Consortium is a unique new RPG developed by Interdimensional Games. Inspired by games like Mass Effect, Half Life and System Shock among others, what makes this game so unique is that it “obliterates the fourth wall!”
You can check out our interview and some exclusive video footage of Consortium with developer commentary below.
The fourth wall is the separation between the audience/gamer and a piece of media. Breaking the fourth wall in gaming has, for the most part, come in the form of comedy–think the Dead Pool trailers. To some this can be effective but is considered more useful as humorous moments because it can break the player’s immersion in more serious situations.
However, there have been a few more serious examples of breaking the fourth wall that aren’t humorous and actually add to the game’s immersion, while creating an entirely unique experience. “The Metal Gear Solid franchise, for example, did so and did it well, ” Consortium lead writer Steven MacMartin said. For example, in Metal Gear Solid players had to switch controller ports on the PS1 in order to defeat Psycho Mantis.
Interdimensional plans to take the idea of breaking the fourth wall in a serious way to the extreme. Consortium is based on the idea “that you are YOU” — just some person sitting at a computer in the real world given the ability to take complete physical control of field agent Bishop Six.
With an intense focus on player choice that bleeds into all the game systems, not just semi-binary dialogue trees, Consortium is a game players can completely play-through without raising a weapon at all and speak to every NPC. “There’s only one question you need to ask yourself when it comes to combat: do you want to be a cold-blooded killer or a merciful savior?”
Its all about immersion and quality over quantity here. Set in the Consortium Command Vessel, C-3800-D “ZENLIL,” the game is described as a “micro-scale, open-world environment” allowing the devs to focus on adding a lot of dynamic interaction both with the environment itself and the NPCs.
We get an inside look at Consortium in our exclusive interview with the keepers of the CONSORTIUM vision — Brothers Gregory MacMartin (Lead Designer and Producer) and Steven MacMartin (Lead Writer) below. We find out more about breaking the fourth wall and the dynamic interactive possibilities of “micro-environments” as well as Kinetic Assault Rifles and Battle Utility Suits.
Interdimensional has brought along some exclusive footage of the game today with some developer commentary showcasing the games Energy system and the C.E.A.R. weapon.
JHS: Consortium is “A new breed of role playing game that obliterates the fourth wall!” What new breed of RPG is it and what does the fourth wall mean in this case?
Steven MacMartin: Both these terms sort of go hand-in-hand. The fact that our game breaks the fourth wall so consistently is what makes it a new breed of role playing game. Another term we like to use is to say CONSORTIUM has a “meta-backbone.”
Usually when the fourth wall is broken in games, it’s done so entirely for a laugh. The Metal Gear Solid franchise, for example, did so and did it well. But try to think of a game where the concept of breaking the fourth wall has been taken seriously. I’ll bet you can’t. This is something we wanted to do with CONSORTIUM; create a game where breaking the fourth wall is an integral part of the narrative and not just a throwaway piece used for a laugh.
Our entire game is based around the concept that you are YOU (someone sitting at a computer in “our world”) and you’ve been given the opportunity to take complete physical control of another human being, from another world. That person is Consortium field agent, Bishop Six. At several points throughout our game you can outright have conversations about how you are an interdimensional traveller from another world. You can even say that you are female if you want. At one point the subject of having a girlfriend or boyfriend even comes up, and you can choose one or the other, or none. You’re asked about the Bishop’s family, about his history, his age… all of which allow some pretty wild responses. There are many, many such opportunities in CONSORTIUM where you can blow the fourth wall wide open and see where it takes you.
I would highly recommend reading the following blog post on this subject, as it perfectly describes the trouble usually found from breaking the fourth wall in video games: http://gamasutra.com/blogs/BarryConway/20130315/188600/How_is_player_immersion_affected_by_breaking_the_fourth_wall.php
JHS: Set the stage for us briefly. Where are we? What is the backstory and plot in Consortium?
Steven MacMartin: Oh boy, briefly? Backstory AND plot? That’s a tough one, but here goes. CONSORTIUM begins on December 21st, 2042 (Winter Solstice) and takes place aboard a large, quadruple decked C-3800 aircraft, codenamed “ZENLIL.” Zenlil is one of five mobile command headquarters for an organization called the Consortium.
