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Free GDC talks photo
Free GDC talks

Free advice from smart, funny, handsome game developers


A bunch of Game Developers Conference 2015 talks are now free
Apr 01
// Jordan Devore
The Game Developers Conference is a tremendous resource for creators. I wish I could attend every year, and not just as an excuse to hang out with Steven. GDC is insightful, energizing and, this is key, not physically and men...
Rare's next game photo
Rare's next game

Fans will be 'really happy to see' Rare's next game


Former Rare developer drops hints
Mar 23
// Jordan Devore
In recent months, there's been talk of Rare "building a uniquely Rare game," but that's as much as we've gotten -- talk. While I'm looking forward to seeing if that project comes to fruition, Playtonic has more of my attentio...

Jackbox Games talks You Donít Know Jack, Twitch, and the future

Mar 17 // Chris Carter
Destructoid: Tell us a bit about how you started Jackbox Games, and how you ended up here from Jellyvision so many years back. Mike Bilder: Jellyvision Games was originally Jellyvision Inc. which was originally Learn Television. Harry Gottlieb, creator of You Don't Know Jack, founded the company in early '90s and is still very much a part of both Jackbox Games and its sister company The Jellyvision Lab. Like you, I was a big fan of YDKJ and left Midway Games in 2008 to join Harry and others in rebooting the games company. How successful has the recent You Don't Know Jack series been? Would you say it's still your flagship franchise? You Don't Know Jack is certainly our flagship franchise. The franchise has sold over 5.5 million units since the first release and our recently retired social and mobile versions had over 5 million installs. The 2011 console reboot was a huge hit critically and with fans, and the latest version, You Don't Know Jack 2015, can be found in our most recent game release: The Jackbox Party Pack. We’ve been very pleased with the reception to our new party bundle. Longtime fans seem to love the new YDKJ and new players that have discovered The Jackbox Party Pack through Fibbage and Drawful can enjoy YDKJ for the first time. I noticed that the newer titles have toned down some of the graphic content from the older series -- did you want to bring the franchise to a broader audience, and do you have any plans to bring back an adult-oriented Jack at some point? If you asked our editors they’d tell you they’re pushing the boundary of a T rating now more than ever. I guess if you looked at the old CD-Rom versions there may have been a few more over-the-top questions, but in these ESRB days we have to be a little careful not to attract an M rating. And at least for now, we’re going to try to avoid that M rating. Overall, we think the tone is on par with the older games, but updated for today’s comedic sensibilities, of course. For example, some of our most recent fake commercials and prizes have been for The STD Superstore (“parking in the rear”), Peeping Todd’s Pervert Supplies, Fat-Mouth Fascist Fish, Ted’s Drop-Dead Gorgeous Body Bags, and a dating show where women vie to mate with a horse. I could go on. So let's talk about Quiplash, heading into its Kickstarter this week. How did you come up with the idea? After Fibbage came online last year, we began rapidly prototyping other game ideas that worked with our mobiles-as-controllers technology. Many prototypes later and we had our first Jackbox Party Pack. After the content for that game was locked and production was well underway, the idea of Quiplash came about. The more we played the Quiplash prototype in the office this year, the more fun we had. Unfortunately our production plans for 2015 are full, and yet this prototype kept bubbling to the top. We want to finish Quiplash as a full game and bring it out by summer 2015 which is why we’ve turned to Kickstarter. With help from backers, we can bring on the resources we need to finish the game. What moved you towards supporting Twitch play directly? Do you see this new type of gameplay catching on? Our recent games have been developed with parties in mind. Our expectation was 2-20+ players in the same room laughing and enjoying party games – much like you might do with board games, Rock Band, or Cards Against Humanity. After we launched Fibbage we realized that despite the stream delay, people were streaming their games and viewers could join and play along anywhere in