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    Leisure

    Nude Clan: A Video Game Podcast

    From the creators of Ultima Final Fantasy comes the ultimate video game podcast! News, reviews, and discussions about everything in the video game world. Subscribe for weekly episodes, or go to nudeclan.net to find out more!

    Advertise

    Copyright: © Joseph DeGolyer, Kaleb Craig, Kaleb Schweiss, Cameron Wilson

    • Apple Podcasts
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    Latest Episodes:
    #022 - DmC Review May 29, 2016
    Show notes

    This week, the guys talk DMC, and have a new VR idea they're ready to bring to market. Enjoy!

    DMC: Devil may cry is a hack and slash action game developed by Ninja Theory and published by Capcom. DMC is technically the fifth game in the series, but is a reboot and is set in an alternate universe. Capcom called for a reimagining of the series and capcom chose Ninja Theory to make the game. Capcom worked alongside Ninja Theory to make sure the the gameplay was reminiscent of the older games but different enough to be special. The game started to receive a lot of flak even before its release as fans did NOT like the redesign of dante. Critics and new fans of the game praised gameplay, art, story, and music, but because of fan hate towards the new Dante the game did not meet Capcom's expectations. Later capcom claimed they were satisfied with the sales probably due to the definitive edition that was released on ps4, xbox one, and pc 2 years later. Dante's design was supposed to be similar to the original but capcom told ninja theory to make it completely different to appeal to a younger audience. So while the original dante was a japanese perspective ninja theory made him from more of a western perspective. The redesign was so hated that members of the ninja theory staff started receiving death threats. (apparently some in the form of comic books and a metal song.) early reception for the game was negative especially with the original creator hideki kamiya, and reuben langdon Dante's voice actor from the 3rd and 4th' games bagging on the game before release. producer alex jones said that some of the harsh response had turned positive. langdon changed his tune a little and urged fans to try the game. Rich Stanton from Eurogamer was about Dante's re-design, calling it one of the best reinventions of a character in gaming history. In contrast, Chris Schilling from VideoGamer.com was negative about the redesign, as he found the new Dante lacking some of the original's iconic features.

    Schweiss Craig

    Story 6 8

    Gameplay 10 10

    Design 9 10

    Sound/Music 9 9

    Replayability 9 10


    #021 - In Rhythm, Out of Time May 22, 2016
    Show notes

    This week, we discuss the history of Rhythm games, such as Guitar Hero, and Rocksmith. We dive into the origins, dating back to the Magnavox, and discuss the eventual downfall of the genre. We discuss a glass filled story behind Kaleb Craig's acquiring of a PS3, and discuss Joe's hike. Enjoy the episode guys!


    #020 - Diablo II Review May 15, 2016
    Show notes

    Diablo II

    Kaleb Schweiss

    Diablo II is an action based, hack +-and slash rpg by Blizzard north. The game was published in 2000 for Windows and Mac. The game's design was done by David Brevik and Erich Schaefer, who acted as a project lead for the game.

    Diablo II built on the success of the first game in the series, and was one of the most popular game of 2000. The continuation of it's fanatsy themes from the first entry, and the access to Blizzard's free online play service through Battle.net were a major factor in it's popularity. The servers are still available through Battle.net, and they even had a major patch release in March of 2016. There was an expansion for Diablo II, titled Lord of Destruction released in 2001, of which I have played about half of.

    The game progresses through four portions, divided up into acts. Each one follows a set of objectives, but still holds true to the random generated areas of the first game. Diablo II also introduces more side quests, mainly in the form of optional dungeons with an uber loot chest at the end. Diablo II has much more variety in environments, where Diablo I only had the floors in, and below, the monastery.

    Diablo II also introduces three difficulty levels. Normal, Nightmare, and Hell are unlocked once the game is beaten on normal. Higher difficulty means harder enemies, and less resistances, but it also means better loot. The player can return to a lower difficulty at any time.

    Diablo II brings a couple more character selections to the table. You can play as an Amazon, Necromancer, Barbarian, Sorceress, and Paladin. Lord of Destruction also added the Druid and Assassin classes.

