Game Under Episode 14

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0:00:34 Introduction
0:01:12 Bioshock is Our New Overlord
0:01:49 Most Influential Game of the Generation?

Trademark Banter

0:05:04 PS4: To Pre-order, or not to pre-order, that is the question.
0:13:10 PS4 Launch Line-Up, Our Opinions.

Final Thoughts

0:16:09 Activision Hits Remixed (PSP)
0:17:54 How To Do a Collection Right
0:20:11 Best and Worst Collections in Gaming History (NB: Phil Forgets Super Mario All-Stars for SNES)

First Impressions

0:25:23 The Raven: Legacy of a Master Thief
0:43:26 Cinematics in Games

Final Thoughts

0:50:45 Killzone 3 (Spoilers Throughout)
First Impressions
1:04:05 Halo Combat Evolved (HD) 360

News

1:07:45 Ryan Davis is Dead
1:09:26 Dota 2 Is Out of Beta
1:09:31 GameStop is No Longer Taking PS4 Pre-Orders
1:10:44 Last of Us Sells 3.4 Million Copies
1:11:59 XBLA Summer of Arcade
1:12:30 Insomniac's New Ratchet and Clank
1:17:29 GTA5 Gameplay Footage Released (and why Rockstar is like Kanye West)
1:25:16 Nintendo Coming to Terms With HD Game Development (and Ubi's Comment on Zombie U 2)
1:32:05 Digital PS4 Games Accessible From Any Console
1:34:19 What Could Have Been: SEGA/Sony Buyout

Aural Review 
1:35:57 Bioshock (Spoilers)

Transcript

WEBVTT

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Tom: Hello, and welcome to Episode 14 of The Game under.net Podcast.

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Tom: I've been told under Knifepoint to say that it was a great selection of music for the introduction by my co-host, Phil Fogg.

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Phil: Hello, I'm Phil Fogg, and you're?

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Tom: Tom Towers, and today we will be discussing Killzone 3, the week's news, the Activision great collection on the PSP.

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Tom: That's right, a PSP game.

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Tom: And I will be orally or orally, whichever you prefer, reviewing Bioshock.

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Tom: Not Infinite, not even 2, but the original.

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Phil: A timely review.

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Phil: I think that game was released in 2007.

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Tom: Yep, so I'm only about 6 years late.

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Phil: In you playing through the entire series, right?

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Phil: Bioshock 1, 2 and 3.

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Phil: So you've beaten 1 and 2, right?

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Tom: Correct.

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Tom: And so that means over the next 2 weeks, you will be forced to listen to even more Bioshock, including everyone's favorite Bioshock 2.

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Phil: Well, as we go into the next generation of consoles, I think it's actually entertaining to look back.

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Phil: You played through the Uncharted franchise.

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Phil: We were able to talk about that.

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Phil: Now you're playing through Bioshock.

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Phil: I myself am about to beat Bioshock Infinite, so we'll have some good discussion about that in the coming weeks.

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Phil: You know, I mean, what other great franchise of this generation could we play?

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Phil: I guess if you had a 360 or access to it, we could play the Gears of War franchise.

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Tom: That would probably be the, probably the most seminal Xbox franchise this series, this generation, in terms of influence, wouldn't you say?

00:02:05.027 --> 00:02:06.867

Phil: Well, certainly because of the engine.

00:02:07.147 --> 00:02:16.967

Phil: And because it was, you know, or Epic was able to, you know, basically show this, you know, generation of developers, you know, what their engine was capable of.

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Phil: So it was influential in that respect.

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Tom: But I would say also in terms of gameplay, such as the cover system, not that I've played Gears of War, but that appears to be the case from the outside looking in.

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Phil: Oh, definitely.

00:02:29.607 --> 00:02:37.687

Phil: I mean, you can't play a game, a third person game these days without having cover shooting in it, which they got from Kill.Switch.

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Phil: And they actually, I mean, I went back and played Kill.Switch because that's what Blazinski, you know, credits as inspiring him for Gears of War, along with Resident Evil 4.

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Phil: And he's not wrong.

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Phil: I mean, it's right there in that game, that Japanese third person shooter.

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Phil: It's a little bit difficult.

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Phil: I was not able to finish the game, but it's there.

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Phil: I mean, it's not like some vague influence.

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Phil: You can directly see how it influenced it.

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Tom: So by influence, you mean plagiarized, I take it.

00:03:06.067 --> 00:03:07.947

Phil: Yes, stolen outright.

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Phil: But I think probably the most influential game of this generation would have to be Braid.

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Tom: Well, that's not an Xbox game though.

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Phil: Remember, it was an Xbox exclusive.

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Tom: Didn't stay that way though.

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Phil: No, but it was an Xbox exclusive for a very long time.

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Phil: And the reason why I say it was influential is not necessarily because of the gameplay or anything else, but it was one of the first breakout titles on Xbox Live Arcade that wasn't a remade game.

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Phil: Xbox Live Arcade to that point had been basically things like Robotron 2084 and 1942, a Capcom scroller and things like that.

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Phil: And what Braid demonstrated in Geometry Wars, and what Braid and Geometry Wars together shown was that you can have a, quote, full game, be a downloadable game and have critical and commercial success.

00:04:01.787 --> 00:04:09.487

Tom: I think culturally it was also very influential in how it set the tone for the discussion on indie games this generation.

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Tom: If there had been no Braid, you would not have seen such an extremely positive response to stuff like Journey as well.

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Phil: Or even Super Meat Boy.

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Tom: Yep, absolutely.

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Phil: And certainly Super Meat Boy owes a lot to games like Alien Hominid.

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Phil: But Alien Hominid was the PC game for a long time.

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Phil: Then it came out as a retail release on the Xbox.

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Phil: But people are seeing that they are able to come up with games that can be 2D, can be platformers, and can have commercial and critical success and acceptance.

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Phil: I think that opened the whole way for the Xbox Live arcade games that were to come, like Limbo and other games that people like.

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Phil: Then for PlayStation, that's basically become PlayStation's shtick, where the home for weird little indie games that you can download.

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Phil: And also the Vita, of course.

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Phil: I don't know how we got into that, but speaking of the PlayStation, I figured we'd have our trademark banter section just really quickly.

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Phil: I wanted to pre-order a PlayStation 4 this weekend.

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Phil: And as a part of that, I said, I don't want to do what I did last time.

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Phil: I don't want to have a console and nothing to play on it.

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Phil: So I was looking at the launch lineup for the PlayStation 4 to see if there's a single game there that I could justify buying a PlayStation 4 for.

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Phil: So I figured we'd play a little game, and you can play along at home as well.

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Phil: Basically, I've got an alphabetical listing of games available on launch, and just yes, no, and if yes, why.

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Phil: So would you like to play any of these games on the launch of the PlayStation 4?

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Tom: Or is the question, rather, would that justify buying a PlayStation 4?

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Phil: Well, here's the deal.

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Phil: I'm going to get a PlayStation 4, mostly for this show, so I can talk about it.

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Phil: But I can't talk about it unless I've got a game to play.

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Phil: Otherwise, we may as well do a furniture show.

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Phil: I'm going to get one before the price drop, so I may as well get it when it's relevant on the first day.

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Phil: And I have had extremely good luck with Sony hardware.

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Phil: I know everyone's probably groaning at home, but I tell you the truth.

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Phil: All of my original PlayStation 1s, 2s and 3s are still operating, unless they're playing The Last of Us.

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Phil: And so, yeah, why not get it on launch day?

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Phil: So here's the list.

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Phil: Yes, no, and if yes, why?

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Phil: Assassin's Creed 4?

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Tom: No.

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Phil: No, for me, Battlefield 4?

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Tom: No.

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Phil: No, for me, Call of Duty Ghosts?

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Tom: Yes, to hear about it, I would say, but not to play it.

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Phil: Yeah, I wouldn't, yeah, me, no.

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Phil: DC Universe Online?

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Tom: No.

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Phil: No.

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Phil: Diablo 3?

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Tom: No.

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Phil: No.

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Phil: Why would you play the GIMP version, right?

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Tom: Exactly.

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Phil: I mean, if you like Diablo, just play it on PC.

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Tom: Well, if, you are presumably right about the DMR, as they do not have them on PC version, so you could argue you are actually playing the superior version in some ways.

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Phil: Yeah, man.

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Phil: Insofar as consumer rights are concerned.

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Phil: Drive Club?

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Tom: No.

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Phil: No.

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Phil: FIFA 14?

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Tom: Wait a minute.

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Tom: You were a big fan of Motor Storm, right?

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Phil: No.

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Phil: No.

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Phil: In fact, I played it a couple of weeks ago for the first time, and I haven't reviewed it on this show.

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Phil: But basically, here's my micro review.

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Phil: Looks great, but it plays itself.

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Phil: I basically was just pushing forward and the accelerator the entire time.

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Phil: It had absolutely no challenge whatsoever.

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Phil: Yeah, FIFA 14.

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Tom: Once again, I would love to hear you talk about FIFA 14, but I wouldn't buy a console for it or be that interested in it as a launch game.

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Tom: My one question would be, is the latest PES title also available on launch for the PS4?

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Phil: No.

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Phil: No.

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Tom: Because there I would have been more interested as they are.

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Tom: Once again, their slow resurgence is continuing, and this could be their year.

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Tom: Yeah.

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Phil: Yeah.

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Phil: I would not get it because of Derek's whole theory about sports games at new console launches and that, you know, it's basically the worst version to get because they strip out features and slowly re-add them in.

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Tom: Yeah.

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Phil: Or, you know, so I wouldn't even if it was a sports game I liked, like an NBA game or something, but I would not.

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Phil: I'd probably get MLB the show actually.

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Phil: Just Dance, 2014.

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Tom: Once again, I would love to hear you talk about that game, but I wouldn't want to play it.

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Phil: No.

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Phil: No for me.

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Phil: Killzone Shadow 4.

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Tom: No for getting a console 4.

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Phil: Yeah.

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Phil: Here's my deal.

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Phil: I really enjoyed Killzone 2.

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Phil: I thought Killzone 2 was a very, very solid shooter in every regard.

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Phil: I'll give my final impressions on Killzone 3, but on the basis of that, I would not want the next Killzone.

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Phil: I would wait and see to see what they're doing with the next Killzone, to see if it's going to be Army of Two again or Back to Form.

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Tom: Yeah.

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Phil: And I'd be very skeptical.

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Phil: You got Mark Cerny's Knack game?

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Tom: No.

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Phil: Looks like a kid's game.

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Phil: No.

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Phil: Lego Marvel Super Heroes?

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Tom: No.

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Phil: No.

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Phil: Madden?

00:09:18.927 --> 00:09:19.167

Phil: No.

00:09:19.767 --> 00:09:20.007

Tom: No.

00:09:21.807 --> 00:09:24.707

Phil: NBA 2K14 and NBA Live 14?

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Tom: Two No's.

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Phil: Exactly.

00:09:28.027 --> 00:09:28.867

Phil: Skylanders?

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Tom: No.

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Phil: No.

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Phil: Something called Warframe?

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Tom: I don't know what that is.

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Phil: It's probably something you put around a wall to make it look better.

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Phil: I'm going to say no.

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Phil: And Watch Dogs?

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Phil: No.

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Phil: No.

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Phil: I have no interest in Watch Dogs.

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Phil: And people are probably screaming about that as well, and I'll just say I don't like Ubisoft games.

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Phil: Sorry.

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Tom: Well, I have an interest in it, but there's no way that is a console seller in any way, shape or form, especially considering it's coming to basically every console under the sun.

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Phil: Yeah.

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Phil: Yeah.

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Phil: Yeah.

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Phil: I think this is the one.

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Phil: Assassin's Creed, I think, is getting like an additional 46 minutes of content they're promoting or something like that.

00:10:06.607 --> 00:10:06.867

Tom: Yeah.

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Phil: I mean, I have as much interest in Watch Dogs as I would.

00:10:11.687 --> 00:10:14.827

Phil: It's kind of like one of those second tier games that I'd get used.

00:10:15.167 --> 00:10:15.407

Tom: Yeah.

00:10:15.847 --> 00:10:17.387

Phil: It's nothing I'd want to play.

00:10:17.587 --> 00:10:23.487

Phil: And why I don't like Ubisoft games, just so everyone knows, is I just don't like their games.

00:10:23.507 --> 00:10:25.587

Phil: I don't like Assassin's Creed.

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Phil: I don't like Prince of Persia after the first one.

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Phil: And I don't like...

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Phil: I like Splinter Cell, but I just also don't like their business practice of slamming every launch with a bunch of shovelware or catching on to a game that's good and then just milking it to death until everyone hates it, which is what they did with Prince of Persia, they did it with Splinter Cell, they've done it with Assassin's Creed now, and I just don't want to be a part of that cycle.

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Tom: I think what the case actually is given that you can't actually come up with a particularly coherent reason for disliking The Gays and The Cells.

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Tom: Long time listeners of the podcast will remember this, but it's well documented that you are highly xenophobic against the French and European culture, so I'm thinking that's probably the actual reason you don't like Ubisoft games.

00:11:15.687 --> 00:11:20.807

Phil: That may well be, but the primary reason is I don't like how they control, either.

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Phil: And also the xenophobia, racism, if you will.

00:11:25.567 --> 00:11:26.667

Phil: Perhaps, I don't know.

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Phil: I know you don't have an aversion to European games.

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Phil: It seems to be all you play.

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Phil: So, okay, so it's a big no.

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Phil: I mean, but I got to preorder this stupid thing, and so I'm hoping that these are all American games here.

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Phil: I'm hoping that at TGS, they announce something that I'd want, right?

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Phil: Like a good old JRPG or...

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Tom: That is a little odd that there are basically no Japanese games there in the launch lineup for the PS4.

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Phil: Absolutely none.

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Phil: Not a single one.

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Phil: And so they do have the Tokyo Game Show, so I see as a way of making, of apologizing to the Japanese people for announcing the system in the United States.

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Phil: At TGS, they might be holding some cards back.

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Phil: I can't believe that they wouldn't be having major Japanese developers not represented on launch day.

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Tom: Do you really think TGS is the avenue where they will be announcing this though?

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Tom: I mean, no one cares about TGS anymore.

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Phil: No one in Japan cares.

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Phil: It's basically a mobile phone convention, but it's all they got.

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Phil: And if you're going to pander to the Japanese audience, you may as well do it in Japan as opposed to Gamescom.

00:12:35.767 --> 00:12:39.667

Tom: But at the same time, you just said no one in Japan cares about TGS.

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Tom: Even though it is located in Japan, it still doesn't seem like a particularly good place to use to apologize to the Japanese people.

00:12:47.807 --> 00:12:58.987

Phil: If you're going to apologize, you may as well do it on their soil, which is a reason for us to go on a Japanese tour one of these days so we can personally apologize.

00:12:59.847 --> 00:13:01.947

Tom: To all our Japanese xenophobia.

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Tom: Before we move on, I just want to say, what do you think of this as a launch lineup?

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Tom: It seems really boring to me.

00:13:10.867 --> 00:13:14.387

Phil: Well, we just obviously proven that to us it's boring.

00:13:14.527 --> 00:13:17.447

Phil: I would say that this is an amazing lineup.

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Phil: You've got tent pole franchises there, like Assassin's Creed, Battlefield, Call of Duty, Just Dance, Killzone, Madden, NBA, FIFA, Diablo, right?

00:13:28.907 --> 00:13:32.947

Phil: And then you've got new games like Drive Club, which some people think is going to be free.

00:13:33.467 --> 00:13:39.707

Phil: For the kids, you've got Knack and LEGO Marvel Super Heroes, and Just Dance is a family game.

00:13:40.487 --> 00:13:41.787

Phil: Skyland is for the kids.

00:13:41.847 --> 00:13:47.187

Phil: And then, like I said, you've got Call of Duty, Battlefield, Assassin's Creed, Warframe, Watch Dogs, FIFA, NBA.

00:13:48.607 --> 00:13:51.927

Phil: And then for the nerds, you've got DC Universe Online.

00:13:51.947 --> 00:13:58.927

Phil: So I think as a lineup, if you are the people that like those games, I think it's a great lineup.

00:13:58.987 --> 00:14:00.587

Phil: Now, you know, what do we want, you know?

00:14:01.687 --> 00:14:03.787

Phil: I mean, they're giving you a Killzone.

00:14:04.227 --> 00:14:10.727

Phil: So I guess if they throw in Yakuza and some JRPG that no one gives a shit about, then yeah.

00:14:10.747 --> 00:14:11.967

Tom: So Yakuza then?

00:14:12.787 --> 00:14:13.127

Phil: Yeah.

00:14:13.787 --> 00:14:14.267

Tom: I don't know.

00:14:14.287 --> 00:14:15.607

Tom: I think to me this is just...

00:14:16.207 --> 00:14:18.827

Tom: There's too many games that are way too similar.

00:14:19.107 --> 00:14:21.867

Tom: I mean, do you really need that many kids' games, for example?

00:14:22.727 --> 00:14:23.187

Phil: Yes.

00:14:23.707 --> 00:14:26.787

Phil: I mean, obviously they could play Skylanders forever, right?

00:14:27.107 --> 00:14:31.927

Phil: But then you give them something else, like Just Dance, and they love the sports games and LEGO Marvel Super Heroes.

00:14:31.947 --> 00:14:32.467

Phil: That's fine.

00:14:32.967 --> 00:14:36.007

Phil: And then for the mature audience, you have all the shooters and the sports games.

00:14:38.107 --> 00:14:40.267

Phil: And yeah.

00:14:40.287 --> 00:14:47.947

Phil: I mean, I would like to see more of the arty stuff as well being promoted, but they might do that at Gamescom in Europe.

00:14:48.647 --> 00:14:53.447

Phil: They might reveal that, because they are working heavily with a lot of independent publishers.

00:14:55.667 --> 00:15:05.727

Phil: I know Mike Bithold is working with them, so they might be saving that for the European game show, since they are more cultured than the rest of us.

00:15:06.747 --> 00:15:08.367

Phil: So you think it's a lousy launch line up.

00:15:08.447 --> 00:15:09.827

Phil: None of these games talk to me.

00:15:10.467 --> 00:15:15.507

Phil: Killzone might be an argument just to see what Guerrilla Games is doing on new hardware.

00:15:15.887 --> 00:15:23.667

Phil: And if there was an MLB game, it's the wrong time of year for an MLB game, but if there was an MLB game at the show, I would also be hella interested.

00:15:24.507 --> 00:15:32.407

Phil: If there were an arcade racing game, I'd be down for that as well, because those are the kind of games that do well at launch.

00:15:32.447 --> 00:15:43.507

Tom: So now that we have established that you're getting a PS4 game anyway, if these are the only games that are launching, what will you be buying, despite the fact that you have no interest in any of them except possibly Killzone?

00:15:43.947 --> 00:15:48.927

Phil: Yeah, I'd probably get Killzone, and then just see what was available online from PSN.

00:15:51.327 --> 00:15:57.427

Phil: And just be satisfied with that, because that would certainly give us enough material for this show, and I've got plenty of other games to play on the old console.

00:15:57.507 --> 00:16:00.687

Tom: If you're getting Killzone just for that reason, you've got to get FIFA as well.

00:16:01.227 --> 00:16:02.227

Phil: Oh, gosh, you know what?

00:16:02.247 --> 00:16:04.467

Phil: Maybe I'd get FIFA instead of Killzone.

00:16:04.487 --> 00:16:05.987

Tom: That's fine with me, that would work too.

00:16:06.627 --> 00:16:07.707

Phil: Just to punch our listeners.

00:16:07.727 --> 00:16:07.907

Tom: Yeah.

00:16:08.807 --> 00:16:15.847

Phil: I wanted to give just quickly a first impression of a game that I mentioned last week I got for free, Activision Hits Remixed.

00:16:16.847 --> 00:16:17.067

Tom: Yep.

00:16:18.667 --> 00:16:23.947

Phil: This includes over 40 classics remixed, and I thought at that point it would be kind of cool.

00:16:24.567 --> 00:16:34.167

Phil: These are basically games for the Atari 2600, and they're only Activision games, but quite frankly, the Activision games were the best games on the system.

00:16:34.187 --> 00:16:36.807

Phil: There were bad versions of Space Invaders and Pac-Man.

00:16:36.827 --> 00:16:41.307

Phil: I liked them, and I still do like them to this day, but everyone else says they're bad.

00:16:42.427 --> 00:16:56.707

Phil: But these Activision, they've got games like Pitfall, River Raid, Demon's Attack, which is on my top five games of all time, Atlantis, Ice Hockey, Plak Attack, which is basically...

00:16:56.727 --> 00:16:57.987

Tom: Plak Attack, as in teeth?

00:16:58.087 --> 00:17:03.147

Phil: Yes, you attack Plak with a tube of toothpaste and a toothbrush.

00:17:04.647 --> 00:17:07.067

Tom: I hope that's also in your top five games of all time.

00:17:07.607 --> 00:17:08.467

Phil: Unfortunately not.

00:17:08.547 --> 00:17:16.527

Phil: River Raid 1 and 2, Laser Blast, Stampede, which is an amazing 2D side-scroller where you're on a horse and you have to rope little calves.

00:17:17.127 --> 00:17:19.567

Phil: So, you know, it kind of mirrors my real life.

00:17:20.387 --> 00:17:22.167

Tom: How realistic is it?

00:17:22.427 --> 00:17:24.947

Tom: As a farmer, you can comment on how realistic it is.

00:17:25.647 --> 00:17:29.567

Phil: Well, it's more of a horse racing game, so it's not very realistic at all.

00:17:30.287 --> 00:17:36.027

Phil: Fishing Derby, Freeway, which is where you play with two players and you have little chickens that have to cross a freeway.

00:17:36.567 --> 00:17:38.527

Phil: I mean, why cross the road when you could cross a freeway?

00:17:38.547 --> 00:17:39.487

Tom: So that's basically Frogger.

00:17:39.847 --> 00:17:42.087

Phil: No, it's not as good as Frogger.

00:17:42.107 --> 00:17:44.127

Phil: It's more faster paced than Frogger, though.

00:17:44.767 --> 00:17:47.827

Phil: Fishing Derby is a great game where you compete against another person to fish.

00:17:48.627 --> 00:17:51.447

Phil: Now, Phil, why would you be talking about this?

00:17:52.207 --> 00:17:57.987

Phil: This is a series of games from a hundred years ago that no one in this century cares about.

00:17:58.007 --> 00:17:58.807

Tom: Well, I do.

00:17:59.207 --> 00:18:03.767

Phil: Well, the fact is, right, number one, this is the way to do a collection.

00:18:04.647 --> 00:18:12.447

Phil: All of these games, you can play with someone on another PSP with no additional cartridge or UMD.

00:18:13.067 --> 00:18:22.667

Phil: So basically, you turn on the game sharing option and it enables you to basically upload the game to someone else's PSP and let them play it for free.

00:18:22.687 --> 00:18:25.147

Tom: Is this a limited or unlimited number of times?

00:18:25.367 --> 00:18:26.447

Phil: Unlimited number of times.

00:18:26.447 --> 00:18:27.587

Phil: They do have to be locally.

00:18:27.887 --> 00:18:30.847

Phil: They do have to be local, right?

00:18:30.907 --> 00:18:31.587

Phil: That's pretty good.

00:18:31.727 --> 00:18:41.527

Phil: Number two, they include all of the TV ads for all of the games you can unlock them when you get high scores on each of the games.

00:18:41.547 --> 00:18:43.527

Phil: You get to see the TV ads for the games.

00:18:43.547 --> 00:18:44.067

Tom: That's awesome.

00:18:44.987 --> 00:18:46.287

Phil: If one is available.

00:18:46.647 --> 00:18:48.207

Phil: Again, this is how you do a collection.

00:18:49.327 --> 00:18:56.647

Phil: Number three, they include all of the original packaging and manuals, digitally represented on screen, of course.

00:18:57.247 --> 00:19:00.027

Phil: So you're thinking, Phil, how could this possibly get any better?

00:19:00.147 --> 00:19:02.407

Phil: That is a great way to do a collection, right?

00:19:02.667 --> 00:19:06.367

Phil: All the manuals, share it with someone else for free, all the best games.

00:19:06.727 --> 00:19:08.127

Phil: How could they possibly make it better?

00:19:08.787 --> 00:19:13.507

Phil: They include featured 80s hits soundtrack.

00:19:14.647 --> 00:19:15.667

Phil: So why are you playing the game?

00:19:15.687 --> 00:19:18.327

Tom: Are these relevant to the games or are they just songs from the 80s?

00:19:18.347 --> 00:19:19.447

Phil: Just 80s music.

00:19:19.527 --> 00:19:29.907

Phil: So we're not going to take it by Twisted Sister, It's My Life by Talk Talk, Mexican Radio, Tainted Love, Walking in LA, The Tide is High by Blondie.

00:19:29.927 --> 00:19:33.827

Tom: Does this play while you're playing the game or is it on the menus or something?

00:19:33.987 --> 00:19:36.087

Phil: No, you can play it and you can change it.

00:19:36.727 --> 00:19:38.867

Phil: Safety Dance, Take On Me, Harden My Heart.

00:19:38.947 --> 00:19:40.727

Phil: It just goes on and on.

00:19:40.747 --> 00:19:45.007

Phil: They've got top tier 80s songs, fully licensed songs.

00:19:45.967 --> 00:19:52.307

Phil: You can turn them off or turn them on or if you don't like a particular song, you press the left or right trigger to move on to the next song.

00:19:53.307 --> 00:20:01.547

Phil: This is a ridiculous amount of value for a warmed over, you know, collection.

00:20:01.967 --> 00:20:03.867

Phil: Yep, that's pretty incredible.

00:20:03.887 --> 00:20:06.007

Phil: Yeah, it's incredible.

00:20:06.887 --> 00:20:08.867

Phil: I mean, you know, so nothing else to say on that.

00:20:09.867 --> 00:20:16.027

Phil: My only other question to you would be, have you ever, like, dallyed in these collections before?

00:20:16.047 --> 00:20:18.027

Phil: Do you have any particular highlights or lowlights?

00:20:18.247 --> 00:20:21.207

Tom: I don't think I've ever bought a collection of this variety.

00:20:21.867 --> 00:20:22.407

Phil: Why not?

00:20:23.087 --> 00:20:28.067

Tom: Because, I mean, half the games are complete trap, basically.

00:20:28.607 --> 00:20:30.407

Phil: So you haven't bought any of these?

00:20:30.407 --> 00:20:31.587

Tom: No, not a single one.

00:20:31.927 --> 00:20:38.347

Tom: Unless I've forgotten something in my dark past somewhere, but as far as I can remember now, I have never bought one.

00:20:38.947 --> 00:20:48.787

Phil: Well, these collections are, of course, no longer ever going to be made again, because now they can sell these games individually for, you know, $4.99 or $3.99, right?

00:20:49.267 --> 00:20:54.987

Phil: So it's kind of like in the original Animal Crossing, or rather the original Western Animal Crossing for the GameCube.

00:20:56.367 --> 00:20:57.987

Phil: They included many NES games.

00:20:58.007 --> 00:21:02.727

Phil: Now these were stupid NES games like Donkey Kong Math and things like that.

00:21:02.807 --> 00:21:03.827

Tom: Were they the full games?

00:21:04.347 --> 00:21:05.167

Phil: Yeah, the full games.

00:21:06.007 --> 00:21:10.707

Phil: You would dig them up or you could buy them or trade for them, and you could take them home.

00:21:10.727 --> 00:21:16.467

Phil: You'd have an NES system in your virtual house, and you could play them on screen.

00:21:17.047 --> 00:21:22.127

Phil: And of course, that would never happen now, because now Nintendo can sell those for $1.99, right?

00:21:22.807 --> 00:21:26.167

Phil: And that's why all of these collections will no longer come out anymore.

00:21:27.907 --> 00:21:34.767

Phil: Another great collection was the Capcom Classics Collection Volume 2, right?

00:21:34.787 --> 00:21:35.667

Tom: Yep.

00:21:36.107 --> 00:21:45.947

Phil: It was just an amazing collection, and again, they did similar types of things, including original concept art, which is also original concept art, soundtracks.

00:21:46.307 --> 00:21:52.007

Phil: They gave you all sorts of emulation options in terms of how you want to present them on the screen.

00:21:52.887 --> 00:21:56.687

Phil: You can put a filter on them to make them look smooth or if you like, chunky pixels.

00:21:57.627 --> 00:21:58.687

Phil: So that was another good one.

00:21:58.707 --> 00:22:01.047

Phil: That was released for the PlayStation 2 and Xbox.

00:22:02.807 --> 00:22:06.927

Phil: The second worst one I ever got was Midway Arcade Treasures 3.

00:22:06.987 --> 00:22:10.887

Phil: So Midway released a series of games under the Arcade Treasures line.

00:22:12.147 --> 00:22:15.287

Phil: And the last one and the third one, each one had a theme.

00:22:15.827 --> 00:22:19.267

Phil: The third one was all their racing games, right?

00:22:19.567 --> 00:22:20.787

Tom: So why is this terrible?

00:22:21.787 --> 00:22:22.947

Phil: Well, it's terrible.

00:22:23.347 --> 00:22:26.887

Phil: It's good because it has San Francisco Rush 2049.

00:22:29.027 --> 00:22:31.327

Phil: That's basically the only game on here worth playing.

00:22:31.347 --> 00:22:33.207

Phil: And San Francisco Rush The Rock Out Treasures.

00:22:33.227 --> 00:22:35.647

Phil: And they have a bunch of really bad arcade games, you know?

00:22:36.207 --> 00:22:44.027

Phil: The reason why this is bad is because Midway's greatest racing series outside of Rush was Cruisen, right?

00:22:44.407 --> 00:22:47.287

Phil: Cruisen USA, Cruisen World, Cruisen Exotica.

00:22:47.987 --> 00:22:53.467

Phil: And of course, because they're Nintendo exclusives, they're not included in the Midway arcade treasures.

00:22:54.227 --> 00:22:57.107

Tom: So they're missing the only relevant games, basically.

00:22:57.247 --> 00:22:59.187

Phil: They're missing the seminal games.

00:22:59.747 --> 00:23:01.347

Phil: And this is the thing, right?

00:23:01.407 --> 00:23:02.907

Phil: Cruisen was an arcade hit.

00:23:04.307 --> 00:23:08.447

Phil: But Nintendo had the exclusive rights for console distribution of those games.

00:23:08.447 --> 00:23:10.707

Phil: And that apparently extends to collections.

00:23:12.607 --> 00:23:14.527

Phil: So no Cruisen.

00:23:14.827 --> 00:23:16.127

Phil: Not even the arcade versions.

00:23:16.747 --> 00:23:18.467

Phil: Which would be amazing to play.

00:23:18.487 --> 00:23:18.687

Tom: Yeah.

00:23:19.367 --> 00:23:25.667

Tom: So that's kind of ridiculous to make a racing-themed collection and admit them.

00:23:25.907 --> 00:23:27.287

Phil: Yeah, I'm trying to think what...

00:23:27.367 --> 00:23:28.887

Phil: I mean, what else would it be?

00:23:28.907 --> 00:23:36.367

Phil: It would be like, I don't know, EA Sports coming out and not having Madden in there or not having FIFA in there, you know, in a collection or whatever.

00:23:37.267 --> 00:23:43.067

Phil: All right, so one day when I was drunk on Amazon, I saw a PlayStation 2 game that I absolutely had to have, right?

00:23:43.887 --> 00:23:46.727

Phil: Now, it's called Ultimate Board Game Collection.

00:23:47.987 --> 00:23:48.387

Phil: Okay?

00:23:48.407 --> 00:23:48.647

Tom: Yeah.

00:23:49.327 --> 00:23:52.407

Phil: Ultimate Board Game Collection, 20 classics from around the world.

00:23:52.547 --> 00:23:53.987

Phil: So think about the top...

00:23:54.507 --> 00:23:56.907

Phil: Think of some classic board games.

00:23:57.707 --> 00:23:59.307

Tom: Pac-Man on the PS2.

00:24:00.167 --> 00:24:01.167

Phil: Board games.

00:24:01.267 --> 00:24:04.307

Tom: Yeah, there was a board game, there was a Pac-Man board game on the PS2.

00:24:06.647 --> 00:24:07.027

Phil: No, no.

00:24:07.747 --> 00:24:11.747

Tom: Oh, you mean non-video game board games.

00:24:12.027 --> 00:24:13.207

Phil: Like Hungry Hungry Hippos.

00:24:13.227 --> 00:24:13.767

Phil: Yeah, yeah.

00:24:14.347 --> 00:24:15.227

Tom: Snakes and Ladders.

00:24:15.947 --> 00:24:16.667

Tom: Cash Flow.

00:24:17.387 --> 00:24:18.187

Phil: Candy Land.

00:24:20.147 --> 00:24:20.767

Phil: Monopoly.

00:24:21.647 --> 00:24:21.947

Phil: Right?

00:24:22.787 --> 00:24:23.287

Phil: Scrabble.

00:24:23.307 --> 00:24:27.707

Tom: None of which are as good as the board games I made myself, though, but continue on.

00:24:28.507 --> 00:24:30.387

Phil: Jenga, kind of a board game.

00:24:31.447 --> 00:24:34.427

Phil: So, I get it, and here are the games that they include.

00:24:34.447 --> 00:24:34.607

Tom: Yep.

00:24:35.967 --> 00:24:36.507

Phil: Checkers.

00:24:38.147 --> 00:24:38.607

Phil: Chess.

00:24:39.567 --> 00:24:40.327

Phil: Backgammon.

00:24:41.747 --> 00:24:43.167

Phil: 100 Jigsaw Puzzles.

00:24:44.407 --> 00:24:45.507

Phil: Chinese Checkers.

00:24:46.407 --> 00:24:47.207

Phil: Mahjong.

00:24:48.127 --> 00:24:48.867

Phil: Dominoes.

00:24:48.887 --> 00:24:52.547

Tom: Okay, technically a lot of those do actually involve a board.

00:24:55.607 --> 00:24:58.647

Phil: Basically every game that doesn't have a license.

00:24:58.667 --> 00:24:58.927

Tom: Yep.

00:25:00.227 --> 00:25:01.887

Phil: I don't want to play Mahjong.

00:25:01.887 --> 00:25:02.407

Phil: I don't know...

00:25:03.167 --> 00:25:03.787

Phil: I don't know.

00:25:04.127 --> 00:25:05.007

Phil: Chinese Checkers?

00:25:05.027 --> 00:25:05.387

Phil: No.

00:25:06.027 --> 00:25:06.527

Phil: Checkers?

00:25:06.547 --> 00:25:06.847

Phil: No.

00:25:07.707 --> 00:25:08.127

Phil: Anyway.

00:25:08.347 --> 00:25:14.367

Phil: So it does say that you can set your mood by choosing from classical, pop and rock musical styles.

00:25:15.067 --> 00:25:16.627

Phil: So, no actual licensed music.

00:25:16.627 --> 00:25:16.947

Tom: Yep.

00:25:17.827 --> 00:25:18.527

Phil: Um, so...

00:25:18.867 --> 00:25:20.107

Phil: Yeah, that was terrible.

00:25:20.347 --> 00:25:22.227

Phil: Terrible, terrible collection.

00:25:22.827 --> 00:25:23.207

Tom: Excellent.

00:25:23.207 --> 00:25:27.627

Tom: So, we'll move on to The Raven Legacy of a Master Theif, then, shall we?

00:25:29.167 --> 00:25:29.987

Phil: Yes, sir.

00:25:30.247 --> 00:25:33.027

Phil: Now, The Raven Legacy of a Master Theif.

00:25:33.047 --> 00:25:36.607

Phil: In preparation for this show, I actually read several previews of this game.

00:25:37.407 --> 00:25:40.687

Phil: And I still have no idea what the hell is going on with this.

00:25:40.707 --> 00:25:44.027

Phil: This is a point and click adventure by Nordic Games.

00:25:44.047 --> 00:25:48.247

Tom: Who, uh, their claim to fame is the Book of Unwritten Tales series.

00:25:48.967 --> 00:25:53.847

Tom: And I'm actually confused, what was the general prevailing opinion of the previews?

00:25:54.167 --> 00:26:02.847

Phil: Well, they said that it's set in the 1960s in Europe and that it was romantic in theme.

00:26:03.767 --> 00:26:15.427

Phil: And it was kind of a swashbuckling introduction followed by a vaguely enjoyable atmospheric play through the game.

00:26:15.587 --> 00:26:19.687

Phil: And I'm trying to avoid saying specifics because I know you're going to get into it here.

00:26:20.467 --> 00:26:22.207

Phil: But that was the general thing.

00:26:22.227 --> 00:26:26.567

Phil: But I actually had to go to like three different sites before I found out it was a point and click adventure.

00:26:27.427 --> 00:26:34.587

Phil: Because after I read all those other previews, I'm still like, okay, they didn't tell me what format it's on, which is Windows, Xbox and PlayStation 3.

00:26:34.607 --> 00:26:34.827

Tom: Yep.

00:26:34.827 --> 00:26:35.167

Phil: Right?

00:26:35.507 --> 00:26:37.307

Phil: They didn't tell me what genre it was.

00:26:37.547 --> 00:26:39.507

Tom: Did they tell you that it was episodic as well?

00:26:39.587 --> 00:26:43.007

Phil: They said that it was the first in three episodes.

00:26:43.027 --> 00:26:45.287

Phil: All of them mentioned that, so that must have been in the press release.

00:26:45.307 --> 00:26:45.487

Phil: Yep.

00:26:47.187 --> 00:26:48.447

Phil: It's just astonishing though.

00:26:48.787 --> 00:26:52.567

Tom: It wasn't just the episodic that was in the press release.

00:26:52.587 --> 00:27:01.227

Tom: They also included, at least the press release I got, with the review code, they also included, quite clearly that it was in fact a point and click adventure game.

00:27:02.147 --> 00:27:13.767

Phil: Well, I know, but just a tip out there for people writing previews, if you're not going to have a fact box on the side panel, mention it in the first paragraph or so, so we know what the hell we're looking about.

00:27:13.787 --> 00:27:18.407

Phil: Because judging by the graphics, you wouldn't necessarily think this was a point and click adventure.

00:27:18.427 --> 00:27:34.487

Tom: I think you would, but beyond that, we all know I generally avoid doing backstory, but in a preview, that's where you generally want to include the backstory, as when you're previewing a game, most people reading the preview aren't actually necessarily going to know what the game is.

00:27:34.787 --> 00:27:35.307

Phil: Exactly.

00:27:35.307 --> 00:27:44.787

Phil: In a review, it's not necessary, because by the time a review comes out, the commercial product is out, and someone is expressing enough interest in it to come and look at your information.

00:27:44.787 --> 00:27:51.227

Tom: And the sites themselves have also no doubt given the backstory in their own previews and previous coverage.

00:27:51.247 --> 00:27:55.707

Phil: Whereas in a preview, you kind of just breeze through preview sections, because you're like, oh, what's this?

00:27:55.867 --> 00:27:57.727

Phil: Trying to discover something new.

00:27:58.787 --> 00:28:02.627

Phil: Make an effort to explain exactly what it is in your first paragraph.

00:28:02.767 --> 00:28:04.587

Phil: I'm going to give you an opportunity for a first paragraph.

00:28:04.647 --> 00:28:08.167

Phil: Go ahead and impress us with your educational skills.

00:28:08.187 --> 00:28:15.967

Tom: Okay, well, first things first, I'm not going to do much backstory, because I'm going to just continue with the theme of these ridiculous previews.

00:28:15.987 --> 00:28:19.647

Tom: This isn't really a preview so much as a first impression.

00:28:19.767 --> 00:28:38.627

Tom: And I think the most interesting thing about the game, which you do find out at the very beginning, is who the protagonist appears to be, which is a man in the twilight of his years, at the very least, late middle age, some incompetent, perhaps incompetent, policemen, Swiss policemen.

00:28:39.107 --> 00:28:53.387

Tom: And I'm actually going to veer off from the game to a certain prevailing, shall we say, tract of modern video game press and culture, is people complaining about a lack of female protagonists, right?

00:28:53.687 --> 00:28:54.627

Phil: Yeah, that's been a theme.

00:28:54.967 --> 00:28:57.227

Phil: I mean, we're making up for it this year though.

00:28:57.247 --> 00:28:57.507

Tom: Yep.

00:28:57.527 --> 00:29:04.707

Tom: Now, wouldn't you say that there have actually been far less elderly protagonists in video games than females?

00:29:05.427 --> 00:29:06.827

Phil: Yeah, I'm trying to think of one.

00:29:06.847 --> 00:29:10.387

Phil: I guess Agent 47 might be older.

00:29:11.167 --> 00:29:13.347

Phil: You've got Sully, but he's more of a side character.

00:29:13.367 --> 00:29:16.007

Phil: You never actually play as Sully in any of the Uncharted games.

00:29:16.667 --> 00:29:18.307

Phil: Yeah, he's a sidekick.

00:29:18.627 --> 00:29:19.407

Phil: You make him sound so...

00:29:19.607 --> 00:29:27.967

Phil: He's a second banana, except for that old bag in Uncharted 3, which only appears in cutscenes in that one part at the end of the game.

00:29:27.967 --> 00:29:29.747

Tom: Which is also a cutscene, by the way.

00:29:29.907 --> 00:29:30.687

Phil: You're right.

00:29:30.707 --> 00:29:32.187

Phil: You don't actually get to do anything there.

00:29:32.507 --> 00:29:34.927

Phil: But yeah, the elderly are underrepresented.

00:29:34.947 --> 00:29:38.347

Phil: You could make an argument for Joel in The Last of Us.

00:29:38.427 --> 00:29:42.047

Phil: He is probably in his very late 40s.

00:29:43.527 --> 00:29:44.527

Tom: I think the big one...

00:29:45.107 --> 00:29:46.987

Tom: Late 40s is hardly old.

00:29:47.007 --> 00:29:48.667

Tom: That's just beginning middle age.

00:29:49.207 --> 00:29:51.867

Tom: You stay late 40s only because you were so young.

00:29:52.627 --> 00:29:53.087

Phil: Yeah.

00:29:53.527 --> 00:29:54.867

Phil: Okay, so elderly people.

00:29:55.287 --> 00:29:56.367

Phil: Oh, Henry Hatsworth.

00:29:56.887 --> 00:29:57.907

Phil: Henry Hatsworth.

00:29:57.927 --> 00:29:58.407

Tom: There's one.

00:29:59.267 --> 00:30:02.627

Tom: I think you're forgetting the biggest one, though, that I can think of, and that is...

00:30:03.067 --> 00:30:04.367

Phil: The Judge in Phoenix Wright?

00:30:04.367 --> 00:30:05.447

Tom: No, no, no, no, no.

00:30:05.447 --> 00:30:11.087

Tom: The main character in Killer 7, who is not only old, but disabled as well.

00:30:11.487 --> 00:30:12.987

Phil: I haven't played enough of that game.

00:30:13.127 --> 00:30:14.127

Phil: Is he in a wheelchair?

00:30:14.127 --> 00:30:16.227

Tom: Yup, he's in a wheelchair and he's old.

00:30:17.287 --> 00:30:18.587

Tom: How did you not notice this?

00:30:19.427 --> 00:30:22.827

Tom: You see this basically at the beginning of the game, if I remember correctly.

00:30:24.247 --> 00:30:28.507

Phil: I only played the first five minutes probably about seven years ago.

00:30:28.527 --> 00:30:35.427

Tom: The multiple personalities may have confused you, as his other personalities are neither old nor disabled.

00:30:36.047 --> 00:30:36.847

Phil: But that's a good one.

00:30:36.887 --> 00:30:39.987

Phil: So this old dude, he's like an old cat burglar?

00:30:40.427 --> 00:30:40.967

Tom: No, no, no.

00:30:40.987 --> 00:30:43.687

Tom: Well, we don't know if he's a cat burglar, but presumably he's not.

00:30:43.707 --> 00:31:12.547

Tom: He's an old police officer, an old Swiss policeman who is into detective fiction and clearly has gone off to go on some great big adventure to attempt to catch this world famous The Raven Master Theif, or not technically The Raven Master Theif, but the replacement as The Raven has actually just recently been killed by a world famous Interpol detective.

00:31:13.167 --> 00:31:15.607

Tom: And that is basically the hook at the beginning of the game.

00:31:18.427 --> 00:31:19.187

Phil: Wait, so what?

00:31:20.087 --> 00:31:22.707

Phil: There is a famous detective called The Raven, right?

00:31:22.847 --> 00:31:34.627

Tom: The famous detective is an Interpol detective called LeGrand, who killed The Raven at some stage during possibly suspicious circumstances.

00:31:34.647 --> 00:31:40.307

Tom: Then someone has committed a similar crime to The Raven wearing a similar disguise.

00:31:40.427 --> 00:31:42.947

Tom: And that is the beginning of the game.

00:31:43.107 --> 00:31:48.547

Phil: Okay, so now you are not the guy that killed him, you are just the guy who is trying to find this cat burglar dude.

00:31:48.567 --> 00:31:58.407

Tom: You are some bumbling clouso type, bumbling clouso, elderly policeman who has jetted off around Europe on some final great adventure.

00:31:58.987 --> 00:32:05.287

Tom: Much to the disappointment of his daughter, who is worried about his health.

00:32:05.307 --> 00:32:13.647

Phil: Elderly people solving crimes, you've got Miss Marple, you've got Agatha Christie and you've got Angela.

00:32:14.007 --> 00:32:17.447

Tom: I don't think Agatha Christie herself went around solving crimes.

00:32:19.947 --> 00:32:26.507

Phil: You don't know that because you had Angela Lansby character, Jessica Parker, in Murder She Wrote, right?

00:32:26.967 --> 00:32:32.087

Phil: So she was writing the books, but in real life, she was solving the mysteries.

00:32:32.307 --> 00:32:39.007

Phil: So kind of like Alan Wake or Stephen King, how in real life the stuff happens and then he just writes about it.

00:32:39.027 --> 00:32:41.407

Phil: Everyone's like, how did they come up with this amazing story?

00:32:41.627 --> 00:32:42.987

Phil: She's just writing about her life.

00:32:44.247 --> 00:32:47.687

Phil: Anyway, so you do have elderly people writing mystery stuff.

00:32:49.487 --> 00:32:53.267

Phil: So I saw some images of the game.

00:32:54.407 --> 00:32:55.347

Phil: It does look good.

00:32:55.367 --> 00:32:56.667

Phil: It has its own art style.

00:32:57.147 --> 00:32:59.127

Phil: It's not quite going for photorealism.

00:32:59.147 --> 00:33:00.347

Phil: It's kind of like Uncharted.

00:33:00.367 --> 00:33:03.787

Phil: It's going for somewhere in between, a little cartoony, a little caricature-ish.

00:33:05.147 --> 00:33:09.607

Phil: It reminded me of The Ship, that horrible game you made me play earlier this year.

00:33:09.907 --> 00:33:16.047

Tom: Well, I think The Ship was more set in the 40s or the 50s, whereas this is very much set in the 60s.

00:33:16.147 --> 00:33:28.627

Tom: And as you probably know from my brief comments of Alan Waite, when it comes to basically doing a pastiche of a time period, I get rather annoyed when there are glaring problems with it.

00:33:28.647 --> 00:33:37.087

Tom: And so far, it's doing the 60s very well, as it is buying very much into stuff like Inspect Clueso and all that sort of thing.

00:33:37.527 --> 00:34:14.507

Tom: Stuff like cat burglars and elderly people solving crimes and detective fiction all sit very well with a 60s sort of setting, as does the physical setting of the game, which at the beginning at least is the Orient Express, which is rather a very evocative place to set an adventure game due to The Last Express, of course, because if you are setting an adventure game on a train in the opening in a setting like the 60s, you're immediately going to be bringing to mind The Last Express, which is obviously one of the greatest adventure games of all time.

00:34:14.527 --> 00:34:25.907

Tom: So that's quite a ballsy setting to begin your game in, but many adventure games over the years have feature train settings due to the extreme influence of The Last Express.

00:34:27.227 --> 00:34:29.287

Phil: Well, also it makes for...

00:34:29.447 --> 00:34:32.367

Phil: I mean, it's obviously very easy to develop for.

00:34:32.387 --> 00:34:35.887

Phil: You don't get a much more linear setting than a train.

00:34:36.427 --> 00:34:55.307

Tom: But it's generally, as far as I can see, avoided, at least as an opening setting in a series, because of the fact that anyone playing the game is immediately going to think of The Last Express, which is going to result in probably unfairly high expectations when it comes to the game itself, right?

00:34:55.487 --> 00:34:58.327

Phil: Well, The Last Express did come out a very long time ago.

00:34:58.347 --> 00:34:59.287

Phil: So I think it's...

00:34:59.787 --> 00:35:04.807

Phil: And also, you know, trains are a classic setting for murder mysteries and the like.

00:35:04.827 --> 00:35:11.547

Phil: So I think that enough time has passed that people would not be drawing correlations between the two.

00:35:11.567 --> 00:35:21.547

Phil: I think they'd probably skip contrasting it against The Last Express and go straight to the more famous movie, you know, the Orient Express or the book.

00:35:21.607 --> 00:35:30.087

Tom: I would say that would be the case if it was not an adventure game, which is an extremely niche genre that is very much all about its history.

00:35:30.767 --> 00:35:32.367

Phil: Yep, you're right, you're right.

00:35:32.387 --> 00:35:37.927

Phil: One question I do have about the 60s setting before you go on is, did you play No One Lives Forever?

00:35:38.607 --> 00:35:43.207

Tom: I've played the demo and have been wanting to play the game since the demo.

00:35:43.867 --> 00:35:46.527

Phil: Yeah, I think I have the PS2 version.

00:35:46.547 --> 00:35:48.247

Phil: Yeah, I do have the PS2 version of it.

00:35:48.627 --> 00:35:53.087

Phil: And I imagine it would be a very similar type of setting.

00:35:53.107 --> 00:36:02.047

Tom: Well, I think No One Lives Forever was much more of a parody and much more psychedelic.

00:36:02.067 --> 00:36:08.247

Tom: This is more of a light-hearted, serious sort of tone rather than parody.

00:36:08.307 --> 00:36:16.187

Tom: And it's very much, as you can probably guess from the elderly protagonist staying away so far from psychedelica and hippies and that sort of stuff.

00:36:16.707 --> 00:36:24.387

Phil: That could be really interesting because so much of games that are set in the 60s just immediately go straight to parody.

00:36:24.387 --> 00:36:33.667

Phil: So if it's an actual serious setting other than the character who you described as a closer type of character, that would be really interesting.

00:36:33.687 --> 00:36:38.587

Tom: Well, it is of course still very light-hearted and amusing in tone, but it's certainly not.

00:36:39.267 --> 00:36:42.247

Tom: Parodying the era to any great degree.

00:36:42.647 --> 00:36:57.907

Tom: Now, I don't know if this is simply due to my rather questionable brain state at the moment, but this is certainly going from the Book of Unwritten Tales a drastically more adduced style of puzzle-solving.

00:36:57.927 --> 00:37:08.507

Tom: And I don't want to go into too many details as this is still not coming out until I think the 21st this month and the embargo is still a long way off.

00:37:08.527 --> 00:37:16.767

Tom: But basically, I'm going along in this train and someone's lost their purse and I come across another character.

00:37:17.667 --> 00:37:18.187

Tom: Sorry, what?

00:37:18.967 --> 00:37:19.507

Phil: Oh dear.

00:37:19.527 --> 00:37:20.087

Tom: That's right.

00:37:20.527 --> 00:37:21.667

Tom: What a catastrophe.

00:37:21.867 --> 00:37:22.467

Tom: Well, they are.

00:37:22.467 --> 00:37:23.287

Phil: Oh my god.

00:37:23.307 --> 00:37:24.727

Tom: Someone's lost their purse.

00:37:24.847 --> 00:37:25.987

Tom: They are a baroness.

00:37:26.147 --> 00:37:28.207

Tom: Oh, good lord.

00:37:28.227 --> 00:37:29.087

Phil: Who knows what was in the purse?

00:37:29.187 --> 00:37:31.407

Tom: They could have lost millions of francs.

00:37:32.127 --> 00:37:32.767

Phil: And cocaine.

00:37:34.767 --> 00:37:44.427

Tom: But so, someone's lost their purse, and I go along and talk to another character later on, and they say, well, why don't you talk to my son, who's great at finding lost stuff, right?

00:37:45.507 --> 00:37:51.127

Tom: So I'm thinking, okay, obviously I should go and talk to this person's son, who I've previously talked to.

00:37:51.267 --> 00:37:52.787

Tom: I know who this character is.

00:37:53.207 --> 00:38:02.347

Tom: I've fully explored, I haven't fully explored the train, so I continue going along the train, seeing where everything is, and I completely explore the train.

00:38:04.847 --> 00:38:07.027

Tom: I look, and he has completely disappeared.

00:38:07.827 --> 00:38:31.247

Tom: And the only way to put this, one area that I cannot get to, where he will possibly be, and I assume he is going to be in there, but the way it is paced and set up, this seems to be a sort of side sort of puzzle, it would actually solve before continuing with the main puzzles in the story.

00:38:31.567 --> 00:38:37.087

Tom: And one of the bullet points in the press release was that it had optional puzzles to solve.

00:38:37.387 --> 00:38:50.627

Tom: It seems a little bizarre that this character has presumably disappeared to the one inaccessible spot on the train that is accessed only through continuing in the story.

00:38:50.827 --> 00:38:52.007

Phil: So did you find the boy?

00:38:52.027 --> 00:39:05.747

Tom: I'm yet to find the boy, as at that stage I basically gave up for the minute, because my brain was about to melt, which once again needs to be qualified due to my lack of ability to think at the moment.

00:39:05.867 --> 00:39:07.467

Tom: So it could just be me.

00:39:07.927 --> 00:39:23.347

Tom: The other interesting thing about it is, and this has got nothing to do with my present state of mind, is the highlighting system of clickable items, which has become a standard in adventure games for people who don't want to pixel hunt, right?

00:39:23.367 --> 00:39:27.427

Tom: Where you basically press a button and everything in the scene becomes highlighted.

00:39:28.607 --> 00:39:30.187

Tom: Have you played any games that do this?

00:39:31.087 --> 00:39:42.047

Phil: No, I mean, the closest I would have come to that would have been like in the Back to the Future series, but you basically still have to move the mouse around, and if it's something that's clickable, you know, a halo or an aura will come up around it.

00:39:42.147 --> 00:39:44.027

Tom: No, no, no, no.

00:39:44.027 --> 00:39:50.127

Tom: What this does is you press a button and all the auras become visible without having to highlight them.

00:39:50.727 --> 00:39:51.327

Phil: That's crap.

00:39:51.347 --> 00:39:59.567

Tom: I would say it's actually quite useful because if you're playing a game with extreme pixel hunting, it can be coming handy.

00:40:00.347 --> 00:40:02.947

Tom: If it's optional, I think it is a good feature to have.

00:40:03.627 --> 00:40:04.387

Tom: You don't think it is?

00:40:04.627 --> 00:40:05.547

Phil: If it's optional?

00:40:05.567 --> 00:40:10.487

Phil: As long as it's optional, because then if you don't like doing that, then you don't need to press the button.

00:40:10.827 --> 00:40:15.687

Tom: If everything already had an aura around it, that would be utterly just incredibly stupid.

00:40:16.027 --> 00:40:20.807

Phil: Because a lot of these games, you just feel like the game's playing you, you know?

00:40:24.227 --> 00:40:25.987

Phil: You just wouldn't feel like you're doing anything.

00:40:26.347 --> 00:40:27.447

Phil: But as long as it's an option.

00:40:27.867 --> 00:40:31.187

Tom: And it is there for people who might want to just enjoy the story.

00:40:31.207 --> 00:40:33.707

Tom: It's not there for people who want to play the game.

00:40:34.027 --> 00:40:41.127

Tom: So you would expect such a feature to be basically very obviously highlight everything in the environment, right?

00:40:42.207 --> 00:40:42.467

Phil: Yep.

00:40:42.887 --> 00:40:43.807

Tom: Not so here.

00:40:43.827 --> 00:40:58.067

Tom: What happens is you press the button and a somewhat hard to see magnifying glass flashes on the screen for maybe about one second before moving to the next highlightable object, at which point it then disappears.

00:40:58.707 --> 00:41:03.447

Tom: And each time you highlight it, it costs you adventure points.

00:41:03.487 --> 00:41:06.467

Tom: I'm not sure what adventure points do.

00:41:06.527 --> 00:41:11.947

Tom: I presume they have something to do with the extras that you can unlock such as concept art.

00:41:12.947 --> 00:41:28.707

Tom: But it seems to be a rather backwards way to do it because it's not as if anyone that is going to be wanting to play this as a normal puzzle solving game or in any sort of hardcore way that might be interested in getting a high score is going to be using it anyway.

00:41:28.707 --> 00:41:42.767

Tom: So it does seem like that's just simply punishing the people that would be interested in such a feature, which is people that just want to play it for the story or have no interest in playing it as a puzzle solving exercise.

00:41:43.187 --> 00:41:50.667

Phil: You can't really say too much about it because the embargo doesn't last until later in a month, which will be able to talk about the game much more expansively.

00:41:50.687 --> 00:41:54.327

Phil: So you can't really get into opinions either in terms of good or not.

00:41:54.367 --> 00:41:56.367

Tom: I think I can easily.

00:41:56.387 --> 00:42:00.587

Tom: The other thing is I have only played it very briefly about an hour or so.

00:42:00.907 --> 00:42:12.367

Tom: But apart from the obtuseness, I think the protagonist is a very intriguing character due to the elderly nature of the character.

00:42:12.387 --> 00:42:16.247

Tom: That alone makes it a very original protagonist for a game.

00:42:16.267 --> 00:42:19.367

Tom: And it ties very much into the setting of the game.

00:42:19.387 --> 00:42:23.807

Tom: So I'm very intrigued as to where the story is going to go.

00:42:24.967 --> 00:42:29.947

Tom: And it does come from a very high pedigree of adventure gaming ilk.

00:42:30.487 --> 00:42:36.767

Tom: As the Book of Unwritten Tales was one of the most well-received mainstream adventure titles.

00:42:36.787 --> 00:42:43.867

Tom: Probably the biggest adventure game title before The Walking Dead came out in this generation easily.

00:42:44.247 --> 00:42:48.007

Tom: So I have high expectations as to where this will be going.

00:42:48.027 --> 00:42:51.647

Tom: And so far it is an intriguing, if somewhat obtuse, opening.

00:42:51.667 --> 00:42:57.987

Tom: Which is, for the amount I've played, certainly enough to get me interested in where it's going.

00:42:58.027 --> 00:43:01.027

Phil: It looks nice too visually, so that doesn't hurt.

00:43:01.227 --> 00:43:06.247

Tom: The only thing about the visuals is the animation is at times really rather poor.

00:43:06.807 --> 00:43:13.767

Phil: You know, where click and point adventure games might aid themselves too, would be with more realistic facial animation.

00:43:14.687 --> 00:43:17.427

Phil: So you could pick up on the subtleties, as in, you know, LA.

00:43:17.427 --> 00:43:17.887

Phil: Noire.

00:43:17.947 --> 00:43:18.967

Tom: Yep, absolutely.

00:43:19.387 --> 00:43:25.867

Tom: Not just facial animation, but also stuff like cinematic shot selection and editing.

00:43:26.147 --> 00:43:27.107

Phil: Like in The Walking Dead.

00:43:27.127 --> 00:43:32.167

Tom: Yep, which this is doing not to the same degree of success as The Walking Dead.

00:43:32.187 --> 00:44:12.547

Tom: It's much more primitive than that, but it is doing a more cinematic style of presentation during the dialogue and deserves kudos for doing that, even if it doesn't do it to the same degree of The Walking Dead, which I think actually, just to, as we've said all we can, basically about The Raven for the reason that I played it, just to move on to The Walking Dead, I think the cinematic presentation was actually a blessing and a curse, because it was framed nicely, but I think the editing was very much comic editing that they had carried over from the Sam and Max games and their other titles, and I don't think it really fitted the tone.

00:44:12.707 --> 00:44:28.727

Tom: And the worst thing about it was, though, it really played up the absolutely awful facial expression that they had in the game, which 100% basically extracted as ported animations from their previous titles, which are all very comical in tone.

00:44:29.547 --> 00:44:34.967

Phil: Well, I mean, perhaps the comic book influence could have come from, oh, I don't know, The Walking Dead comic book.

00:44:34.987 --> 00:44:37.007

Tom: No, no, no, no, comical as in humor.

00:44:37.327 --> 00:44:40.547

Phil: No, no, but back to what you were saying about the framing of it.

00:44:41.507 --> 00:44:47.507

Phil: I mean, the frame selection, the shot selection, I had prior given them a lot of credit for that, because here they are working on a game for about a month.

00:44:47.547 --> 00:44:51.227

Phil: I know what you're saying, but they're working on a game for like a month and a half to two months at most.

00:44:51.627 --> 00:45:00.227

Phil: And so for them to come back with a directorial style that is unmatched in any other video game to date, including The Last of Us, I might say, which has tremendous acting.

00:45:00.707 --> 00:45:15.047

Phil: But in like Bioshock, not in Bioshock, BioWare in their Mass Effect games has this deplorable directing, like they haven't even taken a community college course in directors, which I have incidentally.

00:45:15.067 --> 00:45:16.827

Tom: Yeah, so you know what you're talking about.

00:45:17.247 --> 00:45:17.907

Phil: I do know.

00:45:17.927 --> 00:45:20.147

Tom: Community college education.

00:45:20.647 --> 00:45:25.367

Phil: Where basically you have a camera pointed at whoever's talking and they just cut backwards and forwards.

00:45:25.387 --> 00:45:28.227

Phil: And The Walking Dead had greater direction, right?

00:45:28.567 --> 00:45:38.587

Phil: So someone else might be talking, but they'll pause on the character who's not talking so they can see the reaction, go figure, low angle, high angle, whatever.

00:45:38.607 --> 00:45:42.847

Phil: And it wasn't until you played the game that the camera actually became broken.

00:45:43.547 --> 00:45:45.667

Phil: But in the cut scenes, it was great.

00:45:45.687 --> 00:45:46.807

Phil: Now, I know what you're talking about.

00:45:46.827 --> 00:45:52.287

Phil: You're talking about the actual shape of the face, the expression of the eyes.

00:45:52.287 --> 00:45:57.227

Phil: And the main character in The Walking Dead was much like which guy in Salmon Max?

00:45:57.667 --> 00:46:06.527

Phil: Where he just basically like his surprise animation was to open his mouth wide and his eyes would basically turn anime for a few seconds.

00:46:07.307 --> 00:46:18.447

Phil: Yeah, so that's where the where if you had the shot selection of The Walking Dead and the acting of The Last of Us, I don't think the shot selection is enough because I've got no problem with the framing.

00:46:19.047 --> 00:46:35.467

Tom: I think the framing was excellent in The Walking Dead, but I do think the editing was still once again straight out of their previous games, which were not comic as in comic book style of flow to the action, but were comical as in they were meant to be humorous.

00:46:35.487 --> 00:46:42.767

Tom: And I think the editing was exactly the same as in those games, but the framing was excellent and did definitely capture.

00:46:43.127 --> 00:46:53.047

Tom: I haven't read the comic books, but they definitely captured an excellent comic book feel to the framing, but I think the editing was really completely opposite to their intentions.

00:46:54.387 --> 00:47:17.827

Phil: I mean, Walking Dead is a game that we still have yet to discuss on this podcast, but I think that in the wake of The Last of Us, covering much of the same emotional material in terms of great loss and the same kinds of characters, a middle-aged male character with a young child.

00:47:18.687 --> 00:47:22.787

Phil: Obviously, Clementine is significantly younger than Ellie, who's 14.

00:47:23.007 --> 00:47:26.067

Tom: Also, Lee, I would say, is significantly younger than Joel.

00:47:27.107 --> 00:47:27.447

Phil: Yes.

00:47:27.467 --> 00:47:28.487

Tom: He's not middle-aged.

00:47:29.047 --> 00:47:31.647

Phil: And he hasn't been through the kinds of things that Joel has been through.

00:47:32.207 --> 00:47:42.427

Phil: But I think, you know, so it's easy now to look back and go, oh, we were all fools, not we, but we were all fools for giving a Game of the Year last year, which I didn't.

00:47:42.467 --> 00:47:47.747

Phil: It wasn't even in my consideration, namely because I didn't play it until this year.

00:47:47.767 --> 00:48:00.367

Phil: But it is easy to bash on them in retrospect, but you do have to remember that these guys were making these games in a two-month turnaround time, which is pretty spectacular.

00:48:00.387 --> 00:48:00.787

Phil: And you know what?

00:48:00.787 --> 00:48:04.207

Phil: I think that actually would benefit a lot of game development.

00:48:04.987 --> 00:48:17.907

Phil: They had a great tools engine in place, but were able to turn things around more quickly, because sometimes that run-and-gun mode to doing any sort of creative work is where you get your best stuff.

00:48:18.027 --> 00:48:20.007

Tom: And it means you can't over-edit as well.

00:48:20.687 --> 00:48:22.147

Phil: Yeah, or cut.

00:48:22.167 --> 00:48:23.627

Phil: Yeah, edit, exactly.

00:48:24.227 --> 00:48:29.147

Phil: Cut things down too short or overly plan things or have things lined up.

00:48:29.747 --> 00:48:41.487

Phil: Amy Henning, I was listening to an interview with her and Ken Levine last night, and she was watching a movie and she was saying that, you know, there's a scene where a car parks up, drives up and parks in front of a building.

00:48:42.267 --> 00:48:57.787

Phil: And in order for that film production company to do that one shot, you know, they had to get a license from the city, they had to rent the certain car, they had to pay the property, first scout the location, pay the people that they wanted to put in that location.

00:48:58.407 --> 00:49:03.427

Phil: Because of the licensing from the city, you'd have to schedule it for a certain time and date.

00:49:03.927 --> 00:49:08.127

Phil: You'd have to have, because of the unions, the team's just there to get the lighting in place.

00:49:09.227 --> 00:49:17.047

Phil: Catering would have to be provided because of, you know, union rules for SAG and on and on and on.

00:49:17.047 --> 00:49:22.427

Phil: Just to do this one shot of a car pulling up in front of a house for three seconds, right?

00:49:23.167 --> 00:49:28.347

Phil: And she was talking about how liberating it is when you're developing a game that you don't have any of that.

00:49:28.387 --> 00:49:32.567

Phil: You don't have to have all of this pre-thought and planning in place.

00:49:32.567 --> 00:49:37.647

Phil: You can just basically design stuff off the cuff, throw stuff away and all the rest of it.

00:49:38.187 --> 00:49:44.227

Phil: And I think that looseness is a tremendous benefit that game development has over motion pictures.

00:49:45.767 --> 00:50:04.547

Phil: But there is still this, you know, games now have become so expensive and require so many people to make that sometimes games do suffer from over planning and over production, which is why people are drawn to these smaller games from smaller teams these days, because that seems to be more creative.

00:50:04.567 --> 00:50:06.527

Phil: There's a lot more freeform development going on.

00:50:07.067 --> 00:50:09.547

Phil: So I guess that basically closes out my point.

00:50:09.567 --> 00:50:13.387

Phil: Does that close out your coverage of The Raven, Legacy of the Master Theif?

00:50:13.407 --> 00:50:20.367

Tom: It does indeed, and I'm just going to put this out here now and just force you to actually do this on the next podcast.

00:50:20.387 --> 00:50:27.567

Tom: One of our major features in our big show, episode 15 is going to be a discussion, a spoilerific discussion on The Walking Dead.

00:50:28.387 --> 00:50:29.127

Phil: Oh, why not?

00:50:29.267 --> 00:50:31.867

Tom: And now that it's live on air, we have to do it.

00:50:32.007 --> 00:50:38.687

Phil: Yeah, and because we have to do it anyway before I forget that I've played it or any of the aspects of it.

00:50:38.707 --> 00:50:39.307

Phil: So let's do it.

00:50:39.427 --> 00:50:42.087

Phil: We'll do a Walking Dead spoiler show next week.

00:50:42.287 --> 00:50:43.027

Tom: It's set in stone.

00:50:43.027 --> 00:50:44.887

Tom: Now, I believe you finished Killzone 3.

00:50:45.387 --> 00:50:49.127

Phil: That's right, and this is a game that also suffers from overdevelopment, right?

00:50:49.147 --> 00:50:49.287

Tom: Yep.

00:50:49.547 --> 00:50:55.587

Phil: I finished Killzone 3, and my biggest problem with it is that this is a very generic game.

00:50:55.847 --> 00:51:00.807

Phil: At the end of the day, at the end of the game, this could have been anything.

00:51:00.827 --> 00:51:02.527

Phil: It didn't have to be a Killzone game.

00:51:03.507 --> 00:51:06.467

Phil: And the sad thing about it is that there were levels...

00:51:06.847 --> 00:51:08.767

Phil: It did get better as the game went on.

00:51:09.727 --> 00:51:19.147

Phil: There were levels toward the end of the game that were enjoyable, but again, as I said last week, they were in the old Killzone style.

00:51:20.387 --> 00:51:36.907

Phil: And it was so sad to have to be shipped back to these non-Killzone levels, like where you're flying around in jet packs and jet fighter planes and space ships and all the rest of it, where you just really wanted to play old Killzone.

00:51:37.307 --> 00:51:41.407

Phil: And then I'm flying around in outer space shooting up space stations, you know.

00:51:43.647 --> 00:51:45.927

Phil: It wasn't enjoyable for me.

00:51:46.147 --> 00:51:47.287

Phil: And at least it was quick.

00:51:48.307 --> 00:51:53.267

Phil: But then they'd throw you back into these old levels that remind you of what greatness the game does have.

00:51:53.967 --> 00:51:57.207

Phil: And I just thought it was a game that was spread too thin.

00:51:57.487 --> 00:52:03.627

Phil: So I looked up the original release date to see if this was a game that was rushed to make like Christmas, you know, like make November.

00:52:04.027 --> 00:52:05.467

Phil: And it was released in February.

00:52:05.547 --> 00:52:14.827

Phil: So it really had no reason exterially, commercially to be rushed, unless Sony just basically said to them, look guys, finish it up, get it out.

00:52:15.287 --> 00:52:24.287

Tom: I don't think I don't think there's any evidence that it was rushed for what I can remember from the release and the press leading up to the release.

00:52:25.167 --> 00:52:26.407

Phil: No, yeah, you're right.

00:52:26.427 --> 00:52:31.167

Phil: It wasn't like they had, you know, abruptly announced a release date.

00:52:31.487 --> 00:52:36.487

Phil: And also Sony plays great respect with Gorilla and all of its top tier developers.

00:52:36.507 --> 00:52:43.727

Phil: They don't really pressure them to get stuff done, as we can see from Team Eco and Gran Turismo, right?

00:52:46.247 --> 00:52:46.527

Phil: Yeah.

00:52:46.547 --> 00:52:48.047

Phil: So, yeah, that's probably not the case either.

00:52:48.887 --> 00:52:51.527

Phil: But all in all, it just made me want to play Killzone 2 again.

00:52:51.547 --> 00:52:59.747

Phil: And it left me, it was supremely annoying because it seemed to have an endless array of endings.

00:53:01.187 --> 00:53:05.067

Phil: Just like, okay, this is obviously the big ending, a space battle.

00:53:05.087 --> 00:53:06.827

Phil: We're in space blowing up stuff.

00:53:08.447 --> 00:53:17.167

Phil: The ending was good where you, spoilers, if you, spoilers, when we dropped the nuclear bomb on the planet.

00:53:17.247 --> 00:53:20.587

Tom: That final sequence is just brilliantly over the top.

00:53:21.347 --> 00:53:22.247

Phil: Yeah, it's great.

00:53:22.267 --> 00:53:25.207

Phil: And, you know, again, stolen from Call of Duty, that's fine.

00:53:25.447 --> 00:53:26.267

Phil: Drop a nuke on it.

00:53:26.567 --> 00:53:34.307

Phil: But I did like the character, I did like the acting at the end where they basically is like, you know, wow, we just dropped a nuclear bomb on the planet.

00:53:34.327 --> 00:53:34.527

Tom: Yeah.

00:53:34.667 --> 00:53:37.667

Phil: And we aren't getting any traffic from the planet.

00:53:38.807 --> 00:53:41.907

Phil: Seems like we wiped out all life on the planet.

00:53:42.067 --> 00:53:43.347

Tom: That's what the ISA do.

00:53:44.007 --> 00:53:48.087

Phil: And then the female character said something like, well, how many people did we just kill?

00:53:48.107 --> 00:53:48.307

Tom: Yeah.

00:53:49.007 --> 00:53:49.447

Phil: Right.

00:53:49.467 --> 00:53:51.387

Phil: And then that's an unanswered question.

00:53:52.167 --> 00:53:53.247

Phil: I thought that was nice.

00:53:53.507 --> 00:53:54.647

Phil: I thought that was thoughtful.

00:53:54.807 --> 00:53:58.927

Phil: And I would love to see what Guerrilla Games would do with the PC.

00:53:59.247 --> 00:54:03.347

Phil: I would love to see these guys not on a console platform.

00:54:03.427 --> 00:54:12.927

Phil: I would love to see them basically go the same route as the Metro guys, you know, and make a PC game a no apologies shooter.

00:54:13.587 --> 00:54:29.607

Phil: And I think a lot of the direction that they get for this army of two stuff and the jet packs and the mechs and the flying around in spaceships and stuff probably comes from Sony of America and focus groups and all the rest of it.

00:54:31.167 --> 00:54:34.787

Phil: And I'd like to see them make an unapologetic guerrilla game shooter.

00:54:34.787 --> 00:54:41.207

Phil: And hopefully at some point, the Killzone franchise will die and then they'll be allowed to go off and do what they want to do.

00:54:43.967 --> 00:54:47.707

Phil: So, yeah, so all in all, I found it to be pretty disappointing.

00:54:47.707 --> 00:54:50.167

Tom: Yep, I don't disagree with any of that.

00:54:50.187 --> 00:54:52.807

Tom: Though I believe you read my review, so perhaps I did.

00:54:52.827 --> 00:54:56.707

Phil: Oh, your review was actually more entertaining than the game.

00:54:57.827 --> 00:55:02.267

Phil: I reread it today, and you can find it at gameunder.net.

00:55:02.287 --> 00:55:02.467

Tom: Yep.

00:55:03.067 --> 00:55:04.767

Phil: Just use our search tool, it's excellent.

00:55:04.787 --> 00:55:07.607

Phil: Just put in Killzone 3 and it'll come up immediately.

00:55:09.227 --> 00:55:10.407

Phil: I thought your review was great.

00:55:10.427 --> 00:55:12.087

Phil: You thought it was too beard-centric.

00:55:12.807 --> 00:55:14.387

Phil: I thought it was not beard-centric enough.

00:55:14.847 --> 00:55:17.107

Tom: I cannot believe that I thought it was too beard-centric.

00:55:17.127 --> 00:55:18.507

Tom: Do you have the quote where I said that?

00:55:19.687 --> 00:55:23.187

Phil: No, just last week you said you were talking to me about the review.

00:55:26.747 --> 00:55:29.107

Tom: No, no, no, I said it was very beard-centric.

00:55:29.627 --> 00:55:33.967

Phil: Yeah, your review, no, I thought it wasn't beard-centric enough.

00:55:34.307 --> 00:55:40.927

Phil: It's certainly something that was interesting to talk about because like you said with The Elderly, there's not a lot of beards in games anymore.

00:55:41.127 --> 00:55:45.827

Tom: I think they're coming in now after beards are coming into fashion at the moment.

00:55:46.267 --> 00:55:47.187

Phil: Well, they're growing in.

00:55:47.207 --> 00:55:49.027

Phil: I mean, the generation is six years old.

00:55:50.027 --> 00:55:53.367

Phil: It would only make sense that we're starting to see the long beards come out.

00:55:54.907 --> 00:55:56.427

Phil: No, it's an excellent review.

00:55:56.447 --> 00:56:00.627

Phil: I'd encourage everyone to go to gameunder.net to search for Killzone 3 and you'll find it.

00:56:00.647 --> 00:56:02.127

Phil: Or just Killzone, it'll come up.

00:56:04.067 --> 00:56:07.527

Phil: And yeah, not much more to really say about it.

00:56:08.347 --> 00:56:13.627

Phil: I stopped reading when I got to the multiplayer section because I didn't play the multiplayer aspect of the game.

00:56:13.947 --> 00:56:15.827

Phil: Is multiplayer in Killzone 3?

00:56:16.727 --> 00:56:19.947

Phil: You said it's worse than in Killzone 2, right?

00:56:19.967 --> 00:56:26.167

Tom: Before we get to that, because that is a part of what I'm about to say, my views on it were pretty close to yours, right, if I remember correctly?

00:56:28.067 --> 00:56:32.427

Tom: And so I was basically extremely disappointed by how generic it was, right?

00:56:33.027 --> 00:56:33.987

Phil: Yes.

00:56:34.007 --> 00:56:42.987

Phil: I was actually, when I was reading it, I had read it prior to playing the game several months ago when the review first came out, and so I had basically forgotten everything about it.

00:56:43.827 --> 00:56:51.227

Phil: So I was actually shocked to see that you agreed, or I agreed with you, or however you want to say it, on so many aspects of the game.

00:56:53.527 --> 00:56:55.387

Phil: It's just a lost opportunity.

00:56:55.407 --> 00:56:56.027

Phil: But you know what?

00:56:56.047 --> 00:56:59.527

Phil: I mean, Killzone 3, it probably didn't hurt in sales, right?

00:56:59.547 --> 00:57:00.147

Phil: It probably-

00:57:00.167 --> 00:57:01.367

Tom: Sold as much as two, I believe.

00:57:01.387 --> 00:57:02.927

Tom: They both sold around two million.

00:57:03.947 --> 00:57:04.607

Phil: Yeah.

00:57:04.707 --> 00:57:13.667

Phil: And our voices are pretty distinctly outnumbered by the majority in terms of how this game was received.

00:57:13.687 --> 00:57:28.147

Tom: Well, just for that in a second, just on the previous point you're making, so basically I was as disappointed as you are with it, and my opinion of the Killzone 2 campaign is probably a lot longer than yours, yet I had the same level of disappointment, right?

00:57:29.487 --> 00:57:30.567

Phil: I guess so.

00:57:30.587 --> 00:57:33.367

Phil: I mean, I was absolutely impressed with Killzone 2.

00:57:34.067 --> 00:57:37.747

Phil: I was really in love with Killzone 2, so if you were not, then-

00:57:38.227 --> 00:57:38.567

Phil: Yep.

00:57:38.587 --> 00:57:47.187

Tom: So now, the multiplayer of Killzone 2, I consider to be among the greatest ever competitive multiplayer games ever.

00:57:47.627 --> 00:58:01.027

Tom: And the amount of generification, if that is a word, and if it is and it should be, of a single player is probably dialed up even higher in the multiplayer.

00:58:01.427 --> 00:58:07.767

Tom: So imagine if I could have that degree of disappointment and probably a seething level of outrage-

00:58:08.667 --> 00:58:12.607

Tom: From the King of Player campaign, you can imagine my thoughts on the multiplayer.

00:58:13.227 --> 00:58:22.187

Phil: Yeah, that would blow because for you, you heavily invest in a game for its multiplayer and for it to come up short.

00:58:22.207 --> 00:58:25.927

Phil: I know with Uncharted 2, I think Uncharted 2 has tremendous co-op.

00:58:26.187 --> 00:58:29.107

Phil: We really have to play sooner rather than later.

00:58:29.567 --> 00:58:32.927

Phil: And I was kind of disappointed with the co-op in Uncharted 3.

00:58:33.567 --> 00:58:35.367

Phil: To the same extent, I don't play a lot of-

00:58:35.787 --> 00:58:42.487

Phil: Basically, the games that I play online, multiplayer, you could count on your ears, right?

00:58:42.807 --> 00:58:47.307

Phil: It's basically Halo 2 and Uncharted 2, right?

00:58:49.027 --> 00:58:51.207

Phil: And I played both of those exhaustively.

00:58:52.307 --> 00:58:55.967

Phil: So for me, when it came to Uncharted 3, I was disappointed.

00:58:57.747 --> 00:59:00.187

Phil: But yeah, so we should definitely do that.

00:59:00.327 --> 00:59:14.127

Tom: Now as to your other point about the general critical reception, as I said on the previous podcast, and I still do stand by this statement, I think that it does actually do what it does extremely well.

00:59:14.167 --> 00:59:21.827

Tom: And on normal, from what I played of hard, this wouldn't apply because on normal, it was extremely easy even on hard.

00:59:21.847 --> 00:59:24.587

Tom: So on normal, it would be incredibly boring.

00:59:24.887 --> 00:59:49.507

Tom: But on hard, my experience of the game was that it did actually do Call of Duty style gameplay, as well as Call of Duty does it all, and in some areas better, because it had a wider range of high points and low points, whereas Call of Duty is entirely high point after high point, right?

00:59:50.227 --> 00:59:51.367

Phil: Ridiculously so.

00:59:51.387 --> 00:59:58.787

Tom: To the point where it affects it negatively, because the high points have less impact.

00:59:59.467 --> 01:00:02.627

Phil: It's basically a roller coaster theme park with no lines.

01:00:02.927 --> 01:00:17.467

Phil: You just go from one roller coaster to the next with no time to breathe, no time to reflect on the last ride, and in fact, it diminishes each roller coaster ride as you go, because you're like, you know, in Southern California, we have Magic Mountain.

01:00:17.487 --> 01:00:20.807

Phil: I know Six Flags have roller coaster parks all over the United States.

01:00:21.347 --> 01:00:27.767

Phil: But basically, the first roller coaster you get on in the day, you're just like, amazing, that was amazing.

01:00:27.787 --> 01:00:29.527

Phil: I just want to get right back on it again.

01:00:30.547 --> 01:00:36.247

Phil: By around 2 o'clock, you're just like, what?

01:00:36.587 --> 01:00:43.687

Phil: You could be getting on roller coasters that pound you into a wall of nerve, and you're just like, yeah, that was all right.

01:00:44.227 --> 01:00:47.947

Phil: And you're like, but wait, let's go back on that roller coaster ride we had earlier.

01:00:47.967 --> 01:00:49.047

Phil: And you're like, well, which one?

01:00:51.647 --> 01:00:59.067

Phil: So yeah, it's an over saturation, an over, you know, it's just too indulgent, too abundant.

01:00:59.087 --> 01:00:59.687

Tom: Yeah.

01:01:00.387 --> 01:01:16.047

Tom: But I do think once, going back to it now recently, as I played a bit before your impressions, and getting over the extreme disappointment, I do actually think that it was extremely well designed first person shooter in many aspects.

01:01:16.067 --> 01:01:21.107

Tom: And certainly the best copy of Call of Duty that I can think of.

01:01:21.127 --> 01:01:28.527

Tom: And I think one of the reasons for that is the great achievement of Call of Duty is not the fact that it hits high points constantly.

01:01:28.547 --> 01:01:37.447

Tom: The great achievement of Call of Duty is the way that they streamline the gameplay and make it so incredibly accessible.

01:01:37.467 --> 01:01:46.187

Tom: And that the game almost plays itself, but does so in a certain way where it's still somewhat entertaining to a degree.

01:01:48.187 --> 01:02:12.867

Tom: Killzone 3 is the only game that I can think of that copied Call of Duty and understood that, whereas most games, the copy Call of Duty, they see all the explosions everywhere and they copy that, but they forget that the reason that that doesn't become too much of an issue or over saturation is because of the way that they've made the gameplay so streamlined and accessible.

01:02:13.527 --> 01:02:19.847

Phil: It was an artful and studied copy, and you wouldn't expect anything less from guerrilla games, right?

01:02:20.167 --> 01:02:28.947

Phil: And as you said, so many other people just lift the artifice of the game, but not the actual gameplay that is so special, and that is where Killzone 3 succeeded.

01:02:29.587 --> 01:02:36.407

Phil: When you were playing as a mech, that was disappointing because basically it was just a different camera angle, it was you going at a different speed.

01:02:37.247 --> 01:02:41.187

Phil: But when you were in a jet pack, that was a legitimate experience.

01:02:41.207 --> 01:02:43.447

Phil: It was quite different from the regular gameplay.

01:02:44.087 --> 01:02:49.987

Phil: When you were in a spaceship, it wasn't as if you were walking around in space at a very high rate of speed with lesser gravity.

01:02:50.667 --> 01:02:52.927

Phil: You really actually did feel like you were flying something.

01:02:53.767 --> 01:02:55.067

Phil: So for that I give them kudos.

01:02:55.087 --> 01:03:09.087

Phil: It's just that I don't like to see brands that have their own legitimate source of inspiration and artistic expression having to copy someone else.

01:03:10.767 --> 01:03:13.187

Phil: Converse All-Stars are great shoes.

01:03:13.407 --> 01:03:20.427

Phil: I would hate them to have to start making Nike rip-offs because those ones sell better.

01:03:20.567 --> 01:03:22.447

Phil: No, you have your own original voice.

01:03:24.047 --> 01:03:27.527

Phil: And they should be true to that voice.

01:03:27.547 --> 01:03:29.087

Tom: And I could not agree with you more.

01:03:30.167 --> 01:03:35.807

Tom: The final thing though, the final point is once again, that line at the end is so brilliant.

01:03:35.887 --> 01:03:41.767

Tom: And it is yet more evidence for my theory, which is surely by now the case.

01:03:41.787 --> 01:03:43.507

Tom: And even you can agree with it, right?

01:03:44.647 --> 01:03:46.987

Tom: My guerrilla game Paul Verhoeven theory.

01:03:48.167 --> 01:03:48.967

Phil: Very much so.

01:03:49.407 --> 01:03:50.987

Phil: And which episode would we have to go back?

01:03:51.007 --> 01:03:53.507

Phil: That's like four episodes ago where we discussed that at length.

01:03:53.527 --> 01:03:56.547

Tom: Yeah, where we just randomly end up discussing that for 40 minutes.

01:03:56.747 --> 01:03:58.267

Tom: Four hours because it kills one minute.

01:03:59.747 --> 01:04:00.707

Phil: That was a great show.

01:04:02.647 --> 01:04:02.867

Tom: Yeah.

01:04:02.887 --> 01:04:13.547

Phil: Hey, speaking of first person shooters, before we go into some of the news here, I played Halo CE, the HD remake, Halo Combat Evolved.

01:04:13.567 --> 01:04:13.707

Tom: Yep.

01:04:14.707 --> 01:04:16.547

Phil: I played it on the 360 last night.

01:04:16.727 --> 01:04:20.487

Phil: And this is really cool, right?

01:04:20.507 --> 01:04:22.427

Phil: Basically, you're playing the game in HD.

01:04:22.447 --> 01:04:22.687

Tom: Yep.

01:04:23.267 --> 01:04:27.287

Phil: You can press select at any time and it gives you the old graphics.

01:04:28.107 --> 01:04:28.727

Tom: Still in HD?

01:04:30.987 --> 01:04:32.407

Phil: In HD, but...

01:04:32.667 --> 01:04:34.127

Tom: But obviously everything is low res.

01:04:34.687 --> 01:04:35.487

Phil: Yeah, exactly.

01:04:35.507 --> 01:04:36.707

Phil: Yeah, it's the same...

01:04:36.947 --> 01:04:42.947

Phil: So if you're looking at a boulder in the original, there's no textures or anything on it.

01:04:42.967 --> 01:04:44.847

Phil: It's just the shape of a boulder, right?

01:04:45.087 --> 01:04:46.407

Phil: Unless you're up close to it.

01:04:47.027 --> 01:04:50.307

Phil: Whereas in this game, it actually adds the textures and all the rest of it.

01:04:51.507 --> 01:04:52.447

Phil: It's still a great game.

01:04:53.327 --> 01:04:54.927

Phil: That's pretty much all that needs to be said about it.

01:04:54.947 --> 01:05:03.227

Phil: I mean, if you don't have an operating Xbox anymore and you do have an Xbox 360, it's a great way to play the original Halo Combat Evolved.

01:05:03.247 --> 01:05:05.407

Phil: Still the best Halo game that they've made.

01:05:05.427 --> 01:05:09.187

Phil: Yeah, it's still the best game that they made.

01:05:09.787 --> 01:05:11.767

Phil: Halo 4 comes very close to it.

01:05:13.167 --> 01:05:22.267

Phil: But I just thought it was great that they added that, because as I'm playing it, I'm going, okay, as soon as it starts, it looks like crap, right?

01:05:22.827 --> 01:05:26.267

Phil: It looks like a low-end PC game today.

01:05:27.107 --> 01:05:29.607

Phil: That's what the new version looks like.

01:05:29.627 --> 01:05:31.647

Tom: Do you mean a game on low settings?

01:05:32.507 --> 01:05:33.747

Phil: Yes, yeah.

01:05:33.767 --> 01:05:37.247

Tom: I'm guessing it actually looks worse than that, because this is not a joke.

01:05:37.267 --> 01:05:46.147

Tom: A lot of PC games on low settings, at least not necessarily all low, but a lot of the settings on low actually look quite similar to the console version.

01:05:47.087 --> 01:05:47.987

Phil: Right, right.

01:05:48.467 --> 01:05:49.427

Phil: Yes, yes.

01:05:50.307 --> 01:05:53.687

Phil: This actually looks like a low-spec version of it, though.

01:05:53.747 --> 01:06:08.687

Phil: So basically, I was like, okay, they took a game from the year 2000 that looked better than games on a high-spec PC, and they made it look as good as a mid-range spec PC in 2013.

01:06:08.987 --> 01:06:10.947

Phil: And guess which one looks better, right?

01:06:11.267 --> 01:06:13.687

Tom: Well, isn't that a problem with Bungie?

01:06:13.847 --> 01:06:19.947

Tom: They've been one of the developers, as far as I can remember, that really struggled with adapting to HD.

01:06:20.247 --> 01:06:28.507

Tom: I mean, there were huge complaints about the look of Halo 3, and the fact that it wasn't even at a proper HD resolution when it was released.

01:06:29.147 --> 01:06:38.647

Phil: Yeah, well, this version, of course, was made by 343 Industries, but the original was made by Bungie, and that's included in its entirety.

01:06:39.147 --> 01:06:48.947

Phil: And of course, Bungie's games have always looked god awful when it comes to facial animations and cutscenes, and that is no different in this 343 version as well.

01:06:49.127 --> 01:06:51.207

Phil: They look ridiculous.

01:06:52.727 --> 01:07:01.907

Phil: But fortunately, the gameplay is intact, and I found myself enjoying the HD version just as much as the low res version.

01:07:01.927 --> 01:07:06.767

Phil: I figured I'd mainly be playing the low res version, but they actually do a good job with the HD.

01:07:07.647 --> 01:07:08.567

Phil: They don't like...

01:07:09.067 --> 01:07:12.967

Phil: And the other thing is they don't like replace the trees, they just make them high res.

01:07:13.287 --> 01:07:21.927

Phil: So sometimes the trees look chunky, but what is good about that is that it doesn't interfere with sight lines that you might be used to from the original.

01:07:22.387 --> 01:07:26.507

Phil: So if you were used to a certain tree being a certain width or a boulder being a certain...

01:07:27.487 --> 01:07:30.207

Phil: in a certain placement, they haven't changed that at all.

01:07:30.247 --> 01:07:32.287

Phil: They've just basically added textures to it.

01:07:32.807 --> 01:07:34.347

Phil: And for that I was appreciative.

01:07:35.787 --> 01:07:38.527

Phil: So with that, let's go straight into the news.

01:07:39.667 --> 01:07:41.527

Phil: We're just going to jump all over the place here.

01:07:41.807 --> 01:07:44.027

Tom: As we've been doing everywhere else in the podcast?

01:07:44.547 --> 01:07:52.347

Phil: Yeah, I mean, the first thing I want to say is that Ryan Davis from Giant Bomb is dead.

01:07:52.367 --> 01:07:54.727

Phil: And obviously everyone who listens to this podcast knows that.

01:07:54.787 --> 01:08:07.447

Phil: And I don't want to acknowledge it in some soppy kind of way, primarily because this was the most affecting death that I have ever interacted with with someone I didn't know personally.

01:08:08.347 --> 01:08:13.687

Phil: So usually when a personality or celebrity, your sports figure dies, I don't particularly care.

01:08:13.927 --> 01:08:23.527

Phil: So there's nothing we can say here that wasn't best said by the last Giant Bomb cast, which everyone's probably already listened to if they care.

01:08:24.307 --> 01:08:26.447

Phil: So we're not going to go into it in any great detail.

01:08:26.467 --> 01:08:31.927

Phil: But if you listen to someone in a podcast for three hours a week for four or five years, you feel like you know them.

01:08:32.647 --> 01:08:34.347

Phil: And that's why it was so affecting to me.

01:08:34.387 --> 01:08:42.867

Phil: And listening to the obituary podcast on giantbomb.com, it was actually freeing for me because I found out that I didn't really know him.

01:08:43.567 --> 01:08:53.927

Phil: You know, when his actual friends talked about him and talked about the kind of guy he is and the kinds of stuff that he got up to and all that sort of thing, I realized that I did not know who Ryan Davis was at all.

01:08:55.147 --> 01:09:06.007

Phil: Which was actually quite liberating for me and gave me some sense of closure because I realized that no matter how much you think you might know a personality of celebrity, you really don't know him unless you know him.

01:09:07.367 --> 01:09:17.967

Phil: But I'll obviously still miss him because he was a wonderful broadcaster and a great inspiration and just always an entertaining person to talk to.

01:09:18.287 --> 01:09:25.067

Tom: And I will say something else except it would be a throwback to the same famous flippant Oculus Rift comment.

01:09:25.647 --> 01:09:29.727

Phil: Okay, Dota 2 is now released.

01:09:29.747 --> 01:09:31.467

Phil: Next new story.

01:09:31.467 --> 01:09:34.147

Phil: GameStop is no longer taking PlayStation 4 pre-orders.

01:09:34.627 --> 01:09:42.107

Tom: So is this, do we know that, didn't Sony say that they had an unlimited supply or something ridiculous like that?

01:09:42.227 --> 01:09:44.367

Phil: Sony said that they have an unlimited supply.

01:09:44.387 --> 01:09:46.527

Phil: There won't be any waiting for the game.

01:09:46.967 --> 01:09:56.247

Phil: So basically what this means is that GameStop has now taken so many orders that they probably don't have the credit to take any more orders.

01:09:57.327 --> 01:09:57.527

Tom: Or...

01:09:57.547 --> 01:09:58.927

Phil: If you know what I mean.

01:09:58.927 --> 01:10:00.127

Tom: Sony State was bullshit.

01:10:01.767 --> 01:10:05.927

Phil: Or that, but there's plenty of other outlets that are still offering pre-orders, right?

01:10:06.127 --> 01:10:12.787

Phil: So I know Dick Smith Electric here in Australia, you can still get pre-orders there without any problem whatsoever.

01:10:12.807 --> 01:10:14.787

Phil: Put down 50 bucks, you're going to get it on launch day.

01:10:14.807 --> 01:10:19.407

Tom: GameStop would either go to a place for pre-ordering a console.

01:10:19.427 --> 01:10:21.427

Tom: For many people though, would they not?

01:10:21.447 --> 01:10:25.827

Tom: So you might expect them to run out first even if they had the largest selection.

01:10:25.967 --> 01:10:26.647

Phil: Oh yeah.

01:10:27.367 --> 01:10:28.087

Phil: Yeah, that's true.

01:10:28.847 --> 01:10:32.847

Phil: Yep, and I absolutely guarantee more people pre-order it from GameStop than anywhere else.

01:10:33.707 --> 01:10:35.807

Phil: But at a certain point, they had to cut that off.

01:10:36.187 --> 01:10:39.947

Phil: So I guess they don't want to disappoint their customers, so good for them.

01:10:40.707 --> 01:10:43.607

Phil: And that's in the US and North America as well.

01:10:44.107 --> 01:10:49.607

Phil: Last of Us sold more, speaking of sales, Last of Us sold more than 3.4 million worldwide.

01:10:50.307 --> 01:10:51.087

Phil: So that's good.

01:10:51.567 --> 01:10:53.447

Tom: Unless it was published by Square Enix.

01:10:53.927 --> 01:10:54.987

Phil: Why would that be not good?

01:10:55.507 --> 01:10:57.407

Tom: Because they want their games to sell 8 million.

01:10:57.427 --> 01:10:57.987

Tom: 8 million?

01:10:59.747 --> 01:11:00.447

Phil: That's right.

01:11:02.547 --> 01:11:07.847

Phil: Well, I know they had 200,000 copies relegated or set aside or printed for Japan.

01:11:08.287 --> 01:11:13.607

Phil: In Japan, it got the dreaded Sero rating, which means your games have to come in red cases.

01:11:14.207 --> 01:11:16.567

Phil: You cannot show the case publicly.

01:11:16.587 --> 01:11:19.107

Phil: It has to be kept behind the counter.

01:11:19.287 --> 01:11:20.667

Phil: It's something you have to ask for.

01:11:20.687 --> 01:11:25.927

Phil: It's basically the highest level of pornography in Japan.

01:11:25.967 --> 01:11:28.647

Tom: I don't even know that child pornography.

01:11:28.667 --> 01:11:31.227

Phil: Which you can get freely.

01:11:31.967 --> 01:11:35.687

Phil: The Last of Us had 200,000 set aside in Japan.

01:11:35.707 --> 01:11:38.287

Phil: They sold 180,000 of them in the first week.

01:11:39.127 --> 01:11:46.987

Phil: It's nice to see a game that's a little bit different and not easily digestible, getting that level of sales.

01:11:47.367 --> 01:11:50.447

Phil: Also, keep in mind it's console exclusive.

01:11:50.467 --> 01:11:57.747

Phil: Imagine what it would be doing if it were also available on the Wii U or PlayStation or on the Xbox 360.

01:11:57.887 --> 01:11:58.487

Tom: Absolutely.

01:11:59.087 --> 01:12:04.207

Phil: Speaking of the Xbox 360, the Summer of Arcade games have been listed and dated.

01:12:04.227 --> 01:12:14.087

Phil: They're going to come out sometime, but basically the games are Brothers, Charlie Murder, a game called Flashback, and a Teenage Mutant Ninja Turtle game.

01:12:15.067 --> 01:12:22.267

Tom: I don't think I've heard of any of these games, except possibly for Flashback, but it's such a generic name, I may not have heard of it anyway.

01:12:22.487 --> 01:12:24.187

Phil: Yeah, no one cares.

01:12:24.527 --> 01:12:33.547

Tom: But you did miss out on something that many people do care about, or at least I do, and that is that Insomniac Games themselves are developing a U Ratchet and Clank game.

01:12:34.327 --> 01:12:34.727

Tom: Yeah.

01:12:36.227 --> 01:12:37.527

Phil: I'm sorry, did I chuckle?

01:12:38.067 --> 01:12:38.907

Tom: What's wrong with that?

01:12:39.627 --> 01:12:48.947

Phil: Well, as we've effusively discussed in almost every podcast, we both agree that Kill Resistance 3 is the best first person shooter of the generation.

01:12:50.167 --> 01:12:54.327

Phil: You pretty much invariably at some point in the show always say...

01:12:54.727 --> 01:12:58.407

Tom: Remember Resistance 3 and that it's the best game of the generation.

01:12:58.427 --> 01:13:01.887

Tom: I mean, I don't think it's even the best first person shooter of the generation.

