We begin with SimCity background, and thoughts on what made such a good game out of such a mundane concept. Also a lot of tangents about Cities: Skylines, oil futures, the Big Dig, and how SimCity 2000 relates to current events.
Links:
We talk briefly about Final Fantasy 7, then head into the Fortress of Regrets. The engaging noncombat sequences, saving your friends, discovering yourself, and what it means to get the good ending.
And of course, announcing our next game, starting in two weeks!
The sequence of quests from Curst all the way back to Sigil. Also, what it means to be Lawful Neutral, what it means to be Awful Neutral, and how every game has the weird rushed portion.
The Lower Ward, Clerk's Ward, and the first trip out of Sigil, to Ravel's Maze. Also side quests, the "normal" RPG combat dungeon, and men who are on fire.
Pharod's Quest and the Dead Nations, the Alley of Lingering Sighs, and introduction to the Lower Ward. Also various discussion of whom you can and/or should kill during this segment of the game.
Introduction to a new game! We discuss the world, controls, and initial mysteries of Planescape: Torment, as we get to know our way around the Mortuary and the Hive.
The last 4 normal levels and overall thoughts on the game, as well as a brief look at the secret levels, the multiplayer, cheats, and speedruns. Also, working as an evil corporation scientist, and narrowly avoiding a lecture on the Pythagorean theorem.
Finishing the St. Petersburg arc with Archives through Train. Also, the potential energy of James's watch, the most annoying square in the game, and excessively extolling the virtues of the Nintendo Power strategy guide.
Links:
https://archive.org/details/007GoldenEyeNintendoPowerOfficialStrategyGuide/page/n99/mode/2up
Back from our illness-induced break, we revisit Goldeneye with a focus on its middle levels: Silo through Statue Park. Also: random maps in Age of Empires, "Watch? Magnet? Attract?", Sean Bean dies, and statues of Lenin.
We begin with the context for Goldeneye as a relatively unusual game that stands out from its time. Then discussion of the general game mechanics as we work through the first five levels.
GDC retrospective by Martin Hollis