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Stealth Boom Boom | A Stealth Video Games Podcast

Stealth Boom Boom
Stealth Boom Boom | A Stealth Video Games Podcast
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5 de 58
  • Batman Begins Review | Arkham Prototype, Scaring Goons, Acrobatic Gremlin
    In 2005, filmmaker Christopher Nolan was about to become mainstream with the first movie in his superhero trilogy. Meanwhile, a group of developers in Derby were working on a video game tie-in for said movie that wouldn’t turn out to be quite as popular. We’re taking a look at an action adventure game that was neither a precursor to a game based on The Dark Knight, nor The Dark Knight Returns. We’re talking Batman Begins.On this episode of Stealth Boom Boom, we chat a little bit about trailers that feature Batman smiling, Trailer Voice Man, and Phoenix International. We also look at how important it was for this to be an interactive version of the movie in almost every way, as well as a cavalcade of celebs: a disinterested Morgan Freeman, a bloodthirsty Cillian Murphy, anbemused Michael Caine, and a Christian Bale that thinks all this video game stuff is a complete waste of time.Here are some of the things you’re gonna hear us chat about in our review: the first glimpses of many things that would become staples in the Arkham games; instilling fear in your enemies by interacting with very specific parts of the environment; goons dropping their guns when they’re scared; the optic cable from Splinter Cell; an exceptionally violent inverted takedown; familiar punching and kicking, as performed by a more acrobatic, yet less fluid Batman; the weird context-sensitive special move thing; NO BATARANG BUSINESS; climbing things with 70% arm and 30% leg; bonus Game Boy Advance opinions; a lack of yellow paint; training in the Himalayas; driving the tumbler around Gotham like it’s a Burnout game; dingy rooms illuminated by beams of light coming through blinds; restrictions vs limitations; being rewarded(?) with clips from the film in between levels; odd differences in the narrative; Gary Oldman’s absence; and a lockpicking minigame that’s the same every single time.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Batman Begins is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Deus Ex on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS🎧 Subscribe to Stealth Boom Boom🌤️ Stealth Boom Boom on Bluesky🐦Stealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
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  • Haunting Ground Review | Dog Bonding, Dark Themes, Dodging Pursuers
    Imagine a game so successful that during the making of it, you actually end up coming up with three games. That’s what Capcom did when they were prototyping Resident Evil 4. They got that, they got Devil May Cry and they also got the game we’re talking about on this podcast. We’re going back to 2005 to take a look at a survival horror that didn’t get quite as many sequels as those other series just mentioned. We’re talking Haunting Ground.On this episode of Stealth Boom Boom, we chat a little bit about the much better Japanese name of DEMENTO, as well as a tagline that Josh likes and doesn’t like at all. We also look at a trailer with a lot of slobbering and panting, their reasons for including a dog, and mo-capping said dog.Here are some of the things you’re gonna hear us chat about in our review: being reactive after you are definitely spotted by one of your pursuers; hiding under beds, inside wardrobes, and behind doors; Alien: Isolation; a distinct lack of fear; special hiding spots; Hewie the attack dog; fairy earrings; the sound of vase-breaking vs dog-barking; how much your bond with your pooch; German Shepherd-sized holes; some real headscratchers of puzzles; some of the flattest boss fights; shoddy glowing fireflies; Resi 4 comparisons; nice-looking maps that are a bit hard to read; a story with some heavy sexual themes, delivered through some ludicrous characters and dialogue; Manhunt; the strangely calm Fiona Belli; setting the scene via static camera angles; the looks of a late PS2 game; and a wonderful lack of loading screens. After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Haunting Ground is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Batman Begins on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS🎧 Subscribe to Stealth Boom Boom🌤️ Stealth Boom Boom on Bluesky🐦Stealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
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  • Invisible, Inc. Review | Risk vs Reward, Incognita, The Slow Chase
    After the launch of Don’t Starve, Canadian developer Klei Entertainment was on solid ground in every way. They’d put their hand to many genres and had been successful in pretty much all of them. We’re going back to 2015 (or 2013, if you want to include this game’s EARLY early access launch) when they revisited sneaking, but put a different spin on what they’d done before. We’re talking Invisible, Inc.On this episode of Stealth Boom Boom, we chat a little bit about why this game changed its name, and what stealthy aspects they could explore here that they didn’t in Mark of the Ninja. We also look at trying to enjoy the journey in difficult games, rather than just seeking the reward; and we chat about how much we enjoy early access vs its importance to devs. Here are some of the things you’re gonna hear us chat about in our review: Soliton Radar: The Game; red, yellow, and blue EVERYWHERE; peeking around corners to uncover more of the map; Monaco: What’s Yours Is Mine; a camera you don’t have full control of; a procedurally-generated table that’s just in the way; a slow and exhilarating chase; forecasting the movement of guards; five rewinds; single malt; the wonderfully-balanced and easy-to-use Incognita; Gunpoint; collections of boxy rooms with samey heists that blur together; finding the exit and then deciding what to do next; 72 hours; the auto thump; a ever-rising security level; Metal Gear Acid; breaking your pal out of their cell; an entirely irrelevant plot; some colour in character bios; and generating a campaign where a ko'd enemy stays down for 100 turns.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Invisible, Inc. is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Haunting Ground. on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS🎧 Subscribe to Stealth Boom Boom🌤️ Stealth Boom Boom on Bluesky🐦Stealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