01:13:01.907 --> 01:13:04.067

Tom: I think it's the best game of the generation.

01:13:04.087 --> 01:13:04.787

Phil: Exactly.

01:13:05.087 --> 01:13:16.607

Phil: And then Insomniac, you know, to their own detriment, goes off reservation and makes a Facebook game with avatars, right?

01:13:16.627 --> 01:13:19.827

Phil: Because they're like, no, we've been a Sony exclusive party, but guess what?

01:13:19.847 --> 01:13:20.987

Phil: We don't need Sony no more.

01:13:21.007 --> 01:13:22.587

Phil: We're going to make a Facebook game.

01:13:22.727 --> 01:13:24.487

Phil: So they go make a Facebook game.

01:13:25.247 --> 01:13:26.827

Phil: Fail tremendously.

01:13:26.847 --> 01:13:27.427

Tom: Shock horror.

01:13:27.447 --> 01:13:27.707

Phil: Right?

01:13:28.387 --> 01:13:28.667

Phil: Yep.

01:13:29.167 --> 01:13:32.727

Phil: Then they make some other crap shooter game, right?

01:13:33.407 --> 01:13:34.527

Phil: Fuse, right?

01:13:35.387 --> 01:13:40.387

Phil: Cross platform and fail ridiculously.

01:13:40.407 --> 01:13:45.207

Phil: So now they've blown all their money from Ratchet and Clank and the Resistance franchise, right?

01:13:45.987 --> 01:13:47.047

Phil: This is just so great.

01:13:47.047 --> 01:13:47.607

Phil: I love this.

01:13:47.667 --> 01:13:52.747

Phil: So they come crawling back to Sony and they'll now announce a new Ratchet and Clank game.

01:13:52.767 --> 01:14:00.607

Phil: They're going back to the well and they're going to make it a PlayStation 3 exclusive later this fall, which is no time at all.

01:14:00.607 --> 01:14:02.487

Phil: This is like four months.

01:14:02.507 --> 01:14:02.727

Tom: Yeah.

01:14:03.187 --> 01:14:06.447

Tom: Well, Pursuit has been in development for a while already.

01:14:06.927 --> 01:14:07.947

Phil: Well, they've been working.

01:14:07.967 --> 01:14:11.667

Phil: I don't see how because they're not a two-game studio and they've been working on Fuse.

01:14:12.327 --> 01:14:16.307

Phil: I just don't see how they can get this game spat out in that amount of time and how it can be good.

01:14:16.327 --> 01:14:18.087

Phil: And this is supposed to be a full version.

01:14:18.107 --> 01:14:23.487

Phil: It's not supposed to be some half-assed expansion like the other Ratchet and Clank games.

01:14:23.507 --> 01:14:28.007

Tom: It is only a $30 title though, so I'm thinking maybe it's going to be something like a...

01:14:28.767 --> 01:14:29.187

Phil: Quick hit.

01:14:29.207 --> 01:14:32.787

Tom: Yeah, six-hour to 10-hour, the most, sort of, platformer.

01:14:33.527 --> 01:14:36.527

Phil: Yeah, they're lowering expectations to the lowest absolute level.

01:14:36.547 --> 01:14:36.807

Tom: Yeah.

01:14:37.987 --> 01:14:46.127

Tom: And I think the most amazing thing about this was the fact that they had what appeared to be a riff gate in their trailer.

01:14:46.147 --> 01:14:51.267

Tom: So everyone was thinking, there's going to be some amazing crossover with Jack and Baxter, right?

01:14:51.367 --> 01:14:53.647

Phil: Someone at the VG Press pointed that out, Leo.

01:14:54.327 --> 01:14:56.747

Phil: And I was like, absolutely.

01:14:56.767 --> 01:15:00.167

Phil: I mean, you just had to look at the guy's ears and you would have known immediately.

01:15:00.567 --> 01:15:13.607

Tom: And the thing about that, though, is I don't think you can take from that picture that it was a riff gate, because you look at a riff gate, this is a science fiction extreme cliché, right?

01:15:13.627 --> 01:15:19.587

Tom: So everyone that does this circle portal has their own little differentiating signature.

01:15:19.887 --> 01:15:22.667

Tom: I think Stargate has triangles.

01:15:22.807 --> 01:15:24.507

Tom: I think it's three triangles or something.

01:15:25.147 --> 01:15:28.367

Tom: And Jack and Baxter has rectangles sticking in.

01:15:28.907 --> 01:15:30.447

Tom: There were no rectangles on this.

01:15:31.047 --> 01:15:32.427

Phil: Yeah, that's an extra angle.

01:15:32.507 --> 01:15:32.767

Tom: Yeah.

01:15:33.507 --> 01:15:34.727

Tom: This was just circles.

01:15:34.967 --> 01:15:42.427

Tom: I don't think you could look at that and say that is a rift gate because it doesn't have the signifying thing that makes it a rift gate.

01:15:42.447 --> 01:15:45.107

Tom: That's just a generic portal.

01:15:45.787 --> 01:15:53.087

Tom: So to me, my take from that was this is going to be what the portals look like in Ratchet and Clank.

01:15:53.107 --> 01:15:59.647

Tom: And I guarantee there's going to be some sort of poor thing in this Ratchet and Clank game that looks like that.

01:15:59.927 --> 01:16:06.547

Tom: And Ratchet and Clank has always been sci-fi, so I don't think that jumping to the conclusion that that was Jak and Daxter was at all fair.

01:16:06.567 --> 01:16:09.467

Tom: But the character silhouette did look quite like that.

01:16:09.487 --> 01:16:11.747

Phil: Yeah, yeah, the character silhouette is what did it for me.

01:16:12.107 --> 01:16:13.087

Phil: You know, forget the portal.

01:16:13.107 --> 01:16:14.347

Tom: But everyone was saying the portal.

01:16:15.607 --> 01:16:17.427

Phil: Ah, well, they're idiots.

01:16:17.467 --> 01:16:21.627

Phil: I was going by the shape of the character's ears, so that makes me probably king of the idiots.

01:16:21.727 --> 01:16:22.247

Tom: Exactly.

01:16:22.267 --> 01:16:26.687

Tom: And can I just say I want another Jak and Daxter game developed by Naughty Dog.

01:16:27.227 --> 01:16:28.207

Phil: Okay, you can say that.

01:16:28.747 --> 01:16:30.547

Phil: And maybe, what if it comes out on the Vita?

01:16:30.567 --> 01:16:31.307

Phil: Then you'll be screwed.

01:16:31.327 --> 01:16:34.387

Tom: Yeah, well, at least it will exist.

01:16:35.047 --> 01:16:39.887

Phil: Yeah, I think if it does exist, they'll probably test the waters with a digital download game only.

01:16:41.067 --> 01:16:43.387

Phil: Just to see if there is still interest in that sort of thing.

01:16:43.687 --> 01:16:45.027

Phil: And you know, here's a thing.

01:16:45.907 --> 01:16:46.587

Phil: Here's someone.

01:16:46.627 --> 01:16:48.107

Phil: I'm thinking of the children.

01:16:48.267 --> 01:16:50.227

Phil: Where are the children's games?

01:16:50.247 --> 01:16:54.767

Phil: Where are the Jak and the Daxters and the Ratchet and the Clank and the Sly Coopers?

01:16:55.687 --> 01:16:57.107

Phil: I guess it's Skylanders, right?

01:16:57.187 --> 01:17:11.687

Tom: The fact of the matter is, of course, well yeah, they're Skylanders, but the fact of the matter is, what is the biggest children's game series of the generation and what has resulted in there being no, quote, children's games, end quote.

01:17:11.827 --> 01:17:12.627

Tom: Call of Duty.

01:17:12.847 --> 01:17:13.707

Phil: I was going to say Angry Bird.

01:17:13.727 --> 01:17:15.227

Tom: No, Call of Duty is the answer to that.

01:17:15.547 --> 01:17:16.607

Phil: Alright, fair enough.

01:17:17.727 --> 01:17:21.147

Phil: This is where THQ would have come in with all their licensed Pixar games.

01:17:21.247 --> 01:17:23.387

Phil: And then Disney isn't doing their own games either.

01:17:23.387 --> 01:17:25.327

Phil: I mean, they're going to do that Disney Infinity thing.

01:17:25.767 --> 01:17:27.427

Tom: Also known as Disney Skylanders.

01:17:28.007 --> 01:17:29.027

Phil: So that was our quick news.

01:17:29.047 --> 01:17:30.987

Phil: Now we're going to go to long news.

01:17:32.687 --> 01:17:40.447

Phil: Probably the most biggest news, non-Ryan Davis news this week, was that GTA, for the first time, Rockstar released gameplay footage.

01:17:40.727 --> 01:17:43.307

Phil: They've never before released gameplay footage of a game.

01:17:44.327 --> 01:17:48.127

Phil: They've always just done their cinematic teasers.

01:17:48.147 --> 01:18:09.227

Tom: I think there's no doubt, and given the content of the gameplay teaser, there was no doubt this was because everyone ended up basically thinking GTA IV was shit, because the stuff that they're highlighting in the trailer is everything that people complained about GTA IV, and they're basically saying, oh look, hey, the shooting's good this time, the driving's good this time.

01:18:09.367 --> 01:18:13.487

Phil: This is, to use a basketball term, a full court press.

01:18:13.527 --> 01:18:18.607

Phil: They are, I think they looked at basically the response to The Last of Us, right?

01:18:18.767 --> 01:18:23.327

Phil: And Naughty Dog's been eating their lunch in terms of what they've always prided themselves in.

01:18:23.587 --> 01:18:33.767

Phil: I think Rockstar North has always ridiculously staked their claim out, as they are the masters of storytelling, which is of course absolutely ludicrous.

01:18:33.787 --> 01:18:36.767

Phil: They're not even the masters of cartoon storytelling.

01:18:36.787 --> 01:18:40.027

Tom: They're not even the masters of creating a plot.

01:18:40.867 --> 01:18:41.827

Phil: No, not at all.

01:18:42.287 --> 01:18:44.347

Phil: In fact, they're the masters of killing a plot.

01:18:44.447 --> 01:18:48.447

Phil: Because once you start getting interested in the story, they start weighing it down with a billion fetch quests.

01:18:49.407 --> 01:18:56.227

Phil: Now, as frequent listeners will know, but to explain to new listeners, I'm actually a huge fan of the Grand Theft Auto series.

01:18:56.247 --> 01:18:58.067

Phil: I've played them all, beaten them all, except for two.

01:18:58.447 --> 01:19:01.087

Tom: Except for two games or except for GTA 2?

01:19:01.107 --> 01:19:03.947

Phil: Except I haven't beaten Vice City and I haven't beaten San Andreas.

01:19:04.107 --> 01:19:10.087

Phil: San Andreas was because there's a bug, and Vice City was because I just got stuck and I can't get by it.

01:19:10.107 --> 01:19:10.687

Phil: So whatever.

01:19:12.527 --> 01:19:14.187

Phil: But I'm a huge fan.

01:19:14.807 --> 01:19:18.367

Phil: But I've never been a fan of Rockstar, because they're not very sympathetic people.

01:19:18.867 --> 01:19:20.827

Phil: They don't come out and talk to the press.

01:19:21.387 --> 01:19:24.587

Phil: They don't give interviews, but for once every six or seven years.

01:19:25.907 --> 01:19:29.447

Phil: And they seem to have a tremendous level of arrogance about themselves.

01:19:30.127 --> 01:19:38.347

Tom: Minus the interviewers, what they strike me as, sorry, minus the fact that they don't do interviews, they're basically the Kanye West of gaming.

01:19:38.687 --> 01:19:39.787

Phil: I wish that they were.

01:19:39.807 --> 01:20:02.967

Tom: Well, that's the thing, because I mean, the appeal of Kanye West is, of course, the interviews, so you get him doing all this random, hilarious crap, but he's openly doing it, whereas Rockstar have got all the arrogance and conceitedness in some areas, but you don't get the hilarity of them publicly making a fool of themselves, right?

01:20:03.007 --> 01:20:04.187

Phil: Exactly, exactly.

01:20:04.307 --> 01:20:05.447

Phil: No, I agree entirely.

01:20:06.467 --> 01:20:11.727

Phil: So anyway, back to the gameplay footage, this was pretty extraordinary.

01:20:11.887 --> 01:20:18.207

Phil: They had a female voiceover for it, which was basically like a corporate spokesperson kind of thing.

01:20:18.967 --> 01:20:20.587

Phil: It was not what I was expecting at all.

01:20:20.607 --> 01:20:27.427

Phil: I thought the gameplay footage would have been basically just showing you gameplay footage with musical montage and voice acting.

01:20:27.447 --> 01:20:35.267

Tom: Can I just ask, is sublime a genuine American pronunciation of sublime, or did she just slur that word?

01:20:35.927 --> 01:20:37.567

Phil: You pronounce sublime sublime.

01:20:38.227 --> 01:20:41.567

Phil: Yeah, you would never pause or hyphenate sublime.

01:20:41.587 --> 01:20:42.727

Tom: Okay, because she did.

01:20:43.627 --> 01:20:44.767

Tom: Quite spectacularly.

01:20:45.227 --> 01:20:50.947

Phil: If she was speaking slowly, then you could say the experience was sublime.

01:20:51.647 --> 01:20:53.207

Phil: No, that still doesn't work.

01:20:53.807 --> 01:20:56.087

Phil: No, there's no excuse for sublime.

01:20:57.127 --> 01:21:01.687

Phil: And just the way she was speaking, this to me was a downer of a...

01:21:02.327 --> 01:21:04.807

Phil: Because you took the last one, right?

01:21:04.947 --> 01:21:07.607

Phil: The teaser, and this reminds me, I've got to preorder this game.

01:21:09.007 --> 01:21:15.127

Phil: If you look at the teaser for it, it was like, I am going down to the store right now and buying or stealing this game.

01:21:15.387 --> 01:21:18.447

Phil: You know, where they had that trailer that we talked about on air.

01:21:18.747 --> 01:21:20.227

Phil: It just made you want the game.

01:21:20.607 --> 01:21:22.047

Phil: And this one was more of a...

01:21:22.767 --> 01:21:27.287

Phil: If you look to your left, you'll see that the Grand Canyon is coming up.

01:21:27.967 --> 01:21:36.447

Phil: Note how spectacular the geological forms have taken over the millennia that took to create the Grand Canyon.

01:21:37.087 --> 01:21:38.687

Phil: It just put me to sleep.

01:21:38.747 --> 01:21:40.007

Phil: It just killed me.

01:21:40.587 --> 01:21:43.787

Phil: I still want the game, but it just totally deadened my interest.

01:21:43.807 --> 01:21:49.387

Phil: But once you turned her off and just looked at the gameplay, I thought there were some pretty interesting things in it.

01:21:49.407 --> 01:21:52.267

Phil: They actually showed you how the character switching was going to work, for one.

01:21:52.567 --> 01:21:56.767

Phil: Which I think is going to be either the best or worst part of this game.

01:21:56.787 --> 01:22:06.367

Tom: Well, the thing that worries me about this is this could end up being the most annoying, chore-like gameplay that also really negatively affects other parts of the design.

01:22:06.387 --> 01:22:13.867

Tom: For example, for certain things, you might have to spend like five minutes putting these three different characters in certain strategic areas.

01:22:13.887 --> 01:22:17.347

Tom: And let's be honest, it's not going to be a deep strategy game.

01:22:17.447 --> 01:22:24.487

Tom: So it's just going to be incredibly chore-like if the result is that you've got to spend so much time setting people up.

01:22:24.507 --> 01:22:34.447

Tom: And the other thing is it can also greatly negatively affect the game, the combat, it could make it really scripted affairs and all that sort of stuff.

01:22:34.467 --> 01:22:45.427

Tom: And I think that's kind of another issue that they had with the trailer is that the stuff they're showing, because they highlight it individually, individually none of it is actually that interesting.

01:22:45.447 --> 01:22:50.287

Tom: Like the shooting in it looks like the greatest shooter ever compared to Grand Theft Auto IV.

01:22:50.447 --> 01:22:56.287

Tom: But if you compare it to other shooters, it looks like boring, generic, mediocre crap, right?

01:22:56.307 --> 01:23:04.207

Tom: If you highlight any one area of a GTA game, it's not going to look that interesting, which is exactly what they've done here.

01:23:04.907 --> 01:23:18.147

Phil: Well, the appeal to a Grand Theft Auto game, when Grand Theft Auto III first came out, was like, oh my god, it's a racing game, oh my god, it's a third person action game, oh my god, it's a third person brawler, right?

01:23:18.847 --> 01:23:20.587

Phil: Oh my god, it's an open world game.

01:23:21.467 --> 01:23:29.107

Phil: And before then, people were completely satisfied with buying a game like Driver, which is extremely limited.

01:23:30.047 --> 01:23:34.187

Phil: People were content to pay for Crazy Taxi, which is great.

01:23:34.207 --> 01:23:35.867

Phil: I mean, you should pay for Crazy Taxi.

01:23:35.887 --> 01:23:39.707

Phil: It's a fun driving game, but that's just one aspect of Grand Theft Auto.

01:23:40.887 --> 01:23:47.927

Phil: And now they're introducing Golf, just as Yakuza had done prior, and all these other elements as well.

01:23:47.947 --> 01:23:53.107

Phil: So their shtick has always been Jack of all trades, Master of None.

01:23:53.127 --> 01:23:54.547

Phil: That's always been their appeal.

01:23:55.107 --> 01:23:57.867

Phil: This is a one-stop shop for gaming experiences.

01:23:58.907 --> 01:24:08.167

Phil: Now, when Saints Row III, they took that even further with things like text adventures and things like that, and flying games.

01:24:08.267 --> 01:24:13.687

Phil: And they've done flying in Grand Theft Auto before as well, but the flying has always been absolutely horrible.

01:24:15.127 --> 01:24:18.567

Phil: So even in that level, they're being outdone by Saints Row.

01:24:18.587 --> 01:24:22.907

Phil: They're being outdone on the story level by Naughty Dog with The Last of Us, among many others.

01:24:22.927 --> 01:24:25.747

Tom: They're being outdone on the story level by basically everyone.

01:24:26.287 --> 01:24:27.287

Phil: Yeah, by everyone.

01:24:28.127 --> 01:24:31.067

Phil: By Pac-Man CE.

01:24:31.627 --> 01:24:32.147

Phil: So, yeah.

01:24:32.267 --> 01:24:37.707

Phil: So, in any case, this kind of dampened my anticipation for the game.

01:24:37.727 --> 01:24:40.767

Phil: Nonetheless, I will be getting it at launch and talking about it on the show.

01:24:40.787 --> 01:24:42.567

Tom: But Kojima absolutely loves it.

01:24:42.907 --> 01:24:43.707

Phil: Yes, indeed.

01:24:43.727 --> 01:24:45.467

Phil: He said that he was kind of pissed off.

01:24:45.487 --> 01:24:48.547

Phil: He says he doesn't think that his five will match their five.

01:24:48.547 --> 01:24:57.907

Tom: And all I can say is, the Metal Gear Solid 5 trailer, the gameplay they showed and the way they presented it, was in fact significantly worse than the GTA 5 trailer.

01:24:57.927 --> 01:25:00.927

Tom: So, perhaps he's on to something, at least in their presentation.

01:25:01.227 --> 01:25:07.147

Phil: Yeah, I think there are a couple of franchises that should be rested, and Metal Gear Solid is one of them.

01:25:08.147 --> 01:25:12.107

Tom: Which is an opinion that Kojima supposedly shared on many occasions.

01:25:12.787 --> 01:25:15.227

Phil: Yes, for about the last 15 years.

01:25:16.847 --> 01:25:28.267

Phil: In other big news, so Nintendo has said that when it comes to the scale of software development, Wii U and HD graphics requires about twice the human resources than before.

01:25:29.627 --> 01:25:32.867

Phil: Please allow me to explain that we may have underestimated the scale of this change.

01:25:33.207 --> 01:25:35.467

Phil: This is what led to the release delay for Pikmin 3.

01:25:35.487 --> 01:25:42.227

Phil: The overall software development took more time than originally anticipated as we tried to polish the software at a completion phase of development.

01:25:42.927 --> 01:25:51.067

Phil: So we talked in two podcasts ago about how developers had to confront HD development in this generation.

01:25:51.707 --> 01:25:55.027

Tom: We were in fact just talking about it in this podcast with Halo even.

01:25:55.687 --> 01:26:01.927

Phil: Oh yeah, and in terms of how developers had to grapple with it, but they finally come to terms with it.

01:26:01.947 --> 01:26:11.527

Phil: At first it was ridiculously expensive and resource heavy, but then they figured out how to use engines and staffing appropriately, and now they can enter this next generation.

01:26:12.127 --> 01:26:30.527

Phil: Poised pretty well to be able to make good games at a high quality with pretty limited resources, whereas Nintendo is now grappling with this a generation late for the first time, and have shockingly admitted as such with this statement.

01:26:30.987 --> 01:26:35.367

Tom: I think that's the surprising part that they've come out and said this rather than it being the case.

01:26:35.847 --> 01:26:36.687

Phil: Why would you say this?

01:26:37.007 --> 01:26:38.447

Phil: I mean, it's refreshing.

01:26:39.207 --> 01:26:56.467

Tom: Do you think maybe it is simply due to the lack of releases on the Wii U, so they think perhaps a genuine excuse or reason for the delay of Pikmin 3, which they were hyping as a release title, right?

01:26:57.507 --> 01:26:57.827

Phil: Yes.

01:26:57.847 --> 01:26:58.367

Phil: Yep.

01:26:58.787 --> 01:26:59.767

Tom: Was necessary.

01:27:00.027 --> 01:27:10.367

Tom: So the negative aspects, PR aspects of them, admitting that they're having trouble, perhaps outweigh them delaying the game without a valid excuse.

01:27:11.607 --> 01:27:18.467

Tom: If they just come out and said, we're delaying it because we want it to be perfect, everyone's going to say, well, fuck you, we just want a goddamn game.

01:27:18.487 --> 01:27:19.747

Tom: We don't care if it's not perfect.

01:27:19.907 --> 01:27:27.847

Tom: But if they come out and say, it comes across as a genuine admission of trouble, people are going to stomach it more easily.

01:27:28.567 --> 01:27:35.147

Phil: Yeah, but the problem with this is that they announced Pikmin 3, Miyamoto did offstage at E3, like four years ago.

01:27:35.187 --> 01:27:36.987

Phil: It was originally going to be a Wii title.

01:27:37.527 --> 01:27:39.467

Phil: And they're still floundering about with it.

01:27:40.967 --> 01:27:42.907

Phil: This would hurt their stock tremendously.

01:27:42.927 --> 01:27:52.307

Phil: I mean, because they're basically admitting, this would be like a Ford CEO coming forward and saying, God, you know, all these safety regulations with the seatbelts and the airbags and everything.

01:27:52.507 --> 01:27:54.947

Phil: It's like requiring twice the staff.

01:27:55.287 --> 01:27:57.407

Phil: We don't know how to make cars anymore.

01:27:57.427 --> 01:27:59.387

Phil: I mean, God, this is hard stuff.

01:27:59.447 --> 01:28:01.247

Phil: We're going to have to get robots and shit.

01:28:01.267 --> 01:28:02.567

Phil: What the hell is going on?

01:28:02.867 --> 01:28:06.027

Phil: We can't even bring out a game we first launched four years ago.

01:28:06.047 --> 01:28:07.707

Phil: No, it's a bloody nightmare.

01:28:07.727 --> 01:28:08.347

Phil: Let me tell you.

01:28:08.367 --> 01:28:11.187

Phil: You know, I mean, this hurts them.

01:28:11.547 --> 01:28:12.987

Phil: This is not voting well.

01:28:13.447 --> 01:28:17.467

Phil: I mean, the fact that they're telling the truth about it is nice for me as a gamer.

01:28:17.687 --> 01:28:19.187

Phil: I like candor.

01:28:19.187 --> 01:28:21.387

Phil: It'd be nice to know these things up front.

01:28:21.927 --> 01:28:25.467

Phil: But basically, they're looking confident as it is for not releasing the game.

01:28:25.787 --> 01:28:34.447

Phil: So coming forward and saying, we weren't competent enough to come up with the full planning in terms of researching what it takes to release an HD game.

01:28:34.767 --> 01:28:38.287

Phil: So that's why all our games are late.

01:28:38.307 --> 01:28:47.747

Phil: That doesn't provide any excuse for the third party support, because the third parties are already chest deep in how to do HD games.

01:28:48.047 --> 01:28:51.067

Phil: And in fact, the Wii U should be a slam dunk no brainer.

01:28:51.767 --> 01:28:54.507

Phil: It should just be another channel that you release your HD game on.

01:28:55.847 --> 01:28:57.547

Phil: And they're still not doing it.

01:28:58.767 --> 01:29:18.227

Phil: And you got Ubisoft out there, this is really a downer, I didn't want to really talk about this, but you got Ubisoft out there saying that Zombie U, which was the premier launch game that gamers enjoyed, lost money and they have no intention, quote, or desire to make a sequel for it.

01:29:18.447 --> 01:29:26.327

Tom: Well, I mean, if they ever did, if they were expecting that, to make a large amount of money, or even not lose money, they were utterly stupid.

01:29:26.347 --> 01:29:28.807

Tom: That is an incredibly niche game.

01:29:28.867 --> 01:29:33.567

Tom: Yes, it has zombies in it, but it is an actual survival horror game, right?

01:29:33.867 --> 01:29:44.467

Tom: And you cannot make, this is a demonstrated fact, you cannot make a full budget survival horror game at the moment in gaming.

01:29:44.487 --> 01:29:46.987

Phil: I don't know if it's a full budget, but you are right.

01:29:47.267 --> 01:29:51.767

Tom: It's certainly not like it was on the level of making a niche title.

01:29:52.047 --> 01:29:53.027

Tom: It was larger than that.

01:29:53.747 --> 01:30:00.407

Phil: I recant, and you are absolutely right in the premise, because if you look at Alan Wake, that is a game that should have gotten a sequel.

01:30:00.447 --> 01:30:06.487

Phil: And if it were cross-platform, it would have gotten a proper sequel, not the American Tourist one or whatever it was called.

01:30:06.507 --> 01:30:07.547

Tom: American Nightmare.

01:30:07.567 --> 01:30:10.427

Phil: Accidental Tourist, right.

01:30:10.847 --> 01:30:13.167

Phil: That game should have gotten a full sequel, right?

01:30:13.327 --> 01:30:14.967

Phil: But because it was single platform, it didn't.

01:30:15.467 --> 01:30:20.547

Phil: And Ubisoft, though, they know what they are getting into when they release these games for these consoles.

01:30:20.567 --> 01:30:23.867

Phil: They always spam them with games like Red Steel and all the rest of it.

01:30:24.687 --> 01:30:26.427

Phil: So I just don't understand.

01:30:26.567 --> 01:30:32.607

Phil: They know what they are doing when it comes to releasing games for a new console.

01:30:32.747 --> 01:30:34.687

Phil: They know the install base is going to be low.

01:30:36.127 --> 01:30:40.767

Phil: Red Steel was a one-to-one purchase for the Wii.

01:30:41.287 --> 01:30:44.647

Phil: And I guess they were assuming it was going to be the case for Zombie U as well.

01:30:46.747 --> 01:30:50.127

Tom: I think perhaps with Zombie U, what they were doing was...

01:30:50.667 --> 01:30:54.867

Tom: because Legends was meant to come out much earlier as a Wii U exclusive, of course.

01:30:54.887 --> 01:31:06.927

Tom: So I would have looked at it as they were going to make their money on Legends, but they were going to have Zombie U as the title that many people in the company might have wanted to make.

01:31:07.627 --> 01:31:10.227

Phil: Anyway, it's a big downer and I hope it turns around.

01:31:10.247 --> 01:31:15.407

Tom: But of course, Ubisoft is actually supporting the Wii U more than basically any publisher.

01:31:15.427 --> 01:31:16.107

Phil: Anyone else.

01:31:16.307 --> 01:31:16.747

Phil: Oh yeah.

01:31:17.387 --> 01:31:18.447

Phil: Yeah, yeah, yeah.

01:31:18.467 --> 01:31:19.307

Phil: They're trying to own it.

01:31:20.667 --> 01:31:31.687

Phil: But having their CEO come out and say defamatory, not defamatory, but clearly negative statements about the platform in which they're most heavily invested more than any other third party is not a good sign.

01:31:31.707 --> 01:31:35.427

Phil: It's showing that he's a little bit frustrated about the level of commercial success that they're having.

01:31:35.447 --> 01:31:48.187

Tom: But him even making that statement, I think, is obviously not the same degree as Nintendo's statement, but it's the same self-damaging sort of statement because they are releasing so many titles for the console.

01:31:48.487 --> 01:31:49.807

Tom: Why are they then criticizing it?

01:31:50.327 --> 01:32:00.027

Phil: Yeah, and particularly amongst enthusiasts for Nintendo, the last thing you want to say is anything negative about Nintendo because that will wash over onto your other games, right?

01:32:00.307 --> 01:32:02.927

Phil: They'll go, screw Ubisoft because blah, blah, blah.

01:32:03.027 --> 01:32:04.427

Phil: Yeah.

01:32:04.447 --> 01:32:14.027

Phil: So to end on good news and kind of strangely ironic news, digital PlayStation 4 games, whatever that means, will be accessible from any console.

01:32:14.787 --> 01:32:25.727

Phil: This is what Microsoft was promising with the Xbox One and then took back because we were also immature and we can't apparently deserve a modern console.

01:32:26.987 --> 01:32:40.567

Phil: And so just to rub it in, this week Sony released that yeah, you'll be able to start playing any game while it's installing from the disc, which is a feature of the Xbox One, and also any digital game you buy.

01:32:40.647 --> 01:32:47.747

Phil: So if you buy Super Meat Boy 4 digitally and I come over to your house, I can just log on to my account and start playing it while it's installing.

01:32:47.767 --> 01:32:50.187

Tom: And I assume you can play these games offline, right?

01:32:51.647 --> 01:32:54.047

Phil: Since they said that you can play all games offline.

01:32:54.147 --> 01:32:57.647

Tom: So this is basically the ultimate version of PSN sharing, right?

01:32:58.647 --> 01:33:09.727

Phil: I believe, however, what this means, though, is that if I'm coming over to your house, I log on to my PSN account, and it starts downloading, I start playing Super Meat Boy 4, right?

01:33:10.707 --> 01:33:18.227

Phil: As soon as I go home and log back into my PlayStation 4, it's not going to allow synchronous logins.

01:33:18.987 --> 01:33:20.847

Phil: It'll basically say, oh, you're over here now.

01:33:21.107 --> 01:33:23.087

Phil: Okay, so you can play your games over here now.

01:33:23.367 --> 01:33:27.667

Tom: Will it then prevent you from playing games on the other console if you do not log in?

01:33:28.307 --> 01:33:28.827

Phil: Absolutely.

01:33:28.847 --> 01:33:30.327

Phil: That's terrible then.

01:33:30.347 --> 01:33:42.007

Phil: If you know that I go to bed at 8.30 every night, and you're up from 8.30 to midnight, then you could basically give you my login information, and you'd be able to log in as me and play Super Meat Boy 4.

01:33:42.567 --> 01:33:43.887

Tom: That's still below what PSN sharing is.

01:33:47.327 --> 01:33:49.787

Phil: Oh yeah, which was insane, and obviously...

01:33:49.807 --> 01:33:51.027

Tom: And an awesome feature though.

01:33:51.627 --> 01:33:54.307

Phil: Yeah, but it's something that you wouldn't expect them to include.

01:33:55.367 --> 01:33:59.267

Phil: But the very fact that they are including this, and this is the ability for me to...

01:33:59.547 --> 01:34:03.107

Phil: It's the equivalent of me saying, hey, I'm coming over to your house, what games do you want me to bring?

01:34:03.787 --> 01:34:05.967

Phil: In the past, that's been limited to physical games.

01:34:06.087 --> 01:34:14.587

Phil: Now I can also say, oh hey, and check out Thomas' Got Friends, the sequel to Thomas Was Aligned, and then you start playing it right away.

01:34:16.747 --> 01:34:17.867

Phil: No, that's not.

01:34:19.087 --> 01:34:33.947

Tom: So even though it's not full game sharing, it's something at least, and I'm just going to advertise a random article I read, which had some interesting content in it, and we'll stick the link to it in the show notes, which was A Tale of Two E3s, Xbox vs.

01:34:33.967 --> 01:34:34.947

Tom: Sony vs.

01:34:35.047 --> 01:35:14.227

Tom: Sega on MCV UK, which is interesting because it features some, I suppose you could call it interviews, with Tom Kalinsky, who was the ex-Sega America boss, and Steve Race, who was, I think, the ex-Sony boss, Sony America boss at the time as well, and it has some humorous insights into the completely different nature of E3 back then, and that Sony and Sega were attempting to work together until Sega pointed out that Sony are incompetent idiots.

01:35:14.247 --> 01:35:15.487

Tom: Why would we want to work with them?

01:35:16.187 --> 01:35:27.187

Phil: If I were in charge of either Sony or Microsoft or Nintendo back then, I would have bought up Sega, Lock, Stock and Barrel, and kept those Dreamcast teams intact.

01:35:28.447 --> 01:35:37.027

Tom: Yep, and I think, actually, probably the most interesting insight from the article was that you would have bought Sega, had you been Bill Gates back then.

01:35:37.807 --> 01:35:40.667

Phil: Oh, yeah, absolutely.

01:35:40.687 --> 01:35:44.707

Phil: And had he done so, he probably would have solved this whole malaria thing a lot quicker.

01:35:44.727 --> 01:35:45.487

Tom: Yep, exactly.

01:35:46.327 --> 01:35:49.587

Tom: If only you had done that today, we would be free of malaria.

01:35:50.967 --> 01:35:51.747

Phil: So, is that it?

01:35:51.767 --> 01:35:52.987

Phil: Are we done with the podcast?

01:35:53.007 --> 01:35:55.367

Phil: I think we've done a pretty good job so far.

01:35:55.627 --> 01:36:09.687

Tom: Well, let's pretend we are finished and act as if this is another random tangent, and going to impromptu, ignore what we said at the beginning of the podcast, this was not planned, and impromptu Bioshock interview.

01:36:10.447 --> 01:36:11.327

Tom: Sorry, preview.

01:36:11.967 --> 01:36:14.047

Phil: No, no, let's do the Bioshock interview.

01:36:14.067 --> 01:36:16.647

Phil: You can be Ken Levine.

01:36:16.847 --> 01:36:18.307

Phil: No, I'm going to be Bioshock.

01:36:19.207 --> 01:36:21.547

Phil: I'm going to be Bioshock, and just go ahead and give me the map.

01:36:21.567 --> 01:36:24.147

Tom: I'm going to be Ken Levine asking Bioshock questions.

01:36:24.887 --> 01:36:25.707

Phil: Oh, very good.

01:36:27.467 --> 01:36:29.427

Tom: Aren't you the greatest game ever made?

01:36:30.607 --> 01:36:38.267

Phil: Well, Ken, I know you're only asking that to be polite, because you already know that I'm the greatest game ever made.

01:36:38.547 --> 01:36:39.967

Phil: You made me, after all.

01:36:40.347 --> 01:36:42.287

Tom: Am I not incredibly handsome?

01:36:43.267 --> 01:36:50.267

Phil: You are incredibly handsome, and I think that all of the NPCs in the game should carry your hairy visage.

01:36:51.347 --> 01:37:00.287

Tom: And one final question, Bioshock, which do you think is better, Bioshock Infinite or Bioshock?

01:37:00.307 --> 01:37:04.647

Tom: I mean, obviously I'm asking Bioshock, but just...

01:37:04.927 --> 01:37:09.187

Phil: Well, Bioshock Infinite is kind of my grandchild.

01:37:09.327 --> 01:37:12.907

Phil: Well, actually my son, since Bioshock 2 doesn't exist.

01:37:12.927 --> 01:37:13.547

Phil: Right, Ken?

01:37:13.547 --> 01:37:14.787

Tom: That's right, that's right.

01:37:14.947 --> 01:37:27.527

Phil: So I take tremendous pride in my son, Bioshock Infinite, and as with all parents, I want my son or daughter to succeed on a level higher than I did myself.

01:37:27.547 --> 01:37:32.987

Phil: And I think at least graphically, Bioshock Infinite does that in spades.

01:37:33.847 --> 01:37:49.347

Phil: Also, the little sister in Bioshock has cleavage, so I'd have to say that my son-daughter game has cleavage, therefore it is superior to me because all I had was little sisters and big daddies.

01:37:49.427 --> 01:37:50.407

Phil: Ahem, harumph.

01:37:50.467 --> 01:37:53.587

Tom: And you know who that cleavage is based on, don't you?

01:37:56.207 --> 01:37:58.067

Tom: One of my millions of groupies.

01:37:59.987 --> 01:38:01.107

Phil: Oh, you're still Ken Levine?

01:38:01.127 --> 01:38:02.027

Phil: Oh, really?

01:38:02.047 --> 01:38:04.227

Phil: Who might that be?

01:38:05.507 --> 01:38:05.947

Tom: I don't know.

01:38:05.967 --> 01:38:06.887

Tom: I don't know their names.

01:38:06.907 --> 01:38:07.847

Tom: There's so many of them.

01:38:08.787 --> 01:38:14.167

Phil: You know, I'm really regretful up to this point that I wasn't putting on a fake voice for Bioshock.

01:38:14.187 --> 01:38:15.307

Phil: I was just using my regular voice.

01:38:15.327 --> 01:38:16.647

Tom: That's Infinite's voice, I think.

01:38:17.767 --> 01:38:20.127

Phil: Yeah, I'm Bioshock Infinite over here.

01:38:20.567 --> 01:38:21.347

Phil: Okay, here.

01:38:21.807 --> 01:38:24.767

Phil: All right, so you played Bioshock and beat it.

01:38:25.307 --> 01:38:27.547

Phil: I beat it almost a year to the day.

01:38:27.827 --> 01:38:30.247

Phil: I beat it in July 15th.

01:38:30.347 --> 01:38:30.627

Tom: Yep.

01:38:30.927 --> 01:38:34.887

Phil: And I gave the game a nine, right?

01:38:34.907 --> 01:38:35.587

Phil: Yep.

01:38:35.827 --> 01:38:38.007

Phil: I had tried to play the game two times before.

01:38:38.027 --> 01:38:40.327

Phil: I had been calling it Bioshock.

01:38:41.367 --> 01:38:42.507

Phil: I thought it was terrible.

01:38:42.887 --> 01:38:57.287

Phil: And in fact, all of my pre-memories had overwhelmed my post-memories because I had no idea until I started looking into it what my impressions of this game were from just a year ago until I went back and started reading some of my words.

01:38:57.567 --> 01:39:01.867

Phil: And apparently, I was impressed with the game, ultimately.

01:39:03.407 --> 01:39:04.427

Tom: I do not believe that.

01:39:05.147 --> 01:39:08.987

Phil: I must have made a pretty weak impression.

01:39:09.387 --> 01:39:12.307

Phil: But I think the impression that it made before we go into your review...

01:39:12.327 --> 01:39:14.787

Tom: A weak impression deserving of a 9.

01:39:17.527 --> 01:39:18.387

Phil: I will say this.

01:39:18.927 --> 01:39:24.107

Phil: I have never played a game in which I liked force powers.

01:39:24.127 --> 01:39:24.367

Tom: Yeah.

01:39:24.447 --> 01:39:24.787

Phil: Right?

01:39:25.867 --> 01:39:26.227

Phil: Never.

01:39:26.367 --> 01:39:30.907

Phil: I mean, there are tremendous examples out there of games that people love these things in.

01:39:31.607 --> 01:39:36.807

Phil: Games like Geist and Thief and Star Wars The Force Unleashed.

01:39:36.987 --> 01:39:38.367

Phil: Was that really what it was called?

01:39:38.387 --> 01:39:38.627

Tom: Yep.

01:39:39.367 --> 01:39:40.047

Phil: Oh, good God.

01:39:40.287 --> 01:39:43.207

Phil: And it's never worked for me.

01:39:43.387 --> 01:39:45.187

Phil: And it worked for me in this game.

01:39:45.807 --> 01:39:54.187

Phil: Now, having played Bioshock Infinite, I have a different opinion about force powers, which I'll go into in the coming weeks when we both talk about it.

01:39:55.267 --> 01:40:02.987

Phil: But why don't you go ahead and start your oral review and how you found this game?

01:40:03.007 --> 01:40:07.987

Tom: Well, I'm going to start with an anecdote, which could almost possibly be considered backstory.

01:40:08.007 --> 01:40:10.467

Tom: So, my apologies in advance.

01:40:10.587 --> 01:40:17.367

Tom: And you may not have even been particularly aware of this, as at the time when it came out, I believe you were still a console gamer, right?

01:40:18.307 --> 01:40:18.647

Phil: Yeah.

01:40:18.727 --> 01:40:19.007

Tom: Yeah.

01:40:19.387 --> 01:40:22.387

Tom: Well, basically, I downloaded the demo for this.

01:40:22.987 --> 01:40:28.887

Tom: I was always looking forward to it for a variety of reasons, so I actually bothered to download the demo.

01:40:29.007 --> 01:40:31.167

Tom: And guess what the demo contained?

01:40:31.507 --> 01:40:34.927

Phil: Wait, I thought it was a 360 exclusive.

01:40:35.107 --> 01:40:35.287

Tom: No.

01:40:37.827 --> 01:40:38.427

Tom: I don't think so.

01:40:38.447 --> 01:40:42.807

Tom: If it was a 360 exclusive, it very soon after came out on PC.

01:40:43.747 --> 01:40:43.987

Phil: Yeah.

01:40:44.447 --> 01:40:44.807

Tom: Yep.

01:40:44.847 --> 01:40:46.287

Tom: So guess what was in the demo?

01:40:46.927 --> 01:40:49.227

Tom: Remember, this is a promotional free demo.

01:40:50.007 --> 01:40:50.367

Phil: Yeah.

01:40:50.607 --> 01:40:51.547

Phil: Secure ROM.

01:40:52.347 --> 01:40:52.647

Phil: What?

01:40:53.147 --> 01:40:53.447

Tom: Yep.

01:40:54.007 --> 01:40:58.067

Tom: The demo of the game contained the DRM Secure ROM.

01:40:58.747 --> 01:40:59.067

Tom: Yeah.

01:40:59.207 --> 01:40:59.927

Phil: I remember this.

01:40:59.987 --> 01:41:00.227

Tom: Yeah.

01:41:02.287 --> 01:41:10.667

Tom: So, that's the first issue that the game decided to inflict upon itself.

01:41:10.827 --> 01:41:13.887

Tom: The second was, and I also in fact pre-ordered it.

01:41:14.427 --> 01:41:16.027

Phil: It was trying to copy Half-Life 2.

01:41:16.607 --> 01:41:16.927

Tom: Yep.

01:41:17.527 --> 01:41:18.567

Phil: By including Steam.

01:41:19.687 --> 01:41:20.267

Tom: Exactly.

01:41:20.287 --> 01:41:23.607

Tom: Except Secure ROM is even more useless than Steam.

01:41:24.127 --> 01:41:24.667

Phil: Oh, absolutely.

01:41:24.687 --> 01:41:46.647

Tom: Yep, so then, undeterred by this fact completely after figuring out that it was possible to remove Secure ROM at a later date after being finished with the game, I nevertheless pre-ordered it mainly due to the figurine that was part of the packing or the limited edition.

01:41:47.147 --> 01:41:57.687

Phil: I remember this vividly because I had a friend at work who pre-ordered it from Fry's Electronics and it was coming with this figurine and I was like do I really want to pre-order it?

01:41:57.707 --> 01:42:02.347

Phil: I don't know anything about Irrational Games, I'm not sure I want to pre-order it.

01:42:03.687 --> 01:42:13.247

Phil: So I did get a limited release, it comes with a nice embossed cardboard sleeve, but it didn't come with the figurine, but I remember the stories about the figurine at the time.

01:42:13.847 --> 01:42:15.987

Tom: Yep, many of them were broken.

01:42:16.927 --> 01:42:17.927

Phil: All of them were broken.

01:42:18.727 --> 01:42:32.047

Tom: And not only did yours not come in without a figurine, but Jamie Hi-Fi would in fact not give me my broken figurine and was somehow annoyed that I asked for my money back.

01:42:33.767 --> 01:42:37.267

Phil: That's the whole point why you pre-order shit to get the fucking stuff, man.

01:42:37.267 --> 01:42:38.267

Tom: Yep, exactly.

01:42:38.287 --> 01:42:41.647

Tom: Even if it's broken, I still want the thing I paid for.

01:42:42.107 --> 01:42:42.507

Tom: Yeah.

01:42:43.327 --> 01:42:45.007

Phil: Yeah, absolutely.

01:42:45.267 --> 01:42:47.527

Phil: So did you ever get your broken thing?

01:42:47.747 --> 01:42:48.487

Phil: Or did you get the refund?

01:42:48.687 --> 01:42:56.327

Tom: They refused to give it to me, so they eventually, with much outrage and disappointment, gave my money back.

01:42:57.067 --> 01:43:00.607

Tom: It was not until there was a steam sale that I considered buying the game again.

01:43:00.887 --> 01:43:08.527

Tom: I think I paid about $5 for it, which is a fair price for a game without a figurine.

01:43:08.787 --> 01:43:13.747

Tom: The figurine was probably worth about $5 itself, but I wanted my damn figurine.

01:43:14.347 --> 01:43:19.887

Phil: I think I can speak on behalf of Ken Levine, since I've listened to all of his podcasts, and you can listen to his podcasts.

01:43:19.907 --> 01:43:25.807

Phil: He has a show called The Rational Podcast, where he interviews famous developers, so I think at this point I know him.

01:43:25.827 --> 01:43:30.147

Tom: Do you think this consists of him asking them how great Bioshock is?

01:43:31.787 --> 01:43:32.787

Tom: Yep.

01:43:32.867 --> 01:43:42.547

Tom: With the anecdote out of the way, it is actually relevant to the first point I'm going to begin with, which is dedicated to King of Old School from GameSpot.

01:43:42.647 --> 01:43:48.447

Tom: And it's going to be a point that I think you were going to be, perhaps, genuinely outraged about.

01:43:48.467 --> 01:44:04.127

Tom: Now, the reason why the figurine was such, apart from the very fact that I paid for it, the other reason I wanted it even broken was because those were pretty damn awesome figurines, as cheaply made as they were, they looked excellent.

01:44:04.147 --> 01:44:16.647

Tom: And the reason for that is the art style in Bioshock, which is all the characters, including the big daddies and the like, look not even slightly, but exactly like toys, correct?

01:44:18.187 --> 01:44:19.387

Phil: Embarrassingly so.

01:44:19.447 --> 01:44:27.807

Phil: And there is no greater barrier for me to, hurdle for me to have to cross than the aesthetic of the non-playable characters in this game.

01:44:28.547 --> 01:44:30.647

Phil: It is astonishingly bad.

01:44:30.687 --> 01:44:32.507

Tom: It is astonishingly good.

01:44:33.487 --> 01:44:45.647

Tom: And this art style made this probably, I can't think of a game, a non-PC game, because of course I did play this on PC, but it is first and foremost a console game.

01:44:45.667 --> 01:44:52.667

Tom: I cannot think of a console game from 2007 that has technically held up as well with the graphics.

01:44:52.687 --> 01:44:54.167

Tom: And the reason for that is...

01:44:54.527 --> 01:44:55.007

Phil: Wrong.

01:44:55.167 --> 01:44:55.747

Tom: No.

01:44:56.007 --> 01:44:57.007

Tom: I'm in fact correct.

01:44:57.027 --> 01:44:57.647

Tom: I think you're fine.

01:44:57.667 --> 01:44:58.567

Tom: But the reason for that is...

01:44:58.587 --> 01:44:58.867

Phil: Condemned.

01:44:59.387 --> 01:45:00.007

Phil: Condemned.

01:45:00.027 --> 01:45:00.787

Tom: And the reason...

01:45:00.987 --> 01:45:03.827

Tom: Well, actually, I haven't played Condemned yet, but just shut up for a minute.

01:45:05.007 --> 01:45:20.927

Tom: The reason for that is the fact that, and it is clearly a deliberate visual choice based on what Infinite looks like, and as far as I can see anyway, in the game itself, they are meant in fact to look like toys.

01:45:21.047 --> 01:45:34.427

Tom: And this is not just in their immediate appearance, but when they get burnt and various injuries and such like that happens to them, they also look like mangled toys as well.

01:45:34.707 --> 01:45:46.727

Tom: So it's actually a consistent visual style, which you don't find in a game that might have toy-like looking characters by accident generally.

01:45:47.207 --> 01:45:58.787

Tom: And the thing is, you look at it, look at the character models, compare them directly to Bioshock 2, which no longer has such a toy-like look.

01:45:59.467 --> 01:46:02.907

Tom: It's going for a more realistic sort of visual style.

01:46:03.447 --> 01:46:18.887

Tom: And Bioshock actually looks less dated because it's an art style that was pretty much successfully created without being hindered by the technical limitations of an early console release in the generation.

01:46:19.647 --> 01:46:21.707

Phil: Yeah, you're making the Wind Waker argument, right?

01:46:21.727 --> 01:46:25.687

Phil: Which is basically, it's an artistic choice, therefore, it still looks good to this day.

01:46:26.087 --> 01:46:28.447

Phil: Which is a valid argument for Wind Waker.

01:46:29.207 --> 01:46:34.067

Phil: There is no reason why human beings should appear to be made of tin in Bioshock.

01:46:35.947 --> 01:46:38.987

Tom: But there's no reason that Link should be a cartoon either.

01:46:40.147 --> 01:46:42.687

Phil: Except for the fact that the entire world is a cartoon.

01:46:42.967 --> 01:46:51.307

Tom: But the entire world in Bioshock also follows the same tinny look and toy-like look as the characters.

01:46:51.467 --> 01:46:53.307

Phil: They're supposed to be humans, though.

01:46:53.707 --> 01:46:55.567

Phil: So they should look like humans.

01:46:55.587 --> 01:47:01.907

Tom: I believe, while Link is not technically a human, he is a human with elongated ears.

01:47:03.247 --> 01:47:05.447

Phil: Yeah, set that aside, right?

01:47:05.547 --> 01:47:15.567

Phil: Because this thing, I need to know what this is, because in Bioshock Infinite, all the NPCs move in robotic fashion.

01:47:17.307 --> 01:47:18.667

Phil: And so what are they saying?

01:47:18.747 --> 01:47:23.327

Phil: I mean, they clearly in Bioshock knew that these looked terrible, right?

01:47:23.567 --> 01:47:25.187

Phil: They all look like tin toys.

01:47:25.227 --> 01:47:27.787

Phil: They look like tin toys with enamel painting.

01:47:28.167 --> 01:47:30.187

Tom: And that's why they look awesome, not terrible.

01:47:30.207 --> 01:47:33.887

Phil: And is that, was that an artistic choice or was this completely clueless?

01:47:33.887 --> 01:47:44.827

Tom: No, I think that you don't have the same issue that you have in Infinite with the strange movements of the characters because of the way that the story is told, but we'll get to that in a minute.

01:47:44.847 --> 01:47:55.787

Tom: But as far as the visual concept, this is, I don't know, I don't see how you could think this was by accident because the entire world has the same consistency in design.

01:47:56.247 --> 01:48:39.647

Tom: The world, and it's not just in visual look as well, but the way the world is designed, and it's not necessarily to such a deep level that they're thinking we're going to make everything look like toys, but the architectural design of the areas, to me, basically followed the same sort of design of toy houses and the like, where you've got a certain general sort of architectural style you're attempting to replicate, and to do it in a sort of pseudo realistic way, but very miniaturized and very focused, where it then becomes completely different to what it's actually replicating, right?

01:48:40.287 --> 01:48:43.147

Phil: Well, this is exactly what one of my points from last year was.

01:48:43.167 --> 01:48:45.287

Phil: Number one, the level designs are painful.

01:48:45.647 --> 01:48:55.207

Phil: They look, they are like a small shopping mall, which isn't designed, a small shopping mall isn't designed to move you from place to place.

01:48:55.367 --> 01:48:59.287

Phil: It's designed to trap you in areas so that you spend money.

01:49:00.787 --> 01:49:06.667

Phil: These are the things that are horrible about Bioshock is that the characters look like tin robots.

01:49:06.807 --> 01:49:15.767

Phil: The levels are like in a dollhouse, rather, where no design is, it's not designed for traffic flow.

01:49:15.787 --> 01:49:20.207

Phil: It's basically designed because, well, you're in this room and you like this room, we're going to play in this room.

01:49:20.607 --> 01:49:22.987

Phil: If you need to go to another room, then you will figure it out.

01:49:24.127 --> 01:49:32.147

Phil: There's not a flow as there is an architecture where, okay, there's a system set up to freely move you from one point to the next.

01:49:32.647 --> 01:49:46.227

Phil: Now, you say this is deliberate, it has to be deliberate because it's so bad that no one playing this game could say, you really sold on this tin stuff, right?

01:49:46.447 --> 01:49:48.607

Phil: You know this looks like shit, right?

01:49:48.707 --> 01:49:49.887

Phil: You know this looks like shit.

01:49:51.147 --> 01:49:57.867

Tom: It's not just that, it's also consistent because this is in, it has to be deliberate also because of the extreme consistency.

01:49:57.887 --> 01:50:02.427

Tom: It's not like these are mistakes they're making even with reasonable regularity.

01:50:02.447 --> 01:50:05.407

Tom: It's throughout the entire game, every aspect of it.

01:50:05.847 --> 01:50:07.507

Phil: So it has to be an artistic choice.

01:50:08.507 --> 01:50:12.327

Tom: And it's one that I appreciate and you obviously despise.

01:50:12.347 --> 01:50:18.427

Tom: So we disagree there, but it's not even just in the architectural design and visual design.

01:50:18.447 --> 01:50:27.007

Tom: It's also in the design of the plot and also of the dialogue and the way that the story is told.

01:50:27.207 --> 01:50:35.487

Tom: One of the interesting things about the way that the story is told is which buys perfectly into the dollhouse design.

01:50:35.727 --> 01:50:49.247

Tom: Of course, another interesting thing about dollhouse is exactly what you said where you move there are these certain rooms that you basically get trapped in and there's no logic or design to the connection between these areas.

01:50:50.687 --> 01:50:56.927

Tom: This is not just in the general geography of the game, it's also in the storytelling itself.

01:50:56.987 --> 01:51:05.467

Tom: So while you might be listening to the people talking to you as you're going along, you're then going to be trapped in a room as a story scene plays out.

01:51:07.447 --> 01:51:19.847

Tom: So it's also in the storytelling as well, and I can easily see if this did not appeal to you, I do not understand how you could give this game a 9 out of 10.

01:51:21.287 --> 01:51:26.747

Phil: I don't see how I could give this game a 6 out of 10 in remembering it.

01:51:26.767 --> 01:51:38.187

Phil: The story was terrible, the level design was terrible, the combat was terrible, the visual style was terrible, the AI of the NPCs was terrible, they're all just runners.

01:51:38.647 --> 01:51:40.987

Phil: They basically see you and then run up to you.

01:51:42.387 --> 01:51:47.947

Tom: I don't know, once again, this to me creates an excellent aesthetic overall.

01:51:48.947 --> 01:52:01.107

Tom: In the dialogue, which is, by the way, one of the best pastiches in gaming, which is not to say that it's a particularly great pastiche, but by gaming standards, it's one of the best.

01:52:02.027 --> 01:52:17.867

Tom: They're basically copying just general pulp dialogue from, say, 1940s up to the 1960s, and they do a reasonable job of it.

01:52:17.947 --> 01:52:34.987

Tom: Also, not just starting the dialogue, but the voice acting is so ridiculously ham-fisted and over-the-top, which it should be because it's copying radio-style drama voice acting from once again the same time period to the 40s and the 60s.

01:52:35.187 --> 01:52:47.927

Tom: But the reason that it is so excellent as a pastiche and far above any game that I can think of as far as literally just doing a pastiche is concerned is because it doesn't just do the 60s.

01:52:47.947 --> 01:53:08.207

Tom: While it is clearly based in and around 1960, the pastiche as all of the best pastiches do looks beyond the exact time period the pastiche is copying and takes on elements from the culture, from cultural styles leading up to the time period in question.

01:53:08.427 --> 01:53:24.747

Tom: Because of course if you want to create a more authentic and believable representation of any time period, you can't just say okay, let's just copy whatever came out in 1960.

01:53:24.967 --> 01:53:29.027

Tom: Because what came out in 1960 was just a small part of 1960.

01:53:29.047 --> 01:53:42.047

Tom: You've got to look back to what was fashionable or not even fashionable, what was around in 1960 from older eras and what was going out in 1960 that was therefore uncool and all that sort of stuff.

01:53:42.087 --> 01:53:53.947

Tom: And this copies enough stuff from pre-1960s to be a much more complex and successful pastiche than the vast majority of attempts of pastiche in video gaming.

01:53:55.187 --> 01:54:02.327

Phil: I disagree entirely because even by its chronology, it does indeed take place in 1960.

01:54:02.747 --> 01:54:13.667

Phil: However, this is a place that is locked in the 1930s, which is why you have the Art Deco stylings and everything else, the libertarian garbage.

01:54:14.307 --> 01:54:21.567

Phil: And I don't mean that as a commentary on current libertarian politics because I am apolitical for this podcast.

01:54:22.167 --> 01:54:31.927

Phil: But what I'm saying is the over-the-top and rand philosophy or philosophizing that goes on in this game is ridiculous.

01:54:32.847 --> 01:54:35.467

Phil: I'm not making a comment on the political philosophy itself.

01:54:35.767 --> 01:54:37.587

Phil: So is that apologetic enough, do you think?

01:54:37.867 --> 01:54:38.167

Tom: No.

01:54:38.847 --> 01:54:39.727

Phil: Okay, so...

01:54:39.947 --> 01:54:42.607

Tom: We need another few minutes of you saying that.

01:54:43.107 --> 01:54:52.247

Phil: So basically what I'm saying is, yes, your point is correct, but I don't think it applies to this game because the setting is a time capsule.

01:54:52.867 --> 01:54:55.407

Phil: It's something that has been separated away from the world.

01:54:55.887 --> 01:55:01.107

Phil: So even though it takes place in 1960, I never actually thought about that while I was playing the game.

01:55:01.147 --> 01:55:06.307

Phil: I always just pictured myself as being in 1930s Chicago kind of thing.

01:55:07.147 --> 01:55:19.747

Tom: Well, no, I think you can't look at it that way because it is going in over 30 years, even if it is stuck in 1930, the society is going to and culture there is going to progress.

01:55:19.967 --> 01:55:31.007

Tom: And obviously, of course, they didn't come up with their own progression, which is of course a problem, but it's still an excellent 1960s prestige for those reasons.

01:55:31.027 --> 01:55:35.447

Tom: And I think you do need to get anything out of this game.

01:55:35.487 --> 01:55:41.207

Tom: And I would say probably any Ken Levine games is you need to ignore its intentions.

01:55:42.127 --> 01:55:56.367

Tom: And because, as you said, it's in all its hype, it was presented as the Ayn Rand stuff being some and all the press that got all the praise, it was presented as being some amazing philosophical statement, right?

01:55:56.987 --> 01:55:57.307

Phil: Right.

01:55:57.667 --> 01:55:59.047

Tom: That's completely out of bullshit.

01:55:59.067 --> 01:56:01.467

Tom: It's not even over the top Ayn Rand criticism.

01:56:01.927 --> 01:56:12.227

Tom: It's got nothing whatsoever to do with anything closely related to any philosophical stance whatsoever.

01:56:12.307 --> 01:56:26.467

Tom: There is, and it's not even, and presumably they meant to treat it in a better, more complex way, but it is so ridiculously absurd and over the top that it doesn't come through whatsoever.

01:56:26.687 --> 01:56:28.167

Tom: What happened in society?

01:56:28.487 --> 01:56:34.547

Tom: Someone had a pretty awesome idea, went off and built this amazing thing, but oh shit, drugs ruin the society.

01:56:35.107 --> 01:56:37.767

Tom: What the fuck does that have to do with the philosophy?

01:56:37.787 --> 01:56:44.847

Tom: If this had been a totalitarianism or communist society, what the fuck were they going to do when Adam came around differently?

01:56:45.387 --> 01:56:50.227

Phil: In this game, the libertarian philosophy is expressed only in placard form, right?

01:56:50.247 --> 01:56:57.107

Phil: It's only these broadly painted quotes that you see up in the wall, or you hear Rand talk about, right?

01:56:58.107 --> 01:56:59.167

Phil: In the script.

01:56:59.487 --> 01:57:04.287

Phil: But the actual game itself has nothing to do with libertarianism.

01:57:04.307 --> 01:57:05.107

Phil: You're absolutely right.

01:57:08.827 --> 01:57:11.207

Phil: I mean, I'd have to go back and look at some of the art for that.

01:57:11.367 --> 01:57:23.127

Phil: But your larger point is absolutely correct in that, in a libertarian society, you would have a complete legalization of drugs, right?

01:57:23.147 --> 01:57:32.447

Phil: So, if this game were truly putting together a libertarian philosophy, the very last thing that they'd be projecting was that the society was ripped apart by drugs.

01:57:32.807 --> 01:57:36.767

Tom: Well, they do actually, and I think this is possibly a large misinterpretation.

01:57:36.787 --> 01:57:43.727

Tom: I assume this is due to you not having played the game in a year, but it is not a libertarian game.

01:57:43.747 --> 01:57:48.087

Tom: It is a criticism of libertarianism rather than pro-libertarianism.

01:57:48.547 --> 01:57:56.767

Phil: Right, but what I'm saying is, as it is widely reviewed and thought of, they're like, oh, these guys are pro-libertarian.

01:57:56.827 --> 01:57:57.127

Tom: What?

01:57:57.147 --> 01:57:57.867

Tom: Are you serious?

01:57:58.487 --> 01:57:58.907

Tom: Yes!

01:57:59.007 --> 01:57:59.347

Phil: What?

01:57:59.927 --> 01:58:08.547

Phil: And Bioshock 2 was supposed to be a reaction to that, to show that, oh, well, you know, other forms of politics are also great.

01:58:08.547 --> 01:58:10.407

Phil: And I forget what the criticism of Bioshock 2 was.

01:58:10.427 --> 01:58:11.667

Tom: Who the fuck came up with this?

01:58:12.627 --> 01:58:15.247

Phil: I think Brennan Sinclair from gamespot.com.

01:58:16.967 --> 01:58:17.867

Phil: This is mind-blowing.

01:58:17.887 --> 01:58:21.967

Phil: If you listen to the Bioshock 2 podcast they did a couple of years ago.

01:58:21.987 --> 01:58:24.147

Phil: Yeah, go ahead.

01:58:25.747 --> 01:58:28.267

Tom: Yeah, I do not believe that.

01:58:28.287 --> 01:58:28.627

Phil: Sorry.

01:58:28.647 --> 01:58:29.687

Tom: That is incredible.

01:58:30.047 --> 01:58:32.707

Phil: You asked for a direct citation and I gave it to you.

01:58:32.727 --> 01:58:33.567

Tom: That is unbelievable.

01:58:33.587 --> 01:58:43.027

Tom: And the thing is they attempt to do that whole thing with the drugs because, of course, the whole thing is, Adam, let them do whatever the fuck they want and be so amazing.

01:58:43.267 --> 01:58:48.347

Tom: But this, of course, led to this whole collapse of society and all this sort of rubbish.

01:58:48.367 --> 01:58:58.527

Tom: But the way it's presented is that it didn't crumble and get fucked up because of libertarianism, gave these people too much freedom.

01:58:58.727 --> 01:59:08.907

Tom: It got so fucked up because Adam was addictive and or at least gaining power through Adam was addictive and so society got fucked.

01:59:08.927 --> 01:59:23.767

Tom: But the problem with this is if you're going to use drugs as your major point to criticize a philosophy, what the fuck do they think is going to happen in a different type of society?

01:59:24.007 --> 01:59:30.687

Tom: It's an even stupider example because what are the countries that have the worst fucking problem with drugs?

01:59:31.107 --> 01:59:33.907

Tom: The countries that try to police it the most.

01:59:34.187 --> 01:59:36.807

Tom: What are the countries that have the least problem with drugs?

01:59:36.827 --> 01:59:41.067

Tom: It's the countries that police the least.

01:59:41.067 --> 01:59:55.547

Tom: That's not including countries that are already of a low economic standing or have poverty or other problems, which is why, of course, using Somalia as an example of libertarianism is somewhat disingenuous due to the other societal problems.

01:59:56.287 --> 02:00:00.387

Phil: Well, all I'm saying is Somalia is the only example we have of a country without a government.

02:00:00.407 --> 02:00:03.747

Tom: Okay, I see what you're saying.

02:00:03.967 --> 02:00:06.147

Phil: It's not a libertarian government, absolutely not.

02:00:06.207 --> 02:00:07.047

Phil: It's no government.

02:00:07.067 --> 02:00:07.207

Tom: Yeah.

02:00:07.727 --> 02:00:12.367

Phil: And so I was being slightly sardonic and perhaps exaggerating the point, stretching the point to say that...

02:00:12.427 --> 02:00:12.687

Phil: to be continued...

02:00:12.707 --> 02:00:20.507

Phil: That would be a Libertarian Paradise because, yeah, obviously, a true Libertarian Paradise would be closer to Washington state in the United States.

02:00:21.427 --> 02:00:24.847

Phil: To the story, have we touched on the story at all yet?

02:00:25.007 --> 02:00:43.887

Tom: I don't know, but we may as well touch on the story now, and once again, I cannot put this in another way, but it is once again an excellent piece of pastiche because it buys into various fictions of the times and the themes involved in them.

02:00:43.907 --> 02:01:10.307

Tom: So, for example, the politician that is very involved with the people of, with Joe Publick going around in direct rallying and all that sort of stuff, which is basically gone out of modern politics within the same sort of context because, of course, at least in America, as far as I'm aware, of course, you're pretty much far more knowledgeable than I am on American politics, so correct me if I'm wrong in any area.

02:01:10.987 --> 02:01:25.047

Tom: But that aspect of it's gone and it's now more the same sort of lobbying that would have been done to get votes of the lower classes is now more about business lobbying with the upper classes.

02:01:25.067 --> 02:01:46.467

Tom: And, of course, you do get these massive political rallies with everyone, but they're in a different sort of context as opposed to ones of the time where it was more a more direct exchange between the lower classes and the politicians involved, which is not to say that it was to their benefit, but it was a more direct sort of campaigning.

02:01:47.827 --> 02:01:56.267

Tom: Yeah, well, the other reason for doing it in the time period of Bioshock, which would be from the 1930s onwards, would be, of course, just coming out of the Depression.

02:01:56.967 --> 02:02:08.607

Tom: There's not going to be enough votes from the upper class because it would be so diminished, so they would have to be going after the lower middle classes, well, anyway, simply to secure a large amount of votes.

02:02:09.247 --> 02:02:09.787

Phil: Right.

02:02:09.807 --> 02:02:24.467

Phil: Well, coming out of the Depression, particularly in the United States, I mean, there was a real fear that at that time, it's difficult for us to think of here in the 21st century, but at that time, communism was a viable political platform for the West.

02:02:24.907 --> 02:02:35.827

Phil: And so having seen the greatest failure of capitalism, the Great Depression, there was a real concern amongst the status quo that the people might turn to communism.

02:02:36.627 --> 02:02:42.867

Phil: And you can quite imagine it if you had been a factory worker or a farmer, and, you know, farmers were also unionized back then.

02:02:43.807 --> 02:02:59.387

Phil: If you're a factory worker or a farmer and you've just gone through the Great Depression, which was brought about by market forces, something that has absolutely nothing to do with the physical world and how well you made a product or how hard you worked, right?

02:02:59.787 --> 02:03:01.347

Phil: Or you knew that you lost a job.

02:03:01.927 --> 02:03:05.087

Phil: And then if Joe Starlin comes along and says, yeah, capitalism, huh?

02:03:05.127 --> 02:03:07.267

Phil: Well, we gave that a good try, but it really sucks.

02:03:07.607 --> 02:03:08.827

Phil: Here's something you might like.

02:03:08.847 --> 02:03:09.787

Phil: It's called communism.

02:03:10.707 --> 02:03:12.647

Phil: And it all watered down socialism.

02:03:13.307 --> 02:03:15.607

Phil: So in the 30s, there was a real...

02:03:16.467 --> 02:03:22.747

Phil: It was basically a time where all bets were off in terms of what ideology was going to win.

02:03:23.167 --> 02:03:32.027

Phil: And that's where you have this Randian complex come up which you can totally see how in the 1930s, it could have gone either way.

02:03:32.647 --> 02:03:34.407

Phil: They could have stayed the course of capitalism.

02:03:34.427 --> 02:03:39.067

Phil: They could have flipped and gone to the communism cooperative effort.

02:03:39.867 --> 02:03:43.627

Phil: Or they could have gone in this Randian way, which is basically the strongest survive.

02:03:45.767 --> 02:03:54.347

Phil: Let's just minimize government, communism and capitalism and go for a streamlined government that basically is only in armed forces.

02:03:54.847 --> 02:04:01.327

Phil: So I think that basically sets the framework for the storytelling that Ken Levine does in Bioshock.

02:04:01.967 --> 02:04:10.487

Tom: As far as the actual plot not in terms of the politics, another excellent thing that it gets of the period is of course the...

02:04:11.347 --> 02:04:22.527

Tom: I probably said this already, but we need to go into it for another point on the story, is the confidence man or con artist, which of course is a huge cliche from around that time period.

02:04:22.787 --> 02:04:43.627

Tom: And you might think these are all obvious sorts of things, and they are, but the thing is when you look at pastiche in most games, they completely miss the stuff that was actually around in the time period that makes for a reasonable pastiche as far as other mediums will be concerned whatsoever.

02:04:43.647 --> 02:05:04.507

Tom: And it becomes much more either a parody of the era or a pastiche that gets it completely and utterly wrong, such as American Nightmares attempt to pastiche old American science fiction shows where they completely miss the essence of the aesthetics that they're attempting to copy.

02:05:04.527 --> 02:05:11.227

Tom: Whereas here, it's obviously extremely simple and minor stuff that they're getting right, but they are actually getting it right.

02:05:11.247 --> 02:05:23.107

Tom: And whether it's necessarily correct for the world they're attempting to create, given that it is a capsule, they're still following the correct way to achieve a pastiche.

02:05:23.727 --> 02:05:29.527

Tom: And it also comes out in the way that the story is told, rather how the plot unfolds.

02:05:29.547 --> 02:05:31.847

Tom: And this came out in 2007.

02:05:31.867 --> 02:05:33.167

Tom: I think we can do spoilers, right?

02:05:34.327 --> 02:05:35.727

Phil: If spoilers from this point on.

02:05:35.747 --> 02:05:37.507

Tom: Yeah, so you can just stick a warning in there.

02:05:37.907 --> 02:05:45.267

Tom: So the twist, if you can call it that, where you then find out that you are a...

02:05:46.467 --> 02:05:47.147

Tom: What's the term?

02:05:48.747 --> 02:05:52.407

Tom: There's a specific term for the type of hit notice, but I can't remember what it is right now.

02:05:52.827 --> 02:05:55.007

Tom: And I assume you can't either from your silence.

02:05:55.027 --> 02:06:09.447

Tom: But basically, Frank Fontaine, who is the con artist slash entrepreneur slash villain of the game, has sent you off to kill Andrew Ryan, aka Anne Rand, right?

02:06:10.167 --> 02:06:10.487

Phil: Right.

02:06:10.627 --> 02:06:26.487

Tom: So the reason this actually worked as far as the plot unfolding is, and something that you would find in a lot of pulp fiction of the time era, is it had so many jarring moments in the story that stood out as being utterly stupid.

02:06:26.707 --> 02:06:37.347

Tom: Like when you land, when you crash land and then you run in, it makes no sense whatsoever that the character would simply run down into Rapture immediately without thinking about it, right?

02:06:37.567 --> 02:06:38.047

Phil: That's right.

02:06:38.467 --> 02:06:39.727

Phil: I mean, the whole thing...

02:06:39.907 --> 02:06:41.807

Phil: I think what you're talking about is like suggestive...

02:06:42.767 --> 02:06:45.427

Phil: hypersuggestibility, right?

02:06:45.787 --> 02:06:55.267

Phil: And right from the get-go, the character is being basically manipulated through hypnosis.

02:06:56.567 --> 02:07:06.747

Tom: But anyway, so there's random moments where they do these things that are just mind-blowingly bad and stupid.

02:07:07.747 --> 02:07:19.007

Tom: As you would find in a pulp fiction story of the era, all is a lead-up for the reveal where, okay, this made no sense because it actually did make sense all along.

02:07:20.027 --> 02:07:28.627

Tom: And like it or hate it, it's once again really well done pastiche that is accurate, which is not to say that the storytelling is good.

02:07:28.647 --> 02:07:40.067

Tom: And I think the major failing in the story is the extreme grandiosity of what is depicted in the dialogue.

02:07:40.207 --> 02:08:05.587

Tom: I think the best example is when you come up to the surgeon, the first boss in the game, leading into it, there's been these hilarious long passionate speeches about creating asymmetrical faces, why two eyes, why not three, and all these hilarious, really schlocky but amusing random horror diatribes about performing ridiculous plastic surgery.

02:08:07.027 --> 02:08:09.947

Tom: Then you get to the guy and what is the scene?

02:08:10.067 --> 02:08:20.327

Tom: There's two women strung up on a bed that don't have like five eyes and two noses, they're just these dead people on a bed.

02:08:20.607 --> 02:08:33.067

Tom: So they've had this amazing, hilarious, that could have been really, really hilarious horror, if you can call it that, moment in the game.

02:08:33.367 --> 02:08:37.207

Tom: And then what you presented with is such a massive, stupid letdown.

02:08:37.627 --> 02:08:41.187

Phil: Yeah, I mean, the guy should have said, why two boobs?

02:08:41.187 --> 02:08:42.587

Phil: Why one vagina?

02:08:42.947 --> 02:08:44.627

Phil: Why not nine vaginas?

02:08:44.647 --> 02:08:47.267

Tom: And then you come up to this nine-vaginid woman.

02:08:47.847 --> 02:08:49.867

Phil: Why not a face full of vaginas?

02:08:49.907 --> 02:08:50.267

Tom: Yep.

02:08:51.487 --> 02:08:53.127

Phil: Why not eyes for vaginas?

02:08:54.867 --> 02:08:56.247

Phil: Yeah, exactly.

02:08:56.267 --> 02:08:57.747

Phil: And it's just a bunch of dead people.

02:08:57.767 --> 02:08:58.267

Tom: That's right.

02:08:58.507 --> 02:09:03.127

Tom: And I think that's a major problem with how the story is told.

02:09:03.607 --> 02:09:17.807

Tom: The dialogue and the voice acting is basically completely unrelated to what is then depicted in the narrative in the game itself throughout the entire thing.

02:09:17.887 --> 02:09:20.767

Tom: And so, for example, it's in every single point.

02:09:20.787 --> 02:09:23.567

Tom: It's the same with the artist as well.

02:09:23.587 --> 02:09:32.387

Tom: The artist has these, once again, ridiculously grandiose speeches about art and censorship and all this bullshit.

02:09:33.207 --> 02:09:40.807

Tom: Then all your interaction with him is, at one stage, he's got some bombs on a piano and you have to photograph some dead guys for him.

02:09:40.867 --> 02:09:45.547

Tom: It's just completely disparate to what is being described in the dialogue.

02:09:45.707 --> 02:09:52.387

Tom: So the characters that are presented in the dialogue are not the same as the characters that are presented in the game itself.

02:09:52.507 --> 02:09:55.367

Phil: Yeah, the game is completely unbalanced on every level.

02:09:55.687 --> 02:09:57.967

Phil: I would have to say that that's an extension of it.

02:09:58.387 --> 02:10:16.627

Tom: Now, the one other thing I wanted to say about the aesthetic, and this is actually a ridiculously hilarious anachronism, but it is anachronism, but it is found in absolutely every single modern thing produced which is completely bizarre.

02:10:16.947 --> 02:10:23.327

Tom: So, everyone in Rapture is these upper class Toffs from the 1930s, right?

02:10:24.687 --> 02:10:26.727

Phil: Yep, they're certainly privileged.

02:10:27.007 --> 02:10:28.667

Tom: What's the prevailing music in the game?

02:10:30.907 --> 02:10:34.227

Phil: Basically a lot of ragtime.

02:10:35.187 --> 02:10:40.547

Tom: Why the fuck would rich people from the 1930s be listening to ragtime?

02:10:42.707 --> 02:10:53.827

Tom: And at the very least, there should have been, just to make this possibly somewhat plausible, some posters of blackface bands playing this ragtime.

02:10:54.567 --> 02:10:57.067

Tom: That could have made any sense whatsoever.

02:10:57.587 --> 02:11:00.107

Phil: You mean like M&M or Vanilla Ice?

02:11:01.187 --> 02:11:01.827

Phil: No.

02:11:01.847 --> 02:11:10.627

Phil: I know that it's historically accurate to the era, the 1930s, to have this kind of music, but in this perfect world, yeah, they wouldn't have been listening to that.

02:11:10.647 --> 02:11:13.327

Phil: They would have been listening to white people music or classical music.

02:11:13.347 --> 02:11:15.087

Tom: It would have been classical, 100%.

02:11:15.387 --> 02:11:16.727

Tom: Yeah, you're right.

02:11:17.407 --> 02:11:17.907

Phil: You're right.

02:11:20.107 --> 02:11:27.387

Tom: So, that's probably enough about the aesthetic, and I think it's interesting that we basically do not actually disagree on anything, right?

02:11:27.407 --> 02:11:30.147

Tom: We just, you hate it and I like it, right?

02:11:30.747 --> 02:11:32.107

Tom: That's our point of contention.

02:11:32.647 --> 02:11:34.547

Phil: But we agree on the reality of it.

02:11:34.567 --> 02:11:35.407

Tom: That's right, yeah.

02:11:35.487 --> 02:11:38.727

Phil: We agree on the reality of it, and somehow you mistakenly like it.

02:11:38.747 --> 02:11:39.727

Tom: Yeah, or, yeah.

02:11:40.647 --> 02:11:55.187

Tom: But moving on to the gameplay, which is where the game has its major problems, let's begin with these so-called force powers, and that's what they are, and that is easily the greatest hook of the game.

02:11:55.207 --> 02:12:06.327

Tom: The fact that finally a game is doing Star Wars force powers right, even if it's not Star Wars, because Star Wars games themselves, as you said, generally fail to do them in any way.

02:12:06.347 --> 02:12:11.687

Tom: Interestingly, unless they're an RPG, in which case you're not really using them yourself anyway.

02:12:11.707 --> 02:12:12.907

Phil: Yeah, that's right.

02:12:12.927 --> 02:12:14.507

Phil: You're summoning a demon to do it.

02:12:14.587 --> 02:12:15.087

Tom: Exactly.

02:12:15.607 --> 02:12:16.267

Phil: Or a dragon.

02:12:16.287 --> 02:12:16.467

Tom: Yep.

02:12:17.307 --> 02:12:20.207

Phil: So do you think they do them right in this game?

02:12:20.727 --> 02:12:22.687

Tom: The answer to that is yes and no.

02:12:22.707 --> 02:12:36.047

Tom: There's one major problem with them, and that is at least when they're not fully upgraded, and even then, if you're using lightning versus ice, the reality of it is in terms of gameplay, there's not actually a great difference.

02:12:36.067 --> 02:12:46.067

Tom: All it does is, unless there's water involved, all it does is freeze the person in place, and then you can either shoot them or hit them with a wrench, and the ending is different.

02:12:46.267 --> 02:12:48.587

Tom: If they've been hit with ice, then they explode.

02:12:48.967 --> 02:12:55.127

Tom: If they've been hit with lightning, then they just fall onto the ground, flailing from the electricity.

02:12:55.747 --> 02:13:06.627

Tom: So, many of them, there's like three basic styles of powers, and then there's multiple ones that look different, but they're basically the same thing as well.

02:13:07.127 --> 02:13:19.847

Tom: And even the ones that are a different style, like say the bees aren't really the same as using the ice or the lightning, the effect of the gameplay is still once again the same because of how limited the AI in the fights are.

02:13:21.327 --> 02:13:33.447

Tom: So if you're using bees on people, they can still move around, they run around flailing instead of standing still, but the AI doesn't attempt to adapt to what you're doing in any way.

02:13:33.967 --> 02:13:38.267

Tom: So the reason they did this is probably to make it really sandboxy, right?

02:13:38.287 --> 02:13:44.527

Tom: So that you can basically wail on these people with a large amount of powers and just go completely crazy.

02:13:45.167 --> 02:13:56.067

Tom: The problem with that is you can't get a great flow to your use of weapons and the powers because you've got to manually switch between your weapons and your powers.

02:13:56.087 --> 02:14:02.267

Tom: It's not like you can click left click to use a power and right click to use a gun or vice versa.

02:14:02.287 --> 02:14:10.847

Tom: You've got to be manually changing between them which results in the combat being slower than it should for you to be able to build up an interesting number of combos.

02:14:10.927 --> 02:14:17.627

Tom: And even on hard, except for the big daddies, the enemies don't have enough health for you to do this either.

02:14:17.647 --> 02:14:26.567

Tom: So you can maybe use two or three combinations of weapon and power at the absolute most before they're dead.

02:14:27.127 --> 02:14:31.067

Tom: So it appears that they've...

02:14:31.407 --> 02:14:32.807

Tom: And it's also in the areas as well.

02:14:32.827 --> 02:14:52.107

Tom: They've designed the areas generally so that they're quite open and so that you and the enemies can move around completely unhindered by having to run behind cover or navigate through some annoying pathway so that you can easily put together these start, these different combinations of powers and the like.

02:14:52.627 --> 02:15:03.747

Tom: But once again, because of the similarity between many of them and because of the lack of health on the enemies, you never really get to do...

02:15:06.367 --> 02:15:10.887

Tom: You experience enough variety for this to stay interesting over the full length of the game.

02:15:10.927 --> 02:15:17.527

Tom: After a while, it becomes incredibly repetitive because they don't even give you any new enemy types.

02:15:17.547 --> 02:15:18.367

Tom: They give you the same...

02:15:18.867 --> 02:15:25.327

Tom: After about maybe a third of the way into the game, you've seen every single enemy, and all they do is make them tougher in certain areas.

02:15:26.107 --> 02:15:30.847

Phil: I was going to save this for a Bioshock Infinite review, but I'll say it here now.

02:15:32.627 --> 02:15:34.947

Phil: The Force powers are...

02:15:35.747 --> 02:15:45.787

Phil: It's amazing that you said that, what you said, because I had written in my notes that the Force powers are basically just a color palette swap.

02:15:45.807 --> 02:15:46.827

Phil: If they're fire, they're red.

02:15:46.847 --> 02:15:48.027

Phil: If they're electricity, they're blue.

02:15:48.047 --> 02:15:49.267

Phil: If they're ice, they're blue.

02:15:49.367 --> 02:15:52.007

Phil: But essentially, they're just doing the same thing.

02:15:52.027 --> 02:15:55.507

Phil: And guess why the Force powers work in Bioshock?

02:15:56.107 --> 02:15:57.527

Phil: Because they're the grenade.

02:15:57.987 --> 02:16:04.687

Phil: There are no grenades in this game, and the reason why they work is basically because they plant the Force powers on the grenade button.

02:16:05.307 --> 02:16:07.647

Phil: And we all know how to use grenades, so guess what?

02:16:07.687 --> 02:16:08.187

Phil: It works.

02:16:08.187 --> 02:16:18.447

Phil: And they're basically as limited as grenades would be in terms of the gameplay pacing, as the Forces are as limited as grenades would usually be.

02:16:18.467 --> 02:16:21.067

Phil: You don't ever have an unlimited use of grenades, and guess what?

02:16:21.267 --> 02:16:22.987

Phil: You don't have an unlimited use of the Force powers.

02:16:23.007 --> 02:16:29.227

Tom: I would say you do generally have much more use of the Force powers than grenades, but it is a limited...

02:16:30.447 --> 02:16:33.507

Phil: It is limited, and it varies from game to game.

02:16:35.367 --> 02:16:41.887

Phil: But certainly, when it comes down to it, these Forces are nothing more than grenades.

02:16:42.007 --> 02:16:43.347

Tom: Yeah.

02:16:44.087 --> 02:17:00.327

Tom: And the color swapping also actually applies to the weapons, which is more of a problem than with the Force powers, because grenades, you don't need as much variety in them, but at least after you've upgraded them, there's basically no difference between using the pistol and the machine gun, for example.

02:17:00.347 --> 02:17:01.987

Tom: No, or the shotgun with the machine.

02:17:02.727 --> 02:17:06.287

Phil: After a time, you can shoot and kill someone with a shotgun at 30 feet.

02:17:07.247 --> 02:17:08.227

Tom: It's absurd.

02:17:08.247 --> 02:17:09.747

Tom: And it once again makes...

02:17:09.767 --> 02:17:14.167

Tom: It means there's absolutely no depth in the combat whatsoever.

02:17:14.187 --> 02:17:24.947

Tom: So the only appeal is the visual enjoyment of using the Force powers, because it is cool freezing someone, then hitting them with the wrench until they explode, right?

02:17:25.607 --> 02:17:25.967

Phil: Yeah.

02:17:26.047 --> 02:17:26.567

Phil: That's cool.

02:17:26.587 --> 02:17:26.767

Tom: Yeah.

02:17:27.127 --> 02:17:31.747

Tom: And that's the only appeal of the combat, which wears thin very, very quickly.

02:17:31.987 --> 02:17:49.347

Tom: And the other major problem is, I think the big daddies completely fucked them over, because if they didn't have big daddies in this game, they would have surely come up with at least better bosses than the really terrible bosses that they have and more variety in enemies.

02:17:49.347 --> 02:17:50.967

Tom: And there's only one...

02:17:51.487 --> 02:17:57.387

Phil: Well, they don't have big daddies in Infinite, and they don't replace them with bosses.

02:17:57.587 --> 02:18:04.307

Tom: Well, no, they do have, but in Infinite, they've got two or three tough enemies that come around.

02:18:04.327 --> 02:18:05.687

Phil: Like the George Washington robot.

02:18:05.707 --> 02:18:07.047

Tom: Which is more than in Bioshock.

02:18:08.447 --> 02:18:15.867

Tom: But with the big daddies, there's only one fight in the game against the big daddy that is at all interesting.

02:18:16.027 --> 02:18:18.047

Tom: And that is the first fight against the big daddy.

02:18:18.427 --> 02:18:20.887

Tom: And the reason for that is, look at the design of that level.

02:18:21.847 --> 02:18:29.967

Tom: It's basically kind of like a racing course with the track going around a middle area where you can't move.

02:18:30.487 --> 02:18:35.707

Tom: And what's the major strength of the big daddy that sets them apart from the other enemies in the game?

02:18:36.087 --> 02:18:37.487

Tom: That is their charging ability.

02:18:37.647 --> 02:18:40.227

Tom: Why does that then make that fight so much more intense?

02:18:40.247 --> 02:18:47.027

Tom: It's because the area is so narrow that you've got to be really on your guard to avoid it, and you've got to be paying attention to what they're doing.

02:18:47.447 --> 02:19:02.687

Tom: Whereas in every other big daddy fight, because they've not designed the other areas for the big daddy, because they just wander around the game all over the place, the charge becomes no harder to avoid than the shooting.

02:19:02.707 --> 02:19:11.647

Tom: So you're basically just strafing sideways around these enemies with a large amount of health that are otherwise basically no different to the other enemies you're fighting.

02:19:12.967 --> 02:19:25.047

Tom: So once again, they don't manage to fill the void that they should be of giving the players something more intense and a bigger challenge to come up against.

02:19:25.067 --> 02:19:34.047

Tom: And I think they're probably even less interesting to fight than the other enemies in terms of using force powers because they have so much health.

02:19:34.067 --> 02:19:34.927

Tom: They get boring.

02:19:35.307 --> 02:19:41.907

Tom: Even if you can finally use a reasonable amount of combos against them, they take like a minute or two to kill.

02:19:42.567 --> 02:19:45.507

Tom: After a minute, who the fuck cares, right?

02:19:46.127 --> 02:19:48.367

Phil: Yeah, I agree, absolutely.

02:19:48.467 --> 02:19:51.487

Phil: And also, what did you do with the little sisters?

02:19:51.507 --> 02:19:53.547

Phil: Did you harvest them?

02:19:53.547 --> 02:19:55.667

Phil: What's the option besides harvesting them?

02:19:55.967 --> 02:19:58.387

Tom: Well, you don't have to actually interfere with them at all.

02:19:58.647 --> 02:20:00.987

Tom: You can just let the big daddies wander around with them.

02:20:01.527 --> 02:20:05.087

Tom: That's the only other option, and then you can just either harvest them or not.

02:20:05.107 --> 02:20:06.307

Tom: I chose not to harvest them.

02:20:07.067 --> 02:20:07.407

Phil: Why?

02:20:08.407 --> 02:20:12.627

Tom: It's the canon thing to do, I would say, 100%.

02:20:12.687 --> 02:20:16.047

Tom: Because the protagonist in the game is not actually you.

02:20:16.067 --> 02:20:18.427

Tom: The protagonist in the game is Tanenbaum.

02:20:18.447 --> 02:20:27.207

Tom: The plot is entirely about her redemption, not your own characters getting a family or whatever utterly stupid ending it comes up with.

02:20:27.547 --> 02:20:44.767

Tom: The whole plot is designed around Tanenbaum's redemption and obviously her convincing the hypnotized guy to save the little sisters is far more canon than him following Fontaine's instructions to harvest them.

02:20:46.387 --> 02:20:57.247

Phil: No, okay, that's good, that's good, because I've done similarly ethical or moral things in other games on the basis of the character, like John Marston in Red Dead Redemption.

02:20:57.267 --> 02:21:00.767

Phil: There were things that I did not do in that game because it did not befit the character.

02:21:01.647 --> 02:21:04.467

Phil: I did not care about Bioshock or the character.

02:21:04.587 --> 02:21:12.847

Phil: They gave me no reason to care about the character, so I harvested every little sister so I could get, you know, plasma juice.

02:21:13.607 --> 02:21:19.787

Phil: And as a result, I got the quote bad ending, but I don't think there's a good ending in this game.

02:21:19.807 --> 02:21:21.507

Tom: Definitely not.

02:21:21.587 --> 02:21:23.527

Phil: Certainly not as it relates to the final battle.

02:21:23.567 --> 02:21:23.907

Tom: Yeah.

02:21:24.507 --> 02:21:34.767

Tom: And the one last thing is, the other problem with the design of the game is not just the combat that becomes extremely repetitive and shallow.

02:21:35.287 --> 02:21:46.507

Tom: It's also, the game is basically, the main focus in what it's getting you to do is 90% of the time fetch quests.

02:21:46.907 --> 02:21:55.327

Tom: At the end, I know the end of the game got a huge amount of criticism because it's a long fetch quest followed by an escort mission, but the entire game is that.

02:21:55.447 --> 02:22:06.887

Tom: The ending, the only reason that was more annoying than the rest of the game, and I found it less annoying because at least fetching stuff, actually older stuff, you were putting on a big daddy suit, so there was some sort of visual change.

02:22:08.507 --> 02:22:12.407

Tom: But the rest of the game is completely constant fetch quest.

02:22:12.427 --> 02:22:15.087

Tom: Go here for this iron and bring it back to me.

02:22:15.107 --> 02:22:16.027

Tom: Go here and do that.

02:22:16.367 --> 02:22:24.307

Tom: It's incredibly simple and banal in the way it directs the player around.

02:22:25.047 --> 02:22:41.587

Tom: Once again, perhaps the reason for that was to put a focus on the sandboxy type of combat, but that's not really how the combat ended up being, so it just feels incredibly chore-like, having to wander back and forth with items and all that sort of bullshit.

02:22:43.087 --> 02:22:45.727

Phil: I've heard the same criticisms and not related with them.

02:22:46.547 --> 02:22:52.427

Phil: My only problem with the ending was just the horrible boss battle at the end, followed by the horrible cutscene at the end.

02:22:52.867 --> 02:22:54.647

Tom: What was your problem with the boss battle?

02:22:55.887 --> 02:22:57.987

Phil: It just was really video gamey.

02:22:58.767 --> 02:22:59.847

Tom: The whole game was?

02:23:00.407 --> 02:23:01.747

Phil: Yeah, but this was like...

02:23:02.987 --> 02:23:08.547

Phil: When you get to the end of this game, it has all these pretensions of being something greater than your typical video game.

02:23:08.887 --> 02:23:11.967

Phil: You expect something better than a typical video game ending.

02:23:12.787 --> 02:23:17.647

Phil: I didn't expect a Mario 64 ending to this game.

02:23:18.447 --> 02:23:19.487

Phil: It wasn't pleasurable.

02:23:19.587 --> 02:23:20.647

Phil: It was just tedious.

02:23:21.287 --> 02:23:25.527

Phil: Then they basically just have this cutscene voiceover that explains the whole thing.

02:23:26.187 --> 02:23:27.167

Phil: That's all, folks.

02:23:27.267 --> 02:23:27.687

Tom: I don't know.

02:23:27.707 --> 02:23:31.527

Tom: I didn't mind, but I didn't really go into it with any of those expectations.

02:23:31.847 --> 02:23:36.367

Phil: Well, yeah, I mean, it was really the worst letdown of the game.

02:23:36.387 --> 02:23:39.767

Phil: It's probably the second worst ending of a video game of this generation.

02:23:40.487 --> 02:23:41.527

Tom: I wouldn't say that at all.

02:23:41.607 --> 02:23:47.567

Tom: The other reason is, as far as the story is concerned, once again, the plot ends long before that.

02:23:47.587 --> 02:23:53.927

Tom: The plot basically ends when you get up to Fontaine.

02:23:54.207 --> 02:23:59.927

Tom: It basically ends when you meet Tenenbaum face to face.

02:24:01.567 --> 02:24:03.307

Tom: Everything in the story is being covered.

02:24:03.327 --> 02:24:13.007

Tom: The moral choices that the player could make has been solved there and therefore either Tenenbaum has been redeemed or not at that point in the game.

02:24:13.107 --> 02:24:16.927

Tom: That's the end of the entire arc of the plot.

02:24:17.607 --> 02:24:21.447

Tom: From that point onwards, I wasn't really expecting anything in the plot whatsoever.

02:24:21.467 --> 02:24:27.967

Tom: I didn't think that as far as the gameplay was concerned, the boss battle, that it was particularly bad.

02:24:27.987 --> 02:24:43.827

Tom: I thought it was probably the most interesting part of the game in terms of gameplay because it tied back to the first big daddy fight where there was some sort of tension and spontaneity to what the enemy was doing.

02:24:45.387 --> 02:24:47.027

Phil: Okay, I just remembered another ending.

02:24:47.047 --> 02:24:49.787

Phil: It's the third worst ending of a video game this generation.

02:24:50.147 --> 02:24:52.387

Phil: The worst was Crackdown, the second worst was...

02:24:52.527 --> 02:24:57.687

Phil: No, the worst was The Condute on the Wii, the second worst was Crackdown on the Xbox, the third was this game.

02:24:57.747 --> 02:25:05.327

Phil: Because as I remember the boss battle in this game, you're basically just running around, hiding behind a bunch of servers or closets.

02:25:07.187 --> 02:25:08.487

Phil: I mean, what is the end?

02:25:08.507 --> 02:25:10.587

Phil: What is the end boss battle in this game?

02:25:10.607 --> 02:25:12.627

Tom: I don't think there's anywhere to hide in it, actually.

02:25:13.167 --> 02:25:20.447

Phil: There were just long corridors, and it basically involved you recharging and then attacking him and then hiding and recharging and attacking him.

02:25:21.067 --> 02:25:22.507

Tom: I don't remember anywhere you could hide.

02:25:22.527 --> 02:25:24.707

Tom: It was in an open sort of area.

02:25:24.707 --> 02:25:28.967

Tom: Maybe there was a thing in the middle of the area that you ran behind, perhaps?

02:25:29.907 --> 02:25:34.147

Tom: But basically, you had to shoot him a certain amount, then he'd go back to recharge and you stabbed him.

02:25:35.507 --> 02:25:46.287

Tom: It wasn't amazing, but I do believe, I do feel that it was probably the second best fight in the game, as it was more of a challenge in the rest of the game, and he did something different.

02:25:46.307 --> 02:25:54.527

Tom: It didn't really do much different to The Big Daddy's, but it was like the ultimate version of The Big Daddy's in his behavior.

02:25:54.967 --> 02:26:08.067

Tom: But one really bizarre thing about it was the entire game, and I don't know if you played it with Vita Chambers on or off, I played it with on just to see what the hell they were like, the entire game up to that point had been with Vita Chambers, right?

02:26:08.087 --> 02:26:10.847

Tom: And when the game was released, you had to play with Vita Chambers.

02:26:11.087 --> 02:26:15.227

Tom: Suddenly when the boss battle begins, it announces, oh, by the way, there are no Vita Chambers.

02:26:15.247 --> 02:26:17.667

Tom: When you die, it's game over and you start the boss battle again.

02:26:19.867 --> 02:26:21.987

Tom: Is that not just completely fucking bizarre?

02:26:25.927 --> 02:26:30.647

Phil: Yeah, that's a bit of a let down.

02:26:30.827 --> 02:26:34.747

Phil: I played with the Vita Chambers because I was just trying to get through the game.

02:26:35.447 --> 02:26:37.787

Tom: I don't think you're likely to die even on hard.

02:26:37.807 --> 02:26:48.667

Tom: I was never really close to dying, but that just seems like a completely bizarre design to have this mechanic based around failure in the entire game up to that point.

02:26:48.667 --> 02:26:54.647

Tom: Then suddenly, just announce it on a loading screen, by the way, you can't save here.

02:26:54.667 --> 02:26:55.807

Tom: We're autosaving now.

02:26:55.987 --> 02:26:59.247

Tom: You can't save here, and there are no Vita Chambers anymore.

02:27:00.007 --> 02:27:01.767

Tom: It's just completely and utterly bizarre.

02:27:03.787 --> 02:27:05.287

Tom: That's the one thing we didn't discuss.

02:27:05.307 --> 02:27:06.687

Tom: What did you think of the Vita Chambers?

02:27:08.407 --> 02:27:11.387

Phil: I didn't die that much, so I didn't really care.

02:27:14.827 --> 02:27:16.167

Phil: They sent me back to the same level.

02:27:16.407 --> 02:27:21.167

Phil: It's basically they've inflicted them on Bioshock Infinite by default.

02:27:22.327 --> 02:27:23.387

Phil: Whatever, I don't care.

02:27:23.827 --> 02:27:41.787

Tom: I think with the way that the combat plays out, I didn't mind them because if I died in a battle, which was very, very rare, because it got so uninteresting after a certain point, I was perfectly happy to just go back in and cheaply kill everyone.

02:27:45.027 --> 02:27:46.947

Phil: And the checkpointing was generous enough.

02:27:47.547 --> 02:27:57.807

Tom: The final two things that are very quick that I want to comment on is, another fascinating thing about it, is the native aspect ratio of the game is 4 to 3, not 16 to 9.

