Show Notes 04: Necrotic Zombified Troll in Powered Armor



It’s not hard to follow along with a copy of the podcast here.

This podcast contains adult language and spoilers for Dark Souls, Dark Souls II, Fallout 2, Fallout: New Vegas (including  expansion packs), Resident Evil 4, and Shadowrun: Dragonfall.

02:15 – The Library is one of the most infamously difficult levels in the first Halo.

06:54 – A tale of crowns and curses eternally retold!

9:46 – If you’re still wondering what we’re talking about, there’s a good video of the Taurus demon battle here.

15:58 – “This is some tedious shit” comes from this Penny Arcade comic.

18:30 – Yellow Devil was an infamously hard boss from the very first Mega Man game, frequently brought back for sequels. Basically, this giant robot could turn into a pile of boulders, or maybe a liquid. Each of these rocks or blobs would fly across the screen and the robot would reform on the other side, but you had to dodge all those rocks to get one brief chance to shoot the boss in the eye. The first game had an exploitable glitch where pausing just as you hit the boss with a certain gun would cause the hit to be registered several times, making this fight a lot easier.

21:30 – The curse status effect not only killed you, but caused you to respawn with your maximum health cut in half until you bought an expensive item to remove the curse.

22:50 – It was called the MKVI (presumably pronounced “mark six”).

22:56 – The final boss of Fallout 2 is Frank Horrigan (named for Clint Eastwood’s Secret Service agent protagonist in the 1993 film In the Line of Fire), a super mutant in power armor who serves as bodyguard to the President of the Enclave (the evil remnant of the US government).

22:34 – Lone Star are the omnipresent private police force in the Shadowrun universe.

28:07 – LISA on Steam.

29:34 – Sweet Home was actually a 1989 release for the NES, based on a horror movie by the same title. Although Resident Evil borrowed a number of elements from Sweet Home, such as the iconic door-opening loading screens, Resident Evil’s typewriter-based save system was an original invention.

30:47 – I complain more about fighting games in episode 11, Sub-Zero, Shut Up Right Now.

35:50 – This is a (somewhat nonsensical) line from Code Geass.

40:12 – Spike Spiegel is Steve Blum’s character in the brilliant and essential 1998 anime, Cowboy Bebop.

41:17 – God Hand may be the only game based on the Peter principle.

42:11 – Here I start to make a strong statement, which turns out to be, “I couldn’t get into it.”

46:51 – PK is quoting Ivan Drago from Rocky IV.

50:04 – In case you’ve never played a Fallout game post Fallout 3, V.A.T.S. (Vault-Tec Assisted Targeting System) was Bethesda’s concession to the old-school turn-based RPG combat in Fallout, Fallout 2, and Tactics. By activating V.A.T.S., you could pause the normal FPS-like gameplay, take time to choose your attacks, and get a roll for success based on your character’s stats. Normally you had limited Action Points to make attacks in V.A.T.S., but the overpowered “Grim Reaper’s Sprint” perk refilled all your AP every time you killed an enemy with a V.A.T.S. attack, making it easy to take out whole crowds of enemies in stopped time.

51:17 – From the other two Deathclaws you didn’t even know were there!

52:47 – As I mentioned, it’s worth checking out Egoraptor’s Sequelitis episodes on Castlevania:

57:32 – In the PlayStation era Tomb Raiders and the original NES Prince of Persia, precision movement was accomplished through an invisible grid, with all the character’s moves requiring a specific amount of space. Cautious, careful movement built around an awareness of the spatial relationships between, say, a walking step and a running step, was the key to survival. Starting with the Sands of Time trilogy of PS2 era Prince of Persia titles and continuing into Crystal Dynamics’ Tomb Raider reboot trilogy, the character’s jump distance is constant and the world is built around jumps of that distance. The right move for the situation will always be successful, turning the game into one of figuring out the movement puzzles.

1:03:02 – We’re talking about the “Street Fighter Stupidity” video series.

1:04:16 – I should mention that you start Castlevania: Symphony of the Night with all the best weapons and armor, and five minutes into the game Death (the character) steals them from you in a cutscene.


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