    Diablo II's story begins right after the events of Diablo. The great and powerful warrior, Husk, defeated Diablo in the first game, and tried to contain his essence within his body. Since then, Husk has become corrupted by the demons spirit, and has caused demons to enter the world.

    Stories begin to be told in reference to this "Dark Wanderer". We later find that the soulstones were originally designed to capture the Prime Evils who were banished to the mortal realm after being overthrown by their lessers. When Diablo's soulstone became corrupted, the demon was able to control the Dark Wanderer. THe soulstone of Baal, another demon, was united with the mage Tal-Rasha, who volunteered to absorb the spirit into his body and be imprisoned. The story is told from the perspective of a drifter named Marius. Marius is following the Dark Wanderer, and finds that he means to unite with the other Prime Evils.

    Act I: Rescue Cain from Tristram, follow Dark Wanderer. Wanderer gets Andariel to corrupt the Sisters of the Sightless Eye and take over their monestary. Overcome, yada yada.

    Act II: You head east, in search of Tal Rasha's tomb. Marius and the Dark Wanderer get there first, and Marius is deceived into removing Baals soulstone from Tal-Rasha, and Tyrael, an Archangel, orders Marius to take the soulstone to hell to destroy it. THe dark wanderer joins Mephisto and Ball, opens a portal to hell, and sheds his skin to become Diablo.

    Act III: Mephisto is killed guarding the entrance to The Temple of Kurast. The character takes his soulstone, and goes to Hell.

    Act IV: Slay Diablo, and destroy the soulstones of Mephisto and Diablo on the Hellforge, preventing their return.

    Kaleb Schweiss Joe

    Story 8 8

    Gameplay 10 10

    Design 10 10

    Music/Sound 10 10

    Replayability 10 10


    #019 - Multiplayer Games May 07, 2016
    Show notes

    This week, we announce that Kaleb and Kaleb's next game will be DMC: Devil May Cry. We move on to discuss a video submitted by Cynyr featuring the showdown between a Fallout character, and a Skyrim character. Here's the link: https://www.youtube.com/watch?v=XBlhXKjSy6M We then move on to discuss our experiences with multiplayer gaming, and move on to discuss what kind of multiplayer games we prefer, ranging from fps to rts. We top it off with a bit of Getting Phat. Enjoy the NUDE!


    #018 - Dying Light Review May 01, 2016
    Show notes

    This time on Nude Clan, Cameron and Kaleb Craig review the 2015 game "Dying Light". The game was praised for its music and replayablility, with good gameplay, design, and serviceable story to boot. Zombies and Parkour, oh my!

    Cameron Kaleb

    Story 7 8

    Gameplay 7 9

    Design 8 7

    Music/sound 10 10

    Replayablility 8 8

    Overall: 82/100


    #017 - The History of Video Games - Part II: Attack of the Clones Apr 24, 2016
    Show notes

    History of Video Games 2: Attack of the Clones

    The first generation of videogame consoles were all related by the following characteristics:

    • Discrete transistor-based digital game logic gate. (an idealized or physical device implementing a Boolean function; that is, it performs a logical operation on one or more logical inputs, and produces a single logical output)
    • Games were native components of consoles rather than based on external or removable media.
    • Entire game playfield occupies only one screen.
    • Players and objects consist of very basic lines, dots or blocks.
    • Colour graphics are basic (mostly black and white or other dichromatic combination; later games may display three or more colours).
    • Either single-channel or no audio.

    Manufacturer

    Magnavox

    Type

    Dedicated console

    Generation

    First generation

    Retail availability

    • NA August 1972 43 years ago
    • EU 1973
    • JP 1974

    Introductory price

    US$99 (equivalent to $560.05 in 2015)

    Discontinued

    1975[1]

    Units sold

    330,000[1]

