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retrocgads · 6 months
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USA 1997
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Console Fighting Games of 1994 - Shadow War of Succession
Shadow War of Succession also known as Shadow Warriors in Japan was a 3DO exclusive fighting game developed by Tribeca Digital Studios, as far as i can tell this is the only game developed by this studio. The game released in Japan and the US in 1994.
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rapidkirby3000 · 1 year
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As the audio unfortunately gets cut short during actual gameplay, I managed to capture the full version of that death sequence from one certain mini-game in Jurassic Park Interactive for the 3DO console.
"Sorry, but you didn't make it."
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shinigami-striker · 4 months
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The End of Universal Interactive... | Thursday, 01.04.24
On this day, 30 years ago, former video game publisher, Universal Interactive Studios was founded, though they ended up consolidating into Vivendi Universal Games before they dissolved around 2008 (15 years ago), in which they merged with Activision.
Video games developed and published (down below):
1994
Jurassic Park Interactive (3DO, 05/10/94)
Way of the Warrior (3DO Interactive, 08/30/94)
1996
Crash Bandicoot (PlayStation, 09/09/96)
Disruptor (PlayStation, 11/20/96)
1997
Crash Bandicoot 2: Cortex Strikes Back (PlayStation, 11/5/97)
1998
Spyro the Dragon (PlayStation, 9/9/98)
Running Wild (PlayStation, 10/7/98)
Crash Bandicoot: Warped (PlayStation, 11/3/98)
1999
Xena: Warrior Princess (PlayStation, 10/05/99)
Crash Team Racing (PlayStation, 10/19/99)
Spyro 2: Ripto's Rage (PlayStation, 11/02/99)
2000
Spyro: Year of the Dragon (PlayStation, 10/10/00)
Crash Bash (PlayStation, 11/07/00)
2001
Crash Bandicoot: The Wrath of Cortex (PS2, 10/30/01)
Spyro: Season of Ice (GBA, 11/07/01)
2002
Crash Bandicoot: The Huge Adventure (GBA, 02/26/02)
Spyro 2: Season of Flame (GBA, 09/25/02)
Spyro: Enter the Dragonfly (multi-platform, 11/05/02)
2003
Crash Bandicoot 2: N-Tranced (GBA, 01/07/03)
Spyro: Attack of the Rhynocs (GBA, 10/28/03)
Crash Nitro Kart (multi-platform, 11/11/03)
I couldn't add every game on the list unfortunately since the majority of these releases goes to both Crash Bandicoot and Spyro the Dragon.
Comment below on what's your favorite (and least favorite) published by Universal Interactive Studios.
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What is this blog about?
By Shannon Tetley
I'm creating this blog to document my journey learning game design and it will be submitted as part of my assessment for the class IGB-220 taught at the Queensland University of Technology. It's my aim to create an interesting record of my learning and to share what I learn with others in an informal yet professional manner.
Why am I studying game design?
Well, I'm actually studying for a bachelor in IT believe it or not. My major and passion is in computer science and I'm studying minors in mobile/cloud applications and user experience. I'm learning game design for the purpose of gamifying mobile apps but that's just the academic reasoning. I've loved video games from a young age and have dreamed of making them for a living since I was a teenager. I chose to study computer science for job security and only discovered my passion for it after beginning my studies. Studying game design for my user experience minor was a happy accident but due to my interest I have embraced it enthusiastically.
How did I become obsessed with video games?
I became interested in them by watching other people play them from a young age. I've always had an active imagination and a lust for adventure. I enjoyed playing make believe and video games are a natural extension of that for me. There's nothing more fun to me than to be immersed in a fictional world were you can explore and act out fantasies.
I don't remember the first game that I ever payed but I do remember being frustrated when I had to stop playing other peoples games when I had to go home from a friend or families house. Eight year old me was determined to get hold of my own games, so when my parents gave me the option of pocket money or a PlayStation for Christmas I gave up the pocket money 😂.
