Game Under Podcast 131

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Intro
0:00:13 Council Wars
0:04:13 Cat's Meow

Final Impressions - Phil Fogg
0:05:49 Deadly Premonition 2 on Switch

First Impressions - Tom Towers
0:10:23 Journey to a Savage Planet for all major platforms, reviewed on PC

Trademark Banter
0:25:27 Doom Eternal-ly Updating

First Impressions - Phil Fogg
0:30:22 Project Warlord - Most platforms, reviewed on Switch

Tom Towers Reacts to the News
0:40:21 Console releases for Xbox X and Playstation 5

Final Impressions - Tom Towers
0:49:10 Halo 3
0:57:06 Halo 3: ODST
1:01:45 Tom and Phil Re-enact ODST dialog

Trademark Banter
1:06:38 Kind Words: Lo Fi Chill Beats to Write To
1:07:20 Vampyr at gameunder.net
1:09:30 Christian Prophet
1:13:15 Art of Rally Review
1:23:30 Teardown

Final Impressions - Towers and Fogg
1:25:00 Perfect Vermin for PC

Off Topic Closer
1:36:38 Pinker

Transcript

Tom: Hello and welcome to a special episode of the Game Under Podcast in these unprecedented times that get, keep getting progressively more and more unprecedented.

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Tom: Now, far be it from us to bring politics into gaming, but I think there has recently been one of the world's most important elections.

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Tom: And even here in Australia, we've been inundated with political propaganda, vote getting and all sorts of political advertising.

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Tom: The letterbox here has been filled to the brim of brochures and political ads.

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Tom: I don't know how has it been in Queensland recently?

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Phil: Well, we had our election up here.

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Phil: Is that what you're talking about?

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Tom: Well, I'm talking about the political event of the past four years of world renown.

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Tom: And the results, it took a long time for them to be tabulated, but they have finally been finished.

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Tom: The last update was in fact on the 6th of November, 2020 at 2:14 PM.

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Tom: So only two days ago, this is basically breaking news.

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Tom: And I would just like to congratulate the first three candidates in Language Ward.

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Tom: Number one, Stephen Jolly.

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Tom: Number two, Anab Mohammed.

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Tom: Number three, Gabrielle Devietri.

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Tom: And for Melbourne Ward, number one, Edward Crossland.

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Tom: Number two, Claudine Neung.

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Tom: Number three, Herschel Landez.

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Tom: And for the last ward in the Yarra City Council, number one, Nicholls Ward rather.

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Tom: Number one, Bridgette O'Brien.

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Tom: Number two, Sophie Wade.

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Tom: Number three, Amanda Stone.

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Tom: And with those results, I believe that finally the world can rest a little easier tonight.

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Phil: I thought you were reading out horse names from the Melbourne Cup last week.

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Phil: So you had City Council elections in Melbourne?

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Tom: Yes.

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Phil: Okay.

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Phil: And what happened?

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Phil: Did they get rid of a bunch of people because of COVID or?

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Tom: I think I would not know, but I believe generally speaking, people who previously had seats re-won their seats.

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Tom: So a bunch of, in this case, actual socialists, in this case, Stephen Jolly, who is of the Socialist Party in Victoria.

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Tom: I think in Melbourne Ward, the Greens and Nicholls Ward, I have no idea who any of those people are.

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Phil: Okay.

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Phil: Well, are you happy with the outcome?

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Tom: I did not vote and I am ambivalent.

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Tom: I am ambivalent in regards to the outcome.

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Phil: I thought you had to vote.

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Phil: I thought it was mandatory.

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Tom: It is in theory mandatory, but there are ways out of voting, both popular ones and lesser known ones as well.

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Tom: But given that the voter turnout was apparently about 69% of the enrollment, it's either not enforced at this level or the councils make a reasonable amount of money on fines.

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Phil: Well, congratulations, I guess.

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Phil: It's good to have...

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Tom: I thought the world was waiting for this to happen.

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Phil: Yeah, I'm sure they were.

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Phil: I thought you were gonna say that you were about to announce our 2016 Game of the Year after that long deliberation.

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Phil: I am Phil Fogg, by the way, and Tom, it's Tom Towers.

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Phil: Thanks for coming on and hosting the show.

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Tom: I'm Tom Towers of Melba Ward.

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Phil: Melba Ward.

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Phil: In these unprecedented times, it has been difficult.

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Phil: I know that since we've been recording from home, one of the listeners or two of the listeners have pointed out that they can hear a cat in the background, and I've never actually introduced the cat to the people.

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Phil: I don't know if you've heard the cat in the background.

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Phil: In fact, I know you did because the last time we had to stop the show and I escorted the cat out of the studio.

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Tom: I heard the cracking of a whip, I believe.

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Phil: Well, the cat has passed, so there is no more cat.

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Tom: The whip cracked a little too hard at that time.

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Phil: Well, she was 18, so it was certainly time, but just for the listeners out there that like to listen to the cat, I still haven't bought a soundboard.

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Phil: You know how much I desperately want a soundboard, and I know that you and the listeners will both cringe when that actually does happen.

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Phil: But I do have this...

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Phil: I have this children's book that you push a button and that sound comes out.

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Phil: I don't know, we might use that to...

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Phil: Maybe we can use that to score games, like 3 meows out of 6, but it is as annoying as the real cat was, I can assure you.

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Tom: That can be your scoring system.

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Phil: Okay, alright.

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Phil: Well, with that, before we get into Journey to the Savage Planet, did you want to hear my final impressions of Deadly Premonition?

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Tom: Obviously.

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Phil: Deadly Premonition 2, this is of course the Switch exclusive from SWERY, and it was both the prequel and sequel to Deadly Premonition.

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Phil: Look, I think if you really want to know all my full thoughts on that game, go back, and I think it was episode 129, or possibly 130 where I spoke about it at length.

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Phil: I think that it ultimately was an experience that I had to have had, and I think that anyone who finished the original Deadly Premonition should have.

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Phil: But certainly, it's not a game I would recommend in its whole by the time I was finished with it.

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Phil: It really is for enthusiasts of the original material.

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Phil: And the reason being is where the game fell short was in its production values and just some of the things that they had to do to extend the length of the game that ultimately let the game down.

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Phil: I found the story and the character work to be worth it, but again, and I would recommend it to you because I know you enjoyed the original, but for everyone else, I'd say it's certainly not something that is worth your time, unfortunately.

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Tom: That's disappointing, but also probably not surprising.

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Phil: No, not surprising.

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Phil: I mean, the original game was done on the cheap, but back then games were...

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Phil: it was easier to make a fuller game on the cheap, I think.

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Phil: Maybe not, though, when I look at some other indie games, but at least the way that Swery makes games, he really does deserve a proper budget, I feel.

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Tom: You think perhaps another issue was that it was made for the Switch, than for more powerful hardware?

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Phil: Well, I think ultimately it will come out on PC.

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Phil: I mean, it must, just for economic purposes.

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Phil: You know, there's no reason why you couldn't release it on PC or on the other consoles, except for the fact that it might get more ridicule, because, you know, on the Switch, because everyone knows that it's a less powerful system, I think that the people that, you know, the fans of the Switch, myself included, are more accepting of lower quality standards in terms of, you know, technical, whereas that may not be tolerated on a PlayStation 5 or an Xbox.

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Phil: I think it would find acceptance in the PC world because people who play PC games are used to, you know, some clunkiness and, you know, from indie games and things like that, even from AAA games, really.

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Phil: So, no, I don't think it had much to do with the Switch.

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Phil: I think it had more to do with a lack of production time in terms of, you know, saying, look, this idea really isn't working.

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Phil: It needs to be cut from the game.

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Phil: And then them going, well, if we cut that from the game, then the game's going to be like an hour shorter.

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Phil: And it's already a pretty short game.

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Phil: So, yeah, I think it's design issues more than being constrained by the system on which it was released.

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Tom: And it seems like design issues such as inflating the length and perhaps making the area bigger than it needed to be also could well have contributed to a lot of the technical issues as well.

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Phil: Yes, yeah, yeah.

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Phil: So, yeah, so sad.

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Phil: But like I said, if you're a fan of the original, the story work and the acting and everything else is worth coming back for.

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Phil: But I don't think it augurs well for a third release, but who knows?

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Phil: I mean, maybe another seven years from now, there'll be interest in a sequel.

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Phil: I think it would make a good Netflix show, honestly.

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Phil: Yeah, a live action show.

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Phil: I think that would probably be its most successful way for another game to come out, would be something else like a comic or a Netflix series or something like that to push it forward, to get more people exposed to the world of Deadly Premonition.

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Tom: I think it definitely has the quality behind it to be translatable into another medium.

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Phil: Yep, yep, I agree.

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Phil: But we may as well get into the games.

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Phil: We've got a lot to talk about.

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Phil: And the one I'm most interested to hear about from you is Journey to a Savage Planet.

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Phil: This is a game that came out this year, published by 505 Games.

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Phil: I don't know too much about the developer Typhoon Studios.

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Phil: Do you know much about them?

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Tom: Well, they've apparently been bought by a large developer, possibly EA.

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Tom: I'll just look that up.

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Tom: But apparently the founder of the company is an Australian.

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Phil: Okay.

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Phil: Yeah, the studio, they're owned by Google.

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Tom: There you go.

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Phil: Yeah, yeah.

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Tom: They were not owned by Google, I believe, at the beginning of development though.

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Phil: And this is an Unreal Engine game available for all the major platforms, Windows through Switch.

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Phil: So...

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Tom: I believe, however, that on PC it might be an Epic exclusive because it does not appear to be on Steam at the moment.

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Phil: Okay.

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Phil: And it's a...

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Phil: All I know about it is it's a first-person adventure game.

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Phil: Like, I guess, I imagine like No Man's Sky.

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Phil: Is that...?

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Tom: Well, the thing that people compare it to, which Travo and Phantom Leo on the VG Press, both compared it to Metroid Prime.

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Phil: Oh, wow.

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Tom: Which is what intrigued me.

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Tom: And there are certainly some similarities with Metroid Prime, but I would have to very much diverge from that analysis.

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Tom: So the surface-level things that are like Metroid Prime is scanning, which doesn't really play much of a role in the gameplay in the same way that it does in Metroid Prime, where it's used more complexly in puzzles and discovering important information and things like that, and building up the backstory.

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Tom: Here, the story is much more comical, and simple isn't the right word, because Metroid Prime has a very simple story, but it is comical and over-the-top, so the scanning results are usually non-sequitur jokes and the things like that, and they are indeed amusing, but it is not used in terms of gameplay in the same way that it is in Metroid Prime.

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Tom: Structurally, in theory, it is like Metroid Prime, where you have to collect upgrades to be able to get further in the areas you're exploring, but it's quite a small environment, so you don't really end up running into things that you get stuck at and come back to a lot later that are at least involved in the main story, except towards the end of the game, maybe in the second to third, so it's a much more faster-paced experience in terms of the exploration.

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Tom: On top of that, the unlocks aren't really things you discover.

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Tom: It's essentially a sort of crafting thing where you collect various material from enemies you kill, and when you get enough of those, you can 3D print various items you need to get to areas you couldn't get before, such as a grapple hook and double jump and things like that.

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Tom: So there are surface similarities to Metroid Prime, but structurally it is much more in the vein of something like Jak and Daxter, where you're in a sort of semi-open platforming world that you explore and you're collecting things.

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Phil: I'm looking at the video, and it looks like a blend of No Man's Sky, Metroid Prime and Spore, but talking about that collecting element, does it have a Pokemon type, monster collecting type aspect to it as well?

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Phil: Because that's also kind of what it's looking like.

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Tom: Yep, I think the enemies are actually in your journal listed as trading cards.

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Phil: So like a, you know, in fine, in typical RPGs, you've got bestiaries or bestiaries, however you pronounce it.

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Phil: But that's kind of, you know, and that's fun.

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Phil: It's fun to like collect them and go back and look through them.

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Phil: But you can, can you battle with them with those cards?

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Phil: Is it like a...

00:14:59.720 --> 00:15:01.200

Tom: No, I don't think you can.

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Tom: It's just basically a bestiary in card form.

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Phil: Yep, yep.

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Phil: And the very, very bright visuals as well comes through here.

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Tom: And the other, the other thing related to the crafting system, which is a little bit awkward and goes against the otherwise very free-flowing pace of the game, to be able to craft, to print better and better items, you need to get to certain explorer ranks.

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Tom: And to do this, you need to conduct scientific experiments, such as you have to capture several enemies with the binding goo item and then shoot them all together as an example.

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Tom: And while these things are a slightly interesting wrinkle on the gameplay, where for the most part it's all about the exploring of the combat elements, except when you're up against a few tougher enemies, which I'll get into in a moment, they're basically just there to look cute, make endearing noises and die in humorous manners to drop the currency for your crafting the combat, other than when you're against the armoured enemies that have weak points and a couple of attack chains that you have to dodge are there essentially just to give you the items you need to craft.

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Tom: So that just kind of bogs you down and slows you down when you want to go and continue exploring and find extra items, because the one area where you do have that feeling of Metroid Prime where it's satisfying and interesting to be collecting, sorry, to be unlocking more things, to find more things, it's not so much to do with the main story and exploration, but with collecting all the health upgrades and alien logs which is backstory and things like that.

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Tom: So you'll be constantly coming across areas that you can't get to.

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Tom: They won't really be related to the story, but they will have an interesting reward that will make you stronger or add to the backstory and that sort of thing.

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Phil: I'm really, really wanting you to get to the end of this review because so far you've made it sound very compelling and I noticed it on Amazon.

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Phil: It's available for 28 bucks for Xbox One and 52 bucks for the Switch.

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Phil: I prefer to buy everything for the Switch these days, mostly because they don't generally have a lot of updates, online updates, and also just because I love the flexibility of being able to play something mobile if I need to.

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Phil: But I'm not going to get too far ahead here, but I will ask how far are you along in the game and you are playing this on PC, I presume?

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Tom: Correct.

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Tom: I am playing it on the Epic Games Store version of the game and I believe I am right at the end.

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Phil: And how long has it taken you to get through it?

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Tom: Probably about seven or eight hours.

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Tom: And the, I think, total number, the percentage I have, I think, is around 70 or 60 percent as far as collecting things are concerned.

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Tom: So if you were to collect everything, it would probably be about 10 or 12 hours.

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Tom: And I do intend to continue to collect things for a little bit of time.

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Tom: And so if you are going into this Expecting Metroid Prime, although Travo and Phantom Leo clearly were, and this didn't apply, I think it is a little bit disappointing because it's really not Metroid Prime at all, other than taking a few of the gameplay mechanics from Metroid Prime.

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Tom: Structurally, it isn't really that at all, nor is it Metroid Prime in the moment-to-moment gameplay.

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Tom: It's really much more of a classic collection style platformer in a really lush and also quite amusing environment you get to explore.

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Tom: As that, it works really well.

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Tom: As a Metroid Prime clone or a Metroidvania, whatever you want to call it, it's not so good.

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Tom: But the platforming, and it is in first person, it's pretty forgiving.

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Tom: As soon as you get the double jump, when you fall, as long as you jump just before you land, you can survive very tall falls, which is good for exploring in areas where it doesn't seem like the game means for you to explore early on.

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Tom: And it's also forgiving so that some of the awkwardness of first person platforming isn't an issue.

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Tom: The basic jumping mechanics also are very floaty, but that works in first person platforming in a way that it doesn't in third person platforming.

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Tom: And there's also a nice sense of inertia when you're doing running jumps and things like that.

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Tom: And the framing of the game is very funny as well and surprisingly cute.

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Tom: It actually reminds me a lot of Pikmin, the presentation where basically all the enemies are extraordinarily cute.

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Tom: And at first you don't really want to kill them as a result of that.

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Tom: And the basic premise of the game is you are an explorer working for some suspicious corporation in a very poorly designed exploration program.

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Tom: And on your ship you have a bunch of televisions which play pretty amusing parodies of ads of various styles.

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Tom: And you also have regular communications with the CEO of the company, who is played very well and adds greatly to the atmosphere.

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Tom: And most of the dialogue in the game is from your AI, I think, companion, who has a lot of sardonic commentary on your exploration as you are playing.

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Phil: The humor of it, just based on the videos I've seen and the promotion of, is it Grub or Glob?

00:22:04.980 --> 00:22:06.060

Tom: Grub, I think it is.

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Phil: Grub reminded me of one of your favorite series, and that's Oddworld.

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Tom: Yes, definitely.

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Tom: I don't think it is as deep as the humor in Oddworld, or as thematically interesting as Oddworld, but it is definitely the same style of humor.

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Phil: So that's great.

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Phil: I mean, I've added it to my cart.

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Phil: I'm going to pay the 52 bucks to get it on Switch as opposed to the 30 bucks on Xbox One, because the Xbox One is coming from America, and who knows, and who cares, right?

00:22:39.760 --> 00:22:42.940

Phil: But at 52 bucks on a Switch, that's kind of like a budget title.

00:22:44.220 --> 00:22:46.460

Phil: So that's an easy pick up.

00:22:47.120 --> 00:22:50.680

Tom: Just bear in mind at $50 that it is indeed very short.

00:22:51.120 --> 00:22:52.520

Phil: Yeah, but you know, that's...

00:22:53.220 --> 00:22:54.480

Tom: Quality over quantity.

00:22:54.660 --> 00:22:57.340

Phil: Yeah, that means it will take me two months to play it, you know?

00:22:57.880 --> 00:22:58.200

Tom: Yep.

00:22:59.180 --> 00:23:01.120

Phil: At the current rate that I'm completing games.

00:23:01.140 --> 00:23:04.340

Phil: So that sounds like a perfect length to me.

00:23:04.360 --> 00:23:06.760

Phil: And this one flew completely under my radar.

00:23:06.980 --> 00:23:10.700

Phil: I didn't quite like the artwork of the...

00:23:11.580 --> 00:23:13.520

Phil: Like, I don't like the big googly eye.

00:23:13.620 --> 00:23:15.680

Phil: They kind of look a little too rare for me.

00:23:17.320 --> 00:23:18.400

Phil: Bendo, kuzuri style.

00:23:18.420 --> 00:23:28.440

Tom: Looking at screenshots, I thought the entire thing was hideously ugly, but when you're playing it and you get into the sense of humour, it ends up working quite well.

00:23:28.740 --> 00:23:31.780

Phil: Yeah, and that grob stuff, is it grob?

00:23:33.240 --> 00:23:34.040

Tom: I believe it is grob.

00:23:34.280 --> 00:23:34.660

Phil: Grob?

00:23:35.020 --> 00:23:36.840

Phil: It's like this purple goo stuff.

00:23:36.860 --> 00:23:41.340

Phil: That's the stuff that you're using to laser print or 3D print things, is that right?

00:23:41.780 --> 00:23:46.680

Tom: No, you use that as a trap to lure enemies together.

00:23:48.600 --> 00:23:49.880

Phil: Do you have much more to say on that?

00:23:49.900 --> 00:23:53.940

Phil: I mean, I'd love to hear more impressions of it, but you've sold me on it.

00:23:54.240 --> 00:23:58.580

Tom: Well, it's pretty simple, so there isn't really much more to say about it than that.

00:24:00.200 --> 00:24:22.600

Tom: The one thing that would be a big negative in the context of classic 3D platformers and also Metroidvanias for that matter is due to the technicolor extraordinarily vivid nature of the graphics, the different environment styles rather blend together a bit.

00:24:22.620 --> 00:24:32.940

Tom: So when you're in the snow area, as an example, it doesn't feel that much different to the lava area just because everything is so overly saturated.

00:24:34.360 --> 00:24:40.560

Phil: So it's not like Project Warlock where you have distinctions between the lands, the different worlds.

00:24:41.840 --> 00:24:46.420

Tom: Well, you do have distinctions between them, but due to the extreme nature of the aesthetic...

00:24:47.240 --> 00:24:50.020

Phil: Really, would you describe it as overly saturated?

00:24:50.840 --> 00:24:52.580

Tom: It's very overly saturated.

00:24:52.700 --> 00:24:53.440

Phil: Yeah, exactly.

00:24:54.140 --> 00:24:58.360

Tom: But again, with the sense of humour, it works pretty well.

00:25:00.040 --> 00:25:01.760

Phil: I just want to thank you for that.

00:25:01.780 --> 00:25:06.380

Phil: So that's Journey to the Savage Planet, published by 505 Games, available on everything.

00:25:06.920 --> 00:25:11.860

Phil: And I've got to say, I've been hearing more positive things about 505 Games recently.

00:25:12.120 --> 00:25:19.480

Phil: Back in the PlayStation 1 era, 505 was notoriously bad as a publisher and a developer.

00:25:21.780 --> 00:25:26.620

Phil: But they've been releasing some smart games lately, which is great, great to see.

00:25:27.840 --> 00:25:31.860

Phil: I recently picked up Doom Eternal for the Xbox One.

00:25:32.300 --> 00:25:41.080

Phil: I played the first Doom, not the original Doom, but you know what I mean, the new Doom reboot on the PlayStation 4.

00:25:41.560 --> 00:25:49.420

Phil: But these days, I've been sort of hedging more towards Xbox One because of their backward compatibility and all of that sort of thing.

00:25:49.440 --> 00:26:02.980

Phil: But this is another case, man, where, okay, so I put the disk in and it says, okay, do you want to install just the campaign mode or do you want to install the online multiplayer?

00:26:03.180 --> 00:26:06.700

Phil: I'm like, this is great because I'm not going to play the online multiplayer, so this is great.

00:26:06.720 --> 00:26:09.980

Phil: I'll just install the campaign mode.

00:26:11.420 --> 00:26:17.080

Phil: So it installs about 10 megabytes and then says, yeah, we're done.

00:26:17.100 --> 00:26:21.320

Phil: We've installed and nowhere is there an option for you to actually play it.

00:26:22.600 --> 00:26:30.680

Phil: So I do some research online and basically they go, yeah, you've got to actually install both before you can update.

00:26:31.680 --> 00:26:32.780

Phil: Okay, fine.

00:26:32.800 --> 00:26:34.740

Tom: Can you play without updating?

00:26:34.860 --> 00:26:37.280

Phil: No, you can't play without updating.

00:26:37.300 --> 00:26:39.660

Phil: You can't play without being online.

00:26:40.720 --> 00:26:45.520

Phil: It doesn't appear in your games to play list, you know, on the interface.

00:26:45.640 --> 00:26:49.140

Phil: And so, okay, I'll install the online multiplayer.

00:26:49.440 --> 00:26:51.500

Phil: So that's another 47 gig.

00:26:51.940 --> 00:26:55.960

Phil: And then there's a 22 gig update for the multiplayer.

00:26:56.400 --> 00:26:59.380

Phil: So I'm still downloading the 22 gig update for the multiplayer.

00:27:00.240 --> 00:27:07.920

Phil: Apparently then before you can play the campaign mode, you have to register with Bethesda to get a Bethesda online account.

00:27:09.020 --> 00:27:10.420

Phil: And then you can play the game.

00:27:11.760 --> 00:27:32.880

Phil: I'm really hacked off about, I'm like this far, I'm holding my thumb very close to my pointer finger from writing to the ACCC, which is the consumer, whatever they are, and say this is outrageous, because this is what happened, I was really pissed off, because I really love Call of Duty, I couldn't play the Call of Duty game I played.

00:27:33.400 --> 00:27:35.760

Phil: You buy a disc, you think you're going to be able to do it.

00:27:35.780 --> 00:27:42.700

Phil: I understand updates, I understand that's going to happen, and I understand installs, that's going to happen, but like this is getting ridiculous.

00:27:43.520 --> 00:27:46.760

Tom: Is there anywhere on the box that says Bethesda account required?

00:27:46.820 --> 00:27:56.940

Phil: No, I went back and read it this morning, and it says, you know, it's going to take up 50 gig of storage, and that's it.

00:27:57.720 --> 00:28:03.060

Phil: It doesn't say there's going to be a mandatory update, which all of these things should say, and it doesn't say it's going to require.

00:28:03.080 --> 00:28:06.740

Tom: And usually you'd expect them to say if you need an account of a certain time.

00:28:07.100 --> 00:28:13.900

Phil: Yeah, now it's a free account, I get it, you know, that's fine, but it's really annoying.

00:28:14.040 --> 00:28:15.060

Phil: It's really annoying.

00:28:15.080 --> 00:28:29.360

Phil: I know I need to get over it, but basically then, while I'm waiting for it to install, because I do want to play it, because Project Warlock has put me in the mood for this kind of entertainment, fantasy first person shooters, I guess.

00:28:30.500 --> 00:28:48.560

Phil: I just immediately turned around, I grabbed my copy of Duke, I know, get ready to say, okay, Boomer, I turned around, I get my copy of Duke Nukem 64, for the N64, I take the cartridge that I own, I put it in my N64, I turned it on, and I was playing it in 10 seconds.

00:28:48.800 --> 00:28:49.160

Phil: You know?

00:28:49.180 --> 00:28:50.800

Phil: I know.

00:28:51.200 --> 00:28:52.160

Phil: Just go ahead and say it.

00:28:53.900 --> 00:28:57.480

Tom: I think that's well since the days of Boomers, though.

00:28:57.500 --> 00:29:00.800

Tom: I think that's too young an experience for Boomers, isn't it?

00:29:01.720 --> 00:29:05.240

Tom: I think you should be nostalgic about your chess board or something to that effect.

00:29:06.520 --> 00:29:08.900

Phil: Well, you know the Internet more than I do.

00:29:09.420 --> 00:29:12.160

Phil: These days, there's only Boomers or Zoomers, and that's it.

00:29:13.280 --> 00:29:16.340

Phil: I think even you would be considered a boomer.

00:29:18.020 --> 00:29:25.380

Phil: I know the listeners must be sick of hearing a bitch about updates, but I've got to also say...

00:29:25.480 --> 00:29:29.820

Tom: That system, though, is ridiculous where they ask you what to install.

00:29:29.960 --> 00:29:39.180

Phil: Yes, and you go online, and this has happened to everyone who's bought this copy for the Xbox.

00:29:39.300 --> 00:29:41.700

Phil: Every single person has said, what am I doing wrong here?

00:29:41.720 --> 00:29:50.500

Phil: And then Microsoft comes on and goes, oh yeah, you need to install both, register with Bethesda, and then you can play.

00:29:50.940 --> 00:29:52.060

Phil: It's just ridiculous.

00:29:52.140 --> 00:30:01.640

Phil: Anyway, I hope, because they had refreshed the Xbox user interface so that it matches what's on the new Xboxes.

00:30:02.000 --> 00:30:04.160

Phil: So it's like, oh, this must be a part of the whole new thing.

00:30:04.180 --> 00:30:06.460

Phil: It's like, no, this was just a thing for Doom Eternal.

00:30:07.300 --> 00:30:10.760

Phil: So we can go in one or two directions here.

00:30:10.780 --> 00:30:16.720

Phil: I can give you my impressions of Project Warlock, or we can talk about the consoles that are releasing this week.

00:30:18.100 --> 00:30:22.440

Tom: Obviously, Project Warlock is much more interesting than new consoles.

00:30:22.560 --> 00:30:22.960

Phil: Yeah.

00:30:23.240 --> 00:30:38.500

Phil: So in episode 129, you spoke about a game by a company called Crunching Koalas, I believe is the name of the development company that did it, and you spoke effusively about it.

00:30:38.520 --> 00:30:44.060

Phil: It's a Doom Wolfenstein-inspired first-person shooter.

00:30:46.420 --> 00:31:01.940

Tom: It calls itself that it's inspired by Doom, Hexen and Wolfenstein, but it is in level design very much more in the vein of Wolfenstein, but in movement and shooting much more in the vein of Doom.

00:31:02.460 --> 00:31:06.960

Tom: So it's an interesting combination of influences ultimately.

00:31:07.680 --> 00:31:09.060

Phil: It's available on everything.

00:31:10.180 --> 00:31:12.080

Tom: And it has a free demo, I believe.

00:31:12.600 --> 00:31:13.140

Phil: Oh, excellent.

00:31:13.600 --> 00:31:16.200

Tom: And the developer was in fact Buckshot Software.

00:31:16.520 --> 00:31:17.420

Phil: Buckshot Software.

00:31:17.440 --> 00:31:20.240

Tom: But I can see how you got those two names mixed up.

00:31:20.260 --> 00:31:22.800

Phil: Well, Buckshot Software and Crunching Koalas had something to do with it.

00:31:22.820 --> 00:31:26.820

Phil: Maybe Crunching Koalas did the Switch conversion, possibly.

00:31:27.000 --> 00:31:29.340

Tom: They were possibly the sound design, maybe?

00:31:29.640 --> 00:31:31.900

Phil: Yeah, the sound design was amazing in this game.

00:31:33.300 --> 00:31:35.740

Phil: Tom talked about this game in episode 129.

00:31:35.760 --> 00:31:37.260

Phil: Go back and listen to what he has to say.

00:31:37.280 --> 00:31:41.980

Phil: He's much smarter than me in every aspect, including talking about video games.

00:31:43.080 --> 00:31:47.840

Phil: He convinced me to buy this through his words, and I bought it for the Switch.

00:31:49.600 --> 00:31:54.860

Phil: I have to say, playing it on the Switch Mobile does not...

00:31:55.020 --> 00:31:56.000

Phil: it doesn't function.

00:31:57.160 --> 00:31:58.780

Phil: There is no way you can...

00:31:59.400 --> 00:32:00.220

Phil: It is functional.

00:32:00.240 --> 00:32:08.040

Phil: I mean, you can do it, but there's absolutely no way you would want to do it by using the crap controllers on the Switch itself.

00:32:09.340 --> 00:32:14.000

Phil: I'm playing it docked with the Master Controller, which is sublime.

00:32:14.640 --> 00:32:19.200

Phil: I don't know what battery technology they're using in it, but it puts Elon Musk to shame.

00:32:19.620 --> 00:32:25.380

Phil: Every company should be using whatever battery technology Nintendo uses for their pro controller.

00:32:26.660 --> 00:32:32.380

Phil: You basically plug it in once every four months and recharge it and it recharges like immediately.

00:32:33.380 --> 00:32:34.440

Phil: This game is brilliant.

00:32:34.500 --> 00:32:35.540

Phil: I absolutely love it.

00:32:35.840 --> 00:32:42.880

Phil: It is, I understand now when you were saying, when you first said, oh yeah, Wolfenstein's slow, Doom's slow.

00:32:42.900 --> 00:32:45.480

Phil: I'm like, that's an idiotic statement.

00:32:45.500 --> 00:32:48.100

Phil: Those games are phenomenally ridiculously fast.

00:32:48.960 --> 00:32:54.920

Phil: But now that I'm playing Project Warlock, yeah, those games are slow compared to Project Warlock.

00:32:55.280 --> 00:33:06.280

Phil: And it's just, what is sublime about this game is that they've applied not only the modern technology to those games, but also play sensibilities.

00:33:07.700 --> 00:33:24.760

Phil: And if you like first-person shooters, you like 90s shooters, and you like games like Demon's Souls, the Souls games, you're going to love this game because it's unrelentingly unforgivable of anything other than perfection.

00:33:25.080 --> 00:33:31.960

Phil: Now, I know you said it was easy, and the game does get easier as you progress, and I'm probably playing it wrong.

00:33:32.760 --> 00:33:37.220

Phil: And I certainly were not using magic for two-thirds of the game.

00:33:37.240 --> 00:33:38.800

Phil: I pulled an Aspro.

00:33:40.040 --> 00:33:44.020

Tom: Well, it is mainly in the last third that you need magic.

00:33:44.720 --> 00:33:46.280

Phil: Yeah, well, I guess...

00:33:46.280 --> 00:33:48.800

Tom: So you can do without magic for the first two-thirds.

00:33:49.600 --> 00:33:50.880

Phil: I know I'm playing it wrong.

00:33:50.980 --> 00:33:56.780

Phil: I know that anyone who's watching me play it would be just shrugging their shoulders and going, what's wrong with this person?

00:33:57.960 --> 00:33:58.640

Phil: But it's great.

00:33:58.660 --> 00:33:59.780

Phil: I mean, the weapons are great.

00:34:00.320 --> 00:34:07.160

Phil: You didn't mention, I don't think you mentioned, what a hand cannon the pistol is, which is obviously a tribute to Halo.

00:34:08.100 --> 00:34:09.400

Phil: The shotgun is ridiculous.

00:34:09.420 --> 00:34:12.700

Phil: I mean, the shotgun has a range of hundreds of meters, from what I can tell.

00:34:12.920 --> 00:34:16.120

Tom: It's essentially a single-shot rifle.

00:34:16.600 --> 00:34:18.100

Phil: Yes, yeah.

00:34:18.800 --> 00:34:20.960

Phil: And, you know, all the other weapons are kind of fun.

00:34:20.980 --> 00:34:23.540

Phil: I've finally got the rail gun.

00:34:24.000 --> 00:34:25.400

Phil: The speed of it is great.

00:34:25.480 --> 00:34:28.200

Phil: The aesthetic of it is great.

00:34:28.480 --> 00:34:33.720

Phil: The technical use of graphics is really wonderful.

00:34:33.820 --> 00:34:37.520

Phil: And I keep forgetting that it's a modern game, so I don't look up.

00:34:37.660 --> 00:34:39.680

Phil: I don't look down, you know.

00:34:39.980 --> 00:34:44.480

Phil: I'm used to just sort of tracking through it and not taking advantage of the graphics.

00:34:44.500 --> 00:34:47.200

Phil: But yeah, it's just a beautiful, beautiful game.

00:34:47.220 --> 00:34:52.580

Phil: And up until now, you know, I've played Kind Words a fair bit.

00:34:52.600 --> 00:34:56.100

Phil: I thought that was really innovative on the PC.

00:34:56.120 --> 00:35:01.840

Phil: But this, by far, unless I play something greater before the end of the year is my game of the year.

00:35:03.000 --> 00:35:04.460

Phil: So thanks for that recommendation.

00:35:04.660 --> 00:35:14.320

Phil: And yeah, I can recommend it for the Switch, played in the docked mode, which certainly means you can play it PlayStation 4, Xbox and PC.

00:35:14.340 --> 00:35:17.480

Phil: Now, you probably used keyboard, I'm assuming, when you played it PC.

00:35:18.020 --> 00:35:18.540

Tom: Of course.

00:35:19.620 --> 00:35:20.500

Phil: I wouldn't recommend that.

00:35:21.720 --> 00:35:24.140

Phil: Keyboards are for typing letters, not for playing video games.

00:35:24.160 --> 00:35:25.140

Tom: Keyboard and mouse.

00:35:27.540 --> 00:35:29.640

Tom: Without any aiming reticle.

00:35:30.500 --> 00:35:32.740

Tom: It is the only way to play, obviously.

00:35:32.860 --> 00:35:36.380

Phil: I put the aiming reticle on at the end.

00:35:37.720 --> 00:35:39.100

Phil: I'm in the last level now.

00:35:40.000 --> 00:35:50.760

Phil: The thing I'm asking about is, I thought there was somewhere where you can basically switch the shooting to Wolfenstein Doom, which is basically you just have to be facing the enemy to shoot.

00:35:51.280 --> 00:35:52.580

Phil: I didn't turn that on.

00:35:53.400 --> 00:35:58.860

Phil: I left it so that you still have to actually aim vertically as well.

00:35:59.780 --> 00:36:01.660

Phil: They would have had that option on PC.

00:36:01.680 --> 00:36:02.380

Phil: Did you notice it?

00:36:03.580 --> 00:36:05.080

Tom: I have no idea.

00:36:05.900 --> 00:36:09.660

Phil: The graphics options are really great on the Switch version.

00:36:09.680 --> 00:36:10.620

Tom: The console filters.

00:36:11.260 --> 00:36:12.860

Phil: Yeah, the console filters.

00:36:14.580 --> 00:36:17.020

Phil: You can turn on and off pretty much everything.

00:36:17.060 --> 00:36:17.780

Phil: It's really neat.

00:36:19.560 --> 00:36:26.980

Phil: And I really did not mind being sent all the way back to the start when I died.

00:36:29.080 --> 00:36:42.720

Phil: Basically, within each level, Tom didn't fully explain this, but within each theme, basically there is one, two, three, four, five, six different zones.

00:36:42.840 --> 00:36:47.580

Phil: And within those zones, they are made up of either two levels or three levels or four levels.

00:36:48.740 --> 00:36:51.360

Phil: Or in the case of the end boss, there's one level.

00:36:51.700 --> 00:36:59.000

Phil: So if you were to die on level two, then you would have to go back.

00:36:59.020 --> 00:37:04.860

Phil: And if you died on level two or four, you would have to go back to level one and replay level one.

00:37:04.860 --> 00:37:09.140

Phil: So really it beats you up in terms of the time that you lose.

00:37:09.660 --> 00:37:12.180

Phil: But I really loved that.

00:37:12.220 --> 00:37:16.920

Phil: I loved replaying and mastering each and every level.

00:37:17.560 --> 00:37:20.100

Phil: And I really savoring the boss battles.

00:37:21.140 --> 00:37:25.600

Phil: It's no spoiler really to talk about in the industrial age theme.

00:37:26.320 --> 00:37:29.320

Phil: There was a tank, a mechanical tank at the end of it.

00:37:29.340 --> 00:37:30.040

Phil: Do you remember that one?

00:37:30.200 --> 00:37:30.780

Tom: Yes, I do.

00:37:30.800 --> 00:37:32.220

Phil: Do you remember how you beat it?

00:37:33.160 --> 00:37:36.400

Tom: Well, I actually saw a steam thread on this.

00:37:37.800 --> 00:37:41.760

Tom: And apparently a lot of people had great difficulty with it.

00:37:41.780 --> 00:37:44.140

Tom: That was actually one of the easiest bosses for me.

00:37:44.160 --> 00:37:45.300

Phil: It was the easiest, yep.

00:37:46.520 --> 00:37:48.680

Tom: So I have no idea what they were on about.

00:37:48.960 --> 00:37:54.880

Phil: Well, you might not remember, but this is not a spoiler, but if you want to figure it out for yourself, skip ahead a minute.

00:37:55.380 --> 00:37:58.020

Phil: But you start out in a little alcove on that level.

00:37:58.480 --> 00:38:08.840

Phil: So basically I ran out of the alcove, spammed it with rocket grenades, launches, spammed it with rockets, killed it in its first element, and then ran back into that alcove.

00:38:09.200 --> 00:38:14.840

Phil: Because the tank can't hurt you when you're in that alcove, because it's charging up and just hitting the wall.

00:38:15.440 --> 00:38:27.200

Phil: And then from in there, as long as you're not using something that's going to have any splash back, you can shoot it with your pistol, you can stab it with a dagger until you get through the next two levels.

00:38:28.020 --> 00:38:33.920

Tom: See, I just ran out there, shot it circle strafing until the second form.

00:38:33.940 --> 00:38:35.880

Tom: That's when it springs at you, right?

00:38:35.980 --> 00:38:36.280

Phil: Yeah.

00:38:36.700 --> 00:38:42.700

Tom: And jumped out of the way when it did that, because from what I can recall, it was pretty telegraphed when it was going to do that.

00:38:43.360 --> 00:38:52.240

Phil: It was telegraphed, but at least with a console controller, it's not as easy to get out of the way.

00:38:53.200 --> 00:38:53.680

Tom: For sure.

00:38:53.900 --> 00:38:54.200

Phil: Yeah.

00:38:54.220 --> 00:39:06.160

Phil: But circle strafing with an automatic weapon is good for a lot of enemies that have attacks where they're throwing something, because basically they can never get to the animation, because they're constantly just reacting to being shot.

00:39:07.740 --> 00:39:08.720

Phil: Yeah, so it's brilliant.

00:39:08.740 --> 00:39:09.420

Phil: I absolutely love it.

00:39:09.440 --> 00:39:13.480

Phil: Name of the game, Project Warlock, and I thoroughly recommend it.

00:39:13.500 --> 00:39:17.140

Phil: I think I paid about 25 bucks for the downloadable Switch version.

00:39:18.460 --> 00:39:21.580

Phil: So thank you again for bringing new games to me.

00:39:21.900 --> 00:39:23.380

Tom: I'm glad you enjoyed it that much.

00:39:23.620 --> 00:39:24.320

Phil: Ah, love it.

00:39:24.680 --> 00:39:25.080

Phil: Love it.

00:39:25.100 --> 00:39:25.720

Phil: Game of the Year.

00:39:26.980 --> 00:39:32.960

Tom: And for the record, Crunching Koala, I believe, were the people who ported it to consoles.

00:39:33.160 --> 00:39:34.260

Phil: Okay, brilliant.

00:39:34.300 --> 00:39:37.200

Phil: So they must be Aussies, I'm assuming, unless they just love koalas.

00:39:38.300 --> 00:39:45.300

Tom: Before we move on, we do have to ask you how many meows does Project Warlock get?

00:39:45.320 --> 00:39:53.400

Phil: Okay, well, I work on a three-meow scale, and you know that I use the entirety of the scale, so don't be disappointed, but I'm going to issue it.

00:39:53.420 --> 00:40:01.900

Phil: That's three meows out of three meows.

00:40:01.920 --> 00:40:03.440

Phil: It's the cat's meow, kids.

00:40:03.580 --> 00:40:04.760

Phil: Put that on the back of the box.

00:40:06.540 --> 00:40:13.060

Tom: And I'm yet to rate Journey to the Savage Planet as I have yet to finish the game itself.

00:40:14.300 --> 00:40:14.840

Phil: Fair enough.

00:40:15.400 --> 00:40:18.400

Phil: Maybe I'll beat it before you do, and I'll give it a score first.

00:40:19.380 --> 00:40:19.920

Phil: Yeah, right.

00:40:21.880 --> 00:40:25.760

Tom: But I believe there are some new consoles about to be released.

00:40:26.320 --> 00:40:28.060

Phil: Yes, yes, there are.

00:40:28.820 --> 00:40:30.780

Phil: PlayStation 5 and Xbox.

00:40:31.820 --> 00:40:33.020

Phil: They're both getting good reviews.

00:40:34.780 --> 00:40:44.740

Phil: I'd say the place, the Xbox is getting reviews for great hardware and superior aesthetic design and its backward compatibility.

00:40:45.860 --> 00:40:51.700

Phil: The backward compatibility is not for 100% of their back catalog.

00:40:51.720 --> 00:40:58.800

Phil: So let's just get that completely straight because that was out there for a very long time and it was very confusing to me and couldn't get to the bottom of it.

00:41:01.040 --> 00:41:09.620

Phil: So basically only the original Xbox and Xbox 360 games that were supported in this generation are supported on the next generation.

00:41:09.640 --> 00:41:37.160

Phil: Not to say they're not going to add more, but apparently both consoles have exceptional backward compatibility for the current generation, improving games on the fly with Microsoft's tech just outflagging the PlayStation a little bit more because somehow Microsoft's figured out how to do it natively with HDR improvements and things like that, frame rate, whereas the stuff for the PlayStation has to be curated.

00:41:37.480 --> 00:41:45.920

Phil: So there are games that aren't necessarily upgraded and games that are, but the load times are consistent for both.

00:41:45.940 --> 00:41:52.020

Phil: So PlayStation obviously is loading it faster than on the current generation.

00:41:52.840 --> 00:42:18.320

Phil: I was really thinking about, because now that Sony has revealed that the PlayStation 5 is fully compatible with almost all of the PlayStation 4 library, this I'm thinking would be a great time to take advantage of one of those GameStop or EB Games offers where they say, you know, pre-order a PlayStation 5 and we'll give you a $200 credit if you hand in a PlayStation 4.

00:42:19.400 --> 00:42:26.860

Phil: Because if it's playing PlayStation 5 games flawlessly, and pretty much all of them, then why keep around the old hardware?

00:42:26.880 --> 00:42:31.400

Phil: I mean, $200 off a $700 console, that's a great savings.

00:42:32.960 --> 00:42:41.140

Tom: I personally could sell my PS4 and buy a new PS5 for a profit as it has PT on it.

00:42:42.380 --> 00:42:43.020

Phil: Yeah, you're right.

00:42:43.040 --> 00:42:46.600

Phil: PT was a PlayStation 4, and mine, I also have PT on it.

00:42:46.600 --> 00:42:48.520

Phil: Is that selling, seriously?

00:42:49.060 --> 00:42:53.320

Tom: Yep, I believe it is selling for upwards of $1,000.

00:42:53.340 --> 00:42:54.100

Phil: Are you kidding me?

00:42:54.660 --> 00:42:55.280

Tom: No, I'm not.

00:42:55.440 --> 00:42:58.120

Phil: Okay, I'll send you my PlayStation 4, can you sell it for me?

00:42:58.140 --> 00:43:00.460

Phil: And you can keep $200 off the top.

00:43:00.680 --> 00:43:01.300

Phil: I'm serious.

00:43:02.620 --> 00:43:05.500

Phil: I don't want to go through the hassle of actually doing it, but I'll send it to you.

00:43:07.320 --> 00:43:08.020

Tom: Potentially.

00:43:08.420 --> 00:43:18.920

Phil: The one thing I'm worried about is okay, it's backward compatible, but does that mean when I go put my PlayStation 4 disc in it, it now has to go out and download a 200 gig?

00:43:19.400 --> 00:43:22.020

Phil: You know what I'm saying?

00:43:24.820 --> 00:43:25.700

Phil: That would not be great.

00:43:26.440 --> 00:43:29.160

Phil: Yeah, so look, it's all steaming ahead.

00:43:29.180 --> 00:43:34.360

Phil: I mean, if I were to get a new console today, I'd be really struck.

00:43:34.380 --> 00:43:35.600

Phil: You can't buy them in Australia.

00:43:35.620 --> 00:43:36.300

Phil: They're sold out.

00:43:37.060 --> 00:43:41.440

Phil: On the Microsoft side, I love the look of the Series X.

00:43:43.000 --> 00:43:45.020

Phil: I think it has a lot going for it.

00:43:45.420 --> 00:43:49.620

Phil: I'm a big fan of the backward compatibility, but there's no games for it.

00:43:51.560 --> 00:43:59.500

Phil: I know there are some games for it, like Yakuza 7 Like a Dragon, which is an exclusive until around January or February.

00:44:00.300 --> 00:44:17.060

Phil: But on the PlayStation 5 side, you've got this really very interesting haptic controller that would give you the feeling of having a new generation or something new as opposed to just upgrading your hardware so you can play your current games.

00:44:17.980 --> 00:44:28.680

Tom: One interesting thing about the haptic controller is from most trailers of PS5 games I've seen, they're not really alluded to it at all.

00:44:29.160 --> 00:44:37.260

Phil: No, it's really only come out in the last week, week and a half with people with hands-on impressions of it.

00:44:37.280 --> 00:44:41.380

Phil: They haven't really made a big deal out of it and it's apparently very, very impressive.

00:44:41.760 --> 00:44:46.020

Tom: So it is being made use of, but they are not advertising it for some reason.

00:44:46.380 --> 00:44:47.340

Phil: Yeah, for some reason.

00:44:48.340 --> 00:44:48.940

Phil: I don't know why.

00:44:49.680 --> 00:44:54.960

Tom: Maybe it is because of the bad rap controls doing anything different get.

00:44:55.620 --> 00:44:57.120

Phil: Yeah, so they're just downplaying that.

00:44:57.140 --> 00:45:00.020

Phil: I don't know, though.

00:45:00.040 --> 00:45:04.060

Phil: It's such an innovation and everyone has uniformly praised it.

00:45:05.220 --> 00:45:12.320

Phil: I remember being introduced to the concept of haptic controls with Igor Bobovich years ago.

00:45:12.340 --> 00:45:15.320

Phil: You know, it sounds like they're finally there.

00:45:15.340 --> 00:45:37.320

Tom: Yep, but I think that could well be the strategy because if you think about, for instance, VR controllers, while there is some reference made to them in the advertising for VR headsets, the main focus is on the screen and refresh rates and all that sort of thing.

00:45:37.900 --> 00:45:45.140

Tom: And then without having advertised that in the reviews, there will be a lot of talk about the controls themselves.

00:45:45.160 --> 00:45:51.060

Tom: And if they've been doing anything interesting or different, that will get really emphasized in the reviews.

00:45:51.140 --> 00:45:58.580

Tom: So they may be going for a similar strategy like that given the bad rap that motion controls got.

00:45:58.600 --> 00:46:09.040

Tom: Not that this is motion controls, but it is interfering with the frightening, with the, sorry, fears of gamers of having to potentially do something different.

00:46:09.260 --> 00:46:09.840

Phil: Exactly.

00:46:09.880 --> 00:46:11.420

Phil: Yeah, no, that's an excellent point.

00:46:11.540 --> 00:46:20.260

Phil: And let the influencers push that when it's working and used effectively as opposed to scaring people.

00:46:20.380 --> 00:46:29.720

Phil: Because I can guarantee that 98 out of 100 people, if you tell them it's got a, quote, new haptic controller, that will freak them out.

00:46:29.880 --> 00:46:31.720

Phil: They're like, what the, you know, what does that mean?

00:46:31.740 --> 00:46:33.120

Phil: No, I, you know, work.

00:46:34.740 --> 00:46:45.120

Phil: But if they hear that, you know, oh, the motion, you know, when you're using a controller, it feels like you're actually walking through sand or walking through snow, however the hell they do that, then that's great.

00:46:45.860 --> 00:46:58.480

Phil: So yeah, I mean, at this point, I would be happy to be buying either one of them, but I gotta tell you, man, this whole download thing and update thing has really bummed me out about modern gaming this week.

00:46:58.940 --> 00:47:02.280

Phil: I'm kind of down on the whole thing, and that's kind of why I like the Switch.

00:47:02.300 --> 00:47:04.940

Phil: As I said earlier, I know that the updates are gonna be small.

00:47:04.940 --> 00:47:08.480

Phil: It all comes on a cartridge, and I can play it portably.

00:47:09.100 --> 00:47:18.380

Phil: So it's funny how the, you know, my tastes in platform holder changes, has changed over the year and continues to change.

00:47:19.420 --> 00:47:20.900

Phil: But that's just where I'm at right now.

00:47:21.500 --> 00:47:32.760

Phil: And yeah, so I don't really want to belabor that point, but you know, I put in a copy of Halo Master Chief Collection, because I heard that that's finally working well.

00:47:33.820 --> 00:47:41.740

Phil: And I put it in my Xbox One and said, hey, you know, congratulations, there's a 110 gigabyte update.

00:47:42.480 --> 00:47:44.000

Phil: And I was like, well, I don't need that.

00:47:44.360 --> 00:47:53.580

Tom: By the way, that 110 gigabyte update would be literally the entire game, because that's about how big the download for it is on PC.

00:47:53.720 --> 00:47:56.640

Phil: Yeah, so they're essentially using this.

00:47:56.940 --> 00:48:00.660

Phil: And this game, by the way, you used to work on my Xbox One.

00:48:00.840 --> 00:48:03.700

Phil: So like I used to be able to play whatever was on it before.

00:48:03.720 --> 00:48:09.940

Phil: And now they're basically saying, well, that disk that you put in your system is your authentication that you've actually paid for it.

00:48:10.640 --> 00:48:20.660

Phil: So we'll sit back and we'll now download the latest version of the game, which, you know, so I was like, I'm not going to, I was like, damn it, I should get on eBay and just sell this copy of this game now.

00:48:20.680 --> 00:48:34.500

Phil: But I'm hanging in there because, you know, my internet situation might change in a year and I'll have a nice new Xbox and I'll want to have the Master Chief experience because apparently it's really good now.

00:48:35.380 --> 00:48:39.320

Phil: And I'd love to be able to play Halo 2 online again, like we did back in the day.

00:48:40.560 --> 00:48:51.840

Tom: Well, I think it won't be like it was back in the day because as far as I'm aware, the online system is basically a combination of the different games.

00:48:52.700 --> 00:48:56.600

Tom: So you're not literally playing Halo 2 online.

00:48:57.060 --> 00:49:00.460

Tom: You can play elements of Halo 2 online.

00:49:01.720 --> 00:49:02.640

Tom: That could be wrong.

00:49:02.660 --> 00:49:08.440

Tom: That's what I gathered from glancing at the multiplayer to play in Master Chief Collection.

00:49:09.460 --> 00:49:13.860

Phil: Have you been playing any of the Master Chief Collection?

00:49:14.640 --> 00:49:26.840

Tom: Yes, I have now finished Halo 3 and Halo 3 ODST after the tremendously disappointing experience of the first level of Halo Reach.

00:49:28.860 --> 00:49:37.160

Tom: And I believe we had first impressions for Halo 3 a couple of episodes ago, or perhaps even in the last episode.

00:49:37.780 --> 00:49:46.420

Tom: But I have now finished it, and again, after Halo Reach, it is a huge relief that Halo 3 is so good.

00:49:46.440 --> 00:50:07.960

Tom: And Halo 3, at least the campaign, but it also applies to how the online multiplayer feels as well, to a degree, I think is the most misrepresented and simultaneously overrated and underrated first-person shooter, if not game, full stop.

00:50:08.320 --> 00:50:27.040

Tom: Because it gets huge praise as, say, building on something like Half-Life, with it being a very narrative-driven experience and all about the story and pacing, and that is there to a degree.

00:50:27.740 --> 00:50:42.220

Tom: But the reason that Halo campaigns are worth playing isn't that at all, but that at certain times, you have this completely unique gameplay mechanics of Halo that is unlike any other first-person shooter.

00:50:42.460 --> 00:50:55.700

Tom: And you have certain sections in levels or even whole levels sometimes, where the combinations of enemies that absolutely, for some reason people think the AI is good.

00:50:56.000 --> 00:50:57.100

Tom: I think they're confused.

00:50:57.500 --> 00:51:26.020

Tom: What makes the enemies good in Halo is the way the different weapons interact, the way their shields work, and how that affects you going for headshots, and also the fact that they have completely different strategies, not so much in how they behave, but in how you have to combat them because of how their weapons work and their use of shields and that sort of thing.

00:51:26.240 --> 00:51:46.060

Tom: So in the best levels, you end up with moments that are like Doom, where you are running all over the place, and not necessarily purely aggressively, but simultaneously being chased by enemies, as well as attacking enemies and having to make creative use of your weapons.

00:51:46.380 --> 00:52:16.800

Tom: And another thing that really contributes to a unique campaign experience is how scarce the ammo is, so that you're having to constantly cycle through different weapons, and sometimes try and save powerful weapons for certain situations, but often you're forced to use them on weak enemies, which will then result in you having to use a weak weapon on a group of stronger enemies, and really having to improvise a clever strategy to be able to deal with it.

00:52:17.600 --> 00:52:22.500

Tom: And the Halo 3 campaign has many, many moments of this.

00:52:22.520 --> 00:52:46.600

Tom: It's a big step up from the Halo 2 campaign, to say the least, and from what I remember of the Halo campaign, it is much tighter in the good moments, and less, though still perhaps too many, moments of just wandering around, being fed the next bit of the story.

00:52:47.700 --> 00:52:52.500

Phil: Yeah, I actually, in retrospect, I actually really enjoyed Halo 2 and 3.

00:52:52.920 --> 00:52:53.760

Phil: I thought they were great.

00:52:53.920 --> 00:53:02.040

Phil: Good games, very enjoyable, and obviously the mechanics of the shooting in the games, I don't think anyone disagrees with, is quite strong.

00:53:02.380 --> 00:53:16.360

Phil: To your point about enemy AI in Halo, it reminded me that one of the things I really wish Project Warlock had, which is what Doom had, which is the friendly fire element.

00:53:16.380 --> 00:53:19.680

Phil: So friendly fire does occur in Project Warlock.

00:53:20.160 --> 00:53:23.040

Phil: If an enemy gets in the way of another enemy, they will die.

00:53:23.980 --> 00:53:33.480

Phil: But there's not the sort of thing that happens in Doom where if you put two enemies in the same room, they will go after each other just as much as they'll go after you.

00:53:33.480 --> 00:53:37.440

Phil: And I think that's where Project Warlock fell down on the game.

00:53:37.460 --> 00:53:41.600

Tom: I think that would have made Project Warlock a bit too chaotic.

00:53:42.220 --> 00:53:45.040

Phil: Yeah, I think I would have appreciated it.

00:53:45.060 --> 00:53:58.600

Phil: And perhaps not all of them go after each other, but if you could have certain character types not get along, so they'd leave 9 out of 10 of the others OK, but they really hated imps.

00:53:58.900 --> 00:54:01.720

Tom: Yeah, I think there were a couple of moments of that.

00:54:02.200 --> 00:54:02.940

Phil: I haven't seen it.

00:54:03.060 --> 00:54:03.740

Phil: I haven't seen it.

00:54:03.940 --> 00:54:08.200

Phil: I've seen accidental friendly fire, but I haven't seen anywhere they've actually turned on each other.

00:54:08.720 --> 00:54:11.760

Phil: But the enemy AI in Halo, I think you're right.

00:54:11.780 --> 00:54:12.980

Phil: I think people are confused.

00:54:13.000 --> 00:54:27.180

Phil: I think one of the things that why people think the enemy AI in Halo is good is because it was new to a game when it came out to have distinct character types demonstrate different AI or different responses.

00:54:28.260 --> 00:54:35.960

Phil: So you would have in a game like Doom, you'd have different enemies that had different movement patterns and different strengths and things like that.

00:54:36.400 --> 00:54:40.740

Phil: But in terms of how they interacted with the player, it was consistent.

00:54:40.860 --> 00:54:48.460

Phil: Whereas in Halo, as we all know, the grunts reacted differently than other enemies.

00:54:48.960 --> 00:54:55.640

Phil: I think that's where people get confused a little bit about the capabilities of enemy AI.

00:54:55.640 --> 00:54:56.560

Phil: I think that enemy AI...

00:54:56.580 --> 00:55:06.260

Tom: I think that's there to some degree in Doom, but certainly when you move to 3D first-person shooters, that does indeed go to the wayside.

00:55:06.300 --> 00:55:07.520

Phil: Yeah, yeah, yeah.

00:55:07.820 --> 00:55:12.480

Phil: And it gets common these days, but I think that was just one of the first to do it.

00:55:12.940 --> 00:55:20.060

Phil: And of course, you know, Halo exposed itself to a lot of people that hadn't been playing first-person shooters on the PC as well.

00:55:20.080 --> 00:55:24.120

Phil: So I think it benefits from that Halo effect.

00:55:24.740 --> 00:55:26.700

Phil: If you'll pardon the pun, we'll play on words.

00:55:27.820 --> 00:55:28.880

Tom: Yes, absolutely.

00:55:29.000 --> 00:55:59.720

Tom: And just the other thing that stands out about it as well is, obviously, one of the things that stands out about Halo is even though it's got a lot of pretty on-the-nose science fiction influences in its aesthetic, the way it puts them together is utterly engrossing and it uses some lower-brow things like jungles combined with higher-brow science fiction things in a really interesting way.

00:56:00.000 --> 00:56:16.880

Tom: And the music use of orchestra, rock music, quote, tribal, end quote, drums and that sort of thing is just unlike any other first-person shooter as well and unlike many other games for that matter.

00:56:17.500 --> 00:56:35.220

Phil: Well, I've got to wonder, you know, Marty O'Donnell, who was the composer on Halo, you know, you're talking about the tribal drums and all the rest of it, he must have been a real asshole or something because they fired him off of Destiny a couple of years ago.

00:56:35.360 --> 00:56:39.900

Phil: And you're thinking like, how much must a composer really piss people off?

00:56:39.920 --> 00:56:46.480

Phil: Because it's not like he's in the office every day, you know, for you to fire him because he was doing capable work.

00:56:47.160 --> 00:56:47.560

Phil: I mean...

00:56:47.580 --> 00:56:49.740

Tom: He was doing more than capable work.

00:56:50.200 --> 00:56:53.480

Phil: Yeah, I mean, you know, he was doing good work.

00:56:53.800 --> 00:57:00.080

Phil: And they fired the guy and it wasn't like a, you know, pat on the back memo that went out or anything.

00:57:00.080 --> 00:57:03.380

Phil: So anyway, you got to wonder what was going on there.

00:57:03.400 --> 00:57:04.500

Phil: So that's Halo 3.

00:57:05.820 --> 00:57:09.640

Phil: You said you've also beaten the worst Halo game of all time.

00:57:10.840 --> 00:57:17.020

Phil: Well, actually, Halo 4 and 5 are pretty horrible, but nothing is worse as a video game.

00:57:17.440 --> 00:57:20.700

Phil: I'll tell you what Halo ODST reminds me of.

00:57:21.120 --> 00:57:24.360

Phil: I don't know if you remember me playing the game Chicago in Forces.

00:57:25.140 --> 00:57:25.780

Tom: Yes, I do.

00:57:25.800 --> 00:57:27.340

Phil: Yeah, that's what ODST-

00:57:27.360 --> 00:57:29.500

Tom: I'm still to yet get around to playing.

00:57:30.460 --> 00:57:34.280

Phil: That's what ODST reminded me of in many, many ways.

00:57:40.940 --> 00:57:42.720

Phil: so this was your first time you've actually played it?

00:57:43.340 --> 00:57:43.860

Tom: Correct.

00:57:45.980 --> 00:57:51.400

Tom: And at first I was relieved that it was not as bad as Halo Reach.

00:57:52.680 --> 00:57:55.700

Tom: That quickly faded to the wayside.

00:57:55.720 --> 00:58:25.800

Tom: As I was saying, the wonderful thing about Halo that makes the campaigns worth playing and sitting through the down moments that are totally uninteresting and just a drag to get through, is those improvisational moments where enemies are in an interesting environment, in an interesting combination, and you really have to think about what you're doing, what weapons you're using, what weapons the enemies are using, and all that sort of thing.

00:58:26.080 --> 00:58:43.760

Tom: That rather disappears in Halo ODOST because literally half of the game, if not 60% of it, is you wandering through identically designed city streets and street corners with identical enemy arrangements.

00:58:43.760 --> 00:58:53.700

Tom: So you'll be going along, you get to an open area, in the open area there's a bunch of enemies in the middle, a long way away, and some snipers in the corners.

00:58:53.740 --> 00:58:57.920

Tom: And so you kill the snipers first, then you go to the enemies in the middle.

00:58:58.080 --> 00:59:02.740

Tom: And that's basically the entire combat loop for one half of the game.

00:59:02.760 --> 00:59:15.940

Tom: The rest of that time is spent wandering through these just terrible, drab and banal city streets that are totally soulless and void of all life.

00:59:16.900 --> 00:59:25.500

Tom: And the rest of it is almost Call of Duty style pacing set pieces where everything is really controlled.

00:59:26.540 --> 00:59:37.120

Tom: There are one or two exceptions to that, like the end of the tank mission where you have to survive an onslaught of enemies being dropped in.

00:59:37.200 --> 00:59:42.100

Tom: That was one moment that stood out of allowing for some spontaneous gameplay.

00:59:42.480 --> 00:59:59.900

Tom: But for the most part, the levels are, you just drive a ghost around for 20 minutes as an example, or you go through a bunch of corridors with successively more powerful enemies as you would in a more generic first person shooter.

00:59:59.920 --> 01:00:07.720

Tom: And it just feels like Bungie does not want to make Halo anymore and wants to be making a different game.

01:00:08.240 --> 01:00:44.720

Tom: The story as well goes from being an interesting combination of generic sci-fi influences, but one that mixes the high brow and the low brow in an interesting way to some awful degrade action movie narrative with one moment that is just brilliant where there is a romantic subplot and the scene where the two characters finally confess their feelings for one another and kiss is just so unbelievably hilarious.

01:00:44.740 --> 01:00:46.660

Tom: It almost makes it worth it.

01:00:47.260 --> 01:00:54.640

Tom: But other than that as the highlight of the game, it is coming from Halo 3 an incredible disappointment.

01:00:54.980 --> 01:01:00.820

Phil: I recently listened to episode 98 of our podcast because I missed speaking with you.

01:01:01.400 --> 01:01:06.060

Phil: And in there we reenacted a scene from Splatoon where we were talking about baby corn.

01:01:06.500 --> 01:01:10.860

Phil: I'd like us to recreate a scene from Halo ODST.

01:01:10.880 --> 01:01:14.640

Phil: I've just sent you a script that's out of the manual if you can see that.

01:01:15.460 --> 01:01:17.640

Phil: I'll put Halo music behind this.

01:01:17.660 --> 01:01:21.980

Phil: I think we should reenact this scene when you're ready, if you've got that up there.

01:01:22.640 --> 01:01:27.480

Phil: And I'll say the first line and then you're the second.

01:01:27.540 --> 01:01:30.060

Phil: So do you see those little indicators on there?

01:01:30.680 --> 01:01:31.420

Tom: Yes, I do.

01:01:35.780 --> 01:01:36.960

Phil: Make it quick, Captain.

01:01:37.080 --> 01:01:39.640

Phil: You're not the only bee buzzing in my hive today.

01:01:40.960 --> 01:01:42.040

Tom: Of course, sir.

01:01:42.260 --> 01:01:44.500

Tom: There's a priority asset in the city.

01:01:44.620 --> 01:01:45.940

Tom: We need to pull it out.

01:01:46.600 --> 01:01:48.040

Phil: Can you be more specific?

01:01:49.160 --> 01:01:51.700

Tom: Sending you me report with relevant image.

01:01:52.760 --> 01:01:53.760

Phil: I'll be damned.

01:01:54.160 --> 01:01:57.920

Phil: Either the Covenant's getting Masturbator, or we're getting lucky.

01:01:58.800 --> 01:02:00.480

Tom: Let's hope a little bit of both.

01:02:01.300 --> 01:02:03.400

Phil: This intel didn't come from your shop?

01:02:04.360 --> 01:02:05.120

Tom: No, sir.

01:02:05.280 --> 01:02:09.580

Tom: For the public city's security cameras in the urinals.

01:02:10.300 --> 01:02:11.240

Phil: Verification.

01:02:12.300 --> 01:02:14.200

Phil: And unfortunately, that's all we've got.

01:02:14.220 --> 01:02:19.340

Phil: This is an example of the dialogue they were proud to include in the manual.

01:02:19.900 --> 01:02:23.160

Tom: It's not even as good as our embellished version.

01:02:23.180 --> 01:02:30.960

Phil: No, because there was a flash flare on the image, so I couldn't read either the Covenant's getting something or we're getting lucky.

01:02:32.120 --> 01:02:34.580

Phil: But when he says we need to pull it out, that's what she said.

01:02:36.020 --> 01:02:50.540

Phil: Back in episode 55, and this is an incredible introduction, in episode 55 of The Game Under Podcast, we were supposed to do a big show, but instead you suggested that we do the longest trademark banter segment ever.

01:02:51.200 --> 01:02:59.700

Phil: And the result was a show of chaos featuring everything from the jazz piano stylings of Halo 3 ODST, so I must have pulled that before.

01:03:00.840 --> 01:03:05.480

Phil: This is the episode where I revealed Barack Obama's cameo in Advent Rising.

01:03:06.960 --> 01:03:12.660

Phil: I don't know if you remember, there was Barack Obama was mentioned in Advent Rising.

01:03:13.420 --> 01:03:16.540

Phil: And we also talked about Murdered Soul Suspect.

01:03:17.540 --> 01:03:18.440

Phil: Do you remember that game?

01:03:18.760 --> 01:03:20.940

Tom: Yep, I reviewed that game, I believe.

01:03:22.140 --> 01:03:26.380

Phil: And I compared Mario Kart 8 to Huffing Paint, but in a good way.

01:03:28.240 --> 01:03:29.580

Phil: So, yeah.

01:03:29.600 --> 01:03:30.640

Tom: It was a bad way.

01:03:30.720 --> 01:03:31.780

Phil: It sounds like a good episode.

01:03:32.440 --> 01:03:34.660

Phil: Episode 55 Game Under Podcast is actually...

01:03:35.140 --> 01:03:36.280

Phil: Sorry, why do I bring that up?

01:03:36.580 --> 01:03:41.000

Phil: That's the episode in which I gave my impressions of Halo ODST.

01:03:41.720 --> 01:03:43.220

Phil: So, I'm glad we brought back...

01:03:43.480 --> 01:03:47.680

Phil: You should be on the lookout for dialogue in your games that we can reenact on the show.

01:03:48.100 --> 01:03:49.100

Phil: I think people would love it.

01:03:49.360 --> 01:03:50.100

Phil: I know I love it.

01:03:50.120 --> 01:03:52.460

Phil: I mean, I might get a gig out of it.

01:03:52.500 --> 01:03:54.080

Phil: I mean, I thought my acting was pretty good.

01:03:54.820 --> 01:03:57.320

Tom: We could add it to your acting resume.

01:03:57.420 --> 01:03:58.580

Phil: I thought you were going to add it to...

01:03:58.940 --> 01:04:03.080

Phil: I thought you were going to go with a pimply-voiced teen for your part.

01:04:04.120 --> 01:04:10.620

Tom: No, I was subtly directing it towards the innuendo of carry-on.

01:04:10.860 --> 01:04:11.100

Phil: Yes.

01:04:11.120 --> 01:04:11.940

Tom: And succeeded.

01:04:12.040 --> 01:04:13.260

Phil: Yeah, it was very camp.

01:04:13.280 --> 01:04:13.760

Phil: It was good.

01:04:14.020 --> 01:04:16.760

Phil: Anyway, good improv.

01:04:16.780 --> 01:04:24.460

Phil: So I am absolutely thrilled to hear that you had the same disgust with ODST that I did.

01:04:24.640 --> 01:04:26.660

Phil: The most frustrating thing about it was...

01:04:26.760 --> 01:04:39.240

Phil: And the thing that was most like Chicago Enforcer is walking around this personality-less city with everything looking the same, with mediocre enemies, and just getting lost constantly.

01:04:39.460 --> 01:04:40.420

Phil: It was terrible.

01:04:41.520 --> 01:04:42.580

Phil: Absolutely terrible.

01:04:42.900 --> 01:04:44.060

Phil: It's a piece of garbage.

01:04:44.540 --> 01:04:46.040

Tom: It is horrendous.

01:04:46.160 --> 01:04:51.420

Phil: I think the only reason they made it is kind of like, you know those artists that have like a seven album deal with a publisher?

01:04:51.700 --> 01:04:54.720

Phil: It's like Bungie had a seven game deal.

01:04:54.960 --> 01:04:59.740

Phil: And it's like, OK, well, we'll spit out Halo Wars, a real time strategy.

01:05:00.140 --> 01:05:02.800

Phil: And then this ODST thing, which is a joke.

01:05:03.200 --> 01:05:05.940

Phil: And this is Gargan's favorite Halo?

01:05:07.380 --> 01:05:08.140

Phil: I think so.

01:05:08.160 --> 01:05:10.100

Tom: Surely for online though.

01:05:10.280 --> 01:05:12.900

Phil: Well, you know, he's the anti Phil.

01:05:12.920 --> 01:05:18.360

Phil: Because Reach to me is the best Halo game ever.

01:05:19.040 --> 01:05:20.500

Phil: And ODST is the worst.

01:05:20.760 --> 01:05:24.560

Phil: I was under the impression that he thought Reach was the worst and ODST was the best.

01:05:25.060 --> 01:05:27.500

Phil: This is the clown from Endless Backline.

01:05:27.520 --> 01:05:30.000

Tom: He certainly thinks Reach is the worst campaign.

01:05:31.280 --> 01:05:36.860

Tom: But I don't know if his love for ODST is based on the campaign or the multiplayer.

01:05:37.980 --> 01:05:40.400

Phil: So how many cats me out?

01:05:40.480 --> 01:05:42.240

Phil: Do you have anything else to say about ODST?

01:05:42.260 --> 01:05:43.760

Phil: It's just a complete waste of time, right?

01:05:43.780 --> 01:05:44.640

Phil: It's a piece of garbage.

01:05:45.300 --> 01:05:48.200

Tom: I think it's already pretty much summarized.

01:05:49.120 --> 01:05:52.380

Tom: There's really nothing to add about how bad it is.

01:05:52.400 --> 01:06:00.720

Tom: Other than I did enjoy, it really showed how totally uninspired they were.

01:06:01.600 --> 01:06:07.880

Tom: One of the things that stands out about Halo 1 to 3 is each game feels like a passion project.

01:06:08.820 --> 01:06:21.600

Tom: The only part of Halo 3 ODST that felt like any sort of love had got into it were the voice log cartoons.

01:06:22.580 --> 01:06:33.280

Tom: And when your voice log cartoons are the only part of the game where some sort of affection is apparent from the people creating it, that's not a good sign.

01:06:34.880 --> 01:06:35.700

Phil: No, it's not.

01:06:35.960 --> 01:06:37.140

Phil: But you know what is a good sign?

01:06:38.640 --> 01:06:48.740

Phil: Your writing at gameunder.net, the website that accompanies this podcast, I put up a review of Kind Words, Lo-Fi Chill Beats to write to.

01:06:48.760 --> 01:06:54.000

Phil: Now when I asked you online if you played this game, you said there's a game of that.

01:06:54.000 --> 01:06:57.880

Phil: What is Lo-Fi Chill Beats to write to?

01:06:58.620 --> 01:07:00.000

Phil: What is Lo-Fi Chill Beats?

01:07:00.020 --> 01:07:00.540

Phil: What is that?

01:07:01.980 --> 01:07:04.620

Tom: That would be, what's the term?

01:07:04.640 --> 01:07:06.760

Tom: That would be like Vaporwave, that sort of thing.

01:07:07.380 --> 01:07:07.800

Phil: What's that?

01:07:07.820 --> 01:07:13.220

Tom: That sort of generic, poppy, rap-influenced beats.

01:07:13.280 --> 01:07:20.740

Tom: Basically the modern version of world music or elevator music, essentially.

01:07:20.880 --> 01:07:25.380

Phil: Well, I reviewed that game, and up until Project Warlock, that was going to be my game of the year, definitely.

01:07:26.240 --> 01:07:28.220

Phil: So go read my review there.

01:07:28.640 --> 01:07:36.960

Phil: And then you reviewed Vampyr, or Vampire, which is another game that I really want to play.

01:07:37.720 --> 01:07:43.800

Phil: It's not at my price point yet, but yeah, I really want to play that game.

01:07:44.240 --> 01:07:45.580

Phil: And so go read that review.

01:07:45.600 --> 01:07:49.720

Phil: A game that I'm rarely interested in, and I don't know if you can...

01:07:50.020 --> 01:07:57.860

Tom: Before we move on to my wonderful writing in more detail, we should give Halo 3 and ODST a score.

01:07:57.880 --> 01:07:58.460

Phil: Oh, I'm sorry.

01:07:58.520 --> 01:07:59.620

Phil: Yeah, of course.

01:08:00.380 --> 01:08:03.360

Tom: The dice is handy and ready to roll.

01:08:03.480 --> 01:08:07.380

Phil: Okay, I'm looking in the Scores Archive at gameunder.net to see if I've scored it.

01:08:08.260 --> 01:08:09.080

Phil: And I have not.

01:08:09.260 --> 01:08:10.480

Phil: Okay, you got the dice ready?

01:08:10.700 --> 01:08:11.680

Phil: The die of destiny?

01:08:12.920 --> 01:08:17.260

Tom: I do indeed, and it will be Halo 3, which is scored first.

01:08:17.500 --> 01:08:17.880

Phil: Okay.

01:08:20.400 --> 01:08:23.120

Tom: Uh, Halo 3 gets a 1 out of 10.

01:08:23.980 --> 01:08:26.700

Phil: Okay, well, I gotta say that's pretty harsh.

01:08:28.800 --> 01:08:30.600

Tom: It's very harsh, unfortunately.

01:08:30.780 --> 01:08:31.140

Phil: Yeah.

01:08:31.640 --> 01:08:36.060

Tom: And the odds are that Halo 3 ODST will score higher than Halo 3.

01:08:42.724 --> 01:08:51.564

Tom: Halo 3 ODST gets a 6 out of 10, making it 6 times better than Halo 3.

01:08:51.584 --> 01:08:52.044

Phil: Yep, yep.

01:08:52.064 --> 01:08:54.104

Phil: Well, no one can argue with your scoring system.

01:08:54.644 --> 01:08:57.384

Phil: I'm looking at our scores archive at my website.

01:08:57.704 --> 01:09:02.904

Phil: The only Halo game that I've got up there is Halo 5, which I gave a 6.5 out of 10.

01:09:03.744 --> 01:09:04.824

Phil: So for...

01:09:04.964 --> 01:09:07.784

Tom: It's slightly better than Halo 3 ODST.

01:09:07.804 --> 01:09:15.184

Phil: Well, if me and you are dire on the same scoring scale, but you know what a 6.5 means for me.

01:09:16.904 --> 01:09:18.524

Tom: Well, it depends on when you scored it.

01:09:18.604 --> 01:09:19.644

Phil: Well, that's true.

01:09:20.984 --> 01:09:26.064

Phil: But I basically have a 10 point scale that's distributed over 7 and 8.5.

01:09:27.364 --> 01:09:28.824

Phil: And then everything else is a 10.

01:09:31.064 --> 01:09:32.464

Phil: So, but back to...

01:09:33.164 --> 01:09:34.184

Phil: Thank you for the interruption.

01:09:35.184 --> 01:09:53.684

Phil: One of the things I hope you interrupt me on is you've recently got an editorial up there from Christian Prophet to Christian Prophet, and everyone knows what that means, pH to a F, part one, and talking about Jordan B.

01:09:53.704 --> 01:10:02.204

Phil: Peterson's book, Maps of Meaning, I think it's really well written, but more than that, it's interesting.

01:10:02.864 --> 01:10:10.764

Phil: And I've only got about two thirds of the way through it, unfortunately, but do you have anything to say about that?

01:10:12.424 --> 01:10:25.564

Tom: The only thing I would add for keen scientific historians, I would just say that I'm not suggesting that there was some sort of delineation between alchemy and scientific practices.

01:10:25.584 --> 01:10:54.324

Tom: My point is merely that it's partially for that reason, not really possible to make a good argument that alchemy grows into modeling scientific practices, given that simultaneously as the modern chemistry is developing non-alchemical, sorry, as modern chemistry is developing, alchemical chemistry is happening simultaneously.

01:10:56.884 --> 01:11:02.764

Tom: So it doesn't really develop out of it, but is a separate thing occurring at the same time.

01:11:03.304 --> 01:11:18.124

Phil: And you may disagree with me, but I also, you know, my whole thing about chronocentrism, which is a term that I coined, and that is, you know, you're basically seeing things through the lens of your current environment.

01:11:19.264 --> 01:11:20.044

Phil: You know, when...

01:11:20.044 --> 01:11:29.004

Tom: I thought this was about how chronotrigr is meant to be the greatest JRPG, and all other JRPGs must be compared to it.

01:11:29.024 --> 01:11:43.124

Phil: No, far from it, but you know, chronocentrism also would indicate that, you know, at the time where doctors were using leeches to bleed people, that was science, and it was indisputable, and you can't disagree with it.

01:11:43.324 --> 01:11:59.244

Phil: And I think it's arrogant and short-sighted to assume that the current mode of technology across all elements of learning and application, at its peak, or are perfect or are correct.

01:11:59.444 --> 01:12:10.904

Phil: I don't think anyone would think that technology's at its peak, because we've obviously seen a fast evolution of technology, but yeah, I think that applies.

01:12:12.164 --> 01:12:30.004

Phil: In that essay, you were talking about history, and certainly for someone who's spent a lot of their life studying history and reading books about history, I've lost faith in them over the last five years, because ultimately, who are they to say?

01:12:30.024 --> 01:12:39.704

Phil: And you often have a lot of conflict between, there's no such thing as pure history, is I guess what I was saying.

01:12:41.364 --> 01:12:51.524

Phil: But yeah, it's very thought provoking, and even if it doesn't provoke the thoughts that you want, it's thought provoking, because it is good writing, and worthy of a read.

01:12:51.544 --> 01:12:55.064

Phil: So that's the number one story over at gameunder.net right now.

01:12:55.704 --> 01:13:01.124

Phil: Something I hope you do expand upon is your review of Art of Rally.

01:13:02.624 --> 01:13:08.364

Phil: There's a game out that I'm dying to play, which is Hotshot Racing.

01:13:08.644 --> 01:13:10.584

Phil: Are you familiar with Hotshot Racing?

01:13:11.584 --> 01:13:12.204

Tom: Yes, I am.

01:13:12.484 --> 01:13:15.684

Phil: Oh, yeah, so you've seen video of it, or?

01:13:16.344 --> 01:13:17.484

Tom: Yep, it looks pretty good.

01:13:17.984 --> 01:13:26.944

Phil: Yeah, it's something that's come to the fore for me only over the last week, so I haven't even researched if it's available on Switch.

01:13:26.984 --> 01:13:28.604

Phil: I want the cartridge.

01:13:28.624 --> 01:13:34.324

Phil: I don't want to just download it, because it sounds like it's right up my alley.

01:13:36.444 --> 01:13:48.404

Phil: And it has an artistic take on its presentation as it appears that Art of Rally does as well, the game that you reviewed on the site.

01:13:50.504 --> 01:14:03.104

Phil: So, did you just want to give a, I know you've got the review on the site and that's where we're sending people, but did you just want to give that game an endorsement or a beware or say anything really about it?

01:14:04.104 --> 01:14:10.344

Tom: Well, certainly the aesthetic, I think, is on a whole other level to Hotshot Racing.

01:14:10.364 --> 01:14:19.904

Tom: It is, it looks amazing and the nature of rally is really conducive to a great aesthetic.

01:14:19.924 --> 01:14:41.964

Tom: If you, whether you're doing it realistically or in a stylistic manner as it's done in Art of Rally, like in Dirt Rally or any great rally game, much of the experience is in the stages you're going through and the places you're driving through in a way that it isn't in other motorsports.

01:14:41.984 --> 01:14:45.224

Tom: So that is well through the, for the experience.

01:14:45.244 --> 01:15:00.744

Tom: But one humorous coincidence is like lo-fi beats, chill beats to write to, the soundtrack in Art of Rally is also in a similar vein.

01:15:00.764 --> 01:15:09.004

Tom: It is in fact pure vaporwave, which outside of Art of Rally, I would not listen to at all.

01:15:11.804 --> 01:15:28.404

Tom: Like world music, most vaporwave, pretty much all of it with very few exceptions is basically a watered down, soulless generic version of good things, basically.

01:15:28.584 --> 01:15:43.044

Tom: But in Art of Rally with the visual aesthetic and the brilliant engine noises, exhaust notes and tie noises accompanying the soundtrack, it actually works really well.

01:15:43.324 --> 01:15:50.324

Tom: But the thing that is shocking about it is how good the gameplay is.

01:15:51.224 --> 01:16:17.724

Tom: Essentially, rally games since more serious sims started to appear, there have been basically really arcadey ones, or ones with pretty good sim-like, or not on the level of Richburn's Rally, but attempting to be sim-like, but in a non-rally-like setting.

01:16:17.744 --> 01:16:31.184

Tom: For example, the Dirt series, which Dirt 1 as an example and Dirt 3, both have pretty good physics, but the setting is outside of the world of rallying.

01:16:32.404 --> 01:16:36.124

Tom: And motorsport, it's much more of a dude-bro sort of experience.

01:16:36.964 --> 01:17:00.724

Tom: Art of Rally also does something unique in rally in that it is a proper simcade driving experience, where like Gran Turismo, you can do all the proper driving techniques and it will contribute to getting a better time, but obviously it is unbelievably forgiving compared to an actual sim experience.

01:17:00.744 --> 01:17:04.524

Tom: So even if you're not doing that, you can still be perfectly competent in it.

01:17:06.144 --> 01:17:19.464

Tom: So it's a totally unique experience and it does something that arguably the Dirt series has been attempting to do for ages and never succeeded in doing and it does it here brilliantly well.

01:17:20.064 --> 01:17:28.024

Tom: And it, like a proper sim-cade experience, has elements of playing a sim game that work really well.

01:17:28.044 --> 01:17:32.444

Tom: And it's amazing that it does all of this in a third-person perspective.

01:17:32.864 --> 01:17:48.344

Tom: And the best example of this is when you're playing something like Dirt Rally and you are actually doing well in a course that you either know well or you're reading the calls really well.

01:17:48.864 --> 01:18:02.404

Tom: You get the sort of feeling that you are never actually turning and the entire course is just a straight line because you are perfectly oriented into and through and out of each corner.

01:18:03.504 --> 01:18:20.844

Tom: In Art of Rally, there are moments where you get the same sensation, even though it is in the third person, which is just amazing that you can have that in a third person rally game and one that is not a proper sim experience.

01:18:22.564 --> 01:18:24.564

Phil: The name of the game is Art of Rally.

01:18:25.504 --> 01:18:27.544

Phil: It's out only for PC and Mac.

01:18:28.544 --> 01:18:32.864

Phil: And both Art of Rally and Hotshot Racing are not available as physical.

01:18:34.584 --> 01:18:35.524

Phil: So that's a shame.

01:18:35.544 --> 01:18:37.104

Phil: I'm going to have to wait for that one.

01:18:37.124 --> 01:18:41.564

Phil: Do you know much about the developer, FundSelector?

01:18:42.564 --> 01:18:58.124

Tom: Yep, they also made Absolute Drift, which again has a surprisingly deep driving model and really plays into the aesthetic qualities of drifting, just as this does in Rally.

01:18:59.744 --> 01:19:10.924

Tom: Art of Drift is a minimalist sort of aesthetic, so Art of Rally is actually in stark contrast, but even better aesthetically.

01:19:11.244 --> 01:19:23.704

Phil: I know that the game's audio also received high marks, capturing the hisses and wheezes of classic rally cars, so you'd agree with that?

01:19:23.724 --> 01:19:26.744

Tom: Yep, I mentioned it in brief earlier.

01:19:28.364 --> 01:19:32.844

Phil: Yeah, so the reviews are up on the site, gameunder.net, Art of Rally.

01:19:34.024 --> 01:19:47.764

Phil: Would someone who likes myself, I'm talking about because I only care about myself, would someone like me be who likes rally games and also likes Gran Turismo on the sim side as well?

01:19:48.324 --> 01:19:51.844

Phil: I've never really gotten into the rally games for no real reason.

01:19:53.424 --> 01:19:56.324

Phil: You know, I got the Colin McRae games back in the day.

01:19:56.764 --> 01:19:59.144

Phil: I didn't like it when I got the first Dirt.

01:19:59.164 --> 01:20:02.404

Phil: They're now up to Dirt 5, which is out for the new consoles.

01:20:03.344 --> 01:20:06.404

Phil: Do you think I have anything to do with this game?

01:20:07.064 --> 01:20:10.824

Tom: Dirt 5, by the way, you may be interested in checking out.

01:20:10.844 --> 01:20:15.244

Tom: It's made, I believe, by the MotorStorm developers.

01:20:15.524 --> 01:20:16.024

Phil: Oh, okay.

01:20:16.824 --> 01:20:17.404

Phil: Yeah, all right.

01:20:21.244 --> 01:20:22.744

Tom: But I think there's a demo of it.

01:20:22.804 --> 01:20:23.824

Phil: It's a Kodi game.

01:20:23.844 --> 01:20:24.924

Phil: It's Codemasters.

01:20:25.524 --> 01:20:28.904

Tom: Dirt 5, yeah, but they picked up some of the devs from MotorStorm.

01:20:30.624 --> 01:20:32.704

Tom: But Art of Rally has a demo.

01:20:32.724 --> 01:21:12.204

Tom: I think even if you're not into rally games necessarily, it is worth checking out because due to the completely different perspective, it's a lot easier to get into than rally games usually are because one thing that, I don't know if it applies to you, but would put a lot of people off rally games who wouldn't be, who would be more accepting of other styles of racing is the fact that you have to basically take every single corner as a new thing with no further warning than the co-driver.

01:21:12.224 --> 01:21:16.304

Tom: So it's a very different experience to other styles of racing.

01:21:17.164 --> 01:21:23.644

Tom: In Art of Rally, there is no co-driver and due to the perspective, you can see usually several corners ahead of you.

01:21:23.664 --> 01:21:28.004

Tom: So it may be a easier experience to get into.

01:21:28.484 --> 01:21:50.104

Phil: We should say also if you go to gameunder.net and put in hardcore as the search term, we'll find that we named Richard Burns Rally, a 2004 game for the PlayStation 2 era, our number 4 game out of 10 in terms of games for hardcore gamers.

01:21:50.124 --> 01:21:50.904

Tom: We did indeed.

01:21:51.104 --> 01:21:54.804

Phil: That was one of your selections.

01:21:54.824 --> 01:21:56.884

Phil: You obviously have very fond memories of that.

01:21:57.944 --> 01:22:02.224

Tom: Yes, fond memories of failing to get force feedback to work in it.

01:22:03.904 --> 01:22:09.404

Phil: In our top 10, it was beat out by Sneak King, which was our number 3 selection.

01:22:10.304 --> 01:22:13.224

Phil: Did you have much to do with that selection?

01:22:15.084 --> 01:22:16.024

Tom: I'm not sure.

01:22:16.044 --> 01:22:19.084

Tom: I think that was all you.

01:22:19.164 --> 01:22:20.144

Phil: Yeah, probably.

01:22:20.164 --> 01:22:23.264

Phil: But I think that was actually a pretty funny review, actually.

01:22:23.284 --> 01:22:25.104

Phil: It was, you know, it's a two paragraph.

01:22:25.124 --> 01:22:26.184

Phil: It's not really a review.

01:22:27.184 --> 01:22:29.684

Tom: I don't think I wrote anything for that.

01:22:29.784 --> 01:22:37.344

Phil: Well, we've got to remind our listeners that in October of last year, we put together the top 10 games for hardcore gamers.

01:22:37.604 --> 01:22:40.164

Phil: And it's an entertaining read.

01:22:40.184 --> 01:22:50.824

Phil: If you go over to gameunder.net and just type in hardcore, you'll be disappointed to find that the only thing on there is our top 10 games for hardcore gamers.

01:22:51.524 --> 01:22:52.784

Phil: Well, thank you for that.

01:22:52.824 --> 01:22:54.624

Phil: And yeah, that does make me interested.

01:22:54.644 --> 01:23:03.324

Phil: I'm happy to see the aesthetic of these games like Hotshot Racing and Art of Rally.

01:23:03.904 --> 01:23:13.004

Phil: I'm enjoying the developers feeling the freedom to step outside of the photorealism for these driving games.

01:23:13.504 --> 01:23:29.124

Tom: I think we mentioned this in the last episode that, for instance, even PlayStation graphics are being made use of in horror games to great effect, as an example, in itch.io games and that sort of sphere.

01:23:29.584 --> 01:23:34.544

Tom: And that, I think, actually reminds us of a game we've both played, which is Perfect Vermin.

01:23:35.124 --> 01:23:35.584

Phil: Ah, yes.

01:23:36.164 --> 01:23:46.224

Phil: But I'm going to ruin your segue, much as you always ruin mine, by bringing up Teardown, which is in Alpha, I think, or early release.

01:23:46.244 --> 01:23:47.404

Tom: I think it just got released.

01:23:47.804 --> 01:23:49.004

Phil: I don't think it's out yet.

01:23:50.124 --> 01:24:03.764

Phil: But anyway, Teardown uses voxels and has a Minecrafty kind of thing, but it used voxels to great effect because they're great for physics, which is a game that I'm really interested in getting once it's in final release.

01:24:03.784 --> 01:24:04.564

Tom: Teardown?

01:24:04.664 --> 01:24:05.844

Phil: Yeah, Teardown, one word.

01:24:05.864 --> 01:24:06.104

Tom: Yes.

01:24:07.544 --> 01:24:09.484

Phil: It's available on Steam right now.

01:24:09.844 --> 01:24:13.104

Phil: It's been getting a lot of props.

01:24:13.124 --> 01:24:14.324

Tom: It has ray tracing.

01:24:14.824 --> 01:24:15.764

Phil: It does it, really?

01:24:16.824 --> 01:24:18.584

Phil: So you're very interested in it, I'm sure.

01:24:19.184 --> 01:24:19.704

Tom: For sure.

01:24:19.784 --> 01:24:26.344

Tom: And be warned if you do not have an Nvidia video card, you don't need to have a ray tracing one.

01:24:26.704 --> 01:24:34.044

Tom: But if you do not have an Nvidia video card of any sort, it currently runs horrendously.

01:24:34.764 --> 01:24:41.824

Tom: It was made on an Nvidia card and is currently only optimised for Nvidia cards.

01:24:41.844 --> 01:24:45.164

Tom: So be careful if you want to buy it.

01:24:45.444 --> 01:24:46.344

Tom: Bear that in mind.

01:24:46.364 --> 01:24:55.964

Tom: They do plan to optimise it for AMD cards though, but at this stage it is nigh on unplayable, depending on what settings you're using.

01:24:55.984 --> 01:24:58.144

Phil: And that's even if you don't want ray tracing turned on?

01:24:58.784 --> 01:24:59.264

Tom: Correct.

01:24:59.344 --> 01:24:59.764

Phil: Okay.

01:25:00.664 --> 01:25:02.644

Phil: Okay, now, sorry, back to your...

01:25:02.664 --> 01:25:05.524

Phil: That's actually very good, because I haven't heard that anywhere else.

01:25:05.984 --> 01:25:08.824

Phil: So that's really good input.

01:25:08.844 --> 01:25:17.184

Phil: Now, on itch.io, there is a game that you asked me to play called Perfect Vermin, and I did play it.

01:25:19.904 --> 01:25:20.684

Phil: So thank you very much.

01:25:23.664 --> 01:25:24.324

Tom: You're welcome.

01:25:24.344 --> 01:25:25.784

Phil: Yeah, it's a very short game.

01:25:26.744 --> 01:25:27.344

Tom: Yes, it is.

01:25:27.364 --> 01:25:29.024

Tom: Did you actually get to the ending?

01:25:29.684 --> 01:25:31.824

Phil: Yeah, yeah, of course, of course, of course.

01:25:32.404 --> 01:25:35.104

Phil: Yeah, yeah, it's a very easy game.

01:25:36.684 --> 01:25:47.564

Phil: I found it strangely provocative on the same level that when I first played Doom back in the day, you're kind of like, is this right?

01:25:47.964 --> 01:25:55.444

Phil: You know, am I, is this, should I be feeling this good about playing this, or does this mean that I'm a sick person?

01:25:55.464 --> 01:26:27.344

Tom: Well, it is a fascinating sensual experience because essentially the game consists of you looking for duplicate doppelganger creatures who are imitating furniture essentially, and when you hit them, they groan very expressively and meat flies everywhere with some very chunky sound effects, and it is very satisfying.

01:26:28.204 --> 01:26:29.904

Tom: The whole thing is very tactile.

01:26:29.924 --> 01:26:32.204

Phil: Let me just say this before we get any further.

01:26:32.224 --> 01:26:41.744

Phil: The name of the game is Perfect Vermin, and it's free on Steam, and it's free on itch.io.

01:26:43.224 --> 01:26:52.084

Phil: It's developed by Marcio Bob Meir and Angad Martharu, and it's published by them as well.

01:26:52.104 --> 01:27:00.864

Phil: It came out on Steam on the 7th of November, and it's got mostly positive reviews.

01:27:00.884 --> 01:27:05.884

Tom: They have actually made a few former notable indications of notable indie games as well.

01:27:07.284 --> 01:27:13.024

Tom: I can't remember the names, but one of them you play as some sort of human-headed fish, I believe.

01:27:13.304 --> 01:27:13.864

Phil: Seaman.

01:27:13.984 --> 01:27:15.924

Phil: That was a game actually on Dreamcast.

01:27:16.484 --> 01:27:18.304

Phil: I did not know they developed that.

01:27:18.804 --> 01:27:23.544

Phil: And that game starred Leonard Nimoy, and it was an early form of AI.

01:27:23.564 --> 01:27:28.364

Phil: It used the Dreamcast microphone because you could actually interact with them.

01:27:28.424 --> 01:27:29.924

Phil: So they made that game as well.

01:27:29.944 --> 01:27:30.644

Phil: That's incredible.

01:27:32.644 --> 01:27:46.784

Phil: So, in Perfect Vermin, it looks like the Steam version is a lot less pixelated because my memory of playing the itch.io version was that basically it did look like PlayStation-level graphics.

01:27:46.844 --> 01:27:47.164

Phil: Is that...

01:27:47.324 --> 01:27:49.844

Phil: Am I wrong or am I misremembering?

01:27:51.064 --> 01:27:56.244

Tom: I think there was a filter option that possibly altered that.

01:27:56.384 --> 01:28:09.964

Phil: Okay, well, it's a first-person action game where you are walking around a generic-looking modern office at night in a high-rise with a sledgehammer.

01:28:10.844 --> 01:28:14.644

Phil: And it has a lot of very...

01:28:15.324 --> 01:28:17.384

Phil: You know, everything's destructible.

01:28:17.904 --> 01:28:22.264

Phil: So, like in Tear Down, you go up and you can smash things and they'll break.

01:28:24.624 --> 01:28:29.304

Phil: And I think the tagline for the game is it's not murder if they're vermin.

01:28:29.984 --> 01:28:30.384

Tom: Yes.

01:28:30.624 --> 01:28:32.884

Phil: Okay, which is disturbing.

01:28:35.144 --> 01:28:37.904

Phil: I thought this game had a...

01:28:38.844 --> 01:28:50.844

Phil: The thing that I found about the game to be troubling was that tagline and also the manner in which you discover the things that you're supposed to kill in the game.

01:28:52.704 --> 01:28:53.064

Tom: I think...

01:28:53.264 --> 01:29:07.044

Tom: And I think going into the tagline is the subplot that seems to be describing the lead up to a mass shooting or something of that effect.

01:29:08.284 --> 01:29:08.804

Phil: Yes.

01:29:09.484 --> 01:29:11.464

Phil: Or a degree of racism.

01:29:12.204 --> 01:29:19.504

Phil: Or, you know, if you can regard your enemy as vermin, then it's not murder, you know.

01:29:20.164 --> 01:29:23.624

Phil: Now, do you want to help me describe how...

01:29:24.444 --> 01:29:26.304

Tom: That's what's fascinating about it.

01:29:26.424 --> 01:29:35.764

Tom: It's essentially using the rhetoric of violence, but it's not entirely clear whether that is directed at you.

01:29:35.804 --> 01:29:36.464

Tom: I mean, sorry.

01:29:36.684 --> 01:29:42.624

Tom: It's simultaneously directed at you, encouraging you to find these doppelgangers.

01:29:42.984 --> 01:29:43.304

Phil: Yeah.

01:29:43.804 --> 01:29:49.964

Tom: To stop an upcoming event of potential violence or something.

01:29:50.204 --> 01:29:59.964

Tom: So it's actually a surprisingly complex and interesting and accurate use of that sort of rhetoric.

01:29:59.984 --> 01:30:08.464

Tom: It does not just stop at the dehumanisation, but puts it in the context in which it is used usually.

01:30:08.744 --> 01:30:12.704

Phil: The description on Steam is, The task is simple, exterminate all vermin.

01:30:12.784 --> 01:30:21.264

Phil: The sledgehammer you have has been provided and it is capable of destroying almost all office appliances and furniture that may be uncooperative.

01:30:21.844 --> 01:30:23.724

Phil: Your time is running out.

01:30:24.564 --> 01:30:27.064

Phil: So you're supposed to do this as fast as possible.

01:30:27.084 --> 01:30:28.004

Phil: You've got a sledgehammer.

01:30:28.024 --> 01:30:33.404

Phil: You're running through this low pixel office with a sledgehammer that can destroy anything.

01:30:33.424 --> 01:30:35.244

Phil: But destroying the furniture is not the goal.

01:30:35.484 --> 01:30:39.524

Phil: You've got to find the furniture that is not where it's supposed to be.

01:30:39.984 --> 01:30:41.324

Phil: So I'm not going to spoil it.

01:30:41.344 --> 01:30:42.764

Phil: I'm going to make up something here, okay?

01:30:43.044 --> 01:30:50.764

Phil: So if you were to find a refrigerator in the cleaner's cupboard, then that's the one you're supposed to kill.

01:30:50.804 --> 01:31:02.764

Phil: And when you hit it with a sledgehammer, instead of just smashing up the refrigerator that's in the break room, it actually has blood and organs and they'll spill out on the ground.

01:31:04.224 --> 01:31:12.924

Phil: And you've got to identify the vermin as quickly as possible as you go through this office space.

01:31:13.484 --> 01:31:19.884

Phil: And they give you, you know, you finish it and then they say, okay, that was good, now do it in 68 seconds.

01:31:19.904 --> 01:31:21.764

Phil: Now that was good, now do it in 30 seconds.

01:31:21.784 --> 01:31:22.864

Phil: So they're speed running it.

01:31:23.944 --> 01:31:28.244

Phil: And unless I'm misremembering it, they move them around, is that right?

01:31:28.784 --> 01:31:34.384

Tom: Correct, there are several levels each with different placements of furniture.

01:31:34.764 --> 01:31:39.524

Phil: And in interspersing your runs, they have a guy come on that looks like a news anchor.

01:31:39.544 --> 01:31:43.704

Phil: He's kind of like the, I'd buy that for a dollar guy from the old Robocop movie.

01:31:45.664 --> 01:31:55.304

Phil: And that's the part that was disturbing because basically, what you have to identify are the things that are acting differently from the other things.

01:31:56.064 --> 01:32:09.664

Phil: And that's the subversive component of the game, because of course, in a society, you don't want the people who are doing things different to be the ones that are the ones that it's okay to kill.

01:32:09.684 --> 01:32:12.424

Tom: I think that's what you do want in a society.

01:32:12.444 --> 01:32:14.984

Phil: Well, that is not what I want in society.

01:32:15.004 --> 01:32:22.064

Phil: And that's certainly what happens in our society, you know, being pulled over for being black while driving.

01:32:24.584 --> 01:32:26.504

Tom: And that's the definition of a society.

01:32:26.524 --> 01:32:28.104

Phil: Yeah, that's the creepy part of the game.

01:32:30.304 --> 01:32:35.444

Phil: Because otherwise, there's no people in this game, don't get me wrong, there's no people, there's no rats, there's no birds.

01:32:35.784 --> 01:32:44.504

Phil: You're just going around killing office furniture like refrigerators, toilets, microwave ovens, things of that nature, office chairs.

01:32:44.984 --> 01:32:50.524

Phil: You know, you might come into an office and go, that office chair doesn't look like it belongs here.

01:32:51.064 --> 01:32:55.684

Phil: And then you go and kill it with a sledgehammer, and that was the vermin.

01:32:56.424 --> 01:33:15.324

Tom: And meanwhile, the commentary on your actions and the backstory of what's going on is presented through a news presenter who is progressively growing more and more tumors as the game goes along.

01:33:16.764 --> 01:33:20.244

Tom: And it ends, we're going to spoil this.

01:33:20.844 --> 01:33:46.884

Tom: Spoiler alert, but it ends essentially with you in a doctor's office, and many people's interpretation of it is what you were doing was going around destroying cancerous growths, but you could not successfully destroy them all, and thus the cancerous newscaster dies at the end.

01:33:47.864 --> 01:33:55.024

Tom: So that's basically the basic plot, and that's the simple interpretation of it.

01:33:55.404 --> 01:34:11.444

Tom: But given the violent rhetoric throughout it, could it not in fact be interpreted as a commentary on the progressively sensationalist direction of mass media itself?

01:34:12.564 --> 01:34:15.704

Phil: Yeah, I mean, it's a tremendously subversive game.

01:34:15.764 --> 01:34:16.844

Phil: It's very punk.

01:34:16.984 --> 01:34:17.484

Phil: I love it.

01:34:19.324 --> 01:34:22.424

Phil: I do want to point out one thing, much as you were talking about Art of Rally.

01:34:24.384 --> 01:34:33.304

Phil: Technically, I do want everyone to know that Perfect Vermin is not compatible with older Intel laptops, and it will encounter constant issues.

01:34:34.384 --> 01:34:42.664

Phil: That's something that the developer wanted to bring up, because obviously this is a big issue for people who wish to play the game on all...

01:34:42.684 --> 01:34:43.424

Tom: That is a shame.

01:34:43.584 --> 01:34:47.964

Phil: It is a tremendous shame, but it's probably still good on your 486.

01:34:48.084 --> 01:34:50.624

Phil: I thank you again for introducing me to this game.

01:34:51.364 --> 01:34:53.784

Phil: As I said, it's a deeply subversive game.

01:34:55.764 --> 01:35:00.124

Phil: I'm pretty sure that if I met the developers, I'd love to talk to them and share a beer with them.

01:35:00.404 --> 01:35:03.844

Phil: I'm pretty sure that they would not want to hang out with a narc like me.

01:35:06.144 --> 01:35:11.204

Tom: I know that immediately after that, you'd be texting the dude with the sledgehammer.

01:35:11.304 --> 01:35:11.664

Phil: Yeah.

01:35:12.784 --> 01:35:14.304

Phil: No, a great game, great game.

01:35:14.324 --> 01:35:18.604

Phil: Again, in itch.io, they have a lot of games on there that you can play for free.

01:35:18.624 --> 01:35:19.984

Phil: You didn't have to get in on the sale.

01:35:20.004 --> 01:35:28.424

Tom: You did not have to get the greatest thing to happen, arguably to Western culture ever, let alone game.

01:35:28.444 --> 01:35:31.644

Phil: I'm going to use a term that's probably only familiar to Australians.

01:35:31.664 --> 01:35:33.624

Phil: I'm going to say it was the sale of the century.

01:35:35.144 --> 01:35:35.984

Phil: Remember that show?

01:35:36.644 --> 01:35:37.344

Tom: Yes, I do.

01:35:37.364 --> 01:35:37.744

Phil: Lovely.

01:35:37.764 --> 01:35:39.004

Tom: And it absolutely was.

01:35:39.024 --> 01:35:40.184

Phil: It was the sale of the century.

01:35:40.304 --> 01:35:49.804

Tom: The last thing I'll say about Perfect Vermin is another thing a lot of people have compared it to is David Cronenberg.

01:35:49.824 --> 01:36:22.484

Tom: The similarities are obviously there, as you can tell from our impressions, but I would argue that this is actually a more fascinating and unsettling experience than David Cronenberg because due to the medium and also the smaller scale of the project, it is significantly more lyrical and does not get bogged down in a pulpy plot and idiotic characters.

01:36:24.244 --> 01:36:24.964

Phil: And it's fun.

01:36:27.684 --> 01:36:28.824

Tom: Cronenberg films are fun.

01:36:30.104 --> 01:36:30.504

Phil: All right.

01:36:31.044 --> 01:36:34.544

Phil: Well, with that, I think we can pretty much close out the show.

01:36:34.564 --> 01:36:37.784

Phil: And this is something that you want to bring to my attention.

01:36:38.124 --> 01:36:42.184

Tom: Well, Crono just reminded me of Cronocity.

01:36:42.904 --> 01:36:51.244

Tom: And in a show a few episodes ago, we mentioned The Better Angels of Our Nature by Steven Pinker.

01:36:53.064 --> 01:36:59.284

Tom: And I have actually now read The Better Angels of Our Nature by Steven Pinker.

01:36:59.944 --> 01:37:06.304

Tom: And in a year in which I've read, I think, 356.

01:37:06.704 --> 01:37:07.744

Phil: I thought you had given up on reading.

01:37:07.764 --> 01:37:08.344

Tom: I might be up to now.

01:37:08.404 --> 01:37:09.304

Phil: I thought you were giving up.

01:37:09.404 --> 01:37:09.684

Phil: No?

01:37:10.664 --> 01:37:13.704

Tom: I have to continue until the end of the year, unfortunately.

01:37:14.384 --> 01:37:16.004

Tom: After reading that, I wish I could.

01:37:16.324 --> 01:37:20.584

Tom: So you wouldn't want to end on reading The Better Angels of Our Nature, actually.

01:37:20.984 --> 01:37:26.064

Tom: But you mentioned Chronocity, and this would be a great example of that.

01:37:27.344 --> 01:37:31.864

Tom: This was literally the worst book I have ever read in my life.

01:37:32.404 --> 01:37:56.924

Tom: And bear in mind, the central thesis of the book is one which I previously agreed with until I read the book, which was basically that violence has reduced over the past several centuries, and obviously, since the Second World War, that has been one of the most peaceful times in human history.

01:37:57.844 --> 01:38:06.524

Tom: After reading that book, I realized that this assumption, this idea that I had, was not really based on very much evidence, based on the book.

01:38:06.884 --> 01:38:09.504

Tom: This is mind boggling.

01:38:09.604 --> 01:38:17.184

Tom: I have never read a book like this, and I have read Mein Kampf.

01:38:17.624 --> 01:38:24.044

Tom: Mein Kampf is more scholarly effective than the Better Angels of Our Nature.

01:38:25.344 --> 01:38:39.504

Tom: The use of evidence, if you have any basic knowledge of any field that is referenced, is the most idiotic cherry-picking you can come up with.

01:38:39.584 --> 01:38:54.624

Tom: Unlike a book like 12 Rules for Life by Jordan Peterson, it doesn't misrepresent any of the evidence it uses, but it totally ignores and disregards evidence that is contrary to its viewpoint.

01:38:55.244 --> 01:39:04.144

Tom: And more insane than that is the type of evidence that it uses, and the total inconsistency with which it uses evidence.

01:39:04.164 --> 01:39:18.784

Tom: So at one point, he'll be talking about how violence was under-represented in the past due to poor record-keeping and bad statistics, and violence being so commonplace and everyday that no one really commented on it.

01:39:20.004 --> 01:39:29.144

Tom: The next minute, he'll be commenting on how violent art was from the past, and how this demonstrated how violent societies were.

01:39:29.324 --> 01:39:43.464

Tom: And if you apply this sort of thinking, you would conclude that Japan, as an example, was perhaps the most violent place on earth today, if you're basing it on the artwork that a place produces.

01:39:43.944 --> 01:39:59.804

Tom: And so essentially, he's rightly presenting that art is an idiotic vector for analyzing the violence of a society when it disagrees with his premise that whichever society today or the past is violent or isn't.

01:39:59.984 --> 01:40:06.504

Tom: Then in the next moment, he'll use literally identically the same thing to actually justify a point.

01:40:08.784 --> 01:40:21.544

Tom: Elsewhere, he is using simultaneously the Hobbesian political theory and the democratic peace theory, as if those two ideas are somehow compatible.

01:40:24.464 --> 01:40:31.084

Tom: Elsewhere, he will, and again, this other thing doesn't apply solely to him.

01:40:31.084 --> 01:40:47.424

Tom: It is a totally bizarre thing throughout all liberal history, but he highlights liberalism as contributing massively to things like the reduction in violence to children.

01:40:48.004 --> 01:41:07.844

Tom: And while he can reference some stuff about child rearing in the 1700s, such as Rousseau and so forth, even he has to go to the anti-enlightenment romantics to get anything like the modern conception of how children should be treated.

01:41:08.164 --> 01:41:32.984

Tom: And he kind of brushes over how liberal theory contributed to when the massive decrease in violence to children, as far as we can objectively measure it occurred, which was again after the Second World War, and beating your children started to become taboo as the fact that this actually caused serious injuries to your children began to become known.

01:41:33.924 --> 01:41:40.224

Tom: So it is just totally nonsensical from beginning to end.

01:41:40.564 --> 01:42:03.844

Tom: And again, I went into it with the same general thesis, not necessarily the same reasons for believing that to be true, but the evidence that he could muster up for it legitimately now makes me question whether I should believe that violence has reduced over the years because of how bad his evidence for it is.

01:42:04.004 --> 01:42:05.364

Tom: It's just unbelievable.

01:42:05.564 --> 01:42:35.144

Tom: And the other funny thing about it is, and this again isn't related to him, this is a standard intellectual failing of many people, and I don't suggest that I do not suffer from this at times either necessarily, but one of the wonderful things you can look out for when you're reading books by idiots like this is they will attack their enemies and then immediately after finishing attacking them, immediately do the same thing.

01:42:35.164 --> 01:43:02.984

Tom: So one great example of this was the nauseatingly disgusting description of Vietnam which followed on from a long treatise on how the rhetoric of revenge and self-pity and exaggerating the evil of the enemy while excusing your own evil as being caused by them encourages violence.

01:43:04.004 --> 01:43:05.244

Tom: That's all perfectly reasonable.

01:43:05.484 --> 01:43:29.484

Tom: He ends his Vietnam section with the statement that ultimately the Vietnamese were to blame because Ho Chi Minh stated that the Americans could never win because for every 10 Vietnamese people killed, one American would be killed, and eventually there will be no more Americans who would be able to be sent to Vietnam to be killed.

01:43:30.064 --> 01:43:44.104

Tom: So he ended this with pointing out that this attitude of being willing to defend yourself to that level when you're being attacked is why Vietnam was such a disaster.

01:43:44.464 --> 01:43:52.744

Tom: If Ho Chi Minh had only surrendered earlier, then several million Vietnamese people would not have been killed by the Americans.

01:43:53.024 --> 01:44:04.184

Phil: The guy's an idiot, and what's most disappointing about this is that Bill Gates considers this book, to quote Wikipedia, one of the most important books he's ever read when he was on Desert Island Discs.

01:44:05.344 --> 01:44:07.824

Phil: I've lost a lot of respect for Bill Gates over the years.

01:44:08.124 --> 01:44:09.524

Phil: I never really had that much respect.

01:44:09.544 --> 01:44:10.984

Phil: I think he's an idiot as well.

01:44:11.364 --> 01:44:14.484

Phil: But this dude does read a lot of books, and if he thinks this is the best book ever...

01:44:14.504 --> 01:44:16.724

Tom: I think he's certainly an idiot if he said that.

01:44:17.204 --> 01:44:20.504

Phil: He's an idiot, and this guy that wrote it is an idiot also.

01:44:20.524 --> 01:44:30.584

Phil: I'm sorry that you wasted your time reading this stupid book because he's such a trivial moron that he gets into forum wars with people that criticize his book.

01:44:32.244 --> 01:44:40.364

Phil: He got into this forum war with a writer from The New Yorker who criticized his book, and they went back and forth like six times.

01:44:40.444 --> 01:44:48.244

Phil: It's like, dude, you know, because of Bill Gates, it became a New York Times bestseller, as New York Times distinct from The New Yorker.

01:44:48.864 --> 01:44:50.444

Phil: Why do you care what The New Yorker says?

01:44:50.684 --> 01:44:58.664

Phil: If The New Yorker gave this video game podcast a negative review, I'd love it.

01:44:59.524 --> 01:45:00.504

Phil: I wouldn't get into it.

01:45:00.524 --> 01:45:02.624

Tom: Particularly given that it will be coming from The New Yorker.

01:45:02.824 --> 01:45:48.164

Phil: Oh, and I think that was it The New Yorker that listened to the giant bomb podcast or something, and they gave it a review because one of the critics over there, his son was listening to this podcast, like, dad, you got to listen to this, and they actually quoted Ryan MacDonald and Jeff Gershman when they were talking about how when you're using the knife in Condemned, and you can kind of just jab it into their neck and go, uh, uh, uh, you know, and so when Jeff Gershman is reading back what he actually said in a New Yorker article, it just comes off like the sickest fox that ever existed because they're talking about kill times, you know, time to kill.

01:45:48.624 --> 01:45:50.564

Phil: I mean, this is something that comes up in podcasts.

01:45:50.644 --> 01:45:53.444

Phil: Uh, well, I think the time to kill is a little bit off.

01:45:54.044 --> 01:45:58.624

Phil: And I've got to say, like, I've been listening to video game stuff for a long time.

01:45:59.324 --> 01:46:07.204

Phil: I don't think there's a single thing on this planet that is more dissected than video games on the Internet.

01:46:07.604 --> 01:46:14.144

Phil: Like, PlayStation does or doesn't release a press release about this, that or the other, and we're guilty of it ourselves.

01:46:14.164 --> 01:46:18.664

Phil: We're talking about, oh, why do you think they're not promoting the haptic feedback in the controllers?

01:46:18.964 --> 01:46:20.344

Phil: You know, we're guilty of it too.

01:46:20.764 --> 01:46:22.464

Phil: It's like, shah!

01:46:23.104 --> 01:46:24.544

Phil: It's video games!

01:46:25.564 --> 01:46:35.884

Phil: Anyway, I am really sorry that you read this stupid book by Steven Pinker, The Better Angels of Our Nature, Why Violence Has Declined, because it seems like a complete waste of your time.

01:46:36.184 --> 01:46:39.304

Phil: 832 pages, no less, released in 20...

01:46:39.324 --> 01:46:47.184

Tom: Well, when I finished it, I had the same sort of feeling you get of awe when you finish a great book.

01:46:48.164 --> 01:46:49.784

Tom: But it was awe, um...

01:46:51.024 --> 01:46:53.744

Tom: At how the fuck someone could be so stupid.

01:46:53.764 --> 01:46:54.224

Tom: And this...

01:46:55.404 --> 01:46:59.384

Tom: I don't even understand how something like this gets published, because presumably...

01:47:01.404 --> 01:47:03.684

Tom: There's an editor saying that this...

01:47:05.404 --> 01:47:06.224

Tom: I mean, it's a...

01:47:06.444 --> 01:47:08.864

Tom: At least pseudo-academic book.

01:47:09.544 --> 01:47:19.764

Tom: Surely there's an editor pointing out basic contradictions and how insane the evidence is that is being used.

01:47:20.564 --> 01:47:21.624

Phil: Well, Nietzsche...

01:47:21.644 --> 01:47:22.304

Phil: And I've got to say...

01:47:22.324 --> 01:47:22.844

Tom: Surely.

01:47:23.484 --> 01:47:25.064

Phil: One of the things he's criticised for...

01:47:25.504 --> 01:47:31.564

Phil: And I talk about chronocentrism, but Nietzsche actually fully developed the concept of perspectivism.

01:47:31.984 --> 01:47:32.804

Phil: I mean, have you...

01:47:33.204 --> 01:47:35.444

Phil: And that's basically what chronocentrism is.

01:47:35.464 --> 01:47:38.664

Phil: I think my expression for it is better, because it basically means...

01:47:38.884 --> 01:47:43.004

Tom: Well, no wonder you're anti-Steven Pinker if you're a postmodern Nietzsche.

01:47:43.764 --> 01:47:47.704

Tom: Well, you're just not smart enough to be a liberal.

01:47:47.724 --> 01:47:52.324

Tom: You do not have the brain structure, the superior liberal brain structure.

01:47:52.344 --> 01:47:52.844

Tom: I'm sorry.

01:47:54.944 --> 01:47:58.204

Phil: But like, I mean, this is the ultimate perspectivism.

01:47:58.464 --> 01:47:59.524

Phil: You know, this is.

01:47:59.544 --> 01:48:04.084

Phil: Oh, hey guys, we're not as violent as we used to be, you know.

01:48:04.104 --> 01:48:06.244

Phil: Have a look at these cave paintings.

01:48:06.244 --> 01:48:07.584

Phil: I mean, that's pretty violent.

01:48:07.864 --> 01:48:09.484

Phil: Okay, you know what?

01:48:09.504 --> 01:48:17.044

Phil: 45 minutes from their house, there's an abattoir that kills a cow every 36 seconds, 24 hours a day.

01:48:17.064 --> 01:48:17.724

Tom: Don't worry.

01:48:17.744 --> 01:48:19.004

Tom: No, no.

01:48:19.024 --> 01:48:19.804

Tom: Don't worry.

01:48:20.124 --> 01:48:23.904

Tom: He gets to animal cruelty and factory farming.

01:48:24.004 --> 01:48:52.804

Tom: And he points out that this is, in spite of factory farming and mass extinctions, on a scale not seen since the advent of homo sapiens, we are in the least cruel time in history to animals because, and we certainly are in terms of pets, but because even though factory farming exists, it's centuries old, which is a totally false statement.

01:48:53.064 --> 01:49:06.824

Tom: There's two eras that led to modern factory farming, and they're both in the 20th century, two major periods of innovation, I mean, and they're both in the 20th century, so that statement is just simply factually incorrect.

01:49:07.484 --> 01:49:21.144

Tom: And in spite of the incomprehensible to anything previously seen scale of factory farming, a very small percentage of the population are vegetarians, and vegetarians are very cool.

01:49:24.044 --> 01:49:25.304

Tom: That's a literal argument.

01:49:25.524 --> 01:49:28.604

Phil: And look, I'm not arguing that factory farming is cruel.

01:49:30.704 --> 01:49:32.404

Phil: I think that people need to get a grasp.

01:49:32.424 --> 01:49:33.544

Tom: It's certainly violent.

01:49:33.624 --> 01:49:34.404

Phil: But it's violent.

01:49:34.424 --> 01:49:39.564

Tom: His argument is that violence against animals is a historical law.

01:49:39.684 --> 01:49:42.584

Phil: And I don't think that abattoirs are cruel, okay?

01:49:42.604 --> 01:49:46.744

Phil: I'm just going to say that, but it is an act of violence, right?

01:49:46.824 --> 01:49:48.664

Phil: But that's just stupidity.

01:49:48.724 --> 01:49:53.344

Phil: Anyway, let's end the show so we can talk about some other stuff that I wouldn't want to put on the air.

01:49:53.844 --> 01:49:56.924

Phil: Thank you very much for listening to the episode.

01:49:57.444 --> 01:50:09.004

Tom: Reading stuff like this has given me a new found respect for the previous intellectual battered wife of the show, Ayn Rand.

01:50:09.864 --> 01:50:37.944

Tom: When you realize that this book is considered a profound statement and a serious work of academia that tells us new things we didn't know about how amazing we were, it makes you think that Ayn Rand's reputation in America as being a genuine philosopher is perhaps not so bad, and maybe we were a little harsh on her.

01:50:38.004 --> 01:50:38.704

Phil: I agree with that.

01:50:38.824 --> 01:50:39.964

Phil: I totally agree with that.

01:50:40.024 --> 01:50:44.704

Phil: Well, thank you everyone for listening to Episode 131 of The Game Under Podcast.

01:50:44.944 --> 01:50:48.684

Phil: I've been your co-host, and my name is Phil Fogg, and his name is...

01:50:49.564 --> 01:50:50.244

Tom: Tom Towers.

01:50:50.264 --> 01:50:50.644

Phil: Goodbye.

Game Under Podcast 130

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:20 ASMR Segment

Tom Towers REACTS... the the news.
0:03:25 Nvideo 3080 3070 3060 Video Cards
0:10:11 Xbox Details
0:15:30 PS5 Price Speculation
0:21:01 Halo 3 Impressions from Tom
0:25:05 Nintendo News - Switch Pro, Nintendo 35 and more

Final Impressions - Towers
0:29:50 Iron Harvest

Trademark Banter
0:46:15 Vegan Aussie Confectionary and Pizza
0:49:30 Shatterd Union RTS on Xbox
0:50:50 Sky: Children of Light 1 Year Old Final

Impressions - Fogg and Towers
1:03:00 Night in the Woods 1:36:00 SPOILER ALERT
1:43:27 SPOILERS END HERE

Transcript

Phil: Hello, and welcome to Episode 130 of The Game Under Podcast, Australia's longest running video games podcast.

Phil: I am Phil Fogg, and I'm joined by my co-host and founder, Tom Towers.

Phil: Hi, Tom.

Tom: I am indeed present.

Phil: Yes, it is.

Phil: Actually, you know what?

Phil: I haven't been watching the news quite closely.

Phil: We should probably tell people that you will be eating during this podcast, but you are eating a croissant, which is very, very low in terms of its interference for our video, audio recording.

Tom: So you will not be able to hear me eat the croissant, but you may be able to hear evidence of it being in my mouth while I speak.

00:00:45.980 --> 00:00:51.420

Phil: Yeah, we just thought this whole ASMR thing is something that might be able to help us get some new listeners.

00:00:51.840 --> 00:00:58.640

Phil: So I will not be eating what I usually eat, which is some chilli kettle chips.

00:01:00.060 --> 00:01:02.140

Tom: That will be like an episode with Gargan.

00:01:02.160 --> 00:01:04.100

Phil: Oh, is he really...

00:01:04.120 --> 00:01:06.420

Phil: he eats chips while he's on the show?

00:01:06.440 --> 00:01:10.580

Tom: He eats anything, and the louder the better on his podcast.

00:01:10.960 --> 00:01:11.720

Phil: Yeah, I have...

00:01:12.560 --> 00:01:19.860

Phil: Now that everyone's recording from home, which we should explain to our listeners because of these unprecedented times in which we live, we are both recording from our home studios.

00:01:21.180 --> 00:01:26.540

Phil: So if you do hear any audio things going on, crazy things like cats meowing, that's the reason why.

00:01:27.460 --> 00:01:32.360

Phil: But do you have a go-to food for when you're playing games, when you're video gaming?

00:01:32.380 --> 00:01:33.620

Phil: Because chips is not good.

00:01:34.160 --> 00:01:38.420

Phil: I mean, they're greasy, they mess up your controller.

00:01:39.440 --> 00:01:41.780

Tom: Usually I'm not eating when I'm playing games.

00:01:42.480 --> 00:01:43.020

Phil: Not at all.

00:01:43.480 --> 00:01:46.340

Tom: Though actually, if I'm playing...

00:01:46.680 --> 00:01:50.600

Tom: At the moment, usually I am actually playing a game while eating breakfast.

00:01:52.060 --> 00:01:52.520

Phil: Oh, okay.

00:01:53.340 --> 00:02:00.680

Tom: That is in fact how I played, for the most part, one of our items on the show today, Night in the Woods.

00:02:01.560 --> 00:02:02.760

Phil: Yes, yeah.

00:02:02.780 --> 00:02:04.860

Phil: I actually just finished that just before the show.

00:02:04.880 --> 00:02:07.500

Phil: I made sure I did all my homework and got it done in time.

00:02:09.360 --> 00:02:10.220

Phil: Me my go-to...

00:02:10.380 --> 00:02:21.060

Phil: Like if I had a food item, like I found the most efficient way is to put peanuts, flavored peanuts in a cup, and then I can just sort of drink them out of the cup and that keeps my hands nice and clean.

00:02:21.480 --> 00:02:24.040

Phil: So that's a pro tip for all the listeners out there.

00:02:25.000 --> 00:02:34.740

Tom: I believe an effective way supposedly of cleaning controllers is using screen wipes that you shouldn't actually use on your screen.

00:02:35.400 --> 00:02:37.480

Phil: No, you should not use screen wipes on your screen.

00:02:37.800 --> 00:02:38.300

Phil: Absolutely not.

00:02:38.320 --> 00:02:40.800

Tom: But they're apparently great for cleaning plastic safely.

00:02:41.200 --> 00:02:42.840

Phil: Now I know why you don't use screen wipes.

00:02:42.940 --> 00:02:43.960

Phil: Do you want to explain?

00:02:43.980 --> 00:02:46.940

Phil: I didn't know that this was something that other people knew besides me.

00:02:47.240 --> 00:02:50.260

Tom: Well, I believe they're usually alcohol-based, aren't they?

00:02:50.580 --> 00:02:50.860

Phil: Yep.

00:02:51.500 --> 00:03:01.140

Tom: And would not alcohol be an abrasive and dangerous substance to be applying it to a sensitive surface like a screen?

00:03:01.960 --> 00:03:02.300

Phil: Yes.

00:03:02.660 --> 00:03:09.540

Phil: And in fact, I always use dust, I mean like a dust cloth to clean your monitor.

00:03:11.100 --> 00:03:11.880

Phil: Yeah, exactly.

00:03:11.900 --> 00:03:25.680

Phil: But if someone's actually gone and touched your monitor and you do have to clean it or your screen, just warm water with a microfiber cloth is the way to go, making sure you wipe only in one direction.

00:03:25.980 --> 00:03:26.620

Tom: Absolutely.

00:03:27.860 --> 00:03:32.400

Phil: So those screen things, man, come on, they leave streaking, they're terrible, it's bad.

00:03:32.460 --> 00:03:33.220

Phil: It's bad for you.

00:03:33.220 --> 00:03:41.660

Phil: And another thing that's bad for you, have you kept up on the, we'll just hit some of the big items in the news this week, we'll get the Tom Towers reacts to the news.

00:03:41.680 --> 00:03:48.140

Phil: But of course, this will come as no surprise, because, you know, this has been everything.

00:03:48.440 --> 00:03:49.660

Phil: It's been the big story.

00:03:50.520 --> 00:03:59.120

Phil: The thing I'm most interested about is, have you looked over the new Nvidia graphics card, the RTX 3080?

00:03:59.680 --> 00:04:02.940

Tom: 3080, 3070 and 3060, in fact.

00:04:02.960 --> 00:04:21.540

Tom: And this is probably bigger news than the Xbox Series S and the price of the X, because everyone was anticipating a very unimpressive series of Nvidia cards coming up and at extraordinary prices.

00:04:21.560 --> 00:04:41.220

Tom: But what we ended up with is incredible for the complete opposite reason, in that the 3070, at least on paper, is essentially a 2080 Ti that is only $500 in the US, which is just an extraordinary deal.

00:04:41.760 --> 00:04:44.160

Phil: I was going to say, this is really your area of expertise.

00:04:45.180 --> 00:04:53.660

Phil: I'm looking at the prices of these, and the 3090 is going to go for $2500 for the Founder Edition.

00:04:53.680 --> 00:04:55.700

Tom: I think it's $1500, isn't it?

00:04:56.060 --> 00:04:58.720

Phil: Well, $2500, that's Australian money.

00:04:59.320 --> 00:05:05.760

Phil: And the 3080 is going for $1140, which sounds insane to me.

00:05:06.760 --> 00:05:11.760

Phil: But if you actually look at the thing, I mean, it's a beautiful piece of engineering, and I'm sure it's very capable.

00:05:11.780 --> 00:05:20.540

Phil: And again, you know that I'm a neophyte when it comes to graphics, so would it be worth the jump?

00:05:20.560 --> 00:05:23.260

Phil: I mean, what games would actually make use of that?

00:05:23.280 --> 00:05:24.640

Tom: Well, presently none.

00:05:25.160 --> 00:05:45.620

Tom: Well, actually, certainly the 2080 Ti, if you were to attempt to play Metro Exodus in 4K with the highest ray tracing settings on, it hovers around 60 FPS, if I remember consistently, but you're not getting much higher than that.

00:05:46.080 --> 00:06:02.060

Tom: So when it comes to even more demanding 4K titles with ray tracing, then it's conceivable that the 3080 and 3090 will actually be being utilised.

00:06:02.720 --> 00:06:10.180

Tom: But unless you are playing ray tracing at 4K, it probably is not very useful to have.

00:06:10.960 --> 00:06:13.620

Phil: I'm just seeing here, you can get a 2080 Ti.

00:06:14.640 --> 00:06:18.420

Phil: The cheapest is like a thousand bucks from MSI.

00:06:19.540 --> 00:06:23.060

Phil: And then they also have some for like 1800 bucks, 2300 bucks.

00:06:23.080 --> 00:06:25.580

Phil: So I guess I don't really understand the difference there.

00:06:25.600 --> 00:06:29.960

Phil: I guess it's all in terms of configurations with cooling fans and other things like that.

00:06:30.460 --> 00:06:33.340

Tom: Well, were you comparing the 2080 and the 2080 Ti?

00:06:33.820 --> 00:06:36.360

Phil: Just the 2080 Ti is all I was looking for.

00:06:37.000 --> 00:06:39.680

Phil: And these are all Australian prices on eBay.

00:06:40.880 --> 00:06:43.400

Phil: Even so, a thousand bucks for a video card.

00:06:43.420 --> 00:06:45.520

Phil: I mean, like at this point, would you go...

00:06:45.540 --> 00:06:52.420

Phil: Would you say, no, don't get a 2080 Ti because of the RTX 3080?

00:06:53.380 --> 00:06:54.560

Tom: You would not want to get...

00:06:55.540 --> 00:07:10.600

Tom: The only video card that would still be useful to purchase at the moment would be in the realm of very good deals on things like the 1650 and more budget-orientated cards.

00:07:11.700 --> 00:07:20.460

Phil: Because, yeah, you basically buy these cheaper ones because that's where you're going to get the most bang for your buck without feeling like you're going to have to make a major reinvestment in a short amount of time.

00:07:20.480 --> 00:07:21.020

Tom: Exactly.

00:07:21.440 --> 00:07:27.120

Phil: Yeah, and a 1650 TI, I'm having trouble getting a price for it, but what do you think they go for right now?

00:07:28.460 --> 00:07:38.700

Tom: When I was looking at them a while ago, if I remember correctly, and my memory is probably completely wrong, they were around the $500 mark.

00:07:39.060 --> 00:07:47.000

Phil: That's amazing value, which is kind of a funny thing for me to say, given the next topic, if you're ready to move on to that.

00:07:47.440 --> 00:08:00.040

Tom: Yep, and just last thing, the main appeal of these cards is definitely just for higher resolution rendering at this stage and things like ray tracing.

00:08:00.080 --> 00:08:13.420

Tom: So if you were playing games at 1080p, you really did not need more than a 1650 unless you were targeting ultra and ray tracing features in everything.

00:08:13.720 --> 00:08:16.320

Phil: Would it help for VR and stuff like that?

00:08:17.100 --> 00:08:19.900

Tom: Well, again, it depends on if you're targeting ultra.

00:08:19.920 --> 00:08:28.080

Tom: If you are going for ultra, and because a lot of VR is at least 1440p, then it does help in VR as well.

00:08:28.140 --> 00:08:34.820

Tom: But you can easily get away with something like the 1650ti with VR if you're playing on medium.

00:08:36.840 --> 00:08:39.400

Phil: You haven't dropped into VR yet, have you?

00:08:39.680 --> 00:08:40.340

Tom: No, I haven't.

00:08:40.760 --> 00:08:41.080

Phil: Yeah.

00:08:41.100 --> 00:08:42.300

Phil: Any interest there or?

00:08:42.600 --> 00:08:44.180

Tom: I'm definitely interested in trying it.

00:08:44.560 --> 00:08:44.840

Phil: Yeah.

00:08:44.940 --> 00:08:47.460

Phil: It's just a matter of getting the right rig or?

00:08:48.080 --> 00:09:02.120

Tom: Well, I would need to try a low budget version of it because the odds of it being unusable is pretty high, considering the weight of it and the likelihood of nausea.

00:09:02.680 --> 00:09:03.000

Phil: Yeah.

00:09:03.080 --> 00:09:03.360

Phil: Yeah.

00:09:03.380 --> 00:09:04.580

Phil: And I'm the same way.

00:09:04.600 --> 00:09:18.300

Phil: It's like, I'm interested, but realistically, with the short bursts of time I have for gaming every day, I'm not really going to get immersed in a thing, and I really don't want to spend that kind of money until I can try before I buy.

00:09:19.220 --> 00:09:31.160

Phil: And trying before you buy in these days, I was going to say it would be great if these VR rig manufacturers could send you a loaner sort of thing, but in these unprecedented times, that's probably not a good idea.

00:09:31.820 --> 00:09:38.820

Phil: Speaking of which, for our listeners that don't know, you're based in the hotspot in Australia of this whole COVID thing.

00:09:38.840 --> 00:09:40.860

Phil: Are you guys still in complete lockdown?

00:09:41.240 --> 00:09:44.620

Tom: We are still in stage 4 lockdown, yes.

00:09:45.060 --> 00:09:49.740

Phil: Yeah, which basically means that you can't be out after 8 o'clock at night.

00:09:49.760 --> 00:09:54.520

Tom: I think there's an 8 o'clock curfew, but that is I think about to change to 9 o'clock.

00:09:55.060 --> 00:09:55.440

Phil: Yeah.

00:09:56.080 --> 00:10:02.420

Tom: And you can go out for non-work reasons or shopping to exercise for one hour, I believe.

00:10:02.820 --> 00:10:08.200

Phil: It sounds really extreme for someone who's not living under those circumstances.

00:10:09.160 --> 00:10:09.800

Tom: Potentially.

00:10:10.640 --> 00:10:21.040

Phil: So the other, I mean, probably the biggest news, of course, for the last week, has been the Xbox Series X and the Xbox Series S pricing and launch dates.

00:10:21.240 --> 00:10:36.660

Phil: They're going to come out November 10th, and the prices in the United States are 500 bucks or $4.99 for the X, and then the S Series is only going to be $499.

00:10:36.680 --> 00:10:37.440

Tom: $300, right?

00:10:38.260 --> 00:10:41.260

Phil: $300, yes, $299, which is incredible.

00:10:42.020 --> 00:10:50.300

Phil: The only downside about that is that it doesn't have a disc, and it has fairly limited onboard storage.

00:10:50.940 --> 00:11:05.480

Phil: And given that the whole value proposition of the Xbox is Game Pass, and the fact that you won't be able to use a disc, so therefore you're going to have to download games, that sort of, I think, hamstrings the Series S.

00:11:05.740 --> 00:11:08.600

Tom: It should be easy to upgrade the storage though, shouldn't it?

00:11:09.040 --> 00:11:20.180

Phil: Well, they're using a proprietary storage, so it's not like what we've become accustomed to over the last couple of generations with just hooking up an SD drive, an external USB drive.

00:11:21.040 --> 00:11:27.260

Phil: On the Xbox, you actually, there is a proprietary plug, which is unlike anything that's out there already.

00:11:27.960 --> 00:11:33.300

Phil: So you'll only be able to use Xbox-licensed memory upgrades.

00:11:33.760 --> 00:11:36.260

Tom: Surely, there'll be a converter for that?

00:11:37.180 --> 00:11:38.080

Phil: Yeah, possibly.

00:11:38.320 --> 00:11:40.300

Phil: And whether or not Microsoft will allow it.

00:11:40.320 --> 00:11:41.900

Tom: If not, what is the storage on it?

00:11:43.000 --> 00:11:51.440

Phil: It's got 1 terabyte of storage on board, which would be what basically you can download Call of Duty Modern Warfare and APAC.

00:11:53.260 --> 00:11:56.260

Phil: So I think that really does hamstring it.

00:11:56.280 --> 00:12:01.720

Tom: What appeared at first to be an amazing deal is suddenly not looking so good.

00:12:02.260 --> 00:12:20.060

Tom: While you would be hoping for there to be a converter so that you can plug a normal SSD in or something to that effect, the description of it is that it has an internal 1 terabyte SSD and that there is an expansion slot on the rear to add an optional 1 terabyte SSD.

00:12:20.840 --> 00:12:30.800

Tom: And with the case of the Wii U, for instance, you were, without homebrewing it, limited to a maximum hard drive size.

00:12:30.820 --> 00:12:39.520

Tom: So if they're limiting you to 1 terabyte unless you are doing homebrew stuff, that is absolutely horrendous.

00:12:40.460 --> 00:12:43.340

Phil: And I think also, you know, you say, well, what about a converter?

00:12:43.600 --> 00:12:47.780

Phil: I'm pretty sure Microsoft's going to have this locked down for security and piracy reasons.

00:12:47.800 --> 00:12:54.700

Phil: They don't want anything accessible going next to it, which is probably why they've gone with this proprietary adapter.

00:12:55.580 --> 00:13:00.400

Phil: Though of course this thing will still have USBs, so it's kind of, yeah, who knows?

00:13:00.480 --> 00:13:06.140

Phil: But I can't imagine Microsoft will tolerate dongles.

00:13:06.280 --> 00:13:07.340

Phil: But we'll see.

00:13:07.520 --> 00:13:10.540

Phil: Because everything else they're doing is extremely consumer-friendly.

00:13:11.680 --> 00:13:24.880

Phil: The price down here in Australian dollars will be $749 Australian, which translates to about $585 US.

00:13:25.180 --> 00:13:27.300

Tom: Typically that's for the Series X.

00:13:28.020 --> 00:13:29.780

Phil: That's for the Series X, yes.

00:13:30.080 --> 00:13:45.840

Phil: But when you add in GST, which our sales tax is included in that, whereas in the United States, depending on the state you're in, you're paying 10% to 12% of sales tax, then there are ways to skirt that by buying online.

00:13:46.520 --> 00:13:50.180

Phil: Amazon no longer is a way to do that, but other smaller retailers.

00:13:50.560 --> 00:14:00.520

Phil: So when you look at that $500 in the US for the Series X, with, say, a 10% sales tax, you're actually paying $550.

00:14:00.560 --> 00:14:04.780

Phil: We're paying $585 here in US dollars.

00:14:04.800 --> 00:14:07.720

Phil: So we're not really getting pounded that much.

00:14:08.020 --> 00:14:09.040

Tom: That's pretty impressive.

00:14:09.060 --> 00:14:11.300

Tom: There's basically no markup on it at all.

00:14:12.180 --> 00:14:21.740

Phil: There's no tax, basically, to get it here to Australia, which is considerable, which is a considerable concession, given that we're a smaller population.

00:14:21.760 --> 00:14:26.880

Phil: It costs more to ship stuff to Australia than it does to major population centers.

00:14:27.500 --> 00:14:29.960

Phil: So I don't begrudge them on that one.

00:14:31.400 --> 00:14:34.600

Phil: I thought it was going to be $500 US, and it was.

00:14:34.960 --> 00:14:38.720

Phil: The surprise was the value of the Series S.

00:14:39.920 --> 00:14:43.700

Phil: $299 for a brand new console with the specs that it's got.

00:14:44.160 --> 00:14:45.200

Phil: It's unbelievable.

00:14:45.360 --> 00:14:58.340

Phil: And so if you're in an internet-friendly country, and you don't mind constantly deleting and re-downloading your games, and you don't mind that, it's an extremely great value.

00:14:59.260 --> 00:15:06.280

Phil: But they're probably looking at, you know, small G gamers will get that, because they're only going to want two or three games.

00:15:06.360 --> 00:15:08.600

Phil: They'll try a game, delete it off, you know.

00:15:09.580 --> 00:15:17.260

Phil: So it's a great message, and I think Microsoft has done a tremendous job in keeping this all under their hats for so long.

00:15:17.740 --> 00:15:26.740

Phil: And it really puts Sony in a difficult situation, because they've already announced their two models, and the only difference between the two is one has a drive and one doesn't.

00:15:27.580 --> 00:15:29.520

Phil: Rather a disk drive and one doesn't.

00:15:30.920 --> 00:15:39.540

Tom: So it will be interesting seeing the price of the PS5, given that they historically are always the more expensive console.

00:15:40.120 --> 00:15:42.460

Phil: I'm thinking 800 bucks here on the store.

00:15:42.840 --> 00:15:47.460

Tom: Have any consoles previously launched at more than 500 US recently?

00:15:48.820 --> 00:15:49.120

Phil: No.

00:15:49.720 --> 00:15:49.980

Phil: No.

00:15:50.680 --> 00:15:51.780

Phil: No, that's been the cap.

00:15:51.800 --> 00:15:52.820

Phil: That's been the very top.

00:15:53.360 --> 00:15:58.540

Phil: Like the PlayStation 3, I think was 499.

00:15:58.720 --> 00:15:59.620

Phil: It could have been higher.

00:15:59.920 --> 00:16:00.740

Phil: I can't remember.

00:16:00.920 --> 00:16:08.040

Phil: But I don't see the PlayStation down here being any less than 800 bucks, unfortunately.

00:16:08.840 --> 00:16:14.800

Phil: And my guess for the state will be that it will be 549.

00:16:14.920 --> 00:16:25.920

Tom: I'm thinking maybe the Disclos version will be $500 if they really want to not be in the same realm as what Microsoft is doing.

00:16:26.500 --> 00:16:32.700

Tom: I think the original PS3, it had the harder and smaller hard drive version.

00:16:32.720 --> 00:16:37.660

Tom: I think the smaller hard drive version was 500 and the larger one was 600.

00:16:39.160 --> 00:16:41.900

Tom: So they might be doing something similar again.

00:16:42.820 --> 00:16:51.380

Tom: But that is a tall order for them to be competing with the $300 Series S.

00:16:51.480 --> 00:17:02.600

Tom: But of course, with the PS5, the only difference is the disc drive, whereas the Series S has a weaker GPU in it as well.

00:17:02.620 --> 00:17:11.220

Phil: Yeah, and can't do native 4K, but it can do 4K media, and that's where I think they're actually pulling a PlayStation 2 or a PlayStation 1.

00:17:11.380 --> 00:17:16.660

Phil: So whereas the PlayStation 2 was an affordable DVD player, which is why it sold so well.

00:17:18.260 --> 00:17:20.060

Tom: The PS3 as well with Blu-ray.

00:17:20.540 --> 00:17:24.320

Phil: And the PS3 with Blu-ray, although the value proposition wasn't there.

00:17:24.340 --> 00:17:27.360

Phil: But if you go to the small G Gamer...

00:17:27.840 --> 00:17:32.380

Tom: It was for the quality of the Blu-ray player in the PS3.

00:17:32.640 --> 00:17:42.780

Tom: You could get cheap Blu-ray players, but if I remember correctly, it was the cheapest one that was of beginner enthusiast quality.

00:17:43.540 --> 00:17:59.140

Phil: So what I'm saying though with the Series S, if you haven't got a 4K player right now, for $299 US, you're getting the Xbox, basically the new Xbox.

00:17:59.160 --> 00:18:04.040

Phil: It can play 4K media, can't play 4K games, but a small G game is not going to care about that anyway.

00:18:05.060 --> 00:18:11.380

Tom: I don't know if that's really good value though, given that you can get a $50 or $100 computer that will do 4K.

00:18:11.940 --> 00:18:17.180

Phil: Yeah, but again, we're talking about people who gaming isn't their primary disposition.

00:18:17.200 --> 00:18:22.520

Phil: They just have to have a gaming console in their house for various other things, like watching Netflix.

00:18:23.640 --> 00:18:26.760

Phil: It's a brain dead way to get Netflix and other things into your house.

00:18:28.100 --> 00:18:47.980

Phil: And in addition to that, with Microsoft's financing, they're basically offering a $25 a month thing to get the game pass, which means you're going to get every new Xbox game quote for free, you know, on release.

00:18:49.160 --> 00:18:51.780

Phil: You know, so it just sounds like a great deal.

00:18:51.800 --> 00:18:55.980

Phil: And yeah, I think Sony is going to really struggle to catch up.

00:18:57.100 --> 00:19:05.920

Tom: But they have always positioned themselves as the more high end and expensive console.

00:19:05.940 --> 00:19:18.940

Tom: So as impressive as the price of the Series S is, it's still a somewhat similar situation to previous generations, particularly with the PS2 as a comparison.

00:19:19.620 --> 00:19:20.540

Phil: Oh, absolutely.

00:19:20.560 --> 00:19:24.560

Phil: And also on games as well, you know, Sony is saying, no, we're a games console.

00:19:24.620 --> 00:19:26.820

Phil: Yeah, we have these other things, but we're a game console.

00:19:26.820 --> 00:19:27.920

Phil: We have exclusives.

00:19:27.940 --> 00:19:33.700

Phil: We have 17 worldwide studios around the world, and we'll actually have games at launch.

00:19:34.320 --> 00:19:40.980

Phil: Whereas Microsoft, you know, with Halo Infinite falling off, you know, doesn't really have a great launch lineup.

00:19:41.780 --> 00:19:59.160

Phil: But again, all that stuff doesn't matter because capital G gamers are going to buy the great new tech at launch, and small g gamers aren't going to notice that there isn't a great lineup as long as it's got, you know, Madden and the recently re-released Tony Hawk 1 and 2, which is apparently phenomenal.

00:20:00.740 --> 00:20:03.300

Phil: So yeah, in any case, it's all good.

00:20:04.600 --> 00:20:13.360

Phil: I wasn't eager to get an Xbox Series X at launch just because it wasn't really a compelling game for me to get along with it, and that's always important at a launch.

00:20:15.180 --> 00:20:16.500

Phil: But yeah, it'll...

00:20:16.800 --> 00:20:17.380

Phil: It's still...

00:20:17.460 --> 00:20:24.260

Phil: I'm still obviously very interested in the Xbox Series X as opposed to the S because of my internet limitations.

00:20:24.480 --> 00:20:30.520

Phil: And so is either of them compelling to you now that you've got a supercomputer?

00:20:30.540 --> 00:20:43.100

Tom: If not for my computer, if I was considering getting a non-Nintendo console, it would absolutely be the Series S because that is just an incredible deal.

00:20:43.120 --> 00:20:51.320

Tom: You're essentially getting a 1440p high-end computer for $500.

00:20:52.060 --> 00:20:52.340

Phil: Yeah.

00:20:53.200 --> 00:20:53.480

Phil: Yeah.

00:20:54.000 --> 00:20:54.860

Phil: Yeah, it's great.

00:20:56.020 --> 00:20:59.820

Phil: Again, if not for the internet, I'd be pre-ordering an S today.

00:21:00.540 --> 00:21:12.260

Tom: Before we move on from Microsoft, you just reminded me of a game that I completely forgot about when we were doing the show notes that I have played the first level of, and I have to bring up.

00:21:12.280 --> 00:21:13.560

Tom: That is Halo 3.

00:21:15.900 --> 00:21:23.160

Tom: And we all remember how tremendously disappointed I was in the first level of Halo Reach.

00:21:24.120 --> 00:21:24.480

Phil: Yes.

00:21:24.680 --> 00:21:35.480

Tom: Yes, it was from the narrative to the gameplay to the look of the game, a tremendously disappointing experience.

00:21:35.960 --> 00:21:39.820

Tom: Halo 3, I am pleased to say, is the complete opposite.

00:21:39.840 --> 00:21:44.320

Tom: It is perhaps the best opening to a Halo that I have played.

00:21:45.140 --> 00:21:48.420

Tom: Coming from Reach, it's amazingly colourful.

00:21:48.640 --> 00:21:56.280

Tom: It's like it's a combination of Killzone 3 and Crisis, but better than both visually.

00:21:58.500 --> 00:22:02.860

Tom: The level design is on a completely different level.

00:22:02.880 --> 00:22:43.220

Tom: There's a combination of corridor sections, absolutely, but even the corridor sections are usually within areas that you can move out of the corridors, and you can use the corridors as cover to fight enemies outside of the corridors on platforms or in little hollows, and you can move from hollow to hollow as well, completely ignoring the corridors, unlike in Halo Reach, which was really static environments that were just basically plain open areas without any sort of detail affecting how you were moving and where the enemies were.

00:22:45.120 --> 00:23:10.040

Tom: The story is not some terrible imperialist Call of Duty fanfiction as the Halo Reach opening was, but a very much on-point Halo 3 semi-serious science fiction The World Coming Together story, essentially the complete reverse of what Reach was.

00:23:10.040 --> 00:23:17.020

Tom: And maybe Reach later on subverts Halo 3, the Halo style, interestingly, but the opening certainly didn't.

00:23:18.540 --> 00:23:27.900

Tom: And just again on the great tone of the story, the grunt banter is brilliant and on another level compared to what it was in Reach.

00:23:28.400 --> 00:23:33.960

Tom: The enemies are more densely populated due to the better design.

00:23:33.960 --> 00:23:38.000

Tom: It is just an absolutely perfect Halo opening.

00:23:39.100 --> 00:23:41.000

Phil: Does it start in a jungle setting?

00:23:41.020 --> 00:23:41.920

Phil: Yes, it does.

00:23:42.060 --> 00:23:43.460

Tom: No, it is in the jungle.

00:23:44.240 --> 00:23:47.760

Phil: I remember Halo 5, I remember Halo 1 and 2.

00:23:48.880 --> 00:23:51.720

Phil: The game you're talking about, I remember now.

00:23:53.300 --> 00:23:55.780

Phil: But I can't remember Halo 4 for the life of me.

00:23:56.440 --> 00:23:57.760

Tom: I think a lot of people can't.

00:23:58.580 --> 00:23:59.060

Phil: Yeah.

00:23:59.120 --> 00:24:08.040

Phil: And well, Halo 3, I didn't like it at the time because I was so hyped up about it, you know.

00:24:08.060 --> 00:24:09.760

Tom: A lot of people were disappointed at the time.

00:24:09.760 --> 00:24:14.200

Tom: It was, yeah, the majority opinion was that it was a massive disappointment.

00:24:14.220 --> 00:24:19.220

Tom: But at this stage, I think a lot of people consider it to be the best.

00:24:19.580 --> 00:24:23.740

Tom: The ones people choose as the best, I think, is 3, Reach.

00:24:24.780 --> 00:24:27.840

Tom: I think ODST is the hipster choice.

00:24:28.740 --> 00:24:31.460

Tom: And obviously 2 and 1 as well.

00:24:32.100 --> 00:24:34.020

Phil: Yeah, well, Reach is the best for sure.

00:24:34.220 --> 00:24:37.220

Phil: And then 1 is my favorite.

00:24:37.240 --> 00:24:41.140

Tom: Well, Reach certainly has the worst opening without any comparison.

00:24:41.800 --> 00:24:44.960

Phil: Yeah, I don't remember, but I've only played it twice, I think.

00:24:44.980 --> 00:24:46.300

Phil: But on Halo 3...

00:24:46.320 --> 00:24:50.700

Tom: Well, that might be an issue if you've played the game twice and you do not remember the opening.

00:24:50.720 --> 00:24:51.520

Phil: Can't remember, yeah.

00:24:52.100 --> 00:24:53.460

Phil: There's a lot of things I don't remember.

00:24:53.780 --> 00:24:57.060

Phil: But hey, Master Chief Collection, I do have that.

00:24:57.080 --> 00:24:58.780

Phil: So it looks like I'm in for a big update.

00:24:58.820 --> 00:25:01.640

Phil: And I've written Halo 3 down on the list.

00:25:02.880 --> 00:25:07.800

Phil: Speaking of the list, we've both been playing a game.

00:25:08.000 --> 00:25:14.300

Phil: I really wanted to know what our next itch.io game is, if you can think about that while we're talking about stuff.

00:25:14.640 --> 00:25:16.860

Phil: I don't think we have to spend too much time on Nintendo.

00:25:16.860 --> 00:25:28.000

Phil: I mean, there is a rumor that a Switch Pro is coming out that will not be portable at all and will provide 4K support on some level.

00:25:28.800 --> 00:25:34.640

Phil: I don't think it's entirely necessary for Nintendo to be doing this, but it won't hurt.

00:25:34.660 --> 00:25:41.640

Phil: I mean, it gives gamers another thing to buy, and then they can continue down two tracks that way.

00:25:43.000 --> 00:25:46.900

Phil: But I don't think that a non-portable...

00:25:47.280 --> 00:25:51.620

Phil: I think a non-portable Switch is as compelling as a non-dockable Switch.

00:25:51.820 --> 00:25:54.920

Phil: I don't see the point.

00:25:55.000 --> 00:26:03.600

Tom: I think a Light is a more compelling console than a non-portable at all Switch would be.

00:26:05.320 --> 00:26:14.440

Tom: Because there are people who only play handheld games, or would be interested in only playing Switch games as handheld games.

00:26:15.440 --> 00:26:28.920

Tom: I'm not sure how many people would be interested in playing a Switch that can upscale to 4K, but does not have the portability of either the standard console or the Light.

00:26:30.040 --> 00:26:35.240

Phil: Well, the portability for me enables me to play so many more hours of gaming every week.

00:26:36.180 --> 00:26:40.580

Phil: So for it to be non-portable is a deal breaker for me.

00:26:40.640 --> 00:26:46.700

Phil: And I just don't think there's enough people that would want upgraded graphics if they can just play it at home and only at home.

00:26:47.480 --> 00:26:56.600

Phil: I've got to say I play my Switch so much portably that when I do dock it and I play like Deadly Premonition 2 on the big screen, it's very impressive.

00:26:57.160 --> 00:27:00.840

Phil: It's like, oh my god, this is incredible.

00:27:01.200 --> 00:27:06.480

Phil: Because you're just playing it portably, you put it onto the dock, you pick up your pro controller and keep going.

00:27:06.920 --> 00:27:13.020

Phil: And just seeing everything that you're so used to seeing on a small screen come up on a big screen, it's just magical.

00:27:13.240 --> 00:27:18.980

Tom: So it's better fidelity than the Wii U then, because a lot of games are on the Wii U.

00:27:19.160 --> 00:27:32.060

Tom: If you're playing it on the gamepad, then you switch to a 1080p monitor or television screen, and it's 720p and you think it looks a lot better on a tiny screen.

00:27:33.660 --> 00:27:34.560

Phil: Look, there's nothing...

00:27:35.160 --> 00:27:40.760

Phil: The other Nintendo stuff is obviously the Mario 35th anniversary, which other shows have talked to to death.

00:27:41.380 --> 00:27:42.960

Tom: And it's a terrible deal.

00:27:43.740 --> 00:27:46.740

Phil: Yeah, it's terrible, obviously.

00:27:47.380 --> 00:27:55.440

Phil: It does make me want to go back and play Mario Sunshine on my GameCube, but other than that, it's not great.

00:27:55.460 --> 00:27:58.340

Phil: They did give away All Stars for free, but come on.

00:27:58.360 --> 00:28:04.620

Phil: I mean, they gave it away for free to people who are subscribing like myself on a monthly basis to Nintendo Online.

00:28:05.020 --> 00:28:07.740

Phil: And it's like, well, this should be there already anyway.

00:28:07.820 --> 00:28:14.220

Phil: I mean, their offerings for the online NES and SNES libraries is pathetic and pitiful.

00:28:15.340 --> 00:28:17.360

Tom: So you can only get that by subscribing?

00:28:17.920 --> 00:28:18.740

Phil: Yeah, exactly.

00:28:18.760 --> 00:28:20.260

Tom: So it's not available in the store?

00:28:20.280 --> 00:28:21.920

Phil: Oh, yeah.

00:28:22.500 --> 00:28:23.620

Phil: I don't know, honestly.

00:28:23.660 --> 00:28:24.540

Phil: That's a good question.

00:28:24.560 --> 00:28:29.880

Phil: And the thing that's interesting about it, Tom, is that this is the 24th month.

00:28:29.940 --> 00:28:37.100

Phil: So if you subscribe to Nintendo Online the first time around, this is where your second renewal subscription is coming up.

00:28:37.660 --> 00:28:43.040

Phil: So I believe this was an enticement just to continue doing it.

00:28:43.300 --> 00:28:51.160

Phil: Because honestly, other than Tetris 99, there's no reason to have Nintendo Online because the online offerings for their free stores...

00:28:51.180 --> 00:28:52.720

Tom: Splatoon 2, I believe.

00:28:53.280 --> 00:28:57.920

Phil: Yeah, Splatoon 2 and Mario Kart, you know, Tetris 99.

00:28:59.520 --> 00:29:00.960

Phil: Those are all good reasons to have it.

00:29:00.980 --> 00:29:02.140

Tom: Is Rocket League on Switch?

00:29:03.300 --> 00:29:04.060

Phil: It is, as well.

00:29:04.080 --> 00:29:05.140

Tom: There's four reasons.

00:29:05.660 --> 00:29:07.300

Phil: Yeah, yeah.

00:29:07.620 --> 00:29:09.160

Phil: I mean, and it's a good value.

00:29:09.180 --> 00:29:09.740

Phil: It's only like...

00:29:09.740 --> 00:29:10.720

Tom: It's not good value.

00:29:11.060 --> 00:29:13.040

Tom: You are paying for Nintendo Online.

00:29:14.640 --> 00:29:16.140

Tom: In no world is that good value.

00:29:17.220 --> 00:29:17.900

Phil: Yes, you're right.

00:29:19.100 --> 00:29:19.940

Phil: My apologies.

00:29:21.180 --> 00:29:28.000

Phil: But they did announce that Mario 35, which is like a Tetris 99 thing, but you haven't played Tetris 99, so you wouldn't fully get it.

00:29:30.800 --> 00:29:31.120

Phil: Yeah.

00:29:31.260 --> 00:29:36.080

Phil: Okay, well, with that, I think we're probably ready to talk about a game you're playing.

00:29:36.540 --> 00:29:46.540

Phil: Last time we talked about a 90s shooter that I did look at, it's 20 bucks on the Switch, but I just want to finish Deadly Premonition 2 before I get another Switch game.

00:29:47.200 --> 00:29:47.980

Phil: What was it called?

00:29:48.940 --> 00:29:50.060

Tom: Project Warlock.

00:29:50.700 --> 00:29:52.080

Phil: Project Warlock, right.

00:29:52.180 --> 00:29:55.500

Phil: And we talked about Iron Maiden, which is a similar type of game.

00:29:56.280 --> 00:29:58.180

Phil: You've actually been playing Iron Harvest.

00:29:58.440 --> 00:29:59.200

Tom: Yes, I have.

00:29:59.620 --> 00:30:07.440

Tom: And this is an RTS, I believe, originally a Kickstarter title by King Art Games.

00:30:07.640 --> 00:30:25.580

Tom: And followers of The Game Under Podcast should be well familiar with King Art Games because they are the developer of The Book of Unwritten Tales, which was a very successful adventure game series in the 2010s.

00:30:26.260 --> 00:30:34.200

Tom: So it's interesting that they're making an RTS in the first place, but they apparently at one point made a turn-based strategy game.

00:30:35.200 --> 00:30:41.640

Tom: And they have made a tactical RPG, so this is apparently within their wheelhouse to some degree.

00:30:41.660 --> 00:30:46.340

Phil: So this is a German developer, and then Iron Harvest is available.

00:30:46.360 --> 00:30:48.240

Phil: You're playing it on PC or Xbox?

00:30:48.260 --> 00:30:51.260

Tom: I was playing the open beta on PC.

00:30:51.280 --> 00:30:52.480

Phil: Okay.

00:30:52.640 --> 00:30:58.080

Tom: But it is now out, so I am not currently playing more of it yet.

00:30:58.200 --> 00:31:07.740

Tom: I may get it at some point in Steam sale, but obviously no one with any sense of self-dignity buys anything on Steam that is not heavily discounted.

00:31:09.380 --> 00:31:16.720

Tom: But the open beta was actually about, I think, five of the ten missions of the first of three campaigns.

00:31:16.740 --> 00:31:21.260

Tom: So it was a reasonably in-depth demo that anyone could play.

00:31:21.720 --> 00:31:26.240

Tom: Being an open beta, you didn't need to try and get into it or anything like that.

00:31:27.200 --> 00:31:33.880

Tom: And the whole hook of the game is that it is an alternative history dieselpunk setting.

00:31:33.900 --> 00:31:57.620

Tom: Basically, it's set during the, I think, just after the First World War in the lead-up to the second in Polania, which is obviously Poland, which is stuck between Saxony, I think, they're called, Germany, and the Rusviets, which is obviously a combination of Tsarist Russia and the Soviet Union.

00:31:59.100 --> 00:32:05.920

Tom: And also being an adventure game company, you would expect the story to be somewhat interesting.

00:32:06.620 --> 00:32:19.940

Tom: And the hook at the beginning is essentially you, it's more in the vein of a company of heroes than it is something like StarCraft, although there are base elements to it.

00:32:20.120 --> 00:32:28.980

Tom: It's more about the minute-to-minute strategy in combat than it is about mining resources and harvesting stuff.

00:32:29.000 --> 00:32:47.480

Tom: And an example of this is in the levels where you do have bases, while the harvesting of resources is important, the main way you actually get it is by taking over enemy oil rigs and mines and things like that as you are exploring the map.

00:32:47.500 --> 00:32:52.880

Tom: And then at some point, you reach an area where you have to set up base and build things.

00:32:53.380 --> 00:33:01.400

Tom: And that's made a lot easier by having already taken over previous mines and things like that that the enemy had.

00:33:01.420 --> 00:33:16.980

Tom: So even when building is important, at least in the first half of the campaign, it's usually as part of a mission, rather than as you're plonked in an area with a base and you have to go out of the base and slowly take over the map from there, destroying enemy bases and so forth.

00:33:17.500 --> 00:33:29.640

Tom: So it is much more in the vein of something like Company of Heroes, and as a result as well, the heroes and special units and so forth are more important than in something like StarCraft as well.

00:33:29.800 --> 00:33:50.420

Tom: And the story of the Polanyian campaign is about a Polanyian peasant girl, and it starts off with a hilarious introduction, teaching the controls where you have a snow battle with a group of boys who don't want to play war games with you because you're a girl.

00:33:51.860 --> 00:34:03.020

Tom: And this sense of humour and amusing, but also serious tone to the story is kept throughout, and it's got a lot of interesting historical references.

00:34:03.040 --> 00:34:20.820

Tom: For instance, the girl during the story befriends a bear who goes around as a medic later on healing your troops, which is a reference to a bear that the Soviet Union had in a squad as a mascot at some point.

00:34:20.840 --> 00:34:30.580

Tom: I think, not sure if it was in Poland or a different part of the Soviet Union, but there's many references like that.

00:34:30.820 --> 00:34:35.780

Phil: Yeah, I just watched the theatrical intro, and it's comically bombastic.

00:34:36.460 --> 00:34:46.240

Phil: And it's got the bear, it's got the robots with the glowing eyes, it's got a little boy playing with what looks to be battle tanks now that I'm watching gameplay video.

00:34:47.440 --> 00:34:51.220

Phil: I'm looking at the gameplay video of it in real-time strategies.

00:34:51.240 --> 00:35:10.600

Phil: Like, the only one that I've really played beyond Castles 2 was Halo Wars, and I was so enthralled with the genre from Halo Wars because it was made by one of the preeminent developers of RTS.

00:35:10.900 --> 00:35:17.920

Phil: I forget their names right now, but they were subsequently closed by Microsoft, and it was their last game, in fact.

00:35:18.160 --> 00:35:26.500

Phil: And I absolutely loved the genre, but for the fact that it created an extreme level of anxiety.

00:35:27.860 --> 00:35:33.280

Phil: I was so stressed out while I was playing it that I just couldn't play it again.

00:35:34.840 --> 00:35:42.460

Phil: You know, I'll play turn-based strategies, but real-time strategies just always had me worried about what I was missing or what was happening off-screen.

00:35:44.140 --> 00:35:47.980

Phil: But I'm looking at the gameplay of the beta.

00:35:48.000 --> 00:35:58.160

Phil: It looks really good in terms of how it operates, but they're jumping backwards and forwards from the front line back to defending their bases, and that's the thing that just stresses me out.

00:35:59.200 --> 00:36:03.740

Phil: Is that a common trepidation that players of these things have?

00:36:03.760 --> 00:36:10.960

Tom: Well, I don't think players of them would have that trepidation, but it may put some people off the genre itself.

00:36:11.800 --> 00:36:15.000

Phil: I just want to see the whole battlefield, you know?

00:36:15.960 --> 00:36:17.980

Tom: And you're limited by Fog of War as well.

00:36:19.120 --> 00:36:19.960

Phil: Yeah, yeah.

00:36:20.100 --> 00:36:32.040

Tom: But it would actually be an interesting mechanic in an RTS to have a drone-eyes view over the entirety of a battlefield.

00:36:33.120 --> 00:36:36.940

Phil: That would make me less stressful because I'm always worried about what I'm not seeing.

00:36:36.940 --> 00:36:42.600

Phil: So I was always just moving around the whole screen the whole time, making sure that I wasn't missing something.

00:36:44.580 --> 00:36:46.940

Phil: Yeah, but talking just...

00:36:47.100 --> 00:36:57.560

Phil: I'll let you get back to it in a second, but talking about playing pre-Baters and early access, I've only ever played one early access game, and I don't know why.

00:36:57.580 --> 00:36:58.380

Phil: I must have been drunk.

00:36:59.320 --> 00:37:01.600

Phil: But I bought Prison Architect.

00:37:04.260 --> 00:37:15.760

Phil: And I played the Beta, and I had fun with it, but it was janky as hell, and I just played so much of it that by the time the game came out and I had full access to it, I was like, yeah, yeah, yeah.

00:37:16.520 --> 00:37:27.600

Phil: And I keep updating it, thinking I'm going to go back to it, but because I had the early access impression of the game, I'm still like, got that thing in my head that, yeah, well, I've sort of...

00:37:28.020 --> 00:37:35.540

Phil: I've already enjoyed the best parts of it, and it was janky, and that sort of turns me off from going back to playing the full game.

00:37:36.540 --> 00:37:37.300

Phil: So I'm not sure...

00:37:37.320 --> 00:37:41.080

Phil: Again, I don't know if this is a common thing, but I've just got to...

00:37:42.260 --> 00:37:44.700

Phil: I just think early access is a bad idea.

00:37:44.760 --> 00:37:55.980

Phil: It's a good idea in terms of getting money up front, but from a gameplay perspective, I think it sort of shoots you in the foot, at least for a small share of the population such as myself.

00:37:55.980 --> 00:37:58.680

Tom: I think it depends on the game and how it's done.

00:38:00.340 --> 00:38:03.900

Tom: For instance, this was basically like an extended demo.

00:38:06.560 --> 00:38:07.780

Tom: That works pretty well.

00:38:08.480 --> 00:38:27.120

Tom: The one thing you would potentially be annoyed about, I anyway would, other than the Steam sale, if you could not continue from where you were up to, I would want to wait a while to continue because the five missions is several hours worth of gameplay depending on how fast you are.

00:38:27.140 --> 00:38:30.520

Tom: And I'm not particularly good at RTSs.

00:38:30.540 --> 00:38:36.100

Tom: I'm okay at turn-based strategy games, at least tabletop ones.

00:38:36.520 --> 00:38:43.360

Tom: But RTSs, though, I have a reasonable amount of experience playing quite a few of them, and I do greatly enjoy the genre.

00:38:43.380 --> 00:38:50.260

Tom: I'm not good at them because I'm terrible at the building aspect of them, for the most part.

00:38:51.320 --> 00:38:55.360

Tom: So that would be several hours of redoing the same thing if you could not continue.

00:38:56.420 --> 00:39:03.600

Tom: But as I said, the building stuff was secondary, so I did not do too badly in it.

00:39:04.660 --> 00:39:14.700

Tom: And there are some issues with it, though, which hopefully are fixed in the final version, but the open beta was obviously just before the game released, so who knows?

00:39:15.280 --> 00:39:17.900

Tom: But take this with a grain of salt in case they have been fixed.

00:39:18.340 --> 00:39:39.180

Tom: But there were numerous glitches where, with mechs that had the ability to embank themselves in an area and basically become an immobile turret, they would glitch into doing that themselves, and from then on, you could not move them.

00:39:39.220 --> 00:39:43.480

Tom: So you would have a unit stuck there that you could not replace.

00:39:43.600 --> 00:39:49.740

Tom: And being a company of hero style thing, the amount of units you have is extremely limited.

00:39:50.120 --> 00:40:04.960

Tom: So when you have a unit randomly just plonk itself down somewhere and become completely useless for the entire mission unless an enemy happens to wander over to it, that rather handicapped me on several occasions.

00:40:06.200 --> 00:40:10.280

Tom: So that would be extremely frustrating in the main game as well.

00:40:11.620 --> 00:40:44.560

Tom: The pathfinding of units as well is a little bit weird because one of the aesthetically really enjoyable things about the game is that the mechs can just walk through buildings and they will collapse, but the pathfinding of mechs, they will often not try to take the direct route somewhere, but walk all over the place to avoid stuff that they can walk through as if they are standard infantry, which also makes how you're attacking things a little bit awkward to plan as well.

00:40:45.980 --> 00:40:58.440

Tom: So there are issues like that, but with the exception of one mission that was simultaneously a pretty very interesting concept, was also a little bit annoying.

00:40:59.040 --> 00:41:05.320

Tom: Basically, you were escorting a train that could shoot mortar through an area from one side of the map to the other.

00:41:05.980 --> 00:41:13.700

Tom: So on the one hand, this is a really cool and interesting idea that you were escorting this train that can also provide mortar support.

00:41:13.980 --> 00:41:20.840

Tom: On the other hand, it did become a bit of a slightly annoying escort mission as you were protecting the train.

00:41:21.740 --> 00:41:42.460

Tom: But most of the missions are really interestingly paced and do combine light base management and more standard Company of Heroes exploration and figuring out how to attack a base with taking into account the cover of the troops and all that sort of thing.

00:41:43.080 --> 00:41:49.860

Tom: And the other issue as well is mechs are rather overpowered, in my experience.

00:41:49.880 --> 00:42:06.880

Tom: So you essentially have, to my understanding of it, and take into account that I am not very good at RTSs, so I could have been completely wrong, there's not much motivation to actually use infantry once you unlock mechs other than engineers who repair mechs.

00:42:07.940 --> 00:42:10.040

Tom: And they're also a little bit overpowered as well.

00:42:10.360 --> 00:42:39.120

Tom: So you essentially just make a squad of mechs, take into account that some mechs are better at killing mechs, and some are better at killing infantry, have basically an engineer to repair them when they take damage, and you're then not really in too much damage, and you also do not really need to take into account cover and how to attack enemies to the same degree as if you were using infantry because mechs can essentially blow up cover.

00:42:40.420 --> 00:42:45.520

Tom: So mechs seem to be tremendously overpowered, so it may also...

00:42:46.540 --> 00:43:06.280

Tom: That's certainly an issue as far as the campaign is concerned, and online it would probably make it less interesting just because you're probably involved in massive mech battles against each other, but obviously if you're playing against someone else, it won't feel like it's making it easier because they'll be doing the same thing.

00:43:07.800 --> 00:43:10.300

Phil: The name of the game we're talking about is Iron Harvest.

00:43:10.480 --> 00:43:11.100

Phil: It is a...

00:43:12.500 --> 00:43:13.040

Phil: Sounds like a...

00:43:13.520 --> 00:43:16.880

Phil: Because the RTS genre has kind of been fallen off lately.

00:43:17.720 --> 00:43:18.680

Tom: Due to MOBAs.

00:43:19.200 --> 00:43:20.120

Phil: Yeah, exactly.

00:43:20.120 --> 00:43:24.180

Phil: So it seems to be a pretty welcome reignition of the genre.

00:43:24.200 --> 00:43:27.500

Phil: It's available for Xbox, PlayStation 4 and PC.

00:43:28.900 --> 00:43:31.160

Phil: King Art is a German developer.

00:43:31.380 --> 00:43:37.580

Phil: So when they're dealing with this World War I era staff, obviously in Germany there's...

00:43:39.240 --> 00:43:40.900

Phil: Post-World War I, pre-World War II.

00:43:40.920 --> 00:43:41.500

Tom: Exactly.

00:43:42.060 --> 00:43:44.460

Phil: So it's the guys with the spiky helmets.

00:43:45.060 --> 00:43:46.720

Phil: We haven't gotten to Nazism yet.

00:43:46.740 --> 00:43:47.180

Tom: Correct.

00:43:48.580 --> 00:43:54.500

Phil: So it's generally getting a very good response from people who enjoy the RTS genre.

00:43:55.600 --> 00:43:59.060

Phil: So everything you're saying about it seems particularly favourable.

00:43:59.080 --> 00:43:59.820

Tom: Yep, definitely.

00:43:59.840 --> 00:44:11.320

Tom: There are those issues that could be really frustrating at times, but it is, outside of that, a really enjoyable, lightish RTS experience.

00:44:11.340 --> 00:44:14.280

Tom: And the setting is absolutely fantastic.

00:44:14.300 --> 00:44:16.520

Tom: The mechs look tremendously good.

00:44:16.540 --> 00:44:19.980

Tom: They fit the era absolutely perfectly.

00:44:20.080 --> 00:44:32.240

Tom: And the combination of historical references as well, for instance, Tesla is going around in it as a character in the background, or at least he's referenced, and lots of stuff like that.

00:44:32.920 --> 00:44:35.600

Phil: Yeah, it looks like a lot of fun.

00:44:37.360 --> 00:44:45.200

Phil: I've got to say that one thing I wanted to ask you about, because it's something I've been thinking a lot of since I've been playing Night in the Woods, is the audio design.

00:44:45.260 --> 00:44:48.320

Phil: In an RTS, is that kind of neither here nor there, really?

00:44:49.400 --> 00:44:52.100

Tom: It's probably not as important as most other genres.

00:44:52.520 --> 00:44:57.860

Phil: Yeah, and that's because your focus is so enthralled with what's going on in the screen.

00:44:57.880 --> 00:44:59.260

Phil: I mean, it's just...

00:44:59.740 --> 00:45:02.720

Phil: RTSs are just fucking sensory overload.

00:45:03.160 --> 00:45:26.300

Tom: But I do think there's two aspects where they're important, and one of the reasons that I played Age of Empires and StarCraft over other games is the first thing that the audio is important to is in the voice acting, in giving the units and so forth some character, which adds to the enjoyment greatly.

00:45:26.320 --> 00:45:55.140

Tom: The other thing is from a tactile perspective, the sounds related to what you're doing in StarCraft, for instance, in terms of when you're starting unit building and looking around the map and navigating unit trees and all that sort of stuff makes what can in other RTSs be a slightly cumbersome and annoying experience as a satisfying and engaging part of the gameplay as well.

00:45:56.580 --> 00:45:59.600

Phil: Well, do you have much more to say about Iron Harvest?

00:45:59.820 --> 00:46:05.760

Tom: No, but it was, in spite of some pretty annoying issues, a pretty favourable first impression.

00:46:07.040 --> 00:46:07.500

Phil: Indeed.

00:46:07.520 --> 00:46:12.280

Phil: Hey, before we get on to Sky, Children of Light, you've done a...

00:46:13.160 --> 00:46:14.440

Phil: Well, we'll get into that in a moment.

00:46:14.460 --> 00:46:21.020

Phil: I've got to tell you, I'm seeing a lot more vegan food around that I didn't really expect to see.

00:46:21.460 --> 00:46:25.460

Phil: Peters is an ice cream company here in Australia.

00:46:25.720 --> 00:46:26.780

Phil: I don't know who owns them.

00:46:27.320 --> 00:46:29.420

Phil: They have like a vegan drumstick now.

00:46:29.600 --> 00:46:31.360

Phil: So Australians know what a drumstick is.

00:46:31.380 --> 00:46:37.840

Phil: I'm not going to waste our international listeners describing what it is, but I was just walking around and on the sign it said vegan.

00:46:37.960 --> 00:46:48.660

Phil: You know, it's like some coffee drumstick thing, which isn't hard to believe, because if you taste that ice cream, it doesn't sound, it doesn't taste like, it has any dairy content whatsoever.

00:46:49.540 --> 00:46:56.360

Phil: And then I bumbled into the fact that Domino's has a broad array of vegan pizzas.

00:46:57.400 --> 00:47:01.280

Phil: Because it's something I have at my company, and I said, no, no, you know, I don't eat pizza.

00:47:01.760 --> 00:47:07.460

Phil: And then they ordered like a part of, a whole bunch of vegan pizzas, so I could have lunch with them.

00:47:08.160 --> 00:47:14.840

Phil: And there was like four or five different varieties of Domino's vegan pizzas.

00:47:16.180 --> 00:47:17.120

Phil: Are you aware of this?

00:47:17.200 --> 00:47:17.900

Tom: Yes, I am.

00:47:17.920 --> 00:47:20.720

Tom: I have in fact tried the vegan drumstick.

00:47:21.640 --> 00:47:22.340

Phil: Oh, you have?

00:47:22.660 --> 00:47:23.040

Tom: Yes.

00:47:23.660 --> 00:47:26.200

Tom: I thought this may have even come up on the show.

00:47:26.560 --> 00:47:27.180

Phil: No, no.

00:47:27.500 --> 00:47:28.280

Tom: Previously.

00:47:28.560 --> 00:47:29.840

Phil: No, no, no.

00:47:29.880 --> 00:47:31.100

Phil: There's news to me.

00:47:31.120 --> 00:47:33.920

Phil: And it just tasted like vegan ice cream, right?

00:47:34.140 --> 00:47:34.760

Tom: Correct.

00:47:35.080 --> 00:47:38.620

Tom: Not the best vegan ice cream I've tasted by far.

00:47:39.040 --> 00:47:48.140

Tom: And the biggest difference between the normal drumstick and the vegan one is in the texture, more so than the flavor.

00:47:48.160 --> 00:47:55.580

Tom: The vegan one is a bit more gritty as one might expect and less prone to melting.

00:47:56.460 --> 00:48:05.680

Phil: You know, a sanitarium, an Australian company down here, has a vegan ice cream called So Good, which is made of soy protein.

00:48:05.880 --> 00:48:14.200

Phil: And I find it to be great, but then also I've been a vegan for a long, long time, so I probably don't even know what real ice cream tastes like at this point.

00:48:15.280 --> 00:48:18.540

Phil: But hey, thumbs up for the vegan Domino's pizzas.

00:48:18.820 --> 00:48:22.800

Phil: They tasted just like a Domino pizza, or my memory of them.

00:48:23.860 --> 00:48:30.640

Phil: So yeah, very low in terms of its quality, but it was Domino's pizza.

00:48:30.760 --> 00:48:32.620

Phil: They've replicated it exactly.

00:48:33.580 --> 00:48:38.880

Phil: So the cheese was just like you'd imagine, and the fake meat was just like you'd imagine.

00:48:38.900 --> 00:48:40.480

Phil: So yeah, thumbs up.

00:48:40.800 --> 00:48:43.000

Tom: It tasted just as fake as the real thing.

00:48:43.580 --> 00:48:50.620

Phil: If you want a crap pizza vegan experience, I thoroughly endorse the vegan Domino's pizza.

00:48:50.980 --> 00:48:57.800

Tom: And for those listening at home, the owner of Peter's ice cream is Fronieri, which I'm sure we've all heard of.

00:48:58.840 --> 00:48:59.900

Phil: No, I haven't heard of them.

00:49:00.340 --> 00:49:07.720

Tom: They are an English ice cream manufacturer with their headquarters in Lee Ming Bar, North Yorkshire.

00:49:08.200 --> 00:49:09.280

Phil: Wow, that's great.

00:49:09.320 --> 00:49:12.900

Phil: I thought they'd be owned by some American or Chinese conglomerate.

00:49:12.920 --> 00:49:13.840

Phil: So that's wonderful.

00:49:13.840 --> 00:49:18.200

Tom: Peter's was apparently founded by an ex-pat American.

00:49:21.320 --> 00:49:27.780

Tom: So in a sense, it was originally American, but now it's no longer American, and it's been sold overseas.

00:49:28.220 --> 00:49:29.300

Phil: It's lost its heritage.

00:49:30.460 --> 00:49:44.760

Phil: So before we move on to the next topic, I did want to mention that the game that you described, which was an old history RTS, reminded me of a game called Shattered Union, which came out in 2005 by a company called Top Pop Software.

00:49:45.660 --> 00:50:07.700

Phil: These are the guys that they did work on, well, they did Railroad Tycoon 2 and 3, but they're also the company that created Tropico, and Shattered Union was actually their last game before they were folded into Firaxis, which is Sid Meier's company that does the SIBs and everything, which I think is great.

00:50:07.720 --> 00:50:23.200

Phil: I mean, they labored from 1998 to 2005 in the RTS genre exclusively until Sid Meier saw Shattered Union and went, okay, that's enough, you're working for us now, which is a great story, because it was just a very small, small team.

00:50:23.220 --> 00:50:27.960

Tom: Is that because they didn't want them to embarrass themselves further or because they were so impressed?

00:50:28.520 --> 00:50:29.780

Phil: So impressed, of course.

00:50:29.780 --> 00:50:33.240

Phil: In Shattered Union, I'd encourage everyone to look up the story behind it.

00:50:34.120 --> 00:50:40.480

Phil: It was RTS that played on the original Xbox, and the original Xbox had trouble keeping up with the graphics.

00:50:41.840 --> 00:50:54.420

Phil: Now, the next game we're going to talk about is Sky Children of Light, but not extensively, but just to mention that you've put up an article on gameunder.net about its one-year anniversary, and I can't believe it's only been one year.

00:50:54.600 --> 00:50:55.920

Tom: And still no Switch port.

00:50:57.000 --> 00:50:58.180

Phil: And still no Switch port.

00:50:58.200 --> 00:50:59.100

Phil: I checked again today.

00:51:00.900 --> 00:51:01.780

Phil: The one thing that...

00:51:02.100 --> 00:51:17.780

Phil: I read your article, and if you want to give a capsule summary to it, that'd be great, but I remembered while I was reading it that Jenova Chen described Sky Children of Light as a, quote, social global adventure experience.

00:51:18.220 --> 00:51:20.360

Phil: And that was before the game was released.

00:51:21.280 --> 00:51:29.980

Phil: They said that Journey was designed with the intention of you playing it by yourself, and they introduced a small element of social interaction.

00:51:30.380 --> 00:51:41.460

Phil: But basically what they wanted to do with Sky Children of Light, which is a mobile game available on Android and Apple, was to create this social global adventure experience.

00:51:42.220 --> 00:51:46.100

Phil: So it sounds like that was really like the driving force behind it.

00:51:46.400 --> 00:51:49.920

Phil: And after reading your article, I've got to say that they have succeeded.

00:51:50.740 --> 00:51:53.300

Tom: I would agree that they have indeed succeeded.

00:51:54.660 --> 00:51:57.520

Phil: One of the things that you talked about with that is that the...

00:51:58.440 --> 00:52:06.360

Phil: in terms of breaking down national and language barriers, it's really a unique experience and one that's new to the MMO space.

00:52:06.860 --> 00:52:09.020

Phil: Now, I haven't played any MMOs ever.

00:52:10.620 --> 00:52:11.760

Phil: At least RPGs.

00:52:11.900 --> 00:52:15.200

Phil: So, did you want to expand on that?

00:52:15.860 --> 00:52:35.300

Tom: Well, I think it's a phenomenon that probably extends beyond Sky, but because of the way Sky works with more limited interaction to most games and settings, it is amplified in Sky.

00:52:35.320 --> 00:52:49.640

Tom: And one of the ways in which, if I remember, I hypothesized that boundaries between cultures and nationalities and languages were broken down is through memes.

00:52:49.680 --> 00:52:57.240

Tom: And when I say memes, I don't mean literally memes, but that style of participatory humour.

00:52:58.280 --> 00:53:29.460

Tom: Because it essentially offers, with the prevalence of the internet, wherever the internet is, a shared style of and format of humour, which allows obviously there then anyone from any culture to engage in a safe style of banter, which was not at all the case in earlier days of the internet, at least in places I frequented, and certainly not in MMOs.

00:53:30.980 --> 00:53:46.660

Phil: Well, I have to ask you about that because you were a proponent of MapleStory, and so I immediately thought, based on your prior experience, was MapleStory a hostile environment, unlike Sky Children of Light?

00:53:46.760 --> 00:53:49.280

Tom: Well, MapleStory I did not play that much.

00:53:50.000 --> 00:53:51.380

Tom: You must be thinking of something else.

00:53:51.400 --> 00:53:53.540

Tom: I did indeed play MapleStory.

00:53:54.080 --> 00:54:18.140

Tom: MapleStory would fit into the category of games like Gunbound, where it's not as extreme as something like private servers or public servers of Ragnarok Online or World of Warcraft or RuneScape, for instance, where there was some crossover between cultures and nationalities.

00:54:18.500 --> 00:54:22.500

Tom: Definitely more so in MapleStory than those sorts of games.

00:54:22.640 --> 00:54:32.320

Tom: But still not to the same degree of as Sky or places like Discord servers and things like that.

00:54:33.900 --> 00:54:41.340

Phil: So with Sky, just to read it out, obviously, there's a translation tool that's within Sky?

00:54:41.580 --> 00:54:48.340

Tom: No, the translation tool that Chinese players in particular use is something unrelated to Sky.

00:54:50.000 --> 00:54:56.460

Phil: Oh, okay, because real time translation through Skype and some other communication tools is a real thing.

00:54:56.760 --> 00:54:58.560

Phil: And they're actually apparently quite good.

00:54:58.580 --> 00:55:00.480

Phil: I haven't had the call to use them.

00:55:01.920 --> 00:55:05.300

Phil: But it's just one of those great resources that's just sitting there waiting.

00:55:07.020 --> 00:55:12.920

Phil: So what I didn't understand after reading that article, I thought that that was endemic to Sky.

00:55:12.940 --> 00:55:17.600

Phil: Like that was something that they had incorporated into it was this universal translator.

00:55:17.620 --> 00:55:18.480

Phil: But that's not the case.

00:55:18.500 --> 00:55:19.300

Tom: Unfortunately not.

00:55:19.320 --> 00:55:21.040

Tom: That would be amazing if it was.

00:55:21.700 --> 00:55:32.980

Phil: So what about the community do you think has led to this being a unique experience where there's less friction between the different languages and cultures?

00:55:33.240 --> 00:56:11.960

Tom: Well, other than the more cosmopolitan internet of today in general, and the shared sense of humour that has occurred concurrently with it, the two things that Sky itself does different, which helps reduce friction even further, is the first contact you have with anyone is not talking to them, but it's purely through what you're doing in the game, and emoticons, which has resulted in an emoticon-based etiquette that has developed, which is quite an interesting phenomenon in and of itself.

00:56:13.140 --> 00:56:21.660

Tom: So when you are talking to someone, it doesn't necessarily mean you've made them your friend and unlocked chat, though that could well be the case.

00:56:21.680 --> 00:56:54.140

Tom: It could be that someone has a table or a campfire, which random people can sit out and talk at, but regardless of the cause, it is a rarer form of communication, and that therefore obviously is going to encourage people to be more interested in using it as a form of communication as opposed to simply trolling because there is some degree of effort or luck required to get into that.

00:56:54.160 --> 00:57:04.160

Tom: That is, effort of unlocking stuff with friends or unlocking a table or campfire yourself, or luck of someone else having placed a table or campfire in an area.

00:57:05.060 --> 00:57:17.240

Phil: One of the games I was hoping that we might play together soon was, well, play simultaneously rather because it's not co-op, is a game called Kind Words, subtitled Lo-Fi Chill Beats to Write To.

00:57:17.260 --> 00:57:18.780

Phil: Are you familiar with this indie game?

00:57:19.980 --> 00:57:23.780

Tom: I'm not familiar with the indie game, I'm familiar with the meme.

00:57:24.660 --> 00:57:26.100

Phil: Oh, okay, well, it's a game.

00:57:26.120 --> 00:57:27.460

Tom: That there's an indie game of this?

00:57:27.940 --> 00:57:28.900

Phil: Yeah, yeah.

00:57:28.900 --> 00:57:34.460

Phil: It's basically a game called Kind Words where basically people send messages and then you get to respond to them.

00:57:34.480 --> 00:57:35.580

Tom: Oh, I know, yeah, I've heard of that.

00:57:39.540 --> 00:58:00.660

Phil: It's not in the HIO godsail that I could find, so you're gonna have to do some digging there for me, because I was thinking you were saying, oh, this is a unique experience, and obviously it is in the MMO world, but Kind Words, I thought that perhaps, you know, that was a place where there was a similar kind of accepting culture.

00:58:01.900 --> 00:58:06.360

Tom: And I think, what are the Sunset Developers called again?

00:58:06.380 --> 00:58:08.120

Phil: Oh, wow.

00:58:08.400 --> 00:58:23.280

Tom: Because I think they are pioneers in this area with their game in which you play as woodland animals and inhabit a wood, and you can communicate to one another through body language and various things, which is...

00:58:24.180 --> 00:58:24.710

Phil: Oh, okay...

00:58:24.710 --> 00:58:24.710

Tom: .

00:58:24.710 --> 00:58:27.740

Tom: very much in the vein of Journey and Sky.

00:58:28.160 --> 00:58:29.420

Phil: That was Tale of Tales.

00:58:29.980 --> 00:58:30.600

Tom: There you go.

00:58:31.760 --> 00:58:36.280

Phil: We probably should check to make sure that they're still around and keep buying all of their games.

00:58:37.300 --> 00:58:39.960

Tom: I'm pretty sure they are not still around.

00:58:40.500 --> 00:58:40.980

Phil: Yeah.

00:58:41.000 --> 00:58:45.360

Tom: I think they rather famously stopped making games.

00:58:45.900 --> 00:58:48.120

Phil: Yeah, in 2013, unfortunately.

00:58:48.140 --> 00:58:48.460

Tom: Yes.

00:58:49.040 --> 00:58:49.540

Phil: Man.

00:58:50.880 --> 00:58:52.160

Phil: I'm just thinking of their games.

00:58:52.180 --> 00:58:53.780

Phil: The Endless Forest, do you remember that one?

00:58:53.840 --> 00:58:54.220

Tom: Yes.

00:58:56.060 --> 00:58:56.820

Phil: The Path.

00:58:58.660 --> 00:59:01.920

Tom: I think the Endless Forest is the one I was referring to, right?

00:59:02.400 --> 00:59:02.720

Phil: Yeah.

00:59:02.980 --> 00:59:03.280

Phil: Yeah.

00:59:03.960 --> 00:59:04.560

Phil: I think so.

00:59:05.680 --> 00:59:18.460

Tom: And the other reason that will contribute to it is just most likely the generally collaborative nature of the gameplay and the aesthetic of it as well.

00:59:19.360 --> 00:59:24.580

Tom: And the aesthetic certainly attracts a lot of artists.

00:59:24.720 --> 00:59:35.360

Tom: The quantity of people who draw things and paint in the game is extremely high compared to the general gaming community for some reason.

00:59:35.380 --> 00:59:38.340

Tom: And probably the reason is in fact the aesthetic.