    CPU

    None

    Controller input

    Two paddles

    Successor

    Magnavox Odyssey²

    • The system can be powered by six C batteries, which were included. An optional A/C power supply was sold separately.
    • The Odyssey lacks sound capability. Ralph Baer proposed a sound extension to Magnavox in 1973, but the idea was rejected.
    • The Odyssey uses a type of removable printed circuit board,[7] called a game card, that inserts into a slot similar to a ROM cartridge slot
    • The system was sold with translucent plastic overlays that players could put on their television screen[8] to simulate color graphics,[7] though only two TV sizes were supported. Some of these overlays could even be used with the same cartridges, though with different rules for playing.
    • Odyssey came packed with dice,[8] poker chips, and score sheets to help keep score, play money, and game boards much like a traditional board game.
    • The Odyssey was also designed to support an add-on peripheral, the first-ever commercial video "light gun" called the Shooting Gallery. This detected light from the television screen, though pointing the gun at a nearby light bulb also registered as a "hit". Only 20,000 sales were made and the peripheral could only be used with 4 compatible games.
      • This was also the first involvement of Nintendo in video games. According to Martin Picard in the International Journal of Computer Game Research: "in 1971, Nintendo had -- even before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey (released in 1972), since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s"
    • Magnavox settled a court case against Atari, Inc. for patent infringement in Atari's design of Pong, as it resembled the tennis game for the Odyssey. Over the next decade, Magnavox sued other big companies such as Coleco, Mattel, Seeburg, and Activision and either won or settled each suit.[14][15]In 1985, Nintendo sued Magnavox and tried to invalidate Baer's patents by saying that the first video game was William Higinbotham's Tennis for Two game built in 1958. The court ruled that this game did not use video signals and could not qualify as a video game. As a result, Nintendo lost the suit and continued paying royalties to Sanders Associates. Over 20 years, Magnavox won more than $100 million in the various patent lawsuits and settlements involving the Odyssey related patents.[16]
    • A total of 27 games distributed and 12 different game cards were released for the Magnavox Odyssey. All of them were developed by Magnavox in 1972, except for Interplanetary Voyage, which was developed in 1973. (Almost all were sports games).

    The Magnavox Odyssey never really caught on with the consumers, possibly because of its limited functionality.

    In 1974 Magnavox was bought by a company called Phillips, and they were put to work making newer and newer versions of their console to compete with the competitors that began popping up in 1975.

    First Competitor

    Japan

    On September 12, 1975, Epoch released Japan's first console, the TV Tennis Electrotennis, a home version of Pong, several months before the release of Home Pong in North America. A unique feature of the TV Tennis Electrotennis is that the console is wireless, functioning through a UHF antenna.

    Pong

    USA

    By the middle of the 1970s the ball-and-paddle craze in the arcade had ignited public interest in video games and continuing advances in integrated circuits had resulted in large-scale integration (LSI) microchips cheap enough to be incorporated into a consumer product. The first Arcades were being built, and multiple Pong Clones - Starting with the original smash-hit HOME PONG in Christmas of 1975. were being produced for arcades and at-home consoles.

    Binatone TV Master

    Uk copy of Magnavox odyssey, also came with paddles and a light gun.

    Telstar Colortron produced by Coleco

    USA Pong clone that ran a series of consoles from 1976 to 1978

    Nintendo's Color TV Game

    Japan's most successful console of the first generation was Nintendo's Color TV Game, released in 1977.[4] The Color TV Game sold 3 million units,[5] the highest for a first generation console.

    ARCADES

    While all of these at-home consoles and pong clones were coming out, another surge of electronic gaming was happening in the form of Arcades.

    Now, arcades already existed with physical games like pinball, but starting with Atari's pong in 1972, video games were coming on in with companies Ramtek, Allied Leisure, Williams, Chicago Coin, and Midway producing coin-operated arcade game machines.

    Not long into the market, these companies began to produce more than just pong copycats, but racing games, dueling games, and target shooting games.

    Hits include:

    Gran Trak 10 (1974)

    Tank (1974)

    Wheels (1975)

    Gun Fight, (1975)

    Sea Wolf (1976)

    COMPUTER GAMES

    In the 1970s computers at universities were beginning to outgrow the game "spacewar" and various creative programmers were creating a whole new type of game.

    As opposed to the real-time graphics of the at-home consoles, most mainframe and microprocessor computers lacked the display capabilities of those games, and instead opted for text-based input games. These games would often be printed in books as code to input.

