We pick a game, play it, then hang out and talk about it. It's a book club for video games. Join us every month as we play classics, recent releases, nostalgia trips, the peculiar, and everything in between. Most of the time we don't know what we're talking about, but we have fun doing it. Play the game and join us! Us being Alon, Danny, and Teddy. Our friendship was born in Counter-Strike, but we became family during PUBG. We're always looking for feedback and questions -- send us some game suggestions and we'll try to play it at some point! Support us at: www.patreon.com/wideflank


You are watching: Let us go out this evening for pleasure

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For this month’s Gameclub, Alon, Danny and Teddy talk a lot about Subnautica.You are a lone survivor after an interstellar spaceship crashes down on an ocean planet. What do you do? Scuba dive and mine minerals until you can blast back off into space, of course. The game isn’t perfect, but the ambiance? Flawless.We spend a lot of time talking about the early access release schedule and how that likely influenced the final product. Subnautica isn’t quite sure what it wants to be and as a result doesn’t really nail anything. That’s okay because we love that people are trying big bold things.For the next Gameclub we are going to be playing Metal Gear Solid -- the PC version: https://www.gog.com/game/metal_gear_solidWe got a lot of requests to do The Last of Us and Metal Gear Solid 2, which we’ll do next in that order, so we’re going to do a faster turnaround with MGS and record on September 22nd.Join our discord!!! https://discord.gg/ACbDjNhMpJTimestamps: 00:00 - Intro 02:00 - Subnautica overview 03:58 - Modding, the mother of games 05:54 - Charlie Cleveland’s (lead designer) pillars of game design 08:14 - Early access: medium is the message 11:10 - Criticism is easy - building games is hard 13:40 - From Fortnite to majesty 19:02 - The horror 23:06 - Scuba diving, scale, and realism 30:37 - Wishing this was the real ocean 38:45 - What kind of game is this. Survival? 49:03 - Open World? 54:37 - Teaching you how to play, sort of 59:23 - Retracing your steps feels bad 1:01:11 - Early access content release 1:05:00 - Story drops are cool 1:06:27 - Looking stuff up 1:09:40 - End of the game is hard gated 1:12:45 - Revamping the Cyclops 1:16:30 - It should have been multiplayer 1:26:40 - Hows the story 1:35:55 - Wide Flank questions 1:52:38 - Reflecting on the PillarsShow Notes: Ratatouille and being a critic : https://youtu.be/Ih6jcKd7VwU Subnautica update history: https://subnautica.fandom.com/wiki/Update_History_(Subnautica) Medium is the message: https://youtu.be/AxFzf6yIfcc Sonic air bubble: https://youtu.be/WP5CUZZ_vCc Reframing the Cyclops: https://www.charliecleveland.com/reframing-the-cyclops/ Hunt for Red October: https://youtu.be/4unk6siO-tI Deadspace co-op losing your mind: https://youtu.be/Wdws6dtF-2A?t=440s Loss of colors underwater: https://www.scubadiverinfo.com/2_red_at_depth.html



Doom (2016) is fucking sick and, piggybacking off of our Gameclub episode last week, so is the music.We got two musician friends to come on and talk about Mick Gordon’s OST and listen to some tracks. Shoutout to Damon from Infinity Shred (https://infinityshred.bandcamp.com/) and Luke from Anamanaguchi (https://anamanaguchi.com/).In case you missed it here is the Gameclub episode about Doom (2016) where we talk about the game, first person shooters, how the game works, becoming the Doomguy, glory kills, and a whole lot more: https://www.patreon.com/posts/gameclub-doom-53954386Join our discord!!! https://discord.gg/ACbDjNhMpJ 00:00 - We started a Patreon! https://www.patreon.com/wideflank - the music playing here is “Authorization; Olivia Pierce” 01:36 - Intro with Damon from Infinity Shred and Luke from Anamanaguchi. 02:12 - When did you guys play Doom? 03:57 - Places to play games from. What is the most fitting place to play Doom from? Hell? 04:47 - Not liking games on the first try and being in the right mindset for specific games. 05:55 - First impressions of the Doom Soundtrack. 08:43 - The sounds that Mick Gordon used and the implementation of those sounds. 12:16 - The pace of the soundtrack and the overwhelming-but-not-overwhelmingness of it. 16:11 - “Hellwalker” 18:05 - The cinematic and slow-motion feel. 19:12 - Current AAA games and their scores. 20:22 - “I want it to sound like this.” - How does a composer work with that? 22:16 - The references for Mick Gordon. 23:20 - What is “djent” music? 24:13 - The shared vision of Doom. 25:44 - “I, Dogma” into “Rip & Tear” 27:07 - Hardstyle meets Tony Hawk. Doomslayer on a skateboard skating around hell with a shotgun but also in a club with hardstyle… or something. 28:10 - Great metal record. It’s an album. But Mick’s live performance couldn't match the music. 31:01 - Drama over the Doom Eternal soundtrack. 32:32 - What are each of your relationship’s to metal like? Has the Doom soundtrack changed that at all? 37:15 - How much different is it composing for a game or a film versus making music for yourself or your band? 39:52 - Compositionally allowing for repeated listens with the lack of melody. 41:32 - “Bfg Division” 43:23 - The whole is greater than the sum of the parts. 45:40 - The importance of using hardware and using electricity for the sounds as opposed to using software. 49:13 - “Harbinger” 51:02 - Nine Inch Nails influence. 51:25 - The music exists within a specific context. 53:41 - Favorite track or moment of the game? 54:46 - Where can people listen to Infinity Shred and Anamanaguchi? 55:24 - “SkullHacker”