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Army Men: Air Attack developed by The 3DO Company
My first game was Army Men: Air Attack published by 3DO. I loved this game because I got to play with army men that could actually shoot! I loved the light-hearted and comical story of this game but it was all about the action for me. From that point, I collected games over the years and even swapped consoles with friends, including an N64 which introduced me to the world of Nintendo. In Lecture 1; Fundamentals of Game Design (Conroy), we discussed how culture naturally forms around games and play. This resonated with me, given my own experiences, sharing and playing video games with friends. My friends and I have incidentally formed a unique culture of our own which stemmed from our mutual ownership and playing of games throughout our lives.
What kind of gamer am I?
While studying in my first week of game design I came across a concept I found interesting written by Richard A. Bartle (Bateman, Step 4). Professor Bartle talks about the four main types of player, from the point of view of a game designer.
My interpretation of the four gamer types are:
Achiever - That friend who brags about getting 100% in every game they get their hands on.
Explorer - They love to learn the lore of the world and discover all the cool things in the game world.
Socialiser - Plays the game to hang out with friends or to meet new people. Often found hanging out at the grand exchange in their favourite MMO.
Killer - They're those SOBs that hang out on your ship spawn killing you in Sea of Thieves! Yes I'm still salty about that 😠, they didn't even take my loot 😂.
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Metroid Prime developed by Retro Studios
I can safely say that I'm an explorer. The first game I ever got truly obsessed with was Metroid Prime developed by Retro Studios. To me, Metroid was about exploring an abandoned and corrupted alien world. I got hooked on finding all the lore walls to piece together the story about why the world was corrupted and to find out what happened to the mysterious Chozo who left behind such beautiful and intriguing ruins.
What do I hope to get out of game design?
My dream is to write backend code for games and to have the skills to turn boring old phone apps into more enjoyable experiences. Even if that dream doesn’t pan-out, this class will be a valuable opportunity to learn design practices which I wouldn’t normally learn in my more technical computer science degree.
Gaming has always been an integral part of my life. I’ve always been subconsciously aware of the culture my friends and I formed and I internally knew what kind of gamer I was – I just never had the vocabulary to describe it. Just one lecture of Fundamentals of Game Design, has prompted me to critically reflect on why my experiences playing games have been positive ones and making these links has shown me how I can tie academia to my game design.
So far, the theoretical concepts I’ve been introduced to have been very insightful and have inspired me to apply these theories to my own game design. I hope this class will continue to open my eyes to the concepts which make good games so enjoyable.
References:
Conroy, David. “Fundamentals of Game Design Lecture 1.” IGB-220 Fundamentals of Game Design, 25/7/2023, Queensland University of Technology, Online. Lecture.
Bateman, Chris. Beyond Game Design : Nine Steps Towards Creating Better Videogames, Course Technology, 2009. ProQuest Ebook Central, https://ebookcentral.proquest.com/lib/qut/detail.action?docID=3136230.
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erysdren · 1 year
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I'm A Director Now I Guess
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I don't usually write long posts or anything, but I'm gonna try my best to write a vaguely interesting blog post here about what I've been up to the last few months.
Since 2017 I've been fascinated by a defunct videogame/software/media company named RUNANDGUN! Movin' Pictures, which existed from 1993 to 2004 or so. It was founded by four friends just out of college, and was based in Chicago. In the early days, they made ends meet by doing contract media work for companies like VictorMaxx, Nickelodeon and TV Land. Once they had a footing though, they set about making their first big project: Duelin' Firemen!, an extremely weird and abrasive FMV game for the 3DO console.
Filming commenced in 1994, and continued throughout 1995. A handful of programmers were brought on throughout the development, but no concrete "game" could be established. The founders were film students, and making pictures move was what they were good at. While almost everything they planned to film had been filmed, no sort of gameplay or even a working prototype had been developed.
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By 1996 they had a few 3D mockups, but nothing concrete. This was also the time that the 3DO, their target console, had shown itself to be a total failure. The timeline is a bit hazy, but this is approximately when they gave up on Duelin' Firemen! as a game, and tried to pitch it as a short film. Around September of 1996, they edited all of the finished footage together into a 7 and a half minute short film, which they submitted to the Sundance Film Festival. Perhaps unsurprisingly, they were rejected.
