
Dev Game Club
Brett Douville and Tim Longo


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Top 10 Dev Game Club Episodes
Goodpods has curated a list of the 10 best Dev Game Club episodes, ranked by the number of listens and likes each episode have garnered from our listeners. If you are listening to Dev Game Club for the first time, there's no better place to start than with one of these standout episodes. If you are a fan of the show, vote for your favorite Dev Game Club episode by adding your comments to the episode page.

DGC Ep 275: Bioshock (part one)
Dev Game Club
09/15/21 • 69 min
Welcome to Dev Game Club, where this week we begin a new series on 2007's Bioshock. We set the game in its time and talk about how it expanded the audience for a shooter with sim elements, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: Up to Neptune's Bounty
Issues covered: the name change, retaining identity after being acquired, what is a brand, the games that year, the Shock-verse, wanting System Shock 3, missing the immersive sim, starting with the wrench and a power, the success of the game, broadening the appeal of immersive sim elements, the difficulty of balancing immersive sims and testing them, improving the shooting, a successful E3, keeping secret the weird beginning, the theme park opening, the bathysphere and the mystery, marine life being used once, delivering a really solid moment, a single location that is a character in and of itself, a sleeper hit, the games blogosphere, the "Bioshock slot", taking a chance on something quirky, superhero games often being bad, establishing an Art Deco aesthetic, amplifying fear by setting it underwater, leaning into the horror early, Dutch angle usage, needles, survival horror elements, staying in first person, story bits and teasing narrative out over time, growing story space, well-implemented audio logs, a good choice for narrative delivery, foreshadowing and making a place feel lived in, easy to enjoy, getting some stuff really right, Kindly filling folks in on Atlas, setting up the smoke and mirrors, reapproaching the 4X genre from an old hand, the fun that is Ratchet & Clank, choosing a language based on the regional flavor, how long to show the tutorialization, teach the player without them knowing they are being taught, dynamic tutorials.
Games, people, and influences mentioned or discussed: Irrational Games/2K Boston, Firaxis, Microsoft, Bethesda Game Studios, SWAT 4, Republic Commando, Portal, Halo 3, Call of Duty: Modern Warfare, STALKER: Shadow of Chernobyl, Metroid Prime 3, Crysis, Nintendo Wii, Super Mario Galaxy, Ratchet & Clank: Tools of Destruction, The Orange Box, Half-Life (series), Team Fortress 2, Medal of Honor: Vanguard, Call of Duty: Vanguard, Mass Effect, Assassin's Creed, Uncharted, The Witcher, Peggle, PuzzleQuest, Crackdown, WoW: The Burning Crusade, Tomb Raider: Anniversary, Lulu LaMer, PlayStation, Xbox, Rainbow Six: Vegas, System Shock 2, Ken Levine, Cloud Chamber, Prey, Arkane, Deathloop, Bioshock Infinite, The Incredibles, 20000 Leagues Under the Sea, Todd Howard, Fallout 3, Arkham Asylum, Skyrim, Rocksteady, Warner Bros., Jules Verne, Control, Horizon: Zero Dawn, Johnny Pockets Grattan, Old World, Soren Johnson, Civ III, Drew, Ratchet & Clank, Traveller's Tales, LEGO (series), GTA, Tchaikovsky, Mussorgsky, Ni No Kuni, SEGA, Ghost Squad, House of the Dead, Yakuza, Metal Gear (series), Death Stranding, Alan Wake, Remedy, Dragon Quest Builders, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time: TBD! More Bioshock!
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub [email protected]