The Consortium was first put together as a global environmental protection agency back in 2032. Since then, in ten years, they have garnered support from about 90% of the developed world and have become a militarized peacekeeping force, capable of stopping nearly any conflict either through negotiation or force where necessary. Their electrically-fed C-3800 aircraft patrol the planet and are capable of responding to any situation sometimes even faster than a country’s own military. After only a few years the power and respect garnered by the Consortium began to spread exponentially and soon they were considered so powerful that many countries began dismantling their own military in favor of Consortium protection and more peaceful endeavours within their borders. Why have a military when the Consortium can handle any major conflict that may arise? Right? Well… the question then becomes: if the Consortium is left to police the whole world then who polices the Consortium?
In CONSORTIUM you will find yourself thrown into the middle of Zenlil and at the beginning of the worst day they’ve ever seen. You are then left to weave your way through surprise attackers and an old school murder mystery, with potential allies and enemies around every corner… only to realize someone is carefully watching you and will do everything in their power to ensure that you do not survive the day…
For a more comprehensive look at the back story of CONSORTIUM please see here: http://corporate.interdimensionalgames.com/consortium/backstory/
JHS: “Rather than endlessly exploring a huge, expansive and ultimately static world, you’ll find yourself within a dynamic, bustling, interactive and alive micro-environment: the Consortium Command Vessel, C-3800-D “ZENLIL.” Can you tell us about the game’s format in terms of story progression and what a micro-environment is?
Steven: The story of CONSORTIUM is multi-layered, yet a core thread remains. We like to say that there is a core narrative that all players technically must follow, but how you get from A-Z can be a wildly different ride each and every time you play. There are so many variables, through both speech and action, which can change the progression of story and the information that you learn – it’s almost dizzying.
Most RPGs nowadays do everything they can to make their world as big and expansive as possible. But ultimately this only leaves a vast, empty landscape, peppered with NPCs (non-player characters) whose only purpose in life is to sell you stuff or serve you missions and rewards. The environment of Zenlil is a “micro-scale, open-world environment” – meaning you are given many opportunities to freely explore the plane and do whatever you want, but all this within a smaller, fully accessible and dynamic setting. Speak to every single crew member and unlock many different story threads… or don’t, and instead play the silent type whose only purpose in life is to “kick ass and take names!”
One more thing I should mention (because we’ve been asked this a lot) is that the crew members aboard Zenlil are far more realized as human beings, and this only adds to the “micro-environment.” As the story progresses and things change, the crew’s routines and actions change as well. There are no cut scenes or time lapses (unless you choose!) in CONSORTIUM; the narrative is constantly moving forward and the crew reflect this in their own actions and attitudes.
JHS: Who is Consortium field agent Bishop Six?
Steven: The simple answer? We do not know! One very important in-game element of CONSORTIUM is that it’s very difficult to learn any specific details about who Bishop Six was, before we began taking control of him. We have been warned of the possibility of a “temporal breakdown” if we were to learn any such details. However, there are several points throughout CONSORTIUM (“easter eggs” of sorts) where you can learn things about Bishop Six either through being clever in conversation, or just straight up getting lucky… but it’s never an easy thing to accomplish!
JHS: What are some of the team’s influences for Consortium? Are there any popular games that you guys draw inspiration from? If so, what are they?
The Team: Half-Life 1&2 (of course), System Shock 1&2, Knights of the Old Republic, Indiana Jones and the Fate of Atlantis, Star Ocean (Till the End of Time), Uncharted, Heavy Rain, Outcast, Mass Effect 1. One of our writers also recently booted up the original Deus-Ex and was having a blast with that.
JHS: Can you give us a general breakdown of how combat works in the game along with the various weapons and armor systems and how they can be customized?
Gregory MacMartin: First of all, combat is only triggered based off player choices. It is entirely possible to do a complete playthrough of CONSORTIUM without ever raising your weapon. But when combat does occur, we offer many different approaches to players. Characters in CONSORTIUM have two important numbers to keep track of: Health and Stamina. When someone’s health reaches 0, they die. But as health approaches 0, they also start bleeding out. Stamina represents someone’s consciousness and alertness. As stamina lowers, they will begin to shoot less accurately, become dazed, and eventually fall unconscious. The two numbers are also intertwined; when a combatants health is high, stamina will tend to recharge pretty quickly. But as health drops, stamina will either stay the same or start falling.