00:59:39.220 --> 00:59:48.620

Phil: And I think that that's why, I mean, the Jenova Chen aesthetic, that game company's aesthetic, is very artistic and very open.

00:59:48.660 --> 00:59:52.900

Phil: And I'm just, I'm amazed that people actually have found the game, and it's wonderful.

00:59:52.920 --> 01:00:01.720

Phil: The one thing I would conflict with you about, or rather ask you to explain more, is you said it's a very cosmopolitan game.

01:00:03.080 --> 01:00:08.980

Phil: But then you talked about how the sense of humor, the internet sense of humor is becoming uniform.

01:00:09.420 --> 01:00:12.000

Phil: And so, like, I think that's more of a monoculture.

01:00:12.760 --> 01:00:22.720

Phil: And in a way, I think that multicultural views are the same as a monoculture, because I think that's actually killing off cultures.

01:00:22.740 --> 01:00:35.540

Phil: Like, if the internet as a community is having the same jokes and the same sense of humor and this shared, you know, sensibility, then isn't that the opposite of cosmopolitan?

01:00:35.560 --> 01:00:40.520

Tom: I think that's covered in the article, because you can have two things simultaneously.

01:00:41.260 --> 01:00:51.760

Tom: Essentially, the shared sense of humor is there as a foundation of initial communication or in general communication.

01:00:52.760 --> 01:00:53.220

Phil: Ah, okay.

01:00:53.240 --> 01:01:01.260

Tom: But that existing does not mean that fine details of culture cease to exist.

01:01:01.280 --> 01:01:01.720

Phil: Wonderful.

01:01:01.780 --> 01:01:04.260

Tom: I think the two things can exist simultaneously.

01:01:05.120 --> 01:01:25.020

Phil: And 20 or 30 years ago, probably more 20 years ago, I found myself in an airport or on a plane talking to someone using stick figures and drawings, and that would be the universal language, the memes, as a gateway to our communicating, but it still made me an Australian, and it still made them an Indonesian or whatever.

01:01:26.720 --> 01:01:27.580

Phil: Okay, well, wonderful.

01:01:27.640 --> 01:01:28.600

Phil: Okay, well, good.

01:01:28.620 --> 01:01:40.960

Phil: Because I see the monoculture, and monoculture is not an anthropologic term that's used much in terms of the way that I see it.

01:01:41.020 --> 01:01:59.360

Phil: Like I see the monoculture as killing, as the internet killing individual cultures around the world, to the point where when I grew up, like there was such a thing as a aucharism and a way that Australians spoke that you don't see anymore because we're influenced so much by YouTube.

01:01:59.620 --> 01:02:04.380

Tom: I would say there's even a universal aspect, accent, sorry, developing on YouTube.

01:02:04.560 --> 01:02:06.220

Phil: Yes, unfortunately.

01:02:06.700 --> 01:02:10.300

Phil: Well, whatever it is, it is, it's happening, whether it's unfortunate or not.

01:02:10.720 --> 01:02:15.640

Phil: But I was just thinking last night about how Australians used to be notorious for uptalking.

01:02:16.840 --> 01:02:22.680

Phil: And now we're not famous for uptalking, where we increase our inflection toward the end of a sentence.

01:02:22.960 --> 01:02:23.360

Tom: Yes.

01:02:24.080 --> 01:02:27.740

Phil: That was something that Australians were known for as recently as the 90s.

01:02:28.140 --> 01:02:30.080

Phil: And it's not something that you see very much.

01:02:31.100 --> 01:02:38.300

Phil: And uptalking has become, you know, another thing amongst different cultures.

01:02:38.740 --> 01:02:39.580

Phil: So, okay.

01:02:39.600 --> 01:02:42.320

Phil: Well, thank you very much for introducing Sky Children of Light.

01:02:42.340 --> 01:02:42.960

Phil: I will wait.

01:02:43.060 --> 01:02:52.340

Phil: And I do promise you, the day it comes out, even if it's like a $60 full price game, I will definitely be getting it on the Switch and hopefully interacting with you on it.

01:02:53.660 --> 01:02:56.200

Phil: So you've definitely sold a lot of this on it.

01:02:57.600 --> 01:03:00.060

Phil: Did you want to get into the game that we've both been playing?

01:03:00.640 --> 01:03:03.140

Phil: And that is Night in the Woods.

01:03:04.320 --> 01:03:05.000

Tom: Let's do it.

01:03:05.520 --> 01:03:13.620

Phil: Yeah, I do want to say, if we can probably just drop the meta around this, I'd like to talk just about the game and not what has happened.

01:03:14.380 --> 01:03:15.680

Phil: And if we do, I'd like to...

01:03:15.700 --> 01:03:31.220

Tom: We're ignoring the most important aspect of this, which is that we are playing this from God's gift to man, the second coming of Christ himself, that was the itch.io bundle.

01:03:31.700 --> 01:03:35.700

Phil: Yeah, and the tattoo is only still slightly hurting.

01:03:36.700 --> 01:03:49.160

Phil: I was out in the sun today, and my itch.io tattoo is still sore, but it's still a small price to pay for what was an extremely generous sale for a cause.

01:03:49.180 --> 01:03:50.800

Phil: I'm not quite sure what they were doing.

01:03:50.820 --> 01:03:57.260

Tom: It's months later, and I am still flabbergasted, but I go to sleep on many nights just in awe.

01:03:59.440 --> 01:04:08.940

Phil: You've got to tell me, how the F do you find, after the show, tell me how the F do you actually find the games that you bought, because it's becoming increasingly more difficult for me to go back and find it.

01:04:09.440 --> 01:04:10.860

Phil: So you can tell me about that later.

01:04:11.240 --> 01:04:13.020

Phil: It's kind of like a monkey poor situation.

01:04:13.040 --> 01:04:17.320

Phil: I know I have these 5,000 games out there that I paid $5 for, but I can't access them.

01:04:18.200 --> 01:04:23.140

Phil: But I got to tell you, I never would have played Night in the Woods, if not for that itch.io sale.

01:04:25.180 --> 01:04:39.180

Phil: Now, there's something that's happened subsequent to the game, and we may as well just say it, that basically one of the creators of the game committed suicide because of a Me Too allegation from Zoe Quinn and...

01:04:39.200 --> 01:04:44.480

Tom: Well, I don't know if he committed suicide because of the allegation, but the two were around the same time.

01:04:44.880 --> 01:04:47.200

Phil: They were, in fact, very close.

01:04:47.540 --> 01:04:55.040

Phil: And also the allegation of a co-writer or co-developer of the game.

01:04:55.080 --> 01:04:56.440

Phil: Now, this is a game that was originally...

01:04:56.460 --> 01:04:58.620

Tom: I think it was a co-developer on a new project, wasn't it?

01:04:59.140 --> 01:05:00.600

Phil: No, it was one of the...

01:05:00.680 --> 01:05:05.980

Phil: Yeah, so it was a musician of the game.

01:05:06.000 --> 01:05:06.860

Phil: So the game we're talking about...

01:05:06.880 --> 01:05:12.720

Tom: The game was his idea, and he was the composer and programmer for it as well.

01:05:14.720 --> 01:05:15.240

Phil: That's right.

01:05:15.260 --> 01:05:21.240

Phil: And then there was two co-writers, Bethany Hockenberry and Scott Benson.

01:05:21.300 --> 01:05:23.340

Tom: Well, I believe they were the writers.

01:05:23.360 --> 01:05:25.340

Tom: He had the idea but did not write it.

01:05:25.900 --> 01:05:32.440

Phil: Yep, and then Alec Holowka did predominantly the music.

01:05:32.740 --> 01:05:34.480

Phil: And the programming.

01:05:34.640 --> 01:05:36.680

Phil: Yeah, and the programming, very important.

01:05:36.700 --> 01:05:41.360

Phil: And a separate company did the sound design, which is going to be important when we talk about the review.

01:05:41.380 --> 01:05:42.960

Phil: So the game we're talking about is Night in the Woods.

01:05:43.460 --> 01:05:45.580

Phil: It's probably available on everything at this stage.

01:05:46.360 --> 01:05:48.260

Phil: How would you describe the art style?

01:05:50.520 --> 01:05:52.040

Phil: Kind of that South Park...

01:05:52.060 --> 01:05:56.580

Phil: Well, it's kind of that South Park cutout paper type thing, really.

01:05:57.080 --> 01:06:00.500

Phil: Or a marionette style, I guess would be a good way to describe it.

01:06:01.200 --> 01:06:05.820

Tom: I think it's definitely not in a puppet style.

01:06:06.040 --> 01:06:09.620

Tom: I would describe it as cartoon or webcomic.

01:06:09.640 --> 01:06:13.100

Tom: They don't really look or move like puppets.

01:06:14.460 --> 01:06:25.980

Tom: Maybe South Park you could compare it to them, but the limb animation is much more complicated than something like South Park and more dynamic as well.

01:06:26.000 --> 01:06:27.520

Phil: Oh, it's amazing.

01:06:28.160 --> 01:06:30.000

Phil: The animation in this game is amazing.

01:06:30.020 --> 01:06:33.240

Phil: So in any case, I guess it's a single person adventure game.

01:06:33.260 --> 01:06:38.800

Tom: But it is a flat two-dimensional style in silhouette, is I think what you were trying to get at.

01:06:39.240 --> 01:06:40.080

Phil: Yeah, exactly.

01:06:40.300 --> 01:06:40.800

Phil: Thank you.

01:06:40.940 --> 01:06:46.400

Phil: And you're always so much better at describing the visual form than I am.

01:06:47.220 --> 01:06:48.440

Tom: As well as everything else.

01:06:48.980 --> 01:07:00.300

Phil: I remember back to me asking you about, I think it was over the Okami or Mad World, and you pointed out to me that it was a Japanese woodcut style, which is exactly right.

01:07:01.320 --> 01:07:04.380

Phil: So Night in the Woods, I played it on PC as did you.

01:07:04.420 --> 01:07:07.820

Phil: I used an Xbox 360 controller to play.

01:07:07.860 --> 01:07:09.620

Phil: Did you use a controller or a keyboard?

01:07:09.760 --> 01:07:14.800

Tom: I used a combination of both, depending on whether I was eating breakfast while playing it or not.

01:07:15.520 --> 01:07:21.280

Phil: Certainly to get through the copious amounts of dialogue, I leaned on the space bar quite a bit.

01:07:21.560 --> 01:07:37.240

Phil: It is a one-person adventure game, where you play as a cat, female cat named May, M-A-E, who has dropped out of college, much to the chagrin of her parents, because she was the first in her family to go to university.

01:07:37.860 --> 01:07:46.960

Phil: And she's come back to the small town, I forget the name of it, but she's come back to the small town and basically found that...

01:07:46.980 --> 01:07:50.400

Tom: Well, the real world setting is Pennsylvania.

01:07:50.420 --> 01:07:54.100

Tom: I'm not sure if it's referred to as Pennsylvania in the game or not.

01:07:54.100 --> 01:07:55.140

Tom: I think it probably isn't.

01:07:55.260 --> 01:08:00.980

Tom: But it is set in a declining town in Pennsylvania.

01:08:01.580 --> 01:08:03.760

Phil: Called Possum Falls, I believe.

01:08:04.180 --> 01:08:04.680

Phil: Is that right?

01:08:04.940 --> 01:08:05.660

Tom: That sounds right.

01:08:06.160 --> 01:08:07.620

Tom: Or is it Possum Springs?

01:08:08.480 --> 01:08:09.300

Phil: Well, you'll find out.

01:08:09.460 --> 01:08:12.260

Tom: It's some sort of possum-related water.

01:08:12.520 --> 01:08:13.600

Phil: Body of water.

01:08:14.080 --> 01:08:17.680

Phil: So she comes back and she finds that things aren't quite the same.

01:08:17.760 --> 01:08:20.040

Phil: And as the old saying goes, you can never go home.

01:08:20.720 --> 01:08:24.140

Phil: Her friends have moved on in terms of their own development.

01:08:24.480 --> 01:08:27.100

Phil: Things have happened in their lives that have made them change.

01:08:27.960 --> 01:08:39.120

Phil: And you come back, I'm going to say, as a fairly immature person with didactic views, and you hate your parents and all.

01:08:39.140 --> 01:08:53.580

Phil: You don't hate them, but you've got very articulated views that are very definite and binary about things, which tends to piss off your friends, like your alligator friend Bee, who has had to go through a lot of stuff.

01:08:53.600 --> 01:08:55.420

Tom: I would describe him more so as naive.

01:08:56.380 --> 01:08:57.180

Phil: Naive, yeah.

01:08:57.320 --> 01:08:59.380

Tom: And lacking in ideas on things.

01:09:00.600 --> 01:09:00.940

Phil: Yeah.

01:09:00.960 --> 01:09:04.560

Phil: And look, I don't know how long the game took to play.

01:09:04.580 --> 01:09:07.900

Phil: I'm going to guess I probably spent at least 10 hours with it.

01:09:09.040 --> 01:09:12.500

Phil: The game has essentially three chapters and an epilogue.

01:09:12.520 --> 01:09:13.660

Tom: I think four chapters.

01:09:14.560 --> 01:09:14.960

Phil: Yeah.

01:09:15.060 --> 01:09:15.780

Tom: And an epilogue.

01:09:16.060 --> 01:09:18.400

Phil: But the fourth chapter is kind of slight, really.

01:09:20.100 --> 01:09:21.000

Tom: The first is two.

01:09:21.900 --> 01:09:22.540

Phil: Yeah, that's true.

01:09:22.800 --> 01:09:23.420

Phil: Yes, true.

01:09:23.700 --> 01:09:26.160

Phil: So I've probably described enough about it.

01:09:28.100 --> 01:09:29.700

Phil: I've got a lot of praise for the game.

01:09:29.720 --> 01:09:32.140

Phil: I'd like to hear what your impressions were.

01:09:32.640 --> 01:09:36.000

Tom: Well, I want to begin with some definitional questions for you.

01:09:36.740 --> 01:09:39.200

Tom: Can this be classified as a walking simulator?

01:09:40.820 --> 01:09:41.180

Phil: No.

01:09:42.100 --> 01:09:43.620

Tom: Is that because you can jump in it?

01:09:44.440 --> 01:09:45.180

Phil: You can jump.

01:09:46.100 --> 01:09:47.120

Phil: There's mini games.

01:09:48.060 --> 01:09:49.740

Phil: There's lots and lots of side quests.

01:09:49.760 --> 01:09:51.980

Tom: I think some walking simulators have mini games.

01:09:52.720 --> 01:09:57.720

Phil: Some may, but there's a lot of side story in this one, a lot of side games.

01:09:58.340 --> 01:10:19.100

Tom: I think that there is a 2D bias at work here, because if you take, for instance, Tacoma, that is everyone would call a walking simulator, but there is a lot of the sides, not a lot, but there is certainly some side stuff in that you can miss, and there is technically puzzle solving in that as well.

01:10:20.220 --> 01:10:21.940

Phil: Well, there's puzzle solving in this.

01:10:21.960 --> 01:10:23.820

Phil: There's also platforming elements in this.

01:10:24.340 --> 01:10:35.480

Tom: I think that would be the best argument against it, and not because there's platforming elements in it, because they are very simple, but because when you were jumping, you move faster.

01:10:36.320 --> 01:10:46.000

Tom: So I'm thinking perhaps a walking simulator should be defined as being based on the fact that you can only move at one speed throughout the whole game.

01:10:46.400 --> 01:10:47.700

Phil: Yep, I agree with that.

01:10:47.720 --> 01:10:48.960

Phil: We'll write that down in the rule book.

01:10:49.640 --> 01:10:51.160

Tom: Now here's the next question.

01:10:51.200 --> 01:11:01.780

Tom: Is it an anti-work simulator or an unemployment simulator, which arguably should be a subgenre of working simulator?

01:11:03.760 --> 01:11:06.680

Phil: I find that interesting, an anti-work simulator.

01:11:07.020 --> 01:11:17.600

Phil: When I was a young man walking through the streets of Brisbane with my camera that I had overpaid for, I saw a poster which I looked at just a few days ago because I took a photo of it.

01:11:17.660 --> 01:11:24.460

Phil: And the poster just basically had an typewritten font blown up and magnified, Say No to Work.

01:11:26.580 --> 01:11:30.560

Phil: And actually it said, Live your own life, say no to work.

01:11:30.580 --> 01:11:35.840

Phil: And it was like the Brisbane Anti-Employment Union or something.

01:11:36.940 --> 01:11:47.140

Phil: Which in the late 80s, early 90s, I think that was a pretty, you know, like these days, that would be de jure, you know, when you've got your universal basic income and things like that.

01:11:48.120 --> 01:11:53.180

Tom: So it would be de jure in Portugal and very few other places.

01:11:53.540 --> 01:11:54.200

Phil: That's right.

01:11:55.660 --> 01:11:59.300

Phil: So, but even so, like, is this an anti-work simulator?

01:11:59.460 --> 01:12:04.320

Tom: I don't mean anti-work in the sense that it is taking a position against work.

01:12:04.780 --> 01:12:05.620

Phil: Because it is.

01:12:06.160 --> 01:12:27.740

Tom: If you think about it structurally, it is very similar to many work simulators where the gameplay sections are divided up into days, and the flow of the gameplay is based on redoing the same thing in slightly different rays and that building up to a certain climax in each of those areas.

01:12:29.200 --> 01:12:43.100

Phil: Oh yeah, but at the same time, if you look at the message of the game, your friends work in these horrible jobs that they hate or resent or don't take seriously, and you walk around willy-nilly without a job.

01:12:44.980 --> 01:12:50.720

Tom: Well, that's half of the theme, work-related themes, I would say, but we're just looking at this as...

01:12:50.740 --> 01:12:51.460

Phil: Look at your dad.

01:12:51.540 --> 01:12:52.560

Phil: Look at May's dad.

01:12:52.880 --> 01:12:55.400

Tom: We'll get to that in a minute when we get into more detail on the story.

01:12:55.420 --> 01:13:05.660

Tom: I'm just saying from a gameplay perspective, is this not essentially a work simulator although you are unemployed?

01:13:06.700 --> 01:13:10.820

Phil: I would say no, because of the wealth of side stories in it.

01:13:10.840 --> 01:13:14.720

Phil: I think in a work simulator, you've basically got no choice but to go through the procedural.

01:13:14.740 --> 01:13:20.420

Tom: I think you're forgetting in papers, please, that had numerous side stories with the characters.

01:13:20.860 --> 01:13:22.240

Phil: But no side activities.

01:13:22.380 --> 01:13:25.780

Phil: Like, you could not go to the office, you know?

01:13:26.340 --> 01:13:28.060

Phil: I'm going to have to think about it.

01:13:28.080 --> 01:13:32.280

Tom: But you could not do certain things in it.

01:13:32.820 --> 01:13:33.460

Phil: That's true.

01:13:33.480 --> 01:13:35.140

Tom: Which directly affected side stories.

01:13:35.300 --> 01:13:38.340

Tom: It's the same in Death and Taxes.

01:13:39.680 --> 01:13:50.720

Tom: And while you again have to go to the desk in Death and Taxes, for instance, you can literally do nothing on a day and proceed.

01:13:51.640 --> 01:13:55.420

Tom: In this, most days end with you doing band practice.

01:13:55.640 --> 01:14:01.200

Tom: So you can literally just walk from her house to band practice and back and call it a day.

01:14:01.220 --> 01:14:05.460

Phil: Yeah, and how much of the side stuff did you get into?

01:14:05.860 --> 01:14:08.440

Tom: I did as much of it as I could.

01:14:09.420 --> 01:14:21.140

Tom: Judging by having not unlocked only three concept art in the extras menu, I assume, I did the vast majority of it.

01:14:22.840 --> 01:14:39.960

Phil: I'm going to just say that there is a section, you wake up in your room every day, you check your computer, as you do, for messages from your friends, and then you also have the choice, when you're in the room, to play a Guitar Hero, Note Freeway style bass guitar game.

01:14:40.180 --> 01:14:42.360

Phil: And at first I thought, oh, this is kind of interesting.

01:14:42.400 --> 01:14:43.140

Phil: Yeah, look at that.

01:14:43.160 --> 01:14:44.860

Phil: They've introduced this into the game.

01:14:45.820 --> 01:14:50.960

Phil: It's going to be a bit of a gimmick, but it was actually good.

01:14:51.820 --> 01:15:03.020

Tom: You could actually play that following the rhythm of the song rather than the onscreen visual prompts, which is better than a lot of actual rhythm games.

01:15:03.680 --> 01:15:11.220

Phil: Yeah, but Guitar Hero, at least with Guitar Hero, because I didn't play rock band, with Guitar Hero, you didn't really need to follow the note highway.

01:15:11.240 --> 01:15:15.620

Tom: But those are the height of the genre.

01:15:16.260 --> 01:15:19.000

Tom: There are many rhythm games outside of those two.

01:15:19.380 --> 01:15:20.060

Phil: Yeah, that's right.

01:15:20.120 --> 01:15:27.420

Phil: And the thing that I enjoyed about it is if you held a note, like it had a different sound to it, it was like you were holding the note.

01:15:27.720 --> 01:15:33.460

Phil: And at first you're just tap tapping away, and it sounds like crap, but then you realize you can actually hold notes as you play the bass.

01:15:34.460 --> 01:15:40.240

Phil: My favorite song, which is still ringing around in my head, is the song called Die Anywhere Else.

01:15:41.020 --> 01:15:42.680

Phil: And I found myself...

01:15:42.960 --> 01:15:44.340

Phil: Wow, where'd that accent come from?

01:15:45.420 --> 01:15:54.860

Phil: I found myself just wanting to play and just wanting to practice just for the fun of learning that song and getting really good at it.

01:15:54.880 --> 01:15:56.420

Tom: That was the most difficult one, right?

01:15:56.440 --> 01:15:57.080

Tom: The last one?

01:15:58.600 --> 01:15:59.860

Phil: No, I don't think so.

01:15:59.880 --> 01:16:02.280

Phil: Die Anywhere Else is the second one.

01:16:02.300 --> 01:16:08.040

Tom: Yeah, because there were two that were extremely difficult, the second one and the last one that you learned.

01:16:08.060 --> 01:16:12.180

Phil: Yeah, and the last one was difficult, but Die Anywhere Else was the one that goes...

01:16:13.520 --> 01:16:15.460

Phil: Dum dum dum ba da dum.

01:16:17.580 --> 01:16:18.980

Phil: If you can remember that.

01:16:19.040 --> 01:16:20.240

Phil: Yep.

01:16:20.240 --> 01:16:30.320

Phil: So I absolutely loved it, and I thought it was really, really good, which brings to point my favorite thing about this game was the sound in it.

01:16:30.640 --> 01:16:36.800

Phil: The music was very good, but the sound design was exceptional, and I've got to give them their credit.

01:16:37.020 --> 01:16:42.840

Phil: The name of the company that did sound design for this game is called the company A Shell in the Pit.

01:16:43.360 --> 01:16:57.580

Phil: And so while the departed Alec Holocroix did the music, the sound design in this game, I thought was on a level that I haven't been able to appreciate since a game like, I don't know, Deep Space.

01:16:58.560 --> 01:16:59.640

Phil: Dead Space, rather.

01:17:00.740 --> 01:17:05.960

Phil: I know that you'll remind me that there's other games that have had just as good sound design, if not better, since then.

01:17:07.020 --> 01:17:12.660

Phil: But listening to this game, even on speakers, not with headphones, I thought it was brilliant.

01:17:13.040 --> 01:17:15.420

Phil: I absolutely loved the sound design in this game.

01:17:15.680 --> 01:17:22.380

Phil: And I also loved the music and the way that music was used, which would have been a part of the commission for the sound design company.

01:17:23.980 --> 01:17:24.920

Phil: Do you share that view?

01:17:25.300 --> 01:17:25.900

Tom: Absolutely.

01:17:25.920 --> 01:17:58.860

Tom: And I think I appreciated the music at the same level of the sound design, not just in how it was used, but the amount that it added to both the narrative in terms of the contributing to the emotional scenes in the story and also the setting, I thought, really carried it on a level well above both the immediate quality of the dialogue.

01:17:58.880 --> 01:18:00.720

Tom: There's a lot to like about the dialogue.

01:18:01.620 --> 01:18:19.460

Tom: This isn't meant to be suggesting that dialogue is bad particularly, but the main contributing driving force behind the emotion in the game was, I think, both the music as well as the use of the music.

01:18:19.500 --> 01:18:23.420

Tom: And the breadth of the music was incredible too.

01:18:23.440 --> 01:18:29.500

Tom: It covered a huge amount of different styles.

01:18:30.060 --> 01:18:36.900

Tom: And as far as the sound design was concerned, they always picked something out that fitted perfectly.

01:18:38.060 --> 01:18:46.420

Phil: And without spoilers, but in the crescendo of the plot of the game, the sound was used so wonderfully.

01:18:46.560 --> 01:18:48.320

Phil: I mean, it was great.

01:18:48.540 --> 01:18:58.520

Phil: They had some shock jumps or monster closet moments in that game that were tremendous, and the sound brought it all to life.

01:19:00.080 --> 01:19:02.920

Phil: It was never distracting other than how great it was.

01:19:03.400 --> 01:19:07.820

Phil: I just could not get over how good the sound design and music was in this game.

01:19:08.460 --> 01:19:12.920

Phil: And to me, I said I wasn't going to get meta about this, but to me, that's one of the things.

01:19:12.940 --> 01:19:16.380

Phil: I look at this guy that killed himself.

01:19:16.400 --> 01:19:20.000

Phil: I'm like, well, we're not going to get that music anymore.

01:19:21.940 --> 01:19:31.640

Phil: I'm really going to look into A Shell in the Pit as a company to see what other sound design they've done because it's obviously driven by someone with a distinct passion and talent.

01:19:31.880 --> 01:19:33.320

Phil: Now, we're two podcasters.

01:19:33.640 --> 01:19:40.000

Phil: We're doing a podcast because we love audio way before we started this podcast.

01:19:40.720 --> 01:19:46.460

Phil: So you can probably see why we'd be hung up on how good it is and giving them full credit for it.

01:19:47.060 --> 01:19:55.560

Phil: The benefit is, however, the writing, you know, those people are still around, so they'll go on to do great work, I hope and believe.

01:19:55.580 --> 01:20:03.760

Phil: And like you said, the dialogue was really quite natural, but never got bogged down.

01:20:05.220 --> 01:20:13.000

Phil: I felt like it was a way that friends communicate and friends and parents in a healthy relationship talk to each other.

01:20:14.060 --> 01:20:20.460

Tom: I think it basically pulled off what they were attempting to do in Life is Strange, essentially.

01:20:22.080 --> 01:20:29.060

Tom: Which is develop a natural and believable style of banter between friends.

01:20:30.180 --> 01:20:39.480

Phil: And I think Life is Strange 1 works, and I heard this, this isn't my own thought, but I heard this from someone this week on another podcast.

01:20:40.060 --> 01:20:43.980

Phil: The reason why the dialogue works in Life is Strange is the teenage setting.

01:20:44.880 --> 01:20:50.480

Tom: Well, they claim it's meant to be awkward in the way that it is awkward for that reason.

01:20:51.420 --> 01:20:58.620

Tom: And they consulted experts on how teenagers talk and that sort of thing.

01:20:59.180 --> 01:21:46.300

Tom: But I do think having played both Remember Me and Vampyr, that that is something of an excuse, because while people will highlight things like Haller being said in Life is Strange, and Haller is used, interestingly, in Night in the Woods as well, once people highlight things like that, the problem with the dialogue in Life is Strange was, I would suggest mainly that it was French people writing English, which resulted in some weird and unnatural rather than awkward syntaxes and deliveries, because that's there in all their games.

01:21:47.060 --> 01:21:57.540

Tom: And while obviously it's not necessarily translated into English by those writers, it's initially written in French, which obviously is likely to make a difference.

01:21:57.540 --> 01:22:02.560

Tom: And if they were originally writing in English, which they may well be, then the same issue applies.

01:22:03.160 --> 01:22:08.280

Phil: Jason, Jason, Jason, Jason.

01:22:08.300 --> 01:22:11.460

Phil: Yeah, and that's the problem with French people.

01:22:11.460 --> 01:22:15.180

Tom: That's due to the absurdist genius of David Cage.

01:22:15.200 --> 01:22:16.120

Tom: Thank you very much.

01:22:16.540 --> 01:22:18.120

Phil: David Cargay, yeah.

01:22:18.700 --> 01:22:23.680

Phil: And I've got to say, the dialogue with the mother reminded me of Earthbound.

01:22:23.700 --> 01:22:30.340

Phil: I wrote down in my notes, wonderful, in italics and an exclamation mark.

01:22:30.400 --> 01:22:34.700

Phil: I thought the dialogue between May and her parents was just great.

01:22:35.120 --> 01:22:36.700

Phil: I loved every aspect of it.

01:22:37.960 --> 01:22:48.860

Tom: And the other reason that the dialogue worked so well is, again, compared to something like Life is Strange, is there was a consistent or thorial voice.

01:22:48.940 --> 01:23:06.700

Tom: It was not written as if it was a script in the sense of a film, which generally avoid or thorial voice, but of course the best film writing always has a strong or thorial voice, which is even apparent in something like Tarantino.

01:23:07.040 --> 01:23:19.860

Tom: Tarantino, for instance, always is praised due to his interesting dialogue and characters, but basically all Tarantino characters talk identically within films.

01:23:20.620 --> 01:23:24.840

Tom: In different films, there's different styles of talking, but for the most part, there's a really strong or thorial voice.

01:23:25.660 --> 01:23:54.940

Tom: And to find a balance between going beyond something like Tarantino, between having characters talk in a recognizable way, like you'll easily be able to tell if Bia is talking compared to Greg, as the most obvious example, but simultaneously you'll see that throughout that, there's always little beats that connect them all through things like the way they repeat certain things and so on.

01:23:54.960 --> 01:24:14.120

Tom: Which contributes one, to the sense of shared banter, but two, is a grounding aspect of authorial voice that allows everything to flow consistently throughout the dialogue, regardless of what is happening in terms of the emotional quality to the scene.

01:24:14.900 --> 01:24:21.820

Phil: So I've set up that May is coming back to a small town and things aren't what she remembered and aren't what she thought that things were.

01:24:23.880 --> 01:24:27.920

Phil: We should say that the backdrop for the whole game is basically a murder mystery.

01:24:28.640 --> 01:24:32.920

Tom: One last thing I want to add before we move on from the areas we've been talking about.

01:24:32.940 --> 01:24:40.320

Tom: We've mentioned the animation and that it was great, but just an example of why it's so great is, as we said, the limb animation.

01:24:40.340 --> 01:24:56.880

Tom: Everything is, for the most part, really static, but as you're running along jumping, for instance, there's this wonderful elasticity to May's limbs as she jumps, floats in the air and lands in several different stages.

01:24:57.080 --> 01:25:03.760

Tom: In scenes where they're talking, they'll just be having their mouths open and close in a simple manner.

01:25:04.060 --> 01:25:13.200

Tom: Then something exciting happens, and all of a sudden their arms will be flaming in a hilariously elastic manner.

01:25:13.280 --> 01:25:19.720

Tom: The amount that they do with little things, both in terms of the writing and the animation, is just amazing.

01:25:20.240 --> 01:25:38.520

Phil: It's brilliant, and my favorite, which I took many screenshots during this game, but the only time I actually used the Windows Xbox Game video capture, and I've got to say the whole Xbox Games thing where you press the start button and you get all that overlay is brilliant as well.

01:25:39.280 --> 01:25:43.900

Phil: But the dancing, when she danced, I don't know if you remember that.

01:25:43.920 --> 01:25:44.560

Tom: At the nightclub.

01:25:44.880 --> 01:25:45.300

Phil: Yes.

01:25:45.980 --> 01:25:46.880

Tom: Yeah, that was amazing.

01:25:47.420 --> 01:25:54.740

Phil: And you move, based on what you did with the two analog sticks, it was just, I could have done that for hours and hours and hours.

01:25:54.740 --> 01:26:03.740

Phil: And it reminded me how ridiculous dance is and how social dance is and how I hate social dance, and this is the reason why, but I couldn't stop doing it.

01:26:04.180 --> 01:26:08.860

Phil: She just, the arm movements and the leg movements were absolutely brilliant.

01:26:09.240 --> 01:26:11.640

Phil: I completely loved the animation in this game.

01:26:11.660 --> 01:26:14.720

Phil: And when you're doing the platforming in the dream sequences.

01:26:14.760 --> 01:26:30.940

Phil: So the game basically, yeah, you wake up every day, you check your email, you can do side stories, you go hang out with your friends, you can have band practice, but each chapter or each day ends with a dream sequence, which is a very involved platforming segment.

01:26:30.940 --> 01:26:34.600

Tom: And that has some of the greatest sound design.

01:26:35.120 --> 01:26:35.480

Phil: Yes.

01:26:35.560 --> 01:26:49.240

Tom: When you're lighting the lamps, it's amazingly both jarring and satisfying at once, and that fits perfectly the dark yet completely intriguing atmosphere of the dreams.

01:26:49.620 --> 01:27:12.060

Tom: And the lamp lighting actually reminds me, one of the best things about Sky, and it's on a whole other level to Journey, which had incredible sound design, is the sound when you light candles in Sky, which is what much of the gameplay is based on, is just so satisfying, even when you've been playing it for a year.

01:27:12.080 --> 01:27:13.240

Tom: And it reminds me of that.

01:27:13.260 --> 01:27:22.600

Tom: It's much more abrasive, which makes sense given the setting, but it's the same sort of satisfying feeling of striking a match.

01:27:23.840 --> 01:27:28.420

Phil: And I should remind everyone, the game we're talking about is Night in the Woods, which is on pretty much everything.

01:27:28.440 --> 01:27:29.580

Phil: I don't think it's on Switch.

01:27:31.900 --> 01:27:39.780

Phil: So each night you have these nightmares, which is an extreme platforming element, which I think owes a lot to Inside or Limbo.

01:27:39.800 --> 01:27:48.120

Phil: And even though I'd criticize the floaty platforming in Little Big Planet, in this game it just fits perfectly.

01:27:48.180 --> 01:27:55.140

Phil: And it's not particularly floaty, because when you want an action, it actually sticks to it, despite the animation of the character.

01:27:55.160 --> 01:28:05.640

Tom: Well, it's not floaty so much because it has a double jump mechanic, which is not double jump, but every third jump you make.

01:28:05.660 --> 01:28:12.320

Tom: So if you jump three times in a row, the third jump will go about twice the distance and twice the height.

01:28:13.060 --> 01:28:17.780

Tom: So when you're doing that, you obviously have a plan in what you want to do.

01:28:17.800 --> 01:28:21.600

Tom: It's not just the standard jumping easy bits.

01:28:22.420 --> 01:28:37.260

Tom: So I think when you have floating platforming, as long as you play the game with a reasonable amount of advanced planning, floaty platforming mechanics work, which I think they do in Little Big Planet if you take that into account.

01:28:37.280 --> 01:28:43.440

Tom: But if you try and play it like a standard non-floaty platformer, then you run into issues.

01:28:43.460 --> 01:28:57.420

Tom: But because it is on the third jump that this occurs, it means automatically that the player is forced to plan in advance in more detail what they're doing than in a non-floaty platformer.

01:28:59.300 --> 01:29:15.400

Phil: And without spoiling anything, basically, you're trying to solve this murder mystery and the dark side of your town, which I'm not going to spoil here, but I think culminates in basically turning the dream sequences into an actual reality.

01:29:15.960 --> 01:29:31.220

Phil: So as may you're suffering these dreams and headaches and things like that, and then toward the end of the game, those things actually turn into a reality that your friends are experiencing as well as you reach the culmination of the plot reveal.

01:29:32.580 --> 01:29:41.400

Phil: I thought that was all done extremely well, though the one criticism I'll say is that I didn't find the epilogue to be pleasing at all.

01:29:43.020 --> 01:29:45.360

Phil: I didn't like the epilogue at all.

01:29:45.380 --> 01:29:54.000

Phil: I thought the game ended at quite a good point, and that if you were going to have an end scene, it probably could have been like a two minute thing.

01:29:54.140 --> 01:30:00.340

Phil: And I felt that the epilogue let the rest of the game down, though it wouldn't influence my total view of the game.

01:30:01.580 --> 01:30:06.720

Tom: I think it definitely felt from the main plot side of things unnecessary.

01:30:07.560 --> 01:30:18.900

Tom: I think it was there just for the resolution to some of the side things, like the Miracle Rats subplot, for example.

01:30:20.540 --> 01:30:38.720

Tom: And I think you don't really need to give it much more thought than that because while there is some commentary on the main story and interaction with main characters, it really does not add anything that was not already said essentially in the final chapter itself.

01:30:39.560 --> 01:30:40.740

Phil: That's right, yeah.

01:30:41.240 --> 01:30:55.620

Tom: So I think that was more so a slightly awkward pacing thing that they ran into where they couldn't figure out how to shove the conclusion to some of the side stuff into the final day.

01:30:56.140 --> 01:30:58.660

Phil: Right, awkward is the best description of it.

01:30:59.940 --> 01:31:01.720

Phil: So if you just...

01:31:01.780 --> 01:31:04.860

Phil: At this point, I'm just happy to listen to any impressions you have.

01:31:04.880 --> 01:31:06.280

Phil: I've basically said everything I need to say.

01:31:06.300 --> 01:31:19.260

Tom: Well, we will have to go into spoiler territory in the end of the impressions, but two things before we get to that that I think we don't need to mention.

01:31:19.280 --> 01:31:30.460

Tom: The first is, and I'm not sure if I've said this before, but we talked about how much the game makes out of the simplicity of the animation and the writing.

01:31:31.400 --> 01:32:02.600

Tom: It is an amazing testament to the sound design and the music that even with such incredible visual design and incredible writing, the music and the sound design still stands out as driving the entire game essentially, which is just extraordinary given how good and how much is done with fine details in the writing and in the visual design.

01:32:03.260 --> 01:32:03.700

Phil: Indeed.

01:32:05.140 --> 01:32:16.900

Tom: And the other thing that I think stood out about the story, which I think we don't need to go into spoilers to talk about, is the setting is amazing.

01:32:17.020 --> 01:32:42.980

Tom: And if you think about it, it is a setting that is rather ignored, perhaps even taboo in other mediums, because it is set in a Pennsylvania mining town that has gone into industrial decline with the mining no longer driving the economy of the town.

01:32:43.440 --> 01:33:03.160

Tom: And all that is left there for the people is shitty retail jobs that offer no sense of community, because the community has died with the mines, because the community of the place was based on the working class connections between unions and so forth.

01:33:03.580 --> 01:33:22.520

Tom: I mean, this, for anyone who is interested in this, who is interested in American politics or politics in general, should be obviously very relevant to the present state of politics, the world over, and particularly in America with their last election result.

01:33:22.980 --> 01:33:45.700

Tom: So it's fascinating seeing this being depicted in a game and on top of that, not only being depicted in a game, in any medium really, because while you will get references to this, there really aren't many stories in any medium that are directly tackling this sort of thing that I can think of anyway.

01:33:45.820 --> 01:33:48.180

Tom: You may have come across more than I have.

01:33:49.080 --> 01:33:58.960

Phil: Well, I think that, you know, you don't see Pennsylvania and these, you know, rust belt states featured as a location for many video games.

01:34:00.100 --> 01:34:01.560

Phil: Now, when did this game come out?

01:34:02.500 --> 01:34:06.580

Phil: Obviously, it's come out since the election, or the last federal election.

01:34:07.660 --> 01:34:09.120

Phil: Pennsylvania went to Trump.

01:34:09.700 --> 01:34:12.340

Phil: Biden and Trump are both there campaigning today as it is.

01:34:12.360 --> 01:34:13.280

Tom: 2017.

01:34:13.300 --> 01:34:14.080

Phil: Yeah, 2017.

01:34:14.100 --> 01:34:17.500

Tom: So it would have been in development potentially before then.

01:34:17.520 --> 01:34:22.320

Phil: Yeah, so basically the whole concept is that they are...

01:34:22.340 --> 01:34:24.980

Tom: Development began in 2013.

01:34:26.720 --> 01:34:31.320

Phil: But, I mean, that just really underscores the whole position that Trump got elected.

01:34:31.580 --> 01:34:41.100

Phil: We don't want to get into politics, but Trump got elected basically because there's a whole massive group of people who feel like they've been forgotten in the United States because of the change from...

01:34:41.120 --> 01:34:43.740

Tom: I believe they're known colloquially as the deplorables.

01:34:44.520 --> 01:34:46.900

Phil: Well, that's what Hillary referred to them as, yeah.

01:34:47.320 --> 01:34:50.460

Phil: So basically that's the environment in which you're working.

01:34:50.700 --> 01:34:57.700

Phil: This has been something that's covered in other genres such as the Deer Hunter, I would say, the movie from the 1970s.

01:34:57.720 --> 01:34:58.760

Tom: Yeah, but that's from the 70s.

01:34:58.780 --> 01:35:15.860

Tom: I'm saying this is a fascinating thing as a contemporary work of art because as it is tremendously relevant today, it is also a little bit taboo in a sense.

01:35:16.480 --> 01:35:24.380

Phil: Yeah, but it's raw and it's real and I think that the major plot of the game requires it.

01:35:26.260 --> 01:35:28.520

Tom: Well, the plot of the game is about that.

01:35:29.540 --> 01:35:48.220

Tom: It is thematically about mental illness, yes, and the disaffection of many young adults in the education system, but it always links these things to its economic themes.

01:35:49.460 --> 01:35:52.060

Tom: So it is the main theme of the game.

01:35:52.820 --> 01:35:53.700

Phil: Yeah, absolutely.

01:35:54.140 --> 01:36:13.140

Tom: And this is a theme, at least the political results of this sort of thing, is a theme that is at the forefront of many people's minds today, but the potential causations of that is not really covered in much art or media in general.

01:36:13.160 --> 01:36:25.580

Tom: So it really stands out, and it is handled amazingly well, because even the murder cult, potential murder cult...

01:36:26.580 --> 01:36:27.760

Tom: Yeah, we're now getting to spoilers.

01:36:27.940 --> 01:36:37.580

Phil: But back to your point there too, I think that's the whole thing about Brexit as well, is that people feeling that they've been left behind or left out, and that people aren't worried about them.

01:36:38.160 --> 01:36:52.980

Phil: So as we get into the spoilers here, there is a murder cult, and much like ICO, I imagine, where they feel that they must sacrifice people's real lives in order for the benefit of the greater community.

01:36:53.200 --> 01:36:54.040

Phil: Yep.

01:36:54.240 --> 01:37:05.900

Phil: So basically, there's a whole bunch of hooded people, and I was expecting a KKK, and I say KKK because I can't actually say the words.

01:37:09.280 --> 01:37:16.580

Phil: Yeah, not for political reasons, but because of the other speech impediment that we've discussed before with me and you and O.

01:37:16.600 --> 01:37:19.340

Phil: I can't do it.

01:37:19.360 --> 01:37:42.440

Phil: So I was always expecting some sort of KKK type thing, but in fact, it's a union thing, and these people who have been dispossessed of their jobs feel that periodic human sacrifice is required to keep the township of Possum Springs going, and that's what they're doing.

01:37:42.940 --> 01:38:14.220

Tom: Which was a big relief to me that they managed to connect it to the themes of the game because when you approach it from the whole mental illness story of May and her nervous breakdowns and difficulties with coping with life, and also the metaphysical religious themes, and again, managing to work that into the economic commentary is just amazing.

01:38:14.240 --> 01:38:15.080

Phil: It was brilliant.

01:38:15.700 --> 01:38:21.120

Phil: I'm sorry I keep using that word, but it would have been so easy just to do a clan thing.

01:38:22.340 --> 01:38:24.500

Phil: It would have been so easy.

01:38:24.520 --> 01:38:48.580

Tom: If they did that, I would have hated it, because it would totally destroy any of the dramatic and thematic seriousness and emotional resonance of May's return from university and her attempt, yet inability, to cope with life, and her ongoing nervous breakdown that develops as the game goes on.

01:38:49.660 --> 01:39:08.620

Tom: If it made material her fears and anxieties as just some generic horror or uninteresting societal commentary that was not linked to the main non-mental illness theories of the game.

01:39:10.580 --> 01:39:15.500

Phil: The story is so multi-threaded, but simple at the same time.

01:39:15.520 --> 01:39:18.320

Phil: It's like a tapestry, but it's simple.

01:39:18.880 --> 01:39:31.220

Phil: And it really is so impressive that they were able to draw together all of these things, that the writers were able to draw all these things together before you even realize what's going on.

01:39:31.240 --> 01:39:32.180

Phil: And that's what's so good.

01:39:32.240 --> 01:39:39.120

Phil: Like with the sound design, the sound design is great and you notice it, in which point you should say, well, is it really great if you notice it?

01:39:39.540 --> 01:39:41.540

Phil: But with the writing, you don't notice it.

01:39:41.580 --> 01:39:42.660

Phil: It sneaks up on you.

01:39:42.920 --> 01:39:44.920

Phil: They're doing this throughout the game.

01:39:45.300 --> 01:39:46.120

Phil: They're building on it.

01:39:46.140 --> 01:39:52.860

Tom: You notice the dialogue, but you do not notice the important part of the writing, which is the themes and the narrative.

01:39:53.100 --> 01:39:54.860

Phil: Yeah, it's just exceptional.

01:39:55.000 --> 01:40:09.620

Tom: And the other amazing thing about it is, is the whole, after the unions have essentially capitulated, which I thought was another interest, unflinching and amazing depiction of it.

01:40:09.620 --> 01:40:19.360

Tom: Because it's throughout the whole, it's obviously very sympathetic to unions throughout the game, and at the end, and the working classes.

01:40:19.640 --> 01:40:30.500

Tom: But it does not in any way patronise them, or avoid the capitulation that occurred in places like Pennsylvania.

01:40:31.540 --> 01:40:49.620

Tom: And the metaphor of a murder cult it uses is one that is a popular and a reasonable argument about that style of politics, of essentially thinking about it as a human sacrifice and death cult.

01:40:51.560 --> 01:41:02.460

Tom: But it does that without at any point either patronising the death cult, or not treating them with compassion.

01:41:04.680 --> 01:41:18.060

Tom: And as people whose concerns should be listened to and considered, even if you find the expression of them to be despicable.

01:41:18.500 --> 01:41:31.420

Tom: Which I think is again, just amazing, and handled in a manner that is, would be impressive in any medium full stop.

01:41:32.740 --> 01:41:43.520

Phil: I've got to say, like when I think about that, and I think about capitulation and the union movement in the United States, capitulation is death for a union.

01:41:43.720 --> 01:41:54.400

Phil: And I saw this in 2013 with the grocery workers strike, where basically they did exactly what happened in this game, at Night in the Woods.

01:41:55.540 --> 01:42:07.080

Phil: The older union members basically, and I've seen this again and again and again in union movements, sacrificed the young, meaning the new people coming on, for the old.

01:42:07.160 --> 01:42:24.840

Phil: So basically the grocery union workers said, as long as you keep all our benefits intact, anyone hired after 2014, yeah, you can pay minimum wage and they won't get the pension subsidies or contributions that we get, as long as we're taken care of.

01:42:25.000 --> 01:42:34.900

Phil: And that is the selfishness that's seen in this game with these miners basically saying, well, we'll sacrifice the youth so long as we can keep the general good going.

01:42:35.100 --> 01:42:35.400

Tom: Yeah.

01:42:35.820 --> 01:42:42.420

Phil: And that might be painting with a very broad brush, but the union movement in the United States is essentially dead.

01:42:42.620 --> 01:42:43.120

Phil: It's gone.

01:42:43.220 --> 01:42:43.800

Phil: It's finished.

01:42:43.820 --> 01:42:46.140

Phil: There's no powerful unions in the United States.

01:42:46.540 --> 01:42:56.000

Phil: Whereas here in Australia, though they are weakening, we still have a pretty good union movement, though nowhere where it needs to be.

01:42:56.020 --> 01:43:03.640

Phil: And unfortunately, some of the strongest unions are those that are owned by the government, like, you know, teachers unions and nurses unions and things like that.

01:43:05.480 --> 01:43:09.220

Phil: So yeah, that's an interesting point about capitulation.

01:43:10.740 --> 01:43:16.880

Tom: And again, just another example of how amazing, amazingly written the game is.

01:43:17.200 --> 01:43:17.460

Phil: Yes.

01:43:20.040 --> 01:43:24.240

Tom: But I think that's probably all I have to say about it that I can think of.

01:43:25.080 --> 01:43:28.140

Phil: Now, obviously, like, I just wanted to talk to you.

01:43:28.740 --> 01:43:30.120

Tom: Oh, wait, no, I'm forgetting.

01:43:30.460 --> 01:43:40.480

Tom: So we mentioned the Guitar Hero minigame, which is a genuinely good, if not great rhythm game in a game.

01:43:41.520 --> 01:43:57.700

Tom: This also features a minigame called Demon Tower, which is a genuinely great 2D Zelda-style top-down action game in the vein of Titan Souls and Hyper Light Drifter.

01:43:57.700 --> 01:43:59.140

Tom: And it is as good.

01:43:59.340 --> 01:44:00.940

Tom: It's better than Hyper Light Drifter.

01:44:01.300 --> 01:44:04.400

Tom: And mechanically, it's arguably better than Titan Souls.

01:44:04.420 --> 01:44:11.300

Tom: I think the level design or rather boss design in Titan Souls is on another level.

01:44:11.860 --> 01:44:12.720

Tom: It's just amazing.

01:44:12.740 --> 01:44:15.240

Tom: It probably puts it slightly above Demon Tower.

01:44:15.540 --> 01:44:21.600

Tom: But mechanically, it feels so precise and satisfying.

01:44:21.620 --> 01:44:22.500

Tom: And it is so simple.

01:44:22.520 --> 01:44:27.200

Tom: You've essentially just got a dodge button and an attack button.

01:44:27.380 --> 01:44:29.440

Tom: And you've got bars of stamina.

01:44:29.440 --> 01:44:31.500

Tom: And when you dodge, it uses a bar of stamina.

01:44:31.640 --> 01:44:34.120

Tom: And when you attack, it uses a bar of stamina.

01:44:36.600 --> 01:44:38.220

Tom: And the levels are really simple.

01:44:38.240 --> 01:44:42.540

Tom: They're usually basically just a square block with sometimes some paths through it.

01:44:42.780 --> 01:44:45.420

Tom: And you have to find a room which has a key.

01:44:45.440 --> 01:44:46.140

Tom: You get the key.

01:44:46.340 --> 01:44:48.680

Tom: You can then go to the boss room and fight the boss.

01:44:49.560 --> 01:44:51.640

Tom: The bosses are pretty simple.

01:44:52.820 --> 01:44:57.580

Tom: But there are some interesting creative choices with them.

01:44:57.640 --> 01:45:01.200

Tom: For instance, one boss, as they're moving around the level, they're bleeding.

01:45:01.220 --> 01:45:03.980

Tom: And if you touch their blood, you take damage.

01:45:04.940 --> 01:45:11.920

Tom: So you have to figure out how to attack them without taking damage by walking in their blood.

01:45:12.360 --> 01:45:24.460

Tom: And as you're playing through the game, the difficulty increases not just with more types of enemies, each of which is really unique and interesting to figure out how to dodge.

01:45:25.620 --> 01:45:30.100

Tom: You also lose one of your bars of health, but you gain bars of stamina.

01:45:30.380 --> 01:45:45.520

Tom: So you become faster, sorry, you become better at attacking and better at dodging, but you die quicker, which creates this great dynamic as you're going along, where it really rewards skill, but punishes any mistake you make.

01:45:46.360 --> 01:46:01.940

Tom: So in this game, it doesn't just have a great rhythm mini game, it has a great indie 2D retro-style dungeon crawling game that is as good as the likes of Titan Souls and Hyper Light Drifter, among others.

01:46:03.080 --> 01:46:12.100

Phil: I think if we were to posthumously award a 2017 Gundy for Game of the Year, this would have to be it.

01:46:12.120 --> 01:46:18.720

Phil: I mean, Breath of the Wild and Mario Odyssey basically were the Game of the Year for 2017.

01:46:18.740 --> 01:46:20.580

Tom: What were our Games of the Year for 2017?

01:46:20.600 --> 01:46:22.560

Phil: Well, I don't know that we did it in 2017.

01:46:22.580 --> 01:46:23.620

Phil: We'd have to go back and look.

01:46:23.680 --> 01:46:28.840

Phil: But I think that this is really, with what you've said about this...

01:46:29.680 --> 01:46:32.020

Tom: this would get into the Games of the Decade.

01:46:32.380 --> 01:46:33.220

Phil: Yeah, definitely.

01:46:33.520 --> 01:46:35.080

Tom: Not just 2017.

01:46:35.100 --> 01:46:38.040

Tom: This would be in certainly my top ten.

01:46:38.440 --> 01:46:39.340

Phil: Oh, mine as well.

01:46:39.560 --> 01:46:41.980

Phil: And it'd be probably in the top five, I'd say.

01:46:43.560 --> 01:46:47.820

Phil: Maybe not, but yeah, it'd definitely be in my top ten of the 2010s.

01:46:49.220 --> 01:46:52.880

Phil: So with that, you've got your Diary of Destiny ready to go there?

01:46:53.860 --> 01:46:54.580

Tom: No, I don't.

01:46:54.700 --> 01:46:55.740

Phil: I will get one.

01:46:55.760 --> 01:46:56.760

Tom: You give your score.

01:46:56.780 --> 01:46:58.920

Phil: Well, we're going to close out this podcast now then.

01:47:00.020 --> 01:47:10.360

Phil: Tom's going to get his Diary of Destiny, but thank you for listening, and please go over to gameunder.net where you can read Tom's essay about sky, Children of Light, and some other stories that we've put up recently.

01:47:10.700 --> 01:47:15.000

Phil: But really, we're not a website with a podcast, we're a podcast with a website.

01:47:15.020 --> 01:47:21.160

Phil: So just like and subscribe us, and give us good reviews on Apple so that other listeners can find the show as well.

01:47:21.180 --> 01:47:22.320

Phil: And thank you for your support.

01:47:22.780 --> 01:47:24.900

Phil: I've noticed a pick up in numbers over the last few months.

01:47:26.160 --> 01:47:27.460

Phil: As we've been able to record.

01:47:27.480 --> 01:47:28.720

Tom: That means someone has listened.

01:47:29.200 --> 01:47:30.060

Phil: Yes, yeah.

01:47:30.800 --> 01:47:32.260

Phil: Not just me doing a sound check.

01:47:32.720 --> 01:47:40.300

Phil: So I am happy to give this game a 9 out of 10.

01:47:41.720 --> 01:47:44.360

Tom: And I am now ruling the die of destiny.

01:47:45.420 --> 01:47:46.760

Phil: Keep fingers crossed, everyone.

01:47:47.200 --> 01:48:08.060

Tom: And this game, which I think is one of the best stories about the decline of modern America, as some might put it, full stop in any medium, and I am giving it a 8 out of 10 as the die has landed.

01:48:08.100 --> 01:48:09.180

Phil: Wow, awesome.

01:48:09.440 --> 01:48:10.880

Phil: So everything has worked out great.

01:48:11.300 --> 01:48:12.100

Tom: It has indeed.

01:48:12.120 --> 01:48:14.200

Tom: That's a lucky roll for once.

01:48:14.420 --> 01:48:30.240

Phil: We've already closed out the show, but I do want you to give good thought to the next game that we should both play from our itch.io godsale, because you proposed this, even though I was intending to play it anyway, but you proposed it, and as a result, I really thoroughly enjoyed it.

01:48:30.260 --> 01:48:31.200

Phil: So I thank you for that.

01:48:31.700 --> 01:48:35.680

Phil: And I thank our listeners for listening to episode 130 of The Game Under Podcast.

01:48:35.820 --> 01:48:43.440

Tom: And I do have to bring up Vampyr, because on the website now, or perhaps soon, there will be a short review about it.

01:48:43.720 --> 01:48:45.240

Phil: Yeah, and I've read a preview of that.

01:48:45.240 --> 01:48:53.420

Phil: It's a game by Don't Nod, The Life of Strange People, and I have a ton of questions about it, so hopefully we'll hit that in episode 131.

01:48:53.440 --> 01:48:55.420

Phil: So with that, I am Phil Fogg.

01:48:55.940 --> 01:49:01.940

Tom: I'm Tom Towers, and I must supply a correction, and I've got a question for you, which should be short.

01:49:02.520 --> 01:49:19.440

Tom: But I commented on Lord of the Flies and Thomas Hobbes and their relationship to games and anthropology, and one thing I've noticed is, as listeners are no doubt familiar with, I do make the odd insane comment.

01:49:20.040 --> 01:49:36.000

Tom: But particularly in the sphere of politics and philosophy, you will come across people making just randomly out of the blue completely insane comments, which I do all the time, but I'm aware of, and I get the feeling that they're not aware of it.

01:49:36.020 --> 01:49:56.800

Tom: It's like, for instance, in MineCamp, it seems all perfectly sensible and sane, yet sprinkled throughout it, there's random references to Jews, and it's written by someone else who is insane, but it's apparently not.

01:49:57.260 --> 01:50:06.280

Tom: And you get the sense that Hitler is not aware of the difference between his sane statements and his totally insane ones.

01:50:07.760 --> 01:50:09.620

Phil: Yeah, so those blind spots.

01:50:10.300 --> 01:50:27.020

Phil: And indeed, for you to be aware of your, quote, blind spots, that's incredible, but I'm sure there's tons of stuff that everyone goes through in their daily life where we're saying things or thinking things to us which are completely sane, but don't realize that's one of our insane hangups.

Phil: So yeah, that's really good, Tom.

01:50:30.000 --> 01:50:34.480

Phil: I appreciate that, and I'll talk to you soon on episode 131.

01:50:35.360 --> 01:50:38.120

Tom: And I stand by those insane statements for the record.

01:50:38.500 --> 01:50:39.920

Phil: Hey, it's the only reason I do this show.

Game Under Podcast 129

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:12 Halo Infinite Delay & New Consoles Launch
0:03:40 Mario Bros. is Hard

First Impressions - Phil Fogg
0:10:35 Deadly Premonition: A Blessing in Disguise for Switch

First Impressions - Tom Towers
0:33:40 Five Nights at Freddy's

First Impressions - Phil Fogg
0:46:33 Netflix Series, High Score

Final Impressions - Tom Towers
0:49:04 Project Warlock - PC, Switch and everything else

Final Impressions - Tom Towers
1:17:12 Metro Last Light DLC Original vs. HDeification

Tom Towers Reacts to the News
1:31:15 Single Game Studios
1:36:53 Tom's Impression of Stonehouse Orphanage
1:38:45 198fortnite
1:42:24 Call of Duty Black Ops Coldwar Ad

Final Impressions - Tom Towers
1:46:33 Metal Slug X

Transcript

Phil: Hello everyone, and welcome to episode 129 of The Game Under Podcast, Australia's longest running video game podcast.

00:00:19.880 --> 00:00:24.760

Phil: I am your co-host, Phil Fogg, and I'm joined by Tom Towers.

00:00:24.780 --> 00:00:25.220

Phil: Hi, Tom.

00:00:25.420 --> 00:00:26.220

Tom: Hello, Phil.

00:00:27.340 --> 00:00:27.900

Phil: How's things?

00:00:29.080 --> 00:00:34.160

Tom: I believe they are trending downwards in terms of numbers.

00:00:35.500 --> 00:00:36.040

Phil: Oh, really?

00:00:37.880 --> 00:00:39.960

Phil: You were talking to a podcast listener?

00:00:39.980 --> 00:00:40.420

Tom: Yes.

00:00:40.440 --> 00:00:41.080

Phil: Or COVID?

00:00:42.160 --> 00:00:42.840

Phil: Or COVID?

00:00:42.920 --> 00:00:43.260

Phil: Yeah.

00:00:46.180 --> 00:00:47.940

Phil: I can confirm one of those is true.

00:00:48.260 --> 00:00:51.640

Phil: The other one might be just some sort of right-wing lie.

00:00:52.340 --> 00:00:53.520

Tom: It depends on where you are.

00:00:55.900 --> 00:00:56.740

Phil: In Melbourne or...?

00:00:56.760 --> 00:00:57.480

Tom: In the world.

00:00:58.480 --> 00:00:59.320

Phil: Oh, okay.

00:00:59.380 --> 00:00:59.820

Phil: Yeah.

00:00:59.840 --> 00:01:02.100

Phil: As to who's propagating the lie.

00:01:02.860 --> 00:01:06.420

Tom: Depending on whether the numbers are trending down and what those numbers are.

00:01:07.160 --> 00:01:07.940

Phil: Well, that's cool.

00:01:07.940 --> 00:01:11.320

Phil: I mean, this COVID thing has been in the news this week.

00:01:12.000 --> 00:01:21.160

Phil: I don't know if you've noticed because, you know, things like Halo Infinite being delayed and all of these sorts of things.

00:01:21.320 --> 00:01:28.580

Tom: In the case of Halo Infinite, I would bet that that is an excuse after the reception it got.

00:01:29.920 --> 00:01:30.580

Phil: You think so?

00:01:30.600 --> 00:01:33.240

Phil: I've been up on the fence of that one.

00:01:33.880 --> 00:01:35.760

Phil: Because I don't think they're...

00:01:35.920 --> 00:01:43.140

Phil: Well, I mean, it has to be legitimate that it would be difficult to coordinate it between now and then.

00:01:43.160 --> 00:01:51.340

Phil: I think that they probably knew that it wasn't going to come out this year, but they didn't want to put a damper on their big game presentation a couple of weeks ago.

00:01:51.360 --> 00:01:55.360

Phil: So they've kind of let a few weeks go.

00:01:55.380 --> 00:02:01.920

Phil: But we won't know for some time what the actual truth is behind it.

00:02:02.160 --> 00:02:13.200

Tom: Coronavirus may well have interfered with the development in releasing the trailer, for all we know, resulting in the lackluster graphics on display.

00:02:15.540 --> 00:02:23.980

Phil: Well, I was interestingly speaking to a stranger who actually has an interest in video games this weekend.

00:02:24.700 --> 00:02:28.000

Tom: Was this someone you met in a shopping center?

00:02:30.120 --> 00:02:32.160

Phil: Yes, and they were not wearing a mask.

00:02:33.780 --> 00:02:41.940

Phil: And something came up about video games and then they just said, Oh, what consoles are you pre-ordering?

00:02:42.780 --> 00:02:48.780

Phil: And I've got to say, this was not an EB Games or anything, which is where you would expect that sort of question.

00:02:49.460 --> 00:03:02.720

Phil: And I sort of said, Oh, well, I'm definitely getting a PlayStation 5 at launch, but I'm not getting an Xbox because there's no real pressure to get it, because there's no incredible exclusives that are available at launch.

00:03:03.760 --> 00:03:12.580

Phil: And he said, Oh, yeah, but backward compatibility, you know, with your 360 and original Xbox, that's huge, you know, for him.

00:03:12.600 --> 00:03:13.860

Phil: So he's pre-ordering both.

00:03:14.500 --> 00:03:16.520

Tom: Were you actually just talking to yourself?

00:03:17.160 --> 00:03:17.840

Phil: No, I wasn't.

00:03:19.680 --> 00:03:27.000

Phil: But this guy also did have an extensive retro collection, including like Atari Lynxes.

00:03:27.200 --> 00:03:33.820

Phil: And I was like, Hey, I might be able to set you up, hook you up, man, because I've grown disinterested in my Atari Lynxes.

00:03:33.840 --> 00:03:38.700

Phil: And then immediately realized that I completely undermined my negotiating position.

00:03:39.880 --> 00:03:40.280

Phil: So...

00:03:40.300 --> 00:03:51.660

Tom: While we're on the topic of retro consoles, before we move on, I've played a little more of Super Mario World.

00:03:52.080 --> 00:03:53.240

Tom: I think that's what it's called.

00:03:53.260 --> 00:03:58.520

Tom: The compilation of NES and SNES Super Marios on the SNES.

00:03:59.260 --> 00:04:00.460

Phil: Super Mario All-Stars.

00:04:00.480 --> 00:04:01.260

Tom: Yes, that will be it.

00:04:01.340 --> 00:04:07.860

Tom: As well as some of new Super Mario Bros Wii U for comparison.

00:04:08.700 --> 00:04:18.800

Tom: And I have to say, why on earth does the Super Mario 2D series not have a reputation as being extraordinarily hard?

00:04:20.580 --> 00:04:22.640

Phil: This is what I've been trying to tell people for centuries.

00:04:23.100 --> 00:04:29.880

Tom: Because, I mean, we all laughed once upon a time at the video of you playing Super Mario Bros.

00:04:30.040 --> 00:04:32.820

Tom: But it is tremendously difficult.

00:04:33.280 --> 00:04:44.360

Tom: It may not be on the level of something like Super Meat Boy, but it is on another plane compared to Rayman and Donkey Kong among others.

00:04:45.960 --> 00:04:47.160

Phil: Yeah, I definitely think so.

00:04:47.180 --> 00:04:54.200

Phil: And I think the reason why I was mocked for decades for not being good at Mario was because I didn't play it at the time that it was released.

00:04:54.660 --> 00:05:02.660

Phil: And of course, for people who played it at the time that it was released, it was their only game for a long period of time.

00:05:03.300 --> 00:05:06.040

Phil: And also people played it a lot because it's a great game.

00:05:06.060 --> 00:05:07.940

Phil: And they are great games, absolutely.

00:05:08.560 --> 00:05:18.920

Phil: Which is why I've played the first probably eight levels of Super Mario World or Super Mario Brothers 3, probably at least 100 hours each.

00:05:19.180 --> 00:05:23.660

Phil: It's just I'm not good at platforming on a 2D plane.

00:05:25.460 --> 00:05:28.540

Phil: So, yeah, I think these games are hard.

00:05:28.920 --> 00:05:34.600

Phil: And I think that people are mocked for thinking that they're hard because they didn't play them at the time of their release.

00:05:34.960 --> 00:05:58.660

Tom: And the interesting thing about the Wii U version is that the difficulty is increased even further, where depending on how you're playing it, if you're trying to be fast, could be on the level of something like Super Meat Boy, the amount of random shit that they're throwing at you compared to the older games is insane.

00:05:58.680 --> 00:06:07.820

Tom: So the other interesting thing about the series is unlike many others, it is one that has actually got more difficult over the years rather than easier.

00:06:09.640 --> 00:06:11.080

Phil: In terms of the 2D?

00:06:11.100 --> 00:06:11.440

Tom: Yes.

00:06:12.380 --> 00:06:14.020

Tom: Obviously not the 3D Mario's.

00:06:14.040 --> 00:06:18.060

Tom: They are tremendously easy, at least Super Mario Galaxy's.

00:06:19.400 --> 00:06:21.440

Phil: The Galaxy's were easy, Odyssey was easy.

00:06:22.800 --> 00:06:24.800

Phil: Yeah, no problems there at all.

00:06:24.860 --> 00:06:38.560

Phil: I think Mario 64 was probably the only one that's somewhat difficult, particularly now if you go back to it, just because the controls are, that were once novel, and at the time you really applied yourself because you were learning a new thing.

00:06:38.740 --> 00:06:45.020

Phil: Now it's been, what, 25 years since then, maybe less, slightly less.

00:06:45.740 --> 00:06:48.960

Phil: So just going back to the single analog is a bit tricky.

00:06:49.220 --> 00:06:50.980

Phil: But no, that's a good observation.

00:06:51.000 --> 00:06:56.820

Phil: And also observation that you are playing those on the original hardware using a SNES and a Wii U.

00:06:56.840 --> 00:06:57.660

Tom: Correct, yes.

00:06:57.900 --> 00:07:01.820

Phil: Yeah, so you're using the controls, so this is not an emulator thing.

00:07:01.840 --> 00:07:04.480

Phil: It's not like you're playing it as it was intended.

00:07:05.240 --> 00:07:12.480

Phil: Though I do wonder if there's lag because you're at least not, at least with the SNES, because you're playing it through an HDMI.

00:07:12.500 --> 00:07:22.180

Tom: Well, I have played it both through the HDMI connection as well as RCA, and I do not detect a significant difference.

00:07:23.680 --> 00:07:25.280

Phil: No, nor do I, for that matter.

00:07:25.300 --> 00:07:45.020

Tom: But one other thing I will add, which I don't see mentioned anywhere, is that you do see Super Mario being praised for how expressive the jumping mechanics are and that sort of thing, in that there's a lot more control you have over how far you jump, depending on how you press the button.

00:07:45.480 --> 00:07:52.800

Tom: But when you were working out how to play, it honestly just feels completely inconsistent and is tremendously annoying.

00:07:52.820 --> 00:08:14.700

Tom: And when you combine that with the new Super Mario Brothers level design, where there are so many enemies and they do not follow a 100% consistent pathway through the levels and so forth, it again adds to the frustration, rather than adding to the enjoyment.

00:08:15.540 --> 00:08:19.220

Phil: Surely, though, you've got to be progressing further than I had.

00:08:20.440 --> 00:08:23.980

Tom: Well, I haven't been playing them that much, so how many levels are you in?

00:08:24.000 --> 00:08:38.120

Tom: I've completed the first world of the old one and about two worlds or a world and a half of the new one, but I have not been playing them for 100 hours or anything like that.

00:08:38.820 --> 00:08:42.600

Phil: Okay, yeah, so I've gotten significantly further over the years.

00:08:42.620 --> 00:09:03.600

Tom: Which is in fact the other thing that annoys me about other games is the save structure, because to me, they are perfect to play in very short sessions, but because of the save structure where you cannot save until you reach the end of the several levels, it really gets in the way of that.

00:09:04.360 --> 00:09:19.880

Phil: We were talking about the next generation, like Xbox Series X, and I got to tell you one thing that's been bugging me on podcasts is every time I hear someone talking about the new Xbox, they say, yeah, but I don't know if it's going to have Ridge Racing support.

00:09:21.060 --> 00:09:22.120

Tom: Ridge Racing support?

00:09:22.860 --> 00:09:26.520

Phil: That's what I'm hearing, but they're saying Ridge Racing, but I'm hearing Ridge Racing.

00:09:27.420 --> 00:09:28.920

Phil: Rage Racing, Ridge Racing.

00:09:30.120 --> 00:09:33.380

Phil: Maybe it's Michael Cain who's doing the podcast, Rage Tracing.

00:09:33.880 --> 00:09:46.780

Tom: I think at this stage, probably none of the consoles will have Ridge Racing support, unfortunately, but the Xbox Backwards compatibility will actually allow you to play some of the latter Ridge Racing games.

00:09:47.620 --> 00:09:48.280

Phil: I hope so.

00:09:48.300 --> 00:09:49.700

Phil: See, that's the thing I'm asking about.

00:09:49.720 --> 00:09:52.720

Phil: Is it just going to be Microsoft Publish that are backward compatible?

00:09:53.480 --> 00:09:56.760

Phil: Or is it, yeah, anyway, someone will let me know, I hope.

00:09:56.860 --> 00:10:07.160

Tom: I'm pretty sure they're aiming for all games, and they have a target of all Microsoft games at launch and a number of non-Microsoft games at launch.

00:10:07.780 --> 00:10:09.760

Tom: But I'm pretty sure they're targeting all, aren't they?

00:10:10.840 --> 00:10:14.000

Phil: They're targeting all, so we'll see.

00:10:14.100 --> 00:10:18.380

Phil: I mean, there's got to be some games that due to licensing, they're unable to do.

00:10:18.540 --> 00:10:26.860

Phil: But certainly on the original Xbox, they wouldn't have been able to encompass the level of licensing for this sort of future technology.

00:10:28.540 --> 00:10:30.180

Phil: So yeah, we'll find out.

00:10:31.720 --> 00:10:41.620

Phil: Speaking of the original Xbox, actually the Xbox 360, Deadly Premonition has been a game that has featured prominently on this podcast for years.

00:10:43.120 --> 00:10:44.420

Phil: Game by Swery.

00:10:44.440 --> 00:10:46.480

Phil: I'm sure everyone at this point is familiar with it.

00:10:47.580 --> 00:10:49.040

Phil: It's one of your favorite games, right?

00:10:49.060 --> 00:10:49.680

Tom: Absolutely.

00:10:50.540 --> 00:11:00.500

Tom: I believe I reviewed it as well as orally reviewing it on air in one of the best episodes of The Game Under Podcast.

00:11:01.460 --> 00:11:05.300

Phil: I, of course, know exactly when that was, and that was in Episode 8, though.

00:11:05.320 --> 00:11:08.300

Phil: A lot of the early episodes, we sprinkled it throughout.

00:11:09.160 --> 00:11:10.820

Phil: But yeah, it's been a favorite game.

00:11:10.840 --> 00:11:12.980

Phil: And then recently, of course, it's been re-released.

00:11:13.620 --> 00:11:13.960

Phil: Well, not...

00:11:14.020 --> 00:11:14.980

Phil: it has been re-released.

00:11:15.000 --> 00:11:18.920

Phil: There was a director's cut that came out for the PlayStation 3.

00:11:18.940 --> 00:11:19.940

Tom: That's the version I played?

00:11:21.000 --> 00:11:22.320

Phil: Yep, it's the director's cut.

00:11:22.480 --> 00:11:25.580

Phil: And I think that has been re-released for Switch as well.

00:11:25.600 --> 00:11:27.300

Phil: In fact, I know it has been re-released for Switch.

00:11:27.540 --> 00:11:32.740

Tom: And it's also on PC, which would be the place to get it, as I believe.

00:11:32.760 --> 00:11:35.780

Tom: You can actually get the PC version of it running well.

00:11:37.260 --> 00:11:41.020

Phil: And now I've been playing the sequel, Deadly Premonition 2.

00:11:41.900 --> 00:11:45.060

Phil: And it's by the original director, Swery.

00:11:45.980 --> 00:11:53.300

Phil: I've got to say that when I first got this game, I played it for a very long time without having updated it.

00:11:53.400 --> 00:11:58.320

Phil: So it was kind of an interesting experience, because when I first turned on the Switch, I was somewhere where there was no Internet.

00:11:59.000 --> 00:12:04.980

Phil: And immediately, even though I was not connected to the Internet, it said, there is an update available for this game.

00:12:05.000 --> 00:12:05.860

Phil: Would you like to download it?

00:12:05.880 --> 00:12:06.480

Phil: Download now.

00:12:07.960 --> 00:12:13.380

Phil: So right off the cart, they knew that there would be a day one patch that has been written into it.

00:12:13.740 --> 00:12:15.560

Phil: And I just said, no, because I couldn't.

00:12:15.960 --> 00:12:18.320

Phil: You know, I wasn't going to have Internet access for a few days.

00:12:18.340 --> 00:12:20.300

Phil: So I said, no, I don't have access to the Internet.

00:12:20.320 --> 00:12:21.040

Phil: Just let me play.

00:12:21.800 --> 00:12:23.020

Phil: So I've been playing.

00:12:23.340 --> 00:12:36.580

Phil: So when I did get back to Internet land, I found out that there was this massive controversy because as with the original, there is a trans character in this game.

00:12:37.620 --> 00:12:45.500

Phil: And apparently the way that Swery worked with that material in his original script on the unupdated game was insensitive.

00:12:45.540 --> 00:12:52.140

Phil: Now, I don't know what was in that, but that was reason enough for me to go, you know what, I'm not going to update this game.

00:12:53.000 --> 00:12:54.580

Phil: I'm going to keep playing this.

00:12:55.060 --> 00:12:56.560

Phil: So I played probably the first...

00:12:56.600 --> 00:13:03.780

Tom: And the improvements to the frame rate, I believe, have been in the order of just a few frames.

00:13:03.800 --> 00:13:06.540

Tom: So you're not getting much of a performance increase at all.

00:13:06.840 --> 00:13:08.960

Phil: Yeah, well, I'll give you impressions about that.

00:13:09.180 --> 00:13:16.580

Phil: But apparently at a certain point in the game, I was just coming up with so many issues that I went, you know what?

00:13:16.760 --> 00:13:23.500

Phil: As cool as it will be for the podcast, for me to see the original unedited or unupdated version of this, which is probably...

00:13:23.920 --> 00:13:25.700

Phil: Which is most definitely already on YouTube.

00:13:26.300 --> 00:13:27.600

Phil: I have to update this game.

00:13:27.620 --> 00:13:28.540

Phil: So I did update it.

00:13:28.980 --> 00:13:35.560

Phil: And I did get to the part where in the original, he had deadnamed the trans character.

00:13:36.300 --> 00:13:40.520

Phil: So that's the pattern of referring to someone in the...

00:13:41.160 --> 00:13:43.440

Phil: Using the person's old name in their new gender.

00:13:44.240 --> 00:13:46.800

Phil: And I can see why that would be upsetting.

00:13:46.960 --> 00:13:51.340

Phil: If I'd gone through that process and someone used my old name, that'd be upsetting.

00:13:51.580 --> 00:13:52.880

Phil: Understandable, but upsetting.

00:13:53.860 --> 00:13:59.760

Tom: The real question is why you would change your name from Phil Fogg no matter what you were doing.

00:14:00.580 --> 00:14:04.100

Tom: I don't think you could change your name if you were called Phil Fogg.

00:14:05.100 --> 00:14:06.260

Phil: Well, I changed it to Phyllis.

00:14:06.560 --> 00:14:07.240

Phil: Phyllis Fogg.

00:14:08.000 --> 00:14:10.640

Tom: But one would still refer to you as Phil for short.

00:14:11.500 --> 00:14:12.220

Phil: Yeah, that's true.

00:14:12.280 --> 00:14:12.780

Phil: That's true.

00:14:13.040 --> 00:14:47.620

Phil: And so it is hilarious because about, I would say, 20 minutes before the incident that has been now edited out, there is an awkward and hastily put together mini-speech that the lead character, what's his name, York, puts together about how it's so unfair how trans people are treated in some parts of the country and that this is backward thinking and that we need to move together and work together as one.

00:14:47.940 --> 00:15:02.280

Phil: And it is like all of the cut scenes are really poor, like with people like swiveling on as if they're sitting in an office chair, like as they turn, like because they don't have any actual legs, you know.

00:15:03.300 --> 00:15:04.740

Phil: It's just the top part of their body.

00:15:06.000 --> 00:15:08.440

Phil: But this was particularly poor and very obvious.

00:15:08.460 --> 00:15:10.200

Phil: I was like, oh, we must be getting close to it.

00:15:11.260 --> 00:15:12.540

Phil: And then we get to the part.

00:15:14.060 --> 00:15:16.240

Phil: And they've cleaned up the script pretty well.

00:15:16.260 --> 00:15:18.920

Phil: Like it was pretty seamlessly seamless how they did it.

00:15:19.400 --> 00:15:27.760

Phil: But the thing is, like he was, he would have only been dead naming it because it was a revelation in the script as to who this person was.

00:15:28.620 --> 00:15:34.180

Phil: Like it's a big revelation as to who this person in front of you used to be, their former identity.

00:15:34.580 --> 00:15:51.860

Phil: And so because this is the first time you're seeing them, because you never actually saw the person as they were before, you'd only heard about them, like it would be a big leap unless it was set up really obviously to say, Tom, is that you?

00:15:52.300 --> 00:15:54.380

Phil: You know, I mean, that would be the easy moment.

00:15:54.400 --> 00:15:55.280

Tom: Not anymore, Phil.

00:15:56.400 --> 00:15:57.100

Phil: No, not anymore.

00:15:57.880 --> 00:16:10.500

Phil: So but so instead they have to dance around it and say, I can't believe it's you who used to co-host the podcast instead of saying the actual name, right?

00:16:10.660 --> 00:16:10.960

Phil: Yep.

00:16:10.980 --> 00:16:24.060

Phil: So like in a mystery game where there's a big reveal, it would have only been obvious to deadname the person, you know, and so they danced around it and I thought they did it quite well.

00:16:24.440 --> 00:16:26.280

Phil: And, you know, that's fine.

00:16:26.320 --> 00:16:31.240

Tom: In a sense, by making it more awkward, it's actually fitting the tone of Deadly Premonition better.

00:16:32.060 --> 00:16:32.460

Phil: It is.

00:16:32.760 --> 00:16:33.160

Phil: It is.

00:16:34.260 --> 00:16:38.160

Phil: So I just thought I'd mention that, the fact that I've been playing the game mostly unupdated.

00:16:40.020 --> 00:16:58.260

Tom: Just one other thing I'll add on that is his commentary on changing it was very endearing in the way only Swery could be, where he begged people not to dislike York, and that York didn't come up with this dialogue.

00:16:58.420 --> 00:17:00.420

Tom: It was the fault of he as a writer.

00:17:01.300 --> 00:17:04.280

Phil: Yeah, that was pretty good.

00:17:05.200 --> 00:17:09.140

Phil: And I kind of felt bad for Swery, because it obviously was a massive blind spot for him.

00:17:09.660 --> 00:17:15.660

Phil: And instead of just saying, you know, I'm an artist, these are my words, screw off.

00:17:17.400 --> 00:17:22.780

Phil: And because, you know, he's dealt with trans characters in his works before, obviously.

00:17:22.800 --> 00:17:25.200

Phil: So, you know, yeah.

00:17:25.220 --> 00:17:33.200

Phil: Anyway, I thought it was all handled well, but the clumsy speech 20 minutes before it just set it up way too bad.

00:17:33.220 --> 00:17:53.300

Phil: And in a way, I think it was probably included to kind of put maybe insensitive or immature gamers on notice that, hey, you know, if you're thinking that this is something weird or stupid or something to laugh about, you know, this isn't this sort of game and this thing's going to happen in about 20 minutes.

00:17:53.320 --> 00:17:56.380

Phil: So if you don't like that, you know, be prepared.

00:17:57.780 --> 00:18:02.900

Phil: So back to the game itself in terms of its frame rate, I honestly had no problems with it.

00:18:04.020 --> 00:18:05.800

Phil: I had problems with the load times.

00:18:06.340 --> 00:18:11.280

Phil: Like, you know how there's a loading animation on the screen usually when you're loading something?

00:18:12.980 --> 00:18:22.880

Phil: This was loading so poorly that the frame rate of that is what I noticed, is that the little twirling swirl would get caught up.

00:18:23.660 --> 00:18:30.060

Phil: But in the game itself, it was more an issue of texture pop-ups, but not frame rate.

00:18:31.660 --> 00:18:33.700

Tom: I believe one of the ways...

00:18:33.720 --> 00:18:35.220

Tom: You have updated now, haven't you?

00:18:36.000 --> 00:18:36.480

Phil: I have now.

00:18:36.500 --> 00:18:39.220

Tom: Because I think one of the ways that they lowered...

00:18:39.960 --> 00:18:49.300

Tom: Sorry, they raised the frame rate, was actually lowering the draw distance and how close things were when they rendered it.

00:18:50.300 --> 00:18:56.340

Tom: Previously, the frame rate may have been a little bit worse, but things would have loaded earlier.

00:18:57.440 --> 00:19:03.700

Phil: The draw distance, even on a texture as mundane as a city street, is ludicrous.

00:19:04.400 --> 00:19:07.620

Phil: And it was not improved or changed, that I could tell.

00:19:08.020 --> 00:19:10.680

Phil: And honestly, I can't tell any changes in the frame rate either.

00:19:10.680 --> 00:19:17.140

Phil: So it's not something that I'm particularly sensitive to, but I am also playing it in handheld mode almost exclusively.

00:19:17.420 --> 00:19:20.520

Phil: And you also have to factor in that, you know, I've been gaming for a long time.

00:19:20.580 --> 00:19:30.000

Phil: So in terms of I've seen, I've been around games that have janky graphics for a long time, and I'm not particularly off put by them.

00:19:31.160 --> 00:19:38.280

Phil: Having said that, people have said that this looks like a PlayStation 2 game, which is completely unfair and inaccurate.

00:19:38.680 --> 00:19:44.280

Phil: It's more like a DS game in terms of its graphics.

00:19:44.380 --> 00:19:53.020

Tom: It looks like the original Deadly Premonition remaster, really, which looked like a bad PS3 slash 360 game.

00:19:54.060 --> 00:19:54.380

Tom: Yeah.

00:19:54.400 --> 00:19:58.700

Tom: So I think DS is a bit harsh, or does it look worse than the previous game?

00:19:59.240 --> 00:19:59.960

Phil: It looks worse.

00:20:01.100 --> 00:20:11.320

Phil: And certainly from the stills that you see, it sort of looks like a DS game, but with some cell shading going on around the edges to cover up graphical flaws.

00:20:12.560 --> 00:20:13.900

Phil: The game is quite poor.

00:20:14.280 --> 00:20:17.700

Phil: I mean, it doesn't look like a current gen or even a last gen game.

00:20:17.900 --> 00:20:19.200

Phil: I'll leave it at that.

00:20:19.620 --> 00:20:25.320

Phil: And there certainly were several PlayStation 2 games, if not most PlayStation 2 games, that looked much better.

00:20:25.720 --> 00:20:28.680

Tom: I mean, Killzone was a PlayStation 2 game.

00:20:29.260 --> 00:20:30.700

Phil: Yeah, God of War, God of War 2.

00:20:30.720 --> 00:20:31.460

Tom: Yep, another one.

00:20:32.360 --> 00:20:35.920

Phil: So, you know, there were some really great-looking PlayStation 2 games.

00:20:36.280 --> 00:20:36.960

Tom: Fahrenheit?

00:20:36.980 --> 00:20:39.680

Phil: But, uh, Fahrenheit, yeah, indeed.

00:20:40.240 --> 00:20:42.540

Phil: But having said that, it doesn't detract from the game.

00:20:42.840 --> 00:20:51.100

Phil: What my concern was going into it, having looked at, looking at the stills, was that this was not going to be a deadly premonition game.

00:20:51.120 --> 00:20:52.960

Phil: Like, this wasn't going to be a true sequel.

00:20:53.080 --> 00:20:55.240

Phil: It was going to be some stupid side story.

00:20:56.840 --> 00:21:05.940

Phil: And I was starting to worry that it might be like Flower, Sun, Rain, the game by Suda 51, which covers a similar sort of territory.

00:21:06.020 --> 00:21:16.340

Tom: And the original Deadly Premonition's ending, if I recall, did in fact provide some foreshadowing of what could have been a sequel.

00:21:17.400 --> 00:21:18.640

Tom: So is it building on that?

00:21:19.380 --> 00:21:22.640

Phil: Well, first of all, yes and no.

00:21:22.660 --> 00:21:24.600

Phil: But I'll say this first.

00:21:25.060 --> 00:21:29.360

Phil: The great thing is, this sticks to the original formula 100%.

00:21:30.800 --> 00:21:32.360

Phil: There are less characters in the game.

00:21:33.300 --> 00:21:43.940

Phil: The area that you're covering is probably slightly smaller, but it follows the same exact game, gameplay as the original.

00:21:44.380 --> 00:21:49.580

Phil: So if you enjoyed the original, there is no reason why you wouldn't enjoy this sequel.

00:21:49.600 --> 00:21:55.020

Tom: With a smaller cast, is there a better consistency in character quality?

00:21:56.740 --> 00:22:00.940

Phil: No, the character quality I found in the original to be quite good anyway.

00:22:00.980 --> 00:22:10.360

Tom: It was, absolutely, but there was a noticeable difference between the characters directly involved in the main plot and those less involved in it.

00:22:11.120 --> 00:22:16.640

Phil: Even the minor characters in this one are still interesting and are still well written, I would say.

00:22:16.740 --> 00:22:17.160

Tom: Excellent.

00:22:18.080 --> 00:22:27.760

Phil: Certainly, the dialogue in Deadly Premonition is always a shining star, and certainly you could possibly say that the inner dialogue is the shining star.

00:22:28.680 --> 00:22:37.380

Phil: The conversations between York and Zack are still there, and that probably answers your question.

00:22:37.400 --> 00:22:44.560

Phil: So this is actually, interestingly enough, you play most of the game as a prequel to the happenings at...

00:22:45.360 --> 00:22:46.560

Phil: I can't remember it right now.

00:22:48.600 --> 00:22:53.040

Phil: But most of the game is played as a sequel, and then in between the chapters...

00:22:53.920 --> 00:23:03.820

Phil: Most of the game you play as a prequel, and then in between the chapters, there are these smaller chapters that are after the events of Deadly Premonition 1.

00:23:04.560 --> 00:23:07.240

Phil: And they're all linked together quite well.

00:23:07.900 --> 00:23:15.660

Phil: So you're seeing Francis York both before the first game and then also after.

00:23:15.680 --> 00:23:17.940

Phil: And I think it's been...

00:23:18.180 --> 00:23:20.160

Phil: The setup for it is really quite good.

00:23:21.080 --> 00:23:35.060

Tom: So that's pretty impressive that a sequel like that is managing to live up to the original and also sounds like it has reasonable justification for existing.

00:23:36.160 --> 00:23:37.060

Phil: Yes, definitely.

00:23:37.120 --> 00:23:45.840

Phil: Now, I've got to point out that, without spoiling it, that the sequel components are limited to a single room in which you're talking to two other parties.

00:23:46.220 --> 00:23:47.250

Phil: So it's not like a...

00:23:47.250 --> 00:23:51.970

Phil: and as I said, they're shorter sequences, but...

00:23:51.970 --> 00:23:57.560

Phil: and they're referring back to the incident that happened before Deadly Premonition 1.

00:23:58.620 --> 00:24:06.100

Phil: But even so, like you never feel like, oh, when you're in those sections, you're not like, oh, let me get back to the main game.

00:24:06.680 --> 00:24:13.180

Phil: And when you're in the main game, you're like, oh, you know, I wonder what's going to happen at the next episode break sort of thing.

00:24:14.260 --> 00:24:17.460

Phil: And those episode breaks are probably about 20 to 40 minutes long.

00:24:17.480 --> 00:24:19.180

Phil: So they're not, they're not sure.

00:24:19.200 --> 00:24:20.780

Phil: It's not like a little interstitial.

00:24:21.740 --> 00:24:23.460

Phil: They're a significant part of the game.

00:24:23.880 --> 00:24:30.460

Phil: And they reflect back into when you go back into the other time period.

00:24:30.940 --> 00:24:34.160

Phil: Now, I do want to point out here that there is no time travel.

00:24:34.600 --> 00:24:37.220

Phil: Okay, so this is all memories and things like that.

00:24:37.220 --> 00:24:39.360

Phil: So there's nothing hokey going on.

00:24:40.440 --> 00:24:40.780

Tom: Yet.

00:24:40.800 --> 00:24:42.060

Phil: But, yet.

00:24:42.780 --> 00:24:57.920

Phil: But you play as York, and you're basically going into this southern region in Louisiana to investigate the distribution of a dangerous drug called Saint Rouge, which plays into the game that was to follow this.

00:24:58.760 --> 00:25:00.280

Phil: And it's a murder investigation.

00:25:01.360 --> 00:25:03.620

Phil: I don't think it's a big spoiler to indicate that...

00:25:04.180 --> 00:25:15.060

Tom: Have you noticed as an aside that drugs in popular culture all have names that sound like intelligence or military operations, not like drugs?

00:25:16.520 --> 00:25:18.400

Phil: Oh, well, can you think of any other examples?

00:25:18.840 --> 00:25:19.860

Phil: I'm stuck here, but...

00:25:21.000 --> 00:25:26.360

Tom: I can't think of any other examples, but that's what they're generally like.

00:25:26.980 --> 00:25:27.380

Phil: So...

00:25:28.660 --> 00:25:30.500

Tom: Saint Rouge, there's an example.

00:25:30.500 --> 00:25:31.540

Tom: Do you need more than one?

00:25:32.040 --> 00:25:32.900

Phil: No, that's good enough.

00:25:32.920 --> 00:25:33.260

Phil: Thank you.

00:25:34.400 --> 00:25:48.180

Phil: So you're basically, like in the old story, original, you're going into a small town that's slightly odd, meeting people that are slightly odd, and they may seem insignificant at first, but then they become a part of the game.

00:25:49.200 --> 00:25:58.680

Phil: So you do have to be at certain parts of the town at certain times of the day to continue the main storyline, and there's plenty of side quests as well.

00:25:59.960 --> 00:26:06.460

Phil: Driving was a contentious point in the original game, so they've replaced the driving capability with skateboarding.

00:26:07.220 --> 00:26:09.260

Phil: So you skateboard around town now.

00:26:09.740 --> 00:26:14.860

Phil: You can skate quite fast, so it's about the same speed as if you were in a vehicle.

00:26:15.780 --> 00:26:22.680

Phil: But it is perplexing because you're obviously skating by several vehicles, hundreds of vehicles, as you go through the town.

00:26:24.220 --> 00:26:32.260

Phil: And you're aiding the police in an investigation, and you have ample funds so that you would be able to rent a car if the police were not able to give you an undercover car.

00:26:33.360 --> 00:26:37.380

Phil: But obviously it adds a quirky fun component to the game.

00:26:38.420 --> 00:26:39.160

Phil: In terms of...

00:26:39.360 --> 00:26:41.840

Phil: This game is generally described as a survival horror.

00:26:41.840 --> 00:26:43.260

Phil: I'd say that's completely wrong.

00:26:43.860 --> 00:26:45.380

Phil: Most of the time you spend your time...

00:26:45.780 --> 00:26:48.620

Phil: Most of the game you spend your time traveling around, talking to people.

00:26:49.840 --> 00:26:56.100

Phil: And then there might be some mini quests, like a bowling-type challenge or something like that.

00:26:56.680 --> 00:27:01.140

Phil: As in the original, you do have to change your clothes, shower, sleep, eat.

00:27:01.960 --> 00:27:04.680

Phil: You know, there's those elements of it, but they're not onerous.

00:27:04.700 --> 00:27:06.120

Phil: They don't get in the way of the game.

00:27:06.600 --> 00:27:15.300

Phil: Saving is done quite easily at any telephone booth around town, but they also generously autosave a fair bit as well.

00:27:15.700 --> 00:27:22.220

Tom: So does that mean that there are not the third-person shooter horror sections that there were in the original?

00:27:22.240 --> 00:27:24.300

Phil: There are, but they're not a big component.

00:27:24.320 --> 00:27:42.560

Phil: So typically for each episode, and these are large episodes, large chapters, at the end it will culminate in you going into a building and then dealing with these singularities, which is basically a warped perception around you.

00:27:43.060 --> 00:27:47.740

Phil: And there are enemies just as hokey as in the original for you to shoot.

00:27:48.920 --> 00:27:53.760

Phil: So that would be the survival horror, but it's not really survival horror, it's more of a shooting gallery.

00:27:54.020 --> 00:28:02.640

Phil: You walk into a room, there's four enemies, you put five bullets into them, they die, and that opens the next room.

00:28:02.900 --> 00:28:08.900

Phil: And the shooting is quite disappointing, as you can imagine, and unsatisfying.

00:28:09.160 --> 00:28:10.700

Tom: Well, it was in the original too.

00:28:11.300 --> 00:28:19.140

Phil: Yeah, you're using rubber bullets, and then there is a stun, like a charged laser-type weapon that you do unlock later on.

00:28:20.320 --> 00:28:31.640

Phil: In the community, you can shoot squirrels, crocodiles, birds and other things, but, and in fact people as well, but you are using rubber bullets.

00:28:32.560 --> 00:28:35.020

Phil: So that really describes the game.

00:28:36.280 --> 00:28:46.300

Phil: Obviously, as a part of your investigation, you've got these components where you might have to solve a small puzzle, but it's really more of a, this is a scenario now.

00:28:46.400 --> 00:28:47.940

Phil: Here's four clues in front of you.

00:28:48.320 --> 00:28:50.440

Phil: Which one do you think is the most pertinent clue?

00:28:51.260 --> 00:28:56.060

Tom: So it sounds like, as we were saying before, it actually lives up to the hype.

00:28:57.020 --> 00:28:58.940

Tom: Did you have anything else to add?

00:28:59.840 --> 00:29:16.840

Phil: Look, the only thing I would say is it does have some super frustrating parts where you will go into the next place that you're supposed to go into, or in fact you might go up to the building where there's an indicator saying you need to go into it and you can't get into that door because it's not open.

00:29:19.360 --> 00:29:26.880

Phil: You might go into the building and go up to the person that you're supposed to speak to to trigger an event and it won't trigger.

00:29:27.980 --> 00:29:42.560

Phil: So you will be given side quests, not side quests, rather, you'll be given searches to do, like go get me five of these, and not told at all anywhere where you are to get it.

00:29:43.300 --> 00:29:49.960

Phil: One of the fetch quests has you go, I randomly found where I was supposed to get this thing, let's say it's a soccer field.

00:29:50.840 --> 00:29:54.580

Phil: I walked every square meter of that soccer field and found one of them.

00:29:55.000 --> 00:30:01.480

Phil: And then I went, okay, I've got to get five of these, so I'll go somewhere else now to look for it.

00:30:01.560 --> 00:30:05.820

Phil: All five of them are in that same soccer field, but they will appear randomly.

00:30:09.840 --> 00:30:15.760

Phil: And I had to figure that out by going on YouTube because like you would think, I've already explored this entire area.

00:30:15.980 --> 00:30:16.920

Phil: I've found one.

00:30:17.740 --> 00:30:20.420

Phil: So now I have to go to another area to find the other five.

00:30:20.460 --> 00:30:25.040

Phil: No, you just have to keep walking randomly around that soccer field until you find the other five.

00:30:25.100 --> 00:30:29.840

Phil: But you can't find all five of them just in sequence.

00:30:30.960 --> 00:30:35.300

Phil: And there's also stupidly frustrating time, the fillers.

00:30:35.820 --> 00:30:37.640

Phil: So basically, you'll be on FetchQuest.

00:30:37.660 --> 00:30:40.540

Tom: Well, that would be one way of filling up time as well, I dare say.

00:30:40.560 --> 00:30:42.140

Phil: Yeah, yeah, yeah.

00:30:42.160 --> 00:30:46.560

Phil: But they have like a FetchQuest where you get two of the three items.

00:30:46.940 --> 00:30:49.980

Phil: And then the third item is at this location.

00:30:49.980 --> 00:30:51.060

Phil: I'll make it up.

00:30:51.080 --> 00:30:51.980

Phil: I'll say a library.

00:30:52.480 --> 00:30:55.960

Phil: And I'll say something like, oh, well, we only check out DVDs on Monday.

00:30:56.760 --> 00:30:58.140

Phil: And you're on Wednesday.

00:30:59.320 --> 00:31:09.720

Phil: And the only way to speed up time is to go back to your hotel room, sleep for 24 hours, which will force you to shower and eat because, you know, you stink and you need to eat.

00:31:09.900 --> 00:31:12.400

Phil: And then you'll have to do laundry.

00:31:12.520 --> 00:31:14.260

Phil: And then you can sleep for another 24 hours.

00:31:14.280 --> 00:31:18.940

Phil: So it's really obvious that they're stretching out the time that the player is spending with the game.

00:31:19.320 --> 00:31:20.660

Phil: And there's no reward to it.

00:31:20.680 --> 00:31:22.340

Phil: Yeah, you could go off and do side quests.

00:31:22.360 --> 00:31:32.380

Phil: But at that point in the game, there weren't very many compelling side quests to start with and certainly not ones that would take up, you know, five or six days of in-game time.

00:31:32.400 --> 00:31:35.880

Tom: That sounds also not like the original.

00:31:35.900 --> 00:31:53.420

Tom: I was going to say this sounds like the original, but it does not because while there were certain, a lot of awkward aspects to how things worked, like you had to use the map like a real map, for instance, which in a game is often more awkward than it is in reality for a variety of reasons.

00:31:54.780 --> 00:32:06.800

Tom: And there were weirdly esoteric ways you had to get certain things, but it felt more convoluted than like it was there arbitrarily as filler.

00:32:07.620 --> 00:32:12.540

Phil: Yeah, look, I've got to say one thing that has been proved in this game over the original is the map.

00:32:13.460 --> 00:32:14.340

Phil: The map is great.

00:32:14.560 --> 00:32:25.300

Phil: So, you know, there's other little tiny things in there that are just lame and stupid, that are technical issues due to, I assume, a small development team and lack of money.

00:32:26.740 --> 00:32:41.980

Phil: But the pluses outweigh the minuses, and certainly I was not expecting a sequel to Deadly Premonition, and having it on a Switch is all the better because it gives me many more opportunities to be able to play it, not just when I'm in front of my TV.

00:32:42.040 --> 00:32:45.360

Phil: So, yeah, and it's a budget title.

00:32:45.720 --> 00:32:48.580

Phil: I picked it up for like $60 new Australian.

00:32:48.820 --> 00:32:52.320

Phil: So I think it's about $50 in the States, I'm not sure.

00:32:53.580 --> 00:32:54.020

Tom: Excellent.

00:32:55.280 --> 00:33:00.380

Phil: So that's, you know, when it gets around to final impressions, I'm not going to go into the same detail I did today.

00:33:00.400 --> 00:33:11.040

Phil: I thought it was really important to get, provide good first impressions, to get as many of our listeners who would be interested in enough information so they can make a purchase decision.

00:33:11.320 --> 00:33:27.680

Tom: Definitely, and Deadly Premonition is a game since the original that is always in need of high quality impressions that either don't ignore all the stupid shit in it, treat it like a meme, or like it ironically.

00:33:27.700 --> 00:33:30.560

Phil: Yeah, and it's worth it for the dialogue.

00:33:30.620 --> 00:33:32.540

Phil: I mean, the dialogue in the game is great.

00:33:32.780 --> 00:33:35.720

Phil: It really is great.

00:33:36.040 --> 00:33:38.140

Phil: But in any case, that's enough about me.

00:33:38.480 --> 00:33:40.180

Phil: What have you been playing?

00:33:40.580 --> 00:34:03.200

Tom: While we're on the topic of horror games, I played Five Nights at Freddy's, which is by now rather an infamous title, given that it launched several of the largest streaming careers on YouTube, as well as a trend in...

00:34:03.860 --> 00:34:32.360

Tom: Well, actually, the interesting thing about it is, once you go back and play it, it probably actually hasn't had much influence on how horror games play, but it was obviously a massive deal, and it is fascinating to actually go and play it, because it turns out that it is in fact a work simulator, which I was not expecting, in spite of the fact that the layout is very much in the work sim environment.

00:34:32.380 --> 00:34:38.220

Tom: I wasn't expecting for it to actually play like one when you sat down and tried it for yourself.

00:34:40.140 --> 00:34:43.280

Phil: Yeah, so Five Nights at Freddy's, I was also not expecting it.

00:34:43.320 --> 00:34:47.260

Phil: All I knew that it was popular with the kids.

00:34:47.340 --> 00:34:51.280

Phil: And so I was not expecting anything of merit.

00:34:52.140 --> 00:34:59.720

Phil: And it's basically, if anyone is familiar with it, why would you be the Sega CD game Night Trap starring Dana Plato?

00:35:00.740 --> 00:35:16.620

Phil: It's basically a game, back in the FMV era, one full motion video era, one of the gameplay elements that that genre and technology lent itself to was basically switching from multiple security cameras so that you could see the plot develop and look out for threats.

00:35:18.020 --> 00:35:20.880

Phil: And Five Nights at Freddy's follows a very similar thing.

00:35:20.900 --> 00:35:28.420

Phil: You basically sit in one room and you're playing as a night security guard, watching a...

00:35:29.480 --> 00:35:37.060

Phil: it's like a pizza place for kids to go and they've got animatronic entertainment robots.

00:35:37.080 --> 00:35:40.000

Tom: I think the real world equivalent will be Chuck E.

00:35:40.000 --> 00:35:40.680

Tom: Cheese.

00:35:40.980 --> 00:35:42.780

Phil: Yes, which I've been to, yeah.

00:35:42.860 --> 00:35:43.260

Phil: Chuck E.

00:35:43.280 --> 00:35:45.200

Phil: Cheese or Funtime Pizza.

00:35:45.860 --> 00:35:46.740

Phil: And Chuck E.

00:35:46.760 --> 00:35:51.820

Phil: Cheese was invented by Nolan Bushnell, who was the progenitor of Atari.

00:35:53.400 --> 00:35:54.380

Phil: So it has...

00:35:55.580 --> 00:35:56.140

Phil: even Chuck E.

00:35:56.160 --> 00:35:58.000

Phil: Cheese has some video game links.

00:35:58.020 --> 00:36:00.000

Phil: It's what he did with all his Atari money.

00:36:01.460 --> 00:36:02.380

Tom: Money well spent.

00:36:02.900 --> 00:36:03.820

Phil: Yeah, indeed.

00:36:04.160 --> 00:36:10.180

Phil: So you have these creepy looking animatronic robots and you play as a security guard.

00:36:11.280 --> 00:36:25.200

Phil: Now, I played like through one playthrough and I found it mostly incomprehensible and could not figure out what exactly I was supposed to be doing and died after about...

00:36:26.340 --> 00:36:31.360

Tom: So when you say one playthrough, you mean one day, I assume not two night five.

00:36:32.260 --> 00:36:34.300

Phil: No, no, no, no, I got killed.

00:36:34.320 --> 00:36:36.980

Tom: Because that's another thing I was not expecting.

00:36:37.000 --> 00:36:39.560

Tom: It is tremendously difficult.

00:36:39.600 --> 00:37:00.280

Tom: And essentially the gameplay consists of you switching between cameras, as you said, but in your office, there's also a door on either side of your desk and your chair and a light switch that lights up the room outside of your office on either side.

00:37:01.020 --> 00:37:01.380

Phil: Right.

00:37:02.080 --> 00:37:24.160

Tom: And the basic gameplay mechanic consists of the fact that whenever you bring up your tablet that has all the cameras on it, you are using battery power, and whenever you press the light switch or close the mechanical doors, which are basically like airlock doors, you are using battery power.

00:37:24.180 --> 00:37:29.080

Tom: So you have a limited amount of battery power that you can use per day.

00:37:30.040 --> 00:37:51.320

Tom: And when you're looking at the cameras, if you, other than allowing you to know where the animatronics are wandering, and thus when they might be getting to your door, looking at the animatronics in the camera, depending on which one it is, also results in them stopping or returning to whence they came.

00:37:51.840 --> 00:37:58.380

Tom: So, and obviously if the animatronics get into your office, then you get killed and you have to start the day again.

00:37:58.680 --> 00:38:11.600

Tom: So it basically boils down to you having to save enough battery power to make it to the end of the day without having been killed.

00:38:12.000 --> 00:38:29.440

Tom: Which, as you go along, gets significantly more and more difficult because the enemies become more and more aggressive, meaning you're using more power because you have to follow them in more detail or you have to keep the doors shut for longer lengths of time.

00:38:29.640 --> 00:39:13.920

Tom: But the rhythm of it is very much like a work simulator where by the end of the game, and without having looked up a strategy to beat Day 5, I would not have been able to do it, but even before then I worked up a rhythm where essentially what you're doing is you are bringing up the camera, looking at various areas, immediately closing it, then waiting a bit of time, then switching on the lights, then turning them off instantly, then waiting a bit of time and raising the map, and so on and so forth, which like the best work simulators, it's all about building up a rhythm that allows you to be more and more efficient.

00:39:14.380 --> 00:39:32.720

Tom: And like the best work simulators, as you're doing this there's lots of great tactile sound effects and visual effects as well when you're bringing up and putting down the tablet, changing cameras, and switching the lights on and off, which I was not expecting at all.

00:39:33.840 --> 00:39:51.520

Phil: I don't know if you know how the graphics came about or the concept came about for this game, but basically the creator had made another game and the criticism that he got, one of the most criticism he got from it was that his graphics looked like spooky animatronic characters.

00:39:52.600 --> 00:39:54.140

Phil: And it wasn't, they weren't supposed to be.

00:39:54.160 --> 00:39:59.640

Phil: It was like a game, like we'll just say a Bible game about bunny rabbits or something.

00:40:00.080 --> 00:40:05.080

Phil: And people were like, geez man, get rid of those creepy animatronic robots.

00:40:05.560 --> 00:40:10.160

Phil: And he was like, well, alright, how can I use these assets to create a game?

00:40:10.180 --> 00:40:13.040

Phil: So it's really quite genius.

00:40:13.100 --> 00:40:20.440

Phil: It's a low resource game to have made because the audio design mostly consists of creepy sound effects.

00:40:21.560 --> 00:40:36.880

Tom: And the visuals are all just several different backgrounds with an unanimated figure in it, with the exception of one character who in one frame has an animation of it sprinting along.

00:40:38.100 --> 00:40:42.520

Tom: And I think when you get killed, it has a couple of frames to the animation.

00:40:43.960 --> 00:40:49.200

Tom: So it also has very little animation in it as well, but it fits the aesthetic perfectly.

00:40:49.360 --> 00:41:21.500

Tom: And you can easily see how this became massively popular among teenagers and children, because as frightening as it is, and it's really more frustrating and tremendously tense in the latter days than frightening per se, but the whole atmosphere of it has a really great sense of humour, and the animatronics are actually as cute and as characterful as they are disturbing.

00:41:22.660 --> 00:41:33.140

Phil: I think too, this was a game made for streaming, and when it came out, and streaming was just sort of getting into that part where it was getting more viewership and getting easier to do.

00:41:33.160 --> 00:41:42.260

Phil: This is the kind of show, a game rather, that you would watch a sibling play while you sat on the edge of the couch saying, no, no, over there, on the left, on the left.

00:41:42.640 --> 00:41:46.580

Phil: You know, it's a game that would be fun to watch.

00:41:47.600 --> 00:41:50.220

Phil: So I can see why it's had the success that it has.

00:41:51.280 --> 00:41:57.160

Phil: And it's just a really, I think a really great little point in gaming history.

00:41:57.180 --> 00:42:11.620

Tom: And as a horror game, even though it is using the Night Trap camera style, it's tremendously original as well, both aesthetically, and in terms of its setting and the gameplay.

00:42:11.640 --> 00:42:16.360

Tom: Again, are there any other work simulator horror games out there?

00:42:16.380 --> 00:42:19.540

Tom: I can't think of any off the top of my head.

00:42:20.040 --> 00:42:24.140

Phil: My question that came up to me is, why would you come back for the second night of work?

00:42:25.020 --> 00:42:26.940

Phil: I know it's a video game, you know.

00:42:26.960 --> 00:42:28.360

Tom: Well, I wanted to finish it, so...

00:42:29.280 --> 00:42:33.660

Phil: No, but I'm saying the guy who's got the job is the security guard.

00:42:33.680 --> 00:43:02.900

Tom: That brings up another thing that I greatly appreciated, was the sense of humour with the whole handling of the work situation, where someone is calling you on the phone, and it is narrated by the developer, I believe, is calling you up and explaining to you about the dangers on the job in a very nonchalant fashion.

00:43:02.920 --> 00:43:04.680

Tom: It's just absolutely hilarious.

00:43:05.360 --> 00:43:18.980

Tom: And as is the whole concept of him going to a job for $4 an hour pay, where he is in mortal danger of being killed by animatronics.

00:43:19.920 --> 00:43:32.380

Phil: Yeah, and look, everyone, except for me and you, is probably well-versed with this game, or perhaps not, because there's probably people, a lot of gamers from our mindset, that just went, oh, kids game, whatever, you know, stream a game, not going to look at it.

00:43:33.180 --> 00:43:38.060

Phil: But I do have one technical question about the game, and that is, does your batteries reset every night?

00:43:38.360 --> 00:43:38.720

Tom: Yes.

00:43:39.360 --> 00:43:40.260

Phil: Okay, okay.

00:43:40.280 --> 00:43:42.280

Phil: So it's not like you have to make it last five days.

00:43:42.300 --> 00:43:42.620

Tom: No, no.

00:43:43.140 --> 00:43:47.200

Phil: And you do restart from day two, or day three, I presume?

00:43:47.540 --> 00:43:52.000

Tom: As long as you survive each night, you end up on the next night.

00:43:52.620 --> 00:43:57.340

Phil: So could I get through, say, two nights and then come back to it two weeks later and start on night three?

00:43:57.360 --> 00:43:58.060

Tom: Yes, you could.

00:43:58.560 --> 00:43:59.160

Phil: Okay, good.

00:43:59.220 --> 00:44:05.860

Tom: And it's not really until night four, and to a lesser extent, three, that it really starts getting difficult.

00:44:06.580 --> 00:44:19.180

Phil: From what I can tell, I mean, this has turned into a media content, this has turned into a pop culture content type thing, but the games themselves, I don't think, has actually ever evolved out of what it actually is.

00:44:19.200 --> 00:44:23.840

Phil: I don't think there's been much done with it afterwards, but again, I probably sound like a complete idiot.

00:44:24.100 --> 00:44:30.740

Tom: I think they actually have altered how the games play quite a bit in later installments, as far as I'm aware.

00:44:31.300 --> 00:44:44.160

Tom: But one interesting and noteworthy thing about it is, although as far as I'm aware, they have in fact changed how the games play in later series, they're all nevertheless work simulators.

00:44:44.900 --> 00:44:48.740

Phil: You know, the one thing I realise is I haven't looked up Five Nights at Freddy cosplay.

00:44:49.180 --> 00:44:50.860

Phil: There must be some pretty good cosplay.

00:44:52.700 --> 00:44:59.440

Tom: I think that it created a fandom of a massive size that does a lot of things like that.

00:44:59.460 --> 00:45:05.940

Tom: YouTube, for instance, has millions of anime fan animations and that sort of thing.

00:45:05.980 --> 00:45:11.280

Tom: So there would no doubt be a large cosplaying community behind it as well.

00:45:11.860 --> 00:45:12.260

Phil: Cool.

00:45:12.560 --> 00:45:15.040

Phil: Well, anything else about Five Nights at Freddy's?

00:45:15.260 --> 00:45:21.860

Tom: That's pretty much it, but it was a very pleasant surprise and quite a shock that it is...

00:45:22.920 --> 00:45:30.180

Tom: It would probably have to go into perhaps the second best work simulator on the show so far.

00:45:31.020 --> 00:45:31.460

Phil: Okay.

00:45:31.580 --> 00:45:39.280

Phil: Well, certainly not for me, but it's kind of like our top ten best games of the decade sort of thing.

00:45:40.160 --> 00:45:49.140

Phil: I can clearly see that this is a seminal game of great importance, but just probably not one that I enjoy, but I'll give it another go.

00:45:49.540 --> 00:45:51.020

Phil: I've got to ask, how did you get...

00:45:51.040 --> 00:45:52.660

Phil: Because you got me into playing it.

00:45:52.760 --> 00:45:57.880

Phil: What twigged in your mind or what opportunity arose where you were like, hey, I'll give this a try?

00:45:58.380 --> 00:46:01.300

Tom: The moment I realised it was a work simulator, essentially.

00:46:01.300 --> 00:46:01.700

Phil: Okay.

00:46:01.960 --> 00:46:02.240

Phil: Yep.

00:46:02.500 --> 00:46:02.740

Phil: Yep.

00:46:03.900 --> 00:46:10.860

Tom: Before we move on, we will have to give the second best work simulator ever a dice score, though.

00:46:11.480 --> 00:46:11.840

Phil: Oh, yeah.

00:46:11.860 --> 00:46:12.440

Phil: Go ahead, man.

00:46:12.460 --> 00:46:13.880

Phil: Roll the die of destiny.

00:46:13.900 --> 00:46:17.620

Tom: An 8 out of 10.

00:46:18.120 --> 00:46:18.620

Phil: Sweet.

00:46:19.580 --> 00:46:20.640

Phil: The stars are aligned.

00:46:20.800 --> 00:46:21.400

Tom: Amazing.

00:46:21.420 --> 00:46:27.040

Tom: So it actually got a score worthy of the second best work simulator ever.

00:46:27.060 --> 00:46:29.000

Tom: I believe that's the same score that I gave.

00:46:29.020 --> 00:46:29.940

Tom: Papers, please.

00:46:31.240 --> 00:46:32.020

Phil: Well, it's worthy.

00:46:32.020 --> 00:46:33.500

Phil: The die of destiny has spoken.

00:46:34.460 --> 00:46:41.800

Phil: Before we go on to another game that you've been playing, I don't know if you've watched this video game documentary on Netflix called High Score.

00:46:41.800 --> 00:46:45.760

Phil: It's from the same people that did The Movies That Made Us and The Toys That Made Us.

00:46:46.420 --> 00:46:48.380

Phil: Are you familiar with those other series?

00:46:48.400 --> 00:46:50.340

Tom: I have heard of them, but I have not watched them.

00:46:50.880 --> 00:46:51.780

Phil: Yeah, they're okay.

00:46:51.880 --> 00:46:54.520

Phil: I mean, The Toys That Made Us is certainly better than The Movies one.

00:46:55.680 --> 00:47:00.040

Phil: But yeah, it's a new six part series that covers the history of video games.

00:47:01.420 --> 00:47:06.600

Phil: Me personally, I found them to be really well produced, but light on information.

00:47:08.260 --> 00:47:12.500

Phil: And that seems to be the consensus from others I've asked about it.

00:47:12.520 --> 00:47:14.140

Phil: But, you know, worth checking out.

00:47:14.160 --> 00:47:18.060

Phil: There's six episodes, so maybe just pick and choose the content that you're interested in.

00:47:19.140 --> 00:47:24.100

Phil: I know that some people have criticized it for being too focused on the interviewees.

00:47:24.200 --> 00:47:39.600

Phil: So for example, you know, they found someone who's kind of interested to talk about, and then they make 20 minutes of the documentary about them, which is kind of ancillary to the core, you know, game or history that they're trying to present.

00:47:40.120 --> 00:47:49.440

Phil: But I think that those personalities actually do provide a look in, and those people work as an avatar for countless other people that would have been around at the same time.

00:47:49.800 --> 00:47:56.280

Phil: So I think that those interviews are interesting enough to have been included.

00:47:56.340 --> 00:48:06.200

Phil: But when you're looking at video game documentaries, I've got to say that probably 8 out of 10 are embarrassing or inaccurate.

00:48:07.360 --> 00:48:09.860

Tom: That's essentially the case with all documentaries, though.

00:48:10.460 --> 00:48:11.060

Phil: That's true.

00:48:11.260 --> 00:48:13.740

Phil: When you're familiar with the subject matter, yeah.

00:48:13.760 --> 00:48:16.120

Phil: But in this case, I have not...

00:48:16.360 --> 00:48:20.860

Phil: I know the topics that they're talking about backwards and forwards, and I haven't seen any inaccuracies.

00:48:21.560 --> 00:48:26.440

Phil: And certainly the production value is such that they're not embarrassing.

00:48:27.300 --> 00:48:35.800

Phil: So I think it'd be a good gateway for younger people that maybe are wondering what happened before, you know, the current crop of games.

00:48:36.380 --> 00:48:44.920

Phil: And then for people who just have a vague interest in what's this video gaming thing all about, I think it at least does the hobby no harm.

00:48:45.380 --> 00:48:47.740

Phil: So it's called High Score on Netflix.

00:48:48.820 --> 00:48:56.860

Phil: I just want to bring that up because video game content on TV is pretty hard to come by most times.

00:48:57.500 --> 00:49:02.040

Tom: And in this case, if it's a Netflix show, then it's also technically not on TV anyway.

00:49:02.800 --> 00:49:03.480

Phil: Yeah, that's true.

00:49:05.840 --> 00:49:09.760

Tom: So we will now move on to another game.

00:49:10.560 --> 00:49:15.040

Tom: And I don't know if you're familiar with it, but have you heard of Project Warlock?

00:49:16.020 --> 00:49:21.080

Phil: I believe that was Winston Churchill's code name for the D-Day attack, wasn't it?

00:49:22.220 --> 00:49:25.440

Tom: No, I think it was a drug in Law and Order.

00:49:25.460 --> 00:49:29.500

Phil: He's been warlocking all night long.

00:49:29.520 --> 00:49:30.640

Phil: Look at those pupils.

00:49:32.540 --> 00:49:34.040

Phil: Skin under his fingernails.

00:49:34.340 --> 00:49:36.360

Phil: They don't know what they're doing when they're warlocking.

00:49:37.840 --> 00:49:40.960

Phil: So Project Warlock is a video game for what format?

00:49:41.120 --> 00:49:44.480

Tom: I believe it is on the Nintendo Switch.

00:49:44.980 --> 00:49:47.560

Tom: It is on PC.

00:49:47.900 --> 00:49:54.800

Tom: I think it's on the other consoles as well, but I'm not sure it was originally a PC exclusive.

00:49:54.820 --> 00:50:01.020

Tom: It is a first-person shooter, and it is indeed now on PS4 and Xbox One, as well as the Nintendo Switch.

00:50:01.660 --> 00:50:02.120

Tom: It is a...

00:50:03.680 --> 00:50:04.440

Phil: So it's on everything.

00:50:04.460 --> 00:50:07.880

Tom: Yes, on all current-gen consoles, as well as PC.

00:50:08.220 --> 00:50:12.140

Tom: And Linux and Mac OS.

00:50:12.160 --> 00:50:13.360

Phil: That's not a format.

00:50:13.560 --> 00:50:15.140

Phil: Come on, Mac.

00:50:16.920 --> 00:50:17.540

Phil: So, wait.

00:50:17.560 --> 00:50:19.400

Phil: So it's on Switch?

00:50:19.660 --> 00:50:21.000

Tom: Yes.

00:50:21.020 --> 00:50:23.420

Tom: It was just released in June on Switch.

00:50:23.940 --> 00:50:25.680

Phil: Are you playing it on PC or on Switch?

00:50:25.700 --> 00:50:27.320

Tom: I am playing it on PC.

00:50:27.900 --> 00:50:28.360

Phil: Okay.

00:50:29.780 --> 00:50:31.600

Phil: And I have heard of this.

00:50:31.740 --> 00:50:34.080

Phil: It's a first-person shooter in the...

00:50:34.200 --> 00:50:38.840

Phil: like a 90s first-person shooter tribute, isn't it, or something?

00:50:38.860 --> 00:50:44.280

Tom: It's essentially a Wolfenstein-style shooter.

00:50:45.680 --> 00:50:54.960

Tom: And it began, in fact, as a Wolfenstein mod, and you can play that version of the game still.

00:50:54.980 --> 00:50:56.480

Tom: It's only a single level, though.

00:50:56.480 --> 00:51:03.020

Tom: But if you go back and play that, I think it's called Cataclysm 3D or something like that.

00:51:03.940 --> 00:51:09.140

Tom: If you go back and play that, you can certainly see there is potential for something better.

00:51:09.160 --> 00:51:28.400

Tom: It's developed primarily by, I think, David or Dowerd Konrad Kozetsvka, which is certainly pronounced incorrectly, who I believe was born in the year 2000, and this was released in 2018.

00:51:28.460 --> 00:51:40.680

Tom: So it was developed by a teenager, but it is actually extremely good, surprisingly so, considering that it is based on Wolfenstein.

00:51:40.820 --> 00:51:59.160

Tom: And Wolfenstein 3D, at least, is quite difficult, I would say, to go back to, but I remember playing it not so long after release, and it was always a bit uninteresting and slow, to say the least.

00:52:00.000 --> 00:52:01.420

Phil: Oh, come on, man.

00:52:01.440 --> 00:52:03.540

Phil: Now I sound like Joe Biden.

00:52:03.540 --> 00:52:04.540

Phil: Come on, man.

00:52:04.940 --> 00:52:06.460

Phil: No, it's not.

00:52:06.480 --> 00:52:08.140

Phil: It's super, super fast.

00:52:08.860 --> 00:52:09.980

Phil: I've played it recently.

00:52:10.000 --> 00:52:12.040

Phil: I've even played it on GBA recently.

00:52:12.140 --> 00:52:15.760

Tom: I played it recently on Steam, the first level or some of it.

00:52:15.920 --> 00:52:17.380

Tom: It is in no way fast.

00:52:17.400 --> 00:52:19.120

Tom: Your movement is...

00:52:19.140 --> 00:52:33.900

Tom: Technically, your movement is fast, but the corridors are so cavernous, and the number of empty rooms and the lack of mobility of the Nazis make for a pretty slow experience.

00:52:34.320 --> 00:52:45.660

Phil: Yeah, I gotta say, I kind of lost all my credibility when I was describing Deadly Premonition 2 and having no problem with the frame rate, even though it's been absolutely proven that it sometimes drops to 2 frames per second.

00:52:47.280 --> 00:52:52.280

Phil: So my expert testimony can be struck from the testimony.

00:52:53.300 --> 00:53:00.080

Tom: Anyway, it's like Wolfenstein, not in terms of enemy movement and in terms of player movement.

00:53:00.100 --> 00:53:13.400

Tom: If anything, except for after you've unlocked the faster movement speed, the sprinting speed in this is about the same speed or maybe slightly faster than in Wolfenstein 3D.

00:53:13.940 --> 00:53:17.520

Tom: But the similarity is in the way the levels are designed.

00:53:17.540 --> 00:53:22.880

Tom: It's not like Doom where things are a little bit more open and free flowing.

00:53:23.240 --> 00:53:30.280

Tom: It's very much corridor based and labyrinthine in a way that Doom isn't.

00:53:30.700 --> 00:53:40.940

Tom: But this actually works well when the number of enemies that are being thrown at you is significant and that they aggressively attack you.

00:53:41.520 --> 00:53:59.180

Tom: And a lot of them are melee based, so they actually come at you at a fast speed, forcing you to quickly react in your movement as opposed to the original Wolfenstein where you needed to quickly figure out where the enemy was, turn towards them and shoot them.

00:53:59.200 --> 00:54:04.620

Tom: This requires movement from you as you're playing.

00:54:05.700 --> 00:54:17.580

Tom: There's one big issue that I'll get to before we go on to other more positive aspects is that structurally the order of the levels is bizarre.

00:54:18.500 --> 00:54:28.500

Tom: It begins in probably the equal best setting aesthetically and creatively, which is the medieval world.

00:54:28.880 --> 00:54:32.280

Tom: But the issue is, it's also one of the more difficult sections.

00:54:32.300 --> 00:54:43.580

Tom: Once you've completed the first level, you go to Antarctica and then Egypt, both of which are extremely easy compared to the medieval setting.

00:54:43.600 --> 00:54:55.200

Tom: And part of that is because, as I said, a lot of the enemies are Malay based, but so is the gameplay because you are playing as a Warlock and your starting weapon is actually an axe.

00:54:55.420 --> 00:55:09.020

Tom: And you can viably play the game in Malay, but obviously that's a strategy that, one, is helped by the leveling system, which we'll get to in a moment, as well as you having figured out your timing attacks and so forth.

00:55:09.040 --> 00:55:24.840

Tom: So that makes things a little bit more difficult at the beginning, but it is fundamentally the level and enemy design that makes the first level so difficult, because it has some of the more creative enemies in the game.

00:55:24.860 --> 00:55:41.040

Tom: For instance, one of the best enemies in the game is a knight who will use their shield by throwing it at you and essentially trapping you in certain areas, which is a pretty creative thing in a first person shooter.

00:55:41.780 --> 00:56:09.120

Tom: And once you get to Egypt and Alaska, while there are enemies that will do certain more creative things compared to just standard enemies that attack you at a normal speed or wander around shooting at you, there isn't anything on that level which can instantly get you killed if you manage to get stuck behind a shield in an awkward area and bum rushed by several other enemies that are around.

00:56:10.780 --> 00:56:27.320

Tom: And the levels are also a bit more cramped than in the later levels, where they open up because the number of enemies increase, but the amount the levels open up is not equivalent to the number of extra enemies, so it actually results in easier gameplay.

00:56:27.820 --> 00:56:46.360

Tom: And so structurally, it's very, very bizarre that they essentially put one of the hardest levels at the beginning, then two very easy levels following it, and then the difficulty begins to increase a little bit more for the last two areas.

00:56:46.560 --> 00:56:53.400

Tom: And there are five areas in total, and each has, I think, six levels, including a boss battle.

00:56:53.480 --> 00:57:07.220

Tom: And the other interesting thing, which after an update works well, is the difficulty settings, because you've got easy, normal, hard, as well as a single life.

00:57:07.680 --> 00:57:18.740

Tom: So basically on normal and hard, you start with a certain number of lives, and once you lose all your lives, it's game over, and you have to start again at the beginning of the game.

00:57:18.960 --> 00:57:25.220

Tom: And you get lives by finding secrets in the levels throughout the main game.

00:57:25.700 --> 00:57:43.960

Tom: And on hard and normal, you shouldn't have an issue in getting enough lives that you will not ever really be in danger of game over, as long as you are looking for secrets, which essentially just means you're spamming space bar as you're going through the levels so that the hidden doorways open.

00:57:46.440 --> 00:57:47.980

Phil: That's called wall humping.

00:57:48.020 --> 00:57:49.040

Tom: Yes, exactly.

00:57:49.160 --> 00:57:51.540

Phil: Which is something you did in Wolfenstein.

00:57:51.560 --> 00:57:54.540

Phil: You just went along, because you'd always find a secret cache of weapons.

00:57:55.560 --> 00:57:57.560

Tom: I think you did that in Doom as well.

00:57:57.880 --> 00:57:58.700

Phil: You did, yeah.

00:57:58.700 --> 00:58:05.580

Phil: So as you go through time, because this has gone over a period of centuries and millennia really that you're playing this game, right?

00:58:05.920 --> 00:58:14.680

Phil: So as you go through time, I'm assuming the weapons, you start out with an axe, from the screenshots I've seen, you end up with a shotgun for most of the levels, but is there anything in between?

00:58:14.700 --> 00:58:16.660

Tom: Well, that's because the shotgun is so good.

00:58:16.680 --> 00:58:21.580

Tom: A lot of people are probably using the shotgun, but there is a huge number of levels.

00:58:21.600 --> 00:58:30.180

Tom: And once you get to the industrial age, I believe it's called, they start introducing futuristic weapons and things like that.

00:58:31.100 --> 00:58:31.500

Phil: Okay.

00:58:32.400 --> 00:58:37.480

Phil: And you said the levels kind of open up, like the first level is very closed in and claustrophobic.

00:58:39.860 --> 00:58:46.860

Tom: And they all remain labyrinthine and corridor-based with corridors leading into sometimes large rooms.

00:58:47.380 --> 00:59:07.360

Tom: But the actual width of the corridors and the sizes of rooms they lead into increases with the number of enemies that they throw at you, but with the rate of size increasing, a greater rate of the number of enemies until you get to the industrial area, and things begin to get a little bit more difficult.

00:59:07.680 --> 00:59:20.740

Tom: And another thing that they managed to do very well, which is very impressive for a 2D first-person shooter and something that Sirius Sam and the Doom reboots have failed to do.

00:59:20.760 --> 00:59:44.100

Tom: And actually, when you think about it, it probably is actually easier to do in a 2D first-person shooter because the areas are always going to be inherently smaller, and the horizon and sky are going to be more limited, is as you're playing along and you encounter more difficult enemies, the sense of scale is tremendous.

00:59:44.120 --> 01:00:09.280

Tom: So by the end of the game, you are fighting these gigantic mechs and gigantic mystical denizens of hell, and they are suitably gigantic and imposing in a way that the large enemies in Serious Sam and other indie classic inspired first person shooters fail to achieve.

01:00:10.540 --> 01:00:18.980

Phil: Yeah, I thought that there was a lot more games that were based on 90s shooters than I think, because last year a game came out called ION Fury.

01:00:19.720 --> 01:00:23.880

Tom: Yep, there's also Dusk and quite a few others.

01:00:24.360 --> 01:00:36.180

Tom: Following the games like Serious Sam, there has been a return more to the feel of 2D first person shooters.

01:00:36.820 --> 01:00:42.780

Phil: Yeah, ION Fury, which of course was originally released as ION Maiden and then had to be changed.

01:00:43.960 --> 01:00:50.180

Phil: But I wonder what engine that he used for this game or if it's something that he's built from the ground up.

01:00:50.480 --> 01:00:52.180

Phil: Because it's quite a distinctive look.

01:00:52.200 --> 01:00:54.940

Phil: You say it's like Wolfenstein, but we should tell listeners it's actually...

01:00:55.740 --> 01:00:57.200

Tom: I believe it's made in Unity.

01:00:58.040 --> 01:00:59.360

Phil: Okay, yeah.

01:00:59.440 --> 01:01:04.080

Phil: It's far superior in graphics than what obviously Wolfenstein was capable of.

01:01:04.860 --> 01:01:06.780

Phil: But it evokes that.

01:01:08.260 --> 01:01:14.040

Tom: One of the impressive things about the graphic is, in fact, the graphics because while...

01:01:14.860 --> 01:01:26.580

Tom: And again, this is made by a teenager, but I believe that he employed for Project Warlock as opposed to Cataclysm 3D, an art director and a composer as well.

01:01:26.600 --> 01:01:31.120

Tom: So it's not a single person game in terms of all the stuff in it.

01:01:31.140 --> 01:01:36.340

Tom: But the graphic style is very home made.

01:01:36.340 --> 01:01:41.160

Tom: The enemies look like they're out of a web comic or something like that.

01:01:43.580 --> 01:01:49.220

Tom: And nevertheless, that adds to the charm and the home made feel.

01:01:50.040 --> 01:01:54.120

Tom: And there is creativity to what they look like.

01:01:54.420 --> 01:02:07.260

Tom: For instance, you compare the medieval setting in this game to heretic or other first person shooter set in medieval style settings.

01:02:07.420 --> 01:02:11.260

Tom: And they're usually much more over the top.

01:02:11.640 --> 01:02:24.260

Tom: And while they're set in that time period, you're essentially just fighting a bunch of hellish enemies that could be dropped into doom without you really noticing the difference.

01:02:24.280 --> 01:02:39.300

Tom: Whereas in each of this game settings, like the medieval setting, you're fighting demon women that look like something out of a medieval painting, albeit a webcomic version of a medieval painting.

01:02:39.460 --> 01:02:52.700

Tom: You're fighting knights, you're fighting templars and cardinals and magicians and things like that that do not just look like something out of doom.

01:02:53.700 --> 01:02:57.540

Tom: And that applies to each of the different settings as well.

01:03:00.020 --> 01:03:02.440

Phil: So the name of the game we're talking about is Project Warlock.

01:03:02.440 --> 01:03:03.260

Phil: It's rated M.

01:03:03.280 --> 01:03:04.320

Phil: It's available on Switch.

01:03:04.340 --> 01:03:05.640

Phil: It was recently released there.

01:03:06.040 --> 01:03:08.860

Phil: It's under 14 bucks right now.

01:03:09.260 --> 01:03:18.480

Phil: So as much as I'd hate to play a first-person shooter on the Switch, mobile, just because of the controls, I'm thinking it's probably the way I'll go.

01:03:18.500 --> 01:03:23.320

Phil: And maybe I can just play it docked and use the, you know, a regular controller.

01:03:23.500 --> 01:03:25.640

Tom: I would say it's definitely worth 14 dollars.

01:03:26.240 --> 01:03:26.980

Phil: Yeah, yeah.

01:03:27.180 --> 01:03:28.440

Phil: No, I'll definitely pick it up.

01:03:30.620 --> 01:03:56.920

Tom: When you do get to the final level, which is based in HAL, another really creative thing it does is you essentially go through before a mainly HAL based area, HAL versions of the previous settings with them overtaken by HAL-ish versions of the original characters in those levels, which is a great touch.

01:03:57.160 --> 01:04:09.960

Tom: And on top of that, at the end of each level, you get to a boss fight, which is worth bringing up because there's a great range in quality of them.

01:04:12.020 --> 01:04:19.700

Tom: Some of them are satisfying and a challenge to fight against, essentially the first and last boss.

01:04:20.520 --> 01:04:28.760

Tom: But the rest really are, their attacks are really easy to strafe dodge, and they're never really a threat at all.

01:04:28.900 --> 01:04:35.800

Tom: And as long as you have been upgrading your weapons, you can kill them without being killed at all.

01:04:35.920 --> 01:04:45.680

Tom: And that is one issue, is once you get past the first level on hard, my experience was that the game was really easy.

01:04:45.700 --> 01:04:52.520

Tom: You begin with three lives, and I ended up with 40, 50 lives by the end of the game.

01:04:52.960 --> 01:05:04.080

Tom: And I died a total of maybe four or five times, and three of those four or five deaths was me walking into lava.

01:05:05.080 --> 01:05:06.280

Tom: As opposed to being killed.

01:05:06.300 --> 01:05:07.600

Phil: You can't do that.

01:05:07.900 --> 01:05:10.940

Phil: I'd say that the ease of the end boss is...

01:05:11.060 --> 01:05:14.560

Tom: No, no, the end boss was one of the two challenging bosses.

01:05:14.600 --> 01:05:25.380

Phil: So what I meant to say was the level bosses, like the mini bosses as we used to call them, I'd say that's consistent with the genre and the time period, so I don't have a problem with that.

01:05:25.640 --> 01:05:32.920

Phil: I do have a problem with the fact that you only died three or four times in the entire game, because that's certainly not true to the genre.

01:05:33.420 --> 01:05:34.580

Tom: Certainly not on hard?

01:05:35.300 --> 01:05:35.660

Phil: No.

01:05:35.680 --> 01:05:41.460

Phil: So that does concern me, because ultimately if you're just mowing through the game, that doesn't sound very satisfying.

01:05:41.780 --> 01:05:58.480

Tom: Well, it is, because in spite of that, the minute-to-minute fights can be very satisfying, and something that it does that is very impressive because a lot of games that are going for the retro FPS design do not do this.

01:05:58.500 --> 01:06:01.960

Tom: Doom was one that actually did succeed in this.

01:06:03.060 --> 01:06:20.720

Tom: One of the great things about the original Doom and Quake and old first-person shooters is that there's this dynamic where when you're on top, you are moving forwards and pushing the enemy back, and when you're overwhelmed, you are running backwards, being chased by the enemies.

01:06:20.740 --> 01:06:33.720

Tom: Most, at least 3D ones, but from footage on YouTube, it applies to potentially other more 2D-based first-person shooters classics as well.

01:06:34.120 --> 01:06:35.420

Tom: Sorry, indie classics.

01:06:37.380 --> 01:06:56.480

Tom: You are mainly just being pushed backwards, which is fun, but it is not as dynamic and not as interesting as where you have both more dynamic fights, which allow you to be on top and also scrambling just to survive.

01:06:56.500 --> 01:07:03.780

Tom: And while you are not necessarily going to be dying, marching Project Warlock, the minute-to-minute fights nevertheless have that dynamic.

01:07:03.800 --> 01:07:18.920

Tom: And often you will end up, until you have upgraded your health to a certain level, and even then, if you do happen to get swamped, you will often end up running away, looking for health and that sort of thing.

01:07:19.220 --> 01:07:26.860

Tom: So, while you're not necessarily dying much, there is nevertheless a satisfying challenge to the actual combat itself.

01:07:27.000 --> 01:07:31.960

Tom: And the weapon design and the sound effects and the animations are exceptional.

01:07:32.400 --> 01:07:38.920

Tom: And the other important thing which we haven't got to yet is the leveling system and upgrade system.

01:07:39.100 --> 01:07:45.160

Tom: Essentially, every weapon except for one or two in the game has two upgrades.

01:07:45.180 --> 01:07:46.440

Tom: You can only choose one of them.

01:07:48.040 --> 01:07:56.960

Tom: And so, for instance, if you upgrade, if you get the double barrel shotgun, you can upgrade that to have four barrels instead of two.

01:07:57.220 --> 01:08:11.760

Tom: So that you're doing four times the base damage of the shotgun which essentially makes it the best weapon for straight up damage as long as you can get close enough to enemies to get the full spread hitting them.

01:08:13.140 --> 01:08:18.480

Tom: You can also do changes to weapons that completely change how they work.

01:08:18.500 --> 01:08:37.320

Tom: For instance, the standard shotgun as opposed to the double barrel shotgun, one of the upgrades for that allows you to use it as a medium and long range weapon, which obviously totally alters how you're using a shotgun and actually makes it one of the most powerful weapons at that range.

01:08:37.820 --> 01:08:46.020

Tom: You can also do things like get a laser rifle and change it into a rail gun or a fully automatic rifle.

01:08:46.940 --> 01:08:58.440

Tom: There's a flamethrower, and you can change the flamethrower to being a long range weapon or even more of a flamethrower and things like that, which really make the combat interesting.

01:08:58.460 --> 01:09:00.720

Tom: And the other thing is, I mentioned things like flamethrowers.

01:09:02.400 --> 01:09:10.060

Tom: Things like fire stay in the level and catch enemies on fire, and so there are little details like that to the combat as well.

01:09:11.280 --> 01:09:20.000

Tom: And the leveling system affects your maximum health, how much ammo you can carry, how much melee damage you do, and things like that.

01:09:20.000 --> 01:09:22.620

Tom: So you can also customize how you play.

01:09:22.640 --> 01:09:27.380

Tom: And again, another interesting mechanic, which also contributed to me not dying as much.

01:09:27.400 --> 01:09:29.620

Tom: If you didn't do this, I would have died a lot more.

01:09:29.640 --> 01:09:35.780

Tom: I still would not have been in danger of game over at any point though, except for past during the first level.

01:09:36.140 --> 01:09:47.340

Tom: But the leveling system allows you to do interesting things like, for instance, if you level up your health and upgrade your...

01:09:47.400 --> 01:09:52.240

Tom: Sorry, the leveling system doesn't just do things like affect your base stats, it also gives you perks.

01:09:52.260 --> 01:10:07.980

Tom: So one of the perks is that if you hit an enemy with the axe, you regain a little bit of health, which encourages you if you are playing mainly with guns, to use the axe more, to recover health whenever you're able to, and things like that.

01:10:08.000 --> 01:10:22.160

Tom: So in spite of its lack of difficulty, it makes up for that in the complexity of both the minute-to-minute gameplay as well as how you're able to customize your character as well as the weapons.

01:10:23.820 --> 01:10:25.680

Phil: It's certainly something I'm definitely...

01:10:26.100 --> 01:10:33.020

Phil: Well, I'm going to get this game, but I'm wondering if it's going to open the door to me getting Iron Fury as well and looking at other games in a genre.

01:10:33.820 --> 01:10:44.720

Phil: Because it would be interesting to see a modern game taking the best elements of a genre from 30 years ago and reinventing it and rediscovering it.

01:10:46.060 --> 01:10:50.720

Phil: Because, yeah, often it is difficult to go back to some of those games, so I'd argue that...

01:10:50.940 --> 01:10:53.000

Tom: Well, you can certainly go back to Doom 1 and 2.

01:10:53.020 --> 01:10:54.060

Phil: You definitely can, yeah.

01:10:54.900 --> 01:10:57.260

Phil: Absolutely, which I do quite often, so...

01:10:57.280 --> 01:11:12.840

Tom: Yep, and the one last thing to add to that, which is the spell system, as well as the axe that you start the game with, you also start off with a staff, which shoots...

01:11:13.740 --> 01:11:18.760

Tom: The base staff shoots out a magical attack, so essentially that's your opening range weapon.

01:11:18.780 --> 01:11:25.080

Tom: And the staff's spells, which aren't just that, which we'll get to in a minute, uses up mana.

01:11:25.100 --> 01:11:33.040

Tom: So as you're going through the levels, you're not just looking for health, you're also looking for mana pickups as well, so that you can use your spells.

01:11:33.260 --> 01:11:37.380

Tom: And the spells open up a lot more than that.

01:11:37.920 --> 01:12:00.800

Tom: You get spells that essentially allow you to use a buff version of the dynamite, which is basically the grenades of the game, but like old first-person shooters, the base dynamite you have to switch to to throw them, like in old games where you couldn't just press a bound key to throw a grenade, you had to actually select it as a weapon.

01:12:02.320 --> 01:12:13.920

Tom: That's how the dynamite works in this, but there is a spell that allows you to throw your dynamite, a slightly buff version of it, and your spell is not selected like a weapon, that's your right mouse button attack.

01:12:14.160 --> 01:12:20.700

Tom: So that actually adds a grenade mechanic essentially to an otherwise old school first person shooter system.

01:12:21.740 --> 01:12:28.620

Tom: You can also get spells that will freeze enemies and then you just hit them once or twice to break them.

01:12:30.320 --> 01:12:41.840

Tom: You can also get spells that will protect you, which you'll use when you're getting mobbed and things like that, and spells that are basically a really powerful ranged attack.

01:12:42.620 --> 01:12:55.080

Tom: So the spell system, while limited, because you can only have one spell selected at one time, and to change it, you have to change it between levels, it again adds another wrinkle to how you're able to play.

01:12:55.180 --> 01:13:09.020

Tom: And in the last couple of levels of how we are really getting swamped with enemies, your spells that allow you to get out of situations where you're getting mobbed by a huge number of enemies is extremely useful.

01:13:09.160 --> 01:14:13.660

Tom: And the one other highlight of the game that I have to bring up is the final boss battle makes up for the lackluster previous boss battles, with the exception of the first, which was a reasonably good first mini boss, in that it not only takes ages to destroy and long enough to suck up all your ammo so that you are having to scavenge ammo while avoiding some somewhat difficult to avoid attacks, particularly compared to previous bosses, it also spawns an endless slew of enemies that are chasing you around the map as you are looking for ammo pickups to replenish your constantly depleting ammo, and it is a lot of fun and a creative take on first person shooter bosses in a way that I can't recall having come across a boss battle that manages to combine summoned enemies as well as use up your ammo where you are really being pinched.

01:14:13.680 --> 01:14:21.000

Tom: And it's a nice change of pace where the entire time you are being chased and basically never doing the chasing.

01:14:22.980 --> 01:14:26.980

Phil: This guy, like this guy, this guy who made the game.

01:14:27.000 --> 01:14:33.440

Phil: Now I know there's like five credits on it, but two of them are composers, so it's really only four people that made the game, so I'm bound to like it.

01:14:35.180 --> 01:14:36.720

Phil: Do you know if he's done anything since?

01:14:36.740 --> 01:14:39.560

Phil: I mean, the game was released in 2018, it doesn't re-release.

01:14:39.580 --> 01:14:42.460

Tom: I don't think he's done anything yet other than porting it.

01:14:43.140 --> 01:14:46.440

Phil: Yeah, because there's no internet link for him anywhere.

01:14:47.660 --> 01:14:59.500

Phil: Like I found that he does some freelance 2D artwork and stuff like that, but it would be good to see him do something in the game space again.

01:15:01.800 --> 01:15:07.360

Phil: I can also understand that if the game was released in 2018, he probably spent at least two years on it prior to that.

01:15:07.940 --> 01:15:14.560

Phil: And for the last two years, he's probably been working on these other releases for other consoles and things.

01:15:14.700 --> 01:15:23.440

Tom: And you mentioned the composers, which reminded me of the soundtrack, which also is suitably home-made feeling in a good way.

01:15:23.440 --> 01:15:35.380

Tom: It's like some random heavy metal or hard rock that you would find on Bandcamp, essentially, which is a perfect fit for the whole vibe of the game.

01:15:35.820 --> 01:15:39.440

Phil: I was expecting death metal.

01:15:39.460 --> 01:15:41.140

Tom: Death metal is a type of heavy metal.

01:15:41.640 --> 01:15:42.780

Phil: Oh, yeah, but I'm saying...

01:15:43.020 --> 01:15:45.640

Tom: I don't mean heavy metal as in hair metal.

01:15:45.780 --> 01:15:51.080

Tom: I mean in the vein of death metal or a pop-ish version of black metal.

01:15:51.660 --> 01:15:52.440

Phil: Okay, cool.

01:15:53.580 --> 01:15:54.000

Phil: Excellent.

01:15:54.980 --> 01:15:58.920

Tom: With a few prog rock guitar lines thrown in.

01:16:02.300 --> 01:16:09.580

Tom: But I think we're ready for the Die of Destiny to place judgement over Project Warlock.

01:16:10.540 --> 01:16:10.960

Phil: Indeed.

01:16:13.300 --> 01:16:15.320

Tom: And it gets a 9 out of 10.

01:16:15.340 --> 01:16:16.280

Tom: Wow!

01:16:18.080 --> 01:16:19.580

Phil: Die of Destines.

01:16:19.820 --> 01:16:24.880

Phil: Maybe we should ask it for a review of Deadly Premonition 2's first impressions while we're on a good rock.

01:16:25.240 --> 01:16:26.540

Tom: Let's find out.

01:16:29.100 --> 01:16:32.520

Tom: You don't want to tempt fate because that's a 4 out of 10.

01:16:33.500 --> 01:16:34.220

Phil: Yeah, no.

01:16:34.600 --> 01:16:41.440

Phil: Well, that's probably a review of my impressions rather than the game itself because we haven't closed out that game yet.

01:16:41.600 --> 01:16:47.080

Phil: I'd give my impressions at least a 4 out of 10, given that I left all my notes at work.

01:16:47.600 --> 01:16:52.360

Tom: So, the Die of Destiny remains accurate then.

01:16:52.800 --> 01:16:53.140

Phil: Yeah.

01:16:53.320 --> 01:17:01.300

Phil: Hey, speaking of leaving my notes at work, I just realised, same voice actor for the lead protagonist and same music.

01:17:01.520 --> 01:17:08.780

Phil: So, there is new music and there is new music based on the old music, but they also have the old music as well.

01:17:08.960 --> 01:17:10.780

Phil: So, it really does take you back to the original.

01:17:11.240 --> 01:17:11.640

Tom: Excellent.

01:17:12.320 --> 01:17:15.760

Phil: Speaking of games that take us back to the original, I believe you've also been playing...

01:17:16.880 --> 01:17:27.880

Tom: I have indeed also been playing Metro Last Light's DLC in both the redo and original version.

01:17:27.900 --> 01:17:31.260

Tom: That's right, I played the DLC twice.

01:17:32.960 --> 01:17:40.980

Tom: Not necessarily because it was that good, though some of it was, but just mainly to compare the two versions of the games.

01:17:41.260 --> 01:17:54.800

Tom: And I believe that the original version of both Metro 2033 and Last Light are not available anymore, so you are only able to get the remade versions of those games.

01:17:54.940 --> 01:17:59.980

Tom: The good thing is that they don't really change too much.

01:18:01.020 --> 01:18:06.260

Tom: Visually, there's a bigger difference in 2033, but we're talking about Last Light here.

01:18:06.640 --> 01:18:22.080

Tom: The main difference is just in terms of the textures, the lighting, and the biggest changes are to character models, where in some cases the art style is indeed totally changed, at least in the DLC.

01:18:23.200 --> 01:18:34.100

Tom: The biggest example of this is with the Nazis, although they're referred to as fascists in the Russian, so I don't know whether they're meant to be Nazis or just fascists in general.

01:18:35.000 --> 01:18:49.600

Tom: In the books, I believe, they were meant to be some form of Neo-Nazi rather than simply fascists, so the translation may not be incorrect, but their models have been totally changed.

01:18:49.620 --> 01:19:17.180

Tom: In the original Last Light, they looked sort of like some sort of gas mask type character you might meet in a BDSM club, as opposed to someone dressed up, wanting to look like a cool Nazi, wearing gas mask, whereas in the redo version of the game, they do look a bit more like someone dressing up as a cool Nazi.

01:19:17.720 --> 01:19:19.420

Tom: So that's the biggest change there.

01:19:19.780 --> 01:19:36.160

Tom: But what actually affects the atmosphere more is the lighting and the texture effects, and I've seen a lot of commentary on the internet suggesting that the original is darker visually and that a lot of the atmosphere is diminished as a result of it.

01:19:36.860 --> 01:19:44.340

Tom: That was not my experience with the gamma set to the same in both games, so maybe updates later on have altered that.

01:19:44.660 --> 01:19:47.880

Tom: But the lighting effects are very welcome.

01:19:47.900 --> 01:19:55.440

Tom: They offer more depth to some of the shadows and a little bit better in variation in contrast.

01:19:56.840 --> 01:20:07.760

Tom: And the textures make a big difference where they have been changed in just resulting in a sharper look without and a better level of detail as well.

01:20:09.280 --> 01:20:12.660

Phil: So I know you already mentioned this, but this is not like new.

01:20:13.200 --> 01:20:17.460

Phil: They haven't been working on this, and this is new like DLC.

01:20:17.480 --> 01:20:19.800

Phil: This is something that you're comparing as a comparison.

01:20:19.820 --> 01:20:26.440

Tom: Yeah, I went back to play this after playing the Exodus DLC out of interest.

01:20:27.800 --> 01:20:29.840

Phil: Okay, which is, yeah, it's worthwhile doing.

01:20:29.860 --> 01:20:38.980

Phil: I mean, I went back and played the original Crackdown when I finished Crackdown 3, just because I was wondering, like, was my mind's eye different from reality?

01:20:40.600 --> 01:20:41.120

Phil: So...

01:20:41.680 --> 01:20:49.240

Tom: And one thing I will add on the Exodus DLC and Exodus was corrected.

01:20:49.560 --> 01:20:56.020

Tom: So I was not misinterpreted when I said that there is some truth to Hobbes' state of nature.

01:20:56.520 --> 01:21:33.860

Tom: I would not support the idea that there is necessarily any more truth to the Hobbesian state of nature than when people deliberately want to create a Hobbesian state of nature where they would like to essentially destabilise the era and importantly keep it in a state of destabilisation by funding sides fighting against one another or direct involvement themselves, which is what is usually brought up as evidence of a Hobbesian state of nature.

01:21:33.880 --> 01:21:46.020

Tom: But it's worth remembering that in this Hobbesian supposed state of nature, there are often people who are deliberately interested in keeping it in a state of nature.

01:21:46.560 --> 01:21:59.020

Tom: And if you need to keep something in a state of nature rather than the state of nature spontaneously appearing, according to the Hobbesian state of nature, that does not support his argument.

01:22:01.220 --> 01:22:03.860

Phil: I'll have to take your word for it.

01:22:04.500 --> 01:22:06.000

Phil: Does the DLC explore that?

01:22:06.780 --> 01:22:09.500

Tom: No, it doesn't, which is one of the disappointing things about it.

01:22:09.500 --> 01:22:09.900

Phil: Yeah.

01:22:11.540 --> 01:22:14.440

Tom: The DLC sadly does not go into that level of detail.

01:22:14.540 --> 01:22:27.440

Tom: And I also, unfortunately, I think gave it a disservice by comparing it to Lord of the Flies in its Russian Scout scenario in the main game.

01:22:29.040 --> 01:22:41.140

Tom: But again, it was actually not like that at all, where it was in fact a comparison of two slightly different philosophical groups combining together.

01:22:41.160 --> 01:22:56.180

Tom: And the Lord of the Flies description, its state of nature, has no evidence behind it, whatever, and is merely an oft-repeated paranoid delusion by people with depression, essentially.

01:22:58.500 --> 01:23:08.560

Phil: So in comparing the two, because you said you can't get the original anymore, like you can only get the upgraded visuals now, is that right if I went out and bought Metro 2033 on Steam?

01:23:08.580 --> 01:23:11.340

Tom: It would be the Redux version, correct?

01:23:11.680 --> 01:23:13.120

Phil: Yeah, so you can't get the original.

01:23:13.120 --> 01:23:17.580

Phil: But in going back to it, was it something that...

01:23:18.380 --> 01:23:25.000

Phil: were you amazed at how different it looked, or was it more subtle than that?

01:23:25.020 --> 01:23:28.380

Tom: Well, we went into detail of the comparison between the two versions.

01:23:28.400 --> 01:23:35.160

Tom: What I think is a more interesting comparison is to Exodus, which was the reason I went back to it.

01:23:36.440 --> 01:23:42.700

Tom: And again, the detail of crafting available in Exodus is on a totally different level.

01:23:43.100 --> 01:24:05.780

Tom: And in Last Light, the weapons, once you've made a few alterations to them, it doesn't really change how they function to a great degree, whereas in Last Light, like in Stalker, the customisation is such that you can turn one weapon, you would expect to do one thing, essentially to a completely different type of weapon.

01:24:06.640 --> 01:24:15.620

Tom: The other thing that reflects very well on Exodus is the gunplay and noises.

01:24:15.660 --> 01:24:23.220

Tom: Everything just feels harder and beefier and heavier in Exodus compared to Last Light.

01:24:23.240 --> 01:24:33.620

Tom: But what does hold up, and the gunplay still holds up, because even though it's not on the level of Exodus, it's still better than the majority of first-person shooters out there.

01:24:34.800 --> 01:24:53.380

Tom: What still stands out and is as good as Exodus, every bit is good, and in some areas more consistently good, due to it being a more linear structure, is the way that the combat and flow of the combat works.

01:24:53.400 --> 01:25:10.100

Tom: It's actually, we were talking about how Project Exodus manages to have a dynamic where when you're on top, you're forcing your way forwards and enemies are retreating, and when you're overwhelmed, they're forcing you backwards and you're retreating.

01:25:10.880 --> 01:25:28.200

Tom: Metro is one of the few first-person shooters until things like Doom and this latest batch of retro indie first-person shooters to achieve that.

01:25:28.500 --> 01:26:07.340

Tom: It does it in a tighter area and in a slightly more limited way than the retro indie games do and Doom does, but there is absolutely that dynamic to the combat where when you manage to figure out a good strategy in terms of where you are in the level and where the enemies are, and also what weapons you have and how much ammo and so forth, you are absolutely forcing the enemies into retreat and the AI will indeed run away to some degree and try and hide and so on and so forth.

01:26:07.820 --> 01:26:15.820

Tom: And when you have stuffed up, you will absolutely be running away and trying to hide again and reconsider what you need to do.

01:26:15.840 --> 01:26:20.520

Tom: Or you may in fact be running out of ammo and essentially screwed.

01:26:20.920 --> 01:26:23.960

Tom: But it has that dynamic which very few games do.

01:26:24.380 --> 01:26:59.560

Tom: And not only does it have that dynamic, it also has a lot of Rainbow Six in it in the tighter areas where you start off at an entrance to an area and there are a bunch of enemies and you need to figure out how to get from point A to point B through the enemies exactly in the way you do in a Rainbow Six game with a reasonable amount of pre-planning and slightly more overt stealth in this, but in Rainbow Six as well, stealth was always an important part of the gameplay.

01:26:59.860 --> 01:27:10.400

Tom: It is pretty impressive that they managed to combine those two styles of shooter gameplay because they usually do not go together.

01:27:10.640 --> 01:27:18.160

Tom: For instance, in Rainbow Six, if you stuff up, you're not going to be retreating, you're going to be dead.

01:27:19.040 --> 01:27:23.840

Tom: So you don't really have this forwards and backwards dynamic that is there in Metro.

01:27:24.320 --> 01:27:51.200

Tom: And Metro manages to combine this sense of planning and importance of following routes through the area and killing enemies at certain times based on where other enemies are and so forth that Rainbow Six has while combining it with the dynamic enemy reactions and movement of more traditional first person shooters.

01:27:51.440 --> 01:27:52.840

Phil: I love that aspect of it.

01:27:52.860 --> 01:28:02.200

Phil: And the reason why you don't see it in many first person shooters in terms of the retreating and all of that sort of thing and rethinking and like, okay, how are we going to do this and forethought and planning.

01:28:02.560 --> 01:28:11.820

Phil: The reason I imagine you don't see this in a lot of first person shooters is because they're essentially power fantasies where all you're doing is plowing forward and mowing down enemies.

01:28:12.940 --> 01:28:19.800

Phil: To the point, even in Call of Duty, often you can just basically outrun everyone and get to the end of the level.

01:28:19.840 --> 01:28:22.500

Phil: Now, that's not always true, but in some levels it is.

01:28:24.380 --> 01:28:36.060

Phil: So I can see why that wouldn't be common, but I find it, when I think back of my best first person shooter experiences, it's always about how I got myself into trouble and how I got myself out of trouble.

01:28:37.440 --> 01:28:38.040

Tom: Absolutely.

01:28:39.520 --> 01:28:59.060

Tom: And the DLC pack, and I think you'd get it by default in the new versions of the game, so you'll be getting the DLC regardless, consists of several different levels, some of which are not really worth talking about, but there are several highlights.

01:28:59.500 --> 01:29:03.200

Tom: One of them is, in fact, three very short little levels.

01:29:03.460 --> 01:29:29.440

Tom: One is only like 10 minutes, two others are 20 minutes, which follow characters in a similar vein to the DLC, the two kernels in Metro Exodus, as they are doing stuff in the main story when they were off screen, essentially, or in the case of one of them where you're playing as Anna when you are going along with Artyom and helping him.

01:29:30.260 --> 01:29:55.260

Tom: And they're not like the two kernels in that they add anything to the main story, but they are interesting in the stories following Pavel and Khan in that they, both of those are interesting characters from the main story and in this you get to learn a little bit more about them, even if it doesn't really contribute much to the main plot's understanding.

01:29:56.240 --> 01:30:12.500

Tom: The other highlight is a level which is more based on a combination of stealth and then like in the other DLC, sorry, like half of the two kernels in Metro Exodus, you are then given a flamethrower.

01:30:12.780 --> 01:30:31.220

Tom: So, but unlike in the two kernels, you are against spiders in a cave, essentially, and that allows for a slightly different take on gameplay than the main game because the flamethrower is a pretty different weapon to use throughout an entire level compared to the normal guns.

01:30:32.340 --> 01:30:40.280

Tom: And the other highlight is the most interesting of them all because it's sort of a precursor to Metro Exodus.

01:30:40.680 --> 01:30:57.660

Tom: It's somewhat open world in that essentially you are looking for artifacts, stalk style in the library and its surrounding environs and you can collect them in whatever order you please.

01:30:58.180 --> 01:31:10.820

Tom: So that is very much feels like something that may have led to Metro Exodus or something they were experimenting in with some knowledge of where they were planning to take the series in the future.

01:31:12.480 --> 01:31:20.460

Phil: You know, I was bemoaning the fact a couple of shows ago that these guys are sticking with Metro, but that's kind of become the way for a lot of studios.

01:31:20.480 --> 01:31:33.860

Phil: If you look at like your club games with Shovel Knight and the Rocket League guys, I mean, you know, you can make a career out of a single game at this point, even if it's not a service game.

01:31:34.520 --> 01:31:43.880

Phil: It's something like Metro where you can be releasing these DLCs and upgrades and everything else in between the main installations in a series.

01:31:45.460 --> 01:31:53.440

Phil: But it's also interesting at the same time that, you know, games like Gran Turismo and Killzone and everything else get stale over time to a degree.

01:31:54.240 --> 01:31:58.620

Phil: So I think for small teams, it's probably the way to go.

01:31:59.120 --> 01:32:20.660

Phil: But I noticed that even like a small-ish studio, but still substantial one like Rocksteady that did the Arkham games, you know, their new game is The Suicide Squad, and they're saying it's basically a continuation of the Arkhamverse, which to me is really disappointing because I was a fan of Rocksteady's games prior to the Arkham world.

01:32:21.220 --> 01:32:22.480

Phil: The first Arkham game was good.

01:32:22.500 --> 01:32:24.300

Phil: I didn't bother finishing the second one.

01:32:24.320 --> 01:32:26.500

Phil: I didn't even bother buying the third one.

01:32:28.360 --> 01:32:36.660

Phil: So, yeah, it's just interesting how different studios are able to live off of one title, but with other studios, it just stops becoming fresh.

01:32:37.700 --> 01:33:05.460

Tom: And to their credit, unlike, I would argue, a Rocksteady with the Arkham series, though they did do some things to change it up to some degree, 4A games like Guerrilla Games with Killzone have managed to make all three Metro games very, very different projects while still maintaining some of the core idea in each installment.

01:33:06.600 --> 01:33:15.720

Tom: So it doesn't result in a particularly creatively bereft direction for them to go in.

01:33:16.420 --> 01:33:25.540

Phil: I think too, if you look at Killzone and the Metro world, they're evocative environments that you want to explore and know and learn more about.

01:33:26.280 --> 01:33:33.300

Phil: Whereas with Gran Turismo, well, it's the same tracks every time, it's the same cars for the most part, a little bit prettier.

01:33:33.900 --> 01:33:39.360

Phil: The Batman universe has been explored beyond what it ever should have been.

01:33:40.680 --> 01:33:43.640

Phil: And so it might have to do with the content and the subject matter.

01:33:44.320 --> 01:33:45.180

Tom: I think that would help.

01:33:45.200 --> 01:33:53.520

Tom: There's certainly more creative potential in the Metro novels than there is in the Batman comics.

01:33:53.900 --> 01:33:54.460

Phil: Good Lord.

01:33:59.920 --> 01:34:00.480

Phil: Yes.

01:34:00.500 --> 01:34:02.860

Phil: Anyway, that's kind of a little bit of news as well.

01:34:02.880 --> 01:34:07.580

Phil: I mean, are you completely disinterested in Rocksteady's direction at this point?

01:34:09.520 --> 01:34:13.620

Tom: Well, I was disinterested in their direction where they made another Arkham game.

01:34:15.180 --> 01:34:16.960

Phil: Well, here's some other news for you to react to.

01:34:17.380 --> 01:34:21.520

Phil: The guy that made Five Nights at Freddy's, Scott Cawthorn...

01:34:22.240 --> 01:34:25.460

Tom: That's someone who is living off the one series, if ever that was.

01:34:25.900 --> 01:34:27.240

Phil: Yeah, but it's working for him.

01:34:27.260 --> 01:34:29.980

Phil: I'm just going to read this here.

01:34:30.000 --> 01:34:35.720

Phil: He's working with a number of amateur developers to support and ultimately release the fan community's greatest fan-made creations.

01:34:37.540 --> 01:34:43.740

Phil: And so he's funding fan games so that it can be released multi-platform.

01:34:44.600 --> 01:34:49.960

Phil: And yeah, he says, Hi guys, I wanted to tell you about a little project that I've been working on for a while now.

01:34:49.960 --> 01:34:56.400

Phil: It's a giant collaboration involving several fan game creators who have made some of the most popular fan games over the years in the community.

01:34:57.800 --> 01:35:03.720

Phil: It's designed to invest in those franchises, give back to the developers, and hopefully bring new entries in those franchises as well.

01:35:04.400 --> 01:35:09.400

Phil: So yeah, that's a really great move on his part.

01:35:09.500 --> 01:35:10.440

Tom: Yep, that is cool.

01:35:11.440 --> 01:35:21.820

Tom: And given the quality of some of the Five Nights at Freddy animations I've seen, that could actually work out well.

01:35:23.840 --> 01:35:26.160

Phil: Maybe team size has something to do with it as well.

01:35:27.680 --> 01:35:45.360

Phil: Or at least if you're keeping a small team, or if a majority of the team that you're keeping has the original creators of that franchise still involved with it, so that it's not getting diluted every single time, that may have something to do with it as well.

01:35:45.380 --> 01:35:45.680

Phil: Who knows?

01:35:45.700 --> 01:35:59.340

Tom: It's also something I think that a lot of people would be interested in doing, because you see this sort of thing occurring in other mediums all the time where it's easier to do that.

01:35:59.420 --> 01:36:07.600

Tom: Now the internet bandwidth, widely available, is allowing that sort of thing to be done with games without too much difficulty as well.

01:36:09.080 --> 01:36:09.480

Phil: Absolutely.

01:36:09.900 --> 01:36:17.180

Phil: And the godsail with itch.io really revealed to me, like we've all had these ideas, like, oh, I've got this idea for a game.

01:36:17.880 --> 01:36:23.540

Phil: And we're thinking, oh, if only I could get this idea to the right people, it'd be a great game.

01:36:23.760 --> 01:36:29.440

Phil: And then the profusion of games that you see on itch.io is kind of like, yeah, a lot of people have an idea for a game.

01:36:30.960 --> 01:36:39.560

Phil: And some of those ideas are quite good and can fill out a couple of hour games or an eight hour game or a 14 or 20 hour game.

01:36:40.140 --> 01:36:41.820

Phil: And others just shouldn't be made.

01:36:41.840 --> 01:36:44.360

Phil: I think they should be made.

01:36:45.040 --> 01:36:45.700

Phil: No, they should.

01:36:45.900 --> 01:36:49.500

Phil: And the bandwidth of the internet, as you said, put them out there.

01:36:49.820 --> 01:36:53.740

Phil: Have you started playing the next game that we're both going to play on itch.io yet?

01:36:53.760 --> 01:36:56.560

Tom: Well, that just reminded me because you said a few hours.

01:36:56.660 --> 01:37:02.980

Tom: I actually played an itch.io game, not from the pack, but I would highly recommend it.

01:37:04.760 --> 01:37:09.840

Tom: It's about two to four minutes long, depending how long you take.

01:37:09.860 --> 01:37:11.560

Tom: It is a horror game.

01:37:11.580 --> 01:37:17.460

Tom: It's not particularly frightening, but it is quite an amusing and quaint atmosphere.

01:37:17.940 --> 01:37:30.600

Tom: And it's interesting because it is great to see people finally using PlayStation 1 graphics and the great potential that has for atmosphere and visual effect.

01:37:31.660 --> 01:37:42.080

Tom: It's taken this long for indie people to grow the balls, to be able to do what they should have been doing from the beginning, as well as pixel art.

01:37:42.560 --> 01:37:51.300

Tom: And this is a great example of the aesthetic potential of using PlayStation 1 style graphics.

01:37:51.940 --> 01:37:58.560

Tom: And that game is Stonehouse Orphanage, and it is free on itch.io.

01:38:01.080 --> 01:38:04.700

Phil: Stonehouse Orphanage, okay, and it's two to three minutes long, depending on how...

01:38:04.820 --> 01:38:05.860

Tom: Two to four minutes.

01:38:06.840 --> 01:38:08.800

Phil: Depending on the difficulty level, I'm sure.

01:38:09.140 --> 01:38:09.480

Tom: Yes.

01:38:10.320 --> 01:38:11.860

Phil: Yeah.

01:38:12.240 --> 01:38:16.960

Phil: And so probably the next podcast will be giving impressions of Night in the Woods, right?

01:38:17.140 --> 01:38:19.640

Phil: Are you going to be able to get time to start that, or...?

01:38:19.660 --> 01:38:25.500

Tom: Well, I have started it, so it will depend on how far into it we are.

01:38:25.880 --> 01:38:26.580

Phil: Yes, indeed.

01:38:27.000 --> 01:38:27.680

Phil: I'm hoping to get...

01:38:27.700 --> 01:38:28.980

Phil: I'm hoping to beat it.

01:38:29.360 --> 01:38:32.400

Phil: So, let's see how we go.

01:38:32.660 --> 01:38:37.020

Tom: Vampyr is also a potential contender for the next episode.

01:38:37.820 --> 01:38:38.520

Phil: I'm sorry, which?

01:38:39.380 --> 01:38:42.400

Tom: Vampyr by Don't Nod Studios.

01:38:44.640 --> 01:38:46.480

Phil: But back to Tom Towers' reaction to the news.

01:38:47.200 --> 01:38:49.560

Phil: What do you make of this whole Fortnite...

01:38:49.580 --> 01:38:55.200

Phil: Fortnite is being stolen from people who want to play it, is the message I get.

01:38:56.060 --> 01:39:04.840

Tom: Just like I believe the Australian government is stealing the news from Google, or Google is stealing the news from News Corp.

01:39:05.540 --> 01:39:07.420

Tom: One way or the other, I'm not sure which it is.

01:39:07.740 --> 01:39:12.020

Tom: But there are a lot of people on the internet currently stealing from each other.

01:39:13.080 --> 01:39:13.700

Tom: Apparently.

01:39:13.960 --> 01:39:26.500

Phil: Down here in Australia, if you go on YouTube, I think starting yesterday, at least that's when I noticed it, they're putting up all this propaganda about the Australian government is going to basically ruin Google Search.

01:39:26.720 --> 01:39:29.140

Phil: And I read the whole thing, and I'm like, yeah, whatever.

01:39:29.280 --> 01:39:32.360

Tom: I think Google already ruined its search engine.

01:39:32.380 --> 01:39:33.060

Phil: Absolutely.

01:39:34.040 --> 01:39:38.260

Phil: My theory is I don't care who's right or wrong, if it's hurting Google, then that's good.

01:39:38.280 --> 01:39:38.940

Tom: You're all for it.

01:39:39.120 --> 01:39:40.040

Phil: I'm all for it.

01:39:41.280 --> 01:39:45.020

Phil: So I don't care who is going to be the beneficiary.

01:39:45.520 --> 01:39:47.560

Phil: As long as Google is the loser.

01:39:47.880 --> 01:39:48.200

Phil: Exactly.

01:39:49.940 --> 01:39:55.820

Phil: But yeah, apparently Apple is forbidding people from playing Fortnite.

01:39:55.960 --> 01:39:58.740

Phil: And it's really sad, you know.

01:39:58.760 --> 01:40:07.720

Tom: It is, but it's well worth it for the ad that they made, which I think is called 1980 Fortnite.

01:40:08.340 --> 01:40:09.120

Phil: Oh, that's great.

01:40:09.220 --> 01:40:10.460

Phil: I didn't know that's what it was called.

01:40:10.480 --> 01:40:21.700

Tom: Which is good enough in and of itself, but it is a parody of one of the most iconic ads in history, the Apple 1984 ad.

01:40:21.720 --> 01:40:24.820

Tom: And it is just a brilliant take on it.

01:40:25.720 --> 01:40:32.820

Tom: And if you have not seen it already, I urge anyone to go and look up 1984 Fortnite.

01:40:33.360 --> 01:40:36.840

Tom: First, you must watch the original Apple ad if you haven't seen that as well.

01:40:36.880 --> 01:40:40.500

Phil: Yeah, and you've got to also go read the book 1984 to get that.

01:40:41.560 --> 01:40:42.180

Tom: No, you don't.

01:40:42.460 --> 01:40:43.820

Tom: Skip 1984.

01:40:43.920 --> 01:40:47.560

Phil: We're talking about an ad that's 36 years old.

01:40:48.300 --> 01:40:52.660

Phil: But of course, you know, everyone's pretty much familiar with it, I would imagine.

01:40:53.180 --> 01:40:56.100

Tom: So are we able to spoil it at this stage?

01:40:58.740 --> 01:41:01.660

Phil: Look, I think most people will have seen it by now.

01:41:01.680 --> 01:41:03.440

Phil: I think it's amazing.

01:41:03.660 --> 01:41:05.220

Phil: And my earlier commentary, of course, was...

01:41:05.240 --> 01:41:09.000

Tom: It's not quite as good as the Australian AIDS ad, but it is up there with it.

01:41:09.560 --> 01:41:11.060

Phil: Uh, is that the one with the Grim Reaper?

01:41:11.080 --> 01:41:11.460

Tom: Yes.

01:41:11.560 --> 01:41:12.240

Phil: Yeah, yeah.

01:41:12.620 --> 01:41:17.000

Phil: So, um, but I've got to say, my earlier commentary was, of course, tongue-in-cheek.

01:41:17.000 --> 01:41:19.480

Phil: I'm fully aware of the whole story.

01:41:20.160 --> 01:41:31.360

Phil: Um, but, um, in terms of what's going on with it, I really, in this particular case, I don't care, uh, who is disadvantaged, Epic or, uh, Apple.

01:41:32.080 --> 01:41:34.740

Phil: Epic is, of course, minority-owned by Tencent.

01:41:35.480 --> 01:41:40.060

Phil: Um, so we're really just talking about two massive corporations, um, having...

01:41:40.080 --> 01:41:43.840

Tom: Whining about a small percentage of their profit.

01:41:44.060 --> 01:41:48.120

Phil: Yeah, and each other's power, you know, and who's going to wield it?

01:41:48.140 --> 01:41:48.640

Phil: But I did...

01:41:48.880 --> 01:41:59.820

Phil: I think it is a rich irony that they're throwing Apple's ad back at Apple, and it's right, because when Apple did that ad, they were, uh, going up against IBM, and IBM was the man, you know?

01:42:00.520 --> 01:42:04.020

Phil: And Apple's been the man since 1998 now.

01:42:04.720 --> 01:42:07.000

Phil: Um, yeah, 1998's when...

01:42:07.180 --> 01:42:08.200

Phil: No, 2008.

01:42:08.260 --> 01:42:10.580

Phil: So it's been 12 years where Apple's been the man.

01:42:11.240 --> 01:42:17.120

Phil: And it's fun to, like, point out their foibles with their former propaganda.

01:42:17.640 --> 01:42:19.360

Phil: I thought it was particularly well done.

01:42:19.640 --> 01:42:20.060

Tom: It is.

01:42:20.080 --> 01:42:22.240

Tom: It is absolutely fantastic.

01:42:22.440 --> 01:42:24.820

Phil: Yeah, yeah.

01:42:24.840 --> 01:42:28.600

Phil: So, um, there's another ad that's going around as well.

01:42:29.240 --> 01:42:31.820

Phil: The Call of Duty Black Ops Cold War ad.

01:42:32.580 --> 01:42:34.200

Phil: Um, it has the, um...

01:42:35.160 --> 01:42:38.320

Phil: He was a Russian spy that defected to Canada, right?

01:42:39.020 --> 01:42:39.320

Tom: Yes.

01:42:39.540 --> 01:42:41.060

Tom: Was it to Canada or America?

01:42:41.280 --> 01:42:41.800

Phil: Canada.

01:42:44.140 --> 01:42:46.280

Phil: I haven't seen the ad, so you're going to have to describe it to me.

01:42:46.300 --> 01:42:53.480

Tom: Well, yeah, well, the ad is for the new, um, Call of Duty game, which is inspired by the Cold War, I assume.

01:42:53.980 --> 01:43:13.440

Tom: It's not going to be set during the Cold War, given that the content of the ad is very unsubtly building on the Russian content of the prior game and setting itself up as commentary on Russia's alleged interference in American elections.

01:43:14.700 --> 01:43:35.620

Tom: And it's got clips from one of Yuri Besmanov's famous lectures, which are all over YouTube, and YouTube is very interested in getting anyone who has ever watched anything tangentially related to anything political to watch, or at least they used to be.

01:43:35.660 --> 01:43:55.680

Tom: It's kind of disappeared from the algorithm recently until the Call of Duty ads, but it is another great example of advertising where it is essentially interspersing clips of Yuri Bezmanov's commentary on Russia's foreign policy campaigns.

01:43:55.700 --> 01:44:12.760

Tom: In this case, the Soviet Union's foreign policy campaigns attempting to affect other countries' politics in deleterious ways and interspersing that with footage of more recent events, if I remember correctly.

01:44:15.340 --> 01:44:19.340

Phil: Yeah, well, the CIA wasn't so subtle as to interfere with foreign elections.

01:44:19.360 --> 01:44:21.700

Phil: They just assassinated foreign leaders.

01:44:22.080 --> 01:44:24.060

Tom: They didn't just assassinate foreign leaders.

01:44:24.080 --> 01:44:29.120

Tom: I think they assassinated the average person on the streets as well.

01:44:29.160 --> 01:44:35.740

Tom: I think it was their general strategy, depending on where you were, which is incidentally significantly more effective.

01:44:37.280 --> 01:44:40.720

Phil: Yeah, and this is not conspiracy theory stuff.

01:44:40.740 --> 01:44:57.460

Phil: If you can go read a hacks like Bob Woodward's book, The Agency, where they disclose quite openly all of the involvement, not all of them, but quite a few of the CIA's involvements around the globe over the last 50 years, which is a good read.

01:44:57.660 --> 01:44:59.960

Phil: I think the CIA writes his books for him.

01:45:01.080 --> 01:45:13.820

Tom: I believe that a book recently was released on the Indonesia debacle in which some 500,000 to a million people killed, depending on estimates.

01:45:14.700 --> 01:45:17.140

Tom: So I would recommend that one.

01:45:17.660 --> 01:45:24.900

Tom: I don't know if the book is any good, but that is one of the most interesting and insane CIA exploits, I would say.

01:45:25.480 --> 01:45:26.560

Tom: Particularly given the...

01:45:26.680 --> 01:45:28.060

Phil: That sounds like a lot of people.

01:45:29.040 --> 01:45:30.040

Tom: It was a lot of people.

01:45:30.920 --> 01:45:33.960

Tom: But these are supposedly reasonable numbers.

01:45:35.760 --> 01:45:42.660

Tom: And I think there's a documentary by Werner Herzog on it as well, which may or may not be good as well that I haven't seen.

01:45:42.680 --> 01:46:00.360

Tom: But anyway, the interesting thing about that one is that that installed the government that led to the whole Indonesian affairs in East Timor, which is one of the most horrific things in the post-World War II world.

01:46:02.020 --> 01:46:11.900

Tom: And my point there is not to blame America for that part of it specifically, but merely that that's why it's interesting is it's connected to that.

01:46:12.120 --> 01:46:21.140

Tom: Which I should also add is relevant to Australia, given that Australia is deeply involved in Timorese and Indonesian politics.

01:46:21.960 --> 01:46:22.680

Phil: Yeah, definitely.

01:46:22.780 --> 01:46:23.060

Phil: Yeah.

01:46:23.160 --> 01:46:31.800

Phil: And again, I only bring it up because everyone's like, Oh, Russia interfering elections is, yeah, it's how could they do that to America of all places?

01:46:33.640 --> 01:46:34.720

Phil: The land of the free.

01:46:37.020 --> 01:46:51.100

Tom: While we're on the topic of Cold War propaganda, we will have to move on to something that is would have been Cold War propaganda if it was released in America, but it's actually sorry if it was made in America, but it's actually I think Japanese.

01:46:51.900 --> 01:47:02.600

Tom: And that is Metal Slug 2 or rather Metal Slug ACA Neo Geo Metal Slug X, which I think is a remake of Metal Slug 2.

01:47:04.320 --> 01:47:14.440

Phil: Yeah, Metal Slug of course was developed by SMK and originally released from the Neo Geo and Arcade platform, which is the same Neo Geo MVS platform.

01:47:16.020 --> 01:47:24.760

Phil: And it's known for its amazing, intricately colorful and artistic sprite work.

01:47:26.540 --> 01:47:34.880

Phil: Yeah, it's notoriously difficult, but that's because it was designed as an arcade game that wanted you to keep pumping, you know, cordless into the machine.

01:47:36.060 --> 01:47:39.700

Phil: But how are you playing it and why are you playing it now in 2020?

01:47:40.060 --> 01:47:47.800

Tom: Well, I played the ACA Neo Geo Metal Slug X version, which was on Xbox Games Pass.

01:47:47.820 --> 01:47:49.240

Tom: I believe it's no longer on there.

01:47:50.760 --> 01:47:53.360

Tom: So that is how and why I played it.

01:47:53.720 --> 01:48:01.400

Tom: But you will recall that I previously played, I think, the original Metal Slug and was somewhat disappointed in it.

01:48:01.400 --> 01:48:13.120

Tom: But I played that immediately after Gunstar Heroes, which is one of my favorite games of all time and as close to a flawless game as you can get.

01:48:13.120 --> 01:48:22.500

Tom: So I wanted to try another Metal Slug without having previously played the greatest ever sidescrolling shooter directly before it.

01:48:23.360 --> 01:48:30.940

Phil: And I think Treasure's Gunstar Heroes, though, I mean, the difference with that is your flow isn't interrupted because it wasn't an arcade game.

01:48:30.960 --> 01:48:32.660

Phil: It was designed for home play.

01:48:33.600 --> 01:48:44.320

Tom: It's also, while it lacks the quality of sprite work in terms of colour and effects, it is an amazing kaleidoscope compared to Metal Slug.

01:48:45.560 --> 01:48:46.980

Phil: Very impressive to this day.

01:48:47.000 --> 01:48:49.840

Phil: I was only playing it recently on the original hardware.

01:48:51.960 --> 01:48:54.720

Tom: So that was the other reason I wanted to return to it.

01:48:54.740 --> 01:49:01.300

Tom: And without having played a game like that directly before it, it was a much better experience.

01:49:01.320 --> 01:49:01.920

Tom: And it is...

01:49:03.160 --> 01:49:14.180

Tom: Everyone, I mean, the gameplay itself, when you are able to just spam in coins, is significantly more enjoyable than it would have been originally.

01:49:15.300 --> 01:49:22.960

Tom: So the flow is significantly less interrupted, or rather, it's no less interrupted because obviously you'll have to respawn.

01:49:23.260 --> 01:49:30.200

Tom: But it at least doesn't mean you have to spend several hundred dollars on completing the game.

01:49:30.560 --> 01:49:35.780

Tom: But the flow when you're playing it like that is really enjoyable.

01:49:36.580 --> 01:49:45.380

Tom: As you're going through the levels, the amount of enemies they throw at you keeps getting more and more and more until you get to the boss, more difficult enemies as well.

01:49:46.140 --> 01:49:52.860

Tom: The little details in the sound effects of the characters and the voice acting is great.

01:49:52.860 --> 01:50:08.860

Tom: And something that is, I think, highly underrated isn't just the sprite work, but the sense of humor with characters getting fatter the more you eat, which also makes them more powerful, if I remember correctly.

01:50:09.940 --> 01:50:16.780

Tom: The weird atmosphere of it with these homeless dudes that you're rescuing as you're going along.

01:50:17.980 --> 01:50:34.260

Tom: And as far as the sprite work is concerned, the gore is absolutely great with the character deaths and enemy deaths and the way they die depending on weapon you're using and the different stages of their destruction as you were killing them.

01:50:34.700 --> 01:50:45.440

Tom: The music is suitably bombastic and heavy, and there's some really fun MIDI synth work there as well.

01:50:46.640 --> 01:50:57.200

Tom: And the weapon variety seems to be a lot better than what I remember there being in the original Metal Slug, but it was a very long time ago.

01:50:57.760 --> 01:51:27.200

Tom: And it manages to be, in spite of the arcade design where you do have to respawn constantly, nevertheless really satisfying when you do actually complete each level, because even though you can just respawn whenever you die, even with that taken into account, it still requires a good amount of skill to actually get through the enemies and the bosses.

01:51:29.520 --> 01:51:31.400

Phil: You're absolutely right about the sound effects.

01:51:31.420 --> 01:51:33.740

Phil: The voice sampling in it is great.

01:51:34.640 --> 01:51:38.820

Phil: I think this is the game that when you pick up the rocket launcher, it says Rocket Lawn Chair.

01:51:39.000 --> 01:51:40.460

Tom: Yeah, Rocket Lawn Chair.

01:51:41.720 --> 01:51:43.280

Tom: It's a rocket lounge chair.

01:51:44.380 --> 01:51:47.840

Phil: I was thought Lawn Chair, like imagine Americans saying a lawn chair.

01:51:48.080 --> 01:51:49.160

Tom: Yeah, exactly.

01:51:49.160 --> 01:51:49.960

Phil: That's how I've got it.

01:51:49.980 --> 01:52:00.080

Phil: And I remember reading an interview with one of the artists on the games, and he said it was absolutely brutal doing the sprite work.

01:52:00.100 --> 01:52:09.160

Phil: They just worked endless hours and were constantly starving and constantly had sore hands from doing the sprite work in this.

01:52:10.060 --> 01:52:12.900

Phil: We'll have to find that interview online and share that.

01:52:12.920 --> 01:52:20.760

Phil: But I think it was, the guy's last name was Kujo, K-U-J-O, was one of the guys known for it.

01:52:21.560 --> 01:52:25.940

Phil: But he has a tremendous sense of humour, and I'd say it's an anti-war game.

01:52:25.960 --> 01:52:28.660

Phil: I mean, this is a pacifist message game.

01:52:28.880 --> 01:52:34.500

Tom: Well, it's Japanese, so as I said, if it was released in America at the time, I think they're originally from the 80s, right?

01:52:35.480 --> 01:52:37.420

Phil: 1996 was when the original launched.

01:52:37.440 --> 01:52:38.920

Tom: The original was released then, was it?

01:52:39.540 --> 01:52:40.260

Phil: Yes, yeah.

01:52:40.520 --> 01:52:41.940

Phil: It was much later than you thought.

01:52:41.960 --> 01:52:52.680

Tom: Okay, so if it was in America in the 90s, it would be anti-Arab propaganda, but if something is Japanese, then it's either going to be pacifist or nationalist propaganda, essentially.

01:52:53.560 --> 01:52:55.580

Tom: Or a combination of the two, interestingly.

01:52:56.020 --> 01:53:04.160

Phil: Yeah, but I mean, as the game progresses, I mean, the brutality of the war is here.

01:53:04.180 --> 01:53:06.780

Phil: This is jungle combat that you're running and gunning through.

01:53:06.800 --> 01:53:28.720

Tom: And on that point, the other interesting thing is, at the end, your former enemies that you were fighting against, which of course many of whom were Arabs because Japan always likes to include subtle commentary on American media or copy it, depending on the style of the intent of the creators.

01:53:30.020 --> 01:53:47.840

Tom: At the end of the game, you are attacked by aliens, and you and your former enemies unite to repel the aliens, which is another way that Japan likes to present its pacifist messages.

01:53:48.160 --> 01:53:54.460

Phil: Yeah, as we've talked about many times, you're even freeing prisoners of war with comic effect in this game.

01:53:55.080 --> 01:53:55.940

Phil: It is really worthwhile.

01:53:55.960 --> 01:53:57.220

Tom: Prisoners of war or hobos.

01:53:58.640 --> 01:54:00.140

Tom: Either could be a commentary on America.

01:54:01.640 --> 01:54:04.640

Phil: Well, they're kept in cages, so I'm sure Trump put them there.

01:54:05.880 --> 01:54:18.060

Phil: So it is accessible on almost every format, which is to its detriment often because of controllers and various patches and things like that.

01:54:18.820 --> 01:54:29.160

Phil: But if you just want to go online and find some video of the original arcade game or this incarnation as well, you'll get a sense of what we're talking about.

01:54:29.960 --> 01:54:33.100

Phil: It is truly a gem in one of my favorite games.

01:54:34.820 --> 01:54:35.780

Phil: I had the Wii.

01:54:36.720 --> 01:54:44.620

Phil: There was a collection on the Wii, I think, that had the first five Metal Slug games on it, which wasn't great.

01:54:46.220 --> 01:54:52.140

Phil: But on the original Neo Geo, it's certainly a great game to play.

01:54:53.240 --> 01:54:55.980

Tom: And this port, I think, works well.

01:54:56.080 --> 01:55:06.720

Tom: The one thing to remember is that it features in its emulation the problems of the original arcade version.

01:55:06.740 --> 01:55:17.920

Tom: So when a lot of stuff is happening on screen, it will slow down significantly to, at its worst, under 10 FPS.

01:55:18.080 --> 01:55:19.700

Tom: But that is just how it is.

01:55:19.720 --> 01:55:22.700

Tom: That is not related to your computer.

01:55:23.620 --> 01:55:25.980

Phil: No, but that is what we used to call chug.

01:55:27.180 --> 01:55:34.460

Phil: The chug in a shmup like this, in a shooter like this, is a part of it.

01:55:34.480 --> 01:55:36.660

Phil: And the developers account for it.

01:55:37.200 --> 01:55:39.420

Phil: And it is actually a part of the game.

01:55:39.440 --> 01:55:51.520

Phil: So if there is this massive enemy coming under the screen and all these explosions and everything going on, and you get that chug, the sense as a player back in the day was, oh man, the computer can't even keep up with the graphics.

01:55:51.620 --> 01:55:53.060

Phil: This is amazing, you know.

01:55:53.080 --> 01:56:00.680

Tom: And when you do suddenly get charged by a large number of enemies, it also gives you a chance to react as well.

01:56:01.740 --> 01:56:02.100

Phil: Yeah.

01:56:02.360 --> 01:56:03.780

Phil: Well, I'm glad you had a favor.

01:56:03.800 --> 01:56:07.720

Phil: I was disappointed the last time you talked about Metal Slug that you hadn't enjoyed it.

01:56:08.520 --> 01:56:12.060

Tom: This has well redeemed Metal Slug in my eyes.

01:56:13.080 --> 01:56:13.740

Phil: Well, that's great.

01:56:13.820 --> 01:56:18.900

Phil: And in fact, I think this episode of The Game Under Podcast has redeemed our podcast.

01:56:20.700 --> 01:56:23.420

Phil: Unless you've got something else you wish to say, we'll close it out.

01:56:24.180 --> 01:56:31.420

Tom: Well, we will end on an amusing note on Michael Book's eulogy follow up.

01:56:32.200 --> 01:56:41.080

Tom: Not that I've been watching the show, but YouTube has been recommending it to me and essentially his sister has replaced him.

01:56:42.480 --> 01:56:42.800

Phil: What?

01:56:43.420 --> 01:56:44.880

Tom: So the Michael Book show...

01:56:44.900 --> 01:56:47.240

Phil: Yeah, yeah, he was the guy that died.

01:56:47.320 --> 01:56:52.120

Tom: Yes, is now essentially co-hosted by Alicia Brooks, his sister.

01:56:53.060 --> 01:56:54.200

Phil: Well, you know, it's quite common...

01:56:54.220 --> 01:56:55.040

Phil: With the former co-hosts.

01:56:55.680 --> 01:56:58.940

Phil: It's quite common in politics for, like, long-running senators or whatever.

01:56:58.960 --> 01:57:01.380

Tom: Yeah, I believe nepotism is very popular in politics.

