Hello there
Some of you may have seen the new Escapecraft Podcast which has started airing on the server, and if you haven't the link for each episode will be given below, along with information about each podcast and the special guest which attended the recording, to sweeten the deal myself and Rock will give our personal opinions of the games that we play in this thread under the relevant spoiler tag.
Use this thread to post your comments, questions, idea's, and general thoughts about the podcast, as well as giving us questions to ask our various special guests each week.
This has been brought to you by M477h3w1012, RockBeefChest and events correspondent TyreseEngineer.
You can now find us on iTunes!
Episode 1
Spoiler! :
Recorded on the 14th October 2012 with special guest Vallorn
Welcome to the Escapecraft Podcast, this week, we fill your brains with information on such things as:
-What drove Mydrox insane
-Instructions regarding Haxx
-Dave
-How to kill someone
-A sadistic pied piper
Escapecraft Podcast 1
Welcome to the Escapecraft Podcast, this week, we fill your brains with information on such things as:
-What drove Mydrox insane
-Instructions regarding Haxx
-Dave
-How to kill someone
-A sadistic pied piper
Escapecraft Podcast 1
M477's Afterthoughts -
Spoiler! :
[/b]
RockBeef's Afterthoughts
Episode 2
Afterthoughts
M477's Afterthoughts -
Spoiler! :
After thinking about not thinking about not thinking about Dishonoured, I've thought that I should include some thoughts about the game here.
Dishonoured was one of the greater stealth games that I've played in a long time, and I suppose that comparing it to some older games that use elements of stealth is going to be hard. Maybe. First things first, helps if I have a game in mind which uses stealth systems so I'm going to look at the big one first, this being Assassins Creed. Assassins creed is one of those games that has taken line of sight stealth and polished it nicely, which is what Dishonoured has done too.
Assassins Creed though allowed much greater movement and freedom than Dishonoured, where you could go about the level in whichever way you chose, maybe climbing a tower on the way there, because what Assassins Creed excelled in was moving around the environment should be fun, a trait emanated in Just Cause 2 as well, for what is the point in having an open world sandbox game if you cannot enjoy yourself moving from A to B until it becomes more boring and the players scorn the movement so much that they give up on the game.
So what is Dishonoured's redeeming feature you might ask?
The fact that you are not restricted to dispatching your enemies with a hidden blade or a sword is what makes it unique, for where you can get creative with the movement in Assassins Creed, you can get creative with the method in Dishonoured. Maybe you can slip a poison into a glass while he isn't looking, or knock out the witness and then proceed to wail on the main target, simple all out killing is an option too, but there's also the chance to enact a revenge worse than death on your target, giving Dishonoured the edge in creativity.
But remember, even though there are all these options, some of them will bode better than you than others, some might not even work.
~M4Numbers
Dishonoured was one of the greater stealth games that I've played in a long time, and I suppose that comparing it to some older games that use elements of stealth is going to be hard. Maybe. First things first, helps if I have a game in mind which uses stealth systems so I'm going to look at the big one first, this being Assassins Creed. Assassins creed is one of those games that has taken line of sight stealth and polished it nicely, which is what Dishonoured has done too.
Assassins Creed though allowed much greater movement and freedom than Dishonoured, where you could go about the level in whichever way you chose, maybe climbing a tower on the way there, because what Assassins Creed excelled in was moving around the environment should be fun, a trait emanated in Just Cause 2 as well, for what is the point in having an open world sandbox game if you cannot enjoy yourself moving from A to B until it becomes more boring and the players scorn the movement so much that they give up on the game.
So what is Dishonoured's redeeming feature you might ask?
The fact that you are not restricted to dispatching your enemies with a hidden blade or a sword is what makes it unique, for where you can get creative with the movement in Assassins Creed, you can get creative with the method in Dishonoured. Maybe you can slip a poison into a glass while he isn't looking, or knock out the witness and then proceed to wail on the main target, simple all out killing is an option too, but there's also the chance to enact a revenge worse than death on your target, giving Dishonoured the edge in creativity.
But remember, even though there are all these options, some of them will bode better than you than others, some might not even work.
~M4Numbers
RockBeef's Afterthoughts
Spoiler! :
Dishonored has a very cool and creepy soundtrack and score. I really liked this and didn't mention it during the review. The sound editing and music really adds to the mood of the game and is just another reason why it should not be missed.
