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Nude Clan: A Video Game Podcast

From the creators of Ultima Final Fantasy comes the ultimate video game podcast! News, reviews, and discussions about everything in the video game world. Subscribe for weekly episodes, or go to nudeclan.net to find out more!
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Now displaying: Page 19
Nov 12, 2016

This week, the Clan discusses the fourth generation of video games in the only way they know how... by rewarding candy! We discuss the games we've been playing, and go off the hook at the end about the election results. Enjoy!

Nov 6, 2016

This week, the clan gathers to discuss their thoughts on the recent voice actors union strike against the gaming industry. They delve into what they think the union is doing right, and what we feel like is extraneous. We discuss a few other points in recent gaming news, and go over the HOG for the month. Congrats to Joe from Michigan for his SuperHog, and of course Jacob Wright for his stellar NUDE CLAN Hog. Enjoy the episode!

Oct 29, 2016

This week, the Clan reviews the classic survival horror Silent Hill

Silent Hill

 

Silent Hill was released in North America on January 31, 1999 in North America. It is a survival horror game, developed for the PlayStation. The game was developed by Team Silent, and published by Konami. Silent Hill features a third person camera view, and offers fully 3D environments. Silent Hill is considered a defining title in the survival horror genre due to its concentration on psychological horror, and the fact that you play an everyday regular normal guy, rather than a trained killer. Another interesting fact is the fog. The developers actually used the in game fog to mask the hardware limitations of the PlayStation, while also adding to the atmosphere of Silent Hill. The game has received positive reviews, and was a commercial success. The game currently has an 86 on Metacritic.

 

Storyline

 

The story revolves around a man named Harry and his daughter Cheryl. They are heading out on vacation, and just before driving into the town of Silent Hill, he swerves off the road to avoid hitting a little girl. Upon regaining consciousness, he realizes that Cheryl is missing, and sets out to find her. We meet up with Cybil Bennet, a police officer who works in a nearby town. Oh, and there are monsters running around trying to kill you. Harry also meets Dahlia Gillespie, Doctor Michael Kaufmann, director of Silent Hill’s Alchemilla Hospital. We also meet Lisa Garland, who worked at Alchemilla. Harry finds a symbol scattered throughout the town. Dahlia claims it will allow darkness to take over the town if it continues to multiply. Dahlia then reveals that the girl we swerved to avoid is a demon, and is responsible for the symbol’s duplication. Dahlia also urges Harry to stop the demon, because if he doesn’t, Cheryl will die.

Cybil, the police officer from earlier, then attacks Harry in a Resident Evil-esque zombie fashion. But with a gun! You can either gun her down, or use a key item on her to restore her to normal. When the demon child reappears, she is captured within the Flauros that Dahlia previously gave to us. Dahlia reveals that she manipulated Harry into trapping it. It’s a phantasm of her daughter, Alessa, who possesses supernatural powers. Harry then wakes up in a crazy area called “nowhere”. He encounters Lisa here, who reveals that she is the same as the other monsters in the town, and begins to transform. We find out via a diary entry that Lisa had actually nursed Alessa during a secret hospitalization. Harry finds Dahlia with Cheryl and Alessa, charred. Seven years prior to the game, Dahlia had conducted a ritual to impregnate Alessa with the cult’s god through immolation. Alessa survived the sacrifice due to being the vessel, which rendered her immortal. Her ability to resist the ritual caused her soul to be bisected. One half of her soul went to Cheryl. Dahlia had cast a spell to draw Cheryl back to Alessa. Alessa created the symbols in town to prevent the birth.