02:27:58.347 --> 02:28:50.827

Tom: So if you're playing in widescreen, you actually have areas of the screen cut off as opposed to the other way around, as most games have, and I assume no one is going to agree with me whatsoever, but I actually, and this isn't just because I use a 4 to 3 monitor, I apply this to console games as well, which I play in 16 to 9, I think more games should actually use 4 to 3 aspect ratio on and off, because it actually completely alters how a perspective behaves and what sort of visual feeling the game is given, not just in terms of shot framing and all that sort of thing, but in first person perspective game, if you put a game to 4 to 3, it completely alters your perception of depth, peripheral vision and a whole range of things.

02:28:50.847 --> 02:29:05.407

Tom: And it can be used to create a unique feeling, which is unique now because all games use 16 to 9, but it can be used to create a different sort of look, which can actually suit certain games.

02:29:05.567 --> 02:29:13.087

Tom: For example, in Bioshock, it actually is beneficial for the game to be in 4 to 3 because of the melee combat.

02:29:14.127 --> 02:29:36.047

Tom: To me, anyway, melee is generally depth, more easily represented in first person in 4 to 3, because you can then be more focused on what is directly in front of you, whereas if you've got 16 to 9, it not only raises your peripheral vision, it also increases the field of view, which means you've got more focus on further depth and less focus close up to you.

02:29:36.607 --> 02:29:42.107

Phil: Yeah, it's much better for melee because in melee circumstances, your range of vision and peripheral vision is extremely limited.

02:29:43.247 --> 02:29:46.567

Phil: Okay, and you had some other points as well before we close out.

02:29:46.587 --> 02:29:48.507

Tom: Yeah, just a few minor things.

02:29:49.347 --> 02:29:51.847

Tom: And they both tie back to Spec Ops The Line.

02:29:52.547 --> 02:29:54.007

Tom: Funnily enough, the first is...

02:29:54.707 --> 02:30:18.287

Tom: Once again, the fact that the music is not just a generic orchestral score added so much to the enjoyment of the combat, at least early on when it hadn't become so repetitive, in the same way that the rock music makes the combat at certain times in Spec Ops The Line much more enjoyable than it actually is.

02:30:19.067 --> 02:30:24.627

Tom: Killing enemies to ragtime jazz is pretty awesome, I thought it was anyway.

02:30:25.207 --> 02:30:29.367

Phil: Yeah, I wouldn't know, because as usual I played it with the sound off.

02:30:30.347 --> 02:30:45.127

Tom: The second point that ties back to Spec Ops The Line is another thing that Bioshock does extremely well is its depiction of Art Deco and the other game that springs immediately to mind in recent memory that also depicted Art Deco is Spec Ops The Line.

02:30:45.147 --> 02:31:09.887

Tom: The reason, once again, and another point that you may be outraged by, the reason that it represents Art Deco better than most representations, also not in games, is the extremely cartoony and toy-like look of the game, whereas in Spec Ops The Line, they have a much more realistic look and they therefore attempt to represent Art Deco more accurately.

02:31:10.067 --> 02:31:11.207

Tom: What does this result in?

02:31:11.487 --> 02:31:29.467

Tom: Gaudy, and of course Art Deco itself is incredibly gaudy in its own way, but really inaccurate, just stupid, bad representations of Art Deco that don't really capture the feeling of Art Deco, but also aren't an accurate technical representation of it either.

02:31:30.187 --> 02:32:02.767

Tom: And because they're not an accurate technical representation, the fact that they don't capture the feel of Art Deco becomes much more ridiculously obvious and annoying, and it becomes this incredibly stupid bad knockoff that just demonstrates the low level of art design and lack of expertise, which is not to say that the people involved in this show aren't good art designers, but their area of expertise is not in attempting to represent that area of the art world.

02:32:03.227 --> 02:32:20.707

Tom: Whereas if you then represent Art Deco as it is in Bioshock in a much more stylized way so that it becomes a different sort of thing and part of the overall aesthetic of the game then become any flaws in the representation then do not matter so much.

02:32:21.467 --> 02:32:31.867

Phil: I've got to disagree on Spec Ops stuff, but basically in Spec Ops they were going for broad stylistic strokes and if you want to say the same thing about Bioshock then I'd be happy with that.

02:32:32.047 --> 02:32:34.687

Tom: I don't think they were going for broad stylistic.

02:32:34.707 --> 02:32:46.127

Tom: What I would say to let Spec Ops line off on that part is the general style that they were using there was deliberately that way.

02:32:46.147 --> 02:32:54.247

Tom: I don't think that they were all using broad strokes in the same way as Bioshock but they were deliberately making it a poor representation.

02:32:54.267 --> 02:32:55.427

Tom: So I'll give you that.

02:32:55.467 --> 02:32:56.007

Phil: Here's the deal.

02:32:56.027 --> 02:32:57.727

Phil: There's so much in Bioshock.

02:32:57.827 --> 02:32:58.867

Phil: I absolutely agree with you.

02:32:58.887 --> 02:33:04.787

Phil: I think the people in interviews back this up, the interviews for the Spec Ops guys, they knew exactly what they were doing on every level.

02:33:06.927 --> 02:33:13.867

Phil: In Bioshock, there are so many things that are subpar from a technical perspective, from an artistic understanding perspective.

02:33:15.007 --> 02:33:16.647

Phil: Could it all be earnest?

02:33:16.667 --> 02:33:18.207

Phil: Could it all be on purpose?

02:33:18.347 --> 02:33:24.267

Phil: Because so many people like this game, and I've always said that the only reason people like this game is because they're ignorant.

02:33:24.947 --> 02:33:30.367

Phil: This is probably the first time they're exposed to Ragtime, probably the first time they're exposed to Art Deco.

02:33:30.627 --> 02:33:39.647

Phil: So they see something and they're like, oh, this game was amazing, the world that it created, not knowing that, well, yeah, this actually existed in the real world about 100 years ago.

02:33:40.087 --> 02:33:42.327

Phil: You just weren't exposed to it until now.

02:33:43.707 --> 02:33:51.907

Phil: When you see this come along with popular music all the time, you see this come along with movies all the time, movies being remade, right?

02:33:52.707 --> 02:34:03.827

Phil: So if someone sees a movie that's been remade and has no knowledge of the original source material, they must think that, wow, this guy is a great director or that was a great script, right?

02:34:04.167 --> 02:34:06.367

Phil: Well, hey, it was based on something done before.

02:34:06.387 --> 02:34:09.387

Phil: Yeah, but they wouldn't have been as cool back then, right?

02:34:10.327 --> 02:34:16.447

Phil: So how much of this do you honestly attribute to them, like the robotic NPCs?

02:34:16.907 --> 02:34:18.347

Phil: That has to be on purpose.

02:34:18.987 --> 02:34:31.627

Tom: Well, the thing is, even though there is technically a lot of stuff that is subpar, I think the stuff that is subpar technically is more on the gameplay side of things rather than aesthetically.

02:34:31.627 --> 02:34:47.007

Tom: And the things that are technically subpar aesthetically, such as when you're looking out of Rapture and you see these just incredibly terrible depiction of the buildings from the outside that look like they're from a bad-looking PS2 game, right?

02:34:47.687 --> 02:34:48.227

Phil: Yes.

02:34:48.247 --> 02:34:59.307

Tom: Which, by the way, bizarrely, as far as I can remember, one of the most iconic scenes that everyone says was amazing in Bioshock is when you go in the bathysphere and you see Rapture underwater.

02:34:59.947 --> 02:35:00.287

Phil: Yeah.

02:35:00.307 --> 02:35:01.087

Tom: That looks like shit.

02:35:01.107 --> 02:35:02.607

Tom: And it looked like shit at the time.

02:35:03.047 --> 02:35:04.167

Phil: What are they talking about?

02:35:04.187 --> 02:35:04.367

Phil: What?

02:35:05.507 --> 02:35:06.407

Tom: They're insane.

02:35:07.527 --> 02:35:09.187

Phil: They're insane or we're insane, but...

02:35:09.207 --> 02:35:11.107

Tom: But certainly someone here is insane.

02:35:11.667 --> 02:35:12.527

Phil: And it's not us.

02:35:12.567 --> 02:35:12.747

Tom: No.

02:35:14.447 --> 02:35:25.907

Tom: I really do believe in Infinite and 2 drive this home to me so much because 2 leaves behind so much of the stuff I'm talking about here and Ken Levine isn't involved.

02:35:26.147 --> 02:35:28.007

Tom: Infinite brings so much of it back.

02:35:28.027 --> 02:35:31.967

Tom: I cannot possibly believe that it is not...

02:35:32.987 --> 02:35:33.447

Phil: Awesome.

02:35:33.447 --> 02:35:34.167

Tom: Deliberate.

02:35:34.267 --> 02:35:40.607

Tom: Or even if it's not deliberate, it's something wrong with him that is at least consistently wrong with him.

02:35:41.067 --> 02:35:45.647

Phil: So that is amazing because a lot of people say the same thing about Bioshock 2, right?

02:35:46.627 --> 02:35:50.087

Phil: That it's technically more proficient, but it's creatively limited, right?

02:35:50.347 --> 02:36:00.967

Phil: Well, obviously Ken Levine has this creativity in spades, but obviously from a technical gameplay, if Bioshock 2 improved on it and righted the wrongs, it was done by an entirely different studio for Take 2.

02:36:01.707 --> 02:36:15.267

Phil: And if all of those things return in Infinite, which is everything I'm almost done with Infinite, it's basically exactly the same, the same problems in Bioshock come up in Infinite.

02:36:15.947 --> 02:36:16.987

Phil: That's incredible.

02:36:17.367 --> 02:36:19.427

Phil: That really makes me want to play the second game now.

02:36:20.247 --> 02:36:25.887

Tom: The second game, well, you can wait for the review, but yeah, that's basically the bottom line with it.

02:36:27.167 --> 02:36:28.787

Phil: I'll go out and get it this week.

02:36:29.127 --> 02:36:31.867

Phil: Do you think that should be the next game I play then after Infinite?

02:36:32.467 --> 02:36:33.267

Tom: I'd say why not?

02:36:34.847 --> 02:36:35.307

Tom: Why not?

02:36:36.447 --> 02:36:37.847

Tom: And then we can do the reverse.

02:36:38.167 --> 02:36:41.567

Tom: You can discuss Two when I eventually get up to Infinite.

02:36:41.747 --> 02:36:43.667

Tom: You can discuss Infinite while I discuss Two.

02:36:43.687 --> 02:36:48.367

Tom: I think that's a fascinating thing.

02:36:48.747 --> 02:36:53.527

Tom: Even if you despise everything about his style, which you do, right?

02:36:54.287 --> 02:36:55.547

Phil: No, I don't.

02:36:55.587 --> 02:37:06.267

Phil: If it is his style, if this crazy robotic tin toy thing is his style with limited gameplay, then I think it's beyond him.

02:37:06.287 --> 02:37:11.387

Phil: I know he plays games, so I think it might have to do with his team.

02:37:11.487 --> 02:37:12.347

Phil: I just don't get it.

02:37:12.767 --> 02:37:13.387

Phil: I don't get it.

02:37:13.407 --> 02:37:13.687

Tom: Yeah.

02:37:14.107 --> 02:37:25.807

Tom: But what I'm saying is even though it's not for you, I think it deserves, even if you think it is complete and utter crap, it deserves some degree of respect for its extreme consistency.

02:37:25.827 --> 02:37:33.827

Tom: If I came into this hating everything about it, I would still think this is aesthetically quite an incredible achievement in many ways.

02:37:33.967 --> 02:37:37.927

Tom: Even if I basically despised everything about the aesthetic.

02:37:39.807 --> 02:37:40.467

Phil: Yeah, I agree.

02:37:41.527 --> 02:37:46.247

Tom: And so with all of that in mind, what's your prediction for my score?

02:37:47.267 --> 02:37:50.267

Phil: Well, I gave it a 9, amazingly.

02:37:50.287 --> 02:37:54.687

Tom: We are going to have to use that for our average score, combining both.

02:37:56.267 --> 02:37:59.287

Phil: I think you would give it a 4.5.

02:38:00.647 --> 02:38:05.207

Phil: No, no, wait, wait, you said you respected the choices, so I'm going to say a 5.5.

02:38:05.207 --> 02:38:06.947

Tom: I didn't even say I respected the choices.

02:38:06.967 --> 02:38:12.967

Tom: I think if you'll listen, Claire, carefully, I actually generally greatly enjoyed the aesthetic.

02:38:13.667 --> 02:38:14.907

Phil: Yeah, so 5.5.

02:38:15.167 --> 02:38:27.787

Tom: And the champ 4GX champ, or whatever the fuck he's called, the guy from the Goof Thru Yourself podcast, his prediction was 6 out of 10, and you were both wrong.

02:38:27.807 --> 02:38:32.147

Tom: Well, I am giving it a 7 out of 10, mind-blowingly.

02:38:33.847 --> 02:38:37.147

Phil: That is mind-blowing, and I don't know how you justify it.

02:38:37.167 --> 02:38:41.107

Tom: Well, I think you heard exactly why I justified it throughout the entire thing.

02:38:41.707 --> 02:38:44.087

Phil: That's true, we did just talk about it for an hour and a half, so...

02:38:44.107 --> 02:38:46.367

Tom: I think you know exactly how I justified it.

02:38:47.147 --> 02:38:50.607

Phil: So with that, we're going to end episode 14 of The Game Under Podcast.

Phil: Again, if you're listening this long into the podcast, we greatly appreciate it, and obviously you're telling friends, and continue to do so on Twitter and everything else because our listenership is going up, and we really, really appreciate it.

Phil: You can come to the site, we post on it periodically, you can read all of Tom's old reviews, gameunder.net.

Phil: Follow me on Twitter at GameUnderPhil, and yeah, thanks for listening to us on Stitcher and iTunes and all the rest of it.

Phil: We really appreciate it, we'll be back next week with some more game impressions.

Phil: So with that, I am Phil Fogg.

Tom: I'm Tom Towers.

Phil: And we have no creative outro thing, so...

Tom: We're no Ken Levine.

Phil: Go team.

Phil: Go team Game Under.

Game Under Episode 13

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Opening Theme
0:00:14 Original Composition Inspired by Killzone 3

Intro
0:01:25 It's Certainly a Thrill

Pre-Trademark Banter
0:01:58 Out of Africa - Phil's Obsessed

Trademark Banter
0:04:06 Phil Buys Some Games

Featured Conversation
0:08:45 The Ethics and Reality of Used Games and Piracy
0:13:31 Phil Comes Out (as a game hoarder)
0:15:34 Back to Piracy and Used Games
0:25:18 Lords or Arcana Mystery
0:26:18 The Ethics and Reality of Used Games and Piracy Resumes

De-Railment
0:31:00 Anthropological Study of a GameStop
0:33:00 Last of Us Final Thoughts
0:34:10 Uncharted 3 is Racist (and Family Guy and Punjab Cuisine)
0:36:00 We are Down with Saudi Arabia
0:36:29 Last of Us Continues (Best Game Ever?)
0:37:00 No More Heroes Game of the Generation?
0:37:44 Top 25 DS Games of All Time
0:48:48 Last of Us - The Tone

First Impressions
0:51:45 Killzone 3
1:00:48 More Game Store Stories
1:03:16 Back to Killzone 3

S.T.A.L.K.E.R Segment
1:20:00 First, Some History
1:39:39 Aural Review of S.T.A.L.K.E.R: Shadow of Chernobyl

Outro: Solarium
2:44:36 From the DS10Forum.com - The Haunted Mansion Compilation Album.

Africa, we love you. 

Africa, we love you. 

Game Under Episode 12

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

This week we continue (and end) our Naughty Dog obsession with Tom's completion of Uncharted 3 (he reveals his score as well).   

Phil Fogg is joined for the second half of our show by Dave Ader, where they discuss The Last of Us with plenty of gameplay and story spoilers. 

Please Note Spoiler Indicators below: 

Intro
0:00:17 Blink and You'll Miss It

Trademark Banter 
0:02:15 Phil Gets a PS3 Super Slim

Aural Review
0:06:37 Uncharted 3
0:25:00 Spoilers Begin Here

Final Impressions
1:03:08 The Last of Us with Guest Co-Host Dave Ader
1:15:40 Spoilers Begin Here

Game Under Episode 11

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Trademark Banter
0:01:45 Australia Dominates Iraq, is now on par with Iran
0:04:53 Phil Has a Kindle/ Book Suggestion 
0:06:25 Tom's Deadly Premonition Review is up, we talk about his review

Ongoing Impressions
0:08:40 Phil comments on one week with last of Us
0:14:15 Splinter Cell Discussion (on stealth)


News
0:15:15 Aussie Prices for the Next Gen & NZ Wii U for $200!
0:19:45 Xbox ONE-80. Microsoft's existential crisis reaches boiling point
0:23:20 So will we get one?
0:24:10 One Time Check-in Theory
0:25:10 What's the difference Between XBOX3 and PS4?
0:31:50 Phil Fish, Racism, Nintendo etcetera
0:34:10 Sony. It was good while it lasted (Patch Bricking)
0:38:00 Our E3 Coverage Last Week. We touch on Mirror's Edge, Titanfall and other omissions.
0:41:25 NPD
0:45:30 Which would we buy in the top ten?
0:48:05 Oculus Rift Talk and Phil's Dating Advice

Aural Review
0:54:20 Uncharted 2 (some spoilers, but c'mon) Doom 2, Last of Us, Donkey Kong and many other games discussed as we go through some game design basics. Also, Tom's Shocking score reveal for Uncharted 2.



Transcript

00:00:20.685 --> 00:00:24.345

Tom: Hello, and welcome to episode 11 of The Game Under Podcast.

00:00:24.585 --> 00:00:27.905

Tom: I am Tom Towers, and I'm joined by Phil Fogg.

00:00:28.285 --> 00:00:29.585

Phil: Hello, I'm Phil Fogg.

00:00:30.025 --> 00:00:38.405

Tom: And today, we're gonna be doing an oral review of Uncharted, and we're gonna talk about the big, mind-blowing Xbox One news.

00:00:38.425 --> 00:00:45.245

Tom: Yes, even more mind-blowing than the last lot of mind-blowing Xbox One news.

00:00:45.265 --> 00:00:54.145

Tom: But before all of that, we're gonna go into everyone's favorite segment, and probably the only reason anyone listens to the show, and that is our trademark banter.

00:00:54.925 --> 00:00:59.165

Phil: Well, but before we go into our trademark banter, I have to interrupt it with my trademark banter.

00:00:59.705 --> 00:01:00.065

Tom: Sure.

00:01:00.185 --> 00:01:05.725

Tom: Well, I mean, part of the banter is each of us vying for the top trademark banter spot.

00:01:06.245 --> 00:01:09.645

Phil: Yeah, but we're also trying to interrupt each other as much as possible.

00:01:09.765 --> 00:01:11.745

Tom: Well, that's the banter aspect of it.

00:01:11.905 --> 00:01:16.145

Phil: Just before everyone stops listening, you said you were gonna give an oral review of Uncharted.

00:01:16.165 --> 00:01:17.525

Phil: You did that last week, mate.

00:01:17.745 --> 00:01:19.665

Tom: So Uncharted 2, Uncharted 2.

00:01:19.705 --> 00:01:21.105

Phil: Oh, as well?

00:01:21.725 --> 00:01:23.505

Tom: Yes, no, just Uncharted 2.

00:01:24.245 --> 00:01:26.245

Phil: Oh, only Uncharted 2.

00:01:26.685 --> 00:01:31.785

Tom: Yeah, I could recount my Uncharted 1 review if you prefer as well.

00:01:32.405 --> 00:01:34.565

Phil: No, you can just go on the internet and download that.

00:01:34.805 --> 00:01:35.205

Tom: Okay.

00:01:35.745 --> 00:01:37.705

Phil: It was pretty damn good as far as I'm concerned.

00:01:38.305 --> 00:01:44.345

Tom: Yeah, and I mean, we don't really need any more Uncharted reviews given that we also have your review up on the side.

00:01:44.785 --> 00:01:45.925

Phil: The definitive review.

00:01:46.925 --> 00:01:50.765

Phil: You can read it in less time than it takes to introduce a podcast.

00:01:51.025 --> 00:01:51.305

Tom: Yeah.

00:01:52.125 --> 00:01:52.545

Phil: All right.

00:01:52.565 --> 00:01:55.505

Phil: So let's see how you go with this trademark banter.

00:01:55.945 --> 00:01:56.505

Phil: Mr.

00:01:56.765 --> 00:01:59.765

Phil: Encroaching on My Territory, go ahead, tell your interesting story.

00:01:59.945 --> 00:02:11.205

Tom: I've certainly got the most important and interesting news or topic of discussion is likely to grace trademark banter for at least another four years.

00:02:11.225 --> 00:02:19.965

Tom: And that is that Australia has managed to qualify for its third World Cup in a row and its fourth overall.

00:02:21.265 --> 00:02:22.365

Phil: That sounds very impressive.

00:02:22.385 --> 00:02:25.705

Phil: Who else qualified on the same day?

00:02:26.525 --> 00:02:28.045

Tom: No one qualified on the same day.

00:02:28.065 --> 00:02:30.445

Tom: Well, actually, yeah, no one qualified on the same day.

00:02:30.465 --> 00:02:44.305

Tom: On the same day, Jordan won a qualification spot, not a qualification, a playoff against, I think it was, Uzbekistan, who will then play the fifth place South American team for a spot at the World Cup.

00:02:45.225 --> 00:02:47.445

Phil: Yes, Iran and South Korea, right?

00:02:47.565 --> 00:02:49.085

Tom: Yep, they also qualified.

00:02:50.145 --> 00:02:56.065

Tom: So the Asian teams confirmed then are South Korea, Iran, Japan and Australia.

00:02:57.105 --> 00:03:01.565

Phil: Wait, Iran is in the South Pacific region?

00:03:02.965 --> 00:03:04.925

Tom: Iran is in the Asian confederation.

00:03:06.605 --> 00:03:07.645

Phil: Asian, okay.

00:03:07.665 --> 00:03:15.405

Phil: So what mighty football, soccer playing force did Australia beat to get this glorious title?

00:03:16.325 --> 00:03:16.885

Tom: Iraq.

00:03:20.125 --> 00:03:32.105

Tom: Now, before you laugh at this, yes, before you laugh at this, or technically after you've laughed at this, it was in fact, can you predict what the score would have been given that you think it was against Iraq?

00:03:32.825 --> 00:03:47.265

Phil: Given that every one of the team members would have been given political asylum and allowed to stay in the country, sir, you know, I'm assuming that Australia won 28-0, or nil, as it's called.

00:03:47.565 --> 00:04:17.885

Tom: No, this is not Oceania anymore, so it was an extremely tough one-nil victory, and this may blow your mind, but Iraq won the Asian Cup in 2007, including them beating us in the round of 16 or the quarterfinals, I can't remember which it was exactly, and over the years, they have been something of a bogey team for us, so having to play them in the final match for qualification was actually quite a challenge compared to many teams we could have been against.

00:04:18.225 --> 00:04:19.765

Phil: Well, yeah, good for them.

00:04:19.785 --> 00:04:23.065

Phil: Now, do they, they actually, they don't, they're not like real Iraqis, right?

00:04:23.085 --> 00:04:25.465

Phil: They train in the UK or something like that, I'm sure.

00:04:25.485 --> 00:04:27.265

Tom: I'm not sure about that.

00:04:27.285 --> 00:04:30.805

Tom: They don't play in Iraq, though, when they've got home matches, they play in Qatar.

00:04:31.905 --> 00:04:33.205

Tom: But they are real Iraqis.

00:04:35.025 --> 00:04:38.345

Tom: I'm not a Qatari national team, which is mostly composed of Brazilians.

00:04:39.145 --> 00:04:42.425

Phil: Or Liverpool, which mostly is composed of Nigerians.

00:04:43.105 --> 00:04:44.745

Tom: Yeah, well, that's not a national team.

00:04:45.705 --> 00:04:46.625

Phil: No, still, though.

00:04:46.985 --> 00:04:48.005

Tom: So, yeah.

00:04:48.865 --> 00:04:52.145

Tom: But there's not really much more to say about that, except good.

00:04:52.925 --> 00:05:01.865

Phil: Yeah, well, trademark banner, I'm going to try and pull back our paying listeners and those that somehow get around our paywall.

00:05:03.465 --> 00:05:04.545

Phil: I got a Kindle this week.

00:05:05.285 --> 00:05:05.705

Tom: Excellent.

00:05:06.305 --> 00:05:09.545

Phil: Yeah, I haven't turned on the TV since, like, Sunday.

00:05:10.605 --> 00:05:21.425

Phil: But more germane to that is, I mean, I just can't believe how much I'm reading now, but a good gaming book that I got was hardcoregaming101.net.

00:05:21.585 --> 00:05:27.745

Phil: They're a website, apparently, in the same, you know, universe as ours, because they're a.net.

00:05:27.765 --> 00:05:30.925

Phil: hardcoregaming101.net.

00:05:30.945 --> 00:05:33.125

Tom: So you're currently promoting a competitor.

00:05:33.765 --> 00:05:42.385

Phil: They have a book called The Guide to Classic Graphic Adventures, which I bought and I'm reading, and it's just fascinating stuff.

00:05:42.725 --> 00:05:44.605

Phil: You would really appreciate this.

00:05:44.625 --> 00:05:45.145

Phil: It's nothing...

00:05:45.305 --> 00:05:50.645

Phil: It's all about, you know, point-and-click adventure games and everything, and right now I'm reading about Sierra.

00:05:50.865 --> 00:05:51.265

Tom: Excellent.

00:05:51.845 --> 00:05:56.245

Phil: The hardcover would probably be better, but harder to come by.

00:05:56.265 --> 00:05:59.185

Phil: I think the physical copy is like $27.

00:05:59.205 --> 00:06:01.805

Phil: You can get the Kindle version for $10, but it's totally rad.

00:06:01.865 --> 00:06:07.165

Phil: The Guide to Classic Graphic Adventures, and I'm thoroughly enjoying it.

00:06:07.305 --> 00:06:09.885

Phil: So that's my trademark banter.

00:06:10.185 --> 00:06:10.865

Tom: Excellent.

00:06:12.365 --> 00:06:21.265

Tom: And the only other thing to add, which is not really part of trademark banter, but it is another trademark feature, which is the Tom Towers promotional section.

00:06:22.105 --> 00:06:28.845

Tom: Recently posted on LaserLemming was finally, after about probably a month after I should have posted, the Deadly Premonition review.

00:06:29.805 --> 00:06:31.445

Phil: Right, yeah, I read that.

00:06:31.465 --> 00:06:34.665

Phil: Deadly Premonition director's cut.

00:06:37.125 --> 00:06:41.165

Phil: And I thought it was, as always, extremely well written.

00:06:42.505 --> 00:06:49.925

Phil: Though I thought it was frontloaded with a lot of negative criticism for a 3.5 out of 5 star review.

00:06:50.605 --> 00:06:57.005

Tom: Well, I think I wouldn't disagree with that, but there's a reason that it was frontloaded with the criticism.

00:06:57.925 --> 00:07:01.385

Phil: Oh yeah, yeah, I totally understood it, but I don't think anyone else would have.

00:07:01.385 --> 00:07:07.685

Phil: I mean, the game itself is heavily frontloaded with its most negative components.

00:07:08.465 --> 00:07:15.125

Phil: And the review reflected that, and that's when I tweeted Swery, you know, that this is a review...

00:07:15.145 --> 00:07:16.245

Tom: Skip the first several paragraphs.

00:07:17.725 --> 00:07:20.185

Phil: I told him this is a review that is much like your game.

00:07:20.325 --> 00:07:22.845

Phil: You know, it doesn't end the way you think it's going to.

00:07:23.365 --> 00:07:34.405

Phil: Though you thought it ended quite predictably, and there is some signposting in that game, and we're going to keep it spoiler free, because it's still an important game that game scholars should try and play.

00:07:36.745 --> 00:07:53.365

Phil: But yeah, I knew why you were doing it, but I thought that if I were reading this as an outsider, someone who probably isn't used to reading non-traditional reviews, it was kind of front-loaded with the negative stuff.

00:07:53.385 --> 00:07:58.365

Phil: And I respect that, and I think it was a great choice for the review.

00:07:59.505 --> 00:08:08.005

Phil: I think that for people reading your stuff for the first time, like Suiri, probably would have been a little bit more dissuaded from the game.

00:08:08.525 --> 00:08:16.745

Tom: Yeah, well, I'm not sure he could dissuade Suiri himself from the game, but I agree with that, but that doesn't bother me whatsoever.

00:08:16.805 --> 00:08:21.985

Phil: No, and it shouldn't, because you're not writing it for them, you're writing it as a piece of writing.

00:08:22.005 --> 00:08:23.005

Tom: It's not a press release.

00:08:23.545 --> 00:08:26.325

Phil: No, it's a writing exercise, you're not writing it to sell the game.

00:08:27.025 --> 00:08:35.785

Phil: I mean, if you were, you would have done what Destructoid did and front-load it with all the good stuff, and then go, oh my god, but it's so bad, it's a good kind of thing.

00:08:36.705 --> 00:08:38.105

Tom: Yeah, and give it a 10 out of 10.

00:08:38.725 --> 00:08:40.305

Phil: Yeah, completely disingenuous.

00:08:41.625 --> 00:08:57.605

Phil: One game, however, that is being front-loaded with plenty of praise and for good reason, though you're not hearing a lot about it because people are being mostly, spoiler, respectful, is The Last of Us, the game that came out last week.

00:08:57.825 --> 00:08:59.125

Phil: I've had it now for a week.

00:08:59.805 --> 00:09:04.465

Phil: I'm about four or five hours into it, and I'm doing pretty good in it.

00:09:05.205 --> 00:09:07.505

Phil: The game has held up extremely well.

00:09:07.525 --> 00:09:15.645

Phil: It's just a little bit of a challenging game to play after you've been working all day because it is so draining emotionally.

00:09:16.205 --> 00:09:18.505

Tom: Is it draining in terms of gameplay as well?

00:09:18.565 --> 00:09:20.905

Tom: As in, is it a very hard game to play?

00:09:22.085 --> 00:09:28.005

Phil: Not for me, but Velvet tried it, and she was having trouble, and she's like a better gamer than I am.

00:09:29.005 --> 00:09:29.585

Phil: But this is...

00:09:31.365 --> 00:09:38.825

Phil: Probably the biggest thing I could bring to the conversation this week is that it's the best stealth game I've played since the first Splinter Cell.

00:09:39.845 --> 00:09:44.285

Phil: Now, Splinter Cell was a very difficult game with lots of repetition.

00:09:44.305 --> 00:09:45.285

Phil: This game is not.

00:09:46.445 --> 00:09:50.085

Phil: But in terms of its combat, this does have very challenging enemies.

00:09:50.885 --> 00:09:51.805

Phil: You have to be alert.

00:09:51.945 --> 00:09:53.665

Phil: You have to be on top of your controls.

00:09:53.685 --> 00:09:54.685

Phil: You have to have a plan.

00:09:55.965 --> 00:09:56.785

Phil: The other correction...

00:09:57.725 --> 00:10:00.565

Phil: The first correction I had from last week is I talked about the listen mode.

00:10:00.625 --> 00:10:03.525

Phil: This was basically after having played only an hour and a half of it.

00:10:04.025 --> 00:10:08.485

Phil: The listen mode is basically like detective mode in any of the Arkham games.

00:10:09.225 --> 00:10:13.865

Phil: So it's not quite as in your face as those modes.

00:10:13.885 --> 00:10:18.025

Phil: But basically, if you listen carefully, you can see enemies behind a wall.

00:10:19.305 --> 00:10:22.625

Phil: If they're not making noise, however, you can't see them.

00:10:23.045 --> 00:10:27.925

Phil: So if they're standing perfectly still, you can be like, okay, good.

00:10:27.945 --> 00:10:28.765

Phil: This room is clear.

00:10:28.785 --> 00:10:29.585

Phil: I'll go into it.

00:10:29.865 --> 00:10:31.985

Phil: And then there'll be someone right there waiting for you.

00:10:33.025 --> 00:10:34.705

Phil: Because they're doing the same thing to you.

00:10:34.805 --> 00:10:35.825

Phil: They've heard you.

00:10:36.025 --> 00:10:40.525

Tom: You've got to be careful how you're moving, as well as listening for them themselves.

00:10:41.225 --> 00:10:42.185

Phil: Yeah, absolutely.

00:10:42.865 --> 00:10:44.505

Phil: I mean, it's very tense.

00:10:44.505 --> 00:10:46.885

Phil: The gameplay itself is very tight.

00:10:47.745 --> 00:10:48.865

Phil: The enemies are great.

00:10:49.085 --> 00:10:52.045

Phil: The levels are well laid out.

00:10:53.325 --> 00:10:54.845

Phil: Extraordinarily linear.

00:10:55.205 --> 00:11:01.705

Phil: But that's because this game is really pushing this generation in terms of graphics and physics and everything else.

00:11:02.965 --> 00:11:04.405

Phil: So it has to be linear.

00:11:04.425 --> 00:11:06.705

Phil: It can't be an open world experience.

00:11:07.245 --> 00:11:09.925

Tom: Do you think that's beneficial to the story, that it's so linear?

00:11:10.665 --> 00:11:11.685

Phil: Well, very much so.

00:11:11.765 --> 00:11:14.385

Phil: This is a Naughty Dog game, and this is what they're doing.

00:11:15.365 --> 00:11:24.785

Phil: It is strongly determined by the story requires it, the tension requires it, the gameplay requires it.

00:11:24.805 --> 00:11:28.845

Phil: I mean, you can't necessarily have stealth in an open world setting very effectively.

00:11:29.805 --> 00:11:30.425

Tom: Absolutely.

00:11:30.985 --> 00:11:31.405

Phil: Yeah.

00:11:31.445 --> 00:11:33.885

Phil: So, I mean, it is all perfect for this game.

00:11:33.905 --> 00:11:41.645

Phil: It's such a nice world that you wish you could go explore, but you are really on a tightrope in this game.

00:11:43.325 --> 00:11:44.025

Phil: And that's fine.

00:11:44.625 --> 00:11:48.625

Phil: Like, as you've talked about, or you'll talk later about Uncharted 2.

00:11:50.085 --> 00:11:51.605

Phil: So, all in all, it's holding up well.

00:11:51.645 --> 00:11:58.365

Phil: You asked me if Ellen Page is as bad in this game as she is in Actress, and I do have to correct that as well.

00:11:58.385 --> 00:12:01.685

Phil: She's in Beyond Two Souls.

00:12:01.785 --> 00:12:05.245

Tom: I know, that was a joke, because the character looks a fair bit like her.

00:12:05.885 --> 00:12:25.725

Phil: Yeah, well, initially she was supposed to be based on her, and then they lowered her age to kind of desexualize her, and then also because another Sony first party was making a game with Ellen Page, they had to make it a little less obviously her.

00:12:26.185 --> 00:12:28.925

Phil: But so far I'm really hoping to beat it this weekend.

00:12:29.745 --> 00:12:33.545

Phil: Yeah, and then hopefully you'll have exposure to it pretty shortly thereafter.

00:12:34.025 --> 00:12:34.805

Phil: Wink, wink.

00:12:35.685 --> 00:12:39.005

Tom: We could be looking out for final impressions from you on the next podcast then.

00:12:39.365 --> 00:12:39.885

Phil: Definitely.

00:12:39.985 --> 00:12:41.225

Phil: In fact, I guarantee it.

00:12:41.945 --> 00:12:47.725

Tom: Anything you could say if this doesn't happen, that you might do such as eat a hat or something along those lines.

00:12:48.885 --> 00:12:51.785

Phil: I will do the next podcast entirely sober.

00:12:52.385 --> 00:12:55.505

Tom: Not sure anyone will want to hear that, so let's hope it does happen.

00:12:56.905 --> 00:12:58.585

Tom: So is that all for The Last of Us?

00:12:59.065 --> 00:13:00.685

Phil: Well, yeah, I mean, that's the thing.

00:13:00.705 --> 00:13:05.805

Phil: You can't talk about this game without spoiling it if you're not thoughtful.

00:13:06.365 --> 00:13:15.605

Phil: I have listened to three podcasts this week that have said we're going to talk about Last of Us and we're not going to spoil it, and every single one of them, be it...

00:13:16.665 --> 00:13:20.905

Phil: Yeah, the IGN one, the giant bomb, they spoiled it in some degree.

00:13:21.505 --> 00:13:29.305

Phil: And either bringing up a gameplay element that hadn't been yet introduced or saying blank about the story.

00:13:29.325 --> 00:13:31.925

Phil: And it's like fucking idiots.

00:13:33.265 --> 00:13:35.045

Phil: I mean, you know, I did stop listening.

00:13:35.305 --> 00:13:38.045

Phil: Yeah, the Game Informer podcast, oh, we're not going to spoil anything.

00:13:38.065 --> 00:13:43.325

Phil: I had to like emergency pull out the ear headphones because as it goes, like, oh, yeah.

00:13:43.345 --> 00:13:44.665

Phil: And then when I went to shut up.

00:13:44.685 --> 00:13:56.205

Phil: So but if you have a PlayStation 3 and you have played Uncharted, you must buy The Last of Us or in some way acquire it.

00:13:57.165 --> 00:14:09.865

Phil: If you haven't played the Uncharted games, but you like gritty games or games that are technically challenging or even a little bit of stealth, I hate stealth.

00:14:09.925 --> 00:14:10.945

Phil: Let's just put that out there.

00:14:11.465 --> 00:14:14.485

Phil: Ever since Splinter Cell, for the most part, I've hated stealth in games.

00:14:14.845 --> 00:14:16.465

Phil: And prior to that, I was always bad at it.

00:14:16.485 --> 00:14:18.565

Tom: Because Splinter Cell did it better than most or?

00:14:19.505 --> 00:14:25.045

Phil: They reinvented stealth on the original Xbox, I found.

00:14:25.625 --> 00:14:29.145

Phil: And also it was very pleasing graphically, which took off a lot of the edge.

00:14:29.165 --> 00:14:36.765

Phil: But also, I mean, in the original Splinter Cell, it wasn't like in Metal Gear where you had to walk a certain path and do certain things.

00:14:36.785 --> 00:14:39.005

Phil: They really gave you several different ways to do it.

00:14:39.545 --> 00:14:45.785

Phil: So if you wanted to sneak around and put on a silencer and shoot out the lights first, then you could do it that way.

00:14:45.925 --> 00:14:51.085

Phil: But if you want to do it another way, you could just go on with the lights on and all the rest of it.

00:14:52.265 --> 00:14:54.385

Phil: So yeah, I am thoroughly enjoying it.

00:14:54.525 --> 00:14:56.805

Phil: And it's not really my type of game.

00:14:56.825 --> 00:15:03.325

Phil: And I think that anyone who can appreciate challenging game mechanics is going to enjoy it.

00:15:05.105 --> 00:15:08.025

Phil: I'm going to be really interested to hear what you have to say about it.

00:15:08.645 --> 00:15:10.345

Phil: We'll probably do a spoiler cast at that point.

00:15:10.365 --> 00:15:11.625

Phil: We'll put it at the end of the show.

00:15:11.705 --> 00:15:16.945

Phil: Because by the time you beat it, no one's going to give a shit anyway, because they'll all be playing the next thing.

00:15:17.305 --> 00:15:19.145

Tom: So with that, we'll move into the news.

00:15:19.325 --> 00:15:25.305

Tom: And as has been the case in many podcasts recently, we will be beginning with Xbox One.

00:15:25.525 --> 00:15:32.745

Tom: And before we move on to the mind-blowing part, we now have official prices for all the consoles, I believe.

00:15:33.625 --> 00:15:35.785

Phil: Yeah, down here in Australia for the Next Gen.

00:15:36.985 --> 00:15:38.905

Phil: Xbox3 is going to be...

00:15:40.045 --> 00:15:41.265

Tom: $660?

00:15:41.805 --> 00:15:43.385

Phil: $660.

00:15:44.385 --> 00:15:48.005

Phil: PlayStation 4 is going to be $550.

00:15:49.185 --> 00:15:51.245

Phil: And the Wii U $430.

00:15:52.065 --> 00:16:03.145

Tom: So there's a nice bit of continuity between them all with them, each being about $100 different in price compared to one another in the way that you rate them, in descending order.

00:16:03.685 --> 00:16:05.845

Phil: This means a huge success for the Wii U.

00:16:05.905 --> 00:16:14.645

Phil: I think down here, people are going to basically be looking at the Wii, see the number of games drawing up for it, and be like, OK, well, what's next?

00:16:14.885 --> 00:16:22.265

Phil: I can spend $400, $500, or $700 if we round.

00:16:23.085 --> 00:16:37.865

Tom: Me looking at those prices, the Wii U does seem like easily the most enticing product, not just because it's so much less, but because it is close to $400, which seems a lot more reasonable than if you're moving close to $500 or over.

00:16:37.885 --> 00:16:39.605

Phil: That's pretty, yeah.

00:16:39.625 --> 00:16:42.985

Phil: I mean, in New Zealand this week, the Wii U went on sale for $200.

00:16:43.005 --> 00:16:44.165

Phil: I mean, what do you think about that?

00:16:44.185 --> 00:16:45.845

Phil: I mean, why do you think that is?

00:16:45.885 --> 00:16:50.465

Phil: Is this excess, you know, stock or...?

00:16:50.665 --> 00:16:54.645

Tom: Well, that was at Dick Smith, and they often do clearance sales like this.

00:16:54.825 --> 00:17:03.945

Tom: So what I would say is more likely than any other possible conspiracy theory, it was simply that they had a reasonable amount of Wii U's.

00:17:04.305 --> 00:17:13.205

Tom: Not a lot, like a few, in a few stores here and there that they wanted to shift to f*** up shelf space, probably for the PS4 and the Xbox One.

00:17:14.025 --> 00:17:14.865

Tom: Yeah, I agree.

00:17:14.885 --> 00:17:24.325

Tom: Which does have a conspiracy, but I think it's more due to the fact that they had probably not many lying around, which in Australia and probably New Zealand and maybe in America, you can comment on that.

00:17:24.625 --> 00:17:35.545

Tom: Generally, if shops, if shop chains have a few of any sort of console lying around, they want to then get rid of it, because consoles, of course, take up quite a bit of shelf space.

00:17:35.565 --> 00:17:36.805

Phil: Bit of shelf.

00:17:36.825 --> 00:17:41.065

Phil: In New Zealand, that could be as few as 200, right?

00:17:41.285 --> 00:17:41.825

Tom: Or less.

00:17:41.845 --> 00:17:48.745

Tom: I mean, it could literally be there were five stores with two each left in their shops, so they then had a clearance sale.

00:17:49.305 --> 00:17:51.365

Tom: Because it was pick up and collect only.

00:17:51.965 --> 00:17:52.245

Phil: Right.

00:17:52.265 --> 00:17:55.425

Phil: There's probably ten Dick Smiths in New Zealand, realistically.

00:17:56.125 --> 00:18:03.985

Phil: And if each store had three, you know, and they're looking at E3 going, oh, okay, well, we backed the wrong horse here.

00:18:05.145 --> 00:18:06.345

Phil: Let's shuffle these along.

00:18:06.745 --> 00:18:07.505

Phil: Yeah, you're right.

00:18:07.525 --> 00:18:11.785

Phil: It's actually a non-story, but damn, 199 bucks, I'd buy one.

00:18:12.345 --> 00:18:16.645

Tom: Yeah, and that's New Zealand dollars, so that's like $20 in any real currency.

00:18:17.745 --> 00:18:27.445

Phil: At least now there's a $100 separation between the Xbox3 and the PlayStation4 down here in Australia, or $110 separation.

00:18:27.845 --> 00:18:29.025

Phil: That's a big deal.

00:18:29.305 --> 00:18:30.405

Tom: Yeah, that is huge.

00:18:31.105 --> 00:18:37.465

Phil: You'd have to be pretty dedicated to the Xbox to say, okay, you know, 700 bucks.

00:18:38.645 --> 00:18:50.125

Phil: I mean, when it's all said and done, by the time you buy another controller, which is another 70 bucks, and a game, you're walking out of there over 800 bucks.

00:18:51.005 --> 00:18:51.285

Tom: Yep.

00:18:52.385 --> 00:18:59.785

Tom: Yeah, but I mean, when you compare it to previous console price launches, it's probably not as exorbitant as you might think.

00:19:00.745 --> 00:19:02.085

Phil: Oh, it's pretty exorbitant, man.

00:19:02.165 --> 00:19:12.025

Phil: I know what you're saying, that I should get used to this, but I would totally import a PlayStation 4 or Xbox3 at this point.

00:19:14.085 --> 00:19:23.245

Phil: If they had solid state drives, my only concern about importing a console from another country is how that hard drive is going to do in shipping.

00:19:23.485 --> 00:19:23.765

Tom: Yep.

00:19:24.665 --> 00:19:27.845

Tom: Well, with the PS4, you can easily change the hard drive, so...

00:19:28.705 --> 00:19:29.845

Phil: Yeah, that's true.

00:19:29.945 --> 00:19:30.525

Phil: That's true.

00:19:30.645 --> 00:19:35.525

Phil: I know for the Xbox3, it's not, so I mean, you can't change it.

00:19:35.605 --> 00:19:38.045

Phil: It's not a consumer-changeable item, so...

00:19:38.825 --> 00:19:41.745

Tom: Which is just absurd at only 500 gigabytes.

00:19:42.145 --> 00:19:46.125

Phil: Yeah, enough dilly-dallying, because we're in the area of talking about region locking.

00:19:46.925 --> 00:19:50.565

Phil: Obviously, the biggest news of this week was the Xbox One 80.

00:19:51.085 --> 00:19:52.145

Phil: You see what I did there?

00:19:52.165 --> 00:19:52.765

Tom: Yes, I did.

00:19:54.685 --> 00:19:58.465

Tom: Gobsmacked by the originality of that part.

00:19:58.585 --> 00:20:09.225

Phil: Giant Bomb basically got the scoop on this one, but we're just blazed through this, because it can't be a single person in the world who's interested in gaming that doesn't already know this, but we'll take turns.

00:20:09.225 --> 00:20:12.005

Phil: No more always online requirement.

00:20:12.365 --> 00:20:15.265

Tom: The console no longer has to check in every 24 hours.

00:20:16.185 --> 00:20:20.885

Phil: All game disks will work on Xbox One as they do on the Xbox 360.

00:20:21.145 --> 00:20:24.625

Tom: An internet connection is only required when initially setting up the console.

00:20:25.465 --> 00:20:29.785

Phil: All downloaded games will function the same when online or offline.

00:20:30.025 --> 00:20:33.225

Tom: No additional restrictions on trading games or learning disks.

00:20:34.225 --> 00:20:36.045

Phil: And region locks have been dropped.

00:20:36.885 --> 00:20:37.325

Tom: Excellent.

00:20:38.085 --> 00:20:39.105

Phil: Thank you very much.

00:20:39.945 --> 00:20:40.785

Phil: Yeah, what the hell?

00:20:41.085 --> 00:20:52.985

Phil: I mean, how do you launch a system, decree a series of rules, wait two weeks, do E3 where you're going to get the largest amount of media possible?

00:20:54.085 --> 00:21:03.145

Phil: The message comes out from E3 that basically man in the street asks Phil, so what's the deal with the Xbox One?

00:21:03.165 --> 00:21:07.465

Phil: I'm going to say $100 more, no use games, right?

00:21:07.585 --> 00:21:07.885

Phil: Yeah.

00:21:08.125 --> 00:21:14.385

Phil: I mean, the message has been set, and then a week after E3, they go the other direction.

00:21:16.085 --> 00:21:18.065

Tom: Can you imagine if they had done this at E3?

00:21:19.585 --> 00:21:20.265

Phil: On stage?

00:21:20.345 --> 00:21:20.645

Tom: Yeah.

00:21:21.465 --> 00:21:22.085

Phil: You know what?

00:21:22.265 --> 00:21:28.465

Phil: I think if Sony's conference had come first and then they had 8 hours to wait the way Sony did, they would have.

00:21:30.045 --> 00:21:31.045

Tom: That's a good point actually.

00:21:32.125 --> 00:21:38.825

Phil: They would have got up there and said, hey you guys, that last conference thing, just forget that ever happened.

00:21:39.085 --> 00:21:39.905

Phil: We're here to tell you.

00:21:39.925 --> 00:21:40.585

Tom: We were just joking.

00:21:41.025 --> 00:21:42.645

Phil: We were just joking, you know.

00:21:43.405 --> 00:21:52.005

Phil: Now this is something that Microsoft has been doing because with Windows 8 came out and they had this whole Metro thing and they took away the desktop.

00:21:52.425 --> 00:21:59.545

Phil: And now the first service, not a service pack, but the first update for Windows 8 gives you the option to boot to the desktop.

00:22:00.305 --> 00:22:04.105

Phil: It brings back the start button and on and on and on.

00:22:04.125 --> 00:22:15.085

Phil: So, I mean, on the one hand, this is a good sign that this huge corporation is able to like listen to its consumers and make changes on the fly.

00:22:16.645 --> 00:22:19.965

Phil: And in November, all of this will mean nothing, right?

00:22:20.245 --> 00:22:32.585

Phil: So for an Xbox fan, he basically goes from the last couple of weeks of enduring hell, listening to all his buddies pay out on the Xbox to go, okay, good, okay, we're done, okay.

00:22:34.025 --> 00:22:39.865

Phil: And then for everyone else, for Nintendo fans, it means nothing because they weren't going to buy this anyway.

00:22:41.105 --> 00:22:46.345

Phil: For PlayStation fans, it's like, oh, okay, well, cool, you know, I mean, whatever.

00:22:46.865 --> 00:22:50.685

Phil: But for the general gamer, in November, this means nothing.

00:22:50.705 --> 00:22:58.285

Phil: It means they go into the store, one's a hundred bucks and comes with a Kinect and maybe you think, oh, extra hundred bucks, that must be the more powerful one.

00:22:59.165 --> 00:23:02.525

Phil: Better off investing now than later, and I already have an Xbox Live.

00:23:04.305 --> 00:23:07.885

Phil: Or you go into the store and go, oh, PlayStation 4 is a hundred bucks less.

00:23:08.545 --> 00:23:09.705

Phil: I'll get the PlayStation 4.

00:23:10.705 --> 00:23:14.285

Phil: So there you go, that's my entire take on this whole flip flop.

00:23:14.945 --> 00:23:18.805

Tom: Well, has this changed your opinion as to your interest in getting one?

00:23:19.565 --> 00:23:21.185

Phil: Oh yeah, at this point, I'll get one.

00:23:21.425 --> 00:23:21.725

Tom: Okay.

00:23:22.405 --> 00:23:24.305

Phil: If the games are there, I'll get one.

00:23:25.105 --> 00:23:30.285

Phil: I mean, I got and enjoyed a 360 this generation along with my PlayStation 3.

00:23:31.265 --> 00:23:39.125

Phil: And now that I know that I'll be able to play these games forever, which was my one hang up with it, I'd happily buy one.

00:23:40.345 --> 00:23:47.685

Phil: The thing is, they do have this, you have to, internet connection is required when initially setting up the console.

00:23:48.565 --> 00:23:51.245

Phil: I believe that this requirement will be dropped in a couple of months.

00:23:52.105 --> 00:24:11.305

Tom: They don't really go into detail on what that means, because they do say all games will work on Xbox One as they do on Xbox 360, which implies that they should work without necessarily having to connect online to the internet when you first set up, as that will be contradicting that.

00:24:11.985 --> 00:24:22.645

Phil: Yeah, but what they're saying is, you buy the fucking console, you bring it home, you want to play it, you got to first hook it up to the internet, and the reason for that is, this console is launching in four months.

00:24:22.845 --> 00:24:33.645

Phil: I mean, they have already, this is going to be a firmware update for consoles that have already been manufactured or are in the pipeline being manufactured for the next month and a half, right?

00:24:33.905 --> 00:24:54.725

Phil: So a lot of these things like region locking and requiring the internet to play every game and 24-hour check-ins, a lot of that stuff is going to be not in the firmware necessarily, probably the region locks are, but a lot of that's going to be built in on the chip as a part of the operating system of the Xbox3.

00:24:55.185 --> 00:24:59.005

Phil: So that's what that update is all about.

00:24:59.065 --> 00:25:10.665

Phil: I guarantee that after the first couple of months, when they've sold through their initial merchandise, that this thing will just be a regular console you can take home, never connect to the internet and play discs on.

00:25:11.385 --> 00:25:14.665

Tom: So just wait a few months before getting one, is what you're saying.

00:25:15.045 --> 00:25:16.565

Phil: Which you should anyway, really.

00:25:16.585 --> 00:25:38.325

Tom: Now, my only thing with this is, my only take on what you've already said would be that when they did have these features, which is what they were, it made more sense to have such a higher price, even though they were features that no one was going to enjoy.

00:25:38.405 --> 00:25:43.345

Tom: There was something there to differentiate the price visibly more than just Kinect.

00:25:43.365 --> 00:25:53.825

Tom: So actually removing this stuff, even though it is of course stuff no one wants in there, makes it seem even harder to take the higher price to me.

00:25:55.605 --> 00:26:02.485

Phil: Well, I mean, the higher price is necessitated by one thing and one thing only, and that is the Kinect, right?

00:26:03.245 --> 00:26:04.305

Tom: Absolutely, I understand that.

00:26:04.325 --> 00:26:11.185

Tom: I just mean when you then compare the features, it's even less differentiated.

00:26:11.405 --> 00:26:17.785

Phil: Well, okay, I'm just going to get into the nitty-gritty of where I stand on the hardware in terms of PlayStation 3 and 360.

00:26:17.805 --> 00:26:19.385

Phil: The only thing I have...

00:26:19.705 --> 00:26:36.105

Phil: They all look comparable to me, but Jonathan Blow says that the developer, Braid, says that the Xbox3 will dedicate basically a third of its RAM to the three different operating systems that it is running, whereas the PlayStation 4 does not.

00:26:36.365 --> 00:26:38.125

Phil: Now, you know, take that with a grain of salt.

00:26:38.145 --> 00:26:44.325

Phil: He's going to be launching his next game, The Witness, on the PlayStation 4 along with the PC, but he's also a fairly straightforward guy.

00:26:44.345 --> 00:26:49.665

Phil: I don't think he's going to put his credibility online with other developers by, you know, just saying something that's not true.

00:26:50.805 --> 00:26:54.765

Phil: Okay, so having said that, let's say that both of them are equal in terms of hardware.

00:26:55.165 --> 00:26:58.225

Phil: Both of them now charge the same amount for online play.

00:26:59.805 --> 00:27:01.965

Phil: Both of them are DRM-free.

00:27:02.025 --> 00:27:03.525

Phil: Both of them are region-free.

00:27:03.525 --> 00:27:06.265

Phil: Both of them now apparently have excellent controllers.

00:27:07.145 --> 00:27:18.405

Phil: And you'll be interested to note, I didn't know if you heard from the Killzone developers, they're moving the aim and the shoot down to the triggers as opposed to the R1, L1.

00:27:19.305 --> 00:27:20.025

Tom: No, I do not.

00:27:20.785 --> 00:27:22.865

Tom: That's our miniature Yakuza Kills one minute.

00:27:23.985 --> 00:27:28.245

Phil: Forty seconds, so they moved them down to the R2, L2.

00:27:29.705 --> 00:27:40.545

Phil: So yeah, in terms of differentiation, the only thing now standing, until people mention how much the games are going to cost themselves, is the $100.

00:27:40.645 --> 00:28:04.245

Phil: And it would be easy for Microsoft at this point, who has already done the market research, has in fact already successfully implemented a subsidized game console plan in the United States, not only in their own stores, but other large retailers like Best Buy and Walmart, where you can go in and buy a $99.360 with a two-year subscription to Xbox Live Gold, right?

00:28:04.505 --> 00:28:04.765

Tom: Yep.

00:28:05.625 --> 00:28:26.045

Phil: If you take away this $100 advantage that Sony has with a subsidized Microsoft plan, which I honestly fully intend will come before launch, then why would you get the Sony, if you've already got an Xbox Live account with your friends list and your points and everything else?

00:28:26.985 --> 00:28:32.845

Tom: Well, that would be a major selling point, but you'd still have your $360.

00:28:34.545 --> 00:28:43.405

Phil: Yeah, you'd still have your $360, but $360, like I said last week, they're going to drop the $360 like a hot potato.

00:28:43.605 --> 00:28:49.965

Phil: Sony is sticking by the PlayStation 3 with these major masthead games coming out this year.

00:28:50.765 --> 00:28:54.205

Phil: After November, you are not going to find a $360 game.

00:28:54.225 --> 00:29:00.925

Phil: I guess third-party publishers, like the big stuff like Madden and Call of Duty and everything will still continue to come out for it.

00:29:01.625 --> 00:29:07.325

Phil: But their lineup has been pretty slim for the last eight months anyway.

00:29:07.525 --> 00:29:18.165

Tom: But those people, do you think it's necessarily worth the investment for them to pay so much just to keep up with their friends that might move on to the Xbox One?

00:29:19.025 --> 00:29:25.905

Phil: Well, if you look at, you know, you're talking about how, like, you'll probably only get a PlayStation 4 because of, you know, your friends on Killzone.

00:29:26.085 --> 00:29:26.345

Phil: Yeah.

00:29:27.285 --> 00:29:29.005

Phil: So you've answered your own question there.

00:29:29.025 --> 00:29:38.325

Tom: Well, well, yes and no, because I think the thing is, let's look back at the Xbox One, the actual Xbox One.

00:29:38.905 --> 00:29:43.285

Tom: Moving on from that, I cannot remember a single person from my friends list there.

00:29:43.305 --> 00:29:44.805

Tom: Take it that I can remember one.

00:29:45.245 --> 00:29:50.965

Tom: Apart from one, I can't remember a single person I had on there that I did not know from anywhere else.

00:29:50.965 --> 00:29:58.625

Tom: So with the people that I'm moving on to the PS4 with, it would be with people I know in other avenues.

00:29:58.625 --> 00:30:10.985

Tom: So if it did actually come down to it, if the Xbox One had 50 exclusives that I wanted, I would go for it over the PS4 and just miss out on Killzone 4.

00:30:12.185 --> 00:30:20.285

Phil: Not to get too high pollutant about this, but Xbox Live as a social network is relevant and is valid as Twitter or Facebook, which I know to you means nothing.

00:30:20.325 --> 00:30:29.665

Phil: But what I'm saying is you can't just leave Facebook for Google Plus and then tell your 20 friends, hey, guys, I miss hearing from you.

00:30:29.685 --> 00:30:35.905

Phil: Come over here to Google Plus because they've all got 20 people of their own who are still on Facebook, right?

00:30:36.465 --> 00:30:38.505

Phil: And that's what I'm saying about Xbox Live.

00:30:38.525 --> 00:30:46.745

Phil: If you've been playing Call of Duty for the last five years on Xbox Live, you have a game score of 75,000.

00:30:46.825 --> 00:30:48.265

Phil: You have a name that's known.

00:30:48.485 --> 00:30:50.285

Phil: You have a reputation.

00:30:50.585 --> 00:30:58.505

Phil: You're not going to, for $100, switch over to the PlayStation 4 and then start rolling with these noobs you don't know.

00:30:58.525 --> 00:31:02.405

Phil: And then you tell your friends, hey, dude, PlayStation 4 is really cool.

00:31:02.425 --> 00:31:08.205

Phil: Yeah, that's fine, but everyone is still on the Xbox Live.

00:31:08.225 --> 00:31:08.925

Phil: That's where we are.

00:31:11.025 --> 00:31:12.425

Tom: I'd say that's probably fair enough.

00:31:12.905 --> 00:31:14.105

Phil: Region locks have been dropped.

00:31:14.285 --> 00:31:15.725

Phil: Great for us, obviously.

00:31:15.745 --> 00:31:18.265

Phil: The 360 was region locked.

00:31:18.765 --> 00:31:20.225

Phil: It was left up to the publishers.

00:31:20.845 --> 00:31:26.905

Phil: And then whenever Microsoft wanted to not allow Japanese people to import, they would apply it to a game.

00:31:26.925 --> 00:31:28.065

Phil: So that was fair.

00:31:28.325 --> 00:31:33.505

Phil: So this is even better, that if they're just going to drop all region locking, makes my life a lot easier.

00:31:33.765 --> 00:31:41.485

Tom: And this is the only part, the only feature where the PS4 and Xbox One are both ahead of the Wii U.

00:31:41.605 --> 00:31:49.245

Phil: Yeah, but no bagging on Nintendo in this regard because that's always been their policy, like forever.

00:31:50.025 --> 00:31:52.425

Phil: So, you know, at least they're consistent.

00:31:52.665 --> 00:31:55.045

Phil: You know what you're getting into when you buy a Nintendo platform.

00:31:55.185 --> 00:31:56.225

Phil: Yeah.

00:31:56.345 --> 00:32:06.905

Phil: Phil Fish, who is a racist, the guy behind Fez, he's racist because of the comments he made about Japanese game developers at GDC last year.

00:32:06.925 --> 00:32:13.765

Tom: So, there's probably quite a few people who would say you're racist for your comments made last week about Nintendo.

00:32:13.785 --> 00:32:14.085

Phil: No, no.

00:32:14.305 --> 00:32:15.805

Phil: Nintendo was racist.

00:32:15.825 --> 00:32:20.885

Tom: No, I understand that, but the accusations, there would be people who would think that was racist.

00:32:21.305 --> 00:32:24.765

Tom: I'm not saying they'd be right, but that would be an interpretation held by many.

00:32:25.465 --> 00:32:33.685

Phil: No, well, I'm supported on probably the most listened to podcast on the internet and the number one podcast on Neogaf.

00:32:34.045 --> 00:32:35.705

Phil: Guess what they were talking about this week?

00:32:36.745 --> 00:32:37.785

Tom: Nintendo's racism?

00:32:38.405 --> 00:32:38.885

Phil: Yes.

00:32:40.265 --> 00:32:47.545

Phil: They were talking about how Nintendo was so racist, and everyone knows what podcast I'm listening to.

00:32:47.625 --> 00:32:55.005

Tom: By its very nature, I don't think the majority defense is a very good one to choose when dealing with racism.

00:32:55.485 --> 00:32:58.265

Phil: No, I'm not giving a defense to my actions.

00:32:58.805 --> 00:33:00.045

Phil: I was calling out racism.

00:33:00.585 --> 00:33:04.445

Phil: You know, the first thing people want to do when they're called a racist is to call me racist.

00:33:04.465 --> 00:33:05.265

Phil: Well, guess what?

00:33:05.565 --> 00:33:08.105

Phil: They're the racist, because I got in first.

00:33:08.385 --> 00:33:09.925

Phil: All I'm doing is telling that...

00:33:09.945 --> 00:33:11.785

Phil: I'm not calling for any majority defense.

00:33:11.925 --> 00:33:16.845

Phil: All I'm saying is other podcasts are listening, and they're riding our coattails again.

00:33:17.205 --> 00:33:20.285

Phil: And I thought that this had come to a stop when we got no listeners.

00:33:21.085 --> 00:33:24.825

Phil: But apparently, this has started again.

00:33:24.845 --> 00:33:26.865

Phil: And I will be listening.

00:33:27.305 --> 00:33:32.965

Phil: I will be listening to the most popular podcasts, and I will be calling you guys out when you steal our shtick.

00:33:33.345 --> 00:33:34.265

Phil: It's not even a shtick.

00:33:34.905 --> 00:33:36.645

Phil: We can't make this stuff up.

00:33:36.705 --> 00:33:37.665

Phil: It's so bad.

00:33:38.665 --> 00:33:42.965

Phil: Anyway, the racist Phil Fish won't be releasing Fez 2 for any Xbox platforms.

00:33:42.985 --> 00:33:47.005

Phil: And you remember this is the cheapskate who released the broken game for the 360?

00:33:47.025 --> 00:33:48.585

Tom: Yep, and then begged for money to fix it.

00:33:49.225 --> 00:33:49.605

Phil: Nice.

00:33:49.865 --> 00:33:52.845

Tom: And they didn't give me a review copy either for Steam, so fuck them.

00:33:54.605 --> 00:34:01.545

Phil: That's another reason to buy an Xbox, is because racist Phil Fish will not be releasing Fez 2 for it.

00:34:02.345 --> 00:34:03.025

Phil: And guess what?

00:34:03.625 --> 00:34:04.265

Phil: I'll be buying...

00:34:04.785 --> 00:34:07.005

Phil: Oh no, I'm not going to buy any of his racist games.

00:34:07.725 --> 00:34:21.065

Phil: So over there at Sony, their response has got to be, well, it was good while it lasted, and this week we were reminded how great Sony is on the internet, and hopefully our $5 a month will help them buy new servers and whatnot.

00:34:21.085 --> 00:34:23.445

Phil: Why don't you tell us what happened over there?

00:34:23.465 --> 00:34:40.725

Tom: Well, basically they released update version 4.45, which featured probably the best update they have ever released online, and the only notable one, the other notable update was when they removed Linux, which is obviously not a good update.

00:34:40.725 --> 00:34:41.785

Tom: So with this update...

00:34:42.485 --> 00:34:45.385

Phil: No, no, the best update was when they...

00:34:45.405 --> 00:34:51.205

Phil: remember that time that February had 28 days?

00:34:51.805 --> 00:34:52.165

Tom: Oh, yeah.

00:34:52.325 --> 00:35:02.325

Phil: And then to save energy costs, they disabled your PlayStation 3 from being able to play any games.

00:35:03.745 --> 00:35:08.005

Tom: Well, it was good for the environment and also for your electricity bills.

00:35:08.985 --> 00:35:10.185

Phil: What did this moot patch do?

00:35:10.405 --> 00:35:18.245

Tom: Well, what it was meant to do was give the option to finally turn off trophy notifications, which I would have been all over.

00:35:18.625 --> 00:35:18.905

Tom: And...

00:35:19.625 --> 00:35:20.365

Phil: Oh, that's pretty good.

00:35:20.385 --> 00:35:26.585

Phil: You know, in Last of Us, there are notoriously very few trophies because they did not want to break the immersion of the game.

00:35:27.205 --> 00:35:28.285

Tom: True does to them for that.

00:35:28.925 --> 00:35:32.825

Tom: I mean, they've got trophies popping up every 12 seconds on Uncharted.

00:35:33.625 --> 00:35:35.585

Phil: Yeah, it's like a teenage boy on the Internet.

00:35:35.705 --> 00:35:36.045

Tom: Yeah.

00:35:37.465 --> 00:35:47.365

Tom: So, unfortunately, apart from giving the option to disable your trophy notifications, it also disabled many people's PS3s.

00:35:48.145 --> 00:35:48.525

Phil: Yes.

00:35:49.505 --> 00:35:55.125

Phil: And you might be thinking, oh, this is probably only disabling old PlayStation 3s.

00:35:55.145 --> 00:36:01.405

Phil: But no, if you go onto the Sony forums, it's PlayStation Fats, it's PlayStation Slims, it's PlayStation Slims.

00:36:01.425 --> 00:36:02.825

Phil: It's PlayStation Virginia Slims.

00:36:04.885 --> 00:36:06.145

Phil: They're all being taken down.

00:36:06.165 --> 00:36:11.745

Phil: Basically, after you apply this update, it just camps you out on the ribbon sparkly screen.

00:36:11.905 --> 00:36:12.225

Tom: Yep.

00:36:12.825 --> 00:36:14.205

Phil: And you can't proceed from there.

00:36:14.445 --> 00:36:21.945

Tom: Yeah, and they have taken it offline, so you don't need to worry about accidentally signing in and somehow accidentally updating.

00:36:22.585 --> 00:36:25.165

Tom: So at least that risk is now gone.

00:36:25.285 --> 00:36:29.345

Tom: But So2 has the option to turn off trophy notifications.

00:36:29.805 --> 00:36:30.845

Tom: So it's a sad day.

00:36:31.725 --> 00:36:37.765

Phil: If you're a pig and you have enough PlayStation 3s, you can build a brick house, because that's all your PlayStation 3 is going to be good for.

00:36:38.765 --> 00:36:41.405

Phil: There is actually a workaround.

00:36:41.405 --> 00:36:45.785

Phil: I didn't know this, but you can boot your PlayStation into safe mode and then restore it.

00:36:46.965 --> 00:36:57.645

Phil: Yeah, if you press and hold the power button, and it beeps, and it'll beep twice, and it'll beep twice again, it boots into its safe mode, and then you can either choose to restore it or reformat it.

00:36:57.765 --> 00:36:58.825

Phil: So that's kind of cool.

00:36:59.285 --> 00:37:10.325

Tom: Did you know you can also, on the PlayStation Fats, clean the PS3 by having the fan go on at maximum speed for a short period?

00:37:11.525 --> 00:37:12.025

Phil: How?

00:37:12.725 --> 00:37:21.205

Tom: What you do is you turn it off at the back, then you hold down the power button, and I may be remembering this incorrectly, but something like this.

00:37:21.425 --> 00:37:29.845

Tom: You hold down the power button, then you turn it back on the back, and the fan will go on at an extreme speed for about 15 seconds.

00:37:30.465 --> 00:37:34.325

Phil: Oh, like my PlayStation 3 doesn't summer for about four months.

00:37:34.465 --> 00:37:34.765

Tom: Yeah.

00:37:36.285 --> 00:37:37.165

Phil: That's pretty cool.

00:37:37.205 --> 00:37:42.385

Phil: Okay, so all in all, you were not going to be buying one of these Xbox ones anyway.

00:37:42.405 --> 00:37:44.645

Phil: I mean, god, 700 bucks!

00:37:45.165 --> 00:37:58.305

Tom: Yeah, I mean, there is nothing that appeals to me on the console except for D4, I swear it's a new game, but there was not a single Xbox game that at all piqued my interest whatsoever.

00:37:58.825 --> 00:38:07.965

Phil: Yeah, and I do want to say, I've heard from some people, the games we omitted from last week's coverage, you could have heard about and you did hear about everywhere else.

00:38:07.985 --> 00:38:12.385

Phil: The games we chose to talk about in our E3 coverage were games that we were interested in.

00:38:12.405 --> 00:38:14.645

Phil: And that wasn't much.

00:38:15.665 --> 00:38:21.125

Phil: Yeah, I mean, Titanfall is obviously on the, it's a Microsoft exclusive PC, Xbox One.

00:38:21.605 --> 00:38:22.945

Phil: That's the game from Respawn.

00:38:22.965 --> 00:38:27.505

Phil: That's arguably the most attractive game that they've got as an exclusive over there.

00:38:27.665 --> 00:38:28.705

Tom: Absolutely.

00:38:28.745 --> 00:38:35.365

Phil: But yeah, I mean, it looks phenomenal, but not for me, but for you maybe, it's all multiplayer online.

00:38:35.865 --> 00:38:42.485

Tom: I mean, for me, that's something I would be interested in following from a distance without actually playing it.

00:38:42.505 --> 00:38:46.585

Tom: But I have no interest in playing a Respawn game.

00:38:46.745 --> 00:38:50.825

Tom: I mean, let's be honest, it's going to be another Call of Duty.

00:38:51.905 --> 00:38:52.745

Phil: I'm not interested.

00:38:52.945 --> 00:38:53.245

Tom: Yeah.

00:38:53.345 --> 00:39:03.965

Tom: The closest thing that the people involved with it have done to doing something new and interesting was the Call of Duty 4 reboot where they rebooted the Call of Duty series.

00:39:03.985 --> 00:39:06.685

Tom: The only thing they changed was the setting.

00:39:07.165 --> 00:39:19.025

Tom: They did not change anything about the gameplay, so I'm assuming this is just going to be Call of Duty in space, which is fascinating and it would be fun, but at this stage, meh.

00:39:20.145 --> 00:39:22.305

Tom: I've had about 10 years of Call of Duty, that's enough.

00:39:22.965 --> 00:39:23.705

Phil: Meh, indeed.

00:39:24.585 --> 00:39:25.225

Phil: Meh, indeed.

00:39:26.045 --> 00:39:30.125

Phil: We didn't talk about Mirror's Edge 2 last week, though.

00:39:30.185 --> 00:39:33.765

Tom: But we were meant to, so that was just an error on our parts.

00:39:34.125 --> 00:39:37.725

Phil: Yeah, and so I mean, number one, DICE is developing it.

00:39:37.745 --> 00:39:44.885

Phil: I thought if EA was going to bring back Mirror's Edge 2, they would just totally exploit the fuck out of it and give it to some no-name developer.

00:39:45.785 --> 00:39:50.025

Phil: But the fact that DICE is doing it means this is going to be a labor of love, just like the first one.

00:39:50.925 --> 00:39:58.025

Tom: And the trailer just looked extremely good, and if that is the gameplay, that is going to be just incredible.

00:39:58.085 --> 00:40:14.545

Tom: And once again, the color scheme bothers me, but I think it actually works better with how the graphics are now, because from watching the trailer, it moved at a much faster pace, and there was much more fluency.

00:40:14.545 --> 00:40:32.845

Tom: So with the extreme color scheme they were using, it made the color sort of meld together more and blend together, whereas on the original, because it was slower, you were staring at these primary colors as static things, so it should be less distracting here.

00:40:32.845 --> 00:40:45.845

Phil: Yeah, it has a much more fluid look to it, a little bit more evocative of the original Alan Wake, which had this, like I've talked before, an otherworldly effect that was somewhat closer to reality.

00:40:47.365 --> 00:40:57.105

Phil: I think, yeah, so much more closer to human vision than camera vision, and maybe that's one thing that the next generation of consoles is going to be able to bring to us.

00:40:58.185 --> 00:41:04.405

Phil: So that is a game that we did not mention last week that we totally planned on and should have mentioned, but...

00:41:04.785 --> 00:41:07.085

Tom: And we didn't mention Halo 5 because we don't care.

00:41:07.945 --> 00:41:10.125

Phil: Well, and they didn't even say it was Halo 5.

00:41:10.145 --> 00:41:13.785

Phil: They were just like the next Halo game, and it was basically Master Chief in a poncho.

00:41:13.805 --> 00:41:16.605

Tom: I think it's been since confirmed as Halo 5.

00:41:16.625 --> 00:41:16.965

Phil: It has?

00:41:17.305 --> 00:41:21.985

Tom: Well, I don't know if it's been confirmed, but everyone is referring to it as Halo 5, so...

00:41:22.065 --> 00:41:23.445

Phil: Well, okay, great.

00:41:23.465 --> 00:41:24.285

Phil: I mean, good on ya.

00:41:25.265 --> 00:41:27.325

Phil: You know, I loved Halo 4, so...

00:41:28.245 --> 00:41:31.825

Phil: Let's move on to If It's Okay, Good Sir, NPD.

00:41:32.105 --> 00:41:34.565

Tom: Well, it's not okay, but I will humor you.

00:41:34.985 --> 00:41:38.445

Phil: Well, it happens about once a month, and this month we're gonna do something a little bit different.

00:41:38.705 --> 00:41:44.645

Phil: I will say that overall retail, the industry was down by 25% over this time last month.

00:41:46.945 --> 00:41:53.325

Phil: Massively huge, and it was so bad that, you know, consoles weren't releasing hardware sales figures.

00:41:53.365 --> 00:41:57.025

Phil: I mean, usually Microsoft wants to do that, that they weren't even trumpeting that.

00:41:57.045 --> 00:42:00.765

Phil: This week I think they were even below the DS or 3DS or whatever.

00:42:00.785 --> 00:42:01.345

Phil: It doesn't matter.

00:42:01.505 --> 00:42:13.845

Tom: Do you think that this is because of E3 and the new consoles given release dates and prices, or do you think it is just indicative of the general downturn getting even worse?

00:42:14.365 --> 00:42:16.285

Phil: It's May, and it's just the downturn.

00:42:17.105 --> 00:42:24.705

Phil: It's the lack of exciting games, because Last of Us doesn't hit in this one, and Last of Us isn't exclusive, so it doesn't count.

00:42:25.045 --> 00:42:29.745

Phil: But just looking at the top ten here, and I'll give you time to think over this.

00:42:29.765 --> 00:42:33.765

Phil: I'll tell the viewers at home, listeners at home what the top ten were, in order.

00:42:34.225 --> 00:42:36.565

Phil: Just let me know if any of these jump out at you at all.

00:42:36.845 --> 00:42:39.865

Phil: Starting at number ten, Lego Batman 2.

00:42:40.445 --> 00:42:43.485

Phil: Quite frankly, it's only on the list, because it was released for every console.

00:42:43.545 --> 00:42:56.745

Phil: So Lego Batman 2, Battlefield 3 for the HD systems, Bioshock Infinite at number eight, NBA 2K13, it's NBA finals time in the United States.

00:42:57.445 --> 00:42:58.745

Phil: Metro Last Light.

00:42:59.365 --> 00:43:01.905

Tom: That's surprising to see it that high, I would say.

00:43:02.945 --> 00:43:04.865

Tom: And it has done very well.

00:43:04.885 --> 00:43:07.765

Tom: I believe it sold over 3 million units thus far.

00:43:07.785 --> 00:43:13.205

Tom: So that is absolutely huge when you consider how niche 2033 was.

00:43:14.345 --> 00:43:24.865

Tom: And even more shocking, even more shocking, the sales of 3 million units, according to the publishers Deep Silver, this was a great result as opposed to a crushing disappointment.

00:43:25.965 --> 00:43:28.585

Phil: Well, Deep Silver is a much smaller developer.

00:43:28.605 --> 00:43:37.105

Phil: I don't even think or know actually, I don't think that they're publicly held like these other companies that crow about how poor these sales are.

00:43:38.265 --> 00:43:39.965

Phil: And they're a much slimmer operation.

00:43:40.005 --> 00:43:44.565

Phil: Obviously, yeah, I mean, so that's great that they appeared at all.

00:43:45.405 --> 00:43:55.045

Phil: Luigi's Mansion, 3DS, number 4, Dead Island Riptide, which is just basically a cheap cash in, got in number 4.

00:43:55.085 --> 00:43:57.765

Tom: And that is another Deep Silver published game, by the way.

00:43:57.785 --> 00:43:59.845

Phil: Yeah, it is actually two in the top ten.

00:43:59.865 --> 00:44:02.085

Phil: So they're doing very well at the moment.

00:44:02.965 --> 00:44:08.045

Phil: They'll be churning out some regrettable games soon with their ill-gotten gains.

00:44:08.305 --> 00:44:12.905

Phil: Number 3, Donkey Kong Country Returns for the 3DS and Wii, not Wii U.

00:44:13.145 --> 00:44:17.705

Tom: So clearly everyone hates this series, as has been shown with the backlash.

00:44:18.265 --> 00:44:19.305

Phil: Yep, and number...

00:44:20.305 --> 00:44:22.165

Phil: Yep, people talking with their wallets.

00:44:22.225 --> 00:44:22.545

Tom: Yep.

00:44:23.885 --> 00:44:26.005

Phil: Number 2, Call of Duty Black Ops 2.

00:44:26.405 --> 00:44:26.905

Phil: Why not?

00:44:27.285 --> 00:44:28.185

Tom: Not a surprise there.

00:44:28.885 --> 00:44:29.605

Phil: Yep, why not?

00:44:29.845 --> 00:44:33.945

Phil: And then finally, again, this totally surprises me.

00:44:34.905 --> 00:44:39.685

Tom: I was in some disagreement with you as it too had been surprising, and on the VG press...

00:44:40.805 --> 00:44:42.105

Phil: We haven't said what game it is yet.

00:44:42.165 --> 00:45:02.065

Tom: Yep, Robio did in fact confirm that it has a lot to do with the comic it's based on, and God's Among Us is actually a comic book series, I believe he said, so it is in the title, as we were wondering about a while ago, so that's not actually surprising that it might still be up so high, I would say.

00:45:02.085 --> 00:45:12.025

Phil: Well, in Injustice God's Among Us, the fighting game made by the Mortal Kombat guys set on the DC universe is number one seller.

00:45:12.785 --> 00:45:24.425

Phil: So God's Among Us, I mean, if comic book aficionados and collectors bought it just because of collecting, I mean, that's good for what, 16,000 copies?

00:45:25.365 --> 00:45:28.705

Phil: But the rest of it, I guess it's a new fighting game.

00:45:28.965 --> 00:45:30.665

Tom: And it has Batman in it, so...

00:45:31.245 --> 00:45:34.785

Phil: So, NPD, probably the most boring month of them all.

00:45:34.805 --> 00:45:43.525

Phil: Of those ten, if I were to give you a free pass that says you can buy any of these games that you haven't already played, go ahead and get it, what would it be?

00:45:43.965 --> 00:45:45.605

Tom: Any single one or all of them?

00:45:45.625 --> 00:45:46.845

Phil: Any single one, just one.

00:45:47.705 --> 00:45:49.305

Tom: Does it have to be for a console I have?

00:45:49.325 --> 00:45:51.225

Tom: Are you going to throw in a console for me as well?

00:45:51.245 --> 00:45:56.225

Phil: No, free console thrown in, but you can only use that console to play this one game, then I take the console back.

00:45:56.525 --> 00:45:58.365

Tom: Luigi's Mansion, Dark Moon.

00:46:01.545 --> 00:46:02.645

Phil: Really?

00:46:02.765 --> 00:46:03.205

Tom: Easily.

00:46:03.925 --> 00:46:07.185

Phil: I have a 3DS, why would I want to buy Luigi's Mansion 2?

00:46:07.805 --> 00:46:11.465

Tom: Because it's Luigi's Mansion and it is, by all accounts, awesome.

00:46:12.945 --> 00:46:14.385

Phil: Mario!

00:46:16.565 --> 00:46:17.445

Phil: Mario!

00:46:17.465 --> 00:46:22.445

Tom: If you're not a fan of Luigi's Mansion, I take it.

00:46:23.725 --> 00:46:24.945

Phil: I dug it, it's cool.

00:46:24.965 --> 00:46:30.005

Phil: I bought it at fucking launch with a console to play it, so I'd say I'm a pretty big fan.

00:46:30.405 --> 00:46:31.985

Tom: So then what are you complaining about?

00:46:32.885 --> 00:46:34.205

Phil: I sold it back 2 weeks later.

00:46:36.265 --> 00:46:36.965

Phil: Those were the days.

00:46:38.225 --> 00:46:40.165

Tom: What single game on this would you buy?

00:46:41.205 --> 00:46:48.045

Phil: You know, it'd be a toss up between Bioshock Infinite or Donkey Kong Country Returns.

00:46:50.685 --> 00:46:53.145

Phil: I'm not sure I could go back to Wii graphics at this point.

00:46:54.345 --> 00:46:56.625

Tom: I would hope you get Donkey Kong Country Returns.

00:46:56.645 --> 00:46:59.005

Tom: That is a challenging 2D platform.

00:46:59.025 --> 00:47:00.685

Tom: You do realize that, right?

00:47:01.205 --> 00:47:06.845

Phil: I know what it is, and I beat Donkey Kong Country 1, 2 and 3.

00:47:07.265 --> 00:47:09.305

Phil: So I know what I'm getting into here.

00:47:10.085 --> 00:47:10.705

Phil: Oh, God!

00:47:11.405 --> 00:47:18.645

Tom: How can you have beaten Donkey Kong Country yet have so much trouble with Mario, which is much easier to play?

00:47:19.165 --> 00:47:20.385

Phil: It was made by Rare.

00:47:20.665 --> 00:47:24.185

Phil: It was made by English speaking people, and I understood where they were coming from.

00:47:26.185 --> 00:47:27.605

Phil: And I played a lot.

00:47:27.965 --> 00:47:30.805

Phil: And I didn't beat 3 until about 2 years ago.

00:47:31.565 --> 00:47:32.685

Phil: But I don't know.

00:47:32.785 --> 00:47:34.105

Phil: These things don't make sense.

00:47:34.325 --> 00:47:37.685

Phil: You know, it's very complicated.

00:47:39.465 --> 00:47:40.585

Phil: All right, well, you know what?

00:47:40.605 --> 00:47:47.445

Phil: I'd probably get Call of Duty Black Ops 2 just so I could see what the Nintendo Wii U console thing was like.

00:47:48.125 --> 00:47:48.925

Phil: So there you go.

00:47:48.945 --> 00:47:52.865

Phil: That's the game I'd get Call of Duty Black Ops 2 for the Nintendo Wii U.

00:47:52.925 --> 00:47:53.585

Tom: Excellent.

00:47:55.225 --> 00:48:00.385

Tom: The only way you could have chosen a less popular choice was to go with Dead Island, I would say.

00:48:01.225 --> 00:48:05.365

Phil: Yeah, for the decapitated booby torso.

00:48:07.165 --> 00:48:12.185

Tom: So moving on from NPD, we've got a final short bit of news here.

00:48:12.865 --> 00:48:22.145

Tom: And we're just leading to it by announcing that apparently the Oculus Rift received in total $16 million in backing on Kickstarter.

00:48:22.745 --> 00:48:23.365

Phil: Yeah, right on.

00:48:23.525 --> 00:48:24.825

Tom: Yep, so that is huge.

00:48:24.965 --> 00:48:39.905

Tom: And even bigger news related to the Oculus Rift is that there is going to be the erotic game that everyone backing the project for no doubt has fantasized about and secretly, secretly donated their money for.

00:48:40.005 --> 00:48:48.745

Tom: And this is going to be made by developers who worked on the likes of Rage, the Call of Duty series, Lost Planet, Madden and Planetside 2.

00:48:49.285 --> 00:48:50.805

Tom: It's called...

00:48:51.125 --> 00:48:51.825

Tom: What's it called?

00:48:51.845 --> 00:48:52.305

Tom: I've forgotten.

00:48:53.025 --> 00:48:54.805

Phil: Oculus Rift Erotic Adventure Game?

00:48:54.825 --> 00:48:55.985

Tom: No, that's not the title of it.

00:48:56.925 --> 00:48:57.505

Tom: That's not...

00:48:57.525 --> 00:49:04.325

Tom: The game is called Wicked Paradise, and it's described as a world with highly realistic inhabitants.

00:49:04.345 --> 00:49:09.165

Tom: You could walk into a bar, notice a beautiful lady, start talking to her and seduce her.

00:49:09.185 --> 00:49:13.625

Phil: How are you going to do that?

00:49:15.785 --> 00:49:17.665

Phil: Certainly not using my wit and charm.

00:49:19.205 --> 00:49:23.305

Tom: Is anyone noticing a small problem with the Oculus Rift interface here?

00:49:23.805 --> 00:49:25.885

Tom: What's going to happen when you have seduced her?

00:49:26.625 --> 00:49:28.525

Phil: Okay, here's the biggest problem.

00:49:29.125 --> 00:49:30.825

Phil: Imagine walking into a bar.

00:49:31.085 --> 00:49:33.225

Phil: Okay, I'm with you up to that point.

00:49:34.985 --> 00:49:36.885

Phil: I walk to the bar, I order a drink.

00:49:37.245 --> 00:49:38.985

Phil: Okay, this is all good so far.

00:49:39.605 --> 00:49:40.625

Phil: Order another drink.

00:49:40.785 --> 00:49:42.065

Phil: Okay, great.

00:49:42.705 --> 00:49:50.025

Phil: Notice a beautiful lady, feel insecure, ignore her, have another drink, leave the bar.

00:49:51.345 --> 00:49:55.145

Phil: I mean, if this is a reality simulator, that's what would happen in my life.

00:49:56.365 --> 00:49:58.505

Phil: I'm supposed to talk to her and seduce her?

00:49:59.285 --> 00:50:00.845

Phil: You can do that in Yakuza games.

00:50:01.425 --> 00:50:02.405

Tom: Yep, indeed.

00:50:02.705 --> 00:50:05.525

Tom: But it's not virtual reality in Yakuza games.

00:50:06.485 --> 00:50:16.445

Phil: Well, the Oculus Rift, I will answer your question, but the Oculus Rift, I've thought about, you know, I've seen these things since the 90s, back when you were just a pup.

00:50:18.665 --> 00:50:20.905

Phil: I've seen these things and I'm like, okay, I get it.

00:50:20.925 --> 00:50:24.765

Phil: These big heavy clunky things you put on your head and they're horrible and they don't work.

00:50:25.445 --> 00:50:39.605

Phil: I have heard the most skeptical of skeptical people who have actually experienced the Oculus Rift gush about it and just hope that this game is rifted or that game is rifted, which really has me interested in this.

00:50:39.705 --> 00:50:52.025

Phil: You know, they talk about games where you're in a mech and you look down and you expect to see your legs and you move your legs just to see if they move, you know?

00:50:52.425 --> 00:51:00.465

Phil: Because if you're looking down and you're, oh, there's a pair of legs, oh, there's some hands, you want to move your hands just to see if they move, you know?

00:51:01.865 --> 00:51:03.705

Phil: It's got to be pretty impressive.

00:51:03.725 --> 00:51:10.425

Phil: And so far, right now, it's only the developers' kits out there that have pretty degradated graphics and all the rest of it.

00:51:10.985 --> 00:51:13.505

Phil: I'm excited to see what they can do with this thing.

00:51:14.285 --> 00:51:21.465

Phil: Now, to answer your question, once you do seduce this woman, yeah, what are you supposed to do?

00:51:22.705 --> 00:51:24.705

Phil: I'm assuming your head has a lot...

00:51:24.845 --> 00:51:28.065

Phil: I mean, you can only move your head around, right?

00:51:28.385 --> 00:51:28.825

Tom: Correct.

00:51:28.965 --> 00:51:31.525

Tom: Well, you could also use a treadmill to walk around.

00:51:31.545 --> 00:51:35.785

Phil: No, that's a lot of effort.

00:51:36.005 --> 00:51:38.225

Phil: I mean, how does walking help you in a situation?

00:51:38.985 --> 00:51:44.905

Phil: The bottom line is, you're going to be seeing virtual reality nakedity, right?

00:51:45.105 --> 00:51:45.385

Tom: Yeah.

00:51:45.405 --> 00:51:45.805

Phil: Nakedness.

00:51:45.925 --> 00:51:52.965

Tom: Yeah, but you will have to use third-party peripherals for any other more immersive experiences after the seduction.

00:51:53.605 --> 00:51:54.525

Phil: This is the other thing.

00:51:54.545 --> 00:52:01.525

Phil: I had a great friend back in the 90s say, okay, you know, this game was so great.

00:52:01.845 --> 00:52:13.945

Phil: I was wearing this virtual reality headset at E3, and there was an apple on a table, and I could pick up the apple, and I could move the apple towards my face, and it was just like I was eating an apple.

00:52:13.965 --> 00:52:17.585

Tom: Apart from the part where you're eating an apple, that is.

00:52:17.645 --> 00:52:22.605

Phil: Yeah, we were sitting, we happened to be at a kitchen table, and I grabbed an apple, I'm like, here, give it another try.

00:52:22.965 --> 00:52:33.425

Phil: I mean, you know, that is what virtual reality has been up to this point, is like, oh man, I could pick up an apple and eat an apple, except the actual tasting of the apple.

00:52:33.725 --> 00:52:39.785

Phil: It's like, okay, well, I mean, you know, I know a lot of gamification could be added to this.

00:52:40.165 --> 00:52:43.585

Phil: I know that driving a car in a video game isn't just like driving a car.

00:52:43.605 --> 00:52:46.945

Phil: I know that shooting a gun in a video game is nothing like shooting a gun in real life.

00:52:46.965 --> 00:52:51.005

Phil: So, you know, the bottom line is, I'm really excited about the Oculus Rift.

00:52:51.025 --> 00:53:01.965

Phil: And, you know, I know it's just like the first generation of hopefulness, and I'm really excited to see when this stuff starts to bleed over into regular PC gaming and console.

00:53:01.985 --> 00:53:14.145

Tom: Now that you do have a more powerful PC, would you actually consider getting this over a console, given that it is, I think, going to go on sale for something around $300, so actually cheaper than a console?

00:53:14.825 --> 00:53:21.045

Phil: If it has developer support, and it's already being supported, I think, by the Crytek engine and the Unreal Engine natively?

00:53:21.285 --> 00:53:21.545

Tom: Yep.

00:53:21.745 --> 00:53:22.545

Phil: Absolutely.

00:53:22.645 --> 00:53:24.145

Phil: I mean, why wouldn't you do that?

00:53:24.625 --> 00:53:25.765

Tom: Over a console, though?

00:53:26.645 --> 00:53:28.805

Phil: Oh, yeah, for 300 bucks, yeah.

00:53:28.825 --> 00:53:43.945

Phil: I feel like if I had a finite amount of money and I can control what the left and right arrows on a keyboard does, and then basically just wear it and then use a mouse, yeah, I'd be all for it.

00:53:43.965 --> 00:53:56.205

Phil: I mean, as long as it doesn't cause nausea the way the 3DS does for me, I'd have to test it first, but assuming that it works the way that people are crying about it, absolutely, I'd give it a try.

00:53:56.385 --> 00:53:56.785

Tom: Excellent.

00:53:56.805 --> 00:53:58.165

Tom: So you are all behind it then?

00:53:59.045 --> 00:54:10.165

Phil: I'm all behind the concept of it, and as I said, I've heard the most skeptical people on the internet gush about it, so there has to be something going for it.

00:54:11.565 --> 00:54:17.205

Phil: I think with that we'll close out the news, and I've already talked about the game that I've been playing mostly this week.

00:54:18.185 --> 00:54:19.765

Phil: Last week we talked about Uncharted.

00:54:19.785 --> 00:54:21.545

Phil: You were going to start Uncharted 2.

00:54:21.745 --> 00:54:23.025

Phil: Did you get a chance to do that?

00:54:23.045 --> 00:54:24.125

Tom: Yes, I did.

00:54:25.845 --> 00:54:28.285

Tom: And I have since finished Uncharted 2.

00:54:29.005 --> 00:54:30.025

Phil: What?

00:54:30.745 --> 00:54:31.445

Phil: You glutton.

00:54:32.645 --> 00:54:33.725

Tom: Well, they're quite short.

00:54:33.765 --> 00:54:38.545

Tom: I mean, it took probably under 10 hours, or maybe around 10 hours to play through.

00:54:39.085 --> 00:54:40.885

Tom: They're not long games at all.

00:54:41.245 --> 00:54:41.665

Tom: So...

00:54:42.405 --> 00:54:46.605

Phil: Will this include any spoilers, my man?

00:54:47.365 --> 00:54:48.005

Tom: No, it will not.

00:54:48.665 --> 00:54:50.705

Phil: Okay, well, this game is from quite a while ago.

00:54:53.145 --> 00:54:54.185

Phil: But I just want to give one...

00:54:54.285 --> 00:54:56.205

Phil: This is right at the very start of the game.

00:54:56.585 --> 00:54:56.845

Tom: Yep.

00:54:57.085 --> 00:55:05.945

Phil: Right at the very start of the game, they start out at a tropical bar, and then they move into a stealth setting.

00:55:05.965 --> 00:55:06.945

Phil: What did you think about...

00:55:07.105 --> 00:55:10.405

Phil: How did you like that opening, first of all, before they moved into the stealth setting?

00:55:10.665 --> 00:55:12.145

Tom: The bar scene specifically?

00:55:13.845 --> 00:55:15.325

Tom: Well, here's the thing.

00:55:15.345 --> 00:55:36.745

Tom: The first thing I noticed about the bar scene was what they have done really badly, compared to the first Uncharted, is they have not found the balance between having the cutscenes look close enough to the gameplay where you don't notice it that it looks better, but it looks good enough where they can frame their shot so that everything looks perfect in the shot.

00:55:37.325 --> 00:55:46.205

Tom: So the first thing I noticed was that obviously, technically, this wasn't the first thing I noticed, given that the gameplay followed directly afterwards, but not technically.

00:55:46.225 --> 00:56:07.645

Tom: The first thing I noticed was what they've done here is they've made the cut scenes look a lot more painterly and they make it look more like they've filmed the actors and then painted them over, whereas in the first Uncharted, they looked like they had slightly higher res models, polygonal models of the characters themselves.

00:56:07.665 --> 00:56:13.605

Tom: So the first thing I noticed about that scene was the disparity when compared to the gameplay.

00:56:14.365 --> 00:56:20.765

Tom: And the other bizarre thing I noticed about this scene was the fact that it looked bad.

00:56:21.425 --> 00:56:41.725

Tom: And at first I thought this was due to me playing it in 576p and playing something that was designed to be played in 1080p or 720p, but I went to YouTube and it looks washed out, the contrast is off, and I don't know, the depth looks all wrong.

00:56:41.745 --> 00:56:50.645

Tom: It just looks nowhere near as polished and consistent as the actual game does, even though it is of high fidelity.

00:56:51.485 --> 00:56:53.585

Phil: Wow, I'm so sorry I asked.

00:56:55.025 --> 00:56:56.505

Phil: I thought it was a great intro.

00:56:56.525 --> 00:57:00.245

Phil: You got the English guy and this new character, Chloe.

00:57:00.265 --> 00:57:06.745

Tom: See, now can I just ask, did this stand out to you at all when playing the game?

00:57:07.345 --> 00:57:09.845

Phil: When playing the game, yeah, it was great, because it's just like...

00:57:09.865 --> 00:57:12.745

Tom: No, no, no, I mean the graphics parts that I'm talking about.

00:57:12.885 --> 00:57:14.125

Phil: Oh, no, no, no, no, no.

00:57:17.465 --> 00:57:25.105

Phil: I just love the scene, I love the setting, and I love the characters that were there, and the interplay between them.

00:57:25.585 --> 00:57:39.305

Tom: As to the actual scene, I would say it was definitely a much better opening than Uncharted, simply for the fact that an early stage Alana was not involved in it.

00:57:40.105 --> 00:57:51.625

Tom: Beyond that, I think it did suffer from many of the problems that Uncharted did right at the beginning, in that Chloe, who is the new love interest, right?

00:57:51.645 --> 00:58:05.125

Tom: She begins off incredibly underdeveloped, and the English guy, they're both such extreme stereotypes as well, and the most hilarious thing about this is though, the new woman is Australian, right?

00:58:06.785 --> 00:58:09.625

Phil: Apparently, she could be South African, quite frankly.

00:58:09.725 --> 00:58:11.285

Tom: Well, she's meant to be Australian.

00:58:11.885 --> 00:58:12.305

Phil: Is she?

00:58:12.325 --> 00:58:15.925

Phil: I mean, they make no reference to Nate going down under.

00:58:15.945 --> 00:58:19.605

Tom: Well, according to the Wiki, she is Australian.

00:58:21.105 --> 00:58:44.445

Tom: She uses Australian slang, and they cast an Australian actress to play her, and instead of choosing an Australian actress who has some sort of stereotypical Australian accent, they've chosen Claudia Black, who is famous for English sounding or South African, as you said, but the point being, who has an accent that is anything but Australian.

00:58:45.345 --> 00:58:52.885

Phil: Yeah, and I think that adds to it, because they basically wanted to sound somewhat exotic without lending her a specific background.

00:58:53.245 --> 00:58:54.145

Phil: I found it annoying.

00:58:54.645 --> 00:59:12.505

Tom: Yeah, well, I think what it is, either A, they had no idea what an Australian accent was, or B, they knew exactly what an Australian accent was, and because she was meant to be this hardcore edging love interest, they decided to steer well clear of the Australian accent.

00:59:13.605 --> 00:59:17.105

Phil: Oh, you didn't want them sounding like our Prime Minister, Julia Gillard.

00:59:18.285 --> 00:59:20.465

Tom: That's what I'm thinking with her character.