I recently played another run through of the game and took a purely nonviolent approach. It really added a level of difficulty to the game but did not make it completely impossible to succeed. I recommend anyone to try that approach if you have the patience. Next up I will be trying a perfect stealth playthrough where i am never seen.
I recently played another run through of the game and took a purely nonviolent approach. It really added a level of difficulty to the game but did not make it completely impossible to succeed. I recommend anyone to try that approach if you have the patience. Next up I will be trying a perfect stealth playthrough where i am never seen.
Episode 2
Spoiler! :
Recorded on the 28th October 2012 with special guest Eggster
What's this? Continuation? I can't believe my eyes. No matter, this week, we look at such things as:
-Why Comic_sans built a Hamburger in a Halloween Big Build
-Why are we waiting for 1.4.2?
-Where did Eggster come from?
-[Long psychological words]
-Recommending a book from a game
Escapecraft Podcast 2
What's this? Continuation? I can't believe my eyes. No matter, this week, we look at such things as:
-Why Comic_sans built a Hamburger in a Halloween Big Build
-Why are we waiting for 1.4.2?
-Where did Eggster come from?
-[Long psychological words]
-Recommending a book from a game
Escapecraft Podcast 2
Afterthoughts
M477's Afterthoughts -
Spoiler! :
[/b]
RockBeef's Afterthoughts
Episode 3
Afterthoughts
M477's Afterthoughts -
Spoiler! :
After hearing me and Rock take more than ten minutes to talk about Spec Ops: the line, you'd think that we'd run out of points to talk about. But I have braved my mind once again to bring some more thoughts into the game and shed some light on why it was so good.
Spec Ops was a game which I first wanted to play after watching the Zero Punctuation review, so I played the game with high hopes in mind, and I am happy to say that I wasn't disappointed when I got it during one of Steams infamous sales. I am going to keep this whole thought spoiler free and focus on the concepts behind the game, so those of you who were worried that I was going to spill a deep and horrible secret can breath out now.
For those of you who don't know, Spec Ops: the line is a third person shooter set in some future version of Dubai where the whole city has gone to the dogs. You play as the captain of a three man squad sent to look for survivors, which you find. The only problem being that you just walked into the middle of a war while doing so. Spec Ops was reputed for carrying so much weight within the video gaming world due to its views on why we game. This is then taken to the point where the game laughs at you for this reason and punishes you for it.
This concept in question being the hero desire that gamers want to fulfil, that feeling of being the hero and saving the town from the baddies, restoring peace and order in the process, and maybe snagging a woman while you're at it. Spec Ops notices this, then juxtaposes it against the harsh realities of war. The result being something quite disturbing but something which you can't put down. Spec Ops makes you look at what you are doing and then laughs at your motives for doing so. It makes you kill people, then tells you who they were, giving them faces and names, all the while standing behind you and asking if you feel like a hero yet?
The result of this being one of the most moving games that I've played in a long time. In a small conclusion, I'd say that Spec Ops: the line is certainly a game that should be played, if not for the gameplay, then for the experience that it offers the player.
~M4Numbers
Spec Ops was a game which I first wanted to play after watching the Zero Punctuation review, so I played the game with high hopes in mind, and I am happy to say that I wasn't disappointed when I got it during one of Steams infamous sales. I am going to keep this whole thought spoiler free and focus on the concepts behind the game, so those of you who were worried that I was going to spill a deep and horrible secret can breath out now.
For those of you who don't know, Spec Ops: the line is a third person shooter set in some future version of Dubai where the whole city has gone to the dogs. You play as the captain of a three man squad sent to look for survivors, which you find. The only problem being that you just walked into the middle of a war while doing so. Spec Ops was reputed for carrying so much weight within the video gaming world due to its views on why we game. This is then taken to the point where the game laughs at you for this reason and punishes you for it.
This concept in question being the hero desire that gamers want to fulfil, that feeling of being the hero and saving the town from the baddies, restoring peace and order in the process, and maybe snagging a woman while you're at it. Spec Ops notices this, then juxtaposes it against the harsh realities of war. The result being something quite disturbing but something which you can't put down. Spec Ops makes you look at what you are doing and then laughs at your motives for doing so. It makes you kill people, then tells you who they were, giving them faces and names, all the while standing behind you and asking if you feel like a hero yet?
The result of this being one of the most moving games that I've played in a long time. In a small conclusion, I'd say that Spec Ops: the line is certainly a game that should be played, if not for the gameplay, then for the experience that it offers the player.
