Stealth Boom Boom | A Stealth Video Games Podcast
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Top 10 Stealth Boom Boom | A Stealth Video Games Podcast Episodes
Goodpods has curated a list of the 10 best Stealth Boom Boom | A Stealth Video Games Podcast episodes, ranked by the number of listens and likes each episode have garnered from our listeners. If you are listening to Stealth Boom Boom | A Stealth Video Games Podcast 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 Stealth Boom Boom | A Stealth Video Games Podcast episode by adding your comments to the episode page.
CounterSpy Review | DEFCON Delights, Proc-Gen Repetition, Big Vibes
Stealth Boom Boom | A Stealth Video Games Podcast
10/01/24 • 96 min
A decade ago, a small indie developer called Dynamighty got a phone call (NB: don't know if it was a phone call.... could've been an email, a fax, carrier pigeon, or many other multiple means of communication) from a large publisher called Sony. And a game about the cold war was born! We're going back to 2014 to look at a 2D stealth-action game about a spy that infiltrates superpower bases. We're talking CounterSpy.
On this episode of Stealth Boom Boom, we discuss how the team was influenced by Bond (but apparently there was a much darker version of CounterSpy in the works at one stage, too). We also chat about the founders LucasArts and Pixar heritage and whether or not they named their company after early 00s British singer/rapper Ms. Dynamite.
In our review, you'll hear some chat on the Lacanch Range Master; you go from left-to-right, but enemy guards are living in 3D; trying to figure out a safe distance; blowing up safes around the ever-suspicious guards; no real way to break up the pack; cruel AI; the importance of the constant DEFCON levels; isolating and threatening an officer; going into cover when trying to dodge roll or dodge rolling when trying to go into cover; looking at the world from a different perspective (and finding the aiming fiddly) when you're in a shootout; shopping for new weapons and level buffs; Wile E. Coyote; the limits and repetition of procedural generation; PSP video game Coded Arms; the thrill of running for the end of the level once the countdown starts (and also the annoyances you run into here); breezy satire; and big capital v Vibes.
After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether CounterSpy is a Pass, a Play, or an Espionage Explosion.
For those who would like to play along at home, we'll be discussing, reviewing and dissecting Sly 2: Band of Thieves on the next episode of Stealth Boom Boom.
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Watch Dogs Review | Hacking, Online Privacy, Iconic Aidan Pearce
Stealth Boom Boom | A Stealth Video Games Podcast
05/28/24 • 167 min
In June, 2012, almost every member of the general public decided they witnessing something special. The dissenting voices were few and far between. And then it came out two years later and opinions changed somewhat. We're going back to 2014 to look at an open-world, action-adventure hack-a-thon. We're talking Watch Dogs.
On this episode of Stealth Boom Boom, we take a look at that big E3 2012 reveal, and the connections this game has to Driver. We also chat about pockets, a behind closed door session that took a turn, a hidden-camera bit where everyone was probably an actor, some parkour (for some reason), Jimmy Fallon, an iconic special edition, and a PR stunt gone wrong.
In our review, you'll hear some chat on Colm's first gaming PC; completely fine standard stealth that also has plenty of limitations; travelling around a space via CCTV cameras, and setting off car alarms, all while standing outside the gate; Astral Projection from Second Sight; hiding in the front seat of a car; weapons that are a means to an end; the option to run away like a coward; a decent GTA style driving experience; how easy it is to hack traffic lights while driving vs the thrill of a car chase; a spin on the Ubisoft tower; differing opinions on Chicago; a nightclub; a revenge plot that is overly complicated; the gravelly-voiced and not terribly compelling Aidan Pearce; the profiler; a peek behind the curtain that is both childish and nasty; and just the staggering amount of people playing Watch Dogs in 2024.
After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Watch Dogs is a Pass, a Play, or an Espionage Explosion.
For those who would like to play along at home, we'll be discussing, reviewing and dissecting Ape Escape on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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XIII Review | Comic Book Style, David Duchovny, An OP Crossbow
Stealth Boom Boom | A Stealth Video Games Podcast
11/14/23 • 125 min
19 years after writer Jean Van Hamme and artist William Vance created a Belgian comic that revolved around a very strong and athletic amnesiac, Ubisoft decided to create a video game adaptation of it. We're going back to 2003 to look at a stealthy first-person shooter. We're talking XIII.
On this episode of Stealth Boom Boom, we look at how the comic book's story and art compare to that of what Ubisoft Paris created (and how people thought the source material was "ugly" apparently). We also make note of how the leading man and woman – David Duchovny and EVE – were feeling about XIII before it came out.
