye, interconnectedness of areas, distilling the original game to remake it, exploration and order of operations, not knowing when you're done with a puzzle, possibility of going back and forth, looking for secrets and finding a way down to the valley, opening the other two doors, becoming less accepting of more abstract spaces, going for realism vs abstract reality, why you might build levels on grids and with repeated bits, backface culling, lining up animations because the character is on a grid, PlayStation hardware and acceleration, announcing the PlayStation at its price, controls vs fidelity, dropping air steering out and returning it, figuring out the right move to get the right jump, reinforcing character through move set, one-false-move failures, tank controls, trusting the grid, trading fidelity and responsiveness, planting the foot before she jumps, really embodying her in the world, fluid animation, designing with the experience in mind, failure as a valid teaching tool, aligning design and animation intent, increasing realism and trade-offs of feel, introducing procedural approaches to animation, blending in sports games, using inverse kinematics to navigate the world, allowing tech to solve a role, using math to point the head and arms in the right direction during combat, simple gun combat with good character animation, using jump scares to introduce combat, limited AI, limitations in combat systems, auto-lock and camera interplay, lacking sticks, switching lock targets, lack of music during combat, downplaying the combat, good level moments, the T-Rex moment, collision on the T-Rex corpse, pushing scale in environments, correction 0451 code, music genres and game genres, when do game mechanics and narrative mesh together well, "Would You Kindly?", simple stories working better, ludonarrative dissonance, the player being the unique hurdle, comedy in games.

    Games, people, and influences mentioned or discussed: Jurassic Park, Arthur Conan Doyle, Journey to the Center of the Earth, Jules Verne, Michael Crichton, Jeff Goldblum, Laura Dern, Crystal Dynamics, TR: Anniversary, Jason Botta, Half-Life, Super Mario 64, Nintendo 64, Silicon Graphics, PlayStation 1/2, Star Wars: Starfighter, Track and Field, Resident Evil, The Matrix, Dark Souls, Demons Souls, Assassin's Creed, CORE Design, Steve Ash, Crash Translation, System Shock, Warren Spector, Deus Ex, dcab11, Zimmy Finger, Beethoven, Tetris, Bioshock, Prince of Persia: Sands of Time, Prince of Persia (2008), Shadow of the Colossus, Ico, Far Cry 2, Planescape: Torment, Chris Avellone, Gone with the Wind.

    Next time: Through Egypt, theoretically

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 126: Tomb Raider (part one) Aug 08, 2018
    Show notes

    Welcome to Dev Game Club, where we are turning our eyes to 1996's Tomb Raider. In this episode we situate the game in its time, paying particular attention to the challenges of 3D and technology at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Through Peru

    Issues covered: setting the game in its time, 3D acceleration, "at least they got our names right," having to control a bunch of extra stuff in 3D, camera control in Super Mario 64 or Crash Bandicoot or Resident Evil, handling challenges differently through design and technology, Brett fumbles around the PS1 hardware, lack of save anywhere on PS1, designing for console vs PC, "the Indy game that people wanted," starting in Peru and Raiders callbacks, the ambient score supplementing exploration and loneliness, broken keymapping, Lara's evolving backstory, a strong self-sufficient woman, objectifying the character, nude mods, strong character design, British culture, traveling well, amalgamation of clear character archetypes, sensibility of a British icon, setting up a world via simple short character interactions, analogue in Resident Evil, world-building through grace notes, pulp antecedents, pure exploration, exploration as its own reward, finding secrets, doing whatever it needs to do to serve the core fantasy, level construction, Brett becomes a German, wanting more tracked data, stats and baseball, adding more tracking over time, using data in development, digging into his WoW stats, the person Tim spends the third most amount of time with, games that terrify you so much you can't play them, does Alien impact people who don't know the movies.