~M4Numbers
RockBeef's Afterthoughts
Spoiler! :
Spoiler! :
Recorded on the 11th November 2012 with special guest Wokka1.
I AM PODCAST GIVEN PURPOSE! AND I have no idea how that statement was meant to continue, just have your podcast with informatics like:
-Why archers are evil
-Shamespawning
-How to make a smokescreen
-The torture of a Sim and
-Why flying a spacecraft is like being a superhero.
Escapecraft Podcast 3
I AM PODCAST GIVEN PURPOSE! AND I have no idea how that statement was meant to continue, just have your podcast with informatics like:
-Why archers are evil
-Shamespawning
-How to make a smokescreen
-The torture of a Sim and
-Why flying a spacecraft is like being a superhero.
Escapecraft Podcast 3
M477's Afterthoughts -
Spoiler! :
[/b]
RockBeef's Afterthoughts
Episode 4 - Q and A Special
Episode 5
Christmas Bloopers Edition
Episode 6
Episode 7
Spoiler! :
There are forethoughts, afterthoughts, and thoughtfulthoughts. These are none of them and are simple thoughts.
For those of you that have listened to the latest podcast and were able to sit through our own qualms about the respective games, congratulations, you can skip the next part. For those people who are skimming through here to see what goes on in these dark sections of the forums, firstly, Shame on you...
Secondly, I don't like having save points in a game, not the manual ones in any case, I'm not cruel enough to make someone play through the whole of Ninja Gaiden 3 with no autosaves or anything... I think. But the point stands that I don't like it when you have to consciously walk up to a save point and save your game, for one thing they can be easily abused if you constantly go back and forth, back and forth after defeating a few enemies at a time, and in a few games that I've played, they place enemies right next to the damned save point while it's still active... What kind of messed up level designer does that I ask you? You end up possibly creating a kill spawn which causes the player to go back to the previous save before that (Which can be a VERY long way away dependant on the game), or causes them to simply rage quit.
Thankfully, I have only been forced into a death-spawn a few times, and each time I found myself slaughtered so much that I had to get a perfect combo with 0 damage throughout the fight. Nerves slightly frayed at the end of it, but still victorious, the main example being another of the Onimusha games, this one being Onimusha: Dawn of Dreams. Trust me, if you value your sanity, the boss run at the end is only worth doing if you have the patience of a saint. I'm not going to spoil it for people unless I get paid in a dark alley with blood money.
Also, a minor clarification which might have been lost in the Podcast, when I say a D-Pad controlled movement system as opposed to an omni-directional system, I meant that the arrow buttons on a PlayStation 2 controller do the work, not the analogue sticks, and in this game the forward and backward arrows move the character forwards and backwards surprisingly, while the side arrows rotate the character a number of degrees at a time, which does become bloody annoying when you are fighting multiple enemies let me tell you.
Heard me yap enough yet? no? Well ok then.
One final thing that I started to detest in all the Onimusha games was the enemy spawn regenerations, if you entered an area, cleared it of enemies, and left it again, the next time you entered that area, the enemies would be back again and looking for another fight. It would be nice if the game had a bit of continuity once in a blue moon, even if it's as simple as you've cleared this area already, congratulations you can have a bit of peace when you are moving though the area. But ooooh no, that'd be too easy, lets just spawn the monsters that you just killed in again, what could possibly go wrong right?
Now this thought has dredged up other thoughts... damn it.
~M4Numbers.
For those of you that have listened to the latest podcast and were able to sit through our own qualms about the respective games, congratulations, you can skip the next part. For those people who are skimming through here to see what goes on in these dark sections of the forums, firstly, Shame on you...
Secondly, I don't like having save points in a game, not the manual ones in any case, I'm not cruel enough to make someone play through the whole of Ninja Gaiden 3 with no autosaves or anything... I think. But the point stands that I don't like it when you have to consciously walk up to a save point and save your game, for one thing they can be easily abused if you constantly go back and forth, back and forth after defeating a few enemies at a time, and in a few games that I've played, they place enemies right next to the damned save point while it's still active... What kind of messed up level designer does that I ask you? You end up possibly creating a kill spawn which causes the player to go back to the previous save before that (Which can be a VERY long way away dependant on the game), or causes them to simply rage quit.