the world. By the time we realized this we were pretty far along with development of The Jackbox Party Pack, but we took some extra steps to further embrace the streaming mode of play by extending timers in Drawful and making some tweaks to Lie Swatter. With Quiplash, and our future games (if it makes sense for the game mechanic), we’re going to fully embrace this streaming mode of play. We’ve seen many large streamers play our games and get 100 or more people joining their game and playing along with their live stream. We want to let thousands of viewers participate. We think it’s an amazing way to use Twitch and other streaming services. Instead of viewers only being able to comment or perhaps affect gameplay through comments (as has been done in some games), we’re giving viewers a way to actively participate with their favorite streamers by playing the game with them. And, we’re giving streamers everywhere a multiplayer experience they can share with their audience. In terms of the mobile functionality, I have to say, it's pretty genius. How long did it take you to develop the tech, how does it work, and how long do you plan on supporting it? Thanks! We think it’s great too. We spent a few months prototyping the technology and then proving it would work and the experience would be fun…and then we spent about a year perfecting it. Although it seems simple on the surface, it’s a very complex system. Besides the game itself and all of the platforms it runs on, there’s a large scalable server architecture that hosts and manages the “rooms” for each game as well as the customized controller systems that display the real-time game interfaces on your mobile/tablet/browser. We worked hard to eliminate any friction with getting people into our games. There isn’t any app to download or install nor is there a need to sync devices or ensure they’re on the same Wi-Fi. As long as your device has an internet connection and a browser, you can participate in our games. We fully believe in this method of play and we’re planning to support it with all of our future party games, at least until VR and telepathy interfaces take hold. What platform have you had the most success with from a programming perspective? The Jackbox Party Pack is on a ton of platforms. While we’ve had different financial success on different platforms, I’m not sure any programming successes stand out in one platform vs. any other. Each platform has its own quirks. Thankfully, we have a very talented team that’s built a robust cross-platform engine that can run our games from the most powerful current-generation consoles down to the simplest set-top box. Honestly, the biggest success was getting the console manufactures to allow us to use mobile phones as controllers. What a challenge that was – but they all supported us! I see that you haven't focused on the Wii U yet. Is there a reason for that? In that same vein, what is your experience working with Amazon's platforms, Ouya, and the Roku? We’re a small team and we’ve done the development for all of our platforms in-house and we’ve self-published all of our recent games. We like the Wii U and may support it in the future but our recent lack of support is really a function of production resources, as well as market size. Amazon, Ouya, and others have been easy platforms to get to because of our technology. We really feel the type of games we make – party games – are uniquely suited for this recent generation of set-top-boxes that feature games. Consumers of those boxes aren’t looking for AAA console quality games. If they are, they likely already have a console. But, some awesome, affordable party games (our games) that you can easily fire up on your TV seem like a perfect fit for that audience. Finally, if you can share them, what are some ideas you have that are on the cutting room floor? We have hundreds of ideas and dozens and dozens of prototypes. I feel very fortunate to work with such a creative, talented, and funny group of people. One day we may release Willy Pee, Everybody Help Grandma, or Space Farts, but until then, you’ll have to put up with our recent games in The Jackbox Party Pack… and hopefully Quiplash!
JackBox Games photo
Quiplash is on Kickstarter this week
Jackbox Games has been busy. In addition to reviving the You Don't Know Jack franchise for modern consoles, it's also built an intriguing online infrastructure from the ground up. As an innovative way to solve the "contr...