 

Now for the interesting part… This game has four different endings that can occur. They depend on whether or not Harry saves Cybil or discovers a bottle of Aglaophotis at Kaufmann’s apartment, or both. Aglaophotis can be used to dispel demonic forces, and grant protection against the forces for the user. The worst ending occurs if neither of these things are done; Alessa electrocutes Dahlia, and then attacks Harry. Harry then defeats her, and we hear Cheryl’s voice thanking Harry for freeing her, and Alessa vanishes. Harry then collapses, and the game shows his corpse in the crashed car. This ending implies that the entirety of the events took place in Harry’s delusional dying mind… Freaky! The “Bad +” ending features a living Cybil, and a missing Kauffman. After Cheryl’s voice and Alessa’s disappearance, Cybil convinces Harry to flee. In the “good” ending, Cybil dies, and Kaufmann shows up with the bottle of Aglaophotis, which he uses to force the deity out of Alessa. Kaufmann is revealed to have allied Dahlia and enabled Alessa’s hospitalization. Feeling betrayed, he forces the deity out of Alessa, causing her to vanish. After Harry defeats it, the deity disappears, and Alessa appears as a baby reincarnation of herself and Cheryl. The babe is given to Harry, and it enables their escape from nowhere and the nightmare is over. In the “good +” ending, Harry escapes with Cybil and the baby. Both good endings feature a transformed Lisa preventing Kaufmann from leaving, and throwing him into a pit. There’s a secret, joke ending, where we see Harry abducted by aliens.

 

               Schweiss                       Craig

Story            7                                 8

Gameplay     9                                 8

Design          10                               10

Music/Sound   9                                8

Replayability   8                                7

 

Overall 84/100

Oct 23, 2016

This week, in Craig's absence, we discuss our thoughts on the Nintendo Switch. We speculate on what exactly it's going to be, voice our concerns, and discuss the possibility of Nintendo creating something that combines their console and mobile market into one machine. We then confirm Jacob as Geekdom King Hog, bitch about Kaleb Craig, and get a lil PHAT. Also, check out Battlefield 1.

Oct 16, 2016

This week, we fulfill Cameron's lifelong dream; he finally becomes a game show host. We drive through multiple segments, and test our knowledge, and ability to story tell on the spot. We also discuss a wonderful question regarding our favorite games throughout the PlayStation consoles. Live always in the NUDE!

Oct 8, 2016

This week, the Clan assembles to discuss everyone's favorite fighting film: Street Fighter. We discuss the making of, the general plotline, and it's commercial success. We then go off the rails, and ream it for the terrors it holds. Congrats to JsnRogers, who won the signed copy of Street Fighter! Live always in the NUDE!!

Oct 1, 2016

With Final Fantasy XV looming on the horizon, the guys discuss what their experiences have been with midnight releases, and what they think makes a great midnight release event. They then discuss film midnight releases, and talk about what midnight releases they're pumped for in the near future. We also announce the HOG leaders. Congrats to Joe from Michigan for his epic SuperHog, and congrats to our very own Jake for leading the NUDE Clan hog for September. Enjoy the Grind!

Sep 24, 2016

This time, it's for real! We have finally finished the long loved Diablo series. Before we get into our review, we delve into the origins of the elusive Zelda Podcast. Enjoy our thoughts on Diablo III!

 

 

Rating                 Joe                 Kaleb

Story                    6                     7

Gameplay             10                    10

Design                   9                     10

Sound/Music          7                       8

Replayability         10                     10

 

Overall 87/100

Sep 17, 2016

This week, we decided to clear up a few questions on the ole forums. We discuss our limited knowledge of Pixel games. We dive into the reasons behind the lack of Nintendo games in our reviews, and top things off with a discussion about how many movies we've seen in our lives. And, of course, the Batman V Superman discussion continues thanks to our good pal Joe from Michigan. Enjoy!

Sep 10, 2016

This week, we review Craig and Cameron's Castlevania Symphony of the Night. We delve into the storyline of the game, which features the son of Dracula traversing his fathers castle in search of answers. We move on to the interesting gameplay which features elements of sidescrollers, RPG's, and action games. We then discuss the atmospheric music present in the game, as well as it's general design, and overall replayability. Then comes the fun part. We derail for a bit when Joe and Craig faceoff over the movie Batman V Superman: Dawn of Justice. Enjoy the episode!