In our review, you'll hear some chat on Josh's fourteen copies of the game, an advert for our podcast on the XIII remake (coming 2029), TAP TAP TAP (and how style meets function with onomatopoeic SFX), surveillance camera pop-up panels, The Bourne Identity by Robert Ludlum, whacking brooms over the heads of others, the ludicrously overpowered crossbow, varied ammo drops, BAAOOM BAAOOM, the reward for a headshot, the return of Gun Pervert Wise, enemies popping up far away and up on high, secondary fire mode, a unique grappling hook, the rush of killing a guard in between them saying "ALERT" and them setting off the alarm, "YOU CAN FLY", a bank with some dynamite in it, the undercooked individual targets of The XX, a baggy middle, that late '60s / early '70s tone, the cliffhanger for XIII 2 (or XIV), mixed-up memories, and the curious performance of David Duchovny (and his album Hell or Highwater, available in all good record shops).
After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether XIII is a Pass, a Play, or an Espionage Explosion.
For those who would like to play along at home, we'll be discussing, reviewing and dissecting Thief: The Dark Project on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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Forbidden Siren Review | Sightjacking, Link Navigator, Ambiguity
Stealth Boom Boom | A Stealth Video Games Podcast
10/17/23 • 147 min
In 1999, Keiichiro Toyama and Team Silent created one of the most-celebrated horror video games of all time: Silent Hill. Almost every superlative you can think of was thrown at Harry Mason's jaunt around the foggy American town. A few years later, Toyama and others that worked on the Konami classic took their talents elsewhere and tried to do it all again. We're going back to 2003 to look at a PlayStation 2-exclusive horror game. We're talking about Forbidden Siren (or just Siren for some of you).
On this episode of Stealth Boom Boom, we look at how developer Project Siren was keen to work on a horror game with more of a Japanese flavour, citing the J-horror boom as reason enough to give it a go. We also discuss how one TV ad for the game had to be cancelled after seven (7!) complaints, as well as how they pushed that Forbidden Siren was much more hardcore than other games of this ilk.
In our review, you'll hear some chat on how Sightjacking is a very cool idea (and also how two of us think it doesn't work, and one of us thinks it does), darkness and fog, Commandos' mult-cam setup, orienteering, cautiously crouch-walking at the speed Solid Snake and Jack Carver move about on their bellies, the annoyance of ambiguity / the thrill of ambiguity, being aware of sound and light, awkwardly swinging a metal pipe, Shibito character models, mission objective 2, the Link Navigator, Butterfly Effect puzzles, the baffling Interaction List Menu system, a photo album that caught Josh's attention, ten characters that couldn't grab the attention of Adam, L.A. Noire, and classic lines of dialogue such as "I told you to wait in the car."
After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether Forbidden Siren is a Pass, a Play, or an Espionage Explosion.
For those who would like to play along at home, we'll be discussing, reviewing and dissecting Manhunt on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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Metal Gear Solid Review | Melodrama, Soliton Radar, Foxhound Battles
Stealth Boom Boom | A Stealth Video Games Podcast
08/22/23 • 166 min
A quarter of a century ago, we got some real stealthy classics – some of which have already been covered on this very podcast. Today we're looking at the game from that year that introduced many to the fact that video games can also be a lot like movies. We're going back to 1998 to take a look at the third game in one of the genre's most beloved (and maligned) series. We're talking Metal Gear Solid.
On this episode of Stealth Boom Boom, we talk about how director / producer / writer Hideo Kojima, who wanted to make films from a young age, broke into the games industry. We also discuss some of the very explosive, '90s ways this game was marketed. We chat about pre-launch press coverage too, which includes some Resident Evil and Lego mentions, a research trip to see a SWAT team, and some chat on the influence of Yoji Shinkawa.
In our review, you'll hear some chat on the excellent Soliton Radar (and why it needs to be excellent, because the game has a fixed camera), fading footprints in the snow, chaff grenades, hiding in cardboard boxes, disappearing enemies, F.R.E.E. (full reactive eyes entertainment), Benny Hill, floopy-doop weapons, mostly great boss fights, Psycho Mantis reading your mind, that opening hour, how anti-war this war game is, Meryl's codec number on the back of case, the briefing tapes, the Yakuza / Like A Dragon games, some of the most verbose and melodramatic people ever, "press the select button," and the alert noise.
After all that, the lads take you through what some of the critics were saying about the game around the time it came out, and then they give their final verdicts on whether Metal Gear Solid is a Pass, a Play, or an Espionage Explosion.
