Tom Chick

Qt3 Boardgames Podcast: Agents of Mayhem, Palm Island, Fantasy Realms

, | Games podcasts

What if you have to learn wargame rules to play a wacky superhero game? What if you don’t have a table? What if the unicorn gets a princess? Tom Chick, Hassan Lopez, and Mike Pollmann consider these and other hypotheticals.

Agents of Mayhem at 5:06, Palm Island at 36:27, and Fantasy Realms at 45:40. But first, an update on Maniacal, Hassan’s new game, now available from eaglegames.net.

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Din’s Legacy is also Depth of Peril’s lonely legacy

, | Game reviews

Red Faction: Guerilla not only introduced the idea of a fully destructible world, but it remains the only example of it 10 years later.  It could have been a revolution. But fully destructible worlds are hard to do. Level designers also have to be architects, because understanding how a building collapses also requires understanding how it’s built.  The ingame physics require elaborate rules for destruction. Weight distribution, stress, intricate collision detection, gravity, kinetic energy, all interacting to do something that would be much easier to script with a set of canned animations.  It’s much easier to fake it. The rules for chaos are many and complex. That’s why it’s called chaos. So videogame developers carried on, pretending like Red Faction: Guerilla never happened. Denial isn’t just a river in Egypt. It’s also a perfectly viable approach to game design.

There is no such excuse for why more games don’t copy Depths of Peril, an action RPG with a dynamic world instead of a field that grows loot and monsters to be harvested and grown all over again.  Depths of Peril was a revolutionary action RPG in which the world changes as much as the hero. 12 years later and there’s only one guy copying this idea. And he’s the same guy who made Depths of Peril.  It’s a failure of videogame development that Soldak Entertainment’s Steven Peeler doesn’t have any competition.  

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Borderlands 3 makes the exact wrong choices

, | Game reviews

I just got a new car and, let me tell you, it is something else.  It feels remarkable. The steering wheel under my fingertips, the responsive grip of the tires on the road, the graceful suspension, the throaty purr of the engine.  And the interior! Plush seats that feel like they were made to fit me, fancy leather, lots of cool lights on the dashboard. It’s a dream to drive this thing, to sit in it, to take it across town, to admire it.  

Well, it would be if it weren’t for a couple of features.  

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Qt3 Boardgames Podcast: Space Base, Paper Tales, Arkham Noir

, | Games podcasts

Why are games called what they’re called instead of games that should have been called that? Why isn’t Space Base called Among the Stars, why isn’t Paper Tales called Vorpal, and why isn’t Arkham Noir called Arkham Horror?

Space Base at :51, Paper Tales at 16:04, and Arkham Noir at 34:20.

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Qt3 Games Podcast: Sea Salt, Slay the Spire, Disco Elysium

, | Games podcasts

Tom Chick talks about a movie called The Boat, Bruce Geryk talks about the short stories of Flannery O’Connor, and Jason McMaster talks about how to find illegal drugs. We also talk about some videogames we’ve been playing.

Sea Salt at 2:54, Slay the Spire at 22:43, and Disco Elysium at 42:42.

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Qt3 Games Podcast: Ghost Recon: Breakpoint, Surge 2, Mindustry

, | Games podcasts

What if Jason McMaster was the sole survivor of an aircraft crash along with about 70 other people? What if videogame masochist Nick Diamon got to play a game he actually liked? What if Tom Chick wasn’t so scared of Factorio? This week, we answer these question and more.

Ghost Recon: Breakpoint at 1:41, The Surge 2 at 18:36, and Mindustry at 34:37.

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