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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 447: Deadly Premonition (part two) Oct 16, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 2010's Deadly Premonition. We revisit the Twin Peaks of it all, and then discuss some of the more mechanical aspects of the game, particularly the profiling and the combat. And then there's that open world. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Past/to the Sawmill (Tim/Brett)

    Issues covered: schedule of the next couple weeks, rewatching the Twin Peaks pilot, homage or theft?, leaning into the uncanny valley, things in video games we don't want to show people, technical limitations, localization issues, copying the diner, pricing items, music choices and tones and creepiness, adaptation and filters, conversations about rain, an artifact, survival horror elements, profiling, going through the clues, York putting together the profile, putting the player in the crime scenario, who is Zach?, hot take from Tim: "serial killers are bad news," having confidence in the story, dipping into the combat, aiming and lock-on, failing QTEs, random QTEs vs not, picture-in-picture, talking to Zach in the car, walking around the town after dark, the horrible map and how it interacts with driving conversations, a mechanic to help you understand the game that you don't understand, learning the space, car/character relativity, peeking into buliding windows, zombies after midnight and the blood moon, similarities to Silent Hill 2, the difficulty of making this at AAA scale, unorthodox mechanics, good moment-to-moment gameplay, publisher cachet, hearing about the games.

    Games, people, and influences mentioned or discussed: Welcome Back Kotter, Portal 2, Defeating Games for Charity, Phil Salvador, Video Game History Foundation, KyleAndError, Twin Peaks, Nintendo Switch, Swery, Yakuza: Like A Dragon, Waitress, Mark Frost, David Lynch, Naomi Watts, Batman (series), Golden Idol (series), Return of the Obra Dinn, Heavy Rain, Mindhunter, David Fincher, Zodiac, Se7en, Jaws, Miguel Ferrer, Fire Walk With Me, Chris Isaak, Kiefer Sutherland, God of War (2004), Shenmue, Alien: Isolation, Beyond Good and Evil, PhysX, Don't Look Now, Nicolas Roeg, Julie Christie, Donald Sutherland, Ferris Bueller's Day Off, Fred Ward, Remo Williams: The Adventure Begins, Joel Gray, Jennifer Gray, Olivia Newton-John, Xanadu, Audrey Hepburn, GTA 3, Silent Hill 2, Hideo Kojima, Metal Gear Solid (series), Death Stranding, Suda51, No More Heroes, Lollipop Chainsaw, Shadows of the Damned, Remedy Entertainment, Sam Lake, Far Cry, Sony, Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More Deadly Premonition!

    Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com


    DGC Ep 446: Deadly Premonition (part one) Oct 08, 2025
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on 2010's Deadly Premonition. We first set the game in its time, and talk a bit about Japanese creators breaking out and establishing more auteurist inclinations, before turning to the first part of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to/through the police station

    Issues covered: announcement of our October schedule, singing reviews, 2010 in games, horror games or things in the space, the place in the console cycle, Tim's understanding of the game going in, an indie-developer feel, amortizing investment to earn out, a shift in Japanese development, a surprising game coming out of nowhere, the blogosphere, American pop culture, a difficult creator to follow, Dark Cooper, the HD transition and switch to widescreen, making UI for HD, the victim in the tree and all its symbology, the discipline of the first scene, quick cutting in cinema, York and Zach talking about Tom and Jerry, holding on uncanny valley faces with the la la song, chasing photorealistic faces, stereotypes, the long table beautifully framed, the difficulty of sustaining a Lynchian show, an open world game with driving, a schedule of events and a populace with routines, the connections between characters, a "yes" game, a town being a character, the frustration of the schedule, an open world town vs an open world forest, something being best as a game, making choices and the feelings you have making them, walking simulators and systemic richness, Brett and Tim differ, portals being aligned for you, level and systems design not talking.

    Games, people, and influences mentioned or discussed: Erik Wolpaw, Portal/Portal 2, Defeating Games for Charity, Alan Wake (series), Resident Evil 5, God of War III, BioShock 2, Halo: Reach, Super Mario Galaxy 2, Fallout: New Vegas, Civ V, Dead Rising 2 (and series), Metal Gear: Peacewalker, Starcraft II, Amnesia: Dark Descent, Limbo, Assassin's Creed: Brotherhood, Mass Effect 2, Red Dead Redemption, Darksiders, Heavy Rain, Danganronpa: Trigger Happy Havoc, Battle Royale, Swery65, Hidetaka Suehiro, Access Games, David Lynch, Twin Peaks, Aksys Games, Stephen King, Control, Remedy Entertainment, Fatal Frame, Suda51, Grasshopper Manufacture, 2K Games, Ken Levine, The Elder Scrolls (series), Neo Geo SNK, Hideo Kojima, Konami, Hironobu Sakaguchi, Shenmue, Clover/Platinum, CapCom, Killer 7, Viewtiful Joe, Gathering of Developers, Ion Storm, Shinji Mikami, Ninja Gaiden Black, Giant Bomb, PlayStation, Interstate '76, Naomi Watts, Beyond Good and Evil, Crystal Dynamics, Tom and Jerry, Quentin Tarantino, Top Gun, Sleep with Me (obliquely), Gilmore Girls, The Last of Us, Ashley Johnson, Juno, Elliot Page, The Shining, Batman, Northern Exposure, Mark Frost, The X-Files, Ashton Herrmann, The Red Strings Club, LucasArts, The Walking Dead, Gone Home, Dear Esther, No Man's Sky, Mike, Quake, Spelunky, Calamity Nolan, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More of Deadly Premonition!

    Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com


    DGC Ep 445: Portal Bonus Interview with Erik Wolpaw Oct 01, 2025
    Show notes

    Welcome to Dev Game Club, where this week we add to our series on Portal by interviewing Erik Wolpaw. We talk about his pre-Portal career, burnout, and success on small teams and large. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 1:05 Interview 1:12:10 Break 1:12:41 Outro

    Issues covered: Valve credits, early Magic: The Gathering, growing up in the shadow of James Garfield's mausoleum, publishing in magazines, piracy early in the industry, getting in, getting sick, constantly shipping and crunch, breaking down, changing culture, having ownership vs not, the exhilaration and camaraderie at the end, drowning in game dev, starting with little films, getting in with the Portal kids, self-motivation at Valve, being on multiple projects, enhancing/amplifying the design, a cohesive experience, puzzle fatigue, gag bumpers, giving the environment a voice, not having to manage a big art team, a very small team, having the pressure off, not even knowing what you have, entertaining yourselves, the benefits of low expectations, having more pressure on the sequel, loving to leave a job, endings coming late, not getting it, thinking things will be bad before they turn out to be good, a notorious imbecile, the biggest "I told you so" moment, a good day has cake, not returning to the well, a Portal game without portals?, just jumping in and making the thing, writing for yourself and your interests, sensing creative investment, good vs crappy games, wanting to make Portal 3, wanting to join the industry, skipping right past the AI conversation, being open about the hard stuff, art: the optional stuff.

    Games, people, and influences mentioned or discussed: Atari 400, Old Man Murray, Chet Faliszek, Tim Schafer, Double Fine, Psychonauts (series), Valve, Team Fortress, Left 4 Dead, Artifact, Half-Life (series), Aperture Desk Job, Richard Garfield, Magic: The Gathering, James Garfield, Scramble, Defender, Ballblazer, Rescue on Fractalus, Microsoft, Gabe Newell, Platinum Games, Source FilmMaker, The Orange Box, Mark Laidlaw, Jay Pinkerton, Narbacular Drop, Kim Swift, Fallout, Tim Cain, Leonard Boyarsky, Republic Commando, Daron Stinnett, Jonathan Coulton, Ellen McLain, The Crab Cracker, Severance, Office Space, Garrett Rickey, Realm Lovejoy, Josh Weier, Dave Grossman, Another Crab's Treasure, Peak, Cursor, Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA!

    Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com


    DGC Ep 444: Portal (part two) Sep 24, 2025
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on Portal. We talk about the ending part of the game, the increasing difficulty, the cake, and the boss and declare ourselves Still Alive. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the game!

    Issues covered: puzzle hockey stick, having puzzles cross through multiple rooms, mechanical additions to the sequel, limiting the additional portal mechanics, having to think about getting across rooms, timing puzzles, how the portals line up, not supporting the twitch elements well, is Chell an android? (she is not -B), the feeling of escape, test subjects getting behind the walls, tactical freedom vs strategic freedom, the importance of context, the meta aspect of these narratives, the subtlety of the cake (until it isn't), "now I'm in Half-Life," competing with Black Mesa, the boss fight, thinking in portals, the final exam and having all the tools, timers as a crutch, the perfectly balanced end point, seeing the outside and being in the Half-Life world, the cake room, the character of GLaDOS as an amalgam of personality modules, triumphant GLaDOS, "the cake is a lie," the game hitting in a different way, the Weighted Companion Cube, having to be interactive, using games as a substrate for "non-interactive" entertainment, the grungy environment vs what's going on, a better show than a game (except maybe a couple of scenes), freeing your mind, the limits of new mechanics, being just one idea with some small sub-ideas, lean/no fat, really great onboarding, a light touch with narrative, everything coming together and artistic cohesion, a meta moment about the SteamDeck, portals!, safety in the portals, portal-based renderers, the one game that brought you in, another very kind review that we sometimes live up to.