Alon, Danny, and Teddy play Doom (2016). They went to Mars, they went to Hell, and they ripped and they teared along the way. But first they had to put on the Doomguy mask and become the Doom Slayer.Doom in 1993 both defined and challenged the idea of what a First Person Shooter is, was, and should be. Doom in 2016 did it again. And it fuckin’ rocked.- 00:00 - Technical difficulties and we started a Patreon! https://www.patreon.com/wideflank- 03:37 - Intro- 04:17 - Doom (2016) background.- 06:09 - id Software and the Two Johns.- 07:17 - Is this a good game?- 10:54 - The opening and then learning how the game works (if you stop moving you die).- 13:39 - Growing your arsenal and how it opens up combat.- 14:38 - Movement: “Bruce Lee on a skateboard with a shotgun.”- 17:46 - Robert Yang.- 19:00 - Lack of sprint and always having your gun up.- 19:57 - Glory Kills and the Chainsaw as essential mechanics.- 28:36 - Not a reboot, an homage, and questioning what makes a shooter engaging.- 32:15 - Hitscan vs Projectiles, proven by paintball vs laser tag.- 35:07 - What is a first person shooter?- 36:14 - You ARE the Doom Guy.- 40:10 - The Story: was it needed?- 48:59 - The game's sense of humor (turkey punching).- 53:47 - We need more projectile shooters.- 56:25 - Examining the FPS genre and perspective.- 1:01:15 - Sound Design and FX and the INCREDIBLE music.- 1:07:35 - Deeper into level and map design.- 1:10:15 - This game is too easy? Is that a bad thing?- 1:13:00 - Would Doom be better with split-screen co-op?- 1:17:40 - Single player games are lonely, but some are lonelier than others.- 1:20:00 - Why are we discussing exclusively single player games?Join our discord!!! https://discord.gg/ACbDjNhMpJShow Notes:- GDC talk “Embracing Push Forward Combat in DOOM” - https://www.youtube.com/watch?v=2KQNpQD8Ayo- Robert Yang games: https://debacle.us/- Noclip doc “To Hell & Back” - https://www.youtube.com/watch?v=PS6SBnccxMA- Greg Kasavin (from Supergiant Games) “Doom is asking important questions that other FPSes aren’t” - https://www.pcgamer.com/doom-is-asking-important-questions-that-other-fpses-arent/We’re also on:- Patreon: https://www.patreon.com/wideflank- Substack: https://wideflank.substack.com/- YouTube: https://www.youtube.com/channel/UCzdUM7zORz65-cDDaO7xFaA- juniorg8.com: https://juniorg8.com/wideflank/- Spotify: https://open.spotify.com/show/3LQtbRaD7u5cl1gaJCMzS3- Apple Podcasts: https://podcasts.apple.com/us/podcast/wide-flank/id1572726441- Google Podcasts: https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy81OWIwNzZlOC9wb2RjYXN0L3Jzcw==- RSS Feed: https://juniorg8.com/s/59b076e8/podcast/rss- Instagram: https://www.instagram.com/wideflank/- Twitter: https://twitter.com/WideFlank