Xbox to indie devs: There's a place for your game on Windows 10, no matter the size

Mar 11 // Brett Makedonski
[embed]288897:57724:0[/embed] According to Charla, that's the program's ultimate goal. "The most important thing to us is to make sure that when someone turns on their Xbox One or their Windows 10 device, they have access to a really broad array of videogames," he said. "The nice thing about that is that for us at ID@Xbox, it creates a really easy, kind of north-star central goal that we align ourselves to every day which is 'Let’s make life really easy for developers.' The easier we make life for developers, the more we reduce friction to get onto our platforms, the more we make Xbox and Windows 10 a great sustainable ecosystem." That's where Windows 10 comes in, at least in the gaming space. If Microsoft wants consumers playing games on any Windows 10 device, it starts with convincing developers to put their titles on those platforms. But, Charla deals solely with indies -- a demographic that's not known for their extensive resources. Would this mean that some independent developers might be averse to the idea of over-extending themselves to too many platforms at once? Charla doesn't think so. He commented "We’re not about trying to put requirements on developers; we’re about providing options for developers. The thing with Windows 10 is that it has a huge, broad reach. That doesn’t mean you have to make your game work on phone on Windows 10, and on PC on Windows 10, and on HoloLens on Windows 10. You should make your games for the platforms, endpoints, or devices that you think it’ll succeed on. We think that including Xbox Live needs to be pretty straight-forward, and for the developers who have done it so far, it’s been pretty straight-forward. And, they’re not the biggest developers in the world, right? We think it enables developers to offer their players an interesting addition to the game." It will make for an interesting option for developers, but it's also Microsoft's vision of the future (at least for now). It's reasonable to assume that Xbox and Microsoft have a vested interest in getting as many developers as possible to philosophically buy into the program. Given that ID@Xbox helps indies publish their games, maybe Xbox will offer extra incentive to developers that release across multiple platforms. It's easy to see a scenario where these studios are offered some sort of preferential treatment, whether it be in the form of extra support or funding. However, Charla denies that this is the case. He insisted that while ID@Xbox is dedicated to decreasing the burden on developers, it's not sweetening the pot for some that are willing to help this new ecosystem thrive. Instead, that assistance is being distributed unilaterally in the form of services such as speeding up the certification process or holding showcases for the games in the program. And, now it's about giving developers options. But, one option that still won't be available is XNA. XNA is a free toolset that's aimed at developing games across several Microsoft platforms. Some notable examples of titles created with it are Dust: An Elysian Tail, Bastion, Fez, and Charlie Murder. There's talk within the development community that it'll make a return, and this new emphasis on unifying games on Windows 10 seems like the perfect time. When asked point-blank if XNA is coming back, Charla responded with a definitive "No." He elaborated "But, I think that when you think about what XNA was for, a lot of that spirit is still at Microsoft in the desire to make sure that anyone can create games for Microsoft devices, whether they’re a 150 team at a major publisher or a teenager who’s just learning how to code. We want to make sure that the Microsoft ecosystem is a place where you can make games and learn. In that spirit, XNA was a solution design for the technology that was available at the time. It was a program that was created to foster the creative spirit. We’ve always said that we want Xbox One – and by extension, Windows 10 – to be a place that isn’t just a place to enjoy great content; it's a place to create great content." Really, that's step one when it comes to creating a platform for games: make sure people want to create there. That's what ID@Xbox is dedicated to doing. Charla wrapped up the interview by saying "But, it’s important to us to support developers and to make their lives easy, and to support the spirit that anyone can make a game." By most accounts, ID@Xbox has been doing that all along. Now, Windows 10 just makes it so developers have a few more options.
Xbox interview photo
'We're about providing options for developers'
Microsoft announced last week at GDC in San Francisco that it was introducing cross-play between Xbox One and Windows 10 devices. That opens a world of possibility in ways for developers to deliver games to their audience. So...

Xbox org shuffle photo
Xbox org shuffle

Remember Kudo? He's now looking after a bunch of studios at Microsoft


Yes, yes, I've included the 'WELL BAM!' video
Mar 09
// Jordan Devore
Kudo Tsunoda, the guy who demonstrated Project Natal (now Kinect) at E3 2009, has been off working on Microsoft's crazy holographic headset HoloLens. He's going to keep at that but will also now lead a bunch of Xbox teams, i...
The Witcher 3 photo
The Witcher 3

There was almost ice skating in The Witcher 3


The concept was prototyped
Mar 09
// Jordan Devore
Let's take a moment to imagine Geralt ice skating in The Witcher 3: Wild Hunt. Ahh, sweet bliss. Over the weekend, senior game designer Damien Monnier told a crowd at PAX East about CD Projekt RED's canceled feature. "It was ...