2 Listeners

12/23/20 • 93 min
Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk about the ability to play things out of order and the precursor dungeons and temples of this section of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: through the Spirit Temple
Issues covered: the possibility for going out of order to dungeons, being able to get all the tools, how to speedrun this, not being sure about what map stuff means, being stumped by side quests, watching Tim Schafer beat the boss, visiting the Gerudo area as a child, being confused by the carpenters, only knowing when you have done a thing, Brett gives a hint, the 3D representation adding a level of epic feel, reproducing progress in the save file, seeing the beginnings of lots of 3D adventure and puzzle tropes, the potential influence of Tomb Raider, teaching you how to think with the Lens of Truth, not enjoying the magic drain of the Lens, making you think about other tools when you run out of a resource, finding the third magic, wondering how to thaw the Zora domain, the well and the connection to the Shadow Temple, the stencil effect of the Lens of Truth, performance on the N64, using knowledge of your inventory to know whether you need to approach as a child or an adult, having more keys that aren't keys, discussing the longshot vs the arrows and timing, the difficulties of the Phantom Bongo Bongo, the design of the witch beams, fighting the Z-targeting, seeing how much of the formula they got right here, preferred length of dungeon vs shrines and temples, the OCD nightmare, being able to re-enter a space from multiple directions, missing the set piece centrality of a hub in first-person design, a fine review, wild connections between this and the preceding games in feedback, who is Impa in Breath of the Wild, transcending lore nonsense, specificity with myth and fireside stories, a present for the listeners.
Games, people, and influences mentioned or discussed: Tim Schafer, Grim Fandango, Breath of the Wild, Link to the Past, Tomb Raider, PlayStation, Spyro the Dragon, Crash Bandicoot, The Witcher 3, JJ Abrams, Silicon Graphics, Starfighter, Twilight Princess, Wind Waker, Skyward Sword, irreverentQ, Link Between Worlds, Uncharted, John Romero, SIGIL, DOOM (1993), Far Cry, Dishonored, Pokemon, tylenardo, Billy/The2ndQuest, Toy Story, Jim Henson, The Christmas Toy, Star Wars, How to Defeat a Demon King in Ten Easy Steps, Age of Calamity, Mark Garcia, Kirk Hamilton, Aaron Evers.
Links: Ocarina TV ad
Next time: Finish the Game!
Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub [email protected]

1 Listener

01/06/21 • 108 min
Welcome to Dev Game Club, where this week we conclude our series on The Legend of Zelda: Ocarina of Time. We talk takeaways and then catch up on our feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Podcast breakdown: 0:50 Takeaways 48:18 Break 48:45 Feedback
Issues covered: the Master Quest version of the game, the 3DS version, transitioning to 3D, coming up with mechanics to answer new questions, the evolution of block puzzles, the wow I'm a genius moment, object-oriented quest design/chunky progress, list-based vs tangibility in quests, gating in different designs, "true adventure" and sense of space, tricking the player into how big a space is, a richer space and a sense of adventure, overlaying side quests everywhere, the keys that aren't keys, the ocarina key-ring, tying the colors of ocarina songs, the music, looking at the manual, Brett's Book Recommendation, jumping the Lon-Lon Ranch fence, critical path objects that don't appear on the critical path, challenges you set for yourself, missable/skippable things, it's our podcast and we can do what we want to, giving the player options, allowing player expression, Tim talks streaming, rumors of secrets,
Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider, Breath of the Wild, Skyrim, Oblivion, Morrowind, Jeff Browne, Shigeru Miyamoto, Eternal Darkness, Brad Furminger, Mario (series), Koji Kondo, Kirk Hamilton, Strong Songs Podcast, Earthbound, Bone Houses, Emily Lloyd-Jones, Roel, Guy Morgan/notmyviews, Darksiders, Vigil Games, Gunfire Games, Starfighter (series), Tim, Full Throttle 2, Hitman (series), Game Maker's Toolkit, Voltron, ElfQuest, Atari 2600, Mortal Kombat, Streetfighter II, Ed Boon, Adventure (Atari 2600), Warren Robinett, Aaron Evers.
Next time: An interview!
Links: How Zelda's Puzzle Box Dungeons Work
Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub [email protected]

