Author Archives: James Bowling

PAXAus 2013 – VR Insanity

Paul manages to hold down his lunch while he performs some Oculus Rift rocket jumps.

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PAXAus 2013 – Cloudberry Kingdom

James and Paul try the infinitely difficult platformer, Cloudberry Kingdom.

 

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PAXAus 2013 – Johann Sebastian Joust

Paul and James have a stab at the game with no graphics, Johann Sebastian Joust.

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Learning to Play StarCraft 2 – Placement #4

James jumps into his 4th (not 3rd) cheese and rage filled placement match in a Protoss vs Protoss matchup.

Any tips or feedback? Post them below.

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Learning to play StarCraft 2 – Placement #2

Interested in vicariously learning how to play StarCraft 2? James jumps into this Terran vs Protoss matchup to have a closer look at how he performed.

Has he learned from his last attempt? Maybe!

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Why I Suck – Learning to Play StarCraft 2: Placement #1

Are you as terrible at StarCraft 2 as James is? Probably not – he just an embarrassment. Watch as he fumbles his way through explaining what he thinks he did wrong through his first placement match.

Any tips? Post them below!

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Elevator Pitch – War for the Overworld

[youtube http://www.youtube.com/watch?v=acCOhmicShs]

You love Dungeon Keeper, right? You better! Today we talk to Josh Bishop and James Heinichen about their upcoming dungeon builder War for the Overworld.

Site: https://wftogame.com/
Kickstarter: http://www.kickstarter.com/projects/subterraneangames/war-for-the-overworld

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An Interview with Obsidian’s Feargus Urquhart

Obsidian_Project_Eternity

The following is a transcript of our interview with Obsidian CEO, Feargus Urquhart. You can listen to the interview in our weekly podcast available here.

Paul: We might as well start from the beginning, what do you say, James?

James: It’s a good a place to start as any.

Paul: So, with Kickstarter, how much did the Kickstarter exceed early expectations of what you thought you’d get? Obviously you thought you’d get a pretty good response with your guys prestige.

Feargus: It’s interesting, a lot of people are like “Oh, you should have known you’d get like 4 million dollars.”, and that’s where I think game developers are maybe a little bit different than the rock stars that sometimes people think we are. Our egos are pretty much kept in check – there’s of course a few of us that they’re not.

James, Paul, Feargus: [Laughs]

When we looked at it, we were of course hoping for a good amount to be able to make a really awesome game, but it was really surprising, and we had to scramble a little bit. We had no idea we were going to hit our goal in… I think it was 27 hours.

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