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
Nov 3, 2021

Welcome to Dev Game Club, where this week we continue our series on Resident Evil 4. We talk a bit about the modern mechanics it introduces to the series and consider how it maintains its balance despite it. And, of course, we take a peaceful boat ride across a lake. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Up past the lake

Issues covered: quoting the merchant, how the chain saw Ganado appears in the opening section, approaching the town in a particular way, bottlenecking, the dynamism of the enemies, knifing enemies, integrating the merchant into play, art object collection and the economy, trends in 2005, player agency not working against survival horror, the risk of breaking your economy, wondering if they tune for money drops, wanting to find all the things, tuning dynamic difficulty, navigation puzzles, paths to be able to run away, the canyon area, the ups and downs of the series, excellent and non-excellent helicopter rides, QTEs and non-repeatability, maybe being generous in the remaster, attracting you to the collectible, the peasants just farming, keeping performance up with lots of characters, not using tons of tricky spawning, film grain look plus feeling color graded, the lake creature being a cryptid and not just a big alligator, having more characters, introduction of Ada Wong, the scale of the first big monster feeling so overwhelming, getting tossed from the boat in the lake, upgrading weapons and carrying a lot of grenades, are guns worth more after being upgraded?, obsolete upgrades, ideology and abstraction, how the DLC recontextualizes BioShock Infinite, maybe giving BioShock too much credit for its themes, are there horror games that fill us with dread, being scared at a young age, psychological horror getting to you, the importance of audio, power dynamics and increasing tension.

Games, people, and influences mentioned or discussed: Zachary, Ben "from Iowa" Zaugg, Rage, id Software, Designers Notebook, Left 4 Dead, God of War, Lord of the Rings, Devil May Cry, Tobe Hooper, Texas Chainsaw Massacre, Tim, BioShock, Marshall McLuhan, The Medium is the Message, Baron/Daniel, Tanner, Fatal Frame/Project Zero, WiiU, PT, Alien: Isolation, The Exorcist, Mortimer and the Riddles of the Medallion, Minecraft, Valheim, Dragon Quest Builders, Control, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
Find out on Twitter, maybe, if I remember :)

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

0 Comments
Adding comments is not available at this time.