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

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_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

Damnit Slam Show EP_017

Let’s call this one “unfinished business.”

Sqwishy and I catch up on the things we missed, delve into why TF2 is stupid, why the witcher 2 and duke nukem 2 are bad, and lots of other random things.  Tune in for a trip down memory lane, review of beat hazard: ultra, thoughts on dino d-day, a little bit of laughing at terreria griefing, download numbers blowing nabo’s mind, and the contest explained properly.

Enjoy!

Damnit Slam Show EP_017.mp3

Interview: Frozen Synapse

Hello Everyone,

I did an email interview with Paul, one of the creators of Frozen Synapse from Mode7Games (Links to the right of the website). Below you can view the Q and A, please be sure to post your thoughts below and check out http://www.frozensynapse.com/ for information on the game as well as the mode 7Games Podcast available at: http://www.mode7games.com/blog/

Damnit Slam: First off, thanks for taking the time to talk with me, I know you all are very busy on the game and being our first interview is huge!

Paul: Thanks, and no worries – always nice to talk about the game.

Damnit Slam: For some reason I always like to ask people, what was your gaming childhood like, what sort of games did you grow up playing and what systems were your favorite?

Paul: My Dad was an IT teacher at a fairly prestigious boarding school in Scotland, so one of my first memories of computers was going into the big computer lab there and playing really oldschool games on 186 PC’s and a BBC Micro!

When I was a bit older I think the first proper console I ever got was a Game Gear. I really liked Mickey Mouse: Castle of Illusion (which I think is probably one of the only decent Game Gear games)…

That’s probably going back a bit too far to be sensible! I think the games that were most influential on Mode 7 were probably classic PC games like Wing Commander and basically Bullfrog’s entire output: Magic Carpet, Dungeon Keeper, Syndicate etc.

D: Frozen Synapse has had an unusual development, where the players are paying for an early version, and essentially helping to fund the rest of the game’s development. Do you see this type of game creation as “a way of the future”?

P: I think it’s the way of the present, to be honest with you: a lot of people are doing this. It’s a good way of doing more feature-rich games – you can get a version out that has a good amount of content and polish, that people are willing to pay for, and then you can use that funding and feedback to finish the game in the most appropriate way. It’s important to get it right – we always said that we wanted to release a version that we felt was worth the cost in and of itself, without the promise of future content.

It is a difficult thing to get right, but if done well it can be good for everyone. Players get to shape the development of the game and support companies they like in a very practical way just by buying a product; the companies get that important initial fan base and a bit of cash flow.

D: Can you discuss the artistic design of FS. Was it meant to be minimalistic from the start, or perhaps something that was placeholder and because part of the games look and feel as development progressed?

P: We did have some slightly different graphics at the concept stage – I’d say it was a bit more 2D and a bit more sort-of “satellite imaging from a movie” in nature; but after our second round of concepting we basically stuck to this specific style.

I think there was some resistance to the kind of iconic glowy thing we ended up with – by that I just mean resistance from US, not the community! Eventually we just went, “Screw it, this is what’s best for this game” and went down that route. I’m very pleased with what we ended up with.

D: When listening to the Mode7games podcast it is very apparent that you all look at other games, trends, and not only discuss them, but analyze them to determine where the industry is going. How critical is playing current games to the development process?

P: For designers, it’s totally, absolutely, thoroughly vital. You need to know what mechanics and features people are putting into their games because those are the things that shape players’ expectations. Ian plays a lot of games; he’s definitely someone who browses other games quickly to suss them out, and I think that behaviour is perfect for a designer.

Equally, aesthetically, I think it helps to be aware of what’s going on and aware of the standards you need to hit, but ultimately that’s more about finding a strong and hopefully unique style.

Personally, I don’t play games as much as I would like – I tend to stick to one game very rigidly for a while as well.

D: Are there any major features missing from the current beta release of FS?

P: The public beta is feature complete…we actually have an optional update out right now that should be the final release candidate.

D: Are DLC or expansion packs something being discussed for post release content?

Yes, definitely. There are a lot of things we want to do with the game and features that we would like to experiment with – what we do depends almost exclusively on the game’s performance at launch but I would expect that there will be DLC in some form.

D: During the beta, it seemed many players wanted steam integration in the game. Is doing that, from the developer perspective something that is easy to integrate into a work-in-progress?

