Welcome to Dev Game Club, where this week we start a new series on 2006's Dead Rising, from Capcom. We situate the game a bit in its time and with Capcom and this generation of hardware before turning to the structure and feel of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
A few hours
Issues covered: the early 360 era, throwing lots of enemies on the screen, console wars, an entry into console for PC developers, achievements and GamerScore, coming into a time-limited game, the deluxe remaster, carrying over Prestige Points, limited time quests, production benefits, a controversial structure, pushing your luck, going to the mall, horde management, Tim shows he actually knows more about football than claimed, camp, inventory management, learning the space, the feeling of losing a person right at the end, saving people, Onigokko!, Artimage's charity.
Games, people, and influences mentioned or discussed: Xbox, Gears of War, Republic Commando, Crystal Dynamics, Tomb Raider: Legend, PlayStation, Capcom, Keiji Inafune, MegaMan, Onimusha, Resident Evil, Shinji Mikami, Dwarf Fortress, LoZ: Twilight Princess, Okami, Elder Scrolls: Oblivion, Final Fantasy XII, Guitar Hero 2, Rainbow Six: Vegas, New Super Mario Bros, Wii, Elite Beat Agents, Nintendo DS, Burnout: Revenge, Brain Age!, Call of Cthulhu: Dark Corners of the Earth, Condemned: Criminal Origins, Tomb Raider: Legend, Heroes of Might and Magic V, Dark Messiah of Might and Magic, Arkane, Prey, Dishonored, Nintendo Switch, ElectroPlankton, Groundhog Day, Dark Souls, Rogue, Dawn of the Dead, Chopping Mall, Night of the Living Dead, George Romero, Day of the Dead, Tim Ramsay, Harley Baldwin, Deathloop, Tony Rowe, Artimage, Minecraft, Gwyneth Paltrow, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
More Dead Rising!
Links:
Artimage's email is artimage84@gmail.com
Twitch: timlongojr
Discord
DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we complete our series on Fatal Frame. We talk about a couple of rough things about the game, some things we loved, and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Into Night 3 (Brett), End of Night 2 (Tim)
Issues covered: ritual - oof, haunted house effects, effective randomness, character reactions, a consistent atmosphere, excellent cinematic control, mask themes and usage, integration of masks into multiple avenues of design, audio and music design, Foley work for footsteps, level reuse and recontextualization, increasing house connectivity, motivating the space, feeling empowered by learning, replanning routes, map visual language, lack of signaling about difficulty, four difficult ghosts, the possibility for grinding, unlocking nightmare mode, extending the life of survival horror games, power ups for the camera, combat is still combat, a high skill floor, the difficulty, economical and disciplined design, audio as the gateway to the limbic system, excellent lighting, projected shadows, a culturally driven story, grounding survival horror, a really great haunted house.
Games, people, and influences mentioned or discussed: Eternal Darkness, PlayStation 2, Nintendo, N64, GameCube, Resident Evil (series), dagur danielsson, Silent Hill 2, Tecmo, Luigi's Mansion, Ninja Gaiden, Ju-On: The Grudge, The Ring, Final Fantasy VI, Biostats, LostLake, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
TBA!
Twitch: timlongojr
Discord
DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on 2001's Fatal Frame. We talk about retreading, camera upgrade strategies, how ghosts move and how that impacts level design, and various other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
A few more hours
Issues covered: the strangling places, replaying the beginning of the game, knowing where to go or not, variety of uses for talismans, blocked off paths, pieces and doors and showing locks before you can find the keys, intentional design with controls, creating tension with controller choices, series evolutions, having less fun, feeling frustrating, not unifying movement around one stick, zombies vs ghosts, building levels around your enemies, the outdoor areas and fear, forests and atavistic fears, things not being fully representational and adding layers of fear, the Abyss, lots of lenses to view the same events, the meta of visiting this haunted place to make a game, ammo and bonus functions, upgrading the camera strategies, feeling skittish about the bonus functions, how many nights, the use of stone mirrors, looking forward to the future, pressing your luck, how many shots do you have left, wanting to take pictures with a camera, worrying about film amounts, dragon and mime hunting.
Games, people, and influences mentioned or discussed: Resident Evil (series), Halo, GameCube, Nathan Martz, Dead Rising, Keiji Inafune, Dark Souls, Pharaijin, Dagur Danielsson, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
Finish the game?
