Witchboy's Cauldron
  June 29th, 1999
System Shock 2
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i was up until 1am playing system shock 2. (and my wife made me get up at 6...i feel like death warmed over.)

but the upside is that shock 2 is the most amazing game i've played in years. it is going to be the "Dungeon Master" of 1999. it is that well executed, that clever.

last night i was sitting in a dark room, upstairs in my house, playing the game and jumping at every creepy sound. my character is finally a badass (very specialized in a couple of directions.) i think i'm like 80-90% done.

i'm not exagerating--i think this is one of the best games i've ever played.

  June 28th, 1999
Planet Riva and Deus Ex
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Voodoo from Planet Riva had some questions and i answered them.

most of my time lately has been spent with warren and chris norden, working out some design feature modifications for Deus Ex. other than that i have been playing a beta copy of System Shock 2, which is honestly one of the finest games i have ever played. sensational.

meanwhile, here's the link to Planet Riva

  June 14th, 1999
thief music
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as you probably know, i think Looking Glass Technologies is the coolest game company in the world. not just because of their awe-inspiring games, but because you can learn so much from their developers.

well, to top off their design/programming might, they also have eric brosius, sound/music engineer phenom. the Thief music was really innovate and suited to the game. the sound effects were even better. anyway, as an MP3 fan, i'd like to pass along some Thief MP3 links.

original Thief music by Eric Brosius, mixed by Dan Todd (Digital Nightfall).

Sneaksie.

TTLG.

  June 8th, 1999
U-Games DX Preview
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i haven't been updating a lot. been busy of course. soon, i promise, i'll have something cool to post here.

until then, this is a really good preview.

the U-Games DEUS EX preview.

  June 3rd, 1999
PC Paradox Interview
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the DEUS EX PCPARADOX interview.

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Travel Log - Melbourne

Freeplay 2004

GDC 2004: Emergence

Orthogonal Unit Differentiation

Systemic Level Design

Travel Log - Hong Kong

Sacrifice Review

Features Without Interface

Transcendent Moments

Half-Life review

Worlds Apart

Distinct Functions in Game Units

The Future of Game Design

 

 

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