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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.
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Now displaying: October, 2021
Oct 27, 2021

Welcome to Dev Game Club, where this week we start a new series on 2005's Capcom horror classic, Resident Evil 4. We place it in its time and then talk immediately about how it really kicked the third-person action-adventure game into higher gear. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Up to the second typewriter

Issues covered: the Capcom 5, having some trouble getting the game off the ground, success of the remake, a really different feel, relying on establishing POV shots from slashers, horror movie touchpoints, moving away from straight-up zombie games, differences between Chris and Leon, meeting Hunnigan via the Codec, popularizing the third-person shooter, hold-overs from the older controls, fighting the controls, embodying the character, disempowerment, pick a spot and stand your ground, jerky enemies, shooting a weapon out of the air, opening up the level design to multiple paths, the gun-and-run, Leon's better tactics, "various awesome actions," moving saves away from being a resource, a more revealed map, having people coming at you with pitchforks and torches, can you get the chainsaw guy?, disconnects with marketing, getting lucky to have marketing departments who got it, moral choices and the morally objectionable, motivating the character choices for evil, coloring the tone of dialog to reflect your choices, what weapons we chose with BioShock, talking about the wrench kill, loving crossbows, style over substance in Control.

Games, people, and influences mentioned or discussed: God of War, Shadow of the Colossus, SW: Republic Commando, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, Splinter Cell: Chaos Theory, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Xbox 360, Capcom, GameCube, PN 03, Vanquish, Viewtiful Joe, Suda51, Killer 7, Clover Studio, Hideki Kamiya, Dead Phoenix, Panzer Dragoon, PlayStation 2, Devil May Cry, PT, Game Developer Magazine, Friday the 13th, Halloween, A Nightmare on Elm Street, Evil Dead, Army of Darkness, Godzilla, Classic Monsters, The Hills Have Eyes, 'Salem's Lot, The Omen, The Exorcist, Texas Chainsaw Massacre, Living Dead, Shawn Cassidy, Silent Hill, Gears of War, Metal Gear Solid, Frankenstein, Deathloop, Sam Thomas, BioShock, The Green Knight, David S. Lowery, Ghost Story, Jarkko S, Dishonored, Metro, Hitman, Control, Aki Kaurismaki, The Last of Us Part II, Ryan, Deus Ex, No More Heroes, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Check Twitter!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

Oct 20, 2021

Welcome to Dev Game Club, where this week we add a little splice to our series on BioShock by revisiting and discussing its sequels, somewhat vaguely. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Issues covered: whether Elizabeth is a grown-up Little Sister, getting a chance to revisit Rapture, breaking cycles and circles, overstuffing the narrative space, the mechanics, Skyline rollercoasters, kitchen sink combat, trapping with vigors, combining vigors, being on the nose, dehumanizing the enemies and putting that next to more serious topics, a creator revisiting previous work, friction between teams, wanting more BioShock, "it is a big ole TWO," being able to use both types of weapons at the same time, simplifying hacking, finding new types of puzzles, fleshing out Rapture, paying off on a wish fulfillment you didn't know you have, "getting the franchise," going deeper, the difficulty of seeing someone else work on your work, the weirdness of the DLC, what would they do with a sequel, earning the ending, having more fun via creativity.

Games, people, and influences mentioned or discussed: The Lottery (Shirley Jackson), Dishonored, Fallout 3/Fallout New Vegas, Alien: Isolation, Prey, Halo (series), Daron Stinnett, Star Wars, George Lucas, Escape from New York, Arkham (series), UbiSoft, Death of the Outsider, Deathloop, Resident Evil 4, GameCube, Tantuar, Drew, The Prestige, Hannah Arendt, Ken Levine, Sunset Overdrive, Ratchet & Clank, Insomniac, Control, Todd Howard, Kirk Hamilton, Aaron Evers, Mark Garcia.

Notes:
The quote is "There's always a lighthouse, there's always a man, there's always a city." We regret the error.

Next time:
Resident Evil 4!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

Oct 13, 2021

Welcome to Dev Game Club, where this week we complete our series on BioShock. We delve into the end and endings of the game, and of course address our takeaways.Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Finished the game!