Twitch: timlongojr
Discord
DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on 2001's Fatal Frame. We talk about the economy of the design, some sticky puzzles and usability thoughts, and mechanical considerations. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
A few more hours
Issues covered: economy and discipline, the warbling space that signifies a ghost, a possible positive reinforcement loop and the score economy, making every ghost matter, high stakes camera use, unsettling your comfort, the disorienting movement and camera shifts popping out of combat, melodramatic and zany, the different movie eras these series connect to, the Mothman, Japanese making Western horrors, Buddhism vs Shintoism, playing croquet with the Old Ones, brute forcing a puzzle, "well there's a note," head-look, wanting a little more from the map, usability issues, the gap in the wall, mechanical inconsistency, seeing patterns that aren't there, the adventure game of it all, exponential vs linear, the talisman photos in your inventory, RTFM, various reminiscences of Father Beast on HOMM, discovery in HOMM.
Games, people, and influences mentioned or discussed: Resident Evil (series), Clue, Capcom, Dead Rising, Unsolved Mysteries, Jen Longo, Silent Hill, Don't Look Now, Eternal Darkness, Day of the Tentacle, Father Beast, Heroes of Might and Magic, King's Bounty, Master of Magic, Archon, X-COM, Final Fantasy VI, Dave Wolinsky, Pippin Barr, Beyond Good and Evil, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
More Fatal Frame
Twitch: timlongojr
Discord
DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we begin our annual spooky series, this time on 2001's Fatal Frame. We briefly talk about the year it came out, its developer/publisher, and why we picked it before turning to other introductory topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
An hour-ish
Issues covered: Discord-only going forward, why this game?, photo mode games, changing culture of photography, re-elevating photography, Sony shenanigans, best years of all time, the ubergame, years where genres were introduced or forks were in the road, being able to fit more games in, risk aversion and uniqueness, indie games, too big to feel?, a bit about Tecmo, Japanese horror, based on a true story?, the cover and the possible origins of the game, the correlations screen, connecting up details, following the ghosts, pushing characters in the directions of the horror, using ghosts in interesting ways, pixel hunting with the characters, interaction prompts on key items, controls, meticulous camera placement and movement, entering a piece of furniture, not overthinking it, the straining of fixed cameras, distinguishing between cameras, something refreshing, feeling extremely different, the visual aesthetic, relying on tropes but using it to enrich, less is more, audio and horror, games that feel like save states due to repetition, accessibility options, give players options and opportunities and not getting in the way of that, accessibility as a frontier, save anywhere, games that get sanded down, more game boxes.
Games, people, and influences mentioned or discussed: Heroes of Might and Magic, Resident Evil (series), Pokemon Snap, Umurangi Generation, Toem, Beyond Good & Evil, Deadly Premonition, Minecraft, Halo, Animal Crossing, GTA III, Devil May Cry, Civ III, Phoenix Wright: Ace Attorney, Ico, Silent Hill 2, Final Fantasy X, Gran Turismo 3: A-Spec, MSG 2: Sons of Liberty, Myst III: Exile, SSX Tricky, Super Smash Bros. Melee, Advance Wars, Burnout, Gothic, Black & White, Ghost Recon, Jak and Daxter, Max Payne, Onimusha: Warlords, Koei, Pikmin, Red Faction, Serious Sam, GameCube, Xbox, GameBoy Advance, Spider-Man 2, Horizon, Ubisoft, Valheim, Dead or Alive, Ninja Gaiden, Tecmo Bowl, Pac-Man, Romance of the Three Kingdoms, Hideki Itegaki, Makoto Shibata, Ringu, Criterion Channel, Ju-On: The Grudge, Audition, Amityville Horror, The Entity, Until Dark, Skyrim, Alone in the Dark, Sam, MegaMan, Hitman, Tunic, Castlevania IV, Alien: Isolation, P. T., Dead Rising, Celeste, Far Cry 2, Ben Abraham, Ben Zaugg, Grim Fandango, Father Beast, Jedi Knight 2: Jedi Outcast, Dave K, Half-Life 2, Starfighter/Jedi Starfighter, Raven Software, World of Warcraft, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
More of Fatal Frame!
Twitch: timlongojr
Discord
DevGameClub@gmail.com