P: Yeah, we haven’t really had much difficulty integrating with Steam so far. We’d like to look into further Steam stuff if we have a chance.

D: Lekon would like to know about weapon and gadget selection. Will there be weapon specific selection or class based selection in the final game and how many classes or weapons will be available?

P: There won’t be weapon selection, just as there isn’t weapon selection in chess! That seems like a glib answer but it’s not – the units in FS are more “pieces” than little soldier men with backpacks; that’s key to how the game functions and it’s why the gameplay is so tight.

That said, we are definitely talking about other units. We did have a conversation which started, “What if we had 20 different unit classes…” – that’s not to get people’s hopes up that we’re actually going to DO that, but we do talk about these things. There is scope for other units.

D: biosc1 wanted me to specifically mention that the game needs an auto-update feature. He would also like to know a little behind the scenes, was there some idea that was scrapped during development that sounded good, but just didn’t work?

P: There won’t be auto-updating in the near future – obviously we’re hoping there won’t be much need for post-launch updating immediately and secondly the game’s total download is way less than individual updates for many games. I know it’s frustrating to have to redownload sometimes but the problems we’ve had with auto-updaters in the past mean it’s just a lot safer to go for a full download.

There were loads of ideas that were scrapped! We had this thing for a long time called “Endplays” which were basically 1-turn matches – Ian got a bit obsessed with them for a while and then sent them packing to the game design graveyard! That’s really how iteration works.

P: Oh, we also had this sort of weird territory-capturing campaign meta game that got aborted really early on – you do end up going down a lot of blind alleys.

D: When it comes to release do you have a time frame for release where goals are set and met along the way, or is FS a when it is done it is done approach?

P: It’s been “done-when-it’s-done” at the start, and absolutely hardcore working-every-weekend crunch to deadlines at the end; we’d like a bit more of a balance next time but that’s just the way things turned out.

D: Finally, I want to say thank you very much for your time, and good luck with the rest of the development process.

P: No problem, thanks for supporting the game for such a long time – we really appreciate it.

-nabokovfan87

Damnit Slam EP_015

Alright, it is finally done!

In this episode there are many segments, some talking of games, outdated news that just had to be read, and best of all some Counter-Strike! Hope you enjoy, and please email in to tell us your thoughts (damnitslam@gmail.com).

Thanks for listening.

Damnit Slam Show EP_015

-nabokovfan87

P.s. If you want to check out the video, head over to youtube, or click here: http://www.youtube.com/watch?v=mz4KpigYrtQ

Damnit Slam Show EP_013

It seems I haven’t done this in quite a long time, but HELLO!

Glad to actually record even though this episode isn’t the best.  Give it a listen and tune into the end for the awesomeness that is messing with sqwishy when nabo is mentally drained.

Damnit Slam Show EP_013

-nabokovfan87

Damnit Slam Show EP_012

Hello everyone,

Today’s/tonight’s episode features dizzy and louie tasting food, some dead rising talk, and some funny bits at the end.  Enjoy!

-nabokovfan87

Damnit Slam Show EP_012

Damnit Slam EP_010

Hey all,

This will essentially be just a catch-up show.  Have been out a while, wanted to let you know what is going on, at least on my side of things.  I know dizzy has some news, which you all shall hear about soon.  Enjoy the show, and thanks for listening and sticking with us while we figure things out.

-nabokovfan87

Damnit Slam Show EP_010

Damnit Slam Show EP_005

The Damnit Slam returns with a double feature. The background music is back in full force as is the anger. Tune in to hear about Dizzy and King Louie’s top 5 games and movies, e3 thoughts, and their first fight.

email: damnitslam@gmail.com

Damnit Slam EP_005

Damnit Slam Show EP_004

In this weeks edition find out what goes on in the minds of our across the seas cohorts, Dizzy and King Louie.  If you somehow become offended by said thoughts, my deepest apologies.  For those who weren’t, wasn’t that some of the funniest crap you have ever heard?  Tune in to find out what I’m rambling about, expect another one soon!

Email:  damnitslam@gmail.com

-nabokovfan87
Damnit Slam EP_004

Damnit Slam Show EP_001

Hey all,

Welcome to the new site, new rss, and new guest host!  Tune in to hear what my guest and i proclaim to be the greats of this year, talk a bit about next year, a little but more as well.  A short show, tune in, and enjoy.

Damnit Slam Show EP_001

-nabokovfan87