00:59:22.665 --> 00:59:25.745

Phil: Who is actually Welsh, you know, by birth.

00:59:28.205 --> 00:59:32.925

Phil: I thought that they basically cast her on a voice, and her voice is very sexual.

00:59:33.405 --> 00:59:38.005

Phil: It's exceedingly breathy and deep.

00:59:38.445 --> 00:59:45.185

Tom: By this you mean it sounds like she is a career smoker with a bad case of emcema.

00:59:46.085 --> 00:59:47.825

Phil: Or a transvestite.

00:59:48.745 --> 00:59:52.965

Phil: Either way, I can see why they cast her.

00:59:53.165 --> 00:59:56.005

Phil: She is everything that Elena is not.

00:59:56.045 --> 01:00:08.425

Phil: She is a hard driving sexual object, whereas Elena is more of a bookish, nebbish kind of person.

01:00:09.905 --> 01:00:13.585

Phil: But I did not like her as a character.

01:00:13.605 --> 01:00:17.185

Phil: I thought they overplayed her ass ridiculously.

01:00:17.685 --> 01:00:21.565

Tom: Well, it wasn't just her ass, they also did that with Elena as well.

01:00:22.545 --> 01:00:23.025

Phil: Did they?

01:00:24.125 --> 01:00:26.045

Tom: There were a couple of references there as well.

01:00:26.645 --> 01:00:29.505

Tom: It was that they completely overplayed the ass joke.

01:00:29.505 --> 01:00:31.345

Tom: It wasn't that they overplayed it with her.

01:00:31.685 --> 01:00:34.885

Tom: They did it throughout the entire game constantly, including...

01:00:35.785 --> 01:00:48.605

Phil: The reason why you're correct on that is because I'm playing another Naughty Dog game, and the first time I saw this 14-year-old girl climb a ladder in front of me, I went, where's the Naughty Dog joke?

01:00:50.165 --> 01:00:56.865

Phil: I mean, this is the time when the guy is down and the female character climbs the ladder.

01:00:57.265 --> 01:00:58.745

Phil: Where's the joke?

01:01:00.905 --> 01:01:02.265

Phil: So you know they overplayed it.

01:01:04.085 --> 01:01:12.905

Tom: But here's what I'm saying about the opening cutscene and why it worked so much better than how Uncharted 1 began.

01:01:13.145 --> 01:01:21.685

Tom: And that is, I don't think that Chloe was at all a more engaging character to begin with than Alana and the English guy as well.

01:01:21.765 --> 01:01:28.185

Tom: I think they were both really underdeveloped at this stage in the story, but they were actually relevant to the story.

01:01:28.425 --> 01:01:33.365

Tom: And you know, there was some mystery as to what their role was going to be in the story.

01:01:33.385 --> 01:01:36.965

Tom: So both of them, you thought, okay, they could be on our side or not.

01:01:37.665 --> 01:01:38.165

Phil: Yeah.

01:01:38.265 --> 01:01:40.325

Tom: That was not there at all in the first one.

01:01:41.865 --> 01:01:44.405

Phil: Wait, wait, but in the first one, you do have that moment.

01:01:44.585 --> 01:01:48.505

Phil: And again, this is spoiler territory, guys, for a game that's seven years old.

01:01:48.525 --> 01:01:50.145

Tom: I would have just said there's no spoilers.

01:01:50.525 --> 01:01:52.245

Phil: There's plenty of spoilers ahead.

01:01:52.565 --> 01:01:53.445

Tom: Yeah.

01:01:54.665 --> 01:01:59.845

Phil: Post the sub with Sully, there is some question.

01:02:00.445 --> 01:02:03.165

Tom: Yeah, but that's like two hours into the game.

01:02:03.165 --> 01:02:04.925

Phil: Okay, you're saying, but right off the bat.

01:02:04.945 --> 01:02:07.185

Phil: Yeah, you're right, because I was dealing with these people.

01:02:07.205 --> 01:02:08.625

Phil: I'm like, are these guys friendly?

01:02:08.845 --> 01:02:09.745

Phil: Are these guys not?

01:02:09.765 --> 01:02:10.565

Phil: Where's Sully?

01:02:10.585 --> 01:02:11.285

Phil: Where's Elena?

01:02:11.965 --> 01:02:22.065

Tom: Yeah, but more importantly, and this is where Uncharted 2 is vastly improved over Uncharted 1, and it is evident right at the beginning.

01:02:22.825 --> 01:02:26.905

Tom: So, as you said, it doesn't continue on from the bar scene.

01:02:26.925 --> 01:02:35.325

Tom: It moves from the bar scene into a totally different setting, and this was actually following an opening that was also unrelated to the bar scene that was in a different setting.

01:02:36.125 --> 01:02:59.065

Tom: So, already they've set up the fact that this is going to move from setting to setting in a very cohesive manner, which I don't think worked particularly well with how they told the story, because it did prevent them from building up much narrative momentum, but what it did was completely change how the gameplay unfolded.

01:02:59.125 --> 01:03:11.665

Tom: In Uncharted 1, you start off in a tropical setting on some boat shooting people, you end up in a tropical setting on an island shooting people, and this lasts for hours and hours.

01:03:11.945 --> 01:03:26.565

Tom: And after a while, and the other reason it's so bad in Uncharted 1 is within this one tropical setting, you're moving through the same area multiple times, like three or four times through the exact same spot to move on to another.

01:03:26.885 --> 01:03:38.005

Tom: So it very much emphasizes the repetition in the setting in Uncharted 1 until you do move from the jungle to the exotic town.

01:03:38.265 --> 01:04:01.545

Tom: In Uncharted 2, it starts off in one setting, moves to another, then to another, and so at the very beginning, instead of having the one setting overdone, it's moving you from setting to setting very quickly as it introduces the game mechanics, which is a brilliant way to slowly introduce mechanics through an extended tutorial setting, which is what the first two hours of an Uncharted 2 are.

01:04:01.565 --> 01:04:07.125

Tom: And it's not until the end of the game where they have you in the one setting for an extended period of time.

01:04:07.405 --> 01:04:12.525

Tom: At which stage you're then used to the game and you've been all around the world.

01:04:12.705 --> 01:04:16.585

Tom: So that's the right time, I would say, to then have the player settled down somewhere.

01:04:16.965 --> 01:04:21.245

Tom: And I think that is played absolutely perfectly in Uncharted 2.

01:04:22.185 --> 01:04:30.465

Phil: I do now realize why the impact of that bar setting in a tropical setting, why that had such impact.

01:04:30.485 --> 01:04:43.225

Phil: And that is because I forgot the opening scene of the game, which of course is that classic vertical climb up a train with Nate making all the usual self-comments about, God, how did I get into this situation?

01:04:43.245 --> 01:04:44.945

Phil: And it's so cold and all the rest of it.

01:04:45.165 --> 01:04:55.945

Phil: And he finally gets up to the top and you feel like you've really accomplished something and some guy shoots you and then it fades and then it goes back to this tropical setting.

01:04:55.965 --> 01:04:57.325

Phil: How did this all get started?

01:04:57.785 --> 01:05:05.145

Phil: And I thought that was a wonderful opening and it talks to what you're talking about, which is this variety of settings.

01:05:05.605 --> 01:05:14.245

Phil: And I think that probably coming from the most desperate situation where you've just seen Nate shot, possibly dead, how did this all get started?

01:05:15.185 --> 01:05:29.285

Phil: Moving from the snow to a tropical island where light beers are being served was a massive impact because it was kind of like, Nate's dead, and then you get moved to a, oh, this is all very nice, who are these people?

01:05:29.985 --> 01:05:32.245

Phil: And then from there, they move into that stealth level.

01:05:32.645 --> 01:05:36.405

Phil: And then from there, I mean, I don't even know where it goes.

01:05:36.425 --> 01:05:38.265

Phil: It just keeps rolling and rolling and rolling.

01:05:38.385 --> 01:05:49.805

Tom: Well, I actually carry through this contrast, which works extremely well for the tutorial because in the opening scene where you are climbing, the whole point of it is that Nate is not in control.

01:05:49.825 --> 01:05:54.785

Tom: Then instead of moving on with the story, he would continue not being in control.

01:05:54.785 --> 01:05:58.965

Tom: It does go to the cell section where he is 100% in control.

01:05:58.985 --> 01:06:03.625

Tom: He's basically being a dickhead, robbing a place, and he's in full power of it.

01:06:03.985 --> 01:06:07.585

Tom: And they basically play on that until they have introduced all the mechanics.

01:06:07.605 --> 01:06:18.725

Tom: So even in the settings following that, until they've gone through their extremely long-winded tutorial 100%, it's always in a setting where Nate is the aggressor and is in control.

01:06:19.205 --> 01:06:36.605

Tom: So they have tailored the story to perfectly suit the gameplay rather than the other way around, whereas in Uncharted 1, they were telling the story in a much more traditional action film sort of way, which worked against the gameplay to a degree.

01:06:36.625 --> 01:06:42.045

Tom: So here they've reversed how they're doing that, which is to the game's great benefit.

01:06:42.065 --> 01:06:45.485

Tom: Now, the great change in it is actually the stealth.

01:06:45.645 --> 01:07:01.405

Tom: Now, they did play with stealth in Uncharted 1, by which I mean they said you should go and kill this person quietly, but the reality of the situation was you could maybe kill one or two people before you were eventually inundated in a shootout, right?

01:07:01.925 --> 01:07:02.285

Phil: Right.

01:07:02.285 --> 01:07:12.965

Phil: I mean, you could basically drop down on a guy and knock him out, or you could sneak up on a guy and choke him out, but it was only a matter of time before it devolved into regular gameplay.

01:07:13.125 --> 01:07:13.425

Tom: Yeah.

01:07:13.985 --> 01:07:42.025

Tom: But in Uncharted 2, not only do they have sections where you actually have to kill everyone stealthily, which adds so much to it, because it gives the game yet another thing to have the player doing, which, being Uncharted, being a game that does not focus on doing any single thing extremely well, the more things that they do do reasonably well make the whole experience so much better.

01:07:42.185 --> 01:08:03.405

Tom: But even in combat, in a lot of areas, you can actually play it as a stealth game, so you can hide somewhere and carefully watch what the people are doing and formulate a plan as to how to kill at least the majority of them before you get into a gun battle with the few remaining, or on a few occasions even all of them.

01:08:03.565 --> 01:08:11.505

Tom: And this isn't just where they've sign posted, how you've got to be quiet, where there are a lot of occasions where that happens, where you can then kill people you want.

01:08:11.605 --> 01:08:15.345

Tom: But this is in areas where it's assumed that you are in combat.

01:08:15.485 --> 01:08:20.205

Tom: So there is actually a genuine stealth mechanic that can be utilized in a lot of the battles.

01:08:20.825 --> 01:08:29.325

Tom: And that adds so much to the combat, because the actual mechanics of the combat, they're still only mediocre.

01:08:29.665 --> 01:08:40.645

Tom: So if you've then got a mediocre stealth mechanic involved as well, it means that there is so much less repetition, and it gives you something else to think about as well.

01:08:40.785 --> 01:08:43.265

Tom: So it gives you some strategy to take into battles.

01:08:43.805 --> 01:08:55.085

Tom: Now, the other incredible improvement in the combat, which was not mediocre in Uncharted 1, it was just abysmally bad, is the cover.

01:08:55.245 --> 01:09:08.465

Tom: They've gone from completely nonsensical cover placement that not only made no sense as far as the composition of the battles and the levels, they also looked incredibly stupid.

01:09:08.485 --> 01:09:17.145

Tom: So you would be walking through a church aisle and there would be giant slabs of stone stuck there for no discernible reason, right?

01:09:17.825 --> 01:09:19.605

Phil: Well, a very clear reason.

01:09:20.045 --> 01:09:27.625

Tom: Well, yeah, the clear reason being the combat, but no narrative reason, no logical reason beyond the gameplay.

01:09:28.425 --> 01:09:36.125

Tom: And the gameplay wasn't much justification because they were placed so poorly that they didn't make sense in terms of the gameplay either in their placement.

01:09:37.245 --> 01:09:54.025

Tom: But in Uncharted 2, they have put the cover in incredibly clever places to force the player to get sucked in some areas where they're really getting overthrown by the encroaching enemies, which results in some really tense things.

01:09:54.685 --> 01:09:58.665

Tom: And so they've got sections where you can hole up, where you can move forward.

01:09:58.665 --> 01:10:00.505

Tom: It's very well done.

01:10:00.525 --> 01:10:03.705

Tom: It's not extremely good because it is so limited.

01:10:04.245 --> 01:10:08.485

Tom: It is also very directed and obvious.

01:10:08.505 --> 01:10:12.625

Tom: So you can predict where the cover is going to be.

01:10:13.325 --> 01:10:16.725

Tom: So it is still very rudimentary design, but it is well done.

01:10:17.045 --> 01:10:19.565

Tom: And it makes a huge difference with the combat.

01:10:19.585 --> 01:10:22.365

Tom: And it also affects how the AI behaves.

01:10:22.625 --> 01:10:37.065

Tom: So in Uncharted, what they had to do to make the battles tough because of how poorly designed the levels were, they had to have the enemies spawn behind you so that you were fighting them on both ends.

01:10:37.165 --> 01:10:54.845

Tom: Here, instead of doing that, because they've designed the cover well enough to direct the enemies towards you in a discernible and challenging manner, they have improved matters further and made it more varied by increasing the number of different enemies you face.

01:10:55.425 --> 01:11:02.185

Tom: And this adds yet more strategy to the combat where you then got to be considering what enemies to kill and what enemies not to kill.

01:11:02.905 --> 01:11:23.105

Tom: And the only other changes to the combat are minor things such as you can zoom in if you've got a rifle, which is, I can only assume, was not introduced at that stage due to the early age of modern third-person shooters because that is the most obvious and logical thing to do, right?

01:11:23.125 --> 01:11:23.545

Tom: Right.

01:11:24.405 --> 01:11:43.025

Phil: Yeah, I mean, it was included in Grand Theft Auto 3, so, I mean, it's pretty obvious that that should be a part of a game, but, you know, I think Uncharted, they were, the original Uncharted, they were, even though it didn't come out at launch, they were rushing it along as fastly as they could to produce a basic game, so.

01:11:43.445 --> 01:11:51.145

Phil: Well, certainly one of the things with the variety of enemies that were added in this game, that's certainly something that comes up in Last of Us as well.

01:11:52.025 --> 01:12:09.585

Phil: I mean, there are basically four or five different classes of enemy in the Last of Us, and if they are, let's just say, the human military enemy, they're going to act differently to just the regular human enemy, and then you have other classes beyond that.

01:12:10.645 --> 01:12:13.705

Phil: But this also ties back to level design.

01:12:14.525 --> 01:12:30.005

Phil: In Last of Us, if they are the human military level, you can just sprint to the exit, and if you're good enough at navigating levels, as I am, you can get by them and just proceed to the next level.

01:12:30.625 --> 01:12:37.185

Phil: Whereas in other levels, if they're another kind of enemy, they're just going to keep respawning, and you have to deal with the situation.

01:12:37.845 --> 01:12:38.905

Tom: Is that at all cheap?

01:12:39.625 --> 01:12:46.225

Phil: Well, I'd say that it is as cheap as me sprinting my way past the military enemies.

01:12:51.385 --> 01:12:59.145

Tom: Speaking of cheap, another thing I've changed in the combat is you remember me complaining about the grenades in Uncharted 1, right?

01:12:59.645 --> 01:12:59.905

Phil: Yep.

01:13:00.765 --> 01:13:11.565

Tom: Well, what they've done is they have made them much more effective against enemies so that there is some motivation to use them if you've got a group of enemies close together.

01:13:11.845 --> 01:13:16.665

Tom: But quite bizarrely, they have made them even less dangerous to you.

01:13:17.045 --> 01:13:23.185

Tom: You can have them land literally at your feet, on hard, and not be killed.

01:13:23.785 --> 01:13:29.725

Tom: But what they do do is they make it have much more visual and aural impact.

01:13:29.745 --> 01:13:37.745

Tom: So when it lands, the screen gets distorted as it explodes and there's a buzzing noise in the speakers.

01:13:38.245 --> 01:13:49.425

Tom: So it does actually change the combat to a degree because it is disorienting if you are having multiple grenades land at your feet and exploding.

01:13:49.445 --> 01:14:07.485

Tom: So even though just absolutely bizarrely, the fact that they do basically no damage to you, it almost makes them have a larger impact on combat because of the fact that they do have an explosion with some visual and aural impact.

01:14:07.945 --> 01:14:10.525

Tom: Now, so that all sounds great.

01:14:10.685 --> 01:14:13.245

Phil: Oh, especially the aural impact thing.

01:14:13.265 --> 01:14:15.525

Phil: It just reminds me of a VHS movie I used to own.

01:14:15.545 --> 01:14:15.845

Tom: Yeah.

01:14:16.645 --> 01:14:19.645

Tom: Well, not so good is the platforming.

01:14:19.785 --> 01:14:25.725

Tom: And what I will say is, you told me it was much more signposted than Uncharted 1, correct?

01:14:26.425 --> 01:14:27.125

Phil: I felt so.

01:14:27.145 --> 01:14:30.485

Phil: I thought they overdid the yellow pipes more so in this game.

01:14:30.945 --> 01:14:35.785

Phil: But in the ice levels, it was a fucking mess.

01:14:36.185 --> 01:14:40.425

Phil: In the ice levels, I had no idea where I could jump or where I couldn't jump.

01:14:40.685 --> 01:14:42.305

Phil: Could this be an easy jump to make?

01:14:42.405 --> 01:14:43.925

Phil: Could this be a leap to my death?

01:14:44.285 --> 01:14:57.365

Phil: And that was the one failing of Uncharted 2 for me, was once you got into the ice levels, you had no idea where to go, where you could safely jump, where you couldn't, where you could throw a rope, and where you couldn't.

01:14:57.745 --> 01:14:59.065

Phil: Is that where you're talking about?

01:14:59.165 --> 01:15:00.265

Tom: Well, here's the thing.

01:15:00.345 --> 01:15:03.625

Tom: It does tie into what you're saying, but I've got a different reason for it.

01:15:03.625 --> 01:15:08.005

Tom: I would say that the signposting is not too extreme.

01:15:08.305 --> 01:15:17.865

Tom: I would say, except for some of the yellow pipes, some of the more ridiculous ones, overall, it's no more signposted than the original Uncharted.

01:15:18.045 --> 01:15:22.445

Tom: Some of the ice areas, as you said, I would say are less signposted than the first game.

01:15:22.585 --> 01:15:28.185

Tom: But the major change is Uncharted 2 is so much more directed and linear.

01:15:28.645 --> 01:15:31.265

Tom: So you've got, there is no choice.

01:15:31.285 --> 01:15:37.925

Tom: You have to move along these very obvious jumping points and places to move.

01:15:38.965 --> 01:15:47.205

Tom: To me, this makes it harder to follow because there are going to be times where the direction fails more so than the signposting.

01:15:47.805 --> 01:15:56.305

Tom: The problem with that is, if you're doing it entirely through direction, what happens is you get lazy on your physics and your game logic.

01:15:56.325 --> 01:16:09.085

Tom: So there are so many surfaces in Uncharted 2 which are lower than surfaces you can climb with nothing on them that Nate just jumps into and knees for no discernible reasons.

01:16:09.305 --> 01:16:19.945

Tom: There are so many ledges that are jutting out that are as visually obvious as other ledges that you can grab that you are going to jump into and Nate's just going to fall off to his death.

01:16:20.485 --> 01:16:41.085

Tom: And on top of that, there are so many areas that you have walked on and can access that you can't jump back down to without dying instantly, yet the paths you were meant to follow a few steps away, you're going to do a 20-meter jump which you have not been able to survive anywhere else, and he's going to do a roll.

01:16:41.545 --> 01:16:43.225

Phil: Yeah, yeah, yep, yep, yep.

01:16:43.245 --> 01:16:47.505

Phil: There's a lot of laziness in this, and I did release this in a pretty quick turnaround time.

01:16:47.845 --> 01:16:55.185

Phil: I've got to say for our listeners, of course, we are listening to an oral review of Uncharted 2, a PlayStation 3 exclusive from Naughty Dog.

01:16:56.285 --> 01:16:58.325

Phil: I gave this game a 10 out of 10.

01:16:58.365 --> 01:16:59.785

Phil: I thought it was a perfect game.

01:17:00.085 --> 01:17:05.845

Phil: It did have its shortfalls, and certainly the traversal provided most of those.

01:17:06.345 --> 01:17:09.285

Phil: Also the bad ending, which I think we're probably going to get to.

01:17:10.245 --> 01:17:16.625

Phil: But the traversal parts of it was like, there were certain times where they didn't signpost it at all.

01:17:16.845 --> 01:17:21.985

Phil: Like, so in some of the urban settings, it's like, oh, so now I can jump on signs?

01:17:22.205 --> 01:17:22.605

Tom: Yeah.

01:17:23.365 --> 01:17:34.025

Tom: Well, those were the parts I enjoyed because those were the parts that were more in the vein of what the first game did so extremely well.

01:17:34.645 --> 01:17:37.025

Tom: And I have my own term for this.

01:17:37.025 --> 01:17:38.125

Tom: You call it traversal.

01:17:38.165 --> 01:17:40.345

Tom: I call it contemporary platforming.

01:17:40.365 --> 01:17:47.405

Tom: So I put Mirror's Edge in the same genre as the traversal or contemporary platforming parts of Uncharted.

01:17:47.425 --> 01:17:52.045

Tom: And in the first Uncharted, I cannot think of a game that did it better than Mirror's Edge.

01:17:52.825 --> 01:18:04.145

Tom: In Uncharted 2, there were a few moments where it was almost as enjoyable as far as the puzzle-solving and the actual platforming skill were involved.

01:18:04.665 --> 01:18:14.125

Tom: And those were moments where there was a moment of revelation, where you're exploring this area, and there might have been a couple of red herrings.

01:18:14.465 --> 01:18:21.225

Tom: And then suddenly you realize, oh, wait a minute, why the fuck is there a post with 50,000 signs on it?

01:18:21.485 --> 01:18:26.065

Tom: And you jump onto it and think, fuck yes, that was actually what I was meant to be doing all along.

01:18:27.045 --> 01:18:30.425

Tom: And those were the best moments to me with the platforming.

01:18:30.525 --> 01:18:30.745

Tom: And...

01:18:31.625 --> 01:18:34.145

Phil: So the signposts were literally signposts.

01:18:35.225 --> 01:18:38.705

Tom: That works on a hilarious level as well, doesn't it?

01:18:38.725 --> 01:18:41.625

Phil: See, like, when I think I'm a horrible platformer, right?

01:18:41.645 --> 01:18:41.785

Tom: Yeah.

01:18:42.025 --> 01:18:45.425

Phil: So when I talk about traversal, I'm just talking about how you get about in a level.

01:18:46.365 --> 01:18:50.705

Phil: So the best platforming experience I ever had...

01:18:51.125 --> 01:19:12.545

Phil: I don't mean that, but what I'm saying is, when I'm playing Donkey Kong Country, and I'm jumping from vine to vine to vine, and then you land, you know, and you're timing that stuff perfectly, that sort of thing happens in Uncharted 2, where you just get this rhythm down, where you're moving from point to point to point, and if you fuck up any one of those, you're gonna have to restart.

01:19:13.065 --> 01:19:14.645

Phil: So there is something on the line.

01:19:14.705 --> 01:19:17.985

Phil: It's kind of like playing Blackjack in Vegas or whatever.

01:19:18.685 --> 01:19:25.085

Phil: You're doing something instinctively that does have a material cost if you fail.

01:19:25.345 --> 01:19:41.565

Tom: Except, I'm gonna have to disagree a little with that, because I would say the vast majority of the moments where you do get into an excellent rhythm in the platforming, and it is enjoyable, but it is only due to how linear and directed the levels are.

01:19:42.885 --> 01:19:46.205

Phil: Yeah, no more directed than Donkey Kong Country or Mario Brothers 3.

01:19:46.525 --> 01:19:46.905

Phil: I mean...

01:19:47.145 --> 01:19:47.825

Tom: Yep, absolutely.

01:19:47.845 --> 01:19:59.765

Tom: And there were literally times with how directed the platforming was, and it was generally in the parts where you get in the perfect flow, where I was literally thinking, well, why am I playing this?

01:19:59.785 --> 01:20:31.105

Tom: Because this would be in a cut scene, and they could have animated it more interestingly, and it would have been just as interesting, because my input is so completely meaningless, because most of the times where there was a chance for you to have an error and die were sections where they slowed it down and were involving movement puzzles, say, where you were moving through gears and that sort of thing, or where something could hit you off a ledge, and those were the parts that didn't have much flow to them.

01:20:31.585 --> 01:21:08.685

Tom: So I would say the parts that did have flow to them, they were more due to the direction, and there were a lot of moments in Uncharted where they got the balance perfect, where you were moving through an area that required some level of platforming skill, where you needed to time what you were doing, and because they had the jumping physics so good, and the clipping detection so good, and because they had had such consistency in what was a landable thing and whatnot, you got the same level of bringing flow as you were moving through the levels, but it was through your own ability that you got that flow.

01:21:10.365 --> 01:21:11.525

Phil: Yeah, I agree entirely.

01:21:11.685 --> 01:21:40.925

Tom: But what I will say about the platforming is, despite my disappointment in what it is, for the overall pacing of the game, it does work, and the whole hook of the Uncharted series is not that it does any one thing well, so for the overall structure of the game, I don't think you can fold it too greatly for what it is, because it is so directed, it does mean that the vast majority of the platforming is very flowing.

01:21:41.125 --> 01:22:15.585

Tom: Personally, I got lost much more than in Uncharted 1, because the way I play platforming is by exploring a lot and working out all the rules of the game world, so rather than following how the game is attempting to direct me, so that has resulted in me getting lost a lot more than in 1, but apart from my own stupidity, it's probably beneficial to the overall pacing of the game for people that might not be good at platformers, because there are a couple of sections in Uncharted where you could get stuck in platforming.

01:22:16.485 --> 01:22:31.005

Tom: Here, the only places where that happens is where they do stuff up the direction, but I would say that's more rare than in Uncharted 1, so despite my criticism of it, I can see why they went for this, and for the most part, they did pull it off.

01:22:31.025 --> 01:22:38.025

Tom: It's just a bit disappointing that they didn't continue to do the other stuff about the platforming to the same degree of quality.

01:22:38.305 --> 01:22:43.985

Phil: I think with Naughty Dog's games, the traversal part of it or the platforming part of it has never been the game in itself.

01:22:43.985 --> 01:23:02.625

Phil: It's just a way to get you to the next thing, and that's certainly true of Crash Bandicoot, where you didn't really feel like you were in control as you were running towards the camera, or in Jak and Daxter, where the platforming took a backseat to the collecting and combat and story, and I think that this is just an evolution of that with the Uncharted series.

01:23:02.925 --> 01:23:26.345

Tom: Yeah, well, I would agree and disagree with that because that is basically what I'm saying about the overall structure and intention, but the thing is, Crash Bandicoot and Jak and Daxter were still both fully functional and consistent in their design of the platforming, whereas here there is gross, vast inconsistencies throughout the platforming.

01:23:26.905 --> 01:23:36.185

Phil: Well, I'd say, yeah, I'd say there's probably only, in Uncharted 2, there was really only one level I felt that was inconsistent, that I've already talked about.

01:23:36.205 --> 01:23:45.325

Phil: I thought in all the other levels, I knew exactly what I was expected to do, but that did lend to the experience of, am I even really playing this game?

01:23:45.405 --> 01:23:48.645

Tom: No, but they're not inconsistent in what they're doing.

01:23:48.665 --> 01:23:55.325

Tom: They're inconsistent in the quality of the platforming and also inconsistency in the logic of the game world.

01:23:56.285 --> 01:23:56.845

Phil: Oh, certainly.

01:23:57.105 --> 01:24:04.305

Phil: And that's something that we've had since Doom 2, where you have different level designers designing different levels.

01:24:04.385 --> 01:24:10.705

Phil: And there's not that one, you know, or tear impression on a game, unfortunately.

01:24:11.085 --> 01:24:25.565

Phil: Which is what Nintendo is still excellent at, which is, in Mario Galaxy, you know from one level to the next, it doesn't matter if there were 19 level designers, you know precisely what is going to happen when you press a certain button or button combination.

01:24:25.565 --> 01:24:32.485

Tom: Absolutely, but the last part of that is not just the level design, it is the design of the controls, the physics and...

01:24:32.865 --> 01:24:34.365

Phil: Absolutely, the engine.

01:24:34.385 --> 01:24:41.945

Tom: I don't think there's really any excuse for that being inconsistent, which it is quite obviously in Uncharted 2.

01:24:43.125 --> 01:24:55.925

Phil: It could be because Amy Hennig, you know, the game's director, is not, you know, attuned to the, you know, more technical aspects of game development and is more attuned to the directorship of it.

01:24:55.945 --> 01:25:01.505

Phil: You know, and so when it comes to these technical things, she leaves it up to technical people.

01:25:01.925 --> 01:25:14.245

Phil: But yeah, you do need good game, you need consistent game development tools and engines and all the rest of it, so that no matter how artistic or creative a level designer wants to be, they're still playing with the same rule set.

01:25:14.685 --> 01:25:22.445

Phil: And that's something that I absolutely agree happened with Uncharted 2, is that yeah, from time to time, you had a lot of inconsistency.

01:25:22.685 --> 01:25:39.865

Phil: And that may have been as a result of some game directorship, you know, of the director stepping in and saying, well, you know, can you make it a little bit tougher for Nate to get to this level, because we need to play to really feel like they've accomplished something when they get to the end of this, because we're going to have an emotional moment, blah, blah, blah.

01:25:40.165 --> 01:25:45.865

Tom: With all that in mind, this is going to be my brief final summary before we do actually talk about a couple of other things.

01:25:46.665 --> 01:26:05.785

Tom: After playing Uncharted, which I gave a 5.5, right, with how glowing a lot of the stuff I've been saying about, I can't help but feel that I am overrating a great deal of the game just because it is such a mind-boggling improvement over Uncharted 1 all in all and as a whole package.

01:26:05.805 --> 01:26:11.565

Tom: I mean, it is just a completely better game.

01:26:11.585 --> 01:26:20.445

Tom: They've done, apart from a couple of the details, they've done everything they did in Uncharted and drastically better, except for the platforming.

01:26:20.465 --> 01:26:28.085

Tom: They've taken stuff that was mediocre or bad in Uncharted and made it consistently at least mediocre or good.

01:26:28.585 --> 01:26:32.685

Tom: And it's all been combined in absolutely excellent pacing.

01:26:32.705 --> 01:26:45.485

Tom: But at the same time, I can't get out of the back of my mind that I am, a lot of my reaction to this is because of the fact that it is such a huge improvement over Uncharted.

01:26:45.505 --> 01:26:49.685

Tom: And that taken in a vacuum, it is not actually as good as I'm thinking it is.

01:26:49.965 --> 01:26:52.765

Phil: It is as good as you are thinking it is.

01:26:52.785 --> 01:26:56.865

Phil: This game got one of the greatest meta critics.

01:26:57.425 --> 01:26:58.785

Phil: It's up there with Last of Us.

01:26:58.805 --> 01:27:00.365

Phil: It's got 96 out of 100.

01:27:00.845 --> 01:27:05.945

Phil: And the reason why it's better than the original is because the original was them experimenting with this.

01:27:06.545 --> 01:27:15.345

Phil: Plus it has all of the character development that you've invested in the first game, moved over to the second game, which only gets better in the third game.

01:27:15.365 --> 01:27:18.965

Phil: It is as good as you think it is.

01:27:19.405 --> 01:27:21.905

Phil: You're not being tomfooled into it.

01:27:21.925 --> 01:27:22.185

Tom: No.

01:27:22.225 --> 01:27:30.825

Tom: Well, I may be being tomtowers fooled into it, because if you've read any of his reviews, you'll know they are quite convincing.

01:27:30.845 --> 01:27:35.185

Tom: So what I will say is this, though, in my final summary.

01:27:35.205 --> 01:27:37.765

Tom: Now, you said it's got a 96 Metacritic, right?

01:27:38.205 --> 01:27:38.645

Phil: Mm-hmm.

01:27:38.885 --> 01:27:41.505

Tom: What's your prediction of my score based on what I've said?

01:27:42.605 --> 01:27:45.525

Phil: Well, you gave Uncharted, which I gave a 10 to.

01:27:45.545 --> 01:27:46.365

Tom: Yeah.

01:27:46.785 --> 01:27:48.725

Phil: Actually, I think I gave it an 8.5.

01:27:49.465 --> 01:27:50.625

Phil: I gave it a 9.5.

01:27:50.645 --> 01:27:52.445

Phil: You gave it a 5.5.

01:27:53.905 --> 01:28:00.145

Phil: I think you're probably going to give this a 7 out of 10.

01:28:01.105 --> 01:28:01.985

Tom: Well, close.

01:28:02.225 --> 01:28:03.405

Tom: Well, here's the thing.

01:28:03.405 --> 01:28:09.205

Tom: I probably would have given it a 7 out of 10, but I gave Tomb Raider a 4 out of 5.

01:28:09.225 --> 01:28:14.025

Tom: So I'm forced to then give this the same score as Tomb Raider.

01:28:14.785 --> 01:28:15.825

Phil: Oh, my God.

01:28:15.845 --> 01:28:17.325

Phil: You're giving this 4 stars?

01:28:17.345 --> 01:28:17.545

Tom: Yep.

01:28:17.565 --> 01:28:19.065

Tom: I'm giving this an 8 out of 10.

01:28:19.105 --> 01:28:19.925

Phil: Whoa.

01:28:20.525 --> 01:28:21.965

Phil: You used to be cool, man.

01:28:22.025 --> 01:28:23.745

Tom: That's a big score for me.

01:28:24.725 --> 01:28:25.905

Phil: That is amazing.

01:28:25.925 --> 01:28:27.105

Phil: 4 out of 5?

01:28:27.845 --> 01:28:32.825

Phil: For a game that everyone loves, and you're just saying, yep, that's right, I love it, too.

01:28:33.045 --> 01:28:33.945

Tom: Yep, I know.

01:28:33.945 --> 01:28:40.885

Tom: But I think I'm still okay, because I was worried about that until I heard you say the Metacritic was 9.6.

01:28:40.945 --> 01:28:45.585

Phil: Okay, I'm going to give you something here.

01:28:46.745 --> 01:28:51.805

Phil: The side characters, I'm going to give you the choice of two side characters in this game.

01:28:52.545 --> 01:28:53.945

Phil: You tell me who is cooler.

01:28:54.065 --> 01:29:01.805

Phil: You have Jeff, the cameraman, who wonderfully dismisses with a line, Yeah, thanks Jeff.

01:29:03.405 --> 01:29:04.445

Phil: And you have Tenzin.

01:29:05.805 --> 01:29:08.145

Phil: What do you have to say about either of these two characters?

01:29:08.165 --> 01:29:10.405

Phil: Do you have a favorite?

01:29:11.525 --> 01:29:12.185

Phil: What do you like?

01:29:12.785 --> 01:29:14.345

Phil: This is spoiler territory, folks.

01:29:14.885 --> 01:29:16.985

Phil: We're plunging deep into spoilerism here.

01:29:17.085 --> 01:29:20.425

Phil: So if you're an idiot and haven't played Uncharted 2 yet, spoilers ahead.

01:29:20.485 --> 01:29:22.105

Tom: Here's what I'll say.

01:29:23.245 --> 01:29:34.265

Tom: As we will eventually be getting to this in our brief discussion, which is like a stretch on forever, Tenzin has by far the best acting performance in the game without question.

01:29:34.745 --> 01:29:39.505

Tom: He also has by far the worst voice acting performance in the game without question, but...

01:29:39.965 --> 01:29:41.005

Phil: What are you talking about?

01:29:41.025 --> 01:29:44.785

Phil: The Sherpa that can't speak any English has the worst voice acting?

01:29:45.085 --> 01:29:46.445

Phil: What, do you speak Sherpa now?

01:29:46.465 --> 01:29:48.325

Tom: No, I don't, but I don't need to speak Sherpa.

01:29:48.345 --> 01:29:49.665

Tom: He sounds like utter shit.

01:29:50.665 --> 01:29:54.425

Phil: Well, you're a racist because he's speaking Nepalese, not Sherpa.

01:29:54.445 --> 01:29:56.405

Phil: Okay, Sherpa is not a language.

01:29:56.725 --> 01:29:57.545

Phil: He is a Sherpa.

01:29:57.565 --> 01:30:00.605

Tom: You've clearly never been on a climbing expedition.

01:30:00.625 --> 01:30:02.445

Tom: I think you'll find Sherpa is a language.

01:30:02.565 --> 01:30:05.425

Tom: It is internationally documented.

01:30:05.445 --> 01:30:18.085

Tom: They all speak the same language so that any climber from any place can go to any mountain because people from different countries climb different mountains, so it's easier to have an official professional language in place.

01:30:18.385 --> 01:30:20.885

Phil: Well, why wouldn't that be English, French or Yiddish?

01:30:21.145 --> 01:30:27.765

Tom: Well, I didn't say it wasn't, but it's colloquially known as Sherpa-ish due to their poor grasp of English, you see.

01:30:27.845 --> 01:30:28.645

Phil: Sherpa is.

01:30:28.665 --> 01:30:28.985

Tom: Yep.

01:30:29.645 --> 01:30:29.905

Tom: Yep.

01:30:29.925 --> 01:30:31.785

Phil: Alright, so what about Jeff, the cameraman?

01:30:32.405 --> 01:30:35.545

Tom: No, I'm finished on Tenzin.

01:30:35.565 --> 01:30:36.605

Phil: No, we get back to Tenzin.

01:30:36.625 --> 01:30:37.985

Tom: No, no, no, it ties into Jeff.

01:30:38.065 --> 01:30:39.005

Tom: It ties into Jeff.

01:30:39.485 --> 01:30:40.465

Phil: Alright, here we go, folks.

01:30:40.525 --> 01:30:41.405

Tom: Here we go, Jeff.

01:30:41.425 --> 01:30:42.405

Tom: The moment you've all been waiting for.

01:30:42.965 --> 01:30:44.525

Tom: The moment you've all been waiting for.

01:30:46.425 --> 01:31:01.305

Tom: I think you've got to love the guy because he realized that Alana's camera was a piece of shit and got her to upgrade to something that was vaguely, almost believably professional.

01:31:01.385 --> 01:31:04.485

Tom: So I think that's his major strength as a character.

01:31:05.865 --> 01:31:06.025

Phil: Yeah.

01:31:07.105 --> 01:31:07.985

Phil: Oh, okay.

01:31:07.985 --> 01:31:08.245

Tom: Yeah.

01:31:08.985 --> 01:31:19.725

Tom: And as for Tenzin, and despite that about Jeff, I'm still gonna have to go with Tenzin because he has a hat, which is awesome and he looks a little bit like the guy from Strangers of the Wrath.

01:31:21.225 --> 01:31:22.425

Phil: Yeah, he does a little bit.

01:31:22.525 --> 01:31:26.685

Phil: He looks very indigenous American, if that's a term.

01:31:27.845 --> 01:31:38.945

Phil: Jeff, of course, meets his tremendous demise where Lazarevich executes Jeff in front of Drake and Alana, which I thought was great.

01:31:39.685 --> 01:31:41.425

Phil: I love Jeff for his dispensability.

01:31:41.985 --> 01:31:43.405

Phil: He never served a purpose.

01:31:44.345 --> 01:31:46.125

Phil: I love the fact that Nate was jealous.

01:31:46.145 --> 01:31:48.885

Tom: See, this is what they should have done to Alana in the first game.

01:31:49.345 --> 01:31:51.725

Tom: She was just as dispensable.

01:31:51.745 --> 01:31:54.925

Tom: Someone should have just shot her.

01:31:55.085 --> 01:32:04.125

Phil: What I loved about this, right, is that Nate, you know, cock-jockey Nate, you know, he's riding Chloe over here, Alana over there, you know.

01:32:04.985 --> 01:32:10.445

Phil: You know, Jeff is just the cameraman who's along with Alana on a very tough job.

01:32:10.965 --> 01:32:27.525

Phil: And right from the get-go, or right from the get-go, you know, if you want to go there, Nate is giving Jeff a hard time and being felt like all put out, as if, you know, he's like replaced him in...

01:32:27.545 --> 01:32:28.545

Phil: Replace Nate.

01:32:28.545 --> 01:32:29.285

Tom: He's jealous.

01:32:29.285 --> 01:32:30.285

Phil: Yeah, exactly.

01:32:30.305 --> 01:32:30.665

Phil: Right.

01:32:30.685 --> 01:32:30.965

Phil: Yeah.

01:32:31.145 --> 01:32:32.585

Phil: Oh, nice input, Jeff.

01:32:32.605 --> 01:32:32.825

Phil: Yeah.

01:32:32.925 --> 01:32:34.125

Phil: I'll consider that, Jeff.

01:32:35.045 --> 01:32:36.245

Phil: Good idea, Jeff.

01:32:36.785 --> 01:32:37.105

Phil: Right?

01:32:37.165 --> 01:32:37.445

Tom: Yeah.

01:32:37.625 --> 01:32:41.105

Phil: And then he gets shot and he's like, oh, wow, that sucks, huh?

01:32:41.645 --> 01:32:45.525

Phil: So in terms of comedy value, I think Jeff is great.

01:32:45.905 --> 01:32:58.785

Phil: Tenzin is up there as one of the greatest video game partners ever, with his rope-yielding abilities and yeti-killing abilities.

01:32:59.165 --> 01:33:01.505

Phil: Doesn't speak English, lives in a village with a yak.

01:33:01.705 --> 01:33:03.545

Phil: Did you pet the yak when you were in the town?

01:33:04.285 --> 01:33:05.105

Phil: How was that yak?

01:33:05.425 --> 01:33:06.305

Tom: It was very soft.

01:33:06.625 --> 01:33:11.165

Phil: What did you think about that experience where the gameplay was essentially walking through the Tibetan village?

01:33:11.525 --> 01:33:22.165

Tom: Well, I think if that had been the beginning, I would have hated the game because I was so pleased with the being in Uncharted because they didn't go there, which basically every big release has to do.

01:33:22.165 --> 01:33:23.565

Tom: Tomb Raider did that, right?

01:33:23.585 --> 01:33:29.985

Tom: The opening is her just walking around saying, Yeah, but that's after Uncharted 2.

01:33:30.005 --> 01:33:35.445

Tom: Yeah, I'm saying all games do this, so I would have been pissed off if Uncharted 2 did that.

01:33:35.745 --> 01:33:38.245

Tom: At that time in the game, I thought that was well put.

01:33:38.685 --> 01:33:39.765

Tom: That was a good thing to have there.

01:33:40.565 --> 01:33:41.265

Phil: Nice piece.

01:33:41.485 --> 01:33:49.385

Tom: And this leads perfectly into something else about Uncharted, which you mentioned in our Cursed Mountain discussion, right?

01:33:51.425 --> 01:33:58.105

Tom: You said that Uncharted 2 had just as much Buddhist culture in it as Cursed Mountain, right?

01:34:00.405 --> 01:34:03.365

Phil: I may have dismissively made that ridiculous point.

01:34:03.385 --> 01:34:05.425

Phil: Yes, I mean, they have the prayer flags.

01:34:05.845 --> 01:34:08.025

Tom: They have the prayer flags.

01:34:08.045 --> 01:34:09.125

Tom: They have the prayer wheel.

01:34:09.905 --> 01:34:11.585

Tom: And here's the thing.

01:34:11.865 --> 01:34:15.965

Tom: It's true they have those things in it, but the prayer flags may as well be bunting.

01:34:18.505 --> 01:34:26.405

Tom: And the other thing that I find fascinating about the way they've done this is they go on in their hype.

01:34:26.425 --> 01:34:28.045

Tom: I don't know if they did this with Uncharted 2.

01:34:28.065 --> 01:34:39.425

Tom: I haven't watched all the videos yet, but in the first Uncharted, one of the things I was really pimping was attempting to say they weren't just inspired by Indiana Jones, saying they were big fans of 1930s madinaise and they watched 100 of them, right?

01:34:39.645 --> 01:34:46.805

Tom: Well, there's nothing in that depiction of Tibet of 1930s madinaise whatsoever.

01:34:47.045 --> 01:35:12.825

Tom: And that's what I was saying was so good about Cursed Mountain is in 1930s madinaise and up to the 50s, and this started going out in the 60s, if you were doing your pulp story and you had something from a different land in it that you were making exotic and whatnot, you would take what was actually the culture or what you were told was the culture, which was likely a load of bullshit, but...

01:35:13.385 --> 01:35:16.405

Phil: Like fortune cookies and, you know...

01:35:16.665 --> 01:35:17.225

Tom: That's right.

01:35:17.245 --> 01:35:18.225

Phil: That kind of thing, yeah.

01:35:18.245 --> 01:35:30.245

Tom: But you take some degree of research on the thing itself and you would include what the thing actually was, then you would go off in a new direction, like eating blue resin makes you into Nazis.

01:35:30.925 --> 01:35:31.525

Phil: Oh, good God.

01:35:31.545 --> 01:35:32.105

Tom: This, of course...

01:35:33.365 --> 01:35:34.625

Tom: That's not the case in Uncharted.

01:35:34.645 --> 01:35:41.325

Tom: They've just got a prayer wheel stuck in there, like Indiana Jones might have some guy with a traditional knife stuck in there.

01:35:42.245 --> 01:35:51.045

Tom: And they missed that whole thing, which is a major part of what made stuff pre-1960s pulp different.

01:35:51.425 --> 01:35:53.185

Tom: And that went out pre-19...

01:35:53.285 --> 01:35:58.045

Tom: after the 60s, because, of course, from that stage on, everyone had been overexposed to it.

01:35:58.065 --> 01:36:06.805

Tom: So then it was, let's just see how we can come up with an interesting new idea that has nothing to do with the source material, right?

01:36:07.025 --> 01:36:09.245

Tom: And that is what Uncharted is doing.

01:36:09.245 --> 01:36:18.445

Tom: So I just find it hilariously bizarre that they go to such a length to distance themselves from admitting that they're inspired by Indiana Jones.

01:36:20.205 --> 01:36:20.625

Phil: Yeah.

01:36:21.405 --> 01:36:22.125

Phil: That's pretty good.

01:36:22.145 --> 01:36:23.065

Phil: Yeah.

01:36:23.345 --> 01:36:26.345

Phil: Now, I have like three questions for you, but I want you to finish...

01:36:26.365 --> 01:36:29.165

Phil: You finish what you're going to say, and then I'll get into our questions.

01:36:30.605 --> 01:36:38.565

Phil: But just to tease and don't respond to it, I think this is one of the worst endings in a video game ever, and I want to hear your thoughts on that.

01:36:38.925 --> 01:36:44.945

Phil: But before we get to that, I do want you to cover the territory that you need to, and then I have a few other questions as well.

01:36:44.965 --> 01:36:48.125

Tom: I've got one other thing quickly that I thought was interesting.

01:36:48.585 --> 01:36:50.425

Tom: Now, you said this lacks soul.

01:36:50.605 --> 01:36:52.725

Tom: I mean, has soul in Tomb Raider?

01:36:52.745 --> 01:36:53.305

Tom: It doesn't, right?

01:36:55.025 --> 01:37:02.665

Phil: Yes, and that is imbued mostly because of the relationship between Nate and Sully and Nate and Elena, in my opinion.

01:37:02.685 --> 01:37:04.065

Tom: And I can buy that, though I...

01:37:04.545 --> 01:37:08.065

Tom: To me, the soul walks elsewhere in Tomb Raider, but they are...

01:37:08.085 --> 01:37:09.665

Tom: It's funny that this is...

01:37:10.365 --> 01:37:11.205

Tom: Tomb Raider was...

01:37:12.725 --> 01:37:24.185

Tom: Got so much flack for ripping off Uncharted, because Tomb Raider is actually, in many ways, the antithesis of Uncharted, or at least Uncharted 2, I should say, specifically.

01:37:24.425 --> 01:37:34.425

Tom: Because in Tomb Raider, the major focus in the design of Tomb Raider was not on set pieces and not on the overall pacing, and that was a major flaw in the game.

01:37:34.705 --> 01:37:39.705

Tom: But the greatest focus on Tomb Raider was getting all the mechanics absolutely right.

01:37:39.845 --> 01:37:48.445

Tom: So they had to get the shooting feeling really good, they had to get the cover perfect, they had to get the movement extremely flowing and solid, and they had to get the jumping physics right.

01:37:48.825 --> 01:38:03.345

Tom: They had to get all the mechanics and all the individual aspects of the game extremely well done, but they didn't then care as much about the overall pacing and the overall composition of the game.

01:38:03.485 --> 01:38:14.965

Tom: Whereas in Uncharted 2, it's the reverse of that, where the focus is of the overall composition of how the game plays out and not the individual parts themselves as far as the mechanics are concerned.

01:38:15.105 --> 01:38:19.445

Phil: Now, I agree 100% and that was exactly what I was going to say.

01:38:20.565 --> 01:38:26.805

Phil: There's only one thing that Tomb Raider rips off from Uncharted and it's an inconsequential thing that I'm not even going to bring up.

01:38:27.505 --> 01:38:38.125

Phil: But in every other way, it is the exact opposite, in that it focuses on the game play precision and mechanic primarily and the story secondarily.

01:38:38.205 --> 01:38:43.945

Phil: Whereas with Uncharted, the reason why you go through all of those levels is to get through to the cutscenes.

01:38:44.745 --> 01:38:57.885

Tom: And that's actually detrimental in many ways to the game play in Tomb Raider, because of course how you depict a story gives the game play designers more insight into what the pacing should be.

01:38:58.325 --> 01:39:00.445

Phil: Yeah, yeah, exactly.

01:39:00.465 --> 01:39:07.865

Tom: So then they're going to know, well, we need a crescendo here, we need a climax here, and that sort of thing, which is what Tomb Raider was lacking so much.

01:39:08.205 --> 01:39:16.025

Phil: And that's what was missing in the precursor to Tomb Raider, and that is Tomb Raider Underworld, where there was no real pacing.

01:39:16.025 --> 01:39:25.145

Phil: It was just either a relentless or just a plodding, or a plodding, then a relentlessness, and it never really had any cadence to it.

01:39:25.285 --> 01:39:31.205

Phil: And we always talk about pacing, but cadence might be even more precise, right?

01:39:31.225 --> 01:39:33.825

Tom: Yeah, I would say that's probably a better description.

01:39:35.545 --> 01:39:41.845

Tom: Now, the final thing I want to say is, you can give me some insight into this.

01:39:42.765 --> 01:39:57.025

Tom: Having lived so long in America, what the fuck is going on with Americans' bizarre, incredibly exploitive, and mind-boggling offensive obsession with the Yugoslavian wars?

01:39:57.805 --> 01:39:58.765

Tom: What's the deal with this?

01:39:58.785 --> 01:40:10.465

Tom: Because they did it in GTA IV, it was not as bad in GTA IV, because Rockstar, for all my criticism of them, when they do satirize or parody something, they do it well.

01:40:10.485 --> 01:40:20.805

Tom: Their flaw is they're not having the ball to go after anything big, so they go after the Yugoslavian war, which I assume most Americans know absolutely nothing about.

01:40:21.305 --> 01:40:22.965

Phil: I know nothing about it.

01:40:23.225 --> 01:40:25.345

Tom: And have no relation to whatsoever.

01:40:25.825 --> 01:40:30.865

Tom: This is a huge thing in Australia, because there are so many Yugoslavian immigrants, of course.

01:40:33.465 --> 01:40:38.245

Tom: But in Grand Theft Auto IV, they actually had an interesting...

01:40:40.005 --> 01:40:41.985

Phil: Oh, the Bosnian War.

01:40:42.545 --> 01:40:44.805

Phil: Herzkivina, Bosnia, yeah.

01:40:45.405 --> 01:40:46.785

Phil: Yeah, we know what that is.

01:40:47.145 --> 01:40:48.265

Phil: Yeah, yeah, yeah.

01:40:48.285 --> 01:41:03.305

Tom: They had an interesting take on that, because for all we knew, the main character in Grand Theft Auto IV could in fact himself have been a war criminal, and it was certainly implied that he was involved in crimes against humanity.

01:41:03.365 --> 01:41:05.625

Tom: So that was actually an interesting, satirical take.

01:41:05.645 --> 01:41:19.025

Tom: And despite being incredibly exploitative, and there's no way they could have got away with doing that or would have even contemplated doing that with, say, having someone coming back from Abu Grub to America.

01:41:19.805 --> 01:41:27.625

Phil: The whole Rockstar thing, I mean, there's a famous movie where Niko is directly referenced.

01:41:27.645 --> 01:41:32.665

Phil: He has the same sweater, he limps, the same haircut, everything about him.

01:41:32.685 --> 01:41:34.345

Phil: Are you familiar with that film?

01:41:34.605 --> 01:41:35.665

Phil: Do you know it peripherally?

01:41:35.685 --> 01:41:36.745

Phil: I don't think so.

01:41:37.185 --> 01:41:47.725

Phil: Yeah, I mean, the character of Niko is based off of a, specifically off of a movie character from a film made about this conflict.

01:41:47.745 --> 01:41:53.985

Phil: You know, because, you know, far be it for Rockstar to come up with an original concede.

01:41:54.485 --> 01:41:55.085

Tom: That's right.

01:41:55.685 --> 01:41:58.085

Tom: But that's literally a direct comparison.

01:41:59.085 --> 01:42:07.625

Tom: Having Niko, equivalent to Americans, it's only off by, you know, five years or a decade, not even a decade in terms of time.

01:42:07.645 --> 01:42:19.865

Tom: I would be having the person coming to America being an American war veteran that was torturing people at Abu Ghraib or something like that, or murdering Iraqi civilians.

01:42:19.865 --> 01:42:22.405

Tom: It's that exploitative, right?

01:42:22.405 --> 01:42:23.385

Tom: You see what I'm saying?

01:42:24.005 --> 01:42:32.805

Tom: If you're actually aware of the situation, and if you're not in America, or at least if you're in Australia, you would be because it is a big thing in Australia because of all the immigrants.

01:42:33.085 --> 01:42:38.305

Tom: But at least GTA 4 actually did something vaguely interesting with it.

01:42:38.345 --> 01:42:59.305

Tom: In Uncharted, they've basically just taken what is currently the case, as I'm sure everyone is aware of, that is war criminals who were involved in Yugoslavian crimes against humanity going around the world evading capture, and they've basically turned him into some ridiculous comic book villain.

01:42:59.485 --> 01:43:05.725

Tom: I mean, it's just the most ridiculous exploitation you could possibly do.

01:43:06.425 --> 01:43:08.285

Phil: That character was based on...

01:43:08.665 --> 01:43:12.525

Phil: Niko is based on Sasha from a movie called Behind Enemy Lines.

01:43:14.285 --> 01:43:17.725

Phil: So, you know, you can check that out for yourselves, folks.

01:43:17.745 --> 01:43:18.905

Phil: But yeah, you're absolutely right.

01:43:18.925 --> 01:43:19.785

Phil: They take it...

01:43:20.165 --> 01:43:30.165

Phil: And basically the character is entirely stereotypical, superficial, ridiculous, Mario-level boss by the end of it, right?

01:43:30.505 --> 01:43:39.685

Phil: He's this massive smurf that you have to run around in a circle and shoot something that will shoot back in his face and then you can hit him.

01:43:40.285 --> 01:43:43.705

Tom: I mean, that whole thing is just so incredibly distasteful.

01:43:44.285 --> 01:43:50.485

Tom: Now, you might think that's a big criticism, but I do enjoy distasteful stuff, so I did enjoy that despite everything I've just said.

01:43:51.105 --> 01:43:56.945

Tom: But as for the actual ending, now, what was your major problem with it?

01:43:56.965 --> 01:44:00.825

Tom: Because I thought it was improvement on the ending of Uncharted 1.

01:44:01.685 --> 01:44:16.685

Phil: Well, it just turned into what I call a traditional Super Mario boss, where basically you butt stomp the ground to move the boss up into the air, he lands on his shell, and then you get to hit him in his weak spot.

01:44:17.605 --> 01:44:19.385

Phil: That is what this end level is.

01:44:19.745 --> 01:44:24.885

Phil: And they had received criticism for their end level after Uncharted.

01:44:25.145 --> 01:44:36.485

Phil: They knew this was an area that they had to improve upon, and their choice was to go to Mario 64, which in and of itself is great, but doesn't fit this game at all.

01:44:37.665 --> 01:44:48.465

Phil: Basically, you just run around in a circle backwards using a shotgun to shoot, you know, blue shit on this guy.

01:44:48.845 --> 01:44:53.325

Phil: He goes, oh, I can't see, or oh, I feel weak, whatever the case was.

01:44:53.345 --> 01:44:54.865

Tom: Despite his apparent invincibility.

01:44:55.825 --> 01:44:57.345

Phil: And then you shoot him again, right.

01:44:57.365 --> 01:45:02.645

Phil: Yeah, you shoot the kryptonite trees, and then Superman's fallible, and you go in, you pound him in the face.

01:45:02.665 --> 01:45:08.065

Phil: And you do this like three times or five times, and then you win, right.

01:45:08.965 --> 01:45:19.265

Phil: Now, Uncharted 3, they do do a better job at the end, boss, but I think this continued the history of terrible endings from Naughty Dog.

01:45:19.285 --> 01:45:20.405

Tom: Well, here's what I would say.

01:45:20.965 --> 01:45:27.145

Tom: I thought on a pure gameplay level, I enjoyed it because it did something different with the combat.

01:45:27.165 --> 01:45:32.945

Tom: It wasn't a particularly interesting boss battle, but well, I couldn't at least basically just run around in a circle.

01:45:32.965 --> 01:45:34.725

Tom: Bear in mind, I was playing in hard.

01:45:35.065 --> 01:45:39.845

Tom: I had to actually learn the layout of the area, where all the ammo was.

01:45:39.865 --> 01:45:42.265

Tom: I mean, it wasn't a badly designed thing.

01:45:42.285 --> 01:45:42.565

Tom: It was...

01:45:43.205 --> 01:45:46.925

Phil: I had to do the same thing, but ultimately, we're both doing the same thing.

01:45:47.545 --> 01:45:49.305

Phil: And the fact is, I didn't think...

01:45:49.445 --> 01:45:53.785

Phil: I think that end boss levels are unbecoming for this franchise.

01:45:53.805 --> 01:45:54.565

Tom: Well, that's the thing.

01:45:54.585 --> 01:45:57.865

Tom: I would say that in and of itself, I thought it was a good...

01:45:58.005 --> 01:45:59.525

Tom: a solid boss.

01:45:59.545 --> 01:46:03.545

Tom: Nothing particularly good about it, but it was certainly enjoyable.

01:46:03.565 --> 01:46:04.485

Tom: But the thing is...

01:46:04.905 --> 01:46:08.665

Phil: Why couldn't they have gone from the crumbling bridge thing...

01:46:08.685 --> 01:46:08.845

Phil: Yep.

01:46:09.465 --> 01:46:09.825

Phil: Right?

01:46:09.905 --> 01:46:12.445

Phil: That preceded it to the very end?

01:46:13.465 --> 01:46:15.705

Tom: The crumbling bridge thing was at the end.

01:46:15.705 --> 01:46:17.125

Tom: That was after the boss battle.

01:46:17.685 --> 01:46:19.765

Phil: Oh, well, did they skip the boss battle?

01:46:19.785 --> 01:46:21.445

Tom: That's what I was about to say.

01:46:21.585 --> 01:46:22.225

Tom: Here's the thing.

01:46:22.365 --> 01:46:27.845

Tom: As far as the way the story is laid out, it was completely unnecessary.

01:46:27.865 --> 01:46:32.005

Tom: It should have been a narrative showdown between the two.

01:46:32.165 --> 01:46:48.365

Tom: And it also makes no sense whatsoever from the story's perspective to end it in that way, because Lozarevich at the end says, when Nate finally has the chance to kill him, well, you, blah, blah, blah, you don't have the balls, you're a good person, so you're not going to kill me, right?

01:46:49.105 --> 01:46:50.005

Tom: And so he doesn't.

01:46:50.665 --> 01:46:54.245

Tom: Conveniently, these guys jump out of the jungle and kill him for Nate.

01:46:54.985 --> 01:46:57.305

Tom: There's one major problem with this.

01:46:57.325 --> 01:47:04.125

Tom: If you remember only moments ago, Nate shot him repeatedly in cold blood to kill him.

01:47:04.705 --> 01:47:07.585

Phil: And if given the choice, I would have shot him.

01:47:07.605 --> 01:47:08.165

Tom: That's right.

01:47:08.245 --> 01:47:16.305

Tom: But I mean, if that had killed him, that would have been a far more logical ending for both the story and for the game.

01:47:16.325 --> 01:47:24.025

Tom: If he had got there just before he fucking drank the blue resin and shot him then and there, it would have made more sense.

01:47:24.485 --> 01:47:31.345

Phil: Yeah, and keep in mind that he killed 16,000 people who worked for Zarevich up to this point.

01:47:31.365 --> 01:47:34.545

Tom: I love that they comment on that in the dialogue, though.

01:47:34.965 --> 01:47:35.465

Phil: Oh, they do?

01:47:35.485 --> 01:47:39.225

Tom: Yeah, he says, You're not much different from me, Nate.

01:47:39.425 --> 01:47:42.125

Tom: How many people have you killed even today?

01:47:42.525 --> 01:47:43.665

Tom: Or something along those lines.

01:47:43.805 --> 01:47:44.945

Tom: And I thought that was awesome.

01:47:46.285 --> 01:47:51.725

Phil: You sure he doesn't say, how many people have you killed today?

01:47:53.125 --> 01:47:56.925

Phil: Wait, that's not the right voice.

01:47:56.985 --> 01:47:58.765

Phil: Keep going, keep going, move on.

01:47:59.625 --> 01:48:05.385

Tom: So that was basically, I think that's the only good thing to take away from the ending, was that line.

01:48:05.585 --> 01:48:15.245

Tom: But here's the worst part of the ending, which you will get to hear our own rendition of after the podcast, or rather at the very end of the podcast, after our outro.

01:48:15.265 --> 01:48:22.645

Tom: And that is the small discussion between Alana and Nate at the very end.

01:48:23.305 --> 01:48:24.345

Phil: I thought it was sweet.

01:48:24.905 --> 01:48:25.525

Phil: I loved it.

01:48:25.585 --> 01:48:26.665

Phil: I thought it was great.

01:48:26.725 --> 01:48:27.965

Phil: It moved me to tears.

01:48:27.985 --> 01:48:28.405

Tom: Really?

01:48:28.525 --> 01:48:30.485

Phil: And I'm not afraid to say it.

01:48:30.805 --> 01:48:33.185

Phil: I thought it was the best thing in video games ever.

01:48:33.205 --> 01:48:33.905

Phil: I loved it.

01:48:34.785 --> 01:48:37.265

Tom: I thought it was just absolutely atrocious.

01:48:37.385 --> 01:48:38.145

Tom: It was awful.

01:48:38.165 --> 01:48:39.565

Phil: I'm a sentimental bloke.

01:48:39.685 --> 01:48:41.145

Phil: I thought it was wonderful.

01:48:41.165 --> 01:48:42.485

Phil: I thought it was really cute.

01:48:42.525 --> 01:48:43.925

Tom: You know what it sounds like, though?

01:48:44.005 --> 01:48:47.325

Tom: I mean, here's the bizarre thing about it is this.

01:48:48.205 --> 01:48:50.945

Tom: It should have been a good moment.

01:48:51.305 --> 01:48:53.205

Tom: It's written fine for that.

01:48:53.225 --> 01:48:55.065

Tom: It's incredibly corny.

01:48:55.325 --> 01:48:56.505

Tom: I have no problem with corn.

01:48:57.205 --> 01:48:58.265

Tom: That's not my issue with it.

01:48:58.305 --> 01:48:59.685

Phil: Yeah, he loves corn.

01:48:59.705 --> 01:49:00.385

Tom: I love corn.

01:49:01.265 --> 01:49:02.385

Phil: Hardcore corn.

01:49:02.765 --> 01:49:10.345

Tom: My issue with it is the delivery of it from both Nolan North and whatever the fuck the woman is called.

01:49:11.085 --> 01:49:19.685

Tom: They deliver it like it is some fucking satirical cartoon that is making fun of writing like that.

01:49:20.265 --> 01:49:20.965

Phil: You're wrong.

01:49:21.625 --> 01:49:23.645

Phil: Let's just move on because you're wrong.

01:49:23.885 --> 01:49:25.265

Phil: You're embarrassing yourself.

01:49:25.465 --> 01:49:26.065

Tom: Listen to me.

01:49:26.485 --> 01:49:38.805

Tom: On SBS, there is currently a show on SBS One, which is a post-Simpsons cartoon where every single line is some ironic parable.

01:49:39.745 --> 01:49:44.025

Phil: Well, isn't that every animated fucking cartoon in the last 15 years?

01:49:44.225 --> 01:49:47.605

Tom: This is post-Simpsons then.

01:49:47.745 --> 01:49:49.485

Tom: This is on a degree beyond that.

01:49:50.185 --> 01:49:53.445

Phil: This is my major problem with animated shorts.

01:49:53.665 --> 01:50:00.885

Phil: I mean, everything is so goddamn, you know, self-referential and, you know, postmodern.

01:50:00.925 --> 01:50:01.785

Phil: I've had it.

01:50:01.865 --> 01:50:02.585

Phil: I'm done with it.

01:50:02.605 --> 01:50:05.305

Tom: Yeah, but why do you like this?

01:50:05.325 --> 01:50:07.125

Tom: Because this was delivered in...

01:50:07.885 --> 01:50:12.365

Tom: If you put this in that show, you would not find an iBit.

01:50:12.585 --> 01:50:13.865

Phil: Big spoilers.

01:50:13.885 --> 01:50:16.205

Phil: Yep.

01:50:16.385 --> 01:50:17.865

Phil: Elena was dead.

01:50:17.945 --> 01:50:20.705

Phil: You find out she's alive in this scene.

01:50:22.205 --> 01:50:24.685

Tom: But you find out she's alive before those lines.

01:50:26.625 --> 01:50:28.245

Phil: You find out she's alive.

01:50:28.465 --> 01:50:30.145

Phil: You find out she's alive.

01:50:30.165 --> 01:50:31.225

Phil: That's the biggest thing.

01:50:31.245 --> 01:50:34.485

Phil: So you're like, oh, she's alive, and here she is talking cute with Nate.

01:50:34.505 --> 01:50:40.365

Tom: So what you're saying is, this fact is enough for you to ignore the awful delivery of the lines.

01:50:41.625 --> 01:50:42.425

Tom: Okay, that's fine then.

01:50:42.445 --> 01:50:43.405

Tom: I've got no problem with that.

01:50:44.845 --> 01:50:45.885

Tom: I've got no problem with that.

01:50:45.905 --> 01:50:48.505

Tom: I just thought it was mind-bogglingly awful.

01:50:49.465 --> 01:50:50.905

Phil: Are we done here, my friend?

01:50:50.925 --> 01:50:51.525

Tom: Yep, we're done.

01:50:52.285 --> 01:50:54.685

Phil: Because you cannot bear to talk.

01:50:54.705 --> 01:50:55.325

Phil: You think we're done.

01:50:55.345 --> 01:51:01.125

Tom: You cannot bear to talk for it any longer after I've just cut you down and destroyed you.

01:51:02.065 --> 01:51:03.145

Phil: Two things, vehicle levels.

01:51:03.165 --> 01:51:03.365

Tom: Yes.

01:51:05.045 --> 01:51:06.285

Phil: Up or down, yes or no?

01:51:07.065 --> 01:51:08.645

Tom: Vehicle levels in what context?

01:51:09.645 --> 01:51:10.485

Phil: Like, not like.

01:51:11.205 --> 01:51:14.145

Tom: No, I mean, what are you referring to as the vehicle levels?

01:51:14.165 --> 01:51:18.145

Tom: When you're walking around on the train, are you classing that as a vehicle level?

01:51:18.165 --> 01:51:20.365

Phil: No, driving trucks, jumping from truck to truck.

01:51:20.685 --> 01:51:21.285

Tom: I enjoyed it.

01:51:21.345 --> 01:51:22.085

Tom: I'll give it an up.

01:51:23.065 --> 01:51:28.185

Phil: Okay, next thing, you're in the village where the tank is chasing you, up or down?

01:51:29.505 --> 01:51:30.505

Tom: I'll give that an up as well.

01:51:31.625 --> 01:51:32.645

Phil: Oh, really?

01:51:32.805 --> 01:51:37.105

Phil: Because that's where I got stuck quite a bit until I figured out what the hell I was supposed to be doing.

01:51:37.685 --> 01:51:39.325

Tom: Were you trying to kill the tank?

01:51:40.225 --> 01:51:42.985

Phil: I don't know what I was trying to do, but I could not figure it out.

01:51:43.005 --> 01:51:47.525

Phil: That's the only point that I got stuck other than jumping from ice level to ice level.

01:51:47.545 --> 01:51:56.085

Tom: It was actually, as far as I can remember, I can't remember exactly what it was, but there was some confusion at the very beginning.

01:51:56.545 --> 01:52:06.945

Tom: One major problem with that is, it gets the direction of the old area off to a poor start, so you then have doubts in your mind as to what you're meant to be doing.

01:52:07.145 --> 01:52:21.025

Tom: What helped begins is, you've got the tank directly in front of you, and there's cover there, and there isn't even a pathway to the right, so you move into the cover and you think, okay, I've got to somehow kill the tank, right?

01:52:21.085 --> 01:52:34.045

Tom: But what you've actually got to do is, you move further to the side to a particular spot with nothing special about it whatsoever, at which stage the tank blows a hole in the wall and the camera moves to direct you along the pathway.

01:52:34.465 --> 01:52:34.965

Tom: So yeah.

01:52:34.985 --> 01:52:35.865

Phil: Yeah, exactly.

01:52:36.145 --> 01:52:41.205

Phil: It is kind of what we were talking about before though in terms of signposting being inconsistent.

01:52:41.205 --> 01:52:41.725

Tom: That's right.

01:52:41.745 --> 01:52:44.825

Phil: But anytime you want to play this online, I am up for it.

01:52:44.825 --> 01:52:46.765

Phil: I am fully patched and ready to go.

01:52:46.785 --> 01:52:49.905

Phil: The co-op in this game is amazingly good.

01:52:51.485 --> 01:52:52.265

Phil: What is the co-op?

01:52:52.285 --> 01:52:54.045

Tom: Is it presumably not through the story?

01:52:54.965 --> 01:53:09.685

Phil: No, the co-op presents you with some levels through the game where they provide different story elements and you have to play with another friend, up to three friends, and basically you are going through these different levels.

01:53:09.705 --> 01:53:13.905

Phil: But it is an entirely different story that adds to the full story.

01:53:13.925 --> 01:53:14.985

Tom: So it has its own story.

01:53:15.705 --> 01:53:17.465

Phil: Yeah, it is really great.

01:53:17.485 --> 01:53:17.705

Tom: Excellent.

01:53:18.485 --> 01:53:20.705

Phil: Yeah, so I'm up for that whenever you want to play that.

01:53:21.705 --> 01:53:23.385

Phil: Let me know in the coming days.

01:53:23.625 --> 01:53:29.645

Tom: And I just want to say the bonus features that were so awesome in Uncharted 1 returned.

01:53:29.865 --> 01:53:30.685

Tom: So thank god for that.

01:53:30.705 --> 01:53:32.985

Phil: Yeah, I mean, good job on that stuff.

01:53:33.005 --> 01:53:34.865

Tom: Have you tried the Next Gen filter?

01:53:35.805 --> 01:53:36.225

Phil: No.

01:53:36.245 --> 01:53:38.725

Tom: Okay, I'm not going to tell you what it does.

01:53:38.745 --> 01:53:40.045

Tom: You need to go and turn that on.

01:53:40.425 --> 01:53:41.985

Tom: It is hilarious what it does.

01:53:42.205 --> 01:53:44.885

Phil: I assume it was lots of bloom and lens flare.

01:53:45.445 --> 01:53:46.365

Tom: I will not comment.

01:53:47.025 --> 01:53:47.385

Phil: Okay.

01:53:47.405 --> 01:53:48.625

Tom: I will not spoil it for you.

01:53:48.765 --> 01:53:50.905

Tom: Go and turn it on and have your mind blown.

01:53:51.805 --> 01:53:58.505

Phil: All right, well, dear listener, just as an inside joke, if you've listened this far into the show, you know how long the show has lasted.

01:53:58.725 --> 01:54:04.585

Phil: We had originally pitched internally between Tom and myself that this would be a 60-minute show.

01:54:05.645 --> 01:54:12.605

Phil: So you can giggle about that and know that upcoming we will have a 60-minute show and God knows what it will look like.

01:54:12.945 --> 01:54:18.765

Tom: I'm thinking what it will be is probably 60 minutes of us reading from the Uncharted script.

01:54:20.085 --> 01:54:24.505

Phil: And have you any intention to play Uncharted 3?

01:54:24.525 --> 01:54:28.325

Tom: I will be starting it probably tomorrow, if not today.

01:54:28.345 --> 01:54:33.605

Tom: So it should be treated to yet another episode full of Uncharted.

01:54:33.685 --> 01:54:38.185

Phil: My brief spoiler is going to be I believe that as with...

01:54:38.605 --> 01:54:41.485

Phil: I told you Tomb Raider is better than any of the Uncharted games.

01:54:42.485 --> 01:54:43.145

Phil: As a game.

01:54:45.005 --> 01:54:49.365

Phil: I think Uncharted is better than Uncharted 2, but I liked Uncharted 2 more.

01:54:49.385 --> 01:54:50.545

Tom: That's my expectation.

01:54:51.305 --> 01:54:52.985

Phil: Yeah, just sequel stuff.

01:54:53.005 --> 01:55:02.665

Tom: If it is not a vastly superior game, technically I will be probably not only disappointed, but quite surprised given that that's generally how Naughty Dog works.

01:55:03.525 --> 01:55:08.365

Phil: And there's some disappointing things about it that I can't wait to talk to you about next episode.

01:55:08.785 --> 01:55:11.425

Tom: Also, I can't wait to see the crap all over your favorite parts.

01:55:12.285 --> 01:55:14.505

Phil: Yep, we're going to close off episode 11 at that.

01:55:14.925 --> 01:55:22.685

Phil: We do have a special bonus after the outro where Tom and I are going to reenact the final scene of Uncharted 2.

01:55:22.705 --> 01:55:24.545

Phil: It's something that you must listen to.

01:55:24.565 --> 01:55:26.205

Phil: It's something we rehearsed all week.

01:55:27.405 --> 01:55:36.245

Phil: I disagreed with some of the blocking on the set, but eventually we came to terms and we did record this in a local church.

01:55:36.605 --> 01:55:38.665

Tom: So it might be a little echoing.

01:55:39.305 --> 01:55:44.865

Phil: Yeah, it might be a little bit of echo on it, but I'm going to add the soundtrack, which will probably block out a lot of that.

01:55:44.885 --> 01:55:49.685

Phil: And boy, did those heels hurt.

01:55:50.605 --> 01:55:51.945

Phil: In any case, you're listening to...

01:55:51.965 --> 01:55:54.005

Tom: I'm sure you won't get to see the outfit he was in.

01:55:54.905 --> 01:55:55.585

Tom: It was pretty spectacular.

01:55:55.605 --> 01:55:56.185

Phil: Thank you for listening.

01:55:56.865 --> 01:55:59.525

Phil: Yeah, well, the rubber chafed as well.

01:55:59.585 --> 01:56:00.445

Phil: I'll just add that.

01:56:01.305 --> 01:56:03.205

Phil: You've listened to episode 11.

01:56:03.505 --> 01:56:05.305

Phil: Congratulations, achievement unlocked.

01:56:05.685 --> 01:56:08.165

Phil: Please do come to our website, gameunder.net.

01:56:08.225 --> 01:56:11.505

Phil: But if you don't want to do that, just tell a friend about the podcast.

01:56:11.525 --> 01:56:15.425

Phil: Don't go to iTunes and review it or rate it or any of that crazy stuff.

01:56:16.165 --> 01:56:18.005

Phil: But tell a friend, hey, you can listen to this.

01:56:18.025 --> 01:56:20.285

Phil: If they listen to Stitcher, they can listen to us on that.

01:56:21.125 --> 01:56:26.485

Phil: You can follow me on Twitter at GameUnderPhil.

01:56:26.925 --> 01:56:29.285

Phil: And the reason to do that is because I won't spam you.

01:56:29.305 --> 01:56:30.845

Phil: I'll just tell you when shows are coming up.

01:56:31.445 --> 01:56:35.645

Phil: And also ask for you to give us input on a show just before we record.

01:56:35.685 --> 01:56:37.225

Phil: And you'll get mentioned on the show.

01:56:37.765 --> 01:56:42.545

Phil: Sometimes I also give out our Skype number, so you can call in and be on the show.

01:56:42.745 --> 01:56:44.165

Phil: So, GameUnderPhil.

01:56:44.805 --> 01:56:49.565

Phil: And with that, I am Phil Fogg, 1L2G's.

01:56:49.585 --> 01:56:50.125

Phil: And you are?

01:56:50.585 --> 01:56:52.245

Tom: Well, actually, you are Thomas.

01:56:52.465 --> 01:56:53.805

Tom: And I am George Woodman.

01:56:55.565 --> 01:56:59.925

Phil: And here is our rendition of the final scene of Uncharted 2.

01:57:07.326 --> 01:57:11.046

Phil: So on a scale of 1 to 10, how scared were you that I was going to die?

01:57:11.646 --> 01:57:12.046

Phil: Four.

01:57:12.906 --> 01:57:13.366

Phil: Four?

01:57:15.286 --> 01:57:15.926

Phil: A four?

01:57:15.966 --> 01:57:16.446

Tom: Yeah.

01:57:17.186 --> 01:57:18.486

Phil: You were at least an eight.

01:57:18.826 --> 01:57:19.526

Tom: An eight?

01:57:20.286 --> 01:57:21.446

Phil: You were a total eight.

01:57:21.526 --> 01:57:22.026

Tom: An eight?

01:57:22.046 --> 01:57:23.846

Tom: Those guardian things were an eight.

01:57:24.326 --> 01:57:25.226

Phil: Are you kidding me?

01:57:25.346 --> 01:57:26.866

Tom: Yeah, those were terrifying.

01:57:27.666 --> 01:57:29.006

Phil: Then what's a ten?

01:57:29.606 --> 01:57:30.266

Tom: Clowns.

01:57:31.086 --> 01:57:32.646

Phil: Clowns over my dead.

01:57:33.386 --> 01:57:33.646

Tom: I...

01:57:33.666 --> 01:57:35.166

Tom: I hate clowns.

01:57:35.906 --> 01:57:36.446

Phil: Clowns?

01:57:37.566 --> 01:57:39.106

Tom: I hate clowns.

01:57:39.986 --> 01:57:40.806

Phil: Oh my word.

01:57:41.106 --> 01:57:42.326

Phil: You thought I was dead.

01:57:42.446 --> 01:57:42.826

Tom: No.

01:57:43.766 --> 01:57:45.346

Phil: No, you thought I was gone.

01:57:46.646 --> 01:57:47.366

Phil: Yes, you did.

01:57:47.486 --> 01:57:48.806

Tom: No, I had you all along.

01:57:49.526 --> 01:57:50.686

Phil: I saw you shed tears.

01:57:50.786 --> 01:57:51.866

Phil: You shed a bunch of them.

01:57:53.566 --> 01:57:53.906

Phil: Mm-hmm.

01:57:54.326 --> 01:57:55.126

Tom: It was raining.

01:57:55.586 --> 01:57:56.486

Phil: No, it was not.

01:57:56.646 --> 01:57:58.546

Tom: You were unconscious and it was raining.

01:57:58.986 --> 01:58:01.686

Phil: It was totally sunny out and you were bawling.

01:58:02.126 --> 01:58:04.646

Tom: It was not sunny and you were unconscious.

01:58:05.406 --> 01:58:07.426

Phil: Whatever, I kept your tears in a jar.

01:58:07.706 --> 01:58:08.326

Phil: I have proof.



Game Under Episode 10

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

E3 Reactions
Microsoft:
0:07:25 Microsoft Apologizes for Rape
0:09:50 The Price - Would we buy it?
0:16:00 The Games - MGS5, Dead Rising 3, Forza, Quantum Break and discussion of FMV games, The Last Express, Ryse, Killer Instinct,
0:30:05 We Declare RARE Dead
0:31:20 D4 From SWERY65
0:32:45 PSN+ Coming to XBLive
0:33:55 Synopsis of Microsoft Conference
Sony:
0:36:35 The Physical Box
0:38:55 No DRM. Bam!
0:42:55 $399. Bam!
0:43:55 Mic Drop
0:47:50 Bye-bye Free Multiplayer (Tom and Phil fight over $5)
0:55:35 Tom posits, "How did they get away with it?"
0:57:20 The Games - GT6, GTA5, Last of Us, Beyond, FF15, Kingdom hearts 3, Assassin's Creed, Diablo 3.
0:58:20 Diablo 3 Discussion - Battle.net or not?
1:00:00 Vita Stuff
1:01:05 Last Guardian News
1:01:40 Synopsis of Sony Conference
1:04:15 WTFinal Fantasy 15 (and Phil says what Square Should Do)
Nintendo:
1:08:40 Tom Says They "Won" E3
1:10:10 Phil "Ahems" Then Says Nintendo Did Great but ...
1:10:45 Phil Melts Down on how Racist Nintendo Is
1:13:00 Phil continues in his normal tone, and says that Nintendo is doing fine
1:13:20 Tom Brings Up Cammy
1:14:55 A 3D Mario! In 2D!
1:20:05 Super Smash Bros.
1:21:30 Pokemonx and Pokemony
1:22:45 We Declare Retro Dead
1:27:05 Third Party Games
1:28:10 Eidos. Whores.

First Impressions
1:30:35 Last of Us First Impressions from Phil

Aural Reviews
1:47:55 Uncharted: Drakes Fortune (An Aural Review) - and some Jurassic Park Talk, and some lesbian room-mate talk. Okay, that was link bait. Sorry.
2:36:45 Metro 2033 (An Aural Review) 

Outro 
3:14:40 Phil Fogg's Uncharted Review: The Musical.

Game Under Episode 9

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

"Kissy Face Deals."

Tom Towers and Phil Fogg give analysis of the latest news, E3 hype and predictions
and some hands-on impressions of Remember Me and a mystery game.  We also take our first live call from a listener.

0:00:45 Introductory statements
0:01:30 Games we picked up this week (aka Trademark Banter)

Feature One: E3 Predictions with Our Anonymous Source
0:07:30 Final Fantasy 15?
0:08:25 Final Fantasy 15 a Sony Exclusive?
0:10:50 Respawn's Project an MS Exclusive?
0:12:00 Sony Will Also Have "always on" DRM
0:14:05 Vita Price Drop?
0:18:10 3DS Price Drop? (and why Tom reviles handheld consoles)
0:19:10 Release Dates, but No Prices
0:20:10 What Will Naughty Dog Show?
0:20:55 Fallout 4 and Kingdom Hearts 3?
0:22:25 New Peripheral from Nintendo?
0:24:00 Zelda, SSBU, Metroid?
0:25:25 Wii U Price Drop?
0:29:35 Live call from listener on Last Guardian E3 Predictions.
0:35:00 Tom and Phil talk about The Last Guardian
0:27:20 Sony's Indy/ Art Obsession

First Impressions
0:37:55 Remember Me
1:01:50 Mystery Game Preamble
1:04:35 Mystery Game Impressions

News
1:12:45 The Straight Dope from Microsoft on Xbox One
1:14:55 Phil's Brain Completely Melts Down, mentions Bin Laden and US Immigration Policy (and Apple)
1:16:15 Straight Dope Resumes
1:23:30 Sony's Dilemma
1:26:05 The Console Future for Phil and Tom
1:28:06 Keifer is Snake? Snaaaake!
1:32:00 (Same Topic) Why GTA4 Should Have Been a Call to Jihad (just kidding NSA)
1:34:26 (Same Topic) He's not even American
1:35:01 (Same Topic) Fake Australians
1:36:23 Last of Us Critical Reception
1:43:40 Trickery (and mis-pronunciation of hyperbole) - Greater discussion of reviews
1:48:30 Animal Crossing Reviews
1:52:11 Drunken Dude Busted (Tekken related)
1:55:41 Final E3 Predictions from Phil


Final Impressions
1:56:22 Remember Me (no seriously)
2:01:33 Deadly Premonition (farewell, sweet prince)

Game Under Episode 8

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

0:00:37 Intro
0:01:12 Trademark Banter
0:04:15 Red Dead Redemption: Undead First Impressions
0:04:50 Resident Evil: Revelations and discussion on back-tracking
0:12:20 Police Quest
0:17:15 Pirate's Booty
0:21:00 Normal
0:21:30 Ladders in Video Games
0:23:20 Metro: Last Light Final Thoughts
0:26:30 What's worse? Bad enemy AI or bad Ally AI?

Feature Number One
0:39:10 Next Gen Graphics?

News
0:59:44 Xbox One Update (What if Sony does the same thing?)
1:01:55 MLB The Show. Outrage.
1:06:06 Blizzard is Melting
1:11:50 Sonic Mario Galaxy
1:13:30 Warren Spector is a Clown (and Wolfenstein 3D trivia)

First Impressions
1:17:40 Costume Quest (and parental advice)
1:19:00 Great Intros in Games
1:21:40 Septerra Core [sic]
1:25:25 To the Moon
1:38:10 Autism
1:42:30 Proteus

YakuzaKillzONE Minute
1:50:10 Wii U Version is an "experiment"

Deadly Premonition Special (Spoiler Free)
1:55:47 Tom Gets Sucked In

 Transcript:

  Phil: Welcome to The Game Under Podcast.

Phil: This week, we'll be going over the week's news, giving hands-on impressions of Half-Life, yes, Half-Life, the PC original, Costume Quest, Metro To the Moon, Proteus and Metro Last Light, as well as a couple of featured conversations about next-gen graphics and Deadly Premonition.

Tom: Did you forget Resident Evil Revelations, or was I just not listening?

Phil: And Resident Evil Revelations.

Tom: So says Tom and Phil.

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

Tom: On this episode, we will be discussing a great breadth of games that are now totally irrelevant.

Tom: We're back to our old school style of discussing what you do not care about, but apart from that, we'll also be discussing Xbox One, which by this point, you probably also don't care about.

Tom: Next-gen graphics, which you also probably don't care about, and Deadly Premonition, which you probably do actually care about if there's any justice in the world.

Tom: So shall I just step straight into the impressions?

Phil: Well, of course, we can't do that because we've got to have some trademark banter first.

Tom: That's true.

Phil: That's true.

Phil: I went on a very rare holiday yesterday.

Phil: I went over to the coast.

Phil: For reasons we won't go into here, I was stumbling around the street wearing shoes without socks.

Tom: I'm guessing this has something to do with purple drank.

Phil: No, this time it wasn't.

Phil: But I was like, I need to buy socks.

Phil: So I went into the grocery store where they didn't have any socks.

Phil: I went into the newsagent, no socks.

Phil: So I went into a surf apparel store.

Tom: Can I just ask, were you wearing shoes or were you just in bare feet?

Phil: I was wearing shoes, but I didn't pack in...

Tom: That just kind of destroys the whole story.

Tom: I mean, the intro, the image it conjures up is you stumbling around barefoot in some coastal town somewhere.

Phil: Beachside community.

Phil: So, no, I was walking around and I didn't pack socks because I didn't actually pack any clothes until the last seconds before I left my house.

Phil: And I couldn't find any white socks, so I was just like, well, I'm sure there are some in the car or I can buy some when I get there.

Phil: So I got there.

Tom: Do you generally have random socks in your car?

Phil: Well, in California, it's a habit to pack walking shoes and socks in your car in case you're driving home from work and there's an earthquake and you have to walk for a great distance.

Phil: So part of your in-car earthquake kit is socks and shoes.

Phil: And I don't live in California anymore.

Phil: So I walk into this surf shop, and I ask the clerk behind the counter, I say, I know this is a bit of a stretch, but do you have any socks here?

Phil: And he's all, socks?

Phil: I'm all, yeah, socks.

Phil: He's all like, well, what do you mean?

Tom: Board socks?

Phil: I said, you know, for your feet, they go in between your feet and your shoes.

Phil: He's like, oh yeah, yeah, yeah, we got socks back there in the back corner.

Tom: See, now that's, if they hadn't had any socks, confusion might have been understandable.

Tom: But the fact that they actually did was selling socks.

Phil: Yes.

Tom: Didn't understand what you were asking.

Phil: Right.

Tom: Foggles the mind.

Phil: I said, I know it's a stretch, but do you sell any socks?

Phil: He's all, what?

Phil: You know, and I had to describe to him the concept of socks.

Phil: And then he's like, oh, yeah, socks.

Phil: Yeah.

Tom: Maybe there's some sort of surf-related slang for socks.

Phil: Well, that's what I was wondering.

Phil: It's like there's a piece of equipment for surfing that is sock, you know, they call them socks, you know, like something you put on the fins and they're like, but then they'd have those as well.

Tom: Yeah, exactly.

Tom: Well, there are those rubber things you can put on your feet that give you extra grip.

Phil: Right, right.

Tom: But if he was thinking that, he should have known what it was as well.

Phil: And said, yeah, man, yeah, totally, dude, we got socks over there.

Phil: He wouldn't sound like that because I was in Australia.

Phil: Yeah, he might have.

Phil: Also, since we're in the banter section, I get to say whatever I want.

Phil: I just put in Red Dead Redemption Undead.

Phil: And that is hilarious.

Phil: It's basically giving the House of the Dead overkill treatment to Red Dead Redemption.

Phil: So it's so far so good.

Tom: And it works?

Phil: Oh, totally, totally.

Phil: And it's done with a lot of humor, you know, as you would have to do that.

Phil: But, you know, speaking of horror games, you were going to give us some final thoughts on Resident Evil Revelations for PC home console, right?

Tom: Indeed, I was.

Tom: And I'm basically just going to be repeating what I said in the first podcast.

Tom: But why not?

Tom: So from what I've played, which is basically Resident Evil so it's one game, but I'm happy to say this is the best Resident Evil game since Resident Evil easily, in terms of single player.

Tom: As I was getting at in the first impressions of Revelations, the pacing really is just excellent.

Tom: They use the ammo absolutely perfectly to put a tempo to the gameplay, to give it a flow, and the rate that they introduce new enemies also works quite well.

Tom: There is a bit of backtracking, but it's generally here where they reuse new enemies you might have come across or introduce new ones.

Tom: With the new enemies, you can't necessarily just fight them the same way you fought old ones.

Tom: So when you're moving through older environments and backtracking, because of the fact that you've got to approach the enemies differently, it makes the environments feel interesting, despite you having moved through them before.

Tom: So it really is just an excellent package.

Tom: The story is...

Tom: Once again, I would have to say this is probably the best Resident Evil story, and it is a Resident Evil story, so who the hell cares, right?

Tom: But it is hilarious.

Tom: It hits all the right notes.

Tom: It's extremely funny, and it's also got random political comments just shoved in there that are so ridiculously blatant.

Phil: From character.

Tom: Exactly, exactly.

Phil: One thing you said there before you get on to the rest of it is that in backtracking in a game, I've never encountered positive backtracking in a game, but you said in this instance, it's made fresh with the introduction of new enemies, right?

Phil: So you're going back through those same environments.

Tom: There's a lot of backtracking in Resident Evil and to a degree, at certain points as well.

Tom: So did it bother you in then?

Phil: No, I don't remember that at all.

Phil: The most recent game I played was

Phil: Obviously, we played it together online.

Phil: Where's the backtracking in that?

Tom: No, there is a bit of backtracking.

Tom: For example, in the swamp mission, where you're on a boat, you've got to go from area to area.

Tom: That's what I would class as backtracking, because you've always got to go back to the same point.

Phil: No, see, I was talking about, like, really bad backtracking, like in Halo

Tom: It's worse than that.

Tom: It is worse than that.

Tom: It's worse than that.

Tom: It's not on, like, say, Metroid Prime level of backtracking, where you're very, very often moving through the same areas.

Tom: But it's a notch above that, but it's also a notch below something like Resident Evil

Tom: So I would say we're definitely getting into the territory where it would be annoying you.

Tom: But I think it wouldn't be as annoying as it would be in many games because of how they do change things up more than they do in something like Metroid Prime, where you're often just fighting the same enemies as you go through the same areas.

Phil: I could totally handle that.

Phil: I mean, as long as it...

Phil: Because the environments in these games are generally so generic anyway, as long as it's fresh enemies, I think in Halo they had you backtrack through a large section of the game which was basically a copy and pasted level over and over and over again.

Phil: But they didn't introduce any new enemies.

Phil: You're basically just fighting the same guys that you fought on the way there.

Phil: And there's nothing worse than that, except perhaps just coming back through an area with no enemies at all, just seeing the dead enemies that you killed prior.

Phil: So, okay, well, that sounds pretty good.

Tom: Yep, and the other thing I wanted to cover is, and this is an issue, I was saying that it basically had the look of a PlayStation game, right?

Tom: An original PlayStation game.

Phil: Right, I remember you saying that.

Tom: And I stand by that statement.

Tom: But I would say, having watched some videos of it on YouTube, this is not an issue with the DS, though a couple of things might be.

Tom: There's a really, absolutely hilariously bad water effect when you're underwater, which is basically taken directly out of the original Metal Gear Solid when you're underwater.

Tom: It does the same distortion.

Tom: No better than that whatsoever.

Tom: But apart from that, looking at videos on YouTube, it looks excellent.

Tom: It's got none of these problems with it being very two-dimensional in look, even on YouTube videos, where you obviously don't have a D effect.

Tom: So as far as I can see, this is an issue with a lot of HD remakes, where because they're basically applying a high resolution than what the game was made for, you're then losing a lot of basically things that obscure what you're looking at.

Tom: So you get to see all the flaws.

Tom: Now, even if you're doing what you're doing with Revelations where they have redone a lot of the textures and remodel a lot of the areas so that it does look better, you're still effectively taking what is a lower fidelity image and attempting to transmit it at a higher fidelity than what it was originally intended for.

Tom: And this is a problem in any medium full stop.

Tom: For example, if you go back and look at an old episode of Dr.

Tom: Who, a lot of the things that look incredibly stupid, such as details on the costumes and all that sort of thing, are there because the original broadcast was done at such a low quality, they didn't bother getting rid of this sort of thing.

Tom: And by the same token, in broadcasts of that nature, with the remastering, you do get things that would have looked worse in the original broadcast than they look now that have been digitally restored so they look better.

Tom: But at the same time, you're effectively taking what was the overall aesthetic, and you're altering it to the point where you lose its intentions.

Phil: You said you can see all the floors, so at least it's better than Wolfenstein, because in that game there were no floors or ceilings.

Phil: There were just walls.

Tom: Yeah, I see what you did there.

Phil: See what I did there?

Phil: And also, if you look at faulty towers as well, they have walls that shake.

Phil: The sets were so terrible, and it's only when you buy...

Phil: For original broadcasts, you never would have picked up on any of that.

Tom: Or even on VHS, it's harder to see.

Phil: Exactly, right, because it's so muddy and whatnot.

Phil: That might be an argument for...

Phil: There's a lot of people that say, you shouldn't colorize films or digitally upgrade them.

Phil: And certainly, you look at a movie like ET and that's certainly the case.

Phil: But maybe in some of these, if you can just take care of some of the physical things that were wrong in the world, that were only being detected or not being detected because of the low tech, maybe that is a point where it would be appropriate to pretty them up.

Phil: Keep the originals, of course, but maybe on a collector's DVD, have the visually upgraded content as well.

Tom: That's what I would like to see, in fact, on these sort of remakes, is actually include the vanilla original version of The Game for comparison.

Tom: I would personally be quite interested if they were to do something like that, but that probably would not have a great deal of appeal to most people.

Phil: Oh, I was going to say that this week I downloaded Police Quest, the Sierra game, and the first one, at least, comes with either a remade version or the original version.

Phil: And, of course, I'm just playing the version, and that's great.

Phil: But I do like the inclusion of the other version.

Phil: It's always nice to have the choice.

Phil: And I think with any of these kinds of restorations, like with ET or whatever, if you're going to release it, as with Star Wars, if you're going to release a remade version of it, that's great.

Phil: Do whatever you want, but always include the original, so people can appreciate that if they want to.

Tom: I think the Monkey Island games have also done that with their remastered director's cuts or whatever they call them.

Tom: They also include the option to turn that off.

Phil: That's great.

Phil: That's good.

Phil: That's respectful.

Phil: Yeah.

Tom: Exactly.

Tom: And the only thing is, this could be done fine, I would say, but I'm not sure it applies so easily to console games, because with PC games, you can alter a lot of options, right?

Tom: You can basically have the game technically presented however you want it to, and if it's well-optimized, the same aesthetic is going to be there.

Tom: And what I'm thinking is maybe console games, they master it too specifically so that if you alter it, even when you're remaking stuff, it results in something that is not completely true to the original, because I came across the exact same sorts of issues with a lack of two-dimensionality, flatness, and weightlessness in the MDKHD version.

Tom: And looking at videos of stuff like ICO in HD and Shadow of the Colossus, and other HD remakes, this seems to be a common problem that I've come across, whereas you can take a really old computer game, you can play D in HD, and it's still going to look great, and still going to look like the original intention.

Phil: Absolutely.

Phil: Yep.

Phil: And to that point, our friend Derek from Canada, he always rails against the Super Mario All-Stars cart, the cart that came with the Super Nintendo, that has the remastered Mario Brothers games through in the Super Mario World style.

Phil: And then of course, this was re-released a couple of years ago for the Wii as well.

Phil: And like that's an example where, you know, I grew up with the SNES version of those games.

Phil: So I didn't see a problem with it, but someone who likes the original versions is, you know, they should get to play the original versions if they want.

Phil: That's something where you could include it.

Phil: And he makes the same argument with Final Fantasy

Phil: So I grew up with the GBA version of it, but he played the NES version of it.

Phil: So he thinks that the GBA version is an anathema.

Phil: I think that the NES version is unplayable, but both of them should be available to someone who buys a game whenever it's remade.

Phil: Yeah.

Phil: And we can get into this more.

Phil: We're going to have a Deadly Premonition special at the end of this podcast, where there's a director's cut of that game, and I've got a little bit more to say about this kind of thing in that segment as well.

Tom: You finally discovered what special is.

Phil: Yes, yes, I have.

Phil: And that all shall be revealed later in the podcast.

Tom: So now, I believe it is your turn.

Phil: Oh, that's it for Resident Evil Revelations?

Tom: Well, I mean, there's not much more to say, is there?

Tom: It's excellent.

Tom: And we also had the...

Tom: No, let's say one final thing is an interesting thing I found in it.

Tom: This game has quite a few references to Metal Gear Solid.

Tom: And there was another one which I've completely forgotten about.

Tom: So we're just going to go for the water distortion one.

Tom: At one point, the two protagonists of the game have to scuba dive down to a sunken ship.

Tom: And the introduction to this is straight out of Metal Gear Solid.

Tom: You know, the great scene where Snake is swimming through the water to Mos Eisley or wherever he was going?

Phil: I think Mos Eisley...

