mattcast

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Matt Finally Covers Baldur's Gate

I know, I know...Finally! Here it is, Episode 101 on Baldur's Gate. I'm surprised that there are still CRPG fans who haven't played this one. You really should. It takes awhile for things to really pick up, but once they do, you're in it for the long haul, all the way through Tales of the Sword Coast, Baldur's Gate II, and the expansions for that. Weeks if not months of top-notch CRPG gameplay. I won't say it's perfect, but it's the closest I think we've come to the capturing that magic that made AD&D so compelling to so many people.

As always, you can download the mp4 here.

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Matt Chat 100: Scott Miller will Live Forever

It's episode 100! Yup, I've finally strolled into 3-digit land. To celebrate, I'm re-releasing Matt Chat #6, the Dungeon Master episode that was deleted from YouTube. It's only available here and on iTunes, so grab it while you can. And, by the way, if you haven't bought our books by now, how lame is that???

Anyway, back to this episode. Scott talks about Max Payne, Prey (which looks awesome, by the way!!), the future of games publishing, and immortality. In a nutshell, he thinks services like OnLive are the future, and retail will wither away and die in a few generations. Companies like EA will exist only to help market and fund big projects. Finally, there will be a universal platform. I've got some comments on this below.

Download the mp4 of Matt Chat 100.
Download the mp4 of Matt Chat 6 (Dungeon Master) here.

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MC 99: Scott Miller on id and Duke Nukem

This week's Matt Chat is really something special--Scott Miller tells the exciting, spy-novel like strategy he had to use to recruit star talent John Romero, who was laboring under a contract with the militant Softdisk group. He then goes on to recount his falling out with Carmack over Rise of the Triad. But I know what you've really been waiting for--the story of The Duke! With no small emotion, Scott talks about how the character came about, why people loved Duke Nukem 3D so much (including the strippers), and how he feels about the publisher's decision to rip the game out of his hands and give it to Gearbox. Even though the game was finished (just lacking console ports), Gearbox will probably end up with the credit despite all the years of TLC put into it by Scott Miller and 3D Realms. You really don't want to miss this one.

You can download the mp4 here.

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Matt Chat 98: Interview with Scott Miller, Pt. 1

This week's episode contains the first segment of my interview with Scott Miller, founder of Apogee, 3D Realms, and The Radar Group. He's also a marketing genius who made a fortune from shareware, and recruited talent like Romero and Carmack among others. In short, you can't miss these if you're serious about videogame history.

You can download the episode here.

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Matt Chat 97: The Horde & More with Paul Reiche and Fred Ford

In my final segment with Star Control creators Fred Ford and Paul Reiche III, we discuss a range of issues including abandonware, their 90s games for 3DO and Playstation, and their plans for Star Control 4. We even talk about their choice of alcoholic beverage! I went through a brief fruity drink phase myself, mostly because one of the local Chinese restaurants in Natchitoches, Louisiana had insanely cheap rum drinks (Zombies, Mai-Tais, etc.) that came in really funky (even scary) looking mugs. Anyway, here's the video!

You can also download the MP4.

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Matt Chat 96: Paul Reiche and Fred Ford on Star Control

Hi, folks, I'm back this week with part two of my interview with Fred Ford and Paul Reiche. In this installment, we talk about Free Fall Associates, Toys for Bob, and, of course, Star Control.

Download the mp4 here.

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Matt Chat 95: Skylanders and more with Paul Reiche and Fred Ford

This week I've prepared the first part of my extensive, in-depth interview with Star Control creators Paul Reiche III and Fred Ford. In this installment, Paul and Fred talk about their latest project, Skylanders: Spyro's Adventures, a game that combines toys and games. We also talk about D&D, science fiction (Jack Vance!), and much more. Enjoy!

You can download or stream the mp4 here.

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Matt Chat 94: Cordes on adventure games, horror, game narratives, the Ipad, and more

This week, Cordes is back with several fascinating insights into the world of adventure games and horror. We talk about the difference between horror films and horror games, storytelling, why adventure games should be sorted by their plot and not as a gameplay genre, and much more. There's quite a bit of meat here for anyone interested in designing an adventure game or wondering how they work. Download the audio here.

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Matt Interviews Agustín Cordes

Hi, guys, I'm back, this time with the first part of an excellent interview with Agustín Cordes, the Argentina-based designer and developer of Scratches and the forthcoming Asylum. Both games are fine examples of horror adventures, with first-person gameplay and painstaking, artistic production. Here, Agustín talks about Asylum's engine (formerly called Kinesis), as well as the design of Scratches, the state of indie gaming, and much, much more.

Oh, and check out that new Armchair Arcade splash screen!

Download the audio here.

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Matt Chat 92: Mail Order Monsters

This week we take a look at Mail Order Monsters, the 8-bit classic designed by Paul Reiche III, Evan Robinson, and Nicky Robinson. If you think Pokémon was an original concept, check out this 1985 action strategy game from Electronic Arts. Design and evolve your corral of monsters, then pit them against the computer or friends on your Commodore 64 or Atari 400/800. It's loads of fun, but it ain't easy! Download the mp3 audio here or at iTunes.

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