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Dev Game Club - DGC Ep 037: Resident Evil (part 4)

DGC Ep 037: Resident Evil (part 4)

11/16/16 • 59 min

Dev Game Club

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]

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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]

Previous Episode

undefined - DGC Ep 36: Resident Evil (part 3)

DGC Ep 36: Resident Evil (part 3)

Welcome to our third episode examining 1996's survival horror classic 3. We discuss the major story beats of the section, delve into the puzzles, discuss how spaces like these are made, enemies, a whole cornucopia of topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played: Up through the Tunnels

Podcast breakdown: 0:32 Segment 1: Story beats, Puzzles 54:30 Break 54:54 Segment 2: Feedback

Issues covered: C.O.L.D., story beats and "wacky Japanese stuff," meeting Lisa more than once, military industrial complex, Barry's story and splitting up, puzzle battle with Lisa, knowing what to do and be unable to do it, weaknesses of the camera and controls, bending the verbs to do a different thing, thinking things won't work as a game developer, examination puzzles, sham object puzzles, spider reveal, Lisa creature design, Brett's former fear of spiders and how it differs from Tim's, bringing your own history to a game, using simplest collision detection, carrying the Zippo, walk boxes to restrain character movement, abstracting the space, enemy choices and design, shark fears, monsters out of place, diving in and trusting the game's save system, not every game is for every person, audio and its unique way to cut into us because it has no frame, use of silence to accentuate environmental sounds and build tension, use of windows in the game.

Games, people, and influences mentioned or discussed: Starfighter, Metal Gear Solid, Back to the Future, rest of Resident Evil series, Ken Levine, System Shock 2, Skyrim, Shaun of the Dead, 28 Days Later, The Evil Within, SOMA, Amnesia, Neverwinter Nights, Lord of the Rings (obliquely), Day of the Tentacle, Dave Grossman, Grim Fandango, Thimbleweed Park, Ron Gilbert, Killzone 2, Final Fantasy IX, Assassin's Creed, The Shallows, The Muppet Movie, Jaws, Tomb Raider, Indiana Jones and the Last Crusade, Nathan Martz, Dark Souls, Blair Witch Project, The Exorcist, Robin Sakai, Michael Lewis, Republic Commando, Dave Collins, Jesse Harlin, TimmyMcCoy, Fastpaced350, Cameron Potter.

Next time: Finish the game!

Links: Walk boxes in Thimbleweed Park

@brett_douville, @timlongojr, and @devgameclub [email protected]

Next Episode

undefined - DGC Ep 037BC : Bonus Content

DGC Ep 037BC : Bonus Content

Welcome to Dev Game Club Bonus Content. We've both played a little bit of The Evil Within and here we lovingly render our verdict in stunning HD. Usually, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary, but here in Bonus Content we just chat about something descended from one of our main games and talk about the directions it's gone.

Podcast breakdown: 0:35 Bonus Content: Evil Within and Feedback 58:27 Bonus Bonus Content from Brett

Issues covered: action horror vs slower-paced, text description, gore overload, stealth elements, using fire to your advantage, putting carts before horses, the agony crossbow, Mikami's tropes, story scale/scope, the Japanese factor in melodramatic amp-up, the hospital hub, empathy work in horror games and slasher films, keys to the lockers, fictionalizing all the game mechanics, expensive progression system, getting all the progress, brief encounters with chainsaws, tight level design, look of specific technology (idTech 5, Unreal), character design, NPC companions, PS1 controls, film and Resident Evil, New Years Resolutions.

Games, people, and influences mentioned or discussed: Resident Evil 4, Silent Hill series, Tomb Raider, Rage, DOOM (2016), Uncharted series, Far Cry series, Assassin's Creed series, Hitman, Alien Isolation, Bethesda Game Studios, Shinji Mikami, Capcom, Bioshock, Quentin Tarantino, Halloween I and II, Destiny, Republic Commando, Chris Williams, Wolfenstein: The New Order, BattleTankBob, Final Fantasy VII & IX, Robin Sakai, Metal Gear Solid, Hideo Kojima, Greg Naughton, Fallout, UnderTale, Underrail, Troika Games, Tim Cain, Leonard Boyarsky, Kill Screen, TIE Fighter, Mortimer and the Riddle of the Medallion, XvT, X-Wing, Chris Suellentrop, JJ Sutherland, Shall We Play A Game podcast, Chris Metzen, Blizzard Entertainment, The Instance podcast.

Next time: TIE Fighter, the first three battles

Notes: The early "ARG" Brett refers to from the 1980s was called "Treasure: In Search of the Golden Horse."

@brett_douville, @timlongojr, and @devgameclub [email protected]

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