01:57:02.480 --> 01:57:05.760

Tom: But I didn't know it was popular in political commentary as well.

01:57:06.360 --> 01:57:10.400

Phil: Well, you got those subscribers, you gotta keep the money coming in, I guess.

01:57:12.780 --> 01:57:18.560

Tom: And she looks quite like him, so I'm almost disappointed that they did not announce he died.

01:57:18.580 --> 01:57:25.480

Tom: She got a haircut, put on his chains and added a suit, and they just pretended he wasn't dead.

01:57:26.180 --> 01:57:26.720

Phil: Well, if...

01:57:27.760 --> 01:57:28.420

Phil: That is correct.

01:57:28.840 --> 01:57:33.120

Phil: If I die, I can tell you right now, my sibling is not going to be doing this show.

01:57:34.640 --> 01:57:39.240

Phil: It would probably be more entertaining, but he wouldn't know what any of this means.

01:57:40.320 --> 01:57:42.220

Phil: So he'd be right there with our listeners, really.

01:57:44.180 --> 01:57:48.540

Phil: Do you have any last wishes for what we should do with this podcast?

01:57:48.560 --> 01:57:50.320

Phil: Should you meet an untimely demise?

01:57:51.480 --> 01:57:59.160

Tom: I think if I meet an untimely demise, I would like the show sent into space to communicate with aliens.

01:57:59.960 --> 01:58:00.620

Tom: With my corpse.

01:58:01.860 --> 01:58:02.300

Phil: All right.

01:58:02.320 --> 01:58:05.640

Phil: Well, I'm not sure how far we could get it on our budget.

01:58:07.960 --> 01:58:17.400

Phil: We might be able to get it, like, as far as 50 meters, as far as we can throw it off the end of a pier and hope that a whale, a space whale, a whale evolves into a space farm.

01:58:17.420 --> 01:58:22.040

Tom: There's a lot of alien life in the ocean that is yet to be discovered, I'm sure.

01:58:23.000 --> 01:58:23.360

Phil: Okay.

01:58:23.380 --> 01:58:23.800

Phil: Who are you?

01:58:23.820 --> 01:58:24.540

Phil: Jacques Cousteau?

01:58:25.280 --> 01:58:25.740

Phil: All right.

01:58:25.760 --> 01:58:33.360

Phil: So, as we said in our last episode, we're not discussing Jacques Cousteau anymore or his proclivities.

01:58:33.680 --> 01:58:34.480

Phil: Thank you for listening.

01:58:34.500 --> 01:58:35.700

Phil: Hey, go to gameunder.net.

01:58:35.720 --> 01:58:39.080

Phil: We haven't got much new content up there, but go back and look at our back catalog.

01:58:39.100 --> 01:58:42.640

Phil: Go listen to our earlier shows where we talked about the original Deadly Premonition.

01:58:44.880 --> 01:58:51.780

Phil: And also rate and review us on whatever podcast platform you get us on because it does help other listeners find us.

01:58:52.840 --> 01:58:56.080

Phil: With that, I'd like to thank you for joining us on episode 129.

01:58:57.080 --> 01:58:57.380

Phil: Mr.

01:58:57.400 --> 01:58:58.260

Phil: Tom Towers, thank you.

01:58:58.840 --> 01:58:59.340

Tom: Thank you.

01:58:59.480 --> 01:59:04.800

Tom: And while we're on the topic of French intellectuals, Jacques Cousteau was not an intellectual.

01:59:07.860 --> 01:59:10.700

Phil: He's just a guy that swims around looking at fish.

01:59:11.900 --> 01:59:14.140

Tom: That sounds like a pretty intellectual pursuit to me.

01:59:15.200 --> 01:59:19.120

Tom: I'm going to leave the listeners with this wonderful trivia.

01:59:20.320 --> 01:59:30.740

Tom: Anatole France apparently had a tiny brain, and I'm yet to see anyone use this titbit as a joke about intellectuals, sadly.

01:59:32.760 --> 01:59:34.740

Tom: I'm putting that out there for any comedians.

01:59:35.480 --> 01:59:38.280

Tom: It's low-hanging fruit that is just waiting.

01:59:39.000 --> 01:59:48.700

Tom: This is the hour of attacking French intellectuals, and I'm yet to see any Anatole France brain size jokes.

01:59:51.940 --> 01:59:53.260

Phil: Alright, you've outdone yourself.

01:59:53.460 --> 01:59:53.920

Phil: Goodbye.

Game Under Podcast 128

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Trademark Banter
0:00:36 Wiper Sniper and Wide Stances
0:04:16 Internet Archive
0:05:34 Blinx is to Knack as...
0:10:39 Panducto
0:11:42 Narnia
0:16:28 A Trip back to 2003
0:25:19 Bad Boys: Miami Takedown

First Impressions - Tom
0:29:38 Carrion from Devolver for Switch, XB, PC

Final Impressions - Tom
0:38:26 Minecraft Dungeons

Updated Final Impressions - Tom
0:41:50 Sky: Children of Light

Final Impressions - Tom
0:44:10 Beat Cop

First Impressions
0:46:52 Pathologic 2

Trademark Banter

0:52:26 Steamlink

Tom Towers Reacts... To The News

0:55:50 Gabe Newell & Kim Dotcom

1:04:10 Halo Infinite

Final Impressions - Tom

1:06:16 Metro Exodus

Transcript

Phil: Hello, and welcome to Episode 128 of The Game Under Podcast.

Phil: I'm your co-host, Mr.Phil Fogg.

Phil: I'm joined as always by Mr.

Phil: Tom Towers.

Phil: Tom, how are you doing?

Tom: Mr.

Tom: Tom Towers.

Phil: Mr.Tom Towers.

Tom: It is true that I do have multiple personalities, but only one on the show.

Phil: Yes, that's right.

Phil: And we should point out again for our listeners that your home state is going through a COVID revival.

Phil: So we are recording this from our home studios.

Phil: I'm not sure if you can hear anything that's going on outside.

Phil: I'm hearing something on your side though.

Phil: Is it?

Phil: What is that?

Tom: That is a whipper snipper.

Phil: A whipper snipper.

Tom: Yes.

Phil: Okay.

Tom: Or snapper as it may also be known as.

Phil: Well, I don't think a whipper snapper.

Phil: Okay, so we've got to explain for our North American listeners that what Tom is referring to is a weed whacker.

Tom: Yes, I have heard that term as well.

Phil: Which I think is better, weed whacker.

Phil: I saw an ad at the mall when I was waiting near the men's restroom for no particular reason.

00:01:13.340 --> 00:01:16.280

Phil: That was for a local gardener that advertised his services.

00:01:16.340 --> 00:01:20.340

Phil: One of the services he provided was a whipper sniper.

00:01:21.360 --> 00:01:32.980

Phil: He was a landscape artist and one of the services, because he didn't know how to spell, it just said right there, mowing, tree trimming, whipper sniper.

00:01:34.320 --> 00:01:38.060

Tom: Did this result in him getting some interesting job requests?

00:01:39.880 --> 00:01:44.360

Phil: I just saw the little card, you know those little cards they put up at the grocery stores and such.

00:01:44.380 --> 00:01:51.860

Tom: While we're on the topic of you visiting, hanging around men's toilets, what color handkerchief did you have in your pocket?

00:01:53.760 --> 00:01:56.080

Phil: Well, I didn't have a wide stance.

00:01:56.080 --> 00:01:57.800

Phil: I don't know if you remember that controversy.

00:01:57.820 --> 00:02:15.040

Phil: Now there was a guy, I think he was a member of the House of Representatives or possibly even a senator in the US that was arrested for soliciting a prostitute at a airport.

00:02:15.420 --> 00:02:24.480

Phil: And apparently the thing was you'd go into the airport and you'd establish a wide stance when you sat on the portal, if that's what it's called.

00:02:25.580 --> 00:02:26.400

Phil: Is that what it's called?

00:02:26.400 --> 00:02:26.860

Phil: Portal?

00:02:27.600 --> 00:02:28.220

Phil: Toilet?

00:02:28.840 --> 00:02:30.940

Phil: Toilet, yes.

00:02:31.460 --> 00:02:33.380

Phil: The porcelain turtle.

00:02:33.400 --> 00:02:36.340

Phil: The porcelain throne.

00:02:36.820 --> 00:02:37.920

Phil: Yes, porcelain throne.

00:02:38.180 --> 00:02:50.440

Phil: And basically at that airport, apparently, and most airports, I don't know, apparently if you put your both legs out so your toes are in the other stall, that's an indicator that you're an interested party.

00:02:51.460 --> 00:02:54.780

Phil: And he got, yeah, he was like this conservative politician.

00:02:54.800 --> 00:02:57.600

Phil: He got busted for solicitation.

00:02:57.620 --> 00:03:01.480

Phil: I think that's how it works, maybe the other way around, but yeah.

00:03:01.920 --> 00:03:03.260

Phil: So what's this handkerchief thing?

00:03:03.740 --> 00:03:09.680

Tom: I believe that handkerchiefs are meant to signal similar information as well.

00:03:10.060 --> 00:03:10.480

Phil: Okay.

00:03:10.700 --> 00:03:11.180

Phil: All right.

00:03:11.200 --> 00:03:13.040

Phil: So I mean, remember George Michael?

00:03:13.040 --> 00:03:15.440

Phil: He long did a part of George Michael.

00:03:15.740 --> 00:03:18.080

Phil: He got busted for such a thing, didn't he?

00:03:19.360 --> 00:03:27.400

Tom: I have no idea, but not Prince, what the hell is the name of the government?

00:03:27.640 --> 00:03:28.440

Phil: Michael Jackson?

00:03:28.460 --> 00:03:29.360

Tom: Not Michael Jackson.

00:03:29.600 --> 00:03:30.460

Phil: Bono?

00:03:30.480 --> 00:03:35.020

Tom: Michael Jackson failed to get busted for related activities.

00:03:35.620 --> 00:03:36.940

Phil: Despite how hard he tried.

00:03:36.960 --> 00:03:37.260

Tom: Yes.

00:03:38.980 --> 00:03:42.920

Phil: And we should point out here that it's impossible to slander a dead person.

00:03:45.960 --> 00:03:49.540

Tom: We also have the world famous pedophile's precedent as well.

00:03:50.000 --> 00:03:54.280

Tom: So we can happily now accuse anyone we want of being a pedophile.

00:03:54.720 --> 00:03:55.540

Phil: He's not dead.

00:03:56.520 --> 00:04:00.740

Phil: And obviously you're not listening to the show because I edited it out the last time you said it.

00:04:00.780 --> 00:04:03.260

Phil: And I will edit it out again because I don't want to get sued.

00:04:03.280 --> 00:04:04.080

Phil: Because he's not dead.

00:04:04.660 --> 00:04:04.960

Phil: Yet.

00:04:05.600 --> 00:04:08.020

Tom: Well, it would be him that would have to sue us.

00:04:08.640 --> 00:04:14.980

Tom: And he has set as a court president that we can call him a pedophile without any issue.

00:04:15.680 --> 00:04:19.860

Phil: I've got to say, you sent me a link to something on the Internet Archive.

00:04:19.920 --> 00:04:22.100

Phil: I hadn't been on the Internet Archive for some years.

00:04:22.780 --> 00:04:25.300

Phil: And I'm blown away.

00:04:25.320 --> 00:04:26.240

Phil: It's like really good.

00:04:26.260 --> 00:04:30.040

Phil: Like the books, you know, they flip just like you said, the pages flip and stuff like that.

00:04:31.060 --> 00:04:36.940

Phil: And then I was like, oh, I should go to philfog.com because that used to be a website I had and see it.

00:04:36.960 --> 00:04:38.860

Phil: And you know, I was looking at, that's pretty cool.

00:04:38.880 --> 00:04:40.080

Phil: You know, they've got all that.

00:04:40.100 --> 00:04:40.980

Phil: I forgot doing that.

00:04:41.000 --> 00:04:41.520

Phil: That's cool.

00:04:42.060 --> 00:04:49.280

Phil: And then I went, oh, I wonder what gameunder.net is like, you know, so I put in gameunder.net and I went back to like 2013 or something like that.

00:04:49.940 --> 00:04:53.860

Phil: And which is the official podcast of The Game Under Podcast, gameunder.net.

00:04:54.500 --> 00:04:58.280

Phil: And I was clicking through, like looking at old posts that we'd put up.

00:04:59.120 --> 00:05:04.400

Phil: And I was like, after about because it's so slow to load, but after about five minutes, I was like, this is idiotic.

00:05:04.460 --> 00:05:06.540

Phil: Everything we've ever posted is still on our...

00:05:07.380 --> 00:05:12.360

Tom: The only difference would be, I believe the site has had one facelift over the years.

00:05:12.400 --> 00:05:14.880

Phil: One very minor facelift.

00:05:15.680 --> 00:05:17.180

Phil: Do you think it needs another facelift?

00:05:17.200 --> 00:05:18.540

Phil: Are you happy with how it is right now?

00:05:18.960 --> 00:05:27.560

Tom: Well, I mean, it could potentially improve visually, but the amount of effort required compared to the gains may be questionable.

00:05:28.240 --> 00:05:34.120

Phil: Yeah, particularly when we're podcasting at the rate we do, it's kind of hard to get in front of it.

00:05:34.140 --> 00:05:42.400

Phil: But I do want to offer a logic puzzle to you, so you're going to need to get a pencil out and write this down, because this occurred to me yesterday as I was driving around.

00:05:42.420 --> 00:05:46.100

Phil: A logic puzzle occurred to me and I can't figure out an answer to it.

00:05:46.760 --> 00:05:47.180

Phil: Okay.

00:05:47.580 --> 00:05:51.400

Phil: So you're familiar with Blinx, the time sweeper, the Xbox game.

00:05:51.420 --> 00:05:52.000

Tom: Yes, I am.

00:05:52.580 --> 00:05:54.340

Phil: And the sequel, Blinx 2.

00:05:56.020 --> 00:05:57.140

Phil: And you're familiar with NAC?

00:05:58.100 --> 00:05:59.420

Tom: Yes, I think so.

00:05:59.680 --> 00:06:02.480

Phil: Yeah, the Mark Cerny PlayStation 4 launch game.

00:06:02.500 --> 00:06:03.640

Tom: Did that actually come out?

00:06:04.380 --> 00:06:04.780

Phil: Oh, yeah.

00:06:05.900 --> 00:06:09.300

Phil: And I believe it was published by Sony Japan.

00:06:09.320 --> 00:06:22.920

Phil: So they're both Japanese games that were sold to promote the technology of the console, and both released early in the cycle, and both were not well received, either commercially or editorially, and both got a sequel.

00:06:23.140 --> 00:06:24.360

Phil: So here's the logic puzzle.

00:06:25.500 --> 00:06:30.160

Phil: You write it down because by, I'm not going to put you on the spot right now, but by the end of the show, you'll come up with an answer to it.

00:06:30.980 --> 00:06:36.360

Phil: Blinx is to knack as blank is to blank.

00:06:37.120 --> 00:06:39.440

Tom: I'm not, is that a logical puzzle?

00:06:39.700 --> 00:06:41.060

Tom: What is blank and blank?

00:06:41.080 --> 00:06:42.340

Phil: Okay, all right, all right.

00:06:42.360 --> 00:06:44.000

Tom: That sounds like you're censoring something.

00:06:44.520 --> 00:06:47.060

Phil: No, I don't know the answer.

00:06:47.080 --> 00:06:47.600

Phil: I'm not censoring.

00:06:47.840 --> 00:06:50.740

Phil: So, Blinx is to knack as Tekken is to.

00:06:53.120 --> 00:07:01.720

Tom: So, you want a comparison, an analogy of Blinx and knack, compared to something else.

00:07:02.220 --> 00:07:03.800

Phil: Yeah, and I think actually I just solved it.

00:07:04.600 --> 00:07:06.100

Phil: But, because I put myself on the spot.

00:07:06.120 --> 00:07:07.620

Phil: But you can come up with another one.

00:07:07.640 --> 00:07:12.660

Tom: So, what your logic puzzle really is actually, you're asking what are these two things similar to?

00:07:13.340 --> 00:07:14.480

Phil: Yeah, well, what is Blinx?

00:07:14.580 --> 00:07:16.020

Phil: So, Blinx came first.

00:07:16.040 --> 00:07:16.340

Phil: Yep.

00:07:16.640 --> 00:07:18.640

Phil: So, yeah, knack followed.

00:07:19.220 --> 00:07:21.240

Phil: So, then this other thing happened.

00:07:21.460 --> 00:07:23.380

Phil: I guess, I guess it'd be kind of, oh.

00:07:23.400 --> 00:07:24.940

Tom: Well, I've got an answer for you.

00:07:25.400 --> 00:07:26.840

Phil: Well, I've got an answer too.

00:07:26.900 --> 00:07:44.660

Tom: I'm not sure I can remember the names, but Proceeding the Matrix were two very similar films that actually had quite a lot of hype at the time, but have since been forgotten about and also were not very well received at the time.

00:07:44.820 --> 00:07:53.540

Tom: One was actually set in a video game world and unfortunately, I don't remember the names of either of the films, but-

00:07:53.820 --> 00:07:54.260

Phil: Tron?

00:07:54.440 --> 00:07:55.940

Tom: Not Tron, no, that was early.

00:07:55.960 --> 00:08:00.420

Tom: That was, these literally came out a year before The Matrix.

00:08:01.280 --> 00:08:03.220

Tom: So they were right at the same time.

00:08:03.400 --> 00:08:04.700

Phil: Wreck-It Ralph, Pixels?

00:08:04.700 --> 00:08:05.040

Tom: No.

00:08:06.220 --> 00:08:06.740

Phil: The Wizard?

00:08:06.800 --> 00:08:07.100

Tom: No.

00:08:08.240 --> 00:08:10.880

Tom: I think one of them was The 13th Floor, possibly.

00:08:13.600 --> 00:08:13.920

Phil: Yeah.

00:08:13.940 --> 00:08:13.940

Phil: Yeah.

00:08:14.400 --> 00:08:15.420

Tom: So there's my answer.

00:08:16.580 --> 00:08:22.920

Phil: So wait, Blinx is to NACC as The 13th Floor, I think is my answer is to The Matrix?

00:08:23.940 --> 00:08:24.380

Tom: No, no, no.

00:08:24.380 --> 00:08:28.920

Tom: The Matrix in this analogy would be something like Super Mario Galaxy.

00:08:33.520 --> 00:08:35.440

Phil: Maybe you don't understand.

00:08:35.920 --> 00:08:41.020

Phil: Blinx is to NACC as The Matrix is to Super Mario Galaxy.

00:08:41.040 --> 00:08:41.540

Tom: No, no, no.

00:08:42.360 --> 00:08:47.360

Tom: These two films, I can't remember the title of the other of these two films.

00:08:47.800 --> 00:08:55.120

Tom: So it's a 34 and another Matrix-like film from 1999 or 1998.

00:08:57.640 --> 00:09:21.120

Tom: Two somewhat hyped films that were encapsulating a certain cultural moment that were followed by The Matrix, which solidified this as worth remembering while those two were completely forgotten about, other than to bring up as failures preceding The Matrix.

00:09:22.440 --> 00:09:23.600

Tom: That's my analogy.

00:09:23.600 --> 00:09:30.820

Tom: So those two films are like Blinx and Nack preceding Super Mario Galaxy.

00:09:32.180 --> 00:09:33.000

Phil: That is very good.

00:09:33.020 --> 00:09:37.540

Phil: My solution that I just came up with, Blinx is to Nack as Tekken is to Dead or Alive.

00:09:38.980 --> 00:09:45.320

Phil: The theory being that Tekken was a ground breaking PlayStation launch game.

00:09:46.140 --> 00:09:52.380

Phil: And Dead or Alive was a very popular quote, ground breaking game for the Xbox when it came out.

00:09:52.520 --> 00:09:54.060

Phil: Or maybe the Xbox 360.

00:09:54.580 --> 00:09:55.680

Phil: Yeah, well one of those.

00:09:55.700 --> 00:10:00.940

Tom: The only problem with that would be that Tekken actually was ground breaking.

00:10:02.840 --> 00:10:09.380

Phil: Yeah, but the other one, you know, women, and Zack, Zack and his island.

00:10:09.960 --> 00:10:11.420

Tom: And Blinx has a cat.

00:10:12.320 --> 00:10:15.300

Phil: Speaking of movies on games, I was thinking about this the other day.

00:10:15.700 --> 00:10:20.060

Phil: Like, you know, you're always crying on about how movies are superior to video games.

00:10:21.900 --> 00:10:22.280

Tom: Am I?

00:10:22.300 --> 00:10:24.360

Phil: I was going to say, are you?

00:10:24.380 --> 00:10:29.080

Tom: And just before we move on from The Matrix and those films.

00:10:29.100 --> 00:10:29.780

Tom: Yeah, please.

00:10:30.000 --> 00:10:33.880

Tom: Yes, long time listen of the shows.

00:10:33.900 --> 00:10:37.980

Tom: Who knows if this has ever actually come up, but the rapper LP.

00:10:38.620 --> 00:10:41.500

Tom: I am a big fan of.

00:10:42.020 --> 00:10:50.640

Tom: He, during the quarantine in New York, started with his Comedienne Wife, one of the worst podcasts ever made.

00:10:50.980 --> 00:10:57.640

Tom: Even by the standards of podcasts where people watch shows or films, it is awful.

00:10:57.880 --> 00:11:03.700

Tom: And I've never listened to such a podcast that has been in any way bearable.

00:11:04.420 --> 00:11:20.680

Tom: But one of the episodes was The Matrix, and I highly recommend the amazing stoner philosophy introduction about The Matrix and American society and propaganda.

00:11:20.880 --> 00:11:23.840

Tom: And then as soon as that's finished and they start watching the film, stop listening.

00:11:24.480 --> 00:11:26.280

Phil: So he's a longtime listener of this show?

00:11:26.580 --> 00:11:28.980

Tom: No, I'm a longtime listener of his music.

00:11:29.700 --> 00:11:30.440

Phil: Oh, okay.

00:11:30.460 --> 00:11:30.840

Phil: I'm sorry.

00:11:30.860 --> 00:11:32.800

Phil: I thought he was a longtime listener of our podcast.

00:11:32.840 --> 00:11:33.160

Phil: Okay.

00:11:33.180 --> 00:11:34.040

Phil: So what's it called?

00:11:34.440 --> 00:11:38.680

Tom: I think it's called the Panducto-Quarrin Cast.

00:11:39.760 --> 00:11:40.880

Phil: That's easy to find.

00:11:41.620 --> 00:11:42.440

Phil: Panducto.

00:11:42.520 --> 00:11:42.940

Phil: Okay.

00:11:44.300 --> 00:11:46.980

Phil: Speaking of podcasts, CS.

00:11:47.000 --> 00:11:47.360

Phil: Lewis.

00:11:47.740 --> 00:11:49.000

Phil: I don't know if you know what CS.

00:11:49.020 --> 00:11:50.840

Phil: Lewis is or whatever.

00:11:51.080 --> 00:11:52.780

Tom: Yes, I believe he is an author.

00:11:53.460 --> 00:11:53.700

Phil: Yep.

00:11:53.720 --> 00:11:55.820

Tom: A very obscure, unknown author.

00:11:56.300 --> 00:11:56.580

Phil: Yeah.

00:11:56.600 --> 00:11:58.360

Phil: Do you know what CS stands for?

00:11:58.380 --> 00:11:59.080

Phil: You probably don't.

00:11:59.540 --> 00:12:02.220

Tom: I do, but I cannot recall what it stands for now.

00:12:02.640 --> 00:12:04.580

Tom: Christian Sectarian.

00:12:05.240 --> 00:12:10.320

Phil: The funny thing, that's a good guess, but the funny thing is his father, I don't know if you know this was a Macc...

00:12:12.500 --> 00:12:13.920

Phil: That's a good one, but I don't think he was Catholic.

00:12:15.140 --> 00:12:16.800

Tom: Didn't he convert to Catholicism?

00:12:16.820 --> 00:12:17.640

Tom: I'm pretty sure he did.

00:12:18.320 --> 00:12:21.740

Phil: Well, we'll have to find out in one of the Chronicles of Narnia.

00:12:23.260 --> 00:12:43.580

Phil: Actually, his father was a mechanic, and they had already had a girl, they were expecting a girl, and they had a name set up for him, but they didn't actually have a name when he was born, so they actually called him Crankshaft Lewis, and that's what the CS stands for.

00:12:44.060 --> 00:12:52.820

Phil: I don't know that a lot of people know that, but yeah, Crankshaft is actually his name, because his dad was a mechanic, and that's all he could come up with.

00:12:53.900 --> 00:12:55.860

Tom: Either that or Clive Staples.

00:12:57.040 --> 00:12:58.600

Phil: Clive Staples, that's a good name.

00:12:59.740 --> 00:13:06.420

Phil: Anyway, I've been reading, and I know you're going to throw up all over me, just brawl with this please.

00:13:07.360 --> 00:13:14.220

Phil: I started reading The Chronicles of Narnia, starting with the prequel book and going through, so I'm reading them.

00:13:15.160 --> 00:13:19.760

Tom: I also actually reread The Chronicles of Narnia, I believe, this year.

00:13:20.680 --> 00:13:21.640

Phil: Did you write about it?

00:13:21.900 --> 00:13:22.680

Tom: No, I did not.

00:13:23.340 --> 00:13:25.120

Phil: Okay, then it didn't happen.

00:13:26.180 --> 00:13:27.600

Phil: Blog post or it didn't happen.

00:13:28.800 --> 00:13:41.920

Phil: So I'm reading through them, and I've thought, oh, I'll just see if there's any, you know, it was a long weekend in America, so there's no podcast to listen to, so I decided to see if there were any podcasts about Narnia.

00:13:42.620 --> 00:13:46.300

Phil: There are like four active Narnia podcasts right now.

00:13:46.640 --> 00:13:47.400

Tom: Only four.

00:13:48.160 --> 00:13:49.520

Phil: Yeah, I was amazed there were any.

00:13:49.540 --> 00:13:50.620

Phil: There's a bunch that are...

00:13:51.000 --> 00:13:55.340

Tom: There were recently big budget films based on Narnia.

00:13:56.000 --> 00:13:57.060

Phil: This is what I found out.

00:13:57.080 --> 00:14:00.340

Tom: I don't think Narnia's popularity has waned over the years.

00:14:01.280 --> 00:14:06.320

Phil: Yeah, well, anyway, these guys, so I go, okay, you know, let's listen to this guy's podcast, you know, whatever.

00:14:06.820 --> 00:14:11.020

Phil: It's called The Lamp Post Listener.

00:14:11.580 --> 00:14:15.680

Phil: And I selected it out of the four because it had the best graphic design.

00:14:15.720 --> 00:14:18.200

Phil: And I thought The Lamp Post Listener was a good name for it.

00:14:19.000 --> 00:14:19.980

Phil: So I download it.

00:14:20.000 --> 00:14:25.080

Phil: They've got great music, great audio production, and they're going through episode one...

00:14:25.500 --> 00:14:29.720

Phil: Each episode is half an hour or so, and it goes through one chapter at a time.

00:14:30.240 --> 00:14:31.960

Phil: So it's like professionally produced.

00:14:32.760 --> 00:14:38.580

Phil: One guy is an English teacher for primary school kids, and the other guy is an illustrator.

00:14:38.680 --> 00:14:43.200

Phil: And the illustrator is the guy that actually comes up with most of the best literary...

00:14:44.500 --> 00:14:47.680

Phil: literary observations.

00:14:47.780 --> 00:14:52.680

Phil: It's quite hilarious because the English teacher goes, I thought it was just a rabbit.

00:14:52.700 --> 00:14:57.100

Phil: And the guy's like, well, actually, if you look into it, the rabbit probably represents this, that, and the other thing.

00:14:57.800 --> 00:15:02.340

Phil: And then they go through these episodes like, oh, yeah, our theme was composed by...

00:15:02.360 --> 00:15:07.380

Phil: And I'm like, well, who the hell are these people who are just doing this 90-year podcast?

00:15:07.400 --> 00:15:12.900

Phil: They've got a professionally produced song at the start, like we do, albeit, but it's like right out of the gate.

00:15:12.920 --> 00:15:14.320

Phil: They're like total professionals.

00:15:14.580 --> 00:15:16.380

Phil: It's disgusting.

00:15:16.380 --> 00:15:18.460

Phil: And you know what?

00:15:19.060 --> 00:15:20.440

Phil: It is disgusting.

00:15:20.460 --> 00:15:24.560

Phil: I mean, it took us 100 episodes before we both got studio quality mics.

00:15:25.520 --> 00:15:44.520

Tom: But did they read, and this is the real question, it's not what they say about it that matters, but what they read because I think, though you may be lagging behind here, I also read this year his space trilogy and all of his major non-fiction work that I had not yet read.

00:15:45.120 --> 00:15:47.760

Tom: So we may be ahead of them in-

00:15:47.860 --> 00:15:49.140

Phil: Well, here's the thing.

00:15:49.160 --> 00:16:00.720

Phil: The big reveal comes in episode three or something, where they say, now all along, they've said we're not Narnia experts, we're just two people talking about this book and we're going to go through it chapter by chapter, which is a great concept.

00:16:01.340 --> 00:16:04.060

Phil: And then they reveal that they haven't even read all of them yet.

00:16:06.560 --> 00:16:08.880

Phil: Which to us, I mean, come on.

00:16:09.620 --> 00:16:14.200

Phil: At least if you're going to dedicate yourself to a podcast, I mean, we've played all the video games.

00:16:15.000 --> 00:16:19.260

Tom: I think that could make it more interesting and entertaining if they're coming to it fresh.

00:16:20.080 --> 00:16:21.580

Phil: Yeah, yeah, it is.

00:16:21.600 --> 00:16:24.400

Tom: So it's actually another advantage they have over us.

00:16:25.180 --> 00:16:26.060

Phil: It is, it is.

00:16:27.140 --> 00:16:35.320

Phil: Speaking of playing all the games, I got a copy of Retro Gamer today in the mail, the last video game magazine.

00:16:36.160 --> 00:16:44.020

Phil: And the depressing thing that was in it was, they have a feature on these retro games.

00:16:44.020 --> 00:16:49.900

Phil: And one of them is for the original Monster Hunter, which came out in 2004.

00:16:50.440 --> 00:16:51.960

Phil: So that's like 16 years ago.

00:16:52.920 --> 00:16:58.900

Phil: And I still have a sealed copy of Monster Hunter that I bought when it came out.

00:16:58.980 --> 00:17:01.200

Phil: And I still have intention of actually playing it.

00:17:02.180 --> 00:17:06.840

Phil: And something about seeing it in a retro game magazine as a, like a featured game.

00:17:08.920 --> 00:17:12.980

Phil: It's, now there's plenty of games in this magazine that I've never read, never played.

00:17:14.040 --> 00:17:17.380

Phil: But like, seeing a game that I bought with intent to play.

00:17:17.500 --> 00:17:18.760

Tom: And never got around to playing.

00:17:19.200 --> 00:17:22.540

Phil: And never got around to playing, and still over there in the other room.

00:17:23.040 --> 00:17:28.060

Phil: But they have a thing, go, now, you're a lot younger than I am, but-

00:17:28.300 --> 00:17:31.880

Tom: One thing I, is that really retro, 15 years old?

00:17:32.760 --> 00:17:34.740

Phil: I think so, I think so.

00:17:35.480 --> 00:17:37.120

Tom: When did the PlayStation come out?

00:17:37.740 --> 00:17:38.640

Phil: 1995.

00:17:38.820 --> 00:17:40.600

Tom: When did the NES come out?

00:17:41.300 --> 00:17:43.140

Phil: 1983, or 81.

00:17:44.000 --> 00:17:45.660

Tom: So about a decade earlier.

00:17:47.000 --> 00:18:07.740

Tom: Because to me, having begun with the SNES and PlayStation era, I would not consider something to be retro at that time, that was not made in the early 80s or 70s.

00:18:07.980 --> 00:18:15.420

Tom: Something very rudimentary and simple, like Pong or something of that effect.

00:18:16.020 --> 00:18:19.960

Phil: I think at this point, because they're covering games that came out on the Xbox.

00:18:20.060 --> 00:18:20.600

Phil: Yeah.

00:18:20.980 --> 00:18:26.240

Phil: I think if you're approaching that 20-year mark, it's basically a nostalgia thing.

00:18:26.260 --> 00:18:35.300

Phil: So for example, in each magazine, they give you the latest news from this month 17 years ago.

00:18:35.900 --> 00:18:43.420

Phil: So in August 2003, you would have been playing video games by a long shot.

00:18:43.640 --> 00:18:46.880

Phil: Would we have been on a website together by that time, 2003?

00:18:46.980 --> 00:18:48.480

Phil: No, that's 17 years ago.

00:18:49.520 --> 00:18:50.920

Tom: Probably not 2003.

00:18:51.740 --> 00:18:54.320

Tom: I think, but not many years after that.

00:18:54.980 --> 00:18:59.280

Tom: Probably the mid-2000s, I was on GameSpot, I think.

00:18:59.860 --> 00:19:00.660

Tom: Actually, probably not.

00:19:01.140 --> 00:19:02.160

Phil: Here's one of the crazy things.

00:19:02.180 --> 00:19:03.020

Phil: They have the charts.

00:19:04.260 --> 00:19:09.280

Phil: I was probably on GameSpot a little bit after that or at that time, but a little bit after that.

00:19:10.640 --> 00:19:13.000

Phil: They have the charts from August 2003.

00:19:13.820 --> 00:19:20.940

Phil: I'm so out of touch with music that I haven't heard of any of the music that was top of the charts in August 2003.

00:19:22.100 --> 00:19:23.180

Phil: I'll give you a try.

00:19:23.200 --> 00:19:24.040

Phil: We'll go through it real quick.

00:19:24.260 --> 00:19:28.860

Phil: A song called Breathe by Blue Cantrell featuring Sean Paul.

00:19:29.400 --> 00:19:30.620

Tom: I've heard of Sean Paul.

00:19:31.220 --> 00:19:31.700

Phil: Me too.

00:19:32.060 --> 00:19:32.860

Phil: He makes Jeans.

00:19:33.360 --> 00:19:35.100

Phil: We've gone over that in previous podcasts.

00:19:35.800 --> 00:19:38.440

Phil: Number two, Pretty Green Eyes by Ultra Beat.

00:19:40.660 --> 00:19:44.740

Tom: Pretty Green Eyes sounds familiar, but it's a very generic song title.

00:19:45.780 --> 00:19:48.440

Phil: Number three, Sleeping With The Light On by Busted.

00:19:50.000 --> 00:19:53.900

Tom: Again, the title sounds familiar, but it is a very generic title.

00:19:54.480 --> 00:19:57.800

Phil: Number four, there's only five, Complete by Jameson.

00:19:58.380 --> 00:19:59.240

Tom: I think I've heard of Jameson.

00:20:12.120 --> 00:20:17.600

Tom: Well, I hope I've heard that, because as generic as the title is, it's simultaneously amazing.

00:20:18.240 --> 00:20:18.960

Phil: Okay, good.

00:20:19.120 --> 00:20:23.220

Phil: And it's probably my rendition of it that really brought you back to 2003.

00:20:23.240 --> 00:20:24.560

Tom: It was probably better than the song.

00:20:25.260 --> 00:20:28.560

Phil: Top games of 2003 for the PlayStation was Itoy Play.

00:20:29.000 --> 00:20:29.780

Phil: Did you ever play that?

00:20:29.820 --> 00:20:30.420

Tom: Yes, I did.

00:20:31.020 --> 00:20:32.680

Tom: The Itoy was amazing.

00:20:33.140 --> 00:20:33.720

Phil: I loved it.

00:20:33.880 --> 00:20:34.480

Phil: It was great.

00:20:34.940 --> 00:20:36.140

Phil: The Window Washing one.

00:20:36.160 --> 00:20:37.140

Tom: Yeah, incredible.

00:20:37.920 --> 00:20:39.960

Phil: With that guy's song that we've got to look up.

00:20:40.520 --> 00:20:42.260

Phil: Tomb Raider, The Angel of Darkness.

00:20:43.120 --> 00:20:43.920

Phil: Yeah, I played that.

00:20:43.940 --> 00:20:44.620

Phil: That was all right.

00:20:44.700 --> 00:20:45.680

Tom: I certainly did not.

00:20:46.860 --> 00:20:48.400

Phil: Socom, US Navy Seals.

00:20:49.760 --> 00:20:55.980

Tom: I have not played that either, unfortunately, but it did have an amazing voice feature, supposedly.

00:20:57.060 --> 00:20:57.820

Phil: Yeah, that's right.

00:20:58.020 --> 00:20:58.380

Phil: It did.

00:20:58.560 --> 00:21:00.120

Phil: It did because what happened was...

00:21:01.760 --> 00:21:07.040

Tom: You could command your AI troops that were helping in your squad.

00:21:07.660 --> 00:21:10.260

Phil: And when your mate got shot, his mic got killed.

00:21:10.280 --> 00:21:10.700

Tom: Yep.

00:21:11.220 --> 00:21:11.900

Tom: Very sad.

00:21:11.920 --> 00:21:13.040

Phil: That's good.

00:21:13.400 --> 00:21:17.220

Phil: And speaking of your hip references, Enter The Matrix.

00:21:18.040 --> 00:21:26.300

Tom: Yes, I always wanted to play that and I have since played about five seconds of an emulated version of it, but no more than that.

00:21:27.180 --> 00:21:36.540

Phil: My friend bought it at the time because I was getting back into gaming through the Dreamcast, like Crazy Taxi, Soul Calibur, that sort of thing.

00:21:37.140 --> 00:21:41.320

Phil: And my friend bought it and I was like, dude, you don't buy licensed games.

00:21:41.880 --> 00:21:46.500

Phil: And you know how you're always crying about how movies are superior to games.

00:21:47.480 --> 00:21:47.960

Phil: Am I?

00:21:50.160 --> 00:21:51.200

Phil: Who won, man?

00:21:51.220 --> 00:21:55.860

Phil: Because they're no longer making games about movies, but now they're making movies about games.

00:21:56.720 --> 00:22:02.440

Tom: I think they still are making games about films, but the press decides to ignore that they exist.

00:22:03.520 --> 00:22:05.120

Phil: Yeah, but the tides have turned.

00:22:05.140 --> 00:22:09.380

Phil: They're making more movies about games than they are games about movies.

00:22:09.380 --> 00:22:09.880

Tom: Are they?

00:22:09.920 --> 00:22:18.460

Tom: I mean, that was a thing that was pretty common since the Tomb Raider film, which was a long time ago.

00:22:18.480 --> 00:22:23.480

Phil: All right, they did that movie Rampage.

00:22:23.500 --> 00:22:25.640

Phil: They did the movie Rampage about the arcade.

00:22:25.660 --> 00:22:29.000

Tom: Tomb Raider, Prince of Persia, Rampage.

00:22:29.960 --> 00:22:31.380

Phil: Rampage, asteroids.

00:22:32.700 --> 00:22:35.660

Phil: But what movies have been made about video games?

00:22:36.320 --> 00:22:38.720

Tom: Well, Tomb Raider is a film about games.

00:22:38.760 --> 00:22:41.400

Phil: But what I'm saying, what games have been made about movies lately?

00:22:41.460 --> 00:22:48.220

Phil: Like, they haven't done, you know, a movie about the latest Quentin Tarantino film, about Manson.

00:22:49.220 --> 00:22:53.180

Tom: That's just because Grand Theft Auto V is an endless game.

00:22:53.380 --> 00:22:54.360

Tom: Otherwise, they would have.

00:22:54.860 --> 00:22:57.480

Phil: GameCube, August 2003.

00:22:57.800 --> 00:22:59.760

Phil: Number one, FIFA 2003.

00:23:01.520 --> 00:23:03.040

Tom: That was the best game of that year?

00:23:03.820 --> 00:23:05.980

Phil: That was the leading chart in August.

00:23:06.000 --> 00:23:08.480

Phil: Oh, best selling, yeah.

00:23:08.540 --> 00:23:10.360

Phil: Number two was Sonic Adventure DX.

00:23:10.700 --> 00:23:11.440

Phil: I bought that.

00:23:12.980 --> 00:23:15.100

Phil: Number three, The Legend of Zelda, The Wind Waker.

00:23:16.720 --> 00:23:17.840

Tom: The best Zelda game?

00:23:18.880 --> 00:23:20.020

Phil: I don't know if I agree with that.

00:23:22.860 --> 00:23:24.060

Phil: I almost agree with that.

00:23:25.500 --> 00:23:26.840

Phil: Medal of Honor, Frontline.

00:23:27.180 --> 00:23:28.080

Phil: I bought that game.

00:23:28.100 --> 00:23:29.240

Phil: It was very disappointing.

00:23:29.660 --> 00:23:30.040

Tom: Is that...

00:23:30.480 --> 00:23:31.760

Tom: Was that on GameCube?

00:23:32.300 --> 00:23:33.180

Phil: Yeah, yeah.

00:23:33.220 --> 00:23:34.120

Phil: I've got the GameCube.

00:23:34.140 --> 00:23:35.220

Tom: With the D-Day opening?

00:23:36.420 --> 00:23:39.280

Phil: Well, Frontline, I reckon it would be.

00:23:39.820 --> 00:23:40.960

Tom: That was a great opening.

00:23:40.980 --> 00:23:41.960

Tom: How was that disappointing?

00:23:42.960 --> 00:23:44.920

Phil: Well, at the time, because I was playing...

00:23:44.940 --> 00:23:46.760

Phil: You know, Call of Duty was also...

00:23:46.800 --> 00:23:50.920

Phil: Also came out on the PC at that time.

00:23:50.940 --> 00:23:56.820

Phil: And I thought, you know, me, I always, like, think that anything that happens after something else is a ripoff and just ignore it.

00:23:58.460 --> 00:24:01.620

Phil: So, like World War II, I mean, come on, you know.

00:24:02.960 --> 00:24:03.920

Phil: We've already done that.

00:24:04.040 --> 00:24:06.500

Phil: So, I just, you know, idiocy of the time.

00:24:06.560 --> 00:24:07.320

Phil: Idiocy of youth.

00:24:08.500 --> 00:24:14.920

Phil: And in Lord of the Rings, The Two Towers, yeah, was the other GameCube game.

00:24:15.660 --> 00:24:17.220

Tom: Another game based on a film.

00:24:18.000 --> 00:24:18.880

Phil: Yep.

00:24:19.220 --> 00:24:20.800

Phil: Back then, 17 years ago.

00:24:21.080 --> 00:24:27.320

Phil: And then on the Xbox, you got FIFA at the top, Brute Force, which is a horrible game.

00:24:27.340 --> 00:24:29.040

Phil: That was called The Halo Killer.

00:24:29.140 --> 00:24:32.260

Phil: It was going to come out and be bigger than Halo.

00:24:33.480 --> 00:24:34.700

Phil: It was produced by Microsoft.

00:24:34.720 --> 00:24:35.660

Phil: Are you familiar with that one?

00:24:35.780 --> 00:24:36.560

Tom: I don't think so.

00:24:37.380 --> 00:24:38.980

Phil: It was a Party of Four.

00:24:39.360 --> 00:24:48.240

Phil: It had a lizard man, a redhead, which, you know, with large breasts, and, you know, a brick and, you know, that sort of thing.

00:24:48.260 --> 00:24:50.200

Phil: It was not good, not a good game.

00:24:50.220 --> 00:24:51.940

Tom: They should have called it a Party of Four.

00:24:52.420 --> 00:24:53.680

Phil: Party of Four would have been better.

00:24:54.060 --> 00:24:56.720

Phil: They didn't have the TV charged for that time.

00:24:56.740 --> 00:24:58.120

Phil: And then Project Gotham Racing.

00:24:58.680 --> 00:24:59.340

Tom: Great game.

00:24:59.920 --> 00:25:01.560

Phil: Yeah, bought that, hardly played it.

00:25:03.420 --> 00:25:07.920

Phil: And James Bond 007 Nightfire, which I completely don't know about.

00:25:08.380 --> 00:25:12.220

Tom: That is something of a cult classic, almost.

00:25:13.140 --> 00:25:17.960

Tom: Another film-based game, but one that was actually very good.

00:25:18.740 --> 00:25:27.800

Phil: Speaking about film-based games that aren't actually very good, I've been playing Bad Boys Miami Takedown for the PlayStation 2.

00:25:29.320 --> 00:25:30.320

Tom: How can that not be good?

00:25:31.560 --> 00:25:33.400

Phil: It is really good.

00:25:33.420 --> 00:25:36.880

Phil: The only thing that's not good about it is the...

00:25:37.420 --> 00:25:42.060

Phil: They don't say Mike Lowry enough.

00:25:42.120 --> 00:25:46.060

Phil: The only thing that's not good about it is it's got that old-timey checkpoint thing.

00:25:46.600 --> 00:25:55.900

Phil: It's a very short game on a very little budget, and so if you get killed, you go all the way back to the start of the level.

00:25:58.100 --> 00:26:00.340

Phil: Which, when you've got limited gaming time, is a pain.

00:26:01.540 --> 00:26:03.680

Phil: But other than that, it's amazing.

00:26:03.920 --> 00:26:05.000

Phil: It's true to the movie.

00:26:05.400 --> 00:26:11.760

Phil: They've got simulated cutscenes in between each level.

00:26:12.180 --> 00:26:14.680

Tom: Is a simulated cutscene gameplay?

00:26:15.820 --> 00:26:17.580

Phil: No, they've got simulated cutscenes.

00:26:18.760 --> 00:26:20.620

Tom: What is a simulated cutscene?

00:26:21.160 --> 00:26:25.140

Phil: Well, to me, a cutscene is not an FMV cutscene.

00:26:25.640 --> 00:26:27.780

Phil: They're not actually inserting clips of the movie.

00:26:27.800 --> 00:26:31.340

Phil: They're simulating scenes from the movie directly into the game.

00:26:31.360 --> 00:26:34.200

Phil: There's no artistic license being taken at all.

00:26:34.220 --> 00:26:38.540

Tom: So there are cutscenes that consist of simulations of scenes in the films.

00:26:38.940 --> 00:26:41.100

Phil: That is correct, and they are amazing.

00:26:41.740 --> 00:26:43.200

Tom: They're probably better than the film.

00:26:43.980 --> 00:26:45.320

Phil: Yeah, you'd love this game.

00:26:45.320 --> 00:26:52.820

Tom: And despite about how much I go on about films being better than games, I have never seen Bad Boys.

00:26:54.080 --> 00:26:54.500

Tom: What?

00:26:55.300 --> 00:27:02.660

Phil: Bad Boys 2 is better, but you've got to really see Bad Boys before you see Bad Boys 2 to really get what's going on.

00:27:02.800 --> 00:27:07.240

Phil: So both are on Netflix or Amazon, I don't know.

00:27:07.380 --> 00:27:08.260

Phil: They're on something.

00:27:08.760 --> 00:27:09.580

Phil: You've got to watch it.

00:27:10.180 --> 00:27:22.580

Phil: The game, they appear to have voice likes or actual voice clips, but they're not really trying very hard to do likenesses of the actors.

00:27:24.620 --> 00:27:26.080

Phil: Will Smith and the other guy.

00:27:26.960 --> 00:27:28.180

Tom: Martin Lawrence, is it?

00:27:28.360 --> 00:27:29.460

Phil: Martin Lawrence, yeah.

00:27:29.860 --> 00:27:33.220

Phil: Which is weird because they're using their likenesses on the front of the box.

00:27:33.240 --> 00:27:34.360

Phil: It looks like the DVD.

00:27:36.160 --> 00:27:41.680

Phil: And they're using their voices, but the actual likenesses, I don't know if it's just the limitations of the PlayStation 2.

00:27:43.520 --> 00:27:48.740

Phil: Were there many PlayStation 2 games that had artistic, like realistic likenesses of famous people?

00:27:51.000 --> 00:27:53.080

Tom: Was Stranglehold a PS2 game?

00:27:53.800 --> 00:27:54.800

Tom: Or was that later?

00:27:54.820 --> 00:27:59.120

Phil: Stranglehold was a PlayStation 3 game that John Woo presents.

00:28:00.900 --> 00:28:02.440

Tom: Max Payne 2.

00:28:03.500 --> 00:28:04.580

Phil: Max Payne?

00:28:04.600 --> 00:28:05.780

Phil: Max Payne's not a real person.

00:28:06.180 --> 00:28:07.780

Tom: Max Payne 2 is a real person.

00:28:07.800 --> 00:28:10.600

Tom: The Sam Lake, whatever he's called.

00:28:10.860 --> 00:28:12.920

Phil: Max Payne 2 is a real person.

00:28:15.240 --> 00:28:19.240

Tom: He's based on Sam Lake or whatever the fuck he's called.

00:28:19.460 --> 00:28:22.080

Phil: That is right up there with Metroid is a lady?

00:28:22.100 --> 00:28:25.820

Phil: What did you say?

00:28:25.840 --> 00:28:26.940

Tom: Look up Sam Lake.

00:28:27.560 --> 00:28:30.020

Phil: I know the video game guy.

00:28:30.040 --> 00:28:30.980

Tom: You asked me.

00:28:31.820 --> 00:28:33.020

Phil: Masturbation face.

00:28:33.200 --> 00:28:36.400

Tom: Are there any PS2 games with realistic likenesses?

00:28:37.100 --> 00:28:41.440

Tom: Max Payne is a realistic likeness of Sam Lake.

00:28:41.960 --> 00:28:42.860

Phil: Of a celebrity.

00:28:44.440 --> 00:28:46.160

Phil: What exactly did you say?

00:28:46.180 --> 00:28:47.880

Phil: Max Payne 2 is a real person?

00:28:49.480 --> 00:28:50.860

Tom: I stand by that statement.

00:28:51.820 --> 00:28:53.960

Phil: Corporations are citizens too, my friend.

00:28:55.860 --> 00:28:57.560

Phil: Anyway, Retro Game Magazine.

00:28:57.580 --> 00:28:58.460

Phil: That's what I was reading.

00:29:01.060 --> 00:29:04.300

Phil: We covered off the CS Lewis thing.

00:29:04.320 --> 00:29:06.680

Phil: So you read through them recently, so you're not looking down on me?

00:29:08.400 --> 00:29:11.480

Tom: I recommend the Space Trilogy.

00:29:12.720 --> 00:29:14.860

Tom: They are absolutely bonkers.

00:29:15.220 --> 00:29:19.320

Tom: There is a lot of sexual tension in them.

00:29:20.560 --> 00:29:22.180

Phil: Was that his LSD stage?

00:29:23.380 --> 00:29:27.060

Tom: That was his science fiction theology stage.

00:29:28.680 --> 00:29:29.400

Phil: Science fiction?

00:29:31.040 --> 00:29:31.300

Phil: Really?

00:29:31.500 --> 00:29:35.100

Tom: It is called the Space Trilogy, so that might have been a clue.

00:29:35.740 --> 00:29:37.220

Phil: I thought you meant Christian scientists.

00:29:37.400 --> 00:29:37.720

Tom: No.

00:29:40.600 --> 00:29:42.620

Phil: Hey...

00:29:42.640 --> 00:29:47.660

Tom: Before we move on from the topic of retro games, we should bring up Carrion.

00:29:49.060 --> 00:29:49.300

Phil: Oh!

00:29:50.360 --> 00:30:00.300

Tom: Not as in Carrion, the classic British slapstick film series, but Carrion, slash softcore pornography, I should add, but Carrion...

00:30:01.760 --> 00:30:03.400

Phil: The decaying flesh of dead animals?

00:30:04.740 --> 00:30:05.180

Tom: Yes.

00:30:05.480 --> 00:30:10.280

Tom: Well, it contains the flesh of dead animals that is human beings, I believe.

00:30:10.640 --> 00:30:13.380

Phil: So this is C-A-R-R-I-O-N.

00:30:13.400 --> 00:30:13.920

Tom: Correct.

00:30:14.480 --> 00:30:17.180

Phil: And it's on Switch, Xbox One, PC...

00:30:17.180 --> 00:30:19.940

Tom: Yep, and Xbox Games Pass, conveniently.

00:30:21.060 --> 00:30:35.240

Tom: And essentially, it is basically a alien-style horror game, except you are playing as the alien, rather than as the people being stalked by said alien.

00:30:35.780 --> 00:30:43.120

Tom: So it's a brilliant concept for a game, and it works incredibly well.

00:30:43.180 --> 00:31:08.280

Tom: It's 2D, and you basically control this massive blob of flesh with the left mouse button clicking and holding where you want to go, and your right mouse button controls your prehensile tentacles, which you can use to grab people and throw them around, or draw them towards you so you can eat them.

00:31:09.020 --> 00:31:14.560

Tom: You can use it to open doors and perform other various tasks that are required for Navigating.

00:31:14.580 --> 00:31:34.180

Tom: You can also use it to throw doors and other things at people, which is often very useful, particularly as you start coming up against enemies with shields and things like that, which require some strategy to fight against.

00:31:35.020 --> 00:31:50.840

Tom: As it goes along, it becomes partially a stealth game as well as an action game where you have to be able to get behind enemies that have shields which prevent you from attacking them directly and things like that.

00:31:50.860 --> 00:31:53.400

Tom: It's very simple, but it works quite well.

00:31:53.420 --> 00:32:06.140

Tom: The structure is basically a Metroidvania, so it doesn't need to be all that complex in its moment-to-moment gameplay as the exploration is a major part of it.

00:32:06.580 --> 00:32:13.460

Tom: But the exploration is also a big issue because there is no map whatsoever.

00:32:13.560 --> 00:32:21.500

Tom: If you want a map, you have to go and look up maps that people have made based on screenshots and other various tools.

00:32:22.220 --> 00:32:27.080

Tom: And the construction of the world is extremely convoluted.

00:32:27.100 --> 00:32:37.920

Tom: There's a basic sort of hub world with doors leading to different areas, but it's not that simple to navigate as you're going along.

00:32:38.120 --> 00:32:43.500

Tom: You can't necessarily easily go from door to door in the hub world.

00:32:43.520 --> 00:32:48.040

Tom: You have to sometimes backtrack through previous areas to get to different doors.

00:32:49.760 --> 00:33:02.340

Tom: And once you leave some of the levels, you can actually end up going back to the hub world rather than moving to the next area, which is very awkward.

00:33:03.360 --> 00:33:06.600

Phil: I've got to say, I'm looking at the gameplay video that's on Devolver's site.

00:33:06.620 --> 00:33:11.300

Phil: Devolver published it and Phobia Studios or Phobia Games developed it.

00:33:11.900 --> 00:33:16.020

Phil: It's on Game Over, GOG, Good Old Games as well as Steam.

00:33:17.160 --> 00:33:26.140

Phil: I've got to say the motion of the alien is very fluid and much like the end of...

00:33:26.800 --> 00:33:30.260

Phil: Was it Limbo or the sequel to Limbo?

00:33:30.560 --> 00:33:31.160

Tom: Inside.

00:33:31.180 --> 00:33:32.060

Phil: Inside, yes.

00:33:35.020 --> 00:33:38.740

Phil: Also the animation, it's a very retro type presentation.

00:33:38.760 --> 00:33:40.460

Phil: It's very clearly a Metroidvania.

00:33:41.420 --> 00:33:44.480

Phil: But the way that the characters move and run are much like...

00:33:45.020 --> 00:33:47.580

Phil: I don't know if you're familiar with the game called Impossible Mission.

00:33:47.600 --> 00:33:48.580

Phil: I am.

00:33:48.660 --> 00:33:59.380

Phil: Yeah, which is like that elevator type game where they use sort of roto scope type graphics to simulate effective running.

00:33:59.400 --> 00:34:01.500

Phil: I'm amazed that you're familiar with Impossible Mission.

00:34:02.900 --> 00:34:05.260

Tom: That's a pretty classic game, isn't it?

00:34:05.860 --> 00:34:07.540

Phil: Yeah, I just didn't know most...

00:34:07.560 --> 00:34:15.720

Phil: Because it came out for the Commodore 64 and was sort of an Anglo-centric type game, I didn't know that you'd be aware of it.

00:34:16.420 --> 00:34:21.960

Phil: But certainly the movement of the characters and the presentation of the levels reminds me of that.

00:34:22.340 --> 00:34:33.380

Phil: And then also it brings into mind for our North American viewers the original Prince of Persia, if you can all remember that silky animation of the guy running.

00:34:33.580 --> 00:34:39.020

Tom: And Another World and Heart of Darkness, also by the same person.

00:34:39.920 --> 00:34:42.180

Phil: And Beat Cop, you know, the other classics.

00:34:42.200 --> 00:34:47.820

Tom: But not as good as Eric Chahey's rotoscoping, I would say.

00:34:48.760 --> 00:34:50.020

Phil: Now, what's Eric Chahey's?

00:34:50.300 --> 00:34:51.760

Tom: He's the Prince of Persia.

00:34:53.220 --> 00:34:56.520

Tom: Sorry, not Prince of Persia, he's the Another World, Heart of Darkness guy.

00:34:57.080 --> 00:34:58.400

Phil: Yeah, yeah, yeah.

00:34:58.420 --> 00:35:01.500

Tom: He is on another level to Prince of Persia.

00:35:02.740 --> 00:35:04.860

Phil: Yeah, and that's a good read, by the way.

00:35:04.880 --> 00:35:13.240

Phil: The creator of Prince of Persia, he has a diary that he wrote, or a book that he wrote about the making of the Prince of Persia, which is quite good.

00:35:15.040 --> 00:35:18.620

Phil: It's really honest, and a lot of it's quite embarrassing.

00:35:18.920 --> 00:35:23.860

Phil: I would have thrown away, and I have thrown away, similar journals from when I was at that stage of my life.

00:35:24.480 --> 00:35:27.620

Phil: It's a very interesting reading, not only from a video game perspective.

00:35:28.940 --> 00:35:32.280

Phil: That's the maker of Prince of Persia.

00:35:32.300 --> 00:35:33.900

Phil: You'd be able to find it on Kindle.

00:35:35.120 --> 00:35:40.260

Phil: But yeah, the movement of the alien in this game looks really great.

00:35:40.280 --> 00:35:41.480

Phil: It looks like it's a lot of fun.

00:35:41.500 --> 00:35:42.920

Phil: How does it actually handle?

00:35:42.940 --> 00:35:45.000

Phil: Is it like a dual stick type thing?

00:35:45.060 --> 00:35:52.860

Tom: Well, I'm not sure how it works on a controller, but with the mouse and keyboard controls, it's very simple.

00:35:52.880 --> 00:35:57.700

Tom: You just click where you want it to move, or if you want to keep moving, then you click and hold.

00:35:58.300 --> 00:36:34.920

Tom: And it works as fluidly in your control as the animation where it looks like it's rolling around as a mass of flesh, because in certain areas, other than in combat, which does actually end up requiring some degree of finesse and skill, there are also sections with lasers that you have to move stealthily through using a skill that makes you invisible, and they can also require some reasonable level of locomotion.

00:36:34.940 --> 00:36:41.120

Tom: So it controls as fluidly and accurately as it animates.

00:36:42.420 --> 00:36:43.280

Phil: It looks brilliant.

00:36:43.300 --> 00:36:55.120

Phil: And now that I'm looking at some more gameplay, they've got obvious nods to Impossible Mission with a blue computer screen at a desk and some of the other elements of it.

00:36:55.140 --> 00:36:57.300

Phil: So yeah, this looks like a lovingly...

00:36:57.860 --> 00:36:59.500

Phil: it looks like a really well-made game.

00:36:59.780 --> 00:37:01.080

Phil: How far into it are you?

00:37:01.340 --> 00:37:03.680

Tom: I'm probably about a third of the way into it.

00:37:05.080 --> 00:37:22.340

Tom: And the other thing I appreciate about it as well, aesthetically, is though you were playing as the monster, it does not attempt to present anything differently to how it would be presented if the roles were reversed.

00:37:22.360 --> 00:37:27.400

Tom: So there is a very dark atmosphere to it.

00:37:27.400 --> 00:37:38.040

Tom: And when the human beings see you, they run around screaming and all that sort of thing, which just adds to the appeal.

00:37:39.340 --> 00:37:41.460

Phil: It's called Carrion, by the way.

00:37:41.720 --> 00:37:45.380

Phil: It's available on PC, Steam, GOG, Xbox One.

00:37:46.620 --> 00:37:47.520

Phil: What were you playing it on?

00:37:47.540 --> 00:37:48.220

Phil: PC, obviously.

00:37:48.240 --> 00:37:51.000

Phil: You were doing keyboard and you said it was part of Game Pass.

00:37:51.020 --> 00:37:51.460

Tom: Correct.

00:37:52.040 --> 00:37:52.900

Phil: Yep, yep.

00:37:53.020 --> 00:37:55.500

Phil: So, okay, it looks really good.

00:37:55.980 --> 00:37:58.000

Phil: I mean, how long is it, do you think?

00:37:58.860 --> 00:38:04.240

Phil: Because honestly, the presentation of it looks like it would get old after about four or five hours.

00:38:04.620 --> 00:38:09.060

Tom: I think it is only about three to four or five hours, so...

00:38:10.440 --> 00:38:11.840

Tom: What you were hoping for.

00:38:12.740 --> 00:38:14.300

Phil: Yeah, definitely, definitely.

00:38:14.320 --> 00:38:15.240

Phil: Anything else on that?

00:38:16.020 --> 00:38:16.880

Tom: Not so far.

00:38:17.000 --> 00:38:21.740

Tom: Just, again, the overworld is atrocious, unfortunately.

00:38:23.680 --> 00:38:25.940

Tom: But worth putting up for, I would say.

00:38:25.960 --> 00:38:34.860

Tom: And before we move on from Game Pass, I just recalled that I finished Minecraft Dungeons some time ago.

00:38:34.880 --> 00:38:36.660

Phil: You finished it?

00:38:36.820 --> 00:38:37.100

Tom: Yes.

00:38:37.120 --> 00:38:44.060

Phil: Okay, this was the top-down, isometric view, kind of real-time...

00:38:44.640 --> 00:38:46.200

Tom: Minecraft Diablo clone.

00:38:46.660 --> 00:38:47.720

Phil: Yeah, Diablo clone.

00:38:47.740 --> 00:38:49.020

Phil: So it's like a loot game.

00:38:50.480 --> 00:39:00.300

Tom: And regular listeners of the show would remember my complaints about exploration not really being rewarded in the levels.

00:39:00.460 --> 00:39:03.880

Tom: Once you get to the halfway mark, that changes completely.

00:39:04.480 --> 00:39:14.920

Tom: And the amount of loot you get when you are looking through the levels rather than just going from the beginning to the end is huge.

00:39:14.940 --> 00:39:19.180

Tom: So that is actually rewarded and makes exploration satisfying.

00:39:19.760 --> 00:39:22.320

Tom: And I also said that no one was playing it.

00:39:22.340 --> 00:39:28.560

Tom: In fact, the co-op, like in the main Minecraft game, is friend-only.

00:39:28.860 --> 00:39:36.060

Tom: So to play it online with someone, you have to have them on your Xbox friends list.

00:39:37.040 --> 00:39:40.280

Tom: So that was not a lack of players, but how the system worked.

00:39:41.320 --> 00:39:43.080

Phil: Well, that's fair of you to bring that back up.

00:39:43.220 --> 00:39:43.520

Tom: Yep.

00:39:43.800 --> 00:39:47.520

Phil: And that's a part of Game Pass.

00:39:49.620 --> 00:39:59.060

Phil: Microsoft announced this week, I think it was, or last week, that their streaming game service is actually going to be built into Game Pass now as well.

00:40:00.660 --> 00:40:01.580

Phil: So I don't know.

00:40:01.600 --> 00:40:03.020

Phil: Oh, we had no additional cost.

00:40:04.260 --> 00:40:07.140

Phil: So it's quite the value proposition.

00:40:07.800 --> 00:40:08.660

Tom: It already was.

00:40:09.080 --> 00:40:17.360

Tom: And the last thing I would add on Minecraft Dungeons is the last level is incredible.

00:40:18.360 --> 00:40:40.120

Tom: It is this extremely long multi-stage with some of the most interesting dungeon design aspects with jumping from sections of castle walls to sections of castle walls and things like that, with also some of the best combinations of enemies.

00:40:40.140 --> 00:40:47.520

Tom: It is procedurally generated, but obviously they have parameters for what sort of enemies you're going to be fighting against in certain areas.

00:40:48.020 --> 00:40:57.700

Tom: And the final boss battle also is an epic multi-stage affair that is on another level to the rest of the game.

00:40:57.700 --> 00:41:02.960

Tom: So it is worth playing for the last level, if anything else.

00:41:03.580 --> 00:41:09.760

Phil: Is it worth playing if you have to pay for it and you don't have much experience with Minecraft itself?

00:41:11.200 --> 00:41:15.520

Tom: Well, I think it would be more depending on your interest in playing Diablo clones.

00:41:16.020 --> 00:41:16.620

Phil: Yeah, righto.

00:41:16.800 --> 00:41:28.540

Tom: Because from the Diablo clones I've played, it seems to be doing something maybe a bit more casual than many of them, but certainly what it does do, it does very well indeed.

00:41:30.140 --> 00:41:32.620

Phil: I think that's the sort of thing that I'd want to play on the Switch.

00:41:33.420 --> 00:41:40.280

Phil: Something that I'd be using as a second screen type game, as something where I'd be dedicating myself to sit down at a computer to play.

00:41:40.320 --> 00:41:40.520

Tom: Yep.

00:41:41.760 --> 00:41:43.780

Phil: Or sit down at a console to play.

00:41:47.080 --> 00:41:55.160

Tom: And I will add one more correction, because my Sky season of Sanctuary, I think it was?

00:41:56.200 --> 00:41:56.720

Phil: So different game.

00:41:56.740 --> 00:41:57.540

Tom: Yeah, different game.

00:41:58.100 --> 00:42:02.020

Tom: The new season in Sky, I had impressions from the beta.

00:42:03.100 --> 00:42:07.420

Tom: Its implementation in the actual game is slightly different.

00:42:07.440 --> 00:42:18.520

Tom: Not to do anything they did differently, though they have unfortunately removed some stages of the quests that were in the beta for some reason, which is unknown.

00:42:18.760 --> 00:42:27.820

Tom: But the tropical island is a much more interesting area to explore aesthetically with more people.

00:42:28.060 --> 00:42:36.040

Tom: I said originally the aesthetic didn't really fit the tone of Sky, but with people in it, it makes a little bit more sense.

00:42:36.080 --> 00:42:39.500

Tom: And the same goes for the style of clothing.

00:42:39.520 --> 00:43:05.260

Tom: When you're able to combine them with a lot of the clothing items that are in the game from prior seasons and the original areas, they also transition into the game better than when you're playing in beta where most people don't have a lot of different clothing items and there usually were not many people in the new area.

00:43:06.440 --> 00:43:08.160

Phil: So I've got a question for you.

00:43:08.180 --> 00:43:14.520

Phil: We're talking about Sky, Children of Light, which is on iOS and Android, and soon to come to Switch, hopefully.

00:43:15.240 --> 00:43:36.180

Phil: When a user like me gets it on Switch and I'm going to be playing it the way I play Switch games, which is a second screen, a pleasant distraction, will a noob like me, because I'm not going to be playing it mostly to sort of interact with you, is that going to be completely boring for you?

00:43:36.260 --> 00:43:37.820

Phil: Or how is that going to work?

00:43:37.840 --> 00:43:47.420

Phil: Because you're like level 70 or whatever, and I'm going to come in, I'll be just like a guy with no clothes, no candles.

00:43:48.540 --> 00:43:49.340

Phil: How is that going to work?

00:43:50.080 --> 00:44:00.360

Tom: I don't think that's an issue because it is a MMO game, so the whole structure is based on repeatedly doing the same thing again and again and again.

00:44:02.420 --> 00:44:03.760

Phil: So it's like doing this podcast.

00:44:03.820 --> 00:44:04.420

Tom: Exactly.

00:44:07.400 --> 00:44:09.880

Phil: Okay, finally you put me at ease.

00:44:09.900 --> 00:44:19.580

Tom: And I may as well, while we're just doing short impressions, bring up that I finished Beat Cop, finally.

00:44:20.020 --> 00:44:20.640

Phil: Beat Cop.

00:44:20.660 --> 00:44:24.040

Tom: Yes, and I actually made it to the final day.

00:44:24.620 --> 00:44:38.780

Tom: But I unfortunately encountered two glitches, one of which resulted in me being unable to solve the case as to who stole the diamonds, or rather...

00:44:38.800 --> 00:44:40.040

Phil: You did?

00:44:40.420 --> 00:44:41.280

Tom: No, I could not.

00:44:41.300 --> 00:44:42.060

Phil: Oh.

00:44:42.080 --> 00:44:52.840

Tom: I could not solve the case due to a glitch, because on day 14 or 17, when you are meant to be finding...

00:44:52.860 --> 00:45:10.500

Tom: You're meant to be receiving a call from a certain person, I had a glitch where my character was unable to move, which is a glitch many people have encountered, and it has recurred for them, resulting in them being unable to finish the game and the day.

00:45:11.420 --> 00:45:21.160

Tom: I restarted the day when this glitch occurred, but encountered another glitch, which resulted in me never getting...

00:45:21.500 --> 00:45:27.000

Tom: Actually, I got the cue for the call, but when I went to use the phone, that did not work.

00:45:27.260 --> 00:45:43.920

Tom: And not only did that not work, it was a recurring glitch later on, but I don't think it interfered with any cues like that, where what happens is rather than you not moving, the entire street, the population stops moving, and that's it.

00:45:44.220 --> 00:45:46.820

Phil: Wait, do you think that might not be a feature?

00:45:46.840 --> 00:45:48.600

Tom: No, that is a glitch.

00:45:48.600 --> 00:45:49.940

Phil: It's some sort of thematic choice?

00:45:49.960 --> 00:45:51.480

Tom: I don't think it is a thematic choice.

00:45:51.500 --> 00:46:04.780

Tom: It actually looks very eerie and impressive, but I do believe it is a glitch, given that it results in you being unable to make phone calls and give out tickets.

00:46:05.660 --> 00:46:07.740

Phil: Sounds like a thematic choice that we would make.

00:46:09.240 --> 00:46:11.780

Tom: We would, but I don't think they did, unfortunately.

00:46:13.080 --> 00:46:18.700

Phil: They just play that song that came on at the end of...

00:46:23.200 --> 00:46:25.560

Tom: That wasn't you forgetting what you were going to talk about.

00:46:25.580 --> 00:46:26.800

Tom: That was a thematic choice.

00:46:29.600 --> 00:46:31.760

Phil: What was that HBO show about the Mafia?

00:46:32.320 --> 00:46:33.280

Tom: The Sopranos.

00:46:35.140 --> 00:46:36.200

Phil: The Sopranos.

00:46:37.280 --> 00:46:38.120

Tom: I believe it is.

00:46:38.580 --> 00:46:41.380

Phil: You don't think that that was their Sopranos ending?

00:46:41.560 --> 00:46:41.940

Tom: No.

00:46:43.580 --> 00:46:44.020

Phil: All right.

00:46:44.040 --> 00:46:45.200

Phil: You got any other quickies?

00:46:46.240 --> 00:46:47.020

Tom: Yes, I do.

00:46:47.540 --> 00:46:48.280

Phil: Well, wait, wait, wait.

00:46:48.320 --> 00:46:50.920

Phil: I've got important things to say about Crackdown 3.

00:46:50.940 --> 00:46:52.680

Phil: Perhaps the listeners want to hear that.

00:46:53.300 --> 00:46:57.640

Tom: They can wait, because I started Pathologic 2.

00:46:58.260 --> 00:46:59.100

Phil: Pathologic?

00:46:59.360 --> 00:47:00.180

Tom: Pathologic.

00:47:00.320 --> 00:47:01.700

Tom: I think it's just called Pathologic.

00:47:02.300 --> 00:47:03.080

Phil: So, it's not French?

00:47:03.220 --> 00:47:03.460

Tom: No.

00:47:04.080 --> 00:47:05.620

Tom: It's Russian, in fact.

00:47:05.640 --> 00:47:06.120

Phil: Russian?

00:47:06.360 --> 00:47:06.800

Tom: Yes.

00:47:07.200 --> 00:47:08.200

Phil: Pathologic.

00:47:08.300 --> 00:47:09.900

Tom: Yes, yes.

00:47:10.300 --> 00:47:10.940

Phil: Good game.

00:47:11.180 --> 00:47:11.940

Tom: Yes, yes.

00:47:12.080 --> 00:47:12.360

Phil: And...

00:47:13.000 --> 00:47:14.720

Phil: Yes, yes.

00:47:15.980 --> 00:47:28.840

Tom: Rather than my impressions, I will give you my mother's commentary on the opening, because I will be returning to the game at some point to talk about it in more depth, but her commentary was...

00:47:29.560 --> 00:47:31.280

Phil: Before we get to the big thing...

00:47:31.900 --> 00:47:33.900

Phil: Pathologic is what sort of game...

00:47:34.880 --> 00:47:36.440

Phil: Because I don't know anything about it.

00:47:36.820 --> 00:47:37.400

Phil: I thought that...

00:47:37.780 --> 00:47:41.380

Tom: I believe it was described in one review as Skyrim Lite.

00:47:42.620 --> 00:47:43.720

Phil: Skyrim Lite?

00:47:44.680 --> 00:47:45.540

Phil: What the bloody hell?

00:47:45.560 --> 00:47:48.740

Phil: Skyrim is like Oblivion Lite, which is Morrowind Lite.

00:47:49.420 --> 00:47:50.720

Tom: This is the next stage.

00:47:50.740 --> 00:47:55.580

Tom: This is why we haven't seen another Elder Scrolls game, because this was the next Elder Scrolls.

00:47:56.220 --> 00:48:04.200

Phil: So, the guy who made it, he's like a hipster, like in terms of, you know, the gaming press all love the guy that made it, don't they?

00:48:05.120 --> 00:48:06.220

Tom: Is it a single guy?

00:48:06.240 --> 00:48:06.440

Tom: Isn't it?

00:48:06.800 --> 00:48:07.880

Tom: I don't think it's a guy.

00:48:07.900 --> 00:48:21.780

Tom: I think it's several people in Russia, but they are like the developers of Sunset and so forth, a primarily artistic endeavour.

00:48:22.400 --> 00:48:23.420

Phil: It's a Russian game.

00:48:23.760 --> 00:48:24.040

Tom: Yes.

00:48:24.300 --> 00:48:25.820

Phil: I might be thinking of someone else.

00:48:26.300 --> 00:48:30.380

Tom: The previous game that they made that got the most attention was The Void.

00:48:30.400 --> 00:48:33.900

Phil: Okay, well Pathologic came out in 2005.

00:48:34.000 --> 00:48:43.340

Tom: Yep, and this is called Pathologic 2, but it is in fact a remake of the original Pathologic, even though the original Pathologic also had a remaster.

00:48:44.040 --> 00:48:46.780

Tom: So this is the third version of the same game, essentially.

00:48:46.800 --> 00:48:50.680

Phil: So they're like the Metro guys, they just keep making the same game over and over again.

00:48:50.880 --> 00:48:53.420

Tom: Yes, but in this case, it's literally the same game.

00:48:54.180 --> 00:49:04.020

Tom: Though I do believe there are substantive differences between Pathologic and Pathologic Classic HD compared to Pathologic 2.

00:49:05.420 --> 00:49:07.820

Phil: So Pathologic 2, what did your mom say?

00:49:07.820 --> 00:49:20.600

Tom: Yeah, well, she watched some of the opening, me playing it, and her commentary was that it was as bad as watching a disturbing film and that she was going to have nightmares, at which point she then left.

00:49:21.840 --> 00:49:23.600

Phil: Okay, so mission accomplished.

00:49:23.620 --> 00:49:23.880

Tom: Yes.

00:49:25.960 --> 00:49:29.480

Phil: You just tape that and just, oh, what are you doing over there?

00:49:29.500 --> 00:49:30.100

Phil: What are you doing?

00:49:30.120 --> 00:49:31.660

Phil: I'm just going to play Pathologic 2.

00:49:36.280 --> 00:49:37.560

Phil: So is it any good?

00:49:38.540 --> 00:49:41.380

Tom: The opening is amazing, I would say.

00:49:41.580 --> 00:49:48.460

Tom: It's not merely very good, but one of the best openings in any game I have played.

00:49:49.280 --> 00:49:51.400

Phil: The best opening of any game you've ever played?

00:49:51.420 --> 00:49:52.940

Tom: One of the best openings.

00:49:55.080 --> 00:50:01.100

Tom: That is in terms of narrative, in terms of gameplay, there was not much going on.

00:50:02.100 --> 00:50:10.960

Tom: But I don't think it is, I think it is meant to actually have a fair bit of depth to its gameplay, but only once it actually begins.

00:50:10.980 --> 00:50:17.500

Tom: Essentially, the opening is basically a tutorial and introduction to the story.

00:50:18.180 --> 00:50:26.040

Phil: Well, I'm watching the opening now, and I'll be the judge of that, so you keep yammering on about whatever it is you're talking about.

00:50:26.060 --> 00:50:33.420

Phil: There's a grizzly bear, like a, like a, some sort of riding horse grizzly bear, a street lamp.

00:50:33.480 --> 00:50:35.580

Phil: It looks like you're photos from Melbourne, honestly.

00:50:37.400 --> 00:50:38.980

Phil: Particularly now there's some hopscotch.

00:50:39.560 --> 00:50:43.700

Phil: There's a redheaded girl, poorly animated, near a fire.

00:50:44.220 --> 00:50:45.260

Phil: There's three children.

00:50:45.280 --> 00:50:46.080

Phil: That's always good.

00:50:46.240 --> 00:50:48.140

Phil: What was that Rule of Rose game?

00:50:48.160 --> 00:50:49.200

Tom: Yes, Rule of Rose.

00:50:49.520 --> 00:50:50.700

Phil: The Bearing, the Teddy.

00:50:51.160 --> 00:50:52.600

Phil: Oh, that one looks not happy.

00:50:52.960 --> 00:50:55.420

Phil: It's all the closeups of faces.

00:50:55.440 --> 00:50:56.760

Phil: This doesn't look like the start of it.

00:50:56.780 --> 00:51:00.000

Phil: Looks a little more like a, like a trailer or a demo of it.

00:51:00.100 --> 00:51:01.160

Phil: That's probably what it is.

00:51:02.000 --> 00:51:03.360

Phil: So it's a creepy, creepy game.

00:51:03.520 --> 00:51:05.060

Tom: Yes, it could be the start of it.

00:51:05.060 --> 00:51:09.320

Tom: It begins with you in a dark area.

00:51:09.340 --> 00:51:13.300

Tom: You then go and talk to someone on a stage and it zooms in on their face.

00:51:13.640 --> 00:51:14.640

Phil: Changed, yep.

00:51:14.940 --> 00:51:19.820

Phil: Yeah, now I'm watching the proper 1440p and there's dead bodies and a stage.

00:51:19.840 --> 00:51:21.700

Phil: And yeah, it looks pretty creepy.

00:51:22.620 --> 00:51:32.120

Phil: And I think creepy stuff from cultures that aren't your own is usually creepier than if it were your own culture, you know, with this coming from, there's the Russians who make this, yeah?

00:51:32.140 --> 00:51:32.180

Phil: Yeah.

00:51:32.480 --> 00:51:33.040

Tom: Correct.

00:51:33.340 --> 00:51:34.240

Phil: Duh, yeah.

00:51:34.660 --> 00:51:41.500

Tom: What is most creepy though is the stuff from other cultures or your own that is creepy, that is not meant to be creepy.

00:51:42.500 --> 00:51:44.960

Phil: So what's with the zooming in on the faces?

00:51:44.980 --> 00:51:45.680

Phil: Does that work?

00:51:46.700 --> 00:52:01.300

Tom: It does, it absolutely does in the flow of the game because it, at least in the beginning, is constantly changing perspective and scene and it builds up a brilliant momentum as it goes along.

00:52:02.940 --> 00:52:07.480

Phil: It looks worthwhile, it does look like a Skyrim type game, but the setting is not that at all.

00:52:07.500 --> 00:52:13.840

Phil: It looks like more of a 1930s, possibly 1890s kind of era.

00:52:14.140 --> 00:52:18.440

Tom: It's also nothing like Skyrim other than the loot system.

00:52:19.380 --> 00:52:20.400

Phil: Yeah, okay.

00:52:20.420 --> 00:52:21.600

Tom: It's in first person.

00:52:22.340 --> 00:52:25.760

Phil: And it's a video game on a screen.

00:52:26.480 --> 00:52:29.480

Phil: And it probably also required use of a controller as well.

00:52:29.660 --> 00:52:35.760

Phil: Speaking of use of a controller, I don't know that, you know how I've wanted a Steam link for some time?

00:52:36.160 --> 00:52:37.480

Tom: Yes, I do.

00:52:37.520 --> 00:52:40.480

Phil: And they're unattainable at this point.

00:52:41.060 --> 00:52:41.700

Phil: I was on Steam.

00:52:41.720 --> 00:52:43.540

Tom: I have a Steam controller, unfortunately.

00:52:44.080 --> 00:52:46.880

Phil: Yeah, or fortunately, however you view it.

00:52:46.900 --> 00:52:48.660

Phil: But where do you want one?

00:52:48.780 --> 00:52:50.100

Phil: Why do you want a Steam controller?

00:52:50.420 --> 00:52:53.980

Tom: They look like an interesting control innovation to me.

00:52:55.240 --> 00:52:58.400

Phil: Yeah, I'd like to give one a try, at least.

00:52:59.700 --> 00:53:08.840

Tom: I believe they had a fire sale of the last stock of Steam controllers that were produced, but unfortunately, you cannot purchase them in Australia.

00:53:09.680 --> 00:53:11.580

Phil: No, and same for the Steam link as well.

00:53:11.600 --> 00:53:16.580

Phil: I'm just going to look on ebay.com.au to see.

00:53:17.600 --> 00:53:22.740

Phil: Steam links are going for 120 bucks, and I think they were selling for like five bucks in the States.

00:53:24.380 --> 00:53:28.620

Phil: Steam controller didn't even return a response.

00:53:30.700 --> 00:53:34.260

Phil: So maybe I put in Valve, Steam controller.

00:53:35.400 --> 00:53:36.700

Phil: Yeah, you don't even...

00:53:36.840 --> 00:53:41.000

Phil: Oh, here's one, 7432 from the United States.

00:53:41.100 --> 00:53:42.680

Phil: That guy is a thief.

00:53:43.320 --> 00:53:44.820

Phil: He is ripping us off.

00:53:45.360 --> 00:53:46.100

Phil: Holy cow.

00:53:47.260 --> 00:53:50.040

Phil: Yeah, it's interesting, but I'm not sure I'd really want one, honestly.

00:53:50.060 --> 00:53:52.100

Phil: Certainly not for that price.

00:53:52.580 --> 00:53:57.240

Phil: No, I find the Xbox controller to be just fine when I'm playing PC games.

00:53:59.100 --> 00:54:03.340

Phil: So anyway, on Steam, they still provide a Steam Link type solution.

00:54:03.400 --> 00:54:10.400

Phil: Basically you can download the Steam app, the Steam Link app for your Android phone.

00:54:10.500 --> 00:54:12.120

Phil: I don't know if it's available on iPhone.

00:54:12.780 --> 00:54:18.740

Phil: And then you can basically just stream from your PC to your smartphone.

00:54:20.340 --> 00:54:26.220

Tom: You should also be able to do that with any sort of tiny media PC as well.

00:54:26.680 --> 00:54:27.560

Phil: Exactly right.

00:54:27.560 --> 00:54:28.780

Phil: So if you had like a...

00:54:29.580 --> 00:54:47.420

Phil: And then if you had, say, let's just say you had like an Android tablet that you can pick up for 300 bucks or something like that, it would have HDMI out, optimally, which you could then plug into a TV and then using a Bluetooth controller, you could effectively have a Steam Link.

00:54:48.500 --> 00:54:57.520

Phil: So, yeah, so I played Death and Taxes with it, which is not a taxing game, so to speak, with touch controls, and it totally worked.

00:54:58.880 --> 00:55:05.680

Tom: It also isn't, in regards to the part, I don't remember taxes actually ever being a part of the game at all.

00:55:07.340 --> 00:55:09.500

Phil: Yeah, now you mention it, that's right.

00:55:10.640 --> 00:55:15.000

Tom: So one half of the title's theme, they just completely ignored.

00:55:15.560 --> 00:55:23.280

Phil: But you did get those coins, okay, and in the Bible, they say the wages of sin is death, which is a pretty good line.

00:55:23.660 --> 00:55:25.960

Tom: Yep, well, it is from the Bible.

00:55:25.980 --> 00:55:28.280

Phil: So the wages of sin are death.

00:55:28.300 --> 00:55:42.840

Phil: Now when we were killing all those people on Death and Taxes, you know, they gave us these coins, much like, you know, the coins that Judas had when he betrayed Jesus, and then, you know, threw away the coins because he was so ashamed.

00:55:43.080 --> 00:55:45.000

Phil: So, maybe there's something there.

00:55:45.020 --> 00:55:46.260

Phil: But back to the Steam link.

00:55:47.840 --> 00:55:50.660

Phil: This is Tom Towers' Reacts to the News section.

00:55:51.220 --> 00:55:52.380

Phil: I'm going to give you a headline.

00:55:52.400 --> 00:55:55.240

Phil: You're going to tell me what you think it means, okay?

00:55:56.240 --> 00:55:56.820

Phil: You ready for this?

00:55:56.900 --> 00:55:57.240

Tom: Yes.

00:55:58.520 --> 00:55:59.520

Phil: Headline number one.

00:56:00.300 --> 00:56:03.920

Phil: Gabe Newell has been in New Zealand for months.

00:56:05.080 --> 00:56:07.820

Tom: I think it means that Gabe Newell has been in New Zealand for months.

00:56:09.600 --> 00:56:11.400

Phil: Now, why do you think Gabe Newell...

00:56:13.180 --> 00:56:25.880

Tom: I think Gabe Newell, but he probably isn't, but I hope he is one of these billionaires building a climate change bunker in New Zealand.

00:56:27.380 --> 00:56:28.320

Phil: Like Kim Dotcom?

00:56:28.720 --> 00:56:29.060

Tom: Yes.

00:56:30.700 --> 00:56:32.620

Tom: Well, I think Kim Dotcom was already there.

00:56:32.640 --> 00:56:34.580

Phil: Yeah, he's a New Zealander.

00:56:34.600 --> 00:56:35.140

Phil: He's a Kiwi.

00:56:35.360 --> 00:56:38.480

Tom: Yeah, so he was already in the bunker.

00:56:39.520 --> 00:56:40.700

Phil: He's already in the bunker.

00:56:41.360 --> 00:56:42.080

Phil: Do you think that...

00:56:42.140 --> 00:56:43.540

Phil: I think that Kim Dotcom...

00:56:43.980 --> 00:56:47.420

Phil: If Gabe Newell and Kim Dotcom had a podcast, I'd at least give it a listen.

00:56:47.680 --> 00:56:50.660

Tom: That would be amazing.

00:56:50.940 --> 00:56:54.400

Phil: I would love to have Kim Dotcom on this podcast as a guest.

00:56:55.540 --> 00:56:57.120

Phil: I think that would baffle him.

00:56:57.220 --> 00:56:58.300

Phil: I think that would be great.

00:56:59.740 --> 00:57:05.260

Tom: I want a podcast of Kim Dotcom, Gabe Newell and Clive Palmer.

00:57:07.320 --> 00:57:09.240

Phil: Oh, good one, good one.

00:57:10.120 --> 00:57:16.100

Phil: I was laughing about Kim Dotcom the other day because I was thinking, you know what infuriates Jeff Gershman?

00:57:17.460 --> 00:57:21.420

Phil: That he didn't change his last name to Dotcom before Kim Dotcom did.

00:57:22.540 --> 00:57:26.180

Phil: If he was Jeff Dotcom, that is totally up his alley.

00:57:26.900 --> 00:57:30.580

Phil: You know, I was listening to his podcast the other day.

00:57:30.600 --> 00:57:36.620

Phil: The guy hates video games, you know, say what you will about us, but this guy hates video games, like very occasionally.

00:57:36.640 --> 00:57:39.940

Tom: He probably doesn't even like films compared to games.

00:57:39.960 --> 00:57:40.860

Tom: He just hates everything.

00:57:41.780 --> 00:57:42.540

Phil: Hates everything.

00:57:42.560 --> 00:57:49.800

Phil: He probably doesn't, wouldn't like Bad Boys, actually, he probably would like Bad Boys Miami Takedown, given his response to 50 Cent Blood in the Sand.

00:57:51.040 --> 00:57:54.500

Phil: I was actually thinking about replaying Warhammer 40,000 the other day.

00:57:55.360 --> 00:57:55.860

Tom: Space Marine.

00:57:55.880 --> 00:57:56.420

Phil: Space Marine.

00:57:56.980 --> 00:57:57.300

Phil: Yeah.

00:57:57.460 --> 00:57:58.680

Phil: Yeah.

00:57:58.760 --> 00:58:01.000

Phil: So Gabe Newell has been in New Zealand for months.

00:58:01.420 --> 00:58:02.920

Phil: The actual story is COVID.

00:58:03.560 --> 00:58:04.540

Phil: He was down there.

00:58:04.560 --> 00:58:12.340

Phil: Now I imagine him going to New Zealand so he can take secret snapshots of where they found Lord of Rings.

00:58:12.360 --> 00:58:16.820

Tom: It's not just a climate change bunker, it's also a coronavirus bunker.

00:58:17.620 --> 00:58:19.900

Phil: Oh, I didn't even pick up that you said climate change.

00:58:19.920 --> 00:58:22.780

Phil: I just, COVID, climate change, all the same thing, you know.

00:58:23.560 --> 00:58:31.060

Tom: You're not familiar with this phenomenon of New Zealand being the escape route from climate change?

00:58:32.300 --> 00:58:34.980

Phil: Well, I've got a top secret thing to tell you.

00:58:35.940 --> 00:58:37.220

Phil: Just don't tell anyone else.

00:58:38.000 --> 00:58:46.100

Phil: But you all know I live on this large compound, this large acreage in a regional part of Australia.

00:58:47.700 --> 00:59:01.740

Phil: One of the owners and the namesake of the largest vitamin companies in Australia a few years ago built a compound on the hill opposite mine with a bunker.

00:59:01.920 --> 00:59:05.160

Phil: This is the top secret part because no one's supposed to know about the bunker.

00:59:06.440 --> 00:59:10.580

Phil: It's all wind power, like it's all, you know, independently powered, the whole thing.

00:59:11.240 --> 00:59:13.040

Phil: And he's never there.

00:59:13.620 --> 00:59:22.680

Phil: But it was basically built because he had bought into this end times thing where like, you know, the world is going to end on this date.

00:59:23.380 --> 00:59:29.960

Phil: And so he came out here and built this bunker with a farm so he'd have a self-sustaining, you know, situation.

00:59:30.740 --> 00:59:33.580

Phil: And obviously that never happened or hasn't happened yet.

00:59:33.880 --> 00:59:40.280

Tom: Why on earth would you choose rural Queensland for your doomsday bunker over New Zealand?

00:59:41.260 --> 00:59:45.980

Phil: Well, we're not saying that it's Queensland or not, it's just a remote regional location.

00:59:47.860 --> 00:59:48.720

Phil: But I think it's because...

00:59:48.740 --> 00:59:53.460

Tom: Well, he's in Australia, regardless, so it's a questionable decision.

00:59:54.380 --> 00:59:59.000

Phil: His primary business is in the same state, so he's probably just a proc...

00:59:59.020 --> 01:00:02.140

Tom: Or the more reason to escape the area.

01:00:03.180 --> 01:00:10.620

Phil: Yeah, it's a proximity thing because if you think about it, when whatever happens happens, he's not going to be able to get a plane to New Zealand, and he still wants to stay here.

01:00:10.800 --> 01:00:12.640

Phil: You know, it's got to be close.

01:00:12.660 --> 01:00:13.800

Tom: I think he's not put...

01:00:13.900 --> 01:00:15.600

Tom: I don't think he's really committed to this.

01:00:16.060 --> 01:00:21.760

Tom: He should be funneling wealth and resources to New Zealand at this stage.

01:00:21.780 --> 01:00:22.260

Phil: He probably has.

01:00:22.620 --> 01:00:26.260

Phil: Probably has, but how do you get to New Zealand when the zombie apocalypse hits?

01:00:26.980 --> 01:00:29.880

Tom: If you can afford a bunker, you can also afford a yacht.

01:00:31.440 --> 01:00:32.120

Phil: Ooh, a yacht.

01:00:32.140 --> 01:00:36.320

Phil: See, I was thinking Qantas 747 piloted by John Travolta.

01:00:38.320 --> 01:00:41.380

Phil: If I'm a crazy rich guy, I've got to get to New Zealand.

01:00:41.820 --> 01:00:49.540

Tom: And you then have the option of flying into a volcano as well, depending on how bad things have gotten.

01:00:50.340 --> 01:00:52.260

Phil: Well, see, now your whole thing's falling apart.

01:00:52.280 --> 01:00:56.900

Phil: You can't have a bunker in a land made of boiling mud and lava.

01:00:56.920 --> 01:01:08.420

Tom: No, you have the option of either flying to the bunker and trying to survive the apocalypse, or if things are really bad, giving up on the bunker and flying into a volcano.

01:01:10.040 --> 01:01:10.420

Phil: Wow.

01:01:11.460 --> 01:01:11.900

Phil: All right.

01:01:12.520 --> 01:01:13.500

Phil: That's a take.

01:01:13.920 --> 01:01:16.340

Phil: So anyway, Gabe Newell has been in New Zealand for months.

01:01:17.380 --> 01:01:18.980

Phil: He got stranded there because of COVID.

01:01:22.700 --> 01:01:23.620

Phil: He hasn't got COVID.

01:01:26.160 --> 01:01:29.620

Phil: But the thing is, remember when Windows 8 came?

01:01:29.620 --> 01:01:32.560

Phil: This is the hypocrisy and I hate to bash on Gabe Newell.

01:01:33.540 --> 01:01:34.980

Phil: He's a much bigger man than I.

01:01:35.320 --> 01:01:41.160

Phil: He used to work at Microsoft, then he went and started Steam or Valve rather.

01:01:41.380 --> 01:01:47.320

Phil: They made a couple of video games and then they started Steam, which is like this video game platform monopoly.

01:01:48.920 --> 01:01:55.620

Phil: Then when Windows 8 came out and Microsoft said, oh yeah, you get all of your apps through the Windows Store.

01:01:56.520 --> 01:02:03.120

Phil: Gabe said that it was a catastrophe and that he was going to, remember when they went all Linux over at Steam?

01:02:03.400 --> 01:02:03.680

Tom: Yeah.

01:02:03.800 --> 01:02:14.520

Phil: They were like, yeah, and Microsoft was evil because they were trying to create this one place where you had to go to get all your apps, and this was the death of computing.

01:02:16.540 --> 01:02:19.380

Phil: And he said, I'm backing Linux, man.

01:02:19.400 --> 01:02:26.300

Phil: And remember the Steam box was going to come out and beat the Xbox, and everything was going to be Linux, and it was going to be great.

01:02:27.160 --> 01:02:32.300

Phil: Well, in another headline, think what you, now I'm going to give you the headline.

01:02:32.320 --> 01:02:33.920

Phil: You tell me what you think it means, okay?

01:02:34.220 --> 01:02:41.240

Tom: Can I just add though, he is indeed correct that getting anything from the Windows Store is something of a disaster.

01:02:42.260 --> 01:02:43.980

Phil: Well, this is Windows Store's 10 now.

01:02:44.000 --> 01:02:44.560

Phil: I mean, this is...

01:02:44.640 --> 01:02:45.940

Tom: And it's still a disaster.

01:02:47.560 --> 01:02:56.680

Phil: He said it was a catastrophe, and that it was basically killing Windows, even though Apple had been doing this for decades and continues to do it.

01:02:58.420 --> 01:03:05.140

Tom: Apple, surprisingly and shockingly, is more functional than the Windows Store.

01:03:06.680 --> 01:03:07.660

Phil: Well, of course it is.

01:03:09.160 --> 01:03:10.460

Phil: It's Microsoft.

01:03:12.400 --> 01:03:18.640

Phil: Okay, Gabe Newell thinks Xbox Series X is better than PlayStation 5.

01:03:19.960 --> 01:03:29.860

Tom: So I understand the hypocrisy of Steam being the major platform, but is the hypocrisy here merely that he planned to beach the Xbox in the past?

01:03:30.900 --> 01:03:31.240

Phil: Yes.

01:03:32.540 --> 01:03:33.960

Phil: It's not really hypocrisy, is it?

01:03:34.820 --> 01:03:35.000

Tom: No.

01:03:35.020 --> 01:03:42.920

Tom: I think the Steam angle of the Steam hegemony would have been a more interesting take on that one.

01:03:43.800 --> 01:03:47.760

Phil: Well, it was an interesting take, and it's still a take, and I can edit all this out.

01:03:49.880 --> 01:03:51.000

Phil: But anyway, he's back in the Xbox.

01:03:51.020 --> 01:03:54.880

Tom: I'm going to give you one more chance to redeem yourself after that.

01:03:55.900 --> 01:03:59.680

Phil: Okay, of the two, I would definitely go with an Xbox, said Gabe Newell.

01:04:00.200 --> 01:04:03.480

Phil: I think, honestly, it just means that he's made peace with his past, really.

01:04:05.620 --> 01:04:07.760

Tom: No, I mean, give me another news story.

01:04:08.080 --> 01:04:09.900

Tom: You have to redeem yourself after that one.

01:04:10.500 --> 01:04:11.900

Phil: Well, there's no other news story.

01:04:11.960 --> 01:04:13.100

Phil: I mean, if you want...

01:04:13.120 --> 01:04:18.180

Phil: Okay, here, I want to know your reaction, not to the headline, but the actual news, because surely you would have heard of this already.

01:04:19.920 --> 01:04:21.900

Phil: You were a big Halo 2 fan.

01:04:22.480 --> 01:04:23.500

Tom: Yes, I was, indeed.

01:04:24.340 --> 01:04:29.300

Phil: Yeah, so have you seen anything about this Halo Infinite at the Xbox Games showcase?

01:04:29.900 --> 01:04:30.400

Tom: Yes.

01:04:30.600 --> 01:04:32.740

Tom: I believe everyone hates it.

01:04:34.360 --> 01:04:35.200

Phil: Everyone hates it.

01:04:35.200 --> 01:04:40.960

Phil: Everyone thinks it's crap, because it's coming out for Xbox One, PC and the new Xbox.

01:04:41.100 --> 01:04:49.680

Tom: Yep, and visually, it technically does look a bit behind the times, to say the least.

01:04:50.080 --> 01:04:56.660

Tom: But I actually thought there were, aesthetically, quite a few interesting things about how it looked.

01:04:56.680 --> 01:05:06.580

Tom: It's very cartoony and vibrant compared to what Halo has been over the years.

01:05:08.040 --> 01:05:16.920

Phil: Okay, so you're actually positive on it, because I'm not big on service games, so I wasn't really that interested in pursuing it.

01:05:18.340 --> 01:05:19.520

Phil: I did enjoy Halo.

01:05:19.880 --> 01:05:24.540

Phil: Halo 5 was a drag, but up to that point, I've really enjoyed Halo as a series.

01:05:24.700 --> 01:05:27.300

Phil: But you think it actually looks pretty good.

01:05:27.620 --> 01:05:28.440

Tom: I think it looked good.

01:05:29.880 --> 01:05:41.140

Tom: I do actually agree, though, that it would be improved with better lighting, and it's a surprise that it does not have any ray tracing in it.

01:05:42.400 --> 01:05:42.800

Phil: It is.

01:05:43.360 --> 01:05:45.600

Phil: But it is early days yet, and...

01:05:46.080 --> 01:05:49.960

Tom: I believe they've already announced that it will have a ray tracing patch at some point.

01:05:50.320 --> 01:05:50.700

Phil: Yeah.

01:05:51.020 --> 01:05:52.360

Phil: I mean, it's early days.

01:05:53.600 --> 01:05:57.080

Phil: I mean, even so, you think Microsoft would have put their best foot forward for...

01:05:57.280 --> 01:06:00.960

Phil: And maybe, you know, to their credit, they didn't do any ball shots, you know, with it.

01:06:01.300 --> 01:06:05.920

Phil: They're actually presenting the game as it is right now, so we'll give them credit for that.

01:06:06.020 --> 01:06:08.660

Phil: But thanks for playing Tom Towers Reacts to the News.

01:06:09.520 --> 01:06:12.300

Phil: I do have important things to say about Crackdown 3.

01:06:12.760 --> 01:06:15.680

Phil: Very important things to say about Crackdown 3.

01:06:15.700 --> 01:06:22.760

Phil: But I was more interested in your final impressions of Metro Exodus from 4A Games.

01:06:23.900 --> 01:06:25.360

Phil: This is Exodus.

01:06:25.420 --> 01:06:38.280

Phil: I mean, the naming of the game has several different meanings because A, you finally leave the subways and go out on the open road in this game, if the articles I've read about it are true.

01:06:38.300 --> 01:06:41.080

Tom: Well, the open tracks anyway.

01:06:42.100 --> 01:06:46.520

Phil: But is it also a departure in any other way?

01:06:46.740 --> 01:06:59.320

Tom: Well, yes, it is a semi-open world game, unlike the first two, which had a very linear structure.

01:06:59.340 --> 01:07:07.000

Tom: The levels obviously had a lot of freedom in how you could approach each area, but it was not a semi-open world structure.

01:07:07.020 --> 01:07:39.980

Tom: Here, in two out of the four main areas in the game, they are essentially small open world sections in the vein of something like Metal Gear Solid V, where you have certain areas that are related to the story that you can go to, as well as bandit bases and monster nests and areas where you might find upgrades and that sort of thing.

01:07:41.140 --> 01:08:10.320

Tom: So that's a big change to how the series worked previously, and even as far as the setting is concerned, because the setting of the Metro system of Moscow, that was a major part of the appeal of the previous two games, so even changing the setting to you going out of the Metro tunnels and into the world is a massive change.

01:08:10.340 --> 01:08:43.540

Tom: They do, of course, integrate a train into this, because you obviously leave the Metro tunnels via a steam engine called the Aurora, which may be a reference to an important Soviet ship, I think it was, I'm not sure, and that's obviously how you travel through the world, and essentially each section of the game that you go through is where the train has stopped due to some reason, that you have to solve before you're able to continue.

01:08:44.080 --> 01:09:00.580

Tom: And the basic theme of the story is, and this is really the only metaphysical element to it, disappointingly, Artyom has dreamt that the world is not dead and there are people on the surface.

01:09:01.140 --> 01:09:04.920

Phil: He's very ready, so Artyom is the lead protagonist, yeah?

01:09:05.340 --> 01:09:25.880

Phil: And so in the novel, which last episode I told you, yeah, yeah, I'm going to totally read that, and turns out that I read years ago before you, so Artyom, in his world, in the Metro world, basically everything on the outside of the world is dead, and that's why everyone's had to retreat into the subways.

01:09:25.900 --> 01:09:47.980

Tom: Yes, there was a nuclear holocaust and winter, and the only known surviving people in the world are those who escaped into the Moscow and Russian, I think it goes beyond Moscow, Metro train system, hence the title, Metro.

01:09:48.520 --> 01:09:49.720

Phil: I really enjoyed that book.

01:09:50.820 --> 01:09:51.440

Tom: It was great.

01:09:51.460 --> 01:09:55.840

Tom: I was genuinely surprised that it was actually good, legitimately good.

01:09:56.580 --> 01:09:57.920

Phil: So sorry to interrupt you there.

01:09:57.920 --> 01:10:01.820

Phil: So he's imagining that people are on the surface.

01:10:01.840 --> 01:10:03.440

Phil: How does that manifest itself in the game?

01:10:03.720 --> 01:10:05.060

Phil: I imagine you shoot them.

01:10:05.640 --> 01:10:06.400

Phil: In his dreams.

01:10:08.680 --> 01:10:10.300

Tom: You don't shoot them in his dreams either.

01:10:10.320 --> 01:10:14.640

Phil: Oh, it's like a video game, it's a shooter, so there's going to be people.

01:10:14.660 --> 01:10:17.540

Tom: Well, you do end up shooting a lot of them once you get to the surface.

01:10:18.040 --> 01:10:19.440

Phil: Okay, good, good, good.

01:10:20.060 --> 01:10:21.180

Tom: But not in his dreams.

01:10:21.540 --> 01:10:23.200

Phil: So there are people on the surface?

01:10:23.220 --> 01:10:23.520

Tom: Yes.

01:10:23.540 --> 01:10:48.780

Tom: It turns out that there are people on the surface and minus spoilers, the reason for this is that the radio signals that have been going around from people on the surface have been deliberately jammed by some of the people in the Metro for protection purposes, essentially.

01:10:49.840 --> 01:10:52.460

Tom: Which is all explained at the very beginning of the game.

01:10:52.460 --> 01:10:59.440

Tom: And so once you end up out of it for a variety of reasons, you can't return.

01:10:59.880 --> 01:11:11.080

Tom: And so you're then essentially travelling through Russia looking for a habitable place to settle down in, essentially.

01:11:12.360 --> 01:11:17.660

Tom: And the way it works structurally is quite interesting.

01:11:17.680 --> 01:11:37.040

Tom: The train, depending on which area you're in, is basically a place where you can go and sleep, and not necessarily sleep, actually, but you can craft items and alter your weapons at it, and the characters that are accompanying you on this journey are there.

01:11:37.220 --> 01:12:03.420

Tom: You can talk to them and accept side quests from them, and as you move from each area, there's an extended cinematic walking slash dialogue conversations between the characters as the train moves from area to area, so that's basically acting as an anchor in the story and also the gameplay.

01:12:04.660 --> 01:12:18.640

Tom: Once you are in the actual areas, and the first two areas, one is the Volga River, and the other is the Caspian Desert, and those are the two main open world sections.

01:12:18.740 --> 01:12:45.480

Tom: The latter levels, one of them appears to be an open area and you are outside, but it is in fact basically linear with the only non-linear aspect of it being how much of the linear area you explore, so to speak, and the final area is a very linear finale, but I'll get to that in a minute.

01:12:46.880 --> 01:13:02.720

Tom: So as I said, the more open areas, there are band bases and monster nests and upgrades that you look for, sort of like in a Metroidvania, except they don't affect how you can progress through an area.

01:13:02.920 --> 01:13:11.680

Tom: There are things like upgrades to your gas mask that affect how many filters it can use, different weapon parts and all that sort of thing.

01:13:13.420 --> 01:13:26.660

Tom: And this means that on the one hand, you don't get the extremely tightly designed levels that you get in Last Light and 2033.

01:13:26.800 --> 01:13:37.380

Tom: There are no sections that are as tightly designed and immediately enjoyable and complex as they are in either of those games.

01:13:37.920 --> 01:14:15.680

Tom: But like Metal Gear Solid, with the banded bases, while they aren't as architecturally interesting or as large as the levels in Last Light and 2033 were, the fact that they're out in the open and that there are things like mutants wandering around near them and that once you get inside, you might have a specific thing you're looking for does allow for quite a lot of creativity and freedom in how you approach getting to whatever you're looking for inside them.

01:14:15.960 --> 01:14:34.340

Tom: So you have to figure out how you want to actually approach getting inside, whether you want to stealthily kill people outside, lure mutants over as a distraction, and then once you're inside, your strategy will obviously change based on what you did outside as well.

01:14:34.760 --> 01:15:01.140

Tom: So, while it's not as complex in a pure stealth or shooting context as the more tightly designed air that main levels of the previous Metro games, it does nevertheless provide a lot of room for creative play like the original games did just in a very different manner.

01:15:01.740 --> 01:15:08.340

Phil: So, with those bandit bases, have you played any of the modern Far Cry games, like from Far Cry 3 on?

01:15:09.240 --> 01:15:09.960

Tom: No I have not.

01:15:10.260 --> 01:15:27.260

Phil: Okay, so like that's one of the tropes of Far Cry is basically you come across these bases and you can distract an animal or throw up an explosion or you can go in stealthfully or you can go in guns blazing to kind of take over the base.

01:15:27.280 --> 01:15:31.040

Phil: I mean, that's the whole purpose of the game basically.

01:15:31.060 --> 01:15:38.480

Phil: You find the towers to reveal the bases, you take over the bases and that advances you to the next level sort of thing.

01:15:38.620 --> 01:15:43.660

Phil: So you're not familiar with that trope?

01:15:44.140 --> 01:15:50.040

Tom: I am familiar with it, yes, but I have not specifically played any of the Far Crys in great detail.

01:15:50.060 --> 01:15:55.560

Tom: That's also similar to Stalker Shadow of Chernobyl and the other Stalker games as well.

01:15:56.860 --> 01:16:09.160

Phil: So, they may have stolen it from that, but just thinking about how this is Metro's first foray into the open world game genre, I just thought maybe that was something they picked up on.

01:16:09.180 --> 01:16:18.720

Phil: And this is topical because even AAA top tier games like Ghost of Tsushima that came out last week use this.

01:16:19.600 --> 01:16:21.640

Phil: It's just become a part of open world games.

01:16:22.140 --> 01:16:25.320

Phil: And I've got to say, I enjoyed it for one game.

01:16:26.120 --> 01:16:33.520

Phil: I enjoyed Far Cry 3 quite a bit, but not enough to actually carry me and my interest forward into Far Cry 4.

01:16:33.540 --> 01:16:36.740

Phil: And it's obviously also something that's done in Assassin's Creed as well.

01:16:37.660 --> 01:16:40.120

Phil: You talk about the different stages.

01:16:40.140 --> 01:16:43.120

Phil: How is it paced?

01:16:43.500 --> 01:16:45.080

Phil: Each level is like how long?

01:16:45.100 --> 01:16:46.880

Phil: Could you talk about that?

01:16:47.020 --> 01:16:48.580

Tom: Well, it depends on what area.

01:16:49.440 --> 01:16:54.340

Tom: The longest is probably the vulgar first area.

01:16:55.980 --> 01:17:00.860

Tom: And then the second longest is the second area, main area, the Caspian.

01:17:02.220 --> 01:17:08.960

Tom: And then the two later areas are probably about half the length of them.

01:17:08.980 --> 01:17:18.860

Tom: So probably if you actually do everything, the first two areas each are probably about four hours or a bit longer in length.

01:17:18.940 --> 01:17:25.400

Tom: And then the latter two main areas are about two hours or so each.

01:17:26.180 --> 01:17:31.280

Tom: And as far as the pacing is concerned, it depends on how you want to do it.

01:17:31.300 --> 01:17:48.120

Tom: So usually what will happen is when you first get into the area, you may need to do a small amount of main story stuff before you go around exploring in detail.

01:17:49.920 --> 01:18:07.060

Tom: But once you've done that, you can then either continue with the main story stuff, which does feature in and of itself more controlled and more standard pacing style gameplay, or you can go and do all the side stuff.

01:18:07.120 --> 01:18:22.420

Tom: And with the exception of the last area, I think the side exploration and band bass style stuff was a lot better than most of the main story gameplay.

01:18:22.640 --> 01:18:34.120

Tom: Just because with them splitting the two, none of the main story missions were as detailed as the best moments in previous Metro games.

01:18:35.120 --> 01:18:43.720

Phil: So Metro has always been an atmospheric game, and it's been like a...

01:18:44.100 --> 01:18:50.200

Phil: Plotting has such a negative connotation, but it's been a determined pace throughout the game.

01:18:50.740 --> 01:18:58.360

Phil: And I imagine that would be refreshing compared to like run and gun, you know, the usual things of a first person shooter.

01:18:59.460 --> 01:19:02.460

Phil: Does that carry over even though they've changed the setting?

01:19:03.160 --> 01:19:03.800

Tom: It does.

01:19:03.820 --> 01:19:08.460

Tom: The only thing that gets in the way of that is the crafting system.

01:19:08.460 --> 01:19:20.640

Tom: So unlike in previous games, now as far as I can remember anyway, now as you are going around exploring, you'll find random bits of crafting material.

01:19:20.740 --> 01:19:23.540

Tom: And there's two types of crafting material.

01:19:23.640 --> 01:19:27.160

Tom: One is chemical and one is metal.

01:19:27.980 --> 01:19:41.000

Tom: So as you're going along, you collect medicine and certain plants for chemical crafting and random bits of metallic detritus for metal based crafting.

01:19:41.020 --> 01:19:44.180

Tom: And certain items use both of those things.

01:19:45.540 --> 01:19:50.680

Tom: This allows you to craft bullets as well as gas mask filters.

01:19:51.160 --> 01:20:08.340

Tom: So essentially, unlike in previous games, you're never really in any danger of running out of either ammo or mask filters as soon as you're able to craft and explore more freely.

01:20:08.360 --> 01:20:19.740

Tom: So basically, once you get out for the first time using the gas mask and you can't craft things, that will never really be much of a pressure.

01:20:20.140 --> 01:20:31.160

Tom: But in terms of the actual gameplay, yes, you still have to absolutely plan how you're going to approach a certain fight and all that sort of thing.

01:20:31.220 --> 01:20:42.360

Tom: And the gunplay is, I would say, even more deliberate and heavier than it was by quite a margin than it was in previous Metro games.

01:20:42.700 --> 01:20:51.140

Tom: And on top of that, the crafting system allows you to customise weapons to completely ridiculous degrees.

01:20:51.460 --> 01:21:26.220

Tom: So you can take the handgun, for instance, and out of a handgun, you can essentially make a silent sniper rifle if you want, a light submachine gun, or a powerful magnum-style revolver, which also allows you, because the gunplay is so deliberate and heavy and so much planning needs to go into your combat, that allows for even more creativity and freedom in how you are playing.

01:21:27.680 --> 01:21:31.660

Phil: This sounds ridiculous, but if you don't like crafting, can you get by?

01:21:31.780 --> 01:21:37.900

Phil: Or, as with the original Metro, crafting is just a part of the game, you're just going to have to deal with it?

01:21:38.120 --> 01:21:43.180

Tom: Well, you can probably get by, because enemies, as long as you're looking for certain...

01:21:43.820 --> 01:21:49.540

Tom: you're looting properly, then enemies will have pretty good guns on and off on them.

01:21:49.540 --> 01:22:02.900

Tom: And indeed, often the best items are from you picking up a gun that is powerful, that you don't have, and then stripping it down once you're able to get to a crafting table.

01:22:03.720 --> 01:22:21.740

Phil: I have one more question before you go back to your oral review, and that is, like, the larger levels in the quote, open world aspect of it, you know, one of the key components of Metro has been this claustrophobic environment, really.

01:22:21.760 --> 01:22:35.360

Phil: I mean, you know, that is one of the hallmarks of the game, and one of the things that I think about the most when I think about the fiction and the game is this claustrophobia, because you're stuck in a tube inside of a train.

01:22:36.620 --> 01:22:52.780

Phil: Does that affect the game at all, or does it somehow, with all of the open world and everything else, does it manage to be consistent with the world that they created in their other games and fiction?

01:22:53.060 --> 01:22:57.600

Tom: I think it certainly manages to feel like it is still in the same world.

01:22:57.620 --> 01:23:21.840

Tom: It is, though you are on made it to the surface, and there are, in fact, other survivors out there, it is not really any less bleak than the Metro, the prior Metro games, so I think it manages to fit the general aesthetic and narrative of the prior games and the novels as well.

01:23:22.140 --> 01:23:36.280

Tom: Except that there is a really noticeable difference in the writing compared to previous games, and this is the first game in which Dmitry Glukhovsky was not involved in some way or other directly with the writing of it.

01:23:36.360 --> 01:23:37.280

Phil: Wow, really?

01:23:37.800 --> 01:23:38.200

Tom: Correct.

01:23:39.100 --> 01:23:40.540

Phil: I mean, well, who knows why?

01:23:40.620 --> 01:23:42.440

Phil: But I mean, like, why?

01:23:42.460 --> 01:23:46.220

Phil: Like, you know, like, obviously there had to have been some sort of...

01:23:46.480 --> 01:23:50.360

Phil: He just didn't want to do it, I guess, but...

01:23:50.380 --> 01:24:00.220

Tom: And I think he's moved on from the novel series as well, so probably he's more interested in dedicating his creativity to other works.

01:24:00.620 --> 01:24:01.680

Phil: Okay, well, good on him.

01:24:01.800 --> 01:24:02.720

Phil: I mean, that's fair.

01:24:03.140 --> 01:24:03.360

Tom: Yep.

01:24:05.340 --> 01:24:24.600

Tom: But in spite of that, one of the most surprising things about the effect that ray tracing had on the game is the difference it makes to the whole colour scheme and feeling of the levels.

01:24:25.400 --> 01:24:55.700

Tom: Because the global illumination of the sun allows for much softer and translucent shadows, it allows for a much more realistic gradiation between colours, which is a completely transformative effect, especially in areas like the Volga, the river area.

01:24:55.920 --> 01:25:19.880

Tom: When you're there, it's snowing and everything is covered in snow, and so there's this amazing contrast between the ice-covered areas of water, the open areas of water that have this really deep blue that if you turn off ray tracing, looks much brighter and more vibrant in a bad way.

01:25:20.380 --> 01:25:32.040

Tom: And it just allows for the colour palettes to come together and complement each other so much better than without ray tracing.

01:25:32.180 --> 01:25:50.540

Tom: And it really results in an amazing aesthetic in the Caspian, in other areas that are less subtle in the colour palettes, like the desert level, and there's also basically a Star Wars Endor level.

01:25:52.320 --> 01:26:00.340

Tom: It doesn't make as much of a difference because the colours are more vibrant to begin with and more contrasting.

01:26:00.360 --> 01:26:10.200

Tom: We've got the bright oranges and that sort of thing in the desert, and very rich greens in the Endor level.

01:26:10.340 --> 01:26:14.040

Tom: But in the Caspian, the effect is just absolutely incredible.

01:26:14.280 --> 01:26:23.080

Tom: And that's not to suggest that the colours in the later areas aren't good, but the Caspian is a huge highlight.

01:26:23.120 --> 01:26:28.480

Tom: And that is one advantage of them going out of the Metro.

01:26:29.040 --> 01:26:37.760

Tom: It does allow, obviously from the previous Metro games, they have an amazing art direction team at 4A Games.

01:26:38.200 --> 01:26:50.880

Tom: And so moving out of Metro allowed them to do some more interesting, or rather some different and creative things that they have not been able to do in previous Metro games.

01:26:51.400 --> 01:26:58.660

Phil: It makes me wonder if the thematic move away from the Metro was why Dimitri stopped contributing to the project.

01:26:58.900 --> 01:27:00.680

Phil: You know, that's all internet drama.

01:27:01.060 --> 01:27:03.480

Phil: You know, it's massive internet drama.

01:27:04.060 --> 01:27:09.360

Tom: Could be, but probably more so just him moving away from the series in general.

01:27:11.340 --> 01:27:13.640

Phil: Yep, so just a general question.

01:27:13.660 --> 01:27:15.540

Phil: I mean, like, you obviously...

01:27:16.160 --> 01:27:17.640

Phil: We love the world of Metro.

01:27:20.000 --> 01:27:25.240

Phil: I don't want to distract you further by bringing in Stalker and all the rest of it, but, like, we love the world of Metro.

01:27:25.380 --> 01:27:28.600

Phil: I mean, is this a Metro game despite the departures?

01:27:29.440 --> 01:27:30.040

Tom: I think so.

01:27:30.540 --> 01:27:35.000

Tom: As I said, it fits in that world perfectly fine.

01:27:36.560 --> 01:27:40.660

Tom: And the gameplay, well, the structure is different.

01:27:41.520 --> 01:27:58.180

Tom: And for the most part, the level design is obviously 50% different because the main story missions do follow somewhat the way that previous Metro games played out.

01:27:59.800 --> 01:28:06.540

Tom: I think it still is very much a Metro in terms of the way you have to approach combat.

01:28:06.900 --> 01:28:24.980

Tom: And though the crafting does let you to really get away with not having to worry about gas masks or ammo to the same degree you did in previous games, you still, to be in that position, have to be making sure you're scouring the area for loot.

01:28:25.520 --> 01:28:45.100

Tom: And things like the gunplay and the much more complex, from what I can recall, the previous Metro, sorry, crafting system, are actually improvements on the Metro style of gameplay.

01:28:45.340 --> 01:28:59.700

Tom: The gunplay in particular, the highlight of the previous Metros to me was always things like the gas guns and the weird sorts of weapons rather than more normal weapons.

01:28:59.780 --> 01:29:08.380

Tom: In Metro Exodus, this is a massive improvement for things like rifles and pistols and shotguns.

01:29:08.400 --> 01:29:13.960

Tom: The shotgun, from what I can remember of previous Metro games, always felt a bit weak and was disappointing.

01:29:14.360 --> 01:29:19.200

Tom: The shotgun in Exodus sounds amazing.

01:29:19.480 --> 01:29:30.540

Tom: The animation, particularly if you're using a double or upgraded to even more barrels version of the shotgun, is just so satisfying.

01:29:31.040 --> 01:29:33.780

Tom: The reloading just fits brilliantly.

01:29:35.520 --> 01:29:40.860

Tom: With it being so powerful, you have to reload it immediately.

01:29:40.900 --> 01:29:45.540

Tom: Also, it's a nice wrinkle into how you have to use it in combat as well.

01:29:46.840 --> 01:29:50.440

Tom: The improvement to the gunplay is really impressive.

01:29:50.480 --> 01:29:58.120

Tom: The weird sorts of weapons like the gas guns and all that sort of thing, they have not lost anything either.

01:29:58.500 --> 01:30:03.960

Tom: It's a significantly better roster of weapons than in previous metros.

01:30:04.020 --> 01:30:27.660

Tom: The basic, determined, slow planning required gameplay, whether you are being more aggressive in shooting or more stealthy, is still there in how you have to approach the open world bandit bases and that sort of thing as well as a lot of the main story missions.

01:30:28.220 --> 01:30:43.380

Tom: In a lot of the main story missions, which is also an interesting change compared to previous metro games, from what I can recall, some of them you need to be as stealthy as possible and not kill anyone or kill as few people as possible.

01:30:46.140 --> 01:30:48.540

Phil: So, I mean, it is still a metro game.

01:30:48.560 --> 01:30:51.740

Phil: A metro fan going into this game is not going to be disappointed.

01:30:52.080 --> 01:30:55.160

Tom: I don't think so, unless they were there purely for the setting.

01:30:57.020 --> 01:30:59.780

Phil: Yeah, but really, I mean, that's not what you're there for.

01:30:59.800 --> 01:31:04.640

Phil: It's more about the atmosphere, the crafting and the gameplay.

01:31:04.700 --> 01:31:06.080

Tom: Yep.

01:31:06.300 --> 01:31:11.220

Tom: The setting is of course a big part of it, but it does manage to be in the same world.

01:31:11.240 --> 01:31:25.060

Tom: Now, one area where there is a change that is very much a result, no doubt of Dmitry Glukhovsky's lack of involvement, is in the story and the theme.

01:31:25.160 --> 01:31:41.800

Tom: So one of the best things about the previous two Metro games was that they managed to include the thematic content of the novel, which was surprisingly a rich book thematically.

01:31:42.440 --> 01:32:11.280

Tom: And that was in the humorous depictions of and cynical depictions of various political ideologies and references to philosophy, as well as in the last slide in particular, making use of the metaphysical solutions to the problems that the political ideologies and philosophies that were referenced had failed to solve.

01:32:12.780 --> 01:32:19.640

Tom: Here, the metaphysics is limited, disappointingly solely basically to Artyom's dreams.

01:32:20.300 --> 01:32:43.900

Tom: And while the story being based around Artyom and Anna's relationship and the attempt essentially to create family in this world is related to themes in the novel, it's not done in a particularly interesting way.

01:32:43.960 --> 01:32:57.880

Tom: And I think one of the biggest issues with it is, which wasn't an issue in the previous two games, where it wasn't a personal story at all, is that Artyom does not speak.

01:32:57.920 --> 01:33:13.140

Tom: He is still a silent protagonist in this game, and that makes the relationship with Anna and the other crew members rather weird and awkward, to say the least.

01:33:13.160 --> 01:33:28.900

Tom: So you're sitting there, for instance, on the train, with your arm around Anna, smoking a cigarette with her, which incidentally is probably not a good idea, given that, as the game goes on, she develops a serious lung problem.

01:33:30.960 --> 01:33:31.220

Tom: But...

01:33:33.120 --> 01:33:40.000

Tom: and she's just talking to you, the player, about how much she loves you and other various things like that.

01:33:41.060 --> 01:33:42.600

Phil: And you're just not responding at all.

01:33:45.820 --> 01:33:57.020

Phil: Look, I'm sending an email to the 4A Games people right now, and it says, you know, hi, I'm the co-host of The Game Under Podcast, Australia's longest-running podcast.

01:33:57.940 --> 01:34:01.960

Phil: Longest-running gaming podcast, we should probably caveat.

01:34:01.980 --> 01:34:05.800

Phil: They were probably the longest-running podcast in Australia at this point.

01:34:08.140 --> 01:34:11.080

Phil: And it's funny, like, we really are at this point.

01:34:11.260 --> 01:34:15.540

Phil: The gaming podcast scene has dried up all over the place.

01:34:17.360 --> 01:34:23.660

Phil: It says, we've talked of your games on many shows favorably, of course, one of which we'll be publishing soon on the topic of Exodus.

01:34:24.140 --> 01:34:30.500

Phil: My co-host, Tom Towers, has a question for you that we'd like to include on the episode after that, which is...

01:34:32.200 --> 01:34:34.020

Tom: Why did Dmitry Glukhovsky...

01:34:35.740 --> 01:34:36.080

Tom: Not...

01:34:36.780 --> 01:34:40.960

Tom: Why did he choose not to be more involved in the writing of Metro Exodus?

01:34:44.160 --> 01:34:45.620

Phil: S-K-Y.

01:34:45.640 --> 01:34:47.060

Phil: And of course I'll answer this.

01:34:49.260 --> 01:34:56.000

Tom: Well, we are a massive outlet on the Australian gaming scene, so they will be wanting our press coverage undoubtedly.

01:34:56.740 --> 01:35:00.860

Phil: Well, it's not a matter of press coverage, it's a matter of, you know, professional courtesy.

01:35:03.120 --> 01:35:05.940

Phil: And on the next podcast, I'll give you the answer.

01:35:05.960 --> 01:35:06.160

Tom: Yes.

01:35:06.740 --> 01:35:18.800

Tom: And so, as I was saying, the story is more personal and really falls flat in that aspect due to the lack of Artyom existing as a character.

01:35:18.820 --> 01:35:39.880

Tom: Now, obviously, he has always provided commentary and spoken in the loading scenes, and that has actually worked somewhat well in commentary on the philosophical and metaphysical things, but in a relationship depiction, it doesn't work so well, because obviously you need the characters to be interacting.

01:35:40.800 --> 01:35:42.640

Tom: So the effect is just weird.

01:35:42.960 --> 01:35:52.400

Tom: And it's a strange decision, because the protagonists in the DLC do speak......bizarrely.

01:35:54.640 --> 01:35:57.580

Tom: So why they chose...

01:35:58.040 --> 01:35:59.420

Tom: That should actually be my question.

01:35:59.560 --> 01:36:05.660

Tom: Why the fuck did Artyom not speak, yet the protagonists in the DLC did?

01:36:05.680 --> 01:36:07.300

Tom: So change my question to that.

01:36:08.940 --> 01:36:10.560

Phil: Well, I'm not going to change that.

01:36:11.620 --> 01:36:14.760

Phil: When they respond, we'll say, OK, we've got a follow up.

01:36:14.800 --> 01:36:15.420

Tom: OK, then.

01:36:16.480 --> 01:36:18.240

Phil: So, all right, I've sent that.

01:36:18.360 --> 01:36:18.980

Phil: It's sent.

01:36:20.220 --> 01:36:25.400

Phil: And honestly, like, there are very few gaming podcasts around Tom.

01:36:26.100 --> 01:36:27.720

Phil: I don't know if you're aware of this.

01:36:29.240 --> 01:36:33.840

Phil: There are not that many gaming podcasts left, really, honestly.

01:36:34.720 --> 01:36:36.920

Phil: And that's probably for good reason.

01:36:38.180 --> 01:36:40.120

Tom: Why Giant Bombshell exists, I don't know.

01:36:41.120 --> 01:36:43.160

Phil: Well, it's a personality driven thing.

01:36:43.160 --> 01:36:45.440

Phil: And they actually have subscribers unlike us.

01:36:45.540 --> 01:36:53.980

Phil: And they also solicit their listeners' feedback and talk about it, which kind of, you know, for feeds the whole thing and keeps the subscription up.

01:36:54.000 --> 01:36:58.480

Tom: Speaking of, while they may have subscribers, we have massive influence.

01:36:59.200 --> 01:37:15.560

Tom: We mentioned Death and Taxes earlier, but not the fact that they had clearly been listening to the show and are adding my suggestion, which is the bar, is now going to become a part of the game that you can actually visit and serves a purpose.

01:37:16.460 --> 01:37:19.040

Phil: So this is not a trivial thing, listeners.

01:37:20.100 --> 01:37:21.920

Phil: This game is not in beta.

01:37:21.920 --> 01:37:22.760

Phil: It's not in alpha.

01:37:22.780 --> 01:37:28.580

Phil: The game has been released, and me and Tom talked about this feature of a game that should be included.

01:37:28.620 --> 01:37:34.840

Phil: I had contacted the developers of the game prior to the podcast and let them know that we'd be doing a show.

01:37:35.640 --> 01:37:44.520

Phil: They didn't send me a free code that I would have forwarded to you, unfortunately, but they were aware that we were going to be talking about the show.

01:37:44.540 --> 01:37:45.760

Phil: I sent them a link to the show.

01:37:46.240 --> 01:37:48.860

Phil: And then, you just want to say what you said again?

01:37:48.880 --> 01:37:50.560

Phil: Just want to elaborate on that?

01:37:50.580 --> 01:37:59.820

Tom: Well, I, in my impressions, commented on the fact that the bar was a floor which you could go past, yet not actually visit.

01:38:00.380 --> 01:38:10.240

Tom: And that was bizarre, and it should clearly have been a feature in the game to add a bit of narrative colour and also perhaps serve some sort of gameplay purpose.

01:38:11.120 --> 01:38:14.880

Phil: Right, and this week they announced that they're going to go back to this finished game.

01:38:15.900 --> 01:38:22.440

Phil: This game that they've moved on from, you know, doing another thing on Death in Texas 2, which is, you know, basically like God of War.

01:38:23.220 --> 01:38:27.360

Phil: A third person action game.

01:38:27.960 --> 01:38:33.220

Phil: And yeah, they're going to actually include that bar section for free, for us to download.

01:38:34.160 --> 01:38:37.840

Tom: So, future players of the game can thank us for that.

01:38:38.580 --> 01:38:42.140

Phil: Yeah, thank us, and we will receive no thanks, as usual.

01:38:42.160 --> 01:38:44.420

Tom: Of course, and not even any subscribers.

01:38:47.200 --> 01:38:48.740

Phil: But anyway, back to Exodus.

01:38:48.940 --> 01:38:52.500

Tom: So, I was talking about how the story is more personal.

01:38:52.600 --> 01:38:55.160

Tom: There was a lack of metaphysical themes.

01:38:55.780 --> 01:39:14.440

Tom: They do still include some degree of political and philosophical commentary, but instead of an interesting, cynical take on specific political ideologies, all we get is $2 store hobs.

01:39:14.540 --> 01:39:30.160

Tom: So, essentially, the desert level is Mad Max, and the commentary on post-apocalyptic bandit introduction is no more interesting than the state of nature's war of all against all.

01:39:31.920 --> 01:39:53.240

Tom: When they do attempt to take it in maybe a slightly more interesting direction, we get the even dumber, because at least the state of nature war against all, war of all against all, has some degree of substance to it in terms of political realism.

01:39:54.040 --> 01:40:17.000

Tom: The level set in Endor features two groups of people who were camping on a pioneer camp trip, which pioneers are basically the Soviet version of the Hitler Youth or the American Scouts.

01:40:17.020 --> 01:40:20.260

Tom: Same thing.

01:40:20.280 --> 01:40:29.160

Tom: That was my point, and they were camping here when the apocalyptic nuclear war hit.

01:40:29.780 --> 01:40:34.920

Tom: They survived though, and they split into two different groups.

01:40:35.140 --> 01:40:46.420

Tom: One group became pirates and one group became pioneers, and both were attempting to follow the teaching of their pioneer leader.

01:40:47.420 --> 01:41:05.980

Tom: It's essentially a sort of Lord of the Flies version of events, though basically just a Lord of the Flies version of events, except that one side was able to remain less brutalized than the other side.

01:41:06.260 --> 01:41:26.240

Tom: But when you're going from the postmodern, cynical take on political ideologies to Hobbesian war of all against all in a state of nature, that's a bad enough step into the murk of shite.

01:41:26.640 --> 01:41:37.520

Tom: When you go into fucking Lord of the Flies fan fiction, from such lofty heights, I don't know what the hell you're doing.

01:41:40.300 --> 01:41:42.080

Tom: So that was very disappointing.

01:41:42.100 --> 01:41:52.840

Tom: But, and I also played the DLC, and I have to mention the DLC, because one of the DLCs is essentially part of the main game's story.

01:41:53.020 --> 01:42:02.700

Tom: And I think greatly improves on how the story ends in the actual game, and should be part of the game.

01:42:02.920 --> 01:42:06.600

Tom: Luckily, it is the cheap DLC.

01:42:06.620 --> 01:42:08.360

Tom: It's only like $8 or something.

01:42:08.860 --> 01:42:15.020

Tom: So at least you don't have to pay a lot of money to experience the end of the game properly.

01:42:15.340 --> 01:42:20.320

Tom: But essentially, and we're now going to get into spoiler territory.

01:42:21.380 --> 01:42:23.780

Tom: So actually I will say a little bit more about the DLC before I do.

01:42:24.260 --> 01:42:43.720

Tom: So the two kernels DLC you play as a kernel in the Metro because part of the game does eventually go back to the Metro, which is clearly you would expect to happen at some point in the game.

01:42:43.740 --> 01:42:45.440

Tom: So I don't think that's too much of a spoiler.

01:42:48.200 --> 01:43:06.320

Tom: What you're doing as that character is concurrent to events that you're doing as Artyom in the main game, and it's also simultaneous with flashbacks to what was going on in that part of the Metro earlier on.

01:43:06.940 --> 01:43:28.280

Tom: And the other DLC Sam's Story is basically an epilogue for one of the characters that accompanies you, and that is more like a full level of the main game in terms of the open world levels, except it's a bit more linear than they are.

01:43:28.780 --> 01:43:49.040

Tom: So that's the more expensive one that is like $20 or something like that, but that is a good five hours or much more than five hours, probably eight to ten hours or longer, depending on how thorough you are in your exploration and collecting of things.

01:43:49.480 --> 01:43:52.660

Tom: So that's pretty impressive for a DLC.

01:43:52.680 --> 01:43:55.700

Tom: That's basically half the length of the main game.

01:43:56.300 --> 01:44:06.860

Tom: And you are going through, I think, a dock area at Vladivostok and the surrounding buildings near there.

01:44:08.180 --> 01:44:17.920

Tom: And that reminds me, I should also add another interesting mechanic that they added to the game, to exploration, is a lot of the time as you're exploring, you'll actually be on a boat.

01:44:19.060 --> 01:44:24.560

Tom: And the way you control the boat is very rudimentary, just moving forwards, backwards and sideways.

01:44:25.140 --> 01:44:38.380

Tom: But it does add, I think, to the atmosphere and the otherworldly feeling of it, particularly after you've gone out of the drudgery and darkness of Metro.

01:44:38.620 --> 01:44:43.440

Tom: It's a very surreal contrast to the previous games.

01:44:43.540 --> 01:44:49.100

Tom: The fact that you spend a lot of the time in a boat, that applies to both the DLC and the main game.

01:44:49.500 --> 01:45:06.640

Tom: And the other interesting thing about Sam's story DLC is the tone of humour is very tongue-in-chic and very Russian in its combination of dark humour and absurdity.

01:45:07.580 --> 01:45:14.880

Tom: And again, with Sam talking, allows for some very amusing moments in terms of the story.

01:45:15.540 --> 01:45:24.300

Tom: And the gameplay as well, it's more limited than the main game, but it is also less stealth-based.

01:45:24.460 --> 01:45:34.820

Tom: And you don't need to not kill anyone at any point in the game, so you can approach things much more aggressively than in the main game for the most part.

01:45:34.840 --> 01:45:43.660

Tom: So it's an opportunity to enjoy the much improved standard ballistics weapons.

01:45:45.980 --> 01:46:04.200

Tom: So now we will have to go into story territory, and as I said, you return at the end of the game to the Metro, and we won't go into too much detail, so the spoilers won't be too bad, but it is an amazing finale.

01:46:04.860 --> 01:46:24.720

Tom: From after you have been exploring the world, returning to the Metro feels simultaneously nice, because you return to something that's been in the previous games, but it is all the more horrific, both due to the part of the Metro that you were exploring being filled with corpses.

01:46:24.780 --> 01:46:26.200

Tom: There's some amazing imagery.

01:46:26.240 --> 01:46:36.900

Tom: At one point, for instance, you are crawling through a carriage of a train with all the seats filled with corpses and things like that.

01:46:37.300 --> 01:46:52.880

Tom: So it's a wonderful contrast between the world that you've been exploring that seems tremendously bleak and is a constant disappointment to the characters who have been trying to find a nice place to settle.

01:46:52.900 --> 01:47:06.480

Tom: When you return to that, you really get the feeling that even in spite of how bad things may be, the Metro was really a very bad place to be in the first place.

01:47:06.500 --> 01:47:09.200

Tom: So it's an amazing contrast in that sense.

01:47:09.320 --> 01:47:37.860

Tom: And for the disappointment in terms of the tightness of the design of previous story sections in the game compared to previous games, while the return to the Metro is not as complicated in terms of gameplay in regards to stealth and combat, the previous games were, in terms of pacing, it is probably their best achievement by far.

01:47:39.040 --> 01:47:44.880

Tom: The way they foreshadow things and build up to stuff you get into is amazing.

01:47:45.200 --> 01:47:57.860

Tom: And the last few moments, which do actually have some interesting stealth sections, are built up amazingly with the tension of what's happening in the narrative.

01:47:58.600 --> 01:48:06.080

Tom: And also, we also do get a few more metaphysical snippets here, albeit they're not thematically interesting.

01:48:06.300 --> 01:48:12.860

Tom: They really add to the atmosphere and the horror of the area you're trying to get to.

01:48:13.300 --> 01:48:23.100

Tom: And the final stealth sections, you are up against probably the toughest enemies in any of the prior Metro games.

01:48:23.440 --> 01:48:34.920

Tom: And if you get noticed by any of them, if you want to fight them, then you will actually be in danger for the first time in the game of running out of ammo.

01:48:36.740 --> 01:48:41.780

Phil: Okay, well now my question is, like, obviously the return to the Metro is a...

01:48:43.080 --> 01:48:46.220

Phil: is obviously, you know, it's needed in a game like this.

01:48:47.940 --> 01:48:52.560

Phil: And it's also a reward and it's a give back to the player.

01:48:54.000 --> 01:48:55.620

Phil: Is it a shorter level?

01:48:55.780 --> 01:48:58.720

Phil: Like, is it a much shorter level than the rest of them?

01:48:58.740 --> 01:49:02.880

Tom: It's as long as the other less open world areas.

01:49:03.080 --> 01:49:11.160

Tom: So, as I said, the first two open world areas are probably five hours long.

01:49:11.180 --> 01:49:15.600

Tom: I said that, but actually they could go longer than that, depending on how much time you spend in them.

01:49:17.100 --> 01:49:23.060

Tom: Then you have, and this is not including, there are interstitial levels as well, but these are the main sections.

01:49:23.080 --> 01:49:27.400

Tom: Then you have the Endor level, which is about two and a half hours.

01:49:27.980 --> 01:49:32.240

Tom: And then you have this Metro level, and that is also about two and a half hours.

01:49:32.560 --> 01:49:40.840

Tom: So it's half the length or so of the main open world areas, but the same length as the long non-open world area.

01:49:41.760 --> 01:49:43.880

Phil: Do you think perhaps that's too long?

01:49:43.900 --> 01:49:53.860

Phil: I mean, because I would have, if I was doing the pacing for that, it would have been, I want to give the player wanting more when you've given them that little...

01:49:53.880 --> 01:49:56.180

Tom: Do you mean the overall game or the ending?

01:49:56.300 --> 01:49:58.380

Phil: No, no, no, the Metro level.

01:49:58.400 --> 01:50:13.160

Tom: Not at all, no, because it goes through several different areas in the Metro, so you have a variety of different styles to explore.

01:50:13.180 --> 01:50:26.180

Tom: So, for instance, one area is completely flooded and you spend a lot of the time navigating a boat through it and then stopping on and off to do various things.

01:50:26.820 --> 01:50:33.820

Tom: And another area is an abandoned area in which people previously lived.

01:50:34.620 --> 01:50:38.100

Tom: So there's a variety of areas in it.

01:50:38.120 --> 01:50:43.000

Tom: It's not like it is just the one tone through which you're going through.

01:50:43.020 --> 01:50:45.940

Phil: Okay, all right, fair enough.

01:50:48.080 --> 01:51:21.840

Tom: And so the two kernels, as I was saying, is actually basically what's happening in the story there is you're trying to find a treatment for Anna's aforementioned lung condition, which was not caused by her chain smoking, but by, this is what they claim anyway, by contamination from a chemical or nuclear or radioactive based thing that she's exposed to earlier on in the story.

01:51:21.860 --> 01:51:26.500

Tom: But my money is on the chain smoking, but that's neither here nor there.

01:51:28.400 --> 01:51:33.820

Tom: And you're going there with the Colonel, who is her father and your father-in-law.

01:51:34.320 --> 01:51:50.280

Tom: And as you're going along, you're exploring two different sections of the Metro and he's trying to get a map, which will hopefully take you to a area that may be inhabitable in the last place.

01:51:50.440 --> 01:52:08.680

Tom: You're going to try that might match Artyom's dream and you are going to eventually attempt to get to a hospital to find the treatment for her lung cancer or other unknown, supposedly different lung condition.

01:52:09.680 --> 01:52:35.360

Tom: But I should also add, and another great thing about that section is that it begins with you on the street in Moscow Outdoors, which is a brilliant place to explore and also one of the few places in the game that have interesting journal entries that really add to the backstory and the setting and atmosphere.

01:52:36.780 --> 01:52:51.240

Tom: And in the Two Kernels DLC, you're not playing as the kernel, but as another kernel, who is the father of a character that you meet in the Metro that Artyom is in.

01:52:52.740 --> 01:52:56.380

Tom: And he eventually joins you, the son, and goes on the train.

01:52:56.400 --> 01:53:15.560

Tom: In the DLC, you're playing as his father, who is also a kernel, and the story basically follows how the people that were living in their society was destroyed and thus all the corpses that you were encountering as you were going through it.

01:53:16.140 --> 01:53:41.980

Tom: And it is, this is where the personal aspect of the writing shows that there was a lot of potential if Artyom had been able to talk to people because the relationship between Artyom, not Artyom, sorry, between the kernel and Anna and between this kernel and his son is really well done and very interesting.

01:53:42.040 --> 01:53:47.040

Tom: And it ends up making the main story of the main game more interesting.

01:53:47.180 --> 01:54:13.560

Tom: Having a, while you're not playing as the kernel, this is Artyom's kernel in the game, as you are moving through the Metro, you get cut scenes where he is commenting on things and addressing things that have happened in the main story and what his motivations and justifications were for jamming the signal of the outside world and that sort of thing.

01:54:13.860 --> 01:54:31.020

Tom: So it really shows that without Glukhovsky, they were perfectly capable of writing an interesting personal story in a way that they weren't in tackling the philosophical and political and metaphysical themes without him.

01:54:33.360 --> 01:54:47.400

Tom: And it simultaneously adds to the disappointment that Artyom did not speak in the main game, but also makes the main game story worthwhile because the Colonel is a major character and an important part of it.

01:54:47.700 --> 01:55:01.220

Tom: But because he's separated from the action a lot of the time, he is not in it enough to really bring any of the personal themes home as far as family is concerned.

01:55:01.240 --> 01:55:02.000

Tom: And that sort of thing.

01:55:02.300 --> 01:55:18.320

Tom: Whereas his appearances in this DLC is in much more depth and manages to, I think, salvage the story of the main game and make it worth experiencing in spite of its failures.

01:55:18.980 --> 01:55:27.320

Tom: And the one other thing that should be noted about the DLC that is interesting is it's completely different in terms of gameplay.

01:55:27.360 --> 01:55:33.920

Tom: It's very much more narrative focused and the gameplay is much simpler.

01:55:33.940 --> 01:55:51.380

Tom: You're essentially moving through the silvery, partially flooded sections of the Metro, returning on the water filtering system and dealing with the large worm infestations with a flamethrower.

01:55:51.400 --> 01:55:54.360

Tom: And that's the only weapon throughout the entire game.

01:55:56.580 --> 01:56:00.720

Phil: Okay, well, that's, I would think that's a negative.

01:56:01.540 --> 01:56:04.620

Tom: I don't think it is, because it is only like two hours long.

01:56:05.200 --> 01:56:09.760

Tom: And it's basically a complement to the game, to the main game.

01:56:09.780 --> 01:56:18.200

Tom: It feels genuinely like a part of the actual game, rather than a DLC, whereas Sam's story is very disconnected from the actual game.

01:56:19.260 --> 01:56:29.940

Tom: This feels like a part of the main game, and it's a two-hour section than essentially in what is a 15-hour-plus game.

01:56:31.840 --> 01:56:40.120

Phil: So before we break out the die of judgement on this game, it sounds like you've got pretty favourable impressions.

01:56:40.120 --> 01:56:45.300

Phil: Is there anything else that we need to discuss before you give it its final score?

01:56:45.320 --> 01:56:56.440

Tom: I do have able impressions, and the one other thing to mention is just aesthetically, the Vladivostok of Sam's story is...

01:56:57.280 --> 01:57:16.760

Tom: Parts of it are really disappointing, and other parts have, again, kind of like the Volga in the main game, a really interesting muted palette that with ray tracing is allowed to have fine and detailed contrast between colours, which result in something that looks really good.

01:57:17.300 --> 01:57:39.420

Tom: But other parts are very much in the enslaved vein of generic grass and vegetation growing everywhere, seaside, dilapidated city, which is a look that basically only enslaved has pulled off in a game that I can think of pretty much.

01:57:39.840 --> 01:57:53.340

Tom: Every other game I've played has the problem of this, which is the color palette is too red and too extreme in its contrasts.

01:57:55.260 --> 01:58:05.440

Tom: I think if you compare enslaved and animations or paintings with similar sort of settings, they never have such extreme contrasts.

01:58:05.560 --> 01:58:11.840

Tom: And the result is just something that looks uglier than is intended, let's put it that way.

01:58:12.860 --> 01:58:23.800

Tom: The other interesting thing about it aesthetically is it's a color palette that is not dissimilar except done in a different setting and to a different successful effect in Stalker.

01:58:24.360 --> 01:58:40.040

Tom: And one can't help but think that this was partially inspired by Stalker, particularly when you consider that in the main game, in your exploration, there are elements of Stalker that are there, like in the Volga.

01:58:41.300 --> 01:58:47.360

Tom: You have anomalies and weird things like that that you encounter and that can kill you.

01:58:49.580 --> 01:58:58.260

Phil: It sounds to me, while you get your Diab judgment note ready, that you are a raytrace convert.

01:58:58.620 --> 01:58:59.820

Phil: You're a big proponent of it.

01:58:59.840 --> 01:59:02.360

Phil: Do you think raytracing is the future?

01:59:03.060 --> 01:59:03.700

Tom: I think it is.

01:59:03.720 --> 01:59:06.720

Tom: It will obviously, without question, be the future.

01:59:07.580 --> 01:59:25.180

Tom: I think it justifies itself as an aesthetic tool for unexpected reasons, such as its effect on colour, which I haven't seen mentioned anywhere, but it really does make a difference.

01:59:25.260 --> 01:59:38.400

Tom: And another area that I have seen it mentioned elsewhere, though, is the effect that it has in how level of detail comes across and how textures end up looking as well.

01:59:38.440 --> 01:59:56.080

Tom: So while people poo poo it because it obviously does not have much of an effect on gameplay, it is a transformative thing in terms of how games look, not just in terms of realism.

01:59:56.080 --> 02:00:00.080

Tom: My first impressions were on the completely different.

02:00:00.280 --> 02:00:08.820

Tom: I think that's a different way your mind interprets it, because it has some semblance of simulating the way light behaves when you have global illumination on.

02:00:09.060 --> 02:00:30.660

Tom: I think the thing that really ends up sticking with you isn't that, so much as the effect it has on the aesthetics of a game, the way it allows for subtler changes in color, gradiation, through shadows and things like that, as well as the effects that it has on textures.

02:00:30.680 --> 02:00:49.440

Tom: Because obviously having better shadows, as well as more realistic light refraction, will affect the details of certain textures and allow for them to appear to be more detailed, even though the actual level of detail isn't changing.

02:00:51.420 --> 02:01:12.020

Phil: Yeah, I mean, for people to say, oh, it doesn't have that much effect, I mean, I'm assuming that most of the people that decry ray tracing as an inferior technology or a mediocre incremental step in technology don't have it and they're just purpooing it because they don't have it.

02:01:12.980 --> 02:01:24.020

Tom: And simultaneously, the game that got the most shat on at the recent Xbox event or E3 or whatever it was, was the game that conspicuously did not have ray tracing.

02:01:24.940 --> 02:01:25.700

Tom: Halo Infinite.

02:01:25.840 --> 02:01:27.660

Phil: Yeah, yeah, yeah.

02:01:27.800 --> 02:01:29.720

Phil: I mean, I love my computer.

02:01:29.740 --> 02:01:31.240

Phil: We'll talk about this on the next show.

02:01:31.260 --> 02:01:39.740

Phil: I did some upgrades to my PC, but obviously I don't think I'll be able to upgrade this one so that it's ray tracing compatible.

02:01:41.660 --> 02:01:46.880

Tom: And you should wait until the next gen of ray tracing cards are released.

02:01:47.800 --> 02:01:50.740

Phil: Well, that's just it because you're on the bleeding edge of it.

02:01:51.140 --> 02:01:54.480

Phil: You really jumped in at the start of it, really.

02:01:56.440 --> 02:01:57.500

Phil: Is that incorrect?

02:01:57.520 --> 02:01:58.780

Tom: That is absolutely correct.

02:01:59.480 --> 02:02:01.000

Phil: Yeah, but I just love it.

02:02:01.020 --> 02:02:16.980

Phil: I love the fact that you're enjoying it, and it's been great that you've got this new PC and also the Xbox Game Pass has been able to enable you to play so many games, much like Crackdown 3, which is available on Game Pass.

02:02:17.060 --> 02:02:23.360

Tom: It even enabled me to play Metro Exodus until it disabled me from playing Metro Exodus.

02:02:24.240 --> 02:02:24.860

Phil: Why is that?

02:02:25.860 --> 02:02:27.380

Tom: We've been through this, I believe.

02:02:27.400 --> 02:02:28.060

Phil: Yeah, I know.

02:02:28.080 --> 02:02:29.780

Phil: All right, that was an hour ago.

02:02:29.800 --> 02:02:30.800

Phil: Come on, give me a break.

02:02:31.300 --> 02:02:34.820

Phil: All right, so are you ready to give this game a definitive score?

02:02:34.840 --> 02:02:35.160

Phil: Yes, I am.

02:02:35.180 --> 02:02:36.180

Phil: Okay, break out the die.

02:02:36.200 --> 02:02:36.880

Tom: I've got it here.

02:02:36.900 --> 02:02:37.600

Tom: Ready to go.

02:02:38.160 --> 02:02:38.740

Phil: Here we go.

02:02:38.760 --> 02:02:50.260

Phil: Now, I think based on what I've heard from you, you would give this game a 7.5 or possibly even an 8 if you were not using the Die of Judgment.

02:02:50.920 --> 02:02:53.660

Phil: But what does the Die of Judgment have to say?

02:02:53.680 --> 02:02:59.120

Tom: The Die of Judgment, unfortunately, gives it a 5 out of 10.

02:02:59.940 --> 02:03:06.940

Phil: Now, it gives it a 5 out of 10, but as a reviewer, you are able to apply tilt to the Die of Judgment.

02:03:07.380 --> 02:03:13.160

Phil: Would I be correct in that you would add a 2.5 tilt to 3?

02:03:15.140 --> 02:03:20.680

Tom: 2.5 tilt would be to 7.5, I believe, mathematically speaking.

02:03:21.240 --> 02:03:22.440

Phil: Yeah, and that's what I'm saying.

02:03:22.900 --> 02:03:25.800

Phil: Your description of the game, I thought, was a 7.5 to 8.

02:03:26.240 --> 02:03:36.600

Tom: I think, did I end up giving Metro 2033 or last line, I think they were both 8s, possibly.

02:03:37.280 --> 02:03:41.540

Tom: So this would be beneath them and would probably be a 7.5.

02:03:41.560 --> 02:03:45.240

Phil: Okay, but still enjoyable and definitely worth a play.

02:03:45.260 --> 02:03:56.080

Tom: Absolutely, and Gargan and I as well, him seriously, me ironically, have called the Metro games Stalker Lite.

02:03:56.660 --> 02:04:23.260

Tom: This is the first Metro that genuinely is Stalker Lite, and that is a compliment in the sense that all of the gunplay now is incredible and approaching Stalker in terms of the crafting and enjoyment of the shooting, certainly on the same level with approaching it, and the same applies to the exploration elements in the Volga and the Caspian.

02:04:25.000 --> 02:04:25.500

Phil: Excellent.

02:04:25.540 --> 02:04:29.120

Phil: Well, thank you very much for your oral review of Metro Exodus.

02:04:29.140 --> 02:04:33.060

Phil: It's available on pretty much every platform except for Switch, I think.

02:04:34.240 --> 02:04:37.700

Tom: But Metro Redux is available on Switch, I believe.

02:04:38.640 --> 02:04:41.720

Phil: Yeah, so in any case, it's well worth picking up.

02:04:41.740 --> 02:04:51.420

Phil: The people at 4A Games, it's 1 o'clock, or it's 12.30 in the afternoon on Friday when I sent them that email, so hopefully they'll respond.

02:04:51.440 --> 02:04:52.380

Phil: I know they'll respond.

02:04:52.660 --> 02:04:54.000

Tom: Probably by the end of the day.

02:04:54.020 --> 02:04:56.240

Phil: Yeah, I'd say so.

02:04:56.380 --> 02:05:02.860

Phil: But if that's it for you, I'd just like to thank you for listening to our listeners to episode 128.

02:05:02.880 --> 02:05:09.880

Tom: It's not low because I just realised we forgot to give scores to Minecraft Dungeons.

02:05:10.800 --> 02:05:14.220

Tom: And Beat Cop, was there a third game that I finished, or was that it?

02:05:14.540 --> 02:05:17.160

Tom: Oh, and Sky, Children of Light, the new season.

02:05:17.160 --> 02:05:18.460

Phil: No, no, no.

02:05:18.820 --> 02:05:21.640

Tom: So if he is the first dice roll, which game is it for?

02:05:21.800 --> 02:05:22.540

Tom: I'll ask you.

02:05:23.380 --> 02:05:23.920

Phil: Beat Cop.

02:05:27.660 --> 02:05:30.260

Tom: Another, no, not another, three out of ten.

02:05:30.280 --> 02:05:33.440

Phil: I'd acquit, I'd agree with that score.

02:05:33.560 --> 02:05:35.160

Tom: I would give it a lot higher than that.

02:05:35.860 --> 02:05:37.080

Phil: Sky, Children of Light.

02:05:38.560 --> 02:05:39.940

Tom: A four out of ten.

02:05:40.640 --> 02:05:42.460

Phil: I disagree vehemently with that.

02:05:43.060 --> 02:05:45.460

Tom: And what was the third game, Minecraft Dungeons?

02:05:47.920 --> 02:05:49.080

Tom: A five out of ten.

02:05:51.160 --> 02:05:51.620

Phil: Die is...

02:05:51.920 --> 02:05:53.860

Tom: Die has not been kind today.

02:05:54.580 --> 02:05:55.340

Phil: No, it hasn't.

02:05:56.020 --> 02:05:59.700

Phil: Maybe next time around in episode 129 it will be good.

02:05:59.720 --> 02:06:03.420

Phil: Thank you for listening to episode 128 of The Game Under Podcast.

02:06:03.440 --> 02:06:09.760

Phil: Please visit gameunder.net to read Tom and my reviews, articles and commentary.

02:06:09.780 --> 02:06:12.900

Phil: I don't know if you saw the last sad article that I put up.

02:06:13.060 --> 02:06:14.440

Tom: I did indeed, actually.

02:06:15.380 --> 02:06:16.320

Tom: And I commented.

02:06:17.320 --> 02:06:17.820

Phil: Oh, really?

02:06:19.160 --> 02:06:20.200

Phil: I wasn't notified.

02:06:21.440 --> 02:06:23.540

Tom: I'll give you my comment live on air.

02:06:26.620 --> 02:06:27.460

Phil: I'm listening.

02:06:27.660 --> 02:06:30.460

Tom: It has to go to the site.

02:06:30.480 --> 02:06:32.200

Phil: Oh, you have to go read your comment.

02:06:32.480 --> 02:06:37.640

Phil: So Tom's going to gameunder.net, just like you can, and read about...

02:06:37.660 --> 02:06:41.220

Phil: I played the original SimCity back in the day.

02:06:42.040 --> 02:06:43.200

Phil: So what was your comment, Mr.

02:06:43.220 --> 02:06:43.380

Phil: Towers?

02:06:43.400 --> 02:06:54.040

Tom: My comment was, the next time you come back to it, you're going to be even more embarrassed, discovering a naivete that did not, not know the current inhibitors, but internalise them.

02:06:54.480 --> 02:06:58.660

Tom: Which is to say, what a terrible decision it was to delete Phallus Island.

02:07:01.820 --> 02:07:03.420

Phil: Ah, you always end with a bang.

02:07:03.460 --> 02:07:04.120

Phil: That's good.

02:07:04.340 --> 02:07:05.860

Phil: I love it.

02:07:06.100 --> 02:07:07.520

Tom: Just as Phallus Island did.

02:07:10.780 --> 02:07:15.380

Phil: So go to gameunder.net, read my last sad story about SimCity.

02:07:15.800 --> 02:07:22.020

Phil: SimCity, the original, actually, that I wrote a few years ago when I was without internet.

02:07:22.940 --> 02:07:26.660

Phil: And I wrote that in notepad, believe it or not, because I had no internet.

02:07:27.320 --> 02:07:30.780

Phil: You can also listen to us on stitcher.com and soon Spotify.

02:07:31.260 --> 02:07:35.600

Phil: And please leave us a positive review on your podcasting platform of choice.

02:07:36.200 --> 02:07:39.040

Phil: It helps others to find our podcast.

02:07:39.240 --> 02:07:44.080

Phil: You can follow us on Twitter at Game Under Phil, and you've taken over that Twitter account.

02:07:44.100 --> 02:07:46.740

Phil: Have you done anything with Game Under Phil at Twitter?

02:07:47.240 --> 02:07:48.340

Tom: Have I taken it over?

02:07:49.140 --> 02:07:50.020

Phil: Yeah, well, you did.

02:07:50.040 --> 02:07:50.600

Phil: You said.

02:07:50.620 --> 02:07:51.640

Phil: I gave you the password.

02:07:51.660 --> 02:07:55.380

Tom: Well, I posted a Metro Exodus video on social distancing.

02:07:56.940 --> 02:07:57.420

Phil: Okay.

02:07:57.460 --> 02:07:58.660

Phil: Did you get any responses?

02:07:59.080 --> 02:07:59.740

Tom: Of course not.

02:08:00.600 --> 02:08:01.440

Phil: Well, come on.

02:08:01.880 --> 02:08:04.660

Phil: You're in charge of Game Under Phil at twitter.com.

02:08:05.780 --> 02:08:08.440

Phil: You're the champ at these pithy comments.

02:08:08.440 --> 02:08:10.360

Phil: Twitter is a platform designed for you.

02:08:11.060 --> 02:08:14.080

Phil: But thanks everyone for listening to episode 128.

02:08:14.160 --> 02:08:15.100

Phil: I am Tom Towers.

02:08:15.660 --> 02:08:18.540

Tom: I am Phil Fogg on Twitter, apparently.

02:08:19.540 --> 02:08:21.440

Phil: You are Game Under Phil on Twitter.

02:08:21.460 --> 02:08:21.720

Tom: Correct.

02:08:22.080 --> 02:08:38.540

Tom: And if you want to see the photos, the images that Phil teased you in regards to Beat Cop and Metro in the previous episode, you can find them on the Twitter post for that episode of The Game Under Podcast, I believe.

02:08:38.560 --> 02:08:39.320

Phil: Yeah, that's right.

02:08:39.320 --> 02:08:41.960

Phil: And also the photos of Police Quest as well.

02:08:42.360 --> 02:08:45.340

Phil: It is at gameunder.net.

02:08:45.360 --> 02:08:52.760

Phil: Thanks for listening and stay tuned for episode 129 where we will have the response from 4A Games to our questions about Demetri.

02:08:53.500 --> 02:08:54.020

Phil: Bye, Tom.

02:08:55.460 --> 02:08:55.800

Phil: Goodbye.

02:09:10.460 --> 02:09:11.740

Tom: I didn't bring up Neo-Nazis.

02:09:12.980 --> 02:09:14.540

Tom: We've been teasing this for too long.

02:09:14.560 --> 02:09:15.760

Tom: We have to get it out of the way.

02:09:17.680 --> 02:09:17.900

Tom: Yes.

02:09:17.920 --> 02:09:18.820

Tom: Not the comic book?

02:09:18.840 --> 02:09:20.700

Phil: No, the best Neo-Nazi novel.

02:09:25.720 --> 02:09:31.540

Tom: We have to finally put this to bed once and for all because it's been teased in several episodes.

02:09:31.940 --> 02:09:37.400

Phil: I've got to put my daughter to bed, which I think is more important than putting Neo-Nazi novels to bed.

02:09:38.080 --> 02:09:40.240

Phil: We'll hit this up in episode 129.

02:09:40.640 --> 02:09:41.520

Phil: If that's okay.

02:09:42.280 --> 02:09:42.800

Tom: Okay.

02:09:43.000 --> 02:09:43.540

Phil: Okay.

02:09:43.560 --> 02:09:45.680

Tom: We're heading for yet another episode.

02:09:46.060 --> 02:09:47.260

Phil: Good night, dear listeners.

02:09:47.300 --> 02:09:51.220

Phil: Next episode, Neo-Nazi novels and four games.

02:09:51.940 --> 02:09:56.540

Phil: Comment about our question as to why Dimitri is snubbing them.

02:09:56.740 --> 02:09:57.240

Phil: Thank you.

02:09:57.760 --> 02:09:58.480

Phil: You just...

02:09:58.800 --> 02:10:03.380

Phil: I had the perfect intro, outro, written, and you've got it blunt.

02:10:03.680 --> 02:10:06.080

Phil: Anyway, we'll give the listeners some music to listen to.

02:10:06.340 --> 02:10:08.160

Phil: How about the song from...

02:10:08.160 --> 02:10:10.520

Phil: What was that game, sir?

02:10:10.540 --> 02:10:11.140

Phil: You were hunted?

02:10:11.160 --> 02:10:11.600

Tom: Yes.

02:10:12.540 --> 02:10:12.900

Phil: All right.

02:10:12.920 --> 02:10:17.240

Phil: We'll give them that as the outro music, as a reward for my spoiled outro.

02:10:17.280 --> 02:10:24.900

Tom: You should give them, instead of that, another upper-class English rapper, Unknown P.

02:10:25.280 --> 02:10:27.540

Phil: Yeah, but I don't want to be taken down.

02:10:27.560 --> 02:10:30.960

Phil: I don't want to be copyright infringement, you know.

02:10:36.820 --> 02:10:37.240

Phil: Okay.

02:10:37.260 --> 02:10:37.760

Phil: All right.

02:10:37.780 --> 02:10:38.240

Phil: Very good.

02:10:38.280 --> 02:10:39.440

Phil: Unknown urine.

02:10:39.620 --> 02:10:41.800

Phil: And here's his latest hit, Anonymous Urine.

02:10:46.380 --> 02:10:48.280

Phil: Okay, I am Phil Fogg.

02:10:48.300 --> 02:10:49.980

Phil: Thanks for ruining the outro, Tom.

02:10:50.340 --> 02:10:52.500

Phil: We did a professional outro just once.

02:10:52.900 --> 02:10:54.340

Phil: You couldn't let it go.

02:10:54.960 --> 02:10:58.400

Phil: Well, I could, but that's not the kind of podcast we are.

02:10:58.660 --> 02:11:01.680

Phil: The music's going to be rolling under this, so we can just keep talking.

02:11:02.560 --> 02:11:06.420

Tom: The next episode, we're also going to have a eulogy, I believe.

02:11:06.860 --> 02:11:07.800

Phil: Oh, of who?

02:11:08.100 --> 02:11:11.080

Tom: Well, we may as well do it now, then.

02:11:11.100 --> 02:11:12.840

Phil: No, no, the music's rolling.

02:11:12.860 --> 02:11:14.100

Phil: We're gone.

02:11:14.120 --> 02:11:18.880

Phil: So, I heard Herman Cain died.

02:11:22.200 --> 02:11:23.520

Phil: You know who Herman Cain is?

02:11:23.540 --> 02:11:24.180

Tom: Yes, I do.

02:11:24.260 --> 02:11:26.840

Phil: He's the guy with the 999 deal.

02:11:27.140 --> 02:11:29.900

Tom: I don't know if he has a 999 deal.

02:11:29.940 --> 02:11:34.000

Tom: I just remember he's in a meme, isn't he?

02:11:34.040 --> 02:11:37.720

Tom: As well as having run for president at some point in a comical fashion.

02:11:38.620 --> 02:11:45.780

Phil: He had the 999 deal, because he worked for Domino's, had something to do with Domino's, and it was the 999 deal.

02:11:45.800 --> 02:11:48.820

Phil: You know, you get nine slices for nine cents, or whatever it was.

02:11:48.840 --> 02:11:55.980

Phil: But then he also had a tax thing, like, you know, you pay 9% of taxes, and I don't know what the rest of it was.

02:11:56.480 --> 02:11:59.760

Phil: But anyway, he's dead, so Herman Cain is dead.

02:11:59.780 --> 02:12:12.060

Phil: And I've got to say, about a eulogy show, I am really disappointed, because I put that together and posted it, and then you came back and said like, oh, you didn't do the Ryan Davis, and you didn't do this.

02:12:12.140 --> 02:12:15.760

Phil: Apparently, there are more eulogies than what I posted.

02:12:15.780 --> 02:12:16.600

Tom: You couldn't even remember.

02:12:17.740 --> 02:12:26.460

Phil: Well, I just basically went to our site, gameunder.net, and in the amazing search tool, put in eulogy or died, and then just snipped those together.

02:12:26.480 --> 02:12:30.320

Phil: I didn't do, you know, I couldn't, I didn't do the Ryan Davis stuff.

02:12:30.980 --> 02:12:32.380

Phil: So I apologize for that.

02:12:34.620 --> 02:12:35.760

Phil: Yeah, yeah.

02:12:35.800 --> 02:12:39.580

Phil: Well, you know, there's, we can do a filler show at some point in the future.

02:12:40.620 --> 02:12:44.000

Phil: Um, but, um, what was your point about Herman Cain?

02:12:44.100 --> 02:12:48.040

Tom: Well, no, it wasn't Herman Cain, but it was related to American politics.

02:12:49.120 --> 02:12:52.080

Tom: It was Michael Brooks, a YouTuber.

02:12:52.960 --> 02:12:53.580

Phil: Never heard of him.

02:12:53.580 --> 02:12:54.260

Tom: You wouldn't have.

02:12:54.520 --> 02:13:00.540

Tom: Who, I think he's on the Majority Report, which you also probably haven't heard of.

02:13:01.200 --> 02:13:02.080

Phil: No, I've heard of that.

02:13:02.100 --> 02:13:09.480

Tom: Well, he was previously, I think, a co-host on it, but he had his own YouTube show, and...

02:13:10.400 --> 02:13:12.100

Phil: Was he a right-winger, or...?

02:13:12.140 --> 02:13:13.420

Tom: I don't think he's a right-winger.

02:13:13.440 --> 02:13:14.080

Tom: No, he is...

02:13:15.080 --> 02:13:17.420

Tom: He is certainly a left-winger, I believe.

02:13:17.480 --> 02:13:18.600

Phil: Okay, so he's safe.

02:13:18.620 --> 02:13:18.940

Tom: Yes.

02:13:19.160 --> 02:13:20.740

Phil: Well, except for the fact he's dead.

02:13:20.760 --> 02:13:21.000

Tom: Yes.

02:13:22.200 --> 02:13:24.520

Phil: Well, he's actually safer than ever now, but...

02:13:24.540 --> 02:13:37.760

Tom: Well, what's impressive about this is, it again goes back to the previous commentary on Marxists not being involved in any of these historical moments they keep predicting in America.

02:13:40.840 --> 02:13:42.820

Tom: And just on that point, I mentioned that...

02:13:42.920 --> 02:13:50.620

Tom: I forgot to say why I brought that up, because it seems unrelated to games or art in general, but are you familiar with the novel The Invisible Man?

02:13:50.640 --> 02:13:51.740

Phil: I am.

02:13:51.960 --> 02:13:52.300

Tom: Yes.

02:13:52.320 --> 02:14:01.040

Tom: Well, in The Invisible Man, the protagonist in that gets involved with the Communist Party in America at the time.

02:14:01.600 --> 02:14:08.060

Tom: And there is the beginning of a riot and the possibility of mass class action.

02:14:08.320 --> 02:14:11.960

Tom: But the Communist Party decides, of course, that they...

02:14:12.220 --> 02:14:19.360

Tom: that this is not the correct historical moment for them to do anything for once and so naturally do absolutely nothing.

02:14:19.800 --> 02:14:37.660

Tom: And the accuracy the Marxist commentary that I've seen on the protests and riots in America is just amazing and gave me a greater appreciation for that book than I previously had.

02:14:38.100 --> 02:14:39.140

Phil: The Invisible Man.

02:14:39.200 --> 02:14:42.700

Phil: Alright, well I'll check that out when I'm done with the Chronicles of Narnia.

02:14:42.720 --> 02:14:46.840

Tom: Yep, but that would not necessarily apply to Michael Brooks.

02:14:46.860 --> 02:14:49.000

Tom: I bring him up just because on...

02:14:49.060 --> 02:14:49.700

Phil: Oh, he died.

02:14:49.720 --> 02:14:50.280

Tom: He died.

02:14:50.800 --> 02:14:51.960

Phil: Yeah, that's what I heard.

02:14:51.980 --> 02:14:52.240

Phil: Yeah.

02:14:52.820 --> 02:14:54.740

Tom: I bring you up just for two reasons.

02:14:54.940 --> 02:15:45.520

Tom: One, unlike most people who are brought up as having died young, and it's such a tragedy he died so young, like the 50-year-old Awata and so forth, he was only 36, which does even by the standards of the 30-year average age of the past that wasn't accurate, qualify as young, impressively, and two, the only notable thing about him was that in spite of being a Marxist, his knowledge of South American and Central American left-wing politics was actually quite good, and he managed to cover those topics without being tremendously patronising and obnoxious.

02:15:45.540 --> 02:15:49.140

Phil: And racist, like everyone else who's ever covered those topics.

02:15:49.700 --> 02:15:51.680

Phil: Well, if he's done that, my hat's off to him.

02:15:52.160 --> 02:15:56.300

Tom: And the last reason was in regards to your Ryan Davis coverage.

02:15:56.320 --> 02:16:04.620

Tom: Now, I did not have any emotional reaction to this, nor was I a religious watcher of his show or anything like that.

02:16:05.340 --> 02:16:16.960

Tom: But, out of morbid curiosity, I watched a lot of the channels and so forth, commentary on him.

02:16:17.600 --> 02:16:39.660

Tom: And it's, and again, this is not me making a judgmental comment on any of the people covering his death in the way that they did and talking about their relationships with him and about what his life was like and his achievements and so on and so forth.

02:16:40.360 --> 02:17:03.980

Tom: But it is, to me, a very surreal and weird world in which that sort of commentary is released to the public as part of the general media and also consumed by people not out of morbid curiosity who were familiar with the deceased.

02:17:04.760 --> 02:17:05.040

Phil: Yeah.

02:17:06.920 --> 02:17:10.980

Phil: Look, yeah, it's interesting from a sociological perspective.

02:17:13.680 --> 02:17:14.600

Phil: It is interesting.

02:17:14.600 --> 02:17:17.120

Phil: But I'll leave it at that and we'll close out the show.

02:17:17.320 --> 02:17:19.000

Phil: Well, we've already closed out the show.

02:17:19.020 --> 02:17:20.640

Phil: At this point, sir, you're being hunted.

02:17:20.660 --> 02:17:21.440

Phil: Music is over.

02:17:22.580 --> 02:17:24.420

Phil: Anyway, Tom, we'll talk to you next time.

02:17:24.440 --> 02:17:26.780

Tom: International Workers of the World Unite is playing.

02:17:28.360 --> 02:17:29.220

Phil: Yes, that's right.

02:17:29.960 --> 02:17:31.440

Phil: Which is a much worse song.

02:17:31.800 --> 02:17:32.260

Phil: Absolutely.

Tom: It is.

Phil: All right.

Phil: Adios.

Game Under Podcast 127

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Intro
0:00:10 Democracy is Dead in Victoria, (Apparently)

Final Impressions
0:05:35 Sludge Life for PC and Switch
0:23:35 Stranger Things 3 The Game & Ready Player One
0:27:51 Sky: Children of Light "Expansion" Season of Sanctuary
0:36:42 Death and Taxes (soilers at 52 minutes)
1:01:21 Beat Cop

Trademark Banter
1:27:45 Metro Exodus and Various Game Store Platforms
1:41:30 Armchair Marxism

Transcript

Phil: Hello, and welcome to Episode 127 of The Game Under Podcast.

Phil: I'm your co-host, Phil Fogg, and I'm joined by Tom Towers.

Phil: Tom, how are you?

Tom: I am surprisingly well, given the cold and wet weather, and that I believe, according to Alan Jones, democracy is dead in Victoria.

Phil: Democracy is dead in your home state?

Tom: Yes, it is, apparently.

Phil: Is that because of the, now you guys have had a bit of a situation with the whole virus thing, SARS-2, is that, have your liberties been taken away from you more so than recently?

Tom: Well, I did not look in any more.

Tom: This was on a YouTube thumbnail featuring Alan Jones.

Tom: So I don't actually want to know why, but I would suspect probably the main reason, according to Alan Jones, that democracy will be dead in Victoria would be the fact that a Labour party was elected some time ago.

Tom: So that would probably be the reason.

Phil: All right, so for our internationalist, Alan Jones, classify him as a conservative talk show host.

Phil: He's on AM radio or FM radio.

Tom: Alan Jones is essentially a polite version of Alex Jones and Australian without the wonderful existential commentary of Alex Jones.

Phil: Yes.

Phil: Yeah.

Phil: Well, look, I'm glad to be here.

00:01:40.300 --> 00:01:42.940

Phil: I know that we were very upbeat the last time that we spoke.

00:01:43.480 --> 00:01:47.400

Phil: And then since then, I've been listening to various other video game podcasts.

00:01:47.420 --> 00:01:50.960

Phil: It's been quite dank and dire.

00:01:51.040 --> 00:02:04.560

Phil: There's like a major podcast that opened up in its first like hour was talking about a resurgence of Me Too affecting the game community and entertainment community and all this sort of thing.

00:02:04.600 --> 00:02:10.900

Phil: And I was like, the only place I actually heard about it was on video game podcasts.

00:02:10.920 --> 00:02:14.320

Phil: I didn't hear about it anywhere else in everything else that I listened to.

00:02:14.360 --> 00:02:18.380

Phil: And you know, I listen to copious amounts of media every week.

00:02:19.040 --> 00:02:20.520

Phil: Have you picked up on this at all?

00:02:21.780 --> 00:02:28.140

Tom: I think there's something going on in a few large developers, possibly Ubisoft.

00:02:29.300 --> 00:02:34.740

Tom: And also, I think, again, more things in the fighting game community.

00:02:35.120 --> 00:02:36.740

Phil: Yeah, yeah, I heard about that.

00:02:36.960 --> 00:02:38.820

Tom: But I don't know many details.

00:02:39.220 --> 00:02:44.580

Phil: Yeah, and there's also been some scuttlebutt in the game press as well.

00:02:44.600 --> 00:02:47.660

Phil: And I think that's probably what they were self-flagellating themselves about.

00:02:48.660 --> 00:02:54.800

Phil: But really, ultimately, I just don't get all of the negativity.

00:02:54.820 --> 00:02:59.760

Phil: And people, you know, being freaked out about staying at home for such a long period, I just don't get it.

00:03:00.080 --> 00:03:03.780

Phil: I would love to have an extended period of time at home.

00:03:04.760 --> 00:03:07.160

Tom: The air quality is significantly better here.

00:03:07.580 --> 00:03:08.960

Tom: Less traffic noise.

00:03:09.780 --> 00:03:18.180

Tom: And the people who were able to at least walk around are significantly more relaxed and friendly than usual.

00:03:18.660 --> 00:03:23.420

Phil: Yeah, yeah, because maybe because they're appreciating, you know, walking around more than not.

00:03:23.680 --> 00:03:24.340

Phil: Indeed.

00:03:24.380 --> 00:03:25.160

Phil: Yeah, yeah.

00:03:25.600 --> 00:03:27.220

Phil: Anyway, I just thought that was interesting.

00:03:27.240 --> 00:03:32.960

Phil: And in other bad news or whatever else, The Game Informer continues to collapse.

00:03:32.980 --> 00:03:44.120

Phil: And I guess at this point, I'll just stop mentioning it in the show because it just seems to be a weekly thing where the final video game magazine is going away.

00:03:44.140 --> 00:03:47.920

Tom: Hasn't Game Informer gone away about five times now?

00:03:48.040 --> 00:03:50.020

Phil: Well, they just keep whittling it away.

00:03:50.040 --> 00:03:55.340

Phil: And then finally, their chief editor, who'd been there for 29 years, finally got the picture and left.

00:03:56.000 --> 00:03:58.340

Phil: And then a couple of other people left as well.

00:03:58.400 --> 00:04:00.140

Phil: So I don't know why...

00:04:00.160 --> 00:04:06.400

Tom: As disappointed as you will be when Game Informer finally ceases to exist, I will be equally pleased because...

00:04:06.640 --> 00:04:07.940

Phil: You don't have to hear about this anymore.

00:04:07.960 --> 00:04:08.440

Tom: Exactly.

00:04:08.740 --> 00:04:09.040

Phil: Yeah.

00:04:09.380 --> 00:04:12.980

Phil: Look, the thing is, I don't think they're actually even very good at what they do.

00:04:13.000 --> 00:04:17.700

Phil: In fact, they've been consistently poor with their podcast since inception.

00:04:18.680 --> 00:04:21.520

Phil: Their reviews are poor, their features are poor.

00:04:21.540 --> 00:04:22.620

Phil: I don't know why I care.

00:04:22.700 --> 00:04:27.280

Phil: I guess it's just the tangible magazine, which they cancelled in Australia long ago.

00:04:27.860 --> 00:04:35.240

Tom: Much like Hyper, which has been awful for many, many years, if not perhaps a decade or so.

00:04:36.720 --> 00:04:45.480

Tom: And who knows if it still exists or not, but it would be a pity if it did in fact cease to exist, in spite of its atrocious state of existence.

00:04:45.920 --> 00:04:49.700

Phil: I went into a newsagent last week to get a video game magazine.

00:04:49.720 --> 00:04:52.280

Phil: They had absolutely nothing, like there was nothing.

00:04:52.840 --> 00:04:53.980

Phil: I take that back.

00:04:54.300 --> 00:05:04.560

Phil: There was a magazine called PlayStation 5 that had a picture of the PlayStation 5 controller on the front, and a tagline that says, everything you need to know about the PlayStation 5 controller.

00:05:05.040 --> 00:05:09.820

Phil: And of course, this is two weeks after the actual console has been revealed.

00:05:10.740 --> 00:05:13.600

Phil: And it was about 30 pages long and $17.

00:05:13.660 --> 00:05:14.740

Phil: And so I was just like...

00:05:14.760 --> 00:05:17.940

Tom: So it was more so an advertising pamphlet by the sense of it.

00:05:18.200 --> 00:05:19.940

Phil: Yeah, for $17.

00:05:21.260 --> 00:05:29.060

Phil: But, you know, in positive news, in the small amount of time I have been able to play video games, I've been really quite enjoying it.

00:05:29.200 --> 00:05:38.820

Phil: And I know that we've played a couple of games in common recently, one of which was given away for free on Epic Games called Sludge Life.

00:05:38.860 --> 00:05:44.940

Phil: Now, you're going to have to lead on this one, because I don't know too much about who made it or anything about the backstory.

00:05:44.960 --> 00:05:55.340

Tom: Well, the first thing to mention about Sludge Life, which I have found to be lacking in most coverage of the game, but the soundtrack is by Dose One.

00:05:58.400 --> 00:06:02.780

Tom: And I'm sure you have heard of Dose One and are familiar with his work.

00:06:03.120 --> 00:06:04.940

Phil: Well, he has a very...

00:06:05.480 --> 00:06:08.680

Phil: I can see why you would like him, because he has a very...

00:06:10.720 --> 00:06:11.540

Phil: How would you say it?

00:06:11.560 --> 00:06:19.760

Phil: He's a style that relies heavily on wordplay or just speaking, and he has an interesting voice himself.

00:06:19.780 --> 00:06:26.540

Phil: And I've often wondered if he's got a hearing impairment of some kind in the way that he modifies his voice.

00:06:26.560 --> 00:06:30.420

Phil: But like all good rappers, it works to great effect.

00:06:31.240 --> 00:06:32.780

Phil: And he has a very...

00:06:33.020 --> 00:06:40.540

Tom: And interestingly in this, usually in most of his work, he's got a very high-pitched grating voice.

00:06:40.580 --> 00:06:55.220

Tom: But in Sludge Life, in the few songs in the game where there is any rapping, it is in the DJ screw tape style of slowed down, very deep vocals.

00:06:55.920 --> 00:06:59.700

Phil: Which kind of matches with the visuals of the game, I think.

00:07:00.420 --> 00:07:01.080

Tom: Absolutely.

00:07:01.700 --> 00:07:08.880

Tom: But he is one of the most important indie rappers.

00:07:08.900 --> 00:07:23.500

Tom: He was a co-founder of Anticon, which was the biggest indie rap slash underground rap label of the second wave of it outside of definitive juxt slash deaf juxt.

00:07:24.240 --> 00:07:31.880

Tom: So it's pretty surprising that no one seems to have picked up on this as being a significant thing about it.

00:07:31.900 --> 00:07:46.160

Tom: And certainly a lot of reviews mention how great the soundtrack is, and they will mention who made it, but not his history as one of the most important indie rappers.

00:07:46.180 --> 00:07:54.800

Tom: And he was in Cloud Dead as well, and deep puddle dynamics to very important rap groups.

00:07:54.880 --> 00:08:28.820

Tom: And I have to give a shout out to Bugsy, who put me on to Cloud Dead because he mentioned it when he saw that I was listening to Eskimo by The Residents, a band we've mentioned on here before, and said that it was very similar to that, which is something I don't think many people would notice, but the fake Eskimo speech of Eskimo by The Residents is indeed quite similar to the rapping style on Cloud Dead.

00:08:28.840 --> 00:08:36.640

Tom: And there are obviously similarities in the ambient rap beat style compared to the ambient rock style of The Residents.

00:08:36.960 --> 00:08:40.740

Phil: So the name of the artist is Doseone, that's D-O-S-E-O-N-E.

00:08:41.140 --> 00:08:51.320

Phil: And in looking up this game, I'm just going to read the description of it, but most importantly, and I did say more importantly, the developer is actually listed as Terry Velman and Doseone.

00:08:51.380 --> 00:08:54.120

Phil: So Doseone actually gets a development credit on it.

00:08:54.920 --> 00:09:01.600

Phil: If the game is published, it's no surprise by Devolver Digital, and it's available on PC and Nintendo Switch.

00:09:01.720 --> 00:09:02.860

Phil: So I'm just going to read the description.

00:09:02.880 --> 00:09:03.900

Phil: It's here because it's pretty good.

00:09:04.160 --> 00:09:12.480

Phil: Sludge Life is a first-person, vandalism-centric stroll through a polluted island full of cranky idiots and a vibe so thick you can taste it.

00:09:13.120 --> 00:09:18.600

Phil: Roam a tiny island, stuck on a sludge-covered planet as an upcoming tagger ghost.

00:09:19.920 --> 00:09:22.200

Phil: And that's, so it's first person.

00:09:22.440 --> 00:09:24.960

Tom: So we basically don't need to comment on that.

00:09:24.980 --> 00:09:25.420

Phil: Do anything.

00:09:25.440 --> 00:09:26.800

Phil: No, I mean, that's it right there.

00:09:26.820 --> 00:09:28.760

Phil: I gave it a 7.3 out of 10.

00:09:28.780 --> 00:09:29.240

Phil: How about you?

00:09:29.680 --> 00:09:33.560

Tom: Well, I will have to get the dice out to rate it.

00:09:33.580 --> 00:09:39.120

Tom: And the dice is fittingly a vomitous sort of green colour.

00:09:39.780 --> 00:09:46.720

Tom: But before we do that, what wasn't mentioned other than that it was vandalism-centric was much about the gameplay.

00:09:46.800 --> 00:10:04.400

Tom: And essentially, it is basically a platforming, first person platforming game where the focus is more so on exploration and figuring out how to get things than it is on the actual platforming part of the game.

00:10:04.440 --> 00:10:08.940

Tom: The platforming is very janky at first.

00:10:09.160 --> 00:10:17.760

Tom: It required a fair bit of fiddling around with the mouse sensitivity to get it to a reasonably playable state.

00:10:17.780 --> 00:10:18.980

Tom: But once I did...

00:10:19.000 --> 00:10:19.180

Tom: What?

00:10:19.220 --> 00:10:21.800

Phil: A first person platformer that's somewhat janky?

00:10:21.840 --> 00:10:22.860

Phil: How could this be?

00:10:23.220 --> 00:10:24.640

Phil: I thought they'd mastered this.

00:10:24.660 --> 00:10:25.660

Tom: Which isn't at all janky.

00:10:26.320 --> 00:10:29.080

Phil: No, it's not, but it's also a lot on rails, secretly.

00:10:29.940 --> 00:10:31.300

Tom: I don't think it actually is.

00:10:32.440 --> 00:10:39.900

Tom: When you actually go around exploring and attempting to be as fast as possible in Mirror's Edge, I don't think it is on rails at all.

00:10:40.780 --> 00:10:44.380

Tom: I think that is a slanderous statement.

00:10:45.020 --> 00:10:57.280

Phil: I just thought that there were these massive hitboxes in Mirror's Edge that if you could get your body into, they'd prepare you a little bit around and into the next part, and then you had to jump and hit the next hitbox.

00:10:57.300 --> 00:11:02.260

Tom: There is that to some degree, but I think you were exaggerating it slightly.

00:11:02.400 --> 00:11:03.600

Phil: Well, it's not on rails.

00:11:03.620 --> 00:11:07.780

Phil: It's jumped from rail to rail.

00:11:09.020 --> 00:11:14.120

Phil: Anyway, so you were able to get this working properly after you mucked around with your mouse?

00:11:14.140 --> 00:11:15.280

Tom: Yes, I was indeed.

00:11:16.400 --> 00:11:28.400

Tom: The interesting thing about the platforming is, unlike Mirror's Edge, it does not signpost everything to the same obnoxious degree that gets in the way of the aesthetic.

00:11:28.420 --> 00:11:35.840

Tom: There is certainly signposting, but a lot of the details on how the platforming works isn't really signposted at all.

00:11:35.860 --> 00:11:51.640

Tom: So for instance, there's a climbing mechanic where you are not just jumping up and onto things, but if you have the door of a crate in front of you and it has the bars, you can actually climb along them.

00:11:51.740 --> 00:12:10.160

Tom: And little details like that aren't really explained, which I thought was to its betterment rather than detriment, because it kept things more interesting and it gave it more of a puzzle-solving sense, even though there are only two or three puzzles in the game.

00:12:10.780 --> 00:12:16.120

Tom: But those two or three puzzles in the game, again, I think deserve a lot of credit.

00:12:16.140 --> 00:12:22.940

Tom: They are not at all explained, but how you actually solve them is very, very clever.

00:12:22.960 --> 00:12:26.720

Tom: And once you figure it out, it is extremely satisfying.

00:12:27.220 --> 00:12:30.640

Phil: Was there one where you have to do something with a large piece of celery?

00:12:30.800 --> 00:12:33.340

Phil: Or was that a dream I had?

00:12:33.360 --> 00:12:34.560

Phil: Or was it large carrot?

00:12:35.340 --> 00:12:36.880

Tom: I think that may have been a dream.

00:12:37.080 --> 00:12:38.760

Phil: Okay, with a crane?

00:12:38.780 --> 00:12:40.540

Phil: Crane was involved in some manner?

00:12:40.840 --> 00:12:41.820

Tom: There was a saddle.

00:12:41.840 --> 00:12:51.260

Tom: Well, there are cranes in the game that you can climb to the top of and jump off and use a glider that is one of the items that you find in the game.

00:12:52.520 --> 00:12:53.620

Tom: To fly around in.

00:12:54.440 --> 00:12:57.760

Phil: How would you describe the visual pastiche of the game?

00:12:58.960 --> 00:13:01.620

Tom: A very cartoony visual style.

00:13:01.640 --> 00:13:06.440

Tom: The tradition of indie comics, I would say.

00:13:06.860 --> 00:13:13.060

Phil: Yeah, it's not cartoon-like, but it's got a sort of a fishbowl filter the whole time.

00:13:13.140 --> 00:13:14.840

Phil: So it's sort of...

00:13:14.860 --> 00:13:17.020

Tom: It's more so of a pixelated filter.

00:13:17.320 --> 00:13:17.800

Phil: Yeah.

00:13:18.020 --> 00:13:20.060

Tom: To make it a very low res.

00:13:20.760 --> 00:13:21.200

Phil: Right.

00:13:21.620 --> 00:13:29.320

Phil: And it sort of looks in some manner like a PlayStation 1 game, like Gran Turismo 1, where everything's sort of a bit fluid.

00:13:30.980 --> 00:13:32.160

Phil: But in a way.

00:13:32.460 --> 00:13:33.140

Tom: Exactly.

00:13:33.760 --> 00:13:44.420

Tom: And if you alter the config file, or just look it up on YouTube, essentially the graphics are cell shaded, but there is a filter over it to pixelate everything.

00:13:44.620 --> 00:13:45.480

Phil: That's what I figured.

00:13:45.560 --> 00:13:45.880

Phil: Yeah.

00:13:46.400 --> 00:13:47.300

Phil: I figured as such.

00:13:48.020 --> 00:13:58.780

Tom: And personally, I think the filter greatly improves the visual style, adding to the aesthetic of the experience.

00:13:58.920 --> 00:14:00.400

Phil: It's what you want with a video game.

00:14:00.420 --> 00:14:09.040

Phil: I mean, you see it in motion, and it immediately underscores some of the themes of the games, but it also gives it a very unique identity.

00:14:09.240 --> 00:14:13.620

Phil: I mean, like, you know, there's some games you look at and it could be anything.

00:14:13.660 --> 00:14:21.440

Phil: This particular game, there's no question that once you've associated it with Sludge Life, you could see any frame from that game and go, that's Sludge Life.

00:14:22.620 --> 00:14:23.240

Tom: Absolutely.

00:14:23.620 --> 00:14:26.660

Phil: It does have a vandalism bent to it.

00:14:26.680 --> 00:14:29.420

Phil: I mean, that is pretty much the point of the game, right?

00:14:29.920 --> 00:14:52.080

Tom: Essentially, the goal of the game is to, in terms of the story, to escape the island, and you can escape the island without doing much graffiti or potentially any graffiti at all, because you have to get to a certain area and steal something to be able to escape.

