Game Under Podcast 134

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Introduction
0:00:07 Back

Trademark Banter
0:00:49 Off Topic in 60 Seconds
0:02:40 Tom Disects a List of Games Phil Wants to Play
0:05:25 Early Onset Dementia in Realtime

Final Impressions - Phil Fogg
0:10:20 Rocket League Season 2 for Switch, PC and PS4 (hands-on impressions for all)

Final Impressions - Tom Towers

0:22:15 Donut County
0:26:00 Hepburn: Katamari Damashi

Final Impressions - Phil Fogg

0:31:15 Game Dev Story for Switch

Final Impressions - Tom Towers
0:37:25 Frog Detective 1 & 2

Final Impressions - Phil Fogg
0:43:40 UNO and Battle Ship for Switch

Trademark Banter
0:44:45 Magic: The Gathering - Where are the Games?

Final Impressions - Tom Towers
0:47:00 The Gardens Between

Feature: Discussion on Capitalism
0:53:37 Epic vs. Steam

News
0:57:45 Sony VR
1:06:00 Oculus Quest 3 and Tom's Quest 2 Update

First Impressions - Phil Fogg and Tom Towers
01:07:52 Super Hot for PC

News
01:31:46 Nintendo Direct
01:30:00 Stubbs the Zombie & Zombie Games Development

End of Show
01:36.12 That's it for Video Game Content

Transcript

WEBVTT

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Tom: Hello and welcome to Episode 134 of The Game Under Podcast.

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Tom: I am your host, Tom Towers, and I am joined by one, Phil Fogg.

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Phil: Phil Fogg.

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Phil: Hey, everyone.

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Phil: Welcome to the show.

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Phil: Tom, thanks for coming back.

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Tom: You dragged me kicking and screaming, but I am here.

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Phil: We have a big show, not a big show, like a four and a half hour long show, but we have a lot to talk about this week, so we probably don't have time for Trademark Banter.

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Phil: But was there anything that you wanted to get out of the way before we get into some of the hottest games at the moment and the latest news?

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Tom: Well, we have to mention, I think, two of probably the most enticing Trademark Banter subjects that the listeners may miss out on.

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Tom: One of them is the top five Bible stories and on the possibility that anyone read the book reviews that I post a while, if you can call those articles book reviews, I did want to point out something about the rhetoric which I was using in my commentary on The Bell Curve as it may have otherwise appeared somewhat interesting.

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Tom: And another one was which is one might wonder what this is doing on a game podcast, but this sort of discussion reached the mainstream and in a big way, more to the point in a discussion among enthusiasts as opposed to a discussion among people doing political posturing or academics.

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Tom: And that is objectification, the male gaze and the fear of political content, as well as virtue signaling and pandering.

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Phil: Oh yeah, well, virtue signaling is something that comes into my mind quite a fair bit the last couple of days.

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Phil: Not for any particular reason or anything, but we talked about it before and you kind of said, oh no, you're wrong, virtue signaling isn't, you can't be critical of it.

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Tom: Well, no, I pointed out you were misusing the term and were referring to something else.

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Tom: I've forgotten what exactly the pedantic point I was making then.

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Tom: But we still may indeed have an interesting discussion on virtue signaling itself.

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Phil: Excellent, well, and a less heady topic, and this would probably be a feature rather than trademark banter.

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Phil: I've got a series, it will not surprise you that I have a series, I have a program on my phone where I list things.

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Phil: I list things that I've got to do, those things I've got to read, list things I've got to play.

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Phil: I'm gonna go through my list of games that for whatever reason, at some point while I'm walking around, I've decided, hey, I should really play this game.

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Phil: And then you just give me a quick, just yes, no, like, no, don't do it, Phil, or yeah, do it, or I haven't heard of it, or I've heard it, and yeah, it's a great game.

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Phil: So in no particular order, these are the games that I've got on my current to playlist.

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Phil: Are you ready?

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Tom: Yes.

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Phil: Okay, Monster, the original Monster Hunter for PlayStation 2.

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Tom: Yes.

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Phil: Spiritfarer, you heard that, it's a pretty hip game.

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Tom: Don't think I've heard of that.

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Phil: Spiritfarer, oh yeah, it was a pretty, it was up there for game of the year nominations for some sites last year.

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Phil: Good job.

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Tom: Well, that sounds like it might be a job simulator.

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Phil: Yeah, it's a work simulator.

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Phil: I thought you'd suggested it to me.

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Phil: Oh, this is good, Teardown.

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Phil: Have you seen this physics-based game?

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Tom: It actually looks very interesting.

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Phil: Yeah, and it actually prompted me, that was one of the things that prompted me to upgrade my PC when I realized that I wouldn't be able to play it.

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Tom: So, hopefully it's running better on AMD cards now because a while ago, when we first discussed it on the podcast, it was only running well on Nvidia cards.

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Phil: That's right.

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Phil: And this is a Voxel's physics kind of game where you're destroying things in interesting ways.

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Phil: And it's in alpha right now.

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Phil: So, I haven't really, I think that early access rather, like ruins games, ruins gaming experiences, but I much prefer just to play the game when it's finally out.

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Phil: There is no game.

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Tom: I thought you were making a comment on Teardown there.

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Phil: No, no, that's the name of the game.

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Phil: You haven't heard of that one either?

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Tom: I don't think so.

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Phil: Hotshot Races.

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Tom: Yes.

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Phil: Yep, but that's on my wish list.

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Phil: No One Lives Forever for PlayStation 2.

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Tom: Definitely.

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Phil: Chronicles of Riddick.

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Tom: Definitely.

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Phil: Breakdown.

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Tom: Maybe.

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Phil: You remember that one?

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Phil: That was, I think, a Namco first-person beat-em-up?

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Tom: I think so.

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Phil: Yeah, yeah.

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Tom: Or was it the third-person one?

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Phil: No, it's the first-person one.

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Tom: It's a first-person and third-person Riot game.

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Phil: No, no, no.

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Phil: Breakdown is a first-person game developed in Japan, and I stopped playing it back when I had it for the Xbox.

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Phil: I still have it for the Xbox, because it makes me nauseous.

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Phil: But it's one of the backward compatible games for the Xbox.

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Tom: I was thinking of something else, but I do remember this.

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Phil: Oh, yeah, you're thinking of Breakdown.

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Phil: Yeah, or Crackdown.

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Phil: Crackdown.

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Tom: No, not Crackdown, not Breakdown.

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Tom: I can't really call the name of it.

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Tom: But, um, gone.

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Phil: There was a game I thought called Breakdown for the Genesis and Super Nintendo that was a separate game.

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Phil: It was like a top-down action RPG.

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Phil: No, I think that was called Crackdown.

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Phil: Good talk.

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Phil: Kingdom Hearts?

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Phil: Unreal Tournament.

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Tom: Which one, just Unreal Tournament?

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Phil: Unreal Tournament, yeah.

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Tom: Yes.

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Phil: Um, I had mixed results with that one.

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Phil: It's available on Steam, but I'm not sure how well it plays, and I haven't got, or if people are playing it online.

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Phil: Um, though it's okay with bots, anyway.

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Phil: Um, I wanted to replay all the EDF games, Earth Defense Force games, that I haven't played yet.

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Tom: All of them?

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Phil: Mm-hmm.

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Tom: All of them, I assume for like five seconds each.

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Phil: No, no, the whole thing.

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Tom: Because they're very long.

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Phil: Nino Kuni.

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Tom: No.

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Phil: And Nino Kuni 2, I own them both.

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Tom: Yes.

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Phil: Yeah.

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Phil: Everybody's Golf.

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Tom: Yes.

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Phil: Skitties, Cities Skyline.

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Tom: No.

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Tom: Skitties Skyline, though, yes.

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Phil: Pillars of Eternity.

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Tom: No.

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Phil: Castlevania Symphony of the Night, for the PlayStation.

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Tom: Yes.

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Phil: Mask with a Q, M-A-S-Q.

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Tom: M-A-S-Q-U-E.

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Phil: Maybe.

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Tom: Or just M-A-S-Q.

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Phil: I've written down M-A-S-Q.

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Tom: Well, then I don't know.

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Phil: I don't know.

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Phil: Shadow Man.

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Tom: Yes.

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Phil: Zone of the Enders.

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Tom: Yes.

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Phil: Virtua Tennis.

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Tom: Yes.

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Phil: Vagrant Story for the PlayStation.

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Tom: Definitely.

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Phil: The Original Manhunt by Rockstar.

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Tom: Absolutely.

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Phil: The Sims.

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Tom: Yes.

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Tom: You have to play Manhunt using a microphone.

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Phil: Microphone, yeah.

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Phil: The Sims.

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Phil: And that must mean I want to go back and play the original Sims, not the current Sims, I think.

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Tom: Definitely play the original.

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Phil: Lost Odyssey.

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Tom: Yeah, no.

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Phil: Yeah, I agree.

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Phil: Vib Ribbon.

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Tom: Absolutely.

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Phil: Yeah, I've had that for the PlayStation 1.

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Phil: Mobile Light Force 2.

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Tom: I don't know what that is.

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Phil: It's on the PlayStation 2.

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Phil: You've got to look up the cover while I tell you the rest of the games.

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Phil: Mobile Light Force 2.

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Phil: Everyone else look it up as well.

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Phil: It's an outstanding cover.

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Phil: Space Channel 5.

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Tom: Obviously.

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Phil: Tokyo Jungle.

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Tom: I remember this cover.

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Phil: Yeah.

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Phil: Yeah.

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Phil: And guess what sort of game it is.

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Tom: A shmup.

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Phil: It is.

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Phil: It is a great cover.

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Tom: Definitely play Tokyo Jungle.

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Phil: Yeah, I don't know how you even get it or if it's sustainable anymore.

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Tom: I think it used to be available only on the Japanese PSN store.

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Phil: You're digging the list cause I'm almost done.

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Tom: Sure.

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Phil: It's a good list.

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Phil: Vanquish.

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Tom: Yes.

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Tom: Haven't you played Vanquish?

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Phil: I have, but I thought it was time to go back to it.

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Phil: Metal Gear Solid, the original.

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Tom: Definitely.

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Phil: God Hand on PlayStation 2.

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Tom: Of course.

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Phil: And X-Files, the game for the original Xbox.

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Tom: Absolutely.

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Phil: Now, how do you know about X-Files?

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Tom: Was that only, well, maybe I'm thinking of a different one cause I'm thinking of an X-Files game for the PlayStation.

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Phil: No, I think it's the same.

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Phil: It's got the, it's got David Duchovny and the lady in it.

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Tom: So, and it's like a point and click adventure game in the sense of Myst.

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Phil: Yeah, yeah, but yeah, pretty much.

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Phil: I've only played the first 10 minutes of it, if that, so.

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Tom: Then we may be thinking of the same game.

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Phil: So anyway, that's a hell of a list.

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Tom: Using photograph backgrounds?

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Tom: Okay, then fuck that.

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Tom: No, throw it in the bin.

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Tom: Find the superior PlayStation X-Files game and play that instead.

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Phil: Okay, all right.

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Phil: So that's my list, and the good news is I have all of these games, except for the ones that haven't been properly released yet, like Teardown.

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Tom: And the bad news is you will not be playing any of them.

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Phil: Probably not, in the next year or so.

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Phil: Well, I play a bunch of endless games, which is totally unfogged, but that's what I've been doing lately.

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Phil: Do you want to go into one of the games, or do you have any more Trademark Band-Aid or Bandy about?

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Tom: Well, I believe you have been playing Rocket League Season 2.

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Phil: Yes, I have.

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Tom: Is that a sequel, so to speak?

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Phil: Well, Rocket League, the original game, was released back in 2015.

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Phil: I could not believe that.

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Phil: And I initially played it on Steam PC using a controller, and I paid good money for it.

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Phil: It's one of the only times I've actually bought DLC.

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Phil: I downloaded the DeLorean from Back to the Future, which is my favorite car in that game.

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Phil: And then I went and bought it because it was cheap for the PlayStation 4 and never opened it, and popped it in the other day, and it's like, oh, we've got to download something.

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Phil: Now, that's when I remembered that in 2019, the developer Psionics got bought out by Epic Games, and they've basically given it the Fortnite treatment.

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Phil: So it's now a free-to-play game.

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Phil: So you can play this on pretty much anything.

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Phil: You can play it on...

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Phil: I've downloaded it for Switch, PlayStation 4.

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Phil: I haven't downloaded it for Xbox yet, and I'm playing it on PC, and I'm pretty much playing it every day.

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Phil: So it is free-to-play, and it's free-to-play even if you don't subscribe to the online components of that system.

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Phil: So if you don't have Xbox Gold or PlayStation Live or whatever it's called, then you can play it online for free.

00:11:59.260 --> 00:12:02.780

Phil: And you can link your account between the whole three.

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Phil: So you have to get an Epic Games account, which most of us would have anyway, because you're downloading the free games that they give out.

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Tom: Unless you're boycotting them because you're insane.

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Phil: Yeah, because you're insane.

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Phil: So it's not so much a sequel as an evolution.

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Phil: So basically it's a one gig download per platform.

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Phil: It's the exact same size on every platform, which tells you something.

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Phil: And like I said, I've been playing this every day, either on Steam or on Switch or on PlayStation 4 and unlocking trophies.

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Phil: The DLC doesn't carry over.

00:12:40.140 --> 00:12:42.700

Phil: Well, sorry, most DLC will carry over.

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Phil: Licensed DLC will not.

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Phil: And your experience also carries over from platform to platform.

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Phil: So you have a unified account where you can play the game anywhere.

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Phil: And I hadn't been playing this since 2015, 2016.

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Phil: And an incredible thing has happened.

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Phil: I've actually got good at the game.

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Phil: Like I'm enjoying it because I'm scoring.

00:13:08.420 --> 00:13:13.000

Phil: And I mean, I don't have to describe what Rocket League is.

00:13:13.040 --> 00:13:20.540

Phil: If you're listening to this podcast, you obviously have been exposed just by secondhand knowledge what Rocket League is if you're not already playing.

00:13:22.240 --> 00:13:25.100

Phil: Yeah, with remote control cars that are rocket powered.

00:13:25.460 --> 00:13:29.440

Phil: And the ball is the same size as the vehicle that you're driving.

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Tom: Or several times larger.

00:13:32.780 --> 00:13:34.660

Phil: No, maybe, yeah.

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Phil: Probably about three times the height of a car.

00:13:37.580 --> 00:13:40.760

Phil: And Cionics, I was looking up the gameography before the show today.

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Phil: Talk about a blessed existence.

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Phil: They had three games that were cancelled.

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Phil: Then they brought out two games for PlayStation 2.

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Phil: One of which was called Supersonic Acrobatic Rocket Powered Battle Cars.

00:13:57.960 --> 00:14:01.160

Phil: Which obviously was the forerunner for Rocket League.

00:14:01.720 --> 00:14:04.900

Phil: They released a couple of iOS and Android games.

00:14:05.780 --> 00:14:08.940

Phil: And a game called Whizzle, which I couldn't find any information on.

00:14:09.380 --> 00:14:12.040

Phil: And then they came out with Rocket League in 2015.

00:14:12.200 --> 00:14:23.180

Phil: And a large part of what made Rocket League success was it was one of the very first games that PlayStation was giving away for free with their online subscription.

00:14:25.260 --> 00:14:28.000

Phil: You know, they were giving away other games, but usually they were older games.

00:14:28.020 --> 00:14:37.960

Phil: But it was the first time that a game had launched on PlayStation and had as a part of their online subscription service and got massive press as a result.

00:14:38.000 --> 00:14:41.980

Phil: And, you know, four years later, they're bought out by Epic.

00:14:42.000 --> 00:14:46.460

Phil: And this is still essentially the only game they've ever made that they've had any success with.

00:14:47.020 --> 00:14:54.060

Phil: And I think it was also the subject of Danny O'Dwyer's first Noclip documentary, which you watched.

00:14:54.080 --> 00:14:57.160

Tom: It was, and it was unfortunately all downhill after that.

00:14:57.500 --> 00:15:11.160

Phil: Yeah, I mean, Noclip, actually, I meant to tell you, Noclip has a great interview with one of the guys involved with Sirius Sam 4 and the developer thereof.

00:15:11.240 --> 00:15:12.460

Phil: It's not Cry Team, is it?

00:15:13.580 --> 00:15:14.200

Tom: Crow Team.

00:15:15.180 --> 00:15:29.720

Tom: So, well, advertise, sorry, doing a tourist ad for Croatia, I think, would naturally be much more interesting than most of the places that they're advertising usually on Noclip.

00:15:29.740 --> 00:15:30.220

Phil: That's true.

00:15:30.680 --> 00:15:33.880

Phil: But that was just a podcast, so I'd encourage people to...

00:15:33.900 --> 00:15:36.200

Tom: Top five bars in Zagreb.

00:15:37.420 --> 00:15:37.940

Phil: Perhaps.

00:15:38.200 --> 00:15:39.220

Phil: I think they do cover that.

00:15:39.260 --> 00:15:44.540

Phil: But it is a good interview, particularly if you just want a little bit more insight behind the team behind Serious Sam.

00:15:45.080 --> 00:15:52.520

Tom: And if you want to know what nightclub to go and where when you take your trip to Croatia.

00:15:52.840 --> 00:15:57.120

Phil: Serious Sam 4 is definitely on my to-buy list.

00:15:58.000 --> 00:15:59.340

Phil: I just haven't got there yet.

00:16:00.040 --> 00:16:00.340

Phil: But...

00:16:00.940 --> 00:16:03.040

Tom: It had a rocky launch, to say the least.

00:16:03.340 --> 00:16:03.760

Phil: Did it?

00:16:04.000 --> 00:16:04.400

Tom: Yes.

00:16:04.600 --> 00:16:05.320

Phil: Like, technically?

00:16:05.920 --> 00:16:15.660

Tom: Yes, technically, and I don't know if this has continued, but there was also quite a bit of criticism on the campaign itself as well.

00:16:16.320 --> 00:16:16.760

Phil: Okay.

00:16:17.360 --> 00:16:18.440

Phil: I'm still interested.

00:16:18.460 --> 00:16:24.040

Phil: Serious Sam 3, to me, was one of my favourite first-person shooters when I was playing it.

00:16:24.720 --> 00:16:30.140

Phil: And I'd like to put my new graphics card to the test as well, which I'm sure that they push.

00:16:33.200 --> 00:16:37.780

Phil: So, yeah, so Rocket League Season 2 isn't really a sequel.

00:16:37.800 --> 00:16:51.680

Phil: It's more of a coming out party for what Epic has turned the game into, which is a free-to-play game where you're lightly encouraged to buy downloadable, you know, skins.

00:16:51.700 --> 00:16:52.020

Phil: Content.

00:16:52.340 --> 00:16:53.560

Phil: Content skins like that.

00:16:53.880 --> 00:16:58.260

Tom: And as before, the DLC makes no difference, I assume?

00:16:58.560 --> 00:16:59.960

Phil: No, it's purely cosmetic.

00:17:00.540 --> 00:17:06.000

Phil: And boy, I wish I could drag my DeLorean into those other versions because you can't buy them.

00:17:06.020 --> 00:17:11.100

Phil: Like the store, unless I'm missing something, is kind of limited.

00:17:11.120 --> 00:17:13.240

Phil: You can't just like go in there and buy what you want.

00:17:13.260 --> 00:17:15.400

Phil: They've got things that they're featuring.

00:17:15.860 --> 00:17:24.600

Tom: So does that mean although you can connect your account to different consoles, your DLC doesn't carry over?

00:17:24.600 --> 00:17:26.720

Phil: No, your DLC definitely carries over.

00:17:27.240 --> 00:17:31.800

Phil: It's just licensed DLC, like Back to the Future Star Wars, whatever.

00:17:32.620 --> 00:17:36.360

Tom: Sorry, isn't necessarily available on all of them?

00:17:36.400 --> 00:17:46.900

Phil: Yeah, because the licensing agreement for the DeLorean I bought in 2016 was obviously intended solely for the PC and not something that carries over.

00:17:48.480 --> 00:17:57.880

Phil: But the game itself, the physics itself, everything is just basically the same except the backbone, like the network backbone is brilliant.

00:17:59.260 --> 00:18:03.800

Phil: One of the things I remember in the last podcast, I couldn't remember the other change that made to my PC.

00:18:03.820 --> 00:18:07.480

Phil: I've actually got it wired to Ethernet now, which makes a massive difference.

00:18:08.540 --> 00:18:12.040

Phil: Yep, but all my consoles are still on Wi-Fi.

00:18:14.200 --> 00:18:16.600

Phil: And they deal with the latency quite well.

00:18:16.740 --> 00:18:18.120

Phil: You can always find a game.

00:18:18.920 --> 00:18:21.980

Phil: I play competitive, but you can also just play unranked.

00:18:22.500 --> 00:18:27.180

Phil: And there's a ton of different modes that I haven't fully explored, even a basketball mode.

00:18:27.200 --> 00:18:31.700

Phil: So if you haven't played Rocket League for a while, I mean, it's completely free.

00:18:31.700 --> 00:18:34.760

Phil: It's still a very compelling gameplay experience.

00:18:36.260 --> 00:18:43.300

Phil: And my memories of it when I was playing it before, it was like watching four-year-olds play soccer, which essentially it is.

00:18:43.320 --> 00:18:45.640

Phil: It's a bunch of people just following the ball around.