For those that would like to play along at home, we'll be reviewing Outlast on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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Tomb Raider (2013) Review | "Relatable" Lara Croft, Brutality, A Bow
Stealth Boom Boom | A Stealth Video Games Podcast
08/08/23 • 164 min
What do you do after you've already rebooted a series and have effectively gotten everything you can out of it? Well, you reboot it again and give it another go. We're going back to 2013 to take a look at the first entry in Lara Croft's third (?) series under the same name. We're talking Tomb Raider (2013)... to be specific... but obviously it's just called Tomb Raider. Yeah!
On this episode of Stealth Boom Boom, we talk about how Batman and James Bond inspired developer Crystal Dynamics to have another go at creating a new Tomb Raider series. We discuss the marketing hype behind this game, which was partly fronted by Shazam actor Zachary Levi... sadly. We also chat about the press coverage, which includes some discussion on the protagonist apparently being relatable now because she wears trousers, an "attempted rape" scene that dominated the narrative around this game, and the sexualisation of a female video game character.
In our review, you'll hear some chat on scripted stealth (and something about a quiet rollercoaster), context-sensitive animations (that some enjoyed and some hated), the bow and how it's the best weapon in the game, pretty needless hunting, how the action is really frantic, an assault rifle from Splatoon, being able to literally curve Lara around objects like a bullet in that film Wanted, climbing that involves you, dated concepts like QTEs and set-pieces, rubbish tombs (that some didn't mind), awful secondary characters, a shoddy plot, a failed attempt to humanise the lead character, the fetishistic punishment that Lara goes through, and DELICIOUS LUDONARRATIVE DISSONANCE.
Colm doesn't test the gaming knowledge of Adam and Josh in another edition of Who Am I? this week. We're gonna take a little break with Who Am I? for a bit. We may get back to it down the line. So, at the end of the episode, the lads give their final verdict on whether Tomb Raider is a Pass, a Play, or an Espionage Explosion.
For those that would like to play along at home, we'll be reviewing Metal Gear Solid on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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DARK Review | Vampire Powers, Sucking Necks, Sanctuary Nightclub
Stealth Boom Boom | A Stealth Video Games Podcast
06/27/23 • 141 min
It all began in darkness. He awoke to a world of pain. Eric... Eric Bane. The name shot through his head like a bullet... it was his name These words will stay with you for the rest of your life once you've listened to this very episode of the Stealth Boom Boom podcast. We're going back a decade for this deep dive, as we discuss the stealth-action vampire game DARK (and definitely not Dark).
On this episode of Stealth Boom Boom, we talk about German developer Realmforge Studios and how they really wanted you to know that their game about bloodsuckers is nothing like Twilight. No sparkly fanged creatures here. No way. We also chat about why they chose a cel-shaded artstyle, as well as why they decided to make a stealth game in the first place.
In our review, you'll hear some chat on no-nonsense line-of-sight, how players of DARK are rewarded for being sneaky, the act of sucking necks dry, the top-of-class shooters of M17, the interesting idea for a save system, some motion-detecting museum exhibits, vampire abilities that favour the more aggressive players, the RPG trappings that fall flat, a shoddy version of Blink from Dishonored, a never-ending song, and some of the most memorable video characters we've come across in quite a while.
Colm tests the gaming knowledge of Adam and Josh in another edition of Who Am I? And then the lads give their final verdict on whether DARK is a Pass, a Play, or an Espionage Explosion.
For those that would like to play along at home, we'll be reviewing Deus Ex: The Fall on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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Ghost of a Tale Review | Chatty Rats, Beautiful Scenery, Explosive Pinecones
Stealth Boom Boom | A Stealth Video Games Podcast
03/07/23 • 125 min
Sure, Ghost of a Tale is the first game on Stealth Boom Boom that launched via Steam Early Access, but it's also the first game we've looked at that was made by a former Dreamworks animator. Both equally as important.
On this episode, we chat about the successful IndieGoGo campaign that developer SeithCG ran, we discuss the indie-ness of Ghost of a Tale, and we chat about Lionel Gallat's reasons for leaving the animated movie business. When it comes to stealth, we chat about how easily guards give up the chase, and how one outfit kills your sneaky funtimes. When it comes to the boom boom, the conversation turns to how RPGish this game really is, plus the pinecones... man, those pinecones. And, of course, there's some time to chat about how incredible this game looks, because my god does it look incredible.
Colm tests the gaming knowledge of Adam and Josh in another round of Trivia Espionage Action and then the lads give their final verdict on whether Ghost of a Tale is a Pass, a Play, or an Espionage Explosion.
