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Dev Game Club

Dev Game Club

By: Brett Douville and Tim Longo
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Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along! Science Fiction
Episodes
  • DGC Ep 473: Splinter Cell: Chaos Theory (part two)
    May 27 2026

    Welcome to Dev Game Club, where this week we continue our series on Tom Clancy's Splinter Cell: Chaos Theory. We cover lots of topics, delving into stealth and AI systems, objectives and their communication, and other thoughts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    Another mission

    Issues covered: whether it was designed for a controller, graphic fidelity holding up, the fixed function shading pipeline, the crossover between audio and visual meters, what's going on with the light meter, ambient noise affecting how quickly you can move, adjusting eyesight, layering mechanics into a mini-game, sprinklers everywhere, hose extraction, trip lasers, using a body as a laser avoider, a key that isn't a key, interrogation mechanics, consequences for not interrogating, multiple paths to information, forgetting the vision modes, the marketing targets for particular consoles, dynamic mission objectives, motivating spaces through pattern language, having to mark up the world to tell you what's important, a digression into climbing anywhere, "what map?," not wasting space, clockwork levels, a globetrotting set of ops vs single-location games, Brett has a good point, contrasting flavors, just jumping in and having the briefings paper over travel, the attract mode, benefitting pacing.

    Games, people, and influences mentioned or discussed: XBOX, Pulp Fiction (obliquely), PlayStation 3, Clint Hocking, NOLF 2, Max Payne, Metal Gear (series), Three Men and a Baby, Poltergeist, Eternal Darkness, Mission: Impossible (series), Entrapment, Sean Connery, Catherine Zeta-Jones, Dishonored, Prey, Hitman, Die Hard, Assassin's Creed, Crazy Climber, Cairn, Jusant, Hideo Kojima, Reacher (series), The Gray Man (series), The Hunt for Red October, Quiller (series), Shadowlord-72, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:
    More TCSCCT!

    Errata:
    Apparently there were in fact multiple shader units on the original Xbox, and supported Pixel/Vertex 1.1 shaders. We regret the error. (Fixed function was still a thing, though, I'm just not remembering the details correctly.)

    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com

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    1 hr and 12 mins
  • DGC Ep 472: Splinter Cell: Chaos Theory (part one)
    May 20 2026

    Welcome to Dev Game Club, where this week we start a new series on 2005's Tom Clancy's Splinter Cell: Chaos Theory. We set it in its time, talk about the Clancy of it all, and then get into the play and presentation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    The first level or two

    Issues covered: missing a week, games from 2005 and UbiSoft, stealth games and how we feel about them, what it borrows from its forebears, Tim's history and love of military themes, grounding the series in real places, hard milspec, the spectrum of more or less video-gamey, Brett's history with Clancy, offputting tone and writing, the weird nationalistic lens, the military melodrama, when you can mess up the formula, black and white and the icks, systems thinking in the game vs not the narrative, finding ways to maintain the black and white, the tutorial videos, seeing the mechanics against the real missions, controlling Sam's movement speed, other interface choices, alt-fire modes, shooting everyone in the head, having multiple kill moves, having mission objectives that get canceled, whether there's an alternate version, a number associated with your performance, the weirdness of speaking to your handler directly behind a target, your advisors, informing the choice of loadout, how different games reinforce the loadout, a review, Tim's Twitch drop.

    Games, people, and influences mentioned or discussed: Star Wars (series), God of War, Shadow of the Colossus, Resident Evil 4, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Prince of Persia: The Sands of Time, Peter Molyneux, Clint Hocking, Far Cry 2, Thief, Metal Gear Solid (series), Looking Glass, Dishonored (series), Hideo Kojima, The Division (series), Rainbow Six (novel), No One Lives Forever, Harrison Ford, Alec Baldwin, Sean Connery, Doubleday (book publisher), Day of the Jackal, Tolkien, Project: Hail Mary, Ghost Recon (series), Rainbow Six (series), John Krasinski, Ben Affleck, Jack Reacher (series), Lee Child, Tom Cruise, Mark Greaney, The Gray Man, Arnold Schwarzenegger, Rambo (series), Jon Bernthal, Call of Duty (series), Hitman (series), Shadowlord-72, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:
    more TC's SC:CT!

    Errata:
    It was The Cardinal of the Kremlin. We regret the error.

    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com

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    1 hr and 6 mins
  • DGC Ep 471: Dungeon Keeper (part four)
    May 6 2026

    Welcome to Dev Game Club, where this week we complete our series on Dungeon Keeper. We talk about the various strategies we used to overcome some levels, possession, and units as resources of different kinds before turning to our takeaways. Also: Happy Birthday, Peter Molyneux! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played:
    To level 11 (B) or 10 (T)

    Issues covered: a Happy Birthday message, favorite moments in his games, a punishing campaign of distinct levels, feeling the puzzle, the dungeon crawl aspect of the game, trying many different strategies, playing against what the AI will do, disrupting the enemy, exploratory sacrifice for fun and profit, possessing the Horned Reaper and taking out the heart, strategies for moving around quickly, a diversion into the scavenger room, strategy guides and marketing, first-person mode, all the information about creatures, mood changes, exploiting FPS strategies, cheating and fairness for the AI, creatures as resources for tech trees or for combat, disposable units vs conserving units, playing and failing at various strategies, a non-normal catalog, merging genres, potential, supporting the villian theme, do most players finish Bullfrog games, audio design.

    Games, people, and influences mentioned or discussed: Peter Molyneux, Theme Park, Populous, Glenn Corpes, Mark Healey, Masters of Albion, Lionhead, Tomb Raider, The Descent, World of Warcraft, MysteryDip, Soren Johnson, Black and White, Starcraft, Homeworld, Fable, Majora's Mask, Evil Genius, Hitman (obliquely), Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:
    Not sure!

    Twitch: timlongojr and twinsunscorp
    YouTube
    Discord
    DevGameClub@gmail.com

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    1 hr and 14 mins
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