00:18:46.600 --> 00:18:58.760

Phil: But if you apply some soccer or football fundamentals and hold back and wait and position yourself so that you're ready for a pass at the right time, you can have great success.

00:18:58.780 --> 00:19:00.420

Phil: And that's what I've been doing with it.

00:19:00.500 --> 00:19:12.580

Phil: So I'm not saying by any stretch, I'm in the top million players, but it is at least enjoyable now to be able to control the ball, kick some goals and having a lot of fun with it.

00:19:13.620 --> 00:19:16.320

Phil: Have you played Rocket League recently or at all?

00:19:16.460 --> 00:19:20.140

Tom: I have not played Rocket League for a very long time.

00:19:20.160 --> 00:19:28.580

Tom: I think I reviewed it originally, but since around that time, I have not played it, no.

00:19:29.180 --> 00:19:33.160

Phil: Yeah, look, as someone, I'd encourage you to hop in and give it a try.

00:19:34.160 --> 00:19:36.860

Phil: You can team up too with people on your list.

00:19:37.020 --> 00:19:41.700

Phil: Your friends list is also something that travels with you over the platform.

00:19:42.100 --> 00:19:44.780

Tom: What I would ask is, how is the matchmaking?

00:19:44.800 --> 00:19:55.620

Tom: Because the thing that put me off it was reviewing it, it actually grew a little bit after the first release as it started to blow up.

00:19:55.700 --> 00:20:06.620

Tom: And when it started to blow up was when I lost interest in it because with the massive influx of new players, the matchmaking was awful.

00:20:06.880 --> 00:20:22.160

Tom: And in my experience, you pretty much always ended up on either a team where everyone was competent or a team where everyone was totally and utterly incompetent to the point where it did not matter what you were doing.

00:20:22.400 --> 00:20:27.860

Tom: So whether you were winning or losing, there was pretty much never a close match.

00:20:27.880 --> 00:20:43.440

Tom: And the only occasions where you did have something that was even was if rather than one team being stacked with competent players, you had one competent player or two competent players on either team and everyone else was totally and utterly incompetent.

00:20:43.940 --> 00:20:51.420

Phil: I think you'll enjoy it because they have like a casual mode where it's unranked and that's basically exactly what you're describing.

00:20:52.000 --> 00:20:55.020

Phil: It's a good place to go to hone your skills and things like that.

00:20:56.060 --> 00:20:59.000

Phil: But you're going to get matched up with pretty much anyone who's around.

00:20:59.020 --> 00:21:05.040

Phil: The other thing too that they've brought over with the Epic now that they're part of the Epic family is that they've got lots more servers.

00:21:09.300 --> 00:21:10.820

Phil: But in the ranked mode, it's better match me.

00:21:10.840 --> 00:21:12.780

Phil: In the ranked mode, you can do doubles.

00:21:12.840 --> 00:21:14.460

Phil: You can have three on a side.

00:21:15.780 --> 00:21:23.960

Phil: And in the competitive, in the non-competitive mode basically, if someone drops out of the game, they'll funnel someone right in straight away.

00:21:24.920 --> 00:21:33.640

Phil: In the competitive mode, if someone drops out and you're playing on a three-person team, in the ranked mode, it's now a two on one.

00:21:35.720 --> 00:21:41.140

Phil: And it does affect your rank if you drop out too much and all the rest of it if it's not bandwidth related.

00:21:41.620 --> 00:21:47.920

Phil: So, you know, I think you'd really enjoy the ranked matches once you get your skill set back up again.

00:21:49.100 --> 00:21:51.680

Phil: Because they are really good games.

00:21:51.700 --> 00:21:53.520

Phil: I've had several games go into overtime.

00:21:53.600 --> 00:21:56.180

Phil: I've had leads swap backwards and forwards.

00:21:57.760 --> 00:22:00.500

Phil: Yeah, and it's been a compelling gaming experience.

00:22:00.500 --> 00:22:03.020

Tom: So that's good to hear.

00:22:03.280 --> 00:22:03.540

Phil: Yep.

00:22:04.900 --> 00:22:06.300

Phil: It's pretty much all I have to say about it.

00:22:08.280 --> 00:22:12.560

Tom: Well, I have several very short games that I've played recently.

00:22:13.280 --> 00:22:15.320

Tom: One is a combination of two games.

00:22:15.340 --> 00:22:17.800

Tom: That is Frog Detective 1 and 2.

00:22:18.400 --> 00:22:20.280

Tom: Another is The Gardens Between.

00:22:20.440 --> 00:22:22.400

Tom: Another is Donut County.

00:22:23.100 --> 00:22:25.120

Tom: And there's also Lara Croft Go.

00:22:28.020 --> 00:22:30.500

Phil: The game I'm most interested in is Donut County.

00:22:30.640 --> 00:22:35.400

Phil: It is a game that I have perpetually confused in my mind with A Night in the Woods.

00:22:35.880 --> 00:22:37.260

Phil: Do you know why that would be?

00:22:37.380 --> 00:22:38.920

Phil: Was it released around the same time?

00:22:38.940 --> 00:22:40.140

Phil: Is there something similar about it?

00:22:40.160 --> 00:22:44.520

Phil: A Night in the Woods was, I think, our 2017 game of the year.

00:22:48.400 --> 00:22:50.980

Phil: So what is it about Donut County?

00:22:51.340 --> 00:22:54.080

Phil: I don't know anything else about it other than I know it's an indie game.

00:22:54.540 --> 00:22:56.440

Tom: Well, they are both indie games.

00:22:56.920 --> 00:23:00.300

Tom: So I would say they're not really aesthetically similar.

00:23:00.380 --> 00:23:05.140

Tom: This is, unlike Night in the Woods, basically a puzzle game.

00:23:05.160 --> 00:23:09.980

Tom: So I suppose Night in the Woods could also be seen as a puzzle game, maybe.

00:23:10.880 --> 00:23:12.020

Phil: Does it have cute animals?

00:23:12.560 --> 00:23:14.040

Tom: Yes, it does have cute animals.

00:23:14.280 --> 00:23:15.240

Tom: So maybe that's why.

00:23:15.680 --> 00:23:18.180

Phil: Did they investigate a strange murder mystery?

00:23:19.160 --> 00:23:22.040

Tom: Well, they are sort of investigating a mystery in a sense.

00:23:22.320 --> 00:23:24.080

Phil: Okay, well there's a lot of similarities.

00:23:24.100 --> 00:23:28.540

Tom: So maybe there are more similarities than first meet the eye.

00:23:28.700 --> 00:23:34.120

Tom: The real mystery is working out the similarity between the two games, perhaps.

00:23:34.240 --> 00:23:36.880

Phil: Does the game involve a possum-related body of water?

00:23:38.580 --> 00:23:40.460

Tom: A possum-related body of water?

00:23:40.820 --> 00:23:43.880

Tom: Yes.

00:23:43.920 --> 00:23:44.760

Tom: I don't think so.

00:23:44.780 --> 00:23:50.660

Phil: Okay, because that was what you described the name of the town in Night in the Woods.

00:23:50.680 --> 00:23:54.300

Phil: You couldn't remember the name of the town, but you said it was a possum-related body of water.

00:23:54.320 --> 00:23:55.380

Tom: What was the name of the town?

00:23:55.700 --> 00:23:56.160

Phil: I don't know.

00:23:56.180 --> 00:23:58.880

Phil: It's like Possum River or Possum Creek or Possum Lake.

00:23:59.080 --> 00:24:00.340

Tom: Possum Springs, maybe?

00:24:00.360 --> 00:24:01.920

Phil: Possum Springs, that's what it was.

00:24:02.420 --> 00:24:04.060

Phil: Some possum-related body of water.

00:24:04.460 --> 00:24:04.880

Phil: Anyway.

00:24:06.540 --> 00:24:09.980

Phil: Yeah, so Donut County, what platforms is it on?

00:24:10.000 --> 00:24:11.060

Phil: What platform did you play it on?

00:24:12.060 --> 00:24:15.620

Tom: I played it on Xbox Game Pass.

00:24:15.860 --> 00:24:26.140

Tom: It is also on, I think, mobile phones, Mac, PlayStation 4, Nintendo Switch, Xbox One and PC.

00:24:26.160 --> 00:24:28.360

Tom: So pretty much everything.

00:24:30.700 --> 00:24:33.160

Tom: And it is a puzzle game, as I said.

00:24:33.180 --> 00:24:36.260

Tom: It's basically a physics-based puzzle game.

00:24:36.740 --> 00:24:37.600

Tom: You are...

00:24:38.660 --> 00:24:44.840

Tom: Essentially, the story is you are working as a donut delivery driver.

00:24:45.860 --> 00:25:02.800

Tom: In a sense, it's a better cyberpunk game than Cyberpunk 2077, as you will find out as the game's story unfolds and becomes something of a corporate conspiracy, as well as a science fiction theme.

00:25:04.140 --> 00:25:16.660

Tom: But you are basically a donut deliverer, and the donut making company that you're working for is run by raccoons.

00:25:17.280 --> 00:25:27.480

Tom: Their understanding of donuts is that donuts are holes, and in this case holes in the ground, which collect rubbish.

00:25:28.100 --> 00:25:46.240

Tom: As you are going along, you are essentially controlling a hole on the ground that you move around, and as you collect more and more rubbish, the hole grows so that you can take up even larger items.

00:25:46.240 --> 00:25:55.440

Tom: So you might begin picking up bricks at the beginning of the level, then you will be picking up things like stoves and then eventually entire buildings.

00:25:56.780 --> 00:26:01.500

Phil: So this is a Katamari Damashi rip-off?

00:26:03.080 --> 00:26:11.280

Tom: Obviously it appears to be the case, but Katamari Damashi is as much about momentum and rolling around, isn't it?

00:26:12.140 --> 00:26:19.620

Phil: Yeah, but you know, you're starting with something and you're accumulating rubbish to it or detritus around the place.

00:26:20.020 --> 00:26:27.320

Tom: It's definitely inspired by Katamari, but I wouldn't say that it was ripping it off.

00:26:27.680 --> 00:26:34.020

Phil: You know, Katamari Damashi, don't you love it when white guys try to speak Japanese?

00:26:34.040 --> 00:26:35.140

Tom: Katamari Damashi.

00:26:35.180 --> 00:26:36.100

Phil: Tom Damashi.

00:26:37.940 --> 00:26:41.220

Phil: I forgot that its original name in Japan was Hepburn.

00:26:41.920 --> 00:26:43.260

Phil: Katamari Damashi.

00:26:44.580 --> 00:26:46.660

Phil: That's its name, which means clump spirit.

00:26:47.940 --> 00:26:49.240

Tom: Katamari Damashi.

00:26:49.700 --> 00:26:50.820

Phil: Katamari Damashi.

00:26:51.880 --> 00:26:52.540

Phil: Hepburn.

00:26:53.560 --> 00:26:54.720

Phil: Ah, Katamari Damashi.

00:26:55.180 --> 00:26:56.940

Phil: You know, I don't know.

00:26:56.960 --> 00:27:03.120

Phil: The aesthetics of that were ripped off by Ben and Jerry, or they ripped off Ben and Jerry's, with the cow and the green.

00:27:03.560 --> 00:27:09.980

Tom: Shouldn't we also add that Katamari Damashi translates to clump spirit.

00:27:12.360 --> 00:27:13.140

Phil: Please enjoy.

00:27:15.860 --> 00:27:22.200

Phil: So, Rocket, Donut Hole is the name of, no, Donut County is, how is it a puzzle game?

00:27:22.820 --> 00:27:26.660

Phil: So, it must not be like Katamari Damashi Hepburn.

00:27:27.020 --> 00:27:48.940

Tom: Can I just ask, by the way, when you say it was originally called Hepburn, well, you're looking on Wikipedia, and where it has the Romanisation of the Japanese name, it says Hepburn referring to the style of Romanisation that is being used, not the title of the game.

00:27:48.960 --> 00:27:49.540

Phil: Do you think so?

00:27:50.200 --> 00:27:50.560

Tom: Yes.

00:27:51.860 --> 00:28:02.140

Tom: If you highlight Hepburn, you'll see Hepburn Romanisation is the most widely used system of Romanisation for the Japanese language.

00:28:03.100 --> 00:28:03.780

Phil: No, no, no.

00:28:03.980 --> 00:28:07.420

Phil: So you're telling me that all video games in Japan are called Hepburn?

00:28:07.440 --> 00:28:08.080

Phil: Correct.

00:28:08.220 --> 00:28:10.880

Phil: Hepburn, Metal Gear Solid.

00:28:12.760 --> 00:28:13.320

Tom: Exactly.

00:28:13.340 --> 00:28:15.260

Phil: Oh man, I did not know that.

00:28:15.380 --> 00:28:17.940

Phil: So in Japan, all video games have to start with Hepburn.

00:28:18.380 --> 00:28:18.880

Tom: That's right.

00:28:18.900 --> 00:28:21.840

Tom: It's a very orderly society, as we all know.

00:28:21.860 --> 00:28:25.700

Phil: In here, I thought it was like a reference to the old actress.

00:28:27.000 --> 00:28:27.300

Tom: No.

00:28:27.620 --> 00:28:30.760

Phil: Because they have that coffee, which is a reference to...

00:28:32.100 --> 00:28:32.780

Phil: What's his name?

00:28:32.880 --> 00:28:36.740

Phil: You know, the American author Hemingway?

00:28:37.320 --> 00:28:38.640

Tom: Yes, Ernest Hemingway.

00:28:38.700 --> 00:28:42.960

Phil: Yeah, what's the name of the coffee that has the Hemingway on the logo?

00:28:43.340 --> 00:28:47.640

Tom: I'm proud to say I do not know, and I would never drink shit like that.

00:28:47.780 --> 00:28:53.240

Phil: Well, it's come to Australia now, so you will have the opportunity, just like you had the opportunity to drink Mountain Dew.

00:28:55.080 --> 00:28:58.540

Phil: You just keep going there with your donut hole, and I'll look it up.

00:28:58.960 --> 00:29:07.860

Tom: So basically, you are growing your hole so that it is able to be penetrated by larger and larger objects.

00:29:08.460 --> 00:29:33.260

Tom: And it's more enjoyable for the amusing nature of what's occurring than the actual gameplay, because although it's a puzzle game, it really is, with the exception of a few levels where there are puzzles, that you basically just have to pick up the small items first and then the larger items later.

00:29:33.280 --> 00:29:36.400

Tom: So there's not really much puzzle-solving involved.

00:29:36.420 --> 00:29:54.340

Tom: But the whole raccoon donut delivery service and the destruction of the town through their donut delivery system is, I think, amusing enough that it carries the game to be enjoyable until the end.

00:29:56.780 --> 00:29:58.540

Phil: So obviously you paid free for it.

00:29:58.880 --> 00:29:59.380

Tom: Correct.

00:30:02.760 --> 00:30:09.940

Tom: I think it's like $20 on Steam, which is a bit steep given that it is extremely short.

00:30:10.640 --> 00:30:16.020

Tom: But if something is $20 on Steam, that means in reality it's $5.

00:30:16.480 --> 00:30:18.300

Tom: So I think that's reasonably priced.

00:30:18.700 --> 00:30:23.380

Phil: Yeah, and we probably already own it on the itch sale of the century anyway.

00:30:24.320 --> 00:30:26.980

Tom: I looked on there and I think we do not, unfortunately.

00:30:28.300 --> 00:30:34.460

Tom: And that may well be because it was originally, I believe, a mobile phone game.

00:30:36.280 --> 00:30:48.340

Phil: I didn't hear how long the game was, if you did mention it, because I was looking up the Ernest Hemingway Coffee Brand out of Japan, and it's Suntory Boss, which anyone who's played Yakuza would recognize.

00:30:49.140 --> 00:30:51.360

Tom: They need to stick to their liquors.

00:30:53.000 --> 00:30:54.920

Phil: Yeah, yeah, so Suntory.

00:30:55.260 --> 00:30:58.140

Phil: So would you say it's a Phil Fogg game?

00:30:58.160 --> 00:30:59.500

Phil: Would Phil Fogg enjoy this game?

00:30:59.980 --> 00:31:04.680

Tom: I think Phil Fogg would enjoy it for at least a brief period of time.

00:31:05.200 --> 00:31:06.680

Phil: Okay, all right, fair enough.

00:31:06.860 --> 00:31:12.660

Phil: I'll tell you a game that I have enjoyed for a long period of time, and people are going to go, this is old, it's an old game.

00:31:13.060 --> 00:31:17.540

Phil: But it has been released on a new system, and that is Game Dev Story.

00:31:17.560 --> 00:31:18.960

Phil: Now, do you remember this story?

00:31:18.980 --> 00:31:21.920

Phil: It was by Kyrosoft, which is a Japanese developer.

00:31:22.260 --> 00:31:27.140

Phil: It was their very first game, and it hit big on Android.

00:31:27.160 --> 00:31:35.520

Phil: It was one of the few games that I actually bought on Android and played on my phone.

00:31:35.540 --> 00:31:41.580

Phil: Kind of like a 2D 8-bit, 16-bit aesthetic to it, where you are the person...

00:31:41.680 --> 00:31:50.340

Phil: It's a management game, where you're making decisions about games and releasing them and what genre it is and advertising and all the rest of it.

00:31:50.360 --> 00:31:51.140

Phil: Do you remember this game?

00:31:51.180 --> 00:31:51.780

Tom: Yes, I do.

00:31:51.800 --> 00:31:57.660

Tom: If it had been released after Papers, Please, it would be known as a job simulator.

00:31:58.040 --> 00:31:59.640

Phil: Yeah, well, it's a management sim.

00:32:00.720 --> 00:32:02.540

Phil: And you enjoyed it, as I recall.

00:32:03.040 --> 00:32:04.020

Tom: I don't think I played it.

00:32:04.400 --> 00:32:05.460

Phil: Oh, it is great.

00:32:05.740 --> 00:32:06.340

Phil: It is great.

00:32:06.360 --> 00:32:10.080

Phil: It's now available on Switch, which is what I've been playing it on.

00:32:10.660 --> 00:32:23.600

Phil: And it is hilarious to me because, as I said, you start out with a three-person studio and you basically decide to make a game for a certain platform.

00:32:23.620 --> 00:32:27.760

Phil: Well, for the PC, you don't have to pay a licensing fee, so you start out making games for the PC.

00:32:28.500 --> 00:32:30.740

Phil: So you have to pick the genre and then the theme.

00:32:31.520 --> 00:32:36.140

Phil: And different genres and themes are more commercially cost-mort or not to make.

00:32:36.160 --> 00:32:42.540

Phil: So if you want to make a shooter and have it be an animal theme, you got to steer away from that.

00:32:42.560 --> 00:32:45.300

Phil: So maybe for your first game, you make like an animal puzzle game.

00:32:46.660 --> 00:33:08.540

Phil: And what is hilarious about it, if you're into gaming at all and gaming culture, as you go, you'll find yourself making mistakes, just naturally making mistakes that you've seen companies make in our hobby time and time and time again, like overspending, where you shouldn't be overspending or a new game console comes out.

00:33:08.740 --> 00:33:16.900

Phil: And as these new game consoles come out, they are very thinly veiled versions of real life consoles.

00:33:17.280 --> 00:33:22.580

Phil: So when the Virtual Boy comes out, you know not to buy the license to develop for that because it's going to be a flop.

00:33:23.580 --> 00:33:31.260

Phil: But when the Nintendo Entertainment System comes out, even though it's going to cost your studio a lot of money, you know you can invest in that.

00:33:33.100 --> 00:33:36.380

Phil: And you get to name the games and you go through the whole development cycle.

00:33:36.400 --> 00:33:40.320

Phil: You have to basically decide how to plot your resources.

00:33:40.340 --> 00:33:45.220

Phil: So you get a certain number of beads, if you will, to put into each category.

00:33:45.540 --> 00:33:46.700

Phil: So do you want to make it fun?

00:33:46.720 --> 00:33:47.860

Phil: Do you want to make it approachable?

00:33:47.880 --> 00:33:49.500

Phil: Do you want to make it really well polished?

00:33:50.800 --> 00:33:52.860

Phil: And you go through these cycles with these games.

00:33:53.040 --> 00:34:07.920

Phil: And, you know, it is eminently fun and enjoyable and funny also because, like I said, you'll find yourself making the same mistakes that you've seen occur in our industry time and time and time again until you finally figure it out.

00:34:08.520 --> 00:34:13.240

Phil: And then you're swimming in cash, and then you develop hubris, and then you lose money.

00:34:13.260 --> 00:34:15.760

Phil: But none of this is written into the game.

00:34:16.140 --> 00:34:20.180

Phil: It's your own, you know, it's like the fun with Skyrim or the old school games.

00:34:20.340 --> 00:34:24.240

Tom: Can you make money and simultaneously ruin your reputation?

00:34:25.560 --> 00:34:26.300

Phil: Yes, you can.

00:34:26.320 --> 00:34:29.260

Phil: And you can also release buggy games.

00:34:29.400 --> 00:34:37.040

Phil: So you can release games, if you're running out of money, you can release games with them not in a finished state, but then make up for it through advertising.

00:34:37.320 --> 00:34:41.820

Phil: But you can only do that a certain number of times before the public catches on to you.

00:34:43.560 --> 00:34:46.340

Phil: So, yeah, and ultimately guess what?

