Damnit Slam Show EP_033 ‘One of These Days We’re Gonna Have this Bitch on Here’

Well… Well…. Well….

Somehow we made it to 2013, Ray Lewis is in the superbowl, Ice Hockey actually exists again, sqwishy can go back to his day job with the Canucks, and best of all IGC decided to record again.  Anyways, The Walking dead is shit.  Listen to our list of the things you should have played that weren’t terrible.

Seriously though, Sid Meier is known by all to be a wonderful game developer, interesting speaker, and by far one of the single most influential people in video games history.  Tune in to find out what someone on twitter thinks of the gentleman as well as the aforementioned “shitty” game, rainbow six, and catch up on what we have been doing since the last episode.

I know it always happens, but we hate the fact that communism led to a week long dive into Civilization, one of which I am not going to give up, and a week delay of editing.

Damnit Slam Show EP_033 ‘One of These Days We’re Gonna Have this Bitch on Here’.mp3

Thanks folks,

-nabokovfan87

2012 in review

The WordPress.com stats helper monkeys prepared a 2012 annual report for this blog.

Here’s an excerpt:

600 people reached the top of Mt. Everest in 2012. This blog got about 2,300 views in 2012. If every person who reached the top of Mt. Everest viewed this blog, it would have taken 4 years to get that many views.

Click here to see the complete report.

Damnit Slam Show EP_032 ‘This is why PC Gaming’

Well, well, well…. Nice to see you around these parts again.

I know what you’re thinking, we abandoned you.  Not so!  We just got a little tied up in other things and had to make some very special time to record, and then one of us got busy, and then again, and again.

Alright, enough excuses.  I wanted to apologize up front for my co-hosts’ inability to stop making noises when recording.  It is much better during “part 2″ of our feature tonight, but I’m just afraid most of you won’t make it that far.

Stay tuned to the end to find out what nearly took the life from me, what was probably something very few of us will want to live, but all get to hear about thanks to the wonder of the Internets.

More episodes coming soon, but for now, DOUBLE FEATURE!

Damnit Slam Show EP_032 ‘This is why PC Gaming’.mp3

-nabokovfan87

Damnit Slam Show EP_031 ‘EPIC Intro’

Let’s just call this one “a long time coming” and we very much appreciate you sticking with us for the long wait.  Hard drives are now of approriate size, the time has been taken to record, and I present the following!

Damnit Slam Show EP_031 ‘EPIC Intro’.mp3

For those that want to, be SURE to go and buy Pokemon Reorchestrated.  It is well worth the pricetag and cannot do anything but bring back the joy that those games have into your life.

http://joypadrecords.com/releases/store/#!/169688

Until next time,

-nabokovfan87

Interview: Ground Branch (BlackFoot Studios LLC)

John Sonedecker is the owner and art director of BlackFoot Studios LLC.  He has history with classic franchises that we all know and love as one of the original members of Red Storm Entertainment creating the highly coveted Rainbow Six and Ghost Recon.  Many years have passed and he recently tried to fund his new game, Ground Branch, through a kickstarter campaign that was unsuccessful.  He has graciously allowed us an interview to get some insight into Ground Branch, find out where it’s future lies, and get an idea of what BlackFoot Studios LLC is all about.

 

Damnitslam:  Thanks for taking some time to chat with us, we are mostly all PC gamers, and love the old school tactical games.  More importantly… Glad to see them come back through kickstarters.

 

John:  You are welcome! We enjoy old school tactical games as well and love that they are trying to make a comeback.

 

Damnitslam: As mentioned, these games have been missing for an extremely long time.  Things like Arma, Operation Flashpoint, and others seem to be “realistic” simulations, but they don’t really have the tactics required in the way things are designed.  Is Ground Branch dedicated to bringing the strategy of something like Rainbow Six, Ghost Recon, or SWAT back?

 

John:  Yes. We are aiming for the classic gameplay style of R6, Ghost Recon and even SWAT to some extent. The realistic “simulator” type games are fun and people enjoy them, but they bring a much different overall experience with them.

 

Damnitslam:  What specifics is anything from Rainbow Six or Ghost Recon will return?  I understand Ground Branch isn’t RS/GR, but it is extremely apparent that is an influence from the way some of the gameplay looks, weapon customizations, map names, etc… Would something like the Rainbow Six map layout planning ever return?

 

John:  As you mentioned, Ground Branch isn’t an extension of the old Red Storm games. However, the overall gameplay is based on how those titles played. There is the requirement of planning out your approach and attack, as well as the need to properly outfit yourself and your team. Gameplay is more calculated and methodical. You can’t simply run around guns blazing and hope to be successful.

John:  There will not be a detailed pre-planning phase like Rainbow Six, but a Single Player component of Ground Branch will have planning ability in it.

 

Damnitslam:  What makes Ground Branch unique, apart from being tactical, in order to stand out in the plethora of shooters we have now?