 

Ratings

                  Cameron            Craig

Story                7                     9

Gameplay          8                    10

Design               10                   10

Sound/Music        9                     9

Replayability        9                     10 

Sep 3, 2016

This week, we discuss our less than rich history with fighters. We touch on what games we dig, and what ones we're not so great at. We also discuss a question involving our ideal mini console complete with games. Make sure to get your iTunes reviews in, as we'll be giving away a copy of Street Fighter soon. Enjoy the Nude!

Aug 27, 2016

It's finally here! This time, we review Rocksmith. We discuss the various elements of the game, and discuss whether or not it improved our guitar skill. We also discuss the impact of trophies on our gaming lives. Enjoy the episode!

 

The Score:

                         Schweiss                           Cameron

Gameplay                9                                      9

Design                     10                                    10

Sound/Music             9                                       9

Replayablility            9                                       9

 

Overall: 93/100

Aug 20, 2016

This week, the Clan, minus Cameron, embark on a journey back in time to discuss the second generation of consoles. This generation was dominated by the powerhouse that once was Atari, but it wasn't the only one... We also discuss our thoughts on the Nintendo NX as we know it, and talk about why we dislike where Nintendo has gone in recent years. We finally announced the winner for our Double Dragon giveaway. Congrats Cory! 

Aug 13, 2016

This week, the Clan discusses a certain listeners grotesquely awesome comic book collection, and then we dive into an epic review of Doom 2016. Enjoy!

Doom is a science fiction - horror first-person shooter video game developed by id Software and published
by Bethesda Softworks. DOOM (2016) is a reboot of the Doom7 series, and is the fourth installment since 2004's
Doom 3. The game was released on May 13 2016.

The gameplay returns to a fast paced shooter with open levels to explore, similar to the first two games.
The game also features environment traversal such as ledge grabbing, and double jump. Character upgrades and
execution kills are also new to the series. DOOM's multiplayer contains a level editor called SnapMap which was
co-developed with id Software by Certain Affinity and Escalation Studios.

DOOM (2016) was originally announced as Doom 4 while under development in 2008, the game had quite the development
with different builds and designs. It's development was restarted in 2011 and was unveiled as DOOM in 2014.
Like the original DOOM (classic) DOOM (2016) was inspired by music particularly heavy metal.

DOOM (2016) was very well received by critics and players; the single-player campaign, graphics, and gameplay were
praised, whereas the multiplayer mode drew the most criticism. The game was ranked as the second best-selling video
game in the UK and the US on its first week and month selling 500,000 copies at the end of May 2016 on PC alone.

Story:
DOOM takes place in a facility on Mars owned by the Union Aerospace Corporation. The scientists tried to take energy
from the hell dimension to solve an energy crisis on earth. The leader of the UAC Samuel Hayden lead several expeditions
into hell bringing back demons and artifacts, among these was a sarcophagus containing the Doom Slayer.
Demons take over the facility after Olivia Pierce one of the head scientists makes a pact with them. Hayden
revives the Doom Slayer after Olivia opens a portal to hell unleashing the demons. Doom Slayer then
pursues Olivia through the base and hell until he finds her and she transforms into the Spider Mastermind and kills her.


Development:
Doom 4
In April 2009, Hollenshead said that Doom 4 was "deep in development". When asked whether Doom 4 would be a sequel,
a reboot, or a prequel?", his response was "It's not a sequel to Doom 3, but it's not a reboot either.
Doom 3 was sort of a reboot.
On June 23, 2009, ZeniMax Media, best known for Bethesda Softworks, acquired id Software and announced that all
future id games would be published by Bethesda Softworks, including Doom 4 in addition to Rage and future Quake titles.