00:34:46.360 --> 00:35:00.380

Phil: The success for releasing very popular games is to spend a lot of money on writing, music, sound effects, graphics, and ultimately you can get your own hardware engineer so you can develop your own console.

00:35:01.080 --> 00:35:01.960

Phil: I haven't got there yet.

00:35:02.900 --> 00:35:05.000

Phil: There's trade shows, there's award nights.

00:35:06.160 --> 00:35:15.720

Phil: And then the funniest thing was you can invest in your own people, like send them on experiences, so that they can come up with different genres and different ideas.

00:35:16.900 --> 00:35:27.580

Phil: And so, ultimately, the audience was getting sick of the fact I kept making all these robot races and robot shooters.

00:35:27.700 --> 00:35:31.840

Phil: So like RoboShot was my robot game.

00:35:32.600 --> 00:35:37.520

Phil: Kill Drone, in the PlayStation 2 era, I started making a robot shooter called Kill Drone.

00:35:38.040 --> 00:35:38.980

Phil: Kill Drone 2.

00:35:39.980 --> 00:35:42.920

Phil: And the most fun for me in this game is coming up with the names.

00:35:43.680 --> 00:35:44.280

Tom: I can tell.

00:35:44.780 --> 00:35:46.160

Phil: Then I noticed there was a...

00:35:46.540 --> 00:35:48.300

Phil: I think my RoboRacer was called.

00:35:48.320 --> 00:35:50.100

Phil: It was like RoboCart, I think.

00:35:51.440 --> 00:35:53.420

Phil: After you go through all these genres, I was like, you know what?

00:35:53.640 --> 00:35:54.480

Phil: We've got enough money.

00:35:54.500 --> 00:36:00.920

Phil: I'm going to make a story-based simulation game.

00:36:01.960 --> 00:36:03.880

Phil: And I called it Teen Tales.

00:36:04.540 --> 00:36:04.900

Phil: Right?

00:36:06.140 --> 00:36:11.000

Phil: Because I'm like, this anime just spent so much money on graphics and so much money on advertising.

00:36:11.020 --> 00:36:15.140

Phil: And Teen Tales became such a massive franchise for me.

00:36:15.160 --> 00:36:16.380

Phil: I had spin-off games.

00:36:16.480 --> 00:36:19.680

Phil: So then I'd do lifestyle golf games.

00:36:19.700 --> 00:36:23.640

Phil: And so that was Teen Tales Golf, Teen Tales Kart.

00:36:24.160 --> 00:36:30.220

Phil: So I had this whole exploitative franchise going for quite a while.

00:36:30.360 --> 00:36:32.080

Phil: And those were my best sellers.

00:36:33.620 --> 00:36:39.340

Phil: I started using booth babes when we went to game shows, like Game Expos, you know.

00:36:39.480 --> 00:36:44.800

Phil: So I got a real feel for what it was like to be running a video game company.

00:36:44.880 --> 00:36:45.760

Phil: And on the Switch...

00:36:45.880 --> 00:36:50.920

Tom: Did you play it for 14 hours a day per week?

00:36:51.460 --> 00:36:52.420

Tom: Seven days a week, I mean.

00:36:52.440 --> 00:36:57.460

Phil: Yeah, we did have some crunch and then we released Cyber Robo 2077.

00:36:57.480 --> 00:36:59.880

Phil: Yeah, and that didn't work out too well.

00:36:59.880 --> 00:37:03.680

Phil: But you'd be happy to know I did release a sequel to The Order 1886.

00:37:04.060 --> 00:37:04.460

Tom: Excellent.

00:37:05.180 --> 00:37:06.960

Phil: Called The Order 1887.

00:37:08.080 --> 00:37:08.600

Phil: It did well.

00:37:09.000 --> 00:37:09.560

Phil: It did well.

00:37:10.340 --> 00:37:12.200

Phil: But yeah, no, it's a fun game.

00:37:12.200 --> 00:37:16.900

Phil: And so if you're looking for an excuse to play it again, it is affordable on Switch.

00:37:17.580 --> 00:37:20.760

Phil: And the translation to Switch is really well done.

00:37:22.100 --> 00:37:23.900

Phil: So yeah, I've thoroughly enjoyed that.

00:37:25.200 --> 00:37:26.300

Phil: But what's what you said?

00:37:26.420 --> 00:37:28.800

Phil: Some of these other games that you've been playing are pretty short as well.

00:37:31.160 --> 00:37:34.300

Phil: Is Frog Detective 1 and 2 the sequel to Frog Fractions?

00:37:35.080 --> 00:37:37.200

Tom: No, I think they're unrelated, unfortunately.

00:37:38.220 --> 00:37:42.980

Tom: That is an Australian game made in Melbourne, that I believe.

00:37:43.000 --> 00:37:45.400

Tom: And it is...

00:37:46.320 --> 00:38:01.900

Tom: I find the title to be slightly misleading, because while you are technically playing as a detective, and the story sets up that you are solving a mystery, and in a sense you are.

00:38:01.920 --> 00:38:05.160

Tom: There isn't really any sort of detective gameplay, for instance.

00:38:05.180 --> 00:38:11.200

Tom: You are given a magnifying glass in both Frog Detective 1 and 2.

00:38:11.620 --> 00:38:19.320

Tom: And you could whip it out to magnify things, but you never actually need to use it at any point during the game.

00:38:20.440 --> 00:38:22.580

Tom: So it's called Frog Detective.

00:38:22.820 --> 00:38:31.400

Tom: You have a magnifying glass to look for clues that is one of the only mechanics other than talking to people and moving around.

00:38:31.840 --> 00:38:38.160

Tom: And yet it is not used for any puzzle solving.

00:38:38.840 --> 00:38:40.720

Phil: I think I saw this game on Twitter.

00:38:42.540 --> 00:38:44.260

Phil: Grace Buxner developed it.

00:38:45.120 --> 00:38:48.460

Phil: So it's a single developer that did it.

00:38:48.840 --> 00:38:49.400

Phil: I assume.

00:38:49.420 --> 00:38:50.400

Phil: I'm sure she had help.

00:38:50.780 --> 00:38:51.060

Tom: Yep.

00:38:51.080 --> 00:39:05.560

Tom: She was the director and writer and I think the former writer for Hyper, who also did the music for Untitled Duck Game or Goose Game.

00:39:05.560 --> 00:39:06.220

Tom: What's it called?

00:39:06.240 --> 00:39:07.420

Tom: Is it Untitled Goose Game?

00:39:07.460 --> 00:39:07.700

Phil: Yeah.

00:39:07.720 --> 00:39:08.420

Phil: Untitled Goose Game.

00:39:08.440 --> 00:39:08.660

Tom: Yep.

00:39:08.680 --> 00:39:24.000

Tom: He did the music for both games and the soundtrack is an excellent mix of amusing smooth jazz with a slightly noir bent.

00:39:24.340 --> 00:39:29.860

Tom: I think there may also have been a programmer as well, but she was the director and writer.

00:39:30.800 --> 00:39:31.320

Phil: Okay.

00:39:31.340 --> 00:39:41.600

Phil: I just see just by searching for her on the web, she did a top 10 list on Giant Bomb, so she must be someone that has good PR or people are paying attention to.

00:39:42.780 --> 00:39:44.140

Phil: She did a top 10 list for them.

00:39:44.180 --> 00:39:48.560

Phil: The only game she played in 2020 was Animal Crossing, which won all of her top 10.

00:39:49.700 --> 00:39:55.900

Phil: So now the aesthetic of it is like a paper cut type thing, sort of like South Park kind of thing by the look of it.

00:39:55.920 --> 00:39:57.420

Phil: Pretty similar to Donut King.

00:39:58.060 --> 00:40:03.700

Tom: I think that's your go-to description of anything that is an indie game.

00:40:04.180 --> 00:40:07.680

Phil: No, no, no, no.

00:40:07.700 --> 00:40:09.760

Phil: But it does look like Donut King, doesn't it?

00:40:10.260 --> 00:40:14.420

Phil: Here I go, I'm just listing all my favourite donut shops from LA.

00:40:14.440 --> 00:40:15.240

Phil: Donut County.

00:40:15.840 --> 00:40:20.900

Tom: Well, it certainly looks more like Donut County than South Park, to say the least.

00:40:22.680 --> 00:40:35.400

Tom: But the main thing about the graphics, which should be immediately apparent from any screen shots, is the characters are very charming and endearing.

00:40:35.920 --> 00:40:56.580

Tom: And it is essentially a walking simulator, in that the gameplay basically consists of you walking from character to character and talking to them, going through their dialogue, until they basically give you an item that you then need to take to another character to get an item from them and so on and so forth.

00:40:56.840 --> 00:41:06.360

Tom: But it remains an enjoyable experience due to the sense of humour in the dialogue, the great soundtrack and the charm of the characters.

00:41:06.380 --> 00:41:19.240

Tom: The first game, however, is definitely superior to the second because there's a subplot in it about an upcoming dance battle which ties in to the mystery in a very amusing manner.

00:41:19.640 --> 00:41:27.260

Tom: And it ends with a hilarious hip hop inspired dance battle at the end.

00:41:27.280 --> 00:41:47.920

Tom: No doubt from the childhood of the developers, both the writer of the soundtrack and Grace Buxner, judging by their ages and interest in hip hop films of that era in Australia.

00:41:48.620 --> 00:42:00.360

Tom: And in the sequel to Frog Detective, while it ends with a dance battle, unfortunately a dance battle is not written into the main mystery or story.

00:42:00.380 --> 00:42:08.500

Tom: So it's not really as impactful a dance ending climax as in the original, unfortunately.

00:42:09.680 --> 00:42:10.920

Phil: It certainly looks enjoyable.

00:42:10.980 --> 00:42:11.940

Phil: Is it a short game?

00:42:12.640 --> 00:42:16.980

Tom: Yep, I think they're both well under an hour.

00:42:17.420 --> 00:42:21.260

Phil: Okay, and the first one came out in 2018.

00:42:21.260 --> 00:42:23.000

Phil: It's like six bucks on Steam.

00:42:23.000 --> 00:42:25.460

Phil: I've just added it to my wishlist, so I don't forget about it.

00:42:26.680 --> 00:42:28.080

Phil: And you found this through Steam?

00:42:29.140 --> 00:42:29.740

Tom: Yes, I did.

00:42:29.760 --> 00:42:30.840

Tom: No, actually, no.

00:42:30.860 --> 00:42:35.080

Tom: I got that from a humble choice, I think, possibly.

00:42:38.520 --> 00:42:43.160

Tom: And it is interestingly published by the Super Hot company.

00:42:44.000 --> 00:42:51.640

Phil: Yeah, I was going to mention that later on, but I thought this only thing that Super Hot had done was Super Hot.

00:42:53.300 --> 00:43:01.460

Tom: Unfortunately, they've also done Super Hot Mind Control Delete, and I played this after playing Super Hot Mind Control Delete.

00:43:01.480 --> 00:43:13.280

Tom: And when I saw that pop up, I have to say I may be biased against the sequel due to my fury and rage that that aroused in me.

00:43:14.220 --> 00:43:15.360

Phil: What rage?

00:43:16.860 --> 00:43:18.860

Tom: Aimed at Super Hot Mind Control Delete.

00:43:19.640 --> 00:43:20.780

Phil: That's the VR game?

00:43:22.160 --> 00:43:23.980

Tom: No, Super Hot VR is the VR game.

00:43:24.000 --> 00:43:24.560

Tom: That's great.

00:43:24.720 --> 00:43:29.260

Tom: Super Hot Mind Control Delete is the non-VR sequel to Super Hot.

00:43:29.400 --> 00:43:31.160

Phil: Yeah, which is apparently pretty crap, right?

00:43:31.960 --> 00:43:32.300

Tom: Yes.

00:43:33.260 --> 00:43:38.200

Tom: We'll be getting into detail on that in a podcast with Gargan, I believe.

00:43:38.960 --> 00:43:39.780

Phil: All right, very good.

00:43:40.460 --> 00:43:43.120

Phil: Look, a quick game that I played in just an update.

00:43:43.440 --> 00:43:50.200

Phil: I've given a review on the site for You Know, the card game on Switch, and my main criticism of it was there's not enough players.

00:43:50.220 --> 00:43:51.060

Phil: Well, guess what?

00:43:51.080 --> 00:43:52.100

Phil: There's enough players now.

00:43:52.180 --> 00:43:56.420

Phil: So that criticism is taken away.

00:43:56.920 --> 00:43:57.880

Phil: And yeah, it's good.

00:43:57.900 --> 00:43:58.880

Phil: It's an enjoyable game.

00:43:59.300 --> 00:44:01.080

Phil: They could certainly do some more with it.

00:44:01.100 --> 00:44:07.120

Phil: They've turned it into something that's got a lot of DLC, skins and the like.

00:44:07.140 --> 00:44:17.380

Phil: But another board game that I found on the Switch was, you can tell I've been on holiday, I downloaded a bunch of games to play portably, was Battleship by Hasbro.

00:44:18.220 --> 00:44:25.280

Phil: There's a very simple version of the classic board game available on Switch.

00:44:25.880 --> 00:44:27.120

Phil: And it's effective.

00:44:27.140 --> 00:44:28.700

Phil: I mean, you can play it the classic style.

00:44:28.860 --> 00:44:30.580

Phil: You can play it online against other people.

00:44:30.580 --> 00:44:32.180

Phil: You can always find someone.

00:44:32.240 --> 00:44:33.520

Phil: It's not a problem at all.

00:44:34.760 --> 00:44:39.960

Phil: And they've also got a more advanced mode, which has some bells and whistles, which are kind of cool as well.

00:44:40.140 --> 00:44:43.800

Phil: So I was shocked, however, everywhere.

00:44:43.820 --> 00:44:45.300

Phil: The lack of Magic the Gathering.

00:44:46.220 --> 00:44:55.660

Phil: I know you're not a Magic the Gathering player, but with the new PC upgrade that you instigated, I've been playing my PC a heck of a lot more.

00:44:56.500 --> 00:44:59.780

Phil: And I said, hey, you know, maybe I can play some Magic the Gathering.

00:45:00.420 --> 00:45:06.740

Phil: Unless I'm doing something completely wrong, there's no new Magic the Gathering card game.

00:45:07.760 --> 00:45:11.060

Phil: There's certainly not one on the Switch, which is what I really wanted.

00:45:11.380 --> 00:45:17.980

Phil: And on the PC, there seems to be nothing having been done for the last couple of years, which is baffling to me.

00:45:18.420 --> 00:45:22.340

Phil: It seems to me like this should be on mobile, it should be on Switch, it should be everywhere.

00:45:22.360 --> 00:45:26.360

Phil: It's just maybe the barrier to entry for most people is not there.

00:45:26.380 --> 00:45:32.360

Phil: Maybe the people that actually play Magic the Gathering look down their nose at, you know, digital versions of it.

00:45:32.900 --> 00:45:37.680

Phil: But to me, this should be something that is done and easily accessible.

00:45:37.700 --> 00:45:41.420

Phil: And if any of our listeners, if I am missing something, please let me know.

00:45:42.700 --> 00:45:44.760

Phil: Because I'd love to play it just on PC alone.

00:45:45.520 --> 00:45:55.340

Phil: Because, you know, I don't think I'm alone in that I am an avid Magic the Gathering player, but I don't have a Magic the Gathering community in my region.

00:45:55.860 --> 00:46:00.440

Phil: And I don't know anyone who can physically come to my house and play Magic.

00:46:00.480 --> 00:46:05.800

Phil: So, you know, being able to play it online is really the only place where I could do it.

00:46:06.140 --> 00:46:08.720

Phil: And it just seems like a game that's perfect.

00:46:09.780 --> 00:46:14.420

Phil: Maybe they've just never been able to get it across the line.

00:46:14.440 --> 00:46:22.120

Phil: And I bring that up because Magic the Gathering is obviously owned by Hasbro at this point, as is pretty much everything in the toy and board game world.

00:46:23.420 --> 00:46:25.780

Phil: So, yeah, if anyone knows anything, please do let us know.

00:46:25.800 --> 00:46:31.340

Tom: I don't think there are any new Magic the Gathering games.

00:46:31.740 --> 00:46:35.100

Phil: Yeah, well, I went through my old library and you can play the old games on Steam.

00:46:35.300 --> 00:46:39.340

Phil: Some of them are not available for purchase anymore on Steam.

00:46:39.940 --> 00:46:42.420

Phil: But there's no, like, online support for them.

00:46:42.880 --> 00:46:51.840

Phil: You can just basically play against yourself, which is still enjoyable enough, but, you know, you can also play Monopoly against yourself, but it's pretty sad.

00:46:53.380 --> 00:47:00.580

Phil: So speaking of games that aren't owned by Hasbro, what's The Gardens Between?

00:47:01.360 --> 00:47:08.280

Tom: That is another Australian game, and I think also another game made in Melbourne as well.

00:47:08.740 --> 00:47:15.320

Tom: And it is a puzzle game, and unlike the other puzzle games we've mentioned, this is an actual puzzle game.

00:47:16.400 --> 00:47:22.580

Tom: And its hook is basically that you fast forward and rewind time.

00:47:22.600 --> 00:47:28.800

Tom: It's very clearly inspired by Braid, but it's not a platform like Braid.

00:47:29.220 --> 00:47:42.080

Tom: Basically, you are in circular levels, and the two protagonists always move forwards if you're progressing time, and they move backwards if you're rewinding time.

00:47:42.660 --> 00:48:14.920

Tom: And you have to figure out how to get them to the end of the level, taking advantage of this mechanic, as there are certain points where rewinding and fast forwarding time will allow you to interact with things in the levels in different manners, mainly it's based on a light and darkness mechanic, as you're attempting to get to the end of the level a light that you collect in lamps.

00:48:15.300 --> 00:48:22.280

Tom: And you can place lamps in certain areas, and the light will move forwards or backwards, depending on what you're doing.

00:48:22.860 --> 00:48:29.300

Tom: And the thus is where most of the time based puzzle solving is.

00:48:29.440 --> 00:48:38.140

Tom: There are also a few tricks with some things in the levels not being affected by the time in certain ways.

00:48:38.160 --> 00:48:54.980

Tom: So for example, water may be, if you come across a tap, if you turn the tap on by going back and forth on it, then the water will continue coming out when you pause, but the tap has been turned on, for example, as well.

00:48:55.000 --> 00:49:07.980

Tom: So there are quite a few interesting little tricks like that, and there's also darkness, plumes of darkness that you can't proceed through, which you can get rid of using the light.

00:49:08.600 --> 00:49:22.380

Tom: And you will also encounter lamps, not lamps, little boxes that you can place the lamp on that move through the level backwards and forwards when you're moving time.

00:49:22.760 --> 00:49:35.000

Tom: If you need to get lamp into a certain, your lamp into a certain area where the light is going to end up, or you need to get the light somewhere that you can't access to get rid of some darkness and things like that.

00:49:36.000 --> 00:49:38.760

Tom: So as a puzzle game, it's quite interesting.

00:49:38.760 --> 00:49:43.960

Tom: Most of the puzzles are very simple, but it's still quite enjoyable to solve them.

00:49:43.980 --> 00:49:50.700

Tom: The big problem with it is that the fast forwarding and rewinding is really slow.

00:49:52.120 --> 00:49:58.040

Tom: So it's a short game, like maybe one to three hours, depending on how quickly you solve the puzzles.

00:49:58.420 --> 00:50:12.080

Tom: But if you could fast forward and rewind at a reasonable speed, it would probably be literally half that or maybe two-thirds at the most in terms of length.

00:50:12.220 --> 00:50:23.120

Tom: So that does add a layer of frustration and friction in the bad sense of the term to it.

00:50:23.540 --> 00:50:27.000

Phil: So aesthetically it looks kind of like Katamari Damashi.

00:50:27.320 --> 00:50:29.460

Tom: I think it looks much more like South Park.

00:50:29.620 --> 00:50:32.960

Phil: And Wind Waker, more like Wind Waker.

00:50:32.980 --> 00:50:36.480

Phil: But you're also manipulating common household items.

00:50:37.600 --> 00:50:39.460

Phil: Visually it looks very impressive.

00:50:40.940 --> 00:50:47.480

Phil: But in terms of gameplay, to me it kind of evokes Brothers Meets Braid.

00:50:48.440 --> 00:50:50.720

Phil: Do you see where I'm coming from with that?

00:50:50.940 --> 00:50:58.340

Tom: Well, it evokes Brothers just because there are two protagonists that you are having to deal with.

00:50:58.520 --> 00:51:00.640

Tom: And they move simultaneously.

00:51:00.660 --> 00:51:05.920

Tom: Though often they are split down different paths, depending on what you're doing.

00:51:06.220 --> 00:51:08.100

Tom: But it is unlike Brothers.

00:51:08.140 --> 00:51:10.280

Tom: It's not a walking simulator at all.

00:51:10.320 --> 00:51:13.840

Tom: It is a genuine puzzle solving experience.

00:51:14.760 --> 00:51:17.940

Phil: I love it when Steam tells me, players like you love this game.

00:51:18.320 --> 00:51:19.220

Phil: Go fuck yourself.

00:51:19.320 --> 00:51:21.120

Phil: You know, you don't know me.

00:51:22.080 --> 00:51:22.480

Phil: Really?

00:51:22.480 --> 00:51:23.040

Phil: How come?

00:51:23.060 --> 00:51:23.860

Phil: And you click on it.

00:51:24.200 --> 00:51:28.680

Phil: Similar to games you've played, Life is Strange and What Remains of Edith Finch.