 

John:  Ground Branch is a thinking person’s shooter. It requires a calculated and well thought out plan and execution to be successful. The player’s ability to understand sound tactics and use of their weapons/environment will lead to victory, not the ability to master the some developer’s idea of “balanced” weapons and enhanced abilities.  Play spaces will give players choices on how to approach a mission space and execute a plan. It’s up to the player to decide how THEY want to do things.

John:  Proper weapon handling and a sense of “self” in the world are also major components of Ground Branch. We have a true first person system with full body awareness so you are truly part of the world and not just a floating set of arms overlayed on top of everything.  This means weapons collide with the environment so choosing the right weapon for the mission is critical. Big heavy machine guns would not be the best option for a tight close quarter’s situation.

 

Damnitslam:  Can you talk a little about how you plan to “build the game around the community”?  Do you see it as something that shouldn’t be done, sort of attempting to force the community into your game, or forcing the game to be something that the community likes?

 

John:  We have been doing this since the beginning and it has had mixed results. However, the pros far outweigh the cons to this point. There is no forcing one side to do what the other wants, so that isn’t an issue. We have a plan in place for the game and we share things along the way with the community. That sparks discussion about planned features where we listen, discuss and even learn along with the community. It gives us different perspectives and allows those that really like the idea of what we are doing a voice into how things get done. Ultimately though, BlackFoot Studios is the one making the final decisions about Ground Branch.

John:  One of the downsides to being so open and engaging with the community is that if development slows or stalls out its noticed. Developers like us still do contract work to pay the bills so there are times when development on GB slows to a painfully slow pace. So there are times where there is no development and no progress being shown to the community. This creates frustration and, in some case, resentment and misunderstanding about the time it’s taken to make the game.


Damnitslam:  What do you imagine the gameplay will feel like?  Is it going to be CQC based, open environments like GR, or will it be something else?  How does NORG work into all of it?

 

John:  Gameplay will be centered around both close quarters and open environments. A typical map size will be between 400-600 sq meters. Some may go a bit larger and some a bit smaller, but that is the average. For a comparison, the original Ghost Recon maps were all 400×400 meters in size.

John:  There will be some CQC focused maps and open environment focused maps, but most will be a good combination of both. Your choice of gear and how you outfit your squad will have a big impact on how well you do. Take the right tool for the job and use tactics that fit the environment/situation so to speak….. that is what NORG is all about.

 

Damnitslam:  RS/GR and these types of games have had amazing soundtracks, something nearly as compelling as Mario would be for platformers. Is Ground Branch dedicated to making a wonderful soundtrack to set the mood of each portion of the game or will you take a more subtle approach?

 

John:  Absolutely! Personally I love soundtracks and Ground Branch will have one that you will want to play over and over again. We have a wonderful composer on board name Jeff Hayat.

Here is his site:  http://www.jeffreyhayat.com/

 

Damnitslam:  How much customization do you see in the game?  Will the scoped shotgun make a return!?

 

John:  There is a lot of customization in Ground Branch. In fact it’s one of the main features. For your character you will be able to choose your uniform type, vest and gear. The vest type will have a direct relationship to how much gear you can carry, whether there is any ballistic advantage (body armor) and have a direct effect on encumbrance in game. What you equip yourself with is what you take in game and you could take ammo to share with others. There are no class restrictions. It’s up to the player/squad to determine the best way to equip themselves.

John:  For weapons, each weapon can be customized with various attachments and there will be plenty of optics and other things to choose from. The system is setup so that if a weapon has a rail system on it then logical accessories can be attached. So if a shotgun includes a top rail for optics then someone could attach a scope to it if they wanted to. However…. Ground Branch models weapons and accessories as they work in the real world. So doing something like that doesn’t automatically make a shotgun into a sniper weapon. Since all the pros/cons of a weapon system/attachment exist, a setup like that would actually make the use of a shotgun worse. We don’t allow things like optics to be attached to a underside attachment point though. We don’t put a lot of restrictions of what you can do, but do try to keep things logical.  

 

Damnitslam:  As far as graphics go, is Ground Branch going to try and push PCs?

 

John:  Not really. We are a small team and don’t have the resources to put behind pushing the graphics boundaries.  Specific gameplay is what Ground Branch is all about. That being said, we believe that good graphics are all part of the immersion we are aiming for. So we will strive to have realistic graphics that are on par with modern games.

 

Damnitslam:  I’ll be honest, the entire reason I wanted to interview you was to ask this question.  As I said, I have been a fan of this genre for a VERY long time and want to see your game make it.  Since the kickstarter campaign unfortunately did not meet its goal, what does the future hold for Ground Branch?

 

John:  We are not exactly sure what our plans are for funding Ground Branch right now. At this point we are fully committed to getting the game into playable shape so that we can better show off the experience. Doing another Kickstarter with a smaller goal is a possibility, but so is going the “pay for early access” route with a service like Desura. Regardless of what future funding option we go with, we want to make sure we have a fully playable build in place before we embark on that particular journey… and that is what we are focusing on now.

