ShackCast Episode 11: Halo 3, Team Fortress 2, Hellgate: London, Crysis, Tokyo Game Show

By Chris Remo, Sep 29, 2007 10:54am PDT We're trying out publishing the podcast on Friday going forward, to better line up with how news is released. Unfortunately, we ran into numerous bizarre technical problems, hence the later-than-intended release this week. Let us know what you think of the new schedule, and keep sending your questions and comments into

Episode 11 starts off with plenty of Halo 3 discussion, followed by Team Fortress 2 impressions and Nick's highlights (and lowlights) of TGS, including Metal Gear Solid 4, Ninja Gaiden 2, and NiGHTS: Journey of Dreams.

Nick and Steve have been playing and enjoying Hellgate: London, and Remo finds out Crysis' multiplayer component is more ambitious than he anticipated. Faylor really wants Samba de Amigo on Wii, Remo likes Jam Sessions on DS, Steve and Faylor are mixed on Clive Barker's Jericho, and Retro Studios has crushed our dreams by debunking its own Metroid Dread rumors.

Play or download the podcast now, browse the episodes through iTunes, RSS, or Digg, or check out the full breakdown.

00:00: It's a song!
00:52: Halo 3 Halo 3 Halo 3 Halo 3 Halo 3 Halo 3 Halo 3 Halo 3 Halo 3 Halo 3
23:58: Team Fortress 2 Team Fortress 2 Team Fortress 2 Team Fortress 2
34:55: Nick recaps Tokyo Game Show
37:33: Metal Gear Solid 4 is super cool (Preview)
39:16: Ninja Gaiden 2 is super violent (Preview)
40:00: Nights: Journey of Dreams is super lame? (Preview)
41:58: Samba de Amigo on Wii is super unconfirmed but probably real (Story)
46:49: Hellgate: London is super awesome, say Nick and Steve
58:13: Crysis' multiplayer mode is super ambitious
66:58: Clive Barker's Jericho is super beautiful but lacking otherwise (Demo)
68:24: Jam Sessions for DS is super rad and musical
75:10: Metroid Dread is super nonexistent...thanks, Retro (Story)
78:21: Reader listener mail: how games are marketed

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24 Threads* | 76 Comments

  • Remo railed on the 'Halo' story telling style, but Halo 1's storytelling was pretty similar to half life. The story would be driven forward by really brief cutscenes, directly from the perspective of the player character, with minimal main character talking. For instance, you get to know the floaty robot character, by following him around the library, listening to him glitch out as he guides you. The introduction to the flood occurs through a found video recording, which is more "fallout 2" than "star wars".

    Master Chief's character in Halo 1 actually makes a lot more sense than Gordon Freeman. He has extremely clear motivation. His reactions aren't null: he reacts as the player would, when he trusts the floaty robot, or something mildly humorous happens, or he wants to "stick" foes with sticky grenades.

    So, if that guy had said Halo 1's story had pushed the medium forward, by creating a more cohesive and satisfying sci fi story than Half Life 2, I wouldn't complain. But his comments probably mean videogames are getting similar to blockbuster films, which is probably what Remo was talking about.

    Anywho. I like Halo 1's storytelling style.