00:51:30.500 --> 00:51:31.040

Phil: Interesting.

00:51:31.060 --> 00:51:33.400

Phil: I guess Life is Strange had that rewind mechanic, didn't it?

00:51:33.860 --> 00:51:34.160

Tom: Yep.

00:51:34.200 --> 00:51:41.080

Tom: And it's aesthetically very similar to Life is Strange with the emphasis on nostalgia.

00:51:42.160 --> 00:51:43.240

Tom: And what was the other game?

00:51:43.720 --> 00:51:44.320

Tom: Brain.

00:51:44.420 --> 00:51:45.000

Phil: Edith Finch.

00:51:45.200 --> 00:51:46.080

Tom: Oh, yeah, Edith Finch.

00:51:46.100 --> 00:51:54.460

Tom: Yeah, Edith Finch, I would say, definitely the narrative is, shares some similarities to What Remains of Edith Finch.

00:51:54.460 --> 00:52:04.820

Tom: I would argue that this, with its more grounded story, is ultimately slightly more poignant in its ending than What Remains of Edith Finch.

00:52:06.180 --> 00:52:10.540

Phil: It's 25 bucks on Steam, came out in 2018.

00:52:10.560 --> 00:52:14.780

Phil: That seems a bit steep for me for a game that's a few years old and is only three hours long.

00:52:15.580 --> 00:52:17.740

Phil: Just coming at it from a value perspective.

00:52:17.840 --> 00:52:18.620

Tom: $7.

00:52:19.100 --> 00:52:19.460

Phil: Really?

00:52:19.480 --> 00:52:22.760

Tom: Yeah, $7.50, 75% off around that.

00:52:23.140 --> 00:52:30.120

Phil: You might be getting the Tom Towers special treatment over there at Steam, maybe, and I'm getting the Phil Fogg treatment.

00:52:30.500 --> 00:52:34.660

Tom: I'm saying when, when it goes on sale for the Steam price.

00:52:34.840 --> 00:52:36.340

Phil: Yeah, very, yeah, I gotcha, gotcha, gotcha.

00:52:36.360 --> 00:52:37.580

Phil: Yep, very good, yep.

00:52:37.940 --> 00:52:49.180

Phil: I was surprised, too, that game that you liked, Plague, the Undertale story, Plague Untold, you know.

00:52:49.360 --> 00:52:50.440

Tom: With the ridiculous title.

00:52:50.720 --> 00:52:51.800

Phil: You know the game, Plague.

00:52:51.800 --> 00:52:52.880

Tom: A Plague story?

00:52:53.060 --> 00:52:54.160

Phil: A Plague story, yeah.

00:52:54.600 --> 00:53:00.220

Phil: Well, there was a Steam sale, like the Winter Steam sale, and it was like, oh yeah, you can buy this for $18.

00:53:00.240 --> 00:53:02.060

Phil: I'm like, yeah, actually, that's a pretty good price.

00:53:02.700 --> 00:53:05.260

Phil: It's, when Steam has sales, they're real sales.

00:53:05.280 --> 00:53:17.660

Phil: I know that's no breaking news or anything, because like, a couple of games I missed out on that I didn't pull the trigger on, silly games too, like the horrible, very horrible PlayStation 2 era game, Flat Out.

00:53:17.900 --> 00:53:19.920

Phil: They offered it to me the other day for $2.50.

00:53:19.940 --> 00:53:20.960

Phil: I'm like, nah, yeah, I'll pass.

00:53:21.800 --> 00:53:23.160

Phil: And now I go back to buy it.

00:53:23.180 --> 00:53:24.300

Phil: It's like $14.50.

00:53:24.320 --> 00:53:25.780

Phil: I'm like, you gotta be kidding me.

00:53:25.800 --> 00:53:33.320

Phil: I guess they, you know, they get enough people just buying it periodically throughout the year that it's worth it for them.

00:53:33.340 --> 00:53:37.700

Phil: But I just figured if they had it at like $3.50 the whole year, they'd sell more.

00:53:37.720 --> 00:53:40.660

Phil: But Steam has all that figured out for everyone.

00:53:40.680 --> 00:53:43.420

Tom: They're only bested by Epic with their coupons.

00:53:44.780 --> 00:53:59.340

Tom: While we're on the topic of Epic and Steam, by the way, I've got a question for you because the prevailing economic theory of pretty much any economic orthodoxy is that monopolies are a bad thing.

00:53:59.800 --> 00:54:18.940

Tom: I think Epic versus Steam is a great example of competition, but a huge number of people are infuriated that the Steam monopoly has some genuine competition from someone who is attempting to do the same thing in the market rather than find niche.

00:54:19.920 --> 00:54:56.740

Tom: So it's interesting that while the prevailing economic orthodoxy is that by everyone that monopolies are bad, consumers often very much love monopolies and arguably Netflix, when it was basically a streaming monopoly, had an infinitely superior library and both the majority of orthodoxies all actually have arguments for their own versions of monopolies and why they're superior, even though they do not like to call them monopolies.

00:54:56.760 --> 00:55:05.720

Tom: So it seems that what the consumer wants, including in gaming, especially in gaming, arguably is a monopoly.

00:55:06.660 --> 00:55:21.460

Phil: Well, consumers want convenience, as we've discussed before, but moreover than that, I think collectors want consistency and people who buy video games, they want a consistent experience, they want their library all in one place.

00:55:22.120 --> 00:55:25.220

Phil: That's probably what's going on there, I would feel.

00:55:26.140 --> 00:55:29.080

Tom: So in this case, a monopoly is better for the consumer?

00:55:29.700 --> 00:55:30.540

Phil: Yeah, I think so.

00:55:32.200 --> 00:55:38.820

Phil: And certainly, you know, if you look at the socialist paradox, it's obviously almost uniformly more efficient.

00:55:39.360 --> 00:55:41.400

Phil: I don't know if it's better for the consumer.

00:55:41.420 --> 00:55:46.900

Phil: I don't really care one way or the other.

00:55:46.920 --> 00:56:01.260

Phil: I've now just got a folder on my desktop for gaming, and it's got Epic, GOG, Itch, Origin, Steam, PlayStation Remote Play, you know, and I'm cool with having multiple ecosystems.

00:56:01.460 --> 00:56:02.940

Phil: It doesn't bother me whatsoever.

00:56:03.140 --> 00:56:07.000

Phil: The only thing that bothers me about it is, you know, having to remember what...

00:56:07.020 --> 00:56:08.520

Tom: All the usernames and passwords.

00:56:08.780 --> 00:56:10.760

Phil: Well, that, oh my God.

00:56:11.320 --> 00:56:19.820

Phil: And just try linking all of the PlayStation 4, Nintendo Switch and Steam with my Epic Games account for Rocket League.

00:56:20.240 --> 00:56:23.700

Phil: I probably spent two hours on that job over the last two weeks.

00:56:24.700 --> 00:56:25.340

Phil: And guess what?

00:56:25.360 --> 00:56:25.940

Phil: I recently...

00:56:25.960 --> 00:56:27.200

Phil: No, I can't say that on here.

00:56:28.040 --> 00:56:32.480

Phil: So, but yeah, password management is an issue for that.

00:56:32.500 --> 00:56:38.940

Phil: But I think more to the point is like, you do typically, just for convenience's sake, you do like all your games in one spot.

00:56:39.240 --> 00:56:41.840

Phil: You do like your friends all in one spot.

00:56:42.240 --> 00:56:52.760

Phil: It is good when I log on to Steam to be able to see you and Gargan and Steel and other players and what they're doing and keep in touch in that way.

00:56:52.760 --> 00:56:58.420

Phil: And if you disperse it over multiple systems, it's a bit annoying.

00:56:58.880 --> 00:57:05.800

Phil: But ultimately, Steam has been a benevolent dictator, so I don't really mind their monopoly.

00:57:07.140 --> 00:57:17.540

Phil: But I think at this point, if you're still out there trying to fight the battle, you're wasting your time as much as you are in terms of being loyal to a single console.

00:57:18.880 --> 00:57:21.000

Phil: You've got to follow the games where they are.

00:57:21.300 --> 00:57:25.380

Phil: And as consumers, we've got to follow the best value and the best deals.

00:57:27.360 --> 00:57:28.220

Tom: Yep, I would agree.

00:57:30.200 --> 00:57:34.400

Phil: But before we talk about Hotshots, that's the game we're going to talk about, right?

00:57:35.840 --> 00:57:37.040

Tom: I think it's called Super Hot.

00:57:37.060 --> 00:57:38.000

Phil: Super Hot.

00:57:38.700 --> 00:57:41.940

Phil: Before we talk about Hotshots for PlayStation 1, no, Super Hot.

00:57:41.960 --> 00:57:44.340

Phil: Because yeah, I started playing Super Hot yesterday.

00:57:44.600 --> 00:57:46.300

Phil: And yeah, more on that later.

00:57:46.320 --> 00:57:46.980

Phil: Will I like it?

00:57:47.060 --> 00:57:47.940

Phil: Will I not like it?

00:57:48.120 --> 00:57:49.460

Phil: That's for the listener to find out.

00:57:49.840 --> 00:57:51.420

Phil: But let's break it up with a little bit of news.

00:57:51.420 --> 00:58:04.700

Phil: So in November 2020, there was Jim Ryan, who was the PlayStation head honcho, confirmed that PlayStation VR was not going to be a significant part of the PlayStation 5 ecosystem.

00:58:06.020 --> 00:58:07.560

Phil: And he really closed it out.

00:58:07.760 --> 00:58:13.560

Phil: He said, I'll just give you a direct quote, I think we're more than a few minutes from the future of VR.

00:58:13.860 --> 00:58:22.500

Phil: PlayStation believes in VR, and we definitely believe at some point in the future, VR will represent a meaningful component for interactive entertainment.

00:58:22.760 --> 00:58:23.780

Phil: Will it be this year?

00:58:24.160 --> 00:58:24.440

Phil: No.

00:58:24.760 --> 00:58:25.740

Phil: Will it be next year?

00:58:26.140 --> 00:58:26.460

Phil: No.

00:58:26.780 --> 00:58:28.080

Phil: But will it come at some stage?

00:58:28.240 --> 00:58:29.020

Phil: We believe that.

00:58:31.220 --> 00:58:38.180

Phil: Now, to me, if you quote, read between the lines there, that means we're out of VR.

00:58:38.660 --> 00:58:40.400

Tom: Yeah, pretty much.

00:58:40.600 --> 00:58:40.940

Phil: Right?

00:58:41.280 --> 00:58:41.600

Tom: Yep.

00:58:42.860 --> 00:58:43.860

Phil: Are we going to do it this year?

00:58:44.140 --> 00:58:44.360

Phil: No.

00:58:44.380 --> 00:58:45.200

Phil: Are we going to do it next year?

00:58:45.320 --> 00:58:45.960

Phil: Hell no.

00:58:48.180 --> 00:58:51.060

Phil: And so you can imagine my surprise this week.

00:58:51.860 --> 00:58:52.820

Phil: Sony had an event.

00:58:53.800 --> 00:58:56.540

Phil: So fast forward, you know, four months, three months.

00:58:56.820 --> 00:58:59.280

Phil: Sony had an event, you know, nothing really happened.

00:58:59.300 --> 00:59:02.000

Phil: There was nothing significant that happened at it.

00:59:02.020 --> 00:59:20.680

Phil: But there was a GQ interview, a gentleman's quarterly interview, where Sony, and in a subsequent blog, now they've made it official, Sony's announced that they're going to be releasing a new PlayStation VR system, which they refer to as the PSVR2.

00:59:21.500 --> 00:59:24.440

Phil: And it's going to improve on the original in every new way.

00:59:24.480 --> 00:59:29.260

Phil: The new headset will obviously have higher resolutions, wider field of view.

00:59:30.900 --> 00:59:34.820

Phil: And won't use the move controllers, thank God.

00:59:35.620 --> 00:59:38.540

Phil: They must have obviously finally cleared the warehouse of those.

00:59:39.840 --> 00:59:41.640

Phil: And it just has a single cable.

00:59:41.980 --> 00:59:47.180

Phil: And that's been one of the major things, is it had to have a breakout box and like 15 different cables to connect it.

00:59:47.200 --> 00:59:48.220

Phil: I exaggerate, of course.

00:59:48.880 --> 00:59:56.820

Phil: Now, the Sony PlayStation VR before the Quest 2 was the best-selling VR device in terms of volume.

00:59:58.120 --> 01:00:05.180

Phil: But still sold less than the Wii U, which everyone widely considers to be a failure for Nintendo.

01:00:05.780 --> 01:00:25.680

Phil: So PlayStation had some success and they had an incredible attach rate, which of course after you've made an investment in something, be it the Donkey Kong Congo Drums or a light gun for a video game system, you know, you're going to go out and buy every game for it because you want to validate your purchase.

01:00:27.720 --> 01:00:38.320

Phil: So, but, you know, VR has kind of gotten to that stage prior to the Quest 2 where it was kind of, you know, really for a niche enthusiast market.

01:00:38.900 --> 01:00:42.800

Phil: So PlayStation has reversed itself in five months.

01:00:44.100 --> 01:00:46.880

Phil: It won't be coming in 2021, so they're true to their word.

01:00:47.740 --> 01:00:52.340

Phil: They've said there's a lot of development ahead for them.

01:00:54.360 --> 01:00:56.300

Phil: But, yeah, so what do you think?

01:00:58.300 --> 01:01:03.360

Tom: Well, it's still rather scant on details other than the lead things.

01:01:03.380 --> 01:01:10.020

Tom: So there's not much really to comment on other than one.

01:01:10.040 --> 01:01:20.260

Tom: It should be interesting given the greater relative power of the consoles compared to PlayStation VR.

01:01:20.600 --> 01:01:33.680

Tom: So it could hopefully result in a wider market of more power-intensive VR games being encouraged.

01:01:34.600 --> 01:01:50.180

Tom: And the original PSVR I think also was not only one of the better-selling VR headsets, but also one of the better ways of getting into VR as well.

01:01:50.320 --> 01:02:09.580

Tom: So it will be interesting to see if they continue in the more budget sort of entry point level to VR, considering that unlike then, they have a much stronger competitor in the Oculus Quest 1, 2, and I think 3 has been announced as well.

01:02:10.120 --> 01:02:11.820

Phil: Good, because that's what I was waiting for.

01:02:12.560 --> 01:02:13.840

Phil: I'll get back to that in a moment.

01:02:14.320 --> 01:02:17.340

Phil: But with, I'm really encouraged by this.

01:02:17.660 --> 01:02:30.660

Phil: I think it's a great move by Sony, because I think we can see the consoles, and I know this has been said for the last two generations, but I think we can see the consoles dissipating in terms of their importance as a piece of physical hardware.

01:02:32.280 --> 01:02:33.900

Phil: I think the future is streaming.

01:02:34.160 --> 01:02:45.560

Phil: I don't like it, but I'm pragmatic enough to know that game streaming is probably the future as internet infrastructure improves.

01:02:46.560 --> 01:03:00.140

Phil: And if Sony, as an electronics hardware manufacturer, if they're looking to take their, you know, to have a physical presence in the gaming world in the future, and I might be wrong.

01:03:00.200 --> 01:03:10.460

Phil: I mean, I might be talking 10, 15 years out, but a VR headset may be the only physical thing that you really want for gaming, other than a controller, 15 years from now.

01:03:10.480 --> 01:03:11.720

Tom: And a screen of some sort.

01:03:11.720 --> 01:03:14.040

Phil: Yeah, a screen of some sort, which everyone already has anyway.

01:03:14.560 --> 01:03:28.800

Phil: So, you know, I'm envisioning that most TVs, you know, most TVs today, when you buy them, and I was looking at a OLED TV, I can't believe, I went to a major retailer in Australia, looking at OLED TVs yesterday.

01:03:29.960 --> 01:03:38.020

Phil: There was only two available, one from Sony, which was $4,400, and one from LG, which was $4,600.

01:03:38.980 --> 01:03:41.720

Phil: The salesman was pushing the Sony, which, that's fine.

01:03:41.720 --> 01:03:46.060

Phil: I mean, if I had to buy a TV, I'd probably go Sony over LG anyway.

01:03:46.620 --> 01:03:51.920

Phil: But I was perplexed as to why there was such a small range.

01:03:52.040 --> 01:03:55.420

Phil: Again, this was a massive retailer for OLED devices.

01:03:56.140 --> 01:04:04.280

Phil: But anyway, on every TV that was there, not just the expensive ones, Netflix is built in, Android is built in.

01:04:04.300 --> 01:04:08.000

Phil: So it's not even like you need a USB dongle for streaming these types of things.

01:04:08.660 --> 01:04:20.560

Phil: And as we've seen with music and now movies and television content, obviously digital distribution is something that is inevitable for gaming.

01:04:20.980 --> 01:04:30.120

Phil: So if you're a hardware manufacturer, you can sell screens, you can sell controllers, you can sell really great headsets and mics.

01:04:30.840 --> 01:04:37.600

Phil: And then for VR, you know, I think it's smart for Sony to keep in there and continue to develop.

01:04:37.640 --> 01:04:50.760

Phil: And then by doing that, it encourages all the other VR development as well, because you've got a major manufacturer putting their name behind it, not just some niche company.

01:04:52.460 --> 01:04:52.920

Tom: Indeed.

01:04:54.340 --> 01:04:59.260

Tom: And they will at this stage be the only competitor to Facebook, pretty much.

01:04:59.660 --> 01:05:00.560

Phil: Yeah, pretty much.

01:05:00.780 --> 01:05:04.940

Phil: And I don't think it's so much of a competition, really.

01:05:05.280 --> 01:05:12.480

Phil: I think all the players in VR at this stage are happy to have anyone actively promoting VR and continuing to develop for it.

01:05:13.700 --> 01:05:16.680

Phil: And certainly someone as mainstream as Sony helps that.

01:05:18.080 --> 01:05:18.880

Phil: Would I buy it?

01:05:19.080 --> 01:05:27.560

Phil: Probably not, because knowing, well, having looked at the last Sony VR set, it was overpriced and low spec.

01:05:30.080 --> 01:05:32.540

Phil: But, you know, maybe they can turn it around.

01:05:32.560 --> 01:05:35.060

Phil: I mean, obviously their console is a very powerful console.

01:05:35.180 --> 01:05:37.700

Phil: So, proved me wrong.

01:05:37.720 --> 01:05:45.200

Phil: But with Oculus, you know, I upgraded the PC, your prodding, so I could get a VR headset.

01:05:45.220 --> 01:05:47.720

Phil: I haven't done it for no good reason.

01:05:48.480 --> 01:06:02.400

Phil: And then I was thinking the other day, you know, as quickly as they release the Quest 2 after the Quest 1, surely with the success of the Quest 2, a Quest 3 must be coming around the corner and that would be the time to buy.

01:06:03.020 --> 01:06:05.320

Phil: So, have they now announced a Quest 3?

01:06:06.060 --> 01:06:09.360

Tom: Yes, they have, but I don't think there are any details on it yet.

01:06:09.840 --> 01:06:20.480

Phil: Okay, and you are still, we didn't touch on this in the last show, you're still sticking in there with your Quest 2, you're still enjoying it, you're playing games on a regular basis.

01:06:21.260 --> 01:06:23.620

Tom: On and off, I'm definitely enjoying it still though.

01:06:24.760 --> 01:06:35.100

Phil: The only reason I haven't bought it is because I feel it's like an indulgence and I didn't want my, you know, I'm always like, there's better things I could buy for my family, this, that and the other.

01:06:36.040 --> 01:06:38.660

Phil: Like a 65 inch OLED TV.

01:06:40.220 --> 01:06:42.240

Phil: But really, it's not a lot of money.

01:06:42.260 --> 01:06:44.580

Tom: Which coincidentally can also be used to play games.

01:06:44.840 --> 01:06:45.760

Phil: Yes, exactly.

01:06:46.340 --> 01:06:49.920

Phil: But it's not a lot of money really for the experience.

01:06:50.200 --> 01:06:55.940

Phil: I guess probably the thing that is holding me back is that I already have limited video game time.

01:06:56.220 --> 01:07:02.060

Phil: Though upgrading my PC has expanded that because it's easier for me to play my PC and have the family in the background.

01:07:03.400 --> 01:07:13.560

Phil: But just the putting on the helmet is like a bridge too far for me still because I'd be completely shutting out my family, I feel.

01:07:14.160 --> 01:07:19.680

Tom: Well, you can stream it to the television so that they can be part of the experience.

01:07:19.700 --> 01:07:20.460

Phil: Okay, yeah.

01:07:20.820 --> 01:07:26.380

Phil: But like I said, most of the games I'm going to be buying is porn related, so that doesn't really...

01:07:26.400 --> 01:07:27.860

Phil: I mean, that's the whole reason I'm getting it.

01:07:27.880 --> 01:07:33.780

Tom: Well, it depends entirely on your family whether that would work or not.

01:07:33.900 --> 01:07:34.860

Phil: Be suitable, yeah.

01:07:36.040 --> 01:07:36.680

Phil: And that's true.

01:07:36.700 --> 01:07:39.640

Phil: I mean, like, I found out that Mouse is on Steam.

01:07:40.300 --> 01:07:41.160

Phil: I thought that was a...

01:07:42.200 --> 01:07:48.580

Phil: I thought that was like an exclusive game, but I was looking last night for VR games and that Mouse game is actually on Steam.