 

Damnitslam:  Everything from the level design, art, music, and gameplay seems to be exactly what the fans of tactical FPS games wants.  Best of luck, and thank you very much for talking the time to chat with us.

 

John:  You are very welcome. We have worked very hard on Ground Branch and will continue to do so until we can finally deliver the tactical FPS experience that many gamers, and we ourselves, have wanted to play for a long time.  

Damnit Slam Show EP_030 ‘Sick of the Bad Games’

Holy smokes it’s a new episode!

Yes, folks, it is true, the damnitslam is back and it’s all new.  I sat down with sqwishy after scheduling a recording for a month straight.  Needless to say we giggled a lot because we were either so mad about everything or just too tired and done with it all to care any more, I’m not sure which yet.

Hope you enjoy it, and for crying out loud EMAIL US! damnitslam@gmail.com

Thanks for listening, enjoy, and hopefully the next one won’t be so long away.

Damnit Slam Show EP_030 ‘Sick of the Bad Games’.mp3

Damnit Slam Show EP_029 ‘Realism, Regeneration, and Resent’

Good Afternoon Everyone,

I present to you the following…. It is not just another lowly episode of the damnitslam, but it is THE episode of the damnitslam. This is by far the one episode I wish everyone would listen to. Hear the interview, hours after it was put up, which will we all hope will shock the world, hear our thoughts on the matter, and then we get to news….

It is a bit disjointed this week, but there was a ton of things to discuss between computex, e3, and this interview by Tom Mcshea. Needless to say, I heard it, am glad I stumbled upon it, and will hope to hear some feedback and opinions from those who do listen.

Feel free to email us, damnitslam@gmail.com and it will be worth the time and effort you put into listening as well as writing in.

Damnit Slam Show EP_029 ‘Realism, Regeneration, and Resent’.mp3

Thanks,
-nabokovfan87

Damnit Slam Show EP_028 ‘Closed Threads and Horrible is Gigabyte’

Hello Everyone!

It is finally time to get an episode up again, this time we discuss just how bad gigabytes customer support is.  We finish our chat on Ghost Recon: Online, Counter-Strike: Global Offensive, and anything else we have been playing over the past few weeks.  We end off with a bit of a chat about game design, kickstarter, and how it can all go wrong…. In our conversation as well as games.  All in all it is an interesting episode, some nice tidbits, and in all more of what we like to call actual opinions, even negative ones to the developers we like and just pre-ordered their game from.

Damnit Slam Show EP_028 ‘Closed Threads and Horrible is Gigabyte’.mp3

-nabokovfan87

Damnit Slam Show EP_027 ‘CS GO is HORRIBLE’

Hello All,

This week is a bit of a mash-up.  Let’s call it pissed-off anger followed by an ounce of dignity, shitty forums, horrible apologetic gamers, pathetic teamwork, and ending with a bit of hardware talk.  Really, this is all about two things, and somehow kickstarter ended up being one of them.  Tune in to find out what nabo thinks of all the betas that he has been in, and just what happens when he decides to suggest some changes.  Enjoy the intro/outro, I know I did!

-nabokovfan87

Damnit Slam Show EP_027 ‘CS GO is HORRIBLE’.mp3

Damnit Slam Show EP_026 ‘Clicky Click Click’

Hey all.

As I write this my hand is numb, so apologies if I miss a letter or two.

I sat down with sqwishy again this week, he clicked away and I attempted to muster the energy to bitch about some hardware shit that’s actually kind of insane when you look at it.  New video card, new toys, a sim city update and a VoIP fight.  Thanks for taking the time to listen and I am extremely sorry; sqwishy hates everyone’s ears. I swear I edited it down, it was WORSE!!!

Damnit Slam Show EP_026 ‘Clicky Click Click’.mp3

-nabokovfan87

Damnit Slam Show EP_025 ‘Stupidity isn’t a RUSE man’

Hey all,

This weeks episode is another gamecast.  Sqwishy and I spent around 40 minutes playing R.U.S.E. and talking about the news.  For the love of all that is good, you must tune to the final 20-30 minutes of the podcast and hear our thoughts on the SF incident, online and multiplayer gaming, nabo’s Mass Effect 2 – Part 2 experience, and much more.  It is by far one of the few episodes I can say I am proud of, and while I may not be big or have people listening, it is one small thing to be able to put up an actual conversation about meaningful things… This is one of those instances.

If you would like to watch the R.U.S.E. gameplay video, click here.

Also, here is the mentioned videos, feel free to watch them (1 and 2), as well as read the following article I wrote the day after this recording.

Damnit Slam Show EP_025 ‘Stupidity isn’t a RUSE man’.mp3

Thanks for listening!

-nabokovfan87

Interview: Jonathan Holmes!

Hey all,

This week I did another interview!  This time I talked with Jonathan Holmes, a co-host from Podtoid, creator of “Talking to Women about Videogames” and “Sup Holmes!” as well as an Associate Editor for Destructoid.  He has a passion for games like no other, and below you will see what I mean.