Phil: Isn't that in Star Wars?

Tom: Probably.

Tom: See, it's called something like Shadow Moses.

Tom: Shadow Moses.

Phil: Okay, yeah.

Tom: You can see how I was easily confused.

Tom: But are you familiar with that scene where he's scuba diving in there?

Phil: At the start of the game?

Tom: Yeah.

Phil: Yeah, of course.

Phil: I've tried to play the game like four or five times.

Tom: Yeah, so they've basically got that scene in there, which was pretty cool, I thought.

Tom: So just the final thing to end on, in an amazing example of Resident Evil stupidity.

Tom: So you're on this sunken ship, right?

Tom: And what's the first thing that you need to do?

Tom: What's the first thing you want to do on a sunken ship, full of water?

Phil: Well, I try and find the captain of the pirate ship and find his booty, and then open up his chest and get the gold doubloons and then rise to the surface and then buy a Ferrari.

Tom: No, that was close, though.

Tom: What the first thing you have to do is turn on the electricity.

Phil: Ha ha ha!

Phil: In an under ship, in a boat under the water.

Phil: You're gonna zap yourself.

Tom: Yep.

Tom: Exactly.

Phil: Okay, now we really are done.

Phil: I'm closing the book on Resident Evil Revelations.

Tom: That's a perfect note to end on.

Tom: You can't end on a better note than that anyway.

Phil: It's closed.

Phil: Well, that was a final thought.

Phil: Here's a first impression.

Phil: I played Half-Life for the PC, but essentially for the first time this week, and I'm liking it.

Phil: I'm actually liking it.

Phil: I'm surprised by how many things are brought over to the sequel.

Tom: I was expecting you to say, I'm surprised by how much you hate it.

Phil: No, no, no.

Phil: I mean, the first part of the game is really terrible when you're in the nuclear research lab and you're just basically trying to get out of it.

Phil: And the worst part about it is not the controls or the visuals or anything like that.

Phil: The problem is basically just learning what the controls are, right?

Phil: And learning that you are capable of crouching and jumping.

Tom: Did they tell you how to do all that in the tutorial?

Phil: What tutorial?

Tom: There's a tutorial.

Tom: Didn't you do the tutorial?

Phil: No.

Tom: Okay, there's a tutorial on the main menu that's called tutorial or something.

Phil: No, no, no.

Phil: I always skip the prologue to books, and I always skip the tutorials whenever I can.

Phil: So I probably would have enjoyed this game a bit more if I knew how to crouch and use equipment and things like that.

Tom: Yeah, you should.

Tom: The tutorial was better than the game from what I played of the game, but continue.

Phil: Well, I'm using Wasdy with a mouse because there's no other option, unfortunately.

Phil: And so, but like I was saying, I'm surprised by how many things are brought over from the sequel.

Phil: And in the same way that playing Crackdown diminished my respect for Infamous, playing Half-Life diminishes my respect for Half-Life significantly because all the things I thought were wondrous and original that were in the sequel actually were just ripped straight from the first game.

Phil: And it basically makes the second game an HD upgrade.

Phil: So in the first one, they have the in-engine cutscenes where you can walk around, which I thought was the first...

Phil: You know, I thought that was the first for Half-Life

Tom: No.

Phil: Again, hugely...

Tom: I was just telling you in...

Phil: I know, but...

Tom: Just like a few weeks ago, this.

Phil: I was telling you.

Phil: I thought you were talking about Half-Life though.

Tom: No.

Phil: The enemies, like the ceiling watsies, the things that have their mucus trails down in the ground that you can use to pick you up, those are in it.

Phil: I can see the appeal of the game at the time.

Phil: I mean, it was basically like an office simulator, not office the productivity software, but being in an office.

Phil: After having games like Doom and Quake being set in these unrealistic worlds, being able to blow shit up in an office environment is pretty cool.

Phil: It has generous auto-saving, and like the sequel, it starts on a train, and I think this is kind of a message to the player that this is going to be a linear game, so you're going to be on tracks pretty much for this entire game.

Phil: It's a bit easy.

Phil: The most difficult thing about the game so far has been the level design and figuring out where to go next.

Tom: And there's no difficulty option or anything?

Phil: I don't know.

Phil: I'm playing it on normal.

Phil: So I usually play on normal.

Tom: If there isn't normal, there's presumably a difficulty option that includes hard.

Phil: Right.

Phil: That's what I meant.

Phil: So I have a question for you that you can think about, and I'm going to make a comment.

Phil: So the question to think about is ladders.

Phil: Has any game done them well?

Phil: Has any game done ladders well?

Phil: And now, while you think about that, I will just say, first person platforming.

Phil: I mean, stop it.

Phil: Stop it.

Phil: Stop it.

Phil: Especially with was-the-only controls.

Phil: Stop making me jump up on crates and then jump from a crate to a crate over a pit of toxic waste, for example.

Phil: Or try and traverse a narrow crossbeam.

Phil: Just stop it.

Phil: Game developers, stop making me do platforming moves in first person.

Phil: It's ridiculous, it's stupid, and it most definitely is not fun.

Phil: So I have my own opinions on the matter, but have ladders ever been done properly in a game?

Tom: Well, I'm going to go for a game that did do first person platforming well, but also did ladders quite well, and that is Mirror's Edge.

Phil: Ah, you know, I have two games listed here for games that did ladders well, and Mirror's Edge is one of them.

Tom: Excellent.

Phil: So, kudos, right?

Tom: Yeah, exactly.

Tom: What's the other one, though, is the question?

Phil: Well, the other one is Riddick, Chronicles of Riddick for the original Xbox.

Phil: It was re-released for the PlayStation and Xbox

Phil: Now, it's a first-person action game.

Tom: Also on PC.

Phil: And it is a first-person action game, but when you go to a ladder, it moves back into the third person, right?

Phil: Which is perfect.

Phil: Just pull the camera back, as opposed to pushing forward and then pushing up, and then keep pushing forward, and then you're going up the ladder, and then you're going down the ladder, and then...

Phil: Okay, well, that was my first impressions of Half-Life.

Phil: Do you have any more first impressions, or are we going to move on to final thoughts in a couple of games?

Tom: I have got no first impressions whatsoever, so we're going to move straight into my final thoughts of Last Line, which is about to make me lie when I finish talking about it.

Tom: So as we know, we heard me talking about this last week, mainly about the problems with the AI and whatnot, and how excellent it looked.

Phil: Oh, you thought it looked excellent?

Tom: Yeah.

Tom: These last lines.

Phil: Okay, okay.

Phil: Cool.

Phil: Keep going, because I did play Metro this week.

Tom: I know where you were trying to go with that.

Phil: Yeah.

Tom: But this is the last line.

Tom: So a while ago, I was talking about the problems with the AI and also with the gunplay, to agree, but I can't remember if I said that basically the lightness of the gunplay ended up being beneficial to the gameplay because it resulted in a high focus on stealth, and it made the, when you did get into a fight, very fast and punchy.

Tom: So that ended up working well.

Tom: I can't remember if I said that in the last one, but just in case.

Phil: You did.

Tom: So I'm saying it now then.

Tom: So the other thing about this is the AI does not get any better.

Tom: It stays this bad throughout.

Tom: And the other thing I was saying was how excellent when you're up the top.

Tom: And once again, this was too long ago for me to remember what the hell I said.

Tom: So I'm just going to assume I do not say this.

Tom: So the best thing about this game is the way it uses ammunition and filters.

Tom: And whenever you go into a polluted area or above ground where everything is irradiated, you've got to wear a gas mask.

Tom: Now, you have to regularly change your gas mask filters because they somehow magically get inundated with radiation and whatnot in a matter of a few minutes.

Tom: So every few minutes, while you're also concentrating on fighting, you've got to be changing your gas mask filters, which means you've got to be scavenging the environment, looking for gas mask filters, as well as ammo, which is reasonably limited in certain areas, while you're also fighting off monsters.

Tom: So it results in this very good and probably quite original compared to many first person shooters that might have a focus on limited ammo and an extreme sense of survival because of the gas mask mechanic, where if you're not doing something that is more sort of objective-based and loot-based, where you're looking for items, you will end up dying.

Phil: I found the gas mask thing to kind of harken back to a game that we've both played, which is The Thing.

Phil: I mean, really, you know, it really does add to the game.

Phil: I'm surprised that more games haven't done this kind of thing, other than it is supremely annoying, but it does put you into a different state of mind in terms of giving you a limited amount of time to achieve an objective.

Phil: Usually that's highly annoying, particularly when it's a countdown.

Phil: When it's arbitrary and they put a counter up in the top corner, like you've got only two minutes to escape this burning building or whatever.

Tom: Yeah, that is just annoying and intrusive.

Phil: That's just annoying, but if it's more like, you know, here's a gas tank, you can only breathe for a certain amount of time.

Phil: We're not going to put a counter on the screen, but you know, you got to keep moving.

Tom: Just to clarify, this is not a game about petrol sniffing.

Phil: Oh.

Phil: I won't make any jokes.

Phil: This is The Game Under Podcast, folks.

Tom: You just did make the joke accidentally.

Phil: I didn't actually.

Tom: You said gas tank.

Phil: Okay, so what is worse in the game?

Phil: Bad enemy AI or bad ally AI?

Tom: It would depend on the game.

Tom: Here, the bad AI, if the gas masks and ammo was better balanced throughout the whole game, it wouldn't be an issue whatsoever.

Tom: I think you can get away with...

Tom: It depends on how the allies are used as well.

Tom: Let's look at Metro

Tom: There's quite a few moments with allies as there is in Last Light.

Tom: Now, in Last Light, the allies, at least on Hard, are just completely useless.

Tom: They're % irrelevant to what you're doing.

Tom: They don't really damage the enemies much, and the enemies basically ignore them completely.

Tom: In Metro the allies can actually kill the monsters, at least on the Ranger difficulty, where the enemies are weaker and weapons do more damage.

Tom: So during these sections, you can actually basically just let the AI wander around doing most of the dirty work for you, which I would say results in the same sense of boredom and easiness that is an issue with the AI in Last Light.

Tom: But in Last Light, you can compensate for that with the amount of ammo you give to the player and the amount of filters.

Tom: But they don't balance that well the whole time.

Tom: For example, the final climax of Last Light is a section where you're basically given the help of one of the characters in the game who gives you superpowers or something to that effect, which helps you see where enemies are and that sort of thing.

Tom: So this is basically meant to be a big empowering moment in the game where for the rest of the game, they've been making you feel very weak for the most part through giving you a small amount of ammo and a small amount of filters.

Tom: But they use so many filters and so much ammo during this section that it completely takes away from the effect that the superpowers you receive have.

Tom: So instead of feeling empowered by what makes sense in the story and would be effective, you've basically just got a shitload of ammo and filters.

Tom: I think I amassed something like almost minutes of free filter time, and I had hundreds upon hundreds of bullets, which probably doesn't sound like that much compared to most shooters.

Tom: But here, if you've got over bullets, or even if you've got bullets, that is a ridiculous amount of ammo.

Phil: So instead of giving you true superpowers, they basically just turn the knob?

Tom: Well, they gave you true superpowers to a degree while also giving you so much ammo and filters that was basically more effective than the superpowers.

Tom: So the superpowers therefore had no impact on what you were doing.

Tom: Now, there is one rather dangerous problem with the limited amount of filters though, and that is the automatic checkpointing system that you come across mid-game.

Tom: So if you get to a certain area within the level, it autosaves.

Tom: Now, the issue is if you've got, say, let's say seconds left on your filter and you're desperately searching for another filter for an extra minute or two of air.

Tom: Now, if in your searches you accidentally move far ahead in the level, it's going to autosave there, and you could get to a point where you autosave and you've got like seconds of airtime left.

Tom: So when you die, you're going to spawn there again, and you might be seconds away from getting to the nearest filter.

Tom: So you're then effectively completely stuck, and there's no way out of it, and you simply got to restart the entire level.

Tom: And this almost happened to me in one stage.

Tom: I got lost in one of the levels.

Tom: Then I got to the end of the level after going through about minutes of my filters wandering around, attempting to find where the hell I was going.

Tom: And the end of the level was you hop on a raft, and the raft slowly floats away.

Tom: So at this stage, my filter had run out, and I was choking to death.

Tom: But luckily, I managed to not choke completely to death before the level ended.

Tom: And miraculously, as the next level started, I was not dead.

Tom: So if I had just been a few seconds slower, I would have been stuck in a loop, because it auto-saves as you hop on the raft.

Tom: So I would have gone on the raft, then died.

Tom: Then it would have reloaded on the raft, and I would have died again.

Phil: I love when games glitch to your favour.

Tom: Yeah.

Phil: Particularly in boss fights.

Tom: Yeah.

Tom: Well, this was actually directly following a boss fight, because I found the raft and thought, well, the mini-boss, I found the raft and thought, okay, I'm fine.

Tom: Then a giant......shrimp climbs out of the swamp, and I have to get out of there.

Tom: Otherwise, I would have been perfectly fine.

Phil: Was it a king prawn?

Tom: No.

Tom: It was a mutated king prawn, shall we say.

Phil: Right on.

Tom: Yeah.

Tom: So, just a final thing on this is, just on the fact that Ranger mode was not included.

Tom: Once again, now having played Ranger mode in apart from the reason that I've said previously, the thing that is just so good about it is, and I did probably go into this bit, but just to reemphasize it and take it in a slightly new direction, the lack of HUD completely changes the experience of the better.

Tom: So, to check how much ammo you've got, you've got to count how many shots you've fired.

Tom: You can check how much total ammo you've got by bringing up your journal, but you don't know how much is in your clip.

Tom: So, you've got to learn how much ammo each gun can use in their clip.

Tom: And so, you might be involved in a firefight, then you sneak off, and you've got to quickly open your journal to check how much ammo you have.

Tom: Apart from that, another thing is that you have otherwise, but it's the same sense of tactility that is so strong in the game, that is emphasized so good with Ranger mode, is you've got a torch, which you use very often, and it works on a battery.

Tom: So, to recharge the battery, you've got to take out your universal hand pump charger, and you've got to manually pump it up on the PC by basically spamming left click.

Tom: But it makes it a very tactile, a lot of hands-on experience.

Tom: It makes it extremely immersive.

Tom: So, if you remove the HUD and make it that, if you want to aim, you've got to look through the sights of your gun.

Tom: And if you want to check the ammo, you've got to look at your journal, and if you want to see how much time you've got left on your filters, you've got to look on your watch.

Tom: It makes it an extremely immersive experience, and it's a shame that this was not available to people to begin with in last lives.

Phil: Well, now, this is the, I think these are the guys that said that they didn't include it because it was a retail exclusive, right?

Tom: Well, it's not a retail exclusive.

Tom: It is, you pre-order it and you get it for free.

Tom: Otherwise, it's a paid DLC.

Phil: And I think, oh, really?

Phil: I thought they were going to give it to everyone for free after a certain point.

Tom: No, that was

Tom: They gave it to everyone for free.

Tom: Yeah, I don't think that's what they're giving this to people for free.

Phil: That sucks.

Phil: That is poor.

Phil: That is, you know, when I do rail against DLC, that's taking something out of a game that should have been there before, right?

Tom: And I mean, the thing is, if it was just an extremely hard mode, it would bother me less.

Tom: But the thing is, it is pretty much the best way to experience the game.

Tom: It fits perfectly with the narrative and the setting and the atmosphere, and it just completely changes the experience of playing the game, and mostly for the better.

Tom: So it makes it even worse than if it was just a hard mode.

Phil: I do suppose, though, that the people that like playing it on that level would have pre-ordered it anyway, perhaps.

Tom: Maybe, maybe.

Tom: Okay, so before we move on from last slide, despite all of its flaws, and here's the thing, in the first time we were discussing it, you said some guy gave it a out of

Tom: I can't remember what site they were for.

Tom: But looking back on having finished it, if you did not get into the atmosphere, and if you were playing it on something even easier than hard, I mean, it could easily come across as being worse than mediocre because the AI is so poor, and if you then got no challenge when you're fighting the monsters as well, it's just going to be boring wandering through a setting that is of a very niche appeal, and it ticks all the boxes for what people are annoyed by at the moment in first person shooter.

Tom: It is basically % gray, and it does have major flaws in it, so a out of I can easily see.

Tom: But this has basically become probably one of my favorite series now, and off air a while ago, you said to me this would be a hard game to review.

Tom: Now, I found it rather easy to review, but what I did find challenging about it was it was quite hard to score, because you could very easily make an argument for it being getting a score like a or a or something in that sort of area.

Tom: So I was wondering what your reason for saying it was a hard game to score was.

Phil: Well, I figured it would probably be a hard game to score and review, because it's got a really deep, complex backstory, an interesting presentation, an interesting story.

Phil: It's got a deeper philosophical thing than almost any other game going on in this back world.

Phil: But then the gameplay is seemingly rote, and then nothing really revolutionary.

Phil: And also, this is like the second or third game in the series at this point.

Tom: The second.

Phil: So, I don't know, second games in the series are kind of hard because they're sticking to the core material, and they're trying to introduce new things.

Phil: And there are notable exceptions, but generally the second game is kind of awkward, so that's probably what I was saying there.

Phil: And the same sort of thing that I was struggling with with Tomb Raider, where it's a game with a pretty good story, and technically proficient, and looks great, but it lacks the, you know, in that situation, the character I couldn't connect with.

Phil: So, yeah, that's probably what I was coming up with.

Tom: Well, they do do some interesting things with the gameplay, as I said, with the ammo management and the filters, which does make it a more sort of unique experience, but having played they've definitely attempted to make it more mainstream.

Tom: So, it probably would have actually been easier to approach, having known more about the original.

Tom: But the thing I found challenging about Scrawlion was the same thing with Tomb Raider, is mechanically it is perfect, or at least almost perfect.

Tom: Mechanically, it's perfectly fine, but there's more significant issues, significant technical issues that you can get into.

Tom: But the thing is the same with Tomb Raider.

Tom: Despite the major problems I had with it, I still found it an enthralling experience.

Tom: It was the same here.

Tom: So it's hard to store it where on the one hand, you're thinking technically I could easily give this something like a out of or a yet at the same time, I am enjoying it so much for other reasons.

Tom: So then you've got to basically decide whether you're going to go with your fanboyism or not.

Tom: And I went with my fanboyism.

Phil: In talking about these two games, Tomb Raider and Metro Last Light, obviously these games were both spectacular visually, which brings us to our next feature after our musical interlude here.

Phil: We're going to be talking about next-gen graphics.

Tom: Well, this was actually inspired by me playing Metro which was released in and I believe it still possibly holds the crown of being the most taxing PC game available.

Tom: Now, this is despite the fact that it does not look particularly good technically whatsoever.

Tom: Now, you went-

Phil: Yeah, I agree.

Phil: I gave it a quick spin this week, and I mean, there's gotta be something I can do with the settings to make it better.

Phil: I did some peripheral research with it, but coming from a console environment, I'm just used to slapping in the game and having it look great.

Phil: There's any settings I need to change, or if I'm basically stuck with what I've got.

Tom: Well, the only thing that I've been able to alter with messing around the settings compared to watching people playing on the max settings is the anti-aliasing.

Tom: Apart from that, if I had to turn that down for an improvement in frame rate, which did affect the visuals, apart from that, I think if you lower not the texture filtering, the general settings, I affected the resolution of the textures, though you would expect the texture filtering to do that.

Tom: Apart from that, even when lowering the settings a bit, it looks pretty similar with what I'm playing as people playing on the max settings with advanced PhysX on, so I think...

Phil: It's jaggy as hell.

Tom: Well, here's the thing, how far did you play?

Phil: Oh, I only played enough to have a take on the graphics.

Tom: Okay, because the opening looks absolutely abysmal.

Tom: About minutes.

Phil: Yeah, probably about minutes.

Phil: I was in the bloody metro station, and I gotta say, the game sucks you in immediately with its atmosphere.

Phil: I was in the metro station, then I went up, then I'm running around the snow killing a bunch of people.

Tom: Well, here's the thing about it.

Tom: The opening looks terrible, because everything is very sort of, not just jaggy, but it looks kind of low res, right?

Tom: You zoom in on a resolution, it looks absolutely awful.

Tom: It's terrible.

Tom: But what you'll notice there, even there, is the richness of the shadows is very high.

Tom: The shadows look better than in many games.

Tom: And once you continue playing, you're gonna very quickly find out why the environments and the people look so awful.

Tom: And the reason for that is the effects are absolutely incredible.

Tom: So when you get further in the game, you can be using a pistol, and you zoom in, or rather you look through the sights of the pistol, you fire a few shots off.

Tom: There's gonna be so much smoke that you cannot see where you're firing.

Tom: You throw a grenade, there is a ridiculous amount of smoke.

Tom: If you end up involved in a large gun battle, you can end up being pretty much blocking out % of a corridor or more with the amount of smoke.

Tom: So the reason the environments look so awful is so that they can run these extremely good effects.

Tom: It's not just that they're extreme in how much smoke there is, the smoke also looks really good.

Tom: So the reason that the environments won't look absolutely awful is so that they can have the effects running to such a high degree, I would say.

Phil: If I get asked, then okay, so people have said to me in the past, we don't need better graphics, how can anything possibly look better than this?

Phil: And I always go to, you know, we need more powerful computing because we have better AI, destructible environments.

Phil: So for example, in Tomb Raider, you know, you have a shotgun that can shoot and destroy some timber, but not all timber, so I was stuck in a shanty and there was a guy on the roof of the shanty, and according to the rules of the game, I should have been able to use my shotgun to shoot through the roof and kill him, right?

Phil: But it wasn't, it was selective.

Phil: Now, what you are perhaps indicating to me is that in this game, you know, the graphics look like garbage because the effects are so great, and obviously if we have better processors and better graphics cards and true next-gen graphics, you won't have any of these compromises.

Tom: Yeah, well, that's the thing.

Tom: This is why is an excellent example because the effects are comparable to the effects in Last Light.

Tom: They do look a lot more primitive and gamey, but the effect they have on the atmosphere is about equal.

Tom: So if you were to take the graphics of the effects of and you put them in Last Light, the atmosphere wouldn't change too significantly.

Tom: But in Last Light, despite having even better effects, though there is generally less smoke going around, but if you do have Advanced PhysX on and DirectX then you do end up with a similar amount of chaos, but I didn't have those on.

Tom: While also having the same level of effects, you also have the environments being of of better than the vast majority of games this generation.

Tom: So you've then got the two, which does make a difference to the atmosphere.

Tom: So it's not going to affect the gameplay, but it does affect your experience of playing the game, because it really does help to further you, immerse you in the world.

Phil: Because it's tricking you, it's doing things that is tricking your mind into accepting this as reality.

Tom: That's right, that's right.

Phil: And you may not pick up on it immediately, but your brain is going...

Phil: Like the shadows is one of the best ways, really, to do this, because it's not like playing a game, looking at your shadow.

Tom: That's right.

Phil: But the shadow is there, and your brain is seeing it on some level, and that's adding to the credibility of the world.

Tom: Yeah, and that's one of the big difference areas between Last Light and is, in fact, the shadows.

Tom: They're not that much more rich in Last Light, but because the environments around them in the light look so much better when you're up close to them, in you only get this great sense of contrast and juxtaposition when you're looking at lights in the distance.

Tom: So you might emerge from a shadow, and you could see down a train tunnel, a lit up area of the train tunnel, and you think, okay, that's an amazing contrast, and it immerses you in the world.

Tom: In Last Light, you get this effect close up as well.

Tom: You might be in a shadow, and right next to you, there's a light on a bench.

Tom: And because that bench doesn't look like a really low res and ugly texture, which it had to, for the processing power and technology of the time to be able to illustrate the excellent lighting and shadows, because now the bench looks just as good as the Long Range we did in you then have no disconnect between what you're saying.

Tom: So there's no point in Last Light, for the vast majority of it, where there's something that stands out to you and you think, okay, I'm playing a game.

Phil: And there are effects, there are visual effects that are subtle that you don't see, that your mind's eye is seeing.

Phil: But then there are other visual effects from this and last gen that baffled me as to why they include them.

Phil: Now, I know why they include them.

Phil: You can think of camera effects, right?

Phil: So like rain, right?

Phil: It's raining in a game and it looks like you're now looking, it's like it's raining on your TV.

Tom: Which by the way is used to excellent effects in Last Sight in thanks to the gas masks.

Phil: Oh, okay.

Tom: So it works there.

Phil: There's an actual usage, right.

Phil: What's the other one?

Phil: The one that you always say that dude uses in, so flares, right?

Phil: Solar flares.

Phil: Solar flares, yeah.

Phil: Light flares, bloom, you know.

Phil: These are all things that tell you, oh yeah, that's right, this is an artificial experience.

Phil: So.

Tom: Well, we won't be seeing them go away.

Tom: And Last Sight does use a lot of bloom lighting, but the difference is.

Phil: You're seeing a lot less bloom these days.

Tom: Yeah, that is true.

Tom: But it's, well, I think you see a lot of bloom still, but it's used to create more realistic effects.

Phil: Used appropriately, as opposed to, this is a part of the Unreal Engine right on.

Tom: So let's just put it on.

Phil: So under Tomb Raider, when I'm playing games on my PC now, particularly games that are released this year, like Tomb Raider, I'm like, okay, well, this, I mean, this is obviously next-gen graphics, right?

Phil: This is what I'm gonna be seeing on the PlayStation or the Xbox One, and I'm like totally satisfied that I have it now on my computer.

Phil: So I mean, I kind of feel like, I think I said at some point, probably insulted a bunch of people, that I'd be an idiot if I bought Bioshock Infinite on any platform other than the PC, which is kind of how I've been for the last year.

Phil: If something's available on the PC, you should really actually get it on the PC if you can.

Phil: I mean, you're gonna be using an Xbox controller.

Phil: It's gonna look great.

Phil: You're not gonna have to worry about load times.

Phil: So, you know, I mean, but in saying that now, and then it is tough.

Phil: I go back and I'll play console games like Sleeping Dogs, which I prior to it looked great.

Phil: And I'm like, eh, this actually doesn't look too good.

Phil: Or even, and that is a great looking game.

Phil: But then you're looking at games like Kingdoms of Amalor, which don't have good graphics.

Phil: I mean, the graphics, I guess, actually are, quote, good, but not great.

Phil: And they look bloody terrible, or Dragon Age.

Phil: And now I'm not like someone who has to have the greatest visual fidelity, because I do play a lot of old games, as we've said before.

Tom: Same here.

Phil: But when it's the current gen, and it's competing with the PC platform...

Tom: It's jarring.

Phil: Yes, it is.

Tom: Because you're already immersed in games that are coming out, or have recently come out, that are of a higher graphical fidelity.

Tom: So you're expecting that, because it's from the same generation, right?

Phil: Right.

Tom: So I mean, when I got back to playing PSgames, the first thing I did was put in Killzone which is one of the best looking PSgames, without doubt.

Tom: And my first reaction to it was quite literally, okay, this looks good for a PSgame.

Tom: Which you would not be, and at the same time, by the way, I'd just been playing a lot of PSand Wii games, which I wasn't immediately able to accept the fidelity, so.

Phil: Well, after playing Cursed Mountain, having your eye poked with a stick looks good.

Tom: Yeah, well, I had actually just recently played Cursed Mountain, so, but I was expecting, because the PSis current gen, and I just played ports of current gen games, that has been Tomb Raider and Last Light, something similar, right?

Tom: So, it's, yeah, it's completely a psychological thing, basically.

Phil: Killzone is a first party game, too, and that's the other thing.

Phil: You have different standards for Naughty Dog and Guerrilla Games and stuff like that.

Phil: Now, just a quick thing.

Phil: I actually think Resistance looks better than Killzone

Phil: I was not impressed with the graphics on Killzone but this, yeah, I wasn't.

Phil: But I'll have to play more, and I'll let you know in a future Killzone Minute.

Tom: In terms of art style or technique?

Phil: No, no, just technique.

Tom: Really?

Phil: Technical, yeah.

Tom: Okay, fair enough.

Phil: Once they got out of the cut scenes, it was like, not a, again, not bad, not even good, I mean, it still looks great, but again, we could just be talking about the same thing again because I just played a really high fidelity PC game in between.

Tom: Possibly.

Tom: I know, because from what I saw of the beginning, and it could be I need to go and look at some of the more environmental areas, but it's all perfectly clean.

Tom: You know, there's no major flaws sticking out in it, from what I remember.

Tom: But yeah, so the other interesting thing about this though is, when you're watching videos of Tomb Raider on PC, or let's say, if you're watching video of the PSversion of Killzone it doesn't look that impressive.

Tom: Now, so a lot of people have been saying, you know, Next Gen is going to be a pretty boring leap, right?

Tom: And I believe I've said this as well.

Phil: Yep, and I've said it as well, because you can only go from SD to HD once.

Tom: Was not a leap whatsoever for me, by the way, which is probably just because I've been playing PC games in HD since time immemorial.

Tom: But anyway, watching most videos of games, Next Gen games, let's just call them Next Gen games, so current gen games on PC, they don't look much better.

Tom: But when you're actually playing them because of the differences in what the visuals achieve, it completely changes the experience.

Tom: So it does then feel like it is a leap from generation to generation, and it is perfectly satisfying.

Tom: So after actually playing Tomb Raider and Last Light and games of that nature, I would have to say I would be perfectly happy with console games if they are no better looking than that.

Tom: Because even though if you're watching them in video and you're thinking, okay, this just looks like a vaguely upscaled PSgame, when you're actually playing them, it changes the experience quite significantly.

Phil: Post-launch, if that middle era of gaming is basically what I was playing Tomb Raider on, which is high-level PC gaming, right?

Phil: If that's what the consoles are able to provide, I'm totally fine with that, you know.

Phil: It matters not that we're already there.

Tom: Well, you expect to be there because the next gen is about to come out.

Tom: So the difference is we both play on PC, which is generally a bit ahead.

Tom: So this would be the case in most generation changes.

Phil: Right, but the difference is, I mean, there was a time when PC games were not ahead of the consoles.

Phil: So, for example, when the Dreamcast came out, it was ahead of the PC, right?

Phil: Yeah, so it's a funny time, and the other thing that I thought was interesting was that basically I don't understand why the Wii U isn't being used right now.

Phil: I guess it all comes down to install base, because it is the most powerful console available right now.

Phil: That's inarguable, right?

Tom: Yep, absolutely.

Phil: So why isn't it getting more of these HD games?

Phil: Why wasn't Tomb Raider brought out for the Wii U?

Tom: Well, this the only...

Tom: It makes no sense, because it's got a video card that is somewhat equivalent to mine.

Tom: I have no problem playing these games in a resolution higher than p.

Tom: Now, you would expect, of course, that equivalent hardware on the console should equal more power to the developers, because they know what they're developing for.

Tom: So they should have no problem achieving more with that hardware than what you would need on PC.

Tom: So the only logical explanation is in store-bases.

Tom: The A games, when they were asked, why isn't Metro Last Light on the Wii U, they said it's very intensive on the CPU.

Tom: And the Wii U possibly, I think, doesn't have a particularly powerful CPU, so maybe that is an issue with some games.

Tom: But then you've got Burnout, which looks quite close to the PC version and significantly better than the console version, so you've got to call bullshit on that.

Tom: And A games have no fucking idea what they're doing when it comes to optimization.

Tom: So...

Phil: Oh, come on.

Tom: They don't.

Phil: They know more than me and you.

Tom: That's, yeah, they know more than me and you, and yet they still have created a game that looks like Metro that is currently the most hardware taxing game available.

Phil: I think probably what the reality is is you don't want to give, you never ever want to give a business reason to the press.

Tom: Yeah.

Phil: Right?

Tom: Yeah.

Phil: No one's ever going to say, why didn't you bring us over to Wii U?

Phil: Because we'd lose money if we did.

Tom: Yeah.

Phil: Next question.

Phil: Why would you lose money?

Phil: There aren't enough people who would buy our type of game who own Wii U's.

Tom: Yeah.

Phil: Who don't already have a PC.

Tom: So the last point of discussion on this would be to go back to your thing about the gameplay in Tomb Raider, where some sorts of wood you can shoot with a shotgun, some you can't.

Tom: Now, a lot of this, I would say, is being held back because of the console versions of the games.

Tom: There's no reason that this would not be technically possible on the PC, but the reason they can't do that on PC is because it's going to affect how they have to design all the levels, because they're then basically going to have to go through and completely redesign the levels, because what they've currently got is, sorry, what they will be doing is, they've got certain things that can be destroyed and things that can't, so that you don't end up, say, shooting a hole in the floor and falling to your death.

Tom: And so they're going to be approaching it from the power of the consoles, knowing what they're able to do with the consoles as far as gameplay is concerned.

Tom: So they're not going to be considering doing a more complex thing, because they know they're not going to be able to do it on where they're going to be expecting the vast majority of the sales.

Tom: So you would expect that sort of thing to be being approached from a more complex perspective come next generation.

Phil: Yeah, I don't want to blame the consoles for that, though.

Phil: I just think that that would actually just make the game design more complex, because now if you have a weapon that can destroy all timber.

Phil: And they did the same thing with the thing, the zipline, right, it can only go into the spongy type rock.

Phil: If you go into all types of rock, then, you know.

Tom: Well, that's probably also an aesthetic choice, so that we don't have her abseiling into a hard rock and dying, and also being killed instantly.

Phil: Well, they have her dying in every other way, so I don't see that as a problem.

Phil: Before we go on to the news, I think we're pretty much done with next-gen graphics, right?

Tom: I believe so.

Tom: Oh, wait, no, one other fascinating thing is the fact that I am able to run these games on my computer.

Tom: This still just boggles my mind that I've got a video card that I bought five years ago that was not top-of-the-range, though is apparently still a fine choice because I was looking on eBay just out of interest, and these are going for like $on eBay, and I paid, I think, $or $for it at the time.

Phil: I think you know what you need to do.

Tom: Yeah, but this is the point.

Phil: You can get a pretty good video card for $

Phil: Just flip that bit.

Tom: Yeah, but no, no.

Tom: But it's not worth it, though.

Tom: It's not worth the effort because here's the thing.

Tom: If I was to go up to playing games at p, yes, I would probably need to do that.

Tom: But at a resolution higher than p, I'm currently able to play next-generation games at equivalent to pretty much what they would be looking like on next-generation consoles.

Tom: That is just completely and utterly mind-blowing to me.

Phil: Okay, well, does News have a song this week?

Tom: Yes, it does.

Phil: It does.

Phil: Then we're gonna play the News song right now and come back with the News.

Tom: It's time for News, so please do listen.

Tom: Allow our enlightenment to freely glisten as we tell you what you should think from the Xbox One to the kitchen sink.

Tom: So says Tom and Phil.

Phil: Okay, that was the News song.

Phil: And I have a story to tell, but let's just talk about the Xbox One.

Phil: It's been a week.

Phil: Has anything changed for you?

Phil: Yep, and my only question is, what if Sony does the same thing in terms of the checking in from periodically?

Phil: And if you don't check in periodically, you won't be able to play your games.

Phil: What if Sony does the same thing?

Phil: I mean, do you sit out the console generation?

Tom: You're forgetting the Wii U.

Phil: Besides the Wii U?

Tom: Well, I would consider it.

Tom: The answer is yes, I would, except for the fact that there's a large chance that if I am going to buy a console, I will eventually be peer pressured by a couple of people into buying a PSfor Killzone, despite these issues.

Phil: And FIFA.

Tom: Yeah, well, no one's peer pressuring me to buy FIFA.

Tom: That's my own obsession.

Phil: Oh, I think our listeners would be peer pressuring you.

Phil: I think they missed the FIFA talk.

Tom: But I can withstand their peer pressure, but I might eventually be talked into it thanks to Killzone, but otherwise my answer is yes, I would also be boycotting the PS

Phil: I was a Wii gamer for a very long time, just going with the Wii and the

Phil: If Sony requires periodic check-in the way Microsoft does, I'm pretty sure I would just go with PC and Wii U.

Phil: So, because my whole thing is I don't want to not be able to play these games in the future, and both companies have demonstrated that a lack of commitment to caring over the games.

Phil: Now, case in point, here's my story.

Phil: Gather around everyone.

Tom: And yet, you cut me off on my hardware thing and just moved straight into the song.

Phil: This story is very important.

Phil: I bought MLB to show.

Phil: It's a baseball game, right?

Phil: Baseball is probably the closest thing I have to a religion.

Phil: And Major League Baseball to show is a PlayStation Vita PSP exclusive.

Phil: I paid full price for it, $$American dollars, imported it, it's right here, it's in my hand right now.

Phil: So last night, I'm like, okay, I want to try and play it online.

Phil: So of course, there's an update.

Phil: So I download a megabyte update.

Phil: That's entirely acceptable.

Tom: Yep.

Phil: It takes over an hour.

Phil: But that's that's Sony stupid network.

Tom: Yeah, right.

Phil: It's probably directly connected to a somewhere in Tokyo.

Phil: Right.

Tom: Yeah.

Tom: Well, they don't like upgrading their office equipment in Tokyo.

Phil: Why?

Tom: Have you not seen they still use faxes?

Phil: Oh, yeah, yeah, yeah.

Tom: Yeah.

Phil: Right.

Phil: Right.

Phil: Yeah.

Phil: Faxes are an integral part.

Tom: And old heaters and old air conditions, air conditions and all that sort of thing.

Phil: So I download the megabyte update.

Phil: That's fine.

Phil: Takes a long time.

Phil: In fact, it takes more time than it would have just to play a game or two.

Phil: And then I connect to the...

Phil: I go multiplayer, connect to the PSN, and it's all, okay, go ahead and activate your online pass.

Phil: I'm like, that's weird.

Phil: I didn't know Sony was doing online passes.

Phil: But doesn't matter me because I've paid full retail for a brand new game.

Phil: Right?

Tom: I can see where this is going.

Phil: I don't think you can.

Phil: I put in the code.

Phil: And it says, oh, thank you for your code.

Phil: We now need to activate your code and you need to download this file to activate your code.

Phil: Do you wish to guess how large the file they wish for me to download to activate my online code?

Tom: gigabytes.

Phil: gigabytes.

Tom: So I was actually close then.

Tom: I have a ridiculously over-the-top joke answer was actually megabytes less.

Phil: So I pay $a month for gigabytes, and they want me to spend a third of it on activating this online code.

Tom: How is this even possible?

Phil: Because what they're really doing is the update wasn't really an update.

Phil: The update is like something to fix something, and that's fine, right?

Phil: And then the gig is going to be all of the bugs that they're fixing with the online multiplayer, getting around cheats and everything else.

Tom: That actually sounds like you're downloading the entire online multiplayer.

Phil: Yes, exactly.

Phil: Exactly.

Phil: They may not have put it on the disk because they were afraid of people hacking around it, so you actually have to download the online multiplayer, gig.

Phil: So I'm screwed.

Phil: I will never be able to play this online.

Phil: And there's a couple of guys I know who live in the US that would want to play this game with me.

Phil: I'm not going to be spending a third of my internet allocation on a video game.

Tom: And because it's Sony's terrible system and it's an update, you wouldn't even be able to download it like one gigabyte at a month.

Phil: No, because by that time, they'll turn off the servers for multiplayer, which they do.

Phil: After months, they turn off the...

Tom: With most updates, you can't do anything at the same time.

Tom: You're locked in there.

Phil: It's not like Unvalve.

Phil: So that's my story.

Tom: That is absolutely atrocious.

Phil: Yeah, I was outraged.

Phil: I am outraged.

Phil: And you know what else?

Phil: It used to look good, but now it doesn't look good anymore.

Tom: So it's just completely useless.

Phil: And there's no good baseball games on the PC, so I'm screwed.

Tom: You'll have to get an old one.

Phil: I'm going to go with this next story first, even though it's your turn, because this is a story that I'm probably more interested in.

Phil: We are, after all, in the news section.

Phil: Activision has rebooted development of its next MMO.

Phil: So you may know that they've been working on this MMO to replace or augment WoW for about six years.

Phil: And it's called Titan.

Phil: So they basically laid off all of the staff, except for the key design staff, or reassigned them elsewhere.

Phil: This is a game that was playable in

Phil: They've been making it since...

Phil: Well, they've been making it for six years.

Phil: What the hell?

Phil: It was playable in and now they're starting from scratch.

Tom: Are the services up or have they pulled them down?

Phil: Well, it's never been accessible to the public.

Tom: So, in a closed beta?

Phil: No, not even that.

Phil: When I say playable, I mean behind closed doors.

Phil: Oh, okay.

Phil: Reporters have played it, and they're never going to get rid of WoW.

Phil: They'll always have it in the background, kind of like EverQuest sort of thing.

Phil: But this was supposed to be the replacement for WoW, to generate new business, but WoW has been first plateauing and now dropping.

Phil: And I just...

Phil: What's going on?

Tom: Obviously, they've made something shit, and they continue to playability for whatever reason, but they've now realized it's shit and have, instead of scrapping the idea, have decided to start from scratch.

Tom: How long was it in development before it was playable, by the way?

Phil: Do you know?

Phil: Oh, well, let's see.

Phil: Two years ago, it was playable, so four years.

Tom: Okay, because the other thing to consider is that the MMO landscape is changing.

Tom: Surely, Western developers are now taking notice that you can't just make an MMO, and it's going to be an instant World of Warcraft.

Tom: And while this is Blizzard, this was probably started off as a project in the same sense, not necessarily to complement World of Warcraft, but to attempt to get some similar ridiculous, completely unlikely amount of success.

Tom: And maybe after the Star Wars MMO has failed, and a long list of other ones have failed, they've realized, well, we're not actually going to achieve this, so we need to approach it from a different angle.

Phil: There was ever only one successful MMO, and that was WoW, right?

Tom: Only one successful Western MMO.

Phil: Western MMO that people pay monthly subscriptions to, and that was WoW.

Phil: And basically, what I think they were expecting is that, okay, well, there's going to be like % to % of people who are going to stick with WoW for the rest of their lives, and that's fine.

Phil: We'll keep providing services for them.

Phil: But we have this -member customer service staff.

Phil: We have all these servers.

Phil: And then the new game that most people will move over to is going to be Titan.

Phil: And I think they now know that people are not going to pay a monthly subscription for an MMO anymore if it's not WoW.

Tom: Yeah.

Phil: So, yeah, I guess...

Phil: I mean, I guess a complete reboot is better than launching a failure.

Tom: Why even bother?

Tom: Is the real question here.

Tom: WoW might have gone down over the years, but it is still hugely successful.

Tom: This just seems like a waste of money and effort.

Phil: Well, for these publicly traded companies, growth is key, right?

Phil: They have to show increases in growth and new things, and that's why they signed up Bungie for their new game and everything else.

Phil: But...

Tom: And that could be it, because each expansion to World of Warcraft has been consecutively less successful.

Tom: So, they've probably given up on that.

Tom: They've finally realized they can't really add much more to it, that people are going to be interested in paying for.

Tom: Because the thing is, if you've been playing it for like years, or however long, if you've been there since the beginning, you're not necessarily going to be that interested in new content.

Tom: You're going to be interested in just becoming more and more of a badass in the world and getting involved in the community.

Tom: And if you're a new user and there's already hours worth of content, what's the point of releasing more?

Tom: There's not going to be appeal to the current users or to new users because they've already got so many expansions that they can already be buying.

Phil: Yeah, I think you're absolutely right.

Phil: I think basically what they're doing...

Phil: This game will never come out at this point.

Phil: This is them killing it.

Phil: Because they're admitting that we're not going to spend hundreds of millions of dollars on this and have the game fail.

Phil: So we're basically ending development of this game.

Phil: Wow, you know what?

Phil: I bet it comes out as a free to play and they'll do the microtransaction thing.

Tom: Yeah, and then it'll be gone soon after.

Phil: Yeah, that's working for Dota but you really got to wonder if the sheen is coming off of Blizzard.

Phil: I mean, Dota is eating their lunch, taking away people from StarCraft

Phil: Diablo was a fiasco.

Tom: Can you underestimate how successful Dota is though?

Tom: It might be taking people away from StarCraft, but it's also getting a huge amount of people, especially in Asia.

Phil: Dota is great, but Dota is vile, and that's what I'm saying.

Phil: Dota is eating everyone's lunch right now.

Phil: It's the most played game.

Phil: Anyway, enough about that.

Phil: What else have you got?

Tom: There's really only two things, and we'll go with the short and quick one.

Tom: That is the Sonic Mario Galaxy.

Tom: Now, there's really nothing much to say about this.

Tom: I just wanted to say one quick thing on the launch trailer, and you can add to this afterwards if you have anything else to say, and that is, have you seen the grass in this?

Phil: No, but I've seen the trees.

Tom: Okay, well, the grass, it looks extremely good, except for the fact this is % fake turf.

Tom: It's not even good fake turf.

Tom: It is the most plastic-looking, crappiest fake turf you could possibly come across.

Tom: That's what it looks like.

Tom: And I assume it's meant to look like actual grass, but it doesn't whatsoever.

Phil: Well, fake grass, some of that fake grass doesn't look pretty good these days.

Tom: Yeah, but this is the worst-looking fake turf.

Phil: So it looks like astroturf?

Tom: Yeah, it's just awful.

Tom: It looks just terrible.

Phil: Well, I know the trees look like they're ripped out directly from Mario

Phil: They've got those spheres that are bundled up on each other.

Tom: Yeah.

Phil: So I think we've hit all the high points there.

Tom: Yeah, I believe so.

Phil: So there's a new Sonic game.

Phil: It's called Lost World.

Phil: This is the Lost World game, right?

Tom: Yep.

Phil: Yeah, and looks a lot like Super Mario Galaxy.

Tom: Looks exactly like Super Mario Galaxy, except at a fast pace.

Tom: And more linear, of course.

Phil: I'm already too good Sonic games in the whole.

Phil: I still haven't played Generations or Colors, both of which are supposed to be good.

Tom: Well, I tell you what else is supposed to be good, and that is Sonic and that is awful.

Phil: Yeah, I don't know.

Phil: I don't want to really get into the whole Sonic thing.

Tom: We don't need to.

Tom: I just wanted to say that.

Phil: Alright, what else have you got?

Tom: Speaking about other terrible things, Warren Specter, who has become something of the moral conscience of the industry recently, decided to also comment on the new Wolfenstein game.

Tom: And I'll just read his quote here.

Tom: It's all terrible, so it really doesn't matter which part I read aloud, but we'll just go with the most concise part.

Tom: Did the world really need another Wolfenstein game?

Tom: Do we need generically dark monochromatic FPS?

Tom: Kill the Nazi giant robot game?

Tom: Ah, no, the world did not.

Tom: I'm so tired of stuff like this.

Phil: I mean, did the world really need another Epic Mickey game?

Tom: Exactly.

Phil: With bad camera?

Tom: Yeah.

Phil: I mean, this guy is such a fraud.

Phil: I mean, basically, he's done Wing Commander, Ultima, System Shock, Deus Ex, Thief, and Epic Mickey.

Phil: Now, sure, there are some gems in there, right?

Phil: But this is since

Phil: I mean, this is a long period, and who knows how much he had to play with this, but his recent output hasn't been great.

Phil: And, I mean, I'm sorry, I didn't also know that he has to...

Phil: He's apparently contractually obligated to play every video game that comes out to completion.

Tom: I think that's probably the issue.

Tom: This is why he's so bitter, is that he's forced to play every single game released, and the worst part is he was probably forced to play Epic Mickey.

Tom: But...

Phil: Yeah, after it had been made for him, right?

Tom: Yeah, exactly.

Tom: But the most ridiculous thing about the comments he's making and has made is they're all so ridiculously hypocritical.

Tom: So, in this same rant, he goes in to say, and given the Venomaine Disney epic, Mickey Bappy, with no concern...

Phil: Oh, Jesus, let it go.

Tom: With no concern for how hard the team worked.

Tom: I don't think I need any lectures about that, and that is about the lack of new IPs and whatnot.

Tom: Now, wasn't one of the criticisms aimed at epic Mickey was that it was generic and dark.

Phil: And had a bad camera.

Tom: Yeah, but forget the bad camera, because I don't think he's complaining about the bad camera, or rather the camera of Wolfenstein, but those were two criticisms that were regularly aimed at epic Mickey, which are two criticisms he is aiming at Wolfenstein.

Phil: Yeah, exactly.

Phil: He's saying, given the Venom aimed at Disney epic Mickey by people with no concern to how hard the team worked, I don't need any lectures about it.

Phil: So he's saying that developers work hard so we shouldn't criticize them.

Phil: Oh, do we really need another Wolfenstein game?

Tom: Yeah.

Phil: Yeah, idiot.

Phil: Speaking of Castle Wolfenstein, I was reminded this week Castle Wolfenstein was the first game released on the Apple.

Phil: The first Castle Wolfenstein game was released on Apple II by Silas Warner.

Phil: The id guys loved that game because they all came up with the Apple II.

Phil: So when they decided to make...

Phil: Carmack came up with the engine for Castle Wolfenstein, and they were like, oh, it would be great if we could set it in the Wolfenstein world.

Phil: And then they found out that Silas Warner had gone bankrupt and had relinquished the rights to Wolfenstein.

Phil: So they were able to just pick it up off the ground, not pay the guy a penny, and that's where you got Wolfenstein D.

Phil: Is that incredible or what?

Tom: Indeed.

Tom: I think someone's been reading Masters of Doom recently.

Phil: Yes, I have been reading Masters of Doom.

Phil: I can't put it down.

Phil: Well, that's all for news.

Phil: It's been a light week for news, and this is pretty clear.

Phil: I mean, we're coming up on Eso everyone's kind of keeping their cards close to their chest.

Phil: So at this point, we'll exit news, and I'm going to give first impressions of a game I started this week called Costume Quest, the game from Double Fine.

Phil: This is a JRPG, and this is a part of their initial, you know, basically foray into the digital distribution world.

Phil: They did stacking, and so Costume Quest is nothing at all what I was expecting.

Tom: What were you expecting?

Phil: I was expecting a cute JRPG, and basically what I'm looking at here looks like something you could play through a browser.

Phil: It looks like a Flash game.

Phil: This is the thing with some of these arty games, right?

Phil: It's just that, like, with some of these small arty games that have a single concept behind them, which is the concept behind Costume Quest, is that it's a Halloween JRPG, which makes perfect sense, right?

Tom: Yep, that's a cool idea.

Phil: Going from door to door, you trick or you treat, you get in a battle, you get rewards, you move under the next door.

Phil: You know, I mean, you've got the grinding built in right there, you've got the turn-based battles.

Tom: And a variety of monsters.

Phil: A variety of monsters, and cute kids.

Tom: And loot.

Phil: Yeah, and cute kids stepping out into the world and finding out that there's dangers out there, and leaving home, and the parents aren't around, and all the rest of it.

Phil: It's terrible.

Phil: I mean, it's not terrible, but it's just so...

Phil: It's such a letdown, because it could have been a really great JRPG.

Phil: And instead, what I'm finding with a lot of these art games is, you know, I don't have kids, you don't have kids, but we've seen sitcoms with kids in them.

Phil: And basically...

Tom: So we're basically experts.

Phil: Experts, I think we're fair to say.

Phil: Essentially parents.

Phil: As it were.

Phil: And you know, when...

Phil: You know how you see some people's fridges and they're covered with their kid's art?

Phil: You know?

Phil: That's when I'm starting to think about these artsy games, because you're like, oh, look at what you've done.

Phil: It's so different and good.

Phil: But they don't stand up past minutes of gameplay.

Phil: Like, once you've seen the initial concept and the execution of the concept, it really doesn't hold up to be something that you want to continue engaging in.

Phil: And I think a lot of the pocket reviews that you read for these is like, oh, it's so innovative, it's so creative.

Phil: Okay, but is it any friggin good?

Phil: And this game is not good.

Phil: From a gameplay perspective, this is not a good game.

Phil: This is like an iPhone game.

Phil: This is something that would have been great on a smartphone, where you can play it for a few minutes, and it's just a disposable, meaningless game.

Phil: But I was caught up in it for the first few minutes.

Phil: I was like, oh, this is kind of cute.

Phil: This is kind of cool.

Phil: And then it just doesn't last.

Tom: I must say, though, that, and I haven't played this, I'm still interested in playing.

Tom: I must say, though, that is probably my reaction to a great deal of AAA titles.

Tom: The first well, actually, that's not true, because generally a lot of AAA titles have an absolutely abysmal first hour.

Tom: But past that first hour, quite often I'm interested for about minutes, then get rather bored.

Phil: That was my experience with Darkstalkers.

Phil: I went into that game not expecting anything at all, and it has the best intro, right?

Phil: It just has this amazing, mind-blowing intro, which I'm not going to spoil, even though it's the first minutes of the game, because it has such an impact.

Phil: Because it is something that you are not expecting at all.

Phil: Based on the cover art of the game or any screenshots you've seen.

Phil: Same with Homefront, the game from THQ about the North Koreans invading the United States.

Phil: It has one of the best intros ever.

Phil: And then it just, you know, from there, it's not a bad game.

Phil: It was just like a half-life ripoff.

Phil: So it did prompt me to wonder if a Westerner or a Western company had ever made a good JRPG.

Tom: Well, we're about to talk about one that might fit that description aesthetically, but on a deeper level, I would like to take a moment to mention one of my favorite games, which is the cult classic Scepterra Kor.

Phil: I think you mean Scepterra Kor, Legacy of the Creator.

Tom: That is correct.

Tom: That is correct.

Tom: And I won't actually go into any detail about it.

Tom: I'll just say it was so good that it made me make a GeoCities fansite for it back in the day.

Tom: That's how awesome it was.

Phil: This was published by Monolith.

Phil: And developed by Valkyrie Studios.

Tom: But it's not the Monolith.

Tom: There were two Monoliths at the time, I believe.

Phil: Yeah, there are two Monoliths.

Phil: And there still are, I think.

Phil: Just like these two avalanches.

Phil: But this was developed by Valkyrie Studios.

Phil: Are those guys got anything at all to do with Valkyrie Chronicles?

Tom: I do not think so.

Phil: Yeah, you're quite right.

Phil: I just checked on that.

Phil: No, yeah, you're right.

Phil: Sorry for wasting everyone's time.

Phil: So, what was so special about September Core?

Tom: Well, it played quite differently to many Western RPGs.

Tom: And it was basically a turn-based battle system.

Tom: But one of the major differences was a card-based summoning system.

Tom: So you would go around collecting these cards, and depending on the cards you combine, you could summon different spells and different creatures.

Tom: I can't remember if you could summon creatures or not, actually, but you could summon different spells and different buffs and things like that in the battle.

Tom: So it was quite an interesting battle system.

Tom: The story was quite excellent, and it was a very interesting concept.

Tom: Basically, there are these several different plates of the world above one another, and they're all based on class.

Tom: So you start off at the bottom, which is the rubbish dump for the upper classes and middle classes, and all the rubbish gets dumped down there.

Tom: And in quite like a JRPG style story, it starts out with, and once again, I can't remember the details, but it starts out with a pretty simple premise that then becomes about saving the world and whatnot.

Tom: So it actually is quite JRPG-like, which made it very unique for a Western RPG.

Phil: Have you played many of these card-type games before?

Phil: I mean, I can think of a couple of them, but obviously the most obvious one that comes to mind is Baton Ketos.

Tom: No, I haven't played that many.

Phil: Or Baton Ketos.

Tom: That's Japanese too, right?

Phil: Yeah, but it was developed by Monolith also.

Tom: That's an interesting coincidence.

Phil: And Tri-Crescendo.

Phil: Yeah, so, I mean, a spectral...

Phil: God, I'm thinking about two different games right now.

Phil: I can't even think of their names, but the card-based thing has always had tremendous appeal to me.

Phil: In terms of battle and whatnot, so...

Phil: So, your fan site, is it still up?

Tom: No, I'm not sure if it was ever posted live.

Tom: I may have just made it and never posted it live.

Phil: That's really sad.

Tom: It was an awesome site though.

Phil: I bet it was.

Phil: Did it have a podcast?

Tom: No, sadly.

Tom: That's why I didn't make it live, obviously.

Tom: That's what it was missing.

Phil: That's what it was missing.

Phil: And years later, you've come to remedy that.

Tom: That's right, exactly.

Phil: Scepteracore lives through this podcast.

Tom: Yep.

Tom: We're now renaming the site scepteracorelegacyofthecreator.net.

Phil: Scepteracast.

Phil: I think we could probably do a side podcast about this game once I've played it.

Tom: Absolutely.

Phil: I mean, we've obviously proven to everyone that as long as we both played a game, we can talk for it about, you know, two hours a week.

Tom: Easily, easily.

Tom: And that's when we're cutting out most of what we're saying.

Phil: Yep.

Phil: So is that it about Scepteracast?

Tom: Yep, that's it.

Phil: All right.

Phil: So the other JRPG that has a Western heritage, albeit Canadian...

Tom: If you could even call them Western...

Phil: .

Phil: would be To the Moon.

Tom: Yes, indeed.

Tom: And this is, of course, not actually a JRPG, but it looks like a JRPG as it was made in RPG Maker.

Tom: And early on, there is a scene in which you're going around with a couple of children, and they come across a squirrel, and it goes into a turn-based battle, basically pointing out, making fun of the whole aesthetic of the game.

Tom: And this is one of the major problems I had with the game, was this sort of humor in it.

Tom: It was basically non-stop nerd-style jokes, and the two main characters were constantly making meme-related and whatnot wisecracks, which generally fell rather flat to me because the writing is really awful.

Tom: It's the sort of writing you would expect to find someone posting in a forum where they're writing a short story about the people on the forum, and they're just basically referencing random jokes, and it's awful.

Phil: Yeah, so it's kind of like insider fanfic, but there's no fans yet.

Phil: Well, I've actually outdone that.

Phil: I think on YouTube somewhere, I did a parody of the VG Press podcast, which would have to be the most insider thing ever.

Phil: So I am guilty of having done something like this.

Tom: That was awesome, though.

Tom: That was quite accurate.

Phil: Because you were in it.

Phil: Okay, so To the Moon, it was made with RPG Maker, but it's not a JRPG.

Tom: No, I'm not sure how you would describe it exactly.

Tom: I think the closest genre it would probably fit to is point-and-click adventure game, but it's not really point-and-click adventure game.

Tom: The gameplay basically consists of you pixel-hunting these mementos.

Tom: So there's things scattered around the environment that are relevant to the person in question's menus, which we'll get to in a minute.

Tom: Person in question's memories.

Tom: So you find, say, five of these, which is then enough for you to break a force field around a memory link, which lets you jump onto the next memory.

Tom: So that's the majority of the gameplay, is literally you just pixel hunting.

Tom: Now, the rest of the gameplay, however, is sliding puzzles.

Tom: Yes, you heard that correctly, sliding puzzles, in the most banal sense of what this could possibly be.

Tom: This is not like A Virus Named Tom, which takes tile flipping and makes it into something incredibly awesome.

Tom: This is incredibly boring, simple tile sliding, tile flipping, sorry, puzzles.

Tom: And every single puzzle can be solved incredibly easily.

Tom: There's actually a formula to solving the puzzles.

Tom: On the bottom left-hand corner of the board, you can flip several of the tiles at once, not just along their own pane of tiles.

Tom: Now, each puzzle you can instantly work out how it's going to be solved by simply working out if you're going to have to flip them diagonally.

Tom: And once you figure that out, then the rest of the puzzle becomes blatantly obvious.

Tom: So it's basically no more challenge than the pixel hunting whatsoever, and it's just as boring.

Tom: So there's really nothing positive to say about it puzzle-wise, sorry, gameplay-wise.

Tom: And in fact, the worst thing about it is you move around by clicking where you have to go.

Phil: Ooh, I hate that.

Tom: Yep.

Tom: And this is a way to make this not so bad that most games that are reasonable do.

Tom: The best thing, of course, is you can toggle movement on.

Tom: So you press the button once, and you're constantly moving in the direction you're pointing.

Tom: The second way to alleviate this being an incredible pain in the arse is you can hold down the left mouse button, and they move until you stop holding it down.

Tom: Or if you're just going to be a major annoying dickhead, what you do is you can click a long way off the screen, like around a corner, and they navigate around that corner, right?

Tom: Often if you click around the corner, they won't move there, so you've got to move to where the corner is, then click to where you would have clicked originally.

Tom: And you can't hold it down or anything like that, so it's basically the worst way you could possibly do this sort of navigation system.

Tom: Yeah.

Phil: So you finished this game, or is this the first impression of this game?

Tom: No, I finished this.

Tom: It's only about, I think I finished it about three and a half hours.

Tom: So it's a short game.

Tom: Now, despite all that, I immensely enjoyed it after a certain point.

Tom: After I got past the fact that, okay, the writing is going to be awful.

Tom: The gameplay is awful.

Tom: I was enjoying it once I could get past those two rather important facts, given that it is a story-based game.

Tom: And the reason for this is, despite the writing, as far as the dialogue being concerned, being horrible, the composition of the story is actually excellent.

Tom: It is extremely well done.

Tom: The story is you're playing as one of two, I think you could probably call them technicians, perhaps, but they're also involved in medicine.

Tom: So let's call them doctor technicians.

Tom: That's a new term I just coined right then and there.

Tom: So...

Phil: Doctortion.

Tom: Yeah, exactly.

Tom: So these doctortions go to people who have hired their company to basically, when they're dying, go to their deathbed and program in their final wish.

Tom: So, for example, this guy that they're going to now...

Phil: Is this a major spoiler?

Tom: No, it's not.

Phil: OK, because I have had this game spoiled for me already.

Tom: OK, this isn't a major spoiler.

Tom: You find out this from the very beginning.

Tom: Maybe you find out after you've walked into the house.

Tom: It's right at the beginning.

Phil: OK, so you program into the thing what your last wish is.

Tom: That's right.

Phil: And then...

Tom: And then they live it out, presumably, which I won't say whether this happens or not.

Tom: So that's the basic concept of the story.

Tom: How this is illustrated as far as the composition of the story is to create this new memory in this dying person.

Tom: You've got to go through the person in question's memories from childhood to adult, except they don't do it in chronological order.

Tom: So you're basically exploring this person's memories, and this is how the story is told, and it is done.

Phil: That sounds painful.

Tom: It's done very well, though.

Tom: I was expecting it to be awful and done very poorly, but it's done very well.

Tom: The issues mainly are to do with the gameplay and the writing, but the actual story is illustrated excellently.

Tom: And the other thing is the music is very good as well.

Tom: The worst thing about the music, though, is it's very poor quality MIDI sounds.

Phil: That's fine.

Tom: Yeah.

Tom: That apparently bothers Zelda fans a great deal, but I've got no problem with that.

Tom: In case you were thinking this would be some amazing orchestral score, it's not.

Tom: But the music itself follows the story very well and sets the scene nicely.

Tom: Except, and this is the thing I found in The Walking Dead as well at the end, don't stick in vocal tracks into your game when the rest of your entire soundtrack has been vocalist music.

Tom: It is jarring and it is stupid and it is just incredibly retarded.

Phil: There's great presence for that in Yakuza, for example, since we haven't mentioned that yet this year.

Tom: Yakuza doesn't have just one vocal track.

Tom: They generally work it in there a little more cleverly.

Phil: In JRPGs though, like in Final Fantasy VIII or whatever, you have these great songs and then you have these credit songs.

Tom: But this wasn't a credit song.

Tom: This was before the ending to illustrate a point in the story.

Tom: And if you're doing it in that way, it becomes just incredibly over the top.

Tom: And to me, it wasn't effective at all.

Tom: Just to get back to something not quite so specific, as I was saying, the story is excellent.

Tom: So this raises an interesting question to me because it's hard to talk about a game like this because all you can really basically say without spoiling something, unless we were going to do a spoiler cast as we did with Spec Ops The Line, is that the story is excellent.

Tom: If you actually go into too much detail, then it is going to spoil the story because of the way it is told.

Tom: So you can't really say more about it apart from the basic plot line, which is, have you heard any reviews about it?

Phil: Yes, I have.

Phil: I'm pretty familiar with it.

Phil: I think that most people came away from it with effusive praise for it, but saying, well, it's not really a game, but the story is so touching and moving, and I kind of know what the story is.

Tom: Yeah, and that's the thing that annoyed me about these reviews though, is because they didn't want to spoil the story, and you can't go into the details about the story too much without spoiling it, or without making it sound like it's utter crap.

Phil: Let me say that I have a pretty good idea of what the story is, and this is all in the context of listening to non-spoiler content about this game.

Phil: So this is just people making sounds about the game, and I've pretty much impugned exactly what it is this game is about.

Phil: So, you know.

Phil: But I mean, it must be pretty good.

Phil: I mean, it was made with RPG Maker, which is like, you and I, I actually have downloaded it and tried to make a game, because I have an idea for my own game.

Phil: But it, I mean, that must be the greatest part of it, is that someone who doesn't have any technical skills whatsoever, but just had a good story to tell, was able to make a commercial release and get that story out to people.

Tom: Yeah, absolutely.

Phil: I mean, I think that's the most remarkable thing about this.

Phil: Like, you don't even have to have the skills to make a Minecraft or, you know, any other kind of technically simple game.

Phil: This is just basically, you buy something off the internet for $and go to town with it.

Tom: Yeah, but here's the thing, just on that point that I was wondering about, is about these reviews that say, well, it's basically not a game.

Tom: If this was not a game, I would have absolutely despised it.

Tom: If this was a short film, it would have been okay, but it would have been, I mean, I wouldn't have cared about it because of the way it would have been told.

Tom: If this was a short story with this level of writing, even if the story composition was the same, I would have absolutely detested it.

Tom: I would have felt that this has been a complete and utter waste of my time.

Phil: Right, right.

Phil: Well, that's the hierarchy of storytelling, right?

Phil: I mean, if you're going to read it, it has to be of the highest level.

Phil: If you're going to watch it, it's going to have to be of a pretty good level.

Phil: If you're going to play it, well, you've got that interactivity that's offsetting everything else.

Phil: So in terms of the tiers of writing, I mean, you've got written word, screen performance, and then video game.

Phil: And then slot machine, below that.

Tom: Exactly.

Tom: And that's the thing.

Tom: I mean, even a simple thing as the moving from point to point completely alters the pacing of the story.

Tom: So, for example, let's say they're moving around collecting memories.

Tom: Now, in the vast majority of short stories, they're not going to depict this passage of time because the vast majority of writers are incredibly lazy and shit, so they're not going to attempt to do this.

Tom: And also because they're told you can't actually do this, you need to just focus on what is important to the story.

Tom: So what is important to the story is the things they're finding, right?

Tom: So they're going to just show the things that the characters involved are finding.

Tom: But if you do actually add the movement between the things that they're finding, it gives it much more emotional impact if you are not an exceptionally good writer.

Tom: So even just simple functional things like that can make what would be absolutely horrible in another medium actually very effective.

Phil: Right, yeah, that's a good point.

Tom: But that's probably pretty much it, except for one rather bizarre thing.

Tom: One of the characters in the game has autism.

Tom: Now, throughout the game, maybe this is something to do with the...

Phil: Wait, wait, it's a pixelated character.

Phil: How can it have autism?

Tom: Well, the character can, because it's the character.

Tom: I don't think characters are actually pixels, although they are, you know what I mean.

Phil: No, I don't.

Phil: I mean characters are...

Tom: So wait a minute, wait a minute.

Tom: So is Tomb Raider a woman?

Phil: No, she's a pixel.

Tom: So...

Phil: They're very attractive.

Tom: Let me start this again.

Phil: Almost distractingly so.

Phil: I've got to say in the first few...

Phil: Like in the first hour of Tomb Raider, I was like transfixed with the stunningness of Lara Croft.

Phil: And this has never happened to me before.

Tom: I was laughing at the camera angles the whole time.

Phil: Yeah, well, like especially when she has to like sidle up against a narrow cavern.

Phil: It's like, Jesus, come on.

Tom: That was hilarious.

Tom: That was hilarious.

Phil: Just turn this back a little bit.

Phil: So I don't know.

Phil: Go ahead.

Phil: Talk to me about pixels.

Tom: Yeah.

Tom: So let's say they've got pixel autism.

Tom: You're happy with that?

Phil: Well, pixels can't have autism.

Phil: Digital characters can't have autism.

Tom: No, no, no, no.

Tom: What I'm saying, this is not...

Tom: This is digital autism.

Phil: Like with fingers?

Tom: Yes.

Phil: Okay.

Phil: Then that's understandable.

Tom: Let's put it this way.

Tom: The characters are finger puppets and they've got digital autism.

Phil: I buy that.

Tom: Yeah.

Tom: So one of the characters has that.

Tom: And this...

Tom: I imagine many reviews would have avoided this as a spoiler, but it's basically once again visible from the very beginning of the game.

Tom: So one of the characters has autism.

Tom: Now, throughout the entire game, it's a running joke that no one knows what this is.

Tom: So that's fine.

Tom: That works fine.

Tom: But at the same time, there's this very overt and possibly not deliberate avoidance of calling it autism.

Tom: So I'm wondering if there's some sort of stigma attached to, well, of course, there is in most places, but even worse in Canada, some sort of stigma attached to Asperger's syndrome and autism, where using those terms is not politically correct in Canada.

Phil: No, I don't think so at all.

Phil: I think it's probably just saying this is a loose metaphor, like in Papo and Yo, that this is just a loose metaphor for what is going on, and this could be something, it could be anything.

Phil: It could be AIDS, it could be autism, it could be bipolar.

Tom: It's definitely autism.

Phil: Well, I don't think it's going to be...

Tom: No, what I'm saying is they literally say it is autism in the game, except they avoid using the term autism.

Tom: They use other medical terms to describe it.

Phil: Then you may well be correct.

Phil: I happen to think that autism in Asperger's is completely overused.

Phil: It's kind of like the ADD of the new millennium.

Phil: I mean, there are people that have autism that are off the hook.

Phil: You know what I'm saying?

Tom: Well, there's a very easy way to find out if someone actually does have autism, by the way, and that is observe how they move.

Phil: I thought you were going to say lock them in a room.

Tom: No, that might work too, though.

Tom: That might work too.

Phil: And then observe how they move.

Tom: Yeah.

Tom: Well, that is actually true, because the best way to do it is lock them in a room with a motion capture device, then observe how they move.

Phil: Yeah, I wasn't joking.

Phil: I mean, I've got this all planned out.

Phil: So, I mean, if I suspect someone has autism, I, you know...

Tom: Or immediately kidnap them.

Phil: Yeah, and I have a safe room, and we observe them, and then I help them out.

Phil: And I say, yeah, you got autism.

Phil: Or after a few weeks, I go, you know what?

Phil: You don't have autism.

Tom: And then you finally let them go.

Phil: On your way.

Phil: I think you're onto something there.

Phil: It's probably something politically correct in Canada.

Phil: So, is that all you have to say about The Moon?

Tom: Yes, it is, indeed.

Phil: Because it's interesting that the games here that you've chosen to talk about...

Phil: I have show notes.

Phil: The listeners don't have show notes.

Phil: The listeners don't have access to the show notes until after we publish the show.

Tom: It's probably mind-boggling for many people that are listening that could not imagine that we could possibly be using show notes.

Phil: But the thing is this, right?

Phil: We do publish the show notes after the show, and they are listening to the show now, so they do have access to the show notes at the same time as we do.

Tom: I didn't know we published the show notes.

Phil: Well, we put out the timeline.

Phil: You could skip ahead and see what we're about to talk to.

Phil: But I think this is...

Phil: We don't talk about segways in this show.

Phil: That's one of the preconditions, if you go back to episode one.

Phil: But we're going from To the Moon to a game called Proteus, and I don't know if you know, but Proteus is the name of the second largest moon of Neptune.

Tom: Amazing.

Tom: I was about to say, wouldn't it be awesome if we were going to a game set on the moon?

Phil: And we are.

Phil: The second largest moon of Neptune.

Phil: Proteus.

Tom: See now, I was constantly thinking of Proteus as in the South African Proteus.

Phil: Oh, the little flower?

Tom: Yep, and the rugby team.

Phil: That's Proteus.

Tom: Yeah.

Tom: I know it's a different thing, but you hear it, I heard it, and that's what I immediately thought of.

Tom: I'm not saying there's any logic to it.

Tom: But, yeah.

Tom: So here's another game that many would describe as not being a game.

Tom: And basically in Proteus, the gameplay consists of you exploring a very Minecraft-like environment.

Tom: And all you can do in it is basically explore and you can find these, and I won't say that actually because that basically is a spoiler, but you can explore the environment and watch how it changes with different seasons and with night and day.

Tom: And that's basically the entire game.

Phil: Well, the guy that made it actually said that he didn't consider it to be a game, right?

Phil: And then everyone latched on to that and was like, oh, see, the guy said it's not a game, it's not a game.

Phil: But what he was saying is the same thing that Will Wright said years ago about SimCity.

Phil: And that SimCity is not a game, it's a toy.

Phil: It's something you play with, it's not something that you beat or you win, there's not a score at the end.

Tom: Yeah, except this does actually have an ending.

Phil: And is the ending any good?

Tom: He just destroyed his own argument there.

Phil: Well, I was talking about Will Wright.

Phil: But there's no winning, right?

Tom: No, no.

Tom: You can just get to the end of the game and then you can start it again in a different environment.

Phil: Is it any good?

Tom: Yes, it is.

Tom: Very good.

Tom: And once again, the interactivity is why it is good.

Tom: So first of all, it is visually very well done.

Tom: It's, despite the fact that it looks like Minecraft very much, it's actually a very vibrant and believable environment, more so than in most games, in inverted commas.

Tom: It's a very believable environment.

Tom: You could imagine that this was a real random island that you stumbled across, with random wildlife going about their business and all that sort of thing.

Tom: This music is excellent.

Tom: It fits the mood perfectly and is very enjoyable and relaxing.

Tom: It lasts about minutes, which is a perfect length for it.

Tom: What?

Tom: Yeah, it's short.

Phil: minutes?

Tom: Yeah, but let me finish.

Tom: It lasts about minutes, which is the perfect amount of time for it.

Tom: As you say, it is very much like a toy.

Tom: It's a thing you interact with, not so much a game.

Tom: It's the sort of thing, because the island is randomly generated, I believe, or procedures generated.

Tom: You play it for about minutes or an hour, then you finish with that island.

Tom: You basically explored everything on that island, so that island is done with.

Tom: You finish that island, then you can come back to it a few days later when you're feeling like playing it, and you go and explore another island for about the same length of time.

Tom: So that amount of time fits it perfectly.

Tom: If it was longer, and it is the sort of game you would play in one session, so if it was longer, it would be too long.

Phil: This reminds me of a...

Phil: There's a Twitter account called The Game Police.

Phil: Are you familiar with them?

Tom: No.

Phil: With The Game Police, basically, they police games.

Phil: So, like, one of their tweets is, Think of the last game you played.

Phil: How would you describe it?

Phil: Did you sort of just go around a bit?

Phil: If so, perhaps it wasn't a game at all.

Phil: Another one is, It's normal to feel embarrassed, perhaps even violated, when you realize what you've been playing isn't a game, but please do report it.

Phil: Also, they have a long-standing warrant out for Nobby Nobby Boy.

Phil: Suspect is multicolored, and...

Tom: So, this is actually Steel Attacks.

Tom: Twitter.

Phil: Yeah, it could be.

Phil: But looking at the graphics of this, it reminds me of the TRS-obviously much more advanced than that.

Phil: I mean, when you're navigating through the world, can you actually make sense of it?

Phil: I mean, it's such a blobby mess.

Tom: Yep.

Tom: When you're actually playing it, it looks fine.

Tom: You can understand what everything is.

Tom: You might not be able to work out what a specific species is.

Tom: There are these sort of somewhat primate-looking small creatures going around.

Tom: I have no idea what they're meant to be.

Tom: But there are owls and crabs.

Tom: You can identify...

Phil: Owls and crabs?

Tom: No, owls and crabs.

Tom: Not owl crabs, unfortunately.

Phil: Is there a burro?

Tom: No.

Tom: Well, there might be.

Tom: There wasn't on the island I explored.

Tom: But once again, gone.

Phil: Is this thing free?

Tom: No, it is not free.

Tom: I paid $for it on a humble bundle because I wanted something to finish in as quickly as possible so I could make it for eight games for the month.

Tom: That was my motivation for playing it.

Phil: All right, are you done with this?

Tom: No, I'm not.

Phil: Can you recommend it to us?

Tom: Yes, I can.

Tom: And here's the thing.

Tom: Once again, if this was, and there are a lot of these sort of animations going around, if this was just an animation with this art style, once again, have much less impact.

Tom: Because the fact that you can explore it and easily experience the seasons in the version of real time that the game follows makes it much more engaging than if it was, say, a time lapse video where you have no control over your movement in the thing.

Tom: It's like if you want to compare if Google Maps was actually, didn't look like completely not a crap.

Tom: If Google Maps looked awesome, that is much more enjoyable moving around Google Maps yourself than if you were to, say, go and watch someone driving around on the street.

Tom: Which sounds like an incredibly backhanded compliment, but it is a genuine compliment.

Phil: I gotta say, I don't get it.

Tom: Yeah, I would not recommend this game for you.

Tom: But I would recommend it if you might be interested in it.

Tom: For what it is, it is excellent, but it's going to have low appeal to a lot of people.

Phil: Maybe if it were in a Vita or a handheld device, I just think, you know, it's kind of like the theatre in which I enjoy the game has a lot to do with it.

Phil: You know what I'm saying?

Tom: Well, you've always had these sort of games on PC.

Phil: That's true.

Tom: And this is a PC game, so...

Phil: Yeah, I could enjoy it on that level.

Tom: It's in the right environment.

Phil: And it'll turn up in a humble bundle at some point.

Tom: I bought it in a humble bundle.

Phil: Oh, well, there you go.

Tom: Which, by the way, included Thomas was here, so you wasted your money.

Phil: I did.

Phil: I wasted my money by supporting the developer.

Tom: Yeah.

Phil: Well, if that's all for Proteus...

Tom: It is indeed.

Phil: We have our trademark Yakuza Killzone Minute.

Tom: And now for the most long-awaited, so that all your fears may be abated.

Tom: Sometimes a minute can seem like an hour.

Tom: It's at these moments we utilize Yakuza Killzone's power.

Tom: So says Tom and Phil.

Phil: In which we spend one minute talking about both Yakuza and Killzone.

Phil: The Yakuza HD Collection, as we spoke about on previous shows, is coming to the Wii U.

Phil: Toshihiro Nagoshi said, this is an experiment.

Phil: He said, to be honest, we're not aiming to see if this will be a smash hit.

Phil: Our real intention is that we want to see how people respond.

Tom: Well, it is Sega, so they're obviously not going to be aiming for anything to be a smash hit.

Phil: That's true at this point.

Phil: He said that the Yakuza series was born and bred on PlayStation hardware.

Phil: And he said, we're not jumping ship to Nintendo.

Phil: Yakuza and are coming out on the Wii U, and this is what it is.

Phil: Which is what it is, means a cheap cash in.

Phil: Nintendo is desperate for titles, and we're going to give them a game we've already made.

Tom: Exactly, and it looks worse on the Wii U.

Phil: Yeah, I mean, and that's not subjective.

Phil: I mean, if you look at the actual HD screens from Wii U and PlayStation the Wii U ones are inferior.

Phil: So do you have anything on the Killzone front?

Tom: I got another thing on Yakuza.

Tom: In that, I think it might have been the same interview.

Tom: Nagashi said, he was asked if there was any chance of Yakuza being available on DS in some form, or rather he said, sure, if you want a Yakuza game without people in it on the streets.

Phil: Brutal.

Phil: Oh my god, that is brutal.

Phil: Yeah.

Phil: Do you think, just quickly, do you think Yakuza would ever come to the Vita?

Phil: They didn't do a PSP game, I think.

Tom: With that comment, maybe that was the reason why they didn't do a PSP game, so maybe a Vita version might come around.

Phil: Yeah.

Phil: Well, we're just still hopeful for Yakuza coming to the west.

Tom: Now, as for Killzone, this is just a random short one.

Tom: This is basically, Guerrilla Games detailed how this downplay while you're downloading would work, so Michael van der Lout said, You're going to download a chunk of the game, get the menu in first level, and while you're playing the first level, we can start downloading the second in the background.

Tom: So that works exactly as we expect it to, and that is actually a pretty awesome feature.

Phil: Well, I see a big problem with this and one that you've overlooked, and that is this will be on PSN.

Tom: Oh, yes.

Phil: So just by downloading the developer logos and the start menu and the first level, you could quite easily get through that before the second level has been downloaded.

Tom: Well, you wouldn't be starting it until it says you download the first level and the menu.

Tom: So you have to have completed downloading the first level before you can start playing.

Phil: Right, but what I'm saying is you could start playing, beat the first level, and PSN would still be downloaded.

Tom: Of course, yeah, but that's the risk you take.

Tom: And that still seems like a pretty interesting feature to me, even if it does result in you playing the first level then getting stuck.

Tom: Being a veteran of Australian internet, I would be expecting that to happen.

Tom: So I would not be going into it expecting to be able to play the game from beginning to end as it downloads with Australian.

Phil: Well, at least you explain it.

Phil: And did I mention MLB the show?

Tom: Yes, you did.

Tom: And that's the other thing.

Tom: Actually, the best thing about this feature is it implies that perhaps now you will finally be able to continue downloading a game while playing another.

Tom: Or maybe this is just an issue I face.

Tom: But if I'm downloading a game, if I then open a game and play a game, the download immediately stops.

Phil: Oh, yeah, yeah.

Phil: It's terrible.

Phil: I mean, Sony needs a slap in the face on this whole internet thing.

Phil: It is just terrible.

Phil: So with that, we will move on, and we are going to, at this point, talk more about Deadly Premonition.

Tom: So the podcast has effectively ended for most people.

Phil: Well, just basically what I want to say is, we're not going to spoil anything, but we know that we've probably spent two hours on Deadly Premonition so far, and it is an ultra-niche title.

Phil: So if you are going to leave us at this point, we do thank you for listening, and again, we've been overwhelmed with the response that we've received from the show.

Phil: You can follow me on Twitter at Game Under Phil, and you can also come to gameunder.net to read Tom's past reviews.

Phil: We have a written word section, which is tremendous.

Phil: Tom's writing, of course, if you're listening to this podcast, you probably already know it is great.

Phil: And Tom, what's your latest review at laserleaming.com?

Tom: The Last Light review, I believe.

Phil: Oh, The Last Light review, which is a...

Phil: I reread that today, and it is a good review.

Phil: Even though we've talked about it here on the podcast, it's worth going and reading it most definitely.

Phil: So go to laserleaming.com and look that up.

Phil: And for those of you sticking around for Deadly Premonition, congratulations.

Phil: You are...

Phil: Just take off the velvet rope here.

Phil: You are now allowed to listen to us talk about the Deadly Premonition.

Tom: The final joke is most important, especially if what you desire must be important.

Tom: So let Game Under give you advice.

Tom: So the next game you play will be nice.

Tom: So says Tom and Phil.

Phil: So having bid a fond adieu to our non-Deadly Premonition listeners, and quite frankly, they're not the true listeners.

Phil: You are, dear listener, the one that's still listening here.

Phil: And right now we can say whatever we want because we know only the true followers of Phil Fogg, LG's and Tom Towers are listening.

Phil: This weekend, I observed the ending of Deadly Premonition and Director's Cut.

Phil: So I now have a full understanding of the alternate ending.

Tom: So the ending is different.

Phil: The ending has an alternate ending.

Phil: After the credits, there is something that changes.

Tom: OK, so it's not like they changed the final cut scene.

Phil: Sadly.

Phil: Yeah.

Phil: Sadly, there's no real alternate ending.

Phil: They basically just add something to the end, which I think I can say without spoiling the game, suggests a sequel.

Phil: Now, we know that no sequel has been announced.

Phil: We know that no sequel is certainly commercially viable.

Phil: So this Director's Cut was probably testing the waters to see if it were to be commercially viable.

Phil: I don't think there's going to be a Deadly Premonition sequel at all.

Tom: For example, what's another game you can think of that was extremely loved by a large amount of people that was bigger than this that suggested a sequel very explicitly in its ending?

Phil: Shenmue.

Tom: Yep.

Tom: And also Psychonauts as well.

Phil: Oh, okay.

Phil: So after the credits, they don't really change the ending.

Phil: They just give you additional information after the credits.

Phil: So I got to say, and then in the menu, there is a extras section.

Tom: Special section.

Phil: Yeah, I opened that up, and it is the same as in the original, which basically means you can listen to any song, you can watch any cut scene.

Phil: It's not anything extra at all.

Tom: That is awful.

Phil: Yeah, it's a pretty sad director's cut.

Phil: I mean, they improved the controls, they improved the combat, but beyond that, they really didn't add anything at all to this game other than giving you the false hope of a sequel.

Phil: And I'm not going to go into details as to what they say.

Phil: I'll leave that for you to see for yourself.

Phil: It doesn't diminish the original game.

Phil: If you haven't played it before, I mean, it has a tremendous ending, absolutely tremendous, one that will stick with you for years to come in terms of the impression that it makes.

Phil: But in terms of a director's cut and an alternate ending and all the rest of it, this game kind of fell down pretty far in terms of offering true fans anything extra.

Phil: I mean, when Resident Evil has a director's cut or something like that, you know, you have alternate costumes, you have alternate endings, extra levels, and Deadly Premonition really didn't offer anything other than this hint after the credits and a couple of additional HD cut scenes throughout the game.

Tom: That is a shame.

Phil: Yeah, it is a shame.

Tom: It's not too surprising given the budget of the game.

Tom: You couldn't really expect too much else, I would say.

Phil: Yeah, coming back to it years after, Sony obviously was the ones putting up the money for the release.

Phil: So, yeah, you couldn't have expected much.

Phil: And actually, we got so much more out of it, which was just an opportunity to replay the game.

Phil: So Velvet replayed it as soon as she got it, even though she was deep into other games and played hours essentially straight until she got to the end.

Phil: And I do intend to replay it myself as well.

Phil: And trophies, you get trophies.

Tom: But you had achievements, so it's the same.

Tom: So one disappointing thing about the extras though, hearing that is, what they could have presumably done without spending too much money is stick in some crappy making of or something along those lines.

Phil: Yeah, exactly.

Tom: Or concept art or bits of the script, that sort of random stuff.

Tom: It surely isn't going to cost much that they could have included.

Phil: Or a minute, fuck man, give me a minute interview with Swery.

Tom: Exactly.

Phil: Just sit the guy down in a room with a cup of coffee, you know, you can have some FK in his coffee, that's fine.

Phil: And just let me listen to the guy with a translator.

Phil: That would have been worth $a line.

Phil: You know, it's just so half-assed.

Tom: And that's what I had in my mind the whole time that I saw Special there, that it was going to include that sort of stuff.

Phil: Yeah, look, concept art, you already have the concept art, just digitize it.

Phil: You have the original script, include it as a PDF that if we put the disc in our PC that it can read the PDF for the script.

Phil: And a to minute interview with Swery.

Phil: Or round up the voice actors who obviously don't get paid or much work for anything.

Phil: They probably would have came in for bucks.

Phil: Talk to some of the voice actors.

Phil: Who wouldn't want to see York's voice actor or Emily's voice actor or Forrest Cason's voice actor or Woodman, George Woodman, you know?

Phil: Anyway, having said that, you're still playing the game.

Phil: You haven't got to the end of it.

Phil: You're playing it for the first time.

Tom: And I'm up to chapter

Tom: So I'm still...

Tom: That's probably about two-thirds of the way through.

Tom: So I've still got a while to go yet.

Tom: And I still haven't reviewed it.

Tom: So somewhere out there, there's an incredibly annoyed PR person.

Phil: Oh, I don't think so.

Phil: I mean, they've already gotten two hours of our podcast.

Tom: That is true.

Tom: That is true.

Tom: And so the longer I take, the more podcasts they'll be getting, going to be getting.

Phil: You should be totally emailing that dude, you know, letting him know that we are talking about this game at least one hour every week.

Tom: At the very least, I'll include that in my review email to him.

Tom: The first thing I like to say is there is no way this is a badly designed game.

Tom: I think the thing about it is, and this was probably a lot worse on the the mechanics are awful.

Tom: There's no getting around that fact.

Tom: And if the controls were worse on the this would have been just incredibly annoying.

Tom: What were the controls on the by the way?

Phil: Well, basically the same.

Phil: I mean, you're using the two sticks, you know, you're using button presses when needed, you know, just typical video game stuff.

Tom: So what was altered exactly?

Tom: Because you had said the controls are better.

Phil: Oh, the controls are better, not in terms of like the buttons you use or the sticks you use.

Phil: It's just basically, in terms of how you move through the environments, it's just being made a little bit easier.

Phil: They don't move the camera around as much, sort of thing.

Tom: Well, that in mind, this is the thing on the mechanics.

Tom: Except for the driving and the shooting, I don't think the mechanics are actually bad.

Tom: The running around, there's nothing wrong with that.

Tom: It's perfectly functional.

Tom: Driving itself is functional once you have upgraded your police car or got a better car than the default police car and jeep, which are just abysmally awful.

Phil: Exactly.

Tom: So the driving is fine.

Tom: It's just that the physics engine is ridiculous.

Tom: So every now and then, you're going to be driving with your car partly submerged in the asphalt.

Tom: You're going to be randomly jumping here and there.

Tom: And if you're driving a fast car, there's this hilarious thing that happens where it basically feels like the physics engine cannot keep up with the car.

Tom: So you're driving along, and you turn, and the car turns.

Tom: Then it starts skidding and just jumps around randomly or flips over, but not when you would expect it to.

Tom: So you might hit a jump, you drive over the jump, then a few meters after that, your car jumps in the air, that sort of thing, which is hilarious.

Tom: And you can say that the physics are bad, but the driving is perfectly functional.

Tom: The shooting is functional.

Tom: It's just not fun whatsoever, but perfectly functional.

Tom: So at this stage, I'm not sure how you can necessarily think that the game is poorly designed, except based on your first impression, because the pacing of the gameplay is actually excellent.

Phil: Yeah, it's very good.

Tom: They know when to put you in one of the survival horror sections, where you're going around killing people.

Tom: They know when to give you a soul, partly just going around talking to people.

Tom: And they also, though this is partly random based, but generally they also know when to make the side quests overtly obvious to you.

Tom: So if you're in a section of story that is mainly about downtime, you're going to be bumping into more people that are doing side quests because of the time of day that they've set that section of the game.

Tom: And maybe this was just completely serendipitous to how I was playing it though, but that's the impression I got.

Tom: But even if it's not, the pacing is excellent.

Tom: So design wise, I think it is actually a well designed game.

Tom: The thing about it is, it is not designed as you would expect most games to be.

Tom: So while the pacing is excellent, it doesn't follow traditional pacing.

Tom: If it was paced traditionally as a game like this would be, as you would expect a open world game with mission sections to be paced, you would expect more regularity in what you're doing.

Tom: So you wouldn't get longer sections where you're just driving around and you don't get to do a survival horror section for a long amount of time, and you wouldn't have to do a couple of them short in a row.

Tom: It would be a much more sort of formulaic and rhythmic pacing design, right?

Phil: Yeah, because I'm a different kind of game player, I really like to immerse myself in the character.

Phil: So it never occurred to me when I was driving around that, oh, I've been driving around for a long time without any sort of horror dungeon.

Tom: That's the thing, I think, because it does do that differently, and that is the reason that it does it, which I'll go into in a second.

Tom: But I think that's probably where a lot of people get hung up on it and where a lot of the bad reviews, apart from the first impressions, apart from those, I think a lot of people are going to have trouble appreciating because it does things so differently to other games.

Tom: Even the good things it does, it does them differently to how you would expect them to be done, even as they would be done in a Japanese game.

Tom: So people aren't going to have a point of reference, so they're going to come across it, and because it's different, they're not going to be able to appreciate it.

Phil: Well, I think a lot of people got hung up on the bad cutscenes, you know?

Phil: I mean, the voice acting isn't bad, but it sometimes is stilted.

Tom: Especially in the sidequests.

Phil: And the framing of the shots is poor.

Phil: And I think that that's what people are going to get hung up on as well.

Phil: But you know, it's an easy...

Phil: If you're moving too fast, it's an easy game to misinterpret, and I think that's what most critics got stuck with.

Phil: Because you know, the review cycle is so hurried, where you've got a game, you've got to review it, you've got to have the review out on the release date.

Phil: And if you're just going by first impressions or casual impressions, while you're listening to MPs, just to beat this game in hours, yeah, you're going to miss a lot.

Tom: And well, that's the thing, because the pacing is set up to basically simulate the passage of time as it is to York.

Tom: And it's done excellently.

Tom: The balancing of having it at three times speed works so perfectly.

Tom: And I can't think of a game that has done the passage of time so excellently to basically feel like you are going over a full day, where it's long enough that you can spend like an hour, and you think, OK, I've spent a significant amount of time in the game.

Tom: You might spend an hour in most other games of this nature, and you've basically gone through an entire day, right?

Tom: But here...

Phil: Or in some cases a week.

Tom: Yeah, exactly.

Tom: But you spend an hour here, and you've only gone through a third of the day, so it's still the same sort of weather conditions and the same...

Tom: the sun's in the same sort of position.

Tom: So it feels like you have actually only spent an hour real time, but it's not so bogged down.

Tom: Then you do another hour, and OK, so now it's another hour, so it's another third of the day, so it's evening.

Phil: It's not tiring, like some games.

Phil: Like some games make you feel like you've really actually lived a day in the life of this person.

Phil: But yeah, the pacing in this game in terms of the depiction of real time passing is entirely unprecedented.

Phil: I've never seen anything like it in a game.

Tom: And there was one minor problem I had with this was I didn't realize that cigarettes could pass time, so I was stuck for a long time, working on their stupid three-hour increments and wondering why the hell they didn't just include one hour so I could get to the goddamn time I needed to be at for the story.

Phil: And all you had to do was smoke.

Tom: Who knew?

Phil: Well, I didn't know either until Belvich pointed that out to me.

Tom: So the other thing, major thing, before we just go into random little tidbits that I wanted to talk about was, yeah, this is definitely not a Twin Peaks parody, now that I've played more of it.

Tom: So you were correct all along.

Phil: So disregard the prior podcast.

Tom: Well, no, in fact, do not disregard it, because here's the thing about the beginning.

Tom: It's not intentionally a Twin Peaks parody.

Tom: There's no doubt about that.

Tom: But the beginning of the game is, through sheer coincidence, a very accurate Twin Peaks parody in many of the things it does.

Tom: So intentions aside, it is still, at the beginning, a very effective Twin Peaks parody.

Tom: But after that, you get to know the characters more, and it becomes clearly apparent that it's not Twin Peaks parody.

Tom: And it just generally grows out of that.

Tom: So yeah.

Phil: Yeah, I mean, they have a log lady.

Phil: I mean, they have, you know, I mean, there are specific things.

Phil: And Swery says this has nothing to do with Twin Peaks, probably because that's what his lawyers told him to say.

Phil: But at a certain point, all of that doesn't matter.

Phil: The setting doesn't matter.

Phil: You become Emily and York and Woodman and Kason and Thomas just start to fill the screen.

Phil: These characters are larger than whatever this game starts out to be.

Phil: These characters just envelop your entire being, really.

Phil: If that's not too much hyperbole, I'm right, right?

Tom: Well, I wouldn't necessarily go that far, but it is excellent.

Tom: But just the last thing on that note, for the record, by the way, once again, just so that I'm not drawn into any misinterpretation through your statement, once again, if this had in fact been a % Twin Peaks parody, I would have had no less respect for it whatsoever.

Tom: And you remember my satirical blogs from GameSpot, right?

Phil: Yep.

Tom: So those, for example, included probably some of the more work than I put into reviews.

Tom: So that's my opinion on satire.

Tom: I hold it in the same regard as original works.

Phil: Oh, yeah.

Phil: I mean, to say something like satire is a lesser work, absolutely not.

Phil: I was just saying that this Japanese dude, you know, probably wouldn't be capable with his lack of speaking English to pull off a good satire.

Phil: It was more like, oh, that's a cool setting.

Phil: Hey, I got an idea.

Phil: How about an FBI agent that blah, blah, blah, blah, blah?

Tom: Yeah, and that's absolutely what I think it is now having played more.

Phil: So in terms of the script, how did you find the dialogue?

Tom: Well, I've come to the conclusion that this is probably the best script of the generation.

Tom: I was going to say one of possibly the best comic scripts full stop in games, but...

Tom: But, but then I remembered a lot of games that I played, and that is certainly not true whatsoever.

Tom: And I think it's important to note that it's the best comic script of this generation for the reason that it is.

Tom: Now, I believe last time we discussed about how good the script was, yes?

Phil: Oh, absolutely.

Phil: I mean, you had only just started the game, but I was talking about the in-car dialogues, where he talked about movies from the s and s.

Tom: And the reason that it is so good, though, is because despite it being humorous, which is irrelevant because this would apply to a serious game as well, the reason that it is so good is because the dialogue is generally very natural and believable.

Tom: Now, with this generation and to a lesser degree the previous generation, but especially with this generation, writing has got better in inverted commas in gaming.

Tom: And I put it in inverted commas because this means that we've gone from amateur people doing writing to professionals of the lowest level.

Tom: So the professionals doing the writing of games today are well-educated, as in they're the sort of people who have read a lot of books on how to write and probably have done a few university degrees on writing as well.

Phil: Well, I mean, what has happened is that in video games in the past, the dialogue was written by the programmers, right?

Phil: The guys that did the graphics and everything else were the guys that wrote the story.

Tom: That's right.

Tom: It's amateur writers, even if they're professional.

Phil: And in addition to that, you've seen the decline of jobs for people who are writers.

Phil: I mean, newspapers, magazines have all been laying off people.

Phil: Books are generally only sold by known brands, right?

Phil: It's hard to break through if you're not a known brand or...

Phil: I'm not going to say what it is, okay?

Phil: or a minority.

Phil: So...

Tom: Or Tom Towers.

Phil: Or Tom Towers.

Phil: So, I mean, basically what you've seen is the move from the industry going from amateurs, and you've also seen people who used to make money writing having to take on jobs like gaming.

Phil: So you have seen an overall increase in the quality of writing in games.

Tom: But the thing is, the increase in the quality of writing in games, the level it has reached is the educated but untalented.

Tom: So every script is written exactly to the formula of not even what is fashionable at the time, but whatever class they have taken or book on writing they have read.

Tom: It is literally that awful.

Tom: So The Walking Dead, which is a reasonably well written game, and I am using this because I went to play The Walking Dead while playing Deadly Premonition.

Tom: So when you are reading the dialogue on The Walking Dead, you can see the exact formula they are using.

Tom: And when you are reading it and listening to it, it just screams this is a script because it is written following the rules of script writing.

Tom: So to get something that isn't utterly horrible crap, you need to actually progress beyond this level of professionalism.

Tom: Or you need to regress to amateurism, because if you got amateurs, you got a better chance of finding someone who is talented.

Tom: The reason for this is there might be many people talented writing games right now, but because of the level of professionalism that it is, they can't use their talent.

Tom: They've got to follow this formula, because it is what is % expected from them.

Tom: So they can't actually do what they think they might be doing, right?

Tom: But if you...

Phil: Well, slow that down.

Phil: Okay, so in video game writing right now, you've got people who are technically proficient, people who have studied how scripts are written.

Tom: Technically proficient, technically at the bottom level of being passable.

Phil: Technically trained.

Tom: Technically trained, but not proficient.

