We are Gribble & Hebert, a mother & son who trade off choosing games for us both to play. Then we discuss our experience on a podcast. This... is that podcast.
Gribble is a senior game designer with 30 years game industry experience. She is Hebert's old mom. She is tallish, and mostly plays controller because she spent many years making console games. She is partial to AAA first & 3rd person action-adventure & co-op or match-based multiplayer games, but she can get down with a city builder too.
Hebert is a 14 year old gamer. He is Gribble's youngest son. He is the tallest person in the household. He is a mouse & keyboard player. He hasn't completed his gamer bio yet so that's all you get.
Episode 3: Half-Life Chapters 6-7-8 Notes
Offset chapter numbers, chapter count guesses, arsenal progression, enemy variety, the button locations, the blue and red pipes, no interactable highlights, the three headed boss, the two approaches to avoiding it, the giant fan, the hiding scientist, looking up answers, the table, looking up, barnacles, crouching helping mom, the revolver, ammo problems, the underbarrel grenade, the geiger counter, green radiation, the jumpscares, shotgun vs SMG, headcrab strategies, the pipe segment, the spinny cart lift segment, the problem with the operators, forced health loss , grenades, the trip mines, more mechanics vs nuanced mechanics, polish, celeste in the past, heavy playtesting, the revolver rant™, gordon specifically being really good at killing, gordon supposedly causing the resonance cascade, one way elevators, “oh sh*t” voiceline, the reactor catwalks, the twin zombies under the ladder, the dumb zombies, gribbles supposed “bug”, save scumming, the trip mines again, the power up monster, the tesla coil room, the bad routing, power switch monster chasing sequence, the side room softlock, the turntable, enemies in ladder shafts, the arena being reused is good, actually, running through danger, the fall damage height, fan shortcut, on a rails player trust, cart mechanics, bunker strategy, “proto cod mechanics”, the missile sections, the off the rail segment, flame in the flood, the satchel charges, the trapped elevator, the pit?, the box paths, the sniper nest, our favorite levels, “a certain je ne sais quoi”, chapter count, launching the rocket, the holo-globe, tf2 similarity, ammo trading, missile guy strategy.
Theme Song base:
Song: Sweet And Deep
Music by: CreatorMix.com
Episode 2: Half-Life Chapters 2-3 Notes
Half-life history, Codename Gordon, Half-life 2 and Half-life3 hype, how to get Codename Gordon, Mario’s viewpoint, how old Half-life is, games from 2012, Saint’s Row 3, Payday 2, goldsource engine, source engine, quake engine, titanfall, apex legends, engine learning, Helldivers 2 and 1 engine, Autodesk Stingray engine, latency, engine specializations, Unity’s versatility, Unreal’s consistent graphic style, Diesel engine, WASD, was-d vs wasd, wasd as a fad, rebinding, the movement, the ladder section, ladders in general, tf2 ladders, ladder swimming, wow you really read through this, the hanging scientist, npc reasons, Kirby star allies, the system interactions, “headhumpers”, faction systems, a wild Gman appeared! Getting to Gman, Gman’s role, philosophical debate, incentives, the shutter room, the vent system, save scumming, taking notes, load game dying, save scum percentage, lack of tutorial, Gordon’s experience, the 1900’s, teen and tween, operators, the HECU, we’ve got hostiles, the HECUs’ gear, mission weapon selection, SMGs, tracking vs flick aiming, console vs m&k, autoaim, H&K mp5 with m203, guns in games, gun licencing, cursed guns, product placement, the vector SMG, the rocks contract, fast and furious, games to feel guns, educational games adage, h3vr, anti-materiel rifle, how shallow the notes are, chapter 2’s hard spot, operators voices, audio disk space, disk size, the inventory system, weapon selection, box smashing, big boxes, grenade supplies, the grenade launcher on the SMG, judging in-game guns, my in-game experience, the everyman returns!, tanky as a game term, the illusion of fragility, dying, mechanical layering, operator jumpscare, street cleaners, shotguns, the “double barrel” myth, 1912 self loading shotgun, how old gribble is (again).
Theme Song base:
Song: Sweet And Deep
Music by: CreatorMix.com
Episode 1: Half-Life Chapter 1 Notes
Points covered: Acknowledgements: Tim Longo & Brett Douville's Dev Game Club, Shawn Patton’s (shawnpatton.com) FFWWDD playtest rubric, story over gameplay, hazard suit, gameplay/story integration, NPCs following you, safety in numbers, enemies not noticing the NPCs, our different story quality expectations, the games quality being thwarted by its age, file size in comparison to today, menu flashes, accessibility, unclear objectives, backtracking, no control help, weapon design making you plan, slippery movement, weapon fire modes, two primary weapons, passion project voice acting, audio in combination with video, how much hl1 pioneered, how many hl1 memes there are, trying to stop the resonance cascade, the weighted companion cube, the tortured zombie, the vending machines, physics prop floating bridges, the strange camera position, how modern the level design is, the barnacles, barnacles eating NPCs, particles of globber, the barnacle lumpy tongue curve, the extreme hitflinch, the analog horror resemblance, cats being scared of pickles, the lack of environmental interaction, air-strafing, multiple choice, games as a service, maze vs labyrinth, replayability, colorblind team members, accessibility again, arthritis, thumb flexibility, mc varieties, the chosen one, the everyman, the hazard demonstration, branching timelines, doom breaker, the melted man, the malfunctioning man, the scientist.
Theme Song base:
Song: Sweet And Deep
Music by: CreatorMix.com
gribble n hebert at gmail.com (without the spaces)