Elite: Dangerous has bold plans for the future

Mar 05 // Alessandro Fillari
"It's always brilliant to see how many people were supportive of the game," said lead designer David Braben as he reflected on the initial debut of Elite. "So many people helped us do that, and one of the great things about Kickstarter is that it brings together a crowd of people who all have very similar goal. So it's worked overall very, very well for us -- I'm actually very proud of what we've done. And another thing, we've not only shipped the game, but we've continued support of the game." As one of the early Kickstarter success stories, Elite: Dangerous grabbed a lot of attention for its vision as a space-exploration title across a massive and ever-growing universe. As a sequel to the '90s space sim Frontier, many fans of the genre yearned for a return, which they got in Frontier Developments' crowdfunded title. Despite its scope and breadth of content so far, the creators already have much of the development mapped out for the next few years. [embed]288572:57606:0[/embed] "I see [the vision] for a very, very long time growing, and it'll keep us occupied. We said there would be paid updates, and some of the things we said you could do in those is going down to planet surfaces, get up out of your chair and explore the cockpit, boarding other ships, big-game hunting, driving other types of vehicles on the surface to explore cities; but designing each one is like a whole new type of game. We have to be careful, but to me those are the perfect types of game experiences." With the success of previous updates and expansions, such as patch 1.1, the developers fully plan continue support with new patches and paid content packs in the future. With the Wings update, which seeks to add more PvP content, co-op play, and other enhancements to matchmaking, there is a sizeable amount of content on the horizon. "We've had amazing dedication from a lot of players, many players have played a significant amount of time -- more than a thousand hours. We're listening to a lot of players and quite a few of the people who've played that length of time are saying 'oh, I've seen everything now,' and they actually haven't. The great thing with this model is that we can add content continually, such as the Wings update and the community events. We've only been out for around three months, and people are already sinking so much time into it." The most surprising announcement from this week was that Elite would be making its way to consoles. Though the space sim genre is somewhat notorious for its complexity and dense gameplay, the developers were adamant that the title would not only feature all the content released thus far, but also that it would not be watered down for consoles. "I don't want to dumb it down," said Braben rather bluntly. "I'm an Xbox gamer, and I love games on my Xbox, but there are some games I feel that have been dumbed down a bit [for console port]. I get sick of tutorials, that are giving you very obvious instructions. So overall, I'm very excited about the console. It'll offer a different feel for players where you're sitting back on a comfortable chair or siting up close to a desk." Of course, with the recent trends seeing virtual reality as the future of games, the developers wanted to get ahead of that by being among the first to officially support the device. Which certainly plaid off, as it's one of the most used games for the Oculus Rift headset. As more companies are announcing devices, Braben is optimistic about the potential VR has for gaming. "[Working with VR] has been a good experience," he said. "The great thing about being independent is when we first released [a beta] in 2013, there was Oculus Rift support five or six days later, which we added. We were always excited abut it, and we thought our game would make great use of it. What's good to see now is that the number of new head-mounted displays coming out, and I think that's exciting -- what's interesting is that I think there aren't any other triple-A titles like Elite: Dangerous that are officially supporting it right out of the box. We see lots of demos, but it's surprising to see there isn't a consumer release VR headset." It's great to see that a hardcore space sim has been so widely accepted by fans. And as the game grows every few months with its updates, players will have plenty of content to dive into. The future looks bright for Elite: Dangerous, and with the console releases on the horizon, the barrier for entry is much lower now for those looking to dive into interstellar exploration.
Elite: Dangerous photo
The developers talk content updates and VR
Things have been going well for Frontier Developments. With the success of Elite: Dangerous, which features a sizeable and passionate community of space explorers, and having won the prestigious Audience Award from the 2015 G...

Maxis closure photo
Maxis closure

EA closes SimCity maker Maxis Emeryville


First SimCity (2013), now this
Mar 04
// Jordan Devore
Another studio with a storied legacy has fallen under Electronic Arts. The Emeryville offices of Maxis, the force behind simulation games like The Sims, SimCity, and Spore, shut down today. EA says it's "consolidating Maxis I...
GDC photo
GDC

Creative Assembly reveals inital pitch video for Alien: Isolation


See the never before shown video that started development
Mar 04
// Alessandro Fillari
Alien: Isolation was one of my biggest surprises of last year. As huge fan of the film series, I always wanted to play a title that emulated the original movie's tone and style. Though the action of the James Cameron-he...
GDC photo
GDC

Never seen Alien: Isolation third-person footage shown at GDC


Gameplay showing abandoned alternate camera set-up shown during panel
Mar 04
// Alessandro Fillari
One of the great joys of attending GDC is going to panels conducted by developers talking about your favorite games. Not only will you learn new and exciting details about the development, but you might even see somethi...
Documentary photo
Documentary

The wonderful Double Fine Adventure documentary is going free


Look for episodes on YouTube every Tuesday and Thursday
Mar 03
// Jordan Devore
Folks who helped crowdfund Broken Age have gotten an up-close look at how Double Fine operates thanks to episodic videos chronicling development of the adventure game. With 18 episodes down, 2 Player Productions has produced...
Unity 5 photo
Unity 5

Unity 5 shows how to properly sell a game engine


This image is the best
Mar 03
// Jordan Devore
Epic unveiled its new free-to-use (with eventual royalties) pricing model for Unreal Engine 4 this week during the Game Developers Conference in San Francisco, while Unity launched the new iteration of its engine, Unity 5, wi...
Free Unreal Engine 4 photo
Free Unreal Engine 4

Go build something: Unreal Engine 4 is free to use


That's not a real room
Mar 02
// Jordan Devore
Epic Games is no longer charging developers a monthly subscription for Unreal Engine 4. The engine is now free for anyone to use. Well, free to a point -- "When you ship a game or application, you pay a 5% royalty on gross re...
Armikrog photo
Armikrog

Can 2015 be the year of clay, please?