00:14:52.740 --> 00:15:11.180

Tom: Another ending you can also theoretically get to without doing any graffiti, but the best ending of the game, which is known as the weird ending, to get that you do need to hit all the graffiti spots in the game.

00:15:11.200 --> 00:15:13.220

Tom: I think there are 100 in total.

00:15:13.860 --> 00:15:14.980

Phil: Have you got to the end of the game?

00:15:15.120 --> 00:15:15.840

Tom: Yes, I have.

00:15:15.900 --> 00:15:18.140

Tom: I have 100%ed it.

00:15:18.160 --> 00:15:21.400

Phil: So you've got all 100 vandalism marks.

00:15:21.420 --> 00:15:25.720

Tom: Yes, and also all the other side things as well.

00:15:26.020 --> 00:15:32.660

Phil: As you go through the game, does the vandalism change or is it the same throughout?

00:15:33.240 --> 00:15:46.980

Tom: It's the same throughout, but a couple of them require some reasonable feats of platforming as well as reasonable feats of puzzle solving, at least two or three.

00:15:47.860 --> 00:15:57.960

Phil: If they had added different modes of vandalism, like stencils or whatever, would that have hurt the game, you think, or taken away from it?

00:15:59.200 --> 00:16:12.360

Tom: I think the focus is, rather than, say, in getting up, I think the focus here is more so on the platforming than the end point of the graffiti.

00:16:12.400 --> 00:16:23.640

Tom: And I also think it fits better the style of the game that it is about tagging and best throw-ups rather than doing pieces and that sort of thing.

00:16:23.740 --> 00:16:25.600

Phil: Yeah, yeah.

00:16:25.640 --> 00:16:35.080

Phil: A lot of attention, in fact, pretty much all the attention from anyone on this game has been the use of drugs and being under the influence of drugs.

00:16:35.240 --> 00:16:37.180

Phil: I don't know, it didn't seem to...

00:16:38.560 --> 00:16:43.540

Phil: I thought the whole game was already, you know, in a way, a lucid dream kind of thing.

00:16:43.560 --> 00:16:49.100

Phil: So I didn't really think that that added or detracted too much from the game or was a major point.

00:16:50.060 --> 00:16:55.440

Phil: But as the game developed, I mean, that could have been quite good in terms of hallucination.

00:16:55.460 --> 00:17:06.820

Phil: In fact, I mean, one of the mechanics that I found was it helped you navigate upwards and see your surrounds a little bit better, so you could try to figure out how to get to the next part.

00:17:07.680 --> 00:17:08.060

Phil: Did they do...

00:17:08.080 --> 00:17:20.540

Tom: Yes, I thought that was actually, on several occasions to me, the hallucinations where you have an outer body experience and can navigate around was actually very useful.

00:17:20.660 --> 00:17:23.540

Tom: So I thought that was nicely worked into the gameplay.

00:17:23.880 --> 00:17:26.060

Phil: Do you think there was a message or a theme there?

00:17:26.060 --> 00:17:31.800

Phil: You know, I mean about the use of drugs and how it can give you different perspectives and superior perspectives?

00:17:32.300 --> 00:17:33.120

Tom: Undoubtedly.

00:17:35.920 --> 00:17:37.560

Phil: What did you think about the...

00:17:38.120 --> 00:17:42.800

Phil: It's a polluted island, and it's full of workers who are on strike.

00:17:44.120 --> 00:17:45.840

Phil: Those are the people that you're interacting with.

00:17:45.860 --> 00:17:49.480

Phil: There are other people there, fantastical figures as well.

00:17:49.800 --> 00:18:05.000

Tom: There are other taggers and just residents as well, because there is a block of flats, for instance, and there are also people working at restaurants who are not on strike.

00:18:05.840 --> 00:18:13.820

Tom: The strike is specifically about the sludge-collecting industrial activities, I believe.

00:18:14.520 --> 00:18:16.880

Phil: Okay, so for how far into the game?

00:18:16.900 --> 00:18:20.180

Phil: Because I was only about two or two and a half hours into it.

00:18:20.200 --> 00:18:25.120

Phil: How far into the game do you get out of the Sludge Island, or are you always on the Sludge Island?

00:18:25.520 --> 00:18:34.160

Tom: Well, the end goal of the game is to escape the Sludge Island, so you are always on the Sludge Island until you escape, at which point the game ends.

00:18:34.540 --> 00:18:36.940

Phil: Okay, so when do you interact with the restaurant people?

00:18:37.640 --> 00:18:40.720

Tom: Well, the restaurant people are right near the starting area.

00:18:41.880 --> 00:18:43.800

Phil: Oh yeah, you're right, there's a fast food outlet.

00:18:43.820 --> 00:18:44.880

Tom: Yeah, exactly.

00:18:45.020 --> 00:18:45.660

Phil: Yeah, okay.

00:18:46.240 --> 00:18:48.500

Tom: And the block of flats is just next to it.

00:18:49.040 --> 00:18:51.460

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

00:18:52.260 --> 00:18:55.260

Phil: Alright, well, anything else about this game?

00:18:56.340 --> 00:19:14.180

Tom: Well, the characters, I think, were great little short skits and added a lot of texture to the experience that really made it more enjoyable than it otherwise would have been.

00:19:15.100 --> 00:19:43.640

Tom: And, for instance, just as a simple example of the quality of humour involved here, and I don't mean that sarcastically, one of the characters you interact with is a B-boy and his friend, and his friend challenged the B-boy that he would not be able to spin on his head for a long period of time.

00:19:44.240 --> 00:19:52.680

Tom: And he has been spinning on his head for the past week, and throughout the game, he's just there spinning on his head, which I found quite amusing.

00:19:53.820 --> 00:19:55.820

Phil: Now, is it a permanent world?

00:19:55.840 --> 00:19:58.120

Phil: So if you go back to that area, is he still spinning?

00:19:58.440 --> 00:19:59.140

Tom: Yes, he is.

00:19:59.760 --> 00:20:07.340

Phil: And I've got to say, when I first played this, I was really bummed out because I thought it was a roguelike, because as soon as you die, you go back to where you started.

00:20:07.360 --> 00:20:20.040

Phil: But as you progress through the game, you come across these portals, for want of a better word, and you can always, what do you say, beam yourself to either of those save points basically.

00:20:20.060 --> 00:20:22.440

Tom: Yep, and you keep all your progress as well.

00:20:22.600 --> 00:20:26.540

Phil: Yeah, so it's not a roguelike at all, which is what I was really concerned about.

00:20:27.520 --> 00:20:31.660

Phil: But in terms of its length, how long was it from start to finish?

00:20:31.680 --> 00:20:34.680

Phil: You obviously completed it, so you're going to have a different experience than most.

00:20:36.240 --> 00:20:45.360

Tom: I think to 100% it, it was probably about three or four hours, maybe longer.

00:20:46.080 --> 00:20:54.700

Tom: Epic Games says six hours that I was playing, but that includes, of course, some time with it just left open and so on and so forth.

00:20:54.720 --> 00:20:59.360

Tom: So let's just say four to five hours to do absolutely everything.

00:20:59.900 --> 00:21:02.380

Phil: And I picked it up when it was free.

00:21:02.400 --> 00:21:06.640

Phil: It's obviously not free now, but certainly worth...

00:21:06.820 --> 00:21:07.780

Tom: I think it still is free.

00:21:07.960 --> 00:21:12.880

Tom: I'm pretty sure that it is, in fact, free for one year after its release.

00:21:14.000 --> 00:21:14.700

Phil: Oh, OK.

00:21:15.240 --> 00:21:15.900

Phil: That's great.

00:21:16.980 --> 00:21:24.560

Phil: I know I picked up Stranger Things 3, the game, off of Epic when it was up there, and I thought that had been taken down.

00:21:24.580 --> 00:21:29.360

Tom: Yeah, those free games, they come and go.

00:21:29.380 --> 00:21:31.560

Tom: That's part of their standard promotion.

00:21:31.960 --> 00:21:42.000

Tom: Yes, the free sale ends on the 29th of the 5th in 2021 at 1am.

00:21:43.260 --> 00:21:43.980

Phil: So get on it.

00:21:44.040 --> 00:21:45.540

Phil: And it's also available on Switch.

00:21:46.220 --> 00:21:47.880

Phil: Do you want to give it a score?

00:21:48.660 --> 00:21:52.120

Tom: I will have to get the dice, and then I will indeed give it a score.

00:21:52.140 --> 00:22:12.260

Tom: Actually, the last thing I will add, just again as an example of the commitment to aesthetic quality and humour throughout the game, when you are gliding along with the glider, if you fart, you speed up a little bit.

00:22:13.560 --> 00:22:31.220

Tom: And the item that helps you find all the graffiti spots is literally the eyes of a master graffiti person or rather a king, I believe would be the correct terminology.

00:22:32.420 --> 00:22:33.680

Phil: Like a real life one or...?

00:22:34.800 --> 00:22:35.660

Tom: A graffiti king.

00:22:39.200 --> 00:22:42.820

Phil: I'm going to say Devolver, man, I did not think they were going to be around for long.

00:22:42.840 --> 00:22:49.840

Phil: They've been around for 11 years now, and just looking through their gameography, they've been a force for good, man.

00:22:49.980 --> 00:22:53.200

Phil: They've done great work, and they've obviously got a very distinctive...

00:22:54.040 --> 00:23:05.280

Phil: They've got an attitude about the kind of games they want to make and back and publish, and I'd say that Sludge Life fits in with the Devolver mode quite well.

00:23:06.320 --> 00:23:09.640

Phil: But yeah, okay, well great, if you want to go get your die.

00:23:09.820 --> 00:23:15.840

Tom: And their PR people several years ago were a pleasure to deal with as well.

00:23:15.880 --> 00:23:18.100

Phil: You had some sort of controversy with them, didn't you?

00:23:19.160 --> 00:23:24.040

Tom: Was it with Devolver or with the Warhammer people?

00:23:25.000 --> 00:23:27.540

Phil: No, you had a controversy with the Devolver people.

00:23:28.040 --> 00:23:28.700

Tom: What was it?

00:23:29.560 --> 00:23:31.120

Phil: Well, I'll have to look it up.

00:23:31.140 --> 00:23:32.160

Phil: It's somewhere on the site.

00:23:32.180 --> 00:23:34.040

Phil: But anyway, there was controversy.

00:23:34.060 --> 00:23:38.680

Phil: I will tell people about Stranger Things 3 The Game if you want to go get your dice.

00:23:39.280 --> 00:23:40.940

Tom: My dice is here and ready.

00:23:41.240 --> 00:23:43.220

Phil: Oh, well, you've saved our listeners.

00:23:43.240 --> 00:23:45.100

Phil: It's a point and click and it's not too bad.

00:23:45.180 --> 00:23:46.960

Phil: It's certainly good enough to be free.

00:23:47.760 --> 00:23:50.600

Phil: And if you've watched the series, it's true to it.

00:23:51.520 --> 00:23:56.580

Phil: I finally watched the last episode of season 3 that I had abandoned for several months.

00:23:56.920 --> 00:23:58.520

Phil: And I was happy with the finale.

00:23:58.540 --> 00:24:03.420

Phil: It actually improved it, because season 3 was pretty average.

00:24:04.260 --> 00:24:17.840

Tom: I watched the first season and the first few minutes of the second season, and I gave up then, because I was not a huge fan of the original.

00:24:17.940 --> 00:24:30.340

Tom: But one thing it did have going for it was that it was not just a pastiche, nor was it entirely based on nostalgia.

00:24:30.400 --> 00:24:39.880

Tom: And the first 10 minutes or so of the first episode of the second season seemed to consist entirely of pastiche and nostalgia.

00:24:40.400 --> 00:24:42.740

Phil: Yeah, yeah, I tell you which doesn't work.

00:24:43.420 --> 00:24:49.820

Phil: Ready Player One finally came on streaming this last week, I think, on Netflix.

00:24:50.400 --> 00:24:52.700

Phil: And it's a game that I was interested in seeing.

00:24:53.400 --> 00:24:54.240

Phil: A game.

00:24:54.260 --> 00:24:55.900

Phil: It's a movie I was interested in seeing.

00:24:56.160 --> 00:24:58.080

Phil: And oh my god, it's terrible.

00:24:58.360 --> 00:24:59.320

Phil: It is so bad.

00:24:59.340 --> 00:25:03.520

Phil: And there were so many times where I almost bought it just to see it, you know.

00:25:05.320 --> 00:25:10.180

Phil: And you talk about just making 80s references for the sake of making 80s references.

00:25:10.240 --> 00:25:12.960

Phil: It is, it's really very poor.

00:25:13.200 --> 00:25:15.060

Phil: It's a very poor movie.

00:25:15.080 --> 00:25:16.260

Phil: But you know, check it out.

00:25:16.280 --> 00:25:16.980

Phil: It's worth seeing.

00:25:17.160 --> 00:25:19.860

Tom: The book had a little bit more going for it than that, right?

00:25:20.240 --> 00:25:23.300

Phil: Yeah, the book was, you know, it's young adult fiction.

00:25:24.520 --> 00:25:32.120

Phil: And you know, it was okay, but again, you'd want to have come from that era to really get into it.

00:25:32.160 --> 00:25:33.760

Phil: And it's a harmless book.

00:25:33.920 --> 00:25:35.760

Phil: It's something you could probably read in a day.

00:25:39.200 --> 00:25:40.560

Phil: And yeah, it's much better.

00:25:41.020 --> 00:25:49.500

Phil: It's popular to trash the book now, but at the time, there's not a lot of books that are set, you know, relating to video games.

00:25:49.560 --> 00:25:51.620

Phil: And in that respect, I thought it was good.

00:25:53.160 --> 00:25:58.240

Phil: Okay, so Sludge Life, I didn't finish it, so I'm not going to give it a score.

00:25:58.880 --> 00:26:01.420

Tom: Well, you said a moment ago you gave it a 7 out of 10.

00:26:01.740 --> 00:26:05.100

Phil: A 7.3, and that's because I was reading the Metacritic description of it.

00:26:06.060 --> 00:26:07.840

Phil: Which is also who gave it a...

00:26:07.860 --> 00:26:08.920

Phil: They gave it a 73.

00:26:09.040 --> 00:26:11.340

Phil: That's the aggregate score from all the Metacritics.

00:26:11.360 --> 00:26:14.920

Tom: Why don't you rate the little blurb that it has?

00:26:14.940 --> 00:26:18.700

Phil: I think the blurb, I'd give a 8 out of 10.

00:26:18.720 --> 00:26:20.800

Tom: I agree completely.

00:26:20.980 --> 00:26:30.220

Tom: And I actually think this, to me, has taken the crown of getting up as the best graffiti game.

00:26:32.680 --> 00:26:42.300

Tom: And I would also argue that the soundtrack is better in the sense that it is a more cohesive whole.

00:26:42.860 --> 00:26:46.760

Tom: But there are certainly some great songs on getting up as well.

00:26:47.280 --> 00:26:49.640

Tom: Basically every song is at least a very good song.

00:26:49.960 --> 00:26:53.520

Tom: But here is the dice roll that we've all been waiting for.

00:26:55.560 --> 00:27:03.540

Tom: And Sludge Life, the best graffiti game, receives a 3 out of 10.

00:27:04.040 --> 00:27:05.280

Phil: Oh, man.

00:27:05.300 --> 00:27:07.800

Phil: That die is unkind.

00:27:08.320 --> 00:27:09.120

Phil: Unkind.

00:27:09.140 --> 00:27:10.520

Phil: So what other graffiti games you got?

00:27:10.540 --> 00:27:13.020

Phil: You got Jet Set Radio, Jet Grind Radio, rather.

00:27:13.220 --> 00:27:13.740

Phil: Same thing.

00:27:14.760 --> 00:27:18.000

Phil: I'd say Grand Theft Auto, San Andreas.

00:27:19.520 --> 00:27:19.980

Tom: Did that...

00:27:20.400 --> 00:27:22.600

Tom: Yeah, that did have a small graffiti mechanic.

00:27:24.980 --> 00:27:26.700

Phil: It was a great, great one.

00:27:27.020 --> 00:27:33.200

Phil: Again, it didn't get very complicated, but it was one of the collectibles in the game if you went around tagging at certain places.

00:27:33.220 --> 00:27:39.400

Phil: So I'd say my favorite game would probably be Getting Up.

00:27:40.240 --> 00:27:41.280

Phil: Contents Under Pressure.

00:27:41.300 --> 00:27:41.820

Phil: Mega Cup.

00:27:42.040 --> 00:27:42.860

Phil: That's what we called it.

00:27:43.680 --> 00:27:44.940

Phil: What was it called Mega Cup for?

00:27:44.960 --> 00:27:46.880

Phil: Oh, Mark Echoes Getting Up.

00:27:47.080 --> 00:27:48.180

Phil: Contents Under Pressure.

00:27:48.240 --> 00:27:48.640

Phil: Yeah.

00:27:49.220 --> 00:27:50.120

Phil: Alright, very good.

00:27:52.300 --> 00:27:58.220

Phil: Now, we sort of finalized Genova Chen's Sky game with a review a couple of episodes ago.

00:27:58.240 --> 00:28:01.080

Phil: I'm still waiting for it to come out for Switch.

00:28:01.460 --> 00:28:03.460

Phil: I'm told that it will come out in summer.

00:28:03.480 --> 00:28:09.020

Phil: Which, for a global release, is a really useless descriptor as to when that game is going to come out.

00:28:10.140 --> 00:28:11.460

Phil: Because I presume that means...

00:28:11.480 --> 00:28:18.520

Tom: Given that it took nearly a year for the Android version to come out, I would not be holding my breath.

00:28:19.160 --> 00:28:22.080

Phil: Well, when it comes out, I'm hoping to get a physical copy of it.

00:28:24.100 --> 00:28:25.800

Phil: Surely there will be a physical copy of it.

00:28:25.800 --> 00:28:26.500

Phil: I really hope.

00:28:26.520 --> 00:28:29.040

Phil: I hope it's not one of those limited run things.

00:28:29.100 --> 00:28:31.820

Phil: But anyway, I'm looking forward to it based on your hype.

00:28:31.840 --> 00:28:37.280

Phil: But there's a new chapter or new episode or they've done something, a new drop.

00:28:37.600 --> 00:28:43.260

Tom: Yep, a new season is releasing tomorrow at the time of recording.

00:28:43.280 --> 00:28:46.800

Phil: And this is Sky, Children of Light, available right now.

00:28:46.820 --> 00:28:50.240

Phil: It's only available on the mobile platforms, right?

00:28:50.440 --> 00:28:54.960

Tom: Correct, it is on the App Store and Android, I believe.

00:28:55.940 --> 00:29:04.020

Tom: And the latest season is the season of Sanctuary, which I played in the beta.

00:29:05.140 --> 00:29:30.200

Tom: And I think we talked about the previous season, and I've already forgotten what it was called, but that was probably the best season since the original in terms of its narrative, and probably the best season in terms of its gameplay since the prior season, which also added a new area.

00:29:31.460 --> 00:29:39.940

Tom: This season also adds a new area, the theme as far as the story is concerned, and also what the outfits look like.

00:29:40.300 --> 00:29:54.280

Tom: I'm not sure they really fit the style of Sky all that much, which is very much in the vein of Journey, with a few more serious moments.

00:29:54.300 --> 00:29:57.660

Tom: There's certainly more humour in Sky than there is Journey.

00:29:57.680 --> 00:30:10.720

Tom: But here, basically, the story is about, as far as one can tell, a group of former spirits on holiday, and it's much more light-hearted.

00:30:10.740 --> 00:30:15.000

Tom: And the items are much more real world.

00:30:15.020 --> 00:30:25.200

Tom: There are sunglasses, for example, and what is like a sort of Jetsons-style science fiction outfit.

00:30:25.220 --> 00:30:31.220

Tom: So that isn't real life, but that is also not necessarily in line with the general aesthetic of Sky.

00:30:31.540 --> 00:30:37.020

Tom: But the area itself is the most ambitious yet.

00:30:37.120 --> 00:30:39.980

Tom: It is basically, it's also the biggest.

00:30:39.980 --> 00:30:53.180

Tom: It is a massive tropical island surrounded by a few small archipelagos that you can fly to, as well as some floating islands in the air.

00:30:53.520 --> 00:31:21.720

Tom: So while the narrative aspects to it, and also the items that you get are a bit disappointing compared to prior seasons, the actual area is really big and makes for some interesting flying, because you have to get between really big distances between islands in the sky and archipelagos and the main island.

00:31:22.420 --> 00:31:34.680

Tom: So for people who have been playing for a while, it is more interesting than most of the new areas, and there's also more to do on the way between areas as well.

00:31:34.700 --> 00:31:45.160

Tom: And the main island has a lot of plants to burn and big candles, which I hope will carry over to the main season.

00:31:45.180 --> 00:31:59.900

Tom: They're currently in the version of the island that is in the main game that a few people have been able to get to, but whether when it is properly released, they will still be there, will of course not be confirmed until it is actually released.

00:32:00.280 --> 00:32:13.600

Tom: So to recap in terms of the narrative and items, it's a bit disappointing, but as an area to explore, it is probably the best additional area to the game yet.

00:32:14.520 --> 00:32:20.700

Phil: And certainly the expectation would be that they're going to populate it with more staff.

00:32:21.380 --> 00:32:21.920

Tom: What do you mean?

00:32:22.360 --> 00:32:24.020

Phil: I mean, they've built this great area.

00:32:24.040 --> 00:32:25.880

Phil: You're saying that it's pretty sparse.

00:32:26.060 --> 00:32:26.520

Tom: No, no, no.

00:32:26.540 --> 00:32:40.700

Tom: I said the area itself has a lot in it and is an interesting area to explore, looking for light and also doing the spirits' stories and collecting their memory fragments.

00:32:41.060 --> 00:32:52.380

Tom: But in terms of the spirits' actual stories, as a story, not as a thing to do, it is a bit disappointing compared to prior seasons.

00:32:53.040 --> 00:32:59.160

Tom: And it doesn't fit necessarily the aesthetic and tone of Sky all that well.

00:32:59.560 --> 00:33:12.960

Phil: Do you think maybe they had a different team, different team members or a different team working on this expansion, so to speak, while, you know, other people are working on, you know, maybe getting the game to different platforms and all that sort of thing?

00:33:12.980 --> 00:33:13.620

Tom: They may well have.

00:33:13.840 --> 00:33:14.180

Phil: Yeah, yeah.

00:33:15.460 --> 00:33:27.220

Phil: But I'm hopeful that this might be in preparation for when they release it on the Switch, and it's kind of like, you know, having as much content as possible right from the start.

00:33:27.240 --> 00:33:37.820

Phil: Do you think if, having said that, do you think if they had all of this extra content that they've been adding and adding and adding right from the start that would necessarily have been a better game?

00:33:38.780 --> 00:33:48.100

Phil: Or does the game benefit from having a long tail where you're slowly, you know, getting these new things to interact with to keep you interested in the game?

00:33:49.160 --> 00:33:54.800

Tom: I think it definitely benefits from having these as additions as you're going along.

00:33:55.440 --> 00:34:11.300

Tom: And I don't think it is necessarily a big issue for new players because the areas that they add they remain there and the only thing you miss out on is some of the items.

00:34:11.500 --> 00:34:19.620

Tom: And the main game itself is a four or five hour experience to do everything in.

00:34:20.140 --> 00:34:37.620

Tom: So I think if they started out with this, it would have been I think a bit of a slog to get through and you would have less of a focus on experiencing the main game which still has the best stories and that sort of thing.

00:34:37.840 --> 00:34:44.080

Tom: So I think it's good that one, if you've been playing for a long time, they're giving you new stuff to do.

00:34:44.680 --> 00:34:54.740

Tom: And two, I think it's good that they're not necessarily taking away from the main narrative for new players.

00:34:55.880 --> 00:35:12.160

Tom: And it allows them to strike a pretty good balance between an MMORPG structure and a more narrative focused game which is one of the unique achievements of Sky.

00:35:13.880 --> 00:35:17.260

Phil: Okay, so is that all you have to say about Sky, Children of Light?

00:35:17.280 --> 00:35:18.820

Phil: What was the name of the new expansion?

00:35:19.300 --> 00:35:21.660

Tom: Season of Sanctuary, I believe.

00:35:21.720 --> 00:35:22.780

Phil: Season of Sanctuary.

00:35:22.800 --> 00:35:27.540

Phil: And do they communicate much about how often they come out with these?

00:35:27.560 --> 00:35:32.720

Phil: Is it a seasonal type thing, or is it really just an out of the blue, here you go?

00:35:33.040 --> 00:35:41.120

Tom: Well, they usually have a bit of hyping up for it, and it also gets into the beta before it gets into the main game.

00:35:42.300 --> 00:35:50.460

Tom: But the actual distance between them and also how long they last, there is usually not that much consistency.

00:35:50.460 --> 00:35:54.680

Tom: So the last season, for instance, I think, lasted two months.

00:35:54.700 --> 00:35:57.320

Tom: Some of the seasons have only been about 20 days.

00:35:59.660 --> 00:36:03.920

Tom: And I think it's been about a month or so since the last season ended.

00:36:04.540 --> 00:36:05.140

Phil: Wow, okay.

00:36:05.160 --> 00:36:05.920

Phil: So it's pretty quick.

00:36:06.300 --> 00:36:10.140

Phil: Their obviously engagement is a massive thing with these kinds of games.

00:36:10.140 --> 00:36:14.820

Phil: So they've got to keep, you know, keep you interested in dropping new things.

00:36:16.920 --> 00:36:18.360

Tom: I have technically finished it.

00:36:18.760 --> 00:36:23.580

Tom: So this is a rating, another dice roll for the beta.

00:36:24.220 --> 00:36:25.420

Phil: All right, let's see.

00:36:25.780 --> 00:36:26.960

Tom: For the record, it's not a rating.

00:36:27.020 --> 00:36:29.640

Tom: It's not a rating of the released version, but the beta version.

00:36:32.600 --> 00:36:33.880

Tom: A 7 out of 10.

00:36:35.060 --> 00:36:41.040

Tom: So significantly better than Sludge Life, the best graffiti game ever.

00:36:42.920 --> 00:36:49.280

Phil: I'll tell you what isn't the best graffiti game ever, and that is a game we played called Death and Taxes.

00:36:49.340 --> 00:36:52.820

Phil: This is another work simulator on the PC.

00:36:54.860 --> 00:37:01.860

Phil: It has a demo that really doesn't do the game much of a benefit, I thought.

00:37:01.880 --> 00:37:04.240

Phil: I thought the demo for it was actually quite...

00:37:06.160 --> 00:37:14.520

Phil: Well, a good demo to me gives you an idea as to most aspects of the game which should leave you wanting for more.

00:37:14.860 --> 00:37:18.840

Phil: But in this demo, they gave you a very limited range of things that you could do.

00:37:22.100 --> 00:37:30.660

Phil: And this game was available as a part of the itch.io offering of 14, 1600 games or whatever else.

00:37:30.660 --> 00:37:32.340

Phil: But I played it on Steam.

00:37:32.640 --> 00:37:33.860

Phil: You played it on Steam also?

00:37:34.660 --> 00:37:35.360

Tom: Yes, I did.

00:37:36.200 --> 00:37:48.260

Phil: And it's a narrative-based game where basically you turn up at an office and your job is to basically select who lives and who dies.

00:37:48.720 --> 00:37:51.260

Phil: You work for Fate, is that right?

00:37:51.620 --> 00:37:52.480

Tom: That is correct.

00:37:53.020 --> 00:37:54.340

Phil: You don't work for the Grim Reaper?

00:37:54.660 --> 00:37:57.420

Tom: No, you are a Grim Reaper.

00:37:58.040 --> 00:38:05.460

Tom: One of many working in Fate's office where who lives and dies is decided by Grim Reapers.

00:38:06.160 --> 00:38:13.260

Phil: And it's a game, I don't know if they've done many more of them, by a company called Placeholder Gameworks.

00:38:13.780 --> 00:38:15.240

Phil: This seems to be their only game.

00:38:16.360 --> 00:38:17.160

Tom: It may well be.

00:38:17.240 --> 00:38:18.440

Tom: I think it is, in fact.

00:38:19.180 --> 00:38:24.620

Phil: And for the most part, the game is received quite positively by those that played it.

00:38:24.760 --> 00:38:28.080

Phil: I had heard a couple of different podcasters talking about it.

00:38:29.120 --> 00:38:33.840

Phil: So it mirrors, the actual playing of it mirrors Paper's Please quite closely.

00:38:33.960 --> 00:38:35.360

Phil: You sit down at a desk.

00:38:35.760 --> 00:38:37.540

Phil: There's things you can put on your desk.

00:38:38.540 --> 00:38:42.080

Phil: Your boss, Fate, will give you some rules.

00:38:42.280 --> 00:38:47.200

Phil: So some days he might just say today you've got to kill three people.

00:38:48.640 --> 00:38:53.040

Tom: And the rules also get more, slightly more complex, but still very simple.

00:38:53.060 --> 00:38:59.240

Tom: So you might have to kill people who work in the grocery industry, for instance.

00:39:00.020 --> 00:39:04.080

Tom: So you then have to read through their profile and look for what their job is.

00:39:04.360 --> 00:39:07.400

Tom: Or it might be, you have to kill people that are related to it.

00:39:07.420 --> 00:39:11.800

Tom: So you then have to look at people that have corollary jobs and so forth.

00:39:11.840 --> 00:39:18.180

Tom: So, while it is very simple, it does get slightly more complex as it goes along.

00:39:18.800 --> 00:39:23.880

Phil: And yes, so in this very simple case, you might get six portfolios put in front of you.

00:39:25.260 --> 00:39:32.940

Phil: And you have to decide, okay, well, you've been told, spare anyone who works in, is related to the real estate industry today.

00:39:34.080 --> 00:39:42.120

Phil: So you've got to really read into them a little bit because it might, the details, it won't just say this person works in real estate or this person's a realtor.

00:39:42.440 --> 00:39:47.120

Phil: Sometimes you have to read into the details and that sort of thing.

00:39:47.160 --> 00:39:54.340

Phil: So someone who might be a lawyer as his header, but then when you read it, it says something like he specializes in property law or something like that.

00:39:54.600 --> 00:39:56.800

Phil: Now that's a completely made up scenario.

00:39:58.300 --> 00:40:16.800

Phil: And so basically, you take the papers and you put all the people you're going to spare over there, you put all the people you're going to kill over there, and at the end of the day, you go up to the top floor to see Fate, where Fate will evaluate your work on the basis of how well you follow the instructions or not.

00:40:18.900 --> 00:40:20.480

Phil: And then you get currency.

00:40:20.500 --> 00:40:24.160

Phil: So you get paid for your day's work.

00:40:24.600 --> 00:40:30.960

Phil: If you accumulate enough money in the basement, there's a dealer down there where you can buy various things.

00:40:31.660 --> 00:40:32.720

Tom: A pirate merchant.

00:40:33.260 --> 00:40:36.680

Phil: Yes, yes, and you can buy various things.

00:40:37.160 --> 00:40:42.000

Phil: Some of them are just goo guys for your desk or from your home.

00:40:42.560 --> 00:40:46.820

Phil: You live in a small room somewhere between the boss and the office.

00:40:47.800 --> 00:40:57.320

Tom: Most of the items are just decorative, but a few of them actually have a function in your day-to-day activities.

00:40:58.780 --> 00:41:05.340

Tom: So some of them, for instance, might reveal information about what you've done and that sort of thing.

00:41:05.800 --> 00:41:16.600

Tom: One of the items as well, for instance, allows you to erase your stamp so that you can change your mind on whether someone should live or die.

00:41:17.400 --> 00:41:20.720

Phil: Yep, and then what about the items that you can use in your home?

00:41:20.760 --> 00:41:22.380

Phil: Could you elaborate on some of those?

00:41:23.780 --> 00:41:27.460

Tom: Were there any items that you could use in your home other than outfits in the mirror?

00:41:27.900 --> 00:41:28.840

Phil: That's about it, yeah.

00:41:32.220 --> 00:41:34.180

Phil: And they didn't really have any impact, did they?

00:41:35.340 --> 00:41:54.580

Tom: I was really disappointed because we should say at the end of each day, you talk to Fate, who like a Bond villain has a pet cat, and this will be a minor spoiler, but at some point, Fate isn't there, and so your interview, your daily interview, takes place with the cat.

00:41:54.960 --> 00:42:06.480

Tom: And I had the cat outfit, and I was hoping that this would allow me to understand what the cat was saying, but it didn't, so that was tremendously disappointing.

00:42:06.960 --> 00:42:10.780

Tom: So essentially, the outfits are indeed completely useless.

00:42:11.400 --> 00:42:16.980

Phil: I've got to say, I was pretty deep into the game, and I like being a gamer, right?

00:42:17.060 --> 00:42:22.140

Phil: If the game gives me rules and something to do, that's what I'm going to try and do.

00:42:22.600 --> 00:42:25.340

Phil: So, you know, surprise, surprise, right?

00:42:26.080 --> 00:42:44.660

Phil: So like when I was playing Papers, Please, you know, the typical example, which is another work simulator, the seminal work simulator of the decade by Lucas Pope, there's this, you know, you're basically letting people, you can decide who comes over the border and who doesn't.

00:42:45.280 --> 00:42:54.380

Phil: And, you know, there's a husband, and he's got all of his paperwork, and it's perfect, but then he tries to bribe you so that you'll let his wife through whose paperwork is forged.

00:42:54.840 --> 00:43:03.760

Phil: And so, of course, you know, when I'm playing a game, I'm doing it in the voice of the character that I'm playing, so, you know, in that instance, it was easy for me.

00:43:03.920 --> 00:43:08.700

Phil: Well, my job is to check paper, and that's about it, and if the papers are wrong, I'm not letting the person in.

00:43:09.160 --> 00:43:11.980

Phil: And so that's how I played Death and Taxes as well.

00:43:12.820 --> 00:43:22.440

Phil: I made sure that I stuck to it, and, you know, they'll do all the stupid stuff, like put sob stories in, or, you know, this person's a really great person, look at all the charity work they do.

00:43:22.460 --> 00:43:28.320

Phil: And I was like, well, that's fine, but they don't work in real estate, so I'm not sparing them, you know?

00:43:28.340 --> 00:43:34.720

Phil: And there was only a few times where I deviated between, you know, who to kill and who not to kill.

00:43:36.580 --> 00:43:48.940

Phil: But when you go up to talk to Fate, he is genuinely disinterested, and it doesn't seem to really matter whether you pay attention to the rules or not at a certain point, or perhaps ever in the game.

00:43:50.280 --> 00:43:53.780

Tom: I think what you do has an effect on what ending you get.

00:43:54.160 --> 00:43:56.960

Phil: Yes, yeah, and there are several endings you can unlock.

00:43:58.260 --> 00:44:07.000

Phil: But like, and then, you know, they do throw some things in there, like, you know, like there was only a couple of times where I killed people because of their occupations.

00:44:07.400 --> 00:44:16.960

Phil: So there was a climate change researcher, and I'm just like, the world doesn't need any more climate change researchers, and what a useless job, you know?

00:44:18.120 --> 00:44:27.420

Phil: If climate change is real, then you researching it isn't going to change anything, and if it's not real, then you're just a waste of space, so I'm killing you, you know?

00:44:28.740 --> 00:44:37.020

Phil: But ultimately, I was really kind of disappointed that none of it really kind of mattered, and obviously that's going to be, you know, there's different endings in everything.

00:44:38.240 --> 00:44:52.880

Phil: But a part of doing these kind of work simulators is if you're doing a good job, you know, there should be some sort of rewards other than going down to the basement talking to a pirate about a new kind of desk lamp or a snow globe.

00:44:54.140 --> 00:45:03.760

Phil: And I really think that ultimately, the game on its own doesn't really warrant replays to go through all of those endings.

00:45:04.920 --> 00:45:05.860

Phil: At least not for me.

00:45:06.580 --> 00:45:18.520

Tom: Well, I certainly won't be replaying it, but I don't really agree that what you were doing didn't make any difference to how the story unfolded and how it ended.

00:45:19.400 --> 00:45:30.860

Tom: What you maybe mean is that there, other than getting fired, which I think is indeed possible, there isn't a fail state, whereas in Papers, Please, there were multiple ones.

00:45:30.880 --> 00:45:31.660

Tom: Is that what you mean?

00:45:32.560 --> 00:45:33.400

Phil: Yes, yeah.

00:45:33.640 --> 00:45:36.180

Phil: I mean, you're going to get to the end in this game regardless.

00:45:40.800 --> 00:45:44.300

Tom: Yeah, it's very difficult to be fired.

00:45:44.840 --> 00:45:46.880

Phil: Yes, yeah.

00:45:46.960 --> 00:45:53.500

Phil: In fact, I didn't even know that was an option, but that may be because I was such a rule follower, you know, for the first two-thirds of the game.

00:45:54.260 --> 00:46:10.200

Phil: I've got to say, though, you know, killing the climate change researcher has got the game into some trouble, because you sent me the most profoundly hilarious link to a thread, which must have been on the Steam community.

00:46:10.400 --> 00:46:11.280

Tom: It was, indeed.

00:46:11.300 --> 00:46:22.500

Phil: Between the developer and people who had an issue with the kinds of people that you can kill in this game, and they just assumed that the developers were some insane right-wing people with a political agenda.

00:46:22.520 --> 00:46:26.600

Tom: No, no, no, no, they assumed they were insane left-wing people with a political agenda.

00:46:26.800 --> 00:46:27.500

Phil: Oh, okay.

00:46:27.520 --> 00:46:28.420

Phil: See, I just don't...

00:46:30.280 --> 00:46:32.580

Phil: I don't see much of a distinction anymore, but...

00:46:33.380 --> 00:46:37.600

Phil: and it was hilarious, genuinely hilarious.

00:46:38.640 --> 00:46:42.640

Phil: But, I mean, what was the developer's response?

00:46:42.660 --> 00:46:44.000

Phil: Basically, that other people...

00:46:44.020 --> 00:46:46.120

Phil: he threw someone else under the bus, didn't he?

00:46:46.620 --> 00:46:49.760

Phil: So there was a lot of people had to write those job descriptions.

00:46:49.780 --> 00:46:50.800

Phil: You know, it wasn't just me.

00:46:51.080 --> 00:47:01.860

Tom: I think his response, I can't remember what it was, but it was perfectly reasoned and fair, and the person they were responding to even took it amiably.

00:47:02.460 --> 00:47:03.240

Phil: Yes, yes.

00:47:03.800 --> 00:47:06.180

Tom: So they responded very well indeed.

00:47:06.200 --> 00:47:22.400

Tom: I think the issue was that essentially killing off certain sorts of people had the logical outcome you would expect, and this was taken to be political bias.

00:47:23.720 --> 00:47:28.440

Phil: Okay, well, look, I think that it's a good first game from that team.

00:47:29.380 --> 00:47:34.060

Phil: They copied Papers, Please, but it wasn't an exact copy.

00:47:34.080 --> 00:47:40.660

Phil: Like, there were elements of it, but there was enough individual, you know, of their own imprint on this game.

00:47:40.940 --> 00:47:50.600

Phil: I think it was just too shallow, ultimately, in terms of the mechanics, and it just didn't click with me.

00:47:52.080 --> 00:48:00.820

Phil: And I know that a big part of it has some ridiculous number of endings, something like 20 different endings, and I just don't know why you would go back and want to see them.

00:48:01.920 --> 00:48:09.680

Phil: The game just wasn't compelling enough, because ultimately, it's you, Fate, and his cat, and the pirate, and the files.

00:48:09.940 --> 00:48:13.480

Phil: And as with Papers, Please, there was some humanity there.

00:48:13.480 --> 00:48:19.360

Phil: It wasn't just the pieces of paper, you know, you actually had to look at the people in addition to their paperwork.

00:48:19.380 --> 00:48:22.220

Phil: So, you know, there was very many different elements there.

00:48:23.180 --> 00:48:26.140

Tom: I would take the complete reverse analysis here.

00:48:26.140 --> 00:48:35.700

Tom: I think the major flaw in the game was not in terms of the characters or narrative, but was in the gameplay itself.

00:48:35.920 --> 00:48:42.340

Tom: And I don't think it really did a good job of copying Papers, Please as well.

00:48:42.600 --> 00:48:53.840

Tom: Papers, Please, other than the extremely tactile, aesthetic quality to the gameplay, in terms of what you were doing, it was significantly more complex.

00:48:53.940 --> 00:48:58.600

Tom: There were many more elements to it, and you had to pay a lot more attention as well.

00:48:58.620 --> 00:49:05.360

Tom: I think that is where the great superiority of Papers, Please comes from.

00:49:06.620 --> 00:49:14.680

Tom: The narrative in Papers, Please is certainly alright too, but I don't think it is really that much better than Death and Taxes.

00:49:14.680 --> 00:49:26.040

Tom: It's just a completely different tone, but the magic of Papers, Please comes from the minute-to-minute gameplay, which is not what is there in Death and Taxes.

00:49:26.060 --> 00:49:35.600

Tom: And I don't think that a fail state would really make a big difference because of the inherent shallowness of the mechanics in the first place.

00:49:37.060 --> 00:49:39.800

Tom: But I ended up enjoying it nevertheless.

00:49:40.320 --> 00:49:44.260

Tom: I think we should move into spoiler territory here.

00:49:45.740 --> 00:49:47.840

Tom: Because I do wonder what...

00:49:48.500 --> 00:49:57.120

Tom: We also should add the basic structure is, before we move into spoilers in terms of the story, is your discussions with fate as you're going along.

00:49:57.540 --> 00:50:26.700

Tom: And if you take it as just an interaction between the character of fate and his own existential crisis, as well as a character that appears in your mirror, who is essentially fomenting a rebellion against fate, I think the story is amusing enough to make the game worth playing, rather than necessarily making the gameplay more complex, even though it is a major flaw.

00:50:26.700 --> 00:50:46.740

Tom: One thing I think that would have made the minute-to-minute gameplay more interesting without having to come up with a better gameplay design would have been more interesting ongoing storylines within the character profiles themselves, because there were a couple of instances of this.

00:50:47.000 --> 00:50:58.460

Tom: For instance, there was a pair of green shoes going around that had an effect on all the people who found it that you could react to, which was very amusing.

00:50:58.480 --> 00:51:00.680

Tom: I wish there had been more things like that.

00:51:00.700 --> 00:51:10.700

Tom: I think that would have made the minute-to-minute experience of it much more enjoyable as you're waiting to find out what's happening next with Fate and his existential crisis.

00:51:12.280 --> 00:51:13.900

Phil: Yeah, I agree with that.

00:51:14.060 --> 00:51:16.300

Phil: I've just been talking about that, though.

00:51:16.340 --> 00:51:25.720

Phil: I was kind of hoping that there would be some coworkers or other grim reapers or maybe in your room where you live.

00:51:25.860 --> 00:51:29.040

Tom: For instance, there was a bar visible and you could never visit it.

00:51:29.320 --> 00:51:34.020

Phil: That's exactly right, which is just painfully tantalising.

00:51:34.420 --> 00:51:36.260

Phil: So a bar would have been great.

00:51:37.180 --> 00:51:45.220

Phil: If they wanted to make it more simple, they could have put a laptop in your room and a grim reaper net was the only thing that you could access.

00:51:45.440 --> 00:51:51.260

Phil: Basically a social network thing for fellow grim reapers or a chat room or something like that.

00:51:53.480 --> 00:51:56.120

Phil: I think that there could have been something else there.

00:51:57.640 --> 00:51:58.160

Tom: Definitely.

00:51:58.280 --> 00:52:00.800

Tom: So let's move into spoilers.

00:52:01.240 --> 00:52:01.540

Phil: Yes.

00:52:02.880 --> 00:52:04.780

Tom: So what ending did you get?

00:52:07.420 --> 00:52:10.980

Phil: Basically the end of the world and it came down to picking between two people.

00:52:12.060 --> 00:52:13.900

Tom: What was the state of the world?

00:52:14.600 --> 00:52:15.180

Phil: Destroyed.

00:52:16.500 --> 00:52:22.900

Tom: Because another complaint on the forum was someone got a destroyed world but thought they shouldn't have.

00:52:23.420 --> 00:52:27.360

Tom: My state of the world, of course, was essentially a utopia.

00:52:27.620 --> 00:52:28.080

Phil: Wow.

00:52:30.220 --> 00:52:31.680

Phil: Because I didn't think there was...

00:52:32.200 --> 00:52:34.440

Phil: See, for me, I was somewhat of a nihilist.

00:52:35.480 --> 00:52:40.940

Phil: I just figured that nothing I did had an impact on the outcome of the world.

00:52:41.580 --> 00:52:51.960

Tom: See, I think perhaps one of the issues with your experience with the game was your own inherent nihilism and hatred of humanity and apathy.

00:52:53.460 --> 00:52:55.640

Phil: Yes, possibly.

00:52:55.660 --> 00:53:01.860

Tom: So perhaps it's to the game's credit that it allowed you to express this and destroy the world.

00:53:01.880 --> 00:53:08.340

Phil: Because my whole point going into the game was I don't really care who lives and dies, and I don't really care.

00:53:08.480 --> 00:53:15.040

Phil: Is there a way where you could pick the kind of people, the researchers, or the scientists?

00:53:15.080 --> 00:53:27.780

Phil: I guess there was, because the profiles would come in front of you and it would be like, this 36-year-old woman is working on a solution to fix the problems in the world, and fate had told me to kill anyone with a science background that day, so I killed them all.

00:53:29.680 --> 00:53:33.380

Phil: So that's probably why the world ended up being destroyed.

00:53:33.400 --> 00:53:37.060

Phil: So I just figured that killing, it didn't matter who I killed and who I didn't kill.

00:53:37.440 --> 00:53:46.160

Tom: So I think that's greatly to the game's credit, particularly given the existential crisis of fate and his growing apathy.

00:53:46.320 --> 00:53:57.880

Phil: Okay, so now that's where it could have been turned around, or perhaps in another realm it is, because if I was doing exactly what fate was saying, now it was pretty clear that fate had lost interest in it.

00:53:57.900 --> 00:54:00.980

Phil: He was trying to write a book and doing all this other stuff and goes...

00:54:01.340 --> 00:54:03.780

Tom: And just let me say this before I forget it.

00:54:04.120 --> 00:54:28.940

Tom: At the end, I killed fate, and this was taken as being a morally bad thing, but I would just like to point out that once you usurp the highest status individual above you, it is very important as a status display to, if not kill that person, at least kill their followers and some other people surrounding you.

00:54:29.940 --> 00:54:39.400

Tom: So from a pragmatic viewpoint, I did the right thing, but my main motivation here was actually as euthanasia, because this guy...

00:54:39.420 --> 00:54:40.320

Phil: Mercy Killing...

00:54:40.320 --> 00:54:40.320

Tom: .

00:54:40.320 --> 00:54:51.800

Tom: was spent fucking several months pontificating about writing a novel and how he's going to leave his job to get his dream of writing a novel.

00:54:52.140 --> 00:54:53.300

Tom: Now, let's be honest.

00:54:53.560 --> 00:55:14.760

Tom: If someone is talking endlessly about writing a novel and that they're going to leave their job and write a novel, when they leave their job, they're never going to write a novel and just end up even more depressed and despairing than they were before, when they were failing to write their novel with an excuse, when now they're not writing their novel without an excuse.

00:55:15.100 --> 00:55:15.440

Phil: So...

00:55:15.460 --> 00:55:17.180

Phil: You did the right thing.

00:55:17.820 --> 00:55:20.740

Tom: Not only the pragmatic thing, but the morally correct thing.

00:55:20.800 --> 00:55:21.680

Phil: Compassionate thing.

00:55:23.580 --> 00:55:26.920

Phil: What I would have liked then, just a little bit of steering from the game.

00:55:27.300 --> 00:55:35.480

Phil: Like if I went up and talked to Fay, it would have been good for him to say, hey, you know, man, you're really following these rules here pretty tightly.

00:55:35.500 --> 00:55:38.140

Phil: Have you even noticed what's going on in the outside world?

00:55:39.340 --> 00:55:54.940

Phil: And it's important, a game mechanic is important to note, is that at the start of every day, you have a Twitter feed on your mobile phone or whatever it is that basically tells you the repercussions of what had happened from you killing the people and sparing the people from the day before.

00:55:55.680 --> 00:56:03.080

Phil: So I guess in a way, the game is telling you, hey, what you're doing is actually having an impact.

00:56:03.420 --> 00:56:11.380

Phil: But I found that Twitter feed thing to be so dumb that I just really just clicked through it and didn't even read it after a while.

00:56:12.320 --> 00:56:15.700

Phil: And I guess this is the whole nihilism and apathy thing coming through again.

00:56:17.460 --> 00:56:22.140

Tom: This discussion has actually made me appreciate the game a lot more than I did.

00:56:22.160 --> 00:56:23.360

Phil: Yeah, me too.

00:56:23.380 --> 00:56:24.480

Phil: I didn't know that...

00:56:25.240 --> 00:56:32.320

Phil: Actually, you know, I don't know if I could play the whole bloody thing again, but I probably could if I didn't have 1600 other games to play right now.

00:56:34.160 --> 00:56:38.060

Phil: But yeah, I think it probably is worth it.

00:56:38.080 --> 00:56:38.900

Phil: I just wish there was...

00:56:40.020 --> 00:56:45.940

Phil: It's, you know, I'm saying, I wish there was more, but I only played one of the endings and there's 19 other endings, so I just have no interest in playing them.

00:56:46.240 --> 00:56:53.580

Phil: So it must be horrible for the developer to have to hear me go through this, and I certainly know what he'd do with me if he saw my portfolio.

00:56:54.000 --> 00:56:55.020

Phil: Podcaster, huh?

00:56:56.780 --> 00:56:58.180

Phil: Neolus Podcaster.

00:56:59.660 --> 00:57:03.920

Tom: I killed every single content creator I came across.

00:57:04.440 --> 00:57:05.100

Phil: Oh, good move.

00:57:07.260 --> 00:57:12.040

Tom: So we both had our vices, but my vice was to the betterment of humanity.

00:57:12.460 --> 00:57:26.940

Phil: Hey, look, when I was given the choice where it said you've got to kill four people, two of them have to be in the food industry, I did go through the other profiles, and if there were two scumbags, I would kill them and spare the good people.

00:57:26.960 --> 00:57:31.820

Phil: So it's not just I went, okay, I've killed the two people in food industry, and I'll just kill two other people.

00:57:32.960 --> 00:58:02.380

Tom: We should add as well, and I think this is also to the game's emblematic of the quality that is hidden beneath the surface at times, is one thing I think it managed to strike a good balance between, and there were a lot of people reviewing it or posting that didn't agree with this, but that's not true to my experience, and with my discussion with you, and I think there's further evidence this was the case.

00:58:02.680 --> 00:58:31.840

Tom: I think it's managed to present things at a simplistic level where killing certain people and certain people surviving would logically result in what you would expect it to, as well as throwing in a few wrinkles of unexpected things so that you did have to pay attention to the people you were killing and second guess what you were doing as well.

00:58:33.340 --> 00:58:35.120

Tom: And I suggest that...

00:58:35.200 --> 00:58:46.860

Tom: Because I was unsure whether this was the case or not, but given my utopian world and your apocalypse, that would suggest that this was actually the case.

00:58:48.280 --> 00:58:49.560

Phil: That's right, yeah.

00:58:49.580 --> 00:58:53.300

Phil: And in fact, there's a lot more to it than obviously what I had thought.

00:58:56.080 --> 00:58:57.760

Phil: So, any other spoilers before we...

00:58:58.300 --> 00:59:00.800

Tom: No, I think we're ready to give it a score.

00:59:00.840 --> 00:59:02.940

Phil: Okay, well again, the game is Death and Taxes.

00:59:02.960 --> 00:59:07.340

Phil: It's available on PC, on Steam, or itch.io, wherever you want to get it.

00:59:08.240 --> 00:59:09.060

Phil: Not a cheap game.

00:59:10.080 --> 00:59:14.440

Phil: I got it fairly affordably, I believe, but it's currently $18.50 AUD.

00:59:14.460 --> 00:59:19.700

Tom: It was tremendously cheap in the God bundle, though.

00:59:19.720 --> 00:59:20.260

Phil: Yes, it was.

00:59:22.120 --> 00:59:32.680

Phil: So it's basically $20 right now on Steam, but I think they've got a sale coming up, or 33% off or something, and it's developed and published by Placeholder Gameworks.

00:59:33.380 --> 00:59:48.960

Phil: I've got to say, in its appearance, it looks like a Flash game, which is a dated reference, but I think that didn't help it as well, because a certain type of person like myself looks at that kind of graphics.

00:59:49.580 --> 00:59:57.840

Phil: But it had a woodcut element to it that kind of obviously elevated it to a more pleasing appearance.

00:59:58.080 --> 01:00:04.480

Phil: But I was going to give this game a 6, but now I feel like that would be unfair.

01:00:05.100 --> 01:00:16.220

Phil: I think the game's obviously a lot more complex than I thought, so I do want to probably withhold, refrain from giving it a score and probably see what the replay experience is like.

01:00:16.300 --> 01:00:22.420

Phil: Hopefully they've streamlined it so that it doesn't take as long as the original game, which I think took about 6 or 7 hours.

01:00:23.520 --> 01:00:25.740

Tom: I think it took me maybe half that.

01:00:26.240 --> 01:00:27.300

Phil: I could be mistaken.

01:00:27.560 --> 01:00:30.880

Tom: I don't think it was that long at all.

01:00:30.960 --> 01:00:32.400

Phil: You want to get old 6ie out?

01:00:32.680 --> 01:00:37.560

Tom: Yeah, it's a die 10, but I'm ready to give it a score.

01:00:40.040 --> 01:00:42.000

Tom: It gets an 8 out of 10.

01:00:42.000 --> 01:00:44.400

Phil: Wow, that's a pretty good score.

01:00:45.380 --> 01:00:48.020

Tom: That's the highest score today so far.

01:00:48.640 --> 01:00:52.600

Phil: That's actually on par with how Steam users rated it.

01:00:53.080 --> 01:00:55.760

Phil: Most people are giving it the 8 out of 10.

01:00:56.200 --> 01:01:00.200

Tom: When I played the demo, I was flabbergasted by the positive reaction.

01:01:01.340 --> 01:01:02.440

Phil: Yeah, the demo did not.

01:01:02.500 --> 01:01:04.260

Phil: You agree with me the demo didn't sell a game.

01:01:04.600 --> 01:01:06.580

Tom: You were much higher on the demo than me.

01:01:07.500 --> 01:01:15.200

Tom: When I played the demo, my reaction was, and you went on to play the main game, I believe I said to you, I'm not going to play this.

01:01:15.240 --> 01:01:16.100

Phil: Yes, you did.

01:01:16.380 --> 01:01:16.780

Phil: You did.

01:01:16.840 --> 01:01:18.080

Phil: And now you've given it an 8.

01:01:18.260 --> 01:01:18.820

Phil: That's incredible.

01:01:18.840 --> 01:01:19.260

Tom: Correct.

01:01:20.660 --> 01:01:21.580

Tom: What a turnaround.

01:01:21.940 --> 01:01:33.020

Phil: If you want to talk about another work simulator, I've got to an ending of Beat Cop, which is kind of a controversial game, I imagine, right now.

01:01:34.400 --> 01:01:35.020

Phil: Well...

01:01:36.900 --> 01:01:46.800

Tom: We have to go there, because I saw today, Libertarians are one of our hobbies, one of my hobbies that gets into the podcast.

01:01:47.360 --> 01:02:14.280

Tom: And I saw one of the modern geniuses of political coverage today in the internet sphere, who I won't name, who was tremendously confused and outraged that the Libertarian Party, and I was actually shocked as well that the Libertarian Party was living up to some of its Libertarian values, had endorsed the Black Lives Matter movement.

01:02:14.300 --> 01:02:24.540

Tom: Because for some reason, this commentator thought that the Libertarian Party should be pro-police for some reason.

01:02:25.940 --> 01:02:26.860

Tom: I'm not sure why.

01:02:26.880 --> 01:02:31.660

Phil: Well, I think if anyone wanted to defund the police, it would be a Libertarian, wouldn't it?

01:02:32.080 --> 01:02:32.680

Tom: Exactly.

01:02:32.780 --> 01:02:37.240

Phil: I mean, you want freedom, and you don't want to pay for anything, so defund the police.

01:02:37.360 --> 01:02:41.280

Phil: I would assume that Libertarians would be all about that, not law and order.

01:02:41.340 --> 01:02:45.120

Phil: But apparently not.

01:02:46.000 --> 01:02:47.120

Phil: They wouldn't want justice.

01:02:47.440 --> 01:02:48.940

Phil: Libertarians wouldn't want justice.

01:02:48.960 --> 01:02:49.820

Phil: They'd want freedom.

01:02:51.200 --> 01:02:53.420

Phil: So, I've got to say...

01:02:53.820 --> 01:03:01.620

Phil: Well, anyway, in the game, you play a beat on the cop in New York in 1986, I think.

01:03:02.100 --> 01:03:03.380

Tom: It's sometime in the 80s.

01:03:04.940 --> 01:03:13.420

Phil: And it's a retro pixel art style adventure, according to the developer, inspired by 80s cop shows.

01:03:13.420 --> 01:03:15.580

Phil: And I'd say that they've done a very good job of that.

01:03:16.160 --> 01:03:22.120

Phil: In terms of its graphics, it appears like Police Quest when it was at its crest.

01:03:22.620 --> 01:03:26.540

Phil: Police Quest was a spin-off of the Space Quest games.

01:03:27.760 --> 01:03:28.160

Phil: I don't know.

01:03:28.180 --> 01:03:30.900

Phil: Have you had any experience with Space Quest or Police Quest?

01:03:31.700 --> 01:03:37.160

Tom: No, I have not, other than playing the introduction to one of the Police Quests.

01:03:38.880 --> 01:04:03.280

Phil: Daryl Gates was the Chief of Police in Los Angeles during and shortly after the Rodney King civil uprising and presided openly over a police department that didn't really have much consideration for appearing to be correct or woke.

01:04:05.180 --> 01:04:11.380

Tom: I think what you mean, I believe it was one of the more racist and brutal police departments.

01:04:11.580 --> 01:04:17.300

Phil: Well, Wikipedia says he took a hardline aggressive paramilitary approach to law enforcement.

01:04:17.720 --> 01:04:21.020

Phil: He's credited with creating SWAT departments or SWAT teams.

01:04:22.320 --> 01:04:25.840

Phil: And yeah, the LAPD was a paramilitary organization.

01:04:26.240 --> 01:04:32.060

Phil: I think he said that drug dealers should be lined up against a wall and shot.

01:04:33.060 --> 01:04:35.160

Phil: Or he may have even been talking about drug users.

01:04:35.500 --> 01:04:38.740

Phil: Or, I don't know, people of different ethnicities.

01:04:38.760 --> 01:04:43.200

Tom: I think people generally don't make much of a distinction who have had opinions.

01:04:43.600 --> 01:04:48.720

Phil: If you've seen the show LA Noir, was LA Noir a game or a movie?

01:04:49.100 --> 01:04:50.720

Phil: LA Confidential, yeah.

01:04:51.020 --> 01:04:59.900

Phil: If you've seen LA Confidential, the chief of police in that, played by the guy that's in Babe, the pig movie.

01:05:01.340 --> 01:05:02.000

Phil: You know the guy.

01:05:02.020 --> 01:05:05.220

Tom: The guy that played the pig?

01:05:05.340 --> 01:05:10.560

Phil: The guy that played the farmer with the pig, who was named was Babe, pig in the city.

01:05:11.820 --> 01:05:14.940

Phil: In any case, the chief of police in LA Confidential played the pig.

01:05:14.960 --> 01:05:19.180

Tom: That was right there for you to say that the pig was playing the pig.

01:05:19.180 --> 01:05:19.940

Phil: He missed.

01:05:20.740 --> 01:05:21.660

Phil: Hey man.

01:05:22.640 --> 01:05:24.500

Phil: I don't call cops pigs.

01:05:25.500 --> 01:05:27.900

Phil: Anyway, it's based on Daryl Gates.

01:05:27.920 --> 01:05:40.920

Phil: Anyway, Police Quest actually came out with, but this is before the whole controversy, Police Quest actually came out, and it was a Sierra game, the Sierra point and click games, came out with a Daryl Gates Police Quest.

01:05:41.200 --> 01:05:44.160

Phil: And if you can find videos of this, it's hilarious.

01:05:44.540 --> 01:05:51.280

Phil: Now, I bought it at the time to play on my 386, and I found the game play to be absolutely riveting.

01:05:51.940 --> 01:06:00.460

Phil: And the graphics in this game simulate that era of PC game quite clearly, much like Papers, Please attempted to.

01:06:01.440 --> 01:06:10.120

Phil: So in the game, you play as a cop on a beat, and basically, you're a little stick figure type guy.

01:06:10.140 --> 01:06:15.600

Phil: I encourage people just to do an image search for beat cop game, and you'll see exactly what we're talking about.

01:06:16.300 --> 01:06:24.800

Phil: And you're in New York, and you've got this basically a very small city block, which is your beat, and you've been demoted.

01:06:24.820 --> 01:06:37.920

Phil: You were a detective, and you've been being investigated for a corruption charge, and basically demoted down to basically walking the beat as a New York City cop.

01:06:38.320 --> 01:06:44.300

Phil: So you can go into stores, you can write tickets, you can arrest people on the run.

01:06:45.660 --> 01:06:46.380

Phil: You can...

01:06:46.920 --> 01:06:49.080

Phil: Well, that's probably a basic enough description of the game.

01:06:49.100 --> 01:06:50.220

Phil: Have I missed anything there?

01:06:51.200 --> 01:06:51.880

Tom: I don't think so.

01:06:51.900 --> 01:06:59.960

Phil: And then obviously there's some choice in the game where you can side between two criminal groups.

01:07:01.200 --> 01:07:14.120

Phil: One group is your Italian American Mafia type, and the other is an urban American street gang who are black in ethnicity.

01:07:15.540 --> 01:07:34.400

Phil: And you've got to kind of balance doing your daily quota work, which is what the police chief has given you, or your sergeant, your desk sergeant has given you, doing or not doing favors for either of the criminal elements, and then also being cool to people in your neighborhood.

01:07:34.420 --> 01:07:37.640

Phil: So that means going in, talking to people in their shops and restaurants.

01:07:38.700 --> 01:07:42.920

Phil: You can also be cool, so to speak, with people you're writing tickets for.

01:07:42.940 --> 01:07:47.620

Phil: You can choose to not write them a ticket or not tow their car and that sort of thing.

01:07:47.640 --> 01:07:48.800

Tom: And accept their bribes.

01:07:48.920 --> 01:07:50.080

Phil: You can accept their bribes.

01:07:50.780 --> 01:07:58.820

Phil: And then at the end of the day, you get scored on what you were able to achieve against each of those goals.

01:08:00.100 --> 01:08:13.280

Phil: In terms of the homage to Papers, Please, at the bottom of the screen, you've got a digital watch that tells you what time it is, a Motorola radio, handcuffs, a gun and a notebook.

01:08:13.520 --> 01:08:17.440

Phil: And the notebook basically keeps you on track as to what you're doing on a day by day basis.

01:08:18.200 --> 01:08:26.460

Phil: And those work extremely well and look just like they were done in Papers, Please style.

01:08:28.340 --> 01:08:32.920

Phil: The game was developed by a company called Pixelcrow.

01:08:35.200 --> 01:08:38.080

Phil: And I think I'm not quite sure where they're from.

01:08:38.100 --> 01:08:43.460

Phil: I'm pretty sure it's in Eastern Europe, but I could be mistaken there.

01:08:43.920 --> 01:08:45.260

Tom: I think they might be American.

01:08:45.680 --> 01:08:47.320

Phil: No, I really don't think so.

01:08:47.340 --> 01:08:48.380

Tom: I think they may be.

01:08:50.080 --> 01:08:56.620

Tom: I'm pretty sure I watched an interview with them on SUP Homes in the very early days of production.

01:08:57.460 --> 01:09:00.580

Tom: And I am not sure that they are not American.

01:09:00.700 --> 01:09:03.600

Phil: Okay, well if you could check that out for me, that would be good.

01:09:03.620 --> 01:09:04.720

Tom: But I could well be wrong.

01:09:04.740 --> 01:09:06.040

Phil: Yeah, yeah.

01:09:06.520 --> 01:09:10.440

Phil: So in terms of how it depicts, everyone in this game is depicted horribly.

01:09:11.600 --> 01:09:18.560

Phil: You know, the game has cultural stereotypes in it.

01:09:19.420 --> 01:09:23.360

Phil: And some of them are just, I think, unnecessarily in the game.

01:09:23.580 --> 01:09:25.040

Phil: I'm not overly sensitive.

01:09:25.060 --> 01:09:29.400

Tom: It's an homage to 80s police films and shows.

01:09:29.420 --> 01:09:30.800

Phil: TV shows, exactly right.

01:09:30.840 --> 01:09:33.220

Tom: I think they are perfectly on point.

01:09:33.600 --> 01:09:39.760

Phil: I don't remember seeing an 80s TV show where a black person was sitting on their front step eating a watermelon.

01:09:43.160 --> 01:09:45.540

Tom: Maybe not a television show.

01:09:45.560 --> 01:09:45.900

Phil: Yeah.

01:09:46.500 --> 01:09:50.600

Phil: I don't know that that particular cultural reference was necessary.

01:09:52.500 --> 01:09:55.320

Phil: And the game is particularly verbose.

01:09:55.380 --> 01:09:58.920

Phil: I mean, there's a lot of text to click through.

01:09:58.940 --> 01:10:08.000

Phil: And I think that that probably hurt my game experience because I don't know if you had, like, it was never really explained to me how to handcuff someone.

01:10:09.660 --> 01:10:14.560

Phil: Like, basically, if someone's on the run and you're chasing after them, there's a way...

01:10:14.580 --> 01:10:15.560

Tom: I think they did explain it.

01:10:15.640 --> 01:10:19.300

Tom: And you basically just get near to them and press the button.

01:10:19.320 --> 01:10:21.260

Phil: Press the handcuff button, right.

01:10:21.280 --> 01:10:25.920

Phil: Well, when you get close to them, a handcuff insignia appears next to the person.

01:10:26.200 --> 01:10:27.820

Phil: So I was clicking on the insignia.

01:10:27.820 --> 01:10:29.600

Phil: I wasn't clicking on the actual handcuff.

01:10:31.320 --> 01:10:32.020

Phil: You know, that's just...

01:10:32.040 --> 01:10:35.840

Phil: I'm just going to blame myself for that because I did click through a lot of the text.

01:10:37.340 --> 01:10:39.520

Phil: Because it was, I mean, just endless.

01:10:39.540 --> 01:10:40.740

Phil: It just went on and on and on.

01:10:43.780 --> 01:10:48.520

Phil: One of the limits of the game, I thought, was the actual police work that you did.

01:10:50.020 --> 01:10:54.420

Phil: How did you find the size of the gameplay area that was available to you?

01:10:54.980 --> 01:10:59.860

Tom: Well, I am going to refrain from going into too many details until I have finished it.

01:11:01.280 --> 01:11:06.740

Tom: But it depended on the day, essentially, and how much you were meant to be doing.

01:11:10.220 --> 01:11:11.020

Phil: I personally...

01:11:11.100 --> 01:11:15.700

Tom: I don't think there was an issue with the actual size of the area or the game.

01:11:15.740 --> 01:11:23.240

Tom: It more so was about what your tasks were and what random things appeared.

01:11:23.260 --> 01:11:30.520

Phil: And I thought for me that the game, the actual job of the cop was pretty mundane and repetitive.

01:11:30.540 --> 01:11:44.300

Phil: I mean, basically, 99% of what you do is write tickets for parking violations and calling cars to be towed, or variations thereof, you know, so you might have to check cars.

01:11:44.580 --> 01:11:48.360

Tom: I would say you're only mainly doing that on days where not much is happening.

01:11:49.020 --> 01:11:51.140

Phil: Which I found was every day.

01:11:52.200 --> 01:11:54.820

Phil: I mean, if you did engage...

01:11:54.840 --> 01:11:56.060

Tom: Did you do all the side things?

01:11:56.120 --> 01:11:56.980

Phil: I didn't do all of them.

01:11:57.000 --> 01:11:57.320

Tom: Every day?

01:11:57.320 --> 01:12:01.500

Phil: I didn't do all of them because I did find that those did become too challenging.

01:12:02.020 --> 01:12:14.880

Phil: Like, if you accepted every side quest, there was absolutely no way you could get all the side quests done on most days, and still meet your quota, and follow up on the overarching storyline of which there is.

01:12:15.700 --> 01:12:24.740

Tom: Well, I could, and it was a very stressful and pressurized experience in a good way.

01:12:25.560 --> 01:12:37.700

Tom: So I think you need to commit to what's going on, and take everything and attempt it to really get out of the game what they're going for, I think.

01:12:37.880 --> 01:12:38.620

Phil: Yeah, I think so.

01:12:38.640 --> 01:13:04.360

Phil: I mean, like, if you were able to get that tension where you're actually feeling stressed and nervous about getting everything done, obviously that's an element of, you know, tower defence games or another of my favourite work simulators, which is an air traffic control game, you know, where you have to go through these set motions and eventually that stuff just keeps stacking up and stacking up and stacking up.

01:13:05.000 --> 01:13:08.840

Tom: And you've got to strategise on how you're doing your tickets.

01:13:09.560 --> 01:13:09.920

Phil: Yes.

01:13:10.120 --> 01:13:31.820

Tom: And choose when to do them and when to focus on them and whether, as you're on a way to a destination, you should ignore all parked cars or cars with lights broken or worn down tyres or whether, as you're on your way to a place, you should give out a few tickets and that sort of thing.

01:13:32.740 --> 01:13:34.740

Phil: And the game does have some tells.

01:13:34.760 --> 01:13:47.660

Phil: Like, so over time you can say, you know, this isn't a spoiler, this is a helpful tip, but basically, like, if a car's tyres are at the point where you should be writing it a ticket, you'll see skid marks behind where the car is parked.

01:13:47.680 --> 01:13:53.180

Tom: Yep, and if they've got broken lights, you will see a spark on their lights.

01:13:53.360 --> 01:13:53.740

Tom: Really?

01:13:54.860 --> 01:13:55.560

Phil: I thought you had to...

01:13:55.620 --> 01:13:57.660

Tom: It's very hard to see, but it is there.

01:13:57.760 --> 01:13:58.200

Phil: Okay.

01:13:59.720 --> 01:14:09.780

Phil: And there's also cool things that you pick up on in terms of, they give you kind of hints, so there are hints as to possibly there's some days where you could take bribes and get away with it and some days you couldn't.

01:14:10.920 --> 01:14:35.640

Tom: My strategy so far has been essentially if there is a difficult ticket quota to get through all the tickets ignoring all bribes, then if there is time, accept every single bribe following that because if you accept a lot of bribes, you will end up making more money than you will get docked for accepting bribes if you get noticed.

01:14:36.360 --> 01:14:44.140

Phil: Yes, but ultimately, someone could be watching you and that could come back to bite you later on as the game develops.

01:14:44.160 --> 01:14:47.420

Tom: It may well, but I am all for the money.

01:14:47.560 --> 01:14:47.920

Phil: Yes.

01:14:49.600 --> 01:14:52.900

Phil: I thought that the characters inside the stores were well written.

01:14:53.860 --> 01:15:10.380

Tom: Can I just ask, I know that the American job structure is extremely totalitarian in many ways, but why is your alimony payments part of your job at the police force?

01:15:10.400 --> 01:15:12.460

Phil: Yes, that's actually true in Australia as well.

01:15:12.740 --> 01:15:13.620

Tom: Okay, is it?

01:15:13.640 --> 01:15:18.780

Phil: Yes, if you have child support payments, the government docks that directly out of your...

01:15:20.680 --> 01:15:25.580

Phil: that's something that they do with your employer to deduct it directly out of your payroll.

01:15:26.100 --> 01:15:35.980

Phil: So, yes, in this game, your alimony payments are one of the main financial stresses on your life, and you have to have a certain amount of money at certain intervals.

01:15:36.580 --> 01:15:39.400

Phil: And, yes, but believe it or not, I didn't...

01:15:39.440 --> 01:15:48.660

Phil: obviously, I've never been in this situation, but I've been around now and overheard enough things where, yes, that becomes your employer's business, sadly.

01:15:50.000 --> 01:15:52.880

Tom: Fascinating.

01:15:53.840 --> 01:16:03.760

Phil: The overarching story, I found it, without going into spoilers, I found it difficult for long periods of time to progress that plot.

01:16:03.940 --> 01:16:05.940

Phil: Am I again missing something there?

01:16:06.600 --> 01:16:10.320

Tom: A lot of the main story is actually completely optional.

01:16:10.440 --> 01:16:20.920

Tom: So if you don't make phone calls at certain times and don't go and meet up with people, then I think you will be missing out stuff on the main story.

01:16:21.080 --> 01:16:23.000

Phil: Yeah, and I really tried to progress it.

01:16:23.020 --> 01:16:26.720

Phil: So I tried to make all of those phone calls and meet certain people.

01:16:27.360 --> 01:16:34.340

Phil: And I think in some cases, I really would have appreciated an instant replay.

01:16:35.020 --> 01:16:47.180

Phil: Just go back 30 seconds, because sometimes I click on the person I was supposed to meet, and then immediately, because I'm so used to just going through the text, hit the wrong response and then they'd leave, and then that was never followed up on.

01:16:48.260 --> 01:16:56.860

Phil: The game does have a rewind option, or a turn back time option rather, but you have to start from the start of a certain day.

01:16:57.140 --> 01:17:01.380

Phil: It's not like you can turn back time half an hour or an hour, or that sort of thing.

01:17:03.800 --> 01:17:07.700

Phil: The level of detail in the game is quite extraordinary, and I do appreciate that.

01:17:08.040 --> 01:17:10.720

Phil: I also greatly appreciate the aesthetic of the game.

01:17:13.420 --> 01:17:33.320

Phil: And obviously I must have been missing the point somewhere along the line, because I did get to a fail state by about day 16 or 18, where it is possible to have such poor relationships with one group or another, where the game will end, regardless of what you want to do or try to do.

01:17:35.160 --> 01:17:42.140

Phil: And then I went back and rewinded a day, and apparently they just immediately got rid of me again.

01:17:42.160 --> 01:17:47.160

Tom: Can you rewind further or only to the previous day?

01:17:47.180 --> 01:17:52.560

Phil: I wish I could tell you, but honestly by that time, the game had worn out its welcome for me.

01:17:53.940 --> 01:18:00.200

Phil: I was already kind of sick of the game and my inability to really progress the story properly.

01:18:01.160 --> 01:18:03.120

Phil: I was doing really well on my police work.

01:18:03.440 --> 01:18:12.080

Phil: I was doing enough of the side stories that I was keeping one group happy, but apparently I didn't keep the Italian Americans happy enough.

01:18:13.100 --> 01:18:15.100

Phil: I found them to be completely unsympathetic.

01:18:15.680 --> 01:18:25.300

Phil: And so I just kind of just didn't play the game that way, but you've really got to keep everyone on balance to get to that good ending or series of good endings, I guess.

01:18:25.980 --> 01:18:34.820

Phil: Also, I screwed up because of, as what I just described, I was supposed to meet someone and when I met them, I gave them the wrong response accidentally.

01:18:35.580 --> 01:18:38.080

Phil: And again, I was just so sick of the game at that point.

01:18:38.100 --> 01:18:39.640

Phil: I could have replayed that whole day.

01:18:40.000 --> 01:18:45.420

Phil: But the whole thing is like, each day takes a fair bit to get through.

01:18:45.440 --> 01:18:49.760

Tom: Depending on how much stuff there is, they can last 20 to 40 minutes.

01:18:49.780 --> 01:18:50.760

Phil: Yeah, exactly.

01:18:50.880 --> 01:19:02.720

Phil: And so if you're towards the end of that period, going back and replaying that whole day where everything is clockwork, I mean, the exact same stuff will happen.

01:19:03.220 --> 01:19:04.400

Phil: To a degree, to a degree.

01:19:04.420 --> 01:19:09.760

Phil: I mean, the traffic changes, the cars and their parking seems to be fairly pseudo-random.

01:19:11.500 --> 01:19:16.920

Phil: And I actually really liked the actual arresting people and that sort of stuff.

01:19:16.920 --> 01:19:24.760

Phil: I just think that it was, mostly the police work was so strongly centered around a single activity, which was traffic violations.

01:19:25.180 --> 01:19:32.340

Phil: I just wish there were more other police-type work that you could be doing other than just liaising and the side stories.

01:19:34.980 --> 01:19:39.080

Phil: I probably found the church side stories to be the most interesting ones.

01:19:40.700 --> 01:19:46.860

Tom: They've been just starting to get more amusing for me, where I'm up to.

01:19:48.800 --> 01:19:54.780

Phil: I think the early appearance of the Russian cop was really spot on.

01:19:54.800 --> 01:19:55.560

Phil: I loved that one.

01:19:58.620 --> 01:20:00.740

Phil: There's a lot of elements to this game I really enjoyed.

01:20:00.880 --> 01:20:08.400

Phil: Probably, if I could do anything, would shorten the length of the days and have more diversity in terms of the kind of police work that you're doing.

01:20:09.840 --> 01:20:21.700

Tom: I think, to me, the police work doesn't really need more diversity, because if you are doing the side stuff, that gives you a greater variety of things to do.

01:20:23.940 --> 01:20:26.600

Tom: My experience of it, I may as well mention now.

01:20:27.180 --> 01:20:33.800

Tom: I would agree with your general description of how the days unfold.

01:20:34.000 --> 01:20:37.400

Tom: But I think the main goal is two things.

01:20:37.620 --> 01:20:41.340

Tom: One, accruing as much money as possible.

01:20:41.460 --> 01:20:45.980

Tom: And the way I've been doing that may at some point prove my downfall.

01:20:46.740 --> 01:20:56.200

Tom: But, for instance, I am usually about $1,000 above my alimony payments.

01:20:57.120 --> 01:21:08.900

Tom: But the whole point of the game, I think, is one, to do as much side stuff as possible, because that serves two functions.

01:21:09.040 --> 01:21:15.600

Tom: One, the main story stuff is actually presented as a lot of the side stuff, so that's important.

01:21:16.100 --> 01:21:30.540

Tom: And two, the side stuff is really how you're able to balance your relationship with the police, the gangbangers, the mafia, and the local business owners and residents.

01:21:30.700 --> 01:21:39.540

Tom: So when you're doing all of that stuff, it has the same sort of tension of Papers, Please!

01:21:39.560 --> 01:21:45.020

Tom: and other great work simulators, where you feel like you're doing too much stuff at once.

01:21:46.440 --> 01:21:54.180

Tom: And you've also got this basic, really repetitive thing to do, which is the tickets that you have to do as well, which serves two purposes.

01:21:54.340 --> 01:22:05.580

Tom: One, adds to the stress of what you're doing, but two, also acts as a sort of crutch to help you navigate around and keep you grounded.

01:22:05.600 --> 01:22:36.100

Tom: So for the first 10 days, for me, I think it has really struck an excellent balance of how it is structured as a work simulator, and it is tactically somewhat satisfying as well, giving out the tickets, and as you're learning how to look for lights and so forth, before you can more easily notice the sparks, things like checking the lights is very tactilely satisfying as well.

01:22:36.120 --> 01:22:40.220

Tom: So I think I'm definitely much more positive on it than you are.

01:22:40.680 --> 01:22:52.560

Tom: And as an homage to American police shows and cinema of the era, I think it is extremely good.

01:22:52.580 --> 01:23:07.400

Tom: And you are indeed correct, it is certainly not American, it is Polish, which explains why the watermelon scene is in there, and also why it is such a great homage.

01:23:07.400 --> 01:23:26.720

Tom: Because I think if it is American, then it won't have things like the watermelon thing in there and will probably be downplaying how extreme a lot of 80s police related stuff was, if not in its open imagery, in its subtext.

01:23:27.460 --> 01:23:34.020

Phil: Yeah, and in chat I just sent you a picture from Daryl Gates' Police Quest game.

01:23:35.120 --> 01:23:41.000

Phil: As you can see, the graphical style is kind of sort of there, and that's a screenshot that I wouldn't put on our website.

01:23:43.140 --> 01:23:45.280

Phil: Right now, I don't think you could get away with that anymore.

01:23:45.960 --> 01:23:47.180

Phil: But you can see...

01:23:47.200 --> 01:23:48.320

Tom: Well, I certainly would.

01:23:48.320 --> 01:23:49.240

Phil: Yeah, I know you would.

01:23:49.280 --> 01:23:50.620

Phil: And they've got the...

01:23:50.640 --> 01:23:52.440

Phil: See how they've got the tools there along the bottom.

01:23:52.460 --> 01:23:58.740

Phil: So I really do think it's probably more of an homage or copy back to Daryl F.

01:23:58.760 --> 01:24:01.000

Phil: Gates' Police Quest.

01:24:01.320 --> 01:24:06.140

Phil: And again, I strongly encourage you to do an image search for that game.

01:24:06.160 --> 01:24:08.060

Phil: Well, I'm glad you...

01:24:08.480 --> 01:24:14.440

Tom: The lighting also topically looks like one of the characters is wearing a surgeon's mask.

01:24:15.160 --> 01:24:15.700

Phil: What's that?

01:24:16.540 --> 01:24:26.040

Tom: The lighting in the image you have sent me, which if you don't post the front page story for this episode of the podcast, will be on the front page.

01:24:26.060 --> 01:24:30.540

Tom: So please look forward to that if Phil Fogg is lazy listeners.

01:24:31.400 --> 01:24:36.000

Tom: But the lighting looks like the detective is wearing a mask.

01:24:36.420 --> 01:24:37.580

Tom: Yeah, it does.

01:24:37.580 --> 01:24:38.320

Phil: It does.

01:24:38.340 --> 01:24:39.020

Phil: In fact, he may.

01:24:39.040 --> 01:24:40.980

Phil: I forget the actual plot line.

01:24:41.200 --> 01:24:42.080

Phil: But you see how the...

01:24:42.500 --> 01:24:43.980

Phil: This is boring for people who can't see it.

01:24:44.160 --> 01:24:47.120

Phil: But you see the light on those cans near the door.

01:24:47.140 --> 01:24:48.380

Phil: You see the light on the hat.

01:24:48.400 --> 01:24:53.100

Phil: You can see how that comes through in Beat Cop, certainly.

01:24:56.020 --> 01:24:58.340

Phil: So I'm glad you enjoyed it.

01:24:58.360 --> 01:25:03.160

Phil: I thought this was a game that came out recently, but it's actually an old game from 2017.

01:25:03.960 --> 01:25:07.740

Phil: It has tremendously high feedback on Steam.

01:25:09.600 --> 01:25:13.540

Phil: Rightfully so for me so far.

01:25:15.160 --> 01:25:15.500

Phil: Yep.

01:25:15.520 --> 01:25:16.620

Phil: So I'm not going to give it a score.

01:25:16.640 --> 01:25:22.120

Phil: Again, just like with Death in Texas, I think you're giving me a reason to really revisit my experience with it.

01:25:22.140 --> 01:25:23.920

Phil: I spent a lot of time with this game too.

01:25:25.640 --> 01:25:26.000

Phil: But...

01:25:26.620 --> 01:25:38.940

Tom: I think it may be too stressful for you if you put in the amount of commitment that is required to really enjoy it.

01:25:39.200 --> 01:25:42.940

Tom: It may be too stressful.

01:25:43.060 --> 01:25:43.900

Phil: I don't know about that.

01:25:43.920 --> 01:25:49.900

Phil: I mean, because I really like stressful work sims, like the air traffic controller game.

01:25:49.920 --> 01:26:01.720

Phil: But I think probably for me, the downfall for probably this and Death in Texas is the environment in which I have to play this, which is very short periods of time with a lot of distractions going on.

01:26:02.260 --> 01:26:08.280

Phil: And I think this game would benefit from having your full attention when you're playing it, not something that you're doing.

01:26:08.300 --> 01:26:09.700

Tom: Yeah, it definitely needs that.

01:26:09.720 --> 01:26:15.540

Phil: Yeah, and that's obviously something that's lacking in my life right now.

01:26:15.680 --> 01:26:23.840

Phil: My PC game is in a building that at night is very nice and quiet and isolated, but also very cold.

01:26:24.700 --> 01:26:28.060

Phil: So I typically play console games in the winter.

01:26:29.300 --> 01:26:31.780

Phil: So maybe we'll revisit a lot of these later on.

01:26:32.840 --> 01:26:33.660

Phil: Okay, well, great.

01:26:33.680 --> 01:26:36.240

Phil: And you're going to obviously persist with the game then?

01:26:37.240 --> 01:26:37.860

Tom: Yes, I am.

01:26:38.080 --> 01:26:38.500

Phil: Very good.

01:26:38.520 --> 01:26:39.080

Phil: Glad to hear it.

01:26:39.100 --> 01:26:44.360

Phil: And again, there's so much detail in the game that's just really remarkable and wonderful.

01:26:44.880 --> 01:26:48.000

Phil: And I really do appreciate the graphical style of it, that's for sure.

01:26:49.820 --> 01:26:51.520

Phil: But that's enough of this indie rubbish.

01:26:52.400 --> 01:26:58.860

Phil: Surely one of us has been playing a AAA game that's relevant to these times as well.

01:27:00.340 --> 01:27:02.100

Phil: Have you been playing Last of Us 2?

01:27:02.900 --> 01:27:03.620

Tom: No, I haven't.

01:27:04.300 --> 01:27:24.580

Tom: But I have been playing Metro Exodus, and I'm not going to talk about the actual game itself, but we discussed previously on the show that my Windows Store version of the game committed suicide, and I had to get it on the Epic Games Store for $27.

01:27:24.720 --> 01:27:36.060

Tom: And I don't know if you noticed this, but in the Steam sale, here's an example of the free markets competition resulting in positive things for the consumer.

01:27:36.360 --> 01:27:48.580

Tom: The much-maligned Epic Store in its sales has been offering coupons for users that give like $10 or sometimes even $15 off their purchase.

01:27:48.800 --> 01:27:51.560

Tom: And that can even be on games that are like $20.

01:27:51.580 --> 01:27:59.280

Tom: So you can essentially get $50, 50% off cheap games on the Epic Store during their sales.

01:27:59.340 --> 01:28:05.500

Tom: And if there's a good price on a game, you can get more off due to their coupon system.

01:28:05.520 --> 01:28:20.760

Tom: I ended up managing to pick up Metro Exodus with all of its DLC as a result of this coupon for $27, which as I projected would be cheaper than the best price on Steam in the upcoming summer sale, which was $38.

01:28:21.080 --> 01:28:28.440

Tom: And their coupon, which was only for $8, was only applicable if you were spending $45 or more.

01:28:29.360 --> 01:28:39.560

Tom: But there is an example of a better sales practice of Epic influencing Steam and forcing them to implement their own coupon system.

01:28:40.540 --> 01:29:01.200

Tom: So it's very good, lucky that the people who are in a consumerist cult for Steam are not large enough to kill off Epic Games as yet, because it is resulting in a positive effect on Steam, at least so far.

01:29:01.200 --> 01:29:02.040

Phil: Yeah, definitely.

01:29:02.060 --> 01:29:06.840

Phil: And I don't understand the corporate cult that's behind them.

01:29:07.760 --> 01:29:09.680

Phil: Just a piece of news that came in.

01:29:09.700 --> 01:29:10.780

Tom: Well, it's not just Steam.

01:29:11.020 --> 01:29:14.460

Tom: It's general gaming and fandom culture.

01:29:14.480 --> 01:29:27.620

Tom: For instance, Tencent announced a cyberpunk-themed game, and there are sways of people suggesting that it is a cyberpunk 27.7 ripoff.

01:29:27.860 --> 01:29:37.840

Tom: And I hate to break it to CD Projekt Red fans, but there is literally nothing original in Cyberpunk 2077.

01:29:37.860 --> 01:29:38.460

Phil: Absolutely.

01:29:38.520 --> 01:29:39.420

Tom: Literally nothing.

01:29:39.740 --> 01:29:40.880

Phil: Yeah, yeah.

01:29:40.900 --> 01:29:43.940

Phil: Just some news about Epic and Tencent and all the rest of it.

01:29:44.120 --> 01:29:48.160

Phil: Sony spent a quarter of a billion dollars investing in Epic this week.

01:29:48.180 --> 01:29:49.980

Phil: So $250 million.

01:29:50.720 --> 01:29:53.560

Phil: Bought them a 1.5% share in Epic.

01:29:55.940 --> 01:29:58.260

Phil: So I don't know why you would do that.

01:29:59.320 --> 01:30:00.860

Phil: Maybe it's, who knows?

01:30:00.980 --> 01:30:01.400

Phil: I don't know.

01:30:01.420 --> 01:30:07.300

Phil: Maybe they're going to do some exclusive content with Fortnite, and that's the cost of doing business.

01:30:07.480 --> 01:30:08.760

Tom: They may well be.

01:30:10.140 --> 01:30:12.080

Phil: Tencent owns 40% of Epic.

01:30:13.280 --> 01:30:18.700

Phil: So for what it's worth, I've always liked Epic as a company.

01:30:18.720 --> 01:30:22.420

Phil: I've loved the products that they produce mostly.

01:30:23.780 --> 01:30:27.120

Phil: And I don't see any downside to the Epic store whatsoever.

01:30:28.980 --> 01:30:45.960

Tom: I think it is a great positive to the online game store ecosystem because it is literally the only other competitive steam because GOG is in its own niche, as is Humble Bundle.

01:30:46.820 --> 01:30:55.000

Tom: And then outside of that, all you have are the key resellers, which are obviously in their own niche, even further apart.

01:30:56.460 --> 01:30:57.800

Phil: I'd say itch.io is the best.

01:30:57.820 --> 01:31:04.120

Tom: And obviously itch.io is also another alternative, but again, in its own niche.

01:31:04.760 --> 01:31:06.860

Phil: I don't have any tattoos right now.

01:31:08.440 --> 01:31:12.000

Phil: If I had already had a few, I'd probably get an itch.io tattoo.

01:31:12.020 --> 01:31:14.000

Phil: I figured I'd owe them.

01:31:14.260 --> 01:31:16.120

Phil: It could just be there along with the rest of them.

01:31:16.140 --> 01:31:17.840

Phil: People would be like, dude, what's that for?

01:31:17.860 --> 01:31:21.360

Phil: I'm like, oh, in 2020, they gave me 1600 games for $5.

01:31:23.120 --> 01:31:24.260

Phil: It's the least I could do.

01:31:25.780 --> 01:31:31.040

Phil: But hey, so Metro Exodus, Metro, who develops Metro?

01:31:31.800 --> 01:31:37.100

Tom: 4A Studios, but we're not here to talk about the game itself in terms of any of its content.

01:31:37.120 --> 01:31:39.420

Tom: We're here to compare the two different versions.

01:31:40.000 --> 01:31:58.100

Tom: And again, I was shocked by the differences in the Caspian, the lighthouse scene, where on the Windows Store version, I had regular constant crashes that took me a long time to navigate through.

01:31:59.180 --> 01:32:06.360

Tom: That was not there at all, and the entire level generally ran about five frames per second faster.

01:32:07.180 --> 01:32:18.680

Tom: And outside of the Caspian on the Windows Games Store version, the game crashed several times.

01:32:20.800 --> 01:32:26.120

Tom: On the Epic Games Store version, so far I have crashed once in total.

01:32:26.120 --> 01:32:26.620

Tom: Why?

01:32:27.040 --> 01:32:27.900

Phil: How could this be?

01:32:28.640 --> 01:32:40.220

Tom: So I don't understand why or how, but apparently Windows Store versions of games are potentially as bad as their reputation would suggest.

01:32:41.620 --> 01:32:54.880

Tom: And the way in which the Metro Exodus Windows Store version committed suicide, I would highly suggest not getting a game on Windows Store if another option is available.

01:32:55.160 --> 01:32:57.240

Tom: Their prices are usually worse as well.

01:32:57.520 --> 01:32:58.620

Phil: It's just astounding.

01:32:58.640 --> 01:33:01.900

Phil: I just don't understand how it could be the same game, same computer.

01:33:01.920 --> 01:33:03.900

Phil: I mean, it should be the same install packet.

01:33:03.920 --> 01:33:05.680

Phil: I just don't get it.

01:33:05.800 --> 01:33:16.440

Tom: There must be some differences because, for instance, where the saves go, the Windows Store version goes into some completely esoteric and ridiculous place as well.

01:33:16.460 --> 01:33:20.400

Tom: So who knows how and why?

01:33:21.600 --> 01:33:23.660

Tom: But there appear to be differences somehow.

01:33:24.820 --> 01:33:35.180

Tom: And the other thing, last thing on Metro, is I actually just finished reading today the Metro 2033 novel.

01:33:35.640 --> 01:33:38.080

Phil: Oh, should I be getting a pen to write this down?

01:33:38.080 --> 01:33:38.840

Phil: Is it any good?

01:33:39.700 --> 01:33:42.760

Tom: Well, shockingly, it was extremely good.

01:33:43.220 --> 01:33:46.180

Tom: I was expecting it to be complete and utter shit.

01:33:46.740 --> 01:33:47.280

Phil: What's it called?

01:33:47.300 --> 01:33:48.520

Phil: Metro 2033?

01:33:48.540 --> 01:33:57.580

Tom: Metro 2033 by Dmitry Glukhovsky, who was involved in the writing of both 2033 and Last Light.

01:33:58.180 --> 01:33:59.140

Phil: How do you spell his last name?

01:33:59.160 --> 01:33:59.820

Tom: Not Exodus.

01:34:00.600 --> 01:34:01.500

Tom: Glukhovsky.

01:34:02.180 --> 01:34:03.220

Phil: You don't know how to spell his name.

01:34:13.080 --> 01:34:13.340

Phil: S-K-Y.

01:34:13.360 --> 01:34:14.680

Phil: And it's Dmitry D-M-I-T-R-I.

01:34:14.700 --> 01:34:16.420

Tom: Not Dmitry D-I-M.

01:34:17.380 --> 01:34:18.380

Phil: Yeah.

01:34:18.940 --> 01:34:20.260

Phil: Well, that's amazing.

01:34:20.340 --> 01:34:21.080

Phil: It's actually good.

01:34:21.720 --> 01:34:22.340

Tom: Yes, it is.

01:34:22.360 --> 01:34:56.160

Tom: And I bring it up because in the original game in Metro 2033, and also Last Light as well, Last Light was much more focused on the metaphysical themes that were in 2033, but I mentioned how extraordinarily Russian it was in that the stations you were exploring, the people you were interacting with were all basically mouthpieces for various political or philosophical ideologies.

01:34:56.960 --> 01:35:00.200

Tom: And it created this exceptional atmosphere.

01:35:00.220 --> 01:35:13.600

Tom: In the book, of course, this is much more exaggerated, and the metaphysical elements of Last Light that were downplayed in Metro 2033 is at the forefront as well as the philosophical and political stuff.

01:35:13.960 --> 01:35:27.700

Tom: So it's basically those two thematic bases combined into the one package, and obviously there's more room to expand upon it in the book compared to the game.

01:35:28.260 --> 01:35:54.960

Tom: But even more impressively, and I don't know if this was deliberate or not, but according to one internet profile of him, he is a critic of modern Russia's politics, so it may well be deliberate in the game there other than as being part of the Russian writing tradition and even Soviet writing tradition as well.

01:35:55.260 --> 01:35:57.800

Tom: This didn't really change during communism.

01:35:59.200 --> 01:36:45.100

Tom: Other than those elements being there basically just as a traditional way of telling the story, the way the whole of the Metro setting is presented and the philosophy and the political discussions are presented is very, very, very much comes across as being commentary on the propaganda style of the Putin government and his absolutely amazing, the people who does his stuff, where you're basically going around this new world that has appeared in some time before 2033, i.e.

01:36:45.140 --> 01:36:54.280

Tom: in the modern era, after a massive change in society completely collapsing the accepted way of understanding the world.

01:36:54.340 --> 01:37:14.620

Tom: And in replacement of this is basically a lapping version of previous ideologies and philosophies, all presented simultaneously, openly as coming from the source of government funding and propaganda.

01:37:15.200 --> 01:37:30.700

Tom: And you're left with a world where you are presented with all these openly false ideas, and you have to navigate it in this nihilistic setting.

01:37:30.980 --> 01:37:41.120

Tom: And while this is very much in line with all the anti-Russian propaganda that is out there, I do recommend people go out and read Alexander Dugan.

01:37:41.240 --> 01:37:47.180

Tom: And I've forgotten the name of the more interesting PR people in the Russian government.

01:37:47.440 --> 01:37:58.280

Tom: The former theatre director and the novelist and short story writer is very much in line with their own propaganda as well.

01:37:58.480 --> 01:38:12.500

Tom: So I was not expecting that, and it may not even be intentional, but merely be accidental coming from a writer who unconsciously has absorbed a lot of the culture in which he lives.

01:38:12.580 --> 01:38:37.680

Tom: But regardless, it is a step up from the games, which I was not expecting, and a fascinating depiction and way of modern day Russia, and a way of presenting it in the metaphor of the metro system, where you are literally going from important Russian location to important Russian location.

01:38:38.220 --> 01:38:40.780

Phil: Do you follow 4A games at all?

01:38:40.800 --> 01:38:44.580

Phil: I mean, in terms of, you know, outside of metro and...

01:38:46.740 --> 01:38:48.800

Tom: Outside of metro, not really.

01:38:48.820 --> 01:38:49.520

Phil: Yeah, okay.

01:38:49.540 --> 01:38:51.460

Tom: Do they do anything outside of metro?

01:38:51.740 --> 01:38:52.500

Phil: No, they don't.

01:38:52.500 --> 01:38:55.420

Phil: I mean, they've been doing metro for almost 10 years now.

01:38:55.800 --> 01:38:58.100

Phil: Well, they have been doing metro for over 10 years now.

01:38:58.560 --> 01:39:00.200

Phil: It's the sole thing that they do.

01:39:00.200 --> 01:39:09.100

Phil: And like, it's a very well-respected game and probably must be highly successful if they're still doing it after 10 years.

01:39:10.340 --> 01:39:18.580

Phil: I certainly know that the marketing of the game has been entirely sensitive and thoughtful over the years.

01:39:18.600 --> 01:39:26.900

Phil: So I just hope that they can continue doing what they want to do, but I'd also like to see something a little bit different out of them.

01:39:28.720 --> 01:39:33.260

Tom: Well, they did something a little bit different with Exodus, so they weren't just repeating themselves.

01:39:33.700 --> 01:39:34.820

Phil: No, they certainly did.

01:39:34.980 --> 01:39:38.660

Phil: And I remember the response to that wasn't that great either.

01:39:39.460 --> 01:39:45.140

Phil: But I did think that what they were doing with Exodus was enough of a departure.

01:39:45.160 --> 01:39:51.100

Phil: I'm just saying, are they going to get out of the world that they're in and do something else?

01:39:52.160 --> 01:39:52.640

Phil: Who knows?

01:39:52.660 --> 01:39:57.280

Phil: I mean, if they're making money and they're selling games, then, you know...

01:39:57.360 --> 01:40:02.120

Tom: I believe they have made a VR game that is unrelated to Metro.

01:40:02.140 --> 01:40:04.380

Tom: So they have technically done one other thing.

01:40:04.980 --> 01:40:09.900

Phil: The only reason they made the VR game unrelated to Metro was because people kept having to take off their...

01:40:10.200 --> 01:40:13.160

Phil: kept taking off their VR goggles to clear the steam.

01:40:13.180 --> 01:40:14.120

Tom: To get a new filter.

01:40:17.380 --> 01:40:18.140

Phil: All right, well...

01:40:19.120 --> 01:40:20.080

Tom: And I should add this.

01:40:20.820 --> 01:40:31.560

Tom: I would put this Metro 2033 well above Roadside Picnic, which is the source material for the stalker games and also the stalker film.

01:40:31.760 --> 01:40:34.780

Phil: Right, which is also still on my reading list.

01:40:34.980 --> 01:40:35.340

Phil: Actually...

01:40:35.920 --> 01:40:41.380

Tom: With the hierarchy for stalker, it goes the film is obviously incomparable.

01:40:42.360 --> 01:40:49.740

Tom: Then there is the game and then there is a long distance between the game and Roadside Picnic.

01:40:49.980 --> 01:41:10.040

Tom: But I would recommend reading Roadside Picnic and Metro 2033 because Metro 2033 very much comes out of Roadside Picnic and it is fascinating comparing the two and the different cultures from which they come from.

01:41:10.660 --> 01:41:19.300

Tom: Yet their consistency with the tradition of the Russian novel, even though they are both obviously genre works.

01:41:22.500 --> 01:41:29.500

Phil: Okay, well, I'm looking forward to what they do next, and I'll certainly pick up that book and give it a read.

01:41:30.100 --> 01:41:31.680

Phil: Thank you very much for the recommendation.

01:41:34.040 --> 01:41:43.460

Tom: And just before we move on from Communism, I believe in a previous episode of the show, you called Marxism very armchair.

01:41:44.960 --> 01:41:45.420

Phil: Did I?

01:41:45.440 --> 01:41:46.920

Tom: I think so.

01:41:47.320 --> 01:41:57.700

Tom: And I have now read Das Kapital, as well as several Austrian and classical economic works.

01:41:57.900 --> 01:42:00.580

Tom: And I would have to question that analysis.

01:42:01.220 --> 01:42:05.360

Phil: I don't know under what context I said it was armchair.

01:42:05.380 --> 01:42:08.120

Tom: I think this was in our discussion of cultural Marxism.

01:42:08.140 --> 01:42:29.820

Tom: Maybe you're referring to Marxist, because one interesting thing that I've noticed about American Marxists, and it explains why American Marxists are so tolerated in America, and they managed to successfully survive the communist purge, whereas many other left-wing movements did not.

01:42:29.960 --> 01:42:34.920

Tom: And American Marxists are essentially conservatives.

01:42:36.820 --> 01:42:42.460

Tom: Their commentary on the recent protests are absolutely astounding.

01:42:43.260 --> 01:43:01.100

Tom: Many of them are in the first place against them because they're scared of slogans like defund the police, and others completely dismiss it solely because they think there is no class criticism in it.

01:43:01.120 --> 01:43:11.320

Tom: Now, there is certainly a non-class criticism at the center of it, but they apparently have not had any exposure to it.

01:43:11.380 --> 01:43:27.600

Tom: They haven't had any exposure to the protests outside of, to use a much abused term, the mainstream media, because there are many people involved in the protests who do have a very economic reason for protesting and rioting.

01:43:28.540 --> 01:43:39.440

Tom: And they're there merely to comment and dismiss it and not even attempt to use it and reframe what is going on.

01:43:39.820 --> 01:43:44.640

Tom: It's absolutely astounding and explains why Marxism still goes on.

01:43:44.660 --> 01:43:56.900

Tom: But Das Kapital, as opposed to Marxists, I do not think you can describe that as an armchair analysis at all.

01:43:57.280 --> 01:43:57.900

Phil: I don't know.

01:43:57.920 --> 01:44:00.060

Phil: Yeah, I don't know what I was talking about there.

01:44:00.080 --> 01:44:03.020

Phil: I know we were talking about Mussolini and how much of a hack he was.

01:44:05.140 --> 01:44:07.540

Phil: We got into Stalin a little bit, I thought, but...

01:44:07.760 --> 01:44:16.140

Tom: Well, I have read a Stalin book as well, and Stalin's understanding of dialectical materialism is very much...

01:44:16.820 --> 01:44:28.700

Tom: It's like reading a blog, essentially, an absolutely terrifying blog interpretation of Marxism.

01:44:28.740 --> 01:44:37.140

Phil: It is incredible to me how Marx got to the position he was, but you could say that about a lot of historical figures from that period.

01:44:38.000 --> 01:44:43.620

Phil: I guess there's just a very shallow pool of applicants, really.

01:44:44.720 --> 01:44:46.820

Tom: I think Dars Kapital is...

01:44:47.580 --> 01:45:12.160

Tom: I'm yet to read Adam Smith, and he is my greatest hope for some classical economics that is in any way applicable to reality and is not entirely based on mathematical equations and school textbook style thought experiments, which unfortunately Dars Kapital has a lot of in it.

01:45:12.180 --> 01:45:18.280

Tom: But Dars Kapital is, I think, completely worthy of its reputation.

01:45:19.280 --> 01:45:28.120

Tom: It certainly needs an editor because 50% of it should be deleted that falls into the trap of mathematical masturbation.

01:45:28.560 --> 01:46:03.880

Tom: But a lot of it is a genuine attempt at applying empiricism to economics with detailed descriptions on how jobs actually function, how interactions between different people in the economy actually functions in real events, as well as very, very detailed and high quality descriptions of labour conditions and so forth, which is supported by a wealth of other empirical evidence from the era.

01:46:05.220 --> 01:46:17.920

Tom: So my reading of it was that it was the complete opposite of an armchair analysis and a genuine attempt at looking at economics empirically.

01:46:18.420 --> 01:46:24.420

Tom: And most other economics that I've read, the reverse has been true.

01:46:26.920 --> 01:46:31.440

Tom: But I would not recommend people read Das Kapital or Stalin.

01:46:32.120 --> 01:46:42.020

Tom: My recommendation for left-wing political figures, which Marx obviously wasn't, but Stalin was, would be The Green Book by Gaddafi.

01:46:42.720 --> 01:46:52.160

Tom: It features a tremendously entertaining section on the dictatorship of sports, and is well worth reading for that alone.

01:46:52.800 --> 01:46:56.280

Phil: He was big in the polo scene, as I recall.

01:46:56.300 --> 01:46:58.280

Phil: I think he was also an avid footballer.

01:47:00.440 --> 01:47:01.940

Tom: I don't think he was an avid footballer.

01:47:01.960 --> 01:47:03.320

Tom: He was very much against football.

01:47:03.880 --> 01:47:04.760

Phil: I've got him wrong then.

01:47:04.800 --> 01:47:06.960

Phil: But I know he played polo.

01:47:08.140 --> 01:47:10.120

Phil: But so where do you get a copy of the green book?

01:47:11.360 --> 01:47:13.800

Tom: I read mine on archive.org.

01:47:13.900 --> 01:47:16.060

Tom: It is widely available on the internet.

01:47:16.560 --> 01:47:23.320

Phil: See, there's a book by Moun Sharif Parev, I think, was his name, the guy that was in charge of Pakistan.

01:47:24.580 --> 01:47:31.840

Phil: And I bought that book immediately when it was available because I was like, oh, it immediately became a bestseller because the CIA went out and bought them all.

01:47:32.380 --> 01:47:33.740

Phil: And then purged them.

01:47:35.140 --> 01:47:38.820

Phil: And I'm always interested in reading what goes on in these people's minds.

01:47:38.840 --> 01:47:43.460

Phil: And yeah, he was not sane.

01:47:44.820 --> 01:47:47.220

Phil: But yeah, okay, well...

01:47:47.460 --> 01:47:51.100

Tom: Gaddafi, I would categorise as sane but eccentric.

01:47:51.240 --> 01:47:51.600

Phil: Yes.

01:47:51.780 --> 01:47:54.940

Phil: Okay, so archive.org is a good place then to get some of this stuff.

01:47:56.940 --> 01:47:58.200

Phil: What's the readability like?

01:47:58.220 --> 01:47:59.860

Phil: What do you get, like a PDF or...

01:48:01.400 --> 01:48:02.460

Tom: They have their own.

01:48:02.660 --> 01:48:06.360

Tom: You can read it just as a blank text document, if you prefer.

01:48:06.440 --> 01:48:15.340

Tom: Or you can use their book style reader, which you can arrange as a multiple page view, a double page view or a single page view.

01:48:16.080 --> 01:48:19.460

Phil: Do you read most of these on screen, like on the PC or...?

01:48:20.000 --> 01:48:21.160

Tom: Most of them I listen to.

01:48:21.180 --> 01:48:26.320

Tom: They have an automatic text-to-speech program.

01:48:26.700 --> 01:48:40.040

Tom: And if you can get the female voice on there, you can speed it up to being extremely fast, so you can read at least 100 pages per hour.

01:48:40.040 --> 01:48:40.920

Phil: Wow, okay.

01:48:41.240 --> 01:48:44.080

Tom: If not more, depending on the density of the text.

01:48:44.100 --> 01:48:45.000

Phil: Well, there's a good tip.

01:48:46.400 --> 01:48:51.200

Phil: I think with that, we'll probably just have to close out Episode 127 and pick up where we...

01:48:51.360 --> 01:48:53.760

Phil: what we left on the table for the next episode.

01:48:55.260 --> 01:49:00.180

Phil: I, for one, enjoyed your article on Call of Duty Modern Warfare.

01:49:00.840 --> 01:49:04.100

Phil: I really wanted to talk to you about it on this show, but we'll pick that up in the next show.

Phil: But just go over to gameunder.net, see Tom's pictorial and commentary and all of our other stuff.

Phil: Mr.

Phil: Towers, thank you for joining us.

01:49:14.960 --> 01:49:15.840

Tom: Thank you, Hammeh.

01:49:15.860 --> 01:49:23.780

Tom: And please look forward to our conclusion on what is the best Neo-Nazi novel in the next episode.

01:49:23.840 --> 01:49:24.460

Phil: Absolutely.

01:49:24.480 --> 01:49:27.240

Phil: And also my final impressions of Last of Us 2.

Game Under Podcast 126

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:16 Serious business out fo the way first.

Trademark Banter

0:01:21 Cheques for Free

0:02:31 Itch.io Game Bundle - Incredible Value

Final Impressions - Tom & Phil

0:13:00 Work Simulator: The Morticians Tale

Trademark Banter

0:27:06 Gana Mini RCA to HDMI Connector

First Impressions - Tom Towers

0:28:27 Streets of Rage 4

Special Quiz 0:37:16 Gun or No Gun?

News

0:46:25 Sony Playstation 5 Reveal

1:02:30 Tom's Take on the Leak of the The Last of Us 2 Leak

1:05:36 Back to PS5 News

The Morticians Tale - Tom & Phil

1:15:35 We forgot to score The Morticians Tale

1:16:05 Tom forgot to score Sky

An Aural Review by Tom Towers

0:18:35 A Plague Tale: Innocence

Censorship

1:49:10 And Other Topics

Transcipt:

Tom: What on earth are we getting at?

Phil: Sorry, let's do that again with some energy.

Phil: Hi everybody, and welcome to episode 126 of The Game Under Podcast, Australia's longest running video game podcast.

Phil: This is Phil Fogg.

Phil: I'm joined this week by my co-host, Tom Towers.

Phil: Tom, welcome to the show.

Tom: Thank you, I'm glad to be here.

Phil: Yeah, look, I've got to first of all say that if our audio quality is different, for those people who don't usually listen to the show, during these unprecedented times, we are both recording from our home studio, so we apologize in advance for any audio glitches.

Tom: We're social distancing.

00:00:49.100 --> 00:00:52.300

Phil: We are social distancing, and we're social justicing last week.

00:00:52.320 --> 00:01:03.020

Phil: I do want to, in all seriousness, say that we did not record an episode last week to give space to the more pressing issues that need discussion.

00:01:03.260 --> 00:01:17.300

Tom: We missed the Boycott Podcast Day, but unlike certain podcasts that we shan't mention that merely did not release an episode for a day, we didn't release an episode for an entire week.

00:01:17.460 --> 00:01:20.940

Tom: So I think we're, as ever, ahead of the curve.

00:01:21.400 --> 00:01:25.420

Phil: Well, we certainly are ahead of the curve, and that relates to COVID as well.

00:01:26.060 --> 00:01:29.380

Phil: I've got to say, so far 2020 is working out great for me.

00:01:29.680 --> 00:01:34.820

Phil: I got a check from the IRS last week for $1,200 US dollars.

00:01:35.820 --> 00:01:38.220

Phil: And it said on the front, Donald J.

00:01:38.220 --> 00:01:41.520

Phil: Trump financial relief package.

00:01:42.480 --> 00:01:43.200

Phil: I'm not joking.

00:01:43.220 --> 00:01:44.120

Phil: This is not a joke.

00:01:44.540 --> 00:01:46.140

Phil: This year is great.

00:01:46.160 --> 00:01:47.680

Phil: I got $1,200 US dollars.

00:01:47.700 --> 00:01:48.360

Phil: I cashed it.

00:01:48.380 --> 00:01:50.840

Phil: It was like over $1,700 Australian.

00:01:51.620 --> 00:01:54.700

Tom: That's $200 more than the Australian version, by the way.

00:01:55.680 --> 00:01:56.300

Phil: Is that right?

00:01:56.320 --> 00:02:06.360

Tom: I believe the Australian version was $750 and then another $750, which I did not receive, by the way.

00:02:07.080 --> 00:02:08.340

Phil: Well, I didn't receive it either.

00:02:08.360 --> 00:02:09.800

Phil: I haven't received anything from the Australians.

00:02:09.820 --> 00:02:12.860

Tom: That I believe is because neither you or I are parasites.

00:02:13.740 --> 00:02:14.520

Phil: Ah, I see.

00:02:14.580 --> 00:02:24.000

Phil: But just for listeners who don't know, I am also a US citizen and everyone who filed their taxes last year gets a check.

00:02:24.020 --> 00:02:26.400

Phil: So I got a check because I filed my taxes last year.

00:02:26.540 --> 00:02:26.880

Phil: So...

00:02:27.700 --> 00:02:30.860

Tom: Is there a way that foreign citizens can file taxes?

00:02:31.480 --> 00:02:34.640

Phil: That's, well, yeah, no, actually you can't.

00:02:35.180 --> 00:02:35.860

Phil: Unless you're a...

00:02:36.260 --> 00:02:37.200

Phil: Yeah, it is a pity.

00:02:37.680 --> 00:02:43.120

Phil: But the other great thing that's happened, I don't know if you know about this game bundle that's been available on itch.

00:02:44.460 --> 00:02:48.820

Phil: Now itch.io is a, what do you call it?

00:02:48.840 --> 00:02:51.340

Phil: Basically a platform for downloadable games.

00:02:51.880 --> 00:02:58.160

Phil: And it's mostly, in fact, it's probably entirely independent developers that publish their games there.

00:02:59.260 --> 00:03:06.600

Phil: And I know it's been around for a few years now, but I've never bothered to actually go there until I heard about this great bundle.

00:03:06.620 --> 00:03:15.160

Phil: They're giving away over 1600 games, and all you have to do is donate $5 or pay $5.

00:03:15.520 --> 00:03:19.020

Phil: It says donate, which I guess they're giving that to the developers or something.

00:03:19.320 --> 00:03:22.020

Phil: But get this, there's over 1600 games.

00:03:22.040 --> 00:03:24.340

Phil: 1600, this is a gift.

00:03:24.460 --> 00:03:25.400

Phil: This is a mitzvah.

00:03:25.420 --> 00:03:31.360

Phil: This is, I, I've just been enthralled with this since I found out about it.

00:03:32.060 --> 00:03:35.580

Phil: Are you familiar with this great deal?

00:03:35.580 --> 00:03:36.200

Tom: Yes, I am.

00:03:36.220 --> 00:03:37.980

Tom: I actually got it before you did.

00:03:39.180 --> 00:03:40.420

Phil: Well, thanks for the heads up.

00:03:41.620 --> 00:03:46.220

Tom: I was gonna mention it on the show because I knew it would still be going when the show came around.

00:03:47.540 --> 00:03:56.520

Tom: When I bought it, and I assume the rest of the games are included in mine, I hope, but when I bought it, it was only 700 games or so.

00:03:58.060 --> 00:04:01.320

Tom: It's now exploded to 1600.

00:04:01.960 --> 00:04:03.540

Phil: Yes, yeah.

00:04:03.620 --> 00:04:10.300

Phil: In fact, I've been playing, I've downloaded, look, there's a couple of glitchy things about it or things that aren't so great.

00:04:11.360 --> 00:04:19.320

Phil: I've just, for people who aren't into this, go to itch.io, it's not some scam, some scam and pay your five bucks to get all these games.

00:04:19.640 --> 00:04:20.900

Phil: But these are main games.

00:04:20.920 --> 00:04:22.440

Phil: These are not games no one's heard of.

00:04:22.460 --> 00:04:55.920

Phil: I've so far downloaded Celeste, The Space Between, which is, no one's heard of it, but it looks interesting, Cook, Serve, Delicious, The Morticians Tale, 2064 Read Only Memories, Bleed, Pyre, the game from the guys that did Bastion, Quadrilateral Cowboy, which is a game I forgot to get, Glittermint and Grove, Wheels of Aurelia, Kids, One Night Stand, I mean, A Night in the Woods, A Short Hike.

00:04:56.400 --> 00:04:57.680

Phil: It just goes on and on and on.

00:04:58.240 --> 00:05:06.200

Phil: In fact, the hardest thing is to actually find, what games you want out of that big stack of, essentially free games.

00:05:06.440 --> 00:05:08.820

Tom: Even has Walden, a game.

00:05:09.680 --> 00:05:11.020

Phil: I've not heard of that.

00:05:11.080 --> 00:05:17.380

Tom: I have no idea if it's good or not, but that is a hilarious concept for a game.

00:05:18.520 --> 00:05:22.080

Phil: Now, what games have you downloaded of note?

00:05:22.100 --> 00:05:31.080

Phil: Or what really did you go like, I've got to get that or I've, games that you've downloaded that you wouldn't otherwise have been exposed to that you, like Minute is in here?

00:05:31.220 --> 00:05:31.540

Phil: Yeah.

00:05:31.960 --> 00:05:34.460

Tom: That was one of them that immediately stood out to me.

00:05:34.500 --> 00:05:37.020

Tom: Another was, of course, Night in the Woods.

00:05:38.240 --> 00:05:39.280

Tom: Yeah.

00:05:39.300 --> 00:05:48.740

Tom: A Morticians Tale, I had not heard of before getting the Bundle, but reading comments, I thought that sounds like it could be interesting and it is a work simulator.

00:05:48.760 --> 00:05:55.400

Tom: So obviously this being the number one work simulator podcast.

00:05:55.420 --> 00:05:56.360

Phil: Podcast, yeah.

00:05:56.380 --> 00:05:56.940

Tom: Easily.

00:05:56.960 --> 00:06:00.000

Tom: I had to immediately go for that.

00:06:00.020 --> 00:06:06.320

Tom: The other game that caught my eye was the topical Tonight We Riot.

00:06:07.720 --> 00:06:13.760

Phil: Oh, I saw that and I thought it was perhaps a little too, like I just thought it was something that thrown out in last minute.

00:06:13.780 --> 00:06:15.660

Phil: So Tonight We Riot, have you tried it yet?

00:06:16.000 --> 00:06:20.280

Tom: I have played the first level, which is basically a tutorial.

00:06:20.980 --> 00:06:36.300

Tom: And while the music is fantastic, very reminiscent of Hotline Miami, not as rhythmic or funky as Hotline Miami, but a similar sort of vibe to it, and very well done.

00:06:37.080 --> 00:06:43.160

Tom: The opening in terms of gameplay did not make a great impression.

00:06:43.300 --> 00:06:54.540

Tom: It's a very bare bones beat-em-up, which didn't amount to much more than just spamming, attack and aiming the odd Molotov cocktail.

00:06:54.560 --> 00:06:57.500

Tom: But it is essentially a tutorial.

00:06:59.880 --> 00:07:02.500

Tom: So I am reserving judgment beyond that.

00:07:03.680 --> 00:07:11.600

Phil: Well, hey, if people want to friend me on that service, my username is Game Under Phil, which is the same as my Steam name.

00:07:11.620 --> 00:07:16.940

Phil: So I would say, gift me some games, but I don't think there's any games left.

00:07:18.420 --> 00:07:23.420

Phil: Another game that struck out to me, I've heard about was another lost phone, Laura's Story.

00:07:24.320 --> 00:07:28.520

Phil: And a lot of these are warmed up, you know, phone games or adventure games.

00:07:28.520 --> 00:07:39.080

Phil: But you know, to people like us, or people like me, I mean, like, this is incredible, just because there's so many games out there that are interesting on itch.

00:07:40.840 --> 00:07:43.960

Phil: And they're all gonna be unique, and yeah, they're gonna be crap.

00:07:43.980 --> 00:07:49.640

Phil: And like One Night Stand is a game that I'd heard about that I'd completely forgotten about.

00:07:49.660 --> 00:07:51.740

Phil: And that's the great thing, I guess, is the exposure.

00:07:51.940 --> 00:07:55.740

Phil: And then, you know, I'm following the developers as I'm downloading these.

00:07:56.540 --> 00:08:00.560

Phil: It's gonna expose me to some really great creative works.

00:08:00.700 --> 00:08:02.640

Tom: Read Only Memories is on there too?

00:08:03.720 --> 00:08:05.780

Phil: Yes, 2064, Read Only Memories.

00:08:05.800 --> 00:08:07.600

Phil: That's like the second one I downloaded.

00:08:08.160 --> 00:08:10.480

Phil: Night of the Consumers is another one.

00:08:10.500 --> 00:08:11.740

Tom: That is one that stood out to me.

00:08:11.760 --> 00:08:26.840

Tom: I was actually familiar with that before the massive bundle and had been very close to purchasing it for $1.93 US on multiple occasions.

00:08:26.860 --> 00:08:29.040

Tom: But luckily, I held off.

00:08:31.280 --> 00:08:33.100

Phil: Yep, yep.

00:08:33.120 --> 00:08:36.440

Phil: Look at the cover art for the game The Space Between.

00:08:36.760 --> 00:08:41.560

Phil: The game is described as the space between is a surreal narrative experience in three acts.

00:08:42.180 --> 00:08:43.480

Phil: And it looked right up our alley.

00:08:44.620 --> 00:08:46.660

Phil: And then there was a-

00:08:46.680 --> 00:09:09.280

Tom: Another game that just reminds me is I searched for that that is in a, from what I've seen, potentially tremendously either uninteresting or interesting work simulator that's approaching the concept of a work simulator from a very different angle to most of the first person desk based work simulators we play.

00:09:09.300 --> 00:09:12.080

Tom: That is Diaries of a Spaceport Janitor.

00:09:13.280 --> 00:09:13.960

Phil: Oh, yes.

00:09:14.220 --> 00:09:15.560

Phil: Yeah, let me write that one down too.

00:09:15.840 --> 00:09:18.300

Phil: I saw that, and I know I've heard of that before too.

00:09:19.640 --> 00:09:24.620

Phil: But then, wasn't there a TV show about, or a movie about space junk janitors?

00:09:25.680 --> 00:09:33.860

Tom: Yes, there is an anime at least about it, which I have forgotten the title of, but it is an excellent show.

00:09:33.880 --> 00:09:39.180

Tom: One of the best animes of all time, I would argue.

00:09:40.260 --> 00:09:41.940

Phil: Okay, I remember that one too.

00:09:42.060 --> 00:09:46.140

Tom: And I think there's also an OVA unrelated to it as well.

00:09:46.200 --> 00:09:51.540

Tom: The name of which I can remember, which is Pat Labor or Pat LeBour.

00:09:51.780 --> 00:09:53.360

Tom: I have no idea how it's pronounced.

00:09:53.580 --> 00:09:57.060

Tom: I think that is in a similar vein as well.

00:09:57.240 --> 00:09:59.680

Phil: Pardon my ignorance, what is an OVA?

00:10:00.140 --> 00:10:03.740

Tom: An OVA is an original video animation, I believe.

00:10:04.580 --> 00:10:05.740

Tom: That's the acronym.

00:10:05.860 --> 00:10:17.200

Tom: And what it basically means is essentially a three or two or whatever episode mini-series designed for direct to video release, I believe.

00:10:18.040 --> 00:10:23.520

Phil: Okay, and actually now I do remember, it was a manga I used to buy.

00:10:25.020 --> 00:10:26.260

Phil: Gosh, I wish I could remember it.

00:10:26.840 --> 00:10:29.080

Phil: But yeah, it was okay, it wasn't great.

00:10:31.620 --> 00:10:32.960

Tom: Was it Planetees?

00:10:33.940 --> 00:10:37.220

Phil: Yeah, Planetees is how I pronounced it.

00:10:37.800 --> 00:10:42.440

Tom: The show is excellent, but apparently the manga was just okay, sadly.

00:10:43.420 --> 00:10:44.180

Phil: According to me.

00:10:44.180 --> 00:10:44.500

Tom: Yes.

00:10:44.520 --> 00:10:45.480

Phil: Yeah, I remember that one.

00:10:47.200 --> 00:10:51.700

Phil: God, there was a whole period of my life where I read a lot of manga, and I've completely forgotten about it until now.

00:10:53.240 --> 00:11:00.320

Phil: So what about the impact this sale is going to have on other streaming servers, on other platforms?

00:11:02.040 --> 00:11:02.980

Phil: Like Epic Games.

00:11:03.000 --> 00:11:07.160

Phil: I downloaded Epic Games because they were giving away, what's it called, Sludge?

00:11:08.340 --> 00:11:09.040

Phil: Sludge World?

00:11:09.260 --> 00:11:10.180

Tom: I think that's right.

00:11:10.260 --> 00:11:11.400

Tom: Sludge something or other.

00:11:11.980 --> 00:11:15.280

Phil: Yeah, I was playing that just before we started recording today.

00:11:15.300 --> 00:11:17.260

Phil: It's actually pretty okay so far.

00:11:19.300 --> 00:11:24.000

Phil: And so, but what do you think the impact of this is going to be on services like Steam?

00:11:24.020 --> 00:11:29.360

Phil: I mean, if people have access to like 1,600 games, probably 2,000 by the time this is over.

00:11:31.100 --> 00:11:33.880

Phil: Like, I could be playing this for the next four years.

00:11:35.060 --> 00:11:35.540

Phil: You know?

00:11:37.480 --> 00:11:52.640

Tom: When you look at the size of people's Steam accounts, and here's a statistic that I would love to see because we're all familiar with the famous statistic that, you know, 5% of people finish the games they play.

00:11:53.820 --> 00:11:59.620

Tom: I want a statistic on the number of people who play the games they own even once.

00:12:02.200 --> 00:12:03.140

Phil: Yeah, and you know what?

00:12:04.540 --> 00:12:11.540

Phil: Over there at Valve, they'd be able to tell you the monetary figure of money spent on games that have never been opened.

00:12:11.960 --> 00:12:15.040

Phil: And it's probably in the hundreds of millions.

00:12:15.140 --> 00:12:16.220

Tom: Billions of dollars.

00:12:16.940 --> 00:12:18.640

Phil: And how do you sleep at night?

00:12:18.680 --> 00:12:22.320

Phil: I guess, quite well on silk sheets, right?

00:12:23.480 --> 00:12:24.720

Phil: Knowing that billions of dollars.

00:12:24.740 --> 00:12:30.000

Tom: The more money you spent on games you haven't played, the better you sleep and the higher quality of your sheets.

00:12:31.320 --> 00:12:38.280

Phil: But then again, people may well ask, how can I sleep having just purchased 1600 games for five bucks?

00:12:41.800 --> 00:12:42.380

Phil: Quite well.

00:12:42.520 --> 00:12:45.060

Phil: Hey man, they could have put a higher minimum in there.

00:12:45.180 --> 00:12:48.800

Phil: I don't know why they were doing this sale anyways, probably to get more itch subscribers, but hey.

00:12:48.800 --> 00:12:52.020

Tom: It's completely out of the blue and for seemingly no reason.

00:12:52.640 --> 00:12:53.720

Phil: Mission accomplished.

00:12:54.480 --> 00:12:56.500

Phil: Oh, I can't stop talking about this.

00:12:56.520 --> 00:12:58.880

Phil: This might take up the whole podcast.

00:12:59.800 --> 00:13:04.040

Phil: And I'm just, anyway, get me on to another topic.

00:13:04.240 --> 00:13:06.820

Phil: I can't believe how great 2020 is turning out.

00:13:06.840 --> 00:13:11.640

Tom: Well, we have actually both finished a game on it, so we may as well talk about it.

00:13:11.660 --> 00:13:13.720

Tom: That is A Morticians Tale.

00:13:14.560 --> 00:13:17.020

Phil: Yes, I'll give you the backgrounder on this one.

00:13:17.040 --> 00:13:22.860

Phil: It was released in 2017 on Mac OS, Windows and iOS.

00:13:23.440 --> 00:13:26.980

Phil: And it's made by a very small team called Laundry Bear Games.

00:13:27.080 --> 00:13:32.720

Phil: I couldn't find a website for them, so I don't know if they've made anything after this, but basically it's five or six people.

00:13:33.680 --> 00:13:40.740

Phil: And as you said, it's a work simulator based on, no surprise, the work of a mortician.

00:13:41.180 --> 00:13:55.200

Phil: And it's based on, according to Wikipedia, based on the work of Caitlin Doherty, who is a mortician, and actually she has a podcast as well.

00:13:55.220 --> 00:14:02.400

Phil: So if you look up her name, D-O-U-G-H-T-Y, you'll probably find a mortician, you'll find a podcast.

00:14:04.360 --> 00:14:07.980

Phil: Very short game, it took about an hour from start to finish.

00:14:09.000 --> 00:14:12.660

Phil: And you view the game in a slightly isometric view.

00:14:13.180 --> 00:14:16.460

Phil: The visuals are very minimalistic.

00:14:16.480 --> 00:14:29.140

Tom: Basically, the isometric view is there when you are walking around the room in which you dress the body for either a viewing or for cremation.

00:14:29.620 --> 00:14:39.940

Tom: And also when you are at said viewing or display of an urn at the mortician's building with the family members there.

00:14:39.960 --> 00:14:52.880

Tom: And you essentially can walk around and click on them and you get a snippet of text of their thoughts and you then go and bow at the coffin or urn and then return to your room.

00:14:52.920 --> 00:15:13.080

Tom: And when you're in your room, you are reading emails and replying to the work-related email which then triggers a top-down view of your working area, which could be either a corpse laid out to be dressed.

00:15:14.300 --> 00:15:27.960

Tom: I mean, that's how it always begins and you will have to do various different things to it, depending on how the body is to be disposed of, which I don't think is the technical term that is used in the industry, but it should be.

00:15:28.580 --> 00:15:47.220

Phil: Yeah, so basically you're in an office-type environment, like a small medical office, and then when you go to actually do the work of preparing the body, it switches, if you think about the Operation Board Game, you know, basically, and then you have to, it walks you through doing these things.

00:15:47.240 --> 00:15:54.540

Phil: If you've played the Wii game or the DS game Trauma Center, which was the Japanese, yeah, Surgeon Simulator.

00:15:54.560 --> 00:16:11.080

Tom: And it does suffer somewhat from the translation from mobile phone to PC, I believe it was originally a touchscreen game, and the things you're doing basically fit perfectly a touchscreen style control.

00:16:11.100 --> 00:16:18.540

Tom: So for instance, when you were making an incision, you have to run your mouse along the line.

00:16:19.560 --> 00:16:24.580

Tom: This would obviously be much more enjoyable and interesting if it was a touchscreen.

00:16:25.020 --> 00:16:30.940

Tom: And they also didn't put in a huge amount of effort into translating it to PC.

00:16:30.960 --> 00:16:40.680

Tom: I assume this was better on the touchscreen because on PC, you can actually click from dot to dot to dot when you're performing any action.

00:16:40.700 --> 00:16:42.500

Tom: So that's a little bit odd.

00:16:43.500 --> 00:16:43.840

Phil: Yeah.

00:16:44.000 --> 00:16:48.700

Phil: Look, in terms of the gameplay itself, it's pretty simple.

00:16:48.800 --> 00:16:56.140

Phil: And in terms of the arc of the game, I respect the fact that the pace was quite quick.

00:16:56.140 --> 00:17:00.840

Phil: I mean, basically, there was no two procedures that were the same.

00:17:01.300 --> 00:17:06.380

Phil: Usually, in a work simulator, you might do something three times, and then they'll change it to something else.

00:17:06.840 --> 00:17:07.820

Phil: So this got moving.

00:17:07.860 --> 00:17:17.000

Tom: But it still simultaneously managed to have that repetitive rhythm of a work simulator that is what makes them so gratifying.

00:17:17.500 --> 00:17:17.860

Phil: Yeah.

00:17:17.880 --> 00:17:21.180

Phil: So I quite quickly picked up what you do.

00:17:22.400 --> 00:17:26.840

Phil: The game is quite graphic in terms of going through what a mortician has to do.

00:17:26.960 --> 00:17:45.700

Phil: So they have to wash the body, shave the body, massage it to combat rigor mortis, moisturize the body, make incisions to drain the body of fluids, and then fill the body back up with, I guess it's the maldehyde, I'm just imagining.

00:17:45.880 --> 00:17:49.040

Phil: I know they use the actual chemical name in the thing.

00:17:50.340 --> 00:17:54.160

Phil: You know, you have to put little eyeball things in because your eyeballs sink.

00:17:54.500 --> 00:17:56.160

Tom: Eyeball caps, I believe they're cotton.

00:17:56.180 --> 00:18:03.060

Phil: Eyeball caps, you've got to put cotton wool in the mouth, then you've got to sew their mouth shut or their jaws together.

00:18:03.480 --> 00:18:06.080

Phil: So for an open casket, you know, the mouth's not agape.

00:18:07.880 --> 00:18:14.240

Phil: And I found that, honestly, to be very impactful because I've never...

00:18:14.260 --> 00:18:16.920

Tom: I have the same reaction to Trauma Center as well.

00:18:18.720 --> 00:18:24.840

Phil: Yeah, with Trauma Center, you were working to help or save someone.

00:18:25.340 --> 00:18:39.840

Phil: But in this, you have to go through all this graphic process for nothing more than to, you know, prepare a body so that it can be displayed or be buried or cremated.

00:18:39.840 --> 00:18:53.580

Phil: So, you know, one of the aspects of cremation is, like the cremulator, we won't spoil it here, but the fact that they use those devices was quite a surprise to me.

00:18:53.620 --> 00:18:54.780

Tom: You weren't familiar with this?

00:18:55.400 --> 00:18:58.300

Phil: No, I wasn't familiar with any aspect of what a mortician does.

00:18:58.320 --> 00:18:58.980

Phil: Interesting.

00:18:59.480 --> 00:19:00.300

Phil: No, no.

00:19:00.320 --> 00:19:12.440

Phil: And I think that if you're going into this game, A Mortician's Tale, then you, and you don't, just like me, you don't know anything about what a mortician does, it's quite impactful.

00:19:14.440 --> 00:19:24.700

Phil: So it would have had more of an impact on me than it would have you, obviously, because it's really telling you what a mortician does.

00:19:24.740 --> 00:19:25.000

Tom: Yep.

00:19:25.340 --> 00:19:27.440

Tom: And it does an exceptionally good job of it.

00:19:28.520 --> 00:19:43.260

Tom: Which I, even if you know how a lot of these things work, it's very, it's nevertheless, I think, an impactful experience when you are being involved in it in the way that you are in the game.

00:19:45.880 --> 00:19:53.520

Phil: And even, you know, to me it was like, oh gosh, well, you know, I'm definitely going to want to be cremated because I don't want someone to have to go through all this hassle, you know.

00:19:54.460 --> 00:20:07.480

Phil: And I won't spoil it, but you know, there's certain things that have to do with cremation, you know, like if you've got a medical apparatus in your body, you know, that sort of thing, you know, the mortician's responsible for dealing with that, not a doctor.

00:20:07.660 --> 00:20:11.840

Phil: Like a doctor's not wasting his or her time on your dead body.

00:20:12.840 --> 00:20:18.800

Phil: So, yeah, so now I thought it wrapped up quite abruptly.

00:20:18.820 --> 00:20:25.080

Tom: Well, I think the whole framing of the narrative was rather awkward.

00:20:25.700 --> 00:20:35.360

Tom: It would probably have been more interesting if it was purely a educational and meditative experience.

00:20:35.380 --> 00:20:43.900

Tom: The subplot about corporations and small businesses was rather on the nose.

00:20:45.520 --> 00:20:47.220

Phil: Yeah, it certainly was.

00:20:47.520 --> 00:20:50.180

Tom: It could well have been worked into the game better.

00:20:50.200 --> 00:20:58.440

Tom: I'm not against that being the theme of a mortician based game, but it felt rather shoehorned in, to say the least.

00:20:58.540 --> 00:21:03.940

Tom: And I don't think it was the sort of game that really needed a story arc like that to it.

00:21:04.400 --> 00:21:22.300

Tom: And certainly the emails between your workmates and your friends were, I think, interesting enough to give the game a strong narrative without having to stick a more traditional sort of plot on it as well.

00:21:23.680 --> 00:21:26.240

Phil: The writer was Caitlin Tremblay.

00:21:26.680 --> 00:21:31.440

Phil: It's very rare that we get to attribute a single writer to a game, so we may as well give her credit there.

00:21:32.100 --> 00:21:35.060

Phil: And it's good to have a game that wasn't written by committee.

00:21:36.060 --> 00:21:41.880

Phil: But yeah, I mean, ultimately, to me, I would have liked this game to probably be at least three hours long.

00:21:43.060 --> 00:21:53.760

Phil: And I think that the gameplay elements, there could have been more to it, but what was there was perfect for a work simulator and something I'd absolutely recommend.

00:21:54.840 --> 00:22:10.480

Tom: I think it worked well in its short length, particularly as a slice of life thing with the emails and also as a meditation on death through the lens of a mortician.

00:22:11.460 --> 00:22:34.860

Tom: But if they were going to have the plot style story occurring simultaneously, it could well have benefited from being a bit longer because there would have been a better opportunity to flesh out the monetary struggles of the owner of the business, for instance, as a lead up to the sale of it and all that sort of thing.

00:22:35.280 --> 00:22:36.240

Phil: Yeah.

00:22:36.540 --> 00:22:44.600

Phil: And there was allusions in the story to upselling or selling funeral services and things like that.

00:22:44.860 --> 00:22:48.420

Phil: If they had added that as a gameplay element, that would have been enjoyable.

00:22:49.340 --> 00:22:59.460

Phil: When the game came to its abrupt end and I found myself in a different room, I thought, oh, yeah, okay, great, now we're going to get into a different kind of management type work simulator.

00:22:59.500 --> 00:23:10.780

Tom: Well, for instance, given the complete change in the style of body disposal, it would have been interesting for it to have actually had you play out the green park burial.

00:23:12.920 --> 00:23:19.220

Phil: Right, yes, I think that I was expecting something there and it never came and that was disappointing.

00:23:19.980 --> 00:23:24.320

Phil: Look, if this game was well received, it got good reviews when it came out.

00:23:24.880 --> 00:23:29.760

Phil: I think from a concept, I'd give the game probably eight and a half.

00:23:29.780 --> 00:23:32.040

Phil: From a gameplay perspective, I'd give it a six.

00:23:32.360 --> 00:23:36.160

Phil: From a value, I paid a third of a penny for it.

00:23:36.160 --> 00:23:43.840

Phil: I did the math, 500 pennies divided by 1600 games gives you 0.31 of a cent.

00:23:44.800 --> 00:23:46.340

Tom: I think that's a 10 out of 10.

00:23:46.500 --> 00:23:48.140

Phil: It's a 10 out of 10 for value.

00:23:48.500 --> 00:24:02.220

Phil: And certainly, if I'm walking away from a game, saying I wanted more from it in terms of, hey, this could have been three times longer, I would have enjoyed it, that's a great sign.

00:24:02.240 --> 00:24:03.840

Phil: I don't know about Laundry Bear Games.

00:24:03.860 --> 00:24:05.680

Phil: I hope they've gone on to do more.

00:24:07.420 --> 00:24:13.040

Phil: And certainly just one of the great outcomes of this itch.io sale.

00:24:13.880 --> 00:24:24.000

Tom: And a lot of people pointed out that of the 1,600 or 700 games, a lot of it is random shit.

00:24:24.200 --> 00:24:28.520

Tom: But for a $5 bundle, I want as much random shit in it as possible.

00:24:29.100 --> 00:24:34.940

Tom: I was on the edge of getting Night of the Consumers, for instance.

00:24:35.360 --> 00:24:53.000

Tom: And many other games, no doubt, I've seen there that were cheap that I was considering getting, but were still sort of, well, it's $2, but is it really going to be worth $2 when you consider Humble Bundle's lowest level, for instance, is often $1.50.

00:24:53.020 --> 00:25:01.060

Tom: To have a range of random stuff that you would not be exposed to otherwise to me is amazing.

00:25:01.100 --> 00:25:03.320

Tom: And the greatest value of this bundle.

00:25:04.500 --> 00:25:10.860

Tom: But there's no way either of us would have played Morticians Tale without this bundle.

00:25:11.540 --> 00:25:11.800

Phil: No.

00:25:11.860 --> 00:25:14.460

Phil: And we've just talked about it for 10 minutes or whatever.

00:25:14.500 --> 00:25:17.280

Phil: And, you know, it's just great.

00:25:17.300 --> 00:25:23.400

Phil: I hope that you and I over the weeks just keep going backwards and forwards with hey, have you played this?

00:25:23.420 --> 00:25:24.340

Phil: Hey, have you played that?

00:25:24.360 --> 00:25:28.840

Phil: Because I can see playing one of these, you know, every other day sort of thing.

00:25:28.860 --> 00:25:29.560

Phil: Yep.

00:25:29.660 --> 00:25:31.400

Phil: Certainly it depends on the length of the game.

00:25:31.600 --> 00:25:50.160

Tom: And just before we move on from The Morticians Tale, the last thing I do have to add is one of the amusing aspects of the email thing is you get a newsletter from, designed for people working in the death industry, which I also believe is not the technical term, but it should be.

00:25:51.580 --> 00:25:56.400

Tom: And it references, refers to, sorry, various traditional burial types.

00:25:56.420 --> 00:26:08.500

Tom: And it includes quite a lot of them, but I was disappointing that it did not include what is a universal and often ignored traditional burial type, which is that of the mass grave.

00:26:08.520 --> 00:26:24.020

Tom: There was no reference to mass grave anywhere, and I found that to be very disappointing because of all the cultural burial practices in the world, the mass grave is probably the greatest sign of our universal and shared humanity.

00:26:27.220 --> 00:26:28.020

Phil: Well, that's a take.

00:26:30.320 --> 00:26:37.880

Phil: Just to close out the itch.io, maybe a game that we can both plan on playing is, as I said, Quadrilateral Cowboy.

00:26:37.900 --> 00:26:40.020

Tom: Yeah, I believe you have that on Steam.

00:26:40.760 --> 00:26:42.740

Phil: Yeah, I do, but now I've got it on itch.io.

00:26:42.760 --> 00:26:44.300

Tom: Which is even better, DRM free.

00:26:44.320 --> 00:26:46.040

Phil: Yep, yep.

00:26:46.060 --> 00:26:48.780

Phil: But this is made by the 40 Flights of Loving People.

00:26:50.080 --> 00:26:52.480

Phil: Blendo Games.

00:26:52.580 --> 00:26:54.280

Phil: So definitely want to get into that one.

00:26:54.340 --> 00:27:01.000

Phil: So, all right, so itch.io, itch.io, farewell.

00:27:01.060 --> 00:27:04.220

Phil: That's the last time we'll talk about it today, I think.

00:27:06.980 --> 00:27:16.500

Phil: Before we move on to the game that you most want to talk about, I do want to thank you for your recommendation of the Ghana Mini, the G-A-N-A Mini.

00:27:18.280 --> 00:27:19.940

Tom: Africa's finest export.

00:27:19.960 --> 00:27:23.520

Phil: Yeah.

00:27:24.240 --> 00:27:25.460

Phil: I picked one up.

00:27:25.600 --> 00:27:27.320

Phil: They're cheaper on Amazon than on eBay.

00:27:27.340 --> 00:27:30.360

Phil: They're twice the price on eBay, so obviously someone's profiteering.

00:27:31.160 --> 00:27:34.980

Phil: But it was less than 15 bucks on Amazon, and it's arriving on Monday.

00:27:35.000 --> 00:27:37.920

Phil: I'm really excited to see...

00:27:37.940 --> 00:27:46.180

Phil: I think I'm going to try it on a Playstation 1 first, and then see how we go from there, but I'm going to have to get another HDMI hub.

00:27:46.200 --> 00:27:48.560

Phil: I currently have 3 of them daisy chained.

00:27:50.020 --> 00:27:52.660

Phil: And I'm all out of HDMI inputs now.

00:27:52.680 --> 00:27:54.680

Phil: I think I've got 12 going into that television.

00:27:55.280 --> 00:27:59.900

Phil: So I do thank you for that recommendation very much.

00:28:01.040 --> 00:28:02.780

Tom: I hope it's as good for you as it is for me.

00:28:02.800 --> 00:28:03.820

Phil: Yeah, it looks amazing.

00:28:03.840 --> 00:28:08.720

Phil: Have you been able to play any SNES games since you were last time?

00:28:08.740 --> 00:28:11.660

Tom: I have been playing a little bit of Super Mario Brothers.

00:28:12.160 --> 00:28:14.160

Phil: And what world are you up to?

00:28:14.180 --> 00:28:17.200

Tom: I'm up to the second world.

00:28:17.420 --> 00:28:19.720

Phil: That would be number two, okay.

00:28:19.760 --> 00:28:20.940

Phil: Yes.

00:28:20.960 --> 00:28:22.500

Phil: Yeah, it's a good game, good audio.

00:28:24.000 --> 00:28:26.580

Phil: Now what game is it that you want to talk to us about?

00:28:27.640 --> 00:28:38.320

Tom: Well, we may as well go to what is probably the most timely game of the moment, at least in terms of interest.

00:28:38.320 --> 00:28:40.660

Tom: And that is actually Streets of Rage 4.

00:28:42.180 --> 00:28:53.980

Tom: And I've only just started Streets of Rage 4, but I bring it up because I'm sure we all recall that I reviewed Streets of Rage Neon, I think it was called something like that.

00:28:54.000 --> 00:28:55.220

Phil: Oh, me too, yeah.

00:28:55.740 --> 00:29:25.320

Tom: Yep, and that was okay, but it didn't really live up to the neon, in spite of its title, bombast of at least Streets of Rage 2, which I don't put on the same level, controversially, as the likes of Golden Axe, because Golden Axe is perhaps the funniest game ever, with the exception of Heavy Rain, but this Streets of Rage 4 is an amazing first impression.

00:29:26.060 --> 00:29:37.720

Tom: First of all, the graphics are like a high-fidelity, hand-drawn version of what the iconic Streets of Rage 2 looks like.

00:29:38.040 --> 00:29:48.820

Tom: The sound is bombastic, to repeat the same word, in the perfect, grimy, yet ridiculous and corny way.

00:29:48.860 --> 00:29:52.680

Tom: It is an amazing first impression that it has.

00:29:52.700 --> 00:29:55.420

Phil: A bit of trivia for you.

00:29:55.680 --> 00:29:58.780

Phil: So Streets of Rage Neon, which I love.

00:29:58.800 --> 00:30:00.240

Phil: I think it has a great soundtrack.

00:30:01.120 --> 00:30:02.160

Phil: I looked at it the other day.

00:30:02.180 --> 00:30:07.140

Phil: I played 15 hours of that at some point in my life, which is a lot.

00:30:07.160 --> 00:30:08.500

Tom: I assume you mastered it.

00:30:09.200 --> 00:30:10.960

Phil: No, I got past the second world.

00:30:12.420 --> 00:30:17.840

Phil: But it was developed by WayForward, which is a wonderful developer that did most...

00:30:17.860 --> 00:30:19.880

Tom: That explains why it was so mediocre.

00:30:19.900 --> 00:30:28.020

Phil: Well, you're going to eat your words there, because if I remember my history correctly, it was the guys who went on to make Shovel Knight.

00:30:28.020 --> 00:30:32.740

Phil: That was the last game that they worked on together as a team when they were at WayForward.

00:30:32.840 --> 00:30:36.380

Phil: And then they went out and started Yacht Club Games to make Shovel Knight.

00:30:36.720 --> 00:30:40.540

Tom: Shovel Knight is good, but I wouldn't say wonderful.

00:30:40.560 --> 00:30:43.800

Phil: Yeah, I still haven't beaten that either.

00:30:43.820 --> 00:30:52.660

Phil: But I'll tell you what is wonderful about Shovel Knight is all that downloadable content, they keep pumping it out for free, even on the Wii U.

00:30:52.680 --> 00:30:58.040

Phil: I have the Wii U version, and I put it in the other day, and there's a massive download to give you...

00:30:58.380 --> 00:31:07.920

Phil: If you own the original game on the original whatever, they give you all of the DLC that they've created since then, and same on Steam as well.

00:31:08.100 --> 00:31:10.820

Phil: But anyway, Streets of Rage 4...

00:31:11.440 --> 00:31:12.780

Phil: So the graphics is...

00:31:13.580 --> 00:31:21.400

Phil: Is it close to what it would have been like, or is it just inspired by the Streets of Rage 2?

00:31:22.380 --> 00:31:24.820

Tom: Well, it's not pixelated, if that's what you mean.

00:31:24.960 --> 00:31:25.660

Phil: Okay, so is...

00:31:25.760 --> 00:31:27.240

Phil: Okay, I'm looking at video now.

00:31:27.260 --> 00:31:33.060

Tom: As I said, it's like a hand-drawn, unpixelated version of the original.

00:31:33.060 --> 00:31:34.180

Tom: It looks amazing.

00:31:34.720 --> 00:31:58.220

Tom: It's actually not dissimilar to the translation in style to the Red Alert remaster that was recently released, where somehow they managed to capture the vibe of a very pixelated graphic style, which often does not happen in modern upgrades with graphic styles.

00:31:58.540 --> 00:32:00.880

Phil: Okay, I'm looking at the images now, so...

00:32:01.120 --> 00:32:03.740

Tom: It doesn't look that good not in motion.

00:32:03.820 --> 00:32:05.320

Tom: In motion, it is amazing.

00:32:06.520 --> 00:32:11.460

Phil: I guess a shorthand would be, it's kind of like Street Fighter 4.

00:32:12.840 --> 00:32:16.480

Tom: Yeah, Street Fighter 4 and 5, the reboots of them.

00:32:16.500 --> 00:32:27.380

Tom: I actually played a little Street Fighter 5 recently, and I went from thinking this is perhaps the ugliest game ever made to thinking it looks exceptionally good.

00:32:27.680 --> 00:32:29.820

Tom: So yes, that is a great analogy.

00:32:30.060 --> 00:32:34.880

Phil: So you're playing this on PC with a Xbox controller or a Playstation controller?

00:32:35.200 --> 00:32:38.840

Tom: With a PS4 controller on Xbox Games Pass.

00:32:39.080 --> 00:32:41.620

Phil: Okay, so it's part of Games Pass right now?

00:32:41.740 --> 00:32:42.680

Tom: Correct, yes.

00:32:42.700 --> 00:32:43.120

Phil: Wow.

00:32:44.380 --> 00:32:45.060

Phil: It looks great.

00:32:45.660 --> 00:32:52.120

Tom: It does, and I will definitely be continuing with it, but I have barely played it, so I don't have much more to say on that.

00:32:52.140 --> 00:33:32.600

Tom: Before we move on to Games Pass, I have to mention I was rather refusive with my praise of it in the previous episode, but I would just like to remind listeners that it is made by Microsoft, so while it is exceptional value for money in terms of allowing you to play a wide variety of great games, as a platform, it is worse than Steam was when Steam first came out, and not even in the same level as the original Steam, which for anyone who used Steam at the beginning was often a nightmare with lots of crashing and difficulty in launching games.

00:33:34.000 --> 00:33:44.200

Tom: As I'm sure everyone knows, I've been playing Metro Exodus, and it's taken me a long time to be playing through it.

00:33:44.240 --> 00:33:50.020

Tom: First of all, due to a technical problem that is the fault of the developers themselves.

00:33:50.420 --> 00:34:08.820

Tom: But my playthrough was completely stopped recently because when I think they recently released the Xbox Games Pass, sorry, the Xbox app, and this resulted in a lot of people being unable to launch Metro Exodus anymore.

00:34:09.440 --> 00:34:22.060

Tom: And some people were able to launch it by re-downloading it, but when you re-download it, after about literally one second, the download stops and you just have the option to install it again.

00:34:22.380 --> 00:34:37.540

Tom: To get around this, you had to click Download, then in this literal one second time frame, click the X to cancel the download, and then click OK in one second to stop the download.

00:34:37.880 --> 00:34:42.860

Tom: Then when you click Install again, it would start to download properly.

00:34:43.820 --> 00:34:48.460

Tom: This allowed some people who had this problem to play it.

00:34:48.900 --> 00:34:56.000

Tom: When I did this, it then started downloading to, I think it made it to 267 MB and then froze.

00:34:56.800 --> 00:35:15.080

Tom: This did, however, allow me to uninstall it, whereas even though the Microsoft concluded it wasn't installed, and I had uninstalled it using the uninstall technology in Windows itself and the control panel, it was still installed.

00:35:15.100 --> 00:35:39.640

Tom: So until I had used my ninja-like iHand coordination ability to be able to cancel the installation and therefore actually uninstall the game, I had 100 GB of otherwise completely inaccessible space being used up because Microsoft likes to do things its own way.

00:35:39.940 --> 00:35:41.160

Phil: It's a good thing you're a gamer.

00:35:42.620 --> 00:35:43.000

Tom: Yes.

00:35:44.180 --> 00:35:45.960

Phil: Otherwise you wouldn't have those cat-like reflexes.

00:35:45.980 --> 00:35:50.020

Tom: That's right, it would have permanently used up 100 GB.

00:35:50.500 --> 00:35:52.580

Phil: I disagree, I think Microsoft's awesome.

00:35:52.800 --> 00:35:57.940

Phil: And I've been playing, I want you to, you know, now that itch.io is here...

00:35:57.960 --> 00:36:02.240

Tom: They make a good word processor, but that's basically it.

00:36:02.320 --> 00:36:03.100

Phil: It's incredible.

00:36:03.500 --> 00:36:06.420

Tom: And they deserve full credit for their word processors.

00:36:06.780 --> 00:36:10.760

Tom: But outside of their word processors, I'm not so sure.

00:36:11.300 --> 00:36:22.080

Phil: While you're using Game Pass, I do want you to consider downloading Crackdown 3, because I'm fairly far along in it, so it would be interesting to get your take on it.

00:36:22.280 --> 00:36:23.900

Phil: It is an enjoyable enough game.

00:36:25.440 --> 00:36:27.580

Phil: And have you played any of the prior Crackdowns?

00:36:28.100 --> 00:36:29.980

Tom: No, I have not played any Crackdown.

00:36:30.120 --> 00:36:33.240

Tom: It always looked rather uninteresting and uninspired.

00:36:33.260 --> 00:36:38.500

Phil: Yeah, it's basically an arena fighter set in an open world setting.

00:36:38.840 --> 00:36:45.340

Phil: And your skills, there's five different skills, and you develop them the more you play in a certain style.

00:36:45.720 --> 00:36:50.540

Phil: So if you do a lot of melee, your physical strength increases.

00:36:50.540 --> 00:36:52.500

Phil: If you do a lot of shooting, your shooting increases.

00:36:52.520 --> 00:36:55.440

Phil: If you do a lot of driving, your driving skills increase.

00:36:57.000 --> 00:36:58.340

Phil: And you basically, yeah.

00:36:58.680 --> 00:37:04.000

Phil: It's, I guess, probably just watch a couple of videos of it to see if it's something that you'd be interested in.

00:37:04.480 --> 00:37:08.240

Phil: And I'll probably talk about it later on at another stage.

00:37:09.260 --> 00:37:11.760

Phil: So is that really all you've got to say about Streets of Rage 4?

00:37:11.800 --> 00:37:12.180

Phil: I mean...

00:37:13.460 --> 00:37:14.000

Tom: Yes, it is.

00:37:14.020 --> 00:37:16.440

Tom: Those are my very early first impressions.

00:37:18.960 --> 00:37:22.600

Phil: You know, it's been a long time since we've played the game Gun or No Gun.

00:37:22.620 --> 00:37:23.400

Phil: Do you remember this game?

00:37:24.600 --> 00:37:25.180

Tom: Yes, I do.

00:37:25.260 --> 00:37:25.680

Phil: You do?

00:37:25.680 --> 00:37:29.760

Phil: Where basically I give you the name of a game and you tell me whether there's a gun on the cover?

00:37:31.680 --> 00:37:35.220

Phil: I've got 12 Xbox games in front of me that I grabbed at random.

00:37:36.100 --> 00:37:38.740

Phil: They are the H through K section.

00:37:39.140 --> 00:37:44.580

Phil: You would be surprised at how few games start with the letter H, I, J and K.

00:37:45.500 --> 00:37:51.300

Phil: So I'll just give you the name of the game and then tell me if there's a weapon on the front or an act of violence.

00:37:51.720 --> 00:37:53.480

Phil: And then I'll tell you whether you're right or wrong.

00:37:53.540 --> 00:37:54.100

Phil: Now, do you have a pen?

00:37:54.120 --> 00:38:01.180

Phil: Because you're going to have to keep score because there's a prize if you get more than 50% of these right.

00:38:01.200 --> 00:38:05.660

Tom: I'm not sure I want the sort of prizes you give out, but I'm ready.

00:38:05.860 --> 00:38:07.820

Phil: Okay, The Simpsons, hit or run?

00:38:10.140 --> 00:38:11.960

Tom: I partially remember the cover.

00:38:11.980 --> 00:38:14.060

Tom: I'm going to say definitely no gun.

00:38:14.620 --> 00:38:15.140

Phil: No gun?

00:38:15.300 --> 00:38:18.860

Phil: But is there an act of violence or a weapon on the cover?

00:38:19.180 --> 00:38:19.760

Phil: It's gun?

00:38:20.100 --> 00:38:21.200

Tom: I think there's a rake.

00:38:21.560 --> 00:38:25.480

Tom: There's something like a rake on the cover, so there is a weapon on the cover, I believe.

00:38:25.500 --> 00:38:26.800

Phil: Okay, that is a no.

00:38:27.000 --> 00:38:28.940

Phil: That is a non-violent game cover.

00:38:30.820 --> 00:38:32.760

Tom: I'm going to have to be pedantic here, though.

00:38:35.000 --> 00:38:37.600

Tom: I'm going to have to be pedantic here, because...

00:38:38.120 --> 00:38:39.500

Phil: Are you looking up the cover?

00:38:40.760 --> 00:38:41.120

Tom: Yes.

00:38:41.140 --> 00:38:42.260

Tom: You're not allowed to cheat.

00:38:43.460 --> 00:38:46.620

Tom: It's not cheating if we just said what the game was.

00:38:46.720 --> 00:38:47.820

Phil: The Simpsons Hit and Run.

00:38:48.420 --> 00:38:55.580

Tom: Yes, let me just point out here that there is a tentacle coming out of the sewer...

00:38:55.640 --> 00:38:56.670

Phil: Yes...

00:38:56.670 --> 00:38:56.670

Tom: .

00:38:56.670 --> 00:38:59.340

Tom: spraying some sort of acid.

00:38:59.400 --> 00:39:01.500

Tom: That is an act of violence.

00:39:01.740 --> 00:39:02.880

Phil: There's also...

00:39:03.480 --> 00:39:06.040

Phil: There's also a decapitation of a statue.

00:39:07.400 --> 00:39:07.800

Tom: Yes.

00:39:08.560 --> 00:39:09.280

Phil: So you...

00:39:09.480 --> 00:39:12.640

Tom: So I'm sorry, but that's a yes.

00:39:12.760 --> 00:39:13.560

Tom: I was correct.

00:39:13.580 --> 00:39:14.260

Phil: You are correct.

00:39:14.260 --> 00:39:17.240

Phil: All right, the next game, worst game ever made, Hitman Contracts.

00:39:19.480 --> 00:39:20.020

Phil: No typing.

00:39:20.040 --> 00:39:20.520

Tom: There's gun.

00:39:20.760 --> 00:39:21.720

Phil: Gun, yes, correct.

00:39:22.940 --> 00:39:23.960

Phil: Hulk Ultimate...

00:39:23.980 --> 00:39:25.140

Tom: You told me to keep score.

00:39:25.220 --> 00:39:26.420

Phil: I'm keeping score.

00:39:26.780 --> 00:39:28.360

Phil: Hulk Ultimate Destruction.

00:39:30.960 --> 00:39:31.660

Tom: No gun.

00:39:31.680 --> 00:39:36.200

Tom: I'm going to go with act of violence.

00:39:36.220 --> 00:39:36.660

Phil: Correct.

00:39:37.520 --> 00:39:38.480

Phil: Have you ever played that game?

00:39:39.700 --> 00:39:40.240

Tom: No, I haven't.

00:39:40.260 --> 00:39:41.120

Phil: It's apparently pretty good.

00:39:42.160 --> 00:39:44.000

Phil: It looks fun.

00:39:44.020 --> 00:39:45.140

Phil: Hunter The Reckoning.

00:39:46.900 --> 00:39:49.400

Tom: Yes, gun slash crossbow thing.

00:39:49.460 --> 00:39:50.220

Phil: Exactly.

00:39:50.440 --> 00:39:52.220

Phil: Wow, you know you're a Hunter The Reckoning cover.

00:39:53.460 --> 00:39:56.520

Phil: That was developed by Danger High Voltage Software.

00:39:56.540 --> 00:39:59.480

Phil: Do you know what other notable game they play?

00:39:59.480 --> 00:40:03.900

Phil: What notable game on the Wii did they develop for an extra point?

00:40:06.660 --> 00:40:07.980

Tom: Was it The Conduit?

00:40:07.980 --> 00:40:08.580

Phil: Wow.

00:40:08.900 --> 00:40:09.620

Phil: Shit, man.

00:40:10.420 --> 00:40:11.520

Phil: You should get paid for this.

00:40:13.100 --> 00:40:17.140

Phil: Eye Ninja, which is eye dash ninja, not eye common ninja.

00:40:17.140 --> 00:40:20.000

Phil: It's not like, you know, eye ninja.

00:40:22.880 --> 00:40:23.620

Tom: No gun.

00:40:24.000 --> 00:40:26.840

Tom: I'm not sure if I'm familiar with this game.

00:40:26.860 --> 00:40:33.380

Tom: I'm going to say no gun and maybe some shurikens, but no act of violence.

00:40:33.400 --> 00:40:37.300

Phil: There are three shurikens and a large samurai sword.

00:40:39.040 --> 00:40:41.920

Phil: Actually, ninjas don't use samurai swords, do they?

00:40:42.780 --> 00:40:43.340

Phil: Katana.

00:40:43.420 --> 00:40:46.020

Tom: I believe samurais use samurai swords.

00:40:46.040 --> 00:40:47.360

Phil: So ninjas must use katanas.

00:40:48.500 --> 00:40:52.820

Phil: It's a kiddie platformer game with really good graphics, as I recall.

00:40:55.380 --> 00:40:58.380

Phil: Indigo Prophecy, known as Fahrenheit in some territories.

00:41:01.060 --> 00:41:03.880

Tom: I believe there is definitely no gun on the cover.

00:41:04.020 --> 00:41:06.600

Tom: If there was a weapon, it would be the knife.

00:41:07.980 --> 00:41:21.540

Tom: And I am going to go with the knife is there, because I can't remember if it is merely him in some sort of meditative stance, or him also looking down at the bloody knife, wondering what he's done.

00:41:21.900 --> 00:41:25.960

Tom: And given that's the most melodramatic and ridiculous possibility, I'm going to go with knife.

00:41:26.060 --> 00:41:29.720

Phil: Wow, you actually just exactly described the cover of that game.

00:41:29.880 --> 00:41:30.920

Phil: So you are correct.

00:41:30.940 --> 00:41:32.380

Phil: You're currently seven out of seven.

00:41:32.900 --> 00:41:34.280

Phil: I'm going to speed this up a little bit.

00:41:34.300 --> 00:41:36.400

Phil: Deus Ex, Invisible War.

00:41:38.540 --> 00:41:42.360

Tom: That's actually got a similar cover to Fahrenheit.

00:41:44.640 --> 00:41:46.560

Tom: Wait, no, no, that's the second one, right?

00:41:46.580 --> 00:41:46.800

Phil: Yes.

00:41:47.280 --> 00:41:49.000

Tom: I was thinking of Mankind Divided.

00:41:50.040 --> 00:41:51.300

Tom: Now that's more difficult.

00:41:52.260 --> 00:41:55.400

Tom: I am going to say no gun.

00:41:55.680 --> 00:42:01.720

Tom: There's definitely no act of violence, but I'm going to say no gun, but that may be wrong, but I'm sticking with that.

00:42:01.740 --> 00:42:03.380

Tom: But there's certainly sunglasses.

00:42:03.580 --> 00:42:05.100

Phil: No, no sunglasses.

00:42:05.120 --> 00:42:07.200

Phil: This is amazing.

00:42:07.220 --> 00:42:11.460

Phil: Yes, there's a massive Mako gun or Mako pistol.

00:42:11.480 --> 00:42:16.100

Phil: It probably takes up 25% of the front cover, and it's pointing at us.

00:42:16.780 --> 00:42:24.440

Phil: Actually, there's some sort of rule that they can't have the gun pointing at you, I think, in Europe, so it's kind of pointing down to the side, but it's there.

00:42:25.300 --> 00:42:26.860

Phil: So that's the first one you've gotten wrong.

00:42:27.480 --> 00:42:28.420

Phil: Iron Phoenix.

00:42:28.440 --> 00:42:29.800

Tom: I got that very wrong indeed.

00:42:30.440 --> 00:42:32.120

Phil: Sega's Iron Phoenix.

00:42:32.940 --> 00:42:34.680

Phil: It was developed by Sega Sammy.

00:42:38.220 --> 00:42:40.140

Tom: I have no idea what this game is.

00:42:40.200 --> 00:42:43.600

Phil: It's the first ever 16-player online fighting game.

00:42:44.160 --> 00:42:47.240

Phil: The most innovative game of E3, according to Team Xbox.

00:42:48.600 --> 00:42:50.220

Tom: I'm going to go with Act of Violence.

00:42:50.740 --> 00:42:54.240

Phil: There are massive acts of violence and massive swords and weapons.

00:42:55.760 --> 00:42:56.640

Phil: So you are correct.

00:42:58.660 --> 00:42:59.300

Phil: Almost done.

00:42:59.580 --> 00:43:02.480

Phil: Jade Empire from Bioware.

00:43:03.540 --> 00:43:04.240

Tom: No gun.

00:43:06.980 --> 00:43:11.420

Tom: I think maybe some sort of dagger or something to that effect.

00:43:12.000 --> 00:43:15.640

Tom: And I do not recall there being an act of violence, but I could well be wrong.

00:43:16.020 --> 00:43:19.260

Tom: And there are multiple covers for this game, I believe, in any case.

00:43:19.300 --> 00:43:23.880

Phil: Yeah, I'm holding the limited edition and there is a massive sword, a flaming sword.

00:43:24.000 --> 00:43:27.160

Phil: It is a horrible cover, comically bad.

00:43:27.620 --> 00:43:31.520

Phil: Okay, Jet Set Radio Future.

00:43:34.180 --> 00:43:49.540

Tom: Well, now this is a controversial thing because some people, for some reason, believe that a spray paint can, could be a weapon and that spray painting something could be an act of violence.

00:43:50.400 --> 00:43:52.400

Tom: So we'll have to define our terms here.

00:43:52.420 --> 00:43:56.360

Phil: I don't think it's a weapon.

00:43:56.380 --> 00:44:00.180

Phil: I don't think for the purposes of this, we will say it's not a weapon.

00:44:00.660 --> 00:44:02.400

Tom: Okay, then there is no weapon.

00:44:05.180 --> 00:44:14.120

Tom: And I also will say no act of violence because I would add that spray painting something.

00:44:14.140 --> 00:44:19.040

Tom: Unless you're spray painting a person, which is not occurring on the cover, is not an act of violence.

00:44:20.340 --> 00:44:22.860

Phil: And the last game, this is a tough one.

00:44:22.920 --> 00:44:28.920

Phil: It's from Avalanche Studios, published by Eidos, later got bought out by Square.

00:44:28.940 --> 00:44:34.280

Phil: It's rated M for Mature, and a game you're probably familiar with, Just Cause.

00:44:36.200 --> 00:44:41.600

Tom: I am indeed familiar with Just Cause, and I believe there is a gun on that cover.

00:44:43.380 --> 00:44:44.380

Phil: Incredibly not.

00:44:46.500 --> 00:44:47.880

Phil: There is a bullet hole.

00:44:49.940 --> 00:44:54.080

Phil: So I'll let you decide if that counts.

00:44:54.100 --> 00:44:55.460

Phil: But yeah, incredibly there's not a gun.

00:44:55.480 --> 00:44:59.280

Tom: Given my success throughout the rest of the list, I'll put that down as a failure.

00:45:00.000 --> 00:45:05.280

Phil: Okay, well, out of those games, you've got 10 right and 2 wrong.

00:45:05.560 --> 00:45:07.780

Phil: So congratulations.

00:45:07.800 --> 00:45:08.800

Phil: You know your covers, man.

00:45:08.820 --> 00:45:11.600

Phil: You know your 2000s era games.

00:45:11.620 --> 00:45:14.200

Phil: That's pretty impressive.

00:45:14.220 --> 00:45:16.740

Phil: What's my prize?

00:45:16.880 --> 00:45:20.100

Phil: I am going to share a game with you on itch.io.

00:45:20.480 --> 00:45:23.380

Phil: You can pick from one of 1600 games available.

00:45:25.240 --> 00:45:26.960

Phil: So what's my prize?

00:45:27.900 --> 00:45:31.000

Phil: Is there any game in that stack that you played?

00:45:31.020 --> 00:45:31.880

Phil: Simpsons Hit and Run?

00:45:32.640 --> 00:45:34.140

Tom: I've played that briefly, yes.

00:45:35.240 --> 00:45:36.920

Phil: The Horrible Hitman Contracts game?

00:45:36.940 --> 00:45:37.360

Phil: I don't know.

00:45:37.380 --> 00:45:40.220

Tom: I think I have played a tiny bit of that as well.

00:45:41.840 --> 00:45:43.940

Tom: I've played a tiny bit of Deus Ex.

00:45:44.040 --> 00:45:49.880

Tom: I have played and completed to a high level at that Jade Empire.

00:45:50.800 --> 00:45:51.340

Phil: Really?

00:45:51.540 --> 00:45:51.800

Tom: Yep.

00:45:51.840 --> 00:45:55.880

Tom: That I would put down as probably my favourite Bioware game.

00:45:57.120 --> 00:46:05.080

Phil: Well, that one's backward compatible with the Xbox One, so I will put that in and install it, because I remember falling off that game.

00:46:06.540 --> 00:46:11.700

Tom: Like all other Bioware games, it has an absolutely awful opening.

00:46:12.760 --> 00:46:13.100

Phil: Yeah.

00:46:13.400 --> 00:46:14.600

Phil: It's not great.

00:46:15.020 --> 00:46:16.480

Phil: Anyway, sorry to spring that on you.

00:46:17.060 --> 00:46:20.540

Phil: There was some other news as well as Gun or No Gun.

00:46:21.680 --> 00:46:34.720

Phil: Yesterday in Australia Time Friday, Sony had their massive reveal where they showed 37 games that were playable on Playstation 5 software, and of course they revealed the hardware.

00:46:35.840 --> 00:46:40.520

Phil: There's an old digital version and a traditional disc-based version.

00:46:41.240 --> 00:46:43.360

Phil: Obviously everyone's seen it at this point.

00:46:43.380 --> 00:46:45.920

Phil: What did you think about the design of the console?

00:46:46.240 --> 00:47:09.580

Tom: Well, I was very pleased that someone at Sony was listening to my description of a double banana style console, and I think that's the closest with the sort of futuristic industrial look that they were going for, that you can get to a double banana motif.

00:47:09.880 --> 00:47:23.400

Tom: And I might add, if anyone thinks that's a ridiculous claim, I will point out the pretty much exact banana silhouette painted on the controller in its double colour style.

00:47:24.320 --> 00:47:30.420

Tom: So I think that's surely the most influential thing we've done on our podcast.

00:47:30.440 --> 00:47:37.900

Tom: We've had massive effects on the podcast movement in gaming as a whole, where consoles have been plagiarised.

00:47:38.420 --> 00:47:54.720

Tom: But I think directly influencing the design of a major console is beyond anything we could have imagined when we began.

00:47:55.680 --> 00:47:59.960

Phil: I agree, this probably is the most consequential thing we've done.

00:48:00.340 --> 00:48:05.360

Phil: It's particularly impressive that they were able to get the industrial design done in a week.

00:48:06.980 --> 00:48:09.120

Phil: After hearing our show, it is amazing.

00:48:10.060 --> 00:48:16.580

Phil: You've got to wonder if this is a bull shot, and this is just renders, because there's no way they could have fabbed it up in that time.

00:48:17.860 --> 00:48:18.720

Phil: I like the look of it.

00:48:18.800 --> 00:48:21.080

Phil: It looks like a piece of sushi.

00:48:22.420 --> 00:48:24.460

Phil: I'm not a big fan of the look of the controller.

00:48:24.480 --> 00:48:26.380

Phil: I'd like a monochrome controller.

00:48:27.780 --> 00:48:35.520

Phil: But the actual look of the console itself, if laid horizontally, I don't really have an issue with.

00:48:35.540 --> 00:48:36.340

Phil: I think it's okay.

00:48:37.420 --> 00:48:39.940

Tom: I think horizontally it looks fine.

00:48:40.180 --> 00:48:49.620

Tom: Vertically, it looks too much like a bad version of an extravagant PC case.

00:48:52.000 --> 00:48:57.700

Tom: If it had more RGB to it, it could possibly pull off that ridiculous look.

00:48:58.120 --> 00:49:01.660

Tom: But there's clearly not enough RGB for that to work vertically.

00:49:05.000 --> 00:49:08.000

Phil: Now, what do you think about the Xbox's design?

00:49:09.540 --> 00:49:10.820

Phil: Compare and contrast.

00:49:11.460 --> 00:49:12.480

Phil: You've seen that, obviously.

00:49:12.500 --> 00:49:25.240

Phil: It's a big rectangle with a concave top to it, which I think is evocative of the inhale design element of the 360.

00:49:25.300 --> 00:49:27.660

Phil: You remember that they said, oh, it's like an inhale.

00:49:28.900 --> 00:49:31.160

Phil: It has like a dip in the top of it.

00:49:31.180 --> 00:49:32.540

Phil: I think it's quite attractive.

00:49:32.660 --> 00:49:40.580

Tom: I think the Xbox Series X, at least vertically, blows the PS5 out of the water.

00:49:41.740 --> 00:49:42.700

Phil: Yeah, vertically, yeah.

00:49:43.040 --> 00:49:51.560

Tom: Yeah, it is still very much, I suppose, it looks sort of like those spy devices people put in homes.

00:49:53.940 --> 00:50:01.860

Tom: I'm not sure what their other purpose is other than to give information for advertising analytics, but you know what I'm talking about.

00:50:01.880 --> 00:50:05.540

Phil: Oh, the talking, yeah, the microphones, yeah.

00:50:05.760 --> 00:50:06.500

Tom: Yes.

00:50:06.660 --> 00:50:09.080

Phil: Yeah, the spying devices, yeah.

00:50:09.120 --> 00:50:09.520

Tom: Exactly.

00:50:09.540 --> 00:50:10.060

Phil: Yeah, you're right.

00:50:10.600 --> 00:50:12.000

Phil: You're right, but it's bigger than that.

00:50:12.020 --> 00:50:26.380

Tom: That's the closest design thing it looks like, but it has its own thing going on with the perforated top, which makes it stand out, and the vertical line looks really good too.

00:50:26.400 --> 00:50:28.320

Tom: I think that's on a level of its own.

00:50:28.340 --> 00:50:40.120

Tom: That's probably of the recent consoles perhaps going as far back as to maybe the original Wii and PS2.

00:50:40.140 --> 00:50:46.720

Tom: I think that's probably the most striking console design since then, arguably.

00:50:47.380 --> 00:50:50.640

Phil: Yeah, gotta leave Switch out of it because it's its own thing.

00:50:50.660 --> 00:50:52.320

Phil: It's really just a handheld in a dock.

00:50:53.200 --> 00:51:04.520

Phil: Not to denigrate the system itself, it's probably my favorite system right now, but it also, the Xbox could just, like I think it, if you set it horizontally, it could just look like a woofer.

00:51:04.720 --> 00:51:07.900

Phil: Actually, even in its vertical stance, it could just look like a woofer.

00:51:09.280 --> 00:51:09.940

Phil: But I like it.

00:51:09.940 --> 00:51:13.620

Phil: I think it really goes well with the Xbox branding of, you know.

00:51:14.120 --> 00:51:44.660

Tom: And with the current futuristic nostalgia design that is popular wherever there is metal that can be melted into a certain shape that's going on today, I think the Xbox Series X, where it basically looks like a Blade Runner skyscraper or something like that, is much better than the 1950s science fiction fantasy art throwbacks that the PS5 would fit into that are all over the place now.

00:51:44.760 --> 00:52:00.260

Tom: And the only other design that stands out as much as the Xbox Series X in the current futuristic fashion that I can think of is the Tesla Cybertruck by well-renowned pedophile...

00:52:01.180 --> 00:52:01.960

Phil: He's not.

00:52:02.080 --> 00:52:03.560

Phil: He accused the other guy of it.

00:52:04.000 --> 00:52:05.020

Tom: He is a pedophile.

00:52:05.420 --> 00:52:06.300

Phil: You're not saying that.

00:52:06.660 --> 00:52:07.380

Tom: Yes, I am.

00:52:07.880 --> 00:52:12.680

Tom: And the court precedence is that I can accuse him of being a pedophile, I believe.

00:52:13.260 --> 00:52:15.440

Phil: Oh, because he got away with it.

00:52:15.760 --> 00:52:16.700

Phil: Did he get away with it?

00:52:16.980 --> 00:52:17.360

Tom: Yes.

00:52:17.680 --> 00:52:19.000

Tom: It was not defamation.

00:52:19.020 --> 00:52:22.860

Tom: So I think I can call him a pedophile.

00:52:23.680 --> 00:52:24.500

Phil: Well, those in...

00:52:24.800 --> 00:52:25.780

Phil: okay, now.

00:52:25.800 --> 00:52:27.700

Tom: I hope I can anyway, because I am.

00:52:28.040 --> 00:52:31.360

Tom: But anyway, the pedophile's Cybertruck...

00:52:31.380 --> 00:52:32.280

Phil: The truck design.

00:52:33.140 --> 00:52:33.920

Tom: Yes, yes, yes.

00:52:34.640 --> 00:52:39.560

Tom: I was just saying, that's the only other futuristic nostalgia thing that stands out.

00:52:39.840 --> 00:52:45.140

Tom: But it is really on the nose, to say the least, in its 80s inspirations.

00:52:45.160 --> 00:52:57.660

Tom: This Xbox Series X has some class to it, but I give the Cybertruck some credit for going for the 80s rather than the 50s futuristic craze going on at the moment.

00:52:58.400 --> 00:53:07.180

Phil: It's crazy that you had those references, because I saw that truck for the first time last night, and I also finished watching the original Blade Runner for the first time last night.

00:53:07.440 --> 00:53:11.480

Phil: So, next I'm going to be watching Blade Runner 2049.

00:53:12.800 --> 00:53:18.920

Tom: Prepare yourself for a lot of Xbox Series X's clouding the Los Angeles skyline.

00:53:21.380 --> 00:53:22.780

Phil: I think you've inspired me.

00:53:22.800 --> 00:53:28.200

Phil: I think tomorrow I'm going to do an article at gameunder.net that goes over the history of Sony's hardware.

00:53:29.260 --> 00:53:33.760

Phil: So I'll just put together a pictorial and some comments on that, because it is interesting.

00:53:33.900 --> 00:53:35.940

Phil: I love the look of the original Playstation.

00:53:37.800 --> 00:53:41.640

Phil: I like the Playstation 2 mini with the slim, as it was called back then.

00:53:43.820 --> 00:53:48.900

Phil: Playstation 3 was a bit of a bit of all over the place with the various versions.

00:53:50.520 --> 00:53:56.600

Phil: I was never a fan of the original launch, Playstation 3, with that curved top.

00:53:58.680 --> 00:54:02.120

Phil: That's the George Foreman grill was the most common comment.

00:54:03.280 --> 00:54:07.620

Phil: But besides the hardware, obviously they revealed a great many games.

00:54:07.720 --> 00:54:10.100

Phil: Not all of them are going to be exclusives, of course.

00:54:11.080 --> 00:54:11.940

Phil: Were there any games?

00:54:12.240 --> 00:54:18.360

Phil: Obviously the first game that I saw that I thought of you immediately was the new Oddworld game.

00:54:18.700 --> 00:54:27.680

Tom: Which was, I think, the other than Little Devil Inside or whatever it's called, I think that was without question the best trailer.

00:54:27.720 --> 00:54:33.200

Tom: Nothing came close to that as far as the thematic trailers were concerned.

00:54:33.660 --> 00:54:37.020

Phil: Well, it was the first trailer I saw and I wanted to play it.

00:54:37.020 --> 00:54:40.480

Phil: I looked at it and I went, that is an amazing use of the technology.

00:54:41.400 --> 00:54:44.540

Phil: Basically, we'll call it a 2D platformer.

00:54:45.400 --> 00:54:45.980

Tom: Which it is.

00:54:46.520 --> 00:54:47.160

Phil: Yeah, yeah.

00:54:47.240 --> 00:54:48.660

Phil: And I thought it looked great.

00:54:48.680 --> 00:54:50.340

Phil: And I was most happy to...

00:54:50.440 --> 00:54:56.180

Phil: I knew that Lorne Lanning was working on something, but I didn't know he was working on a new Oddworld game.

00:54:56.520 --> 00:55:05.600

Tom: It's technically a remake of Exodus, but it is a remake of Exodus doing what he wanted to originally do with Exodus.

00:55:06.680 --> 00:55:07.580

Phil: That's outstanding.

00:55:08.680 --> 00:55:11.640

Phil: I like Lorne Lanning in the interviews I've heard with him.

00:55:12.640 --> 00:55:13.540

Phil: I like his vision.

00:55:14.420 --> 00:55:16.960

Phil: And that's just great to me.

00:55:16.980 --> 00:55:20.820

Phil: Because, you know, Oddworld was an Xbox 360 exclusive.

00:55:21.880 --> 00:55:23.180

Phil: Then it had Strangers Wrath.

00:55:23.180 --> 00:55:25.900

Tom: It was the original Xbox exclusive.

00:55:26.680 --> 00:55:31.380

Tom: That's when it was exclusive with Munchers Odyssey and Strangers Wrath, not Xbox 360.

00:55:31.740 --> 00:55:39.400

Tom: They released a remaster of Strangers Wrath for 360 and PS3 and other consoles.

00:55:39.420 --> 00:55:42.500

Tom: The exclusivity was the original Xbox.

00:55:42.920 --> 00:55:43.480

Phil: That's right.

00:55:43.500 --> 00:55:43.960

Phil: Yeah, yeah.

00:55:43.980 --> 00:55:45.760

Phil: And of course it got its start on...

00:55:45.780 --> 00:55:47.680

Phil: To me, it got its start on Playstation.

00:55:47.840 --> 00:55:50.460

Phil: So, as a Playstation 1 game.

00:55:50.480 --> 00:55:51.900

Phil: So it was great to see it coming back.

00:55:51.920 --> 00:55:56.140

Tom: It was originally a Sony exclusive with Odyssey and Exodus.

00:55:56.160 --> 00:56:01.680

Tom: Then for Xbox, it was an exclusive with Munch's Odyssey and Stranger's Wrath.

00:56:02.520 --> 00:56:03.400

Phil: That's it.

00:56:03.620 --> 00:56:06.460

Phil: So that's the game that struck out to me.

00:56:06.480 --> 00:56:21.460

Tom: My one area of trepidation with it, which still looked like it might suffer from slightly, judging by the trailer, but the gameplay is meant to be a complete re-imagining compared to the normal series.

00:56:21.480 --> 00:56:39.320

Tom: So it may not be an issue, but the remake of Abe's Odyssey they did was really floaty and imprecise, which was very awkward given that the standard design of Abe's Odyssey was all about very precise movements.

00:56:39.680 --> 00:56:55.460

Tom: So this looks to have a more dynamic and floaty sort of movement to it, but given that it is meant to be a new direction for the series, hopefully that will not be an issue like it was in their remake of Odyssey.

00:56:55.940 --> 00:56:57.580

Phil: And I'm hoping for a physical release.

00:56:59.180 --> 00:57:01.360

Phil: There was 37 games, as I said, shown.

00:57:01.440 --> 00:57:03.940

Phil: Was there any other games that really struck you?

00:57:03.960 --> 00:57:07.080

Phil: Obviously there were plenty for me, but...

00:57:07.800 --> 00:57:09.740

Tom: Yep, there were quite a few that did.

00:57:10.200 --> 00:57:23.320

Tom: I'll go through them all, but before that, I'll just mention the only two that were actually exclusive to the PS5, which is the Demon's Souls remake.

00:57:24.280 --> 00:57:25.820

Tom: And it's currently exclusive.

00:57:25.840 --> 00:57:29.060

Tom: Hopefully it will have a PC release at some point.

00:57:30.280 --> 00:57:35.400

Tom: And also Sackboy, which you would expect not to be released on anything else.

00:57:35.420 --> 00:57:48.200

Tom: But I thought that was a pretty good trailer for what should actually work better than the 2D LittleBigPlanet games.

00:57:48.840 --> 00:57:58.420

Tom: I think the physics engine they have, it looked pretty similar to the LittleBigPlanet games, will be slightly less frustrating in 3D than it is in 2D.

00:57:58.440 --> 00:58:01.260

Tom: So I thought that was one of the highlights.

00:58:01.280 --> 00:58:09.840

Tom: The other games I'm interested in, none of which are exclusive for PS5, was Resident Evil 8, which I've seen a lot of criticism for.

00:58:10.120 --> 00:58:11.480

Tom: I have no idea why.

00:58:11.780 --> 00:58:26.460

Tom: The idea of playing a first-person Resident Evil style game in some cold backwater village setting, a la Resident Evil 4, sounds incredibly fun to me.

00:58:27.080 --> 00:58:30.760

Tom: Ghostwire looks absolutely fascinating.

00:58:31.340 --> 00:58:31.980

Tom: Stray.

00:58:33.880 --> 00:58:52.560

Tom: And the highlight of the show, without question, actually Pragmata also looked interesting, albeit the trailer was rather hard to follow as to what the fuck the game was going to be, but the highlight of the entire show to me was Little Devil Inside.

00:58:53.660 --> 00:58:57.080

Phil: That's one I missed.

00:58:57.100 --> 00:58:58.300

Phil: So, Little Devil Inside?

00:58:59.880 --> 00:59:00.860

Phil: What sort of game is it?

00:59:02.900 --> 00:59:07.140

Tom: It appears to be a combination of game styles.

00:59:07.460 --> 00:59:19.200

Tom: It will at least be, from what one could tell, your classic indie side-scroller, but there also appeared to be sections that were 3D as well, so it could have been all over the place.

00:59:19.900 --> 00:59:27.940

Tom: And the hook, from what one could tell from the trailer, looks tremendously endearing and fascinating.

00:59:28.640 --> 00:59:48.940

Tom: You appear to be simultaneously playing an old man, possibly a butler, going about his daily life, as well as playing a character inside him doing various fantasy-style interactions related to bodily functions.

00:59:50.400 --> 00:59:55.860

Phil: Okay, well, I'm at their official website, and they haven't updated it for some time if it's the same game.

00:59:55.880 --> 00:59:56.440

Phil: It has to be.

00:59:56.460 --> 00:59:58.860

Tom: It's apparently been in development for five years.

00:59:59.380 --> 01:00:08.240

Phil: Well, it's going to be available for Windows, Linux, Mac, Playstation 4, Xbox One and the Wii U.

01:00:08.280 --> 01:00:11.360

Tom: Now it's apparently a PS5 and PC game.

01:00:12.260 --> 01:00:18.800

Phil: Okay, now from this website, it looks like you've got a Lego-type minifig kind of guy.

01:00:20.460 --> 01:00:21.880

Phil: So has it changed from that?

01:00:23.160 --> 01:00:26.600

Tom: That's kind of the graphic style, if that's what you mean.

01:00:27.880 --> 01:00:29.500

Phil: Well, it looks charming.

01:00:30.580 --> 01:00:34.880

Phil: Now for me, you weren't interested in Gran Turismo 7.

01:00:34.900 --> 01:00:40.940

Phil: I was really surprised and happy to see a numbered entry in the series.

01:00:41.640 --> 01:00:49.880

Tom: I'm glad that there is a Gran Turismo 7, but the trailer itself was rather disappointing for two reasons.

01:00:50.080 --> 01:00:57.920

Tom: One, since Gran Turismo 3, it's impossible to be excited about how a Gran Turismo looks like.

01:00:57.940 --> 01:01:04.880

Tom: Probably the biggest step forward since Gran Turismo 3 are the colours in Gran Turismo Sport.

01:01:06.540 --> 01:01:09.260

Tom: There didn't appear to be a huge jump from that.

01:01:10.380 --> 01:01:15.600

Tom: And from a gameplay perspective, it looked a lot like Gran Turismo Sport.

01:01:16.160 --> 01:01:23.440

Tom: And they didn't tell you how many cars there were or go into many details on the career mode.

01:01:23.460 --> 01:01:29.240

Tom: So outside of being pleased, there is a numbered Gran Turismo entry.

01:01:30.520 --> 01:01:35.720

Tom: I don't think the trailer itself did much to garner attention.

01:01:36.760 --> 01:01:42.560

Phil: I feel like my time of my life that I would play Gran Turismo has passed.

01:01:42.560 --> 01:01:54.620

Phil: And if I did want to go back and play Gran Turismo at this point, I'd probably want to go back and play two or three and get that nostalgia as opposed to any of the new entries.

01:01:54.620 --> 01:02:02.440

Phil: So yeah, it's also difficult to get excited about it when it's in a low res presentation.

01:02:05.200 --> 01:02:08.540

Phil: But how else are we going to see what it looks like until it comes out?

01:02:08.560 --> 01:02:20.260

Phil: So Gorilla Games, makers of Killzone and Horizon, announced their next new game called Horizon Forbidden West.

01:02:20.540 --> 01:02:23.460

Tom: Which I believe is a spiritual successor to Enslaved.

01:02:23.520 --> 01:02:25.300

Phil: Okay, is that right?

01:02:26.880 --> 01:02:27.660

Tom: That's what it looks like.

01:02:27.680 --> 01:02:29.740

Phil: Well, that's the last of us.

01:02:30.240 --> 01:02:36.300

Phil: Speaking of, I've got to get The Last of Us, I've got to play it next week, but all these other games I've got to finish yet.

01:02:37.660 --> 01:02:59.040

Tom: While we're on the topic of The Last of Us, can I just say the leaking of The Last of Us 2 and the reaction of The Last of Us 2 is one, I mean the leaking whatever, but the reaction to the leaking is one of the most shameful and disgusting things I have ever seen the games community do.

01:02:59.220 --> 01:03:00.020

Phil: Whose reaction?

01:03:02.380 --> 01:03:03.680

Tom: A lot of people's reactions.

01:03:05.620 --> 01:03:06.620

Tom: It was a big thing.

01:03:06.640 --> 01:03:08.060

Phil: Yeah, I know.

01:03:08.080 --> 01:03:09.840

Phil: But I want to know your take on it.

01:03:09.860 --> 01:03:16.440

Phil: The reaction, like I've seen everything from people just totally reading it and loving it.

01:03:17.120 --> 01:03:25.220

Phil: I remember when it first came out, they're like, oh, this was a disenfranchised employee who released it.

01:03:25.240 --> 01:03:29.480

Phil: Then they immediately came out the next day and said, no, it wasn't a disenfranchised employee.

01:03:30.280 --> 01:03:32.040

Phil: It was just basically a security leak.

01:03:33.640 --> 01:03:33.900

Tom: Yep.

01:03:34.480 --> 01:03:37.680

Phil: So what reaction did you have a reaction to?

01:03:37.700 --> 01:03:48.820

Tom: Well, the reaction I thought was disgusting, but it applies equally to the positive reaction, one could argue, except the positive reaction, obviously less obnoxious.

01:03:48.840 --> 01:04:12.880

Tom: But the people who took great, who thought it was terrible and hated it, to me that is just absolutely pathetic and disgusting, that you are going to base your opinion on a fucking game, on the story of the game, on stuff that has been taken out of context.