01:07:48.600 --> 01:07:52.160

Phil: And I thought that was like a locked behind the Oculus wall.

01:07:52.220 --> 01:07:57.320

Phil: So that's certainly a game that I could stream to the TV and have the family enjoy.

01:07:57.340 --> 01:08:05.980

Phil: Okay, so jumping back into what we've been playing, we were talking about Super Hot earlier, the developer of...

01:08:06.060 --> 01:08:08.120

Phil: or the publisher, rather, of A Garden Between.

01:08:09.440 --> 01:08:15.960

Phil: But Super Hot, no surprise, also is famous for releasing their only game, which is Super Hot.

01:08:15.980 --> 01:08:17.280

Phil: Came out in 2016.

01:08:17.840 --> 01:08:26.800

Phil: So having been exactly five years since their anniversary, it came out February 26th, I think.

01:08:27.600 --> 01:08:36.000

Phil: They've kind of been promoting it, and now that I have the PC that I should have had, I went ahead and bought it.

01:08:36.020 --> 01:08:39.340

Tom: I think you would have been able to play Super Hot on your old PC.

01:08:39.360 --> 01:08:39.960

Phil: You think so?

01:08:39.980 --> 01:08:41.120

Tom: Yep, definitely.

01:08:41.140 --> 01:08:47.680

Phil: I mean, it's simple in its presentation, so very simply put, and I think it's worth saying because some people have missed on this game.

01:08:48.000 --> 01:08:49.260

Phil: It is a first-person shooter.

01:08:49.340 --> 01:08:58.180

Phil: It's set in a monochromatic world where the only things that have color are your polygonal enemies, known as Red Dudes, and these Red...

01:08:58.200 --> 01:09:00.880

Tom: I'd say it looks a bit like South Park, wouldn't you?

01:09:01.860 --> 01:09:02.860

Phil: No, no, it doesn't.

01:09:08.940 --> 01:09:13.560

Phil: So the Red Dudes are these polygonal guys that are made from essentially a glass-type product.

01:09:14.200 --> 01:09:16.580

Phil: And you shoot them, they blow up in a million pieces.

01:09:16.600 --> 01:09:18.580

Phil: We'll get into the details of the game more later.

01:09:20.080 --> 01:09:24.380

Phil: But yeah, it's their fifth year anniversary, so I finally bought it.

01:09:25.100 --> 01:09:28.980

Phil: I got it yesterday, I think, for like 14 bucks or something like that on Steam.

01:09:29.220 --> 01:09:31.460

Phil: And I'm playing with an Xbox controller.

01:09:33.680 --> 01:09:37.720

Phil: And it was funny because I started playing it, and the game starts...

01:09:37.920 --> 01:09:48.220

Phil: This is not a spoiler, I don't think, but the game starts with a DOS type interface with a lot of ASCII type art and all the rest of it, where you're essentially at a directory.

01:09:48.860 --> 01:09:58.580

Phil: And I went through every single folder and every single file for about 20 minutes and then was like, oh, so is this the game or...

01:09:58.900 --> 01:10:03.140

Phil: And then finally I look at the very top of the screen and it's got like superhot.exe.

01:10:04.120 --> 01:10:07.020

Phil: So I played all of the demo games.

01:10:07.040 --> 01:10:15.900

Phil: I played every ASCII GIF type situation, every folder that is there to be explored before I got into the game.

01:10:17.180 --> 01:10:24.580

Phil: And the premise for the game is essentially that someone is chatting with you on an ASCII type chat session.

01:10:24.600 --> 01:10:26.440

Tom: On an instant messenger?

01:10:26.600 --> 01:10:27.740

Phil: Yeah, on an instant messenger.

01:10:28.180 --> 01:10:30.100

Phil: And it's pretty much like the old BBSs.

01:10:30.700 --> 01:10:32.220

Phil: And they've given you this file.

01:10:33.900 --> 01:10:45.420

Phil: Ostensibly for a game that I think in the end you'll find out that you've actually been killing people, that it's like a simulation where you're actually controlling a robot somewhere and you're doing these acts.

01:10:45.440 --> 01:10:46.840

Phil: That's just my speculation.

01:10:47.280 --> 01:10:51.380

Phil: You're like one of those drone operators that work in a basement in Las Vegas.

01:10:52.340 --> 01:10:57.620

Phil: And you're essentially telling yourself this is just a video game, whereas you're actually been performing murders.

01:10:58.480 --> 01:11:00.440

Phil: At least that's where I hope this is going.

01:11:01.580 --> 01:11:08.200

Phil: But then from this DOS ASCII type world, you get thrown into this modern day computer game type setting.

01:11:08.960 --> 01:11:13.620

Phil: And you can only shoot, you can only have one bullet in play at a time.

01:11:14.260 --> 01:11:17.220

Phil: And time only moves forward when you move.

01:11:17.640 --> 01:11:19.000

Phil: So you can move forward or backward.

01:11:19.180 --> 01:11:20.900

Phil: When you move backward, it doesn't reverse time.

01:11:20.920 --> 01:11:23.600

Phil: There's no reverse time mechanism in the game.

01:11:24.080 --> 01:11:26.840

Phil: Basically, as you move, these guys are coming towards you.

01:11:27.540 --> 01:11:32.860

Phil: And so you have time to swerve away from bullets coming towards you.

01:11:33.280 --> 01:11:35.160

Phil: You can only have one bullet in play at a time.

01:11:35.280 --> 01:11:37.000

Phil: It has melee components as well.

01:11:38.640 --> 01:11:40.720

Phil: And the game is quite lethal.

01:11:40.820 --> 01:11:44.320

Phil: If you get a shot or you get hit by someone, you die immediately.

01:11:44.800 --> 01:11:48.000

Phil: And then essentially press a button to restart the scenario.

01:11:51.200 --> 01:11:54.300

Phil: It's a puzzle-solving type game I would classify it as.

01:11:55.560 --> 01:11:56.860

Phil: It's a tactical game.

01:11:57.300 --> 01:12:05.540

Phil: I'd call it almost a turn-based strategy game, almost, and be pilloried for saying that.

01:12:06.340 --> 01:12:08.160

Phil: But essentially you have to think about what you're doing.

01:12:08.860 --> 01:12:15.440

Phil: It's like the old Rainbow Six type games, except you get to fail a lot and figure it out as you go.

01:12:15.460 --> 01:12:26.340

Phil: And then apparently, you know, from what everyone was saying, you know, then you can watch the replay and have it play out in real time and feel like you're John Wick.

01:12:27.680 --> 01:12:28.760

Phil: I haven't had much...

01:12:29.180 --> 01:12:34.480

Phil: like, I've uploaded replays, but they seem just to go to Super Hot's website.

01:12:34.640 --> 01:12:38.700

Phil: I don't really see any way to really actually play the replays themselves.

01:12:39.280 --> 01:12:41.760

Tom: It should play automatically at the end of the level.

01:12:41.780 --> 01:12:44.640

Phil: Well, it does, but it just speeds through it in first-person perspective.

01:12:44.660 --> 01:12:58.400

Phil: And I was thinking that they're going to have it in like a third-person perspective, so you could actually see how badass everything looked when it went down, and that there'd be some directorial view applied to it, so that it would look kind of cool like in a movie.

01:12:58.420 --> 01:13:03.560

Phil: But really, it's replaying it in real time from the first-person's perspective, unless I'm missing something.

01:13:03.820 --> 01:13:04.820

Tom: No, that's what it does.

01:13:04.920 --> 01:13:05.160

Phil: Yep.

01:13:06.500 --> 01:13:15.060

Phil: So, like usually with games like this, particularly with limited time, when I come to the first challenge, I'll go, okay, yep, I get it.

01:13:15.140 --> 01:13:16.440

Phil: I can talk about the game enough.

01:13:16.780 --> 01:13:17.760

Phil: I know what this game is.

01:13:17.780 --> 01:13:19.500

Phil: And when I have more time, I'll come back to it.

01:13:20.140 --> 01:13:27.520

Phil: And there was a couple of times as I was playing it in those two-hour periods where they introduced a new mechanic, I couldn't quite figure it out immediately.

01:13:28.620 --> 01:13:33.740

Phil: And I closed down the game and then would come back to it like three minutes later.

01:13:33.760 --> 01:13:36.440

Phil: I go, nah, you know, I should probably figure this out.

01:13:36.460 --> 01:13:37.560

Phil: Let me just try and figure it out.

01:13:37.580 --> 01:13:39.500

Phil: And not because we're doing the show today or anything.

01:13:39.520 --> 01:13:46.180

Phil: I was just like, it was compelling enough for me to go back and try and fail again until I succeeded.

01:13:46.200 --> 01:13:47.300

Phil: And I kept doing that.

01:13:47.700 --> 01:13:50.520

Phil: But there were times during the game where I was like, okay, yep, I get it.

01:13:51.760 --> 01:13:52.920

Phil: Not really my kind of game.

01:13:52.940 --> 01:13:54.740

Phil: I was expecting more of a first person shooter.

01:13:55.960 --> 01:14:05.440

Phil: But the game is compelling enough to get you to get, at least it got me to come back time and time and time again and figure out those levels.

01:14:05.580 --> 01:14:07.140

Phil: And it's fun.

01:14:07.160 --> 01:14:08.680

Phil: It's a fun game to noodle out.

01:14:10.120 --> 01:14:16.800

Tom: Yeah, because the feedback loop is so short, it really encourages you to keep going and going and going.

01:14:17.140 --> 01:14:18.080

Phil: Yeah, yeah.

01:14:18.160 --> 01:14:26.940

Tom: And you're also constantly rewarded with each step that you figure out, with each new red man you've worked out how to kill.

01:14:28.480 --> 01:14:38.220

Phil: And coming up with different ways, like one of the biggest problems you have in a game is when you get stuck in a rut, like in this type of game.

01:14:38.240 --> 01:14:46.080

Phil: And you can do it in a campaign mode, in a first person shooter or any game really, where you're just going through it and you're constantly getting killed.

01:14:46.480 --> 01:14:50.120

Phil: And you have to remind yourself, okay, maybe this time go left instead of right.

01:14:50.340 --> 01:14:52.140

Phil: You know, don't get stuck.

01:14:52.400 --> 01:14:58.160

Phil: And then people say, oh, I was stuck in this game, I was stuck in this game, I turned it off, I came back the next day, I got it the first time.

01:14:58.640 --> 01:15:04.780

Phil: And that's because you get out of the rut and then come back and attack it at a different way, even if you're not conscious of it.

01:15:06.500 --> 01:15:08.740

Phil: And that's good life advice as well, by the way.

01:15:08.760 --> 01:15:13.180

Phil: But yeah, I really enjoy this game.

01:15:13.420 --> 01:15:16.640

Phil: I can see why it got all the kudos it did.

01:15:17.040 --> 01:15:20.160

Phil: I absolutely cannot believe it's five years.

01:15:20.180 --> 01:15:23.640

Phil: I would have thought it came out not last year, but probably the year before.

01:15:24.400 --> 01:15:36.740

Phil: And it does get crossed in my mind with the game Control by the Max Payne guys as well, for some reason.

01:15:36.760 --> 01:15:37.420

Phil: I don't know why.

01:15:38.480 --> 01:15:39.660

Phil: But yeah, I'm super hyped.

01:15:39.660 --> 01:15:44.580

Tom: Well, that's a brutalist aesthetic, and this is a minimalist aesthetic.

01:15:44.640 --> 01:15:59.180

Tom: And while they may share quite a few differences in terms of the sort of feeling they're trying to evoke, they're also pretty similar in their use of massive amounts of space, blank space.

01:15:59.300 --> 01:16:03.100

Phil: I've not seen a single video or picture of Control.

01:16:03.120 --> 01:16:14.600

Tom: Well, you may then be mixing the two together because the third game in the series is Super Hot Mind Control Elite.

01:16:15.980 --> 01:16:17.620

Tom: So it has Control in the title.

01:16:18.120 --> 01:16:18.620

Tom: Oh, okay.

01:16:18.660 --> 01:16:19.240

Phil: That could be it.

01:16:19.260 --> 01:16:27.500

Phil: And you know, it could be that they have similar cover art too because I do that a fair bit as well because I'm a visual learner kind of guy.

01:16:28.160 --> 01:16:30.840

Tom: Would you describe South Park as brutalist?

01:16:33.260 --> 01:16:37.700

Phil: I am happy to admit my ignorance and I don't know what the brutalist aesthetic is.

01:16:38.020 --> 01:16:38.780

Phil: And you know what?

01:16:38.800 --> 01:16:46.900

Phil: I bet our listeners are happy that I don't because I'm aware of brutalist architecture.

01:16:46.920 --> 01:16:47.900

Phil: Is it a similar type?

01:16:47.920 --> 01:16:49.980

Tom: That's what I'm referring to.

01:16:50.040 --> 01:16:50.720

Phil: Yeah, okay, yep.

01:16:50.740 --> 01:16:57.980

Phil: So kind of blocky, ugly, square jaw, concrete kind of structures.

01:16:58.540 --> 01:16:59.040

Tom: Correct.

01:16:59.040 --> 01:17:00.080

Phil: Which I'm not a fan of.

01:17:01.080 --> 01:17:03.580

Tom: I would describe South Park as brutalist.

01:17:03.840 --> 01:17:06.560

Phil: Yeah, yeah, I guess, yeah.

01:17:06.580 --> 01:17:07.780

Phil: I can go with that.

01:17:07.800 --> 01:17:10.080

Phil: A lot more colour in South Park though.

01:17:14.180 --> 01:17:19.380

Tom: But very browny, mixed colours.

01:17:19.500 --> 01:17:24.920

Phil: There's a Soviet kind of, there's an Eastern European, Soviet twist to South Park, I think.

01:17:24.920 --> 01:17:25.940

Phil: I mean, it's set in a snowy...

01:17:25.960 --> 01:17:31.740

Tom: Well, brutalism is more so, it's not really Soviet.

01:17:31.740 --> 01:17:41.940

Tom: It's a mix of all of the social-inspired architecture.

01:17:42.060 --> 01:17:43.380

Tom: It's across the world.

01:17:44.720 --> 01:17:49.980

Phil: It also strikes me as being Italian in some way, but that's because they all love their concrete so much.

01:17:51.140 --> 01:17:55.940

Tom: I think the epitome of it, especially for ugliness, is Great Britain.

01:17:56.840 --> 01:18:01.200

Phil: Okay, with their flats, with their big public service buildings.

01:18:01.360 --> 01:18:09.540

Tom: Yep, and they have some very impressive theatres and museums made in that style as well.

01:18:09.560 --> 01:18:11.940

Phil: So it's a very blocky kind of thing to me.

01:18:11.940 --> 01:18:13.560

Phil: Very concrete-y, very blocky.

01:18:15.300 --> 01:18:15.820

Tom: Exactly.

01:18:16.080 --> 01:18:18.840

Phil: Okay, so now your experience with Super Hot.

01:18:18.860 --> 01:18:22.760

Phil: I can't believe we haven't talked about this on the show before, but it was a notable game.

01:18:22.780 --> 01:18:25.200

Phil: We're both into shooters, we're both into creative type games.

01:18:26.580 --> 01:18:30.560

Phil: So how come we haven't talked about it before and what was your impressions?

01:18:31.520 --> 01:18:49.580

Tom: Well, my impressions I will just add a little bit here because I will save my most detailed impressions where I'll be getting into the other games as well for an upcoming episode with Gargan in which we'll be discussing both Super Hot and Doom Eternal.

01:18:49.920 --> 01:18:50.800

Phil: Oh, okay.

01:18:50.820 --> 01:18:51.420

Phil: I'm excited about that.

01:18:51.440 --> 01:18:52.700

Tom: I also need to get around to playing that.

01:18:52.720 --> 01:19:03.940

Tom: But I endorse everything you've said and I think the only thing I would add to your impressions is two things.

01:19:04.180 --> 01:19:08.960

Tom: One, the ASCII aesthetic at the beginning of the game is...

01:19:09.260 --> 01:19:21.120

Tom: and you haven't played enough for this to be apparent, so it's not something you've missed, but is really nicely integrated into how the story unfolds.

01:19:21.680 --> 01:19:38.900

Tom: Not so much the ASCII aspect of it, but the use of breaking the fourth wall and changes to the aesthetic as you're playing are really well done, and they make the atmosphere much more interesting than it otherwise would have been.

01:19:38.920 --> 01:20:01.680

Tom: And the other really enjoyable thing about the game, which is again exactly like Rainbow Six, which is a great comparison, is it's not merely puzzle-solving strategy, but it combines that with your reflexes in the context of a first-person shooter, as well as your skill at moving around in the environment.

01:20:02.060 --> 01:20:13.380

Tom: And it becomes again like Rainbow Six, a game where you can play the same scenario again and again and again, once you've figured out how to kill everyone there.

01:20:13.580 --> 01:20:21.860

Tom: So that's not an issue, and you're just working out how to go through it as fast as possible, and in the most interesting manner.

01:20:21.900 --> 01:20:37.440

Tom: So it really is one of the best first-person shooters of its era, and up there with the likes of the greatest in the genre, for example, Rainbow Six.

01:20:39.740 --> 01:20:42.840

Phil: Would you describe it as a first-person shooter though, really?

01:20:43.460 --> 01:20:44.120

Tom: Absolutely.

01:20:44.740 --> 01:20:48.660

Tom: If Rainbow Six is a first-person shooter, this is a first-person shooter.

01:20:48.760 --> 01:20:51.080

Phil: I don't know that Rainbow Six is a first-person shooter.

01:20:53.240 --> 01:20:54.460

Tom: It is a first-person shooter.

01:20:56.240 --> 01:21:05.420

Tom: I think people, the first-person shooter genre, as opposed to many genres, is one that people like to limit.

01:21:05.440 --> 01:21:13.620

Tom: And I used to be of that opinion, but I think it's actually more interesting if you consider Metroid Prime to be a first-person shooter.

01:21:15.040 --> 01:21:21.220

Phil: I consider Metroid Prime to be a walking simulator, but I'm not a very good one at that.

01:21:21.580 --> 01:21:26.840

Tom: Okay, well, that's the end of The Game Under Podcast.

01:21:26.860 --> 01:21:28.000

Tom: It was fun while it lasted.

01:21:28.800 --> 01:21:31.060

Phil: I finally found out how to end the show.

01:21:31.080 --> 01:21:40.620

Phil: Yeah, so, and to be fair, I've never played the Metroid Prime trilogy.

01:21:40.620 --> 01:21:41.280

Phil: I own them.

01:21:41.300 --> 01:21:42.360

Phil: I haven't played them.

01:21:42.380 --> 01:21:58.420

Phil: So with Super Hot, the one thing I really respected about it was its ability to communicate the lethality of firearms and also the difficulty of operating a firearm.

01:21:59.040 --> 01:22:11.140

Phil: Because limiting you to having a single shot in play made you really respect your ammunition and your weapon and your decision to shoot.

01:22:12.540 --> 01:22:25.180

Phil: So, like in most video games, it's like when you're playing arcade coin op conversions where you're not actually having to put in 25 cents or 20 cents to continue.

01:22:25.200 --> 01:22:26.420

Phil: You've got endless continues.

01:22:26.440 --> 01:22:31.680

Phil: You can just pull the trigger constantly and bullets will come out.

01:22:32.020 --> 01:22:35.720

Phil: But when you're shooting in this game, it's a deliberate act.

01:22:38.120 --> 01:22:41.700

Phil: And you really stop and consider where I'm going to shoot.

01:22:42.120 --> 01:22:44.840

Phil: The other thing I like about it is that...

01:22:45.040 --> 01:22:46.280

Tom: I would add to that.

01:22:46.300 --> 01:23:09.600

Tom: I would endorse what you said, but in fact take it in an entirely different direction in that while simultaneously it does all that, when you are either when you're attending to do things quickly or even when you're just trying to figure things out, the other thing it does really well and in stark contrast to any...

01:23:11.580 --> 01:23:49.140

Tom: arguably any other first person shooter, if you're not playing it competitively, is the conflict and the violence in it, the way it plays out is through totally automatic interactions in that when you are actually playing well or even when you're learning the thing, while you are thinking about what you're meant to be doing, how you actually proceed through it is a purely automatic response based on what you have learnt up to that point in the game.

01:23:50.120 --> 01:24:05.100

Phil: And to me that captures a primal survival instinct as well, because when these guys are coming at you, and it's funny that they're not coming at you until you actually act, you actually move forward.

01:24:05.260 --> 01:24:07.920

Tom: I think technically time progresses very slowly.

01:24:07.940 --> 01:24:12.540

Phil: Yeah, and I learnt that by leaving it on the screen for a while while I did something else.

01:24:13.000 --> 01:24:20.800

Phil: But you get that home invasion type feel to it, like these guys are coming to kill me, I've got to do something.

01:24:21.740 --> 01:24:36.900

Phil: It's not like a passive, oh they're on the other side, we're in a war, yeah I should probably shoot the guy, you know, it is much more urgent and present of a danger that you feel in this game.

01:24:38.600 --> 01:24:52.000

Phil: Because these guys mean business, and you've read interviews with developers that say yeah, we developed the AI and the AI was too good, which is what they say commonly, and we had to tune it down.

01:24:54.000 --> 01:24:57.220

Tom: Which I think is nonsense.