    Games, people, and influences mentioned or discussed: Jason Botta, Crystal Dynamics, Toby Gard, CORE Design, PlayStation, Crash Bandicoot, Lara Craft GO, Nokia, 3Dfx, Xbox, Super Mario 64, Nintendo 64, Diablo, Star Wars: Shadows of the Empire, Donkey Kong Country 3, Resident Evil, Quake, Indy's Desktop Adventures, Duke Nuke'em 3D, Civilization, 3DO, Meridian 59, Andrew and Christopher Kirmse, Game Developer, GDC, Game Programming Gems, X-Wing vs TIE Fighter, Indiana Jones and the Fate of Atlantis, Raiders of the Lost Ark, Next Generation, Sherlock Holmes, James Bond, Batman, Temple of Doom, Allan Quatermain, H. Rider Haggard, King Solomon's Mines, Spice Girls, Ian Livingstone, EIDOS, Deathtrap Dungeon, Games Workshop, Warhammer, Peter Molyneux, John Wick, Soul Reaver, Hal Barwood, Indiana Jones and the Infernal Machine, The Producers, Maas Neotek Proto, Final Fantasy, League of Legends, DOTA, Blizzard, Hearthstone, World of Warcraft, Eric Bartoszak/WeyounNumber6, Prey, Alien: Isolation, P.T., Ico.

    Next time: Thru Greece

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 125: Prey Bonus Aug 01, 2018
    Show notes

    Welcome to Dev Game Club, where in this bonus episode we've turned to a clear descendant of Deus Ex, 2017's Prey. We talk about the first few hours of the experience and note some of its systems and world-building, among other thoughts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: At least up to the lobby

    Issues covered: post-it notes, allowing mimics, Tim gets excited, another potential forerunner, using the Goo Gun to get to an apparently unreachable area, analysis paralysis, not knowing which way to go, being surprised that the payoff was delayed, trying to reach beyond the normal market (and people who understand the tropes), the erased whiteboard code, psi hypos in the safe, surprise CryEngine, looking at the map, setting up Alex as a villain, waking up again, room inside a room, commitment to first-person presentation, visual design of the PDA, putting in the neuromod, contextualizing neuromods, use of body horror, mimic design and creepiness, mod for inhabiting any prop, using audio design to enhance creepiness, breeding paranoia, wanting to look at and enjoy the world but anything could be a threat, fighting the bigger typhon, being less inclined to stealth because combat is expected, themes, choice of gender here, going wide vs deep in skill choices, the resource collection mechanics, what can you scavenge, crafting and how far you go in the resources, the origin of 0451 and immersive sims, the A113 Easter Egg, alternate histories, clear lineage in immersive sims, the rough road for immersive sim makers, importance of setting, critical vs commercial appeal, what genre do you put this game in critically, production design choices, living in-between and pushing other genres forward, Hong Kong the shelf-level event, the killswitches, being old as dirt, wanting more guns, maintaining tension through resource levels, hoarding weapons, FOMO.

    Games, people, and influences mentioned or discussed: Legend of Zelda, Arkane Studios, Bethesda Game Studios, ZeniMax, Bioshock, System Shock 2, Deus Ex, Looking Glass, Half-Life, Portal, Dishonored (series), CryEngine, id Software, Raphael Colantonio, Harvey Smith, Groundhog Day, Mission: Impossible, Dead Space, Chronicles of Riddick: Escape from Butcher Bay, Republic Commando, Counterstrike, Garry's Mod, Team Fortress II, Source Engine, Alien: Isolation, Fallout 4, Tacoma, Fahrenheit 451, Pixar, Disney, Battlezone, Ricardo Bare, Dark Messiah of Might and Magic, Origin, ION Storm, Irrational Games, Uncharted, Tomb Raider, Viktor Antonov, Philip Staffetius, Kevin Brown, Halo, Wumpus, Hammurabi, Sanders Associates, Ralph Baer, ADVENT.EXE, Pipe Dream, Thief, Resident Evil.

