

You can hear the immediate reaction to that in this episode as well. In the middle of recording this episode, unfortunate news hit the wires: Microsoft was to close Fable developer Lionhead – for an incredibly detailed insight and history of the studio by some of the key people at the studio, including Peter Molyneux, read this fantastic long-read by Wesley Yin-Poole of Eurogamer – and Max: Curse of Brotherhood studio PressPlay ( 2020 ed note: No, we did not get the name for our podcast from the developer – circumstantial coincidence!). There’s also a bit of a postmortem for My Favourite Game (of 2015) entry Everybody’s Gone to the Rapture in there too.

Tonight, he goes into minute detail on what makes the game – and near enough the FPS genre as a whole – tick on a mechanical and design perspective. It’s why The Chinese Room co-founder and creative director Dan Pinchbeck has Shadow of Chernobyl as his favourite game. Its atmosphere, the world and how it handles as a shooter. From small splinter teams doing Kickstarters for spiritual successors to big successes like 4A Games and their adaptations of Metro 2033 and its sequel Metro: Last Light.īut S.T.A.L.K.E.R. games has lived for a long time, even since the core team of Shadow of Chernobyl moved on from the now defunct GSC Gameworld.