For those that would like to play along at home, we'll be reviewing Monaco: What's Yours Is Mine on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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Tenchu: Stealth Assassins Review | Ninja Problems, Incredible Music, Goblin Voices
Stealth Boom Boom | A Stealth Video Games Podcast
02/07/23 • 149 min
Stealth Boom Boom goes all the way back to 1998 for this one, as Tenchu: Stealth Assassins celebrates a big anniversary. 1998 is often seen as the year stealth games were thrust into the mainstream, because of Thief: The Dark Project, Metal Gear Solid, and the game being reviewed today. But, does Tenchu hold up? I guess you could stop reading this and listen to find out. But, if you're gonna continue looking at the description, I'm gonna carry on typing out words into this little box.
On this episode, we chat about the embryonic stages of developer Acquire and how Tenchu: Stealth Assassins very nearly never made its way to the West. In our review, we discuss the issues some of the Boom Boom Boys ran into with the draw distance and tank controls; we chat the magic of item selection (and specifically poison rice); and Josh lets us know just how much he loves that moonsault jump. We also talk about the reluctance of video games to allow you to be the baddie, some absolutely baffling voice acting, and some absolutely incredible music.
Colm tests the gaming knowledge of Adam and Josh in another round of Trivia Espionage Action, and the lads give their verdict on whether Tenchu: Stealth Assassins is a Pass, a Play, or an Espionage Explosion.
For those who'd like to play along at home, we'll be reviewing Penumbra: Overture, Penumbra: Black Plague and Penumbra: Requiem on the next episode of Stealth Boom Boom.
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Ape Escape Review | Monkeys, Gadgets, Regional Accents
Stealth Boom Boom | A Stealth Video Games Podcast
06/11/24 • 129 min
25 years ago, a PlayStation-exclusive was released that required a new peripheral called the DualShock It had not one, not three, but TWO ANALOG STICKS. So, this one definitely made an impact at the time. We're going back to 1999 to look at a 3D platformer chock full of puzzles and monkeys to collect. We're talking Ape Escape.
On this episode of Stealth Boom Boom, we take a look at how Japan Studio had to communicate how players would use their new controller, and some big TV ad campaigns that ran in the States. We also take a look at some Japanese adverts that we would've welcomed on out television screens back in the day.
In our review, you'll hear some chat on a giant satellite dish called a Monkey Radar that tells you where the escaped apes are (as well as how quick, powerful, and perceptive they are); an enemy’s trousers tell you a lot; the Metal Gear Solid similarities in the game’s visual language; going into the foetal position and being “nearly invisible”; catching a monkey sneakily vs them seeing you and jumping into a spaceship; the joy one can derive from catching a misbehaving time traveller; swinging gadgets around via the right analog stick; swimming in a 3D space with your Water Net; whacking those cheeky little guys over the head with Stun Club more than you need to; a Hoop, a Sky Flyer and an RC Car for puzzle-solving; the art of rowing a boat; phenomenal level design; trashing sandcastles; a big dinosaur; Specter doesn’t want to go back to Monkey Park; two different English-voice casts with two different scripts; a much more fun Watch Dogs profiler; an AI construct called Casi; Spike’s Shinobi Deathblow; and a soundtrack that doesn’t fit but definitely fits.
After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Ape Escape is a Pass, a Play, or an Espionage Explosion.
For those who would like to play along at home, we'll be discussing, reviewing and dissecting The Chronicles of Riddick: Escape from Butcher Bay on the next episode of Stealth Boom Boom.
IMPORTANT LINKS TO THINGS
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FAQ
How many episodes does Stealth Boom Boom | A Stealth Video Games Podcast have?
Stealth Boom Boom | A Stealth Video Games Podcast currently has 45 episodes available.
What topics does Stealth Boom Boom | A Stealth Video Games Podcast cover?
The podcast is about Playstation, Leisure, Videogames, Games, Nintendo, Podcasts, Video Games and Xbox.
What is the most popular episode on Stealth Boom Boom | A Stealth Video Games Podcast?
The episode title 'Days Gone Review | Hordes, Motorbike, Duration' is the most popular.
What is the average episode length on Stealth Boom Boom | A Stealth Video Games Podcast?
The average episode length on Stealth Boom Boom | A Stealth Video Games Podcast is 135 minutes.
How often are episodes of Stealth Boom Boom | A Stealth Video Games Podcast released?
Episodes of Stealth Boom Boom | A Stealth Video Games Podcast are typically released every 14 days.
When was the first episode of Stealth Boom Boom | A Stealth Video Games Podcast?
The first episode of Stealth Boom Boom | A Stealth Video Games Podcast was released on Dec 13, 2022.
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