    Games, people, and influences mentioned or discussed: The Stanley Parable, BioShock, Half-Life, President Obama, Claire Danes, Chris and Susan McKinley Ross, Jonathan Coulton, Ellen McLain, The Office, Office Space, Fallout, Saw, Ex Machina, Alex Garland, The Last of Us, Giovanni Giorgio Morodor, Diana Ross, Daft Punk, Fez, Fumito Uedo, Keita Takahashi, J. K. Simmons, Stephen Merchant, Jacques Rivette, Valve, Aperture Desk Job, Erik Wolpaw, Calamity Nolan, BioStats, Endofunctor, Morrowind, Halo CE, Paolo, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA!

    Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com


    DGC Ep 443: Portal (part one) Sep 17, 2025
    Show notes

    Welcome to Dev Game Club, where this week we kick off a short series on 2007's Portal. We talk about the year it came out, a bit about Valve and the Orange Box, before talking about the game's development history and then some topics about the game itself. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Up to/through Test 12 (because Tim can't follow directions)

    Issues covered: 2007 in games, motion-controlled archaeology, the box of goodies that was The Orange Box, Team Fortress 2 and hats, connecting console accounts to Steam, Steam history and digital copies, "introducing Portal," long development time on TF2, character silhouettes, The Most Perfect Video Game, not knowing what you have, a killer first game, deep dives, giving permission to not shoot things, building up knowledge in puzzle games, Match 3 puzzle games, not seeing the game coming, the sequel, gating progress on mechanical knowledge, stepping through understanding portals, "this is impossible," subverting the player, learning without realizing it, increasing complexity, the magical opening portal moment, the infinite regress, whether you'd still take that deal, simple UX methods to help players get over the first-person thinking, embedding information in the world and fiction, narrative design vs writing, the voice of GladOS, where lore works for Brett, expanding the world of Half-Life.

    Games, people, and influences mentioned or discussed: BioShock, Halo 3, Super Mario Galaxy, God of War II, Mass Effect, Metroid Prime III, Tomb Raider: Anniversary, Tomb Raider: Legend, Crystal Dynamics, Wii, Jason Botta, Eidos/Square, CoD4: Modern Warfare, Crysis, Uncharted, Assassin's Creed, The Witcher, Rock Band, Nintendo DS, Phantom Hourglass, Hotel Dusk, Cooking Mama, STALKER (series), Metro (series), Trespasser, Half-Life (series), Mark Laidlaw, Dario Casals, Gabe Newell, The Orange Box, Team Fortress 2, PlayStation, The "Black Box," Quake, Pixar, Steve Meretzky, Norm MacDonald, Skyrim, Claire Danes, Narbacular Drop, My So-Called Life, Baz Luhrmann, Strictly Ballroom, Nuclear Monkey Software, Kim Swift, Jeep Barnett, Tacoma, Little Women, Greta Gerwig, DigiPen Institute of Technology, 343 Industries, Firewatch, Campo Santo, Outer Wilds, The Stanley Parable, The Talos Principle, Antichamber, Gone Home, The Witness, Zelda, MYST, PopCap, Puzzle Quest, Bejewelled, Fez, Homeland, Chet Faliszek, Eric Wolpaw, Old Man Murray, 2001: A Space Odyssey, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Finish Portal and Takeaways!

    Links: The Most Perfect Video Game (Note: I remembered this as longer, especially after the switch, but it's great)

    Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com


    Discord Game Club Ep. 11 Sep 10, 2025
    Show notes

    Tim is traveling this week, so we are reaching into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview one... Brett Douville, who happens to also co-host Dev Game Club and is the person typing this right now, so all of this is very weird. We expect to return next week.

    Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com


    DGC Ep 442: Papers, Please/Cart Life (part three) Sep 03, 2025
    Show notes

    Welcome to Dev Game Club, where this week we complete our series on a pair of empathy games, Papers, Please and Cart Life. We spend some more time with Melanie and her coffee hut before turning to our takeaways, shared between both games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Several days of Cart Life

    Issues covered: the tutorialization in the Melanie story, a whole functioning town, replaying the first few days, real world flexibility, entering a potential failure state, adding parenting into the mix, encountering a bug, reading deeply into the simulation, having a meaningful experience without a systemic backing, supporting the illusion of systems, being forced to have your daughter go to her dad's, bugs and not being sure, losing Andrus's cat, dream sequences, having trouble wanting to play the game, adventure game topics and language, high pressure time, topics in other games, keywords, production economy, words as an inventory, life under capitalism vs authoritarianism, depriving a character of connection, choosing coffee due to life choices, not taking baristas for granted, useful friction and life, min/maxing the simulator vs trying to experiment with it, the horror of retail, opportunities for connection, making the game or life go more quickly, getting OCD with espresso, the physical repetitive tasks, "playing anything," what motivates play and games, being naturally empathetic with the character, choosing an abstract aesthetic, production techniques for lo-fi heart and enabling creativity, being glad that such games exist, tactility of game elements, abstraction and QTEs, Easter eggs.