    Corrections: Turns out, Dishonored II was idTech 5

    Next time: For those looking at the show notes, advance notice: We'll be playing 1996's Tomb Raider, the first four levels (Peru). (Looking out for you show notes readers. My people. -B)

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 124: Deus Ex (part five) Jul 25, 2018
    Show notes

    Welcome to Dev Game Club, where we are finishing out our discussion of 2000's Deus Ex. In our fifth episode in the series, we talk a bit about the game's viewpoint(s) and 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 at last

    Issues covered: Tim's marathon of M:I, the othering of Anna and Gunther as well as Walter Simons and Bob Page, building a sense of place and history, the inhumanity of JC Denton, a game about the grey area of decision-making, Tim merges with the AI, choosing a little less globalization, wealth operating in secret, playing the good guy, turning off the Illuminati-sicle, pulling the opposing threads back further into the game, the gas station level, Tim finds a prototype AI, mashup of genres, robust optional content, stealthing the end of the game, using thermoptic camo, leveling up the sword, a fully-realized Vandenberg Base, flying the drone and blowing up the robots, using the AI's rules to stealth through, doing the mission impossibly, like we're playing two different games, emergent design, using tools for mayhem vs success, paying off on story choices/the game watching and keeping track of little things you do, the RPG lineage, projecting onto the character because of flat affect, allowing Paul to live, Tim likes the trains to run on time, bringing in all the various conspiracy theories, tracking things and setting up the sorts of things that we track today, choosing story beats instead of being able to fully get through non-lethally, level design feeding into emergence, the saga of BobPage51, adding surrealism to everyday life, the modern Deus Ex games, lockpicking and time, knucklehead stealth and limited playtime, assigned roles vs created roles, player tracking, internal vs external, expectations of privacy, the challenge of interpreting player data, heat maps and ways to tie the data together, justifying any decision, tracking and part of the competitive landscape.

    Games, people, and influences mentioned or discussed: Mission: Impossible, Terminator (series), RoboCop, Peter Weller, The Witcher 3, Fallout, Warren Spector, Far Cry 4, X-COM: UFO Defense, Kindergarten Cop, Jack Black, Nacho Libre, Grand Theft Auto III, Ultima Underworld, Dragnet, Sgt Pepper's Lonely Hearts Club Band, Starfighter (series), Rick Butler, Metal Gear Solid V, Splinter Cell (series), Thief, Ben from Iowa, Clint Hocking, Aaron Evers, Assassin's Creed: Black Flag, UbiSoft, God of War, Tomb Raider, Jumanji, 343 Industries, Microsoft, Halo 5, World of Warcraft, Overwatch, League of Legends, DotA 2, Fortnite, Unreal Engine, Unity, Prey.

    Next time: A big chunk o' Prey

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 123: Deus Ex (part four) Jul 18, 2018
    Show notes

    Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our fourth episode in the series, we talk about maps, the damage model, augmentations, and more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through the Paris Cathedral

    Issues covered: stealth and non-lethal play, hitting your foes with tranq darts, externalizing statistics, the things you track, a decision or a priority, a stuffed UI, adding notes to images, self-motivated play vs auto-mapping, usability, detailed maps, orienting yourself via the maps, feeling in conversation with the designer, map fidelity and playing into the fantasy, leaning on the existence of a map as a designer, leaning on navigation mapping as a crutch, spatial sense, making navigation design choices based on the needs of the game, emergent design and not holding hands, navigation as a resource, taking away mechanics you lean on, sneaking up on snipers, accurate modeling of bullet trajectory, making weapons feel like they should feel, suspected player collision model, accuracy model, difficulty making decisions, understanding the weapons having not using them, the damage model, weapons being more lethal sometimes than others, random vs statistical distributions, seeing the RNG and damage model, tuning and spread and balance, player expectations and numbers, progressive improvement in random chance in MMOs, perception is everything, "it's not a blunderbuss," augmentation choices, not meeting tougher creatures when you make the choices, not upgrading, recycling + healing non-stop, playing into power fantasies of different types, potential "best way to play," being a sum of parts rather than strong at any individual thing, VO issues, player stories in the Dowd level, making weird decisions with guns, audio design, triggering enemies through walls, provoking exploration, more player stories in the Dowd level, scripting interactions and weirdness, clash of script and AI, player feedback, a future bonus episode, proper noun soup.

    Games, people, and influences mentioned or discussed: Fable, Metal Gear Solid (series), Ultima Underworld, Far Cry 2, Elder Scrolls (series), Perfect Dark Zero, Xbox 360, Dead Space, Resident Evil, Dark Forces, Unreal, Halo, X-COM: UFO Defense, Sid Meier, Civilization, World of Warcraft, Planescape: Torment, Fallout, Thief, Grehtn/Zimmy Finger, Darren from Ohio, Prey (2017), The Witcher 3, Warren Spector.