Phil: So you have people who are technically trained, people who maybe went to USC and did script writing and went to the video games program there.

Phil: But you are saying that there is a possibility that there are great writers in video gaming, but they have to stick to the basic format and formula.

Phil: You are saying this is too professional.

Tom: Well, it's too professional because it's at such a low professional level.

Tom: Because the other thing to consider in this is that a lot of people would be at an early point in their career, so they would be much under the thumb of what they are being told to do as well.

Tom: You look at the sort of more established people that are getting into games writing, and a lot of them are pretty much hacks, to put it kindly.

Tom: But you're getting the same level of work, because that's what's being expected of people.

Phil: And the standouts are people like Lorne Lanning from The Oddworld Games or Amy Henning from The Uncharted Games, where they could be writing TV series or movies or whatever, but they get more of a kick out of the creative process of being able to not only create characters through dialogue, but also create the actual characters.

Phil: Right?

Phil: I mean, Amy Henning, I mean, if given the choice of writing a script where you get to craft the character through dialogue, but you ultimately at the end of the day still have to deal with a director and an actor who are going to tell you their interpretation of your character.

Phil: That's where Amy Henning has the upper hand because she creates the character and she doesn't have to deal with a director because she's the creative director of the game.

Phil: And the actor is, you know, beyond the voice actor, all her, under her control as well.

Phil: So, yeah, I can see, definitely see the appeal, but I can only come up with two names in the whole sphere of gaming that is on that level.

Tom: Well, that's the point.

Tom: And those are in big games.

Tom: The other games that you find that have random snippets of good writing are stuff like Deadly Premonition, which is clearly a very low-budget job.

Tom: And that's the thing, because if you are below this level of professionalism, then the people involved are going to have more freedom.

Tom: And this is one of the reasons I enjoy playing random-budget adventure games.

Phil: Because they're flying under the radar.

Tom: And so they're free to do whatever they want, and they're also not attempting to be more professional.

Tom: So they're not trying to write a strip like this that is going to get them a job elsewhere, necessarily.

Phil: Exactly.

Phil: So they're writing what they want to.

Phil: This is their heart.

Phil: They're not writing this to get the attention of someone else so they can get a job.

Tom: That's right.

Tom: Exactly.

Tom: But there's also another aspect to it as well, and that is that with the amateurism, you can actually get a lot of unintentionally good writing.

Tom: Now, that might sound contradictory, but it is perfectly possible.

Tom: So for example, The Book of Unwritten Tales, which I would say is in terms of the writing, is probably better than the script in Deadly Premonition.

Tom: But Deadly Premonition deserves more kudos because it manages to draw so much humor out of the writing from the characters, not just as in it shoves in jokes that are amusing, which is really above the vast majority of games, full stop.

Tom: But the writing in The Book of Unwritten Tales is excellent, and the reason you could say it is unintentionally good, and this could be wrong, but it's the same with the voice acting.

Tom: It's got a lot of rhyming and repetition in it.

Tom: Now, of course, this is, if you are on the level of the professionalism that most games are, you're going to be going through an editing to remove any rhymes or any repetition as a rule.

Tom: This is going to result in you being unable to actually create an aesthetic where you want it to, and also it can interfere with the emotion that you're attempting to achieve because you might want to use repetition for a point.

Tom: So The Book of Unwritten Tales manages to achieve an aesthetic through the repetition.

Tom: But of course, you could of course say that this is, all the repetition and rhyming is simply because of bad writing, and just through luck, it manages to create a good aesthetic.

Tom: But to me, that doesn't end up mattering.

Tom: So you end up coming, even if it is through accident, good writing in lower budget stuff.

Tom: And this was the case in games from previous generations.

Tom: And the other reason to assume that it might not have been entirely intentional is that this was done away with in the sequels of the game, as was the excellent voice acting, which became incredibly generic.

Phil: So they probably hired...

Phil: This is the German point and click adventure.

Phil: They probably hired professionals for the sequels, right?

Phil: That's right, yeah.

Phil: As opposed to doing it themselves.

Phil: They're like, we'll focus on the engine, we'll focus on the game, we'll hire some people that actually know how to write, blah, blah, blah.

Tom: Yeah, or they could have simply hired a different translation firm.

Tom: And just last thing on this sort of thing.

Tom: Once again, another thing that is far ahead of even most triple-A high-budget games in voice acting in this game is the fact that they actually mix a lot of the dialogue to the scene that the people are in.

Tom: And this is because, as a rule, this is not done in Western voice acting, but is done in Japanese.

Tom: So I don't know if this was something that came across from Swery and the Japanese developers, but if you've got the characters in a big echo-y area, they've added reverb to the voices.

Tom: And if they're outside, there's no reverb and that sort of thing, which you do not find quite bizarrely, and I've never understood why this is the case.

Tom: You rarely find this in even very high-budget games and even films that are made in the West.

Phil: Yeah, so why don't they do the ambient-type recording, right?

Tom: Yeah, I do not know.

Tom: I don't understand why.

Phil: Next week, we'll record our podcast in a picnic playground-type setting just to demonstrate exactly how this works.

Phil: That is bizarre, though.

Phil: But now you point that out, that's absolutely right.

Phil: Like, when you're playing Gears of War, it doesn't matter if you're in a room or if you're out in the field.

Phil: They never actually change the audio to suit the setting that you're in.

Phil: Wow, mind-blowing.

Tom: Which is awesome.

Phil: So for listeners who have listened thus far into the podcast, your mind has been blown.

Phil: You have been rewarded for listening thus far.

Phil: For the most part, though, we haven't even been talking directly about Deadly Premonition.

Phil: That's true.

Tom: Well, I am actually going to say something directly related to Deadly Premonition.

Tom: And it's just a little thing.

Tom: And stuff like this which makes it so exceptionally good.

Tom: Now, I'm not going to use any character names, but I think we can say that someone gets murdered.

Tom: That's not a spoiler.

Phil: Characters get murdered throughout this game.

Tom: So the mother of one of the murdered characters is a complete mess.

Tom: They've gone around in...

Tom: They've descended into alcohol abuse and are delusional, right?

Phil: Well, I wouldn't say it's possible to abuse alcohol.

Tom: Well, this is an American game, not an Australian game.

Phil: Oh, that's true.

Tom: It's set in America, not in Australia.

Tom: So I went to visit them at one stage, you know, and I got a random side quest, so that's fine.

Tom: And it did a little bit of character development.

Tom: There was some absolutely terrible writing, because whenever the game attempts to be somewhat dramatic, the writing and the acting just goes out the window.

Tom: I should say melodramatic.

Tom: The writing and the acting just becomes hilariously awful.

Tom: But there was some character development there, so I thought, you know, that's okay.

Tom: So the side quests, they do add a little to the characters.

Tom: That's all right.

Tom: And they're fun to do sometimes.

Tom: But then I went back a while later, and there was no side quest there, but one of the character in question's best friends was there.

Tom: And so I thought, you know, that was cool as well.

Tom: So they're looking after them.

Tom: But they had in fact made them dinner, which I thought was, you know, it's not the sort of thing you would be expecting to find.

Tom: And I thought it was very effective and quite touching.

Phil: What?

Tom: So I was just randomly exploring the game world, right?

Tom: And the characters live out their own lives.

Phil: Yes, yes.

Phil: You can go probe on people.

Phil: You can go look in their windows, and this will unlock trophies or achievements.

Tom: And so you find this in many games, but they're just following the same...

Phil: Why were we?

Phil: You find this in many games?

Tom: Well, there are some games that do that sort of thing.

Tom: They've got an ecosystem with the characters and whatnot.

Phil: Well, there's certainly tons of games out there where the NPCs are living their own lives.

Tom: Yeah.

Phil: But I don't think to the extent, as in Deadly Premonition, where...

Tom: But that's what I'm saying.

Tom: This is what was so good about it.

Tom: So up until this point that I came across this, I was thinking, okay, so they do...

Tom: They go from their jobs and home and whatnot, so that's okay, but unspectacular.

Tom: But then I went here and there was, you know, an emotional thing relevant to the story that was taking place that I could have never stumbled across, but I did just from randomly exploring, which I thought was a pretty awesome detail to have in there.

Phil: That is, and that is what makes sidequesting so valuable in this game, unlike in any other game, because, you know, you're doing a random thing, and trust me, I think the interaction is going to be pretty random.

Phil: Did you get a trophy for that, incidentally, from seeing that scene?

Tom: No, because that wasn't a sidequest, that was just what the characters were doing as part of their own routine, unrelated to any sidequest.

Phil: By saying sidequest, I mean really like trophy hunting.

Tom: It's unrelated to that.

Phil: Yeah, because there are trophies for like, you know, spying on Emily when it's raining after at night.

Tom: I can imagine.

Phil: You're going to get a certain trophy for this or that because of things that you're observing at certain times.

Tom: Well, maybe there was a trophy and I just didn't stay around for long enough because as good as it was, my attention span wasn't long enough for me to wait for them to start eating it because they walk so slowly.

Phil: And as you can well imagine, I didn't do any of the perv side stuff in this game whatsoever because I just wanted to know what was going to happen next.

Tom: You just somehow know this fact.

Phil: Well, I read a lot.

Tom: Yeah, okay, sure.

Tom: Reading, that's what it was.

Phil: That's what it was.

Phil: Are we done with Deadly Premonition for this week?

Tom: No, no.

Phil: Whoa, what?

Tom: I'm just going to completely sidetrack once more on, once again, the same thing.

Tom: Now, on spying on people, this was pretty awesome.

Tom: Early on, there's a character involved, once again, completely unrelated to the story and to any side quest, so you would just be stumbling across them by accident.

Tom: You can go and talk to them and spy on them.

Tom: And if you do this, it's basically predicting what is going to happen in the story like hours later.

Phil: Really?

Tom: Which is awesome.

Phil: How do you know this?

Phil: The game's only hours long.

Tom: I've got to the point where this was basically leading up to this.

Tom: Whatever the result of, the final result of what is happening, this was clearly their way of saying this is going to happen.

Tom: And I won't go into more details on that because it is a spoiler.

Phil: Alright, well, so is that it, sir?

Tom: Yes, it is.

Phil: We are done?

Tom: Yes, we may now finish the podcast.

Phil: With Deadly Premonition, and we are done with The Game Under Podcast.

Phil: Again, if you weren't listening earlier, you can follow me on Twitter at Game Under Phil.

Phil: You can stream our show at gameunder.net, or you can subscribe to us on iTunes or through your RSS feed.

Phil: It's all at our website gameunder.net.

Phil: But I would really encourage you to go to our written word section, where we have some of Tom's reviews, and we're slowly getting up all of Tom's prior reviews for you to read and features.

Phil: I mean, you did a new thing recently.

Phil: You did a review of a film Torn Curtain.

Tom: Yep, that wasn't really recent.

Phil: Well, but I mean, it's recent in terms of the scale of history.

Phil: This was the first film that you've reviewed.

Phil: Correct.

Tom: And our first traditional written word content.

Phil: Yeah, that's a big deal.

Phil: So check that out, Torn Curtain.

Phil: And we appreciate our listeners.

Phil: So I'm Phil Fogg, LG's, you are?

Tom: Tom Towers, T's.

Phil: And a W?

Tom: Yes, yes, a W as well.

Phil: And E's.

Phil: And we've been here before.

Phil: So thank you for listening to The Game under.net podcast.

Phil: We appreciate your comments and we'll see you next week.

Tom: And it's actually only .

 

 

 

Game Under Episode 7

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

News
2:00 Xbox One Conference
8:50 Game.Com  Console Gets Some Respect
8:55 Back to Xbox One Conference
21:55 Tom's Scathing Attack on Microsoft

22:55 Phil's Shameless Defense of Microsoft
26:20 Resumption of Xbox One Conference Discussion
38:30 What the Wii Did Right With Motion Control

48:30 The Positives of the Xbox One Reveal
50:40 The Look of the PS4
51:40 So What about the Copyright Infringing Directional Pad?


Final Thoughts (Games We Finished)
58:45 Malicious (PS3/ Vita)
1:05:59 Resistance 3 Best FPS of this Generation?
1:09:30 Tomb Raider Impressions

First Impressions (Games We Started)
1:31:10 Deadly Premonition: Director's Cut

Tom Tower's Mindless Self Indulgence
2:14:17 An Excerpt From Malicious

Transcript

Phil: There is, of course, only one thing to talk about this week, but we'll also give our impressions of the games we've played, like Costume Quest, Tomb Raider Resistance Deadly Premonition, Last Light, that's the Metro game, Revelations, that's the Resident Evil game, and Malicious!

Phil: It's all in the-

Tom: That's the PSgame!

Phil: From the stuff!

Tom: And for those that weren't able to hear this, I also destroyed his intro before we started recording.

Phil: When I was thinking, one is the onlyest number?

Tom: Now, as you can probably tell from that, this is The Game Under Podcast, episode seven, and this week we'll be focused on Xbox One.

Tom: So why don't we just simply jump right into it?

Phil: Well, before that, we've gotta have our trademark banter.

Phil: This is, of course, episode seven, and I know we've done some market research.

Phil: I know there's, we've got a fairly good following amongst Morgan Freeman, Brad Pitt and Kevin Spacey fans.

Tom: Yeah.

Phil: And of course-

Tom: I thought you were gonna say amongst those actors themselves.

Phil: Ha!

Phil: They're not following me on Twitter yet, and you can follow me on Twitter, Game Under Phil.

Phil: But, obviously, I mean, seven, what's in the box?

Phil: And here we are with episode seven.

Phil: We timed it perfectly.

Phil: But as we've discussed-

Tom: Amazing.

Phil: As we've discussed before, we know all this stuff in advance.

Phil: We recorded this back in December, so.

Tom: Yeah.

Tom: And honestly, the most mind-blowing thing about the whole thing is that all these features that we knew back in December haven't actually changed.

Phil: No, yeah.

Phil: Well, and also that we were able to keep it quiet.

Tom: Yeah, well, we're good at keeping secrets, so that doesn't surprise me.

Phil: There is only one thing to talk about this week, obviously, and I don't want to get into the inside football or inside baseball talk about the conference itself, right?

Phil: It was a -minute conference, and it basically consisted of TV, sports, Call of Duty and the hardware reveal, right?

Tom: Yeah.

Phil: Not necessarily split evenly.

Phil: So I don't want to go into talking about were they right or wrong to do this conference now, should they have waited until Eshould they have focused more on games and all the rest of it.

Phil: I just want to say this one thing about this conference.

Phil: They were stupid to even bring up three quarters of the stuff that they did after the conference, right?

Phil: Had they just stuck to the conference and then anytime someone brought up any of the controversial things that they did, they should have just said, oh, we're not talking about that right now.

Phil: What we're talking about is the emphasis that the Microsoft, what's it called?

Phil: The Xbox One has on TV, sports and Call of Duty, right?

Tom: Yeah.

Phil: That's what we're talking about today.

Tom: It comes across as extreme backpedaling, to say the least.

Phil: Well, for them to then start answering, just opening questions to the floor.

Phil: Okay, anyone, any questions?

Phil: What about backward compatibility?

Phil: What about DRM?

Phil: What about used games?

Phil: You know, and then just...

Tom: To which their reply is, we're not going to do that, but we are actually going to do it.

Phil: Right, right.

Tom: To make matters worse.

Phil: We will get into the details, but basically what I'll say about this is that the presentation itself was innocuous enough.

Phil: I mean, their excuse for it and not showing the games was that, well, we wanted to get all of this stuff out of the way before E

Phil: So at Ebecause, you know, it is impossible to have a good conference these days with the Internet and Twitter and everything else, right?

Phil: No matter what you do.

Phil: Sony last year had a perfect conference, but then they spent seemingly hours on The Wonder Book, and that's all anyone ever talked about, right?

Tom: So it is a question of degrees of poor reception, you would have to say.

Phil: Right, and I did say you can't have a good conference anymore, but by comparison, the PlayStation reveal at this point is, like, genius.

Tom: Legendary.

Phil: Well, previous console announcements were more...

Phil: We're in an entire new territory here, because usually these things are devolved to Eright?

Phil: Where they'll come out and they'll announce the system the year before, right?

Phil: And then you'll have a whole year of basically nothing going on.

Phil: And then at the next Ethat's when they announce, and we're going to be bringing it out November th for $right?

Phil: And now, with the speed of the Internet, you can't...

Phil: I mean, can you imagine how disastrous it would be?

Tom: Well, Nintendo actually somewhat suffered from that problem, because they announced the Wii U and they gave a reasonable amount of details, then ages later, they finally had the Nintendo Direct proper unveiling.

Phil: And then they went a whole year of people coming up with how spectacular this was going to be, right?

Phil: And then when the reality hit, it was like, oh...

Phil: And then when the product hit and they were like, all these features are going to be rolled out later after you've already bought it, I mean, it got worse and worse and worse.

Phil: So these companies, Microsoft and Sony, are smart to preempt Eand then at Egive more detail and then launch four months later.

Phil: That's a much more sustainable PR advertising cycle.

Tom: But I think, especially in the case of Microsoft, Sony did it all right, but they've really not been able to adapt whatsoever to the change in marketing.

Tom: And when you look at all the post-marketing stuff as well, the wording of it, stuff like, our cloud servers are going to be more powerful than the internet in sounds like stuff you would be hearing around the time of the Xbox announcement, ridiculously hyperbolic, even if true, but over-the-top, rather irrelevant sort of statements.

Phil: Or a similar kind of statement where they've said that just by itself, the Microsoft, what's it, I hate this name.

Tom: The Xbox One.

Phil: The Xbox One is ten times more powerful than the but with the cloud, it's times more powerful than the

Phil: Yeah, these meaningless statements.

Phil: But to this point, I mean, the thing that Nintendo did right, I mean, everyone was complaining about at the time, but basically a week before the game system was going to launch, there was still all these questions about what its functionality was going to be.

Phil: And Microsoft, you know, as they say in sales, you only get one chance for a first impression, right?

Phil: You only get one shot at making a good first impression.

Phil: This was Microsoft's first impression.

Phil: The least said, the better.

Tom: Yeah.

Phil: Right?

Phil: If they had just come and done, okay, we don't want to blow everyone's mind at E

Phil: This is what the hardware looks like.

Phil: This is our awesome controller.

Phil: Here are some of our awesome first party games.

Phil: We're only going to show you the CGI stuff, but that's fine.

Tom: Or just even tell you what they are.

Tom: You don't even need to show anything.

Phil: Or show a quick video that shows like three seconds for each one.

Phil: Bam, bam, bam.

Phil: And let the internet dissect it, right?

Phil: And then, thanks everyone, good night.

Phil: As opposed to a -minute presentation about TV, sports and Call of Duty.

Phil: And then afterwards, being so stupid as to answer every fucking question thrown your way, right?

Phil: Could the Xbox One cause cancer?

Phil: And then the answer is not, of course not.

Phil: The answer is not, well, conceivably.

Phil: The answer is, oh, well, you know, a lot of these things do cause cancer with the EMFs and whatnot, so it's entirely possible.

Phil: Yeah, I mean, sure.

Phil: It could cause cancer.

Phil: And then the headline is, you know, Xbox One causes cancer.

Phil: Before we get too far off the shelf, I mean, everyone knows all of this stuff already, so we're just going to throw some stuff off of each other.

Phil: But let's go over the name, Xbox One.

Tom: So, you know, you seem to think this is the worst ever name in console history.

Phil: It is the worst ever name in console history.

Tom: Because I would...

Tom: I'm not sure I'd go that far because in your list, you posted a list on a forum, on the VJ Press, listing some of the worst titled consoles of all time, and amongst them was game.com.

Tom: Now, how on earth is game.com a better title than Xbox One?

Phil: Well, number one, this was, like, basically as the internet was launching.

Phil: So the guys that own game.com now are hundreds of millions of dollars richer.

Phil: Yeah.

Phil: But also, it was pronounced as game.com.

Tom: With the pronunciation in mind, that's not too bad.

Phil: Yeah, game.com is fine.

Phil: It's a gaming computer, and that's how it's supposed to be pronounced.

Phil: It was from Tiger, and it is actually game.com.

Phil: It did have a modem in it.

Phil: It's a handheld computer that had touch controls with a stylus.

Phil: And you could connect it to the internet.

Phil: It had a little phone jack in the back.

Phil: It had a K modem built in.

Phil: Absolutely unplayable.

Phil: You cannot operate.

Phil: I have both the original version and the slim version.

Phil: And almost, I think I've got three games in its entire library that I don't own.

Phil: And every single game is completely and entirely unplayable.

Phil: It's black and white dot matrix.

Tom: I've just got one question for you about it.

Tom: Does time fly when it's Tiger time?

Phil: Does not.

Phil: It drags.

Tom: That's a pity.

Tom: This is how much we love it that we just spent a long time talking about Tiger and game.com.

Phil: The Xbox One is the dumbest name ever.

Phil: It would be like if Sony had announced that the PlayStation was going to be called Xbox One, PlayStation One.

Phil: And needless to say, as my Twitter followers already know, PlayStation did this.

Phil: Remember the PlayStation One?

Tom: Yes, I do.

Phil: The O&E?

Tom: Yes, I do.

Phil: The $?

Phil: Yeah, I have one.

Phil: I have never opened the box.

Tom: See, I quite like both of those.

Phil: I do too.

Phil: They're cute and they have the little white controllers.

Tom: Well, with that in mind, with the fact that it's game.com, not game.com, I would say it wouldn't be too much of a ridiculous statement to say that it is the worst title ever.

Tom: The reason, of course, that Sony got away from it is that that is a version of the first PlayStation, the PSis.

Phil: The first PlayStation is just the PlayStation and then the slim was the PSI guess.

Tom: It just makes no sense.

Tom: I mean, it's as if they realized how shit the name was and that there was really nothing they could do to continue from it and yet instead of coming up with a completely unrelated naming system that didn't rely on numbers, they came up with one.

Tom: The other thing that makes no sense about it is perhaps if they were going to be marketing this as a complete % return to the roots of the original Xbox.

Tom: Don't get me wrong, it's still a terrible name, but there's some logic behind it, right?

Tom: But calling this the Xbox One, I just cannot come up with any argument no matter how stupid to justify.

Phil: The only comfort I can get from this is that there are people inside of Microsoft who not only...

Phil: we cringe.

Phil: There are people inside of Microsoft who are having aneurysms because they lost this battle, right?

Phil: I mean, people who are going to work for six months in a row going, we cannot call it the Xbox One.

Phil: Trust us, that's what gamers call the first Xbox.

Phil: Oh no, that was just called the Xbox, that wasn't called the Xbox One.

Phil: No, trust me, gamers call it the Xbox One.

Tom: Yeah, there might be a few corporate-related suicides on the way.

Phil: Something that I haven't heard anywhere else about this is that this has a custom processor, right?

Tom: Yep, I believe so.

Phil: Compared to what Sony is using, Sony is using an off-the-shelf processor and Microsoft is using a custom processor.

Tom: Which by the way is architecturally a generation ahead of current computer processors.

Phil: Yeah, of course it is.

Phil: That's why everyone is not using it in high-end gaming.

Tom: Mark Rain even confirmed this, but he also confirmed that despite being architecturally a generation ahead of modern computer hardware, performance-wise it is behind.

Phil: Okay, the other thing is that it has GB of DDRand is it like GB of that is being carved off for the operating system?

Phil: Yeah, it's being carved off for the operating system.

Tom: One of which is Windows

Phil: Right.

Phil: Let's not talk about that yet.

Phil: So that leaves GB for games.

Phil: So, my point is Sony is using better RAM with GB available for developers.

Tom: Yeah.

Phil: Basically, if there is GB there, use it as you want.

Tom: No, they have got GB reserved for the OS, so GB.

Phil: Right, I'm sorry.

Phil: Still pretty good considering that it is a closed system and once you start a game, that's all that's really going on.

Phil: So, and it's better RAM as well, right?

Phil: I don't want to turn this into a Sony Microsoft thing.

Phil: I really don't, but I've got to wonder if the off-the-shelf processor and the higher level of RAM will flip the tables in terms of the lead development skew.

Phil: So this generation, it was much easier to develop on the Xbox and then port to the PlayStation and I'm wondering if because they're using a standard processor with more RAM, this means that the PlayStation will be the lead development skew.

Tom: I honestly don't think the RAM will have much effect on that because even the GB will be bytes of RAM allocated to Microsoft, even though it's at a lower speed, seems perfectly adequate enough pending how bloated the operating systems, given that they're using Windows and other Microsoft developed operating systems end up being.

Tom: But the fact that they're using a unique processor that is very worrying considering what happened with the cell and that Sony has deliberately gone away from that due to how much of an utter disaster that was.

Phil: Right, exactly.

Phil: And that's what I'm really wondering about is more the processor because it is a generic type thing will be easy to approach for.

Phil: Now in defense of Mark Raine, right?

Phil: Believe it or not, this blew my mind.

Phil: The PlayStation has megabytes of RAM.

Tom: Yeah, you didn't know this?

Phil: Well, I knew it, but it's just, you know, and then half of that is for graphics.

Tom: Yeah.

Phil: Right?

Phil: So megabytes are for graphics, and then the other are dedicated to, you know, the operating system and just keeping the thing running, which is the big problem that people have had with it besides the cell processor.

Phil: And I look at a game like Resistance and I'm like, okay, they're doing this with megabytes of RAM.

Phil: And that's where I think Mark Raine is a little bit, you know, he is actually a career wreck.

Phil: That when you do have a closed system, you are able to, even though it's lower specs than the PC, you are able to deliver a pretty high level of performance because it is a closed dedicated console.

Tom: Yeah, but what he was saying about Microsoft was the opposite of that.

Tom: That the processor might be architecturally ahead of current PC CPUs, but the performance is actually worse.

Tom: So that would be the opposite effect.

Phil: The thing is this right, before this conference, no one had even suspected that they were going to call it the Xbox One, so they were able to keep that under wraps, but then once the things launched, it's like, hey, everyone, just say whatever the fuck you want.

Phil: They said, there's no always online, right?

Phil: So Adam Orth said, deal with it.

Phil: And then they come out and they say, no always online, except there is, but you do have to be online because we're going to be checking in with you once a day, according to Phil Harrison.

Tom: Which is just ridiculous.

Tom: That is, for people that live in an area where always online is going to be an issue, that is going to be an issue because you don't know when your internet is going to go out.

Tom: So you've effectively got to be logging in quite regularly, which is going to be a pain for people that don't want to log in regularly and also you don't know when internet is going to die.

Tom: Okay, so you might be going along, okay, I've got five hours left, right, so I don't need to log in and I'll be playing a game and you know, a few hours time, a few hours comes along, internet out for six hours and then you can't play for a few hours, so.

Phil: Remember the PSapocalypse?

Tom: Exactly.

Phil: There's two things about this.

Phil: Number one is this underscores the group think mentality and you hear this on the gaming podcast all the time where the guys are usually broadcasting from the Bay Area and San Francisco and you're like, oh, just deal with it, people will get the internet.

Phil: And it's like, okay, not everyone lives in one of the largest urban areas in the most, you know, the richest countries in the world.

Phil: So that goes beyond saying.

Phil: The second thing is this means that Microsoft servers can never go down.

Tom: Pretty much.

Tom: Can you think of any occasions where they did go down similar to the PlayStation apocalypse?

Phil: Of course.

Phil: It's happened several times.

Tom: There we go.

Tom: Well, as we mentioned previously there, cloud servers are going to be more powerful than the entire computing power of

Tom: So clearly that's not going to be a problem.

Phil: Don't even get me started on that.

Phil: You do have to be online all the time.

Phil: Now the third problem with this is, I'm a collector.

Phil: What do you think my problem with this is?

Tom: Well, what's going to happen when they shut it down?

Phil: And they will.

Tom: So you don't think they're going to release a patch allowing the console to be played offline?

Phil: Gandy would.

Phil: Mother Teresa would.

Phil: Martin Luther King would.

Tom: The other issue with that is though, not just that people don't really have one, but if in or years' time you want to buy an Xbox, how are you going to download the firmware update even if they released one?

Phil: Yeah, exactly, exactly.

Phil: And everyone is like, oh, Microsoft didn't ever go away.

Phil: Plenty of companies have gone away.

Phil: People said that about Sears Roebuck.

Phil: There are plenty of huge massive companies that go away.

Phil: And this stuff is too important.

Phil: God bless the pirates and the hackers.

Phil: They'll keep it alive somehow, I hope, but they'll probably only keep the good games alive.

Phil: Yeah.

Phil: And there's not a consensus as to what the good games are.

Tom: There is a consensus, but it's wrong.

Phil: I mean, four years ago, if I told you that THQ was going to go bankrupt and that all of their assets would be sold off.

Tom: And that the Vandy would be desperately trying to sell Activision.

Phil: Another problem is the no sharing of games.

Phil: So basically, just the shorthand is they're introducing PC DRM to the console space.

Tom: Well, it's worse than PC DRM because depending on the game, you generally at least got a few installs, which is bad enough in itself, but you're then still somewhat able to share the game with friends.

Tom: And that said, there are a lot of games that limit you to one install, but yeah.

Tom: So it's basically the most extreme and worst DRM on PC on every single game on the console.

Phil: So, Polygon says that the Xbox One will require a periodic internet check to authenticate games.

Phil: Sources within Microsoft has told Polygon, it's also said the console will not require a fee to play used games as previously reported, or as Phil Harrison, like the king of Microsoft Europe has said, that it would require a fee.

Phil: According to the site, Microsoft is still debating the issue internally.

Tom: So, if they're still debating the issue internally, why have they commented on it?

Phil: Exactly.

Tom: This is the thing that blows my mind about this is half of this stuff that has been announced so comes across as all these random, just completely stupid ideas that get thrown about when you're initially R&D-ing a product, right?

Tom: So, all the crazy ideas, you're going to shop everything around that's possible and you're slowly going to whittle away at it until you come up with a product that's got a good amount of solid ideas.

Tom: The solid ideas that they've come up with that have been announced at least come across as these stupidest stuff that anyone could have suggested that would have been got rid of eventually.

Tom: And my question is did they not actually do due process to get rid of these ideas or did they have even worse ideas to begin with?

Phil: You are correct on the latter part.

Phil: They had worse ideas than what we're currently speculating and they were asked this question and then they were like, oh, this is the reaction we're getting?

Tom: Who could have seen that coming?

Phil: Yeah, and now they're like, oh, we're still talking about this guys.

Phil: It's cool.

Phil: It's cool.

Phil: You know, we don't really have a lady in our trunk, you know.

Phil: And now they're like trying to figure out how to get this lady out of the trunk, right?

Phil: Without anyone noticing.

Tom: The other thing this comes across as to me is Microsoft in general, as we all know, is somewhat on a downward trend.

Tom: And their reaction to this has...

Phil: Well, in what way?

Phil: You mean with PC sales and stuff like that?

Tom: Their reaction to this has generally been one that has been pretty stupid.

Tom: I mean, Windows for example, what does it do?

Tom: They're clearly attempting to get into the hand-held market, right?

Tom: But they've applied this to their home software as well.

Tom: Their general reaction to new technologies has, in my interpretation, any of it, been one that is completely out of touch with what people want.

Tom: And this comes across as the same issues with their ability to adapt to the modern market applied to gaming as well.

Phil: Okay.

Phil: Well, I'm going to go outside the box here, because everyone's heard me rail against Microsoft up to this point.

Phil: Let me say this in defense of Microsoft, because actually, outside of this conference, I am pretty much in the Microsoft camp.

Phil: Microsoft with Windows was able to basically perfect the desktop operating system environment, and no one cared, right?

Phil: The bottom line is that with PC sales declining, they're not declining because of Windows

Phil: They're declining because people don't want to be sitting down at a desk to engage with the Internet, and that's what people use computers for.

Phil: That's why you've seen the rise of smartphones and tablets.

Tom: What I'm saying is, I don't think...

Tom: Well, I didn't certainly say this, but as far as I'm aware, if you've got a choice between getting a Windows tablet and an Android or an Apple tablet, most people are going to go for them, are they not?

Phil: Most people are going to go for Apple because they're told that that's the simplest operating system and the easiest way to do things.

Tom: So I don't really see that Microsoft is wise to...

Tom: But of course, they really got to because they have to.

Phil: That's what they do.

Tom: They have to and this is of course their first teething, first OS of this nature.

Tom: So the issues with it can be excused, but at this stage, it doesn't appear to me that they've quite got how to market it.

Tom: I mean, most of the Windows ads that you see on television or that I've seen anyway come across more as ads for a laptop as opposed to an ad for an iPad, which are advertised basically as Apple's advertised phones and the same applies to Android devices as well.

Phil: Well, what Microsoft is doing is saying you don't have to compromise your computing experience by using a tablet.

Tom: But the thing is...

Phil: It can be a tablet when you want it to be.

Phil: It can be a laptop when you want it to be.

Tom: Yes, but how many people are going to actually attach themselves to that idea?

Tom: I don't think...

Phil: No one.

Tom: Yes, that's my point.

Tom: No one when they're using an iPad or whatever are going to be thinking, I wish I could be doing the things that Windows offers me.

Phil: No, you're right.

Phil: It's a compromise.

Phil: Basically, what they're offering is the middle.

Phil: On the mobile market, they're offering the middle.

Phil: You can have a computing experience, you can have a tabling experience.

Phil: No one's interested in that.

Phil: What they've done on the desktop is because they're so desperate to push this paradigm to people, is they've basically said, when you buy a new Ford Falcon, we're going to include this POGO stick.

Phil: Except you have to use the POGO stick to get into the Ford Falcon.

Phil: Right?

Phil: Now, the Windows is...

Tom: The cloud's power choice.

Phil: The desktop experience of Windows is superior to Windows in many, many ways.

Phil: But they've put this POGO stick in between you and getting to that Windows experience, which I'm happy to say you can get around quite easily.

Phil: But I just want to give Kudos to Microsoft.

Phil: At least they've spotted that things are changing and they're trying to react to them.

Phil: So I'm coming off as a Microsoft hater as it relates to this conference, but in terms of the overall picture, they understand that things are changing and that they need to change with them.

Phil: Whether or not they're making the right changes is questionable.

Phil: So back to the gaming side of things, no backward compatibility.

Tom: Well, that's to be expected, sadly.

Phil: Yeah.

Phil: I didn't know if you were ready to accept that.

Phil: I've been saying this for years that they'll never do backward compatibility.

Tom: Well, I'm not going to accept it, but I know what's going to happen.

Tom: I mean, the chances of me, as you know, my PlayStation broke recently and with that in mind, if there was backwards compatibility on the PlayStation they probably would have had a new PlayStation owner sooner than they might necessarily have had one.

Tom: But given that it doesn't have backwards compatibility, what is the point?

Tom: At least getting it anywhere near launch because the PlayStation library is already extremely good and I don't have much invested in downloadable titles.

Tom: I've got probably about or so review copies that I accumulated over the years, but the fact that I can't play them on the PSand the only way for me to play them is off my PlayStation 's hard drive puts me off it even more than if it was just physical games.

Phil: I told you guys, I told you, I told you right from the beginning of this, I was like, I'm not going to invest in these digital downloads on a console that is going to be bricked.

Phil: Guaranteed, this console will break and not be transferable to the next generation.

Phil: And I've always said, I'm not going to buy these games until someone gives me a roadmap of how these things are going to transition.

Phil: And sure enough, Microsoft and Sony have both said, well, hey, hope you enjoyed them while you had them because now they're stuck on that console forever.

Tom: And I couldn't agree more, which is exactly why I did not buy any.

Phil: No, and I didn't either.

Tom: So we're both ahead of the times.

Phil: Backward compatibility though, here's my concern, again, speaking as a collector, speaking as someone, I beat like games last year, probably more than more than of them, I'll say, were from prior generations.

Phil: Like I like to go back and play new games that I haven't played before.

Phil: And when someone says no backward compatibility, that basically means I have to go out and buy another copy of the existing console to put in a cupboard like I did with the PSONE because I didn't know whether or not they were going to be supporting backward compatibility moving forward.

Phil: And I don't want to leave hundreds of games in the past that you'll have no access to or having to buy resale units on eBay and just basically playing Russian roulette with knowing how reliable they are and all the rest of it.

Phil: So let's give praise to Nintendo here because for the last few generations, they have at least supported backwards compatibility by one generation.

Tom: Which is certainly better than nothing.

Tom: And as I said on the PSfocused podcast we did a while ago, my only hope is that given the move towards PC architecture that there's going to be some way for continuity between consoles so that there will be more openness to backwards compatibility in the future.

Phil: Microsoft with the original Xbox to the Xbox had to do software emulation because they dropped the NVIDIA graphics card, right?

Phil: This time around they have no excuse and they didn't do backwards compatibility.

Tom: Well, the excuse would be the CPU, would it not?

Phil: Yeah, perhaps.

Phil: Other hardware details, it has a GB hard drive.

Tom: Which is tiny.

Phil: It is tiny, so it's not just me.

Tom: Can you use external hard drives with it?

Phil: Yeah, it has a USB out, so that's good, but it is not consumer replaceable.

Phil: So you can't open it up.

Phil: It has a proprietary...

Phil: something is proprietary about it.

Phil: You can't just go to the shop and buy a TB drive and throw it in.

Tom: For a console that has mandatory installation, that is just absolutely unacceptable that they only give you GB.

Tom: Because even if it's USB there are going to be people that will be complaining about latency playing from an external hard drive, no doubt.

Phil: Well, look, I don't want to have to go over to Harvey Norman or Best Buy or whatever and buy another hard drive and shove it into this thing on my entertainment system.

Phil: And the thing is, this thing will be a DVR.

Phil: They haven't announced it yet, but it will be a DVR.

Phil: GB is tiny.

Tom: If you're recording HD content, and the thing is with most of these things, they're of course recording it with no compression whatsoever.

Tom: So the files are absolutely huge.

Tom: There is no way you can seriously use this to be playing your GB games, while also using up GB to record your football match.

Phil: Two points.

Phil: I recorded a baseball game the other day, GB.

Tom: Exactly.

Phil: GB.

Phil: Because I was like, oh, I'll put this on a USB stick and I'll watch it on the computer.

Phil: I don't have a GB USB stick.

Phil: I looked at my Steam library on my computer.

Phil: Now, I have a new computer.

Phil: It's like less than months old, right?

Phil: Less than months.

Phil: In less than months, my Steam library is currently at GB.

Phil: GB.

Phil: That's for games.

Phil: And this includes some pretty small games like Geometry Wars and Ys and and stacking and stuff like that.

Phil: I'm at GB in months.

Phil: GB is fucking pathetic.

Tom: Yeah.

Phil: And game installs are mandatory?

Tom: I don't even...

Tom: How is that even possible?

Tom: Yeah, of course.

Phil: DRI.

Tom: But I mean, it adds absolutely nothing.

Tom: I mean, people are going to say that, of course, you're going to get faster load times.

Tom: Well, we're not actually going to be able to prove that that is the case.

Tom: Although it's logically going to be the case.

Tom: We can't actually prove that that is the case.

Tom: For all we know, the disk drive might be fast enough to get faster speeds than playing it directly off the hard drive.

Phil: And again, I just played Resistance on a system I bought in that has megabytes of RAM, megabytes of RAM playable with a gigabyte hard drive, and there were no load times.

Phil: And it looked fucking fantastic.

Tom: And that's the other thing.

Tom: Unless you've got something as badly optimized as Gran Turismo the amount of time you spend installing something, and this may not apply to Xbox games, but this is perfectly applicable to the PlayStation the ridiculous amount of times that the games take to install, you're not necessarily going to be saving, even in the long term, a great amount of time just by cutting off a few seconds off the loading screen.

Tom: So even if we do get faster loading, it's not necessarily time saved overall.

Phil: Absolutely not.

Phil: I mean, install like Metal Gear Solid on the PlayStation you know, lose three hours, you know.

Phil: So, okay, we've been really negative, so let's just stay for a second.

Phil: I don't want to put you on the spot, but I mean, I love video games.

Phil: I was playing one earlier today, having a hell of a time with it.

Phil: I mean, what do you love about video games?

Phil: What is it that brings you back to this hobby, time and time again?

Tom: Well, look, even with something as just...

Tom: This is literally the worst...

Tom: I would say it's not just the worst console name.

Tom: It is the worst console ever created, and we'll go into my reasons for that in a minute.

Tom: But even with how bad this console is, this has been possibly the most enjoyable console announcement in a very long time.

Tom: I mean, the amount...

Tom: the way that the gaming community reacts to negative things is so enjoyable.

Tom: Of course, you get just pain in the arse things like the Mass Effect controversy, where everyone was just being a complete and utter dickhead.

Phil: Dickhead.

Phil: Did we just say dickhead at the start?

Phil: Yes, we did.

Tom: But then you get something like this, which is just...

Tom: If you're a game fan, this is the worst thing in the world.

Tom: This is someone announcing, we're doing what you should be looking forward to the most in the world, and we're making it the worst possible thing you could come up with.

Tom: And instead of just complaining about this, people's reaction is to make a million hilarious gifs and just have a great fun time making what is the worst thing in the world the most hilarious and enjoyable thing in the world.

Phil: Do you love kittens?

Phil: Because we've come up with a machine to kill kittens.

Tom: And then they've got a million amusing kitten gifs devoted to it.

Phil: Well, this is supposed to be a positivity minute, but that didn't work.

Tom: Well, that was my positive minute.

Tom: I'm saying one of the reasons I love gaming is even when faced with something like this, everyone reacts with good humor and fun.

Tom: Most of the time, but not always.

Phil: I think there's a lot of wrist slashing as well.

Tom: Well, that's enjoyable from the outside of looking in as well, because at the end of the day, we are devoting a huge amount of time to something which is rather pointless, as well as being effortlessly enjoyable and important.

Tom: So when people react in a completely preposterous and over-the-top manner and melodramatic, it is also enjoyable.

Tom: But go on.

Phil: Yeah, but at the same time, if this goes on, it's going to kill our industry.

Phil: But you know what?

Phil: There's always the PCs.

Phil: If everything else fails, there are enough people who are only able to make games, to make money, that will fall back to the easiest distribution method possible, which will be video games.

Phil: On your PC, rather.

Tom: And the PC also has, which is rarely mentioned, because one, it's blatantly obvious, and two, what everyone likes to talk about the PC is how technically superior it is to everything, but PC is unquestionably the greatest way to experience backwards compatibility.

Phil: Well, I mean, the thing is about the PC also is that it's open.

Phil: I mean, and all these systems are closed, and that's why they're, you know, kind of, they're really hurting themselves by being closed, and I really think we need an open and, you know, console system.

Phil: And basically, the consoles compete on their hardware, and people say, okay, this game is for the console, this game is for the PC, and you bring out, you know, Uncharted and you can play it on an Xbox, but basically, you pick the hardware that you want to play it on.

Phil: Now, I know that probably the economics don't work on that, but as long as we're in this Betamax, VHS, Blu-ray, HD, DVD fight, you know, gaming is going to be a niche hobby.

Phil: So let's continue with the negative stuff, and then we'll end on the positive stuff.

Phil: Connect is mandatory.

Tom: Yeah.

Tom: Well, I mean, that's not in any way surprising.

Tom: And the other thing about this is, this is not necessarily a bad thing, just in theory.

Tom: In practice, this isn't going to be the case, but in theory, this is not a bad thing, because it's going to result in people focusing on using Connect, right?

Tom: I mean, the most, without a doubt, the most disappointing thing to me about the Wii U so far is how many games are using Wii Remotes, because I know this is not going to be popular with anyone, but I was one of the few people who absolutely loved the motion controls in the Wii.

Tom: And you can develop your game for the Wii U, and you can have it as a first-person shooter using the Wii Remote, right?

Tom: The only game doing that is Call of Duty that I can think of.

Tom: And this is going to be...

Tom: The vast majority of games are not going to do that.

Tom: So if you include Kinect as standard, there's in theory going to be more games that are going to include Kinect.

Phil: Right off the bat, I can think of five games.

Phil: Okay, back to the Wii, right?

Phil: There were five games that used the Wii Mode perfectly.

Phil: Little King's Story, Dead Space Extraction, Super Mario Galaxy.

Phil: There was a Call of Duty game, Condu.

Phil: I mean, when the Wii U controller was used properly, and one, two, three, four of those five games were from third parties, okay, when used properly, it totally immersed you into the game and made you forget that you were holding a controller.

Phil: And so by including the Kinect as a default, it opens up the possib...

Phil: and making a Kinect that actually works.

Phil: So I guess this Kinect for the Xbox One, by making a Kinect that actually works, then developers can use it.

Phil: And I would be excited for that if I were buying an Xbox One.

Tom: Yeah, but the only issue is that can anyone think of a single Kinect game that would use Kinect well?

Tom: Because even with The Move being released on PSas a standalone thing, so there's few games that use Move.

Tom: Some of the games that do use Move do use it well, but I cannot think of a single example of a game that uses Kinect particularly well.

Tom: Well, apart from just Dance, maybe.

Phil: Dance Central, Dance Central, right.

Phil: I mean, but Kinect didn't work.

Phil: I mean, it simply did not work.

Phil: So with it coming out now with a version of it that presumably does work extremely well and from all demonstrations, it appears to work remarkably, there does seem to be a chance there that regular games would be able to incorporate it.

Phil: Now, if I'm playing a game and I'm enjoying it and I'm playing a shooter like Halo and it tells me I've got to get up off the couch and wave at the screen, that would be disappointing.

Phil: But if done well, then it can completely add to the game.

Phil: Like throwing a grenade.

Phil: I mean, who wouldn't love that?

Tom: That would be awesome.

Phil: Yeah, I mean, it's something you do about, you know, once every five to seven minutes in a game.

Phil: Generally in a shooter, you're not throwing grenades a whole bunch.

Tom: Except online.

Tom: Grenade spam art.

Tom: That would be an interesting experience.

Phil: It would actually probably improve it because people would be less inclined to do it.

Tom: And that would actually be hilariously enjoyable.

Tom: Every now and then you just decide to spam sticky grenades in Halo Online and you've got to actually throw every single one of them.

Phil: People were saying that if you're using your Kinect, it will see you walk into the room, it will recognize your face and say, hey Tom, you want to play Call of Duty?

Phil: Right?

Phil: And people were wondering if this was the way perhaps, I heard someone speculate that if I had a cut out of your face and I put it over mine, like if I had a picture of your, yeah, could I get around the DRM?

Tom: That's a good question.

Phil: Right?

Phil: Yeah, because I'd be like, no, of course I'm Tom Towers.

Tom: You have to put on the voice as well.

Phil: But the connect is, I can't do a Tom Towers voice, regrettably.

Phil: I'm too manly and my voice is too deep.

Tom: That's a shame.

Phil: That is a shame.

Phil: So, but you know, what they were showing, if true, is great.

Phil: I mean, they're saying like, oh, we'll be able to pick up, pick up detections and changes in your face color that the human eye can't pick up.

Phil: It reads your heart rate and all the rest of it.

Phil: I mean, this really does sound like the current Kinect on steroids.

Phil: It sounds like a really amazing piece of hardware that I would be really interested in.

Phil: But it's completely pointless for video games.

Phil: Well, it may or may not be.

Phil: We don't know what the implementation is and the very fact that they're packing it in means that this will be relevant because every developer now is going to want to utilize it as a value-add bullet point on the back of the game.

Phil: So I'm sick of talking, so what other negative stuff did they come up with?

Tom: Well, the thing that worries me, although I just like the most about this, is not the DRM and it is in fact related to the Kinect.

Tom: Now, obviously, this is not actually going to be utilized beyond stuff such as DRM, but there are rumors around that it's going to be counting the number of people in the room.

Tom: So if you buy a film that is licensed to be viewed by four people, if you've got five people in there, Kinect is going to say, no, you can't, what's this?

Tom: You have to buy license for five people, right?

Phil: There's no way that's going to happen.

Tom: No, but here's the thing.

Tom: It's not going to happen.

Tom: The DRM stuff is just going to be related to installing a game and having it to have it check in and all that sort of rubbish.

Tom: Now, the thing is this technology is eventually going to come around and stuff like Kinect is the forebearer of it and things like Google Classes, right, if you're familiar with those.

Tom: And this is not a world that I like and this is not some sort of conspiracy theorist thing.

Tom: At the end of the day, it's...

Tom: No, if you let me finish.

Tom: At the end of the day, it's basically going to be...

Tom: It's not going to change society in any meaningful way, okay?

Tom: But it is just an annoyance.

Tom: I've not got on to any social media things because I don't need to be talking to or have people be aware of me in some way -hours a day, right?

Phil: No, I agree with where you're coming from entirely.

Phil: I mean, I am against Google Glass.

Phil: I'm against Kinect.

Phil: I'm against social media.

Phil: It's just intrusive and it's unnecessary.

Tom: So at the end of the day, that is the thing that I dislike the most, more than GameGRM and stuff like that.

Tom: If you make a product that, even if it doesn't necessarily utilize it to do all that much, I'm not going to buy it because I have no interest in contributing to the rise of this technology, even though it is inevitable.

Tom: Me not buying it makes absolutely no difference.

Tom: Me not taking part in it makes no difference, but I have my principles, so I'm not going to be involved in that world.

Tom: And here's the other thing about this thing, this thing is, so eventually we're going to have Kinect, which not only due to its ability to monitor your heartbeat applies this to games.

Tom: It's going to be attempting to diagnose if you're having a heart attack, right?

Phil: Right.

Tom: This is going to make the game effectively unplayable for me, because as long as well as my various heart attack symptoms that I will be displaying on and off while playing, I'll also be currently experiencing a stroke along a myriad of other things.

Tom: And if you're going to have this sort of cross-platform devices, which you are, just because it's a Kinect doesn't mean it's going to be also using this, as well as the heart pace monitor you're using, which due to being a medical device can be programmed so that it doesn't recognise that you're having a heart attack or a stroke despite showing off the symptoms, every time it's going to automatically call the ambulance and I'm going to have to manually stop that.

Phil: Cancel it.

Phil: Well, my concern is, because I'm so healthy and hale, is that it might detect that I'm healthy and then call Pizza Hut or Domino's.

Tom: And just to lower your level to the average standard.

Phil: To the average standard, right.

Phil: Well, of course, none of this stuff is actually going to happen.

Phil: I mean, this is all crazy talk.

Phil: Well, it's just not going to happen, but I just don't like having the Kinect voice to dummy.

Phil: I don't like having a camera in my living room be mandatory.

Phil: And if I did buy this, and we'll get to this at the end of this, I mean, I just get a piece of black electrical tape and put it over it.

Phil: Or actually, I just drop the Kinect behind the TV, because I'm never going to use it.

Phil: And if a game comes up like Little King's Story or Extraction or Super Mario Galaxy that actually uses it to its benefit, then I'll drag it out and I'll put it up on top of the TV.

Phil: But this is just a gimmick.

Phil: It is a gimmick.

Phil: I'm sorry, it's a gimmick.

Phil: And old headsets are not compatible.

Phil: This isn't surprising at all.

Phil: I wish it would support headsets, and I'm hoping that Mad Cats comes out with something, because I hate the idea of a speaker phone in my living room.

Tom: That's another ridiculous thing, that it does not support old generational headsets.

Tom: It's not as if people are just buying a crappy $headset.

Tom: People will have expensive Turtle Beach headsets and the like, so that they can still experience a full level of sound quality while playing their game.

Tom: And so now they're effectively going to put out a reasonable amount of money, just because it's a new generation.

Phil: And then we experimented with this, with their Hopeless Conference phone thing for Animal Crossing.

Phil: It just doesn't work.

Phil: It just doesn't work.

Phil: The living room is a shared space, and you don't want to be having a conversation with your friends over speakerphone while playing a game, if your wife's in there playing on a handheld or knitting or cooking or whatever they do.

Tom: And while this is an issue just with headsets, as anyone who has played online knows, when someone has a baby crying in the background or some conversation in the background or whatever else that is not solved by having a headset.

Phil: So let's move on to the positives, okay?

Phil: Old...

Phil: I like the design of the hardware.

Phil: I like the boxiness of it.

Phil: I think it underscores the name of the system.

Phil: And I like it.

Phil: It's simple.

Phil: It's boxy.

Phil: You put it in there.

Phil: It's just a generic thing.

Phil: It doesn't have to look like a toy.

Phil: It doesn't have to look like the Nor the PlayStation or the Xbox

Phil: It's just an electronic component that you slot in with everything else.

Phil: I don't like the two-tone spat design.

Phil: That is...

Phil: I mean, horrible.

Phil: Absolutely horrible.

Phil: The gray and black...

Tom: Yeah, it looks hideous.

Tom: The thing I don't like about it is it looks far too much plastic.

Tom: If you have a device that is that huge, you have got to make it out of very obvious metal.

Phil: Brushed aluminum.

Tom: It looks like a stereo receiver or a stereo component.

Tom: You cannot have those things look good in plastic.

Tom: That has got to be a very metal-based design.

Tom: You're right.

Tom: I like the design of it in terms of space, but it just destroys its whole look by looking very plastic to me.

Phil: If you're going to spend $or $on a stereo component, you don't want it to be looking like it's plastic.

Tom: Exactly.

Phil: Yeah, I get that, but also I get the reality of them having to sell these things at a loss, and most stereo components are sold at a tremendous profit, because they don't have RAM and all the rest of this stuff.

Tom: And also because they're a niche thing, so they need to make a huge amount of money on these small amount of things they're selling.

Phil: But at the same time, for a gaming console, I like the fact that it's an Xbox and it looks like a fucking box.

Phil: The two-tone thing is ridiculous.

Phil: It just looks fucking stupid.

Phil: Stupid, stupid.

Phil: It looks stupid.

Tom: And the bezel is incredibly ugly as well.

Phil: Oh, terrible.

Phil: Okay, so finally...

Tom: Just one last thing on the look is, you have to give Microsoft huge respect for going for this look because PSthey leaked just before this was announced, some hints as to what it's going to look like, the console, and they're going down.

Tom: This looks like a router that was started by the Wii and continued by the Wii U and is going to be continued by the PSso they get huge props from me for going in a different direction.

Phil: No, I disagree.

Phil: From the PlayStation reveal, they had basically a blurry black box and they had some high-def shots as well.

Phil: And if you look at that, they're making it look like the Hal

Phil: It's got very sharp angles, it's got gills, it's got a little red light on it.

Phil: I think it has the potential to look like something very scary.

Tom: I don't know about that.

Tom: I think you need to look at more modems because a lot of modems have interesting designs.

Phil: Well, we'll see.

Phil: Beyond that, the one other thing I noticed about the hardware is they didn't screw with the console the controller that much.

Phil: But it has a...

Phil: for the first time ever in a non-Nintendo system, it has a cross pad.

Phil: It has a directional cross pad that is in the sign of a plus sign.

Phil: And no other system has ever had this because Nintendo has the patent on the cross or the plus sign as a directional pad.

Phil: And I know I'm blowing your mind right now, but if you go back and you look at the...

Phil: if you look at the Mega Drive, if you look at the Sega Master System, if you look at the if you look at the PlayStation, they've all been variations of a plus sign.

Tom: Yeah, the PlayStation has the middle cut out.

Phil: It has four distinct...

Phil: Like chevrons.

Phil: Yeah, four chevrons that are pointing toward each other.

Phil: So this is a very major question.

Phil: I mean, this is a copyright infringement.

Phil: Microsoft was overwhelmingly ridiculed for how bad their Direction from Crosspad was on the

Phil: They released one in the European markets that protruded basically for FIFA, which also was a bit of a failure.

Tom: Why would you be using a Z-Cad with FIFA, by the way?

Phil: I don't know, man.

Phil: That's bizarre.

Phil: That's what we were told.

Phil: That cannot be the reason.

Tom: That cannot be the reason.

Tom: No one plays FIFA with a D-Pad.

Tom: That's what these people ignorant of FIFA in America were told as an excuse for not releasing it over there.

Phil: It's what we were told.

Tom: That is so not true.

Phil: We were told we're not getting this better control load because it's for the Europeans who like FIFA.

Tom: That is so not true.

Tom: But continue.

Phil: I'm sorry.

Tom: What you were told, I believe you were told that.

Tom: I'm saying that is such an excuse.

Phil: Well, what about Pez?

Phil: Because we'd buy that too.

Tom: Well, Pez you could use with a D-pad because it is more, at the moment, arcade-y.

Tom: But with FIFA, with the modern FIFAs, you need the -degree control, which...

Phil: Right.

Phil: And in football games now, FIFA is still the reigning king, right?

Phil: Pez has gotten better, but it's still not...

Tom: It's still behind FIFA at the moment.

Phil: Yeah.

Phil: So basically, this is the biggest news that I haven't heard anywhere else.

Phil: This is exclusive Game Under Podcast stuff.

Phil: They're using and infringing Nintendo's copyright.

Phil: And this isn't the last you're going to see of it.

Phil: I think by the final design, I think maybe even by Eyou're going to see a change.

Phil: Because right now, they're using the NES crosspad.

Tom: Yeah, and it looks literally like it.

Phil: Yeah, and that's for both...

Tom: Yeah.

Tom: Yeah, just one thing on this is, the thing that worries me about this is, it is really easy to stuff up a D-pad if you have all four buttons connected.

Tom: So while this looks like an NES controller, so in theory, it's going to work a lot better than previous Xbox, D-pads, this has the potential to be equally as bad as the 's D-pad.

Phil: Well, the problem with Nintendo, too, is that ever since the Nthey keep, like on the GameCube and on the Wii, they keep shrinking the goddamn directional pad.

Phil: So, I mean, it's completely, my thumb can completely cover the directional pad twice over.

Tom: Yeah, so you're playing it as Braille, basically.

Phil: I could.

Phil: Big picture for me, and then we'll get the big picture from you.

Tom: Yeah, go on.

Phil: The conference was irrelevant.

Phil: Everything that came after was completely negative for Microsoft.

Phil: They could have, they should have kept their gap shut.

Phil: And at this point, there's nothing positive to differentiate them from their competition.

Phil: Only negative.

Tom: Big picture for me is, and you can correct me on this, given that you have in fact played more than just Android consoles.

Tom: This is literally, as they have described it currently, the worst console yet created.

Phil: You might have a point there, because I can still play all of the other consoles thus created.

Phil: Yeah.

Phil: This one I wouldn't be able to, I would not be able to play it in years as it stands now.

Tom: And that's the point.

Tom: I mean, no matter how crap your console is, unless it has an issue where you turn it on, or sorry, you don't, you are unable to turn it on, it is a better console than this.

Phil: Yeah, absolutely.

Tom: And that is the big picture to me.

Phil: And the big, big, big, big, big picture is that all this other stuff I can swallow and probably buy, I would probably buy an Xbox One.

Phil: Okay, who cares?

Phil: It has a stupid name.

Phil: I don't care.

Phil: If it has the games I want to play, I'm going to buy it.

Phil: This internet check-in stuff, I'm not going to buy it.

Phil: I mean, that is the ultimate deal-killer.

Tom: Same here.

Tom: And I've got a question for you though about it, just to end on.

Tom: As a extreme collector, would you be buying this some years down the track just to have it in your collection, not necessarily to use?

Phil: As a paperweight?

Tom: Will you eventually own this console regardless of whether you're going to use it?

Phil: At this point, I have not bought a Wii U.

Phil: And it's the first console I have not bought that has been released in the United States.

Phil: Okay.

Phil: There are two consoles that have been released in the United States that I have not bought.

Phil: And so not buying the Wii U was a major decision for me.

Tom: So if you're not getting a Wii U, then it's highly unlikely that you'll be getting this.

Phil: Right.

Phil: I'm almost tempted to buy a Wii U now, even though I think it's not going to give me anything on a gaming front.

Tom: I think it's too early to tell with that as well.

Phil: Yeah, because it's really only been released for a very short period of time.

Phil: So I can see myself getting a Wii U.

Phil: I can obviously see myself getting a PlayStation because I love the Sony franchises.

Phil: But it's quite possible that I might never own a Microsoft Xbox One if they keep this internet check-in policy.

Phil: I don't think they're actually serious about the Australian market anyway because I just don't see them seeing us as a major thing.

Phil: No one does.

Tom: What company does see us as a major market?

Phil: No one, really.

Phil: I was going to say PC, but that's a lie.

Phil: Okay, so let's move on.

Phil: That's enough about the Xbox.

Phil: Game impressions, do you want to go first?

Phil: We've got some final thoughts on a few games and some first impressions.

Tom: And so one of the games this week that I've been playing is Malicious.

Tom: And it's only about two hours long in terms of how long it might take you to finish.

Tom: The actual game time involved is, according to my clear time, only minutes, and I'm not sure how that worked out because there's no way I spent an hour's time dying and continuing, but I did easily spend an hour's time in total.

Tom: So I have no idea how that works out.

Tom: But this is a Japanese beat-about that was released on PSN and recently released on PSN Plus for free.

Tom: Now, the most notable thing about it is that it doesn't have a damage meter.

Tom: How it shows your damage is by lopping off your character's limbs.

Tom: So if you're about to die, you've got no arms and no legs, which is a pretty cool effect.

Tom: The problem with it is, at first, because it is visually a pretty chaotic game.

Tom: There's many, many enemies all around the place that you've got to be dealing with while you're taking on humongous bosses or bosses with very visually impressive and sensory overloady sort of moves.

Tom: So at first, you basically have no idea how much health you have.

Tom: And it gives you very little instruction.

Tom: So when I first started out playing the game, I had no idea that I could heal myself.

Tom: So on the first boss, I died and had to waste one of the three continues.

Tom: You're given by default.

Tom: And foolishly, with this in mind, followed Arnie of podcast fame's advice, which was to play on easy.

Tom: And this resulted in, except for the first boss, which is hard because to begin with, and this is a really big flaw in the game, you're without many combos and any weapons.

Tom: So you've just got like a basic attack, which makes killing a boss incredibly boring.

Phil: Well, this game, I mean, it also came out on Vita, and that's when I was like considering getting it.

Phil: But basically, you said like this game is two hours long.

Tom: It's based around, of course, running through it in an arcade style multiple times and trying to get better ratings.

Phil: Yeah, but it drops you, you said you were fighting a boss, but doesn't it drop you, from what I've read, doesn't it drop you just basically into a boss battle?

Tom: No, it drops you into an area where you can pick between which boss battle to fight.

Tom: So you're in like this white tranquil area.

Tom: You move over to a bit of a landscape, and this is a pretty cool visual effect.

Tom: You select that bit of the landscape, and the white fades away, and in place of the white appears the landscape growing from the small bit of the landscape that you've selected, which is a really excellent visual effect.

Phil: So it's kind of a, I mean, like what I'm envisioning is like an arena type game.

Phil: Like in the Star Ocean or Yakuza, you're basically in an arena type thing, and you get to pick which guys are going to die.

Tom: That's right, and you could do it in any order, and the thing about it is the enemies are meant to get progressively worse, progressively harder.

Tom: And on Easy, I saw no evidence of this.

Tom: They seemed about the same level, and each boss battle was infinitely easier than the last because I had been given tools to make me more powerful, basically.

Tom: So they got progressively easier and easier until I came to the final boss, which made what was previously a rather lackluster experience.

Tom: And once again, we have to bear in mind that I was stupid enough to follow Arnie's advice to play it on Easy.

Phil: And play it on Easy, right.

Tom: Which was just sheer stupidity, because like I say, I didn't know how to heal.

Tom: So going into this, I thought, okay, I've used a continue on the first boss, on Normal.

Tom: I'm pretty much screwed.

Tom: But that happened without me realizing that I could heal myself.

Tom: So if I had known that I could heal myself, I would have started again.

Tom: But without knowing that, I'd already played a few levels.

Tom: And the battle system, it's just not that engaging, because yes, you can sort of pull together a few combos by switching different weapons, which results in different combos.

Tom: And there are different attacks from the enemy, from the bosses to counterattack, but the enemies themselves are just boring.

Tom: They all feel the same.

Tom: Their bosses, their attacks look different, but you don't really have to do anything different.

Tom: You've just got to dodge out of the way and whatnot.

Tom: So even on normal, it would have, as far as I can tell, and you can't take this as gospel, it would have been a reasonably lackluster experience.

Tom: But the final boss made the whole thing completely worth it.

Tom: Even on easy, it was nothing short of epic.

Tom: It took me like minutes, and there's a -minute time limit.

Tom: So I was really pushing it.

Tom: And the reason it was so great was it had different stages.

Tom: The first stage, you've got to go around not even fighting the boss, but enabling these certain things which damage the boss so that it's then vulnerable.

Tom: And meanwhile, the boss's attacks change depending on what stage it's at.

Tom: So that was what, as far as I can see, the whole game should have been like.

Tom: And instead of making the challenge based on what weapons and stuff you've unlocked, it should have been giving you all of that to begin with and made the focus on making the boss as an interesting challenge to kill.

Tom: The only other interesting thing about this is the music is really excellent.

Tom: As you will tell from my reading of the short story, which is really, on the one hand, cool that they put in not just like a flash fiction, a fully fledged illustrated short story, which tells completely unnecessary backstory.

Tom: And it is absolutely atrocious, but it gets huge respect from me simply for the fact that it's there.

Phil: That they included it.

Phil: And that's the story here.

Phil: I mean, that's been the story with Sony and Indies for about the last three or four years, is that this is a game that is not going to make Sony any money.

Phil: I mean, they're basically being a patron of the arts with a lot of this kind of stuff.

Phil: So, overall, are you going to review this game, or just basically...?

Tom: That was just for my own leisure.

Tom: So that I could make just six games beaten in one month.

Phil: And would you say recommend it?

Phil: I mean, it's only two hours.

Tom: If you got it on PSN+, give it a play, because the other thing is it looks extremely good.

Tom: It's got its own sort of art style.

Tom: It looks a little like Valkyr Chronicles, but it mixes a more Western look into it, so it looks a lot more unique than just being a really well done anime look.

Tom: So if you got it for free on PSN+, go out and give it a try now, because you may really get into the combat and going through it on high difficulties to get a higher score and whatnot.

Tom: Buying it, if you're into this sort of game, because it does the presentation uniquely in an interesting way, I think maybe look into it.

Tom: But if you want a game that is really well designed, beat them up, combat, I would say look elsewhere.

Phil: Okay, so that was Malacious for the PlayStation and Vita.

Phil: As for what I was playing this week, just to give another final impression, Resistance I finished it up just toward the end of last week, actually.

Phil: This is actually, I am still debating it over in my mind, is possibly the best first-person shooter of this generation.

Phil: It went from, it is an arcade first-person shooter in the style of GoldenEye or Halo.

Phil: It borrows a lot from the Half-Life series, but toward the two-thirds mark, it really ramps up the Halo style.

Phil: There are levels which are directly ripped from Halo, but obviously presented in HD graphics and with modern pacing and sensibilities.

Phil: The game just gets better and better as you fill out the weapons wheel.

Phil: It's obviously an arcade game, and you have a full weapons wheel.

Phil: You do lean on your favorites and all the rest of it, but ultimately this is a game that never slows down, it has tremendous pacing.

Phil: The weapons more than anything are insanely satisfying as you would expect from an arcade game.

Tom: You do lean on your weapons.

Tom: That seems like a pretty good starting point to me, because it means that there's actually some difference between them.

Phil: Oh, very much so.

Phil: Like in terms of my way of shooting, in a game if I have a choice, it's basically Shotgun Sniper, as we'll get to when I talk about Tomb Raider, but they actually gave you reasons to mix up some of the weapons to purpose, so when you were facing certain implementations, you're like, okay, yeah, I can use that weapon.

Phil: So in the full weapons wheel, there are about probably four weapons that I never really touched.

Phil: These were usually elemental, the ones that I hate using, like electrical or ice or fire or stuff like that.

Phil: But overall, as I said, I can't really give it more higher praise than the fact that I am not a fan of the franchise whatsoever.

Phil: I didn't even play the second one.

Phil: But this was a game that I couldn't stop enjoying.

Phil: They just...

Phil: It's a relentless game in terms of the level of entertainment that it delivers.

Tom: So only you told me this before I bought Uncharted instead of it.

Phil: I'd probably still go with Uncharted

Phil: Actually, for you, I'd probably say play Resistance

Tom: Yeah, for me Resistance I would say.

Phil: Actually, I still don't know, because you might compare it negatively to Killzones.

Tom: That is true.

Tom: My fanboyism will come to the fore.

Phil: Yeah, but the thing that Insomniac knows, obviously from its Ratchet and Clank experience, is weapons, right?

Phil: It's not necessarily the level design, but they did get out of right, and that is the pacing and the weapons.

Tom: I mean, they pulled off making the action, Ratchet and Clank game that they made, the third-person shooter enjoyable.

Tom: So if they can take Ratchet and Clank and make an action game out of it, they're clearly very good at action games.

Phil: So again, I was expecting absolutely nothing going into this.

Phil: I had higher expectations for THQ's home front when I started it, and I came away possibly considering it to be the best first-person shooter of this generation.

Phil: So I absolutely loved it, and really I can't give higher praise than that.

Phil: So just a great game and I loved it.

Phil: So another game I've been playing, which is kind of strange for me, it came out this year, is Tomb Raider

Tom: Also known as Tomb Raider.

Phil: Also known as Tomb Raider, but we have to call it Tomb Raider otherwise how are you going to differentiate it from the Saturn or PlayStation One classic?

Tom: Yeah, exactly.

Phil: I mean, this was a game that really helped along the PlayStation.

Phil: I mean, the PlayStation was basically, you know, different console manufacturers have, you know, done various things for the gaming industry, right?

Phil: And I think one of the things that the PlayStation did was bring gaming to the adult platform.

Phil: It basically said, okay, just because you're now at the legal age to drink doesn't mean you have to stop playing video games, which was a big thing when you think about it.

Phil: Because as gamers grew up, it was probably a pretty natural thing to go, okay, you know, it's now time to put the controller away.

Phil: Instead, spend your time going to movies and whatnot.

Phil: And PlayStation...

Tom: Wasting your lives, in other words.

Phil: Yeah, in other ways.

Phil: And PlayStation, when it launched, particularly in Europe and the Australian market, was more about, you know, going after that nightclub crowd.

Phil: And Tomb Raider was a big part of that.

Phil: And so, I've never been a fan of Tomb Raider.

Tom: Really?

Phil: Not really.

Phil: I mean, my first time...

Phil: I have Tomb Raider for the Saturn.

Phil: The first time I actually really played it was Tomb Raider Underworld for the Xbox.

Tom: That's not a great introduction.

Phil: Well, it's by Crystal Dynamics.

Phil: And this is when they were taking it over from Core.

Phil: From Tony Gard's original studio that invented the whole genre.

Phil: And I actually thought Underworld was a pretty decent game.

Phil: It was without heart, but it was a fairly decent game that had a lot going for it.

Phil: And I do appreciate Crystal Dynamics as a developer.

Phil: I mean, they're always producing solid work.

Tom: Except on the one, which was it, that everyone absolutely despised, Angel of Darkness.

Phil: Did they do that?

Phil: I don't know that they did Angel of Darkness.

Phil: I think that was the one that basically was where Eidos said, okay, Core, you're gone.

Phil: You're off this project.

Phil: There we go.

Tom: Yeah, that was...

Tom: Angel of Darkness was in fact developed by Core Design.

Phil: Yeah, and that was the final nail in the hop.

Tom: Yeah, that was the final straw.

Phil: That's actually the game that Hollywood blames the poor returns for the Angel of Jolie movie, that the game was so bad that it killed off interest for the movie.

Tom: How did they come to that conclusion?

Phil: Because they have to blame someone that's not themselves.

Tom: Yeah, except themselves.

Phil: So Crystal Dynamics at that point took it over, and they did a remake.

Phil: They did Tomb Raider Anniversary, which was a HD remake of the first game.

Phil: Completely new engine, the whole thing.

Phil: And then they did Underworld.

Phil: And when I played Underworld after having played Uncharted, it was just like, wow, I can totally see now why people thought Uncharted was ripping off Tomb Raider.

Phil: I mean, all the stuff that Tomb Raider does is a direct...

Phil: I mean, is being ripped off.

Phil: So when I came into this game, I was initially pumped for it.

Phil: Then I got the horribly misinterpreted, misogynistic marketing thing.

Phil: And I was like, okay, this game sounds really odd.

Phil: But I had heard enough about the gameplay that I was still interested in it.

Phil: And so when it came out, just as I was buying a gaming PC, so I was like, you know what?

Phil: I would be an idiot to buy this on the consoles as much as I'm interested in it, because I want to see this game at its optimal settings.

Tom: Also, thanks for my recommendation.

Phil: In large part, yeah.

Phil: But mostly not, because basically it was like, are you going to buy a game on a console and have it compromised, or are you going to buy it on a PC?

Tom: And also it's a new shiny PC as well.

Phil: Exactly, and I wanted to see what it was capable of.

Phil: So I got it last Wednesday, and I beat it essentially in a week.

Phil: This game is a...

Phil: I am a huge Uncharted proponent.

Phil: I think the Uncharted series through is a masterpiece.

Phil: I've beaten Uncharted twice, I've beaten Uncharted twice, and I've beaten Uncharted just once so far.

Phil: And I never go back and play games over and over.

Phil: I'm about notches on the gun barrel.

Phil: Of course.

Phil: I just want to beat games, move on.

Phil: And I've actually gone back to those games and replayed them.

Tom: Did you replay Uncharted as well, or just the first two?

Phil: I intend to play Uncharted again very soon.

Phil: I really want to go back and play it again.

Phil: This game, Tomb Raider, is a better game than Uncharted

Phil: I mean, it is a better game.

Phil: It's a better game than Uncharted and it's a better game than Uncharted

Tom: Okay, so it's better than Uncharted in general.

Phil: I would give Uncharted a

Phil: If I were someone who had my memory wiped and only had played Uncharted I'd probably give it a as well.

Phil: But, you know, there's a cumulative effect.

Tom: Yeah, of course.

Phil: I think this game is better than Uncharted or in terms of its game.

Phil: Yeah.

Phil: Right?

Tom: They ran this whole time for the butt that I feel coming on.

Phil: Well, there's no...

Phil: The graphics are far superior on the PC.

Phil: This is an amazing looking game.

Phil: The audio is amazing.

Phil: The orchestral soundtrack plus the sound effects are incredible.

Phil: The traversal and controls are amazing.

Tom: They're even smooth with a keyboard.

Phil: You wouldn't know it.

Phil: I used the controller on PC.

Phil: The weapons are great.

Phil: I was just as satisfied with the shotgun in this game as I was in any game.

Phil: They had tremendous weight and presence.

Phil: And then on top of all of these things, they add gameplay elements.

Phil: The pacing was great.

Phil: You know how I'm a pacing whore?

Phil: The pacing was great.

Phil: So the graphics were great.

Phil: The video was great.

Phil: The sound was great.

Phil: The weapons were great.

Phil: The pacing was great.

Phil: The story was pretty good.

Phil: It basically evolves around you going to this Bermuda Triangle-like location where there's all these planes that have crashed and ships that have crashed.

Phil: And some of the people that have survived on this island are crazy and thinking that because they've survived there, they're the chosen ones and have brought into this crazy Japanese mythology.

Tom: Can I ask why you think they didn't just simply call it the Bermuda Triangle because they even went into the trouble of calling it some sort of square or something along those lines?

Phil: Right.

Phil: I think it was basically just because they wanted to set it in the Pacific region and play into the Japanese mythos, possibly because they're sucking up to their new owners, Square Enix, I mean, that is probably actually the real reason when you think about it, all joking aside, and maybe even to make it appeal to the Japanese audience.

Tom: Well, my other reasons for that might be, and I don't know if you've seen it, have you seen Lost?

Phil: I'm familiar with the mythos of Lost.

Tom: Okay, because the story is basically the whole time, let's put it kindly, it's a drawing on Lost, and one of the big things about Lost is, of course, the actual location while being similar to the Bermuda Triangle and whatnot is a completely original fictionalized location.

Tom: So one reason to continue along in the tradition of Lost, which they're basically copying throughout, could have simply been that they thought they had to come up with something of their own invention as well.

Phil: Right, slightly different, right.

Tom: Yeah.

Phil: But I mean, the story is passable.

Phil: I mean, I don't play video games for story, God knows.

Tom: It's an enjoyable story.

Phil: Yeah, it is.

Phil: And they do have the thing where three quarters into the game, they introduce this trans...

Phil: I don't know quite the term for it.

Phil: I thought you were going to say transgender.

Phil: No, they introduce this otherworldly type character, which is what Resistance did.

Phil: It's what Uncharted does every time.

Phil: Basically, they introduce these samurai type characters.

Phil: And that's all fine.

Phil: So, I mean, it's a better made game than a game that I gave a tend to, right?

Phil: But you can sense some hesitation with this.

Tom: Yeah, as I said, there's clearly a but coming along.

Tom: Right.

Tom: And actually, hang on, I've got to ask, first of all, just one last thing on the story.

Tom: The payoff at the end, is that not just so hilarious?

Tom: After she's gone through all of this stuff, and yeah, it's not a spoiler.

Tom: It's not a spoiler.

Phil: Not a spoiler.

Tom: Vaguely a spoiler.

Phil: Somewhat of a spoiler.

Tom: So then at the end, after all of this, they're on the ship and they go up to her, oh my god, that was so hard, and she's writing in her thing where they're going on the next journey, and they say, so looking forward to going home, or something on these live shows, no, we're not going home!

Tom: That was hilarious.

Phil: You didn't think that was hilarious?

Phil: The problem that I have with this game is it has no soul.

Phil: Yeah.

Phil: As opposed to the game you're about to talk about, right?

Phil: So the game you're about to talk about, Deadly Premonition, and we won't get into it right yet, is a less than perfect game.

Phil: It has horrible controls, horrible graphics, horrible sound, everything about it is horrible.

Tom: Yeah.

Phil: But it has soul, and that is a ten game in my perspective.

Phil: I give that game a ten, and you're going to have to stick with it a little bit more before you get to it.

Phil: But this game has no soul.

Phil: And there was only a few human moments in this game.

Phil: So when her loser friends see her after a long period of time and they're in a cage elevated up above it, and you've been through hell and back, and you kill three enemies in front of them in a fairly routine manner, and they start hooping and hollering, and like, yeah, you kicked us, that's awesome.

Phil: And you're like, well, that was actually pretty routine.

Phil: I know for a normal person that would be pretty awesome, but for me that's pretty routine.

Phil: And that disconnect between your friends who have seen you as a normal person and as who you and as a player, you know who you have become, was really emotionally hard hitting because they're like cheering you for killing three enemies, and you're like, I killed like people at this point.

Phil: The other human moment that appear in the game is when you get a grenade launcher for the first time, and all these enemies up to this point have been like, oh, she's just a girl, take care of the young one.

Phil: There's only one of them, take care of the stranger.

Phil: And then at some point in the game, when you get the grenade launcher, they say, she's got a grenade launcher, let's run, get out of here, let's run.

Phil: And she says, that's right, run you bastards.

Phil: I'm going to kill every last one of you.

Phil: And it feels like it really hits you hard because at this point she's been bashed around and been through everything.

Phil: And when she takes ownership of that, after having first hesitated at killing a deer or her first human, she's like, yeah, that's right, you bastards, you run.

Tom: I don't know, I didn't buy that at all.

Tom: I thought that was so poorly done.

Phil: I bought it entirely.

Phil: And a lot of people say that this has been done poorly in terms of, oh, look at, you know, it takes an hour to kill a deer and then she's like, after two hours she's like mowing down hundreds of people.

Phil: But there's a radio call she makes back to the base where they say, how are you doing?

Phil: And she says, I had to kill someone.

Phil: And they say, oh, that couldn't have been easy.

Phil: And she says, the scary thing is how easy it was.

Tom: Yeah.

Phil: Right?

Phil: And that's the point.

Phil: Whenever she's killing someone, it's always because she has to, because it's a kill or be killed situation.

Tom: Well, not entirely.

Tom: That depends on how you play.

Phil: Go on.

Tom: Well, presumably you didn't come across this.

Tom: You don't do the side quests, that sort of thing in games, right?

Phil: Mostly, if I can avoid it.

Tom: So you would have just played through the story.

Tom: But if you're backtracking, you're constantly killing people that you do not need to be killing.

Tom: If you're going back to areas that you visited to pick up items or not that you may have missed.

Phil: That every human you interact with in this game will kill you if you don't kill them.

Tom: Yeah, but you can easily go past them without killing them very easily.

Phil: Yeah, but how do you know they're not going to detect you?

Tom: Even if they do detect you, you can simply run off.

Phil: All I'm saying is that you have to assume that everyone in this game is a hostile.

Phil: And the fact that she didn't want to kill these people actually weighed through.

Phil: And the third human moment I found was when she was in the boat.

Phil: I mean, they have that Titanic moment.

Phil: She's at the front of the boat.

Phil: And they're like, well, I can't believe you got through that, Laro.

Phil: At least now we're getting home.

Phil: And she doesn't say, I'm not going home.

Phil: I mean, it's a very quiet moment.

Phil: She says, I'm not going home.

Tom: I don't know.

Tom: It wasn't to me.

Tom: To me, it was just as over the top as most of the story.

Tom: Or rather, most of the character depiction.

Phil: It is slightly over the top, as is all of the depictions of drama in this game, in any game, really.

Phil: In that she's basically saying, once you leave, you can't go home.

Phil: Once you've killed or people over the course of a -hour game, you can't really go home.

Phil: And this is a creation story.

Phil: This is explaining how she became who she is.

Phil: So, having said that, my biggest problem with the game is that this game has no soul.

Phil: She's somewhat strangely throughout the game alone, but always connected to her team.

Phil: So, she's always radioing back or having these cut scenes with the team and then going on by herself.

Phil: Whereas, in the Uncharted world, Nate says stuff to himself along the way, and it's funny.

Phil: There's humor there, so it has some soul.

Phil: This game is completely humorless.

Phil: There's no humor, and there's a dramatic discord between the times when she's alone and the time when she's communicating with the team.

Phil: If she were just dropped on this island and was in complete solitude the entire time, this may have been a completely different game because you're like, okay, she's struggling through this.

Phil: But it was just a completely impersonal game to me because like when Nate might say something to offset the mood or be funny, the only things Lara ever says is like, oh, look at this script.

Phil: This is from the Edo period of Japan.

Phil: I would never have thought it to be in this region.

Tom: That's better voice acting and writing, by the way.

Phil: Yeah.

Phil: And it's just like the only time she's talking to herself, it's like, okay, fine.

Phil: So while she was a sympathetic character, I found that I didn't connect with her at all.

Phil: And the other problem that I had with this game was that the graphics were so good on the PC, I thought the entire time I was playing it, I was like, am I only liking this game because the graphics were so good?

Phil: It was kind of a throwback to the Commodore era where I was impressed by graphics, or the Dreamcast era where I was playing Blue Stinger and like, oh, this game is the best game ever, just because it looked good graphically.

Phil: And so while I was playing Tomb Raider on the PC, I was like, am I only liking this because it looks so good?

Phil: So that's my pocket review of Tomb Raider

Phil: I would buy the sequel on demand.

Phil: I mean, I would buy it at full price, pre-order the whole thing.

Phil: But I couldn't help but feeling the entire time I was playing that I was playing something that was leaving me unfulfilled.

Tom: Well, see, I think an important thing here is that you didn't play a whole lot of the older Tomb Raiders, especially on the PlayStation, because to me, the soul in the game, and I agree mostly with what you say, but to me, the soul in the game was the fact that after Crystal Dynamics took over the series, while they did understand what made Tomb Raider good, they were still basically making the original PlayStation games, right?

Tom: This was finally a Tomb Raider attempting to do something new with Tomb Raider that completely got what was good about the original Tomb Raider in terms of the gameplay and the settings.

Tom: So that was to me, that was the soul.

Tom: But on the other hand, they really did completely miss a lot of the characters.

Tom: Tomb Raider, I don't know if this was apparent in Underworld, but on the PlayStation, that was always a very humorous game.

Tom: They were all very funny.

Tom: Lara Croft was basically a parody of Indiana Jones and that sort of thing.

Tom: She wasn't just copying them, she was parodying them.

Tom: And they didn't really capture the emotional spirit of Tomb Raider, but they absolutely nailed the feeling and what Tomb Raider was all about in terms of gameplay.

Tom: So that to me was the soul of it, basically.

Phil: We're certainly toward the end of this game, which has one of the first endings of a game I've played recently.

Phil: They did go into that Indiana Jones mode, right?

Tom: Yeah.

Phil: I mean, very much so.

Phil: And in that way, again, on a technical level, I can't fault this game.

Phil: It was just a feeling that I had in response to it.

Phil: And it was much like Crystal Damach's work with Underworld.

Phil: Underworld I thought was a great game, but it was a very lonely game where you didn't really feel a connection to Lara at all.

Phil: And even though in this game she's very sympathetic, I didn't feel a connection to her.

Phil: And I don't know what to pin that on really.

Tom: I think it is mainly because she's such a poorly written character.

Tom: The story, as I said, I found perfectly fine, but I thought the characters in it were just so poorly depicted.

Phil: I mean, because her character is entirely discordant.

Phil: The story is actually quite a romp, but her character is basically a learned college student with a lot of experience in archaeology, normal person, gets on an island, gets hungry, kills a deer.

Tom: Then kills about people.

Phil: Yeah, gets threatened, kills a man, then kills about people through the course of a game.

Phil: And is now some sort of superhuman character.

Phil: She becomes like Master Chief, right?

Tom: Yeah.

Phil: I mean, it's the same thing.

Phil: Halo very nearly was my game of the year last year, right?

Tom: Yeah.

Phil: Very nearly, wasn't.

Phil: And probably the reason why it got close was because they finally gave Master Chief some sort of character development with the Cortama story.

Phil: You know, it was very touching, but you can take a game like Halo and say, OK, this is, you know, technically impressive visually, whatever.

Phil: The pacing is great.

Phil: The level design is great, whatever.

Phil: But how can you relate to someone like Master Chief?

Phil: And I think that's what they've done here with Lara Croft.

Tom: Well, if you're as awesome as I am, you can easily.

Phil: Well, I know you can.

Phil: We're going to dedicate a whole show to Halo one of these days.

Phil: So that's basically it.

Phil: You can read Tom's review of Tomb Raider at laserlanding.com.

Tom: And I go further than my colleague Phil, and I do criticize it technically.

Tom: Quite extensively, in fact.

Phil: Yeah, I read that review last night, and actually I didn't disagree with it at all on any level, and it was a very good read, very well written.

Phil: So that's basically it for me in terms of my final impressions.

Phil: What games do you have, Tom?

Tom: And not just any game.

Tom: As you were alluding to, the game that I have been playing is Deadly Premonition The Directors Cut.

Tom: Now, I would just like to completely contradict your impressions of it, as this is not a problem that only I run into, but one many people have going by forums.

Tom: There are some serious audio issues going on here.

Tom: The one that's probably going to be the most annoying to most people is the fact that very often the audio stutters.

Tom: So when people are talking in a cut scene or in game play, what happens is it literally sounds like someone's using one of those ventrilo-harassment things or has a mixing board and is punching in the lines said by the characters.

Phil: You're playing this on PlayStation obviously, and you downloaded this, and you're playing it on a Slim or a Super Slim?

Tom: On a Slim.

Phil: Mrs.

Phil: Fogg, Velvet, at this point, right now, is playing this in the other room.

Phil: She's like hours into it.

Phil: I've been watching her all weekend.

Phil: Not a single problem with it.

Phil: We're playing it on the original PlayStation.

Tom: So what you're saying, if you've got a original PlayStation, use it on that.

Tom: But I did do some goozling on this.

Tom: I did do some goozling on this.

Tom: And other people are having my issue.

Tom: So I don't know why I'm having it and you're not, but it is incredibly annoying.

Tom: And also, as they're punching in these lines, all audio stops for a second.

Tom: So it's stuttery as well.

Tom: And there's also other issues with stuttering on the audio.

Tom: On the menu a couple of times, I've had the song...

Tom: Basically, the best way to describe it is audio slowdown.

Tom: So you're getting snippets of the song cutting in and out at a slower speed to what it's meant to be playing at.

Tom: And for me, though, the worst issue with the sound, and I will say, if I was not playing this to review it, I would have stopped playing this at the moment and possibly not gone back to it, because whenever I'm indoors, there is an incredibly annoying buzzing sound, which is probably not as bad as I'm making it out to be.

Tom: Most people would have rolled with this, but to me, it is game-destroying.

Tom: When I'm playing this, it makes me feel sick.

Tom: It's just so incredibly annoying.

Phil: How could this be happening?

Tom: I don't know.

Phil: Are the people experiencing it?

Tom: Yes, they are.

Tom: What's going on?

Phil: Have you downloaded patches for this?

Tom: I haven't seen any patches come up for it thus far, so I don't know what's going on.

Tom: You would expect these sorts of issues to be had by more people.

Tom: I mean, that's surely going to be a pretty major thing if...

Phil: Well, no one's playing the freaking game.

Tom: That's true.

Phil: The starters.

Phil: I mean, so how are they going to know?

Tom: Yeah.

Phil: Right?

Tom: Well, Velvet isn't having any problems with it, so...

Phil: None.

Phil: I've been watching it.

Phil: I've been sitting there loving the game, you know, and just remembering all my fun times with it.

Phil: And you're having these troubles.

Tom: And it is so annoying.

Tom: As I said, I would have stopped playing this if I did not have to for review, which is not a comment on anything about the game itself apart from the buzzing.

Tom: But as for the game itself, now you were saying in your podcast, this is a rough few hours, but I think it's more...

Phil: My podcast.

Tom: Yeah.

Tom: That's right.

Tom: I admit it is your podcast.

Tom: I admit it.

Tom: But as you were saying, it gives off a terrible first impression, but I don't think it does after the game begins.

Tom: To me, the major problem is the opening cutscene, and it might be accurate to the rest of the game, but the opening cutscene, while you do get a fair bit of the humor coming through in it, it's like this really serious, melodramatic thing.

Tom: You come across a dead body, mutilated body in the woods, then it goes through family members and friends crying, and the acting in these scenes is so bad.

Tom: The animation is just abysmal.

Tom: They are holding up these things to look at them.

Tom: They're all clearly very long-sighted because they're holding up these small photos as far away from their faces as they possibly can, and the impression it gives off is a game that is attempting to be completely serious and is just completely missing the mark.

Phil: I think that the first hour and a half of this game gives the worst impression of the best game ever.

Phil: I've never seen a better game start worse.

Phil: And again, just so our listeners know, I give Deadly Premonition a out of

Phil: I played the original on the and I've played a little bit more of it on the PlayStation

Phil: I think this game is brilliant.

Phil: It's got a lot of technical problems.

Phil: It has bad graphics.

Phil: It has really bad graphics.

Phil: It has really bad sound.

Phil: The controls are mediocre at best.

Tom: They're powerful on PSI have to say.

Phil: Yes.

Phil: The driving controls are poor, not good, not mediocre.

Phil: But this game's story and heart...

Phil: Of course, this is coming from a Yakuza apologist.

Phil: The game's story and heart trumps all of that by far.

Phil: So I do wonder how far you are into this game.

Tom: Well, if you can remember, I assume by the number of clues I've fixed up, three quarters of the way through the Lumber Mill, which is...

Phil: The very start of the game.

Tom: It's about the third combat section, I believe.

Tom: The first one is the opening one, then you have the hospital.

Tom: Actually, I will say the first hour and a half is absolutely abysmal because they introduce the combat and gameplay to you in a scene with rain.

Tom: Now, the frame rate in this game is not good in the best of circumstances.

Tom: So if you're then adding rain to it, it becomes...

Tom: It's not unplayable, but it's getting close to being unplayable and it's certainly wonky enough to be giving people like me a little bit of eye strain.

Tom: So yeah, I would say overall the opening hour and a half is just abysmal.

Phil: Yeah, it's really poor.

Phil: It's the closest that the game comes to Resident Evil in terms of its level design.

Phil: And then after that, it's a complete departure from it.

Phil: So do know that if you're playing this game...

Phil: If you hang in with it though, I mean past the three hour point, you won't be able to stop playing because of the story and the characters.

Tom: Yeah.

Tom: But here's the thing on the story and the characters.

Phil: As soon as...

Tom: And this is another reason why I should have skipped that opening cutscene before the menu loads, is as soon as York came on screen, I was enjoying the game.

Tom: That is a great way to introduce his character.

Tom: Yeah.

Tom: He's basically driving along, and he is surely the worst driver in any game ever.

Tom: He's driving along, talking on his mobile phone to someone, looking at anything but the road, and attempting to light a cigarette, while talking about Tom and Jerry in, with the preamble making it sound like he's discussing something seriously crime related.

Phil: Is he talking to Zack at that point?

Tom: I can't remember if he was talking to Zack or to someone else, but he is visibly talking to someone on the phone.

Phil: Have you at least figured out that you were Zack?

Tom: Yes, I have.

Tom: Yes, I have.

Tom: Which by the way, I think that is a perfect way to get the player involved in the world.

Tom: That works so well.

Tom: And it allows him to do all these inner monologues so humorously rather than if he was just talking to himself, which of course is the feeling you get anyway, but the preamble is that you are Zack.

Tom: So it's completely quirky, yet not completely ridiculous at the same time.

Phil: And how about those dialogues with Zack about movies and popular culture from the s and s?

Phil: How are you finding that?

Tom: I've only had one about film so far, and that is the first one, which is about Attack of the Calatomatoes.

Tom: And there is one thing I'm going to have to say is just completely crap about these conversations.

Tom: And one of the things that I absolutely despise so far in the game is the incredibly long driving section.

Tom: So far of...

Tom: I've probably been playing for two to three hours.

Tom: At least an hour and a half or an hour of that has been me driving in what is an incredibly dull driving system with an incredibly annoying map.

Tom: You've got to...

Tom: You've got to be able to move around the map.

Tom: You've got to press start, which if you're mid-conversation, stops the conversation.

Tom: So you might get into a car...

Phil: There's a way to have the map overlay without doing that.

Tom: That's if you press select, but you can't navigate on it, can you?

Tom: I'm pretty sure you can't.

Phil: There's no navigation whatsoever.

Phil: It is, beyond being the worst introduction in any video game, it also has the worst map of any video game.

Tom: No, but if you press select, it enlarges the mini map, so you can only see what's close to you.

Tom: But if you press start, you go to the map and you can navigate around it, so you can plot a route to the place you're going.

Phil: Yeah, but you can't just, like, pick a point...

Tom: No, no, no, but if you get lost and you're mid-conversation, and there's a time limit to where you get to, you might want to listen to the conversation, but you're completely lost, so you're going to fail the thing and have to start it again.

Tom: But if you go to the map to figure out where the fuck you are and where you're going, then that's the end of the conversation and you can't start it again.

Tom: And the other ridiculous thing about this is if you want to get out of the car to pick something up, like there's a rare item that I was trying to get that only appears in the rain.

Tom: And it just so happens that along the road to where I was going, this rare item appears.

Tom: Now, I've gone through most of the conversation, so I don't care if they go on ahead without me.

Tom: But I can't get out of the car.

Phil: Why would you want to get out of the car?

Phil: There's scintillating conversation going on.

Tom: Because, no, the conversation was over.

Tom: So I'm just sitting here, driving through this monotonous rain, stuck at miles per hour or whatever the speed limit of the car is.

Tom: I want to get out and grab this fucking item, so I don't have to go back to it in the future and drive for more minutes to get back to it.

Tom: And I can't because they say, Oh, we've got...

Tom: What are you doing, Zach?

Tom: Don't you want to continue with the investigation?

Tom: No, I don't!

Tom: If you're asking what the fuck I want to do as Zach, Zach is telling you, Get out of the goddamn car!

Phil: I don't think you have to get out of the car.

Phil: I think you can just drive over items.

Tom: No, you can't.

Phil: Is that like Crazy...

Tom: No, you can't.

Phil: That game had killer controls in terms of driving.

Phil: Just let me say.

Phil: Okay, just please, please play another three hours of this game.

Phil: It will turn around.

Tom: And one thing I want to say on the gameplay, I know there's people that go and say the gameplay is in general just abysmal.

Tom: Now...

Tom: It's really not.

Tom: These...

Tom: From one of the better terms, the dungeons in the game.

Phil: Yeah.

Tom: I don't see that they're bad.

Tom: They're not exactly very good or anything, but it's not as if they're completely in the way of you moving from...

Tom: What are they called again?

Tom: The Profiling Clues.

Tom: They're a complete slog to get there.

Tom: One thing I think that they do very cleverly is they make the ranged weapons really useless.

Tom: This is not just because the aiming is absolutely abysmal.

Tom: It's also because they are deliberately designed to be weaker than the melee weapons unless you're getting headshots, which is a pain in the ass because of the controls.

Tom: But because they make the focus on melee, and so you're going to be doing melee, which gives you at worst a two-hit kill and quite often a one-hit kill, it makes the combat somewhat intense because you're always deliberately making yourself vulnerable to the attacks on the enemies.

Tom: And another clever thing they do is they make the movement of the enemies unpredictable.

Tom: So while you're lining up a shot to shoot them, they can suddenly basically teleport forwards and be right next to you.

Tom: And also if you're going along and you're running away from enemies behind you to go and bash someone over the head, you then spin around and suddenly they teleport behind you, which actually makes these sections, which could have been dull but certainly not bad, but really, really dull, actually enjoyable and somewhat vaguely intense.

Tom: So I think that you've got to call that good game design, it's not really good game design, but you've got to give that credit for what it's doing.

Phil: The strength of this game is that in as many technical weaknesses that it has, the gameplay elements of it are so strong and the character development elements are so strong to override it.

Phil: I mean, that's why it's such a powerful game.

Phil: You know me and Leo, people who are intelligent people who have played a lot of games for a lot of years.

Tom: It's not debatable on the intelligence part.

Phil: Well, at least we've been exposed to a lot of games for a lot of years.

Phil: Why do we both give this game a ?

Phil: I mean, there's got to be something to it, right?

Phil: What do you think of the voice acting of the opposing enemies?

Tom: See, well, I was just about to move on to the sound and before we get to that though, I want to say something else about the sound.

Tom: Now, so recently I've played a lot of horror games.

Tom: I've played, or at least games that have horror themes.

Tom: I've played The Walking Dead, Left Dead Curse Mountain, Metro Last Light.

Tom: I'm probably forgetting a few.

Tom: This is easily the most creepy, and it's not because it's doing anything particularly creepy, any more creepy than the other games, but it knows that to get a level of creepiness, you don't attempt to come up with something elaborate and complicated, like say The Walking Dead does with its story and the choices, or Left Dead does with its presentation, and so on and so forth.

Tom: If you want to create something creepy, you've got to go directly to the base of things.

Tom: So this creates a really creepy atmosphere within the dungeon simply due to the fact that as you're going along, there's babies crying, there's painful ambient music on as well.

Tom: It nails that.

Tom: And it is a cheap way to do this.

Tom: But at the end of the day, the best way to do this often is the cheapest way, which is why a lot of the most successful horror films are bad, basically.

Tom: Because to get this reaction out of people, you need a certain level of jarriness and abrasiveness.

Tom: And it gets that, which a lot of modern horror games completely miss.

Tom: They have vaguely creepy music, but it's not at all abrasive.

Tom: So it loses its creepiness, because it's actually kind of enjoyable to listen to.

Phil: The music in this game is incredible.

Phil: Where they go from the whistling tune, it sounds vaguely like, you know, Mario's theme.

Tom: And the theme song to the town that plays on the menu, I love that song, that is so good.

Tom: One thing I hate about it, though, is every single fucking time Emily has appeared so far, they start playing it just out of the blue, and it is so damn annoying.