Kirby and the spiritual successor to The Neverhood are a start
Feb 26
// Jordan Devore
Ooh, a chance to talk about clay animation and armatures without straying away from videogames. Better jump on it. This video takes us behind the scenes of Armikrog, a point-and-click adventure that made it through Kickstar...
SNES Chiptunes photo
SNES Chiptunes

Chiptuner team elix make the Super Nintendo do things I never thought it could


All I can think about now is Johnny Mnemonic
Feb 23
// Jason Faulkner
There's nothing that quite replicates the gritty '90s synth of the Super Nintendo's Sony SPC700 sound chip. Electronic dance music team elix, consisting of cTrix and ferris, have developed a music track creator, so that chip...
Startropics music glitch photo
Startropics music glitch

StarTropics music glitch fixed after 25 years


The bass is finally picked up
Feb 22
// Jason Faulkner
There's a sub-community of emulation fans out there dedicated to disassembling and modifying the arcane code of yesteryear's classics. Brad Smith, a.k.a. rainwarrior, is one such individual, who after hearing the errors in t...
Unreal Engine 4 photo
Unreal Engine 4

Epic's offering $5M in grants to get devs on Unreal 4


'No strings attached'
Feb 19
// Brett Makedonski
To foster a healthy ecosystem for its gaming framework, Epic needs a stable of developers that are comfortable, well-versed, and dedicated to creating games around Unreal Engine 4. A fair share of large studios build their ga...
Molyneux Interview photo
Molyneux Interview

Tim Schafer comments on the Molyneux interview


Feels his colleague was treated unfairly by the press
Feb 19
// Rob Morrow
In a YouTube video posted by Double Fine Productions, founder and CEO Tim Schafer provided an update on the current state of the point-and-click adventure Broken Age's second and final act. Schafer also t...
Xbox One fun in the sun photo
Xbox One fun in the sun

Rumor has it all Xbox Ones will be dev kits this year


I've looked at the word 'apps' for too long and now it's weirding me out
Feb 17
// Jordan Devore
With several big-budget titles sitting in my home uncompleted (Destiny, Sunset Overdrive, Shadow of Modor), more games -- specifically, more types of games -- on Xbox One sounds grand to me. And the ability for apps to output...
Dragon Age: Inquisition photo
Dragon Age: Inquisition

Upcoming Dragon Age: Inquisition patch will add item customization, storage, and more


I can finally hoard to my heart's content!
Feb 14
// Jason Faulkner
BioWare has made some of the most critically acclaimed games of all time. Unfortunately, it's also made some of the buggiest. Dragon Age: Inquisition is no exception. It is a wonderful adventure and one of my favorite games o...
smallest chess game pc photo
smallest chess game pc

BootChess beats 32-year-old record for smallest chess game at only 487 bytes


There's a dick joke in there somewhere
Jan 29
// Jason Faulkner
Today's trend seems to be leaning towards larger and larger installs, some clocking in at 40+ GB. Developers are concentrating on bigger textures, lossless sound, and zero compression. Even patches can be multiple GB, many of...
Breaking Psychonauts photo
Breaking Psychonauts

Speedrunner hilariously breaks Psychonauts as its developers watch in horror


'Ooooooh, whoops'
Jan 29
// Jordan Devore
More fun times from Double Fine's Devs Play series. This episode, if you've seen the exceptional Lion King and Doom videos already, is centered on the studio's own baby, Psychonauts. Double Fine founder Tim Schafer and co. f...
Romero plays Doom photo
Romero plays Doom

Clear your schedule for this John Romero x Double Fine Let's Play of Doom


Devs Play
Jan 22
// Jordan Devore
I've fallen behind on Double Fine's developer-led Let's Play series Devs Play, but I can't resist jumping back in now, order be damned, for the episode about Doom featuring John Romero. The id Software co-founder is joined b...
Monument Valley sales photo
Monument Valley sales

Games aren't cheap: It cost $1.4 million to make Monument Valley and its DLC


And other refreshingly transparent stats
Jan 15
// Jordan Devore
With so much crap out there, it's pleasant to see the mobile-games marketplace value quality. Ustwo Games has released a bunch of data for its delectable iOS and Android puzzler Monument Valley, including sales and revenue fi...
SpeedTree photo
SpeedTree