Our combatants are aware of their own damaged state, and will begin to lose their gung-ho attitude towards attacking as they become injured. Enemies can and will become less aggressive and lay low in cover, surrender, and even flee in terror based on their states.
The player has access to various high-tech gadgets and tools, all of which we will be going into great detail about over the course of our Kickstarter campaign. We will quickly summarize the armour and weapons for you:
Defensive tools: The player’s core armour is the Battle Utility Suit (B.U.S.) and Assault Helmet combo. The B.U.S. has “hard-point sockets” that can be outfitted with devices to enhance the player’s abilities. Examples include Deflector Shield Nodes, each of which add a protective energy shield in front of players, and Shock Absorbers, which allow players to land from great heights without incurring damage and for “super jumps,” giving players powerful world navigation abilities.
Offensive tools: The core Consortium Bishop arsenal that players will get access to at the beginning consists of the Consortium Energy Assault Rifle (C.E.A.R.), and the Kinetic Assault Rifle (K.A.R.). Both have two firing modes that can be used simultaneously. The C.E.A.R.’s primary mode is the Sonic Pulse, which can knock dozens of combatant’s stamina down to 0 in one highly charged blast. The C.E.A.R. secondary fire is the Proton Cannon, which fires individual bolts that do significant stamina damage, and some health damage as well. The K.A.R. fires lethal armour piercing rounds that are useful for shredding enemy defensive shields, as well as shock grenades that can take out enemy shields temporarily and cause stamina damage to all within the blast radius. It should be noted that the K.A.R. can fire many ammo types, so as players discover other grenades and bullets, the K.A.R. can be configured to use them.
JHS: “In addition to the more traditional, lethal weaponry, as a Consortium Bishop, you also have gear designed to incapacitate combatants. You can wage entirely non-lethal combat throughout the game, if you so choose.” Can you tell us more about the non-lethal weapons, gear and gameplay?
Gregory: The core non-lethal weapon in the game is definitely the C.E.A.R., mentioned above. It’s sonic pulse can be charged with a ton of energy, shooting out a wide pulse that can instantly render dozens of targets unconscious. Its more precise proton cannon can also be used to selectively pummel target’s stamina down to 0 very quickly. For playing the non-lethal route, it’s not just about knocking enemies unconscious, however. If a combatant has perfect health but 0 stamina, they will be unconscious for only a short period of time, and will begin to wake up soon.
The player has what is called a Personal Containment Unit (P.C.U.) that is capable of storing an enormous amount of energy. Among various other capabilities, the P.C.U. is able to deploy and power medical nanites. When used on the player, they are capable (at great energy expense) of healing medical wounds the player has incurred. However, when deployed into unconscious enemies, they are used to both stabilize (i.e. heal critical wounds) and permanently incapacitate the target. This process takes some time, during which players must stay within range of the target being incapacitated.
JHS: What is “Bishop Six Alignment” and how does it factor into the experience?
Steven: Bishop Six Alignment refers to our very own system for NPC alignment. Each and every character you can speak to in CONSORTIUM (and you can literally speak to every single character in the game, including what might normally be called the “generic enemy”) are a part of this system. Every character starts at 0 (neutral) and through both your physical choices and those in conversation, this number can go up or down. If slipping too far into the negative, a character may begin to “dislike” you. Or on the opposite end if you keep someone happy enough, they may begin to “like” you. As the game progresses, we — the script writers — can decide when to have a character trigger an Alignment response – whether that response is a different line, event, or an entirely new conversation.
JHS: Player choice and morality in games are something that many gamers have been wanting for years and, to a certain degree, developers are listening. We are seeing more and more games lean towards this kind of focus. What is so important about player choice to Interdimensional and how do you plan on setting Consortium apart from the rest?
Steven: From the ground up, player choice is a major factor in CONSORTIUM and in how the game unfolds. What is most important to realize, and what really sets us apart, is that there are no “benefits” to positive or negative alignment/choices! One choice is simply different from another. There are no “right or wrong” ways to play the game or speak to characters. We’ve never really liked that games with alignment systems on their NPCs usually treat negative alignment as a sign to “load your game because you’ve failed!” The only time we want you loading your game because of negative alignment is if you actually felt bad for saying or doing something, and want to load to make it right! It’s about your personal connection with the characters and NOT about carefully selecting the right conversation options which you think the game “wants you to pick.”
