Gaming Podcast 111: Squeaky Wheel Gets The Kick

This week we’re flashing back to Star Wars, an arcade classic from 1983. We’re looking back at the history and forward progress of ArenaNet, co-founded by some Blizzard folks. In the news, we’re looking at:

We also learned that Don’s got some issues with not sucking at Mass Effect.

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  1. Okay, Don – low level characters in Mass Effect are hampered in combat, partly due to the fact they’re underpowered, and also due to the fact the combat isn’t well-designed. The key to surviving early combat is this:

    1. Use biotic and engineer powers a lot. Biotics goes a way towards crowd control, while engineer powers weaken. Make sure you get the weapon abilities that allow you to rapid-fire without the weapon overheat, too. Remember to restore your shields when they go out.

    2. Be a coward for a while. Don’t try to wade in. A good example of this is the bar – after you kill Fist, you have an entire bar of hostiles. You should make sure you have full health and shields, then run for the exit, healing and restore your shields when they are almost depleted. Your teammates will be downed, but if you make it far enough, they’ll get up and follow. When fighting the giant Geth, run and hide and take out the smaller Geth before you duck-and-shoot the giant Geth.
    3. The toughest battle you’ll have is when you’re attacked by a group of Krogan and Geth when rescuing Liara. Make sure when you rescue her, you have an engineer and a biotic so you can crowd control them. You’ll probably deal with that a few times before succeeding.
    4. Always upgrade your items as much as possible.

    At some point, your characters become so powerful, they mow down enemies easily – usually, this involves the Spectre’s ability to revive downed teammates. It also involves the uber-weaponry and armor as well, to the point that the only way you die is if you do something stupid.

    The good news is that when you start a new game, you can use the character you just finished with — and they’ll start at that high level, so you won’t have to deal with weak characters from the start.

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The second screen was more classic “overhead but not really” screen where you ran around this black screen picking up treasures while a dragon at the bottom shot fire at you from below.

As the game increased in level jumping fireballs became more challenging (on the first screen) as you ran because they would come quicker, more often. The second screen would get very difficult very quickly as the dragon would increase in speed and fireball spitting. You could tell how hard the dragon would be as it would change colors from lighter to darker black as you progress stages.

When you finished collecting all the treasure an exit would pop up in the corner and you had to run to it without being burned by the fireballs, that dragon would turn from left to right nearly instantly too! Then, you’d jump into the exit and be back on the bridge again, but this time it was harder. You could die up to 7 times before the game was over (just to show you how hard it is, they gave you a bunch of lives).

The game was tough, frustrating, hard to replay because you were just so nervous and jittery from the last attempt. Graphics were “okay,” nothing to rave at but it was, after all, the 2600.

You can hear all we had to say about DragonFire for the Atari 2600 on Episode 79 of the TD Gaming Podcast!

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This week the gang covers the Xbox Partner Preview, while also discussing the closing of Rooster Teeth.

The news includes:

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  • Xbox Partner Preview announcements
  • Rogue-like poker hit Balatro sells half a million copies in ten days

Let us know what you think.

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