Damnit Slam: First and foremost, thank you very much for taking the time to answer these, I know how busy you are!

Jonathan Holmes: OK, going to try to do this!

Damnit Slam: How did you first get into gaming? What are some of your fondest memories and cherished games?

Jonathan Holmes: I first got into gaming when I was pretty young (definitely younger than 4) with the Atari 2600 and arcade games like Pac-Man. It was Pac-Man that really sold me on gaming as a medium. The seemingly endless different ways that a given game could play out, the contrast between the fear and powerlessness you feel when escaping the ghosts and the rush of excitement and thrill of victory that you get from snagging that power pellet and turning the tables on your persecutors, it doesn’t get much better than that for me.

When life is at its best, it’s exactly like Pac-Man

D:  What sort of games do you play, what types of games would you love to get more into or learn more about?

J: I mostly play games that rely on tension that comes from limiting the players capacity to handle the problems before them, leading them in evocative, eye-opening experiences in the process. That could be everything from a game like Metal Gear that forces you to hide from your enemies instead of taking them on in a frontal assault, to a game like No More Heroes that compels you to work crappy jobs and masturbate in the corner in order to eventually achieve greatness.

The essence of game design is problem design. A game designer expresses their outlook on the world around them, and their own internal world, with the problems they design their games around. That’s true of any genre.

As for game’s I don’t play enough, it’s definitely games on the iPhone iPad. There are tons of games I’m missing out on there, because I don’t have an i-device, and even when I do get access to one, the amount of stuff on that marketplace is just overwhelming. One of these days I’ll battle through that sea of crappy $1 apps and mine gold that I know lays in wait for me.

D:  By far the most interesting thing about you is your background.  I have heard it hinted to you that you were a model, on the real world, and most awesome is your day job.  How interesting is it to live the life of Jonathan Holmes?

J: How interesting is my life? I have no idea. It’s the only life I know, so I have nothing to compare it to. I try to get to know people as hard as I can, through writing, talking, making videos, music, and playing videogames. That’s what I find interesting. For better or worse, it leads to some pretty interesting stories.

Did I ever tell you about the time my best friend patted my balls to keep me from boiling my own hand? It’s a true story.

D: Hah! That sounds like a future podtoid.

D:  For a long time now, you have been working for destructoid, can you give some of the listeners who aren’t familiar with your work an idea of what you do and how you came to work with Tara on the Dtoid show as well as Max, Jim, and the rest of the crew later on?

J: So here is a mini-bio of my history on Dtoid. I started working for Dtoid in 2008, after begging our Editor-in-chief at the time Nick Chester for a job for many months. I started doing videos for the site shortly thereafter, staring with this video coverage of a pre-release Super Smash Bros. Brawl tournament. From there I kept doing videos and writing for the site. I did a video at E3 2010 that Niero really liked, which helped me to get the job of co-hosting the Dtoid show after the original host, Rey Gutierrez (now working for Sony on the Playstation blog), had to quit just before the first episode was shot.

I kept at it for as long as I could, but for a variety of reasons, I had to leave the show after just a few months. I hand picked Max Scoville to be my successor, and I couldn’t be happier about that. Max and I became fast friends during my time in San Francisco, and I think he’s the perfect host for the show.

As for Jim, I’ve known him since he started at Dtoid, but it was around E3 2010 that we really got to know each other. He is easily one of the most talented people I know. I’m lucky to know him.

D:  When TtWaV (Talking to Women about Videogames) first came around, was it something out of thin air, or something in the works for a long time? Did it ever evolve into something else before you actually started filming?

J: Talking to Women about Videogames was a show I was doing for a while back in 2011, and I hope to be able to do it again this year. I didn’t plan the show at all. It was one of those things I felt the urge to create first, without much initial understanding of why I wanted to do it. I’m still not exactly sure why I wanted to do it, but I know I was hoping to reveal ridiculous things about myself and “gamer” culture, and game journalism in general in a non-threatening, affectionate way. Hopefully I did that.

D:  Are you happy with how the series/season ended up? I know you have gotten a ton of responses, are those what ended up making you start up other things like “Sup Holmes!” or was that another idea you had alongside TtWaV?

J: I’m pretty happy with how Talking to Women about Videogames season 1 ended. I’m particularly touched by home many people (both professional composers and Dtoid readers) contributed to the Talking to Women about Videogames album (currently 46 tracks in total). Of course I wanted the show to be better, and I hope to make better episodes in the future, but I don’t have full control over making that happen. Finding people that are willing to be on the show, not to mention a video producer talented enough to help me churn out one episode a week, isn’t easy. The show was also a lot more work to get together than it probably looked. The features that went a long with each episode were particularly tough to churn out.

That said, I loved making the show, and am touched that so many people seemed to enjoy it. if all goes well, we’ll be doing season two before summer hits.

