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İçerik Brett Douville / Tim Longo, Brett Douville, and Tim Longo tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Brett Douville / Tim Longo, Brett Douville, and Tim Longo veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.
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DGC Ep 386: Beyond Good & Evil (part three)

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Manage episode 413010979 series 125338
İçerik Brett Douville / Tim Longo, Brett Douville, and Tim Longo tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Brett Douville / Tim Longo, Brett Douville, and Tim Longo veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.

Welcome to Dev Game Club, where this week we continue our series on 2003's Beyond Good & Evil. We talk a lot more about the camera, how it compares with Zelda some more, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Through the Slaughterhouse

Issues covered: pigs and pokes, hubs and spokes, feeling like a bigger place, manufacturing the sense of evolutionary trees, getting turned around in dungeons, having a rare moment with a whale, relatable science fiction, SAC and showing character information, a baby step towards tracking, re-purchasable resources, inconsistency of pearl gathering, what you use pearls for, a weird hybrid of various games, not getting the shark names (carcharadon), finding the most difficult looters cave first, going on tilt, competing for Francis's pearl, finding the Alpha Section areas in the pedestrian district, a cool vehicle, camera issues, fun boat physics, having a hard time tiptoe-ing through narrow areas, "a partnership between camera and level design," the many demands on the camera from different departments, you can brute force at cost, going a different direction with cameras, a dungeon sewn together from three different mini-dungeons, the map and solving design problems (or not), getting off and on the hovercraft, the bee in Skyrim, the diagetic save game and cutting the camera, Tim's poor port, how is the title tied in, the state of the industry, standing by your beliefs, businesses taking advantage of cheap money and making bad bets.

Games, people, and influences mentioned or discussed: LoZ: Ocarina of Time, Star Wars, Star Trek, Breath of the Wild, Okami, Nintendo, Mario, Mission: Impossible, Jackie Chan, Half-Life, Diddy Kong Racing, Prince of Persia (series), Remi Lacoste, Ghost Recon, Assassin's Creed, Tomb Raider, Skyrim, Nathan Purkeypile, Jean Simonet, Sasha/ScaryTiger, Friedrich Nietzsche, Larian Studios, Sony, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time: Finish the game!

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

  continue reading

395 bölüm

Artwork
iconPaylaş
 
Manage episode 413010979 series 125338
İçerik Brett Douville / Tim Longo, Brett Douville, and Tim Longo tarafından sağlanmıştır. Bölümler, grafikler ve podcast açıklamaları dahil tüm podcast içeriği doğrudan Brett Douville / Tim Longo, Brett Douville, and Tim Longo veya podcast platform ortağı tarafından yüklenir ve sağlanır. Birinin telif hakkıyla korunan çalışmanızı izniniz olmadan kullandığını düşünüyorsanız burada https://tr.player.fm/legal özetlenen süreci takip edebilirsiniz.

Welcome to Dev Game Club, where this week we continue our series on 2003's Beyond Good & Evil. We talk a lot more about the camera, how it compares with Zelda some more, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Through the Slaughterhouse

Issues covered: pigs and pokes, hubs and spokes, feeling like a bigger place, manufacturing the sense of evolutionary trees, getting turned around in dungeons, having a rare moment with a whale, relatable science fiction, SAC and showing character information, a baby step towards tracking, re-purchasable resources, inconsistency of pearl gathering, what you use pearls for, a weird hybrid of various games, not getting the shark names (carcharadon), finding the most difficult looters cave first, going on tilt, competing for Francis's pearl, finding the Alpha Section areas in the pedestrian district, a cool vehicle, camera issues, fun boat physics, having a hard time tiptoe-ing through narrow areas, "a partnership between camera and level design," the many demands on the camera from different departments, you can brute force at cost, going a different direction with cameras, a dungeon sewn together from three different mini-dungeons, the map and solving design problems (or not), getting off and on the hovercraft, the bee in Skyrim, the diagetic save game and cutting the camera, Tim's poor port, how is the title tied in, the state of the industry, standing by your beliefs, businesses taking advantage of cheap money and making bad bets.

Games, people, and influences mentioned or discussed: LoZ: Ocarina of Time, Star Wars, Star Trek, Breath of the Wild, Okami, Nintendo, Mario, Mission: Impossible, Jackie Chan, Half-Life, Diddy Kong Racing, Prince of Persia (series), Remi Lacoste, Ghost Recon, Assassin's Creed, Tomb Raider, Skyrim, Nathan Purkeypile, Jean Simonet, Sasha/ScaryTiger, Friedrich Nietzsche, Larian Studios, Sony, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time: Finish the game!

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

  continue reading

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