By making “negative choices” in CONSORTIUM (not only in conversation, but right down to deciding to kill someone instead of incapacitating them!) you’re not cutting off story branches, you’re only opening up different ones! Some specific examples include: perhaps you let someone die or you outright kill someone you could have incapped… Well, what if then someone else is more willing to speak to you about something important, or perhaps you end up incidentally saving a different person’s life because that first person died? There are a ton of examples like these throughout CONSORTIUM.
JHS: Other than Consortium, what games are you guys playing around the office right now?
The Team: Some of the more recent games that we’ve been playing are: The Walking Dead episodic series, the latest Starcraft expansion, X-Com, FTL and Dishonored.
JHS: Can you tell the Jace Hall readers something about the game we might not already know from the Kickstarter campaign and the pre-release material?
Steven/Gregory: Absolutely. We’ve been looking for an opportunity to talk about this. The point defence “mini-game” within CONSORTIUM. You know the cool looking image we have at the top of our KS campaign, showing Zenlil kicking some fighter butt? (Er, and maybe receiving a little damage herself!) Well… that’s not only for show but is also a part of the game. You get to whoop your own fighter butt!
Keeping in mind the footage is very rough, go ahead and look at our KS video, right at the 1:18 mark, and you’ll see what I’m talking about. This is where you have the opportunity to take complete control over Zenlil defences and can defend the ship from aerial attackers. It works similar to the old Missile Command game in that you have to defend Zenlil from multiple and simultaneous attacks, but in 3D! You have two weapons at your disposal: The point defense laser, which is traditionally used for shooting missiles out of the sky but can also be used to tear attackers to shreds… or the micro E.M.P. warhead missiles that can completely disable fighters, forcing their pilots to eject, but sparing their lives. As always, the choice to kill or incapacitate is yours.
JHS: Can you briefly talk us through what we are seeing in the exclusive footage above?
Gregory: In this video I am talking about and showcasing our Energy mechanic. Energy is the core player resource in CONSORTIUM, and managing this resource is key to your success as a Consortium Bishop. In addition to the uses I talk about in this video, the C.E.A.R. weapon that I use a few times here also draws from Utility Energy for its ammo. As part of demonstrating how Energy is used, we’re also showing off some more of our combat and A.I. mechanics, which we will get into more detail about soon.
I should note that you will notice various issues with voice-over sounds overlapping and other bugs. Yes, CONSORTIUM is still deep in development!
If you want to see our game on STEAM, please visit our Steam Greenlight page and up-vote us!
Consortium Kickstarter Campaign Video:
Award winning singer-songwriter Debbie Gibson teams up with Jace Hall for a remix of her pop hit, Electric Youth! Did Debbie Gibson predict the future with her original? Check out the redux, featuring headphones from PDP, for the answer.
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Actress Jamie Lee Curtis has a “gamer intervention” with Jace in her house. Meanwhile all Jace can do is tout how much gamer skill he has. Parody of Charlie Sheen’s “Winning” viral, music video.
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The first OFFICIAL Jace Hall Show music video that started it all, Superplaya proves, with a helping hand from a number of celebrity cameos, that video games AREN’T bad for you.
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Jace takes a very…interesting look at life at Gamepro headquarters and explores what it’s like to be an actual, video game journalist. Jace, Marti and Corey argue over the notes about the show from the network, and Marti decides to take matters into their own hands.
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Jace goes to the gym with actress/model Vida Querra to look at her butt workout. Someone has taken Jace’s parking spot and asks Corey to have the car towed off the lot, which has Sean Patrick Thomas less than pleased and Jace has a hot sauce contest with game designer Paul Steed.
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Corey, without having a job, falls asleep in the office and is subject to whatever Jace and Marti need to do to get him up. Then Jace goes to Ice-T’s house to check out Coco’s snapshots, while Ice-T wants him to convince Cliffy B to create a character for him in Gears of War.
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Hall plays House of the Dead with Keke Palmer who decides to take it to the paintball range when her and Corey the intern can’t settle their differences in the video game world. Corey continues to lose it when Todd and Jace can’t assist him with an audition.