As for Sup Holmes, the honest truth is that the show only exists because Hamza Aziz (Director of Communications at Destructoid) wanted there to be a show called “Sup Holmes” before Dtoid put out t-shirts that said “Sup Holmes” on them. I’ve wanted to do a live stream talk show with game developers since 2010, when we did a special stream with Massimo Guarini and Akira Yamaoka of Grasshopper Manufacture. It’s a fairly easy show to do, and I really want to help game developers get themselves out there.

Game developers are way more interesting people than your average famous person, but they get almost no press. Even though Sup Holmes is a very small show, I hope it’s at least a step towards showing the game industry and gamer culture that our developers are worth treating like Hollywood treats movie stars.

D:  Honestly, and I know you didn’t want to answer this before, how much of the TtWaV is written beforehand or preplanned? To the viewer it seems like you have to get a guest to do it as well as permission, but then there was the last episode that seems as if it floated out of thin air.  Can you shed some light on how it all comes together?

J: The process of making TtWaV was different with every episode. The only constant is that the guest on each episode HAS to be 100% happy with how they look in each episode. Otherwise, I won’t air it. The fact that they are willing to put their public image in my hands is a responsibility that I take very seriously. I know what it’s like to have your public image tampered with by others for their own benefit. It’s not the best feeling.

Other than that one rule though, anything goes. That’s part of what made the show so exciting to do. We really did throw it together by the seat of our pants. The fact that we managed to get something at least remotely watchable with every episode is testament to the fact that the luck of babes and sucklings is alive and well in the world today.

D:  A few weeks ago you started up an hour long talk show, called “Sup Holmes!” and in my opinion it is damn good.  Are there any plans to have multiple guests and treat it as more of a late night talk show, or is the format pretty much set?

J: The format of Sup Holmes is DEFINITELY not all set. In fact, I’m going to do a set redesign ASAP because I had so much crap behind me in the last few episodes that our bandwidth couldn’t take it, which made my video feed extremely choppy. Apparently you should have an extremely simple backdrop when you do a live stream show, as the less busy your picture, the less “tiny little particles” you have to push through your internet connection.

So yeah, the show will hopefully keep getting better from a technical standpoint. I will hopefully also keep getting better at talking to guests and making the show fun to watch. It’s the first time I’ve done a show like this, so I’m trying to be easy on myself with the whole thing. If the show isn’t awesome by the end of the year, that will be a different story. For now, I’m just putting one foot in front of the other and hoping for the best.

D:  For my taste I would love every podcast or discussion to sort of end itself instead of simply ending when time is up, are there any plans to make extended episodes of the show when time permits and the topics or discussion is there?

J: Sadly, Sup Holmes currently has a time slot on the Twitch.tv/Destructoid channel, and we absolutely have to end promptly at 5pm EST in order for the next show to start up. If we start earlier, we’d have an even harder time getting guests on. The farther away we get to the morning, the more likely people are to participate in the show (especially in California).

We’ll definitely change that if we can. Personally, I’d love to have the show on at 7pm EST every Wednesday. Maybe someday!

D:  I’m not sure if it is your first foray into editing, pretty sure you mentioned something about it a few weeks ago, but how has editing “Sup Holmes!” been?  By editing it yourself, do you get any sort of deeper appreciation or understanding certain things more clearly when it comes to the recording aspect of podcasting or creating your own shows?

J: Luckily for me, Conrad Zimmerman does all the editing for Sup Holmes. I just pick out the clips to be posted later on Youtube, and Conrad adds the music, titles, etc.

I could do the basics myself, but Conrad volunteered to do it for me, and I’m grateful for that. Video editing is fun, but intimidating when you already have a billion other things going on. Luckily for Conrad, the show hasn’t required a whole lot of editing thus far. if it ever does, I’m not so sure Conrad will keep wanting to do it. Wish me luck!

D:  When you talk about games, there is always what seems like a deep and heartfelt passion during the discussion.  Is it because of your work background, perhaps a scenario where you are more analytical and trying to understand others thoughts and mindsets, is it simply a deep love of games, or perhaps both?

J: I’ve always wanted to understand why things affect people the way they do. That goes for the psychology of how people perceive themselves and each other, why anyone bothers to do anything, how the art of communication via text, image, and sound can have an impact on the human mind, the whole deal. It’s something I can’t help but think about. I’ve been thinking about games in this way for as long as I can remember, though when I was five years old, I couldn’t get much farther than “What makes us scared of that dragon who looks like a duck?!?”

It’s particularly fun to apply that kind of analysis to gaming, as it really doesn’t make any sense that anyone would bother to play them, and yet we do. This is especially true of the hard ones. The fact that game developers can make a game that is gruelingly difficult like Dark Souls, or filled with potentially mind-numbing repetition like Pokemon, such compelling experiences speaks to both their genius as designers, and the peculiarities of the human mind. 