01:04:13.160 --> 01:04:15.900

Tom: That to me is, what the fuck is wrong with you?

01:04:16.600 --> 01:04:40.820

Tom: I don't understand how the fuck, you can have a snippet of a story, and I don't care how ridiculous the snippet of the story is, and conclude this is something that requires slews of outraged and disgusted posting about how this is destroying the games industry and stuff like that.

01:04:41.000 --> 01:04:42.420

Tom: I don't get that at all.

01:04:42.480 --> 01:04:53.940

Tom: That to me is not only ridiculous and disgusting, it goes against being the audience of any form of art.

01:04:55.000 --> 01:05:07.740

Tom: How can you be an audience member in something if you were going to take something out of context and react on that basis and dismiss this thing, which you don't have access to in full?

01:05:07.760 --> 01:05:11.160

Tom: That's just utterly insane to me.

01:05:11.180 --> 01:05:12.520

Phil: Oh, yeah, I agree.

01:05:12.540 --> 01:05:17.500

Phil: I mean, it is insane, and I'm glad that that was your reaction.

01:05:17.520 --> 01:05:29.880

Phil: I just, you know, I failed to be outraged by any internet activity at this point, but you're absolutely right when you're talking about it in terms of an audience member.

01:05:31.380 --> 01:05:33.720

Phil: Yeah, yeah, you're absolutely right.

01:05:33.740 --> 01:05:36.380

Phil: It is, you know, but what do you expect, you know?

01:05:37.680 --> 01:05:43.720

Phil: Not to be too much of a downer, but Guerrilla Games, you've never played Horizon, have you?

01:05:45.220 --> 01:05:45.720

Tom: No, I haven't.

01:05:45.740 --> 01:05:47.040

Phil: Their departure from Killzone.

01:05:47.060 --> 01:05:53.300

Phil: It's now available on Steam, so maybe that'll give you an opportunity to play it.

01:05:55.180 --> 01:05:59.720

Phil: Well, the sequel to it, the one that I've been working on, is coming out, so alright, that's great.

01:05:59.900 --> 01:06:05.440

Tom: And just last thing on the sequel, I mentioned the reference to Enslaved.

01:06:05.700 --> 01:06:06.020

Phil: Yes.

01:06:06.480 --> 01:06:20.960

Tom: And I do have to say, for that reason, I am not as interested in playing that as the original, because the original had its own thing going on for it, aesthetically.

01:06:20.980 --> 01:06:26.620

Tom: This is really very much similar to Enslaved, the sequel.

01:06:27.180 --> 01:06:31.140

Phil: Okay, so Enslaved was the video game based on Journey to the West, which is...

01:06:31.160 --> 01:06:33.000

Tom: Yes, we did it at a big show on it, I believe.

01:06:33.740 --> 01:06:35.520

Phil: Yeah, we did, with The Monkey Tale.

01:06:35.580 --> 01:06:36.840

Phil: Are you serious?

01:06:36.860 --> 01:06:39.680

Phil: So they've actually said this is based on Journey to the West?

01:06:39.700 --> 01:06:42.000

Tom: No, they haven't, but it looks identical.

01:06:42.480 --> 01:06:43.780

Phil: And it's called Forbidden West.

01:06:44.360 --> 01:06:44.940

Phil: Yes.

01:06:44.960 --> 01:06:46.040

Phil: So, yeah, okay.

01:06:47.520 --> 01:06:50.700

Phil: Other than that, I was really happy to see Ratchet and Clank.

01:06:50.700 --> 01:07:00.180

Phil: The remake that they did of Ratchet and Clank for the Playstation 4 was really well done and enjoyable, even though I hadn't delved into the games prior.

01:07:01.640 --> 01:07:09.660

Phil: So, and then Spider-Man, that was a game that I sort of enjoyed, but didn't, I mean, it was impressive, technically.

01:07:09.680 --> 01:07:12.140

Phil: I didn't think much of the game itself.

01:07:12.160 --> 01:07:17.380

Tom: It was a game that was fun to fly around in, and nothing else about it was fun, from what I remember.

01:07:17.920 --> 01:07:18.780

Phil: Yeah, yeah.

01:07:18.920 --> 01:07:22.840

Phil: So, all in all, I've got to say Sony completely nailed it.

01:07:22.860 --> 01:07:24.780

Phil: That was the best presentation I've seen.

01:07:24.800 --> 01:07:37.480

Phil: The best, next best presentation Sony did at an E3-type setting was the one where they did nothing but have that live orchestra playing along with the trailers.

01:07:38.720 --> 01:07:41.440

Phil: That was like three years ago, maybe even four years ago now.

01:07:42.220 --> 01:07:44.660

Phil: But I thought this presentation was outstanding.

01:07:45.660 --> 01:07:48.940

Phil: And I guess now all that we need to wait for is the price.

01:07:49.720 --> 01:07:56.400

Phil: I have a number I'll write down here that what I think it will launch at in Australia, the disc version.

01:07:57.740 --> 01:08:01.080

Phil: I'd be surprised if they release the digital only version in Australia.

01:08:01.440 --> 01:08:02.520

Phil: But anyway, we'll see.

01:08:03.900 --> 01:08:06.280

Phil: How much do you think they're going to charge for this monster?

01:08:07.660 --> 01:08:10.180

Tom: I'm going to go with $750.

01:08:10.760 --> 01:08:12.240

Phil: $750, okay.

01:08:12.280 --> 01:08:16.900

Phil: I wrote down $699, so you're thinking $749.

01:08:19.500 --> 01:08:24.660

Phil: Yeah, so neither one of us are expecting this to be cheap or affordable even.

01:08:25.680 --> 01:08:32.900

Tom: You wouldn't expect so, and I would assume that the Xbox console will be similarly expensive.

01:08:34.060 --> 01:08:35.580

Phil: Just to put that in the context for our unit.

01:08:35.600 --> 01:08:40.940

Tom: When you look at the hardware in it, it would be amazing if it was less than that.

01:08:41.440 --> 01:08:49.480

Tom: At those prices, it's already an amazing deal, but if it was even less than that, I can't see that happening.

01:08:50.240 --> 01:08:55.120

Phil: Well, they're making money on the services, you know, so you've got to look at that subsidized.

01:08:55.140 --> 01:08:55.920

Phil: But just to...

01:08:55.920 --> 01:08:57.040

Tom: Well, that is true.

01:08:58.820 --> 01:09:04.920

Tom: Consoles that have impressive hardware still historically have been expensive.

01:09:05.460 --> 01:09:07.940

Phil: Yes, yep, yep.

01:09:07.960 --> 01:09:14.980

Phil: For our international listeners, my estimate of $699, I just did the translation, would be $479 US.

01:09:15.880 --> 01:09:18.840

Phil: So that pretty much would be...

01:09:18.860 --> 01:09:23.500

Phil: I think you would be probably closer, because I think this is going to launch in the US at $499.

01:09:23.540 --> 01:09:25.880

Tom: I would say $500 US.

01:09:25.900 --> 01:09:30.360

Phil: Yeah, so $750 Australian is $514 US.

01:09:30.360 --> 01:09:35.280

Phil: So, yeah, I think it's going to be somewhere in between our two estimates.

01:09:36.480 --> 01:09:48.220

Phil: If I were to pick a console on day one, I'd have to say if it was based on visuals, I'd go with the Xbox, in terms of how the console looks.

01:09:49.240 --> 01:10:25.960

Phil: I've got to say that the proposition for me, with Microsoft saying that all of the games that they release, at least for a time, are going to be playable on the Xbox One and on PC, obviously everything that Microsoft releases is on PC simultaneously with Game Pass, gives me an excuse to make that the second console I'd buy, just because there's no urgent pressing console exclusive that I'm going to be missing out on by not getting an Xbox One Series X, Xbox One Series X is ridiculous.

01:10:28.240 --> 01:10:38.440

Phil: You know what I'm saying, but whereas with the Playstation 4, I'm going to have the opportunity to access new technology and some exclusives at the same time, so that's probably what I'd opt with.

01:10:39.700 --> 01:10:48.060

Phil: But everyone knows buying a console on day one is a dumb thing to do, the best thing to do is to wait until they get all the technical kinks ironed out.

01:10:50.180 --> 01:10:56.060

Phil: But I still will be really hankering to get a new console when they come out later this year.

01:10:58.380 --> 01:10:59.940

Phil: Would you have a consumer preference?

01:10:59.960 --> 01:11:11.900

Phil: I mean, you've just invested a massive amount in a PC upgrade and you've just been given 1600 games, so I'm assuming you're not hankering for a new piece of dedicated gaming hardware?

01:11:11.920 --> 01:11:12.320

Tom: Not at all.

01:11:12.660 --> 01:11:44.740

Tom: And to me, I would be however inclined, if it's between Xbox and Playstation, to lean towards the Playstation, because if you do have a reasonable PC, with the Xbox app as bad as Microsoft programming is, that does mean you can probably play most Xbox exclusives, whereas there are still, well so far, two Playstation exclusives that are not as yet coming to PC.

01:11:45.100 --> 01:11:54.280

Tom: But even Sony games more and more have been popping up on PC, so maybe that will not be the case by the end of this generation.

01:11:54.300 --> 01:11:59.720

Phil: Yeah, I think they're giving people a taste, just to try and get them interested in some of Sony's IPs.

01:11:59.740 --> 01:12:17.960

Phil: It is a waste to see IP language on an exclusive console, because even highly popular games like The Last of Us, and Uncharted, do get exposed to a limited number of players, because they are on an exclusive platform.

01:12:19.440 --> 01:12:23.080

Phil: But yeah, I think you're dead right there.

01:12:23.100 --> 01:12:29.180

Phil: If you've got a good PC, you're going to stick with why would you buy the console?

01:12:29.200 --> 01:12:31.280

Phil: I think that's Microsoft's attitude as well.

01:12:31.300 --> 01:12:43.800

Phil: We've often talked over the years how, at their root, Nintendo is a toy company, Sony is a electronics company, and Microsoft is a software and services company.

01:12:44.300 --> 01:12:48.780

Phil: And I don't think Microsoft cares if you buy the new Xbox, as long as you can subscribe to Game Pass.

01:12:48.940 --> 01:12:52.500

Phil: However, that's what they're interested in.

01:12:52.620 --> 01:12:55.360

Phil: And obviously with Sony, they're interested in selling electronics.

01:12:55.680 --> 01:13:00.180

Phil: So their emphasis is on making a powerful box with exclusives.

01:13:01.400 --> 01:13:02.580

Phil: But yeah, very interesting.

01:13:02.600 --> 01:13:06.820

Phil: So were you as impressed with the presentation as I, or?

01:13:07.320 --> 01:13:09.080

Tom: Well, I didn't watch the presentation.

01:13:09.460 --> 01:13:12.180

Phil: Well, it was basically, and that was all it was.

01:13:12.340 --> 01:13:14.340

Phil: So it was just trailer after trailer.

01:13:14.640 --> 01:13:20.600

Tom: If I could pick out that many games, I mean, that was, must have been like seven or eight, something like that.

01:13:21.140 --> 01:13:24.400

Tom: Or at least even five, that's a good presentation.

01:13:25.140 --> 01:13:25.780

Phil: Absolutely.

01:13:26.620 --> 01:13:33.820

Tom: The one thing I will add though, just the one thing I will add, remakes are the new sequel.

01:13:34.880 --> 01:13:35.140

Phil: Yeah.

01:13:36.060 --> 01:13:44.460

Tom: The amount of remakes that are constantly popping up everywhere is pretty ridiculous to me.

01:13:44.680 --> 01:13:54.000

Tom: And often it's for absolutely no reason other than to merely have another version of the game to sell.

01:13:54.220 --> 01:14:02.480

Tom: Demon's Souls is actually an example of where a remake is a good idea because of how poorly the original ran.

01:14:02.900 --> 01:14:17.840

Tom: But I do find the high quantity of remakes to be even more uninteresting than the high quantity of sequels that they are replacing this trend.

01:14:18.940 --> 01:14:19.540

Phil: Yeah, it is.

01:14:19.560 --> 01:14:23.000

Phil: I mean, Kingdoms of Amalor remake got announced this week.

01:14:23.940 --> 01:14:30.160

Phil: It is ridiculous, which is what's making indie games and original games all the more appealing.

01:14:31.420 --> 01:14:44.600

Phil: Having said that, though, a very long time ago, we talked on the podcast about how you can go into a DVD store, wow, and get movies from 40 years ago and 30 years ago and 10 years ago.

01:14:44.620 --> 01:14:45.420

Phil: And they're all there.

01:14:45.440 --> 01:14:48.060

Phil: They're all constantly in print.

01:14:48.740 --> 01:15:00.400

Phil: And we bemoaned the fact that you can't do that with gaming, that really you've got to, other than with a PC, you've got to really try hard to go back and go through back catalogs.

01:15:00.940 --> 01:15:09.160

Phil: And in a way, these constant remakes are, you know, making these games available more easily.

01:15:09.180 --> 01:15:11.100

Phil: And I appreciate that.

01:15:12.760 --> 01:15:16.660

Tom: I prefer the Xbox model of backwards compatibility you're a fan of.

01:15:17.620 --> 01:15:18.400

Phil: Oh yeah, me too.

01:15:18.480 --> 01:15:19.440

Phil: Yeah, absolutely.

01:15:19.460 --> 01:15:20.440

Phil: Yeah, yeah.

01:15:21.260 --> 01:15:23.100

Phil: Oh boy, maybe I will get an Xbox first.

01:15:23.500 --> 01:15:25.260

Phil: I just want to hear them say the words.

01:15:25.560 --> 01:15:30.360

Phil: You can put any original Xbox disc in the thing and it will work.

01:15:30.380 --> 01:15:32.720

Phil: And that will make it a day one purchase for me.

01:15:35.320 --> 01:15:42.680

Tom: Now, I just realised that we forgot to rate, using my pattern and dice technique, A Morticians Tale.

01:15:43.460 --> 01:15:43.940

Phil: Oh yes.

01:15:43.960 --> 01:15:49.940

Tom: So before we do anything else, we will have to unleash the dice.

01:15:53.480 --> 01:15:57.500

Tom: And Morticians Tale, I am giving, unfortunately, a 3 out of 10.

01:15:57.520 --> 01:16:02.220

Phil: Okay, you're giving it a 3 out of 10 and I gave it a...

01:16:02.800 --> 01:16:07.640

Phil: I'm going to give it a 6 out of 10, which means it only gets a 9 out of 20.

01:16:08.460 --> 01:16:08.860

Tom: Yes.

01:16:09.440 --> 01:16:10.660

Phil: That doesn't seem very fair.

01:16:10.840 --> 01:16:11.140

Phil: Yeah.

01:16:12.240 --> 01:16:14.520

Tom: That that's how the dice rolls.

01:16:14.940 --> 01:16:16.360

Tom: And in the previous...

01:16:17.340 --> 01:16:23.640

Tom: In the previous episode, we forgot to rate Sky as well, even though that was my final impressions.

01:16:24.180 --> 01:16:24.580

Phil: Really?

01:16:25.260 --> 01:16:26.440

Tom: Yes, but I will briefly...

01:16:26.460 --> 01:16:29.960

Phil: I've got to put this on our review archive at gameunder.net.

01:16:30.140 --> 01:17:27.720

Tom: Yes, I will just briefly add, given that the opportunity has arisen, my true final impressions, just one of the other most impressive things about Sky is the fact that it managed to be a narrative, a satisfying and successful narrative game in the sense of Journey, a enjoyable grinding slash flying game, like Pilotwings crossed with an addictive MMORPG structure, and a game where, due to the feature of being able to fly friends around, that you can easily talk to your friends while playing, as well as all the other social interactions, it's got to be probably the only MMO that I've played it anyway that has a genuinely good narrative in it, that is enjoyable, as enjoyable as a single player narrative.

01:17:28.440 --> 01:17:29.580

Tom: So it is time...

01:17:29.580 --> 01:17:31.960

Phil: Are you going to give it a die roll score?

01:17:31.980 --> 01:17:33.400

Tom: Yes, I am.

01:17:33.400 --> 01:17:35.560

Tom: Everything is a die roll score now.

01:17:36.140 --> 01:17:36.560

Phil: Okay.

01:17:38.840 --> 01:17:44.580

Tom: And it gets the fifth best game of the last decade, it gets an 8 out of 10.

01:17:45.060 --> 01:17:45.700

Phil: Wow.

01:17:47.220 --> 01:17:49.120

Phil: You're not using a weighted die, are you?

01:17:51.160 --> 01:17:52.220

Tom: No, I don't think so.

01:17:52.880 --> 01:18:06.100

Phil: In the last episode, 125, we gave our refreshed opinions on and views or impressions of Journey from that game company, and at the end I spliced in our impressions from episode 22.

01:18:06.600 --> 01:18:08.180

Phil: Did you have a chance to listen to that?

01:18:08.200 --> 01:18:11.120

Phil: I don't think it was episode 22, but did you have a chance to listen to it?

01:18:12.040 --> 01:18:13.280

Phil: Yeah, it's worth a listen to.

01:18:13.280 --> 01:18:20.420

Phil: It was actually quite interesting to hear us say in some ways almost the same thing seven years ago.

01:18:20.440 --> 01:18:23.460

Phil: It was very interesting indeed.

01:18:23.480 --> 01:18:25.740

Phil: In fact, we both did give the game a score back then.

01:18:26.760 --> 01:18:35.260

Phil: So, the next game though, I haven't played this game, and I don't know much about it, but you've been playing or have you finished this game?

01:18:35.680 --> 01:18:47.120

Tom: I have finished A Plague Tale, Call On Innocence, which is a very topical game, I believe, in these unprecedented times.

01:18:47.140 --> 01:18:56.280

Tom: It is set during other unprecedented times to be precise a plague outbreak in the 14th century.

01:18:58.320 --> 01:19:01.940

Tom: And it is by the French de Val-Gone.

01:19:02.420 --> 01:19:04.380

Phil: I was just putting that together.

01:19:04.400 --> 01:19:06.560

Phil: So this is a game set in the 1300s?

01:19:07.240 --> 01:19:08.060

Tom: Yes, correct.

01:19:09.460 --> 01:19:11.120

Phil: That's just hard for me to visualise.

01:19:11.800 --> 01:19:16.400

Tom: During a plague outbreak, and it is by Asobo Studios.

01:19:16.540 --> 01:19:36.380

Tom: And this should be right up your alley, this game, because Asobo Studios is a company that was primarily making licensed products until they made Fuel, a racing game published by Codemasters.

01:19:37.540 --> 01:19:37.940

Tom: Then...

01:19:37.960 --> 01:19:40.620

Phil: Okay, yeah, yeah.

01:19:41.080 --> 01:19:43.020

Phil: I've played and beaten one of their games.

01:19:43.040 --> 01:19:46.000

Phil: I played the very mediocre Wall-E game.

01:19:48.560 --> 01:19:49.960

Tom: That would be a licensed product.

01:19:50.340 --> 01:19:51.020

Phil: Yeah, yeah.

01:19:51.680 --> 01:19:56.720

Phil: And when looking at other games they've played here, they're currently working on Microsoft Flight Simulator.

01:19:56.740 --> 01:19:59.640

Phil: So that's actually a release that I'm excited about.

01:20:01.460 --> 01:20:02.960

Phil: But yeah, they did The Crew.

01:20:04.700 --> 01:20:05.620

Phil: Disneyland Adventures.

01:20:06.560 --> 01:20:11.080

Tom: So The Crew 2, they were not the developer of the original.

01:20:11.100 --> 01:20:16.520

Tom: So this would make A Plague Tale Innocence their second original title, I believe.

01:20:17.440 --> 01:20:23.760

Phil: So are you telling me that Garfield, A Tale of Two Kitties wasn't their original game, their original IP?

01:20:23.780 --> 01:20:25.320

Tom: I don't think so.

01:20:25.340 --> 01:20:25.920

Tom: That's shocking.

01:20:26.220 --> 01:20:27.020

Tom: I don't think so.

01:20:27.200 --> 01:20:28.700

Phil: What about Monopoly Plus?

01:20:30.060 --> 01:20:30.380

Tom: No.

01:20:30.980 --> 01:20:32.420

Phil: They, you know what?

01:20:32.520 --> 01:20:33.840

Tom: I stand corrected.

01:20:33.860 --> 01:20:36.080

Tom: They did develop the original crew, in fact.

01:20:36.540 --> 01:20:40.100

Tom: So this would be their third original title.

01:20:40.820 --> 01:20:52.520

Phil: I'm having a bit of fun here, but I've got to say, I have so much respect for working studios like this that just keep themselves busy and occupied and, you know, turning out good stuff.

01:20:53.000 --> 01:20:55.020

Phil: You know, even turning out mediocre stuff.

01:20:55.040 --> 01:21:01.160

Phil: I just love to see a healthy, independent studio with doing these kinds of games.

01:21:02.100 --> 01:21:03.300

Phil: It's just, I like it.

01:21:03.340 --> 01:21:03.780

Phil: I love it.

01:21:04.100 --> 01:21:06.380

Phil: So, Asobo, what country are they from?

01:21:07.060 --> 01:21:08.140

Tom: They are from France.

01:21:09.980 --> 01:21:12.300

Phil: Okay, and what sort of game is A Plague Tale?

01:21:13.200 --> 01:21:21.280

Tom: Well, A Plague Tale is clearly very much inspired by The Last of Us and Uncharted.

01:21:22.460 --> 01:21:30.860

Tom: So it's basically an adventure game with its primary gameplay being stealth and puzzle solving.

01:21:31.060 --> 01:21:49.440

Tom: There is a shooting mechanic using a slingshot, but it is, being a slingshot, it's a complicated mechanic where you hold down fire until you get the crosshairs reduced to a certain size to be able to hit your target.

01:21:49.460 --> 01:21:56.540

Tom: So it's obviously designed primarily around stealth and around puzzle solving.

01:21:57.200 --> 01:22:04.440

Tom: Both the stealth and the puzzle solving for the first two-thirds of the game is very rudimentary.

01:22:05.600 --> 01:22:11.320

Tom: The puzzle solving is usually just as simple as moving.

01:22:12.380 --> 01:22:23.940

Tom: Really, it's barely a step up from Resident Evil, except that there are a few puzzles that require some real-time manipulation to be able to do them.

01:22:23.960 --> 01:22:35.260

Tom: Beyond that, it's essentially Resident Evil level puzzle solving where you're basically moving lights to face certain directions and things like that.

01:22:35.900 --> 01:22:44.280

Tom: It is a bit more complicated in that it also makes use of the crafting system in the game because to you...

01:22:45.180 --> 01:23:07.540

Tom: We'll get to all the stories, but basically you're creating various alchemical concoctions which do various things like light fires or put fires out, melt enemies' helmets because you cannot injure enemies with your slingshot unless you get to a certain upgrade level if they have a helmet on, so you have to get the helmet off them, and that's how you do that.

01:23:07.940 --> 01:23:20.840

Tom: So while there's a greater variety of the things you're doing compared to something like Resident Evil, the level of the puzzles you're solving is very much on that really basic sort of level.

01:23:22.360 --> 01:23:26.520

Tom: The stealth is a little more interesting than that.

01:23:26.540 --> 01:23:32.440

Tom: You are able to attract enemies' attentions with your slingshot.

01:23:32.460 --> 01:23:44.160

Tom: If there's anything metallic you can hit with stones, you can pick up pots to throw to get the enemies to walk towards them and that sort of thing.

01:23:44.480 --> 01:23:55.260

Tom: But it is very basic, and there's not that much room for creativity, which is what makes stealth games so fun most of the time.

01:23:55.480 --> 01:24:09.700

Tom: The only game that is less creative that I think does stealth exceptionally well is the Metro series, and that requires a high level of execution from the player to make it interesting.

01:24:10.160 --> 01:24:23.920

Tom: And while there is a high level of execution here in some of the areas during the stealth, when you get noticed or killed, you end up basically just back at the same spot you were before you were spotted.

01:24:24.160 --> 01:24:34.860

Tom: So while you need to know what you're doing, in the hardest sections of it, you still aren't really pushed back far enough for it to really matter at all.

01:24:35.680 --> 01:24:50.840

Tom: Things do improve in the final third of the game, which I will get to at the end, but unless you have any other questions about the gameplay, I will start talking about the setting and the story.

01:24:50.860 --> 01:24:58.260

Phil: Well, I've got to say, just looking at images here, it does look a lot like The Last of Us.

01:25:00.160 --> 01:25:02.300

Phil: And I'm surprised that I hadn't...

01:25:03.060 --> 01:25:10.640

Phil: Obviously, maybe it's the generic nature of the name of the game or something like that, but this one had completely skipped by me.

01:25:12.020 --> 01:25:16.900

Phil: And it's available for Playstation 4, Xbox One and PC.

01:25:17.020 --> 01:25:18.260

Phil: What are you playing it on right now?

01:25:19.160 --> 01:25:20.820

Tom: Xbox Games Pass.

01:25:21.300 --> 01:25:23.260

Phil: Okay, okay, so you're playing it on PC.

01:25:25.480 --> 01:25:29.600

Phil: So, no, I don't really have that many questions about the actual gameplay.

01:25:29.680 --> 01:25:31.080

Phil: It's pretty well described by you.

01:25:32.260 --> 01:25:53.020

Tom: Yep, and the structure is like Uncharted or The Last of Us or any modern adventure game, minus the platforming where you're just going through a series of set pieces interspersed with narrative story sections, sorry, in between.

01:25:53.040 --> 01:25:55.620

Phil: It was quite well received by the looks of it, too.

01:25:55.640 --> 01:26:00.940

Phil: It got a lot of note for its story, so hopefully you'll touch on that.

01:26:01.540 --> 01:26:05.280

Tom: I was going to say, I noticed it just because of the ridiculous title.

01:26:05.780 --> 01:26:20.940

Tom: Otherwise, I had not heard of this game, so when I saw the ridiculous title and then looked it up, I was surprised to see that it has been so well received, because in spite of it being so well received, it had somewhat flown under the radar to some degree.

01:26:22.120 --> 01:26:27.280

Phil: Yeah, yeah, and obviously the developer, you know, it's a French game, the developer's not very well known.

01:26:27.300 --> 01:26:36.300

Phil: Yeah, it's a real shame, but I mean obviously we must be the only ones who ignored it, because plenty of other people have given it awards and good scores.

01:26:38.060 --> 01:26:44.140

Phil: Looks like IGN gave it a 7 out of 10, which is not a bad score at all, but mostly 8.

01:26:44.520 --> 01:26:47.860

Phil: So yeah, I'm really interested in this.

01:26:48.420 --> 01:26:53.880

Phil: In terms of the story, are you able to cover the story?

01:26:54.400 --> 01:26:59.720

Tom: Yes, I will, and I will attempt to avoid spoilers, so it should be possible.

01:27:00.040 --> 01:27:15.840

Tom: But I went into this basically completely blind outside of the title, so I had no idea what to expect, but based on the title, I was expecting it to be about the plague during the Middle Ages.

01:27:17.120 --> 01:27:21.560

Tom: And the beginning of the game is really good.

01:27:22.980 --> 01:27:32.840

Tom: You're basically just wandering around with some dude older than you who is apparently your father, but he's pretty young.

01:27:33.540 --> 01:27:35.600

Tom: But then again, it is the Middle Ages.

01:27:35.920 --> 01:27:53.860

Tom: So anyway, I should also add, you're playing as basically an older teenage girl, and you're wandering through the gardens outside your middle class estate, that is medieval middle class estate.

01:27:55.420 --> 01:28:00.160

Tom: And you're just going around learning how to shoot your sing-sot, i.e.

01:28:00.180 --> 01:28:03.420

Tom: going around showing off to your father and things like this.

01:28:03.800 --> 01:28:12.500

Tom: Then your hunting dog runs off into the woods, and the tone and atmosphere change completely.

01:28:12.980 --> 01:28:23.940

Tom: And you're running through the woods looking for your dog and black gloopy stuff in the classic Japanese slash French style.

01:28:24.540 --> 01:28:55.560

Tom: And you don't literally see this so much in French stuff, French visual art or film where you have these mutations and black gloopy stuff going everywhere as some sort of metaphysical dread, which is clearly a post-World War II thing in Japanese art, and I think we've mentioned this before, but you do get that in French literature, at least in terms of the atmosphere.

01:28:56.660 --> 01:29:04.440

Tom: And French art and Japanese art have obviously been very much intertwined since the 1800s.

01:29:05.680 --> 01:29:09.040

Tom: But at that point, the atmosphere changes completely.

01:29:09.060 --> 01:29:16.820

Tom: It goes from a jaunty stroll with your father to basically a horror game, which was not what I was expecting at all.

01:29:16.880 --> 01:29:35.080

Tom: And it ends with you finding your dog and also a black gloop nest, essentially, at which point you return to your house and you just wander around and decide you need to tell your mother what's going on.

01:29:36.200 --> 01:29:52.780

Tom: And to cut a long story short, by the end of this day, you are off with your brother running away from the Inquisition with rats flying everywhere and not at all what I was expecting the game to be.

01:29:52.800 --> 01:30:11.280

Tom: While there is a plague going on, it is very much a magical plague of millions of rats running around everywhere rather than a medieval plague of a tick-borne disease potentially spread by rats.

01:30:12.020 --> 01:30:20.340

Tom: So I was expecting a historical game and got a semi-horror game instead.

01:30:21.800 --> 01:30:24.260

Tom: But that wasn't what I was expected.

01:30:24.340 --> 01:30:35.220

Tom: Once I got over the disappointment of it being something completely different, it turned out to be really a very enjoyable experience.

01:30:35.580 --> 01:30:51.960

Tom: As I said, you're playing as the elder sister with your younger brother, attempting to escape the Inquisition as your younger brother has magical powers potentially related to his blood that may be related to the plague.

01:30:52.300 --> 01:31:08.100

Tom: So the local bishop, I can't remember his exact position, I think he's a bishop or archbishop, is attempting to track you down for his own uses in regards to the plague and the political machinations that are going on at the time.

01:31:08.500 --> 01:31:12.620

Tom: So it's very much like The Last of Us in that sense.

01:31:13.600 --> 01:31:26.940

Tom: What could have been a very uninteresting and even annoying relationship between the two characters due to the excellent performances of the two voice actors playing them?

01:31:27.400 --> 01:31:34.900

Tom: And it is mainly a vocal performance because a lot of the dialogue is in game rather than during the cut scenes.

01:31:36.440 --> 01:32:05.940

Tom: So that is where I think the best character interactions occur during the little bits of banter and discussion as you're going through the level, which is to the credit of both the writers and the actors, thanks to them, they make it a very endearing and easy to empathise with story about attempting to face the odds in a sibling relationship.

01:32:06.600 --> 01:32:18.220

Tom: And the setting, while again a little bit disappointing compared to what it could have been, as a semi-horror setting in the Middle Ages is brilliant.

01:32:18.380 --> 01:32:21.280

Tom: The game looks amazing.

01:32:21.640 --> 01:32:28.020

Tom: The villages you're going through are suitably filthy and caked in mud.

01:32:28.660 --> 01:32:30.960

Tom: Everyone doesn't bathe.

01:32:31.320 --> 01:32:35.100

Tom: And I should add that people in the Middle Ages did bathe.

01:32:35.520 --> 01:32:37.700

Tom: They particularly washed their faces.

01:32:37.920 --> 01:32:39.940

Tom: They washed their hands before every meal.

01:32:40.760 --> 01:32:52.660

Tom: So the aesthetic that is throughout games and films and media of Middle Ages people being absolutely filthy is completely false.

01:32:54.480 --> 01:33:04.500

Tom: So it's hilarious seeing these middle class characters that you begin as with filthy faces the entire time before they're on the run.

01:33:05.540 --> 01:33:15.840

Tom: But as hilariously ridiculous from a historical perspective as the filthy Middle Ages is, the filthy Middle Ages is nevertheless an extremely fun setting.

01:33:15.980 --> 01:33:17.860

Tom: The villages are filthy, as I said.

01:33:17.880 --> 01:33:21.940

Tom: The countryside areas look beautiful.

01:33:22.000 --> 01:33:24.140

Tom: The foliage is wonderful.

01:33:24.160 --> 01:33:26.260

Tom: The flowers are colourful.

01:33:26.840 --> 01:33:31.280

Tom: And the lighting really stands out as does the particle effects.

01:33:31.620 --> 01:33:42.480

Tom: The snowflakes, for instance, are not just dots, but they are literal flakes of snow in that general sort of shape.

01:33:42.940 --> 01:33:45.760

Tom: So the attention to detail is exceptional.

01:33:46.320 --> 01:33:58.880

Tom: And it's the first game I have played other than Metro Exodus, where upscaling makes a really noticeable difference to what the game looks like at 100% resolution scale.

01:34:00.840 --> 01:34:08.140

Tom: You can really see that the textures in the background are low res.

01:34:08.320 --> 01:34:18.920

Tom: When you raise the upscaling so that they're at a high resolution, they look sharper and there is a noticeable difference and everything ends up looking smooth.

01:34:19.380 --> 01:34:25.640

Tom: So not only aesthetically, but technically it is graphically very impressive.

01:34:27.400 --> 01:35:05.520

Tom: And while the gameplay pacing doesn't reach the heights of something like the best moments of The Last of Us, which is really, to be fair, only the final third, or Uncharted 2 which is a bit more consistently well paced, the aesthetic changes in the scenery do reach those heights and the narrative, once you get past the first half as they're introducing more and more characters, once the characters have been introduced and start to interact with one another, they also become interesting as the protagonists are.

01:35:06.000 --> 01:35:23.700

Tom: And I haven't mentioned much about the Inquisition or the rats, but the Inquisition as an antagonist is, as you would expect from a French thing, the French anti-Catholic sentiment is unmatched in the world.

01:35:23.760 --> 01:35:30.100

Tom: No one does evil popes and evil bishops and evil archbishops like the French do.

01:35:30.700 --> 01:35:34.480

Tom: And this lives up to what you would expect from that.

01:35:34.500 --> 01:35:51.520

Tom: The major antagonist of the game is essentially a drug addicted, disease ridden figure who looks like the Catholic dude from Resident Evil 4 crossed with the Emperor from Star Wars.

01:35:51.600 --> 01:35:56.020

Tom: It is an absolutely brilliant cartoony figure.

01:35:56.700 --> 01:36:12.020

Tom: And the rats, while they look ridiculous, I don't know if you're very familiar with rats, but rats are one of the most flexible and acrobatic as well as squishy animals in existence.

01:36:13.800 --> 01:36:35.300

Tom: The rats, and you can have hundreds or thousands of rats on screen at once, they basically have the flexibility of a leather slash rubber shoe, and not like a barefoot shoe that you can squash in half, a relatively firm shoe.

01:36:35.600 --> 01:36:37.240

Tom: So the animation is hilarious.

01:36:37.260 --> 01:36:44.080

Tom: For them to turn around, it's like a car doing a really awkward U-turn, but at high speed.

01:36:45.540 --> 01:36:52.200

Tom: So what is meant to be a menacing, frightening thing just looks completely ridiculous and hilarious.

01:36:53.180 --> 01:36:56.400

Phil: If you didn't know much about rats though, would you pick up on it, do you think?

01:36:56.500 --> 01:36:59.220

Phil: Like your average gamer who hasn't seen a real rat?

01:37:00.380 --> 01:37:12.680

Tom: Well, I hope you would at least think it looks ridiculous, because you surely have seen rats in films, and that they're capable of turning in a circle without doing a three-point turn.

01:37:15.340 --> 01:37:16.820

Phil: Yeah, like most animals can.

01:37:16.840 --> 01:37:26.080

Phil: The reason why I was stuck on the rats is because obviously it's a big part of the game in terms of its theme.

01:37:26.440 --> 01:37:33.040

Tom: Yep, and I will mention, I will go into a bit more detail on the gameplay here, because they are a major part of the gameplay.

01:37:33.300 --> 01:37:42.900

Tom: So basically another element going on, as well as the stealth sections and the shooting, and when the game is at its best, it combines all three elements.

01:37:42.920 --> 01:37:44.880

Tom: There's also the avoiding rat element.

01:37:45.240 --> 01:38:01.680

Tom: Now, the rats are deathly afraid of light, so essentially they can go anywhere where there isn't light, and if you get too close to them, they will eat you, and you will then reset to wherever the checkpoint is essentially.

01:38:02.060 --> 01:38:32.160

Tom: So to deal with rats, you have to be lighting things using your alchemist potions, changing where lamps are pointed, or extinguishing flames, and as you're playing, you also unlock further alchemist skills that allow you to direct where rats are, which you can use to kill enemies, and all sorts of permutations like that.

01:38:32.560 --> 01:38:44.080

Tom: And when those elements are all used at once, there is actually some room for creativity, and the game does become engrossing and enjoyable on a gameplay level.

01:38:44.320 --> 01:39:07.780

Tom: By the end of the game, you have even more control over what rats can do, and I won't spoil it, but it is one of the best ever moments in a game where they have you being pushed back and being killed by something, but eventually you get to...

01:39:07.800 --> 01:39:21.760

Tom: It's difficult to avoid spoilers here, but it is worth playing without being spoiled, where you no longer have to deal with that problem at all in one of the most satisfying ways in any game ever.

01:39:21.780 --> 01:39:27.440

Tom: The last few levels in the game also use all three elements at once throughout the whole thing.

01:39:28.420 --> 01:39:38.720

Tom: They also level the areas themselves, become a little bit more open and a little bit more complex in their architecture, so that there is even more room for creativity.

01:39:39.060 --> 01:39:55.660

Tom: So, like The Last of Us, the final push in the game is really, really enjoyable and is super satisfying after it hasn't really lived up to its mechanical potential early on.

01:39:56.000 --> 01:40:20.120

Tom: And the final boss is not only hilarious from an imagery perspective, from a gameplay perspective, it takes these disparate elements and slightly awkward things that you wouldn't think you could put together into an exciting 3D Mario-style boss battle and absolutely nails it.

01:40:22.600 --> 01:40:24.900

Phil: Yeah, I'm looking at the...

01:40:25.280 --> 01:40:27.660

Phil: and I'm glad you didn't spoil it because I do want to play this game.

01:40:27.740 --> 01:40:34.700

Phil: It's still a full-price game, and the stupid thing about it is, while we've been talking about it, I've had to look up its name like four times.

01:40:36.760 --> 01:40:38.160

Phil: The name kills this game.

01:40:38.160 --> 01:40:41.560

Phil: It's such a horrible name.

01:40:41.580 --> 01:40:42.760

Phil: It's so unmemorable.

01:40:44.060 --> 01:40:45.440

Phil: The name of the game is A Plague Tale Innocence.

01:40:45.460 --> 01:40:51.500

Tom: It is an awful game, but in its defence, this caught my eye because the title was so awful.

01:40:53.100 --> 01:41:01.080

Tom: If it had been called something cool like Uncharted or The Last of Us, it would have been up to you to notice it.

01:41:02.760 --> 01:41:05.220

Tom: It would have blown right past my radar.

01:41:05.400 --> 01:41:06.460

Phil: Yeah, yeah.

01:41:06.460 --> 01:41:07.700

Phil: It's such a bad name.

01:41:09.220 --> 01:41:17.500

Phil: Now, I'm interested that you said that the dialogue was good, but it's a French-made game, so do you think that's more to do with localisation than the original writing?

01:41:17.520 --> 01:41:20.200

Phil: It's no way for us to know.

01:41:20.220 --> 01:41:30.560

Tom: I think they focused on the English version of the game as being the real version of the game, quote, real, end quote, real.

01:41:32.660 --> 01:41:41.020

Tom: As far as I'm aware, that's where they put their focus in terms of their direction and presumably writing as well.

01:41:41.320 --> 01:41:58.480

Tom: And it's noticeable in the dialogue, sorry, in the acting, because I did play a reasonable amount of it in French because the French, like the Russian dub in Metro games, absolutely fits the atmosphere.

01:41:58.500 --> 01:42:04.340

Tom: And as an atmosphere experience, and atmosphere is one of the best things in the game, the French fits it perfectly.

01:42:04.860 --> 01:42:16.820

Tom: But I went to the English because the interaction between the two protagonists was on another level in the English dub to what it was in the French.

01:42:17.440 --> 01:42:28.840

Tom: And having finished the game, looking up, English is the language they wanted the game to be played in and where they put their efforts.

01:42:29.980 --> 01:42:40.140

Tom: So I don't think it's a case of the localizers doing anything that was not the intention of the people making the game itself.

01:42:43.400 --> 01:42:44.580

Phil: So you've obviously finished it.

01:42:44.600 --> 01:42:45.660

Phil: You beat the last boss.

01:42:46.100 --> 01:42:46.360

Tom: Yep.

01:42:47.100 --> 01:43:02.300

Tom: And I will add the highlight of the game, though, is not any of that, which is, some of it that I mentioned is exceptional, as I said, but the highlight of it is, some of the imagery of the game is really great.

01:43:02.320 --> 01:43:23.120

Tom: The battlefields of, again, just the traditional body disposal that wasn't mentioned in The Morticians Tale, the battlefields of mass graves look amazing that you have to walk through to get to some place that you're going to.

01:43:23.540 --> 01:43:30.420

Tom: The fields of slaughtered animals that have been slaughtered due to the plague are brilliant.

01:43:30.500 --> 01:43:43.660

Tom: And the horror imagery as well in some of the more dreamlike sequences where you are crawling through a tunnel of corpses that are reaching for you is fantastic as well.

01:43:44.220 --> 01:43:54.100

Tom: And the use of Christian imagery, the cathedral sections look just absolutely beautiful.

01:43:54.780 --> 01:44:06.800

Tom: In terms of imagery, it is genuinely great and worth playing for the imagery alone if you are interested in games from an aesthetic perspective.

01:44:08.080 --> 01:44:15.900

Phil: Well, as I said, Asobo is now working on more, I guess you could say, down to earth material.

01:44:15.920 --> 01:44:27.120

Phil: They're working on Flight Simulator, which is a rather big job because Flight Simulator hasn't had a release since Flight Simulator 10, and that was about 10 or 11, 12 years ago at this point.

01:44:27.340 --> 01:44:40.500

Phil: Obviously, they've impressed Microsoft enough to be given the duty of bringing that back, but it is rather uncreative and mundane compared to what you're telling me about this game.

01:44:40.920 --> 01:44:43.340

Phil: Let's hope there's a sequel.

01:44:45.420 --> 01:44:47.880

Phil: Would you want a sequel?

01:44:49.400 --> 01:44:52.640

Tom: I would like an entirely new work from them.

01:44:54.780 --> 01:44:56.700

Tom: But I think it's time that we give it a score.

01:44:57.600 --> 01:44:59.260

Phil: Okay, so break out the die.

01:44:59.920 --> 01:45:00.760

Tom: I just have.

01:45:01.580 --> 01:45:02.400

Phil: The die of truth?

01:45:03.640 --> 01:45:04.000

Tom: Yes.

01:45:04.260 --> 01:45:21.700

Tom: Unfortunately, the game with genuinely great imagery that is worth playing for its imagery alone, with a finale that is similar to The Last of Us in its ability to thrill, gets a 5 out of 10.

01:45:23.280 --> 01:45:29.780

Phil: So this to me is one of the most positive impressions you've given of a game since the last podcast, Sky.

01:45:31.880 --> 01:45:34.560

Phil: I'm really happy that you found this game.

01:45:34.920 --> 01:45:37.160

Phil: I'm not sure what format I'm going to be playing it on.

01:45:39.180 --> 01:45:42.660

Phil: Certainly, it would take a pretty specced up PC, I'm sure.

01:45:44.460 --> 01:45:45.400

Tom: Probably not.

01:45:45.400 --> 01:45:54.280

Tom: It is an Unreal Engine game, and I do believe that it should easily scale down to low settings without an issue.

01:45:55.040 --> 01:45:56.560

Phil: Okay, and the name of the game again?

01:45:57.200 --> 01:45:59.640

Tom: The name of the game is Plague Tale Innocence.

01:46:01.060 --> 01:46:11.420

Tom: And looking up the minimum requirements, I think you could probably get away with playing it on the lowest settings just barely.

01:46:11.980 --> 01:46:27.200

Tom: It only requires an i3-2120, which I think actually is your CPU, if I recall correctly, and a Radeon HD 7870, which is possibly your video card?

01:46:28.260 --> 01:46:29.000

Phil: Sounds familiar.

01:46:29.620 --> 01:46:32.400

Tom: Or do you have the 7770?

01:46:32.420 --> 01:46:35.600

Phil: The 7770 actually sounds better.

01:46:35.900 --> 01:46:41.940

Tom: Well, then that is a big gap, video card-wise, but it would probably run.

01:46:43.500 --> 01:46:57.100

Phil: The cheapest way for me to get this would probably be, well, obviously getting Game Pass would be one option, but the cheapest way for me to get this would probably be used, which looks like you can pick it up on eBay for about 50 bucks, if you're lucky.

01:46:58.700 --> 01:47:04.080

Phil: But yeah, it's still pretty expensive everywhere, but I'm real excited about that.

01:47:04.100 --> 01:47:13.920

Tom: It seems to be selling well and have a positive reception, so in spite of its title and us having never heard of it, it seems to be a success.

01:47:14.460 --> 01:47:24.000

Phil: Yeah, well, the true measure of any video game success is if it's been used or turned into some sort of digital pornography, so I'll check on that later.

01:47:26.300 --> 01:47:27.000

Phil: I mean, I'm just...

01:47:27.020 --> 01:47:28.040

Tom: Alas, go on.

01:47:29.020 --> 01:47:36.920

Phil: If you do an image search for any video game, you can tell it's popular or not if you have Safe Search off, because yeah, okay, yep.

01:47:37.820 --> 01:47:40.860

Tom: It is about a brother and sister relationship, so...

01:47:42.040 --> 01:47:43.560

Phil: Yeah, I'm not going to look.

01:47:43.960 --> 01:47:45.000

Tom: It writes itself.

01:47:45.480 --> 01:47:47.200

Phil: Yeah, I'm not going to look.

01:47:47.980 --> 01:47:48.940

Phil: Anything else on this one?

01:47:49.920 --> 01:47:55.100

Tom: Yeah, I just wanted to say the other notable thing about it is this is a genuine mid-tier game.

01:47:56.420 --> 01:47:57.160

Phil: Oh, yeah, yeah.

01:47:57.200 --> 01:47:58.340

Phil: So, you know, for me...

01:47:58.360 --> 01:48:16.020

Tom: Published by Focus Home Interactive, by a developer who makes their career, clearly makes their real money, which allows them to have made a couple of original titles from their hack work on licensed titles.

01:48:16.040 --> 01:48:19.620

Tom: So, it's nice to see that these are still going around.

01:48:19.880 --> 01:48:22.360

Phil: It is, and I'm glad I now know about Asobo.

01:48:22.420 --> 01:48:24.700

Phil: That's great, so I'll be keeping an eye on them.

01:48:24.720 --> 01:48:45.320

Tom: And it's doing what you want out of mid-tier game, because while gameplay-wise it is very much inspired by Our Charters and The Last of Us, structurally, in terms of the way it interprets that, it's doing something pretty interesting and original, albeit it only really works towards the end.

01:48:45.680 --> 01:48:51.900

Tom: And setting-wise, it is classic mid-tier creative freedom.

01:48:53.140 --> 01:48:53.980

Phil: Which is what I love.

01:48:55.580 --> 01:49:04.220

Phil: Obviously, when I first looked at it, I got vibes of The Order, which would kind of fit that bill as well, even though it was produced by Sony, it was made by a small developer.

01:49:05.780 --> 01:49:07.560

Phil: Yeah, so alright, well thanks for that.

01:49:10.320 --> 01:49:23.780

Tom: While we're on the topic of Inquisitions though, I do have to bring up the social Inquisition, which has hilariously afflicted a lot of comedy, works of comedy going around at the moment.

01:49:24.440 --> 01:49:37.820

Tom: I believe Chris Lilly's work, Little Britain, and The Mighty Bush have been removed from various streaming devices.

01:49:38.840 --> 01:49:58.580

Tom: And I bring this up just because it is absolutely hilarious that Summer Heights High would be removed on the basis of blackface and racism, when Summer Heights High does indeed feature Chris Lilly playing an islander.

01:49:58.880 --> 01:50:01.600

Tom: But I believe you've seen Summer Heights High, right?

01:50:02.900 --> 01:50:03.580

Phil: Yeah, I have.

01:50:04.040 --> 01:50:07.100

Phil: I'm familiar with it, and I know the character you're talking about.

01:50:07.560 --> 01:50:07.860

Tom: Yep.

01:50:10.860 --> 01:50:12.200

Phil: It's an Australian-based...

01:50:12.960 --> 01:50:22.340

Phil: Well, basically, there's a comedian named Chris Lilly who is good at doing, or is noted for doing, what do you call it, character work, I guess, where he'll play multiple...

01:50:22.360 --> 01:50:23.420

Tom: I would say he's good at it.

01:50:23.660 --> 01:50:35.600

Phil: Yeah, he'll play multiple characters in a single episode, and typically they're done in the style of The Office, so there's a lot of, you know, staring at the camera, break the fourth wall.

01:50:35.620 --> 01:50:37.140

Phil: Yeah, mockumentaries, exactly.

01:50:38.200 --> 01:50:40.020

Phil: And so that's been removed.

01:50:40.400 --> 01:50:45.880

Phil: I had heard about Little Britain being removed from the BBC streaming.

01:50:47.000 --> 01:50:51.260

Tom: Yes, I believe Chris Lilley's shows have been removed from Netflix.

01:50:52.220 --> 01:50:53.160

Phil: Okay, wow.

01:50:54.480 --> 01:50:57.500

Phil: That's because they feature Blackface.

01:50:58.680 --> 01:50:59.040

Tom: Yes.

01:50:59.920 --> 01:51:05.260

Tom: Well, they don't really feature Blackface, because here's something that I think has been missed.

01:51:05.280 --> 01:51:12.200

Tom: Blackface refers to an American vaudeville tradition.

01:51:13.520 --> 01:51:21.220

Tom: Blackface does not refer to anyone playing someone of a different race, or at least it shouldn't.

01:51:21.340 --> 01:51:29.820

Tom: And if it does, one can only be against someone playing someone of a different race on the basis of races.

01:51:29.840 --> 01:51:32.740

Tom: It's my understanding of the concept of racism.

01:51:33.180 --> 01:51:42.840

Tom: I can understand being against blackface, given that blackface was an anti-black racist depiction of black people.

01:51:43.580 --> 01:52:05.800

Tom: But being against someone playing someone of another race implies that it is impossible to empathize with other races and creatively depict them in a manner that may be enlightening or interesting, which is entirely a racist perspective.

01:52:06.560 --> 01:52:21.900

Tom: But that's not why I bring up the hilarity of Summer Heights High being removed from things, because Chris Lilly's character Jonah in Summer Heights High had several friends who were all played by islanders in the show.

01:52:21.920 --> 01:52:47.300

Tom: So on the basis that this is blackface, and I presume probably most of this group of people also would have wanted greater representation for minority groups on scene screens, you were removing a show that had multiple islander characters, certainly more than any other Australian show that I can think of off the top of my head.

01:52:47.940 --> 01:52:59.000

Tom: And in terms of the content of the show and certainly the depiction of Jonah, there's literally no way for anything to be interpreted as being racist.

01:52:59.300 --> 01:53:01.700

Tom: If anything, it is certainly anti-racist.

01:53:01.920 --> 01:53:21.120

Tom: And the other notable thing about Summer Heights High in particular is, while The Castle is a famous depiction of poor people, and Kath and Kim, for instance, as well, in the Australian mental spirit, they're working class, those depictions.

01:53:21.320 --> 01:53:25.020

Tom: But The Castle, for instance, they're certainly not poor.

01:53:25.040 --> 01:53:28.080

Tom: They've got a holiday home, multiple cars.

01:53:28.400 --> 01:53:31.140

Tom: They're obviously a well-off working class family.

01:53:31.480 --> 01:53:37.660

Tom: Summer Heights High in Jonah is a positive, empathetic depiction.

01:53:38.640 --> 01:53:55.020

Tom: And not only a positive, empathetic depiction of someone who is actually poor, but someone who is persecuted, often unfairly, by an institution, in this case, public education.

01:53:55.540 --> 01:54:00.920

Tom: And this is apparently something that should not be shown because it is racist.

01:54:02.160 --> 01:54:03.840

Tom: I do not really understand that.

01:54:06.500 --> 01:54:10.700

Phil: Well, you can file all of that sort of activity as absolutely missing the point.

01:54:10.840 --> 01:54:13.000

Phil: And context is everything.

01:54:14.700 --> 01:54:17.440

Phil: And I don't want to live a life without context.

01:54:18.260 --> 01:54:18.900

Phil: And I don't.

01:54:19.200 --> 01:54:23.320

Phil: But, I mean, all this is doing is highlighting people's ignorance, really.

01:54:23.820 --> 01:54:26.300

Phil: And to me, there's nothing more deplorable than ignorance.

01:54:28.580 --> 01:54:30.860

Phil: Yeah, so really sad way to end out the show.

01:54:31.540 --> 01:54:35.860

Phil: Surely you've got something more positive to share.

01:54:36.920 --> 01:54:47.780

Tom: Well, the only more positive thing that I would have to share would be my thoughts on whether Mine Camp or Leviathan is worse.

01:54:48.060 --> 01:54:55.500

Tom: And which is the best of The Turner Diaries, Submission and The Camp of the Saints.

01:54:56.820 --> 01:55:01.240

Tom: So I think that would probably not be a more positive way to end the show.

01:55:03.820 --> 01:55:11.780

Phil: I have no idea what you're talking about with the second instance, but in terms of Leviathan, and that was of course what we know.

01:55:11.800 --> 01:55:15.460

Phil: We're not going to get into it at this point.

01:55:15.680 --> 01:55:16.820

Tom: We will in the next show.

01:55:16.840 --> 01:55:21.760

Tom: I also began Grid, the 2019 version.

01:55:22.600 --> 01:55:23.580

Phil: Oh, let me write that down.

01:55:24.700 --> 01:55:33.860

Tom: And that would be a more positive way to win the show, but that deserves more in-depth first impressions than I believe we have time for.

01:55:33.880 --> 01:55:36.220

Phil: Well, I think Leviathan...

01:55:36.780 --> 01:55:42.820

Phil: Clearly Leviathan is the worst of the two because it is the genesis of it, and MineCamp does not exist.

01:55:43.260 --> 01:55:43.900

Tom: Exactly.

01:55:44.480 --> 01:55:47.260

Phil: Without Leviathan to start with.

01:55:48.020 --> 01:55:55.860

Tom: MineCamp can basically be summarized as Leviathan plus Hitler randomly mentioning the Jews.

01:55:57.080 --> 01:55:58.020

Tom: That's basically...

01:55:59.320 --> 01:56:03.560

Tom: And also taking 800 pages as well.

01:56:04.460 --> 01:56:10.300

Phil: It's basically like a cheap pulp fiction paperback version, you know, rip-off.

01:56:10.760 --> 01:56:11.960

Phil: The guy wasn't a good painter.

01:56:11.980 --> 01:56:13.900

Phil: He wasn't a good writer.

01:56:19.160 --> 01:56:20.640

Tom: I think he was an okay painter.

01:56:21.680 --> 01:56:24.520

Tom: He was an okay painter.

01:56:24.800 --> 01:56:28.240

Tom: He was an interesting writer.

01:56:29.420 --> 01:56:32.600

Tom: I wouldn't say good, but I think there is merit to his writing.

01:56:33.160 --> 01:56:36.420

Tom: And as a leader, he was obviously one of the greatest ever.

01:56:36.460 --> 01:56:38.440

Tom: I think that's undeniably the case.

01:56:40.100 --> 01:56:42.380

Tom: But he certainly had not a single original thought.

01:56:44.540 --> 01:56:46.780

Phil: You want to talk about hack writers?

01:56:46.800 --> 01:56:48.100

Phil: Mussolini was a hack.

01:56:49.040 --> 01:56:50.020

Tom: He didn't write anything.

01:56:51.020 --> 01:56:53.220

Tom: His book was ghost-ridden.

01:56:53.240 --> 01:56:54.900

Tom: And he's absolutely hilarious.

01:56:55.700 --> 01:57:01.480

Tom: If you read one fascist book, read Mussolini's book on fascism.

01:57:01.880 --> 01:57:03.840

Tom: It is a laugh riot.

01:57:04.120 --> 01:57:05.100

Tom: It is a laugh a minute.

01:57:05.320 --> 01:57:05.900

Tom: Read that.

01:57:06.240 --> 01:57:15.240

Tom: But the one thing I will say about Hitler, and I've been reading a lot of racist stuff, so when I say Summer Heights High isn't racist, I know what I'm fucking talking about.

01:57:16.280 --> 01:57:38.400

Tom: The thing that I like about Hitler, and it's the one thing I like about Hitler, he's possibly the only racist that I've come across who is unashamedly racist, admits he's racist, and admonishes other people for not being racist, and at no point does he call anti-racist or liberals the real racists.

01:57:40.700 --> 01:57:48.060

Tom: Whereas that's the go-to for racist people, is everyone is racist except for racists.

01:57:49.740 --> 01:57:56.260

Tom: No matter how racist they are, no matter how acceptable racism in the era, they're from, they are not racist.

01:57:58.300 --> 01:58:02.000

Phil: Well, thanks for, that is actually a better point to leave the show on.

01:58:02.000 --> 01:58:05.840

Phil: Thank you everyone for listening to episode 126 of The Game Under Podcast.

01:58:05.980 --> 01:58:09.540

Phil: I have been Phil Fogg, you have been Tom Towers.

01:58:09.580 --> 01:58:14.560

Tom: And for the record, the winner of the fiction is Submission.

01:58:15.300 --> 01:58:24.360

Tom: The Camp of the Saints is the, probably the most disgusting and vile fiction book ever written, but it makes literally no sense.

01:58:24.380 --> 01:58:26.660

Tom: Read the Wikipedia plot summary.

01:58:27.040 --> 01:58:29.420

Tom: It is that nonsensical in the book itself.

01:58:29.860 --> 01:58:39.960

Tom: Submission is a plausible, logical, interesting, absolutely terribly written, mediocre, banal book, but it makes sense.

01:58:40.980 --> 01:58:43.780

Tom: How France got to that point makes absolutely no sense.

01:58:43.800 --> 01:58:56.480

Tom: So the book itself, beyond its depiction of the events that actually occur in the book, doesn't make any sense, but that's one step above The Turner Diaries and, sorry, The Camp of the Saints.

01:58:56.500 --> 01:58:58.400

Tom: So Submission is the winner there.

01:58:59.840 --> 01:59:01.940

Phil: Okay, we'll have to come back to that one definitely.

01:59:04.900 --> 01:59:05.380

Phil: Let's see.

01:59:05.400 --> 01:59:12.560

Phil: Okay, so we'll be recording another show soon, I guess, but we've got to get through some of those 1600 games first.

01:59:12.640 --> 01:59:14.380

Phil: So with that, good night everybody.

Tom: And please look forward to Grid 2019.

Tom: Death and Taxes, Sludge something or other, and who knows what other weird indie shit.

Phil: Sludge life, yeah.

Phil: Right on.

Game Under Podcast 125

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:08 Back to Normal

First Impressions - Towers
0:01:46 Minecraft Dungeons
0:07:40 But What Does the ESRB Think?

First Impressions - Fogg
0:20:13 Diablo III for Switch (Diablo 3 for the SEO)

Tom Towers Reacts... the the NEWS!
0:23:21 Australia Drops the Hammer on Fallout 76
0:26:50 Sony About to Reveal Playstation 5
0:29:15 A-League's Future in Australia

First Impressions - Towers
0:32:27 Final Fantasy VII remake (Final Fantasy 7 for SEO) :P

Tom Towers Reacts... the the NEWS! Part Deux
0:45:45 Arcane Studios Documentary Reveals Half-Life Lost Episode

Trademark Banter
0:48:30 Microsoft Being Cool About Backward Compatibility
0:50:45 Mercenaries: Playground of Destruction

What's in the Box?!
0:52:55 Tom Reveals a Recent Purchase

First Impressions
1:17:30 Resident Evil 3 Remake Game Revisited
1:22:30 Journey from That Game Company

Final Impressions
1:38:30 Sky: Children of Light

Flashback
1:53:30 A Much Younger Tom and Phil Discuss Journey in 2013

Transcipt

Tom: Hello and welcome to episode 125 of the Game Under Podcast.

00:00:14.580 --> 00:00:26.940

Tom: I'm your host Tom Towers, and I'm joined by Phil Fogg to discuss the likes of Minecraft Dungeons, Resident Evil 3 and Final Fantasy VII.

00:00:27.320 --> 00:00:32.400

Tom: Are you flabbergasted by that level of up-to-date content?

00:00:33.000 --> 00:00:36.080

Phil: I am shocked and I'm bringing up the indie front.

00:00:36.100 --> 00:00:38.520

Phil: Are we talking about Death and Taxes and Beat Cop?

00:00:39.220 --> 00:00:41.480

Tom: As well as Journey and Sky.

00:00:42.240 --> 00:00:44.520

Phil: I'm shocked that we're just jumping straight into it though.

00:00:44.540 --> 00:00:46.540

Phil: I mean, we're in these unprecedented times.

00:00:46.560 --> 00:00:51.080

Phil: Don't we have something more globally impacting to talk about?

00:00:51.700 --> 00:00:55.740

Tom: Well, we do have, I think, some news perhaps.

00:00:57.560 --> 00:01:00.000

Phil: Are we still in the unprecedented times?

00:01:00.160 --> 00:01:00.760

Tom: I think so.

00:01:00.780 --> 00:01:05.000

Phil: Because I saw a bunch of riots and I didn't see a lot of social distancing.

00:01:05.020 --> 00:01:06.080

Phil: I saw a lot of face masks.

00:01:06.100 --> 00:01:07.720

Tom: Riots aren't unprecedented.

00:01:08.800 --> 00:01:10.180

Phil: Yeah, that means we're back to normal.

00:01:10.200 --> 00:01:11.520

Phil: That means we're back to normal.

00:01:11.880 --> 00:01:15.060

Phil: Everyone's looting and, you know.

00:01:15.300 --> 00:01:17.700

Tom: Masks are pretty popular at riots as well.

00:01:18.640 --> 00:01:22.620

Phil: Yeah, well, back from WTO riots back in Seattle back in the day.

00:01:22.640 --> 00:01:33.260

Tom: The conservative Democratic Party is back to following the Republicans' lead, I believe, with Joe Biden doing his best dementia impressions.

00:01:34.500 --> 00:01:35.140

Phil: Best what?

00:01:35.140 --> 00:01:36.560

Tom: Dementia impressions.

00:01:37.000 --> 00:01:37.400

Tom: Oh, yeah.

00:01:37.420 --> 00:01:39.940

Tom: So following on from Trump taking the lead.

00:01:40.980 --> 00:01:41.660

Phil: Yeah, yeah.

00:01:41.680 --> 00:01:45.720

Phil: Well, we all need 80-year-old presidents, that's for sure, in these unprecedented times.

00:01:46.820 --> 00:01:48.940

Phil: So, look, do you want to just jump straight into...

00:01:49.220 --> 00:01:58.520

Phil: I'm actually interested in what you have to say about Minecraft Dungeons, because I didn't think you had much exposure to the source material, Minecraft.

00:01:58.560 --> 00:02:13.640

Tom: I have, beyond my anecdote of being convinced that I bought a copy of it, and by this time, I'm not sure why I haven't pirated it to check it out on the basis that I bought it, but do not have access to the code.

00:02:13.640 --> 00:02:28.620

Tom: But beyond that, and watching clips of big Minecraft fans on YouTube, I do not really have any exposure to it, other than also the political beliefs of Notch.

00:02:28.620 --> 00:02:33.560

Tom: Beyond that, I have no exposure to Minecraft.

00:02:33.900 --> 00:02:42.400

Tom: My main interest in Minecraft was recent, with the release of the retraced version of it.

00:02:43.700 --> 00:02:46.800

Tom: But there is no retracing in Minecraft Dungeons, sadly.

00:02:47.820 --> 00:02:55.440

Phil: Okay, now with Minecraft, you've got Xbox Whatever Pass, Game Pass, so surely Minecraft is a part of that?

00:02:55.460 --> 00:02:57.420

Tom: No, but Minecraft Dungeons is.

00:02:59.440 --> 00:03:03.220

Phil: So you downloaded this, you played it on PC with a PlayStation 4 controller?

00:03:03.400 --> 00:03:05.300

Tom: With a mouse and keyboard.

00:03:06.480 --> 00:03:15.960

Tom: And this is the logical way to play it, because it is essentially a Diablo-style top-down RPG clickathon.

00:03:17.060 --> 00:03:22.060

Tom: And that just makes the most sense to play with a mouse and keyboard.

00:03:22.340 --> 00:03:30.420

Tom: You've got your hotkeys, a 1 to 3 for your special skills, you've got your potion button, and you click on things.

00:03:31.060 --> 00:03:33.040

Tom: So it works best with a mouse and keyboard.

00:03:33.360 --> 00:03:41.000

Tom: But it is tremendously simple and easy, so I can see that it will work perfectly fine with a controller.

00:03:41.340 --> 00:03:45.960

Tom: Essentially, the combat boils down to two things.

00:03:45.960 --> 00:03:57.200

Tom: If you are using ranged attacks, you simply need to spam arrows, which have a very hefty knockback effect, so that enemies never come close to you.

00:03:57.680 --> 00:04:07.020

Tom: And if you are using a sword, then you basically just need to face the enemy and spam attack, and they are then unable to hit you.

00:04:07.340 --> 00:04:13.540

Tom: Now, as you can raise the difficulty well beyond the recommended level, the enemies...

00:04:14.720 --> 00:04:36.080

Tom: the quantity seems to increase, and they also are much more dangerous, and seem to do a bit more damage, so that you end up having to combine your ranged and melee attacks, so that it isn't quite as mind-numbingly simple as it first appears, but it is still tremendously simple.

00:04:36.780 --> 00:04:42.580

Tom: They do make things a bit more interesting in the boss battles so far.

00:04:43.120 --> 00:04:58.020

Tom: For instance, one of the bosses is Enderman, named after the internet horror copypasta Slenderman, which is responsible for, I believe, one murder.

00:04:59.140 --> 00:05:00.260

Phil: Oh, only one murder.

00:05:00.280 --> 00:05:04.580

Phil: So obviously Minecraft has got a long way to go before it catches up with Pokemon Go.

00:05:04.720 --> 00:05:08.160

Tom: Well, Minecraft, I think, is responsible for zero murders.

00:05:08.300 --> 00:05:22.000

Tom: So until we get an Enderman-inspired stabbing, rather than a Slenderman-inspired boss, Minecraft is utterly pathetic and worthless when it comes to inspiring murderers.

00:05:23.280 --> 00:05:24.600

Phil: So just to take a step back...

00:05:24.620 --> 00:05:56.840

Tom: I was just going to say, the Enderman boss, for instance, makes things a little bit more interesting than the rest of the game, because unlike the standard enemies, where they do have a few different little tricks, which I'll get into in a minute, it does do something that requires a little bit more strategy and planning, because it can disappear and reappear behind you in a horror-enemy sort of style, so it requires a little bit more thought.

00:05:57.520 --> 00:06:08.400

Tom: And another boss that made things interesting was a cauldron, which summoned jelly monsters that had a lot of ranged attacks.

00:06:08.700 --> 00:06:15.340

Tom: So you essentially had to run around, avoiding them and sniping at the cauldron or running in to hit it.

00:06:17.460 --> 00:06:20.760

Tom: So in the boss battles, they make things a lot more interesting.

00:06:20.860 --> 00:06:30.000

Tom: In the standard dungeon crawl, although they do introduce enemies like spiders that if they hit you with a web, you get held in place.

00:06:30.420 --> 00:06:37.860

Tom: Enemies that can heal other enemies, drunkards who throw potions at you and things like that.

00:06:38.100 --> 00:06:50.980

Tom: It all really boils down to simply keeping your enemies at a safe distance until there's few enough of them that you can go in and hit them with the melee attacks.

00:06:51.200 --> 00:07:12.820

Tom: So I have never played Diablo in much detail, but compared to the top-down RPGs I'm familiar with, like Fallout, Planescape, Torment, Knox, which is much more like this, that's a much more arcadey one, it is really, really simple and doesn't appear to have much depth.

00:07:12.860 --> 00:07:27.280

Tom: The leveling system, for instance, so far, appears to consist of you upgrading, I think it's up to three enchantments on your weapon, so that's really simple as well.

00:07:28.400 --> 00:07:43.260

Phil: Okay, so just as soon as you said that there's some, first of all, that boss that you described sounds pretty much like a 3D Mario boss, one that disappears and reappears and summons other minor enemies.

00:07:43.280 --> 00:07:46.740

Tom: Yeah, the cauldron boss as well is very much in that sort of vein.

00:07:47.880 --> 00:07:56.260

Phil: I'm going to read you the, because that prompted me to look up the ESRB rating of this game, because usually any sort of alcohol consumption would push it into a teen rating, I believe.

00:07:56.280 --> 00:08:10.460

Tom: Well, they're technically drinking potions, I believe, but they're sort of stumbling around, shining, flashing red in a very blushing, sort of drunken, louse manner.

00:08:11.680 --> 00:08:13.820

Phil: This is how ESRB describes the game.

00:08:13.820 --> 00:08:19.720

Phil: This is a puzzle adventure game in which players mine pixelated landscapes to harvest stylized cube-like materials.

00:08:20.180 --> 00:08:23.600

Phil: From a first-person perspective, players traverse an open-world environment.

00:08:23.680 --> 00:08:24.320

Phil: Hang on a second.

00:08:25.040 --> 00:08:26.080

Phil: Is this the Minecraft?

00:08:26.100 --> 00:08:27.180

Phil: This is Minecraft.

00:08:27.720 --> 00:08:29.980

Tom: That's the wrong ESRB, I believe.

00:08:30.000 --> 00:08:30.380

Phil: Okay, sorry.

00:08:30.760 --> 00:08:32.540

Phil: Though not encouraged, we'll keep going.

00:08:32.740 --> 00:08:38.860

Phil: Though not encouraged, players can engage in violent acts such as lighting animals on fire and harming animals with weapons.

00:08:40.120 --> 00:08:42.140

Tom: I heard that as arming animals with weapons.

00:08:42.240 --> 00:08:44.000

Tom: I hope that was what it actually said.

00:08:44.020 --> 00:08:44.820

Tom: It probably wasn't.

00:08:45.540 --> 00:08:45.840

Phil: No.

00:08:45.960 --> 00:08:50.120

Phil: Mild explosions are occasionally heard as players use dynamite to fend off creatures.

00:08:51.180 --> 00:08:51.840

Phil: Now I've got a...

00:08:51.860 --> 00:08:55.960

Phil: Do you know what the Minecraft Dungeons ESRB is?

00:08:57.200 --> 00:08:59.600

Tom: My guess is gonna be PG?

00:09:02.400 --> 00:09:02.920

Phil: E10.

00:09:04.060 --> 00:09:05.560

Phil: E10, so E10+.

00:09:05.680 --> 00:09:08.300

Tom: So that would be equivalent to a G here.

00:09:08.940 --> 00:09:09.920

Phil: Yeah, and so the better...

00:09:09.940 --> 00:09:10.700

Phil: Here's the description.

00:09:11.020 --> 00:09:17.300

Phil: This is an action adventure game in which players lead an adventurer on a quest to save villages from an evil force.

00:09:17.940 --> 00:09:21.120

Phil: From a top-down perspective, is it top-down and isometric?

00:09:21.140 --> 00:09:21.640

Tom: Yes, it is.

00:09:21.660 --> 00:09:27.520

Phil: Okay, so players explore pixelated landscapes or stylized look like cubes.

00:09:28.540 --> 00:09:31.060

Phil: And it actually sounds tamer than the actual...

00:09:32.240 --> 00:09:39.000

Phil: Enemies generally collapse slash fall apart or disappear in puffs of smoke when defeated.

00:09:40.380 --> 00:09:45.020

Tom: I think they usually fall dying to the ground before they disappear.

00:09:45.040 --> 00:09:48.800

Phil: Now, I'm sorry, that might be a spoiler then for later levels.

00:09:48.820 --> 00:09:49.420

Tom: Potentially.

00:09:50.260 --> 00:09:52.000

Phil: Yep, so this is...

00:09:52.320 --> 00:09:53.520

Phil: Now, I'm actually playing...

00:09:53.760 --> 00:09:57.100

Phil: I'm pretty far into Diablo III on the Switch right now.

00:09:57.160 --> 00:10:06.820

Phil: So as you know from prior shows, I was a big fan of the Dark Alliance Baldur's Gate series that I played on PlayStation 2 and PSP.

00:10:07.860 --> 00:10:12.660

Phil: And I've never played Diablo until Diablo III on Switch.

00:10:12.940 --> 00:10:19.060

Phil: And I don't think I'll give impressions of it ever other than now, because everyone knows what Diablo III is.

00:10:20.080 --> 00:10:21.500

Phil: It's very, it's comfort food.

00:10:21.840 --> 00:10:31.280

Phil: But the thing that just puts it up separately from any of the other looter type games I've played of this nature is the extreme polish.

00:10:31.460 --> 00:10:33.800

Phil: Like the audio is great.

00:10:34.760 --> 00:10:36.020

Phil: The options are tremendous.

00:10:36.200 --> 00:10:37.140

Phil: The graphics are great.

00:10:38.280 --> 00:10:44.080

Phil: But really, when it comes down to it, it is very, it sticks very close to the formula.

00:10:45.480 --> 00:10:48.560

Phil: So in this game, do you have party members?

00:10:48.660 --> 00:10:53.280

Tom: Well, it is interesting that you bring up polish and presentation.

00:10:54.420 --> 00:10:58.920

Tom: And to answer your question, there is an online component to it.

00:10:58.920 --> 00:11:04.740

Tom: I've played every dungeon I've done so far online and no one has joined me.

00:11:05.060 --> 00:11:09.040

Tom: I've also attempted to join other players and found none.

00:11:09.420 --> 00:11:23.900

Tom: So I assume that there may be some issue on my end that I have to figure out a workaround to, as I did with Forza Horizon 4, before I could play it online.

00:11:24.180 --> 00:11:28.260

Tom: But it is designed for co-op.

00:11:28.460 --> 00:11:34.180

Tom: You can even do local co-op with, I believe, at least two players.

00:11:34.240 --> 00:11:36.300

Tom: I'm not sure if you can do it with more.

00:11:36.500 --> 00:11:44.200

Tom: The wording was slightly ambiguous, as I believe it said, please attach at least two controllers to play local co-op.

00:11:44.720 --> 00:11:53.100

Tom: So it is very much designed as a simple clickathon to play with friends.

00:11:53.700 --> 00:11:59.100

Tom: And the presentation is what stands out.

00:11:59.120 --> 00:12:16.040

Tom: As you said, you are attempting to save villagers, specifically they are indeed villagers, but they've been under the despotic rule of the arch illager who went mad with power of some sort.

00:12:16.120 --> 00:12:29.720

Tom: And the story is basically limited to tiny snippets of bite size dialogue at the beginning of narration, sorry, at the beginning of each level and at the end of each level.

00:12:29.820 --> 00:12:36.340

Tom: And as you're going through the level, you're sort of doing objectives related to what's going on in the story.

00:12:36.360 --> 00:12:45.600

Tom: So for instance, in one level, you may be trying to stop the magic production for the arch illager, that will be the cauldron level.

00:12:46.320 --> 00:12:49.240

Tom: So in that, the final boss is against the cauldron.

00:12:49.800 --> 00:12:58.300

Tom: And earlier than that, you are freeing villagers that have been caught in certain section of the village and things like that.

00:12:58.980 --> 00:13:09.140

Tom: But it is all presented very tongue and cheek, but in a really fun, again, simple manner.

00:13:09.480 --> 00:13:26.720

Tom: And the small snippets just fit perfectly to set the tone without being at all intrusive or living out its welcome as some sort of serious story that you have to pay a high degree of attention to in a good way.

00:13:27.200 --> 00:13:31.840

Tom: And the music is a perfect accompaniment.

00:13:31.840 --> 00:13:40.840

Tom: The sounds of the arrows and the sounds the enemies make, the sounds you're hitting enemies and the sounds of explosions are all great.

00:13:41.540 --> 00:13:51.360

Tom: The thing that really stands out, and you can really see how Minecraft became such a phenomenon, is it just looks amazing.

00:13:51.440 --> 00:13:54.560

Tom: It is on the level aesthetically of something like Lego.

00:13:56.020 --> 00:14:10.060

Tom: The best example of this is, obviously, everything is blocky, but it works so brilliantly where, as you're going through levels, one of the best, most offensive weapons you come across is blocks of TNT.

00:14:10.400 --> 00:14:13.380

Tom: So they're obviously blocky blocks of TNT.

00:14:14.620 --> 00:14:22.380

Tom: Yep, when you pick them up, they stack on your character's block head, and it is just absolutely brilliant.

00:14:22.380 --> 00:14:32.300

Tom: So this is my first exposure to Minecraft, and it is immediately apparent how it became such a massive phenomenon.

00:14:33.240 --> 00:14:38.500

Phil: I think everything is blocky was the beta version of Everything is Awesome for the Lego movie.

00:14:39.080 --> 00:14:40.120

Phil: Everything is blocky.

00:14:42.200 --> 00:14:50.720

Phil: Look, I was interested, Mojang developed it, but also it was co-developed with Double 11, and looking at their, they've been around since 2012.

00:14:51.320 --> 00:15:02.380

Phil: And they've kind of done ports, and they've done support work on a bunch of stuff, including Crackdown 3, hey, which I'm playing, and Prison Architect, which is very interesting.

00:15:02.400 --> 00:15:03.360

Phil: I've got to look into that.

00:15:04.760 --> 00:15:07.560

Phil: So it's good that this is a good, nice little reward from Microsoft.

00:15:07.580 --> 00:15:10.340

Phil: I wonder if Microsoft owns them at this point, if they're going to own them.

00:15:11.100 --> 00:15:13.140

Tom: I think they did buy them at some point, didn't they?

00:15:13.160 --> 00:15:14.980

Phil: I don't know.

00:15:15.480 --> 00:15:21.940

Phil: We'll find out or someone will tell us, but they're a company based out of the UK.

00:15:22.680 --> 00:15:26.180

Phil: I know Microsoft went through and bought up a whole bunch of studios.

00:15:26.800 --> 00:15:29.340

Phil: So this game reflects well on Minecraft.

00:15:29.520 --> 00:15:35.260

Tom: Fact check, Microsoft bought Mojang for $2.5 billion.

00:15:35.820 --> 00:15:36.740

Phil: Yeah, that's known.

00:15:36.760 --> 00:15:37.920

Phil: We had a big show about it.

00:15:37.940 --> 00:15:41.940

Phil: I'm talking about Double 11, the studio that worked with them.

00:15:42.840 --> 00:15:55.780

Phil: I think they're still independent, but they've worked on everything from Little Big Planet to Goat Simulator to Lego Harry Potter, as I said, Prison Architect and Crackdown 3, Pixel Junk Shooters.

00:15:58.900 --> 00:16:07.720

Phil: I love seeing little studios get a hand up and work on something of this magnitude because obviously it's going to sell like crazy.

00:16:07.840 --> 00:16:14.040

Phil: I was wondering if perhaps your lack of online players just means that this isn't big in Japan because of the time zone that we're in.

00:16:15.420 --> 00:16:19.740

Phil: You know, that's usually who we're playing with in the evenings at least.

00:16:19.880 --> 00:16:22.540

Tom: Surely Minecraft is big even in Japan?

00:16:23.140 --> 00:16:23.940

Phil: Yeah, I don't know.

00:16:24.140 --> 00:16:27.460

Phil: Xbox isn't, Microsoft isn't, PCs aren't particularly.

00:16:30.380 --> 00:16:33.720

Phil: Right, you think it's a universal appeal.

00:16:35.060 --> 00:16:43.520

Phil: Any, now in terms of, you've got your short arrows as your long range weapon, short range weapon I'm guessing is your pickaxe?

00:16:44.300 --> 00:16:46.940

Tom: Well, for me so far, all I've found is swords.

00:16:47.800 --> 00:16:51.020

Phil: Okay, because it would make sense that you would use a pickaxe.

00:16:51.040 --> 00:16:51.300

Tom: Yep.

00:16:51.320 --> 00:16:54.740

Phil: And is the environment destructible?

00:16:55.260 --> 00:16:56.980

Tom: Not that I've noticed at all.

00:16:57.000 --> 00:16:57.780

Tom: Okay.

00:16:58.100 --> 00:17:20.060

Tom: And just the last two gameplay things I forgot to mention is the potion mechanic is very interesting because essentially you have a, and this applies to your magic skills as well, your potion is a recharging potion, like regenerating health in a sense.

00:17:20.080 --> 00:17:36.020

Tom: So whenever you use a potion, it will eventually regenerate, meaning if you're low on health in a fight, but you don't have your potion to use, you can kind of run away and hide until it eventually regenerates.

00:17:36.220 --> 00:17:45.740

Tom: And your magic spells and special skills work like that as well, which is a more standard sort of thing.

00:17:45.960 --> 00:18:11.320

Tom: But it is interesting to see that applied to a potion mechanic, which essentially results in the sort of gameplay structure of regenerating health in a first-person shooter, where it is often beneficial to run away and hide if things have gone a bit wrong, where that isn't necessarily the case in a lot of top-down RPGs, or at least in the same way.

00:18:11.820 --> 00:18:21.780

Tom: And the other thing is that I think does not work as well as that, because that works really well with the simplicity of how the game works.

00:18:22.200 --> 00:18:34.960

Tom: What is, I think, a little bit disappointing is the levels are pretty big, but to get to the end, you can basically skip 50% of them.

00:18:35.380 --> 00:18:41.480

Tom: But the rewards for exploring so far are pretty meager.

00:18:41.800 --> 00:18:49.640

Tom: You will essentially end up with an overabundance of arrows, at least I have so far, whether you're exploring or not.

00:18:51.920 --> 00:18:58.300

Tom: And you get only a small amount extra emeralds, which is the currency in the game.

00:18:58.740 --> 00:19:06.960

Tom: If you go around exploring, looking for chests and even rarer loot in regards to armor and weapons that you find.

00:19:06.980 --> 00:19:17.080

Tom: So exploration is not very well rewarded so far, but that did seem to be improving with each dungeon.

00:19:17.100 --> 00:19:22.900

Tom: But so far, that is a pretty disappointing aspect to it.

00:19:22.920 --> 00:19:33.780

Tom: Just because the levels are so big compared to what you need to do, you would expect a better reward just beyond the XP of killing more enemies for actually exploring them.

00:19:35.320 --> 00:19:39.640

Phil: That's disappointing because yeah, the exploration is the other element of a looter.

00:19:40.240 --> 00:19:42.680

Phil: That's really, there's only two things with a looter.

00:19:43.600 --> 00:19:47.620

Phil: Story, if you include that, but obviously the looting and in the exploring.

00:19:49.120 --> 00:19:53.980

Phil: I'm hopeful that this will be a good entree for many people that have never played this style of game.

00:19:54.680 --> 00:20:01.900

Phil: If I was a development studio, I'd be building something right now for it to be a follow on to this.

00:20:02.560 --> 00:20:12.020

Phil: Nothing to do with Minecraft, of course, but something that would appeal to that same demographic of people who didn't experience this kind of game up until Minecraft gave it the exposure.

00:20:12.900 --> 00:20:14.860

Phil: Anyway, that's what I'd be doing.

00:20:14.880 --> 00:20:16.400

Phil: Is that it for Minecraft Dungeons?

00:20:16.680 --> 00:20:17.880

Tom: That is pretty much it.

00:20:18.600 --> 00:20:25.000

Phil: Okay, I'm gonna, if you don't mind, I'll just take a minute to just close out my Diablo III impressions on the Switch.

00:20:25.220 --> 00:20:31.700

Phil: Yeah, on the Switch, I was told that in the handheld mode, the text would not be a problem.

00:20:32.840 --> 00:20:36.300

Phil: It is not great, but it's certainly much better up on the big screen.

00:20:36.660 --> 00:20:39.900

Phil: But up on the big screen, it starts to look like a PlayStation 3 game.

00:20:40.000 --> 00:20:46.700

Phil: So yeah, the other annoying thing about it, it's got the most annoying starting menu ever.

00:20:46.880 --> 00:20:52.960

Phil: Obviously, when you start a game, and you've been playing it for a long time, you just mash the default button to get through to the actual gameplay.

00:20:52.980 --> 00:20:54.000

Phil: Yep.

00:20:54.160 --> 00:20:56.640

Phil: In this one, they have an alternate button.

00:20:57.140 --> 00:21:09.640

Phil: If you do that, at one point, you will open the Nintendo eStore to download a language pack that you already have and was installed with the game when you first install it.

00:21:10.440 --> 00:21:15.700

Phil: So you'll go, A, just to skip past the Blizzard screen and then A, to press any button.

00:21:15.960 --> 00:21:17.300

Phil: And then you press A again.

00:21:17.380 --> 00:21:23.780

Phil: Well, that's the one that's going to open up the Nintendo eShop and attempt to download a language pack.

00:21:24.200 --> 00:21:29.800

Phil: So that's the most annoying starting prompt to a video game I've ever seen.

00:21:30.360 --> 00:21:33.440

Phil: And I've seen a few, so I thought that was worth bringing up.

00:21:34.020 --> 00:21:36.780

Phil: Besides that, though, I was really underwhelmed because I'd heard for years...

00:21:36.800 --> 00:21:41.800

Phil: I've been playing these kinds of games, like Record of Lodoss War and Baldur's Gate forever.

00:21:42.440 --> 00:21:43.860

Phil: And I was really expecting more.

00:21:45.140 --> 00:21:48.200

Phil: I was expecting like a radically, significantly better.

00:21:48.740 --> 00:21:54.500

Phil: It is nothing more than just a really competent, very enjoyable take on the genre.

00:21:55.580 --> 00:21:58.400

Tom: Isn't that what Diablo was essentially famous for, though?

00:21:59.280 --> 00:22:06.240

Phil: Well, see, I've always just been on the sidelines because I was like, you know, I had other things going on and, you know, I never got around to Diablo either.

00:22:06.420 --> 00:22:11.180

Phil: When it first came out, my PC wasn't good enough or that seems to be always the case with Diablo.

00:22:11.780 --> 00:22:15.780

Phil: And then it finally, or I didn't have enough time in my life to play it.

00:22:16.160 --> 00:22:18.980

Phil: And then finally it comes to Switch where you've always got time to play.

00:22:19.820 --> 00:22:21.220

Phil: So it's a perfect match.

00:22:21.360 --> 00:22:25.060

Phil: And I hate to repeat the cliche, it's a perfect game for the Switch.

00:22:25.820 --> 00:22:27.960

Phil: And I'm really enjoying it.

00:22:28.000 --> 00:22:35.700

Phil: I just thought that there was gonna be something more than just a very well-executed piece of interactive entertainment.

00:22:36.200 --> 00:22:38.240

Tom: But draws from other sources.

00:22:39.460 --> 00:22:40.660

Phil: Yeah, yeah, exactly.

00:22:40.680 --> 00:22:42.900

Tom: That's kind of Blizzard's MO as well.

00:22:44.220 --> 00:22:45.440

Phil: Well, yeah.

00:22:45.640 --> 00:22:46.740

Phil: Hey, and I'll take it.

00:22:47.380 --> 00:22:50.100

Phil: Don't get me wrong, I'm loving it and having fun with it.

00:22:51.180 --> 00:22:53.320

Phil: Just was expecting something different.

00:22:54.760 --> 00:22:55.140

Phil: Anyway.

00:22:56.520 --> 00:22:58.360

Tom: It sounds like you got Diablo to me.

00:23:00.240 --> 00:23:07.040

Tom: And before we move on, we should probably point out that Diablo does actually pre-date Baldur's Gate.

00:23:08.900 --> 00:23:10.300

Tom: To give it its full credit.

00:23:11.160 --> 00:23:11.660

Phil: Thank you.

00:23:11.680 --> 00:23:14.240

Phil: And it probably pre-dates Record of Lodoss War as well.

00:23:14.300 --> 00:23:15.440

Phil: So, yeah.

00:23:15.460 --> 00:23:16.420

Phil: Hey, look, you know what?

00:23:16.600 --> 00:23:17.440

Phil: Turn it on its head.

00:23:17.820 --> 00:23:18.900

Phil: You're absolutely right.

00:23:18.920 --> 00:23:20.920

Phil: Those are the, yep, boy, you saved me there.

00:23:21.020 --> 00:23:21.420

Phil: All right.

00:23:22.500 --> 00:23:26.040

Phil: Now to our new segment, Tom Towers reacts to the news.

00:23:26.240 --> 00:23:32.800

Phil: Tom, I'm gonna read you a story that you have not heard yet and you're gonna react to it and then I'm gonna react to your reaction.

00:23:32.820 --> 00:23:34.680

Phil: Are you ready for news story number one?

00:23:34.700 --> 00:23:35.080

Tom: Yes.

00:23:35.760 --> 00:23:40.460

Phil: Now, this only happened today in our own country, Australia.

00:23:41.620 --> 00:23:55.060

Phil: Our Australian Competition and Consumer Commission has basically taken EB Games or GameStop to task for failing to refund consumers for the Fallout 76 game.

00:23:56.440 --> 00:23:59.540

Phil: So basically, Fallout 76 came out.

00:23:59.820 --> 00:24:07.180

Phil: It was an online game that had, you know, connection issues and also bugs within the game.

00:24:08.200 --> 00:24:13.660

Phil: And people went to GameStop and EB Games and said, I want my money back.

00:24:13.680 --> 00:24:14.760

Phil: This is a broken game.

00:24:16.800 --> 00:24:23.340

Phil: And basically, they were repeatedly told by people working at EB Games, no, you can't return a game for being buggy.

00:24:24.580 --> 00:24:34.940

Phil: So today, the ACCC has said, nope, a game can be returned for having technical glitches, and you must refund anyone who asks for a refund of Fallout 76.

00:24:36.100 --> 00:24:37.700

Tom: Which is perfectly fair, I would say.

00:24:38.560 --> 00:24:42.200

Phil: Yep, and all you got to do is email EB Games to request a refund.

00:24:43.840 --> 00:24:52.080

Phil: I don't know if you'll have a receipt, but you are giving up your right to play Fallout 76 with that version of the game.

00:24:52.460 --> 00:24:55.040

Phil: So I guess you've got to put it on the shelf or uninstall it.

00:24:55.760 --> 00:24:57.300

Phil: You'll be on the Honest System, no doubt.

00:24:58.840 --> 00:24:59.760

Phil: What's your take on that?

00:24:59.760 --> 00:25:05.900

Tom: I think the Honest System in this case will work perfectly because I don't think anyone wants to play Fallout 76.

00:25:07.740 --> 00:25:08.580

Phil: Yeah, yeah.

00:25:08.720 --> 00:25:18.440

Phil: But what do you think about that concept of like, hey, I got stuck in a wall, or we'll be talking about Journey later and I'll be talking about the glitches I had with that game.

00:25:18.460 --> 00:25:21.900

Phil: Does that make it a defective...

00:25:23.440 --> 00:25:24.120

Phil: I mean, like, if...

00:25:24.880 --> 00:25:28.580

Tom: It obviously depends on how bad something is.

00:25:29.020 --> 00:25:35.560

Tom: But when you get to the level of something like Fallout 76, I think it makes perfect sense.

00:25:37.160 --> 00:25:42.100

Phil: Yeah, well, like, what if I'm watching a movie, and as I often find, a continuity error?

00:25:42.820 --> 00:25:56.400

Phil: Like, the actor was talking and he was looking down, then they cut to the scene another angle and he's looking up, or, you know, a glass is moved, or they're drinking out of a glass, and there's less water than there was, or more water than there was, you know.

00:25:56.940 --> 00:25:59.820

Phil: Should I be able to take that DVD back, because it contains errors?

00:26:00.820 --> 00:26:03.980

Tom: It depends on how bad the continuity error is, I would say.

00:26:05.620 --> 00:26:13.060

Phil: Well, there was recently an animated movie where they'd left the ping pong on a pencil, ping pong ball on a pencil in, you know?

00:26:13.080 --> 00:26:13.260

Phil: Yep.

00:26:13.360 --> 00:26:16.840

Phil: I mean, and it got patched out, apparently.

00:26:16.980 --> 00:26:22.680

Phil: I think it was the first movie to get a patch, if you don't count, you know, Star Wars, the original episodes.

00:26:23.740 --> 00:26:42.940

Tom: Which I think is an important part of this equation, where if you're in a world where patches are a possibility and you have a defective product that isn't being fixed, then I don't think there's really much of an excuse for it.

00:26:43.880 --> 00:26:44.820

Phil: No, I agree.

00:26:45.420 --> 00:26:45.880

Phil: I agree.

00:26:45.900 --> 00:26:47.220

Phil: I share your reaction.

00:26:48.080 --> 00:27:07.640

Phil: Now, this number two one doesn't need much of a reaction, but by the time that this podcast publishes, or probably just before or just after this show publishes, Sony is going to be revealing the PlayStation 5, the hardware, more details, and probably some exclusive games for it as well on June the 4th.

00:27:08.420 --> 00:27:17.260

Phil: So are you interested in that at all, excited by it, do you have any thoughts as to what shape you want the PlayStation 5 to be?

00:27:17.760 --> 00:27:20.360

Tom: I want a banana-shaped PlayStation.

00:27:21.440 --> 00:27:21.840

Phil: Okay.

00:27:21.860 --> 00:27:24.140

Tom: Like the controller, but that is the console.

00:27:25.460 --> 00:27:27.180

Phil: So you think that the...

00:27:27.180 --> 00:27:27.760

Phil: interesting.

00:27:28.360 --> 00:27:33.760

Phil: So you think that the console that they announce may well just be the controller that they've already revealed?

00:27:34.780 --> 00:27:37.000

Tom: No, I don't think it will be the controller.

00:27:37.160 --> 00:27:39.800

Tom: Remember the banana controller concept?

00:27:39.820 --> 00:27:40.460

Phil: Yeah, the Batarang.

00:27:41.320 --> 00:27:41.560

Tom: Yes.

00:27:41.580 --> 00:27:45.500

Tom: I want the console itself to be of a similar sort of design.

00:27:46.820 --> 00:27:57.940

Tom: It won't be the controller, but it will be a console like that that will stand up on these two legs in some impressive balancing act.

00:27:58.760 --> 00:27:59.260

Phil: Okay.

00:27:59.300 --> 00:28:00.540

Phil: Where would you put the disc?

00:28:01.920 --> 00:28:03.320

Tom: It would be no disc.

00:28:03.740 --> 00:28:04.780

Phil: A no disc console.

00:28:05.660 --> 00:28:06.640

Phil: It's a discless console.

00:28:09.400 --> 00:28:11.680

Phil: Well, that works so well for Microsoft, so why not?

00:28:13.000 --> 00:28:22.660

Phil: The other thing I wanted to ask you about was, as we come out of these unprecedented times, you're a big fan of football in Australia, and we had talked off air about whether...

00:28:22.680 --> 00:28:24.500

Tom: No, I'm just backing off there.

00:28:24.520 --> 00:28:25.460

Tom: I've changed my mind.

00:28:25.480 --> 00:28:30.040

Tom: I've gone next level in my concept idea here.

00:28:30.600 --> 00:28:35.040

Tom: It will indeed, if you get just one of them, be a discless console.

00:28:35.440 --> 00:28:47.620

Tom: But if you get two and you place them leg to leg so that they are forming the shape of a disc, you will place a disc between them which will levitate on laser beams as it is being read.

00:28:48.900 --> 00:28:51.680

Phil: This thing's going to be expensive, especially if you have to buy two of them.

00:28:51.760 --> 00:28:53.500

Tom: Sony consoles often are expensive.

00:28:55.420 --> 00:28:57.340

Tom: They were pioneers in Blu-ray.

00:28:57.360 --> 00:28:59.620

Phil: And DVD.

00:28:59.620 --> 00:29:00.840

Tom: And DVD, I have faith.

00:29:02.200 --> 00:29:04.560

Tom: The next step is the levitating disc drive.

00:29:05.720 --> 00:29:07.000

Phil: It's frictionless, man.

00:29:07.020 --> 00:29:13.280

Phil: I mean, so, you know, it'd be low energy required to read the disc, I'm assuming.

00:29:15.360 --> 00:29:18.240

Phil: Hey, A-League, it's the Australian Football League.

00:29:18.300 --> 00:29:19.680

Phil: It's coming back, I understand.

00:29:20.180 --> 00:29:22.340

Tom: Well, the A-League thinks it's coming back.

00:29:22.760 --> 00:29:25.100

Tom: Fox doesn't want it to come back, essentially.

00:29:25.120 --> 00:29:25.500

Phil: Really?

00:29:26.000 --> 00:29:28.640

Phil: And they're the ones that pay for the A-League, right?

00:29:28.660 --> 00:29:29.760

Tom: They don't want to pay for it.

00:29:31.300 --> 00:29:39.160

Tom: So they're hoping to not pay for the rest of the season or at least pay a vastly reduced amount.

00:29:40.100 --> 00:29:43.520

Phil: So is it as you predicted, will there be some teams that don't come back?

00:29:44.900 --> 00:29:47.800

Tom: Well, I think there's a reasonable chance of that.

00:29:47.820 --> 00:30:06.640

Tom: It could also be seen as an opportunity by the FFA to get rid of some of the teams that they don't like or that contribute little in many people's eyes like Central Coast and Wellington.

00:30:07.140 --> 00:30:36.620

Tom: But in theory, most of the teams on their own merits would have a low chance of survival because basically every team, except for Melbourne Victory, Melbourne City, Sydney FC, Western Sydney Wanderers and to a lesser extent, Brisbane Raw and Perth Glory, are all basically funded by the A League itself.

00:30:37.720 --> 00:30:51.320

Tom: As long as the FFA itself were to survive and wanted to continue with a similar structure of League, in theory, they should all be able to survive.

00:30:51.340 --> 00:30:59.620

Phil: Okay, but you're sceptical that they will come back this year because Fox doesn't want to pay the TV rights for this year, I guess.

00:31:00.040 --> 00:31:01.860

Tom: Well, I think probably they will.

00:31:03.040 --> 00:31:07.100

Tom: They will probably come back, but when will be a question?

00:31:07.800 --> 00:31:31.040

Tom: Because you would assume that the A League will probably just give in to get it over and done with, with losing a lot of revenue from the television deal, because I don't think they have much faith in getting another contract with Fox, so they may just try and get as little money out of it as they can.

00:31:31.120 --> 00:31:45.600

Tom: By the same token, if they're not trying to get another contract out of Fox for next season, they may just think fuck Fox and can the league.

00:31:45.600 --> 00:32:07.000

Tom: But one thing to remember from the perspective of a Melbourne Victory fan is that Sydney FC is currently winning the league, and you would expect that the Sydney-based FFA would like another opportunity to award Sydney both with the first place position on the ladder and grand final.

00:32:08.140 --> 00:32:12.280

Phil: Yeah, so possibly like what I would suggest would be a truncated tournament season.

00:32:12.300 --> 00:32:13.120

Tom: Well, that is the plan.

00:32:13.140 --> 00:32:17.200

Tom: The plan is to play the last rounds in a round-robin format.

00:32:17.960 --> 00:32:19.580

Phil: Okay, so surely that will come.

00:32:19.640 --> 00:32:26.800

Tom: It's being reduced, but the thing is Fox is not so much interested in that happening.

00:32:28.100 --> 00:32:35.400

Phil: Okay, well thanks for that update because I had been thinking about it, had been thinking about you and where the A-League was headed.

00:32:36.600 --> 00:32:39.060

Phil: But we probably should get back on to games.

00:32:39.080 --> 00:32:47.440

Phil: You've also been playing the Final Fantasy VII Remake, been playing that on the PlayStation 4, I'm guessing?

00:32:47.500 --> 00:32:50.400

Tom: Yes, and technically just the demo of it.

00:32:51.380 --> 00:32:51.840

Phil: Oh, okay.

00:32:51.860 --> 00:32:56.060

Phil: Does the demo carry over to the full game and how long is the demo?

00:32:56.080 --> 00:33:06.000

Tom: I think the demo does not carry over to the full game, but it is only about 30 minutes to an hour depending on how fast you are.

00:33:06.620 --> 00:33:10.320

Phil: So it would take longer to download it and install it than it would to play it?

00:33:10.940 --> 00:33:12.540

Tom: Depending on the internet speed, yes.

00:33:14.180 --> 00:33:18.460

Phil: I'm guessing it's like probably a 7 gig or is that too much?

00:33:18.480 --> 00:33:20.460

Tom: I think it's much bigger than 7 gigabytes.

00:33:20.520 --> 00:33:27.320

Tom: I do not recall how big, but I would guess maybe in the 10 to 30 gigabyte range.

00:33:29.160 --> 00:33:37.520

Phil: So if it was a Call of Duty demo, it would be a 80 gig download with a day one patch that's 120 gig, I'm guessing.

00:33:37.540 --> 00:33:37.900

Tom: Correct.

00:33:37.920 --> 00:33:39.320

Tom: So it's actually quite small.

00:33:39.940 --> 00:33:40.280

Phil: Okay.

00:33:40.300 --> 00:33:41.620

Phil: So you're playing it on PlayStation 4?

00:33:41.620 --> 00:33:41.980

Tom: Yes.

00:33:42.580 --> 00:33:45.940

Phil: And what's your experience with Final Fantasy VII, the originals?

00:33:45.960 --> 00:34:00.320

Tom: Well, Final Fantasy VII was one of my first experiences on the PlayStation, borrowing it and the console itself from, I believe, Blockbuster at the time.

00:34:01.640 --> 00:34:04.520

Phil: You probably didn't borrow it from them, you probably rented it from them.

00:34:04.600 --> 00:34:04.940

Tom: Yes.

00:34:05.560 --> 00:34:05.840

Phil: Yes.

00:34:06.260 --> 00:34:10.040

Tom: Would you be able to explain the difference between borrowing and renting?

00:34:10.440 --> 00:34:13.400

Phil: Well, borrowing would be me lending you something for free.

00:34:13.420 --> 00:34:13.960

Phil: Okay, yes.

00:34:14.580 --> 00:34:17.180

Phil: Rent, there has to be an exchange of monetary...

00:34:17.200 --> 00:34:18.980

Tom: Maybe I temporarily stole it.

00:34:19.840 --> 00:34:22.260

Phil: Yeah, okay, that's all right, shoplifting is fine.

00:34:22.380 --> 00:34:24.580

Phil: We're into a shoplifting at The Game Under Podcast.

00:34:24.860 --> 00:34:28.120

Phil: Episode 125, if you've just joined us.

00:34:28.340 --> 00:34:33.640

Tom: Pro tip, don't try sticking a PlayStation console down your trousers, though.

00:34:34.520 --> 00:34:35.020

Phil: Oh, yeah.

00:34:35.040 --> 00:34:36.300

Tom: It's a little bit awkward to walk.

00:34:36.920 --> 00:34:37.220

Phil: Yeah.

00:34:37.700 --> 00:34:50.720

Tom: But anyway, Final Fantasy VII, one of my first experiences on the original PlayStation console and one of my favourite games ever.

00:34:51.280 --> 00:34:59.780

Tom: It's in the top three Final Fantasies for me with Final Fantasy VIII and Final Fantasy X.

00:35:00.280 --> 00:35:17.340

Tom: And I think it has a contender for greatest opening in a game ever where you thrust right into the action of engaging in an eco-terrorist attack on a Mako reactor.

00:35:18.620 --> 00:35:39.540

Tom: And the demo essentially is this epic opening seen from the original, done in high fidelity with hand-made renderings in HD of the environments you went through in the original game.

00:35:40.640 --> 00:35:44.080

Tom: The same sort of banter that was there in the original as well.

00:35:46.160 --> 00:35:58.120

Tom: And a totally new combat system, which I'll get to in a minute because the aesthetic quality of it, I think, is inferior to the original.

00:35:59.340 --> 00:36:16.140

Tom: It captures much of the feel in terms of colour and grittiness, but I think it has a lot to do with the combat system and the voice acting and the music.

00:36:16.480 --> 00:36:21.460

Tom: I think it doesn't capture the darkness of the original Final Fantasy VII.

00:36:21.780 --> 00:36:30.520

Tom: And this may change later on, but from my memory, Final Fantasy VII's, the original's opening was extremely dark.

00:36:30.680 --> 00:36:39.800

Tom: The first thing that kind of makes things more light-hearted than the original is that the banter is voice acted.

00:36:41.120 --> 00:36:56.360

Tom: And the voice acting is perfectly adequate, but Final Fantasy VII dialogue is not written well enough that it benefits very much from being read aloud and acted.

00:36:56.920 --> 00:37:14.080

Tom: And the actors do what you would with dialogue like that, which is emphasize the banter aspects and the silliness of it, rather than the narrative tone of what is happening in the world you're exploring.

00:37:14.760 --> 00:37:29.660

Tom: And the other issue is I think the high fidelity orchestration is inherently less dark than the midi music version of those same songs.

00:37:30.200 --> 00:37:31.160

Phil: Yeah, I can see that.

00:37:32.040 --> 00:37:36.980

Tom: Which is obviously not to say that you cannot make dark music in an orchestra.

00:37:37.420 --> 00:37:55.180

Tom: Certainly, Final Fantasy VII's music is not dark compared to many orchestral pieces, but the translation you do not get quite the same feeling when you are changing it like that.

00:37:55.200 --> 00:38:00.980

Phil: It's hard to do grime with an orchestra, and it's hard not to do MIDI without grime.

00:38:00.980 --> 00:38:01.720

Tom: Yeah, exactly.

00:38:01.740 --> 00:38:02.560

Phil: That is my contention.

00:38:02.560 --> 00:38:02.920

Tom: Yes.

00:38:03.560 --> 00:38:14.120

Tom: There are a lot of symphonies that are much more grimy than anything in any game, but it is certainly a greater level of skill required.

00:38:16.540 --> 00:38:20.600

Tom: So the tone is partly there, but not completely.

00:38:21.060 --> 00:38:30.640

Tom: The other thing is I'm not convinced that the idea of re-

00:38:31.340 --> 00:38:45.160

Tom: and making everything, then playing through it from the perspective of a movable camera really makes for something that is as visually interesting on the same level as the original game.

00:38:46.420 --> 00:38:58.080

Tom: A controlled perspective just inherently allows you to make more interesting environments, because you know exactly where people are looking and everything they're going to see.

00:38:58.380 --> 00:39:12.780

Tom: So it's still detailed, but the details are less interesting, because people don't know where you're going to be focusing all the time, and you can guide where you expect the player to look to some degree, but not to the same level.

00:39:13.160 --> 00:39:40.940

Tom: So visually, it doesn't really hold up to the original either, but again, because the original is such a brilliant work of art, an inferior reimagining of it is still extremely engrossing and engaging, and where I think it does live up to the original, albeit in a completely different way, is in combat.

00:39:41.480 --> 00:39:57.360

Tom: I had no idea what to expect from the combat, and I was pleasantly surprised because the last Final Fantasy game I have played is 12, which was a complete disappointment in terms of combat.

00:39:57.380 --> 00:40:22.080

Tom: It was a bad rendition of MMORPG combat, and obviously I wasn't expecting that in this, but no one really criticised Final Fantasy XII for its lackluster combat, so I was just assuming that the changes in Final Fantasy combat system over the years since then were probably as underwhelming and uninteresting as that.

00:40:22.080 --> 00:40:32.260

Tom: But this is a fascinating combination of almost beat-em-up style combat and control of teammates.

00:40:32.260 --> 00:40:57.440

Tom: So essentially you've got a dodge button and a block button, both of which require some degree of timing, and you've got two types of attack, with the difference being if you're using a heavy attack that does more damage, you are really slow in moving around, and dodging is a difficulty, and if you are using the fast attack, you can move around very quickly.

00:40:57.680 --> 00:41:09.160

Tom: So basically you have to think about your heavy attack timings based on what the enemies are doing and where they are and that sort of thing.

00:41:09.540 --> 00:41:32.700

Tom: And the battles just flow in and out of one another brilliantly in a very interesting way because the traditional RPG combat structure is you basically go through completely meaningless battles where you just press X or Enter or A the entire time and the enemy just dissolves before you.

00:41:33.000 --> 00:41:39.660

Tom: Then you run into tougher enemies and then really tough ones and bosses and so forth.

00:41:40.180 --> 00:41:55.940

Tom: Here it's basically the same and in a fascinating way because even though you are in theory playing in a much more direct manner, the easy fights, that's pretty much still all you're doing is just spamming X.

00:41:56.280 --> 00:42:08.820

Tom: So because it's following the same structure as the original levels to some degree, you're not getting bogged down by the detailed combat in meaningless battles.

00:42:08.840 --> 00:42:22.680

Tom: It's only in battles against tougher enemies with more interesting patterns or dangerous arrangements of enemies that you actually have to play it in a more cerebral manner.

00:42:23.640 --> 00:42:27.100

Tom: So that allows for excellent pacing opportunities.

00:42:27.520 --> 00:42:59.420

Tom: So once you get to the boss at the end, which is a real highlight that combines weak points on the enemy, not in terms of elemental weaknesses, elemental weaknesses, dodging moments, blocking moments, basically the entire repertoire of things, and also having to switch between Barret and Cloud for when ranged and close quarters combat is more effective.

00:43:00.180 --> 00:43:06.240

Tom: That just is an amazing demonstration of the potential that the system has.

00:43:06.680 --> 00:43:22.140

Tom: And the following on from that when you're escaping is a great example of how well this can be used for pacing, because you basically just breeze through the level up to the boss, which is an epic fight and really difficult.

00:43:22.980 --> 00:43:43.940

Tom: Then after that, as you're trying to run through the level and escape, they throw in some dangerous combinations of enemies that you're not expecting and also tough enemies as well in a way that really adds to the tension of you running away from this Mako reactor that is about to blow up.

00:43:44.340 --> 00:43:56.180

Tom: So from a presentation perspective, to me it's a noticeable, arguably a big step back from the original.

00:43:57.060 --> 00:44:13.800

Tom: But from a gameplay perspective, I wouldn't say it's necessarily better, but it is a completely different take on things that has the potential to be used in fascinating and potentially better narrative ways later on.

00:44:15.180 --> 00:44:19.500

Phil: Did you play any of Final Fantasy XV, the most recent main entry?

00:44:20.260 --> 00:44:23.760

Tom: No, I have not, but it looks absolutely hilarious.

00:44:24.480 --> 00:44:28.400

Phil: Yeah, I started it and it was hilarious, so I really want to get back to it.

00:44:29.460 --> 00:44:37.380

Phil: I just don't have that much time to actually sit in front of a TV and play games as I do with, say, the Switch, for example.

00:44:37.400 --> 00:44:41.920

Phil: And this Final Fantasy VII Remake is a PlayStation 4 exclusive.

00:44:42.320 --> 00:44:48.780

Phil: It's received universally high praise, which is kind of swaying me a little bit.

00:44:48.820 --> 00:44:57.920

Phil: And it's also good to see amongst the credits names like Tetsuo Nomura, Yomatsu on music, Kitase Producing.

00:44:57.920 --> 00:45:07.060

Phil: And, you know, it's good to see a lot of the familiar names on the job, though I haven't always been a massive fan of Tetsuo Nomura.

00:45:08.260 --> 00:45:13.240

Phil: But that's because I like the older RPG, older Final Fantasy games.

00:45:14.680 --> 00:45:16.160

Phil: Yeah, you're really selling me on it.

00:45:16.180 --> 00:45:17.100

Phil: Are you sold on it?

00:45:17.220 --> 00:45:19.600

Phil: Will you be picking up the full version, do you think?

00:45:19.620 --> 00:45:28.320

Tom: I'm not sure if I'll pick up the full version, but it's certainly something that I will keep an eye on, because I'm not convinced that it will ever be finished.

00:45:29.760 --> 00:45:33.060

Phil: Well, but you can enjoy it just for this episode, I'm sure.

00:45:36.020 --> 00:45:47.480

Tom: If I was to play, for instance, half of it, and 20 years later there was no third part, and 50 years later I was dead and there was no fourth part, I would be annoyed.

00:45:49.320 --> 00:45:51.800

Phil: Well, it's worked so well for Half-Life, though.

00:45:53.900 --> 00:45:56.020

Phil: I see they're not sparing any dollars on this.

00:45:56.040 --> 00:45:58.520

Tom: It's a lot of VR version.

00:45:58.540 --> 00:45:59.940

Phil: There are many games.

00:46:01.380 --> 00:46:08.720

Phil: Danny O'Dwyer's latest documentary, there was actually basically a completed episode, or there is a completed episode.

00:46:09.860 --> 00:46:10.780

Tom: Was it an ad?

00:46:11.620 --> 00:46:12.360

Phil: No, no, no.

00:46:12.940 --> 00:46:14.720

Phil: Well, his show.

00:46:14.740 --> 00:46:21.360

Phil: The latest documentary is not an ad, and I wish I could remember who the studio is, because I actually watched the whole thing.

00:46:21.380 --> 00:46:23.220

Phil: It was very fascinating.

00:46:23.240 --> 00:46:35.200

Phil: It was about a studio that has a lot of games that were almost completely finished, get cancelled on them, and one of the first games that they featured looked like it was absolutely amazing.

00:46:35.880 --> 00:46:39.420

Phil: All right, well, it is Arkane Studio.

00:46:39.880 --> 00:46:53.240

Phil: So, Arkane Studios is the latest studio to be featured in Danny O'Dwyer's Noclip YouTube series, or Patreon series, I should say, but you can see them on YouTube.

00:46:53.860 --> 00:47:04.420

Phil: And there's three games that they made that weren't released, one called The Crossing, which to me is worth looking at the documentary in and of itself.

00:47:04.440 --> 00:47:06.840

Phil: I think it's a fascinating concept, The Crossing.

00:47:06.860 --> 00:47:10.760

Tom: Is this the developer of Ark's Fatalis and Prey?

00:47:12.340 --> 00:47:12.700

Phil: Yes.

00:47:12.760 --> 00:47:13.620

Tom: And Dishonored?

00:47:14.320 --> 00:47:14.600

Phil: Yep.

00:47:14.720 --> 00:47:16.120

Tom: And Bioshock 2?

00:47:16.980 --> 00:47:17.840

Phil: Yep.

00:47:18.300 --> 00:47:20.160

Phil: Dishonored would be what they're most famous for.

00:47:20.180 --> 00:47:21.840

Tom: Fallout 76.

00:47:23.880 --> 00:47:25.800

Phil: Well, possibly they were contributing.

00:47:26.020 --> 00:47:29.880

Phil: But yeah, well, they work for Bethesda now, so everyone's involved with that.

00:47:29.900 --> 00:47:31.400

Tom: There's one that they should have cancelled.

00:47:31.820 --> 00:47:32.140

Phil: Yeah.

00:47:32.160 --> 00:47:38.260

Phil: Well, Half-Life Ravenholm got the plug pulled on it with basically two weeks left on the game.

00:47:39.640 --> 00:47:42.460

Phil: Steam or Valve pulled the plug on it.

00:47:43.060 --> 00:47:44.080

Phil: And it looked actually...

00:47:44.100 --> 00:47:50.220

Tom: That's disappointing because that's the only good part in a Half-Life game outside of Episode II.

00:47:51.700 --> 00:47:56.600

Tom: So a return to it would have been fascinating, particularly if it wasn't developed by Valve.

00:47:57.360 --> 00:47:58.740

Phil: That's exactly what it was called.

00:47:58.760 --> 00:48:00.500

Phil: I think it was called Return to Ravenholm.

00:48:01.600 --> 00:48:02.360

Phil: And they...

00:48:02.380 --> 00:48:06.440

Phil: You know how a couple of its shows a few years ago were like, oh, but what...

00:48:06.680 --> 00:48:09.420

Phil: They would have to introduce something new if they were going to go back to it.

00:48:09.620 --> 00:48:11.700

Phil: And they came up with some cool elements.

00:48:11.720 --> 00:48:22.580

Phil: So yeah, for the first thing in a long time that's been good on Noclip is the untold history of Arkane Studios, Arkane with a K, of course.

00:48:23.840 --> 00:48:29.520

Phil: Okay, well, if that's it for your Final Fantasy VII impressions, you've been talking a bit, so I'll give you a bit of a break.

00:48:29.580 --> 00:48:31.220

Phil: I'll give you some trademark banter.

00:48:32.160 --> 00:48:43.580

Phil: You may recall that when the Xbox One X came out, that's the most expensive and most recently available Xbox, they touted how you could...

00:48:43.840 --> 00:48:46.840

Phil: it was backward compatible with original Xbox games.

00:48:46.860 --> 00:48:47.060

Tom: Yep.

00:48:47.760 --> 00:48:48.840

Phil: And so I've actually...

00:48:48.860 --> 00:48:51.660

Tom: That's what the extra power is for, for the emulator.

00:48:52.300 --> 00:48:53.560

Phil: Yep, exactly.

00:48:54.080 --> 00:49:23.660

Phil: And so I was like, because I have a pretty large original Xbox collection, and I have three very dodgy, three or four very dodgy original Xboxes that hardly work, and hardly work with the exaggeration, I've been considering getting an Xbox One X, like seriously, and even though it's like 600 or 700 bucks, I was like, if it can play some of my original Xbox games, it could be worth it, or maybe I'll wait and see what happens with the Xbox S.

00:49:24.160 --> 00:49:25.860

Phil: Well, that's the new one, right?

00:49:25.880 --> 00:49:28.660

Phil: Yeah, Xbox Series X, not S.

00:49:29.680 --> 00:49:41.340

Phil: So to be clear, the Xbox One S is the current one that's out that can play original Xbox games, and the X is the new one that's recently coming out this year.

00:49:41.720 --> 00:49:42.680

Phil: Glad to clarify that.

00:49:42.860 --> 00:49:43.500

Phil: Thanks, everyone.

00:49:44.440 --> 00:49:46.940

Phil: So I was like, should I hold out?

00:49:46.960 --> 00:50:01.440

Phil: So I started researching it, and I found out that they've very quietly introduced the Xbox original capability, backward compatibility, into all Xbox ones, including my launch one.

00:50:02.320 --> 00:50:04.960

Phil: So I basically ran OK.

00:50:04.980 --> 00:50:08.180

Phil: So there's a list of over 100 games, I think.

00:50:09.080 --> 00:50:14.400

Phil: I had about 14 of them, so of course the first one I put in is the one everyone wants, which is Crimson Skies.

00:50:15.080 --> 00:50:17.540

Phil: And yeah, you put your original disc in there.

00:50:18.760 --> 00:50:24.800

Phil: It says, OK, we're going to download an update for this game, which means we're going to download the game.

00:50:25.160 --> 00:50:29.340

Phil: So, you know, it's like a 3 to 6 gigabytes of data.

00:50:30.700 --> 00:50:34.760

Phil: And then basically they're using your original Xbox disc as an activation key.

00:50:35.300 --> 00:50:45.260

Phil: Yeah, it's pretty limited, like I said, out of the hundreds of Xbox games I've got, there's only about 12, and I've installed some.

00:50:45.640 --> 00:50:54.420

Phil: And I started playing Mercenaries, Playground of Destruction, and actually like three quarters of the way through it.

00:50:54.460 --> 00:51:00.060

Phil: And the reason why I stopped playing it originally was because the original Xbox couldn't keep up with it.

00:51:01.120 --> 00:51:09.600

Phil: It was just a frame rate, you know, it was just like what the last, what was that, Eco, Eco, the second, the second one last?

00:51:11.560 --> 00:51:12.580

Tom: The Colossus one?

00:51:12.600 --> 00:51:13.340

Tom: Shadow of the Colossus.

00:51:13.360 --> 00:51:18.080

Phil: Yeah, yeah, it was one of those experiences where the place, the original Xboxes couldn't keep up with it.

00:51:18.500 --> 00:51:23.780

Phil: And now I'm playing Mercenaries, Playground of Destruction, and it's an amazing game.

00:51:23.800 --> 00:51:26.300

Phil: It was released by LucasArts, and I won't get into it here.

00:51:26.320 --> 00:51:27.520

Phil: I'll say that for another time.

00:51:28.100 --> 00:51:31.860

Phil: But I'm just so happy with Microsoft that they've done this.

00:51:33.180 --> 00:51:35.440

Phil: Because it gives me confidence now.

00:51:36.060 --> 00:51:40.380

Phil: You know me, I'm typically buying PlayStation over Xbox, the last generation.

00:51:41.260 --> 00:51:44.800

Phil: But now, when it comes to picking up a game, it's available on both.

00:51:45.000 --> 00:51:49.820

Phil: I'm picking the Xbox one, because there's a pretty good chance it's going to play on the future console.

00:51:50.940 --> 00:52:00.020

Phil: And in fact, just today, or actually a couple of days ago, Microsoft announced that the Xbox Series X is going to launch with thousands of games across four generations of Xbox.

00:52:00.860 --> 00:52:13.540

Phil: And they're going to have HDR reconstruction built into it, and quick time, and higher resolutions, and double the frame rate.

00:52:13.700 --> 00:52:20.720

Phil: So I'm really happy that they're committed to this backward compatibility movement.

00:52:20.920 --> 00:52:27.840

Phil: And it's actually made a difference in terms of me thinking about what is the first console I'm going to buy when they come out later this year.

00:52:28.760 --> 00:52:30.400

Phil: So this little stuff like this works.

00:52:30.420 --> 00:52:32.740

Phil: I know people say backward compatibility doesn't matter.

00:52:33.980 --> 00:52:38.460

Phil: And obviously I'm biased, because I've got hundreds of games in the Xbox format.

00:52:39.320 --> 00:52:42.980

Phil: But I just thought that was a real class act, and I'm so thrilled that they did it.

00:52:43.500 --> 00:52:47.240

Tom: Agreed, and I am all for backwards compatibility.

00:52:47.980 --> 00:52:49.420

Phil: Controversy on the show.

00:52:50.660 --> 00:52:53.560

Phil: And I, for one, am all for the thing you just talked about.

00:52:55.500 --> 00:52:59.980

Phil: I'm going to punish you, I'm going to put you back and make you give us first impressions of RE3.

00:53:01.900 --> 00:53:07.260

Phil: Well, you're punished anyway, because most of the stuff on our list today is tower-centric.

00:53:08.640 --> 00:53:17.540

Phil: But I was curious about something that you'd mentioned while we're in trademark banner, about something that you bought recently.

00:53:18.280 --> 00:53:19.660

Phil: So it's kind of box-related.

00:53:19.760 --> 00:53:20.620

Phil: What's in the box?

00:53:20.640 --> 00:53:21.460

Phil: What did you get?

00:53:22.100 --> 00:53:22.820

Phil: What did you get?

00:53:22.840 --> 00:53:29.820

Tom: Well, you have to guess what is in the box based on what is written on the box.

00:53:30.740 --> 00:53:31.140

Phil: Okay.

00:53:32.400 --> 00:53:34.120

Tom: So I will have to go and get the box.

00:53:34.140 --> 00:53:34.740

Phil: Read it to me?

00:53:35.080 --> 00:53:35.700

Phil: Oh, here we go.

00:53:35.740 --> 00:53:38.120

Phil: Okay, I'll play Go Get the Box music while you do that.

00:53:44.032 --> 00:53:45.492

Phil: Tom's going to get the box now.

00:53:46.412 --> 00:53:48.212

Phil: We're listening to Go Get the Box music.

00:53:49.712 --> 00:53:50.312

Phil: It's pretty good.

00:53:50.792 --> 00:53:51.552

Phil: I like this song.

00:53:52.352 --> 00:53:55.152

Phil: I should play it more, not just when he's going to go get a box.

00:53:56.472 --> 00:54:02.292

Phil: That way I can think back to this time where he was going to go get a box every time I hear this song now.

00:54:02.632 --> 00:54:07.152

Phil: Now every time you hear this song, you'll also think of Tom Towers going to get the box.

00:54:08.112 --> 00:54:08.812

Phil: Tom, are you back?

00:54:10.112 --> 00:54:10.712

Phil: He's not back.

00:54:12.432 --> 00:54:15.312

Phil: Well, we might have a truncated version of the Go Get the Box song.

00:54:18.072 --> 00:54:18.992

Phil: I think he's coming back.

00:54:19.012 --> 00:54:20.972

Phil: Here he comes.

00:54:20.992 --> 00:54:25.272

Phil: Here comes the words written on the box with Tom Towers.

00:54:27.832 --> 00:54:31.092

Phil: Tom Towers and What's Written on the Box.

00:54:33.192 --> 00:54:40.912

Phil: We're done listening to the Go Get the Box music and now here's Tom Towers to tell us what's written on the box.

00:54:43.692 --> 00:54:45.312

Phil: I don't think he's going to get the box.

00:54:45.332 --> 00:54:46.732

Phil: I think this is the end of the podcast.

00:54:46.752 --> 00:54:51.412

Phil: Well, thank you for listening to episode 125 of The Game Under Podcast.

00:54:51.692 --> 00:54:55.352

Phil: I've been your host, Phil Fogg, and I was joined by Tom Towers.

00:54:55.632 --> 00:55:00.972

Phil: Today we talked about Minecraft Dungeons, Final Fantasy VII.

01:03:10.512 --> 01:03:16.172

Tom: Top Gear, Super Mario All-Stars, one copy of that only.

01:03:16.572 --> 01:03:17.032

Phil: Brilliant.

01:03:17.092 --> 01:03:17.972

Phil: That's worth a lot of money.

01:03:18.072 --> 01:03:19.072

Tom: Yup.

01:03:19.252 --> 01:03:21.592

Tom: Unirally, did I mention Top Gear?

01:03:21.612 --> 01:03:21.892

Tom: Yes.

01:03:21.912 --> 01:03:29.292

Tom: Donkey Kong Country 2, Busby and another game that I cannot recall right now for some reason.

01:03:29.932 --> 01:03:30.772

Phil: Okay, sweet.

01:03:30.932 --> 01:03:32.932

Phil: Well, I've got a few hundred games for that system.

01:03:33.632 --> 01:03:34.972

Phil: No duplicates like you.

01:03:34.992 --> 01:03:36.332

Phil: I don't know what's going on there.

01:03:36.472 --> 01:03:42.372

Phil: But I think you can pick up games relatively good, and I'll give you some recommendations for games.

01:03:42.392 --> 01:03:45.772

Phil: And so how is it hooked up to your TV or monitor?

01:03:45.792 --> 01:04:01.112

Tom: Well, originally I just used RCA cables to the television, but basically everything except for Top Gear looks awful without upscaling on a large television, on a large HD television.

01:04:01.912 --> 01:04:20.992

Tom: So I've since then been using the Gainer $15 upscale, and either the technology has massively improved over the years, or the people suggesting that unless you got a $200 upscaler were completely full of shit.

01:04:21.592 --> 01:04:32.132

Tom: Because this $15 upscaler, it certainly does very slightly, detrimentally affect the colours.

01:04:33.072 --> 01:04:54.792

Tom: For the games I've tried, I don't notice any significant input latency, and it really does make a huge difference to the fuzziness of playing without it, with a virtually zero detriment to colours, and to me so far, no difference in input lag.

01:04:58.632 --> 01:05:16.632

Phil: I don't often play Super Nintendo games, but when I do, I have a clone system that is hooked up to RCA cables into the back of my TV, and then I just play it on 4-3 ratio, and that works well.

01:05:17.492 --> 01:05:19.492

Tom: I am playing it on 4-3 ratio.

01:05:20.412 --> 01:05:22.072

Tom: I certainly do not have it stretched.

01:05:24.012 --> 01:05:38.072

Tom: The one disadvantage of the Gain Upscaler, and I have failed to find any upscalers for purchase that will allow you to output an image in 4-3.

01:05:38.832 --> 01:05:43.732

Tom: The one I actually did find, 2, one was not available anywhere.

01:05:43.752 --> 01:05:54.452

Tom: The other, the review of it I found, said that you can switch between 4-3 and 16-9, but all the shops selling it say you can't.

01:05:54.732 --> 01:06:21.612

Tom: So unless you can alter the aspect ratio on whatever you are viewing the thing through, but this would apply just to plugging in the SNES itself anyway, I would recommend doing much more research than I did because I did only the cursory research to find one where you can switch the aspect ratio.

01:06:21.632 --> 01:06:41.652

Tom: Because if you have a monitor or television that has better colors to it, but you can't change the aspect ratio, to me games of this era, the graphical quality comes from the colors.

01:06:41.852 --> 01:06:51.492

Tom: I tried the SNES on my monitor, which is IPS, and the colors look significantly better than on the television.

01:06:53.552 --> 01:07:03.852

Tom: There's a night and day difference and a richness even to things like the Super Mario games that just completely change the experience.

01:07:03.852 --> 01:07:21.872

Tom: And in Super Mario, for instance, where you've got really basic geometry, to me, it's arguably better to have it stretched and high quality colors than to not have it stretched and worse quality colors.

01:07:23.252 --> 01:07:31.512

Tom: Which is also a demonstration of how well the upscaler does not get in the way of outputting high quality colors.

01:07:32.072 --> 01:07:34.532

Phil: What's the name of the upscaler that you purchased?

01:07:34.892 --> 01:07:38.052

Tom: The Gainer Mini upscaler.

01:07:38.912 --> 01:07:40.552

Tom: G-A-N-A.

01:07:41.112 --> 01:07:43.832

Tom: And it is $15, I believe.

01:07:44.412 --> 01:07:46.232

Phil: And it's available on eBay, I'm assuming?

01:07:46.432 --> 01:07:51.272

Tom: I think it's on eBay and Amazon and AliExpress as well, I think.

01:07:51.912 --> 01:07:53.012

Phil: Okay, upscaler.

01:07:53.692 --> 01:07:57.992

Phil: And also buyers beware, on eBay you'll see RCA to...

01:07:57.992 --> 01:07:59.972

Phil: Component.

01:08:00.272 --> 01:08:10.892

Phil: You'll see Super Nintendo to HDMI, which is basically just something that you plug in the back of the SNES and you plug it into the HDMI, and oftentimes they will not work.

01:08:12.112 --> 01:08:19.512

Phil: Because there's no upscaling going on, they're just selling you, technically correct, it is a plug that will plug in the back of the SNES.

01:08:19.752 --> 01:08:29.772

Tom: Any analog plugs to digital will require some sort of computer circuitry to be switching the image.

01:08:30.072 --> 01:08:33.012

Tom: So any just straight leads will not work.

01:08:33.432 --> 01:08:38.792

Phil: Will not work at all, but you can't do anything about it on eBay because they're technically correct.

01:08:39.472 --> 01:08:44.172

Phil: And I went through this a few years ago, I said, oh man, I'll get four of them, that's great.

01:08:45.512 --> 01:08:46.972

Phil: None of them work, they're all useless.

01:08:48.052 --> 01:08:48.932

Phil: So that's encouraging.

01:08:49.132 --> 01:08:52.152

Phil: The other way I usually play my SNES games is using a Retron 5.

01:08:52.552 --> 01:09:04.912

Phil: So the thing that I've got going on, even though I've got three Super Nintendo's, they're all US power, and I try and reduce the amount of US power consoles I plug in and hook up.

01:09:05.292 --> 01:09:11.832

Phil: So I always try and go with an Australian purchased device whenever I can.

01:09:13.012 --> 01:09:25.212

Phil: The Retron 5 is okay, but I certainly prefer the much cheaper clone that I've got, which was just one of those $30 jobs you get off eBay, where you can plug in an original SNES, and it's got the original SNES circuit board inside.

01:09:26.272 --> 01:09:28.272

Phil: But that's really great, I'm really happy about that.

01:09:28.292 --> 01:09:30.592

Phil: So is it permanently hooked up to your TV?

01:09:31.592 --> 01:09:35.432

Tom: No, but it is currently on the floor next to the television.

01:09:36.012 --> 01:09:41.692

Tom: So it's sort of close to being permanently hooked up to the television.

01:09:42.212 --> 01:09:51.692

Phil: And I don't know how much the SNES Mini now costs, but that's also another great option, particularly if you want to hack it and put a bunch of other stuff on.

01:09:51.752 --> 01:09:53.572

Phil: I haven't, because I just haven't.

01:09:53.592 --> 01:09:56.112

Tom: Well, this was technically free, so...

01:09:56.132 --> 01:09:56.712

Phil: You can't beat it.

01:09:57.232 --> 01:09:57.972

Tom: You can't beat it.

01:09:58.052 --> 01:10:02.272

Tom: And just one thing I would say, because I am...

01:10:02.292 --> 01:10:24.732

Tom: or I enjoy emulation, but the SNES games that I have emulated are compared to what this looks like, upscale to 1080p on my IPS monitor, stretching notwithstanding, there is a massively noticeable difference in the quality of the colors.

01:10:25.372 --> 01:10:26.092

Phil: Yeah, yeah.

01:10:26.112 --> 01:10:28.132

Phil: And I've always been an emulation snob.

01:10:28.212 --> 01:10:31.252

Phil: You know, I'm just like, why emulate when you've got the originals?

01:10:31.272 --> 01:10:32.772

Phil: Use the originals, they always look better.

01:10:33.792 --> 01:10:35.192

Tom: But if you don't have the originals...

01:10:35.932 --> 01:10:41.012

Phil: Then you can do it for historic purposes, but just know that you're not getting the same experience.

01:10:42.172 --> 01:10:42.712

Tom: Okay, cool.

01:10:42.732 --> 01:10:58.612

Tom: And the one other thing I would add about it is, while I've never owned an SNES or NES, my most recent, my oldest Nintendo console, rather, is the Nintendo 64.

01:10:59.152 --> 01:11:06.992

Tom: I have played the SNES and NES a lot at my cousin, so I do have experience with it.

01:11:07.332 --> 01:11:31.472

Tom: And it is pretty funny going from a disc-based console, and even compared to the N64, to this, this feels significantly more durable, even though it is lighter, and has some feeling of invincibility to it, as opposed to other consoles.

01:11:31.532 --> 01:11:58.052

Tom: And it is, I need to clean it, and it is rather ratty in many ways, yet it works perfectly, and all the buttons and putting the cartridges in and out is pretty much what I remember it being like in the perfect condition SNES of my cousins.

01:12:00.472 --> 01:12:01.612

Phil: I'm going to give you some homework.

01:12:01.632 --> 01:12:05.752

Phil: So number one, it's also easy to pick up controllers for it these days.

01:12:06.232 --> 01:12:08.072

Tom: It had two with it, amazingly.

01:12:08.532 --> 01:12:22.672

Phil: And the other thing I was going to do for your homework, this is going to blow your mind, I'm not sure you're ready for it, but the plug that leads out of the back of a Super Nintendo is identical to the plug that leads out of an N64 and a GameCube.

01:12:23.012 --> 01:12:28.552

Tom: That is in fact how I was able to plug it into the television with RCA.

01:12:31.252 --> 01:12:38.092

Phil: Okay, so have you tried plugging your new Super Duper Gana Mini into the back of your N64 to see if that works?

01:12:38.512 --> 01:12:39.512

Tom: I will have to do that.

01:12:39.592 --> 01:12:49.272

Tom: And I'm also planning to try that with my Wii U PS2 and GameCube and whatever else is around when I get around to it.

01:12:49.772 --> 01:12:55.352

Tom: Because it will be, and I suspect you probably won't get the same sort of gains in it.

01:12:55.372 --> 01:13:11.852

Tom: The commentary I found on specifically the Gana, which also claims that you can use another one for switching between 4, 3 and 16 to 9 and all other sources seem to claim otherwise, so who knows if they're accurate.

01:13:12.052 --> 01:13:20.772

Tom: But they suggest that for more recent consoles, a different sort of upscaler is a better choice.

01:13:22.732 --> 01:13:28.472

Phil: Let me just clarify, so this Gana thing, does it have a plug on it that plugs into the back of your SNES?

01:13:29.772 --> 01:13:34.192

Tom: It has RCA inputs and HDMI output.

01:13:35.052 --> 01:13:38.632

Phil: Okay, that's right, because on the back of the SNES, you had the RCA outputs.

01:13:39.512 --> 01:13:40.272

Phil: Not just the...

01:13:40.532 --> 01:13:42.692

Phil: yeah, so what I'm talking about is a little grey plug.

01:13:42.712 --> 01:13:49.552

Tom: So on the SNES, you've got the MultiOut, which is what is compatible with the N64 and GameCube.

01:13:49.952 --> 01:13:55.772

Tom: You've got the standard single aerial style output.

01:13:56.752 --> 01:13:58.432

Tom: And is there a third one, or is that it?

01:14:00.332 --> 01:14:00.912

Phil: No, that's it.

01:14:01.952 --> 01:14:02.372

Phil: That's it.

01:14:02.492 --> 01:14:03.212

Phil: But the back...

01:14:03.232 --> 01:14:05.432

Phil: I didn't know that the back of the N64...

01:14:05.432 --> 01:14:11.392

Phil: Yeah, see, the back of the N64 only has that one proprietary plug out.

01:14:11.412 --> 01:14:12.992

Phil: It doesn't have any RCA out.

01:14:13.012 --> 01:14:14.072

Phil: The PlayStation one does.

01:14:14.092 --> 01:14:18.112

Tom: Correct, but the MultiOut is what is the RCA cable.

01:14:18.372 --> 01:14:19.952

Tom: They just call it MultiOut.

01:14:20.932 --> 01:14:23.212

Tom: So it's not RCA to RCA.

01:14:23.252 --> 01:14:29.072

Tom: It's Nintendo's plug thing so that they can sell you leads to RCA.

01:14:29.892 --> 01:14:36.732

Phil: Okay, so just to be very clear, the plug out that is on this gainer is the one that will fit into the N64 as well.

01:14:36.752 --> 01:14:39.552

Tom: No, the input on the gainer is RCA.

01:14:40.692 --> 01:14:41.692

Phil: Oh, gotcha, gotcha, gotcha.

01:14:41.712 --> 01:14:42.492

Phil: Okay, I'm an idiot.

01:14:42.512 --> 01:14:44.852

Phil: Yep, yep, yep, yep, yep.

01:14:44.932 --> 01:14:53.192

Tom: MultiOut is just simply the Nintendo in the vein of Apple RCA cable.

01:14:53.652 --> 01:15:03.072

Phil: Okay, I've got countless RCA switches that I could send to you too, so you could hook up to four different devices to the gainer without having to unplug it all the time.

01:15:03.092 --> 01:15:04.772

Phil: You just slide the switch along.

01:15:06.272 --> 01:15:07.252

Phil: We can look forward to that.

01:15:07.852 --> 01:15:08.292

Tom: Excellent.

01:15:08.952 --> 01:15:13.092

Tom: I believe, unfortunately, the SNES is region locked though, isn't it?

01:15:14.912 --> 01:15:16.172

Phil: It's a physical region lock.

01:15:18.992 --> 01:15:19.912

Phil: Yeah, so...

01:15:19.952 --> 01:15:22.332

Tom: And I would assume yours is NTSC.

01:15:23.012 --> 01:15:25.132

Phil: It is NTSC, yeah, yeah.

01:15:25.212 --> 01:15:27.312

Phil: But I know the N64, it doesn't matter.

01:15:27.612 --> 01:15:29.412

Phil: Oh yeah, it does matter, because I tried to play some...

01:15:30.172 --> 01:15:33.332

Phil: I tried to play Episode 1 Podracer on it, and it didn't work.

01:15:33.352 --> 01:15:35.392

Tom: As of this morning, that is a great game.

01:15:35.852 --> 01:15:37.112

Phil: Yeah, it is a great game.

01:15:39.052 --> 01:15:49.612

Phil: So, other things that people have been looking forward to, besides Final Fantasy VII Remake, has been another remake that I believe you've recently played the demo for, also on the PlayStation 4, I'm assuming.

01:15:49.632 --> 01:15:52.132

Tom: No, I played this on PC, on Steam.

01:15:53.092 --> 01:15:53.892

Phil: Oh, it's on Steam.

01:15:54.572 --> 01:15:59.532

Phil: You know, what else is on Steam now is that pirate game for Xbox, Sea of Thieves.

01:15:59.552 --> 01:16:00.232

Tom: Sea of Thieves.

01:16:00.492 --> 01:16:02.172

Phil: Yeah, that's on Steam now.

01:16:04.152 --> 01:16:06.832

Tom: So that means it must be free on Games Pass for PC, I assume.

01:16:06.972 --> 01:16:07.852

Phil: It has to be.

01:16:07.952 --> 01:16:09.512

Phil: Yeah, I assume so.

01:16:10.812 --> 01:16:14.652

Tom: Speaking of Games Pass, just a short aside before...

01:16:14.672 --> 01:16:18.272

Phil: I think we're on our fourth Speaking Of, so I'll see if I can keep it going.

01:16:19.532 --> 01:16:23.272

Tom: Games Pass is an amazing utility.

01:16:23.452 --> 01:16:35.272

Tom: I was looking to finally get into Pathologic at some point, but I owned Pathologic and Pathologic Classic HD.

01:16:35.292 --> 01:16:45.732

Tom: Pathologic 2, despite being called 2, is actually a reimagining of the original Pathologic, so there's basically three versions of the one game.

01:16:46.852 --> 01:16:51.492

Tom: And another game in a similar vein I was interested in was Plague Tale.

01:16:51.832 --> 01:16:53.672

Tom: I believe it's a ridiculous title.

01:16:54.812 --> 01:16:58.272

Tom: And they're all free on Games Pass, apparently.

01:16:59.772 --> 01:17:01.192

Phil: It's not the game I was thinking of.

01:17:01.212 --> 01:17:02.492

Phil: I was thinking of a different game.

01:17:03.232 --> 01:17:13.332

Tom: Pathologic is by, I think they're called Icepick Lodge, an avant-garde Russian game developer.

01:17:13.352 --> 01:17:15.452

Tom: Famous for the void outside of this.

01:17:16.172 --> 01:17:17.332

Phil: RPG survival game.

01:17:18.212 --> 01:17:19.512

Phil: That's not the one I was thinking of.

01:17:21.112 --> 01:17:23.812

Tom: I believe one reviewer described it as Skyrim Lite.

01:17:26.632 --> 01:17:30.132

Phil: I don't know how you'd get any lighter than Skyrim Lite.

01:17:30.712 --> 01:17:33.672

Phil: Probably if you made it Home Alone or whatever it was called.

01:17:34.972 --> 01:17:41.412

Phil: But speaking of games that you don't want to be left home alone with, I believe you've been playing Resident Evil 3 on PC.

01:17:41.432 --> 01:17:43.492

Tom: Yes, the demo for it.

01:17:45.072 --> 01:17:46.632

Tom: There's not much to say about it.

01:17:46.652 --> 01:17:56.592

Tom: It suffers from the same issue of remaking an isometric game to 3D.

01:17:56.732 --> 01:18:00.712

Tom: It's going to make that environment significantly less interesting.

01:18:00.732 --> 01:18:09.852

Tom: Here, you're dealing with an environment that just is not of the same standard of interest in the original as Final Fantasy VII was.

01:18:09.912 --> 01:18:18.672

Tom: When you are translating that to 3D, the result is even more bland and uninteresting.

01:18:20.512 --> 01:18:28.752

Tom: The other issue is, again, it follows the environment pretty closely to what I remember Resident Evil 2 being.

01:18:29.232 --> 01:18:35.492

Tom: At least in the demo, for me that didn't result in particularly interesting encounters.

01:18:36.332 --> 01:18:38.432

Tom: There was absolutely no tension.

01:18:39.872 --> 01:18:46.252

Tom: There was always, it felt like, too much room to be able to easily avoid zombies.

01:18:47.472 --> 01:18:55.752

Tom: And you could put too much space between you and zombies with no difficulty to be able to shoot them.

01:18:56.092 --> 01:19:05.072

Tom: It feels more like Revelations than RE4, RE5 and presumably RE6 is in a similar vein, style mechanics.

01:19:05.452 --> 01:19:26.092

Tom: In Resident Evil Revelations, at least the first one and what I played at the second, the design of the levels was very compact, very corridor based, so that if you were coming up against zombies, you were in much more immediate threat and you had to sprint away.

01:19:26.152 --> 01:19:29.732

Tom: It was difficult to get space between you and zombies.

01:19:29.932 --> 01:19:49.672

Tom: Here that wasn't the case at all, but it is a demo, so things may be easier and less tense than they are in the actual game itself, so that people aren't put off playing.

01:19:50.232 --> 01:20:00.112

Phil: You went into this, obviously, you downloaded it, you bothered to do it, so you obviously went into this with high hopes, but came out of it less like meh.

01:20:00.572 --> 01:20:04.012

Tom: It was thoroughly disappointing, I found it to be.

01:20:06.452 --> 01:20:07.572

Phil: Well, I'm sorry to hear that.

01:20:07.592 --> 01:20:09.452

Phil: I was never a fan of Resident Evil 3.

01:20:09.472 --> 01:20:19.112

Tom: The one thing I will say it had going for it, which is kind of a reverse of Final Fantasy VII, is the voice acting.

01:20:20.072 --> 01:20:34.412

Tom: The Resident Evil series has really settled into a great level of self-aware hoaxiness without becoming annoying and pretentious.

01:20:34.652 --> 01:20:43.112

Tom: So the small snippets of story and character banter was highly amusing and entertaining.

01:20:44.452 --> 01:20:46.912

Phil: Yeah, I think only the Japanese are capable of that.

01:20:47.052 --> 01:20:50.352

Phil: Maybe the British, but yeah, definitely the British.

01:20:50.992 --> 01:20:53.592

Phil: But there's certainly not many other cultures.

01:20:54.972 --> 01:21:01.512

Phil: For me, my favorites are two, and then I jump straight to Code Veronica, then four, then five, obviously.

01:21:01.592 --> 01:21:06.152

Phil: And then I haven't really been interested in any of the other games since then.

01:21:07.072 --> 01:21:10.232

Phil: But I have them all, and I'm going to play them all at some point.

01:21:10.432 --> 01:21:14.972

Phil: I was actually really interested in playing a remake on the GameCube.

01:21:16.132 --> 01:21:17.672

Phil: I was reading about that last night.

01:21:17.872 --> 01:21:21.992

Phil: And then probably jumping to the remake of two.

01:21:23.032 --> 01:21:28.472

Tom: The remake of the original, as we have heard on the show, is a fantastic game.

01:21:28.992 --> 01:21:29.392

Phil: Yeah.

01:21:29.652 --> 01:21:31.132

Phil: So why am I doing that?

01:21:31.152 --> 01:21:33.852

Phil: Why would I go back and play the GameCube version?

01:21:35.572 --> 01:21:41.872

Tom: Well, the only difference with the more recent version of the remake of the original is that it's in HDs, isn't it?

01:21:42.392 --> 01:21:45.932

Tom: It's essentially a remastering of the GameCube remake.

01:21:46.772 --> 01:21:47.992

Phil: I'd have to do research.

01:21:48.012 --> 01:21:49.632

Phil: I thought it was something brand new.

01:21:49.672 --> 01:21:52.172

Tom: The Resident Evil 2 remake is something brand new.

01:21:52.232 --> 01:21:52.732

Phil: Brand new.

01:21:54.232 --> 01:22:09.012

Phil: Because I tried playing the Saturn version of the original about two years ago, and it's really not playable at this point for someone who's just trying to get into it and sort of see what it's about, unfortunately.

01:22:09.792 --> 01:22:11.032

Phil: It's functional and everything.

01:22:11.132 --> 01:22:14.792

Phil: It's just got pretty poor checkpointing and resources.

01:22:15.272 --> 01:22:20.592

Phil: You know, it's an old game where you're supposed to try and get as much value out of it as possible by playing it over and over and over again.

01:22:20.612 --> 01:22:23.712

Phil: So, yeah, I'm interested to see whether...

01:22:23.912 --> 01:22:27.572

Phil: This has to be leading to a remake of RE4 and Code Veronica.

01:22:29.552 --> 01:22:30.772

Phil: I think they've already announced for it.

01:22:30.792 --> 01:22:31.332

Phil: I'm not sure.

01:22:31.692 --> 01:22:40.992

Phil: Okay, well, I thought maybe next we would talk about another old game that we both recently started and finished this year.

01:22:42.452 --> 01:22:46.972

Phil: Because you've been a big protagonist of Sky from That Game Company.

01:22:46.992 --> 01:22:49.552

Phil: In fact, it made your ten best games of...

01:22:49.832 --> 01:22:52.492

Tom: I believe the fifth best game of the decade.

01:22:52.712 --> 01:22:53.892

Phil: Of the decade, yep.

01:22:54.352 --> 01:22:54.732

Phil: And...

01:22:56.112 --> 01:22:59.052

Phil: But we both went back and played Journey recently.

01:22:59.472 --> 01:23:02.912

Phil: I played it on the original hardware on a PlayStation 3.

01:23:03.932 --> 01:23:05.032

Phil: And you played it on...

01:23:05.432 --> 01:23:07.512

Tom: The free PS4 version.

01:23:08.312 --> 01:23:09.392

Phil: So is it free for everyone?

01:23:09.412 --> 01:23:11.572

Tom: It's free for everyone.

01:23:12.272 --> 01:23:16.272

Tom: As well as the Drake's Fortune collection.

01:23:16.292 --> 01:23:17.332

Tom: Or whatever the fuck it's called.

01:23:17.592 --> 01:23:18.152

Phil: Yeah, yeah.

01:23:18.172 --> 01:23:20.832

Phil: And I'm not bothering to download any of that.

01:23:21.952 --> 01:23:23.172

Phil: I've got Journey on disc.

01:23:23.192 --> 01:23:27.872

Phil: I've got the collector's edition, which has Flow, Flower, Journey.

01:23:28.712 --> 01:23:29.412

Phil: I didn't tell you this.

01:23:29.432 --> 01:23:31.712

Phil: It's got three games that they did at a game jam.

01:23:32.552 --> 01:23:34.012

Phil: That you're probably very interested in.

01:23:35.352 --> 01:23:41.852

Phil: And then also making of videos that I've looked through on YouTube so I could send them to you, but they don't have them on YouTube.

01:23:42.012 --> 01:23:46.332

Phil: And they're interviews with all the people at...

01:23:47.612 --> 01:23:48.632

Phil: Kelly, what's her name?

01:23:48.652 --> 01:23:50.232

Tom: Calla Santiago.

01:23:50.452 --> 01:23:50.872

Phil: Yeah.

01:23:51.152 --> 01:23:52.092

Tom: Janova Chan.

01:23:52.112 --> 01:23:53.772

Phil: Janova Chan and the other guy.

01:23:53.952 --> 01:23:57.612

Phil: And so it's really a nice little package.

01:23:57.712 --> 01:23:59.452

Phil: So it's a collector's edition.

01:24:00.552 --> 01:24:04.152

Phil: It does require that you install them and I think in some way download them.

01:24:05.352 --> 01:24:07.792

Phil: So I played Journey back when it came out.

01:24:08.652 --> 01:24:09.312

Tom: As did I.

01:24:09.792 --> 01:24:10.092

Phil: Yep.

01:24:10.212 --> 01:24:16.752

Phil: And I thought in light of what you've been saying about Sky and that you were going to go back and play Journey, I said, well, fine, I'll do that too.

01:24:16.772 --> 01:24:19.552

Phil: It's only like two hours, I think, to play through the whole game.

01:24:20.632 --> 01:24:22.632

Tom: Or even less depending on how fast you are.

01:24:23.132 --> 01:24:23.532

Phil: Yeah.

01:24:23.552 --> 01:24:27.312

Phil: So I'll just give you a voice arrest and I'll give you my impressions.

01:24:27.332 --> 01:24:31.992

Phil: First of all, visually it was very impressive still.

01:24:32.052 --> 01:24:39.792

Phil: And this is playing on a launch PlayStation 3 on a modern HDTV using a PlayStation 3 controller.

01:24:40.732 --> 01:24:44.572

Phil: The sand looked just as glorious as it did the first time I saw it.

01:24:46.172 --> 01:24:48.412

Phil: The aesthetic of it, I quite enjoyed.

01:24:50.672 --> 01:24:52.432

Phil: And was very unified.

01:24:52.452 --> 01:24:56.612

Phil: It reminded me, the architecture in some places reminded me of The Last Guardian.

01:24:56.632 --> 01:24:57.812

Phil: Definitely.

01:25:00.152 --> 01:25:11.292

Tom: I think Journey, though, is very much influenced, as well as Sky and potentially other Genova Shen games, by Ico and Shadow of the Colossus.

01:25:11.772 --> 01:25:14.292

Phil: Yeah, and you can see that come through quite clearly.

01:25:14.312 --> 01:25:23.032

Phil: I've just been reading a Making Of interview with That Game Company for Flower, which I should send you a copy of.

01:25:23.052 --> 01:25:26.132

Phil: It's like a four-page interview in Edge.

01:25:29.112 --> 01:25:30.532

Phil: And they're very thoughtful.

01:25:30.772 --> 01:25:36.492

Phil: What I like about every detail of Journey is that there's nothing that's out of place in any way.

01:25:38.232 --> 01:25:43.792

Phil: And there are themes for every level, but they all fit and they all flow, not to.

01:25:52.192 --> 01:25:56.312

Phil: I'm really going to get it together today.

01:25:56.332 --> 01:26:03.672

Phil: So now what happens was, though, it crashed my PlayStation 3 and lost my save several, several times.

01:26:03.772 --> 01:26:06.872

Phil: And in fact, it got to the point where I knew it would crash.

01:26:07.312 --> 01:26:09.372

Phil: It was crashing at the same point every time.

01:26:09.772 --> 01:26:21.052

Phil: So basically what I tried to do was limit my view on the screen so there was less moving bits, because whenever something was too many things on the screen, it would kill the PlayStation.

01:26:21.512 --> 01:26:25.932

Phil: So I'd have to figure out how to turn the camera, walk forward, but turn the camera to the left.

01:26:25.952 --> 01:26:27.432

Phil: So it's just looking at the sand dune.

01:26:28.212 --> 01:26:29.492

Phil: And I got through it like that.

01:26:30.092 --> 01:26:33.412

Phil: And ultimately I got through the end of the game.

01:26:33.472 --> 01:26:41.872

Phil: I played it online because I wanted to see if anyone else was out there to interact with, because you can talk more about the hook of the game.

01:26:43.032 --> 01:26:48.232

Phil: And sadly, there's no one out there at all, even though I was online the entire time.

01:26:48.412 --> 01:26:54.352

Tom: When I played the PS3 version originally, for some reason I ran into a few players, weirdly.

01:26:55.952 --> 01:27:00.012

Phil: Well, we can't say it wasn't big in Japan, so it can't be that excuse.

01:27:01.352 --> 01:27:06.992

Phil: So, like, you know, I guess that's where I'll let my impression stop until I hear more of what you have to say.

01:27:07.772 --> 01:27:24.052

Phil: Ultimately, though, Gameplayed as a single player game is not fulfilling as, you know, it's just not as fulfilling and certainly seems like a very lonely experience and obviously not the intended...

01:27:24.072 --> 01:27:33.832

Phil: They probably intended to be a very lonely game if there's no one else to play with, which is the point, but certainly wasn't as involving as if...

01:27:34.372 --> 01:27:35.952

Phil: And more difficult, too.

01:27:35.972 --> 01:27:39.632

Phil: I mean, there are some levels where it's more difficult to get through if you're trying to do it yourself.

01:27:39.992 --> 01:27:42.812

Tom: Yep, because you charge one another...

01:27:43.212 --> 01:27:43.632

Phil: Yeah, exactly...

01:27:43.632 --> 01:27:43.632

Tom: .

01:27:43.632 --> 01:27:45.912

Tom: in the same way you do in Sky.

01:27:46.372 --> 01:27:47.652

Phil: Yeah, so it was really...

01:27:48.472 --> 01:27:50.492

Phil: You had some frustration in some levels.

01:27:52.032 --> 01:27:52.912

Phil: But, yeah.

01:27:52.952 --> 01:27:54.932

Phil: So how was your experience?

01:27:55.692 --> 01:28:14.192

Tom: Well, it's useful that you played the PS3 version because that reminded me that I ran into a lot of technical problems with slowdown and things like that as well, as well as not running into many other players when I originally played it on PS3.

01:28:14.352 --> 01:28:30.272

Tom: And when I did, they just kind of ran off and did their own thing, except for one in the vertical level where you're filling it up with water and one at the end in the snow area.

01:28:30.872 --> 01:28:39.072

Tom: And in my original playthrough, I think those both hurt the experience a lot, particularly the technical deficiencies.

01:28:40.252 --> 01:28:44.232

Tom: You will recall that when I originally played it, I was not a fan at all.

01:28:44.252 --> 01:28:48.292

Tom: I found it to be very dull and uninteresting.

01:28:48.652 --> 01:29:24.112

Tom: And I think the biggest contributing factor to that was the technical problems, because for the aesthetic of Journey to Work, I think you need an uninterrupted flow with it, because as well as in terms of the gameplay, visually as well, it is playing with sudden grandiose reveals and then troughs of desert where there is not much going on visually and shadow areas later on and that sort of thing.

01:29:24.692 --> 01:29:41.932

Tom: So when you get to the big grandiose reveal and it's at 10 frames per second and the music starts, it kind of ruins the effect of it and the momentum of the game, that the game itself is trying to build as well.

01:29:41.952 --> 01:29:50.912

Tom: So playing this on the PS4 version was basically a completely different experience and I ended up really enjoying it.

01:29:53.352 --> 01:30:01.952

Tom: And the higher resolution as well, the original from what I can remember must have been 720p, not 1080p.

01:30:02.272 --> 01:30:38.012

Tom: At the higher resolution, you can really see the detail in the sand so much better, but more importantly than that, you can see details in the architecture and in the Tibetan prayer-like threads of cloth and your character as well, which allows you to enjoy this cloth-like puppet texture that is throughout these levels and appreciate as you're going along, realising that which is a fascinating thing in Sky as well.

01:30:38.232 --> 01:30:46.832

Tom: Even though you're going through these desert areas, there's this aquatic theme to the way everything looks like.

01:30:46.852 --> 01:31:02.992

Tom: The Tibetan prayer-threads of cloth are all like aquatic reeds at the bottom of a water, and the flying creatures are all clearly aquatic based.

01:31:03.532 --> 01:31:10.932

Tom: And that's apparent not just in the watery level that is there, it's apparent throughout the entire game.

01:31:11.252 --> 01:31:19.072

Tom: So when you have technical things getting in the way of that, that to me ruined the experience, so it was a completely different thing.

01:31:19.512 --> 01:31:20.752

Tom: The music as well...

01:31:20.772 --> 01:31:22.172

Phil: Can I interject before?

01:31:22.272 --> 01:31:26.772

Phil: Because you're saying, oh, well, I didn't appreciate this game back then because of technical issues.

01:31:28.112 --> 01:31:28.932

Phil: Could it be...

01:31:29.212 --> 01:31:40.012

Phil: Now, keeping in mind your screenshot of Deadly Premonition, I don't disagree, because did you play this game on a 12 inch standard definition television through RCA cables initially?

01:31:40.292 --> 01:31:41.692

Tom: Well, actually, I can't remember.

01:31:41.712 --> 01:31:44.112

Tom: I may well have actually played it on that television.

01:31:44.472 --> 01:31:46.912

Tom: That would actually be correct probably.

01:31:47.172 --> 01:31:47.752

Phil: Yeah, yeah.

01:31:47.772 --> 01:31:49.092

Phil: And now you're seeing it in HD.

01:31:49.172 --> 01:31:49.812

Phil: Yeah.

01:31:50.012 --> 01:31:51.372

Phil: So let's just be clear about that.

01:31:51.392 --> 01:31:54.312

Phil: Some of your technical issues may have been due to the hardware.

01:31:55.692 --> 01:31:56.472

Phil: But the other question...

01:31:56.492 --> 01:32:27.272

Tom: But I do think that things like the slowdown were what really got in the way of the experience, because the momentum that it builds up of slowing you down, then speeding up with a feeling of freedom as you're flying or skiing down something and grandiose reveals, that really gets shat on by having those grandiose reveals running at 10 frames per second.

01:32:28.052 --> 01:32:36.232

Phil: The other question I was going to ask is, could this new enjoyment of the game be some sort of change inside of you as a person over the intervening years?

01:32:36.572 --> 01:32:43.932

Phil: Or possibly, are you wearing rose-tinted glasses because of how favorably you enjoyed Sky?

01:32:45.092 --> 01:32:55.052

Tom: I think it's not necessarily either of those things, but I think it is a acquired taste and my appreciation for it.

01:32:55.112 --> 01:33:06.112

Tom: I'm more open to appreciating it based not so much on Sky as the interviews I saw with Jenova Chen.

01:33:07.232 --> 01:33:28.232

Tom: And on top of that, I would also argue that probably I was also a little bit annoyed by the commentary that some of the game got, which I don't think I was necessarily wrong because the way it was described, that is not my experience of it at all.

01:33:30.152 --> 01:33:39.152

Tom: It's not this Zen-like experience of otherworldly mind expansion.

01:33:39.852 --> 01:34:09.792

Tom: To me, it is appreciating something that is visually beautiful and orally beautiful and that plays with those things in terms of a very basic gameplay loop of slowing you down and allowing you some freedom to fly around more freely, which was not the sense of the game that I got at the time at all.

01:34:11.092 --> 01:34:13.712

Phil: You would have been able to hear the game just as well.

01:34:13.732 --> 01:34:16.292

Phil: Did that also slow down when you played it the first time?

01:34:16.352 --> 01:34:18.672

Tom: The sound sometimes also slowed down.

01:34:19.792 --> 01:34:27.692

Tom: And some of the criticism of the sound I still have, I don't think that the grandiose moments are really...

01:34:27.952 --> 01:34:33.452

Tom: that the music does not live up to the visuals or the gameplay of the grandiose moments.

01:34:33.712 --> 01:34:46.932

Tom: But this time I appreciated the music in the slower moments and it really carried you through them and kept your interest where you could be getting really bored out of your mind.

01:34:47.612 --> 01:34:52.952

Tom: And I think that was the strength of the music and I don't think it's a failing that it didn't live up to the grandiose moments.

01:34:52.972 --> 01:35:02.632

Tom: I think it knew that it should get out of the way and let how the game looked be the focus and the freedom of flying be the focus.

01:35:08.467 --> 01:35:09.567

Phil: I'm just letting you go here.

01:35:10.027 --> 01:35:11.647

Tom: Okay, well, that was the end of that statement.

01:35:12.107 --> 01:35:12.587

Phil: Okay.

01:35:14.407 --> 01:35:15.667

Tom: I'm seeing if I have anything else.

01:35:16.147 --> 01:35:16.387

Phil: Yeah.

01:35:17.967 --> 01:35:20.327

Phil: Because I've got to see Quinn before she goes to sleep.

01:35:20.767 --> 01:35:21.887

Phil: Yep.

01:35:22.007 --> 01:35:24.127

Phil: So I figured we'd do this, then Sky.

01:35:25.487 --> 01:35:27.607

Tom: I think that's probably all I have to say about Journey.

01:35:28.087 --> 01:35:28.507

Phil: Okay.

01:35:28.787 --> 01:35:31.427

Tom: And Sky should be a short following on from that.

01:35:31.707 --> 01:35:39.327

Phil: Yep, and then I want to just do some promotion on The Game Under site for what we've done since the last show.

01:35:40.447 --> 01:35:43.627

Phil: So we'll have to wrap up your impression of Journey.

01:35:44.847 --> 01:35:46.727

Tom: That is the end of my Journey impressions.

01:35:46.967 --> 01:35:50.507

Phil: Yeah, I know it's the end of your impressions, but you've got to put a bow on it somehow.

01:35:54.907 --> 01:35:55.847

Phil: So I'll just pick up here.

01:35:57.507 --> 01:36:06.947

Phil: So obviously you enjoyed the experience of The Game much more, and you don't think that that was influenced by how much you appreciate and enjoy it.

01:36:07.007 --> 01:36:11.287

Phil: You enjoy Sky, but just more of an awareness of where the creators were coming from.

01:36:12.207 --> 01:36:16.247

Phil: I went into Journey Hostile because I hated Flow and I hated Flower.

01:36:16.847 --> 01:36:26.587

Phil: I liked Flower a little bit better than Flow, but not by much because it relied on six axis controls and they were absolutely horrible and the game was barely playable.

01:36:27.127 --> 01:36:29.907

Phil: And so I actually quite enjoyed Journey when I played it.

01:36:30.227 --> 01:36:32.407

Phil: I found it to be a good game at the time.

01:36:34.047 --> 01:36:46.527

Phil: I was distracted, as were you, with the hype-like critical praise it was receiving, but I still thought it was probably my top ten of games for that year because it was so unique and different and well executed.

01:36:48.747 --> 01:36:52.847

Phil: So you're now leaving Journey with a favorable impression.

01:36:53.307 --> 01:37:09.747

Tom: Yeah, I ended up really, really enjoying it and I would agree with your impressions of it at the time much more now and it certainly stands out as an original and iconic game of that generation.

01:37:09.767 --> 01:37:17.667

Tom: I think it does indeed deserve praise even if the praise didn't necessarily describe it particularly well.

01:37:17.867 --> 01:37:29.547

Tom: And definitely I will say I had better experiences with other players this time and you can really see similarities with what they were doing in Sky there.

01:37:29.807 --> 01:37:42.707

Tom: Sky is very much built on journey with less of a focus on the slowing you down and letting you then reach grandiose peaks.

01:37:43.907 --> 01:37:47.907

Tom: But still very much the dynamic of other players is there in Sky.

01:37:48.567 --> 01:37:57.347

Phil: I just went to our never updated or used scores archive on The Game under.net and I gave it a 9 out of 10 in 2013.

01:37:57.407 --> 01:38:00.787

Phil: And you can listen to my impressions of the game in episode 22.

01:38:02.567 --> 01:38:03.707

Tom: Did I give it a score?

01:38:04.167 --> 01:38:04.827

Phil: You did not.

01:38:05.467 --> 01:38:07.187

Tom: I've got to give it a score now, I just realised.

01:38:07.207 --> 01:38:08.847

Tom: And I just got the dice to do so.

01:38:12.547 --> 01:38:17.627

Tom: And it gets a 9, no, an 8 out of 10.

01:38:18.367 --> 01:38:19.447

Phil: 8 out of 10, very good.

01:38:19.467 --> 01:38:22.087

Phil: I'll add that to the scores archive.

01:38:23.367 --> 01:38:29.407

Phil: And yeah, I just clicked on the link for episode 22, which I think was called Jenova's Witness.

01:38:30.907 --> 01:38:32.927

Phil: And I actually gave it a long review.

01:38:32.947 --> 01:38:38.867

Phil: It went from minute 17 to minute 35, and then we spent four hours in a Killzone minute.

01:38:39.107 --> 01:38:42.267

Phil: So, sounds typical to the time.

01:38:42.807 --> 01:38:45.287

Phil: The name of that episode was indeed Jenova's Witness.

01:38:45.487 --> 01:38:47.087

Phil: So, that's great.

01:38:47.107 --> 01:38:48.687

Phil: So, you are now Jenova's Witness.

01:38:48.847 --> 01:38:50.487

Tom: Yes, I am a believer.

01:38:51.067 --> 01:39:01.287

Phil: You are going to give us final impressions of your game, Sky, even though it's hard to imagine, given that you have given such wonderful full impressions prior in the written form and on this podcast.

01:39:01.427 --> 01:39:12.727

Tom: Yes, well, I can now give final impressions, given that I have unlocked all of the elders, which I believe means that I have technically finished the game.

01:39:13.827 --> 01:39:17.147

Tom: And a couple of things to note.

01:39:18.067 --> 01:39:31.067

Tom: I don't really need to go into much details or impressions, but it is basically a MMORPG, so it has been a fascinating experience watching the game change over its lifetime.

01:39:31.107 --> 01:39:35.087

Tom: It must be getting on to being about a year old now or around that.

01:39:35.807 --> 01:39:37.047

Phil: Oh, more, I'd say, yeah.

01:39:37.047 --> 01:39:58.487

Tom: Yep, and when you get to a certain level, the interest in the game, other than trying to be as efficient as possible in collecting candles and making friendships to trade hearts with people, is looking for glitches and exploits and things like that.

01:39:58.567 --> 01:40:04.767

Tom: And a lot of it has seemed like it is deliberate, and a lot of it has seemed like it isn't.

01:40:05.187 --> 01:40:29.607

Tom: But that has made for a really fascinating and interesting high-level play from one of the better terms, where you're able to find random candles in an area that you're not meant to get to from a level, random old spirits from former seasons that shouldn't be there, floating in the air.

01:40:31.547 --> 01:40:47.387

Tom: Again, in another area you're not meant to get to, how to get into an area that is meant to be a place to reward beta players and people that have bought a certain cape to support the company using glitches, things like that.

01:40:47.507 --> 01:41:00.407

Tom: And if that's deliberate, it is a brilliant way of doing high-level play, but one does suspect that perhaps it isn't, given that a lot of the stuff often gets fixed on and off.

01:41:00.927 --> 01:41:13.247

Tom: So maybe it is a happy accident that once you've been playing for a long time, you get to explore and break the game in interesting ways that are beneficial and fun.

01:41:13.467 --> 01:41:20.167

Tom: There are other things that are certainly deliberate that they have been adding to later seasons.

01:41:20.187 --> 01:41:24.227

Tom: For instance, I should add the seasons as they've gone along.

01:41:24.727 --> 01:41:32.547

Tom: To begin with, each season was at least a month long, and I think they have all been $15.

01:41:32.667 --> 01:41:45.747

Tom: And if you pay $15, what you end up with is getting extra items from the season and extra candles as you play and an extra candle by default each day.

01:41:46.107 --> 01:41:55.507

Tom: As they've gone along, the seasons have lengthened out to the point from 30 to 40 to now 60 days.

01:41:56.147 --> 01:42:11.447

Tom: And $15 to me is a bit ridiculous given that some of the seasons were just one month and essentially all they added was a spirit that you found in the normal areas of the game and a few extra items.

01:42:11.467 --> 01:42:14.787

Tom: That seemed like not really good value for money.

01:42:15.067 --> 01:42:18.507

Tom: But the latter seasons, the stories have got more complex.

01:42:18.767 --> 01:42:26.947

Tom: They've added areas with them and the spirits have been in the new areas and they're also significantly longer and also have more items.

01:42:26.967 --> 01:42:30.647

Tom: So it's more of a reasonable price now.

01:42:30.787 --> 01:42:42.747

Tom: And one of the most interesting things about the later season, which again one wonders if it was deliberate or not, but basically you could get to it before the season was out.

01:42:42.767 --> 01:42:45.047

Tom: You could get to the new area and go around.

01:42:46.607 --> 01:42:55.147

Tom: And in the area, there was a mechanic that was completely unlike anything else in the game, which was mushroom picking.

01:42:55.167 --> 01:43:08.447

Tom: There were two mushrooms floating around in the sky and with some really awkward flying or placing tables in the air, you could pick these mushrooms, each of which was worth a single candle.

01:43:08.847 --> 01:43:16.767

Tom: And there were two underground in the level, which you could get to through getting through a glitched hole in a wall.

01:43:17.347 --> 01:43:24.507

Tom: And when you were there, it featured one of the most difficult things in the game and one of the most fun things to do.

01:43:24.707 --> 01:43:34.487

Tom: Basically, you had a tiny little triangle of water, which you end up in after getting through the wall.

01:43:34.987 --> 01:43:39.067

Tom: And if you're in water, your light immediately starts depleting.

01:43:39.087 --> 01:43:41.527

Tom: Your light is the energy that you use to fly.

01:43:42.047 --> 01:43:49.047

Tom: If you go outside of that triangle, you fall off the map down and you end up back in the level where you're meant to be.

01:43:49.387 --> 01:43:54.687

Tom: There are two candles in the air, some distance away from the triangle.

01:43:55.307 --> 01:44:07.347

Tom: And like some areas in the game, when you're flying here, you can only fly in the fast way of flying, where you're basically flying like an aeroplane rather than a helicopter.

01:44:07.367 --> 01:44:10.107

Tom: Those are basically the two different ways the flying works.

01:44:12.987 --> 01:44:15.567

Tom: When you're flying like that, you can't pick the mushrooms.

01:44:15.867 --> 01:44:26.647

Tom: You have to be stationary, or at least flying vertically up and down to be able to pick them, which is impossible because you're stuck in the aeroplane mode of flying.

01:44:26.667 --> 01:44:58.347

Tom: What you have to do, and it is technically possible by yourself, but virtually impossible, is either build a bridge of tables from the water to the mushroom with one other friend placing tables with you, or many other friends if you want to be faster, or fly through the air, place a table, fly around in the air, try and land on the table, and then build a bridge from closer to it, or attempt to place the bridge right where the mushrooms are.

01:44:58.427 --> 01:45:13.427

Tom: It was by far the most difficult flying required in the game, and the most fun, and it was the best use of other players, and particularly your friends as well.

01:45:13.507 --> 01:45:26.347

Tom: So stuff like that has been great, but it's hard to tell whether it's deliberate or not, given that halfway through the season, they removed the mushrooms in an update.

01:45:26.987 --> 01:45:33.807

Tom: And the update that removed the mushrooms has been a general negative.

01:45:34.047 --> 01:45:37.987

Tom: It's altered the way you do a loud call.

01:45:38.207 --> 01:45:40.127

Tom: It's made it extremely awkward to do.

01:45:40.727 --> 01:45:50.987

Tom: It's meant that when you call, you can't see other players, only they can see you, which has made it feel like much less of a multiplayer game.

01:45:51.007 --> 01:45:55.987

Tom: It also means you don't know if there are many people around who might be able to help you open doors.

01:45:56.427 --> 01:46:07.707

Tom: It's made it more difficult to walk to your friends because the only way, when they're in a level with you, because the only way to do that now is through a deep call first, and deep calling is super awkward.

01:46:09.007 --> 01:46:12.967

Tom: There have been server issues with separating you from players as well.

01:46:13.867 --> 01:46:30.547

Tom: So, over the length of the game, as you would expect in an MMORPG, there have been ups and downs, but still, I would say that it definitely lives up to its place as the fifth best game of the decade.

01:46:31.767 --> 01:46:33.947

Phil: Yeah, it was released in July of last year.

01:46:33.967 --> 01:46:38.507

Phil: It's now available on Android, and it is cross-playable across those platforms.

01:46:38.527 --> 01:46:40.787

Tom: Yep, I know many Android players on it.

01:46:40.807 --> 01:46:42.787

Phil: Yep, and it's going to be coming...

01:46:43.027 --> 01:46:54.007

Phil: Things have been disrupted, obviously, but it was supposed to be coming to Switch and PlayStation 4 in the summer in the Northern Hemisphere, so hopefully that will still happen, and I'll pick it up on the Switch at that point.

01:46:55.887 --> 01:47:05.587

Phil: Yeah, because certainly it's got a lot of good things going for it, including it was written by Jenny Kong, which I think was one of the playable characters in Donkey Kong Country 3.

01:47:06.747 --> 01:47:26.967

Tom: And I should also add another good thing they've done is they've had double heart events, where when you trade with people, you get two hearts, and extra candle events as well, which really make the grinding nature of the game less of a pain at times.

01:47:26.987 --> 01:47:30.667

Tom: So they're always something to look forward to.

01:47:30.687 --> 01:47:46.907

Tom: And they've also had spirits from former seasons return, so if you didn't get the seasonal pass, or you were unable to get that spirit and their items in that season, you still have a chance of getting them in the future.

01:47:47.047 --> 01:47:55.727

Tom: They are tremendously expensive, so the purpose is obviously to get people to buy candles, but it's still a nice gesture to have.

01:47:55.747 --> 01:48:07.227

Tom: And once you have got everything, it also gives you something to look forward to and a reason to continue playing and getting normal candles rather than just the season related stuff.

01:48:07.247 --> 01:48:09.787

Phil: Okay, well is that it for Sky for now?

01:48:09.927 --> 01:48:39.487

Tom: The last thing I have to bring up is, and I wonder if this extends to mobile games in general, and there is evidence to suggest it would, is once you get to know people in the game, you realise that this is the reverse of PC gaming, where in PC gaming and console gaming, I should add, the assumption is that everyone is a man or boy and anyone claiming otherwise is fake.

01:48:40.327 --> 01:48:48.667

Tom: And if they are, even if they are a real girl, it's a momentous, shocking event that is just incomprehensible.

01:48:49.527 --> 01:49:03.767

Tom: The vast, vast majority of the people that I know on Sky are all female, and many of them are shocked and disbelieving at my claims to be male sometimes.

01:49:03.787 --> 01:49:09.727

Tom: So this gender-based reaction is not limited to males.

01:49:10.087 --> 01:49:28.127

Tom: But the fascinating thing is that not only are many of these people on the game females, many, many of them also play on their mobile phones games like Call of Duty and Poo, or some people call it PUBG.

01:49:29.527 --> 01:49:41.387

Tom: So I wonder if the main reason for the gender disparity in console and PC gaming might not be so much the content as the platform itself.

01:49:41.807 --> 01:49:46.267

Phil: Yeah, it's the platform itself and you see that with the Kindle e-reader as well.

01:49:47.187 --> 01:49:59.367

Phil: The e-reader, the Kindle, because it doesn't have a cover, has enabled women and many people to start reading books that otherwise feel embarrassed to be reading on the bus or the subway or whatever.

01:49:59.907 --> 01:50:09.287

Phil: And I think if you look like you're checking in on Facebook where you can play whatever game you want, you're not going to get judged to be a gamer girl or someone who's playing video games.

01:50:09.767 --> 01:50:10.327

Tom: Exactly.

01:50:10.387 --> 01:50:12.347

Phil: There's a lot of stereotypes around that.

01:50:13.567 --> 01:50:17.267

Phil: With that, are you done with Sky in terms of your impressions?

01:50:17.727 --> 01:50:18.387

Tom: Yes, I am.

01:50:20.347 --> 01:50:32.307

Tom: So if something new comes up, we'll talk about it, but that's the extent, that's the small details that need to be added from playing an online multiplayer game for a long period of time.

01:50:32.667 --> 01:50:34.867

Phil: Yeah, it's great.

01:50:34.887 --> 01:50:43.827

Tom: It has its ups and downs, but it is nevertheless retaining much of the things that makes it great over time.

01:50:44.367 --> 01:50:47.067

Phil: And we'll talk about it when I pick it up on Switch, no doubt.

01:50:47.267 --> 01:50:50.107

Phil: And if it has cross-play, maybe you can help me out.

01:50:50.527 --> 01:50:51.167

Tom: Well, it should.

01:50:51.607 --> 01:50:53.147

Tom: It's full of Android players now.

01:50:53.767 --> 01:50:54.687

Phil: Yeah, that's great.

01:50:54.767 --> 01:51:08.987

Phil: So I don't want to rush you, but I did want to remind everyone since the last podcast, episode 1-2-3, I have put up, speaking of SNES games, the lore of Namco's 1993 vehicle combat game Battle Cars.

01:51:09.047 --> 01:51:11.287

Phil: And you've got to check out that box art.

01:51:11.407 --> 01:51:12.107

Phil: It's amazing.

01:51:13.947 --> 01:51:18.107

Phil: You have put a impression of a game called Ghostrunner.

01:51:19.827 --> 01:51:20.687

Tom: Another demo.

01:51:21.367 --> 01:51:21.627

Phil: Yep.

01:51:22.067 --> 01:51:23.107

Phil: And another demo.

01:51:23.127 --> 01:51:23.767

Phil: But that's all right.

01:51:24.527 --> 01:51:27.267

Phil: It's just as good as the first impression of a game.

01:51:27.427 --> 01:51:36.347

Phil: And then I put up episode 1-24, which I left off some obituaries, but basically it's a short 45-minute show which has our obituaries.

01:51:36.367 --> 01:51:39.907

Phil: There's one creepy moment where we're obiturizing...

01:51:42.187 --> 01:51:42.867

Phil: What's his name?

01:51:43.167 --> 01:51:43.927

Phil: The fan number.

01:51:44.427 --> 01:51:47.847

Phil: Again, disrespecting his memory here by forgetting his name.

01:51:47.867 --> 01:51:50.567

Phil: Yamauchi, the CEO.

01:51:50.627 --> 01:51:54.667

Phil: And I said, yeah, he's dead, and one day we'll be doing an obituary of Iwata.

01:51:55.867 --> 01:51:56.707

Tom: One day we were.

01:51:56.987 --> 01:51:57.787

Phil: One day we were.

01:51:58.367 --> 01:51:59.747

Phil: So that's worth a short listen.

01:51:59.767 --> 01:52:03.807

Tom: I should add random acts still holds up.

01:52:05.467 --> 01:52:06.407

Phil: Okay, yep.

01:52:06.647 --> 01:52:11.667

Phil: And then the other thing I was really amazed by and interested in was this art of the rally.

01:52:13.107 --> 01:52:24.547

Phil: Maybe we can talk about that on the next show, but if you can't wait, go to gameunder.net, link on, hit on the top story, art of the rally or art of rally demo that you wrote about.

01:52:26.147 --> 01:52:28.487

Tom: Did we ever talk about Absolute Drift on the show?

01:52:28.507 --> 01:52:29.807

Phil: No, we didn't.

01:52:31.067 --> 01:52:32.647

Tom: That's a strange omission.

01:52:33.367 --> 01:52:39.887

Phil: Yeah, well, we've got enough content for another show already, I think, here, so maybe we'll be back again soon-ish, hopefully.

01:52:41.747 --> 01:52:55.527

Phil: And then I'll also edit on the 15-minute review I gave of Journey from episode 22 to the end of this show as well, so stick around for that if you're interested in listening to a really poor quality audio recording from seven years ago.

01:52:55.547 --> 01:52:58.907

Phil: Even worse content.

01:52:59.067 --> 01:53:00.927

Phil: And to younger hosts.

01:53:01.167 --> 01:53:03.307

Phil: So with that, I thank you for joining me.

01:53:03.427 --> 01:53:04.567

Phil: I am Phil Fogg.

01:53:05.227 --> 01:53:17.107

Tom: I'm Tom Towers, and I should add, we did not stop at episode 70 or whenever we were supposed to and hold out for our fanfunding, I'm sorry to say.

01:53:17.287 --> 01:53:18.347

Tom: That's pretty pathetic.

01:53:18.767 --> 01:53:21.907

Phil: I believe the fanfunding will come soon.

01:53:23.487 --> 01:53:24.267

Tom: Any day now.

01:53:24.667 --> 01:53:25.327

Phil: Any day now.

01:53:25.367 --> 01:53:27.687

Phil: Here's episode 22 where we talk about Journey.

01:53:31.887 --> 01:53:32.727

Tom: That's a shame then.

01:53:32.807 --> 01:53:35.787

Phil: Yeah, it is, but you know, I wasn't really expecting it.

01:53:35.807 --> 01:53:37.407

Phil: I bought this just so I could play Journey.

01:53:37.967 --> 01:53:38.887

Tom: Yeah, true.

01:53:38.907 --> 01:53:41.167

Phil: So I'm going to continue this monologue.

01:53:41.187 --> 01:53:46.247

Phil: People are going to be sick of hearing my voice, but we'll go on with Journey.

01:53:46.327 --> 01:53:48.007

Phil: Now, you have played this game.

01:53:48.027 --> 01:53:49.127

Phil: Have you reviewed it anywhere?

01:53:49.867 --> 01:54:01.727

Tom: I have not reviewed it, but not on this podcast, but on one of the last episodes, or rather most recent, fingers crossed, episodes of the VG Press with Arnie.

01:54:02.187 --> 01:54:04.687

Tom: We did pretty in-depth impressions on it.

01:54:04.907 --> 01:54:10.887

Phil: That's right, in episode 136 of The Press Room, available at thevgpress.com.

01:54:11.447 --> 01:54:20.827

Phil: Now, I edited that show, but I didn't appear on it, and I don't remember your impressions of it, so why don't you give me a break and tell me, recap to our listeners, what you thought of it.

01:54:21.747 --> 01:54:23.427

Tom: Well, here's the thing.

01:54:23.887 --> 01:54:37.907

Tom: Going into it, on the VG Press, there had been this hilarious reaction to the game where basically everyone either thought it was literally the greatest game ever created or the worst game ever created.

01:54:38.447 --> 01:54:45.947

Tom: So going into it, I had huge expectations for it, either to be total and utter shit or completely awesome, right?

01:54:46.347 --> 01:54:54.107

Tom: And generally when there's something that people either love or hate, I'm almost always on the love end of the scale.

01:54:54.627 --> 01:54:55.067

Phil: Really?

01:54:55.087 --> 01:55:03.027

Tom: Here though, when I actually did eventually play it, my reaction was, you could say disappointment, but I would say apathy.

01:55:03.827 --> 01:55:15.007

Tom: It just didn't, nothing in it grabbed me, and the thing that most bothered me about it was, throughout the entire game, it is screaming on the top of its voice that this is not a game.

01:55:15.027 --> 01:55:21.767

Tom: This is something new, innovative, cool and awesome, and you should probably suck our dicks because we're that fucking awesome.

01:55:22.327 --> 01:55:31.747

Tom: Yet at the same time, there was so much gamey shit in there that just completely ate away at all the interesting presentation things that they were doing.

01:55:32.067 --> 01:55:53.007

Tom: Like the stupid fucking invisible walls and the incredibly obnoxious way they tried to cover them up and the really stupid gamey puzzles and things like that just bothered me so much because the presentation, a general tone of the game was saying that we're not doing this stuff, and yet they blatantly are.

01:55:53.307 --> 01:55:55.147

Phil: So now, there's probably plenty of...

01:55:55.487 --> 01:55:59.467

Tom: Which probably sounds much harsher than my actual reaction, but I did enjoy it.

01:55:59.847 --> 01:56:01.727

Phil: You did enjoy the actual gameplay of it.

01:56:02.327 --> 01:56:09.187

Phil: And we have plenty of listeners who probably haven't played this because it was a Sony exclusive and will ever be.

01:56:10.507 --> 01:56:16.547

Phil: And it's made by That Game Company, which was founded by Genova Chen and Kelly Santiago.

01:56:16.567 --> 01:56:19.707

Phil: They went through USC's game development school.

01:56:20.367 --> 01:56:23.167

Phil: And they're a small team based in Los Angeles.

01:56:24.107 --> 01:56:26.767

Phil: And basically, it's a...

01:56:26.947 --> 01:56:33.187

Phil: If you take Flow and Flower, it's an evolution of those two things.

01:56:33.207 --> 01:56:37.347

Phil: So Flow was a 2D game where you went around eating stuff and you grew a long tail.

01:56:37.767 --> 01:56:41.387

Phil: Flower was a 3D game where you fly around growing, you know, getting a tail.

01:56:41.887 --> 01:56:46.107

Phil: In this game, they actually put you on the ground in a humanoid figure.

01:56:46.127 --> 01:56:51.307

Phil: So you're not some microscopic fish thing or you're not some colors of the wind.

01:56:51.687 --> 01:56:55.307

Phil: You're an actual humanoid with legs that you can control.

01:56:55.327 --> 01:56:55.927

Tom: Wait, wait, wait.

01:56:55.947 --> 01:56:56.987

Tom: Towers of the Wind.

01:56:57.027 --> 01:56:59.047

Tom: That's an indie game waiting to happen.

01:56:59.287 --> 01:57:03.387

Phil: I think Disney probably has something to say about that.

01:57:04.187 --> 01:57:06.907

Phil: The good thing is they go back to dual analog stick control.

01:57:07.147 --> 01:57:10.687

Phil: So it's like traditional controls of a humanoid.

01:57:10.787 --> 01:57:18.967

Phil: And basically you start the game and your goal is to walk from one side of this world to another, in effect describing the title Journey.

01:57:19.887 --> 01:57:28.187

Phil: So I would say that the gameplay, basically if Flower is a flight sim, this is a SSX type game.

01:57:28.207 --> 01:57:36.107

Phil: This is a snowboarding game, which is really funny when you consider the highfalutin setting and message behind the game.

01:57:36.887 --> 01:57:40.627

Tom: SSX in reverse, basically, because you're going up the hill instead of down it.

01:57:40.947 --> 01:57:42.547

Phil: Yeah, you're going up and down hills.

01:57:42.567 --> 01:57:45.387

Phil: I mean you walk up the hills and you can surf down them.

01:57:45.627 --> 01:57:48.587

Tom: Yeah, but the general intent is to go up.

01:57:49.187 --> 01:57:49.547

Tom: That's...

01:57:50.607 --> 01:57:51.667

Tom: That's where the game ends.

01:57:51.967 --> 01:57:54.267

Phil: Yeah, I guess so, at the very end.

01:57:54.667 --> 01:57:58.247

Phil: And you will get to the end fairly quickly.

01:57:58.267 --> 01:57:59.667

Phil: It's only a 70-minute game.

01:57:59.707 --> 01:58:03.567

Phil: I thought that the surfing aspect of the game was quite satisfying.

01:58:03.807 --> 01:58:04.227

Phil: Indeed.

01:58:04.307 --> 01:58:05.767

Phil: I think they did a very good job.

01:58:05.787 --> 01:58:07.507

Tom: The sand was awesome.

01:58:07.627 --> 01:58:09.067

Phil: The sand was amazing.

01:58:09.087 --> 01:58:12.567

Phil: They got the physics of the sand down perfectly, I thought.

01:58:12.587 --> 01:58:13.947

Phil: And also the sense of...

01:58:14.127 --> 01:58:31.587

Tom: It's even funnier after watching the documentary, the behind-the-scenes feature on Uncharted 3, where there's this humongous game with like $20 million spent on it and talking for like one hour on how amazing their sand physics is.

01:58:31.787 --> 01:58:37.767

Tom: Then That Game Company comes along with a couple of hundred thousand, maybe a few million and just shits all over them.

01:58:37.767 --> 01:58:39.107

Phil: Yeah, absolutely.

01:58:39.287 --> 01:58:48.067

Phil: And the Santa Monica Studio, the God of War Sony Studio does provide some assistance to That Game Company, we should add.

01:58:48.307 --> 01:58:51.667

Phil: They might be standing on the shoulders of giants for some of this stuff.

01:58:52.427 --> 01:59:00.727

Phil: Certainly the stuff that they do in-house, the actual concept and art and music and the basic programming.

01:59:01.667 --> 01:59:04.867

Phil: But the fit and finish on this game is top shelf.

01:59:05.047 --> 01:59:31.087

Phil: I mean, this is, if you want to look at something that's been well constructed in terms of its presentation, and as I said about the last game, production values, this is really a showpiece that Sony has shined as a signpost of, look at what a video game can be from everything from, you know, the custom fonts and the menu layout to its presentation, which is, you know, dreamlike.

01:59:31.207 --> 01:59:33.447

Phil: It's basically a lucid dream type setting.

01:59:34.747 --> 01:59:53.827

Phil: So I thought that the actual physical gameplay of surfing around was fun, and then also you can walk around and hop on the scarf of your friend, and this is perhaps the most notable thing about the game, is it has a really passive online multiplayer.

01:59:54.227 --> 02:00:00.727

Phil: The only way to really play this game and get the most out of it is to play online multiplayer, and that is basically just a sign on the PSN.

02:00:01.627 --> 02:00:09.247

Phil: During the course of the game, you'll see other people just turn up, and they won't have their PSN IDs floating above their heads.

02:00:09.267 --> 02:00:12.587

Phil: There's nothing to really say that they are a human at all.

02:00:13.327 --> 02:00:17.347

Phil: In fact, when I first interacted with them, I wasn't sure if this was just...

02:00:17.807 --> 02:00:20.867

Phil: I assumed, in fact, that this was just the game AI.

02:00:20.887 --> 02:00:22.327

Phil: These were non-playable characters.

02:00:22.407 --> 02:00:28.647

Phil: But after walking along with one of these for a while, it was very clear that this was some other human being.

02:00:29.627 --> 02:00:33.047

Phil: Because the AI was not AI.

02:00:33.887 --> 02:00:42.927

Phil: And it was actually revealing to see how bad AI is in games, because as soon as you see a human actor that you thought was an NPC, you're like, that's just too...

02:00:43.627 --> 02:00:47.427

Phil: Yeah, you can tell immediately that this is a real human, not a bot.

02:00:48.067 --> 02:00:51.327

Phil: And that was really kind of shocking, because it was so seamless.

02:00:51.547 --> 02:01:05.587

Phil: Because you know, as we've gone on before, whenever we've gone to play online, particularly on PSN, it's usually like a big, long ordeal of Skyping each other, finding the lobbies, invites, the whole thing.

02:01:05.607 --> 02:01:21.467

Phil: And what this small company has been able to do is basically take the archaic infrastructure of PSN and provide this flawless online multiplayer where, even if you don't like playing online, you're going to enjoy this, and it's going to touch you and move you in a way.