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After the failure of Duelin' Firemen!, they hired their first full-time programmer. With their same oddball sensibilities and a few years of experience under their belt, they successfully produced Wild Ride! Surf Shack, a cute surfing game about doing sick tricks and scoring huge points.
It's hard to find much evidence online of this game at a quick glance, but all of the known versions can be downloaded from the Internet Archive.
After Wild Ride, the team realized that the emerging market of handheld consoles could be highly lucrative. A subsidiary company was created, Cave+Barn Studios, which consisted of essentially the same members but with a new name and new contractual obligations. They developed a few Gameboy Color games, which were cancelled, including a sequel to Wild Ride! named Wicked Surfing.
Later they moved on to the Gameboy Advance, developing the cult hit Urban Yeti! and the much-lampooned BattleBots: Beyond the BattleBox. In 2002 or 2003 they entered into a bad contract with an unnamed publisher, who pushed them to develop games for the Playstation. After some time, the publisher pulled out suddenly, leaving Cave+Barn high and dry, and without any money to pay their bills. They went under shortly after that.
That's the short version of their story, essentially. And since 2017 I've been working on a feature-length documentary film about them.
I can't help but be fascinated by this group. A floundering media company, fucked over by publishers at every turn, trying their damndest just to make something that appealed to their sensibilities, which they say did not really exist in videogames at the time.
I've collected loads of archival material, including development assets, behind the scenes footage, tapes and photos, all from the 10+ years of this company's existence. I've also done a handful of interviews. But in the last 6 months the project has really gotten off the ground.
One of the founders has agreed to finance my project, with me as the director and him as the producer. With his help, I went to Vancouver last week and shot interviews with 3 of the subjects, and it was just fantastic.
We had a really great crew! All the stuff we recorded looked and sounded amazing. I asked the interview questions along with my co-writer Cass, who came in remotely.
I'll be able to show some of the stuff we shot soon, contracts allowing. I estimate that this short film, which is a precursor to the full length film, will be completed sometime around Q3 2023.
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planetofsnarfs · 27 days
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PO'ed, an infamous relic of the early days of FPS gaming, is getting a remaster from Nightdive Studios. Yes, it is April Fools' Day, and no, this does not appear to be an April Fools' joke.
PO'ed: Definitive Edition was announced today with an extensive trailer and listings on Steam and GOG promising "updated visuals, antialiasing, increased frame rate, and redefined controls, and up to 4K 144 FPS performance." On top of PC, the game is also coming to PS5, PS4, Xbox Series X and S, Xbox One, and Nintendo Switch. Nightdive says to "stay tuned" for a release date.
If you're a reasonable person who does not spend your nights watching YouTube videos about obscure '90s games, you might be asking what PO'ed actually is right about now. Developed by a small studio called Any Channel, PO'ed first launched for the 3DO back in 1995, and like many games for that ultimately doomed platform, it was soon ported to the PS1.
In the most basic terms, PO'ed is a first-person shooter in the mold of the original Doom, but much, much weirder. You're a chef who's turned out to be the last human standing after your ship was hijacked by aliens, and you've got to take down the bad guys with an array of non-standard weapons including power drills and frying pans. The aesthetics are all '90s gross-out kitsch, with enemy designs including a pair of buttcheeks with legs attached. You might argue that this sounds like a human that's been cut in half, but I promise you, it's a full-on butt monster.
These days, PO'ed is mostly remembered as a surreal curiosity of the '90s, but it's a pretty unique take on shooters that offered much bigger levels than the games that had come before. It also gave you a jetpack to quickly fly through those levels, and we all know that jetpacks make every game better.
I'm sure there's somebody out there with enough nostalgia for PO'ed to be calling for a remaster, but I can't imagine there are that many of them. But that's what's so neat about this announcement. The historical greats of gaming history have generally been rereleased, remade, and remastered a dozen times over, but now a bizarre historical footnote like PO'ed is getting another chance at life. I'm not sure it's earned that chance, but I'm glad it's getting it all the same.
