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Innehåll tillhandahållet av Richard Moss. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Richard Moss eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.
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31 - Ghosts of Games That Never Were

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Manage episode 283473614 series 1952269
Innehåll tillhandahållet av Richard Moss. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Richard Moss eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.

What about the games that never make it to market? Do they have stories worth telling, or lessons worth learning? These are the ghosts of games that never were.

With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum of Play's Andrew Borman, Games That Weren't author/curator Frank Gasking, Tomb Raider superfan Ash Kaprielov, and a couple of old developer interviews, I round out season four by looking at the life and death (and afterlife) of Half-Life for Mac, Desert Bus, Citizens, and Core Design's Tomb Raider: 10th Anniversary Edition — along with the strange fascination we have with games that didn't get published.

LINKS


Thank you to my patreon supporters for making this episode possible — especially my producer-level backers Chaun Huff, Carey Clanton, Rob Eberhardt, Simon Moss, Seth Robinson, Scott Grant, Vivek Mohan, and Wade Tregaskis.

To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific or just don't want to deal through those platforms.)

Thank you also to my sponsor, Richard Bannister, for his support. You can check out his modern reimaginings of classic arcade games at retrogamesformac.com.

  continue reading

64 episoder

Artwork
iconDela
 
Manage episode 283473614 series 1952269
Innehåll tillhandahållet av Richard Moss. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Richard Moss eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.

What about the games that never make it to market? Do they have stories worth telling, or lessons worth learning? These are the ghosts of games that never were.

With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum of Play's Andrew Borman, Games That Weren't author/curator Frank Gasking, Tomb Raider superfan Ash Kaprielov, and a couple of old developer interviews, I round out season four by looking at the life and death (and afterlife) of Half-Life for Mac, Desert Bus, Citizens, and Core Design's Tomb Raider: 10th Anniversary Edition — along with the strange fascination we have with games that didn't get published.

LINKS


Thank you to my patreon supporters for making this episode possible — especially my producer-level backers Chaun Huff, Carey Clanton, Rob Eberhardt, Simon Moss, Seth Robinson, Scott Grant, Vivek Mohan, and Wade Tregaskis.

To support my work, so that I can uncover more untold stories from video game history, you can make a donation via paypal.me/mossrc or subscribe to my Patreon. (I also accept commissions and the like over email, if you're after something specific or just don't want to deal through those platforms.)

Thank you also to my sponsor, Richard Bannister, for his support. You can check out his modern reimaginings of classic arcade games at retrogamesformac.com.

  continue reading

64 episoder

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