What is the difference between a challenge and chore? How can a game developer take me into his/her mind with his game, and how can I come to understand myself better through the act of playing through their virtual art installation? Why do some of us feel compelled to play a certain game, while others find the same game to be completely worthless? These are the kinds of things I find endlessly fascinating.

D:  There have been a lot of games that attempt to tell a philosophical or sociological story, whatever that means.  In Heavy rain, the story didn’t make sense for some, and in a game like Deus Ex: Human Revolution the “story” amounted to 2 minute clips at the end of the game that the player chose.  There are also games, particularly RPGs from Bioware that try to make decisions matter, but in actuality it amounts to a black and white decision that… sort of… removes interesting philosophical elements and replaces them with some sort of reward.  Considering your background it seems fitting to ask you about these games, whether a well done game with philosophical or sociological elements interests you, and what do you think it will take for a good one to be made?

J: I think that games about sociological and psychological elements have been done, but rarely with the “choose your own adventure” style gameplay that we get from a lot of Western RPGs. Like I mentioned before, No More Heroes did a pretty good job of showing the dichotomy of the experience of a gamer, feeling like a bad-ass hero when you’re in the game, and a powerless, working stiff loser when you’re out of the game. There are plenty of games like that out there, but unless they hit people over the head with the fact that they are games about “morality” or “real drama”, they don’t always get identified for what they are.

I think the key to making a game that’s really about sociological/psychological/philosophical ideas is to make the gameplay and design a metaphor for real human experiences. For me, the first Metroid is much more like real life than Heavy Rain. In Metroid, you’re dropped in the middle of nowhere with no map and no direction, in a world where the only constant seems to be that nothing is handed to you easily. The game is unforgivably hard and confusing, as if the designers were intentionally trying to troll you. To me, that’s real life.

On the other hand Heavy Rain, makes everything easy, from driving a car through traffic, to cutting off your own arm. By gameifying these real situations, the game trivializes them and itself in the process.

The fewer games like Heavy Rain that the industry churns out, the better.

J: The game is a much better metaphor for what it’s like to engage in real conversation than anything in the Mass Effect series. http://radstronomical.com/media/FlirtOffPublic.html

D:  Did you start up “Sup Holmes!” as a way to have a more serious game discussion than what was on Podtoid?  Do you feel like the medium as a whole needs more serious games discussion that is about the games rather then news, press, and simply directly from the fans on things like youtube and podcasts?

J: Sup Holmes started because I really wanted to give developers another opportunity to get themselves out there. It really didn’t have anything to do with the fact that Podtoid is so packed with irreverence. We actually might start having more developers on Podtoid as guests, now that Jim had such good response from the Jaffe episode, and Max has opened up the 3rd chair on the show.

That sounds great to me. I really don’t think we could put out too many podcasts that allow the gaming community to get to know it’s developers.

D:  A lot of Destructoid fans tend to joke around in the extreme, things like “Is it pedophilia or not?” and asking what is your ethnicity.  While I can bash Jim for bringing this about, I think the best way to put it is that it just makes us all laugh.  I know sometimes it is taken extremely out of context and you get some pretty extreme messages.  Do you see this as a bad thing, as someone who really doesn’t know what they are doing is wrong, or simply as someone trying to take a joke to the limit?

J: I am 100% OK with all the ethnicity jokes, “pedophilia expert” jokes, and other jokes that Jim and the community throw at me. These things aren’t offensive to me unless they are meant to be offensive. When Jim and the community attempts to make me uncomfortable, it’s more like a friend making fart noises in the background while you’re trying to take a Math test. It’s a harmless way to try to get my attention and to get a rise out of me, with no offense or harm intended.

I’d be much more offended by Jim if he just ignored me, or worse, was polite and contained towards me. That would be a sign that he didn’t fell comfortable with me, because that’s not the real Jim. The more real people are with me, the more they must respect me, and being respected is the opposite of being offended.

D:  Alright, time for the tough question’s… When will there be another TtWaV and do you have any other things in the works?  I guess what I am asking here, what on earth are you going to do when you produce too much awesome?  There is only one of you and you already have your fingers in a ton of pies!

J: I think I already answered this question, but just in case I didn’t, I’ll say that I really hope to do another season of TtWaV, but I can’t be sure. I also hope to bring back Constructoid and Sunday’s with Sagat. They are all fun shows to do. If anyone wants to help me to make more of them, let me know.

D:  What is something you want to improve on, perhaps with your reviews, shows, etc.?  Is there something you have personally set towards improving, or is it more of a natural progression scenario with the things you do?

J: Generally speaking, I’d like to get better at making my content (writing, videos, etc) more concentrated. I want to be able to evoke more by using less. That’s why a game like Pac-Man is so impressive. It does so much, but uses so little to do it.

If I can do shorter, clearer, more expressive videos and articles, I’ll be happy. I want every second to count in everything I do. I want every part to be “the good part”. That’s certainly easier said than done though.

D:  I know I have asked you 100000 times over twitter, but would you ever be up for sitting down and recording an episode with me?

