Welcome to our fourth episode examining 1994's Star Wars classic TIE Fighter. We discuss the story of the Collector's Edition additional missions and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
TTAJ: 1:06:00 (late this episode!)
0:37 Segment 1: Final battles
39:27 Segment 2: Takeaways
Issues covered: story review of last few battles, cloaking technology as verboten in Star Wars license, tying into Endor and the trap at the new Death Star, being in the recognizable Star Wars universe, forward performance problems, thinking about future proofing, emulating and Steam, Lucy and the anthropology, failing a mission and rethinking your strategy, using the slam mechanic, circles of the Emperor, viewing your stats, proper pronunciation of Bothan, Brett and lore, having both the success of preserving the Empire and knowing it's about to fall, differing voice actors, not getting to see Zaarin, moving to a 3D rendering, deep simulation, the majesty of being in the space, committing to the fantasy in small ways, how much stuff is in this game, simulation complexity of a fictional craft, AI craft doing the same energy management, mission design around specific craft/loadout, feeling the hand of the designer, modern possibility of failure, we hear from the animal quarter, Brett owes Tim a dollar.
Games, people, and influences mentioned or discussed: Scrabble, Ernest Adams, Dungeon Keeper, Ultima series, Rogue One, Skyrim, Monkey Island, Jedi Power Battles, Masters of Teras Kasi, The Last Starfighter, Dark Souls, Bloodborne, Demon's Souls, Star Citizen, Elite Dangerous, Brian Taylor, Dave Filoni, Star Wars Rebels and Clone Wars, Republic Commando, Sean Duffy.
Next time: A Year in Review
@brett_douville, @timlongojr, and @devgameclub