Welcome to Dev Game Club, where we are beginning our series on 2005's God of War. We set the game in its time, an interesting time at the end of a console lifecycle as new machines loomed on the horizon, and then turn to the game itself before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Up to the desert / through Athens
0:44 Segment 1: God of War
51:06 Segment 2: Feedback
Issues covered: the console lifecycle, PS2 install base, the new console generation, learning the hardware over the lifecycle, exclusives, squeezing the hardware over the series, optimizing instructions, iterating on a franchise, juvenile tone, the influence of the underlying mythology, being edgy or over the top, Greek tragedy and the fatal flaw, opening with a bang, narrative device of setting up how the character got to the big moment, setting up mysteries of character and fate, tension between player and character, pacing and balancing on a beam, perfecting the quick time event, the first level as a microcosm of the whole game, the influences of this game, skimming the top of a bunch of genres, adventure games drawing from every verb, explicit vs implicit tutorialization, great mythological moments, a series of yeses.
Games, people, and influences mentioned or discussed: Broderbund Software, Red Storm Entertainment, Red Orb Entertainment, Riven, Prince of Persia 3D, The Journeyman Project, Santa Monica Studio, Shadow of the Colossus, Dragon Quest VIII, Resident Evil 4, F.E.A.R., Republic Commando, Metal Gear Solid 2, Sly Cooper 3, Guitar Hero, GTA: San Andreas, Japan Studio, Starfighter/Jedi Starfighter, Devil May Cry 3, Gran Turismo 4, Splinter Cell: Chaos Theory, Lego Star Wars, Horizon: Zero Dawn, Jak and Daxter, Ratchet and Clank, Tomb Raider (2013), Clash of the Titans, Hellblade: Senua's Sacrifice, Richard Wagner, Uncharted 2, Shenmue, Crystal Dynamics, Soul Reaver, Castlevania, Maximo: Ghosts and Goblins, MediEvil, Legend of Zelda: Ocarina of Time, System Shock 2, Sid Meier, Half-Life, Dario Casali, Sierra Games, Sebastian Pellegrino, Tim Schafer, LucasArts, Telltale Games, Amanita Design, Wadjet Eye, Daedelic, Edna and Harvey, Deponia saga, The Dark Eye, The Whispered World, Hal Barwood, Bill Tiller, Curse of Monkey Island, Duke Grabowski: Mighty Swashbuckler, A Vampyre's Tale, Indiana Jones and the Infernal Machine, The Dig, Kyle Vermaes, Fallout, Planescape: Torment, Link to the Past, Manhunter (series), Rules of Play, Eric Zimmerman, Katie Salen, Raph Koster, A Theory of Fun for Game Design, The Design of Everyday Things, Don Norman, GamaSutra, Brenda Romero, Challenges for Game Designers, Will Wright, The Sims, SimCity, A Pattern Language, Christopher Alexander, RadiatorYang, Ryan, Jason Schreier, Kirk Hamilton, Kotaku Splitscreen, Giant Bomb, Giant Beastcast, DLC, Jeff Cannata, Christian Spicer, RebelFM, Waypoint Radio, Patrick Klepek, Danielle Riendeau, Austin Walker, Steve Gaynor, Tone Control, Gone Home, Tacoma, Idle Thumbs, Important If True, Shall We Play A Game, Chris Suellentrop, JJ Sutherland, Slate Culture Gabfest, Filmspotting, Filmspotting: SVU, The Next Picture Show, Maximum Fun, April Wolfe, Switchblade Sisters.
Up through the Three Challenges
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