1 Listener

DGC Ep 246: So Long, 2020
Dev Game Club
01/27/21 • 70 min
Welcome to Dev Game Club, where this week we look back on the podcast year of 2020 (because we'd like never to think about the year in general ever again). We talk over our takeways, largely drawn from our interviews but also bringing in themes from the games we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Issues covered: Tim's non-trip, COVID/US tragedies, playing a bunch of sims, every day is problems, better people means better problems, getting a lot out of making yourself play games deeply, being in school/structure, listening to the series you're interested in, how we approach our takeaways, games with holistic merging of aesthetics/dynamics/mechanics, "done is not the same as good," "wouldn't it be great if," production as a tax, the cube and the stickers, putting the aesthetics together with the mechanics, the questions Nintendo ask themselves, making the mundane into a fun source of game design and delightful experience, applying the filter of interactive design over anything, simulating the arc of a TV episode, music and audio, how the audio sells the experience, the difference between visual and audio when it's missing, the difficulty in talking about audio, building the AI for a Civ game, focusing on the player experience, the anti-pheromone pathfinding algorithm, filling in the gaps, the stories that come out of simulation games, Brett's ongoing relationship with Bertha, characters who have their own lives vs being the chosen one, identifying with the main character, a SWRC Easter egg, our next game, Infinity Engine.
Games, people, and influences mentioned or discussed: Chrono Trigger, Ocarina of Time, Republic Commando, Nintendo, World of Warcraft, Serial, Phoenix Wright, Civ III, Jeff Morris, Sid Meier, Soren Johnson, Populous, Glenn Corpes, Rubik's Cube/Erno Rubik, Peter Molyneux, Lani Lum, Halo 5, Animal Crossing, Brian Mitsoda, Aaron Brown, Brian Reynolds, Johnny Pockets, Assassin's Creed: Origins, Vampire the Masquerade: Bloodlines, Nintendo Power, Counterstrike, Cody Harlin, David Collins, Starfighter (series), Dungeons & Dragons, Baldur's Gate (series), Larian Studios, BioWare, Pool of Radiance, Planescape: Torment, Icewind Dale, Spelljammer, Hitman (2016 series), Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time: Baldur's Gate: Through Ch 1
Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub [email protected]

1 Listener

12/16/20 • 94 min
Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We dive into the Water Temple (see what I did there?) as well as elaborating more about some topics we touched on last time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: Through the Water Temple
Issues covered: what Tim means when he talks about Hyrule Field, lack of prior art for 3D hub and spoke, the beginnings of an open world, sight lines for blocking and enticing, breaking the prior structures, physically representing the choice space of macro decisions, looking at a level in a tool to get a sense of scale, getting different perspectives, seeing the DNA of 3D Zelda, getting a sense of a space, a return to Goron City, revisiting areas with new tools, stealing object-oriented quest design, filling in the slots and a sense of accomplishment, gaining levels or using an economy for reward, hybrid systems, allowing for player choice, renting tools in later versions, getting to Breath of the Wild and having all tools fairly early, not caring about remaining progression stuff, what happened to Jabbu-Jabbu?, dabbling with buoyancy and friction on the ice, having a tool that's only useful in one dungeon/Domain, having to give up something in a bottle, having a need for that analog stick, having to make decisions about how you'll use a container, concretizing the abstract, an area of effect key, how they devised their rules, Navi's... cryptic hint, using stores as a clue mechanism, a usability feature, replacing lost items, how many hearts Dark Link have, a camera problem with the Forest Temple boss, taking off the boots as soon as you get in the temple, the water level as a state you can change many times, the floating platforms as an item of interest, hookshot anchors, the potential influence of Tomb Raider and The Cistern, a quick aside on which versions we're playing, the creepy reveal of Dark Link, how we each defeated that boss, the evolution of wearables as also bindable in the future, upgrading a tool instead, making it clearer that you need another means of solving a puzzle, the cold hard truth about fishing games, variant gameplay should be easy, a preference for Tim's explanation for all the Legends of Zelda.
Games, people, and influences mentioned or discussed: Dark Souls, Demon's Souls, Super Mario 64, Disney World, LucasArts, N64, Shadows of the Empire, Dark Forces, Rogue Squadron, DOOM (1993), TIE Fighter, World of Warcraft, Republic Commando, Dave Collins, Jesse Harlin, GTA III, Metroid, Horizon: Zero Dawn, Troy Mashburn, Arkham (series), Link Between Worlds, Skyward Sword, Kingdom Hearts, Diablo, Path of Exile, Torchlight II, Tomb Raider, 3DS, Chrono Trigger, Milo Kent, Sonic Adventure DX: Director's Cut, Okami, Jak and Daxter, Ben "from Iowa" Zaugg, Link to the Past, Switch, Dungeons & Dragons, Sam Thomas, Brian David Gilbert, Polygon, Halo, Vlad, Kirk Hamilton, Strong Songs, Ultima Underworld, Final Fantasy, Aaron Evers.
Links: Brian David Gilbert's total Hyrule timeline
Next time: The next two Temples
Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub [email protected]