Thankfully, I have only been forced into a death-spawn a few times, and each time I found myself slaughtered so much that I had to get a perfect combo with 0 damage throughout the fight. Nerves slightly frayed at the end of it, but still victorious, the main example being another of the Onimusha games, this one being Onimusha: Dawn of Dreams. Trust me, if you value your sanity, the boss run at the end is only worth doing if you have the patience of a saint. I'm not going to spoil it for people unless I get paid in a dark alley with blood money.
Also, a minor clarification which might have been lost in the Podcast, when I say a D-Pad controlled movement system as opposed to an omni-directional system, I meant that the arrow buttons on a PlayStation 2 controller do the work, not the analogue sticks, and in this game the forward and backward arrows move the character forwards and backwards surprisingly, while the side arrows rotate the character a number of degrees at a time, which does become bloody annoying when you are fighting multiple enemies let me tell you.
Heard me yap enough yet? no? Well ok then.
One final thing that I started to detest in all the Onimusha games was the enemy spawn regenerations, if you entered an area, cleared it of enemies, and left it again, the next time you entered that area, the enemies would be back again and looking for another fight. It would be nice if the game had a bit of continuity once in a blue moon, even if it's as simple as you've cleared this area already, congratulations you can have a bit of peace when you are moving though the area. But ooooh no, that'd be too easy, lets just spawn the monsters that you just killed in again, what could possibly go wrong right?
Now this thought has dredged up other thoughts... damn it.
~M4Numbers.
RockBeef's Afterthoughts
Spoiler! :
A couple of afterthoughts.
Dead Rising:
I remember there being bossfights that were fun to play and stressful. Two come to mind. In the main courtyard of the mall you encounter some escaped prisoners driving a humvee around and that was quite a challenge to bring them down. Then there was a fight with a insane clown with chainsaws that was freaking crazy. So the game was not without merit. Too bad the timer just ruined the entire experience for me.
The Sims:
I stand by my vengeful god simulator statement. In the podcast i mentioned how i would set The Sims intelligence to 0 and fill the house with stoves. I did do this and the results were hilarious. I forgot a key aspect of this though. Not only do you have to set the intelligence to 0 you have to turn the anger up to eleven. That way you have a family full of pissed off idiots and stoves. Baby crawling around peeing everywhere wife stuck in a pool without a ladder, son stuck in the bathroom without a door, gravestones pilling up outside, The spirits of your former victims haunting your current victims. Seriously did anyone not just do this in that game. I have yet to meet a single person that played the game in the manner in which it was designed to be played.
TMNT:
What is the deal with the character models for that game. I understand that katana blades and a bowstaff are long than a sai (did i spell that right), but Ralph did have arms. Why the hell did they not allow him to extend his arms when he attacks. I said they looked like a T-Rex and that is true but at least the dino was 30 feet tall. I will not comment on electric seaweed as that has been done to death.
Anyhoot good job everyone. I hope you listeners enjoy our efforts here. We are doing these for you guys and I want to ensure that you are having fun. Please let me know what we can do to make it better. Keep an eye out for the next podcast, I have a little surprise for the players.
-Rock beefchest
Dead Rising:
I remember there being bossfights that were fun to play and stressful. Two come to mind. In the main courtyard of the mall you encounter some escaped prisoners driving a humvee around and that was quite a challenge to bring them down. Then there was a fight with a insane clown with chainsaws that was freaking crazy. So the game was not without merit. Too bad the timer just ruined the entire experience for me.
The Sims:
I stand by my vengeful god simulator statement. In the podcast i mentioned how i would set The Sims intelligence to 0 and fill the house with stoves. I did do this and the results were hilarious. I forgot a key aspect of this though. Not only do you have to set the intelligence to 0 you have to turn the anger up to eleven. That way you have a family full of pissed off idiots and stoves. Baby crawling around peeing everywhere wife stuck in a pool without a ladder, son stuck in the bathroom without a door, gravestones pilling up outside, The spirits of your former victims haunting your current victims. Seriously did anyone not just do this in that game. I have yet to meet a single person that played the game in the manner in which it was designed to be played.
TMNT:
What is the deal with the character models for that game. I understand that katana blades and a bowstaff are long than a sai (did i spell that right), but Ralph did have arms. Why the hell did they not allow him to extend his arms when he attacks. I said they looked like a T-Rex and that is true but at least the dino was 30 feet tall. I will not comment on electric seaweed as that has been done to death.