01:24:58.060 --> 01:25:09.760

Tom: I mean, what they mean by that is in the sense of the AI being good due to unrealistic things unrelated to their behaviour.

01:25:10.080 --> 01:25:11.440

Phil: Yeah, I agree also.

01:25:11.820 --> 01:25:28.360

Phil: But I think with this game too, the other thing that it respects and values, that I haven't seen in any other games, though I'm sure this comes up in sniper games, and I've seen it in sniper games as well, but not to this extent, is aiming and leading on a target.

01:25:30.060 --> 01:25:39.880

Phil: When I was a kid, my grandfather, I was just playing around with a toy gun or a stick or something in the backyard, pretending to shoot some ducks that were flying through the air.

01:25:40.260 --> 01:25:44.280

Phil: He's like, no, you don't point at the duck, you've got to point in front of the duck.

01:25:44.700 --> 01:25:54.060

Phil: If you're going to shoot a bird in flight, you've got to account for the time the bullet's going to go and wind and anticipate where that bullet's going to go.

01:25:54.380 --> 01:26:02.060

Phil: While this has been a part of sniper games, certainly you learn quickly in this game that you can't shoot at a target where it is currently.

01:26:02.080 --> 01:26:05.020

Phil: You've got to be shooting at a target where it's going to be.

01:26:05.740 --> 01:26:13.440

Phil: Similarly, when I was a younger person, I'd go, oh, why'd those cops have to shoot the guy to kill him?

01:26:13.640 --> 01:26:15.420

Phil: Couldn't they have just shot him in the leg?

01:26:15.440 --> 01:26:26.540

Phil: Then I heard an interview with a cop and he's like, no, we're trying to shoot to stop, which means we're shooting for mass, which means you're shooting for the chest.

01:26:28.000 --> 01:26:35.840

Phil: You're not shooting, because if you shoot at the leg, you're going to probably miss and it's probably not going to stop the guy because of adrenaline.

01:26:35.860 --> 01:26:38.880

Phil: He's going to keep coming at you with the knife or the gun or whatever else.

01:26:38.900 --> 01:26:40.480

Phil: Basically, you've got to shoot to stop.

01:26:41.160 --> 01:26:51.760

Phil: That's one of the things that hasn't been emphasized to me in many video games, but this one emphasized as well that if I'm shooting at a moving target, I better know where he's going to be by the time the bullet gets to him.

01:26:52.320 --> 01:26:57.880

Phil: And I also better shoot for mass because there's no finesse there.

01:26:57.900 --> 01:27:01.900

Phil: So you're going to shoot for the biggest part of your opponent's body.

01:27:02.680 --> 01:27:07.760

Tom: And that's also a part of the militarized training of police as well.

01:27:07.780 --> 01:27:08.120

Phil: Yeah.

01:27:08.160 --> 01:27:08.620

Phil: Well, yeah.

01:27:09.320 --> 01:27:19.980

Phil: And so, yeah, so for me, I thought the game took the violent act of shooting someone, or at least it imparted it in a very serious manner.

01:27:20.580 --> 01:27:23.640

Phil: And so when I was playing it, I was taking it very seriously.

01:27:23.660 --> 01:27:34.880

Phil: And even though these guys are just red dudes made out of these rough, polygonal glass-like matter, you know, yeah.

01:27:35.100 --> 01:27:37.640

Phil: And you can restart continually.

01:27:39.380 --> 01:27:44.640

Phil: So it was amazing to me that they actually added some gravity to what you're actually doing.

01:27:46.620 --> 01:27:59.720

Phil: So part of the five-year anniversary is if you buy this game, it basically loads you out at the start in a menu where you can play the original Super Hot, and then next to it they've got the sequel, and then next to that they've got the VR experience.

01:28:01.500 --> 01:28:05.140

Phil: I know we're running out of time here, so you've played the VR experience?

01:28:05.900 --> 01:28:06.580

Tom: Yes, I have.

01:28:06.600 --> 01:28:08.760

Phil: We talked about that a couple of shows ago.

01:28:09.980 --> 01:28:11.460

Phil: But have you played the sequel?

01:28:12.280 --> 01:28:12.960

Tom: Yes, I have.

01:28:13.540 --> 01:28:27.120

Phil: And as I recall, the sequel, in most camps, people lapped it up, and it was like, great, you know, a sequel is basically going to be Super Hot with more levels, but didn't they screw it up by doing like procedurally generated levels or some nonsense?

01:28:27.240 --> 01:28:27.920

Tom: Yes, they did.

01:28:28.340 --> 01:28:28.800

Phil: They did?

01:28:28.820 --> 01:28:29.600

Phil: Okay.

01:28:30.360 --> 01:28:31.140

Phil: And how did that go?

01:28:31.840 --> 01:28:33.660

Tom: That's not the only way they screwed it up.

01:28:34.100 --> 01:28:59.800

Tom: The sequel is horrendous in pretty much every way, and the addition to it could have been interesting with more powers and so forth, due to the way in which you are given those powers, rather, and the procedural generation of the levels, even that, which could have been a great addition to the game, is horrendous, sadly.

01:28:59.980 --> 01:29:07.900

Phil: Now, are they procedurally generated on the fly, or did they just use procedural generation to create the worlds, a la No Man's Sky or whatever?

01:29:07.920 --> 01:29:10.340

Tom: They're procedurally generated each time.

01:29:10.680 --> 01:29:12.740

Phil: Ooh, that's terrible.

01:29:13.500 --> 01:29:15.560

Phil: I mean, one of the great things about the...

01:29:15.680 --> 01:29:23.640

Tom: And not only that, given these generic levels in the game, it's like 10 times the length of the original.

01:29:24.460 --> 01:29:26.580

Phil: I mean, how can they do that?

01:29:26.600 --> 01:29:32.560

Phil: Because the whole charm of the game I'm currently playing are these super crafted levels.

01:29:33.220 --> 01:29:33.480

Tom: Yep.

01:29:33.940 --> 01:29:34.980

Phil: And how did that...

01:29:35.940 --> 01:29:36.340

Tom: How?

01:29:36.360 --> 01:29:36.780

Phil: Why?

01:29:37.900 --> 01:29:38.880

Phil: They had all this money.

01:29:38.900 --> 01:29:39.880

Phil: They made lots of money.

01:29:39.900 --> 01:29:41.580

Phil: And then they shut out...

01:29:41.600 --> 01:29:44.160

Tom: Maybe it's CD Projekt Red all over again.

01:29:44.180 --> 01:29:45.480

Phil: It could be hubris.

01:29:45.800 --> 01:29:49.820

Phil: I mean, having played Game Dev Story, I know what that's like.

01:29:49.840 --> 01:29:55.120

Phil: I mean, when I released Teen Tales Cart, I was on top of the world.

01:29:55.380 --> 01:29:59.420

Phil: But, yeah, we spent a lot of time on Polish.

01:29:59.460 --> 01:30:01.940

Phil: But, you know, we didn't make it very approachable.

01:30:02.820 --> 01:30:04.360

Phil: Anyway, we advertised the hell out of it.

01:30:04.380 --> 01:30:08.760

Phil: And it's still sold, which I'm sure is what happened with Super Hot 2 or whatever it's called.

01:30:08.780 --> 01:30:09.420

Phil: What is it called?

01:30:10.220 --> 01:30:11.460

Tom: Mind Control Delete.

01:30:11.460 --> 01:30:12.540

Phil: Mind Control Delete.

01:30:12.560 --> 01:30:13.080

Phil: Yeah.

01:30:13.100 --> 01:30:13.560

Phil: Horrible.

01:30:14.220 --> 01:30:15.180

Phil: Old Control Delete.

01:30:15.200 --> 01:30:15.800

Phil: Yeah, yeah.

01:30:16.260 --> 01:30:16.760

Phil: Not bad.

01:30:17.420 --> 01:30:19.840

Phil: So procedurally generated levels, how does that even work?

01:30:21.280 --> 01:30:28.900

Phil: So when you fail a level and you go and restart it immediately, like I do in Super Hot, is it the same level or does it change again?

01:30:30.440 --> 01:30:34.060

Tom: In that case, it's the same level when you die and restart.

01:30:34.080 --> 01:30:37.460

Tom: But worse than that, there aren't really levels in that sense.

01:30:37.520 --> 01:30:45.980

Tom: Each level is actually a series of several different levels with a limited number of hearts.

01:30:46.000 --> 01:31:01.340

Tom: So you can die three times across, say, ten levels, at the end of which, if you die, then you start again and you can continue through the same ten procedurally generated levels.

01:31:01.920 --> 01:31:06.460

Tom: Or if you quit and come back later, then it will be ten different procedurally generated levels.

01:31:07.880 --> 01:31:08.640

Phil: Sounds terrible.

01:31:09.760 --> 01:31:10.120

Tom: It is.

01:31:11.500 --> 01:31:14.500

Phil: And like, did you go into this thinking just like I was thinking?

01:31:14.520 --> 01:31:15.240

Phil: Oh, this is great.

01:31:15.260 --> 01:31:16.100

Phil: I love Super Hot.

01:31:16.340 --> 01:31:18.360

Phil: This is just going to be like a level pack.

01:31:19.800 --> 01:31:20.300

Tom: Pretty much.

01:31:22.200 --> 01:31:26.880

Phil: That's like the most bummer thing I've heard in the last three hours.

01:31:28.320 --> 01:31:30.500

Phil: So, is that it for Super Hot?

01:31:31.320 --> 01:31:32.460

Tom: It is, indeed.

01:31:32.480 --> 01:31:40.960

Phil: Yeah, I think probably when you bring up Super Hot, Mind Control, Alt, Delete, that's probably the time to stop talking about Super Hot.

01:31:41.700 --> 01:31:45.180

Tom: Very, very wise statement there, Phil.

01:31:45.640 --> 01:31:46.140

Phil: Thank you.

01:31:46.740 --> 01:31:50.980

Phil: Just really quick, in other news, this was a big gaming news week.

01:31:51.200 --> 01:31:53.200

Phil: There haven't been many of them in the last six months.

01:31:53.740 --> 01:31:57.220

Phil: Nintendo had a Nintendo Direct for the first time in over a year.

01:31:57.600 --> 01:31:59.820

Phil: They announced major stories.

01:32:00.140 --> 01:32:04.200

Phil: They're bringing out Skyward Sword HD to the Switch.

01:32:05.400 --> 01:32:09.420

Phil: Skyward Sword is probably one of the worst Zelda games, reportedly.

01:32:10.680 --> 01:32:17.120

Phil: It's the only Zelda game I didn't buy or haven't bought because of how horrible it apparently was.

01:32:17.120 --> 01:32:19.820

Phil: But it's coming out on the Switch, so of course now I'm going to have to buy it.

01:32:20.800 --> 01:32:22.820

Phil: They announced that Fall Guys was coming to Switch.

01:32:23.180 --> 01:32:24.220

Phil: Have you played Fall Guys?

01:32:25.220 --> 01:32:25.860

Tom: No, I haven't.

01:32:25.980 --> 01:32:30.040

Phil: It's kind of like It's a Knockout, the video game, multiplayer online.

01:32:30.820 --> 01:32:32.700

Phil: Were you around for It's a Knockout?

01:32:32.720 --> 01:32:43.100

Phil: It was kind of an Australian TV show like Wipeout where a bunch of people compete to do silly things athletically.

01:32:43.720 --> 01:32:45.660

Tom: The name certainly sounds familiar.

01:32:45.680 --> 01:32:46.300

Phil: Yep.

01:32:46.320 --> 01:32:50.060

Phil: Mario Golf is getting a sequel on the Switch called Mario Golf Super Rush.

01:32:51.480 --> 01:32:59.680

Phil: And it's by Camelot, I think, which is the people that originally made Hotshot Golf before Clap Hands.

01:33:00.360 --> 01:33:03.100

Phil: And Splatoon 3 got announced, so that's interesting.

01:33:05.700 --> 01:33:16.780

Phil: But the big news was that Stubbs the Zombie, which was an Xbox game made by one of the Halo creatives, Alex Seropian, is coming to Switch.

01:33:16.860 --> 01:33:18.200

Phil: It's not available anywhere else.

01:33:18.220 --> 01:33:19.280

Phil: You can't get it on Steam.

01:33:19.460 --> 01:33:23.640

Phil: I believe mostly because it had a soundtrack with a lot of licensed music.

01:33:24.100 --> 01:33:25.540

Phil: And I do have the soundtrack for that.

01:33:25.780 --> 01:33:28.360

Phil: I think that was a pre-order bonus when I bought it.

01:33:29.280 --> 01:33:31.240

Phil: It was where I was introduced to the Dandy Warhols.

01:33:31.700 --> 01:33:32.700

Phil: Not that that's notable.

01:33:33.960 --> 01:33:45.840

Phil: But yeah, it's a fun game that came around before the whole zombie pastiche overwhelmed video games for several years.

01:33:46.000 --> 01:33:46.600

Phil: I'm serious.

01:33:46.780 --> 01:33:51.280

Phil: I think it was like one of the first zombie games in the modern era.

01:33:51.580 --> 01:33:57.600

Phil: And it is, the trivia behind it is it uses the Halo engine.

01:33:57.720 --> 01:34:00.580

Phil: It's the only non-Halo game to use the Halo engine.

01:34:01.560 --> 01:34:02.640

Phil: Yeah, it's a fun game.

01:34:03.720 --> 01:34:05.480

Phil: And I don't think it's worth playing.

01:34:06.240 --> 01:34:09.980

Phil: But it was incredible that they announced that at the Nintendo Direct.

01:34:10.640 --> 01:34:17.200

Phil: And certainly the most notable thing to me other than the release of Splatoon 3, given how much Splatoon 2 have been playing recently.

01:34:18.560 --> 01:34:20.000

Tom: Here's a question for you.

01:34:20.020 --> 01:34:33.460

Tom: Would you say that the fascination with zombie apocalypses was probably the first big influence on pop culture that games had?

01:34:33.480 --> 01:34:37.940

Phil: Hmm, you mean besides Pac-Man fever?

01:34:38.680 --> 01:34:39.040

Tom: Yes.

01:34:41.740 --> 01:34:47.200

Tom: That was more of a influence on the health of people than pop culture.

01:34:47.620 --> 01:34:54.600

Phil: No, I don't think that Stubbs the Zombie or I don't think the zombie culture came.

01:34:54.620 --> 01:34:55.260

Phil: Possibly.

01:34:55.280 --> 01:35:01.580

Phil: The Walking Dead was a stand-alone property that probably propelled zombies into normal people's lives.

01:35:03.100 --> 01:35:06.380

Phil: So no, I'm not going to give video games credit for the zombie culture.

01:35:06.400 --> 01:35:10.480

Phil: I think video games have had an influence on culture in other ways.

01:35:10.600 --> 01:35:12.320

Phil: It's interesting to go to more.

01:35:12.340 --> 01:35:14.900

Tom: You're definitely giving The Walking Dead way too much credit.

01:35:15.860 --> 01:35:18.100

Phil: The TV show?

01:35:18.420 --> 01:35:19.140

Tom: No, the comic.

01:35:19.660 --> 01:35:21.280

Phil: The comic that led to the TV show.

01:35:21.800 --> 01:35:24.260

Phil: Yeah, well, I give the TV show all the credit.

01:35:24.980 --> 01:35:27.160

Tom: I would say you're also giving that too much credit.

01:35:27.740 --> 01:35:38.500

Tom: My argument is because zombies have been a fascination of the psyche since the Victorian era, essentially.

01:35:39.340 --> 01:35:55.260

Tom: But being a prevailing view of understanding the end times isn't really the case until video games enter mass media.

01:35:55.940 --> 01:36:00.200

Tom: And there's no greater level of...

01:36:00.220 --> 01:36:09.060

Tom: There certainly is a much greater emphasis on zombies compared to other media.

01:36:10.280 --> 01:36:13.580

Tom: So I think there is still an argument there for that being the case.

01:36:13.600 --> 01:36:15.480

Phil: Yeah, look, this came out in 2005.

01:36:16.080 --> 01:36:21.480

Phil: It really has that 1950s horror movie feel to it.

01:36:21.720 --> 01:36:23.200

Phil: And that's the time in which it set.

01:36:23.220 --> 01:36:24.220

Phil: And I take back what I said.

01:36:24.260 --> 01:36:27.140

Phil: It is worth playing because it had a tremendous sense of humor.

01:36:27.700 --> 01:36:28.560

Phil: And it was fun.

01:36:29.020 --> 01:36:33.500

Phil: And it's worth to seeing what another game made with the Halo engine can do.

01:36:33.900 --> 01:36:41.120

Phil: And certainly, even though Alex Seropian had left a bungee at that time, it was one of the massive selling points.

01:36:41.120 --> 01:36:45.540

Phil: And they let him put that on the front of the box that I'm looking at right now.

01:36:46.800 --> 01:36:50.540

Phil: It is also going to be available on PlayStation 4 and Xbox One.

01:36:52.140 --> 01:36:55.080

Phil: So it's something to look forward to.

01:36:55.100 --> 01:37:00.160

Phil: But this zombie game, I think, was probably one of the...

01:37:00.680 --> 01:37:06.280

Phil: You had Zombies Ate My Neighbor back on the Genesis and Super Nintendo.

01:37:06.300 --> 01:37:09.220

Phil: But this really early predates it.

01:37:09.760 --> 01:37:10.360

Phil: It's fun.

01:37:10.380 --> 01:37:11.620

Phil: It's got a fun soundtrack.

01:37:13.460 --> 01:37:14.540

Phil: And a good engine.

01:37:14.660 --> 01:37:16.140

Phil: I mean, the Halo engine is great.

01:37:16.220 --> 01:37:18.140

Phil: There's nothing wrong with it.

01:37:18.160 --> 01:37:19.600

Phil: Certainly from back in the time.

01:37:19.660 --> 01:37:24.060

Phil: So yeah, Stubbs the Zombie Rebel Without a Pulse is going to be coming to Switch.

01:37:24.080 --> 01:37:32.000

Phil: And I know that I'm going to be picking it up because everyone knows my troubles with having an operating original Xbox.

01:37:32.340 --> 01:37:34.100

Phil: So you've never played it, though?

01:37:34.820 --> 01:37:35.460

Tom: No, I haven't.

01:37:35.600 --> 01:37:40.920

Tom: And I have to point out that there are two notable things about Stubbs the Zombie.

01:37:40.940 --> 01:37:43.560

Tom: You mentioned one of them, which is the soundtrack.

01:37:44.260 --> 01:37:54.660

Tom: The other is that it received controversy for its cannibalistic content, apparently, according to Wikipedia.

01:37:54.700 --> 01:37:59.260

Phil: I remember when you chomped into people's heads, it sounded like you were chomping into an apple.

01:37:59.280 --> 01:38:00.800

Phil: And it was absolutely...

01:38:00.940 --> 01:38:01.560

Tom: Delicious?

01:38:01.580 --> 01:38:02.800

Phil: It was absolutely hilarious.

01:38:03.760 --> 01:38:05.000

Phil: It is a hilarious game.

01:38:05.040 --> 01:38:06.140

Phil: It's really well made.

01:38:06.160 --> 01:38:09.740

Phil: And I don't know what Alex Seropian went on to do.

01:38:10.200 --> 01:38:17.320

Phil: Wide Load Games, I think, made a political satire game about a chimp who was running for president.

01:38:17.340 --> 01:38:20.340

Phil: That was a joke relating to George Bush II.

01:38:21.420 --> 01:38:25.580

Phil: But other than that, I don't know that Wide Load did much after that.

01:38:25.600 --> 01:38:30.140

Tom: I asked you on air a while ago why it was.

01:38:30.680 --> 01:38:39.240

Tom: America has a desire for their presidents to be mentally impaired in one capacity or another.

01:38:40.020 --> 01:38:44.720

Tom: And I think your answer was that people in America who vote are old.

01:38:45.320 --> 01:38:50.460

Phil: No, I think my answer would be you have to be crazy to run for public office on that level.

01:38:51.300 --> 01:39:08.760

Phil: And so it's a given that if you're voting, if someone wakes up in the morning and says, I am the best qualified person to run the United States of America, they have to be mentally unstable, you know.

01:39:09.160 --> 01:39:11.360

Tom: So I think it's an aesthetic choice, though.

01:39:11.640 --> 01:39:12.200

Phil: What's that?

01:39:13.760 --> 01:39:14.760

Tom: Their persona.

01:39:15.560 --> 01:39:29.560

Tom: So by definition, they may be mentally unstable, whether they present themselves as being mentally incompetent or not, I think is a question of what persona they're trying to advertise to the public.

01:39:30.900 --> 01:39:32.340

Phil: Oh, I don't think that's true at all.

01:39:32.380 --> 01:39:36.560

Phil: I think people really believe in their presidents, be it Obama, Trump.

01:39:38.020 --> 01:39:40.660

Tom: Well, Obama is one who did not project that.

01:39:41.240 --> 01:39:41.740

Phil: Oh, really?

01:39:42.460 --> 01:39:44.840

Tom: He did not project himself as an idiot.

01:39:44.860 --> 01:39:45.440

Phil: No, no.

01:39:45.840 --> 01:39:56.720

Tom: He had to tone down the complexity of his rhetoric after becoming president, but his persona was still one of a highly competent individual.

01:39:57.720 --> 01:39:58.040

Phil: Yeah.

01:39:58.720 --> 01:40:04.240

Tom: And I would argue that his legacy has been...