02:01:21.947 --> 02:01:23.507

Phil: So I thought that was notable.

02:01:23.747 --> 02:01:24.427

Tom: Indeed, agreed.

02:01:24.447 --> 02:01:29.027

Tom: That was easily the best part of the game, and I had no problems with that whatsoever.

02:01:29.047 --> 02:01:39.347

Tom: Except, I think I said I would have liked, if it was possible, to also specifically play with a friend, but that's not a criticism of what was actually there.

02:01:39.367 --> 02:01:44.247

Phil: One of the things they talked about in the making of, and by the way, this is an excellent collector's edition.

02:01:44.267 --> 02:01:46.187

Phil: We've talked about some duds recently.

02:01:47.127 --> 02:01:49.287

Phil: This is a great collection.

02:01:49.307 --> 02:01:55.387

Phil: They've got the full soundtrack, which they make exportable to USB, and the artwork.

02:01:55.547 --> 02:02:00.167

Phil: So there's an option right there where you can just get the soundtrack and the artwork off of the disc.

02:02:01.127 --> 02:02:03.547

Phil: It's got game commentaries from various people.

02:02:03.667 --> 02:02:06.347

Phil: You can pick who you want to listen to, and videos as well.

02:02:07.347 --> 02:02:08.267

Phil: It includes three...

02:02:08.767 --> 02:02:10.607

Phil: I'm reading bullet points, people, can you tell?

02:02:11.067 --> 02:02:14.967

Phil: It's got three additional mini games on there that they made at a game jam.

02:02:15.867 --> 02:02:17.667

Phil: Yeah, making of video.

02:02:18.367 --> 02:02:19.907

Phil: It's all really well done.

02:02:20.347 --> 02:02:36.767

Phil: What they were talking about in that making of video, Kelly Santiago was talking about how when you walk along a trail, and you are out bush walking or whatever, in the city if you walk past someone, you don't say hello to them, right?

02:02:36.787 --> 02:02:43.227

Phil: But if you're walking along a bush trail and you haven't seen someone for 20 minutes and someone else comes along, you know, you're sharing something.

02:02:43.247 --> 02:02:51.227

Phil: And you'll say hello to them or smile or some small comment, because there's something that you're both sharing that no one else is experiencing at that time.

02:02:51.247 --> 02:03:13.787

Phil: So I think that the reason why they don't let you pick who you go along with is because the very fact that you're sharing this secret or this journey with a stranger somehow makes it much more intimate and touching, as opposed to doing it with your buddies, where you could be goofing off all the time or talking over Skype with each other, saying, oh, well, isn't this shitty?

02:03:13.927 --> 02:03:16.307

Phil: Or, you know, this sort of stuff.

02:03:16.907 --> 02:03:19.307

Tom: But here's an idea for you to consider.

02:03:20.067 --> 02:03:23.047

Tom: What if you could unlock the ability to play with someone you know?

02:03:23.547 --> 02:03:28.207

Phil: I was just about to say, yeah, after you've beaten the game once, it would be great if that wasn't unlockable.

02:03:29.807 --> 02:03:43.967

Phil: I think the other reason, perhaps the real reason, is obviously this would then create a higher level of, perhaps, programming and development time and all the rest of it.

02:03:43.987 --> 02:03:53.807

Tom: Another thing to consider would also be, would mean that you will get less people for the normal multiplayer, because you will get more people who's playing through it a second or third time.

02:03:55.107 --> 02:03:56.047

Phil: And it's really cool.

02:03:56.067 --> 02:04:02.867

Phil: Like I said, there's no PSN IDs until after the credits roll, and then they show you who you went along with this journey with.

02:04:04.907 --> 02:04:06.367

Phil: And I thought that's notable.

02:04:06.687 --> 02:04:11.647

Phil: I thought what was groundbreaking was the communication that you have with this other person.

02:04:12.587 --> 02:04:14.627

Phil: You can only make this peeping noise.

02:04:15.107 --> 02:04:16.427

Phil: It's like a beep, basically.

02:04:16.447 --> 02:04:19.467

Phil: It's a single tone to let the player know something.

02:04:19.547 --> 02:04:22.567

Phil: So, you know, you can...

02:04:22.787 --> 02:04:27.967

Phil: And just how amazing it was to be able to communicate all these very different things with just this one beep.

02:04:28.907 --> 02:04:42.187

Phil: So, you know, if something dramatic just happened and you just evaded a boss, then you'll sound like a couple of birds chattering away because you'll be all beep, and then the other person will be all beep, beep, beep, beep, beep.

02:04:43.147 --> 02:04:49.587

Phil: And I found that to be wonderful, and it was somewhat amazing to me that you could communicate so much.

02:04:49.607 --> 02:04:52.527

Phil: So, you might say thank you, and they might say you're welcome.

02:04:52.847 --> 02:04:58.707

Phil: And you're just using this one beep, but you know what they're saying and they know what you're saying somehow.

02:04:59.727 --> 02:05:13.667

Phil: And it really made me felt like now when I listen to birds, you know, how much challenging or how much joy can come from that, because they're communicating all these things just with a few simple tones and not having a real vocabulary.

02:05:13.847 --> 02:05:16.687

Tom: Well, that depends on the bird species, of course.

02:05:17.407 --> 02:05:18.387

Phil: Yeah, it does.

02:05:19.087 --> 02:05:22.547

Phil: But, you know, I'm just thinking like, I thought that was a really great thing.

02:05:24.187 --> 02:05:33.867

Phil: And for a game to bring me a couple of very new and different experiences was, you know, obviously very notable for me.

02:05:33.887 --> 02:05:34.127

Phil: Yep.

02:05:35.147 --> 02:05:36.287

Tom: I can see where this is going.

02:05:36.947 --> 02:05:39.087

Phil: Yeah, I think it was brilliantly done.

02:05:39.187 --> 02:05:41.367

Phil: I think this is the thing.

02:05:42.427 --> 02:05:45.427

Phil: I was amazed to find out that this was a Western company that made this game.

02:05:46.107 --> 02:05:47.647

Phil: And as a result, yeah.

02:05:48.407 --> 02:05:49.707

Tom: Seems very Western to me.

02:05:49.967 --> 02:05:53.167

Phil: To me, it seems very Japanese.

02:05:53.847 --> 02:05:54.307

Tom: How come?

02:05:54.467 --> 02:05:59.327

Phil: Because you might remember a time when Japanese games were weird and quirky and innovative.

02:06:01.427 --> 02:06:06.847

Phil: And Western games were by the book, sports games, shooters, that sort of thing.

02:06:06.867 --> 02:06:11.107

Tom: Okay, so as opposed to there being some sort of cultural thread that you picked up upon.

02:06:12.147 --> 02:06:12.807

Phil: Exactly.

02:06:12.907 --> 02:06:13.327

Tom: Gotcha.

02:06:13.347 --> 02:06:14.007

Phil: Exactly.

02:06:14.167 --> 02:06:21.687

Phil: Even though Jenova Chen does speaking in English as a second language, which is why he says he doesn't include speaking in his games, because he has nothing to say in English.

02:06:21.767 --> 02:06:22.027

Tom: Yep.

02:06:22.487 --> 02:06:29.907

Phil: And he wants his games to be, you know, even though he's an American, he wants his games to be, you know, to speak to his audience.

02:06:30.187 --> 02:06:34.367

Phil: So he keeps it without language, which he notes also makes it easy to localize.

02:06:34.407 --> 02:06:34.647

Phil: Yep.

02:06:35.207 --> 02:06:54.907

Phil: So I think it is funny that, you know, Japanese games used to be the quirky, funky, innovative games, and the Western games used to be the boring ones, but now it's the Westerners who are doing all the quirky, ridiculous games, and the Japanese are making Lost Planet 3 and other games to appeal to Western sensibilities.

02:06:54.967 --> 02:06:55.907

Tom: Resident Evil 6.

02:06:56.647 --> 02:06:56.967

Phil: Yep.

02:06:57.527 --> 02:06:58.347

Phil: Perfect point.

02:06:58.567 --> 02:06:59.487

Phil: So, I don't know.

02:07:00.867 --> 02:07:02.627

Phil: I would probably give it a 10.

02:07:02.647 --> 02:07:11.627

Phil: I could be convinced to give it a 9, but my feeling right now is I give it a 10 because it was such an enjoyable experience.

02:07:11.647 --> 02:07:15.147

Phil: I played it from start to finish in one sitting after a very long day.

02:07:16.327 --> 02:07:20.227

Phil: Like I said, it only took me 70 minutes, and it's a game that I will play again.

02:07:20.247 --> 02:07:36.287

Phil: And I thought it was basically getting all of those points for production value, innovation, originality, and then the passive online mode and groundbreaking communication mode.

02:07:37.667 --> 02:07:38.567

Phil: I thought it was brilliant.

02:07:38.987 --> 02:07:42.787

Phil: You know, we really should have probably had Rob Lozak on this episode.

02:07:42.827 --> 02:07:50.247

Phil: He's on a couple of shows ago with our special Nintendo correspondent because I know he has the exact opposite view of these two games as I.

02:07:50.267 --> 02:07:52.247

Tom: I believe the score is a zero out of ten.

Phil: For Journey?

Tom: Yeah.

Phil: And he said Flower was a, quote, real game, and it is a real game.

Phil: I will give it that, but it's not much fun.

Tom: Well, it does sound like the main reason for that is the controls.

Phil: Oh, absolutely.

Tom: Yeah.

Phil: I was actually shocked that there was no way to, like, select dual analog for that.

02:08:15.907 --> 02:08:17.987

Phil: But he's not alone in his praise for that game.

Phil: Flower received Best Independent Game Fueled by Do in the 2009 Spike Video Game Award.

Tom: That is, as in Mountain Dew?

Phil: Yes.

Tom: And what does that even mean?

Phil: It means that Mountain Dew paid the Spike Video Game Award to say that this was the best independent game fueled by Dew.

Tom: How exactly was it fueled by Mountain Dew?

02:08:43.527 --> 02:08:47.427

Phil: Well, the best independent game part was fueled by Dew, the actual award.

02:08:48.707 --> 02:08:53.667

Tom: I was hoping this was made under some sort of Mountain Dew binge, something like that.

02:08:54.067 --> 02:08:56.547

Phil: No, I don't think they have stringent testing standards for that.

02:08:56.567 --> 02:08:59.647

Phil: They just apply that award willy-nilly.

02:08:59.647 --> 02:09:00.467

Phil: Okay.

02:09:00.507 --> 02:09:01.487

Phil: They don't go into it.

02:09:01.507 --> 02:09:02.687

Tom: That should be a game jam.

02:09:02.747 --> 02:09:06.747

Tom: You go to the game jam and the only thing you're allowed to subsist on is Mountain Dew.

02:09:07.367 --> 02:09:10.767

Phil: I think that's pretty much the case in these game jams anyway.

02:09:11.167 --> 02:09:13.147

Tom: They probably have Doritos as well though now.

Phil: Yeah, yeah.

Phil: Now, I didn't tell you what happened at the video game store.

Tom: No, you didn't.

Tom: But before we move on from Journey, because this game is both finished, and we've been getting out of the habit of doing this, but we need to get back to our proper, genuine official scores, which means I've got to give it a score as well.

Phil: But you've already given it a score, haven't you?

Tom: Yeah, but not on this podcast.

02:09:34.427 --> 02:09:36.967

Phil: Okay, all right, so I'm going to give it a 10.

02:09:36.987 --> 02:09:38.107

Tom: Yep, you've given it a 10.

02:09:38.127 --> 02:09:40.167

Tom: I give it a 6 out of 10.

02:09:40.367 --> 02:09:43.847

Tom: And I don't really disagree with much of what you said.

02:09:43.867 --> 02:09:50.707

Tom: The things that you enjoyed about the game the most, I fully embrace as well, and that's why it doesn't get a 5 out of 10.

02:09:50.727 --> 02:09:55.187

Tom: So that gives us an average of 16 out of 20, I believe.

02:09:56.307 --> 02:09:59.467

Tom: So that's our official Game Under score for Journey.

02:09:59.707 --> 02:10:00.387

Phil: Yeah, right on.

02:10:00.647 --> 02:10:02.447

Phil: Someone should be keeping track of all of these.

02:10:02.547 --> 02:10:03.767

Tom: Yeah, well, yeah.

02:10:03.787 --> 02:10:07.607

Tom: We should have a long compendium of scores on the website.

02:10:08.147 --> 02:10:12.367

Phil: And then we can get out awards and then notify the developers that they've been given.

02:10:12.567 --> 02:10:13.047

Tom: Exactly.

02:10:13.067 --> 02:10:14.407

Phil: 16.5 out of 20.

02:10:15.327 --> 02:10:16.107

Phil: It's a good system.

02:10:16.727 --> 02:10:17.307

Tom: Absolutely.

Game Under Podcast 124

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Intro
0:00:05 Game Under Obituries
Feature
0:00:48 Hiroshi Yamauchi
0:08:14 Nelson Mandela
0:12:22 Richie Benaud
0:15:45 Saturo Iwata
0:21:55 Sean Price
0:29:34 Rick May
Outro
0:39:33 Thanks for Listening

Transcript

Phil: Hi everyone, this is Phil Fogg.

Phil: I'm not joined by Tom Towers this week, sadly, because we're just going to do a special small show, basically after doing Rick May's obituary in our last episode.

Phil: For this episode, episode of The Game Under Podcast, I decided to go back and listen to some of our obituaries that we've run over the last seven years.

Phil: This is nothing that we do that's planned, as always it's impromptu and always irreverent.

Phil: And I thought it might be something that you could enjoy in these unprecedented times.

Phil: Thanks for listening.

Phil: Other bad news from Japan in, I guess, is Hiroshi Yamauchi has died.

Phil: He is the dude that ran Nintendo when it was in its NES era.

Phil: So basically, this is the guy responsible for the company that saved home console gaming, brought it back from the dead.

Phil: And so, he is dead now.

Phil: Dude was worth billion dollars, the th richest man in Japan at the time of his death, which makes you wonder, if he had billion and his other dudes richer than him, it's probably like Mike Toyoda.

Tom: Mike Toyoda?

Phil: Stan Hattach.

Tom: John Honda.

Phil: John Honda, Tim Sushi, and Frank Kickamont.

Tom: Or Pento.

Phil: Yeah, so he's dead.

Phil: I mean, do you have any strong feelings about this?

Tom: I'm just surprised that he is apparently so hated.

Tom: And it's all because he's sold rare, apparently.

Phil: Oh, is that why?

Tom: Yeah, apparently.

Phil: So here's the deal with him, right?

Phil: He was a hard motherfucker.

Phil: He was the guy that basically told the publishers, you can only produce three games on our NES each year, you know, which forced Konami, for example, to set up shadow companies like Ultra, so they could make Metal Gear Solid.

Phil: You know, there's all this stuff going, these shadow games going on.

Phil: And they made sure that they were the only manufacturer of the cartridges all the way up through the DS and DS era.

Phil: So, if you're a publisher, you can't make your own DS cart.

Phil: You have to submit your game to them.

Phil: They press it on the cart and on and on and on.

Phil: So, you know...

Tom: Was he the one that also monopolized the American games industry in that he did many deals with outlets so that they could only sell Nintendo consoles?

Phil: Yes, yes.

Phil: And this got, they got sued for that and there was regulation that followed.

Phil: He was in charge when they were in trouble for price fixing in the EU.

Phil: He's just a hard mother, you know.

Phil: He just ran things the way he wanted to run it.

Phil: He crushed small guys.

Phil: He probably was the guy who put the hit out for Gunpei Yokoi.

Phil: Undoubtedly.

Phil: Undoubtedly.

Phil: He probably killed him himself.

Phil: Ran him over.

Phil: So, he cuts, he puts a, drills a hole in the oil filter so his car stops on the freeway.

Tom: Yep.

Phil: And follows him and runs him down.

Phil: Yeah.

Tom: Absolutely.

Phil: I believe that, looking at him.

Phil: He owned a series of spas and stuff in Japan.

Phil: Now this has just turned into Hiroshi Yamauchi trivia.

Phil: We're not reading.

Tom: It's his loving obituary.

Phil: It's funny because we're not reading from notes.

Phil: I didn't do any research for this.

Phil: It's just general information you have about this dude.

Phil: He's the dude that probably knocked Nintendo for a couple of gens by insisting that they stick with the carts on the N

Phil: Yep.

Phil: Which, you know, from a technical perspective, I agree with, but from a market perspective, it was ridiculous because it made their games slower to manufacture, more expensive and less publisher-friendly.

Phil: And more expensive to buy, so yeah.

Phil: So he's dead.

Phil: And one day on this podcast, we'll be talking about Iwata being dead.

Tom: Can I ask, is there a way we can link him somehow to the Yakuza?

Phil: Oh, most definitely.

Phil: I mean, you're not the th most richest man in Japan who runs his business like it is a mob outfit.

Phil: Absolutely.

Tom: Yep.

Phil: You know this guy.

Phil: Yeah, absolutely.

Tom: So we could basically call this a Yakuza kills one minute.

Phil: Yes, and Yakuza is involved with Sega as well.

Tom: So perfect.

Tom: It all came together.

Phil: Thank you Well, first Yamauchi, now Tom Clancy.

Tom: Is dead.

Phil: Dead.

Phil: Age

Phil: And I thought...

Tom: Was he assassinated?

Phil: Um, it's unknown at this time, the cause of his demise.

Tom: Well, I'm putting my money on assassination.

Phil: Yeah, this is a man who sold his name to Ubisoft in

Phil: Ubisoft has said that they will continue pumping out Tom Clancy-inspired games.

Tom: Now, you say he sold his name to Ubisoft in

Tom: Why are you using that as an example?

Tom: Because Tom Clancy Games as a brand have existed long before then.

Phil: Mm-hmm, that's when they locked it in.

Phil: That's where they...

Tom: Okay.

Phil: Ubisoft can now...

Tom: So no one else could make Tom Clancy stuff after that?

Phil: Not games, no.

Phil: That's it.

Phil: They bought out his name.

Phil: So if you...

Phil: And Ubisoft can do anything they want with it.

Phil: They could bring out Scented Underwear.

Tom: Tom Clancy's Cooking Mama.

Phil: Tom Clancy's Cooking Mama.

Phil: That would have to be a joint with Majesco.

Phil: They could do Tom Clancy, Nancy Drew Mysteries.

Tom: Another joint project.

Phil: Click and Point Adventure, yeah.

Phil: So there you have it, dead.

Phil: And yeah, I just felt that you might want to just say something at his passing.

Phil: You know, I know how much you like Tom Clancy games and his novels.

Tom: I do actually like Tom Clancy games.

Tom: I'll have you know.

Phil: Oh, did you quite enjoy End War, the voice operated RTS?

Tom: That's my favorite Tom Clancy game, in fact.

Phil: Yeah, mine too.

Phil: I bought that, then I realized I don't have a microphone.

Phil: So I tried hooking up a SingStar one, but that was from a different region.

Phil: So it didn't go too well.

Tom: That's disappointing.

Phil: Yes, it is disappointing.

Tom: And yet, despite that, it's still your favorite.

Tom: I think that shows how good it was.

Phil: I think my favorite Tom Clancy game is probably Splinter Cell

Phil: What was the team squadron Tom Clancy, Ghost Recon?

Phil: Ghost Recon?

Tom: I am very, very disgusted by what you've said there.

Tom: I think we'll find the correct answer to that question is Rainbow Six.

Phil: Ah, Rainbow Six, yeah.

Phil: No, no, I'm thinking Ghost Recon.

Tom: That's the crappy one.

Phil: Yeah, the crappy one, I have a bunch of them on the Xbox, the Xbox real one, and I played a couple of minutes of that, and that was memorable.

Phil: So I just thought we'd put Tom Clancy to bed here and bit his memory, you know, fond voyages, Tom Clancy.

Tom: This is what happens when we have someone die who we can't link to the mafia in one way or the other.

Phil: Well, he's obviously linked to the CIA, which is a mafia of types.

Tom: Well, I did say he was assassinated.

Phil: Yeah, we do the worst obits.

Phil: If you have an enemy or a nemesis and you finally kill them off, please let us know.

Tom: Can you imagine what would have happened if I'd chosen to say anything after Ryan Davis had died?

Phil: Oh, yeah, no, yeah, I'm glad that you didn't.

Phil: So, in other news, unfortunately, we have to deliver the news.

Phil: Probably people haven't heard this yet.

Phil: This is eulogy that, on the face of it, doesn't have much of gaming currency.

Phil: But Nelson Mandela has died.

Phil: And this is-

Phil: Nelson Mandela.

Phil: He was a human rights leader from South Africa.

Phil: Little known of, little heard of.

Tom: I hadn't heard of him.

Phil: No, no.

Phil: He was a black man put in jail.

Tom: You mean African-American?

Phil: No, no, no.

Phil: Just a genuine African.

Phil: No American seed had infiltrated his DNA.

Phil: In any case, Nelson Mandela was an African who, for years, spent his time in jail.

Phil: And people were like, well, why are you guys talking about this guy no one's ever heard about?

Tom: Who was a criminal.

Phil: A criminal terrorist on The Video Game Podcast, right?

Phil: Well, the fact is that he had the stupidity, absolute lack of judgment to die a week before the PlayStation came out in his territory.

Phil: Now, the PlayStation is now available in countries, the Czech Republic, Greece, Turkey, Australia, South Africa.

Phil: This is approximately more, oh no, exactly more territories, or more territories rather than the Xbox One.

Phil: And, you know, I mean, the Xbox One isn't releasing in South Africa.

Phil: You know, obviously, racists.

Phil: But the PlayStation has now released in countries, including South Africa.

Phil: And had Nelson Mandela hung on for one more week, one can only think that he would have been playing Resogun, Assassin's Creed

Tom: Killzone Shadow form?

Phil: Killzone Shadow form.

Phil: So, I mean.

Tom: Or he might have been playing Call of Duty Ghosts.

Phil: He may have been playing Call of Duty Ghosts, or watching Alcatraz.

Tom: Had the Xbox One come out by that stage?

Phil: No, not in South Africa, sadly.

Phil: And that may have.

Tom: Maybe what happened was, he was a, as we know, he'd been sick for a while.

Phil: Yep, very sick.

Tom: Yep, so he was a Nintendo fanboy, and had the Wii U.

Tom: And so he was holding on, holding on for the PSlaunch to fail, as the Wii U's had, right?

Tom: Then elsewhere, the sails were through the roof, and that was it.

Tom: He couldn't go on, and he didn't want to see it happen in South Africa as well.

Phil: That was it for him.

Phil: And I mean, this is so sad.

Phil: Here's a man who obviously had...

Tom: Loved the Wii.

Phil: Loved the Wii.

Tom: And the Wii U.

Phil: Loved his Wii.

Phil: All those years in jail, he would have been playing his SNES, his GameCube.

Phil: Upon release, Winnie would have introduced him to the Wii, and sadly, he left Winnie, but would have firmly clutched his Wii, even in her absence, and upon seeing the success of the PlayStation couldn't carry on any further, and seeing it coming toward Africa, he relented.

Phil: And let me just say that at this point, we have successfully penetrated West Australia.

Phil: We now do have faithful listeners in West Australia, and for that, I am fortunate, and full of thanks and gratitude.

Tom: Are we into Africa yet?

Phil: Unfortunately, we are yet to penetrate Africa.

Tom: But we're now blacklisted from Africa.

Phil: We're whitelisted, apparently, because of our race.

Phil: And this is unforgivable.

Phil: I don't understand why Africa hasn't turned to us for the video game news and commentary.

Phil: Yeah, and also, you know, we want to give respects to fellow podcaster Richie Benaud.

Phil: Boy hadn't been at it long, which makes his...

Tom: I believe he died in a car crash.

Phil: Yeah, his loss is all the more tragic, particularly since, you know, the recent release of Furious

Phil: But Richie Benaud, Paul Oneout, fellow podcaster.

Phil: And that ends Game Under.net's exercise in podcasting.

Tom: Unless I missed something, that was a surprisingly positive obituary for Richie Benaud, except for my comment.

Phil: Well, I probably confused our international audience by drawing him into Fast and Furious.

Phil: So I think it was a highly disrespectful.

Phil: I don't think we'll be clipping that and sending it to his wife.

Tom: It works.

Tom: You went along with it though, so that's okay.

Tom: He was an infamously bad driver.

Tom: That's what that is.

Phil: Well, if you didn't know.

Phil: Fuck man.

Phil: You should be glad I know the dude's name and how to pronounce it.

Phil: You know, it's not like he's that dude, you know, the guy who drove race cars and died.

Tom: Paul Walker?

Phil: No, the Aussie guy.

Phil: He drove a Ford.

Phil: Dick Johnson drove the other car.

Phil: He was a guy that rode cars.

Phil: He died in a car crash.

Phil: He was very famous.

Phil: Peter Perfect, Peter...

Phil: Guy, the guy.

Phil: Bathurst, Marlborough, nothing.

Phil: The guy.

Phil: What's his name?

Tom: Wynn.

Phil: There was a guy that used to win the...

Tom: There was a guy once.

Phil: There was a guy once.

Tom: Drove racing cars.

Phil: Yeah, the Bathurst race.

Phil: And it was him and Dick Johnson, which is the guy's real name.

Phil: And it's Peter.

Tom: I know that.

Phil: Peter Guy was the guy that drove the competing manufacturer's car.

Phil: And most often...

Tom: Peter Brock is the famous Bathurst driver.

Tom: He's not dead.

Phil: He is dead.

Phil: He died in a car crash.

Tom: When?

Phil: Years ago.

Tom: Yeah, yeah, yeah.

Tom: Yeah.

Phil: You're Australian.

Tom: You should know this stuff.

Tom: Yes, no, you're right.

Phil: He died a lot.

Tom: Who the fuck am I thinking of then?

Phil: He died like a...

Phil: I don't care who you're talking about.

Phil: I'm talking about Peter Brock, Peter Povec.

Phil: He can beat against Dick Johnson.

Phil: Anyway, he's dead.

Tom: The king of the mountain.

Phil: Yeah.

Phil: Now, who?

Phil: Dick Johnson or this guy?

Tom: Peter Brock.

Phil: Peter Brock.

Phil: Yep.

Phil: So, respectfully, we, uh, obiturize Peter Brock.

Phil: And that ends up...

Tom: He's famous for his commentary career in cricket.

Phil: Yes.

Tom: If anyone was wondering.

Phil: Unfortunately, not a podcaster, but, um, let's hope that he passes the key test at the pearly gates.

Phil: Thanks for watching!

Phil: And on to Graver News, we occasionally obiturize people on the podcast, but this is probably one where we're not gonna...

Tom: Well, you might not be.

Phil: Well, we obiturize Peter Brock.

Tom: Yup.

Phil: Right?

Phil: But obviously, you know, the most significant passing of late is, you know, Saturo Iwata, the leader of Nintendo, and age so came to bile duct cancer.

Phil: Yup.

Phil: And having said that, I can't say what I was going to say now.

Tom: Because it was too offensive or not offensive enough.

Phil: Because it's too offensive.

Phil: Because I didn't make the association before.

Phil: See, when we give obituaries on this show, we generally accidentally insult the party that we're obiturizing.

Tom: I'm not sure how accidental it is.

Phil: Well, sometimes it's accidental, as is in the case with Peter Brock.

Phil: I forget who else-

Tom: That was the best one.

Phil: Yeah.

Phil: You know, the guy.

Phil: I was going to be like a jerk.

Tom: You also, I think, accidentally did the same with Richie Benaud by making the inference to his bad driving skills, which you were not aware of.

Phil: Correct.

Phil: Yes.

Phil: And so, you know, it occurred to me, like it'd be a really jerky thing to start saying bad things about Iwata.

Tom: But it would also be jerky for us not to.

Phil: Right.

Phil: So one of the things I was throwing around in my head last night was, well, you know, you say Iwata asks, I say, Iwata asks.

Phil: And he died a while back.

Tom: Shouldn't it be Iwata asked?

Phil: No, I was saying asked.

Tom: Yeah, but the wittier.

Phil: Yeah, past tense, yes, wittier.

Phil: Yeah, but now we're gonna have to cut all of this out, of course, because Iwata was obviously a greatly respected and well-liked personality.

Tom: As was Richie Benaud.

Phil: Yes, and Ryan Davis.

Tom: And Peter Brock.

Phil: And Peter Brock.

Phil: And other people we've a bit surprised before.

Phil: The thing that I like about him is that, like I was listening to some pretty obscure podcasts about him attending business meetings for the DD, which I've talked about before, where they were trying to develop a nonviolent first person shooter, which involved using a water gun, which was later used as flood in Galaxy, sorry, Sunshine.

Phil: And obviously you see Splatoon as the fulmination of that.

Phil: And just to see someone who like, back with the Nand the DD and they're trying to bring it to America, they're like, we've got to have a shooter, but we're going to do it in a Nintendo like way.

Phil: We're going to have something that's nonviolent, that's fun, the protagonists of kids.

Phil: And then, they spent three years on this, the team that developed it thought that it was perfect.

Phil: And then Nintendo goes, no, we're not going to release the DD in America and this won't sell in Japan, so we're not going to do it, you know?

Phil: And I think, and to have him be involved in that, to have, they said he was coming to weekly meetings for that game, for this water pistol game, you know?

Phil: So on the obvious nice side, rainbow lollipop side of things, obviously to see Splatoon come out now and have such a success and to be universally adored by those who play it, that's great and that's what makes Nintendo great.

Phil: But then on the flip side, the other side of that is that, you know, he was a warrior in the trenches, he worked at our labs, and that is also what makes Nintendo great, is the fact that they're willing to bury projects that they work years on, because it's just not right.

Phil: It's not right for the time, it's not right for the console, they don't want to cheapen it.

Phil: And obviously, for him being a part of that company for such a long time had, you know, there's only been two leaders of that company in terms of video games, and he was the second one.

Phil: So yeah, and a lot of people were personally affected by it, I guess, because of his ebullient public persona.

Phil: Is that right?

Tom: I would say so.

Tom: Personally, I didn't actually watch many Nintendo Directs, so that's not part of my personal experience, but on the VG Press, I believe he was one of the regular posters, so I was exposed to it in that sense.

Phil: Right, and the fact that someone of his stature and his knowledge of English would be brave enough to come to thevgpress.com and post, you know, a time and time again amongst us, you know, obviously showed a dedication to the gamers as well.

Tom: Absolutely.

Phil: His love for bananas could not be underappreciated and certainly shouldn't be overlooked as a part of this.

Phil: I also did not watch many Iwata asks or Nintendo directs, but sincerely, I think it's unfortunate and sad that he passed, but I think that also we cannot over, you know, give too much weight to the fate of Nintendo because of his passing.

Phil: Nintendo is going to be fine, come what will, but nevertheless, it is a tragedy for someone to die.

Phil: Quote, so young.

Tom: Is that young?

Tom: These days, I suppose it is, but...

Phil: That's why I said quote.

Tom: Yeah, thank God.

Phil: Because that's what I keep hearing, is so young, yes.

Tom: I mean, is a reasonable age.

Phil: It is a reasonable age to be.

Phil: I'm not sure it's a reasonable age to die anymore because nowadays they keep people alive, you know, forever, unnecessarily.

Phil: But enough about my parents.

Tom: So that means it is a reasonable age to die, is what you're saying.

Phil: For certain people, but not for Saturo Iwata.

Tom: Yep.

Phil: See how I saved the day there?

Tom: Yes.

Phil: But I didn't want to let this show end unless we properly obiturized Sean Price.

Phil: Now, Sean Price is a man who's actually older than me, very old, and so the fact that he died...

Tom: Is this the test we can make for if someone has died young or not?

Phil: Yes, absolutely, because I think he had had enough time because he is much, much older than me, Sean Price.

Phil: He was, of course, probably most famously from Boot Camp Click.

Tom: And How to Scouter.

Phil: Yep.

Phil: And was he Canadian?

Tom: I don't think he's Canadian.

Tom: He's surely from New York.

Phil: Okay, yep.

Tom: Born in Brooklyn.

Phil: Yep.

Phil: And I know him and I love him because he was featured in NBA K

Phil: He was a playable character in a street mode aspect of that game.

Phil: And that's probably his greatest accomplishment, so far as I can get to that.

Phil: I know that he did have a song or an album named Dirt.

Phil: And I can only assume that was the soundtrack of the...

Phil: Of Dirt?

Phil: Of the video game, is that right?

Phil: I think so.

Tom: The original one featuring another dead guy, because the first Dirt game was Colin McRae Dirt.

Phil: Now he died.

Tom: Yep.

Phil: Well, I don't...

Phil: That wasn't the first Dirt game.

Phil: I mean, Colin McRae...

Tom: Yeah, that was the first Dirt game, not the first Colin McRae rally game.

Tom: The first Dirt game did include the Colin McRae prefix, whereas Dirt and after his death, did not.

Phil: Exactly.

Phil: Yep.

Tom: So if you die, if you're a famous person, you die and you have a series, you will be immortalized by having your name removed from that product.

Phil: Yes, because that's respectful.

Phil: And you know, another thing that's respectful about this hip-hop rapper is he was a Muslim.

Phil: And I think we can all enjoy that fact.

Phil: We all appreciate religious diversity in whatever country we live in.

Phil: But what I found was that he's older than me, but he only converted to Islam in which meant he lived a great many years without being a Muslim.

Tom: And in fact, he lived more of his life without being a Muslim than being a Muslim.

Phil: He was disrespecting Islam than having respected it.

Phil: And you also have to have to think...

Tom: So does that actually, when he's being judged by Muhammad, factoring negatively rather than positively?

Phil: Well, the fact that he was before he finally got around to respecting Islam, just two years before -you've got to feel that probably led in some small way to his death.

Tom: Yeah, and I think that's an issue as well, that it was before -because I think after -is the only time you can convert to Islam and live less of your life as a Muslim than more of your life as a Muslim, and it'd be a positive thing due to the stigma.

Tom: But pre--who the hell cares?

Tom: I mean, it was more likely simply just doing it.

Tom: The other thing to be cool with all the hardline blacks in New York.

Phil: Well, let's not get racist about this kind of thing.

Phil: There's many Christian, African-Americans, Indians.

Tom: The five percenters, right?

Phil: Well, I don't want to get into that.

Tom: Those guys.

Phil: But the thing is-

Tom: And the black panthers.

Tom: Because you've got to be Muslim with them.

Phil: Well, you have to be.

Phil: You've got to be part of the brothers of Islam.

Phil: But the thing is this.

Phil: It's like, okay, so after the dude died, his fans raised $in support of his family.

Phil: And you know, I've got to say, this podcast has raised no money.

Phil: And we haven't sold out.

Phil: We haven't, you know, got to the age of or and then gone, oh, Islam, right?

Phil: And then died.

Phil: And then you are practically dead.

Tom: So where's the money?

Phil: So where's the money?

Phil: That's the issue.

Phil: So, I mean, we haven't raised

Phil: If we raise $we'd probably go to a weekly show, right?

Tom: At least for a year.

Phil: Yeah.

Phil: As opposed to the show costing me about $a year in terms of hosting fees and all the rest of it, we'd be actually in the black, so to speak.

Tom: So, we could then, if we're looking from that perspective rather than a wage, the next years, the podcast would be funded.

Phil: So, if you want this podcast...

Tom: A donation from these $

Phil: So, if you want this podcast to go on for the next years, and who wouldn't?

Phil: I mean, we're already in our th episode.

Phil: Can you imagine how good this would be if we did it weekly after years?

Tom: We should get to and refuse to do the rd.

Tom: Episode until we have raised $

Phil: So, rather than ask the listener now for their money, we just want you to hang in there.

Phil: We'll continue doing this bi-weekly.

Phil: And when we get to what point again?

Tom: We get to and then stop.

Phil: Right.

Phil: So, if we get to the age of we're going to stop.

Tom: The episode

Phil: Oh, really?

Phil: So, you're just giving people a two-episode window.

Tom: Two-episode ultimatum.

Phil: I thought you were giving him a -year window.

Phil: I'm obviously much more generous than you.

Phil: But in any case, I mean, I don't want to demean the poor man.

Phil: You know, obviously in with his work with Random Axe and Guilty Simpson and his work with Black Milk, you know, this is someone whose talents cannot be denied, you know, so, you know, God rest...

Tom: Are you familiar with his work beyond the soundtrack?

Phil: No.

Tom: To the video game?

Phil: No, after that I stopped listening.

Tom: Okay, well, I very much enjoyed Random Axe more than most people, because most people came into it with extremely high expectations and were disappointed.

Phil: On the basis of his video game work, I'm sure.

Phil: And you know, working with such talent as Black Milk and Guilty Simpson and Ghostface Killer, not to mention Jedi Mind Tricks and Willie the Kid, I think we were all expecting a little more of him.

Phil: But in any case, let Allah accept him under his bosom or whatever happens and consider yourself Sean Price a bit right.

Phil: Now, this isn't the jeans guy, right?

Phil: You didn't have the, that's the other guy.

Tom: The jeans guy?

Phil: Yeah.

Tom: I'm not, don't know.

Phil: Okay, all right.

Tom: So presumably that means this is not.

Phil: Indeed.

Phil: Is, we've got a special game, Game Under Urology, that didn't come out right, of the, the voice of Peppy dies, and I know you're a big Peppy fan.

Tom: Massive Peppy fan, obviously.

Tom: Which character was he?

Tom: Is he the frog?

Phil: Oh, so you know it, video game.

Phil: So.

Tom: Why that was, right?

Phil: Well, the funny thing is, is the hyperlink to this story is the story.

Phil: Rick May, and maybe we should call him Rick May Not now, uh, Team Fortress Soldier and Peppy the Hare voice actor dies at age from coronavirus.

Phil: And it's like, you don't even need to click on a link like that.

Phil: I mean, that is the story.

Tom: Peppy the Hare, the frog in, uh, Why That Was, everyone absolutely despises, but.

Tom: Again, like Waluigi, what fucking character in Star Fox stands out?

Tom: It is literally just the fucking frog.

Tom: I'll get to it.

Tom: They named a game Star Fox, and the fucking fox in it is completely forgettable.

Phil: Well, we'll get to that.

Phil: But again, this headline, IGN.

Tom: Why is he even relevant?

Tom: If this was the dude who voiced the frog.

Phil: He didn't voice the frog.

Phil: He's not the frog guy.

Tom: This is my problem with this being a news story.

Tom: This is your problem?

Phil: This?

Tom: This is your problem with the news story?

Tom: It is.

Phil: That it's not Slippy who died.

Tom: Correct.

Phil: Great.

Phil: Okay.

Phil: The name of the article, Rick May, Team Fortress soldier, and Peppy the hare voice actor dies at age from coronavirus.

Phil: It occurs to me that this is like the s trailer version.

Phil: Like the hyperlink is like the trailer version of s movies where they tell you everything you need to know about the movie.

Phil: You don't even have to go and see it anymore.

Phil: It's like the trailer spoiler that we talked about off air last week.

Phil: But yeah, no, Rick May voiced the rabbit.

Phil: And the rabbit is famous for saying, do a barrel roll.

Phil: Now, you know why I know it's famous for saying do a barrel roll?

Phil: Because I've been told times since Rick May died that that is a big thing in video gaming.

Phil: And I listened to another major video game podcast this morning on my drive to my essential workplace, where they were basically in tears that this person that we've never even heard of died.

Phil: And look, it's not like he's the dude that voices Mario, whatever that guy...

Tom: He didn't even voice the frog.

Phil: He didn't even voice Slippy.

Phil: You know, I can do a Slippy.

Phil: He's also the voice of the Team Fortress soldier.

Phil: Do you have any memories?

Phil: Do you have any memories?

Phil: This is a time to reflect after all, Tom.

Phil: Do you have any memories of the Team Fortress soldier and what he may have said and what he would say now?

Phil: One can only consider.

Tom: We just talked about the very affecting last day of June and referenced that Dragon Cancer, an even heavier game, but I have not cried as much as I did as when I first killed the soldier in Team Fortress

Phil: I never cried as much as when I first played Team Fortress with a keyboard and mouse and couldn't figure out what the hell was going on.

Phil: This was about years ago, of course.

Phil: So he died at age from coronavirus, and it's like, okay, look, if he was okay, you know, that's sad, but I mean, he could have died because the dominoes came to the doorbell, came to his doorbell and rang it, you know.

Phil: He could have died because he saw a different colored butterfly through his window.

Phil: I mean, you know, I just, I just, I...

Tom: What's the average age of death now?

Phil: Average age of death?

Phil: I think for someone my age, it's like or

Phil: I think it's gone down slightly in the States.

Phil: It's probably gone up here in Australia, but...

Tom: It's also gone down in England, and the next person we're going to talk about who was killed by the coronavirus was also and that is Timbrook Taylor.

Phil: Oh!

Phil: Hey, this is not fake.

Phil: I didn't know that.

Phil: I did not know that.

Phil: Oh, man.

Phil: Because I grew up watching The Goodies with Bill Ottey and Graham Greene, I think.

Tom: Yep, correct.

Phil: And Timbrook Taylor, and these guys did sketch comedy confined to a set group of characters that they played consistently, so it wasn't like they were changing characters from sketch to sketch.

Tom: It was basically a sitcom slash sketch show combination.

Phil: Yeah, and I guess it could be remembered.

Tom: Timbrook Taylor was also important in the genesis of Monty Python, and he was on at last the show with John Cleese and Graham Chapman and Marty Feldman.

Phil: Yeah, and Timbrook Taylor exactly was around at the genesis of Monty Python.

Tom: And he could have been in Monty Python.

Phil: He chose not to.

Tom: And thank God for that because we got the goodies.

Phil: Yeah, and the goodies, I think if you look at the show like The Young Ones, which was another kind of comedy show of the same nature, the goodies laid the path for The Young Ones in a very consistent way because they...

Tom: They laid the path basically for the new wave of British comedy that The Young Ones were a part of and which continues in things like Peep Show, which have got slightly more...

Phil: Conventional US.

Tom: Yep, but that was basically the beginning of that movement many years in advance of it.

Tom: And it's much more revolutionary than Monty Python because Monty Python, contrary to popular belief, came about in an outbreak of surrealist style comedy and absurdist comedy.

Phil: Yes, yeah.

Phil: It wasn't standing out by itself.

Phil: And it was influenced by...

Phil: What was Spike Milligan's...

Tom: I forgot what it was called, but that was indeed a massive influence on them.

Phil: Yeah, like Spike Milligan, they're comedy troupe, and I hate myself for not knowing this right now, but he was a part of a comedy troupe, and that really laid the framework down for that avant-garde British comedy.

Phil: I'll think about it, but you keep...

Phil: The Goons.

Tom: Yep, that's it.

Phil: So I'm really sad to hear this news.

Phil: But at the same time...

Tom: He was

Phil: He was and he could have died of anything.

Phil: So the way that they were talking about this on this other major podcast was, it just shouldn't have happened.

Phil: Things like this just shouldn't have happened.

Phil: It's avoidable.

Phil: If only Trump had done something, this -year-old English actor living in Sweden could have been saved somehow.

Tom: Well, Sweden also have a lax strategy as well.

Tom: So they could be going after the Swedish party that is in power, but probably no one knows who the Swedish party is, or if there even is a Swedish party.

Phil: I've got a -ounce malt liquor in my hand, so I think in tribute to Rick May or Rick May Not, I'm going to do a barrel roll with this and pour one out for a video game champion.

Tom: And just before we finish denigrating Monty Python, I've got to point out that one of the most famous Monty Python sketches is about a joke that is so funny.

Tom: Anyone who sees it dies.

Tom: The good is, unlike the pretentious Pythons, managed to kill someone with one of their sketches, I believe, the Yorkshire pudding sketch.

Phil: Oh, really?

Tom: And Graham Chapman, who died at the peak of a so far even worse pandemic, the HIV AIDS pandemic, he died at the height of that, but he died of cancer, not HIV AIDS, and not even HIV AIDS related complications in regards to cancer.

Tom: So that's another complete failure, whereas Timbrook Taylor managed to die in a historic pandemic, unlike as yet any Monty Python.

Tom: So yet another victory for the goodies over Monty Python.

Phil: Yeah, and it's interesting that in people died of AIDS related injuries.

Phil: So, you know, we all go around.

Tom: That's in Africa though, mainly so.

Tom: It doesn't matter.

Phil: No, but that's, I mean, that's the point about all of this.

Phil: And Graham Chapman, you know, I didn't know him obviously, but yeah, he died of cancer.

Phil: And we talk about AIDS.

Tom: And he did die young.

Phil: He did die exceptionally young.

Tom: Well, not that young actually,

Phil: Well, that's a lot older than I thought.

Phil: I thought he was in his thirties.

Tom: At that stage, they should be marching into the gas chambers, if you ask me.

Phil: We are not going to ask you.

Phil: Hi everyone, this is Phil Fogg again.

Phil: I hope you enjoyed our Game Under Special, Game Under Obiturizers.

Phil: I just gotta add, listening back to some of those, those have been going, now they run basically over seven years of different obituaries we've run.

Phil: I've gotta say, the joke about the Sean Price one was that I did not know who Sean Price was before, during or after that obituary.

Phil: So I was basically just reading Wikipedia, like I do every week.

Phil: And with that, I hope you enjoy and listen to the next episode of The Game Under Podcast.

Phil: It's good to see that I can screw up our outros even without co-host Tom Towers being here.

Phil: Thanks for listening, everyone.

Game Under Podcast 123

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:08 Wailuigi

Final Thoughts - The Last Day In June
0:06:30 Game Play Descriptions which some may consider spoilers throughout this section.
0:07:05 Bad Vibrations - Discussion of vibration in controls over course of gaming history.
0:09:00 Back to the Game
0:28:00 Story Spoilers from Here to 0:33:25
0:33:25 Spoilers End Here

Tom Towers Reacts...to the news
0:36:49 China Bans Animal Crossing
0:42:08 Game Under Eulogy: Peppy Dies
0:52:30 Tom Talks About Hygiene
0:55:06 Real Estate Vs. Cars as Status Symbols
0:56:15 Forza Horizon 4 - Just a Few Last Comments

First Impressions - Death and Taxes
1:04:30 Tom and Phil give first impressions of this Papers, Please clone for PC

Tom Towers Reads
1:17:05 Game Content Ends Here, A Discussion of History and the Unchanged Nature of Humanity

Transcript

Phil: Hello, and welcome to The Game Under Podcast.

Phil: This is episode

Tom: It's episode is it?

Phil: Yes, ?

Phil: I don't know what we usually say.

Tom: Does that have any special significance?

Tom: Well, I would say episode not

Phil: Welcome.

Phil: This is Game Under Podcast.

Phil: I am Phil Fogg.

Phil: Episode today, Thursday, is th of April,

Phil: I just finished learning English today, and I'm joined by my inevitable co-host, Mr.

Phil: Tom Towers.

Tom: Inevitable.

Phil: Inevitable.

Tom: Are you sure you...

Tom: Inevitable.

Tom: Are you sure you finished learning English today?

Phil: We're joined by the inevitable Tom Towers.

Phil: Hi, Tom.

Tom: I am inevitable.

Phil: Oh, this is what happens when you let me do the intro.

Tom: Today, I believe, you've ruined the show so badly.

Tom: We're just going to head straight into The Last Day of June, and everyone will be hoping that this is the last day of The Game Under Podcast.

Phil: No, no, no.

Phil: You misheard me.

Phil: Today is Thursday the th of April, not The Last Day of June.

Phil: So I thought we'd start with some trademark banter.

Phil: You know, hot take.

Phil: Have you...

Phil: I just wanted to know.

Phil: This isn't going to have to be a long thing.

Phil: I've never, in all the years that we've been talking about video games and talking in general, I've never heard your take on Waluigi and your opinion of him and whether or not you think he should exist, do you like him?

Tom: What do you think my take on Waluigi is?

Phil: I think that you would be an enthusiastic...

Phil: You would support Waluigi's motivations and that you think the world would be a lesser place without him.

Tom: He is obviously the best of the Mario-based mascots.

Phil: The best?

Tom: Correct.

Phil: Better than Daisy?

Tom: Yes.

Phil: And Peach?

Tom: Well, certainly better than Peach, that's not even the competition.

Phil: Peach actually looks like an inflatable doll.

Phil: Back in the th century, they had these marital aids, as they called them, and they had these inflatable dolls, which I've seen a couple of them on TV, of course, not real life.

Phil: And they just have, it just basically looks like Princess Peach, if she was inflated, I guess.

Phil: But the, oh, and did you know, like Toby Gard, the guy that designed Lara Croft?

Tom: This is something that you should research on there.

Tom: Is there a Princess Peach blow-up doll available, branded by Nintendo?

Phil: I think you have a better VPN than I do, so I'll let you look that up.

Phil: But did you know Toby Gard, the guy who designed Tomb Raider, the first Tomb Raider?

Phil: And then I think he got kicked off of Tomb Raider after the second one.

Phil: You know, everyone's like, oh, well, you know, Lara Croft, you know, female protagonist, forward-looking.

Phil: There's an interview out there with Toby Gard.

Tom: There are two parts of her that are very forward-looking.

Phil: Yes.

Phil: And Toby Gard openly said in an interview back when you could say such things, you know, oh, well, we basically just wanted her to be a walking inflatable doll.

Phil: And that's why she looks the way she looks.

Phil: Which when you see the Saturn version and the PlayStation version of Tomb Raider isn't far off.

Phil: But, you know, let's not come off that this was some...

Tom: I think Nintendo did that a lot better.

Phil: Did with, oh, with Peach.

Tom: Yep.

Phil: Yeah, I would agree.

Phil: But, you know, Toby Gaurd too, like he went on to make a video game called Galleon, which also had these ridiculously proportioned women in it.

Phil: Very bad game.

Phil: It's a pirate game, incidentally.

Phil: Not pirated, but pirate game for the Xbox and PC.

Phil: But I don't know how we got onto that.

Phil: So Waluigi, you think is better than all of them?

Tom: Yes.

Phil: Yoshi's pretty good.

Tom: Actually, yeah, Yoshi is up there.

Tom: Yoshi.

Tom: But he's the only one that other than Luigi himself has some degree of personality to him.

Tom: Wario maybe to a lesser degree, but the two that stand out other than Yoshi are Luigi and to an even greater degree Waluigi.

Tom: And he's the one that also, I think, undeniably evokes the strongest reaction from people, albeit a lot of people absolutely despise him.

Phil: I don't think you should despise Waluigi.

Phil: I find it interesting that he was introduced in the Nera, because he was introduced in that tennis game, presumably because they needed an easy partner to draw, as opposed to, I guess, putting in Bowser.

Tom: He's the most arbitrary character in the series, and yet simultaneously the most interesting.

Phil: Yeah.

Phil: And also, you...

Tom: Given the arbitrariness of basically all the characters, it also shouldn't come as a surprise that the most arbitrary would also actually be the best.

Phil: I think, well, I think the reason behind that is the mystery to him.

Phil: So you've played the WarioWare games, on the GBA at least, and that is where...

Tom: Did you lend me one of them?

Phil: Yeah, yeah.

Phil: And that's the micro-games.

Tom: Then I played that one.

Phil: Yeah, that's the micro-games one.

Phil: And that's...

Phil: a lot of Wario's personality comes out in that one, more so than in anything else he's done, even in the Wario Land games.

Phil: And I think Wario is the best character, but we know so much about him that he loses the intrigue that Waluigi has.

Tom: I think Wario might be the deepest, but I would still go for the international man of mystery that is Waluigi.

Tom: When you have that level of charisma and je ne sais quoi, you don't need the depth of a Wario.

Phil: Well, I think the moustache says it all.

Phil: But as you said, speaking of depth, we wanted to give our final impressions and first impressions of a video game that we both played and completed just this week.

Phil: And that's a game that is available on the Switch and PlayStation and Windows was released in by a very small Italian developer.

Phil: I'm not talking about his stature, but the team.

Phil: I think there was only about eight people on the team.

Phil: And that is a game called The Last Day of June.

Phil: Now, I played it on PC using an Xbox controller.

Phil: I presume you played it on the Switch?

Tom: I played it on PC using a PScontroller.

Tom: And I had to turn off the vibration at some point.

Tom: The vibration in that game is bizarrely strong.

Phil: I wish I could figure out how to turn it off.

Phil: And this raises a point in most games with vibration.

Phil: Like, I find the vibration on the Switch to be really...

Phil: It just buzzes and whirs so loudly that it distracts from even the audio cues.

Phil: And in this game, every time they used the vibrate, it was just so strong.

Phil: And we should probably explain that this game...

Phil: I'll try and explain it first, and you can try and explain it.

Tom: Well, here's a tip for future reference.

Tom: You can usually turn off the vibrations by going to Options and then Controls.

Phil: Okay.

Phil: Thank you.

Phil: I couldn't find it for whatever reason.

Phil: Or I couldn't be staffed and just let it do its thing.

Phil: But it was so loud.

Phil: And I think that with the new controllers, they have all of these abilities to almost give haptic response with the number of motors that they have and everything else.

Phil: But with a lot of these cross-platform games, it's almost like they've got vibrate at or don't vibrate at all.

Tom: I think some games make use of them, but most don't.

Tom: The vibration in this, except that it was about times stronger, felt like it had the gradient of a PScontroller.

Phil: Honestly, I have to say, I think that the PlayStation PlayStation era had the best vibration, including Microsoft's controllers at that time.

Tom: I think the vibration in the controllers themselves was terrible, maybe because it was newer technology developers more interested in making use of it.

Phil: Yeah, I honestly just think they were better because they weren't as...

Phil: Yeah, who knows, who knows?

Phil: But in any case, I'm going to try and describe the type of game this is.

Phil: It's a third-person game basically with minor puzzle elements.

Tom: It's a walking slash wheeling simulator slash puzzle adventure game from the third-person perspective.

Phil: Puzzle adventure game from the third perspective, I would definitely say that's what it is.

Phil: In terms of its art style, it has like an impressionist type feel to it in terms of the landscapes.

Tom: It's clearly going for an impressionist slash claymation look, which is an interesting combination given that Aardman recently released a similarly visually styled game as well, which we've talked about previously on the show.

Phil: Aardman, of course, being the people behind Wallace and Gromit and Shaun the Sheep.

Phil: What was the name of their game that was released?

Phil: A World War I game?

Tom: Memories Retold, I believe.

Phil: Yep, and I want to give that one a try.

Phil: It's on my wish list right now.

Phil: And I would say, if people are not familiar with the Impressionist movement, most people would be aware of Edward Munch's painting The Scream.

Tom: Who is in no way an Impressionist painting.

Phil: He is not an Impressionist, but I think the character models, you know, with the overly large heads and...

Tom: I think they are more from Italian cartoons and comics.

Phil: Okay.

Phil: What about the lack of eyeballs?

Tom: There are weird stylistic things like that in that sort of European comic style sometimes.

Phil: I just thought that, as I said, the landscapes were Impressionistic, but I think the character models, to me, evoke something more puppet-like, and that might have something to do with the theme as well.

Tom: So that would be the claymation aspect I was referring to.

Phil: Yeah.

Phil: So anyway, it is definitely a puzzler adventure.

Phil: It probably took about, what, four or five hours to beat?

Tom: Something like that.

Tom: Three or four hours, I'd say.

Phil: And the way you play the game is they will show you some video, and then you'll play.

Phil: And basically you're...

Phil: Well, I don't know how much more I want to go into it.

Phil: I'll probably give you a better entree before we get into the nitty-gritty, if there's anything else you want to say about it.

Tom: Well, you mentioned the audio earlier, and what did you think of the soundtrack?

Tom: The central theme in the game I found to be rather out of place most of the time.

Tom: And the soundtrack in general, I thought the music in and of itself was enjoyable, but it didn't really fit with the aesthetic.

Tom: It was slightly darker than the aesthetic, including in the darker moments in the aesthetic as the story was revealed, visually, I mean.

Tom: And there was also a, I think, more ethereal element to it than in the rest of the game's presentation, which makes sense to some degree given the narrative, but didn't quite mesh with the look of the game and the storytelling.

Tom: And the look of the game and storytelling are way more cartoony than the style of music as well, which is very much sort of indie, rocky, and in an easily listenable sort of way.

Phil: Yeah, I think it's hard, and we have to keep in mind this as a team, even as talented and as connected as they were, this is still a small team game.

Phil: And sometimes when I was looking at the artistic choices that were made, including the music, I wondered how much of this is deliberate and how much of this is budget, and how much of this is, hey, we've got a grant from the Italian government, I've got a mate who can do the music.

Phil: You know, so I can never really measure in the intent of that.

Phil: But in terms of how the music impacted me, obviously the strength of this game isn't its gameplay, it's the themes that it deals with.

Phil: And I think that with games like that, typically the musical cues can be a home run or a gimme.

Phil: It can be an easy thing that gets a big impact.

Phil: So, you know, and there can be melodies that stick in your head with these types of games.

Phil: And I don't think that this game had that kind of audio.

Phil: The game like Brothers, which deals with somewhat similar themes, you know, basically I felt that the music let this game down.

Tom: I think the music itself was good, but I don't think it really meshed with the style of the rest of the game.

Phil: No, no.

Phil: And it would have been quite easy for them to have a scene where it's a story about a man and a woman who, you know, just struggle with how much we want to spoil this, but basically...

Tom: Well, presumably we'll go through our main impressions that aren't spoilery then go to spoilers.

Phil: Yep, that's right.

Phil: So I think that there could have been a scene between the man and the woman where just as she had been a painter, if he had sat down at a stand up piano and was tinkering around playing a tune, you know, and they could have played on that to include it throughout the game further on sort of thing.

Phil: And then you could play with the themes of that simple tune depending on the scene.

Phil: But again, it would be difficult to do because this game is fractured in a way, in a purposeful way, because you are playing as multiple people.

Phil: You do play as, I think, off the top of my head, five different people in this game.

Phil: So each level you're playing as a different character.

Phil: So it would have benefited from a consistent musical theme throughout playing on those things.

Phil: So essentially, I think we can say that the game, there's a central event, and then you play the game through different levels from the different perspectives of the people that contributed to that event in one way or another.

Phil: And how could different things have played out had those different individuals done different things on that day?

Tom: So basically you're attempting to alter what they do to alter how the event ultimately plays out.

Phil: That's right.

Tom: So you go back and forth between the characters, altering different events, which then alter events in that character's storyline and so on and so forth.

Phil: Yep.

Phil: So in a non-linear but linear type sense, and most people would catch on to pulp fiction, you'll play as a character, you'll think you're done with that character, you'll put on and play as the next character, but then you've got to go back in time or back to the first character to have them do something different so that the second character can do something.

Phil: So they get as deep as about three characters, I think, in one puzzle, where basically you have to do whatever you can, then you have to go back and play as the other person, then you have to go back and play as the other person.

Tom: And one frustrating thing is, before you can switch between the characters, at least as far as I could work out, you had to play through to the end of the day.

Phil: Yeah.

Phil: And it was very frustrating, that component of it.

Phil: The other component of it that was frustrating was in the first two instances where this finally became apparent.

Phil: It wasn't really apparent that that's what you were supposed to do.

Phil: Like, the game never really signed posts that you're supposed to, or that you're even allowed to, go back to these prior characters.

Phil: So you're sitting down, you're playing an indie game, and the usual thought that went through my mind was, okay, yep, I beat that level, I'm done playing as the best friend, that's done, that's in a box, on to the next one.

Phil: And then you load up the computer again, and then it's like, do you want to replay the best friend?

Phil: It's like, no, I don't.

Phil: I want to go on to the next level.

Phil: Oh, do you want to rewind?

Phil: Do you want to rewind?

Phil: This is the terminology they use, and play that level again.

Phil: And you're like, no, I've beat that level.

Phil: In fact, I complained about it at our community page at the VG Press, that I thought it was an issue with the checkpoints.

Phil: I complained, as you just did, that the checkpoints were too far apart.

Phil: You can't just cut to the other character.

Phil: But the other point was, I thought that it had not saved everything that I had done, because when I exhausted all other options, which was really frustrating, because I thought, okay, they're not letting me progress other than to rewind this level I've just done.

Phil: So I spent minutes going around, just trying to find the next door to open or the next thing to do.

Phil: So you go back and you press rewind, you go, well, I've already done this, because they start the level the exact same way, apparently, or in appearance, as when the first time you played it.

Phil: Now, after you've done a few of these, you can see, oh, no, it's not exactly the same.

Phil: You know, they do shorten them up to get to the poignant part that you have to do.

Phil: But, I mean, am I an idiot, or do you think they could have better sign posted it?

Tom: I think that's a Phil Fogg moment.

Tom: I don't think it was at any point not obvious that that was what you were meant to be doing.

Phil: All right, so this is a, probably we'll just catchphrase this, just lost in the Fogg moment.

Tom: Yes.

Phil: Um, look, do you want to have a word about any, about the game play?

Tom: Well, just, um, the main disappointing thing about it was that basically the solutions to the problems were usually just based around finding a different source for the same item rather than anything more, uh, creative or interesting than that.

Tom: So it was really just sort of a laborious, um, process of playing through the characters to unlock different paths through the level to be able to get to another of the same item, um, that two characters need so that they both have the one item, rather than anything more creative and interesting than that.

Tom: And it was, it, the permutations between the characters weren't really that complicated.

Tom: And it all basically just boiled down to opening up paths for the characters.

Tom: So it was an interesting, um, puzzle structure and potentially interesting way to design puzzles, but it wasn't really used in an interesting way.

Phil: I think laborious is the word I would put on the back of the box if I were to review this game.

Phil: Um, the exposition to gameplay I found to be, the exposition to gameplay ratio I found to be imbalanced.

Phil: And then the gameplay itself wasn't that satisfying.

Phil: Um, and as you said, it got to the point where I knew what I had to do, but I had to wait until I got to the end of the day for that character so I could go and do it.

Phil: Um, you do get, you do become familiar with the village that you're playing this in, uh, quite quickly, which was refreshing.

Phil: I mean, it was nice.

Phil: It was certainly much easier to play once you knew where the church was in relation to this building and that building and everything else.

Phil: If I do have a criticism of this game, I'd also say the lack of sex in the game.

Phil: Um, I found confusing.

Phil: I thought there should have been more hardcore, you know, sexual interactions in the game.

Tom: Well, it is a love story.

Phil: Yeah, yeah, and I mean, and the best friend is right there, and you know, so, and nothing happens with her.

Phil: I never really fully understood the dynamic of the best friend and why she was moving out.

Phil: One can only assume it was because of some, you know, erotic encounter she had.

Tom: I think it was because she failed to have an erotic encounter.

Phil: Yeah, yeah.

Phil: And again, talking about Princess Peach.

Tom: This is Italian.

Tom: What's going on?

Phil: Yeah, it's just shocking.

Phil: The lack of sex in this game is shocking.

Phil: The main characters was an old man, a person in a wheelchair, a dog, and an underage boy, and a next door neighbor that dresses like Princess Peach.

Phil: So, and nothing happens in the whole game.

Phil: Very disappointing.

Phil: I don't know that we need to spoil the story to talk about the themes.

Phil: I think, to me, the obvious theme was that of regret.

Phil: And regret often and always comes, I feel, with, and can only come about if you're going, well, if I had done this, then that wouldn't have happened.

Phil: Or if this and that hadn't happened, then maybe this wouldn't have happened.

Phil: And in the game, you're trying to undo an event.

Phil: And basically, you know, because it's a video game, I don't think there's any surprise to say that it doesn't really matter what you do, you can't undo that event.

Phil: And so I think the major theme of the game, and the game was based on both a short film and a short story, as they indicate in the credits, is basically saying, ultimately, it doesn't matter what you do, these bad things can happen and will happen, and you've got to kind of live with it.

Phil: Now, there is a happy ending in the game, but am I wrong in thinking that that's the major theme?

Phil: Are there multiple endings?

Tom: Did I miss something?

Phil: Well, there is a happy ending in that, ultimately, I think...

Tom: But are there multiple endings?

Tom: The way you said that implied there were multiple endings.

Phil: I don't believe that there are multiple endings.

Tom: Okay, good.

Phil: Yeah, and I won't say anything more because I don't want to get into spoiler territory because I do think it's a game worth playing, and the only reason I say that is because as much as I found the game laborious and unenjoyable as I played it, it's a game like Sunset where I think it's a game I'm going to be thinking about.

Phil: Now, we talked about the Church Cancer Company game.

Phil: You remember that one?

Tom: The Church Cancer...

Phil: You know, the Cancer Company game.

Tom: I believe it's called That Dragon Cancer.

Phil: Yeah, that's it.

Phil: Let's make money off of people who have died.

Tom: I wouldn't agree with that perspective.

Phil: Well, we'll have to go back to another episode to listen to it.

Tom: I think that's a rather bizarre attitude to have towards art.

Phil: I think the episode was Christian Cancer Company.

Phil: If you want to go back and listen to what we thought about it at the time.

Phil: I think I was less inflamed by it than I was then.

Phil: But that game is completely forgettable.

Phil: This one, I think I will...

Tom: With the exception of The Lighthouse Level.

Phil: Are you talking about Edith Finch now?

Tom: No, no, no.

Tom: The Lighthouse Level was a standout moment.

Phil: Yeah, okay.

Phil: If you say so, I can't remember it.

Phil: But unlike that game, this game I think will stick with me.

Phil: And that's why I think people should play it.

Tom: I don't think it will stick with me more than that level in That Dragon Cancer.

Tom: But one thing I found quite interesting was the laboriousness of the gameplay, I think, contributed to the theme, because it was not merely regret, but frustration at the inability to change the past.

Tom: And when you actually got to the ending, it was cathartic and a relief, which fit perfectly with the theme of acceptance as the conclusion to the story.

Phil: Yep.

Phil: Yep.

Phil: I only have a thing I wanted to say about this.

Phil: It was interesting that the director of this game, the man who established the studio, Ovo Sonico, and again, we're talking about the game The Last Day of June.

Phil: How long did it take you to twig on to the second meaning of that title?

Tom: What's the second meaning of the title?

Tom: Perhaps I haven't.

Phil: Well, that's a spoiler, but one of the character's names is June.

Tom: The characters have names?

Phil: Yeah.

Phil: The main character, I forget his name, but the female character's name is June.

Tom: I think it was called Glasses.

Phil: No.

Phil: Carl.

Phil: Carl.

Tom: Okay.

Tom: Yeah.

Phil: Or as we say in Australia, Carl.

Phil: Yeah.

Phil: Carl.

Tom: Kazza.

Phil: Oh, Carl Kazza.

Phil: In his wonky wheelchair.

Tom: Kazza and Jazza.

Phil: Kazza and Jazza.

Phil: So obviously it never twigged on with you.

Phil: But the guy who established the studio...

Tom: Do you mean the twist?

Tom: That the title is a reference to the twist?

Phil: No, no, no.

Phil: Look, the guy who established the studio...

Tom: Yes.

Phil: I think it's Massimo Garini.

Phil: He was the director for Shadows of the Damned, the grasshopper manufacturer game.

Phil: Now, I was a big fan of Shadows of the Damned.

Phil: That was the game that Mikami was also a game director on.

Phil: Yep.

Phil: So I was really surprised by that, because that is obviously a very different game.

Phil: But apparently he took his big money from developing mainline games and then went and established his own studio back in Italy.

Phil: And the game got nominated for a BAFTA and won all these other awards.

Phil: So yeah, that was the only other thing I wanted to bring up.

Phil: If you've got anything else, I'm more than interested to hear about it.

Tom: What did you think of the twist at the ending?

Phil: Well, I thought that after the two of us had just come off of playing The Last of Edith Finch, we're again dealing with the very same kind of ending.

Phil: And I thought that was interesting.

Tom: I think here it was more effective and fitted.

Tom: I mean, fit the theme in the Edith Finch game perfectly fine as well.

Tom: But here, the pacing of it, it worked quite well with you attempting to change the past and eventually coming to a relieved acceptance that you can't.

Phil: Yeah, I thought that the last, let's say five...

Tom: At first, I was annoyed by it.

Phil: What annoyed you by it?

Phil: What annoyed you about it?

Tom: Merely that it, as far as the narrative is concerned, one could take it as an attempt to have your cake and eat it too, where you, and this can't be said without being a spoiler, so spoiler alert here.

Tom: Where you're playing as one character who is attempting to save the other character, but you want it to be a story about your inability to do this, yet you also want to give the audience some relief.

Tom: So you switch around who was saving who, which means you actually do, in a sense, save the character that you were attempting to save.

Phil: Right.

Phil: Is that the twist you're talking about?

Phil: While we're in spoiler land?

Phil: While we're in spoiler land, I always thought The Last Day of June was like June th.

Phil: You know, like this is what happened on The Last Day of June, that actually it was The Last Day of Her Life, June.

Phil: She died.

Phil: So The Game, The Last Day of June.

Tom: Correct.

Phil: Yeah.

Phil: Okay.

Phil: So that's the double meaning, you know.

Tom: Yes.

Phil: Now, in terms of the switch, I thought that The Last Ten Minutes of This Game was really the best.

Phil: You know, like you get given the option to tell her or not, you know, about your travail.

Phil: So basically, your...

Tom: I think you can't tell her even if you attempt to.

Phil: Well, I did tell her.

Phil: So...

Tom: Well, I pressed the button to tell her, and he appeared to attempt to tell her, but failed to tell her.

Phil: Well, I did it and succeeded, so maybe if you're using an Xbox controller instead...

Tom: Maybe you have to spam a button and it's a QT.

Phil: Yeah, yeah.

Phil: Well, maybe you just need to press a little harder, you know.

Tom: Well, I pressed the button and something happened, but maybe I'm not fluent enough in Jibberish to understand that he actually did tell her.

Phil: You got to jam that button.

Tom: He still ends up being killed, right?

Phil: Yeah, yeah, he's dead.

Phil: He's gone.

Tom: So whether you tell her or not, it's the same result.

Phil: Yeah, but the point is, like, you're reliving this event and you're saying, look, we're getting into this car.

Phil: We're going to get into an accident.

Phil: That's why he's making her drive, or her be the driver instead of the passenger.

Phil: And then she gets saved.

Phil: And the whole thing is he's telling her, hey, I tried to do everything.

Phil: I tried to unravel it.

Phil: I tried this, I tried that.

Phil: It didn't work.

Phil: So that she knows that he is the Ubermensch, or the Superman that she drew in the last page of that sketchbook.

Phil: So she knows that he's the Ubermensch that changed the fate.

Phil: And then of course, after the credits, they have a little, she was pregnant, they have the credits come up, and the little boy looks just like Kyle.

Tom: Literally.

Phil: Too much so, almost as if they just shrunk the character model, which they did.

Tom: That was very disturbing.

Tom: Well, you know what, also though, I hope the sequel is going to be about the Oedipus complex.

Phil: Yeah.

Phil: But well, he goes to hand her a flower, and she thinks twice about not accepting it, and then she accepts it and hugs him.

Phil: So read into that, what you want.

Tom: No, she rejects it and hugs him.

Phil: And then the flower lays dormant on its side.

Phil: So, but I thought that the achievement name, so they, before they, just as they roll the credits, they give you an achievement called Wait For It.

Phil: Which, okay, I'll sit through the credits, but given the emotional roller coaster they've put us on for the last ten minutes, and the crescendo that they're building up for with the stinger at the end, is an achievement pop-up that says Wait For It, Wait For It!

Phil: It really, to me, was like, you know, obviously this is English as a second language, because, you know, it just wasn't subtle.

Phil: I did think the credit rolls and the arts were fine, but do you want any other spoiler talk before we get out of that?

Tom: Not really, but in spite of my initial reaction, negative reaction to it, I think it is a more interesting story of regret and frustration, if indeed it is her attempting to work out ways that he could have done things differently to avoid the events that transpired.

Tom: So in spite of my initial negative reaction to it, on reflection, I think the ending works quite well.

Phil: Hey, look, I think just we've got to say that we really, this game is brought to our attention by a regular listener of the show and I don't think we would have played it without his encouragement.

Phil: And certainly I was feeling...

Tom: I think you mean by the regular listener of the show.

Phil: Yeah, and at least regular commenter.

Phil: But, and I was playing it, I wasn't enjoying it.

Phil: But as you said, when I finished it, I said, okay, this is a game under game.

Phil: It's interesting, it's different.

Phil: It's from a foreign perspective, and it's certainly worth playing.

Phil: And as I said, The Last Day of June is available on Windows, PlayStation and Switch.

Phil: And probably Switch is a good choice for it.

Phil: Probably the most expensive, but still a good choice for it.

Phil: So all in all, I think on my scale, I'd give it a out of

Phil: It was certainly, yeah, challenging at time and laborious, but I think worth it in the long run and interesting enough for me to recommend it.

Phil: I don't know what you would give it.

Tom: I'm going to revise an old rating system, which is the dice roll.

Phil: Oh, okay.

Tom: That's unfortunate.

Tom: I am giving it a out of

Phil: What die do you have that has a on it?

Tom: A D

Phil: Ddoesn't have a ?

Tom: It goes to

Phil: Oh.

Phil: Well, my -sided die is to

Tom: No, actually, it's a Dso it goes to

Tom: Does that mean is actually a ?

Tom: That would make more sense.

Tom: In fact, I'm giving it a out of

Phil: Okay, so I gave it a you gave it a so out of which is an out of

Phil: Okay, so, yeah, I think we do need to reintroduce the die roll.

Phil: I do have to ask you...

Tom: Now I actually understand what the dice is.

Tom: It may be more successful than our previous attempt.

Phil: I do have to ask you what, like, color theme does your -sided die or -sided die have, and then I'll reveal the themes of my -sided die.

Tom: It's green with white numbers.

Phil: Is it see-through or solid?

Tom: Solid.

Phil: Okay.

Phil: I have a orange see-through -sided die.

Phil: Didn't have much choice in that.

Phil: The other die, -sided die I have, is a green camo -sided die.

Phil: Because, you know, when you're playing Dungeons and Dragons or Magic in the jungle, you don't want to draw attention to yourself, so that's why I've got the camo -sided die.

Phil: So, yeah, very interesting.

Tom: Fascinating.

Phil: Okay, well, thank you, Tom.

Phil: Again, I think it's an enjoyable game.

Phil: Before we get into the next game we want to give impressions to, I think it's time to have the second installment of a new segment that we launched in the last episode, which is Tom Towers reacts to the news.

Phil: The first news story I have here, and the theme of this is basically, I'm telling you news that you don't know about, you react and then I react to your reaction.

Phil: So, China bans Animal Crossing.

Phil: Now, when I first saw this headline, I was compelled to click on the article and read all the details of it, but China has banned Animal Crossing, the most popular game on the Switch right now, Switches have sold out because of the popularity of this game.

Phil: And before I say anything else, I just wondered if you wanted to speculate what's behind all this.

Tom: Well, have you been to the VG Press lately?

Phil: I have, it's % Animal Crossing, hey dude, turnips, eggs, bunny day, check out my wallpaper, I'm beating my wife, I need to stop drinking, just full of a bunch of Animal Crossing stuff.

Tom: It's completely insufferable.

Tom: So while I'm normally completely against censorship, when it comes to Animal Crossing, I'm happy to make an exception.

Phil: Oh, you think this is a Freedom of the Press type thing?

Tom: Well, one could interpret it that way, but I'm saying that we should follow China's lead and ban Animal Crossing in the Anglosphere as well.

Phil: I also have to say that I welcome China's ideas on a wide spectrum of topics.

Phil: And if they say that Animal Crossing should be banned, I just got to agree with them, for no reason other than the fact that they're China, and China is great.

Tom: And Animal Crossing is a blight on the face of the Earth.

Phil: Absolutely.

Phil: Now, I speculated that China banned the game because I think that when all of this coronavirus stuff goes away, that people are going to think back to these times, and video gamers at least, and they're going to have a special connection with this Animal Crossing Switch game because with all these people stuck in their homes, with Steam backlogs as long as your arm and leg connected, for some reason they're sticking to this one game.

Phil: Now, don't get me wrong, I love Animal Crossing.

Phil: I put over hours into the DS game.

Phil: On the GameCube, I even bought the e-reader for the Game Boy Advance so that I could scan in cards and do all that.

Phil: So, you know, I've got standing on this issue, but...

Tom: This is why we need a social credit system, so that people like you can be rightly punished.

Phil: A social credit system, as is in place in China, you know.

Tom: Minus per every or so hours on Animal Crossing.

Tom: And that's being very lenient.

Phil: So, I think they were banning it because they didn't want people to associate the coronavirus with China.

Phil: And in banning this Japanese game that everyone associates with the coronavirus, if we can get rid of the game, that everyone in the future is going to remember.

Phil: Why did I like Animal Crossing so much on a Switch in ?

Phil: Oh, that's right, coronavirus.

Phil: So, if we can ban Animal Crossing, people won't remember the coronavirus, just like they don't remember the Spanish flu in

Phil: See, the Spanish...

Tom: There was no Animal Crossing back then.

Phil: There was no Animal Crossing.

Phil: So, why would we remember it?

Phil: No one remembers it.

Tom: The closest thing to Animal Crossing back then was Gernika.

Tom: And that's why it's known as the Spanish flu.

Phil: And that's why Gernika is hanging in the United Nations, because they're the only people that would pay for it and buy it and own it, you know.

Phil: Actually, Gernika wasn't painted until long after.

Tom: But he's from that era.

Phil: Yeah, all right.

Phil: Okay, so...

Tom: Do you want me to reference the Garcia Lorca poem instead?

Tom: I think the Picasso reference has a broader appeal.

Phil: Yeah, that's true.

Phil: I mean, Spanish is the number two language in the world, but not for long.

Phil: I think Chinese is going to the top.

Phil: Now, actually, no one really cares why China banned Animal Crossing, but it was because dissidents in Hong Kong were using it to communicate back and forth between each other.

Phil: And of course...

Tom: I think it's being banned just as part of a general crackdown on online games.

Phil: Well, maybe if they brought out...

Tom: For communication reasons.

Phil: They should ban all games except for Crackdown because no one would play it, and that would stop all sorts of communication.

Phil: But you know what I'm saying?

Phil: If they want to crack down on something, let's Crackdown out.

Phil: Let it be the only game available.

Phil: No one will play it.

Phil: And second news story for Tom Towers Reacts to the News is we've got a special game, Game Under Urology.

Phil: That didn't come out right.

Phil: The voice of Peppy dies, and I know you're a big Peppy fan.

Tom: Massive Peppy fan, obviously.

Tom: Which character was he?

Tom: Is he the frog?

Phil: Oh, so you know at video game.

Tom: Lilac Wars, right?

Phil: Well, the funny thing is, is the hyperlink to this story is the story.

Phil: Rick May, and maybe we should call him Rick May not now, Team Fortress Soldier and Peppy the Hare voice actor dies at age from coronavirus.

Phil: And it's like, you don't even need to click on a link like that.

Phil: I mean, that is the story.

Tom: Peppy the Hare, the frog in Lilac Wars, everyone absolutely despises, but again, like Waluigi, what fucking character in Star Fox stands out?

Tom: It is literally just the fucking frog.

Phil: I'll get to it.

Tom: They named a game Star Fox, and the fucking fox in it is completely forgettable.

Phil: Well, we'll get to that.

Phil: But again, this headline, IGN...

Tom: So why is he even relevant?

Tom: If this was the dude who voiced the frog, he didn't voice the frog.

Phil: He's not the frog guy.

Tom: This is my problem with this being a news story.

Phil: This is your problem?

Phil: This?

Phil: This is your problem with the news story?

Tom: Yes, it is.

Phil: That it's not Slippy who died.

Tom: Correct.

Phil: Okay.

Phil: The name of the article, Rick May, Team Fortress soldier and Peppy the Hare voice actor, dies at age from coronavirus.

Phil: It occurs to me that this is like the s trailer version.

Phil: Like the hyperlink is like the trailer version of s movies where they tell you everything you need to know about the movie.

Phil: You don't even have to go and see it anymore.

Phil: It's like the trailer spoiler that we talked about off air last week.

Phil: But yeah, Rick May voiced the rabbit.

Phil: And the rabbit is famous for saying, do a barrel roll.

Phil: Now, you know why I know it's famous for saying do a barrel roll?

Phil: Because I've been told times since Rick May died that that is a big thing in video gaming.

Phil: And I listened to another major video game podcast this morning on my drive to my essential workplace where they were basically in tears that this person that we've never even heard of, died.

Phil: And look, it's not like he's the dude that voices Mario.

Tom: He didn't even voice the frog.

Phil: He didn't even voice Slippy.

Phil: You know, I can do a Slippy.

Phil: He's also the voice of the Team Fortress soldier.

Phil: Do you have any memories?

Phil: Do you have any memories?

Phil: This is a time to reflect after all, Tom.

Phil: Do you have any memories of the Team Fortress soldier and what he may have said and what he would say now?

Phil: One can only consider.

Tom: We just talked about the very affecting Last Day of June referenced that Dragon Cancer, an even heavier game, but I have not cried as much as I did as when I first killed the soldier in Team Fortress

Phil: I never cried as much as when I first played Team Fortress with a keyboard and mouse and couldn't figure out what the hell was going on.

Phil: This was about years ago, of course.

Phil: So he died at age from coronavirus.

Phil: And it's like, OK, look, if he was OK, you know, that's sad.

Phil: But I mean, he could have died because the dominoes came to the doorbell, came to his doorbell and rang it.

Phil: You know, he could have died because he saw a different colored butterfly through his window.

Phil: I mean, you know, I just, I just, I mean.

Tom: What's the average age of death now?

Phil: Average age of death, I think for someone my age, it's like or

Phil: I think it's gone down slightly in the States.

Phil: It's probably gone up here in Australia, but.

Tom: It's also gone down in England.

Tom: And the next person we're going to talk about who was killed by the coronavirus was also

Tom: And that is Timbrook Taylor.

Phil: No.

Phil: Oh, hey, this is not fake.

Phil: I didn't know that.

Phil: I did not know that.

Phil: Oh, man, because I grew up watching The Goodies with Bill Oddie and Graham Green, I think.

Tom: Yep, correct.

Phil: And Timbrook Taylor.

Phil: And these guys did sketch comedy confined to a set group of characters that they played consistently.

Phil: So it wasn't like they were changing characters from sketch to sketch.

Tom: It was basically a sitcom slash sketch show combination.

Phil: Yeah, and I guess it could be remembered.

Tom: And Timbrook Taylor was also important in the genesis of Monty Python.

Tom: And he was on at last the show with John Cleese and Graham Chapman and Marty Feldman.

Phil: Yeah, and Timbrook Taylor exactly was around at the genesis of Monty Python.

Tom: And he could have been in Monty Python.

Phil: He chose not to.

Tom: And thank God for that because we got the goodies.

Phil: Yeah, and the goodies, I think if you look at the show like The Young Ones, which was another kind of comedy show of the same nature, the goodies laid the path for The Young Ones in a very consistent way.

Tom: They laid the path basically for the new wave of British comedy that The Young Ones were a part of and which continues in things like Peep Show, which have got slightly more conventional US.

Tom: Yeah, but that was basically the beginning of that movement many years in advance of it.

Tom: And it's much more revolutionary than Monty Python because Monty Python, contrary to popular belief, came about in an outbreak of surrealist-style comedy and absurdist comedy.

Phil: Yes, yeah.

Phil: It wasn't standing out by itself.

Phil: And it was influenced by...

Phil: What was Spike Milligan's...?

Tom: I forgot what it was called, but that was indeed a massive influence on them.

Phil: Yeah, like Spike Milligan, their comedy troupe, and I hate myself for not knowing this right now, but he was a part of a comedy troupe, and that really laid the framework down for that avant-garde British comedy.

Phil: I'll think about it, but you keep...

Phil: The Goons.

Tom: Yep, that's it.

Phil: So I'm really sad to hear this news.

Phil: But at the same time...

Tom: He was

Phil: He was and he could have died of anything.

Phil: So the way that they were talking about this on this other major podcast was, it just shouldn't have happened.

Phil: Things like this just shouldn't have happened.

Phil: It's avoidable.

Phil: If only Trump had done something, this -year-old English actor living in Sweden could have been saved somehow.

Tom: Well, Sweden also have a lax strategy as well.

Tom: So they could be going after the Swedish party that is in power, but probably no one knows who the Swedish party is.

Tom: Or if there even is a Swedish party.

Phil: I've got a -ounce malt liquor in my hand, so I think in tribute to Rick May or Rick Maynott, I'm going to do a barrel roll with this and pour one out for a video game champion.

Tom: And just before we finish denigrating Monty Python, I've got to point out that one of the most famous Monty Python sketches is about a joke that is so funny, anyone who sees it dies.

Tom: The good is, unlike the pretentious Pythons, managed to kill someone with one of their sketches, I believe, the Yorkshire pudding sketch.

Phil: Oh, really?

Tom: And Graham Chapman, who died at the peak of a so far even worse pandemic, the HIV AIDS pandemic, he died at the height of that, but he died of cancer, not HIV AIDS, and not even HIV AIDS-related complications in regards to cancer.

Tom: So that's another complete failure, whereas Timbrook Taylor managed to die in a historic pandemic, unlike as yet any Monty Python.

Tom: So yet another victory for the goodies over Monty Python.

Phil: Yeah, and it's interesting that in people died of AIDS-related injuries.

Phil: So, you know, we all go around...

Tom: That's in Africa though, mainly so.

Tom: It doesn't matter.

Phil: No, but that's the point about all of this.

Phil: And Graham Chapman, you know, I didn't know him obviously, but yeah, he died of cancer, and we talk about AIDS...

Tom: And he did die young.

Phil: He did die exceptionally young.

Tom: Well, not that young actually,

Phil: That's a lot older than I thought.

Tom: So fuck him too.

Phil: Well, I thought he was in his s.

Tom: At that stage, they should be marching into the gas chambers, if you ask me.

Phil: We're not going to ask you.

Phil: I think we all know where you stand from Episode

Phil: But you share that view with Time Magazine, which is why I did not edit it out, Gargan.

Phil: The Man of the Year goes to the most influential person.

Phil: It doesn't matter how liked or unliked he or she or it is.

Tom: It was massively liked at the time.

Phil: We're running out of time, as is our listeners.

Phil: So let's just cut into another game that we both...

Tom: No, we have not moved on before.

Phil: Oh, you've got more.

Tom: Yes, this is just the last part of the coronavirus extravaganza.

Phil: Because there haven't been enough media content about coronavirus.

Tom: Yes, well, I don't know if you're aware of this, but Australians have very lax hygiene standards compared to much of the world.

Phil: I would say they're on par.

Tom: Well, I don't know what part of the world you're comparing it to, but in my estimation, they're well below par.

Tom: And I'll just give you an example of this.

Tom: Since it was announced that coronavirus had reached the shores of Australia, and now since the stage three lockdown on my allocated exercise, which is a valid reason to go out into the world, while riding a bicycle, I have been both sneezed and coughed on by passing joggers.

Phil: They're just showing off.

Phil: They just don't like bikers.

Phil: You know, I have seen this sort of athletic elitism.

Phil: If you're a jogger, then you hate people on bikes.

Phil: If you're a biker, you hate people that jog.

Phil: If you're a person in a rowboat, then you hate everyone.

Phil: You know, it's just anything you can do to put down the fellow athlete somehow.

Tom: So if the rowers on the rivers, though there are now no rowers on the rivers, could reach, they'd be attempting to spit on the passersby, you're saying?

Phil: I think so.

Tom: But I would suggest that showing one's disdain by coughing and sneezing would indicate a bad level of hygiene.

Phil: I think it's exhibitionism, really.

Phil: Because I do think that people that exercise in public, are exercising for some sort of sexual exhibitionist type activity.

Phil: I think that people that wish to exercise in public already are out there saying, hey, check me out, you know.

Phil: I'm sweating, I'm breathing hard.

Tom: So you want exercise confined to the bedroom?

Phil: No, no, not at all.

Phil: I'm just saying that people are of a certain mindset.

Phil: People who go in public are in a certain mindset.

Phil: You know, if you're driving in your car down the highway, you're really just saying, hey, look at me, check me out.

Phil: You know, I'm a person, I'm in public.

Tom: That reminds me, I should just add as an addendum on the car statements in the previous episode of The Game Under Podcast, that specifically the reason one cannot make the comparison between real estate and aspirational standards is because buildings designed for the use of poor people, depending on your attitude to the poor, can be deliberately designed to be as bad as possible, whereas a vehicle which is designed to be as cheap as possible usually has to be sold to the people attempting to buy it.

Tom: So the idea is, at least in terms of marketing, it has to be attractive.

Phil: In terms of marketing, that's true, but there are cars that are developed specifically for the rental market, and if you've ever driven one, you know what I'm talking about.

Phil: I mean, there are cars that are designed to be horrible.

Phil: Speaking of cars, before we get into our impressions of Death and Taxes, which is a video game, not a philosophy, I think you mentioned you wanted to say something about Forza Horizon that you didn't mention in the last show.

Tom: Yes, just two things I forgot to mention.

Tom: The first is, once you've completed all of the different race types or got to a certain level in them for winning races or just completing them, you basically get experience in different level tiers for each type of racing.

Tom: And once you get sufficiently deep into the career mode for those particular races, you unlock a finale race, which is usually of a spectacular length and show a much greater level of care in the layout of the path you're following.

Tom: And there are two highlights.

Tom: One is an incredibly long dirt race that is basically across the entire map from one end to the other, because it's a dirt race that takes a very long time.

Tom: The other is a race that basically takes you on a lap around the entirety of the map on a road race.

Phil: That's so cool.

Phil: That is so cool.

Phil: So it takes you it takes you through the entire geographic thing or it takes you through every single mini track?

Tom: It's an open world race.

Tom: So the races are based on roads.

Phil: Yep.

Tom: So it takes you on a circuit around the entirety of the map basically, around the outer roads.

Phil: Okay, that's what I meant.

Phil: Yeah.

Phil: So it's an outer roads thing.

Phil: Okay, that is still cool.

Tom: It is.

Tom: And those are highlights of the game.

Tom: Not just those two, but all of the long races are, show a much more detailed and interesting design.

Tom: And they are worth playing absolutely compared to the rest of the game.

Tom: And I also mentioned the LEGO track in Horizon LEGO Speed Champions.

Tom: And I forgot to mention, I think I said it had a high speed corner, but in one of the layouts, it is very well used.

Tom: And it would be a highlight in, based on Forza Motorsport it would be one of the better tracks in a Forza Motorsport game.

Tom: So it is consistent with the rest of the quality in the LEGO Speed Champions in terms of their circuit design.

Tom: So it will not be a disappointment to any long standing Players of Forza Horizon series that wanted a track to mess around in.

Tom: When they finally have got one, it is of very high quality, with the other layout being based more on shorter corners and shorter straights and a more technical thing.

Tom: So it's got the best of both worlds.

Phil: I got to say after our last episode, I went to buy a copy of this.

Phil: It's still stupidly expensive.

Phil: And you know, you get it for free with Game Pass.

Phil: And then what's the name of that pirate game that's on the Xbox?

Tom: Sea of Thieves.

Phil: Sea of Thieves.

Phil: I want to get that as well so I can play that.

Phil: That is stupidly expensive.

Phil: It's like bucks or something.

Tom: That's because they're both still very popular, I believe.

Phil: Yeah, but come on.

Phil: You get them for free on Game Pass.

Phil: So why are the physical copies so expensive?

Phil: Probably because they had low print runs because they think no one's going to buy the physical copies.

Phil: But I almost fired up Forza just to sort of get into the vibe of it.

Phil: But I've got to tell you, I've played a lot of games lately.

Phil: I played...

Phil: What was that black and white press game from the GameCube?

Phil: From Platinum, the ultra-violent one.

Tom: Do you mean Mad World on the Wii?

Phil: Yeah, Mad World on the Wii.

Phil: I was playing that this weekend.

Tom: That was originally going to have a metal soundtrack, apparently.

Phil: Well, it may or may not have worked, but...

Tom: Well, metal could have fit it, but the rap soundtrack was...

Phil: Was good...

Tom: .

Tom: what made it an original title and stand out.

Phil: Yeah, much like...

Phil: what was that other game that we both played on the PlayStation ?

Phil: No, not that one.

Phil: The Samurai...

Tom: The Beat'em Up?

Phil: The Samurai one that had the cartoon aesthetic, but had the rap music.

Tom: Afro Samurai?

Tom: Yeah.

Phil: Yeah.

Phil: But I forget, we've talked about Afro Samurai before.

Phil: You enjoyed that game or...?

Tom: I have never played it.

Phil: Oh, really?

Phil: I think you'd enjoy it.

Phil: I can tell you one thing I did enjoy, and that was a demo for a game that just came out.

Tom: Well, before you do, I did just have one final thing.

Phil: Oh, yeah, of course, because I can never actually transition cleanly from one topic to the next without you interrupting.

Tom: Well, if you had an interesting topic to bring up, I might let you proceed.

Phil: Oh, okay.

Phil: Well, I went to the doctor today.

Phil: I've got cancer.

Tom: That's not that interesting.

Tom: We were just talking about coronavirus.

Tom: At least get something interesting.

Phil: Yeah, I'm sorry.

Phil: Anyway, continue on with whatever it was you were going to say.

Tom: Yeah, I was going to say one thing I forgot to mention was how the different drive trains drive in Forza Horizon

Tom: And the all-wheel drive layout is tremendously overpowered.

Tom: Obviously, all-wheel drive in terms of racing should generally be, without question, the superior platform.

Tom: But it's got virtually no understeer whatsoever.

Tom: And the understeer is completely correctable, like it is in four-wheel drive cars, by lifting off the throttle.

Tom: So you've basically got something that has the oversteer potential of rear-wheel drive, but with significantly greater traction and not enough of a detriment in terms of weight.

Tom: So that basically, if you're building anything, you will be inclined to make it all-wheel drive, because it won't be able to compete with other all-wheel drive cars in races, if it isn't.

Tom: And in some of the races, you can sometimes get stuck with a lot of all-wheel drive cars when you do not have one.

Tom: And the other thing is the front-wheel drive cars, while they are quite understeery, unlike the all-wheel drive cars, the amount of oversteer that is induced by you lifting off the throttle when you are cornering, essentially makes them, again, nearly as oversteery as a rear-wheel drive car, except that you won't be able to completely flick the rear end out and initiate a drift or power slide.

Tom: So it's very arcading when it comes to the comparison between drivetrains, but at least there is some reference to the differences between them, so that if you are doing four-wheel drive, you will have to drive differently than if you were driving rear-wheel drive or all-wheel drive, even if the difference in cornering speed between a rear-wheel drive and four-wheel drive car won't be that different, and nor will the line you're attempting to take either.

Phil: And this is for Forza Horizon available on Game Pass.

Phil: I probably on the next episode wanted to ask you more about Game Pass to see what other games are on there and available as well.

Phil: So with that, should we go on to Death and Taxes?

Tom: Yes, we may now finally proceed.

Phil: Okay, thank you.

Phil: So Death and Taxes, I don't know how this game came to my attention, but it's just come out in February.

Phil: It's from a company called Placeholder Games.

Phil: They're a small developer.

Phil: I forget what country they're in, but it's again a small team based out of Estonia.

Phil: Interestingly enough.

Phil: And they've worked on games like Disco Elysium, Might and Magic Heroes.

Phil: So who knows what work they did on that.

Phil: But this is essentially a Papers, Please clone.

Phil: And you are essentially the Grim Reaper.

Phil: And every day you're given a pile of people that need to die.

Phil: You must select amongst who dies and who lives, as opposed to Papers, Please, where you got to select who crosses the border and who didn't.

Phil: Is that a pretty good description of the gameplay?

Tom: Yes, I would say so.

Phil: And so it starts out quite simply.

Phil: Where they'll give you like four people, and they'll say two people have to die today.

Phil: And basically you read the profiles, and you're like, okay, well, that guy is

Phil: He did voiceovers for a couple of video games.

Phil: He's had a good run.

Phil: The other person is

Phil: They've just graduated with an advanced degree in chemistry, and they're developing a anti-cancer chemical medicine that has proved to be effective.

Phil: Okay, that's pretty easy.

Phil: The -year-old gets it.

Tom: And you'd be very invested in saving that person now.

Phil: Yep.

Phil: And so then the...

Phil: So basically the gameplay is you've got a desktop, and you get files, and there's a supervisor that tells you what you should do.

Phil: And then every day after you've done your thing, you can check your phone and check on news headlines from a fake Twitter that says, a -year-old voice actor who died at age Nintendo fans killed themselves over the prospect.

Phil: In other news, a -year-old postgraduate developed what was thought to be a good cancer-saving chemical, and it turns out...

Tom: So the chemical actually saves cancer.

Phil: So that was a bad decision.

Phil: The chemical saves cancer.

Phil: You know, people died of cancer.

Phil: So both of those instances are made up examples.

Phil: So then the next day, you'll get like six, and they'll say, okay, you've got to kill...

Phil: Three people have to die today.

Phil: Avoid killing people who work in the food service industry.

Phil: So you'll get a profile that says, a guy is a restaurant owner, cheats on his wife, has raped three women, cheats on his taxes, but runs a successful restaurant franchise.

Phil: And then, you know, the other...

Phil: So, you know, you start getting down to these things, where you get these different conditions that are put on you each day that makes the game play more challenging and more interesting.

Phil: Is that mirror your experience, Tom?

Tom: We should also add that your advisor is Fate, and Fate is basically a Bond villain with a cat.

Tom: So the tone is very tongue-in-cheek.

Phil: Oh, yeah.

Tom: At least at the beginning.

Tom: And, well, obviously for me, it was not very interesting because I just checked, is the person or older?

Tom: If they were, I marked them as die, and if they weren't, I marked them as live.

Phil: So you adopted the OK Boomer philosophy.

Tom: Yes, I did.

Tom: The famous eugenicist movement of today, the OK Boomer movement.

Phil: I found the demo interesting enough.

Phil: It wasn't perfect.

Phil: There's a lot of different things I would have done had I been designing this game.

Tom: Well, you compare it to Papers, Please, but the first thing is that it is very visually uninspired and uninteresting.

Tom: And tactically, there's virtually no feedback at all.

Tom: You've got a very bland table with two empty drawers that, as far as the demo is concerned, serve absolutely no purpose whatsoever.

Tom: I believe in the future you'll probably end up with items stored in them.

Tom: But you also have a fax machine, which you click on once you've filled out all the forms.

Tom: And you have a marker with which you tick one box, yes, die or live, and that's basically it.

Tom: So while it is clearly inspired by Papers, Please!

Tom: and using a similar layout, it is not a very interesting rendition of the Papers, Please!

Tom: visual structure.

Phil: That's right.

Phil: And it was my first reaction that when I had to fax something, I would take the cards and insert them in the slot in the fax machine, and that wasn't working.

Phil: And then I just figured, oh, you've got to press this big round button, and it just takes care of everything.

Phil: And the tactile nature of Papers, Please!

Phil: where you had to stamp and it got that ka-chunk, you know, when you're stamping something, that very satisfying feel is lacking from the game.

Phil: And even the pen itself was unsatisfying in terms of how everything worked.

Phil: Things get cluttered.

Phil: I mean, it would have been better...

Tom: And just the pen, for example, while you can scribble on the paper, and it marks the paper, to actually choose between live or die, you have to actually click the box.

Tom: You can't draw through the box, marking it with an X or whatever.

Tom: That does not work.

Tom: You have to click on it.

Tom: Again, going against what should be a very tactile layout.

Phil: It would have been better if they had had a stamp for you to stamp, live or die, a check mark, and that would have solved that problem.

Phil: The other thing I would have wanted was, instead of filling up the desk with a lamp and these other things, and the rules that you don't need, you don't need the rules displayed the whole time, would have been a die or live tray.

Phil: Because that's how I ended up using the screen anyway.

Phil: It's like on a cursory inspection, okay, I've got to let three people who work in food service live.

Phil: So I just found, you know, four of the people that work in food service, I put them over on the live side, which I made the left.

Phil: And again, the human mind will come up with its own games and devices for this sort of thing.

Phil: But it would have been nicer to have a live and die tray.

Phil: And yeah, it just lacked the finesse and detail of Papers, Please.

Phil: And ordinarily, I'd say, well, there's only eight people that work on this game.

Phil: And again, the name of the game is Death and Taxes from Placeholder Games.

Phil: It's on PC only, so far as I can tell.

Phil: But usually, I'd cut them some slack.

Phil: But Lucas Pope made Papers, Please, and he's one person.

Phil: Like, he made the whole game.

Phil: People did contribute to the music, but, you know, if you're going to do a clone, I get it.

Phil: It's not going to be the best.

Phil: It's not going to be the original.

Phil: And I think that what they've done so far with the demo is enough for me to actually buy the game, which is only like bucks right now.

Phil: So I will be buying the full game.

Phil: I did find it enjoyable.

Phil: I found the interactions at the end of the day with the boss, Fate, to be very entertaining.

Phil: Because he says, so, you know, how are you finding this work?

Phil: And then they have options like, yeah, it's pretty easy.

Phil: Or, yeah, it's really good to separate the wheat from the chaff.

Phil: Or, you know, I'm not really too...

Tom: There's boomers from the rest of the world.

Phil: Yeah, or for you, in your case.

Phil: Or, you know, I really don't like this.

Phil: You know, couldn't you be giving me more information about these people?

Phil: And the kind of person that I am, you know, I just immediately fell into that compliant work, you know, type person.

Phil: It's like, hey, you want me to kill three people who work in food service?

Phil: Fine, I'll do it.

Phil: You know, I mean, these are the rules, you know.

Phil: Hey, it's my job, so I'll just...

Phil: And that's what I liked about it.

Phil: And that's what I liked about Papers, Please.

Phil: It scratches the same itch or itches the same scratch.

Phil: And yeah, I really enjoyed it.

Phil: And I'm definitely going to buy the game and give it a try.

Phil: Was your impressions overall much different from that?

Tom: Well, they were certainly not as positive.

Tom: And the other thing I would bring up that is in stark contrast to Papers, Please was the...

Tom: In Papers, Please, you're looking at a passport to compare it with what a real passport should have on it and looking for forgery and things like that.

Tom: Here you're just reading basic information about someone and comparing it to what you've been told in regards to killing people.

Tom: So far, at least, it is literally as simple as when you're told to kill people who work in the food industry seeing what their job is, essentially.

Phil: Yeah, you're right.

Phil: And that's it.

Phil: You're right.

Phil: And the other thing is as opposed to a passport, which is only giving you objective information, this is giving you opinions as well.

Phil: It's giving you a description of who the person is and what they've done in their life.

Phil: And so that's what puts this game on a completely lower level.

Phil: I think also too, like one element of it that plays into it a little bit is that it plays into that whole, you see a job description of someone, and so your own state of mind plays into play of, oh, that's a useless job.

Phil: I'll kill them, regardless of what the rules are that day.

Phil: We've got to say this is only the demo.

Phil: So things can change, and we'll find out what everything else is for as we play the rest of it.

Phil: But I'm not a climate denier or anything like that, but when I saw one of the job positions was climate change researcher, I was like, oh, you're dying, you're useless.

Phil: Because whether you think climate change or whatever, it's just like if someone's making their money off the climate change industry, then they're useless, right?

Phil: Because it's not going to change anything, you know?

Phil: So, you know, your own post...

Tom: What you're saying is they need to become an eco-terrorist.

Phil: Look, if there was an eco-terrorist on the area, it would have killed them as well, you know, because...

Tom: Well, they would have been doing something.

Phil: If it, like, you know, but if it had said...

Phil: I think one of the ones was like a politician, or he's a politician, but he cheated his way to the top.

Phil: And most people would say, oh, well, let's just kill him.

Phil: But I was like, no, they're playing with stuff here.

Phil: And I think, again, like with Last Day of June, because these developers are from Estonia, there's that little bit of lost in translation going on.

Phil: And that's why it's interesting to me.

Phil: And so because it's a demo, I'm going to look past some of those things, but you're absolutely right.

Phil: Fundamentally, it lacks the things that made Peepers Please my number one game of the s.

Tom: And are we going to give the demo a rating?

Phil: I don't think that we should, but we will.

Tom: Well, I may not continue playing it, so I'm going to.

Phil: Okay, I'm going to give the demo a out of

Tom: So it's half a rating better than Last Day of June.

Phil: Yeah, because of that itch that it's scratching, or scratching that itch, or whatever, whatever the phrase is.

Tom: And I'm going to give it a out of

Phil: Ooh, so that's an out of which would be a out of

Phil: Well, in any case, the demo is free, and I would encourage people to give it a try if you like Papers, Please.

Phil: And if you don't like Papers, Please, why are you listening to this podcast?

Phil: So I think we're going to wrap it up there, unless there's something else that you want to finish the show with, Tom.

Tom: Well, I have got to bring up the history book I referenced in the previous episode of the show, because whenever I bring up politics, I always have to have a balanced perspective and mention both sides.

Phil: Okay.

Tom: So in that episode, I think it could be inferred that I was implying that particular racist trains of thought and arguments are identical and equally stupid today as they were years ago.

Tom: But if anyone were to read that book or look at history whatsoever, as in previous episodes, I've mentioned that Churchill, for instance, was tremendously racist, but people would have issue.

Tom: Some people may have issue with that statement because everyone was racist back in Churchill's day.

Tom: But that isn't really true.

Tom: Throughout history, there have been racist people, non-racist people, and people who oppose racism.

Phil: So no, I just want to underscore that.

Phil: Based on everything I've read about Winston Churchill, and I think he's admirable in many ways, and he was a drunk as well.

Phil: And people are not perfect people, but he was exceptionally racist on the basis of the experiences that he lived.

Phil: And to diminish his experiences by saying, oh yeah, but everyone was racist back then.

Phil: No, everyone wasn't racist back then.

Phil: People who had certain experiences were racist.

Phil: People that had certain experiences weren't racist.

Phil: And I think this kind of white walling of people who lived in the past is really insulting to the individuality of people who are living today as well.

Phil: Because it would be quite easy years from now for people to make some sweeping characterization about everyone on the planet Earth felt this or anyone on the planet Earth felt that.

Phil: And those people that lived back in Winston Churchill's days were just as individual as any of us.

Phil: And I think it's giving people A, a past to be racist or backward thinking.

Phil: And B, you know, completely ignorant of how people think.

Tom: And if you're a Churchill fan, or if you're a patriot of a country, for instance, if we're applying this to a historical event in a particular country that people may find offensive because it's now seen to be bad or whatever, own it.

Tom: I don't understand.

Tom: If you are a Churchill fan, why would you not like him just because he was racist?

Phil: Which I am.

Phil: Like, you know, if you're putting the pluses and minuses on a column for Winston Churchill, you know, would I like him if I met him?

Phil: Probably not.

Phil: Would he like me if I met him?

Phil: Most definitely not.

Tom: I was going to say most definitely.

Phil: Yeah, but...

Tom: But then I remembered your Irish heritage.

Phil: But in term...

Phil: Exactly.

Phil: But in terms of his...

Phil: He had an American mother, at least.

Phil: So that might be an in, at least for a conversation.

Phil: But as soon as he finds out I'm from California, that conversation will be over.

Phil: But the...

Phil: And the pluses and minuses, yeah.

Phil: I think Winston Churchill had a totally positive impact on the world.

Phil: Does that make him a perfect person?

Phil: No.

Phil: He was a racist.

Phil: He was a drunk.

Phil: And a lot of the things he did, you know, severely harmed a lot of people.

Tom: I would reverse that.

Tom: I would say as a person, he's a better human being than a politician and his impact on the world.

Phil: And let's not remind ourselves that it's been one of the main participants in saving Western civilization for what it's worth.

Phil: The British public unceremoniously dumped him, and then he stayed in public service as a member of the House after that for decades more.

Phil: Whereas these days, he would have just gotten a consultancy and turned into a Tony Blair-type character and making tens of millions of dollars under the Capitol.

Tom: That's why I bring him up as a better human being.

Tom: I think you have to give him credit that he stuck to his ideals and conception of the world in spite of the world changing around him.

Phil: Yep, definitely.

Tom: Unlike a Tony Blair.

Phil: Yeah, which is a flim flam.

Phil: Now look, Tony Blair is a very interesting character, and there's been great books written about him that are entertaining more than anything else, including his own biography.

Phil: And in his own way, I do see him as like a British Bill Clinton, and Bill Clinton and Tony Blair both have their foibles.

Tom: Well, they are of the same political generation, and basically identical in their policies and thinking.

Phil: Absolutely.

Tom: With Blair being slightly even more aggressive in his thought on an international stage, not in terms of in Britain itself.

Phil: I could bore our listeners all night, but I do think that, yeah, they're cut from the same swath, and certainly their ability to make money off of their office after office is also identical.

Phil: But I've driven you off of your main point, if you just want to go on with that.

Tom: Yes.

Tom: Just back to the point of balance, not only are the standard racist arguments and thoughts and the proclivity for racists, not including, again, racists with some sort of personal integrity like Churchill, to deny the fact that they're racist, which is very popular throughout the history of racism, so too are the arguments against racism very much identical to the arguments today.

Tom: So I'm just bringing that up for balance, that both pro-racist and anti-racist arguments are basically the same ever since meritocracy took over from social Darwinism, and both sides are not really in any way intellectually interesting.

Phil: Yep, they haven't evolved much, and certainly are not very intellectually interesting on either side of the coin.

Phil: And so...

Tom: I think that's also a large failing of meritocracy itself, because meritocracy, as was mentioned in the previous episode, is essentially just social Darwinism with all the interesting and amusing and grand metaphysical themes of social Darwinism removed.

Phil: Indeed.

Phil: Is that all you have to say on that topic?

Tom: The last thing I will say, just because we also mentioned Baudrillard in the previous podcast, one of the few interesting contributions from Baudrillard, from an idea perspective, is basically, and I think he comes after Guy Debord's Society of the Spectacle, which also might be relevant today, but his Simulation and Simulacra.

Tom: Where all political thought and the general consciousness of the populace is looking at things that are simulations and seeing them as reality.

Tom: And this would be relevant to how, at least people claim, policy is made, where everything is done through the lens of mathematical projections as to how things may play out.

Phil: Is that a sentence?

Tom: Yes.

Tom: And it was, contrary to popular belief, actually worded worse than Baudrillard's writing.

Phil: You did that on purpose, I'm sure.

Phil: The final thing I'll say, because we haven't said a swear word in this podcast, I usually, when we're filing this for iTunes...

Tom: Just wait though, but on that point, on that point, yes.

Tom: The other thing, and I think we alluded to that in a previous episode, the thing that is particularly funny, given that all of these postmodern thinkers are seen to be hysterically radical figures destroying Western civilization and inspiring generations of activists and so forth.

Tom: My reading of them, nothing could be further from the truth.

Tom: They are essentially, and this is why, again, conservatives have such an issue with them, they are offering a different conception of conservatives.

Tom: Whenever I finish reading any of their books, my reaction is the same as when I read a right-wing conservative book, which is, well, that's bad.

Tom: I wish someone else would do something about this.

Phil: Yeah, but aren't you virtue signaling to a certain degree when you say, oh, left is wrong, right is wrong?

Tom: No, I'm saying conservatism is wrong.

Phil: Okay.

Tom: And I think objectively conservatism, like progressivism, is wrong by default given that they are arbitrary positions.

Phil: Right.

Tom: So they are by default concluding that everything currently is correct or everything ought to be changed.

Phil: Oh, that is not a state of nature that exists.

Tom: That's why they're wrong.

Phil: That is absurd.

Tom: And I think the greatest straw man of those two positions are.

Phil: Yeah, but straw man positions exist for fundraising.

Tom: Yep.

Phil: You know, so can I say the F word now?

Tom: Yes, you can.

Tom: Wait, wait, wait, wait.

Phil: Jesus Christ.

Tom: Yep, the last aggression that I forgot.

Tom: The problem with history book.

Tom: I'll finish that book and I've now read several history books.

Tom: I'm an expert on history books.

Tom: There's a big issue with the practice of history, and I would recommend that people watch history lectures instead.

Tom: Not school lectures, but history lectures by authors promoting books or random historians doing a lecture to an academic audience, not a student audience, because school lectures suffer from this problem to an even worse degree.

Tom: Basically, history books are in the tradition of epic poetry.

Tom: There is no denying this fact.

Tom: The problem is, historians are not poets or creative writers.

Tom: So they do not know how to tell a story.

Tom: And it's very easy to illustrate in drawing the global color line, which I still recommend.

Tom: But basically, this book was very well described the racist implementation of policy in those years.

Tom: And it made some references to previous policies.

Tom: But this is basic backstory that was massively important, because the significance for someone who is not familiar with the policies of the empires that were active at the time would not necessarily be aware, or at least the point is not driven home enough by the book.

Tom: But these were actually massive reactionary policies that were being implemented.

Tom: That were actually significantly more racist and significantly more oppressive than the preceding policies, and significantly limited the movement of not just non-white people, but in many ways white people as well, compared to previous policies.

Tom: And because, for two reasons, one, because history is now academic, and based on empiricism, which it always was, but to a higher standard now, obviously people want to be careful about discussing things that they're not as specialised in as other historians.

Tom: But it ends up creating weird descriptions of a time period that exists completely as its own beyond a basic reference to it here and there, which doesn't really give you a good perspective on why the events and the changes that were taking place were significant.

Tom: And the other issue was also another problem of one, both taboos and two specialisations.

Tom: While there is some reference in history books to the material gains that the people implementing these ideological platforms might get from them, particularly in drawing the global colour line, they did a reasonable job of emphasising why these policies were being implemented when the power of the native peoples in various colonies had grown to a certain point, thus, obviously, you're conserving your social status as well as your material power over other people.

Tom: That's very much in the background when, if you are reading any historical documents, you can't exclude the ideological thoughts that people have, but usually they're very much aware of the practical gains they have out of anything they're implementing.

Tom: And I find that most history stuff that I've read really under emphasizes that aspect of the people involved in terms of their thought and in terms of why the countries involved are doing what they are doing.

Phil: Indeed, that's true today when you look at talking heads and quote experts who are called to come on and talk and chatter on nightly politics shows.

Phil: Nothing they say is not influenced by the fact that they know who's paying them to come on to the network to speak about such topics.

Phil: And that's on both sides of the ideological spectrum.

Tom: Absolutely.

Phil: Okay, well with that, I think we can close out episode of The Game Under Podcast.

Phil: I am Phil Fogg, and I've been joined for this marvelous episode by Mr.

Phil: Tom Towers.

Phil: Thanks for listening.

Phil: Record.

Tom: Yes.

Tom: And wait, wait.

Tom: Wait.

Tom: Record this quickly.

Tom: I just forgot, I can't let us go, because I mentioned projection in the previous episode, and as a person who is skeptical of psychology, a lot of psychology.

Phil: Oh, projection is a psychological concept.

Tom: Correct, and I believe it is of great use, but it is useful to be aware of the prevalence of projection in political thought and so forth, not just so that you can notice it, but so that you can apply it to yourself.

Tom: And I do tend to find that psychology often doesn't do that.

Tom: And so when I mentioned that Aristotle is a complete moron, I would like to say I'm very aware that this could indeed be me projecting and I'm the complete moron.

Tom: But like Aristotle, I would like to point out, I too like Aristotle, I'm the complete moron.

Tom: And the other reason, and the neglected aspect of projection is, comes from a much greater and much more interesting and in-depth psychological movement known as the thought of children.

Tom: And there is a great line full of wisdom, which is, it takes one to know one.

Tom: So while I accuse Aristotle of being a moron, I fully admit that I'm aware Aristotle is a moron because I too am a moron.

Phil: Thank you, Tom.

Tom: You're welcome.

Game Under Podcast 122

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Introduction
0:00:08

Trademark Banter
0:01:40 South Austrlian Goose Game
0:02:08 Recording from Home Due to Covid-19

Tom Towers Reacts... to the News

0:03:45 The Last of Us Part Two Delayed Forever
0:07:31 The Official XBOX Magazine Shuts Down & Hyper Magazine

Trademark Banter Resumes
0:11:25 Towers Reads Another 100 Books (in 2020!)
0:13:00 Crash by J.G. Ballard
0:25:30 Gaming Sites Aren't Gaming Sites Anymore
0:27:00 Wasting Time Second Guessing Gaming PR
0:36:00 Star Trek and Sky Children of Light
0:44:00 Tom Towers, Segue Assassin

Tom Towers First Impressions
0:45:45 Forza Horizon 4
0:52:00 Gran Turismo's Current Direction
0:59:00 Metropolis Street Racer & Dynamic Weather
1:02:30 Seasons and Weather a Great Addition but...
1:16:30 Spammed with DLC
1:22:45 Two Modes in Seasonal Events
1:28:00 Polyphony Digital
1:29:30 Amazing Lego DLC!

Trademark Banter III
1:41:30 Fogg is Retiring! (At some point)
1:42:30 Towers: Everything is Breaking
1:45:20 Turing Rolls Over in his AI Rendered Grave
1:55:00 99 Cent Lock Vs 99 Cent Hammer

Feature: What Remains of Edith Finch *Spoilers, Lots of Spoilers*
1:58:00 Untitled Swan Game 2:13:45
Gameplay Reductionism - An Important Point
2:23:30 Our Score

End of Game Coverage Here
2:24:15

A Few Book Recommendations from Tom Towers
2:36:00 A Few Book Recommendations from Phil Fogg
2:58:45 Phil Tries to Restore Order (and eat).

Transcipt

Tom: We are pretending to be recording it on April th,

Tom: But when did we actually record it?

Tom: Phil, who is my co-host?

Phil: Well, I'm not quite sure, but I do know when you recorded episodes and

Phil: And I do want to thank Arnie and Gagan for step hosting while I was on assignment.

Phil: I particularly enjoyed both episodes, but episode was pretty good, and Gargadeep Singh from the Endless Backlog did a great job.

Phil: Is there a new podcast for their game of the year has to be posted by now, surely?

Tom: Well, he claimed it would be posted long before our show went up, but the last time I checked, a reasonable length of time ago, there was nothing on the YouTube channel, but I will check live on air.

Tom: The last episode they have posted there is from six months ago.

Phil: So we totally spoiled it in our last episode.

Phil: Apparently, it was a six-hour show, so I won't be listening to that.

Tom: He did say he would be time stamping the relevant part, which is the argument for the game of the year credential for Untitled Goose Game, which is an Australian made game.

Tom: Indeed, a Melbourne made game.

Tom: Oh, really?

Phil: I thought it was from South Australia.

Tom: No, Melbourne, I believe.

Phil: Well, they probably conned the South...

Tom: Including a grant.

Tom: What's that?

Phil: They probably conned the South Australian government into giving them a grant.

Tom: No, I believe the grant is from the Victorian Film Board.

Phil: Because I know we once lost a listener for making a disparaging mark about South Australia, so we shan't be repeating that again here.

Phil: We should probably note for our keen listeners that because of these times, both Tom and I are recording this from our home studio, so if there's any...

Tom: Yes, for the first time on air, we are not recording it in the same studio.

Phil: No, we're not coming to you live from the Stride studio.

Phil: In fact, they've dropped their sponsorship because of these times, so we're recording this from home.

Phil: If you hear any ambient noise, such as cats, children or other sounds of joy, we apologize in advance.

Tom: Cats, children.

Tom: Is that children of cats or children and cats?

Phil: No, cats, children.

Tom: Okay.

Phil: If you do hear any cats, children, let us know.

Tom: There's an Australian composer called Elena Katz-Chernin, so you may have also been referring to her reasonably good music.

Phil: Yeah, she may drop by to borrow a ham hock or something in these troubling times.

Tom: I don't think she's that avant-garde.

Tom: But on these troubling times, by the way, the Melbourne Symphony Orchestra has been releasing a number of live streams, some of which are quite good.

Phil: Oh, really?

Phil: They've been doing live streams as an orchestra?

Tom: Yes.

Tom: Well, before the lockdown reached stage three, they were doing some in-studio live concert performances.

Tom: Since then, they have been live streaming some old concerts and possibly doing some performances with fewer numbers of people.

Phil: Well, it's taped to live.

Phil: That's not like our show.

Phil: No.

Phil: Which we record this...

Tom: Well, also broadcast live, originally.

Phil: Every time someone downloads a podcast, we get a text, and we have to do the show again.

Phil: Which one are they listening to now?

Phil: Episode ?

Phil: Where's the script?

Phil: But speaking of these troubling times, I just wanted you to get your reaction to some of the news that's going on.

Phil: It's unavoidable in these times.

Phil: And that is Last of Us has been delayed indefinitely.

Tom: Every cloud has a silver lining, as they say.

Phil: Yeah, well, I'm going to cancel my pre-order.

Phil: I mean, so that's an extra bucks in my pocket, or or however much games cost now, that our dollar is worth cents.

Phil: Yeah, so basically they pinned it on logistics and said that they wanted the game to come out everywhere around the world at the same time.

Phil: So I guess digital distribution wasn't a choice, but it's a very boring answer.

Phil: Had they said that, you know, we're having trouble getting rid of all these bugs while we work from home, or bringing the project to the finish, you know, when our employees are all at home, that would be one thing.

Phil: But they're blaming it on disks and saying that, oh, we could get it to some regions, but not other regions.

Phil: What do you think of that?

Tom: It's a strange PR strategy.

Tom: I don't see the justification of presenting it in that matter, because even if it were the real reason, surely it is win-win to say that they could not continue development as they like to due to social distancing regulation.

Tom: Then they're doing something good for the benefit of humanity and delaying the game.

Tom: Whereas otherwise, if they wanted to continue doing it and not have a worldwide physical release, why couldn't they have a worldwide digital release?

Tom: It doesn't make that much sense.

Phil: It doesn't.

Phil: And I think, actually, you've probably got your finger right on the pulse there.

Phil: It's probably an ego thing, where they're delaying it maybe because of the content.

Phil: The content isn't a good read right now.

Phil: And they're saying, no, we've finished the game.

Phil: We're not blaming this on not finishing the game.

Phil: If you guys want to come up with an excuse, we'll have an excuse.

Phil: But my team did what they were supposed to do.

Phil: The game is coming out, and I'm not having that reflect on them.

Phil: So they can point the fingers.

Tom: Alternatively, it's an even bigger ego thing, and they want the game to be prophetic.

Tom: So they've got all their employees ferreting around the world, attempting to spread SARS as much as possible.

Phil: That would take more coordination and motivation than I think they have.

Phil: But honestly, I'm not disappointed.

Tom: And a greater commitment to their art.

Phil: Yeah, I'm not disappointed.

Phil: I've got plenty of other things to play, and it would probably be a distasteful game to be playing right now anyway.

Phil: Eh, not that that matters to me, but it would have to affect their sales.

Phil: And you know, they might be shallowly just thinking, well, people can't go out of their house to buy the game in the number one market for this game.

Phil: So we're delaying it for marketing reasons.

Tom: Don't a lot of people have internet in the number one market for this game though?

Phil: Yeah, but they've got to reserve that for Netflix in these troubling times.

Tom: Okay, so everything else except for Netflix is being throttled.

Phil: Yes, including critical medical information.

Tom: Yes.

Phil: And online prognosis or diagnosis.

Phil: I don't know what that's called.

Phil: I haven't been to a doctor for a while.

Phil: I'd like your reaction to another thing because every time we record, I have to tell you about another magazine shutting down.

Phil: The official Xbox magazine is shut down in the UK.

Phil: And this is a future publication.

Phil: The future is a massive magazine publishing company.

Phil: But yeah, another one bites the dust.

Phil: It's gotten to the point now where there's no, there's no magazines for me to go and buy in the store anymore.

Phil: I'm actually looking forward to the quarterly hyper, but I think it's been a couple of quarters since they've had a hyper.

Tom: That's if the quarterly hyper still exists.

Phil: Yeah, yeah.

Tom: Which is as to be determined.

Phil: And Hyper is an Australian magazine.

Phil: It was the longest running magazine, along with Game Informer at this point.

Phil: And they were keeping it going quarterly.

Phil: And remember, I got that bundle of them at a charity book show.

Phil: And I actually got to read them on my last holiday.

Phil: And I started to go, okay, I can definitely see the appeal here.

Phil: They, while the quality was diminished because I saw that they were repeating content in this quarterly format and parceling up things, some of the stuff was quite controversial and wouldn't find its way into a regular magazine of its nature.

Phil: So I'm actually looking forward to a new hyper, but you're not sure as to where they are right now?

Tom: Well, their publisher Next Media either went into administration or sold hyper to another publisher.

Tom: And that publisher claims that they are going to release it.

Tom: Some people related to hyper claim that that's the end of hyper, and as yet no new issue of hyper has appeared.

Phil: So I was thinking about Game Informer, because since we last talked, Game Informer magazine has had more layoffs.

Phil: And it's obvious that they're going to fold the magazine.

Phil: And I was thinking, you know, it'd be great for some of the long-term employees of that to try and buy it at a fraction of the cost and keep it going.

Phil: But that's probably a foolish use of employees' money, really, isn't it?

Tom: Probably.

Tom: Particularly given that they're attempting to not have to spend any money on publishing or having anything to do with a magazine that no longer sells enough.

Phil: That's right.

Phil: Yep.

Tom: Yep.

Phil: And it's amazing.

Tom: They seem to go against the entire concept of downsizing or ceasing to publish it.

Phil: Yeah.

Phil: I've got some things to go over in Trademark Banter, too, but that relates to that.

Tom: I thought this was Trademark Banter.

Phil: Well, no.

Phil: This is Tom Towers' reacts to the news.

Phil: To the news.

Phil: So, honestly, yeah, well, actually, we can just...

Phil: There is no more news I wanted you to react to.

Phil: So we can just drift into Trademark Banter, which is a real change up from Smugcast Banter last episode.

Phil: Was there anything that you wanted to get off your chest?

Tom: Well, I've got several Trademark Banter subjects, and I'll read through them, and you can pick them in the style that I believe you've asked me to do in the past.

Tom: One is the highlights of the first books I've read this year.

Tom: What Sky and Star Trek have in common, that is Sky Children of Light, the Intel Nook, SARS which we've talked a little bit about already, and the fact that everything appears to be breaking at the moment, unrelated to the SARS pandemic.

Phil: Okay, well, I think I'd probably want to hear...

Phil: First of all, I'm surprised to hear that you've read books already.

Phil: I thought you'd given up on reading.

Phil: I thought that you'd closed the book, so to speak, and had moved on to other intellectual riches.

Tom: Well, the problem is that reading books is essentially, I believe, the height of intellectual richness.

Tom: But you are right that in the Western canon anyway, when you've read the Bible and any Greek philosophy book, essentially there has been zero intellectual progress since then, and it wasn't that much of an exciting beginning either.

Tom: So you're right, I probably should give up.

Phil: So what books have you been reading?

Phil: Like instruction books or instruction manuals?

Phil: How to use a vacuum cleaner?

Tom: That might be a better use of some of my time, but I'll go for the book that I read today to begin with, which was Crash by JG.

Tom: Ballard.

Tom: I think his name is.

Tom: And this book, I believe, is an infamous book published in the s.

Phil: Oh, okay.

Phil: I'm sorry, I thought this was going to be about Crash Bandicoot.

Tom: No, sadly not.

Phil: Okay, that's my confusion with our earlier communique.

Tom: Yes.

Phil: Okay, so this is a book called Crash, and it was released in the s.

Phil: Is it about the stock market or?

Tom: No, it's not about the stock market.

Tom: Peak oil?

Tom: No, sadly not.

Tom: Spaceship Earth?

Tom: There's apparently room in the latter subject there for something a lot more shocking and violent, and indeed erotic than the content of Crash, but sadly it was not quite that transgressive and edgy.

Phil: Is this what the movie was made of?

Tom: Yes, the David Cronenberg film.

Phil: So this book is what that movie was based on?

Tom: Correct.

Phil: I thought it was going to be some deep philosophical thing, and it's a movie about...

Tom: The themes of it are somewhat interesting, which we'll get into in a minute, but it is, I believe, one of the books that Baudrillard, whose Simulation and Simulacra, I unfortunately read recently also, and that's why I read this, highlighted, and Baudrillard is actually, for what he lacks in interesting philosophical thought, but again, he is in the Western tradition, and if you ever, while growing up, wondered why everyone around you was a complete fucking moron, read some Greek philosophy, and it will make perfect sense why everyone is a fucking idiot.

Tom: So, Baudrillard is excused for following the steps of the giants of Greek philosophy.

Tom: Ayn Rand, for instance, massive Aristotle fan, massive St.

Tom: Augustine fan, two of the dumbest fuckwits in the history of philosophy.

Phil: When you said massive, I thought you were going to use a C word.

Phil: But anyway, as you have in the past.

Tom: Yes.

Tom: Okay, so Crash.

Phil: What's the highlighted book?

Tom: Well, I was going to say the subject of the book, it's essentially basically just a long erotic poem in the tradition of hero and liander.

Tom: And I think it's interesting and worth reading because that's all it is essentially.

Tom: And what's fascinating about it is basically erotic poetry from the era of Marlowe and up until essentially the th century when surrealism appeared on the scene and Ballard is very much influenced by the surrealists judging by this book.

Tom: Eros was essentially clouded in one violent metaphors and a lot of rapey stuff, not necessarily in the sense of rape, but there was always, there's usually some sort of violent conflict between the characters going on and a lot of references to Greek mythology and the aesthetic things floating around in the time period throughout the work again until basically the th century such as flowers and all that sort of nonsense as is referenced of course in Bayonetta and my Bayonetta piece for the top on gameunder.net.

Tom: The fascinating thing here is that it uses the modern, what pollutes the modern aesthetic thoughts and modern conceptions of violence, which is a lot less steer.

Tom: So basically the eroticism in the book is the metaphorical stuff is all related to cars and technology and particularly technology based on travel.

Tom: And if you think about cinema, what are these stock images and metaphors that break up scenes and are there as filler as they are in poetry most of the time, rather than for the purpose of meeting or particularly good lyrical quality.

Tom: It's shots of planes landing and taking off when characters travel somewhere, shots of traffic to fill up some time and all this sort of stuff.

Tom: So it makes perfect sense.

Tom: And again, arguably the most important status symbol of the post-Second World War era is the automobile because...

Phil: Because of freedom.

Tom: Yep, not just the freedom, because the majority of people owned property.

Tom: And it's one thing to compare a mansion to a shitty shack.

Tom: One of the most important things then was indeed the fact that everyone could own property in terms of post-war reconstruction.

Tom: So for that...

Tom: Drawing on those sorts of things could be a slightly questionable exposure of class politics, but a car, as you said, is a symbol of freedom.

Tom: So it gives you much more freedom in terms of your aesthetic expression of what it means.

Tom: And you can more easily, without offending people, draw on the differences between a Corvette and a shit box.

Tom: Because a shit box has its own qualities that a Corvette doesn't have, such as it doesn't use huge amounts of petrol, whereas a house that is tiny and decrepit is inherently inferior to a mansion, at least as we understand it.

Phil: So cars, obviously, in the West, at least in the United States, are an expression of your personality.

Phil: And I went through sports cars and everything else, and then I finally settled on a Honda Civic Sedan.

Phil: And in Carrop, says Southern California, I once told a lady, you know, she's like, you know, I said, well, I've had all of that, now I'm just driving a Honda Civic, because, you know, I don't want to make a statement.

Phil: She says, well, actually, that is a statement.

Phil: That's a reflection of your own personal choice, is to have something that isn't a reflection of, you know, of ostentatious, you know, ways.

Tom: The ultimate ostentation is to try and appear not ostentatious.

Phil: Yes, right.

Phil: Well, then I'd drive a Volvo, wouldn't I, or a Subaru.

Phil: I was just actually driving a good car.

Phil: But, you know, the car is a symbol of freedom, mobility.

Phil: But if it wasn't for the personality of the car, you know, you'd only have car types, you'd only have functionality.

Phil: You wouldn't have a Commodore and a Falcon.

Phil: And actually, we don't have those anymore anyway, here in Australia.

Phil: So, okay, so everyone has a house.

Phil: A smaller house could be an inferior house, but with a car, a smaller car is not necessarily that.

Phil: It's accessible.

Phil: Expression of freedom, ownership.

Phil: And so, what happens?

Phil: What's the crash part of it?

Tom: Well, the crash part of it is essentially the protagonist, while having a romantic liaison with, I believe, a co-worker's wife, crashes into another car, killing the male driver, but his wife survives and they end up having an affair based on technological and especially car-based fetishism.

Phil: See, I once had a girlfriend, I had a red sports car with a brand new one, with a license plate that said, I hate me, right?

Tom: You hate what?

Phil: I hate me.

Tom: I see, yes.

Phil: And I thought, okay, that's kind of clever because, you know, it's a vanity plate.

Phil: And so, you know, you're saying you hate yourself, it's a vanity plate, and it worked on other levels as well, obviously.

Tom: I mean, for a start, you suffer from crippling self-hatred.

Phil: Yes.

Tom: And so it was also a statement of truth, not merely an ironical statement on having a vanity plate.

Phil: Right.

Phil: And even more so at the time.

Phil: And a girlfriend I had, you know, I said, you know, my work made me change it, okay, which I could have sued them.

Phil: But anyway, I'm the one that chose to change it.

Phil: So I changed it to just an expression.

Phil: Aha.

Phil: So I went from...

Tom: Did you change it to I hate meat?

Phil: No, that's too many letters.

Phil: I just changed it to I hate you.

Tom: I've read yet another layer of self commentary there.

Phil: But no, I changed it to a non-statement, which was the words aha.

Phil: And then their work was like, oh, what does this mean?

Phil: What does aha mean?

Phil: It means nothing.

Phil: It's just, you know, it was basically an FU to them because FU was already taken.

Phil: So the girlfriend says, oh, why, you know, why do you have aha?

Phil: And I said, oh, I used to have a plate that said, I hate me.

Phil: She said, God, if I'd seen you driving down the highway in a convertible with a license plate that said, I hate me and I hadn't met you, I would have crashed into you just to meet you because that's my kind of, that's my kind of guy.

Tom: I thought she was going to say, just to kill you, and that was the last time you ever saw.

Phil: That's probably more information than anyone needs to know, but you know, it ties into this somehow, doesn't it?

Tom: Yes.

Phil: And the eroticism?

Tom: Yes, yes, yes.

Tom: And so the other aspect of again, the transformation of mythological references and ascetic metaphors to fill up your own artistic vacuities.

Tom: Yes.

Tom: The rest of the sexual descriptions, all very anatomical and scientific and sanitized, while also simultaneously being pornographic and vulgar, again, very much in line with modern philosophical traditions rather than Greek ones.

Tom: And though I said they were the same in the past, the addition of science to that discourse is one genuine alteration and interesting diversion that has occurred.

Tom: But the most interesting thing about it is, in spite of being one of the first works that fully transforms the erotic poem that had been going along unchanged for hundreds upon hundreds of years until Surrealism, and in Surrealism, it was very much still drawing on, albeit subverting, similar sorts of metaphors.

Tom: And arguably the main difference between Symbolists and Surrealists is that of irony, which may be a little bit of a reduction, but it is partially true, and Symbolists drew on all of that sort of stuff but in a postmodern, self-conscious way.

Tom: But the point is, in spite of it successfully transforming the aesthetic content filler from the previous version of erotic poetry, what we're left with is ultimately completely unchanged from the biblical view of sex, which is non-procreative sex is entirely violent and based on the desire to destroy or be destroyed, yet simultaneously there is, unlike other sexual commentary in the Bible, random, completely decontextualized, erotic joy here and there in and around this horrific, vulgar and violent pornographic collage of sex slash violence.

Tom: So in spite of it seemingly being a transformation of Western erotic poetry, it is ultimately structurally identical to the same shit that's been being written for, I won't say the past years because that's certainly inaccurate, but since the Middle Ages.

Phil: Okay, so the name of the book is Crash.

Phil: Who wrote it?

Tom: Ballard, I believe he's called.

Phil: Is that a pen name?

Tom: I think that's his real name.

Phil: Okay, I wonder what his non-diploma would be.

Phil: If that's his real name.

Tom: Well, in the book, he refers to himself as Ballard.

Phil: Well, no.

Phil: So, okay, now that's the first book of the books you've read this year.

Phil: So we'll go on to book number now.

Tom: Yes, only to go.

Phil: Only to go, then we'll start talking about video games.

Phil: Actually, if it's okay with you, I think we...

Phil: Unless there's something critical, we could probably just slate this and move on to a different matter of Trademark Banter.

Tom: I think there's several critical things, but we may as well intersperse them with other aspects of Trademark Banter.

Phil: Very good, because we are going to talk about some games that we've played together as well, together but apart.

Phil: But I was...

Phil: I get this...

Tom: We play them metres apart, precisely.

Phil: I get this newsletter from GameSpot every morning about gaming news.

Phil: And it's just...

Phil: Fortnite, Destiny, Tiger King, WrestleMania.

Phil: This is this morning.

Phil: Tiger King, it's a Netflix movie.

Phil: WrestleMania, like, you know...

Tom: A Netflix show, I believe.

Phil: Yep, and box office takings.

Phil: And it's just sad.

Phil: It's like there's no news.

Phil: And this isn't just because of now.

Phil: This has been for months and months and months.

Tom: Well, this did not just appear now, but months and months and months ago.

Tom: Contrary to the shock and flabbergastion, which should be a word, but isn't of much of the population, politicians, around the world.

Phil: Yeah, but it's just like, this is like from GameSpot.

Phil: And I go over to IGN, it's the same thing.

Phil: And it's just so boring.

Phil: It is absolutely boring.

Phil: And they'll talk about, oh, here's the deals and this and that.

Phil: If you click on this, we're going to get some money, so click on it and go buy it there and all the rest of it.

Phil: And it's just, it's so sad how diluted it's become.

Phil: And this is what replaced the magazines I was talking about earlier.

Phil: And it's crap.

Phil: But I've been listening to a lot of podcasts as well.

Phil: And for years, and we've been guilty of this long, long in the past, not recently, and that's critiquing the game industry.

Phil: And breaking down, this game sold that, and that game sold this, and they should have done that, they should have done this.

Phil: And that's bad.

Tom: I've certainly only been guilty of that under violent duress.

Phil: Absolutely.

Phil: And I'm much more guilty of that.

Phil: But not so much in recent years.

Phil: But then I've been sick of listening to these podcasts critiquing the PR moves of the gaming companies.

Phil: You know.

Phil: So Sony had a thing where Mark Cerny was talking about his GDC speech, basically, where he was talking about the technical aspects of the game.

Phil: And the night before, they had tweeted out that this was going to be a deep dive with system architect Mark Cerny.

Phil: Right?

Phil: So Sony completely flagged that this is not a reveal.

Phil: You know, we're not going to be showing you the PlayStation for the first time or anything else.

Phil: They said it was a deep dive with a system architect.

Phil: And then everyone complains about how boring it is and how this is a massive fail for Sony in one way or the other, and -minute conversations about how this is bad PR.

Phil: And it's the same thing that happened when Blizzard said at BlizzCon, hey, look, we're not announcing Diablo

Phil: They sent out a press release.

Phil: It says we're not announcing Diablo but there will be news about Diablo.

Phil: Then they announced the Diablo mobile game, and everyone's like, oh, this is the worst move ever.

Phil: What are they possibly doing, you know?

Phil: And it's like, okay, guys, I'm not second-guessing the companies, and I'm definitely not second-guessing their PR companies.

Phil: When there's so many games you could be talking about, like as Children of the Sky, for example.

Phil: One of the games that you were saying earlier, one of the topics I can pick from is Children of the Sky.

Tom: Sky Children of the Light, I believe.

Phil: Sky Children of the Light?

Tom: Yes.

Phil: Okay.

Phil: It was, again, one of your top ten games.

Tom: I think it came sixth, right?

Phil: It was one, two, three, four, five, six, yeah.

Tom: And the top six of my list, I would put among the greatest games ever.

Phil: I'm not going to argue with that.

Phil: The only one I don't have any experience with is your number one, which was Trauma.

Phil: So we'll just list those games.

Phil: Trauma was number one.

Phil: And you can go to gameunder.net to read the wonderful essays that Tom has written about his top ten.

Phil: It's our number one article right now on the front page.

Phil: But number one was Trauma.

Phil: Number two was This World of Mine, which I thought was going to be your...

Phil: It's actually exactly where I thought it would be.

Phil: I knew it would be in the top three.

Phil: Anti-Chamber.

Tom: It was originally going to be third and Anti-Chamber second.

Phil: Anti-Chamber, did you ever run an interview with him?

Tom: No, I don't think I did.

Tom: And that's another Australian-made game.

Tom: And again, I believe another Malburnian, or at least Victorian.

Phil: Well, you'd be interesting catching up with him and seeing where he is, and we could maybe do a retrospective interview, the making of Anti-Chamber, or just something.

Tom: He, like the developer of Trauma, appears to have disappeared since Anti-Chamber.

Phil: Yeah, it's a shame.

Phil: And number four was Bayonetta, which when I saw that, I was like, you know, that really should have made its way into my top ten somewhere.

Phil: And then Children of Light, which is the game from Jenova Chen and his team, is that game company?

Phil: Is that what they...

Tom: Yes, and Children of Light, in fact, is fifth, not sixth.

Phil: That's correct.

Phil: One, two, three, four, five.

Tom: So I amend my statement to the top five, which will certainly be among the greatest games ever.

Phil: And then from there, it's a downward slide, Life is Strange, Metro, Deadly Premonition, Papers, Please and Hard Reset.

Phil: So what was I saying?

Phil: No, rather, what were you saying?

Phil: What's that got to do with...

Phil: What's that mobile game?

Phil: And has it come off of mobile yet?

Phil: Is it on PC yet?

Tom: Well, it's now got on Android.

Tom: I'm not sure if it's on PC and consoles yet, though.

Phil: Okay, so Children of Light, where's the sky come into it?

Tom: Well, you're flying around a lot, so I think that's why.

Phil: Okay, and what's it got to do with Star Trek?

Tom: Well, before we move on to that, your commentary on the sad state of PR...

Phil: Yeah, sorry.

Tom: I would suggest that is due to the specialization of media in the current gaming sphere on the Internet.

Tom: So everything has gone into its little niche, and previously general websites like GameSpot are now general entertainment websites in the vein of Hollywood coverage and so forth.

Tom: And the only things that continue in any sort of form, as they were pre-YouTube and other forms of media that greatly encourage specialization for manipulating algorithms, is maybe just Eurogamer, which has always had its own niche content, which may be why it was able to survive.

Tom: And from what I've seen of Eurogamer, certainly it has less general content than it did in the past, and seems to much more liberally promote things like Digital Foundry and so forth.

Phil: Let me tell you, today when I was putting together the Tom reacts to the news, I went from site to site, Kotaku, Destructoid, IGN, Gamespot, got nothing.

Phil: And then I went to Eurogamer, and I found all the articles I needed and more.

Phil: It was wonderful.

Phil: And they were in the old style.

Phil: They were in the old style of what we would have expected from a video game website.

Phil: So it's really exciting.

Phil: Now the podcast is mixed terribly, but they've rebooted the podcast now for the fourth time.

Phil: I think they're on episode or something like that.

Phil: And it's not a great listen, but it is there.

Phil: So kudos to Eurogamer.

Tom: And another positive aspect of modern games media that is worth mentioning is AskTechnica's War Stories on YouTube, which fits very much into that niche category.

Tom: But it's an interesting complement to things like Sup Homes.

Tom: And I think there was another podcast that one of our listeners suggested that I check out called The Sausage Factory or something along those lines that go in depth on games development.

Tom: The interesting thing about the War Stories videos on AskTechnica are they usually focused on a particular technical issue that a games development was facing at a certain time, and the creative programming way in which they solved that, and sometimes what creative ideas they actually resulted in and how they may have positively altered the direction of a games development.

Phil: Okay, so I've written those down.

Phil: AskTechnica War Stories on YouTube, Supp Homes and Sausage Factory.

Tom: Both those two are very old, and Supp Homes is, I'm pretty sure, hasn't made an episode for many years.

Phil: Yeah, but even so, there's got to be something there.

Tom: Yes.

Tom: He has an interview with Kelly Santiago of previously that game company.

Phil: Yep, yep, yep.

Phil: What's she doing now, do you know?

Tom: No idea.

Tom: Well, she says in that interview what she was doing, but I have forgotten.

Tom: And it is, unfortunately, one of the worst episodes on the series.

Tom: Partially because he is an invertebrate flirt, and his episodes with women are generally not quite as interesting as his episodes with men for that reason.

Phil: It's so cringe-worthy, and I'm just glad that we've gotten over that.

Phil: Whenever...

Tom: Our flirting used to be insufferable.

Phil: Well, just me and you, no.

Phil: I'm talking about when you're listening to podcasts because in the past, whenever a woman was injected into a video game podcast, it was just an endless, unbearable, you know, you know, oh, a woman is here.

Phil: We've got to say yes, we've got to say that.

Phil: So back to Children of Light and Star Trek.

Tom: Yes.

Phil: Is there a particular generation that it's like or is it just the whole Star Trek?

Tom: Well, the only Star Trek I've seen other than memes on YouTube and an episode written by Hal and Alison that was not actually produced, so by that I mean I read the script.

Tom: The only Star Trek I've seen at all is Star Trek Voyager, but one of the important visions for the future of Star Trek, I believe, is the Universal Communicator.

Tom: And on Sky Children of Light, I have at least two friends to whom I communicate entirely through, I assume they're using not Google Translate because they're in China, but some Chinese-made translating device.

Phil: And it works.

Tom: It works about as well as talking to someone with very poor English works.

Tom: So it does work, surprisingly.

Phil: What was the thing in Hitchhiker's Guide to the Galaxy called, the Universal Translator?

Tom: Something like that.

Phil: Yeah, the Babblefish.

Phil: Because, you know, the Tower of Babble and all that sort of thing.

Tom: And did not Babblefish name themselves after that, I believe?

Phil: Yeah, they named themselves after the last Hitchhiker in the Universe or whatever it's called.

Phil: But it actually works well.

Tom: Yes, surprisingly well.

Phil: Maybe I should get this so I can understand you when we do these podcasts.

Phil: That's got to be...

Phil: Well, what does that mean to you, on an intellectual level, that you're communicating successfully?

Phil: Now, is it just hi?

Phil: You say hi and it converts it to, you know, Chinese hi or...?

Tom: Well, that's what it does on their end.

Tom: And then they say hi in Chinese and it converts it to English on my end.

Phil: Yeah, it's probably the same thing, you know.

Tom: So they're seeing my writing in Chinese and I'm seeing their writing in English.

Phil: How do you know that it's not like inflaming them, like the Chinese translator is not making you say insidious Western things so that they hate you?

Tom: Well, I may just be an endless stream of capitalist propaganda and they're an endless stream of communist propaganda.

Tom: And neither of us are aware of it.

Phil: You might be their agent.

Phil: I mean, they might be the handler and you're their agent.

Phil: They're not trying to convince you to do anything, right?

Tom: Yet.

Phil: Yeah.

Tom: Is what you're saying.

Phil: Yet.

Phil: Because it didn't make you top and I'm just saying it is a mobile game.

Phil: So it's a bit fishy.

Tom: Well, I did write that before this occurred.

Phil: So it's a bit babble fishy.

Phil: Have you been conversing with people of your own tongue in that game as well?

Tom: Yes, I have.

Tom: And also people from other places who, unlike me, are intelligent enough to speak more than one language.

Phil: Oh, like Palais-vous, Francais, and C'estable, Espagnol, and all that sort of thing.

Phil: I'll get it.

Phil: Yes.

Phil: I'll get it.

Phil: All right.

Phil: Well, look, if we don't mind, I'm going to move things along and ask that we talk about some games that we've been playing or beaten or that sort of thing.

Tom: While we're on the topic of French...

Tom: Yes, I do need to bring up Baudrillard again, because as I said, I read Simulacra and Simulation, which is one of the most infamous philosophy books of the th century, I believe.

Tom: And the general reaction is that it's unbelievably badly written, it's incredibly dense and hard to understand, and it takes very simple ideas, presents them in a ridiculously overblown manner, and is incredibly verbose.

Phil: So it's like an episode of The Game Under Podcast.

Tom: Exactly, but also has some interesting ideas in it.

Tom: I essentially have the opposite opinion of it.

Tom: To me, it certainly did not contain that many interesting subjects, but the writing in it was absolutely endlessly entertaining and absolutely brilliant, but the actual content wasn't particularly interesting in and of itself.

Tom: For instance, my hot take on Crash is much more interesting than Baudrillard's, but his would be much more entertaining to listen to.

Phil: So how would we access that?

Phil: Like if someone actually did want to access that, how would they get to it?

Phil: What's the best way to look at it these days?

Tom: Well, it is on YouTube.

Phil: Okay, and how do you spell Baudrillard?

Tom: I think it's B-A-U-D-R-I-L-L-A-R-D, but I could well...

Phil: Oh, shit, that's my password.

Phil: Why are you giving it out?

Phil: It's got a at the end.

Phil: I didn't know it.

Tom: I have my own opinion on this, but why do you think it is that American philosophers have this seething fury when it comes to continental philosophy?

Phil: Well, there's the child-parent syndrome.

Phil: You know, obviously, America being a child of Europe, so there would be a little bit of a...

Phil: Well, if you were better, you would have moved to America like I did.

Tom: Yes.

Phil: Your ideas are old, where ours are new.

Phil: You're leaning on the past.

Tom: Well, the position is generally the reverse there.

Phil: Yeah, you're leaning on the past, we're breaking the ground.

Phil: You're leaning on socialism.

Phil: Why don't you just get a job, you dirty hippie?

Phil: Yeah, you know, that would be my assumption.

Tom: I would disagree with the past of them being old ideas rather than new because usually the criticism that I've seen, whether it's from conservatives or liberals or left-wingers, it's usually that they are new ideas that are stupid and move away from old ideas such as were supposedly discovered in the Enlightenment.

Phil: Yeah, but if you look at the, we've got to get off this topic, but if you look at the EU now, it's a very, very much an old idea of we've all got to step in order and we've all got to do the same thing.

Tom: The EU is perhaps the newest idea in European history.

Phil: And that is conformity?

Tom: That is that people in Europe should not be engaged in a permanent state of mass slaughter of one another.

Tom: That's basically the most radical idea in Europe in European history.

Phil: In Europe, yeah, okay.

Tom: And the EU is in Europe.

Phil: Yeah, of course.

Phil: Of course, but it's a very conformist perspective or the means by which they wish to achieve it.

Tom: It's certainly not conformist to old ideas.

Phil: It is not.

Tom: That is an unbelievably radical idea.

Tom: It is of the post-war ideas and concepts without question the most radical.

Phil: Yeah, that's just the principle.

Phil: It's not the implementation.

Phil: The implementation is very old, which is basically let Germany run everything.

Tom: Yes.

Tom: Well, that is, again, unbelievably radical.

Tom: After Napoleon was defeated for fucking years, they were trying to stop Germany from running everything.

Tom: So what are you talking about?

Tom: Wrong again, Phil Fogg.

Tom: Wrong again.

Phil: Wrong again, Fogg.

Phil: Hey, they're going to pull our podcast license if we don't talk about a video game, all right?

Tom: I just want to say I agree with your points, except for that, which is totally wrong.

Tom: And I would add another one, which is and would go to what you were trying to say there, but you're looking at the wrong area because the continental philosophers would and are generally against the EU for precisely the reasons you say, not necessarily the concept, but its implementation.

Tom: And just in addition to the reasons you brought up, which is essentially seething jealousy and an inferiority complex, I would add to that fear of a competing conservative ideal.

Phil: Well, I won't argue with that, but if we don't get on to a video game, they're going to revoke our podcast license.

Phil: So have you been playing any video games?

Tom: You're complaining about the...

Phil: Oh, come on, don't make me edit it twice!

Tom: You're complaining about the conformity of the EU, then worrying, cowering in fear, I should say, of some Orwellian big brother-like figure revoking our podcast license.

Phil: Segue again.

Phil: So I've got to edit my segue out twice now.

Phil: Are you done?

Tom: Yes, I'm done.

Tom: For now.

Phil: Well, I don't disagree too much with your point, but again, if we don't talk about The Video Game soon, I think they're going to revoke our podcast license.

Phil: And by them, I mean the EU.

Tom: And I'd just like to point out to listeners, he edited out one of the classic moments on The Game Under Podcast, because he is genuinely afraid of someone revoking our podcast license.

Phil: Yes, the EU.

Phil: They're going to come in here and tell us what to do.

Phil: We're advertising this as a video game podcast.

Phil: If we don't talk about video games, our podcast license goes away.

Tom: We're not wearing the right hand net to record podcasts at the moment.

Phil: That's true.

Tom: Is that what you're saying?

Phil: That's what your precious EU is saying.

Tom: Yeah, so I'm waiting here for you to talk about video games, but you ought to just keep banging on about regulations of the EU.

Phil: I've been playing Forza Horizon lately.

Phil: I don't know if you know, I recently got a new PC, and as a part of that, I got an Xbox Game Pass, which entitles me to download games that I otherwise wouldn't have access to because I don't have an Xbox One.

Phil: And as you know, from my time with Gran Turismo, and I've played Gran Turismo a great deal over the years and enjoyed it greatly, I was particularly interested to see basically what a current generation console slash PC was capable of in terms of a simulation sports game.

Phil: Now, of course, we all know that Horizon is more of the arcade-y element of Forza, and they've wrapped through the first four Forza Horizons pretty quickly.

Phil: And of course, the third one was set in Australia.

Phil: So I just wanted to basically give that a try.

Phil: How are you finding it?

Phil: I find that it doesn't quite have the same feel as if you were playing it on a console.

Phil: There's something about sitting on a couch, four to six meters, four to six feet away from the screen, and just playing it as a console game.

Phil: I mean, it's a console racer, so that's kind of where you want to play it.

Phil: So there has been a slight disconnect to it, but it does have some interesting elements.

Phil: I don't know if you've been playing this game as well?

Tom: I've never even heard of it.

Phil: Really?

Tom: Correct.

Phil: That is very surprising.

Phil: So you haven't played it at all, haven't even heard of it.

Tom: Did you say it was a racing game?

Phil: Yes, yes, racing game.

Tom: That's odd I haven't heard of it.

Phil: Yeah, Forza

Phil: Like I said, it's...

Tom: But I was never as big a fan of the original Forza Motorsport as I was of Gran Turismo.

Phil: That's true.

Phil: But you did like the Forza Horizons that you had played.

Tom: Well, I've never even heard of them, so...

Phil: Oh, okay.

Phil: Well, there was one set in Australia.

Phil: I know you knew about that one because you wrote an article on gameunder.net about it.

Phil: But basically, Forza retains almost everything that made Forza Horizon the best racer in its class.

Phil: And it turned into a game that you didn't know that you wanted, but now you just can't stop playing it once you start.

Phil: It's got a stunning visual quality and sound design, a massive array of automobiles, and that's why I thought you might like it because it harkens back to Gran Turismo.

Phil: And it has an extensive and completely customizable career mode, which has become the hallmarks of the Horizon series over the years.

Phil: You sure you haven't played it?

Tom: Well, you have highlighted three errors that I imagine may exist in the game where it doesn't necessarily live up to what it claims to have in it.

Tom: And the first and simplest one that I would bring up is, yes, the graphics are indeed stunning at times, but there are some very weird and bizarre geometrical renditioning of quite a few cars, which reminds me of Gran Turismo where you had the games that were ported from PSGran Turismos and you had the premium cars that were built from scratch for the PS

Tom: But here it's weirder because the general geometry of the cars in Gran Turismo was still good, but the surfaces, like the textures and the reflections, didn't look as good and there were no interior cameras.

Tom: Here, some of the cars, I think one of the Silvia's is a good example of this, if I remember correctly.

Tom: The geometry of it looks completely off.

Tom: Things like details on them are weirdly shaped and the wrong sort of size.

Tom: And on cars that are more realistically modelled, for some reason in the engine, they look really weird.

Tom: And it's partially, I assume, because of how unphotogenic many cars are today due to modern paint technology and also greater metalworking.

Tom: The greatest example off the top of my head is some of the AMG cars going around today that have a extremely curved and smoothed boot and brake lights and the back of the car, the coupé versions of them, they do not translate into the chase cam and any review of those cars at all in game.

Tom: They look absolutely horrendous.

Phil: As they do in real life.

Tom: But in real life, they make sense.

Phil: I don't know.

Tom: They make sense.

Phil: A lot of these cars now just look like I would describe them as looking completely mediocre rather than awful.

Tom: But here they look absolutely awful rather than mediocre.

Tom: But that's nitpicking because most cars do indeed look very good.

Tom: But the ones that look weird, it's very bizarre, the inconsistent quality because you would not expect that in what is a AAA title and the second biggest racing franchise currently being released.

Phil: Do you think they're actually eclipsed that or are you saying that Forza is the number one, this is the number two?

Tom: I said second biggest.

Phil: Yeah, that's what I mean.

Phil: I didn't know if you were saying that Gran Turismo was still...

Tom: Gran Turismo still is in terms of sales at the very least.

Tom: As far as I'm aware.

Phil: Have you played Gran Turismo Sport?

Tom: No, unfortunately, I have not.

Phil: It's apparently doing quite well.

Tom: Yep, and it looks like a pretty interesting evolution of the physics, still very much in simcade territory, but edging ever closer to a sim.

Phil: May I ask why you haven't?

Tom: Mainly because there's no career mode in it.

Tom: And speaking of the career mode, actually we'll mention one more thing on the cars.

Tom: The other thing is, in spite of the large selection of cars, the group to which this is marketed is in no way car enthusiasts.

Tom: They're outside of, which is one of the highlights of the game, one of the story sections, which goes into the history of ten important British racing cars.

Tom: There is essentially no interesting commentary on the history of cars or car brands, and the general tone and marketing is towards a generic gamer bro that they imagine will be playing the game, not at all marketed towards car enthusiasts, in stark contrast to something like Gran Turismo, which has in-depth histories on shitboxes in the game.

Tom: And essentially the British racing green story, the ten stories in it are basically the car histories that you get on every car in a little text snippet when you're looking at your cars in your garage or in shops on Gran Turismo.

Phil: Okay, so the main format of this game, you're playing it on PC with an Xbox controller?

Tom: With a PScontroller.

Phil: Oh, okay.

Phil: And it's handling quite well, looks great.

Tom: Yep, it works perfectly fine on a PScontroller in terms of the controls.

Tom: And the other thing you brought up before I go into how it drives was the in-depth career mode that is fully customizable.

Tom: And while in theory it's presented as giving you the freedom to play as you want and progress through the career mode as you please, in reality, because it is very much based around the online component of the game where every hour you have an event that you can go and join if you please, where you do three activities such as do a specific jump with other players to get a total distance jumped, or go through a particular speed trap to get a total amount of kilometers per hour that you have accumulated as a team.

Tom: So that's popping up every hour, and you're rewarded with Forza points for that, which is the currency to buy things in the ForzaThon shop where rare, hard to get cars are.

Tom: The other aspect of the online is the weekly seasons, and each season you again have seasonal, time-limited events that you unlock cars in and motocons among other things.

Tom: So while in theory you're meant to be able to progress through the career mode, if you want to unlock particular cars that you're interested in when they pop up in shops and it's the only way to get them or when they are exclusive cars to seasonal events and it's the only way to get them, you're essentially being constantly pushed in the direction of doing this online stuff, which is getting in the way of the supposed freedom of the career mode.

Tom: So, what would appear to be a relaxing jaunt through an open world can become a frantic heroin addiction in an attempt to accumulate all exclusive cars or the cars you're interested in.

Phil: I had forgotten that this is the one that they promoted The Seasons.

Phil: I mean, The Seasons was the big sell for this game.

Tom: Yes.

Phil: What are your impressions of that?

Tom: Well, those are the most negative aspects of the three defining characteristics of the game.

Tom: The good thing about The Seasons, and a lot of people hate The Seasons because it includes winter, and obviously in winter there is very little grip in many areas.

Tom: Not that it really matters because of how arcady the controls are, but it does mean you probably don't want to be driving high-powered, real-wheel drive cars all over the place, including cross-country, as you would be in the other seasons.

Tom: So some people don't like it.

Tom: To me, The Seasons are what made The Game so enjoyable in spite of all its flaws, because the setting of England is exceptional, and England is well known.

Tom: Essentially, the entirety of England is the fantasy that Melburnians have about what Melbourne weather is like, but across the entire country, and in reality, rather than sometimes, you have several seasons in a day.

Tom: There, maybe they won't be in the same day throughout the entire year, but they will be more spectacularly differentiated from one another, including potentially one day.

Tom: So that really adds to not only the atmosphere of the English setting, it also does make the driving interesting because when it's in spring and there is constant rain, that does add a little bit more slippage in the dirt tracks.

Tom: It doesn't really seem to have any effect to me anyway on the tarmac races.

Tom: And when it's winter, the street scene races, for instance, are a completely different experience.

Tom: To when you are racing and it's just raining or it is dry.

Tom: And that adds a much needed variety to the game because the actual roads in it, I don't think they are interesting enough to really justify the hours that you take to go through the entirety of the career mode and get everything done.

Phil: I remember that seasonal weather was introduced in a game quite radically on the Dreamcast from Metropolis Street Racer from Bizarre Creations that went on to make Project Gotham Racing, which also had elements of that.

Phil: Project Gotham was also set in Australia or had elements of Australia.

Phil: And it was really amazing back in the Dreamcast back then because they had real time day cycles, the weather wasn't real time, it wasn't tied into the internet, it was tied into the clock on your console.

Phil: But they also had different radio stations that you could listen to.

Phil: And the other game that does this quite well is Euro Truck Simulator and US Truck Simulator, whatever it's called.

Phil: I own them and I'm addicted to them.

Phil: Honestly, if I had more time, I'd play them.

Phil: As I've spoken before, I particularly like the fact that they live stream radio stations from the countries that you're driving through in Euro Truck Simulator.

Phil: I don't know if they tie the weather into actual weather from the internet.

Phil: That would be interesting.

Phil: And when I was playing Metropolis Street Racer back in the day, I was talking to other gamers and I was like, oh, you know, they could connect to the internet, they could pull in the weather, they could do this, they could do that.

Phil: And now that's like very achievable.

Phil: So it's good to see ideas like that come through in Forza.

Phil: So what I didn't realize is this came out a couple of years ago now.

Phil: It's been a couple of years.

Tom: Yes, this one they have actually been supporting for as a longer installment would appear and they are still adding new content and they're still supporting the weekly events and so forth as fully as they were originally and they're still adding new cars as well as new events on and off.

Phil: Because I remember in Forza the big selling point was late, for DLC later on, they added the Hot Wheels and the Hot Wheels Island where you could drive as a Hot Wheel car, not Micro Machine Styles, but you know, have the big loop-de-loops and all of that sort of thing.

Tom: In this they have two DLC.

Tom: One is a Lego-themed one and the other one is a, I think, Piratical Island-themed one.

Tom: But not as in Cartoon Pirates or anything, it's just an adventure island with buried treasure, I think.

Phil: And is the Lego accessible to you?

Tom: Well, I bought the DLC for the impressive price of $

Tom: Because in spite of the game not being on Steam, I find it unconscionable to purchase a game for anything that is not a Steam price.

Tom: And the DLC is normally, I think, $which is just obscene.

Tom: That's the price of a AAA game on Steam.

Tom: That's just disgraceful.

Phil: That it's the price of a AAA game, or...?

Tom: That it's the price of a AAA game on sale on Steam.

Tom: Yes, that is disgraceful.

Phil: I've got to say, I'm a bit distracted because I've started watching video of the Forza Horizon LEGO expansion.

Tom: Yes.

Phil: And, oh my god, it looks incredible.

Tom: It is.

Tom: Well, it isn't, it isn't, which we'll get to in a minute if there is time.

Tom: But, we can now, I believe, begin.

Tom: So the summary so far was the seasons and weather is absolutely a tremendous addition to the game.

Tom: It would be nowhere near as interesting if that was not there.

Tom: And I can understand why people who do not like the seasons find it to be so disappointing because that is one of the defining qualities of the game and they absolutely nailed it.

Tom: So if you don't like that aspect of it, then the atmosphere will be ruined and a lot of the fun change in driving conditions, which is again mainly just the snow, but that is enough to make things interesting.

Tom: Because, and this absolutely shocked me, as I said, I was never as big a fan of Forza Motorsport as I was of Gran Turismo.

Tom: Granted, I only ever played the original.

Tom: But the reason for that was there were a lot of things to like about the physics in Forza Motorsport compared to Gran Turismo.

Tom: The braking was much more dynamic from what I remember.

Tom: Gran Turismo to me is always a little bit understeery in Forza Motorsport.

Tom: You could actually get around that through how you drove.

Tom: And the tracks, there was a much bigger range of elevation and camber and that sort of thing in the tracks than even in Gran Turismo games up to at least five.

Tom: Gran Turismo Sport seems to be an improvement there, but Forza Motorsport was miles ahead in those areas.

Tom: The thing that I've always found fascinating about Gran Turismo's physics and what gives it the depth that just makes it endlessly playable to me is in spite of it having very static braking compared to something like Forza Motorsport, to me, Forza Motorsport's braking and things like oversteer are closer to sim games.

Tom: The actual momentum of the car and the fact that you are, in how you're driving in Gran Turismo, it is as if you are controlling a moving object that has its own inertia to it and that without braking will not turn.

Tom: So even though things like oversteer are more pronounced in Forza Motorsport, things like weight transfer in previous versions of at least the original Forza Motorsport weren't there to the same degree as in Gran Turismo Sport.

Tom: And again, that might just be because Gran Turismo, not Sport, Gran Turismo, that might be because Gran Turismo is much more understeery, so you need to be even more aware of what you're doing when you're cornering.

Tom: Because of that, then Forza Motorsport, but that completely changes the experience to me and makes improving on times and improving on following the track line endlessly more enjoyable in Gran Turismo Sport in a similar way to how it is in a sim game.

Tom: And the racing in Forza Motorsport with the AI is also more dynamic and interesting than it is in Gran Turismo.

Tom: Here, I think those problems persist, but one big improvement, and again, this is much more arcadey than I assume Forza Motorsport is now.

Tom: But one thing that is really good here, compared to other games, is the balance of dealing with oversteer in this does create the one moment in Forza Motorsport I've played where it feels like you are in an object that is moving forward, that if you don't do anything, will continue in the same direction, just as any object that is moving in motion in reality with, whereas that's not how driving a vehicle in an arcade racing game feels, of course.

Tom: Anyway, when you are managing oversteer, there's this beautiful moment where you are on the limit and your car is sort of moving on a slight angle as you're turning in, and feels like an object that is going forward and you are fighting the natural momentum of it to get it around the corner at high speed, and that is exceptionally good.

Tom: And I bring that up because the dirt physics in this are some of the best dirt physics because of how that oversteer is handled that I've played in any game, and I was not expecting that at all.

Tom: The dirt tracks in the main game in particular, they become a bit repetitive, and often one of the big issues with the design of the world is even though you have several different areas that have little hairpin sections in mountains, the length of them, in spite of where they are, are usually pretty similar.

Tom: So you'll be going up and down a mountain that has a similar number, not a similar number, a similar angle of hairpin turns in a row, and the difference will just be the surface.

Tom: So in spite of the massive size of the map, it doesn't feel like the individual sections are designed in that great of a detail.

Tom: So that's an issue.

Tom: But the dirt physics are so good that the less interesting track design that I would have hoped was there doesn't matter.

Tom: The dirt racing in it is just absolutely brilliant because of this, whenever you're taking a corner, you're balancing this wonderful oversteer mechanic as you're going through it.

Tom: And the one issue is, apparently, no one seems to have realized that the entire basis of the dirt racing is just balancing that oversteer.

Tom: And you can go through corners at an amazing speed because the AI, unlike on the tarmac, is really awful on dirt.

Tom: And other players generally are awful on dirt as well.

Tom: So I may be the only person who enjoys it.

Tom: And given that a lot of people complain about the snow, that may well be the case.

Tom: But to me, these are some of the most enjoyable and easily accessible yet consistently fun because you can always get a little bit better at managing that oversteer and a little bit quicker as you play through the career and go over the same dirt tracks again and again and again.

Phil: So would you draw a comparison with that mechanism with a drift kind of thing?

Tom: Yes, well, it is the same as drifting essentially, except unlike drifting because you're on dirt, it is to go faster rather than slower.

Tom: And the drifting as well is actually something that...

Tom: I wouldn't say it is as good as that because it is significantly easier, but the drifting is much more enjoyable than in the very understeery Gran Turismo.

Tom: In Gran Turismo, to me, I could never manage to drift properly, but I could do power slides vaguely okay, but it was never satisfying like it is in Forza Horizon

Tom: And like the dirt racing in it, it's something you can easily get into, but as you go along, you can get progressively better and do more and more ridiculous things.

Tom: So the drifting and the dirt racing absolutely stands out.

Tom: The cross country is, to me, which again is mainly dirt racing, but being cross country, you do go through tarmac sections as well.

Tom: That to me is a little bit disappointing, and the reason is, again, the track design.

Tom: Some of the cross country tracks are absolutely brilliant, and they take you through hilarious terrain where you're going up just ridiculously sharp inclines, then a hairpin down straight back down the mountain you went up and doing ridiculous stuff like that that is really enjoyable.

Tom: Some of them just feel like an awkward combination of mediocre to bad dirt tracks and road tracks that are in the game.

Tom: So, and that's, I think, an issue with the sometimes not very interesting roads that are in the game.

Phil: Any of the tracks based on real world or like in other Horizons, are they just a inspired by type thing?

Tom: I think they're inspired by, but I don't actually know.

Phil: See, I was kind of, the only Horizon, Forza, or Forza Horizon I've played is the second one, which was set in the EU.

Phil: And I just felt that it was too tightly controlled and held my hand the whole time.

Phil: Which kind of...

Tom: You're constantly getting shouted at by people telling you to do something.

Phil: Yeah, exactly.

Tom: And not only that, the other issue with the career mode is there is literally zero sense of progression because if you want a particular car, it might be locked behind either a random spin or a weekly event or an auction house, and you need to save money for it if it's an expensive thing, or a seasonal event.

Tom: So the progression is basically you just being bombarded with random spins to give you random cars.

Tom: And there are things like you get different levels in the different types of racing, and there's a massive event at the end, which I'll get to in a second.

Tom: But you're just spammed with so many constant cars.

Tom: And when you unlock cars, each car has a car mastery thing with their own little levels that you unlock by spending car mastery points that you get by doing things like drifting, and overtakes, and jumps, and that sort of thing.

Tom: And some cars' car mastery levels will give you another car, and lots of them will give you a spin, which will give you another car.

Tom: So you're just constantly bombarded with so much crap that there's no sense of progression, and often the crap isn't stuff you're fucking interested in.

Tom: And because it's not like a car enthusiast thing, when I get a random shit box in Gran Turismo, I feel like I'm getting something that will be interesting and enjoyable, because Gran Turismo is a game that absolutely loves motorsport and cars.

Tom: So a certain amount of love is put into a completely random car.

Tom: Whereas if I'm getting a car I'm not interested in this, I just don't care.

Tom: It's just sitting in the garage, and it's there just for me to look at to see if it has any money in its car master, that's going to give me, or any wheel spins and so on and so forth.

Phil: And that was the best thing about Gran Turismo was the progression.

Phil: And you get something and it's like, oh, it's only horsepower, but if I put this muffler on it, I do this and I do that, and I save up some points, you know, and you know, that was a fun part of it.

Tom: Well, the car customization is something that is, again, I'm not sure if I would call it better than Gran Turismo, because due to the whole atmosphere of car enthusiasm, and again, the details it goes into when you are modifying your car is also great in its descriptions of what you're doing and so on and so forth.

Tom: That isn't there here, but what you can do is drive, train and engine swaps, and there is a very light visual customization feature, which could be a lot better, but it is better than what is in Gran Turismo.

Tom: And the drive, train and engine swaps result in your ability to make some absolutely ridiculously fun cars.

Tom: You can basically turn anything into a supercar in the game, which is tremendously enjoyable.

Tom: And you can do things like make a Golf GTI rear wheel drive drift car with kilowatts.

Tom: And it is tremendously enjoyable just coming up with ridiculous cars.

Tom: And you can't do that in Gran Turismo, because ultimately the engine you begin with will have a limited amount of induction upgrades that you're able to do, and therefore you will not be able to reach certain levels of horsepower.

Phil: I found in Horizon also that there was constantly a question of things being offered, and I wasn't sure if it was downloadable content I'd have to pay for or something I could compete for.

Phil: Is that in this game as well?

Tom: No, I don't think that it really offers you things like that.

Tom: When you get to certain points, it does have a play trailers for the DLC.

Tom: But that would be the closest thing to that, I believe.

Phil: So in terms of them advertising DLC, it's pretty clear, you know, that this is an online thing, that's not an online thing.

Phil: Have you tried any of the online elements?

Phil: Like, is there an online multiplayer scene for this game?

Tom: Yes, there is.

Tom: And I mentioned them earlier, how you're constantly getting spammed with them.

Tom: And there are basically, other than the Forzaathon Live, which is every hour where you do several things with everyone in your game world that is driving around with you, because random people are driving around when you're in the main world, driving to and from races, or doing speed traps and drift zones and so forth, which are blattered all over the map and ask you to drive through a speed trap at a certain speed or score a certain amount in drifting over a few corners and that sort of thing.

Tom: That is actually a very enjoyable and amusing mode where you have, particularly when you get a lot of people, where you have a whole bunch of people usually just sitting around at the beginning or doing burnouts and so forth while they're waiting for it to begin, then you have that number of people driving repeatedly through a speed trap or drift zone or jump sign or whatever else is going on.

Tom: It's just a completely ridiculous and absurd distraction that makes the drift zones and so forth that they get you to go through much more enjoyable than when you're doing them on your own.

Tom: The other thing that is the online mode, other than events, you can set up yourself to play with other people.

Tom: And you can also do all the races, either in co-op or against other drivers as well.

Tom: So the online has quite a lot of depth to it, but the ones that are related to the seasonal events consist of you racing against unbeatable driver cars, which is the hardest difficulty setting.

Tom: And I have to bring up the AI because I can't tell any difference between how good the AI is on pro and unbeatable.

Tom: The only difference that I can tell is that you are starting further down the grid on unbeatable compared to pro, which is disappointing because the AI is...

Tom: and it could also just be because the AI is fucking bizarre.

Tom: The AI is supposedly an algorithm based on people playing the game and especially your friends, if you have any friends on Xbox Live, which I don't.

Tom: So they're all random people to me.

Tom: But the AI, presumably because it's based on other players, is completely and hilariously ridiculous.

Tom: Once I...

Tom: and must also be partially based on how I'm playing as well, I assume, because as I got better and better and started figuring out how much I could crash into other cars without damaging my car too much and that sort of thing, the AI suddenly got really super aggressive and would start swerving into me and doing stuff like that, as if it is a battle racing arcade game, which actually made things significantly more interesting than it was to begin with.

Tom: But as well as this really super aggressive AI, random shit happens like you would have online where they just suddenly disappear and they're gone.

Tom: And they'll also just do random shit like suddenly drive off the track, drive directly into a wall and lots of ridiculous things like that.

Tom: So it is one of the most bizarre AI systems I've raced against and I wouldn't say it usually results in particularly good racing, but it is tremendously entertaining throughout.

Tom: And the other thing I forgot to mention on the physics in terms of its simcade feel is, again, the braking in it is so good.

Tom: If you turn off ABS and you're using a controller with reasonable triggers, if you nail the braking, the difference in braking distance that you can make up without ABS on, if you nail it, is %, depending on what car you're using.

Tom: And it is tremendously enjoyable and satisfying when you get that right and pass someone.

Tom: And the other thing that is very impressive, particularly for a open world racing game, and it's the only open world racing game that I've played that has anything like simcade physics, and I wish more did, because it makes the racing much more enjoyable.

Tom: Basic principles like making corners as straight as possible, basically just aiming for the apex of the corner and getting the entry and exit right, make a huge difference in the speed that you're able to carry through the corners and also how fast you're able to get through the course.

Tom: And also there's a big emphasis on slowing down enough to get corner exit right and therefore greater acceleration out of the corner.

Tom: Again, something completely alien, something that feels completely alien in an open world racing game, but would be naturally there in any simcade game.

Tom: And that makes things really enjoyable and satisfying.

Tom: The only thing to consider is that the AI is tremendously aggressive as are online players.

Tom: So they're basically braking incredibly late and unless it's a very wide corner, you'll probably have to be braking late and just attempting to barge your way past them because of how aggressively they will block you.

Tom: So that doesn't necessarily apply to passing, but if you are playing against aggressive races in a sim as well, that logic would also apply.

Phil: Well, it sounds interesting.

Phil: In any case, the AI system, I wouldn't be surprised if they're just taking snippets of paths that actual other players have done and then dropping them into your game randomly.

Tom: Yep, potentially.

Tom: Anyway, so there are two modes in the seasonal events.

Tom: One, as I was saying, you're racing against unbeatable driver cars and the other one is a Battle Royale style of game.

Tom: Not Battle Royale, sorry.

Tom: It's called Playground Games, rather, and you're basically doing team-based, objective-based driving challenges.

Tom: So one, for instance, is capture the flag with one team defending an area where a flag is delivered to and the other team attacking it.

Tom: Another mode is zombies, where you have to infect the entirety of the other team by crashing into them, and you can heal teammates if you're being infected by crashing into them.

Tom: And the third mode is King of the Hill, where there are four crowns, and the team who manages to hold those crowns for the longest wins.

Tom: Now, while you're learning to play the game, these are endlessly frustrating, and not at all fun, particularly the playground games one.

Tom: And it is a mercy that basically, whoever wins after a team wins the first game, the majority of the other team quits, which is wonderful because then it's over fast.

Tom: But once you actually get good at it and you're as good as the better players, these actually become enjoyable because you're basically going to be right at the top or beating all of the opposing AI.

Tom: And again, when you're not good, the co-op is incredibly annoying because, in the racing that is, because your teammates often don't seem to realize that it's not a good idea to be blocking a teammate who is much faster than you going through a corner.

Tom: And they also even, not just blocking through corners, don't seem to realize it's a good idea not to drive into you and try and push you off the track or push you out of being able to go through a checkpoint.

Tom: So they apparently don't realize that it's a cooperative race half the time.

Tom: But once you actually are good enough to beat unbeatable AI, that actually becomes a surprisingly enjoyable and satisfying racing mode just because the co-op adds an interesting wrinkle to it, just as the standard races of course become more enjoyable when you're playing against or with other players than the AI.

Tom: And even playground games, when you have two evenly matched and competent teams, can become an enjoyable affair.

Tom: And obviously as you get better and your ranking improves, you're matched against other higher ranking players as well.

Tom: So you get less idiots who don't appear to be aware that your race is cooperative, not against one another.

Tom: And who understand the rules of the game that is being played in playground games.

Phil: And people wonder why the game Onrush failed.

Phil: That's the Codemasters game that was a racing game, but not really a racing game?

Tom: Yep, I remember it.

Phil: Yeah, look, even though it's a two year old game, this game is still expensive.

Phil: It's selling new for a hundred bucks, and on eBay it's selling for like sixty to seventy bucks.

Tom: And I was very lucky to get that DLC for ten dollars.

Phil: Yeah, because I see some of them are selling it on eBay, like the code for it, with the original game, like starting bid was like fifty five bucks.

Phil: So, don't know how you wrangled that, but yeah, at least down here in Australia, it's still an expensive game, whereas you can pick up the Forza for forty bucks new at retail.

Phil: So, which we were talking about the Lego thing.

Phil: If you're...

Phil: one question I had was, is the multiplayer sticky for you?

Phil: Is it something you'll go back to?

Phil: Is it going to prevail?

Phil: Or was it just really you just wanted to see what it was about and play?

Tom: Well, it has prevailed for about fifty or sixty hours.

Phil: Okay, that's great.

Tom: Beyond this now, I will be mainly just doing the seasonal stuff if there's a particular car that I'm interested in unlocking.

Tom: Because they introduce new cars they're adding to the game through the seasonal stuff.

Tom: For instance, the much anticipated and long awaited Toyota Supra was added to the game in a seasonal event.

Tom: And the Toyota GTwas one of the current seasonal events that has just finished.

Phil: What year Supra?

Phil: What year?

Tom: I think the first one.

Tom: But I could be wrong.

Tom: Do you mean what model year?

Tom: Yeah, no, the Mark

Tom: That's the last one, right?

Tom: Yeah.

Tom: Or is that Mark ?

Phil: I thought it was the Mark

Tom: But the last one, the one that everyone has heard of.

Phil: Yep.

Phil: Yep.

Phil: That's cool.

Phil: That's great, man.

Phil: I mean, Hours Multiplayer.

Phil: I mean, what am I talking about?

Tom: Well, that's Hours Single and Multiplayer.

Phil: Oh, okay.

Phil: Because I was going to say, like, you know, one of the things of the generation has been the fact that Polyphony hasn't released a proper Gran Turismo.

Phil: I mean, there's a studio just sitting there for eight years.

Phil: And even though the content that they're providing for Gran Turismo Sport has been great by all accounts, it does feel, you know, in some ways, like, you know, we didn't get a new Gran Theft Auto this generation.

Tom: Um...

Phil: Polyphony didn't really release a proper Gran Turismo.

Phil: And, you know...

Tom: Given the state of Gran Turismo and Gran Theft Auto I think that's not necessarily a bad thing.

Phil: Yeah, I know, but it's still...

Tom: And full credit to Polyphony for taking what was becoming a stale vision and moving it in a very interesting direction.

Phil: Yeah, yeah, I'll give them that.

Phil: But I liked your idea of a battle royale for a sim arcade racer.

Phil: So you have a hundred cars in a bus...

Tom: Yes.

Phil: And then the cars just jump out of the bus.

Tom: A hundred cars in a bus, that sounds like a scene from Crash.

Phil: A hundred cars in a bus.

Phil: I heard a joke the other day.

Phil: What do you call Australians?

Tom: What?

Phil: Four weddings and a funeral.

Phil: Ba dum bum.

Tom: I'm not sure I understand that joke.

Phil: Because in Australia, because of the times that we're in, you're only allowed to have...

Phil: I think five people per wedding and ten for a funeral.

Tom: I get it now.

Phil: So Australians is four weddings and a funeral, which is the name of a video movie thing.

Phil: So let's over explain the joke.

Tom: Video movie thing, that's what the kids are calling it these days.

Phil: That's the joke.

Phil: All right, finally, can we...

Phil: I've been watching this video of this Lego on loop.

Phil: It looks absolutely incredible, like it could be a standalone game and I'd buy it.

Phil: It's incredible.

Phil: How did you only get it for ten bucks?

Tom: I can't remember the name of the CD key selling website, but On The Green Market is the answer to that.

Tom: And I have no qualms with buying keys from CD avenues because I am a free market capitalist and they should learn to compete rather than relying on the crutch of intellectual property.

Tom: So that would refer more so to piracy than trade agreements.

Phil: But there is also a piracy theme.

Phil: That's the other DLC that you can download that you haven't...

Tom: Well, there's a piracy...

Tom: On the beach, there are pirate ships, so...

Phil: See, they're just asking for it, you know?

Tom: There's a piracy theme in the game itself, and there's buried treasure in the other DLC.

Phil: So how does this manifest itself?

Phil: Do you just scroll through the cards and go, oh, that's a LEGO one?

Tom: You're given a LEGO mini at the beginning of the game.

Phil: Like a mini-fig?

Tom: Yes, and there are very few LEGO cards in it.

Tom: Unfortunately, the total is, I believe, four or five now that a LEGO Bugatti Chiron, I think it was a Chiron, has been added to it.

Tom: So there are only four or five cars in it.

Tom: You get the mini to begin with.

Phil: Wait, so you're talking about a mini-fig?

Phil: Like the LEGO...

Tom: No, no, mini, as in a Mini Cooper.

Tom: The car.

Tom: The classic rally vehicle.

Phil: So it's a mod, it's a mini for a mini-fig.

Phil: I wonder if that was intentional.

Tom: Potential.

Phil: Are there other characters or like...

Tom: And that also is, as far as I'm aware, the only LEGO car in the game that bears any resemblance to an actual LEGO version of a car.

Phil: Because all the rest of them, like with the McLaren, looks very LEGO-ish.

Tom: Yeah, but I don't think there is a LEGO version of it that you can buy.

Phil: Oh, I getcha.

Tom: Whereas the LEGO Mini that is available is the same as the LEGO Mini in the game that you get at the beginning.

Phil: Well, while I'm watching these LEGO cars, so a chat window has now opened, we are currently working with dealers to clear a high volume of new car stock.

Phil: What make and model are you interested in?

Phil: I'm going to respond, Forza...

Tom: A LEGO Mini.

Phil: For LEGO Mini.

Phil: And let's see, you keep talking, we'll see what he comes back with.

Tom: Yeah, so the other cars are the aforementioned Bugatti, which was added as DLC.

Tom: So as soon and you get that for free.

Tom: Sorry, not added as DLC, that was added after the original DLC came out.

Tom: So as soon as you go to the LEGO Valley, you can do a race in the real car against the LEGO version.

Tom: And if you win, then you get that car.

Tom: Conversely, the two other cars, two of the three other cars to unlock, you unlock as you go through the career, a race again against the LEGO car in the real version of the car.

Tom: And in that case, you get both the LEGO and the real version of a car, if I remember correctly.

Tom: The last car, I should say that's the LEGO Fand I've completely forgotten what the other one is.

Tom: But the next one, which is, I won't say what it is because it's technically a spoiler, you find in a barn find.

Tom: And throughout the map in the main game, there are barn find cars that you find, then they get repaired, and you can use them and modify them as you please.

Tom: So that's basically like a treasure hunt thing.

Tom: And so the first disappointment is the lack of LEGO cars in it.

Tom: That being only five in total.

Tom: The second disappointment is parts of the map are amazing and everything in them, except for the road usually, is LEGO.

Tom: Other parts of the map are a combination of LEGO vegetation and normal vegetation, which is a little bit weird.

Phil: Well, I noticed they've got the LEGO tree, you know, like the cone LEGO tree and the round LEGO tree.

Phil: And the environments are destructible, right?

Tom: Yep, but so in parts of the map, you will have LEGO trees and non-LEGO trees.

Phil: Like proper LEGO, like proper trees?

Tom: Yes, like they look like in the main game.

Phil: Oh, that's lame.

Tom: Yes, so the consistency and quality aesthetically is a little bit disappointing.

Tom: The other thing is, of course, like every other LEGO game, in spite of being a LEGO game, and in spite of the story mode progressing as you become a LEGO master builder and unlock additions to your estate, you don't build anything, of course, at any point.

Tom: In spite of you racing to become a master LEGO builder.

Tom: But that's to be expected in LEGO games, unfortunately.

Phil: Have you played much of this?

Phil: Incidentally, I did get a response to the people that were trying to sell me a car.

Phil: I told them I was interested in a Forza LEGO Mini, and they responded, We appreciate your visit, but we will now enter other chats connected to the business.

Phil: Thank you, and have a pleasant day.

Phil: Thank you for contacting us.

Phil: Chat session disconnected.

Phil: See?

Phil: Internet's fun.

Phil: You get to interact with people.

Tom: They just lost your business.

Phil: They just lost a customer.

Phil: Damn it.

Phil: I was going to buy a LEGO Forza LEGO Mini.

Phil: Anyway, it's their own stupid business for advertising their stupid chat on a gaming website.

Phil: Anyway.

Phil: So are you engaged with this?

Phil: Have you played it much?

Phil: Or is it just the shallowness of the models that has truncated your enjoyment of it?

Tom: Well, I've gone through the disappointments of it.

Tom: And all the LEGO cars do look absolutely phenomenal, as you can see in the trailer, as do the fully LEGO areas.

Tom: And the thing, though, that stands out about it, and makes it absolutely excellent and well worth $

Tom: I'm not sure I would want to pay $for it due to the aforementioned flaws, and also where the main game is about to hours, and $to $at full price.

Tom: For $it does feel a little short.

Tom: Compared to what you're getting in the main game.

Tom: But the thing is, what you're getting is of significantly higher quality.

Tom: The area is obviously significantly smaller than the main game.

Tom: It's equivalent to one of the aesthetic areas.

Tom: So it's of a similar sort of overall size to say Edinburgh and its surrounding area, or the seaside trail part of the map.

Tom: But not as elongated, obviously.

Tom: So it is small.

Tom: But unlike the main game's map, the quality is absolutely exceptional.

Tom: I've done probably about % of the races.

Tom: And every single one has been an excellent circuit that has had a great variety of corners, a wonderful variety of inclines, declines and cambers.

Tom: And they've been tremendously engaging to drive.

Tom: And because of the greater condensity and the higher quality of the areas, the cross-country here lives up to the promise of what the cross-country should have been in the main game.

Tom: The transitions between different types of terrain here are absolutely brilliant.

Tom: When you end up from cutting through the countryside on a path you never would have thought of taking normally to driving through a section of the city or the roads, because there's so much better design than the main game, it is so satisfying and it is really enjoyable experience going from surface to surface.

Tom: And it also features something that, as far as I'm aware, has not been in any other Forza Horizon game, and that is a racing track.

Tom: And the racing track itself has several different configurations, and it is including a high-speed corner, which features one of the most fun speed zones and speed traps in the game.

Phil: Yeah, that's the one they featured in the trailer.

Tom: Yes.

Phil: Which also had destructible environments.

Phil: Not really.

Phil: I mean, you go through a finished thing.

Phil: But are there destructible environments?

Tom: Well, it's destructible as the rest of the game, where you can knock down trees, knock down fences, and that sort of thing.

Tom: But it has the added advantage of having a crunchy sound of plastic hitting each other.

Phil: Plastic on plastic violence.

Tom: Exactly.

Phil: Yeah.

Phil: Anything else to say about Forza Horizon ?

Phil: It sounds like you've thoroughly enjoyed it.

Tom: I have.

Tom: It's certainly got some massive flaws both in the DLC and in the main game.

Tom: But due to the Sim-K physics and that oversteer mechanic I was referring to, the braking as well, and the dirt physics, it is ultimately an excellent experience.

Tom: And the dirt racing is genuinely one of the best arcade dirt racing games I've ever played.

Tom: And the LEGO DLC, the quality of the tracks, the circuits, courses I should say, in it are absolutely exceptional, as is the general design of the area.

Tom: It has its aesthetic flaws, absolutely, but it is a racing game, so the most important thing to me anyway is the racing you do in it, and it is absolutely phenomenal.

Tom: If the rest of the, if England was as well designed as the LEGO area is in terms of the racing, it would be, in spite of its flaws, an absolutely phenomenal experience.

Tom: But it is still nevertheless hugely enjoyable.

Phil: Yeah, despite the lack of time I have to play games, you've sold me on it.

Phil: I always felt bad for not buying Horizon but I think I'll probably just skip it now and go straight to

Phil: The last game that I played, it sounds like what you're describing, it was Need for Speed Hot Pursuit for the PlayStation which I ranked very highly.

Phil: It was one of the criterion games when most of the team was still together.

Tom: Yep, this was essentially the burnout team making a new burnout, but simply with the Need for Speed license.

Phil: Yeah, exactly, and it was a brilliant game.

Phil: And everything you're telling me about this, I've heard about the mud physics in this game as well, and as a selling point.

Phil: So you've definitely, I definitely want to give that a try.

Phil: I've got to say, before we move on to What Remains of Edith Finch and why it wasn't on our top list for the best walking simulator of the s, as many people claim it should be, just to break in with a little bit of Trademark Banter, I've recently had my gaming room repainted, so I had to take everything out of there again and put it all back in.

Phil: And I've got to tell you, I'm looking forward to retirement one of these days because I've handled so many games, whereas I've got to play this, I'm looking forward to playing it.

Phil: And it's really rekindled my love of the backlog that I have.

Phil: But at the same time, I've been playing some modern and new games as well that we'll probably get into in the next episode once I've finished them.

Phil: I just wanted...

Phil: There was one Trademark Banter topic that we didn't cover earlier that was one of yours that I was particularly interested in.

Phil: And that was, everything is breaking.

Tom: Yes.

Phil: Is your computer breaking?

Phil: I mean, I thought, as you said recently, you buying your computer when you did now seems like a genius move.

Tom: Yes, it does.

Tom: And particularly since the specs for the consoles have been released, because they're essentially what my computer is.

Tom: Now, obviously, they don't have the oversight of a Windows operating system, and they also have superior versions of GDR and so forth.

Tom: But I was expecting significantly better specs than they are.

Tom: They're impressive and good, but I was expecting something that would be superior to my computer.

Phil: Yeah, but even so, they're going to retail down here in Australia for five or six hundred bucks, and you paid significantly more than that.

Tom: No, they're absolutely an exceptional deal if you want to consult.

Tom: What I mean is for the longevity of my computer keeping up with them, I was expecting them to be significantly better than the specs that were there.

Phil: Yeah, we'll wait and see if they come out even at this point.