1 Listener

12/30/20 • 86 min
Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk about a lot of side quests and then turn to the end of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: Finished the Game!
Issues covered: playing games too fast, the tension of verbs and shortcuts, loss of discoverability, taking note of where things are (or not), where to find remaining skulltulas, feeling like you are in a place and finding everything, wanting to live in the world, knowing where things are, feeling like an epic adventure, translating the epic from 2D, knowing the gravekeeper (you know, to talk to), emulating a game vs emulating a movie, simulating a world vs simulating empty places for adventure, Nintendo's approach to an RPG, a series of rooms that test everything you can do, rewards that are less useful, the final exam, lending the character to the Gerudos, realizing what the mask of truth was for, using it on many... many stones, side content in Ubisoft games, overly systematizing side content, other ways of making open world content unique, finding the Biggoron quest and being pushed everywhere, goofy gossip stones, localization and the gossip stones, the one room which challenged us both, losing a tunic, Tim has more horse teeth, having duplicate items where only one is the path forward, climbing the tower with increasingly louder organ music, the final Ganondorf fight, the pain point this boss could be, a timed escort escape, the climactic building coming down, a building settling into an arena, "that's not a knife.... this is a knife," Wisdom keeping Power in check so Courage can deliver the blow, damsels and unnamed archetypes, cursing one's descendants, seeing all the characters again, seeing the locations again, joining up the characters again, ongoing series, end of year episode.
Games, people, and influences mentioned or discussed: Final Fantasy IX, Mark Sean Garcia, Final Fantasy X, Kingdom Hearts (series), Witcher 3, Tomb Raider, Indiana Jones (films), Mario (series), Square, Hunchback of Notre Dame, Ubisoft, Assassin's Creed: Syndicate, Bethesda Game Studios, The Elder Scrolls (series), Fallout (series), Horizon: Zero Dawn, Uncharted 2, Crocodile Dundee, Age of Calamity, Hyrule Warriors, Return of the Jedi, Earthbound, Super Mario Odyssey, Super Mario 64, Link to the Past, Ico, Shadow of the Colossus, Fumito Ueda, Kirk Hamilton, Aaron Evers.
Next time: Takeaways and a bunch of feedback
Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub [email protected]

1 Listener

DGC Ep 6: Hitman 2
Dev Game Club
04/06/16 • 88 min
In this second series of the Dev Game Club, we talk about the relevance and place in history of Hitman 2: Silent Assassin, talk a bit about its stealth contemporaries and its descendants, before diving into the first few missions of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Gontranno Sanctuary
Anathema
St. Petersburg Stakeout
Kirov Park Meeting
Podcast breakdown:
0:33 Intro
2:11 Hitman 2: Silent Assassin relevance, history, context
32:11 Break 1
32:35 The first four missions
1:21:10 Break 2
1:21:32 Story expectations, what we’re playing, next time
Issues covered: Hitman episodic reboot, play style and discovery, stealth genre, handling of action and sandboxes in other stealth games, punishment for failure in genre, lethality and non-lethality, available rankings of playstyle, disguises, the game landscape in 2002, story stage-setting (Hitman: Codename 47 recap), technical stuff, character design (solid colors, no muddy textures), visual language for characters, character categories, torturing Brett, “patience simulators” vs. wish fulfillment, European espionage mood and tone, tutorial shallowness, Brett’s bashing up against the mailman, game pacing, aggression vs stealth, competence fantasy, lack of feedback or planning support, boiling frogs, possibility space exploration, save limitations, “murder puzzles,” clarity (or lack thereof), Tim’s pro tips, running through sewers, free guard’s uniform!, map utility, mechanics discovery, persistent AI state and information propagation, Hitman community division over usability, Brett’s story prediction.
Games, people, and influences mentioned or discussed: Hitman: GO, Hitman (2016), System Shock 2, BioShock, Thief, Metal Gear Solid, Hitman: Codename 47, Leon: The Professional, IO Interactive, Eidos, Square Enix, Freedom Fighters, Republic Commando, Kane & Lynch, Mini Ninjas, Warcraft 3, Battlefield: 1942, Animal Crossing, Sly Cooper, Spyro 2, Baldur’s Gate: Dark Alliance, Jedi Starfighter, Metroid Prime, Legend of Zelda: Wind Waker, Medal of Honor: Allied Assault, Peter Hirschmann, Deus Ex, Morrowind, Max Payne, Rambo, Elder Scrolls series, The Darkness, Dead Space 2, Frankenstein, Hitman: Blood Money, Hitman: Contracts, NOLF 2, Final Fantasy, John Le Carré, Crystal Dynamics, Mission: Impossible, Bridge of Spies, Assassin’s Creed, Jean Reno, The Three Stooges, Far Cry series, Guacamelee, Noah Hughes, Spy Party, Idle Thumbs, Twin Peaks.
What we’ve been playing:
Brett: work, movies, and books :)
Tim: The Witcher 3, WoW
Next time:
Levels 5-10: Tubeway Torpedo through Shogun Showdown
@brett_douville, @timlongojr, and @devgameclub