    Games, people, and influences mentioned or discussed: BioStats, CalamityNolan, Samuel Jackson, Pulp Fiction, Twine, The Walking Dead, David Lynch, Dark Souls, Ultima (series), Her Story, Sam Barlow, Hal Barwood, Return of the Obra Dinn, Mad Libs, howling dogs, WarCraft, Gilmore Girls, The Sims (series), Skyrim, Typing Tutor, Sabrina Carpenter, Receiver, Ian Bogost, Play Anything, Power Washing Simulator, Kim Jung Gi, Sierra, The Last of Us, Cleo 5 to 7, Jeanne Dielman, Chantal Ackerman, David Cage, God of War, Outer Wilds, Passage, Brad, Jason Rohrer, N. K. Jemisin, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: BioStats and CalamityNolan's interview with another host

    Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com


    Discord Game Club Ep. 10 Aug 27, 2025
    Show notes

    It's again the doldrums of summer this week, so we are reaching into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview one Timothy Longo, who happens to also co-host Dev Game Club. Funny how that works. We expect to return next week.

    Twitch: timlongojr and twinsunscorp Discord DevGameClub@gmail.com


    DGC Ep 441: Papers, Please/Cart Life (part two) Aug 20, 2025
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on empathy games, returning to discuss a little more about Papers, Please before digging into Cart Life a bit. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: A bit more of Papers, Please and a little bit of Cart Life

    Issues covered: thanks for the interview, a bit about Twin Suns Corp, showing earlier versions of the game, a vertical slice with all the game play, getting fired, building up through the systems, was this my run, tactility in games, citations and the space they take, space economy, inventory management by comparison, encumbrance, restriction on space, card games and space, making citations bigger, where's the money coming from, thinking about decisions, the save system, leveraging the save system to have space for warnings, a generous save system, you have to make the whole game, the spread of subversion, not playing through multiple times, an unfortunate bug, GDC and the IGF, festival games on the show floor, a history of game issues, the two storylines we're playing, a dark story of divorce, differences between the cart stories, more adventure game than expected, having a hard time getting a cart and also being too late to pick up your daughter, difficulty and opacity, a film equivalent, Brett's fantasy recs, Papers Please and authenticity, controlling your population in authoritarian regimes, stereotypes in games.

    Games, people, and influences mentioned or discussed: CalamityNolan, BioStats, Kaeon, KyleAndError, Project Octavia, Harley Baldwin, Republic Commando, Choose Your Own Adventure, Mark Garcia, The Room, SpaceTeam, Gorogoa, The Elder Scrolls, Marvel: Snap, Magic: The Gathering, Yu-Gi-Oh, Netrunner, Prince of Persia: Sands of Time, The Last Express, Nier: Automata, Spelunky, The Walking Dead, Richard Hofmeier, howling dogs, Porpentine, itch.io, Ad Hoc, Telltale, The Wolf Among Us, Adventure Game Studio, The Sims, Tow, Rose Byrne, Max, Chronicles of Thomas Covenant the Unbeliever, Raymond Feist, Riftwar saga, Piers Anthony, The Belgariad, David Eddings, Wheel of Time, Robert Jordan, Song of Ice and Fire, George R.R. Martin, Dave Duncan, Ursula K. LeGuin, Tales of Earthsea, Robert Jackson Bennett, Divine Cities trilogy, Founders trilogy, Terry Pratchett, Discworld, Adrian Tchaikovsky, Shadows of the Apt, Robin Hobb, Farseer trilogy, Martha Wells, Murderbot Diaries, Books of the Raksura, Lois McMaster Bujold, Vorkosigan saga, J. R. R. Tolkien, The Hobbit, The Lord of the Rings, John LeCarré, Lee Child, Jack Reacher, Claudiu, Chernobyl, Outer Wilds, Kirk Hamilton, Aaron Evers.

    Next time: More Cart Life

    Oops: What I was going to say at the end there is that This War of Mine caught some flak for not accurately representing how people would come together in times of strife (though generally the critical reception was very positive)

    Links: First look stream of Project Octavia

    Twitch: timlongojr and Twin Suns Corp Discord DevGameClub@gmail.com


    Discord Game Club Ep 9 Aug 13, 2025
    Show notes

    It's the doldrums of summer this week, so we are reaching into the Discord Game Club interview archive. This time around, BioStats and Kaeon interview Calamity Nolan, a member of the Discord and usual interviewer who is also an independent developer. We expect to return soon.

    Twitch: timlongojr Discord DevGameClub@gmail.com


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