Tom: Yes, so from that perspective, I'm also pleasantly surprised.

Tom: The other interesting thing is how amazing DLSS is becoming, which is one huge advantage of having got a ray tracing video card.

Phil: DLSS, that's like deals?

Phil: I mean, there's a lot of good deals.

Tom: That is dynamic something or other, something or other scale.

Phil: Dynamic, loss, so it's a graphics term?

Tom: It's resolution scaling, essentially.

Tom: So basically you have your internal resolution at a lower resolution than what it is upscaled to, to the monitor.

Tom: And the latest version of it before that, it looked significantly and noticeably worse than if you weren't doing that.

Tom: Now it is getting genuinely close to what the native resolution looks like and in some areas actually better than the native resolution in spite of not requiring anywhere near the computing power that you would need to be playing at the native resolution.

Phil: This sounds stupid, but like, so what is DLSS?

Phil: This is from the Nvidia site.

Phil: DLSS is Deep Learning Super Sampling.

Tom: There we go.

Phil: Nvidia RTX technology that uses the power of AI to boost your frame rates in games with graphically intensive workouts.

Phil: And it's based on the work of, what's his name, Turing.

Phil: So there you go.

Phil: He invented it.

Phil: And because he's dead...

Tom: This is precisely what he had in mind.

Phil: We can use his name.

Phil: So DLSS is Deep Learning Super Sampling.

Tom: There you go.

Tom: But essentially, it's a resolution scan.

Tom: But it works.

Tom: Yes, and it is now, in the latest iteration, a genuine, viable alternative.

Tom: And that is important for longevity because if, for instance, I'm still using a p monitor years in the future, I can be outputting at p and be getting a p image.

Tom: And outputting at p will drastically lower the amount of power required to be keeping up with what games are wanting.

Phil: Have you noticed any blurry frames with DLSS?

Tom: I have not actually used it.

Phil: Oh, you haven't?

Phil: Okay.

Tom: I've done the reverse of that, where I've had the native resolution at K instead of p for a basically unnoticeable improvement in the bad textures of foliage.

Phil: I mean, that's understandable.

Phil: I think running at K is beneficial when it comes to image quality, as the number of input pixels are high.

Tom: Yes.

Phil: No, I'm not reading this from Nvidia's website.

Phil: Anyway, I was going to ask you why you don't just use the upscaled TAA instead, but anyway, we're running...

Tom: TAA is significantly worse.

Phil: But that's not your Trademark Banter.

Phil: I asked you if your computer was breaking, because your topic was everything was breaking.

Tom: Yes.

Tom: Well, my computer wasn't breaking.

Tom: My mother's computer broke, though.

Tom: And another Trademark Banter topic there was the Intel NUC, which stands for, I believe, Next Unit of Computing.

Tom: And they're basically a miniature computer kit that comes with a extremely small motherboard and case and pre-installed CPU, which you cannot change.

Tom: And you can add to it a, depending on which one you get, a -inch hard drive, even, if it's slightly larger, or a -inch SSD.

Tom: And I just used a MNVMe SSD and RAM.

Tom: And it was a fascinating experience building a computer where all you're doing is adding the RAM and SSD.

Phil: It probably made a big difference.

Tom: Yes.

Tom: Well, you're basically doing the easiest part of making any computer.

Tom: Yeah.

Tom: But the other interesting thing about it is as a product, it is certainly for the amount you pay for it.

Tom: The cheapest one of the current generation is I think around $to $depending on how cheap you can get it for.

Tom: And that comes with a mid-range current gen iin it.

Tom: If you were spending, say, you add to that GB of RAM plus a reasonable size SSD, you're probably going to be at $to $if you want to go to GB of RAM depending on what deal you're getting on the SSD.

Tom: For that amount of money, you could build a slightly more or reasonably more powerful small form factor PC, or if you're doing a mid-tower, a significantly faster model than that.

Tom: But compared to buying a pre-built PC, it actually ends up being extremely expedient and a significantly better deal because not only will you be assured of being able to get reasonably priced yet reasonable quality RAM and SSD, you are also getting a mid-range iwhereas if you're spending $on a pre-built PC, you'll be getting a very low-range iand a similar amount of RAM and probably not an NVME SSD, but a slower SATA SSD.

Tom: So compared to building a computer from scratch that is small form factor or mid-tower, it is pricey, but compared to buying a pre-built PC, and this is significantly easier than actually building a PC, it ends up being quite a good deal.

Tom: And for general computing and even light gaming, believe it or not, and even light video processing and more CPU intensive sorts of things, a mid-range iof the current gen is actually reasonably good.

Phil: Isn't that crazy?

Tom: Yeah.

Phil: Isn't that crazy?

Phil: I just got a new laptop.

Phil: It's an iGeneration or something like that.

Phil: And we used to just dismiss is and is and stuff like that, but yeah, I mean, it's just that the progression of the chips has definitely slowed, and they're certainly functional and serviceable.

Tom: And they would have been slowing even more if not for the last gen of AMD chips.

Phil: And when you brought up Nook, I thought this was going to be some sort of Animal Crossing reference, which our audience at the VG Press would absolutely lap up.

Tom: No, thankfully it's NUC.

Tom: But on top of that, you'll recall, I think of the last episode, the inner tube of my BMX had failed, right?

Tom: Yes, the inner tube of my other bike failed.

Phil: Of your other bike?

Tom: Is this like the Phoenix ?

Tom: This bike does have a name, actually, which is Same Hat, because it is by the prestigious electric Chinese bicycle manufacturer, Same Hat.

Phil: Okay, all right.

Phil: Now we see where you're an agent.

Phil: You've been...

Phil: This is the big...

Tom: Now it's all making sense.

Phil: This is the long game.

Phil: This is the long con.

Phil: And here we are doing an ad for a Chinese bike company.

Tom: Yes, yes, yes.

Tom: And Same Hat is one of the greatest manga blogs ever.

Tom: Sadly, no longer publishing new content, not publishing new content for about a decade, but it is still a treasure trove of hard to find and interesting manga.

Tom: That's where I discovered Shintaro Kago, Junji Ito among, and Junji Ito among many others.

Phil: And earlier he was criticizing people for not speaking a second language.

Phil: Have you heard the expression big hat, no cattle?

Tom: I think so.

Phil: Yeah, so big hat, no cattle basically means someone who's, you know, walking the walk but they can't talk the talk.

Phil: You know, they wear the big cowboy hat but they haven't actually got it.

Tom: Is this further commentary on my monolingual statement?

Phil: No, no, but you were talking about one hat or man hat or big hat or whatever hat.

Tom: Yep, but the inner tube on that bicycle also failed.

Tom: And this time rather than when it was sitting at home, it failed five kilometres from home in the city.

Tom: But luckily, being a very cheap Chinese bicycle, that means it's a folding bicycle so it could fit in the boot of a taxi.

Tom: But even more impressive than yet another...

Phil: Again, touting the Japanese bike and its efficiency.

Tom: Yes.

Phil: What other benefits does this Chinese bike have?

Tom: Even more impressive than the industry failing was the failing of a product that I don't think was made in China.

Tom: But it was certainly not a Chinese company, and I also don't think it was made in China, but you don't quote me on that.

Tom: Somehow, the bike lock that I use with it.

Tom: While attempting to lock it up on the way to an arts festival, following the orders of the Prime Minister to go out and function normally just as the outbreak began, while attempting to lock the bike up, but luckily failing to, sorry, the proceeding stage of unlocking it from the bike as it was locked to it mid-transit, the key snapped in the lock.

Phil: Where did you get this key?

Tom: From the bike lock manufacturer.

Phil: Where did you get the bike lock from?

Tom: A shop in New South Wales, I believe.

Phil: Wow, until you went out of state.

Tom: Yes.

Phil: Let me tell you a funny story about defective locks.

Tom: I cannot believe that a fucking key, from gently twisting it in one smooth movement, smooth move.

Tom: Yes, somehow snapped, offering such little resistance that I could not even react.

Phil: I think it's your manful forcing of the key that causes that.

Phil: Let me tell you a funny story about a lock.

Phil: Now, here in Australia, we have something called cheap shops.

Phil: Is that what they call them down there as well?

Tom: $shops, I think they're called.

Phil: And in America, it's called the -cent store.

Phil: So, when I first discovered the ..

Tom: cents is essentially $a string.

Phil: So, when I first discovered the -cent store, you go in there, and not everything's cents.

Phil: A lot of things are for...

Tom: This was $

Phil: For your lock...

Phil: Again, you're devoting for my very interesting story.

Phil: I went into the -cent store.

Phil: I bought a box of expired Canadian candy bars.

Phil: They were expired, but they were cents.

Phil: And it was a whole box.

Tom: And they're basically % sugar, so that should be fine.

Phil: Should be fine, that's fine.

Phil: I bought a lock because I needed a lock.

Phil: I bought a hammer because I needed a hammer.

Phil: And I bought other paraphernalia because it was cents and it was cheap.

Phil: So those Canadian candy bars I put in the freezer, I ate them for a year.

Phil: I offered them to people.

Phil: They didn't like them.

Phil: And I blamed it on the Canadians.

Phil: I didn't tell them they were expired or that they had been sitting in a freezer for six months.

Phil: They were kind of peanutty.

Phil: I liked them.

Phil: I grew an attraction to them much like a raccoon would.

Phil: But the lock, right?

Phil: I had the lock and it was locking up my garage on my apartment.

Phil: It was a public lock out in the public, dangling around.

Phil: And I also broke off the key.

Phil: So it's a common issue for men of much manly, powerful force.

Phil: So I said, that's fine.

Phil: So fortunately, I have a hammer.

Phil: So I went and got my cent hammer.

Phil: And I figured I would just, you know, it's a cent lock.

Phil: I mean, it's got to be easy to break, right?

Phil: So on the first swing, I swing my cent hammer against the cent lock and the hammer broke in half.

Phil: So I looked at the broken lock, at the whole lock.

Phil: And I said, touche.

Phil: And I forget how I got out of that gym.

Tom: And you've never entered that garage again.

Phil: Yeah.

Phil: When I moved, I actually left the garage unlocked and the local legals stole everything out of it while I was moving my other stuff to the thing.

Phil: But anyway, that's another story.

Phil: But anyway, a cent lock versus a cent hammer, bang on the lock.

Phil: That's my...

Phil: Don't bang on the lock, bank on the lock.

Tom: So does this mean a $lock will be easily breakable?

Phil: Oh, no.

Phil: No, no.

Phil: I've got some superior locks now.

Phil: I think you're going to break them.

Phil: But anything else breaking?

Phil: I mean, you've got inner tubes, foil keys.

Phil: You're not breaking down emotionally.

Tom: Okay.

Tom: That was everything that broke.

Phil: Okay, good.

Phil: Well, with that, I think we can now get on to What Remains of Edith Finch.

Phil: I recently beat it, and I believe you played it.

Phil: I don't know if you beat it yet.

Tom: Yes, I did, long before you heard, even heard of it.

Phil: Okay, well, What Remains of Edith Finch is apparently the best walking simulator of the s.

Phil: It was released in by Giant Sparrow.

Tom: The makers of That Unfinished Swan, or The Unfinished Swan.

Phil: Is that an Australian game as well?

Tom: Not that I'm aware of, but I could well be wrong.

Phil: That is from That Gaming Company, though.

Phil: That's the one they did after Journey.

Tom: No, it isn't.

Phil: Yeah, I knew it because...

Tom: It's completely unrelated.

Phil: And a different company, because their name is Giant Sparrow.

Tom: Yup, but it was in The Unfinished Swan anyway.

Tom: I don't think it was with Edith Finch.

Tom: Basically one dude's passion project.

Phil: I remember that.

Tom: And it was produced by Terry Gilliam and featured him doing voice acting for the king in the game.

Phil: Terry Gilliam, of course, of Monty Python fame, and he was the animator that did all that cool stuff as well.

Tom: And then went on to surpass Monty Python with Jabberwocky and Brazil and The Man Who Killed Don Quixote.

Phil: And Monkeys, I think he was the director on that as well.

Tom: Correct.

Tom: He directed many great films, but those three the best.

Phil: He was a visionary, definitely.

Phil: I haven't seen the Don Quixote, but...

Phil: So anyway, this is a video game.

Phil: I played it on PC with an Xbox controller.

Phil: You probably played it on PC with a PlayStation controller or WASD.

Tom: I think I played it with a mouse and keyboard, yes.

Phil: And I've got to say, basically you play as Edith Finch, who is going back to a family home to discover things.

Phil: Something's about your past, you haven't been there for a long time.

Phil: Something is happening to you that has made family important, which is a massive spoiler for the game, but I knew from the first minutes of the game the quote reveal at the end.

Phil: Did you twig on to that?

Tom: That you were, in fact, in the end playing as her child?

Tom: Yes.

Phil: Did you pick it up that early?

Tom: I don't know if it was minutes, but once it was apparent she was pregnant.

Phil: Yeah.

Phil: It's very early on, it's a tell, so spoilers and we'll flag it earlier.

Phil: But basically, you go through this house and you discover how this poor family, this cursed family, has had a bunch of people in their lives that die.

Phil: Am I being too glib in my description?

Tom: Repeated?

Phil: You go room by room and as you go room by room, you discover how this unfortunate group of a family have come to that untimely demise.

Tom: Yes, because they have a family curse.

Phil: So of course, it's in the first person thing.

Phil: I honestly, I'm not someone who usually gets motion sickness in the game.

Phil: I could only play this game in short spurts of no more than minutes because it actually made me nauseous.

Phil: I don't know, did you have the same experience or?

Tom: Not at all.

Phil: Okay, good.

Phil: And it feels to me like a game jam.

Phil: It's much better than, what was that?

Phil: Going home or gone home.

Tom: Gone home.

Phil: That was terrible.

Phil: But this one at least was very, very interesting.

Phil: And it felt like a game jam where basically you had different people in a room and sat down and went, okay, here's the theme.

Phil: Here's what we're gonna do.

Phil: You've got your own room.

Phil: Come up with a family member and a gameplay element that's unique and how they're gonna die and go for it.

Phil: All operating within the same engine and aesthetic in terms of visuals.

Phil: But basically, as you go from room to room, there's a little bit of traversal and platforming in between each room, like how you're gonna get there, you know, slight puzzle holding, very slight, basically just figuring out how to get into the room or not.

Phil: It has a very interactive controller, you know, type thing.

Phil: So to open a door, you pull the analog stick towards you to open a door or push it forward to close it.

Phil: And there's all sorts of levers and things like that in this.

Tom: Would be great on Wii or in VR.

Phil: Yep, would be, definitely.

Phil: And so that's essentially it.

Phil: And what is, that's the intro to the game.

Phil: Obviously some levels are better than others.

Phil: Some of them are very short, like seconds.

Phil: Yep.

Phil: And some of them are a little longer.

Phil: Some of them have-

Tom: And some of them are thematically a lot more interesting than others, like the awful comic book level compared to the bathtub scene or the shark scene.

Phil: Yeah, so Milton was the level with the comic book level and it's over in seconds.

Phil: It's basically you operate a flip book.

Tom: No, no, no, no, not that one.

Tom: Oh, Barbara.

Tom: Yes.

Phil: Yeah.

Phil: Look, no, like Barbara was great.

Phil: And so in that one, you're playing like a-

Tom: I greatly disliked that one.

Phil: I liked it because it had a Tales from the Crypt type theme that I thought was quite good.

Phil: And it stole from the Sega Genesis game, Comic Zone, so if you can imagine Tales from the Crypt plus Comic Zone, you're walking through this world.

Phil: The character herself, Barbara, was like one of the more vanilla characters in the whole thing.

Phil: But I enjoyed it as a post.

Phil: And then Gregory, which was the guy in the bathtub, that was probably the best, but I'd have to have another look.

Phil: I thought you were talking about the flip book comic, which was Milton.

Tom: No, no, the, the, uh, Barbara was the one I thought was, uh, one of the least interesting.

Tom: And the reason is, to me, and it was something that was there in, um, The Unfinished Swan as well.

Tom: And this game, having played The Unfinished Swan, was very disappointing because I wouldn't necessarily say that I liked The Unfinished Swan very much or greatly enjoyed it, um, because it, it was very slow and some parts were really annoying, uh, not in terms of difficulty, but in terms of boredom to get through.

Tom: But it, the underlying themes of it were relatively interesting and presented in an interesting way, if extremely slowly.

Tom: And it was also clearly something that the the people making it or person making it was very passionate about and interested in.

Tom: Um, I didn't get that the passion, uh, sense to the same degree in this.

Tom: And I did not find the underlying themes, um, quite as interesting.

Tom: And with the exception of, uh, Milton and his brother, um, they were much more obscured than they were in, um, The Unfinished Swan with a lot more stuff, uh, stuck on top of them to make them more palatable.

Phil: I've got to say, you know, our descriptions of this game are going to be for people who've already played it.

Phil: And, uh, to me, my favorites were, uh, like from a point of humor, I liked Sam, which was the hunter.

Phil: Um, I think that was the best demise of them all.

Phil: In terms of touching, I think that Gregory in the bathtub with his frogs, uh, was the most touching.

Phil: Would you disagree with that or?

Tom: I thought that was great, yep.

Phil: I'd say in terms of artistic, you've got both Barbara, which is more of a kitsch, um, kind of thing.

Phil: And it's kind of disqualifying, but the whole field of a childhood actress and his other elements to it, like, you know, that could be a Quentin Tarantino mini movie really.

Phil: Um, but I think probably if you're looking at the artistic scale, um, Lewis in The Fish Factory is probably the one that was trying to be the most profound.

Phil: Um, and to me had the best gameplay element, uh, because you're doing two things at the same time.

Phil: Uh, that's, that's the guy in The Fish Factory for everyone playing at home.

Tom: And as you are cutting the heads off fish and throwing them on to convey abouts, you are simultaneously moving a character around his imaginary world.

Phil: Yeah, in a little King story.

Phil: They've got a little King story.

Phil: Uh, I think you'd agree with the, with that description of the RPG.

Tom: It may well have been, uh, influenced by that, but him, as well as the Milton Flip book, are direct references to and arguably take place in the world of the Unfinished Swan.

Phil: Oh, okay.

Tom: With Milton's demise being that he goes into the world of the Unfinished Swan.

Phil: That's right.

Tom: Essentially.

Phil: That's right.

Phil: And I've got to say, my earlier confusion about that game company, um, and Giant Sparrow was both of them actually worked at Sony Santa Monica inside their studio.

Phil: So this was part of Sony's indie movement where they let small independents work inside of their massive commercial God of War studio.

Phil: And not only did they have the resources available to them of a large developer, but also they could consult with people that had been, you know, making quote, you know, commercial games for so long.

Phil: So I think other notable ones was Calvin, but to a much lesser extent and also Gus.

Phil: So Calvin was the space...

Tom: I certainly do not remember the names of who was who, so you will have to...

Phil: No, that's fine.

Phil: So Calvin was the space boy on the swing who wanted to swing high.

Tom: Yep, that was a lot of fun.

Phil: And then Gus was the one that could control the wind in a Katamari style way to disrupt the wedding.

Phil: And, you know, in each of their own special way, they were enjoyable.

Tom: And I still would also rank the shark one highly.

Phil: Yes, which prompted me to think of what are the top five shark games, but maybe that can be one of our lists.

Tom: That should be an article you write.

Phil: Was that Molly that was at...

Phil: one of the earlier ones, wasn't it?

Tom: Yeah, it was possibly the first one, I think.

Phil: It was, yeah.

Tom: And it was a good start, and it set the theme of the oppressive atmosphere of the family and the eccentricities and mental problems that spread throughout in the manifestation of the supposed family curse.

Phil: The last character we have to talk about is...

Tom: And which was gradually referenced throughout, where until you finally discover more about the grandmother who is ultimately getting the majority of the blame, sorry, with her essentially setting up a very controlling family atmosphere and cashing in on the whole family curse essentially.

Phil: Right.

Phil: And I think that there is this connective tissue that is supposed to be there with this overriding narrative, which I think is good, or at least it's notable.

Phil: But really the grist of this game is going from room to room, becoming the people that you are going to see their demise of or being someone close to them who's going to see their demise.

Phil: And man, I just keep going, as good as Lewis is, and that one, which is the Fish Factory one, where you're having to do one mechanism with one analog stick and another mechanism with the right stick, I can't remember a game that required that of a player.

Phil: And I was surprised by how easy it was to me because it was just a monotonous action.

Phil: So I could just be doing this one thing with my left and then the other with the right.

Phil: But then, as Gagan would say, I like work simulators.

Phil: That's why Papers, Please was my top game of the s.

Phil: It has to be the best.

Tom: Why don't you just go off to a non-existent Soviet country and become a border guard?

Phil: Yeah, or just live my existing life.

Phil: So, you know, I'd love to be doing these podcasts daily, but I have a real job as well.

Phil: But at the border.

Phil: The thing that was surprising me was when I played this game, I'd heard from more than one critic that they were emotionally moved at the end of the game to the point where they were sobbing uncontrollably and had to play the game a second time.

Phil: So they could show their partner that, you know, you got to check out this game, you know, it's moving, it's game of the decade and all the rest of it.

Phil: But really, the demise of Edith Finch to me was the least interesting and least surprising component of this.

Phil: And ultimately, I was happy when the game was done.

Phil: You know, it was like they have different family members that were followed through.

Phil: And Edith was the one that we haven't talked about yet, and I didn't really need to talk about it.

Phil: I just didn't have that emotional resonance with it, and maybe that's a personal thing.

Phil: But did this game reach out to you in a way that other walking simulators or other games didn't?

Tom: Not really.

Tom: To me, it was an interesting series of novelty stories and the allusions to the oppressive nature of the family and the attempts that failed to break away from that by some of the people or giving into it by some of the people was interesting, but less so than the themes in The Unfinished Swan, some of which were explored here in Milton and Lewis.

Tom: Was that the name of his brother?

Phil: Yes.

Phil: Well, Milton was the comic strip guy, and Lewis was the fisher.

Tom: Yep.

Tom: But it never really did anything with them, and it just became rather than a possibility to think about those things, merely an exercise in working out what was going on in terms of plot, rather than an emotionally effective thing or a thematically fascinating thing.

Phil: One of the things I know you mentioned about this was gameplay reductionism, and I was interested for you to expand on that.

Tom: Yes.

Tom: Well, one thing, one position I have always found to be very silly, but never previously articulated why, is the position essentially that the only thing that matters in games is the gameplay.

Tom: And I should say never articulated beyond the self-evidently idiotic nature of that statement, given that there are things other than gameplay in games, so why would it follow that gameplay necessarily matters?

Tom: And you'll find that there are very few critics in film, though there are some, but it is a niche movement that is in no way the general opinion or widely accepted over other forms of film criticism, that the only aspect of film that should matter is the visual aspect.

Tom: To me, that's a similarly idiotic statement.

Phil: Well, John Carmack famously, you know, said that story in games is like story in porn.

Phil: No one watches porn movies.

Tom: And I famously said to Igor Bobovich, and I'm very proud of stunning with embarrassment and self-repression a Serbian living in Holland, he said that to me and I said to him, no, he asked me, well, do I watch pornography of the stories?

Tom: To which I responded, I do watch pornography of the stories.

Tom: Why do you watch it?

Tom: And he was speechless.

Phil: Yeah, I think I also chimed in.

Tom: That was one of my favorite moments on a podcast.

Phil: And I think also I chimed in and said, I only watch it for the story.

Phil: I think it's one of the things missing these days.

Tom: Yes, but further to this point, I just realized it was a funny moment of a revelation.

Tom: The game playing games fucking sucks.

Tom: What game is as good as chess?

Tom: None.

Tom: Scrabble?

Tom: None are in the same league.

Tom: No, video game.

Tom: What video game is comparable to chess?

Tom: Nothing.

Phil: River Raid.

Tom: What video game?

Tom: What's that?

Phil: River Raid for the Atari

Phil: Half Life

Phil: Half Life

Phil: Yuck.

Tom: Please, no.

Tom: But seriously, what game is as good as chess?

Phil: Killzone

Tom: What game?

Tom: No.

Tom: What game is as good as football?

Tom: What game is as good as ping pong?

Tom: The answer to all those questions is none.

Tom: As games, video games are fucking awful.

Tom: If you remove the non-gameplay elements from games, they would suck.

Tom: No one will fucking play them.

Tom: And that is a fact.

Phil: If you remove the gameplay, yeah.

Phil: Yeah, there's no reason.

Tom: No, if you remove the elements that aren't gameplay, no one will play them.

Tom: If you remove the gameplay, no one will play them.

Tom: But the point is, games like film and many other mediums are a medium that are based on the conglomeration of all their parts.

Tom: And to reduce them to any one part is an exercise in futility because they suck at every single part that they have.

Tom: It's the combination of the parts that they have that makes them in any way enjoyable, interesting.

Tom: And that implies to...

Tom: applies just as much to the gameplay as any other element.

Tom: If you want to say video game stories suck compared to a novel, that's true, but so does film, so does television.

Tom: But guess what?

Tom: Games suck as games.

Tom: Again, I challenge anyone to present me with any game that is in any way comparable to a board game, or again, chess, fucking chess, nothing comes close to it, or any sport, and you will be left wanting.

Phil: Look, I think you're correct, and that's why we have such limited elements of play in our games.

Phil: And describing this game as an agglomeration is exactly right, because they give you little snippets of different kinds of gameplay.

Phil: But most of the gameplay elements are still, you know, landing heavily from card games like Magic, or board games like Dungeons and Dragons, or shooting.

Phil: You know, we haven't elevated beyond, you know, Target Hunt with some of the most popular games.

Phil: You know, gameplay is all that games really have as a driving element, but they still land heavily on things from the human experience.

Phil: And in some ways, if you look at VR, it's leaning...

Tom: My point is merely, well, gameplay might be the driving force of any game by definition, including non-games.

Tom: And again, if you want to take it from a reductionist manner of interaction, objectively speaking, Dear Esther is not less interactive than Bayonetta.

Tom: It may be less complex in its interaction than Bayonetta, but it is not less interactive.

Tom: It is not less interactive, more interactive or less.

Phil: It's less demanding.

Tom: It's less complex, but it is not less interactive.

Tom: If you do nothing in Dear Esther, the game does not progress.

Tom: If you do nothing in Bayonetta, the game does not progress.

Phil: So you're defending walking simulators.

Phil: I'm not saying that tongue in cheek.

Tom: I'm defending any sort of game on the basis merely that games as games suck, just as much as games suck as stories.

Phil: I don't think games as games suck.

Phil: Vertical scrolling shooters, if you don't do anything.

Tom: If someone told me I had to choose between playing Gunstar Heroes, one of the greatest games in terms of pure gameplay ever made, and chess, I'm going to fucking choose chess.

Phil: Gunstar Heroes is terrible.

Tom: Gunstar Heroes is great.

Tom: I don't know what the hell you're talking about.

Phil: What controller were you using when you played it?

Tom: I was using a PSor PScontroller.

Phil: You're absolutely right.

Phil: Gunstar Heroes came out for the Sega Genesis, or whatever it was called in other territories, and the controller sucked, and it sucked.

Tom: Yeah, but so the controller sucked.

Tom: The game was exceptional, and still is.

Phil: How could you know if the interaction wasn't there?

Phil: It's like saying play chess while you're wearing oven mittens.

Phil: See how much fun that is.

Tom: Well, I think there's a sport like that, but it's boxing gloves.

Phil: Do you like You Know?

Tom: I'm not even sure I've played You Know.

Tom: I've seen a pack of You Know cards, I can recall that much, but I don't know if I've ever played it.

Phil: Put it on your bucket list.

Tom: But I'm just saying, people gush about Tetris, like it's some god's gift to gaming.

Tom: Tetris fucking sucks.

Tom: There's chess, please.

Tom: And that's coming from someone who loves Tetris.

Tom: But let's be real.

Phil: All right, let's be real.

Tom: That's all I'm saying.

Phil: That's your box quote.

Tom: Yes.

Phil: What Remains of Edith Finch.

Phil: Let's be real.

Phil: Tom Towers, out of

Tom: Play chess instead.

Phil: Is there anything you want to say more about this game?

Tom: Just merely, it's disappointing that, unlike The Unfinished Swan, which while still very much attempting to obscure its themes and avoid making a non-ironical point, there was a meaty and interesting commentary on escapism and imagination there.

Tom: That's why Terry Gilliam did a cameo, I assume.

Phil: I think with this game, the gameplay elements outweigh everything else.

Phil: It's a gimmick, it's a game jam.

Tom: I was just gonna say, but here, while that is there in a snippet version, and those parts of it are interesting and worth playing, the overarching plot and theme, it's disappointing that it ultimately amounts to not really being interesting thematically or emotionally, but really just being approachable on the level of a mystery and solving a mystery.

Tom: Which is fine, but given that the previous game made by these people managed to do that as well as handle the theme, interestingly, it was disappointing for me that they only managed one of those two things here.

Phil: Yeah, look, I've got to say it wasn't emotionally anywhere near what I was expecting, given what people had said.

Phil: From a gameplay element, it was way better than what I was expecting.

Phil: That is true.

Phil: But even so, is an experience I would have sought out had I known what I had experienced at the end of my experience?

Phil: No, if given the choice, having gone through it, I wouldn't play it.

Phil: If you like video game theory and, you know, that sort of thing, and can pick it up for an affordable price, I'd say, yeah, go ahead, it's a must play, just so you can use it as a reference point.

Tom: I think given its length, it's worth playing for the shark scene, the bath scene, the beach scene, the hunting scene, and the fish scene.

Phil: So from a value perspective, I'd probably give it a or out of

Phil: From a taken as a whole, I'd probably give it a

Phil: But it is more interesting than most games, I'll give it that.

Tom: I do not regret playing it.

Phil: Definitely not.

Phil: I think that's going to be a new scale.

Tom: Do we regret playing a game?

Phil: Or do we not regret playing a game?

Phil: I'm about to finish Pokemon Shield, and I so far do not regret playing the game.

Phil: But we can cover that off.

Tom: Making it one of the best games ever.

Phil: Pokemon Shield?

Tom: According to our scale.

Phil: Well, I'm glad that we both agree that it's a game that's worth playing.

Phil: Rather than end this podcast, because I haven't eaten in hours, or had more than hours of sleep, I couldn't...

Phil: The earworm that I couldn't get away from...

Tom: That's how hard it is to buy toilet paper these days.

Phil: Yeah, in these troubled times.

Tom: You've been all across the state.

Phil: Come on, man, we got almost through this without any reference to that thing.

Phil: So...

Phil: But one thing which, to me, is disappointing in this podcast, as we approach the hour mark, is that we only got through % of the books that you've already read in the first months.

Phil: And if we don't make it to %, and we don't do a podcast tomorrow, I'm gonna walk around here, you know...

Tom: For another hours on hunger strike.

Phil: On a hunger strike, so...

Tom: You may as well make it a hunger strike now.

Phil: I can do what I want to do, you know, but the point is, if you can please tell us at least one other nugget, because I know you've got a couple of nuggets, about one of the other books that you've read.

Phil: And, you know, maybe we can close the podcast out with that, and I'll be at ease.

Tom: I will do precisely that.

Tom: I've got a few book recommendations, which should be fast, but one, another massive broad generalization to hopefully create some outrage so that someone actually listens to the show.

Phil: You just got to say China a lot of time.

Tom: China.

Phil: You know what the problem is with China?

Tom: China.

Phil: Yeah, China.

Phil: You know what the problem is with China?

Phil: Okay, we just got another downloads.

Phil: We love China.

Phil: That's the problem with China.

Phil: We love it too much.

Phil: Now that's out of the way.

Tom: I've recently...

Tom: I've been reading, among other things, the early Anglo-Saxon myths, such as Beowulf.

Tom: I don't know if they're...

Tom: Beowulf would...

Tom: That is Anglo-Saxon.

Tom: I was thinking of...

Tom: What's the Norse one?

Phil: Odin.

Tom: Yeah, but the stories...

Tom: It's the Edda, that's it.

Tom: Yes, reading the Edda and Anglo-Saxon myths, there's a general idea going around, not unrelated to the noble savage, but it's still an acceptable viewpoint in modern anthropology, as opposed to suppositional anthropology of the late s, which didn't really base any of its ideas on research.

Tom: Essentially, savages are more peaceful than civilisation and so forth, which is not a viewpoint I either subscribe to or do not subscribe to, but as someone who has read a lot of Aboriginal myths, both in second-hand and first-hand accounts, comparing them to Anglo-Saxon and Norse mythology, which is in terms of its creation stories and mythological viewpoints and transformations, coming from a very similar place.

Tom: There is one massive difference between them, which is the mind-blowing level of violence.

Tom: The most violent Aboriginal story I can think of is one where...

Phil: No, I know this one.

Phil: It's where the rainbow serpent goes to Aldi and he forgets that they don't have any plastic bags and they just leave him there with like different items and no way to carry them home.

Tom: And no toilet paper on the shelves.

Phil: Yeah, well, there's a modern take on it.

Tom: Yes.

Tom: No, it is related to the giants of the past who were essentially killed in a massive genocide, basically.

Tom: Genocide is every second fucking story in this stuff.

Tom: And there's a stark difference as well between the Norwegians, the Norse and the Anglo-Saxons and the Welsh.

Tom: Like the Merlin story, the King Arthur stories of the Welsh compared to the Anglo-Saxons.

Tom: The Anglo-Saxons are just a long-ending series of massacre after massacre after massacre with a few creation stuff stuffed in there and a little bit of Christian mythology as well.

Tom: The Welsh stuff features some brilliant symbolism and amazing scenes as well, like this incredible visionary scene of, I think, King Arthur and some other dude playing chess or some other game in a field of crows circling overhead.

Tom: In the Anglo-Saxon version, there's just a lot of fucking killing shit, basically.

Tom: And I don't mean that necessarily as a criticism, but it is a hilarious and interesting massive difference.

Phil: It sounds like we're at video games have gone, really.

Tom: Yes.

Phil: It's like the description of Anglo-Saxon video games.

Phil: It's just killing.

Tom: Is there a spear on the cover of the folio?

Tom: Yes, every single time.

Tom: That's the equivalent to guns on covers, I believe.

Tom: That's your theory.

Tom: But that's the end of my hot takes.

Tom: And we're now just going to go into some book recommendations.

Tom: The first is a book by James Elkins, which is called What Heaven Looks Like.

Tom: And the book itself isn't worth reading for the writing.

Tom: The writing is fine, but it is printed to a similar size.

Tom: The paintings by a, I think, unknown th or th century artist, or it might have been earlier, I can't recall.

Tom: But this is with Al Greco, the greatest paintings ever made.

Tom: They're basically a series of visions that this unknown artist sensibly had in their alchemical practices with a log that they saw in a log, and they then painted whoever they were, and they are just absolutely astounding and indescribably amazing and well worth looking at.

Phil: Knowing your aesthetic and looking at the Google images or Bing images, rather, of this, I can totally see where it would be up your alley.

Tom: Yes, well, it's the only thing in visual art that I've come across that is equal to Al Greco.

Phil: It's very folk art, I've got to say.

Tom: Is that a problem?

Phil: Nope.

Phil: I'm a big fan of folk art.

Phil: Most of the art...

Tom: I don't like it due to its folk art in this, though, just as I do not like Al Greco due to its classical, yet completely non-classical style.

Phil: Maybe for another podcast, I think there's a lot more truth to folk art than other forms.

Phil: Not all forms, but...

Tom: I think it depends entirely on the artist.

Phil: Exactly right, as with all things.

Tom: So there you've got Al Greco, the greatest of the artists who are employed by people and who produces very high-polished and high-level stuff.

Tom: And there's a folk art that is aesthetically equal and thematically equal to it.

Phil: So other book recommendations?

Tom: Yes, is Calocane, or I think that's how it's pronounced, by Karen Boy, who was a Swedish novelist.

Tom: And this is, without question, the greatest and arguably only good as a novel, dystopian book I've read, with Brave New World being the only in any way elucidating dystopian novel that makes any interesting political commentary.

Tom: This doesn't make any interesting political commentary.

Tom: I actually know there's a third one that is well worth reading, which makes some interesting cultural commentary, which is Swastika Night, which may or may not have been mentioned on the podcast before.

Tom: I think I didn't mention on the podcast in an article, and that was from last year, but it's worth mentioning again.

Tom: But Calicane is by Karen Boy, and it is of no political interest, not really of any interest as a dystopian, other than the non-ridiculous oppression of it, because, sorry to say, such dystopians do not exist in reality.

Tom: You need your population to be getting some basic level of care, even if you've got a large number of people starving to death, because otherwise your society is likely to collapse or disintegrate.

Tom: And again, what's the point of having an underclass if there isn't an overclass?

Tom: And for there to be an overclass, some number of people must logically be happy with the society, and it's probably not going to be literally just the dictator and the dictator's family.

Tom: It will probably be a slightly larger number of people than that.

Phil: This is a common theme of many religions, which is to take care of the least of them, which is kind of a backhanded insult, really.

Tom: The meek shall inherit the earth.

Phil: From the least of them, even under the greatest of them, even one, you know, and all that sort of thing.

Tom: Not that this has anything to do with this book.

Tom: This book is well worth reading.

Tom: As I said, not as a dystopia, but it is a genuinely good novel, which cannot be said of any other dystopian book that I've read.

Tom: And it has two of the greatest monologues in fiction and one of the most bleak and crushing monologues on love that I've ever read.

Tom: It is absolutely astounding and well worth reading.

Phil: And the name of that book again?

Tom: Calocane by Karen Boy.

Phil: Karen Boy is probably the easiest way to find it.

Phil: May I make a book recommendation?

Tom: Yes, you can.

Tom: You know, while we're on the topic of love, I have to bring up one of my favourite lines of The Game Under Top series, which was, From Dido to Dante to the dildo in GTA.

Phil: I remember when I wrote that, and I was just like, wow, you know, Tom's really going to like that.

Tom: Well, I bring that up just because the metaphor in just, again, amazing transformation by William Blake, Dante's famous metaphor for lust of people being blown around by the wind, again, is this stupid fucking Greek nonsense.

Tom: Again, it should not be people being blown around by the wind.

Tom: It should be people as the fucking wind, better than my slight transfer, alteration suggested to Dante there, which is absolutely apparent in his wonderful illustration.

Tom: Again, beating this fucking hack Dante's bullshit.

Phil: I just got to recommend...

Tom: But I took it.

Tom: What was your recommendation?

Phil: Well, I've got a couple.

Phil: One is an old associate of mine.

Phil: I wouldn't call him a friend, but Patrick Hickey Jr.

Phil: was recently on the Player One podcast talking about his games, which is the Mind Behind series.

Tom: And...

Tom: Yes.

Phil: Are you familiar with it?

Tom: No, I'm not.

Phil: Well, Patrick Hickey, I knew him from GameSpot, and we had a lot to do in common with each other.

Tom: Actually, yes, I am, I believe, familiar with this.

Phil: Yeah, Patrick Hickey Jr.

Phil: And he's got a successful series of very good interview background books about different kinds of video games.

Phil: So...

Tom: There's another good Red Bull podcast series in this vein.

Tom: I have no idea what it is called, but it is for musicians.

Phil: And as Forbes described, The Mind Behind Games reads like a personal voiceover for a for documentary on every classic video game discussed in the book.

Phil: And I've read a couple of them now, and I'm honored that I knew Patrick, and we were close buds, and I'm sorry that we drifted apart.

Phil: The other book that I'm...

Tom: Particularly now will make Clout Chasing all the more difficult.

Phil: Yeah, I think we could probably get him on this podcast too, but I don't want to make him wake up at o'clock in the morning to do it, because we're on the other side of the world.

Phil: The other book I'm reading is called Showstopper, which is about the development of Windows NT by G.

Phil: Pascal Zachary.

Phil: This is a business book, much like Masters of Doom was, and obviously in a completely different direction of the books that you're recommending, but hey, there's a lot of books.

Phil: Someone's got to recommend them.

Tom: Well, that does bring us into our non-fiction section of recommendations.

Tom: And I believe you're a massive fan of Roosevelt, right?

Phil: Which one?

Tom: The first one.

Tom: What's the difference between the two?

Phil: Teddy Roosevelt is more of a pure merit-driven kind of dude.

Tom: He's more of a social Darwinist.

Phil: He is a social Darwinist.

Tom: And he's a social Darwinist, not the politically correct version of meritocracy.

Tom: And you denied that, but I'm factually correct.

Tom: What's the beginning of meritocracy?

Tom: The beginning of meritocracy is figuring out how to implement socialist Darwinist policies of race without referring to race.

Tom: So an example of that is voting based on merit, such as you have to pass a certain intellectual test to do it.

Tom: Immigration based on language tests, rather than based on openly stating race, so that you don't offend the Japanese, for instance.

Tom: That's the beginning of meritocracy.

Tom: It is quite literally turning social Darwinism politically correct.

Phil: I think the beginning of meritocracy is M.

Phil: Mm, mm, mm, sounds good to me.

Phil: So, yeah, no, I'm a fan of Teddy, though.

Phil: Let's, you know, I mean, like, he also drew us into World War I.

Tom: You know, he was a massive lover of war, I believe, like his son.

Phil: Massive bloodlust.

Phil: If you have a word for him, it's bloodlust.

Phil: So I don't respect him as much as I once did, but I respect him much more than FDR.

Tom: But I bring him up because apparently one issue in the historiography, according to what I read, and I want it to be true.

Tom: And the modern world suggests it is true, because if there's one thing that Australia offers to the world in political influence, and if there's one area that Australia is not willing to kowtow to world standards in politics rather than everywhere else, it's willing to be spat on, walked upon, and loves it.

Tom: It is in the areas of racism.

Tom: And apparently a man by the name of Pearson, who is of course like other great Australians, not Australian, but he did come to Australia and was greatly influenced by his time in Australia, he wrote a very famous book, which is now not so famous, but was massively influential at the time.

Tom: And he was the missing link in Roosevelt's turn towards a social Darwinist view of world politics that is not there in the American historiography, according to this book.

Tom: And I want to believe it, and it is believable given the massive shit storm Australia was kicking up in the lead up to the First World War over such matters.

Tom: And again today, Pauline Hanson, while here she is an obscure, ridiculous figure.

Tom: She is a massively loved and important figure in a lot of racialist political movements outside of Australia.

Tom: Yep.

Tom: And another one, Fraser Anning and Eggboy, are two symbolic people in the meme area of world politics.

Tom: And Australia has its own Florida man who is even more extreme.

Tom: And best of all, we have the second most successful right-wing terrorist as well.

Tom: So it's fair to say that it's believable that an Australian was important there, given that we have a long history of important figures in this area of politics.

Phil: Yeah, because like Theodore Roosevelt, a lot of Australians are rich kids, relative to the world, who got everything they wanted.

Tom: But most importantly, Australia is, by world standards of developed countries, has a terribly high level of wealth inequality, and always has, but unlike many other places, it has some degree of social mobility, except for the area where there is the greatest degree of wealth inequality and health inequality and one of the lowest levels of mobility in the world.

Tom: So in terms of our relationship to people in the country as well, we are one of the world's greatest.

Tom: It's not just internationally.

Phil: We're a Norwegian country, in essence.

Phil: Not as much as New Zealand, but a lot.

Phil: But okay, well, with that, if...

Tom: But I bring all that a lot, because I would recommend, yes, I'm recommending a book, Drawing the Global Color Line.

Tom: When men's countries, white men's countries, on the question of racial equality, it is unbelievably bad.

Phil: I'm not buying it.

Tom: As you can tell from the title.

Tom: And I hate history books, for one reason, because biography is the worst fucking idea in history, since The Diary.

Tom: And so many history books, they bring up this fucking person, and you learn every fucking detail about his life, and it adds absolutely nothing to anything about their ideas, or anything that they fucking did in relation to history.

Tom: But it's an interesting book, because this is following the history wars in Australia, or maybe that's still going on.

Tom: I don't know if people consider that to be still going on.

Phil: I think people are more concerned about whether they're going to live tomorrow or not.

Tom: Well, what's the point of living tomorrow if we can't have history back to that?

Phil: Well, that's my point.

Phil: That's why I want to be a history professor.

Phil: I'm in the minority.

Tom: Anyway, I recommend this book just because, one, it is an interesting subject, because there is, one, it will help you understand a lot of the discussion on concepts of white supremacy that are completely nonsensical and reference absolutely nothing.

Tom: And two, there is actually not much history.

Tom: The reason there is controversy about history like this that actually does reference stuff is because this is the beginning of the historiography of th century politics and racial politics.

Tom: So it is in the vanguard and is a fascinating book for that reason.

Tom: And it's also interesting because, and also depressing, regardless of whether you are pro-racial politics or anti-racial politics, is a hundred years ago, fucking idiots, regardless of the site, believe exactly the same shit.

Tom: China is about to fucking take over the world.

Tom: They've got millions of people.

Tom: Chinese people could fucking walk to Australia and swamp us on, oh my god, all this dumb shit, a hundred years ago.

Tom: These fucking morons, same shit.

Phil: Yeah.

Tom: Well, what do you expect?

Phil: I mean, an animal can only evolve so much in a hundred years when they're fed on papilla.

Tom: No, the issue is, an animal who is dumb enough to listen to a stupid idea, repeat it for a hundred years, is a fucking idiot who won't evolve.

Phil: Absolutely.

Tom: That's my point.

Tom: But anyway, so that's, in spite of its atrocious writing worth reading, a slightly better written book is Best We Forget, which is a much needed book on the Anzac myth.

Tom: And again, it is absolutely hilarious.

Tom: And it's essentially on Australians managed to convince themselves and mass support for the war was not just mobilized around anti-German sentiment and anti-imperialist sentiment, but pro-White Australia policy sentiment.

Tom: And essentially the theory was...

Phil: Wait, wait, wait.

Phil: White Australia policy was or years after World War I.

Tom: Wait for it.

Tom: This is...

Tom: You're about to find out why it was to years after that.

Tom: And you'll find that to years is the lead up to the Second World War, right?

Tom: What's the noticeable difference in the lead up to the Second World War geopolitics and the geopolitics of the First World War?

Phil: The US was more influential in Australia than the United Kingdom.

Tom: Not at all.

Phil: Well, that is the number one influence.

Tom: No, it isn't.

Tom: The number one difference...

Tom: You think Australia is important to geopolitics?

Phil: I think that Australia went into...

Tom: I said, what's the important change in geopolitics?

Phil: Australia went into World War I, in my view.

Tom: Not to Australia.

Tom: Not to Australia.

Phil: And they went into World War II to impress the US.

Tom: Wait, wait, wait, wait.

Tom: Stop.

Tom: Why did they want to impress Britain?

Phil: Because they had just got this newly found independence, but they still wanted to show that, hey, we still like you and you guys are good.

Tom: No.

Tom: But again, first of all, I want the question asked, what's the important geopolitical difference?

Tom: Because you're on the wrong continent.

Phil: Right now, I'm in Australia.

Tom: It's Japan.

Tom: First World War, Japan is a part of the West and is an important military ally of Great Britain.

Phil: I just got to say for our listeners, if you stop listening now, no one's going to hold you to blame, because we're not going to talk about video games.

Tom: The Second World War.

Phil: I would say that Japan in World War II, and again, thank you for listening to The Game Under Podcast, Japan was more of a threat in World War II than Turkey was in World War I.

Phil: I mean, they were literally bombing the Northern Territory.

Tom: Listen, neither of them, no country except for Great Britain has ever been a threat to Australia, because no country except for Great Britain has had a large enough military difference to the native people, in this case, all Australians at this stage, to be able to invade such a massive landmass.

Tom: Australia may not have the...

Tom: What are you talking about?

Phil: We've been invaded by the Yanks like for years now.

Phil: And now they're just going and building bases in our country.

Tom: Peacefully.

Tom: They built army bases here.

Tom: We want them.

Tom: We love America.

Phil: And you're expanding them under Obama.

Tom: We don't like the Japanese.

Tom: But I'm saying, first of all, at no point did Japan ever intend to invade Australia.

Tom: That's a fact.

Tom: And secondly, that was known during the war, but it was not a good mobilizing argument.

Phil: Why did they bomb us?

Tom: Because we're a military ally.

Phil: Oh yeah, fair enough.

Phil: Yep.

Phil: He was a pokini like.

Tom: They're not fucking idiots.

Tom: They're not going to fucking try and invade Australia.

Tom: Again, this was known...

Phil: No, they weren't invading Australia, but...

Tom: This was known at the time.

Tom: Japan at no point intended to invade Australia.

Phil: No, why would they?

Tom: That's a fact.

Phil: There's nothing here, except for sheep.

Tom: Exactly.

Phil: Particularly back then.

Tom: Now listen, just listen.

Tom: The important point is, First World War.

Tom: Why Australia policy?

Tom: Why couldn't it be implemented?

Tom: Because you would offend the Japanese, who were a part of the League of Nations and an important world power.

Tom: That's post-World War.

Phil: That's

Tom: Yes.

Tom: What's your point?

Tom: They were, before the First World War, they were allies and an important part.

Tom: Yeah.

Tom: And you could not offend them.

Tom: This is common, this is not just from this book.

Tom: This is standard.

Phil: Common knowledge.

Tom: To me anyway, common knowledge.

Phil: Common knowledge to me and you.

Tom: I don't know if it is to the average Australian, but it is to me.

Tom: And I recommend reading, if you've read anything from the era, and I've only read stuff in Victoria, but these idiots were fucking terrified, absolutely terrified of Russian invasion, Japanese invasion, invasion from the motherfuckers in the Eureka Stockade in Ballarat.

Tom: They were shitting themselves.

Tom: Absolutely shitting themselves.

Phil: Or was that just political gain?

Tom: Well, lots of people were writing about it and saying that.

Phil: Yeah, but look at what they're writing now.

Tom: A lot of people are shitting themselves.

Tom: People are really idiots.

Phil: It doesn't mean there's a motive behind it.

Tom: Shut up.

Phil: Because I'm making too much sense.

Tom: People were not only shitting themselves about invasion, they were certainly shitting themselves about the continuation of the white race and the white race as dominance in Australia, particularly in regards to immigration from the non-whites Chinese, non-white Germans, non-white Irish, non-white Hungarians, non-white Europeans in general.

Phil: But again, look at what's being written today.

Tom: Listen.

Phil: I'm just listening.

Phil: I'm just saying, look at what's being written today.

Tom: So I'm saying the white Australia policy, if not for the Japanese, would have been implemented in the First World War because Britain would not let Australia do it because it would piss off Japan.

Tom: This is all well documented.

Phil: I agree with that.

Tom: Yeah.

Tom: So the argument put to the public is that if we fight on the side of the British Empire, there will be two great benefits.

Tom: One, we will racially purify ourselves because all the dumb fucks that we now memorialise.

Tom: Do you realise we memorialise weak pieces of shit that deserve to fucking die because they were weak cunts?

Tom: If you can't, the fucking soldiers are Gallipoli.

Tom: These dumb fucks died.

Tom: They deserve to be fucking forgotten in the racial purification of the white race.

Tom: Fuck them.

Tom: They lost.

Tom: They're dead.

Tom: Why memorialise?

Tom: Where are the fucking memorials for the great examples of the race who survived?

Phil: It's a big lump of sandstone.

Phil: Who cares?

Tom: But anyway, the point is, there were two important aspects, as well as anti-imperialism, as well as anti-German sentiment.

Phil: But no one is memorialising it.

Tom: Listen, another two important things are, one, racial purification by killing off your weak idiots who aren't good enough to win a battle, and two, appeasing, showing Britain you're willing to sacrifice in blood so that maybe they'll let you implement White Australia policy at the end of the war.

Tom: And again, I'm not suggesting, nor is the book, that this is the only motivation for these things, either in terms of propaganda or morally, but merely that they are important factors in the thinking of the politicians and the propaganda strategies.

Tom: And they were, that's pretty undeniable.

Tom: And it's a rollicking and hilarious read.

Phil: What's the name of the book?

Tom: Best We Forget.

Phil: And is it well written or poorly written?

Tom: For a history book, it is well written.

Phil: When was it published?

Tom: Ah, possibly.

Phil: It sounds like a worthy read.

Phil: I would just say that politicians years ago, or today, are living minute by minute to hang on to the power that they've got.

Phil: And I don't think anything has changed in human nature.

Phil: I don't think there's grand sweeping themes behind anything other than persons trying to hang on to the job that they've got.

Tom: I agree.

Tom: But simultaneously, people believe things as well.

Phil: I don't believe that people...

Tom: That doesn't necessarily alter what happens.

Tom: For instance, if anyone was going to predict before the Second World War who would attempt to exterminate the Jews, you would pick France or somewhere like that.

Tom: You would not pick Germany.

Tom: If you were to predict who would attempt to, on a large scale, not just sterilise, but exterminate the weak and infirm, you would pick America, not Germany.

Tom: So again, idea is one thing, what happens is another.

Tom: And what's the difference here?

Tom: Through doing those three things, Germany gets to attempt to build a massive land empire.

Tom: And again, why do you think fucking America was fighting the fascists for the freedom of the world?

Tom: No, Britain as well, obviously.

Tom: They were fighting them because all of a sudden, what's the difference between Belgium killing million Congolese to build an empire?

Tom: No one gave a shit, but they're just going to build a nice little city, and that's it.

Tom: Germans, as a corollary, massacre million Jews, starve million Slavs, starve or so million other prisoners of war and other various people around the area.

Tom: Well, now we care, but we don't care because they're doing that.

Tom: We care because they're potentially building a competing empire, in my opinion anyway.

Tom: And I think it's a fair supposition, given that there was a simple solution to the Holocaust and the persecution of the Jews before the war, and only a few South American countries and other obscure countries agreed to it.

Tom: And only a few countries during the fucking Second World War agreed to the simple solution of what happens when people are going around massacring people or persecuting them on a massive level.

Tom: They run away, but they don't get to run anywhere if the people won't let them in.

Tom: And while simultaneously apparently fighting to stop the world domination and mass atrocities caused by the Nazis, no one bothered attempting to divert any war effort in the direction of where they were doing those things.

Tom: The territorially important areas where those things were directed.

Tom: Nor did anyone see fit to even fulfill their Jewish immigration quotas, for the most part.

Phil: No, they didn't.

Phil: And that brings us to, I mean...

Tom: Which is another hilarious...

Tom: What I love about politics is basically % of it can be reduced to projection.

Tom: And one of the most fundamental complaints I've seen in history lectures by anti-German historians is complaints that the German people should have known what was going on and how could they not know.

Tom: Let's remember what happened to people who...

Tom: Literally children who were plastering their school with information on death camps and the massacring of civilians.

Tom: What happened to them?

Tom: They were decapitated.

Tom: So I think there was a pretty good program against one, suppressing that information while simultaneously Hitler was talking about it.

Tom: No one listens to what politicians say.

Tom: Wasn't that the case then?

Tom: Isn't the case now?

Tom: Even when they're an amazing performer like Hitler.

Tom: And two, where was this propaganda that was talking about the atrocities that the Nazis were committing, where was that not suppressed?

Tom: In the countries fighting the Nazis, what did they do?

Tom: Didn't even fill Jewish quotas, didn't project any war effort towards actually stopping any of these atrocities.

Tom: Even things like that is just wonderful projection.

Phil: I agree.

Phil: And when you look at other things that are being kept from us, like even now, like Nintendo is going to be celebrating the th anniversary of Super Mario Bros.

Phil: by apparently re-releasing a whole slew of Mario games for the Switch.

Tom: They're re-making Sunshine on Galaxy.

Phil: Which is a true atrocity against humanity.

Phil: So we'll talk about that more on the next Game Under Podcast.

Tom: And we've got one last...

Phil: No, no, you're done.

Tom: I'm not.

Tom: The Sexual Revolution by Wilhelm Reich.

Tom: This is the man responsible for Make Love Not War.

Tom: And another book worth...

Tom: anything worth reading by him, anything written by him is worth reading, judging by what I've read.

Tom: He is an absolutely enigmatic figure and an hilariously entertaining writer.

Tom: He is just brilliant.

Tom: But The Sexual Revolution is an absolutely fascinating book because as well as summarizing in much shorter, a lot of the stuff in The Mass Psychology of Fascism, which is his other best book that I've read, and he's already by this stage as angry as he is in Listen, Little Man.

Tom: So it's got those two elements in it.

Tom: It's of great interest to anyone who is fascinated by communism and the Soviet Union like I am.

Tom: And my experience of the internet, in spite of it apparently being a sphere of cultural Bolshevism filled with communist propaganda, have to look very carefully for communist propaganda.

Tom: But this book is worth reading because a lot of it is devoted to describing events happening during and in the immediate aftermath of the social revolution from communes, s style to sexual law reform and reactionary backlash.

Tom: It's absolutely fascinating.

Tom: And that's the end of the show.

Phil: We've got another episodes to cover the rest of the books you've read already this year, or ?

Tom: It will probably be by the time we record it.

Phil: We've got another episodes.

Phil: So what was the name of that book?

Phil: The Sexual Revolution by...

Tom: The Sexual Revolution by Wilhelm Reich of Make Love, Not War.

Phil: Of the six books that you've recommended today, what would be the number one that you'd just say, go to that book first?

Tom: I would have to be able to remember the six, but I would say non-fiction, probably The Sexual Revolution by Wilhelm Reich and fiction, probably Calocane.

Phil: Calocane.

Tom: Or Calo, but it's by Karen Boy.

Tom: K-A-R-I-N-B-O-Y-E.

Phil: Excellent.

Phil: All right.

Phil: Well, thank you very much, Tom Towers.

Phil: It's been a wonderful episode.

Phil: I've thoroughly enjoyed it, and look forward to our next episode of The Game Under Podcast.

Phil: In the interim, you can go to gameunder.net, see all of our top ten lists.

Phil: I might come up with our top five shark games by the time this podcast is produced.

Phil: And on the part of our regular listeners, I hope you're all doing well and keeping safe.

Phil: I'm Phil Fogg.

Tom: And let me just say, I'm Tom Towers.

Game Under Podcast 121

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Smugcast Banter
0:00:15 Puzzle Talk With Gagandeep Singh and Tom Towers
0:02:00 Smugcast Without Intro
0:02:45 Gagan Has Not Published a Podcast in a Year (Who could tell?)

Discussion of Top Ten Game Selections from the Endless Backlog Podcast
0:02:46 DMC5 Talk Stylish Action Update
0:12:00 Bayonettaminute

Onto Shooters 0:21:00 Doom Discussion
0:26:30 Fornite
0:28:00 Netcode & Boomer Shooters

Breaking Down Resident Evil 6
0:33:15 How Bloodrayne and RE6 are Alike
0:39:00 Resident Evil 3 Remake Impressions & Extended Conversation about Resident Evil

New Releases
0:53:00 Animal Crossing
0:56:50 Ori: The Will of the Wisps & Original Ori (Castlevania Talk follows)
1:13:53 Similarities with Shovel Knight & Extended Conversation about Metroidvanias
1:47:02 The Score from Gagan

Antichamber
1:48:45 Dvader's Review of Tom Towers #2 Best Game of the 2010's

A Critique of Game Under's Top Ten Games of the 2010's
1:50:08 The List

Gagan Puts Together His Top 10 of the 2010's Live
2:22:22 "F*ck it, we'll do it live!"

Super Smash Bros.
2:44:30 Tom asks for Gagan’s take on SSB.

Transcript

Tom: If he likes the Uncharted puzzles.

Gagan: That should be held against him.

Gagan: Zelda ones aren't always bad, so at least give the Zelda ones a pass.

Tom: I can accept people liking Zelda puzzles.

Gagan: They have an appeal.

Tom: Uncharted is another question.

Gagan: Yeah.

Gagan: It's like they're not...

Gagan: At least the Zelda ones sort of want to pretend you're solving them.

Tom: You do have to do something.

Tom: It might be obvious.

Tom: But you do have to do it.

Gagan: And in the case of Breath of the Wild, they actually like have in between just complete nothing, actual puzzles.

Tom: Plus it's got Super Monkey Ball stuff in it, doesn't it?

Gagan: Yeah, yeah, it's got a lot of shenanigans and stuff.

Gagan: It's good.

Gagan: No, it's very...

Gagan: I like Breath of the Wild.

Gagan: I don't like D Zelda, but I like that game.

Gagan: Everybody's like, Ooh, you seem Zelda enough.

Gagan: I'm like, thank fucking God.

Gagan: It's not Zelda enough.

Gagan: That is the best thing to happen to this franchise.

Gagan: Sign me up.

Gagan: It's like, this how those pieces of shit felt when Devil May Cry became something else?

Gagan: Okay, I get it now.

Gagan: I mean, you know, Devil May Cry was ruined.

Gagan: That's different.

Tom: Ruined by Team Ninja, I assume.

Gagan: Ninja Theory.

Gagan: Your boys of the enslaved fame.

Gagan: Bad gameplay fame.

Gagan: Hellblade Studio.

Gagan: I don't know, Hellblade could be cool, I guess.

Gagan: I don't want to duck on that game because everybody's like, ooh, game's sad.

Gagan: It helps me with depression.

Gagan: I'm like, I shouldn't make fun of this.

Gagan: Thank God.

Gagan: That's not getting recorded, right?

Gagan: That's not on air right now.

Tom: I think this should just be a cold open where the episode three of the Smugcast, and I think we're smug enough to not need to actually have an intro to the show.

Gagan: All right, we just go from here?

Tom: We've been going the entire time, I think.

Gagan: If you want to, yeah, no, I'm game.

Gagan: I don't think Phil would appreciate it.

Tom: He may cut everything out, out of anger for the criticism of Enslaved.

Gagan: Really?

Gagan: He's an Enslaved person?

Gagan: I mean, but he knows I don't...

Tom: I like Enslaved too.

Gagan: He knows I don't like your top list, both of them at this point.

Tom: Yeah, I'm an Enslaved fan too.

Gagan: Yeah, let's discuss.

Gagan: That's what we really need to discuss.

Gagan: The Game Under Games of the Decade cast, hold on, add that to the itinerary real quick.

Gagan: That's what I'm going to.

Gagan: Introduce the people while I go look at that real quick.

Tom: Well, the itinerary is right there in the chat.

Gagan: No, I thought we were recording.

Gagan: I thought we were officially in podcast.

Gagan: This is officially part of it now.

Tom: Yeah, we are.

Tom: But what are you looking at?

Tom: You mean you can't recall off the top of your head the brilliance of our top list?

Gagan: Introduce us to the people.

Tom: If the people don't know who we are at this stage, at this stage, they should probably be out and wiggling.

Gagan: I have not put a podcast out into the world in a whole year though.

Tom: But your upcoming Game of the Year podcast, I believe, is six hours to make up for it.

Gagan: Bro, it is so up...

Gagan: I cannot believe we podcasted for so long.

Gagan: And the ending stretch is literally...

Gagan: I treat you not...

Gagan: is just Ben and William going, No, I want my game to win.

Gagan: And me going, I don't fucking care.

Tom: I want my game to win.

Tom: The previous years was four or five hours, wasn't it?

Gagan: Yeah, they've been long before.

Tom: I have to admit, I did not listen to it because it was so long.

Gagan: No, some of them are obviously too long.

Gagan: I think my biggest mistake always was when I edit these podcasts, I don't do the timestamps while I'm doing the editing.

Gagan: I do it after the fact.

Gagan: I mean after the fact.

Gagan: I just don't do it once it's out in the wild.

Gagan: I'm like, oh, who cares?

Gagan: I'll figure it out.

Gagan: They'll skip.

Gagan: But I really want...

Gagan: There are things in this new podcast I deem worthy of listening to.

Gagan: Brian...

Gagan: The timestamp I will tell you % you must listen to is Brian Mareheim arguing for Goose Game.

Gagan: And it was so convincing that every time that stupid game came up to cut, like, internally, I was just thinking, I was like, I still feel like it's the best argued game because, man, I loved that presentation he just did.

Gagan: Because I told him beforehand as well as we can.

Tom: See, this is the major problem with your criticism of my typo pick for greatest stealth game ever is your counter argument was not that Untitled Goose Game should be the greatest stealth game ever.

Gagan: Yeah, Untitled Goose Game does sound like a pretty cool stealth game.

Gagan: He compared that game to Frickin Hitman.

Gagan: I'm just thinking of the stupid Goose and Agent with the same energy.

Gagan: And he's talking about, like, tying the some little kid's shoelaces together.

Gagan: Like, man, what a malicious bird.

Gagan: Like, what?

Tom: I think I managed to trap two people in the phone box at once.

Gagan: Oh, you like Goose Game?

Tom: Yeah, I'm a fan of it.

Gagan: So it's not a mean game, right?

Gagan: Like, it is, like, legitimately a good game.

Gagan: So the question I asked him during the podcast was, like, listen.

Tom: It's certainly not on the level of Hitman or something like that.

Gagan: Yeah, yeah, yeah.

Gagan: The question I really asked him was, like, listen, could this have not been about a goose and still been an enjoyable video game?

Gagan: And at first he tried to guess, like, no, it could have been a completely different animal.

Gagan: I mean, like, literally, could this not have been a joke and still at least mechanically have some level of satisfaction?

Gagan: I don't even need it to be, like, Hitman, but, like, at least, like, it's good on its own merits.

Gagan: Like, because, like, Goat Simulator is not a good video game, in my opinion.

Gagan: Like, I don't think what it does is particularly, like, it's funny, I guess, right?

Gagan: But I wouldn't like, like, you couldn't, that game has to be that joke, because those mechanics could not work, would not be satisfying in any other context, right?

Gagan: Devil May Cry could be some pretentious bullshit, nonsense wankfest, but the combat would still be, the mechanics would still be good.

Gagan: Is the difference I like to clarify.

Gagan: It was like, the aesthetic adds to the appeal of the game, but it's not the game at the end of the day.

Tom: I wouldn't obviously put Untitled Goose Game on the level of...

Tom: Devil May Cry.

Tom: But, and obviously the whole Goose theme is one of the main attractions to it, but I think if you are playing it not just to achieve the basic objectives you need to succeed and pass the levels, if you're either going for some of the optional objectives, which you don't necessarily know as you're playing, or just trying to do ridiculous things like trap multiple people in the phone booth when there's no reason for you to do that at all, I think there is a reasonably good stealth game there that gives you some room for creativity.

Gagan: So then I'm glad it made it to the top list.

Gagan: But, as I said, when you see the timestamps, if there's one thing, if you've settled for one thing you want to listen to, that's the thing.

Tom: So an Australian game made it onto Endless Backlog's top

Gagan: Can I spoil the winner for you?

Gagan: Can I spoil the winner for you?

Gagan: Because I know my podcast will be up before this.

Tom: Yep, go ahead.

Gagan: Devil May Cry did not win, believe it or not.

Gagan: Outer Wilds won.

Tom: And yet you dare to criticize any list made by The Game Under Podcast.

Gagan: Let me explain.

Gagan: I single-handedly got Devil May Cry the win.

Gagan: I got Ben to quit.

Gagan: I got Ben to tap out.

Gagan: And let me win.

Gagan: But the way he said fine emotionally got to me.

Gagan: And I'm just like, God damn it.

Gagan: And I let Outer Wilds win because I felt bad.

Gagan: Because when he gave up, it didn't feel the way I wanted it to feel when Devil May Cry won.

Gagan: I didn't want Devil May Cry 's victory to be remembered as this sad, stonewalling thing I did.

Tom: Your combo argument was not stylish enough.

Gagan: It wasn't.

Gagan: The argument became like a philosophical thing, which is like, I've always had the issue with my...

Gagan: I want that issue to always be there with my podcast friends because I think it's a boring listen if I just get someone else who's exactly like me.

Gagan: Because that's too much Gagandeep.

Gagan: You just can't have that.

Gagan: You need someone who's very cool, calm, centered like Ben, and like just joyful about games like Chris.

Gagan: And then you need me, who's the asshole.

Gagan: But like, it came down to it's like, listen, I want a game that's deep, mechanically rich to win this.

Gagan: I was like, I understand we gave one to Bayonetta one year and I got a workplace one last year.

Gagan: I mean, I wasn't really part of the decision making process of what are the games, but yeah.

Gagan: But I absolutely want one of these to win.

Gagan: I get that Outer Wilds is cute.

Gagan: It's inventive.

Gagan: It's definitely inventive.

Gagan: It's a very cool concept for a video game.

Gagan: But I'm so tired of the high level, deep, mechanical rich game not winning.

Gagan: And just being like, oh, you know, is depth really that important?

Gagan: No, depth is totally the defining characteristic of all the best games that have stood the best test of time.

Gagan: Like there is the reason Mario has outlasted every other platform is because his jump is more expressive than the other jumps from other platformers.

Gagan: That's not to say it's the best necessarily all the time.

Gagan: There are forgotten classics, absolutely.

Gagan: But like, there's a reason the chump platformers didn't stand, is what I'm trying to say.

Gagan: But, you know, you live and learn.

Tom: And sometimes you make a terrible, terrible decision that you'll regret for the rest of your life.

Gagan: Bro, you won't understand.

Gagan: So, it's bad enough that I had to edit this like hour Bayonett.

Gagan: But then I had to hear myself let Devil May Cry lose.

Gagan: Mind you, podcast listeners, I love Devil May Cry

Gagan: I have not been so openly hyped for a video game.

Gagan: People on my goddamn Discord were like, Gagandeep's excited for a video game?

Gagan: It's disgusting.

Gagan: It's just because I'm usually the one who's like, usually they go, Oh, the Gagandeep's so excited trying to be a sourpuss or whatever.

Gagan: But for that one, I was like, It's Icky.

Gagan: He's excited and happy.

Gagan: Like, I don't want this.

Gagan: I'm like, okay.

Gagan: He has jerks.

Gagan: But, you know, I didn't...

Gagan: Yeah, I just...

Gagan: I'm too loyal to my guy.

Gagan: Even though Ben betrays me every game of the year podcast.

Tom: I'm just astounded though, because isn't Devil May Cry the greatest game ever?

Gagan: Yeah, it's not the greatest game ever.

Gagan: I'm reasonable about it.

Gagan: And during the podcast, I didn't call it the greatest action game ever.

Gagan: Even that, I'm like, okay, maybe it's not the greatest.

Gagan: You know, Bayonett is so pretty great.

Gagan: I love Ninja Gaiden Black.

Gagan: I love God Hand.

Gagan: I love Devil May Cry

Gagan: Which you gave a .

Gagan: You're right.

Tom: It should have been a

Gagan: I'll retroactively...

Gagan: I'll accept a because like retroactively, I'm lowering every other score you've given.

Gagan: Like anything you've given higher than Devil May Cry I've given it below.

Gagan: With the exception of like your score for Bayonett is fine.

Gagan: I'm willing to...

Gagan: I'm willing to be one of those people that like thinks Bayonett is more fun than Devil May Cry

Gagan: That's fine.

Tom: Excellent.

Gagan: I like Bayonetta.

Tom: But we're not here.

Gagan: Yeah, we're not here for Bayonetta.

Gagan: Although it is part of our trademark fans because you and I don't have a Yakuza Killzone Minute.

Gagan: We have a Bayonetta Minute, which is that how are we still in and they have not shown us footage of a Bayonetta yet this game apparently exists and development is going smoothly apparently.

Tom: I actually literally forgot it existed.

Gagan: Yeah, it is in development.

Gagan: Hideki Kamiya is probably not directing it.

Gagan: Right?

Gagan: He can't be.

Gagan: He's working on whatever Project GGE is going to turn out to be.

Gagan: Which is fine, I'd rather him do a new IP anyway.

Gagan: Same here.

Gagan: I don't think the Revengeance Guy is on the game necessarily.

Tom: That would have been a great combination.

Gagan: Yeah, I would have been down for him.

Gagan: And Hashimoto doesn't work there anymore.

Gagan: And I have concerns.

Gagan: Because my number one concern is like, listen, I think there are objective reasons for why Bayonettak's core combat mechanics are better than 's.

Gagan: And those should be brought back.

Gagan: I don't think Umber and Climax should be as overpowering of an option as it is.

Tom: Yep.

Gagan: I don't think...

Tom: I think that's fine, but I don't want the shitty QTEs in the same place.

Gagan: Right, right.

Gagan: Everybody gets on this about like the quality of a campaign.

Gagan: I agree with everyone that...

Tom: Wait, wait, wait, wait, wait.

Tom: I'm sorry.

Tom: I'm not finished yet.

Tom: The other thing, which is more important than that, is when I thought about it, at the time I was slightly annoyed by the quantity of humanoid bosses, but on reflection, they made for a really enjoyable and consistent quality of the bosses that not only gave you an interesting challenge defensively, but also enough room to go completely crazy in your combos as well.

Tom: Whereas a lot of the bosses, from what I can remember in the original, were much slower paced and basically cut up set pieces.

Gagan: They are.

Gagan: No, that's...

Gagan: You can definitely take the campaign of Bayonetta when it's asked.

Gagan: But I think Jean is better than any boss fight in Bayonetta

Gagan: Like the Lumen Sage has huge issues with the way he just gets out, he just drops out of your combos for no reason.

Gagan: He like destroys any sort of consistency.

Gagan: He's mad frustrating on higher difficulties in a way that just Jean staying more consistent is fun.

Gagan: And I think there's a decent argument I've seen for why the Rodan Arena is better in than it is in

Gagan: Because of the camera issues creates, but that's a little out of my own personal wheelhouse.

Gagan: Like that's not my complaint, right?

Gagan: So I don't want to...

Tom: The Umbran dude, that's the final boss, right?

Gagan: Not the final dude.

Gagan: I'm talking about the Lumen Sage.

Gagan: Like her dad.

Gagan: He's that game's equivalent of Jean.

Gagan: But like a lot of...

Gagan: Bayonetta has a spectacle problem.

Gagan: And it's like, listen, I don't want the spectacle gone.

Tom: Yep.

Gagan: But get closer to how Ninja Gaiden and Devil May Cry understand those.

Gagan: Like listen, at the end of the day, it's about fighting the guy.

Gagan: Ain't no one...

Gagan: No, on replays, I will not care how flashy the scenes look.

Tom: Yep.

Gagan: Like I do not care that it's a two-headed dragon.

Gagan: I only care...

Gagan: It's like, oh my God, is he not going to do his attack yet?

Gagan: Like, seriously, man?

Gagan: You're such a drag.

Gagan: I do think Bayonetta...

Tom: I will defend...

Tom: Go on.

Gagan: I do think...

Tom: I will defend the Lumen-Said boss fights though, because they're certainly frustrating if you are going for very stylish combos.

Gagan: And the Platinum.

Tom: Well, I didn't find it frustrating going for Platinum or pure Platinum on him, and I think I replayed it on Hard.

Tom: But the reason for that is, one of the things that I enjoy in Beat'em Ups, and especially in Bayonetta, I think, with the combination of Witch Time and the really dynamic dodging in Bayonetta compared to a lot of games, is to me, you get an amazing rhythm going with your dodging and use of Witch Time, and in those boss battles, it just works so amazingly well when you get it right.

Gagan: Maybe.

Gagan: But I also don't like the fact that every attack in Bayonetta gives you Witch Time, whereas in Bayonetta some of the attacks give you Witch Time, specific ones give you Witch Time.

Gagan: We don't need to make this an entire Bayonetta podcast, though we should.

Gagan: All I'm saying is, I want to see a Bayonetta

Gagan: I'm a little concerned, I'm a little worried that because of the switches, very weak hardware.

Gagan: Like, I'm already annoyed that effectively Bayonetta has never left the Xbox effectively in terms of horsepower.

Gagan: Right?

Tom: Does that really matter?

Gagan: Kind of, yeah.

Gagan: I think there's certain things horsepower adds to...

Tom: So you think there's things in DMCthat they won't be able to do due to weaker hardware?

Gagan: I think there's certain physics and animations.

Gagan: There's certain animations I would say might have been harder to do or just have on the screen, like certain effects.

Gagan: Because the thing is, right, like there's...

Gagan: Developers are always going to try to make their game look prettier and always going to try to ramp up the scale, right?

Gagan: So if you are working on the same hardware and the Bayonetta franchise is known for crazy wackiness, well, what's going to give up first?

Gagan: The framerate or the wackiness?

Gagan: I don't think they're going to dial back the crazy.

Gagan: So it's like, the framerate already on the Wii U is not particularly good.

Gagan: You know, like, if good is frames per second, the Wii U's framerate is not good, right?

Gagan: Like, this is better than most games.

Gagan: Because most games are...

Gagan: are sub-

Gagan: Dare I say sub-but I don't want to throw that out there.

Gagan: I didn't worry because Astral Chain, right?

Gagan: It doesn't have as much stuff going on screen.

Gagan: The game is frames locked.

Gagan: Like, that has me...

Gagan: I'm concerned after that game.

Gagan: I'm like, what if they think they're going to get away with a Bayonetta at frames per second?

Tom: Is it the same on the PC port?

Tom: That's ported to PC, right?

Tom: Astral Chain.

Gagan: No, it's a Switch exclusive.

Gagan: Nintendo owns the IP.

Tom: But Bayonetta is coming out on PC, right?

Gagan: Bayonetta is also not coming out on PC, so I think Nintendo.

Gagan: And Wonderful is randomly coming out on PC.

Gagan: Wonderful has a Kickstarter.

Gagan: Did you know this?

Tom: Yes, I did.

Tom: Well, I'm retracting my optimism then, and that sucks because I waited so long to play Bayonetta partially, and this is serious, not a joke, even though it was delayed for many other reasons.

Tom: I waited because I'd seen how crap the frame rate was on the PS

Tom: The other versions, yeah, the PS

Gagan: The version wasn't that bad, but it's better on the PC, obviously.

Tom: Yeah, but I never had a

Gagan: What did you play it on, the Wii U?

Tom: Yep, Wii U.

Gagan: Well, yeah, Bayonetta that's what I'm saying, so I'm like, that's what I'm saying.

Gagan: I am very concerned, like I'm tired of Platinum telling me that development is going smoothly, but I'm like, are you guys making it for the Switch ?

Gagan: Cause that'd be cool.

Gagan: Cause I could live with the Switch

Gagan: I am worried if it's a Switch only game, how that game is going to run, or like...

Tom: Yeah, if it's an exclusive, I am now worried.

Tom: I thought that it had been announced that it was multi-platform, but...

Tom: I could not have been more wrong, apparently.

Gagan: Cause like, you can still make a very good...

Gagan: You could make the best Bayonetta game on that hardware, absolutely still, but the way you would make it is very inside baseball, and game development isn't inside baseball.

Gagan: Game development is about selling, and to sell shit, you need the game to look good, and have like some sort of flash, right?

Gagan: Inside baseball is how we discuss when we say, oh, this game was the better one, even though other people remember this one as the favorite.

Gagan: You know, it's how we tell people, like listen, Sandy Peterson made some, or Patterson made bad levels in Doom and we should only worship John Romero of the people that used to make the Doom games.

Gagan: John Romero is a gift to society.

Tom: But Doom does indeed look better.

Gagan: Doom does look better and has a super shotgun, which is a legendary gun in the history of the FPS, and Doom 's wads are amazing.

Gagan: It has one of the greatest modding scenes ever.

Gagan: To this day.

Tom: It's also got the fucking city level.

Tom: That's in Doom right?

Gagan: That's a trash level.

Gagan: It's a Sandy Peterson.

Tom: Because that looks really impressive, but it's one of the worst ever first person shooter levels.

Gagan: That's bad.

Gagan: Trips and Traps is bad.

Tom: That's on fucking home front level.

Gagan: I don't know.

Gagan: I don't have context for how bad home front is, but sure.

Gagan: Okay.

Tom: Imagine Half-Life level design, but even worse.

Gagan: Sure.

Gagan: Okay.

Gagan: But like a lot of the problem is a lot of FPS games have done.

Gagan: A lot of FPS games have made me appreciate Half-Life in a way that I don't want to appreciate Half-Life

Gagan: But it's like, I guess Valve wasn't that bad.

Gagan: Clearly, people were way worse than them at video games.

Tom: Yeah, Half-Life is basically mediocre or slightly better than mediocrity.

Gagan: Half-Life you mean?

Tom: Yeah, Half-Life

Gagan: Maybe you're not wrong about Half-Life

Gagan: You know what?

Gagan: The expansion to Half-Life is weirdly really good.

Tom: From what I've played of I believe it is better than

Tom: I still think it's crap.

Tom: No, okay.

Tom: But I've not played as much of it as

Gagan: But how do we feel about Original Doom then?

Tom: Well, Original Doom is a perfect game.

Gagan: It really is a fucking perfect game.

Gagan: I'm concerned that we'll never play...

Gagan: So I had this conversation with someone who was very happy with the direction of Doom and Doom

Gagan: Or Doom Doom Eternal.

Gagan: People get weirded out when I call them Doom and Doom

Gagan: It's like, that's what they are.

Gagan: Like, shut up.

Gagan: He described it as like they're very much action games, or how if Devil May Cry or Bayonetta were a first-poster shooter, Doom and Doom would be those games, effectively.

Gagan: Because it's that type of energy of like go into a room, kill people, yada yada yada.

Gagan: It's very much like what Serious Sam and Painkiller should have tried to be in a lot of ways and don't deliver on.

Gagan: Or what Bullet Storm could have been if Bullet Storm was also not above average.

Tom: I haven't played Bullet Storm.

Gagan: It's very unimpressive.

Gagan: But the point is, and I'm like, listen, because like you know my issue with Doom is I am not proud of this, but my issue with Doom is very much it's good doom, right?

Gagan: And that's a terrible reason to not like a video game.

Gagan: I am, as someone who adores Resident Evil and loves Banjo-Kazooie Nuts and Bolts, I should be one of those people who's capable of going, I am capable of accepting a new direction and then arguing why I don't think the new direction is particularly strong.

Gagan: That's at least justifiable.

Gagan: But when it's just like, man, why aren't the majors like Doom and Doom ?

Gagan: It's like, okay, now you're just being a child, right?

Tom: You have become your nerd voice parody.

Gagan: I have become my nerd voice parody, yeah.

Gagan: I'm getting some mileage out of the nerd voice this week, though.

Gagan: So, right.

Gagan: And we were discussing, I was like, you really can't make a game like Doom because the thing is a lot of Doom and Doom is fucking perfect.

Gagan: Like, there's a reason that ModScene continues to make great map packs for that game because, like, they explore the challenges and encounter designs with that game that we're not even seeing tried with other video games.

Gagan: But that's because they can because the map making options are very easy relative to, like, modding a D game.

Gagan: Like, modding a new game, Doom game, would probably be a nightmare in terms of, like...

Tom: Speaking of D, I think that's one of the reasons we haven't seen another game like Doom because even stuff that gets a lot closer to it, like Tribes, for instance, I think being in D and the greater range of aiming that that necessitates, and it applies to Quake as well to a lesser degree, but I think it still applies, limits what you're able to do in terms of the level design and speed because you're more focused in the D perspective, or D, whatever you want to call it, so you can design things much, much tighter.

Gagan: Yeah, yeah.

Gagan: The thing is, I still would love to see an FPS developer try it.

Gagan: Like just put the, have the big budget money game behind that sort of like boomer, I call them boomer shooters now.

Gagan: Because, well that's the term me and the Discord, the Discord I'm commenting on from.

Tom: Fortnite would be a zoomer shooter.

Gagan: Fortnite is very much a zoomer shooter.

Gagan: I don't, have you played Fortnite?

Tom: I played a single match.

Tom: I assume it was against AI because it was the first match you just get dropped into after the game loads.

Tom: And either everyone playing that game is utterly atrocious or I am a naturally talented Fortnite genius.

Tom: So I assume it was AI set to easy.

Gagan: To explain the mechanics?

Tom: To the experience, yep.

Gagan: So I appreciate that.

Tom: I don't understand what the building is for.

Gagan: So the building I actually think is one of the cooler aspects about the game.

Tom: It may well be, but why is it there?

Tom: What does it do?

Gagan: What does it do?

Gagan: So you can break buildings in the thing to create holes into the levels.

Gagan: So there's construction that way.

Gagan: Or you can create platforms for yourself to reach higher vantage points.

Gagan: Or you can make yourself shelters.

Gagan: What ends up happening though?

Tom: So basically platforms for sniping, cover and hiding under the map.

Gagan: Also when you're trying to outgun someone, people can start building themselves platforms and shit and cover.

Gagan: But what's cool is, I've seen people juke people doing that.

Gagan: Like you start building sort of like a quick mini maze just so you could psych them to go right and then you flank them and turn it around on them.

Gagan: I think that aspect of Fortnite is...

Gagan: I'm not in depth enough to see where the problems arise from that.

Gagan: I just know that I find that aspect of it cool because it reminds me of an NBA player sort of just crossing someone up.

Gagan: That shit's cool.

Gagan: My bigger issue with Fortnite is the RNG around the shooting.

Gagan: Because I want ballistics to be consistent.

Gagan: I am an arena FPS person.

Gagan: I play Halo as far as my console shooter of concern.

Gagan: I like consistent...

Gagan: I like Counter-Strike

Gagan: Don't get me wrong.

Gagan: But that's the only game where I accept that randomized bullet spread.

Gagan: Yup.

Gagan: If I point at you, I want that shit to go and hit you.

Gagan: Unless it's a projectile.

Gagan: I don't think the guns have recoil.

Gagan: Do I care about recoil?

Gagan: See, I don't know if recoil is always as important for the type of games I like in the genre.

Gagan: Like, does Quake multiplayer really need recoil?

Gagan: Right?

Gagan: Like, it's a projectile.

Tom: It doesn't have recoil.

Gagan: Yeah, yeah, that's what I'm saying.

Gagan: But like, I don't think it makes sense in that type of game.

Gagan: But like, I like the way...

Tom: I think it works fine in Killzone, for instance.

Gagan: Killzone is an ADS game, though.

Gagan: Like, it's a little different.

Gagan: You want that sort of recoil of a gun.

Gagan: Yeah, yeah, like, I'm not an ADS person, but like, Killzone is an example of like, where the weapon sway is good and all that stuff.

Gagan: But that game's larger problem is like, the latency issues with PSN.

Gagan: And that game has netcode issues, because like, that era of shooters had like...

Gagan: No one wants to admit it, but they had bad netcodes.

Tom: Yep.

Gagan: Like, Halo BR spread is the worst on netplay.

Gagan: It's cool in like, a local environment, if you could play and you could see like, where the skill comes from.

Gagan: But online, it's like, oh look, it's a coin flip after a certain distance.

Tom: I would say this may be completely wrong, and just expecting something better.

Tom: But to me, the PSera of netcodes were worse than Xbox netcodes on Halo until that is Halo went to complete shit towards the end.

Gagan: Yeah, well Halo I mean, you had people stand-buying in Halo and leaving the map, and Halo is a darling of mine.

Gagan: Maybe you had a few problems, I think, maybe.

Tom: Well, some may have problems, but I don't remember lag being an issue too much.

Gagan: Lag wasn't always the issue, but I think if you were like very inside baseball about it, you could definitely point out like, here is a latency of Halo that none of you ever noticed.

Gagan: Now compare this to like a present day Halo game.

Tom: They were definitely there, as I said, it's probably just expectations because basically by the end of Halo online that I was playing it, basically all anyone was doing was going around finding things like latency.

Gagan: Yeah.

Gagan: Plus you have Australia internet.

Tom: Destroying the game.

Gagan: Okay, so the thing I do want to say is like, I wish someone would spend the money and try to make one of those maze shooters again.

Gagan: And I'm worried that people think the new Dooms are that game, they're not.

Gagan: And don't get me wrong, I think Doom Doom is looking like the real deal.

Tom: Don't these exist?

Tom: In theory, I haven't actually played any of them in the Indiesphere.

Gagan: The thing with the Indiesphere is, very much like other Indiesphere genres, is like they feel like rejects of boomer shooters.

Tom: Yeah, so they're basically tributes, they're tribute bands.

Gagan: They're tribute band games, which is like, don't get me wrong, there's something admirable about Dusk and, I want to say the other one's called, it's not, which one is the fake?

Gagan: One of them's the fake one.

Gagan: One of them is the fake one and the real one is Heretic, I think.

Gagan: Or Heretic is the fake one and Hexen is the fake, the real one.

Gagan: But yes, one of those, right?

Tom: Yep.

Gagan: But I think the real future of the FPS is like games like Devil Daggers, Doom Eternal and Desync.

Tom: Yep.

Gagan: This very like combo-centric, style on them FPS game.

Tom: What was the last one?

Tom: Desync.

Gagan: Desync.

Gagan: D-E-S-Y-N-K.

Tom: Okay.

Gagan: Let's see.

Gagan: It's not even a letter.

Gagan: Fuck you.

Gagan: But yeah, no, that game is neat.

Gagan: Also, you should play it just because GmanLives is a big little bitch on his YouTube video saying that game isn't cool and that game is cool.

Gagan: It's very esoteric.

Gagan: I don't think it explains itself well.

Gagan: But after reading a guide on what does what, I think the combat system in that game is really freaking cool.

Gagan: And I think people should give it more of a try.

Gagan: Which is how I came to enjoy Resident Evil by the way.

Gagan: It was very much...

Gagan: So that's a conversation I want to have with you, right?

Tom: Yep.

Tom: So you ended up enjoying Resident Evil

Gagan: I did not enjoy Resident Evil 's campaign.

Gagan: They're still bad for different reasons.

Tom: And for the record, I have not played Resident Evil

Tom: is the last Resident Evil game I've played.

Gagan: But I believe you've seen Vader argue before that Resident Evil has cool combat mechanics.

Gagan: Or at least they've made that conversation.

Tom: I think Edgecrusher as well is a Resident Evil apologist.

Tom: I think Arnie absolutely hates it.

Gagan: Arnie is closer to right, but ignorant of what the problems are.

Gagan: I was also the same way.

Gagan: I played part of the campaign.

Gagan: I thought, this is fucking garbage.

Gagan: And then people were like, the combat is really cool.

Gagan: I'm like, really?

Gagan: This janky little thing?

Gagan: We went from Resident Evil to this.

Gagan: Really?

Gagan: Thumb in the air.

Gagan: But then I saw little quick commands people put in games.

Gagan: And it reminded me of...

Gagan: You know how I did a Shovel Knight interview with the Shovel Knight dev?

Gagan: And he explained this story about how Bloodrayne Betrayal, they never explained their dodge mechanic to people.

Gagan: So like half the reviewers didn't know what the hell they were supposed to do.

Tom: Which...

Tom: Yep.

Gagan: Whatever.

Gagan: You could argue it was incompetence or whatever.

Gagan: But the point is, he accepted the blame.

Gagan: He was like, listen, if we fail to explain something, of course people are going to have a bad time with the game.

Gagan: And that's something that's always been a thing.

Gagan: Like some people don't get Wonderful because that game does a terrible job explaining itself.

Tom: It certainly does.

Gagan: So like in Resident Evil I'm like, I'm looking at all these things that you can apparently do with like quick button commands, like quick shotting and like insta like filling, like mixing your herbs and like filling up your healing thing and all that stuff.

Gagan: I'm like, really?

Gagan: You could do all that?

Gagan: And then it's like, huh.

Gagan: And then like this time by I wanted to play it properly.

Gagan: And I'm like, this is actually kind of cool.

Gagan: You can fucking slide.

Gagan: And it's like, this is like how I would want the John Wick Kung Fu shoot the gun food shooting game to play.

Gagan: Like Capcom's onto something here.

Tom: But it's like Vanquish, but in Resident Evil.

Gagan: Yeah.

Gagan: You could definitely make an argument that it's more complex than Vanquish.

Gagan: Like if you start playing with the mechanics, like if you make a more intentional effort to sauce with the mechanics, right?

Gagan: Not make the game make you use them, but you yourself go out of your way to use them.

Gagan: You'll be like, this is actually, you could do some funky stuff with this.

Gagan: The campaign is so bad.

Tom: Now I'm actually interested because Vanquish is one of the two or three good third person shooters.

Gagan: It is a very top end genre.

Gagan: Top heavy, top heavy, not top end.

Gagan: But yeah, that's an example of a game where I feel like it's bad, but there's a good game in there.

Gagan: If you play mercenaries, you don't have to unlock mercenaries.

Gagan: I would use mercenaries as just an excuse to like learn that stuff and play with that because the challenge mode, because you just unlock new missions as you beat and five star the missions or S rank the missions or whatever the scoring system is.

Gagan: I don't remember at this point.

Gagan: But that was a question I wanted to ask you.

Gagan: Like if you're like a critic, right?

Gagan: If you're like critically discussing a video game on one hand.

Gagan: Yes, right.

Gagan: A video game failing to teach you something is a design flaw of the game of the product at least.

Gagan: Right.

Gagan: But my stance is if there is information out there that helps you extract more from from the game.

Gagan: Why shouldn't I use it?

Gagan: And isn't that because at the end of the day, that's a more correct take of how the game works.

Gagan: Because like just because you didn't know how the system works, doesn't mean like the system doesn't work that way.

Gagan: Right.

Tom: Well, I think the critic should be attempting to find out if there's something they're missing.

Gagan: Right.

Tom: In the first place.

Tom: But if a critic does want to put a lot of weight on games having to be open and teach you what to do, if they were to criticise the game, even if the game was good and better than it appeared to be based on what it taught you, if they wanted to knock points off it for that, I think that would be perfectly fair.

Tom: But you would expect a critic to be attempting to figure out stuff more than the average person might be.

Gagan: Okay, I'm glad we're on the same page.

Gagan: Alright, cool.

Gagan: So we have dragged Trademark Banter longer than it had any business going.

Gagan: We didn't even get into half the stuff I thought we were going to Trademark Banter about.

Gagan: Just because we did not decide to play this on any sort of rails.

Tom: We don't need rails.

Tom: It's the Smugcast.

Gagan: This is Smugcast man.

Gagan: We go wild.

Gagan: I'm like Arnie, man.

Gagan: Arnie's keeping you on the rails all the time.

Gagan: I don't know what he's doing.

Tom: He's a square.

Gagan: I didn't think Arnie was a square, though.

Gagan: You know what?

Gagan: I should have.

Gagan: He dined out a System Wars poster once to the mod.

Gagan: So he's like a narc.

Gagan: So I don't know why this throwed me off.

Tom: I didn't know that now.

Tom: I know I have to be very careful when I'm around him.

Gagan: Yeah, he'll probably narc you out to Vader or Phil.

Gagan: We're definitely going to talk about your website, Start Settlers.

Gagan: We'll get to that later.

Gagan: The coronavirus.

Tom: Let's move on to Resident Evil given that we were just talking about it.

Gagan: Okay, Resident Evil

Gagan: I played some of the demo.

Tom: I've looked at some screenshots of the demo and about seconds of YouTube footage.

Gagan: Okay.

Tom: So I'm very informed about it.

Gagan: I just want to do a quick Google search because I want to learn the studios.

Tom: While you're doing that, I'm going to give my hot take based on screenshots and seconds of video footage.

Tom: Yep, and this is also based on playing the opening of Resident Evil which in all other ways was fantastic.

Tom: But one area that, to me, is a bit disappointing about the remakes, and it would be difficult for them to live up to the originals in this context, particularly given they're basically, I assume to some degree, money-making side projects, albeit very lovingly made.

Tom: Compared to the originals' graphics and the atmosphere it manages to evoke, they are massive disappointments to me.

Tom: There's not the same level of tension to them, and that's also partly due to switching to the Resident Evil style of movement and aiming.

Tom: But when I think of Resident Evil and from playing the originals, it does feel slightly disappointing to be back in that setting, but with so much of the dramatic tension sucked out of it due to the change in perspective and lesser artistic quality in the graphical choices, as well as the change in perspective and movement style.

Gagan: So the aesthetic thing has always been your thing, not mine.

Gagan: I think those games look pretty as well, so I'm on board.

Gagan: I think they still maintain pressure.

Gagan: I wouldn't...

Gagan: I don't think it's as easy as saying it's like Resident Evil in terms of movement.

Gagan: I know that's not what you mean, but it's like...

Gagan: Because it's still not a tank control game, because Resident Evil is a pseudo tank control game in the sense that if it was in that perspective...

Tom: It actually feels more like Revelations.

Gagan: Yeah, it's more like those games.

Gagan: That is correct, in that you move and shoot.

Gagan: But I think the way they made the damage models in those games, where it's really not about killing enemies, it's about neutralizing them as a threat.

Tom: Slowing them down so you can run past them.

Gagan: Slow past them, yes.

Gagan: And then what happens is when you have to come back to areas and you have to deal with Mr.

Gagan: X, it's like, well, if you didn't kill enemies in the room, now you have to deal with them plus this enemy.

Gagan: And it's like, okay, that changes the encounter.

Gagan: And that sort of stuff is still engaging.

Gagan: I think the resource management and that like, like the appeal of Resident Evil games to me, the game and not like, oh, no, I'm scared because I just don't get scared with these games, is the exploration and like the puzzle box of the level where like you're routing your path to certain areas.

Gagan: Like to me, Resident Evil, the mansion and the police station and Resident Evil are very much like Metroid or Dark Souls or like that type of Metroidvania or whatever.

Gagan: We're like, but it's not about get it.

Gagan: It is get item open a different part of the area, right?

Gagan: But it's not the get ability and do that.

Gagan: It's more like how do I get this key or get this puzzle piece over here while conserving ammo and avoiding threats?

Gagan: Or do I make the aggressive play here, but I got to deal with these motherfuckers?

Gagan: And that part of the game is still pretty cool.

Gagan: I think I have I like that in the demo, there's a lot of optional stuff.

Gagan: So there's like these little toys you can pick up.

Gagan: And they're there.

Gagan: I think what they're meant to do with the demo is have you just exploring it and seeing how much optional content there is.

Gagan: Like the shotgun is an optional pickup in the demo.

Gagan: You have to pick it up in one of the areas.

Gagan: It's also hinting at other areas.

Gagan: If you played Resident Evil Nemesis, the PStitle, you're like, OK, I know what I know what this area is going to be leading to in the real game.

Gagan: And then in other ways is just to see like, you know, this is a dense environment.

Gagan: My concerns are a few things.

Gagan: One, Nemesis only shows up in the demo for his very specific part that he's supposed to show up for and nothing else.

Gagan: And if you trigger that and then go on to do some of the other explorer exploring, my question is, does this mean he's always scripted this way in Nemesis in the remake?

Gagan: Because like I kind of want him to be like, it wouldn't be a death sentence to the game design if he's scripted, right?

Gagan: Because like you can make more planned great encounters that way versus just letting him off on his own, right?

Tom: Yep.

Gagan: But I want him to like be a little bit of his own entity a little bit sometimes.

Gagan: Be a little bit more dynamic.

Gagan: Doesn't hurt, I think.

Tom: I'd say you probably can't really tell from the demo.

Gagan: You probably can't.

Gagan: But I am very pessimistic that that is the case.

Gagan: Video games.

Gagan: I have learned my lesson from the Destiny demo of surely the whole game will not be like this.

Gagan: And then the whole game was exactly that.

Gagan: And I learned that if I don't speak my mind, no one else will.

Gagan: And that is how Destiny became the game where it's like, you know, the gameplay is really good.

Gagan: All it needs is a little bit more content.

Gagan: And if you remember, Tom, when I reviewed that game, I said, no, the gameplay is also bad and is directly responsible for why this game isn't fun.

Gagan: It doesn't matter if you just add more content, it's just more boring content at that point.

Tom: Yep.

Gagan: Sadly, I lost that battle to society, a society deemed Destiny an acceptable video game, but whatever.

Tom: I think they deemed it an excellent video game at that.

Gagan: That is just the most nauseating thing.

Gagan: No, I feel like Destiny is like a punchline.

Gagan: Like, they like it, but they know it's, like, like a grilled cheese sandwich, but like a nasty grilled cheese sandwich.

Gagan: Like, you know you made it with American cheese, and not good cheese either.

Gagan: Um, the other worry I have with...

Tom: And the latter Destinies are the add-ons have received a fair bit of criticism, haven't they?

Gagan: So the Destiny add-ons are...

Gagan: We're not gonna talk about Destiny!

Gagan: I don't play those games anyway.

Tom: I'm just saying the world may have caught up to you on Destiny.

Gagan: Yes, yes, yes, sure.

Gagan: The world should have been there day one like I was.

Gagan: Anyway, back to Nemesis.

Gagan: The other thing I have is...

Gagan: So in the original game, Jill has like this side shuffle move, right?

Gagan: That's because the original Nemesis is more of an action title than even Resident Evil a Kamiya game no less, and Resident Evil

Gagan: I actually don't know who the director of Resident Evil Nemesis, is.

Gagan: For whatever reason, we only remember Hideki Kamiya and Shinji Mikamiya as Resident Evil directors.

Tom: Because they're the two best Resident Evils of the original.

Gagan: You could make a decent argument for Nemesis over it too.

Gagan: I lean towards as the best one of the PSgames.

Tom: Same here.

Gagan: But, so there's a side shuffle move, right?

Gagan: And that's a good mechanic.

Gagan: So I think in spirit, they wanted to give her a dodge in this game.

Tom: Yep.

Gagan: But it's a dodge that triggers a slow-mo.

Gagan: And my immediate memory is that one of the people, some of the, Capcom is getting help from a studio called Mwhich is founded by former Platinum Game CEO Tetsuo Minami.

Gagan: And like, it has ex-Platinum developers and it's like, gee, I wonder where these guys got the slow-mo dodge from.

Gagan: And, and I think it's too strong of a thing, because it's like, yes, in the new Resident Evil remake, it takes five shots, or at least more, to kill a zombie, but in, when you give me a slow-mo dodge, like two or three of those shots are free.

Gagan: You know, if one of them's a critical shot, she's blowing heads off like we're playing Resident Evil

Gagan: But that fundamentally kind of trivializes a lot of this game.

Gagan: I'm worried that this dodge will trivialize the game.

Gagan: I think it should not be a slow-mo effect.

Gagan: Like, I think just because it works in Bayonetta does not mean we had to add a slow-mo to every-

Gagan: Slow-mo is not always a good thing.

Tom: It's also in Vanquish as well.

Gagan: I think it works better in Vanquish, because like when you're playing Vanquish to be cool, you're more like boost-dodging than you are like slowing time down all the time.

Gagan: Yep.

Tom: Vanquish is basically about getting combos and doing cool shit, so it makes perfect sense to have stuff like that in it.

Gagan: Yeah.

Gagan: Like, slow-mo is actually one of the safety nets of Vanquish.

Gagan: Vanquish is a cool game where like the safety net for like the scrubby players is you play Gears of War.

Gagan: Think about that for a second!

Gagan: Playing bad in Vanquish is playing that game like Gears of War.

Tom: Yep.

Gagan: And then people wonder why like Vanquish is like the game people like run their mouth about as like the best game of this genre.

Gagan: Because it's like, yeah, it makes Uncharted and Gears of War look really boring.

Gagan: The other concern I have is, again, the critical shot.

Gagan: I was destroying headshots in this game and I'm like, I don't know if that's what I want you guys to do with this game, even if the original Resident Evil is also a very actiony title.

Gagan: Because, you know, I kind of want to play, yeah, Resident Evil and Resident Evil got me in the puzzle box mood with Resident Evil again.

Gagan: It's like, yeah, yeah, let's do this again.

Gagan: Because if you're going to make an action game, I want you to make Resident Evil 's mechanics in a proper, straight up, full on murder ass murder action game.

Gagan: I want Chris Redfield shirtless with a bandana.

Tom: There will be a perfect place to add the slow down time dodge as well.

Gagan: Yeah, yeah.

Gagan: You know, let Chris Redfield out, put the gun show, you know, his biceps out there.

Gagan: I'm about that life, you know.

Tom: His biceps that can literally slow down time.

Gagan: Also, since we need to confirm this on the podcast, people tell people that the best campaign in Resident Evil is a Leon campaign.

Gagan: Do not trust those people.

Gagan: They are liars.

Gagan: They are the same people that would tell you that Destiny is a good video game.

Gagan: Never listen to them ever in your life.

Gagan: The best campaign in Resident Evil if there was a good one, which there is not, is the Chris Redfield campaign because it's the most actiony of the four campaigns in that game, which is the only thing Resident Evil is good at.

Gagan: In fact, it's great at it.

Gagan: It's just constantly the Resident Evil campaign is getting in the way.

Gagan: Anyway, it's not about that.

Gagan: Those are my concerns right now with Demisys' demo.

Gagan: I know we're not allowed to be negative about Resident Evil because Resident Evil was such a great title and it is a great game, I feel.

Gagan: Maybe just a good one.

Gagan: I don't know.

Gagan: I don't think it's as good as the original remake.

Gagan: And it's certainly not as good as the greatest video game.

Gagan: I'm kidding.

Gagan: It's not as great as Resident Evil

Gagan: But it's definitely, at the least, as good as Resident Evil for the PS

Gagan: Or at least, maybe, if it's worse than it, it's at least on the same tier.

Gagan: I think Resident Evil similarly has the sewer level is not good and the labs are kind of boring in Resident Evil

Gagan: The game literally peaks in the police station and it's sort of downhill from there.

Gagan: In the remake, the police station is the best part of the game and then there's the rest of the game.

Gagan: Nemesis, I can, Resident Evil has a bad habit of like its final stretch not being that strong.

Gagan: Now I'm one of those people who doesn't have a problem with the island in Resident Evil because I'm like, let me just murder ass murder people and I'm in.

Tom: I think it's fine also because at that point the story is just getting completely hilarious.

Gagan: Yeah, and it's the best.

Gagan: And I also think like Resident Evil still has like new, even though it's running out of steam at the end, it still has like a few change of pace scenarios still left in the tank.

Gagan: Whereas...

Tom: It's kind of just throwing a lot of shit at you though.

Gagan: Yeah, it is, it is, it is.

Gagan: At that point you would definitely, you definitely saw like, maybe they did design this game just throwing darts at a board and just the first part is just like the first half is just amazing how well they paced it all.

Gagan: But in the case of the other Resident Evils, because they're like these very slow plotting, plotting is probably the wrong word.

Gagan: I think plotting has a negative connotation.

Gagan: But they're very slow, deliberate games.

Gagan: And then at the tail end they want to play like action games and they're just not built for that.

Gagan: Like they're just not as interesting to be played as action games.

Gagan: You just don't make too many interesting decisions when you play them that way.

Tom: Yep.

Gagan: And they get exposed.

Tom: That could go to the favor of the REremake.

Gagan: Who knows?

Gagan: Yeah.

Gagan: For all I know, the slow-mo might be the greatest mechanic added to this game.

Gagan: I'll be like, oh man, that's slow-mo.

Gagan: God, I don't know what Tom was talking about.

Gagan: It was a great addition to Resident Evil and this remake.

Gagan: That's exactly how I'm going to tell people.

Gagan: I'm like, I knew Tom was wrong when he brought up a podcast.

Gagan: I don't even know why he said it.

Gagan: I tried to stop him.

Tom: I'll have to hold that out.

Gagan: But yeah, we've done our service to be relevant to pop culture and modern society that we acknowledge that Resident Evil is out because neither of us played Doom Eternal yet.

Gagan: Even though it came out, neither of us have played Nioh yet, which is reviewed and out in the world.

Gagan: I don't think either of us is ever going to play an Animal Crossing.

Tom: I played about minutes of the original Animal Crossing and that was enough.

Gagan: Did you enjoy your time with that game?

Tom: I was tremendously bored and had no idea why anyone would ever subject themselves to the experience.

Gagan: So I'm very big on...

Gagan: I don't like when people say, I don't get why people like this, I don't get why people like that.

Gagan: Because it's like, don't be a putz, you can totally figure out why people like Thing, right?

Gagan: But with Animal Crossing, it very much is like, you're just paying your bills.

Gagan: I do not understand.

Gagan: Just go to your bank's website and pay your bill.

Gagan: You have played Animal Crossing at that point.

Gagan: But people like fishing in that game and bobbing apples.

Gagan: I know kids like it, which is fine.

Gagan: I know as a franchise, it's got a very more openly like appeal to...

Tom: Yeah, but I was just interrupting you because I just remembered the best thing about the original version of Animal Crossing on the GameCube.

Tom: And the reason I risked buying it in the days before Steam sales for $was it included a $memory card.

Gagan: Oh, okay, yeah, that's important.

Tom: So I figured even if it turned out to be of no interest, which it didn't, and one day I swear I will try it for minutes before I completely dismiss it, I thought it was a risk worth taking for the memory card that came with it.

Gagan: People love that franchise.

Gagan: I don't know what to say.

Gagan: Yeah, like I said, I don't ever want to do the I don't get it thing because, you know, even games I don't like I can get the appeal like I get the appeal of what Grand Theft Auto is.

Gagan: Even if I think playing your part sucks.

Tom: Yep.

Gagan: I get the appeal of Uncharted even if I think less of you for playing it.

Tom: Well let me put it this way.

Tom: I understand the appeal of Animal Crossing but I don't understand why when I play it I do not experience what I believed the appeal was or what people are talking about when they play it.

Gagan: See I don't think I get what people like about it.

Gagan: I just don't get that but whatever we don't need to talk about Animal Crossing.

Gagan: We neither of us played Animal Crossing that just came out reviewed great probably sold a million copies.

Tom: This is clearly just another failed attempt for us to appear relevant.

Gagan: Nioh and then I didn't even play Ori and the Will of the West.

Gagan: I'm playing replaying technically not replaying Ori and the Blind Forest.

Gagan: I'm playing the definitive edition.

Tom: Well I sort of played the new Ori so I'm going to give my very deep impressions of it.

Tom: I launched the game.

Tom: I had my PScontroller connected to my PC via Bluetooth.

Tom: It didn't work at all that way including with DSWindows on.

Tom: So I had to connect it via USB at which point I got the controller recognized by the game.

Tom: But the controls were mapped incorrectly.

Tom: So on an Xbox controller, A would be X on the controller, on a PScontroller and that was, I believe, how I was meant to go forward on the menu and B, I think is equivalent to circle.

Tom: Yes.

Tom: B was meant to be back and I think square somehow ended up being select, i.e.

Tom: A and back was actually X.

Tom: So I have no idea what's going on there.

Tom: And their controls, I think, are not remappable.

Gagan: They are not.

Gagan: You can't rebind gamepad controls in Ori, which is a shame.

Tom: So clearly, contrary to the praise it's receiving, the game is completely awful based on that in-depth experience I had with it.

Gagan: You could use Big Picture mode in Steam to set the controller.

Gagan: Have you ever messed with it before?

Tom: Not beyond turning off the fucking light.

Gagan: It fixes certain games for me.

Gagan: Because when I was playing Dark Souls it accelerated the camera turn.

Gagan: So if I mildly nudged that camera, it went way yonder into one direction.

Gagan: And I'm like, this is not how I want to play Dark Souls with my camera hating me this much.

Gagan: I know these games are a little hard, but this seems a little much.

Gagan: And certain fighting games, because obviously that creates its own set of controller issues.

Gagan: But they pick it up with Big Picture mode and properly.

Gagan: I mean, I don't use DualShock for Ori.

Gagan: I use an Xbox controller because I have one.

Gagan: But I might try it out.

Gagan: Just see.

Gagan: Should I launch the game right now and see how that would work?

Gagan: I'm kidding.

Gagan: Let's just do that, playing with fire on that one.

Gagan: I really like this game.

Gagan: In I think it was definitely among my favorite games of that year.

Tom: It was part of the Ubisoft Indie Support Campaign, right?

Gagan: It's not an Ubisoft Indie Support Campaign.

Gagan: It is a Microsoft First Party Indie Support Campaign.

Gagan: This is one of those darling Phil Spencer games.

Gagan: This is the best produced published Microsoft game of this generation if we're not talking about a Forza game, which I am sorry that I qualified that as a joke, just not into car games like that.

Gagan: But you're either making the argument for Halo 's multiplayer or Ori, and I am a fan of Halo 's multiplayer, but I'm also a Halo shill, so that should be held against me on that one.

Gagan: But I think Ori is legitimately good, really good.

Gagan: Personally, I'm on the record that the Metroidvania genre is number one in Super Metroid, D ones.

Gagan: Let's limit to D for right now, because D obviously has Metroid Prime and Dark Souls and Resident Evil.

Gagan: But D, I think it's Super Metroid, Metroid Zero Mission, and then I think it's La Mulana.

Gagan: That should be the three best games of the genre.

Tom: What about Metroid Fusion?

Gagan: Really good.

Gagan: I don't think it's as good as the other two Metroid games.

Gagan: I think it's better than the Metroid remake Nintendo made.

Tom: That's the Game Boy one, right?

Gagan: That's the DS.

Gagan: Well, the original Game Boy one is Metroid

Gagan: And then the remake they made, Nintendo made is Samus Returns, which is with DS, which I don't think is, it's fine.

Gagan: They made Metroid.

Gagan: Glad you guys remembered this franchise, you jerks.

Gagan: And then I don't think it's as good as that fan-made remake AMR, which legitimately does cool things, which to tie back into Ori, the creator of that fan mod works with Moon Studios and has done work on Ori and The Will of the Wisp, which is effectively Ori for this conversation, which I am trying to get to playing after I re-beat Ori again.

Gagan: I just wanted to refresh your course.

Tom: So it's worth a replay at least.

Gagan: I think so.

Gagan: Of that year, I have my top five for that year.

Gagan: It's my fifth favorite game of that year.

Gagan: Over Splatoon at six, which is high praise and even Halo I have at ninth for that year.

Gagan: So it's not a bad year.

Gagan: Over Snake Bird, no less.

Gagan: Snake Bird is a cool game.

Tom: So Snake Bird was tenth.

Gagan: Snake Bird was like, no, no, I had Snake Bird over Halo, eighth.

Gagan: Tenth was like Transformers Devastation.

Gagan: No, no, Mario Maker actually.

Gagan: I had Mario Maker at tenth.

Gagan: Witcher did not make my top tenth for all you people that need to get mad about that year.

Tom: It shouldn't have though.

Gagan: It shouldn't.

Gagan: It's not my, I appreciate what Witcher does well, but it's not my favorite game.

Gagan: But, okay, back to Ori.

Gagan: So yeah, like it's a big indie darling Microsoft first party game, and yeah, I really like this game.

Gagan: It's, so the reason I gave my little quick Metroidvania ranking is those two to me are the three best games of the genre, like the games you would give like a nine or a

Tom: Yep.

Gagan: And then the tier below them is where Ori is at, and I think it's better than the other Metroidvanias I played, which effectively is the entire Castlevania franchise, the Castlevania franchise that are like Metroid-like.

Gagan: I think the ones before Igarashi's brand of Castlevania took over Symphony of the Night's styled games, I think those are legitimately really good and probably better.

Tom: Is there any logical reason forvania to be affixed to Metroid?

Gagan: I don't know why it became the genre name, but it's because people...

Gagan: Symphony of the Night is a very important game to a lot of people in that they find it more approachable and playable than Super Metroid.

Gagan: I think people think Super Metroid is a little bit more esoteric.

Gagan: Some people think Super Metroid is clunky.

Gagan: For instance, I don't think the combat in Super Metroid is particularly good and it's my favorite game ever made.

Tom: Yep.

Gagan: I think if you're just going pure monkey instinct and press button, ooh, this is fun, Castlevania feels funner to hit something.

Gagan: Symphony of Night, it feels funner to hit something.

Gagan: There's all sorts of fun polishing effects, flames, sparkles, the works, the things the kids are into.

Gagan: But that's-

Tom: Isn't there a wider range of weapons as well?

Gagan: Wider range of weapons.

Gagan: It's more of an RPG, so it satiates that compulsive thing that people get into with video games.

Gagan: It has that really cool surprise of the castle being inverted in the end, that everyone remembers as being cool, but then completely forgets that the playing it part was total shit.

Gagan: Everybody loves the Dracula line of what is a man, a miserable pile of secrets, because you know what?

Gagan: As badly acted as that line is, that is an absolute fact.

Gagan: Dracula was spitting bars and we did not appreciate it.

Gagan: We need to appreciate it for the factual statement he was making and not the fact that it had funny voice acting.

Tom: Or was awkwardly written.

Gagan: Or it was awkwardly written, whatever.

Gagan: But I do think Castlevania has earned its place now in the genre name, just because they really do ape either Metroid or they ape Castlevania.

Gagan: They really ape Castlevania.

Gagan: When they ape Castlevania, they really copy Castlevania.

Gagan: So I think-

Tom: Maybe because it's easier to copy.

Gagan: Yeah, yeah.

Gagan: I think, especially the upgrade system, I think as much as I don't think Symphony of the Night is anywhere near as good as Super Metroid, I have to accept that Castlevania has earned its place among the things, you know?

Gagan: At some point, you have to hold your L and just accept it.

Gagan: It's like, you know what?

Gagan: Whether you like the game or not, it was one of the most influential titles of its era.

Gagan: To this day, Symphony of the Night is an influential title.

Gagan: The indie scene, where would it be without the Metroidvanias?

Gagan: Because there's so many of them.

Tom: That is true.

Gagan: I think Hollow Knight and La Mulana and the Ori games have sort of separated themselves from the other ones, at least from what I've played.

Gagan: But I've never played like Zeo Drifter or something, like that's supposed to be a good one.

Gagan: In the case of Ori, I think what I really like about Ori is it has really good expressive platforming mechanics in that you obviously go through your, we're gonna unlock a double jump and there's gonna be like a thing that lets you like parachute around and hover in the air a little longer.

Gagan: But Ori is like the creme de la creme mechanic in this game is actually this mechanic called bash.

Gagan: And how it works is, I think it's like the fourth major power up you get in the game where how it works is like an enemy can throw a projectile, right?

Gagan: And you press Y on the controller and then it freezes time for a second.

Gagan: And then you can sort of, from that projectile, you can sort of like bounce yourself off into one direction and the projectile will go into the other.

Gagan: And you can do that off of enemies.

Gagan: And there are certain environmental objects that can trigger this bash system.

Gagan: So the cool thing about bashes in the first game, if you let go of the stick, your immediate reaction is to obviously always hold the stick in the direction, just do chain bashes, right?

Gagan: Obviously when you just string them.

Gagan: But what people don't know, cause the game doesn't explain it and it doesn't need to, this is one of those things it's fun to discover on your own.

Gagan: Cause I'm not sure if it was intended cause it's not there in Ori now.

Gagan: But if you let go of the stick and just sort of like drift, like you'll drift or like if you jump, it'll actually allow for further horizontal distances and increase speed and momentum.

Gagan: And then you can like further string yourself from there.

Gagan: So it's like a cool piece of inertia.

Gagan: It kind of reminds me of like, like really good movement in Devil May Cry is where certain like Rainstorm, you play Devil May Cry but you know how that he does that spinny gun thing in the air?

Gagan: That move is called Rainstorm.

Gagan: He does it in a cut scene.

Gagan: I think he shoots up a bunch of bats when he's running down the tower.

Gagan: Yep.

Gagan: Yeah.

Gagan: Okay.

Gagan: So that move has a lot of inertia to it.

Gagan: So like if you do it off of like, like depending on what area you're trying to stick, not only does it like move the enemy, but it'll move Dante across a certain space and like high level people like use that sort of aspect to the physics to create different combo paths from there.

Gagan: And that's sort of like what's fun about Ori is that like it creates different platforming chain options as well.

Gagan: And what's fun about Bash is that it's just really cool how it works.

Gagan: It refreshes your air options because like now you can double jump again.

Gagan: You gain momentum.

Gagan: You can redirect projectiles back at enemies or you can move projectiles around to destroy certain obstacles for you, destroy certain puzzles for you.

Gagan: So like the first time you get Bash, right?

Gagan: It's in the first major area you can mess with it.

Gagan: It's called a Ginzo Tree.

Gagan: And they present a puzzle to you.

Gagan: When you get to it, you'll understand.

Gagan: You'll be surprised by this scenario.

Gagan: So you get to an area and there's this plant that's going to shoot this projectile, right?

Gagan: And you have to get this projectile to like the top left of the room you're in.

Gagan: There's a bunch of platforms laying around, right?

Gagan: The few on the left, few on the right.

Gagan: There's one object that like the projectile will go in from one end, go out the other.

Gagan: So like if it goes in on a flat one that's on the bottom with an opening to the right, but like it's shooting up, now the projectile is going up instead of horizontal.

Gagan: It's going vertical.

Gagan: And then, you know, another one will go from vertical to left or vertical to right.

Gagan: And what happens is that's like when you're learning the game or when you're playing the game at like everyone else's level is, okay, I'm going to follow this puzzle exactly, which is like, okay, I got to do this.

Gagan: Now I got to direct the ball here.

Gagan: Now I got to direct the ball here.

Gagan: There's enemies in the room.

Gagan: I'm going to kill them first to make my job easier because I'm tired of them shooting at me.

Gagan: Because especially if you play that game on hard, you might want to do that, right?

Gagan: Or you get really funky with it, and you actually never use either of those things and just say, you know what?

Gagan: I'm going to personally point where this thing is going to go because I can redirect it.

Gagan: And I'm going to keep catching up to it and redirecting it to my goal myself and not once use the puzzle environment in the area that the game designed, but do it my way and use the enemies in the level as a way to bash myself around the map.

Tom: That's what I was going to ask is, are you able to basically juggle a projectile to be able to do crazy things like that?

Gagan: You can, and it's fun as shit to do.

Gagan: I think it's personally, I find it hard to do.

Gagan: I think it's not as easy as it looks ever.

Gagan: But when you get it going, like when you get good with it, it's like, okay, yeah.

Gagan: And like having seen other people play this game at like a much better level than me, it was like, yeah, I knew this bash mechanic was something.

Gagan: So that stuff's really rad about the game because then it starts chaining with other things in the game.

Tom: That sounds awesome.

Tom: Yeah, yeah.

Gagan: I mean, it's just you can cancel downward momentum from that game with double jumps and still keep horizontal momentum.

Gagan: Like just little things like that.

Gagan: That's like the average player is not going to understand that or even use that aspect of the mechanic.

Gagan: But I like that it's there and that stuff's cool.

Gagan: And what happens is when you get good at the game, like you start unlocking a grapple type move or like a tackle or like a stomp move to hit enemies and stuff.

Gagan: And that stuff's nice and all.

Gagan: But like the real fun is just chaining this fun movement and just jumping around and like not hitting the ground on certain levels.

Gagan: Like a lot of the speedruns of this game, you'll see, it's like people are not...

Gagan: People touch the ground real quick to reset their options.

Gagan: They're back in the air again once they get their options.

Gagan: And it's led to some interesting sequence breaks in the gameplay, which is cool.

Gagan: And that stuff's really rad.

Gagan: I think the Metroidvania part of the game can be taken to task a little bit.

Tom: Just before we move on to that, what it sounds like, but in a way with way more freedom, is Bash is sort of like a multi-directional Shovel Knight jumping mechanic, where the mechanics in Shovel Knight felt so satisfying and completely different because you weren't really jumping, you were pogo-sticking off something.

Tom: And that sounds like you're basically pogo-sticking off projectiles, among other things, in any direction you want.

Gagan: Yes.

Gagan: And it dictates also the thing you're pogo-sticking off.

Gagan: Yep.

Gagan: Because it also flings enemies a little bit.

Gagan: Like there's one enemy that's like a rolling armadillo, like a rhino enemy.

Gagan: You can't really kill it, but you can fling him around.

Gagan: And often you fling him around to open certain doors for you.

Gagan: So obviously you set him up to go one way and you get another.

Gagan: Other enemies, like they try to jump at you.

Gagan: So what you do is you catch them midair and then you slingshot them into the spikes that normally could kill you, to kill them really quick.

Gagan: And it's like that type of stuff is really fun to do, because like the game's actual combat mechanic fucking sucks.

Gagan: We'll get to the combat in a second.

Gagan: But yeah, like that's a good way of putting it.

Gagan: It's an omni-directional jumping mechanic.

Gagan: It's an extension of like the jumping mechanics.

Gagan: It's way cooler than like simply, oh, we added a triple jump.

Gagan: So, you know, we have movement.

Gagan: It's just like what's cool about the game is what I think like elevates it above other games in the genre is that like, I think if you want it to flex and like learn a speed run for this game or just wanted to like really get good with the mechanic bash and the way the movement works is good enough that I feel if you want it to get into the technical side of things, like play a little bit more technique, that is a fun mechanic to learn and has a high skill ceiling that's worth chasing even if like, you know, you might have some issues with other parts of the game.

Gagan: So I don't really have, I do enjoy exploring in this game a lot.

Gagan: Like I love, you know, the Metrovania loop is very much, you know, I saw a thing I couldn't open before and now I get this item, I bet it opens it, right?

Gagan: Like that's the thing that we've all discussed ad nauseam about the genre.

Gagan: But like I said, my nerd voice is getting some mileage as well as my doofus voice.

Tom: And they're quite close.

Gagan: They're close, no, my nerd voice is very much, you know, actually, like my nerd voice is very nerdy.

Gagan: Let's not...

Tom: It depends on how into it you get.

Gagan: That's true.

Gagan: There's a bit of a theater-

Tom: I feel like there's a range of efforts that you put into it.

Gagan: You know, I'm a man of theater at the end of the day.

Gagan: No, I like to, I like diverse characters in my lineup.

Gagan: So, so with the thing with that-

Tom: You need to make sure your nerd voice and doofus voice both have a lot of depth to them.

Gagan: Exactly, exactly, you know?

Gagan: Like what, why did he become a doofus?

Gagan: Does he be doofus because like his parents suck?

Gagan: Or is he just doofus because he's just like a gorilla?

Gagan: You know, like there's layers to my guy.

Gagan: Anyway, so that part's really cool about Ori and that like, you know, because the movement is so fun, like I enjoy going around this area and just finding little nicks and nacks and finding like, oh, here's the little energy thing that gives me experience points to power up another ability tree.

Gagan: Here's the life bar that gives me more of a health bar.

Gagan: Here's the energy ball that gives me more of this spirit energy.

Gagan: I'll get back to what spirit energy is later.

Gagan: But a criticism could be made that the actual, like part of the fun of metroiding is maybe the backtracking from one area to another and just using the whole map.

Gagan: A lot of the way Ori is designed is that you can get a majority, when you get sent to an area, the game's a little bit more linear than other Metroids in the sense that you get sent to go to an area to do an objective and when you're there, you tend to exhaust that area of everything in the room.

Gagan: And there's like maybe a few things leftover for like you to come back to later, but now you do absolutely have to go out of your way to get here.

Gagan: Whereas like, even though there's tons of tons of out of your way segments in Super Metroid or even the Castlevanias or other games in the genre, a lot of times you are going back and forth all over this map, specifically to do standard objectives and then like on top of being able to pick up some stuff and like take advantage of like, oh, wait, I remember this thing was over here that I couldn't interact with.

Gagan: I bet it worked with this thing.

Gagan: And so that part I think is a valid criticism, but at the end of the day, I kind of find like if you were ever a person who's like, man, I really don't like the backtracking of Metroidvania games, then Ori is your game.

Gagan: Yep.

Gagan: Like this is the game you'd want in the sense of like, like I want to explore and I want this loop, but I want it, I want this loop in very compact ways in the specific areas.

Tom: You want to cut down.

Gagan: Yeah, yeah, yeah, yeah.

Gagan: There is a fast travel system.

Gagan: It's very specific to where fast travels often, like you still have to like do a lot of like running back and forth through an area just because like the fast travels like here's the middle of the level, go ham.

Gagan: And it's like, you know, I gotta walk all the way up this tree again, just to get the item I want.

Gagan: Like really, come on.

Gagan: You can just put me right there.

Gagan: So, you know, that's what's a little maybe could be a little bit better, but.

Tom: I think it also makes sense for them to cut down on that aspect of it if the platforming aspect of it is as potentially complicated as in making it sound.

Gagan: Yeah, and well, you can do a lot of fun stuff with it.

Gagan: The thing is I've seen people describe it as like maybe the game is more Zelda than it is Metroid in that like each area is more like a dungeon that you're exploring and fleshing out.

Gagan: It's just like you don't think of it as a dungeon because the layout isn't very like deliberate the way.

Gagan: It's not very explicit to the way a dungeon is like, this is the dungeon, this is the world.

Gagan: And where it's like, this is more like, it's more like Metroid where it's like, you're just going back and forth through an area.

Gagan: And it's like, that probably makes sense because there are a lot of like puzzly ruins.

Gagan: There are ruins in this game.

Gagan: Like I would think those are more, I think of those as more the dungeons of the game.

Tom: Yeah.

Gagan: Dungeon equivalents.

Gagan: And they've definitely pay their homages to Zelda because you cannot be an indie developer and not pay some homage to the Legend of Zelda franchise.

Gagan: It's the greatest video game franchise ever and we all must love it.

Gagan: I'm sorry, did I sound a little annoyed there?

Gagan: I appreciate that it does those things, right?

Gagan: But at the same time, as much as I do enjoy exploring in that game, that is the thing that I think holds it beneath Super Metroid, among other things, is just like, I think the richness of the exploration of Super Metroid is sometimes more fascinating, especially because of like speedrun tech.

Gagan: Like the way you can sequence break in Super Metroid is just like bonkers.

Gagan: Whereas like Ori is, you know, it's like, you know, you can do some sequence breaks, but I don't think it's as cool as, like a lot of the fun of the speedrun in Ori is very much like flexing the movement.

Gagan: I wish there were more platforming challenges to take advantage of said movement.

Gagan: I think a lot of the platforming can be maybe a bit tad too easy, especially the moment to moment platforming, just because I think they were under the impression they made more of an action adventure title.

Gagan: And as stated earlier, the combat is not particularly good.

Gagan: And yes, I did lead with Super Metroid's combat is not particularly good either.

Gagan: So she has like a Navi equivalent, right?

Gagan: This ball that like that zaps lightning at people.

Tom: Did Navi zap lightning at people?

Gagan: Yeah, that's her combat mechanic.

Gagan: Ori's little combat mechanic.

Gagan: She shoots people.

Tom: I mean in Zelda.

Gagan: I'm saying Ori has a Navi equivalent.

Tom: Yep, okay.

Gagan: Yeah, yeah, yeah, yeah.

Gagan: Sorry for getting a little skipping tangents.

Gagan: But so that's how you deal with enemies.

Gagan: You shoot them early on.

Gagan: It's a very simple mechanic.

Gagan: You have to be within a certain distance before Navi will zap them.

Gagan: She doesn't like zap like an actual projectile.

Gagan: You have to be within a distance and she'll send like an angular projectile.

Tom: Yep.

Gagan: And she'll fire at them.

Gagan: And if you hold X when you get the charge flame, you create a large charge attack and it does a charged blast and that does more damage than a single blast.

Gagan: You may have heard where this attack has come from in another game in this genre.

Gagan: Who knows?

Gagan: And another ability is obviously the stomp.

Gagan: You ground pound them.

Gagan: That ends up being one of your strongest moves.

Gagan: What you could do with like this rhino enemy that's armored is you ground pound them.

Tom: That's the one you can throw around with.

Gagan: There's two of them.

Gagan: There's one you can throw around and there's another one that you can't throw around.

Gagan: It's probably not a rhino, the one I can throw around, but it looked similar enough to me and that I don't fucking care enough to remember what it was.

Gagan: But it's green.

Gagan: So like the green one is how I recognize like, okay, this is the explodey one.

Gagan: I need to throw him into a wall.

Gagan: And then this is the gray metal one.

Gagan: He's beefy.

Gagan: I have to kill him myself.

Gagan: So what you do is you ground pound him.

Gagan: And then if he's still alive, you bash to launch yourself back in the air so he can't hit you right back and ground pound him again.

Gagan: And you're like, man, I'm pretty cool.

Gagan: But you're not that cool because the combat is kind of not that cool in this game.

Gagan: It's kind of a little braindead sometimes.

Tom: So it's too simple?

Gagan: It's too simple.

Gagan: Like, because it's like, why wouldn't you do that?

Gagan: Like, why would you take his hits?

Gagan: Like you could zap him, but zapping him isn't fun.

Gagan: If you crank the difficulty up to hard, right?

Gagan: What it does is you take more damage and the enemies to have more health.

Gagan: So that's fine.

Tom: So they call them bullet sponges.

Gagan: Sure, let's call them bullet sponges.

Gagan: But it goes back to the thing of like, why is shooting in Super Metroid not all that fun?

Gagan: Because there's nothing to it after a certain point.

Gagan: She can aim up at an angle, down at an angle, or forward, right?

Gagan: And it's like, you're just pumping bullets into thing and it's...

Gagan: You're not...

Gagan: Like, combat isn't always fun about what you're doing, but what you're doing in that game isn't all that interesting.

Gagan: And it's made less interesting by what the enemies are doing to you.

Gagan: Like, that's why AMR is a funner game because, like, the bosses in that game actually challenge space in interesting ways.

Gagan: And then it's like, okay, now how do I hit them?

Gagan: Like, that's why Mega Man's fun.

Gagan: Mega Man is very much just jump and shoot, right?

Gagan: But people love Mega Man.

Gagan: Because that's because, like, how does Mega Man work?

Gagan: It's a tight platformer.

Gagan: You're not, you're killing things, but you have to get to a space and kill things.

Gagan: How do you deal with bosses?

Gagan: He has certain patterns.

Gagan: You have to dodge and move around.

Gagan: If the patterns are too simple.

Tom: Yeah, they're all about rather than hitting the enemy, not getting hit by the enemy.

Gagan: Correct.

Gagan: And then obviously you can make those games a sick joke when you play the Rock Paper Scissors game.

Gagan: It's like, oh, you're Iceman.

Gagan: I bet Flamethrower destroys you in two seconds.

Gagan: And it's like, oh, yes, it does.

Gagan: And sure, you can play it that way.

Gagan: But if you play like the Buster only runs, it's like a fun challenge to do, even though, yeah, maybe they're a little bit more of a sponge.

Gagan: But it's like, you're actively doing something.

Gagan: You're mentally engaged.

Gagan: Yep.

Gagan: Fun is ultimately when your brain is the happy face emoji.

Gagan: When your face is the sleeping...

Gagan: And when your brain is the sleeping emoji, that's when the game is bad.

Gagan: Or as we call it, the uncharted franchise.

Gagan: And that's ultimately where I think Ori's combat is going into the same problems as Super Metroid, where it's like, some of the enemies do have...

Gagan: So there's this one goopy enemy that will shoot projectiles into three directions.

Gagan: And what's cool is when the projectiles hit the ground, it leaves a poisonous part on the ground.

Gagan: So now it's like, okay, not only must I get in position to shoot this thing, I have to be careful about where I'm going to land, because it's a poison.

Gagan: The problem is, they're not paired with anything all that's ever...

Gagan: They're never paired with another interesting enemy.

Gagan: Because imagine if you were dealing with those, and dealing with this jumping attack enemy that does an angular jump in on you, right?

Gagan: Or the birds that sort of nosedive at you, or the rhinos, then it's like, okay, how do you move in space now?

Gagan: Do you use bash?

Gagan: It's actually also the weird thing about them, their projectile is one of the few things you can't bash, which I think is kind of whack, even if it kind of makes sense to make their challenge acceptable, but you know.

Tom: The combination of enemies is also one of the most important things for when you are backtracking in Metroidvanias, is you come across enemies in areas you thought would be easier than they throw in a different type, and it's a completely different fight as a result.

Gagan: You know how we were talking about Doom earlier, right?

Gagan: And how great the wad scene has sort of expanded encounter design.

Gagan: If we were to ever do a broader topic on Smugcast, one of them has to be the death of the art of enemy mixing in video games.

Gagan: It's like everyone keeps doing this, and my beloved Devil May Cry makes this mistake, which is that it just doesn't, like these games are playing it so safe with the way they want to mix enemies.

Gagan: God bless Doom and for just saying not all of them are in the same room.

Gagan: Now Doom made the mistake of not making the cyberdemon also a standard enemy in the game.

Tom: Yup.

Gagan: Like after the boss fight, he should have been in levels, but they didn't do that.

Gagan: Doom fixes that.

Gagan: But like these other games, it's like, like, yeah, man, the fury is a hard enemy, so we threw three of them at you, but it's like, no, what if you had to deal with the scissors and this fury was around, and this bat was constantly throwing air projectiles at me?

Gagan: How do I, Dante, who has all these moves, move around space now?

Gagan: Could that be a little challenging for your average Joe?

Gagan: Yeah, but that's why we created multiple difficulty settings.

Gagan: It's almost like you guys aren't taking advantage of your tools when you should, which is like, that's sort of like a thing you could sort of lay at the feet of Doom and that maybe they don't always explore all the challenges of their tools the way their wav scene did.

Gagan: But like, guess what?

Gagan: They were innovators at the time when they were doing that.

Gagan: Like, there was no rule to like, there was no idea, like, of course you mix enemies back then, right?

Gagan: Like, that's just like, that's like now a thing, like, yeah, you mix enemies.

Gagan: Like, one of the biggest shames about The Wonderful is like, why does it never mix its enemies?

Gagan: Like, that's what it should be doing that Bayonetta did that.

Gagan: Albeit not enough even in Bayonetta, but so like similarly, I think Ori is much a product of modern games where they just don't do that, which is kind of drag.

Gagan: And it does hurt the comedy.

Gagan: Yeah, the spirit energy, the blue orbs very much governs that.

Gagan: So it governs the charge plane and another like spirit attack you have.

Gagan: The other thing it serves is if you when you have that energy, if you hold B, you create your save points, you create manual save points around the area.

Gagan: So sometimes I can be stubborn and I just go a string of point.

Gagan: Like you can make the difficulty a little bit higher for yourself because you're like, I want to do a string of these things in a row before I make like a proper save point.

Gagan: Right?

Tom: Yep.

Gagan: Because I rather spend this energy on this charge attack, which is an interesting decision.

Gagan: Like, do I want to use my currency to attack or do I want to make save states for so I don't have to like repeat certain things?

Gagan: It's like when I say you have to repeat things, I mean like you have to repeat a cut scene again.

Gagan: You might have to get a pickup again.

Gagan: You might have to make that long ass trek back to the bumbafuck again.

Gagan: But even on hard as I'm playing, I'm like honestly the zapping attack can kill most enemies for me.

Gagan: So why don't I just make save points?

Gagan: Like it's not that serious.

Gagan: Because like does spirit energy doesn't govern like maybe if it governed your interesting movement.

Gagan: I don't know if I'd want that because then that limits like how far and fast you could go.

Gagan: So it is like weird where how you would make it more interesting.

Gagan: But they dropped the save system in Ori

Gagan: It's just straight up checkpoints after in that game.

Gagan: Which I think is a shame because I did want to see this mechanic explored.

Gagan: But maybe it's like more interesting on paper than it is an execution.

Gagan: Because in execution in the game I don't think it's.

Gagan: There have been times where I've been replaying I'm like yeah this game could have had checkpoints.

Tom: Well you'll have to play too to find out for sure.

Gagan: Yeah yeah so that part isn't as strong I feel.

Gagan: And then I already said the combat isn't good and then the game doesn't have boss fights but there's one definitely you have to mandatory fight this thing.

Gagan: It looks like the thing on the cover of Day of the Tentacle.

Gagan: That's probably a bad way of describing it but it jumps out of the ground.

Gagan: And you charge attack it and it dies after a few of those and then you get the thing you need to get and then you don't have to do another mandatory fight until that again.

Gagan: I'm saying mandatory because like basically every other fight of with enemies is like technically you could always skip it technically you could always like like bash use them as a bash option to get out of dodge.

Gagan: There's also this big ass owl but those are usually chase sequences those are good to platforming segments.

Gagan: Those do exist in the game but those are very like tight rhythmic timing challenges.

Tom: So the combat may be lackluster because the enemies are more there just for the platforming perhaps.

Gagan: They're funner for the platform but I don't think it had to be one or the other right.

Gagan: Like the reason they're fun to platform is just you jump at them and you press Y and you dash around right.

Gagan: Like that part would have been cool even if the enemies were fun.

Tom: Yep.

Gagan: You know like imagine if you had to use your bash like in Moria because think about it you can send projectiles back at enemies and you can send enemies flying so it's like imagine if the combat was interesting enough to express it let you do cool stuff with bash.

Gagan: Like there's room for exploration here.

Gagan: In fact they added melee weapons and some combos in Ori too so it's almost like they were listening to your old pal Gags.

Tom: You'll take full credit for it.

Gagan: I'm gonna take full credit for it.

Gagan: Listen when a Goggin game gets a Goggin sequel you know this is a beautiful thing.

Gagan: So yeah I think Ori is really cool.

Gagan: The part where I'm at right now is this area where you're like carrying this ball and it can allow you to touch hot surfaces.

Gagan: But now the surfaces are moving platforms so you got to use gravity to do the thing where you go off the side of the platform and then it's gonna send you flying one way and you're gonna land on the platform and then you have to move yourself around to send yourself flying and oh look I landed on a platform and not death.

Gagan: It's like okay yeah I've seen this in Mario.

Gagan: I'm glad that you guys also discovered gravity in video games.

Gagan: It's a you know it's fine sequence.

Gagan: I think the Ginzo Tree Escape is more fun just because like that sort of tight rhythmic very like do this chain of platforming sequences and uh moves is where the game excels.

Gagan: Yep.

Gagan: Beautiful game by the way.

Gagan: I don't know if you've actually seen the game like properly played in motion.

Tom: Yep I have and it looks great.

Gagan: I cannot believe that they made a better looking game themselves after but holy shit it's a good looking game like the whole time I'm playing that sometimes like sometimes I just get like that's a pretty ass game like how did this random out of nowhere studio with people that don't even work in the same office from different parts of the planet make this and it works and it's cohesive um I've seen people complain that sometimes the backgrounds the game is so good-looking and so detailed that sometimes the backgrounds look like something you can interact with and the level um purely platforming concerns I don't think it's a big deal ever because the one or two times where I'm like I wonder if I can jump on this was like you have to be an idiot to not realize you just went full length and pressed a and didn't hit anything or do anything the game reacted with that you could grab or jump off of which means you can't You can't do it, so if you just keep repeating it, you're just a buffoon.

Gagan: So that's not a thing.

Gagan: And then, where I do think the game's visuals maybe are a bit much is that like sometimes, but the way the foreground is, because the way the visual is designed, there are like foreground aspects of the level that are definitely part of the view, and that can cover some of the image.

Gagan: And then like you have your bash effect, you have your lightning effect from your combat attack, right, and then you have like the enemy's own projectiles and like big purple goop, and then like you have another projectile coming from another area.

Gagan: Sometimes you can get lost in the chaos.

Gagan: Like I've definitely died a few times where it's like, I don't really saw what hit me there.

Gagan: When did I get hit?

Gagan: Part of that could be just me being a scrub and I just missed it.

Gagan: But the other part could just, I just think maybe like sometimes it's more visually busy than it needs to be.

Gagan: Where at the least I don't think the four, I don't think there should ever be anything in the front of the screen ever.

Gagan: Like I want that part clear, personally.

Gagan: Yep.

Tom: But that's the effects that are happening, aren't they?

Tom: Not parts of the map, right?

Gagan: I think it's both sometimes.

Gagan: Sometimes it's the effects of the attacks and then some parts of the maps, like they're showing the plant from a different angle.

Tom: Yeah, I'm looking at the video.

Tom: Yeah, there's little silhouettes in the foreground.

Gagan: Yes, exactly.

Gagan: That's what I mean.

Gagan: Like the silhouettes.

Gagan: Sometimes that with the particle effects or in like, we'll get in the way.

Gagan: And that's a little, it's a little much.

Gagan: But that's like a minor thing to me in the grand scheme of things.

Gagan: Yep.

Gagan: We have to talk about the story, apparently, because people, people, whatever, I don't think the story in Ori is particularly strong.

Gagan: I don't think it I think the opening happens too fast for you to give a shit.

Gagan: Right.

Gagan: Like, I know people who I've seen people describe it much like up the Pixar movie, but I'm like.

Gagan: The Pixar movies example is like, even though it's very.

Gagan: And it's just so good.

Gagan: But it's like, even though you're not like seeing them as a couple, right?

Gagan: Like they do a really good job of this is very expressive animation of like.

Gagan: Then going through their lives and like some of the heartbreak of their life of like, you know, they didn't have kids like that's very overtly say it to you without like necessarily saying it.

Gagan: And then it's like.

Gagan: Those are like very universal concepts of like, you know, you're going to get older and like you have someone you love and then it's like, maybe, you know, some of the things aren't going to work out.

Gagan: And then like, you know, what's it like when that person dies in your life?

Gagan: Right.

Gagan: That's a heavy thing.

Gagan: I don't understand why a kid's movie needed to start that way.

Gagan: Right.

Gagan: But that's how we started a kid's movie.

Gagan: I don't know why I was sad while the kid was like, I don't know.

Gagan: This isn't you.

Gagan: Where's Wally?

Gagan: I love Wally, but whatever.

Gagan: Ori, I don't think has the same effect of watching the other characters sort of pass away because it's like, I don't have that attachment to this like bear thing.

Gagan: I'm not invested in it.

Gagan: I'm not.

Gagan: I get it.

Gagan: Like Ori now lost something, someone meaningful to their life.

Gagan: But it's like it just doesn't have.

Gagan: I don't know why.

Gagan: I can't like it happens too fast.

Gagan: Like it just it just feels like the most like played out shit.

Gagan: Like we've done this.

Gagan: Like, of course, he's dying.

Gagan: Like it's predictable that he's going to die.

Gagan: It's playing the he's going to die music with the piano and the violin.

Gagan: It's like, oh, man, feelings.

Gagan: And it's like, I don't care.

Gagan: Oh, man, the owl is angry.

Gagan: And then later on, you find out the owl lost his kids and the owl or is the owl is a mother and she lost her kids.

Gagan: And it's like, yeah, then I'm then I feel like the owl is the one being mistreated here.

Gagan: I'm on the owl side.

Tom: So it sounds like it comes across as contrived.

Gagan: In other words, contrived is the right way to put it, I guess.

Gagan: I don't know.

Gagan: I try not to say contrived anymore because I guess in theory you could say everything is contrived if you go with like the literal pedantic definition of the word.

Gagan: But that's probably the right not really.

Gagan: Not really.

Gagan: OK, so what would be the difference?

Gagan: What separates not contrived from like contrived, right?

Tom: Let's look up the...

Tom: let's do in classic game under podcast style, look up the definition of contrived.

Tom: Obviously planned or forced, artificial strained.

Gagan: Deliberately created rather than arising naturally or spontaneously.

Gagan: Now every work of fiction is theoretically deliberately created rather than arising naturally or spontaneously.

Tom: Except that isn't the case.

Tom: So even on a fundamental level that would be false, but it refers to how one perceives it.

Tom: So if you're looking at something and you perceive it as having been obviously planned or forced, or being in some way artificial or strained, strained is a slightly odd word to add there, but it's about your perception of it.

Tom: So it's like a cliche.

Tom: Something is cliched if it rings false, even though ideas and stories are often repeated.

Tom: So it's not simply saying that it was planned, it's that it feels planned.

Gagan: The definitive edition, the other thing, the definitive edition, this is one of the big reasons I want to play it.

Gagan: Because I didn't want to be like, man, they added a new mechanic when it's like, no, actually on the re-release of the first game, they actually added this mechanic.

Gagan: One of them is a dash, like an actual straight up dash.

Gagan: And the dash is really neat.

Gagan: Because it lets you move really fast, it recharges on contact with the ground.

Gagan: Right.

Gagan: Another thing that's cool is that you know how that trick I described where you release the control stick as you do to move blah, blah, blah.

Gagan: That works with dash as well.

Gagan: So you can do a batch style boost anywhere and ride the momentum as you glide and double jump.

Gagan: So like the dash works similarly with that sort of inertia.

Gagan: It works in combination with charge jumps and dash.

Gagan: So if you change, so if you charge then dash, you'll do a charge dash that goes further and can hurt enemies and break walls, which is like, yeah, yeah, I don't know, I really like the addition of the dash.

Gagan: It adds to the movement.

Gagan: If you like, when you see a change, it's really good.

Gagan: What they shouldn't have done was make you wait basically like replaying most of the whole game before they give you the dash.

Gagan: I think you should have got the dash earlier and they could have maybe redesigned some of the challenges to allow you to do cool things with bash and dash, right?

Gagan: But I guess that would have been a greater undertaking as far as doing a definitive edition of this game.

Gagan: But I don't know when you're making a game called the definitive edition, maybe, you know, you can do undertakings like that or whatever.

Gagan: But yeah, it's a cool mechanic added to the game.

Gagan: There's another one that's like a grenade thing, it's fine, it's not a thing to write home about.

Gagan: But yeah, like the story, I, sure, then contrived is the right word.

Gagan: It just doesn't feel, the first part isn't contrived technically because that's the premise of the story, right, I guess?

Gagan: Yep.

Gagan: You know, it's our, is it our rising action?

Gagan: Is it the correct use of the term rising action?

Tom: No idea.

Tom: Rising action?

Gagan: Falling action?

Tom: Are those terms?

Gagan: Those are terms apparently in story.

Gagan: So there's exposition, rising action, climax, falling action, denounment.

Tom: I would question the validity of this as a technique because here are six examples on literarydevices.net.

Tom: One is Revelation by Flannery O'Connor.

Tom: One is The Hobbit by JR.

Tom: Tolkien.

Tom: One is Anna Karenina by Leo Tolstoy.

Tom: One is Twilight by Stephanie Meyer.

Tom: One is Evermore by Alison Nowell.

Tom: Okay, okay, I got it.

Tom: The Snow White by Jacob and Wilhelm Grimm.

Gagan: Okay, I got it, but hear me out.

Gagan: Literary devices are bullshit like all of literature as like a discussion point or whatever.

Gagan: Anyway, now that I have abandoned modern literature culture and done my part to the podcast, I really like Ori and the Blind Forest though.

Gagan: I still think that game is really cool.

Gagan: I'm excited to see how they have tackled some of the issues.

Gagan: I hope they have tackled some of the issues and they didn't just go, yeah, let's just make Ori again.

Gagan: We'll add some new bad combat mechanic and it's good.

Gagan: But I have, from at least sources I trust, the boss fights are really good because apparently it has boss fights, which that I could believe because if the AMR guy worked on the game, I think AMR has the best bosses in the Metroid franchise.

Gagan: So, I mean, it's not really tech-

Tom: Both D and D?

Gagan: D and D, my man, my man, yes.

Gagan: And that game is technically not part of the franchise because it's a fan game.

Gagan: But you know, it's just a thing like Nintendo will never make an action game the way I want one.

Gagan: It's just not in their thing.

Gagan: I think they are much better when they're doing exploration or like platforming.

Gagan: But like that improved the combat's much better and the platforming even though they took one of the inertia gimmicks away from bash, right?

Gagan: Another mechanic exists in that game.

Gagan: That's also really good, apparently.

Gagan: And that, from what I've heard is like it's very much the game deserves to be in the conversation of one of the most expressive platformers in terms of movement.

Gagan: It remains to be seen how the high level meta of that game evolves, right?

Gagan: They've already got the speedrun of that game down to minutes or something, which is pretty fast already, consider that game on average people beat in about hours.

Gagan: So I'm excited to get to that.

Gagan: But yeah, Ori's a good game.

Gagan: I thought it was an out of in

Gagan: I'd still personally give it an

Gagan: If you press me like, oh no, it's more of a like, yeah, sure, whatever.

Gagan: Or at least like, you know, how I described it describes more of a

Gagan: Like, yeah, that's fine.

Gagan: You know, I don't do s, by the way, for the Tom Towers, I do straight out of

Gagan: But I feel confident with an in that it's not as good as the best games in the genre, but I like it better than anything else in the genre.

Tom: It sounds excellent, particularly the whole bash thing.

Gagan: Yeah, I think you'll most likely be annoyed more by the way the combat is not good.

Tom: And that maybe sounds like you can kind of just skip it.

Gagan: Yeah, you can.

Gagan: You absolutely can.

Gagan: You can make an effort to skip it more.

Gagan: But I could also see you being like annoyed in that there aren't enough like handcrafted platforming segments that really let you show off this stuff.

Gagan: Yep, because on some level that does bother me as someone who whose entire argument against Super Mario Odyssey is very much that like why is this cool platforming mechanic wasted on all this putzing around when we have the coolest hopscotch system of all time?

Gagan: Like let me hopscotch.

Gagan: So that's Ori.

Gagan: I think that game is right.

Gagan: I think your boy Vader gave it an on VG Press.

Tom: So he was a big fan of it?

Gagan: He, I can't tell because everything he gives a game is like an or like points something out of

Gagan: Like I don't think I've ever seen him, Antichamber is the lowest thing I've seen him review a game and...

Tom: What did he give it again?

Gagan: A war crime apparently.

Gagan: Hold on, let me look it up.

Gagan: You and I...

Gagan: !

Tom: And he beat it too, I'm pretty sure.

Gagan: Puzzle games are supposed to create the sensation of Eureka.

Gagan: I got the solution.

Gagan: I didn't feel that at all too often.

Gagan: Most of the time I felt relief that I stumbled upon the solution.

Gagan: There is no sense of progression with this game.

Gagan: Ideas don't really build on one another.

Gagan: Some do, but it's not a consistent edition of ideas like a portal.

Gagan: I am going to keep the score on the positive end just because it is a meaty game and had some good ideas.

Gagan: Some people really enjoy this.

Gagan: For me, I found it to be more tedious and frustrating than it had to be.

Gagan: He does like puzzle games.

Tom: But everything he wrote there was objectively wrong.

Gagan: I know, you and I are very much of the same though.

Gagan: Antijamers is a great game.

Gagan: Antijamers is one of the best puzzle games of this decade.

Tom: It's one of the best games of this decade, to be precise.

Gagan: Yeah, it's up there.

Gagan: I like that game.

Gagan: It's definitely the best game of the decade.

Tom: But my list is not complete, so I cannot reveal if it is the best.

Gagan: We can't reveal your list, but do we get into the game under top list and can we go one by one on all these games?

Gagan: Even though, did you pick all these or do you have a say in any of these?

Tom: The official game under one was chosen by the both of us, I believe.

Gagan: So this is the list, right?

Tom: Yes it is.

Gagan: Okay, so number on the list is Tetris Effect.

Tom: That was his choice.

Gagan: Tetris Effect is a cool game because it's Tetris.

Gagan: I have no problem with Tetris as a game.

Gagan: One of my favorite games of last year was actually Tetris

Gagan: My only contention would be Tetris Effect was not the best Tetris game of the decade because Tetris was this decade.

Tom: I think Tetris wasn't VR.

Gagan: It wasn't VR so that's the argument in that they made a really cool VR game and we have to validate VR with something, I guess.

Tom: I think that's the argument.

Tom: However, it was still a wrong choice because my pick would have been Nintendo Labo however it's pronounced.

Gagan: See, I'm not a Labo person so that's fine.

Gagan: So I'd rather have Tetris then.

Tom: Well I've never actually experienced Labo but it features cardboard so it's automatically better.

Gagan: Okay well Phil Fogg, I agree with Tetris Effect if only for Tetris.

Gagan: Not the VR though, VR still wack.

Gagan: Next, The Walking Dead by Telltale Games.

Tom: Yes.

Gagan: Now I'm gonna assume this is on there because of the influence it had following as far as like where Telltale went and like the way other episodic adventure games started popping up.

Tom: And not just episodic adventure games, it had a huge influence on narratives in games in general I'd say.

Gagan: Okay.

Gagan: No no I would actually like that explained.

Tom: Yeah well when was it released?

Tom: Let's look up the dates.

Gagan:

Gagan:

Gagan: Forget the papers.

Tom: I'm just looking up some other games.

Tom: Yeah so that's two years before the likes of The Last of Us.

Tom: From my mem-

Tom: what's that?

Gagan: The Last of Us is

Tom: Yep.

Tom: No,

Gagan:

Tom: Slash

Gagan: No, is a different generation, bravo.

Tom: Okay so one year.

Tom: Nevertheless it is first.

Tom: Yep, so basically The Walking Dead as cartoony as it was with the exception of maybe things like Silent Hill, most games-

Tom: not that this was triple A but it was obviously designed to have mass appeal rather.

Tom: Most games with gritty stories in them that were designed for mass appeal weren't really attempting to have any thematic content in them to the same degree as The Walking Dead.

Tom: And The Walking Dead predates stuff like The Last of Us.

Tom: So that will be the argument.

Gagan: I can accept this as an influential pick.

Gagan: I, however, obviously do not like the game because there is a playing of parts of video games and I find The Walking Dead is a bore to actually do the me interacting with it part.

Gagan: Also, let us never forget that that game ends with some guy putting you in a chair going here are the decisions you made let's go over them real quick this one was so doozy wasn't it and it's like okay okay telltale you jerks anyway they're not sure so what you're saying is you made a choice you regret it at some point and you got very upset when they pointed out your stupidity maybe but no more so no i just don't think that's a good way of doing that at all it is corny it is very it's very corny like it's sort of like it more like breaks the illusion at that point that like oh yeah this is very binary bullshit definitely it works better it and the reason it is awkward is because they are doing things thematically more seriously in something like until dawn which is just completely ironical and corny it works quite well telltale is gone but um yeah i don't know i just i didn't think uh I think people think it's one of the most important games of that year, but that year has Hotline Miami and Mark of the Ninja, and those are funner.

Gagan: So...

Tom: Hotline Miami is awesome.

Gagan: Then we have Depression Quest, which I'm...

Gagan: Does this game really make it because of the bullshit surrounding its developer?

Tom: To me, this is the game of the decade in terms of influence, but I couldn't get it to get to number one, sadly.

Gagan: When you say influence, you definitely mean, like, all the bullshit surrounding...

Tom: Gamergate, yes.

Gagan: That's not...

Gagan: Like, on a technicality, that is correct.

Gagan: But I don't think the game necessarily is the one that earned it, so we're skipping that one.

Gagan: So that's one of my consensuses, like, I don't think...

Tom: If Depression Quest did not exist, Gamergate would have had to find a different starting point, found a different starting point.

Tom: But it was the starting point of it, so it deserves...

Gagan: I'm glad that you are definitely not...

Tom: It deserves to be several places higher on the list.

Gagan: I'm glad that...

Tom: Let alone on the list.

Gagan: I'm glad that you are not beholden to...

Gagan: Influence Needs To Be Good, because clearly, if that was the case, there's no way Depression Quest makes the list.

Gagan: You were like, as long as it had influence, and it was far reaching, it should be on the list.

Gagan: And this is why Depression Quest should be one.

Gagan: And I'm like, no.

Tom: So if we can go straight to the Nazis, Hitler is surely the most influential man of the th century.

Gagan: Last of Us the okay, yeah, sure.

Tom: I don't know why that's there.

Gagan: I mean...

Tom: Let's flip this around, you defend it.

Tom: Why is The Last of Us number seven?

Gagan: Does it have to be seven?

Gagan: Or like, more like, did it make the list?

Gagan: I'm more about lists.

Gagan: I don't care about the order in the grant.

Tom: Okay, just defend it on the basis of its inclusion.

Gagan: Are you offended by it being on the list?

Gagan: I'm not.

Tom: I'm not offended by it, but I wouldn't pick it.

Gagan: Because it's not the most offensive one that we've gone over at this point already.

Gagan: The previous three, I think, are worse games than The Last of Us.

Tom: My question just would be, other than spawning off a couple of copycat games that failed miserably, did it really actually have much influence?

Gagan: None.

Gagan: None, none, none whatsoever.

Tom: Exactly.

Gagan: No, as an influential, no, I don't think, I don't think Naughty Dog has ever made an influential video game.

Tom: I think Tomb Raider was influential.

Gagan: Not them.

Gagan: Oh, no, you mean Tomb Raider

Tom: Well, they didn't make that either, so.

Tom: But they didn't influence that.

Tom: But yeah, they kind of produce, they inspire copycat games, but they don't really Yeah.

Tom: influence things in general.

Gagan: Yeah, I don't think of their game the way I think of Mario or like Thief or Half-Life or Doom.

Gagan: Yep.

Gagan: Like those aren't just, like they had influence, they had, they changed the way the genre would be developed at that point.

Tom: Yeah.

Gagan: Right?

Gagan: Like even Halo, you could argue it has a qualified influence and that it's all console FPS?

Tom: I think Halo is a perfectly fair choice for having this massive influence for its multiplayer because PC multiplayer shooters didn't really follow the same sort of model and that basically became the model for console online first person shooters.

Tom: I think if you're making an argument based on the single player or mechanics, it's kind of questionable.

Tom: But in terms of its online influence, it was massively influential.

Gagan: So time out, this is a list about influence or the quality of the game or both?

Tom: I'm pretty sure the main criteria was influence.

Tom: It was two things.

Tom: One, influence was definitely a considered factor, but not the only factor.

Tom: And two, I think they had to be symbolic of trends and defining characteristics of the game.

Gagan: Okay, then I don't think Tetris Effect is anywhere close enough.

Gagan: Now I'm back to Tetris Effect.

Tom: It's there just for VR.

Gagan: It's a little, if then it's, then I think it's the wrong VR placeholder.

Gagan: I think.

Tom: Definitely.

Tom: I would agree it was his pick.

Gagan: I think Superhot VR is the right pick, maybe?

Gagan: Or Astrobot.

Tom: Again, wrong.

Tom: There's two potential picks.

Gagan: Okay.

Tom: One is Nintendo Labo and the other is Beat Saber.

Gagan: Actually Beat Saber is probably also the other one.

Gagan: That's another good one, yeah.

Gagan: Those are the games that, but I think Astrobot is the one where I think of where I'm like, it probably isn't the mass market game though.

Tom: I think you really can't go past Beat Saber.

Gagan: Astrobot is the game where I'm just like, where I go, like if I were to play VR, that's the game.

Tom: Yeah.

Gagan: I want to try.

Gagan: That's the game that could solidify VR for me.

Gagan: But Astrobot is more like, I'm the enthusiast.

Gagan: So I want the gamey game that has like good gameplay.

Gagan: So I don't know.

Gagan: Maybe that's something, cause like Walking Dead has the influence.

Gagan: I accept that.

Gagan: I don't accept Depression Quest.

Gagan: That's, that influence is completely different.

Gagan: And I don't even think the game has a role to play.

Tom: That should be number one.

Gagan: Technically, the timeline works that way, I think.

Tom: And I think it does, because for the Gamergate to kick off, which is arguably inevitable, depression quest or no depression quest, you need, one, a female developer, and two, you need a female developer making a serious game with themes that are making commentary on a serious subject.

Gagan: I'm glad that you are at least very into...

Gagan: I'm at the least.

Gagan: I was worried where you were gonna go with that, but I'm like, okay, great.

Gagan: He knows that they're all just sexist scumbags.

Gagan: Okay, that's good.

Gagan: So, Last of Us, I think, on an influential list wouldn't belong, but if you were making like the best games of the s, I actually don't...

Gagan: I wouldn't put it on a list, but I'm not...

Gagan: of these critical darlings, the greatest sets of metacritic games that would make those type of lists, I find The Last of Us to be the least nauseating of those games, because it's generally...

Tom: I think I do too.

Gagan: Because I think it's genuinely good at a lot of things.

Tom: Yep, the finale in particular is phenomenal.

Gagan: The finale is pretty good.

Gagan: I think the gameplay actually is pretty strong in moments.

Gagan: It could be better.

Tom: My main criticism of the game is, and the thing that just ruins it for me to a great degree, is that essentially the first three hours are a combination of walking simulator and tutorial.

Tom: And...

Gagan: The opening hour, I forgot about, yeah.

Tom: Yeah, it was an interesting choice by Naughty Dog, who are meant to be good at pacing, but they basically just made the pacing and the final third amazing and kind of stuffed up the rest of it.

Gagan: I've learned that they've never been good at pacing, because they're, like they're good at pacing for a specific stretch of the game and then it all goes down.

Tom: Yeah, they're good at pacing scenarios, but they're not good at pacing the overall structure.

Gagan: Yeah.

Tom: And The Last of Us, to me, is the worst at that.

Tom: Of their two potentially good games, that is Uncharted and The Last of Us.

Gagan: Jack is a very good game, but that's neither here nor there.

Gagan: It's also their best game.

Gagan: That's also neither here nor there.

Gagan: Who do you think is an example of someone who's really good at pacing in a video game?

Tom: Bayonetta

Gagan: Okay.

Gagan: All right, let's move on.

Gagan: I'm not questioning that take.

Gagan: That's probably a good take.

Gagan: I want an idea, so I have an idea.

Gagan: Then we have Dear Esther.

Gagan: Is this also because it influenced a bunch of boring-ass, lame-ass walking games?

Tom: It not only influenced a bunch of walking simulators, it is the ultimate walking simulator.

Tom: And-

Gagan: It's so garbage.

Tom: And unlike Gone Home, where there is a splitting criticism between people who hate it due to its themes, in a similar way to Depression Quest, people hate Dear Esther-

Gagan: Hey, hey, hey, hey, hey, they're sexists?

Tom: Yes.

Tom: And they're also only fans of lesbians when they're probably not actually lesbians, but are being filmed having sex with women, when they're women.

Tom: So there's two reasons for them to dislike it there.

Gagan: Yeah, okay, yeah, so they're deplorable human beings, okay.

Tom: Yes.

Tom: But Dear Esther, the whole debate about whether Dear Esther is good or not is all about it being a walking simulator.

Tom: And it was created as an experiment in whether a walking simulator would succeed or not.

Tom: So I think it is the quintessential walking simulator and the s walking simulators were a big deal.

Gagan: The walking simulator is the worst genre to ever happen to video games.

Gagan: I wish it nothing but death and to never come back ever again once it is gone.

Gagan: So I naturally am not happy about Dear Esther's influence.

Gagan: You are correct that it is an influential game, but not only is the influence bad, the game itself is bad.

Gagan: To the tune that they're not video games.

Gagan: Walking games are not games.

Gagan: They are a sick practical joke.

Gagan: We have given too much amusement to, we need to stop doing that.

Gagan: Please and thank you.

Gagan: Moving on.

Gagan: Dark Souls is a no-brainer.

Gagan: Although, I guess Dark Souls is the no-brainer, even though like technically speaking, the actual influential title is Demon's Souls.

Tom: But it came out in

Gagan: That is correct.

Gagan: But it is the actual, so this is my question.

Gagan: Like, let's say if Gears of War came out in, let's say the third-person cover shooter, like let's push it years forward, as in it happened a little bit later.

Gagan: Kill Switch comes out in Gears of War comes out in

Gagan: Gears of War is an influential title of the decade, even though Kill Switch is technically the actual influential title?

Gagan: Yes.

Tom: I think so.

Tom: And I think also, just on that point, you can also argue whether you wanna pick the game that kind of invented the thing or the one that popularized it.

Tom: And even though it's the one series that applies to Dark Souls and Team Souls as well.

Gagan: You're right, that's true.

Gagan: Dark Souls is the one that like sort of put the, like Dark Souls solidified that formula to a lot of people.

Tom: Yep.

Tom: And that's when it got mainstream acceptance.

Gagan: More so, yeah.

Gagan: Prepare to Die is, Prepare to Die is still like the tagline people associate with that franchise.

Gagan: Like that has not been the tagline for the games after that or Bloodborne or Sekiro, but that is very much Prepare to Die.

Gagan: Yep.

Gagan: Like that is, you know, that's still ingrained in my head much in the same way that I associate, finish the fight with Halo, AKA start another fight.

Gagan: But, you know, Dark Souls is very much, you know, deserving.

Gagan: That weird persistent online thing it has going on where people can invade worlds or like are sort of pseudo always online has always been in other games.

Gagan: It's not done to the same effect as Dark Souls because it's always like a half big version of it, right?

Gagan: But it's there in a lot of games.

Gagan: So that's there.

Gagan: That's another feather in its cap, I think.

Tom: That's arguably probably its biggest influence because have games really in general become that much harder since it?

Gagan: Not harder, but so, you know how for a little while-

Tom: They certainly require more competence from the player for a better description.

Gagan: So the thing I was gonna get at is like, you know how for a little while, the worst thing that happened to Melee Combat Video Games was that they all decided that Batman was the greatest combat system in the world?

Gagan: And we had to play really bad, Simon Says.

Gagan: Now, slowly that tide is turning into very souls-like lock-on combat with slow, deliberate attacks.

Gagan: Like, Dad of War may not overtly be a souls game, but it certainly has some of its lineage, I feel, you know?

Tom: I would still put it online as being kind of more influential because...

Gagan: No, it's definitely there, yeah.

Tom: Yeah, in a sense, Dark Souls is Zelda combat, but done well.

Gagan: It is.

Tom: So, we're returning to Zelda influencing action and adventure games rather than Batman.

Gagan: It is, but I think the Stamina Gauge is the thing, ultimately.

Gagan: Like, maybe Stamina Gages have existed before, and I'm sure they did.

Gagan: But I think you have Nioh, which is like the technical action version.

Gagan: You have The Surge and Lords of Fallen, which are very blatant examples.

Gagan: The most recent Star Wars...

Gagan: The developers are literally talking about copying Sekiro.

Gagan: And Ghost of Tsushima, right?

Gagan: That sucker punch game coming out.

Tom: Yep.

Gagan: Remains to be seen which combat it goes with, but I could easily see it being very much like a slower Souls game, because God, please do not try to pawn up.

Gagan: And the most recent Assassin's Creed actually has Souls combat.

Gagan: Very bad, bad Souls combat, but it's there and The Witcher technically had bad Souls combat.

Gagan: The Witcher less so.

Tom: The Witcher was pretty different.

Gagan: Yeah, yeah.

Gagan: The Witcher is its own thing.

Gagan: And there was-

Tom: Unfortunately.

Gagan: Let me put it this way.

Gagan: When they did the leak for Devil May Cry one of the bullet points was like reassuring people that like we're not gonna put a stamina gauge in Devil May Cry.

Gagan: And let me tell you how quickly I wanted to cry because just the idea of that being done so the action Jackson's would have been the death.

Gagan: I'm like, this is it.

Tom: You hadn't even thought of that.

Gagan: I didn't think they could ever do that to the genre, but it's like, oh my God, how can Dark Souls be the game that ruins the genre?

Gagan: Why are we being betrayed by a good game?

Tom: That would be the number one anime betrayal, let alone top

Gagan: It would be.

Gagan: It would be.

Gagan: Dark Souls is supposed to be on our side, the real game side.

Gagan: Don't do that.

Gagan: Yeah, I mean, Dark Souls belongs on the list just because I think Dark Souls is a great ass game.

Gagan: I love how little story is in your way.

Gagan: Oh my God.

Gagan: There's so many things about Dark Souls.

Gagan: Also, I think as simplistic as Dark Souls combat is, it is so satisfying.

Gagan: It's really good.

Gagan: It shows you how you can still get a lot of mileage out of just like placing enemies in the right spot, giving enemies certain options and making you like work for space and positioning in a combat.

Gagan: Like not everything has to be YYYYB, launch, bang, drop them, dead, rinse and repeat over and over and over again.

Tom: Absolutely.

Gagan: Because like again, as much as I love Double Bay Cry, one thing you have already seen and are going to continue to see is while Dante keeps getting all sorts of fancy new tools, his enemies kind of aren't getting enough new tools to deal with the fact that like this guy can like really move the fuck around, you know what I mean?

Gagan: So yeah, I'll give Dark Souls its props on that one.

Gagan: I think Dark Souls could be even more aggressive with the enemy positioning and enemy mixing, but it's better than most games at enemy mixing.

Gagan: Next up is Pokemon Go.

Gagan: I feel like that game is more fad than influence.

Gagan: Even if it was like the greatest like life fad of all time.

Gagan: It certainly got people out of the house.

Tom: The list isn't solely influence, it's also defining moments of the decade.

Gagan: What was, was it a defining moment of the decade?

Tom: I think so.

Gagan: People died.

Gagan: Well, that's true.

Gagan: People did literally die trying to catch a Pokemon.

Tom: Surely that's a defining moment.

Gagan: I mean, it's certainly defining moment for-

Tom: It was for the families.

Gagan: We're just gonna move on from that one.

Gagan: FIFA Ultimate Team in FIFA

Gagan: This is actually the correct pick, yes.

Gagan: I get the loot box thing.

Gagan: Cause I was gonna be pedantic and say Mass Effect is technically the loot box origin story.

Gagan: But you're right.

Gagan: It's probably FIFA but FIFA would be the...

Tom: According to the little bit of research we did, it is indeed FIFA

Gagan: So, okay.

Gagan: Obviously would never make my list cause it's just not a good game.

Gagan: Soccer itself is just not a good sport.

Gagan: So just get that shit off the board.

Tom: Have you ever played FIFA?

Gagan: I played PES.

Tom: Well, that's better than FIFA anyway.

Gagan: Yeah.

Gagan: But I've played, I think FIFA, I played maybe drunk at a, like that's the only time I could think of.

Gagan: I like, I remember like college mates being into FIFA, but I just never, but the only sports title I ever like super played were that weren't like Tony Hawk and shit.

Gagan: Were like Madden, obviously.

Gagan: ESPN NFL Kand the NBA Street Games.

Gagan: Oh, and NHL Blitz.

Gagan: Basically every sport, but soccer.

Gagan: So yeah, fuck soccer.

Gagan: Although Rocket League is a great, fantastic game.

Tom: That's the most soccer game of them all.

Gagan: And it's the greatest soccer game too.

Gagan: It's the greatest version of soccer period.

Gagan: The actual sport sucks.

Gagan: We should officially call Rocket League the beautiful game.

Gagan: Okay, thank you.

Tom: So what you're saying is you're a massive futsal fan, but you don't know it.

Gagan: Maybe.

Gagan: Okay, so I'm a big fan of Arsenal Fan TV.

Tom: Because they do stuff like that on there.

Gagan: Do you watch soccer?

Tom: Yes, I do.

Gagan: Okay, so I'm a big fan of Arsenal Fan TV.

Gagan: Specifically the wenger in, wenger out period of Arsenal Fan TV.

Gagan: Because their existential crisis of being Arsenal fans while wenger kept fucking it up is just such joy.

Gagan: The guy Troops is my hero.

Gagan: He had a moment where he's like, me mom called me and she said she was wenger in.

Gagan: I said, mom, are you mad?

Gagan: I love you but I could not resist laughing so hard.

Gagan: Oh my God, he would be crying and screaming.

Gagan: He'd be like, man, if you love this franchise, he would quit his job and get someone else in there.

Gagan: I'm like, yeah, he's gonna quit.

Gagan: He's gonna be like, listen, I don't like this whole getting paid thing.

Gagan: Just get someone else in here.

Gagan: Cause I love our organization too much.

Gagan: Oh, I love that show.

Gagan: But then, you know, then they got rid of wenger and it's just not the same now.

Gagan: Now when our-

Tom: So you would definitely wenger in.

Gagan: I wanted to wenger in for-

Tom: So that would never end.

Gagan: Yes.

Gagan: But like now when they fuck up, it's just not the same, you know?

Gagan: It's not like, I don't even know who the new guy is.

Gagan: I mean, my, Al Josa is a Chelsea fan.

Gagan: So I like calling them Chelsea and calling them assholes.

Gagan: Yep.

Gagan: And who's their old coach?

Gagan: Jose Mourinho?

Tom: Jose Mourinho.

Gagan: Mourinho.

Gagan: I know that guy is funny.

Gagan: And then I like dunking on Lionel Messi, who's supposed to be the greatest soccer player of all time.

Gagan: I'm assuming he is.

Tom: He's certainly one of.

Gagan: Okay, yeah.

Tom: Basically you can pick between him, Maradona and Ronaldo.

Gagan: Well, I like telling people that Lionel Messi is a stupid-looking dwarf.

Gagan: Yeah, so I don't care.

Gagan: And then Ronaldo, I know Ronaldo got his teeth fixed, so that's good for him.

Gagan: You know, I remember earlier, I remember he'd just be like, man, that dude needs a dentist.

Gagan: Because he's too handsome to like not have seen a dentist.

Gagan: Like the rest of you is like really good looking.

Gagan: Like you should see a dentist.

Gagan: Yeah, underselling yourself.

Gagan: Fortnite and number two, now that we've gotten off the soccer tangent.

Tom: What you're going to say is that it should be pub.

Gagan: I think if you're going to put the Battle Royale title, okay.

Gagan: So if it's influence is definitely pubge.

Gagan: Yep.

Gagan: Defining moment, I guess, is Fortnite, but I still think it's pubge.

Gagan: Because here's the difference, right?

Tom: Yep.

Gagan: Fortnite was free and on the number one selling console of this generation, the BS

Gagan: PlayerUnknown's Battlegrounds has the name PlayerUnknown's Battlegrounds, right?

Gagan: It's not made by Epic Games, the creators of Gears of War and Unreal Tournament, and the Unreal Engine, right?

Gagan: And it's not free, you have to pay $

Gagan: That fucking game became this phenomenon.

Gagan: I don't care if it was like, Milly Vanilli freaking Vanilla Ice tier, one hit wonder, like hotness.

Gagan: The point was, it was red hot to the tune that the Cliffy B multiplayer game came out and no one gave a fuck because we were all busy playing pubs, right?

Gagan: And like that game did not have the benefit of being free, that game did not have the benefit of like having like, like these world class programmers who've like built a legacy in a career already, making a more polished product, that game did not have the benefit of we started as one thing, but then we just tacked on this free battle royale mode and then we realized, oh fuck, we'd make way more money if we just made this the way Fortnite did, and I think PUBG in that regard is like the bigger story of, like it is the bigger story for the genre.

Gagan: It is the defining, it solidifies the genre as a seller, because the other games have to be free.

Gagan: PUBG made you pay bucks and you have, and people paid for it in droves.

Gagan: That game is like some insane number of copies on Steam, like million or something.

Gagan: I understand that it is buggy in spots.

Gagan: I still think like, if you ask people who play Battle Royale games, they will all agree maybe one or two things, another game does better.

Gagan: Apex Legends seems to be accepted as like the best like one, if you like start looking at it in a more critical sort of way, right?

Gagan: But they will all agree to one thing I think, which is that like getting that first chicken dinner is on a different level from getting the first win in the other games.

Gagan: Maybe because it's like the first Battle Royale win for a lot of people, right?

Gagan: So maybe...

Tom: The first win in Fortnite, for instance, is against AI designed to let you win apparently.

Gagan: Yeah, so like, there you go, but like, in pubs, like, that shit is...

Gagan: I was hearing my heartbeat the whole time with my hand on the mouse and the other one on WASD.

Gagan: And that's just like...

Tom: Without even having played pub, I think it's undoubtedly the better game.

Tom: It's certainly the greater achievement as far as the developers are concerned, but I think you simply cannot go past how massive Fortnite is as a cultural phenomenon outside of games.

Tom: But there's one major reason that there is no way pub is ever getting on a list that has anything to do with me.

Tom: And that is, it is called PlayerUnknown's Battlegrounds, two words with the U in PlayerUnknown as one word capitalised.

Tom: So there are two valid acronyms for this.

Tom: One is PB because it's two words, and the other is PUB or pub because you've got the U capitalised.

Tom: For some fucking reason, it is referred to as PUB, and I'm sorry, but that is not acceptable.

Gagan: That's petty and I respect it, so that's okay.

Gagan: So it's okay.

Gagan: I'm a bigger fan of the petty than the list, so that's okay.

Gagan: Yeah, I'm not against Minecraft at one.

Gagan: Given the nature of the list, now I accept Minecraft at one.

Gagan: I don't think it's the best game of the decade, obviously.

Gagan: Neither do you.

Tom: I'm also personally annoyed by it, because I swear to God that I bought it early on, before it became a cultural phenomenon, but I was never able to find where the fuck I bought it, so I could never play it, even though I am convinced that I bought the fucking thing.

Tom: So fuck Notch and fuck Minecraft, but it's still number one.

Gagan: Now that we've discussed the list, I don't hate the list nearly as much.

Gagan: Yep.

Gagan: But I still don't.

Gagan: No.

Gagan: I'm still very much like I'd rather, like obviously if I'd make a list, I would not give the flyingest of fucks about like what influenced what, I don't care, like what were the best games of that year, of that decade, to me they wouldn't make the list.

Tom: Well, none of those games would make my own list, nor did they.

Tom: Well how about you put your money where your mouth is and come up with a list of your own?

Gagan: I'll try to make a quick, that I think would be in the conversation.

Gagan: I have games I have to cut

Gagan: Okay.

Gagan: Okay.

Gagan: Would Bayonetta make my top ?

Gagan: Yeah probably.

Gagan: That one's a free one.

Gagan: Galaxy over the rest of this list, I don't want to cut it yet.

Gagan: Super Street Fighter I'm going to cut.

Gagan: It's more influential fighting game obviously of this decade is Street Fighter

Gagan: Technically the title was Super Street Fighter obviously.

Gagan: It sort of revitalized the Capcom fighting game scene and sort of brought more energy back to the fighting game audience, right?

Gagan: At least to the locals and the pro scene and as a result other fighting games.

Gagan: BlazBlue being the other one but not my game of choice.

Gagan: Dark Souls I will actually cut because Dark Souls is not my favorite of those games.

Gagan: Actually Demon's Souls which is not part of this list but Bloodborne I actually like Bloodborne a little bit maybe I like Bloodborne more maybe I do like Dark Souls more.

Gagan: Let's see Dark Souls on I'm gonna cut Bloodborne even though Dark Souls is busted in ways though.

Gagan: So I'm gonna cut Bloodborne for now just cuz I'm not a type of person that I do like Dark Souls a little bit more as like a favoritism thing.

Gagan: I'm going to will I take space cam over antechamber the witness and Baba is you.

Gagan: I'll cut Baba is you cuz I don't know if it hangs with the other group and I will I will cut the witness and I will speak the blasphemy and cut antechamber towers my friend.

Gagan: I'm sorry.

Gagan: I have you played space cam?

Tom: No.

Gagan: Or a Zachtronics puzzle game at all?

Tom: What are the other ones?

Gagan: Opus Magnum, Infinifactory, TIS and there's one I'm also missing.

Gagan: Shenzhen.

Tom: I own, I think, let's see.

Tom: I own three of them and yet haven't played any of them somehow.

Gagan: So this guy makes really cool puzzles.

Gagan: I think whenever you get around to one, you probably will still be upset that I cut Anti-Chamber, but you'll at least understand the appeal of this guy's puzzle games, which will make me happy.

Gagan: Am I gonna be a dick and put Wonderful and Devil May Cry and Bayonett on the same list?

Gagan: Probably.

Gagan: But I do like Rainbow Six Siege, so.

Gagan: Siege and Rocket League have to be up there.

Gagan: I play those games a lot.

Gagan: So I'm moving those forward.

Gagan: Tekken is going forward.

Gagan: Tekken is fucking hype.

Gagan: I love watching the pro scene of that game.

Gagan: So right now we have at least five games locked in, three of them multiplayer and Devil May Cry is a given.

Gagan: I should put Dragon Ball FighterZ on my list because I put like hours into that video game, but I am a pretentious poser, so we're backspacing that off.

Gagan: A lot of that game is just because I get wins in that game, baby.

Gagan: Guilty Gear Revelator is a really good fighting game, but again, I don't like the fact that Ben keeps beating me in that game, so that's actually a really good fighting engine.

Gagan: I should put it on the list.

Gagan: Neo, I like Neo, I love Neo.

Gagan: I would put Space Cam Forward as my puzzle game selection.

Gagan: One, two, three, four, five, six, seven, so three games.

Gagan: I want to put Dragon Ball FighterZ back on the list because I put hours into that video game and I like Goku.

Gagan: So as you can see, I'm very beholden to my cuts.

Gagan: So I'm going to cut Guilty Gear.

Gagan: One, two, three, four, five, six, seven, eight.

Gagan: So I got to get two games on this list.

Gagan: This is tough.

Gagan: I really like Hideki Kamiya's Wonderful so I'm going to put this on the list, so that brings us to nine.

Gagan: Out of the ten, I could put Dark Souls, I could put Galaxy put Hotline Miami, Mark of the Ninja, or Breath of the Wild.

Gagan: I'm not going to put Breath of the Wild, because ultimately I'll always come back to the I don't like that combat, and it seldom looks like you're carried away.

Tom: Your reputation would never recover, let's be honest.

Gagan: Yeah, you know, it's already, it's never going to recover after what I did to ANTI-JAMER, let's really think about it.

Gagan: Man, I want to, I love Mark of the Ninja, I don't love Mark of the Ninja.

Tom: Go Hotline Miami, because I failed to pick that somehow.

Gagan: Hotline Miami over Mario Galaxy and Dark Souls, though?

Gagan: I got all the achievements in Dark Souls, but here's the thing that's stopping me from putting Dark Souls on the list, right?

Gagan: Lost Izalith is fucking terrible.

Gagan: Demon Ruins are fucking terrible.

Gagan: You can cheese the ever loving shit out of that game by simply circle-shifting a lot of the enemies and backstabbing them and you do mad damage.

Gagan: The AI is incapable of handling that.

Gagan: This is something that is fixed in all their other games, but that game has the best speed runs in the franchise.

Gagan: That game has that great world of interconnected levels.

Gagan: The bosses are good.

Gagan: It has the best Estus system in the franchise.

Gagan: It has the best lore of the games, if not Bloodborne.

Tom: You're really using lore as an argument.

Gagan: I know, it's gotten bad.

Gagan: It's gotten bad.

Gagan: The thing I would hold against Mario Galaxy even though it's a pristine work of platforming, is the Galaxy games came at the expense of the complex movement of Mario and Sunshine.

Gagan: Galaxy probably is my favorite D Mario game, but I don't love it the way I play a Souls game.

Gagan: So I'm going to go with Dark Souls over this.

Gagan: I'm going to go with Dark Souls over Hotline.

Gagan: So the only indie game that made my list was actually Rocket League and Space Cam.

Gagan: Okay, so I don't feel that bad.

Gagan: Okay, that's fine.

Gagan: So my top do I have to order it?

Tom: Yes, you do.

Gagan: So currently my games are Bayonetta Dark Souls, Space Cam, Wonderful Rocket League, Rainbow Six Siege, Tekken Neo, Dragon Ball FighterZ, Devil May Cry

Gagan: I'm going to put Dragon Ball FighterZ at

Gagan: Even though of these games, it probably has like my most hours.

Gagan: And whenever I'm in a mood, I'll play that game online.

Gagan: I like fighting games now.

Gagan: A lot of that has to do with me really getting way too into Dragon Ball FighterZ because they finally decided to make a good video game with the Dragon Ball IP.

Gagan: Again, since the last time they made like a real fighting game and not like Budokai.

Gagan: I mean, like I forgot what the name of the PS or the arcade Dragon Ball Fighting game is called.

Gagan: But whatever, it's really good.

Gagan: It's like a Marvel vs Capcom style game.

Gagan: There are simpler combo paths.

Gagan: The only reason I almost took it off the list is because the game does have an issue with some of the cast being a bit homogenized.

Gagan: Which is not what I like about fighting games.

Gagan: Like I like the asymmetrical nature of the matchups.

Tom: Yep, definitely.

Gagan: So that part being a bit compromised in DBFZ is a bit frustrating at times.

Gagan: I also think the neutral play in DBFZ could be better.

Gagan: But again, it has Goku and Goku is pretty rad.

Gagan: So I like playing that game.

Gagan: RX's system works, you devils.

Gagan: They made a better fighting game this decade.

Gagan: It was called Guilty Gear and I should have put that on the list.

Gagan: But I'm not cool enough to be one of those people who put the Guilty Gear on the list.

Gagan: So I'm sorry.

Gagan: Dragon Ball FighterZ made it to th.

Gagan: Number I'm actually going to put Dark Souls.

Gagan: At number because they begrudgingly made my list.

Gagan: So now I'm going to actually move Dark Souls to th.

Gagan: I was actually going to humor the idea of going to th.

Gagan: Because all of the stuff I just said earlier about the things that are wrong with it.

Gagan: Number I'm going to put The Wonderful

Gagan: One of the more inventive action games of this generation.

Gagan: Although now I feel like a poser because I think Anti-Chamber is the best game of that year.

Gagan: So if The Wonderful made this list from Anti-Chamber, make the list.

Gagan: Okay, so The Wonderful was off this list because I'm not cool enough to have it on the list.

Gagan: Anti-Chamber is back on, baby!

Gagan: Hallelujah.

Gagan: I didn't notice that fact.

Gagan: I'm sorry.

Tom: Wonderful is awesome though too.

Gagan: Wonderful is awesome.

Gagan: So Anti-Chamber takes Wonderful 's spot at th above Dark Souls and Dragon Ball FighterZ.

Gagan: What a comeback from being cut to th.

Gagan: Yeah, you and I really like how the puzzles work in that game.

Gagan: I like the trippy abstract bullshit vibe that game has going on.

Gagan: Like I'm all about looking through one lens and like, Oh my God, I got teleported like yeah, whatever.

Gagan: Yeah, that game is cool.

Gagan: After that, I'm putting, I'm gonna put Rainbow Six Siege at

Gagan: I'm still in shock that Ubisoft has made this video game.

Gagan: I don't understand how they made the best tactical shooter maybe ever made.

Gagan: It doesn't make sense.

Gagan: I don't know what Black Magic, I don't know if they made a deal with the devil that this game worked out right.

Gagan: It's probably a better Counter-Strike game than any of the actual Counter-Strike games.

Gagan: Half the time it's a little busted and it's still the best fucking, I don't understand it.

Gagan: They made a great first-person shooter out of Aim Down the Sites.

Gagan: Whereas I used to think the peak of Aim Down the Sites for first-person shooters was yeah it's good, but it can't be great.

Gagan: But Siege breaks that trend.

Gagan: So yeah Siege is at, what do I have it now?

Gagan: Dragon Ball Dark Souls, Anti-Chamber Siege, so that's seven.

Gagan: At sixth I'm going to put Space Chem.

Gagan: I would like to put my Puzzle Game Darlings higher.

Gagan: Because I like Puzzle Games.

Gagan: But I'm not big brain enough to put them in the top five.

Gagan: The Space Chem will have to be at six.

Gagan: And you would like Zachtronics games, so you should play them.

Tom: That is one of them that I can indeed play.

Tom: Apparently Zachtronics also made Eliza.

Tom: Which is a visual novel, not a Puzzle Game.

Gagan: Um, at number five, I'm going to put Rocket League, the beautiful game, enough said, uh...

Tom: The greatest futsal simulator of all time.

Gagan: At number four, I'm going to put Nioh and not...

Gagan: And this is why Dark Souls keeps falling down the list, is because even though I think From Software is much better at level design, and you could definitely make content complaints about Nioh as well, but Nioh has that type of technical combat system that I like fawn over and love fucking with, even when...

Gagan: I would rather get my ass kicked in Nioh than get my ass kicked in Dark Souls, is the way I look at it.

Gagan: It's just because when you get going in Nioh, Dark Souls can never compete.

Gagan: That type of fix that Dark Souls provides, it's really good in eor D game, but I've always thought it's better done in D games, that very tight positioning and tight enemy placement gameplay, or in really good first person shooter at least.

Gagan: I like the sauce.

Gagan: I like to be in on the action and be more of an active participant, and I think Nioh does it much better, so I'll put Nioh at th.

Gagan: I will put Tekken at rd.

Gagan: The first thing to learn with that game is look up what Korean Backdash is, and then the way that change is neutral is really fascinating, because Tekken now, I feel like it has a little bit of every fighting game in its neutral in that it's a very footsies game.

Gagan: Footsies means you're sort of poking at each other.

Gagan: So sort of like, you're poking at each other's range where you can't like really convert into real combos, like you're trying to get them to be like, yo, I'm here.

Gagan: It's a very, in tag games, you're worried that one bad step will actually erase your entire health bar.

Gagan: Like in those games, you can get combos long enough that it like destroys you.

Gagan: And in Tekken, one really bad play in neutral gets you blown up for a lot of damage.

Gagan: So you're playing on like this razor's edge.

Gagan: And like the thing with Korean Backdash is it's based around a fun movement system.

Gagan: You know what I mean?

Gagan: Like moving and grooving is, in the history of video games, like I think movement is the secret sauce for a lot of games, you know what I mean?

Gagan: Like moving around projectiles in Doom, moving as Mario, moving in Quake, and in fighting games it is very much about movement.

Gagan: Like one of the issues with our th place is that it has a very powerful movement technique that is very one dimensional.

Gagan: So yeah, that sort of hurts it a little bit.

Gagan: Combos are really fun to learn in that game.

Gagan: Even if they're a bit dialy, they are not repetitive necessarily, just because, or not repetitive, redundant.

Gagan: And yeah, you have the asymmetrical matchups.

Gagan: The character I like playing, Nina Williams, she's very big on frame trapping people.

Gagan: It's...

Tom: I was in Tag Tournament a big Naina fan.

Gagan: Nina is great.

Gagan: And then the pro scene is, professional Tekken is legitimately hype.

Gagan: The crowd's hot into it.

Gagan: The players are really good, worth watching.

Gagan: Number two, so number one and two are Bayonetta and Devil May Cry in exactly that order.

Gagan: The reason I went with that order is I probably want to like Devil May Cry more than Bayonetta, but I spent basically the entire decade not liking a video game more than Bayonetta.