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  • Metal Gear Acid Review | Card Battles, Withholding Info, Talking Dolls
    What do you do when you have a brand new handheld console coming out? You turn to a series that is synonymous with your home console. We’re going back to late 2004 (or early 2005… or late 2005, depending on the region you’re in) to look at a turn-based strategy spin-off. We’re talking Metal Gear Acid (or Metal Gear Ac!d, however you’re meant to pronounce that).On this episode of Stealth Boom Boom, we chat a little bit about importing a Japanese PSP as well as an American UMD, and a back of the box for the handheld’s launch window. We also look at how acid dissolves metal, fashionable acid jazz, and Colm does his longest “how does this game play?” bit ever.Here are some of the things you’re gonna hear us chat about in our review: Hitman Go; doing nothing, watching the enemy, and plotting a route; trying to figure out if a gun without a silencer is just as quiet as a gun that does have a silencer; hiding quite important things like how to view the map from an aerial view and how to shoot some weapons; chasing down a guard before the call goes through after he’s spotted you; not enough places to hide and plenty of guards to kill; failure via randomisation (and just deck management, in general); mission-critical cards; Balatro; how cost changes who goes when; controlling Snake AND Teliko; stacking buffs; the power of the XM8; mystifying decisions around movement; a game of Ludo; a story that’s nutty in a slightly different way to regular Metal Gear Solid, but told in a terribly boring way; a dramatic performance; music that’s better than you expect; and the most peculiar in-game adverts. After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Metal Gear Acid is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Invisible, Inc. on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS🎧 Subscribe to Stealth Boom Boom🌤️ Stealth Boom Boom on Bluesky🐦Stealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
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  • Thief II: The Metal Age Review | Stealth Strepsil, Sound Vibes, Robot Rising
    We’re going back into the shadows and listening out for footsteps on tiled floors, as we revisit a series that all of us enjoyed back in season 1. We’re going back 25 years to 2000 to look at a massively influential first-person stealth game. We’re talking Thief II: The Metal Age.On this episode of Stealth Boom Boom, we chat a little bit about the architecture of Meet Joe Black, co-operative thieving, and crunching to hit the release date. We also look at a trailer that Eddie Vedder (and by extension John McEnroe) would be happy with, some of the hopes developer Looking Glass Studios had for the franchise, and the closure of the studio only months after launch.Here are some of the things you’re gonna hear us chat about in our review: staying in the pitch black shadows and extinguishing flames with your water arrows; walking on carpet and shooting at tiled floors with your moss arrows; the Stealth Strepsil; the guards that never shut up; many different ways to move; new magic potions; the Scouting Orb and whether there’s a need for it; the golden rule: get behind ‘em; a glitchy romance; cameras and big robots with faces; combat is punishment for being spotted; Dishonored; praise for quick save functionality; more objectives for higher difficulties; framing a lieutenant at the local police station; Kevin Keegan; a fondness for worldbuilding rather than plot; Blood Omen 2; sarky Garrett; religious texts; Karras as played by Droopy Dog; one of the best arguments; a UI that didn’t please Josh; and a specific sound that pleases everyone.After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Thief 2: The Metal Age is a Pass, a Play, or an Espionage Explosion.For those who would like to play along at home, we'll be discussing, reviewing and dissecting Metal Gear Acid on the next episode of Stealth Boom Boom.IMPORTANT LINKS TO THINGS🎧 Subscribe to Stealth Boom Boom🌤️ Stealth Boom Boom on Bluesky🐦Stealth Boom Boom on Twitter Hosted on Acast. See acast.com/privacy for more information.
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Sobre Stealth Boom Boom | A Stealth Video Games Podcast

Colm Ahern, Josh Wise, and Adam Carroll chat about the sneakiest of interactive media: stealth video games. On each episode, the former Rock Paper Shotgun and VideoGamer critics go in-depth on one stealth / stealthy video game from history and discuss whether its stealth and its boom boom are up to snuff. Metal Gear Solid, Splinter Cell, Assassin's Creed, Dishonored and Hitman: Stealth Boom Boom covers it all. Hosted on Acast. See acast.com/privacy for more information.
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