Alon is joined by friends and fighting game freaks Chris and Hayden to talk about the newest hype fighter called Guilty Gear Strive. We try to focus on the appeal of the game and what the designers nailed about the game but also we drift into some more macro game design concepts.Now Playing is a new series from Wide Flank (as opposed to Gameclub) where we’ll bring on friends/gamers/whomever to talk about what game they’re currently playing and why they’re playing it and what’s good about it and what’s bad about it and if we should play it or not and so on and so forth.Let’s rock. 00:00 - Intro and background of Guilty Gear. 01:08 - Accessibility and barrier to entry. 06:54 - Playing “off book” but not playing optimally. 08:03 - Different types of players and playstyles. 11:34 - Guilty Gear’s “off book” feeling. 12:26 - Playing optimally, skill ceiling, and a strong meta game. 14:15 - What is “canceling” in fighting games and specifically Roman canceling in the Guilty Gear series? 14:51 - Canceling in other fighting games vs. Roman canceling in Guilty Gear Strive. 19:40 - The importance and role of graphics, aesthetics, and storylines in games. 29:48 - Guilty Gear’s graphics, aesthetics, and storyline. 31:08 - Busy visuals and screen real estate. 35:20 - What’s especially fun or compelling about anime fighters and Arc System Works’ games? 38:48 - The diversity of fighters / characters. 41:17 - Balance in games. 48:17 - Netcode and rollback. 54:32 - And finally the worst part of the game: The matchmaking system.Join our discord!!! https://discord.gg/ACbDjNhMpJWe’re also on: Substack: https://wideflank.substack.com/ YouTube: https://www.youtube.com/channel/UCzdUM7zORz65-cDDaO7xFaA juniorg8.com: https://juniorg8.com/wideflank/ Spotify: https://open.spotify.com/show/3LQtbRaD7u5cl1gaJCMzS3 Apple Podcasts: https://podcasts.apple.com/us/podcast/wide-flank/id1572726441 Google Podcasts: https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy81OWIwNzZlOC9wb2RjYXN0L3Jzcw== RSS Feed: https://juniorg8.com/s/59b076e8/podcast/rss Instagram: https://www.instagram.com/wideflank/ Twitter: https://twitter.com/WideFlank



Alon, Danny and Teddy play Castlevania: Symphony of the Night. It was like running a marathon and then running the same course in reverse. Was it fun? Sort of. We’re glad we did it.SotN is definitely smarter than it looks at first blush. It’s dripping with style and the soundtrack is bananas. There was a lot that didn’t age well, but that's okay. Your racist grandma still has some redeeming qualities. What we really loved was the mastery of the space and navigation of Dracula’s castle -- and it’s our castle now...father.Some chapters to help you navigate this monster ep: 00:00 - Get your mind read 01:00 - Background 03:46 - Is this is a good game 06:55 - Game(r) age 09:04 - Other games at the time 12:00 - Saving/Dying is bad 16:47 - Combat loop is bad 19:55 - Favorite boss fight 24:03 - Favorite subweapons (spells) 29:59 - Game doesn’t incentivize experimentation 30:45 - How to eat a peanut 31:58 - Inventory and item management 36:58 - Danny freaks out 40:50 - Forgettable design elements 42:15 - Remake differences 46:10 - The game has style 50:55 - Mob design 52:09 - Music 58:22 - Depth of design 01:04:34 - More music 01:11:32 - Broken mechanics 01:14:14 - Replayability and difficulty 01:19:30 - Getting the castle wired 01:24:50 - Best moments 01:27:20 - Best lines 01:29:00 - Development team principles for SotN 01:31:22 - Sunglasses 01:33:00 - Great game, but… 01:36:47 - Goodbyes 01:38:12 - On next month's episode we will be playing Doom (the 2016 reboot)Show notes: It turns out there actual is a pretty helpful game manual: https://s.mprd.se/roms/psx/Castlevania%20Symphony%20of%20the%20Night/csotn.pdf Mozart Requiem: https://en.wikipedia.org/wiki/Requiem_(Mozart) Konami is bad: https://kotaku.com/sources-when-you-work-at-konami-big-brother-is-always-1724058241 Original interviews with developers: https://shmuplations.com/symphony/Join our discord!!! https://discord.gg/ACbDjNhMpJWe’re also on:YouTube: https://www.youtube.com/channel/UCzdUM7zORz65-cDDaO7xFaAjuniorg8.com (where you can find all podcast links and RSS feed): https://juniorg8.com/wideflank/Spotify: https://open.spotify.com/show/3LQtbRaD7u5cl1gaJCMzS3Substack: https://wideflank.substack.com/Instagram: https://www.instagram.com/wideflank/Twitter: https://twitter.com/WideFlank



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