DGC Ep 037: Resident Evil (part 4)
Dev Game Club
11/16/16 • 59 min
Welcome to our fourth and final episode examining 1996's survival horror classic Resident Evil. We discuss the major story beats of the section, the nonsensical mess of the ending, the tyrant, and talk about some pillars and takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: Finishing the game! In the labs.
Podcast breakdown: 0:29 Segment 1: The end and takeaways 52:03 Segment 2: Reviews and what's next
Issues covered: current events, RE story beats, the thin hand-waving at a conspiracy involving Wesker, multiple endings, filling out the map and finding the three computers, faking urgency, new game+ stuff, credits sequence, commitment to melodrama, Wesker and Revolver Ocelot, famous villains, asymmetry and symmetry in monsters, foreshadowing and suspense, lack of feedback fighting the tyrant, poor telegraphing, teaching is important, custom coding vs systemic work, frustrated filmmakers, disempowerment/anti-wish fulfillment, genre reinforcing well with mechanics, self-contained/holistic spaces, better puzzles at the end, resource management, cinematic cameras and techniques.
Games, people, and influences mentioned or discussed: John Oliver, Last Week Tonight, Metal Gear Solid series, LOST, Chrono Cross, Silent Hill 2, Siri, Starfighter, 343 Industries, Hideo Kojima, Shinji Mikami, Capcom, Warren Spector, Firewatch, Sean Vanaman, Jake Rodkin, The Evil Within, DOOM (1993), Quake, Tomb Raider (2013), The Descent, Soma, Amnesia, Frictional Games, Penumbra, Alien: Isolation, Dead Space, Event Horizon, Rage, DOOM (2016), Yarkie, ChadBarth, TIE Fighter, Rogue One.
Next time: Join us next week for a little bonus content for Thanksgiving week!
@brett_douville, @timlongojr, and @devgameclub [email protected]

DGC Ep 379: Another World
Dev Game Club
02/14/24 • 71 min
Welcome to Dev Game Club, where this week we begin a little miniseries of games which heavily feature rotoscoping and different ways in which that technology is used, starting with Another World (1991). We set the game in its time, talk about rotoscoping, and discuss a lot about the world and games which seem descended from it. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: Whole darn thing (well, almost, Tim)
Issues covered: swinging back and forth in cages, starting and stopping the game, rotoscoping and some places it's been used, the basics of rotoscoping, how far Tim got in the past, baffling fluidity, echoes of other media, excellent character design, a "yes" game, other influences, thinking of this in terms of Mario, a cinematic moment, not making the movement a goal, choosing moments over systems, a fork in the lineage road, doing a project of this length solo, having a singular vision, hinting what you should pay attention to, the limits of tech and whether it can do anything for you, working on games that you wouldn't necessarily play.
Games, people, and influences mentioned or discussed: Final Fantasy IX, Tomb Raider, Eric Chahi, Delphine Software, Flashback, Amiga, Final Fantasy IV/II, LoZ: Link to the Past, Super Mario World, Return of Samus, Sonic the Hedgehog, Sega Genesis, Monkey Island 2, Civilization, Prince of Persia, Commander Keen, Lord of the Rings, The Hobbit, Walt Disney, Richard Linklater, Waking Life, A Scanner Darkly, Keanu Reeves, Karateka, Ico, Metal Gear Solid, Tron, SpaceChem, Space Team, David Cage, Nintendo, Rare, MegaMan (series), Metroid, Castlevania: Symphony of the Night, Dragon's Lair, Don Bluth, mysterydip, id Software, DOOM (1993), Mike Fisher, Shenmue, Dreamcast, Madden (series), John Romero, Carlos, Kingdom Hearts III, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time: Some other rotoscoped game!
Twitch: brettdouville or timlongojr, Insta: devgameclub, Threads: DevGameClub, Twitter: @devgameclub Discord [email protected]

