Info

Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
RSS Feed
Dev Game Club
2024
March
February
January


2023
December
November
October
September
August
July
June
May
April
March
February
January


2022
December
November
October
September
August
July
June
May
April
March
February
January


2021
December
November
October
September
August
July
June
May
April
March
February
January


2020
December
November
October
September
August
July
June
May
April
March
February
January


2019
December
November
October
September
August
July
June
May
April
March
February
January


2018
December
November
October
September
August
July
June
May
April
March
February
January


2017
December
November
October
September
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March


Categories

All Episodes
Archives
Categories
Now displaying: Page 1
Mar 1, 2017

Welcome to the second episode in our series exploring PS1 and PC 3rd person action-adventure game Legacy of Kain: Soul Reaver. We delve into character design and how it is supported by character art and animation and pick a bone with lack of environmental direction. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Up to Zephon

TTAG: 49:28

Podcast breakdown:
0:42   Segment 1: Soul Reaver discussion
56:32 Break
57:00 Segment 2: Feedback

Issues covered: year anniversary, gothic horror elements, color choices, silhouette, mechanics reinforcing narrative, animation reinforcing character, economic character design, ludonarrative consonance and dissonance, navigation and puzzles rather than combat, pacing strengths and problems, death mechanic elegance, getting away from "lives," rivalry between vampires, character design of bosses, gaining your first power, boss fight with Kain, revenge fantasy propulsion, having nothing to fear, enabling player experimentation, lack of directionality or map, having to scour the map, missing portals, giant organ design meeting, lack of Cathedral organ payoff, Brett finds a bug, bad dungeon mastering, solving the three pipes puzzle, unfounded architecture, broke-not-Baroque, stumbling on a solution, Zephon character design, Zephon boss hint and point of interest, inconsistent use of torch, visual design of doors and belly, free look mode, unfinished game, clues for free look, reaching to the toolkit, surprise Halo info, Christian literary influence, maturity of writing and narrative.

Games, people, and influences mentioned or discussed: Paradise Lost, Darkman, Phantom of the Opera, Jak and Daxter, Crash Bandicoot, Mario (series), Uncharted, Arkham Asylum, Tomb Raider, Indiana Jones, Medi-Evil, Ghosts and Goblins, Prince of Persia: Sands of Time, Assassin's Creed (series), Divine Comedy (obliquely), Hunchback of Notre Dame, Dungeons and Dragons, Aliens, Dan Cabuco, Ultima Underworld, Scott Nebel, FF IX, Shadow of the Colossus, Zelda (series), Game Developer (RIP), Chris Corry, Star Wars: Starfighter, Jonathan DeLuca, 343 Industries, Halo, Yanni, Guillermo del Toro, Richard Wagner, Faustus, "Twivver."

Next time:
Two more bosses/ up to Rahab

Links:
Legacy of Kain: The Lost Worlds

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

0 Comments
Adding comments is not available at this time.