Congrats on the Academy Award, SpeedTree


We were rooting for you
Jan 13
// Jordan Devore
Do you ever take a moment to stop and admire the scenery? Too often are we focused on mindlessly pushing forward to the next objective to notice the little details. Foliage, man. Take it in. The Academy of Motion Picture Arts...
New Telltale IP photo
New Telltale IP

Telltale is working on an original property and unannounced partnerships


In addition to, what, four other series?
Jan 12
// Jordan Devore
In sharing that Telltale Games president and co-founder Kevin Bruner will become the new CEO while Dan Connors shifts to an advisory role, the company hinted at what's in store for us: lots of games, including one not based o...
FemShep photo
FemShep

FemShep is Mass Effect's true, original Commander Shepard


Decade-old animation tests uncovered!
Jan 09
// Brett Makedonski
Part of the beauty of the Mass Effect series is that you can be whomever you want. There isn't a pre-ordained hero that tries to save the galaxy; you can make Shepard male or female, good or evil, gay or straight. "I'm C...
Flappy Bird photo
Flappy Bird

This Flappy Bird clone was written in under 20 lines of code


How games work
Jan 08
// Brett Makedonski
When Flappy Bird left its mark on the world last year, it was glaringly obvious that it was a simple game. However, to the layman, there's rarely an apparent connection between the presentation and the amount of develope...
Game Maker photo
Game Maker

Gunpoint designer's new Game Maker tutorial series is great for beginners


Learn from one of the bigger Game Maker success stories
Jan 06
// Jordan Devore
As someone who has tinkered with Game Maker a few times before, made little to no tangible progress, and called it quits only to try again moments later and then really call it quits, this new video tutorial series from Gun ...

Double Fine's Devs Play video series is fantastic

Dec 23 // Jordan Devore
Future episodes of Devs Play will release weekly through January 27, 2015: EarthBound (The Mother Trilogy) - Featuring Ben Burbank Programmer on Costume Quest 2 and Mother superfan Ben Burbank shows off selected scenes from the entire trilogy and explains the complicated history of this beloved cult series. Featuring a mix of Japanese and English releases, fan translations, and imported hardware, Ben takes us on a journey through the bizarre cultural mashups and heartfelt story that define Mother. Gauntlet DS - Featuring Anthony Vaughn and Geoff Soulis with guest Mike Mika Massive Chalice producer Anthony Vaughn and artist Geoff Soulis take a trip to the legendary game dungeon of Backbone Entertainment head Mike Mika to play the unreleased Gauntlet DS. The plug was pulled on Gauntlet DS shortly before its release after unfortunate events caused the title to be bumped from one publisher to another. In true Gauntlet fashion, Mike, Anthony, and Geoff tackle the campaign in multiplayer wireless before jumping in to some local deathmatch action. The Legend of Zelda - Featuring Brandon Dillon and Matt Hansen Hack N Slash creator Brandon Dillon and producer Matt Hansen get to the roots of Brandon’s inspiration by cracking open the NES classic The Legend of Zelda, literally.  After taking apart the cartridge, de-soldering and dumping the rom, and booting the game up in an emulator, Brandon sets about altering the running memory of the game to cheat his way through and unlock some unexpected secrets about how the game was developed. Doom - Featuring JP LeBreton with guest John Romero Doom history enthusiast and Spacebase creator JP LeBreton joins id Software co-founder John Romero as the two play though the first episode of Doom, “Knee Deep in the Dead,” in its entirety. John Romero’s run through each level turns up fresh and encyclopedic insight into how this genre-defining title was designed and set the stage for first-person action games for years to come. Psychonauts - Featuring the original development team with guest Stephen Kiazyk This very special episode features many of the original members of the Psychonauts development team watching in frustration and amazement as speed runner Stephen Kiazyk blows through the entire game faster than they thought possible. The creator of many popular techniques used for running Psychonauts, Stephen takes the team through many of his tricks step by step, explaining what he’s doing while receiving insight from the team as to how the glitches are possible in the first place. Perhaps most upsetting to Tim Schafer, much of the dialogue is skipped.
Devs Play photo
Damn those monkey puzzles in The Lion King
Even if you aren't usually one for Let's Play videos, I'd suggest taking a look, if only for a moment, at Double Fine and 2 Player Productions' slick, informative new YouTube series Devs Play. The debut episode is The Lion K...


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