DOOM (2016)
At QuakeCon 2014, id Software Executive Producer Marty Stratton, the host of the presentation, announced
that Doom 4 was officially renamed as Doom for the reason that "it’s an origin game, reimagining everything about the
originals".

The greatest challenge that id Software faced while developing the game was to create a game that can
compete with other popular FPS games like Call of Duty and Battlefield, as they considered that the popularity of
the Doom series among younger audiences is relatively low when compared to the popular franchises, since
the last installment in the series was released back in 2004. Another challenge that they encountered was to
build a game that was unique enough to establish its own identity, while "being faithful" to other games in the series.

On July 2, 2015, Marty Stratton revealed that the game would not take place on Earth unlike the canceled Doom 4 and that,
unlike Doom 3 and inspired by the two originals, Doom would not take itself seriously and that it was being designed
to be comic and "very juvenile almost in their approach".
Martin later said that the game was heavily inspired by rock and roll and He-Man and the Masters of the Universe
and that it's Hell-themed levels would feature much heavy metal. He also said that Doom's world was designed to
have a certain level of personality and be "over the top".

According to Hugo Martin, the game's creative director, the team did not put lots of emphasis upon the game's
story, as they believed that it is not an important feature of the franchise. He later said that he knew
that some fans would not like to see story be in the way of the gameplay of a first-person shooter such
as Doom and that players can optionally find codex entries for clues so that they can fill in gaps with
their own ideas and theorize about who the Doom Slayer is, from where he came, and why he is there.

 

Ratings           Schweiss           Craig          DeGolyer    Wilson

Story                    8                   8                  10             9

Gameplay             10                 10                 10             10

Design                  10                 10                 10             10

Sound/Music          10                 10                 10             10

Replayability          10                 10                 10              9

Overall: 194/200             97/100

We have a new champion!!!

 

Aug 6, 2016

This week, in light of Doom not being completed, the Clan talks mobile gaming. We discuss what makes a good mobile game, and also talk about our current favorites. We delve into our pasts, and bring up classics such as Snake and Tetris, both phenomenal games in their own right. We top things off with a recap on our PHAT lists. Congrats to Craig on being the leader of the Super Hog!

Jul 31, 2016

This week, Joe, Kaleb, and Kaleb clear out all the old questions on the forum. We discuss everything from the topic of piracy in gaming, to mainstream media overhyping games. Joe also loses his mind and goes on a massive rant part way through. Live always in the NUDE!

Jul 24, 2016

This week, the guys review everyone's favorite movie... Double Dragon! Join us for all the laughs, the slandering, and Schweiss going full Musketeer mode on the others.

 

Please leave your reviews on iTunes! We will choose the best review, and send a signed copy of Double Dragon off to that reviewer! Contest ends in two weeks!

Jul 16, 2016

This week, the Clan discusses the hit game Pokemon Go. We have each played varying amounts of the game, and have pretty solid experiences throughout. We run through the origins of the game, and discuss our thoughts on Gameplay, Design, Sound/Music, and of course the replayability. If you haven't already, check out this game! It's fun for everyone.

Jul 9, 2016

This time, we review Destroy All Humans. Enjoy!

 

Destroy all Humans



Destroy all Humans is an action adventure title released by the now defunct Pandemic Studios. You may remember Pandemic from popular titles such as the first two Star Wars Battlefront games, and the Mercenaries series. The game was released for the Playstation 2 and Xbox on the 21st of June, 2005.

 

The game takes place in 1959 USA, and features a technologically advanced race of aliens known as Furons. We start things off with a flying saucer investigating earth, when suddenly a nuclear missile is launched with the saucer just overhead. Cryptosporidium- 136 is captured by the US army. The game is then set up as a rescue mission, as well as to collect human DNA. Apparently some horny Furon’s visited Earth thousands of years ago for shore leave, following a war with Mars. You are seeking out this DNA, because the Furon’s have lost their genitalia over the years, and their leader Orthopox, has to resort to the ever degenerating clones to do his bidding.

