Episode 265: See You After E3

This episode is a little late due to the holiday, but at least it’ll give everyone something to listen to when there’s no episode next week due to Jonah Falcon and Paul S. Nowak heading to E3.

In the meantime, the gang covers the following news:

  • THQ: “Linear is not a dirty word for an FPS”
  • Pachter decries on-disc DLC as “just plain greed”
  • Crysis 2 returns to Steam
  • The Old Republic still has one of the biggest dev teams in industry

Along with the usual Reader Feedback, the crew this time asks the readers to ask some questions, instead of the other way around. Let us know what you want to know.

0 thoughts on “Episode 265: See You After E3”

  1. @Gaming flashback: did any of you played Mission Impossible on NES?

    @“Linear is not a dirty word for an FPS”
    Well, what can I say, if you wan to push for a very specific story/experience, then linear is the only way to do it.
    However, you get better replay value from sandbox games. Heck, I still love playing all STALKER games.
    Jonah, good point on building a climax easier on linear games. I harp back to STALKER: the first game was a sandbox game up until reaching Chernobyl. Afterwards, it turned linear, and it didn’t feel bad at all.
    I feel so sorry for GSC having to shut down. I hope Vostok Games (the startup from the former GSC games) will do better.

    @Pachter decries on-disc DLC as “just plain greed”:
    You know, this time I agree with the dude.

    @Crysis 2 returns to Steam:
    Hmm, lemme guess, Origin didn’t work that great? Or is it that money has no color, so Steam customers are just as good as Origin customers?
    Did Valve lower their demands in the cut from DLC?

    @The Old Republic still has one of the biggest dev teams in industry:
    It’s hard to sell 3 mil. of copies of anything, never mind a new IP. It’s a risky bet.

    @QOTW:
    What do you guys think of “Amnesia: The Dark Descent”? That is, if you played it.

  2. i am sorry i disapeared but i do not have much time…
    @qotw how long does it take to make a single episode of a podcast from early planning to final editing?

  3. Not much interested in the news, so I’m going to comment on E3.

    Plenty of games have been added to my list of games I want to play, among them are:
    -Need for Speed Most Wanted
    -Epic Mickey 2
    -New Super Mario Bros. U
    -Pikmin 3
    -Rayman Legends
    -Tom Clancy’s Splinter Cell: Blacklist
    -Tomb Raider
    -Watch Dogs

    Worst E3 conference was Microsoft, best was Ubisoft. What I don’t get is how many people are “disappointed” by Nintendo’s conference, expecting huge releases such as Zelda, Metroid, F-Zero or even Smash Bros. I think that many people do not understand how long it takes to make the great games Nintendo makes, and expect them to churn them out like Call of Duty. I also think that it’s a smart move by Nintendo, releasing quite a few good titles at launch, and then pace the awesome games one by one for the future. Maybe this way the WiiU won’t run out of first-party games as soon as the Wii did.

    2 questions, both for Paul:
    So, did you shit your pants when Nintendo announced the WiiU will come out Holiday 2012?
    Have you finished Skyward Sword yet?

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Gaming Flashback: Lode RunnerGaming Flashback: Lode Runner

Lode Runner, a game many of us logged hundreds of hours upon. Lode Runner has a great deal of replay value thanks to its great map editor. The game was first published by Broderbund in 1983, but was first prototyped by Douglas Smith, an architecture student at the University of Washington.

The Lode Runner prototype was called Kong and was originally written for a Prime Computer 550 minicomputer on campus, but shortly after it was ported to the VAX minicomputer. Originally programmed in FORTRAN and utilized only ASCII character graphics (the most basic of characters).

In September of 1982 Smith was able to port it to the Apple II+ (in assembly language) and renamed it to Miner. In October of that same year he submitted a rough copy to Broderbund and he’s said to have received a one-line rejection letter, “Sorry, your game doesn’t fit into our product line; please feel free to submit future products.”

The original title had no joystick support and was developed in full black and white…not exactly exciting. So, Smith then borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game, now renamed Lode Runner, to four publishers and quickly received offers from all four: Sierra, Sirius, Synergistic, and Brøderbund.

(more…)

Episode 484: Letters!Episode 484: Letters!

This week’s podcast was delayed in publishing thanks to the holiday week being more hectic than usual. However, better late than never, and there’s even some listener feedback included!

The news items include:

  • Valkyria Chronicles 4 is mobilizing for deployment in the west in 2018
  • Clicker Heroes 2 developer abandons microtransaction model citing ethical concerns
  • Rainbow Six Siege is getting a high-tech ninja named Vigil
  • Minecraft is adding tridents, shipwrecks, dolphins and coral reefs in Spring 2018

Let us know what you think.