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
2021
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
Dec 23, 2020

Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk about the ability to play things out of order and the precursor dungeons and temples of this section of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
through the Spirit Temple

Issues covered: the possibility for going out of order to dungeons, being able to get all the tools, how to speedrun this, not being sure about what map stuff means, being stumped by side quests, watching Tim Schafer beat the boss, visiting the Gerudo area as a child, being confused by the carpenters, only knowing when you have done a thing, Brett gives a hint, the 3D representation adding a level of epic feel, reproducing progress in the save file, seeing the beginnings of lots of 3D adventure and puzzle tropes, the potential influence of Tomb Raider, teaching you how to think with the Lens of Truth, not enjoying the magic drain of the Lens, making you think about other tools when you run out of a resource, finding the third magic, wondering how to thaw the Zora domain, the well and the connection to the Shadow Temple, the stencil effect of the Lens of Truth, performance on the N64, using knowledge of your inventory to know whether you need to approach as a child or an adult, having more keys that aren't keys, discussing the longshot vs the arrows and timing, the difficulties of the Phantom Bongo Bongo, the design of the witch beams, fighting the Z-targeting, seeing how much of the formula they got right here, preferred length of dungeon vs shrines and temples, the OCD nightmare, being able to re-enter a space from multiple directions, missing the set piece centrality of a hub in first-person design, a fine review, wild connections between this and the preceding games in feedback, who is Impa in Breath of the Wild, transcending lore nonsense, specificity with myth and fireside stories, a present for the listeners.

Games, people, and influences mentioned or discussed: Tim Schafer, Grim Fandango, Breath of the Wild, Link to the Past, Tomb Raider, PlayStation, Spyro the Dragon, Crash Bandicoot, The Witcher 3, JJ Abrams, Silicon Graphics, Starfighter, Twilight Princess, Wind Waker, Skyward Sword, irreverentQ, Link Between Worlds, Uncharted, John Romero, SIGIL, DOOM (1993), Far Cry, Dishonored, Pokemon, tylenardo, Billy/The2ndQuest, Toy Story, Jim Henson, The Christmas Toy, Star Wars, How to Defeat a Demon King in Ten Easy Steps, Age of Calamity, Mark Garcia, Kirk Hamilton, Aaron Evers.

Links:
Ocarina TV ad

Twilight Princess trailer

Next time:
Finish the Game!

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

0 Comments
Adding comments is not available at this time.