DGC Ep 349: Metroid Prime (part one)
Dev Game Club
05/24/23 • 76 min
Welcome to Dev Game Club, where this week we start a new series on Metroid Prime, which we are playing via the Nintendo Switch remaster. We set the game in its time, talk a little bit about Retro, and then wall jump into the action of the tutorial area. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: Until you arrive on Tallon IV
Issues covered: Tim's purging, Western developers making FPSes for Japanese publishers, basing things on the lock-on, a game set apart by art direction, a ban on 2002, Brett's bookend years, the Capcom 5, the games for GameCube, being in the helmet, attach rate, top sales, reminiscing about a former colleague, the transition to 3D and Mark HH to support, seeing the potential for the game beneath the engine, ripping away ownership of the FPS, returning to the 2D formula, doling out their lesser selling properties a bit at a time, starting with all the gadgets, taking notes when you play a Metroid game, adding accessibility via the lock-on, locking on without a target, scanning as the second thing, good world building and boss teasing, teaching you how to fight with a simple boss, the amazing music and audio design, getting to look through the helmet, augmenting the sense of embodiment, finding community in an MMO, design for addictiveness, having an engaging game and then making something punishing, taking a game too far, the golden mean, ethical free-to-play, game metrics, key performance indicators, costs of people who play a game too much, designing to encourage people to step away from time to time, the humble origins of the James Bond theme,
Games, people, and influences mentioned or discussed: GoldenEye 007, Splatoon, Capcom, Lost Planet, Retro Studios, Halo, Hitman 2: Silent Assassin, Eternal Darkness, Ratchet & Clank, Morrowind, Animal Crossing, Kingdom Hearts, Timesplitters 2, Medal of Honor: Allied Assault, 2015 Games, Infinity Ward, Jedi Knight 2, NOLF 2, BF1942, GameCube, Wind Waker, Resident Evil, Super Mario Sunshine, James Bond 007: Nightfire, Metroid Fusion, Dark Cloud 2, Sly Cooper & Thievious Raccoonus, Splinter Cell, Warcraft III, Neverwinter Nights, Jedi Starfighter, LucasArts, Resident Evil 4, Republic Commando, Metroid Dread, Nintendo Switch, LoZ: Tears of the Kingdom, Geist, Shadows of the Empire, Mark Haigh-Hutchinson, Jon Knowles, Shigeru Miyamoto, MegaForce, Super Mario 64, LoZ: Ocarina of Time, Wired magazine, DOOM (1993), Metroid: Samus Returns, Bandai/Namco, Metroid: Other M, Mario Kart 8, Breath of the Wild, Horizon: Zero Dawn, Arkham Asylum, Unreal, Colin "The Shots," World of Warcraft, Everquest, Marvel Snap, 343 Industries, June, Aristotle, Super Mario Galaxy, Sony, Star Wars: Galaxies, Raph Koster, Ultima Online, Calamity Nolan, James Bond, Guy Morgan, Monty Norman, Bad Sign/Good Sign, V. S. Naipaul, A House for Mr. Biswas, John Barry, Grant Kirkhope, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time: Check the Discord!
Links: The James Bond origin track
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/h7jnG9J9lz [email protected]
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FAQ
How many episodes does Dev Game Club have?
Dev Game Club currently has 434 episodes available.
What topics does Dev Game Club cover?
The podcast is about Leisure, Videogames, Podcasts and Video Games.
What is the most popular episode on Dev Game Club?
The episode title 'DGC Ep 275: Bioshock (part one)' is the most popular.
What is the average episode length on Dev Game Club?
The average episode length on Dev Game Club is 80 minutes.
How often are episodes of Dev Game Club released?
Episodes of Dev Game Club are typically released every 7 days.
When was the first episode of Dev Game Club?
The first episode of Dev Game Club was released on Mar 3, 2016.
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