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The Smoking Jacket guy a.k.a. Gary Graham slips further into absolute hell, as his personal videos get even more personal. Meanwhile, The Guild creator, Felicia Day continues the battle over the Baby Jesus Doll with Jace in one of the most famous duels in Jace Hall Show history.
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Gary Graham’s unreleased song about the Jace Hall Show is revealed to the world while Marina Orlova from Hot For Words deals with Gary’s old smoking Jacket. Meanwhile, Jace and Todd continue auditioning hot girls for their new assistant role – someone has to do it.
Jace and Todd run into an old friend in Stargate’s Joe Flanigan, who is still wearing Jace’s priceless original “V” costume while he’s getting coffee in Burbank. Jace once again goes inside an actual design meeting at Blizzard Entertainment, one of the biggest gaming companies in the world.
Actress Laura Vandervoort goes inside Jace’s recording studio to mess with her “V” co-star Logan Huffman. The tables are turned on Jace, when professional fighter Bob Sapp threatens to go postal on Jace for not “supporting” one of his main ideas.
Logan Huffman wants to know who is posting comments about him online and asks Jace for help. Meanwhile Joe Flanigan is caught again flirting in the V costume. Jace heads to the set of Law and Order: SVU to catch up with Ice – T and Coco and the Starcraft II team gets “rushed” by World of Warcraft Lead Designer, Jeff Kaplan.
“V” Star Logan Huffman is still trying to get to the bottom of the videos being posted online, meanwhile Hotforwords.com’s, Marina Orlova tries to describe the word “1337″. Plus, ICE-T makes an appearance and gives us an intimate, behind the scenes look at his gaming life.
Jace visits Sean Gailey at J!NX, the exclusive clothing partner of the Jace Hall Show, to check out the operations and find out where his royalty check is. Then go back to visit ICE-T, where they flip through some of his wife Coco’s most vivid bikini shots.
The hunt for the new assistant winds down as the perfect candidate seems to have shown her face, as opposed to other body parts. Jace sits down and talks shop with some of the writers at College Humor and gets an earful from the executives at J!NX.
Jace is caught off guard trying to work when Randy Jackson’s “Americass Best Dance Crew” show moves in down stairs and disrupts the office and begins to take action. Meanwhile, the guys at J!NX still want let Jace off the hook on The Jace Hall Show.
Jace tracks down “America’s Best Dance Crew” show creator and American Idol Judge, Randy Jackson to ask him to turn the music in the show down. Meanwhile, Jace gets on the horn to talk some interesting items with game designer Cliff Bleszinksi.
Marina Orlova gives Jace and Todd one last chance to get rid of the smoking jacket before she will read one more word. All the while, Randy Jackson continues his tirade against Jace and refuses to move his show America’s Best Dance Crew to a new location.
Jace tries to convince Todd that he actually handled the noise problem with Randy Jackson well, which new assistant Ashley seems to confirm for the time being. Meanwhile, Jace and Todd return to the office, where something horrible has gone wrong.
What happens when The Smoking Jacket Guy gets mad? Gary Graham can barely keep it together as he goes off on Todd and Jace about his new role. Warning: this video isn’t for small children sensitive to language and/or aspiring cameramen. We could barely keep it together with this one.
This outtake gives an unusual look at the design process behind the popular video game franchise Diablo. Jace and Todd were given exclusive access inside Blizzard Entertainment headquarters, and found some interesting things, namely, making a video game is a lot like playing darts.
An outtake of what has become one of the most iconic scenes in the history of The Jace Hall Show. Comic book legend Stan Lee can’t keep it together as he and Jace do their best to clean hot coffee off one of the most valuable comic books of all-time.
In what has to be the most anticipated staged rematch of the past century, Carl Weathers and Dolph Lundgren prepare for their epic rematch, in front of a live-studio audience at HDFILMS. This is the lead-up to proceeding episodes featuring the two film stars.
Everyone is a critic…even the writers at College Humor, who give Jace a hard time about The Jace Hall Show in this short, outtakes clip. Is the Jace Hall Show funny? Don’t ask these guys, they’ll give an answer that’s less than favorable.