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gmlocg · 6 months
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104.) Dragon's Lair
Release: June 19th, 1983 | GGF: Action, FMV, QTE | Developer(s): Advanced Microcomputer Systems | Publisher(s): Cinematronics, Inc., ReadySoft Incorporated, Philips Interactive Media, Inc., SEGA Enterprises Ltd., Elite Systems Ltd., T&E Soft, Inc., Digital Leisure Inc., 1C Company, Electronic Arts, Inc., Dragon's Lair LLC, Destineer, Microsoft Studios, Coleco Industries, Inc., Software Projects Ltd., Encore, Sullivan Bluth Interactive Media, Inc. | Platform(s): Arcade (1983), Coleco Adam (1984), Amstrad CPC (1986), Commodore 64 (1986), ZX Spectrum (1986), Amiga (1989), DOS (1989), Atari ST (1990), Macintosh (1990), SEGA CD (1993), 3DO (1994), CD-i (1994), Macintosh (1994), Jaguar (1995), DVD Player (1998), Windows (1999), Blu-ray Disc Player (2007), HD DVD Player (2007), iPhone (2009), Nintendo DS (2009), iPad (2010), Nintendo DS (2010), PlayStation 3 (2010), Android (2011), PSP (2011), Xbox 360 (2012), PlayStation Now (2014), Windows Apps (2014), ZX81 (2015), Browser (2017)
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meugamer · 8 months
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GOG revela último jogo gratuito do mês para resgate
A GOG revelou o seu quarto e último jogo da promoção de outono (inverno brasileiro) em sua plataforma de jogos clássicos. Requiem: Avenging Angel agora pode ser baixado até 11 de setembro às 10h (de brasília). O jogo foi lançado originalmente para PC Windows no ano de 1999, pelo estúdio Clyclone Studios e publico pela extinta editora The 3DO Company. Também conhecida pelo console 3DO.…
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randomboo256 · 1 year
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Crash Bandicoot: N. Sane Trilogy (2017) Review [Part One]
The past days I've been slowly going through the world of Crash Bandicoot as I reviewed Crash Bandicoot, Crash Bandicoot 2, Crash Bandicoot 3, and Crash Team Racing. All of which was based on their original Playstation releases. I highly recommend reading those reviews first for context. However, only focusing on the Playstation versions of these games isn't really being all that helpful due to a pair of releases that came out comparatively recently. But first, let's take a step back and see how we even got here.
Crash Bandicoot was a game published by Sony Computer Entertainment, and the titular character later became a mascot of sorts for the console it was on: the Playstation. The original Crash games were developed by a studio called Naughty Dog, however they eventually quit making Crash games. Despite that, the series kept going. On all platforms too.. what? Why are Crash Bandicoot games coming out on Nintendo consoles, Xbox consoles, and even PC? What’s happening? Did Sony do this? Well, no. You see, despite Naughty Dog creating the games and the characters and Sony publishing them, Universal Interactive (yes that Universal) owned the series. Ok, so a long time ago Naughty Dog made a weird fighting game called Way of the Warrior for the 3DO. Despite it's obscurity, this game is shockingly important because after finishing it, Naughty Dog displayed it at the Consumer Electronics Show in search of a publisher. After a bidding war, Universal Interactive won the rights to it. Universal liked it so much that they contracted Naughty Dog to make three more games for them. Those three games ended up being, of course, the Crash Bandicoot trilogy. Before that though, Naughty Dog needed to pick a console to develop the next game on. They thought the Playstation looked “sexy” so they started development for that. After a demonstration from Naughty Dog, Sony agreed to publish and partially fund the game. But Naughty Dog made 4 Crash games right? If they already made an extra one, they could just make more, right? Well in theory, but Naughty Dog thought that Universal was too difficult to communicate with. They had a great relationship with Sony Computer Entertainment though. They were so close in fact that only two years after CTR, Sony outright purchased Naughty Dog, firmly establishing their place as part of the Playstation family. 