Tom: I know by the time I finish this game, I'm going to absolutely despise it.

Phil: Well, did you see the similarities between that and Mario's theme from the Super Mario Brothers game?

Tom: I find that hilarious.

Tom: Because that's the thing.

Tom: This game is meant to be funny.

Tom: This is the other thing.

Tom: How can people think this is accidentally funny?

Tom: Maybe you have a different view on this, because I remember you saying it was earnest, which might...

Phil: Oh, it is.

Tom: Yeah.

Tom: This is meant to be hilarious, and it is hilarious.

Tom: I mean, those voices are absolutely hilarious.

Tom: So you're going along, and your killing spiel is, I don't want to die, why kill me?

Tom: And that sort of thing.

Phil: For the listeners, over and over again, throughout the game, when you're killing zombies, they say, I don't want to die, please don't kill me.

Phil: You'll hear that about times during this game.

Phil: And it is done in earnest.

Phil: Sweryis a Japanese developer who is ESL.

Phil: He doesn't speak English.

Phil: So this was a part of the original Japanese game as well.

Phil: And he just must have thought that it sounded creepy and it sounded cool and that's fine.

Phil: But obviously, you're not going to play that times in a video game every time you kill a zombie, right?

Tom: See, I'm sure that has got to be deliberately funny.

Phil: I'm not.

Tom: Wait a minute, though, Stop.

Tom: Wait a minute, though.

Tom: But bear in mind, we are listening to the American dub.

Tom: So to comment on something that specific of that nature, you have to compare it to the Japanese dub.

Tom: But...

Phil: Yeah, that's true.

Phil: But I have listened to an interview with the people that did the audio for this game, as well as an interview with Swery.

Tom: If he has no knowledge of English, how can you necessarily go in by what he's saying, and also with his communication to the people that directed the audio, how can you necessarily think that, just because he's saying in the interview, that this is meant to be creepy, that what he's saying is being accurately represented?

Phil: No, you're absolutely right, because what I'm saying is he has heard this, and he has no problem with it.

Phil: But because he is ESL, he probably doesn't even know what he's listening to.

Tom: Yeah.

Phil: Right?

Phil: I don't want to die, probably sounds like to us, right?

Tom: Yeah.

Phil: And so he's like, oh yeah, that's good, yeah, put that in the game times.

Tom: The thing about it is, as hilarious as it is, I think it actually adds to the melancholy atmosphere, because you're killing these people, and they don't want to die.

Tom: As funny as that is represented through this audio, it does add to the atmosphere.

Tom: It makes it a little bit more creepy, even though it's hilarious every time you hear it.

Tom: It's hilarious.

Tom: If you think about it, that's slightly melancholic, right?

Phil: It is hilarious, because you've got this shambling zombie coming to you.

Phil: What has he or she got to live for?

Tom: Yeah, exactly.

Tom: And they're ignorant of what they're doing.

Phil: And yet, when faced with their own mortality, they're pleading with you.

Phil: No, this is great.

Phil: This is exactly what I set out to do, walking through this hall, attacking random humans with no arms.

Phil: I don't want to die.

Tom: Let's just stick with this parody point.

Tom: Now, once again, you were saying, or at least implying, that this is generally not meant to be a parody.

Tom: Have you seen Twin Peaks?

Phil: Yes.

Tom: Well, so far, this is at least % of the time completely a parody of Twin Peaks.

Tom: It's not...

Phil: It's not a parody.

Phil: It's a tribute.

Phil: No.

Tom: No.

Phil: I'm telling you, I've read up on this.

Phil: I've read interviews with the guy, and I know that the stores and the scene for Greenvale, they're actually real stores in the same town in which Twin Peaks was shot.

Tom: Here's I think where we're going wrong, is because my definition of parody is not what Americans would immediately take a parody, which is, for example, the Single Ladies parody with Justin Timberlake, where you take something and you then just play it up to be as absurd as possible.

Tom: Parody can be a lot more nuanced than that, and it can be done as tribute.

Tom: Perhaps a better way to describe it would be as satire.

Tom: So you take, for example, the...

Tom: I can't remember the name of the guy, but it's a famous writer, and I am just destroying my credit if I not remember in the game.

Tom: But the famous satirical tract about Ireland eating babies in the......potato forest.

Tom: Yeah.

Tom: So what that is doing is, and obviously this wasn't done as a tribute, but that is doing exactly what Deadly Premonition is doing.

Tom: It not only makes fun of the thing that it is parodying, it also copies it very accurately so that it is more than just an over-the-top parody, where the humour is just in the absurdity of it.

Tom: And there are other...

Tom: And of course, you can also do this if you are paying homage to something.

Tom: Just because you are paying homage to something that you love doesn't mean that when you are paying homage to it, you can't be making fun of it at the same time.

Phil: This is absolutely directly influenced by and trying to copy Twin Peaks, but we are talking about the matter of intent, and you can only go by someone's words as to whether they intended it to be a parody or a tribute.

Phil: And Swery says it.

Phil: Oh, he has no idea.

Phil: What are you talking about?

Phil: So he is playing Japanese ESL dumb on this.

Phil: He is like, oh, well, yeah.

Phil: Twin Peaks was great.

Phil: Just because we picked the same exact town to shoot this in doesn't mean it has to do with that.

Phil: So obviously it was an influence, whether it's a tribute or a satire, is probably in the eyes of the viewer.

Tom: Yeah, or both in my eyes.

Tom: But it's not just that.

Tom: I mean, for example, the exploding crates.

Tom: That has got to be a parody of the use of crates in many games, surely.

Phil: I don't know that that's a...

Phil: I think that's just him making a video game and he's like, okay, crates explode in video games.

Phil: Because if you play the other game like spy fiction, they're just the most generic games possible.

Phil: I think what you've got here is...

Phil: If you were to take a star athlete, everyone can say this guy is a really great football player, really great baseball player, really great basketball player, really great soccer player, right?

Phil: And he writes a book.

Phil: And literary people catch on to it and are like, wow, this guy is really talented.

Phil: This guy has something to say.

Phil: This book is profound.

Phil: And other people are like, oh, no, it's kind of like Nino Collado to bring this back to gameunder.net, where some people are like, oh, well, this is just a guy talking about his own work experiences.

Phil: And other people are like, no, this is a masterful insight into Australian culture and blue collar labor relations or whatever.

Phil: I think it's all in the eye of the viewer.

Phil: And because Swery is Japanese, I don't think we can honestly know.

Phil: You can only look at his other works.

Phil: And I think that an exploding barrel in Deadly Premonition...

Phil: Sometimes a cigar is just a cigar.

Phil: I think an exploding barrel in Deadly Premonition is just an exploding barrel.

Phil: He thinks that exploding barrels are cool, and that's what video games have.

Phil: And so we'll put some of those in Deadly Premonition too.

Tom: Well, maybe.

Tom: But I'll accept that it's in the eye of the holder, but there's just so many of this sort of thing throughout the entire thing.

Phil: Well, I mean, before you say that, though, I mean, the fact that we can have these kinds of discussion about this game, I mean, do you understand the depth of conversation that we're having about this game as opposed to many of the other games that we talk about has to indicate that something special is going on here?

Tom: Yes.

Tom: And on that point, once again, back to the parody, the thing is about this Losting translation, I think if you...

Tom: and certainly it would be better if either of us were more familiar with his previous games.

Tom: If he has any, are you in fact familiar with them?

Phil: Yes, Spy Fiction for the PlayStation

Phil: For example.

Tom: Okay.

Tom: Well, once again, you take something like Binary Domain and obviously Toshiro Nagoshi is far more literate in English, shall we say, than Swery, or at least that's how it comes across in the game.

Tom: You can very easily sort of get a feel for what is going to be lost in translation when someone like, when someone Japanese is imitating a Western game or vice versa, right?

Phil: Ah, gosh.

Phil: You know, I hate to disagree with you, but I don't think Nagoshi is any more cultured in Western literature or culture than anyone else.

Tom: No, no, that's what I'm saying.

Tom: What I'm saying is his articulation to an English audience is clearer.

Phil: But I think that's only because he's got Sega localization behind him.

Tom: Yeah, but that's what I'm, but wait a minute.

Tom: I'm actually referring to him in interviews.

Tom: So if we wanted to get what his intent was, we could more easily understand what he was going for going by his interviews, right?

Phil: Again, I hate to disagree with you because I don't want to drag this out, but I think that's also because there's a Sega PR person there in the interview, and I think it's also Sega PR signing off on interviews before they go to publication.

Tom: Yeah, well that doesn't contradict the point that I'm getting to because what I'm getting to is, even with that in mind, and bear in mind I have never read a Toshihiro Nagashi interview, so I was just making that up on the spot.

Phil: You jerk.

Phil: I have.

Phil: It is a great interview of him and Nintendo Power.

Tom: But you look at something like Binary Domain and various numerable Japanese interpretations of Western media, you can get a feel for the things that they're going to misinterpret and misunderstand and fail to appropriate again, right?

Phil: Absolutely, yeah.

Tom: Now, to a degree, this is the case.

Tom: What's really been missed from Twin Peaks is the sense of tragedy and sense of small town community.

Tom: So far, of course, I haven't played far into Deadly Premonition, so this might change.

Tom: But so far...

Phil: It will.

Tom: But so far, the thing that has been basically not transported over from Twin Peaks are those two elements.

Tom: So it's focused entirely on the humorous dialogue and quirky character.

Tom: And once again, this is simply, of course, my interpretation of it.

Phil: Your simple interpretation.

Tom: Yeah.

Tom: If you were going to make a parody of something that you got and loved, you would probably, for many people, want to parody the more outlying stuff, such as what I just mentioned, and not poke fun at the heart of the show, the emotional core of the thing that you love.

Phil: Well, yeah.

Phil: I mean, if you love it, right.

Tom: So that's what I was trying to get at with the satirical take in an homage.

Tom: But by the same token, you look at something like Binary Domain, where what's being missed from action films is once again exactly the same thing.

Tom: It's the emotional core that does not come across in translation.

Tom: So what Binary Domain has from action games is the ridiculous action scenes and the action one-liners and all the sort of surface things that are immediately apparent.

Tom: And it doesn't present its themes in the same way that themes are illustrated in an action game or film.

Phil: Well, absolutely I agree, because if you play Binary Domain, it's like playing Gears of War, except it has heart.

Tom: So the point is basically that either interpretation, as far as either of us can tell, makes about as much sense and that, once again, this was where I was going with my preamble of assuming that Toshihiro Nogoshi was more understandable in interviews, regardless of the reason, I still wouldn't take what the person themselves are saying as gospel.

Tom: So I'd basically just be ignoring their comments on the artwork, slash game, or whatever you want to call it in question as well.

Phil: That they created.

Phil: Yeah, typical reviewer.

Tom: Yeah, exactly.

Tom: I mean, yeah.

Phil: Okay.

Phil: You're taking a guy who is tweeting about this game, you just have to look at this guy's Twitter.

Phil: He just is so, this is the game that he made, and he is so believing of it.

Phil: And he thinks that anyone who likes it, like Destructoid gave it to he's like, yeah, these people really like it.

Phil: And the people that say, oh, it's so bad, it's good, all he hears is, it's good, right?

Phil: I was watching a cut scene earlier today in Deadly Premonition and I was like, okay, I finally now get what people were saying when they say it's so bad, it's good.

Phil: Because if you just look at this cut scene, this is really bad.

Phil: I mean, on every level, graphically, shot selection, voice acting, this is terrible.

Phil: I mean, it's just terrible.

Tom: See now, I actually think so far the voice acting is good.

Tom: And the reason for this is...

Phil: From time to time, though, it is good, but from time to time, they've got some disconnected voice acting where they've got two pet characters interacting that obviously weren't recording at the same time.

Tom: That's gonna be, I guarantee that's gonna be every single person in this.

Tom: There's no way they have people recording at the same time in a localization of this budget.

Tom: No chance whatsoever.

Tom: Most big films cannot be bothered doing this.

Tom: The thing that I am extremely impressed by is how excellent the translation of the script is.

Tom: And here's a simple tip, and this doesn't apply just to writing.

Tom: If you look at anything, anything as far as the story and character is concerned, you can immediately tell how good it is gonna be within a very small margin of error by looking at the names of the characters involved.

Phil: Like Anna Graham?

Tom: Yep, or Francis York Morgan.

Tom: Those are great names.

Tom: They're humorous, or at least Francis York Morgan is.

Tom: It's quirky, it's humorous, but it's not completely over the top, and it's believable.

Tom: You can, from that you, it can immediately tell, okay, now they've got a sense.

Phil: Someone's paying attention.

Tom: For what they're doing.

Tom: They understand writing.

Tom: They don't just think, okay, I'm gonna come up with the most absurd name because this is an absurd thing.

Tom: And writing is just the idea.

Tom: They understand there's actually more to writing than that.

Tom: So immediately, you can tell.

Tom: And the same goes for films.

Tom: Basically anything that involves writing, you can immediately tell from the names.

Tom: And the script is really good.

Tom: There is lots of really bad lines in it.

Tom: Let's be honest.

Tom: There's clunkers at a reasonable rate.

Phil: Yeah, but it's a lot of dialogue, though.

Phil: You're gonna get some clunkers.

Tom: But it is original.

Tom: It's not like your average game script.

Tom: It's not like your average film script.

Tom: It's original, solid writing.

Tom: And the voice acting, there is nothing remarkable about the voice acting whatsoever.

Tom: But this just shows that voice acting really, really needs decent writing.

Tom: And it makes such a difference.

Tom: And the reason, once again, the voice acting, when they come across a clunker, they deliver it so badly.

Tom: These are not great voice actors.

Tom: And this is not greatly directed voice acting.

Tom: But because of the-

Phil: To let you know how deep into this bullshit I am, I actually also listened to an interview with the localization guy for this game.

Phil: And I know that it was a low budget, but again, earnest effort.

Tom: And that's the other thing that comes across.

Tom: Everything in this is made with love, and that includes the localization.

Phil: Yeah, they bled their hearts out for this game.

Tom: Final thing is just two very quick things, because we've been talking so long about it, we may as well go into basically everything we possibly can.

Tom: And the first thing is, this is the second ever game to not understand the resolution that I'm trying to play the game at, which is p.

Tom: So when I start this game, as soon as it's gone past the move warning screen, it switches immediately to an aspect ratio of four to three.

Tom: With black bars at the bottom of the top of the screen, the only other game, just to give you a sense of the budget involved, the only other game that I've come across that has done this is Papo and Yo.

Tom: And that at least has the courtesy of being playable in four to three, so they weren't black bars at the top and the bottom of the screen.

Tom: So this is below Papo and Yo.

Phil: This is the thing.

Phil: This game came out for the and as I said, the Directors Cut is now available for the PlayStation

Phil: And people are like, okay, Directors Cut, you know.

Phil: And a lot of the sales are going to be driven by people who are like, people who don't own a but have heard all the hype.

Phil: But still, if you're going to put Directors Cut on it, I want stuff.

Phil: I want interviews with the voice actor who played York.

Phil: I want interviews with Swery.

Phil: I want the best audio and visual fidelity.

Tom: Do you know what is in the special thing down the bottom?

Tom: That is blackout for me.

Phil: Not yet, and not until I, you know, Velvet Beats the Game.

Tom: So maybe that will contain what you're after.

Phil: I'll let you know next week.

Tom: And how shit is that, though, that you can't access that?

Tom: Because so many people, because this is such a cult game and everyone loves it, so many people are going to be re-buying this.

Phil: Yeah, I did.

Tom: Fucking play through the game again, which they're probably going to do anyway, but wouldn't the first thing you want to do see what the special features are?

Phil: That is the first thing I wanted to do.

Phil: Now, the reason why I bought this game is because fucking imported it, as we all know from previous episodes, is because I want an excuse to play it again, because I find it to be such a brilliant out of game, right?

Phil: So the first thing I do is I say, oh, special, okay, because you're buying the Directors Cut.

Phil: Let's see what's in here.

Phil: You know, blooper reel, whatever.

Phil: No, grayed out, sorry.

Phil: Gonna have to beat the game.

Phil: And you're like, well, yeah, I was gonna beat the game anyway.

Phil: But you know, what if you just replayed the game like three quarters of the way through and you're like, yeah, I got to a hard boss.

Phil: You know, I've already beaten this game.

Phil: I don't really need the trophies or whatever.

Phil: It's a crime.

Phil: If you're gonna have a HD remix or a Directors Cut, you need to have all of those options, unlockable upfront, including cheats.

Phil: You know, like in REyou should be able to play this with the best weapons from the start and all the rest of it.

Tom: Absolutely.

Phil: I would just say please, please stick with it.

Phil: And I think after a certain point, this game is gonna, you know, hook you in the mouth and you're not gonna be able to stop playing it.

Tom: Yeah, well, as I said, the only reason that I am, do not want to play it is because of the buzzing noise.

Tom: Otherwise, I would be even at this stage all over it.

Tom: Now, I've actually got a question for you about the future of the game.

Tom: Please tell me, for the love of God, the driving is less in the future.

Phil: Well, you know, you can move from first person to third person.

Phil: And you know, if you run out of gas, you can put up a flare.

Tom: Yeah.

Tom: So what you're saying is there's just as much driving.

Tom: So I'm gonna be spending hours driving along.

Phil: There is less driving.

Phil: There is less driving, but I think they front load it in the first part of the game, because they want you to do the side missions, like collecting flowers, fishing, perving on people through their windows, buying different kinds of pie and all sorts of things like that.

Tom: I don't know.

Tom: I think that is just so stupid, because this is the sort of thing where you wanna hook someone immediately because of how bad everything is on the surface, right?

Phil: The driving is horrible.

Tom: So the driving is horrible.

Tom: It's not fun navigating the world.

Tom: Why would you then want to front load all this bullshit?

Tom: If the story, if the cycle is interesting, there's gotta be a better time to stick them in the story.

Tom: Right?

Tom: Later on.

Tom: Once you're engaged in the gay world so you can forgive the stuff.

Phil: I've got a question for you.

Tom: Yeah.

Phil: You know I'm a wham bam type gamer.

Tom: Yeah.

Phil: I have no patience.

Phil: I just wanna bam through these games, finish them, analyze them, file them away.

Phil: Right?

Phil: Yeah.

Phil: You know I have no tolerance for bad mechanics.

Tom: Yeah.

Phil: No tolerance.

Phil: None at all.

Phil: Zero.

Phil: How do you reconcile that I gave this game a out of ?

Tom: Well, as I said, if it was not for the buzzing, I would wanna continue playing a lot, because as bad as the beginning is, once again, as soon as the opening cut scene begins and he's talking about Tom and Jerry, you know you're in for something original and made with love, you know?

Tom: So why would you wanna stop?

Tom: Because there's enough there to make you put up with the bullshit, even then.

Tom: Even when you're not completely hooked with the story, there's enough to make you wanna play.

Tom: And there's a great sense at that stage that this is going somewhere very special.

Phil: Yeah, I think it's York.

Phil: When he starts talking about the Superman movies and who directed them and all this other sort of thing, I think it does come down to the strength of the character, York, where you're just like, what is going on here?

Phil: If you think there are things that are disturbing in this game, and you said that earlier, right?

Tom: Yeah, not disturbing.

Tom: I say they managed to actually make the atmosphere somewhat creepy, which so many modern horror games completely failed to do.

Phil: You are...

Phil: This is the most disturbing game I've ever played.

Tom: One thing, once again, this is possibly the greatest feature I've come across in a game with side quests that have a time limit on them.

Tom: And this is a pet peeve of mine, because I love going and doing all side quests.

Tom: But if you make them limited, then you've got to go and do them at annoying times in the story.

Tom: So what is possibly Deadly Premonition is, you can at any stage reload any chapter in the game.

Tom: Go and do these side quests, then reload to where you're up to and continue on.

Tom: That is an amazing feature.

Tom: That deserves so much more credit.

Tom: That is genuinely great.

Phil: It's a stupid game.

Tom: That's just amazing though.

Tom: Just cannot comprehend why more guys don't do that.

Tom: That is just so brilliant.

Tom: But at the same time, it only lets you have one save.

Tom: Because the game is so low budget, every time I load it, I'm thinking something is fucked up and my save is going to be ruined.

Tom: So, as awesome as this feature is, I'm afraid to reload a previous section and go back and do something.

Tom: And apparently, there are issues with this that can result in your game being broken.

Tom: You have to start again.

Phil: With your PlayStation, I know you can shove a USB stick in there and back up your saves.

Phil: That's good.

Phil: Yeah, I was doing this for Skyrim, just to be on the save side, because the last thing you want to do is lose the save like that.

Phil: You can't throw in a USB stick and back them up that way.

Tom: So let's go with the earnest angle, just one more time, just quickly.

Tom: Now, this so far comes across to me as, after playing Drive Up, the original Drive Up.

Phil: Yes, which I have also played recently.

Tom: Now, when did that come out?

Phil: I'm gonna guess

Tom: Okay.

Tom: When I was around shall we say, around after playing that, I was inspired.

Tom: And basically, I had an idea for a game somewhat similar to Grand Theft Auto, but the main thing was, you could just drive around doing whatever you wanted, going to any building you pleased.

Tom: The world would function as a normal world would.

Tom: So shops would open and close, people would come and go from work and the whatnot.

Tom: This is literally the game that I would have made at years of age, in full earnest, except, oh, there's also the story.

Tom: But apart from that, this is my dream game from when I was that I would have been capable of making.

Phil: And isn't that worthy enough?

Tom: Exactly, that's by no means criticism.

Phil: Yeah, and I think, and that's the way I see Swery, is that he's so earnest about it, he's just like, yeah, this is great, you can go anywhere, you can do anything, you can go fishing if you want.

Phil: It doesn't matter that the fishing minigame is shit, you know, it doesn't matter that the mechanics of the driving is shit, you can do it.

Tom: Yeah, and one last thing on the earnestness.

Tom: Here's the thing, if it is a satire, I don't think that takes away from the earnestness whatsoever because parody and satire...

Phil: Satire is knowing, you can't have earnest and knowing.

Tom: No, you can, because let me finish here.

Tom: Because his earnestness is in his love for the thing he's created, right?

Tom: That is a big part of the earnestness.

Tom: And it is just as much a barrier to make something shit, right, that you put all your heart and soul into, and be earnest in championing this thing, as if you make a parody or a satire, because everyone's initial reaction to that is, well, okay, it's cool you did a parody or a satire, but that's all it is.

Tom: So if it is a satire and he's so earnest about it, that deserves just as much props from me.

Phil: Okay, so are we gonna stop the show here?

Tom: Yeah, are we just gonna end like that?

Tom: I think that's perfect.

Tom: Just then bring on the music.

Phil: Yeah, why not?

Game Under Episode 6

Stream above, or right-click then save as to download here. You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS?

Impressions
00:15 Tribute to Aarny
00:27 Introduction
00:45 Phil's new games this week.
02:06 Halloween and ANZAC Day.
04:41 Tom talks about games he has gotten.
05:28 Resident Evil Revelations Impressions from Tom and Sub-discussion about limited resources and pacing.

News
27:30 NPD - A Big Downturn.
36:45 Nintendo Shuts Down Playthrough Tutorials on YouTube
43:30 EA Abandons Online Passes (coded DRM for Multiplayer) and side-discussion of Wii U
49:15 Nintendo Direct (we play Care/ Don't Care)

YakuzaZillzONE Minute
57:00 Yakuza 1 and 2 HD coming to Wii U (and side discussion of Wii U price in Australia)
and ... Yakuza 5 Has Sold 590K in Japan

1:01:00 PS4 Potential Detailed in Killzone tech Specs

Impressions
1:09:00 Metro: Last Light

YP8hMo4.jpg

Game Under Episode 5

It's our monthly BIG SHOW, so you may want to use our timeline guide below.  We have an interview with horror expert Rob Lowzak, exclusive Australian impressions of Deadly Premonition: Director's Cut and we talk about our recent and favorite horror games.

Stream Above or Download Directly Here (right-click then save as).  You may also listen to our shows using Stitcher.

Also, please subscribe to our podcast using RSS by clicking here. Or Subscribe with iTunes.

Horror Special

2:53 Apology to the Japanese People.

3:25 Mrs Fogg Buys Some Games

10:00 Deadly Premonition: Director's Cut Impressions.

22:45 Left 4 Dead 2 Impressions (with lots of Half-Life 2 discussion)​

48:40 Cursed Mountain Impressions

Feature 1

1:08:15 What is it about horror that translates so well to video games?

Interview with Rob Lowzak
1:11:00 Horror Expert Takes Us Through the History of Horror Gaming
2:21:15 Alan Wake Impressions
2:27:15 Alan Wake: American Nightmare Impressions

Feature 2
2:31:30 Our Favorite Horror Games
2:32:00 Condemned
2:38:30 Rule of Rose

Outro
2:48:10 Vocal Performance by John (@aarny91) (These Owls Can't See Me)

Game Under Episode 4

Before getting into the news of the week Tom and Phil go over all the latest GTA5 news and focus on the evolution of the popular franchise

Stream Above or Download Directly Here (right-click then save as).​​  You may also listen to our shows using Stitcher.

Also, please subscribe to our podcast using RSS by clicking here.​​ Or Subscribe with iTunes.

GTA Special
0:07 GTA Through the Ages
24:15 We Watch the Latest Trailer

Introduction
37:22 Welcome to the Show!
39:45 One Last GTA Thing: Odin Sphere and how it is like GTA.


News
50:05 Eternal Darkness Sequel
58:19 3D Mario Coming by October
1:00:57 Respawn on Durango Only


YakuzaKillzONE Minute
1:06:48 Killzone and PS4 Controller
1:08:47 Yakuza Restaurant Shoot-out

Game Impressions
1:11:40 Dyad
1:35:18 Resistance 3

Game Under Episode 3

Tom Towers and Phil Fogg break from their monthly podcasting schedule go over the week's news and anything else gaming related in their lives.​

Stream Above or Download Directly Here (right-click then save as).​​  You may also listen to our shows using Stitcher.

Also, please subscribe to our podcast using RSS by clicking here.​​ Or Subscribe with iTunes.

NEWS

3:29 Nintendo Skipping Keynote at E3 2013 (Nintendo too Embarassed)

11:20 EA Shuts Down EA Partners

22:51 XCOM Shooter is Alive and Has a New Name

27:55 HOTD iOS

31:05 Durango Details Coming May 21 (Microsoft to Anger Millions)

35:35 Shinji Mikami's New Game

​43:33 Dragon's Crown Controversy

51:59 Thomas Was Alone Might Come to 360

YakuzaKillzONE MINUTE

54:50 Tom Goes There (points out how Killzone is better than Call of Duty)

1:21:21 The Tiny Yakuza Section of Tom's 28 minute Killzone Feature

Final Thoughts (Games we finished this week)

​1:23:40 Spec Ops: The Line (Multiplayer Impressions)

1:32:33 Serious Sam 3 (Phil Thanks Tom for Beating the Game for Him)

1:33:45 Bully (Phil Fog's Final Thoughts)

They are only pictures people.

They are only pictures people.

Game Under Episode 2

Tom Towers and Phil Fogg break from their monthly podcasting schedule  go over the week's news and anything else gaming related in their lives.​

Stream Above or Download Directly Here (right-click then save as).​​  You may also listen to our shows using Stitcher.

Also, please subscribe to our podcast using RSS by clicking here.​​ Or Subscribe with iTunes.

Howl of the Dragon Golfer
0:01 (MP3) (Article Source) (EP)

YakuzaKillzONE MINUTE
2:45 Kaz is coming to Hots Shots Golf.

4:04 Killzone Director Says PS4 is Not Just a High End PC

NEWS

​7:29 Nintendo Direct Conference

40:25 March 2013 NPD
Sega Saturn with Memory Card

Sega Saturn with Memory Card

Game Under Episode 1

​Tom Towers and Phil Fogg move their act to a new stage.  This episode includes over an hour of discussion on Spec Ops: The Line (spoilers from 1:33:00 through 2:30:55) as well has hands-on impressions of Evoland, Zeno Clash, Serious Sam 3, Killzone, Bully and Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army.​

Stream Above or Download Directly Here (right-click then save as).​​

Also, please subscribe to our podcast using RSS by clicking here.​ or subscribe with iTunes here.

Download the EP featuring Sweet Billy Revolt here.​

​GAME IMPRESSIONS

3:31 Evoland impressions and talk about referencial humour and impersonation.

10:45 Zeno Clash and review processes at big websites.

27:15 Serious Sam 3 and how Phil would fix it.

40:45 Killzone 1 with some Yakuza talk.

51:00 Bully and soap opera talk.

1:05:45 Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army impressions.

FEATURE

1:17:25 Spec Ops: The Line in-depth discussion.

SPOILERS BEGIN AT 1:33:00 and end at 2:30:55

NEWS

2:30:55 GTA Tracks Now on Spotify and iTunes followed by discussion of favorite GTA songs.

2:36:40 Brain Training is Culturally Insensitive as are the Japanese.

2:39:23 Bioware Says Jade Empire Would Have Been Huge 360 Launch Game.

2:42:50 Oculus Rift and discussion of virtual reality.

2:46:12 PC Shipments Down and analysis.

2:51:15 Cancelled Mega Man FPS.

FEATURE 2

2:53:28 Square Enix Problems plus Bonus Material.

WHAT'S HAPPENING AT THE VGPRESS.COM and LASERLEMMING.COM

3:00:50 Dvader's Backlog and his Gaming Malaise.

3:08:28 Discussion of the history of QTE's and Boss Battles from LaserLemming.com

3:23:08 Slave Billy Revolt adapted from an article at LaserLemming.com

Transcript
Phil: Well, I received your ground rules earlier today for The Game Under Podcast, Tom, and let me just go over them here with you.

Phil: Number one was no editing out of racist or pedophilia jokes.

Phil: That was your number one.

Phil: Number two was you wanted a five-minute break every three minutes.

Tom: And that, bear in mind, that's come down from four minutes every two minutes.

Phil: Okay, I understand you're trying to meet me in the middle.

Phil: And then number three was you wanted long sections of static bows.

Tom: Yeah.

Tom: A little background.

Phil: We're gonna skip four.

Phil: But number five I have a real problem with, which is no fake American accent.

Phil: Well, I don't even have a fake American accent.

Phil: I don't even have a real Australian accent.

Phil: Um, but, uh...

Tom: A fake Australian accent.

Phil: Look, look, mate.

Phil: I've received your grand rules.

Phil: I'm gonna draw a line in the sand here.

Phil: These are my grand rules moving forward.

Phil: Number one, no discussion of segues ever.

Tom: Can I just say that was quite a good segue from my grand rules to yours one?

Tom: To your grand rules.

Phil: Actually, you know what?

Phil: I gotta agree.

Phil: Also, um, you know, we've never talked about this before in the recording, so we'll just get out of the way before we start.

Phil: But my name is Phil.

Phil: Not Aspro, not Shane, nothing else.

Phil: I mean, my full name is Phileas, but my name is Phil Fogg and...

Tom: So your full name is Phileas and the Fogg is the name you've added on.

Tom: That's not your full name.

Phil: Fogg is my real last name.

Phil: Two Gs.

Tom: Yep.

Phil: Also, I don't want to overly explain why this is not the press room, the official podcast or the VG press.

Phil: In fact, I don't want to explain it at all.

Phil: All I know is this is The Game Under Podcast with the internet sensation Tom Towers and Phil Fogg.

Tom: I don't actually know why it is not the press room podcast, so he couldn't explain it if he wanted to.

Phil: But this is The Game Under Podcast.

Tom: Definitely.

Phil: And I hear we have a website.

Phil: Also, number four, just for today, no Wii U discussion.

Phil: I think this is something that is better left unspoken about for a few more months.

Tom: Neither of us have a Wii U anyway.

Phil: Yeah, what do we know?

Phil: Let's not talk about it.

Phil: Finally, I want a ball of red M&Ms in the green room before every show.

Tom: Which brings me back to rule four from my list, and that is that the M&Ms in the green room, as requested by Astro, must in fact be eaten by me and only me.

Phil: All right, you ready to do this podcast?

Tom: Yes, I am.

Phil: All right.

Tom: I thought we already were.

Phil: Well, here's the introduction.

Phil: Are you going to do the introduction or shall I?

Tom: I will.

Tom: I will.

Tom: Welcome to the first ever episode of The Game Under Podcast.

Tom: And today we'll be talking in depth about Spec Ops The Line, Square Enix's sales expectations as well as our regular features, which we won't list because they're simply too numerous.

Tom: I am Tom Towers and I'm joined by the wonderful Phil Fogg.

Phil: That's right.

Phil: Phil Fogg.

Phil: We're not going to go into how I bought a microwave today that didn't work.

Phil: All my new headset, the Turtle Beach Air Force PLA, because we have such a big show.

Phil: I figured we'd just go straight into our video game impressions and what we've been playing.

Phil: I'm going to go with the most relevant game I've been playing.

Phil: I'm not really known for playing relevant games, but I got this game on Steam last weekend for like $

Phil: It was on sale.

Phil: It's called Evoland.

Phil: You heard this one?

Tom: Yes, I have.

Phil: So, Evoland is obviously an enneagram of...

Phil: Well, actually, it's not an enneagram at all.

Phil: But it's supposed to...

Phil: You know, you're supposed to look at the word and go, oh, Evolve, right?

Phil: And basically what this is, it's a meta game.

Tom: I think you'll find that when we were discussing this beforehand, I actually wrote Evoland as Evolve on Gchat.

Phil: As did I.

Phil: As did I.

Phil: And this is a meta kind of game.

Phil: Well, it is a meta game.

Phil: And it's much like Half Minute Hero or D...

Phil: What was that D one for the...

Phil: It was a PlayStation exclusive.

Tom: D Dot Game Heroes.

Phil: D Game Hero.

Phil: Half Minute Hero.

Phil: This is very much in the same vein in that it references Zelda very much and it also references Final Fantasy games.

Phil: And basically where the evolution comes into or the gimmick, if you will, is that the game starts out black and white and very pixelated.

Phil: And you can only move to the right.

Phil: So you move to the right until you find a chest, you open it up and then you unlock left.

Phil: And then you can move to the left.

Phil: And then you find a chest and then that unlocks up.

Phil: And then you can move up and so on and so forth.

Phil: And then eventually you find a chest that evolves you into -bit graphics and then -bit graphics, -bit graphics, DS graphics into the future.

Phil: So...

Tom: It obviously ends up looking better than Crysis

Phil: With all the settings on, even the lowest settings.

Phil: I mean, it's a very enjoyable game.

Phil: If you were to...

Phil: I mean, it mimics the source material like Zelda and Final Fantasy precisely.

Phil: And some people say that, you know, okay, well, it's just mimicking them.

Phil: That doesn't mean that they are them.

Phil: That doesn't mean this is a Final Fantasy game or a Zelda game.

Phil: But as far as I'm concerned, I mean, when you hear a good mimic or a good impersonator, the reason why...

Phil: I mean, why do people listen to celebrity impersonators, right?

Tom: Yeah.

Phil: Why do people listen to celebrity impersonators?

Tom: One, I would say, just to interrupt you there completely.

Tom: One, simply, most of them are making fun of them.

Tom: So, but we'll ignore that for the minute.

Tom: And the second one is, being a good mimic requires a great deal of skill.

Phil: Yes, it does.

Phil: Like, what's that guy's name?

Phil: Frank, what's his face, you know?

Tom: I don't know.

Phil: Well, he's an American guy, but...

Phil: Frank Catalanotto, right?

Phil: I think the point of humor in references, whether it be with a celebrity impersonator or a mimic, or in video games such as these, or, you know, Retro City Rampage, which I also played, but we're not specifically going to talk about this week.

Phil: It goes back to that old...

Tom: You've got to start on a platforming boss, by the way.

Phil: Yes.

Phil: But it all goes back to that Simpsons reference where everyone's laughing at a joke around Homer, and then Homer says, oh, joke, I get jokes, right?

Phil: And I think that's what impersonation humor is about.

Phil: It's basically like, oh, I get it.

Phil: That's a reference to something I know about.

Phil: See?

Phil: And it's not necessarily humorous.

Phil: It's just basically a reference.

Phil: And I don't know why that's amusing to people, except when you stereotype it or turn it up a notch.

Phil: And then you go, oh, yeah, Nixon did kind of sound like that.

Phil: That's funny, you know?

Phil: So basically where a reference, which is exemplified or amplified rather, brings new vision or new truth to the source material.

Phil: I think that's the value that it has.

Phil: So people will use words like derivative or clone or whatever, but I think games like Half Minute Hero and D Dot Heroes and Evoland, what they're actually doing is getting into why, a deeper understanding of why the source material was good.

Phil: And kind of like, you know, I'll read a review and then I'll summarize it in bullet point form.

Phil: Well, the bullet point form is actually in some ways better than the review because it's getting to the essence in a much shorter form than the source material.

Tom: That's simply because you're not Tom Towers.

Phil: Well, that's right.

Phil: I mean, if I could write long form articles like yourself, I would do so.

Phil: But I mean, I guess that's why people read things like Reader's Digest versions of large novels or the Cliffnote versions or, you know, the Dummies books.

Phil: But back to the game, I find it thoroughly enjoyable for the reasons that I've said.

Phil: It mimics the game's Final Fantasy and Zelda.

Phil: If you're familiar with the source material, you'll find it a joy.

Phil: It's short, it's fast moving.

Phil: It's a total kick to see the aesthetics evolve as you unlock things.

Phil: And it's not laugh out loud funny.

Phil: It's more like a low chuckle.

Phil: You know, when you unload, when you unlock better music or better graphics, it's kind of like, you know, but the thing is it drips it out at such a pace that you're never really bored or distracted.

Phil: So that's really it for Evoland.

Tom: I got a question about it.

Phil: Yeah, I thoroughly recommend it.

Phil: If you can find it for $like I did, just pick it up.

Phil: If you like Zelda or Final Fantasy or video game history, pick it up.

Phil: It's a fun game.

Tom: That does sound pretty good.

Tom: But my question is, so when these things evolve, and let's say specifically the graphics, how exactly does it happen?

Tom: Like, does it transfer to it slowly or...?

Phil: And then the screen will change from -bit to -bit.

Phil: And so a tree that before may have looked like an old-fashioned sprite will now be more fully realized.

Phil: And as you get deeper into the game, it will become D and things like that.

Phil: It's a really beautiful thing.

Phil: And you can basically check it out on YouTube and stuff like that to get the essence of it.

Phil: GameSpot, there's a good trailer for it.

Phil: Actually, the trailer is the best representation of what the game is about.

Tom: GameSpot didn't like it.

Tom: They gave it a

Phil: Yeah, that was Carolyn Pettit, though.

Tom: Yeah.

Tom: Once again, getting in there with a lower score.

Phil: Yeah.

Phil: Look at me!

Tom: Look at me!

Phil: Actually, I'm not going to make the three jokes that immediately came to mind, so let's just move on.

Phil: Do you want me to talk about my next game?

Tom: How about I move on to something?

Phil: Yeah, yeah, yeah.

Tom: And we'll stick with the Indies, because I recently played through Xeno Clash, which is a first-person fighting game.

Tom: Are you all familiar with it?

Phil: Well, when you say first-person fighting game...

Phil: As in a beat-em-up?

Phil: Is it like Breakdown?

Phil: You know, that Namco game?

Phil: Where you're, like, in the first-person view and your fists are, you know, coming into the screen?

Phil: Yes.

Tom: I haven't played Breakdown, though, so I can't comment on the gameplay, but the gameplay is basically a slightly parred-down version of a proper beat-em-up in the vein of, say, Tekken or Street Fighter.

Tom: So there's a big focus on combos, blocking and all the sort of stuff you'd expect.

Tom: And it's actually really well done.

Tom: At first, when you start playing, it's really quite disorienting.

Tom: Oh, and another cool thing about it is, before each battle, it has, you know, lots of old D beat-ems-up before the battle.

Tom: They had a screen where they basically had the people involved in the battle, a picture of them stuck on the screen facing each other ready to fight, right?

Phil: Yep, yep.

Phil: They do that in Retro City Rampage pretty good.

Tom: Yep.

Tom: They basically do that here.

Tom: So you always, though not always, but most of the time know what you're coming up against and so the problem is though, while all the combos and whatnot are well designed and in theory you've got to use blocking or you're going to get your arse handed to you, right?

Tom: The problem is heavy attacks are completely overpowered.

Tom: So you can go into almost any battle and once you can have figured out how to time heavy attacks, you can basically just spam them and the enemies have got absolutely no chance against you.

Tom: This only does not apply though when you're in a battle with a lot of people because when you're in a battle with a lot of people, there will be people using ranged weapons as well.

Tom: So you've got to then consider who to attack first.

Tom: So I want to leave myself open to the weaker but still dangerous ranged attacks while taking out a Malega who's going to do more damage to me but I could possibly run away from or do I want to go and kill the ranged guy first.

Tom: So that kind of saves it from being a real ball where you're just spamming ranged attacks.

Tom: But a lot of the time it does pretty much feel like you're completely overpowered.

Phil: Okay, well again we're talking about Zeno Clash.

Phil: This is Zeno with a Z or Z, right?

Phil: Z-E-N-O Clash.

Phil: And this is developed by a Chilean team.

Tom: Correct.

Phil: Which I don't think I've ever heard of a video game coming out of Chile before.

Phil: Are you playing the PC version or the version?

Phil: The PC version.

Phil: Okay, so how do the combos work on...

Phil: Well, before we get on to the combos, you say like when I'm playing Sleeping Dogs or Yakuza or whatever, right?

Phil: And you're involved in a rumble, right?

Phil: It's a typical beat-em-up type situation.

Phil: You're going to have guys with a baseball bat or a knife, right?

Phil: And then you're going to have little edgelings or whatever you want to call them, that are fodder.

Phil: So like ordinarily, I will go after the guys with the weapons first to get them out of the way while they still have plenty of health and then go after the fledglings, right?

Phil: Yeah.

Phil: So is that what you're doing in Xenoclash?

Phil: Is that what you were just describing?

Tom: No, because the people with ranged weapons are still fully fledged normal combatants.

Tom: And on top of that, if you go and attack them, which is another element to the strategy, if you go and attack them, you can knock the weapon out of their hands.

Tom: So what you can do is you concentrate on killing the people that are going to be focusing mainly on melee attacks while also watching these weapon people out of the corner of your eye and going over and knocking the weapons out of their hands.

Tom: But there are in fact fodder enemies.

Tom: The enemies are describing what people are.

Tom: But also going around the levels mainly as kind of interludes between the bigger battles.

Tom: You do come across animals to shoot.

Tom: And the less said about the shooting mechanics, the better.

Tom: It's really lightweight and just feels kind of pointless.

Phil: Well, what are you actually shooting?

Phil: What weapon do you have?

Tom: Well, there's stuff like crossbows, shotguns and puffer fish pistols.

Phil: Miniguns?

Tom: No miniguns.

Phil: Puffer fish pistols?

Phil: They shoot puffer fish?

Tom: They're puffer fish, presumably dead puffer fish, faceted into the shape of a pistol that shoot pallets out of their mouth.

Phil: This is lame.

Phil: Lame.

Phil: I mean, like how many years ago did Armed and Dangerous come out with a shark gun?

Phil: Yeah.

Phil: You know, the rocket launcher that shoots sharks.

Phil: And they're just using the puffer fish?

Phil: Yeah.

Phil: All right.

Phil: Well, on the keyboard, though, how do you do combos on a PC game in a fighting game?

Tom: So, left mouse button is basically your normal or weaker attacks.

Phil: Left is weak.

Tom: Yeah.

Tom: And right is strong.

Tom: So, that might sound quite simple.

Tom: But then, of course, you've got the most basic way to do a combo, which is multiple taps of the one button.

Tom: But it does go deeper than that because coming into it is you can then combine, say, multiple attacks within a block attack, which performs a different attack to then if you were just to tap left mouse button.

Tom: And also, you can combine block attacks, multiple tap attacks and dodge attacks.

Tom: So, block, sorry, so space bar acts as your block button.

Tom: And also, if you apply movement at the same time as blocking, then you do a dodge.

Tom: So, they may actually make it work really well on keyboard.

Tom: Except for one mechanic, which is the lock-on, which is just absolutely horrendous.

Tom: And I'm not sure if I was accidentally pressing E, which performs lock-on, which I'm % sure I wasn't, but it randomly locks on to enemies, which then completely stuffs up the combo you were attempting to perform.

Tom: Yeah.

Tom: Wow.

Tom: So, at the base, it's a really good system, but it's not executed all that well.

Tom: The other thing about it, which is quite quick, I'd just like to say the...

Tom: it looks very much like a...

Tom: let's say a documentary version of Morrowind.

Tom: So it's not populated by actors and actresses.

Tom: The characters involved have gotten moles and acne and all sorts of good stuff that you'd expect to find on actual people.

Phil: So they don't have a clean faces mod for this game yet?

Tom: No.

Phil: No, it's a shame.

Tom: And I assume it was influenced by Morrowind because it just looks so much like a dirty version of Morrowind.

Tom: And it was originally an RPG, so perhaps it was.

Tom: Wait, wait, wait.

Phil: This game, ZenoKled, for the PC and it was an RPG before it was...

Tom: It was originally an RPG called Zerodnik or something, which is the name of the world it is set in.

Tom: And the sequel, which is coming out next month in May, has apparently RPG elements to it.

Phil: Maybe they should call up Kurt Schilling to put this whole thing together for them, you know?

Tom: Well, yeah.

Tom: Well, as I was saying, it looks great.

Phil: It just sounds like...

Phil: Alright, well, yeah.

Tom: Yeah.

Tom: It sounds like what, sorry?

Phil: It just sounds like a complete cluster, because they turned an RPG into like, oh, our fighting...

Phil: Our fighting engineer is pretty good.

Phil: Let's just make it a brawler.

Tom: Well, it works quite well.

Phil: And after we've built up the rich world of Xenoclash, that's when we'll come back and make the RPG of our dreams.

Tom: That's right.

Phil: The only thing they could do to top this would be to make it an MMO that requires a monthly subscription.

Tom: That'll be Xenoclash

Phil: Yep.

Tom: Yeah.

Tom: So the last thing about it, though, is...

Tom: which is the biggest load of crap.

Tom: And I'm going to go into spoilers here.

Tom: You can add a spoiler warning here.

Tom: Because no one really cares.

Tom: So there's no point in...

Phil: No one's going to play.

Tom: The story, which is quite interesting and reasonably well done overall, is basically, you're the child of a seemingly hermaphrodite bird creature.

Tom: And it starts off with you killing it.

Tom: And then, from that point on, slowly, through exposition, explains why you killed it.

Tom: And this bird creature basically was, first of all, not a hermaphrodite.

Tom: It's a male, so it's been going around kidnapping babies of people and raising them as its own.

Phil: You know, that's not really unreasonable because most god mythos is, you know, god is without gender.

Phil: And if god is without gender, then it can...

Tom: A huge amount of mythos relate to gods as well.

Phil: Keep going.

Tom: So anyway, so, then at some stage through the story, you meet this Frankenstein, lycra wearing god type person who's all knowing.

Tom: And I just cannot understand why they're even there because they make absolutely no sense within the context of the story.

Tom: They go along, spouting all this philosophical bullshit and then at the end, which could have been a really good end, basically, you find out Father Mother isn't dead.

Phil: Father Mother.

Tom: That's the name of her Maphrodite parent.

Tom: And so you've got to fight them again.

Tom: After defeating them, the question is, are you going to kill them or reveal their secret to their children that they're all adopted slash kidnapped?

Tom: And so the main character decides, no, I'm not going to, which is perfectly fitting with the character.

Tom: Then this all-knowing asshole says, oh, wait a minute, fuck you, I don't care what you want to do.

Tom: By the way, you're not the real children of this person who kidnapped you all.

Tom: The end.

Tom: It's just part of stupidity.

Tom: I just cannot comprehend it.

Tom: The only possible explanation is, they kind of go on about the broader world that is involved in the game, maybe just setting it up for the sequel and pointing out, yes, this was meant to be a broader RPG.

Tom: Yeah, you're just stunned.

Phil: I am stunned.

Phil: I don't know if it's Frankenstein, Frankenstein.

Phil: I don't know why you even played this game to completion.

Phil: You've got so many other games to play.

Phil: I mean, there had to be something compelling pushing you forward.

Tom: I actually did enjoy it a great deal, I have to say.

Tom: Because while the combat is really impossible to describe as sounding like it's going to be good, but when you actually play it and get used to it, it is an enjoyable system, albeit a flawed one.

Tom: And personally, I enjoyed the art style and the story up until that point.

Phil: Yeah, this is basically using Valve's Source engine.

Phil: And I saw some of the images.

Phil: They're most distasteful and like the confusing story, I think this has to do with something about the Chilean culture.

Phil: What is distasteful about it?

Phil: Something not translating.

Phil: Well, the detail...

Tom: You don't like the anuses.

Phil: The detail, the attention to detail in regard to rectums...

Tom: Well, first of all, I'd just like to point out this.

Tom: Presumably it is not in fact a rectum because all the creatures in the vault only appear to have one waste plate of gold.

Tom: So it's got to be some sort of descent in the vein of chicken anatomy.

Phil: No.

Tom: Yes.

Phil: It doesn't...

Phil: I don't need that in my video games.

Phil: Maybe in Chile they do.

Phil: Chicken vent?

Tom: You working on farms should surely be well-versed in the anatomy of animals.

Phil: I don't have...

Phil: Oh, I am.

Phil: I am.

Phil: But I don't have any chickens.

Phil: I don't know anything about chickens.

Tom: Well, don't like many birds have one hole for waste and various other purposes.

Phil: Oh, yeah.

Phil: Birds only have one hole for waste, which is...

Phil: Oh, I'm not going to go into this.

Phil: All right.

Phil: Are we done with Xenoclast?

Tom: Yes, I think we are.

Phil: Okay.

Phil: And I might add, you played it to completion.

Phil: Why did you not write a review for laserlemon.com?

Tom: Well, it was just a random game I was playing, so...

Phil: Okay.

Tom: However, you'll be pleased to know that if I can get a review copy of Xenoclast I will in fact be writing a review.

Phil: Did you hear that, Ace Team?

Phil: You know...

Tom: Listen, Ace Team, I even defended the game from my co-host.

Phil: I think he gave it a pretty favorable review there.

Phil: So send them an email, carry up a free copy of their RPG.

Phil: I was listening to GameSpot's podcast the other day and they were talking about why they didn't review Hyper Neptunia, right?

Phil: And they said basically it comes down to this.

Phil: This is GameSpot, which is...

Phil: I have to assume still the number video game website in the world, right?

Tom: You'd assume so.

Tom: Even if it might not look like it.

Phil: I'm sure there's a bigger one in Portuguese in Brazil.

Phil: This is what the reviews editor said.

Phil: He said that we don't have enough staff to review the games, so we would have given this to a freelancer, right?

Phil: The review of Hyper Neptunia, which we talked about in previous episodes of the Press Room podcast, available at thebgpress.com.

Phil: And he said we would have given that to a freelancer because it's the kind of game we'd give to a freelancer, which means a kind of game that none of us would be able to appreciate, right?

Phil: But he said it's too long of a game, and by the time a freelancer finishes the game, because they have the policy that you've got to finish the game before you can review it, it would no longer be relevant, and mostly because anyone who's going to buy Hyper Neptunia would have already bought the game prior to us coming out with our late review of the game.

Tom: I have a small question about that.

Tom: First of all, when would they have ever considered Hyper Dimension Neptunia relevant?

Phil: When would they consider relevant?

Tom: In terms of their hits, I mean, it's a very niche game.

Phil: Well, that's what they're saying, and they mention that as well, frankly.

Phil: They said that, you know, in regard to the amount of traffic that it will generate, I mean, that's what they're talking about.

Phil: I mean, if you come out with a review for, you know, Metal Gear Solid or Metal Gear Solid ..

Phil: Metal Gear Solid

Phil: Yeah.

Phil: Five weeks after it's come out, people will still read it because it's like, oh, okay, well, what did they have to say about the game?

Phil: I just thought it was a sad indictment in terms of that website's number of staff and their resources that they're having to draw such fine lines as to what they review and what they don't review.

Phil: I mean, there was a time where they reviewed every game that came out.

Phil: Such was their resources.

Tom: Can I say, was this in terms of the sequel to all the original?

Phil: Well, it was just, it was about the most recent game.

Phil: But it was talking about, it doesn't really matter.

Phil: It was talking about the franchise as a whole.

Tom: Well, it does matter because as far as I'm aware, the first one was a lot longer than the second because that really sounds like a pretty huge cop out.

Tom: I mean, the second, you could easily, especially if you're playing it simply as a reviewer, you could knock that over in well under hours, no doubt.

Phil: Well, that's an even bigger problem is that they didn't even take the time to, like the reviews edited, didn't even take the time to see how long the game was.

Phil: I mean, they could have asked Atlas.

Phil: And Atlas would have said, you know, this is the length of the game or whatever.

Phil: So, well, one game that was equally shunned by the reviewing community was Serious Sam when it was released.

Phil: Predominantly, I guess, because it was a PC exclusive for a great deal of time.

Phil: Now, I know that...

Tom: Has it been forwarded to consoles?

Phil: I believe so.

Phil: You can check that out.

Phil: Now, I know that you played it while you looked that up because you gifted this to me.

Phil: And I appreciate it.

Tom: It has a downloadable title, I think.

Phil: And it wasn't a...

Phil: I'm playing the PC version, obviously, on Steam.

Tom: Yeah.

Phil: And, yeah, it was released as a downloadable.

Phil: That's right.

Phil: And I did not play the first one, for whatever reason.

Phil: I got the second one for $for the original Xbox.

Phil: And I beat it last year.

Phil: And it was not a good game.

Phil: What was wrong with it?

Phil: Well, it was basically hold down the trigger the entire time and run backwards, shooting your enemies.

Phil: Now, I played it to its completion.

Phil: Yeah.

Phil: And like GoldenEye, it had a ridiculous platforming level at the very end.

Phil: It was a platforming level, in fact, that was in the sky.

Phil: Yeah.

Phil: So it was like the worst possible thing.

Phil: First-person games should never have platforming levels.

Phil: And I've been rebuked and told, well, Mirror's Edge, well, of course Mirror's Edge is the exception.

Phil: Which I've never played, don't give a shit about.

Phil: So, but that was only the final level.

Phil: That's what made it actually worse is because at the very end, they introduced all of these new elements.

Phil: Yeah, yeah.

Phil: Which basically just cut to a very minor spoiler in Serious Sam

Phil: The very final boss, they introduced a jet pack, for Christ's sake.

Phil: Which is awesome.

Phil: But just to finish up my mini summary of Serious Sam it was just a boring game.

Phil: Basically, you just pull the trigger and kill everything that comes at you.

Phil: Serious Sam I never would have bought on the basis of my experience with Serious Sam

Phil: So I'm glad that you gave it to me, because it's a wonderful game.

Phil: I would give it probably a out of up from an because it provides the kind of Twitch gaming that hasn't been seen since Doom

Phil: This is Doom HD.

Phil: Make no mistake about it.

Phil: This is about throwing a bunch of ridiculous enemies, so enemies that have no heads, enemies that have bombs as hands, that scream as they come towards you.

Tom: And also have no head.

Phil: Arachnid creatures that have miniguns as hands.

Tom: Naked flying women?

Phil: Yes.

Phil: Yes, very bushy naked flying women.

Phil: And again, this might be a cultural thing.

Phil: I know Serious Sam is made somewhere in Eastern Europe.

Phil: Eastern Europe, they probably call it.

Phil: They actually probably don't even call it that.

Phil: That's probably an insult.

Phil: But you know, one of those Slavic lands.

Tom: Even the Czech Republic to be exact.

Phil: I think I'm digging a hole deep here.

Phil: I don't know, it's probably politically...

Tom: The title was...

Tom: I'm sorry.

Tom: The location is reviewed in title, Crotea in Croatia, of course.

Tom: Oh, of course.

Phil: Yes, the Croats.

Phil: And that's probably racist too.

Phil: I don't even know what I'm saying.

Phil: The Croats.

Phil: Look, this game, Serious Sam if you have a PC, you have to play it, if you like Doom, if you like the original Doom, which is basically see the enemy, shoot the enemy.

Phil: The AI is smarter than the days of Doom, of course.

Phil: The graphics are beautiful.

Phil: Much better than any of the current consoles could provide.

Phil: Those particle effects.

Phil: It's a great game.

Phil: The audio on this game is amazing.

Phil: The music is neither here nor there.

Phil: It doesn't detract.

Phil: It certainly doesn't get as bad as you're like, what am I listening to?

Phil: I know Game Informer particularly liked the heavy metal aspects of it.

Phil: I didn't find any of the music particularly heavy metal.

Phil: So I was expecting a lot of running backward and shooting forward, which is what you get in this game.

Phil: There's lots of strafing, lots of running backwards, lots of shooting forwards, lots of crazy enemies, lots of large arenas full of literally hundreds of enemies running at you.

Phil: Just gore beyond belief.

Phil: Wonderful weapons.

Phil: It's great to have a shooter where guns are slowly given to you over the course of the game, just like in the old days where you start out with a pea shooter and you work your way up to things even more extreme than rocket launches.

Phil: It is a hard game.

Phil: Also, even on normal, this is a very difficult game.

Phil: You might disregard or you might disagree, but I found it difficult in reading up the reviews of this because I don't intend to review it myself.

Phil: Most people said this was a pretty difficult game.

Tom: Yep, I'd agree.

Tom: I can't remember if I played on hard or normal.

Tom: I think hard, but not % sure, but it definitely felt like whatever the difficulty should have been as opposed to as is often the case where it feels like the lower level difficulty than it actually is.

Phil: Right, right, right.

Tom: Which qualifies as a hard game these days.

Phil: Right, and then you've got to fiddle around until you find the difficulty that's right for you, right?

Tom: I think the difficulty levels are so well done.

Tom: You can basically pick however you want to play the game and still enjoy it.

Tom: So if you wanted to just go completely crazy on easy and just mow through everything, it would still be probably quite an enjoyable experience.

Phil: Well, I must admit, for a couple levels there, I did dip down to easy, and it was just as enjoyable.

Phil: It just meant less repetition.

Phil: And that's one of the doom elements that is in this game.

Phil: One of the great things about doom, which I've talked about in prior podcasts, is the repetition, right?

Phil: Okay, I'm coming into this room.

Phil: I know where all the enemies are going to be.

Phil: How am I going to do it this time as opposed to last time?

Phil: And then, you know, you've done something wrong four times in a row and you slap yourself and you're like, okay, idiot, let's try something different.

Phil: And that may or may not work.

Phil: Or you might leave it and then come back the next day and it works the first time.

Phil: My only problem with this game, which probably would detract from that nine, now that I think about it, maybe get it down to even an eight, there's basically two settings in this game.

Phil: The first is the beautiful and sublime outdoor Egypt Middle East setting, which is wonderful.

Phil: And the second is basically the bad side of Doom.

Phil: Well, actually there are no bad sides of Doom, but basically a corridor shooter.

Phil: And they put you into these tombs from time to time where you have to solve puzzles of a very rudimentary basis.

Phil: The most difficult thing about the puzzles is actually your orientation or seeing where you are because it's so dark.

Phil: And they really drag down the game.

Phil: I got bogged down three, four different levels.

Phil: And they throw these at you regularly.

Phil: I can see why they saw the need to change it up from the regular.

Phil: But seriously, they had those jet pack physics in the game.

Phil: I would have preferred if they needed a change up to throw in some air-based missions.

Phil: Maybe two or three throughout the game would have been enough because the open world or the open levels, the on-ground levels, the non-underground levels, were so enjoyable that you didn't really need a break from them.

Phil: Maybe two or three of those jet pack missions just would have pushed this game over the edge.

Phil: As it is, it just bogged it down terribly.

Phil: I've got to think that it was someone at Crow Team who was high up enough that people didn't question or challenge because anyone playing this game would just get to those levels and go, what?

Phil: There's no map.

Phil: I mean, I don't need a map necessarily in most games.

Phil: There's no radar.

Phil: What is useful is if you're playing multiplayer, they will at least put up an indicator as to where the other partner is and how far away they are.

Phil: And maybe what they could have done if this was...

Phil: Maybe what they could have done is if you've been walking around aimlessly in a level for minutes, maybe they put up the option and said, would you like nav support?

Phil: Or even have the character come through your headset who's talking to you throughout the whole game and say, hey, we've just opened up nav support for this level, for where you are, would you like us to help you out?

Phil: Yes, no.

Phil: So if you still want to flail around in the dark and do it yourself, you're fine.

Phil: But otherwise, they'd put up basically a marker until you get to the next point and then take it away.

Phil: The voice could come in and say, oh, we're getting interference from a sandstorm.

Phil: Sorry, nav support is dropping out now.

Phil: And then you try again and if you get lost for another minutes, they can say, hey, we're back up.

Phil: I think something small like that really would have pushed this game to the next level.

Phil: But all in all, thoroughly recommendable if you have a PC.

Phil: It's just a brilliant game, particularly if you have a great friend who can give it to you for free.

Tom: Exactly.

Tom: There's just two things I'd say about the pyramid things.

Tom: There's literally two moments that I can remember that were at all enjoyable.

Tom: And that was when you first went into one of them.

Tom: It was quite a good contrast.

Tom: Now, the first one, as far as I can remember, didn't have too much of a confusing layout.

Tom: You can correct me on that if I'm wrong as you played it more recently than me.

Phil: No, you are correct.

Phil: It was the second level.

Phil: So they take you out of basically an urban Middle East setting.

Tom: Yeah.

Phil: And then in the second level, they drop you into a semi-open world dungeon.

Phil: So basically, it's a maze, but it's a multi-story building through which sunlight can't appear from time to time.

Phil: So it doesn't feel as claustrophobic as the later levels.

Phil: It's more like a large castle, if you will.

Phil: Yeah.

Tom: So what I was thinking was, and that wasn't the part that I was referring to exactly, but I was actually about to go on to that part, which was why not in fact, instead of most of the pyramid areas, include indoor areas more in the vein of that, if they wanted a more easy and simple way to change up the pace?

Phil: Right.

Tom: Yeah.

Tom: Right.

Phil: Or even go the urban route, since the Middle East is such a hot region these days, is have a building, you know, a -story building from the s kind of thing.

Phil: You know what I'm saying?

Phil: And not just have it be, you know, I can see where they may be trying to set it up as a timeless type thing.

Tom: Yeah.

Tom: Well, the thing about that is, I mean, you get to see the pyramids and lots of Egyptian statues and whatnot anyway, so there's not really any need to force you into these levels.

Tom: You still get that anyway.

Tom: Now, the one thing I would like to say is there was one moment which was just absolutely hilarious in one of the latter pyramids.

Tom: I can't remember which it was exactly, but you end up in this giant room and you can hear millions of enemies around you.

Tom: And when you get to a certain point, it triggers them all sprinting towards you, like literally hundreds of them, more in a confined space than you ever come across.

Tom: And that is such an awesome moment because once you realize what the hell is happening and you get slaughtered by this massive wave of enemies, there's huge, unlimited amounts of Ceverywhere.

Tom: So you then realize, oh, wait a minute, I've got to literally cover the entire section with C

Tom: So they trigger the enemies and it's this absolutely humongous explosion and hundreds of enemies dying all at once, which is just absolutely hilariously awesome.

Phil: Yeah, that is also what harkened back to the very best levels of Doom.

Phil: And when it comes back to Doom, beyond the visceral nature of it, if you will, it was the levels.

Phil: It was the levels that made that game.

Phil: The very clever levels where they were very limited.

Phil: And when I got to that level where we were using the Cto blow up walls or blow up enemies or whatever, it was great.

Phil: Probably enough on Serious Sam

Tom: Definitely.

Phil: You've been playing another pretty mainstream type of game.

Tom: Yes, and it's also a game with exceptional sound design, and that is Killzone, the original Killzone for the PS

Tom: And just a couple of small points on this.

Tom: I won't go into the gameplay too much because the level design is just so incredibly bland.

Phil: Oh, no, no, no, please do.

Phil: I mean, let's talk about the gameplay for a few minutes here.

Tom: Yeah, well, it's the opposite of Serious Sam.

Tom: It's incredibly slow-paced.

Tom: It's basically fatagic.

Tom: What happens is you walk from firefight to firefight, and the vast majority of these firefights consists of you simply finding a thing to sort of hide about or stay near the entrance of the firefight so when you get low on health you can run out, crouch in the corner and heal yourself, while the AI, which is generally completely passive, stands around shouting about you.

Tom: Then you carefully sneak out and shoot them in the face, just stand out in the open, shooting them for five or so seconds until they're dead.

Tom: It's still enjoyable, and I will say this, they actually do kind of mix it up a little by introducing different characters throughout the campaign that have different skills.

Tom: So, for example, I just got up to a character that has night vision and a submachine gun, which is very good for headshots.

Tom: So they do change it up, but at its core it's very, very, very bland gameplay.

Tom: But The Bells and the Whistles, some of them anyway, are exceptional.

Tom: It actually, it's one of the few PSgames that looks better in to than it does in to

Phil: I can tell you from personal experience that is the case.

Tom: The trouble is that half the time...

Phil: The frame rate is terrible though.

Tom: Yeah.

Tom: You get huge knock to the frame rate in to and the frame rate is terrible on to anyway.

Phil: Yes it is.

Phil: Yeah.

Tom: But, and on top of that, the graphics, okay, some parts look absolutely great.

Tom: The character models, when the textures on them actually load, look like really, really bad slash PSearly character models, right?

Phil: Yeah, they're chunky.

Tom: They look sculpted.

Phil: Yeah.

Tom: They look really good.

Tom: That's when the textures load, and % of the time they don't.

Tom: And the draw distance, you can't even say the draw distance is atrocious.

Tom: Sometimes it's good, sometimes it's not, and textures pop in and out.

Tom: It's just an incredible mess.

Tom: But the sound design is absolutely exceptional.

Tom: Even on my crap-dying, literally dying television speakers, I've still got a good sense of where enemies are and all that sort of thing.

Tom: I was really surprised by it when coming back to it.

Phil: Because of PlayStation ?

Tom: Yeah, I haven't played a PSgame that has attempted to surround sound as well as this.

Tom: Well, at least attempted to surround sound just onto channels anywhere near as well as this.

Phil: You know a game from that generation did also have excellent sound design.

Phil: That was Black on the Xbox.

Tom: Another phone-sensing shooter?

Phil: Yeah, yeah.

Phil: I don't know if it...

Phil: That was an Xbox exclusive, I'm pretty sure.

Tom: But I think it may have got caught into PS

Phil: Yeah, I'm not sure the PSwould have really handled it.

Phil: I mean, it was a pretty challenging game in terms of its graphic design.

Tom: Yeah, it could have been a crap port, of course.

Tom: You must consider...

Phil: Let's say...

Phil: Oh, yeah.

Phil: Well, let's say you own, like, Guerrilla Games, right?

Tom: Yeah.

Phil: And are they fully owned by Sony at this point, or are they one of the, like, Naughty Dog type...

Phil: Oh, yeah, they were bought out by Sony.

Tom: Yeah.

Phil: Never mind, yeah.

Phil: I had no idea that they developed Shellshock NAM-

Tom: Did they?

Phil: In fact, it's the only non-Killzone game they've ever developed.

Tom: So they've slowly improved.

Phil: And get this, the year that Shellshock NAM-was released, that's the year that Killzone came out.

Phil: This is baffling to me that Sony would look at Shellshock NAM-and go, you know what, you guys got what it takes.

Phil: We don't have many first-person shooters over here on the PlayStation.

Phil: How about we buy you and you make nothing but the same game for the next six games?

Tom: Well, that will ride in the end because Killzone is in fact a huge franchise.

Tom: Yeah, but is it though?

Phil: I mean, is it?

Tom: It sells well, doesn't it?

Phil: Does it?

Phil: I don't know that it sells that well.

Tom: Can you remember back to any RPG numbers that featured it?

Phil: No, sir, I cannot.

Tom: Because now that you mention that, nor can I.

Phil: Yeah.

Tom: This is all a myth propagated by Sony.

Phil: I'm an em...

Phil: no, generator.

Phil: Did I tell you about the M&Ms?

Tom: Yes, you did.

Phil: That was my only other M.

Tom: The last two points on Killzone is...

Phil: No, you only have one more point and then we have to talk about Yakuza.

Tom: I'm doing two very quick ones.

Phil: Very quick.

Tom: The first one is...

Tom: The guns in this are so much better than either Killzone or

Tom: And I'm going to illustrate this point with one very, very simple example and that is that the Helghan assault rifle, just the normal generic Helghan assault rifle that basically all the grunt enemies have, has a fucking secondary, fully blown, powerful, shotgun feature.

Phil: Oh, a shotgun?

Phil: Oh yeah, you're right.

Phil: You're right.

Phil: I remember now.

Tom: That is just awesome.

Phil: The human characters in these games, I forget, do they have like, are they traditional weapons or are they fictitious weapons?

Phil: Like you have an M

Phil: Okay, totally fictional.

Phil: No, traditional.

Tom: I think in they've got some sort of beam based weapon, but I don't remember that in or the original.

Tom: And now the final point is, you can really see that this game wanted so, so much to be Halo.

Tom: There's parts in it that just look % ripped off from Halo.

Phil: Like what?

Tom: Early on when you're evacuating the base, right?

Tom: Do you remember that section?

Phil: Not particularly.

Tom: Okay, well, evacuating this base, you're going through these corridors, so that doesn't look like Halo.

Tom: Then you get to these round sort of areas, circular areas that lead down, and there's some ladders there.

Tom: They are straight out of a Halo spaceship.

Tom: Okay, Halo looks kind of generic anyway, but there's just something about it that makes so much like Halo, more than you would expect from generic spaceship areas.

Tom: So it's interesting seeing the evolution to Killzone where they really develop their own look and own sort of feel and aesthetic to the game.

Phil: That's true.

Phil: Yeah, well, Halo, you're quite right.

Phil: Halo is purple and Killzone is orange.

Tom: Yeah, and that just reminded me of a final point that I'm ending on.

Tom: A third point?

Tom: Seriously, there is a glitch here.

Tom: Whenever I try to climb down a ladder, at least the first five times, it automatically climbs back onto where I was standing.

Tom: What the fuck is that?

Phil: That's where I start playing Killzone.

Phil: The first time you have to climb up a water tanker.

Phil: You get on it and then you go back down it.

Phil: Then you get on it and you go back down it.

Phil: Then you get on it and you go back down it.

Phil: When you eventually get to the top, they give you an impossible sniper mission.

Phil: I loved the opening of it.

Phil: It was very Private Ryan-ish in the bunkers and everything.

Tom: And that was great at the time.

Phil: It was so good in the sound design and everything else.

Phil: But then you have the most broken game development aspects.

Tom: And that fucking sniper rifle, the controls for that are just...

Tom: Why would they even consider making it like that?

Phil: I don't know.

Phil: Before we go on to Bully, I do want to talk about Yakuza.

Phil: Just a couple of minutes here in our Killzone Yakuza section.

Phil: Patented.

Phil: Do you think Five is going to come to the West?

Tom: Yes.

Phil: I have faith.

Phil: The failure of aliens...

Phil: They said that all they are doing are Sonic, Total War, Aliens and one other game.

Phil: There were four things that they were doing.

Phil: Sonic, Total War, Aliens and one game I can't remember.

Phil: I think it was totally casual.

Phil: They have said that.

Phil: They said those are the only games we are going to bring to the West anymore.

Tom: Well, here is the thing.

Tom: I think it is too early to take that as meaning they are not going to do Yakuza because we wouldn't be expecting to see it for a while yet.

Tom: To me, I think we are going to see it eventually but perhaps even later than expected.

Phil: Here is what I think.

Tom: It might be blind hopefulness though.

Phil: I think, here is my blind hopefulness, they have to do something.

Phil: The western arm of Sega, they have to do something.

Phil: If it is just coming down to Sonic and Total War, then that is kind of sad.

Phil: I remember the letter writing campaign I led for Yakuza to come to the west.

Phil: We tried to do it, it failed and eventually we got it.

Phil: That is all thanks to you that we got it.

Phil: Oh, yeah.

Phil: Basically my argument to them was, as I stated at the time, listen, guys, bring it over with the Japanese voices.

Phil: We don't care.

Phil: Include the English subtitles and we will play these games.

Phil: Guess what?

Phil: That has been the way it has been.

Phil: It has worked fine.

Tom: We want to thank you for bringing it here.

Tom: We also want to thank you for the far superior Japanese audio.

Phil: You can basically thank Phil Fogg by going to our new website gameunder.net and that will be thanks enough.

Phil: I'm single-handedly responsible.

Tom: What's the maker donation?

Phil: Yeah, well, we haven't got that up yet.

Phil: The website does have costs.

Phil: On to Bully.

Phil: I've been playing Bully on the PlayStation

Phil: We'll talk about Dvader's game backloggery later.

Phil: The reason why I'm playing Bully is because a co-member of the VG Press and respected host of the VG Press...

Tom: The Pressing Podcast.

Phil: The Pressing Podcast, I assume we forget.

Phil: He played it and I was like, all right, you know what, I'm going to play it because this is the last time Bully is going to be relevant to anyone I know, right?

Phil: So before I go into my impressions of the game, I was looking up, like, okay, where does Bully fall in to the lineage of Rockstar games?

Phil: So let's just start with the PlayStation era and we're ignoring games like, what was that one, the racing, we're ignoring their racing games, right?

Tom: They were awesome, though.

Phil: They had the Midnight Racing games.

Tom: They did State of Emergency as well.

Phil: They did State of Emergency, which we're also ignoring.

Phil: We could have a whole podcast on State of Emergency later.

Phil: Anyway, GTA was made by North and Vienna, right?

Phil: Vice City came out the next year, in and I remember that going, how on earth did they do that, right?

Phil: How did they do that?

Phil: I think it's because GTA was in the can, like done and finished, for probably a year before they released it, and Take was like, are we going to do it?

Phil: Are we not going to do it?

Phil: -happened.

Phil: Remember, it was going to launch on -which was a Tuesday, and then, you know, it got pushed out and on and on.

Phil: And then Vice City came up, and basically they were able to do it because probably they had been working on it for two years.

Phil: And it's made by Rockstar North and Rockstar Vienna.

Phil: And Vienna was closed in

Phil: We never heard any more of them, so that's kind of interesting.

Phil: The next year...

Tom: Do we know what the staff might have gone through other sections of Rockstar?

Phil: I wouldn't think so because it would be more geographical, and I don't think, you know, they have offices in San Diego, New York, Toronto, Leeds in England, and Vancouver in Toronto.

Phil: So, I mean, I don't see unless they wanted to move, you know?

Tom: Yeah.

Phil: So, GTA

Phil: Imagine this, right?

Phil: I mean, people give Rockstar a lot of shit, but when you look at what they did year after year, they released a game a year, sometimes multiple games a year, that were all very creative games.

Phil: GTA Vice City, Manhunt, that was done by North.

Phil: Red Dead Revolver, from San Diego.

Phil: San Andres, the same year that was done by New York.

Phil: Warriors, which is one of my favorite Rockstar games, comes out in done by Toronto.

Phil: Liberty Steery Stories comes out the same year from Leeds.

Phil: Then, amazingly, they bring out the Ping Pong game for the Xbox in

Phil: That was San Diego.

Tom: How can you include the Ping Pong game yet not Midnight Club?

Phil: Well, because it doesn't use the same engines.

Phil: So, Ping Pong, the table tennis game, was basically a test of what they were going to be doing with Grand Theft Auto

Phil: So, you see San Diego goes from doing Red Dead Revolver, and San Diego also did those ATV games, whatever they were called.

Phil: They go from to

Phil: They go to the Ping Pong game, right?

Phil: Yep.

Phil: Then, they release Bully, right?

Phil: Yep.

Tom: Same year as the Ping Pong game.

Phil: After the is already launched, they release a PlayStation exclusive, Bully.

Phil: And that's done by Vancouver, which at this point hasn't done anything for Rockstar.

Tom: So, this is their game view?

Phil: Yeah, and then the next year, Leeds does Vice City Stories and Leeds also does Manhunt which would have been a trivial thing, I assume.

Phil: And then, of course, New York comes out with GTA

Tom: And they run of good gamezines.

Phil: Yeah, I would have put Bully before Warriors.

Phil: Like, in my mind, I would have thought that Bully would have been pre or around San Andreas and before Warriors.

Tom: I remember that coming out.

Tom: That was really late.

Phil: What's that?

Tom: I remember it coming out really late.

Phil: Yeah, and I remember talking amongst fellow game collectors, because they were all like, oh, you've got to get the ball version, the dodgeball version, you know.

Phil: And the thing about collectors is we're very hot on getting late generation releases, right?

Phil: Which for the PlayStation completely burned us, because they only discontinued the PlayStation in right?

Phil: Yet in we're all, oh, we've got to get this one, this could be the last RPG on the PlayStation

Phil: I can't tell you how many shit games, probably, I'm going to guess conservatively, about PlayStation games in my collection, which is about and something of PlayStation games, were bought because they were late generation PlayStation games, that were niche and going to be rare.

Phil: So I was just shocked that Bully came out after Liberty City Stories, before Vice City Stories and after The Warriors.

Phil: Warriors is just brilliant.

Phil: Have you played it?

Tom: You've seen the movie?

Tom: No.

Phil: Wow, you're in for a treat one of these days.

Tom: I almost bought it when it first came out, and then almost bought it a few years later from a bargain being that failed both times.

Phil: I would say someone of your stature would still be able to enjoy The Warriors.

Phil: I would watch the movie, then play the game.

Phil: There's no other way to do it.

Phil: I did not know of this whole IP until I bought the game, then I bought the movie, then I watched the movie, played the game.

Tom: I did not know of The Warriors.

Tom: That's a pretty big film.

Phil: I'm a busy guy.

Phil: I'm out there buying, you know...

Tom: Get crap PSgames.

Phil: Basically, everyone's played Billy, so I'm just going to go...

Phil: Just one thing, I thought the Halloween mission was brilliant.

Phil: I just thought it was great.

Phil: The atmosphere was excellent.

Phil: And it's a great...

Phil: It's a charming little GTA game.

Phil: I would love to know your perspective on this.

Phil: I think this was a kids' game.

Phil: I think this was intended as a kids' game, which would explain its very easy difficulty.

Phil: I mean, I have not undertaken a challenge yet, which I was unable to beat on the first attempt.

Tom: So I would say...

Tom: Is the difficulty the only reason for this, first of all?

Phil: The setting.

Phil: I think because of the setting, they thought that more kids would be...

Phil: Basically, this is a way to get your parents to buy you a GTA game.

Tom: Yeah.

Tom: Well, here's what I was going to go with this is...

Tom: I don't think the setting is at all geared towards children.

Phil: No, no.

Tom: Hey, what about...

Phil: I'm talking like seven and up.

Tom: Yeah.

Tom: Let me finish.

Tom: I would say, here's what I think happened.

Tom: They started off making it as an adult satire on schools.

Tom: Then at some stage, they came about and thought, well, wait a minute.

Tom: If we're making something with the setting of inner school, where all the characters are children, this is surely going to have a broader appeal to children.

Tom: At this stage, then started perhaps trying to make the appeal a little more to children and also perhaps make toning down the gameplay.

Tom: Yep.

Tom: To me, at its core, it is not designed for children, but there's also a sense that at some stage, they then started thinking about, well, for broader appeal, we should perhaps make it more appealing to children.

Phil: Are you familiar with the show Grange Hill?

Tom: No.

Phil: Grange Hill was a series that ran in England for like plus years, which was...

Phil: Bully steals from openly.

Phil: I mean, Rockstar has never had an original idea.

Phil: They're like Google.

Phil: They steal from everyone.

Phil: And they're good at it, though.

Phil: I mean, yeah.

Phil: If you're not the person that came up with the idea, it's easy to improve upon it, you know?

Phil: So, Grange Hill is basically what this game is about.

Phil: And Grange Hill was great because it was aimed at children, but it always had something for adults.

Phil: And it's kind of like, you know, soap operas, like Home and Away.

Phil: They're really going after the teen market, but they put enough in there that an adult can reasonably watch it and not be, you know, ashamed that they're watching a kids' show.

Phil: Home and Away is an Australian soap opera, and it is primarily aimed at teenagers.

Phil: I mean, it's set, most of the stories are set around a high school, but they have enough adult things in there so that a very low IQ person could conceive that they're watching some form of drama.

Phil: And I wouldn't endorse it.

Phil: I mean, I wouldn't endorse watching these.

Phil: There's some aspect of me that really enjoys soap operas, so it's kind of like why I keep away from MMOs.

Phil: I keep away from soap operas because they just give you this pabulum of your brain is taking in information but not having to process it.

Tom: Well, here's the thing about soap operas.

Tom: Have you seen The Original Coronation Street?

Phil: Yes.

Tom: Yes.

Phil: Oh, yes.

Tom: See, now, that is an awesome show.

Phil: And EastEnders and, yeah.

Tom: That is actually in, as far as I can see, and bear in mind, I've only seen, I think about half of the first season.

Tom: That is actually really well done.

Tom: It's all basically done in one take.

Tom: It's actually, you know, as far as craft and stuff, it's excellent.

Tom: It's enjoyable as far as the craft is concerned.

Phil: No, no.

Phil: And here's the reason why because soap operas are produced so quickly and rapidly.

Phil: At least my understanding is of it and what I've looked into.

Phil: I wouldn't say research, but what I've looked into is there is a lot of the writers planning out the plot points and then going to the actors and going, okay, we've got a two-minute scene here.

Phil: This is what we're trying to get to.

Phil: You know your characters.

Phil: Let's go.

Phil: So it is basically improvisation.

Phil: It's the same with WWE wrestling and all those sorts of things.

Phil: Many people who are into WWE or also into soap operas, because it's the same thing, right?

Phil: No one is writing word for word what wrestlers say to each other.

Phil: It's just basically, okay, we're at this plot point.

Phil: We're trying to get to this plot point.

Phil: Go.

Phil: And with the right people, like crazy soap opera actors who think they're the actual character, it works.

Phil: Curb Your Enthusiasm, Larry David's show, which is brilliant, is the same thing.

Phil: You have a bunch of very funny people who have done stand-up comedy for a long time, basically saying, okay, here's the three overall arcs.

Phil: This is where this fits in the arc.

Phil: Go for it.

Phil: And it works.

Phil: Were we talking about a video game?

Tom: I just want to say that's what, to me, kills soap operas, is the progress of television going from...

Tom: while this is still visible in many modern soap operas, it is played down so much because unlike in the original ones, it is not literally done in one take for an entire scene.

Tom: To me, that kills soap operas to a great degree.

Tom: There is not as much enjoyment of the actual performance.

Tom: So it ends up coming across as a really lightweight and cheaply done high drama as opposed to an interesting, completely, to a degree, improvised and basically a staged performance.

Tom: Yeah.

Phil: Well, you say the decline of soap operas is because of lack of, you know, one shot or all in one take type thing.

Phil: Obviously, soap operas have gone under demise mostly because of Facebook.

Phil: At least that's what the popular reporting is, is that people who stay at home are now spending all of their time engaging in their own personal soap operas and then also watching reality cooking shows as well.

Phil: So, you know...

Tom: It might be in terms of writing, but I would disagree with that.

Tom: To me, soap operas have been in steady decline since well before the advent of Facebook.

Phil: Alright, so what would be your favourite all time from the time you were a kid till now, your favourite soap opera?

Tom: I would have to say, and just to ignore everything I said before, probably a country practice All Neighbours.

Phil: Boy, you're going to introduce that.

Phil: You're going to go back that far.

Tom: A country practice is in as far back as Coronation Street.

Phil: Oh, I know, I know.

Phil: What about Flying Doctors?

Tom: Can't recall seeing much of it.

Phil: Hmm, hmm, hmm.

Phil: I'm going to have to say this is not really true to the form because it was only on once a week but I'd have to say that my guiltiest pleasure in terms of this form of drama would probably be a show called Carson's Law.

Phil: But anyway, everyone can look that up and see what that's about.

Phil: Haven't heard of it.

Tom: Is that a lawyer's show?

Phil: It's an Australian show and it was set in the s in Melbourne, Sydney.

Phil: I can't recall.

Phil: But back to video games.

Phil: What else have you been playing?

Tom: And good timing considering this game is also set in around

Tom: And the game is Shin Megami Tensei, Devil Summoner, Raidou Kuzunoha versus The Soulless Army.

Phil: What platform?

Phil: First of all, I got to know.

Tom: PS

Tom: It's only on PS

Tom: And yes, that is the full title.

Tom: And the first thing you notice about this game is being set in around the s, sometime after the First World War.

Tom: The characters are basically wearing silent film makeup and are animated in a very sort of silent film.

Tom: Facial expressions and whatnot, which actually makes for a very good aesthetic.

Tom: And it works well because there is no spoken dialogue in the game.

Phil: Not even in cut scenes?

Tom: Not even in the cut scenes.

Tom: In the cut scenes where there is dialogue, you get a speech bubble with the dialogue slowly scrolling through it.

Phil: Well, what year is this from?

Phil: I mean, I know I have this game, but I didn't...

Phil: I know I had this game.

Tom: It's not even that old.

Tom: I'll get the exact date.

Phil: Yeah.

Phil: Well, I also have the boxed sequel to this and I'm never going to open this box.

Phil: I have number and it has a Jack Frost plushie.

Tom: I saw that.

Tom: Yeah.

Tom: That looks awesome.

Phil: We'll include an image, but basically, I mean, there's no way I'm ever going to open this box.

Tom: And that was only released in America, in English, by the way, the sequel.

Phil: Yes.

Phil: Oh, really?

Tom: American exclusive.

Phil: See, I thought this is what perplexed me.

Phil: I didn't think the original was released in the West until I went over the collection and started looking through all of this stuff.

Tom: Guess the release date of this.

Phil:

Tom: Close.

Tom: for Japan and America and for Europe.

Tom: So it's not even like it's an early-gen PSgame.

Phil: Oh, no.

Tom: Yeah.

Tom: And the thing is, the lack of dialogue, because of the whole silent film aesthetic, could have worked, but there's two things, because the animation is actually, really does fit the characters very well and almost pulls off their lack of dialogue.

Tom: But the problem is, it's still got sound effects in these cutscenes.

Tom: And it's still got music, which, okay, silent films do sometimes have music, but it's not like silent film music.

Tom: It's very, very generic RPG style music.

Tom: And on top of that, there's only a couple of songs.

Tom: And these songs often don't even have variations on a theme.

Tom: They're often literally the same song in different areas of the game.

Tom: So apparently they just decided to spend maybe $on the total sound design.

Tom: So it's mind-boggling the sound design.

Tom: It's just so incredibly cheap.

Tom: But the thing is you can't help but love the game.

Tom: The main character's outfit, he appears to be wearing a pair of white panties and a bra.

Phil: Who's the main character?

Tom: The main character is Raidou Kuzunoha the Fourteenth, which is the title of the main devil summoner of the time.

Tom: And you also get to name him.

Tom: And by the way, I called my version of him Staunch Country, which I don't know how it seemed to fit the setting perfectly.

Tom: And so his outfit, he's wearing like a black cloak.

Tom: It's a Japanese high school uniform.

Tom: But over that, he's got a white holster, which looks from a distance exactly like a pair of panties.

Tom: I can't even remember what the thing that he's wearing around his chest...

Phil: It's like an ammo belt.

Phil: He's got those things that he throws.

Tom: Yeah, and it looks exactly like a bra.

Tom: I mean, you see this from a distance, you would automatically think he is wearing a bra and panties.

Phil: I don't know.

Phil: You might want to get your eyes checked.

Phil: It looks like an ammo belt.

Phil: It looks like a holster and an ammo belt.

Tom: Are you looking at screenshots?

Phil: No, I'm looking at the back of the sequel.

Phil: It's a massive...

Tom: It might be different in the sequel.

Tom: On the cover of the original, it doesn't look like what it looks like in-game at all.

Phil: And he's got his little policeman cap.

Tom: In-game, I'm telling you, it is a fucking bra and panties.

Tom: But anyway...

Phil: Is it fixed camera or does the camera rotate?

Phil: Do they control the camera or is it fixed?

Tom: In battle or in field?

Phil: In field.

Tom: In field, it's fixed camera.

Tom: And so...

Tom: The interesting thing about it is, though, the combat.

Tom: It's not a turn-based style combat.

Tom: Not only do you have the use of a sword, which is quite limited, you've got three basic attacks.

Tom: You can do light combos, which is three taps of square.

Tom: You can do a more powerful attack, and I can't remember off the top of my head how to do this as I finished it a while ago.

Tom: And you can do a lunge forward.

Tom: But on top of that, you've also got the pistol, which stuns enemies.

Tom: And you can also use elemental bullets, which if you use them against an enemy, who's weak to that element, they then get not only stunned, but you can then go and do a critical attack on them.

Phil: So if they're a fire enemy, ward a bullet, that kind of thing?

Phil: And do they have sword alchemy in this one?

Tom: Yes, they do.

Phil: Okay, so there is that level.

Tom: What you do for that is you get a demon to like you enough, then you can forge them with your sword.

Phil: How do you get affinity with a demon?

Tom: You battle with them or you use an item.

Phil: Do they have like a talk or negotiate option with the enemies, like in Phantasy Star kind of thing?

Tom: Yeah, well, what they've got is a different type of demon.

Tom: There's pagan demons and there's also ice demons and whatnot.

Tom: They've got a special ability which is used in puzzle solving and exploring the world.

Tom: So, for example, pagan demons can read the minds of random people around.

Tom: Ice demons can calm people down and that sort of thing.

Tom: But the thing is, on top of that, when you've got their affinity with you, the other thing you do with them is you combine them with other demons to create new demons.

Tom: So, I got kind of addicted to simply collecting as many demons as I could, getting them all to the highest affinity and then going into this mechanic and seeing what new demons I could create through this.

Tom: And while most of them are demons you can simply get elsewhere, often you can get the demons that you wouldn't be coming across at a later point early.

Tom: So, it's to your interest to do this sort of thing.

Tom: And while it's really simple, it's basically Pokemon light from what I've played Pokemon.

Tom: It's just as engaging as Pokemon and just as enjoyable.

Phil: And slightly more adult in theme, I would imagine, given the aesthetic of the game, at least.

Phil: Yeah.

Tom: Well, basically, the story is some Japanese general goes rogue and plans to, for the sins of the Japanese army, kill everyone in the cabin.

Phil: Yeah.

Tom: And the themes are, well, primitive and completely over the top.

Tom: They're quite well done, and you've got all these whole Japanese army guilt throughout the whole thing, and Japanese Empire guilt throughout the whole thing.

Tom: So it's definitely worth playing if you enjoy Japan's inherited guilt and fear of nuclear holocaust.

Phil: Well, I know Shadow Hearts Covenant did a good job of that as well.

Tom: Yeah.

Phil: And it was set in the same exact era, World War I, you know, went all over the world, but also dealt with Japan.

Phil: So it was kind of, you know, it's a retcon of the whole thing.

Phil: It's basically, you know, looking at that era.

Phil: All history is chronocentric, which I think is the term I came up with.

Phil: You know, you're always looking at the past through the lens of the present.

Phil: Yeah.

Phil: And so what we think of what was going on in World War I era Japan obviously has nothing to do with what actually was going on.

Tom: Absolutely.

Phil: And even if you look back years to the war in Iraq, our memories of it now obviously are nothing like what was actually going on at the time.

Phil: Yeah.

Phil: Well, is there much more to say about...

Tom: Just two very quick things.

Tom: The first thing is that...

Tom: The other great thing about the demons is the design is really good.

Tom: For example, there is...

Tom: One of the enemies is a car, basically.

Phil: Oh, right on.

Phil: Yeah.

Tom: And there's also basically a sort of imp, Japanese imp slash cherub, which has a tentacle for a penis.

Tom: And there's also...

Tom: They've got the classic Japanese...

Phil: Wait, wait.

Phil: An imp has a tentacle?

Tom: Yeah, for a penis.

Phil: An imp is a little tiny thing, right?

Phil: And a tentacle is this large...

Tom: Yep.

Tom: It's a big tentacle dick.

Phil: It's basically what you'd visualize if you were to say an imp with a tentacle penis.

Tom: Well, you've got to bear in mind Japanese imp.

Tom: So it's this black sort of levitating...

Tom: .

Tom: evil sort of guy that is very impish with a tentacle dick.

Phil: Oh, right on.

Tom: Yeah.

Tom: And there's also, of course, the classic penis-headed demon, as you see around in Japanese mythology everywhere.

Phil: And in Aliens.

Tom: Yeah.

Tom: And so apart from that, the only disappointing thing about the combat, which is really simple but really well done, and when you get into some of the lighter battles which are really tough, you've actually got to consider what attacks you're using, what demons you're using, because the other thing is you can at any time in battle swap out your demons for a different element.

Tom: So if you've got a demon of a certain element, you can get a huge upper hand in battle, and if you've got one of a crap element compared to the people you're battling, you can just get completely destroyed.

Tom: So there's a fair bit of strategy involved.

Tom: And the last thing I forgot to mention was the demons in your party basically have their own AI.

Tom: So if you don't tell them to do anything, they'll just float around acting as they would if you were battling them normally except against enemies.

Phil: That's cool.

Tom: Yep, but you can give them direct orders, like tell them to use a specific skill, but you can also give them sort of more simple orders, so you can tell them to support you, and so they'll focus on healing you, but sometimes attack and that sort of thing.

Tom: So it's basically a simplified version of Final Fantasy XII's battle system, which they were hugely lauded for as if they invented this idea in Japanese RPGs.

Tom: But lo and behold, just as their real-time combat system has been done elsewhere, voila, their commands have been done elsewhere as well.

Phil: In fact, that same thing is in Spec Ops The Line to a large degree.

Phil: So it's hardly an original idea.

Tom: Just as many, many combat systems that are in any JRPG somewhat breaks through into the mainstream get lauded for, even though there's a million small JRPGs that have done this before.

Phil: Look at GTA San Andreas, for example, right?

Tom: Yeah.

Phil: You know, how lauded it was because if you went, you know, for all the RPG elements that were in that, and we've talked about this before, that basically, you know, how will JRPGs survive?

Phil: Well, they're going to survive as features of regular games.

Tom: Yeah.

Phil: So, well, with that...

Tom: The last thing, in fact, I'm going to stand that point is the more games, more JRPGs I play that aren't simply using a turn-based system, all of them, and many of them are quite good, simply demonstrate just how damn exceptional the combat system in Hyperdimension, Neptune and Mkis.

Phil: And how is that?

Tom: Well, it basically does all of these things that these systems do, combining them with, on top of that, combat systems from, like, Final Fantasy Tactics to create an exceptional, perfect system, where it's basically every JRPG you've played, not done better than the best of the best, but done more than adequately so that you get a great taste of everything that JRPGs have to offer in their combat systems.

Tom: And it does do it better than the more run-of-the-mill combat systems.

Phil: Right, and when you combine that with the, you know, all the meta jokes...

Tom: It's a perfect combination of gameplay and things.

Phil: And things.

Tom: Exactly.

Phil: Exactly.

Phil: Alright, well that's it for what we've been playing.

Phil: We're going to move on to our feature now.

Phil: We're going to be basically spoiling a lot of...

Phil: We're going to be spoiling the game Spec Ops The Line, which is a game that came out in last year.

Tom: I would just say for those that don't want to be spoiled, don't get the PC port.

Phil: Do not get the PC port.

Phil: Try and pick up the PlayStation or version.

Phil: Though other people like SteelAttack at thebgpress.com didn't have a problem on the PC.

Tom: Well, that's incorrect, I have to say.

Tom: That's a load of bullshit, first of all.

Tom: First and foremost, just tell me, was the console's version incredibly jaggy?

Phil: No.

Tom: He said his version was in fact incredibly jaggy, and he had his card forcing it to do FXAA.

Phil: Well, let's just say that, you know...

Tom: And on top of that, I've also...

Tom: While I was saying this, a friend has been playing SteelWit, and they've had even more port issues than I have.

Tom: So it's definitely % crap port.

Phil: In that case, at least get it for the PlayStation

Phil: I can vouch for that.

Phil: I don't know about the version.

Phil: This is not a big seller, so I wouldn't imagine that the publisher Ubisoft would have much interest in doing a good port to the PC.

Phil: It's probably just the cash grab, because it did pick up such a cult status after its release that they were probably like, okay, well, if we release this digitally through Steam, et cetera, you know, we'll be able to make a few hundred grand.

Phil: Just, you know, whatever.

Phil: Just port the frigging thing, right?

Tom: And cash grab is a massive understatement.

Phil: Well, while I agree that the PC version, based on what you've had to say and those around you have said about it, is a cash grab, I mean, specifically, I mean, what was so much worse about it?

Phil: Because, you know, for the complaints about the game that people had on the console version, no one ever brought up the technical aspects of it.

Tom: Yeah, well, the first thing I'll say is, functionally, it's a solid port.

Tom: Like, the controls are handled well enough.

Tom: You're not running into game-destroying glitches, console, that sort of thing.

Tom: But this I have only ever seen, but I can think of off the top of my head, at least, in one other game, which is, it does not support a different aspect ratio apart from widescreen.

Tom: So on my to monitor, I have to play with black bars.

Tom: Now, maybe this was...

Tom: Here's just the sort of level of games that you might expect this to be.

Tom: The only game I can think of that does this is A Virus Named Tom.

Tom: And in the case of A Virus Named Tom, it actually kind of makes sense just...

Tom: Once again, we're considering the budget constraints involved here.

Tom: Makes somewhat sense for the gameplay because the size and ratio and everything of the maps involved are important, right?

Tom: So if you were to put that on a -monitor, you wouldn't be able to change the shape of the map.

Tom: You'd basically, instead of having black bars at the top and the bottom, say, you would just have the background unrelated to any gameplay extending further.

Tom: So that's kind of pointless.

Tom: Now, that doesn't apply to a shooter.

Tom: In a shooter, there's absolutely no reason not to simply cut off the edges.

Tom: You could say you lose some peripheral vision, but it's so much more natural to play that with the screen filled up.

Tom: The only other reason I think of it is apart from just sheer laziness is maybe they wanted it for some sort of theatrical reason so that it still looked like a film.

Tom: Just if you want to do that, which surely not.

Tom: Surely not.

Tom: Just have the cutscenes like that.

Tom: There's no need to try and resize the cutscenes, which a lot of games do do very well, by the way.

Tom: You would expect that in a lot of games.

Tom: But if you want to keep a cinematic ratio and the cutscenes fine, don't do that in the gameplay.

Tom: That's just utter stupidity.

Tom: Seriously.

Phil: What is your favourite movie of all time?

Phil: Like what is the movie that you respect the most?

Tom: There is no single film.

Phil: Well, give me like two or three.

Tom: I'll give you two, then I can think of all three.

Tom: I'll give you three.

Tom: I just thought of the third one.

Tom: Off the top of my head, let's say A Space Odyssey, Sympathy for Mr Vengeance and Brazil.

Phil: Let's take Space Odyssey, right?

Phil: Basically, like here's the analogy, right?

Phil: When I went to see Jurassic Park ten years ago, was it ten years ago or twenty?

Tom: I don't think it was twenty.

Tom: I'm pretty sure that came out twenty years ago, but I would say it's more than ten.

Tom: Maybe fifteen or something.

Phil: Fifteen, right?

Phil: Let's say I went to see it and I went, I made a point because I was an idiot and I was so young.