Season 4 premieres with EXCLUSIVE in-game footage from the highly anticipated sequels of Duke Nukem: Forever and F.E.A.R. 3. Plus, The Old Spice Guy stops by wearing a towel and the legend himself, Stan Lee asks Jace for a huge favor – which wasn’t exactly what Jace was hoping for.
Jace scores an exclusive look at Fallout New Vegas with the designers themselves, and learns one of his arch nemesis is in the game. Jace’s visit with Stan Lee continues to take a turn for the worse, and pop celebrity Audrina Partridge stops by the office…and steps on a few feet.
Audrina Patridge (Dancing with the Stars) offers to teach Jace and Todd how to dance at the new offices, but the music seems to have thrown Todd off his rhythm causing a painful accident. Meanwhile Jace talks smack with UFC and MMA superstar Cung Le, as things start to get violent.
EA Sports MMA Star Cung Le decides to show Jace his moves in Cung’s Dojo since they don’t have a copy of the game, naturally Director Todd takes the worst of it. Tensions flare up between Jace and Stan Lee as the worst thing imaginable finally blows up before them.
Team Unicorn’s very own hottie Milynn Sarley challenges Jace to a game of Kaboom, while he and MMA fighter Cung Le ride on horses into the sunset. Also, The Jace Hall Show is given secret access at Sony Online Entertainment to get a peak at Star Wars Clone Wars.
Jace visits some of the top game reviewers at IGN, and finds out the hard way how they review some of the industry’s most popular video games. Jace is treated to a surprise when his car alarm goes off…apparently there is someone else in the neighborhood with a cooler car.
Jace takes a break from hosting and gets the chance to be interviewed on NGAME.TV – where things quickly take a sour turn for the worst. And are video games too violent? Jace talks the politics of video games with Ted Price, the CEO of insomniac games.
Jace gets invited to the “Lost Planet 2″ party and runs into “V” Star, Logan Huffman who is still upset that Jace hasn’t gotten a video of him pulled from Youtube.com yet. Jace then goes to Crystal Dynamics to talk Tomb Raider with brand director Carl Steward.
Jace manages to piss off two of the most important people in the country, Barack Obama and Jessica Chobot. The former is upset at Jace’s TV show, while Chobot doesn’t appreciate Jace crashing his set. Plus, Jace sits down and talks V with the legendary actress Jane Badler.
Jace Hall visits BioWare to check out Star Wars: the Old Republic and sees a secret Tomb Raider project. Tempers finally flare on set of Jace’s interview with NGAME TV, not before Jace has a sit down and talks with cast members of ABC’s “V.”
Jace catches up with Stargate Executive Producer, Brad Wright on location in Vancouver to get even more insider info on what has kept the Stargate franchise popular with the fans and networks for so many amazing years. Also, more Star Wars: Old Republic exclusives pop up at Bioware.
The “EPIC” Cliffy B. himself has taken up the KABOOM! open challenge on the office Atari to test if he really did put the FUN in fundamentals. Plus, Jace relives one of his lifetime dreams of doing the happy dance on the set of Stargate…much to producer Brad Wright’s dismay.
Jace witnesses nerd mating rituals at Sony Online Entertainments fanfare and visits the DC Universe Online studios, where he is met with quite a challenge. Jace also has another intimate chat with President Obama, as the latter continues to express his dismay.
Jace has decided to take advantage of his co-hosting duties at the Sony Online Entertainment Fan Faire celebration, by showing his new music video to the thousands of EverQuest players in attendance, much to the dismay of the crowd. That didn’t stop one enthusiastic guest from doing something radical.
Jace finally meets his match, getting destroyed in a game of DC Universe Online. That doesn’t stop him from rocking Vegas with Randy Pitchford from Gearbox, and venturing to Gaikai, where he learns about cloud gaming with company President Dave Perry.
Donald Faison and Jace discuss the best biblical ally to have in a fight, while Donald tries to pitch his newest show idea, he only needs a few bucks. Jace then goes to Vegas to talk Doom, Quake and some of the greatest first person shooters of all time with the guys at id Software.
The team at id Software reveals Exclusive RAGE footage, direct gameplay that only The Jace Hall Show can bring! Plus, Jace puts Sandeep Parikh, one of the stars of The Guild on the spot about his series, and just what exactly he and Todd Roy are trying to pull behind his back.