Gagan: So I kind of want Bayonetta to still have the win, even though, you know, in the final year, a game came along that I love as much as Bayonetta.

Gagan: Plus, I think it's fitting for a podcast that Bayonetta wins.

Gagan: So there you go, that's my top ten.

Gagan: As you can see, I give no fucks about Influence.

Gagan: I only care about the games that appeal to Gaggan and Gaggan only, because all of these games, well, not all of them, but enough of them are not exactly commercial darlings.

Gagan: I think the most successful game is Rainbow Six Siege on this list.

Gagan: No, yeah, it's definitely the most successful.

Tom: Wouldn't Tekken be pretty successful?

Gagan: Successful, yes, but not Rainbow Six Siege.

Gagan: Not on the same level.

Gagan: Rainbow Six, Tekken, I think, is like million, million sold, which isn't that much higher than Novo Micro you know what I mean?

Gagan: So, I mean, Rocket League is probably...

Gagan: Rocket League and Rainbow Six Siege are both highly successful titles, though.

Tom: Yeah, I forgot about Rocket League.

Tom: That would probably, actually, surely be more successful than Siege.

Gagan: I don't think so.

Tom: That was a massive hit, surely.

Gagan: It's a massive hit, but I think Rocket League is still bigger.

Gagan: I mean, Siege is bigger.

Gagan: I mean, plus I think if you throw in the microtransaction bullshit, I think they make more money.

Tom: Well, it is Ubisoft, so.

Gagan: Listen, it came at a cost, let's just say.

Gagan: But yeah, that's my games.

Gagan: I like gameplay.

Gagan: Please give me games.

Gagan: Doom looks cool, Ori looks cool, Nioh looks cool.

Gagan: I want those.

Gagan: Please release Bayonetta

Tom: Yep.

Gagan: Do not make a Yakuza combat like Yakuza ever again.

Gagan: Yakuza had good ideas.

Gagan: Please keep building on that.

Gagan: You need to send a public apology for Kiwami Negotiate.

Gagan: Please make Binary Domain

Gagan: What else would you like to tell the people, Thomas?

Tom: I was just going to say two of your games made my list.

Tom: I'm sure you can guess which ones.

Gagan: Antichamber and Bayonetta.

Tom: Yes.

Gagan: Good.

Gagan: Oh yeah.

Gagan: I'm proud to have gotten you...

Gagan: I'm proud to have provided you the wisdom that is Bayonetta.

Gagan: It's great.

Tom: You didn't.

Gagan: I did.

Gagan: Okay.

Gagan: First of all, come on.

Gagan: All right.

Gagan: Come on.

Gagan: Second of all, come on.

Gagan: All right.

Gagan: Third of all, the other big reason I would put Bayonetta over Devil May Cry

Gagan: If I...

Gagan: Devil May Cry I think is funner to learn the combos and just expressing yourself than Bayonetta.

Gagan: Just more freeform.

Gagan: That just cannot be debated.

Gagan: and I think boss fights are more fun to like fuck up in Devil May Cry than they are in Bayonetta as we establish.

Gagan: Yup.

Gagan: But I care about the mechanics that get used against a player and I find Bayonetta's enemies are nothing short of excellent.

Gagan: And they're much better than the Devil May Cry enemies.

Gagan: In fact, you could probably take a lot of DMCenemies to task.

Tom: That's why I love Bayonetta.

Gagan: That's why Bayonetta is number one on both of our lists.

Tom: Sadly, it isn't number one on my list.

Gagan: So I'm glad NC Chamber is number one on your list.

Tom: It isn't.

Gagan: Have I restain Tom?

Tom: No.

Tom: Number one will be, um, I don't think you'll be a fan of it.

Gagan: That's fine.

Tom: I'm not sure if you've heard of it either.

Tom: Yeah, just the last thing on both of our lists, it is a disappointment that we both failed to get Hotline Miami into our top

Gagan: I want to put Hotline Miami, but it was a really good decade.

Tom: Yeah, absolutely.

Gagan: And that I'm obligated to put Dragon Ball Fighters on my list because it's like the more I've like learned fighting games, the more I'm like, yeah, Dragon Ball Fighters is more like a seven.

Gagan: But then I keep putting more hours into that game.

Gagan: So that's like, I guess I have to like put this game on the list because I love this stupid game.

Gagan: But it's busted.

Gagan: But okay, so.

Tom: You're putting it there to justify the fact that it has destroyed your life entirely.

Gagan: No, I love it.

Gagan: I love it.

Gagan: It's so fun.

Gagan: Every now and then, I get like a really, really satisfying win in that game after a long today.

Gagan: I beat someone in that game.

Gagan: I was going to leave when the set was at

Gagan: I didn't know we were playing that long, but the guy asked for one more match, one more match was like, OK, fine, I'll do one more match.

Gagan: He started.

Gagan: I got him down three characters to one.

Gagan: He started coming back with his last character.

Gagan: He had my last character dead to rights.

Gagan: He missed his pick up on the combo.

Gagan: I mashed Super Dash so fast and then a few jabs, I did a super and I was praying the whole time, like, please kill, please kill, please kill.

Gagan: I set to the animation, it killed, I was like, yes.

Gagan: Those are the things I love about fighting games.

Gagan: When someone else chokes and you fucking steal that win from them.

Tom: Nice.

Gagan: Yes.

Tom: Before we go, just on fighting games, what are your thoughts on the Smash Bros.

Tom: series?

Gagan: The first one is an interesting concept.

Gagan: Melee is a fantastic game and arguably the deepest game Nintendo's ever made, right?

Gagan: At least multiplayer-wise, it's definitely like without here.

Gagan: The stuff people do in that game from the movement is just, yeah, like you can hear the terms wave dash, L cancel, pivoting and all that dash dancing and all that sort of shit.

Gagan: But it's like when you see it applied in space, the way people move, it's like, okay, yes, that is very much a different game from the Smash Bros.

Gagan: you play with your friends, right?

Gagan: I think Sakurai is very misguided and it's unfortunate that he refuses to make a game like Melee ever again because I don't think, I don't think Smash Bros.

Gagan: needs to be dumbed down and erase that stuff to appeal to casuals.

Gagan: I think the game is flexible enough with its modes and items that casuals are in.

Gagan: It's fun.

Gagan: I think Melee still feels the most fun to play because everyone is fast and snappy and quick.

Gagan: There's a tactile nature to that game that still feels great today and you can still maintain the depth that your pro level and like your enthusiast crowd would love, right?

Gagan: Like Melee to me is that lightning in a bottle video game where they actually nailed like the perfect, this appeals to a mass broad market but there's a game with layers in here for like people to really like show their stuff.

Gagan: That's a shame.

Gagan: Brawl is shit.

Gagan: Adding tripping is dumb.

Gagan: It ruins a lot of the play in that game.

Gagan: I don't care that the party game part of the game is fun.

Gagan: The party game in Melee is fun.

Gagan: The difference is Melee also happens to be a good game on top of that.

Tom: The party part is also better in Melee anyway.

Gagan: I agree with that.

Gagan: I think Smash was a better version of Brawl and less shit but still a bit tedious when you want to learn to get good at it.

Gagan: You reset to neutral too much.

Gagan: Same issue with Ultimate but much better than Smash

Gagan: But a similar problem.

Gagan: At the end of the day, they've just made what if Brawl was good, which is fine.

Gagan: But it's not going to reach the heights of Melee.

Gagan: That's my take on Smash Brothers.

Gagan: I think it is a fighting game though.

Gagan: That's a dumb conversation to have that it's not a fighting game.

Tom: Well the thing that I find fascinating about Melee in particular is obviously it's a fighting game but it's like a combination of both fighting and wrestling.

Tom: And I can't think of any other fighting games that really have a wrestling element to it.

Tom: Well, not with stand.

Tom: What's that?

Gagan: Because of the ring outs?

Tom: Yeah, because of the ring outs.

Tom: And it does change drastically how the matches play out compared to other fighting games.

Gagan: It is a different game.

Gagan: Yeah, the ledge game is completely different in Melee.

Gagan: You play under the stage sometimes, which is nuts.

Gagan: But yeah, that's a cool game.

Gagan: A few tangents I did forget.

Gagan: Funny thing, the dash, I did forget to bring this up with the dash in Ori.

Gagan: I'll try to make this quick.

Gagan: On the forum reset at NeoGap the Ori director is on the forum and he was not happy with fans noticing that Ori may have took mechanics from Hollow Knight or Hollow Knight, because apparently Hollow Knight invented the dash mechanic in video games because Mega Man X never happened or something or all these other mechanics that these games clearly have stolen from Castlevania and Metroid.

Gagan: He could have just pointed out how many different games all these games borrow from, but he and I don't want to throw him into the bus, but he was such a goddamn sixth grader about it like I didn't even I didn't even like Hollow Knight when I played it.

Gagan: We sold more than them anyway.

Gagan: Like it was like bro.

Gagan: Why did you bite this?

Gagan: It was like three idiots on a forum.

Gagan: What are you doing?

Gagan: So it was just so pathetic for a guy that just like made a cool game.

Gagan: It was like come on man.

Gagan: Don't do that.

Gagan: Don't do that.

Tom: I love when people do that, it's amazing.

Tom: Where an author engages in this like thousands of posts discussion with people criticizing his book, which was some about I believe a traveling teddy bear or something, which is as weird as it sounds, looked all right for what it was, but the thread is just amazing.

Tom: And I am in full support of everyone willing to do something as ridiculous as that.

Gagan: I think it's funny when you're actually dunking on someone who deserved it, but it's like why are you taking jabs at like another indie game?

Tom: No I don't mean the people criticizing them, I mean the person engaging in the with people criticizing them.

Gagan: No, yeah, yeah, yeah, no, no, that's just, no, no, I agree, it's just, it's, it's, I don't know, you should handle it better, come on.

Gagan: But that was it.

Gagan: I remember I wanted to say that to Ori on this podcast, just because like, I knew you would appreciate it.

Tom: Yup.

Gagan: But yeah, that'll do it for us.

Tom: So was that everything you wanted to say?

Gagan: That was mostly everything I wanted to say.

Gagan: There's things we can say for Smugcast

Gagan: Maybe I'll have Ori beaten by Smugcast

Gagan: Maybe that'll be the Smugcast game.

Tom: Maybe I will have played beyond the menu of Ori by then.

Gagan: What did you want?

Gagan: What do you think you want to do for a Smugcast ?

Tom: I'm thinking Super Metroid.

Gagan: You want to play Super Metroid?

Gagan: You should play Super Metroid.

Tom: Because I started it.

Tom: I started Super Metroid.

Tom: And I played up until the game actually began properly.

Tom: So basically just a little bit past the Ridley fight.

Tom: And that was an amazing opening.

Tom: But one thing I'll bring up before we go just because it is topical is due to the pandemic that is currently occurring, the Formula One season, like many sporting events, has basically been cancelled.

Tom: And as a replacement for it, they will be doing races in Formula One not all the drives, but some of them with notable sim races, or at least popular ones on YouTube, which could be a massive train wreck because when actual racing drivers take part in sim racing games, when they aren't also sim racers, they usually, one, don't give a shit, and two, do not follow the extreme etiquette that there is in sim racing, which there isn't in actual racing, which usually results in some hilariously chaotic races where usually the majority of the field crashes out in the first corner of the beginning of the race.

Tom: And there have been a few races since the Australian Grand Prix was cancelled that are unrelated to Formula One on iRacing involving more non-mainly, non-sim racer actual racing drivers and the results have been hilarious.

Tom: So it will be interesting to see if they are going to actually attempt to finish the race in the Formula One sponsored events.

Gagan: On that note, soccer is still bad so like really if soccer is off TV it's nothing of loss to society and-

Tom: Well the A-League is still going.

Gagan: Since I am still-

Gagan: they have the nerve to call a soccer league the A-League?

Gagan: It's more like the F-League anyway.

Gagan: The other thing I want to say-

Gagan: The other thing I want to say is how I'm coping with the lack of sports in my life is that I started watching this guy who makes videos of marbles racing down a hill.

Gagan: I don't know if you've seen this before.

Gagan: And the marbles have names like Comet and like Flash and White Lightning and, you know, it's like Baker's Dozen and I'm just like, man, Baker's Dozen, how could you go to the high side in the pitch?

Gagan: You have to stay inside.

Gagan: It's the quickest way around the track.

Gagan: Everyone knows this.

Gagan: It's intense, man.

Gagan: Please bring sports clothes.

Gagan: Obviously people's lives are in danger.

Gagan: Maybe the governments of society should get their shit together and make sure all of us can stay safe and get back to work.

Tom: It is interesting when the state government simultaneously releases a statement through the DHS that people should immediately rush out and get a month's supply of medicine and food then complains when people start panic buying.

Tom: It's an interesting strategy there.

Gagan: My president of the United States of America, the embarrassment that he has, two years ago got rid of the division that handles pandemics and shit like that because probably he thought, when the fuck are we ever going to need this?

Gagan: And then of course, two years later, properly, we have a pandemic that might threaten % of the US population, which please stop saying just % of the population because it makes people think that's not that big of a deal.

Gagan: But % of the population is like millions of motherfucking people dying.

Gagan: Millions, not hundreds, not thousands, millions.

Tom: That's pretty serious.

Tom: And millions more who will have had badly damaged lungs for the rest of their lives.

Gagan: Yes, so these are a bit scary times, weird times.

Tom: And don't race against actual racing drivers instead.

Gagan: And never race actual racing drivers instead because they have poor etiquette.

Gagan: Also, it seems like they can't drive.

Game Under Podcast 120

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:09 Aaron "Cellar Monster" Mullin Returns
Feature - Devil May Cry 3
0:01:46 It's Influences and Place in the Series
0:08:43 Discussion of Bosses
0:18:40 Level Design
0:38:57 What's to Come in DMC4 and 5.
0:42:30 "Remember Console Wars?"
0:43:19 Overrated?
0:52:45 Weapons Discussion
0:58:00 Fighting Styles
1:02:25 Music
1:09:55 Story and Characters
1:20:20 Dante Voice Acting
1:26:00 Tom's and Aarny's Score
1:30:00 Broader Discussion of the Genre and Aging

First Impressions
2:04:10 Astral Chain (and back to DMC)

Outro (The views and opinions expressed by Aaron Mullin do not necessarily reflect the views or positions of The Game Under Podcast) 2:10:40 VGPress and Defamation

Transcript
Tom: Hello and welcome to episode of The Game Under Podcast.

Tom: I am your host Tom Towers, and I am joined by the ever-present Aarny.

Aaron: I'm always here, never leaving.

Aaron: I'm the Cellar Monster that you bring out for Devil May Cry news.

Tom: You've never missed a show that is about Devil May Cry at least.

Aaron: I fucking hope not because, you know, if it's just chatting, but it's, you know, unearthed me, like, unlock the door and let me out.

Tom: And I think this episode is episodes late.

Tom: I think we were meant to talk about Devil May Cry in episode

Aaron: Yep.

Tom: That was our prediction.

Aaron: Well, that's your fault for taking so long to, you know, play

Aaron: So don't make any predictions at the end of this episode about Devil May Cry

Tom: Let's predict we'll be doing that by episode

Aaron: Yes.

Aaron: Okay, that's reasonable.

Tom: But hopefully not specifically episode because then we may have to hold it back.

Tom: But I will preface everything I say about Devil May Cry because judging by the notes, it could be misinterpreted by saying that I thought Devil May Cry was very, very good and one of the best beaten ups I have played.

Tom: And certainly a huge return to form after the second game.

Tom: But to me, the first in the series remains by far the best.

Tom: And you could argue, I think quite easily, that the mechanics in are a lot deeper.

Tom: They're certainly with the style switching much more depth to them in that there's more ways to play.

Tom: Dodge works in a much more dynamic and fun way now, similar to basically all modern beat-em-ups.

Tom: Was Devil May Cry the first that had such a free-flowing and easy-to-use dodge mechanic?

Aaron: I'm not too sure about that, because I think Ninja Gaiden came out before it, and it did have like a proper role.

Tom: Okay, yeah, if Ninja Gaiden was before it, then that would definitely be the one.

Aaron: Yeah, but then Devil May Cry came in and kind of refined that again.

Tom: Yep, from what I remember of Ninja Gaiden, the dodge, the animation was a lot longer than in

Tom: So in you can basically instantly go back into combat, whereas in Ninja Gaiden, you had to really think about your timing beyond just avoiding the enemy's attack.

Tom: And you also moved a further distance, from what I can recall as well.

Aaron: So what you're saying is Ninja Gaiden is the Dark Souls of Beat-em-ups?

Tom: Yes.

Tom: I think that's what most people say, but why Dark Souls isn't the Ninja Gaiden of Action RPGs, I don't know.

Aaron: That's more like it.

Tom: But so the style switching adds a huge amount of depth to it, from the dodging to the one which basically gives you an extra attack button as well as your standard attacks.

Tom: The one problem with it is, and apparently this is solved by mods on PC and later games in the series, you can't use them all at once.

Tom: So it feels more limited than it should, and you can't take full advantage of the added depth because later game, later beat em ups essentially have all the stuff you get from the style switching in Devil May Cry but allow you to do it all at once without having to switch between the styles at the statues or at the beginning and end of levels.

Aaron: She'd probably say as well that they just announced the switch port of Devil May Cry is going to have style switching.

Tom: Yes, they did.

Aaron: And it's going to have like you can use most weapons, they're all weapons instead of just two each.

Aaron: I think it announce that too.

Tom: That'll be another massive improvement.

Aaron: And there's a third announcement waiting.

Aaron: You know, they haven't announced it yet, obviously, but it's coming, you know, and it's got maybe a week or two and who knows what that's going to be.

Tom: So what else can they add?

Aaron: That's what I secondize it.

Tom: What the like a like a boss rush or something like a bonus character Bayonetta.

Aaron: You can play it here.

Aaron: You can play as Lady, maybe like in Devil May Cry

Aaron: Spoilers.

Aaron: Special Edition.

Tom: Possibly.

Aaron: Maybe.

Aaron: Well, who knows?

Tom: Is Lady the Bazooka chick?

Aaron: Yes.

Tom: Forgotten the name.

Tom: Yep.

Tom: You got the bazooka at least in this.

Tom: Yeah.

Aaron: Catalina.

Aaron: That's a weird, weird, weird weapon.

Tom: But it was quite effective against the fucking dolphins.

Aaron: Dolphins?

Aaron: Who are the dolphins?

Aaron: Oh, from...

Tom: That's the Blobber Boss.

Aaron: Arkham's boss, yeah.

Aaron: Which everybody...

Tom: Attacks you with sperm dolphins.

Aaron: Everybody agrees that that's one of the worst bosses in the series.

Tom: I ended up liking it because it was so...

Aaron: Shit.

Tom: Mind-blowingly stupid.

Aaron: Now, try playing that in Dante most Dying mood, and then you'll be like, OK, this is a fucking train, right?

Tom: I can imagine.

Tom: But speaking on the bosses...

Tom: Actually, no, before we move on from the mechanics, I've seen a lot on the internet that people think the combat feels much better in this than in the original Devil May Cry.

Tom: To me, other than the addition of dodging, which completely changes how you can approach combat, and the extra attack is also quite useful, I didn't really think that it felt significantly different to the original Devil May Cry in terms of satisfaction and tactility.

Tom: To me, it just had significantly more depth rather than feeling a huge amount better.

Aaron: I would argue that it's like, one's the more tactile kind of, you know, you have a certain arsenal of things, and it's limited, but you can use it in flashy ways, but three's got more of like, here's a fucking metric shit ton of things you can do, so you can go crazy with it, so it is more about being flashy and being dancy, rather than like one that's meant to be like, here's the best way, you know, it's not as flashy, but it's more, it's less show-body, but it's more like restrained in a kind of way, obviously because it's, you know, it's of its age too.

Tom: Which to me I think probably ended up feeling a little more satisfying, just because you are limited, and it makes it feel more difficult, even though obviously getting a high ranking on Devil May Cry requires a lot of skill and finesse.

Tom: Due to the greater freedom it affords you, it ends up feeling less satisfying when you actually do it, or it did to me at least.

Aaron: See, I wouldn't necessarily agree with that, but like I think 's combats, you know, you know yourself and people listening to this, you should know as well, is still my favourite game of the series.

Aaron: You know, so I'm not saying that 's better than by saying this here, but I would, encounter by encounter prefer the general gameplay of over

Aaron: But again, 's just got a satisfying, every hit just kind of wallops the enemy.

Aaron: It's got a nice impact, especially when you're using Efra.

Aaron: That kind of and onwards don't have, because it's kind of just more quick and flashy, and less kind of impactful in a way.

Aaron: Maybe that's just down to like animations and sound effects at the same time.

Tom: Yep, and I was referring specifically only to the mechanics there, rather than the encounters as well, than the boss battles.

Tom: However, when it does come to the enemies and the boss battles.

Aaron: This is where it falls apart for me as well.

Aaron: More anime-based, but...

Tom: Yeah, I don't know what the fuck happened in Devil May Cry

Tom: Again, it's certainly an improvement on but in my estimation, it does not compare to the original.

Tom: There are some boss battles in it that are absolutely spectacular and tremendously enjoyable.

Tom: Like the second Virgil boss battle.

Tom: It's the second one, right?

Aaron: He has used that one.

Aaron: He has the Beowulf gauntlets and Cynic Circle and Sade Ring.

Tom: Yeah, that is like the greatest boss battles in Bayonetta and where it is like you are playing a standard D fighting game, except it's in three dimensions and it's less restricted than a fighting game.

Tom: Not that that's an issue in fighting games, but it has that same feel to it where you've got to learn every single move of your opponent, all their little shows as to what attack they're going to be using, and also have a strategy to respond to each of those, which is something that a lot of Bayonetta bosses do exceptionally well.

Tom: And this is a pretty new thing to the series, and it does it as well as the best bosses in Bayonetta here.

Tom: But, yep, but a lot of the other bosses, to me, they had interesting patterns sometimes, and were often visually quite interesting, like the boss battle against the Bat Guitar Lady, and what's the Cyclops boss battle as well was kind of funny, where you could basically blind him, and just completely fuck him up.

Tom: But to me anyway, it didn't really feel like you had to pay too much attention to learning what they were doing.

Tom: Once you kind of got a general idea of what they were meant to be doing, you could pretty easily combat them, and sometimes the freedom of what you were doing, like in the mechanics, but in the boss battle, sometimes it didn't quite work to make them interesting.

Tom: Some of them, for instance, the...

Tom: is it Cerberus, the ice boss?

Tom: To me, that was just way too easy to knock him down and then just completely destroy him in a few attacks, or completely cheese it by just standing off to the side and slowly killing him.

Tom: But both...

Tom: one of them in theory requires skill, where you just did so much damage to him with some cool combos, you knock him out, and then you can basically just kill him before he wakes up again.

Tom: In those moments where you figured out a thing like that in The Original Devil May Cry, or you figured out a strategy of cheesing a boss that was difficult, those were actually really satisfying.

Tom: Again, because you kind of had to pay more attention to what they were doing, because they were more dangerous and because the mechanics were more limited, that Greater Freedom here, to me, didn't produce as enjoyable an experience in attacking them.

Tom: Again, if you just want to play it like you were in the tutorial of a fighting game and just doing ridiculous combos, I can see that that would be an advantage.

Tom: But to me, that isn't as interesting as attempting to do something stylish while also having to deal with an enemy that is actually dangerous and that you have to figure out how to deal with.

Aaron: See, that's what I said in my review of DMCwhen I kind of said how some of the enemies in and I'll just stick to for now, they take away your ability to...

Aaron: I describe it as an expression through action, through stylish action.

Aaron: These games are for you to show off what you can do with the weapons and the combos and all the abilities and stuff.

Aaron: So when there's an enemy or a boss that restricts you and puts you into a pinhole of you have to do this very specific thing or, you know, to beat it...

Aaron: like Gigapede, you know, the big fucking millipede motherfucker...

Tom: That flies around in a circle?

Aaron: Yeah, he is like...

Aaron: I would consider him restrictive because obviously he's completely gone for sections of it, like he's in the tunnels.

Tom: Yeah, you've got a very limited time in which you can actually attack him.

Aaron: And then when you're just standing there, you're just like, yep, okay.

Aaron: And then when he's back, obviously you can jump on his back and then go to town on him, but it's a different thing than when an enemy is there and you're countering it, like Virgil, for example.

Aaron: That's a good example because he is, I would consider him one of the best design bosses in Devil May Cry history basically, because he's got like...

Tom: Absolutely.

Aaron: He's right on you at all times.

Aaron: He's completely offensive.

Aaron: You have to keep your eyes open.

Aaron: You have to keep the offensive, keep damaging him.

Aaron: And it's a one on one battle the whole time, but there's no like kind of beating around the bush, like Gigapede and like Guryun, the big fucking time horse.

Aaron: That's another kind of annoying one.

Aaron: Like, what the fuck are these bosses that are just...

Aaron: It's just him circling around.

Aaron: Running around in a circle.

Aaron: And you're like, what the hell do I do when I'm...

Aaron: I know you can like trickster dash at them and stuff like that, but you still feel like you're chasing after them rather than having an actual battle.

Tom: Yep.

Tom: They're all really passive, and you're basically the one attacking them rather than them attacking you so that you have to both defend yourself and counterattack.

Tom: Yeah.

Aaron: So that's, you know, again, like the Hellvanger, that's technically the first boss.

Aaron: It's the one you fight in Mission

Aaron: It's the big...

Aaron: It's the big fucking...

Aaron: It looks like death.

Aaron: Like it looks like the Sin Scissors from the first one.

Aaron: I consider that a lot of great boss because it attacks you.

Aaron: It flies around, but it also attacks you while it's flying around.

Aaron: So you have to keep dodging and stuff like that.

Aaron: That's an offensive boss.

Aaron: And then when it's defending, if they work away around, like around, when it's defending with its safe, like it's blocking your attacks, you have to think, how do they deal with this right now?

Tom: And I do have to mention the opening to Devil May Cry which climaxes with that battle, is just absolutely incredible.

Tom: The tutorial, literally the tutorial is one of the most, for many other action games, would be one of the most intense moments in the game as a whole, and it is the tutorial.

Tom: And it begins with an absolutely hilarious cutscene as well.

Aaron: It's just Dante annihilating his shop, his own shop, for no reason.

Tom: Yep.

Aaron: That's the same, see the first, see the first like, I'd say, seven missions, they're like perfect.

Tom: Yeah, and then it really loses momentum badly.

Tom: And, go on.

Aaron: No, I was just going to say, we'll get the level design in a minute.

Tom: Yep, I was going to say, before we move on, the boss is another example of a boss that was slightly more aggressive, not so much because the boss itself was, but just because there were two of them, is the Aarny and...

Aaron: Rudra.

Tom: Ifrit, or Rudra, yes, Aarny and Rudra boss battle, where you're fighting against two enemies at once, very reminiscent.

Tom: A lot of these bosses, you'll notice, are straight out of Souls games, like the Chariot boss in Dark Souls and the fight in Dark Souls as well, where you're against two dudes.

Tom: They're both out of Devil May Cry

Aaron: The Aarny and Rudra?

Tom: Yeah.

Tom: There's a boss battle in Dark Souls that is pretty much identical as well, where you're against two dudes with two different weapons.

Aaron: I can't remember.

Tom: I think one has an axe, and the other a spear or a sword.

Aaron: You're thinking of the first game when you fight fucking Ornstein and Smough, the big fat guy and the skinny kind of guy.

Tom: Did I get up to that in Dark Souls ?

Tom: I thought I didn't get very far into it.

Aaron: I got those.

Tom: Maybe there's a version of it in

Aaron: One of those guys is in but he's just by himself.

Tom: Well, I definitely fought two enemies at once.

Aaron: There's plenty of bosses in that game that are just like nine enemies in a room, and you're like, this is a great design game.

Tom: Just two that were straight out of three.

Tom: But in any case, whichever game it is from, Souls is clearly very inspired by Devil May Cry in general, but two bosses from three, they basically just plagiarise.

Tom: But the boss battle, Aarny and Rudra, is another example where the boss battle is much more enjoyable again, because although neither boss is particularly aggressive on its own, because there are two at once, it obviously doubles the lack of aggression resulting in minor aggression in total.

Tom: But yeah, the level design and the design of a lot of the normal fights, I have no idea what happened here, because the problem with the bosses of very passive enemies is really notched it up to

Tom: There are so many moments where you just have these fucking, a bunch of archer dudes just spitting at you from a distance that is so easy to avoid.

Tom: Or those floating dudes that just float around the level in a completely preset manner and basically offer no threat to you whatsoever and are just kind of awkward and annoying to attack and not interesting to attack.

Tom: And again, even if you do do a cool show-off combo against these things, because they're basically just standing there, it's of no interest.

Tom: It's like they took the statue games, the statue enemies from the original game, and they turned them into literal statues that rather than transforming themselves from statues into an enemy that attacked you, they just remained a statue that you just attacked at will.

Aaron: Who are the statues in the original game you're talking about?

Tom: I'm sure there were a couple, weren't there?

Aaron: No, I don't think so.

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

Tom: I'm just thinking of the puppets, for instance, when they first appear, are just hanging around in the level.

Tom: And I think another enemy, one of the statues transforms into a ghost or something like that.

Aaron: The The Sin Scissors comes out of a painting.

Tom: Yeah, yeah.

Aaron: But I'm looking at the list of the enemies here and other than the Seven Hells, aka the fucking Grim Reaper looking motherfuckers, I would get rid of every single one of these other enemies.

Aaron: Like you've got the you've got the RO guys you're chatting about, the enigma, the Chessman, I fucking hate the Chessman, the Blood Goyle.

Tom: The one thing I will say for the Chessman, it doesn't apply to the fight towards the end.

Tom: In one of the bonus fights in the ridiculous maze level, you enter a very thin corridor slash room, similar to the area where you've got a few corridors and a lot of them appear.

Tom: It's like that except there's four or five times the amount and there's so many of them that even though they attack you every seconds, kind of like the doubling up of a boss, you actually have to kind of be paying attention here.

Tom: And that was super satisfying.

Tom: And you were really rewarded for being stylish.

Tom: That's the other thing, because the enemies are so passive and pathetic, your only reward for actually playing well and showing off and being stylish is in the rank you get.

Tom: Whereas in Devil May Cry if you were not doing that, you were punished by the enemies doing better against you.

Tom: Here, the only reward and positive reinforcement for it is literally just the score you get, which again removes a lot of the satisfaction, at least for me.

Aaron: Yeah, it kind of ties back to what I was saying about the Gigapeed.

Aaron: Like if you're not styling against it, you just kind of stand there.

Aaron: But in one, if you're not styling against fucking Nilo Angelo, he's coming at you with his giant broadsword and fucking taking away % of your health in one fucking hit.

Tom: Yeah.

Aaron: You know what I mean?

Tom: Exactly.

Aaron: All the enemies.

Tom: Rather than just floating off and hiding.

Aaron: And just looking at you going, oh, you can get me, couldn't you?

Aaron: And you're like, aye, this is fun.

Aaron: See, I'm thinking of the Angel motherfuckers, you know, those guys.

Tom: Yep.

Aaron: And they literally just float around and you're like, this is just not bad.

Aaron: I just don't like any of this.

Tom: Yep.

Tom: And the level design, again, the original Devil May Cry is basically a masterpiece of level design.

Tom: It is one of the most intuitive and natural feeling areas in any game ever.

Tom: It's on the level of something like the Resident Evil Mansion.

Tom: Even though it's really linear, it manages, and though later on you do sort of explore a bit on your own, but the way it pushes you through the level, it somehow makes you feel like you are exploring it yourself.

Tom: And it just rewards you with little bits of mystery and foreshadowing moments throughout it as well at the same time, and the backtracking through it, again, they change up little things about it that just makes it interesting the entire time.

Tom: And it all makes sense as you would expect an actual architectural thing to be.

Tom: And Devil May Cry was, God knows if there even was any level design in that, but is only marginally better than

Tom: A lot of it is really convoluted.

Tom: None of it makes sense as actual architecture.

Tom: And when you were backtracking, they don't really throw in particularly interesting things.

Tom: There's also hardly any foreshadowing.

Tom: And it's just that there is nothing interesting in exploring it or the illusion of exploring it.

Tom: You're just sort of going through it to get to the next fight or to solve an arbitrary puzzle.

Tom: And the visual design of it, again, is completely uninteresting compared to the original game as well.

Aaron: I would say I would agree with most parts.

Aaron: Let me just say something about DMC

Aaron: It just goes to show you how good the level design is because the only thing people can say about it that's bad is the fucking water level.

Aaron: And you can finish those two missions in about like two minutes maybe.

Aaron: But anyway, I have to disagree with you about saying like you don't really explore because remember that towards the beginning of the Tim Negru Olympic Tower, there's like certain doors that you can't go through and there's one actually covered in fire.

Tom: Let me rephrase that.

Tom: Because there was actually more exploration in this than in Devil May Cry

Tom: But for the most part, due to the convoluted nature of the levels, it's just a chore most of the time.

Tom: And secondly, the rewards for exploration are often not very interesting.

Tom: So you might find some of the orbs and secrets and so forth and the secret levels, etc.

Tom: But in the original Devil May Cry, that was worked into the natural intuitive layout of the levels.

Tom: And you would see areas that you thought there might be something up there that you can't get currently and you'd return to it and find out that you could.

Tom: Here, because the areas are designed in a much less interesting manner and more convoluted.

Tom: To me, where stuff was hidden was kind of completely obvious for the most part, with the exception of some of the secret missions, of course.

Tom: But even then, the secret missions often were really signposts compared to the original, which was probably a quality of life thing they designed.

Tom: Because on first playthrough, to begin with, I missed a huge amount of the secret missions until I was really looking for them and paying much more attention to my surroundings in the first one.

Tom: Whereas this stuff was much easier to find.

Tom: That's probably a quality of life thing, but it made exploration much less interesting.

Tom: And because the encounters themselves were often, and the enemies were uninteresting, to me anyway, exploration was then inherently less interesting and enjoyable, because one of the fun things about exploration was finding new enemies and random encounters.

Tom: And that reward is then gone from the level.

Tom: And the maze level is the best example of this, though it did give me the one fight I thought were one of the best fights.

Tom: But when I was going through the maze, I just wanted to get through the fucking thing.

Tom: And exploring it was just a complete and utter chore.

Tom: And the one other thing I'll add on the exploration as well is because of the less realistic architectural design, you're basically just going through a series of basic corridors that lead to different rooms, and sometimes the corridors are pretty big areas themselves that basically constitute an area with lots of enemies and that sort of thing.

Tom: Again, like what I was saying before, you can basically see where everything is immediately.

Tom: So even if you will see something you can't get to now, you can kind of figure out that it will be coming soon or it will take a little bit longer due to the arbitrary and basic way that the levels are constructed.

Aaron: Yeah.

Aaron: Are we still talking about number one compared to three?

Tom: Yep.

Tom: Which is perhaps unfair to Devil May Cry in and of itself, but it is a game in the series and it is held up to be on a similar sort of level as one I'm pretty sure by a lot of people anyway.

Aaron: See, the best example of that is see when you first get to the castle and you walk into the castle and obviously the door shuts behind you, you can look all around that main foyer with the fucking statue and I think there's two exact doors, like there's a red one, the blue one, and then if you look, there's a shot you can see above you and there's like a walkway that's like two stories up and you maybe look at that and go, you know, not think twice about it, turns out like four missions later, you're walking across that walkway and then you're looking down, oh, I was there, look, I've progressed, I'm in new different places in this weird castle and it's like, it's the Dark Souls thing of like, if you look at somewhere, yeah, oh, I've been there, I remember over there and then you feel like you're in this living, I think it's a living, breathing kind of world, instead of just levels of a structure, but they're not really connected at all, so it just feels like levels, instead of you're progressing in a world.

Aaron: And I think the main...

Tom: It feels like you're playing through levels of a game that doesn't have a overall architectural structure to it, yet it's shoved into a architectural structure.

Tom: So you kind of lose the advantage of perhaps tighter pacing in an individual level that you will get if you didn't have an overarching world without the benefits of having an overarching world where it feels natural and you can feel like you're progressing through the area itself.

Aaron: Like that's obviously progressing through games and accomplishment in itself.

Aaron: Like you feel I'm leveling up, I'm progressing, I've beat this game or whatever.

Aaron: But just to see that you've like quote unquote conquered like a previous section of the game, by just being there and like looking down at it.

Aaron: Like say if you're at a vantage point that you couldn't get to before and you're looking down, I walk, I was there and I've, you know, I'm past that part now.

Aaron: Yeah, and like I said, progression in itself along with, you know, the actual progression of the game itself.

Aaron: Like it's just a, it's a similar layer of just, you know, it gives it like a player a sense of like fulfillment instead of just kind of going, ah, level, you know, six beats the way you did it.

Tom: Yep.

Aaron: And there's one thing I will say.

Aaron: Every time I play Devil May Cry I think, oh, I know this game.

Aaron: And then every, every level comes up, I'm like, oh yeah, oh hell yeah, this bit.

Aaron: I love this bit.

Aaron: Like, you know, until the end of the game.

Aaron: And then Devil May Cry it starts off, the first eight levels, I'm like, hell yeah, this bit.

Aaron: I love this bit.

Aaron: And then it starts getting to the certain sections that I'm like, oh, fuck this bit.

Aaron: Like the maze bit you're talking about.

Aaron: I was like, oh, for fuck's sake.

Aaron: Like I played it, I think last year, I played it the year before.

Aaron: Replayed it, obviously.

Aaron: I was getting gear in for TMC

Aaron: And I was like, oh shit, this bit again.

Aaron: Like the maze bit.

Aaron: And then it got to the bit where you have to, you know, the big toggle switch and it switches the whole, like the level, turns the levels upside down, you know, that section.

Aaron: And I was like, this bit fucking sucks ass man.

Aaron: Cause you get lost too easily.

Aaron: And like you end up backtracking through the whole fucking level.

Aaron: And you're like, wait, why am I back at Dante's fucking crib?

Aaron: I should be in the goddamn fucking castle.

Tom: It should really be like levels long because once you get up to the, imagine this was pacing, you're going along, you get up to the second Dante fight.

Tom: Then it basically skips to, yep, sorry, Virgil.

Tom: Then it basically skips to where you're up to Blob or around there.

Tom: And just continues to the end.

Tom: Because basically the first seven or eight levels significantly better than the rest of the game until you get to the last few levels.

Aaron: I think it's, if I remember right, this is just me going off spitballing memory, it's...

Tom: Yep.

Aaron: Missions to about that just reek of ass.

Aaron: And then like everything, you know, some levels have their problems in between that and like after that and before that, but like they're okay enough so you can kind of just glide past them.

Aaron: But those specific levels are the ones that you're like, oh, backtracking, oh, new enemies that just float around and flew away from you.

Aaron: Like, oh, at least bosses are fun to play as, you know what I mean?

Aaron: Because I think it's exactly-

Tom: That would be probably a fairer summation than mine.

Aaron: So what is the mission?

Aaron: or at Dante gets his devil trigger.

Aaron: It's or and then it's Leviathan's, like, you know, obviously Leviathan.

Aaron: It's when you get back to the time they grew and then it starts getting a bit, like, sideways and it's just getting a bit convoluted.

Aaron: And you were talking about, like, what was it that you described the secret missions as in this one?

Aaron: Like, they're designed to be this more apparent to everybody, even though they're fucking secret missions, but whatever.

Tom: I said they're much more signposted.

Aaron: Signposted.

Tom: Find them so much more easy.

Aaron: Like the game itself is designed that way, so you can kind of, it's what it's supposed to be in a way, but like, maybe it's just us being fucking stupid, but there's certain missions where it's just so easy to get lost.

Tom: Yeah.

Tom: Well, that's one of the weird things about it is cause they signpost things like the secret missions, much more than in the first game, but then some of the missions, you have no idea where you're meant to be going, and it's just a complete chore to navigate.

Aaron: See, that's the thing about-

Tom: And figure out what you're meant to be doing.

Aaron: I said this in the, I assume I said this in the previous podcast, but when you're backtracking in Devil May Cry as you said, it doesn't change the architecture too much, but it blocks off places that you shouldn't be going.

Aaron: Like it completely gets rid of doors, because this is a spooky mansion.

Aaron: You know what I mean?

Aaron: It blocks those places off.

Aaron: So, oh fuck, I know where to go, but it's this giant new door that I'm looking at, like opens up whole new sections of the mansion.

Aaron: And this is meant to be the backtracking parts.

Aaron: It's like, it's fantastic.

Aaron: And obviously in this game, when you backtrack, everything looks the exact same, and the same enemies, you have the same enemy encounters, so it just gets confusing.

Aaron: Like I've been here, but is this new?

Aaron: Is this like, is this old?

Aaron: I can't tell anymore.

Tom: Confusing and repetitive.

Aaron: Yes.

Tom: Boring.

Aaron: So that's my-

Tom: Trifecta.

Aaron: Yeah, me and problems with-

Tom: And part of that gone.

Aaron: We're about to be schooled by the VG press, Devil May Cry guys, because we're slagging here.

Aaron: That's just, that's the main, I've always said that's the people that asked me, I've always said that the DMC's major problems are a lot of the enemies are fucking shit.

Aaron: And the level design just tanks like towards the end.

Tom: And part of the big issue with the navigation stuff, like with how it's signposted yet gets confusing is, that's something that a lot of games, in my experience anyway, that going for this sort of middle ground between a completely unrealistic world architectural design, yet an overarching sort of area run into.

Tom: And the funniest example of it is the Uncharted series in Last of Us.

Tom: It's not as bad as in Last of Us, but it's hilarious in Uncharted.

Tom: Well, Uncharted isn't an overarching world.

Tom: A lot of levels are designed in that sort of way because they're pretty big and long.

Tom: But in Uncharted, they colour where you're meant to be going differently to what you would expect the colours to be.

Tom: Yet inexplicably, half the time, there will be areas that they haven't done that with, or because this completely ruins their colour palette in the design of the level.

Tom: Things they've coloured to look different won't look different.

Tom: So in their attempt to make things quality of life to death and signposted, you actually end up with stuff that is more confusing precisely because it does not make sense because they've tried to over explain something in an area that inherently doesn't make normal logical sense.

Tom: And I think Devil May Cry is definitely suffering from that sort of design issue.

Tom: The only game I can think of that does this sort of thing without an issue at all is Mirror's Edge.

Tom: And that is because while Mirror's Edge colours things differently where you're meant to be going, one, it aesthetically makes perfect sense and fits the minimalist general design of the level.

Tom: And two, it's actually kind of arbitrary because in Mirror's Edge, you can basically climb on anything you can logically climb on and go wherever you're physically capable of going.

Tom: So it's basically a perfectly logical and intuitive architectural design with this signposting just added on top of it in a completely arbitrary, meaningless manner.

Tom: And that's not to suggest that signposting and stuff doesn't work, but it usually does not work if you are caught in the middle ground between an intuitive logical architectural design and a contrived architectural design, which is where you find yourself in Devil May Cry and Uncharted and so forth.

Tom: Devil May Cry rather.

Aaron: Well, I'll just you wait till you get to DMC

Aaron: You think it's bad, no?

Aaron: Oh, golly, better than me.

Tom: So it's all down here until DMC?

Aaron: Yep.

Aaron: And in certain ways, like people, you know.

Tom: In DMChave they combined the different fighting styles yet?

Tom: Or just that you know in the In ?

Aaron: You can, it's the D-pad, D-pad's, you know, up's trickster, right's sword master, down is royal guard, I think, and left is gunslinger.

Aaron: And that is overwhelming when you first pick it up.

Aaron: Because you're like, oh, yeah, I got all these, I have all these abilities, but then you try and combine them all and you just kind of fall flat on your face.

Aaron: So you have to kind of take them one at a time and then learn the ins and outs again of, oh, fuck this, does that, trickster does this here.

Aaron: Swordmaster has all these weapons.

Aaron: Then you don't touch Royal Guard because nobody touches Royal Guard.

Aaron: And anybody that says that they use it or either.

Tom: They're lying.

Aaron: They're lying, but it's a fucking Royal Guard.

Aaron: See, when I finally figured it out in DMCI was like, oh my God, Royal Guard is where it's at.

Aaron: I love Royal Guard.

Aaron: Fun fact, actually, the last time I played DMCI predominantly used Royal Guard.

Aaron: I used Swordmaster for the first three levels and then switched to Royal Guard for the rest of the game.

Aaron: And that was a weird play through.

Tom: But how can I believe you when you just said everyone who says that is lying?

Tom: Or does that only apply to DMC?

Aaron: It only applies to people that are new to the game.

Tom: Okay.

Aaron: Or like, you know, if they're just the first time players, cause they'll maybe switch between, they probably just keep it on Swordmaster cause it's the easiest one.

Aaron: Cause it's got more moves for your sword.

Aaron: You know, don't you get it?

Aaron: And Gunslinger's kind of useless in and now.

Aaron: Well, you know, quote unquote useless.

Aaron: Everything has a use in these games, you know.

Aaron: You need to watch-

Tom: For instance, keeping combos going.

Aaron: Yeah, exactly.

Aaron: But anybody that says, like, my first time playthrough, I did.

Aaron: Royal Guard, no, you didn't.

Aaron: You're lying.

Aaron: Of course you didn't.

Tom: So what you're saying is when I play GMCI have to play Royal Guard just to prove you wrong.

Aaron: No, I want you to play as every single one of them.

Aaron: Like, switch between all four of them just at all times.

Aaron: Like, I never used to do that in Devil May Cry

Aaron: And then when I'm on my third playthrough of GMCI finally started doing that.

Aaron: And I felt like I become the one from The Matrix.

Aaron: I was like, oh my God, I am the king.

Aaron: It's the most satisfying thing just to be like, trickster dash, sword master, a certain sword master thing, royal guard block, like block nine attacks in the one go, switch to gunslinger, shotgun slide across the map, and then switch between three more while you're doing that.

Aaron: It's fucking crazy.

Tom: But that was immediately what I wanted to do when I discovered that there were multiple styles in three, then I found out you couldn't do that.

Aaron: Yeah, but just, you know, that's the thing of the, that's the limitation of the time,

Aaron: Pro-E PlayStation could not get.

Tom: Probably, they had to, wasn't four PlayStation or was that three?

Aaron: No, that was, three was PlayStation four was meant to be a PlayStation exclusive, and then like one of the first trailers, it was like Xbox and then everybody was like, oh, fuck.

Aaron: Because you remember Console Wars?

Tom: Yes.

Aaron: Good times.

Tom: Now we have anti-exclusivity wars on PC.

Aaron: Now we have anti-Consoles on PC, it's PC and Switch for life.

Aaron: That's not me, I'm just-

Tom: The Switch isn't a console.

Aaron: Games are fucking shit, that's what I'm saying, games are overrated.

Aaron: He says, is he-

Aaron: I say that as I'm looking at fucking my Steam page.

Aaron: I Devil May Cry I would argue-

Tom: All of these games suck.

Aaron: You know me, I love Devil May Cry

Aaron: Like I've said that, I've said it in the previous two podcasts.

Aaron: But-

Tom: You love them all except two, right?

Aaron: I don't really love four that much.

Aaron: But, it is overrated.

Tom: Four or three?

Aaron: Three, three.

Aaron: Because people forget about these problems, these little problems with the enemies that don't, like all the stuff we've talked about before.

Aaron: And then they just kind of let the gameplay and the story kind of overwrite their memories.

Aaron: Or not overwrite their memories, they probably know everything about the games at this stage.

Aaron: But they let that kind of cloud them a little bit, I think.

Aaron: Like it's the greatest game in the world.

Aaron: It's not that great if the fucking level design kind of shits itself towards the end.

Tom: And the level design, I think, they can potentially just ignore that.

Tom: But I think fundamentally, so basically all of the enemies are shit.

Tom: And so many of the bosses are.

Tom: I don't think you can just dismiss that in a beat-em-up.

Tom: Like you would with level design, if you're being a, this is all that matters, type of dickhead, where surely the enemies and bosses also matter.

Aaron: Because you can go to bloody palace mode and just fucking fight enemies if you don't care for the levels that much.

Aaron: I've done it myself.

Aaron: But then I remembered, oh, fucking the blood guiles.

Aaron: Oh, shooting them repeatedly until they turned to stone and then you have to attack them.

Aaron: It's just like, Jesus, I don't wanna fight these guys.

Aaron: It's just like, God damn it.

Aaron: Like, Devil May Cry fucking won.

Aaron: Like, if a plasma appeared, I was like, hell yeah.

Aaron: Fucking plasma.

Aaron: Wait, this guy turns into like nine different people if I don't attack them quick enough, oh shit.

Aaron: Every enemy is like, oh, you know, I love fighting this guy.

Aaron: But then every enemy in fucking, I would say every, but like, it's % of the enemies in three are like, they have.

Tom: Not this dickhead again.

Tom: Why, why am you wasting my time with this?

Aaron: They're either, there's a tiny thing I don't like about this, or there's a major flaw with this whole enemy, like the faun, or the doula hand, the fucking shield guy.

Aaron: I hate that shield guy.

Tom: That's the one that just floats around the levels, right?

Aaron: It just floats around.

Aaron: And the only way you can get hurt by him is if you jump straight into the front of him.

Tom: How is that interesting?

Tom: I don't understand.

Aaron: Like what's that meant to, this game play, this flashy game play that you're meant to fucking beat the shit out of like enemies at the same time, like doing these mad tricks.

Aaron: Like what the fuck is a floating enemy that doesn't really even attack you?

Aaron: Like Adam, you know what I mean?

Tom: Again, it's literally like just the tutorial mode.

Tom: Half the enemies are like the tutorial mode in a fighting game.

Tom: I don't get the appeal.

Aaron: What about the weapons?

Tom: I don't expect of it.

Aaron: What about the weapons?

Tom: What's that?

Aaron: The weapons.

Tom: Before the weapons, I just want to say one last thing on the fights, and that is we were mentioning the secret levels.

Tom: This was a massive flop to me.

Tom: Some of the best moments in the original Devil May Cry were the secret levels, or when you backtrack to an area, was for instance, the fight where you are against two of the cat dudes.

Tom: Was that technically a secret level that you entered, or was it just a thing you encountered when you were backtracking?

Aaron: That's a backtracking thing, because there is a secret level, I think there's two secret levels actually, to deal with the shadows.

Aaron: There's one where you have to find three hidden, quote unquote hidden ones around the mansion, and they're pretty close to one another, and then there's one, it's in the spiky conveyor belt place, when you're around where you get effort, and when you fight Griffin, you have to fight two or three at the one time, and it's fucking insane.

Aaron: But so the bit you're talking about that, is it just a backtracking area, or if it's...

Tom: The one where you're fighting several of them at once, in a really cramped area.

Aaron: If it's a spiky room, then that is a secret mission.

Aaron: But if it's a roomy fight, Nilo Angelo, that's just backtracking, or a hard mode.

Tom: Well, either way, well, I was...

Tom: It was the first playthrough, so it wouldn't have been on hard.

Tom: I don't think you can select.

Aaron: No, you can't.

Tom: Can you?

Aaron: No.

Tom: Okay, so it's the secret mission.

Tom: Secret missions like that, for instance, that fight was one of the best moments in the entire game.

Tom: That fight was not only incredibly challenging, and you had to basically figure out how you're gonna attack them in the area you were in, as well as dealing with them.

Tom: And then you add the layer of trying to get a good combo score as well.

Tom: It was just some of the best, most satisfying moments in any game I've played.

Tom: And even weird ones like the jumping to a huge height on top of the skulls, multiple enemies.

Tom: Yep, skulls.

Tom: None of the secret missions that I played anyway are in three.

Tom: Even came close to reaching those heights.

Tom: They were, half of them would just kill a bunch of enemies that was basic enemies in a fast amount of time, which you did have a couple at the very beginning of Devil May Cry, one that were like that.

Tom: But you had much more interesting ones than that.

Tom: The only one that kind of did something interesting, and I know a lot of people hate it, I think you hate it as well, that was at all doing something creative and interesting, like the original Devil May Cry was the one in the second last mission leading up to the boss fight, leading up to the blob boss fight, where you are having to climb the circular room with the moving boxes with just double jump.

Aaron: Yes, that one is torture.

Aaron: I thought you were actually going to talk about the elevator, where the elevator, if it has too much weight on it, it falls down obviously.

Tom: That one wasn't bad either.

Aaron: I thought that was an interesting one, but it's a fucking...

Tom: Super awkward.

Aaron: Super awkward.

Tom: So that's like two, neither of which really come close to the heights of the secret missions in...

Aaron: But even the secret, even the kill a certain amount of enemies ones in one, it's like the first two missions are literally kill these little baby spiders.

Tom: Yep.

Aaron: But those aren't actual enemies in the game.

Aaron: Like you don't fight them enemies.

Aaron: So it's unique to like the secret missions.

Aaron: So the secret mission has got a specific new enemy.

Aaron: And you have to figure out a way to deal with this brand new like quote unquote enemy.

Aaron: It's not really an enemy because it doesn't attack you.

Aaron: And then it's like, what other ones are there?

Aaron: There's a, you have to use the sin scissors to climb on their heads to reach the orb in the middle of the sky and stuff like that there.

Aaron: Like those are interesting.

Aaron: Cause it's not, as you said, it's not just kill this amount of guys within like seconds.

Aaron: And you're like, you know, it's kind of boring.

Aaron: And it is kind of like, like if they're all sign posted, it doesn't make them that secret, you know?

Aaron: Cause you feel like a genius for, and some of the fucking missions in one are like literally, if you activate this specific, like if you put that scepter in this here, three doors back, if you go through that three door, three doors back, that'll be a secret mission, but you're not even gonna think about going that way because this new door opened up in front of you and it's like, what the fuck?

Tom: Why would I go back there?

Aaron: Exactly, but like, you know, any guy that goes back there, secret mission, happy days.

Tom: Exactly, and by about a third or halfway through, I was often just randomly backtracking when new areas opened, just to see if I could find a secret mission.

Tom: I'm doing weird things as well.

Aaron: Hey, let's step up over two secret missions, which were just the Bloody Pals mode.

Tom: Yeah, I did like to then just decide, I'm just gonna try and get through this game as quickly as possible.

Aaron: Which even if you're not trying, it's still, it's only like two...

Aaron: Did you play Lucius mode?

Aaron: Or is it just Dante?

Tom: Yes, I did.

Aaron: What?

Tom: I did both.

Aaron: So that's just about six hours of gameplay.

Tom: Yeah, her party is shorter than Dante's.

Aaron: His is about four hours from my last play through of it, sadly, but I just know that off by heart.

Aaron: And hers was two hours, which is crazy.

Tom: So six hours of torture that you submitted yourself to.

Aaron: DMC one's not that long either, so it's six or seven hours.

Aaron: You can blast through that.

Aaron: Yeah, last time I played, I blasted through it in fucking three hours and minutes.

Aaron: And DMC three, that's like nine hours, or or some shit.

Tom: But you mentioned the weapons.

Tom: And this is an area that is certainly worthy of praise.

Tom: Compared to both, I mean, two's weapons were just atrocious.

Tom: Half of, like all your ranged weapons were basically literally the same.

Aaron: The close weapons were the same as well.

Tom: I was about to say.

Aaron: There's your normal sword.

Tom: Didn't Dante's have a slight difference?

Aaron: No, he has a sword.

Aaron: He has a big fat sword, and then he has a thin long sword.

Aaron: Yeah, that's right, yeah.

Aaron: But they all attack the same combos.

Tom: So, in two, you literally have one weapon.

Tom: In three, not only do you have, how many weapons are there in total?

Aaron: Okay, there's Rebellion, the Nun Chucks, Cerberus, Beowulf, which are the Gauntlets, and Nevan, the Guitar, and that's, what else, like Melee Combat?

Aaron: I think that might be it, or Messam something.

Aaron: Agni and Rydra, forgot Agni and Rydra.

Tom: Yep, there we go.

Tom: So, basically, the Gauntlets are pretty much the same, with the exception of your end combos.

Tom: And some of the swords are pretty similar, too, with the difference being speed and that sort of thing.

Tom: But Agni and Rydra are obviously very different.

Tom: But you then have random shit like the Guitar that is just-

Aaron: But there's only one sword.

Aaron: Like, Agni and Rydra's two swords, and they control very different over Rebellion.

Tom: And Virgil has two, though, doesn't he?

Aaron: Yeah, but he's a-

Tom: And that's all he's got.

Aaron: He's an extra character.

Aaron: He's got Rebellion and Yamato.

Aaron: Yamato and Beowulf.

Aaron: So we don't count him.

Aaron: We're counting Dante.

Aaron: We'll just say it.

Aaron: He's got a sword, gauntlets, a fucking electric guitar, two big fucking Schmittars, and a fucking pair of nunchucks.

Aaron: Like, that's an eclectic collection of fucking weapons right there.

Tom: And they're all completely different in how you use them.

Aaron: Yep, which is fantastic.

Tom: Which is just awesome, absolutely awesome.

Tom: And the electric guitar has to be one of the most ridiculous and yet perfect weapons for a beat-em-up ever.

Tom: I was terrible with it, but whenever I used it, it was just absolutely hilarious and super fun.

Aaron: That's one of those weapons where you get it and you're like, oh hell yeah, electric guitar, and then you go to use it and you're like, wait, how the fuck, wait.

Aaron: And then it takes a lot of practice, even I'm still not very good at using Nivan, to be honest.

Aaron: I think you need Swordmaster on for the Nivan.

Aaron: But even then.

Tom: So the weapon gun.

Aaron: And then there's the guns.

Aaron: You got M&M Avery, you got fucking Artemis, the laser weapon, you got Catalina Anne, the shotgun of course.

Aaron: What else, what else?

Aaron: There's another one.

Tom: You got a sniper rifle.

Aaron: Sniper rifle, yeah.

Aaron: Yeah, Catalina Anne.

Aaron: You know, again, all very different.

Tom: Yep.

Tom: Where in the original you had the pistols, the shotgun, was there anything else?

Aaron: Pistol shotgun and nightmare B, the laser weapon, which is very similar to Artemis.

Aaron: And three.

Aaron: It's, and the first one is three melee weapons, three guns.

Aaron: Well, there's-

Tom: So again, if you just combined this with exceptional bosses and, or even decent bosses, rather than just a couple of decent ones, a couple of exceptional ones and a lot of crap ones, and more than one decent enemy, the variety of weapons you have would just be amazing.

Tom: Which I'm hoping five is basically the culmination of what three and four were leading up to.

Tom: What did I play for?

Aaron: Yeah, four, that's the one thing I'll say before it's good.

Aaron: It has less weapons overall, as far as I remember, than three, but every weapon is like, what the fuck is this thing?

Aaron: And we'll get, you know.

Tom: So it's more polished.

Aaron: I would say, I would say polished, I'd just say more diverse.

Tom: Okay, so there's greater differences between.

Aaron: Every weapon's like, there's a sword, and I kinda don't wanna spoil it, but you'll get there.

Aaron: But there's like a sword, and then there's this completely different thing, and then it makes, for me, it made the combat flow kinda weird compared to like for example, cause 's got like, Nunchucks, you know how to fuckin use Nunchucks, they're kinda more close range than the Rebellion, but you can still kinda use them in like, like you can use them with Rebellion to do certain things and stuff like that there, but like some of the combos in but like odd, but I've seen, again, I've seen gameplay videos, you can see gameplay videos for every fuckin Devil May Cry where some guys just made this work and you're like, holy shit, this is insane, but you're like, I'm never gonna get that.

Tom: What about ?

Aaron: well, you know, I've said that, you know, you can read my review at gameunder.net gameunder.net to figure that out.

Aaron: 's got like a good balance of like, this thing's fuckin weird, but also I can use this, I can, even I can understand, because I'm not a top tier player and I'll know, not even fuckin close, but I say I'm better than like the average, but like there's certain weapons and like I'm like, well, and then has got the weird ones, but it's also got like, they're easy to use, well, easy enough to use and compare like, with something else.

Aaron: Like, so if you're a rebellion, the fuckin two motorbikes and stuff they got there, you know, like they're big juggernaut weapons and they're slow, but they're heavier and stuff they got.

Aaron: You know what I mean?

Aaron: That gets got more of an ease of access, like to, you know, mix and match the weapons and stuff they got.

Aaron: I was gonna say the, what about the styles in ?

Aaron: Do you think they added a lot of variety?

Aaron: Did you switch between them much?

Tom: To begin with, I mainly just used dodge because I was so happy to have a dodge in the game.

Aaron: Trickster, you mean?

Tom: Yep, Trickster, but as I progressed, probably after the first thought, third or so, I started using Swordmaster as well.

Tom: What were the other ones?

Aaron: Gunslinger.

Tom: One of them was the bullet time.

Aaron: Oh, well that's the, those are the unlockable ones.

Aaron: There's Gunslinger, the four main ones are Gunslinger, Swordmaster, Trickster and Royal Guard.

Aaron: And then you unlock Doppelganger and Quicksilver.

Tom: Yep, so I basically used Royal Guard never.

Tom: I used a reasonable amount of Swordmaster, particularly in some of the latter levels where it was very useful.

Tom: A lot of Trickster and a little bit of Quicksilver, Gunslinger and a tiny bit of the bullet time, but it seemed rather pointless in the other styles.

Aaron: The two unlockable ones are a bit gimmicky, I'd say.

Aaron: Like, you unlock them, you're like, oh, this will be interesting for a later playthrough, but not right now kind of thing.

Tom: Yep, absolutely.

Aaron: Especially when they suck the life out of your Devil Trigger.

Tom: Yep, well, that's the thing that kind of ruins it for you.

Aaron: Mm-hmm.

Tom: And makes it a bit pointless.

Tom: Though Devil Trigger was not at all as important in this than it was in the original.

Aaron: No.

Tom: But even so.

Tom: But yeah, that, like the weapons, definitely adds a layer.

Tom: And again, like I said, that's why I was really hoping I could switch between dodge and extra attack.

Aaron: Mm-hmm, on the go.

Tom: Or that would have, what's that?

Aaron: I like just on the go, like you like to just dodge and then switch and then be able to...

Tom: I would have added several extra layers of satisfaction to be able to do that sort of thing.

Aaron: Well, that's the one thing that'll fucking make four amazing for you, you know, while the rest of it falls apart around you.

Tom: Absolutely.

Aaron: Because that's the thing about, see the first half of that game with Nero, who I'm very curious how you, you know, how you feel about Nero, like Nero when you play as him.

Aaron: That's gonna be fun.

Tom: As a character or in terms of his moveset?

Aaron: Both, I'd say.

Aaron: Because he's, yeah, you'll see it.

Aaron: It gets very, I don't know, I'll say nothing, but we'll get there.

Tom: Okay, I'm looking forward to something.

Aaron: Because he, I've always said that he is like a, before DMC, Devil May Cry, was announced, the reboot, he was like the Dante, you know, everybody went like, fuck Nero, I fucking hate Nero.

Aaron: And then DMC, Devil May Cry came out and everybody was like, I wish I had Nero back.

Aaron: You know, and then obviously when came out, everybody loves Nero now, because he's actually fucking unreal in that game.

Aaron: I don't mind him in -Wheeler, of course, but he is a bit, like it felt like he's the new main character.

Aaron: Because he is, like, first half of the game, some, if he didn't know that, sorry for the spoiler.

Tom: You just ruined it for me, I don't need to play it.

Aaron: That makes it when you finally get Dante a lot more enjoyable.

Aaron: Plus, his role in that game is fucking fantastic.

Aaron: Dante's, I mean.

Tom: I'm looking forward to it.

Tom: And we'll get now to, I think, the last two aspects we haven't really talked about.

Tom: And I think probably even more controversial than our previous aspects of what we talked about is the music and the story.

Tom: Oh, hell yeah.

Tom: Both of which, to me, again, a massive improvement on two, but they pale in comparison to the original game, particularly the music, with the exception of, and you'll know the title of the song, one of the greatest and funniest cheesy, heavy metal tracks in history.

Aaron: Are you talking about the intro, like the one that plays, yeah, as Devil Never Cry, or whatever it's called?

Tom: Yeah, it is just absolutely amazing.

Tom: It fits a cheesy beat-em-up better than possibly any song in history, including anything in the first game.

Tom: It is just absolutely amazing.

Aaron: That's fantastic.

Aaron: I would disagree when you say it peels in comparison to one, because one has some fucking great soundtracks.

Aaron: It's one of my favorite soundtracks ever.

Tom: No, just that song, just that song.

Aaron: No, but DMC's soundtrack overall is like right there.

Aaron: All the songs that...

Aaron: Because there's so many songs in the soundtrack that sound exactly like Devil Never Cry.

Aaron: It's just that one guy going, I do you do, but I do don't be, that do the bamba be a bamba.

Aaron: You know what I mean?

Aaron: It's like, yeah.

Aaron: And that's all you hear in the background.

Aaron: Like when you're fighting enemies, all you hear is that guy fucking scatting, basically.

Aaron: It's amazing.

Aaron: It's like the best hype.

Aaron: He's the best hype beast ever.

Aaron: And also you can't wait.

Aaron: Now you've heard it.

Aaron: You've heard like TMC

Aaron: I'm talking with TMC

Tom: I thought you said in four, that's what the soundtrack mainly consists of.

Aaron: Four is like an extension of three soundtrack.

Aaron: People love a certain track from four, almost as much as they love like the rest of the games.

Aaron: It's called Never Something.

Tom: But other than that single song, which is amazing.

Aaron: But again, I'm talking about the whole soundtrack.

Aaron: That song is just, it's like the single for the album that sounds like that because every song in that game, being a part of the orchestral shit, sounds exactly like that song.

Tom: Yeah, but they're not as good as that song.

Aaron: They're not quite as good, but they're up there though.

Tom: But they're not good enough.

Tom: You got to hit that level to really knock it out of the park because Devil May Cry 's weird synth pop and orchestral combination is just absolutely amazing.

Tom: That's great in a non-cheesy way.

Tom: I would listen to that music when I'm not playing Devil May Cry.

Tom: Other than if I'm just randomly looking it up on YouTube, I would not listen to even the greatest track in Devil May Cry

Aaron: I play that song all the time.

Aaron: I just have it on.

Aaron: I'm like, give me that song right now because you get to the bit where later on with the clear guy singing, like the bridge and then he starts singing and then the mean gruff guy comes back in and you're like, this is what we need in life.

Aaron: That song is the song in the first trailer that was released, the one I spent about five hours buffering on the GameSpot website when I had dial up internet.

Aaron: And that's just hype, just hype the whole time.

Aaron: I was like, oh my God, this song's amazing.

Aaron: The gameplay looks amazing.

Aaron: For three, obviously, I'm still talking about it.

Aaron: Now, fuck that man, the soundtrack's on now.

Tom: I'm not saying it's bad at all.

Tom: I'm just saying Devil May Cry is just an incredible musical achievement.

Aaron: Yeah, that soundtrack's like a weird mix of like techno fucking like industrial Nine Inch Nails with weird pop shit and then just a random orchestral tint, as you said.

Aaron: And you're like, what the hell is this mix?

Aaron: But like it all weirdly just works.

Tom: Yeah.

Aaron: And there's so many songs off that soundtrack that are surely, if you hit the Jooks Box and as we say, Episode and Mission Devil May Cry.

Tom: Some track in some action games, outside of Bayonetta, which isn't on the same level at all and is much less of a weird mix of things.

Aaron: I'd say it's more of a jazz-pop kind of twinge.

Tom: But it kind of combines weird orchestral elements as well.

Tom: So it's working that into it in an interesting and similar way to Devil May Cry

Tom: But outside of potentially Bayonetta, what game is there that has had the balls to attempt to copy Devil May Cry 's soundtrack?

Tom: I can't think of any.

Aaron: I wouldn't say Devil May Cry 's soundtrack, and I wouldn't even say it sounds similar, but in the similar vein and the similar idea is Metal Gear Rise and Revengeance's soundtrack, which is just dubstep mixed with fucking...

Aaron: It's the same bop metal kind of sound that Devil May Cry soundtrack has, where it's just some guy going, yeah, yeah, ba-ba.

Aaron: And then these fucking riffs in the background, and then just dubstep playing deeper in the mix.

Aaron: And you're like, this is just amazing.

Aaron: This fits the game so perfectly.

Aaron: That's another fucking game.

Tom: This is something that is super underrated when it comes to Platinum, and clearly Clover and the Capcom dudes that are all in the same sort of thing.

Tom: The soundtracks in these games, and Devil May Cry is, in my opinion anyway, their masterpiece, all just completely bonkers and original as well.

Aaron: It makes me wonder what the fucking, like, the office space in Platinum games sounds like.

Aaron: Like, if they're all listening to music, what is it, just like five of them are playing different songs at the same time.

Aaron: And then Kamiya comes in and he goes, that's a great soundtrack, who's playing it, what is that?

Aaron: And then they go, I love this song.

Aaron: I love this song.

Aaron: Mix all that together into the one song.

Tom: He just thinks it is the one song.

Aaron: Yeah, and then they're like, oh shit, we need to make a new genre for this because he's not gonna be impressed.

Aaron: Oh my God.

Aaron: Oh my God, I think we just cracked up.

Tom: That's definitely how it works.

Aaron: Some guys playing fucking orchestra.

Aaron: Some persons playing jazz.

Tom: Somebody's just got Wagner on someone, nine inch nails.

Aaron: Someone nine inch nails just, and then he's like, yeah, yeah.

Tom: Someone Marshmallow, someone Miles Davis.

Aaron: Oh my God, somebody, he's Shazam in the song cause he's like, I love this tune.

Aaron: And then it just comes up with the fuck are you, what is this?

Tom: We've got Scatman John, clearly the greatest influence of Devil May Cry

Aaron: That's, you know, devil's never cry.

Aaron: It's just Scatman John.

Aaron: It did a full body dicky idea.

Aaron: All right, great soundtrack.

Aaron: Fuck it.

Tom: Absolutely.

Tom: So the last point we're going to get through, and again, one of the most controversial is, people seem to like the story.

Tom: Again, just let me preface this by saying the story is hilarious.

Tom: The stuff with the bazooka chick and her father is brilliant, particularly the twist towards the end, just so funny.

Tom: And him turning into the blob is just one of the weirdest and stupidest moments in games history in the best possible way.

Aaron: Arkham this like very like, used to be, I'm Arkham, turns into this fucking, he gets Alistair, you know, Sparta sword and he's like, blah ha ha ha ha.

Aaron: Like he has a complete of a character turn.

Tom: Yeah.

Aaron: And he just turns in his blob, oh, I got the power of Sparta.

Aaron: And you're like, what the fuck happened?

Tom: I just got into a blob that, it's not a blob, I just realized it's clearly a single giant testicle.

Aaron: It's Sparta's testicle.

Tom: And it's dirty with its dolphin semen.

Aaron: Because it's Sparta's testicle because he looks like Sparta and then this human can't handle the power of Sparta.

Aaron: So he turns into Sparta's testicles.

Aaron: So are we trying to say that the semen dolphins that come out of him, are they like, if they found a womb, they turn into Dante and Virgil's next brother?

Tom: I think so.

Aaron: What the hell are we talking about?

Aaron: I need to preface this because I actually quite like the story.

Tom: What you're doing there is basically killing off your sibling in that boss battle.

Aaron: This is the new fanfic?

Tom: Yep.

Aaron: I should say that I do really like the-

Tom: It's not fanfic, this is clearly canon.

Aaron: Fuck that fanfic for a second.

Aaron: I do really like the story for Devil May Cry

Aaron: I actually really like it.

Aaron: And I think it, because all the characters, there's like fucking five of them, but like again, they're all done, I think very well, apart from Arkham's like weird.

Aaron: But then again, he always had that kind of weird side to him obviously, because he turns out to be Jester.

Aaron: Not that anybody didn't see that coming, because it's like, he's so fucking blatantly him.

Aaron: You know, Dante's got his character beats and then obviously he becomes less a fucking asshole towards the end of the game.

Aaron: Lady slash Mary, she goes from this hard ass fucking, I'm just gonna shoot Dante in the fucking head, which by the way, that moment is amazing.

Aaron: She shoots him in the face and he's like, you shot me in the face.

Aaron: And then obviously she learns that not all demons are like bad and Virgil learns here, maybe I should open up to my human side a little bit.

Aaron: Like every character has like a little, you know, journey that they go on and not many fucking video games can say that, I think.

Aaron: Obviously it's all wrapped in a very anime, anime extreme over the top.

Tom: Very pulpy, to say the least.

Aaron: Yeah, very pulpy things.

Aaron: So that's where the hilarity comes from, where it's just so over the top at the same time.

Aaron: But that's what you want.

Tom: But, yep, you do.

Tom: But to me again, it can't compare to the original story, which while it isn't as deliberately funny as Devil May Cry it has some completely crazy shit in it, particularly for a game, that a lot of the best pulp in other mediums do, like the whole incest angle with the chick looking like his mother, and stuff like that.

Tom: You don't get that sort of crazy, completely unexpected yet perfect stuff in Devil May Cry

Tom: You can argue that it's more polished, but it's a more polished, less interesting, easier story to tell.

Tom: The more over the topness of the characters, I think it's easier to do as well.

Aaron: It's more polished, but less jank, especially helped that they have actual, like Capcom obviously had from like to like the worst voice actors in the world, you know, Resident Evil, Devil May Cry

Aaron: Even though Drew Combs or whatever he's called, I actually quite like him when he's not screaming that, like I should be the one to fill your dark soul of light line.

Aaron: Like when he's just Dante, like kind of speaking to the bosses and stuff and being a little smart ass, I think he's actually really good.

Aaron: And actually, I think his stinger was a weird thing to say.

Aaron: You know, when you use the stinger move, you know, the stinger moves, you dart forward and stab like straight in front of you.

Aaron: His like, yeah, is like the best, yeah, in all five of those games.

Aaron: And because the guy, what's his name?

Aaron: The guy in the three, four and five, he is unreal at being this like the smarmy, Ruben Langdon, the smarmy kind of jokester, DMCDante, like the young bratty kind of one.

Tom: Yep.

Aaron: But when he's like, I obviously like him now, because he kind of have to, but in four and five, he still has that kind of, he's an older Dante, but he's got the bratty, he's still got that bratty voice, if you know what I mean.

Aaron: Yep, definitely.

Aaron: But he doesn't have that age voice, but again, he's a better voice actor overall for carrying scenes and not being so like, hammy and stuff like that.

Aaron: So I like, 's got just better voice actors overall, can actually carry like a decent quote unquote story, but again, that comes back to like, there's less ham and cheesiness then, there's less kind of early s jank to.

Tom: I'd say there's more ham and cheese in these.

Aaron: But it's deliberate ham and cheese, you know, it's a ham and cheese sandwich.

Tom: Yeah, but that's what I'm saying.

Tom: That's an, it's easier to make a ham and cheese sandwich than it is to make a more complicated sandwich that accidentally has ham and cheese in it, yet has greater, more gourmet ingredients, such as the whole incest subplot.

Aaron: Like accidental incest subplot?

Tom: I don't think that was accidental.

Aaron: I think it was like, like, the cameo didn't realize that.

Tom: No, there's no way that was accidental.

Tom: When you take into account the general aesthetic of Devil May Cry and for instance, the, even the character designs in one compared to three, it's doing much weirder, crazy shit the entire time.

Tom: And you look at any other cameo game as well, like Bayonetta and so forth, all the games he's directing are doing weird religious and other thematic references that you don't get in Devil May Cry for instance.

Aaron: Well, that's, well, okay, it's good job you said Devil May Cry there, because foreshadowing, there's a religious side to fore.

Aaron: I just made a pun, foreshadowing.

Aaron: That's disgusting.

Tom: You did indeed.

Tom: You know, go and wash your mouth out with soap.

Tom: But again, you look at the characters, and you can say that one may be more janky, but three is definitely taking the easy option and being more generic.

Tom: You've got much more basic boy band look at the time that is obvious, which two was kind of moving in that direction as well.

Tom: Again, to me, it's doing something easier better rather than doing something hard in a weird way.

Aaron: I'm just saying they should bring back Dante's tan from Devil May Cry

Aaron: He had a tan, he had a brown, he was like bronze.

Aaron: Cause it made his white hair just pop, but they kind of peeled him.

Aaron: He looks now like he was in his fucking office just playing guitar for the last six months.

Tom: They took the brown antichrist that was Dante and turned him into white antichrist, just like they did to Jesus.

Tom: Outrageous.

Tom: Outrageous.

Aaron: Devil May Cry, am I right?

Aaron: What does that even mean?

Aaron: What did I just say?

Aaron: I don't know, I say-

Tom: Devil Mayo Cry.

Aaron: Devil Ham and Cheese Cry.

Aaron: And that's it.

Tom: There's the most agey reference is Devil Mayo Cry Ham and Cheese Sandwich.

Aaron: That's the title of this podcast.

Tom: It's gotta be called Devil Mayo Cry.

Aaron: I quite like Mary slash ladies design.

Aaron: The school girl, but she's fucking got like a hundred guns on her and a bazooka and she's like armed to the teeth.

Tom: And rides a motorbike.

Aaron: And she rides a motorbike.

Aaron: And her scene when she fights the, I think it's just like the common fodder guys in a certain area of the game towards the start, she's just like fucking, and then like reloading and like doing fucking flips using one of their safes to like flip up in the air while they're reloading.

Aaron: I guess so, like obviously The Matrix was a giant inspiration with all the cutscenes in that game.

Aaron: But that one in particular.

Tom: And the music too.

Aaron: And the music too.

Aaron: But that one in particular is fantastic.

Tom: And the carriage in the sign as well.

Aaron: Yeah, the leather.

Aaron: Leather for everybody.

Aaron: What about Virgil?

Aaron: What about Virgil's design?

Tom: He was basically an edgy goth Dante.

Aaron: Yeah, boy.

Aaron: That's what you want.

Tom: He was the emo band Dante, and Dante was the boy band.

Tom: Sorry, Virgil was emo band, and Dante was a boy band.

Aaron: That's perfect.

Tom: Basically.

Aaron: That's probably exactly what they're going for as well.

Aaron: What do you think of Dante?

Aaron: Dante's voice, his new voice, and because, you know, again, two doesn't really, he says like four things in two.

Aaron: He's like, I'm gonna flip this coin, and I could be voiced by anybody.

Aaron: But compared to the guy in one, what do you think of Dante?

Aaron: And then specifically, this is my question, what do you think of Virgil's voice?

Aaron: Very curious about that.

Tom: I think the Dante here, I think worked really well in terms of voice acting.

Tom: He really nailed the just annoying teen brightness of him.

Tom: And yet when it started going into his brother issues, and that sort of stuff, he managed to just not be the same annoying dickwad, basically, which I think is pretty impressive, given the material he was working with.

Tom: And Virgil, I think, was a pretty good, arrogant dickhead throughout.

Aaron: I agree with the Dante.

Aaron: He's got a nice variety and like, he's got a nice, not just like a bratty guy saying these sad lines.

Aaron: It's like you can tell this character's kinda going through the, make his change as the story progresses.

Tom: Yep.

Aaron: And Virgil's voice is, I think, he's got a nasally, high-pitched voice, but weirdly enough it works for that character.

Aaron: I don't know why.

Tom: That's cause he's an emo, so.

Aaron: No, but it's so odd.

Aaron: Like apparently he, Daniel Southworth or whatever he's called, he's a Power Ranger, fun fact.

Tom: Yep.

Aaron: Oh, so is Dante's voice actor.

Aaron: He and Nero's voice actor coming up, they're all Power Rangers.

Aaron: He had a cold when he was filming, or when he was recording Virgil's voice, fun fact.

Tom: Yep.

Aaron: So in, when he's in four special edition, like the later one they made in when they re-recorded Lines, it didn't quite sound the same, but he sounds.

Tom: I think the nasalliness works, cause he's meant to be kind of an upper class, arrogant, pretentious dick.

Aaron: Looking down at Dante.

Tom: Oh yes, I just read the NIR.

Aaron: I am not going to this party, Dante.

Tom: It works perfectly.

Aaron: That's too, even that was too deep for him.

Aaron: He's a really high voice.

Aaron: Yeah, those two guys as well, they did all the mocap work for the cutscenes.

Aaron: Most of the mocap work in a way, like the design of like the fight cutscenes you see in between, obviously, those voice actors did all that shit.

Tom: So they basically did everything.

Tom: They designed the game and the music.

Aaron: They lived that fucking, they lived those characters, is what I'm trying to say.

Aaron: Which is unreal.

Tom: It was a passion project for them.

Aaron: It's because Ruben Lagden, he lived at the time, I don't know if he lives anymore, he lived in Japan at the time and that's how he got the job.

Aaron: So he was there, you know, pre-vis and all the stuff, like getting the characters, like traits and walks down and stuff like that.

Aaron: Like he was there, he was the one that designed, I'm not sure if he designed it obviously, but he was the one that carried it all out when it came to like recording the motion capture and obviously recording the voice lines because there's a couple of special features when you complete the game, like in the bonus movie section, you can actually watch the making of a few of those cut scenes and it's actually really cool if you like that kind of shit.

Tom: I'll link me that after the show for sure.

Aaron: Why not link it now and you get your live reaction?

Aaron: It's just you going, oh, okay, this is okay.

Tom: We'll turn it into a reaction podcast.

Aaron: That's how you get clicks, man.

Aaron: The next podcast, it should be just us recording while you play the MC

Aaron: And you're like, who's this fucking brat?

Aaron: Who's this guy with, he looks like Dante, but they don't explain why.

Aaron: It's not really spoilers, is it?

Aaron: That kind of spoilers.

Tom: Probably spoilers.

Aaron: Yeah, fuck it.

Aaron: You'll forget that, man, because you won't play the game for like another six months.

Tom: That's true.

Tom: And then it'll take me six months to play as well.

Aaron: Yeah, true.

Aaron: Because you'll be like, fuck it.

Tom: The reason three took so long, was partially the fucking trawl that was the middle final section of the game.

Tom: Because I blazed through like the first seven levels and then slowed down slightly until, like you said, about the th or th level mark.

Tom: Then it was just a massive slog to get through to the last few levels.

Tom: And that took up the majority of the time that I was playing, not the actual playing of the game, but the time period in which I was playing it was getting through that fucking slog first.

Aaron: I can remember talking to you and saying, I had to look it up, I had to look it up because I didn't know if I heard it.

Aaron: I was like, right, as soon as you get the list mission, it's all, you know, sort of smooth sailing from then.

Aaron: You know, so I was like, just batter on until you get to there and then that'll hopefully, everything will hopefully get better for you.

Aaron: And then I remember you slowly doing that then.

Tom: As I was playing the game, I kept mentioning to you stuff that I thought was going to happen that will be awesome.

Tom: And you having to break the bad news to me that though there were moments that appeared to suggest this cool moment would occur, that it wasn't going to occur.

Aaron: Hey, what can you do?

Aaron: What would you rate Devil May Cry Dante's Awakening?

Tom: I would probably give it a, it's hard to score because unfortunately I gave Uncharted an out of at some point.

Aaron: So I'll tell you prayers.

Tom: So I now feel like anything that is good, I need to give at least an even.

Tom: If I hadn't given Uncharted an out of I wouldn't probably give them an out of

Aaron: But when was that?

Tom: That was a long time ago.

Aaron: So that's defunct, throw it in the trash.

Aaron: Your now is not your then.

Tom: Okay, excellent.

Tom: Then I would probably give it a out of or a out of

Aaron: That's good, that's a pretty damn good score.

Tom: I'm gonna go with a out of

Aaron: Because I would give it about a or an

Aaron: And I love that game.

Aaron: And that's just me being real.

Aaron: Like that's just me going like, I'd say okay, I'll lean towards

Tom: So you're an and I'm a

Aaron: Yeah, so on the first time, I asked you your first time playing, so I think it's a pretty fucking damn good score.

Tom: Yep, some of my favorite games ever, I've given s, so.

Tom: I actually use the scale.

Tom: So that's the thing to remember, except when I rated Uncharted apparently.

Aaron: That was, again, that was a weird scale you were using back then, some last day.

Aaron: That's the to that's what you were using.

Tom: I think it was the to scale.

Aaron: So it's basically shut down, here's what you're saying.

Tom: Perhaps, you're right side.

Aaron: I've got, again.

Tom: Uncharted is all right, it's the best one in the series.

Aaron: That's not a fucking high bar, is it?

Tom: Yeah, but it's the one enjoyable one, I would say.

Aaron: As I said with Devil May Cry I've got a lot of nostalgia for, specifically and

Aaron: I remember, I didn't actually know it was out, but obviously I was hyped for it and stuff.

Aaron: I was watching, again, those dial-up trailers on GameSpot and stuff like that.

Aaron: And then one day, I was up in a game store in a town near me, obviously it went around when it came out, and it was on the shelf.

Aaron: And I was like, what the fuck, is this out?

Aaron: And then I was like, parents, help me buy this motherfucker.

Aaron: And then surprisingly they did, because they wouldn't usually do that sort of thing.

Aaron: They'd make me kind of save up for it and stuff.

Aaron: I got off, obviously I was, when's this, when did it come out, ?

Aaron: So I was

Aaron: And then I took that shit.

Tom: They'd seen the Etrailer as well.

Aaron: They probably saw the fact that I was bosing for it.

Aaron: I was like, look at that shit, look at that shit.

Aaron: He can fucking jump on enemies and surf them.

Aaron: That's crazy.

Aaron: Got that shit home, played the first mission and was like, oh my God, this gameplay is fucking phenomenal.

Aaron: Like just the feel of it was light years.

Aaron: But again, I was around the time I still liked

Aaron: I didn't know any better.

Aaron: But even then I was like, holy shit, this is so much better than fucking already.

Aaron: Like this is insane and I got so many good memories from just the first time playing that game, getting to like the strip club, being able to spin around the pole.

Aaron: First time you get Agni and Roger, the first time you get the nun chicks.

Aaron: Obviously that's like third mission in the game.

Aaron: Like a lot of nostalgia for that game.

Aaron: But again, I'm trying not to let that cloud my vision by me objectively going.

Aaron: Some of these missions are fucking awful.

Aaron: A lot of them, these are fucking awful.

Aaron: And I mix it like every time I go to replay it, I'm like, ugh, stop it.

Aaron: So I can like, us talking about this is making me want to play one again, more than anything.

Tom: Yeah.

Aaron: Cause it's just, cause I can know I could bang it out in another three hours.

Aaron: I can start it now and be done.

Aaron: You know, I'll be done a fucking quarter to five in the morning, but it'd be.

Tom: If you started when we were recording, you would have been halfway through.

Aaron: If I was doing it in normal mode, I could, I would be more than halfway through, I'd say.

Aaron: Cause.

Tom: So you should have done that.

Tom: We could have been doing a Devil May Cry reaction podcast.

Aaron: No, it would just be me, it would be a waste of time cause it would be me going, look at this bet, this bet's unreal.

Aaron: Look at this bet, that bet's great.

Aaron: I love this bet.

Aaron: It's like, oh, does he like this bet?

Aaron: Yeah.

Aaron: You know, I'll just say, I'll save you, I'll save you a fucking three hour play through.

Aaron: That game's unreal.

Tom: Summarised.

Aaron: Anybody.

Tom: The entirety of your long play there.

Aaron: Yeah.

Aaron: What a great game.

Aaron: Every time I think about writing an article about the MC one, I'm like, that would just be fucking words of me basically jerking that game off.

Aaron: And I could just-

Tom: Do it.

Tom: I would read it.

Aaron: And I know, but I'm like, cause there's none, it wouldn't even be words, cause you would need more than words to say every single thing in that game is good.

Aaron: That's insane.

Aaron: So I need to make just an article about the weird things that are good, like the things that you don't really know about.

Aaron: Like the fact that you can one shot sin scissors and stuff like that.

Aaron: How to deal with certain enemies in certain ways and stuff like that.

Tom: Speaking of weird thing, one creative, somewhat creative level, bonus missions was not really that fun.

Tom: It was at least creative.

Tom: So I'll give it some credit.

Tom: One of the secret missions in Devil May Cry your surfing reference reminded me the mission where you have to surf enemies around the area where there's basically two sections of stone floating in the middle of nowhere.

Tom: That secret mission I found pretty funny and somewhat creative like the climbing mission as well.

Aaron: I don't even remember that mission at all.

Tom: Okay, basically you have to attack the first enemy, surf it up a couple of steps, then I think you have to switch to another enemy and surf that around to the end in basically a mini race of surfing.

Aaron: Oh, that sounds tough.

Aaron: Did you finish it?

Tom: Yes, I did.

Tom: It took me probably more attempts than the climbing one did.

Tom: I didn't actually find the climbing one that difficult, weirdly.

Aaron: Maybe that's why it took you so fucking long to finish the game.

Aaron: You're doing that fucking mission.

Aaron: That sounds like a train wreck.

Aaron: That's one of those, like, I think, like I did with one when I played three, I played it with a walkthrough dude.

Aaron: Let's do these secret missions I have never done.

Aaron: You know, I don't really give a shit about it.

Aaron: You know, people go like, why is he using a walkthrough?

Aaron: I was like, sir, it's my, like, th time playing this fucking game I can do what I want.

Tom: Yeah.

Aaron: So I was like, let me find these missions I've never, I've never done.

Aaron: And then, I play, like, I play, there's so many wee ones like that.

Aaron: I like, I can't even remember that one, but there's so many missions.

Aaron: I was like, you know what, fuck this mission.

Aaron: That's mission.

Aaron: Because it was actually my first time playing it on the Steam version too, so like, some of those, probably most of those secret missions, they're a lot easier if you have a fully upgraded character and if you have certain weapons.

Tom: Yeah, particularly some of the ones that used guns, you really needed a reasonable gun and to be using gun slinger or, I think quicksmith affected your attack speed, right?

Tom: Yep.

Tom: So you pretty much needed to be specialized in some areas to do many of them.

Tom: Something about a secret mission, I believe you were gonna say.

Aaron: Yeah.

Aaron: There's the mission, there's a couple missions where you can't touch the ground or like, we'll just use the one you were talking about, the cube one, for example, they have to climb the cubes, the moving cubes.

Aaron: If you have Nivan and you have Aerial Rave, which is a, you know, obviously that's an ability from the first one and not Aerial Rave, what's it called?

Aaron: Aerate, Aerate, sorry, or you can fly.

Aaron: Obviously you can do that in the first one for Alistair.

Tom: Isn't Aerate the double jump?

Aaron: Aerate, it's, no, it's the, it's like you get the wings and then you can fly, you can kind of hover.

Aaron: Nivan has that, obviously, it's an electricity weapon as well, you know, obviously Alistair was as well in the first one.

Aaron: If you can fly like that, or even if you have double jump, as you said, like I mixed the game a lot easier, but it costs like orbs to unlock the double jump for every single weapon.

Tom: Yeah, upgrading definitely seemed to take too long.

Aaron: That, because in four and five-

Tom: Given the variety of weapons you got.

Aaron: In four and five, if like the double jump's its own, it's like a character ability, it's not a weapon ability, if you know what I mean.

Aaron: So you pay money to-

Tom: Yeah, you've got to do this for every single weapon rather than-

Aaron: And three, it's a weird, like weird choice.

Tom: Yep.

Aaron: That's the fun about replaying these games, like you don't let you find little secrets.

Aaron: You find little secrets and you try like little other things that you have never tried before.

Aaron: And like you have all your new weapons from the start of the game.

Aaron: So you can try all these different weapons for missions you've already played.

Aaron: And you can try hard mode when you feel like the normal mode is too easy.

Aaron: These games are all about replaying and replaying.

Aaron: The first playthrough is obviously a great playthrough.

Aaron: It's unreal.

Aaron: And it should be the one to tell you like, I want to play this again.

Aaron: But you play a great one.

Aaron: If you replayed one, you'd be like, hell yeah, there's so much more to this game now than there ever was.

Tom: Absolutely.

Aaron: Just saying, always, even if this, well, you can give it a fucking seven.

Aaron: So that's a fucking great score.

Aaron: You know, you'll play it again sometime, I assume.

Tom: I need to play the first one first.

Tom: And then I'll see if I'm replaying three at some point.

Tom: I certainly won't be replaying two.

Tom: I can tell you that much.

Aaron: No, that's a terrible, terrible idea.

Tom: I think three, particularly on PC, with the style switching mod would be a better way for me to replay it at some point in the future.

Aaron: Or apparently the Switch version.

Aaron: Do you have a Switch, don't you?

Tom: No, I don't.

Aaron: I'm just making stuff up now.

Aaron: You have an Xbox One X, don't you?

Tom: I've got games for Xbox Live on Windows which I think is essentially the same thing.

Aaron: Yeah, it is.

Tom: But at a significantly lower price.

Aaron: I kind of hope they patch the...

Aaron: Like after like six months or something, they patch the old versions of DMCbecause no harm to Nintendo.

Aaron: I'm not fucking buying that shit for the Switch.

Aaron: Just for a fucking no pun intended, a Switch for my abilities.

Tom: Yeah.

Tom: But you can mod the PC one to do that kind of thing.

Tom: I doubt they'll be patching the PSversion.

Aaron: No.

Aaron: But hey, the port of is a pretty good port, like that PSand the PC HD version.

Aaron: They're all very good ports.

Aaron: You know, and are...

Aaron: And then 's got a lot of missing artifacts, as I think I detailed in that podcast.

Tom: Yeah, that's, when you look at the video comparisons, really disappointing.

Aaron: Yeah, cause I was like, oh, I remember what looks like and then I replayed it.

Aaron: And I was like, is that a cleaner?

Aaron: And I remember, but like not in a good way.

Aaron: Like there's a lot of, a physics one's off here.

Aaron: And I looked that up and I was like, oh shit.

Aaron: Like there's so much motion blur and all.

Aaron: And I'm not a big fan of motion blur, but you need it for when Dante's devil trigger and then the first one, cause it has like a level of like, he's too quick to see a human eyes.

Aaron: But yeah, three's basically exact same as far as I remember.

Aaron: So you got the full package that I bought you eight years ago.

Tom: And thank you.

Aaron: I think it was

Aaron: There was something around then.

Tom: Probably, I think so.

Tom: It was a long time ago.

Aaron: A long fucking time ago, holy shit.

Aaron: I mean, you finally beat it.

Aaron: You finally beat my gift.

Tom: It only took me eight years.

Tom: That's less than one game every two years.

Aaron: And now because you're Steam sharing my library, you can, there's a new gift for you, Devil May Cry Special Edition, or just Devil May Cry

Tom: So I've got, there's three games left in the series now.

Tom: Isn't there four, DMC and five, right?

Aaron: Yeah, I forgot about DMC.

Tom: So I've got until to get through that.

Aaron: Yes.

Tom: And then I can start replaying.

Aaron: I'm sure, I'm sure you can bite her through them pretty quickly.

Aaron: Like three, or three, DMC, Devil May Cry.

Aaron: It's a pretty, again, it's a bite, Rob.

Tom: I think DMC, if it's anything like Enslaved, I'll get through pretty quickly because-

Aaron: It's, yeah.

Aaron: It's pretty-

Tom: What do they call it?

Tom: Is it Team Ninja, right?

Aaron: Team Ninja, yeah.

Tom: Yeah, they're very easy to just blaze through.

Tom: While they may be lacking-

Aaron: No, it's not Team Ninja, it's fucking, that's the Dead or Alive guys.

Tom: Okay, yeah.

Aaron: What the fuck was that?

Tom: That was an accidental compliment there.

Aaron: Yeah, that's a, I don't know who we're slagging.

Aaron: Ninja Theory.

Aaron: Close enough.

Tom: Close enough.

Aaron: Ninja Theory, who have gone on to make games based on ladies.

Tom: Yes.

Aaron: And ladies only.

Tom: Well, I'm pretty sure Enslaved also, you played as a lady half the time.

Tom: Probably not half, but like a third of the time.

Aaron: Heavenly Sword as well.

Tom: Yep.

Tom: Isn't Heavenly Sword entirely you as a chick?

Aaron: She looks almost identical to the girl in Enslaved.

Tom: And also, what's the latest one?

Tom: Heaven's Blade, Hellblade.

Aaron: Heaven's Hell, Senua's Sacrifice, and then there's a second one coming out.

Tom: She looks the same too, just a different hair color.

Aaron: No, she's got weird.

Aaron: She kind of looks different because she's got like bug eyes.

Aaron: But anyway, Devil May Cry, the DMC Devil May Cry, that'll be an interesting one too, just because it's so different compared to the first four, obviously, just by the fact that it's a reboot.

Aaron: And like Dante, he knows, not Dante at all, and Virgil, he knows, not Virgil.

Aaron: And there's this girl, Kat, and I'm going to be very curious.

Aaron: But again, you can, you know, you've got all these games, Curtis Aimee.

Aaron: You've got the original Devil May Cry

Aaron: You've got Devil May Cry Special Edition.

Aaron: Not much difference, you know, obviously, you know, if you're just playing Neymar and Dante, there's not much difference, is what I meant.

Tom: Yep.

Tom: And I plan to attempt to beat Devil May Cry this year at least.

Tom: I think the actual playing of the three games took me about a year and a half.

Aaron: That's pretty good.

Tom: So the issue was that I just took seven or six years to start.

Aaron: I remember when I bought you, and I was like, when are you gonna fucking play this shit?

Aaron: And then after like two, three years, I was like, I'm not even gonna ask.

Aaron: He'll do it whenever.

Tom: You just gave up.

Aaron: I was like, fuck it.

Aaron: That's a lot.

Aaron: I think it was the last gift I ever bought you.

Tom: Yep.

Aaron: Oh, I can finally buy you new gifts.

Tom: Never again.

Aaron: Never again.

Aaron: You never bought me a gift, you fucking bad.

Aaron: You never bought me a trilogy of games.

Tom: No, but I think I put you with something on Steam.

Aaron: Trilogy of my favorite games.

Aaron: Here, play this, you'll love this.

Aaron: Eight years later, I could finally grow half a beard.

Aaron: I was when I bought you those games.

Tom: And I would have been or

Aaron: And I am

Tom: And I'm

Aaron: Me, how was, how are you?

Tom: So that's basically a third of your life and nearly a third of mine.

Aaron: And Jesus, she said, oh, I don't like this.

Aaron: The last minutes of this podcast just stops having a fucking meltdown.

Aaron: Oh my God, we're sold.

Aaron: It took you so long to play that game that Devil May Cry was announced and released.

Tom: In the same period of time.

Aaron: Yeah, like Devil May Cry was released in no, I think it was eight, yeah.

Tom: I'm pretty sure you bought it for me after was out, though.

Aaron: Yes, I did, or so, or

Tom: Yep.

Aaron: And they rebooted Devil May Cry, made the special edition of and then made Devil May Cry and the time that it's taken you to complete the first three hems.

Tom: And we had the Bayonetta series.

Aaron: And the whole, well.

Tom: As well.

Aaron: The second one.

Tom: I played Bayonetta and before.

Aaron: Yeah, which is an odd decision.

Tom: Devil May Cry to

Aaron: I would have done it the other way around.

Tom: That could be logical, but I still, I don't know, I wonder which one I like more because I really need to play, replay Bayonetta for a proper comparison because it will be close between, even though Bayonetta is my favorite in the series, is my favorite in the series until I've replayed and found if I can deal with the QTEs, or that pisses me off too much.

Aaron: The QTEs are my favorite.

Aaron: It's the QTEs that can bring that all down because even though I've played that game four times since it's fucking released on PC, I love that game.

Tom: And every time you hate the QTEs.

Aaron: Oh yeah, every time I'm like, fuck.

Tom: It would be between Devil May Cry and Bayonetta for my favorite beat-em-up that I have played to completion once or twice.

Aaron: Those are two of the, those are top of the line games to have as like your favorite, so, you know, whatever.

Aaron: If it were weird if it was that, what's like that?

Aaron: What's that Ninja Gaiden, kind of ripoff game that was all green in the skyscraper?

Tom: No idea.

Aaron: What the hell was that game called?

Aaron: Ninja Gaiden type, let me Google it, type game.

Aaron: What was it called?

Tom: It's first result Dark Souls, new was the first result.

Aaron: And then no, it's not new.

Aaron: Oh my God.

Aaron: What is that game called?

Aaron: Ninja Blade, this fucking knockoff.

Aaron: I'll link it to you here.

Aaron: And that game, that's like, I'm weird if that game was your favorite.

Aaron: You know what I mean?

Aaron: I'd be like, wait, what?

Aaron: Ninja Blade?

Aaron: Not even Ninja Gaiden?

Aaron: No, man, Ninja Blade, Ninja Blade's where it's at.

Tom: Ninja Gaiden is another one I need to go back to at some point because I've only played the entirety of the demo and basically a couple or a few levels of the full game.

Aaron: Fun fact, I have never, ever played Ninja Gaiden.

Tom: Definitely give it a try.

Tom: It is, it really reminds me of, from what I remember of it anyway, Dark Souls, just with way more complexity to the combat.

Tom: But it's a similar, from what I can remember, sort of speed with, but with moments that are much faster than the Souls games.

Tom: But it has a similar sort of slow and weighty feel to it, from what I can remember.

Aaron: Yeah, and I've seen gameplay videos of Ninja Gaiden where it was just a fucking, it just looked like madness on the screen and I was like, holy shit.

Aaron: But then again, that's like watching videos for Devil May Cry and then going, mm, that doesn't look like the game for me.

Aaron: But you know, you play those games like the way you want to play them, you can play them slow and steady and kind of as normal, kind of focusing on just completing it or you could go fucking balls to the walls.

Tom: Insane.

Aaron: Yeah, that's the beauty of those games.

Tom: And I was terrible at it, so that's why it was slow.

Tom: No doubt.

Aaron: Probably.

Aaron: I'd love to actually watch you play it so I could be like, oh, this is why he doesn't like this game.

Aaron: Obviously he liked the game, but like, this is why he didn't like it that much.

Aaron: And then she like walking into the wall.

Tom: This is why he didn't continue playing it, you mean?

Aaron: Yeah.

Aaron: It's just you fucking walking into a wall or just shooting at them until they all die.

Aaron: And I'm like, are you serious?

Tom: I just, I walk into walls in every game.

Tom: So that's me in any game.

Aaron: That's how you know, that's the way to find.

Tom: That's how you find the secret missions.

Aaron: That's how you find the illusory walls in Dark Souls

Aaron: You walk into a wall and press A until it fucking opens up.

Tom: So my floor in gameplay ability is in some games actually a skill and an important skill of that.

Aaron: Yeah, you're shit at games and I think games are shit.

Aaron: I'm just shit, so it all works out.

Tom: Perfect.

Tom: So did we have anything else to say about Devil May Cry ?

Tom: I don't believe I do.

Aaron: Unless something comes up, we can maybe have a DLC podcast somewhere down the line that if you like give like Virgil a proper try and like the bloody piles and stuff like that.

Tom: Well, actually I should mention Virgil because I did actually start a replay as Virgil on the harder difficulty you unlock.

Tom: And disappointingly, the difficulty didn't really make enemies any more aggressive.

Tom: And I don't know if it's just cause I had improved as the game went on or Virgil was a little bit more powerful, but I couldn't tell any difference in the difficulty whatsoever.

Aaron: It's a bit of both because he is a wee bit more powerful.

Aaron: But that's also just a factor of you being more familiar with the combat and the enemies themselves.

Tom: And the enemies too as well.

Aaron: Yeah, exactly.

Tom: Yeah.

Tom: But that didn't really encourage me replaying the game because again, the convoluted level design and replaying the bosses, like the section, the level in the end game where you have to beat three of the bosses you've already fought and you can fight every boss again if you want.

Tom: I certainly didn't do that, but I don't think that Devil May Cry really encourages, it didn't with me anyway, an immediate repeat play through whereas when I finished Devil May Cry if I didn't have another game that I was waiting to play, I would have happily replayed that immediately.

Aaron: At the time of me first beating it, I obviously beat it again and probably a third time or a fourth time for life, I don't know, it was obviously so many years ago.

Aaron: But I can understand like this kind of climate of games just being fucking thrown at you left and right and there's no, like we can all afford games now because they're that dirt cheap these days.

Aaron: Like brand new games are like, you know, cut in half by about a month later.

Aaron: Like you're always just kind of going here, I'll go on to the next game.

Tom: And over the years we've accrued a gigantic backlog as well.

Aaron: Yeah, so I understand like not one, they jump straight back into it.

Aaron: I think it's a factor as well that they are, you know, as fucking unreal as DMC one is.

Aaron: It's short, which helps.

Tom: Yep.

Aaron: It's a short ass game, especially if you play it twice.

Aaron: You play it the first time.

Tom: It's got no sections that drag.

Aaron: Nah, it just goes, man.

Aaron: Every mission is like minutes long at most.

Aaron: The math on that is not right because that means the game will be two hours long.

Aaron: Wait, could that be like-

Tom: That's just because the cut scenes are so long.

Aaron: To be fair, that's probably what actually sped it up last time for me, because I skipped every cut scene, because I know the fucking story by now.

Aaron: But yeah, fair enough, if you didn't want to replay it.

Aaron: It's just one of those things.

Aaron: If it were worse, if you wanted to replay it too.

Tom: As I said, one, I would have been perfectly happy to replay immediately, but it's something else I was meant to play.

Tom: But three, and obviously two, did not encourage an immediate replay.

Tom: And when I was originally playing it, I was planning to play through the entire game again, as Virgil, because I was very excited to play as him.

Tom: And as I said, I started it.

Tom: But after the first couple of bosses, I was just like, do I really want to go through all of this again right now, after just playing through it once?

Tom: And no, I did not.

Aaron: I remember actively saying that you maybe shouldn't do that because you might get burnt out and then by the time DMC rolls around you, be like, ugh, let's all do this again.

Tom: Fuck this entire series.

Aaron: Yeah, pretty much.

Aaron: I replayed, obviously I just said, DMC immediately, and then immediately again.

Aaron: And I rarely do that shit.

Tom: That, from the tiny bit I play, and again, your review suggests it suffers from not so many problems as and apparently

Tom: That sounds like where it would just encourage that.

Aaron: It just goes here, play me again right now, and you're like, yes, sir.

Aaron: You got it, mister, cause I can't say anything with but it's one of those things where, obviously at the end of you've got all these new weapons and stuff, but at the fucking very end of it unlocks a completely new, I can't even describe, it just unlocks something completely new, like you're like, oh my God, I have to replay this right now because I need to test this out on the earlier levels.

Aaron: And then you just kind of go here, fucking, let's play it again, they fuck.

Aaron: You'll get what I mean when you play it eventually.

Tom: I'm looking forward to it in or so.

Aaron: Yep, that'll be sad, cause I really want you to play that one.

Aaron: That one's great, that one's fucking great.

Aaron: Four, not so much.

Tom: Yeah, I'm apprehensive when it comes to four.

Aaron: Which might make it help easier.

Aaron: Cause you might go and they're going.

Tom: Well, I mean, I was expecting two to be complete crap and that didn't help.

Aaron: No, cause it's like, it's a game that actively wants you to turn it off rather than replay.

Aaron: Like you get two missions deep, you're like, it's like, no, stop playing me.

Aaron: It's no good.

Aaron: And Devil May Cry is the best game in the series.

Aaron: Arguably.

Tom: For trying to get you to stop?

Aaron: Not just, you know, arguably, it's the best game in the series, just in general.

Aaron: It'd be a hard argument.

Tom: What?

Aaron: It's not my argument to make.

Tom: What would be the argument?

Aaron: I don't know, it's for somebody else to make.

Aaron: It's not me, but it is an argument.

Tom: It's for a master debater to make.

Aaron: That's someone that really can debate about anything.

Aaron: I would argue, here's the best thing about that I said-

Tom: You need to be a great devil's advocate to make that.

Aaron: Ah, there we are.

Aaron: God damn it.

Aaron: I would say I said this in the last podcast, it was the paving stone for because a lot of the little moves got turned into, from got turned into like Trickster and Gunslinger and Swordmaster.

Aaron: Obviously, you know.

Tom: That is true.

Aaron: Obviously, expanded upon greatly.

Aaron: has the dodge button, which kinda Ben Rana ran away with, like a dedicated dodge button.

Aaron: It's got great hair physics.

Aaron: Dante's got a pretty sweet coat in it.

Tom: Not to mention his diesel outfit.

Aaron: His diesel outfit, oh my God.

Aaron: What the bet, the tie in that no one asked for.

Aaron: Devil May Cry and diesel.

Tom: That everyone wanted, even though they didn't know it.

Aaron: Yeah, and that's it.

Aaron: That's all that's good about that game.

Aaron: The soundtrack's okay too.

Aaron: It's like a out of

Aaron: The game itself's out of

Tom: I give it a out of

Aaron: The game or the soundtrack?

Tom: No, the soundtrack.

Aaron: Oh, thank God, I was like, oh shit, he's lost.

Tom: I think we scored that on the podcast, but I can't remember what I got.

Aaron: I think you give it a

Tom: Okay, well it is Devil May Cry so that may be why.

Aaron: You know, in the Devil May Cry obviously it gives it a

Tom: Yes.

Aaron: And then obviously s were finally hit.

Tom: Devil May Cry gets a for the

Tom: Yes.

Tom: A there as well for some reason, because it is Game in the Devil May Cry series.

Aaron: Exactly.

Tom: So it makes perfect sense.

Aaron: And then Devil May Cry is finally average.

Aaron: And DMC doesn't-

Tom: It's all uphill from

Aaron: Yeah, slow increments.

Tom: I can't wait for Devil May Cry when they return to the same quality.

Aaron: It's just that, like, you know, the Resident Evil remakes they're doing.

Aaron: It's just a Resident Evil remake of the first one.

Aaron: So you're like, oh my God, yeah, out of again, happy days.

Aaron: Yeah, is pretty fucking good.

Aaron: To summarize, it's got its problems, but it's damn good.

Tom: That's why it gets a out of and an out of

Aaron: I can't wait for the VG press guys to be like, what are you talking about, Devil May Cry is a masterpiece.

Aaron: And you're like, well, for its time, it was.

Tom: Yep.

Tom: And that's the other thing.

Tom: I think if you play this before, for instance, a Bayonetta that does a lot of the dynamic stuff that they really implemented well here and were sort of flirting within too well, it would be a very different experience.

Tom: I think.

Aaron: I think it's just one of those things where.

Tom: Much more mind blowing.

Aaron: I think but you need to kind of put yourself in the like the brain, you have to kind of think this game is from this era.

Aaron: So you have to.

Aaron: It's like watching Sadistic Game or watching like fucking High Noon or something.

Aaron: You can't go.

Aaron: This isn't like films now, so I'm going to say this is shit.

Aaron: You know, you have to kind of go.

Aaron: This is a s film or this is a game.

Aaron: So it's it'll feel like this and this could because it's around this time and this is what it did for this genre.

Tom: But I think the difference is you can have something that is inventing a technique and not doing that technique particularly well, as is the case in Devil May Cry for instance.

Tom: Not that the technique itself is being badly done, but the stuff around it is badly done.

Tom: And that be different to a film that is from the era and is doing everything else exceptionally well.

Tom: A better comparison would be that simply it was limited by the technology, as you said originally, would be I think the only argument in defense of it at the time.

Tom: Because there's no excuse for the crappy...

Tom: That's just in regards to the style switching solely.

Tom: There's no excuse for the crap enemy design and crap level design and crap boss design.

Tom: There's no reason that you can't do that well in that era.

Aaron: Well, I just mean like for it being like...

Aaron: In terms of the gameplay and stuff like that and then you going back and being like...

Aaron: Because I remember you were saying about that, and you also said earlier obviously, but the Virgil boss battle being very similar to the boss battles and being at a one and two.

Aaron: And then I said...

Tom: As I said, it's amazing in Devil May Cry

Tom: That's one of my favorite moments.

Aaron: Three?

Tom: I'm giving that as much credit as I have in Bayonetta

Tom: And obviously it deserves even more credit for doing it first.

Aaron: Yeah, but as I'm saying, it doesn't really matter what order you've let them in, because you just need to know this one came first.

Aaron: So this is the one that laid the foundation.

Aaron: And again, just because it's old doesn't mean you can't ignore it's flaws.

Aaron: As you said, it's flaws even back then.

Aaron: But some people wouldn't even argue that these are flaws.

Aaron: Some people would say that these enemies are finally designed, like they're tuned just right now, but obviously we're not ones to agree.

Tom: That's because they like playing the tutorial of fighting games and don't realize that there's the ability to play other people or even the AI when the AI attacks you.

Aaron: Yeah, they like flying monsters that literally have a shield.

Tom: Yeah.

Aaron: Well, fun fact, one of the best enemies in has a shield.

Tom: Does it just float around?

Aaron: It flies, but it fucking comes right at you.

Aaron: That's amazing.

Aaron: It's a great boss battle.

Aaron: It's a great boss battle in my ass.

Aaron: It's a great fight.

Tom: Excellent.

Tom: So they take the idea from and actually use it.

Aaron: Again, stepping stones.

Tom: That's actually kind of a weird vibe I got from a lot of the level design in just a weird aside.

Tom: It felt kind of like stealth game design.

Tom: If you look at the areas with the floating enemies, that sort of design would make sense if your goal was to avoid the enemy rather than have to attack them where they've got a pre-designed scripted route through the level that they just blindly follow until they see you.

Tom: Except here, it's even a step below a stealth game because here, if they see you, they just continue along the same route.

Tom: The boss battle against the Bazooka chick, that reminded me of the boss battle against the rollerblading fat dude in Metal Gear Solid and also the level in Metal Gear Solid where you are against Revolver Ocelot.

Tom: Those are basically very similar designed levels with the way you move through them and the kind of non-aggressive attacking of the boss.

Tom: And again, it kind of makes sense in what is essentially a stealth game.

Tom: And it's also kind of an interesting switch around as well in Metal Gear Solid where rather than the enemy looking for you, you're kind of looking for the enemy.

Tom: But it just makes absolutely no sense in a beat-em-up to me anyway.

Aaron: I thought you were actually going to mention we should stealth and ignore enemies, the chess pieces that are like faded looking and when you go towards them, obviously they turn on or activate or come alive.

Aaron: But there's so many enemies, there's so many little chess pieces you can just be like, nah, I'm not fighting him.

Aaron: Fuck him.

Aaron: I'm just going to jump past him.

Tom: I'm just running past.

Aaron: But like, this is a game that, it's an action game, it's a stylish action game, I shouldn't feel that way.

Aaron: You know what I mean?

Aaron: I shouldn't be like, fuck this enemy.

Aaron: I could march with this guy.

Aaron: You want to go, hell yeah, let's fight this motherfucker.

Aaron: Yeah, but anyway, I think that's it.

Tom: I think it is indeed.

Aaron: Devil May Cry zero out of ten.

Aaron: Wouldn't play again.

Tom: Worst game ever.

Aaron: Worst game ever.

Tom: It's the worst Devil May Cry game since Devil May Cry that's how bad it is.

Aaron: That's pretty much how people like, they would hear all of our arguments and all, and then they'd be like, are we giving it an eight and a seven, I give it an eight, obviously.

Aaron: It's fucking insanely high.

Aaron: But all they hear is zero out of ten.

Aaron: Shit.

Aaron: Yeah, it's the worst Devil May Cry game since Devil May Cry

Tom: And that's our final word on Devil May Cry.

Aaron: That's the synopsis there.

Tom: That's what we're sticking as our quote on the front page of Game Under.

Aaron: Speaking funnily of action beta mops slash character action games and stealth sections.

Aaron: I was playing Astral Chain for the first time in like four months last night.

Aaron: And I got to a mission, mission six, I think it is, out of

Aaron: And it was like, you can't be alerted by these enemies.

Aaron: So try not to get alerted.

Aaron: And I was like, are you serious?

Aaron: In this game?

Aaron: Like this fucking game with like attacks at all times?

Aaron: Like it's the most explosive fucking anime-esque game I've ever played.

Aaron: And you're literally asking me to just sneak by people.

Aaron: And then I got caught and I got caught.

Aaron: And obviously it's a platinum game, so you get greeted with every fight.

Aaron: And because I got caught and then chose to attack the guys instead of just going back to the checkpoint and then starting again and trying to sneak through, I got a D.

Tom: So it's the worst Devil May Cry game since

Aaron: It's the worst Devil May Cry game since DMC Devil May Cry.

Tom: So even worse.

Aaron: That game's not that bad.

Aaron: People will be...

Aaron: People...

Tom: So which is worse, DMC Devil May Cry or Devil May Cry ?

Aaron: DMC Devil May Cry.

Aaron: Overall, overall, I would read it one...

Aaron: One and then a little gap, five, three, a decently sized gap, DMC Devil May Cry.

Aaron: So I'd give like a .

Tom: Yep.

Aaron: Or pushing it, really fucking pushing it.

Aaron: And then obviously two somewhere in the fucking abyss.

Aaron: That game's just got a lot of...

Aaron: It's cause of the fucking story.

Tom: Two in the next continent.

Aaron: Yeah, pretty much.

Aaron: It's cause DMC Devil May Cry's story is just aggressively shit.

Aaron: And the characters are like...

Aaron: They scream at you about like how much they're like pricks.

Aaron: And it's hard to ignore that when you're obviously playing a game.

Aaron: It's like, you know, Ninja Theory's...

Aaron: Ninja Theory?

Aaron: Team Ninja?

Aaron: What are those fucking...

Aaron: Whatever, one of them...

Aaron: Those games, a lot of games, obviously, are very story driven.

Aaron: And you know, DMC is no fucking different.

Aaron: So this isn't a game you can ignore the story for the gameplay.

Aaron: It's pretty good gameplay for a character action game cause, you know, I'm not gonna say no to a character action game, I'm gonna enjoy it.

Aaron: It's pretty simple for a Devil May Cry game, but it's still fun, flashy and fun.

Aaron: But the story just like tanks the whole goddamn thing.

Aaron: And you'll see, you'll watch it and you'll see why.

Aaron: You'll watch it, you'll fucking...

Tom: I'm looking forward to it because it looks hilarious.

Aaron: You may enjoy it, you may enjoy it.

Aaron: How like schlocky and like cosy and people are screaming at each other, fuck you back and forth.

Tom: I enjoyed the enslaved story, but that had the Gollum dude in it.

Aaron: Yeah, and that's a far cry from this story.

Tom: Okay, and I don't think that the Gollum dude is in this anyway.

Aaron: He's not.

Tom: So it wouldn't be the same.

Aaron: Enslaved has like a layer of subtlety, but DMC Devil May Cry is like a...

Aaron: It's like Lailove, but Lailove doesn't have any subtlety.

Aaron: It's so blatant about what it's trying to say.

Aaron: Obviously, because it's a John Carpenter film starring Roddy Piper.

Aaron: But this makes Lailove look like this most subtle film in the world.

Aaron: It's just insanely blatantly on the nose about consumerism.

Aaron: Because it's all about...

Aaron: It's like the Futureham episode where the slugs are making mind control schlurm.

Aaron: Have you seen that episode?

Tom: Yes, I have.

Aaron: That plot is in that game.

Aaron: Like, almost exactly.

Tom: It's the goth emo non-comedy version.

Aaron: Yeah.

Aaron: But you'll get to that eventually.

Tom: I'm looking forward to it.

Aaron: But you should definitely play that straight after.

Tom: I'm playing the series in order of what they came out.

Aaron: It all leads to another like their stuff.

Aaron: Obviously, DMC is a simpler version of everything that happens in like four.

Tom: But if four has the problems of three and is even worse, it may actually be the perfect palate cleanser.

Tom: True, yeah, that's the way I'm going to make me not want to never play a Devil May Cry game again.

Aaron: Yeah, because it will cleanse the palate, and because there's a lot of changes and stuff that are just like, it feels like its own game in many respects.

Aaron: But they do take a lot of the small, I thought, I felt like refined things from that game and put them in five, which I was like, okay, let's, okay, that's, that's useful, you know.

Tom: Five aesthetically actually looks quite similar to DMC Devil May Cry.

Aaron: Yeah, that's just a bit, this is not quite as ugly.

Tom: Yeah, but it's clearly, it's got that, yeah, it's got that look.

Tom: Especially because, which I'm pretty sure when it was first announced, a lot of people were pissed off about that.

Aaron: Actually, it's just because of how drab it kind of looked.

Aaron: But the game itself is pretty colourful, so it makes up for it.

Aaron: It doesn't have that Nero kind of looks like.

Aaron: It could be Dante from Devil May Cry, the Remake's brother.

Aaron: He looks very similar to him.

Aaron: BFI think gameplay wise, you'll really enjoy

Aaron: I think level design wise, that in the last half, it'll be, first half, you'll be like, okay, this is fine.

Aaron: And then you'll like, okay, I didn't like it enough to play it again.

Tom: So I'll blaze through the first half, then six months later, I'll finish the game.

Aaron: You'll finish Dante's half, yeah.

Aaron: It's so sad because Dante gets a fucking short stick in that game.

Aaron: It's so shit.

Aaron: But well, that's another story.

Aaron: That's another story for us.

Tom: That's another podcast.

Tom: See you in episode

Aaron: Yes, hopefully.

Tom: Okay.

Tom: So I think that pretty much wraps up our commentary on Devil May Cry the worst Devil May Cry game since Devil May Cry unless you had any closing comments.

Aaron: All I want to say is that soundtrack is banging and that's it.

Tom: I agree.

Tom: I agree.

Tom: And it is banging, but not as banging as Devil May Cry 's.

Tom: Which brings us to the end of episode of The Game Under Podcast.

Tom: Hopefully, Gargan will be able to join us for Devil May Cry as well, so that we can have the VG Press Devil May Cry drama live on air.

Aaron: It's just us two going, no, I think he might agree about though.

Tom: No, he is, I think, massive on as well.

Aaron: What the hell?

Aaron: Fanboy?

Tom: The only thing he cares about is attacking things.

Tom: Again, he claims to be good at fighting games and beat them up and learns them and all this sort of thing.

Tom: But I've known a few people who have said that and every fighting game I've played against them, I have thrashed them.

Tom: But I would not at all consider myself good at fighting games.

Tom: But the people who do consider themselves good at fighting games that I've played against and that have put in huge amounts of effort and learned all the moves and been very pretentious about it, in actually fighting them, I have discovered that they are full of shit and crap.

Tom: And again, if you are full of shit and crap, it would suggest that you would want to, again, just be fighting against enemies that don't attack you and just stand there and let you use cool moves at will.

Aaron: So I'm very curious.

Tom: My theory is that it turns out Gargan is actually shit at being marksman fighting games.

Aaron: I would love...

Aaron: I can't look at it right.

Aaron: I'm trying to...

Aaron: While you're going on that rant, there is like looking up to see if I could compare my scores and Devil May Cry to him.

Aaron: And I can't because I don't have it installed yet if they go in the actual game to find out.

Aaron: But I'm very curious now.

Aaron: What my score...

Tom: Don't you have super internet?

Tom: Surely you can just download it.

Aaron: It's pretty fucking big, is it not?

Aaron: Like it's actually, it sounds like gig...

Aaron: Nah, it's not happening.

Aaron: Plus this whole podcast, you turn into a robot if that happened.

Tom: Yeah.

Aaron: Cause I remember when I was playing it, my friends, one of my friends, he played it and he was playing it on like the human difficulty, like the easy mode.

Tom: Yep.

Aaron: And I was like, what the hell are you doing?

Aaron: Playing normal mode, and he played in the normal mode.

Aaron: And then his scores are like, like a quarter of my scores.

Aaron: And I was like, not saying that's a bad thing obviously, cause that's just, that's a normal person's scores and like, you know, this type of game.

Aaron: It's just like, I was just like, am I that much better at these games than these people?

Aaron: It makes sense though, cause these are like, these are my games.

Aaron: These are like the ones that I love the most, other than the NASCAR Rally games, of course.

Aaron: Cause I'm a big NASCAR fan, no.

Aaron: So I just wanted to know what the scores were like there.

Aaron: Just to see, so if I could, you know, in case I could rub it in.

Tom: We'll have to check this and include it in the show description.

Aaron: Cause if I can rub it in, that'd be great.

Aaron: But if his scores are higher than mine, that means he's a loser.

Aaron: You know what I mean?

Aaron: So there's no winning.

Tom: So check the scores.

Tom: And if you beat him, we'll include that in the show description.

Aaron: And if I don't bet-

Tom: If you don't, we'll just pretend, we'll edit this part of the podcast.

Aaron: No, include the whole thing.

Aaron: Just then call him out for being a fucking loser.

Tom: Fucking nerd.

Tom: All he does is either suck at Devil May Cry or play Devil May Cry.

Aaron: Or play anime games for losers.

Tom: Fucking weeaboo piece of shit.

Aaron: I agree.

Aaron: This is Lavel, no?

Tom: What was that?

Aaron: This is what?

Aaron: Not label.

Aaron: What do you call it?

Tom: Defamation.

Aaron: Defamation, yeah.

Tom: If he was Australian, he'd sue us.

Tom: Defamation is very popular amongst politicians and public figures.

Aaron: What about normal Australians like you?

Aaron: You know, quote on quote normal.

Tom: Probably not.

Tom: But he wouldn't be a normal Australian.

Tom: He'd be a weeaboo nerd piece of shit.

Aaron: I mean you, yeah, I was talking about you.

Aaron: I was about to start slacking you too.

Tom: I haven't sued anyone for defamation, so.

Aaron: No, this is the-

Tom: I haven't even been sued for defamation.

Aaron: That's surprising for you.

Tom: It is.

Aaron: Holy shit.

Tom: Very surprising.

Aaron: But I have to conclude Devil May Cry sucks ass.

Aaron: Compared to one.

Tom: Only dumb ass weeaboos defend it.

Tom: Who have no life and just spend their entire day playing fucking fighting game tutorials.

Aaron: Play bloody pals levels one to five over and over again.

Aaron: Cause he sucks.

Tom: Sucks.

Tom: Oddly pathetic.

Tom: Pathetic.

Game Under Podcast 119

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Trademark Banter
0:09:00 Game Under the Podcast
0:34:00 How We Schedule the Show & Bushfires
0:04:30 Tom's Feature gameunder.net/doesreadingmakeyousmarter
0:07:20 Wattum, XBOX Antiperspirant, SpyHunter
0:08:00 How we Decided out Top Ten of 2010's
First Impressions
0:16:05 Fortnite
The Last Trademark Banter
0:19:30 Vegan Yoghurt Review
First Impressions
0:22:30 Halo Reach for PC, Newly Released We also discussed on episodes 54 and 55
0:38:22 Gears 5 and it's History
0:59:58 Pokemon Sword / Shield

Transcript
Tom: Hello and welcome to episode of The Game Under the Podcast.

Tom: The episode...

Phil: No, no, no.

Tom: The Game Under the Podcast, that we've changed our name.

Phil: It's actually episode

Tom: Is it?

Phil: And it's not Game Under the Podcast, even though that's what our theme song says.

Tom: I originally entitled the document but then for some reason changed it to

Phil: No, no.

Phil: And I'm eager to get under episode

Phil: A lot of people have asked me, like you guys have a really flexible schedule.

Phil: How is it that you determine when you're going to record?

Phil: And well, I just figured we'd talk about that a little bit.

Phil: The deliberation process that we go through, the planning and all of that sort of thing.

Phil: We use Microsoft Project.

Phil: And then today, you got a flat tire on your bike.

Tom: Well, as I was going to say, this is the episode that God basically arranged for us to record because first of all, he started several bushfires resulting in Melbourne last night or the night before having the worst air quality in the world.

Phil: I think the God didn't start those fires, the prime minister did from what I can gather on social media, he single-handedly is arsoning his way around the country.

Tom: The greatest nickname for him that I've come across, for those who don't know, Australia likes to give things awful nicknames, for instance, for some reason, we're all of a sudden calling firefighters firies.

Phil: We've always called them firies.

Phil: We've always called them firies.

Tom: Maybe in Queensland, which is essentially the hillbilly area of Australia.

Phil: The deep north.

Tom: Yes.

Tom: But you see, being a southern hemisphere country, our backwaters are north rather than south.

Tom: The greatest, he's normally known as Scromo, I believe, short for Scott Morrison, but the greatest name for him I came across was Scromo.

Phil: What's Scromo?

Tom: Well, the sign featuring Scromo was his face superimposed over a pair of testicles.

Tom: So that might give you a clue.

Phil: That's not clever.

Tom: I think Smoko was another one.

Phil: Smoko, not bad.

Tom: Again, but not vulgar enough.

Phil: And not clever enough.

Phil: So basically Australia's on fire and God started the fires and then what happened?

Phil: Because this is how we plan when we're gonna record.

Tom: Yeah, so I was normally would be on a bike ride presently.

Tom: And that was potentially not going to be the case due to the quantity of smoke.

Tom: However, there was a convenient thunderstorm which blew away all the smoke.

Tom: But then I discovered that the rear inner tube of my bicycle had perished since the prior bike ride.

Phil: This is your silver BMX, the Phoenix, I believe we call it.

Phil: We do call it the Phoenix, right?

Tom: Perhaps we should now call it fiery.

Phil: Fiery, yep.

Phil: Oh yeah, right.

Phil: Rising from the ashes.

Tom: So it's still a Phoenix.

Tom: But will Scott Morrison rise from the ashes?

Phil: I think he probably will, but.

Tom: The fact that Australia re-elected the same party after its number of scandals would suggest that he probably will.

Phil: And because of the flat tire, you then called me up and said, hey, I've got a free minutes, do you wanna record a show?

Phil: Of course, I'm always.

Tom: I think you mean you had a vision from God informing you.

Phil: I'm always on standby, sitting here in the Stride studio.

Phil: I sold the naming rights again, sorry I didn't tell you about that, all the money.

Phil: But I'm sitting here in the Stride recording studio, just waiting for you.

Phil: And then about every month and a half, you say, hey, you know, this bad thing happened, so I got nothing better to do, let's record a podcast about video games.

Phil: So thank you for doing this for us.

Tom: Thank God, not me.

Phil: I was flipping through the site.

Phil: I really enjoyed, we've been putting up a lot of content lately at gameunder.net.

Phil: I really enjoyed your article about you reading half a book a day.

Phil: I thought it was really impressive.

Phil: You went a year and you read a half a book a day, and then you learnt about things out of it, out of the whole year and you wrote an article about it.

Tom: I think I managed to stretch it out to which is approximately one thing learnt per every books.

Phil: Yeah, which is pretty good.

Phil: I mean, I typically learn something out of every other book, so that's not a very good batting average for you.

Phil: What was the highlight for the book?

Tom: Perhaps when you read more books, the amount you'll learn will go down.

Phil: Yeah, that's possibly true.

Phil: Now, the name of the article will just direct people.

Phil: If you go to the site and search for, what's the best way to get to that article, Tom?

Tom: I believe it was entitled, Does Reading Make You Smarter?

Tom: question mark.

Phil: If you put in things, you'll get to that page.

Phil: So just go to Game Under Podcast, search for things.

Phil: The URL is Things Tom Towers Learned from Reading Books in

Phil: And you didn't pick up on my slam.

Phil: I said you read half a book every day.

Phil: You actually read a book every two days, which is quite impressive, really.

Tom: But reading half a book every day is the same as reading two books every day.

Phil: Yeah, okay.

Phil: So...

Tom: This is the sort of thing that you would know if you read so many books.

Phil: Yeah, well, I've read a lot of books.

Phil: I preloaded my book reading as a child, and now I'm kind of coasting, you know.

Tom: Well, I also read a lot of books as a child, though, so...

Phil: Yeah, well, obviously you didn't pay attention, otherwise you wouldn't be still reading these crap books.

Phil: Not a fan of Faulkner.

Phil: We're not gonna get into this in great depth.

Tom: I think that was a compliment to Faulkner.

Phil: Yeah, it was, actually.

Phil: And then, obviously, you kept the best to last, which we won't spoil here.

Tom: But if you look up incel, you will find it.

Phil: Yeah, and also a picture of myself.

Phil: No, that's a joke.

Tom: Which one?

Tom: Are you the dead person, the person with the giant brain, or God?

Phil: Yeah, well, we'll let the listeners find out.

Phil: So, things.

Phil: That was really good.

Phil: I thoroughly enjoyed reading it, so thank you for that.

Phil: We've put up a bunch of other game content as well.

Phil: You gave your first impressions of Wattum.

Phil: I've given my first impressions of the XBOX Antiperspirant, which is available here in Australia.

Phil: I gave it an eight out of

Tom: And disappointedly did not smell like Mountain Dew.

Phil: No.

Phil: I was told by someone that I stink.

Phil: I explained that I do not stink.

Phil: I think I smell like an electronic appliance.

Phil: So I put up my review of SpyHunter.

Phil: I don't know if we promoted that the last time.

Phil: You had a chance to read my review.

Tom: I think you were hyping up the fact that it was coming.

Phil: Yeah, well, it's there now.

Phil: So just that keyword is, or AOL keyword is just SpyHunter.

Phil: And then-

Tom: It sounds like it's potentially even better than the cent game.

Phil: It is.

Phil: Not in terms of its gameplay because of the glitches, but in terms of everything else, yeah, it is.

Tom: So the gameplay is even worse than cent.

Phil: Yep.

Tom: That's a shame.

Phil: Yeah, definitely.

Phil: Just because of the bugs, you know.

Phil: But probably most notably, and what's getting the most attention, is that we sat back, we waited, we rested on our laurels for every other site to put up their best games of the s.

Tom: I think it was more like biding our time.

Phil: Biding our time.

Phil: And then we decided to put up the ultimate list of the best games of the, or the top games, rather, of the s.

Phil: And we can, even though the last entries are not yet published, we can reveal now that we've got all top games on the website.

Tom: And they are probably published for the listener.

Phil: Yeah, if you go to the site, you'll see what those games are.

Phil: You wrote a masterful introduction.

Phil: And this was not something that we just slap-dashed out.

Phil: Some of these articles, the ones I wrote, are over words long.

Tom: Is that for all the articles put together?

Phil: Yeah, in the history of the site, yeah.

Phil: And I think there's a lot of surprises on there.

Phil: I'd be interested to know how many of those that you actually played or beat-ed, beat-ed.

Tom: I believe I have played two from the first segment and finished both of them.

Tom: I did not play Dark Souls, but I did play Dark Souls and some of Bloodborne, which are basically the same game.

Tom: I played Dear Esther and the Last of Us, and I also even played a little bit of Fortnite, and I have played FIFA games with Ultimate Team.

Tom: So the only two games that I have not played from the list at all is Tetris, Quest and Minecraft.

Phil: Yeah, I think I've played about eight of the games on the list, and the only ones I haven't played are Tetris Effect, the Depression Quest.

Tom: And you've even forgotten my impressions of it.

Phil: Yeah, yep, I have.

Phil: Just to make sure, oh, and I haven't played Pokemon Go.

Phil: But I have played-

Tom: Oh yes, Pokemon Go I haven't played either.

Tom: I forgot that one.

Phil: I thought you would have.

Phil: But I have played Pokemon Shield.

Tom: And I've seen people playing Pokemon Go, so I don't know if that counts.

Phil: Yeah, it doesn't, not really.

Phil: So this is not our personal top

Phil: I will be putting together, with a lot less effort, my personal top after this.

Phil: Because that seems to be what I've figured out what to do for my features part of the website.

Phil: And you know, we've almost didn't reveal every game on the top but still it's worth going to the site to see what order we put them in.

Phil: And you know, I don't think that either one of us were completely happy with any selection on the list, but I think that's what makes it a good list.

Tom: I think it ended up being, after much discussion and insisting that Mass Effect didn't make the list in any way possible, a rather representative list of what the decade was like.

Phil: Yeah, and that's what I liked about it, because you did challenge me a fair bit, not only in my writing, but also in some of the games that we were gonna put on there.

Phil: Skyrim got booted off, Mass Effect got booted off.

Phil: There were quite a few more that did get left off the list.

Phil: And I think also, I think we're gonna probably regret some of these entries later on as we play more.

Phil: You were quite passionate about including Dear Esther, but I'm wondering if when we both play What Remains of Edith Finch, if that doesn't take that spot.

Tom: Not at all, that won't happen.

Phil: Yeah, that won't happen.

Tom: Because Dear Esther is the quintessential experimental game.

Tom: There are none that come close to its influence and impact on gaming.

Tom: And...

Phil: Yep, yep, fair enough.

Tom: That would potentially, that would be one of the games lower down the list that if that was at number one, I would not bat an eyelid.

Tom: Essentially the top five, that applies to any of the top five, you could pretty much choose to be number one.

Tom: And that's borderline.

Tom: Whereas the rest of the top are definitely not in the same league as the top six.

Phil: I know that, you know, in a personal list, you certainly would have included Metro and I would have included Papers, Please, but this wasn't our personal list.

Phil: Am I right about that?

Phil: You would probably, you'd put Metro in your personal list?

Tom: It would be a contender, definitely.

Tom: And perhaps this War of Mine as well.

Phil: Yeah, that's the first game that I thought of the other day when I was thinking about this, that that would be on the list for you.

Phil: And then, you know, there was major compromise with Tetris Effect.

Phil: I think that if you had your druthers, that wouldn't be on the list at all, but I thought that it was a worthy, you know, we had to mention, I thought we had to have something in there of virtual reality, and I thought that Tetris Effect would, you know, fit that mold.

Tom: Definitely, and I'm not sure if I necessarily would replace it with something else, because VR and the evolution of motion controls is definitely part of the decade, and there isn't really another game that would be more representative of that.

Tom: The only potential replacement for it would be something like League of Legends, which we can at least come up with the excuse of pedantry for not including it, even though it would be a contender for number one.

Phil: Right, and I thought also because of the, you know, the synesthetic nature of the game that at least gets it in there for you, but also I put it in there because it was the fulmination of Mitsugishi's vision, really, you know, something that he dreamed of with the Dreamcast years and years and years ago, and now finally actually able to be able to do it.

Phil: I'd have to say probably my favorite game on the list, my favorite game on the list, I don't have a favorite.

Phil: Probably my favorite in concept would be the FIFA Ultimate Team entry, perhaps.

Phil: But Pokemon go, look, they're all good, and Tom's done so much tremendous.

Tom: Is that your favorite game or your favorite description?

Phil: No, the best article, I think, is the one for Depression Quest, which you wrote.

Phil: And this is really worthy of publishing, I think.

Phil: It's just really a great article in and of itself.

Phil: So we don't have to go on about this forever and ever.

Phil: Please do go to gameunder.net, and you'll see under the features section, top games of the s.

Phil: And if you like that kind of content, let us know.

Phil: You can comment on the front page of any of those articles.

Phil: You can comment on that page directly.

Phil: But you can always contact us directly as well, somehow.

Phil: So, we can move on.

Phil: And I thought that perhaps we should probably talk about some topical games, new games that we've been playing, unless you've got anything else you want to talk about.

Tom: Not really.

Tom: The one thing I will add is, actually for research, even though I did not write the article for Fortnite, played a single game of Fortnite, and it was surprisingly good.

Tom: I assumed the opponents it gave me were AI, given how tremendously easy it was, but I was surprised by how smoothly it put you in the game.

Tom: Essentially, I just started it, it loads, and the next thing, a rap song starts playing, and you are dropped out of an aeroplane, and a game begins of Fortnite, and it is mechanically very satisfying.

Tom: Opponents take enough to kill that if you're attacked, you have time to respond, and the weapons all feel nice and chunky, and the sound effects are great.

Tom: It was a lot better than I was expecting, given that it is somewhat of a joke for most quote hardcore end quote gamers, but it probably shouldn't be that surprising, given that it is an epic game.

Phil: I was gonna say, in epic, you mean a game from Epic Games.

Phil: The Pedigree is, well, it is almost flawless, and I've played it a couple of times.

Phil: I've gotta say, it's beyond me, but so would PUBG, you know?

Phil: If I started playing PUBG flippantly, without committing a lot of time to it the same way that I played Fortnite, I'd go away with the same result.

Tom: I wonder when the last time you played it was, because at some point this year, last year, towards the end, they introduced, or at least it's speculated that they introduced bots.

Tom: So I'm wondering if you went back to it now, you would find it significantly easier.

Phil: Yeah, I played it when it was first released on the Switch.

Phil: And it's just one of those things where I, if any of my nephews or nieces come over to my house and they see games sitting in a room, the first thing they're gonna say is, oh, can we play Fortnite?

Phil: And I'm gonna say, oh, I don't have Fortnite.

Phil: And they're gonna look at me like, well, what's the point?

Phil: So I at least downloaded it for the Switch and played it a few times.

Tom: They should point out that Fortnite is free, anyone can have Fortnite.

Phil: That's right.

Phil: So that's why I downloaded it for the Switch.

Phil: And, you know, if I don't, I have no hesitation that if I was gonna play it every night, the way you can with these things, that I'd fully enjoy it.

Phil: But yeah, didn't grab, didn't, you know, it wasn't like Unreal Tournament back in where you just couldn't stop playing it.

Phil: But there's again, very capable.

Phil: So, no, well, the one thing I was gonna ask you about, and this is compelling, today we're gonna be, or today we're gonna be talking about Halo Reach, which has recently come to the Master Chief Collection on Xbox One and PC.

Phil: We're gonna be talking about Pokemon Shield, and we're gonna be talking about Gears

Phil: But just one last trademark banter thing, I was shocked to see on the list, Vegan Yoghurt.

Tom: Yes, and with the list of games we've mentioned, we just have to add that this is the world's only Vegan Dude Bro podcast.

Phil: That's right, you heard it, from Australia.

Tom: Probably worldwide.

Phil: True, so what's this Vegan Yoghurt thing?

Tom: Well, I recently tried Vegan Yoghurt, which I believe rather than fermenting milk in this case, it is fermented coconut.

Phil: Oh, you're reading the wrong yoghurt, my friend.

Phil: They make a Vegan Yoghurt out of soybeans.

Phil: So it's basically for people who are lactose intolerant.

Phil: So it's a dairy-free yoghurt, but it still has yoghurt cultures in it.

Tom: This also has biotic cultures in it.

Phil: Yep, and they have peach, apricot, blueberry, and strawberry-flavoured.

Phil: And the brand that I buy is absolutely great.

Tom: What's the brand?

Phil: King, K-I-N-G, and they're sold in most major grocery stores here in Australia.

Tom: This, I believe, is pure-free, and it is neither pure, given that the coconut also contains probiotic cultures, and nor is it free.

Tom: I did have to pay for it.

Tom: Yeah, but I actually think that coconut is an excellent base for a yoghurt.

Tom: You are unlikely to get as neutral or accurate a simulation of yoghurt as you might be able to from soy.

Tom: But the advantage of coconut is if you have ever used coconut milk, it is tremendously versatile, but without being a very neutral flavor.

Tom: So this can be used in quite a few interesting ways.

Tom: I don't know if you're familiar with Malung.

Phil: Malung?

Tom: Malung.

Phil: Malong?

Phil: Mei Long?

Phil: Mei Long, I think, wasn't she in Street Fighter ?

Tom: It might be spelt M-E-L-L-U-N, but I'm not sure.

Tom: But it's essentially a curry salad using coconut.

Tom: And that's combined with a coconut-based yogurt is actually surprisingly effective.

Phil: Okay, all right, well, check this out.

Phil: It's called Pure Free.

Tom: I think so.

Phil: And they're not a sponsor.

Tom: Nor are they free.

Phil: But, you know, I mean, like, why would you do that instead of just eating normal yogurt?

Tom: Why not?

Phil: Yeah, why not, indeed?

Phil: If it's the same price or cheaper.

Phil: I'm just glad there's a lot of lactose-free people in the world because they're the ones driving this dairy-free, you know, craze.

Phil: And I just sit back and reap the rewards.

Tom: And while we're on the topic of the lactose intolerant, I, due to my subscription, I think it's still free to Xbox Games Pass for PC, recently downloaded the Master Chief Collection and on PC, for some ridiculous reason, they are releasing the games in the chronological order of the story, rather than releasing them all at once, meaning that the first game you could actually play on it was Halo Reach, whereas I'm up to three in the trilogy, so that was what I was most hoping to play, but I nevertheless downloaded Halo Reach and tried it.

Tom: Having not bought an Xbox console since the original Xbox, this was my first Halo game in a very long time, but I was a big fan of both the original and Halo

Tom: I think they don't really deserve any of the praise they get in terms of their campaigns or supposed innovation in the first-person shooter genre outside of online, but, and multiplayer in general, Halo 's multi-link multiplayer is one of the best console multiplayer games ever, and it's up there with things like Perfect Dark and GoldenEye, and is, in my mind anyway, better than them.

Tom: And Halo obviously essentially invented the model for online shooters on console and online games in general, on the console, and its influence on PC games online also hasn't been as egregious as Call of Duty, for instance.

Tom: So I am a big fan of the series, and I have only played the first level of Halo Reach, but it was a tremendous disappointment.

Phil: Oh, wait, wait, wait, wait, you've only played the first level?

Tom: Yes.

Phil: Okay, so clarify for me, was this released as a part of the Master Chief Collection that they finally added it to, or was this released as a standalone release?

Tom: They've just released the Master Chief Collection for PC, and it is included in it, and on the PC, I think on consoles, you can play all of them, but on PC, they are staggering each Halo games released within the Master Chief Collection.

Phil: Okay, so just to frame this a little bit, this was released in after Halo and this was the last game that was developed by Bungie prior to them leaving and going over to reclaiming their company, going over to Activision and going to work on Destiny.

Phil: So after Halo the studio basically split into two different teams.

Phil: One worked on ODST, which is the worst Halo ever, a piece of complete crap, and the other team made the best Halo game that's ever been released, and that's Reach.

Phil: And that's basically the facts, as I understand it.

Phil: It was released on and then subsequently on Xbox One and Microsoft Windows.

Phil: And I think it's based on the writings of Eric Nyland, who did the Halo paperback novels, because he wrote the book, I think, for the Reach or something like that.

Tom: Well, that's not promising for the rest of the game.

Phil: Look, the game...

Tom: I would rather a story written by a bunch of random non-writers, such as The Intern and The Lunch Lady, as games are normally written, than someone who writes novelizations of games.

Phil: Well, he did the best novelization of a game ever, and I'm looking around me at the library here to go grab it, but his first Halo...

Tom: A very sensitive collection of game novelizations.

Phil: Yes.

Phil: Okay, now I...

Tom: Is that why you learn one thing per every two books is the number of game novelizations you read?

Phil: I can guarantee you I learn nothing from any of the novelizations of video game books, particularly the Banjo-Kazooie one.

Phil: I learned nothing from that.

Phil: But you know, and I've got to admit that of the collection of game novelization books I have, you know, about % of them I've written myself that I'm seeking a publisher for.

Phil: So if anyone's out there and wants to read the real story behind SimCity...

Tom: And I've got a correction on that.

Tom: Surely the best novelization of a game is Spec Ops The Line book.

Tom: What was it called again?

Tom: Zero something?

Phil: One of the zero?

Tom: Significant zero.

Phil: Significant zero.

Phil: Yeah, but that's not a novelization.

Phil: That was, you know, a tell-all.

Phil: Anyway, Reach is undeniably the best Halo game that's ever been made.

Phil: It was Bungie learning everything they had from their prior games.

Phil: Obviously, all the losers went over to make ODST, and then the good team went on to work for Reach.

Phil: It's really just the best Halo game possible.

Phil: It's a prequel to the first Halo game.

Tom: It takes what was, and you can correct me if I'm wrong, because I may be misremembering the Halo story.

Tom: What may have been a military fetishization story, nevertheless, it was, I do believe, humanity united to fight against an alien menace.

Phil: Right?

Phil: Yeah.

Tom: Whereas Halo Reach begins with some Rajad Kipling segment of American soldiers visiting some backwater against their will and having to deal with the dumbass natives who may be causing an uprising.

Phil: Doesn't it start in New Mombasa?

Phil: Or is that Halo or or ?

Phil: Anyway, you just play the first level.

Phil: Where does it start?

Tom: Well, there's the first disappointment, is the story itself, a complete change in tone.

Tom: And not just that, all of a sudden you have these teammates that are these whiny little babies all interacting rather than this stoic master chief ignoring everyone so that you don't have to deal with awful dialogue and annoying characters getting in the way.

Tom: So yet another negative.

Phil: No, it's a positive because those guys were all orphans who were adopted by, I don't even remember the plot at this point, but in any case, it's actually great.

Phil: I mean, the whole team thing and the theme and the mood that you're talking about, it does take on a more somber tone because you know how this is going to end.

Phil: In Halo they have the fall of the Reach, which is where that...

Tom: It may be attempting to build up with that, but it begins with this nonsense of them visiting a backwater and whining about a bunch of natives, essentially.

Phil: Yeah, we'll push on through and you'll find that this is the best Halo game ever, at least.

Tom: The next problem is the gameplay and the level design.

Tom: Now, I have never been someone who thinks that Halo's gunplay is particularly impressive.

Tom: It works wonderfully in multiplayer, but if you are doing, due to the way that the weapons affect the other players and the different amounts of damage they do and all that sort of thing, none of that really matters so much in the single player, where the fun and enjoyment isn't in working out the best weapon for certain situations and looking for the best weapons throughout the maps, the multiplayer maps, but is in using a variety of weapons that you're given and come across as you're playing.

Tom: But even on console, with more limited controls, there's not really much, you don't really have to deal with recoil that much.

Tom: With the vibration, it doesn't really add all that much.

Tom: When you're using a mouse, it's even worse and feels even less tactile and interesting.

Tom: There's very little difference between the weapons beyond the speed of the projectiles and how much damage they do, which again makes a difference in multiplayer, but basically very little difference in single player.

Tom: The design of the first level was absolutely awful.

Tom: Another thing that I have never thought was impressive about Halo is the AI for some reason that I simply cannot comprehend is held up to be some of the best ever.

Tom: I think it is just because the grunts do idiotic and comic things sometimes, which is entertaining, but just because you can design bad AI doesn't mean you can design good AI even if it makes the rest of your AI look good.

Tom: Essentially the AI even on Legendary is completely passive.

Tom: It doesn't try to come and kill you at any point.

Tom: It doesn't really try to flank you.

Tom: It just sits around in whatever it is and runs from side to side.

Tom: So maybe people think strafing is an example of good AI, but that's basically the only trick that the elites have, is simply to strafe.

Tom: Which again, strafing existed in Doom and the first ever first person shooters.

Tom: So I fail to be impressed by that.

Tom: But nevertheless, I did enjoy other Halo campaigns, including first levels in other Halo games, but in this one, what really makes it really uninteresting and boring is they just plonk the enemies in, there's basically several main fights throughout the levels.

Tom: And with the exception of the fight at the end, there are two battle designs that are repeated twice, one, they plonk the enemies around or one end of an obstacle in the middle, so that you basically have two sides to attack them from and they just walk around strafing on the other side of it.

Tom: The other is they stick them in the center of another sort of circular area, but this time they're in the middle of it and you kind of have to go through obstacles to get to them.

Tom: From what I can remember of other Halo games, the areas are usually slightly more open and the enemies are usually sort of spread over these areas that you go through rather than you walking or driving a car from one battle to the next, which is essentially how the first level of Halo Reach was structured.

Tom: And there was a lot of cinematic walking as well, which there was in the Halo games and maybe it was just because the story was so much more generic.

Tom: It was basically Call of Duty in space, but without the mind blowing insanity of Call of Duty, it seemed to drag on a lot more.

Tom: It was slightly better towards the end when you ended up inside a building and you had slightly more traditional corridor sections that were in the vein of a lot of the corridor sections in the first two Halo games, but the outdoor sections were not at all on the level of the outdoor sections in Halo and from what I can remember of them.

Phil: I think that you've got to really play some more of the game to really grasp it.

Phil: But I do think that the opening section of the game is quite impressive.

Phil: So if you're not enjoying it now, maybe you're not going to get there.

Phil: But I think over time, you'll probably get to enjoy it.

Phil: To me, this was the culmination of Bungie's development, because it was the last game that they made.

Phil: It was the best selling game that they made on day one.

Phil: They'd learnt all the lessons and it was the A-Team that really made it, as opposed to the schmucks that made ODST, which is the worst Halo game they've made.

Phil: You haven't played ODST, obviously.

Tom: Correct.

Phil: Yeah, yeah, yeah.

Phil: It's worth it for the comedy value.

Phil: I'd probably just watch the YouTube video of it.

Phil: The other thing you've got to realise is this game is years old, and you're coming at it fresh, but at the time, this thing got universal praise from every quarter.

Tom: As did the likes of Uncharted, though.

Phil: Yeah, I'm not sure if Uncharted did, but Uncharted certainly did.

Tom: It absolutely did.

Tom: The opening level to me was a tremendous disappointment as a Halo fan.

Phil: I can't remember now, because it has been years since I played it, because I got it at launch.

Phil: I really should replay it.

Phil: Did they make the female character wear a pink outfit?

Tom: I don't think so.

Phil: Okay, well, see, their hair is very progressive.

Phil: There's a lot of to and fro, and I think probably I did enjoy it because I did read the novel that it was based on.

Phil: Eric Nylon didn't do the writing for it, but it's based on a lot of what he'd written about the kids who were taken away, and he created that whole sub-story that basically these kids were adopted and Halsey, who has the same voice and appearance as Cortana, was the female scientist who was in charge of them.

Tom: See, this is one of the problems, though.

Tom: The wonderful thing about the, quote, story, end quote, of Halo is not so much at all the story, but the narrative and the atmosphere of the place.

Tom: You don't need to be shoving in this backstory that is just going to be stupid and not live up to the tremendous atmosphere they create.

Phil: I think also, too, because it was the last Halo game from Bungie, you can read a lot of subtext in there as well, and there are some overt messages from them basically saying, well, this is the end of what we're doing.

Phil: They do a little bit of meta-textual content, much as Infinity Ward did, you know, with their closing songs for their version saying that, you know, this is the only real version, you know, whatever Treyarch's doing, that's not really Call of Duty and all that sort of thing.

Phil: So, with that, I'm sure you're looking forward to playing more of Halo Reach, based...

Tom: I'm certainly not looking forward to it, but at some point I may.

Phil: Give it another shot, at least, yeah.

Phil: I don't know if you want to talk about Gears next, or if you want me to talk about Pokemon Shield.

Tom: Well, given we are talking about masculine shooters, why don't we move straight into Gears ?

Phil: I thought for sure you were going to say Pokemon Shield.

Phil: What's your history with the Gears franchise?

Tom: I have never played another Gears game.

Tom: This is my first.

Phil: Okay, well, my history with Gears is that I totally loved Unreal Tournament, so I was looking forward to the next thing that Epic made.

Phil: And back on the they actually mandated that every game had to have a demo.

Phil: This is something that people forget, but something that Microsoft mandated, that if you're going to release a game on our platform, people have to demo it first, which I think you book.

Phil: That's amazing, right?

Phil: So I downloaded and played the demo, and it's amazing.

Phil: Like, Gears of War was basically Cliff Blazinski looking at Resident Evil and trying to turn that cover-based shooting into a video game.

Phil: So you've experienced all of the runoff of that with, you know, Cent Blood on the Sand and thousands of other games since then.

Tom: Basically every shooter.

Phil: Yeah, but this is where it all started and, well, except for that Japanese game that I've played that I can't remember the name of right now, that Cliff Blazinski says was his inspiration as well.

Tom: I believe that started it and he popularized it.

Phil: Yeah, exactly.

Phil: So it was first seen in that game, which you'll look up and let us know about.

Tom: Was it Kill Switch?

Phil: Yeah, that's it.

Phil: Kill Switch.

Phil: And I think who was the primary developer on that?

Phil: He's one of our favorites.

Tom: Was he?

Phil: So having been a big fan of Unreal Tournament, I was really excited to see what Epic Games and at that time, we didn't know who he was really, but Cliff Placinski and what he would do.

Phil: But Cliff Placinski was the key designer on the game.

Phil: And basically, he took the cover shoot mechanic from a game called Kill Switch, which was developed by Namco, which I thought was a Japanese game, but apparently was designed in the US.

Phil: And combined it with the behind-the-shoulder third-person view of Resident Evil which was a wildly popular and successful critically acclaimed game.

Phil: And so the cover-based component of the game that went on to be copied and copied and copied elsewhere was really revealed to most people through the first Gears of War.

Phil: It was gory, and then the setting was beautiful.

Phil: It used Unreal's own engine and popularized its own engine.

Tom: And whenever one plays a Unreal Engine game by Epic Games, it demonstrates how disappointing every other game using Unreal Engine is.

Tom: They manage to, most Unreal Engine games have a very smooth, boring look to them, and with less detail.

Tom: Not necessarily literally, but the general, due to the smoothness of the image, they often end up feeling like they have less detail than games that have their own image, engines.

Tom: Judging by Gears and also videos I've seen of other Gears games and obviously other Unreal Engine games that Epic have made, they actually manage to get the engine to look, to suit a variety of different aesthetics, so that you don't end up with just a generic look, and they also don't have the ridiculous smoothness of the image, and they also manage to have a huge amount of detail as well.

Tom: Basically, the way Unreal Engine is used by most games, using the Unreal Engine, you end up with something that looks like something halfway between Unity and halfway between an Epic Unreal Engine game.

Phil: And one of the keys to Gears of War in its initial design thought was destructive beauty, so they'd put you in all of these Victorian era type mansions and houses that have them be destroyed, and then they carried that through to the organic levels as well, and in cities that had been broken down, but you're quite right, through a variety of different environments, be they organic or urban or, you know, inside a house, there's a level of detail that you don't see anywhere else.

Phil: And they created the engine, so obviously they know all the ins and outs of it.

Phil: In fact, they were sued by Dennis Dyack for not really sharing all the details.

Tom: I was about to say, I wonder if they are in fact releasing to other developers inferior versions of the engine tools.

Phil: Yeah, yeah.

Phil: But again, on the plus side, they've been very generous with the engine over the last four or five years where they let game developers use it for free until they have, you know, game revenue of a certain amount, and then they have to start paying royalties.

Tom: Yep.

Phil: So, but back to the game itself, it's a third-person shooter.

Phil: It's a third-person cover-based shooter.

Phil: So you get to, you know, creep around and throw grenades and use some fairly satisfying guns, I would say.

Phil: Would you agree?

Tom: Yep, definitely.

Tom: And not just in terms of their sound effects and the recoil management and all that sort of thing.

Tom: They also have a variety of amusing grenade launchers and rotating saw launchers and things like that as well.

Phil: Yep.

Phil: And of course you've got Up Close Malay where you can use chainsaws on enemies as well.

Phil: And the game itself, I mean, Gears, I kept playing Gears and waiting for it to wear off or waiting for them to slip a gear, if you will.

Phil: And they haven't, they've been consistent.

Phil: And Gears was really an amazing game where they've gone on to the new generation, left the characters, almost left the characters in the past.

Phil: But you'll see Marcus and Baird in this new game, as you would in Gears where they're older, they're bolder, they're grumpier.

Phil: And it's not overplayed.

Phil: It's really a pleasure and...

Tom: It's very suspicious that all of these old game series where the original audience might now be your age and parents are suddenly having father and child relationships in them.

Phil: Right, as in Dad of War, right?

Tom: Yep, and Gears

Phil: And Gears and Gears as well.

Phil: So it's, you know, I think it's video games growing up and acknowledging that.

Phil: Or growing old, I should say.

Tom: Or video game audiences growing old and developers...

Phil: Capitalizing on it...

Tom: .

Tom: marketing it to them.

Phil: Yeah, but I do think there's some earnest experiences going on with developers as well as they age and they want to make different kinds of games as well.

Phil: So in Gears they did introduce elements of real time strategy and what do you call that genre where it's castle defense?

Tom: Tower defense.

Phil: Yeah, tower defense, which I tolerated and got through and didn't really enjoy.

Phil: So far they haven't done any tower defense elements in this game.

Phil: But so far I went into this going, I really liked

Phil: I hope this is good and so far it's been a complete joy to play and I've only stopped playing it because of other games that have come up, but I'll definitely be getting back to it.

Phil: How far did you get into it?

Tom: I played the first level.

Phil: Oh, you've got to play more than that.

Tom: I may indeed continue it unlike Halo Reach in the immediate future, but as a new play to the series, it certainly does absolutely nothing to help you understand what is going on.

Tom: There is a brief prologue that refers to events, but I think it's basically just a recap of Gears as far as I can tell.

Phil: Yeah, exactly.

Phil: They don't tell you anything up to that point.

Phil: If you can somehow through the whole Microsoft thing, and I believe there's probably a way you can play the first game.

Tom: I think the first, the remaster of the first game is on Games Pass.

Phil: Yeah, and believe it or not, I have a, the remaster I have on the same disk as Viva Pignada.

Phil: He asks, I'm looking around the Stride studio, like there's some producer to help me with that.

Phil: No, it was the...

Tom: I find that hard to believe.

Phil: It was the...

Phil: okay, I'm being told it was the Rare Replay compilation that came on the same disk as the Gears remaster.

Phil: That's pretty cool, right?

Tom: Yep.

Phil: Which is why I bought it, because you're like, Rare Replay master on the same disk as Gears ?

Phil: I would strongly encourage you to play the first Gears.

Phil: I think it is the affinity...

Tom: I think I'll finish, if I continue the fifth, I think I'll probably play the fifth first.

Phil: Play the fifth, and if that piques your interest, go back through them, because they are the epitome, they are the absolute best third person shooter experiences that you can have in video games.

Tom: I could not disagree more.

Tom: I think this is probably the third best, and the only other good third person experience you can have in games, but it is certainly...

Phil: No, third person shooter?

Tom: Yep, third best third person shooter experience in games.

Tom: It is certainly not so far at all on the level of binary domain or vanquish.

Phil: Well, there goes my opportunity to exploit the listener by teasing our upcoming three best third person shooters of the s.

Tom: Previously, the top two was literally the only two third person shooters ever made that were any good, but apparently Gears is another good one, but it's not really comparable to them.

Tom: It is a lot of fun, but it is like other third person shooters, so much more limited.

Tom: Vanquish gets around the basic problem of cover shooter, third person shooter design where you are by allowing you extreme mobility, yet also the advantages of cover, but you are able to move so extraordinarily between cover to cover that you can actually run around shooting enemies as well pretty freely, and the environments are nice and open.

Tom: Binary domain is much more limited in terms of movement and the design of the areas than Vanquish, but it has the different areas of enemies to shoot that is quite complicated and some excellent boss battles as well.

Tom: This is basically like your standard third-person shooter, where the areas are really limited.

Tom: It's simply better to just sit behind cover and sometimes move between cover if you can't shoot the enemies, but for the most part it's just best to sit around and snipe at them.

Tom: But it is fun, unlike other third-person shooters, one, because the enemies do actually sometimes have some aggression, though usually not so far, and two, the gunplay is so exceptionally good.

Phil: Exceptionally good, and I think the level design is also good.

Phil: I think the range of enemies is good.

Phil: You've got everything from robots.

Tom: That's another good thing about it, apparent even in the first level.

Tom: The enemy design reminds me a lot of the Doom reboot, so no doubt it was greatly influenced by Gears.

Phil: Well, obviously Gears vastly influenced Vanquish and Binary Domain, and both of those games have influenced Gears as well.

Phil: The robots were only introduced in Gears just so you know, and they start out with Gears because it's the first in the new, you know, it's the Millennials, it's no longer the old characters.

Phil: And so, oh well, it's okay to kill robots because they're just robots, you know.

Phil: And then the shit hits the fan, and it's like, fuck, we got to kill everything.

Phil: And it was a very slow burn at the start of Gears where it's like, oh shit, well, is this game just going to be about shooting robots now?

Phil: Because, you know, we can't shoot like two story high, you know, flesh monsters anymore.

Phil: And you know, the game develops on and on, the old guy comes in, are you going to really kill things?

Phil: Let me show you how to do it.

Phil: You know, and yeah, I like that.

Phil: I love the mix of AIs, I love the mix of the of the environments.

Phil: There's one environment that you'll get to later, that you come to this nice little quiet Tibetan town, Alaa, uncharted

Phil: And you're like, oh, this is all very peaceful.

Phil: And, you know, you pat the yak as you do, and you walk through it, and you're like, oh, yeah, I get it.

Phil: They're making me slow walk through this environment because I'm going to have to fight, you know, blood and tooth back through this environment to get out of it.

Phil: And that's and that is exactly what you have to do.

Phil: They do this Metroid thing where you have to go through the level.

Phil: You don't have the powers.

Phil: You don't have this or that.

Phil: And then then you have to go back through and blast your way through it.

Phil: And one thing I do like about the AI in this game is that it's tough.

Phil: I'm playing it on a level just above medium, I think.

Tom: Yep, I was playing on the hardest one.

Phil: Oh, good.

Phil: Good for you.

Tom: And it was it was nice and challenging without feeling cheap at all.

Phil: And that thing that happens at the end when you kill them all with the sound, yeah, it does that kind of thing.

Phil: Yep.

Phil: That's a that's a staple of the series.

Phil: And it is a pure dopamine endorphin rush or whatever you want to call it.

Phil: It's just so great to hear that sound that's been through the whole series the entire time.

Tom: What one thing I will add to one thing that it does well, which third person shooters for some reason do not do, I think because they seem to think that you can just take combat design from a first person shooter and stick it into a cover based third person shooter.

Tom: And that will be interesting, which it never is, is the reason that the one of the reasons in the first level anyway, that the combat was so enjoyable was basically, although you are it's really limited in how you move and the greatest advantage is hiding behind cover.

Tom: The way they dole out more powerful weapons makes it really satisfying when you get one of them.

Tom: And you are able to play more aggressively than when you have weaker weapons.

Tom: Although I have to say, the pistol, if you can get headshots, is bizarrely powerful.

Tom: It's like the Magnum in Halo pretty much.

Phil: I've always thought, actually in playing through Gears when I first got that gun, I was like, is this a tribute to Halo?

Phil: You know, the shotguns are always great, of course.

Phil: But yeah, there's a broad diversity of weapons.

Tom: Basically, as you're going through, it slows you down and gets you stuck behind cover, then allows you to get grenades or other more powerful weapons so that you can play more aggressively, so that it's holding you back, then giving the satisfaction of being able to play more aggressively, which third-person shooters don't do because they're just copying the weapon, the way you get weapons from first-person shooters, which are completely different.

Tom: The equivalent to this in first-person shooters is in the design of older first-person shooters or the Doom reboot with the special powers you pick up or rare super-powered weapons like certain rocket launchers and so forth, which first-person shooters don't do today because they're much slower.

Tom: But in something like a cover-based third-person shooter, you really need that, or all you're doing is basically just sitting around, popping out a cover and killing people, and it's completely one-note in terms of the pacing of the actual gameplay and is just a really uninteresting experience unless it is binary domain or vanquished.

Tom: So the way Gears so far manages to make cover-based shooting interesting is through the way it doles out weapons.

Tom: And so far, it's not as special as binary domain or vanquished, but it is tremendously enjoyable in and of itself.

Tom: And it also has, of course, a great sense of spectacle and pacing, although as someone who has been randomly dropped into the th page in a -page epic science fiction fantasy novel, I'm not sure that there is anything to be enjoyed about these cinematic walking sections so far where the characters are talking.

Phil: Yeah, that's about right.

Phil: I think the only other thing I need to bring up is that this is not from Epic Games.

Phil: Microsoft bought the rights to Gears of War, and basically a company called The Coalition is now developing the game.

Phil: And I think The Coalition used to be known as Turtle Rock, which is a developer out of Southern California, close to where I used to live.

Phil: But yeah, look, I give full credit to this game.

Phil: I think it's amazing.

Phil: Just like Reach, I think you need to play through the whole thing to really enjoy it.

Tom: They were the developers of Left Dead, I believe, the original.

Tom: Yeah, that's right.

Tom: And Counter-Strike as well, and the failed Evolve.

Phil: Yeah, I mean, Turtle Rock was a great developer.

Phil: And I might be wrong.

Phil: Coalition might be something completely different, you know.

Phil: In fact, Turtle Rock may have been the people that got bought out to do the Dead Rising games, for all I know.

Phil: But anyway, caveat, mTOR, double-check our facts.

Phil: If you're happy to move on to the next game.

Tom: I am indeed.

Tom: Oh, just one thing you were mentioning about the graphic style, because one thing the series has been maligned for is its brownness.

Tom: But there is certainly nothing brown about Gears in any case.

Tom: It is basically the second best, perhaps best, attempt at doing what Enslaved did.

Tom: A couple of other games have attempted, but none really come to mind that did it well other than Enslaved, of this basically tropical paradise future world where the technologically advanced world has failed and is now being overgrown by plant life of the tropical variety.

Tom: And it is super colorful and looks excellent and is one of the few games where the vegetation actually looks as good as the rest of the environment.

Phil: And Horizon Zero Dawn was the first game I thought of, which you played the Killzone game Skyfall I think.

Tom: I don't think it's called Skyfall.

Phil: It was one that was a prelude with the last Killzone game before Horizon and they both kind of played more in that organic white light, Nordic types, you know, light.

Tom: Killzone also had some very interesting alien vegetation sections as well and was an extremely colourful game even in the laboratories and levels like that, but it also had a lot of jungle sections.

Phil: Well, speaking of a game that doesn't have a lot of jungle sections, I recently have been playing Pokemon Shield, so Pokemon Sword or Pokemon Shield, obviously it's a Pokemon game, so they're released two of them at the same time.

Phil: I'm playing it, of course, on the only console that will play it, which is the Nintendo Switch.

Phil: I bought it because my nephew has Pokemon Shield and he asked me, oh, will you, I'm sorry, he has Pokemon Sword, he said, oh, will you buy Pokemon Shield so that we can trade Pokemon?

Tom: He finally gave up on trying to play Fortnite with you.

Phil: Well, his parents gave me a $gift voucher, so I took that as a hint and went and bought a copy of the game.

Tom: I thought you were saying went and bought $worth of Fortnite loot boxes.

Phil: And yeah, I've been playing it, you know, it's masterful, it is a really, really good game.

Phil: And so this is basically Game Freak's first foray into the console world where they're really trying to bring the game from the handheld versions into the console version.

Phil: Now the Switch is a handheld console and indeed with the Switch Lite, it is a purely handheld console.

Phil: But what I mean is they're bringing it into the D, you know, open world kind of scene.

Phil: So they have...

Tom: There have been a couple of Pokemon games that have done that before in the past, but they have not been as in-depth as RPGs, right?

Phil: That's right.

Phil: Well, they re-released Pokemon Blue for Switch, but they really babyfied it.

Phil: And it was kind of a training game for the Pokemon Sword Shield series, so because, you know, Pokemon Blue is pretty basic at this point.

Phil: And it was a way for them to work with D tools and things like that.

Phil: That Pokemon Sword Shield basically puts you in a world where Pokemon are a part of the real world and Pokemon Trainers are, you know, eSports kind of participants.

Phil: So basically, you know, you go to a stadium and you compete and all the rest of it.

Phil: But that's kind of an end boss type of thing.

Phil: You still have to go.

Phil: It still starts with you in a small village and your mom and, oh, don't go there.

Phil: It's too dangerous.

Phil: And your friend saying, yeah, let's go there.

Phil: Let's chase that Pokemon.

Phil: And, you know, you go around and, you know, level up.

Phil: It is a it is a pure interpretation of the Pokemon game put into a modern framework.

Phil: And it's absolutely delightful.

Tom: So it's what people have been asking for ever since the GameCube.

Phil: Ever since the Game Boy, you know, because Pokemon started as a Game Boy game.

Tom: But it was with the GameCube that people really wanted a proper console version of it.

Phil: I think even the Nbecause you saw games like Pokemon Snap and Pokemon...

Tom: I think less so precisely because you saw games like Pokemon Snap and Stadium.

Phil: Pokemon Stadium, yeah.

Tom: The Nactually had good Pokemon games on it that may not have been standard RPGs but were very much in the Pokemon universe and the Game Boy games themselves were still so massive then.

Tom: I think it's really the GameCube generation that people started wanting more out of them.

Phil: Right.

Phil: And with this game, it's not perfect.

Phil: I mean, there's no voice acting.

Phil: Pokemon is the most successful intellectual property or best selling intellectual property in human history.

Phil: And when that first scene dropped and there's no voice acting in its subtitles, I'm like, come on.

Phil: I mean, come on.

Phil: You guys can afford it and do it because your target audience is little kids.

Tom: I'm going to tell you why they don't because it isn't the greatest selling intellectual property in human history.

Tom: I would suggest that probably Islam and Christianity, Buddhism, Hinduism, even Judaism potentially would probably beat Pokemon.

Tom: And if you look at the creative output of the main series such as Christian films, for instance, they also usually rather half-arse the effort they put into things.

Tom: So I think if you have an intellectual property that sells just on the basis of the fact that it is essentially religion as Pokemon is, for the most part, people making stuff for that market are not going to really be too bothered about what they produce.

Phil: If the Shiites, Buddhists, Catholics or Evangelicals put out a video game, it would have been a voice acting game.

Phil: This game doesn't have voice acting.

Phil: The reason why that is especially egregious is...

Tom: I don't know if that's necessarily true.

Phil: It is true.

Tom: Does that Noah's Ark game have voice acting?

Phil: Noah's Ark?

Phil: There was one like the NES.

Tom: No, that was much later.

Tom: The shooter, the Noah's Ark shooter where you're shooting animals, they remade Doom or whatever.

Phil: That's SNES.

Tom: It wasn't released at Doom.

Phil: It's on a Super NES.

Tom: Yes, it wasn't released then.

Phil: Yes, it was released on the SNES in real time.

Tom: In one year.

Phil: I'll find out.

Phil: But these are contemporaneous releases where voice acting wasn't available.

Phil: All I'm saying is if the official Catholic Church put out a game like Pope Hunter, that it would have voice acting.

Phil: I'm just saying that it's not available.

Phil: I'm just saying that it's not available.

Phil: I'm not saying it's not available.

Phil: Let's get it done.

Phil: And the reason why this is especially egregious...

Tom: I again question that.

Tom: Let's use a more common example.

Phil: Now you're interrupting me for the third time on this poem.

Tom: Don't make me make it a fourth.

Tom: Don't make me make it a fourth.

Tom: Christian films do not feature acting.

Phil: Christian films aren't video games.

Tom: But they are.

Tom: But Pokemon films feature acting.

Tom: So check mate.

Phil: It's particularly egregious because there are children like my nephew who's only and, you know, his reading is not up to, you know, he's or something, you know, his reading is not up to the level of an adult and it would be very helpful for him to have voice acting.

Phil: And these people have more money than God.

Phil: There should be voice acting in this game.

Tom: I also question if they have more money than the Vatican.

Phil: I believe they definitely do.

Tom: I would question that.

Phil: Actually, yeah, you know, I take you on that and that's fodder for a future article.

Phil: Who has more money?

Tom: The Vatican or Game Freak.

Phil: So we'll look into that.

Phil: We'll get our crack team of investigative journalists on it.

Phil: We're running out of time here.

Phil: Basically, this game is amazing.

Phil: It's awesome.

Phil: If you have a Switch and you've played Pokemon in the past, you must buy it.

Phil: You must play it.

Phil: You will love it.

Phil: I always love that part of an RPG where you realize you've grinded too much.

Phil: I thought I was just playing the game normally and then, you know, I'm just grinding along, you know, building up experience and all the rest of it.

Phil: And then I get to the next town where I'm apparently up against this massive threat and he's like a level and I'm like a level

Phil: I love that about traditional JRPGs.

Phil: The fact that they'll let you do whatever you want.

Phil: And I, you know, for whatever reason, I always over level.

Phil: And honestly, this could be a whole psychotherapy issue by itself.

Phil: But it's just like, yeah, I just love it.

Phil: And it's fun.

Phil: It's got a lot of new elements.

Phil: It's got online elements that are enjoyable, that don't interfere with the with the true nature of the game.

Phil: It looks amazing.

Phil: It looks great, much like Ni No Kuni for the PlayStation

Phil: And it has all of the elements.

Phil: Now, it's gotten some criticism online for not having all of the prior Pokemon.

Phil: And I buy that.

Phil: You know, it's the same criticism I'm saying you guys have more money than God.

Phil: Why couldn't you include Squirtle?

Tom: You know, I think also you can't go into as many buildings as the Game Boy Game Boy handheld versions as well.

Phil: Yeah, that's true.

Phil: But, you know, those didn't cost anything.

Phil: Programming wise, and it's really not a major part of the game.

Phil: I mean, the major part of the game is going through the open fields.

Phil: The one thing that is jarring is that they have open world segments that are online where you can use the right analog stick to sweep around the camera the same way you would in any video game.

Phil: If you can follow that.

Phil: But then when you're in the towns, you can't do that.

Phil: You can't move the camera around.

Phil: It just switches back to a fixed camera.

Phil: And that is jarring.

Phil: So there are some elements of this game that are half ass, but I give them a pass on that, but only for this game.

Phil: I've played all the Pokemon games, and I didn't do it in the usual organic, nostalgic way like most people have.

Phil: I actually sat down at one point in my life and went, OK, I haven't played a Pokemon game.

Phil: People out there tell me what are the Pokemon games and remakes that I can play through them all.

Phil: And I played through them all, beat them all.

Phil: And grew an appreciation for it because I was a big JRPGer at the time.

Phil: And it is a fine series with its own distinct characteristics.

Phil: But it has been done on the cheap for decade on decade at this point, where they're recycling stuff and not putting in the money.

Phil: And I'd just love to know who's getting the money?

Phil: Who is getting the money?

Phil: I'd just love to know, is there a very rich guy, Japanese guy sitting in Peru that owns half of Peru?

Phil: Where is the money going?

Tom: Because maybe it's going to the Vatican.

Phil: Well, we'll check that out as well.

Phil: Because if you look at the most, the open that ever been was a Game Informer feature that was done about a few months ago, where they let the Westerners in for about a week.

Phil: And their studio is quite small.

Phil: There's not a lot of people actually working at Game Freak making these games.

Phil: So I do wonder where the money goes.

Phil: And may I posit it's the Yakuza, because we've seen that before in Sega's history, where they spent a massive amount of money on a game and you're like, where did they spend the money?

Phil: A la Shenmue and the first Yakuza game.

Tom: And now the Shenmue Kickstarter as well.

Phil: Yeah, well I think that all ended up with Yu Suzuki.

Phil: So do you have any questions before we end up on...

Tom: Just two, there has been, as well as entering buildings, generally the reaction seems to have been much more disappointed than you are.

Tom: And secondly, what are these un-intrusive online elements?

Tom: They sound quite interesting, potentially.

Phil: Well, basically in the on-world, or the open-world elements of the games, of the game rather, so you can imagine these controlled places and then you have these massive fields and that's where the online community is allowed to come on.

Phil: And because of the time I play, it happens to sync up with Japan.

Phil: I just have a lot of very nice people coming up to me giving me shit for free.

Phil: And I don't even know how to give them anything back.

Phil: You know, I've tried and tried.

Tom: Can you battle them and things like that?

Phil: You can battle them.

Phil: You can also team up with them Monster Hunter style.

Phil: So they have these points that are in the open world segment where you can team up with three or four other online players to go and attack a big boss.

Phil: If you're not connected online, you can take it on yourself.

Phil: But if you are connected, and most people who do connect online, you know, like the game, like other players, you go in there and you attack this big boss to get rewards.

Phil: So that's much like in Destiny or Monster Hunter.

Phil: So it's really enjoyable.

Tom: I think the other question was just there has been, generally speaking, not as positive a reaction to it as you have had.

Tom: Why do you think that is, if you're familiar with it?

Phil: I think predominantly it comes from the big story of the whole catchphrases of the game, is you got to catch them all.

Phil: And in this game, they didn't carry over the Pokemon from the entire series.

Phil: For whatever reason, Game Freak is not allowed the assets to convert.

Tom: Part of it would probably be the amount of time of animating for D.

Phil: I think if you had all the money in the world, you wouldn't have the time, because the models are rich.

Phil: Now, people would also say, well, you had all this time to introduce new characters.

Phil: Couldn't you have spent that time on the old ones?

Phil: But they didn't introduce as many new characters as the old characters that they didn't introduce.

Phil: And all the new characters are up to this point consistent with the quality that they've done in the past.

Phil: So I fully expect with the next Pokemon, they'll have all of those characters return.

Phil: I think this is just a big dummy spit to use an Australian term on the basis of the fact that they didn't include them all.

Phil: But you cannot fault the actual game play, level design, enemy design, story at all.

Phil: It is a complete package and thoroughly enjoyable.

Phil: And the best, you know, the best Pokemon game that's been made to date because it captures all the things they've done up till now and embellish them and put them in a rich, colorful D environment.

Phil: So I think the criticism really does come from sour grapes.

Tom: Or disappointment.

Tom: What would the fans have to be sour about?

Phil: Just the fact that they don't include, you know, all the Pokemon.

Tom: Well, that's disappointment rather than sour grapes.

Phil: Oh, well, that is sour grapes.

Phil: I mean, they're basically just, you know, you didn't do this one thing for me, so therefore this game's shit.

Tom: Let me just get the definition of sour grapes.

Phil: Yeah, you look that up.

Phil: I think also there was a, there had to have been millions of people that bought the Switch for the first time because this game was released.

Phil: And so, you know, they're not just investing as I did.

Phil: I got bucks, you know, that's my skin in the game because I got a $gift voucher, you know.

Phil: So, you know, my skin in the game is fairly low.

Phil: If you had bought a $$game console, whatever they cost, and then bought this game because you finally said, OK, yeah, they got Mario, they got Zelda, that's fine.

Phil: OK, Pokemon's come out.

Phil: Now I'll buy the console.

Phil: And I think it's just probably a little bit of buyer's remorse because, you know, they've got bucks invested in this game.

Phil: I got bucks invested in this game.

Phil: And I had very low expectations going into it.

Phil: And they obviously thought, well, this is the the fulmination of years or years or years or however long this thing's been going on.

Phil: Obviously, this is going to be Nirvana.

Phil: And I'm going in going, yeah, obviously, this isn't going to be Nirvana because this is their first time of doing it properly.

Phil: So, did you find that definition of sour grapes?

Tom: And I would still question your usage here.

Tom: Technically, you may be able to argue that you're right, but I would question it.

Tom: We're going to Cambridge for a reasonable source on the definition.

Tom: If you describe someone's behavior or opinion as sour grapes, you mean that that person is angry because they have not got or achieved something that they wanted.

Tom: Now, wait though.

Tom: Wait?

Tom: No though, because listen to the examples here.

Tom: Because it implies that there is some investment involved in the process.

Phil: I bought Pokemon Shield and it wasn't what I wanted.

Phil: Sour grapes.

Tom: No.

Tom: Here are some examples.

Tom: I don't think it's such a great job, and that's not just sour grapes because I didn't get it.

Tom: Are his criticisms justified, or is this a case of sour grapes from a less successful artist?

Tom: I would suggest that this is more merely a case of their expectations potentially being too high.

Tom: And them expecting a one-to-one translation of the handheld version to console.

Phil: I think we'll give this one in for AC Pro because this is his English lesson for the show.

Phil: I think sour grapes has to do with envy.

Tom: Exactly, as those examples contained.

Phil: Yeah, yeah.

Phil: So having you refresh my knowledge of sour grapes because I'm not an envious person.

Phil: I've got it all, and let's face it, I do.

Tom: You've even got Pokemon Shield.

Phil: I've even got Pokemon Shield for bucks.

Phil: Look, go out, buy a Switch for it and you won't be disappointed, especially if you buy Mario Odyssey for it.

Tom: You won't be disappointed in Pokemon Shield if you buy Mario Odyssey.

Phil: Yep, and with that, unless you've got anything else you want to bleat?

Tom: No, I don't.

Phil: Okay, well good luck with those fires down there.

Tom: That's what the thunderstorm was for.

Phil: Yep, and if anyone wants to send us money because we're in a country that has a lot of fires, just comment at gameunder.net, go into one of our stories and say, hey, I want to give you guys money, let me know how I can do it, and we'll do it.

Phil: Because this podcast and our website is advertising free, which is really refreshing in this day and age and quite uncommon.

Phil: And not at all because we can't possibly get advertisers because of the things that we say on this podcast.

Tom: Well, they won't advertise on the website, but they will sponsor our studio nevertheless.

Phil: Yeah, I've got to tell you though, I don't know if you've ever had this experience with your underwear bunching up.

Phil: And so recently I've been getting my underwear from MeUndies.

Phil: So MeUndies is a website where you can subscribe for a very low price, and each month they will send you...

Phil: I'm kidding, I'm kidding, it's a joke!

Phil: It's a joke!

Phil: It's not MeUndies.

Phil: Don't buy it, it's a shit product.

Tom: But the underwear has indeed been bunching up lately.

Phil: Actually it hasn't.

Phil: I don't think the underwear bunching up is a common problem.

Phil: Do you?

Tom: No, I wear boxer shorts.

Phil: Oh really?

Phil: Consistently?

Tom: Boxer shorts or tights, I believe, is the correct term, but they're no longer referred to as tights.

Tom: Or long-drons is another term for them.

Tom: I think they're now called leggings.

Phil: Leggings?

Phil: Oh, okay.

Phil: Yep.

Phil: Alright, yeah, because boxer shorts on a bike, that's not going to work.

Phil: In any case, don't buy...

Tom: It does work.

Tom: How would that not work?

Tom: You can wear shorts on a bike.

Phil: Yeah, you can wear shorts, but you need the support, you know?

Phil: You need the support.

Phil: And, you know, have you ever bought bike shorts?

Tom: No, I certainly have never bought bike shorts.

Phil: If you want, I can send you an old pair of bike shorts that I have.

Phil: But in any case, I think we can quantify...

Tom: Just make sure to wear them first, or it won't be a proper used underwear product.

Phil: Yeah, and the Japanese are really uptight about that.

Phil: But anyway, I just want to say that MeUndies is a horrible product and do not buy them.

Phil: And that's the freedom that we have for being advertiser free.

Phil: We can say that kind of thing.

Phil: Are there any other commercial products that you hate that you wish to throw under the bus at this juncture?

Tom: Your second hand underwear, because I've now received it and I can confirm that it is odorless.

Tom: So I would not recommend buying used underwear from Phil Fogg.

Tom: He is a scammer.

Phil: Thank you very much.

Phil: So with that we'll close out episode of The Game Under Podcast.

Phil: I am Phil Fogg and I've been joined by the supreme co-host and EIC of gameunder.net, Mr.

Phil: Tom Towers.

Game Under Podcast 118

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:00:17 Not Trademark Banter
0:00:37 New Xbox Gets a Name and Photo
0:02:51 Top 10 Games of the 2010's

Feature - Call of Duty
0:03:19 Call of Duty Advance Warfare
0:04:51 Phil's Call of Duty Modern Warfare 2019 Experience
0:08:56 Tom's Impressions of Call of Duty WWII
0:12:33 COD WWII Healing Mechanism
0:15:29 Mud and Ground Textures of COD WWII - Tom issues a score!
0:18:08 Tom discusses the Theme of COD WWII
0:19:16 Tom and Phil Play WWII Stereotype Tropes Bingo
0:22:00 Historical Accuracy Outrage
0:28:01 Phil Recommends Pentagon Training Manuals

Mini Film Review: Darkest Hour
0:31:03 Churchill Feature Resumes

Final Impressions
0:38:04 Kevin Spacey's Call of Duty: Advanced Warfare
1:01:46 In Summary, Call of Duty Modern Warfare

Game Under Podcast 117

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Trademark Banter
0:00:06 World's Only Vegan Call of Duty Podcast?
0:00:30 Why So Defensive Fogg?
0:02:00 Ayn Rand Revisit: ITT, Xerox and GM
0:03:50 Lizard People
0:05:29 Fair and Balanced Facism
0:08:55 Idiocracy


Final Impressions - Demolition Man
0:11:23 4 Park Plaza, Irvine 92614
0:20:10 Dennis Leary and Rob Schneider
0:21:30 Demolition Man, the video game
0:23:50 Cryogenics is a Fraud

Final Impressions
0:24:54 Future Cop L.A.P.D, one of the first MOBAs

In Brief
0:28:46 Codemaster's OnRush and SEGA's Judgement and The Girl From Tomorrow

Final Impressions
0:33:05 Call of Duty Modern Warfare 2019
0:41:35 Campaign Review
0:47:00 Difficulty Settings
0:48:25 Gather 'round Children, and Old Man Rates all the COD Games
0:53:25 Back to the Campaign Review
1:10:15 CONTROVERSY - Rock Texture Talk
1:17:30 Smattering of Friends
1:19:30 Plant Fidelity
1:22:45 Story Analysis
1:50:25 Score

Personal Computer Talk
1:51:45 HDD and Keyboards

Game Under Podcast 116

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Trademark Banter
0:01:16 Death Stranding Talk
0:03:41 PC Talk plus Xenimax Busted
0:06:09 BMX Gon Give It To Ya
0:07:28 Halloween History
0:11:44 Hungry Jack's Vegan Burger Talk

Ayn Rand and Bioshock
0:18:19 SPOILERS abound as Tom and Phil Discuss the writings of Ayn Rand and Bioshock.

Game Under Podcast 115

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Intro
0:00:08 PageUnder Podcast
0:00:34 Typhoid Mary Plagiarism

Feature
0:03:00 Tom's PC Build, Final Update
0:04:30 You say Bios, I say BIOS.
0:05:55 MSY and Consumer Law
0:09:08 Hot Hot Hot
0:23:41 First Impressions of Windows 10
0:29:30 What Games did Tom Install First (and ray Tracing)
0:37:33 Manuals and Gew Gaws
0:41:40 Epic Games Store First Impressions
0:47:46 Xbox Gamerpass First Impressions
0:53:33 Streaming Over Wifi

First Impressions - Call of Duty Modern Warfare (2019)
0:59:57 Preamble/ PC Controllers/ Forza
1:08:05 Respawn
1:09:35 Throwing Shaders
1:10:25 The First Level, and Dick Cheney
1:17:50 Level Design
1:23:19 Guns

Final Impression
1:32:57 Neo Cab - Notes Left Out of the Review on Gameunder.net

Sky's the Limit
1:39:00 That Game Company's MMORPG (Sky for iOS) Continues to Improve

Game Under Podcast 114

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction

0:00:09 Thyphoid Mary, Tokyo Rose, Lord Haw Haw and Axis Sally Morning Zoo

Content on Gameunder.net
0:05:50 Prof. Stephen Hicks Book Review

First Impressions
0:12:58 Mario World Tour & Broader Discussion of Nintendo's Mobile Initiative
0:22:13 Subway Surfers and Roblox and the problem with kids today.
0:27:40 Lord of the Fries
0:35:18 Judgement, from the makers of Yakuza

Tom's New Computer Build
0:46:30 An Update, All the parts have now been purchased

Final Impressions Update
1:15:35 Sky Now Supports Controllers and the Ghost of Steve Jobs

Uncharacteristic Belabouring of a Point by Tom
1:27:04 See Topic

Closer
1:29:57 2006 Game of the Year

Game Under Podcast 113

Stream below or right-click and download here You can also listen on Stitcher and iTunes. Why not subscribe to us on RSS ?

Introduction
0:01:28 Australia's Favourite Music Podcast
0:02:11 Tom's Article about Comersurealism
0:08:21 Sports Talk

Trademark Banter
0:09:27 The State of GameStop (EBGames), and Game Informer
0:16:25 Hyper Magazine

Final Impressions
0:21:29 Tom's Final Impressions of That Gaming Company's, Sky.
0:21:55 RECORD SCRATCH Deadly Premonition 2 Announced
0:26:25 Back to Tom's Final Impressions of That Gaming Company's, Sky.
0:36:40 Spoilers Start Here

Short Gaming Commentary
0:44:24 Apple Arcade: Will Towers Take a Bite of the Apple?
0:45:39 Call of Duty Black Ops II and Call of Duty WW2

Tom's PC Build
0:49:51 Towers is Building a Tower of Power

Commentary
1:06:18 How the Current Generation of Systems and Games Compares to Prior Generations

Game Under Podcast 112

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Introduction
0:00:09 Page Under Podcast
0:00:30 Towers "others" Phil Fogg
0:02:02 Hyper Magazine Rises Again - Not Thick

First Impressions: Sky - The new game from That Game Company
0:03:47 Jenova Chen and Kellee Santiago
0:07:27 Tom's Impressions of Sky
0:15:05 Ico Inspired? Market Access
0:21:20 That Game Company
0:22:20 Microtransactions

Psych!
0:28:05 Fox.com Micro Maniacs Racing

All Things Neon Genesis Evangelion
0:28:50 Japanimation!
0:31:05 Anime with Themes - Why NGE & Robotech is Significant
0:38:20 Germany and Japan
0:40:15 The N64 Japan Only Game - First Impressions
0:46:20 N64 Region Lock Talk

Booktalk - Book from Spec Ops: The Line Writer
0:48:38 Significant Zero by Walt Williams
1:02:39 What is Eco Terrorism? Will some one please think of the turtles?
1:09:12 Use of Flash Forwards
1:18:50 Spec Ops: The Line and ties to The Heart of Darkness