Gaming Podcast’s Jonah Falcon and Shack News’ T.J. Denzer do a totally-not-ripping-off-Zero-Punctuation’s-Let’s-Drown-Out video of the former playing Viscera Cleanup Detail as they discuss how depressing the announcement of the Electronic Arts/NFL exclusive license extension is, promising more awful Madden titles.
VIDEO: GamingPodcast Plays Viscera Cleanup Detail
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Episode 679: E3 WaningEpisode 679: E3 Waning
A lot is going on with Twitch, as the company continues to be terribly run. Microsoft is also making sure the Activison-Blizzard acquisition goes through, and Resident Evil 4 is fun.
The news includes:
- Life By You is coming for Sims 4, with early access confirmed for 2023
- Respawn opens third studio as it targets 10-15 year lifespan for Apex Legends
- Ghostwire: Tokyo is getting an expanded campaign, a roguelite mode, and a dodge button
- Microsoft confirms it won’t have a show floor presence at E3 2023
Let us know what you think.
Episode 701: Carts and GlitchesEpisode 701: Carts and Glitches
The guys continue from #700 by discussing, among other things, the upcoming Dark Forces remaster.
The news includes:
- Xbox Partner preview
- Cities: Skylines 2 studio promises performance issues can and will be fixed
- PlayStation 5 Slim disc drive seems to require internet connection to install
- Xbox sees record-breaking Q1 gaming revenue
- Hogwarts Legacy Switch Day One update is larger than game’s cartridge size
Let us know what you think.
Gaming Flashback: SimCityGaming Flashback: SimCity
SimCity was released in 1989, was originally called Micropolis and was designed by the infamous Will Wright. For those that don’t know Will Wright, its suffice to say he’s one of the most popular and influential game designers of our time. SimCity, TheSims, SimAnt, SimFarm and Spore are a few of his hits and TheSims has taken many records since its original release.
Wright had trouble finding a publisher for a game in which you couldn’t really “win or lose.” Turned down by Broderbund, Wright eventually pitched the idea to Jeff Braun of Maxis. Maxis agreed to publish Simcity as one of its first two games.
When near complete, Wright and Braun took the game back to Broderbund to clear the rights for the game. Broderbund executives Gary Carlston and Don Daglow saw how addicting the game could be and signed Maxis to a distribution deal. Four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed soon after by the IBM PC and Commodore 64. On January 10th 2008, the SimCity source code was released under the GPL license as… Micropolis!
The objective of the game is simple, build and design a city. Though the player could focus on building a highly efficient city with an ever growing populace, it was by no means required. In a sense, open ended, the player was free to design the city as they chose.
Included in the city building experience was the possibility of natural disasters such as flooding, tornadoes and more. Pre-designed scenarios were also included in the game such as the Boston 2010 nuclear meltdown, or mass coastal flooding of Rio de Janeiro of 2047 … even a Godzilla attack of Tokyo in 1961.
In the years to follow, the SimCity franchise would continue to expand with greater detail as SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003) and a host of other “Sim” games and until the release of “The Sims” in 2000, the SimCity series was the best-selling line of games made by Maxis.
In Fall of 2008, EA will release the next child in the SimCity family, SimCity Creator for the Nintendo Wii and DS systems. And thus, history continues!