Welcome to Dev Game Club, where we are in our second episode about 1995's Star Wars: Dark Forces. We delve much deeper into the level design and themes, talk about fulfilling the Star Wars fantasy, and talk about the tease of future technologies. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Through "The Death Mark"
0:46 DF Segment
Issues covered: beating the parsec to death, a favorite moment in games, going down deep through into the mine level, playing the game on different difficulties, how lives and checkpoints work, the ice cleats, taking a break due to frustration, tension-filled obstacle courses, Star Wars fantasy fulfillment, making the places feel like Star Wars, good texture work, puzzling out the level geometry, the balance of combat vs level traversal, getting lost and leaning on the map, atmospheric, pushing the technical boundaries, bleeding through of new technologies, the "golden path," finding secrets, more ornate secrets, extra steps to use your inventory, RPG-elements, a sense of high adventure, Darth Vader says your name, Boba Fett, tools that are unique to a space, Dark Trooper introductions, seeing the enemy side, building the story up a piece at a time, Vader overseeing other enemies, battle droids, motion sickness in games, speedrunning and leaving glitches in, singing reviews.
Games, people, and influences mentioned or discussed: The Terminator, GalaxyQuest, The Rock, Republic Commando, Half-Life, God of War, Pinocchio, Bambi, Jedi Knight, Fable, Wolfenstein, DOOM, Solo: A Star Wars Story, No One Lives Forever, TIE Fighter, Halo, 343 Industries, The Witness, Maas Neotek Proto, David Sullivan, Bethesda Game Studios, Jeff Brown, Aaron Evers.
Finish the game!
@brett_douville, @timlongojr, and @devgameclub