 

During the game, all of Crypto’s various crimes are covered up by the mainstream media, who blame everything on either freak accidents, or Communism. The game is a giant reference to the pop culture, and politics of the late 50’s, though the technology present is far superior to what was available in the 50’s. You are armed with multiple weapons, including an anal probe gun, Zap O Matic, Desintegrator Ray, and Ion Detonator. Your flying saucer is also equipped, and ready to devastate the world with a Death ray, Abducto Beam, Sonic boom, and the epic Quantum Deconstructor.

 

Here are some of the notable quotes from the game:

If you can bend the antenna in the direction of the Mothership me should be able to send the signal. That's the good news. The bad news is that for complex and highly technical reasons you have only three minutes to do this or very bad things will happen. Now let us never speak of it again. Now go out there and bend some rabbit ears!

 

C'mon, you glory hounds! You wanna live forever? Let's stop that little Commie! Find him, neutralize him!

 

Don't get mad, get sadistic.

 

Quick, he's heading to the white building! No, the OTHER white building! The one with the tall, ugly fellow with the beard! I think he's Amish or something!

 

Orthopox: Here's the keys, now do try and bring it back in one piece double O... I mean Crypto.

 

If only there were some way to electronically facilitate the private viewing of illicit photography, like some sort of computing device with a screen. Ah, it'll never happen.

 

[after being shot with the anal probe]

Suburban Female: Ooh! That doesn't hurt so much, maybe Bob was right.

 

Cow: Moo.

Orthopox: "Moo"? Primitive, yet profound. Scan another one.

Jul 3, 2016

This week, we discuss the formation of Steam, Valve Corporations greatest accomplishment. We discuss the programs ups and downs, and talk about our history of computer gaming, and how Steam changed it all. Enjoy!

Jun 25, 2016

This week, the clan discusses Heavy Rain. Enjoy!

Heavy Rain is an interactive drama action-adventure video game developed by Quantic Dream in 2010. Heavy Rain is a noir thriller, with four different characters the player takes control of, each of these characters are involved with the case of a serial killer who uses rain water to drown his victims.

The players decisions and actions made during the game affect the story. main characters can be killed, and certain actions can lead to different scenes and endings. Heavy Rain was a critical and commercial success, it won several game of the year awards and selling over three million copies.

It was re-released for the ps4 with enhanced graphics and resolution. Heavy Rain uses technology that was used in a demo at E3 2006 called The Casting included full body and facial motion capture, real-time tears and wrinkles on the face, advanced skin shaders, and some advanced rendering features, such as depth of field, spherical harmonics, auto exposure and high dynamic range rendering. The technology enables animations of pupil dilation, tongue, eyes, fingers, and dynamic hair with physics.

 

                               Craig                   Joe

Story                         7                         6

Gameplay                   8                         6

Design                        9                         9

Sound/Music                9                         9

Replayability                6                         10

NUDECLAN TOTAL 79/100

 

Jun 19, 2016

This week, we discuss our favorite moments of this years E3 conference. Kaleb Craig also covers a little back history on the expo's history. Enjoy!!

 

A brief history of E3.

1995: The first E3 saw the unveiling of Nintendo's virtual boy system, and the entrance of Sony to the gaming industry with the PlayStation. in its first year E3 had 50,000 attendees.

1996: E3 saw the beginning of the Nintendo 64 and Mario 64, Capcom showed up with the first resident evil, naughty dog had their PlayStation start with crash bandicoot, Edios interactive showed off tomb raider, the first unreal engine was shown for the first time, Starcraft in an early form made an apperence, and Square showed its first PlayStation game Tobal no. 1, it also showed a preview for final fantasy 7.