    Next time: Finish the game, no really, really!

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 122: Deus Ex (part three) Jul 11, 2018
    Show notes

    Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our third episode in the series, we talk about the RPG aspects as far as story goes as well as some obvious influences. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through the Paris Cathedral

    Issues covered: mispronouncing the title of the game, bringing in all the story as you get to Hong Kong, level geometry in Hong Kong and getting lost the first time you played it, hearing the proper nouns, the gigantic conspiracy smoothie, pushing conspiracy theories 75 years forward, not being sure who you can trust, can you even trust Tracer Tong, hitting all the technology paranoia (clones, nanomachines, viruses and cures), having time still running while you're hacking/lockpicking, the final destiny of Maggie Chow, cutscenes and enemy AI, mini-games in hacking and lockpicking, player vs character skill in mini-games in BGS games, when mini-games pull you out of the game and when they don't, making hard decisions thematic resonance with hacking/lockpicking, "knucklehead stealth," giving the player lots of options even just to hack and player agency, getting captured by MJ12 in Brett's version and in Tim's, Anna Navarre and "I can see you," forced greets, procedural camera placement, dialog cutscenes in Mass Effect, revealing that you've been in the UNATCO base the whole time, forking level assets, how Alex and Jaime join back up with you if you choose to have them, finding killswitch codes for others, avoiding lethality, reuse of space, having to propagate fixes to multiple spaces, placing your RPG in the real world, connecting the world, globalization and fear and paranoia, naming post-apocalyptic cities, Tim outs my film choices on the podcast, contextualizing the make-up of the world, replaying games and length, engaging with backstory, what we're on about here.

    Games, people, and influences mentioned or discussed: Harry Truman, The X-Files, Millennium, Deus Ex (rest of series), Assassin's Creed (series), Leonardo da Vinci, The Matrix, Cyberpunk 2020, Shadowrun, Thief, Bioshock, Fallout 3/4, Skyrim, Dark Souls, Pipe Dream, LucasArts, Anthony Gallegos, RebelFM, Mass Effect, Anachronox, ION Storm, Eidos, Dishonored 2, Tomb Raider, Fallout 1 & 2, Lord of the Rings (films), Obsidian Entertainment, Alpha Protocol, Metal Gear Solid 2, Darren, Konrad the Canadian.

    Next time: Finish the game!

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 121: Deus Ex (part two) Jul 04, 2018
    Show notes

    Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our second episode in the series, we discuss difficulty levels for different styles of play vs augmentation hard choices and some level systems specifics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up through Hong Kong (in theory)

    Issues covered: trying to get out of the level when you've been in it a while, difficulty levels and combat vs stealth, the paths not chosen, the interaction of augmentations and difficulty, not being a great shooter, motivated level design, stealth and the tranq dart, balancing weapons, the ghost or non-lethal run, the emergent quality vs achievements for ghosting, player choice in play goals, trying to remove all the TNT from a room, punishing particular play styles, how you reflect player choices in the world vs the character, forking paths and the small bugs therefrom, the crowbar vs the baton, making hard binary choices, all active augmentation and resource usage, minimal resources, bioelectric batteries vs colas and chocolate bars, forgetting the skill points, point-based skills vs discrete augmentation levels, not playing completionist, getting rewards for different solutions, Tim's weird way of dealing with the hostage situation, failing for purposes of discovery, visual language, ladders in games, cutscenes and what systems get turned off or not, Tim goes backwards, the difficulty of getting through a door, using a heavy box as a defense, save-anywhere as a critical play system.

    Games, people, and influences mentioned or discussed: Starfighter (series), Halo, Thief, Dishonored, Harvey Smith, Julius Caesar, Warren Spector, Infamous (series), Fable (series), Far Cry (series), Dungeons & Dragons, LoZ: Link to the Past, Mark of the Ninja, Hitman 2.

    Next time: Up through Paris Cathedral

    Links: Ben Abraham Plays Far Cry 2 with Permadeath

    @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


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