Phil: I made a point of going to see it on the biggest screen possible, right?

Phil: With the best sound and I stood in line for a long time and I probably got the premier experience of Jurassic Park that was available to anyone, right?

Phil: Now, if you had waited a year or a year and a half, it eventually would have made its way down to one of the multiplexes where they have the screens that are cut in half, you know, because they downsize the theater to make two theaters and it's a dollar eighty to get in as opposed to, you know, seventeen, fifty and all the rest.

Phil: When I hear you talk about Spec Ops The Line, what I want our listeners to understand is that this game is brilliant on so many levels and basically what Tom is describing is he went and saw it when it was a dollar eighty a year and a half later in some shitty theater where you pay a dollar eighty for a matinee where they don't clean the chairs in between, you know, individual showings.

Phil: You're seeing a compromised experience of this game which really has nothing to do with the original producers of the game because the game came out for the consoles and then once it built up this indie hype, not indie hype, this cult classic hype, then it was exploited as a cash grab on the PC.

Phil: That has nothing to do with the people that did all the hard technical work to bring out the great console version.

Tom: I'm not blaming them.

Phil: As you continue to criticize the game though, we should note that the limitations under which you observed the game were not optimal.

Tom: You need not worry.

Tom: My criticisms of the actual game itself can be blamed solely on the people that made it and are unrelated to any technical...

Phil: Let's hang this on the publisher.

Phil: It is the publisher's fault.

Phil: They're the one charging real money from people who do real work for a game on the PC and they have fallen short.

Phil: They're not only letting down the people who play it, they're letting down the people who loved it on the console and they're letting down the people who built this game.

Phil: And built this game over four years, you know?

Phil: Anyway, I'm sorry to have to interrupt you, but that's basically my...

Phil: I just wanted to make sure that we're clear that you had a compromised experience with this game, mostly because of the publisher, not because of the developer.

Tom: Here's the other point.

Phil: Having said that...

Tom: Yeah, as I said.

Tom: So let's just move straight into the criticism then.

Tom: Now, I played this on hard, and I'm sure you may have noticed, as you were involved in this, both you and Steel and a couple of others seemed to think that this was a bad idea.

Tom: And that perhaps...

Tom: And are you going to attempt to blame the publisher for this as well?

Tom: Did the publisher attempt to shoehorn in a hard difficulty?

Tom: Because apparently I should not have played it on hard.

Phil: I think, first of all, number one, just no response, please, you're an idiot playing a game on its first playthrough on hard without at least trying it on its...

Phil: the default difficulty.

Phil: There is a default difficulty suggested, right?

Phil: So when you get into a manual transmission car, the default gear for going, let's say, kilometers an hour, is fourth, right?

Phil: You do not go, well, that's great, but I'm going to try it in third, right?

Phil: You're going to blow up the engine.

Phil: I do think that you are living up to your fool's name.

Tom: But that analogy makes absolutely no sense whatsoever.

Phil: I just think you're punching yourself in the face going into a game, starting it on hard.

Phil: Now, I do agree with you that if the publisher is going to make hard available at the start, they need to make sure that it is a good experience on that level of difficulty.

Phil: And instead, if they're not going to do the QA into that, they should just release the game and have normal and easy, and then once you've beaten the game on normal, then they can unlock hard.

Phil: So yeah, I mean...

Tom: See, that is my point.

Tom: I don't see how you can blame anyone but the developer for stuffing something up.

Tom: If they include it...

Phil: No, you're the guy that goes into an Indian restaurant and says, oh, I like spicy food.

Phil: No, wait.

Phil: I like spicy food.

Phil: Give me your hottest dish ever, right?

Phil: And then you take a mouthful and you're like, oh, I can't eat this.

Phil: I can't eat this.

Phil: This is fucking terrible.

Tom: Take this back.

Phil: I'm not paying for it, right?

Tom: Except two problems with that.

Tom: One is I would have no trouble with that hot food.

Phil: Nor would I.

Tom: And secondly, though, once again, I think the point that is being missed here is the issues with the difficulty, the frustration involved, was not due to the design of the difficulty.

Tom: The problem was with flaws in design that led to this being an issue.

Tom: And just to demonstrate this point, I'll use this example, right?

Tom: There were three occasions where I died enough for the game to suggest that I play on a lower difficulty, right?

Phil: So they're helping you along.

Tom: Now, the first time this happened...

Phil: The waiter comes along and says, Sir, would you like a glass of water?

Phil: And you said...

Tom: No, fuck you.

Tom: But the first time this happened was the helicopter scene.

Tom: Now, you got through this fine, right?

Phil: Yeah.

Phil: But I'm going to pause here, right?

Phil: Because I'm going to take a step back, and I'm going to give our listeners, those whom have not yet played Spec Ops, we haven't spoiled the game yet, and we'll give you ample warning when we are.

Phil: Spec Ops is technically a third-person shooter with very light squad-based strategy elements, right?

Phil: So when you hear Spec Ops, you might be scared off because you think, oh, Spec Ops, that's that squad-based game.

Phil: You go to control like four different guys and tell them what to do and everything.

Phil: This was a game development team that was basically told, you guys need to make a Spec Ops game.

Phil: It needs to have Spec Ops in the name.

Phil: It needs to be a shooter and it needs to be set in Dubai.

Phil: I know all this from listening to developer interviews.

Phil: And then from there on, they developed a game and they found that it was pretty poor.

Phil: They found that the gameplay was pretty generic.

Phil: And at that point Ubisoft and game reviewers had come in and played the game and gone, okay, this is fine.

Phil: It's serviceable game.

Phil: But Ubisoft said, okay, we're not going to do anything with this game.

Phil: This game is not going to sell.

Phil: It's very generic.

Phil: Therefore, they took the leashes off of the writers and said, try and make this special.

Phil: And so they did.

Phil: They basically took Conrad's novel The Heart of Darkness, which was later transmorphed into the film...

Tom: Apocalypse Now.

Phil: Apocalypse Now.

Phil: And that's what this game is based on.

Phil: And the writers have said that that's what they were using as their inspiration.

Phil: So, I mean, kudos, first of all, for Ubisoft for not pulling an Activision and just pulling the plug like they killed sleeping dogs, right?

Phil: And second of all, I mean, how amazing is it to get a game where the publisher tells the writers, okay, you know what, we know this game is kind of boring, so if you want to do what you want with the story, go for it.

Phil: I mean, when I talked about this at thevgpress.com, that's where I was saying this game never should have been published.

Phil: Like a rational publisher like Activision, you know, a profit-based company would never have published this game, let alone for the subject matter and everything else, because it's not a special game beyond its story, and you'll get into that.

Phil: Well, I played it too, so I get to give impressions too.

Phil: But basically, I did want to take a step back and let people know this is a third-person shooter.

Phil: Nolan North voices the lead character, does a spectacular job throughout the game.

Phil: I particularly liked the one strategy element of the game, which you get to paint targets, which I know is fairly common in shooters these days.

Phil: But basically, you get to paint them and tell your AI partners, you know, focus in on those characters.

Phil: So basically, having said that, I just wanted to give everyone a framework as to what we're talking about when it comes to Spec Ops The Line.

Phil: I'll let you take the floor again.

Tom: So the first occasion where it suggested all over the difficulty was Helicopsy.

Tom: You got through it fine.

Tom: Still have the same problem with me.

Tom: The other person I know who was playing it also got through it fine.

Tom: Now, here's the reason for this, okay?

Tom: It is completely random.

Tom: There is no...

Tom: nothing the player can do to get through it using skill or whatever.

Tom: What happens is you're running along avoiding helicopter fire, right?

Phil: Right.

Phil: I'm taking your word for it because I don't even remember this scene.

Tom: Well, the first time I ran through, okay?

Tom: Straight line, just straight ahead thinking, okay, this is...

Tom: what this is like in most games, you know, it's basically not a gameplay section.

Tom: You're just running in a cutscene, right?

Tom: So then you turn a corner and I stopped here thinking due to the geography involved that the helicopter wasn't going to come and shoot me again.

Tom: So while stopped here though and I was looking around at the environment as one does, I then got shot by the helicopter.

Tom: So I started again, thought, okay, fine.

Tom: Did literally the...

Tom: exactly the same thing, ran exactly the same pathway forwards, started sprinting exactly the same time.

Tom: Oh, wait a minute, halfway along I'm dead.

Tom: So then I think maybe I did something different.

Tom: Maybe there is some sort of strategy required here.

Tom: So the next time I watched where the fire from the helicopter was coming from, right, which is completely scripted, it's the same each time.

Tom: So I got killed again, but I could see where it was coming from.

Tom: So this time I decided to sort of strafe a bit and avoid it, died again.

Tom: And so I tried again and again, trying different things.

Tom: No matter what I did, % of the time, I literally died in exactly the same spot as if it was scripted that I had to die there.

Tom: And so, for example, I could pause without starting to run for two seconds, then start sprinting and I would die in the same spot.

Tom: Right?

Tom: There was no rhyme or reason to what the hell was happening.

Tom: So I then went to YouTube.

Tom: I watched some other people doing it.

Tom: And once again, there was no discernible way to actually progress beyond sheer luck.

Tom: And most of the commentary of these people dying repeatedly again and again, generally have the same point that what the fuck is this utter load of rubbish?

Phil: Okay, well, at this point, I'm going to insert a spoiler warning.

Phil: So everyone who's been listening to this point, who hasn't played the game, gosh guys, don't listen on it at this point because you've got to experience this game and you can get it for cheap.

Phil: Don't get the PC version.

Phil: Go get the old, you know, the console versions used.

Phil: It's a game you can beat in two to three games.

Phil: It's a, I think, and Steel Attack thinks, it's one of the most consequential video games of all time.

Phil: He thinks it's the best shooter of all time.

Phil: I think it's merely the most consequential video game of this generation.

Phil: What consequences are we going to have?

Phil: Well, we're going to get into that.

Phil: So that's a spoiler.

Phil: Now, what if, for all...

Phil: Tom, if...

Phil: What if...

Phil: Like you say that you're assuming that the story doesn't actually play out that much differently regardless of your choices.

Phil: This is a game of many, many choices.

Tom: Hang on, wait a minute.

Tom: Is this relevant to this point first of all?

Phil: Yes, absolutely, because what I'm saying is what if the developer...

Phil: There are many choices you can make in the game, but ultimately, up until the end, you're still going to go down the same path.

Phil: It's just a matter of how you're going to feel about yourself, what cutscenes you see.

Phil: So throughout the game, there's probably about times where you get to make a decision, where it's going to have an impact later on the game, in terms of what you see.

Phil: In terms of the story and where you go and what levels you go and who you shoot, it doesn't make any difference whatsoever.

Phil: So what I'm asking you is, is perhaps the randomness of this helicopter thing a comment on the fact that what you do, regardless of your choices, doesn't have a difference.

Phil: It doesn't make a difference.

Phil: You can go left, you can go right, you're going to die.

Phil: Or you can go straight ahead and get through, because we've randomly determined that, you know, at the flip of a coin in the code, at the start of this experience, you're either going to get through the first time, as I did, to the point where I didn't even remember this level, because I just walked right through it.

Tom: Yeah.

Phil: Or to the point where you and many YouTube commenters are like, what's going on here?

Phil: No matter what I do, I don't...

Tom: Well, let me just say this then.

Phil: Are you being disenfranchised on purpose, as a part of the larger point of the game?

Tom: No.

Tom: Well, maybe you are, but if that is the case, that is single-handedly the most incredibly stupid way to illustrate a point in any video game I have ever played in my entire life.

Tom: And I sincerely hope that that is not the case.

Phil: You know what?

Phil: I'd agree with you.

Tom: What?

Phil: I do agree with you.

Phil: I was just wondering if that was...

Phil: I just wondered if it was intentional or not.

Tom: Well, that's actually a good question because maybe it is because where the writers struggle the absolute most is where they're trying to make a point unsubtly.

Tom: And that would be an incredibly unsubtle way of making that point.

Tom: And it wouldn't really surprise me.

Tom: Well, it would, to be honest, because that's just so extreme.

Tom: But it wouldn't be too far-fetched to be possibly believable that it might have been...

Tom: that that might be the case, what you described.

Phil: Given the pre-rain they had and given the, what do you say, head fucking that goes on in this game, I wouldn't be surprised if it was intentional.

Phil: Obviously it was intentional because it's random, right?

Phil: Someone had to make the choice that it's random.

Phil: So are you making the choice that it's random because you're a dick and you've got to cut out early for lunch on a Friday afternoon?

Phil: Or are you doing it because it underscores the greater thematic narrative of this game?

Tom: And we'll see that at some point because the other thing is, while playthroughs, I assumed that was presumably simply because of poor scaling for Hard, right?

Tom: Where they would have had the amount of bullet does, right?

Tom: But it doesn't work there where you're in that situation.

Tom: But given that Steel had the same problem on Medium, you may in fact have a point, which is not necessarily a good thing.

Phil: No, I mean the game is not perfect.

Phil: I mean, it's not perfect.

Tom: But just moving on very quickly just to finish this point here.

Tom: Now, the second time that this happened, okay, just to demonstrate, I'm not complaining that the game...

Phil: You are.

Phil: You are.

Phil: You hung up on this one little thing.

Tom: No, I'm not.

Tom: Let me finish.

Tom: This is what I'm getting at.

Tom: The second time that it suggested that I should change the difficulty was in a car park section where you are then eventually accosted by a heavy, right?

Tom: So what happened here was I stupidly wasted my ammo, okay?

Tom: So I had to start off with running up and malaying someone and getting ammo.

Tom: So the whole thing was an uphill battle.

Tom: And combined with the poor AI was quite a challenge.

Tom: Now, that was good to me.

Tom: That was good if you ask me.

Tom: I want it to be a challenge.

Tom: And that was a challenge.

Tom: If it was harder than it should have been, it was through my own stupidity, right?

Phil: Right.

Phil: Yeah, yes.

Tom: Yeah.

Tom: I'm not blaming the game, okay?

Tom: Now, the next one, and this is partly due to my stupidity, was at one stage your god, the black guy, who is behind you with a pistol, right?

Tom: And his role is to shoot enemies that flank you.

Tom: Now, the trouble with that is, % of the time, it's once again somewhat of a coin flip if he's actually going to shoot them.

Tom: So, you've basically got to make sure that no one does go and flank you.

Tom: Which makes the whole thing drastically hard, because the whole thing is clearly being balanced with a normal in mind where his ineptitude is actually going to be useful.

Tom: Now, once again, this was incredibly frustrating because it was poorly balanced, but I played on hard.

Tom: So, once again, I'm not complaining about that.

Tom: That's the third time.

Tom: Now, the fourth time, the only other time that it suggested I lower the difficulty was at the very end, it starts off, you know the section right, you start off in a golf course, right?

Phil: Yes.

Tom: Right outside the giant hotel.

Tom: So then, once you've proceeded through the golf course, you get into another battle, right?

Tom: You begin inside and then you slowly proceed outside.

Tom: Now, that was the only other time in the game where it suggests I lower the difficulty, which, by the way, was due to several times where I deliberately killed myself because I accidentally picked up ammo and I shouldn't have.

Tom: And the reason for that was...

Phil: How did that result in you killing yourself?

Tom: I then deliberately killed myself because I wasted the ammo.

Tom: So I'm playing on hard, so I need to be washing my hair, you see, right?

Phil: Yep.

Tom: So the fourth time that the game told me I should lower the difficulty was right after the golf course.

Tom: It's the very final action sequence.

Tom: So you go in and the only time it told me to lower the difficulty, by the way, was because on several occasions I had to kill myself due to accidentally picking up ammo before I should have, which is the perfect indicator that this part was so much better designed and I got the hard difficulty bang on in this section because I actually had to consider very, very carefully my ammo usage, my grenade usage, and my squad usage.

Tom: All of that was so perfectly done.

Tom: It was basically equivalent to playing a very casual version of Rainbow Six and so much fun compared to the rest of the game.

Tom: Now, as far as I can see, out of those four examples, there's only been one time that I've complained about the game being too hard.

Tom: Yes?

Phil: Right.

Tom: And perhaps the third one.

Tom: But once I realized that and I accepted, okay, the guy behind me is not going to help me.

Tom: That's just a remnant from medium and simply focused entirely my efforts on basically redoing my whole battle strategy.

Tom: I got no problem with that.

Tom: It was just poor scaling, right?

Tom: So the only time that I complained about the difficulty was during the random part, okay?

Tom: So I'm not sure at what stage you can say that playing on hard has in fact diminished my experience of the game in any way.

Phil: No, I'd agree with that.

Phil: I mean basically the bottom line is I think it's generally ill-advised to start a game on hard.

Phil: I think you should start on the default and then if you find it too easy, move up to hard.

Phil: Or if you find it too difficult, move down to easy.

Phil: Which is what I do it all the time.

Phil: If I find a game too hard, I'll move it down to easy.

Phil: I'll launch it up to hard fewer times than more.

Phil: But I'm not going to...

Phil: All I'm saying is the technical aspects of this game were the least of my concerns.

Phil: It actually never even raised its head.

Tom: Yeah.

Tom: Well, here's the thing though.

Tom: I mean, if you're playing on normal and breezing through it, I can see there wouldn't be annoyance with the AI.

Tom: And here's a perfectly good illustration...

Phil: I wasn't breezing through it though.

Phil: I mean, on normal...

Tom: The thing is, on normal, you're not necessarily going to be breezing through it.

Tom: But the margin for error is going to be lower.

Tom: So if the AI fucks things up for you, it's going to be less frustrating, right?

Tom: Now, just here's an example of the bizarreness of the AI on hard, okay?

Tom: Up to Chapter I genuinely thought that my teammates could not be killed because I would see them standing down in the opening and the enemies would be shooting them in the head, literally a whole magazine directly into their head.

Tom: And it went literally straight from that in Chapter

Tom: Suddenly, I'm in Chapter they stand there yoping for five seconds and, oh, wait, they're dead and I have to go and heal them or tell the other to go and heal them.

Tom: It was just completely bizarre.

Tom: I mean, that's not even the AI.

Tom: That's the balance of the damage.

Phil: I just...

Tom: it boggles the mind how that can even happen.

Phil: I found that on normal, the enemy AI was pretty much on par with Gears of War.

Phil: They took care of themselves for the most part but from time to time you did have to go over and heal them.

Tom: Let's say at least it's a lot better than Kill Learn and

Tom: But here's the other thing though.

Tom: I mean, I don't think I would have enjoyed it any more on normal because here's the thing.

Tom: On hard, for great periods I was in fact breezing through it.

Tom: I found it generally far too easy.

Tom: So on normal, I can only imagine I would have found it probably just as boring as some of the more frustrating parts of hard.

Tom: I think that's mainly because, except at the very end, those last two combat sections, they never really do anything with the level design.

Tom: It's all kind of exactly the same.

Tom: So after you learn what to do at the very beginning of the game, you're doing the same thing again and again.

Tom: And the AI is so simple.

Tom: The only way that is better than the AI in something on the level of Killzone and from that long ago is that the enemies are more likely to hide and respond to you shooting at them.

Tom: That's the only improvement over something like Killzone.

Tom: So once you get the hang of what you're doing, you can just breeze through % of it even on hard.

Tom: I could anyway.

Phil: I think the enemy AI was nothing to write home about in this game.

Phil: I'm thinking that perhaps maybe even your ease of playing this game on the harder level is in part again because of the bad port, because you're using mouse controls, which is so much easier to apply precise control than the wavy analog sticks of a console.

Tom: The only fix to that is, of course, there are some problems with sticking to cover with the keyboard because you don't have degrees of movement.

Tom: So, for example, you might try to shimmy along, but if you've got the camera angle just slightly off, then he's going to remove himself from the wall.

Phil: Well, that happened in the console game as well.

Phil: It even happens in Gears of War

Phil: The kings of cover where you stick to things that you don't want to stick to or you stick to things too long.

Tom: That's something Binary Domain did so excellently.

Phil: Oh, Binary Domain, man.

Phil: That guy, Nogoshi Skooled.

Phil: Skooled.

Phil: I mean, it's just insane that Gears, which is, like I said, the king of cover, even in the third iteration of the game, still had it wrong.

Phil: And then Binary Domain comes along and just completely owns it.

Tom: I cannot think of a better third person shooter this gen that I've played anyway.

Phil: No, I'd have to give it more thought, but I'd probably come to the same conclusion.

Tom: So basically, the gameplay, it didn't really hit the mark for me overall.

Tom: Now, once again, of course, you're going to say, who cares about the gameplay?

Tom: But to me, it matters.

Tom: I mean, on the one hand, it didn't get in the way of the story, right?

Tom: It didn't prevent me from enjoying the main focus of the game, yep?

Phil: Well, good.

Tom: But the thing is, I'm still spending several hours not doing the story.

Tom: I'm still spending several hours playing the game itself.

Tom: So that's a large part of the experience to me.

Phil: I don't know what to say.

Phil: I found it to be an entirely enjoyable game in and of itself.

Phil: Even if it didn't have the story, I found it to be a workable game.

Tom: I'm not saying it's not workable that I didn't enjoy it.

Tom: It's just like probably a five for me, the gameplay.

Phil: Yeah, I'd say the gameplay itself is probably a seven.

Phil: I mean, yeah, for me, you know, I play a lot of these third-person shooters and I really like the paint elements of it.

Phil: I really did.

Phil: Which would have, you know, which moves it up from a six kind of thing in and of itself.

Phil: But, you know, I play a lot of crap games.

Phil: I play a lot of generic games.

Phil: So just for me, having something that's slightly out of the box was more than enough just on the gameplay element.

Phil: And then they don't...

Phil: The story doesn't kick in until about...

Phil: you're about a third of the way into the game.

Tom: That's the thing I hated.

Phil: Yeah, very subtly.

Tom: I mean, the first third...

Phil: And then they really ramp it up.

Tom: Yeah.

Tom: Which I think in the overall arc of it works well.

Tom: Once you get past the boring first third, which at the very beginning, it feels like it's setting something up right.

Tom: Then though, it kind of goes off to the wayside where it then just becomes really generic.

Tom: And the chatter between the characters involved is just the most generic crap you could ever come up with.

Tom: And I'm not saying...

Phil: It was on purpose.

Tom: That's the point.

Tom: But when you go through it then, you think, when the fuck is this shit going to end?

Tom: When is it going to get to something good?

Tom: Then it does though.

Tom: And at the end, it fits perfectly with the overall structure of the story.

Phil: So the first third of the game is basically Army of Two, right?

Phil: Yeah.

Phil: And see, the craziest thing to me, right, I had a peripheral knowledge of this game, very peripheral knowledge.

Phil: I bought it for cheap.

Phil: I put it in and the very first thing I hear is Jimi Hendrix playing the American National Anthem from, you know, whatever that comes from, god damn it, I can't remember right now, which is in itself provocative.

Phil: It was provocative at the time, right?

Phil: And the American flag is flying upside down.

Phil: And of course, it's part of maritime law.

Phil: Anytime you fly the flag upside down, it means you're under distress.

Phil: So the very first image you see of the game, before you even start the game, on the menu, is an American soldier huddled over next to an American flag that's upside down and you're hearing Jimi Hendrix play the American National Anthem, like, baa, baa, baa, baa, baa, baa, right?

Phil: Which is the theme of you know, and the crazy thing to me, as soon as I saw those two images in a pose, I was like, okay, this game is subversive, right?

Phil: This is a subversive game.

Phil: This is, I mean, very obvious.

Phil: The crazy thing is when I listen to, like, reviewers like Jeff Gerstmann and other people in podcasts, you know, express surprise that a third of the way into the game, the game started to turn subversive.

Phil: It was like, I knew right from the start.

Phil: Oh, holy shit.

Tom: You don't even need to know that that's Jimi Hendrix to get that.

Tom: I mean, this is going to be a ride, right?

Tom: It's the King's Shoes off-key.

Tom: Hey, Redemption of the National Anthem with the flag of Dubai presented like that.

Tom: That's obviously going to be the case.

Phil: Yeah, or the United States, you know.

Phil: So, for me, now the writers said that they wanted to set up the first third of the game, just set it up for dude bros.

Phil: So, as they're playing the game, they're like, okay, we get this, we know what we're doing, we're comfortable with this.

Phil: And then, of course, they flip it on it.

Phil: And we've already given a spoiler warning.

Phil: There were some several shocking things in the game.

Phil: Hang on.

Tom: See, and that's the thing that makes those shocking things work so well.

Phil: Right.

Tom: Because there's no lead up to them.

Tom: I mean, you get the submersive hints that something's going to happen.

Tom: But then it goes into the most generic gameplay and shatter whatever, and bam, there's the white phosphorus.

Phil: Okay.

Phil: Well, now also Nolan North is a part of this as well.

Phil: Right.

Phil: They've got all American Nolan North doing the voices.

Phil: What's interesting to note is that Nolan North did this prior to Uncharted.

Phil: This game was in development for so long that he did the voice work for this before Uncharted had even come out, which of course made him famous from that point forward.

Phil: And his vocal performance in this game, he plays the lead protagonist, you do.

Phil: His voice throughout gets more and more ragged.

Phil: So at the start of the game, which I love, they're quoting Unreal Tournament.

Phil: So like, anyone else want some?

Phil: So in the first third of the game, it's jokey.

Phil: It's like, oh, you kill a guy.

Phil: Anyone else want some?

Phil: And by the end of it, it's like, anyone else want some?

Phil: And, you know, spoilers here.

Phil: But basically, there's a part of the game where you come to...

Phil: Well, first of all, you find some people that you think are enemies at the very start of the game.

Phil: And you basically shoot them, right?

Phil: Because it comes up on a screen.

Phil: It says, shoot the enemy, right?

Phil: And so you shoot them.

Phil: It's the very first blood of the game.

Phil: And you don't have to shoot them, as it turns out, right?

Tom: Actually, technically though, which party are you referring to?

Tom: Are you referring to the very first battle with the people on the bus?

Phil: Yep.

Tom: What happens if you don't shoot them there?

Tom: Did you find out?

Phil: No.

Phil: But I do know that it is optional because in the both cases...

Tom: Because I waited a long time and I think they started shooting at us.

Phil: Right.

Tom: So I think you do have to shoot them then.

Phil: Right.

Phil: I'm not sure.

Phil: I'm told that you don't have to shoot them, but in my two playthroughs you're compelled to shoot them.

Phil: And it turns out...

Tom: Maybe they just shoot you for a while then give up.

Tom: Right.

Phil: And the fact of the matter is as a part of the story, basically as a part of the story, you're a three-man squad who is sent into Dubai, right?

Phil: Now Dubai, of course, is that architectural phenomenon in the Middle East which is basically like the Las Vegas of the Middle East, except a thousand times better, a thousand times better, a thousand times bigger.

Phil: And there's been some form of natural disaster in the terms of a sandstorm.

Phil: So the US sends their general, you know, their top guy from Afghanistan, who's on his way home, he either decides on his own or the government sends him to go in there with his squadron, basically.

Tom: The rd.

Phil: The rd.

Phil: Now, since then, no one has heard from him or anyone in the region.

Phil: And there is some mystical, spiritual quality to this.

Phil: This is where the spooky stuff comes into the game, that there's this huge sort of sandstorm and the vengeance of God and all the rest of it.

Phil: Because Dubai is so aberrant to Muslim culture and all the rest of it.

Phil: So basically, this war hero, this general, this Schwarzkopf type, takes the rd squad in as a rescue mission to save the civilians out of Dubai.

Phil: But no one has heard of him.

Phil: So the government, not knowing what to do, sends in this special ops team to see what's going on.

Phil: You, playing the Nolan North character, basically have had previous experience with the big guy, the big general, Conrad.

Phil: And you have tremendous admiration for him.

Phil: And basically, what you're struggling with throughout the game...

Tom: They were in love, let's put it that way.

Phil: Yeah, they were in love.

Phil: And basically what you're struggling with throughout the game is you see that Conrad has basically become a small dictator of Dubai.

Phil: And that he's overseen some very cruel and genocide type stuff.

Phil: But because of your love for him or your admiration for him, you can't believe it.

Tom: Love and admiration.

Phil: Love and admiration.

Phil: So you're telling your squad mates the whole time, no, Conrad wouldn't do this, Conrad wouldn't do that.

Phil: We've got to find Conrad, he'll tell us the truth.

Phil: Now at a certain point in the game, you use the real world chemical white phosphorus on what you think is a bunch of enemies.

Phil: And it turns out that you're using it on a bunch of civilians.

Phil: Now this is basically the worst form of biochemical warfare that you can imagine.

Phil: And it basically calcifies people.

Phil: Now as you're playing this game, it is a vision of Modern Warfare where basically you're just seeing everything in black and white.

Phil: You know, you're up in an airplane, you're overlooking it, and you're just dropping these bombs.

Tom: It's in the vein of a drone attack.

Phil: In the vein of a drone attack, where you're completely depersonalized, disassociated with the harm that you're doing.

Phil: So, but you think you're killing these guys.

Phil: You really don't have a choice.

Phil: You have to do this.

Phil: Regardless of what you do, you have to use this white phosphorus on the enemies that you're seeing before you.

Phil: So you're seeing it from the air using these drones, and then you have to walk through them.

Phil: And you see your enemies, and then you realize that these people were actually US soldiers who had set up a humanitarian camp for civilians.

Phil: And so you basically just killed a bunch of US soldiers who were taking care of a bunch of civilians.

Tom: Very good.

Tom: Yeah.

Phil: And at that point, the lead protagonist is affected.

Phil: Now, you don't know that, right?

Phil: Further things happen that are more disturbing.

Tom: You do quite know that at the time due to the acting and script.

Phil: Right, the character becomes more agitated, but you don't know that he's hallucinating or seeing things falsely.

Tom: Yeah.

Phil: At that point, Conrad starts to communicate with the main character, and the point is that...

Tom: Except, and this is probably not deliberate, but an error.

Tom: I think, at that stage, that was already where I thought it was going because of the setup with the main stage artist was in the helicopter scene around then.

Tom: You know, he puts on classical music, Beethoven, I can't remember what song it was exactly, and starts singing along with it, right?

Tom: Now, this may or may not have been deliberate, but it led me to believe this, not only due to the tone, but it seemed like where the story would be headed considering this due to how over the top and slightly out of sync, out of tone, with how the music had been used before and also the script and speech of a radio man, right?

Phil: Well, in retrospect, I mean, the speech of the radio man is, you know, Good Morning Vietnam and all the rest of it.

Phil: Whenever you're using music in a visual form, it is always overstated.

Phil: You can't, I mean, you're saying, and we're going to play this and this scene because, I mean, you can't help but do it.

Phil: I defy you to make a film and use licensed music and not have it be ham-fisted.

Phil: You can't do it.

Tom: I'm not saying the music was ham-fisted.

Tom: I'm saying what was ham-fisted was him beginning to sing along with it in the way that he did.

Tom: And the point here, though, is that that's not what I'm complaining about.

Tom: What I'm pointing out here is simply that it led me to believe that this was where it was going towards because, one, either, once again, we'd already been getting into his head to a degree that he's going to be going along with this delusion to fan Conrad, right?

Tom: At that state, that was already present.

Tom: So, at that stage, I thought either he was, the guy wasn't actually singing along to the music like that, or, due to the over-the-topness of it, they were then going to, in fact, go to more overtly obvious illustrations of stuff like PTSD using hallucinations and that sort of thing, right?

Phil: Yeah.

Phil: Yeah.

Phil: I mean, from that point on, like the first part of the game, the protagonist is defending Conrad, saying, don't worry, guys, this looks bad, but when we get to Conrad, he'll have an answer.

Phil: After the White Buster, it flips.

Phil: And the lead protagonist...

Phil: They've got to kill that bastard.

Phil: Yeah.

Phil: The main protagonist now, unable to accept that he has become Conrad, he has become this evil person, is now like, we're going to find Conrad and make him pay, right?

Phil: And it's not as black and white as that, or black and white phosphorus as that, but it does start to play out.

Phil: There are...

Phil: That was a disturbing scene, in that you see the mother clasping to the child, for which there's a callback later.

Phil: I think the next most disturbing scene in this is when a...

Phil: Basically, the three of you are doing crowd control, and there's a bunch of civilians who are basically trying to hang one of your friends.

Tom: Yeah.

Tom: They haven't even hanged him, or in the process of hanging him.

Phil: Right.

Phil: And you find them, and you basically have the choice of firing a warning shot in the sky.

Phil: And again, this isn't done bullshit like Fable style, or Bioshock style.

Phil: It doesn't say, do you want to shoot in the air, or do you want to shoot the civilians?

Phil: You basically have the choice.

Phil: Yeah.

Phil: You know you have the choice.

Phil: You're met with a situation, you know, you can fire shots in the air to clear out the area, or you're fucking pissed off and you can take revenge and fucking mow these civilians down.

Tom: See now, here's an interesting point though, because I in fact fired shots in the air and it did nothing.

Phil: No, I've seen the YouTube of this and you can fire shots in the air.

Tom: Did you have to shoot a lot?

Tom: Because that's bizarre.

Phil: Yes.

Phil: Yeah, you do.

Phil: Because otherwise they don't take you seriously.

Phil: You have to fire like several shots in the air.

Phil: Like you, I fired a couple of, I went bam, bam, bam, like, you know, thinking that would clear them out.

Phil: And when that didn't, I said, well, fuck you guys anyway.

Phil: And I just mowed them down.

Phil: Yeah.

Phil: There is an achievement either way.

Phil: So there is a pivotal point where you can choose to kill all the civilians or most of the civilians or fire a warning shot and clear out the area.

Phil: And if you just want-

Tom: I just like to point out, by the way, for anyone listening out there, I in fact killed no one.

Tom: It was all the black guy.

Tom: I shot one person in the knee, then he mowed everyone down.

Phil: No one believes that.

Phil: The next most disturbing thing in the game is when you get to DJ.

Phil: And to me, this one came, this was a monster closet for me.

Phil: This came completely out of the blue.

Phil: Was it for you as well when your compatriot shot the guy in the head?

Phil: No, you were expecting that?

Phil: Really?

Phil: How did they tip that off?

Tom: I don't think they tipped it off.

Tom: I think it was fitting in with the character because at that stage, he'd been getting pretty pissed off as well.

Phil: Yeah.

Tom: And was really annoyed with the radio man and all that sort of bullshit.

Phil: And there was lots of, keep in mind too, we should tell people that amongst your AI characters, there's lots of over time infighting between the right thing to do, the wrong thing to do.

Phil: And there's a character, different characters are wearing down.

Phil: All characters are wearing down.

Phil: It's just a matter of which way they're biasing.

Phil: That to me was probably the, I mean, you talk about someone, a mother and child with white phosphorus.

Phil: You talk about shooting civilians.

Phil: I was genuinely surprised when he shot that DJ.

Tom: I wasn't, but it was a very well done scene.

Tom: Now.

Phil: After that, there's a helicopter scene.

Tom: I just want to say something on that.

Tom: So here's, first of all, back to the hanging scene, right?

Phil: Yeah.

Tom: I thought that really suffered from the lack of budget compared to a high budget game because the civilians looked so unbelievable.

Tom: I mean, you needed to be probably more caught up in the story than I was.

Tom: It would have worked, but as it was, it just looked pretty stupid, right?

Tom: Maybe that was a slight exaggeration.

Phil: I was pretty caught up in the story.

Phil: And again, I'm watching it, remember, on a TV, on a couch from six feet away.

Tom: But here's the other thing about that scene is, I thought, it works out well enough by the end, but I thought it was somewhat of a poor decision to kill Lugo there because after the radio scene, it makes it too obvious that he has to then die within the story before either Walker or the black guy dies, right?

Phil: No, I don't know.

Phil: I mean, I agree with you in retrospect.

Phil: Yes, it does because there's got to be a tit for tat, eye for an eye.

Phil: You know, you got to punish the guy that acted out.

Tom: Yeah.

Phil: You know, but I didn't ever really realize that until you...

Phil: It's obvious now that you pointed it out.

Phil: But when you're playing the game, it's like when you're watching a movie, you know, you watch a movie and you're caught up in it.

Phil: And it's only when you're driving home, you're like, eh, wait a second.

Phil: What about that guy in the trench coat, you know?

Phil: So, yeah.

Tom: And one other thing about the white phosphorus scene though, was I thought far more effective than the woman and the child was the fact that they simply had you doing it from the perspective of the drone.

Tom: And...

Phil: Yes.

Tom: But, with that having said though, at the same time, I'm not a fan of that because there's two problems with this.

Tom: One, it is % entirely reliant because they didn't sell it enough for it to work on its own.

Tom: It's entirely reliant on your own perception of this action from other sources of culture.

Phil: Which they specifically...

Phil: The writer specifically said this was a editorial response to the scene in Call of Duty where they give you control over whatever it was.

Phil: I didn't think it was a drone in Call of Duty

Phil: But they said that they took what was the high point of Call of Duty which is you are an all-powerful god dealing out your damage.

Phil: They specifically wanted to show the other side of that.

Tom: Yeah, but my point being here is, and once again this is not a huge criticism of the game, just a personal taste thing, is that's all well and good.

Tom: But if you then link it to the scene with the mother and the child, you then need to sell the previous scene better.

Tom: Because all you're doing is you're copying the scene in Call of Duty, then disingenuously showing the consequences.

Tom: But when it's actually happening, you're not accurately representing the situation.

Tom: And your comment on it, I think-

Phil: What's disingenuous about it?

Tom: I'm about to get to that.

Tom: Your comment on it is perfect, I think.

Tom: You said, and correct me if I'm paraphrasing too much, right?

Tom: I can't remember the wording exactly, but basically, due to controlling a drone, and you're looking down and just shooting people, it's less personal.

Tom: Can you remember how you said it?

Tom: Because you said it a lot better than I did.

Phil: Well, yeah, there's a certain separation there.

Tom: Well, here's the thing, okay?

Phil: Depersonalize it.

Tom: Yeah, in reality, there isn't necessarily.

Tom: That is, as far as I can see, not actually true in reality.

Phil: No, I know.

Tom: Yeah, so this is just a personal tasting.

Phil: I'm pro drone, trust me.

Phil: If it means protecting, you know, people who look like me and speak English like me, against people who wish to do harm against people who look like me and speak like me, I'm all for drones.

Phil: When you put a special ops person on the line who's wearing to thousand dollars of specialty equipment, right?

Phil: And giving him weapons and night vision and all the rest of it.

Phil: And he's shooting, you know, the enemy who has nothing but, you know, an assault rifle from

Phil: You can't tell me that that's any less depersonalized.

Phil: You know?

Tom: Exactly.

Phil: I mean, it's not.

Phil: So I don't know what the larger point here is.

Phil: All I'm saying is that in my prior point and saying that they were trying to, the point that these game developers are trying to make is that, hey, you played Call of Duty therefore you're culpable of war crimes, right?

Phil: That's an invalid point.

Phil: It is invalid because for the rest of the game, you are a guy who's carrying around $worth of military tech, shooting people who have no chance of fighting back against you.

Tom: Are you saying that was my point or their point?

Phil: That's your point and that's my point.

Tom: Okay.

Phil: You know, I'm saying that there is certainly, whenever someone wants to go into Pius Town, as much as the writers of this game did, they're not being anti-war.

Phil: I mean, the overall theme of this isn't anti-war.

Phil: It's more about the consequences of choices, right?

Phil: And that, and delusion.

Phil: Those are the two key themes of this game.

Phil: It's not like, oh, war sucks.

Phil: We shouldn't have games like Call of Duty

Tom: Yeah.

Phil: That's not the point.

Phil: But to put drones on a different level than what a usual Spec Ops person is carrying around, is entirely ridiculous.

Phil: Because basically you're talking about high tech versus low tech.

Tom: Exactly.

Phil: Yeah.

Phil: So your point is valid if I've interpreted correctly.

Tom: Probably about right.

Phil: Have we talked about enough of this game or do we want to spoil the ending too?

Tom: Let's spoil the ending.

Phil: Okay.

Tom: Hold on, wait one second.

Tom: Just the point I've made before was, and back to the choices, which were, and this was tied to the ending, but leading to it better than starting the ending, I think.

Tom: The great thing about the choices, and you can say what you think of this interpretation, my basic interpretation was generally that the point of the choices were to simply show that there was in fact no choice involved, right?

Phil: Right.

Tom: Yeah, which I think is by far thematically the greatest use of any sort of choices in a game.

Phil: Which is also a comment on the role of the...

Phil: If Conrad was...

Phil: If Walker was in the regular military, it's the same thing.

Phil: People in the military have a choice about a huge range of things, but ultimately they don't get to decide how the war is...

Tom: That's right...

Phil: .

Phil: is fought, right?

Phil: And we should say that, okay, so after the White Phosphorus, Walker switches, something in his head switches, and he's like, okay, instead of finding Conrad to explain, we're going to find Conrad and he's going to pay.

Phil: So after the killing of civilians, after the hanging, from that point on, the writer says that the game is completely, not delusional, but from that point on, everything in the game, you can assume that Walker is, gosh, what's the word, dreaming, basically.

Phil: That he's in a haze, right?

Phil: That he starts to lose it at the white flash first.

Phil: Once they shoot the civilians or don't shoot the civilians after his friend is hung because of his action or inaction, he can't really win.

Phil: From that point on, he's completely delusional.

Phil: Now, as it turns out, Conrad is dead.

Phil: Conrad has been dead for several weeks.

Tom: Wait, one second.

Tom: So would you say that is more a comment on war than games?

Phil: A comment on...

Tom: Or just life in general?

Phil: I think it's just more sticking to the source material, Heart of Darkness.

Phil: So basically, at that point...

Tom: So you wouldn't say they're making a statement themselves?

Phil: No, I wouldn't.

Phil: Conrad, at that point, is communicating with Walker.

Phil: And that is all in Conrad's...

Phil: All in Walker's mind.

Phil: So basically, the game culminates with Walker going to the top of this hotel in Dubai to Conrad's suite and speaking with Conrad.

Phil: Conrad's been dead, clearly, for over a month.

Phil: And then they have a quick flashback where they show a series of shots where you see that the walkie-talkie that Walker was using didn't have wires that were connected.

Phil: He was delusional the entire time.

Phil: So when he saw people that were hanging, that were alive, that he wanted to shoot down, they'd been dead for a long time, and on and on and on.

Phil: They basically show you, and this is where your choices do make a difference.

Phil: Based on the choices you made in the game, it affects the still shots they show you in that sequence.

Phil: Yeah.

Phil: And so at this point you're completely screwed.

Tom: Yeah.

Phil: So there are at that point two possible endings.

Phil: You can choose to shoot Conrad or you can choose to shoot yourself.

Tom: Well, technically, if you choose to not shoot yourself, then you shoot yourself after the cut scene ends or after the game play ends.

Phil: Right.

Tom: I don't think there's a way.

Tom: So actually, maybe it is possible, in fact, to shoot yourself because there is a mirror image of you present which you can aim at, so.

Phil: You can shoot the mirror, you can shoot Conrad or you can shoot yourself.

Phil: Yeah.

Tom: Which did you do, by the way?

Phil: So, after the credits roll, basically, we find our hero Walker wearing Conrad's uniform in the middle of the desert, and a Humvee pulls up and they say, hey, we've identified Walker, he's here, right?

Phil: And Walker's brandishing a gun.

Phil: And at this point, you're given a further choice.

Phil: You can drop your weapon.

Phil: I mean, at this point, you're emotionally crushed because the ending of this game, getting up to the top floor of the hotel and finding Conrad, and you're talking to him for a while and he's painting a picture and the pictures of the mother with the child that you killed in the white phosphorus.

Phil: It's so emotionally disjarring.

Phil: I won't say moving, it's disjarring.

Phil: And you get to it and then you're like just shooting and you're not really even sure what you're shooting, you know?

Phil: And now the credits roll and now you're in the desert.

Phil: And a Humvee pulls up and it's a very American, very standard CNN type setting.

Phil: It's like, yeah, we've identified a target, walkers here, blah, blah, blah.

Phil: And they approach him in a cop-like manner, like, are you going to cooperate?

Phil: Are you not?

Phil: And at that point, you have the choice of dropping a weapon, which is what I did.

Phil: And he evacuates with the patrol and as you're driving away, the soldier remarks that the unit's driven through the entire city looking for him, coming across the results of his actions.

Phil: And when asked how he survived, walker says, who said I did?

Tom: Yeah.

Phil: Right?

Tom: See, what happens if you shoot them?

Tom: Is there enough that you can kill them all?

Phil: If walker, you can shoot them.

Tom: Yeah.

Phil: Right.

Phil: And if you die in the fight, you're going to be shown lying in a pool of blood.

Tom: Yeah.

Phil: And at that point, they flash back to a conversation between walker and Conrad during the prior war in Afghanistan, in Kabul.

Phil: And as the patrol gathers around his dying body, walker remembers talking about returning home and Conrad says, we can't go home, there's a line men like us have to cross.

Phil: If we're lucky, we do what's necessary, then we die.

Phil: Which I think is probably the best ending.

Phil: Of course it is, because the protagonist dies, right?

Tom: Well, he dies in the other one as well.

Phil: Well, if he manages to kill the entire patrol, which is awesome too.

Phil: I mean, what a great tribute to the player that they let you kill all these...

Phil: I mean, you're killing American soldiers throughout the game.

Phil: Most of the people you kill are American soldiers or CIA agents, which is another amazing thing how this game got published.

Phil: But if you're so fucking kick-ass that you do manage to kill the entire patrol, he picks up the radio in their Humvee and calls back to home base and says, gentlemen, I'm walking to Dubai.

Phil: Which is the first thing that we heard from him in the game, and it's the first thing that the dead Conrad said to Walker.

Phil: I mean, that's an ending.

Tom: Yeah.

Tom: Well, I'd say the best ending as far as sticking with his character would be him killing himself.

Tom: Because he does realize his actions at the end then, no matter what you do.

Tom: Before that, it had the internal dialogue.

Tom: So considering his character, up to that point, it seemed more fitting that he kills himself there.

Tom: Or at the same time, you could make more of an argument of him then killing the troops at the end.

Tom: But the other one putting the weapon down doesn't seem to fit the character as well to me.

Phil: But it's what I did.

Phil: Is it what you did?

Tom: No.

Tom: What I did was nothing.

Tom: So he killed himself.

Phil: At the end of that game, after that scene with Conrad, I just wanted to go home.

Phil: I didn't care.

Phil: And when you see him in the Vietnam era Conrad uniform, it's just like, take me home.

Phil: I'm done.

Tom: Here's the thing about that choice, though.

Tom: Yeah.

Phil: No, keep going.

Tom: Go on.

Tom: I was going to say, that choice and one earlier on where Gul, right, is being held captive, right?

Tom: Now, both those choices, and there might have been another example also, but I can't, these are just good enough examples, didn't work at all as well for me compared to the choices where it wasn't telling you blatantly, this is a choice, you can do this or this, right?

Tom: It just seemed too gamey.

Phil: Well, they never tell you, they never give you an option.

Tom: They do with the good one.

Tom: Do they?

Tom: Yep.

Phil: When he's getting interrogated?

Tom: The black guy is saying, come on, we can go and save the civilians.

Phil: But that's just voice, that's just video.

Tom: But it's the same thing, it's exactly the same thing.

Phil: It's not, it's not the same thing.

Phil: It is.

Phil: It's not, it's not the same as something that comes up and says A or B, press A to do this, press B to do that.

Tom: But it is exactly the same as picking a dialogue option.

Phil: I agree that when you're talking about obvious decisions being there, I knew before I acted at every pivotal point in this game, no, no.

Phil: Yes, in every pivotal point.

Phil: There are many trivial points where they don't signpost it, but in every pivotal point, I knew that I was making a decision, right?

Phil: So like when I did shoot the civilians, I knew that there was...

Phil: Most people wouldn't know there was an option to shoot in the air.

Phil: But because I'm such a freaking hippie, you know, I wanted to not harm these people, right?

Phil: But you're right, they do signpost it.

Tom: Well, that's the thing.

Phil: It's a game.

Tom: It's a game.

Tom: It's an interactive game.

Phil: You're interacting.

Tom: Stop, stop, stop, stop, stop.

Tom: But see, it's not so much the signposting, it's when they signpost it and there's nothing else as well.

Tom: So, for example, the civilian scene.

Tom: It implies that you've got two choices right.

Tom: Shoot them or just wait around and die, basically.

Phil: Honestly, I didn't have a choice.

Phil: I had to wreak vengeance.

Phil: I was so pissed off that I knew it was wrong, but it felt good.

Tom: But there's a point.

Tom: They're okay.

Tom: So you then got the third option of shooting in the air.

Tom: So it then feels like you could have actually done anything.

Tom: And the other good example of that is where they've got the two guys hanging, right, and you've got to choose which one to shoot.

Tom: Now, of course, you don't have to choose which one to shoot.

Tom: You can also kill the snipers, which then results in everyone getting killed.

Tom: But whatever, the point is that sign posted like a game, that says, you can do this or you can do this, right?

Tom: But there's also this third option that you can do.

Tom: Then, though, the thing I mentioned, and once again, if anyone out there is listening, that has found a different way to approach this, please tell us.

Tom: There is literally only those two options.

Tom: So, and this is not going to be a problem in most games.

Tom: I'm not saying this is particularly badly done.

Tom: What I'm saying is that it does not fit with the choices elsewhere and how they are done.

Tom: It's jarring because it is telling you the two things you can do.

Tom: Elsewhere, it tells you the three things you can do, but in reality, there's actually another thing you can do.

Tom: Right?

Phil: Yes.

Tom: Now, the final thing, though, is...

Tom: I don't know if you found this as well.

Tom: This game, for example, the singing along with the music, struggled so badly when they tried to be over the top and more overt in its themes.

Tom: So the thing that just absolutely pissed me off was the messages they give you on loading screens.

Tom: Now, a lot of them were fine.

Tom: A lot of them were great and amusing and accurate parodies of the stuff Call of Duty has you read on loading screens, right?

Phil: So, for example, for our listeners, one of the ones is, how many Americans did you kill today?

Tom: Yeah, that was hilarious.

Phil: So this is when you're loading up a screen and usually they have a helpful hint, right?

Phil: And the helpful hint is, have you tried using Molotov cocktails against zombie characters?

Phil: Right?

Phil: That's what you're used to seeing.

Phil: So at a certain point in the game they switch to giving you these more, quote, subversive messages.

Phil: Your point is they're over the top, right?

Tom: Some of them, not all of them.

Tom: I've got two examples which are just so stupid.

Tom: And this is the reason that at times I couldn't go completely along with the story, but there are times where they're great.

Tom: For example, how many Americans have you killed today?

Tom: That was hilarious, right?

Tom: Then there were these two, and these were just major facepalms to me.

Tom: The first one was after Lugo was killed.

Tom: If Lugo was alive, he'd probably have post-traumatic stress disorder.

Tom: So really, he's the lucky one.

Tom: Now, first of all...

Phil: I never got that one, incidentally.

Tom: Well, they are randomized, presumably, to a degree.

Phil: Presumably, I don't know.

Tom: But yeah, that has been literally demonstrated, but with a degree of minor subtlety in the story.

Tom: That's just an immersion killer to me.

Tom: It's just so incredibly unnecessary.

Phil: I agree.

Phil: Loading screens are immersion killing to start with, and I found even the ones that were, quote, clever, I just thought they were too clever by half.

Phil: It was too cute.

Phil: It was too dumb.

Phil: And, you know, hey, a game can't be perfect.

Tom: Here's the worst one, though.

Tom: The US military does not condone the killing of our land combatants, but this isn't real, so why do you care?

Tom: Now...

Phil: I never got that one either.

Tom: Well, first of all, did you spot the problem with this paragraph?

Tom: Though maybe this was deliberate.

Phil: The US?

Tom: No.

Phil: Army?

Tom: Presumably, it was making a subversive statement about the game itself, right?

Tom: Why would you care, first of all, who you were killing in a game?

Tom: And secondly, but more to the point, by saying that, should you care who you're shooting in a game and if you're shooting anyone in a game, right?

Tom: No?

Phil: No.

Tom: What do you think then?

Phil: No, I agree with you.

Phil: No, no, no.

Phil: I mean, it's pixel on pixel violence.

Phil: It doesn't do anything.

Tom: But, therefore the first part is rather irrelevant to the point.

Tom: If they were to reverse it the other way to the US military does kill unarmed combatants full stop, but this isn't real, so why do you care?

Tom: I think that would work perfectly.

Tom: Because not only does it make a statement you would not expect to see randomly on a loading screen, right?

Tom: Because it's got the interesting linking of the two statements, it could also be interpreted as is this in fact saying that the US military does not kill unarmed combatants, i.e.

Tom: this is not real?

Tom: Which I think perhaps they were going for with how they set out the paragraph, but due to saying the US military does not, I think they needed the stronger punch of coming out with it to begin with.

Phil: You know, it's a cool idea.

Phil: Basically, they should have only had three that were very strong and then randomised them into regular tooltips.

Phil: But I found that overall to be heavy handed, ham fisted, to me it took me out of the game and I just sort of was being too clever by half.

Phil: I mean, does the US kill unarmed combatants?

Phil: I mean, sure they do.

Phil: They kill people on death row all the time.

Phil: We, I'm an American as well as an Australian, we kill people on death row all the time.

Phil: They're not particularly armed when we give them a lethal injection or put them in an electric chair.

Phil: So, I mean, at a certain point, like I said earlier in the podcast, I'm a vegetarian, so I don't see the difference between killing a whale and killing a cow.

Phil: So, when it comes down to killing people, you know, it's a whole...

Tom: I wouldn't eat them.

Phil: I wouldn't eat a dead Iraqi.

Phil: That's the bucks quote I want for...

Tom: Yeah, that's our summation of...

Phil: Game Under...

Phil: Game Under Podcast.

Phil: All right, we're going to move on to news, and we do appreciate you listening this far deep into the podcast.

Tom: And by the way, for the record, I very much like Spec Ops.

Phil: Thank you.

Phil: I mean, it is a good game, is it not?

Phil: And thank me, because I made the game.

Tom: It's basically the mainstream papo of yodemy.

Phil: It is a...

Tom: A game I cannot bear to give a high score.

Tom: I give this a six out of ten, but at the same time, I would never claim that I did not love it as well.

Phil: And perhaps if you had played it on the console, you know, you would have even creeped into liking it a heck of a lot more.

Tom: Maybe you would have got a .

Phil: Well, we thank our listeners for listening to The Game Under Podcast with Tom Towers and Phil Fogg.

Phil: We're going to cut into the news now, and all news in this section is provided by thevgpress.com.

Phil: I'll start off with this, and hopefully you've given us some thought, but all Grand Theft Auto tracks are now available on Spotify for streaming in the US.

Tom: And don't use Spotify, by the way.

Tom: Continue.

Phil: And iTunes.

Phil: So my deck for this story, because at thevgpress.com you can write your own news, was Rush Rush Gimme Yayo, which was a song from Scarface.

Phil: I mean, the first Grand Theft Auto stole heavily from Scarface in terms of its soundtrack.

Phil: My favorite songs, I mean, Rush Rush Gimme Yayo is a great song.

Phil: I love the Russian station, Vladivostok.

Tom: Yeah.

Phil: Vladivostok in Grand Theft Auto was my absolute favorite station.

Phil: I couldn't get enough of Vladivostok.

Tom: You know what, though, I was disappointed in that.

Tom: They should have had a serving station devoted to TurboFolk.

Tom: And it is some left of Brenner.

Phil: I don't even know what TurboFolk is, but just by your description, TurboFolk, I'm in.

Tom: Yeah.

Phil: It probably is like polka, speed polka.

Phil: Is that what it is?

Tom: It's traditional Yugoslavian pop, folk singing with pop music.

Tom: It's awesome.

Phil: That's great.

Phil: And then in Liberty City Stories, the PlayStation it was a PSP game that they put in the PlayStation

Phil: It was a Bollywood station that I absolutely loved.

Tom: That is awesome.

Phil: But unfortunately, because of the PSP, it had a very limited range of songs.

Tom: Yeah.

Phil: Because they're limited to the UMD.

Phil: Do you have any favorite GTA tracks?

Tom: I'll go game by game of what I played, of the ones I played.

Tom: Grand Theft Auto can't say a song, but all the talk back radio shows on that were the best in the series.

Phil: You know what?

Phil: When you said Grand Theft Auto I started thinking of the Electronica stations.

Phil: Yeah.

Phil: And I think about when I was driving around in night, and they had those light particle effects.

Phil: The songs just come to mind so incredibly vividly.

Phil: And the talk stations, yeah, with Lazlo.

Tom: Yeah.

Phil: We're a great insight into American talk radio.

Phil: Yeah.

Tom: I think that three had by far the best talk shows on it.

Phil: Absolutely.

Phil: Yeah.

Tom: Vice City, Welcome to the Jungle.

Tom: That to me is the most perfect song on the game for when you're deliberately attempting to get to the high star rating.

Tom: It's just perfect.

Tom: I mean, I know it's not as synonymous with the overall aesthetic of the game.

Phil: No, it's not.

Tom: It's just perfect for cop chases.

Phil: Well, it's a perfect song.

Phil: Breaking the Law is the perfect song.

Phil: I don't think that's ever been in any sort of video, a GTA game.

Phil: In fact, it hasn't been in any GTA game.

Tom: So we can make that sound.

Phil: But any Guns N Roses song you want to pick is perfect, really, for any situation, in my view.

Tom: Yeah.

Tom: Oh, and also, special mention to the Slick Rick song.

Phil: Which one's that?

Tom: Was it children's?

Tom: Sorry, I can't remember which Slick Rick song it was, but there's definitely a Slick Rick song on there, which I listen to a lot.

Phil: Okay.

Phil: Well, our listeners will know what that means.

Tom: And you don't even know who Slick Rick is.

Tom: Tell me you're joking.

Phil: Uh, Citrix?

Phil: It's a...

Phil: Slick Rick.

Phil: Oh, Slick Rick!

Phil: Yes.

Phil: Yes, yes, yes, yes.

Phil: I think you're saying Citrix, which is a remote access client for Windows.

Tom: No.

Tom: So I think we're up to San Andreas and...

Tom: Oh.

Tom: Yeah.

Tom: Well, you've got to go for...

Tom: I can't remember which songs they were in particular, but obviously you cannot choose anything but an EZE or Anti-We Way song.

Tom: God.

Phil: That soundtrack on San Andreas, I just used to drive around.

Phil: I used to...

Phil: Axl Rose DJ'd their classic Rock Station.

Phil: Oh, man.

Phil: What a soundtrack.

Tom: Yeah.

Phil: And then the hip hop on that is just brilliant.

Phil: It's the kind of game in an iTunes era would never get licensing.

Phil: Yeah.

Phil: Right?

Tom: Yeah.

Phil: Like these days, you'd never get the soundtrack that they got for San Andreas.

Tom: It's the Paul's Boutique of video game soundtracks.

Tom: Oh, it's brilliant.

Phil: Impossible.

Tom: So GTA IV, once I got to go with Vladivostok as well.

Tom: You can't forget that.

Phil: Yeah.

Phil: Yeah.

Phil: Yeah.

Phil: I love it.

Phil: There's my favorite song on Vladivostok radio.

Phil: The baseline of it is the call of the Pied Magpie, which is an Australian bird, commonly known as the Peewee.

Phil: But there is a song that has a baseline that is based on an Australian bird.

Phil: And it is so clearly...

Phil: That is so clearly what it is.

Phil: And it's maddening to me because it's like...

Phil: Anyway, I love Vladivostok radio.

Phil: So is that where our GTA IV favorite song ends?

Tom: Yep.

Tom: I'd just like to once again reiterate, nobody use Spotify, please.

Tom: Thank you.

Phil: Yeah, because it rips off artists.

Tom: Yeah.

Phil: They get like a tenth of a penny per thousand plays.

Tom: Not quite that much.

Tom: Don't be silly.

Tom: Yeah.

Phil: Well, what's our next story?

Tom: Our next story is the EU release of brain training.

Tom: It was pulled days before release and there has been no reason given.

Tom: You have no new release date.

Phil: This is classic.

Phil: I mean, there's no information beyond the headline on this.

Phil: Clearly, this was an insensitive cultural reference.

Phil: This game has been released in Japan.

Phil: And they're going to bring it out on, let's say on Friday in Europe.

Phil: And on Tuesday, they recall all copies of the game and say it's not coming out.

Phil: It will be coming out later.

Phil: And there's no reason given.

Tom: Yeah.

Phil: This is clearly going to be an insensitive cultural reference.

Phil: There's no other reason.

Phil: And unless it's a technical glitch, but I mean, you know, the game was released in Japan and worked fine and all the rest of it.

Phil: I'm assuming they call French people like cheese fuckers or something, you know?

Phil: Or British people like inbred, chinless fuckwits.

Phil: You know?

Phil: Because you know how much the Japanese hate like every other culture, like the most racist people on the planet.

Phil: You know?

Phil: It has to be something insanely racist that got by all QA until a British person was playing this and like, what is this about?

Phil: Yeah, right, someone at Eurogames is like, what the fuck?

Phil: You know?

Phil: They call up Nintendo and go, you might want to know about this.

Phil: In English, this means something distinctly different from what you think it does.

Phil: It's the only explanation, right?

Tom: Yeah, so what you're saying is they pulled it from the least to remove the best part about the game.

Phil: Of course.

Phil: I mean, Microsoft has done this before with any game that has an inconsequential Muslim reference gets pulled.

Phil: Microsoft had that fighting game that got pulled because of that.

Phil: The first cut of Aladdin was retracted because of that.

Phil: Things like that.

Tom: So technically they did give a reason, by the way.

Tom: And this was...

Tom: Nintendo has made the decision to push back the release date of Dr.

Tom: Kawashima's devilish brain training, can you say, focused for Nintendo DS to optimize the best possible launch timing of this title within the European market.

Phil: Fuckhead, I've read the same article as you.

Phil: That's not a reason.

Tom: It is.

Tom: It's their fake PR reason.

Tom: They pushed it back so that they can release it at a better date.

Phil: I'm not saying it's a genuine reason.

Tom: That is a lie.

Tom: I'm saying they gave a reason.

Phil: Alright.

Phil: That's not a reason.

Phil: Oh, we were going to bring it on Friday, but we want to optimize our release.

Tom: Well, that was my point, if you were paying attention.

Phil: Well, your point is pointless.

Phil: Speaking of pointless, a former BioWare boss has said, quote, Jade Empire would have been a massive launch game.

Phil: Right?

Phil: Now, have you played Jade Empire?

Tom: Yes, I have.

Phil: It's Jade Empire, not a massive...

Tom: No.

Phil: You know, first of all...

Tom: Code War might have been massive.

Phil: Code War would have been massive.

Phil: Jade Empire was a wank of BioWare, where they basically, like...

Phil: They did the Star Wars licensing for a game.

Phil: They let Obsidian do the sequel, and Jade Empire was always a dream of theirs to do.

Phil: And they basically had the money to do it, so they did it, you know.

Phil: And they released it, and I played it, and it was shit.

Tom: It was awesome.

Tom: What are you talking about?

Phil: It was shit.

Phil: It was shit like all Bioware games are shit.

Phil: It was completely unbalanced.

Tom: So as long as you're not saying it was shitter than Kotor.

Phil: Oh, no.

Phil: No, no, no, no.

Phil: You know, like Mass Effect was shit.

Phil: The first Mass Effect game was shit, so the same way Jade Empire was shit.

Tom: So it was shit and awesome, is what you're saying.

Phil: Yeah.

Phil: It was like a luxury car, like a Ferrari.

Phil: You know, you know all these high-end luxury cars, right?

Phil: You know, like I got a new Ferrari the other day, for example.

Phil: And they look great.

Phil: They have great engines, but the windows leak.

Phil: Yeah.

Phil: You know?

Phil: That's a Bioware game where they overstretch on the big things and they don't pay attention to the details necessarily.

Tom: So what you're saying is you should have got a Mercedes.

Phil: Exactly.

Phil: Something that's, you know, reliable and proven and they...

Phil: If you have to make, you know, a couple hundred thousand of something, it's going to be good.

Phil: But my point is, this is ridiculous.

Phil: This guy's saying, oh, it would have been a massive launch title.

Phil: Well, yeah.

Phil: You know, any RPG that comes out at launch is going to be massive because there aren't that many RPGs at a launch usually because they do take a heck of a lot of resources and time and everything else, you know, to develop.

Phil: This is a silly thing to say.

Phil: It was probably a question he was asked.

Phil: He was probably just answering.

Tom: Yeah.

Tom: I still question whether it would have been that massive, maybe compared to other launch games, but...

Phil: Well, look at Perfect Dark, whatever that was called, right?

Phil: Perfect Dark Zero, right?

Phil: That was a massive launch.

Phil: Why?

Phil: Because it was, you know...

Tom: But Perfect Dark also has the Perfect Dark name.

Phil: Yeah, exactly.

Tom: Jade Empire was never massive at all.

Phil: No, no.

Phil: And the other thing is everyone knows...

Phil: And I'm not being flippant here.

Phil: Asian lead characters don't sell in the West.

Tom: Yeah.

Phil: I mean, prove me wrong out there.

Phil: Sleeping Dogs is probably the closest we've got.

Phil: And hopefully this is changing.

Phil: But up until this point, games that aren't set in the US and games that have non-white characters don't necessarily sell.

Tom: I think more to the point, as Japan has proven, Asian characters also don't sell in Japan.

Phil: Oh, really?

Phil: I mean, Yakuza sells pretty good in Japan.

Tom: There's Yakuza, but nothing else.

Phil: Well, next in the news, iFixit tears down their Oculus Rift.

Phil: Basically, they got this virtual reality goggle set and they broke it down.

Phil: There's nothing really more to it than the pictures.

Phil: But basically, it's a cheap processor and a cheap video card.

Phil: It has two monitors inside of ski goggles.

Tom: Sounds like it.

Phil: I mean, apparently it works fine.

Phil: Everyone who played it at Elast year pre-ordered a set.

Phil: I think, virtual reality, first of all, what's your take on it?

Phil: What's your take on this whole goggle thing?

Tom: I cannot imagine that I would be able to use it.

Tom: I imagine my eyes would literally melt if I attempted it.

Phil: Yeah, well, I can't even play the DS.

Phil: I mean, like, I'm famous for having only played my DS at this point for seven minutes.

Tom: Yeah.

Phil: And I haven't played it.

Phil: I haven't touched it since.

Phil: I think it's a complete piece of shit.

Phil: I have the XL, I should note.

Phil: That's why it's a piece of shit because it's too heavy and the larger screens overpixelate images.

Tom: So it's not fault entirely.

Phil: And the D is a joke.

Phil: In fact, the D film over the top screen ruins what would otherwise be a nice screen.

Phil: Yeah.

Tom: I just wanted to say, if you hate it so much, you're welcome to send it to me.

Phil: Well, actually, unfortunately, the little lady is playing Disgaea on it.

Tom: Damn.

Tom: So she's never going to be finished with it.

Phil: It's manacled to her wrist.

Phil: She's played it over hours as it is.

Tom: And she's got about left.

Phil: So what I'm thinking is, like, virtual reality me, I've never gotten it.

Phil: I've never gotten the appeal of it.

Phil: I don't think the holodeck is within our reach.

Phil: For someone who's younger than me, like yourself, is virtual reality an appeal to you?

Tom: Virtual reality as in the form of holodeck would be interesting.

Tom: Otherwise, I don't see the point of it.

Tom: It basically simply boils down to motion controls and tracking with your head instead of...

Tom: It seems ultimately pointless in that form.

Tom: But if it's something like a holodeck, I don't know, that's more interesting.

Phil: Yeah, but we're not there.

Phil: I mean, it's like time travel, right?

Tom: In this form, it just seems...

Tom: If you've got a lot of money just to waste on random stuff to see how it is, it might be interesting, but it doesn't seem as if it would have a lasting appeal beyond that.

Phil: It just seems like a really expensive sex toy.

Phil: Is that, okay, so you're going to spend how much and you're going to go to what limits to achieve this when you could just use what people have been using for the last millennia to get to the same point?

Phil: I think virtual reality appeals to the same generation of people who thought that multimedia was going to be the next big thing.

Phil: When CDs came out, I'm just slightly younger than that and so I'm like, I don't get it.

Phil: And so I was interested to see if anyone else gets what the Oculus Rift is going for.

Phil: I don't want to put snow goggles on my head to play a game that's going to make me nauseous.

Tom: Yeah, same here.

Phil: In other news, PC shipments post the biggest quarterly decline on record and a lot of people are blaming Windows for this.

Phil: Windows is a complete, I'm using Windows

Phil: And basically Windows is two things.

Phil: It's Windows and then they've added their phone interface to the front of it, which gets in the way of your normal operation of Windows

Phil: Using third-party software, freeware, you can download it so that you never have to see Windows you know, the Metro style stuff, which is completely useless.

Phil: But I don't think Windows is the reason for the decline in PC sales.

Phil: I don't think the average guy who has an old computer who walks into a big box store is saying, oh, I'll hold off for Windows because it's only going to get worse.

Tom: Well, I mean, to me, the logical reason behind it is the fact that, first of all, saturation of PCs is eventually going to go beyond the rising population, right?

Tom: So at some stage you'd be expecting it to naturally decline anyway.

Tom: Apart from that, my PC was bought in right?

Tom: Now, it was not high-end then.

Tom: It was designed to be as powerful as possible with spending the least amount of money.

Tom: So it was comparable to high-end tech, but wasn't high-end, right?

Tom: It's now, what, five years later, and apart from the fact that I can play any game presently released at perfectly reasonable settings and at a reasonable resolution, I'm also easily able to use basically any intensive software.

Tom: Since dual-core and quad-core processors have been released, basically even cheaper PCs from a long time ago are perfectly capable of doing pretty much everything.

Tom: This did not used to be the case, as far as I can remember.

Phil: Well, Moir's lore has been doubled because of quad-core processors and dual-core processors and all the rest of it.

Phil: So the advancements in software can't keep up with the hardware, which we've known for about four years now.

Tom: Which is logically then going to result in people buying less PCs because they don't need to replace their old one.

Phil: Right, right.

Phil: And more solid-state parts so you don't have wear and tear.

Tom: Upgrading is much easier as well.

Phil: Upgrading is much easier.

Phil: And everything is going towards more uniformity.

Phil: I mean, we're seeing that in the console market too.

Phil: You know, if everyone is using off-the-shelf parts.

Tom: And of course, there's also the more powerful mobile devices as well which people can use in place of a PC.

Tom: Or would they be factoring those sales into this?

Phil: No, they don't factor those sales into it.

Phil: And that's largely what they're saying.

Phil: I mean, since I got a smartphone, like a little Samsung Galaxy S, you know, I'm turning on my computer less because I can check my email, I can check on vgpress.com, I can check the weather, I can check sports scores without going to my computer.

Phil: And, you know, even more so if someone has a tablet.

Phil: I was at Oldby today and they have a $Android -inch tablet, you know.

Phil: And but for the fact that I spent several hundred dollars this week on various things, I would have bought that.

Tom: Just faulty microwaves?

Phil: Well, faulty microwaves or, you know, what's that?

Tom: Domain names.

Phil: Game Under.

Phil: Game under.net.

Phil: You know, I would have bought that without hesitation.

Tom: Yeah.

Phil: And that would have basically turned my PC into a thing that I go to when I want to type into the VGpress or when I want to play games.

Phil: Right?

Tom: So what does it become APS?

Phil: Which is what, or a PS Vita, you know.

Phil: And that's what's killed sites like GameSpot from their heyday is that people are viewing the content now on non-interactive formats.

Phil: You're right.

Phil: Yeah.

Phil: And they're getting their social itch scratched from, you know, Facebook and things like that.

Phil: I mean, this is just the way it's going to be.

Phil: PCs are going to decline.

Phil: Who wants to buy a monitor and a keyboard and a big old box when most people can just browsing the web and they're not contributing?

Phil: The way that we and the people of the VGpress do, right?

Phil: So most people are more than happy just to sit back and just take in what other people are consuming.

Phil: Listeners, we love you.

Tom: The anonymous many.

Tom: Yes.

Tom: Moving on.

Tom: The last news story I believe is that the Metroid devs were working on a Bomberman first person shooter.

Phil: What do you mean the Metroid devs?

Phil: The guys in Austin?

Tom: What?

Tom: Yep.

Phil: For Konami, but aren't they owned by Nintendo?

Tom: No, they're working on it for Capcom, not Konami.

Phil: Oh, yeah, yeah, yeah, you're right.

Phil: Obviously.

Phil: Kinji Inafune, Capcom.

Tom: Right.

Phil: I'm confused because the ridiculousness of the screenshots I saw from that French video.

Phil: Correction.

Tom: Presumably this was under a different company.

Tom: It was ex-Metroid devs, sorry.

Phil: Okay, okay.

Phil: Of which there are

Tom: That's right.

Phil: Right?

Phil: Oh, yeah, I worked there.

Phil: I worked there.

Phil: Yeah, okay, good.

Phil: So, it's not retro.

Phil: These screenshots reminded me of Bomberman Act Zero, which was an early Xbox game.

Tom: Yeah.

Phil: Which took the sprite-based Bomberman that everyone loved and turned him into this, just one of the worst video games of all time.

Tom: And just to correct myself before, yes, that was a Mega Man, that game they were working on, not Bomberman.

Tom: Did you watch any of the videos?

Phil: No.

Phil: I just saw the screens.

Tom: It looks like any other sort of Corridor of Fury.

Tom: Obviously, this was very early gameplay, so you can't judge if it was going to be a good game or not by that.

Tom: But there was one interesting thing about the gameplay that I saw, which was there's sections where he's basically falling from the sky, right, which seemed % taken straight from MDK and MDK which were very iconic scenes from those two games.

Tom: It's both games loaded with that and are famous for those two scenes.

Phil: I mean, the game doesn't exist, right?

Phil: I mean, you're not moving forward with it.

Tom: It's been canned.

Phil: Yeah.

Tom: Yeah.

Tom: So that's basically the only interesting thing about it was that it may have been influenced by MDK.

Phil: A defunct game made by Interplay, a defunct studio.

Phil: You know, you have to think that when you look at these Mega Man games, which have, you know, turns them into this D shooter or these Bomberman games that do the same, it's a fundamental failure of Japan to understand the Western market.

Tom: Yeah.

Phil: Which brings us to our feature this week, which is talking about Square Enix.

Phil: Square was, at a certain point during the s, a publisher that could bring out any game and it would garner attention, just on the basis that it was a Square game.

Phil: Yeah.

Phil: Obviously, these days, that's far different.

Phil: And in fact, if you look at the games that are garnering attention in the West, they're mostly games that are being released under the Eidos label, which was a recent acquisition by them.

Phil: Square recently made the news because during a financial briefing, they said, you know, we're basically changing our projection from a huge profit to a huge loss because when we look at the games we were releasing in the West, Hitman Absolution, Sleeping Dogs and Tomb Raider, they underperformed.

Phil: And this is shocking to everyone because other than Hitman Absolution, obviously didn't hit.

Phil: That's because it's a dead franchise that had a niche following to start with.

Tom: Yeah, and the reboot was going to appeal to the fans that were there already that much either.

Phil: Yeah, exactly.

Phil: Yep, it was a complete travesty and undercutting of the fans of the original franchise.

Phil: Sleeping Dogs was a game that was dragged out of the dumpster and is a brilliant game.

Phil: When you get around to playing this game, you're going to love it.

Phil: I mean, it's basically stealing the best elements of Yakuza and applying a western pastiche to it, if you will.

Tom: Yeah.

Phil: Tomb Raider you've played.

Phil: You were generally impressed with it.

Phil: Yep.

Phil: I can't wait to play it.

Phil: It seems like it's uncharted.

Phil: It's probably going to be the best uncharted game release this generation.

Tom: Have you seen if it's on Beacon Service?

Phil: Well, that's pretty narrow for this podcast.

Phil: We'll find out.

Phil: And the bottom line, we'll find out.

Phil: I'll talk about that later.

Phil: But basically they have these two phenomenal games, Sleeping Dogs and Tomb Raider.

Phil: And they're basically saying, oh, well, the reason why our stock is going to underperform and why we lost all this money is because all these western games we're releasing aren't selling as well as we expected.

Phil: Now, this is the same company that took the biggest franchise in Japan, Dragon Quest, and turned it into an MMO for the slowest selling console at the point that Dragon Quest was released.

Tom: Right?

Phil: They released an MMO on the Wii, which required a monthly fee.

Tom: Right?

Phil: Which was also time limited.

Phil: Like, there was a certain amount of time.

Phil: It doesn't matter.

Phil: But basically, and it sold in the hundreds of thousands, then they released the Wii U version and it sold like

Tom: Right?

Phil: Basically, they took the premier Japanese video game and flushed it down the toilet.

Phil: Right?

Phil: They could have released it for the DS.

Phil: They could have released it for the DS.

Phil: They could have not made it in MMO.

Phil: They could have not charged a monthly fee.

Phil: They could have released it in the West, which they still haven't.

Phil: And they flushed it down the toilet.

Phil: And I think this is just pure Japanese ethnocentricity that they're going to Japanese investors and saying, oh, well, we were going to make money, but we're totally not now because all these Western games for those Western gaijin aren't selling that well.

Phil: Right?

Phil: So we go, okay, Tomb Raider sold something like million.

Phil: Right?

Phil: Terrible sales.

Phil: million.

Tom: Terrible.

Phil: Oh, well, we were expecting it to sell five and six.

Phil: This is clearly stock market bullshit.

Phil: Right?

Phil: They said that Hitman had the potential to sell million.

Phil: Right?

Tom: How?

Tom: Have all the previous Hitman entries even sold that amount?

Tom: Put together?

Phil: Absolutely.

Phil: Absolutely not.

Phil: If you look at the fastest selling games, the biggest launches in gaming history, right?

Phil: For example, Halo

Phil: Pretty big, right?

Phil: Pretty big.

Tom: Very big.

Phil: million.

Phil: Right?

Tom: So Tomb Raider beat it.

Phil: Yes.

Phil: Grand Theft Auto

Phil: Pretty big, right?

Phil: million.

Tom: So Tomb Raider beat it.

Phil: Brawl.

Phil: Halo

Phil: million.

Phil: million.

Phil: PSOne.

Phil: PSOne.

Phil: PSOne.

Phil: PSOne.

Phil: PlayStation and DS combined.

Tom: And they're complaining.

Phil: Not DS, sorry.

Phil: I'm mistaken.

Phil: It was just PlayStation

Phil: Yeah.

Phil: PlayStation

Phil: And then obviously these have been eclipsed since.

Phil: Go ahead and tell us the more recent update.

Tom: Call of Duty Black Ops oversold.

Phil: The biggest game in the world.

Tom: It sold million copies in a single day.

Phil: Right.

Tom: Yeah.

Phil: And they thought that Tomb Raider would sell million in its first month compared to Call of Duty Black Ops

Tom: But when you put it like that, perhaps they were onto something.

Phil: Every mouth breathing or nose breathing citizen of the western world that speaks English bought Call of Duty Black Ops

Phil: Right?

Phil: It sold million copies in its first day.

Phil: Halo pretty big, right?

Tom: Yeah.

Phil: Halo again Tomb Raider in its first month, million.

Phil: Halo in its first month, million.

Phil: They were expecting million in the first month.

Phil: They were expecting Tomb Raider to outsell Halo in its first month.

Tom: Yeah, it's mind boggling.

Phil: It's not mind boggling.

Phil: Well, the good news is that the Square Enix is getting a new boss.

Phil: Yoichi Wada was fired and a new guy is in, Yasuki Masuda, and he basically says that the good news about what he's at least claiming is that he's going to look at their business and assets on a zero-based budgeting standpoint, which means that from this point forward, everyone has to justify their existence to, in terms of producing their money, which means we're not going to produce a Dragon Quest MMO just because you're Dragon Quest.

Phil: You're going to have to show us that this works.

Phil: Yeah.

Phil: With that, we're moving on to what's happening at The VG Press and LaserLamming.

Phil: The reason why we bring these two sites up is thevgpress.com is where we go as a, you know, it's where we go to connect with the gaming community.

Phil: And it's a great site.

Phil: And LaserLamming is your patron for your published reviews.

Phil: Correct.

Phil: laserlamming.com.

Phil: So what's going on over there?

Tom: So, for this installment of what's happening at the VG Press, we're going to look at Dvader's thread in which he lists games in his backlog and asks users to vote for what he's going to play.

Tom: So, for example, for his first one, he lists the Super Meat Boy, Kirby's Epic Yarn and the original Sly Cooper.

Tom: He went on...

Phil: Which would you have picked?

Tom: I think I picked the original Sly Cooper.

Tom: Yeah.

Phil: Which would you have picked?

Phil: I would have picked the original Sly Cooper, but they have camera controls that are inverse, both horizontal and vertical, that cannot be changed.

Phil: So, knowing that he's a fan of D platformers, I would have gone with Super Meat Boy.

Tom: Well, I say it's true what he wants to play.

Tom: But neither of those won.

Tom: Kirby's Epic Yarn was the winner, which he hated, by the way.

Tom: Well, rather he thought it was incredibly boring and no challenge.

Phil: So, he could have called it Kirby Epic Yarn.

Tom: Yeah.

Tom: Exactly.

Tom: Well, he did say put him to sleep, literally, on several occasions.

Tom: Now, in the next one, and I'm sure as you can tell by these most have a theme, so the first one was platforming, the second one is open world games and the list was Saints Row Sleeping Dogs, Just Cause Bully, Assassin's Creed Revelations and Crackdown

Tom: Now, apart from the fact that you wanted to play Bully, I can guess that your choice would otherwise have been Saints Row

Phil: Yeah, walking away with it.

Phil: Sleeping, if I wanted to be sympathetic, I'd say Sleeping Dogs is brilliant and it would be more mind expanding, but no, Saints Row Home and Away, wins.

Tom: Yeah, well, I went for Bully and once again he hated it.

Tom: So moving on, the next is horror theme.

Tom: The options were Silent Hill, Homecoming, Silent Hill, Downpour, The Thing, Dead Island and Deadly Premonition.

Tom: I believe you went for Deadly Premonition?

Tom: Or no, you didn't?

Phil: No, I didn't.

Tom: But would have.

Phil: I was going to join him in playing The Thing with him.

Phil: Deadly Premonition.

Phil: It was too slow.

Phil: Everyone has to play Deadly Premonition.

Tom: Yeah.

Phil: Everyone.

Tom: I went for The Thing, it's the only one that I played and by played I mean I wandered around in the snow for a while.

Tom: And once again he hated it.

Tom: He enjoyed it at first, then it apparently turned into a terrible, terrible shooter.

Phil: I enjoyed it at first until I got lost in the snow and ran out of oxygen.

Phil: I thought The Thing was atmospherically superior, but gameplay suffered.

Phil: I still want to...

Tom: Can't I enjoy wandering around in the snow?

Tom: Yeah.

Tom: So the next one was third person shooters, oh sorry, just shooters in general.

Tom: First option was Gears of War then Max Payne Bullet Storm, Crisis Rage and Resistance

Phil: Now...

Phil: I've played all these but for Crisis and Resistance

Tom: I think I can guess your choices again.

Phil: Um...

Phil: Oh yeah, of course, Bullet Storm.

Tom: Bullet Storm.

Tom: I on the other hand went for what I imagine would have been your last choice, which is Rage.

Phil: Horrible game.

Tom: Yeah.

Phil: The worst game in the...

Phil: I think it was the lowest rated game I played last year.

Tom: Yeah.

Tom: Well, see, I wanted the...

Tom: success rate of games you hated to continue.

Tom: So I thought that would be the highest chance of it happening.

Tom: But given the quality, seeming quality of many of the games he's played, perhaps that would be the case.

Phil: Yeah, I mean, Bulletstorm is great.

Phil: I would otherwise have recommended Max Payne because that is a great game also.

Phil: Gears of War I beat this year, I have no memory of it.

Phil: I beat it like a month ago.

Phil: It's just one of those games that you play and have no memory of.

Phil: Yeah.

Phil: Other than it was perhaps too long, and I have Resistance in a stack yet to play.

Tom: No interesting Crisis ?

Tom: Ah, sorry.

Phil: I'm going to play the Crisis games.

Phil: I got them on Steam.

Phil: When I get to them, I get to them.

Phil: So no priority there.

Phil: I don't have any affinity for them at this point.

Tom: I can vouch for the original and its expansion.

Tom: They're both great.

Phil: Okay.

Phil: Well, you know, as I said, I'm going to get to them eventually, but I can vouch personally for Bulletstorm and Max Payne

Tom: I would actually say...

Phil: Max Payne is brilliant.

Tom: Yeah.

Tom: I need to get to it.

Tom: I enjoyed the demo of the first two Max Paynes.

Tom: There is basically no backward shooting.

Tom: In Crysis sorry, Crysis, you can basically play it exactly as you would Doom, which is sprinting throughout the entire level as quickly as you can and shooting everything and not even daring to take a backward step.

Tom: Whereas in Serious Sam, you are often forced into that.

Tom: So look forward to it.

Phil: But before we go into what's going on at laserlabming.com, anything else on Dvader's poll here?

Tom: And this is relevant only to regulars of thevgpress.com now.

Tom: Is it my imagination or recently has he seemed to be a lot harsher on the games he's playing?

Phil: He's never been one to give out s or even s.

Phil: I think this is just a...

Tom: He's given out a lot of s.

Phil: I think this is...

Phil: Yeah, you're right.

Phil: I think this is a consequence of just beating plus games a year.

Phil: At a certain point, nothing is new.

Phil: And I've been that way for the last few years where I've averaged games beaten a year, where at a certain point you're just playing games just to see what people's take on a genre is as opposed to playing it, expecting it to be fun.

Phil: It just becomes an academic exercise.

Tom: A gradual change, though?

Phil: I don't know.

Phil: I think there would be certainly a tipping point.

Tom: Okay, because it seems sudden to me.

Tom: I mean, pre-Tomb Raider release, he seemed as enthusiastic as ever.

Tom: Then Tomb Raider came out and the first impressions were generally mostly negative, though he ended up enjoying it.

Phil: I think also he's brought into the group thing of the generation has gone too long.

Phil: Yeah.

Phil: So, you know, rather than going into an experience, when you buy a console at launch, it's like...

Tom: You love everything.

Phil: You love everything.

Phil: This is great.

Phil: Blue Stinger is great.

Phil: You know, Pilotwings is great.

Phil: Oh my God, this is awesome.

Phil: And so was Blue Stinger.

Tom: True.

Phil: So, you know, so you go into it wanting to be convinced otherwise.

Tom: Yeah.

Phil: At this point in the generation, he's not for me because I'm still playing, well, he is too.

Phil: You know, we're playing these old games and it's just like I go into it, he's, you know, I think he's going into it going, yeah, show me something different.

Phil: Yeah.

Phil: To the point, he's also been burnt because he has a Vita, a Wii U and a DS, the three newest console and obviously all three formats are failing commercially and in terms of creativity.

Phil: The Vita, it's turning into something that old indie games are big on, right?

Phil: The DS is just a pile of shit and the Wii U is something we're not going to talk about.

Phil: So, you know, I think it's a typical, I think it's not a unique, unique take.

Phil: As for Laser Lemming, I was looking over the website today and the most interesting thing I found was your, it's not a review, I mean, usually you write reviews, that's what people know you for.

Tom: And just to fill a record, this is no bias or anything of that sort, the fact that it's written by me.

Phil: No, no, no, no, I mean, I looked over the entire site and...

Tom: Read every single article.

Phil: I did, I did, and review, and this is the one that took my interest and that was your feature on QuickTime Event.

Tom: Yeah.

Phil: Now, it was a pretty exhaustive article.

Phil: Everyone knows that QuickTime Event started with Dragon's Lair.

Tom: Yeah.

Phil: Unfortunately.

Tom: Which I had to close out the entire screenshot caption to.

Phil: It's arguable that those were real QTEs as we know them today.

Phil: I think most people attribute the Dreamcast game Shenmue as providing real QTEs for the first time, but did Shenmue predate Parappa?

Phil: I don't know.

Phil: Or DDR even.

Phil: And then that's why I wondered if DDR and Parappa are kind of in a different thing because they're providing it in a stream, right?

Phil: QTEs are putting up the button.

Phil: You have to press it that minute, at the minute.

Phil: At that second, you got to press the red A.

Phil: Whereas with DDR, Parappa, the minigames in the GTA series, including Bully, it's a streaming thing where you can see what's coming in advance.

Phil: Yeah.

Phil: So, I kind of put those rhythm games in a different category.

Tom: Well, see, here's the thing.

Tom: In the article, anyway, the point when it comes to rhythm games being that the main separation between them and a QTE is simply the fact that the entire focus of the gameplay is on the QTE, right?

Tom: So it doesn't have another form of gameplay that is the main focus.

Phil: Right.

Phil: In both cases, you're looking solely for the symbol to press.

Tom: Yeah.

Tom: Whereas, because you can't necessarily differentiate the two forms of gameplay as you did there because there are, in fact, rhythm games that do, in fact, present the commands as a stream.

Tom: This is probably, for example, one you'd be very familiar with is simply the karaoke in Yakuza, right?

Phil: Right.

Phil: Well, the difference there, Tom, is that those DDR Parappa and Yakuza where you've got the karaoke, here's the difference, those are rhythm games and you're required to pay attention to the aural cues, aural A U R A L, right?

Tom: You know, you can listen...

Tom: Also, O R A L would work if there was singing involved, by the way.

Phil: Right, and you can listen and hit the buttons appropriately.

Phil: Whereas with the other QTE games, what it does is it takes the focus away from the cinematics that are going on, the visual that is going on, and basically turns you into a rat in a cage, you know, looking for a button to press, right?

Tom: Absolutely.

Phil: And this is obviously the thing with games like Indigo Prophecy, Slash Fahrenheit, Heavy Rain, you know, QTEs are often criticized because they take the focus away from the game.

Phil: You can't really see what's going on on the screen, right?

Phil: And you're basically focusing on what button to press next.

Tom: Is Fahrenheit and Heavy Rain criticized for that much?

Phil: Yeah, I mean, I've heard criticisms of that, certainly, from reviewers.

Tom: Fahrenheit as well or just Heavy Rain?

Phil: Heavy Rain most recently.

Tom: Yeah, because in the case of Fahrenheit, most of the QTEs, due to their simplicity, the prompts actually take place not in the action, so like there's a black bar at the top, and you can see the prompt you're meant to be doing, like wiggling a thumbstick right, is up the top.

Tom: The only major scene I can think of is the boss battle, which I was referring to at the end of the article, where the prompts are more obviously on screen, but they don't really obscure the action all that much, which is mainly due to the intuitiveness rather than the visual design.

Phil: Right, exactly.

Phil: That's the thing that Cage does with both games, is that his QTEs are more intuitive.

Phil: They're more representative of a natural motion that you'd be doing in that.

Phil: Now, as natural as they can be defined down to a, you know, a button controller, right.

Phil: But they are more natural.

Phil: So, if you're brushing your teeth, it's left, right, left, right, that sort of thing.

Phil: Whereas in God of War, which is heavily criticized for this, you know, basically nothing matters other than the QTEs.

Phil: In God of War they did a much better job of it, where they represented the buttons you're supposed to press by their position on the gamepad, which is a total freaking cop-out.

Phil: Now, in your review, you said that, look, you know, QTEs offer a simple way to provide the player with a strong challenge based only on reflex, but it's not on reflex, it's memory, right, because it's not only reflex, because when I was playing Parappa for the first time, it was the game that I bought with my first PlayStation, right?

Phil: So I don't know where triangle is.

Phil: I don't know where square or circle or X is.

Phil: Now, they're tattooed on my brain, but at the time, it was really challenging because I'm like, oh, they want me to press triangle, you have to look down at the controller.

Phil: So when I first got Parappa with my first PlayStation, you know, I didn't know where triangle was, so it's not just a matter of pressing it at the right beat, you also have to look down and figure out where the triangle button is, so it's not just a matter of reflex, it's also memory.

Tom: Which is, by the way, exactly what it said in the article.

Phil: Alright, well, I got to that point and I stopped reading.

Phil: As soon as I found a point where you were wrong, I stopped reading and then moved on to the next paragraph.

Tom: And it turned out it was a point, I was correct.

Phil: Absolutely.

Phil: But what was interesting about your article, it started out talking about boss battles and it ended up talking about boss battles, which of course is what you do in writing, but it was mostly about QTEs.

Phil: How did you get to that point in the article?

Tom: Well, that's what it was always about, basically.

Phil: Boss battles or QTEs?

Tom: Both.

Tom: Because the main hook of the theme is the effect that QTEs, this generation, appear to have had on boss battles and how they are used within the structure of a game, right?

Phil: Right.

Phil: So, I mean, in terms of boss battles, as I was reading it, I was coming to my conclusions prior to you writing them.

Phil: So as you were writing it, I was like, yes, but, and then the next paragraph answered that.

Phil: So for example, the boss battle used to be the narrative climax, right?

Phil: The boss battle was the boss at the end of the game that you had to beat and it was the hardest boss.

Phil: But what we've seen over the last two generations is that the hardest boss is typically not the last boss, but the second to last boss, or even you might even be a boss at past the half point of the game, maybe two thirds into the game.

Phil: And then from there on, it's a trailing story.

Phil: And JRPGs have pretty much held strong on this in terms of just giving you an insurmountable boss at the end.

Phil: But in every other format, the end boss is nice.

Phil: It's more of a story point.

Phil: And then when you do get to the end boss battle, it's usually a QTE.

Phil: And what's interesting about this is one of the most popular franchises of this generation is Uncharted.

Phil: When you get to the end of Uncharted, the original, they give you a stupid gun battle which is insanely harder than anything else you've done in the game.

Tom: Like a light gun battle.

Tom: On rails I mean, sorry.

Phil: Yeah, it's extremely difficult, right?

Phil: They ramp up the difficulty stupidly because it's like, oh, this is the last level so it's got to be hard.

Phil: And then you get to the end boss and basically it's a four point QTE where you punch this guy in the face.

Phil: In the second game they dispensed the QTE and they went with a platforming kind of thing where basically, it's actually a Mario kind of boss.

Tom: But you manage to pass it.

Phil: You figure out the pattern and then once you figure out the pattern it's easy.

Phil: And then in the third game they essentially go back to what you're talking about, which is the second to last boss is the hard boss, then they have the story boss at the end with a simple QTE.

Phil: Which, when you think about it, is kind of funny because that's Uncharted, you know, Uncharted is representative of probably the pinnacle of cynical gaming design, right?

Tom: Cynical or cinematic?

Phil: Cynical.

Phil: So, it's probably the most, well, it's probably the most focus tested, honed, you know...

Tom: Yeah...

Phil: .

Phil: narrowly defined game as it is, and when you see it over the course of this generation going from just straight QTE to Mario going, okay, everyone called us out for our boss last time, we'll go for a traditional boss, which was Ludicrous, it was like a blue glowing alien...

Phil: .

Phil: that you had to sap into.

Tom: Which pissed everyone off again, didn't it?

Phil: Again, yes, and then with the third one, they just went, okay, well, we're going to go with what the focus groups tell us is what people want, which is they have a difficult battle.

Phil: Now, your main enemy in Uncharted is basically Martha Stewart, it's this little old lady, right?

Tom: Yeah.

Phil: So, you know, you can't be like punching her in the face or shooting her, you know, or shooting her in the stomach, we'll say.

Phil: And anyway, it illustrates your point perfectly.

Tom: So, what you're saying is I was right all along, despite all the misgivings at times that were then answered.

Phil: But your conclusion, though, is that even if QTEs have not entirely replaced boss battles, there's no doubt that they're deluding them.

Phil: You know, I'm at the point in my gaming where if I get to the end, I deserve to be rewarded, not rewarded with a challenge.

Phil: And I just want the game to be over at that point.

Phil: So I'm playing Serious Sam and I'm at the end boss.

Phil: And I figure since I got to the end, I deserve to finish the game.

Phil: And instead they've given me what is basically an insurmountable challenge.

Tom: Have you finished it by the way?

Phil: No, I haven't.

Phil: I haven't played it this week.

Phil: I haven't played it since last Saturday.

Tom: So what you're saying is you're part of the problem?

Phil: I guess so, because when I play a game, I want to enjoy it.

Phil: And I guess QTEs are the compromise between the artist saying, well, damn it, you still have to interact with our mediums.

Phil: And the consumer saying, well, I just want to beat the boss.

Phil: Right?

Phil: So the guy says, okay, well, you have to press triangle, square, circle, circle, triangle.

Phil: And I go, okay.

Phil: And now I feel like he feels like I interacted with the game.

Phil: I feel like I'm a badass.

Phil: We both win.

Phil: But all in all, an excellent article.

Phil: So that's at laserlemming.com.

Phil: And probably the best way to find it is just go to laserlemming or google laserlemming.com and press up, down, up, and you'll find the article pretty quickly.

Tom: Which I believe is pretty much all our content.

Phil: Well unfortunately, you know, we're going to have to leave the listeners with a three hour podcast here.

Phil: We did actually cut a lot from the show, believe it or not, folks, and we do appreciate that.

Tom: Yeah.

Tom: And so we're going to first of all, once again, send people over to www.thevjpress.com and www.laserlemming.com.

Tom: And more importantly, visit gameunder.net as well.

Tom: You could also check us out on an RSS feed.

Tom: Now I have never used an RSS feed, so what is involved in that?

Phil: Well basically, the only reason to go to gameunder.net is, you know, we're not obviously competing without the sites that we still go to, like LaserLemming and VGpress, is basically a place holder for the podcast.

Phil: So you can go to gameunder.net to stream the show, where we're going to have, you know, our notes, we're going to have reviews of our, archive of our reviews.

Tom: You can read about Semi Sources Baseball Challenge.

Phil: Semi Sources Softball Slam.

Tom: My apologies.

Tom: My apologies.

Phil: No problem.

Phil: But more importantly, you can subscribe to our blogs over there, that way you're always going to find out when Tom's hit up a new review, or we're going to have a new podcast.

Phil: And we also have an RSS feed for our podcast as well.

Phil: And very soon, I'm in the process of setting up our iTunes subscription as well.

Phil: So just to make it as easy as possible for you guys.

Phil: But all in all, we appreciate it and we thank you for listening.

Tom: And you may be wondering why we didn't cover the Adimorph and Microsoft controversy.

Tom: And that's because as you're about to hear, we did in fact do so in the form of an old western yarn to honky tonk and folk guitar.

Tom: All right.

Phil: And we had a lot of catch up to do.

Phil: We haven't done a show in a long time.

Phil: All right, mate.

Tom: All right.

Tom: See you.

Phil: Yeah, I'll probably get this up tomorrow afternoon.

Tom: All right.

Tom: Sounds good.

Phil: All right.

Phil: Bye bye.

Tom: Bye bye.

The Press Room Episode 136

Tom "Foolz" Towers of Laserlemming.com and friend Aarny return to host the 136th episode of The Pressroom (while playing Left4Dead). On hand impressions of Left4Dead 2 (PC), God of War Collection (PS3), A Virus Named Tom (PC),
Demon Souls (PS3), Sly Cooper Collection (PS3), The Book of Unwritten Tales: The Critter Chronicles (PC), Journey (PS3), The Ship (PC), Half-Life (PC), Antichamber (PC), Nickerpole (PC), Call of Duty: Black Ops 2 (PC), Killzone 2 (PS3), Borderlands (PS3) and a Football gamegasm (soccer, sorry).​

Source: http://traffic.libsyn.com/gameunder/2013-0...