After Naughty Dog quit, Sony published one more Crash Bandicoot game: Crash Bash. I haven’t really played Crash Bash personally, but from what I’ve heard it’s just a sub-par party game. After that, Universal decided to stop letting Sony publish Crash in favor of publishing the series on all platforms, with the first one being Crash Bandicoot: The Wrath of Cortex. People didn’t like that game, and I didn’t either. I’m not going to talk too much about this game mostly because it's already been mocked to death and also because it’d be kinda redundant. That’s because Wrath of Cortex is literally just a one to one ripoff of Crash Bandicoot 3, even down to the hub world. Except it’s like they saw my review of Crash 3 and said “Hey, what if we took every problem Crash 3 had and made them even worse?”. The platforming is worse because the camera is awful and they messed up the slide somehow. You have to like release the slide button and THEN jump, which is just awkward. Other than that the platforming is playable, but you rarely get to do it. Even more of the game is random bullshit now. Well over half of your playtime will be spent in those vehicle segments. While I didn’t care for the vehicles in Crash 3 because they distracted from the platforming, they were mostly just tolerable filler. In Wrath of Cortex, they all suck soo much ass. They all fucking suck and they're damn near unplayable. I kinda like the ball rolling, but that’s it. They also brought back Crash 2’s awful jetpack. They not only brought back Crash 3’s abysmal underwater stages, but 1. There’s even more of them. and 2. They’re even worse! You get this submarine which is so slow you can’t dodge the obstacles! Anyway, enough ranting. Wrath of Cortex sucks, but that’s no hot take. Everyone knows that, and it’s not just this game. Most Crash games after Naughty Dog left were less than stellar. Even the best one, Twinsanity, was so incredibly rushed that the final result was unpolished and had a lot of cut content. Needless to say, Crash fans weren’t happy, and after a disastrous reboot, they just wanted a simple return to the classics. 
Meanwhile, Universal was eventually merged with Vivendi, who owned a bunch of studios including Blizzard Entertainment. The combined new studio became known as "Vivendi Games". Fast forward to the late 2000s, Activision was foaming at the mouth over the idea of microtransactions and other recurring fees to the gaming consumer, and therefore were dying to get their hands on World of Warcraft, a Blizzard game. Vivendi Games was struggling at that time, so the two companies merged, forming into the public menace we now know as Activision Blizzard. But what about our favorite orange marsupial? Well he had games throughout the 2000s, but after the merger he slowly grew silent. In 2011, Activision Blizzard released a game called Skylanders: Spyro’s Adventure. Poor Spyro, but that’s a story for another day isn’t it? Skylanders was made by Toys for Bob alongside other companies, most notably Vicarious Visions. In 2016, the final Skylanders game was released, and it had the long awaited yet melancholic return of Crash Bandicoot. His portion of the game was developed by Vicarious Visions. Announced alongside his inclusion however was a full from the ground up remake of the entire classic Crash trilogy. Months later we got a trailer and a name: Crash Bandicoot: N. Sane Trilogy.
Most people these days play this games in the N. Sane Trilogy, rather than their original Playstation releases so I feel I have to cover it. I'm not going to go super in depth with each game, because I already have done that with my reviews of the originals. Instead, I'm just going to focus on what makes the N. Sane Trilogy different.