Issues covered: Brett's terrible fathering, Big Daddy issues, developing Suchong more as a character, Yellow Peril, leaning into pulp, being like a ship, turning the lower classes via demogoguery, leaning on the Irish, tracing the arc of Diane McClintock, using abstraction to hide real harm, character dualities, turning you into a Big Daddy, seeing the evolution and development of the program, putting the big boots on, fully integrating the backstory into the level and narrative design, redesigning to support the movement of the Big Daddy, changing the perspective, moving from alien camera views to first-person perspective, forcing the section where you protect the Little Sister, being paranoid about keeping the Little Sister alive, playing this section on Hard, BioShock 2 as a better-playing game, handing you the syringe, also becoming a Little Sister, where the series goes from here, the specificity of the series, how to adapt the themes of the series repeatedly, the point of no return, the boss working on paper and maybe not in-game as much, Fontaine being under-developed, still getting Ryan's story after his death, not knowing enough about Fontaine before meeting Ryan, the binary that drives the bad ending, becoming like your fathers, unmotivated world monstrosity, the good ending, doing something other games hadn't, BS jobs, failures of capitalism, a shooter with the heart of an immersive sim, greater approachability, two senses of place (sight and sound), high production values, ease of use/play how you like to/forgiving design.

Games, people, and influences mentioned or discussed: Fu Manchu, Titanic, Ratchet & Clank, Revenge of the Jedi, 2K Games, Cloud Chamber Studios, Activision, Call of Duty, Fallout, Star Wars, Metroid, Prometheus, Alien, Six Feet Under, The Fountainhead, Ayn Rand, Bullshit Jobs, David Graeber, Debt: The First 5000 Years, Occupy Wall Street, Dishonored 2, Prey, God of War (series), Portal, Control, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Bonus: the sequels!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

Oct 6, 2021

Welcome to Dev Game Club, where this week we continue our series on BioShock. We talk a lot about the surprise of the scene of Ryan, and some mechanical and production aspects we haven't had a chance to talk about yet. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Up to Apollo Square!

Issues covered: where the game should (?) have ended, playing golf with your dad, finding a way to incorporate a power station, Ryan the abstract monster vs Ryan the concrete monster, changing the lens you view Ryan through, rationalizing one's choices, the red yarn board, forcing the player to see a scene the way they want you to, egocentric Ryan and seeing oneself as a tragic hero, every villain as the hero of his own story, mythological framing, other ways you could tackle player agency here, "The Cake Is A Lie," the Irish charmer becoming the Irish thug, using Atlas to puff out Ryan as a monster, the many many layers of references and archetypes, all that matters to me is me and all that matters to you is you, killing people who are much like you, differentiating the Little Sisters in the Tenenbaum section, the mind-control plasmid, walking a tightrope with difficulty and challenge, mixing up your plasmids, the simplicity of upgrades, some numbers change or more things can be impacted, not feeling the power of tonics and plasmids, lack of builds, the limited number of axes across which powers and weapons apply, compressing the depth, modularity in world construction, solid art direction, regularity in the built world, kit-bashing, a couple of kind reviews, dealing with issues of preservation, what gets lost, wanting leaders to do more, having let's plays for reference.

Games, people, and influences mentioned or discussed: System Shock 2, Snowpiercer, Portal, Walt Disney, Wide World of Disney, PIXAR, Studio Ghibli, William Hearst, Citizen Kane, Modern Warfare 2, The Last of Us 2, Death Stranding, Hideo Kojima, Arkham City/Arkham Knight, Robert De Niro, The Irishman, Ken Levine, Village of the Damned, Metroid, Ratchet & Clank, Unreal, Gears of War, Skyrim, Fallout (series), Jarkko S., Baldur's Gate, Diablo, Final Fantasy VI, Metal Gear Solid, Chris_3646363, Ocarina of Time, mysterydip, Phil Spencer, Vectrex, Double Fine, Square Enix, The Matrix (series/Online), The Wachowskis, Meridian 59, Andrew and Chris Kirmse, Control, The Lost Room, Kirk Hamilton, Aaron Evers, Mark Garcia.

Links:
Twitter thread on preservation

Next time:
Finish the game!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

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