1997: The third e3 saw the rise of some first person shooters like, quake 2, Starwars dark forces 2, half-life, and unreal. metal gear solid for the PlayStation was unveiled, as well as panzer dragoon saga for the Saturn and Superman for the N64. (which is considered one of the worst games of all time) One of the first offline Esports competitions the Red Annihilation Quake tournament was held at E3 1997.

1998: Duke Nukem Forever was shown for the first time, and the final version of Ocarina of Time was presented.

1999: A new generation of consoles, the Sega Dreamcast, and Nintendo announced the dolphin which was the codename for the GameCube.

2000: The sixth E3 saw the PlayStation 2, and the early form of the Xbox, and Halo: Combat Evolved.

2001: The GameCube and Xbox were featured with a line up of games for each. it was also the last appearance of the Dreamcast.

2002: Xbox Live was unveiled, and several big games made an appearance like, Ninja Gaiden, Warcraft 3, Doom 3, Super Mario Sunshine, Legend of Zelda Wind Waker, Metroid Prime, Starfox Adventures, Rachet and Clank, Sly cooper, Red Dead Revolver and Kingdom Hearts. Nintendo also unveiled the first major wireless controller called the Wavebird.

2003: Half-life 2, Halo 2, the Sims 2 and Call of Duty were all unveiled. it was also the first time the PSP was mentioned.

2004: The PSP and Nintendo DS were featured, and Legend of Zelda Twilight Princess was shown.

2005: The first time E3 was shown on TV. Sony debuted the PS3, Nintendo showed the Wii, and Microsoft unveiled the Xbox 360.

2006: Focused on the upcoming releases of Sony's PlayStation 3 and Nintendo's Wii, along with the next wave of games for the Nintendo DS, Xbox 360, PlayStation Portable, and mobile phones. some games shown were Fable 2, Gears of War, Super Smash Bros brawl, Super Mario galaxy, Grand Theft Auto 4, Final Fantasy 13.

2007: Attendance to E3 2007, the 13th annual E3 summit attracted only 10,000 attendees due to a change in format.

2009: Electronic Entertainment Expos beginning from 2009 reverted to the show's previous format before its 2007 restructuring. The show was greatly expanded in terms of size from previous years, it has been reopened to all qualified computer and gaming audience. The first show to revert to this format.

Jun 12, 2016

Join Kaleb, Cameron, Kaleb, and Dylan as they discuss the original Doom game. Enjoy!

Doom

How do you begin to do a review on a game as iconic and game changing as doom?

Who developed Doom?
ID software
John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.

The company was also heavily involved in the creation of the first-person shooter genre. Wolfenstein 3D is often considered as the first true FPS,Doom was a game that popularized the genre and PC gaming in general, and Quake is the first shooter to have online multiplayer, which is a widespread feature used in today's games of the same genre, as well as id's first true 3D first-person shooter.
What is doom?
1993 science fiction horror-themed first-person shooter (FPS) video game by id Software. It is considered one of the most significant and influential titles in video game history, for having pioneered the now-ubiquitous first-person shooter. The original game was divided into three nine-level episodes and was distributed via shareware and mail order. The Ultimate Doom, an updated release of the original game featuring a fourth episode, was released in 1995 and sold at retail.
In an interview I watched about it by John Romero, he said that Doom is the most downloaded software because of how good it was, and because of it being free. In fact, Microsoft wanted to jump onto the success of doom with their release of windows 95:
Show clip

The version I played was the Ultimate Doom, the one sold on the BFG edition of Doom three on the xbox 360.

Plot

Doom, a science fiction/horror themed video game, has a background which is given in the game's instruction manual; the rest of the story is advanced with short messages displayed between each section of the game (called episodes), the action as the player character progresses through the levels, and some visual cues.

