Showing posts with label DecoyDW. Show all posts
Showing posts with label DecoyDW. Show all posts

Tuesday, December 31, 2019

Games that Defined the Last Decade for Nintendo - DecoyDW



It’s hard for me to believe that we have come to the end of the 2010s. The past decade has truly been a roller coaster in my life with huge milestones including several big moves, new jobs, getting married, starting a podcast, and a ton more. It has been a decade of extreme highs and low lows, but one that I know I’m going to miss and look back on with nostalgia in the years to come. 
As Nintendo gamers, we have also been through quite a ride. We’ve been through some of the craziest highs and lows that the industry has ever seen: all centered around Nintendo, and all occurring in the span of just a few years. In these closing days of the decade, I think it’s important to look back on the defining moments that occurred, and how they shaped where we are today. And when I view this in terms of Nintendo’s decade, I have to focus on the games themselves. So without further ado… here are the games that I believe defined the 2010s for Nintendo and paved the way for what the company is becoming:

Monday, November 11, 2019

Killer Queen Black Interview with Liquid Bit



An interview between Darrel of The Nintendo Jump Podcast and Liquid Bit’s Adam Walters and Mike Chorak.  Liquid Bit is the developer of Killer Queen Black.


Darrel: Today, I am super excited to be joined with two members from Liquid Bit, Adam and Mike.  How are you guys?

Adam: Good!

Mike: Doing well, thanks.

Darrel: For anybody who’s not aware at this point, Liquid Bit is the developer of Killer Queen Black which is, as you guys know, Nintendo Jump Podcast’s Game of the Month for October.  So, all this month we’ve been talking about it and this is going to be linked to our full review of the game itself and its final breakdown.  To jump in quickly, can you guys talk about your involvement with the game, like your different roles?

Adam: Sure.  So I’m the CTO, Mike is the Chief Architect, but we’re a studio of three.  Matt Tesch is our CEO and does all the production and coordinating between all the different people, like contractors, ourselves, and features.  Mike and I are primarily in the code developing.

Darrel:  So you guys are going to be the ones that will be able to get into all the balancing and how we actually got this game.  That’s great.  Can you tell us a little bit about Liquid Bit, like how did you guys come to be?  What did you work on, that kind of thing?

Mike: Yeah, that’s an interesting story, actually.  It kind of goes back quite a ways, but to give you the skinny of it, the three of us (me, Matt, and Adam), we used to work together at a company called ÄKTA.  I actually worked with Matt at a company before that called Fueled.  We merged with ÄKTA, and Adam came on.  Our company got acquired by Salesforce so we’ve been working together for a long time.  We used to build mobile apps, actually. We were building iPhone apps, and one of our clients from Texas was like “hey, I’ve got some capital, I want to build a video game.  I don’t know what you’re doing at Salesforce, but if you want, let’s start a company and see what we can make of it.”  So that was three years ago.  And it’s like a really weird story.  This never happens, right?  But yeah, we did.  We put in our two weeks notice and started this.  Been doing it ever since.  I went to school for game programming, Adam didn’t have any game development experience, but we worked on a lot of stuff together and we were confident that we could do something that wasn’t a full AAA shooter or something, you know?

Monday, October 7, 2019

Octopath Traveler Review - Darrel

Image result for octopath traveler

Old-school inspired RPG with a deep battle system, unique visuals, and an excellent soundtrack.  There's less character interaction between the party members than you might have expected, and a slightly repetitive gameplay loop, but the game delivers a more personal experience with generally strong characters and small stories for the eight protagonists.  The deep job/battle system, presentation, and simple emotionally-driven stories kept the game interesting to me from start to finish.

DW Score: 9/10
Time to Beat: Up to 80-90 hours to finish everything

Starlink: Battle for Atlas Review - Darrel

Image result for starlink battle for atlas

Had a lot of fun with it.  It has it faults but it's generally a good time.  Story is a bit of a snoozer, the characters aren't great, and the repetition complaints are real, but the Star Fox integration is fantastic, and the game looks great, plays well, and is just a fun time. Definitely recommend the standard digital pack over the other purchase options.

DW Score: 7.5/10
Time to Beat: ~ 20 hours of gameplay