Let’s start with the obvious: the graphics. Obviously they’re higher fidelity and they can certainly look quite nice at times, however they're far from perfect. Firstly, I simply don’t think that this realistic artstyle fits Crash Bandicoot. These characters were designed with a low poly, low resolution PS1 game with a far off camera in mind. Crash has big eyes, big eyebrows, and a big mouth so that he can be expressive in a way that still reads when looking at the game from a crappy CRT television. When you put this character in HD with realistic graphics where you can make out every hair on his little bandicock he just looks awful. He looks far better when he's very stylized, ala Crash 4. Even the rest of the graphics just look wrong to me. Something about how some of these levels look just feels off. It doesn't help that the game is also locked to 30fps on every console. For a modern day release, that's not acceptable. Especially considering that neither N. Sane Trilogy nor Nitro Fueled (which trust me I'll get back to) got PS5/Series X upgrades. Considering that even a modest computer like mine can hit 60fps on the PC port of N. Sane, there's absolutely no reason why next gen consoles couldn't also hit that same benchmark. Overall the N. Sane Trilogy only came out like 6 years ago and it already looks really dated to me. I honestly prefer the more timeless look of the originals. Well graphics aside, let’s go through each game one by one:
[Continued in Part Two]
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balduransarmory · 1 year
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Hey Today I also have for you interesting facts about the game that some of you may not know. And besides, I have the male version of Cutbert (for those who took the female version as an insult and insult. I'm also throwing AI refreshed Adelide. The game was designed by Jon Van Caneghem, the creator of the Might and Magic series, who left New World Computing to start his own studio, 3DO, which was to produce the game. The game developers used the "Panzer General II" game engine from Strategic Simulations as the base for their own engine. It was originally going to be named "Heroes III: The Restoration of Erathia," but it was changed to "Heroes of Might and Magic III" to unify the name with previous parts of the series. The game features a character named Sandro the Necromancer, which is a reference to the game's creator, Jon Van Caneghem, who is known as "Sandro" in the gaming industry. The game's creator, Jon Van Caneghem, was also the creator of the Might and Magic series, which had an influence on the shape and mechanics of gameplay in Heroes of Might and Magic III. The developers worked on the game for over 2 years, from 1997 to 1999. It was released on many different platforms, including Windows, Macintosh, and PlayStation 2. Homm 3 contains many references to previous parts of the series, such as the return of heroes from previous parts, and references to events from previous parts. In the original version of the game, one of the units, the "Ghost Dragon," had a bug that allowed it to attack enemies without moving. The game featured a bug that allowed the opponent to copy artifacts through the use of a special unit or hero. There was also a bug that allowed for the acquisition of unlimited resources by visiting special locations on the map. One of the bugs allowed for the acquisition of unlimited amounts of gold through trading with NPCs. Another bug allowed for the unlimited reproduction of units through special buildings Homm 3 - All Town Music Heroes of Might Magic III All Town Themeshttps://youtu.be/XP1WEmaX7Dk
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retrocgads · 6 months
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hairofthedogcast · 2 years
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Raw Dogs 64 - Console Wars! The 5th Generation!
Everyone agrees that Way of the Warrior for the 3DO won the battle for best intro for a video game in the 5th generation, but what was the console that won the war?
  The Raw Dogs definitively and once and for all decide what console is better; the Nintendo 64, the Sony Playstation, or the Atari Jaguar?  Dom and Josh are in the studio once again and the beers are flowing!
Hair of the Dogcast is a proud member of the HyperX Podcast Network.  For more information check out podcast.hyperx.com!
Contact Us:
Twitter: @HOTDogcast Facebook: https://www.facebook.com/hairofthedogcast  Instagram: hairofthedogcast
To see how you can support us and access a bunch of cool, exclusive perks, visit our Patreon page: https://www.patreon.com/hairofthedogcast
We appreciate your support! 
Check out this episode!
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hardcore-gaming-101 · 5 years
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Strife
On June 17th, 2000, Deus Ex was released and changed the gaming landscape. It merged first person shooting mechanics with RPG elements, creating a new type of game called an “immersive sim,” built from the early work of the System Shock series. It was designed to allow players to think and experiment with how to use the game systems in inventive new ways, taking two genres that shouldn’t function together at all and finding magic with them mixed. The funny thing is that Deus Ex may have finally established what had been building since 1994, but its unique blend of shooter and role playing had already been tried once before. Rogue Entertainment’s Strife, released in 1996, tried to do a lot of what Deus Ex accomplished on the DOOM engine (the id Tech 1, to be precise, and the last official released game made with it), and it actually had a fair bit of success. It’s nowhere near as good as arguably one of the best games ever made, of course, but it’s kind of amazing just how forward thinking it is in so many ways. 
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jojonoa · 6 years
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I am Alpha and Omega, the beginning and the end.  I will give unto him that is athirst of the fountain of the can of whoop-ass freely.
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glitchphotography · 2 years
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"Simulacra Studio, (New York City R&D Division)" The Offshore Firm (2021) 
 // Retrodystopic hyper-corporate spaces created with “Life Stage: Virtual House” (1993) for 3DO
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