The player takes the role of an unnamed space marine ("Doomguy") who has been punitively posted to Mars after assaulting his commanding officer, who ordered his unit to fire on civilians. The Martian space marine base acts as security for the Union Aerospace Corporation, a multi-planetary conglomerate, which is performing secret experiments with teleportation by creating gateways between the two moons of Mars, Phobos and Deimos. Mars is considered by space marines to be the dullest assignment imaginable. This all changes when the UAC experiments go horribly wrong. Computer systems on Phobos malfunction, Deimos disappears entirely, and "something fragging evil" starts pouring out of the gateway, killing or possessing all UAC personnel.

Responding to a frantic distress call from the overrun scientists, the Martian marine unit is quickly sent by ship from Mars to Phobos to investigate, where the player character is left to guard the perimeter with only a pistol while the rest of the group proceeds inside. The marine hears assorted radio messages, gunfire, and screams, followed by silence: "Seems your buddies are dead." The player cannot navigate the ship off of Phobos alone and sees that the only way out is to fight through the Phobos complex.

As the last man standing, the player character's mission is to fight through the entire onslaught of demonic enemies by himself in order to keep them from attacking Earth. Knee-Deep in the Dead, the first episode and the only one in the shareware version, is set in the high-tech military bases, power plants, computer centers and geological anomalies on Phobos. It ends with the player character entering the teleporter leading to Deimos, only to be overwhelmed by monsters.

In the second episode, The Shores of Hell, the marine has successfully teleported to Deimos. He fights his way through installations on Deimos, similar to those on Phobos, but warped and distorted from the demon invasion and interwoven with beastly architecture. After defeating the titanic Cyberdemon, the marine discovers the truth about the vanished moon: it is floating above Hell.

The third episode, called Inferno, begins after the marine climbs off Deimos to the surface. The marine fights his way through Hell and defeats the Spider Mastermind that planned the invasion. Then a hidden doorway back to Earth opens for the hero, who has "proven too tough for Hell to contain". However, a burning city and a rabbit's head impaled on a stake (named in The Ultimate Doom as the marine's pet rabbit, Daisy) show that the demons have invaded Earth, setting the stage for Hell on Earth. The sequel retcons the events of Doom as an alien invasion of the Mars moon bases.
-----------------------------------------------------------------------------------------------------------------------------------------
In The Ultimate Doom expansion, in the fourth episode Thy Flesh Consumed, it tells that the marine fought valiantly against the hordes of demons that the Spider Mastermind sent through that hidden doorway but ultimately the forces of Hell prevailed in the invasion of Earth. The locales of Thy Flesh Consumed are varied, including a mix of high-tech bases and demonic temples, though the atmosphere appears to be Earth.


Development
The development of Doom started in 1992, when John D. Carmack developed a new 3D game engine, the Doom engine, while the rest of the id Software team finished the Wolfenstein 3D prequel, Spear of Destiny. When the game design phase began in late 1992, the main thematic influences were the films Aliens and Evil Dead II.
Tom Hall wrote an elaborate design document called the Doom Bible, according to which the game would feature a detailed storyline, multiple player characters, and a number of interactive features.[8]However, many of his ideas were discarded during development in favor of simpler design

Technology
Doom's primary distinguishing feature at the time of its release was its relatively realistic 3D graphics. The advance from id Software's previous game Wolfenstein 3D was enabled by several new features in the Doom engine, including height differences (all rooms in Wolfenstein 3D have the same height), full texture mapping of all surfaces (in Wolfenstein 3D, floors and ceilings are flat colors) and varying light levels and custom palettes (all areas in Wolfenstein 3D are fully lit at the same brightness). The latter contributed to Doom's visual authenticity, atmosphere and gameplay, as the use of darkness to frighten or confuse the player was nearly unheard of in games released prior to Doom; palette modifications were used to enhance effects such as the berserk power-up which tints the player's vision red.

How did you feel when you stepped into a room that was lit only by a strobe effect?

