I’m really enjoying having these questions. As always, if you’ve got a question for the show please send it to firstname.lastname@example.org.
Hosts: Paul, Shamus. Episode edited by Issac.
00:00 Nightdive Studios and the System Shock Remake
Yes, I wrote about this yesterday. Correction: They haven’t gone back to the original Unity demo, but they HAVE gone back to doing a more lo-fi (and thus cheaper) rendering style.
So sorry to hear about this. 33 years old. What a horrendously rotten turn of events. Here’s hoping the family enjoys the time they have left.
15:23 Shamus is playing Minecraft again.
26:02 Mailbag: Minecraft torches.
In the last ‘cast you said the Factorio developers regretted a convenience upgrade they added to the game, yet would probably be unable to remove it due to momentum.
This reminds me of torches in Minecraft. I bought the game around the time Notch started saying he wanted to make torches temporary, because they were never intended to be burn forever. I ran a small server of 5-10 people, and knew several Minecraft players IRL, and I never met anyone who wanted torches to burn out. In fact, some said this was one of the few changes that would prompt them to stop playing forever. For me, “conquering” an area permanently (for building, storage, mining, transport tunnels, whatever) was a major appeal of the game. Respawning monsters had zero appeal (and it’s not like mined resources ever respawned along with them).
I stopped playing a few years ago, but I assume this change never happened.
Do you guys remember this? Did you want torches to burn out? Did you know anyone who did? Maybe someone in the blog’s comments did?
37:13 Mailbag: Freespace 2
So, Shamus, I’m not sure if this qualifies as a question, but I seem to recall you saying somewhere that you’d played the first FreeSpace game, but not the second. If this is still true, have you considered trying FreeSpace 2? It’s an absolutely amazing game — if you thought FreeSpace 1 was good, the sequel is an improvement in basically every area, but especially the writing. There’s also a still-active and extremely robust modding community over at hard-light.net. They have access to the source code, have heavily altered the engine, and’ve put together some really impressive visual updates, plus tons and tons of custom assets and missions.
I’d love to see you play it, and also to hear your thoughts on it, if you do — it’s a very interesting example of storytelling in a game. I’d also be curious to know if Paul is familiar with it at all.
Also it might result in some new people at Hard Light. The forums are pretty quiet these days, which is just shameful — I mean, what kind of Internet community can’t go a measly 25 years with no hope of a new release without starting to lose interest?
Anyway, this was kind of long, but hey. You guys did say you wanted content.
41:35 Mailbag: FMV games.
I haven’t listened to last two podcasts (time and all that).
But I can’t see you sad with empty mailbag. So here’s the question. What games with FMV you really like and where it works because of FMV itself? What’s the strength of using FMV in your opinion? More specific, did you play or saw Tex Murphy games (including the last one, Tesla Effect. 2015, I think?), Command and Conquer series, Late Shift.
Best regards, DeadlyDark
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