The Jace Hall Show debuts more Exclusive RAGE footage with the id Software team, but Jace isn’t satisfied with just “looking”, he wants to play and has decided to pull a runner! Then Jace and Todd decided to pwn the Goodyear blimp, getting a limited access view of Los Angeles from up above.
The Season Finale is so 1337 it just couldn’t fit into a single episode. In part 1, we take a special trip to the home of Gears of War and Cliffy B himself in North Carolina, EPIC GAMES where Jace is looking to cash in on the “favor for a favor” that Cliffy promised him.
The Jace Hall Show closes it’s 4th season with an Epic sized finale (is there any other way?) Showcased is Exclusive footage from the new Mortal Kombat game in all of its gory goodness, as well as perfectly inappropriate Duke Nukem: Forever footage in all of its “Glory”.
The Season 5 debut features Jon Heder a.k.a. Napoleon Dynamite losing a video game battle to Jace, forcing Jace to debut his “Blame It On The Game” music video (starring Fab Morvan and John Davis) that made history. Plus, we sneak into Blizzard headquarters for Diablo 3 EXCLUSIVES.
Geek Goddess Felicia Day stops by to settle an old score and try to steal something back from Todd and Jace – somehow her underwear drawer gets in the way. Plus, the I Play WoW video that grossed over 13 million views is back in the new I Play WoW redux ENTIRELY using machinima.
The fight with Felicia Day continues, as Jace gets the opportunity of a lifetime to record an ACTUAL character in Diablo 3 – it didn’t go as well as everyone had planned. Plus, Jace receives an ATARI automobile that you have to see to believe (something Todd can barely put up with).
Jace continues to struggle in his Diablo 3 voice session, causing lead designer Jay Wilson to ask for more BLOOD. The SOE team behind PlanetSide 2 offers Director Todd Roy the chance of a lifetime. Jace’s Kaboom skills are put to the test against a team of ambitious gamers.
49ers Tight End Vernon Davis visits the office to buy Jace’s T-Rex, offering a huge price! Matt Higby show Jace more from PlanetSide 2, while YTCracker and MC Lars try to get Jace to show some nerdcore skills by rapping live as Jace debuts his latest music video, “My Game Ain’t Done”.
Comic book legend Stan Lee returns and promptly destroys his ACTION COMICS #1. Meanwhile, Vernon Davis offers a HUGE offer for Jace’s T-Rex, only to have everything fall through in the end. Plus, Jace continues putting up ridiculous scores, pwning little kids in Kaboom.
Jace begins building what is undoubtedly the greatest ARCADE Machine in the history of space and time, while the much balleyhooed PlanetSide 2 trailer Todd was hired to direct debuts…to much jaw dropping. Plus, the fight continues as Thousand Pound fighter Amy Johnson kicks ass.
The Ultimate Arcade Machine is finally revealed, with pretty much every video game ever made! Get a look at Jace’s new toy and its insane features! Plus, Todd auditions a film and TV star to take Jace’s place as host of The Jace Hall Show, without Jace even knowing it.
Exclusive gameplay and all access behind the scenes look into Defiance, one of this year’s most anticipated shooters. NBA champion and celebrity actor Rick Fox makes his move to replace Jace as host, while Producer Todd makes moves on Rick’s hot sister.
Actor and NBA champion Rick Fox scores an exclusive look at the top secret Sims City game at EA. Jace then crashes Gears of War designer Cliff Bleszinski’s celebrity packed wedding – the only problem is that none of Alison Haislip, Isaiah Mustafa or Randy Pitchford will let him in.
Jamie Lee Curtis and Christopher Guest are caught committing a MAJOR gamercode violation, while NBA star Rick Fox previews a never before seen SimCity demo. Plus, if you thought the annoying orange was annoying, wait until you see what Apple’s biggest competitor has cooked up.
ATARI founder Nolan Bushnell faces off against INTELLIVISION’s Keith Robinson in the final battle of which gaming platform is better. Then actress Eliza Dushku confronts Jace, proving why he shouldn’t question a girl’s game cred, in one of the most epic rap music videos ever.
The Jace Hall Show gets an exclusive look at the hidden scandal behind why Kevin Pereira left Attack of the Show. Meanwhile, Debbie Gibson and Jace fight over Afterglow Headphones then think about making a music video together. Has Electric Youth been reloaded?