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Hello everyone! Come join us for a live Q&A watchalong!

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DF Retro: Behind the Scenes Discussion - Part 3

Support the stream: https://streamlabs.com/digitalfoundry1 Audi and John sit down to discuss the making of the PS1 DF Retro episode while checking out the first part! Patreon Exclusive Content! Find our Patreon over at http://www.digitalfoundry.net

Comments

RealTime Shade Thrower

Playing through Zelda II again (why? BECAUSE I LOVE IT! Much as I love Simon’s Quest… both sequels that I prefer to the originals. Flame away! Mind you, I haven’t given either a serious play since the SNES launched, but I SWEAR THIS IS NOT NOSTALGIA!) and noticing that enemies acted much like ambient occlusion: offscreen = poof, gone! And I must apologize now, for I’ve been thinking a bit on this (but not enough) and my question will be weaker for it. But you mentioned concepts of focus for new episodes, and perhaps something may germinate? How tech influences game design through actual constraints (WHY are enemies spawned/destroyed at screen edge? Insufficient RAM?) and how everything old is new again (e.g. ambient occlusion in 3D for aesthetics vs gameplay impact). Okay, I’m spiraling out of control… BUT ONE OF THESE DAYS I’LL WRITE SOME SENSE! You’ll see! You haven’t heard the last of me…

RealTime Shade Thrower

Also, total aside: I’m not typically someone who watches (let alone enjoys) director commentary. I really enjoyed this, though! But I suppose that might be the difference between analysis of a retrospective of technical and marketing approaches vs a movie… also, also: homogeneous (you’re welcome, Audi)