01:40:04.260 --> 01:40:06.120

Tom: Sorry, not his legacy.

01:40:06.480 --> 01:40:33.980

Tom: One could argue that he has been less effective as a president as a result of that, because one advantage of presenting yourself as an idiot is that your opponents believe you're an idiot, whereas no one believed that the insane things that he was going to do in his communist, Muslim takeover of America are being done by an incompetent, bumbling fool.

01:40:34.000 --> 01:40:34.720

Phil: Yeah, that's right.

01:40:35.640 --> 01:40:36.620

Phil: Okay, well, since...

01:40:36.680 --> 01:40:41.420

Tom: So I think that was a rhetorical misstep on his part.

01:40:41.520 --> 01:40:48.260

Phil: I think since we've already roamed this far off topic, we can close the official Game Under Podcast.

01:40:48.820 --> 01:40:51.640

Phil: I've been your co-host, and my name is Phil Fogg.

01:40:51.760 --> 01:40:52.700

Phil: And his name is...

01:40:53.260 --> 01:40:54.100

Tom: I am Tom Towers.

01:40:54.120 --> 01:40:55.820

Phil: Goodbye, Copy That Floppy.

01:40:56.220 --> 01:40:57.760

Tom: This would be how it works.

01:40:58.080 --> 01:41:02.380

Tom: So it's kind of like Final Fantasy VIII or Legion of the Groon.

01:41:02.800 --> 01:41:04.180

Tom: Yes, well, I was going to say...

01:41:05.120 --> 01:41:06.100

Tom: Legion of the Groon.

01:41:06.140 --> 01:41:08.020

Tom: Both on PC and PC.

01:41:08.260 --> 01:41:11.200

Tom: You're effectively a modern doctor.

01:41:13.420 --> 01:41:14.200

Tom: And also...

01:41:14.960 --> 01:41:16.720

Phil: Uh, yes, you're quite right, I'm sorry.

01:41:18.500 --> 01:41:20.580

Tom: Repetition and lack of ideas.

01:41:21.200 --> 01:41:22.320

Tom: That's a rare glitch.

01:41:22.420 --> 01:41:24.080

Tom: I've probably had it a couple of times.

01:41:24.320 --> 01:41:26.420

Tom: Repetition and lack of ideas.

01:41:26.700 --> 01:41:27.220

Phil: I'm sorry.

01:41:28.800 --> 01:41:32.700

Tom: I think that's also a question of literacy, so to speak.

01:41:38.440 --> 01:41:41.060

Phil: And then continue with some off-topic stuff.

01:41:41.080 --> 01:41:44.460

Phil: Though you promised me that this is going to be relevant to video games.

01:41:44.480 --> 01:41:46.760

Phil: So do we want to get into Beverly D'Angelo's book?

01:41:48.380 --> 01:41:49.520

Tom: Yes, well, we do.

01:41:49.680 --> 01:41:53.200

Tom: It is very relevant to video games because one of the...

01:41:53.220 --> 01:41:55.100

Phil: And we should say it's not Beverly D'Angelo.

01:41:55.120 --> 01:42:00.500

Phil: Beverly D'Angelo, I thought when I wrote that was...

01:42:01.500 --> 01:42:07.320

Phil: I was thinking of Beverly Crusher, Wesley Crusher's mom, the doctor off Star Trek, The Next Generation.

01:42:08.780 --> 01:42:10.380

Phil: Are you familiar with this?

01:42:11.020 --> 01:42:11.240

Tom: No.

01:42:13.400 --> 01:42:16.100

Phil: Everyone else listening to this will be because they're all enormous geeks.

01:42:16.840 --> 01:42:25.160

Phil: But Beverly D'Angelo is actually the actress that played Chevy Chase's wife in the National Lampoon holiday movies.

01:42:27.000 --> 01:42:27.700

Phil: It's important to know.

01:42:27.720 --> 01:42:28.360

Tom: I've heard of her.

01:42:28.500 --> 01:42:29.560

Phil: Yeah, Beverly D'Angelo.

01:42:29.580 --> 01:42:33.480

Phil: So, the Pamela D'Angelo, is that who wrote Right Fragility?

01:42:33.580 --> 01:42:35.840

Tom: I think it's Right Fragility.

01:42:36.200 --> 01:42:37.760

Tom: I think it's Robin D'Angelo.

01:42:37.780 --> 01:42:38.420

Phil: Robin, okay.

01:42:39.200 --> 01:42:39.560

Tom: Yes.

01:42:40.360 --> 01:42:51.760

Tom: Yeah, well, due to video games being easily the most bourgeois art medium outside of art collection.

01:42:52.440 --> 01:42:53.780

Phil: Let me just say something about that.

01:42:54.100 --> 01:42:55.220

Phil: Yep.

01:42:55.240 --> 01:42:58.740

Phil: I buy The Weekend Australian.

01:42:59.060 --> 01:43:00.940

Phil: And people around me go, why do you do it?

01:43:00.960 --> 01:43:07.560

Phil: Because every time you say, I want to read it, and then you buy it, and then you just, you know, complain about it the whole time.

01:43:08.080 --> 01:43:09.700

Phil: Which I guess is why I do it.

01:43:11.220 --> 01:43:16.380

Phil: But you go into the arts section, or the pop culture section, would be the better way of saying it.

01:43:17.040 --> 01:43:18.880

Phil: There's no mention of video games in there at all.

01:43:18.900 --> 01:43:22.220

Phil: They'll talk about CDs that are coming out, or whatever they are.

01:43:22.400 --> 01:43:24.040

Phil: They'll talk about albums that are coming out.

01:43:24.060 --> 01:43:24.940

Phil: They'll talk about movies.

01:43:24.960 --> 01:43:26.300

Phil: They'll talk about books.

01:43:26.320 --> 01:43:27.320

Phil: They'll talk about theater.

01:43:27.340 --> 01:43:28.640

Phil: They'll talk about TV shows.

01:43:28.660 --> 01:43:30.020

Phil: They'll talk about what's on Netflix.

01:43:30.480 --> 01:43:35.220

Phil: There's not a single thing in the whole 40 pages about what's happening in video games.

01:43:35.780 --> 01:43:42.000

Tom: See, now this is where your answer to my question about the persona of American presidents would apply.

01:43:44.080 --> 01:43:44.540

Phil: How so?

01:43:45.180 --> 01:43:48.520

Tom: I think that only old people buy newspapers today.

01:43:49.200 --> 01:43:50.440

Tom: Or they're meant to anyway.

01:43:52.760 --> 01:43:53.420

Phil: But isn't it...

01:43:55.100 --> 01:43:55.380

Tom: Isn't...

01:43:55.880 --> 01:44:06.580

Phil: I mean, I was researching for today's show, and I was encouraged to find that one of the commercial networks here in Australia, Nine News, actually had a video game coverage.

01:44:08.060 --> 01:44:12.340

Phil: Not to the stupid extent that the enthusiast press has, and that's another topic.

01:44:13.000 --> 01:44:15.280

Phil: But they just had regular video game coverage.

01:44:15.300 --> 01:44:18.760

Phil: Hey, this is what happened at Nintendo Direct, or this is what's happening with PlayStation VR.

01:44:19.660 --> 01:44:20.600

Phil: And that was good.

01:44:20.620 --> 01:44:24.760

Phil: Obviously, there's someone there who's like, hey, this is news that's relevant to our audience.

01:44:26.080 --> 01:44:30.600

Phil: But I guess it underscores your point that the only people buying newspapers are old.

01:44:30.940 --> 01:44:46.200

Phil: But I think if you're going to be doing, if you've got a magazine that covers popular culture and you're not covering video games, that is some sort of snob, elitism or denial or ignorance on a level that I can't even comprehend.

01:44:46.220 --> 01:44:49.940

Tom: Well, that would describe the Australian quite well.

01:44:50.100 --> 01:44:50.420

Phil: Yeah.

01:44:52.640 --> 01:44:53.240

Phil: That's true.

01:44:53.400 --> 01:44:53.960

Phil: That's true.

01:44:54.440 --> 01:44:59.260

Phil: OK, so you're saying that games are the most bourgeois medium.

01:44:59.740 --> 01:45:06.640

Phil: So for our English as a second language listeners, bourgeois is basically like the old word for yuppie, isn't it?

01:45:07.820 --> 01:45:09.280

Tom: In a sense, yes.

01:45:09.520 --> 01:45:10.840

Phil: Yeah, yeah.

01:45:11.180 --> 01:45:32.860

Tom: But with more economic connotations, which I think is relevant to the point here, because that would be why it is the most bourgeois medium outside of art collection, due to it requiring the greatest time and money commitment compared to the other mediums.

01:45:32.880 --> 01:45:49.200

Phil: And the bourgeoisie in French history are the class that is below the elites, but they've got enough money to muck around and believe they should be joining the country clubs and taking on art because it's what rich people do, it's what the elites do.

01:45:49.220 --> 01:45:49.500

Tom: Exactly.

01:45:50.140 --> 01:46:00.660

Phil: Yeah, so they're kind of, not upper middle Bogan, but typical elites, like people who have got a...

01:46:00.800 --> 01:46:06.500

Tom: Or rather they're completely unelite, but believe they're on the cusp of becoming an elite.

01:46:06.620 --> 01:46:07.240

Phil: Exactly right.

01:46:07.260 --> 01:46:10.000

Tom: And that they are already interacting with the elites.

01:46:10.020 --> 01:46:15.380

Phil: And it's a contagion that is on all political spectrums, both left and right.

01:46:16.180 --> 01:46:25.300

Phil: Though I'd say probably more on the left these days because a university degree and education is a part of the whole bourgeois thing.

01:46:25.620 --> 01:46:29.580

Phil: And if you go to uni, you typically end up to be on the left side of the spectrum.

01:46:30.660 --> 01:46:32.040

Tom: I would certainly question that.

01:46:32.240 --> 01:46:33.180

Phil: Okay, that's fine.

01:46:34.080 --> 01:46:36.260

Tom: It depends entirely on what you mean by left though.

01:46:36.480 --> 01:46:40.860

Tom: I think what you mean here is liberal rather than left.

01:46:41.240 --> 01:46:41.940

Tom: Both in...

01:46:42.260 --> 01:46:49.140

Tom: And I would argue in the proper sense of the term, which encompasses both conservative liberalism and progressive liberalism.

01:46:49.540 --> 01:46:50.240

Phil: I agree with that.

01:46:50.360 --> 01:46:50.860

Phil: Good point.

01:46:52.220 --> 01:47:20.260

Tom: Yes, but anyway, this is relevant to games because due to the bourgeois nature of games, you saw the avant-garde academic discussion on aesthetics reach mainstream enthusiast discussion for the first time in games as opposed to in cinema or literature or whatever else.

01:47:20.280 --> 01:47:42.500

Tom: So while you obviously would have had and did have a discussion on the cutting edge feminist theories or whatever else in those other mediums, you did not come across those things among the average discussion to which everyone was welcome.

01:47:42.520 --> 01:48:03.460

Tom: So if you had people who were interested in those things outside of the medium, then they would absolutely discuss those things in the context of the medium, but you would not have those discussions occurring by people who were predominantly interested in the medium rather than those things in and of themselves.

01:48:03.480 --> 01:48:42.120

Tom: So way back in the early 2000s on GameSpot, you had things like objectification and the male gaze and representation and all of those things being discussed, not among feminist games websites or among game academics which didn't really exist then, which may also have contributed to this, but among the discussion on just random websites about games, for example, GameSpot.

01:48:43.080 --> 01:48:50.800

Tom: Not by the editorial teams there because they're obviously going to be way behind the times, but by the users of the website.

01:48:51.360 --> 01:49:01.180

Tom: Now that that has spread from games to other mediums, you've seen a pretty hysterical reaction to these sorts of things.

01:49:01.260 --> 01:49:14.720

Tom: But it is fascinating that the reaction, the most extreme version of the reaction to it, also began in the gaming communities before other communities as well.

01:49:14.780 --> 01:49:28.200

Phil: If I could discuss that, though, I will describe myself in that period in the early 2000s as being, and this may have even been an expression that was coined in video game community discussion, as a white knight.

01:49:29.580 --> 01:49:32.000

Phil: You know, and you're familiar with that term.

01:49:32.360 --> 01:49:33.300

Tom: Yes, I am.

01:49:33.540 --> 01:49:37.080

Phil: So from the time, for people who aren't, a white knight was someone who galloped in.

01:49:37.920 --> 01:49:38.840

Tom: Protected the women.

01:49:39.160 --> 01:49:44.400

Phil: Protected all of the people that needed protecting and did massive amounts of virtue signaling.

01:49:45.260 --> 01:50:02.600

Phil: But I'm going to defend myself in this instance, and that is because up until far beyond the early 2000s, any depiction of homosexuality, African Americans and women in games was reprehensibly stupid.

01:50:02.800 --> 01:50:11.080

Phil: You just have to think about the 1990 game, and this is just one example of a thousand, where you had a character called Afro Thunder.

01:50:11.460 --> 01:50:18.420

Phil: He was a black man, and he spoke in Jive and had this ridiculous Afro in the game Ready to Rumble.

01:50:19.860 --> 01:50:22.560

Phil: And you can see this in games like Vigilante 8.

01:50:22.860 --> 01:50:35.560

Phil: You can see it in all sorts of games, that if there was going to be a black person in a game, he was either a criminal, a prisoner, or had a ridiculous Afro, and was a criminal.

01:50:36.940 --> 01:50:41.620

Phil: Depictions of women, just look at Lara Croft, or Dead or Alive.

01:50:41.800 --> 01:50:47.440

Phil: You had ads on network television, oh, she kicks high.

01:50:47.480 --> 01:50:50.660

Phil: Everyone had massive boobs, it was scantily clad.

01:50:50.700 --> 01:50:53.220

Phil: If a woman was in a game, that's what was going on.

01:50:53.780 --> 01:50:54.880

Phil: Oh, you might have a doctor in a game.

01:50:54.900 --> 01:50:56.460

Tom: It was the good old days, is what you're saying.

01:50:56.480 --> 01:50:59.400

Phil: You might have a doctor in a game, but she'd be dressed in a sexy nurse outfit.

01:50:59.720 --> 01:51:00.320

Tom: Yeah.

01:51:00.380 --> 01:51:12.480

Phil: And in terms of homosexuals, if you look at games like God Hand, you'd have these clumsy, ham-fisted interpretations coming out of Japan, which was the only people that would put gay people in games.

01:51:13.040 --> 01:51:19.620

Phil: And they're in possibly camp, you know, wearing hot pants and leather chaps and all of this.

01:51:20.420 --> 01:51:30.500

Phil: So, like, I'm going to defend myself for being a white knight and virtue signaling in those days, because it was, you know, it had to be said.

01:51:30.560 --> 01:51:34.500

Phil: The video games were treating those classes and many more.

01:51:34.840 --> 01:51:36.160

Phil: Don't even talk about the disabled.

01:51:36.180 --> 01:51:37.140

Phil: They weren't in the games.

01:51:37.640 --> 01:51:38.500

Phil: And they're still not.

01:51:38.800 --> 01:51:39.960

Tom: Except in Killer 7.

01:51:42.300 --> 01:51:45.480

Phil: So, do you see where I'm saying, like...

01:51:45.680 --> 01:51:48.220

Tom: I'm not criticizing any of these positions.

01:51:48.520 --> 01:51:48.860

Phil: Yeah.

01:51:49.720 --> 01:51:59.760

Phil: Now, from today's perspective, now that I'm an old man, I've lived another 20 years and, you know, you're seeing more balance and stuff, it's kind of like, yeah, you know what?

01:52:00.060 --> 01:52:01.360

Phil: People can speak up for themselves.

01:52:01.380 --> 01:52:07.360

Phil: They don't need me to ride in on a horse to tell them this, you know, to speak up for them.

01:52:10.220 --> 01:52:16.220

Phil: But this is still pervasive in our culture, this white knight mentality and behavior.

01:52:17.920 --> 01:52:23.120

Tom: Which I think for the same reasons that you have used are equally justifiable.

01:52:23.660 --> 01:52:51.940

Tom: Because while as far as the average person is concerned, no one really has a problem with any of those things, the reactionary backlash to it is of a much more extreme degree than it was at the beginning of this and has been deliberately mobilized rhetorically and also directly by extremely reactionary elements.

01:52:52.720 --> 01:53:03.780

Tom: So I think for your own defense of yourself, you can make that same defense for people who would be doing the same thing you were doing then to people doing that today.

01:53:06.200 --> 01:53:11.920

Phil: Yeah, and another thing too from back then just to incriminate myself too.

01:53:12.400 --> 01:53:25.120

Phil: It was things like I was doing quite well financially and it's like, oh, well, I wouldn't shop at Walmart because they're exploiting poor people.

01:53:25.880 --> 01:53:29.220

Phil: And if you're dumb enough to shop at Walmart, then you just don't know better.

01:53:29.520 --> 01:53:35.580

Phil: It's like, well, first of all, like Walmart is employing tons of people that need jobs.

01:53:36.020 --> 01:53:46.020

Phil: And number two, they're providing great value, you know, through their whatever machinations they're doing, they're providing products at a lower price than anyone else.

01:53:46.040 --> 01:53:54.960

Phil: But back then, it's that whole national public radio, oh, these people don't know for themselves, you know, what's best for them.

01:53:54.960 --> 01:53:57.420

Phil: But we're here to tell them that they shouldn't shop at Walmart.

01:53:57.720 --> 01:54:04.820

Phil: It's like, I'm not here to tell someone on minimum wage that they shouldn't be shopping at the place where they can get the most value for their money, you know.

01:54:05.520 --> 01:54:08.300

Phil: And the same thing happened with, you know, voting.

01:54:08.540 --> 01:54:13.240

Phil: Oh, you know, these poor people don't know, they're voting against their own interests.

01:54:13.260 --> 01:54:15.280

Phil: They should be voting this way or that way.

01:54:15.940 --> 01:54:19.780

Phil: And I look back at that now and just go, what an idiot I was.

01:54:21.000 --> 01:54:26.060

Phil: And not because I'm politically skewed one way or the other, but ultimately people make their own decisions.

01:54:26.500 --> 01:54:38.240

Phil: And just because I think I'm better educated or better informed doesn't mean that I can arrive on the scene and tell them, well, you should be shopping at Target as opposed to Walmart.

01:54:39.020 --> 01:54:40.380

Phil: You know, it's just ridiculous.

01:54:40.400 --> 01:55:11.000

Tom: The voting, people not voting in their own interest is, I think, particularly in the context of America, where most people making that argument would be saying that about very well-off working class people who may not be so well-off now and have certainly lost a huge amount of their status, but generally would be owning some amount of property and being in a reasonably good position.

01:55:11.120 --> 01:55:35.580

Tom: And on top of that, if you do, in fact, believe that they are racist and one of their reasons for voting for a party that you believe is racist and is acting not in their direct economic interests, why would their racism not necessarily be more in their interest than their economic position?

01:55:36.300 --> 01:55:37.020

Phil: Yeah, that's right.

01:55:37.960 --> 01:55:41.100

Phil: And ultimately people are smart enough to make their own decisions, I feel.

01:55:41.560 --> 01:55:47.300

Phil: And it's arrogant to intercept or intercede on behalf of people.

01:55:47.760 --> 01:55:48.900

Phil: It's really arrogant.

01:55:48.900 --> 01:55:51.860

Phil: And this sort of thing is more and more prevalent.

01:55:52.700 --> 01:55:53.880

Phil: Maybe it's not more prevalent.

01:55:53.900 --> 01:55:59.340

Phil: Maybe it's just got a bigger voice because of social media and the fractionalisation of media.

01:56:01.860 --> 01:56:09.240

Tom: I don't know if it's more prevalent or not, but it is certainly amplified by the sensationalist nature of social media.

01:56:09.260 --> 01:56:12.780

Tom: Because again, if you look at the more...

01:56:13.320 --> 01:56:22.620

Tom: Social media gets blamed for this because it is supposedly the democratisation of public discourse when it is in fact the complete opposite of that.

01:56:22.660 --> 01:56:28.100

Tom: It is a fundamentally elitist presentation of public discourse.

01:56:28.900 --> 01:56:42.140

Tom: You compare that to something that actually is a democratically established website or a democratic appropriation of a corporate established website, for example, GameSpot.

01:56:42.340 --> 01:56:58.020

Tom: You had those discussions simultaneously with a million other discussions because the goal of the GameSpot forums was not to make money on advertiser revenue and data accumulation to sell to advertisers.

01:56:58.500 --> 01:57:37.560

Tom: If you are basing your business model on that, then you are inherently going to promote the most sensationalist and argumentative discourse that, contrary to popular belief, rather than resulting in thought, rather than being designed through thought bubbles, is designed between presenting two argumentative positions in the most ridiculous light, because that is what will annoy people and get the most engaged in, one, contributing similarly annoyed responses to it, and, two, being engaged constantly in a discussion back and forth.

01:57:37.700 --> 01:57:44.840

Phil: Yeah, and they knew that, but GameSpot's model back then was page views, because page views used to rule everything in advertising.

01:57:45.460 --> 01:57:52.060

Tom: And the target for their page views, and maybe that changed later on, but was obviously for the stuff they were publishing.

01:57:52.080 --> 01:57:54.660

Phil: Oh no, I think it was just for audience.

01:57:54.680 --> 01:57:58.240

Phil: Back then, back in the 2000s, it was all about audience size.

