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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. As you begin to explore the idyllic surroundings, you’ll notice that there are many clues scattered about the gorgeous setting. Its atmosphere, the world and how it handles as a shooter. However, this game leaves you slap bang in the middle of a deserted Shropshire village, based in the 1980’s, where the only noise that can be heard is the buzzing bees, swaying trees and singing birds.

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.