Doom's primary distinguishing feature at the time of its release was its relatively realistic 3D graphics.[9] The advance from id Software's previous game Wolfenstein 3D was enabled by several new features in the Doom engine, including height differences (all rooms in Wolfenstein 3D have the same height), full texture mapping of all surfaces (in Wolfenstein 3D, floors and ceilings are flat colors) and varying light levels and custom palettes (all areas in Wolfenstein 3D are fully lit at the same brightness). The latter contributed to Doom's visual authenticity, atmosphere and gameplay, as the use of darkness to frighten or confuse the player was nearly unheard of in games released prior to Doom; palette modifications were used to enhance effects such as the berserk power-up which tints the player's vision red.

John Carmack had to make use of several tricks for these features to run smoothly on home computers of 1993. Most significantly, the Doom engine and levels are not truly three-dimensional; they are internally represented on a single plane, with height differences stored separately as displacements (a similar technique is still used in many games to create expansive outdoor environments). This allows a two point perspective projection, with several design limitations: for example, it is not possible in the Doom engine to create one room over another room in a level. However, thanks to its two-dimensional property, the environment can be rendered very quickly, using a binary space partitioning method. Another benefit was the clarity of the automap, as that could be rendered with 2D vectors without any risk of overlapping.

Another important feature of the Doom engine is its modular data files, which allow most of the game's content to be replaced by loading customWAD files. Wolfenstein 3D was not designed to be expandable, but fans had nevertheless figured out how to create their own levels for it, andDoom was designed to further extend the possibilities. The ability to create custom scenarios contributed significantly to the game's popularity (see the section on WADs, below).

Music
A heavy metal-ambient soundtrack was supplied by Bobby Prince.[6], heavily influenced by metal
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The iconic E1M1

If you want to see that interview with John Romero, look for Meet John Romero: One of the Godfathers of the First-Person Shooter

Jun 4, 2016

This week, the clan discusses video games that are either hated by critics and audience members, that we love to play. We discuss which ones we hold dear, and discuss ones that we know are bad, but are so good.... We also talk about the games we've beaten this week, Joe having the only one with Final Fantasy X-2. The clan touches on a bit of news, including the announcement of VR porn at this years E3. Thank you for joining, and live always in the nude!

May 29, 2016

This week, the guys talk DMC, and have a new VR idea they're ready to bring to market. Enjoy!

DMC: Devil may cry is a hack and slash action game developed by Ninja Theory and published by Capcom. DMC is technically the fifth game in the series, but is a reboot and is set in an alternate universe. Capcom called for a reimagining of the series and capcom chose Ninja Theory to make the game. Capcom worked alongside Ninja Theory to make sure the the gameplay was reminiscent of the older games but different enough to be special. The game started to receive a lot of flak even before its release as fans did NOT like the redesign of dante. Critics and new fans of the game praised gameplay, art, story, and music, but because of fan hate towards the new Dante the game did not meet Capcom's expectations. Later capcom claimed they were satisfied with the sales probably due to the definitive edition that was released on ps4, xbox one, and pc 2 years later. Dante's design was supposed to be similar to the original but capcom told ninja theory to make it completely different to appeal to a younger audience. So while the original dante was a japanese perspective ninja theory made him from more of a western perspective. The redesign was so hated that members of the ninja theory staff started receiving death threats. (apparently some in the form of comic books and a metal song.) early reception for the game was negative especially with the original creator hideki kamiya, and reuben langdon Dante's voice actor from the 3rd and 4th' games bagging on the game before release. producer alex jones said that some of the harsh response had turned positive. langdon changed his tune a little and urged fans to try the game. Rich Stanton from Eurogamer was about Dante's re-design, calling it one of the best reinventions of a character in gaming history. In contrast, Chris Schilling from VideoGamer.com was negative about the redesign, as he found the new Dante lacking some of the original's iconic features.

 

                      Schweiss                     Craig

Story                  6                               8

Gameplay           10                             10

Design                9                               10

Sound/Music        9                                9

Replayability        9                               10                     

 

 

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