    Notable games include:

    • Star Trek(1971) by Mike Mayfield,
    • Hunt the Wumpus (1972) by Gregory Yob
    • Empire (1977) by Walter Bright
    • Colossal Cave Adventure created in 1976 by Will Crowther by combining his passion for caving with concepts from the newly released tabletop role-playing game (RPG) Dungeons and Dragons (D&D). Expanded by Don Woods in 1977 with an emphasis on the high fantasy of J.R.R. Tolkien, Adventure established a new genre based around exploration and inventory-based puzzle solving that made the transition to personal computers in the late 1970s.

    In the late 1970's, more computers were available that could handle graphics that weren't text-only, allowing for a first person view of primative vector graphics mixed with text-input. Notable Games like these in the first generation include: Moria (1975), Oubliette (1977), and Avatar (1979)

    IN CLOSING

    In 1977 video games both at home and abroad began to lag in sales, possibly due to a crowded market and possibly due to electronically enhanced pinball games, but that would all change with Midway's Space invaders in 1979.


    #016 - Far Cry Primal Review Apr 17, 2016
    Show notes

    This week, the guys review the new and noteworthy Far Cry Primal. This time, all four members of Nude Clan team up to bring you all the girth you could possibly want. We give a standardly sloppy retelling of the games light story, where you play as Takkar of the Wenja tribe. You essentially gather your people together again, after they were scattered across the land by Ull, the leader of the Udam people of the north. You build homes for your villagers, and help them vanquish their mortal enemies. You eventually bring peace to the land, and begin accepting peoples from the other two tribes into your camp. We then move on to gameplay.

    The Gameplay in Far Cry Primal is stellar. The ability to tame wild animals and turn them against your enemies is a lot of fun. The extra missions available on the world map allow for hours of content aside from the main storyline, and are a great way to explore the land of Oros.

    Far Cry Primal is beautiful. The game is probably the best looking thing any of the Clan have played, and we can tell that they spared no expense to make this the most immersive game possible. The animations are fluid and precise, the characters look excellent, and the animals are stellar.

    The games sound and music portion was a bit of a step down from the design of Far Cry Primal. The music is used sparingly, yet always feels right. The sounds are accurate for the most part, but still cut out prematurely at times, and creates a jarring effect on the immersion into the game.

    Replayability.... This game has lots of things to do. There are animals to tame, hunts to participate in, extra quests to do, people to save...etc. There are also a ton of extra items you can grab, and the new patch has added a much more difficult way of playing the game. You'll definitely be able to get your money's worth with FarCry Primal.

    Ratings Craig Schweiss Cameron Joe

    Story 7 7 8 7

    Gameplay 9 9 9 9

    Design 10 10 10 10

    Sound/music 8 8 7 10

    Replayability 9 7 8 10

    TOTAL: 172/200 or 86/100


    #015 - Trophies and Achievements and Gamerscore, oh my! Apr 10, 2016
    Show notes

    This week, we go full hog. We discuss our stance on achievements, trophies, and gamerscore. We talk about the elements that we like, and dislike about these systems. We then reveal Kaleb Craig as the top dog in these categories, and discuss why him and Schweiss are a cut above the rest. We also answer an excellent question from Pixel on the forums regarding whether or not video games are art. This question was derived from comments made years ago by Roger Ebert. The Clan discusses his comments, and also what they feel video games need to do to be considered a stand alone art form. Enjoy the episode!


    #014 - Super Mario Bros. Movie Review Apr 03, 2016
    Show notes

    This week, we review the infamous Super Mario Bros. film from 1993. We discuss the overarching plot, wherein King Koopa transverses between realities to kidnap Princess Daisy. Daisy has a piece of a meteorite on a necklace she's had her whole life, and this piece connects to a meteorite that slammed into earth 65 billion years ago. The brothers then rescue her, and yada yada... We discuss the well produced functions of the film. The special effects were actually quite well done, and there were a few laughs throughout the film. There are also references a plenty, though we still wouldn't recommend the film to anyone. Enjoy the episode!


    #013 - MOBA's Mar 27, 2016
    Show notes

    This week, we discuss our history with Moba's! We've each extensively played League of Legends, Joe and Craig have hit up Dota in the past, and none of us have delved into the other mainstream titles. We then move on to discuss the toxic nature of the League of Legends community. We answer a question around what makes a great villain in video games, and round things out with some PHAT. Enjoy!


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