Unlimited Hyperbole #3

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This week Unlimited Hyperbole talks to Brendon Chung, the designer of Atom Zombie Smasher and Gravity Bone, about his favourite game and the very definite effect it had on him as both a fan and an independent game developer.

Released in 1998 by Looking Glass Studios, Thief: The Dark Project has been repeatedly hailed as not just one of the first true stealth games, but also one of the best games ever made. Looking back, Brendon discusses both what makes Thief such a triumph of world design and how it shaped his own games more than a decade later.

Unlimited Hyperbole is a weekly podcast about videogames and the stories we tell about them. The show is divided into seasons of five episodes, each with a topic that’s used as a prompt when interviewing special guests. This season we’re talking about “My Favourite Game” – but for more information about the podcast itself, read after the jump.

So.

Making these podcast hasn’t usually been as smooth a process as it hopefully appears. There’s been all manner of technical issues and mad struggles to get each one released. One of the biggest issues I’ve had though has been in trying to hold myself back enough in the interview to get a usable recording at the end. The upcoming Episode #5, for example, took over two hours to record just because the guest and I kept getting sidetracked or arguing over specific points.

That wasn’t the case when interviewing Brendon, however. Not only did I agree with his choice of game and all of his points, but he was so articulate throughout that he answered nearly all my questions in just his opening sentence. The conversation was a pleasure as a result, but I couldn’t shake the feeling afterwards that the journalist in me should have been more confrontational…

Ah well. If confrontation is what’s called for then I can always take my grievances out on my audience, shamelessly saying how important each tweet, forum post and review is for the show. Clicking the ‘Share’ button in the widget above is the best way to do all of that. See how easy I make it for you?

In the mean time, I’m going to be starting work on the second season of the show shortly – so if you have any feedback about what you’d like to hear, I’m open to that too.

Thanks to Harriet JonesPaul GoodheadJoe Percy and Sasha Muller

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8 thoughts on “Unlimited Hyperbole #3

  1. Carl says:

    great pod cast can’t wait for more..

    Like this

  2. [...] Joe Martin’s podcast series continues, this time visiting the brain of Brendon Chung: “I feel that having an identity for you game is very important. One thing a lot of games have a problem with is that you look at a static screenshot and it just looks like this generic thing, like ten thousand other games…If you have an opportunity to make something and put your name on it, I feel it should reflect something that’s very unique to you. Something which hasn’t already been done a thousand times, because what’s the point in doing something that’s already been done?” [...]

    Like this

  3. [...] Unlimited Hyperbole #3 (Hyperbole) “This week Unlimited Hyperbole talks to Brendon Chung, the designer of Atom Zombie Smasher and Gravity Bone, about his favourite game and the very definite effect it had on him as both a fan and an independent game developer. Released in 1998 by Looking Glass Studios, Thief: The Dark Project has been repeatedly hailed as not just one of the first true stealth games, but also one of the best games ever made. Looking back, Brendon discusses both what makes Thief such a triumph of world design and how it shaped his own games more than a decade later.” [...]

    Like this

  4. [...] Unlimited Hyperbole #3 (Hyperbole) “This week Unlimited Hyperbole talks to Brendon Chung, the designer of Atom Zombie Smasher and Gravity Bone, about his favourite game and the very definite effect it had on him as both a fan and an independent game developer. Released in 1998 by Looking Glass Studios, Thief: The Dark Project has been repeatedly hailed as not just one of the first true stealth games, but also one of the best games ever made. Looking back, Brendon discusses both what makes Thief such a triumph of world design and how it shaped his own games more than a decade later.” [...]

    Like this

  5. [...] the level does assume a certain level of familiarity with the Thief series – both because we’ve covered it before and also because I didn’t want to weigh the episode down with backstory. Also, Thief’s [...]

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  6. [...] Unlimited Hyperbole S1E3 – Personal Blog [...]

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  7. [...] get me wrong, Thief is an excellent game. I said as much in Brendon Chung’s episode of Unlimited Hyperbole – but even played over the course of five weeks there’s an element of mechanical [...]

    Like this

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