01:57:58.580 --> 01:58:05.240

Phil: And so forums were great for that, because you'd have people who were compulsively clicking on links, then they'd respond.

01:58:05.900 --> 01:58:13.280

Phil: So to respond, they had to click on a link and then create a page to edit, to put in their response, that counted as a page view.

01:58:15.000 --> 01:58:16.580

Phil: Then you'd post it, that's another page view.

01:58:16.600 --> 01:58:22.500

Phil: Then you'd go back into the thread, and you'd constantly be checking that thread to see if anyone responded to it.

01:58:23.320 --> 01:58:27.580

Phil: Forums were just incredible, and forums are dead today, unfortunately.

01:58:28.000 --> 01:58:35.680

Tom: That is correct, and also obviously the notability of your forum and community would also be a point of advertising.

01:58:36.360 --> 01:59:14.660

Tom: And I would argue, just to contradict what I said before, that not long or somewhat simultaneously, but I would say probably not long after that, once the GameSpot community grew massive, and it was already big when I was there, but it was mainly in the forum, when unions and blogs started to become a major part of the GameSpot website, you could see, and obviously this is not some grand business plan, but something that can easily, naturally happen by people participating in the community.

01:59:15.200 --> 02:00:00.040

Tom: Once that became the case, you also got a much more sensorial attitude from the moderators, and you had discussions playing out in a similar manner as they do on social media, which was one, great for further growing the importance and interest in the forums and the blogs, the very fact that there was censorship and there were arguments over what was acceptable to be on GameSpot and what wasn't acceptable to be on GameSpot became a huge part of the discourse of GameSpot itself, and one of the...

02:00:00.060 --> 02:00:04.260

Tom: What are the attractive things to the website where you could go and argue about these things?

02:00:04.640 --> 02:00:08.040

Phil: Oh, you know what, we've got to wrap this up here.

02:00:08.060 --> 02:00:13.280

Phil: I'll just say here now, we've just got to wrap this up in about, I've got to get out of here by seven.

02:00:14.300 --> 02:00:16.180

Phil: So, is that all right?

02:00:16.200 --> 02:00:19.260

Phil: So, I'll just do a clean break here.

02:00:21.300 --> 02:00:25.640

Phil: Look, I am completely earnest in what I'm about to say.

02:00:26.240 --> 02:00:39.180

Phil: In terms of a sociological study, I think all you need to know about sociology, you could observe on GameSpot from the time they started the forums till the time they blew up their forums.

02:00:40.260 --> 02:00:48.220

Phil: I think it was a fascinating community, and even anthropologically, it's something that you could go back and really study.

02:00:48.240 --> 02:00:59.880

Phil: I was thinking just the other day about how when GameSpot got rid of the unions, and I was like, wow, why, how, and like you were saying.

02:00:59.900 --> 02:01:17.700

Tom: You'll note that just as the feeling of security and safety has collapsed in the world, in the real world simultaneously with the loss of union power, so too did it happen at GameSpot.

02:01:18.200 --> 02:01:25.080

Phil: So these unions for people aren't connected, were basically you got to create your own mini board with your own community.

02:01:25.080 --> 02:01:30.740

Phil: So I was the director of, or the leader of the Candid Collectors Union.

02:01:31.220 --> 02:01:37.840

Phil: And in those places, like it'd be a community of anywhere from 20 to 100 people.

02:01:38.220 --> 02:01:44.480

Phil: You'd advertise, you'd get people in there, and it was your own little community board within GameSpot.

02:01:47.180 --> 02:01:48.680

Phil: And it was wonderful.

02:01:48.700 --> 02:01:50.700

Phil: It was a quote safe space.

02:01:51.380 --> 02:01:53.520

Phil: You know, it was like a cheers.

02:01:53.540 --> 02:01:55.380

Phil: You could go there, everyone knew your name.

02:01:56.600 --> 02:01:59.320

Phil: Everyone knew where you were coming from.

02:01:59.320 --> 02:02:00.880

Phil: Everyone knew who was ornery.

02:02:00.900 --> 02:02:03.200

Phil: Everyone knew who was capitulating.

02:02:03.260 --> 02:02:04.580

Phil: Everyone knew who was nice.

02:02:05.000 --> 02:02:13.180

Phil: And it was these thousands of communities that were developed that I'm assuming they got rid of because they decided, well, we can't moderate them.

02:02:16.420 --> 02:02:22.400

Phil: And after, you know, we can't handle these communities because of, you know, there could be terrorists in there.

02:02:22.420 --> 02:02:24.600

Phil: You know, I don't know why they got rid of them.

02:02:24.760 --> 02:02:30.540

Phil: Probably because they wanted to, they could see it draining away from their main forum, but I don't know why they cared because it was all still page views.

02:02:32.440 --> 02:02:33.920

Phil: But yeah, and then the blogs.

02:02:33.940 --> 02:02:43.520

Phil: And even when you were moderated, you could still go and ask the mods, go to the ask the mods forum and go, hey, you know, what happened here, what did I do?

02:02:44.080 --> 02:02:45.400

Phil: And you'd get great responses.

02:02:47.060 --> 02:02:48.640

Phil: And you know, I was in one.

02:02:48.660 --> 02:02:51.120

Tom: And you could use it as excellent advertising.

02:02:51.500 --> 02:02:53.220

Phil: Yeah, absolutely, yeah.

02:02:53.560 --> 02:03:03.580

Phil: And it was funny because it was still a community of, I'm assuming hundreds of thousands of people, but even in the biggest forums, it still felt like a small community where you knew everyone.

02:03:04.780 --> 02:03:06.040

Phil: Yeah, and I missed that.

02:03:06.340 --> 02:03:10.300

Phil: I think it was a great place and it blew up for various different reasons.

02:03:12.420 --> 02:03:19.680

Phil: Gershman Gate was part of it, but I think more than that, it was, they blew it up independently and separate of that.

02:03:21.000 --> 02:03:34.640

Phil: And maybe you've got some thoughts as to why they did that or not, but I mean, they ruined the community by taking away a lot of the tools and it wasn't just the loss of personalities from the site because the personalities on the site were kind of separate from the forum culture.

02:03:35.840 --> 02:03:38.760

Tom: I think there were two potentially contributing factors there.

02:03:38.900 --> 02:03:47.420

Tom: One is just a general sense of a generally incompetent management, judging by a lot of their other decisions at the time.

02:03:47.980 --> 02:04:22.260

Tom: And also the nature of corporate pressure on games journalism and websites then is the anarchic nature of the forums and the fact that a huge amount, perhaps a majority of site traffic was to user created content with which the publishers could not engage in trying to pressure the people writing about them to give them more positive feedback may also have been a contributing factor as well.

02:04:22.520 --> 02:04:23.620

Phil: Yeah, I think so.

02:04:23.640 --> 02:04:24.680

Phil: I think so.

02:04:24.700 --> 02:04:34.080

Phil: The same culture, the same management that developed around Gershman Gate also I think contributed to the fact that you've got what?

02:04:34.080 --> 02:04:47.080

Phil: You've got these thousands of communities that like a Square Enix Union, you know, that you have no control over and they can say whatever they want, they can post whatever they want and you guys aren't in control of it.

02:04:47.540 --> 02:04:49.380

Phil: How, you know, yeah.

02:04:49.800 --> 02:04:52.900

Tom: Because there was no equivalent to that at the time.

02:04:52.920 --> 02:04:55.220

Tom: This is before Reddit was a thing.

02:04:56.620 --> 02:05:05.500

Tom: And Reddit obviously has over the years to massively moderate itself for PR issues and potential legal problems.

02:05:06.120 --> 02:05:17.080

Tom: And while it was around at the same time as 4chan and so forth, 4chan, it was a mainstream thing as opposed to a niche thing.

02:05:17.620 --> 02:05:47.760

Tom: So that would absolutely have terrified a lot of publishers, that sort of freedom of expression because it was putting, if I was to, my career as a quote, games journalist, end quote, my most viewed thing that got onto Neogaf, the Neogaf Forum, couldn't compare to the stuff that I published on my blog in terms of both views and user engagement.

02:05:48.200 --> 02:05:56.400

Tom: So they were essentially giving random people the audience that their own journalists had for the most part.

02:05:56.460 --> 02:05:57.220

Phil: Oh, definitely.

02:05:57.300 --> 02:06:09.280

Phil: It was a massive platform and all you had to do was have a good reputation in the forums or have someone who knew you, that liked you and you just click on their user link and then you go over to their blog.

02:06:09.300 --> 02:06:12.700

Phil: And yeah, it had tremendous reach, tremendous reach.

02:06:13.620 --> 02:06:16.720

Phil: Even more reach than their podcast at the time, I feel.

02:06:18.140 --> 02:06:24.020

Phil: And yeah, it led to a thousand splintered communities when they started screwing it up.

02:06:24.040 --> 02:06:26.820

Phil: And boy, did they screw it up and I don't think they've ever recovered from it.

02:06:27.080 --> 02:06:28.600

Phil: I honestly don't, but.

02:06:28.640 --> 02:06:29.620

Tom: And they certainly have it.

02:06:29.640 --> 02:06:32.560

Phil: Yeah, yeah, which is really unfortunate.

02:06:33.180 --> 02:06:42.560

Phil: I remember we, I attempted a prank or a trolling type thing where we'd encourage members of the VG Press to go over there and just start posting like crazy in their community.

02:06:43.540 --> 02:06:50.460

Phil: But their main forum, the GGD as it used to be known, general gaming discussion, was like completely dead.

02:06:50.800 --> 02:06:54.900

Phil: It was like trolling someone who wasn't there.

02:06:56.600 --> 02:06:58.460

Phil: And it was ineffective, but.

02:06:59.680 --> 02:07:01.640

Phil: Okay, so we've got to wrap this up.

02:07:01.660 --> 02:07:02.700

Phil: So I do want to give you your platform.

02:07:02.720 --> 02:07:07.280

Tom: Well, we very quickly get to how this ties into Robin D'Angelo and white fragility.

02:07:07.400 --> 02:07:08.240

Phil: Her book, yep.

02:07:08.580 --> 02:07:18.240

Tom: Yes, well, so a lot of the feminist commentary and so forth that was percolating around then, I fundamentally disagreed with.

02:07:18.260 --> 02:07:21.440

Tom: And I still fundamentally disagree with today.

02:07:21.860 --> 02:07:26.040

Tom: But I disagree with them on the basis of their arguments.

02:07:26.140 --> 02:07:31.300

Tom: So one example of that is the idea that objectification is bad.

02:07:31.540 --> 02:07:51.020

Tom: Well, I have now read Freud, so I can confirm that objectification is actually a wonderful thing that should be the goal of everyone in that it is finding an object for which you can project all of, to which you can project all of your affections.

02:07:51.080 --> 02:07:53.620

Tom: And that can be sexual affection.

02:07:53.620 --> 02:08:11.280

Tom: And unless you begin with the beginning point that sex is somehow in and of itself dangerous and bad and shameful, I do not believe you can justify that objectification is bad in any way, in and of itself.

02:08:11.480 --> 02:08:16.160

Tom: So that's one example, which I fundamentally disagree with then, and I still fundamentally disagree with.

02:08:16.500 --> 02:08:26.140

Tom: Another is the concept of the male gaze, which was also slightly less clear cut than in other artistic mediums.

02:08:26.160 --> 02:08:34.040

Tom: But again, these things are all interesting to discuss in their content.

02:08:34.220 --> 02:08:45.620

Tom: So the male gaze, for instance, that's not interesting in the sense that you should be trying to eradicate the male gaze or encourage other gazes.

02:08:46.040 --> 02:08:51.180

Tom: I have no problems with people taking those positions, but it's not an interesting idea to me.

02:08:51.200 --> 02:09:02.320

Tom: That is interesting, because if we are to take the idea of the male gaze seriously, then we surely believe that this is telling us something about men.

02:09:03.280 --> 02:09:16.120

Tom: So in this case, most people's interpretation of it would be that one, in the context of video games, there are two things which men very much valorise.

02:09:17.040 --> 02:09:22.580

Tom: One would be women and their sexuality, and the other would be violence.

02:09:22.920 --> 02:09:39.240

Tom: Now, we can then discuss whether those two things are morally good or not, but that is a separate discussion that you have to then consider on a case by case basis of the actual game.

02:09:39.560 --> 02:09:47.800

Tom: And if you use it as a blunt force analysis of something, you are erasing the content of the artwork you were looking at.

02:09:48.100 --> 02:09:50.940

Tom: And in other mediums, this can have hilarious effects.

02:09:51.200 --> 02:10:02.060

Tom: For instance, if you're using the male gaze in art analysis, what you're doing is erasing the contribution of women to a lot of visual art.

02:10:02.200 --> 02:10:15.920

Tom: So if you take a painting and you say, look at this pornographic work of this nude woman, isn't this disgusting how this male painter has exploited this woman to produce his pornography?

02:10:16.220 --> 02:10:21.100

Tom: Well, why do we assume that that is the view of the woman who is modelling for him?

02:10:21.280 --> 02:10:35.080

Tom: We're not even asking what her view on it was, and we don't even think that the fact that she is the model in what is considered a great work of art is an important part of the artwork.

02:10:35.320 --> 02:10:53.020

Tom: So we're one, totally ignoring what her views might be, and two, we're saying that in the creation of an artwork, which is involving the male painter and a female model, only the male painter's contribution to the artwork is valid and relevant.

02:10:54.360 --> 02:11:11.300

Phil: Yeah, I mean, so what I was talking about earlier is that the presumption that you're identifying people as victims when they may not be victims, and that's that arrogance that I was talking about earlier where, well, you don't know what's best for you.

02:11:12.140 --> 02:11:17.960

Phil: Obviously, if you're doing this sort of thing, you've been tricked into it or you're too dumb or I know better for you.

02:11:18.500 --> 02:11:19.800

Phil: So, yeah.

02:11:20.220 --> 02:11:22.580

Tom: Yep, so we're about to get to the white fragility part.

02:11:22.600 --> 02:11:31.200

Tom: So that was my reason for opposing those aesthetic analysis then, and those remain my position today.

02:11:31.880 --> 02:11:40.300

Tom: It very quickly became apparent to me, though, that that wasn't the reason that most people opposed those sorts of views.

02:11:40.480 --> 02:11:55.520

Tom: Now, I couldn't come up with any other explanation for their opposition because they were totally incapable of articulating why they were in opposition to those analyses of games.

02:11:56.280 --> 02:12:15.900

Tom: But I came to that conclusion because for the same reason that I, for instance, on a simple level, was opposed to people saying they wanted more female video game characters, I'm opposed to that view just because to me that is totally alien.

02:12:15.940 --> 02:12:23.220

Tom: I personally, this doesn't apply to what anyone else should want, so when I say I'm opposed to that view, I just mean I don't share that view.

02:12:23.240 --> 02:12:24.260

Tom: I don't mean I'm opposed to it.

02:12:24.640 --> 02:12:29.560

Tom: Personally, I do not relate more to male or female characters in any form of art.

02:12:30.280 --> 02:12:43.060

Tom: And I personally find that if I did, I would be dehumanizing myself and taking a sexist view of the world if I were to do that.

02:12:44.220 --> 02:12:56.720

Tom: Now, I can perfectly understand that if someone wants male or female characters, by my own position, that's irrelevant because if the character is good and they're male or female, it will be equally good to me, obviously.

02:12:57.920 --> 02:13:03.120

Tom: I have this same totally agnostic view to all content in art.

02:13:03.340 --> 02:13:20.040

Tom: So while I was pointing out the problems with those sorts of views, I was also defending games like Rape Play and a lot of other Japanese games that featured sexual violence and things like that.

02:13:20.300 --> 02:13:39.200

Tom: And all of these people who would be agreeing with me when it came to the context of the potentially sensorial direction in which these feminist positions could go on the basis of free speech, all of a sudden, no, these things should be banned.

02:13:39.880 --> 02:13:50.580

Tom: They're totally disgusting and unacceptable and you just cannot possibly conceive of a thing like that being released in the market in the West.

02:13:50.620 --> 02:13:53.800

Tom: It's totally unacceptable and disgusting.

02:13:54.680 --> 02:14:09.300

Tom: So again, I very quickly learned that these people did not really have much of an interest in free speech at all, nor do they have any justification in their logic for opposing a lot of the feminist critiques.

02:14:10.580 --> 02:14:25.220

Tom: So having now read a lot of reactionary writing as well as liberal writing, I find something like White Fragility is actually in a sense a very revelatory book.

02:14:25.760 --> 02:14:44.500

Tom: It is one, fundamentally white supremacist book, and two, a lot of what she interprets as latent racism and the easiness with which offending white people, she can offend white people, judging how she goes around bullying people, judging by her descriptions of her actions.

02:14:44.800 --> 02:14:56.960

Tom: I think that her bullying may have as much to do with the way she upsets people as with the way in which she highlights racist stuff.

02:14:57.480 --> 02:15:16.120

Tom: But I do think that particularly with the way that reactionary politics has been able to mobilize a lot of people in gaming, the concept of white fragility may actually be applicable to a lot of people on GameSpot that I was encountering.

02:15:16.300 --> 02:15:42.000

Tom: Not in the sense because a lot of this stuff was not to do with race, that came a bit later, but in the sense that they were being confronted with the fact, as you were saying, that a lot of the depictions of women in games were inherently sexist and a lot of the depictions of gay people in games whenever they rarely appeared were fundamentally homophobic.

02:15:42.340 --> 02:15:53.700

Tom: And the real problem that they had, not that they could articulate it, was that this being pointed out to them made them uncomfortable because they enjoyed those things.

02:15:54.160 --> 02:16:09.440

Tom: And having that pointed out, confronted with the fact that they enjoyed them and maybe they were enjoying them because they were homophobic and they were enjoying a bullying sort of humour.

02:16:10.180 --> 02:16:10.960

Phil: Yeah, no doubt.

02:16:13.000 --> 02:16:16.960

Tom: So I told you I would point out how it absolutely related to games.

02:16:16.980 --> 02:16:18.080

Phil: Oh, definitely.

02:16:18.100 --> 02:16:19.680

Phil: It was a good discussion.

02:16:19.860 --> 02:16:30.140

Phil: And yeah, I think that a lot of these things are absolutely appalling in terms of their racism, all in the name of anti-racism.

02:16:30.160 --> 02:16:34.580

Phil: It's just, to me, it's incredible how people don't see the transparency there.

02:16:35.140 --> 02:17:18.520

Tom: And the stupidest thing about the book, which as a supposed wonderful solution to what is supposed to be the problem with fighting systemic racism today, being that you have to have intentionality to racism, I would suggest that Robin DiAngelo goes back and reads quotes by the owners of slaves and by the politicians against desegregation and look for quotes where they're saying, yes, I'm a racist because she will find it very difficult to find quotes like that.

02:17:18.880 --> 02:17:23.780

Tom: And generally speaking, all of these people will in fact not be racist.

02:17:23.920 --> 02:17:25.220

Tom: They will not be bigoted.

02:17:25.520 --> 02:17:30.420

Tom: And the reason that they own slaves will be because they love black people.

02:17:30.920 --> 02:17:39.560

Tom: And both races deserve the opportunity to live in harmony in their own groups to their mutual benefit.

02:17:43.300 --> 02:17:45.760

Phil: Okay, so is that pretty much it?

02:17:46.540 --> 02:17:47.320

Tom: Yes, that was it.

02:17:47.540 --> 02:17:48.000

Phil: Okay.

02:17:48.500 --> 02:17:57.240

Tom: And I think that our final rant cements my political correctness or lack thereof.

02:17:57.840 --> 02:17:58.840

Tom: Or both simultaneously.

02:17:58.860 --> 02:18:00.880

Phil: I think it cements you getting kicked off Twitter.

02:18:03.120 --> 02:18:30.600

Tom: Well, the amazing thing is, and the funniest thing about my experience at Gamespot is if I were as immature as I was on Gamespot, and I don't really think I'm in any way more mature than I was on Gamespot, but if I was less of an ethical person, I learnt every single technique to become a media superstar on the internet today in the sphere of politics.

02:18:30.940 --> 02:18:50.440

Tom: I could be out there exposing the cultural Marxists or the latent unconscious biases and making an absolute fortune on social media using techniques I learnt writing a satirical blog on Gamespot.

02:18:51.200 --> 02:18:54.520

Phil: I would hope so, but I don't think your microphone would have...

02:18:55.420 --> 02:19:00.260

Phil: I don't think your message would get out there, honestly.

02:19:00.400 --> 02:19:02.040

Phil: I don't think you'd be able to get it out there.

02:19:02.800 --> 02:19:03.980

Tom: But it's not my message.

02:19:04.000 --> 02:19:05.280

Tom: I wouldn't be presenting my message.

02:19:05.300 --> 02:19:06.700

Phil: Oh no, I know that.

02:19:06.720 --> 02:19:07.480

Tom: That's the difference.

Tom: Because, see, the thing...

Tom: I, unlike many other blogs on Gamespot, I had to actually do a lot of grassroots spam-style advertising to build an audience.

Tom: The people who had my techniques of the other forms of advertising where you are presenting yourself as a martyr all the time, as long as you have the basic message there and you have the level of polish and articulation, I think I would have the skills to pull it off.

Phil: Okay, well that's the end of the podcast or the after show of the podcast.

Phil: Thank you very much for listening.

Phil: And with that, I'm going to bid you adieu.

Phil: Adieu.