J: I’d be happy to record a thing with you on Skype sometime! It’s hard to say when I’ll have time (currently have 3 games to play for review and two features to finish) but as soon as my current responsibilities clear up, I’ll be there!

D: Thank you very much for the time man, and by all means necessary keep up the great work!

J:Thanks so much for taking the time to ask me these questions. It was a lot of fun! I hope you got to know me better through the process. I love being known better!

-nabokovfan87

Damnit Slam Show EP_024 ‘Abandoned Kickstarters’

Hey all,

In this weeks edition, alright this months, Sqwishy and I discuss the random shit we have been playing, buying, and then talk about the news!  Actually worth the exclamation at this point because we discuss the Abandoned kickstarter (found here) as well as our interview with the guys over at Black Lion Media, PC flight sticks, Double Fine Kickstarter, as well as a few other things.  Be sure to tune in for our best discussion since I had someone else on.

Damnit Slam Show EP_024 ‘Abandoned Kickstarters’.mp3

Thanks for listening,

-nabokovfan87

Damnit Slam Show EP_023 ‘YOU HATE WHAT!’

Hello Everyone,

So I was listening to the podcast of a website I have begun writing for http://www.hiddenaudiolog.com when there was the voice of someone whom said, “I hate half-life.”  This did not sit well, and I asked my friend whom had said that.  Well, tune in to hear the rest of the story, but be sure to listen past the sighs, explanations of timeframes, etc. and hear Senator Spacer and myself breakdown why some games are good and others just do things good.  It is one of our most intelligent conversations to date, I really hope you all enjoy this one.

Damnit Slam Show EP_023 ‘YOU HATE WHAT!’.mp3

Thanks for listening,

-nabokovfan87

Interview: Abandoned

Hello Everyone,

I did an email interview with Amario, one of the creators of Abandoned from Black Lion Media. Below you can view the Q and A.  Please be sure to post your thoughts below and check out their kickstarter page for information, links, and ways to support and purchase the game.

http://www.kickstarter.com/projects/1069586425/abandoned-first-person-shooter-game

Damnit Slam: As always, thank you for your time for this interview and hopefully we can have you on the podcast in the future.

Amario: Hi mom!

Damnit Slam: What kind of games, genres, etc. do you and the team enjoy?  Have any other games helped to shape the development of the game or inspired design aspects?

Amario: I mostly prefer first person shooters, but I do find myself from time to time playing other genres. I would say if it wasn’t for Doom or Fear, I wouldn’t have started Abandoned so yes (haha) other games are very heavily inspired. Not only games but movies as well really heavily inspired in this game.  I’m a big fan of the Halo series and Assassin’s Creed.

D: When did Black Lion Media get started and how did you and the team get involved with game design?

A: Black Lion Media started in May of 2010, it really was just a couple of friends making videos of games, montages, and trailers. Eventually one day the idea to stop making videos of someone else’s game and make my own kind of took over like a virus. I later started researching about game development and entered a competition sponsored by some pretty big people in the industry like Microsoft and Apple. Not winning the two times I entered did not stop me from entering one last time. I felt it was a huge learning experience for me, pushing myself to learn more about working hard under pressure. The third time me and a friend won first place in the competition and I then started on the Abandoned project based on what I’ve built at the competition, eventually finding my partner Jared Knoll who jumped on the project pretty quick. Making Abandoned what it is today.

D: Abandoned is currently up on kickstarter to allow gamers to help with publishing and development costs.  In one of the updates it was mentioned that the gameplay hasn’t been decided, what percent complete is the game?  What type of game is Abandoned?

A: Well the gameplay is pretty much playable, but in order to fit with the story some features have to be added in order to increase the quality of the game. The game is just now polishing up it’s first two chapters, which is great. Abandoned is a first person shooter whereas it’s original intent was just horror, but after a few rewrites and as things progressed that sort of changed to a more suspense drama shooter. The story in my opinion is pretty original and I hope it stands out in the huge FPS crowd.

D: What was the motivation to use kickstarter rather then say release the game on steam with lower publishing costs? Any plans for steam integration and/or steam cloud support?

A: It’s been considered early on in development to whether or not to release it on steam. However currently there is no plans for a steam release, probably considering the bug-iness of the old engine, we’re pushing it to it’s limits for this game. We’ve decided to use kickstarter as a push to our project initially to raise enough funding not to continue the project, but to speed it’s process. We’ve been working on the game for almost a year now with great progress, it’s only now that we exposed only a small amount of whats already made.

D: Abandoned appears to have a striking visual and audio style, similar to The Darkness, Max Payne, Riddick, and F.E.A.R., is the visual and audio design the most important aspect of the game, is it the story, or is there a perfect balance required?

A: I think there usually should be a balance, haha but however in Abandoned I’m pretty sure as two teenagers, we naturally do focus more on the visuals unintentionally of course.

D: What about Music compared to sound effects? For some reason I get the feeling from the trailer that weapon sounds and environmental sounds will create a certain mood and atmosphere.  Is this what the team is going for?