Anyhoot good job everyone. I hope you listeners enjoy our efforts here. We are doing these for you guys and I want to ensure that you are having fun. Please let me know what we can do to make it better. Keep an eye out for the next podcast, I have a little surprise for the players.
-Rock beefchest
Episode 4 - Q and A Special
Spoiler! :
Recorded on the 25th November 2012 with special guests dropping in from around the server.
It's the Question and Answer special edition of the podcast, where this week we take a step away from the ordinary and this week, we question people from...
We talk about Escape- no, no.
Look, trust us, this week is different, some people actually asked thoughtful questions. Some people didn't of course, but hey. Here you will find answers to such questions as:
-How soon is soon?
-What are the happiest memories of the hosts?
-Do we even lift?
-Why Tyrese likes Hot Fuzz?
-And just what we added to the Podcast this week.
Escapecraft Podcast 4
It's the Question and Answer special edition of the podcast, where this week we take a step away from the ordinary and this week, we question people from...
We talk about Escape- no, no.
Look, trust us, this week is different, some people actually asked thoughtful questions. Some people didn't of course, but hey. Here you will find answers to such questions as:
-How soon is soon?
-What are the happiest memories of the hosts?
-Do we even lift?
-Why Tyrese likes Hot Fuzz?
-And just what we added to the Podcast this week.
Escapecraft Podcast 4
Episode 5
Spoiler! :
Recorded on the 9th December with special guest Haxxorzd00d.
We wish you a merry Christmahanzicah and a happy new Year! Aren't we culturally aware?
This week we decided to kick all those pesky Americans from the podcast and revealed our secret weapon... Haxx. Due to the holiday season fast approaching, this will be the last you shall hear from us for a month (Yep, I know, but some people apparently have lives). To make up for this, we bring you a Super Bumper Christmas Special... thing, filled with many laughable features such as:
-More instructions regarding a player
-A Happy Holiday present from the staff
-And a run down of many games, great and bad, to tide you over the winter months.
From all the podcast team,
Happy Holidays!
We wish you a merry Christmahanzicah and a happy new Year! Aren't we culturally aware?
This week we decided to kick all those pesky Americans from the podcast and revealed our secret weapon... Haxx. Due to the holiday season fast approaching, this will be the last you shall hear from us for a month (Yep, I know, but some people apparently have lives). To make up for this, we bring you a Super Bumper Christmas Special... thing, filled with many laughable features such as:
-More instructions regarding a player
-A Happy Holiday present from the staff
-And a run down of many games, great and bad, to tide you over the winter months.
From all the podcast team,
Happy Holidays!
Christmas Bloopers Edition
Spoiler! :
Did that grab your attention?
Well you must be reading this so I will assume it has. It lied, there is nothing truly Christmassy about it, and it is just the podcasters having a lot of trouble with their microphones, backgrounds and pets. I say all...
During the five podcasts, we have had:
-Tyrese hacking
-Haxx dogging
-M4 and Rock tripping
Context optional.
Beware, this blooper reel is Uncensored
and can be found here.
Well you must be reading this so I will assume it has. It lied, there is nothing truly Christmassy about it, and it is just the podcasters having a lot of trouble with their microphones, backgrounds and pets. I say all...
During the five podcasts, we have had:
-Tyrese hacking
-Haxx dogging
-M4 and Rock tripping
Context optional.
Beware, this blooper reel is Uncensored
and can be found here.
Episode 6
Spoiler! :
It's the start of a new year, and we've kicked it off with another podcast with this week's special guest, Tulonsae.
Within this episode, you may or may not find:
-The event that everyone's been waiting for
-The Past, Present and Future lives of Escapecraft
-And why Rock is being questioned by Wildlife trusts around the globe
Happy New Year!.
Within this episode, you may or may not find:
-The event that everyone's been waiting for
-The Past, Present and Future lives of Escapecraft
-And why Rock is being questioned by Wildlife trusts around the globe
Happy New Year!.
Episode 7
Spoiler! :
Welcome back to the 'How does it work?' edition of the Escapecraft Podcast, where we are joined by Tehbeard.
Join us as we discover:
-The complete events list for this month
-How much will change when 1.5 appears
-And a reason for rage-quitting a podcast
Escapecraft Podcast: Episode 8
Join us as we discover:
-The complete events list for this month
-How much will change when 1.5 appears
-And a reason for rage-quitting a podcast
Escapecraft Podcast: Episode 8