A: From the trailer we definitely tried to tease those aspects of the game just to show what we had completed. However most of the gameplay are from our scrapped alpha version so the feel of what people get from the actual game may feel somewhat different. The voice actors have just recently finished their lines and it does effect the mood of the game pretty deeply. We’re definitely going for an “all alone, whats that noise?” feel in the game.

D: What can players expect from the weapon design?

A: We were planning to use re-textured EAI models but as development goes along things are eventually shifting and changing. This is currently the last aspect of the gameplay we are working on. Players can possibly expect the guns to feel somewhat like the game Stalker. The guns on that game have a very balanced feel to them.

D: When listening to the podcast from the Mode 7 Development studio, they express the importance of staying current by playing other games throughout the development process.  This is a stark contrast to most big budget games, how important is it to the team to play games of similar type or genre throughout the design and development process?

A: It’s pretty important, some people ask why Abandoned took a year to start off. Well that’s mainly because even now there’s only myself (Amario) and Jared working on the game.

A: Lets look at it like this. When you play a game, your inspired. Your inspiration consciously affects your decisions. And your decisions effect on how the game will ultimately play – possibly effecting the mood of the game. Obviously big budget games have something gamers like, the best Indie gamers can do is try to mimic that the best way they can. And sometimes it can even be better. I do believe it’s important to play other games, as sometimes it sparks new ideas which only benefit your game.

D: Are there any plans to do an Alpha/Beta and input user feedback to shape the game?  Do you see that process as an advantage or disadvantage?

A: It can be both actually you know? The bugs in the beta might put people off for the final build or it’ll get gamers wanting more for the full version. At this point in development we do just plan on releasing the game.

D: How can fans find out more about the game, when can they purchase it, and is there a release window yet?

A: People can constantly get more news about the game from our Facebook, KickStarter, or our upcoming website. Expect a possible release in May of 2012!

D: Thanks again for your time, I look forward to hearing more throughout the development of the game.

A: Thanks for having me.

-nabokovfan87

Damnitslam Show EP_022 “Talk nabo Talk!”

Hey listeners,

This time is catchup time. First, I am deeply sorry that I screwed my audio track for half the podcast. It fixes at 34 minutes into the file for those that cannot handle it.

Now, we discuss why Skyrim is shit, portal 2 has no place in a game of the year discussion, and what games we thought had some substance to actually manage to be on our list and why. Thanks for putting up with the long and extended pause in releases, we have both been extremely busy and plan to release some new pods ASAP! Just to prove a point, we recorded yesterday night and (BAM!) you have a podcast the following night.

Enjoy!
-nabokovfan87

Damnitslam Show EP_022 ‘Talk nabo Talk!’.mp3

Damnit Slam Show EP_021 “So It’s A Kid’s Game”

Hey Everyone,

Special guests return as an all new all canadian edition of the show. Beginning with bulldozer, amd codenames, civ V cs. IV, something else, and then the meat of the podcast hits. We discuss Costume Quest on PC, why the brains behind Battlefield 3 screwed up, and what does Deus EX: Human Revolution mean if anything. Tune in to find out what we think about such things and how to order pizza in Canada.

Enjoy,
-nabokovfan87

Damnit Slam Show EP_021 “So It’s A Kid’s Game”.mp3

Damnit Slam Show EP_020 – Pissed!

Well, the title says it all. Tune in and listen to a few bits where Sqwishy and myself work out our issues by describing the last show title, find out just what goes on during a co-op session, and finally you get to hear what we think about how shit Red Orchestra 2 is.

More stuff soon, enjoy!

-nabokovfan87

Damnit Slam Show EP_020 – Pissed!.mp3

Damnit Slam Show EP_019 – Alpha, The Bleep has Returned!

In this Longer edition of the Slam, I sit down with the show names creator.  Discuss the latest in PC hardware, what the hell is going wrong with Steam and Origin, Counter-Strike: Source Gun Game, FPS gaming evolution, 3DS news, Humble Indie Bundle #3, [Bleep, check youtube for video], whether or not MMO gaming should even exist, and a stint on how affordable indie gaming actually is.

Don’t forget about the contest! Thanks for listening every0ne.

-nabokovfan87

Damnit Slam Show EP_019 – Alpha, The Bleep has Returned!

Damnit Slam Show EP_018 – Fuck You SQWISHY!

Ok… SERIOUSLY!  This episode is an hour long and took two weeks to edit.  Not because it was so much content, but just because my co-host decided it would be brilliant if he tap after every single work spoken and in-between speaking he decided to flip a jar of sugar (or whatever it was).

Either way, here is an hour of intelligble audio, a pair of outakes, some badass intro/outro music, and some attempt at discussing the news and games of the week.

Apologies that it was late, hope you understand. Say it with me, F…

Damnit Slam Show EP_018 – Fuck You Sqwishy!.mp3

-nabokovfan87